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Vertex information without an index array connecting them into triangles. More...
Classes | |
class | Face |
Used by cleanGeometry. More... | |
Public Member Functions | |
void | buildFaceArray (Array< Face > &faceArray, Face::AdjacentFaceTable &adjacentFaceTable, const Array< Mesh *> &meshes) |
void | cleanGeometry (const CleanGeometrySettings &settings, const Array< Mesh *> &meshes) |
Cleans the geometric data in response to changes, or after load. More... | |
void | clearAttributeArrays () |
If you modify cpuVertexArray, invoke this method to force the GPU arrays to update on the next ArticulatedMode::pose() More... | |
void | computeBounds (const Array< Mesh *> &affectedMeshes) |
void | computeMissingTangents (const Array< Mesh *> affectedMeshes) |
void | computeMissingVertexNormals (Array< Face > &faceArray, const Face::AdjacentFaceTable &adjacentFaceTable, const float maximumSmoothAngle) |
void | determineCleaningNeeds (bool &computeSomeNormals, bool &computeSomeTangents) |
void | getAffectedMeshes (const Array< Mesh *> &fullMeshArray, Array< Mesh *> &affectedMeshes) |
bool | hasBones () const |
void | mergeVertices (const Array< Face > &faceArray, float maxNormalWeldAngle, const Array< Mesh *> affectedMeshes) |
void | subdivideUntilThresholdEdgeLength (const Array< Mesh *> &affectedMeshes, const float edgeLengthThreshold=0.1f, const float positionEpsilon=0.001f, const float normalAngleEpsilon=0.01f, const float texCoordEpsilon=0.01f) |
Subdivides all triangles using an ad-hoc algorithm to be described until each edge of every triangle is less than edgeLengthThreshold. More... | |
Friends | |
class | ArticulatedModel |
Vertex information without an index array connecting them into triangles.
void G3D::ArticulatedModel::Geometry::buildFaceArray | ( | Array< Face > & | faceArray, |
Face::AdjacentFaceTable & | adjacentFaceTable, | ||
const Array< Mesh *> & | meshes | ||
) |
void G3D::ArticulatedModel::Geometry::cleanGeometry | ( | const CleanGeometrySettings & | settings, |
const Array< Mesh *> & | meshes | ||
) |
Cleans the geometric data in response to changes, or after load.
Does not upload to the GPU.
Note that this invokes clearVertexRanges() and computeBounds().
void G3D::ArticulatedModel::Geometry::clearAttributeArrays | ( | ) |
If you modify cpuVertexArray, invoke this method to force the GPU arrays to update on the next ArticulatedMode::pose()
void G3D::ArticulatedModel::Geometry::computeMissingVertexNormals | ( | Array< Face > & | faceArray, |
const Face::AdjacentFaceTable & | adjacentFaceTable, | ||
const float | maximumSmoothAngle | ||
) |
void G3D::ArticulatedModel::Geometry::determineCleaningNeeds | ( | bool & | computeSomeNormals, |
bool & | computeSomeTangents | ||
) |
void G3D::ArticulatedModel::Geometry::getAffectedMeshes | ( | const Array< Mesh *> & | fullMeshArray, |
Array< Mesh *> & | affectedMeshes | ||
) |
|
inline |
Referenced by G3D::ArticulatedModel::Mesh::hasBones().
void G3D::ArticulatedModel::Geometry::mergeVertices | ( | const Array< Face > & | faceArray, |
float | maxNormalWeldAngle, | ||
const Array< Mesh *> | affectedMeshes | ||
) |
void G3D::ArticulatedModel::Geometry::subdivideUntilThresholdEdgeLength | ( | const Array< Mesh *> & | affectedMeshes, |
const float | edgeLengthThreshold = 0.1f , |
||
const float | positionEpsilon = 0.001f , |
||
const float | normalAngleEpsilon = 0.01f , |
||
const float | texCoordEpsilon = 0.01f |
||
) |
Subdivides all triangles using an ad-hoc algorithm to be described until each edge of every triangle is less than edgeLengthThreshold.
Then merges vertices
|
friend |
AABox G3D::ArticulatedModel::Geometry::boxBounds |
CPUVertexArray G3D::ArticulatedModel::Geometry::cpuVertexArray |
The CPU-side geometry.
If you modify cpuVertexArray, invoke clearAttributeArrays() to force the GPU arrays to update on the next ArticulatedMode::pose()
Referenced by hasBones().
AttributeArray G3D::ArticulatedModel::Geometry::gpuBoneIndicesArray |
AttributeArray G3D::ArticulatedModel::Geometry::gpuBoneWeightsArray |
AttributeArray G3D::ArticulatedModel::Geometry::gpuNormalArray |
AttributeArray G3D::ArticulatedModel::Geometry::gpuPositionArray |
AttributeArray G3D::ArticulatedModel::Geometry::gpuTangentArray |
AttributeArray G3D::ArticulatedModel::Geometry::gpuTexCoord0Array |
AttributeArray G3D::ArticulatedModel::Geometry::gpuTexCoord1Array |
AttributeArray G3D::ArticulatedModel::Geometry::gpuVertexColorArray |
String G3D::ArticulatedModel::Geometry::name |
Sphere G3D::ArticulatedModel::Geometry::sphereBounds |