addMesh(actor,vertices,normals,faces)
adds a partial mesh defined by vertices, normals,
and faces to the actor specified by actor. The
resulting geometric mesh creates a single body.
addMesh(___,tcoords,vcolor)
adds a mesh additionally defined by the texture coordinates tcoords and
the vertex colors vcolor.
Vertex positions, specified as an N-by-3 matrix. This matrix includes the
coordinates of all vertex positions to be used for the mesh
geometry. Each vertex has a vertex ID equal to its row number in
the matrix. N specifies the number of
vertices.
Vertices of each triangular face, specified as
an M-by-3 matrix. This matrix defines how each triangle of the mesh is
drawn. The matrix specifies the vertex IDs that define each triangular face of the mesh.
M is the number of triangular faces in the mesh.
Example: faces = [0 3 2; 0 2 1; 4 6 7;
4 5 6]
Data Types: double
Normal vectors of each vertex, specified as an N-by-3 matrix. Each
row of the matrix specifies the normal vector for a vertex. This matrix must be the same
size as vertices matrix.
Vertex colors, specified as an N-by-3 matrix. This matrix specifies the
color value of each vertex in the [R G B] form. This matrix must be the
same length as vertices.
Note
To display vcolor along with the actor base color, set the
VertexBlend property to a value greater than 0. If
VertexBlend is 1, then actor displays only the
vcolor.
Texture coordinates for each vertex, specified as an N-by-2 matrix. This
matrix defines which point on the texture file maps to each of
the vertices. This matrix must be the same length as
vertices.