Mesh is an instance of a Geometry, augmenting it with a presence in the scene graph, a material, and an animation state. It consists out of SubMeshes, which in turn correspond to SubGeometries. SubMeshes allow different parts of the geometry to be assigned different materials.


Inherited from Entity -> ObjectContainer3D -> Object3D -> NamedAssetBase -> EventDispatcher.


Can be created using method new:

Lib.Away3D.Entities.Mesh.new(geometry, material)

Create a new Mesh object.

geometry - The geometry used by the mesh that provides it with its shape. (Geometry)

material - (default = nil) - [optional] The material with which to render the Mesh. (MaterialBase)


Created Mesh object has properties:

animator

Defines the animator of the mesh. IAnimator can be one of ParticleAnimator, SkeletonAnimator, SpriteSheetAnimator, UVAnimator, VertexAnimator

assetType

[override] [read-only] String

castsShadows

Indicates whether or not the Mesh can cast shadows. Boolean

geometry

(Geometry) The geometry used by the mesh that provides it with its shape.

material

The material with which to render the Mesh. (MaterialBase)

shareAnimationGeometry

Indicates whether or not the mesh share the same animation geometry. Boolean

subMeshes

[read-only] The SubMeshes out of which the Mesh consists. Vector array of (SubMesh)


methods:

bakeTransformations()



clearAnimationGeometry()

Clears the animation geometry of this mesh.


clone()

[override] Clones this Mesh instance along with all it's children, while re-using the same material, geometry and animation set.


dispose()

[override] Cleans up resources used by this asset.


disposeWithAnimatorAndChildren()

Disposes mesh including the animator and children.


getSubMeshForSubGeometry(subGeometry)

Return (SubMesh)

subGeometry - (SubGeometry)


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