starling-framework
Version:
A fast, productive library for 2D cross-platform development.
196 lines • 8.84 kB
TypeScript
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;