Inheritance diagram for DzSubDMesh:
Methods | |
void | activateFaceGroup (Number which) |
Number | activateFaceGroup (String name) |
void | activateMaterial (Number which) |
void | addFace (Number v1, Number uv1, Number v2, Number uv2, Number v3, Number uv3, Number v4, Number uv4) |
DzSubDGroup | findFaceGroup (String name) |
void | fromPolyMesh (DzPolyMesh mesh) |
DzSubDGroup | getActiveFaceGroup () |
DzSubDGroup | getActiveMaterialGroup () |
Number | getEdgeInterpolationMode () |
DzSubDGroup | getFaceGroup (Number i) |
DzSubDGroup | getMaterialGroup (Number which) |
Number | getNumEdges () |
Number | getNumFaceGroups () |
Number | getNumMaterialGroups () |
Number | getNumNormals () |
Number | getNumPatches () |
void | removeAllPatches () |
void | removePatch (Number polyIdx) |
void | setEdgeInterpolationMode (Number mode) |
void | subdivideCatmullClark (Number level) |
DzPolyMesh | toPolyMesh () |
Constructors | |
DzSubDMesh () |
DzSubDMesh::DzSubDMesh | ( | ) |
Default Constructor
void DzSubDMesh::activateFaceGroup | ( | Number | which | ) |
Activates the given face group - all faces added after this call will be added to the group.
which | The index of the face group to activate. If the index exceeds the number of groups current on the mesh, then groups are created until the number of groups is equal to the requested index. |
Activates the given face group - all faces added after this call will be added to the group. If the named group is not found, a new empty group by that name is created and made active.
name | The name of the face group to activate. |
void DzSubDMesh::activateMaterial | ( | Number | which | ) |
Activates the given material group - all faces added after this call will be added to the material.
which | The index of the material group to activate. |
void DzSubDMesh::addFace | ( | Number | v1, | |
Number | uv1, | |||
Number | v2, | |||
Number | uv2, | |||
Number | v3, | |||
Number | uv3, | |||
Number | v4, | |||
Number | uv4 | |||
) |
Adds a new face to the mesh.
v1 | Index into the vertex list for the first vertex of the face. | |
uv1 | Index into the texture coordinate list for the first vertex of the face. | |
v2 | Index into the vertex list for the second vertex of the face. | |
uv2 | Index into the texture coordinate list for the second vertex of the face. | |
v3 | Index into the vertex list for the third vertex of the face. | |
uv3 | Index into the texture coordinate list for the third vertex of the face. | |
v4 | Index into the vertex list for the fourth vertex of the face. | |
uv4 | Index into the texture coordinate list for the fourth vertex of the face. |
DzSubDGroup DzSubDMesh::findFaceGroup | ( | String | name | ) |
void DzSubDMesh::fromPolyMesh | ( | DzPolyMesh | mesh | ) |
Populates this mesh with a subdivision representation of the given poly mesh.
mesh | The mesh from which to create a subdivision mesh. |
DzSubDGroup DzSubDMesh::getActiveFaceGroup | ( | ) |
DzSubDGroup DzSubDMesh::getActiveMaterialGroup | ( | ) |
Number DzSubDMesh::getEdgeInterpolationMode | ( | ) |
DzSubDGroup DzSubDMesh::getFaceGroup | ( | Number | which | ) |
DzSubDGroup DzSubDMesh::getMaterialGroup | ( | Number | which | ) |
which | The index of the desired material group. |
Number DzSubDMesh::getNumEdges | ( | ) |
Number DzSubDMesh::getNumFaceGroups | ( | ) |
Number DzSubDMesh::getNumMaterialGroups | ( | ) |
Number DzSubDMesh::getNumNormals | ( | ) |
Number DzSubDMesh::getNumPatches | ( | ) |
void DzSubDMesh::removeAllPatches | ( | ) |
Removes all the patches from the mesh.
void DzSubDMesh::removePatch | ( | Number | polyIdx | ) |
Removes the patch at the given index from the mesh. Not implemented.
polyIdx | Not used. |
void DzSubDMesh::setEdgeInterpolationMode | ( | Number | mode | ) |
Set the edge interpolation mode.
mode | The edge interpolation mode to set. |
mode
. Shouldn't this be an enum instead? void DzSubDMesh::subdivideCatmullClark | ( | Number | level | ) |
Subdivides the mesh the given number of times. Each subdivision quadruples the facet count for the mesh - large numbers of subdivisions will likely cause the operation to run out of memory. Typically models are subdivided 1 to 3 times, though in some cases a larger number of subdivisions is reasonable.
DzPolyMesh * DzSubDMesh::toPolyMesh | ( | ) |
Converts this mesh into a poly mesh.