Represents a sub-mesh, it contains local vertices and triangles. More...
| General Functions | |
| Chunk () | |
| Default constructor which creates an empty Chunk.  More... | |
| ~Chunk () | |
| Chunk destructor.  More... | |
| void | clear () | 
| Clears all chunk data.  More... | |
| Attributes | |
| std::vector< float3 > | vertices | 
| std::vector< uint3 > | triangles | 
| std::vector< float3 > | normals | 
| std::vector< float2 > | uv | 
| unsigned long long | timestamp | 
| float3 | barycenter | 
| bool | has_been_updated | 
Represents a sub-mesh, it contains local vertices and triangles.
Vertices and normals have the same size and are linked by id stored in triangles.
| void clear | ( | ) | 
Clears all chunk data.
| std::vector<float3> vertices | 
Vertices are defined by a 3D point {x,y,z}.
| std::vector<uint3> triangles | 
Triangles (or faces) contains the index of its three vertices. It corresponds to the 3 vertices of the triangle {v1, v2, v3}.
| std::vector<float3> normals | 
Normals are defined by three components, {nx, ny, nz}. Normals are defined for each vertices.
| std::vector<float2> uv | 
UVs defines the 2D projection of each vertices onto the Texture. 
 Values are normalized [0;1], starting from the bottom left corner of the texture (as requested by opengl). 
 In order to display a textured mesh you need to bind the Texture and then draw each triangles by picking its uv values.
| unsigned long long timestamp | 
Timestamp of the latest update.
| float3 barycenter | 
3D centroid of the chunk.
| bool has_been_updated | 
True if the chunk has been updated by an inner process.