defines a IndexedLineSet node of VRML specifying geometry shapes. This node represents a 3D shape formed by constructing polylines from vertices located at the current coordinates. IndexedLineSet uses the indices in its coordIndex field to specify the polylines. An index of -1 separates one polyline from the next (thus, a final -1 is optional). the current polyline has ended and the next one begins. Treatment of the current material and normal binding is as follows: The PER_PART binding specifies a material or normal for each segment of the line. The PER_FACE binding specifies a material or normal for each polyline. PER_VERTEX specifies a material or normal for each vertex. The corresponding _INDEXED bindings are the same, but use the materialIndex or normalIndex indices. The DEFAULT material binding is equal to OVERALL. The DEFAULT normal binding is equal to PER_VERTEX_INDEXED; if insufficient normals exist in the state, the lines will be drawn unlit. The same rules for texture coordinate generation as IndexedFaceSet are used.
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#include <Vrml_IndexedLineSet.hxx>
defines a IndexedLineSet node of VRML specifying geometry shapes. This node represents a 3D shape formed by constructing polylines from vertices located at the current coordinates. IndexedLineSet uses the indices in its coordIndex field to specify the polylines. An index of -1 separates one polyline from the next (thus, a final -1 is optional). the current polyline has ended and the next one begins. Treatment of the current material and normal binding is as follows: The PER_PART binding specifies a material or normal for each segment of the line. The PER_FACE binding specifies a material or normal for each polyline. PER_VERTEX specifies a material or normal for each vertex. The corresponding _INDEXED bindings are the same, but use the materialIndex or normalIndex indices. The DEFAULT material binding is equal to OVERALL. The DEFAULT normal binding is equal to PER_VERTEX_INDEXED; if insufficient normals exist in the state, the lines will be drawn unlit. The same rules for texture coordinate generation as IndexedFaceSet are used.
◆ Vrml_IndexedLineSet() [1/2]
Vrml_IndexedLineSet::Vrml_IndexedLineSet |
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const Handle< TColStd_HArray1OfInteger > & |
aCoordIndex, |
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const Handle< TColStd_HArray1OfInteger > & |
aMaterialIndex, |
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const Handle< TColStd_HArray1OfInteger > & |
aNormalIndex, |
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const Handle< TColStd_HArray1OfInteger > & |
aTextureCoordIndex |
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◆ Vrml_IndexedLineSet() [2/2]
Vrml_IndexedLineSet::Vrml_IndexedLineSet |
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◆ CoordIndex()
Handle< TColStd_HArray1OfInteger > Vrml_IndexedLineSet::CoordIndex |
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const |
◆ MaterialIndex()
Handle< TColStd_HArray1OfInteger > Vrml_IndexedLineSet::MaterialIndex |
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const |
◆ NormalIndex()
Handle< TColStd_HArray1OfInteger > Vrml_IndexedLineSet::NormalIndex |
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const |
◆ Print()
◆ SetCoordIndex()
void Vrml_IndexedLineSet::SetCoordIndex |
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const Handle< TColStd_HArray1OfInteger > & |
aCoordIndex | ) |
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◆ SetMaterialIndex()
void Vrml_IndexedLineSet::SetMaterialIndex |
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const Handle< TColStd_HArray1OfInteger > & |
aMaterialIndex | ) |
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◆ SetNormalIndex()
void Vrml_IndexedLineSet::SetNormalIndex |
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const Handle< TColStd_HArray1OfInteger > & |
aNormalIndex | ) |
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◆ SetTextureCoordIndex()
void Vrml_IndexedLineSet::SetTextureCoordIndex |
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const Handle< TColStd_HArray1OfInteger > & |
aTextureCoordIndex | ) |
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◆ TextureCoordIndex()
Handle< TColStd_HArray1OfInteger > Vrml_IndexedLineSet::TextureCoordIndex |
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const |
The documentation for this class was generated from the following file: