Difference between revisions of "Mesh"

From GiderosMobile
(mostly formatting :-) and removed language)
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[[Mesh:getVertex]] ''returns x and y coordinate of the i-th element from vertex array''<br/><!--GIDEROSMTD:Mesh:getVertex(i) returns x and y coordinate of the i-th element from vertex array-->
 
[[Mesh:getVertex]] ''returns x and y coordinate of the i-th element from vertex array''<br/><!--GIDEROSMTD:Mesh:getVertex(i) returns x and y coordinate of the i-th element from vertex array-->
 
[[Mesh:getVertexArraySize]] ''gets the size of the Vertices array''<br/><!--GIDEROSMTD:Mesh:getVertexArraySize() gets the size of the Vertices array-->
 
[[Mesh:getVertexArraySize]] ''gets the size of the Vertices array''<br/><!--GIDEROSMTD:Mesh:getVertexArraySize() gets the size of the Vertices array-->
[[Mesh:resizeColorArray]] ''resizes the size of the Color array''<br/><!--GIDEROSMTD:Mesh:resizeColorArray(size) resizes the size of the Color array-->
+
[[Mesh:resizeColorArray]] ''resizes the Color array''<br/><!--GIDEROSMTD:Mesh:resizeColorArray(size) resizes the Color array-->
[[Mesh:resizeIndexArray]] ''resizes the size of the Index array''<br/><!--GIDEROSMTD:Mesh:resizeIndexArray(size) resizes the size of the Index array-->
+
[[Mesh:resizeIndexArray]] ''resizes the Index array''<br/><!--GIDEROSMTD:Mesh:resizeIndexArray(size) resizes the Index array-->
[[Mesh:resizeTextureCoordinateArray]] <br/><!--GIDEROSMTD:Mesh:resizeTextureCoordinateArray(size)-->
+
[[Mesh:resizeTextureCoordinateArray]] ''resizes the texture coordinates array'' <br/><!--GIDEROSMTD:Mesh:resizeTextureCoordinateArray(size) resizes the texture coordinates array-->
[[Mesh:resizeVertexArray]] <br/><!--GIDEROSMTD:Mesh:resizeVertexArray(size)-->
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[[Mesh:resizeVertexArray]] ''resizes the vertex array'' <br/><!--GIDEROSMTD:Mesh:resizeVertexArray(size) resizes the vertex array -->
[[Mesh:setColor]] <br/><!--GIDEROSMTD:Mesh:setColor(i,color,alpha)-->
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[[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]] <br/><!--GIDEROSMTD:Mesh:setColorArray(colors)-->
 
[[Mesh:setColors]] <br/><!--GIDEROSMTD:Mesh:setColors(colors)-->
 
[[Mesh:setColors]] <br/><!--GIDEROSMTD:Mesh:setColors(colors)-->
 
[[Mesh:setGenericArray]] <br/><!--GIDEROSMTD:Mesh:setGenericArray(index,type,mult,count,data)-->
 
[[Mesh:setGenericArray]] <br/><!--GIDEROSMTD:Mesh:setGenericArray(index,type,mult,count,data)-->
[[Mesh:setIndex]] <br/><!--GIDEROSMTD:Mesh:setIndex(i,index)-->
+
[[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]] <br/><!--GIDEROSMTD:Mesh:setIndexArray(indices)-->
 
[[Mesh:setIndices]] <br/><!--GIDEROSMTD:Mesh:setIndices(indices)-->
 
[[Mesh:setIndices]] <br/><!--GIDEROSMTD:Mesh:setIndices(indices)-->
[[Mesh:setTexture]] <br/><!--GIDEROSMTD:Mesh:setTexture(texture,slot)-->
+
[[Mesh:setTexture]] ''attach a texture to the Mesh''  <br/><!--GIDEROSMTD:Mesh:setTexture(texture,slot) attach a texture to the Mesh-->
[[Mesh:setTextureCoordinate]] <br/><!--GIDEROSMTD:Mesh:setTextureCoordinate(i,u,v)-->
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[[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]] <br/><!--GIDEROSMTD:Mesh:setTextureCoordinateArray(textureCoordinates)-->
 
[[Mesh:setTextureCoordinates]] <br/><!--GIDEROSMTD:Mesh:setTextureCoordinates(textureCoordinates)-->
 
[[Mesh:setTextureCoordinates]] <br/><!--GIDEROSMTD:Mesh:setTextureCoordinates(textureCoordinates)-->
[[Mesh:setVertex]] <br/><!--GIDEROSMTD:Mesh:setVertex(i,x,y)-->
+
[[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]] <br/><!--GIDEROSMTD:Mesh:setVertexArray(vertices)-->
 
[[Mesh:setVertices]] <br/><!--GIDEROSMTD:Mesh:setVertices(vertices)-->
 
[[Mesh:setVertices]] <br/><!--GIDEROSMTD:Mesh:setVertices(vertices)-->
  
 
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=== Events ===
 
=== Events ===
 
=== Constants ===
 
=== Constants ===

Revision as of 16:42, 7 January 2021

Supported platforms: Platform android.pngPlatform ios.pngPlatform mac.pngPlatform pc.pngPlatform html5.pngPlatform winrt.pngPlatform win32.png
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)

Methods

Mesh.new creates a new Mesh instance
Mesh:clearColorArray clears the color array
Mesh:clearIndexArray clears the index array
Mesh:clearTexture clears the Mesh texture
Mesh:clearTextureCoordinateArray clears the texture coordinate array
Mesh:clearVertexArray clears the vertex array
Mesh:getColor returns color and alpha of the i-th element from color array
Mesh:getColorArraySize gets the size of the Color array
Mesh:getIndex returns the i-th element from index array
Mesh:getIndexArraySize gets the size of the Index array
Mesh:getTextureCoordinate returns u and v coordinate of the i-th element from texture coordinate array
Mesh:getTextureCoordinateArraySize gets the size of the Texture Coordinate array
Mesh:getVertex returns x and y coordinate of the i-th element from vertex array
Mesh:getVertexArraySize gets the size of the Vertices array
Mesh:resizeColorArray resizes the Color array
Mesh:resizeIndexArray resizes the Index array
Mesh:resizeTextureCoordinateArray resizes the texture coordinates array
Mesh:resizeVertexArray resizes the vertex array
Mesh:setColor set a color in the color array
Mesh:setColorArray
Mesh:setColors
Mesh:setGenericArray
Mesh:setIndex set an index in the index array
Mesh:setIndexArray
Mesh:setIndices
Mesh:setTexture attach a texture to the Mesh
Mesh:setTextureCoordinate set a texture coordinate in the texture coordinates array
Mesh:setTextureCoordinateArray
Mesh:setTextureCoordinates
Mesh:setVertex set a vertex in the vertex array
Mesh:setVertexArray
Mesh:setVertices

Events

Constants