示例#1
0
        /// <summary>
        /// Creates a new mesh with enough space to hold the a number of primitives using the specified layout. All indices
        /// will be part of a single sub-mesh.
        /// </summary>
        /// <param name="numVertices">Number of vertices in the mesh.</param>
        /// <param name="numIndices">Number of indices in the mesh. </param>
        /// <param name="topology">Determines how should the provided indices be interpreted by the pipeline. Default option
        ///                        is a triangle list, where three indices represent a single triangle.</param>
        /// <param name="usage">Optimizes performance depending on planned usage of the mesh.</param>
        /// <param name="vertex">Controls how are vertices organized in the vertex buffer and what data they contain.</param>
        /// <param name="index">Size of indices, use smaller size for better performance, however be careful not to go over
        ///                     the number of vertices limited by the size.</param>
        public Mesh(int numVertices, int numIndices, MeshTopology topology = MeshTopology.TriangleList,
                    MeshUsage usage = MeshUsage.Default, VertexType vertex = VertexType.Position,
                    IndexType index = IndexType.Index32)
        {
            SubMesh[] subMeshes = { new SubMesh(0, numIndices, topology) };

            Internal_CreateInstance(this, numVertices, numIndices, subMeshes, usage, vertex, index);
        }
示例#2
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        /// <summary>
        /// Creates a new mesh from an existing mesh data. Created mesh will match the vertex and index buffers described
        /// by the mesh data exactly. Mesh will have specified the sub-meshes.
        /// </summary>
        /// <param name="data">Vertex and index data to initialize the mesh with.</param>
        /// <param name="subMeshes">Defines how are indices separated into sub-meshes, and how are those sub-meshes rendered.
        ///                         Sub-meshes may be rendered independently.</param>
        /// <param name="usage">Optimizes performance depending on planned usage of the mesh.</param>
        public Mesh(MeshData data, SubMesh[] subMeshes, MeshUsage usage = MeshUsage.Default)
        {
            IntPtr dataPtr = IntPtr.Zero;

            if (data != null)
            {
                dataPtr = data.GetCachedPtr();
            }

            Internal_CreateInstanceMeshData(this, dataPtr, subMeshes, usage);
        }
示例#3
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 private static extern void Internal_create2(Mesh managedInstance, MeshData data, SubMesh[] subMeshes, MeshUsage usage);
示例#4
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 private static extern void Internal_create1(Mesh managedInstance, MeshData data, MeshTopology topology, MeshUsage usage);
示例#5
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 private static extern void Internal_create0(Mesh managedInstance, int numVertices, int numIndices, SubMesh[] subMeshes, MeshUsage usage, VertexLayout vertex, IndexType index);
示例#6
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 private static extern void Internal_create(Mesh managedInstance, int numVertices, int numIndices, MeshTopology topology, MeshUsage usage, VertexLayout vertex, IndexType index);
示例#7
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文件: Mesh.cs 项目: Ruu/BansheeEngine
 /// <summary>
 /// Creates a new mesh with enough space to hold the a number of primitives using the specified layout. Indices can
 /// be references by multiple sub-meshes.
 /// </summary>
 /// <param name="numVertices">Number of vertices in the mesh.</param>
 /// <param name="numIndices">Number of indices in the mesh. </param>
 /// <param name="subMeshes">Defines how are indices separated into sub-meshes, and how are those sub-meshes rendered.
 ///                         Sub-meshes may be rendered independently.</param>
 /// <param name="usage">Optimizes performance depending on planned usage of the mesh.</param>
 /// <param name="vertex">Controls how are vertices organized in the vertex buffer and what data they contain.</param>
 /// <param name="index">Size of indices, use smaller size for better performance, however be careful not to go over
 ///                     the number of vertices limited by the size.</param>
 public Mesh(int numVertices, int numIndices, SubMesh[] subMeshes, MeshUsage usage = MeshUsage.Default,
     VertexType vertex = VertexType.Position, IndexType index = IndexType.Index32)
 {
     Internal_CreateInstance(this, numVertices, numIndices, subMeshes, usage, vertex, index);
 }
示例#8
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 /// <summary>
 /// Creates a new mesh from an existing mesh data. Created mesh will match the vertex and index buffers described by the
 /// mesh data exactly. Mesh will have no sub-meshes.
 /// </summary>
 /// <param name="data">Vertex and index data to initialize the mesh with.</param>
 /// <param name="topology">
 /// Determines how should the provided indices be interpreted by the pipeline. Default option is a triangle list, where
 /// three indices represent a single triangle.
 /// </param>
 /// <param name="usage">Optimizes performance depending on planned usage of the mesh.</param>
 public Mesh(MeshData data, MeshTopology topology = MeshTopology.TriangleList, MeshUsage usage = MeshUsage.Static)
 {
     Internal_create1(this, data, topology, usage);
 }
示例#9
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 private static extern void Internal_CreateInstanceMeshData(Mesh instance, IntPtr data, SubMesh[] subMeshes,
                                                            MeshUsage usage);
示例#10
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文件: Mesh.cs 项目: Ruu/BansheeEngine
 private static extern void Internal_CreateInstanceMeshData(Mesh instance, IntPtr data, SubMesh[] subMeshes, 
     MeshUsage usage);
示例#11
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 private static extern void Internal_CreateInstance(Mesh instance, int numVertices,
                                                    int numIndices, SubMesh[] subMeshes, MeshUsage usage, VertexType vertex, IndexType index);
示例#12
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文件: Mesh.cs 项目: Ruu/BansheeEngine
 private static extern void Internal_CreateInstance(Mesh instance, int numVertices,
     int numIndices, SubMesh[] subMeshes, MeshUsage usage, VertexType vertex, IndexType index);
示例#13
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文件: Mesh.cs 项目: Ruu/BansheeEngine
        /// <summary>
        /// Creates a new mesh from an existing mesh data. Created mesh will match the vertex and index buffers described
        /// by the mesh data exactly. Mesh will have specified the sub-meshes.
        /// </summary>
        /// <param name="data">Vertex and index data to initialize the mesh with.</param>
        /// <param name="subMeshes">Defines how are indices separated into sub-meshes, and how are those sub-meshes rendered.
        ///                         Sub-meshes may be rendered independently.</param>
        /// <param name="usage">Optimizes performance depending on planned usage of the mesh.</param>
        public Mesh(MeshData data, SubMesh[] subMeshes, MeshUsage usage = MeshUsage.Default)
        {
            IntPtr dataPtr = IntPtr.Zero;
            if (data != null)
                dataPtr = data.GetCachedPtr();

            Internal_CreateInstanceMeshData(this, dataPtr, subMeshes, usage);
        }
示例#14
0
文件: Mesh.cs 项目: Ruu/BansheeEngine
        /// <summary>
        /// Creates a new mesh from an existing mesh data. Created mesh will match the vertex and index buffers described
        /// by the mesh data exactly. Mesh will have no sub-meshes.
        /// </summary>
        /// <param name="data">Vertex and index data to initialize the mesh with.</param>
        /// <param name="topology">Determines how should the provided indices be interpreted by the pipeline. Default option
        ///                        is a triangle list, where three indices represent a single triangle.</param>
        /// <param name="usage">Optimizes performance depending on planned usage of the mesh.</param>
        public Mesh(MeshData data, MeshTopology topology = MeshTopology.TriangleList, MeshUsage usage = MeshUsage.Default)
        {
            int numIndices = 0;
            IntPtr dataPtr = IntPtr.Zero;

            if (data != null)
            {
                numIndices = data.IndexCount;
                dataPtr = data.GetCachedPtr();
            }

            SubMesh[] subMeshes = { new SubMesh(0, numIndices, topology) };

            Internal_CreateInstanceMeshData(this, dataPtr, subMeshes, usage);
        }
示例#15
0
 /// <summary>
 /// Creates a new mesh with enough space to hold the a number of primitives using the specified layout. All indices will
 /// be part of a single sub-mesh.
 /// </summary>
 /// <param name="numVertices">Number of vertices in the mesh.</param>
 /// <param name="numIndices">
 /// Number of indices in the mesh. Must be a multiple of primitive size as specified by provided topology.
 /// </param>
 /// <param name="topology">
 /// Determines how should the provided indices be interpreted by the pipeline. Default option is a triangle list, where
 /// three indices represent a single triangle.
 /// </param>
 /// <param name="usage">Optimizes performance depending on planned usage of the mesh.</param>
 /// <param name="vertex">Controls how are vertices organized in the vertex buffer and what data they contain.</param>
 /// <param name="index">
 /// Size of indices, use smaller size for better performance, however be careful not to go over the number of vertices
 /// limited by the data type size.
 /// </param>
 public Mesh(int numVertices, int numIndices, MeshTopology topology = MeshTopology.TriangleList, MeshUsage usage = MeshUsage.Static, VertexLayout vertex = VertexLayout.Position, IndexType index = IndexType.Index32)
 {
     Internal_create(this, numVertices, numIndices, topology, usage, vertex, index);
 }
示例#16
0
 /// <summary>
 /// Creates a new mesh with enough space to hold the a number of primitives using the specified layout. Indices can
 /// be references by multiple sub-meshes.
 /// </summary>
 /// <param name="numVertices">Number of vertices in the mesh.</param>
 /// <param name="numIndices">Number of indices in the mesh. </param>
 /// <param name="subMeshes">Defines how are indices separated into sub-meshes, and how are those sub-meshes rendered.
 ///                         Sub-meshes may be rendered independently.</param>
 /// <param name="usage">Optimizes performance depending on planned usage of the mesh.</param>
 /// <param name="vertex">Controls how are vertices organized in the vertex buffer and what data they contain.</param>
 /// <param name="index">Size of indices, use smaller size for better performance, however be careful not to go over
 ///                     the number of vertices limited by the size.</param>
 public Mesh(int numVertices, int numIndices, SubMesh[] subMeshes, MeshUsage usage = MeshUsage.Default,
             VertexType vertex = VertexType.Position, IndexType index = IndexType.Index32)
 {
     Internal_CreateInstance(this, numVertices, numIndices, subMeshes, usage, vertex, index);
 }
示例#17
0
 /// <summary>
 /// Creates a new mesh with enough space to hold the a number of primitives using the specified layout. Indices can be
 /// referenced by multiple sub-meshes.
 /// </summary>
 /// <param name="numVertices">Number of vertices in the mesh.</param>
 /// <param name="numIndices">
 /// Number of indices in the mesh. Must be a multiple of primitive size as specified by provided topology.
 /// </param>
 /// <param name="subMeshes">
 /// Defines how are indices separated into sub-meshes, and how are those sub-meshes rendered. Sub-meshes may be rendered
 /// independently, each with a different material.
 /// </param>
 /// <param name="usage">Optimizes performance depending on planned usage of the mesh.</param>
 /// <param name="vertex">Controls how are vertices organized in the vertex buffer and what data they contain.</param>
 /// <param name="index">
 /// Size of indices, use smaller size for better performance, however be careful not to go over the number of vertices
 /// limited by the data type size.
 /// </param>
 public Mesh(int numVertices, int numIndices, SubMesh[] subMeshes, MeshUsage usage = MeshUsage.Static, VertexLayout vertex = VertexLayout.Position, IndexType index = IndexType.Index32)
 {
     Internal_create0(this, numVertices, numIndices, subMeshes, usage, vertex, index);
 }
示例#18
0
        /// <summary>
        /// Creates a new mesh from an existing mesh data. Created mesh will match the vertex and index buffers described
        /// by the mesh data exactly. Mesh will have no sub-meshes.
        /// </summary>
        /// <param name="data">Vertex and index data to initialize the mesh with.</param>
        /// <param name="topology">Determines how should the provided indices be interpreted by the pipeline. Default option
        ///                        is a triangle list, where three indices represent a single triangle.</param>
        /// <param name="usage">Optimizes performance depending on planned usage of the mesh.</param>
        public Mesh(MeshData data, MeshTopology topology = MeshTopology.TriangleList, MeshUsage usage = MeshUsage.Default)
        {
            int    numIndices = 0;
            IntPtr dataPtr    = IntPtr.Zero;

            if (data != null)
            {
                numIndices = data.IndexCount;
                dataPtr    = data.GetCachedPtr();
            }

            SubMesh[] subMeshes = { new SubMesh(0, numIndices, topology) };

            Internal_CreateInstanceMeshData(this, dataPtr, subMeshes, usage);
        }
示例#19
0
 /// <summary>
 /// Creates a new mesh with enough space to hold the a number of primitives using the specified layout. Indices can be
 /// referenced by multiple sub-meshes.
 /// </summary>
 /// <param name="data">Vertex and index data to initialize the mesh with.</param>
 /// <param name="subMeshes">
 /// Defines how are indices separated into sub-meshes, and how are those sub-meshes rendered. Sub-meshes may be rendered
 /// independently, each with a different material.
 /// </param>
 /// <param name="usage">Optimizes performance depending on planned usage of the mesh.</param>
 public Mesh(MeshData data, SubMesh[] subMeshes, MeshUsage usage = MeshUsage.Static)
 {
     Internal_create2(this, data, subMeshes, usage);
 }
示例#20
0
文件: Mesh.cs 项目: Ruu/BansheeEngine
        /// <summary>
        /// Creates a new mesh with enough space to hold the a number of primitives using the specified layout. All indices
        /// will be part of a single sub-mesh.
        /// </summary>
        /// <param name="numVertices">Number of vertices in the mesh.</param>
        /// <param name="numIndices">Number of indices in the mesh. </param>
        /// <param name="topology">Determines how should the provided indices be interpreted by the pipeline. Default option
        ///                        is a triangle list, where three indices represent a single triangle.</param>
        /// <param name="usage">Optimizes performance depending on planned usage of the mesh.</param>
        /// <param name="vertex">Controls how are vertices organized in the vertex buffer and what data they contain.</param>
        /// <param name="index">Size of indices, use smaller size for better performance, however be careful not to go over
        ///                     the number of vertices limited by the size.</param>
        public Mesh(int numVertices, int numIndices, MeshTopology topology = MeshTopology.TriangleList,
            MeshUsage usage = MeshUsage.Default, VertexType vertex = VertexType.Position,
            IndexType index = IndexType.Index32)
        {
            SubMesh[] subMeshes = {new SubMesh(0, numIndices, topology)};

            Internal_CreateInstance(this, numVertices, numIndices, subMeshes, usage, vertex, index);
        }