public class MeshJoined extends MeshBase
MAX_EFFECT_COMPONENTS
Constructor and Description |
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MeshJoined(MeshBase[] meshes)
Join a list of (probably already changed by Vertex Effects) Meshes into one.
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MeshJoined(MeshJoined mesh,
boolean deep)
Copy constructor.
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Modifier and Type | Method and Description |
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MeshJoined |
copy(boolean deep)
Copy the Mesh.
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addEmptyTexComponent, apply, apply, getMaxEffComponents, getShowNormals, getTextureMap, getUniforms, getUseCenters, markForDeletion, mergeEffComponents, mergeTexComponents, numEffComponents, numTexComponents, setComponentCenter, setEffectAssociation, setShowNormals, setTextureMap, setUseCenters, write
public MeshJoined(MeshBase[] meshes)
You need to try and keep the origin (0,0,0) in the center of gravity of the whole thing.
public MeshJoined(MeshJoined mesh, boolean deep)
public MeshJoined copy(boolean deep)