b3dTriangleVertex

Returns vertex index from triangle corner (0, 1, or 2). Takes mesh (surface-based mesh entity), surface (surface handle, 0-based), triangleIndex (triangle number, 0-based), corner (corner index: 0=first vertex, 1=second vertex, 2=third vertex). Returns vertex index (0-based) or -1 on error.

3D Graphics

Parameters & Returns

Parameters

mesh Int
surface Int
triangleIndex Int
corner Int

Returns

Int

Quick Summary

Returns vertex index from triangle corner (0, 1, or 2). Takes mesh (surface-based mesh entity), surface (surface handle, 0-based), triangleIndex (triangle number, 0-based), corner (corner index: 0=first vertex, 1=second vertex, 2=third vertex). Returns vertex index (0-based) or -1 on error.

Technical Exegesis...

Returns vertex index from triangle corner (0, 1, or 2). Takes mesh (surface-based mesh entity), surface (surface handle, 0-based), triangleIndex (triangle number, 0-based), corner (corner index: 0=first vertex, 1=second vertex, 2=third vertex). Returns vertex index (0-based) or -1 on error. Validates mesh exists, type is ENTITY_MESH, is surface-based, surface index valid, triangle index valid, and corner in range [0,2]. Calculates index offset: triangleIndex * 3 + corner. Returns surface->indices[offset].

Example

Example.bam
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