is_skip(face: FaceData) |
Returns whether a given face is skipped entirely for both collision shape and visual mesh generation.
Local method bound to the supplied Map Settings.
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Bool |
is_clip(face: FaceData) |
Returns whether a given face is considered only for collision shape generation only.
Local method bound to the supplied Map Settings.
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Bool |
is_origin(face: FaceData) |
Returns whether a given face is considered only for entity origin calculations only.
Local method bound to the supplied Map Settings.
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Bool |
sample_bezier_curve(controls: Array[Vector3], t: float) |
Sample a Bezier curve defined by an array of control points at a given parametric value t.
While not limited to [0.0, 1.0], it is assumed to be normalized unless extrapolation is desired.
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Vector3 |
sample_bezier_surface(controls: Array[Vector3], width: int, height: int, u: float, v: float) |
Sample a Bezier surface defined by a flat array of control points with a given width M and height N,
along two parametric values U and V. Note: U and V here are not related to texture UV coordinates.
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Vector3 |
get_triangle_indices(width: int, height: int) |
Returns an integer index array for triangulation of a vertex grid with a given size width x height. |
Array[int] |
create_patch_mesh(data: array[PatchData], mesh: Mesh) |
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generate_brush_vertices(entity_index: int, brush_index: int) |
Performs planar intersections for each face in a single brush to populate the vertex, normal, UV and tangent arrays. |
Void |
generate_entity_vertices(entity_index: int) |
Generates vertex data for each brush in a given Solid Class entity. |
Void |
determine_entity_origins(entity_index: int) |
Calculates entity origin information depending on its Solid Class Origin Type. |
Void |
wind_entity_faces(entity_index: int) |
Winds and indexes each face's vertices in each brush of a given Solid Class entity. |
Void |
generate_entity_surfaces(entity_index: int) |
Generates visual and collision shapes for a given entity.
Optionally generates surface metadata, if defined by the entity's definition. |
Void |
unwrap_uv2s(entity_index: int, texel_size: float) |
Performs UV2 unwrapping for a given entity. |
Void |
build(build_flags: int, entities: Array[EntityData]) |
Main entrypoint for generating geometry given entities retrieved from parsing a map file.
Perform entity and brush vertex generation, determines entity origins, winds and indexes each face,
then generates output surfaces and collision shapes for each entity.
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Error |