/**************************************************************************\
*
* This file is part of the Coin 3D visualization library.
* Copyright (C) 1998-2007 by Systems in Motion. All rights reserved.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* ("GPL") version 2 as published by the Free Software Foundation.
* See the file LICENSE.GPL at the root directory of this source
* distribution for additional information about the GNU GPL.
*
* For using Coin with software that can not be combined with the GNU
* GPL, and for taking advantage of the additional benefits of our
* support services, please contact Systems in Motion about acquiring
* a Coin Professional Edition License.
*
* See http://www.coin3d.org/ for more information.
*
* Systems in Motion, Postboks 1283, Pirsenteret, 7462 Trondheim, NORWAY.
* http://www.sim.no/ sales@sim.no coin-support@coin3d.org
*
\**************************************************************************/
/*!
\class SoMaterialBinding SoMaterialBinding.h Inventor/nodes/SoMaterialBinding.h
\brief The SoMaterialBinding class is a node for setting up how materials are mapped to shapes.
\ingroup nodes
The material binding specified in nodes of this type decides how the
material values of SoMaterial nodes are mapped on the builtin
geometry shape nodes.
The exact meaning of a binding depends on what particular shape type
a material or a set of materials are applied to.
Here is a very simple usage example:
\verbatim
#Inventor V2.1 ascii
Separator {
Coordinate3 {
point [ 0 0 0, 1 0 0, 1 1 0 ]
}
Material {
diffuseColor [ 1 0 0, 1 1 0, 0 0 1 ]
}
MaterialBinding {
value PER_VERTEX_INDEXED
}
IndexedFaceSet {
coordIndex [ 0, 1, 2, -1 ]
materialIndex [ 0, 1, 0 ]
}
}
\endverbatim
With SoMaterialBinding::value set to \c PER_VERTEX_INDEXED above,
the material indices will be taken from the
SoIndexedFaceSet::materialIndex field when rendering.
If SoMaterialBinding::value was set to \c PER_VERTEX_INDEXED as
above, and the SoIndexedFaceSet::materialIndex was undefined or
empty, indices would implicitly be taken from the
SoIndexedFaceSet::coordIndex field.
If SoMaterialBinding::value is set to \c PER_VERTEX, colors will be
fetched in a monotonically increasing manner from the
SoMaterial::diffuseColor field, starting at index 0.
FILE FORMAT/DEFAULTS:
\code
MaterialBinding {
value OVERALL
}
\endcode
\sa SoMaterial
*/
// *************************************************************************
#include
#include
#include
#include
#include
#include
#include
// *************************************************************************
/*!
\enum SoMaterialBinding::Binding
Enumeration of available types of material binding.
*/
/*!
\var SoMaterialBinding::Binding SoMaterialBinding::OVERALL
Apply the same material to the complete shape.
*/
/*!
\var SoMaterialBinding::Binding SoMaterialBinding::PER_PART
Get a new material from the pool of material values for each \e part
of the shape, where the definition of a \e part depends on the shape
type.
Materials are fetched from index 0 and onwards, incrementing the
index into the material pool by 1 for each new part in the order
defined by the particular shape type.
Important portability note: it was previously allowed with the SGI
Inventor library to supply too few colors versus the number of parts
of the subsequent shapes in the scene graph. Coloring would then
cycle through the available colors.
Since SGI Open Inventor v2.1, this was disallowed, though -- enough
colors for all parts must be supplied, or behavior will be
unspecified (likely to cause a crash, in fact). Note that the
«Inventor Mentor» book contains a description of the \e old, \e
invalid behavior in Chapter 5, section "Binding Nodes" (middle of
page 128 in the 10th printing).
*/
/*!
\var SoMaterialBinding::Binding SoMaterialBinding::PER_PART_INDEXED
Get a new material from the pool of material values for each \e part
of the shape, where the definition of a \e part depends on the shape
type.
Materials are fetched by the index value settings of the shape.
*/
/*!
\var SoMaterialBinding::Binding SoMaterialBinding::PER_FACE
Get a new material from the pool of material values for each polygon
\e face of the shape.
Materials are fetched from index 0 and onwards, incrementing the
index into the material pool by 1 for each new face of the shape
node.
Note that individual faces after tessellation of complex shapes
(like SoCylinder nodes) are \e not considered to be separate
entities, and so this binding will be treated in the same manner as
SoMaterialBinding::PER_PART for those.
*/
/*!
\var SoMaterialBinding::Binding SoMaterialBinding::PER_FACE_INDEXED
Get a new material from the pool of material values for each polygon
\e face of the shape.
Materials are fetched by the index value settings of the shape.
Note that individual faces after tessellation of complex shapes
(like SoCylinder nodes) are \e not considered to be separate
entities, and so this binding will be treated in the same manner as
SoMaterialBinding::PER_PART_INDEXED for those.
*/
/*!
\var SoMaterialBinding::Binding SoMaterialBinding::PER_VERTEX
Get a new material from the pool of material values for each
polygon, line or point \e vertex of the shape.
Materials are fetched from index 0 and onwards, incrementing the
index into the material pool by 1 for each new vertex of the shape
node.
*/
/*!
\var SoMaterialBinding::Binding SoMaterialBinding::PER_VERTEX_INDEXED
Get a new material from the pool of material values for each
polygon, line or point \e vertex of the shape.
Materials are fetched by the index value settings of the shape.
*/
// Note: Inventor format files with SoMaterialBinding nodes with one
// of the two obsoleted values below will be updated upon import to
// contain the value for SoMaterialBinding::OVERALL. Ditto for calls
// to SoMaterialBinding::value.setValue([DEFAULT | NONE]).
//
// This happens automatically due to the way So[SM]FEnum fields are
// implemented.
// --mortene
/*!
\var SoMaterialBinding::Binding SoMaterialBinding::DEFAULT
Obsolete. Don't use this value.
*/
/*!
\var SoMaterialBinding::Binding SoMaterialBinding::NONE
Obsolete. Don't use this value.
*/
/*!
\var SoSFEnum SoMaterialBinding::value
The material binding to use for subsequent shape nodes in the scene
graph. The default binding is SoMaterialBinding::OVERALL.
*/
// *************************************************************************
SO_NODE_SOURCE(SoMaterialBinding);
/*!
Constructor.
*/
SoMaterialBinding::SoMaterialBinding(void)
{
SO_NODE_INTERNAL_CONSTRUCTOR(SoMaterialBinding);
SO_NODE_ADD_FIELD(value, (OVERALL));
SO_NODE_DEFINE_ENUM_VALUE(Binding, OVERALL);
SO_NODE_DEFINE_ENUM_VALUE(Binding, PER_PART);
SO_NODE_DEFINE_ENUM_VALUE(Binding, PER_PART_INDEXED);
SO_NODE_DEFINE_ENUM_VALUE(Binding, PER_FACE);
SO_NODE_DEFINE_ENUM_VALUE(Binding, PER_FACE_INDEXED);
SO_NODE_DEFINE_ENUM_VALUE(Binding, PER_VERTEX);
SO_NODE_DEFINE_ENUM_VALUE(Binding, PER_VERTEX_INDEXED);
SO_NODE_DEFINE_ENUM_VALUE(Binding, DEFAULT);
SO_NODE_DEFINE_ENUM_VALUE(Binding, NONE);
SO_NODE_SET_SF_ENUM_TYPE(value, Binding);
}
/*!
Destructor.
*/
SoMaterialBinding::~SoMaterialBinding()
{
}
// Doc from superclass.
void
SoMaterialBinding::initClass(void)
{
SO_NODE_INTERNAL_INIT_CLASS(SoMaterialBinding, SO_FROM_INVENTOR_1|SoNode::VRML1);
SO_ENABLE(SoGLRenderAction, SoMaterialBindingElement);
SO_ENABLE(SoPickAction, SoMaterialBindingElement);
SO_ENABLE(SoCallbackAction, SoMaterialBindingElement);
SO_ENABLE(SoGetPrimitiveCountAction, SoMaterialBindingElement);
}
// Doc from superclass.
void
SoMaterialBinding::GLRender(SoGLRenderAction * action)
{
SoMaterialBinding::doAction(action);
}
// Doc from superclass.
void
SoMaterialBinding::doAction(SoAction * action)
{
if (!this->value.isIgnored()
&& !SoOverrideElement::getMaterialBindingOverride(action->getState())) {
SoMaterialBindingElement::set(action->getState(),
(SoMaterialBindingElement::Binding)
this->value.getValue());
if (this->isOverride()) {
SoOverrideElement::setMaterialBindingOverride(action->getState(), this, TRUE);
}
}
}
// Doc from superclass.
void
SoMaterialBinding::callback(SoCallbackAction * action)
{
SoMaterialBinding::doAction((SoAction *)action);
}
// Doc from superclass.
void
SoMaterialBinding::pick(SoPickAction * action)
{
SoMaterialBinding::doAction(action);
}
// Doc from superclass.
void
SoMaterialBinding::getPrimitiveCount(SoGetPrimitiveCountAction * action)
{
SoMaterialBinding::doAction(action);
}