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Material Class Reference
[Standard Node Types]

#include <material.h>

Inherits Node.

List of all members.

Public Member Functions

 Material (const char *name="")
virtual ~Material ()
virtual unsigned int nbFields () const
virtual FieldHandle field (const std::string &n)
virtual FieldHandle field (unsigned int i)
virtual bool isSetToDefaultValue (unsigned int i) const
virtual unsigned int nbEventsIn () const
virtual EventInHandle eventIn (const std::string &n)
virtual EventInHandle eventIn (unsigned int i)
virtual unsigned int nbEventsOut () const
virtual EventOutHandle eventOut (const std::string &n)
virtual EventOutHandle eventOut (unsigned int i)
const char * typeName () const
virtual Nodeduplicate () const
virtual Nodeduplicate (std::map< const Node *, Node * > &) const

Public Attributes

Exposed Fields
A field that is capable of receiving events via an eventIn to change its value(s), and generating events via an eventOut when its value(s) change.

SFFloat ambientIntensity
SFColor diffuseColor
SFColor emissiveColor
SFFloat shininess
SFColor specularColor
SFFloat transparency
Events In
EventIn< SFFloatset_ambientIntensity
EventIn< SFColorset_diffuseColor
EventIn< SFColorset_emissiveColor
EventIn< SFFloatset_shininess
EventIn< SFColorset_specularColor
EventIn< SFFloatset_transparency
Events Out
EventOut< SFFloatambientIntensity_changed
EventOut< SFColordiffuseColor_changed
EventOut< SFColoremissiveColor_changed
EventOut< SFFloatshininess_changed
EventOut< SFColorspecularColor_changed
EventOut< SFFloattransparency_changed


Detailed Description

Here is the documentation for this node type, from the ISO standard.

+6.39 Material

The Material node specifies surface material properties for associated geometry nodes and is used by the VRML lighting equations during rendering. Subclause 4.14, Lighting model, contains a detailed description of the VRML 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:

  1. 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.
  2. The diffuseColor field reflects all VRML 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.
  3. 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.
  4. The specularColor and shininess fields determine the specular highlights (e.g., the shiny spots on an apple). When the angle from the light to the surface is close to the angle from the surface to the viewer, the specularColor is added to the diffuse and ambient colour calculations. Lower shininess values produce soft glows, while higher values result in sharper, smaller highlights.
  5. The transparency field specifies how "clear" an object is, with 1.0 being completely transparent, and 0.0 completely opaque.

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Constructor & Destructor Documentation

Material ( const char *  name = ""  ) 

Construct a node with all its fields set to default value, which is equivalent to the code below:

  ambientIntensity = 0.2f;
  diffuseColor.setRGB(0.8,0.8,0.8);
  emissiveColor.setRGB(0,0,0);
  shininess = 0.2f;
  specularColor.setRGB(0,0,0);
  transparency = 0.0f;

~Material (  )  [virtual]

Virtual destructor, does nothing


Member Function Documentation

unsigned int nbFields (  )  const [inline, virtual]

Returns the number of fields (exposed or not) for this node type.

Implements Node.

wrl::Node::FieldHandle field ( const std::string &  n  )  [virtual]

Return a handle on the field named n of the node or a "unknown" typed handle if there is no such field. Valid names are:

Implements Node.

wrl::Node::FieldHandle field ( unsigned int  n  )  [virtual]

Return a handle on the i th field of the node or a "unknown" typed handle if there is no such node. Here is how i is related to fields:

Implements Node.

bool isSetToDefaultValue ( unsigned int  i  )  const [virtual]

Implements Node.

unsigned int nbEventsIn (  )  const [inline, virtual]

Returns the number of events in for this node type.

Implements Node.

wrl::Node::EventInHandle eventIn ( const std::string &  n  )  [virtual]

Return a handle on the event in named n of the node or a "unknown" typed handle if there is no such event. Valid names are:

Implements Node.

wrl::Node::EventInHandle eventIn ( unsigned int  n  )  [virtual]

Return a handle on the i th event in of the node or a "unknown" typed handle if there is no such node. emarks This class has no eventIn. This function is useful, with nbEventsIn() if you want to traverse all events in of a Node.

Implements Node.

unsigned int nbEventsOut (  )  const [inline, virtual]

Returns the number of events out for this node type.

Implements Node.

wrl::Node::EventOutHandle eventOut ( const std::string &  n  )  [virtual]

Return a handle on the event out named n of the node or a "unknown" typed handle if there is no such event. Valid names are:

Implements Node.

wrl::Node::EventOutHandle eventOut ( unsigned int  n  )  [virtual]

Return a handle on the i th event out of the node or a "unknown" typed handle if there is no such node. Here is how i is related to fields:

Implements Node.

const char * typeName (  )  const [inline, virtual]

Returns "Material". Useful for printing.

Implements Node.

wrl::Node * duplicate (  )  const [virtual]

Returns a deep copy of this node, that is a fully independant node with all children (if any) also copied. This is mainly useful for instanciating protos.

Implements Node.

virtual Node* duplicate ( std::map< const Node *, Node * > &   )  const [virtual]

Implements Node.


Member Data Documentation

SFFloat ambientIntensity

See Detailed Description for meaning of this field. Default value is set to

SFColor diffuseColor

See Detailed Description for meaning of this field. Default value is set to

       diffuseColor.setRGB(0.8,0.8,0.8);

SFColor emissiveColor

See Detailed Description for meaning of this field. Default value is set to

       emissiveColor.setRGB(0,0,0);

SFFloat shininess

See Detailed Description for meaning of this field. Default value is set to

       shininess = 0.2f;

SFColor specularColor

See Detailed Description for meaning of this field. Default value is set to

       specularColor.setRGB(0,0,0);

SFFloat transparency

See Detailed Description for meaning of this field. Default value is set to

       transparency = 0.0f;

EventIn<SFFloat> set_ambientIntensity

Set event associated to exposedField ambientIntensity

EventIn<SFColor> set_diffuseColor

Set event associated to exposedField diffuseColor

EventIn<SFColor> set_emissiveColor

Set event associated to exposedField emissiveColor

EventIn<SFFloat> set_shininess

Set event associated to exposedField shininess

EventIn<SFColor> set_specularColor

Set event associated to exposedField specularColor

EventIn<SFFloat> set_transparency

Set event associated to exposedField transparency

EventOut<SFFloat> ambientIntensity_changed

Changed event associated to exposedField ambientIntensity

EventOut<SFColor> diffuseColor_changed

Changed event associated to exposedField diffuseColor

EventOut<SFColor> emissiveColor_changed

Changed event associated to exposedField emissiveColor

EventOut<SFFloat> shininess_changed

Changed event associated to exposedField shininess

EventOut<SFColor> specularColor_changed

Changed event associated to exposedField specularColor

EventOut<SFFloat> transparency_changed

Changed event associated to exposedField transparency


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