#include <Inventor/nodes/SoCylinder.h>
Inheritance diagram for SoCylinder:
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 | |
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) |
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.
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The parts of a cylinder shape. |
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Constructor. |
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Destructor. |
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Sets up initialization for data common to all instances of this class, like submitting necessary information to the Coin type system. Reimplemented from SoShape. |
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Add a part to the cylinder.
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Remove a part from the cylinder.
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Returns
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Calculates picked point based on primitives generated by subclasses. Reimplemented from SoShape. |
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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. |
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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. |
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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. |
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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. |
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Radius of cylinder. Default value 1.0. |
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Height of cylinder. Default is 2.0. |
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Which parts to use for rendering, picking, etc. Defaults to SoCylinder::ALL. |