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BlitzNext/_release/help/commands/3d_commands/CreateMesh.htm
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<h1>CreateMesh([parent])</h1>
<h1>Parameters</h1>
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parent (optional) - This optional parameter allows you to specify another entity which will act as the parent to this mesh.
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<h1>Description</h1>
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Create a 'blank' mesh entity and returns its handle.
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When a mesh is first created it has no surfaces, vertices or triangles associated with it.
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To add geometry to this mesh, you will need to:
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CreateSurface() ; To make a surface
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AddVertex ; You will need to add at least 3 to make a Triangle
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AddTriangle ; This will add a triangle by connecting the Vertices (points) you added to the mesh.
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<h1><a href=../3d_examples/CreateMesh.bb>Example</a></h1>
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; CreateMesh Example
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; ------------------
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; In this example, we will create a custom mesh. This custom mesh will be in the shape of a ramp.
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Graphics3D 640,480
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SetBuffer BackBuffer()
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camera=CreateCamera()
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light=CreateLight()
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RotateEntity light,45,0,0
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; Create blank mesh
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ramp=CreateMesh()
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; Create blank surface which is attached to mesh (surfaces must always be attached to a mesh)
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surf=CreateSurface(ramp)
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; Now we have our blank mesh and surface, we can start adding vertices to it, to form the shape of our
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; ramp.
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; Vertices are invisible 'points' in a 3D object that we can attach triangles too later.
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; To create a single triangle, you need three vertices, one for each corner.
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; However, you can share vertices between triangles, so you do not always need 3 new vertices per
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; triangle.
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; In the case of our ramp mesh, we will require 6 vertices, one for each corner
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v0=AddVertex(surf,0,0,0) ; bottom corner 1
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v1=AddVertex(surf,0,0,1) ; bottom corner 2
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v2=AddVertex(surf,4,0,1) ; bottom corner 3
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v3=AddVertex(surf,4,0,0) ; bottom corner 4
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v4=AddVertex(surf,0,2,0) ; top corner 1
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v5=AddVertex(surf,0,2,1) ; top corner 2
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; Having created our blank mesh and surface, and added our vertices to form the shape of the mesh, we
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; now need to add triangles to it in order to make it solid and visible to the user. We create
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; triangles simply by connecting vertices up, very much like a 3D dot-to-dot.
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; When adding triangles, we need to remember that they are only one sided, and the side they are
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; visible from is determined by the order in which we specify the vertices when using AddTriangle.
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; If the vertices, in the order that they are specified, are aligned in a clockwise fashion relative
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; to the camera then they will appear visible, otherwise they won't.
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; So, to make our ramp visible from the outside, we will be connecting all vertices in a clockwise
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; fashion, relative to the camera.
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t0=AddTriangle(surf,v0,v3,v2) ; bottom triangle 1
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t1=AddTriangle(surf,v0,v2,v1) ; bottom triangle 2
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t2=AddTriangle(surf,v0,v4,v3) ; front triangle
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t3=AddTriangle(surf,v1,v2,v5) ; back triangle
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t4=AddTriangle(surf,v0,v1,v5) ; side triangle 1
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t5=AddTriangle(surf,v0,v5,v4) ; side triangle 2
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t6=AddTriangle(surf,v2,v4,v5) ; top triangle 1
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t7=AddTriangle(surf,v2,v3,v4) ; top triangle 2
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; Now we will position our ramp in front of the camera so we can see it!
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PositionEntity ramp,0,-4,10
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; Enable wireframe mode so we can see structure of model more clearly
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WireFrame True
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; And a quick loop that renders the scene and displays the contents on the screen until we press esc
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While Not KeyDown(1)
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; Constantly turn our ramp entity to show it off a bit
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TurnEntity ramp,0,1,0
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RenderWorld
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Flip
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Wend
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; The end!
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End
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