* Class: Gfx3Drawable #author("2024-02-10T19:10:52+00:00","","") The `Gfx3Drawable` class represents a drawable object in a 3D graphics system. - inherit from: Gfx3Transformable~ - parent of: Gfx3Flare, Gfx3Mesh, Gfx3Particles, Gfx3Skybox, Gfx3Sprite~ ** Constructors - ''new Gfx3Drawable''(vertexStride: number): Gfx3Drawable~ The constructor.~ -- ''vertexStride'': The `vertexStride` parameter is a number that represents the number of attributes for each vertex. It is used to determine the spacing between consecutive vertices in the vertex buffer.~ ** Methods - ''beginVertices''(vertexCount: number): void~ The "beginVertices" function prepare your vertex buffer to write process. Warning: You need to call this method before define your vertices.~ -- ''vertexCount'': The parameter `vertexCount` represents the number of vertices that will be stored in the vertex buffer.~ ~ - ''defineVertex''(v: number[]): void~ The "defineVertex" function takes in an array of numbers representing a vertex.~ -- ''v'': An array of numbers representing the attributes of vertex.~ ~ - ''delete''(): void~ The "delete" function free all resources. Warning: you need to call this method to free allocation for this object.~ ~ - ''draw''(): void~ The "draw" is a virtual method used for the draw phase.~ ~ - ''endVertices''(): void~ The "endVertices" function writes vertex data to the vertex buffer and calculates the bounding box based on the vertices.~ ~ - ''getBoundingBox''(): Gfx3BoundingBox~ The "getBoundingBox" function returns the bounding box.~ ~ - ''getLocalAxies''()~ The "getLocalAxies" function returns an array of three vectors representing the local axes of an object based on its transformation matrix.~ ~ - ''getPosition''(): vec3~ The "getPosition" function returns the position.~ ~ - ''getPositionX''(): number~ The "getPositionX" function returns the x-coordinate of the position.~ ~ - ''getPositionY''(): number~ The "getPositionY" function returns the y-coordinate of the position.~ ~ - ''getPositionZ''(): number~ The "getPositionZ" function returns the z-coordinate of the position.~ ~ - ''getRotation''(): vec3~ The "getRotation" function returns the rotation as Euler angles.~ ~ - ''getRotationQuaternion''(): vec4~ The "getRotationQuaternion" function returns the Quaternion based on the Euler angles provided.~ ~ - ''getRotationX''(): number~ The "getRotationX" function returns the rotation angle on x-axis.~ ~ - ''getRotationY''(): number~ The "getRotationY" function returns the rotation angle on y-axis.~ ~ - ''getRotationZ''(): number~ The "getRotationZ" function returns the rotation angle on z-axis.~ ~ - ''getScale''(): vec3~ The "getScale" function returns the scale as a 3D vector.~ ~ - ''getScaleX''(): number~ The "getScaleX" function returns the scale factor on x-axis.~ ~ - ''getScaleY''(): number~ The "getScaleY" function returns the scale factor on y-axis.~ ~ - ''getScaleZ''(): number~ The "getScaleZ" function returns the scale factor on z-axis.~ ~ - ''getTransformMatrix''(): mat4~ The "getTransformMatrix" function returns the transform matrix from position, rotation and scale values.~ ~ - ''getVertexCount''(): number~ The "getVertexCount" function returns the number of vertices.~ ~ - ''getVertexSubBufferOffset''(): number~ The "getVertexSubBufferOffset" function returns the offset of the vertex sub-buffer. Nota bene: All vertices are stored in one global vertex buffer handled by "Gfx3Manager". SubBuffer is just a reference offset/size pointing to the big one buffer.~ ~ - ''getVertexSubBufferSize''(): number~ The "getVertexSubBufferSize" function returns the byte length of the vertex sub buffer. Nota bene: All vertices are stored in one global vertex buffer handled by "Gfx3Manager". SubBuffer is just a reference offset/size pointing to the big one buffer.~ ~ - ''getVertices''()~ The "getVertices" function returns an array of numbers representing vertices.~ ~ - ''getWorldBoundingBox''(): Gfx3BoundingBox~ The "getWorldBoundingBox" function returns the world bounding box by transforming its local bounding box using its transform matrix.~ ~ - ''rotate''(x: number, y: number, z: number): void~ The "rotate" function add rotation values to Euler angles.~ -- ''x'': The rotation angle on x-axis in radians.~ -- ''y'': The rotation angle on y-axis in radians.~ -- ''z'': The rotation angle on z-axis in radians.~ ~ - ''setPosition''(x: number, y: number, z: number): void~ The "setPosition" function set the position with the given x, y and z coordinates.~ -- ''x'': The X coordinate of the position.~ -- ''y'': The Y coordinate of the position.~ -- ''z'': The Z coordinate of the position.~ ~ - ''setRotation''(x: number, y: number, z: number): void~ The "setRotation" function sets rotation Euler angles (in radians).~ -- ''x'': The rotation angle on x-axis in radians.~ -- ''y'': The rotation angle on y-axis in radians.~ -- ''z'': The rotation angle on z-axis in radians.~ ~ - ''setRotationQuaternion''(quaternion: vec4): void~ The "setRotationQuaternion" function sets the rotation using Quaternion.~ -- ''quaternion'': The quaternion.~ ~ - ''setScale''(x: number, y: number, z: number): void~ The "setScale" function sets the scale with the given x, y and z factors.~ -- ''x'': The x factor in the x-axis direction.~ -- ''y'': The y factor in the y-axis direction.~ -- ''z'': The z factor in the z-axis direction.~ ~ - ''setVertices''(vertices: number[]): void~ The "setVertices" function sets the vertices in one pass.~ -- ''vertices'': An array of numbers representing the vertices of a shape.~ ~ - ''translate''(x: number, y: number, z: number): void~ The "translate" function translate the position.~ -- ''x'': The amount of translation in the x-axis direction.~ -- ''y'': The amount of translation in the y-axis direction.~ -- ''z'': The amount of translation in the z-axis direction.~ ~ - ''update''(ts: number): void~ The "update" is a virtual method used for the update phase.~ -- ''ts'': The `ts` parameter stands for "timestep".~ ~ - ''zoom''(x: number, y: number, z: number): void~ The "zoom" function add scale values.~ -- ''x'': The x factor in the x-axis direction.~ -- ''y'': The y factor in the y-axis direction.~ -- ''z'': The z factor in the z-axis direction.~