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