SoComplexity(3IV)() | SoComplexity(3IV)() |
SoComplexity — shape complexity node
SoBase > SoFieldContainer > SoNode > SoComplexity
#include <Inventor/nodes/SoComplexity.h>
enum Type {
SoComplexity::SCREEN_SPACE Set complexity based on screen size
SoComplexity::OBJECT_SPACE Set complexity independent of screen size
SoComplexity::BOUNDING_BOX Draw all shapes as bounding boxes
}
Fields from class SoComplexity:
SoSFEnum type
SoSFFloat value
SoSFFloat textureQuality
Methods from class SoComplexity:
SoComplexity()
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(SoType type) const
virtual void setName(const SbName &name)
virtual SbName getName() const
This node sets the current shape complexity value. This is a heuristic value which provides a hint at what geometric complexity to render shape nodes. Values range from 0 to 1, where 0 means minimum complexity and 1 means maximum complexity. Each shape node interprets complexity in its own way.
Shape complexity always affects rendering and primitive generation for the SoCallbackAction. For some shapes, it also affects picking.
There are three ways to interpret shape complexity, depending on the type field. BOUNDING_BOX complexity ignores the value field and renders all shapes as bounding boxes, using the current material, drawing style, etc. The other two types use the value field to determine the tessellation of shapes into polygons. OBJECT_SPACE complexity uses value directly to determine the tessellation. SCREEN_SPACE complexity depends on value and the projected size of the shape on the screen; a value of 0 produces the minimum tessellation for a shape, and a value of 1 produces a tessellation that is fine enough that each edge of a polygon is about 1 or two pixels in length. Since the projected size depends on the camera position, objects may be tessellated differently every frame if the camera is moving; note that this may have adverse effects on render caching in SoSeparator nodes.
The SoComplexity node also sets a hint for the quality of textures applied to shapes, based on the value of the textureQuality field. The texture quality will take effect at the next Texture2 node; Texture2 nodes previously traversed will not be affected.
SoSFEnum type
How shape complexity is interpreted.
SoSFFloat value
Complexity value.
SoSFFloat textureQuality
Hint about texture quality. A value of 0 indicates that the fastest texturing
should be used, while a value of 1 indicates that the best quality texturing
should be used.
SoComplexity()
Creates a complexity node with default settings.
static SoType getClassTypeId()
Returns type identifier for this class.
SoGLRenderAction, SoCallbackAction, SoGetBoundingBoxAction,
SoRayPickAction
Sets the current complexity in the state.
Complexity {
type OBJECT_SPACE value 0.5 textureQuality 0.5
}
SoShape, SoShapeHints, SoTexture2