SOVERTEXPROPERTY(3iv)

πŸ’– SoVertexProperty β€” vertex property node ✨

okay so bestie, welcome to the manual page for SoVertexProperty, filed under section 3IV β€” yes the manual name is literally part of the vibe, it's giving "I live in the Inventor docs and I'm thriving" πŸ’…


🌸 INHERITS FROM 🌸

SoBase > SoFieldContainer > SoNode > SoVertexProperty

so yeah, she's deep in the family tree β€” a whole lineage of bases and containers before you even get to the vertex party 🫢


✨ SYNOPSIS ✨

#include <Inventor/nodes/SoVertexProperty.h>

πŸŽ€ enum Binding πŸŽ€

enum Binding {
     SoVertexProperty::OVERALL   Whole object has same material/normal
     SoVertexProperty::PER_PART  One material/normal for each part of
                                      object
     SoVertexProperty::PER_PART_INDEXED
                                 One material/normal for each part,
                                      indexed
     SoVertexProperty::PER_FACE  One material/normal for each face of
                                      object
     SoVertexProperty::PER_FACE_INDEXED
                                 One material/normal for each face,
                                      indexed
     SoVertexProperty::PER_VERTEX
                                 One material/normal for each vertex of
                                      object
     SoVertexProperty::PER_VERTEX_INDEXED
                                 One material/normal for each vertex,
                                      indexed
}

πŸ¦‹ Fields from class SoVertexProperty πŸ¦‹

SoMFVec3f           vertex
SoMFVec3f           normal
SoMFUInt32          orderedRGBA
SoMFVec2f           texCoord
SoSFEnum            normalBinding
SoSFEnum            materialBinding

🧚 Methods from class SoVertexProperty 🧚

                   SoVertexProperty()

πŸ’œ Methods from class SoNode πŸ’œ

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)
static SoType       getClassTypeId()

🌈 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

πŸ’« DESCRIPTION πŸ’«

okay so listen, this property node is the efficient girlie πŸ’… β€” you use her to specify coordinates, normals, texture coordinates, colors, transparency values, material binding and normal binding for vertex-based shapes, i.e. shapes of class SoVertexShape. An SoVertexProperty node can be used as a child of a group node in a scene graph, and when you do that, the properties it specifies get inherited by subsequent shape nodes in the graph. She can ALSO be directly referenced as the VertexProperty SoSFField of a vertex-based shape, which lets you bypass scene graph inheritance entirely. main character energy, honestly πŸ‘‘

When directly referenced by a VertexProperty SoSFField of a vertex-based shape, the SoVertexProperty node is the most efficient way of specifying vertex-based shapes. Using the directly referenced SoVertexProperty node results in significantly faster scene rendering than scene graph inheritance of vertex properties β€” provided all required vertex properties are specified in the SoVertexProperty node. no cap, that "provided" is doing a lot of work 🫢

Because the class SoVertexProperty is derived from SoNode, a vertex property node can be inserted as a child node in a scene graph. When inserted as a node in a scene graph, the SoVertexProperty node is traversed as any other property node, and the properties it specifies are inherited by subsequent shape nodes in the scene graph. It specifies the current material and normal bindings, and can be used to specify the current 3D coordinates, the current normals, the current texture coordinates, the current diffuse colors, and the current transparencies. like, she does it all, she's booked and busy ✨

All multiple-valued fields in the SoVertexProperty node are optional. If a field is not present (i.e. if it has 0 values), then shapes that require the missing information are required to obtain it from the current traversal state. However, users are cautioned that, for optimal performance, the vertex property node should be referenced as the VertexProperty field of an SoVertexShape, and should specify in its fields all values required to render that shape. so like... technically optional, but do the homework anyway bestie 😭

The various fields in a vertex property node can be used in place of corresponding fields in other property nodes, as follows: The vertex field contains 3D coordinates, as in the point field of an SoCoordinate3 node. The normal field contains normal vectors, as in the vector field of the SoNormal node. The orderedRGBA field contains packed colors in the hexadecimal format 0xrrggbbaa, where rr is the red value (between 00 and 0xFF hex), gg is the green value (between 00 and 0xFF hex), bb is the blue value (between 00 and 0xFF hex), and aa is the alpha value (between 00 = transparent and 0xFF = opaque). The packed colors are equivalent to an SoPackedColor node, and provide values for both diffuse color and transparency. The texCoord field replaces the point field of the SoTextureCoordinate2 node. 🎨

If the transparency type is SoGLRenderAction::SCREEN_DOOR, only the first transparency value will be used. With other transparency types, multiple transparencies will be used. πŸ‘€

The materialBinding field replaces the value field of the SoMaterialBinding node. The materialBinding field in a directly referenced SoVertexProperty node has no effect unless there is a nonempty orderedRGBA field, in which case the material binding specifies the assignment of diffuse colors and alpha values to the shape. The materialBinding field can take as value any of the material bindings supported by Inventor.

The normalBinding field replaces the value field of the SoNormalBinding node. The normalBinding field of a directly referenced SoVertexProperty node has no effect unless there is a nonempty normal field, in which case the normal binding specifies the assignment of normal vectors to the shape. The value of the normalBinding field can be any of the normal bindings supported by Inventor.


πŸŽ€ FIELDS πŸŽ€

  • SoMFVec3f vertex β€” vertex coordinate(s). πŸ“
  • SoMFVec3f normal β€” normal vector(s). πŸ“
  • SoMFUInt32 orderedRGBA β€” packed color(s), including transparencies. 🌈
  • SoMFVec2f texCoord β€” texture coordinate(s). 🧡
  • SoSFEnum normalBinding β€” normal binding. πŸͺ’
  • SoSFEnum materialBinding β€” material binding. 🎨

πŸ’… METHODS πŸ’…

  • SoVertexProperty() β€” Creates an SoVertexProperty node with default settings. brand new, fresh out the box, defaults intact ✨

πŸ”₯ ACTION BEHAVIOR πŸ”₯

SoGLRenderAction, SoCallbackAction, SoPickAction

When traversed in a scene graph, sets coordinates, normals, texture coordinates, diffuse colors, transparency, normal binding and material binding in current traversal state. If not traversed, has no effect on current traversal state associated with action. The normalBinding field has no effect if there are no normals. The materialBinding has no effect if there are no packed colors.

lowkey the recurring theme here: no normals, no normal binding. no packed colors, no material binding. she's not doing unpaid labour πŸ’€

SoGetBoundingBoxAction

When traversed in a scene graph, sets coordinates in current traversal state. If not traversed, has no effect on current traversal state associated with action. just the coordinates, that's the whole job 🫢


🌟 FILE FORMAT/DEFAULTS 🌟

VertexProperty {
    vertex           [  ]
    normal           [  ]
    texCoord         [  ]
    orderedRGBA      [  ]
    materialBinding  OVERALL
    normalBinding    PER_VERTEX_INDEXED
}

πŸ¦‹ SEE ALSO πŸ¦‹

SoIndexedTriangleStripSet SoIndexedFaceSet SoIndexedLineSet SoTriangleStripSet SoLineSet SoFaceSet SoPointSet SoQuadMesh SoVertexShape SoIndexedShape SoNonindexedShape

the whole squad fr fr, go read them too πŸ’–


and that's the page bestie!! πŸŽ€ this one lives in section 3IV of the manual, and the footer is literally just SoVertexProperty(3IV)() β€” same name, empty parens, no version, no date, no notes. she said "the work speaks for itself" and honestly? iconic. periodt. πŸ’…βœ¨