man SoQuadMesh () - quadrilateral mesh shape node
NAME
SoQuadMesh - quadrilateral mesh shape node
INHERITS FROM
SoBase > SoFieldContainer > SoNode > SoShape > SoVertexShape > SoNonIndexedShape > SoQuadMesh
SYNOPSIS
#include <Inventor/nodes/SoQuadMesh.h>
Fields from class SoQuadMesh:
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}
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verticesPerColumn
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}
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}
verticesPerRow
Fields from class SoNonIndexedShape:
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}
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}
startIndex
Fields from class SoVertexShape:
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}
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}
vertexProperty
Methods from class SoQuadMesh:
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}
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SoQuadMesh()
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}
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getClassTypeId()
Methods from class SoNode:
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setOverride(SbBool state)
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}
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isOverride() const
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copy(SbBool copyConnections = FALSE) const
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}
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}
affectsState() const
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}
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getByName(const SbName &name)
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}
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}
getByName(const SbName &name, SoNodeList &list)
Methods from class SoFieldContainer:
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}
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setToDefaults()
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}
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hasDefaultValues() const
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}
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fieldsAreEqual(const SoFieldContainer *fc) const
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}
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}
copyFieldValues(const SoFieldContainer *fc, SbBool copyConnections = FALSE)
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}
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}
set(const char *fieldDataString)
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}
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get(SbString &fieldDataString)
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}
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}
getFields(SoFieldList &resultList) const
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}
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getField(const SbName &fieldName) const
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}
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getFieldName(const SoField *field, SbName &fieldName) const
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}
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isNotifyEnabled() const
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}
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enableNotify(SbBool flag)
Methods from class SoBase:
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ref()
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}
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}
unref() const
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}
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}
unrefNoDelete() const
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}
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}
touch()
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}
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}
getTypeId() const
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}
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isOfType(SoType type) const
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}
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}
setName(const SbName &name)
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}
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}
getName() const
DESCRIPTION
This shape node constructs quadrilaterals out of vertices. The vertices may be specified in the vertexProperty field (from SoVertexShape), or by the current inherited coordinates. For optimal performance, the vertexProperty field is recommended. SoQuadMesh uses the coordinates, in order, starting with the first one. The number of vertices in the columns and rows of the mesh are specified by the verticesPerColumn and verticesPerRow fields. (Note that these numbers are 1 greater than the number of quadrilaterals per row and per column.) For example, an SoQuadMesh with verticesPerColumn of 3, and verticesPerRow of 4 would use coordinates 1, 2, 3, and 4 for the first row of vertices, coordinates 5, 6, 7, and 8 for the second row, and coordinates 9, 10, 11, and 12 for the third (last) row. The result is a mesh of 3 quadrilaterals across by 2 down. Note: non-planar quadrilaterals formed by a quad mesh may cause interesting but unpredictable results. The coordinates of the mesh are transformed by the current cumulative transformation. The mesh is drawn with the current light model and drawing style. Treatment of the current material and normal binding is as follows: The PER_PART binding specifies a material or normal for each row of the mesh. The PER_FACE binding specifies a material or normal for each quadrilateral. The _INDEXED bindings are equivalent to their non-indexed counterparts. The default material binding is OVERALL. The default normal binding is PER_VERTEX. If any normals (or materials) are specified, Inventor assumes you provide the correct number of them, as indicated by the binding. You will see unexpected results if you specify fewer normals (or materials) than the shape requires. If no normals are specified, they will be generated automatically.
FIELDS
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}
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verticesPerColumn
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}
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}
verticesPerRow
Number of vertices per column and row.
METHODS
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SoQuadMesh()
Creates a quadrilateral mesh node with default settings.
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getClassTypeId()
Returns type identifier for this class.
ACTION BEHAVIOR
SoGLRenderAction
Draws a mesh based on the current coordinates, normals, materials, drawing style, and so on.
SoRayPickAction
Picks on the mesh based on the current coordinates and transformation. Details about the intersection are returned in an SoFaceDetail.
SoGetBoundingBoxAction
Computes the bounding box that encloses all vertices of the mesh with the current transformation applied to them. Sets the center to the average of the coordinates of all vertices.
SoCallbackAction
If any triangle callbacks are registered with the action, they will be invoked for each successive triangle forming the quadrilaterals of the mesh.
FILE FORMAT/DEFAULTS
QuadMesh { vertexProperty NULL startIndex 0 verticesPerColumn 1 verticesPerRow 1 }
SEE ALSO
SoCoordinate3, SoDrawStyle, SoFaceDetail, SoFaceSet, SoTriangleStripSet, SoVertexProperty