#include <GMesh.h>
Public Member Functions | |
int | ComputeTangentsAndBinormals () |
model materials | |
virtual int | Draw (double time, double dtime, GMatrix16 *viewmatrix, GMatrix16 *worldmatrix, int FLAGS) |
virtual int | DrawSprites (double time, double dtime, GMatrix16 *viewmatrix, GMatrix16 *worldmatrix, int FLAGS) |
Draw mesh. | |
virtual int | OutLineMappedVertices (int FLAGS) |
Draw sprites. | |
virtual int | Skin (int FLAGS) |
outline vertices that are registered in the vertexmapper structure (debug function) | |
virtual int | CreateDefaultVertexMapper (int FLAGS) |
skin mesh | |
virtual int | SetVertexMapper (vector< vertexmapper_t > vm) |
virtual int | SetupVBO () |
GMesh (void) | |
GMesh (GModel *_model) | |
void | SetModel (GModel *_model) |
GModel * | GetModel (void) |
GSkeleton * | GetSkeleton (void) |
int | GetVertexBufferSize (void) |
int | GetVertexCount (void) |
unsigned int * | GetIndexArray (void) |
float * | GetTangentArray (void) |
float * | GetBinormalArray (void) |
float * | GetNormalArray (void) |
float * | GetVertexArray (void) |
float * | GetTexCoordArray (void) |
int | BeginWithZero (int FLAGS) |
decerement all vertex indexes in faces | |
GVec4f * | GetVertex (int i) |
decerement all vertex indexes in faces if no reference to index 0 is made | |
GVec4f * | GetNormal (int i) |
acquire pointer to an untransformed vertex | |
void | Scale (float scale) |
acquire pointer to an untransformed normal | |
void | Rotate (GVec4f *Rotations) |
Public Attributes | |
int | materialId |
int | colorTexId |
int | normalTexId |
GModel * | model |
vector< vertexmapper_t > | vertexmapper |
The model this mesh is part of. | |
GVec4f | WorldCoordinates |
vertex mapping structure | |
vector< GVec4f > | vertices |
World-space Coordinates. | |
vector< GVec4f > | normals |
model vertices in reference pose | |
vector< GVec4f > | tangents |
model normals in reference pose | |
vector< GVec4f > | binormals |
vector< texcoord2_t > | texcoords |
GMatrix16 | Transformations |
mesh texture coordinates | |
unsigned int * | IndexArray |
all transformations applied to a mesh | |
float * | VertexArray |
index array for use with VBA/VBO | |
float * | NormalArray |
VertexArray for use with VBA/VBO. | |
float * | TexCoordArray |
NormalArray for use with VBA/VBO. | |
float * | TangentArray |
TexCoordArray for use with VBA/VBO. | |
float * | BinormalArray |
unsigned int | vboId [10] |
int | iFaces |
VBO ids. | |
int | iVerts |
number of faces | |
int | iNumVertices |
number of vertices | |
int | iVBufferSize |
number of vertices in indexbuffer | |
vector< face_t > | faces |
size of vertex buffer (= iVerts * 3) | |
vector< material_t > | materials |
model faces |
GMesh::GMesh | ( | void | ) |
GMesh::GMesh | ( | GModel * | _model | ) |
int GMesh::BeginWithZero | ( | int | FLAGS | ) |
decerement all vertex indexes in faces
int GMesh::ComputeTangentsAndBinormals | ( | ) |
model materials
int GMesh::CreateDefaultVertexMapper | ( | int | FLAGS | ) | [virtual] |
skin mesh
Reimplemented in GAnimatedMesh.
int GMesh::Draw | ( | double | time, | |
double | dtime, | |||
GMatrix16 * | viewmatrix, | |||
GMatrix16 * | worldmatrix, | |||
int | FLAGS | |||
) | [virtual] |
Implements GGraphicsObject.
Reimplemented in GAnimatedMesh.
float * GMesh::GetBinormalArray | ( | void | ) |
unsigned int * GMesh::GetIndexArray | ( | void | ) |
GModel * GMesh::GetModel | ( | void | ) |
GVec4f * GMesh::GetNormal | ( | int | i | ) |
acquire pointer to an untransformed vertex
acquire pointer to an untransformed normal
float * GMesh::GetNormalArray | ( | void | ) |
GSkeleton * GMesh::GetSkeleton | ( | void | ) |
float * GMesh::GetTangentArray | ( | void | ) |
float * GMesh::GetTexCoordArray | ( | void | ) |
GVec4f * GMesh::GetVertex | ( | int | i | ) |
decerement all vertex indexes in faces if no reference to index 0 is made
acquire pointer to an untransformed vertex
float * GMesh::GetVertexArray | ( | void | ) |
int GMesh::GetVertexBufferSize | ( | void | ) |
int GMesh::GetVertexCount | ( | void | ) |
int GMesh::OutLineMappedVertices | ( | int | FLAGS | ) | [virtual] |
Draw sprites.
Reimplemented in GAnimatedMesh.
void GMesh::Rotate | ( | GVec4f * | Rotations | ) |
void GMesh::Scale | ( | float | scale | ) |
acquire pointer to an untransformed normal
void GMesh::SetModel | ( | GModel * | _model | ) |
int GMesh::SetupVBO | ( | void | ) | [virtual] |
Reimplemented in GAnimatedMesh.
int GMesh::SetVertexMapper | ( | vector< vertexmapper_t > | vm | ) | [virtual] |
Reimplemented in GAnimatedMesh.
int GMesh::Skin | ( | int | FLAGS | ) | [virtual] |
outline vertices that are registered in the vertexmapper structure (debug function)
Reimplemented in GAnimatedMesh.
float* GMesh::BinormalArray |
vector<GVec4f> GMesh::binormals |
vector<face_t> GMesh::faces |
size of vertex buffer (= iVerts * 3)
int GMesh::iFaces |
VBO ids.
unsigned int* GMesh::IndexArray |
all transformations applied to a mesh
number of vertices
number of vertices in indexbuffer
int GMesh::iVerts |
number of faces
vector<material_t> GMesh::materials |
model faces
float* GMesh::NormalArray |
VertexArray for use with VBA/VBO.
vector<GVec4f> GMesh::normals |
model vertices in reference pose
float* GMesh::TangentArray |
TexCoordArray for use with VBA/VBO.
vector<GVec4f> GMesh::tangents |
model normals in reference pose
float* GMesh::TexCoordArray |
NormalArray for use with VBA/VBO.
vector<texcoord2_t> GMesh::texcoords |
mesh texture coordinates
unsigned int GMesh::vboId[10] |
float* GMesh::VertexArray |
index array for use with VBA/VBO
vector<vertexmapper_t> GMesh::vertexmapper |
The model this mesh is part of.
vector<GVec4f> GMesh::vertices |
World-space Coordinates.
vertex mapping structure