Squeak Class Documentation category index | class index  
 
B3DIndexedMesh
  category: Balloon3D-Meshes
  superclass: B3DGeometry
  subclasses: B3DIndexedQuadMesh B3DIndexedTriangleMesh

I represent a generic indexed face mesh. My subclasses define what kind of primitive objects I can represent.

instance methods
  accessing
  animationIndex
animationIndex:
animationParameter
animationParameter:
boundingBox
faceNormals
faces
faces:
texCoords
texCoords:
vertexColors
vertexColors:
vertexNormals
vertexNormals:
vertices
vertices:

  converting
  asSimpleMesh

  displaying
  renderOn:

  modifying
  centerAtZero
transformBy:
translateBy:

  optimizations
  optimizeMeshLayout

  private
  computeBoundingBox
computeFaceNormals
computeVertexNormals

  testing
  hasVertexColors

class methods
  class initialization
  flushVRMLCache
initialize

  examples
  sampleRect
sampleRect:

  vrml support
  vrmlCreateBottomFaces
vrmlCreateBoxFaces
vrmlCreateCone:bottom:
vrmlCreateConeFaces
vrmlCreateCylinder:bottom:top:
vrmlCreateCylinderFaces
vrmlCreateSphereFaces
vrmlCreateTopFaces
vrmlSteps

  vrml97 prototypes
  vrml97Box
vrml97Cone
vrml97Cone:bottom:
vrml97Cylinder
vrml97Cylinder:bottom:top:
vrml97Sphere

instance methods
  accessing top  
 

animationIndex


 

animationIndex:


 

animationParameter


 

animationParameter:


 

boundingBox


 

faceNormals


 

faces


 

faces:


 

texCoords


 

texCoords:


 

vertexColors


 

vertexColors:


 

vertexNormals


 

vertexNormals:


 

vertices


 

vertices:


  converting top  
 

asSimpleMesh

Convert the receiver into a very simple mesh representation


  displaying top  
 

renderOn:


  modifying top  
 

centerAtZero


 

transformBy:

Modify the mesh by transforming it using a matrix; this allows us to change the insertion point of the mesh


 

translateBy:


  optimizations top  
 

optimizeMeshLayout

Optimize the layout of the indexed mesh for primitive operations.
Optimzed layouts include triangle/quad strips and fans and
will result in MUCH better performance during rendering.
However, optimizations are generally time-consuming so
you better don't call this method too often.


  private top  
 

computeBoundingBox


 

computeFaceNormals


 

computeVertexNormals


  testing top  
 

hasVertexColors


class methods
  class initialization top  
 

flushVRMLCache

B3DIndexedMesh flushVRMLCache


 

initialize

B3DIndexedMesh initialize


  examples top  
 

sampleRect


 

sampleRect:


  vrml support top  
 

vrmlCreateBottomFaces


 

vrmlCreateBoxFaces


 

vrmlCreateCone:bottom:


 

vrmlCreateConeFaces


 

vrmlCreateCylinder:bottom:top:


 

vrmlCreateCylinderFaces


 

vrmlCreateSphereFaces

B3DIndexedMesh vrmlCreateSphereFaces


 

vrmlCreateTopFaces


 

vrmlSteps

Return the number of steps for rotational objects


  vrml97 prototypes top  
 

vrml97Box

Return a mesh representing a VRML97 Box


 

vrml97Cone

Return a mesh representing a VRML97 Cone


 

vrml97Cone:bottom:

Return a mesh representing a VRML97 Cone


 

vrml97Cylinder

Return a mesh representing a VRML97 Cylinder


 

vrml97Cylinder:bottom:top:

Return a mesh representing a VRML97 Cylinder


 

vrml97Sphere

Return a mesh representing a VRML97 Sphere