mirror of
https://github.com/photonstorm/phaser
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39 lines
2.1 KiB
JavaScript
39 lines
2.1 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2020 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
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var Mesh = require('./Mesh');
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var GameObjectFactory = require('../GameObjectFactory');
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/**
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* Creates a new Mesh Game Object and adds it to the Scene.
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*
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* Note: This method will only be available if the Mesh Game Object and WebGL support have been built into Phaser.
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*
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* @method Phaser.GameObjects.GameObjectFactory#mesh
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* @webglOnly
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* @since 3.0.0
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*
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* @param {number} [x] - The horizontal position of this Game Object in the world.
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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|number} [frame] - An optional frame from the Texture this Game Object is rendering with.
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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 {Phaser.GameObjects.Mesh} The Game Object that was created.
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*/
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if (typeof WEBGL_RENDERER)
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{
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GameObjectFactory.register('mesh', function (x, y, texture, frame, vertices, uvs, indicies, containsZ, normals, colors, alphas)
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{
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return this.displayList.add(new Mesh(this.scene, x, y, texture, frame, vertices, uvs, indicies, containsZ, normals, colors, alphas));
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});
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}
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