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<td><p>Get the position of a vertex. <p>Implements <a class="el" href="classvtMeshBase.html">vtMeshBase</a>. </td> </tr></table><a class="anchor" name="b079be9afa1e2c7fce14d1b95875d929"></a><!-- doxytag: member="vtMesh::GetVtxTexCoord" ref="b079be9afa1e2c7fce14d1b95875d929" args="(unsigned int i) const " --><p><table class="mdTable" cellpadding="2" cellspacing="0"> <tr> <td class="mdRow"> <table cellpadding="0" cellspacing="0" border="0"> <tr> <td class="md" nowrap valign="top"><a class="elRef" doxygen="vtdata.tag:../vtdata/" href="../vtdata/classFPoint2.html">FPoint2</a> vtMesh::GetVtxTexCoord </td> <td class="md" valign="top">( </td> <td class="md" nowrap valign="top">unsigned int </td> <td class="mdname1" valign="top" nowrap> <em>i</em> </td> <td class="md" valign="top"> ) </td> <td class="md" nowrap> const<code> [virtual]</code></td> </tr> </table> </td> </tr></table><table cellspacing="5" cellpadding="0" border="0"> <tr> <td> </td> <td><p>Get the texture coordinates of a vertex. <p>Implements <a class="el" href="classvtMeshBase.html">vtMeshBase</a>. </td> </tr></table><a class="anchor" name="3ac71e2f3e833aaee394fb1889692ba9"></a><!-- doxytag: member="vtMesh::ReOptimize" ref="3ac71e2f3e833aaee394fb1889692ba9" args="()" --><p><table class="mdTable" cellpadding="2" cellspacing="0"> <tr> <td class="mdRow"> <table cellpadding="0" cellspacing="0" border="0"> <tr> <td class="md" nowrap valign="top">void vtMesh::ReOptimize </td> <td class="md" valign="top">( </td> <td class="mdname1" valign="top" nowrap> </td> <td class="md" valign="top"> ) </td> <td class="md" nowrap></td> </tr> </table> </td> </tr></table><table cellspacing="5" cellpadding="0" border="0"> <tr> <td> </td> <td><p>For a mesh with rendering optimization enabled, forces an update of the optimized representation. </td> </tr></table><a class="anchor" name="6438711bc91a1161f16412c0050413ac"></a><!-- doxytag: member="vtMesh::SetLineWidth" ref="6438711bc91a1161f16412c0050413ac" args="(float fWidth)" --><p><table class="mdTable" cellpadding="2" cellspacing="0"> <tr> <td class="mdRow"> <table cellpadding="0" cellspacing="0" border="0"> <tr> <td class="md" nowrap valign="top">void vtMesh::SetLineWidth </td> <td class="md" valign="top">( </td> <td class="md" nowrap valign="top">float </td> <td class="mdname1" valign="top" nowrap> <em>fWidth</em> </td> <td class="md" valign="top"> ) </td> <td class="md" nowrap></td> </tr> </table> </td> </tr></table><table cellspacing="5" cellpadding="0" border="0"> <tr> <td> </td> <td><p>Set the line width, in pixels, for this mesh's geometry.<p>You should call this method _after_ the mesh has been added to some geometry with <a class="el" href="classvtGeom.html#738c12b93d3a44da27762610ddc0287d">vtGeom::AddMesh()</a> (this requirement was found with the OSG flavor of vtlib.) </td> </tr></table><a class="anchor" name="d5e08a75721d98c383ca06258e3f7fb0"></a><!-- doxytag: member="vtMesh::SetNormalsFromPrimitives" ref="d5e08a75721d98c383ca06258e3f7fb0" args="()" --><p><table class="mdTable" cellpadding="2" cellspacing="0"> <tr> <td class="mdRow"> <table cellpadding="0" cellspacing="0" border="0"> <tr> <td class="md" nowrap valign="top">void vtMesh::SetNormalsFromPrimitives </td> <td class="md" valign="top">( </td> <td class="mdname1" valign="top" nowrap> </td> <td class="md" valign="top"> ) </td> <td class="md" nowrap></td> </tr> </table> </td> </tr></table><table cellspacing="5" cellpadding="0" border="0"> <tr> <td> </td> <td><p>Set the normals of the vertices by combining the normals of the surrounding faces. This requires going through all the primitives to average their contribution to each vertex. </td> </tr></table><a class="anchor" name="3c17b110f02bc6ce51ff08d9a6839b49"></a><!-- doxytag: member="vtMesh::SetVtxColor" ref="3c17b110f02bc6ce51ff08d9a6839b49" args="(unsigned int, const RGBAf &)" --><p><table class="mdTable" cellpadding="2" cellspacing="0"> <tr> <td class="mdRow"> <table cellpadding="0" cellspacing="0" border="0"> <tr> <td class="md" nowrap valign="top">void vtMesh::SetVtxColor </td> <td class="md" valign="top">( </td> <td class="md" nowrap valign="top">unsigned int </td> <td class="mdname" nowrap> <em>i</em>, </td> </tr> <tr> <td class="md" nowrap align="right"></td> <td class="md"></td> <td class="md" nowrap>const <a class="elRef" doxygen="vtdata.tag:../vtdata/" href="../vtdata/classRGBAf.html">RGBAf</a> & </td> <td class="mdname" nowrap> <em>color</em></td> </tr> <tr> <td class="md"></td> <td class="md">) </td> <td class="md" colspan="2"><code> [virtual]</code></td> </tr> </table> </td> </tr></table><table cellspacing="5" cellpadding="0" border="0"> <tr> <td> </td> <td><p>Set the color of a vertex. This color multiplies with the color of the material used with the mesh, so if you want the vertex color to be dominant, use a white material.<p><dl compact><dt><b>Parameters:</b></dt><dd> <table border="0" cellspacing="2" cellpadding="0"> <tr><td valign="top"></td><td valign="top"><em>i</em> </td><td>Index of the vertex. </td></tr> <tr><td valign="top"></td><td valign="top"><em>color</em> </td><td>The color. </td></tr> </table></dl><p>Implements <a class="el" href="classvtMeshBase.html">vtMeshBase</a>. </td> </tr></table><a class="anchor" name="0eeee3addc965f40a7c1f3748acef603"></a><!-- doxytag: member="vtMesh::SetVtxNormal" ref="0eeee3addc965f40a7c1f3748acef603" args="(unsigned int, const FPoint3 &)" --><p><table class="mdTable" cellpadding="2" cellspacing="0"> <tr> <td class="mdRow"> <table cellpadding="0" cellspacing="0" border="0"> <tr> <td class="md" nowrap valign="top">void vtMesh::SetVtxNormal </td> <td class="md" valign="top">( </td> <td class="md" nowrap valign="top">unsigned int </td> <td class="mdname" nowrap> <em>i</em>, </td> </tr> <tr> <td class="md" nowrap align="right"></td> <td class="md"></td> <td class="md" nowrap>const <a class="elRef" doxygen="vtdata.tag:../vtdata/" href="../vtdata/classFPoint3.html">FPoint3</a> & </td> <td class="mdname" nowrap> <em>norm</em></td> </tr> <tr> <td class="md"></td> <td class="md">) </td> <td class="md" colspan="2"><code> [virtual]</code></td> </tr> </table> </td> </tr></table><table cellspacing="5" cellpadding="0" border="0"> <tr> <td> </td> <td><p>Set the normal of a vertex. This is used for lighting, if the mesh is used with a material with lighting enabled. Generally you will want to use a vector of unit length.<p><dl compact><dt><b>Parameters:</b></dt><dd> <table border="0" cellspacing="2" cellpadding="0"> <tr><td valign="top"></td><td valign="top"><em>i</em> </td><td>Index of the vertex. </td></tr> <tr><td valign="top"></td><td valign="top"><em>norm</em> </td><td>The normal vector. </td></tr> </table></dl><p>Implements <a class="el" href="classvtMeshBase.html">vtMeshBase</a>. </td> </tr></table><a class="anchor" name="eb26acffe89c5f79215a064ee742f47f"></a><!-- doxytag: member="vtMesh::SetVtxPos" ref="eb26acffe89c5f79215a064ee742f47f" args="(unsigned int, const FPoint3 &)" --><p><table class="mdTable" cellpadding="2" cellspacing="0"> <tr> <td class="mdRow"> <table cellpadding="0" cellspacing="0" border="0"> <tr> <td class="md" nowrap valign="top">void vtMesh::SetVtxPos </td> <td class="md" valign="top">( </td> <td class="md" nowrap valign="top">unsigned int </td> <td class="mdname" nowrap> <em>i</em>, </td> </tr> <tr> <td class="md" nowrap align="right"></td> <td class="md"></td> <td class="md" nowrap>const <a class="elRef" doxygen="vtdata.tag:../vtdata/" href="../vtdata/classFPoint3.html">FPoint3</a> & </td> <td class="mdname" nowrap> <em>p</em></td> </tr> <tr> <td class="md"></td> <td class="md">) </td> <td class="md" colspan="2"><code> [virtual]</code></td> </tr> </table> </td> </tr></table><table cellspacing="5" cellpadding="0" border="0"> <tr> <td> </td> <td><p>Set the position of a vertex. <dl compact><dt><b>Parameters:</b></dt><dd> <table border="0" cellspacing="2" cellpadding="0"> <tr><td valign="top"></td><td valign="top"><em>i</em> </td><td>Index of the vertex. </td></tr> <tr><td valign="top"></td><td valign="top"><em>p</em> </td><td>The position. </td></tr> </table></dl><p>Implements <a class="el" href="classvtMeshBase.html">vtMeshBase</a>. </td> </tr></table><a class="anchor" name="61d3cbf93c2692210b0d2e3dcbae773e"></a><!-- doxytag: member="vtMesh::SetVtxTexCoord" ref="61d3cbf93c2692210b0d2e3dcbae773e" args="(unsigned int, const FPoint2 &)" --><p><table class="mdTable" cellpadding="2" cellspacing="0"> <tr> <td class="mdRow"> <table cellpadding="0" cellspacing="0" border="0"> <tr> <td class="md" nowrap valign="top">void vtMesh::SetVtxTexCoord </td> <td class="md" valign="top">( </td> <td class="md" nowrap valign="top">unsigned int </td> <td class="mdname" nowrap> <em>i</em>, </td> </tr> <tr> <td class="md" nowrap align="right"></td> <td class="md"></td> <td class="md" nowrap>const <a class="elRef" doxygen="vtdata.tag:../vtdata/" href="../vtdata/classFPoint2.html">FPoint2</a> & </td> <td class="mdname" nowrap> <em>uv</em></td> </tr> <tr> <td class="md"></td> <td class="md">) </td> <td class="md" colspan="2"><code> [virtual]</code></td> </tr> </table> </td> </tr></table><table cellspacing="5" cellpadding="0" border="0"> <tr> <td> </td> <td><p>Set the texture coordinates of a vertex. Generally these values are in the range of 0 to 1, although you can use higher values if you want repeating tiling. The components of the texture coordinates are usually called "u" and "v".<p><dl compact><dt><b>Parameters:</b></dt><dd> <table border="0" cellspacing="2" cellpadding="0"> <tr><td valign="top"></td><td valign="top"><em>i</em> </td><td>Index of the vertex. </td></tr> <tr><td valign="top"></td><td valign="top"><em>uv</em> </td><td>The texture coordinate. </td></tr> </table></dl><p>Implements <a class="el" href="classvtMeshBase.html">vtMeshBase</a>. </td> </tr></table><hr size="1"><address style="align: right;"><small>Generated on Mon Jan 14 14:41:01 2008 for vtlib library by <a href="http://www.doxygen.org/index.html"><img src="doxygen.png" alt="doxygen" align="middle" border="0"></a> 1.4.5 </small></address></body></html>
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