Rendering mesh (data) class. More...
#include <NxRenderMeshAsset.h>
Inheritance diagram for physx::apex::NxRenderMeshAsset:Public Member Functions | |
| virtual NxRenderMeshActor * | createActor (const NxRenderMeshActorDesc &desc)=0 |
| Instance this asset, return the created NxRenderMeshActor. | |
| virtual void | releaseActor (NxRenderMeshActor &)=0 |
| Releases an NxRenderMeshActor instanced by this asset. | |
| virtual physx::PxU32 | getSubmeshCount () const =0 |
| Number of submeshes. | |
| virtual physx::PxU32 | getPartCount () const =0 |
| Number of parts. | |
| virtual const char * | getMaterialName (physx::PxU32 submeshIndex) const =0 |
| Returns an array of length submeshCount() | |
| virtual const NxRenderSubmesh & | getSubmesh (physx::PxU32 submeshIndex) const =0 |
| Returns an submesh. | |
| virtual const physx::PxBounds3 & | getBounds (physx::PxU32 partIndex=0) const =0 |
| Returns the axis-aligned bounding box of the vertices for the given part. | |
| virtual void | getStats (NxRenderMeshAssetStats &stats) const =0 |
| Returns stats (sizes, counts) for the asset. | |
Rendering mesh (data) class.
To render a mesh asset, you must create an instance
| virtual NxRenderMeshActor* physx::apex::NxRenderMeshAsset::createActor | ( | const NxRenderMeshActorDesc & | desc | ) | [pure virtual] |
Instance this asset, return the created NxRenderMeshActor.
| virtual const physx::PxBounds3& physx::apex::NxRenderMeshAsset::getBounds | ( | physx::PxU32 | partIndex = 0 | ) | const [pure virtual] |
Returns the axis-aligned bounding box of the vertices for the given part.
Valid range of partIndex is {0..partCount()-1}
| virtual physx::PxU32 physx::apex::NxRenderMeshAsset::getPartCount | ( | ) | const [pure virtual] |
Number of parts.
These act as separate meshes, but they share submesh data (like materials).
| virtual void physx::apex::NxRenderMeshAsset::getStats | ( | NxRenderMeshAssetStats & | stats | ) | const [pure virtual] |
Returns stats (sizes, counts) for the asset.
| virtual const NxRenderSubmesh& physx::apex::NxRenderMeshAsset::getSubmesh | ( | physx::PxU32 | submeshIndex | ) | const [pure virtual] |
Returns an submesh.
A submesh contains all the triangles in all parts with the same material (indexed by submeshIndex)
| virtual physx::PxU32 physx::apex::NxRenderMeshAsset::getSubmeshCount | ( | ) | const [pure virtual] |
Number of submeshes.
Each part effectively has the same number of submeshes, even if some are empty.