Interface IntMeshPartBuilder

All Known Implementing Classes:
IntIntMeshBuilder

public interface IntMeshPartBuilder
  • Nested Class Summary

    Nested Classes
    Modifier and Type
    Interface
    Description
    static class 
    Class that contains all vertex information the builder can use.
  • Method Summary

    Modifier and Type
    Method
    Description
    void
    arrow(float x1, float y1, float z1, float x2, float y2, float z2, float capLength, float stemThickness, int divisions)
    Add an arrow
    void
    box(float width, float height, float depth)
    Add a box with the specified dimensions.
    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
    void
    box(com.badlogic.gdx.math.Matrix4 transform)
    Add a box given the matrix.
    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.
    void
    Add a box.
    void
    capsule(float radius, float height, int divisions)
    Add a capsule
    void
    circle(float radius, int divisions, float centerX, float centerY, float centerZ, float normalX, float normalY, float normalZ)
    Add a 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
    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
    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
    void
    circle(float radius, int divisions, com.badlogic.gdx.math.Vector3 center, com.badlogic.gdx.math.Vector3 normal)
    Add a 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
    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
    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
    void
    cone(float width, float height, float depth, int divisions)
    Add a cone
    void
    cone(float width, float height, float depth, int divisions, float angleFrom, float angleTo)
    Add a cone
    void
    cone(float width, float height, float depth, int divisions, int hdivisions, float angleFrom, float angleTo)
    Add a cone
    void
    cylinder(float width, float height, float depth, int divisions)
    Add a cylinder
    void
    cylinder(float width, float height, float depth, int divisions, float angleFrom, float angleTo)
    Add a cylinder
    void
    cylinder(float width, float height, float depth, int divisions, float angleFrom, float angleTo, boolean close)
    Add a cylinder
    void
    cylinder(float width, float height, float depth, int divisions, float angleFrom, float angleTo, boolean close, boolean flipNormals)
    Add a cylinder
    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
    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
    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
    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
    void
    ellipse(float width, float height, int divisions, float centerX, float centerY, float centerZ, float normalX, float normalY, float normalZ)
    Add a circle
    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
    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
    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
    void
    ellipse(float width, float height, int divisions, com.badlogic.gdx.math.Vector3 center, com.badlogic.gdx.math.Vector3 normal)
    Add a circle
    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
    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
    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
    com.badlogic.gdx.graphics.VertexAttributes
     
     
    com.badlogic.gdx.math.Matrix4
    getVertexTransform(com.badlogic.gdx.math.Matrix4 out)
    Get the current vertex transformation matrix.
    void
    icosphere(float radius, int divisions, boolean flipNormals, boolean smoothLighting)
    Add an icosphere
    void
    icosphere(float radius, int divisions, boolean flipNormals, boolean smoothLighting, int startFace, int nfaces)
    Add an icosphere
    void
    index(int value)
    Add an index, IntMeshPartBuilder expects all meshes to be indexed.
    void
    index(int value1, int value2)
    Add multiple indices, IntMeshPartBuilder expects all meshes to be indexed.
    void
    index(int value1, int value2, int value3)
    Add multiple indices, IntMeshPartBuilder expects all meshes to be indexed.
    void
    index(int value1, int value2, int value3, int value4)
    Add multiple indices, IntMeshPartBuilder expects all meshes to be indexed.
    void
    index(int value1, int value2, int value3, int value4, int value5, int value6)
    Add multiple indices, IntMeshPartBuilder expects all meshes to be indexed.
    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.
    boolean
    Indicates whether vertex transformation is enabled.
    int
     
    void
    line(float x1, float y1, float z1, float x2, float y2, float z2)
    Add a line.
    void
    line(int index1, int index2)
    Add a line by indices.
    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.
    void
    line(com.badlogic.gdx.math.Vector3 p1, com.badlogic.gdx.math.Vector3 p2)
    Add a line.
    void
    Add a line.
    void
    octahedronsphere(float radius, int divisions, boolean flipNormals, boolean smoothLighting)
    Add an octahedronsphere
    void
    octahedronsphere(float radius, int divisions, boolean flipNormals, boolean hardEdges, int startFace, int nfaces)
    Add an octahedronsphere
    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.
    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.
    void
    patch(IntMeshPartBuilder.VertexInfo corner00, IntMeshPartBuilder.VertexInfo corner10, IntMeshPartBuilder.VertexInfo corner11, IntMeshPartBuilder.VertexInfo corner01, int divisionsU, int divisionsV)
    Add a rectangle.
    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.
    void
    rect(int corner00, int corner10, int corner11, int corner01)
    Add a rectangle by indices.
    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.
    void
    Add a rectangle.
    void
    ring(float innerRadius, float outerRadius, int divisions, boolean flipNormals)
    Add a ring
    void
    ring(com.badlogic.gdx.math.Matrix4 transform, float innerRadius, float outerRadius, int divisions, boolean flipNormals)
    Add a ring
    void
    ring(com.badlogic.gdx.math.Matrix4 transform, float innerRadius, float outerRadius, int divisions, boolean flipNormals, float angleStart, float angleEnd)
    Add a ring
    void
    setColor(float r, float g, float b, float a)
    Set the color used if no vertex color is provided.
    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.
    void
    setUVRange(float u1, float v1, float u2, float v2)
    Set range of texture coordinates used (default is 0,0,1,1).
    void
    setUVRange(com.badlogic.gdx.graphics.g2d.TextureRegion r)
    Set range of texture coordinates from the specified TextureRegion.
    void
    setVertexTransform(com.badlogic.gdx.math.Matrix4 transform)
    Set the current vertex transformation matrix and enables vertex transformation.
    void
    Sets whether vertex transformation is enabled.
    void
    sphere(float width, float height, float depth, int divisionsU, int divisionsV)
    Add a 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
    void
    sphere(float width, float height, float depth, int divisionsU, int divisionsV, float angleUFrom, float angleUTo, float angleVFrom, float angleVTo)
    Add a sphere
    void
    sphere(com.badlogic.gdx.math.Matrix4 transform, float width, float height, float depth, int divisionsU, int divisionsV)
    Add a 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
    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
    void
    triangle(int index1, int index2, int index3)
    Add a triangle by indices.
    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.
    void
    triangle(com.badlogic.gdx.math.Vector3 p1, com.badlogic.gdx.math.Vector3 p2, com.badlogic.gdx.math.Vector3 p3)
    Add a triangle.
    void
    Add a triangle.
    int
    vertex(float... values)
    Add one or more vertices, returns the index of the last vertex added.
    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.
    int
    Add a vertex, returns the index.
  • Method Details

    • getMeshPart

      IntMeshPart getMeshPart()
      Returns:
      The IntMeshPart currently building.
    • getAttributes

      com.badlogic.gdx.graphics.VertexAttributes getAttributes()
      Returns:
      The VertexAttributes available for building.
    • 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.
    • setColor

      void setColor(float r, float g, float b, float a)
      Set the color used if no vertex color is provided.
    • setUVRange

      void setUVRange(float u1, float v1, float u2, float v2)
      Set range of texture coordinates used (default is 0,0,1,1).
    • setUVRange

      void setUVRange(com.badlogic.gdx.graphics.g2d.TextureRegion r)
      Set range of texture coordinates from the specified TextureRegion.
    • 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.
    • 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. Use getAttributes() to check which values are available.
    • vertex

      Add a vertex, returns the index. Use getAttributes() to check which values are available.
    • lastIndex

      int lastIndex()
      Returns:
      The index of the last added vertex.
    • index

      void index(int value)
      Add an index, IntMeshPartBuilder expects all meshes to be indexed.
    • index

      void index(int value1, int value2)
      Add multiple indices, IntMeshPartBuilder expects all meshes to be indexed.
    • index

      void index(int value1, int value2, int value3)
      Add multiple indices, IntMeshPartBuilder expects all meshes to be indexed.
    • index

      void index(int value1, int value2, int value3, int value4)
      Add multiple indices, IntMeshPartBuilder expects all meshes to be indexed.
    • 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.
    • 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.
    • line

      void line(int index1, int index2)
      Add a line by indices. Requires GL_LINES primitive type.
    • line

      Add a line. Requires GL_LINES primitive type.
    • line

      void line(com.badlogic.gdx.math.Vector3 p1, com.badlogic.gdx.math.Vector3 p2)
      Add a line. Requires GL_LINES primitive type.
    • line

      void line(float x1, float y1, float z1, float x2, float y2, float z2)
      Add a line. Requires GL_LINES primitive type.
    • 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.
    • triangle

      void triangle(int index1, int index2, int index3)
      Add a triangle by indices. Requires GL_POINTS, GL_LINES or GL_TRIANGLES primitive type.
    • triangle

      Add a triangle. Requires GL_POINTS, GL_LINES or GL_TRIANGLES primitive type.
    • 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.
    • 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.
    • 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.
    • rect

      Add a rectangle. Requires GL_POINTS, GL_LINES or GL_TRIANGLES primitive type.
    • 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.
    • 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.
    • 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.
    • 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.
    • 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.
    • box

      Add a box. Requires GL_POINTS, GL_LINES or GL_TRIANGLES primitive type.
    • 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.
    • 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.
    • 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.
    • 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
    • circle

      void circle(float radius, int divisions, float centerX, float centerY, float centerZ, float normalX, float normalY, float normalZ)
      Add a circle
    • circle

      void circle(float radius, int divisions, com.badlogic.gdx.math.Vector3 center, com.badlogic.gdx.math.Vector3 normal)
      Add a circle
    • 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
    • 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
    • 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
    • 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
    • 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
    • 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
    • ellipse

      void ellipse(float width, float height, int divisions, float centerX, float centerY, float centerZ, float normalX, float normalY, float normalZ)
      Add a circle
    • ellipse

      void ellipse(float width, float height, int divisions, com.badlogic.gdx.math.Vector3 center, com.badlogic.gdx.math.Vector3 normal)
      Add a circle
    • 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
    • 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
    • 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
    • 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
    • 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
    • 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
    • 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
    • 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
    • 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
    • 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
    • cylinder

      void cylinder(float width, float height, float depth, int divisions)
      Add a cylinder
    • cylinder

      void cylinder(float width, float height, float depth, int divisions, float angleFrom, float angleTo)
      Add a cylinder
    • cylinder

      void cylinder(float width, float height, float depth, int divisions, float angleFrom, float angleTo, boolean close)
      Add a cylinder
    • cone

      void cone(float width, float height, float depth, int divisions)
      Add a cone
    • cone

      void cone(float width, float height, float depth, int divisions, float angleFrom, float angleTo)
      Add a cone
    • cone

      void cone(float width, float height, float depth, int divisions, int hdivisions, float angleFrom, float angleTo)
      Add a cone
    • sphere

      void sphere(float width, float height, float depth, int divisionsU, int divisionsV)
      Add a sphere
    • sphere

      void sphere(com.badlogic.gdx.math.Matrix4 transform, float width, float height, float depth, int divisionsU, int divisionsV)
      Add a sphere
    • sphere

      void sphere(float width, float height, float depth, int divisionsU, int divisionsV, float angleUFrom, float angleUTo, float angleVFrom, float angleVTo)
      Add a sphere
    • 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
    • icosphere

      void icosphere(float radius, int divisions, boolean flipNormals, boolean smoothLighting)
      Add an icosphere
    • icosphere

      void icosphere(float radius, int divisions, boolean flipNormals, boolean smoothLighting, int startFace, int nfaces)
      Add an icosphere
    • octahedronsphere

      void octahedronsphere(float radius, int divisions, boolean flipNormals, boolean smoothLighting)
      Add an octahedronsphere
    • octahedronsphere

      void octahedronsphere(float radius, int divisions, boolean flipNormals, boolean hardEdges, int startFace, int nfaces)
      Add an octahedronsphere
    • capsule

      void capsule(float radius, float height, int divisions)
      Add a capsule
    • 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 x
      y1 - source y
      z1 - source z
      x2 - destination x
      y2 - destination y
      z2 - destination z
      capLength - 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
    • getVertexTransform

      com.badlogic.gdx.math.Matrix4 getVertexTransform(com.badlogic.gdx.math.Matrix4 out)
      Get the current vertex transformation matrix.
    • setVertexTransform

      void setVertexTransform(com.badlogic.gdx.math.Matrix4 transform)
      Set the current vertex transformation matrix and enables vertex transformation.
    • isVertexTransformationEnabled

      boolean isVertexTransformationEnabled()
      Indicates whether vertex transformation is enabled.
    • setVertexTransformationEnabled

      void setVertexTransformationEnabled(boolean enabled)
      Sets whether vertex transformation is enabled.
    • cylinder

      void cylinder(float width, float height, float depth, int divisions, float angleFrom, float angleTo, boolean close, boolean flipNormals)
      Add a cylinder
    • 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
    • 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
    • ring

      void ring(float innerRadius, float outerRadius, int divisions, boolean flipNormals)
      Add a ring
    • ring

      void ring(com.badlogic.gdx.math.Matrix4 transform, float innerRadius, float outerRadius, int divisions, boolean flipNormals)
      Add a ring
    • ring

      void ring(com.badlogic.gdx.math.Matrix4 transform, float innerRadius, float outerRadius, int divisions, boolean flipNormals, float angleStart, float angleEnd)
      Add a ring