mirror of
https://github.com/photonstorm/phaser
synced 2024-11-22 04:33:31 +00:00
Updated Mesh to include new functions and docs
This commit is contained in:
parent
e46ba609a8
commit
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3 changed files with 61 additions and 338 deletions
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@ -11,12 +11,13 @@ var DegToRad = require('../../math/DegToRad');
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var Face = require('../../geom/mesh/Face');
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var GameObject = require('../GameObject');
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var GameObjectEvents = require('../events');
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var GenerateVerts = require('../../geom/mesh/GenerateVerts');
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var GenerateObjVerts = require('../../geom/mesh/GenerateObjVerts');
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var GetCalcMatrix = require('../GetCalcMatrix');
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var GetFastValue = require('../../utils/object/GetFastValue');
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var Matrix4 = require('../../math/Matrix4');
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var Vector3 = require('../../math/Vector3');
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var MeshRender = require('./MeshRender');
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var StableSort = require('../../utils/array/StableSort');
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var Vector3 = require('../../math/Vector3');
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var Vertex = require('../../geom/mesh/Vertex');
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/**
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@ -32,9 +33,10 @@ var Vertex = require('../../geom/mesh/Vertex');
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* Sprites, or Sprites where you need fine-grained control over the vertices in order to
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* achieve special effects in your games. Note that rendering still takes place using Phasers
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* orthographic camera. As a result, all depth and face tests are done in orthographic space.
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*
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* The rendering process will iterate through the faces of this Mesh and render out each vertex
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* within that is considered as being counter-clockwise. Because of this you should be careful
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* not to use model data with too many vertices.
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* not to use model data with too many vertices, or complex overlapping geometry.
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*
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* In short, if you want to remake Crysis, use a 3D engine, not a Mesh. However, if you want
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* to easily add some small fun 3D elements into your game, or create some special effects involving
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@ -68,9 +70,11 @@ var Vertex = require('../../geom/mesh/Vertex');
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* @param {number} [y] - The vertical position of this Game Object in the world.
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* @param {string|Phaser.Textures.Texture} [texture] - The key, or instance 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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* @param {number[]} [vertices] - An array containing the vertices data for this Mesh.
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* @param {number[]} [uvs] - An array containing the uv data for this Mesh.
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* @param {number[]} [indicies] - An optional array containing the vertex indicies for this Mesh. If the data isn't index, pass `null`.
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* @param {number[]} vertices - The vertices array. Either `xy` pairs, or `xyz` if the `containsZ` parameter is `true`.
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* @param {number[]} uvs - The UVs pairs array.
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* @param {number[]} [indicies] - Optional vertex indicies array. If you don't have one, pass `null` or an empty array.
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* @param {boolean} [containsZ=false] - Does the vertices data include a `z` component?
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* @param {number[]} [normals] - Optional vertex normals array. If you don't have one, pass `null` or an empty array.
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* @param {number|number[]} [colors=0xffffff] - An array of colors, one per vertex, or a single color value applied to all vertices.
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* @param {number|number[]} [alphas=1] - An array of alpha values, one per vertex, or a single alpha value applied to all vertices.
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*/
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@ -94,7 +98,7 @@ var Mesh = new Class({
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initialize:
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function Mesh (scene, x, y, texture, frame, vertices, uvs, indicies, colors, alphas)
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function Mesh (scene, x, y, texture, frame, vertices, uvs, indicies, containsZ, normals, colors, alphas)
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{
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if (x === undefined) { x = 0; }
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if (y === undefined) { y = 0; }
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@ -116,7 +120,7 @@ var Mesh = new Class({
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*
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* A Face consists of 3 Vertex objects.
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*
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* This array is populated during calls such as `addFace` or `addOBJ`.
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* This array is populated during calls such as `addVertices` or `addOBJ`.
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*
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* @name Phaser.GameObjects.Mesh#faces
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* @type {Phaser.Geom.Mesh.Face[]}
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@ -307,7 +311,7 @@ var Mesh = new Class({
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if (vertices)
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{
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this.addVertices(vertices, uvs, indicies, colors, alphas);
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this.addVertices(vertices, uvs, indicies, containsZ, normals, colors, alphas);
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}
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this.on(GameObjectEvents.ADDED_TO_SCENE, this.addedToScene, this);
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@ -443,9 +447,7 @@ var Mesh = new Class({
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* moved or rotated. You can scale the model data, should it be too small, or too large, to see.
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* You can also offset the vertices of the model via the `x`, `y` and `z` parameters.
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*
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* If you wish to add OBJ data to this Mesh without loading it, you can call the `Mesh.addModel` method directly.
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*
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* @method Phaser.GameObjects.Mesh#addOBJ
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* @method Phaser.GameObjects.Mesh#addVerticesFromObj
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* @since 3.50.0
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*
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* @param {string} key - The key of the model data in the OBJ Cache to add to this Mesh.
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@ -456,250 +458,13 @@ var Mesh = new Class({
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*
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* @return {this} This Mesh Game Object.
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*/
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addOBJ: function (key, scale, x, y, z)
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addVerticesFromObj: function (key, scale, x, y, z)
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{
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var data = this.scene.sys.cache.obj.get(key);
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if (data)
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{
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this.addModel(data, scale, x, y, z);
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}
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return this;
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},
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/**
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* Creates a grid based on the given configuration object and adds it to this Mesh.
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*
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* The size of the grid is given in pixels. An example configuration may be:
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*
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* `{ width: 256, height: 256, widthSegments: 2, heightSegments: 2, tile: true }`
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*
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* This will create a grid Mesh 256 x 256 pixels in size, split into 2x2 segments, with
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* the texture tiling across the cells.
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*
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* You can optionally split the grid into segments both vertically and horizontally. This will
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* generate two faces per grid segment as a result.
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*
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* The `tile` parameter allows you to control if the tile will repeat across the grid
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* segments, or be displayed in full.
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*
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* You may add multiple grids to a single Mesh, although they will act as one when
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* moved or rotated. You can offset the grid via the `x` and `y` properties.
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*
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* UV coordinates are generated based on the currently set texture `Frame` of this Mesh. For
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* example, if this Mesh is using a full texture, the UVs will be in the range 0 to 1. If it's
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* using a frame from a texture, such as from a texture atlas, the UVs will be generated within
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* the range of that frame.
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*
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* @method Phaser.GameObjects.Mesh#addGrid
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* @since 3.50.0
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*
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* @param {Phaser.Types.GameObjects.Mesh.MeshGridConfig} config - A Grid configuration object.
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*
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* @return {this} This Mesh Game Object.
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*/
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addGrid: function (config)
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{
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var width = GetFastValue(config, 'width', 128);
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var height = GetFastValue(config, 'height', width);
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var widthSegments = GetFastValue(config, 'widthSegments', 1);
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var heightSegments = GetFastValue(config, 'heightSegments', 1);
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var posX = GetFastValue(config, 'x', 0);
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var posY = GetFastValue(config, 'y', 0);
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var colors = GetFastValue(config, 'colors', 0xffffff);
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var alphas = GetFastValue(config, 'alphas', 1);
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var tile = GetFastValue(config, 'tile', false);
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var halfWidth = width / 2;
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var halfHeight = height / 2;
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var gridX = Math.floor(widthSegments);
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var gridY = Math.floor(heightSegments);
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var gridX1 = gridX + 1;
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var gridY1 = gridY + 1;
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var segmentWidth = width / gridX;
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var segmentHeight = height / gridY;
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var uvs = [];
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var vertices = [];
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var indices = [];
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var ix;
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var iy;
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var frame = this.frame;
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var frameU0 = frame.u0;
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var frameU1 = frame.u1;
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var frameV0 = frame.v0;
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var frameV1 = frame.v1;
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var frameU = frameU1 - frameU0;
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var frameV = frameV1 - frameV0;
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var tv;
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var tu;
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for (iy = 0; iy < gridY1; iy++)
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{
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var y = posY + (iy * segmentHeight - halfHeight);
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for (ix = 0; ix < gridX1; ix++)
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{
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var x = posX + (ix * segmentWidth - halfWidth);
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vertices.push(x, -y);
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if (!tile)
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{
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tu = frameU0 + frameU * (ix / gridX);
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tv = frameV0 + frameV * (1 - (iy / gridY));
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uvs.push(tu, tv);
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}
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}
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}
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var tiledVertices = [];
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for (iy = 0; iy < gridY; iy++)
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{
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for (ix = 0; ix < gridX; ix++)
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{
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var a = ix + gridX1 * iy;
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var b = ix + gridX1 * (iy + 1);
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var c = (ix + 1) + gridX1 * (iy + 1);
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var d = (ix + 1) + gridX1 * iy;
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if (!tile)
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{
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indices.push(a, b, d);
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indices.push(b, c, d);
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}
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else
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{
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a *= 2;
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b *= 2;
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c *= 2;
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d *= 2;
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tiledVertices.push(
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vertices[a], vertices[a + 1],
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vertices[b], vertices[b + 1],
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vertices[d], vertices[d + 1],
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vertices[b], vertices[b + 1],
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vertices[c], vertices[c + 1],
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vertices[d], vertices[d + 1]
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);
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uvs.push(
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frameU0, frameV1,
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frameU0, frameV0,
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frameU1, frameV1,
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frameU0, frameV0,
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frameU1, frameV0,
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frameU1, frameV1
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);
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}
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}
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}
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if (tile)
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{
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return this.addVertices(tiledVertices, uvs, null, colors, alphas);
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}
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else
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{
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return this.addVertices(vertices, uvs, indices, colors, alphas);
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}
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},
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/**
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* This method will add parsed triangulated OBJ model data to this Mesh.
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*
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* The obj should have been parsed in advance via the ParseObj function:
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*
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* ```javascript
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* var data = Phaser.Geom.Mesh.ParseObj(rawData, flipUV);
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*
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* Mesh.addModel(data);
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* ```
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*
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* Multiple Mesh objects can use the same model data without impacting on each other.
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*
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* Make sure your 3D package has triangulated the model data prior to exporting it.
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*
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* You may add multiple models to a single Mesh, although they will act as one when
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* moved or rotated. You can scale the model data, should it be too small (or large) to visualize.
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* You can also offset the model via the `x`, `y` and `z` parameters.
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*
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* @method Phaser.GameObjects.Mesh#addModel
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* @since 3.50.0
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*
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* @param {Phaser.Types.Geom.Mesh.OBJData} data - The parsed OBJ model data.
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* @param {number} [scale=1] - An amount to scale the model data by. Use this if the model has exported too small, or large, to see.
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* @param {number} [x=0] - Offset the model x position by this amount.
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* @param {number} [y=0] - Offset the model y position by this amount.
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* @param {number} [z=0] - Offset the model z position by this amount.
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*
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* @return {this} This Mesh Game Object.
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*/
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addModel: function (data, scale, x, y, z)
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{
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if (scale === undefined) { scale = 1; }
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if (x === undefined) { x = 0; }
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if (y === undefined) { y = 0; }
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if (z === undefined) { z = 0; }
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var materials = data.materials;
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for (var m = 0; m < data.models.length; m++)
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{
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var model = data.models[m];
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var vertices = model.vertices;
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var textureCoords = model.textureCoords;
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var faces = model.faces;
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for (var i = 0; i < faces.length; i++)
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{
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var face = faces[i];
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var v1 = face.vertices[0];
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var v2 = face.vertices[1];
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var v3 = face.vertices[2];
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var m1 = vertices[v1.vertexIndex];
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var m2 = vertices[v2.vertexIndex];
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var m3 = vertices[v3.vertexIndex];
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var t1 = v1.textureCoordsIndex;
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var t2 = v2.textureCoordsIndex;
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var t3 = v3.textureCoordsIndex;
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var uv1 = (t1 === -1) ? { u: 0, v: 1 } : textureCoords[t1];
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var uv2 = (t2 === -1) ? { u: 0, v: 0 } : textureCoords[t2];
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var uv3 = (t3 === -1) ? { u: 1, v: 1 } : textureCoords[t3];
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var color = 0xffffff;
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if (face.material !== '' && materials[face.material])
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{
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color = materials[face.material];
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}
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var vert1 = this.addVertex(x + m1.x * scale, y + m1.y * scale, z + m1.z * scale, uv1.u, uv1.v, color);
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var vert2 = this.addVertex(x + m2.x * scale, y + m2.y * scale, z + m2.z * scale, uv2.u, uv2.v, color);
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var vert3 = this.addVertex(x + m3.x * scale, y + m3.y * scale, z + m3.z * scale, uv3.u, uv3.v, color);
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this.addFace(vert1, vert2, vert3);
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}
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GenerateObjVerts(data, this, scale, x, y, z);
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}
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return this;
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@ -793,12 +558,26 @@ var Mesh = new Class({
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},
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/**
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* Adds new vertices to this Mesh by parsing the given arrays.
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* Adds new vertices to this Mesh by parsing the given data.
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*
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* This method will take vertex data in one of two formats, based on the `containsZ` parameter.
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*
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* If your vertex data are `x`, `y` pairs, then `containsZ` should be `false` (this is the default)
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*
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* If your vertex data is groups of `x`, `y` and `z` values, then the `containsZ` parameter must be true.
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*
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* The `vertices` parameter is a numeric array consisting of `x` and `y` pairs.
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* The `uvs` parameter is a numeric array consisting of `u` and `v` pairs.
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*
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* The `normals` parameter is a numeric array consisting of `x`, `y` vertex normal values and, if `containsZ` is true, `z` values as well.
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*
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* The `indicies` parameter is an optional array that, if given, is an indexed list of vertices to be added.
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*
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* The `colors` parameter is an optional array, or single value, that if given sets the color of each vertex created.
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*
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* The `alphas` parameter is an optional array, or single value, that if given sets the alpha of each vertex created.
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*
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* When providing indexed data it is assumed that _all_ of the arrays are indexed, not just the vertices.
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*
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* The following example will create a 256 x 256 sized quad using an index array:
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*
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* ```javascript
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@ -818,86 +597,35 @@ var Mesh = new Class({
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*
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* const indices = [ 0, 2, 1, 2, 3, 1 ];
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*
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* Mesh.addVertices(vertices, uvs, indicies);
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* mesh.addVertices(vertices, uvs, indicies);
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* ```
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*
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* Vertices must be provided as x/y pairs, there is no `z` component used in this call. For that, please see
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* `addModel` instead.
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* If the data is not indexed, it's assumed that the arrays all contain sequential data.
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*
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* @method Phaser.GameObjects.Mesh#addVertices
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* @since 3.50.0
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*
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* @param {number[]} vertices - The vertices array.
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* @param {number[]} uvs - The UVs array.
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* @param {number[]} [indicies] - Optional vertex indicies array.
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* @param {number[]} vertices - The vertices array. Either `xy` pairs, or `xyz` if the `containsZ` parameter is `true`.
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* @param {number[]} uvs - The UVs pairs array.
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* @param {number[]} [indicies] - Optional vertex indicies array. If you don't have one, pass `null` or an empty array.
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* @param {boolean} [containsZ=false] - Does the vertices data include a `z` component?
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* @param {number[]} [normals] - Optional vertex normals array. If you don't have one, pass `null` or an empty array.
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* @param {number|number[]} [colors=0xffffff] - An array of colors, one per vertex, or a single color value applied to all vertices.
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* @param {number|number[]} [alphas=1] - An array of alpha values, one per vertex, or a single alpha value applied to all vertices.
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*
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* @return {this} This Mesh Game Object.
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*/
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addVertices: function (vertices, uvs, indicies, colors, alphas)
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addVertices: function (vertices, uvs, indicies, containsZ, normals, colors, alphas)
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{
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if (colors === undefined) { colors = 0xffffff; }
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if (alphas === undefined) { alphas = 1; }
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var result = GenerateVerts(vertices, uvs, indicies, containsZ, normals, colors, alphas);
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if (vertices.length !== uvs.length)
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if (result)
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{
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console.warn('Mesh vertices and uv count not equal');
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return this;
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this.faces = this.faces.concat(result.faces);
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this.vertices = this.vertices.concat(result.vertices);
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}
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var i;
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var newVerts = [];
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var isColorArray = Array.isArray(colors);
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var isAlphaArray = Array.isArray(alphas);
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if (Array.isArray(indicies) && indicies.length > 0)
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{
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for (i = 0; i < indicies.length; i++)
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{
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var index = indicies[i] * 2;
|
||||
|
||||
newVerts.push(this.addVertex(
|
||||
vertices[index],
|
||||
vertices[index + 1],
|
||||
0,
|
||||
uvs[index],
|
||||
uvs[index + 1],
|
||||
(isColorArray) ? colors[i] : colors,
|
||||
(isAlphaArray) ? alphas[i] : alphas
|
||||
));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
var colorIndex = 0;
|
||||
|
||||
for (i = 0; i < vertices.length; i += 2)
|
||||
{
|
||||
newVerts.push(this.addVertex(
|
||||
vertices[i],
|
||||
vertices[i + 1],
|
||||
0,
|
||||
uvs[i],
|
||||
uvs[i + 1],
|
||||
(isColorArray) ? colors[colorIndex] : colors,
|
||||
(isAlphaArray) ? alphas[colorIndex] : alphas
|
||||
));
|
||||
|
||||
colorIndex++;
|
||||
}
|
||||
}
|
||||
|
||||
for (i = 0; i < newVerts.length; i += 3)
|
||||
{
|
||||
var vert1 = newVerts[i];
|
||||
var vert2 = newVerts[i + 1];
|
||||
var vert3 = newVerts[i + 2];
|
||||
|
||||
this.addFace(vert1, vert2, vert3);
|
||||
}
|
||||
this.dirtyCache[9] = -1;
|
||||
|
||||
return this;
|
||||
},
|
||||
|
|
|
@ -30,11 +30,14 @@ GameObjectCreator.register('mesh', function (config, addToScene)
|
|||
var key = GetAdvancedValue(config, 'key', null);
|
||||
var frame = GetAdvancedValue(config, 'frame', null);
|
||||
var vertices = GetValue(config, 'vertices', []);
|
||||
var colors = GetValue(config, 'colors', []);
|
||||
var alphas = GetValue(config, 'alphas', []);
|
||||
var uv = GetValue(config, 'uv', []);
|
||||
var uvs = GetValue(config, 'uvs', []);
|
||||
var indicies = GetValue(config, 'indicies', []);
|
||||
var containsZ = GetValue(config, 'containsZ', false);
|
||||
var normals = GetValue(config, 'normals', []);
|
||||
var colors = GetValue(config, 'colors', 0xffffff);
|
||||
var alphas = GetValue(config, 'alphas', 1);
|
||||
|
||||
var mesh = new Mesh(this.scene, 0, 0, vertices, uv, colors, alphas, key, frame);
|
||||
var mesh = new Mesh(this.scene, 0, 0, key, frame, vertices, uvs, indicies, containsZ, normals, colors, alphas);
|
||||
|
||||
if (addToScene !== undefined)
|
||||
{
|
||||
|
@ -45,5 +48,3 @@ GameObjectCreator.register('mesh', function (config, addToScene)
|
|||
|
||||
return mesh;
|
||||
});
|
||||
|
||||
// When registering a factory function 'this' refers to the GameObjectCreator context.
|
||||
|
|
|
@ -20,26 +20,20 @@ var GameObjectFactory = require('../GameObjectFactory');
|
|||
* @param {number} [y] - The vertical position of this Game Object in the world.
|
||||
* @param {string|Phaser.Textures.Texture} [texture] - The key, or instance of the Texture this Game Object will use to render with, as stored in the Texture Manager.
|
||||
* @param {string|integer} [frame] - An optional frame from the Texture this Game Object is rendering with.
|
||||
* @param {number[]} [vertices] - An array containing the vertices data for this Mesh.
|
||||
* @param {number[]} [uvs] - An array containing the uv data for this Mesh.
|
||||
* @param {number[]} [indicies] - An array containing the vertex indicies for this Mesh.
|
||||
* @param {number|number[]} [colors=0xffffff] - An array containing the color data for this Mesh.
|
||||
* @param {number|number[]} [alphas=1] - An array containing the alpha data for this Mesh.
|
||||
* @param {number[]} vertices - The vertices array. Either `xy` pairs, or `xyz` if the `containsZ` parameter is `true`.
|
||||
* @param {number[]} uvs - The UVs pairs array.
|
||||
* @param {number[]} [indicies] - Optional vertex indicies array. If you don't have one, pass `null` or an empty array.
|
||||
* @param {boolean} [containsZ=false] - Does the vertices data include a `z` component?
|
||||
* @param {number[]} [normals] - Optional vertex normals array. If you don't have one, pass `null` or an empty array.
|
||||
* @param {number|number[]} [colors=0xffffff] - An array of colors, one per vertex, or a single color value applied to all vertices.
|
||||
* @param {number|number[]} [alphas=1] - An array of alpha values, one per vertex, or a single alpha value applied to all vertices.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Mesh} The Game Object that was created.
|
||||
*/
|
||||
if (typeof WEBGL_RENDERER)
|
||||
{
|
||||
GameObjectFactory.register('mesh', function (x, y, texture, frame, vertices, uvs, indicies, colors, alphas)
|
||||
GameObjectFactory.register('mesh', function (x, y, texture, frame, vertices, uvs, indicies, containsZ, normals, colors, alphas)
|
||||
{
|
||||
return this.displayList.add(new Mesh(this.scene, x, y, texture, frame, vertices, uvs, indicies, colors, alphas));
|
||||
return this.displayList.add(new Mesh(this.scene, x, y, texture, frame, vertices, uvs, indicies, containsZ, normals, colors, alphas));
|
||||
});
|
||||
}
|
||||
|
||||
// When registering a factory function 'this' refers to the GameObjectFactory context.
|
||||
//
|
||||
// There are several properties available to use:
|
||||
//
|
||||
// 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
|
||||
|
|
Loading…
Reference in a new issue