H3D API  2.4.1
Public Member Functions | Public Attributes | Static Public Attributes | List of all members
H3D::H3DShadowObjectNode Class Referenceabstract

The H3DShadowObjectNode is the base class for all shadow objects for use in the ShadowCaster node. More...

#include <H3D/H3DShadowObjectNode.h>

Inheritance diagram for H3D::H3DShadowObjectNode:
Inheritance graph

Public Member Functions

 H3DShadowObjectNode (Inst< SFNode > _metadata=0, Inst< SFTransformNode > _transform=0, Inst< SFBool > _enabled=0)
 Constructor.
 
virtual void computeShadowVolumeInformationCPU (const LightDataStruct &light_data, Matrix4f accumulated_fwd, bool render_caps, std::vector< Vec4d > &coord)=0
 Override to compute the shadow volume information of this object for light used in shadow caster single buffer mode. More...
 
virtual void update ()
 Override to update data called in render

 
virtual void renderShadowGPU (const LightDataStruct &light_data, Matrix4f accumulated_fwd, bool render_caps)=0
 Override to do implement shadows using a geometry shader. More...
 
virtual string defaultXMLContainerField ()
 Returns the default xml containerField attribute value. More...
 
- Public Member Functions inherited from H3D::X3DNode
 X3DNode (Inst< SFNode > _metadata=0)
 Constructor.
 
X3DMetadataObjectgetMetadataByName (const string &_name)
 Given a name, the first X3DMetadataObject in the metadata field that matches that name is returned. More...
 
- Public Member Functions inherited from H3D::Node
 Node ()
 Constructor.
 
virtual Nodeclone (bool deepCopy=true, DeepCopyMap *deepCopyMap=NULL)
 Returns a new instance of this node type with the same state as this one. More...
 
virtual ~Node ()
 Destructor.
 
X3DPrototypeInstancegetProtoInstanceParent ()
 If this node is the root node in the proto body of a X3DPrototypeInstance then this will return that node. More...
 
void setProtoInstanceParent (X3DPrototypeInstance *p)
 Set the X3DPrototypeInstance this node is the the root node if applicaple.
 
virtual void render ()
 the render() function is used for the depth-first rendering traversal of the scene-graph. More...
 
virtual void traverseSG (TraverseInfo &ti)
 traverseSG is called once per scenegraph loop on the scene in order to traverse the scenegraph. More...
 
virtual bool lineIntersect (const Vec3f &from, const Vec3f &to, LineIntersectResult &result)
 Detect intersection between a line segment and the Node. More...
 
virtual void closestPoint (const Vec3f &p, NodeIntersectResult &result)
 Find closest point on Node to p. More...
 
virtual bool movingSphereIntersect (H3DFloat radius, const Vec3f &from, const Vec3f &to, NodeIntersectResult &result)
 Detect collision between a moving sphere and the Node. More...
 
virtual FieldgetField (const string &_name) const
 return a pointer to the field specified by name within this instance
 
int addDestructCallback (void(*func)(Node *, void *), void *args)
 Add a callback function to be run on destruction of node. More...
 
int removeDestructCallback (void(*func)(Node *, void *), void *args)
 Add a callback function to be run on destruction of node. More...
 

Public Attributes

H3DUniquePtr< SFTransformNodetransform
 The transform field specifies a transformation of the shadow volume object. More...
 
H3DUniquePtr< SFBoolenabled
 Used to turn on/off shadow of this shadow object. More...
 
- Public Attributes inherited from H3D::X3DNode
H3DUniquePtr< SFNodemetadata
 Meta data about the node. More...
 

Static Public Attributes

static H3DNodeDatabase database
 The H3DNodeDatabase for the node.
 
- Static Public Attributes inherited from H3D::X3DNode
static H3DNodeDatabase database
 The H3DNodeDatabase for this node.
 

Additional Inherited Members

- Public Types inherited from H3D::Node
typedef std::map< Node *, Node * > DeepCopyMap
 A map type used during a deep copy clone() to map from original nodes to cloned nodes.
 
- Static Public Member Functions inherited from H3D::Node
static unsigned int nrNodesAlive ()
 Returns the nr of nodes currently alive, i.e. nodes created but not destructed.
 
static int nrNodesCreated ()
 Returns the number of nodes created in total since the start of the program.
 
- Protected Member Functions inherited from H3D::Node
void cloneFieldValue (Field &_from, Field &_to, bool deepCopy, DeepCopyMap &deepCopyMap)
 A helper function for the clone() method. More...
 
- Static Protected Member Functions inherited from H3D::Node
static NodegetClonedInstance (Node *original, bool deepCopy, DeepCopyMap &deepCopyMap)
 A helper function for nodes that implement clone() More...
 

Detailed Description

The H3DShadowObjectNode is the base class for all shadow objects for use in the ShadowCaster node.

The purpose of a shadow object is to draw a shadow volume, i.e. a triangle mesh towards infinity that encompasses the volume that is in shadow. E.g. a shadow object that is a sphere and a directinal light source would create a shadow volume that is a cylinder starting at the position of the sphere and going off into infinity in the same direction as the light direction.

Member Function Documentation

◆ computeShadowVolumeInformationCPU()

virtual void H3D::H3DShadowObjectNode::computeShadowVolumeInformationCPU ( const LightDataStruct &  light_data,
Matrix4f  accumulated_fwd,
bool  render_caps,
std::vector< Vec4d > &  coord 
)
pure virtual

Override to compute the shadow volume information of this object for light used in shadow caster single buffer mode.

Parameters
light_dataA struct containing information about the light that is creating the shadows.
accumulated_fwdThe accumulated forward matrix.
render_capsdetermines if one should draw end caps to the volume or if it is ok to leave it open.
coordcontains the coords.

Implemented in H3D::ShadowTransform, H3D::ShadowSphere, and H3D::ShadowGeometry.

◆ defaultXMLContainerField()

virtual string H3D::H3DShadowObjectNode::defaultXMLContainerField ( )
inlinevirtual

Returns the default xml containerField attribute value.

For this node it is "children".

Reimplemented from H3D::Node.

◆ renderShadowGPU()

virtual void H3D::H3DShadowObjectNode::renderShadowGPU ( const LightDataStruct &  light_data,
Matrix4f  accumulated_fwd,
bool  render_caps 
)
pure virtual

Override to do implement shadows using a geometry shader.

Parameters
light_dataA struct containing information about the light that is creating the shadows.
accumulated_fwdThe accumulated forward matrix.
render_capsdetermines if one should draw end caps to the volume or if it is ok to leave it open.

Implemented in H3D::ShadowTransform, H3D::ShadowSphere, and H3D::ShadowGeometry.

Member Data Documentation

◆ enabled

H3DUniquePtr< SFBool > H3D::H3DShadowObjectNode::enabled

Used to turn on/off shadow of this shadow object.

Default value: true
Access type: inputOutput

Referenced by H3DShadowObjectNode(), H3D::ShadowGeometry::ShadowGeometry(), H3D::ShadowSphere::ShadowSphere(), H3D::ShadowTransform::ShadowTransform(), and H3D::ShadowGeometry::update().

◆ transform

H3DUniquePtr< SFTransformNode > H3D::H3DShadowObjectNode::transform

The transform field specifies a transformation of the shadow volume object.

Access type: inputOutput

Referenced by H3D::X3DShapeNode::traverseSG(), and H3D::ShadowGeometry::update().


The documentation for this class was generated from the following files: