stores a cylinder
The Cylinder node specifies a capped cylinder centred at (0,0,0) in the local
coordinate system and with a central axis oriented along the local
Y-axis. By default, the cylinder is sized at "-1" to "+1"
in all three dimensions. The radius field specifies the radius of the cylinder
and the height
field specifies the height of the cylinder along the central axis. Both radius
and height shall be greater than zero. Figure 6.4 illustrates the Cylinder
node.
The cylinder has three parts: the side, the top (Y = +height/2) and the bottom
(Y = -height/2). Each part has an associated SFBool field that
indicates whether the part exists (TRUE) or does not exist (FALSE). Parts which
do not exist are not rendered and not eligible for intersection
tests (e.g., collision detection or sensor activation).
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 X=0 plane. For the top and bottom
caps, a circle is cut out of the unit texture squares centred at (0, +/- height/2,
0) with dimensions 2 × radius by 2 × radius. The top texture
appears right side up when the top of the cylinder is tilted toward the +Z-axis,
and the bottom texture appears right side up when the top of the
cylinder is tilted toward the -Z-axis. TextureTransform affects the texture
coordinates of the Cylinder node.
The Cylinder node's geometry requires outside faces only. When viewed from the inside the results are undefined.
| Classes written for this program | Java3D classes (scene graph structure) |

VRML2 definition
Cylinder {
field SFBool bottom TRUEfield SFloat height 2field SFloat radius 1field SFBool side TRUEfield SFloat top TRUE
}


