public class SoIndexedQuadMesh extends SoIndexedShape
SoVertexShape), or by the current inherited coordinates. For optimal performance, the
vertexPropertyfield is recommended.
SoIndexedQuadMesh uses the indices in the
coordIndex field, in order, starting with the first one. The number of vertices in the columns and rows of the mesh are specified by the
verticesPerRow fields. (Note that these numbers are 1 greater than the number of quadrilaterals per row and per column.)
For example, an
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.
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 corresponding _INDEXED bindings are the same, but use the
normalIndex indices (see
SoIndexedShape). The default material binding is OVERALL. The default normal binding is PER_VERTEX_INDEXED.
If any normals (or materials) are specified, Open 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.
NOTE: A quad mesh may not render or pick correctly if any of its polygons are self-intersecting or non-planar.
Draws a mesh based on the current coordinates, normals, materials, drawing style, and so on.
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.
If any triangle callbacks are registered with the action, they will be invoked for each successive triangle forming the quadrilaterals of the mesh.
|Modifier and Type||Field and Description|
Number of vertices per column.
Number of vertices per row.
coordIndex, materialIndex, normalIndex, textureCoordIndex
boundingBoxIgnoring, LINES, POINTS, POLYGONS, TEXT
|Constructor and Description|
Creates an indexed quadrilateral mesh node with default settings.
getShapeType, isPrimitiveRestartAvailable, isPrimitiveRestartAvailable
affectsState, callback, copy, copy, distribute, doAction, getAlternateRep, getBoundingBox, getByName, getMatrix, getPrimitiveCount, getRenderUnitID, GLRender, GLRenderBelowPath, GLRenderInPath, GLRenderOffPath, grabEventsCleanup, grabEventsSetup, handleEvent, isBoundingBoxIgnoring, isOverride, pick, rayPick, search, setOverride, touch, write
copyFieldValues, copyFieldValues, enableNotify, fieldsAreEqual, get, getAllFields, getEventIn, getEventOut, getField, getFieldName, hasDefaultValues, isNotifyEnabled, set, setToDefaults
dispose, getEXTERNPROTO, getName, getPROTO, isDisposable, isSynchronizable, setName, setSynchronizable
getAddress, getNativeResourceHandle, startInternalThreads, stopInternalThreads
public final SoSFInt32 verticesPerColumn
public final SoSFInt32 verticesPerRow
Generated on September 3, 2019, Copyright © Thermo Fisher Scientific. All rights reserved. http://www.openinventor.com