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Fove SDK
v1.2.0
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Define a mesh collider shape. More...
#include <FoveAPI.h>

Public Attributes | |
| Fove_BoundingBox | boundingBox = {} |
| If null the bounding box is re-calculated internally. | |
| unsigned int * | indices = nullptr |
| The vertex indices defining the triangles of the mesh. More... | |
| unsigned int | triangleCount = 0 |
| The number of triangle present in the mesh. | |
| unsigned int | vertexCount = 0 |
| The number of element in the vertex buffer. More... | |
| float * | vertices = nullptr |
| The vertices of the mesh. More... | |
Define a mesh collider shape.
A mesh collider can either be defined through a triangle list or through a vertex/index buffer set. If the index buffer pointer is null, then the vertex buffer is interpreted as a regular triangle list.
| unsigned int* Fove_ColliderMesh::indices = nullptr |
The vertex indices defining the triangles of the mesh.
Triangles are listed one after the others (and not combined using a fan or strip algorithm). The number of elements must equal 3 x triangleCount.
Outward faces are defined to be specified counter-clockwise. Face-direction information is not currently used but may be in the future.
If null, the vertices are interpreted as a simple triangle list.
| unsigned int Fove_ColliderMesh::vertexCount = 0 |
The number of element in the vertex buffer.
Note that one vertex has three component (X, Y, Z). So the size of vertices array is 3 x vertexCount.
| float* Fove_ColliderMesh::vertices = nullptr |
The vertices of the mesh.
It contains the X, Y, Z positions of mesh vertices. Triangles are defined using "indices".
1.8.17