Public Member Functions
physx::apex::NxRenderMeshAsset Class Reference

Rendering mesh (data) class. More...

#include <NxRenderMeshAsset.h>

Inheritance diagram for physx::apex::NxRenderMeshAsset:

List of all members.

Public Member Functions

virtual NxRenderMeshActorcreateActor (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 NxRenderSubmeshgetSubmesh (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.

Detailed Description

Rendering mesh (data) class.

To render a mesh asset, you must create an instance


Member Function Documentation

virtual NxRenderMeshActor* physx::apex::NxRenderMeshAsset::createActor ( const NxRenderMeshActorDesc desc) [pure virtual]

Instance this asset, return the created NxRenderMeshActor.

See 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.

See NxRenderMeshAssetStats.

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.


The documentation for this class was generated from the following file:

Generated on Mon Apr 28 2014 08:01:37

Copyright © 2012-2014 NVIDIA Corporation, 2701 San Tomas Expressway, Santa Clara, CA 95050 U.S.A. All rights reserved.