
Public Member Functions | |
| virtual void | GetBoundBox (FBox3 &box) const |
| int | AddVertex (float x, float y, float z) |
| int | AddVertexN (float x, float y, float z, float nx, float ny, float nz) |
| int | AddVertexUV (float x, float y, float z, float u, float v) |
| int | AddVertex (const FPoint3 &p) |
| int | AddVertexN (const FPoint3 &p, const FPoint3 &n) |
| int | AddVertexUV (const FPoint3 &p, float u, float v) |
| int | AddVertexUV (const FPoint3 &p, const FPoint2 &uv) |
| int | AddVertexNUV (const FPoint3 &p, const FPoint3 &n, const FPoint2 &uv) |
| void | AddStrip2 (int iNVerts, int iStartIndex) |
| void | TransformVertices (const FMatrix4 &mat) |
| void | CreateEllipsoid (const FPoint3 ¢er, const FPoint3 &size, int res, bool hemi=false, bool bNormalsIn=false) |
| void | CreateBlock (const FPoint3 &size) |
| void | CreateOptimizedBlock (const FPoint3 &size) |
| void | CreatePrism (const FPoint3 &base, const FPoint3 &vector_up, const FPoint2 &size1, const FPoint2 &size2) |
| void | CreateRectangularMesh (int xsize, int ysize, bool bReverseNormals=false) |
| void | CreateCylinder (float height, float radius, int res, bool bTop=true, bool bBottom=true, bool bCentered=true, int direction=1) |
| void | AddRectangleXZ (float xsize, float zsize) |
| void | AddRectangleXY (float x, float y, float xsize, float ysize, float z=0.0f, bool bCentered=false) |
| void | CreateConicalSurface (const FPoint3 &tip, double radial_angle, double theta1, double theta2, double r1, double r2, int res=40) |
| void | CreateRectangle (int iQuads1, int iQuads2, int Axis1, int Axis2, int Axis3, const FPoint2 &min1, const FPoint2 &max1, float fLevel, float fTiling) |
|
||||||||||||||||||||||||||||
|
Adds the vertices and a fan primitive for a single flat rectangle. |
|
||||||||||||
|
Adds the vertices and a fan primitive for a single flat rectangle. |
|
||||||||||||
|
Adds an indexed strip to the mesh, with the assumption that the indices are in linear order.
|
|
|
Adds a vertex to the mesh.
|
|
||||||||||||||||
|
Adds a vertex to the mesh.
|
|
||||||||||||
|
Adds a vertex to the mesh, with a vertex normal.
|
|
||||||||||||||||||||||||||||
|
Adds a vertex to the mesh, with a vertex normal.
|
|
||||||||||||||||
|
Adds a vertex to the mesh, with a vertex normal and UV coordinates.
|
|
||||||||||||
|
Adds a vertex to the mesh, with UV coordinates.
|
|
||||||||||||||||
|
Adds a vertex to the mesh, with UV coordinates.
|
|
||||||||||||||||||||||||
|
Adds a vertex to the mesh, with UV coordinates.
|
|
|
Add a block (rectangular 3d box) to this mesh. The width, height and depth are specified with the 'size' parameter. |
|
||||||||||||||||||||||||||||||||
|
Adds an conical surface to this mesh. This is a subset of a full cone, bounded by start/end factors along the two degrees of freedom of the surface of the cone. The default orientation of the cone is with the tip pointing up (radius increasing downward).
|
|
||||||||||||||||||||||||||||||||
|
Adds an cylinder to this mesh.
|
|
||||||||||||||||||||||||
|
Adds geometry for an ellipsoid to this mesh. The geometry is created with efficient triangle strips. If the mesh has vertex normals, outward-pointing normals are created for lighting. If the mesh has vertex coordinates, then UVs are set as follows: U ranges from 0 to 1 around the circumference, and V ranges from 0 to 1 from the top to the bottom. For a hemisphere, V ranges from 0 at the top to 1 at the base.
|
|
|
Adds a 3D block to a vtMesh as a series of 5 triangle fan primitives. The bottom face is omitted, the base is placed at y=0, and texture coordinates are provided such that texture bitmaps appear right-side-up on the side faces. |
|
||||||||||||||||||||
|
Adds a 3D block (extruded rectangle) to a vtMesh as a series of 5 triangle fan primitives. The bottom face is omitted, the base is placed at /base/, the extrusion is along /vector_up/. Texture coordinates are provided such that texture bitmaps appear right-side-up on the side faces. |
|
||||||||||||||||||||||||||||||||||||||||
|
Adds an rectangular surface to this mesh. The rectangle will lie in the first two axes given, facing toward the third. Axes can be specified by number. For example, to produce a rectangle in the XZ plane facing along the Y axis, you would pass 0, 2, 1.
|
|
||||||||||||||||
|
Adds triangle/quad strips to this mesh, suitable for a (topologically) rectangular grid.
|
|
|
Computes the bounding box of the mesh, based on the extent of its vertices. Result is placed in the 'box' parameter. If there are no vertices, then 'box' is unchanged. Reimplemented in vtMesh. |
|
|
Transform all the vertices of the mesh by the indicated matrix. |
1.4.5