Bounding box in this transform's local coordinate space
Bounding circle in this transform's local coordinate space
Protected_Vector2 representing the position
Protected_Rotation of the transform in radians
Protected_Vector2 representing the scale
Protected_Bounding box in the world coordinate space
Bounding box in the world coordinate space
Bounding box in vertex coordinate space
Bounding circle in vertex coordinate space
Array of children for this transform
Buffer that stores the color of each vertex.
Array of buffers that store custom information for each vertex.
Protected ReadonlyglFlag that determines whether to use vertex colors.
Integer representing the layer of this transform
ProtectedlocalProtectedlocalProtectedlocalMatrix3 representing the transformation matrix in local space
Matrix3 representing the transformation matrix in world space
Material to draw the Mesh2 with.
Parent transform for this transform
Buffer that stores the position of each vertex.
Buffer that stores the texture (UV) coordinate at each vertex.
Number of vertices in the Mesh2.
Boolean indicating whether this transform should be rendered
ProtectedworldCompute the 2D Bounds (both bounding box and bounding circle) of the Mesh2.
Vertices to include in the Mesh2. If empty, defaults to the object's current vertices.
Create default (white) vertex colors for the Mesh2
Draw a Mesh2 with a particular Transform (position, rotation, scale)
Get the vertex colors of the Mesh2
Get the values in one of the Mesh2's custom buffers
The index number of the buffer to get.
Get the texture coordinates of the Mesh2
Get the vertices of the Mesh2
Checks if this Node2 intersects another Node2, using either a BoundingCircle or AxisAlignedBoundingBox
The Node2 to check for intersection with
The IntersectionMode2 to use for the comparison (default: BOUNDING_CIRCLE)
The CoordinateSpace2 to use for the comparison (default: LOCAL_SPACE)
A boolean indicating whether the two objects intersect
Looks at a target vector with the given look vector
The vector to look at
The vector used to determine the look direction (defaults to Vector2.UP)
Removes the current Node2 from its parent
True if the Node2 was successfully removed, false otherwise
Set the color at each vertex of the Mesh2.
Intended usage (static or dynamic) of the Mesh2's vertex colors.
Sets a custom buffer from an input array.
The index number of the buffer to set.
Array of numerical values to store in the buffer.
Intended usage (static or dynamic) of the Mesh2's buffer.
Set the texture (UV) coordinates at each vertex of the Mesh2.
Array of texture coordinates.
Intended usage (static or dynamic) of the Mesh2's UV coordinates.
Set the vertices of the Mesh2. Vertices should be in normalized device coordinates [-1, 1].
Array of vertices.
Intended usage (static or dynamic) of the Mesh2's vertices.
Traverses the scene graph starting from the current Node2 object
Updates the world matrix of the current Node2 object and its parent
The base class for 2D triangle meshes. This class extends Node2 so it can be added directly to the GopherGfx 2D scene graph. It is possible to create a new "empty" Mesh2 and then add triangles to it. Most of the routines in the Geometry2Factory do this. Use those to create a new Mesh2 for simple geometric shapes like circles and rectangles. Those routines also provide good examples of how to create your own custom mesh via code if you wish to create something more complex via programming.