FBModelVertexData Class Reference

FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData FBModelVertexData
Inheritance diagram for FBModelVertexData:
Inheritance graph
[legend]

List of all members.


Detailed Description

Definition at line 1473 of file fbmodel.h.


Public Member Functions

bool  IsDeformable ()
  Return true if the model is deformable.
bool  IsDrawable ()
  Return true if the deformed vertex data has been computed for this frame.
int  GetVertexCount ()
  Return the Vertex Count.
Sub Patch Management. Each sub patch contain same type of primitives mapped with same material.
int  GetSubPatchCount ()
  Return number of sub patches.
int  GetSubPatchMaterialId (int pSubPatchIndex)
  Return the mapped material for this sub patch.
FBMaterial GetSubPatchMaterial (int pSubPatchIndex)
  Return the mapped material for this sub patch.
FBGeometryPrimitiveType  GetSubPatchPrimitiveType (int pSubPatchIndex)
  Return the primitive type for this sub patch.
int  GetSubPatchIndexOffset (int pSubPatchIndex)
  Return the start offset of the indexes for this sub patch (see GetIndexArray()).
int  GetSubPatchIndexSize (int pSubPatchIndex)
  Return the size of the indexes for this sub patch (see GetIndexArray()).
void  DrawSubPatch (int pSubPatchIndex, bool pWireFrame=false)
  Draw Sub Patch.
Sub Regions Management. Each Sub Regions are composed by one or several patches which
are composed with same material.

int  GetSubRegionCount ()
  Return number of sub regions (mapping with different materials).
FBMaterial GetSubRegionMaterial (int pSubRegionIndex)
  Return sub region's material.
void  DrawSubRegion (int pSubRegionIndex, bool pWireFrame=false)
  Draw Sub Region.
Vertex Array Management
void  EnableOGLVertexData (bool pAfterdeform=true)
  Enable (Setup) OpenGL Vertex Array (Pos & Normal).
void  DisableOGLVertexData ()
  Disable OpenGL Vertex Array (Pos & Normal).
void  VertexArrayMappingRequest ()
  Deformable model can be skinned on GPU, and thus the deformed vertex data could reside in GPU memory only.
void  VertexArrayMappingRelease ()
  Release vertex array mapping.
int *  GetIndexArray ()
  Return Index Array.
unsigned int  GetIndexArrayVBOId ()
  Return Index Array VBO Id.
FBGeometryArrayElementType  GetVertexArrayType (FBGeometryArrayID pArrayId, bool pAfterDeform=true)
  Return Vertex Array Format.
void *  GetVertexArray (FBGeometryArrayID pArrayId, bool pAfterDeform=true)
  Return Vertex Array Pointer.
unsigned int  GetVertexArrayVBOId (FBGeometryArrayID pArrayId, bool pAfterDeform=true)
  Return Vertex Buffer Object (VBO) Id for the request array.
void *  GetVertexArrayVBOOffset (FBGeometryArrayID pArrayId, bool pAfterDeform=true)
  Return Vertex Buffer Object (VBO) offset for the request array.
UVset Array Management
void  EnableOGLUVSet (FBTextureMapping pTextrueMapping=kFBTextureMappingUV, const char *pUVSet=NULL)
  Enable (Setup) OpenGL UV Set Array.
void  DisableOGLUVSet ()
  Disable OpenGL UV Set Array.
FBGeometryArrayElementType  GetUVSetArrayFormat (FBTextureMapping pTextrueMapping=kFBTextureMappingUV, const char *pUVSet=NULL)
  Return UV Array Format.
void *  GetUVSetArray (FBTextureMapping pTextrueMapping=kFBTextureMappingUV, const char *pUVSet=NULL)
  Return UV Array Pointer.
unsigned int  GetUVSetVBOId (FBTextureMapping pTextrueMapping=kFBTextureMappingUV, const char *pUVSet=NULL)
  Return UVSet Buffer Object (VBO) Id.
void *  GetUVSetVBOOffset (FBTextureMapping pTextrueMapping=kFBTextureMappingUV, const char *pUVSet=NULL)
  Return UVSet Buffer Object (VBO) offset.

Member Function Documentation

bool IsDeformable (  ) 

Return true if the model is deformable.

bool IsDrawable (  ) 

Return true if the deformed vertex data has been computed for this frame.

int GetVertexCount (  ) 

Return the Vertex Count.

int GetSubPatchCount (  ) 

Return number of sub patches.

int GetSubPatchMaterialId ( int  pSubPatchIndex  ) 

Return the mapped material for this sub patch.

FBMaterial* GetSubPatchMaterial ( int  pSubPatchIndex  ) 

Return the mapped material for this sub patch.

FBGeometryPrimitiveType GetSubPatchPrimitiveType ( int  pSubPatchIndex  ) 

Return the primitive type for this sub patch.

Most of the time, kFBGeometry_TRIANGLES will return.

int GetSubPatchIndexOffset ( int  pSubPatchIndex  ) 

Return the start offset of the indexes for this sub patch (see GetIndexArray()).

int GetSubPatchIndexSize ( int  pSubPatchIndex  ) 

Return the size of the indexes for this sub patch (see GetIndexArray()).

void DrawSubPatch ( int  pSubPatchIndex,
bool  pWireFrame = false  
)

Draw Sub Patch.

Must be called between Enable/DisableOGLVertexData function calls.

Parameters:
pSubRegionIndex  Index of sub region to be drawn.
pWireFrame  draw wire frame if true.

int GetSubRegionCount (  ) 

Return number of sub regions (mapping with different materials).

FBMaterial* GetSubRegionMaterial ( int  pSubRegionIndex  ) 

Return sub region's material.

Parameters:
pSubRegionIndex  Index of the sub region.

void DrawSubRegion ( int  pSubRegionIndex,
bool  pWireFrame = false  
)

Draw Sub Region.

Must be called between Enable/DisableOGLVertexData function calls.

Parameters:
pSubRegionIndex  Index of sub region to be drawn.
pWireFrame  draw wire frame if true.

void EnableOGLVertexData ( bool  pAfterdeform = true  ) 

Enable (Setup) OpenGL Vertex Array (Pos & Normal).

void DisableOGLVertexData (  ) 

Disable OpenGL Vertex Array (Pos & Normal).

void VertexArrayMappingRequest (  ) 

Deformable model can be skinned on GPU, and thus the deformed vertex data could reside in GPU memory only.

By calling VertexArrayMappingRequest() to make sure we can always get the deformed vertex array on CPU. Note: this function should be called at least one frame before GetVertexArray(pArrayId, true) to give engine chance to prepare the mapping.

void VertexArrayMappingRelease (  ) 

Release vertex array mapping.

int* GetIndexArray (  ) 

Return Index Array.

unsigned int GetIndexArrayVBOId (  ) 

Return Index Array VBO Id.

FBGeometryArrayElementType GetVertexArrayType ( FBGeometryArrayID  pArrayId,
bool  pAfterDeform = true  
)

Return Vertex Array Format.

Parameters:
pArrayId  vertex array type to return.
pAfterDeform  return deformed vertex array format if pAfterDeform is true, otherwise return original.
Returns:
VertexArray Format.

void* GetVertexArray ( FBGeometryArrayID  pArrayId,
bool  pAfterDeform = true  
)

Return Vertex Array Pointer.

Parameters:
pArrayId  vertex array type to return.
pAfterDeform  return deformed vertex array if pAfterDeform is true, otherwise return original.
Returns:
VertexArray Pointer. Deformed position & normal vertex arrays could be NULL if not request mapping vertex array.

unsigned int GetVertexArrayVBOId ( FBGeometryArrayID  pArrayId,
bool  pAfterDeform = true  
)

Return Vertex Buffer Object (VBO) Id for the request array.

Parameters:
pArrayId  vertex array type to return.
pAfterDeform  return deformed vertex array VBO id if pAfterDeform is true, otherwise return original.
Returns:
VertexArray VBO id. Deformed position & normal vertex VBOId could be 0 is model use CPU skinning.

void* GetVertexArrayVBOOffset ( FBGeometryArrayID  pArrayId,
bool  pAfterDeform = true  
)

Return Vertex Buffer Object (VBO) offset for the request array.

Parameters:
pArrayId  vertex array type to return.
pAfterDeform  return deformed vertex array VBO offset if pAfterDeform is true, otherwise return original.
Returns:
VertexArray VBO offset.

void EnableOGLUVSet ( FBTextureMapping  pTextrueMapping = kFBTextureMappingUV,
const char *  pUVSet = NULL  
)

Enable (Setup) OpenGL UV Set Array.

void DisableOGLUVSet (  ) 

Disable OpenGL UV Set Array.

FBGeometryArrayElementType GetUVSetArrayFormat ( FBTextureMapping  pTextrueMapping = kFBTextureMappingUV,
const char *  pUVSet = NULL  
)

Return UV Array Format.

Parameters:
pTextrueMapping  Texture Mapping Mode.
pUVset  UVSet name if pTextureMapping is kFBTextureMappingUV, otherwise ignore.
Returns:
UVSet Array Format.

void* GetUVSetArray ( FBTextureMapping  pTextrueMapping = kFBTextureMappingUV,
const char *  pUVSet = NULL  
)

Return UV Array Pointer.

Parameters:
pTextrueMapping  Texture Mapping Mode.
pUVset  UVSet name if pTextureMapping is kFBTextureMappingUV, otherwise ignore.
Returns:
UVSet Array Pointer.

unsigned int GetUVSetVBOId ( FBTextureMapping  pTextrueMapping = kFBTextureMappingUV,
const char *  pUVSet = NULL  
)

Return UVSet Buffer Object (VBO) Id.

Parameters:
pTextrueMapping  Texture Mapping Mode.
pUVset  UVSet name if pTextureMapping is kFBTextureMappingUV, otherwise ignore.
Returns:
UVSet VBO Id.

void* GetUVSetVBOOffset ( FBTextureMapping  pTextrueMapping = kFBTextureMappingUV,
const char *  pUVSet = NULL  
)

Return UVSet Buffer Object (VBO) offset.

Parameters:
pTextrueMapping  Texture Mapping Mode.
pUVset  UVSet name if pTextureMapping is kFBTextureMappingUV, otherwise ignore.
Returns:
UVSet VBO Offset.

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