Mesh Class Reference

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, Chunkchunks = new Dictionary<int, Chunk>((int)Constant.MAX_SUBMESH)
 Dictionary of all existing chunks. More...
 

Detailed Description

A mesh contains the geometric (and optionally texture) data of the scene captured by spatial mapping.

Variables

◆ nbVerticesInSubmesh

int [] nbVerticesInSubmesh = new int[(int)Constant.MAX_SUBMESH]

Total vertices in each chunk/submesh.

◆ nbTrianglesInSubmesh

int [] nbTrianglesInSubmesh = new int[(int)Constant.MAX_SUBMESH]

Total triangles in each chunk/submesh.

◆ updatedIndices

int [] updatedIndices = new int[(int)Constant.MAX_SUBMESH]

Total indices per chunk/submesh.

◆ nbVertices

int nbVertices = 0

Vertex count in current submesh.

◆ nbTriangles

int nbTriangles = 0

Triangle point counds in current submesh. (Every three values are the indexes of the three vertexes that make up one triangle)

◆ nbUpdatedSubmesh

int nbUpdatedSubmesh = 0

How many submeshes were updated.

◆ vertices

Vector3 [] vertices = new Vector3[(int)Constant.MAX_SUBMESH]

Vertices of the mesh.

◆ triangles

int [] triangles = new int[(int)Constant.MAX_SUBMESH]

Contains the index of the vertices.

◆ uvs

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.

◆ textures

IntPtr textures = IntPtr.Zero

Texture of the mesh

◆ texturesSize

int [] texturesSize = new int[2]

Width and height of the mesh texture, if any.

◆ chunks

Dictionary<int, Chunk> chunks = new Dictionary<int, Chunk>((int)Constant.MAX_SUBMESH)

Dictionary of all existing chunks.