3template<int vertexCount, int triangleCount>
4StaticTriangleGroup<vertexCount, triangleCount>::StaticTriangleGroup(Vector3D* vertices, const IndexGroup* indexGroup)
5 : vertices(vertices), indexGroup(indexGroup), hasUVB(false) {
7 for (int i = 0; i < triangleCount; i++) {
8 triangles[i].p1 = &vertices[indexGroup[i].A];
9 triangles[i].p2 = &vertices[indexGroup[i].B];
10 triangles[i].p3 = &vertices[indexGroup[i].C];
14template<int vertexCount, int triangleCount>
15StaticTriangleGroup<vertexCount, triangleCount>::StaticTriangleGroup(Vector3D* vertices, const IndexGroup* indexGroup, const IndexGroup* uvIndexGroup, const Vector2D* uvVertices)
16 : vertices(vertices), indexGroup(indexGroup), uvIndexGroup(uvIndexGroup), uvVertices(uvVertices), hasUVB(true) {
18 for (int i = 0; i < triangleCount; i++) {
19 triangles[i].p1 = &vertices[indexGroup[i].A];
20 triangles[i].p2 = &vertices[indexGroup[i].B];
21 triangles[i].p3 = &vertices[indexGroup[i].C];
22 triangles[i].p1UV = &uvVertices[uvIndexGroup[i].A];
23 triangles[i].p2UV = &uvVertices[uvIndexGroup[i].B];
24 triangles[i].p3UV = &uvVertices[uvIndexGroup[i].C];
26 triangles[i].hasUV = true;
30template<int vertexCount, int triangleCount>
31const bool StaticTriangleGroup<vertexCount, triangleCount>::HasUV(){
35template<int vertexCount, int triangleCount>
36const IndexGroup* StaticTriangleGroup<vertexCount, triangleCount>::GetIndexGroup() {
40template<int vertexCount, int triangleCount>
41const int StaticTriangleGroup<vertexCount, triangleCount>::GetTriangleCount() {
45template<int vertexCount, int triangleCount>
46Vector3D* StaticTriangleGroup<vertexCount, triangleCount>::GetVertices() {
50template<int vertexCount, int triangleCount>
51const int StaticTriangleGroup<vertexCount, triangleCount>::GetVertexCount() {
55template<int vertexCount, int triangleCount>
56Triangle3D* StaticTriangleGroup<vertexCount, triangleCount>::GetTriangles() {
60template<int vertexCount, int triangleCount>
61const Vector2D* StaticTriangleGroup<vertexCount, triangleCount>::GetUVVertices() {
65template<int vertexCount, int triangleCount>
66const IndexGroup* StaticTriangleGroup<vertexCount, triangleCount>::GetUVIndexGroup() {