Vertices Engine  v1.9.2.92
A Cross Platform game engine developed by Virtex Edge Design.
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VerticesEngine.Graphics.vxTerrainMeshPart Class Reference

The model mesh part which holds the Geometry data such as Vertices, Normal, UV Texture Coordinates, Binormal and Tangent data. More...

Inheritance diagram for VerticesEngine.Graphics.vxTerrainMeshPart:
VerticesEngine.Graphics.vxModelMeshPart

Public Member Functions

Vector3 GetPositionAt (int x, int y)
 Returns the Position of a Vertices given a Grid Coordinate of X and Y.
 
 vxTerrainMeshPart (Texture2D HeightMap, int CellSize)
 Creates a Terrain mesh Part.
 
 vxTerrainMeshPart (float[,] HeightData, int CellSize)
 
void RefreshMesh ()
 
override void SetData (vxMeshVertex[] vertices, ushort[] indices)
 
void GenerateVertices ()
 Generates a Grid with the Dimension.
 
void CalculateNormals ()
 
virtual void UpdateDynamicVertexBuffer ()
 
virtual void UpdateDynamicIndexBuffer ()
 
- Public Member Functions inherited from VerticesEngine.Graphics.vxModelMeshPart
 vxModelMeshPart (string modelPath, ModelMeshPart part)
 Initializes a new instance of the T:VerticesEngine.Base.vxModelMeshPart class.
 
 vxModelMeshPart (vxMeshVertex[] vertices, ushort[] indices, int primitiveCount)
 Initializes a new instance of the T:VerticesEngine.Graphics.vxModelMeshPart class.
 
 vxModelMeshPart (Vector3[] vertices, ushort[] indices, int primitiveCount)
 
virtual void GetData (out vxMeshVertex[] vertices, out ushort[] indices)
 
virtual void Draw (Effect drawEffect)
 Draws this mesh with the given effect.
 
void Dispose ()
 

Public Attributes

vxMeshVertex[] MeshVertices
 The vertices for this Mesh. By default for the Vertices Engine, it includes Position, Normal, UV Texture Coordinate, Tangent and BiNormal.
 
ushort[] Indices
 The indices of this Mesh.
 
float[,] HeightData
 
Vector3 Position
 
Vector3[] VerticesPoints
 Gets or sets the collection of Vertices.
 
Vector3 MaxPoint = new Vector3(float.MinValue, float.MinValue, float.MinValue)
 
Vector3 MinPoint = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue)
 
- Public Attributes inherited from VerticesEngine.Graphics.vxModelMeshPart
int TriangleCount = 0
 
int VertexCount
 
VertexBuffer VertexBuffer
 The vertex buffer.
 
IndexBuffer IndexBuffer
 The index buffer.
 
object Tag
 Mesh Name.
 
int StartIndex = 0
 
int VertexOffset = 0
 

Properties

int Dimension [get, set]
 
float CellSize [get, set]
 
Texture2D DisplacementMap [get, set]
 
float MaxHeight [get, set]
 Gets or sets the max height of the terrain.
 
float this[int i, int j] [get, set]
 Indexer to Access Height Data Array.
 
- Properties inherited from VerticesEngine.Graphics.vxModelMeshPart
int NumVertices [get]
 Gets the number vertices.
 

Detailed Description

The model mesh part which holds the Geometry data such as Vertices, Normal, UV Texture Coordinates, Binormal and Tangent data.

Constructor & Destructor Documentation

◆ vxTerrainMeshPart()

VerticesEngine.Graphics.vxTerrainMeshPart.vxTerrainMeshPart ( Texture2D HeightMap,
int CellSize )

Creates a Terrain mesh Part.

Parameters
Engine
HeightMap
Position
CellSize

Member Function Documentation

◆ GetPositionAt()

Vector3 VerticesEngine.Graphics.vxTerrainMeshPart.GetPositionAt ( int x,
int y )

Returns the Position of a Vertices given a Grid Coordinate of X and Y.

Parameters
x
y
Returns

◆ SetData()

override void VerticesEngine.Graphics.vxTerrainMeshPart.SetData ( vxMeshVertex[] vertices,
ushort[] indices )
virtual

Member Data Documentation

◆ VerticesPoints

Vector3 [] VerticesEngine.Graphics.vxTerrainMeshPart.VerticesPoints

Gets or sets the collection of Vertices.

The vertices.

Property Documentation

◆ MaxHeight

float VerticesEngine.Graphics.vxTerrainMeshPart.MaxHeight
getset

Gets or sets the max height of the terrain.

The height of the max.

◆ this[int i, int j]

float VerticesEngine.Graphics.vxTerrainMeshPart.this[int i, int j]
getset

Indexer to Access Height Data Array.

Parameters
i
j
Returns

The documentation for this class was generated from the following file: