arcade-physics
Version:
Use Arcade Physics without Phaser.
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TypeScript
export default GenerateVerts;
/**
* Generates a set of Face and Vertex objects by parsing the given data.
*
* This method will take vertex data in one of two formats, based on the `containsZ` parameter.
*
* If your vertex data are `x`, `y` pairs, then `containsZ` should be `false` (this is the default)
*
* If your vertex data is groups of `x`, `y` and `z` values, then the `containsZ` parameter must be true.
*
* The `uvs` parameter is a numeric array consisting of `u` and `v` pairs.
*
* The `normals` parameter is a numeric array consisting of `x`, `y` vertex normal values and, if `containsZ` is true, `z` values as well.
*
* The `indicies` parameter is an optional array that, if given, is an indexed list of vertices to be added.
*
* The `colors` parameter is an optional array, or single value, that if given sets the color of each vertex created.
*
* The `alphas` parameter is an optional array, or single value, that if given sets the alpha of each vertex created.
*
* When providing indexed data it is assumed that _all_ of the arrays are indexed, not just the vertices.
*
* The following example will create a 256 x 256 sized quad using an index array:
*
* ```javascript
* const vertices = [
* -128, 128,
* 128, 128,
* -128, -128,
* 128, -128
* ];
*
* const uvs = [
* 0, 1,
* 1, 1,
* 0, 0,
* 1, 0
* ];
*
* const indices = [ 0, 2, 1, 2, 3, 1 ];
*
* GenerateVerts(vertices, uvs, indicies);
* ```
*
* If the data is not indexed, it's assumed that the arrays all contain sequential data.
*
* @function Phaser.Geom.Mesh.GenerateVerts
* @since 3.50.0
*
* @param {number[]} vertices - The vertices array. Either `xy` pairs, or `xyz` if the `containsZ` parameter is `true`.
* @param {number[]} uvs - The UVs pairs array.
* @param {number[]} [indicies] - Optional vertex indicies array. If you don't have one, pass `null` or an empty array.
* @param {boolean} [containsZ=false] - Does the vertices data include a `z` component?
* @param {number[]} [normals] - Optional vertex normals array. If you don't have one, pass `null` or an empty array.
* @param {number|number[]} [colors=0xffffff] - An array of colors, one per vertex, or a single color value applied to all vertices.
* @param {number|number[]} [alphas=1] - An array of alpha values, one per vertex, or a single alpha value applied to all vertices.
*
* @return {Phaser.Types.Geom.Mesh.GenerateVertsResult} The parsed Face and Vertex objects.
*/
declare function GenerateVerts(vertices: number[], uvs: number[], indicies?: number[] | undefined, containsZ?: boolean | undefined, normals?: number[] | undefined, colors?: number | number[] | undefined, alphas?: number | number[] | undefined): Phaser.Types.Geom.Mesh.GenerateVertsResult;
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