new AxMesh(context)
Creates a new mesh
Parameters:
Name | Type | Description |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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numberOfChannels |
type | The number of blend channels to set for use |
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