arcade-physics
Version:
Use Arcade Physics without Phaser.
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TypeScript
export default GenerateGridVerts;
/**
* Creates a grid of vertices based on the given configuration object and optionally adds it to a Mesh.
*
* The size of the grid is given in pixels. An example configuration may be:
*
* `{ width: 256, height: 256, widthSegments: 2, heightSegments: 2, tile: true }`
*
* This will create a grid 256 x 256 pixels in size, split into 2 x 2 segments, with
* the texture tiling across the cells.
*
* You can split the grid into segments both vertically and horizontally. This will
* generate two faces per grid segment as a result.
*
* The `tile` parameter allows you to control if the tile will repeat across the grid
* segments, or be displayed in full.
*
* If adding this grid to a Mesh you can offset the grid via the `x` and `y` properties.
*
* UV coordinates are generated based on the given texture and frame in the config. For
* example, no frame is given, the UVs will be in the range 0 to 1. If a frame is given,
* such as from a texture atlas, the UVs will be generated within the range of that frame.
*
* @function Phaser.Geom.Mesh.GenerateGridVerts
* @since 3.50.0
*
* @param {Phaser.Types.Geom.Mesh.GenerateGridConfig} config - A Grid configuration object.
*
* @return {Phaser.Types.Geom.Mesh.GenerateGridVertsResult} A Grid Result object, containing the generated vertices and indicies.
*/
declare function GenerateGridVerts(config: Phaser.Types.Geom.Mesh.GenerateGridConfig): Phaser.Types.Geom.Mesh.GenerateGridVertsResult;
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