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starling-framework

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A fast, productive library for 2D cross-platform development.

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import ByteArray from "openfl/utils/ByteArray"; import IndexBuffer3D from "openfl/display3D/IndexBuffer3D"; import Vector from "openfl/Vector"; declare namespace starling.rendering { /** * The IndexData class manages a raw list of vertex indices, allowing direct upload * * to Stage3D index buffers. <em>You only have to work with this class if you're writing * * your own rendering code (e.g. if you create custom display objects).</em> * * * * <p>To render objects with Stage3D, you have to organize vertices and indices in so-called * * vertex- and index-buffers. Vertex buffers store the coordinates of the vertices that make * * up an object; index buffers reference those vertices to determine which vertices spawn * * up triangles. Those buffers reside in graphics memory and can be accessed very * * efficiently by the GPU.</p> * * * * <p>Before you can move data into the buffers, you have to set it up in conventional * * memory — that is, in a Vector or a ByteArray. Since it's quite cumbersome to manually * * create and manipulate those data structures, the IndexData and VertexData classes provide * * a simple way to do just that. The data is stored in a ByteArray (one index or vertex after * * the other) that can easily be uploaded to a buffer.</p> * * * * <strong>Basic Quad Layout</strong> * * * * <p>In many cases, the indices we are working with will reference just quads, i.e. * * triangles composing rectangles. That means that many IndexData instances will contain * * similar or identical data — a great opportunity for optimization!</p> * * * * <p>If an IndexData instance follows a specific layout, it will be recognized * * automatically and many operations can be executed much faster. In Starling, that * * layout is called "basic quad layout". In order to recognize this specific sequence, * * the indices of each quad have to use the following order:</p> * * * * <pre>n, n+1, n+2, n+1, n+3, n+2</pre> * * * * <p>The subsequent quad has to use <code>n+4</code> as starting value, the next one * * <code>n+8</code>, etc. Here is an example with 3 quads / 6 triangles:</p> * * * * <pre>0, 1, 2, 1, 3, 2, 4, 5, 6, 5, 7, 6, 8, 9, 10, 9, 11, 10</pre> * * * * <p>If you are describing quad-like meshes, make sure to always use this layout.</p> * * * * @see VertexData * */ export class IndexData { /** * Creates an empty IndexData instance with the given capacity (in indices). * * * * @param initialCapacity * * * * The initial capacity affects just the way the internal ByteArray is allocated, not the * * <code>numIndices</code> value, which will always be zero when the constructor returns. * * The reason for this behavior is the peculiar way in which ByteArrays organize their * * memory: * * * * <p>The first time you set the length of a ByteArray, it will adhere to that: * * a ByteArray with length 20 will take up 20 bytes (plus some overhead). When you change * * it to a smaller length, it will stick to the original value, e.g. with a length of 10 * * it will still take up 20 bytes. However, now comes the weird part: change it to * * anything above the original length, and it will allocate 4096 bytes!</p> * * * * <p>Thus, be sure to always make a generous educated guess, depending on the planned * * usage of your IndexData instances.</p> * */ constructor(initialCapacity?: number); /** * Explicitly frees up the memory used by the ByteArray, thus removing all indices. * * Quad layout will be restored (until adding data violating that layout). */ clear(): void; /** * Creates a duplicate of the IndexData object. */ clone(): IndexData; /** * Copies the index data (or a range of it, defined by 'indexID' and 'numIndices') * * of this instance to another IndexData object, starting at a certain target index. * * If the target is not big enough, it will grow to fit all the new indices. * * * * <p>By passing a non-zero <code>offset</code>, you can raise all copied indices * * by that value in the target object.</p> * */ copyTo(target: IndexData, targetIndexID?: number, offset?: number, indexID?: number, numIndices?: number): void; /** * Sets an index at the specified position. */ setIndex(indexID: number, index: number): void; /** * Reads the index from the specified position. */ getIndex(indexID: number): number; /** * Adds an offset to all indices in the specified range. */ offsetIndices(offset: number, indexID?: number, numIndices?: number): void; /** * Appends three indices representing a triangle. Reference the vertices clockwise, * * as this defines the front side of the triangle. */ addTriangle(a: number, b: number, c: number): void; /** * Appends two triangles spawning up the quad with the given indices. * * The indices of the vertices are arranged like this: * * * * <pre> * * a - b * * | / | * * c - d * * </pre> * * * * <p>To make sure the indices will follow the basic quad layout, make sure each * * parameter increments the one before it (e.g. <code>0, 1, 2, 3</code>).</p> * */ addQuad(a: number, b: number, c: number, d: number): void; /** * Creates a vector containing all indices. If you pass an existing vector to the method, * * its contents will be overwritten. */ toVector(out?: Vector<number>): Vector<number>; /** * Returns a string representation of the IndexData object, * * including a comma-separated list of all indices. */ toString(): string; /** * Creates an index buffer object with the right size to fit the complete data. * * Optionally, the current data is uploaded right away. */ createIndexBuffer(upload?: boolean, bufferUsage?: string): IndexBuffer3D; /** * Uploads the complete data (or a section of it) to the given index buffer. */ uploadToIndexBuffer(buffer: IndexBuffer3D, indexID?: number, numIndices?: number): void; /** * Optimizes the ByteArray so that it has exactly the required capacity, without * * wasting any memory. If your IndexData object grows larger than the initial capacity * * you passed to the constructor, call this method to avoid the 4k memory problem. */ trim(): void; /** * The total number of indices. * * * * <p>If this instance contains only standardized, basic quad indices, resizing * * will automatically fill up with appropriate quad indices. Otherwise, it will fill * * up with zeroes.</p> * * * * <p>If you set the number of indices to zero, quad layout will be restored.</p> */ get numIndices(): number; set numIndices(value: number) /** * The number of triangles that can be spawned up with the contained indices. * * (In other words: the number of indices divided by three.) */ get numTriangles(): number; set numTriangles(value: number) /** * The number of quads that can be spawned up with the contained indices. * * (In other words: the number of triangles divided by two.) */ get numQuads(): number; set numQuads(value: number) /** * The number of bytes required for each index value. */ get indexSizeInBytes(): number; /** * Indicates if all indices are following the basic quad layout. * * * * <p>This property is automatically updated if an index is set to a value that violates * * basic quad layout. Once the layout was violated, the instance will always stay that * * way, even if you fix that violating value later. Only calling <code>clear</code> or * * manually enabling the property will restore quad layout.</p> * * * * <p>If you enable this property on an instance, all indices will immediately be * * replaced with indices following standard quad layout.</p> * * * * <p>Please look at the class documentation for more information about that kind * * of layout, and why it is important.</p> * * * * @default true * */ get useQuadLayout(): boolean; set useQuadLayout(value: boolean) /** * The raw index data; not a copy! Beware: the referenced ByteArray may change any time. * * Never store a reference to it, and never modify its contents manually. */ get rawData(): ByteArray; } } export default starling.rendering.IndexData;