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Public Member Functions | |
Object () | |
Public Attributes | |
Matrix4 | cframe |
TRI_LOCAL chunk (transformed to G3D coordinates). More... | |
Array< FaceMat > | faceMatArray |
Mapping of face indices to materials. More... | |
int | hierarchyIndex |
From KFNAME. More... | |
Array< int > | indexArray |
Triangle list indices (loaded from the TRIFACE chunk) More... | |
Matrix4 | keyframe |
The center of the local reference frame. More... | |
String | name |
Part of the EDITOBJECT chunk. More... | |
int | nodeID |
Vector3 | pivot |
Unused. More... | |
Array< Point2 > | texCoordArray |
Array< Point3 > | vertexArray |
Loaded from the TRIVERTEX chunk (transformed to G3D coordinates). More... | |
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inline |
Matrix4 G3D::Parse3DS::Object::cframe |
TRI_LOCAL chunk (transformed to G3D coordinates).
In the file, this has already been applied to the vertices.
int G3D::Parse3DS::Object::hierarchyIndex |
From KFNAME.
The object hierarchy is a bit complex but works like this. Each Object in the scene is given a number to identify its order in the tree. Also each object is orddered in the 3ds file as it would appear in the tree. The root object is given the number -1 ( FFFF ). As the file is read a counter of the object number is kept. Is the counter increments the objects are children of the previous objects. But when the pattern is broken by a number what will be less than the current counter the hierarchy returns to that level.
Matrix4 G3D::Parse3DS::Object::keyframe |
The center of the local reference frame.
String G3D::Parse3DS::Object::name |
Part of the EDITOBJECT chunk.
int G3D::Parse3DS::Object::nodeID |
Vector3 G3D::Parse3DS::Object::pivot |
Unused.