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yuxiaomao committed Oct 21, 2024
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However if the stride is 5, we assume [X,Y,Z,U,V]
If mat is not null, it overrides dx, dy, dz, rotation, scale</p></div></div><div class="field "><a name="addVertexValue"></a><h3 class="anchor"><code><span class="label label-inline">inline</span><a href="#addVertexValue"><span class="identifier">addVertexValue</span></a>(<span style="white-space:nowrap">v:<a class="type" title="hxd.impl.Float32" href="../../hxd/impl/Float32.html">Float32</a></span>):<span class="type">Void</span></code></h3><div class="doc"><p></p></div></div><div class="field "><a name="begin"></a><h3 class="anchor"><code><a href="#begin"><span class="identifier">begin</span></a>(<span style="white-space:nowrap">vcount:<span class="type">Int</span>,</span> <span style="white-space:nowrap">icount:<span class="type">Int</span></span>):<span class="type">Void</span></code></h3><div class="doc"><p>Call begin() before starting to add vertexes/indexes to the primitive.
The count value is the number of vertexes you will add, it will automatically flush() if it doesn't fit into the current buffer.</p></div></div><div class="field "><a name="clear"></a><h3 class="anchor"><code><a href="#clear"><span class="identifier">clear</span></a>():<span class="type">Void</span></code></h3><div class="doc"><p></p></div></div><div class="field "><a name="flush"></a><h3 class="anchor"><code><a href="#flush"><span class="identifier">flush</span></a>():<span class="type">Void</span></code></h3><div class="doc"><p>Flush the current buffer.
It is required to call begin() after a flush()</p></div></div></div> <div class="inherited-fields well"><h3 class="section">Inherited Variables</h3><div class="fields"><h4><a href="#" class="expand-button"><i class="fa fa-arrow-circle-o-right"></i></a> Defined by <a class="type" title="h3d.prim.Primitive - h3d." href="../../h3d/prim/Primitive.html">Primitive</a></h4><div style="display:none"><div class="field "><a name="buffer"></a><h3 class="anchor"><code><a href="#buffer"><span class="identifier">buffer</span></a>:<a class="type" title="h3d.Buffer" href="../../h3d/Buffer.html">Buffer</a></code></h3><div class="doc"><p>The primitive vertex buffer, holding its vertexes data.</p></div></div><div class="field "><a name="indexes"></a><h3 class="anchor"><code><a href="#indexes"><span class="identifier">indexes</span></a>:<a class="type" title="h3d.Indexes" href="../../h3d/Indexes.html">Indexes</a></code></h3><div class="doc"><p>The primitive indexes buffer, holding its triangles indices.</p></div></div><div class="field "><a name="refCount"></a><h3 class="anchor"><code><span class="label label-meta label-meta-value" title="Used to store default values for fields and function arguments.">@:value(0)</span><span class="label">read only</span><a href="#refCount"><span class="identifier">refCount</span></a>:<span class="type">Int</span><span> = 0</span></code></h3><div class="doc"><p>Current amount of references to this Primitive.
It is required to call begin() after a flush()</p></div></div></div> <div class="inherited-fields well"><h3 class="section">Inherited Variables</h3><div class="fields"><h4><a href="#" class="expand-button"><i class="fa fa-arrow-circle-o-right"></i></a> Defined by <a class="type" title="h3d.prim.Primitive - h3d." href="../../h3d/prim/Primitive.html">Primitive</a></h4><div style="display:none"><div class="field "><a name="buffer"></a><h3 class="anchor"><code><a href="#buffer"><span class="identifier">buffer</span></a>:<a class="type" title="h3d.Buffer" href="../../h3d/Buffer.html">Buffer</a></code></h3><div class="doc"><p>The primitive vertex buffer, holding its vertexes data.</p></div></div><div class="field "><a name="forcedLod"></a><h3 class="anchor"><code><span class="label label-meta label-meta-value" title="Used to store default values for fields and function arguments.">@:value(-1)</span><a href="#forcedLod"><span class="identifier">forcedLod</span></a>:<span class="type">Int</span><span> = -1</span></code></h3><div class="doc"><p>Allow user to force a specific lod index. If set to -1, forced lod will be ignored.</p></div></div><div class="field "><a name="indexes"></a><h3 class="anchor"><code><a href="#indexes"><span class="identifier">indexes</span></a>:<a class="type" title="h3d.Indexes" href="../../h3d/Indexes.html">Indexes</a></code></h3><div class="doc"><p>The primitive indexes buffer, holding its triangles indices.</p></div></div><div class="field "><a name="refCount"></a><h3 class="anchor"><code><span class="label label-meta label-meta-value" title="Used to store default values for fields and function arguments.">@:value(0)</span><span class="label">read only</span><a href="#refCount"><span class="identifier">refCount</span></a>:<span class="type">Int</span><span> = 0</span></code></h3><div class="doc"><p>Current amount of references to this Primitive.
Use <code>incref</code> and <code>decref</code> methods to affect this value. If it reaches 0, it will be atuomatically disposed.</p></div></div></div></div><h3 class="section">Inherited Methods</h3><div class="fields"><h4><a href="#" class="expand-button"><i class="fa fa-arrow-circle-o-right"></i></a> Defined by <a class="type" title="h3d.prim.Primitive - h3d." href="../../h3d/prim/Primitive.html">Primitive</a></h4><div style="display:none"><div class="field "><a name="alloc"></a><h3 class="anchor"><code><a href="#alloc"><span class="identifier">alloc</span></a>(<span style="white-space:nowrap">engine:<a class="type" title="h3d.Engine" href="../../h3d/Engine.html">Engine</a></span>):<span class="type">Void</span></code></h3><div class="doc"><p>Allocate the primitive on GPU. Used for internal usage.</p></div></div><div class="field "><a name="decref"></a><h3 class="anchor"><code><a href="#decref"><span class="identifier">decref</span></a>():<span class="type">Void</span></code></h3><div class="doc"><p>Decrease reference count of the Primitive.
If recount reaches zero, Primitive is automatically disposed when last referencing mesh is removed from scene.</p></div></div><div class="field "><a name="getCollider"></a><h3 class="anchor"><code><a href="#getCollider"><span class="identifier">getCollider</span></a>():<a class="type" title="h3d.col.Collider" href="../../h3d/col/Collider.html">Collider</a></code></h3><div class="doc"><p>Return a local collider for the primitive</p></div></div><div class="field "><a name="getMaterialIndexes"></a><h3 class="anchor"><code><a href="#getMaterialIndexes"><span class="identifier">getMaterialIndexes</span></a>(<span style="white-space:nowrap">material:<span class="type">Int</span></span>):{start:<span class="type">Int</span>, count:<span class="type">Int</span>}</code></h3><div class="doc"><p>Returns the number and offset of indexes for the specified material</p></div></div><div class="field "><a name="incref"></a><h3 class="anchor"><code><a href="#incref"><span class="identifier">incref</span></a>():<span class="type">Void</span></code></h3><div class="doc"><p>Increase reference count of the Primitive.</p></div></div><div class="field "><a name="lodCount"></a><h3 class="anchor"><code><a href="#lodCount"><span class="identifier">lodCount</span></a>():<span class="type">Int</span></code></h3><div class="doc"><p>Return the LOD count.</p></div></div><div class="field "><a name="screenRatioToLod"></a><h3 class="anchor"><code><a href="#screenRatioToLod"><span class="identifier">screenRatioToLod</span></a>(<span style="white-space:nowrap">screenRatio:<span class="type">Float</span></span>):<span class="type">Int</span></code></h3><div class="doc"><p></p></div></div><div class="field "><a name="selectMaterial"></a><h3 class="anchor"><code><a href="#selectMaterial"><span class="identifier">selectMaterial</span></a>(<span style="white-space:nowrap">material:<span class="type">Int</span>,</span> <span style="white-space:nowrap">lod:<span class="type">Int</span></span>):<span class="type">Void</span></code></h3><div class="doc"><p>Select the specified sub material before drawin. Used for internal usage.</p></div></div><div class="field "><a name="toString"></a><h3 class="anchor"><code><a href="#toString"><span class="identifier">toString</span></a>():<span class="type">Null</span>&lt;<span class="type">String</span>&gt;</code></h3><div class="doc"><p>Return the primitive type.</p></div></div></div></div></div></div></div></div></div><footer><div class="container row"><div class="col-5"><a href="../../../"><img src="../../../img/logo.svg"/></a></div><div class="col-3 links"><h3>Heaps.io</h3><p>Heaps is an open source and multi-platform toolkit to create 2D and 3D games.</p><a href="https://lib.haxe.org/p/heaps">Download</a><a href="../../../about.html">About</a><a href="../../../api">API</a><a href="https://github.com/HeapsIO/">Contribute</a><a href="https://discordapp.com/channels/162395145352904705/501408700142059520">Community</a></div><div class="col-1">&nbsp;</div><div class="col-3 links"><h3>Haxe</h3><p>Haxe is an open source and cross-platform language and toolkit.</p><a href="https://haxe.org">About</a><a href="https://haxe.org/use-cases">Use cases</a><a href="https://haxe.org/documentation/introduction/">Learn</a><a href="https://haxe.org/foundation">Haxe Foundation</a></div></div><div class="copyright">&copy; 2024 <a href="https://haxe.org/foundation/">Haxe Foundation</a>| <a href="https://github.com/HeapsIO/heaps/blob/master/h3d/prim/BigPrimitive.hx">Contribute to this page</a>| <a href="https://feathericons.com/" rel="nofollow">Feather open source icons</a></div></footer></div><script async="async" defer="defer" src="https://buttons.github.io/buttons.js"></script><script src="../..//highlighter.js"></script><link href="../../highlighter.css" rel="stylesheet"/></body></html>
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