Class: Face

SQR.Face()

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.

Source:

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.

Source:

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

Source:

setNormal()

Set the normal shared by all the vertices

Source:

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

Source:
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

Source: