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NAME

       SoQuadMesh -

       The SoQuadMesh class is used to render and optimize a quadrilateral mesh.

       This node uses the coordinates in order, either from the state or from the
       SoQuadMesh::vertexProperty node, to construct a quadrilateral mesh.

SYNOPSIS

       #include <Inventor/nodes/SoQuadMesh.h>

       Inherits SoNonIndexedShape.

   Public Member Functions
       virtual SoType getTypeId (void) const
           Returns the type identification of an object derived from a class inheriting SoBase.
           This is used for run-time type checking and 'downward' casting.
       SoQuadMesh (void)
       virtual void GLRender (SoGLRenderAction *action)
       virtual void getPrimitiveCount (SoGetPrimitiveCountAction *action)
       virtual SbBool generateDefaultNormals (SoState *state, SoNormalBundle *nb)

   Static Public Member Functions
       static SoType getClassTypeId (void)
       static void initClass (void)

   Public Attributes
       SoSFInt32 verticesPerColumn
       SoSFInt32 verticesPerRow

   Protected Member Functions
       virtual const SoFieldData * getFieldData (void) const
       virtual ~SoQuadMesh ()
       virtual void generatePrimitives (SoAction *action)
       virtual void computeBBox (SoAction *action, SbBox3f &box, SbVec3f &center)
       virtual SbBool generateDefaultNormals (SoState *, SoNormalCache *)

   Static Protected Member Functions
       static const SoFieldData ** getFieldDataPtr (void)

   Additional Inherited Members

Detailed Description

       The SoQuadMesh class is used to render and optimize a quadrilateral mesh.

       This node uses the coordinates in order, either from the state or from the
       SoQuadMesh::vertexProperty node, to construct a quadrilateral mesh.

       The quads are generated in row major order, using the two fields
       SoQuadMesh::verticesPerColumn and SoQuadMesh::verticesPerRow to specify the mesh. E.g. if
       SoQuadMesh::verticesPerColumn is 3 and SoQuadMesh::verticesPerRow is 2, two quads will be
       generated with the first one using (in order) coordinates 0, 1, 3 and 2, the second one
       using coordinates 2, 3, 5 and 4 (you get three rows of vertices; the first row uses
       vertices 0 and 1, the second row 2 and 3, and the third row 4 and 5).

       Here's a quick and simple usage example code snippet:

       // Vertices for the Quad mesh.
       static float vertices[25][3] = {
         // Row 1
         {-11, 0, 1}, {0, 11, 1}, {11, 0, 1}, {0, -11, 1}, {-11, 0, 1},
         // Row 2
         {-9, 0, 1}, {0, 9, 1}, {9, 0, 1}, {0, -9, 1}, {-9, 0, 1},
         // Row 3
         {-9, 0, -1}, {0, 9, -1}, {9, 0, -1}, {0, -9, -1}, {-9, 0, -1},
         // Row 4
         {-11, 0, -1}, {0, 11, -1}, {11, 0, -1}, {0, -11, -1}, {-11, 0, -1},
         // Row 5
         {-11, 0, 1}, {0, 11, 1}, {11, 0, 1}, {0, -11, 1}, {-11, 0, 1}
       };

       // This function generate an object by using the SoQuadMesh node
       // Return:
       //  SoSeparator *
       static SoSeparator *
       quadMesh(void)
       {
         SoSeparator * qm = new SoSeparator;

         // Define coordinates
         SoCoordinate3 * coords = new SoCoordinate3;
         coords->point.setValues(0, 30, vertices);
         qm->addChild(coords);

         // QuadMesh
         SoQuadMesh * mesh = new SoQuadMesh;
         mesh->verticesPerRow = 5;
         mesh->verticesPerColumn = 5;
         qm->addChild(mesh);

         return qm;
       }

       The quadmesh geometry resulting from this code looks like this:

       Here is another example, this time making a 2x2 grid, with a texture:

       #Inventor V2.1 ascii

       Separator {
         Complexity { textureQuality 0.01 }
         Texture2 {
           image 2 2 4 0xff0000ff 0x00ff00ff 0xffff00ff 0xff00ffff
         }
         Coordinate3 {
           point [
             0 2 0,
             1 2 0,
             2 2 0,
             0 1 0,
             1 1 0,
             2 1 0,
             0 0 0,
             1 0 0,
             2 0 0
           ]
         }
         QuadMesh {
           verticesPerRow 3
           verticesPerColumn 3
         }
       }

       For SoQuadMesh, normals and materials can be bound PER_PART (per row), PER_FACE,
       PER_VERTEX and OVERALL. The default material binding is OVERALL. The default normal
       binding is PER_VERTEX.

       A note about SoQuadMesh shading: the quads in the mesh are just passed on to OpenGL's
       GL_QUAD primitive rendering. Under certain circumstances, this can lead to artifacts in
       how your meshes are shaded. This is an inherent problem with drawing quads in meshes.

       There is a work-around solution for the above mentioned problem that can be applied with
       Coin: by setting the global environment variable COIN_QUADMESH_PRECISE_LIGHTING to '1',
       the quads will be broken up in triangles before rendered, and shading will likely look
       much better. Be aware that this technique causes rendering of the SoQuadMesh to slow down
       by an approximate factor of 6.

       The 'precise lighting' technique is currently limited to work only when SoQuadMesh
       rendering is parameterized with 3D coordinates, a materialbinding that is not per vertex,
       and if texture mapping is done is must be without using any of the
       SoTextureCoordinateFunction subclass nodes.

       FILE FORMAT/DEFAULTS:

       QuadMesh {
           vertexProperty NULL
           startIndex 0
           verticesPerColumn 1
           verticesPerRow 1
       }

       See Also:
           SoTriangleStripSet SoIndexedTriangleStripSet

Constructor & Destructor Documentation

   SoQuadMesh::SoQuadMesh (void)
       Constructor.

   SoQuadMesh::~SoQuadMesh () [protected],  [virtual]
       Destructor.

Member Function Documentation

   SoType SoQuadMesh::getTypeId (void) const [virtual]
       Returns the type identification of an object derived from a class inheriting SoBase. This
       is used for run-time type checking and 'downward' casting. Usage example:

       void foo(SoNode * node)
       {
         if (node->getTypeId() == SoFile::getClassTypeId()) {
           SoFile * filenode = (SoFile *)node;  // safe downward cast, knows the type
         }
       }

       For application programmers wanting to extend the library with new nodes, engines,
       nodekits, draggers or others: this method needs to be overridden in all subclasses. This
       is typically done as part of setting up the full type system for extension classes, which
       is usually accomplished by using the pre-defined macros available through for instance
       Inventor/nodes/SoSubNode.h (SO_NODE_INIT_CLASS and SO_NODE_CONSTRUCTOR for node classes),
       Inventor/engines/SoSubEngine.h (for engine classes) and so on.

       For more information on writing Coin extensions, see the class documentation of the
       toplevel superclasses for the various class groups.

       Reimplemented from SoNonIndexedShape.

   const SoFieldData * SoQuadMesh::getFieldData (void) const [protected],  [virtual]
       Returns a pointer to the class-wide field data storage object for this instance. If no
       fields are present, returns NULL.

       Reimplemented from SoNonIndexedShape.

   void SoQuadMesh::GLRender (SoGLRenderAction *action) [virtual]
       Action method for the SoGLRenderAction.

       This is called during rendering traversals. Nodes influencing the rendering state in any
       way or who wants to throw geometry primitives at OpenGL overrides this method.

       Reimplemented from SoShape.

   void SoQuadMesh::getPrimitiveCount (SoGetPrimitiveCountAction *action) [virtual]
       Action method for the SoGetPrimitiveCountAction.

       Calculates the number of triangle, line segment and point primitives for the node and adds
       these to the counters of the action.

       Nodes influencing how geometry nodes calculates their primitive count also overrides this
       method to change the relevant state variables.

       Reimplemented from SoShape.

   SbBool SoQuadMesh::generateDefaultNormals (SoState *state, SoNormalBundle *bundle) [virtual]
       This API member is considered internal to the library, as it is not likely to be of
       interest to the application programmer.

       Subclasses should override this method to generate default normals using the
       SoNormalBundle class. TRUE should be returned if normals were generated, FALSE otherwise.

       Default method returns FALSE.

       This function is an extension for Coin, and it is not available in the original SGI Open
       Inventor v2.1 API.

       Reimplemented from SoVertexShape.

   void SoQuadMesh::generatePrimitives (SoAction *action) [protected],  [virtual]
       The method implements action behavior for shape nodes for SoCallbackAction. It is invoked
       from SoShape::callback(). (Subclasses should not override SoNode::callback().)

       The subclass implementations uses the convenience methods SoShape::beginShape(),
       SoShape::shapeVertex(), and SoShape::endShape(), with SoDetail instances, to pass the
       primitives making up the shape back to the caller.

       Implements SoShape.

   void SoQuadMesh::computeBBox (SoAction *action, SbBox3f &box, SbVec3f &center) [protected],
       [virtual]
       Implemented by SoShape subclasses to let the SoShape superclass know the exact size and
       weighted center point of the shape's bounding box.

       The bounding box and center point should be calculated and returned in the local
       coordinate system.

       The method implements action behavior for shape nodes for SoGetBoundingBoxAction. It is
       invoked from SoShape::getBoundingBox(). (Subclasses should not override
       SoNode::getBoundingBox().)

       The box parameter sent in is guaranteed to be an empty box, while center is undefined upon
       function entry.

       Implements SoShape.

   SbBool SoQuadMesh::generateDefaultNormals (SoState *state, SoNormalCache *cache) [protected],
       [virtual]
       This API member is considered internal to the library, as it is not likely to be of
       interest to the application programmer.

       Subclasses should override this method to generate default normals using the SoNormalCache
       class. This is more effective than using SoNormalGenerator. Return TRUE if normals were
       generated, FALSE otherwise.

       Default method just returns FALSE.

       This function is an extension for Coin, and it is not available in the original SGI Open
       Inventor v2.1 API.

       Reimplemented from SoVertexShape.

Member Data Documentation

   SoSFInt32 SoQuadMesh::verticesPerColumn
       Specifies to number of vertices in each column.

   SoSFInt32 SoQuadMesh::verticesPerRow
       Specifies the number of vertices in each row.

Author

       Generated automatically by Doxygen for Coin from the source code.