Package gaiasky.util.gdx
Interface IntMeshPartBuilder
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- All Known Implementing Classes:
IntIntMeshBuilder
public interface IntMeshPartBuilder
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Nested Class Summary
Nested Classes Modifier and Type Interface Description static classIntMeshPartBuilder.VertexInfoClass that contains all vertex information the builder can use.
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Method Summary
All Methods Instance Methods Abstract Methods Modifier and Type Method Description voidarrow(float x1, float y1, float z1, float x2, float y2, float z2, float capLength, float stemThickness, int divisions)Add an arrowvoidbox(float width, float height, float depth)Add a box with the specified dimensions.voidbox(float x, float y, float z, float width, float height, float depth)Add a box at the specified location, with the specified dimensionsvoidbox(com.badlogic.gdx.math.Matrix4 transform)Add a box given the matrix.voidbox(com.badlogic.gdx.math.Vector3 corner000, com.badlogic.gdx.math.Vector3 corner010, com.badlogic.gdx.math.Vector3 corner100, com.badlogic.gdx.math.Vector3 corner110, com.badlogic.gdx.math.Vector3 corner001, com.badlogic.gdx.math.Vector3 corner011, com.badlogic.gdx.math.Vector3 corner101, com.badlogic.gdx.math.Vector3 corner111)Add a box.voidbox(IntMeshPartBuilder.VertexInfo corner000, IntMeshPartBuilder.VertexInfo corner010, IntMeshPartBuilder.VertexInfo corner100, IntMeshPartBuilder.VertexInfo corner110, IntMeshPartBuilder.VertexInfo corner001, IntMeshPartBuilder.VertexInfo corner011, IntMeshPartBuilder.VertexInfo corner101, IntMeshPartBuilder.VertexInfo corner111)Add a box.voidcapsule(float radius, float height, int divisions)Add a capsulevoidcircle(float radius, int divisions, float centerX, float centerY, float centerZ, float normalX, float normalY, float normalZ)Add a circlevoidcircle(float radius, int divisions, float centerX, float centerY, float centerZ, float normalX, float normalY, float normalZ, float angleFrom, float angleTo)Add a circlevoidcircle(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 circlevoidcircle(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 circlevoidcircle(float radius, int divisions, com.badlogic.gdx.math.Vector3 center, com.badlogic.gdx.math.Vector3 normal)Add a circlevoidcircle(float radius, int divisions, com.badlogic.gdx.math.Vector3 center, com.badlogic.gdx.math.Vector3 normal, float angleFrom, float angleTo)Add a circlevoidcircle(float radius, int divisions, com.badlogic.gdx.math.Vector3 center, com.badlogic.gdx.math.Vector3 normal, com.badlogic.gdx.math.Vector3 tangent, com.badlogic.gdx.math.Vector3 binormal)Add a circlevoidcircle(float radius, int divisions, com.badlogic.gdx.math.Vector3 center, com.badlogic.gdx.math.Vector3 normal, com.badlogic.gdx.math.Vector3 tangent, com.badlogic.gdx.math.Vector3 binormal, float angleFrom, float angleTo)Add a circlevoidcone(float width, float height, float depth, int divisions)Add a conevoidcone(float width, float height, float depth, int divisions, float angleFrom, float angleTo)Add a conevoidcone(float width, float height, float depth, int divisions, int hdivisions, float angleFrom, float angleTo)Add a conevoidcylinder(float width, float height, float depth, int divisions)Add a cylindervoidcylinder(float width, float height, float depth, int divisions, float angleFrom, float angleTo)Add a cylindervoidcylinder(float width, float height, float depth, int divisions, float angleFrom, float angleTo, boolean close)Add a cylindervoidcylinder(float width, float height, float depth, int divisions, float angleFrom, float angleTo, boolean close, boolean flipNormals)Add a cylindervoidellipse(float width, float height, float innerWidth, float innerHeight, int divisions, float centerX, float centerY, float centerZ, float normalX, float normalY, float normalZ)Add an ellipsevoidellipse(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 ellipsevoidellipse(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 ellipsevoidellipse(float width, float height, float innerWidth, float innerHeight, int divisions, com.badlogic.gdx.math.Vector3 center, com.badlogic.gdx.math.Vector3 normal)Add an ellipsevoidellipse(float width, float height, int divisions, float centerX, float centerY, float centerZ, float normalX, float normalY, float normalZ)Add a circlevoidellipse(float width, float height, int divisions, float centerX, float centerY, float centerZ, float normalX, float normalY, float normalZ, float angleFrom, float angleTo)Add a circlevoidellipse(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 circlevoidellipse(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 circlevoidellipse(float width, float height, int divisions, com.badlogic.gdx.math.Vector3 center, com.badlogic.gdx.math.Vector3 normal)Add a circlevoidellipse(float width, float height, int divisions, com.badlogic.gdx.math.Vector3 center, com.badlogic.gdx.math.Vector3 normal, float angleFrom, float angleTo)Add a circlevoidellipse(float width, float height, int divisions, com.badlogic.gdx.math.Vector3 center, com.badlogic.gdx.math.Vector3 normal, com.badlogic.gdx.math.Vector3 tangent, com.badlogic.gdx.math.Vector3 binormal)Add a circlevoidellipse(float width, float height, int divisions, com.badlogic.gdx.math.Vector3 center, com.badlogic.gdx.math.Vector3 normal, com.badlogic.gdx.math.Vector3 tangent, com.badlogic.gdx.math.Vector3 binormal, float angleFrom, float angleTo)Add a circlecom.badlogic.gdx.graphics.VertexAttributesgetAttributes()IntMeshPartgetMeshPart()com.badlogic.gdx.math.Matrix4getVertexTransform(com.badlogic.gdx.math.Matrix4 out)Get the current vertex transformation matrix.voidicosphere(float radius, int divisions, boolean flipNormals, boolean smoothLighting)Add an icospherevoidicosphere(float radius, int divisions, boolean flipNormals, boolean smoothLighting, int startFace, int nfaces)Add an icospherevoidindex(int value)Add an index, IntMeshPartBuilder expects all meshes to be indexed.voidindex(int value1, int value2)Add multiple indices, IntMeshPartBuilder expects all meshes to be indexed.voidindex(int value1, int value2, int value3)Add multiple indices, IntMeshPartBuilder expects all meshes to be indexed.voidindex(int value1, int value2, int value3, int value4)Add multiple indices, IntMeshPartBuilder expects all meshes to be indexed.voidindex(int value1, int value2, int value3, int value4, int value5, int value6)Add multiple indices, IntMeshPartBuilder expects all meshes to be indexed.voidindex(int value1, int value2, int value3, int value4, int value5, int value6, int value7, int value8)Add multiple indices, IntMeshPartBuilder expects all meshes to be indexed.booleanisVertexTransformationEnabled()Indicates whether vertex transformation is enabled.intlastIndex()voidline(float x1, float y1, float z1, float x2, float y2, float z2)Add a line.voidline(int index1, int index2)Add a line by indices.voidline(com.badlogic.gdx.math.Vector3 p1, com.badlogic.gdx.graphics.Color c1, com.badlogic.gdx.math.Vector3 p2, com.badlogic.gdx.graphics.Color c2)Add a line.voidline(com.badlogic.gdx.math.Vector3 p1, com.badlogic.gdx.math.Vector3 p2)Add a line.voidline(IntMeshPartBuilder.VertexInfo p1, IntMeshPartBuilder.VertexInfo p2)Add a line.voidoctahedronsphere(float radius, int divisions, boolean flipNormals, boolean smoothLighting)Add an octahedronspherevoidoctahedronsphere(float radius, int divisions, boolean flipNormals, boolean hardEdges, int startFace, int nfaces)Add an octahedronspherevoidpatch(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.voidpatch(com.badlogic.gdx.math.Vector3 corner00, com.badlogic.gdx.math.Vector3 corner10, com.badlogic.gdx.math.Vector3 corner11, com.badlogic.gdx.math.Vector3 corner01, com.badlogic.gdx.math.Vector3 normal, int divisionsU, int divisionsV)Add a rectangle.voidpatch(IntMeshPartBuilder.VertexInfo corner00, IntMeshPartBuilder.VertexInfo corner10, IntMeshPartBuilder.VertexInfo corner11, IntMeshPartBuilder.VertexInfo corner01, int divisionsU, int divisionsV)Add a rectangle.voidrect(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.voidrect(int corner00, int corner10, int corner11, int corner01)Add a rectangle by indices.voidrect(com.badlogic.gdx.math.Vector3 corner00, com.badlogic.gdx.math.Vector3 corner10, com.badlogic.gdx.math.Vector3 corner11, com.badlogic.gdx.math.Vector3 corner01, com.badlogic.gdx.math.Vector3 normal)Add a rectangle.voidrect(IntMeshPartBuilder.VertexInfo corner00, IntMeshPartBuilder.VertexInfo corner10, IntMeshPartBuilder.VertexInfo corner11, IntMeshPartBuilder.VertexInfo corner01)Add a rectangle.voidring(float innerRadius, float outerRadius, int divisions, boolean flipNormals)Add a ringvoidring(com.badlogic.gdx.math.Matrix4 transform, float innerRadius, float outerRadius, int divisions, boolean flipNormals)Add a ringvoidring(com.badlogic.gdx.math.Matrix4 transform, float innerRadius, float outerRadius, int divisions, boolean flipNormals, float angleStart, float angleEnd)Add a ringvoidsetColor(float r, float g, float b, float a)Set the color used if no vertex color is provided.voidsetColor(com.badlogic.gdx.graphics.Color color)Set the color used if no vertex color is provided, or null to not use a default color.voidsetUVRange(float u1, float v1, float u2, float v2)Set range of texture coordinates used (default is 0,0,1,1).voidsetUVRange(com.badlogic.gdx.graphics.g2d.TextureRegion r)Set range of texture coordinates from the specified TextureRegion.voidsetVertexTransform(com.badlogic.gdx.math.Matrix4 transform)Set the current vertex transformation matrix and enables vertex transformation.voidsetVertexTransformationEnabled(boolean enabled)Sets whether vertex transformation is enabled.voidsphere(float width, float height, float depth, int divisionsU, int divisionsV)Add a spherevoidsphere(float width, float height, float depth, int divisionsU, int divisionsV, boolean flipNormals, float angleUFrom, float angleUTo, float angleVFrom, float angleVTo)Add a spherevoidsphere(float width, float height, float depth, int divisionsU, int divisionsV, float angleUFrom, float angleUTo, float angleVFrom, float angleVTo)Add a spherevoidsphere(com.badlogic.gdx.math.Matrix4 transform, float width, float height, float depth, int divisionsU, int divisionsV)Add a spherevoidsphere(com.badlogic.gdx.math.Matrix4 transform, float width, float height, float depth, int divisionsU, int divisionsV, boolean flipNormals, float angleUFrom, float angleUTo, float angleVFrom, float angleVTo)Add a spherevoidsphere(com.badlogic.gdx.math.Matrix4 transform, float width, float height, float depth, int divisionsU, int divisionsV, float angleUFrom, float angleUTo, float angleVFrom, float angleVTo)Add a spherevoidtriangle(int index1, int index2, int index3)Add a triangle by indices.voidtriangle(com.badlogic.gdx.math.Vector3 p1, com.badlogic.gdx.graphics.Color c1, com.badlogic.gdx.math.Vector3 p2, com.badlogic.gdx.graphics.Color c2, com.badlogic.gdx.math.Vector3 p3, com.badlogic.gdx.graphics.Color c3)Add a triangle.voidtriangle(com.badlogic.gdx.math.Vector3 p1, com.badlogic.gdx.math.Vector3 p2, com.badlogic.gdx.math.Vector3 p3)Add a triangle.voidtriangle(IntMeshPartBuilder.VertexInfo p1, IntMeshPartBuilder.VertexInfo p2, IntMeshPartBuilder.VertexInfo p3)Add a triangle.intvertex(float... values)Add one or more vertices, returns the index of the last vertex added.intvertex(com.badlogic.gdx.math.Vector3 pos, com.badlogic.gdx.math.Vector3 nor, com.badlogic.gdx.graphics.Color col, com.badlogic.gdx.math.Vector2 uv)Add a vertex, returns the index.intvertex(IntMeshPartBuilder.VertexInfo info)Add a vertex, returns the index.
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Method Detail
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getMeshPart
IntMeshPart getMeshPart()
- Returns:
- The
IntMeshPartcurrently building.
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getAttributes
com.badlogic.gdx.graphics.VertexAttributes getAttributes()
- Returns:
- The
VertexAttributesavailable for building.
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setColor
void setColor(com.badlogic.gdx.graphics.Color color)
Set the color used if no vertex color is provided, or null to not use a default color.
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setColor
void setColor(float r, float g, float b, float a)Set the color used if no vertex color is provided.
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setUVRange
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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setUVRange
void setUVRange(com.badlogic.gdx.graphics.g2d.TextureRegion r)
Set range of texture coordinates from the specified TextureRegion.
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vertex
int vertex(float... values)
Add one or more vertices, returns the index of the last vertex added. The length of values must a power of the vertex size.
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vertex
int vertex(com.badlogic.gdx.math.Vector3 pos, com.badlogic.gdx.math.Vector3 nor, com.badlogic.gdx.graphics.Color col, com.badlogic.gdx.math.Vector2 uv)Add a vertex, returns the index. Null values are allowed. UsegetAttributes()to check which values are available.
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vertex
int vertex(IntMeshPartBuilder.VertexInfo info)
Add a vertex, returns the index. UsegetAttributes()to check which values are available.
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lastIndex
int lastIndex()
- Returns:
- The index of the last added vertex.
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index
void index(int value)
Add an index, IntMeshPartBuilder expects all meshes to be indexed.
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index
void index(int value1, int value2)Add multiple indices, IntMeshPartBuilder expects all meshes to be indexed.
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index
void index(int value1, int value2, int value3)Add multiple indices, IntMeshPartBuilder expects all meshes to be indexed.
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index
void index(int value1, int value2, int value3, int value4)Add multiple indices, IntMeshPartBuilder expects all meshes to be indexed.
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index
void index(int value1, int value2, int value3, int value4, int value5, int value6)Add multiple indices, IntMeshPartBuilder expects all meshes to be indexed.
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index
void index(int value1, int value2, int value3, int value4, int value5, int value6, int value7, int value8)Add multiple indices, IntMeshPartBuilder expects all meshes to be indexed.
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line
void line(int index1, int index2)Add a line by indices. Requires GL_LINES primitive type.
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line
void line(IntMeshPartBuilder.VertexInfo p1, IntMeshPartBuilder.VertexInfo p2)
Add a line. Requires GL_LINES primitive type.
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line
void line(com.badlogic.gdx.math.Vector3 p1, com.badlogic.gdx.math.Vector3 p2)Add a line. Requires GL_LINES primitive type.
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line
void line(float x1, float y1, float z1, float x2, float y2, float z2)Add a line. Requires GL_LINES primitive type.
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line
void line(com.badlogic.gdx.math.Vector3 p1, com.badlogic.gdx.graphics.Color c1, com.badlogic.gdx.math.Vector3 p2, com.badlogic.gdx.graphics.Color c2)Add a line. Requires GL_LINES primitive type.
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triangle
void triangle(int index1, int index2, int index3)Add a triangle by indices. Requires GL_POINTS, GL_LINES or GL_TRIANGLES primitive type.
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triangle
void triangle(IntMeshPartBuilder.VertexInfo p1, IntMeshPartBuilder.VertexInfo p2, IntMeshPartBuilder.VertexInfo p3)
Add a triangle. Requires GL_POINTS, GL_LINES or GL_TRIANGLES primitive type.
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triangle
void triangle(com.badlogic.gdx.math.Vector3 p1, com.badlogic.gdx.math.Vector3 p2, com.badlogic.gdx.math.Vector3 p3)Add a triangle. Requires GL_POINTS, GL_LINES or GL_TRIANGLES primitive type.
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triangle
void triangle(com.badlogic.gdx.math.Vector3 p1, com.badlogic.gdx.graphics.Color c1, com.badlogic.gdx.math.Vector3 p2, com.badlogic.gdx.graphics.Color c2, com.badlogic.gdx.math.Vector3 p3, com.badlogic.gdx.graphics.Color c3)Add a triangle. Requires GL_POINTS, GL_LINES or GL_TRIANGLES primitive type.
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rect
void rect(int corner00, int corner10, int corner11, int corner01)Add a rectangle by indices. Requires GL_POINTS, GL_LINES or GL_TRIANGLES primitive type.
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rect
void rect(IntMeshPartBuilder.VertexInfo corner00, IntMeshPartBuilder.VertexInfo corner10, IntMeshPartBuilder.VertexInfo corner11, IntMeshPartBuilder.VertexInfo corner01)
Add a rectangle. Requires GL_POINTS, GL_LINES or GL_TRIANGLES primitive type.
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rect
void rect(com.badlogic.gdx.math.Vector3 corner00, com.badlogic.gdx.math.Vector3 corner10, com.badlogic.gdx.math.Vector3 corner11, com.badlogic.gdx.math.Vector3 corner01, com.badlogic.gdx.math.Vector3 normal)Add a rectangle. Requires GL_POINTS, GL_LINES or GL_TRIANGLES primitive type.
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rect
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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patch
void patch(IntMeshPartBuilder.VertexInfo corner00, IntMeshPartBuilder.VertexInfo corner10, IntMeshPartBuilder.VertexInfo corner11, IntMeshPartBuilder.VertexInfo corner01, int divisionsU, int divisionsV)
Add a rectangle. Requires GL_POINTS, GL_LINES or GL_TRIANGLES primitive type.
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patch
void patch(com.badlogic.gdx.math.Vector3 corner00, com.badlogic.gdx.math.Vector3 corner10, com.badlogic.gdx.math.Vector3 corner11, com.badlogic.gdx.math.Vector3 corner01, com.badlogic.gdx.math.Vector3 normal, int divisionsU, int divisionsV)Add a rectangle. Requires GL_POINTS, GL_LINES or GL_TRIANGLES primitive type.
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patch
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. Requires GL_POINTS, GL_LINES or GL_TRIANGLES primitive type.
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box
void box(IntMeshPartBuilder.VertexInfo corner000, IntMeshPartBuilder.VertexInfo corner010, IntMeshPartBuilder.VertexInfo corner100, IntMeshPartBuilder.VertexInfo corner110, IntMeshPartBuilder.VertexInfo corner001, IntMeshPartBuilder.VertexInfo corner011, IntMeshPartBuilder.VertexInfo corner101, IntMeshPartBuilder.VertexInfo corner111)
Add a box. Requires GL_POINTS, GL_LINES or GL_TRIANGLES primitive type.
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box
void box(com.badlogic.gdx.math.Vector3 corner000, com.badlogic.gdx.math.Vector3 corner010, com.badlogic.gdx.math.Vector3 corner100, com.badlogic.gdx.math.Vector3 corner110, com.badlogic.gdx.math.Vector3 corner001, com.badlogic.gdx.math.Vector3 corner011, com.badlogic.gdx.math.Vector3 corner101, com.badlogic.gdx.math.Vector3 corner111)Add a box. Requires GL_POINTS, GL_LINES or GL_TRIANGLES primitive type.
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box
void box(com.badlogic.gdx.math.Matrix4 transform)
Add a box given the matrix. Requires GL_POINTS, GL_LINES or GL_TRIANGLES primitive type.
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box
void box(float width, float height, float depth)Add a box with the specified dimensions. Requires GL_POINTS, GL_LINES or GL_TRIANGLES primitive type.
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box
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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circle
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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circle
void circle(float radius, int divisions, com.badlogic.gdx.math.Vector3 center, com.badlogic.gdx.math.Vector3 normal)Add a circle
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circle
void circle(float radius, int divisions, com.badlogic.gdx.math.Vector3 center, com.badlogic.gdx.math.Vector3 normal, com.badlogic.gdx.math.Vector3 tangent, com.badlogic.gdx.math.Vector3 binormal)Add a circle
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circle
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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circle
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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circle
void circle(float radius, int divisions, com.badlogic.gdx.math.Vector3 center, com.badlogic.gdx.math.Vector3 normal, float angleFrom, float angleTo)Add a circle
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circle
void circle(float radius, int divisions, com.badlogic.gdx.math.Vector3 center, com.badlogic.gdx.math.Vector3 normal, com.badlogic.gdx.math.Vector3 tangent, com.badlogic.gdx.math.Vector3 binormal, float angleFrom, float angleTo)Add a circle
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circle
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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ellipse
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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ellipse
void ellipse(float width, float height, int divisions, com.badlogic.gdx.math.Vector3 center, com.badlogic.gdx.math.Vector3 normal)Add a circle
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ellipse
void ellipse(float width, float height, int divisions, com.badlogic.gdx.math.Vector3 center, com.badlogic.gdx.math.Vector3 normal, com.badlogic.gdx.math.Vector3 tangent, com.badlogic.gdx.math.Vector3 binormal)Add a circle
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ellipse
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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ellipse
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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ellipse
void ellipse(float width, float height, int divisions, com.badlogic.gdx.math.Vector3 center, com.badlogic.gdx.math.Vector3 normal, float angleFrom, float angleTo)Add a circle
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ellipse
void ellipse(float width, float height, int divisions, com.badlogic.gdx.math.Vector3 center, com.badlogic.gdx.math.Vector3 normal, com.badlogic.gdx.math.Vector3 tangent, com.badlogic.gdx.math.Vector3 binormal, float angleFrom, float angleTo)Add a circle
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ellipse
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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ellipse
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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ellipse
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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ellipse
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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ellipse
void ellipse(float width, float height, float innerWidth, float innerHeight, int divisions, com.badlogic.gdx.math.Vector3 center, com.badlogic.gdx.math.Vector3 normal)Add an ellipse
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cylinder
void cylinder(float width, float height, float depth, int divisions)Add a cylinder
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cylinder
void cylinder(float width, float height, float depth, int divisions, float angleFrom, float angleTo)Add a cylinder
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cylinder
void cylinder(float width, float height, float depth, int divisions, float angleFrom, float angleTo, boolean close)Add a cylinder
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cone
void cone(float width, float height, float depth, int divisions)Add a cone
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cone
void cone(float width, float height, float depth, int divisions, float angleFrom, float angleTo)Add a cone
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cone
void cone(float width, float height, float depth, int divisions, int hdivisions, float angleFrom, float angleTo)Add a cone
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sphere
void sphere(float width, float height, float depth, int divisionsU, int divisionsV)Add a sphere
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sphere
void sphere(com.badlogic.gdx.math.Matrix4 transform, float width, float height, float depth, int divisionsU, int divisionsV)Add a sphere
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sphere
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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sphere
void sphere(com.badlogic.gdx.math.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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icosphere
void icosphere(float radius, int divisions, boolean flipNormals, boolean smoothLighting)Add an icosphere
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icosphere
void icosphere(float radius, int divisions, boolean flipNormals, boolean smoothLighting, int startFace, int nfaces)Add an icosphere
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octahedronsphere
void octahedronsphere(float radius, int divisions, boolean flipNormals, boolean smoothLighting)Add an octahedronsphere
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octahedronsphere
void octahedronsphere(float radius, int divisions, boolean flipNormals, boolean hardEdges, int startFace, int nfaces)Add an octahedronsphere
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capsule
void capsule(float radius, float height, int divisions)Add a capsule
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arrow
void arrow(float x1, float y1, float z1, float x2, float y2, float z2, float capLength, float stemThickness, int divisions)Add an arrow- Parameters:
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 bases
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getVertexTransform
com.badlogic.gdx.math.Matrix4 getVertexTransform(com.badlogic.gdx.math.Matrix4 out)
Get the current vertex transformation matrix.
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setVertexTransform
void setVertexTransform(com.badlogic.gdx.math.Matrix4 transform)
Set the current vertex transformation matrix and enables vertex transformation.
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isVertexTransformationEnabled
boolean isVertexTransformationEnabled()
Indicates whether vertex transformation is enabled.
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setVertexTransformationEnabled
void setVertexTransformationEnabled(boolean enabled)
Sets whether vertex transformation is enabled.
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cylinder
void cylinder(float width, float height, float depth, int divisions, float angleFrom, float angleTo, boolean close, boolean flipNormals)Add a cylinder
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sphere
void sphere(float width, float height, float depth, int divisionsU, int divisionsV, boolean flipNormals, float angleUFrom, float angleUTo, float angleVFrom, float angleVTo)Add a sphere
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sphere
void sphere(com.badlogic.gdx.math.Matrix4 transform, float width, float height, float depth, int divisionsU, int divisionsV, boolean flipNormals, float angleUFrom, float angleUTo, float angleVFrom, float angleVTo)Add a sphere
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ring
void ring(float innerRadius, float outerRadius, int divisions, boolean flipNormals)Add a ring
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ring
void ring(com.badlogic.gdx.math.Matrix4 transform, float innerRadius, float outerRadius, int divisions, boolean flipNormals)Add a ring
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ring
void ring(com.badlogic.gdx.math.Matrix4 transform, float innerRadius, float outerRadius, int divisions, boolean flipNormals, float angleStart, float angleEnd)Add a ring
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