Avogadro::Rendering::MeshGeometry#

class MeshGeometry : public Drawable#

The MeshGeometry is used for triangle mesh geometry.

Author

Marcus D. Hanwell

Subclassed by ArcSector, Quad

Unnamed Group

unsigned int addVertices(const Core::Array<Vector3f> &vertices, const Core::Array<Vector3f> &normals, const Core::Array<Vector4ub> &colors)#

Add vertices to the object. Note that this just adds vertices to the object. Use addTriangles with size_t indices to actually draw them.

Note

All arrays must be the same length, or this function call will fail, returning InvalidIndex.

Parameters:
  • vertices – The 3D vertex points to add to the drawable.

  • normals – The normal direction at the vertex.

  • colors – Vertex color. If not specified, use the current color() and opacity(). If the 3 component color is set, the current opacity() is used.

Returns:

The index of the first vertex added by this call, used to specify element arrays for the actual triangles.

unsigned int addVertices(const Core::Array<Vector3f> &vertices, const Core::Array<Vector3f> &normals, const Core::Array<Vector3ub> &colors)#

Add vertices to the object. Note that this just adds vertices to the object. Use addTriangles with size_t indices to actually draw them.

Note

All arrays must be the same length, or this function call will fail, returning InvalidIndex.

Parameters:
  • vertices – The 3D vertex points to add to the drawable.

  • normals – The normal direction at the vertex.

  • colors – Vertex color. If not specified, use the current color() and opacity(). If the 3 component color is set, the current opacity() is used.

Returns:

The index of the first vertex added by this call, used to specify element arrays for the actual triangles.

unsigned int addVertices(const Core::Array<Vector3f> &vertices, const Core::Array<Vector3f> &normals)#

Add vertices to the object. Note that this just adds vertices to the object. Use addTriangles with size_t indices to actually draw them.

Note

All arrays must be the same length, or this function call will fail, returning InvalidIndex.

Parameters:
  • vertices – The 3D vertex points to add to the drawable.

  • normals – The normal direction at the vertex.

  • colors – Vertex color. If not specified, use the current color() and opacity(). If the 3 component color is set, the current opacity() is used.

Returns:

The index of the first vertex added by this call, used to specify element arrays for the actual triangles.

Unnamed Group

void addTriangle(unsigned int index1, unsigned int index2, unsigned int index3)#

Add triangles to the mesh. Triangles are specified as 3-tuples of vertex indices. Must call addVertices first, and use the return value to obtain the valid index range.

void addTriangles(const Core::Array<unsigned int> &indices)#

Add triangles to the mesh. Triangles are specified as 3-tuples of vertex indices. Must call addVertices first, and use the return value to obtain the valid index range.

Unnamed Group

inline void setColor(const Vector3ub &c)#

The default color of the mesh. This is used to set the color of new vertices when no explicit vertex color is specified.

inline Vector3ub color() const#

The default color of the mesh. This is used to set the color of new vertices when no explicit vertex color is specified.

Unnamed Group

inline void setOpacity(unsigned char opacity_)#

The default opacity of the mesh. This is used when either no explicit vertex color is specified, or a three component color is used.

inline unsigned char opacity() const#

The default opacity of the mesh. This is used when either no explicit vertex color is specified, or a three component color is used.

Public Functions

MeshGeometry()#
MeshGeometry(const MeshGeometry &other)#
~MeshGeometry() override#
inline MeshGeometry &operator=(MeshGeometry)#
virtual void accept(Visitor&) override#

Accept a visit from our friendly visitor.

virtual void render(const Camera &camera) override#

Render the mesh geometry.

Parameters:

camera – The current camera to be used for rendering.

virtual void clear() override#

Clear the contents of the node.

inline size_t vertexCount() const#

Get the number of vertices.

inline size_t indexCount() const#

Get the number of vertices.

inline size_t triangleCount() const#

Get the number of triangles.

inline Core::Array<PackedVertex> vertices()#
inline Core::Array<unsigned int> triangles()#

Public Static Attributes

static const unsigned int InvalidIndex#

Friends

friend void swap(MeshGeometry &lhs, MeshGeometry &rhs)#
struct PackedVertex#

Public Functions

inline PackedVertex(const Vector4ub &c, const Vector3f &n, const Vector3f &v)#

Public Members

Vector4ub color#
Vector3f normal#
Vector3f vertex#
unsigned char padding[4]#

Public Static Functions

static inline int colorOffset()#
static inline int normalOffset()#
static inline int vertexOffset()#