Rigs of Rods 2026.01
Soft-body Physics Simulation
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AngelOgre_ManualObject.h
Go to the documentation of this file.
1
2namespace AngelOgre { // Dummy namespace, just to distinguish AngelScript from C++
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21 {
22 public:
28 void begin(const string&in materialName, RenderOperation opType, const string&in rg);
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34 void position(const vector3&in pos);
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37 void normal(const vector3&in norm);
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40 void textureCoord(float u, float v);
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43 void textureCoord(const vector2&in uv);
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46 void textureCoord(const vector3&in uvw);
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49 void colour(const color&in col);
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52 void index(uint32 idx);
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55 void end();
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69 MeshPtr convertToMesh(const string&in name, const string&in group = 'General');
70 };
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75} // namespace AngelOgre (dummy, just to distinguish AngelScript from C++)
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Geometry built by the script, vertex by vertex.
void beginUpdate()
Starts re-defining an existing section (the next one), for dynamic geometry.
void position(const vector3 &in pos)
Adds a vertex at the given position; call the other vertex attribute methods after this.
void colour(const color &in col)
Sets the colour of the current vertex.
MeshPtr convertToMesh(const string &in name, const string &in group='General')
Converts the geometry to a mesh, which can then be used to create entities.
void end()
Finishes the current section.
uint getCurrentVertexCount()
Number of vertices in the section being defined.
void normal(const vector3 &in norm)
Sets the normal of the current vertex.
void textureCoord(float u, float v)
Sets a 2D texture coordinate of the current vertex.
void textureCoord(const vector2 &in uv)
Sets a 2D texture coordinate of the current vertex.
void textureCoord(const vector3 &in uvw)
Sets a 3D texture coordinate of the current vertex.
void index(uint32 idx)
Adds a vertex index; if you don't add any, vertices are used in order.
void begin(const string &in materialName, RenderOperation opType, const string &in rg)
Starts defining a new section.
void getCurrentIndexCount()
Number of indices in the section being defined.
A shared pointer to a mesh resource.
RenderOperation
The rendering operation type to perform; binding of Ogre::RenderOperation::OperationType
OGRE-AngelScript bindings; Actually named Ogre in the scripts, just changed for docs to separate thin...