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Funkin/source/funkin/graphics/rendering/MeshRender.hx

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package funkin.graphics.rendering;
import flixel.FlxStrip;
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import flixel.util.FlxColor;
/**
* Yoinked from AustinEast, thanks hopefully u dont mind me using some of ur good code
* instead of my dumbass ugly code bro
*/
class MeshRender extends FlxStrip
{
public var vertex_count(default, null):Int = 0;
public var index_count(default, null):Int = 0;
public function new(x, y, ?col:FlxColor = FlxColor.WHITE)
{
super(x, y);
makeGraphic(1, 1, col);
}
/**
* Add a vertex.
*/
public inline function build_vertex(x:Float, y:Float, u:Float = 0, v:Float = 0):Int
{
final index = vertex_count;
final pos = index << 1;
vertices[pos] = x;
vertices[pos + 1] = y;
uvtData[pos] = u;
uvtData[pos + 1] = v;
vertex_count++;
return index;
}
/**
* Build a triangle from three vertex indexes.
* @param a
* @param b
* @param c
*/
public function add_tri(a:Int, b:Int, c:Int):Void
{
indices[index_count] = a;
indices[index_count + 1] = b;
indices[index_count + 2] = c;
index_count += 3;
}
public function build_tri(ax:Float, ay:Float, bx:Float, by:Float, cx:Float, cy:Float, au:Float = 0, av:Float = 0, bu:Float = 0, bv:Float = 0, cu:Float = 0,
cv:Float = 0):Void
{
add_tri(build_vertex(ax, ay, au, av), build_vertex(bx, by, bu, bv), build_vertex(cx, cy, cu, cv));
}
/**
* @param a top left vertex
* @param b top right vertex
* @param c bottom right vertex
* @param d bottom left vertex
*/
public function add_quad(a:Int, b:Int, c:Int, d:Int):Void
{
add_tri(a, b, c);
add_tri(a, c, d);
}
/**
* Build a quad from four points.
*
* top right - a
* top left - b
* bottom right - c
* bottom left - d
*/
public function build_quad(ax:Float, ay:Float, bx:Float, by:Float, cx:Float, cy:Float, dx:Float, dy:Float, au:Float = 0, av:Float = 0, bu:Float = 0,
bv:Float = 0, cu:Float = 0, cv:Float = 0, du:Float = 0, dv:Float = 0):Void
{
// top left
var b = build_vertex(bx, by, bu, bv);
// top right
var a = build_vertex(ax, ay, au, av);
// bottom left
var c = build_vertex(cx, cy, cu, cv);
// bottom right
var d = build_vertex(dx, dy, du, dv);
add_tri(a, b, c);
add_tri(a, c, d);
}
public function clear()
{
vertices.length = 0;
indices.length = 0;
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uvtData.length = 0;
colors.length = 0;
vertex_count = 0;
index_count = 0;
}
}