Property | Type | Description | |
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m_BBox | BoundingBox | ||
m_CollapsedLayerElementMeshes | FBX.SceneLoader.Objects.LoaderTempMesh[] | ||
m_CollapsedLayerElements | FBXImporter.LayerElement[] | ||
m_Faces | FBXImporter.NodeMesh.Triangle[] | ||
m_LayerElementBiNormal | FBXImporter.LayerElement | ||
m_LayerElementNormal | FBXImporter.LayerElement | ||
m_LayerElementPosition | FBXImporter.LayerElement | ||
m_LayerElementTangent | FBXImporter.LayerElement | ||
m_LayerElements | List |
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m_LayerElementsExternal | List |
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m_LayerElementsReference | List |
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m_MasterMesh | |||
m_OverrideMaterial | |||
m_Pivot | Matrix4x4 | ||
m_Primitives | List |
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m_SlaveMesh2Registered | bool>.Dictionary | ||
m_SlaveMeshes | List |
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m_UVSetsCount | int | ||
m_Vertices | System.Point[] |
Method | Description | |
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AddExternalLayerElement ( |
Adds a layer element from another (slave) mesh
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AddLayerElement ( FBXImporter _LayerElement ) : void |
Adds a layer element to the mesh, hence adding a new entry to the vertex buffer
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BuildPrimitives ( ) : void |
This builds the mesh primitives that we'll be able to use at runtime
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CreateBox ( BoundingBox _BBox, |
Creates a box mesh
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LoaderTempMesh ( SceneLoader _Owner, string _Name ) : System | ||
MergeWithMasterMesh ( |
Attempts to merge this mesh with the provided master mesh If the provided mesh can be used as a master for this mesh then the identical layer elements are "shared by reference" and the layer elements that differ are kept in this mesh and added as external elements to the master mesh. In the end, only the master meshes will be optimized, and this mesh's data along with them so all is left is to retrieve the optimized referenced data from the master mesh and make them our own.
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PerformConsolidation ( ) : void |
Performs mesh consolidation and builds any missing tangent space information
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RebuildFromMasterMesh ( ) : void |
Rebuilds the slave mesh from its consolidated master mesh
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ReplaceLayerElementByAReference ( FBXImporter _LayerElementSource, |
Replaces a layer element from this mesh by a reference to another element from another mesh
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SetFaces ( FBXImporter _Faces ) : void |
Sets the mesh's array of faces
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SetVertices ( System.Point _Vertices ) : void |
Sets the mesh's array of vertices
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Method | Description | |
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BuildConsolidatedVertex ( ConsolidatedFace _Face, int _FaceVertexIndex, int _VertexIndex ) : ConsolidatedVertex |
Builds a consolidated vertex
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BuildTangentSpace ( List |
Generates the tangent space informations at face level (called by Commit())
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public AddExternalLayerElement ( |
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_OwnerMesh | The mesh owning the layer element to add | |
_LayerElement | FBXImporter | The external layer element |
return | void |
public AddLayerElement ( FBXImporter _LayerElement ) : void | ||
_LayerElement | FBXImporter | |
return | void |
protected BuildConsolidatedVertex ( ConsolidatedFace _Face, int _FaceVertexIndex, int _VertexIndex ) : ConsolidatedVertex | ||
_Face | ConsolidatedFace | The face referencing this vertex |
_FaceVertexIndex | int | The index of the vertex in that face |
_VertexIndex | int | The index of the vertex to build |
return | ConsolidatedVertex |
protected BuildTangentSpace ( List |
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_Faces | List |
The list of faces to build tangent space for |
_TSAvailability | TANGENT_SPACE_AVAILABILITY | A combination of availability flags for tangent space reconstruction |
_bGenerateMissingTangentSpace | bool | Generates the missing tangent space data |
return | void |
public CreateBox ( BoundingBox _BBox, |
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_BBox | BoundingBox | The mesh's box in local space |
_Material | The material to use for the box | |
return | void |
public LoaderTempMesh ( SceneLoader _Owner, string _Name ) : System | ||
_Owner | SceneLoader | |
_Name | string | |
return | System |
public MergeWithMasterMesh ( |
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_Master | ||
return | bool |
public ReplaceLayerElementByAReference ( FBXImporter _LayerElementSource, |
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_LayerElementSource | FBXImporter | The source layer element to replace |
_OwnerMesh | The mesh that owns the referenced layer element | |
_LayerElementReference | FBXImporter | The layer element to reference in place of our own layer element |
return | void |
public SetFaces ( FBXImporter _Faces ) : void | ||
_Faces | FBXImporter | |
return | void |
public SetVertices ( System.Point _Vertices ) : void | ||
_Vertices | System.Point | |
return | void |
protected LoaderTempMesh[],FBX.SceneLoader.Objects m_CollapsedLayerElementMeshes | ||
return | FBX.SceneLoader.Objects.LoaderTempMesh[] |
protected FBXImporter.LayerElement[] m_CollapsedLayerElements | ||
return | FBXImporter.LayerElement[] |
protected FBXImporter.NodeMesh.Triangle[] m_Faces | ||
return | FBXImporter.NodeMesh.Triangle[] |
protected FBXImporter.LayerElement m_LayerElementBiNormal | ||
return | FBXImporter.LayerElement |
protected FBXImporter.LayerElement m_LayerElementNormal | ||
return | FBXImporter.LayerElement |
protected FBXImporter.LayerElement m_LayerElementPosition | ||
return | FBXImporter.LayerElement |
protected FBXImporter.LayerElement m_LayerElementTangent | ||
return | FBXImporter.LayerElement |
protected LoaderTempMesh,FBX.SceneLoader.Objects m_MasterMesh | ||
return |
protected Material,FBX.SceneLoader.Objects m_OverrideMaterial | ||
return |
protected Dictionary |
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return | bool>.Dictionary |