Mesh
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() |
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clearAnimationGeometry() |
Clears the animation geometry of this mesh. |
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clone() |
[override] Clones this Mesh instance along with all it's children, while re-using the same material, geometry and animation set. |
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dispose() |
[override] Cleans up resources used by this asset. |
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disposeWithAnimatorAndChildren() |
Disposes mesh including the animator and children. |
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getSubMeshForSubGeometry(subGeometry) |
Return (SubMesh) |
subGeometry - (SubGeometry) |
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