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SoComplexity Class Reference
[Nodes]

The SoComplexity class is a node type which is used to set the tradeoff between quality and performance. More...

#include <Inventor/nodes/SoComplexity.h>

Inheritance diagram for SoComplexity:

SoNode SoFieldContainer SoBase List of all members.

Public Types

enum  Type { OBJECT_SPACE = SoComplexityTypeElement::OBJECT_SPACE, SCREEN_SPACE = SoComplexityTypeElement::SCREEN_SPACE, BOUNDING_BOX = SoComplexityTypeElement::BOUNDING_BOX }

Public Member Functions

 SoComplexity (void)
virtual void doAction (SoAction *action)
virtual void callback (SoCallbackAction *action)
virtual void getBoundingBox (SoGetBoundingBoxAction *action)
virtual void GLRender (SoGLRenderAction *action)
virtual void pick (SoPickAction *action)
virtual void getPrimitiveCount (SoGetPrimitiveCountAction *action)

Static Public Member Functions

void initClass (void)

Public Attributes

SoSFEnum type
SoSFFloat value
SoSFFloat textureQuality

Protected Member Functions

virtual ~SoComplexity ()

Detailed Description

The SoComplexity class is a node type which is used to set the tradeoff between quality and performance.

By inserting SoComplexity nodes in the scene graph, you can control the accuracy by which complex shapes are rendered and the quality of the texture mapping used for geometry in the scene.

Shape nodes like SoCone, SoSphere, SoCylinder and others, will render with fewer polygons and thereby improve performance, if the complexity value of the traversal state is set to a lower value.

By using the SoComplexity::type field, you may also choose to render the scene graph (or parts of it) just as wireframe bounding boxes. This will improve rendering performance a lot, and can sometimes be used in particular situations where responsiveness is more important than appearance.

Texture mapping can be done in an expensive but attractive looking manner, or in a quick way which doesn't look as appealing by modifying the value of the SoComplexity::textureQuality field. By setting the SoComplexity::textureQuality field to a value of 0.0, you can also turn texturemapping completely off.


Member Enumeration Documentation

enum SoComplexity::Type
 

The available values for the SoComplexity::type field.

Enumeration values:
OBJECT_SPACE  Use the SoComplexity::value in calculations based on the geometry's size in world-space 3D.
SCREEN_SPACE  Use the SoComplexity::value in calculations based on the geometry's size when projected onto the rendering area. This is often a good way to make sure that objects are rendered with as low complexity as possible while still retaining their appearance for the user.
BOUNDING_BOX  Render further geometry in the scene graph as bounding boxes only for superfast rendering.


Constructor & Destructor Documentation

SoComplexity::SoComplexity void   ) 
 

Constructor.

SoComplexity::~SoComplexity  )  [protected, virtual]
 

Destructor.


Member Function Documentation

void SoComplexity::initClass void   )  [static]
 

Sets up initialization for data common to all instances of this class, like submitting necessary information to the Coin type system.

Reimplemented from SoNode.

void SoComplexity::doAction SoAction action  )  [virtual]
 

This function performs the typical operation of a node for any action.

Reimplemented from SoNode.

void SoComplexity::callback SoCallbackAction action  )  [virtual]
 

Action method for SoCallbackAction.

Simply updates the state according to how the node behaves for the render action, so the application programmer can use the SoCallbackAction for extracting information about the scene graph.

Reimplemented from SoNode.

void SoComplexity::getBoundingBox SoGetBoundingBoxAction action  )  [virtual]
 

Action method for the SoGetBoundingBoxAction.

Calculates bounding box and center coordinates for node and modifies the values of the action to encompass the bounding box for this node and to shift the center point for the scene more towards the one for this node.

Nodes influencing how geometry nodes calculates their bounding box also overrides this method to change the relevant state variablesaction, SoNode *node)

SoNode [static]
read(SoInput *in, SoBase *&base, SoType expectedtype)SoBase [static]
readInstance(SoInput *in, unsigned short flags)SoNode [protected, virtual]
ref(void) const SoBase
removeAuditor(void *const auditor, const SoNotRec::Type type)SoBase
removeName(SoBase *const base, const char *const name)SoBase [static]
SCREEN_SPACE enum valueSoComplexity
search(SoSearchAction *action)SoNode [virtual]
searchS(SoAction *action, SoNode *node)SoNode [static]
set(const char *const fielddata)SoFieldContainer
set(const char *fielddata, SoInput *in)SoFieldContainer
setInstancePrefix(const SbString &c)SoBase [static]
setName(const SbName &newname)SoBase [virtual]
setNextActionMethodIndex(int index)SoNode [protected, static]
setNodeType(const NodeType type)SoNode
setOverride(const SbBool state)SoNode
setToDefaults(void)SoFieldContainer
setTraceRefs(SbBool trace)SoBase [static]
shouldWrite(void)SoBase
SoBase(void)SoBase [protected]
SoComplexity(void)SoComplexity
SoFieldContainer(void)SoFieldContainer [protected]
SoNode(void)SoNode [protected]
startNotify(void)SoNode [virtual]
textureQualitySoComplexity
touch(void)SoBase
typeSoComplexity
Type enum nameSoComplexity
uniqueIdSoNode [protected]
unref(void) const SoBase
unrefNoDelete(void) const SoBase
validateNewFieldValue(SoField *field, void *newval)SoFieldContainer [virtual]
valueSoComplexity
VRML1 enum valueSoNode
write(SoWriteAction *action)SoNode [virtual]
writeFooter(SoOutput *out) const SoBase [protected]
writeHeader(SoOutput *out, SbBool isgroup, SbBool isengine) const SoBase [protected]
writeInstance(SoOutput *out)SoNode