Rendering mesh (data) class. More...
#include <RenderMeshAsset.h>
Public Member Functions | |
virtual RenderMeshActor * | createActor (const RenderMeshActorDesc &desc)=0 |
Instance this asset, return the created RenderMeshActor. | |
virtual void | releaseActor (RenderMeshActor &)=0 |
Releases an RenderMeshActor instanced by this asset. | |
virtual uint32_t | getSubmeshCount () const =0 |
Number of submeshes. | |
virtual uint32_t | getPartCount () const =0 |
Number of parts. | |
virtual const char * | getMaterialName (uint32_t submeshIndex) const =0 |
Returns an array of length submeshCount() | |
virtual const RenderSubmesh & | getSubmesh (uint32_t submeshIndex) const =0 |
Returns an submesh. | |
virtual const PxBounds3 & | getBounds (uint32_t partIndex=0) const =0 |
Returns the axis-aligned bounding box of the vertices for the given part. | |
virtual void | getStats (RenderMeshAssetStats &stats) const =0 |
Returns stats (sizes, counts) for the asset. | |
virtual UserOpaqueMesh * | getOpaqueMesh (void) const =0 |
Returns opaque mesh resource (NULL when opaque mesh isn't specified) |
Detailed Description
Rendering mesh (data) class.
To render a mesh asset, you must create an instance
Member Function Documentation
virtual RenderMeshActor* nvidia::apex::RenderMeshAsset::createActor | ( | const RenderMeshActorDesc & | desc | ) | [pure virtual] |
Instance this asset, return the created RenderMeshActor.
See RenderMeshActor
virtual const PxBounds3& nvidia::apex::RenderMeshAsset::getBounds | ( | uint32_t | partIndex = 0 | ) | const [pure virtual] |
Returns the axis-aligned bounding box of the vertices for the given part.
Valid range of partIndex is {0..partCount()-1}
virtual uint32_t nvidia::apex::RenderMeshAsset::getPartCount | ( | ) | const [pure virtual] |
Number of parts.
These act as separate meshes, but they share submesh data (like materials).
virtual void nvidia::apex::RenderMeshAsset::getStats | ( | RenderMeshAssetStats & | stats | ) | const [pure virtual] |
Returns stats (sizes, counts) for the asset.
See RenderMeshAssetStats.
virtual const RenderSubmesh& nvidia::apex::RenderMeshAsset::getSubmesh | ( | uint32_t | submeshIndex | ) | const [pure virtual] |
Returns an submesh.
A submesh contains all the triangles in all parts with the same material (indexed by submeshIndex)
virtual uint32_t nvidia::apex::RenderMeshAsset::getSubmeshCount | ( | ) | const [pure virtual] |
Number of submeshes.
Each part effectively has the same number of submeshes, even if some are empty.
The documentation for this class was generated from the following file:
Generated on Fri Dec 15 2017 13:58:40
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