A mesh contains the geometric (and optionally texture) data of the scene captured by spatial mapping. More...
Attributes | |
| int[] | nbVerticesInSubmesh = new int[(int)Constant.MAX_SUBMESH] |
| Total vertices in each chunk/submesh. More... | |
| int[] | nbTrianglesInSubmesh = new int[(int)Constant.MAX_SUBMESH] |
| Total triangles in each chunk/submesh. More... | |
| int[] | updatedIndices = new int[(int)Constant.MAX_SUBMESH] |
| Total indices per chunk/submesh. More... | |
| int | nbVertices = 0 |
| Vertex count in current submesh. More... | |
| int | nbTriangles = 0 |
| Triangle point counds in current submesh. (Every three values are the indexes of the three vertexes that make up one triangle) More... | |
| int | nbUpdatedSubmesh = 0 |
| How many submeshes were updated. More... | |
| Vector3[] | vertices = new Vector3[(int)Constant.MAX_SUBMESH] |
| Vertices of the mesh. More... | |
| int[] | triangles = new int[(int)Constant.MAX_SUBMESH] |
| Contains the index of the vertices. More... | |
| Vector2[] | uvs = null |
| 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. More... | |
| IntPtr | textures = IntPtr.Zero |
| Texture of the mesh More... | |
| int[] | texturesSize = new int[2] |
| Width and height of the mesh texture, if any. More... | |
| Dictionary< int, Chunk > | chunks = new Dictionary<int, Chunk>((int)Constant.MAX_SUBMESH) |
| Dictionary of all existing chunks. More... | |
A mesh contains the geometric (and optionally texture) data of the scene captured by spatial mapping.
| int [] nbVerticesInSubmesh = new int[(int)Constant.MAX_SUBMESH] |
Total vertices in each chunk/submesh.
| int [] nbTrianglesInSubmesh = new int[(int)Constant.MAX_SUBMESH] |
Total triangles in each chunk/submesh.
| int [] updatedIndices = new int[(int)Constant.MAX_SUBMESH] |
Total indices per chunk/submesh.
| int nbVertices = 0 |
Vertex count in current submesh.
| int nbTriangles = 0 |
Triangle point counds in current submesh. (Every three values are the indexes of the three vertexes that make up one triangle)
| int nbUpdatedSubmesh = 0 |
How many submeshes were updated.
| Vector3 [] vertices = new Vector3[(int)Constant.MAX_SUBMESH] |
Vertices of the mesh.
| int [] triangles = new int[(int)Constant.MAX_SUBMESH] |
Contains the index of the vertices.
| Vector2 [] uvs = null |
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.
| IntPtr textures = IntPtr.Zero |
Texture of the mesh
| int [] texturesSize = new int[2] |
Width and height of the mesh texture, if any.
| Dictionary<int, Chunk> chunks = new Dictionary<int, Chunk>((int)Constant.MAX_SUBMESH) |
Dictionary of all existing chunks.