33 #ifndef H_DC_RENDER_MESH
34 #define H_DC_RENDER_MESH
36 #include <Dynacoe/Backends/Renderer/StaticState.h>
37 #include <Dynacoe/Material.h>
38 #include <Dynacoe/AssetID.h>
39 #include <Dynacoe/Mesh.h>
40 #include <Dynacoe/Spatial.h>
43 using CameraID = Dynacoe::LookupID;
70 const std::vector<Vector> & vertices,
71 const std::vector<uint32_t> & faces,
72 const std::vector<Vector> & UVs = std::vector<Vector>(),
73 const std::vector<Vector> & normals = std::vector<Vector>(),
74 const std::vector<Vector> & userData = std::vector<Vector>()
110 void RenderSelf(Renderer *);
117 void OnUpdateTransform();
119 std::vector<Mesh*> meshes;
122 RenderBufferID modelTransform;
125 Renderer::Polygon prim;
Mesh & GetMesh(uint32_t)
Retrieves the given mesh instance owned.
uint32_t GetMeshCount()
Returns how many meshes are attached.
void SetRenderPrimitive(Renderer::Polygon)
Sets the rendering primitive. The default (and most useful) is Triangle.
std::string GetInfo()
Returns a string containing human-readable information on the state of the component.
Renderer::Polygon GetRenderPrimitive()
Returns the current rendering primitive.
void AddMesh(const Mesh &)
Forms the aspect into a 3D mesh based on the stored Mesh asset.
3D object defined by triangle primitives.
Definition: Mesh.h:50
void Clear()
Resets the Aspect.
Dynacoe::Material & Material()
Sets the material.
Defines how an AspectMesh is visualized.
Definition: Material.h:44
Aspect representing a 3D object that reduces to a Mesh.
Definition: RenderMesh.h:50
Class that extends the functionality of an Entity, but as a removable and addable object...
Definition: Component.h:66
Uniquely identifies an Entity.
Definition: Entity.h:67
void OnDraw()
Function that is called upon each Draw iteration. Component Draw()s are run before the entity's draw ...