au3Irr2 Function Reference
__GetVertStructHelper function: Returns a specific value from a structure array of vertices.
#Include <au3Irrlicht2.au3>
__GetVertStruct(ByRef $tVertex, $iVertex, $vMember)
Parameters
$tVertex | Structure array of vertices as created with __CreateVertStruct |
$iVertex | Vertex element from which value shall be returned (0-based!) |
$vMember | One of following values to return: $VERT_X $VERT_Y $VERT_Z $VERT_NORMALX $VERT_NORMALY $VERT_NORMALZ $VERT_VCOLOR $VERT_TEXTUREX $VERT_TEXTUREY |
Return Value
Success: Requested $vMember
Remarks
None
Related
__CreateVertStruct, __SetVertStruct, __CreateVectStruct
Example
#include "au3Irrlicht2.au3"
_IrrStart()
local $mesh = _IrrGetMesh( "./media/cube.x" )
local $tVertex; variable for the vertex array struct
; copy the vertex information into the array
local $vertex_count = _IrrGetMeshVertices( $mesh, 0, $tVertex)
local $i
for $i = 0 to $vertex_count - 1 ; itterate through all of the vertices
; shrink vertex X location by half its size, then change vertex colour value
__SetVertStruct($tVertex, $i, $VERT_X, __GetVertStruct($tVertex, $i, $VERT_X) * 0.5 )
__SetVertStruct($tVertex, $i, $VERT_VCOLOR, _IrrMakeARGB(0, Random(0,255), Random(0,255), Random(0,255) ) )
next ; $i
; copy the altered vertex infomation back to the mesh
_IrrSetMeshVertices( $mesh, 0, $tVertex )
; add mesh and camera to the scene:
local $nodeCube = _IrrAddMeshToScene( $mesh )
_IrrSetNodeMaterialFlag( $nodeCube, $IRR_EMF_LIGHTING, $IRR_OFF )
_IrrSetNodePosition($nodeCube, -0.5, -0.5, 5)
_IrrAddFPSCamera($IRR_NO_OBJECT, 5, 0.01 )
WHILE _IrrRunning()
_IrrBeginScene( 0, 0, 25 )
_IrrDrawScene()
_IrrEndScene()
WEND
_IrrStop()