Class: l3dprimitive

Primitives such as cubes, boxes and user meshes.

Hierarchy

o-+ l3dlist
  o-+ l3dnode
    o-+ l3dprimitive

Interfaces:

Methods:

Method overview:


matsurface (l3dprimitive,[matsurface])
returns: ([matsurface])
returns or sets material
newbox (string name,[l3dlayerid],float w,d,h)
returns: ([l3dprimitive])
creates new l3dnode
newcylinder (string name,[l3dlayerid],float size)
returns: ([l3dprimitive])
creates new l3dnode
newquad (string name,[l3dlayerid],float w,d)
returns: ([l3dprimitive])
creates new l3dnode. origin of the quad is lower left corner
newquadcentered (string name,[l3dlayerid],float w,d)
returns: ([l3dprimitive])
creates new l3dnode. origin of the quad is center point
newsphere (string name,[l3dlayerid],float size)
returns: ([l3dprimitive])
creates new l3dnode
originalmesh (l3dprimitive)
returns: ()
deletes the usermesh and uses the original mesh again.
size (l3dprimitive,[float radius/float x,y,z])
returns: ([float radius/float x,y,z])
returns or sets size
usermesh (l3dprimitive, vertextype, int numverts, int numindices)
returns: ()
gives the l3dprimitive a unique mesh. By default the mesh is given by the type which cannot be changed. With this function you can create your own mesh, as from this time on you can access it via vertexarray or indexarray interfaces. The new usermesh is completely empty, so make sure you fill it with content before it gets rendered the first time. If a previous usermesh existed it will be deleted. Polygonwinding is CCW.

Inherited Methods:

From l3dnode

cambox, camsphere, camvolumedelete, color, delete, isanimateable, lightmap, lightmaptexmatrix, linkinterface, localmatrix, localpos, localrotaxis, localrotdeg, localrotquat, localrotrad, name, novistest, parent, parentbone, renderscale, rotationlock, setlayer, unlink, unparentbone, uselocal, uselookat, usemanualworld, visflag, worldmatrix, worldpos, worldrotaxis, worldrotdeg, worldrotquat, worldrotrad

From l3dlist