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Inherits BoundingShape.
Inherited by MeshImpl.
List of all members.
Detailed Description
A bounding mesh, composed of triangles. The mesh is built like an indexed vertex buffer: provide a list of vertices, then specify triangles as indices into the vertex list. This example makes a flat plane out of two triangles:
BoundingMesh* mesh = (BoundingMesh*)Core->createA("Collider.BoundingMesh");
mesh->initialize(4, 2);
mesh->setVertexPosition(0, -100, 0, -100);
mesh->setVertexPosition(1, -100, 0, 100);
mesh->setVertexPosition(2, 100, 0, 100);
mesh->setVertexPosition(3, 100, 0, -100);
mesh->setVertexIndex(0, 0);
mesh->setVertexIndex(1, 1);
mesh->setVertexIndex(2, 2);
mesh->setVertexIndex(3, 0);
mesh->setVertexIndex(4, 2);
mesh->setVertexIndex(5, 3);
mesh->build();
-- Lua
local mesh = Collider.BoundingMesh(4,2)
mesh:setVertexPosition(0, -100, 0, -100)
mesh:setVertexPosition(1, -100, 0, 100)
mesh:setVertexPosition(2, 100, 0, 100)
mesh:setVertexPosition(3, 100, 0, -100)
mesh:setVertexIndex(0, 0)
mesh:setVertexIndex(1, 1)
mesh:setVertexIndex(2, 2)
mesh:setVertexIndex(3, 0)
mesh:setVertexIndex(4, 2)
mesh:setVertexIndex(5, 3)
mesh:build()
Member Function Documentation
| virtual bool BoundingMesh::build |
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[pure virtual] |
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Once all of the vertices and indices have been initialized, call this method to build the bounding box hierarchy. |
| virtual bool BoundingMesh::initialize |
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int |
numVerts, |
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int |
numTris |
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[pure virtual] |
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Specify the number of vertices and triangles in the mesh. |
| virtual void BoundingMesh::setVertexIndex |
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int |
i, |
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int |
vertexIndex |
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[pure virtual] |
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Specify a vertex index in the triangle list. |
| virtual void BoundingMesh::setVertexPosition |
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int |
i, |
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Float |
x, |
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Float |
y, |
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Float |
z |
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) |
[pure virtual] |
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Specify the position of a vertex. |
The documentation for this struct was generated from the following file:
Flat Four Engine
Copyright (C) 2001 by 379, Inc.
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