Working with Models and Model Resources
477
Plane properties
Planes are the default Director MX primitive. Planes, whose
type
property is
#plane
, are
generated in the xz plane with Lingo. Plane properties can be modified or animated at runtime.
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()
command. The parameters included with that command 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 these properties to work with mesh primitives:
Property
Access
Description
Value Range
width
Get and set
Width of the plane
Positive floating-point
value. The default is 1.0.
length
Get and set
Length of the plane
Positive floating-point
value. The default is 1.0.
length
Vertices
Get and set
Number of vertices along the length of the plane 2 or more. The default
is 2.
width
Vertices
Get and set
Number of vertices along the width of the plane 2 or more. The default
is 2.
Property
Access
Description
Value Range
vertexList
Get and set
Lingo vector values for each vertex in the mesh.
Several faces may share a single vertex.
Set the value to the
number of vectors
specified in your
newMesh
call.
normalList
Get and set
Lingo 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()
command 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.
Summary of Contents for DIRECTOR MX-USING DIRECTOR MX
Page 1: ...Using Director MX Macromedia Director MX...
Page 12: ...Contents 12...
Page 156: ...Chapter 4 156...
Page 202: ...Chapter 6 202...
Page 244: ...Chapter 7 244...
Page 292: ...Chapter 10 292...
Page 330: ...Chapter 12 330...
Page 356: ...Chapter 13 356...
Page 372: ...Chapter 14 372...
Page 442: ...Chapter 16 442...
Page 472: ...Chapter 18 472...
Page 520: ...Chapter 19 520...
Page 536: ...Chapter 20 536...
Page 562: ...Chapter 23 562...
Page 566: ...Chapter 24 566...
Page 602: ...Chapter 27 602...