gameforge - v0.1.12
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    Class Quad

    Helper class to create a quad

    PIXI

    Hierarchy (View Summary)

    Index

    Constructors

    Properties

    attributes: { [key: string]: Attribute }
    buffers: Buffer[]
    disposeRunner: Runner
    glVertexArrayObjects: {
        [key: number]: { [key: string]: WebGLVertexArrayObject };
    }

    A map of renderer IDs to webgl VAOs

    id: number
    indexBuffer: Buffer
    instanceCount: number

    Number of instances in this geometry, pass it to GeometrySystem.draw().

    1
    
    instanced: boolean

    Whether the geometry is instanced.

    refCount: number

    Count of existing (not destroyed) meshes that reference this geometry.

    Methods

    • Adds an attribute to the geometry Note: stride and start should be undefined if you dont know them, not 0!

      Parameters

      • id: string

        the name of the attribute (matching up to a shader)

      • buffer: Float32Array<ArrayBufferLike> | number[] | Buffer | Uint32Array<ArrayBufferLike>

        the buffer that holds the data of the attribute . You can also provide an Array and a buffer will be created from it.

      • Optionalsize: number

        the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2

      • Optionalnormalized: boolean

        should the data be normalized.

      • Optionaltype: TYPES

        what type of number is the attribute. Check PIXI.TYPES to see the ones available

      • Optionalstride: number

        How far apart, in bytes, the start of each value is. (used for interleaving data)

      • Optionalstart: number

        How far into the array to start reading values (used for interleaving data)

      • Optionalinstance: boolean

        Instancing flag

      Returns this

      • Returns self, useful for chaining.
    • Adds an index buffer to the geometry The index buffer contains integers, three for each triangle in the geometry, which reference the various attribute buffers (position, colour, UV coordinates, other UV coordinates, normal, …). There is only ONE index buffer.

      Parameters

      • Optionalbuffer: number[] | Buffer | IArrayBuffer

        The buffer that holds the data of the index buffer. You can also provide an Array and a buffer will be created from it.

      Returns Geometry

      • Returns self, useful for chaining.
    • Returns a clone of the geometry.

      Returns Geometry

      • A new clone of this geometry.
    • Destroys the geometry.

      Returns void

    • Disposes WebGL resources that are connected to this geometry.

      Returns void

    • Returns the requested attribute.

      Parameters

      • id: string

        The name of the attribute required

      Returns Attribute

      • The attribute requested.
    • Returns the requested buffer.

      Parameters

      • id: string

        The name of the buffer required.

      Returns Buffer

      • The buffer requested.
    • Returns the index buffer

      Returns Buffer

      • The index buffer.
    • Get the size of the geometries, in vertices.

      Returns number

    • This function modifies the structure so that all current attributes become interleaved into a single buffer This can be useful if your model remains static as it offers a little performance boost

      Returns Geometry

      • Returns self, useful for chaining.
    • Merges an array of geometries into a new single one.

      Geometry attribute styles must match for this operation to work.

      Parameters

      • geometries: Geometry[]

        array of geometries to merge

      Returns Geometry

      • Shiny new geometry!