TextMeshBuilder
Extends MeshBuilder
todo
Constructors
TextMeshBuilder:newTextMeshBuilder(glyphAtlas)
Creates a text mesh builder
Arguments
glyphAtlas
(GlyphAtlas)
Returns
Methods
TextMeshBuilder:print(text, transform)
Print a simple, single line text
Arguments
text
(string)
transform
(Mat4)
TextMeshBuilder:printf(text, wrapLimit, align, transform)
Print a formatted text
Arguments
text
(MaterializedText, string)
wrapLimit
(number)
align
(string)
transform
(Mat4)
MeshBuilder:clear()
Resets the buffer
MeshBuilder:updateBoundingSphere()
MeshBuilder:addMesh(mesh, transform)
Adds a mesh with given transform to the builder
Arguments
mesh
(Mesh)
transform
(Mat4)
MeshBuilder:addVertices(vertexCount, vertexMapLength)
Returns the pointer to vertices, pointer to vertex map and the index offset. Make sure to fill all requested vertices and build the vertex map accordingly.
Arguments
vertexCount
(number)
vertexMapLength
(number)
MeshBuilder:addTriangle()
Allocates an triangle and returns the pointer to the first vertex
MeshBuilder:addQuad()
Allocates an quad and returns the pointer to the first vertex
Mesh:setMaterial(material)
Sets the meshes material
Arguments
material
(Material)
Mesh:getMaterial()
Returns
(Material)
Mesh:setVisible(visibility)
Arguments
visibility
(boolean)
Mesh:setRenderVisibility(visibility)
Arguments
visibility
(boolean)
Mesh:getRenderVisibility()
Mesh:setShadowVisibility(visibility)
Arguments
visibility
(boolean)
Mesh:getShadowVisibility()
Mesh:setSkeleton(skeleton)
Arguments
skeleton
(Skeleton)
Mesh:getSkeleton()
Mesh:getPixelShader()
Mesh:getVertexShader()
Mesh:getWorldShader()
Mesh:updateBoundingSphere()
Updates the bounding sphere based on mesh data
Mesh:cleanup()
Mesh:preload(force)
Load textures and similar
Arguments
force
(boolean) Bypass threaded loading and immediately load things
Mesh:clearMesh()
Deletes the mesh, will regenerate next time needed
Mesh:getMesh(name)
Get a mesh, load automatically if required
Arguments
name
(string) optional, default “mesh”
Mesh:applyTransform(transform)
Apply a transformation matrix to all vertices
Arguments
transform
(Mat4)
Mesh:applyBones(skeleton)
Apply joints to mesh data directly
Arguments
skeleton
(Skeleton) optional
Mesh:getJointMatrix(skeleton, jointIndex)
Returns the final joint transformation based on vertex weights
Arguments
skeleton
(Skeleton)
jointIndex
(number)
Returns
(Mat4)
Mesh:recalculateTangents()
Mesh:createVertexMap()
Mesh:getMeshFormat()
Returns the required mesh format set by the current pixel shader
Returns
Mesh:create()
Makes this mesh render-able
Mesh:separate()
Separates by loose parts and returns a list of new meshes
Returns
(Mesh[])
Mesh:setMeshDrawMode(meshDrawMode)
Sets the current meshDrawMode, rarely makes sense to set manually
Arguments
meshDrawMode
(MeshDrawMode)
Mesh:getMeshDrawMode()
Gets the current meshDrawMode
Returns
(MeshDrawMode)
Mesh:getOrCreateBuffer(name)
Gets or creates an dynamic, typeless buffer
Arguments
name
(string) name of buffer
Clonable:clone()
Slow and deep clone
Clonable:instance()
Creates an fast instance
HasShaders:setPixelShader(shader)
Arguments
shader
(Shader)
HasShaders:setVertexShader(shader)
Arguments
shader
(Shader)
HasShaders:setWorldShader(shader)
Arguments
shader
(Shader)
IsNamed:setName(name)
A name has no influence other than being able to print more nicely
Arguments
name
(string)
IsNamed:getName()
Gets the name, or “unnamed”
Returns
(string)