List of all members.
Detailed Description
structure representing a facet mesh, a representation for triangular polygon data using corresponding arrays of data. Note the several more routines in PublicUtilities.h for managing facet meshes. Be careful about maintaining the polygon equation and edge lists.
Constructor & Destructor Documentation
FacetMesh::FacetMesh |
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[inline, protected] |
FacetMesh::~FacetMesh |
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[inline, protected] |
Member Function Documentation
void FacetMesh::Append |
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const FacetMesh & |
mesh |
) |
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void FacetMesh::BuildEdgeList |
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builds the list of edges for the mesh if the list is already up to date, nothing is done.
void FacetMesh::CalcBBox |
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TBBox3D & |
bBox |
) |
[inline] |
computes the bounding box of the mesh
void FacetMesh::CalcPolygonEqnList |
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[inline] |
calculate the list of plane equations
static void FacetMesh::Create |
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FacetMesh ** |
outMesh |
) |
[inline, static] |
void FacetMesh::DumpDataToFile |
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char * |
fileName |
) |
const |
uint32 FacetMesh::FacetsNbr |
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const [inline] |
boolean FacetMesh::IsEdgeListInvalid |
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const [inline] |
you must call this routine any time the facets change, the edge generators rely on this to generate the edge lists
boolean FacetMesh::IsFacetMeshValid |
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const |
boolean FacetMesh::IsPolygonEqnListInvalid |
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const [inline] |
you must call this routine any time the facets change, the plane generators rely on this to generate the polygon equations
void FacetMesh::MarkEdgeListInvalid |
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[inline] |
void FacetMesh::MarkPolygonEqnListInvalid |
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[inline] |
void FacetMesh::ReorderFacetsByUVSpaceID |
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uint32 |
uvSpaceCount, |
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TMCArray< int32 > * |
newTriangleIndex = NULL | |
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) |
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void FacetMesh::SetFacetsCount |
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const uint32 |
numFacets |
) |
[inline] |
void FacetMesh::SetVerticesCount |
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const uint32 |
numVertices |
) |
[inline] |
uint32 FacetMesh::VerticesNbr |
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) |
const [inline] |
Member Data Documentation
Primary joint index of skinned primitive for each facet.
An index for each facet cooresponding to the index of a sub primitive of the object (ie. polygon of a vertex object).
facets containing 3 indexes to the points in fVertices
these are the plane equations for the polygons (a combo of unit normal and plane coeff) we use the plane eqn of the form for compute the plane coeff A x + B y + C z + D = 0
The count of primitive ids (ie. should be the max id that is found in fFacetPrimitiveID).
solid texture coordinates to clamp procedurals/projections (unsupported)
uv space coordinates at each vertices
UVspace ID at each facet.
when you want to explicitly choose the vertex color
The documentation for this struct was generated from the following file: