#include <Inventor/nodes/SoSphere.h>
Inheritance diagram for SoSphere::
Public Methods | |
SoSphere (void) | |
virtual void | GLRender (SoGLRenderAction *action) |
virtual void | rayPick (SoRayPickAction *action) |
virtual void | getPrimitiveCount (SoGetPrimitiveCountAction *action) |
Static Public Methods | |
void | initClass (void) |
Public Attributes | |
SoSFFloat | radius |
Protected Methods | |
virtual | ~SoSphere () |
virtual void | generatePrimitives (SoAction *action) |
virtual void | computeBBox (SoAction *action, SbBox3f &box, SbVec3f ¢er) |
Renders a sphere with the size given by the SoSphere::radius field. The sphere is rendered with the current material, texture and drawstyle settings (if any, otherwise the default settings are used).
The SoSphere node class is provided as a convenient abstraction for the application programmer to use "complex" shapes of this type without having to do the tesselation to polygons and other low-level programming herself.
A good trick for rendering ellipsoidal 3D shapes is to use an SoSphere prefixed with an SoScale transformation to "flatten" it along one or more of the principal axes. (Ie use for instance an SoScale node with SoScale::scaleFactor equal to [1, 1, 0.1] to flatten it along the Z direction.)
A sphere is visualized by the underlying rendering system by first tesselating the conceptual sphere into a set of polygons. To control the trade-off between an as much as possible correct visual appearance of the sphere versus fast rendering, use an SoComplexity node to influence the number of polygons generated from the tesselation process. (The higher the complexity value, the more polygons will be generated, the more rounded the sphere 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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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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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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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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For internal use only. Reimplemented from SoShape. |
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For internal use only. Reimplemented from SoShape. |
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Radius of sphere. Default value is 1.0. |