SoQuadMesh(3IV)

SoQuadMesh (SoQMesh) - quadrilateral mesh shape node

Showing IRIX 6.5.30 (default release). Added in IRIX 6.5.22.

NAME
     SoQuadMesh (SoQMesh) - quadrilateral mesh shape node

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

SYNOPSIS
     #include <Inventor_c/nodes/SoQuadMesh.h>

     typedef SoQuadMesh  SoQMesh

          Fields from class SoQuadMesh:

     SoSFInt32           verticesPerColumn
     SoSFInt32           verticesPerRow

          Fields from class SoNonIndexedShape:

     SoSFInt32           startIndex

          Fields from class SoVertexShape:

     SoSFNode            vertexProperty

          Functions from class SoQuadMesh:

     SoQuadMesh *        SoQMeshCreate()
     SoType              SoQMeshGetClassTypeId()

          Functions from class SoNode:

     void                SoQMeshSetOverride(SoQMesh *this, SbBool state)
     SbBool              SoQMeshIsOverride(const SoQMesh *this)
     SoNode *            SoQMeshCopy(const SoQMesh *this, SbBool
                              copyConnections = FALSE)
     SbBool              SoQMeshAffectsState(const SoQMesh *this)
     SoNode *            SoQMeshGetByName(const char *name)
     int                 SoQMeshGetByNameList(const char *name, SoNodeList
                              *list)

          Functions from class SoFieldContainer:

     void                SoQMeshSetToDflts(SoQMesh *this)
     SbBool              SoQMeshHasDfltVals(const SoQMesh *this)
     SbBool              SoQMeshFldsAreEq(const SoQMesh *this, const
                              SoFieldContainer *fc)
     void                SoQMeshCopyFieldVals(SoQMesh *this, const
                              SoFieldContainer *fc, SbBool copyConnections =
                              FALSE)
     SbBool              SoQMeshSet(SoQMesh *this, const char
                              *fieldDataString)
     void                SoQMeshGet(SoQMesh *this, SbString *fieldDataString)
     int                 SoQMeshGetFields(const SoQMesh *this, SoFieldList
                              *resultList)
     SoField *           SoQMeshGetField(const SoQMesh *this, const char
                              *fieldName)
     SbBool              SoQMeshGetFieldName(const SoQMesh *this, const
                              SoField *field, SbName *fieldName)
     SbBool              SoQMeshIsNotifyEnabled(const SoQMesh *this)
     SbBool              SoQMeshEnableNotify(SoQMesh *this, SbBool flag)

          Functions from class SoBase:

     void                SoQMeshRef(SoQMesh *this)
     void                SoQMeshUnref(const SoQMesh *this)
     void                SoQMeshUnrefNoDelete(const SoQMesh *this)
     void                SoQMeshTouch(SoQMesh *this)
     SoType              SoQMeshGetTypeId(const SoQMesh *this)
     SbBool              SoQMeshIsOfType(const SoQMesh *this, SoType type)
     void                SoQMeshSetName(SoQMesh *this, const char *name)
     SbName              SoQMeshGetName(const SoQMesh *this)


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.


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

     SoType              SoQMeshGetClassTypeId()
          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