/** * @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|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. * * @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) { return this.displayList.add(new Mesh(this.scene, x, y, texture, frame, vertices, uvs, indicies, 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