Public Member Functions
nvidia::apex::RenderMeshAsset Class Reference

Rendering mesh (data) class. More...

#include <RenderMeshAsset.h>

Inheritance diagram for nvidia::apex::RenderMeshAsset:

List of all members.

Public Member Functions

virtual RenderMeshActorcreateActor (const RenderMeshActorDesc &desc)=0
 Instance this asset, return the created RenderMeshActor.
virtual void releaseActor (RenderMeshActor &)=0
 Releases an RenderMeshActor instanced by this asset.
virtual uint32_t getSubmeshCount () const =0
 Number of submeshes.
virtual uint32_t getPartCount () const =0
 Number of parts.
virtual const char * getMaterialName (uint32_t submeshIndex) const =0
 Returns an array of length submeshCount()
virtual const RenderSubmeshgetSubmesh (uint32_t submeshIndex) const =0
 Returns an submesh.
virtual const PxBounds3 & getBounds (uint32_t partIndex=0) const =0
 Returns the axis-aligned bounding box of the vertices for the given part.
virtual void getStats (RenderMeshAssetStats &stats) const =0
 Returns stats (sizes, counts) for the asset.
virtual UserOpaqueMeshgetOpaqueMesh (void) const =0
 Returns opaque mesh resource (NULL when opaque mesh isn't specified)

Detailed Description

Rendering mesh (data) class.

To render a mesh asset, you must create an instance


Member Function Documentation

virtual RenderMeshActor* nvidia::apex::RenderMeshAsset::createActor ( const RenderMeshActorDesc desc) [pure virtual]

Instance this asset, return the created RenderMeshActor.

See RenderMeshActor

virtual const PxBounds3& nvidia::apex::RenderMeshAsset::getBounds ( uint32_t  partIndex = 0) const [pure virtual]

Returns the axis-aligned bounding box of the vertices for the given part.

Valid range of partIndex is {0..partCount()-1}

virtual uint32_t nvidia::apex::RenderMeshAsset::getPartCount ( ) const [pure virtual]

Number of parts.

These act as separate meshes, but they share submesh data (like materials).

virtual void nvidia::apex::RenderMeshAsset::getStats ( RenderMeshAssetStats stats) const [pure virtual]

Returns stats (sizes, counts) for the asset.

See RenderMeshAssetStats.

virtual const RenderSubmesh& nvidia::apex::RenderMeshAsset::getSubmesh ( uint32_t  submeshIndex) const [pure virtual]

Returns an submesh.

A submesh contains all the triangles in all parts with the same material (indexed by submeshIndex)

virtual uint32_t nvidia::apex::RenderMeshAsset::getSubmeshCount ( ) const [pure virtual]

Number of submeshes.

Each part effectively has the same number of submeshes, even if some are empty.


The documentation for this class was generated from the following file:

Generated on Sat Dec 1 2018 15:52:10

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