Authoring interface for an RenderMeshAsset. More...
#include <RenderMeshAsset.h>
Classes | |
struct | IndexType |
class | MeshDesc |
struct | Primitive |
How the geometry is stored. Currently only supporting triangles. More... | |
class | SubmeshDesc |
class | VertexBuffer |
Vertex buffer class used for mesh creation. More... | |
Public Member Functions | |
virtual void | createRenderMesh (const MeshDesc &meshDesc, bool createMappingInformation)=0 |
Mesh-building function. | |
virtual uint32_t | createReductionMap (uint32_t *map, const Vertex *vertices, const uint32_t *smoothingGroups, uint32_t vertexCount, const PxVec3 &positionTolerance, float normalTolerance, float UVTolerance)=0 |
virtual void | deleteStaticBuffersAfterUse (bool set)=0 |
virtual uint32_t | getSubmeshCount () const =0 |
Return the number of submeshes. | |
virtual uint32_t | getPartCount () const =0 |
Return the number of mesh parts. | |
virtual const char * | getMaterialName (uint32_t submeshIndex) const =0 |
Return the name of a submesh. | |
virtual void | setMaterialName (uint32_t submeshIndex, const char *name)=0 |
Set the name of a submesh. | |
virtual void | setWindingOrder (uint32_t submeshIndex, RenderCullMode::Enum winding)=0 |
Set the winding order of a submesh. | |
virtual RenderCullMode::Enum | getWindingOrder (uint32_t submeshIndex) const =0 |
Return the winding order of a submesh. | |
virtual const RenderSubmesh & | getSubmesh (uint32_t submeshIndex) const =0 |
Return a submesh. | |
virtual RenderSubmesh & | getSubmeshWritable (uint32_t submeshIndex)=0 |
Return a mutable submesh. | |
virtual const PxBounds3 & | getBounds (uint32_t partIndex=0) const =0 |
Return the bounds of a mesh part. | |
virtual void | getStats (RenderMeshAssetStats &stats) const =0 |
Get the asset statistics. |
Detailed Description
Authoring interface for an RenderMeshAsset.
Member Function Documentation
virtual uint32_t nvidia::apex::RenderMeshAssetAuthoring::createReductionMap | ( | uint32_t * | map, |
const Vertex * | vertices, | ||
const uint32_t * | smoothingGroups, | ||
uint32_t | vertexCount, | ||
const PxVec3 & | positionTolerance, | ||
float | normalTolerance, | ||
float | UVTolerance | ||
) | [pure virtual] |
Utility to reduce a vertex buffer of explicit vertices (Vertex). The parameters 'map' and 'vertices' must point to arrays of size vertexCount. The parameter 'smoothingGroups' must point to an array of size vertexCount, or be NULL. If not NULL, only vertices with equal smoothing groups will be merged. Upon return, the map array will be filled in with remapped vertex positions for a new vertex buffer. The return value is the number of vertices in the reduced buffer. Note: this function does NOT actually create the new vertex buffer.
virtual void nvidia::apex::RenderMeshAssetAuthoring::createRenderMesh | ( | const MeshDesc & | meshDesc, |
bool | createMappingInformation | ||
) | [pure virtual] |
Mesh-building function.
- Parameters:
-
[in] meshDesc contains the setup for all vertex buffers [in] createMappingInformation A vertex buffer with remapping indices will be generated. The name of the buffer is VERTEX_ORIGINAL_INDEX
virtual void nvidia::apex::RenderMeshAssetAuthoring::deleteStaticBuffersAfterUse | ( | bool | set | ) | [pure virtual] |
If set, static data buffers will be deleted after they are used in createRenderResources.
virtual uint32_t nvidia::apex::RenderMeshAssetAuthoring::getSubmeshCount | ( | ) | const [pure virtual] |
Return the number of submeshes.
Old mesh-building interface follows (DEPRECATED, to be removed by beta release):
The documentation for this class was generated from the following file:
Generated on Fri Dec 15 2017 13:58:40
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