arcade-physics
Version:
Use Arcade Physics without Phaser.
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TypeScript
export default GenerateObjVerts;
/**
* This method will return an object containing Face and Vertex instances, generated
* from the parsed triangulated OBJ Model data given to this function.
*
* The obj data should have been parsed in advance via the ParseObj function:
*
* ```javascript
* var data = Phaser.Geom.Mesh.ParseObj(rawData, flipUV);
*
* var results = GenerateObjVerts(data);
* ```
*
* Alternatively, you can parse obj files loaded via the OBJFile loader:
*
* ```javascript
* preload ()
* {
* this.load.obj('alien', 'assets/3d/alien.obj);
* }
*
* var results = GenerateObjVerts(this.cache.obj.get('alien));
* ```
*
* Make sure your 3D package has triangulated the model data prior to exporting it.
*
* You can use the data returned by this function to populate the vertices of a Mesh Game Object.
*
* You may add multiple models to a single Mesh, although they will act as one when
* moved or rotated. You can scale the model data, should it be too small (or large) to visualize.
* You can also offset the model via the `x`, `y` and `z` parameters.
*
* @function Phaser.Geom.Mesh.GenerateObjVerts
* @since 3.50.0
*
* @param {Phaser.Types.Geom.Mesh.OBJData} data - The parsed OBJ model data.
* @param {Phaser.GameObjects.Mesh} [mesh] - An optional Mesh Game Object. If given, the generated Faces will be automatically added to this Mesh. Set to `null` to skip.
* @param {number} [scale=1] - An amount to scale the model data by. Use this if the model has exported too small, or large, to see.
* @param {number} [x=0] - Translate the model x position by this amount.
* @param {number} [y=0] - Translate the model y position by this amount.
* @param {number} [z=0] - Translate the model z position by this amount.
* @param {number} [rotateX=0] - Rotate the model on the x axis by this amount, in radians.
* @param {number} [rotateY=0] - Rotate the model on the y axis by this amount, in radians.
* @param {number} [rotateZ=0] - Rotate the model on the z axis by this amount, in radians.
* @param {boolean} [zIsUp=true] - Is the z axis up (true), or is y axis up (false)?
*
* @return {Phaser.Types.Geom.Mesh.GenerateVertsResult} The parsed Face and Vertex objects.
*/
declare function GenerateObjVerts(data: Phaser.Types.Geom.Mesh.OBJData, mesh?: any, scale?: number | undefined, x?: number | undefined, y?: number | undefined, z?: number | undefined, rotateX?: number | undefined, rotateY?: number | undefined, rotateZ?: number | undefined, zIsUp?: boolean | undefined): Phaser.Types.Geom.Mesh.GenerateVertsResult;
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