SoVRMLIndexedFaceSet(3)
β¨ SoVRMLIndexedFaceSet β¨
okay bestie, gather round π this is the manual page for SoVRMLIndexedFaceSet(3) β a Coin manpage, third section, the one about classes. it's a long one so buckle up, we're doing this in four parts and this is part one. no sign-off, we're not done, don't go anywhere π«Ά
πΈ NAME πΈ
SoVRMLIndexedFaceSet β the class that's literally here to represent a generic 3D shape. iconic behaviour, honestly. π
π SYNOPSIS π
#include <Inventor/VRMLnodes/SoVRMLIndexedFaceSet.h>
it inherits from SoVRMLIndexedShape. yes, the family tree matters, keep up π
π Public Member Functions π
virtual SoType getTypeId (void) constSoVRMLIndexedFaceSet (void)virtual void GLRender (SoGLRenderAction *action)virtual void getPrimitiveCount (SoGetPrimitiveCountAction *action)virtual SbBool generateDefaultNormals (SoState *s, SoNormalBundle *nb)virtual SbBool generateDefaultNormals (SoState *state, SoNormalCache *nc)
π¦ Public Member Functions inherited from SoVRMLVertexShape π¦
virtual void doAction (SoAction *action)virtual void getBoundingBox (SoGetBoundingBoxAction *action)virtual void callback (SoCallbackAction *action)virtual void pick (SoPickAction *action)
π Public Member Functions inherited from SoVRMLGeometry π
virtual void search (SoSearchAction *action)virtual void copyContents (const SoFieldContainer *from, SbBool copyConn)
β Public Member Functions inherited from SoShape β
virtual SbBool affectsState (void) constvirtual void rayPick (SoRayPickAction *action)const SoBoundingBoxCache * getBoundingBoxCache (void) const
π Public Member Functions inherited from SoNode π
void setOverride (const SbBool state)SbBool isOverride (void) constvoid setNodeType (const NodeType type)NodeType getNodeType (void) constvirtual SoNode * copy (SbBool copyconnections=FALSE) constvirtual void GLRenderBelowPath (SoGLRenderAction *action)virtual void GLRenderInPath (SoGLRenderAction *action)virtual void GLRenderOffPath (SoGLRenderAction *action)virtual void getMatrix (SoGetMatrixAction *action)virtual void handleEvent (SoHandleEventAction *action)virtual void write (SoWriteAction *action)virtual void audioRender (SoAudioRenderAction *action)virtual void grabEventsSetup (void)virtual void grabEventsCleanup (void)virtual void startNotify (void)SbUniqueId getNodeId (void) constvirtual void writeInstance (SoOutput *out)virtual SoNode * addToCopyDict (void) constvirtual SoFieldContainer * copyThroughConnection (void) const
π Public Member Functions inherited from SoFieldContainer π
void setToDefaults (void)SbBool hasDefaultValues (void) constSbBool fieldsAreEqual (const SoFieldContainer *container) constvoid copyFieldValues (const SoFieldContainer *container, SbBool copyconnections=FALSE)SbBool set (const char *const fielddata)void get (SbString &fielddata)virtual int getFields (SoFieldList &l) constvirtual int getAllFields (SoFieldList &l) constvirtual SoField * getField (const SbName &name) constvirtual SoField * getEventIn (const SbName &name) constvirtual SoField * getEventOut (const SbName &name) constSbBool getFieldName (const SoField *const field, SbName &name) constSbBool enableNotify (const SbBool flag)SbBool isNotifyEnabled (void) constSbBool set (const char *fielddata, SoInput *input)void get (SbString &fielddata, SoOutput *out)virtual SbBool validateNewFieldValue (SoField *field, void *newval)virtual void addWriteReference (SoOutput *out, SbBool isfromfield=FALSE)SbBool getIsBuiltIn (void) constvirtual void getFieldsMemorySize (size_t &managed, size_t &unmanaged) constvoid setUserData (void *userdata) constvoid * getUserData (void) const
π§ Public Member Functions inherited from SoBase π§
void ref (void) constvoid unref (void) constvoid unrefNoDelete (void) constint32_t getRefCount (void) constvoid touch (void)SbBool isOfType (SoType type) constβ returnsTRUEif the type of this object is either of the same type or inherited from type. like, is it this class or a glow-up of this class? yes/no, that's the whole vibe check.virtual SbName getName (void) constvirtual void setName (const SbName &newname)void addAuditor (void *const auditor, const SoNotRec::Type type)void removeAuditor (void *const auditor, const SoNotRec::Type type)const SoAuditorList & getAuditors (void) constSbBool shouldWrite (void)void assertAlive (void) const
π Static Public Member Functions π
static SoType getClassTypeId (void)static void initClass (void)
π« Static Public Member Functions inherited from SoVRMLIndexedShape π«
static SoType getClassTypeId (void)static void initClass (void)
π« Static Public Member Functions inherited from SoVRMLVertexShape π«
static SoType getClassTypeId (void)static void initClass (void)
π« Static Public Member Functions inherited from SoVRMLGeometry π«
static SoType getClassTypeId (void)static void initClass (void)
π« Static Public Member Functions inherited from SoShape π«
static SoType getClassTypeId (void)static void initClass (void)β sets up initialization for data common to all instances of this class, like submitting necessary information to the Coin type system. the little "hey Coin, I exist" ritual, we love it β¨static void getScreenSize (SoState *const state, const SbBox3f &boundingbox, SbVec2s &rectsize)static float getDecimatedComplexity (SoState *state, float complexity)
π« Static Public Member Functions inherited from SoNode π«
static uint32_t getCompatibilityTypes (const SoType &nodetype)static SoType getClassTypeId (void)static SoNode * getByName (const SbName &name)static int getByName (const SbName &name, SoNodeList &l)static void initClass (void)β sets up initialization for data common to all instances of this class, like submitting necessary information to the Coin type system. same ritual, different class πstatic void initClasses (void)static SbUniqueId getNextNodeId (void)static int getActionMethodIndex (const SoType type)static void getBoundingBoxS (SoAction *action, SoNode *node)static void GLRenderS (SoAction *action, SoNode *node)static void callbackS (SoAction *action, SoNode *node)static void getMatrixS (SoAction *action, SoNode *node)static void handleEventS (SoAction *action, SoNode *node)static void pickS (SoAction *action, SoNode *node)static void rayPickS (SoAction *action, SoNode *node)static void searchS (SoAction *action, SoNode *node)static void writeS (SoAction *action, SoNode *node)static void audioRenderS (SoAction *action, SoNode *node)static void getPrimitiveCountS (SoAction *action, SoNode *node)
π« Static Public Member Functions inherited from SoFieldContainer π«
static void initClass (void)β sets up initialization for data common to all instances of this class, like submitting necessary information to the Coin type system. you get the drill by now π«Άstatic SoType getClassTypeId (void)β this static method returns theSoTypeobject associated with objects of this class. the class ID card, basically π³static void cleanupClass (void)static void initCopyDict (void)static void addCopy (const SoFieldContainer *orig, const SoFieldContainer *copy)static SoFieldContainer * checkCopy (const SoFieldContainer *orig)static SoFieldContainer * findCopy (const SoFieldContainer *orig, const SbBool copyconnections)static void copyDone (void)
π« Static Public Member Functions inherited from SoBase π«
static void initClass (void)β sets up initialization for data common to all instances of this class, like submitting necessary information to the Coin type system. yes bestie, again, everybody does it πstatic SoType getClassTypeId (void)β this static method returns theSoTypeobject associated with objects of this class. iconic ID card, round two π³static void addName (SoBase *const base, const char *const name)static void removeName (SoBase *const base, const char *const name)static void incrementCurrentWriteCounter (void)static void decrementCurrentWriteCounter (void)static SoBase * getNamedBase (const SbName &name, SoType type)static int getNamedBases (const SbName &name, SoBaseList &baselist, SoType type)static SbBool read (SoInput *input, SoBase *&base, SoType expectedtype)static void setInstancePrefix (const SbString &c)static void setTraceRefs (SbBool trace)static SbBool getTraceRefs (void)static SbBool connectRoute (SoInput *input, const SbName &fromnodename, const SbName &fromfieldname, const SbName &tonodename, const SbName &tofieldname)static SbBool readRoute (SoInput *input)
πΈ Public Attributes πΈ
SoSFBool ccwSoSFBool solidSoSFBool convexSoSFFloat creaseAngle
πΈ Public Attributes inherited from SoVRMLIndexedShape πΈ
SoMFInt32 coordIndexSoMFInt32 colorIndexSoMFInt32 normalIndexSoMFInt32 texCoordIndex
πΈ Public Attributes inherited from SoVRMLVertexShape πΈ
SoSFNode coordSoSFNode texCoordSoSFNode normalSoSFNode colorSoSFBool colorPerVertexSoSFBool normalPerVertex
π¦ Protected Member Functions π¦
virtual const SoFieldData * getFieldData (void) constvirtual ~SoVRMLIndexedFaceSet ()virtual void generatePrimitives (SoAction *action)
π¦ Protected Member Functions inherited from SoVRMLIndexedShape π¦
SoVRMLIndexedShape (void)virtual ~SoVRMLIndexedShape ()virtual void computeBBox (SoAction *action, SbBox3f &box, SbVec3f ¢er)SbBool getVertexData (SoState *state, const SoCoordinateElement *&coords, const SbVec3f *&normals, const int32_t *&cindices, const int32_t *&nindices, const int32_t *&tindices, const int32_t *&mindices, int &numcindices, const SbBool neednormals, SbBool &normalcacheused)
π¦ Protected Member Functions inherited from SoVRMLVertexShape π¦
SoVRMLVertexShape (void)virtual ~SoVRMLVertexShape ()virtual SbBool shouldGLRender (SoGLRenderAction *action)void setNormalCache (SoState *s, int numNormals, SbVec3f *normals)SoNormalCache * getNormalCache (void) constSoNormalCache * generateAndReadLockNormalCache (SoState *const state)void getVertexData (SoState *state, const SoCoordinateElement *&coords, const SbVec3f *&normals, const SbBool neednormals)void readLockNormalCache (void)void readUnlockNormalCache (void)
π¦ Protected Member Functions inherited from SoVRMLGeometry π¦
SoVRMLGeometry (void)virtual ~SoVRMLGeometry ()void setupShapeHints (SoState *state, const SbBool ccw, const SbBool solid)virtual SoChildList * getChildren (void) const
Protected Member Functions inherited from SoShape π«Ά
okay so these are the goodies SoShape lets its subclasses (hi, that's you, SoVRMLIndexedFaceSet π) poke at. Copy these signatures exactly, bestie, no improvising:
SoShape (void)β the constructor, just vibing.virtual ~SoShape ()β the destructor, say bye πfloat getComplexityValue (SoAction *action)β hands you back the complexity value.void beginSolidShape (SoGLRenderAction *action)β opens up a solid shape render.void endSolidShape (SoGLRenderAction *action)β and closes it back up.void GLRenderBoundingBox (SoGLRenderAction *action)β renders the bounding box, iconic.SbBool shouldPrimitiveCount (SoGetPrimitiveCountAction *action)β returns anSbBool, so like, yes or no?SbBool shouldRayPick (SoRayPickAction *const action)β anotherSbBoolcheck, this time for ray picking.void computeObjectSpaceRay (SoRayPickAction *const action)β does the object space ray math.void computeObjectSpaceRay (SoRayPickAction *const action, const SbMatrix &matrix)β same name, extramatrixargument, the two-for-one special β¨virtual SoDetail * createTriangleDetail (SoRayPickAction *action, const SoPrimitiveVertex *v1, const SoPrimitiveVertex *v2, const SoPrimitiveVertex *v3, SoPickedPoint *pp)β three verts walk into a bar and make aSoDetail *for triangle picking.virtual SoDetail * createLineSegmentDetail (SoRayPickAction *action, const SoPrimitiveVertex *v1, const SoPrimitiveVertex *v2, SoPickedPoint *pp)β same energy but for a line segment.virtual SoDetail * createPointDetail (SoRayPickAction *action, const SoPrimitiveVertex *v, SoPickedPoint *pp)β and one lonevfor point picking πvoid invokeTriangleCallbacks (SoAction *const action, const SoPrimitiveVertex *const v1, const SoPrimitiveVertex *const v2, const SoPrimitiveVertex *const v3)β fires off the triangle callbacks.void invokeLineSegmentCallbacks (SoAction *const action, const SoPrimitiveVertex *const v1, const SoPrimitiveVertex *const v2)β fires off the line segment callbacks.void invokePointCallbacks (SoAction *const action, const SoPrimitiveVertex *const v)β fires off the point callbacks. one (1) vertex, main character energy πvoid beginShape (SoAction *const action, const TriangleShape shapetype, SoDetail *const detail=NULL)β starts a shape; note thedetail=NULLdefault, that's important bestie.void shapeVertex (const SoPrimitiveVertex *const v)β feeds in one vertex.void endShape (void)β closes the shape out.beginShape's partner in crime π«Άvoid generateVertex (SoPrimitiveVertex *const pv, const SbVec3f &point, const SbBool useTexFunc, const SoMultiTextureCoordinateElement *const tce, const float s, const float t, const SbVec3f &normal)β thesandtflavour of vertex generation.void generateVertex (SoPrimitiveVertex *const pv, const SbVec3f &point, const SbBool useTexFunc, const SoMultiTextureCoordinateElement *const tce, const float s, const float t, const float r, const SbVec3f &normal)β the overachieving twin that also takesr. obsessed πSbBool startVertexArray (SoGLRenderAction *action, const SoCoordinateElement *coords, const SbVec3f *pervertexnormals, const SbBool texpervertex, const SbBool colorpervertex)β kicks off the vertex array and tells youSbBool-style how it went.void finishVertexArray (SoGLRenderAction *action, const SbBool vbo, const SbBool normpervertex, const SbBool texpervertex, const SbBool colorpervertex)β wraps it up, fourSbBools deep, no cap.
Protected Member Functions inherited from SoNode πΈ
SoNode (void)β constructor. hi.virtual ~SoNode ()β destructor. bye.virtual SbBool readInstance (SoInput *in, unsigned short flags)β reads an instance, returns anSbBool.
Protected Member Functions inherited from SoFieldContainer π¦
SoFieldContainer (void)β constructor.virtual ~SoFieldContainer ()β destructor. that's the whole list, love that for them.
Protected Member Functions inherited from SoBase π
SoBase (void)β constructor.virtual ~SoBase ()β destructor.virtual void destroy (void)β the destroyer.SbBool hasMultipleWriteRefs (void) constβSbBoolagain,constthis time.SbBool writeHeader (SoOutput *out, SbBool isgroup, SbBool isengine) constβ writes a header, takes anSoOutput *and twoSbBools.void writeFooter (SoOutput *out) constβ writes a footer, just theSoOutput *.virtual const char * getFileFormatName (void) constβ returns the file format name as aconst char *.virtual SoNotRec createNotRec (void)β returns anSoNotRec.
Static Protected Member Functions β
static const SoFieldData ** getFieldDataPtr (void)β get that field data pointer.
Static Protected Member Functions inherited from SoVRMLIndexedShape
static const SoFieldData ** getFieldDataPtr (void)
Static Protected Member Functions inherited from SoVRMLVertexShape
static const SoFieldData ** getFieldDataPtr (void)
Static Protected Member Functions inherited from SoVRMLGeometry
static const SoFieldData ** getFieldDataPtr (void)
Static Protected Member Functions inherited from SoShape
static const SoFieldData ** getFieldDataPtr (void)
Static Protected Member Functions inherited from SoNode
static const SoFieldData ** getFieldDataPtr (void)static void setNextActionMethodIndex (int index)β sets the next action method index toindex.static int getNextActionMethodIndex (void)β gets it back out as anint.static void incNextActionMethodIndex (void)β increments it. go off β¨static void setCompatibilityTypes (const SoType &nodetype, const uint32_t bitmask)β sets compatibility types from a node type and auint32_tbitmask.
Static Protected Member Functions inherited from SoBase
static uint32_t getCurrentWriteCounter (void)β returns the current write counter as auint32_t.static void staticDataLock (void)β locks the static data. πstatic void staticDataUnlock (void)β unlocks it. π
Additional Inherited Members π
Public Types inherited from SoVRMLVertexShape
the Binding enum, and yes every value is fully qualified, we do not abbreviate here:
enum Binding { OVERALL = SoMaterialBindingElement::OVERALL, PER_PART = SoMaterialBindingElement::PER_PART, PER_PART_INDEXED = SoMaterialBindingElement::PER_PART_INDEXED, PER_FACE = SoMaterialBindingElement::PER_FACE, PER_FACE_INDEXED = SoMaterialBindingElement::PER_FACE_INDEXED, PER_VERTEX = SoMaterialBindingElement::PER_VERTEX, PER_VERTEX_INDEXED = SoMaterialBindingElement::PER_VERTEX_INDEXED }
Public Types inherited from SoShape
the TriangleShape enum β so many shapes, so little time:
enum TriangleShape { TRIANGLE_STRIP, TRIANGLE_FAN, TRIANGLES, POLYGON, QUADS, QUAD_STRIP, POINTS, LINES, LINE_STRIP }
Public Types inherited from SoNode
the NodeType enum, and bestie, the hex values are load-bearing, do not touch them:
enum NodeType { INVENTOR = 0x0000, VRML1 = 0x0001, VRML2 = 0x0002, INVENTOR_1 = 0x0004, INVENTOR_2_0 = 0x0008, INVENTOR_2_1 = 0x0010, INVENTOR_2_5 = 0x0020, INVENTOR_2_6 = 0x0040, COIN_1_0 = 0x0080, COIN_2_0 = 0x0100, EXTENSION = 0x0200, COIN_2_2 = 0x0400, COIN_2_3 = 0x0800, COIN_2_4 = 0x1000, INVENTOR_5_0 = 0x2000, COIN_2_5 = 0x4000, COIN_3_0 = 0x8000, INVENTOR_6_0 = 0x10000, COIN_4_0 = 0x20000 }
Protected Types inherited from SoBase
enum BaseFlags { IS_ENGINE = 0x01, IS_GROUP = 0x02 }
Protected Attributes inherited from SoNode
SbUniqueId uniqueIdβ the unique id, living its truth.
Protected Attributes inherited from SoFieldContainer
SbBool isBuiltInβ anSbBool, built in.
Static Protected Attributes inherited from SoNode
static SbUniqueId nextUniqueId = 1β starts at1, periodt.static int nextActionMethodIndex = 0β starts at0.
π Detailed Description π
okay bestie, listen up β SoVRMLIndexedFaceSet is the class you reach for when you need to represent a generic 3D shape. she's the blueprint. the moment. π¦
The detailed class documentation is taken verbatim from the VRML97 standard (ISO/IEC 14772-1:1997). It is copyright The Web3D Consortium, and is used by permission of the Consortium:
IndexedFaceSet {
eventIn MFInt32 set_colorIndex
eventIn MFInt32 set_coordIndex
eventIn MFInt32 set_normalIndex
eventIn MFInt32 set_texCoordIndex
exposedField SFNode color NULL
exposedField SFNode coord NULL
exposedField SFNode normal NULL
exposedField SFNode texCoord NULL
field SFBool ccw TRUE
field MFInt32 colorIndex [] # [-1,)
field SFBool colorPerVertex TRUE
field SFBool convex TRUE
field MFInt32 coordIndex [] # [-1,)
field SFFloat creaseAngle 0 # [0,)
field MFInt32 normalIndex [] # [-1,)
field SFBool normalPerVertex TRUE
field SFBool solid TRUE
field MFInt32 texCoordIndex [] # [-1,)
}
The IndexedFaceSet node represents a 3D shape formed by constructing faces (polygons) from vertices listed in the coord field. β¨ The coord field contains a Coordinate node that defines the 3D vertices referenced by the coordIndex field. IndexedFaceSet uses the indices in its coordIndex field to specify the polygonal faces by indexing into the coordinates in the Coordinate node. An index of "-1" indicates that the current face has ended and the next one begins. The last face may be (but does not have to be) followed by a "-1" index. If the greatest index in the coordIndex field is N, the Coordinate node shall contain N+1 coordinates (indexed as 0 to N). Each face of the IndexedFaceSet shall have:
- at least three non-coincident vertices;
- vertices that define a planar polygon;
- vertices that define a non-self-intersecting polygon.
Otherwise, The results are undefined. π like, we do not know what happens. no cap.
The IndexedFaceSet node is specified in the local coordinate system and is affected by the transformations of its ancestors. (family lineage, but for math π§¬)
Descriptions of the coord, normal, and texCoord fields are provided in the SoVRMLCoordinate, SoVRMLNormal, and SoVRMLTextureCoordinate nodes, respectively. go read those, they're cute.
Details on lighting equations and the interaction between color field, normal field, textures, materials, and geometries are provided in 4.14, Lighting model. π‘
If the color field is not NULL, it shall contain a Color node whose colours are applied to the vertices or faces of the IndexedFaceSet as follows:
- If
colorPerVertexisFALSE, colours are applied to each face, as follows:- If the
colorIndexfield is not empty, then one colour is used for each face of theIndexedFaceSet. There shall be at least as many indices in thecolorIndexfield as there are faces in theIndexedFaceSet. If the greatest index in thecolorIndexfield is N, then there shall be N+1 colours in theColornode. ThecolorIndexfield shall not contain any negative entries. - If the
colorIndexfield is empty, then the colours in theColornode are applied to each face of theIndexedFaceSetin order. There shall be at least as many colours in theColornode as there are faces.
- If the
- If
colorPerVertexisTRUE, colours are applied to each vertex, as follows:- If the
colorIndexfield is not empty, then colours are applied to each vertex of theIndexedFaceSetin exactly the same manner that thecoordIndexfield is used to choose coordinates for each vertex from theCoordinatenode. ThecolorIndexfield shall contain at least as many indices as thecoordIndexfield, and shall contain end-of-face markers (-1) in exactly the same places as thecoordIndexfield. If the greatest index in thecolorIndexfield is N, then there shall be N+1 colours in theColornode. - If the
colorIndexfield is empty, then thecoordIndexfield is used to choose colours from theColornode. If the greatest index in thecoordIndexfield is N, then there shall be N+1 colours in theColornode.
- If the
If the color field is NULL, the geometry shall be rendered normally using the Material and texture defined in the Appearance node (see 4.14, Lighting model, for details http://www.web3d.org/documents/specifications/14772/V2.0/part1/concepts.html#4.6.5). π¨
If the normal field is not NULL, it shall contain a Normal node whose normals are applied to the vertices or faces of the IndexedFaceSet in a manner exactly equivalent to that described above for applying colours to vertices/faces (where normalPerVertex corresponds to colorPerVertex and normalIndex corresponds to colorIndex). If the normal field is NULL, the browser shall automatically generate normals, using creaseAngle to determine if and how normals are smoothed across shared vertices (see 4.6.3.5, Crease angle field). π₯
If the texCoord field is not NULL, it shall contain a TextureCoordinate node. The texture coordinates in that node are applied to the vertices of the IndexedFaceSet as follows: If the texCoordIndex field is not empty, then it is used to choose texture coordinates for each vertex of the IndexedFaceSet in exactly the same manner that the coordIndex field is used to choose coordinates for each vertex from the Coordinate node. The texCoordIndex field shall contain at least as many indices as the coordIndex field, and shall contain end-of-face markers (-1) in exactly the same places as the coordIndex field. If the greatest index in the texCoordIndex field is N, then there shall be N+1 texture coordinates in the TextureCoordinate node. π§΅
If the texCoordIndex field is empty, then the coordIndex array is used to choose texture coordinates from the TextureCoordinate node. If the greatest index in the coordIndex field is N, then there shall be N+1 texture coordinates in the TextureCoordinate node. If the texCoord field is NULL, a default texture coordinate mapping is calculated using the local coordinate system bounding box of the shape. The longest dimension of the bounding box defines the S coordinates, and the next longest defines the T coordinates. If two or all three dimensions of the bounding box are equal, ties shall be broken by choosing the X, Y, or Z dimension in that order of preference. The value of the S coordinate ranges from 0 to 1, from one end of the bounding box to the other. The T coordinate ranges between 0 and the ratio of the second greatest dimension of the bounding box to the greatest dimension. Figure 6.10 illustrates the default texture coordinates for a simple box shaped IndexedFaceSet with an X dimension twice as large as the Z dimension and four times as large as the Y dimension. Figure 6.11 illustrates the original texture image used on the IndexedFaceSet used in Figure 6.10. π
Figure 6.10
Figure 6.11
Subclause 4.6.3, Shapes and geometry (http://www.web3d.org/documents/specifications/14772/V2.0/part1/concepts.html#4.6.5), provides a description of the ccw, solid, convex, and creaseAngle fields. go check it, it's giving essential reading.
π Constructor & Destructor Documentation π
β¨ SoVRMLIndexedFaceSet::SoVRMLIndexedFaceSet (void ) β¨
Constructor. she's born. π
β¨ SoVRMLIndexedFaceSet::~SoVRMLIndexedFaceSet () [protected], [virtual] β¨
Destructor. she's gone. π (it's [protected] and [virtual] bestie, don't forget)
π Member Function Documentation π
okay bestie, this is the part where we meet all the lil functions that make this node go. they're the behind-the-scenes besties doing the real work, and yes, some of them are literally marked "you don't need to care about this" and I respect the honesty β¨
SoType SoVRMLIndexedFaceSet::getClassTypeId (void ) [static]
this static cutie hands you back the SoType object that's associated with objects of this class. that's it, that's the whole vibe. π
SoType SoVRMLIndexedFaceSet::getTypeId (void ) const [virtual]
gives you the type identification of an object derived from a class that inherits SoBase. what's it for? runtime type checking and "downward" casting, periodt. π
Reimplemented from SoVRMLIndexedShape.
const SoFieldData ** SoVRMLIndexedFaceSet::getFieldDataPtr (void ) [static], [protected]
so this API member is considered internal to the library β the docs literally say it's not likely to be of interest to the application programmer. not me being gatekeepy, that's just what it says π
Returns the SoFieldData class which holds information about fields in this node.
const SoFieldData * SoVRMLIndexedFaceSet::getFieldData (void ) const [protected], [virtual]
hands you a pointer to the class-wide field data storage object for this instance. and if there are no fields present? it returns NULL. no fields, no problem, no pointer. π«₯
Reimplemented from SoVRMLIndexedShape.
void SoVRMLIndexedFaceSet::initClass (void ) [static]
no description given, she's mysterious, she just is. iconic behaviour honestly. π
void SoVRMLIndexedFaceSet::GLRender (SoGLRenderAction * action) [virtual]
this one is the action method for the SoGLRenderAction. it gets called during rendering traversals. nodes that influence the rendering state in any way, or that want to throw geometry primitives at OpenGL, override this method. π
β¨
Reimplemented from SoVRMLVertexShape.
void SoVRMLIndexedFaceSet::getPrimitiveCount (SoGetPrimitiveCountAction * action) [virtual]
action method for the SoGetPrimitiveCountAction. she calculates the number of triangle, line segment and point primitives for the node and adds these to the counters of the action. math girl summer fr fr π’
Nodes that influence how geometry nodes calculate their primitive count also override this method to change the relevant state variables.
Reimplemented from SoShape.
SbBool SoVRMLIndexedFaceSet::generateDefaultNormals (SoState * s, SoNormalBundle * nb) [virtual]
okay so β this API member is considered internal to the library, not likely to be of interest to the application programmer. π
Subclasses should override this method to generate default normals using the SoNormalBundle class. TRUE should be returned if normals were generated, FALSE otherwise.
Default method returns FALSE.
heads up bestie: this function is an extension for Coin, and it is not available in the original SGI Open Inventor v2.1 API.
Reimplemented from SoVRMLVertexShape.
SbBool SoVRMLIndexedFaceSet::generateDefaultNormals (SoState * s, SoNormalCache * nc) [virtual]
again, internal to the library, not likely to be of interest to the application programmer. π
Subclasses should override this method to generate default normals using the SoNormalCache class. this one is more effective than using SoNormalGenerator. Return TRUE if normals were generated, FALSE otherwise.
Default method just returns FALSE. she said "no thoughts, just FALSE". π
another heads up: this function is an extension for Coin, and it is not available in the original SGI Open Inventor v2.1 API.
Reimplemented from SoVRMLVertexShape.
void SoVRMLIndexedFaceSet::generatePrimitives (SoAction * action) [protected], [virtual]
this method implements the action behavior for shape nodes for SoCallbackAction. it gets invoked from SoShape::callback(). and listen β (subclasses should not override SoNode::callback().) don't do it. not the move. π«
the subclass implementations use the convenience methods SoShape::beginShape(), SoShape::shapeVertex(), and SoShape::endShape(), with SoDetail instances, to pass the primitives making up the shape back to the caller. teamwork makes the dream work π«Ά
Implements SoShape.
π¦ Member Data Documentation π¦
these are the fields, the actual data girlies, the ones you'll be setting in your scene graph. look at them, they're gorgeous. π
SoSFBool SoVRMLIndexedFaceSet::ccwβ specifies if vertex ordering is counterclockwise. default value isTRUE.SoSFBool SoVRMLIndexedFaceSet::solidβ can be used to enable backface culling. default value isTRUE.SoSFBool SoVRMLIndexedFaceSet::convexβ specifies if all polygons are convex. default value isTRUE.SoSFFloat SoVRMLIndexedFaceSet::creaseAngleβ specifies the crease angle for the generated normals. default value is0.0.
three TRUEs and a 0.0, we love a consistent queen π
πΈ Author πΈ
Generated automatically by Doxygen for Coin from the source code. she didn't write herself, she was born this way, and honestly? slay. β¨
and that's a wrap on the whole page, bestie!! π this was Version 4.0.10, dated Thu Jun 25 2026 00:00:00, and it's been an absolute joy walking through SoVRMLIndexedFaceSet(3) with you. go forth and index those face sets, you gorgeous genius. mwah ππ
π
π¦ where this page comes from
- fedora 43: Coin4-devel 4.0.10-1.fc43 Β· BSD-3-Clause AND GPL-3.0-or-later
- fedora 43: Coin4-devel 4.0.10-1.fc43 Β· BSD-3-Clause AND GPL-3.0-or-later
- fedora 44: Coin4-devel 4.0.10-1.fc44 Β· BSD-3-Clause AND GPL-3.0-or-later
- fedora 44: Coin4-devel 4.0.10-1.fc44 Β· BSD-3-Clause AND GPL-3.0-or-later
- π girlified by deepseek-ai/DeepSeek-V4.1-Flash on : a language model's rewrite of the original, under its terms