SoQuadMesh¶
- InventorModule¶
genre
author
package
definition
Purpose¶
The shape node SoQuadMesh constructs quadrilaterals from vertices. The vertices may be specified in SoVertexProperty or by the currently inherited coordinates. For optimal performance, using 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 is specified by the Vertices Per Column and Vertices Per Row fields. (Note that these numbers are one greater than the number of quadrilaterals per row and column.)
For example, a SoQuadMesh with a Vertices Per Column of 3 and a Vertices Per Row 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 and 2 down.
Note: Non-planar quadrilaterals formed by a quad mesh may yield “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.
Windows¶
Default Panel¶
Input Fields¶
vertexProperty¶
- name: vertexProperty, type: SoNode¶
Output Fields¶
self¶
- name: self, type: SoNode¶
Parameter Fields¶
Visible Fields¶
Start Index¶
- name: startIndex, type: Integer, default: 0¶
Sets the start index for coordinates.
Vertices Per Column¶
- name: verticesPerColumn, type: Integer, default: 1¶
Sets the number of vertices per column.
Vertices Per Row¶
- name: verticesPerRow, type: Integer, default: 1¶
Sets the number of vertices per row.