C# 클래스 IrrlichtNETCP.MeshManipulator

상속: NativeElement
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공개 메소드들

메소드 설명
CreateMeshUniquePrimitives ( Mesh baseMesh ) : Mesh

Unweld vertices.

CreateMeshWith2TCoords ( Mesh baseMesh ) : Mesh

Creates a copy of the mesh, which will only consist of Vertex3DT2Coord vertices.

CreateMeshWithTangents ( Mesh baseMesh ) : Mesh

Creates a copy of the mesh, which will only consist of S3DVertexTangents vertices. This is useful if you want to draw tangent space normal mapped geometry because it calculates the tangent and binormal data which is needed there.

FlipSurfaces ( Mesh m ) : void

Flips the direction of surfaces. Changes backfacing triangles to frontfacing triangles and vice versa

GetPolyCount ( AnimatedMesh mesh ) : int

Returns amount of polygons in mesh.

GetPolyCount ( Mesh mesh ) : int

Returns amount of polygons in mesh.

MakePlanarTextureMapping ( Mesh baseMesh, float resolution ) : void

Creates a planar texture mapping on the mesh.

MeshManipulator ( IntPtr raw ) : System
RecalculateNormals ( Mesh mesh, bool smooth ) : void

Recalculates all normals of the mesh.

ScaleMesh ( Mesh mesh, IrrlichtNETCP.Vector3D scale ) : void

Scales the whole mesh.

SetVertexColorAlpha ( Mesh mesh, int alpha ) : void

Sets the alpha vertex color value of the whole mesh to a new value.

SetVertexColors ( Mesh mesh, Color color ) : void

Sets the colors of all vertices to one color.

TransformMesh ( Mesh mesh, Matrix4 mat ) : void

Applies a transformation.

비공개 메소드들

메소드 설명
MeshManipulator_CreateMeshUniquePrimitives ( IntPtr mm, IntPtr mesh ) : IntPtr
MeshManipulator_CreateMeshWith2TCoords ( IntPtr mm, IntPtr mesh ) : IntPtr
MeshManipulator_CreateMeshWithTangents ( IntPtr mm, IntPtr mesh ) : IntPtr
MeshManipulator_FlipSurfaces ( IntPtr mm, IntPtr mesh ) : void
MeshManipulator_GetPolyCount ( IntPtr mm, IntPtr mesh ) : int
MeshManipulator_GetPolyCountA ( IntPtr mm, IntPtr amesh ) : int
MeshManipulator_MakePlanarTextureMapping ( IntPtr mm, IntPtr mesh, float resolution ) : void
MeshManipulator_RecalculateNormals ( IntPtr mm, IntPtr mesh, bool smooth ) : void
MeshManipulator_ScaleMesh ( IntPtr mm, IntPtr mesh, float scale ) : void
MeshManipulator_SetVertexColorAlpha ( IntPtr mm, IntPtr mesh, int alpha ) : void
MeshManipulator_SetVertexColors ( IntPtr mm, IntPtr mesh, int alpha ) : void
MeshManipulator_TransformMesh ( IntPtr mm, IntPtr mesh, float mat ) : void

메소드 상세

CreateMeshUniquePrimitives() 공개 메소드

Unweld vertices.
public CreateMeshUniquePrimitives ( Mesh baseMesh ) : Mesh
baseMesh Mesh Input mesh
리턴 Mesh

CreateMeshWith2TCoords() 공개 메소드

Creates a copy of the mesh, which will only consist of Vertex3DT2Coord vertices.
public CreateMeshWith2TCoords ( Mesh baseMesh ) : Mesh
baseMesh Mesh /// A mesh to be created from ///
리턴 Mesh

CreateMeshWithTangents() 공개 메소드

Creates a copy of the mesh, which will only consist of S3DVertexTangents vertices. This is useful if you want to draw tangent space normal mapped geometry because it calculates the tangent and binormal data which is needed there.
public CreateMeshWithTangents ( Mesh baseMesh ) : Mesh
baseMesh Mesh Input mesh
리턴 Mesh

FlipSurfaces() 공개 메소드

Flips the direction of surfaces. Changes backfacing triangles to frontfacing triangles and vice versa
public FlipSurfaces ( Mesh m ) : void
m Mesh Mesh on which the operation is performed.
리턴 void

GetPolyCount() 공개 메소드

Returns amount of polygons in mesh.
public GetPolyCount ( AnimatedMesh mesh ) : int
mesh AnimatedMesh Mesh
리턴 int

GetPolyCount() 공개 메소드

Returns amount of polygons in mesh.
public GetPolyCount ( Mesh mesh ) : int
mesh Mesh Mesh
리턴 int

MakePlanarTextureMapping() 공개 메소드

Creates a planar texture mapping on the mesh.
public MakePlanarTextureMapping ( Mesh baseMesh, float resolution ) : void
baseMesh Mesh Mesh on which the operation is performed.
resolution float Resolution of the planar mapping. This is the value specifying which is the relation between world space and texture coordinate space.
리턴 void

MeshManipulator() 공개 메소드

public MeshManipulator ( IntPtr raw ) : System
raw System.IntPtr
리턴 System

RecalculateNormals() 공개 메소드

Recalculates all normals of the mesh.
public RecalculateNormals ( Mesh mesh, bool smooth ) : void
mesh Mesh Mesh on which the operation is performed.
smooth bool
리턴 void

ScaleMesh() 공개 메소드

Scales the whole mesh.
public ScaleMesh ( Mesh mesh, IrrlichtNETCP.Vector3D scale ) : void
mesh Mesh Mesh on which the operation is performed.
scale IrrlichtNETCP.Vector3D Scale factor.
리턴 void

SetVertexColorAlpha() 공개 메소드

Sets the alpha vertex color value of the whole mesh to a new value.
public SetVertexColorAlpha ( Mesh mesh, int alpha ) : void
mesh Mesh Mesh on which the operation is performed.
alpha int New alpha value. Must be a value between 0 and 255.
리턴 void

SetVertexColors() 공개 메소드

Sets the colors of all vertices to one color.
public SetVertexColors ( Mesh mesh, Color color ) : void
mesh Mesh Mesh on which the operation is performed.
color Color New color.
리턴 void

TransformMesh() 공개 메소드

Applies a transformation.
public TransformMesh ( Mesh mesh, Matrix4 mat ) : void
mesh Mesh /// A mesh to be transformed ///
mat Matrix4 /// A transform matrix ///
리턴 void