#include <MRCtm.h>
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| MeshCompression | meshCompression = MeshCompression::Lossless |
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| float | vertexPrecision = 1.0f / 1024.0f |
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| int | compressionLevel = 1 |
| | LZMA compression: 0 - minimal compression, but fast; 9 - maximal compression, but slow.
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| const char * | comment = "MeshInspector.com" |
| | comment saved in the file
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| bool | onlyValidPoints = true |
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| bool | packPrimitives = true |
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| const VertColors * | colors = nullptr |
| | optional per-vertex color to save with the geometry
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| const std::vector< Color > * | primitiveColors = nullptr |
| | per-face colors for meshes, per-undirected-edge colors for polylines, unused for point clouds and other
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| const VertUVCoords * | uvMap = nullptr |
| | optional per-vertex uv coordinate to save with the geometry
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| bool | saveTriCornerUVCoords = true |
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| const MeshTexture * | texture = nullptr |
| | optional texture to save with the geometry
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| std::string | materialName = "Default" |
| | the name of file (UTF8 encoded) without extension to save texture in some formats (e.g. .OBJ, .PLY)
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| const AffineXf3d * | xf = nullptr |
| | this transformation can optionally be applied to all vertices (points) of saved object
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| std::optional< LengthUnit > | lengthUnit |
| | units of input coordinates and transformation, to be serialized if the format supports it
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| std::optional< Color > | solidColor |
| | the color of whole object
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| ProgressCallback | progress |
| | to report save progress and cancel saving if user desires
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The documentation for this struct was generated from the following file: