Libraries.Game.Graphics.Mesh Documentation
Inherits from: Libraries.Language.Object, Libraries.Game.Disposable
Summary
Actions Summary Table
Actions Documentation
Bind(Libraries.Game.Graphics.Shaders.ShaderProgram program)
This action will create a new BoundingBox object that will contain all of the vertices stored in this Mesh. If no vertices have been defined yet, this will alert an error.
Parameters
Bind(Libraries.Game.Graphics.Shaders.ShaderProgram program, Libraries.Containers.Array<integer> locations)
Parameters
CalculateBoundingBox(Libraries.Game.BoundingBox box)
This action will calculate the bounds of this Mesh's vertices, and store it inside the given BoundingBox. This will overwrite any data in the provided BoundingBox. If no vertices have been defined yet for this Mesh, the action will alert an error.
Parameters
Return
CalculateBoundingBox()
This action will create a new BoundingBox object that will contain all of the vertices stored in this Mesh. If no vertices have been defined yet, this will alert an error.
Return
Compare(Libraries.Language.Object object)
This action compares two object hash codes and returns an integer. The result is larger if this hash code is larger than the object passed as a parameter, smaller, or equal. In this case, -1 means smaller, 0 means equal, and 1 means larger. This action was changed in Quorum 7 to return an integer, instead of a CompareResult object, because the previous implementation was causing efficiency issues.
Example Code
Object o
Object t
integer result = o:Compare(t) //1 (larger), 0 (equal), or -1 (smaller)
Parameters
- Libraries.Language.Object: The object to compare to.
Return
integer: The Compare result, Smaller, Equal, or Larger.
Dispose()
Equals(Libraries.Language.Object object)
This action determines if two objects are equal based on their hash code values.
Example Code
use Libraries.Language.Object
use Libraries.Language.Types.Text
Object o
Text t
boolean result = o:Equals(t)
Parameters
- Libraries.Language.Object: The to be compared.
Return
boolean: True if the hash codes are equal and false if they are not equal.
ExtendBoundingBox(Libraries.Game.BoundingBox box, integer offset, integer count, Libraries.Compute.Matrix4 transform)
This action will extend the given BoundingBox to include the vertices of this Mesh. If this Mesh has no vertices defined, this action will alert an error.
Parameters
Return
ExtendBoundingBox(Libraries.Game.BoundingBox box, integer offset, integer count)
This action will extend the given BoundingBox to include the vertices of this Mesh. If this Mesh has no vertices defined, this action will alert an error.
Parameters
GetHashCode()
This action gets the hash code for an object.
Example Code
Object o
integer hash = o:GetHashCode()
Return
integer: The integer hash code of the object.
GetIndexData()
Return
Libraries.Game.Graphics.IndexData
GetIndicesCount()
Return
integer
GetMaxIndices()
Return
integer
GetMaxVertices()
Return
integer
GetVertexAttributes()
Return
Libraries.Game.Graphics.VertexAttributes
GetVertexData()
Return
Libraries.Game.Graphics.VertexData
GetVerticesCount()
Return
integer
Load(Libraries.Game.Graphics.VertexData vertices, Libraries.Game.Graphics.IndexData indices)
Parameters
Load(boolean isStatic, integer maxVertices, integer maxIndices, Libraries.Game.Graphics.VertexAttributes attributes)
Parameters
Reload()
This action forcibly reloads the Mesh's IndexData and VertexData. This is necessary after the OpenGL context is lost. This is automatically performed by the engine, so it shouldn't be necessary for users to call this directly.
Render(Libraries.Game.Graphics.Shaders.ShaderProgram program, integer type, integer offset, integer count, boolean autoBind)
This action will calculate the bounds of this Mesh's vertices, and store it inside the given BoundingBox. This will overwrite any data in the provided BoundingBox. If no vertices have been defined yet for this Mesh, the action will alert an error.
Parameters
Render(Libraries.Game.Graphics.Shaders.ShaderProgram program, integer type, integer offset, integer count)
This action forcibly reloads the Mesh's IndexData and VertexData. This is necessary after the OpenGL context is lost. This is automatically performed by the engine, so it shouldn't be necessary for users to call this directly.