Mesh

Inherited: None

Description

Public Methods

void

batchMesh (Mesh & mesh, const Matrix4 * transform = nullptr)

Vector4Vector

bones ()

AABBox

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

recalcNormals ()

void

recalcTangents ()

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

void Mesh::batchMesh (Mesh & mesh, Matrix4 * transform = nullptr)

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().