NodeMesh: Difference between revisions
From Crumbled World Wiki
(Created page with "{{:NodeMeshExampleCode}} ==Inheritance== RenderNode ==Static functions== {| class="wikitable" !|return !|function !|description |- |NodeMesh |new() |Create a new Instance of the the NodeMesh |- |NodeMesh |new(RenderMode renderMode) |Create a new Instance of the the NodeMesh |- |} ==Functions== {| class="wikitable" !|return !|function !|description |- | |clearMesh() | |-...") |
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|[[NodeMesh:removeIndex()|removeIndex]]() | |[[NodeMesh:removeIndex()|removeIndex]]() | ||
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|[[NodeMesh:setPositions({})|setPositions]]({}) | |||
|Set the full position vertex Array on once call support [[Vec3]] or [[Vec4]] | |||
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|[[NodeMesh:setPositionsVec3({Vec3()})|setPositionsVec3]]({Vec3()}) | |||
|Set the full position vertex Array on once call, takes [[Vec3]] faster then the general setPositions function | |||
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|[[NodeMesh:setPositionsVec4({Vec4()})|setPositionsVec4]]({Vec4()}) | |||
|Set the full position vertex Array on once call, takes [[Vec4]] faster then the general setPositions function | |||
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|[[NodeMesh:setNormals({Vec3()})|setNormals]]({Vec3()}) | |||
|Set the full normal vertex Array in one call, takes [[Vec3]] | |||
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|[[NodeMesh:setUvCoords({Vec2()})|setUvCoords]]({Vec2()}) | |||
|Set the full uvCoords vertex Array in one call, takes [[Vec2]] | |||
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|[[NodeMesh:setColors({})|setColors]]({}) | |||
|Set the full Color vertex Array in one call, takes [[Vec3]] or optionally [[Vec4]] | |||
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|[[NodeMesh:setTangents({Vec3()})|setTangents]]({Vec3()}) | |||
|Set the full Tagent vertex Array in one call, takes [[Vec3]] | |||
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|[[NodeMesh:setIndices({number})|setIndices]]({number}) | |||
|Set the all indices Array in one call, takes [[number]] | |||
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|[[NodeMesh:setBoneWeights({Vec3()})|setBoneWeights]]({Vec3()}) | |||
|Set the all Bone weights Array in one call, takes [[Vec3()]] | |||
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|[[NodeMesh:setBoneIds({number})|setBoneIds]]({number}) | |||
|Set the all Bone ID's Array in one call, takes [[number]] | |||
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Revision as of 13:42, 1 August 2025
Inheritance
Static functions
| return | function | description |
|---|---|---|
| NodeMesh | new() | Create a new Instance of the the NodeMesh |
| NodeMesh | new(RenderMode renderMode) | Create a new Instance of the the NodeMesh |
Functions
| return | function | description |
|---|---|---|
| clearMesh() | ||
| setVertexType(VertexType in1) | ||
| setVertexType(VertexType in1, VertexType in2) | ||
| setVertexType(VertexType in1, VertexType in2, VertexType in3) | ||
| setVertexType(VertexType in1, VertexType in2, VertexType in3, VertexType in4) | ||
| setVertexType(VertexType in1, VertexType in2, VertexType in3, VertexType in4, VertexType in5) | ||
| setVertexType(VertexType in1, VertexType in2, VertexType in3, VertexType in4, VertexType in5, VertexType in6) | ||
| setVertexType(VertexType in1, VertexType in2, VertexType in3, VertexType in4, VertexType in5, VertexType in6, VertexType in7) | ||
| setVertexType(VertexType in1, VertexType in2, VertexType in3, VertexType in4, VertexType in5, VertexType in6, VertexType in7, VertexType in8) | ||
| bindVertexToShaderName(string name1) | ||
| bindVertexToShaderName(string name1, string name2) | ||
| bindVertexToShaderName(string name1, string name2, string name3) | ||
| bindVertexToShaderName(string name1, string name2, string name3, string name4) | ||
| bindVertexToShaderName(string name1, string name2, string name3, string name4, string name5) | ||
| bindVertexToShaderName(string name1, string name2, string name3, string name4, string name5, string name6) | ||
| bindVertexToShaderName(string name1, string name2, string name3, string name4, string name5, string name6, string name7) | ||
| bindVertexToShaderName(string name1, string name2, string name3, string name4, string name5, string name6, string name7, string name8) | ||
| Vec4 | getVertex(int index) | |
| Vec4 | getNormal(int index) | |
| Vec2 | getUvCoord(int index) | |
| Vec4 | getColor(int index) | |
| Vec4 | getTangent(int index) | |
| int | getIndex(int index) | |
| int | getNumVertex() | |
| int | getNumNormal() | |
| int | getNumUvCoord() | |
| int | getNumColor() | |
| int | getNumTangents() | |
| int | getNumIndex() | |
| removeVertex() | ||
| removeNormal() | ||
| removeUvCoord() | ||
| removeColor() | ||
| removeTangent() | ||
| removeIndex() | ||
| [[NodeMesh:setPositions({})|setPositions]]({}) | Set the full position vertex Array on once call support Vec3 or Vec4 | |
| [[NodeMesh:setPositionsVec3({Vec3()})|setPositionsVec3]]({Vec3()}) | Set the full position vertex Array on once call, takes Vec3 faster then the general setPositions function | |
| [[NodeMesh:setPositionsVec4({Vec4()})|setPositionsVec4]]({Vec4()}) | Set the full position vertex Array on once call, takes Vec4 faster then the general setPositions function | |
| [[NodeMesh:setNormals({Vec3()})|setNormals]]({Vec3()}) | Set the full normal vertex Array in one call, takes Vec3 | |
| [[NodeMesh:setUvCoords({Vec2()})|setUvCoords]]({Vec2()}) | Set the full uvCoords vertex Array in one call, takes Vec2 | |
| [[NodeMesh:setColors({})|setColors]]({}) | Set the full Color vertex Array in one call, takes Vec3 or optionally Vec4 | |
| [[NodeMesh:setTangents({Vec3()})|setTangents]]({Vec3()}) | Set the full Tagent vertex Array in one call, takes Vec3 | |
| [[NodeMesh:setIndices({number})|setIndices]]({number}) | Set the all indices Array in one call, takes number | |
| [[NodeMesh:setBoneWeights({Vec3()})|setBoneWeights]]({Vec3()}) | Set the all Bone weights Array in one call, takes Vec3() | |
| [[NodeMesh:setBoneIds({number})|setBoneIds]]({number}) | Set the all Bone ID's Array in one call, takes number | |
| setVertex(int index, Vec4 vertex) | ||
| setNormal(int index, Vec4 normal) | ||
| setUvCoord(int index, Vec2 uvCoord) | ||
| setColor(int index, Vec4 color) | ||
| setTangent(int index, Vec4 tangent) | ||
| setIndex(int index, int index) | ||
| addVertex(Object in1) | When the setVertexType has been set this function can be used to add an entire vertex at once. | |
| addVertex(Object in1, Object in2,) | When the setVertexType has been set this function can be used to add an entire vertex at once. | |
| addVertex(Object in1, Object in2, Object in3) | When the setVertexType has been set this function can be used to add an entire vertex at once. | |
| addVertex(Object in1, Object in2, Object in3, Object in4) | When the setVertexType has been set this function can be used to add an entire vertex at once. | |
| addVertex(Object in1, Object in2, Object in3, Object in4, Object in5) | When the setVertexType has been set this function can be used to add an entire vertex at once. | |
| addVertex(Object in1, Object in2, Object in3, Object in4, Object in5, Object in6) | When the setVertexType has been set this function can be used to add an entire vertex at once. | |
| addVertex(Object in1, Object in2, Object in3, Object in4, Object in5, Object in6, Object in7) | When the setVertexType has been set this function can be used to add an entire vertex at once. | |
| addVertex(Object in1, Object in2, Object in3, Object in4, Object in5, Object in6, Object in7, Object in8) | When the setVertexType has been set this function can be used to add an entire vertex at once. | |
| addPosition(Vec3 vertex) | ||
| addPosition(Vec4 vertex) | ||
| addNormal(Vec3 normal) | ||
| addNormal(Vec4 normal) | ||
| addUvCoord(Vec2 uvCoord) | ||
| addColor(Vec3 color) | ||
| addColor(Vec4 color) | ||
| addTangent(Vec3 tangent) | ||
| addTangent(Vec4 tangent) | ||
| addIndex(int index) | ||
| addTriangleIndex(int index1, int index2, int index3) | ||
| bool | addMesh(Mesh mesh) | This will make a copy of the mesh in the original position of the mesh.
Returns true when a copy was made else return false. |
| compile() |