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FCOLLADA_EXPORT void | Triangulate (FCDGeometryMesh *mesh) |
Triangulates a mesh. | |
FCOLLADA_EXPORT void | Triangulate (FCDGeometryPolygons *polygons, bool recalculate=true) |
Triangulates a polygons set. | |
FCOLLADA_EXPORT void | GenerateTextureTangentBasis (FCDGeometryMesh *mesh, FCDGeometrySource *texcoordSource, bool generateBinormals=true) |
Generates the texture tangents and binormals for a given source of texture coordinates. | |
FCOLLADA_EXPORT void | GenerateUniqueIndices (FCDGeometryMesh *mesh, FCDGeometryPolygons *polygons=NULL, FCDGeometryIndexTranslationMap *translationMap=NULL) |
Prepares the mesh for using its geometry sources in vertex buffers with a unique index buffer. | |
FCOLLADA_EXPORT void | GenerateUniqueIndices (FCDGeometryMesh *mesh, FCDGeometryPolygons *polygonsToProcess, FCDNewIndicesList &outIndices, FCDGeometryIndexTranslationMapList &outTranslationMaps) |
Prepares the mesh for using its geometry sources in vertex buffers with a unique index buffer. | |
FCOLLADA_EXPORT void | ApplyUniqueIndices (float *targData, float *srcData, uint32 stride, const FCDGeometryIndexTranslationMap *translationMap) |
Applies the translation map onto some vertex data. | |
FCOLLADA_EXPORT void | ApplyUniqueIndices (FCDGeometryMesh *targMesh, FCDGeometryMesh *baseMesh, const UInt32List &newIndices, const FCDGeometryIndexTranslationMapList &translationMaps) |
Applies the translation map onto some vertex data. | |
FCOLLADA_EXPORT void | RevertUniqueIndices (const FCDGeometryPolygonsInput &inSrc, FCDGeometryPolygonsInput &outSrc, const FCDGeometryIndexTranslationMap &translationMap) |
Reverts the modifications done when applying the unique index buffer data translation unto some polygons input. | |
FCOLLADA_EXPORT void | PackVertexBufferV3 (uint8 *destBuffer, uint32 destBuffStride, const FCDGeometrySource *source, uint32 vCount, uint16 *vtxPackingMap, const FCDGeometryIndexTranslationMap &translationMap) |
Used to pack a vertex buffer object with 3D float vertex data. | |
FCOLLADA_EXPORT void | PackVertexBufferColor (uint8 *destBuffer, uint32 destBuffStride, const FCDGeometrySource *source, uint32 vCount, uint16 *vtxPackingMap, const FCDGeometryIndexTranslationMap &translationMap) |
Used to pack a vertex buffer object object with 4 bytes color data. | |
FCOLLADA_EXPORT void | PackVertexBufferV2 (uint8 *destBuffer, uint32 destBuffStride, const FCDGeometrySource *source, uint32 vCount, uint16 *vtxPackingMap, const FCDGeometryIndexTranslationMap &translationMap) |
Used to pack a vertex buffer object object with 2D float vertex data. | |
FCOLLADA_EXPORT uint16 | GenerateVertexPackingMap (size_t maxIndex, size_t maxIndices, size_t maxVertices, const uint32 *inIndices, uint16 *outIndices, UInt16List *outPackingMap, uint16 *outNVertices=NULL) |
Generates a packing map for a mesh' given vertex data. | |
FCOLLADA_EXPORT uint32 | FindLargestUniqueIndex (const FCDGeometryIndexTranslationMap &translationMap) |
Retrieves the largest unique index within a given translation map. | |
FCOLLADA_EXPORT void | FitIndexBuffers (FCDGeometryMesh *mesh, size_t maximumIndexCount) |
Splits the mesh's polygons sets to ensure that none of them have more than a given number of indices within their index buffers. | |
FCOLLADA_EXPORT void | ReverseNormals (FCDGeometryMesh *mesh) |
Reverses all the normals of a mesh. |
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Applies the translation map onto some vertex data. Refer to the information within the translation map to pre-cache the necessary amount of vertices.
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Applies the translation map onto some vertex data. Refer to the information within the translation map to pre-cache the necessary amount of vertices.
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Retrieves the largest unique index within a given translation map. This function is unnecessary expensive and we suggest that you cache its results.
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Splits the mesh's polygons sets to ensure that none of them have more than a given number of indices within their index buffers. If you intend of using the GenerateUniqueIndices tool on your meshes, you should run it before this tool. This function affects only the indices and the number of polygon sets within a mesh and therefore has no impact on skins or morphers attached to the given mesh.
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Generates the texture tangents and binormals for a given source of texture coordinates. A source of normals and a source of vertex positions will be expected.
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Prepares the mesh for using its geometry sources in vertex buffers with a unique index buffer. This is useful for older engines and the applications that only support one index per face-vertex pair. This version of the GenerateUniqueIndices function fills in the outTranslationMaps, but does not modify the data in the FCDGeometryPolygon objects.
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Prepares the mesh for using its geometry sources in vertex buffers with a unique index buffer. This is useful for older engines and the applications that only support one index per face-vertex pair.
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Generates a packing map for a mesh' given vertex data.
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Used to pack a vertex buffer object object with 4 bytes color data.
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Used to pack a vertex buffer object object with 2D float vertex data.
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Used to pack a vertex buffer object with 3D float vertex data.
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Reverses all the normals of a mesh. Since they are related to normals, this function also reverses geometric tangents and binormals as well as texture tangents and binormals.
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Reverts the modifications done when applying the unique index buffer data translation unto some polygons input. IMPORTANT: this function is un-tested, DO NOT USE.
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Triangulates a polygons set.
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Triangulates a mesh.
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