Inheritance diagram for I3DExVertex:

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| virtual void MCCOMAPI | GetPosition (TVector3 &position)=0 |
| virtual void MCCOMAPI | SetPosition (TVector3 &position)=0 |
| virtual void MCCOMAPI | SetSelection (boolean selected, boolean autoSelection=true)=0 |
| virtual boolean MCCOMAPI | GetSelection ()=0 |
| virtual void MCCOMAPI | Delete (boolean preserveTopology=false)=0 |
| virtual IEdge *MCCOMAPI | CreateEdge (I3DExVertex *v)=0 |
| virtual void MCCOMAPI | GetPolymesh (IPolymesh **iPolymesh)=0 |
| virtual long MCCOMAPI | GetNbEdges ()=0 |
| virtual IEdge *MCCOMAPI | GetEdge (long index)=0 |
| virtual void MCCOMAPI | SetHidden (boolean hidden)=0 |
| virtual boolean MCCOMAPI | GetHidden ()=0 |
| virtual void MCCOMAPI | SetUsed (boolean used)=0 |
| virtual boolean MCCOMAPI | GetUsed ()=0 |
| virtual void MCCOMAPI | MergeEdges ()=0 |
| virtual void MCCOMAPI | SetBooleanClassification (const long classification)=0 |
| virtual const long MCCOMAPI | GetBooleanClassification ()=0 |
| virtual boolean MCCOMAPI | Weld (I3DExVertex *v)=0 |
| virtual IEdge *MCCOMAPI | Link (I3DExVertex *v)=0 |
| virtual boolean MCCOMAPI | GetBestPlane (TVector3 &ii, TVector3 &jj, TVector3 &kk, TVector3 ¢er)=0 |
| virtual void MCCOMAPI | GetNeighborVertices (TMCPtrArray< I3DExVertex > &vertices, boolean extended)=0 |
| virtual boolean MCCOMAPI | GetBestPlane2 (TMCPtrArray< I3DExVertex > &vertices, TVector3 &ii, TVector3 &jj, TVector3 &kk, TVector3 ¢er)=0 |
| virtual I3DExVertex *MCCOMAPI | CloneConjugate ()=0 |
| virtual void MCCOMAPI | GetNormal (TVector3 &normal)=0 |
| virtual void MCCOMAPI | GetNormal (TVector3 &normal, const int32 index)=0 |
| virtual int32 MCCOMAPI | GetNormalCount ()=0 |
| virtual void MCCOMAPI | SetIndex (long index)=0 |
| virtual long MCCOMAPI | GetIndex ()=0 |
| virtual void MCCOMAPI | GetName (char *name)=0 |
| virtual void MCCOMAPI | SetName (char *name)=0 |
| virtual int32 MCCOMAPI | GetUVCount ()=0 |
| virtual int32 MCCOMAPI | AddUV (const TVector2 &uv)=0 |
| virtual void MCCOMAPI | ClearUV ()=0 |
| virtual int32 MCCOMAPI | RemoveUV (const int32 UVIndex, const int32 UVReplacement=0)=0 |
| virtual const TVector2 &MCCOMAPI | GetUV (int32 index)=0 |
| virtual void MCCOMAPI | SetUV (int32 index, const TVector2 &uv)=0 |
| virtual void MCCOMAPI | SetCustomUVMode (int32 mode)=0 |
| virtual TVertexPrimVertexSkinInfo *MCCOMAPI | GetSkinInfo ()=0 |
| virtual void MCCOMAPI | SetSpecial (boolean special)=0 |
| virtual void MCCOMAPI | SetNonDisplayedSpecial (boolean special)=0 |
| virtual void MCCOMAPI | SetSkiningData (const TMCArray< TWeightedJoint > &inWeightsList, const TJointIndex &inPrimaryJointIndex)=0 |
| virtual const TMCArray< TWeightedJoint > *MCCOMAPI | GetSkiningData (TJointIndex &outPrimaryJointIndex)=0 |
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Adds new uv coordinates (texture coordinates) on this vertex.
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Clear the UV list on this vertex. Important: this method does not clean the reference to the UV list in the surrounding polygons. |
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Returns the ieme normal on the vertex.
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Returns the average of all the normals on this vertex |
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Returns the number of normals on this vertex ( == smoother count ) |
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Returns the position of the vertex. |
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Returns true if the vertex is selected. |
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Returns the information related to the skinning of this vertex |
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Gets the skining info of a vertex. The vertex primitive is supposed to be attached to a skeleton and the indexes of the TWeightedJoint(s) match the order of the joints in I3dExSkinable::GetJoints().
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Returns the Used flag status. This flag can be set On or Off with SetUsed |
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Returns the value of the uv (texture coordinates) of the vertex
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Returns the number of UV stored on this vertex |
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Removes an UV from the list. The last element of the list will be copy in place of the removed UV => order in the UV list is modified. The references to the removed index in the polygons arround are set to the UVReplacement index.
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Sets the mode for the default uvs (custom or calculated)
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Sets the value of the flag 'special non-displayed' of the vertex. The non- displayed special vertex is a vertex that can be found at the primitive level and that's not visible on the screen ( as opposed to the special vertex who appears yellow on the mesh ) |
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Sets the position of the vertex. |
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Select or unselect the vertex. Depending on the mode used, edges around can be selected
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Sets the skining info on a vertex. The vertex primitive is supposed to be attached to a skeleton and the indexes of the TWeightedJoint(s) should match the order of the joints in I3dExSkinable::GetJoints().
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Sets the value of the flag 'special' of the vertex
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Set On or Off a flag in the vertex. The flag status can then be checked with GetUsed |
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Sets the value of the uv (texture coordinates) of the vertex
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1.3.9.1