Class: AxMesh

AxMesh(context)

new AxMesh(context)

Creates a new mesh
Parameters:
Name Type Description
context Axis The context to use for the mesh
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Methods

ApplyBlendChannels()

Applies blending channels and changes the mesh geometry
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ComputeBounds()

Computes the bounding volume of the mesh
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ComputeNormals()

Computes normals for the mesh based on averaging the orientation of shared faces
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ComputeTangents()

Computes tangent vectors for the mesh, based on the orientation of the mesh's texture mapping base vectors, by averaging the tangents of a vertex's shared faces
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CopyFrom(source)

Copies another mesh
Parameters:
Name Type Description
source AxMesh The mesh to be copied
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Deserialize(source) → {Boolean}

Deserializes the mesh from a given stream
Parameters:
Name Type Description
source AxStream The stream holding the serialized data
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Returns:
True if the deserialization was successfull
Type
Boolean

DeserializeChunk(reader) → {Boolean}

Reads the data of a chunk. The chunk header is already read by the reader and this method deserializes the contents of the chunk. Called continuously for each of the mesh's chunks
Parameters:
Name Type Description
reader AxHierarchyStreamReader Reader to use for reading the serialized data.
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Returns:
True if a chunk was successfully deserialized
Type
Boolean

Intersection(rayPoint, rayDir, intersectionInfo) → {Boolean}

Tests whether the mesh gets intersected by a given ray and gives details on the intersectoin
Parameters:
Name Type Description
rayPoint AxVector3 Starting point of the ray
rayDir AxVector3 Orientation of the ray
intersectionInfo AxIntersectionInfo Outputs details on the intersection
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Returns:
True if the mesh gets intersected by the given ray
Type
Boolean

SerializeChunks(writer)

Writes chunks for all the data which is needed to serialize the mesh.
Parameters:
Name Type Description
writer AxHierarchyStreamWriter Writer to use for writing the serialization data
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SetBlendChannelsCount(numberOfChannels)

Sets the number of blend channels, preparing the mesh for blending Blend channels are versions of the mesh, but with different deformations. These versions are used to blend in different amount witht he original to morph it and to create animations. Blend channels correspond to the "Morph" modificator in 3DS Max the and "Blending" in Maya
Parameters:
Name Type Description
numberOfChannels type The number of blend channels to set for use
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Documentation generated by JSDoc 3.5.3 on Mon Feb 19 2018 20:39:27 GMT+0200 (FLE Standard Time)