#include <TranslationMesh.h>
Inheritance diagram for LampForMaya::TranslationMesh:
Public Member Functions | |
virtual | ~TranslationMesh () |
デストラクタ | |
virtual bool | convertToLamp (Scene *scene)=0 |
Lampへの変換. | |
virtual String | getName () const |
名前の取得 | |
virtual void | compilePivot (const Vector3 &pivot) |
ピボットのコンパイル | |
virtual bool | logicalCheck ()=0 |
論理チェック | |
virtual void | setMaterialName (const String &materialName) |
マテリアル名の設定 | |
virtual void | addPosition (const Vector3 &position) |
位置の追加 | |
virtual void | addNormal (const Vector3 &normal) |
法線の追加 | |
virtual void | addColor (const Color4f &color) |
色の追加 | |
virtual void | addUV (const TexCoord2 &uv) |
UVの追加. | |
virtual void | setUVSetCount (int uvSetCount) |
UVセット数の設定. | |
virtual bool | isRigidMesh () const |
剛体メッシュかどうか | |
virtual TranslationRigidMesh * | castRigidMesh () const |
剛体メッシュへのキャスト | |
virtual bool | isCharacterMesh () const |
キャラクタメッシュかどうか | |
virtual TranslationCharacterMesh * | castCharacterMesh () const |
キャラクタメッシュへのキャスト | |
Protected Member Functions | |
TranslationMesh (const String &initializeName) | |
コンストラクタ | |
virtual bool | vertexLogicalCheck () |
頂点論理チェック | |
Protected Attributes | |
String | name_ |
名前 | |
String | materialName_ |
マテリアル名 | |
ArrayList< Vector3 > | positions_ |
位置配列 | |
ArrayList< Vector3 > | normals_ |
法線配列 | |
ArrayList< Color4f > | colors_ |
色配列 | |
ArrayList< TexCoord2 > | uvs_ |
UV配列. | |
int | uvSetCount_ |
UVセット数. | |
Friends | |
class | TranslationMeshManager |
Definition at line 41 of file TranslationMesh.h.
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コンストラクタ
Definition at line 32 of file TranslationMesh.cpp. |
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色の追加
Definition at line 101 of file TranslationMesh.h. References colors_. Referenced by LampForMaya::TranslationStandardModel::analyze(), and LampForMaya::TranslationCharacterModel::analyzeMesh(). |
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法線の追加
Definition at line 95 of file TranslationMesh.h. References normals_. Referenced by LampForMaya::TranslationStandardModel::analyze(), and LampForMaya::TranslationCharacterModel::analyzeMesh(). |
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位置の追加
Definition at line 87 of file TranslationMesh.h. References positions_. Referenced by LampForMaya::TranslationStandardModel::analyze(), and LampForMaya::TranslationCharacterModel::analyzeMesh(). |
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UVの追加.
Definition at line 107 of file TranslationMesh.h. References uvs_. Referenced by LampForMaya::TranslationStandardModel::analyze(), and LampForMaya::TranslationCharacterModel::analyzeMesh(). |
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キャラクタメッシュへのキャスト
Definition at line 146 of file TranslationMesh.h. References isCharacterMesh(). |
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剛体メッシュへのキャスト
Definition at line 128 of file TranslationMesh.h. References isRigidMesh(). |
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ピボットのコンパイル
Reimplemented in LampForMaya::TranslationRigidMesh. Definition at line 66 of file TranslationMesh.h. Referenced by LampForMaya::TranslationModel::compilePivot(). |
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Lampへの変換.
Implemented in LampForMaya::TranslationCharacterMesh, and LampForMaya::TranslationRigidMesh. Referenced by LampForMaya::TranslationMeshManager::convertToLamp(). |
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名前の取得
Definition at line 60 of file TranslationMesh.h. References name_. |
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キャラクタメッシュかどうか
Reimplemented in LampForMaya::TranslationCharacterMesh. Definition at line 140 of file TranslationMesh.h. Referenced by castCharacterMesh(). |
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剛体メッシュかどうか
Reimplemented in LampForMaya::TranslationRigidMesh. Definition at line 122 of file TranslationMesh.h. Referenced by castRigidMesh(). |
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論理チェック
Implemented in LampForMaya::TranslationCharacterMesh, and LampForMaya::TranslationRigidMesh. |
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マテリアル名の設定
Definition at line 79 of file TranslationMesh.h. References materialName_. Referenced by LampForMaya::TranslationStandardModel::analyze(), and LampForMaya::TranslationCharacterModel::analyzeMesh(). |
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UVセット数の設定.
Definition at line 113 of file TranslationMesh.h. References uvSetCount_. Referenced by LampForMaya::TranslationStandardModel::analyze(), and LampForMaya::TranslationCharacterModel::analyzeMesh(). |
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頂点論理チェック
Definition at line 41 of file TranslationMesh.cpp. References colors_, MayaErrorOut, name_, normals_, positions_, uvs_, and uvSetCount_. Referenced by LampForMaya::TranslationRigidMesh::logicalCheck(), and LampForMaya::TranslationCharacterMesh::logicalCheck(). |