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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.
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