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Rect for using custom shaders

class
constructor

Hierarchy

Index

Constructors

constructor

Properties

Protected _UIElement

_UIElement: boolean = false

Protected _collisionBox

_collisionBox: CollisionBox = new CollisionBox()

Protected _engine

_engine: Engine

Protected camera

camera: Camera | null

cellSize

cellSize: number[]

height

height: number = 100

Protected hidden

hidden: boolean = false

loaded

loaded: boolean = false

matrix

matrix: number[] = unit()

Protected maxBaseSize

maxBaseSize: Vector3 = new Vector3(0, 0, 0)

Protected maxSize

maxSize: Vector3 = new Vector3(0, 0, 0)

Protected minBaseSize

minBaseSize: Vector3 = new Vector3(0, 0, 0)

Protected minSize

minSize: Vector3 = new Vector3(0, 0, 0)

Private movingMatrix

movingMatrix: number[] = []

name

name: string = "Just a rect :)"

normals

normals: number[] = []

normalsBuffer

normalsBuffer: WebGLBuffer | null = null

rotation

rotation: Vector3 = new Vector3(0, 0, 0)

rotationInDeg

rotationInDeg: Vector3 = new Vector3(0, 0, 0)

rotationMatrix

rotationMatrix: number[] = unit()

rotationPoint

rotationPoint: Vector3 = new Vector3(0, 0, 0)

Protected rotationPointPos

rotationPointPos: string | null = null

rotationSelf

rotationSelf: Vector3 = new Vector3(0, 0, 0)

scaling

scaling: Vector3 = new Vector3(1, 1, 1)

selectable

selectable: boolean = false

Protected shaderProgram

shaderProgram: ShaderProgram

texture

texture: Texture

textureCoordinates

textureCoordinates: number[] = []

textureCoordinatesBuffer

textureCoordinatesBuffer: WebGLBuffer | null = null

uiMatrix

uiMatrix: number[] | null = null

vertexes

vertexes: number[] = []

vertexesBuffer

vertexesBuffer: WebGLBuffer | null = null

verticalAlign

verticalAlign: boolean = true

Protected webgl

webgl: WebGLRenderingContext

width

width: number = 100

worldMatrix

worldMatrix: number[] = unit()

Accessors

UIElement

  • get UIElement(): boolean
  • set UIElement(v: boolean): void

collisionBox

engine

position

size

  • get size(): object

Methods

animate

  • animate(fps: number, animateFunction: function): any

checkCollision

destroy

  • destroy(): void

draw

  • draw(): void

getPositionOnScreen

  • getPositionOnScreen(): void

hide

  • hide(): void

move

  • move(x: number, y: number, z: number): void

moveRelativeToTheCamera

  • moveRelativeToTheCamera(x: number, y: number, z: number): void

resize

  • resize(x: number, y: number, z: number): void

rotate

  • rotate(x: number, y: number, z: number): void

rotateSelf

  • rotateSelf(x: number, y: number, z: number): void

scale

  • scale(x: number, y: number): void

scaleToPixels

  • scaleToPixels(x: number, y: number, z: number): void

scaleToPixelsX

  • scaleToPixelsX(x: number): void

setCellSize

  • setCellSize(width: number, height: number): void

setPosition

  • setPosition(vector: Vector3): void
  • setPosition(array: number[]): void
  • setPosition(x: number, y: number, z: number): void

setRotation

  • setRotation(x: number, y: number, z: number): void

setRotationPoint

  • setRotationPoint(x: number, y: number, z: number): void
  • setRotationPoint(point: String): void

setSize

  • setSize(width: number, height: number): void

setTexture

  • setTexture(texture: Texture): void

setTextureRepeating

  • setTextureRepeating(x: number, y: number): void

show

  • show(): void

update

  • update(): void

updateMatrixes

  • updateMatrixes(): void

updateRelativeToCameraPosition

  • updateRelativeToCameraPosition(): void

useShader

Object literals

relativeToCameraPosition

relativeToCameraPosition: object

depth

depth: number = 0

max

max: object

x

x: number = 0

y

y: number = 0

min

min: object

x

x: number = 0

y

y: number = 0

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