OcclusionMesh builder.
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OcclusionMesh | build (String filename) |
| Build occlusion mesh using filename. More...
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void | buildOcclusionMesh () |
| Build occlusion mesh. More...
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void | setBoneAt (int index, String name, int parent, Vector position, Quaternion orientation) |
| Set bone. More...
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void | setWeightCount (int count) |
| Set weight count. More...
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void | setWeightAt (int index, int bone, float weight) |
| Set weight. More...
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void | setWeightGroupCount (int count) |
| Set weight group count. More...
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void | setWeightGroupAt (int index, int count) |
| Set weight group. More...
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void | setVertexCount (int count) |
| Set vertex count. More...
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void | setVertexAt (int index, Vector position, int weightSet) |
| Set vertex. More...
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void | setCornerCount (int count) |
| Set corner count. More...
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void | setCornerAt (int count, int vertex) |
| Set corner at. More...
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void | setFaceCount (int count) |
| Set face count. More...
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void | setFaceAt (int index, int cornerCount) |
| Set face. More...
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void | setDoubleSidedFaceCount (int doubleSidedFaceCount) |
| Set double sided face count. More...
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OcclusionMesh builder.
Builds occlusion mesh resource without requiring a occlusion mesh resource file. The created occlusion mesh can either be unnamed (if filename is empty string) or named (if filename is not empty string). Named occlusion meshs can not clash with filenames present in the virtual file system. For this reason use unnamed occlusion meshs if possible. Using named occlusion meshs though can be useful if you want to provide occlusion mesh resources to scripts not needing to know if the path they try to load is a build occlusion mesh instead of a resource one.
To use the occlusion mesh builder create a subclass and implement OcclusionMeshBuilder.buildOcclusionMesh() . You are only allowed to call methods from OcclusionMeshBuilder from inside this function call. To create the occlusion mesh call OcclusionMeshBuilder.build() . This will call OcclusionMeshBuilder.buildOcclusionMesh() to fill a new occlusion mesh resource with content. Once finished the build method returns the ready to use occlusion mesh resource. Otherwise an exception is thrown.
This is a native class.
◆ build()
OcclusionMesh Dragengine.Scenery.OcclusionMeshBuilder.build |
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String |
filename | ) |
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Build occlusion mesh using filename.
The created occlusion mesh can either be unnamed (if filename is empty string) or named (if filename is not empty string). Named occlusion meshs can not clash with filenames present in the virtual file system. For this reason use unnamed occlusion meshs if possible. Using named occlusion meshs though can be useful if you want to provide occlusion mesh resources to scripts not needing to know if the path they try to load is a build occlusion mesh instead of a resource one.
To create the occlusion mesh call build() . This will call buildOcclusionMesh() to fill a new occlusion mesh resource with content. Once finished the build method returns the ready to use occlusion mesh resource. Otherwise an exception is thrown.
◆ buildOcclusionMesh()
void Dragengine.Scenery.OcclusionMeshBuilder.buildOcclusionMesh |
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Build occlusion mesh.
Called by build(String) to fill a new occlusion mesh resource with content. You are only allowed to call methods from OcclusionMeshBuilder from inside this function call.
◆ new()
Create occlusion mesh builder.
◆ setBoneAt()
void Dragengine.Scenery.OcclusionMeshBuilder.setBoneAt |
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int |
index, |
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String |
name, |
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int |
parent, |
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Vector |
position, |
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Quaternion |
orientation |
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◆ setCornerAt()
void Dragengine.Scenery.OcclusionMeshBuilder.setCornerAt |
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int |
count, |
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int |
vertex |
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◆ setCornerCount()
void Dragengine.Scenery.OcclusionMeshBuilder.setCornerCount |
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int |
count | ) |
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◆ setDoubleSidedFaceCount()
void Dragengine.Scenery.OcclusionMeshBuilder.setDoubleSidedFaceCount |
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int |
doubleSidedFaceCount | ) |
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Set double sided face count.
◆ setFaceAt()
void Dragengine.Scenery.OcclusionMeshBuilder.setFaceAt |
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int |
index, |
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int |
cornerCount |
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◆ setFaceCount()
void Dragengine.Scenery.OcclusionMeshBuilder.setFaceCount |
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int |
count | ) |
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◆ setVertexAt()
void Dragengine.Scenery.OcclusionMeshBuilder.setVertexAt |
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int |
index, |
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Vector |
position, |
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int |
weightSet |
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◆ setVertexCount()
void Dragengine.Scenery.OcclusionMeshBuilder.setVertexCount |
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int |
count | ) |
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◆ setWeightAt()
void Dragengine.Scenery.OcclusionMeshBuilder.setWeightAt |
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int |
index, |
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int |
bone, |
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float |
weight |
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◆ setWeightCount()
void Dragengine.Scenery.OcclusionMeshBuilder.setWeightCount |
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int |
count | ) |
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◆ setWeightGroupAt()
void Dragengine.Scenery.OcclusionMeshBuilder.setWeightGroupAt |
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int |
index, |
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int |
count |
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◆ setWeightGroupCount()
void Dragengine.Scenery.OcclusionMeshBuilder.setWeightGroupCount |
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int |
count | ) |
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The documentation for this class was generated from the following file: