MS3DTriangle::MS3DTriangle(word* ind, Vector3* v){ flags = 0; smoothingGroup = 0; groupIndex = 0; for(int i=0; i<3; i++){ setVertexIndex(ind[i], i); setVertexNormal(v[i], i); } }
MS3DTriangle::MS3DTriangle(byte fl, word* ind, Vector3* v, Vector3& s, Vector3& t, byte sg, byte g){ flags = fl; for(int i=0; i<3; i++){ setVertexIndex(ind[i], i); setVertexNormal(v[i], i); } this->s = s; this->t = t; setSmoothingGroup(sg); groupIndex = g; }
void Polygon<Scalar>::setVertexNormal(const Vertex<Scalar> &vertex, const Vector<Scalar,2> &normal) { unsigned int normal_idx = vertex.normalIndex(); setVertexNormal(normal_idx,normal); }