table of contents
| SoQuadMesh(3IV)() | SoQuadMesh(3IV)() | 
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:
  
  
  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
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¶
SoSFInt32	verticesPerColumn
  
  
  SoSFInt32	verticesPerRow
  
  
  Number of vertices per column and row.
  
METHODS¶
	SoQuadMesh()
  
  
  Creates a quadrilateral mesh node with default settings.
  
  
  static SoType	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