/// <summary> /// Creates a primitive with parameters /// </summary> /// <param name="_Parent">The parent mesh for that primitive</param> /// <param name="_Parameters"></param> internal Primitive( Mesh _Parent, MaterialParameters _Parameters, int _VerticesCount, int _FacesCount ) { m_Parent = _Parent; m_Parameters = _Parameters; m_VerticesCount = _VerticesCount; m_Faces = new Face[_FacesCount]; }
/// <summary> /// Creates a primitive with parameters /// </summary> /// <param name="_Parent">The parent mesh for that primitive</param> /// <param name="_Parameters"></param> internal Primitive( Mesh _Parent, System.IO.BinaryReader _Reader ) { m_Parent = _Parent; Load( _Reader ); }
/// <summary> /// Creates a new mesh for the scene /// </summary> /// <param name="_Name"></param> /// <param name="_Parent"></param> /// <param name="_Local2Parent"></param> /// <returns></returns> public Mesh CreateMesh( string _Name, Node _Parent, Matrix4x4 _Local2Parent ) { Mesh Result = new Mesh( this, m_NodeIDCounter++, _Name, _Parent, _Local2Parent ); m_ID2Node[Result.ID] = Result; m_Meshes.Add( Result ); return Result; }