This reference page is linked to from the following overview topics: Scene Graph, Mesh and Topology, Subdivision.
Represents one level of subdivision details in a geometry.
Definition at line 18 of file subdivision.h.
#include <subdivision.h>
Public Member Functions |
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virtual class Geometry * | Geometry (void) const |
Returns the geometry that this mesh belongs
to. |
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virtual SubdivisionLevel * | NextLevel (void) |
Returns the next (one detail higher) level.
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virtual SubdivisionLevel * | PrevLevel (void) |
Returns the previous (one detail lower)
level. |
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virtual unsigned int | Index (void) const |
Returns the index in the level list of the
geometry. |
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virtual unsigned int | TotalFaceCount (void) const |
Returns the maximum reachable face count on
the level. Equals to the total face count of the previous level *
4. |
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virtual SubdivisionLevel * | Subdivide (bool bProcessUV=true, bool bSmoothPositions=true, bool bSmoothUV=false) |
Subdivides the level to a higher detail.
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virtual void | CopyTo (SubdivisionLevel *pDestination) const |
Copy the content of this SubdivisionLevel
to another one. |
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virtual void | ApplyChanges (bool bToLowerLevel=true) |
Updates the higher/lower level with all the
changes on the current level. |
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virtual void | RecreateUVs (bool bForced=false) |
Creates the UV layout if not exists or
recreates if forced. |
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virtual void | CheckMeshGrid (unsigned int iBaseFaceIndex, unsigned int iLevel) const |
virtual void | ConvertToRelative () |
virtual void | ConvertToAbsolute () |
Static Public Member Functions |
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static void | SetUVCreation (bool bCreateUV) |
static const
Store<
unsigned int > & |
QuadIndexTable (unsigned int iLevel) |
static const
Store<
unsigned int > & |
QuadVertexIndexTable (unsigned int iLevel) |
static const
Store<
unsigned int > & |
InvertedQuadIndexTable (unsigned int iLevel) |
Protected Member Functions |
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SubdivisionLevel (FaceType eFaceType=typeQuadric) | |
Do not use constructors directly. Use
CreateInstances() instead. |
SubdivisionLevel | ( | FaceType | eFaceType =
typeQuadric |
) | [protected] |
Do not use constructors directly. Use CreateInstances() instead.
virtual SubdivisionLevel* NextLevel | ( | void | ) | [virtual] |
Returns the next (one detail higher) level.
virtual SubdivisionLevel* PrevLevel | ( | void | ) | [virtual] |
Returns the previous (one detail lower) level.
virtual unsigned int Index | ( | void | ) | const [virtual] |
Returns the index in the level list of the geometry.
virtual unsigned int TotalFaceCount | ( | void | ) | const [virtual] |
Returns the maximum reachable face count on the level. Equals to the total face count of the previous level * 4.
virtual SubdivisionLevel* Subdivide | ( | bool | bProcessUV = true , |
bool | bSmoothPositions =
true , |
||
bool | bSmoothUV =
false |
||
) | [virtual] |
Subdivides the level to a higher detail.
virtual void CopyTo | ( | SubdivisionLevel * | pDestination | ) | const [virtual] |
Copy the content of this SubdivisionLevel to another one.
virtual void ApplyChanges | ( | bool | bToLowerLevel =
true |
) | [virtual] |
Updates the higher/lower level with all the changes on the current level.
virtual void RecreateUVs | ( | bool | bForced = false |
) | [virtual] |
Creates the UV layout if not exists or recreates if forced.
The calculation is based on the uv layout of the previous level; if it does not exist it will be created recursively down to level0. If level 0 has no UV the funcion does nothing.
static void SetUVCreation | ( | bool | bCreateUV | ) | [static] |
static const Store<unsigned int>& QuadIndexTable | ( | unsigned int | iLevel | ) | [static] |
static const Store<unsigned int>& QuadVertexIndexTable | ( | unsigned int | iLevel | ) | [static] |
static const Store<unsigned int>& InvertedQuadIndexTable | ( | unsigned int | iLevel | ) | [static] |
virtual void CheckMeshGrid | ( | unsigned int | iBaseFaceIndex, |
unsigned int | iLevel | ||
) | const [virtual] |
virtual void ConvertToRelative | ( | ) | [virtual] |
virtual void ConvertToAbsolute | ( | ) | [virtual] |