2026-03-18 17:49:22 +08:00
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# Mesh
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**命名空间**: `XCEngine::Resources`
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**类型**: `class`
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**描述**: 网格资源类,管理 3D 模型的顶点数据、索引数据和网格分段信息。
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## 概述
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`Mesh` 是 XCEngine 中的网格资源类,继承自 `IResource`。它管理网格的顶点数据(位置、法线、UV、切线、颜色、骨骼权重等)、索引数据和网格分段(submesh)。
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## 头文件
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```cpp
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#include <XCEngine/Resources/Mesh.h>
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```
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## 枚举类型
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### VertexAttribute
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顶点属性标志枚举(可组合)。
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| 值 | 描述 |
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|----|------|
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| `Position` | 位置坐标 |
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| `Normal` | 法线 |
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| `Tangent` | 切线 |
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| `Color` | 顶点颜色 |
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| `UV0` | 第一组纹理坐标 |
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| `UV1` | 第二组纹理坐标 |
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| `UV2` | 第三组纹理坐标 |
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| `UV3` | 第四组纹理坐标 |
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| `BoneWeights` | 骨骼权重 |
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| `BoneIndices` | 骨骼索引 |
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## MeshSection 结构体
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网格分段(Submesh)描述。
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| 成员 | 类型 | 描述 |
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|------|------|------|
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| `baseVertex` | `Core::uint32` | 基础顶点索引 |
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| `vertexCount` | `Core::uint32` | 顶点数量 |
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| `startIndex` | `Core::uint32` | 起始索引 |
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| `indexCount` | `Core::uint32` | 索引数量 |
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| `materialID` | `Core::uint32` | 对应材质 ID |
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## 公共方法
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### 基础属性
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| 方法 | 描述 |
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|------|------|
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| `ResourceType GetType() const` | 返回 `ResourceType::Mesh` |
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| `const Containers::String& GetName() const` | 获取网格名称 |
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| `const Containers::String& GetPath() const` | 获取网格路径 |
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| `ResourceGUID GetGUID() const` | 获取全局唯一标识符 |
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| `bool IsValid() const` | 检查网格是否有效 |
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| `size_t GetMemorySize() const` | 获取内存大小 |
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| `void Release()` | 释放网格引用 |
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### 顶点数据
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| 方法 | 描述 |
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|------|------|
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| `void SetVertexData(const void* data, size_t size, Core::uint32 vertexCount, Core::uint32 vertexStride, VertexAttribute attributes)` | 设置顶点数据 |
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| `const void* GetVertexData() const` | 获取顶点数据指针 |
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| `size_t GetVertexDataSize() const` | 获取顶点数据大小 |
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| `Core::uint32 GetVertexCount() const` | 获取顶点数量 |
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| `Core::uint32 GetVertexStride() const` | 获取顶点结构体大小(字节) |
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| `VertexAttribute GetVertexAttributes() const` | 获取顶点属性标志 |
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### 索引数据
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| 方法 | 描述 |
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|------|------|
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| `void SetIndexData(const void* data, size_t size, Core::uint32 indexCount, bool use32Bit)` | 设置索引数据 |
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| `const void* GetIndexData() const` | 获取索引数据指针 |
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| `size_t GetIndexDataSize() const` | 获取索引数据大小 |
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| `Core::uint32 GetIndexCount() const` | 获取索引数量 |
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| `bool IsUse32BitIndex() const` | 是否使用 32 位索引 |
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### 网格分段
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| 方法 | 描述 |
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|------|------|
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| `void AddSection(const MeshSection& section)` | 添加网格分段 |
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| `const Containers::Array<MeshSection>& GetSections() const` | 获取所有分段 |
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## 使用示例
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```cpp
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// 加载网格
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ResourceHandle<Mesh> mesh = ResourceManager::Get().Load<Mesh>("models/player.fbx");
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// 手动设置顶点数据
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struct Vertex {
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float position[3];
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float normal[3];
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float uv[2];
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};
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Containers::Array<Vertex> vertices;
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vertices.Resize(vertexCount);
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// ... 填充顶点数据 ...
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mesh->SetVertexData(
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vertices.Data(),
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vertices.Size() * sizeof(Vertex),
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vertexCount,
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sizeof(Vertex),
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VertexAttribute::Position | VertexAttribute::Normal | VertexAttribute::UV0
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);
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// 设置索引数据
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Containers::Array<uint32_t> indices;
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indices.Resize(indexCount);
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// ... 填充索引数据 ...
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mesh->SetIndexData(
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indices.Data(),
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indices.Size() * sizeof(uint32_t),
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indexCount,
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true // 32 位索引
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);
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// 添加分段(一个网格可能有多个材质)
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MeshSection section;
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section.baseVertex = 0;
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section.vertexCount = vertexCount;
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section.startIndex = 0;
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section.indexCount = indexCount;
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section.materialID = 0;
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mesh->AddSection(section);
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// 访问数据
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uint32_t vCount = mesh->GetVertexCount();
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uint32_t iCount = mesh->GetIndexCount();
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auto sections = mesh->GetSections();
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```
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## 相关文档
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docs: 重构 API 文档结构并修正源码准确性
- 重组文档目录结构: 每个模块的概述页移动到模块子目录
- 重命名 index.md 为 main.md
- 修正所有模块文档中的错误:
- math: FromEuler→FromEulerAngles, TransformDirection 包含缩放, Box 是 OBB, Color::ToRGBA 格式
- containers: 新增 operator==/!= 文档, 补充 std::hash DJB 算法细节
- core: 修复 types 链接错误
- debug: LogLevelToString 返回大写, timestamp 是秒, Profiler 空实现标注, Windows API vs ANSI
- memory: 修复头文件路径, malloc vs operator new, 新增方法文档
- resources: 修复 Shader/Texture 链接错误
- threading: TaskSystem::Wait 空实现标注, ReadWriteLock 重入描述, LambdaTask 链接
- 验证: fix_links.py 确认 0 个断裂引用
2026-03-19 00:22:30 +08:00
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- [IResource](../iresource/iresource.md) - 资源基类
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- [Material](../material/material.md) - 材质资源
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- [ResourceManager](../resourcemanager/resourcemanager.md) - 资源管理器
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- [Resources 总览](../resources.md) - 返回模块总览
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