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Hierarchy

Index

Constructors

Properties

class: Class<NativeRenderMesh>

Methods

  • addMesh(mesh: NativeRenderMesh): void
  • addMesh(mesh: NativeRenderMesh, addX: number, addY: number, addZ: number): void
  • addMesh(mesh: NativeRenderMesh, addX: number, addY: number, addZ: number, scaleX: number, scaleY: number, scaleZ: number): void
  • addVertex(x: number, y: number, z: number): void
  • addVertex(x: number, y: number, z: number, u: number, v: number): void
  • Adds a new vertex on the specified coordinates

    Parameters

    • x: number
    • y: number
    • z: number

    Returns void

  • Adds a new vertex on the specified coordinates

    Parameters

    • x: number
    • y: number
    • z: number
    • u: number

      x texture offset of the vertex

    • v: number

      y texture offset of the vertex

    Returns void

  • clear(): void
  • equals(param0: any): boolean
  • Parameters

    • param0: any

    Returns boolean

  • finalize(): void
  • fitIn(x1: number, y1: number, z1: number, x2: number, y2: number, z2: number): void
  • fitIn(x1: number, y1: number, z1: number, x2: number, y2: number, z2: number, keepRatio: boolean): void
  • Scales the mesh to fit into the specified box

    Parameters

    • x1: number
    • y1: number
    • z1: number
    • x2: number
    • y2: number
    • z2: number

    Returns void

  • Scales the mesh to fit into the specified box

    Parameters

    • x1: number
    • y1: number
    • z1: number
    • x2: number
    • y2: number
    • z2: number
    • keepRatio: boolean

      if true, the ratio of the dimensions are preserved

    Returns void

  • getClass(): Class<any>
  • getPtr(): number
  • hashCode(): number
  • Imports mesh file using specified path

    Parameters

    • path: string

      path to the mesh file. Path should be absolute path or be relative to the resources folder or to the "models/" folder

    • type: "obj"

      file type to read mesh from. The only currently supported mesh file type is "obj"

    • importParams: com.zhekasmirnov.innercore.api.NativeRenderMesh.ImportParams

    Returns void

  • invalidate(): void
  • notify(): void
  • notifyAll(): void
  • rebuild(): void
  • resetColor(): void
  • resetTexture(): void
  • rotate(x: number, y: number, z: number, rotX: number, rotY: number, rotZ: number): void
  • rotate(rotX: number, rotY: number, rotZ: number): void
  • Rotates the mesh around the specified coordinates

    Parameters

    • x: number
    • y: number
    • z: number
    • rotX: number

      rotation angle along X axis, in radians

    • rotY: number

      rotation angle along Y axis, in radians

    • rotZ: number

      rotation angle along Z axis, in radians

    Returns void

  • Rotates the mesh around the (0, 0, 0) coordinates

    Parameters

    • rotX: number

      rotation angle along X axis, in radians

    • rotY: number

      rotation angle along Y axis, in radians

    • rotZ: number

      rotation angle along Z axis, in radians

    Returns void

  • scale(x: number, y: number, z: number): void
  • Scales the whole mesh along the three axis

    Parameters

    • x: number
    • y: number
    • z: number

    Returns void

  • setBlockTexture(textureName: string, textureMeta: number): void
  • Specifies block texture to be used by mesh

    Parameters

    • textureName: string
    • textureMeta: number

    Returns void

  • setColor(r: number, g: number, b: number): void
  • setColor(r: number, g: number, b: number, a: number): void
  • Specifies color to be applied to the next vertices. If the color is not white and the texture is applied to mesh, texture's colors will be affected

    Parameters

    • r: number
    • g: number
    • b: number

    Returns void

  • Parameters

    • r: number
    • g: number
    • b: number
    • a: number

    Returns void

  • setFoliageTinted(): void
  • setFoliageTinted(tintSource: number): void
  • setGrassTinted(): void
  • setLightDir(x: number, y: number, z: number): void
  • setLightIgnore(ignore: boolean, bool2: boolean): void
  • setLightParams(float1: number, float2: number, float3: number): void
  • setLightPos(x: number, y: number, z: number): void
  • setNoTint(): void
  • setNormal(x: number, y: number, z: number): void
  • Specifies the normal vector for the next vertices

    Parameters

    • x: number
    • y: number
    • z: number

    Returns void

  • setWaterTinted(): void
  • toString(): string
  • translate(x: number, y: number, z: number): void
  • Translates the whole mesh along three axis

    Parameters

    • x: number
    • y: number
    • z: number

    Returns void

  • wait(): void
  • wait(param0: number): void
  • wait(param0: number, param1: number): void
  • Returns void

  • Parameters

    • param0: number

    Returns void

  • Parameters

    • param0: number
    • param1: number

    Returns void

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