59 inline const string&
getId()
const {
Represents a model face, consisting of vertex, normal, tangent and bitangent vectors,...
Node faces entity A node can have multiple entities containing faces and a applied material.
const vector< int32_t > & getLOD3Indices() const
const vector< Face > & getFaces() const
float getLOD2Distance() const
const vector< int32_t > & getLOD2Indices() const
FacesEntity()
Public constructor.
void setMaterial(Material *material)
Set up the entity's material.
void determineFeatures()
Determine features.
vector< int32_t > lod1Indices
vector< int32_t > lod2Indices
bool textureCoordinatesAvailable
const string & getId() const
float getLOD1Distance() const
bool isTextureCoordinatesAvailable() const
void setLOD1Distance(float lod1Distance)
Set LOD1 distance.
vector< int32_t > lod3Indices
float getLOD3Distance() const
void setLOD2Indices(const vector< int32_t > &lod2Indices)
Set LOD2 indices.
const Material * getMaterial() const
bool isTangentBitangentAvailable() const
void setLOD2Distance(float lod2Distance)
Set LOD2 distance.
void setLOD3Distance(float lod3Distance)
Set LOD3 distance.
const vector< int32_t > & getLOD1Indices() const
void setLOD1Indices(const vector< int32_t > &lod1Indices)
Set LOD1 indices.
void setLOD3Indices(const vector< int32_t > &lod3Indices)
Set LOD3 indices.
bool tangentBitangentAvailable
void setFaces(const vector< Face > &faces)
Set up entity's faces.
const vector< Vector3 > & getBitangents() const
const vector< Vector3 > & getTangents() const
const vector< Vector2 > & getTextureCoordinates() const