53 Face(
Node*
node, int32_t vi0, int32_t vi1, int32_t vi2, int32_t ni0, int32_t ni1, int32_t ni2);
69 Face(
Node*
node, int32_t vi0, int32_t vi1, int32_t vi2, int32_t ni0, int32_t ni1, int32_t ni2, int32_t vt0, int32_t vt1, int32_t vt2);
Represents a model face, consisting of vertex, normal, tangent and bitangent vectors,...
array< int32_t, 3 > textureCoordinateIndices
void setIndexedRenderingIndices(const array< int32_t, 3 > &indices)
Prepared this face for indexed rendering.
array< int32_t, 3 > vertexIndices
void setNormalIndices(int32_t ni0, int32_t ni1, int32_t ni2)
Set normal indices.
void setTextureCoordinateIndices(int32_t vt0, int32_t vt1, int32_t vt2)
Set up optional texture coordinate indices.
Face()
Public constructor.
void setTangentIndices(int32_t ti0, int32_t ti1, int32_t ti2)
Set tangent indices.
array< int32_t, 3 > tangentIndices
const array< int32_t, 3 > & getNormalIndices() const
array< int32_t, 3 > normalIndices
void setBitangentIndices(int32_t bi0, int32_t bi1, int32_t bi2)
Set bitangent indices.
const array< int32_t, 3 > & getBitangentIndices() const
const array< int32_t, 3 > & getTextureCoordinateIndices() const
const array< int32_t, 3 > & getVertexIndices() const
const array< int32_t, 3 > & getTangentIndices() const
array< int32_t, 3 > bitangentIndices