SoQuadMesh(3IV) - Online Linux Manual Page
NAMESoQuadMesh — quadrilateral mesh shape node
INHERITS FROMSoBase > SoFieldContainer > SoNode > SoShape > SoVertexShape > SoNonIndexedShape > SoQuadMesh
SYNOPSIS¶\f7#include <Inventor/nodes/SoQuadMesh.h> Fields from class SoQuadMesh: \f8verticesPerColumn
\f8verticesPerRow Fields from class SoNonIndexedShape: \f8startIndex Fields from class SoVertexShape: \f8vertexProperty Methods from class SoQuadMesh: \f8SoQuadMesh\*(Cr()
\f8getClassTypeId\*(Cr() Methods from class SoNode: \f8setOverride\*(Cr(SbBool state)
\f8isOverride\*(Cr() const
\f8copy\*(Cr(SbBool copyConnections = FALSE) const
\f8affectsState\*(Cr() const
\f8getByName\*(Cr(const SbName &name)
\f8getByName\*(Cr(const SbName &name, SoNodeList &list) Methods from class SoFieldContainer: \f8setToDefaults\*(Cr()
\f8hasDefaultValues\*(Cr() const
\f8fieldsAreEqual\*(Cr(const SoFieldContainer *fc) const
\f8copyFieldValues\*(Cr(const SoFieldContainer *fc, SbBool copyConnections = FALSE)
\f8set\*(Cr(const char *fieldDataString)
\f8get\*(Cr(SbString &fieldDataString)
\f8getFields\*(Cr(SoFieldList &resultList) const
\f8getField\*(Cr(const SbName &fieldName) const
\f8getFieldName\*(Cr(const SoField *field, SbName &fieldName) const
\f8isNotifyEnabled\*(Cr() const
\f8enableNotify\*(Cr(SbBool flag) Methods from class SoBase: \f8ref\*(Cr()
\f8unref\*(Cr() const
\f8unrefNoDelete\*(Cr() const
\f8touch\*(Cr()
\f8getTypeId\*(Cr() const
\f8isOfType\*(Cr(SoType type) const
\f8setName\*(Cr(const SbName &name)
\f8getName\*(Cr() const
DESCRIPTIONThis shape node constructs quadrilaterals out of vertices. The vertices may be specified in the \f8vertexProperty\f1 field (from \*(CbSoVertexShape\f1), or by the current inherited coordinates. For optimal performance, the \*(CbvertexProperty\f1 field is recommended. \f8SoQuadMesh\f1 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 \f8verticesPerColumn\f1 and \*(CbverticesPerRow\f1 fields. (Note that these numbers are 1 greater than the number of quadrilaterals per row and per column.) For example, an \f8SoQuadMesh\f1 with \*(CbverticesPerColumn\f1 of 3, and \*(CbverticesPerRow\f1 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 \f7PER_PART\f1 binding specifies a material or normal for each row of the mesh. The \*(CrPER_FACE\f1 binding specifies a material or normal for each quadrilateral. The \*(Cr_INDEXED\f1 bindings are equivalent to their non-indexed counterparts. The default material binding is \f7OVERALL\f1. The default normal binding is \*(CrPER_VERTEX\f1. 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\f8verticesPerColumn
\f8verticesPerRow
Number of vertices per column and row.
METHODS\f8SoQuadMesh\*(Cr()
Creates a quadrilateral mesh node with default settings. \f8getClassTypeId\*(Cr()
Returns type identifier for this class.
ACTION BEHAVIOR\f8SoGLRenderAction
Draws a mesh based on the current coordinates, normals, materials, drawing style, and so on. \f8SoRayPickAction
Picks on the mesh based on the current coordinates and transformation. Details about the intersection are returned in an \f8SoFaceDetail\f1. \f8SoGetBoundingBoxAction
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. \f8SoCallbackAction
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\f7QuadMesh {
vertexProperty NULL
startIndex 0
verticesPerColumn 1
verticesPerRow 1
}
SEE ALSO
\f8SoCoordinate3, SoDrawStyle, SoFaceDetail, SoFaceSet, SoTriangleStripSet, SoVertexProperty 0
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