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BRK_API | Mesh (MeshFormat format, uint32 verticesCount, const Ref< Data > &vertexData, const Ref< Data > &attributeData, const Ref< Data > &skinningData) |
| Creates mesh from raw vertex data. More...
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BRK_API | Mesh (MeshFormat format, uint32 verticesCount, const MeshArrays &meshArrays) |
| Creates mesh from arrays of attributes. More...
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BRK_API | ~Mesh () override=default |
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BRK_API void | SetName (StringName name) |
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BRK_API void | SetAabb (const Aabbf &aabb) |
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BRK_API void | AddMaterial (Ref< Material > material) |
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BRK_API void | AddSubMesh (const StringName &name, RHIPrimitivesType primitivesType, const Aabbf &aabb, uint32 baseVertex, RHIIndexType indexType, uint32 indicesCount, const Ref< Data > &indexData) |
| Add new indexed sub-mesh to the mesh. More...
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BRK_API void | SetSubMeshMaterial (const StringName &name, uint32 index) |
| Set sub-mesh material. More...
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BRK_API Ref< const SubMesh > | FindSubMesh (const StringName &name) const |
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BRK_API const StringName & | GetName () const |
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BRK_API const MeshFormat & | GetFormat () const |
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BRK_API const Aabbf & | GetAabb () const |
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BRK_API const std::vector< Ref< Material > > & | GetMaterials () const |
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BRK_API const std::vector< Ref< SubMesh > > & | GetSubMeshes () const |
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BRK_API const std::unordered_map< StringName, uint32 > & | GetSubMeshLookUp () const |
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BRK_API uint32 | GetVerticesCount () const |
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BRK_API const Ref< RHIVertexBuffer > & | GetVertexData () const |
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BRK_API const Ref< RHIVertexBuffer > & | GetAttributeData () const |
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BRK_API const Ref< RHIVertexBuffer > & | GetSkinningData () const |
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BRK_API const Ref< RHIVertexDeclaration > & | GetDeclaration () const |
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BRK_API bool | HasVertexData () const |
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BRK_API bool | HasAttributeData () const |
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BRK_API bool | HasSkinningData () const |
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virtual | ~RefCnt () |
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bool | IsUnique () const |
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std::int32_t | GetRefs () const |
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std::int32_t | AddRef () const |
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std::int32_t | RelRef () const |
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Contains vertex array-based geometry.
Mesh is a type of rendering resource that contains vertex array-based geometry, divided into a set of sub-meshes. Each sub-mesh has separate list of index data, can use separate material and primitives type for rendering.
- See also
- Material
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MeshFormat
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MeshFormats
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MeshAttribute