SceneObjectPolygon
Extends: SceneObjectBillboard
Properties
drawable(DrawablePolygon)
Constructor
new SceneObjectPolygon(
name: string,
drawableObj: DrawablePolygon,
): SceneObjectPolygonParameters
name(string)drawableObj(DrawablePolygon)
Instance Methods
didRegionToDrawChange(): boolean
protected
Returns
boolean
drawToCanvas(
rendererObj: BGE.Renderer,
drawMode: SceneObjectDrawMode,
): boolean
protected
Parameters
rendererObj(BGE.Renderer)drawMode(SceneObjectDrawMode)
Returns
boolean
getAllCanvasPoints(): Array.<BGE.Math.Vector>
protected
Returns
Array.<BGE.Math.Vector>
getOutlineCanvasPoints(): Array.<BGE.Math.Vector>
protected
Returns
Array.<BGE.Math.Vector>
drawToTempBitmap(
rendererObj: BGE.Renderer,
tempBitmap: ifDraw2d,
canvasPointsTopLeftBound: BGE.Math.Vector,
drawMode: SceneObjectDrawMode,
allowFastDraw?: boolean,
): TempBitmapDrawResult
protected
Parameters
rendererObj(BGE.Renderer)tempBitmap(ifDraw2d)canvasPointsTopLeftBound(BGE.Math.Vector)drawMode(SceneObjectDrawMode)allowFastDraw(boolean, optional, default: false)
Returns
updateWorldPosition(drawMode: SceneObjectDrawMode): boolean
protected
Parameters
drawMode(SceneObjectDrawMode)
Returns
boolean
getPositionForCameraDistance(
drawMode: SceneObjectDrawMode,
): BGE.Math.Vector
Parameters
drawMode(SceneObjectDrawMode)
Returns
BGE.Math.Vector
getPositionsForFrustumCheck(
drawMode: SceneObjectDrawMode,
): Array.<BGE.Math.Vector>
protected
Parameters
drawMode(SceneObjectDrawMode)
Returns
Array.<BGE.Math.Vector>
afterDraw(): void
protected
Returns
void
updateCanvasPosition(
rendererObj: Renderer,
drawMode: SceneObjectDrawMode,
): boolean
protected
Parameters
rendererObj(Renderer)drawMode(SceneObjectDrawMode)
Returns
boolean