This reference page is linked to from the following overview topics: What's New in 3DXI, 3DXI Export Entities, 3DXI Helper Objects, 3DXI Mesh.
Simple wrapper for tri mesh objects.
An IGame wrapper around the standard 3ds Max
Mesh class. It provides unified support for Vertex colors and
normals Mirroring is taken into account so the data you retrieve is
swapped.
Many of the geometry lookups used by IGameObject use the 3ds
Max Template Class
Tab. You can use the Tab
returned to find out whether the call was successful as the
Tab count would be greater then
zero.
In 3ds Max 6.0 and above version of IGame, Tangent space is
calculated. For this to work, each face must be a member of
a smoothing group.
#include <IGameObject.h>
Public Member Functions |
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virtual bool | InitializeBinormalData ()=0 |
Initialize Binormal and Tangents data
NEW for 3DXI V 2.2 |
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virtual int | GetNumberOfVerts ()=0 |
Get number of Vertices. |
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virtual int | GetNumberOfTexVerts ()=0 |
Get number of Texture Vertices. |
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virtual Point3 | GetVertex (int index, bool ObjectSpace=false)=0 |
Get the actual Vertex. |
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virtual bool | GetVertex (int index, Point3 &vert, bool ObjectSpace=false)=0 |
Get the actual Vertex. |
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virtual Point2 | GetTexVertex (int index)=0 |
Get the actual Texture Vertex. |
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virtual bool | GetTexVertex (int index, Point2 &tex)=0 |
Get the actual Texture Vertex. |
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virtual void | SetUseWeightedNormals ()=0 |
[METHOD IS RETIRED] Specify whether normals
are calculated based on face angles |
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virtual int | GetNumberOfNormals ()=0 |
Get number of normals. |
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virtual int | GetNormalVertexIndex (int index)=0 |
Get the Vertex Index associated with the
Normal NEW for 3DXI V 2.2 |
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virtual Point3 | GetNormal (int index, bool ObjectSpace=false)=0 |
Get the actual normal. |
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virtual bool | GetNormal (int index, Point3 &norm, bool ObjectSpace=false)=0 |
Get the actual normal. |
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virtual bool | GetNormal (int faceIndex, int corner, Point3 &norm, bool ObjectSpace=false)=0 |
Get the normal based on face and corner.
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virtual Point3 | GetNormal (FaceEx *face, int corner, bool ObjectSpace=false)=0 |
Get the normal based on face and corner.
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virtual bool | GetNormal (FaceEx *face, int corner, Point3 &norm, bool ObjectSpace=false)=0 |
Get the normal based on face and corner.
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virtual Point3 | GetNormal (int faceIndex, int corner, bool ObjectSpace=false)=0 |
Get the normal based on face and corner.
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virtual int | GetNumberOfIllumVerts ()=0 |
Get number of Illuminated Vertices. |
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virtual int | GetNumberOfAlphaVerts ()=0 |
Get number of Alpha Vertices. |
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virtual int | GetNumberOfColorVerts ()=0 |
Get number of Vertex Colors. |
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virtual Point3 | GetColorVertex (int index)=0 |
Get the actual Color Vertex. |
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virtual bool | GetColorVertex (int index, Point3 &col)=0 |
Get the actual Color Vertex. |
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virtual float | GetAlphaVertex (int index)=0 |
Get the actual Alpha Vertex. |
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virtual bool | GetAlphaVertex (int index, float &alpha)=0 |
Get the actual Alpha Vertex. |
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virtual float | GetIllumVertex (int index)=0 |
Get the actual Illuminated Vertex. |
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virtual bool | GetIllumVertex (int index, float &illum)=0 |
Get the actual Illuminated Vertex. |
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virtual int | GetNumberOfFaces ()=0 |
Get the number of faces in the mesh.
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virtual FaceEx * | GetFace (int index)=0 |
Get the actual face. |
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virtual int | GetNumberOfMapVerts (int ch)=0 |
The number of verts in a mapping channel.
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virtual Point3 | GetMapVertex (int ch, int index)=0 |
Get the mapping vertex. |
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virtual bool | GetMapVertex (int ch, int index, Point3 &mVert)=0 |
Get the mapping vertex. |
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virtual int | GetNumberOfBinormals (int mapChannel=1)=0 |
The number of Binormals This function
is only available in 3ds Max 6.0 and above |
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virtual Point3 | GetBinormal (int index, int mapChannel=1)=0 |
Get the actual Binormal This function
is only available in 3ds Max 6.0 and above |
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virtual bool | GetBinormal (int index, Point3 &biNormal, int mapChannel=1)=0 |
Get the actual Binormal This function
is only available in 3ds Max 6.0 and above |
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virtual int | GetNumberOfTangents (int mapChannel=1)=0 |
The number of Tangents This function
is only available in 3ds Max 6.0 and above |
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virtual Point3 | GetTangent (int index, int mapChannel=1)=0 |
Get the actual Tangent This function
is only available in 3ds Max 6.0 and above |
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virtual bool | GetTangent (int index, Point3 &Tangent, int mapChannel=1)=0 |
Get the actual Tangent This function
is only available in 3ds Max 6.0 and above |
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virtual Tab< int > | GetActiveMapChannelNum ()=0 |
Get the active mapping channels. |
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virtual bool | GetMapFaceIndex (int ch, int faceNum, DWORD *index)=0 |
Get the face index into the mapping channel
array. |
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virtual Tab< DWORD > | GetActiveSmgrps ()=0 |
Get all the smoothing groups found on a
mesh. |
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virtual Tab< int > | GetActiveMatIDs ()=0 |
Get all the material IDs found on a mesh.
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virtual Tab< FaceEx * > | GetFacesFromSmgrp (DWORD smgrp)=0 |
Get the face for a particular smoothing
group. |
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virtual Tab< int > | GetFaceIndexFromSmgrp (DWORD smgrp)=0 |
Get the face index for a particular
smoothing group. |
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virtual Tab< FaceEx * > | GetFacesFromMatID (int matID)=0 |
Get the faces for a particular Material ID. |
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virtual IGameMaterial * | GetMaterialFromFace (int FaceNum)=0 |
The actual material used by the Face.
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virtual IGameMaterial * | GetMaterialFromFace (FaceEx *face)=0 |
The actual material used by the Face.
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virtual Mesh * | GetMaxMesh ()=0 |
The actual 3ds Max
Mesh representation. |
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virtual bool | EvaluateSurface (int FaceIndex, Color *result)=0 |
Access the color data for the face
specified. |
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virtual void | SetCreateOptimizedNormalList ()=0 |
[METHOD IS RETIRED] Tell IGame to create a
flattened Normals Array This function is only available in
3ds Max 6.0 and above |
|
As alternative to FaceEx structure,
separate channels can be accessed directly
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virtual int | GetFaceVertex (int faceIndex, int corner)=0 |
Get Vertex Index for specified face and
corner. |
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virtual int | GetFaceTextureVertex (int faceIndex, int corner, int mapChannel=1)=0 |
Get Map Vertex Index for specified face and
corner. |
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virtual int | GetFaceVertexNormal (int faceIndex, int corner)=0 |
Get Normal Vertex Index for specified face
and corner. |
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virtual int | GetFaceVertexTangentBinormal (int faceIndex, int corner, int mapChannel=1)=0 |
Get Tangent and Binormal Vertex Index for
specified face and corner. |
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virtual DWORD | GetFaceSmoothingGroup (int faceIndex)=0 |
Get Smoothing Group for specified face.
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virtual int | GetFaceMaterialID (int faceIndex)=0 |
Get Material ID for specified face. |
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virtual int | GetFaceEdgeVisibility (int faceIndex, int edge)=0 |
Get Edge Visibility value for specified face and
edge. |
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virtual int | GetNumberOfPolygons ()=0 |
N-Polygon support. |
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virtual int | GetNumberOfPolygonNormals ()=0 |
Get the number of Normals in the EPoly NEW for 3DXI V
2.2 |
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virtual int | GetNumberOfPolygonCorners (int PolyIndex)=0 |
Get Polygon polygon corners. |
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virtual Tab< INT > | GetPolygonVertices (int PolyIndex)=0 |
Get Polygon vertices. |
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virtual Tab< INT > | GetPolygonNormals (int PolyIndex)=0 |
Get Polygon normals. |
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virtual Tab< Point3 > | GetPolygonNormalsArray (int PolyIndex=-1)=0 |
Get Polygon normals array NEW for
3DXI V 2.2 |
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virtual Tab< INT > | GetPolygonMapVertices (int PolyIndex, int MapChannel)=0 |
Get Polygon map vertices. |
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virtual Tab< INT > | GetPolygonEgdesVisibility (int PolyIndex)=0 |
Get Polygon Edges Visibility. |
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virtual DWORD | GetPolygonSmoothingGroup (int PolyIndex)=0 |
Get Smoothing Group for specified Polygon.
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virtual int | GetPolygonMaterialID (int PolyIndex)=0 |
Get Material ID for specified Polygon.
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virtual Tab< INT > | GetPolygonIndexFromMatID (int MatID)=0 |
Get Polygon Indices based on Material ID. |
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virtual IGameMaterial * | GetMaterialFromPolygon (int PolyIndex)=0 |
Get Polygon Material. |
virtual bool InitializeBinormalData | ( | ) | [pure virtual] |
Initialize Binormal and Tangents data NEW for 3DXI V 2.2
Binormal and Tangents can be initialized and accessed separately from other mesh data see IGameObject::InitializeData() for more details To initialize entire mesh data (including Binormals and Tangents) IGameObject::InitializeData() should be called
virtual int GetNumberOfVerts | ( | ) | [pure virtual] |
Get number of Vertices.
The total number of vertices found in the mesh
virtual int GetNumberOfTexVerts | ( | ) | [pure virtual] |
Get number of Texture Vertices.
The total number of Texture vertices found in the mesh
virtual Point3 GetVertex | ( | int | index, |
bool | ObjectSpace =
false |
||
) | [pure virtual] |
Get the actual Vertex.
Get the vertex at the specified index. This is in the World Space Coordinate System
index | The index of the vertex |
ObjectSpace | Defines what space the vertex is in. This defaults to World space to be compatible with previous versions |
virtual bool GetVertex | ( | int | index, |
Point3 & | vert, | ||
bool | ObjectSpace =
false |
||
) | [pure virtual] |
Get the actual Vertex.
Get the vertex at the specified index. This is in the World Space Coordinate System
index | The index of the vertex |
&vert | A Point3 to receive the data |
ObjectSpace | Defines what space the vertex is in. This defaults to World space to be compatible with previous versions |
virtual Point2 GetTexVertex | ( | int | index | ) | [pure virtual] |
Get the actual Texture Vertex.
Get the Texture vertex at the specified index
index | The index of the Texture vertex |
virtual bool GetTexVertex | ( | int | index, |
Point2 & | tex | ||
) | [pure virtual] |
Get the actual Texture Vertex.
Get the Texture vertex at the specified index
index | The index of the Texture vertex |
&tex | A Point2 to receive the data. |
virtual void SetUseWeightedNormals | ( | ) | [pure virtual] |
[METHOD IS RETIRED] Specify whether normals are calculated based on face angles
To tell IGame to calculate normals based on a weight made from the angle of the edges at the vertex, the developer needs to call this before IGameObject::InitializeData() is called. The default is not to use weighted normals which is also the default in 3ds Max 4.0
virtual int GetNumberOfNormals | ( | ) | [pure virtual] |
Get number of normals.
The total number of normals found in the mesh
virtual int GetNormalVertexIndex | ( | int | index | ) | [pure virtual] |
Get the Vertex Index associated with the Normal NEW for 3DXI V 2.2
Get the Vertex Index associated with the Normal index.
index | The index of the normal in the flat list |
virtual Point3 GetNormal | ( | int | index, |
bool | ObjectSpace =
false |
||
) | [pure virtual] |
Get the actual normal.
Get the normal at the specified index.
index | The index of the normal in the flat list |
ObjectSpace | defines what space the normal is in. This defaults to World space to be compatible with previous versions |
virtual bool GetNormal | ( | int | index, |
Point3 & | norm, | ||
bool | ObjectSpace =
false |
||
) | [pure virtual] |
Get the actual normal.
Get the normal at the specified index in the flat list
index | The index of the normal |
&norm | A Point3 to receive the data. |
ObjectSpace | Defines what space the normal is in. This defaults to World space to be compatible with previous versions |
virtual bool GetNormal | ( | int | faceIndex, |
int | corner, | ||
Point3 & | norm, | ||
bool | ObjectSpace =
false |
||
) | [pure virtual] |
Get the normal based on face and corner.
faceIndex | The index into the face array |
corner | The vertex whose normal is requested |
&norm | A point3 to receive the data |
ObjectSpace | Defines what space the normal is in. This defaults to World space to be compatible with previous versions |
Get the normal based on face and corner.
face | The pointer of the face whose normals are to be accessed |
corner | The vertex whose normal is requested |
ObjectSpace | Defines what space the normal is in. This defaults to World space to be compatible with previous versions |
virtual bool GetNormal | ( | FaceEx * | face, |
int | corner, | ||
Point3 & | norm, | ||
bool | ObjectSpace =
false |
||
) | [pure virtual] |
Get the normal based on face and corner.
face | The pointer of the face whose normals are to be accessed |
corner | The vertex whose normal is requested |
&norm | A point3 to receive the data |
ObjectSpace | Defines what space the normal is in. This defaults to World space to be compatible with previous versions |
virtual Point3 GetNormal | ( | int | faceIndex, |
int | corner, | ||
bool | ObjectSpace =
false |
||
) | [pure virtual] |
Get the normal based on face and corner.
faceIndex | The index into the face array |
corner | The vertex whose normal is requested |
ObjectSpace | Defines what space the normal is in. This defaults to World space to be compatible with previous versions |
virtual int GetNumberOfIllumVerts | ( | ) | [pure virtual] |
Get number of Illuminated Vertices.
The total number of Illuminated Vertices found in the mesh
virtual int GetNumberOfAlphaVerts | ( | ) | [pure virtual] |
Get number of Alpha Vertices.
The total number of Alpha Vertices found in the mesh
virtual int GetNumberOfColorVerts | ( | ) | [pure virtual] |
Get number of Vertex Colors.
The total number of Vertex Colors found in the mesh
virtual Point3 GetColorVertex | ( | int | index | ) | [pure virtual] |
Get the actual Color Vertex.
Get the color vertex at the specified index
index | The index of the color vertex |
virtual bool GetColorVertex | ( | int | index, |
Point3 & | col | ||
) | [pure virtual] |
virtual float GetAlphaVertex | ( | int | index | ) | [pure virtual] |
Get the actual Alpha Vertex.
Get the Alpha vertex at the specified index
index | The index of the Alpha vertex |
virtual bool GetAlphaVertex | ( | int | index, |
float & | alpha | ||
) | [pure virtual] |
Get the actual Alpha Vertex.
Get the Alpha vertex at the specified index
index | The index of the Alpha vertex |
&alpha | A float to receive the value |
virtual float GetIllumVertex | ( | int | index | ) | [pure virtual] |
Get the actual Illuminated Vertex.
Get the Illuminated vertex at the specified index
index | The index of the Illuminated vertex |
virtual bool GetIllumVertex | ( | int | index, |
float & | illum | ||
) | [pure virtual] |
Get the actual Illuminated Vertex.
Get the Illuminated vertex at the specified index
index | The index of the Illuminated vertex |
&illum | A float to receive the data |
virtual int GetNumberOfFaces | ( | ) | [pure virtual] |
Get the number of faces in the mesh.
The total number of faces contained in the mesh
virtual FaceEx* GetFace | ( | int | index | ) | [pure virtual] |
virtual int GetNumberOfMapVerts | ( | int | ch | ) | [pure virtual] |
The number of verts in a mapping channel.
Get the number of the vertices for a particular mapping channel
ch | The mapping channel to use |
virtual Point3 GetMapVertex | ( | int | ch, |
int | index | ||
) | [pure virtual] |
Get the mapping vertex.
Get the actual mapping vertex for the channel
ch | The channel to query |
index | The vertex index |
virtual bool GetMapVertex | ( | int | ch, |
int | index, | ||
Point3 & | mVert | ||
) | [pure virtual] |
Get the mapping vertex.
Get the actual mapping vertex for the channel
ch | The channel to query |
index | The vertex index |
&mVert | A Point3 to receive the data |
virtual int GetNumberOfBinormals | ( | int | mapChannel = 1 |
) | [pure virtual] |
The number of Binormals This function is only available in 3ds Max 6.0 and above
Get the number of the binormals
mapChannel | The valid MESH MAP channel, range (-2...99), default - Texture Coordinates |
virtual Point3 GetBinormal | ( | int | index, |
int | mapChannel =
1 |
||
) | [pure virtual] |
Get the actual Binormal This function is only available in 3ds Max 6.0 and above
Get the Binormal at the specified index
index | The index of the Binormal |
mapChannel | The valid MESH MAP channel, range (-2...99), default - Texture Coordinates |
virtual bool GetBinormal | ( | int | index, |
Point3 & | biNormal, | ||
int | mapChannel =
1 |
||
) | [pure virtual] |
Get the actual Binormal This function is only available in 3ds Max 6.0 and above
Get the Binormal at the specified index
index | The index of the Binormal |
biNormal | A point3 to receive the Binormal for specified map channel |
mapChannel | The valid MESH MAP channel, range (-2...99), default - Texture Coordinates |
virtual int GetNumberOfTangents | ( | int | mapChannel = 1 |
) | [pure virtual] |
The number of Tangents This function is only available in 3ds Max 6.0 and above
Get the number of the Tangents
mapChannel | The valid MESH MAP channel, range (-2...99), default - Texture Coordinates |
virtual Point3 GetTangent | ( | int | index, |
int | mapChannel =
1 |
||
) | [pure virtual] |
Get the actual Tangent This function is only available in 3ds Max 6.0 and above
Get the Tangent at the specified index
index | The index of the Tangent |
mapChannel | The valid MESH MAP channel, range (-2...99), default - Texture Coordinates |
virtual bool GetTangent | ( | int | index, |
Point3 & | Tangent, | ||
int | mapChannel =
1 |
||
) | [pure virtual] |
Get the actual Tangent This function is only available in 3ds Max 6.0 and above
Get the Tangent at the specified index
index | The index of the Tangent |
Tangent | A point3 to receive the Tangent for specified map channel |
mapChannel | The valid MESH MAP channel, range (-2...99), default - Texture Coordinates |
virtual Tab<int> GetActiveMapChannelNum | ( | ) | [pure virtual] |
Get the active mapping channels.
Extracts the active mapping channels in use by the object. Starting with 3DXI V2.0 this returns all active channels including the standard ones such as Texture Coordinates, Vertex Colors, Illum, and Alpha.
virtual bool GetMapFaceIndex | ( | int | ch, |
int | faceNum, | ||
DWORD * | index | ||
) | [pure virtual] |
Get the face index into the mapping channel array.
Get the actual index into the mapping channel for the supplied face.
ch | The mapping channel to use |
faceNum | The face to use |
index | An array of three indices to receive the indexing into the vertices |
virtual Tab<DWORD> GetActiveSmgrps | ( | ) | [pure virtual] |
Get all the smoothing groups found on a mesh.
virtual Tab<int> GetActiveMatIDs | ( | ) | [pure virtual] |
Get all the material IDs found on a mesh.
Get the face for a particular smoothing group.
Get all the faces belonging to a particular smoothing group
smgrp | The smoothing group to use |
virtual Tab<int> GetFaceIndexFromSmgrp | ( | DWORD | smgrp | ) | [pure virtual] |
Get the face index for a particular smoothing group.
Get all the faces belonging to a particular smoothing group as a set of indexes into the main face list
smgrp | The smoothing group to use |
Get the faces for a particular Material ID.
Get all the faces belonging to a particular material ID
matID | The material ID to use |
virtual IGameMaterial* GetMaterialFromFace | ( | int | FaceNum | ) | [pure virtual] |
The actual material used by the Face.
This will provide access to the material used by the Face whose index is passed in. This means the mesh can be broken down into smaller meshes if the material is a subObject material. This can be used in conjunction with IGameMesh::GetFacesFromMatID to rebuild a face with the material assigned via a material ID.
FaceNum | The index of the face whose material is needed. |
virtual IGameMaterial* GetMaterialFromFace | ( | FaceEx * | face | ) | [pure virtual] |
The actual material used by the Face.
This will provide access to the material used by the Face. This means the mesh can be broken down into smaller meshes if the material is a subObject material. This can be used in conjunction with IGameMesh::GetFacesFromMatID to rebuild a face with the material assigned via a material ID.
face | A pointer to the face whose material is needed. |
virtual Mesh* GetMaxMesh | ( | ) | [pure virtual] |
virtual int GetFaceVertex | ( | int | faceIndex, |
int | corner | ||
) | [pure virtual] |
Get Vertex Index for specified face and corner.
faceIndex | The face ID to use |
corner | The face corner to use |
virtual int GetFaceTextureVertex | ( | int | faceIndex, |
int | corner, | ||
int | mapChannel =
1 |
||
) | [pure virtual] |
Get Map Vertex Index for specified face and corner.
Texture Vertex by default Should be used to get vertex index for Vertex Color, Alpha, Illum, etc
faceIndex | The face ID to use |
corner | The face corner to use |
mapChannel | The valid MESH MAP channel, range (-2...99), default - Texture Coordinates |
virtual int GetFaceVertexNormal | ( | int | faceIndex, |
int | corner | ||
) | [pure virtual] |
Get Normal Vertex Index for specified face and corner.
faceIndex | The face ID to use |
corner | The face corner to use |
virtual int GetFaceVertexTangentBinormal | ( | int | faceIndex, |
int | corner, | ||
int | mapChannel =
1 |
||
) | [pure virtual] |
Get Tangent and Binormal Vertex Index for specified face and corner.
faceIndex | The face ID to use |
corner | The face corner to use |
mapChannel | The valid MESH MAP channel, range (-2...99), default - Texture Coordinates |
virtual DWORD GetFaceSmoothingGroup | ( | int | faceIndex | ) | [pure virtual] |
Get Smoothing Group for specified face.
faceIndex | The face ID to use |
virtual int GetFaceMaterialID | ( | int | faceIndex | ) | [pure virtual] |
virtual int GetFaceEdgeVisibility | ( | int | faceIndex, |
int | edge | ||
) | [pure virtual] |
Get Edge Visibility value for specified face and edge.
faceIndex | The face ID to use |
edge | The edge to use |
virtual bool EvaluateSurface | ( | int | FaceIndex, |
Color * | result | ||
) | [pure virtual] |
Access the color data for the face specified.
The surface color can be obtained from the RenderedSurface interface. Before this function can be used the Surface data needs to be initialised before hand. Please see the IGameRenderedSurface for more information
FaceIndex | The face index whose color is being evaluated |
*result | A pointer to a Color Array that receives the 3 vertices for the face. This should initialised as Color res[3] |
virtual void SetCreateOptimizedNormalList | ( | ) | [pure virtual] |
[METHOD IS RETIRED] Tell IGame to create a flattened Normals Array This function is only available in 3ds Max 6.0 and above
IGame can create a flattened list of normals for export much
like Vertices and Texture Coordinates. However this operation can
be expensive especially on large objects with mixed smoothing
groups. This method determines whether this is available for use.
If it is not set, then vertex normals can only be looked up on a
per face basis .
Due to some internal changes, this method is not really needed.
However some builds of IGame did require it so it has been kept
in.
virtual int GetNumberOfPolygons | ( | ) | [pure virtual] |
virtual int GetNumberOfPolygonNormals | ( | ) | [pure virtual] |
virtual int GetNumberOfPolygonCorners | ( | int | PolyIndex | ) | [pure virtual] |
virtual Tab<INT> GetPolygonVertices | ( | int | PolyIndex | ) | [pure virtual] |
virtual Tab<INT> GetPolygonNormals | ( | int | PolyIndex | ) | [pure virtual] |
Get Polygon normals array NEW for 3DXI V 2.2
The normals array
PolyIndex | The polygon index is being evaluated. Default is -1, returning all normals for EPoly If parameter defined (other than -1) returns normals for provided polygon only. |
virtual Tab<INT> GetPolygonMapVertices | ( | int | PolyIndex, |
int | MapChannel | ||
) | [pure virtual] |
virtual Tab<INT> GetPolygonEgdesVisibility | ( | int | PolyIndex | ) | [pure virtual] |
virtual DWORD GetPolygonSmoothingGroup | ( | int | PolyIndex | ) | [pure virtual] |
Get Smoothing Group for specified Polygon.
PolyIndex | The polygon index is being evaluated |
virtual int GetPolygonMaterialID | ( | int | PolyIndex | ) | [pure virtual] |
virtual Tab<INT> GetPolygonIndexFromMatID | ( | int | MatID | ) | [pure virtual] |
virtual IGameMaterial* GetMaterialFromPolygon | ( | int | PolyIndex | ) | [pure virtual] |