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SoCylinder(3IV)() SoCylinder(3IV)()


SoCylinder — cylinder shape node


SoBase > SoFieldContainer > SoNode > SoShape > SoCylinder


#include <Inventor/nodes/SoCylinder.h>

enum Part {

SoCylinder::SIDES The cylindrical part

SoCylinder::TOP The top circular face

SoCylinder::BOTTOM The bottom circular face

SoCylinder::ALL All parts


Fields from class SoCylinder:

SoSFBitMask parts

SoSFFloat radius

SoSFFloat height

Methods from class SoCylinder:


void addPart(SoCylinder::Part part)

void removePart(SoCylinder::Part part)

SbBool hasPart(SoCylinder::Part part) const

static SoType getClassTypeId()

Methods from class SoNode:

void setOverride(SbBool state)

SbBool isOverride() const

SoNode * copy(SbBool copyConnections = FALSE) const

virtual SbBool affectsState() const

static SoNode * getByName(const SbName &name)

static int getByName(const SbName &name, SoNodeList &list)

Methods from class SoFieldContainer:

void setToDefaults()

SbBool hasDefaultValues() const

SbBool fieldsAreEqual(const SoFieldContainer *fc) const

void copyFieldValues(const SoFieldContainer *fc, SbBool copyConnections = FALSE)

SbBool set(const char *fieldDataString)

void get(SbString &fieldDataString)

virtual int getFields(SoFieldList &resultList) const

virtual SoField * getField(const SbName &fieldName) const

SbBool getFieldName(const SoField *field, SbName &fieldName) const

SbBool isNotifyEnabled() const

SbBool enableNotify(SbBool flag)

Methods from class SoBase:

void ref()

void unref() const

void unrefNoDelete() const

void touch()

virtual SoType getTypeId() const

SbBool isOfType(SoType type) const

virtual void setName(const SbName &name)

virtual SbName getName() const


This node represents a simple capped cylinder centered around the y-axis. By default, the cylinder is centered at (0,0,0) and has a default size of -1 to +1 in all three dimensions. You can use the radius and height fields to create a cylinder with a different size.

The cylinder is transformed by the current cumulative transformation and is drawn with the current lighting model, drawing style, material, and geometric complexity.

If the current material binding is PER_PART or PER_PART_INDEXED, the first current material is used for the sides of the cylinder, the second is used for the top, and the third is used for the bottom. Otherwise, the first material is used for the entire cylinder.

When a texture is applied to a cylinder, it is applied differently to the sides, top, and bottom. On the sides, the texture wraps counterclockwise (from above) starting at the back of the cylinder. The texture has a vertical seam at the back, intersecting the yz-plane. For the top and bottom, a circle is cut out of the texture square and applied to the top or bottom circle. The top texture appears right side up when the top of the cylinder is tilted toward the camera, and the bottom texture appears right side up when the top of the cylinder is tilted away from the camera.


SoSFBitMask parts

Visible parts of cylinder.

SoSFFloat radius

SoSFFloat height

Define the cylinder's height and radius; values must be greater than 0.0.



Creates a cylinder node with default settings.

void addPart(SoCylinder::Part part)

void removePart(SoCylinder::Part part)

These are convenience functions that make it easy to turn on or off a part of the cylinder.

SbBool hasPart(SoCylinder::Part part) const

This convenience function returns whether a given part is on or off.

static SoType getClassTypeId()

Returns type identifier for this class.



Draws cylinder based on the current coordinates, materials, drawing style, and so on.


Intersects the ray with the cylinder. The part of the cylinder that was picked is available from the SoCylinderDetail.


Computes the bounding box that encloses the cylinder.


If any triangle callbacks are registered with the action, they will be invoked for each successive triangle that approximates the cylinder.


Cylinder {

parts ALL radius 1 height 2


SoCone, SoCube, SoCylinderDetail, SoSphere