IMesh

Description

interface Tinman.Terrain.Kernel.IMesh

Derived from

IDisposable
IVersioned

Extended by

IMeshDynamic
MeshChunk sealed

Base interface for continuous level-of-detail terrain meshes.

The terrain mesh version (see IVersioned.Version) is incremented during MeshBuffer.MeshUpdate if the mesh structure has changed.

Public / Attributes

Geometry


[Constant]
public attribute Geometry → (get)

value : IGeometry

[not-null]
The geometry object.

The IGeometry object this terrain mesh uses.

The geometry object is used to compute actual vertex data from the terrain data that has been gathered from the heightmap.

See also

IMesh.Heightmap

Heightmap


[Constant]
public attribute Heightmap → (get)

value : IHeightmap

[not-null]
The heightmap.

The heightmap of this terrain mesh.

The heightmap delivers terrain data, such as elevation and diffuse color.

See also

IMesh.Geometry

IsReady


public attribute IsReady → (get)

value : bool

true if this mesh is ready, false if not.

Is this terrain mesh ready for traversal and triangulation?

When a mesh is not ready yet, calling MeshTree.GetRoot will always return XDag.Null.

TaskGroup


[Constant]
public attribute TaskGroup → (get)

value : TaskGroup

[not-null]
The task group.

The task group that is used by this mesh for background computations.

Tree


[Constant]
public attribute Tree → (get)

value : MeshTree

[not-null]
The mesh structure helper object.

Returns the mesh quad-tree object which can be used during traversals.

Each mesh face (see CubemapFace) represents the root of a quad-tree structure. During mesh traversal (via the IMeshTraversal), the MeshTree object provides access to the underlying quad-tree structure.

Triangulator


[Constant]
public attribute Triangulator → (get)

value : Triangulator

[not-null]
The Triangulator instance.

Return the Triangulator object to use for mesh triangulation.

Vertices


[Constant]
public attribute Vertices → (get)

value : VertexArrays

[not-null]
The vertex data collection.

Returns the CPU vertex data collection of this terrain mesh.

All meshes created by a single MeshBuffer share the same vertex data collection.