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Class Mesh

The Mesh class. This mesh object has primitives (geometries) or a reference of 'original mesh'. If the latter, this mesh object is an 'instanced mesh', which has no primitives. Instanced meshes refer original mesh's primitives when drawing.

Hierarchy

  • Mesh

Implements

Index

Constructors

Properties

__belongToEntities: IMeshEntity[] = []
__hasFaceNormal: boolean = false
__latestPrimitivePositionAccessorVersion: number = 0
__localAABB: AABB = ...
__meshUID: number
__morphPrimitives: Primitive[] = []
__opaquePrimitives: Primitive[] = []
__primitives: Primitive[] = []
__transparentPrimitives: Primitive[] = []
__vaoUids: number[] = []
__variationVBOUid: number = CGAPIResourceRepository.InvalidCGAPIResourceUid
tangentCalculationMode: number = 1

Specification of when calculate the tangent of a vertex to apply Normal texture (for pbr/MToon shader) 0: Not calculate tangent (not apply normal texture) 1: (default) Use original tangent in a vertex, if a vertex has tangent attribute. If a vertex does not have it, calculate a tangent in a shader. 2: Use original tangent in a vertex, if a vertex has tangent attribute. If a vertex does not have it, precalculate a tangent in the javascript. 3: Calculate all tangent in a shader. 4: Precalculate all tangent in the javascript

weights: number[] = []
__mesh_uid_count: number = Mesh.invalidateMeshUID
__tmpReturnVec3_0: MutableVector3 = ...
__tmpReturnVec3_1: MutableVector3 = ...
__tmpReturnVec3_2: MutableVector3 = ...
__tmpVec3_0: MutableVector3 = ...
__tmpVec3_1: MutableVector3 = ...
__tmpVec3_10: MutableVector3 = ...
__tmpVec3_11: MutableVector3 = ...
__tmpVec3_2: MutableVector3 = ...
__tmpVec3_3: MutableVector3 = ...
__tmpVec3_4: MutableVector3 = ...
__tmpVec3_5: MutableVector3 = ...
__tmpVec3_6: MutableVector3 = ...
__tmpVec3_7: MutableVector3 = ...
__tmpVec3_8: MutableVector3 = ...
__tmpVec3_9: MutableVector3 = ...
invalidateMeshUID: -1 = -1

Accessors

  • get _variationVBOUid(): number
  • get meshUID(): number

Methods

  • __calcMorphPrimitives(): void
  • __setPrimitives(primitives: Primitive[]): void
  • __usePreCalculatedTangent(): boolean
  • _calcBaryCentricCoord(): void
  • _calcFaceNormalsIfNonNormal(): void
  • _calcTangents(): void
  • deleteVAO(): void
  • deleteVariationVBO(): boolean
  • getPrimitiveIndexInMesh(primitive: Primitive): number
  • getPrimitiveNumber(): number
  • getVaoUids(index: number): number
  • getVaoUidsByPrimitiveUid(primitiveUid: number): number
  • isAllBlend(): boolean
  • isBlendPartially(): boolean
  • isOpaque(): boolean
  • updateVAO(): void
  • updateVariationVBO(): boolean

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