ModelPipelineDef

Constructors

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constructor()

Properties

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Functions

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open fun __init(_i: Int, _bb: ByteBuffer)
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open fun __reset()
Resets the internal state with a null ByteBuffer and a zero position.
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open fun addCollidable(builder: FlatBufferBuilder, collidableOffset: Int)
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open fun addRenderables(builder: FlatBufferBuilder, renderablesOffset: Int)
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open fun addSkeleton(builder: FlatBufferBuilder, skeletonOffset: Int)
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open fun addSources(builder: FlatBufferBuilder, sourcesOffset: Int)
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open fun addTextures(builder: FlatBufferBuilder, texturesOffset: Int)
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open fun createModelPipelineDef(builder: FlatBufferBuilder, sourcesOffset: Int, renderablesOffset: Int, collidableOffset: Int, skeletonOffset: Int, texturesOffset: Int): Int
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open fun createSourcesVector(builder: FlatBufferBuilder, data: Array<Int>): Int
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open fun createTexturesVector(builder: FlatBufferBuilder, data: Array<Int>): Int
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Get the underlying ByteBuffer.
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The list of models used for rendering.
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The model used for skeletal animations.
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The list of assets to import.
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open fun sourcesLength(): Int
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open fun startRenderablesVector(builder: FlatBufferBuilder, numElems: Int)
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open fun startSourcesVector(builder: FlatBufferBuilder, numElems: Int)
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open fun startTexturesVector(builder: FlatBufferBuilder, numElems: Int)
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open fun textures(j: Int): TextureDef
The textures to be used by the renderables.
open fun textures(obj: TextureDef, j: Int): TextureDef
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open fun texturesLength(): Int