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SoMaterialBinding(3IV)() SoMaterialBinding(3IV)()

NAME

SoMaterialBinding — node that specifies how multiple materials are bound to shapes

INHERITS FROM

SoBase > SoFieldContainer > SoNode > SoMaterialBinding

SYNOPSIS

#include <Inventor/nodes/SoMaterialBinding.h>


enum Binding {

SoMaterialBinding::OVERALL Whole object has same material

SoMaterialBinding::PER_PART One material for each part of object

SoMaterialBinding::PER_PART_INDEXED One material for each part, indexed

SoMaterialBinding::PER_FACE One material for each face of object

SoMaterialBinding::PER_FACE_INDEXED One material for each face, indexed

SoMaterialBinding::PER_VERTEX One material for each vertex of object

SoMaterialBinding::PER_VERTEX_INDEXED One material for each vertex, indexed

}


Fields from class SoMaterialBinding:


SoSFEnum value


Methods from class SoMaterialBinding:


SoMaterialBinding()

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

DESCRIPTION

This node specifies how the current materials are bound to shapes that follow in the scene graph. Each shape node may interpret bindings differently. The current material always has a base value, which is defined by the first value of all material fields. Since material fields may have multiple values, the binding determines how these values are distributed over a shape.

The bindings for faces and vertices are meaningful only for shapes that are made from faces and vertices. Similarly, the indexed bindings are only used by the shapes that allow indexing.

The bindings apply only to diffuse colors and transparency. Other materials (emissive, specular, ambient, shininess) will have the first value applied to the entire shape, regardless of the material binding or the number provided.

If the number of transparencies is less than the number of diffuse colors, only the first transparency value will be used, regardless of the material binding. If the number of diffuse colors in the state is less than the number required for the given binding, a debug warning will be printed and unpredictable colors will result.

FIELDS


SoSFEnum value

Specifies how to bind materials to shapes.


METHODS


SoMaterialBinding()

Creates a material binding node with default settings.



static SoType getClassTypeId()

Returns type identifier for this class.


ACTION BEHAVIOR

SoGLRenderAction, SoCallbackAction

Sets the current material binding type.


FILE FORMAT/DEFAULTS

MaterialBinding {

value OVERALL
}

SEE ALSO

SoMaterial, SoNormalBinding, SoShape, SoTextureCoordinateBinding