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SoQuadMesh(3IV)() SoQuadMesh(3IV)()


SoQuadMesh — quadrilateral mesh shape node


SoBase > SoFieldContainer > SoNode > SoShape > SoVertexShape > SoNonIndexedShape > SoQuadMesh


#include <Inventor/nodes/SoQuadMesh.h>

Fields from class SoQuadMesh:

SoSFInt32 verticesPerColumn

SoSFInt32 verticesPerRow

Fields from class SoNonIndexedShape:

SoSFInt32 startIndex

Fields from class SoVertexShape:

SoSFNode vertexProperty

Methods from class SoQuadMesh:


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 shape node constructs quadrilaterals out of vertices. The vertices may be specified in the vertexProperty field (from SoVertexShape), or by the current inherited coordinates. For optimal performance, 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 are specified by the verticesPerColumn and verticesPerRow fields. (Note that these numbers are 1 greater than the number of quadrilaterals per row and per column.)

For example, an SoQuadMesh with verticesPerColumn of 3, and verticesPerRow 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 by 2 down. Note: non-planar quadrilaterals formed by a quad mesh may cause 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.

Treatment of the current material and normal binding is as follows: The PER_PART binding specifies a material or normal for each row of the mesh. The PER_FACE binding specifies a material or normal for each quadrilateral. The _INDEXED bindings are equivalent to their non-indexed counterparts. The default material binding is OVERALL. The default normal binding is PER_VERTEX.

If any normals (or materials) are specified, Inventor assumes you provide the correct number of them, as indicated by the binding. You will see unexpected results if you specify fewer normals (or materials) than the shape requires. If no normals are specified, they will be generated automatically.


SoSFInt32 verticesPerColumn

SoSFInt32 verticesPerRow

Number of vertices per column and row.



Creates a quadrilateral mesh node with default settings.

static SoType getClassTypeId()

Returns type identifier for this class.



Draws a mesh based on the current coordinates, normals, materials, drawing style, and so on.


Picks on the mesh based on the current coordinates and transformation. Details about the intersection are returned in an SoFaceDetail.


Computes the bounding box that encloses all vertices of the mesh with the current transformation applied to them. Sets the center to the average of the coordinates of all vertices.


If any triangle callbacks are registered with the action, they will be invoked for each successive triangle forming the quadrilaterals of the mesh.


QuadMesh {

vertexProperty NULL startIndex 0 verticesPerColumn 1 verticesPerRow 1


SoCoordinate3, SoDrawStyle, SoFaceDetail, SoFaceSet, SoTriangleStripSet, SoVertexProperty