This reference page is linked to from the following overview topics: Scene Graph, Mesh and Topology, Mesh Division, Picking, Sculpting and Brushes.
A Mesh is a collection of vertices organized into faces, and optional.
Texture Coordinate information. Mudbox models are represented by objects of the class Geometry. Each Geometry object contains a list of Meshes, one for each subdivision level. Each mesh is either entirely triangles, or entirely quads.
CurveBrush/CurveCreator.h, FixedFunctionMaterial/FixedFunctionMaterial.h, ImmediateModeRenderer/ImmediateModeRenderer.h, PLYImport/Importer.cpp, PtexExtractor/PtexLayout.h, PtexExtractor/PtexPaintExporter.h, PtexExtractor/PtexUtilizer.h, PtexImporter/PtexImporter.h, and ToonMaterial/ToonMaterial.h.
#include <mesh.h>
Public Member Functions |
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virtual class Geometry * | Geometry (void) const |
Returns a pointer to the Geometry object that
this mesh belongs to. |
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virtual class MeshRenderer * | Renderer (float fLODLevel=1.0f) |
Returns a pointer to a
MeshRenderer with the desired level-of-detail. |
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virtual void | CopyTo (Mesh *pDestination) const |
Copy the content of this mesh to another
one. |
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virtual class Material * | Material (void) const |
Returns a pointer to the
Material associated with this mesh. |
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virtual class Material * | MaterialOverride (void) const |
Material override. Allows user to set an alternate material.
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unsigned int | VertexCount (void) const |
Returns the number of vertices in the mesh.
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void | SetVertexCount (unsigned int iVertexCount) |
Sets the number of vertices in the mesh. Any
existing data (that fits) will be kept. |
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unsigned int | TCCount (void) const |
Returns the number of texture coordinates in
the mesh. |
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virtual void | SetTCCount (unsigned int iTCCount) |
Sets the number of texture coordinate
vertices in the mesh. |
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bool | HasTC (void) const |
Returns true if the mesh has texture
coordinates. |
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virtual unsigned int | UVlessPaintingStatus (void) const |
Return the status of UV-less setup. 0 means
no uv-less setup, 1 means the mesh is being set up, 2 means the
mesh is uv-less setup. |
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virtual void | SetUVlessPaintingStatus (unsigned int iStatus) |
Setup the status of UV-less setup. |
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const Vertex * | VertexArray (void) const |
This method returns a pointer to the actual
array data. |
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const Vertex & | VertexData (unsigned int iVertexIndex) const |
Returns a vertex. |
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Vertex & | VertexData (unsigned int iVertexIndex) |
Returns a vertex. |
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const Vector & | VertexPosition (unsigned int iVertexIndex) const |
Returns the x,y,z position of the vertex
with the given index. |
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Vector & | VertexPosition (unsigned int iVertexIndex) |
Returns the x,y,z position of the vertex
with the given index. |
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virtual const Vector & | VertexOriginalPosition (unsigned int iVertexIndex) const |
Returns the position of the vertex before
the current sculpting-brush stroke. |
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const TC & | VertexTC (unsigned int iVertexTCIndex) const |
Returns the specified texture coordinate.
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Vector | VertexNormal (unsigned int iVertexIndex) const |
Returns the normal of the vertex with the
given index. |
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unsigned int | VertexStrokeID (unsigned int iVertexIndex) const |
Internal use only. Do not call this method.
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float | VertexMask (unsigned int iVertexIndex) const |
Returns the layer mask of the vertex with
the given index for the. |
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float | VertexFreeze (unsigned int iVertexIndex) const |
Returns the freeze value of the vertex with
the given index. |
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virtual unsigned int | FrozenVertexCount (void) const |
Returns the number of vertices having a
non-zero freeze value. |
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const tnormal * | VertexNormalArray (unsigned int iVertexIndex) const |
Returns the normal of the vertex with the
given index as an array of. |
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tnormalv | VertexNormalValue (unsigned int iVertexIndex) const |
Returns the normal of the vertex with the
given index as a single. |
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unsigned int | VertexNormalIndex (unsigned int iVertexIndex) const |
virtual AxisAlignedBoundingBox | BoundingBox (void) const |
Returns the bounding box of the mesh in
local space. |
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virtual AxisAlignedBoundingBox | TCBoundingBox (void) const |
Returns the bounding box of the UV shell of
the mesh. |
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void | SetVertexPosition (unsigned int iVertexIndex, const Vector &vPosition) |
Sets the position of the vertex with the
given index. |
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void | AddVertexPosition (unsigned int iVertexIndex, const Vector &vPosition) |
Adds vPosition to the current position of
the vertex with the given index. |
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void | SetVertexNormal (unsigned int iVertexIndex, int *pNormal) |
Internal use only. Do not call. |
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void | SetVertexNormal (unsigned int iVertexIndex, const Vector &vNormal) |
Sets the normal of the vertex with the given
index. |
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void | SetVertexNormal (unsigned int iVertexIndex, int iNormal) |
Internal use only. Do not call. |
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virtual void | SetVertexFreeze (unsigned int iVertexIndex, unsigned int iFaceIndex, float fFreeze) |
Sets the freeze value for the vertex with
the given index. |
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virtual void | SetFreezeValues (Store< float > &aNewFreeze) |
Sets the freeze values for the whole mesh
from the given array. |
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void | SetVertexMask (unsigned int iVertexIndex, unsigned int iFaceIndex, float fFMask) |
Internal use only. Do not call. |
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void | SetVertexStrokeID (unsigned int iVertexIndex, unsigned int iStrokeID) const |
Internal use only. Do not call. |
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virtual void | MarkVertex (unsigned int iVertexIndex) |
Mark a particular vertex. |
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virtual bool | IsVertexMarked (unsigned int iVertexIndex) |
Returns true if a particular vertex
is marked. |
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virtual void | ClearVertexMarks (void) |
Clears all vertex marks. |
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virtual unsigned int | VertexExternalIndex (unsigned int iVertexIndex) const |
Returns the external vertex index for a
given vertex. |
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virtual void | SetVertexExternalIndex (unsigned int iVertexIndex, unsigned int iExternalVertexIndex) |
Sets the external vertex index for a given
internal vertex index in the Mudbox mesh. |
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const Vector & | TriangleVertexPosition (unsigned int iTriangleIndex, unsigned int iCornerIndex) const |
Returns the position of a corner of a mesh
face. |
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const Vector & | QuadVertexPosition (unsigned int iQuadIndex, unsigned int iCornerIndex) const |
Returns the position of a corner of a mesh
face. Can be used for quadric meshes only. |
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const TC & | TriangleVertexTC (unsigned int iTriangleIndex, unsigned int iCornerIndex) const |
Returns the texture coordinates of a corner
of a mesh face. |
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const TC & | QuadVertexTC (unsigned int iQuadIndex, unsigned int iCornerIndex) const |
Returns the texture coordinates of a corner
of a mesh face. Can be used for quadric meshes only. |
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Vector | TriangleVertexNormal (unsigned int iTriangleIndex, unsigned int iCornerIndex) const |
Returns the normal of a corner of a mesh
face. Can be used for triangular meshes only. |
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Vector | QuadVertexNormal (unsigned int iQuadIndex, unsigned int iCornerIndex) const |
Returns the normal of a corner of a mesh
face. Can be used for quad meshes only. |
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float | TriangleVertexFreeze (unsigned int iTriangleIndex, unsigned int iCornerIndex) const |
Returns the freeze value of a corner of a
mesh face. Can be used for triangular meshes only. |
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float | QuadVertexFreeze (unsigned int iQuadIndex, unsigned int iCornerIndex) const |
Returns the freeze value of a corner of a
mesh face. (0.0 is not frozen,. |
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const tnormal * | TriangleVertexNormalArray (unsigned int iTriangleIndex, unsigned int iCornerIndex) const |
Returns the normal of a corner of a triangle
mesh face as an array of 16-bit signed values. |
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const tnormal * | QuadVertexNormalArray (unsigned int iQuadIndex, unsigned int iCornerIndex) const |
Returns the normal of a corner of a quad
mesh face as an array of 16-bit signed values. |
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tnormalv | TriangleVertexNormalValue (unsigned int iTriangleIndex, unsigned int iCornerIndex) const |
Returns the normal a corner of a triangle
mesh face as a single 64-bit signed value. |
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tnormalv | QuadVertexNormalValue (unsigned int iQuadIndex, unsigned int iCornerIndex) const |
Returns the normal a corner of a quad mesh
face as a single 64-bit signed value. |
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virtual void | EnumerateFaces (unsigned int iFaceIndex, FaceEnumerator *pEnumerator, bool bSymmetry=false) |
This method takes an operation that you
define (derived from. |
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virtual void | EnumerateNearestFaces (unsigned int iFaceIndex, FaceEnumerator *pOperation) |
This method takes an operation that you
define (derived from. |
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virtual void | EnumerateVertices (unsigned int iFaceIndex, VertexEnumerator *pEnumerator) |
This method takes an operation that you
define (derived from
VertexEnumerator) |
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unsigned int | EnumerateAdjacentVertices (AdjacentVertexEnumerator *pEnumerator, unsigned int iVertexIndex, unsigned int iFaceIndex) |
This method takes an operation that you
define (derived from. |
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virtual int | MeshVersion (void) const |
Obsolete method; do not use. |
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virtual void | SmoothTextureCoordinates (float fStrength) |
Obsolete method; do not use. |
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virtual void | RecalculateNormals (bool bKeep=false) |
Recalculates all the vertex normals. This is
called after the mesh shape has changed. |
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virtual void | RecalculateAdjacency (bool bForce=true) |
Causes the mesh to build internal adjacency
tables, if they don't exist already. |
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virtual unsigned int | CollectionID (void) const |
Obsolete method; do not use. |
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virtual void | IncreaseCollectionID (void) |
Obsolete method; do not use. |
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virtual bool | IsSelected (void) |
Returns true if the whole mesh is selected.
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virtual void | SetSelected (bool bOn=true) |
Selects or unselects the whole mesh.
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virtual class LayerMeshData * | AddLayer (void) |
Creates and returns a new empty sculpt layer
for this mesh, and makes it current. |
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virtual void | RemoveLayer (LayerMeshData *pLayer) |
Removes a sculpt layer from the mesh and
deletes it. Users should not reference. |
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virtual class LayerMeshData * | ActiveLayer (void) const |
Returns a pointer to the current sculpt
layer for this mesh. |
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virtual bool | IsActiveLevel (void) const |
Returns true if this mesh is the
currently displayed mesh of the Geometry object it is
part of. |
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virtual bool | Lock (class MeshUnlocker *pUnlocker=NULL) |
Locks the mesh for exclusive modifications.
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virtual bool | Unlock (void) |
Unlock the mesh. |
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virtual bool | IsLocked (void) |
Returns true if the mesh is locked. |
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class MeshChange * | StartChange (void) |
This method must be called by any plugin
before it modifies vertex data. |
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virtual bool | IsNSided (void) |
Returns if the mesh contains non tri or quad
faces. |
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virtual bool | HasExpandedTCs (void) const |
Returns if the mesh has edge bleeded
TC layout.
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virtual void | CreateExpandedTCs (void) |
Calculates the edge bleeded TC layout.
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virtual TC & | ExpandedTC (unsigned int index) |
Returns the Expanded TC value
for the given vertex. |
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virtual bool | SupportsTangentMirror () const |
Returns if the mesh supports tangent mirror
mode. |
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virtual unsigned int | TangentMirroredFaceIndex (unsigned int iFaceIndex) const |
Returns the index of tangent mirrored face.
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Public Attributes |
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Store< TC > | m_pTCs |
aevent | Modified |
This event is triggered when the mesh has
been editer. During a sculpt stroke this event is only triggered
once at the end. |
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Protected Member Functions |
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Mesh (FaceType eFaceType=typeQuadric) | |
Constructor. Do not use directly. |
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Protected Attributes |
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Store< Vertex > | m_pVertices |
unsigned int | m_iVertexCount |
Constructor. Do not use directly.
Instead of constructing Meshes directly, you should use CreateInstance() like this:
Mesh *myNewMesh = CreateInstance<Mesh>();
[in] | eFaceType | Must be one of Topology::typeQuadric or Topology::typeTriangular |
Returns a pointer to the Geometry object that this mesh belongs to.
Reimplemented in SubdivisionLevel.
virtual class MeshRenderer* Renderer | ( | float | fLODLevel = 1.0f |
) | [virtual] |
Returns a pointer to a MeshRenderer with the desired level-of-detail.
(see MeshRenderer for more information)
[in] | fLODLevel | the desired level-of-detail |
virtual void CopyTo | ( | Mesh * | pDestination | ) | const [virtual] |
Copy the content of this mesh to another one.
Returns a pointer to the Material associated with this mesh.
virtual class Material* MaterialOverride | ( | void | ) | const [virtual] |
Material override. Allows user to set an alternate material.
to render to do temporary rendering (e.g. selection)
unsigned int VertexCount | ( | void | ) | const [inline] |
Returns the number of vertices in the mesh.
Definition at line 529 of file mesh.h.
{ return VertexNormal( TriangleIndex( iTriangleIndex, iCornerIndex ) ); };
void SetVertexCount | ( | unsigned int | iVertexCount | ) |
Sets the number of vertices in the mesh. Any existing data (that fits) will be kept.
[in] | iVertexCount | the number of vertices that should be in the mesh |
unsigned int TCCount | ( | void | ) | const [inline] |
Returns the number of texture coordinates in the mesh.
Definition at line 545 of file mesh.h.
{ return VertexFreeze( QuadIndex( iQuadIndex, iCornerIndex ) ); };
virtual void SetTCCount | ( | unsigned int | iTCCount | ) | [virtual] |
Sets the number of texture coordinate vertices in the mesh.
[in] | iTCCount | the number of texture coordinate vertices in the mesh |
bool HasTC | ( | void | ) | const [inline] |
Returns true if the mesh has texture coordinates.
Definition at line 561 of file mesh.h.
{ return VertexNormalArray( QuadIndex( iQuadIndex, iCornerIndex ) ); };
virtual unsigned int UVlessPaintingStatus | ( | void | ) | const [virtual] |
Return the status of UV-less setup. 0 means no uv-less setup, 1 means the mesh is being set up, 2 means the mesh is uv-less setup.
virtual void SetUVlessPaintingStatus | ( | unsigned int | iStatus | ) | [virtual] |
Setup the status of UV-less setup.
[in] | iStatus | status value ranging from 0 to 2. 0 means no uv-less setup, 1 means the mesh is being set up, 2 means the mesh is uv-less setup. |
const Vertex* VertexArray | ( | void | ) | const [inline] |
const Vertex& VertexData | ( | unsigned int | iVertexIndex | ) | const [inline] |
Vertex& VertexData | ( | unsigned int | iVertexIndex | ) | [inline] |
const Vector& VertexPosition | ( | unsigned int | iVertexIndex | ) | const [inline] |
Vector& VertexPosition | ( | unsigned int | iVertexIndex | ) | [inline] |
virtual const Vector& VertexOriginalPosition | ( | unsigned int | iVertexIndex | ) | const [inline, virtual] |
Returns the position of the vertex before the current sculpting-brush stroke.
If no stroke is in progress, result is the same as VertexPosition().
[in] | iVertexIndex | index of the vertex |
Definition at line 641 of file mesh.h.
:
const TC& VertexTC | ( | unsigned int | iVertexTCIndex | ) | const [inline] |
Vector VertexNormal | ( | unsigned int | iVertexIndex | ) | const [inline] |
unsigned int VertexStrokeID | ( | unsigned int | iVertexIndex | ) | const [inline] |
float VertexMask | ( | unsigned int | iVertexIndex | ) | const [inline] |
Returns the layer mask of the vertex with the given index for the.
current sculpt layer. Each sculpt layer contains vertex offsets for some subset of vertices in the mesh. Each vertex in a mesh has a mask value for each sculpt layer associated with it. This mask determines how much the vertex offset of that sculpt layer contributes to the final position of the vertex when all the sculpt layers are composited together. This mask is a multiplier, so 0.0 means the layer offset is completely masked, and 1.0 means it is not masked at all.
[in] | iVertexIndex | index of the vertex |
Definition at line 697 of file mesh.h.
:
float VertexFreeze | ( | unsigned int | iVertexIndex | ) | const [inline] |
Returns the freeze value of the vertex with the given index.
(0.0 is not frozen; 1.0 is completely frozen) The freeze value is used to lock parts of the mesh so they are less affected by sculpting brushes. It is the responsibility of every sculpt brush to take into account the Freeze values on vertices it is modifying.
[in] | iVertexIndex | index of the vertex |
virtual unsigned int FrozenVertexCount | ( | void | ) | const [virtual] |
Returns the number of vertices having a non-zero freeze value.
If the result is 0, no part of the mesh is frozen.
const tnormal* VertexNormalArray | ( | unsigned int | iVertexIndex | ) | const [inline] |
tnormalv VertexNormalValue | ( | unsigned int | iVertexIndex | ) | const [inline] |
unsigned int VertexNormalIndex | ( | unsigned int | iVertexIndex | ) | const [inline] |
virtual AxisAlignedBoundingBox BoundingBox | ( | void | ) | const [virtual] |
Returns the bounding box of the mesh in local space.
virtual AxisAlignedBoundingBox TCBoundingBox | ( | void | ) | const [virtual] |
Returns the bounding box of the UV shell of the mesh.
void SetVertexPosition | ( | unsigned int | iVertexIndex, |
const Vector & | vPosition | ||
) | [inline] |
void AddVertexPosition | ( | unsigned int | iVertexIndex, |
const Vector & | vPosition | ||
) | [inline] |
Adds vPosition to the current position of the vertex with the given index.
[in] | iVertexIndex | index of the vertex |
[in] | vPosition | x,y,z offset to be added to the current position in local space |
Definition at line 793 of file mesh.h.
{ class Mesh *m_pMesh; unsigned int m_iFaceIndex; float m_fRelativeRange; Vector m_vLocalPosition; Vector m_vLocalNormal;
void SetVertexNormal | ( | unsigned int | iVertexIndex, |
int * | pNormal | ||
) | [inline] |
void SetVertexNormal | ( | unsigned int | iVertexIndex, |
const Vector & | vNormal | ||
) | [inline] |
void SetVertexNormal | ( | unsigned int | iVertexIndex, |
int | iNormal | ||
) | [inline] |
virtual void SetVertexFreeze | ( | unsigned int | iVertexIndex, |
unsigned int | iFaceIndex, | ||
float | fFreeze | ||
) | [virtual] |
Sets the freeze value for the vertex with the given index.
[in] | iVertexIndex | index of the vertex |
fFreeze | WHY DO WE NEED A FACE INDEX HERE? [in] New freeze value, ranging from 0.0 (not frozen) to 1.0 (completely frozen) |
virtual void SetFreezeValues | ( | Store< float > & | aNewFreeze | ) | [virtual] |
Sets the freeze values for the whole mesh from the given array.
[in] | aNewFreeze | the array of freeze values |
void SetVertexMask | ( | unsigned int | iVertexIndex, |
unsigned int | iFaceIndex, | ||
float | fFMask | ||
) |
Internal use only. Do not call.
void SetVertexStrokeID | ( | unsigned int | iVertexIndex, |
unsigned int | iStrokeID | ||
) | const [inline] |
virtual void MarkVertex | ( | unsigned int | iVertexIndex | ) | [virtual] |
Mark a particular vertex.
This method, along with Mesh::IsVertexMarked() and Mesh::ClearVertexMarks() is used to aid in traversing all the vertices in a mesh. An algorithm can mark the vertices as it visits them to ensure that it don't visit any twice, and then clear all the marks when complete.
[in] | iVertexIndex | index of the vertex to mark |
virtual bool IsVertexMarked | ( | unsigned int | iVertexIndex | ) | [virtual] |
Returns true if a particular vertex is marked.
This method, along with Mesh::MarkVertex() and Mesh::ClearVertexMarks() is used to aid in traversing all the vertices in a mesh. An algorithm can mark the vertices as it visits them to ensure that it don't visit any twice, and then clear all the marks when complete.
[in] | iVertexIndex | index of the vertex |
virtual void ClearVertexMarks | ( | void | ) | [virtual] |
Clears all vertex marks.
This method, along with Mesh::MarkVertex() and Mesh::IsVertexMarked() is used to aid in traversing all the vertices in a mesh. An algorithm can mark the vertices as it visits them to ensure that it don't visit any twice, and then clear all the marks when complete. This is a very fast function.
virtual unsigned int VertexExternalIndex | ( | unsigned int | iVertexIndex | ) | const [virtual] |
Returns the external vertex index for a given vertex.
Internally, Mudbox may reorganize the layout of an imported mesh to optimize performance. This can change the vertex indices and make it difficult to re-import newer versions of the same mesh for tasks like importing a mesh as a sculpt layer. This method can be used to determine the original vertex index is for a given internal vertex index in the Mudbox mesh. When exporting meshes from Mudbox or when trying to map vertices from an imported mesh to this mesh's vertices, you should always use the external vertex indices.
[in] | iVertexIndex | Internal vertex index within the Mesh |
virtual void SetVertexExternalIndex | ( | unsigned int | iVertexIndex, |
unsigned int | iExternalVertexIndex | ||
) | [virtual] |
Sets the external vertex index for a given internal vertex index in the Mudbox mesh.
[in] | iVertexIndex | Internal vertex index |
[in] | iExternalVertexIndex | The new external vertex index that the internal index should map to. |
const Vector& TriangleVertexPosition | ( | unsigned int | iTriangleIndex, |
unsigned int | iCornerIndex | ||
) | const [inline] |
const Vector& QuadVertexPosition | ( | unsigned int | iQuadIndex, |
unsigned int | iCornerIndex | ||
) | const [inline] |
const TC& TriangleVertexTC | ( | unsigned int | iTriangleIndex, |
unsigned int | iCornerIndex | ||
) | const [inline] |
const TC& QuadVertexTC | ( | unsigned int | iQuadIndex, |
unsigned int | iCornerIndex | ||
) | const [inline] |
Returns the texture coordinates of a corner of a mesh face. Can be used for quadric meshes only.
[in] | iQuadIndex | index of a quad face |
[in] | iCornerIndex | index of a corner of that face (0, 1, 2, or 3) |
Definition at line 1043 of file mesh.h.
: public TreeNode { DECLARE_CLASS; public: virtual Vector SmoothPosition(
Vector TriangleVertexNormal | ( | unsigned int | iTriangleIndex, |
unsigned int | iCornerIndex | ||
) | const [inline] |
Vector QuadVertexNormal | ( | unsigned int | iQuadIndex, |
unsigned int | iCornerIndex | ||
) | const [inline] |
float TriangleVertexFreeze | ( | unsigned int | iTriangleIndex, |
unsigned int | iCornerIndex | ||
) | const [inline] |
Returns the freeze value of a corner of a mesh face. Can be used for triangular meshes only.
[in] | iTriangleIndex | index of a triangular face |
[in] | iCornerIndex | index of a corner in that face (0, 1, or 2) |
float QuadVertexFreeze | ( | unsigned int | iQuadIndex, |
unsigned int | iCornerIndex | ||
) | const [inline] |
Returns the freeze value of a corner of a mesh face. (0.0 is not frozen,.
1.0 is completely frozen) Can be used for quadric meshes only.
[in] | iQuadIndex | index of a quad face |
[in] | iCornerIndex | index of a corner of that face (0, 1, 2, or 3) |
const tnormal* TriangleVertexNormalArray | ( | unsigned int | iTriangleIndex, |
unsigned int | iCornerIndex | ||
) | const [inline] |
const tnormal* QuadVertexNormalArray | ( | unsigned int | iQuadIndex, |
unsigned int | iCornerIndex | ||
) | const [inline] |
tnormalv TriangleVertexNormalValue | ( | unsigned int | iTriangleIndex, |
unsigned int | iCornerIndex | ||
) | const [inline] |
tnormalv QuadVertexNormalValue | ( | unsigned int | iQuadIndex, |
unsigned int | iCornerIndex | ||
) | const [inline] |
virtual void EnumerateFaces | ( | unsigned int | iFaceIndex, |
FaceEnumerator * | pEnumerator, | ||
bool | bSymmetry =
false |
||
) | [virtual] |
This method takes an operation that you define (derived from.
FaceEnumerator) and applies it to the specified face, and sequentially to its neighbors, then the neighbors of those faces, until the mesh has been covered. In normal use, the entire mesh would not be covered. The FaceEnumerator's Tester() function returns false to limit the spread to a particular area. For example, this is used by sculpt operations to touch all the faces inside the brush ring. See FaceEnumerator for more details.
[in] | iFaceIndex | the index of the starting face |
[in] | pEnumerator | a pointer to a FaceEnumerator that you define |
[in] | bSymmetry | make the enumerator follow the defined symmetry. This will probably be removed in future; you should set this to false. |
virtual void EnumerateNearestFaces | ( | unsigned int | iFaceIndex, |
FaceEnumerator * | pOperation | ||
) | [virtual] |
This method takes an operation that you define (derived from.
FaceEnumerator) and applies it to the specified face, and sequentially to its immediate neighbours. See FaceEnumerator for more details.
[in] | iFaceIndex | the index of the starting face |
[in] | pOperation | a pointer to a FaceEnumerator that you define |
virtual void EnumerateVertices | ( | unsigned int | iFaceIndex, |
VertexEnumerator * | pEnumerator | ||
) | [virtual] |
This method takes an operation that you define (derived from VertexEnumerator)
and applies it to all the vertices of the specified face. See VertexEnumerator for more details.
[in] | iFaceIndex | the index of the starting face |
[in] | pEnumerator | a pointer to a VertexEnumerator that you define |
unsigned int EnumerateAdjacentVertices | ( | AdjacentVertexEnumerator * | pEnumerator, |
unsigned int | iVertexIndex, | ||
unsigned int | iFaceIndex | ||
) |
This method takes an operation that you define (derived from.
VertexEnumerator) and applies it to all the vertices adjacent to the specified one. It returns the number of vertices that were visited. See VertexEnumerator for more details.
[in] | pEnumerator | a pointer to a VertexEnumerator that you define |
[in] | iVertexIndex | the index of the starting vertex |
[in] | iFaceIndex | index of any face adjacent to that vertex |
virtual int MeshVersion | ( | void | ) | const [virtual] |
Obsolete method; do not use.
virtual void SmoothTextureCoordinates | ( | float | fStrength | ) | [virtual] |
Obsolete method; do not use.
virtual void RecalculateNormals | ( | bool | bKeep = false |
) | [virtual] |
Recalculates all the vertex normals. This is called after the mesh shape has changed.
bKeep | Not used |
virtual void RecalculateAdjacency | ( | bool | bForce = true |
) | [virtual] |
Causes the mesh to build internal adjacency tables, if they don't exist already.
[in] | bForce | Force the tables to be re-built, even if they already exist. |
virtual unsigned int CollectionID | ( | void | ) | const [virtual] |
Obsolete method; do not use.
virtual void IncreaseCollectionID | ( | void | ) | [virtual] |
Obsolete method; do not use.
virtual bool IsSelected | ( | void | ) | [virtual] |
Returns true if the whole mesh is selected.
virtual void SetSelected | ( | bool | bOn = true |
) | [virtual] |
Selects or unselects the whole mesh.
virtual class LayerMeshData* AddLayer | ( | void | ) | [virtual] |
Creates and returns a new empty sculpt layer for this mesh, and makes it current.
virtual void RemoveLayer | ( | LayerMeshData * | pLayer | ) | [virtual] |
Removes a sculpt layer from the mesh and deletes it. Users should not reference.
pLayer after calling this method.
[in] | pLayer | The layer to remove. |
virtual class LayerMeshData* ActiveLayer | ( | void | ) | const [virtual] |
Returns a pointer to the current sculpt layer for this mesh.
virtual bool IsActiveLevel | ( | void | ) | const [virtual] |
Returns true if this mesh is the currently displayed mesh of the Geometry object it is part of.
virtual bool Lock | ( | class MeshUnlocker * | pUnlocker = NULL |
) | [virtual] |
Locks the mesh for exclusive modifications.
The caller of this function will get exclusive rights to modify the data stored in the mesh if the return value is true. In other words, mudbox guarantees that no other code will modify the mesh until it is unlocked. The caller can pass the address of a MeshUnlocker objects, which will be used to determine if the mesh can be unlocked, and can perform actions before the unlock happens.
[in] | pUnlocker | Address of the unlocker object. If this parameter is NULL, the object can be unlocked any time |
virtual bool Unlock | ( | void | ) | [virtual] |
Unlock the mesh.
Returns true if the operation was executed successfully, or if the mesh was unlocked at the time of the call. If the mesh was locked, and a MeshUnlocker object was specified by the Lock call, that MeshUnlocker object will be used to determine if the mesh can be unlocked.
virtual bool IsLocked | ( | void | ) | [virtual] |
Returns true if the mesh is locked.
class MeshChange* StartChange | ( | void | ) |
This method must be called by any plugin before it modifies vertex data.
It returns a MeshChange object that will hold the needed undo information.
virtual bool IsNSided | ( | void | ) | [virtual] |
Returns if the mesh contains non tri or quad faces.
virtual bool HasExpandedTCs | ( | void | ) | const [virtual] |
virtual void CreateExpandedTCs | ( | void | ) | [virtual] |
Calculates the edge bleeded TC layout.
virtual TC& ExpandedTC | ( | unsigned int | index | ) | [virtual] |
Returns the Expanded TC value for the given vertex.
virtual bool SupportsTangentMirror | ( | ) | const [virtual] |
Returns if the mesh supports tangent mirror mode.
virtual unsigned int TangentMirroredFaceIndex | ( | unsigned int | iFaceIndex | ) | const [virtual] |
Returns the index of tangent mirrored face.
This event is triggered when the mesh has been editer. During a sculpt stroke this event is only triggered once at the end.
Store<Vertex> m_pVertices
[protected] |
unsigned int m_iVertexCount
[protected] |