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VisuTwin Canvas
C++ 3D Engine — Metal Backend
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GPU-resident geometry defined by vertex/index buffers and one or more Primitives. More...
#include <scene/mesh.h>
Public Member Functions | |
| const BoundingBox & | aabb () const |
| int | aabbVer () const |
| std::shared_ptr< IndexBuffer > | getIndexBuffer (const size_t style=0) const |
| Primitive | getPrimitive (const size_t style=0) const |
| std::shared_ptr< VertexBuffer > | getVertexBuffer () const |
| void | setAabb (const BoundingBox &bounds) |
| void | setIndexBuffer (const std::shared_ptr< IndexBuffer > &ib, const size_t style=0) |
| void | setPrimitive (const Primitive &p, const size_t style=0) |
| void | setVertexBuffer (const std::shared_ptr< VertexBuffer > &vb) |
| Public Member Functions inherited from visutwin::canvas::RefCountedObject | |
| void | decRefCount () |
| void | incRefCount () |
| int | refCount () const |
GPU-resident geometry defined by vertex/index buffers and one or more Primitives.
A Mesh holds VertexBuffer and optional IndexBuffer data plus Primitive descriptors that control draw call parameters (type, base, count). Two APIs are available: a simple API (setPositions, setUvs, etc.) for convenience, and direct buffer manipulation for full control. Meshes are reference-counted and shared across MeshInstance objects.
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Definition at line 115 of file mesh.h.
Referenced by visutwin::canvas::shouldRenderShadowMeshInstance().
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