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| MeshChunk () |
| Create a mesh chunk with no data. More...
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| MeshChunk (const Matrix4 &newTransform, const AABB3 &newBoundingBox, const Material *newMaterial, const TextureSet *newTextures, const ConstantSet *newConstants, const Skeleton *newSkeleton, const VertexBufferSet *newVertexBuffers, const IndexBuffer *newIndices, const IndexRange &newIndexRange) |
| Create an indexed mesh chunk which uses the specified range of indices. More...
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| MeshChunk (const Matrix4 &newTransform, const AABB3 &newBoundingBox, const Material *newMaterial, const TextureSet *newTextures, const ConstantSet *newConstants, const Skeleton *newSkeleton, const VertexBufferSet *newVertexBuffers, const IndexRange &newIndexRange) |
| Create a non-indexed mesh chunk which uses the specified range of vertices. More...
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Bool | hasVertexBuffers () const |
| Return whether or not there is a vertex buffer set associated with this mesh chunk. More...
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const VertexBufferSet * | getVertexBuffers () const |
| Return a pointer to the vertex buffer set for this mesh chunk. More...
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void | setVertexBuffers (const VertexBufferSet *newVertexBuffers) |
| Set a pointer to the vertex buffers for this mesh chunk. More...
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Bool | hasIndexBuffer () const |
| Return whether or not there is an index buffer associated with this mesh chunk. More...
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const IndexBuffer * | getIndexBuffer () const |
| Return a pointer to the index buffer for this mesh chunk. More...
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void | setIndexBuffer (const IndexBuffer *newIndexBuffer) |
| Set a pointer to the index buffer for this mesh chunk. More...
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const IndexRange & | getIndexRange () const |
| Return a reference to the buffer range for this mesh chunk. More...
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void | setIndexRange (const IndexRange &newIndexRange) |
| Set the buffer range for this mesh chunk. More...
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Bool | hasMaterial () const |
| Return whether or not this mesh chunk has a material associated with it. More...
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const Material * | getMaterial () const |
| Return a pointer to the material which should be used to render this mesh chunk. More...
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void | setMaterial (const Material *newMaterial) |
| Set a pointer to the material which should be used to render this mesh chunk. More...
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Bool | hasTextures () const |
| Return whether or not this mesh chunk has a texture set associated with it. More...
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const TextureSet * | getTextures () const |
| Return a pointer to a set of textures that should be used for the mesh chunk. More...
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void | setTextures (const TextureSet *newTextures) |
| Set a pointer to a set of textures that should be used for the mesh chunk. More...
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Bool | hasSkeleton () const |
| Return whether or not this mesh chunk has a skeleton associated with it. More...
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const Skeleton * | getSkeleton () const |
| Return a pointer to the skeleton which should be used to render this mesh chunk, or NULL if there is none. More...
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void | setSkeleton (const Skeleton *newSkeleton) |
| Set a pointer to the skeleton which should be used to render this mesh chunk. More...
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Bool | hasConstants () const |
| Return whether or not this mesh chunk has a constant set associated with it. More...
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const ConstantSet * | getConstants () const |
| Return a pointer to a set of shader constants that should be used for the mesh chunk. More...
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void | setConstants (const ConstantSet *newConstants) |
| Set a pointer to a set of shader constants that should be used for the mesh chunk. More...
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const Matrix4 & | getTransformMatrix () const |
| Return a 4x4 matrix representing the homogeneous coordinate transform from the mesh's object to world space. More...
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void | setTransformMatrix (const Matrix4 &newTransform) |
| Set a 4x4 matrix representing the homogeneous coordinate transform from the mesh's object to world space. More...
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const AABB3 & | getBoundingBox () const |
| Return a reference to a bounding box for this mesh chunk in world space. More...
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void | setBoundingBox (const AABB3 &newBoundingBox) |
| Return a reference to a bounding box for this mesh chunk in world space. More...
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A class that contains all information needed to draw a chunk of geometry.
A MeshChunk is used as a intermediate universal data format which should work for almost any rendering technique. It contains a pointer to a vertex buffer, an optional index buffer pointer, a range of elements to draw, an object-to-world- space transformation matrix, and a material for the specified geometry.
If an index buffer is specified, the range of elements to draw refers to the index range which should be drawn. If no index buffer is provided, the range refers to the range of vertices which should be drawn from the vertex buffer.