NAME
SoCylinder -
The SoCylinder class is for rendering cylinder shapes.
Insert a cylinder shape into the scenegraph. The cylinder is rendered
with the current material, texture and drawstyle settings (if any,
otherwise the default settings are used).
SYNOPSIS
#include <Inventor/nodes/SoCylinder.h>
Inherits SoShape.
Public Types
enum Part { SIDES = 0x1, TOP = 0x2, BOTTOM = 0x4, ALL =
SIDES|TOP|BOTTOM }
Public Member Functions
SoCylinder (void)
void addPart (SoCylinder::Part part)
void removePart (SoCylinder::Part part)
SbBool hasPart (SoCylinder::Part part) const
virtual void rayPick (SoRayPickAction *action)
virtual void getPrimitiveCount (SoGetPrimitiveCountAction *action)
virtual void GLRender (SoGLRenderAction *action)
Static Public Member Functions
static void initClass (void)
Public Attributes
SoSFFloat radius
SoSFFloat height
SoSFBitMask parts
Protected Member Functions
virtual ~SoCylinder ()
virtual void generatePrimitives (SoAction *action)
virtual void computeBBox (SoAction *action, SbBox3f &box, SbVec3f
¢er)
Detailed Description
The SoCylinder class is for rendering cylinder shapes.
Insert a cylinder shape into the scenegraph. The cylinder is rendered
with the current material, texture and drawstyle settings (if any,
otherwise the default settings are used).
The SoCylinder node class is provided as a convenient abstraction for
the application programmer to use ’complex’ shapes of this type without
having to do the tessellation to polygons and other low-level
programming herself.
A cylinder is visualized by the underlying rendering system by first
tessellating the conceptual cylinder into a set of polygons. To control
the trade-off between an as much as possible correct visual appearance
of the cylinder versus fast rendering, use an SoComplexity node to
influence the number of polygons generated from the tessellation
process. (The higher the complexity value, the more polygons will be
generated, the more rounded the sides of the cylinder will look.) Set
the SoComplexity::value field to what you believe would be a good
trade-off between correctness and speed for your particular
application.
A nice trick for rendering a disc is to render an SoCylinder with
SoCylinder::height set to zero:
#Inventor V2.1 ascii
ShapeHints { # to get two-sided lighting on the disc
vertexOrdering COUNTERCLOCKWISE
shapeType UNKNOWN_SHAPE_TYPE
}
Cylinder {
height 0
parts TOP
}
FILE FORMAT/DEFAULTS:
Cylinder {
radius 1
height 2
parts (SIDES | TOP | BOTTOM)
}
See also:
SoCone, SoSphere, SoCube
Member Enumeration Documentation
enum SoCylinder::Part The parts of a cylinder shape.
Constructor & Destructor Documentation
SoCylinder::SoCylinder (void) Constructor.
SoCylinder::~SoCylinder () [protected, virtual] Destructor.
Member Function Documentation
void SoCylinder::initClass (void) [static] Sets up initialization for data
common to all instances of this class, like submitting necessary
information to the Coin type system.
Reimplemented from SoShape.
void SoCylinder::addPart (SoCylinder::Part part) Add a part to the
cylinder.
See also:
removePart(), hasPart()
void SoCylinder::removePart (SoCylinder::Part part) Remove a part from the
cylinder.
See also:
addPart(), hasPart()
SbBool SoCylinder::hasPart (SoCylinder::Part part) const Returns TRUE if
rendering of the given part is currently turned on.
See also:
addPart(), removePart()
void SoCylinder::rayPick (SoRayPickAction * action) [virtual] Calculates
picked point based on primitives generated by subclasses.
Reimplemented from SoShape.
void SoCylinder::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.
void SoCylinder::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 SoCylinder::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 SoCylinder::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.
Member Data Documentation
SoSFFloat SoCylinder::radius Radius of cylinder. Default value 1.0.
SoSFFloat SoCylinder::height Height of cylinder. Default is 2.0.
SoSFBitMask SoCylinder::parts Which parts to use for rendering, picking,
etc. Defaults to SoCylinder::ALL.
Author
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