Meshes
- Function LoadMesh(mesh_file$)
Returns a mesh id for the loaded mesh.
Supported formats:
- Animated objects: B3D files (.b3d, r, skeleton), Microsoft DirectX (.x, r), (binary & text, skeleton), Milkshape (.ms3d, r, skeleton), Quake 3 models (.md3, r, morph), Quake 2 models (.md2, r, morph).
- Static objects: Irrlicht scenes (.irr, r/w), Irrlicht static meshes (.irrmesh, r/w), 3D Studio meshes (.3ds, r), Alias Wavefront Maya (.obj, r/w), Lightwave Objects (.lwo, r), COLLADA 1.4 (.xml, dae, r/w), OGRE meshes (.mesh, r), My3DTools 3 (.my3D, r), Pulsar LMTools (.lmts, r), Quake 3 levels (.bsp, r), DeleD (.dmf, r), FSRad oct (.oct, r), Cartography shop 4 (.csm, r), STL 3D files (.stl, r/w), PLY 3D files (.ply, r/w).
See also
- Sub DeleteMesh(mesh)
Removes a mesh from memory.
- Function CreateMesh()
Returns a new mesh
- Sub AddMeshBuffer(mesh, vertex_count, ByRef vertex_data, ByRef normal_data, ByRef uv_data, index_count, ByRef index_data)
Sets the vertices, normals, and texture coordinates for a mesh
See also
- Function LoadMeshFromArchive(archive$, mesh_file$)
-
Returns a mesh id for the loaded mesh.
Supported formats:
- Animated objects: B3D files (.b3d, r, skeleton), Microsoft DirectX (.x, r), (binary & text, skeleton), Milkshape (.ms3d, r, skeleton), Quake 3 models (.md3, r, morph), Quake 2 models (.md2, r, morph).
- Static objects: Irrlicht scenes (.irr, r/w), Irrlicht static meshes (.irrmesh, r/w), 3D Studio meshes (.3ds, r), Alias Wavefront Maya (.obj, r/w), Lightwave Objects (.lwo, r), COLLADA 1.4 (.xml, dae, r/w), OGRE meshes (.mesh, r), My3DTools 3 (.my3D, r), Pulsar LMTools (.lmts, r), Quake 3 levels (.bsp, r), DeleD (.dmf, r), FSRad oct (.oct, r), Cartography shop 4 (.csm, r), STL 3D files (.stl, r/w), PLY 3D files (.ply, r/w).
See also
- Function CreatePlaneMesh(w, h, tileCount_w, tileCount_h)
Creates a flat plane w, h - The width and height of the plane tileCount_w, TileCount_h - The number of subdivisions across and down the plane
- Function LoadAN8(an8_file$)
Loads an an8 project and returns an id that can be used in LoadMeshFromAN8()
See also
- Function LoadMeshFromAN8(an8_project, an8_scene$)
Loads the figures in an anim8or scene as a mesh Note: This only loads figures from a scene and it loads meshes not anim8or objects
See also
- Function GetNumAN8Scenes(an8_project)
Returns the number of scenes in an an8 project
See also
- Function GetAN8SceneName$(an8_project, scene_num)
Returns the name of a scene in an an8 project.
- Function CreateConeMesh(radius, cone_length, tesselation, top_color, bottom_color)
Create a cone mesh
- Function CreateCylinderMesh(radius, cylinder_length, tesselation, color, close_top)
Create a cylinder mesh
- Function CreateVolumeLightMesh(u, v, foot_color, tail_color, lp_distance, dim_x, dim_y, dim_z)
Create a mesh to represent a light volume.
- Sub DeleteAN8(an8_project)
Clears a anim8or project from program memory.
- Sub SetMeshBoundingBox(mesh, min_x, min_y, min_z, max_x, max_y, max_z)
Sets the min and max corners of a meshes bounding box. NOTE: Physics shapes are determined from the bounding box data so you should adjust this before setting the shape.
- Sub GetMeshBoundingBox(mesh, ByRef min_x, ByRef min_y, ByRef min_z, ByRef max_x, ByRef max_y, ByRef max_z)
Gets the min and max corners of a mesh’s bounding box
- Sub ReCalculateMeshBoundingBox(mesh)
Sets the bounding box for a mesh based of its current data
See also
- Function MakePlanarTextureMap(mesh, resolution)
Makes a planar texture map for the mesh.
Resolution is a ratio of the world space to texture space NOTE: Value should be between 0 and 1, a recommended value to start with is 0.001.
- Sub ReCalculateMeshNormals(mesh)
Calculates the facing direction of the normals in a mesh.
- Function GetMeshPolygonCount(mesh)
Returns the number of polygons in a mesh
- Sub FlipMeshSurfaces(mesh)
Changes the facing direction of triangles in a mesh.
- Function SetMeshBuffer(mesh_id, buffer_num, vertex_count, ByRef vertex_data, ByRef normal_data, ByRef uv_data, index_count, ByRef index_data)
Sets the contents of a mesh buffer. Buffer_num must already exists in mesh.
Returns TRUE if successful and FALSE if not
- Function GetMeshBufferCount(mesh_id)
Returns the number of mesh buffers in a mesh.
- Function GetMeshBufferVertexCount(mesh_id, buffer_index)
Returns the number of vertices in a mesh buffer.
- Function GetMeshBufferIndexCount(mesh_id, buffer_index)
Returns the number of indices in a mesh buffer.
- Function GetMeshBuffer(mesh_id, buffer_index, ByRef vertex_data, ByRef normal_data, ByRef uv_data, ByRef index_data)
Gets the data in a mesh buffer.
Returns TRUE if successful and FALSE if not.