var Class = require('../../utils/Class'); var GameObject = require('../GameObject'); var Components = require('../../components'); var MeshRender = require('./MeshRender'); var Mesh = new Class({ Extends: GameObject, Mixins: [ Components.Alpha, Components.BlendMode, Components.Flip, Components.GetBounds, Components.Origin, Components.RenderTarget, Components.ScaleMode, Components.Size, Components.Texture, Components.Transform, Components.Visible, Components.ScrollFactor, MeshRender ], initialize: function Mesh (state, x, y, vertices, uv, indices, colors, alphas, texture, frame) { GameObject.call(this, state, 'Mesh'); this.setTexture(texture, frame); this.setPosition(x, y); this.setSizeToFrame(); this.setOrigin(); if (vertices.length !== uv.length) { throw new Error('Phaser: Vertex count must match UV count'); } var verticesUB = (vertices.length / 2) | 0; if (colors.length > 0 && colors.length < verticesUB) { throw new Error('Phaser: Color count must match Vertex count'); } if (alphas.length > 0 && alphas.length < verticesUB) { throw new Error('Phaser: Alpha count must match Vertex count'); } var i; if (colors.length === 0) { for (i = 0; i < verticesUB; ++i) { colors[i] = 0xFFFFFF; } } if (alphas.length === 0) { for (i = 0; i < verticesUB; ++i) { alphas[i] = 1.0; } } this.vertices = new Float32Array(vertices); this.uv = new Float32Array(uv); this.indices = new Uint16Array(indices); this.colors = new Uint32Array(colors); this.alphas = new Float32Array(alphas); } }); module.exports = Mesh;