Bounding box in this transform's local coordinate space
Bounding circle in this transform's local coordinate space
Protected
_positionVector2 representing the position
Protected
_rotationRotation of the transform in radians
Protected
_scaleVector2 representing the scale
Protected
_shearBounding 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
Readonly
glFlag that determines whether to use vertex colors.
Integer representing the layer of this transform
Protected
localProtected
localProtected
localMatrix3 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
Protected
worldChecks if this Node2 intersects another Node2, using either a BoundingCircle or AxisAlignedBoundingBox
A boolean indicating whether the two objects intersect
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)
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)
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.
Generated using TypeDoc
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.