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SoQuadMesh — quadrilateral mesh shape node

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.

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

SoSFInt32verticesPerColumnSoSFInt32verticesPerRow
          Number of vertices per column and row.

File Format/Defaults

QuadMesh{vertexPropertyNULLstartIndex0verticesPerColumn1verticesPerRow1}

Inherits From

       SoBase > SoFieldContainer > SoNode > SoShape > SoVertexShape > SoNonIndexedShape > SoQuadMesh

Methods

SoQuadMesh()
          Creates a quadrilateral mesh node with default settings.

     staticSoTypegetClassTypeId()
          Returns type identifier for this class.

Name

       SoQuadMesh — quadrilateral mesh shape node

See Also

SoCoordinate3,SoDrawStyle,SoFaceDetail,SoFaceSet,SoTriangleStripSet,SoVertexPropertySoQuadMesh(3IV)()

Synopsis

#include<Inventor/nodes/SoQuadMesh.h>

          Fields from class SoQuadMesh:

     SoSFInt32verticesPerColumnSoSFInt32verticesPerRow

          Fields from class SoNonIndexedShape:

     SoSFInt32startIndex

          Fields from class SoVertexShape:

     SoSFNodevertexProperty

          Methods from class SoQuadMesh:

                         SoQuadMesh()staticSoTypegetClassTypeId()

          Methods from class SoNode:

     voidsetOverride(SbBoolstate)SbBoolisOverride()constSoNode*copy(SbBoolcopyConnections=FALSE)constvirtualSbBoolaffectsState()conststaticSoNode*getByName(constSbName&name)staticintgetByName(constSbName&name,SoNodeList&list)

          Methods from class SoFieldContainer:

     voidsetToDefaults()SbBoolhasDefaultValues()constSbBoolfieldsAreEqual(constSoFieldContainer*fc)constvoidcopyFieldValues(constSoFieldContainer*fc,SbBoolcopyConnections=FALSE)SbBoolset(constchar*fieldDataString)voidget(SbString&fieldDataString)virtualintgetFields(SoFieldList&resultList)constvirtualSoField*getField(constSbName&fieldName)constSbBoolgetFieldName(constSoField*field,SbName&fieldName)constSbBoolisNotifyEnabled()constSbBoolenableNotify(SbBoolflag)

          Methods from class SoBase:

     voidref()voidunref()constvoidunrefNoDelete()constvoidtouch()virtualSoTypegetTypeId()constSbBoolisOfType(SoTypetype)constvirtualvoidsetName(constSbName&name)virtualSbNamegetName()const

See Also