POV-Ray : Newsgroups : povray.binaries.programming : My idea: Developers need tips! Help me, please! : Re: My idea: Developers need tips! Help me, please! Server Time
7 May 2024 10:05:01 EDT (-0400)
  Re: My idea: Developers need tips! Help me, please!  
From: LanuHum
Date: 21 Oct 2016 12:30:00
Message: <web.580a419b397eea9f7a3e03fe0@news.povray.org>
Now I know how to create a mesh:

/********************************************************************************
*
*
*                                   BlenderMesh.h
*
*
*
********************************************************************************/
#ifndef BLENDERMESH_H
#define BLENDERMESH_H

#include <vector>
#include <string>
#include "Vector.h"

namespace povanim{

class BlenderMesh{
    public:
    std::vector<Vector3*>           vertex_vectors;  //Vector3 double
    std::vector<Vector3*>           normal_vectors;
    std::vector<Vector2*>           uv_vectors;
    std::vector<std::string>        texture_list;
    std::vector<Vector3UL*>         face_indices;  //Vector3 unsigned long
    std::vector<Vector3UL*>         face_textures;
    std::vector<Vector3UL*>         normal_indices;
    std::vector<Vector3UL*>         uv_indices;
                                    BlenderMesh();
                                    ~BlenderMesh();
    void                            addVertex(double x, double y, double z);
    void                            addNormal(double x, double y, double z);
    void                            addUV(double x, double y);
    void                            addTexture(std::string texture);
    void                            addFace(unsigned long x, unsigned long y,
unsigned long z);
    void                            addFaceTextures(unsigned long x, unsigned
long y, unsigned long z);
    void                            addNormalIndices(unsigned long x, unsigned
long y, unsigned long z);
    void                            addUVIndices(unsigned long x, unsigned long
y, unsigned long z);
};
}
#endif


To be continued.
:)


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