public interface MeshPartBuilder
Modifier and Type | Interface and Description |
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static class |
MeshPartBuilder.VertexInfo
Class that contains all vertex information the builder can use.
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Modifier and Type | Method and Description |
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void |
addMesh(Mesh mesh)
Copies a mesh to the mesh (part) currently being build.
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void |
addMesh(Mesh mesh,
int indexOffset,
int numIndices)
Copies a (part of a) mesh to the mesh (part) currently being build.
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void |
addMesh(MeshPart meshpart)
Copies a MeshPart to the mesh (part) currently being build.
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void |
arrow(float x1,
float y1,
float z1,
float x2,
float y2,
float z2,
float capLength,
float stemThickness,
int divisions)
Add an arrow
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void |
box(float width,
float height,
float depth)
Add a box with the specified dimensions.
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void |
box(float x,
float y,
float z,
float width,
float height,
float depth)
Add a box at the specified location, with the specified dimensions
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void |
box(Matrix4 transform)
Add a box given the matrix.
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void |
box(MeshPartBuilder.VertexInfo corner000,
MeshPartBuilder.VertexInfo corner010,
MeshPartBuilder.VertexInfo corner100,
MeshPartBuilder.VertexInfo corner110,
MeshPartBuilder.VertexInfo corner001,
MeshPartBuilder.VertexInfo corner011,
MeshPartBuilder.VertexInfo corner101,
MeshPartBuilder.VertexInfo corner111)
Add a box.
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void |
box(Vector3 corner000,
Vector3 corner010,
Vector3 corner100,
Vector3 corner110,
Vector3 corner001,
Vector3 corner011,
Vector3 corner101,
Vector3 corner111)
Add a box.
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void |
capsule(float radius,
float height,
int divisions)
Add a capsule
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void |
circle(float radius,
int divisions,
float centerX,
float centerY,
float centerZ,
float normalX,
float normalY,
float normalZ)
Add a circle
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void |
circle(float radius,
int divisions,
float centerX,
float centerY,
float centerZ,
float normalX,
float normalY,
float normalZ,
float angleFrom,
float angleTo)
Add a circle
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void |
circle(float radius,
int divisions,
float centerX,
float centerY,
float centerZ,
float normalX,
float normalY,
float normalZ,
float tangentX,
float tangentY,
float tangentZ,
float binormalX,
float binormalY,
float binormalZ)
Add a circle
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void |
circle(float radius,
int divisions,
float centerX,
float centerY,
float centerZ,
float normalX,
float normalY,
float normalZ,
float tangentX,
float tangentY,
float tangentZ,
float binormalX,
float binormalY,
float binormalZ,
float angleFrom,
float angleTo)
Add a circle
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void |
circle(float radius,
int divisions,
Vector3 center,
Vector3 normal)
Add a circle
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void |
circle(float radius,
int divisions,
Vector3 center,
Vector3 normal,
float angleFrom,
float angleTo)
Add a circle
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void |
circle(float radius,
int divisions,
Vector3 center,
Vector3 normal,
Vector3 tangent,
Vector3 binormal)
Add a circle
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void |
circle(float radius,
int divisions,
Vector3 center,
Vector3 normal,
Vector3 tangent,
Vector3 binormal,
float angleFrom,
float angleTo)
Add a circle
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void |
cone(float width,
float height,
float depth,
int divisions)
Add a cone
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void |
cone(float width,
float height,
float depth,
int divisions,
float angleFrom,
float angleTo)
Add a cone
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void |
cylinder(float width,
float height,
float depth,
int divisions)
Add a cylinder
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void |
cylinder(float width,
float height,
float depth,
int divisions,
float angleFrom,
float angleTo)
Add a cylinder
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void |
cylinder(float width,
float height,
float depth,
int divisions,
float angleFrom,
float angleTo,
boolean close)
Add a cylinder
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void |
ellipse(float width,
float height,
float innerWidth,
float innerHeight,
int divisions,
float centerX,
float centerY,
float centerZ,
float normalX,
float normalY,
float normalZ)
Add an ellipse
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void |
ellipse(float width,
float height,
float innerWidth,
float innerHeight,
int divisions,
float centerX,
float centerY,
float centerZ,
float normalX,
float normalY,
float normalZ,
float angleFrom,
float angleTo)
Add an ellipse
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void |
ellipse(float width,
float height,
float innerWidth,
float innerHeight,
int divisions,
float centerX,
float centerY,
float centerZ,
float normalX,
float normalY,
float normalZ,
float tangentX,
float tangentY,
float tangentZ,
float binormalX,
float binormalY,
float binormalZ,
float angleFrom,
float angleTo)
Add an ellipse
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void |
ellipse(float width,
float height,
float innerWidth,
float innerHeight,
int divisions,
Vector3 center,
Vector3 normal)
Add an ellipse
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void |
ellipse(float width,
float height,
int divisions,
float centerX,
float centerY,
float centerZ,
float normalX,
float normalY,
float normalZ)
Add a circle
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void |
ellipse(float width,
float height,
int divisions,
float centerX,
float centerY,
float centerZ,
float normalX,
float normalY,
float normalZ,
float angleFrom,
float angleTo)
Add a circle
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void |
ellipse(float width,
float height,
int divisions,
float centerX,
float centerY,
float centerZ,
float normalX,
float normalY,
float normalZ,
float tangentX,
float tangentY,
float tangentZ,
float binormalX,
float binormalY,
float binormalZ)
Add a circle
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void |
ellipse(float width,
float height,
int divisions,
float centerX,
float centerY,
float centerZ,
float normalX,
float normalY,
float normalZ,
float tangentX,
float tangentY,
float tangentZ,
float binormalX,
float binormalY,
float binormalZ,
float angleFrom,
float angleTo)
Add a circle
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void |
ellipse(float width,
float height,
int divisions,
Vector3 center,
Vector3 normal)
Add a circle
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void |
ellipse(float width,
float height,
int divisions,
Vector3 center,
Vector3 normal,
float angleFrom,
float angleTo)
Add a circle
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void |
ellipse(float width,
float height,
int divisions,
Vector3 center,
Vector3 normal,
Vector3 tangent,
Vector3 binormal)
Add a circle
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void |
ellipse(float width,
float height,
int divisions,
Vector3 center,
Vector3 normal,
Vector3 tangent,
Vector3 binormal,
float angleFrom,
float angleTo)
Add a circle
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VertexAttributes |
getAttributes() |
MeshPart |
getMeshPart() |
Matrix4 |
getVertexTransform(Matrix4 out)
Get the current vertex transformation matrix.
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void |
index(short value)
Add an index, MeshPartBuilder expects all meshes to be indexed.
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void |
index(short value1,
short value2)
Add multiple indices, MeshPartBuilder expects all meshes to be indexed.
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void |
index(short value1,
short value2,
short value3)
Add multiple indices, MeshPartBuilder expects all meshes to be indexed.
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void |
index(short value1,
short value2,
short value3,
short value4)
Add multiple indices, MeshPartBuilder expects all meshes to be indexed.
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void |
index(short value1,
short value2,
short value3,
short value4,
short value5,
short value6)
Add multiple indices, MeshPartBuilder expects all meshes to be indexed.
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void |
index(short value1,
short value2,
short value3,
short value4,
short value5,
short value6,
short value7,
short value8)
Add multiple indices, MeshPartBuilder expects all meshes to be indexed.
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boolean |
isVertexTransformationEnabled()
Indicates whether vertex transformation is enabled.
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short |
lastIndex() |
void |
line(float x1,
float y1,
float z1,
float x2,
float y2,
float z2)
Add a line.
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void |
line(MeshPartBuilder.VertexInfo p1,
MeshPartBuilder.VertexInfo p2)
Add a line.
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void |
line(short index1,
short index2)
Add a line by indices.
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void |
line(Vector3 p1,
Color c1,
Vector3 p2,
Color c2)
Add a line.
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void |
line(Vector3 p1,
Vector3 p2)
Add a line.
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void |
patch(float x00,
float y00,
float z00,
float x10,
float y10,
float z10,
float x11,
float y11,
float z11,
float x01,
float y01,
float z01,
float normalX,
float normalY,
float normalZ,
int divisionsU,
int divisionsV)
Add a rectangle.
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void |
patch(MeshPartBuilder.VertexInfo corner00,
MeshPartBuilder.VertexInfo corner10,
MeshPartBuilder.VertexInfo corner11,
MeshPartBuilder.VertexInfo corner01,
int divisionsU,
int divisionsV)
Add a rectangle.
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void |
patch(Vector3 corner00,
Vector3 corner10,
Vector3 corner11,
Vector3 corner01,
Vector3 normal,
int divisionsU,
int divisionsV)
Add a rectangle.
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void |
rect(float x00,
float y00,
float z00,
float x10,
float y10,
float z10,
float x11,
float y11,
float z11,
float x01,
float y01,
float z01,
float normalX,
float normalY,
float normalZ)
Add a rectangle Requires GL_POINTS, GL_LINES or GL_TRIANGLES primitive type.
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void |
rect(MeshPartBuilder.VertexInfo corner00,
MeshPartBuilder.VertexInfo corner10,
MeshPartBuilder.VertexInfo corner11,
MeshPartBuilder.VertexInfo corner01)
Add a rectangle.
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void |
rect(short corner00,
short corner10,
short corner11,
short corner01)
Add a rectangle by indices.
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void |
rect(Vector3 corner00,
Vector3 corner10,
Vector3 corner11,
Vector3 corner01,
Vector3 normal)
Add a rectangle.
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void |
setColor(Color color)
Set the color used to tint the vertex color, defaults to white.
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void |
setColor(float r,
float g,
float b,
float a)
Set the color used to tint the vertex color, defaults to white.
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void |
setUVRange(float u1,
float v1,
float u2,
float v2)
Set range of texture coordinates used (default is 0,0,1,1).
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void |
setUVRange(TextureRegion r)
Set range of texture coordinates from the specified TextureRegion.
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void |
setVertexTransform(Matrix4 transform)
Set the current vertex transformation matrix and enables vertex transformation.
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void |
setVertexTransformationEnabled(boolean enabled)
Sets whether vertex transformation is enabled.
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void |
sphere(float width,
float height,
float depth,
int divisionsU,
int divisionsV)
Add a sphere
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void |
sphere(float width,
float height,
float depth,
int divisionsU,
int divisionsV,
float angleUFrom,
float angleUTo,
float angleVFrom,
float angleVTo)
Add a sphere
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void |
sphere(Matrix4 transform,
float width,
float height,
float depth,
int divisionsU,
int divisionsV)
Add a sphere
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void |
sphere(Matrix4 transform,
float width,
float height,
float depth,
int divisionsU,
int divisionsV,
float angleUFrom,
float angleUTo,
float angleVFrom,
float angleVTo)
Add a sphere
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void |
triangle(MeshPartBuilder.VertexInfo p1,
MeshPartBuilder.VertexInfo p2,
MeshPartBuilder.VertexInfo p3)
Add a triangle.
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void |
triangle(short index1,
short index2,
short index3)
Add a triangle by indices.
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void |
triangle(Vector3 p1,
Color c1,
Vector3 p2,
Color c2,
Vector3 p3,
Color c3)
Add a triangle.
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void |
triangle(Vector3 p1,
Vector3 p2,
Vector3 p3)
Add a triangle.
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short |
vertex(float... values)
Add one or more vertices, returns the index of the last vertex added.
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short |
vertex(MeshPartBuilder.VertexInfo info)
Add a vertex, returns the index.
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short |
vertex(Vector3 pos,
Vector3 nor,
Color col,
Vector2 uv)
Add a vertex, returns the index.
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VertexAttributes getAttributes()
VertexAttributes
available for building.void setColor(Color color)
VertexAttributes.Usage.ColorPacked
or
VertexAttributes.Usage.ColorUnpacked
.void setColor(float r, float g, float b, float a)
VertexAttributes.Usage.ColorPacked
or
VertexAttributes.Usage.ColorUnpacked
.void setUVRange(float u1, float v1, float u2, float v2)
void setUVRange(TextureRegion r)
Matrix4 getVertexTransform(Matrix4 out)
void setVertexTransform(Matrix4 transform)
boolean isVertexTransformationEnabled()
void setVertexTransformationEnabled(boolean enabled)
short vertex(float... values)
short vertex(Vector3 pos, Vector3 nor, Color col, Vector2 uv)
getAttributes()
to check which values are available.short vertex(MeshPartBuilder.VertexInfo info)
getAttributes()
to check which values are available.short lastIndex()
void index(short value)
void index(short value1, short value2)
void index(short value1, short value2, short value3)
void index(short value1, short value2, short value3, short value4)
void index(short value1, short value2, short value3, short value4, short value5, short value6)
void index(short value1, short value2, short value3, short value4, short value5, short value6, short value7, short value8)
void line(short index1, short index2)
void line(MeshPartBuilder.VertexInfo p1, MeshPartBuilder.VertexInfo p2)
void line(float x1, float y1, float z1, float x2, float y2, float z2)
void line(Vector3 p1, Color c1, Vector3 p2, Color c2)
void triangle(short index1, short index2, short index3)
void triangle(MeshPartBuilder.VertexInfo p1, MeshPartBuilder.VertexInfo p2, MeshPartBuilder.VertexInfo p3)
void triangle(Vector3 p1, Vector3 p2, Vector3 p3)
void triangle(Vector3 p1, Color c1, Vector3 p2, Color c2, Vector3 p3, Color c3)
void rect(short corner00, short corner10, short corner11, short corner01)
void rect(MeshPartBuilder.VertexInfo corner00, MeshPartBuilder.VertexInfo corner10, MeshPartBuilder.VertexInfo corner11, MeshPartBuilder.VertexInfo corner01)
void rect(Vector3 corner00, Vector3 corner10, Vector3 corner11, Vector3 corner01, Vector3 normal)
void rect(float x00, float y00, float z00, float x10, float y10, float z10, float x11, float y11, float z11, float x01, float y01, float z01, float normalX, float normalY, float normalZ)
void patch(MeshPartBuilder.VertexInfo corner00, MeshPartBuilder.VertexInfo corner10, MeshPartBuilder.VertexInfo corner11, MeshPartBuilder.VertexInfo corner01, int divisionsU, int divisionsV)
void patch(Vector3 corner00, Vector3 corner10, Vector3 corner11, Vector3 corner01, Vector3 normal, int divisionsU, int divisionsV)
void patch(float x00, float y00, float z00, float x10, float y10, float z10, float x11, float y11, float z11, float x01, float y01, float z01, float normalX, float normalY, float normalZ, int divisionsU, int divisionsV)
void box(MeshPartBuilder.VertexInfo corner000, MeshPartBuilder.VertexInfo corner010, MeshPartBuilder.VertexInfo corner100, MeshPartBuilder.VertexInfo corner110, MeshPartBuilder.VertexInfo corner001, MeshPartBuilder.VertexInfo corner011, MeshPartBuilder.VertexInfo corner101, MeshPartBuilder.VertexInfo corner111)
void box(Vector3 corner000, Vector3 corner010, Vector3 corner100, Vector3 corner110, Vector3 corner001, Vector3 corner011, Vector3 corner101, Vector3 corner111)
void box(Matrix4 transform)
void box(float width, float height, float depth)
void box(float x, float y, float z, float width, float height, float depth)
void circle(float radius, int divisions, float centerX, float centerY, float centerZ, float normalX, float normalY, float normalZ)
void circle(float radius, int divisions, Vector3 center, Vector3 normal, Vector3 tangent, Vector3 binormal)
void circle(float radius, int divisions, float centerX, float centerY, float centerZ, float normalX, float normalY, float normalZ, float tangentX, float tangentY, float tangentZ, float binormalX, float binormalY, float binormalZ)
void circle(float radius, int divisions, float centerX, float centerY, float centerZ, float normalX, float normalY, float normalZ, float angleFrom, float angleTo)
void circle(float radius, int divisions, Vector3 center, Vector3 normal, float angleFrom, float angleTo)
void circle(float radius, int divisions, Vector3 center, Vector3 normal, Vector3 tangent, Vector3 binormal, float angleFrom, float angleTo)
void circle(float radius, int divisions, float centerX, float centerY, float centerZ, float normalX, float normalY, float normalZ, float tangentX, float tangentY, float tangentZ, float binormalX, float binormalY, float binormalZ, float angleFrom, float angleTo)
void ellipse(float width, float height, int divisions, float centerX, float centerY, float centerZ, float normalX, float normalY, float normalZ)
void ellipse(float width, float height, int divisions, Vector3 center, Vector3 normal)
void ellipse(float width, float height, int divisions, Vector3 center, Vector3 normal, Vector3 tangent, Vector3 binormal)
void ellipse(float width, float height, int divisions, float centerX, float centerY, float centerZ, float normalX, float normalY, float normalZ, float tangentX, float tangentY, float tangentZ, float binormalX, float binormalY, float binormalZ)
void ellipse(float width, float height, int divisions, float centerX, float centerY, float centerZ, float normalX, float normalY, float normalZ, float angleFrom, float angleTo)
void ellipse(float width, float height, int divisions, Vector3 center, Vector3 normal, float angleFrom, float angleTo)
void ellipse(float width, float height, int divisions, Vector3 center, Vector3 normal, Vector3 tangent, Vector3 binormal, float angleFrom, float angleTo)
void ellipse(float width, float height, int divisions, float centerX, float centerY, float centerZ, float normalX, float normalY, float normalZ, float tangentX, float tangentY, float tangentZ, float binormalX, float binormalY, float binormalZ, float angleFrom, float angleTo)
void ellipse(float width, float height, float innerWidth, float innerHeight, int divisions, float centerX, float centerY, float centerZ, float normalX, float normalY, float normalZ, float tangentX, float tangentY, float tangentZ, float binormalX, float binormalY, float binormalZ, float angleFrom, float angleTo)
void ellipse(float width, float height, float innerWidth, float innerHeight, int divisions, float centerX, float centerY, float centerZ, float normalX, float normalY, float normalZ, float angleFrom, float angleTo)
void ellipse(float width, float height, float innerWidth, float innerHeight, int divisions, float centerX, float centerY, float centerZ, float normalX, float normalY, float normalZ)
void ellipse(float width, float height, float innerWidth, float innerHeight, int divisions, Vector3 center, Vector3 normal)
void cylinder(float width, float height, float depth, int divisions)
void cylinder(float width, float height, float depth, int divisions, float angleFrom, float angleTo)
void cylinder(float width, float height, float depth, int divisions, float angleFrom, float angleTo, boolean close)
void cone(float width, float height, float depth, int divisions)
void cone(float width, float height, float depth, int divisions, float angleFrom, float angleTo)
void sphere(float width, float height, float depth, int divisionsU, int divisionsV)
void sphere(Matrix4 transform, float width, float height, float depth, int divisionsU, int divisionsV)
void sphere(float width, float height, float depth, int divisionsU, int divisionsV, float angleUFrom, float angleUTo, float angleVFrom, float angleVTo)
void sphere(Matrix4 transform, float width, float height, float depth, int divisionsU, int divisionsV, float angleUFrom, float angleUTo, float angleVFrom, float angleVTo)
void capsule(float radius, float height, int divisions)
void arrow(float x1, float y1, float z1, float x2, float y2, float z2, float capLength, float stemThickness, int divisions)
x1
- source xy1
- source yz1
- source zx2
- destination xy2
- destination yz2
- destination zcapLength
- is the height of the cap in percentage, must be in (0,1)stemThickness
- is the percentage of stem diameter compared to cap diameter, must be in (0,1]divisions
- the amount of vertices used to generate the cap and stem ellipsoidal basesvoid addMesh(Mesh mesh)
mesh
- The mesh to copy, must have the same vertex attributes and must be indexed.void addMesh(MeshPart meshpart)
meshpart
- The MeshPart to copy, must have the same vertex attributes, primitive type and must be indexed.void addMesh(Mesh mesh, int indexOffset, int numIndices)
mesh
- The mesh to (partly) copy, must have the same vertex attributes and must be indexed.indexOffset
- The zero-based offset of the first index of the part of the mesh to copy.numIndices
- The number of indices of the part of the mesh to copy.Copyright © 2015. All rights reserved.