struct
Diorite::FrameBatchBuilder2D
- Diorite::FrameBatchBuilder2D
- Struct
- Value
- Object
Overview
Ergonomic 2D immediate batch builder writing directly into a FrameLineBatch2D
carved out of Lapis::Core::FrameArena.
Defined in:
diorite/core/frame_arena_batch.crConstant Summary
-
DEFAULT_COLOR =
Godot::Color.new(1.0_f32, 1.0_f32, 1.0_f32, 1.0_f32)
Constructors
Instance Method Summary
- #arc(center : Godot::Vector2, radius : Float32, start_angle : Float32, end_angle : Float32, segments : Int32 = 24, color : Godot::Color = DEFAULT_COLOR) : self
- #arc_2d(center : Godot::Vector2, radius : Float32, start_angle : Float32, end_angle : Float32, segments : Int32 = 24, color : Godot::Color = DEFAULT_COLOR) : self
- #arrow(from : Godot::Vector2, to : Godot::Vector2, color : Godot::Color = DEFAULT_COLOR, head_size : Float32 = 10.0_f32) : self
- #arrow_2d(from : Godot::Vector2, to : Godot::Vector2, color : Godot::Color = DEFAULT_COLOR, head_size : Float32 = 10.0_f32) : self
- #bar_chart(r : Godot::Rect2, bars : Array(BarData), horizontal : Bool = false) : self
- #bar_chart_2d(r : Godot::Rect2, bars : Array(BarData), horizontal : Bool = false) : self
- #batch : FrameLineBatch2D
- #capsule(p0 : Godot::Vector2, p1 : Godot::Vector2, radius : Float32, color : Godot::Color = DEFAULT_COLOR, segments : Int32 = 12) : self
- #capsule_2d(p0 : Godot::Vector2, p1 : Godot::Vector2, radius : Float32, color : Godot::Color = DEFAULT_COLOR, segments : Int32 = 12) : self
- #circle(center : Godot::Vector2, radius : Float32, color : Godot::Color = DEFAULT_COLOR, segments : Int32 = 24) : self
- #circle_2d(center : Godot::Vector2, radius : Float32, color : Godot::Color = DEFAULT_COLOR, segments : Int32 = 24) : self
- #colors : Slice(Godot::Color)
- #cols : ArenaVertexBuffer(Godot::Color)
- #gauge(center : Godot::Vector2, radius : Float32, value : Float32, min_val : Float32 = 0.0_f32, max_val : Float32 = 100.0_f32, color : Godot::Color = DEFAULT_COLOR) : self
- #gauge_2d(center : Godot::Vector2, radius : Float32, value : Float32, min_val : Float32 = 0.0_f32, max_val : Float32 = 100.0_f32, color : Godot::Color = DEFAULT_COLOR) : self
- #line(from : Godot::Vector2, to : Godot::Vector2, color : Godot::Color = DEFAULT_COLOR) : self
- #line_2d(from : Godot::Vector2, to : Godot::Vector2, color : Godot::Color = DEFAULT_COLOR) : self
- #line_count : Int32
- #path(pts, color : Godot::Color = DEFAULT_COLOR) : self
- #path_2d(pts, color : Godot::Color = DEFAULT_COLOR) : self
- #pie_chart(center : Godot::Vector2, radius : Float32, slices : Array(PieSlice), inner_radius : Float32 = 0.0_f32) : self
- #pie_chart_2d(center : Godot::Vector2, radius : Float32, slices : Array(PieSlice), inner_radius : Float32 = 0.0_f32) : self
- #points(pts, size : Float32 = 4.0_f32, color : Godot::Color = DEFAULT_COLOR) : self
- #points_2d(pts, size : Float32 = 4.0_f32, color : Godot::Color = DEFAULT_COLOR) : self
- #rect(r : Godot::Rect2, color : Godot::Color = DEFAULT_COLOR) : self
- #rect_2d(r : Godot::Rect2, color : Godot::Color = DEFAULT_COLOR) : self
- #ruler(from : Godot::Vector2, to : Godot::Vector2, color : Godot::Color = DEFAULT_COLOR, tick_step : Float32 = 20.0_f32, tick_size : Float32 = 8.0_f32) : self
- #ruler_2d(from : Godot::Vector2, to : Godot::Vector2, color : Godot::Color = DEFAULT_COLOR, tick_step : Float32 = 20.0_f32, tick_size : Float32 = 8.0_f32) : self
- #sector(center : Godot::Vector2, radius : Float32, start_angle : Float32, end_angle : Float32, segments : Int32 = 24, color : Godot::Color = DEFAULT_COLOR) : self
- #sector_2d(center : Godot::Vector2, radius : Float32, start_angle : Float32, end_angle : Float32, segments : Int32 = 24, color : Godot::Color = DEFAULT_COLOR) : self
- #telemetry_graph(graph : TelemetryGraph) : self
- #vertex_count : Int32
- #vertices : Slice(Godot::Vector2)
- #verts : ArenaVertexBuffer(Godot::Vector2)
- #vision_cone(origin : Godot::Vector2, dir : Godot::Vector2, distance : Float32, angle_rad : Float32, segments : Int32 = 16, color : Godot::Color = DEFAULT_COLOR) : self
- #vision_cone_2d(origin : Godot::Vector2, dir : Godot::Vector2, distance : Float32, angle_rad : Float32, segments : Int32 = 16, color : Godot::Color = DEFAULT_COLOR) : self
Constructor Detail
Instance Method Detail
def arc(center : Godot::Vector2, radius : Float32, start_angle : Float32, end_angle : Float32, segments : Int32 = 24, color : Godot::Color = DEFAULT_COLOR) : self
#
def arc_2d(center : Godot::Vector2, radius : Float32, start_angle : Float32, end_angle : Float32, segments : Int32 = 24, color : Godot::Color = DEFAULT_COLOR) : self
#
def arrow(from : Godot::Vector2, to : Godot::Vector2, color : Godot::Color = DEFAULT_COLOR, head_size : Float32 = 10.0_f32) : self
#
def arrow_2d(from : Godot::Vector2, to : Godot::Vector2, color : Godot::Color = DEFAULT_COLOR, head_size : Float32 = 10.0_f32) : self
#
def capsule(p0 : Godot::Vector2, p1 : Godot::Vector2, radius : Float32, color : Godot::Color = DEFAULT_COLOR, segments : Int32 = 12) : self
#
def capsule_2d(p0 : Godot::Vector2, p1 : Godot::Vector2, radius : Float32, color : Godot::Color = DEFAULT_COLOR, segments : Int32 = 12) : self
#
def circle(center : Godot::Vector2, radius : Float32, color : Godot::Color = DEFAULT_COLOR, segments : Int32 = 24) : self
#
def circle_2d(center : Godot::Vector2, radius : Float32, color : Godot::Color = DEFAULT_COLOR, segments : Int32 = 24) : self
#
def gauge(center : Godot::Vector2, radius : Float32, value : Float32, min_val : Float32 = 0.0_f32, max_val : Float32 = 100.0_f32, color : Godot::Color = DEFAULT_COLOR) : self
#
def gauge_2d(center : Godot::Vector2, radius : Float32, value : Float32, min_val : Float32 = 0.0_f32, max_val : Float32 = 100.0_f32, color : Godot::Color = DEFAULT_COLOR) : self
#
def line_2d(from : Godot::Vector2, to : Godot::Vector2, color : Godot::Color = DEFAULT_COLOR) : self
#
def pie_chart(center : Godot::Vector2, radius : Float32, slices : Array(PieSlice), inner_radius : Float32 = 0.0_f32) : self
#
def pie_chart_2d(center : Godot::Vector2, radius : Float32, slices : Array(PieSlice), inner_radius : Float32 = 0.0_f32) : self
#
def ruler(from : Godot::Vector2, to : Godot::Vector2, color : Godot::Color = DEFAULT_COLOR, tick_step : Float32 = 20.0_f32, tick_size : Float32 = 8.0_f32) : self
#
def ruler_2d(from : Godot::Vector2, to : Godot::Vector2, color : Godot::Color = DEFAULT_COLOR, tick_step : Float32 = 20.0_f32, tick_size : Float32 = 8.0_f32) : self
#
def sector(center : Godot::Vector2, radius : Float32, start_angle : Float32, end_angle : Float32, segments : Int32 = 24, color : Godot::Color = DEFAULT_COLOR) : self
#
def sector_2d(center : Godot::Vector2, radius : Float32, start_angle : Float32, end_angle : Float32, segments : Int32 = 24, color : Godot::Color = DEFAULT_COLOR) : self
#
def vision_cone(origin : Godot::Vector2, dir : Godot::Vector2, distance : Float32, angle_rad : Float32, segments : Int32 = 16, color : Godot::Color = DEFAULT_COLOR) : self
#
def vision_cone_2d(origin : Godot::Vector2, dir : Godot::Vector2, distance : Float32, angle_rad : Float32, segments : Int32 = 16, color : Godot::Color = DEFAULT_COLOR) : self
#