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Vertex

class Vertex

This class is responsible to store vertex and mesh data of a model or a mesh that you've created. Is recommended to use all methods that use/return an NativeBuffer to better performance

Like:

// Low performance
List vertices = vertex.getVertices();

// High performance
NativeFloatBuffer vertices = vertex.getVerticesBuffer();

All NativeBuffers are implemented in C++ for faster performance.


public class Vertex

— Constructors (1) —

ConstructorDescription
Vertex()Creates a new Vertex.

— Methods (54) —

NameDescription
List\<Vector3> getVertices()Return all vertices of the vertex on a List.
float[] getVerticesArray()Return all vertices of the vertex on a float array.
NativeFloatBuffer getVerticesBuffer()Return all vertices of the vertex on a NativeFloatBuffer.
void setVertices(List\<Vector3> value)Set all vertice data through a List.
void setVertices(float[] value)Set all vertice data through a float array.
void setVertices(NativeFloatBuffer value)Set all vertice data through a NativeFloatBuffer.
void setVertices(Vector3Buffer value)Set all vertice data through a Vector3Buffer.
List\<Vector3> getTriangles()Return all triangles of the vertex on an List.
int[] getTrianglesArray()Return all triangles of the vertex on an int array.
NativeIntBuffer getTrianglesBuffer()Return all triangles of the vertex on a NativeIntBuffer.
void setTriangles(List\<Vector3> value)Set all triangle data through a List.
void setTriangles(int[] value)Set all triangle data through an int array.
void setTriangles(NativeIntBuffer value)Set all triangle data through a NativeIntBuffer.
void setTriangles(Point3Buffer value)Set all triangle data through a Point3Buffer.
List\<Vector3> getNormals()Return all normal data of the vertex on a List.
float[] getNormalsArray()Return all normal data of the vertex on a float array.
NativeFloatBuffer getNormalsBuffer()Return all normal data of the vertex on a NativeFloatBuffer.
void setNormals(List\<Vector3> value)Set all normal data through a List.
void setNormals(float[] value)Set all normal data through a float array.
void setNormals(NativeFloatBuffer value)Set all normal data through a NativeFloatBuffer.
void setNormals(Vector3Buffer value)Set all normal data through a Vector3Buffer.
List\<Vector2> getUVs()Return all uv data of the vertex on a List.
[float[]] getUVsArray()Return all uv data of the vertex on a float array.
NativeFloatBuffer getUVsBuffer()Return all uv data of the vertex on a NativeFloatBuffer.
void setUVs(List\<Vector2> value)Set all uv data through a List.
void setUVs(float[] value)Set all uv data through an float array.
void setUVs(NativeFloatBuffer value)
void setUVs(Vector2Buffer value)
List\<Vector3> getJoints()
[float[]] getJointsArray()
NativeFloatBuffer getJointsBuffer()
void setJoints(List\<Vector3> value)
void setJoints(float[] value)
void setJoints(NativeFloatBuffer value)
void setJoints(Vector3Buffer value)
List\<Vector3> getWeights()
[float[]] getWeightsArray()
NativeFloatBuffer getWeightsBuffer()
void setWeights(List\<Vector3> value)
void setWeights(float[] value)
void setWeights(NativeFloatBuffer value)
void setWeights(Vector3Buffer value)
LaserHit traceLaser(Transform transform, Ray ray)
LaserHit traceLaser(Transform transform, Ray ray, [RayMode] rayMode)
LaserHit traceLaser(Transform transform, Ray ray, [RayMode] rayMode, boolean backfaceCulling)
void traceLaserAsync(Transform transform, Ray ray, AsyncLaserListener asyncLaserListener)
void traceLaserAsync(Transform transform, Ray ray, AsyncLaserListener asyncLaserListener, [RayMode] rayMode)
void traceLaserAsync(Transform transform, Ray ray, AsyncLaserListener asyncLaserListener, [RayMode] rayMode, boolean backfaceCulling)
void apply()
void apply(boolean regenerateTBN, boolean recalculateBoundingBox)
AABB getBoundingBox()
AABB recalculateBoundingBox()
Vertex loadFile(VertexFile file)
Vertex loadPrimitive(int primitive)