Class SoIndexedQuadMesh

  • All Implemented Interfaces:
    SafeDisposable

    public class SoIndexedQuadMesh
    extends SoIndexedShape
    Indexed quadrilateral mesh shape node. 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.

    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 verticesPerColumn and verticesPerRow fields. (Note that these numbers are 1 greater than the number of quadrilaterals per row and per column.)

    For example, an SoIndexedQuadMesh 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.

    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 materialIndex or 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.

    File format/default:

    IndexedQuadMesh {

      vertexProperty NULL
      coordIndex -1
      materialIndex -1
      normalIndex -1
      textureCoordIndex -1
      verticesPerColumn 0
      verticesPerRow 0
    }

    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.

    See Also:
    SoCoordinate3, SoDrawStyle, SoFaceDetail, SoFullSceneAntialiasing, SoIndexedFaceSet, SoIndexedTriangleStripSet, SoQuadMesh, SoVertexProperty
    • Field Detail

      • verticesPerColumn

        public final SoSFInt32 verticesPerColumn
        Number of vertices per column.
      • verticesPerRow

        public final SoSFInt32 verticesPerRow
        Number of vertices per row.
    • Constructor Detail

      • SoIndexedQuadMesh

        public SoIndexedQuadMesh()
        Creates an indexed quadrilateral mesh node with default settings.