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DXMultiMeshGeometry3D Class

DXMultiMeshGeometry3D class is used to prepare low level DirectX objects from multiple WPF's MeshGeometry3D objects.
Inheritance Hierarchy
SystemObject
  Ab3d.DirectXDXResourceBase
    Ab3d.DirectXSharedDXResource
      Ab3d.DirectXSharedDXDeviceResource
        Ab3d.DirectXMeshBase
          Ab3d.DirectX.ModelsDXMultiMeshGeometry3D

Namespace: Ab3d.DirectX.Models
Assembly: Ab3d.DXEngine.Wpf (in Ab3d.DXEngine.Wpf.dll) Version: 7.1.9105.2048
Syntax
C#
public class DXMultiMeshGeometry3D : MeshBase, 
	IRayHitTestedObject, ITriangularMesh

The DXMultiMeshGeometry3D type exposes the following members.

Constructors
 NameDescription
Public methodDXMultiMeshGeometry3D Constructor
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Properties
 NameDescription
Public propertyIsHitTestVisible IsHitTestVisible specifies if this DXMultiMeshGeometry3D can be hit tested. If you do not need to hit test this DXMultiMeshGeometry3D, then you can set IsHitTestVisible to false to free the memory used for vertex and index buffer arrays.
Public propertyTrianglesCount Gets the number of triangles that are used to define this mesh.
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Methods
 NameDescription
Public methodAddSubMesh Adds list of MeshGeometry3D with their Transformations and optionally custom texture coordinates.
Public methodGetClosestHitResult GetClosestHitResult method returns a DXRayHitTestResult with the closest triangle hit by the specified ray. When no triangle is hit, null is returned.
Public methodGetNextHitResult GetNextHitResult method continues hit testing from the previously returned hit test and returns a DXRayHitTestResult with the next hit triangle (not necessary the next closest triangle) or null if no other triangle is hit. This method can be used to get all hit results.
Public methodGetTrianglePositions GetTrianglePositions sets the 3 positions that define the triangle with the specified triangle index.
Public methodHitTest Hit test the specified ray against this mesh and returns the closest hit result or null if no hit is found.
Public methodRecreateMesh Creates new VertexBuffers and IndexBuffer from the added submeshes. This method also clears the list of added submeshes - you will need to call AddSubMesh method again before next RecreateMesh call.
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See Also