SODIRECTIONALLIGHT(3iv)

πŸ’‘ SoDirectionalLight β€” it's giving main character energy

okay bestie, welcome to the manual page for SoDirectionalLight, straight out of the SoDirectionalLight(3IV) manual πŸ’…. grab a strawberry πŸ“, sit down, and let's get into it.


✨ NAME ✨

SoDirectionalLight β€” the node that is a directional light source. like, it's literally a light that shines, no cap.


🧬 INHERITS FROM 🧬

the family tree goes crazy:

SoBase > SoFieldContainer > SoNode > SoLight > SoDirectionalLight

so yes, it inherited every single one of those genes πŸ’–


πŸ“œ SYNOPSIS πŸ“œ

first things first, you gotta include the header or nothing works:

#include <Inventor/nodes/SoDirectionalLight.h>

Fields from class SoDirectionalLight

SoSFVec3f           direction

Fields from class SoLight

SoSFBool            on
SoSFFloat           intensity
SoSFColor           color

Methods from class SoDirectionalLight

                     SoDirectionalLight()
static SoType       getClassTypeId()

Methods from class SoNode

void                setOverride(SbBool state)
SbBool              isOverride() const
SoNode *            copy(SbBool copyConnections = FALSE) const
virtual SbBool      affectsState() const
static SoNode *     getByName(const SbName &name)
static int          getByName(const SbName &name, SoNodeList &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(SbType type) const
virtual void        setName(const SbName &name)
virtual SbName      getName() const

🌈 DESCRIPTION 🌈

so this node defines a directional light source β€” meaning it illuminates along rays that are parallel to a given 3-dimensional vector. parallel rays, every single one, no drama, no diverging. iconic behavior honestly ✨


πŸŽ€ FIELDS πŸŽ€

  • SoSFVec3f direction β€” the illumination direction vector. that's the vibe, that's the direction it shines πŸ’«

πŸ› οΈ METHODS πŸ› οΈ

  • SoDirectionalLight() β€” creates a directional light source node with default settings. a fresh baby light, defaults and all 🍼
  • static SoType getClassTypeId() β€” returns the type identifier for this class. iykyk πŸͺͺ

πŸ”₯ ACTION BEHAVIOR πŸ”₯

SoGLRenderAction

Activates this light (if so specified) during traversal. All shape nodes that come after this light in the scene graph are illuminated by this light. The light's direction is affected by the current transformation.

so like β€” order matters bestie. if a shape shows up after this light, it gets lit. and the transformation is lowkey in charge of where the direction actually points. don't forget it πŸ’€

πŸ“ FILE FORMAT/DEFAULTS πŸ“

DirectionalLight {
    on         TRUE
    intensity  1
    color      1 1 1
    direction  0 0 -1
}

look at those defaults. pristine. immaculate. direction 0 0 -1 is the moment 🫢


πŸ‘€ SEE ALSO πŸ‘€

  • SoPointLight
  • SoSpotLight

and that's the whole page bestie, you ate that πŸ’–βœ¨πŸŒΈ

this was the SoDirectionalLight(3IV) manual page, footer and all β€” signed, sealed, and delivered from SoDirectionalLight(3IV)(). go light something up πŸ¦‹πŸ‘‘