Uses of Class
com.raylib.Mesh
Packages that use Mesh
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Uses of Mesh in com.raylib
Methods in com.raylib that return MeshModifier and TypeMethodDescriptionstatic MeshMesh.allocateArray(long elementCount) Allocate an array of Meshstatic MeshMesh.allocateArray(long elementCount, SegmentAllocator allocator) Allocate an array of Meshstatic MeshRaylib.genMeshCone(float radius, float height, int slices) Generate cone/pyramid meshstatic MeshRaylib.genMeshCone(Arena arena, float radius, float height, int slices) Generate cone/pyramid meshstatic MeshRaylib.genMeshCube(float width, float height, float length) Generate cuboid meshstatic MeshRaylib.genMeshCube(Arena arena, float width, float height, float length) Generate cuboid meshstatic MeshRaylib.genMeshCubicmap(Image cubicmap, Vector3 cubeSize) Generate cubes-based map mesh from image datastatic MeshRaylib.genMeshCubicmap(Arena arena, Image cubicmap, Vector3 cubeSize) Generate cubes-based map mesh from image datastatic MeshRaylib.genMeshCylinder(float radius, float height, int slices) Generate cylinder meshstatic MeshRaylib.genMeshCylinder(Arena arena, float radius, float height, int slices) Generate cylinder meshstatic MeshRaylib.genMeshHeightmap(Image heightmap, Vector3 size) Generate heightmap mesh from image datastatic MeshRaylib.genMeshHeightmap(Arena arena, Image heightmap, Vector3 size) Generate heightmap mesh from image datastatic MeshRaylib.genMeshHemiSphere(float radius, int rings, int slices) Generate half-sphere mesh (no bottom cap)static MeshRaylib.genMeshHemiSphere(Arena arena, float radius, int rings, int slices) Generate half-sphere mesh (no bottom cap)static MeshRaylib.genMeshKnot(float radius, float size, int radSeg, int sides) Generate trefoil knot meshstatic MeshRaylib.genMeshKnot(Arena arena, float radius, float size, int radSeg, int sides) Generate trefoil knot meshstatic MeshRaylib.genMeshPlane(float width, float length, int resX, int resZ) Generate plane mesh (with subdivisions)static MeshRaylib.genMeshPlane(Arena arena, float width, float length, int resX, int resZ) Generate plane mesh (with subdivisions)static MeshRaylib.genMeshPoly(int sides, float radius) Generate polygonal meshstatic MeshRaylib.genMeshPoly(Arena arena, int sides, float radius) Generate polygonal meshstatic MeshRaylib.genMeshSphere(float radius, int rings, int slices) Generate sphere mesh (standard sphere)static MeshRaylib.genMeshSphere(Arena arena, float radius, int rings, int slices) Generate sphere mesh (standard sphere)static MeshRaylib.genMeshTorus(float radius, float size, int radSeg, int sides) Generate torus meshstatic MeshRaylib.genMeshTorus(Arena arena, float radius, float size, int radSeg, int sides) Generate torus meshMesh.getArrayElement(int index) Model.getMeshes()Meshes arrayMesh.setAnimNormals(FloatBuffer value) Animated normals (after bones transformations)Mesh.setAnimVertices(FloatBuffer value) Animated vertex positions (after bones transformations)Mesh.setBoneIds(ByteBuffer value) Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning)Mesh.setBoneWeights(FloatBuffer value) Vertex bone weight, up to 4 bones influence by vertex (skinning)Mesh.setColors(ByteBuffer value) Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)Mesh.setIndices(MemorySegment value) Vertex indices (in case vertex data comes indexed)Mesh.setNormals(FloatBuffer value) Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)Mesh.setTangents(FloatBuffer value) Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)Mesh.setTexcoords(FloatBuffer value) Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)Mesh.setTexcoords2(FloatBuffer value) Vertex texture second coordinates (UV - 2 components per vertex) (shader-location = 5)Mesh.setTriangleCount(int value) Number of triangles stored (indexed or not)Mesh.setVaoId(int value) OpenGL Vertex Array Object idMesh.setVboId(MemorySegment value) OpenGL Vertex Buffer Objects id (default vertex data)Mesh.setVertexCount(int value) Number of vertices stored in arraysMesh.setVertices(FloatBuffer value) Vertex position (XYZ - 3 components per vertex) (shader-location = 0)Methods in com.raylib with parameters of type MeshModifier and TypeMethodDescriptionstatic voidDraw a 3d mesh with material and transformstatic voidRaylib.drawMeshInstanced(Mesh mesh, Material material, MemorySegment transforms, int instances) Draw multiple mesh instances with material and different transformsstatic booleanRaylib.exportMesh(Mesh mesh, String fileName) Export mesh data to file, returns true on successstatic voidRaylib.genMeshTangents(Mesh mesh) Compute mesh tangentsstatic BoundingBoxRaylib.getMeshBoundingBox(Mesh mesh) Compute mesh bounding box limitsstatic BoundingBoxRaylib.getMeshBoundingBox(Arena arena, Mesh mesh) Compute mesh bounding box limitsstatic RayCollisionRaylib.getRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform) Get collision info between ray and meshstatic RayCollisionRaylib.getRayCollisionMesh(Arena arena, Ray ray, Mesh mesh, Matrix transform) Get collision info between ray and meshstatic ModelRaylib.loadModelFromMesh(Mesh mesh) Load model from generated mesh (default material)static ModelRaylib.loadModelFromMesh(Arena arena, Mesh mesh) Load model from generated mesh (default material)Meshes arraystatic voidRaylib.unloadMesh(Mesh mesh) Unload mesh data from CPU and GPUstatic voidRaylib.updateMeshBuffer(Mesh mesh, int index, MemorySegment data, int dataSize, int offset) Update mesh vertex data in GPU for a specific buffer indexstatic voidRaylib.uploadMesh(Mesh mesh, boolean dynamic) Upload mesh vertex data in GPU and provide VAO/VBO idsConstructors in com.raylib with parameters of type MeshModifierConstructorDescriptionModel(Matrix transform, int meshCount, int materialCount, Mesh meshes, Material materials, IntBuffer meshMaterial, int boneCount, BoneInfo bones, Transform bindPose) Construct with auto memory allocator and fields initialized as specifiedModel(SegmentAllocator arena, Matrix transform, int meshCount, int materialCount, Mesh meshes, Material materials, IntBuffer meshMaterial, int boneCount, BoneInfo bones, Transform bindPose) Construct with your own memory allocator and fields initialized as specified