Adobe 65036570 User Guide - Page 344

Mesh generator properties

Page 344 highlights

ADOBE DIRECTOR 11.0 333 User Guide Mesh generator properties The mesh generator is the most complex model resource. It allows experienced 3D programmers to create complicated geometries at runtime. The mesh generator primitive's type property is #mesh and is created by the member's newMesh() method. The parameters included with that method describe how large the mesh will be. You can use the mesh deform modifier to manipulate vertex positions at runtime for #mesh or any other type of model resource. You can also use the #mesh primitive to change mesh properties directly, but this is usually not practical, because the mesh must be rebuilt mathematically after each modification. Use the following properties to work with mesh primitives: Property vertexList Access Get and set normalList Get and set texture Coordinate List Get and set texcoordlist colorList Get and set face.count Get face[index].v Get and set ertices face[index]. Get and set normals Description Value Range Vector values for each vertex in the mesh. Several Set the value to the faces may share a single vertex. number of vectors speci- fied in your newMesh call. Vector values for each normal in the mesh. Several faces may share a single normal. A normalized vector is one in which all components are of unit length. No default. Instead, set the value to the number of vectors specified in your newMesh call. You can use the generateNormals() method instead of specifying normals yourself. In that case, set 0 as the number of normals in your newMesh() call. The normals are calculated based on a clockwise vertex winding. That is to say, if you imagine the vertices being wound down a spindle, they would be wound from left to right, in a clockwise manner. A list of sublists identifying locations in an image used for texture-mapping a triangle. Each sublist contains two values between 0.0 and 1.0 that define a location and can be arbitrarily scaled to any texture size. No default. Instead, set the value to the number of two-element sublists specified in your newMesh call. List identifying every color in the mesh. Any color can be shared by several faces. Alternatively, specify texture coordinates for the mesh faces and apply a shader to models using this model resource. No default. Instead, set the value to the number of colors specified in your newMesh call. Number of triangles in the mesh. The number of faces specified in your newMesh call. List indicating which vertices to use for faces at designated index points. Set the value to a list of three integers specifying the indexes of the vertices in the vertexList that define this face. List indicating which normals to use for faces at designated index points. Set the value to a list of three integers specifying the indexes of the normals in the normalList that each point of the triangle should use. Don't set a value if you aren't defining your own normals.

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ADOBE DIRECTOR 11.0
User Guide
333
Mesh generator properties
The mesh generator is the most complex model resource. It allows experienced 3D programmers to create compli-
cated geometries at runtime.
The mesh generator primitive’s
type
property is
#mesh
and is created by the member’s
newMesh()
method. The
parameters included with that method describe how large the mesh will be.
You can use the mesh deform modifier to manipulate vertex positions at runtime for
#mesh
or any other type of
model resource. You can also use the
#mesh
primitive to change mesh properties directly, but this is usually not
practical, because the mesh must be rebuilt mathematically after each modification.
Use the following properties to work with mesh primitives:
Property
Access
Description
Value Range
vertexList
Get and set
Vector values for each vertex in the mesh. Several
faces may share a single vertex.
Set the value to the
number of vectors speci-
fied in your
newMesh
call.
normalList
Get and set
Vector values for each normal in the mesh. Several
faces may share a single normal. A normalized
vector is one in which all components are of
unit length.
You can use the
generateNormals()
method
instead of specifying normals yourself. In that
case, set 0 as the number of normals in your
newMesh()
call. The normals are calculated
based on a clockwise vertex winding. That is
to say, if you imagine the vertices being wound
down a spindle, they would be wound from left to
right, in a clockwise manner.
No default. Instead, set
the value to the number
of vectors specified in
your
newMesh
call.
texture
Coordinate
List
texcoordlist
Get and set
A list of sublists identifying locations in an image
used for texture-mapping a triangle. Each sublist
contains two values between 0.0 and 1.0 that
define a location and can be arbitrarily scaled to
any texture size.
No default. Instead, set
the value to the number
of two-element sublists
specified in your
newMesh
call.
colorList
Get and set
List identifying every color in the mesh. Any color
can be shared by several faces.
Alternatively, specify texture coordinates for the
mesh faces and apply a shader to models using
this model resource.
No default. Instead, set
the value to the number
of colors specified in your
newMesh
call.
face.count
Get
Number of triangles in the mesh.
The number of faces spec-
ified in your
newMesh
call.
face[
index
].v
ertices
Get and set
List indicating which vertices to use for faces at
designated index points.
Set the value to a list of
three integers specifying
the indexes of the vertices
in the
vertexList
that
define this face.
face[
index
].
normals
Get and set
List indicating which normals to use for faces at
designated index points.
Set the value to a list of
three integers specifying
the indexes of the normals
in the
normalList
that
each point of the triangle
should use. Don’t set a
value if you aren’t defining
your own normals.