|Write the theme in the current scene to a file. |
|Write an indvidual mesh's data to an open file. |
|Write the output for a particular vertex. |
|Convert a string so it can be loaded by string_from_stream(). |
There are four blender meshes required for each segment. They each need to have the same base name in order to be linked, and a tail to specify which of the 4 meshes they are.
The points where edges can be connected are given by the positions of curves objects with a name ending in _0 to _9. The same prefix as the other meshes must be used to link them. The curve data should be shared and used for each different cross section. The positions and angles of the curve objects relative to the graphics mesh object is used to find where the connections should be.
The positive y direction is treated as forwards, the positive x direction is sideways across the track to the right, and the positive z direction is vertically up from the track. This is important when you want to use a mesh along an edge.
The objects used for an edge will be bent into a curve to fit the edge's path. You must not place faces in such a way that holes appear when this happens. A normal corner will be OK when the mesh is well subdivided along the y direction, but the road surface should also be divided in the x direction if the road twists around the y axis.
The physics floor mesh can be more subdivided than the graphical mesh to reduce wobbly / slow patches in twisted road.
Write the output for a particular vertex.
If the vertex's face does not have texture coordinates, set faceUV to false. Texture coordinates will be written as if they were (0,0) in this case.
|out||the opened file to write to|
|vert_index||an index within the a face|
|face||the face that contains the vertex.|
|faceUV||a boolean value indicating if the face has UV coordinates.|
Generated at Mon Sep 6 00:41:18 2010 by Doxygen version 1.4.7 for Racer version svn335.