field.kit.gl.scene

Mesh

class Mesh extends Spatial with RenderStateable with Triangulator

Base class for all sorts of polygon mesh geometry

To encourage encapsulation and for better readability additional functionality is added via Traits

attributes: abstract
known subclasses: Stroke2D, Sphere, Quad, Plane, Box

Inherits

  1. Triangulator
  2. RenderStateable
  3. Spatial
  4. Drawable
  5. Renderable
  6. BaseNode
  7. Node
  8. Logger
  9. AnyRef
  10. Any

Value Members

  1. var colour: Colour

    This objects default colour

    This objects default colour

  2. var data: MeshData

    Stores the actual data buffers

    Stores the actual data buffers

  3. def draw: Unit

    Draws this Mesh

    Draws this Mesh

  4. def equals(arg0: Any): Boolean

    This method is used to compare the receiver object (this) with the argument object (arg0) for equivalence

    This method is used to compare the receiver object (this) with the argument object (arg0) for equivalence.

    The default implementations of this method is an equivalence relation:

    • It is reflexive: for any instance x of type Any, x.equals(x) should return true.
    • It is symmetric: for any instances x and y of type Any, x.equals(y) should return true if and only if y.equals(x) returns true.
    • It is transitive: for any instances x, y, and z of type AnyRef if x.equals(y) returns true and y.equals(z) returns true, then x.equals(z) should return true.

    If you override this method, you should verify that your implementation remains an equivalence relation. Additionally, when overriding this method it is often necessary to override hashCode to ensure that objects that are "equal" (o1.equals(o2) returns true) hash to the same Int (o1.hashCode.equals(o2.hashCode)).

    arg0

    the object to compare against this object for equality.

    returns

    true if the receiver object is equivalent to the argument; false otherwise.

    definition classes: AnyRef ⇐ Any
  5. def error(m: Any*): Unit

  6. def fatal(code: Int, m: Any*): Unit

  7. def fatal(m: Any*): Unit

  8. def fine(m: Any*): Unit

  9. def gl: GL

  10. def hashCode(): Int

    Returns a hash code value for the object

    Returns a hash code value for the object.

    The default hashing algorithm is platform dependent.

    Note that it is allowed for two objects to have identical hash codes (o1.hashCode.equals(o2.hashCode)) yet not be equal (o1.equals(o2) returns false). A degenerate implementation could always return 0. However, it is required that if two objects are equal (o1.equals(o2) returns true) that they have identical hash codes (o1.hashCode.equals(o2.hashCode)). Therefore, when overriding this method, be sure to verify that the behavior is consistent with the equals method.

    definition classes: AnyRef ⇐ Any
  11. def info(m: Any*): Unit

  12. var isVisible: Boolean

  13. def logName: String

  14. def logName_=(name: String): Unit

  15. var name: String

    The name of this node

    The name of this node

    definition classes: Node
  16. var parent: Node

    This node's parent

    This node's parent

    definition classes: Node
  17. def randomizeColours: Unit

  18. def render: Unit

  19. var rotation: Vec3

  20. var scale: Vec3

  21. def solidColour(c: Colour): Unit

  22. def state[T <: RenderState](clazz: Class[T]): T

    definition classes: RenderStateable
  23. var states: ArrayBuffer[RenderState]

  24. def toString(): String

    Returns a string representation of the object

    Returns a string representation of the object.

    The default representation is platform dependent.

    definition classes: AnyRef ⇐ Any
  25. def toggleVisibility: Unit

  26. var translation: Vec3

  27. var triangleCount: Int

  28. def triangulate: Unit

  29. def triangulate(vertexCount: Int, vertices: FloatBuffer, indices: IntBuffer): Unit

    Reads vertices from the vertexbuffer and constructs triangles from it

    Reads vertices from the vertexbuffer and constructs triangles from it

    TODO this is essentially a 2D triangulation only and will probably cause problems when used in 3D to fix this have a look at Processings PGraphics3D class

    definition classes: Triangulator
  30. def warn(m: Any*): Unit

Instance constructors

  1. new Mesh(name: String)

  2. new Mesh()