public class Vertices extends Object
FloatArray that to provide an easy to use non-GPU bound store for vertices. This is
intended to provide a convenient API for building up a list of vertices at run-time (where the final size
may not be known in advance) in a type-safe manner free from manually calculating attribute offsets, etc.
Support for rendering the vertices stored in this object directly is not provided. A VertexArray, VertexBufferObject,
Mesh, etc. must be created from these first before it can be rendered.| Modifier and Type | Field and Description |
|---|---|
com.badlogic.gdx.graphics.VertexAttributes |
attributes |
| Constructor and Description |
|---|
Vertices(int numVertices,
com.badlogic.gdx.graphics.VertexAttribute... attributes) |
Vertices(int numVertices,
com.badlogic.gdx.graphics.VertexAttributes attributes) |
| Modifier and Type | Method and Description |
|---|---|
float[] |
buffer() |
int |
count() |
void |
extend(int amount) |
void |
getCol(com.badlogic.gdx.graphics.Color out) |
void |
getCol(int index,
com.badlogic.gdx.graphics.Color out) |
void |
getNor(int index,
com.badlogic.gdx.math.Vector3 out) |
void |
getNor(com.badlogic.gdx.math.Vector3 out) |
void |
getPos(int index,
com.badlogic.gdx.math.Vector3 out) |
void |
getPos(com.badlogic.gdx.math.Vector3 out) |
void |
getUV(int index,
com.badlogic.gdx.math.Vector2 out) |
void |
getUV(com.badlogic.gdx.math.Vector2 out) |
void |
getVertex(int index,
com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder.VertexInfo out) |
void |
getVertex(com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder.VertexInfo out) |
boolean |
move(int numVertices) |
boolean |
moveNext() |
boolean |
movePrev() |
void |
moveTo(int index) |
void |
moveToEnd() |
void |
moveToStart() |
int |
position() |
int |
remainingSpace() |
void |
resize(int numVertices) |
void |
setCol(com.badlogic.gdx.graphics.Color color) |
void |
setCol(float r,
float g,
float b,
float a) |
void |
setCol(int index,
com.badlogic.gdx.graphics.Color color) |
void |
setCol(int index,
float r,
float g,
float b,
float a) |
void |
setNor(float x,
float y,
float z) |
void |
setNor(int index,
float x,
float y,
float z) |
void |
setNor(int index,
com.badlogic.gdx.math.Vector3 normal) |
void |
setNor(com.badlogic.gdx.math.Vector3 normal) |
void |
setPos(float x,
float y,
float z) |
void |
setPos(int index,
float x,
float y,
float z) |
void |
setPos(int index,
com.badlogic.gdx.math.Vector3 position) |
void |
setPos(com.badlogic.gdx.math.Vector3 position) |
void |
setUV(float u,
float v) |
void |
setUV(int index,
float u,
float v) |
void |
setUV(int index,
com.badlogic.gdx.math.Vector2 texCoord) |
void |
setUV(com.badlogic.gdx.math.Vector2 texCoord) |
int |
stride() |
public Vertices(int numVertices,
com.badlogic.gdx.graphics.VertexAttribute... attributes)
public Vertices(int numVertices,
com.badlogic.gdx.graphics.VertexAttributes attributes)
public float[] buffer()
public int count()
public int stride()
public boolean moveNext()
public boolean movePrev()
public boolean move(int numVertices)
public void moveToStart()
public void moveToEnd()
public void moveTo(int index)
public void resize(int numVertices)
public void extend(int amount)
public int position()
public int remainingSpace()
public void getPos(int index,
com.badlogic.gdx.math.Vector3 out)
public void getPos(com.badlogic.gdx.math.Vector3 out)
public void setPos(int index,
com.badlogic.gdx.math.Vector3 position)
public void setPos(int index,
float x,
float y,
float z)
public void setPos(com.badlogic.gdx.math.Vector3 position)
public void setPos(float x,
float y,
float z)
public void getUV(int index,
com.badlogic.gdx.math.Vector2 out)
public void getUV(com.badlogic.gdx.math.Vector2 out)
public void setUV(int index,
com.badlogic.gdx.math.Vector2 texCoord)
public void setUV(int index,
float u,
float v)
public void setUV(com.badlogic.gdx.math.Vector2 texCoord)
public void setUV(float u,
float v)
public void getNor(int index,
com.badlogic.gdx.math.Vector3 out)
public void getNor(com.badlogic.gdx.math.Vector3 out)
public void setNor(int index,
com.badlogic.gdx.math.Vector3 normal)
public void setNor(int index,
float x,
float y,
float z)
public void setNor(com.badlogic.gdx.math.Vector3 normal)
public void setNor(float x,
float y,
float z)
public void getCol(int index,
com.badlogic.gdx.graphics.Color out)
public void getCol(com.badlogic.gdx.graphics.Color out)
public void setCol(int index,
com.badlogic.gdx.graphics.Color color)
public void setCol(int index,
float r,
float g,
float b,
float a)
public void setCol(com.badlogic.gdx.graphics.Color color)
public void setCol(float r,
float g,
float b,
float a)
public void getVertex(int index,
com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder.VertexInfo out)
public void getVertex(com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder.VertexInfo out)
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