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slot 0.0.1
A real time UI render framework
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#include <BuiltinMesh.h>


Public 成员函数 | |
| SphereMesh () | |
| void | Subdivide () |
| void | Update () override |
Public 成员函数 继承自 z8::BaseMesh | |
| BaseMesh () | |
| unsigned | VertexByteSize () const |
| unsigned | VertexElementSize () const |
| unsigned | VertexCount () const |
| unsigned | IndexByteSize () const |
| unsigned | IndexCount () const |
| void | ComputeNormals () |
| bool | Validate (std::string *error=nullptr) const |
Public 成员函数 继承自 z8::Resource | |
| virtual | ~Resource ()=default |
| bool | IsValid () const |
Public 属性 | |
| float | radius = 10 |
| unsigned | numSubdivisions = 6 |
Public 属性 继承自 z8::BaseMesh | |
| std::vector< Vertex > | V |
| std::vector< IndexTy > | I |
| NormalTy | NormalMode = NormalTy::Generate |
Public 属性 继承自 z8::Resource | |
| std::string | Id |
| ResourceTy | Type = ResourceTy::None |
额外继承的成员函数 | |
Public 类型 继承自 z8::BaseMesh | |
| using | IndexTy = uint16_t |
| SphereMesh::SphereMesh | ( | ) |

| void SphereMesh::Subdivide | ( | ) |
细分一次并复用相邻三角形的边中点,保持曲面顶点连续。

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overridevirtual |
| unsigned z8::SphereMesh::numSubdivisions = 6 |
| float z8::SphereMesh::radius = 10 |