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java.lang.Objectde.rico.engine.geometry.MeshFactory
public class MeshFactory
This class is used as a factory class for mesh objects
| Constructor Summary | |
|---|---|
MeshFactory()
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| Method Summary | |
|---|---|
static MeshDL |
createBox(float height,
float width,
float length,
float texRepeat,
boolean smooth)
Creates a box with the specified meassures |
static MeshDL |
createDisc(float radius,
int numLines,
boolean smooth)
Creates a mesh with the shape of a disc. |
static MeshDL |
createHorizontalRectangle(float length,
float width,
float texRepeat,
boolean smooth)
Creates a simple horizontal square with the specified meassures |
static MeshDL |
createVerticalRectangle(float height,
float width,
float texRepeat,
boolean smooth)
Creates a simple vertical square with the specified meassures |
| Methods inherited from class java.lang.Object |
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equals, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait |
| Constructor Detail |
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public MeshFactory()
| Method Detail |
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public static MeshDL createBox(float height,
float width,
float length,
float texRepeat,
boolean smooth)
height - height of the boxwidth - width of the boxlength - length of the boxtexRepeat - applies the potential texture of the plane
the number of times in both directions (1f means no repeat)smooth - shade mesh smoothly? --> true=yes, false=no
public static MeshDL createVerticalRectangle(float height,
float width,
float texRepeat,
boolean smooth)
height - height of the squarewidth - width of the squaretexRepeat - applies the potential texture of the plane
the number of times in both directions (1f means no repeat)smooth - shade mesh smoothly? --> true=yes, false=no
public static MeshDL createHorizontalRectangle(float length,
float width,
float texRepeat,
boolean smooth)
length - height of the squarewidth - width of the squaretexRepeat - applies the potential texture of the plane
the number of times in both directions (1f means no repeat)smooth - shade mesh smoothly? --> true=yes, false=no
public static MeshDL createDisc(float radius,
int numLines,
boolean smooth)
radius - radius of the discnumLines - number of lines (more lines --> higher precision)smooth - shade mesh smoothly? --> true=yes, false=no
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