/** * @author Richard Davey * @copyright 2020 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var Mesh = require('./Mesh'); var GameObjectFactory = require('../GameObjectFactory'); /** * 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 * * @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 {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|number} [frame] - An optional frame from the Texture this Game Object is rendering with. * @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, containsZ, normals, colors, alphas) { return this.displayList.add(new Mesh(this.scene, x, y, texture, frame, vertices, uvs, indicies, containsZ, normals, colors, alphas)); }); }