phaser/src/gameobjects/mesh/MeshFactory.js

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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
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var Mesh = require('./Mesh');
var GameObjectFactory = require('../GameObjectFactory');
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/**
* Creates a new Mesh Game Object and adds it to the Scene.
*
* Note: This method will only be available if the Mesh Game Object and WebGL support have been built into Phaser.
*
* @method Phaser.GameObjects.GameObjectFactory#mesh
* @webglOnly
* @since 3.0.0
*
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* @param {number} x - The horizontal position of this Game Object in the world.
* @param {number} y - The vertical position of this Game Object in the world.
* @param {number[]} vertices - An array containing the vertices data for this Mesh.
* @param {number[]} uv - An array containing the uv data for this Mesh.
* @param {number[]} colors - An array containing the color data for this Mesh.
* @param {number[]} alphas - An array containing the alpha data for this Mesh.
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* @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
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* @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with.
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*
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* @return {Phaser.GameObjects.Mesh} The Game Object that was created.
*/
if (typeof WEBGL_RENDERER)
{
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GameObjectFactory.register('mesh', function (x, y, vertices, uv, colors, alphas, texture, frame)
{
return this.displayList.add(new Mesh(this.scene, x, y, vertices, uv, colors, alphas, texture, frame));
});
}
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// When registering a factory function 'this' refers to the GameObjectFactory context.
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//
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// There are several properties available to use:
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//
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// this.scene - a reference to the Scene that owns the GameObjectFactory
// this.displayList - a reference to the Display List the Scene owns
// this.updateList - a reference to the Update List the Scene owns