Fove SDK  v1.3.1
Public Attributes | List of all members
Fove_ColliderMesh Struct Reference

Define a mesh collider shape. More...

#include <FoveAPI.h>

Collaboration diagram for Fove_ColliderMesh:
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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...
 

Detailed Description

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.

Member Data Documentation

◆ indices

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.

◆ vertexCount

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.

◆ vertices

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".