Mesh¶
Inherited: None
Description¶
Public Methods¶
void |
batchMesh (Mesh & mesh, const Matrix4 * transform = nullptr) |
Vector4Vector |
bones () |
bound () const |
|
void |
clear () |
Vector4Vector |
colors () |
Material * |
defaultMaterial (int sub = 0) const |
int |
indexCount (int sub) const |
int |
indexStart (int sub) const |
IndexVector |
indices () |
bool |
isDynamic () const |
bool |
isEmpty () const |
void |
makeDynamic () |
Vector3Vector |
normals () |
void |
recalcBounds () |
void |
|
void |
|
void |
setBones (const Vector4Vector & bones) |
void |
setBound (const AABBox & box) |
void |
setColors (const Vector4Vector & colors) |
void |
setDefaultMaterial (Material * material, int sub = 0) |
void |
setIndices (const IndexVector & indices) |
void |
setNormals (const Vector3Vector & normals) |
void |
setSubMesh (int offset, int sub) |
void |
setTangents (const Vector3Vector & tangents) |
void |
setUv0 (const Vector2Vector & uv0) |
void |
setUv1 (const Vector2Vector & uv1) |
void |
setVertices (const Vector3Vector & vertices) |
void |
setWeights (const Vector4Vector & weights) |
int |
subMeshCount () const |
Vector3Vector |
tangents () |
Vector2Vector |
uv0 () |
Vector2Vector |
uv1 () |
Vector3Vector |
vertices () |
Vector4Vector |
weights () |
Static Methods¶
None
Methods Description¶
Merges current with provided mesh. In the case of the transform, the matrix is not nullptr it will be applied to mesh before merging.
Vector4Vector Mesh::bones ()
Returns an array of bones for vertices for the particular Lod.
See also setBones().
AABBox Mesh::bound () const
Returns bounding box for the Mesh.
See also setBound().
void Mesh::clear ()
Removes all mesh data.
Vector4Vector Mesh::colors ()
Returns an array of colors for vertices for the particular Mesh.
See also setColors().
Material * Mesh::defaultMaterial (int sub = 0) const
Returns a default material for the sub mesh.
See also setDefaultMaterial().
int Mesh::indexCount (int sub) const
Returns index count for the sub mesh.
int Mesh::indexStart (int sub) const
Returns starting point index for the sub mesh.
IndexVector Mesh::indices ()
Returns an array of mesh indices for the particular Mesh.
See also setIndices().
bool Mesh::isDynamic () const
Returns true in case of mesh can by changed at the runtime; otherwise returns false.
bool Mesh::isEmpty () const
Returns false if mesh structure is empty; otherwise returns true.
void Mesh::makeDynamic ()
Marks mesh as dynamic that means it’s can be changed at the runtime.
Vector3Vector Mesh::normals ()
Returns an array of mesh normals for the particular Lod.
See also setNormals().
void Mesh::recalcBounds ()
Generates bound box according new geometry.
void Mesh::recalcNormals ()
Recalculates normals of the Mesh from the triangles and vertices.
void Mesh::recalcTangents ()
Recalculates tangents of the Mesh from the triangles and UV’s.
void Mesh::setBones (Vector4Vector & bones)
Sets an array of bones for vertices for the particular Lod.
See also bones().
void Mesh::setBound (AABBox & box)
Sets new bounding box for the Mesh.
See also bound().
void Mesh::setColors (Vector4Vector & colors)
Sets an array of colors for vertices for the particular Mesh.
See also colors().
void Mesh::setDefaultMaterial (Material * material, int sub = 0)
Sets a default material for the sub mesh.
See also defaultMaterial().
void Mesh::setIndices (IndexVector & indices)
Sets an array of mesh indices for the particular Mesh.
See also indices().
void Mesh::setNormals (Vector3Vector & normals)
Sets an array of mesh normals for the particular Lod.
See also normals().
void Mesh::setSubMesh (int offset, int sub)
Sets a base vertex offset for the sub mesh.
void Mesh::setTangents (Vector3Vector & tangents)
Sets an array of mesh tangents for the particular Lod.
See also tangents().
void Mesh::setUv0 (Vector2Vector & uv0)
Sets an array of mesh uv0 (base) texture coordinates for the particular Lod.
See also uv0().
void Mesh::setUv1 (Vector2Vector & uv1)
Sets an array of mesh uv1 texture coordinates for the particular Lod.
See also uv1().
void Mesh::setVertices (Vector3Vector & vertices)
Sets an array of mesh vertices for the particular Lod.
See also vertices().
void Mesh::setWeights (Vector4Vector & weights)
Sets an array of bone weights for the particular Lod.
See also weights().
int Mesh::subMeshCount () const
Returns the number of sub-meshes inside the Mesh.
Vector3Vector Mesh::tangents ()
Returns an array of mesh tangents for the particular Lod.
See also setTangents().
Vector2Vector Mesh::uv0 ()
Returns an array of mesh uv0 (base) texture coordinates for the particular Lod.
See also setUv0().
Vector2Vector Mesh::uv1 ()
Returns an array of mesh uv1 texture coordinates for the particular Lod.
See also setUv1().
Vector3Vector Mesh::vertices ()
Returns an array of mesh vertices for the particular Lod.
See also setVertices().
Vector4Vector Mesh::weights ()
Returns an array of bone weights for the particular Mesh.
See also setWeights().