SoQuadMesh(3IV)() | SoQuadMesh(3IV)() |
SoQuadMesh — quadrilateral mesh shape node
SoBase > SoFieldContainer > SoNode > SoShape > SoVertexShape > SoNonIndexedShape > SoQuadMesh
#include <Inventor/nodes/SoQuadMesh.h>
Fields from class SoQuadMesh:
SoSFInt32 verticesPerColumn
SoSFInt32 verticesPerRow
Fields from class SoNonIndexedShape:
SoSFInt32 startIndex
Fields from class SoVertexShape:
SoSFNode vertexProperty
Methods from class SoQuadMesh:
SoQuadMesh()
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
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.
SoSFInt32 verticesPerColumn
SoSFInt32 verticesPerRow
Number of vertices per column and row.
SoQuadMesh()
Creates a quadrilateral mesh node with default settings.
static SoType getClassTypeId()
Returns type identifier for this class.
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.
QuadMesh {
vertexProperty NULL startIndex 0 verticesPerColumn 1 verticesPerRow 1
}
SoCoordinate3, SoDrawStyle, SoFaceDetail, SoFaceSet, SoTriangleStripSet, SoVertexProperty