Simple flat mesh, sits on the axes X and Z, normal on Y

Introduced properties

fun repeat_x: Float

gamnit :: Plane :: repeat_x

Modifier to texture_coords to repeat the texture on the X axis
fun repeat_x=(repeat_x: Float)

gamnit :: Plane :: repeat_x=

Modifier to texture_coords to repeat the texture on the X axis
fun repeat_y: Float

gamnit :: Plane :: repeat_y

Modifier to texture_coords to repeat the texture on the Y axis
fun repeat_y=(repeat_y: Float)

gamnit :: Plane :: repeat_y=

Modifier to texture_coords to repeat the texture on the Y axis

Redefined properties

redef type SELF: Plane

gamnit $ Plane :: SELF

Type of this instance, automatically specialized in every class
redef fun center: Point3d[Float]

gamnit $ Plane :: center

Center coordinates of all the vertices
redef fun center=(center: Point3d[Float])

gamnit $ Plane :: center=

Center coordinates of all the vertices
redef init init

gamnit $ Plane :: init

redef fun normals: Array[Float]

gamnit $ Plane :: normals

Normals, 3 floats per vertex
redef fun normals=(normals: Array[Float])

gamnit $ Plane :: normals=

Normals, 3 floats per vertex
redef fun texture_coords: Array[Float]

gamnit $ Plane :: texture_coords

Coordinates on the texture, 2 floats per vertex
redef fun texture_coords=(texture_coords: Array[Float])

gamnit $ Plane :: texture_coords=

Coordinates on the texture, 2 floats per vertex
redef fun vertices: Array[Float]

gamnit $ Plane :: vertices

Vertices relative coordinates, 3 floats per vertex
redef fun vertices=(vertices: Array[Float])

gamnit $ Plane :: vertices=

Vertices relative coordinates, 3 floats per vertex

All properties

fun !=(other: nullable Object): Bool

core :: Object :: !=

Have self and other different values?
fun ==(other: nullable Object): Bool

core :: Object :: ==

Have self and other the same value?
type CLASS: Class[SELF]

core :: Object :: CLASS

The type of the class of self.
type SELF: Object

core :: Object :: SELF

Type of this instance, automatically specialized in every class
fun center: Point3d[Float]

gamnit :: Mesh :: center

Center coordinates of all the vertices
fun center=(center: Point3d[Float])

gamnit :: Mesh :: center=

Center coordinates of all the vertices
protected fun class_factory(name: String): CLASS

core :: Object :: class_factory

Implementation used by get_class to create the specific class.
fun class_name: String

core :: Object :: class_name

The class name of the object.
fun dimensions: Point3d[Float]

gamnit :: Mesh :: dimensions

Dimensions of the bounding box containing all vertices
fun dimensions=(dimensions: Point3d[Float])

gamnit :: Mesh :: dimensions=

Dimensions of the bounding box containing all vertices
fun draw_mode: GLDrawMode

gamnit :: Mesh :: draw_mode

GLDrawMode used to display this mesh, defaults to gl_TRIANGLES
fun get_class: CLASS

core :: Object :: get_class

The meta-object representing the dynamic type of self.
fun hash: Int

core :: Object :: hash

The hash code of the object.
fun indices: Array[Int]

gamnit :: Mesh :: indices

Indices to draw triangles with glDrawElements
fun indices=(indices: Array[Int])

gamnit :: Mesh :: indices=

Indices to draw triangles with glDrawElements
fun indices_c=(indices_c: CUInt16Array)

gamnit :: Mesh :: indices_c=

init init

core :: Object :: init

fun inspect: String

core :: Object :: inspect

Developer readable representation of self.
protected fun inspect_head: String

core :: Object :: inspect_head

Return "CLASSNAME:#OBJECTID".
intern fun is_same_instance(other: nullable Object): Bool

core :: Object :: is_same_instance

Return true if self and other are the same instance (i.e. same identity).
fun is_same_serialized(other: nullable Object): Bool

core :: Object :: is_same_serialized

Is self the same as other in a serialization context?
intern fun is_same_type(other: Object): Bool

core :: Object :: is_same_type

Return true if self and other have the same dynamic type.
fun max: Point3d[Float]

gamnit :: Mesh :: max

Maximum coordinates of all vertices on each axes
protected fun max=(max: Point3d[Float])

gamnit :: Mesh :: max=

Maximum coordinates of all vertices on each axes
fun min: Point3d[Float]

gamnit :: Mesh :: min

Minimum coordinates of all vertices on each axes
protected fun min=(min: Point3d[Float])

gamnit :: Mesh :: min=

Minimum coordinates of all vertices on each axes
fun n_vertices: Int

gamnit :: Mesh :: n_vertices

Number for vertices
fun normals: Array[Float]

gamnit :: Mesh :: normals

Normals, 3 floats per vertex
fun normals=(normals: Array[Float])

gamnit :: Mesh :: normals=

Normals, 3 floats per vertex
intern fun object_id: Int

core :: Object :: object_id

An internal hash code for the object based on its identity.
fun output

core :: Object :: output

Display self on stdout (debug only).
intern fun output_class_name

core :: Object :: output_class_name

Display class name on stdout (debug only).
fun repeat_x: Float

gamnit :: Plane :: repeat_x

Modifier to texture_coords to repeat the texture on the X axis
fun repeat_x=(repeat_x: Float)

gamnit :: Plane :: repeat_x=

Modifier to texture_coords to repeat the texture on the X axis
fun repeat_y: Float

gamnit :: Plane :: repeat_y

Modifier to texture_coords to repeat the texture on the Y axis
fun repeat_y=(repeat_y: Float)

gamnit :: Plane :: repeat_y=

Modifier to texture_coords to repeat the texture on the Y axis
fun serialization_hash: Int

core :: Object :: serialization_hash

Hash value use for serialization
intern fun sys: Sys

core :: Object :: sys

Return the global sys object, the only instance of the Sys class.
fun texture_coords: Array[Float]

gamnit :: Mesh :: texture_coords

Coordinates on the texture, 2 floats per vertex
fun texture_coords=(texture_coords: Array[Float])

gamnit :: Mesh :: texture_coords=

Coordinates on the texture, 2 floats per vertex
abstract fun to_jvalue(env: JniEnv): JValue

core :: Object :: to_jvalue

fun to_s: String

core :: Object :: to_s

User readable representation of self.
fun vertices: Array[Float]

gamnit :: Mesh :: vertices

Vertices relative coordinates, 3 floats per vertex
fun vertices=(vertices: Array[Float])

gamnit :: Mesh :: vertices=

Vertices relative coordinates, 3 floats per vertex
package_diagram gamnit::Plane Plane gamnit::Mesh Mesh gamnit::Plane->gamnit::Mesh core::Object Object gamnit::Mesh->core::Object ...core::Object ... ...core::Object->core::Object

Ancestors

interface Object

core :: Object

The root of the class hierarchy.

Parents

class Mesh

gamnit :: Mesh

Mesh with all geometry data

Class definitions

gamnit $ Plane
# Simple flat mesh, sits on the axes X and Z, normal on Y
class Plane
	super Mesh

	# TODO allow for complex rotation, either at creation or in Actor

	# Modifier to `texture_coords` to repeat the texture on the X axis
	#
	# At 1.0, the texture is stretched to cover the whole plane.
	# If greater than 1.0, the texture is repeated.
	#
	# This value must be set before using `texture_coords` or drawing this plane.
	var repeat_x = 1.0 is writable

	# Modifier to `texture_coords` to repeat the texture on the Y axis
	#
	# At 1.0, the texture is stretched to cover the whole plane.
	# If greater than 1.0, the texture is repeated.
	#
	# This value must be set before using `texture_coords` or drawing this plane.
	var repeat_y = 1.0 is writable

	redef var vertices is lazy do
		var a = [-0.5, 0.0, -0.5]
		var b = [ 0.5, 0.0, -0.5]
		var c = [-0.5, 0.0,  0.5]
		var d = [ 0.5, 0.0,  0.5]

		var vertices = new Array[Float]
		for v in [c, d, a, b] do vertices.add_all v
		return vertices
	end

	redef var normals: Array[Float] is lazy do
		var normals = new Array[Float]
		for i in 4.times do normals.add_all([0.0, 1.0, 0.0])
		return normals
	end

	redef var texture_coords: Array[Float] is lazy do
		var offset_left = 0.0
		var offset_top = 0.0
		var offset_right = 1.0*repeat_x
		var offset_bottom = 1.0*repeat_y
		var a = [offset_left,  offset_bottom]
		var b = [offset_right, offset_bottom]
		var c = [offset_left,  offset_top]
		var d = [offset_right, offset_top]

		var texture_coords = new Array[Float]
		for v in [c, d, a, b] do texture_coords.add_all v
		return texture_coords
	end

	redef var center = new Point3d[Float](0.0, 0.0, 0.0) is lazy

	init do indices.add_all([0, 1, 2, 2, 1, 3])
	# TODO use gl_TRIANGLE_FAN instead
end
lib/gamnit/depth/more_meshes.nit:22,1--80,3