/
MeshCreator.js
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/
MeshCreator.js
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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2020 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var BuildGameObject = require('../BuildGameObject');
var GameObjectCreator = require('../GameObjectCreator');
var GetAdvancedValue = require('../../utils/object/GetAdvancedValue');
var GetValue = require('../../utils/object/GetValue');
var Mesh = require('./Mesh');
/**
* Creates a new Mesh Game Object and returns it.
*
* Note: This method will only be available if the Mesh Game Object and WebGL support have been built into Phaser.
*
* @method Phaser.GameObjects.GameObjectCreator#mesh
* @since 3.0.0
*
* @param {object} config - The configuration object this Game Object will use to create itself.
* @param {boolean} [addToScene] - Add this Game Object to the Scene after creating it? If set this argument overrides the `add` property in the config object.
*
* @return {Phaser.GameObjects.Mesh} The Game Object that was created.
*/
GameObjectCreator.register('mesh', function (config, addToScene)
{
if (config === undefined) { config = {}; }
var key = GetAdvancedValue(config, 'key', null);
var frame = GetAdvancedValue(config, 'frame', null);
var vertices = GetValue(config, 'vertices', []);
var uvs = GetValue(config, 'uvs', []);
var indicies = GetValue(config, 'indicies', []);
var containsZ = GetValue(config, 'containsZ', false);
var normals = GetValue(config, 'normals', []);
var colors = GetValue(config, 'colors', 0xffffff);
var alphas = GetValue(config, 'alphas', 1);
var mesh = new Mesh(this.scene, 0, 0, key, frame, vertices, uvs, indicies, containsZ, normals, colors, alphas);
if (addToScene !== undefined)
{
config.add = addToScene;
}
BuildGameObject(this.scene, mesh, config);
return mesh;
});