SODECOMPOSEVEC4F(3iv)

πŸ’– NAME πŸ’–

SoDecomposeVec4f β€” decomposes 4D vectors into floating-point values

okay so bestie, this manual page is from the 3IV manual, and it's about a little engine whose entire personality is: take a 4D vector, hand you back four floats. that's it. that's the job. and it does it flawlessly. πŸ‘‘


πŸ¦‹ INHERITS FROM πŸ¦‹

SoBase > SoFieldContainer > SoEngine > SoDecomposeVec4f

so yeah, she's got a whole family tree. everything SoBase, SoFieldContainer and SoEngine can do, she can do too. nepotism? no, inheritance. πŸ’…


✨ SYNOPSIS ✨

#include <Inventor/engines/SoCompose.h>

πŸ“₯ Inputs from class SoDecomposeVec4f

SoMFVec4f           vector

πŸ“€ Outputs from class SoDecomposeVec4f

(SoMFFloat)         x
(SoMFFloat)         y
(SoMFFloat)         z
(SoMFFloat)         w

πŸ› οΈ Methods from class SoDecomposeVec4f

                    SoDecomposeVec4f()

🧬 Methods from class SoEngine

static SoType       getClassTypeId()
virtual int         getOutputs(SoEngineOutputList &list) const
SoEngineOutput *    getOutput(const SbName &outputName) const
SbBool              getOutputName(const SoEngineOutput *output, SbName &outputName) const
SoEngine *          copy() const
static SoEngine *   getByName(const SbName &name)
static int          getByName(const SbName &name, SoEngineList &list)

🧬 Methods from class SoFieldContainer

void                setToDefaults()
SbBool              hasDefaultValues() const
SbBool              fieldsAreEqual(const SoFieldContainer *fc) const
void                copyFieldValues(const SoFieldContainer *fc, SbBool copyConnections = FALSE)
SbBool              set(const char *fieldDataString)
void                get(SbString &fieldDataString)
virtual int         getFields(SoFieldList &resultList) const
virtual SoField *   getField(const SbName &fieldName) const
SbBool              getFieldName(const SoField *field, SbName &fieldName) const
SbBool              isNotifyEnabled() const
SbBool              enableNotify(SbBool flag)

🧬 Methods from class SoBase

void                ref()
void                unref() const
void                unrefNoDelete() const
void                touch()
virtual SoType      getTypeId() const
SbBool              isOfType(SoType type) const
virtual void        setName(const SbName &name)
virtual SbName      getName() const

🌈 DESCRIPTION 🌈

This engine takes as input a 4D vector, and decomposes it into four single floating-point values.

The input can have multiple values, allowing the engine to decompose several vectors in parallel.

ngl the parallel thing is the slay part. one input, many vectors, all getting broken down at once. multitasking queen. 🫢


πŸŽ€ INPUTS πŸŽ€

  • SoMFVec4f vector β€” Vector to be decomposed.

πŸ“ OUTPUTS πŸ“

  • (SoMFFloat) x β€” First component of the vector.
  • (SoMFFloat) y β€” Second component of the vector.
  • (SoMFFloat) z β€” Third component of the vector.
  • (SoMFFloat) w β€” Fourth component of the vector.

four little outputs, one for each component. it's giving ✨organized✨


πŸ’… METHODS πŸ’…

  • SoDecomposeVec4f() β€” Constructor

that's literally the whole list. short king of a methods section. 😭


πŸ“œ FILE FORMAT/DEFAULTS πŸ“œ

DecomposeVec4f {
    vector  0 0 0 0
}

so if you just vibe and don't set anything, vector starts out as 0 0 0 0. zeroes. iconic, honestly.


πŸ”₯ SEE ALSO πŸ”₯

SoComposeVec4f, SoEngineOutput

go check those out too, they're the friend group. 🌸


lowkey important reminder: this page is from the SoDecomposeVec4f(3IV) manual, and there's no date stamp on it anywhere β€” so I can't tell you when it was written, bestie, only that it's the 3IV version. no cap. πŸ¦‹

stay decomposed, xoxo πŸ’–βœ¨πŸŽ€