H3D API
2.4.1
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The Material node specifies surface material properties for associated geometry nodes and is used by the X3D lighting equations during rendering. More...
#include <H3D/Material.h>
Public Member Functions | |
Material (Inst< DisplayList > _displayList=0, Inst< SFFloat > _ambientIntensity=0, Inst< SFColor > _diffuseColor=0, Inst< SFColor > _emissiveColor=0, Inst< SFNode > _metadata=0, Inst< SFFloat > _shininess=0, Inst< SFColor > _specularColor=0, Inst< SFFloat > _transparency=0) | |
Constructor. | |
virtual void | render () |
Set up the material properties in OpenGL. | |
virtual GLbitfield | getAffectedGLAttribs () |
Returns a bitmask of the OpenGL attrib bits that will be affected by this node. More... | |
virtual bool | isTransparent () |
This function checks the transparency field to determine if the material requires that the geometry is rendered with transparency. | |
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X3DMaterialNode (Inst< DisplayList > _displayList=0, Inst< SFNode > _metadata=0) | |
Constructor. | |
virtual string | defaultXMLContainerField () |
Returns the default xml containerField attribute value. More... | |
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X3DAppearanceChildNode (Inst< DisplayList > _displayList=0, Inst< SFNode > _metadata=0) | |
Constructor. | |
virtual void | preRender () |
This function will be called by the X3DShapeNode before any rendering of geometry and before the call to the render function. More... | |
virtual void | postRender () |
This function will be called by the X3DShapeNode after the geometry has been rendered. | |
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X3DNode (Inst< SFNode > _metadata=0) | |
Constructor. | |
X3DMetadataObject * | getMetadataByName (const string &_name) |
Given a name, the first X3DMetadataObject in the metadata field that matches that name is returned. More... | |
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Node () | |
Constructor. | |
virtual Node * | clone (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. | |
X3DPrototypeInstance * | getProtoInstanceParent () |
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 | 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 Field * | getField (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... | |
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H3DDisplayListObject (Inst< DisplayList > _displayList=0) | |
Constructor. | |
Public Attributes | |
H3DUniquePtr< SFFloat > | ambientIntensity |
The ambientIntensity field specifies how much ambient light from light sources this surface shall reflect. More... | |
H3DUniquePtr< SFColor > | diffuseColor |
The diffuseColor field reflects all light sources depending on the angle of the surface with respect to the light source. More... | |
H3DUniquePtr< SFColor > | emissiveColor |
The emissiveColor field models "glowing" objects. More... | |
H3DUniquePtr< SFFloat > | shininess |
Shininess effect the specular highlights. More... | |
H3DUniquePtr< SFColor > | specularColor |
The color of the specular highlights. More... | |
H3DUniquePtr< SFFloat > | transparency |
The transparency field specifies how "clear" an object is, with 1.0 being completely transparent, and 0.0 completely opaque. More... | |
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H3DUniquePtr< SFNode > | metadata |
Meta data about the node. More... | |
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H3DUniquePtr< DisplayList > | displayList |
The DisplayList instance handling the OpenGL caching of this object. | |
Static Public Attributes | |
static H3DNodeDatabase | database |
The H3DNodeDatabase for this node. | |
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static H3DNodeDatabase | database |
The H3DNodeDatabase for this node. | |
Additional Inherited Members | |
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typedef std::map< Node *, Node * > | DeepCopyMap |
A map type used during a deep copy clone() to map from original nodes to cloned nodes. | |
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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. | |
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void | cloneFieldValue (Field &_from, Field &_to, bool deepCopy, DeepCopyMap &deepCopyMap) |
A helper function for the clone() method. More... | |
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static Node * | getClonedInstance (Node *original, bool deepCopy, DeepCopyMap &deepCopyMap) |
A helper function for nodes that implement clone() More... | |
The Material node specifies surface material properties for associated geometry nodes and is used by the X3D lighting equations during rendering.
See the Lighting component of the X3D specification for a detailed description of the X3D lighting model equations. All of the fields in the Material node range from 0.0 to 1.0.
The fields in the Material node determine how light reflects off an object to create colour:
Examples:
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inlinevirtual |
Returns a bitmask of the OpenGL attrib bits that will be affected by this node.
The value can be used in glPushAttrib in order to save the current state.
Reimplemented from H3D::X3DAppearanceChildNode.
H3DUniquePtr< SFFloat > H3D::Material::ambientIntensity |
The ambientIntensity field specifies how much ambient light from light sources this surface shall reflect.
Ambient light is omnidirectional and depends only on the number of light sources, not their positions with respect to the surface. Ambient colour is calculated as ambientIntensity × diffuseColor.
Access type: inputOutput
Default value: 0.2
Valid range: [0-1]
Referenced by Material(), and render().
H3DUniquePtr< SFColor > H3D::Material::diffuseColor |
The diffuseColor field reflects all light sources depending on the angle of the surface with respect to the light source.
The more directly the surface faces the light, the more diffuse light reflects.
Access type: inputOutput
Default value: RGB( 0.8, 0.8, 0.8 )
Valid range: [0-1]
Referenced by Material(), and render().
H3DUniquePtr< SFColor > H3D::Material::emissiveColor |
The emissiveColor field models "glowing" objects.
This can be useful for displaying pre-lit models (where the light energy of the room is computed explicitly), or for displaying scientific data.
Access type: inputOutput
Default value: RGB( 0, 0, 0 )
Valid range: [0-1]
Referenced by Material(), and render().
H3DUniquePtr< SFFloat > H3D::Material::shininess |
Shininess effect the specular highlights.
Lower shininess values produce soft glows, while higher values result in sharper, smaller highlights.
Access type: inputOutput
Default value: 0.2
Valid range: [0-1]
Referenced by Material(), and render().
H3DUniquePtr< SFColor > H3D::Material::specularColor |
The color of the specular highlights.
Access type: inputOutput
Default value: RGB( 0, 0, 0 )
Valid range: [0-1]
Referenced by Material(), and render().
H3DUniquePtr< SFFloat > H3D::Material::transparency |
The transparency field specifies how "clear" an object is, with 1.0 being completely transparent, and 0.0 completely opaque.
Access type: inputOutput
Default value: 0
Valid range: [0-1]
Referenced by Material(), and render().