File: SoIndexedNurbsSurface.ivm

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NAME SoIndexedNurbsSurface SoIndNurbs "" { indexed NURBS surface shape node }

INCLUDE nodes/SoIndexedNurbsSurface.h

DESC {

This shape node represents a NURBS surface based on the knot vectors
and the control points that you specify. The \vuKnotVector\. and
\vvKnotVector\. fields specify floating-point arrays of values; the
values are the coordinates of the knot points in the surface, and you
must enter them in non-decreasing order.  The \vnumUControlPoints\.
and \vnumVControlPoints\. fields specify the number of control points
the surface will have in the U and V parametric directions, and will
use the current coordinates that are indexed from the \vcoordIndex\.
field.

\p

You can get a surface of minimum order (2) in the U or V directions by
specifying two more knots than control points in that direction and
having at least two control points in that direction.  This surface
would appear creased in one direction.

\p

You can get a surface of maximum order (8) in the U or V directions by
specifying eight more knots than control points in that direction and
having at least eight control points in that direction.

\p

The control points of the NURBS surface are transformed by the current
cumulative transformation. The surface is drawn with the current light
model and drawing style. The coordinates, normals, and texture
coordinates of a surface are generated, so you cannot bind explicit
normals or texture coordinates to a NURBS surface. The first material
in the state is applied to the entire surface.
\p
The surface is trimmed according to the currently defined profiles curves.

\p

When default texture coordinates are applied to a NURBS surface, the
edges of the texture square are stretched to fit the surface. The axes
of the texture are called S and T; S is horizontal and T is vertical.
The axes of the NURBS surface are called U and V; U is horizontal and
V is vertical. You can also define texture coordinates explicitly with
the S,T location point, the knot vectors, and the current texture
coordinates.
}

FIELD numUControlPoints {}
FIELD numVControlPoints { Number of control points in the U and V directions. }
FIELD coordIndex { Coordinate indices. }
FIELD uKnotVector {}
FIELD vKnotVector { The knot vectors in the U and V directions. }
FIELD numSControlPoints {}
FIELD numTControlPoints { Number of control points in the S and T directions. }
FIELD textureCoordIndex { Texture coordinate indices. }
FIELD sKnotVector {}
FIELD tKnotVector { The knot vectors in the S and T directions. }

METHOD "" SoIndexedNurbsSurface() {
Creates an indexed NURBS surface node with default settings.
}

METHOD "" static SoType getClassTypeId() {
Returns type identifier for this class.
}

ACTION SoGLRenderAction {
Draws the surface based on the current coordinates, material, and so on.
}

ACTION SoRayPickAction {
Picks the surface based on the current coordinates and transformation.
}

ACTION SoGetBoundingBoxAction {
Computes the bounding box that encloses all control points of the
surface with the current transformation applied to them. Sets the
center to the average of the control points.
}

ACTION SoCallbackAction {
If any triangle callbacks are registered with the action, they will be
invoked for each successive triangle approximating the surface.
}

ALSO {
SoIndexedNurbsCurve,
SoNurbsSurface,
SoProfile
}