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Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

Mesh Class

The Mesh class provides an interface for mesh loading, manipulating and saving.

By using this class, you can create a mesh, add geometry to it (e.g. box, plane, capsule or cylinder surface), add animations and bones (if you want to create a skinned mesh) and then use it to create the following objects:

Also you can get geometry of all of these objects via the Mesh class.

Features of the mesh are listed below:

  • Each surface of the mesh supports several morph targets.
  • Each surface has a quaternion-based tangent basis for the better loading speed.
  • 8-bit vertex colors are supported.
  • Each vertex of a surface has 2 sets of indices: coordinate and triangle indices. It improves the loading speed and reduces data duplication.
  • Each vertex of a surface has 2 UV sets.
  • A bind pose transformation is stored for each mesh (even if there are no animations and animation frames). See also the getBoneTransforms() function.

    Notice
    The 1st animation frame should not contain the bind pose.

Vertex Data and Indices#

Each surface of the mesh consists of triangles, and each triangle has 3 vertices. Thus, for each mesh surface we have:

Total number of vertices = 3 * number of triangles.

If a vertex belongs to several triangles, we have to store several copies of such vertex. Each of these copies would store information about position, normal, binormal, tangent and texture coordinates. In order to reduce data duplication and increase loading speed UNIGINE uses the optimization described below.

There are 2 separate vertex data buffers:

  • CVertices coordinate buffer, which stores only vertex coordinates.
  • TVertices triangle buffer, which stores vertex attributes such as normal, binormal, tangent, color, UV coordinates.

On the picture below, arrows are used to show normals:

Surface that contains 2 adjacent triangles. Here C0...C3 are coordinate vertices, T0...T5 are triangle vertices

The coordinate buffer is an array of coordinate vertices. In order to reduce data duplication, vertices of surface which have the same coordinates are saved only once in the buffer. For example, the coordinate buffer for the surface presented on the picture above is the following:

Output
CB = [C0,C1,C2,C3]

Each polygon of the surface has 3 coordinates. We have 2 polygons, thus, we have 6 vertices, but we save in the CVertices buffer only 4, because 2 of them have the same coordinates. Each coordinate vertex contains coordinates (float[3]) of the vertex.

Notice
The number of vertices and coordinate vertices is the same.

The triangle buffer is an array of triangle vertices. For example, the triangle buffer for the surface presented on the picture above is the following:

Output
TB = [T0,T1,T2,T3,T4,T5]

Each triangle vertex can store:

  • Normal
  • Binormal
  • Tangent
  • 1st UV map texture coordinates
  • 2nd UV map texture coordinates
  • Color
Notice
The number of vertices and triangle vertices can be different.

The number of triangle vertices depends on the number of triangles, to which the vertex belongs. For example, if 2 triangles have 1 adjacent vertex with different normals for each triangle, 2 triangle vertices will be stored (the 1st and the 3rd vertices on the picture above). However, if the components are the same for all of the adjacent triangles, only 1 triangle vertex will be stored.

Both the coordinate and triangle vertices have indices. There are 2 index buffers to get proper cvertex and tvertex data for each vertex of each triangle of the mesh:

  • CIndices buffer — coordinate indices, which are links to CVertices data.
  • TIndices buffer — triangle indices, which are links to TVertices data.

The number of elements in these index buffers is equal to the total number of vertices of a mesh surface.

Coordinate Indices#

Each vertex of a mesh surface has a coordinate index - a number of the corresponding element of the coordinate buffer, where the data is stored. For the given surface the array of the coordinate indices is as follows:

Output
CIndices = [Ci0,Ci1,Ci3,Ci1,Ci2,Ci3]

Here:

  • The first 3 elements are the coordinate indices of the first (bottom) triangle.
  • The second 3 elements are the coordinate indices of the second (top) triangle.

Triangle Indices#

Each vertex of a mesh surface also has a triangle index - a number of the corresponding element of the triangle buffer, where the data is stored. For the given surface the array of the triangle indices is as follows:

Output
TIndices = [Ti0,Ti1,Ti5,Ti2,Ti3,Ti4]

Here:

  • The first 3 elements are the triangle indices of the first (bottom) triangle.
  • The second 3 elements are the triangle indices of the second (top) triangle.
Notice
The number of the coordinate and triangle indices is the same.

See Also#

Accessing a Mesh of a Mesh-Based Object#

You can access a Mesh of a mesh-based object (e.g. a static mesh, a skinned mesh and so on) via the getMesh() method of the corresponding object class.

For example, to access the Mesh of the ObjectMeshStatic, you can do the following:

AppWorldLogic.cpp

Source code (C++)
#include "AppWorldLogic.h"
#include <UnigineObjects.h>

using namespace Unigine;
using namespace Math;

AppWorldLogic::AppWorldLogic()
{}

AppWorldLogic::~AppWorldLogic()
{}

int AppWorldLogic::init()
{

	// a mesh-based object from which geometry will be obtained
	ObjectMeshStaticPtr box = ObjectMeshStatic::create("core/meshes/box.mesh");
	// create a mesh
	MeshPtr boxMesh = Mesh::create();
	// copy the mesh of the ObjectMeshStatic into the created mesh
	box->getMesh(boxMesh);

	return 1;
}

Copying a Mesh#

You may need to copy a Mesh in the following cases:

  • When you have a mesh-based object that should be copied into another mesh-based object (new or existing one).
  • When you have a Mesh that should be copied into another Mesh.

From One Mesh-Based Object to Another#

You can copy a mesh of a mesh-based object into another object in one of the following ways:

  • By passing a Mesh to a new mesh-based object:
    1. Get a source mesh-based object.
    2. Create a Mesh class instance as a container.
    3. Copy the mesh of the source mesh-based object by using the getMesh() function.
    4. Create a new mesh-based object from the Mesh instance.
    For example, you can copy the Mesh of the existing ObjectMeshDynamic to the new ObjectMeshDynamic as follows:

    AppWorldLogic.cpp

    Source code (C++)
    #include "AppWorldLogic.h"
    #include <UnigineObjects.h>
    
    using namespace Unigine;
    using namespace Math;
    
    AppWorldLogic::AppWorldLogic()
    {}
    
    AppWorldLogic::~AppWorldLogic()
    {}
    
    int AppWorldLogic::init()
    {
    
    	// create an instance of the ObjectMeshDynamic class
    	ObjectMeshDynamicPtr dynamic_0 = ObjectMeshDynamic::create();
    	// create a Mesh class instance
    	MeshPtr mesh = Mesh::create();
    	// copy geometry of the dynamic mesh to the Mesh class instance
    	dynamic_0->getMesh(mesh);
    	// create a new ObjectMeshDynamic instance from the obtained mesh
    	ObjectMeshDynamicPtr dynamic_1 = ObjectMeshDynamic::create(mesh);
    
    	return 1;
    }
  • By passing a Mesh to an existing mesh-based object:
    1. Get two mesh-based objects.
    2. Create a Mesh class instance as a container.
    3. Copy the mesh of the source mesh-based object by using the getMesh() function.
    4. Set the copied mesh to the second mesh-based object by using the setMesh() function.
    For example, you can copy the Mesh of the ObjectMeshDynamic to another existing ObjectMeshDynamic as follows:

    AppWorldLogic.cpp

    Source code (C++)
    #include "AppWorldLogic.h"
    #include <UnigineObjects.h>
    
    using namespace Unigine;
    using namespace Math;
    
    AppWorldLogic::AppWorldLogic()
    {}
    
    AppWorldLogic::~AppWorldLogic()
    {}
    
    int AppWorldLogic::init()
    {
    
    	// create ObjectMeshDynamic instances 
    	ObjectMeshDynamicPtr dynamic_0 = ObjectMeshDynamic::create();
    	ObjectMeshDynamicPtr dynamic_1 = ObjectMeshDynamic::create();
    	// create a Mesh class instance
    	MeshPtr mesh = Mesh::create();
    	// copy geometry of the dynamic mesh to the Mesh class instance
    	dynamic_0->getMesh(mesh);
    	// put the obtained mesh to dynamic_1
    	dynamic_1->setMesh(mesh);
    
    	return 1;
    }
Notice
You can return the transformed mesh from the Mesh class to the same ObjectMeshDynamic instance without creating a new one, if necessary.

From One Mesh to Another#

You can easily copy the existing mesh instance to a new one: pass the mesh instance as an argument to the constructor as follows:

AppWorldLogic.cpp

Source code (C++)
#include "AppWorldLogic.h"
#include <UnigineObjects.h>

using namespace Unigine;
using namespace Math;

AppWorldLogic::AppWorldLogic()
{}

AppWorldLogic::~AppWorldLogic()
{}

int AppWorldLogic::init()
{

	// create a source Mesh instance
	MeshPtr mesh_0 = Mesh::create("core/meshes/box.mesh");
	// pass the source mesh to the constructor of the second mesh 
	MeshPtr mesh_1 = Mesh::create(mesh_0);

	return 1;
}

Accessing Mesh Surfaces#

By using the Mesh class, you can add new surfaces to a mesh or copy surfaces from one mesh to another.

Adding a New Surface to a Mesh#

You can add a new surface to a mesh in one of the following ways:

Creating a Surface from Scratch#

The Mesh class allows creating a surface and adding vertices to it.

In the following example, we create a plane by adding vertices to the mesh:

  1. Create a Mesh class instance, add a surface and 4 vertices to it.
  2. Add 6 indices to create a plane.
    Notice
    You can add indices explicitly as in the example below, or you can create indices for recently added vertices by using the createIndices() function.
  3. Create tangents and normals by using the createTangents() and createNormals() functions.
  4. Update bounds of the mesh to include all new vertices via the createBounds() function.
  5. Create an ObjectMeshDynamic instance using the mesh to check the result.

AppWorldLogic.cpp

Source code (C++)
#include "AppWorldLogic.h"
#include <UnigineObjects.h>

using namespace Unigine;
using namespace Math;

AppWorldLogic::AppWorldLogic()
{}

AppWorldLogic::~AppWorldLogic()
{}

int AppWorldLogic::init()
{

	// create a mesh instance
	MeshPtr mesh = Mesh::create();

	// add a new surface
	mesh->addSurface("surface_0");

	// add vertices of the plane
	mesh->addVertex(vec3(0.0f, 0.0f, 0.0f), 0);
	mesh->addVertex(vec3(0.0f, 0.0f, 1.0f), 0);
	mesh->addVertex(vec3(0.0f, 1.0f, 0.0f), 0);
	mesh->addVertex(vec3(0.0f, 1.0f, 1.0f), 0);

	// add indices 
	mesh->addIndex(0, 0);
	mesh->addIndex(1, 0);
	mesh->addIndex(2, 0);

	mesh->addIndex(3, 0);
	mesh->addIndex(2, 0);
	mesh->addIndex(1, 0);

	// create tangents
	mesh->createTangents(0);
	// create mesh bounds
	mesh->createBounds(0);
	// create normals
	mesh->createNormals(0);

	// create an ObjectMeshDynamic from the Mesh instance
	ObjectMeshDynamicPtr dynamicMesh = ObjectMeshDynamic::create(mesh);

	return 1;
}

Adding a Predefined Surface#

To add a predefined surface to a Mesh instance, use the required function. For example, to add a new capsule surface to a mesh, do the following:

  1. Create a Mesh class instance.
  2. Add a capsule surface via the addCapsuleSurface() function.
  3. Create an ObjectMeshDynamic instance using the mesh to check the result.

AppWorldLogic.cpp

Source code (C++)
#include "AppWorldLogic.h"
#include <UnigineObjects.h>

using namespace Unigine;
using namespace Math;

AppWorldLogic::AppWorldLogic()
{}

AppWorldLogic::~AppWorldLogic()
{}

int AppWorldLogic::init()
{

	// create a mesh instance
	MeshPtr mesh_0 = Mesh::create();
	// add a capsule surface to the mesh
	mesh_0->addCapsuleSurface("capsule_surface", 1.0f, 2.0f, 200, 100);
	// create an ObjectMeshDynamic from the Mesh instance
	ObjectMeshDynamicPtr dynamicMesh = ObjectMeshDynamic::create(mesh_0);

	return 1;
}

Copying Surfaces from One Mesh to Another#

In the following example, we create two meshes with different surfaces. The first mesh has the capsule surface, the second has the box surface. We copy the box surface from the second mesh to the first. The execution sequence is:

  • Create 2 instances of the Mesh class and add the capsule and box surfaces to them.
  • Add the box surface from the second mesh (mesh_1) to the first mesh (mesh_0) by using the addMeshSurface() function.
  • Create a new ObjectMeshDynamic mesh from the mesh_0 instance.

AppWorldLogic.cpp

Source code (C++)
#include "AppWorldLogic.h"
#include <UnigineObjects.h>

using namespace Unigine;
using namespace Math;

AppWorldLogic::AppWorldLogic()
{}

AppWorldLogic::~AppWorldLogic()
{}

int AppWorldLogic::init()
{

	// create mesh instances
	MeshPtr mesh_0 = Mesh::create();
	MeshPtr mesh_1 = Mesh::create();

	// add surfaces for the added meshes
	mesh_0->addCapsuleSurface("capsule_surface", 1.0f, 2.0f, 200, 100);
	mesh_1->addBoxSurface("box_surface", vec3(2.2f));

	// add the surface from the mesh_1 to the mesh_0 as a new surface
	// with the name "new_box_surface"
	mesh_0->addMeshSurface("new_box_surface", mesh_1, 0);

	// create an ObjectMeshDynamic from the Mesh instance
	ObjectMeshDynamicPtr dynamicMesh = ObjectMeshDynamic::create(mesh_0);

	// set the position of the dynamic mesh
	dynamicMesh->setWorldTransform(translate(Vec3(10.0f, 10.0f, 10.0f)));

	return 1;
}

In the result, the Mesh will have 2 surfaces.

Notice
You can copy a surface from the source mesh and add it to the existing surface of the current mesh without creating a new surface by using the overloaded addMeshSurface() function.

The ObjectMeshDynamic mesh will appear in the editor:

ObjectMeshDynamic with 2 surfaces

Adding a Surface to the Existing Mesh#

In the following example, we add a surface to the existing mesh and then add necessary vertices and indices for the surface:

  1. Create a new mesh instance from the file.
  2. Add a new surface to the mesh.
  3. Add vertices for the mesh surface.
  4. Create indices for recently created vertices by using the createIndices() function.
  5. Update bounds of the mesh to include the created surface by using the createBounds() function.
  6. Change the surface color.

AppWorldLogic.cpp

Source code (C++)
#include "AppWorldLogic.h"
#include <UnigineObjects.h>

using namespace Unigine;
using namespace Math;

AppWorldLogic::AppWorldLogic()
{}

AppWorldLogic::~AppWorldLogic()
{}

int AppWorldLogic::init()
{

	// load a mesh from the file
	MeshPtr mesh = Mesh::create("core/meshes/box.mesh");

	// add a new surface
	mesh->addSurface("surface_triangle");

	// add 3 vertices to the new surface
	mesh->addVertex(vec3(-0.5f, 0.5f, 0.5f), 1);
	mesh->addVertex(vec3(-0.5f, -0.5f, 0.5f), 1);
	mesh->addVertex(vec3(-0.5f, -0.5f, 1.5f), 1);

	// create indices for the new surface
	mesh->createIndices(1);
	// create a new boundbox for the mesh including new surface
	mesh->createBounds();

	// create an ObjectMeshStatic from the Mesh instance
	ObjectMeshStaticPtr staticMesh = ObjectMeshStatic::create(mesh);

	staticMesh->setMaterialParameterFloat4("albedo_color", vec4(255, 255, 0, 255), 1);

	return 1;
}

The triangle surface added to the mesh:

Changing Vertex Attributes#

The Mesh class allows changing vertex attributes.

In the following example, we take a plane and change attributes of its vertices:

  1. Create a Mesh and add a new surface to it.
  2. Print the current normal values of 2 vertices to the console.
  3. Set new values for the normals and print the updated values to the console.
  4. Print the current tangent values of 2 vertices to the console.
  5. Set new values for the tangents and print the updated values to the console.
  6. Create a new ObjectMeshDynamic from the Mesh instance to check the result.

AppWorldLogic.cpp

Source code (C++)
#include "AppWorldLogic.h"
#include <UnigineObjects.h>

using namespace Unigine;
using namespace Math;

AppWorldLogic::AppWorldLogic()
{}

AppWorldLogic::~AppWorldLogic()
{}

int AppWorldLogic::init()
{

	// create a mesh instance
	MeshPtr mesh = Mesh::create();

	// add a new surface
	mesh->addSurface("surface_0");

	// add vertices of the plane
	mesh->addVertex(vec3(0.0f, 0.0f, 0.0f), 0);
	mesh->addVertex(vec3(0.0f, 0.0f, 1.0f), 0);
	mesh->addVertex(vec3(0.0f, 1.0f, 0.0f), 0);
	mesh->addVertex(vec3(0.0f, 1.0f, 1.0f), 0);

	// add indices 
	mesh->addIndex(0, 0);
	mesh->addIndex(1, 0);
	mesh->addIndex(2, 0);

	mesh->addIndex(3, 0);
	mesh->addIndex(2, 0);
	mesh->addIndex(1, 0);

	// create tangents
	mesh->createTangents();
	// create mesh bounds
	mesh->createBounds();
	// create normals
	mesh->createNormals();

	// get the normal vectors of the 1st and the 2nd normal before changing
	vec3 normal_0 = mesh->getNormal(0, 0, 0);
	vec3 normal_1 = mesh->getNormal(1, 0, 0);
	// print values of the normals to the console
	Log::message("the first normal: %0.1f %0.1f %0.1f\n", normal_0.x, normal_0.y, normal_0.z);
	Log::message("the second normal: %0.1f %0.1f %0.1f\n",normal_1.x, normal_1.y, normal_1.z);

	// set new values for the normals
	mesh->setNormal(0, vec3(1, 1, 0), 0, 0);
	mesh->setNormal(1, vec3(1, 1, 1), 0, 0);

	// get the new normal vectors of the 1st and the 2nd normal
	vec3 new_normal_0 = mesh->getNormal(0, 0, 0);
	vec3 new_normal_1 = mesh->getNormal(1, 0, 0);
	// print values of the normals to the console
	Log::message("the first normal: %0.1f %0.1f %0.1f\n",new_normal_0.x, new_normal_0.y, new_normal_0.z);
	Log::message("the second normal: %0.1f %0.1f %0.1f\n",new_normal_1.x, new_normal_1.y, new_normal_1.z);

	// get the tangent value
	quat tangent = mesh->getTangent(0, 0, 0);
	// show the tangent value in the console
	Log::message("tangent: %0.1f %0.1f %0.1f %0.1f\n",tangent.x, tangent.y, tangent.z, tangent.w);

	// set a new value of the tangent
	mesh->setTangent(0, quat(vec3(1.0f, 0.0f, 0.0f), 20), 0, 0);

	// get the new tangent value
	quat new_tangent = mesh->getTangent(0, 0, 0);
	// show the tangent value after changing
	Log::message("tangent: %0.1f %0.1f %0.1f %0.1f\n",new_tangent.x, new_tangent.y, new_tangent.z, new_tangent.w);

	// create an ObjectMeshDynamic from the Mesh instance
	ObjectMeshDynamicPtr newDynamicMesh = ObjectMeshDynamic::create(mesh);

	// set the position of the dynamic mesh
	newDynamicMesh->setWorldTransform(translate(Vec3(1.0f, 1.0f, 1.0f)) * (Mat4)rotateZ(90.0f));

	return 1;
}

When you launch the project, in the console you'll see the following:

Output
the first normal is: -1.0 0.0 0.0 and the second is: -1.0 0.0 0.0
the first normal is: 1.0 1.0 0.0 and the second is: 1.0 1.0 1.0
tangent is: 0.5 -0.5 -0.5 0.5
tangent is: 0.2 0.0 0.0 1.0

When setTangent() and setNormal() functions were called, the normal and the tangent changed their values.

Let's comment this part of the code:

AppWorldLogic.cpp

Source code (C++)
// get the tangent value
quat tangent = mesh->getTangent(0, 0, 0);
// show the tangent value in the console
Log::message("tangent: %0.1f %0.1f %0.1f %0.1f\n",tangent.x, tangent.y, tangent.z, tangent.w);

// set a new value of the tangent
mesh->setTangent(0, quat(vec3(1.0f, 0.0f, 0.0f), 20), 0, 0);

// get the new tangent value
quat new_tangent = mesh->getTangent(0, 0, 0);
// show the tangent value after changing
Log::message("tangent: %0.1f %0.1f %0.1f %0.1f\n",new_tangent.x, new_tangent.y, new_tangent.z, new_tangent.w);

The result will be different. You can see what influence the tangent has on the vertex:

Plane with changed tangent
Plane with unchanged tangent

Creating a Primitive#

The following example shows the manual creation of a box primitive by specifying its vertices, normals and texture coordinates:

AppWorldLogic.h

Source code (C++)
/* Copyright (C) 2005-2022, UNIGINE. All rights reserved.
 *
 * This file is a part of the UNIGINE 2 SDK.
 *
 * Your use and / or redistribution of this software in source and / or
 * binary form, with or without modification, is subject to: (i) your
 * ongoing acceptance of and compliance with the terms and conditions of
 * the UNIGINE License Agreement; and (ii) your inclusion of this notice
 * in any version of this software that you use or redistribute.
 * A copy of the UNIGINE License Agreement is available by contacting
 * UNIGINE. at http://unigine.com/
 */

#ifndef __APP_WORLD_LOGIC_H__
#define __APP_WORLD_LOGIC_H__

#include <UnigineLogic.h>
#include <UnigineStreams.h>

class AppWorldLogic: public Unigine::WorldLogic
{

public:
	AppWorldLogic();
	virtual ~AppWorldLogic();

	int init() override;

	int update() override;
	int postUpdate() override;
	int updatePhysics() override;

	int shutdown() override;

	int save(const Unigine::StreamPtr &stream) override;
	int restore(const Unigine::StreamPtr &stream) override;

	void addManualBoxSurface(const Unigine::MeshPtr &mesh, const Unigine::Math::vec3 &size, const char *name);
};

#endif // __APP_WORLD_LOGIC_H__

AppWorldLogic.cpp

Source code (C++)
#include "AppWorldLogic.h"
#include <UnigineObjects.h>

using namespace Unigine;
using namespace Math;

AppWorldLogic::AppWorldLogic()
{}

AppWorldLogic::~AppWorldLogic()
{}

int AppWorldLogic::init()
{

	// create a mesh instance
	MeshPtr mesh = Mesh::create();

	// add a manually created box surface 
	addManualBoxSurface(mesh, vec3(2.0f, 2.0f, 2.0f), "box");

	// create an ObjectMeshDynamic from the Mesh instance
	ObjectMeshDynamicPtr dynamicMesh = ObjectMeshDynamic::create(mesh);

	// clear the mesh pointer
	mesh->clear();

	// set the dynamic mesh position
	dynamicMesh->setWorldTransform(translate(Math::Vec3_zero));
	// set the texture
	dynamicMesh->setMaterialTexture("albedo", "core/textures/common/checker_d.dds", 0);

	return 1;
}

void AppWorldLogic::addManualBoxSurface(const MeshPtr &mesh, const vec3 &size, const char *name)
{
	// add a new surface
	int surface_index = mesh->addSurface(name);

	// array of vertices
	const vec3 vertex[8] = {
		vec3(-0.5f, -0.5f, -0.5f), vec3(0.5f, -0.5f, -0.5f), vec3(-0.5f, 0.5f, -0.5f), vec3(0.5f, 0.5f, -0.5f),
		vec3(-0.5f, -0.5f, 0.5f), vec3(0.5f, -0.5f, 0.5f), vec3(-0.5f, 0.5f, 0.5f), vec3(0.5f, 0.5f, 0.5f) };

	// array of face normals
	const vec3 normals[6] = {
		vec3_right, vec3_left,
		vec3_forward, vec3_back,
		vec3_up, vec3_down };

	// array of texture coordinates
	const vec2 texcoords[4] = {
		vec2(1.0f, 1.0f), vec2(0.0f, 1.0f),
		vec2(0.0f, 0.0f), vec2(1.0f, 0.0f) };

	// list of indices for 6 polygons
	const int cindices[6][4] = {
		{ 3, 1, 5, 7 },{ 0, 2, 6, 4 },
		{ 2, 3, 7, 6 },{ 1, 0, 4, 5 },
		{ 6, 7, 5, 4 },{ 0, 1, 3, 2 } };

	// list of indices for a single quad made of 2 triangles
	const int indices[6] = {
		0, 3, 2, 2, 1, 0 };

	// cycle through all quads
	for (int i = 0; i < 6; i++)
	{
		// cycle through all indices of a single quad
		for (int j = 0; j < 6; j++)
		{
			int index = indices[j];
			mesh->addVertex(vertex[cindices[i][index]] * size, surface_index);
			mesh->addNormal(normals[i], surface_index);
			if (i == 4)
			{
				mesh->addTexCoord0((vec2_one - texcoords[index]), surface_index);

			}
			else
			{
				mesh->addTexCoord0(texcoords[index], surface_index);
			}
		}
	}

	// create indices per each 3 added vertices
	mesh->createIndices(surface_index);

	// create tangents
	mesh->createTangents(surface_index);

	// create mesh bounds
	mesh->createBounds(surface_index);
}

Last update: 2022-10-10
Build: ()