#include <mesh.h>
Inheritance diagram for lilith3d::Mesh:

A character walking around the world, or a tree, or a house, is a mesh. Complex things: terrain for instance, is a mesh group.
Also the mesh is the many of the one. There are many Redwood Tree mesh's - but only one Redwood Tree MeshResource.
Public Member Functions | |
| const grinliz::Rectangle3F & | AABB () const |
| Query the axis aligned bounding box of the mesh. | |
| const grinliz::Rectangle3F & | AABBWithShadow () const |
| Query the axis aligned bounding box of the mesh, including possible shadow dimensions. | |
| MeshClass | Type () const |
| Return the type of the Mesh - not virtual & performance sensitive. | |
| const MeshResource * | Resource () const |
| Return a pointer to the Resource used by this mesh. Can be null. | |
| void | AttachToTerrain (bool attach) |
| bool | AttachedToTerrain () const |
| Returns true if this mesh is attached ("walks") on the terrain. | |
| void | SetVisible (bool _visible) |
| Set the visibility of this mesh. | |
| bool | Visible () const |
| Query the visibility of this mesh. | |
| const grinliz::Color3F & | Color () const |
| Query the color (generally only used by shaders). | |
| void | SetColor (const grinliz::Color3F &c) |
| Set the color. | |
| float | Alpha () const |
| Query the current alpha. | |
| virtual void | SetAlpha (float _alpha) |
| Set the alpha for the entire mesh. | |
| const Shader * | GetShader () |
| The current shader in use for this mesh. (0 is default rendering). | |
| void | SetShader (const Shader *_shader) |
| Set a shader for this mesh. | |
| void | SetStencil (bool _stencil) |
| bool | Stencil () const |
| Returns true if this renders in the stencil pass. | |
| const grinliz::Vector3F & | Pos () const |
| Query the current position. | |
| float | ZRot () const |
| Query the z-rotation (presumes an object whos only rotation is around z.). | |
| const grinliz::Matrix4 & | Rotation () const |
| Query the full rotation. | |
| void | SetPos (const grinliz::Vector3F &pos, float z) |
| Set the position of this mesh. | |
| void | SetPos (const grinliz::Vector3F &pos, const grinliz::Quaternion &quat) |
| Set the position of this mesh. | |
| void | SetPos (const grinliz::Vector3F &pos) |
| Set the position of this mesh. | |
| void | SetPos (float x, float y, float z) |
| Set the position of this mesh. | |
| void | SetPos (const grinliz::Vector3F &_pos, const grinliz::Matrix4 &_rotation) |
| Set the position of this mesh. | |
| virtual void | IntersectRay (int flags, const grinliz::Vector3F &point, const grinliz::Vector3F &dir, LilithObjectList *vec)=0 |
| int | ID () const |
| Get the unique 32 bit ID for this mesh. | |
| void lilith3d::Mesh::AttachToTerrain | ( | bool | attach | ) | [inline] |
Attach this mesh to the terrain. Good for anything that walks on the terrain.
WARNING: Be sure to call AttachToTerrain() before your first SetPos(), else the initial position may not be correct.
| void lilith3d::Mesh::SetStencil | ( | bool | _stencil | ) | [inline] |
Set if you want this mesh to use the stencil pass, currently only supported for DecalMesh.
| virtual void lilith3d::Mesh::IntersectRay | ( | int | flags, | |
| const grinliz::Vector3F & | point, | |||
| const grinliz::Vector3F & | dir, | |||
| LilithObjectList * | vec | |||
| ) | [pure virtual] |
Check for intersection with the current Mesh.
Implemented in lilith3d::AnimatedMesh, lilith3d::BuildingMesh, lilith3d::MD2Mesh, lilith3d::DecalMesh, lilith3d::StaticMesh, and lilith3d::SolidMesh.
1.5.1-p1