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| Mesh (Vector< Vertex > &verts, Vector< unsigned int > &inds, VertexBufferLayout layout, glm::mat4 modelMatrix, unsigned int instances=1) |
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| Mesh (Vector< Vertex > &verts, Vector< unsigned int > &inds, unsigned int instances=1) |
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| Mesh (Shape &shape, unsigned int instances=1) |
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| Mesh (const std::string &file_name, unsigned int instances=1) |
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| Mesh (const std::string &file_name, Ptr< Shader > shader, unsigned int instances=1) |
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void | Update (const glm::mat4 &modelMatrix) |
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void | BindShader (Ref< Shader > shader) |
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Vector< Vertex > | GetVertices () |
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Vector< unsigned int > | GetIndices () |
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glm::mat4 | GetModelMatrix () |
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Shader & | GetShader () |
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void | SetVertices (Vector< Vertex > vertices) |
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void | SetIndices (Vector< unsigned int > indices) |
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void | Draw (Camera *camera) |
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unsigned int | GetID () |
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void | EditMesh () |
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void | ImGuiRender () |
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void | AddTexture (String file_name) |
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Ref< Texture > | GetTexture (int index) |
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Contains a Mesh.
Mesh is a class that contains a mesh. It is a derived class from Component. It contains a vector of vertices and indices. These vertices and indices are then rendered in the scene. It also contains a UI for the mesh. From the UI you can add and remove textures, choose the shader, and edit the mesh properties. The mesh properties include the model matrix, shininess, ambient strength, and specular strength. The mesh also contains a function to draw the mesh. This is automatically called by the model component.
Definition at line 31 of file Mesh.h.