#include <Inventor/VRMLnodes/SoVRMLDirectionalLight.h>
Inheritance diagram for SoVRMLDirectionalLight:
Public Methods | |
SoVRMLDirectionalLight (void) | |
virtual void | GLRender (SoGLRenderAction *action) |
Static Public Methods | |
void | initClass (void) |
Public Attributes | |
SoSFVec3f | direction |
Protected Methods | |
virtual | ~SoVRMLDirectionalLight () |
The detailed class documentation is taken verbatim from the VRML97 standard (ISO/IEC 14772-1:1997). It is copyright The Web3D Consortium, and is used by permission of the Consortium:
DirectionalLight { exposedField SFFloat ambientIntensity 0 # [0,1] exposedField SFColor color 1 1 1 # [0,1] exposedField SFVec3f direction 0 0 -1 # (-inf,inf) exposedField SFFloat intensity 1 # [0,1] exposedField SFBool on TRUE }
The DirectionalLight node defines a directional light source that illuminates along rays parallel to a given 3-dimensional vector. A description of the ambientIntensity, color, intensity, and on fields is in 4.6.6, Light sources (<http://www.web3d.org/technicalinfo/specifications/vrml97/part1/concepts.html#4.6.6>).
The direction field specifies the direction vector of the illumination emanating from the light source in the local coordinate system. Light is emitted along parallel rays from an infinite distance away. A directional light source illuminates only the objects in its enclosing parent group. The light may illuminate everything within this coordinate system, including all children and descendants of its parent group. The accumulated transformations of the parent nodes affect the light. DirectionalLight nodes do not attenuate with distance. A precise description of VRML's lighting equations is contained in 4.14, Lighting model (<http://www.web3d.org/technicalinfo/specifications/vrml97/part1/concepts.html#4.6.14>).
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Constructor. |
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Destructor. |
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Sets up initialization for data common to all instances of this class, like submitting necessary information to the Coin type system. Reimplemented from SoVRMLLight. |
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Action method for the SoGLRenderAction. This is called during rendering traversals. Nodes influencing the rendering state in any way or who wants to throw geometry primitives at OpenGL overrides this method. Reimplemented from SoVRMLLight. |
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The light direction. |