Mesh: contains ref to index buffer, GLProgramState, texture, skin, blend function, aabb and so on. More...
Inherits Ref.
Public Member Functions | |
backend::Buffer * | getVertexBuffer () const |
get vertex buffer More... | |
bool | hasVertexAttrib (shaderinfos::VertexKey attrib) const |
has vertex attribute? More... | |
ssize_t | getMeshVertexAttribCount () const |
get mesh vertex attribute count | |
const MeshVertexAttrib & | getMeshVertexAttribute (int idx) |
get MeshVertexAttribute by index | |
int | getVertexSizeInBytes () const |
get per vertex size in bytes | |
void | setTexture (const std::string &texPath) |
set texture (diffuse), which is responsible for the main appearance. More... | |
void | setTexture (Texture2D *tex) |
set texture (diffuse), which is responsible for the main appearance. More... | |
void | setTexture (Texture2D *tex, NTextureData::Usage usage, bool cacheFileName=true) |
set texture More... | |
void | setTexture (const std::string &texPath, NTextureData::Usage usage) |
set texture More... | |
Texture2D * | getTexture () const |
Get texture (diffuse), which is responsible for the main appearance. More... | |
Texture2D * | getTexture (NTextureData::Usage usage) |
Get texture. More... | |
void | setVisible (bool visible) |
visible getter and setter | |
MeshSkin * | getSkin () const |
skin getter More... | |
MeshIndexData * | getMeshIndexData () const |
mesh index data getter More... | |
backend::ProgramState * | getProgramState () const |
get ProgramState More... | |
const std::string & | getName () const |
name getter | |
CustomCommand::PrimitiveType | getPrimitiveType () const |
get primitive type More... | |
ssize_t | getIndexCount () const |
get index count More... | |
CustomCommand::IndexFormat | getIndexFormat () const |
get index format More... | |
backend::Buffer * | getIndexBuffer () const |
get index buffer More... | |
const AABB & | getAABB () const |
get AABB | |
void | setProgramState (backend::ProgramState *programState) |
Sets a new ProgramState for the Mesh A new Material will be created for it. | |
void | setMaterial (Material *material) |
Sets a new Material to the Mesh. | |
Material * | getMaterial () const |
Returns the Material being used by the Mesh. | |
void | setSkin (MeshSkin *skin) |
skin setter | |
void | setMeshIndexData (MeshIndexData *indexdata) |
Mesh index data setter. | |
void | setName (const std::string &name) |
name setter | |
void | calculateAABB () |
calculate the AABB of the mesh More... | |
void | setForce2DQueue (bool force2D) |
force set this Sprite3D to 2D render queue | |
Public Member Functions inherited from Ref | |
void | retain () |
Retains the ownership. More... | |
void | release () |
Releases the ownership immediately. More... | |
Ref * | autorelease () |
Releases the ownership sometime soon automatically. More... | |
unsigned int | getReferenceCount () const |
Returns the Ref's current reference count. More... | |
virtual | ~Ref () |
Destructor. More... | |
Static Public Member Functions | |
static Mesh * | create (const std::vector< float > &positions, const std::vector< float > &normals, const std::vector< float > &texs, const IndexArray &indices) |
create mesh from positions, normals, and so on, single SubMesh | |
static Mesh * | create (const std::vector< float > &vertices, int perVertexSizeInFloat, const IndexArray &indices, const std::vector< MeshVertexAttrib > &attribs) |
@lua NA | |
static Mesh * | create (const std::string &name, MeshIndexData *indexData, MeshSkin *skin=nullptr) |
create mesh @lua NA | |
Additional Inherited Members | |
Public Attributes inherited from Ref | |
unsigned int | _ID |
object id, ScriptSupport need public _ID | |
int | _luaID |
Lua reference id. | |
void * | _scriptObject |
scriptObject, support for swift | |
bool | _rooted |
When true, it means that the object was already rooted. | |
Mesh: contains ref to index buffer, GLProgramState, texture, skin, blend function, aabb and so on.
backend::Buffer* getVertexBuffer | ( | ) | const |
get vertex buffer
@lua NA
bool hasVertexAttrib | ( | shaderinfos::VertexKey | attrib | ) | const |
has vertex attribute?
@lua NA
void setTexture | ( | const std::string & | texPath | ) |
set texture (diffuse), which is responsible for the main appearance.
It is also means main texture, you can also call setTexture(texPath, NTextureData::Usage::Diffuse)
texPath | texture path |
void setTexture | ( | Texture2D * | tex | ) |
set texture (diffuse), which is responsible for the main appearance.
It is also means main texture, you can also call setTexture(texPath, NTextureData::Usage::Diffuse)
tex | texture to be set |
void setTexture | ( | Texture2D * | tex, |
NTextureData::Usage | usage, | ||
bool | cacheFileName = true |
||
) |
set texture
tex | texture to be set |
usage | Usage of this texture |
whether | refresh the cache file name |
void setTexture | ( | const std::string & | texPath, |
NTextureData::Usage | usage | ||
) |
set texture
texPath | texture path |
usage | Usage of this texture |
Texture2D* getTexture | ( | ) | const |
Get texture (diffuse), which is responsible for the main appearance.
It is also means main texture, you can also call getTexture(NTextureData::Usage::Diffuse)
Texture2D* getTexture | ( | NTextureData::Usage | usage | ) |
Get texture.
usage | Usage of returned texture |
|
inline |
skin getter
@lua NA
|
inline |
mesh index data getter
@lua NA
backend::ProgramState* getProgramState | ( | ) | const |
get ProgramState
@lua NA
CustomCommand::PrimitiveType getPrimitiveType | ( | ) | const |
get primitive type
@lua NA
ssize_t getIndexCount | ( | ) | const |
get index count
@lua NA
CustomCommand::IndexFormat getIndexFormat | ( | ) | const |
get index format
@lua NA
backend::Buffer* getIndexBuffer | ( | ) | const |
get index buffer
@lua NA
void calculateAABB | ( | ) |