Difference between revisions of "Mesh"
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[[Mesh:resizeVertexArray]] ''resizes the vertex array'' <br/><!--GIDEROSMTD:Mesh:resizeVertexArray(size) resizes the vertex array --> | [[Mesh:resizeVertexArray]] ''resizes the vertex array'' <br/><!--GIDEROSMTD:Mesh:resizeVertexArray(size) resizes the vertex array --> | ||
[[Mesh:setColor]] ''set a color in the color array'' <br/><!--GIDEROSMTD:Mesh:setColor(i,color,alpha) set a color in the color array--> | [[Mesh:setColor]] ''set a color in the color array'' <br/><!--GIDEROSMTD:Mesh:setColor(i,color,alpha) set a color in the color array--> | ||
− | [[Mesh:setColorArray]] <br/><!--GIDEROSMTD:Mesh:setColorArray(colors)--> | + | [[Mesh:setColorArray]] ''sets or replace the whole color array'' <br/><!--GIDEROSMTD:Mesh:setColorArray(colors) sets or replace the whole color array--> |
− | [[Mesh:setColors]] <br/><!--GIDEROSMTD:Mesh:setColors(colors)--> | + | [[Mesh:setColors]] ''sets several colors at once'' <br/><!--GIDEROSMTD:Mesh:setColors(colors) sets several colors at once--> |
− | [[Mesh:setGenericArray]] <br/><!--GIDEROSMTD:Mesh:setGenericArray(index,type,mult,count,data)--> | + | [[Mesh:setGenericArray]] ''sets or replace a generic array'' <br/><!--GIDEROSMTD:Mesh:setGenericArray(index,type,mult,count,data) sets or replace a generic array--> |
[[Mesh:setIndex]] ''set an index in the index array'' <br/><!--GIDEROSMTD:Mesh:setIndex(i,index) set an index in the index array --> | [[Mesh:setIndex]] ''set an index in the index array'' <br/><!--GIDEROSMTD:Mesh:setIndex(i,index) set an index in the index array --> | ||
− | [[Mesh:setIndexArray]] <br/><!--GIDEROSMTD:Mesh:setIndexArray(indices)--> | + | [[Mesh:setIndexArray]] ''sets or replace the whole index array'' <br/><!--GIDEROSMTD:Mesh:setIndexArray(indices) sets or replace the whole index array--> |
− | [[Mesh:setIndices]] <br/><!--GIDEROSMTD:Mesh:setIndices(indices)--> | + | [[Mesh:setIndices]] ''sets several indices at once'' <br/><!--GIDEROSMTD:Mesh:setIndices(indices) sets several indices at once--> |
[[Mesh:setTexture]] ''attach a texture to the Mesh'' <br/><!--GIDEROSMTD:Mesh:setTexture(texture,slot) attach a texture to the Mesh--> | [[Mesh:setTexture]] ''attach a texture to the Mesh'' <br/><!--GIDEROSMTD:Mesh:setTexture(texture,slot) attach a texture to the Mesh--> | ||
[[Mesh:setTextureCoordinate]] ''set a texture coordinate in the texture coordinates array'' <br/><!--GIDEROSMTD:Mesh:setTextureCoordinate(i,u,v) set a texture coordinate in the texture coordinates array--> | [[Mesh:setTextureCoordinate]] ''set a texture coordinate in the texture coordinates array'' <br/><!--GIDEROSMTD:Mesh:setTextureCoordinate(i,u,v) set a texture coordinate in the texture coordinates array--> | ||
− | [[Mesh:setTextureCoordinateArray]] <br/><!--GIDEROSMTD:Mesh:setTextureCoordinateArray(textureCoordinates)--> | + | [[Mesh:setTextureCoordinateArray]] ''sets or replace the whole texture coordinates array'' <br/><!--GIDEROSMTD:Mesh:setTextureCoordinateArray(textureCoordinates) sets or replace the whole texture coordinates array--> |
− | [[Mesh:setTextureCoordinates]] <br/><!--GIDEROSMTD:Mesh:setTextureCoordinates(textureCoordinates)--> | + | [[Mesh:setTextureCoordinates]] ''sets several texture coordinates at once'' <br/><!--GIDEROSMTD:Mesh:setTextureCoordinates(textureCoordinates) sets several texture coordinates at once--> |
[[Mesh:setVertex]] ''set a vertex in the vertex array''<br/><!--GIDEROSMTD:Mesh:setVertex(i,x,y) set a vertex in the vertex array--> | [[Mesh:setVertex]] ''set a vertex in the vertex array''<br/><!--GIDEROSMTD:Mesh:setVertex(i,x,y) set a vertex in the vertex array--> | ||
− | [[Mesh:setVertexArray]] <br/><!--GIDEROSMTD:Mesh:setVertexArray(vertices)--> | + | [[Mesh:setVertexArray]] ''sets or replace the whole vertex array'' <br/><!--GIDEROSMTD:Mesh:setVertexArray(vertices) sets or replace the whole vertex array--> |
− | [[Mesh:setVertices]] <br/><!--GIDEROSMTD:Mesh:setVertices(vertices)--> | + | [[Mesh:setVertices]] ''sets several vertices at once'' <br/><!--GIDEROSMTD:Mesh:setVertices(vertices) sets several vertices at once--> |
| style="width: 50%; vertical-align:top;"| | | style="width: 50%; vertical-align:top;"| |
Revision as of 16:49, 7 January 2021
Supported platforms:
Available since: Gideros 2012.09
Inherits from: Sprite
Description
The Mesh class is used to create and display custom constructed set of triangles (triangle meshes). It basically consists of 4 arrays:
- vertex
- index
- color (optional)
- textureCoordinate (optional)
and a texture (optional). The Mesh class provides more than one way to set/modify these arrays.
The Mesh can be 2D or 3D, the latter expects an additional Z coordinate in its vertices. Additionally, 3D meshes and their children are rendered with depth testing enabled, which prevents far objects to be drawn above nearest ones, irrespective of actual drawing order.
the Mesh class doesn't do bounds check: if an element at index array points to an non-existent vertex, the application may crash
Example
Drawing a colored Mesh rectangle
local mesh = Mesh.new()
stage:addChild(mesh)
-- 1. vertex (0, 0)
-- 2. vertex (100, 0)
-- 3. vertex (100, 150)
-- 4. vertex (0, 150)
mesh:setVertexArray(0, 0, 100, 0, 100, 150, 0, 150)
-- 1. triangle from 1, 2 and 3 vertex
-- 2. triangle from 1, 3 and 4 vertex
mesh:setIndexArray(1, 2, 3, 1, 3, 4)
-- 1. vertex 0xff0000 color with 0.5 alpha
-- 2. vertex 0x00ff00 color with 0.7 alpha
-- 3. vertex 0x0000ff color with 1 alpha
-- 4. vertex 0xffff00 color with 0 alpha
mesh:setColorArray(0xff0000, 0.5, 0x00ff00, 0.7, 0x0000ff, 1.0, 0xffff00, 0)
MethodsMesh.new creates a new Mesh instance |
EventsConstants |