Package gaiasky.util.gdx
Class IntRenderable
java.lang.Object
gaiasky.util.gdx.IntRenderable
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Field Summary
FieldsModifier and TypeFieldDescriptioncom.badlogic.gdx.math.Matrix4[]
The bone transformations used for skinning, or null if not applicable.TheEnvironment
to be used to render this Renderable, may be null.TheMaterial
to be applied to the shape (part of the mesh), must not be null.final IntMeshPart
TheIntMeshPart
that contains the shape to renderTheIntShader
to be used to render this Renderable using aIntModelBatch
, may be null.User definable value, may be null.final com.badlogic.gdx.math.Matrix4
Used to specify the transformations (like translation, scale and rotation) to apply to the shape. -
Constructor Summary
Constructors -
Method Summary
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Field Details
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worldTransform
public final com.badlogic.gdx.math.Matrix4 worldTransformUsed to specify the transformations (like translation, scale and rotation) to apply to the shape. In other words: it is used to transform the vertices from model space into world space. -
meshPart
TheIntMeshPart
that contains the shape to render -
material
TheMaterial
to be applied to the shape (part of the mesh), must not be null.- See Also:
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environment
TheEnvironment
to be used to render this Renderable, may be null. When specified it will be combined by the shader with thematerial
. When both the material and environment contain an attribute of the same type, the attribute of the material will be used. -
bones
public com.badlogic.gdx.math.Matrix4[] bonesThe bone transformations used for skinning, or null if not applicable. When specified and the mesh contains one or moreVertexAttributes.Usage.BoneWeight
vertex attributes, then the BoneWeight index is used as index in the array. If the array isn't large enough then the identity matrix is used. Each BoneWeight weight is used to combine multiple bones into a single transformation matrix, which is used to transform the vertex to model space. In other words: the bone transformation is applied prior to theworldTransform
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shader
TheIntShader
to be used to render this Renderable using aIntModelBatch
, may be null. It is not guaranteed that the shader will be used, the usedIntShaderProvider
is responsible for actually choosing the correct shader to use. -
userData
User definable value, may be null.
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Constructor Details
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IntRenderable
public IntRenderable()
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Method Details
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set
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