Class: Face

SQR. Face

Constructor

new Face()

Face is a triangle or a quad. If the face is a quad, both triangles composin the quad, shader the same normal - thanks to this flat shaded materials have quads shaded the same way which is nicer than havong each triangle have a slightly different normal. Currently it supports the following attributes: aPosition, aNormal, aUV and aColor. Should support aTangent and aBinormal soon too.
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Methods

calculateNormal()

Calculte the normal for this face. Regardless of whether there are 3 or 4 vertices the normal is calculated for the frst 3 of them an applied to the entire face.
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setColor(a, b, c, dopt)

Set the vertex color for each vertex

WARNING! Colors are not passed to the buffer currently (will be added in the future).
Parameters:
Name Type Attributes Description
a SQR.V2 the first vertex color
b SQR.V2 the second vertex color
c SQR.V2 the thrid vertex color
d SQR.V2 <optional>
the optional fourth vertex color
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setNormal()

Set the normal shared by all the vertices
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setPosition(a, b, c, dopt)

Set the vertex positions. For vertices a, b, c, and d is creates a quad as in the example below.
Parameters:
Name Type Attributes Description
a SQR.V3 the first vertex position
b SQR.V3 the second vertex position
c SQR.V3 the thrid vertex position
d SQR.V3 <optional>
the optional fourth vertex position
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Example
//
// a - b
// | / |
// c - d  
// 
// resulting triangles: `abc, cbd`
// 

setUV(a, b, c, dopt)

Set the texture coordinates for each vertex
Parameters:
Name Type Attributes Description
a SQR.V2 the first vertex texture coordinate
b SQR.V2 the second vertex texture coordinate
c SQR.V2 the thrid vertex texture coordinate
d SQR.V2 <optional>
the optional fourth vertex texture coordinate
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