struct
Diorite::FrameBatchBuilder3D
- Diorite::FrameBatchBuilder3D
- Struct
- Value
- Object
Overview
Ergonomic 3D immediate batch builder writing directly into a FrameLineBatch3D
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) -
DEFAULT_GRID_COLOR =
Godot::Color.new(0.6_f32, 0.6_f32, 0.6_f32, 0.5_f32)
Constructors
Instance Method Summary
- #actor_card_3d(position : Godot::Vector3, size : Godot::Vector2 = Godot::Vector2.new(1.2_f32, 0.8_f32), color : Godot::Color = DEFAULT_COLOR) : self
- #arrow(from : Godot::Vector3, to : Godot::Vector3, color : Godot::Color = DEFAULT_COLOR, head_size : Float32 = 0.25_f32) : self
- #arrow_3d(from : Godot::Vector3, to : Godot::Vector3, color : Godot::Color = DEFAULT_COLOR, head_size : Float32 = 0.25_f32) : self
- #batch : FrameLineBatch3D
- #bezier_cubic(p0 : Godot::Vector3, p1 : Godot::Vector3, p2 : Godot::Vector3, p3 : Godot::Vector3, segments : Int32 = 32, color : Godot::Color = DEFAULT_COLOR, show_hull : Bool = true) : self
- #billboard_square(position : Godot::Vector3, size : Float32 = 1.0_f32, camera_pos : Godot::Vector3 = Godot::Vector3.new, color : Godot::Color = DEFAULT_COLOR) : self
- #box(center : Godot::Vector3, size : Godot::Vector3, color : Godot::Color = DEFAULT_COLOR) : self
- #box(aabb : Godot::AABB, color : Godot::Color = DEFAULT_COLOR) : self
- #box_3d(center : Godot::Vector3, size : Godot::Vector3, color : Godot::Color = DEFAULT_COLOR) : self
- #box_cast(from : Godot::Vector3, to : Godot::Vector3, size : Godot::Vector3 = Godot::Vector3.new(1.0_f32, 1.0_f32, 1.0_f32), hit : Bool = false, color : Godot::Color = DEFAULT_COLOR) : self
- #camera_frustum(origin : Godot::Vector3, basis : Godot::Basis, fov_deg : Float32 = 75.0_f32, near : Float32 = 0.05_f32, far : Float32 = 10.0_f32, aspect : Float32 = 1.777_f32, color : Godot::Color = DEFAULT_COLOR) : self
- #capsule(center : Godot::Vector3, radius : Float32 = 0.5_f32, height : Float32 = 2.0_f32, color : Godot::Color = DEFAULT_COLOR, segments : Int32 = 16) : self
- #capsule_3d(center : Godot::Vector3, radius : Float32 = 0.5_f32, height : Float32 = 2.0_f32, color : Godot::Color = DEFAULT_COLOR, segments : Int32 = 16) : self
- #capsule_cast(from : Godot::Vector3, to : Godot::Vector3, radius : Float32 = 0.5_f32, height : Float32 = 1.8_f32, hit : Bool = false, color : Godot::Color = DEFAULT_COLOR) : self
- #catmull_rom(points, segments_per_curve : Int32 = 16, color : Godot::Color = DEFAULT_COLOR, loop : Bool = false) : self
- #circle_3d(center : Godot::Vector3, normal : Godot::Vector3 = Godot::Vector3.new(0.0_f32, 1.0_f32, 0.0_f32), radius : Float32 = 1.0_f32, segments : Int32 = 24, color : Godot::Color = DEFAULT_COLOR) : self
- #colors : Slice(Godot::Color)
- #cols : ArenaVertexBuffer(Godot::Color)
- #cone_3d(tip : Godot::Vector3, dir : Godot::Vector3, length : Float32 = 5.0_f32, angle_rad : Float32 = 0.52359877_f32, segments : Int32 = 16, color : Godot::Color = DEFAULT_COLOR) : self
- #cylinder(center : Godot::Vector3, radius : Float32 = 1.0_f32, height : Float32 = 2.0_f32, color : Godot::Color = DEFAULT_COLOR, segments : Int32 = 16) : self
- #cylinder_3d(center : Godot::Vector3, radius : Float32 = 1.0_f32, height : Float32 = 2.0_f32, color : Godot::Color = DEFAULT_COLOR, segments : Int32 = 16) : self
- #gauge_3d(center : Godot::Vector3, normal : Godot::Vector3, radius : Float32, value : Float32, min_val : Float32 = 0.0_f32, max_val : Float32 = 100.0_f32, color : Godot::Color = DEFAULT_COLOR) : self
- #gizmo(origin : Godot::Vector3, basis : Godot::Basis = Godot::Basis.new, size : Float32 = 1.0_f32) : self
- #gizmo_3d(origin : Godot::Vector3, basis : Godot::Basis = Godot::Basis.new, size : Float32 = 1.0_f32) : self
- #grid(center : Godot::Vector3 = Godot::Vector3.new, size : Godot::Vector2 = Godot::Vector2.new(10.0_f32, 10.0_f32), subdivisions : Int32 = 10, color : Godot::Color = DEFAULT_GRID_COLOR) : self
- #grid_3d(center : Godot::Vector3 = Godot::Vector3.new, size : Godot::Vector2 = Godot::Vector2.new(10.0_f32, 10.0_f32), subdivisions : Int32 = 10, color : Godot::Color = DEFAULT_GRID_COLOR) : self
- #line(from : Godot::Vector3, to : Godot::Vector3, color : Godot::Color = DEFAULT_COLOR) : self
- #line_3d(from : Godot::Vector3, to : Godot::Vector3, color : Godot::Color = DEFAULT_COLOR) : self
- #line_count : Int32
- #line_path(points, color : Godot::Color = DEFAULT_COLOR) : self
- #line_path_3d(points, color : Godot::Color = DEFAULT_COLOR) : self
- #obb(center : Godot::Vector3, size : Godot::Vector3, basis : Godot::Basis, color : Godot::Color = DEFAULT_COLOR) : self
- #pie_chart_3d(center : Godot::Vector3, normal : Godot::Vector3, radius : Float32, slices : Array(PieSlice), inner_radius : Float32 = 0.0_f32) : self
- #plane(center : Godot::Vector3, normal : Godot::Vector3 = Godot::Vector3.new(0.0_f32, 1.0_f32, 0.0_f32), size : Godot::Vector2 = Godot::Vector2.new(5.0_f32, 5.0_f32), color : Godot::Color = DEFAULT_COLOR) : self
- #plane_3d(center : Godot::Vector3, normal : Godot::Vector3 = Godot::Vector3.new(0.0_f32, 1.0_f32, 0.0_f32), size : Godot::Vector2 = Godot::Vector2.new(5.0_f32, 5.0_f32), color : Godot::Color = DEFAULT_COLOR) : self
- #points(pts, size : Float32 = 0.1_f32, color : Godot::Color = DEFAULT_COLOR) : self
- #points_3d(pts, size : Float32 = 0.1_f32, color : Godot::Color = DEFAULT_COLOR) : self
- #position_3d(origin : Godot::Vector3, size : Float32 = 1.0_f32, color : Godot::Color = DEFAULT_COLOR) : self
- #ray_hit(origin : Godot::Vector3, hit_point : Godot::Vector3, normal : Godot::Vector3, color : Godot::Color = DEFAULT_COLOR) : self
- #reticle(position : Godot::Vector3, normal : Godot::Vector3 = Godot::Vector3.new(0.0_f32, 0.0_f32, 1.0_f32), size : Float32 = 0.5_f32, color : Godot::Color = DEFAULT_COLOR) : self
- #ruler(from : Godot::Vector3, to : Godot::Vector3, tick_size : Float32 = 0.2_f32, color : Godot::Color = DEFAULT_COLOR) : self
- #sphere(center : Godot::Vector3, radius : Float32 = 1.0_f32, color : Godot::Color = DEFAULT_COLOR, rings : Int32 = 16) : self
- #sphere_3d(center : Godot::Vector3, radius : Float32 = 1.0_f32, color : Godot::Color = DEFAULT_COLOR, rings : Int32 = 16) : self
- #sphere_cast(from : Godot::Vector3, to : Godot::Vector3, radius : Float32 = 0.5_f32, hit : Bool = false, color : Godot::Color = DEFAULT_COLOR) : self
- #spring(from : Godot::Vector3, to : Godot::Vector3, radius : Float32 = 0.2_f32, coils : Int32 = 8, segments : Int32 = 16, color : Godot::Color = DEFAULT_COLOR) : self
- #surface_disk(position : Godot::Vector3, normal : Godot::Vector3, radius : Float32 = 0.5_f32, segments : Int32 = 24, color : Godot::Color = DEFAULT_COLOR) : self
- #trajectory_arc(origin : Godot::Vector3, velocity : Godot::Vector3, gravity : Godot::Vector3 = Godot::Vector3.new(0.0_f32, -9.8_f32, 0.0_f32), max_time : Float32 = 3.0_f32, steps : Int32 = 40, color : Godot::Color = DEFAULT_COLOR) : self
- #vertex_count : Int32
- #vertices : Slice(Godot::Vector3)
- #verts : ArenaVertexBuffer(Godot::Vector3)
- #vision_cone(origin : Godot::Vector3, direction : Godot::Vector3, angle_deg : Float32 = 45.0_f32, range : Float32 = 10.0_f32, segments : Int32 = 24, color : Godot::Color = DEFAULT_COLOR) : self
Constructor Detail
Instance Method Detail
def actor_card_3d(position : Godot::Vector3, size : Godot::Vector2 = Godot::Vector2.new(1.2_f32, 0.8_f32), color : Godot::Color = DEFAULT_COLOR) : self
#
def arrow(from : Godot::Vector3, to : Godot::Vector3, color : Godot::Color = DEFAULT_COLOR, head_size : Float32 = 0.25_f32) : self
#
def arrow_3d(from : Godot::Vector3, to : Godot::Vector3, color : Godot::Color = DEFAULT_COLOR, head_size : Float32 = 0.25_f32) : self
#
def bezier_cubic(p0 : Godot::Vector3, p1 : Godot::Vector3, p2 : Godot::Vector3, p3 : Godot::Vector3, segments : Int32 = 32, color : Godot::Color = DEFAULT_COLOR, show_hull : Bool = true) : self
#
def billboard_square(position : Godot::Vector3, size : Float32 = 1.0_f32, camera_pos : Godot::Vector3 = Godot::Vector3.new, color : Godot::Color = DEFAULT_COLOR) : self
#
def box(center : Godot::Vector3, size : Godot::Vector3, color : Godot::Color = DEFAULT_COLOR) : self
#
def box_3d(center : Godot::Vector3, size : Godot::Vector3, color : Godot::Color = DEFAULT_COLOR) : self
#
def box_cast(from : Godot::Vector3, to : Godot::Vector3, size : Godot::Vector3 = Godot::Vector3.new(1.0_f32, 1.0_f32, 1.0_f32), hit : Bool = false, color : Godot::Color = DEFAULT_COLOR) : self
#
def camera_frustum(origin : Godot::Vector3, basis : Godot::Basis, fov_deg : Float32 = 75.0_f32, near : Float32 = 0.05_f32, far : Float32 = 10.0_f32, aspect : Float32 = 1.777_f32, color : Godot::Color = DEFAULT_COLOR) : self
#
def capsule(center : Godot::Vector3, radius : Float32 = 0.5_f32, height : Float32 = 2.0_f32, color : Godot::Color = DEFAULT_COLOR, segments : Int32 = 16) : self
#
def capsule_3d(center : Godot::Vector3, radius : Float32 = 0.5_f32, height : Float32 = 2.0_f32, color : Godot::Color = DEFAULT_COLOR, segments : Int32 = 16) : self
#
def capsule_cast(from : Godot::Vector3, to : Godot::Vector3, radius : Float32 = 0.5_f32, height : Float32 = 1.8_f32, hit : Bool = false, color : Godot::Color = DEFAULT_COLOR) : self
#
def catmull_rom(points, segments_per_curve : Int32 = 16, color : Godot::Color = DEFAULT_COLOR, loop : Bool = false) : self
#
def circle_3d(center : Godot::Vector3, normal : Godot::Vector3 = Godot::Vector3.new(0.0_f32, 1.0_f32, 0.0_f32), radius : Float32 = 1.0_f32, segments : Int32 = 24, color : Godot::Color = DEFAULT_COLOR) : self
#
def cone_3d(tip : Godot::Vector3, dir : Godot::Vector3, length : Float32 = 5.0_f32, angle_rad : Float32 = 0.52359877_f32, segments : Int32 = 16, color : Godot::Color = DEFAULT_COLOR) : self
#
def cylinder(center : Godot::Vector3, radius : Float32 = 1.0_f32, height : Float32 = 2.0_f32, color : Godot::Color = DEFAULT_COLOR, segments : Int32 = 16) : self
#
def cylinder_3d(center : Godot::Vector3, radius : Float32 = 1.0_f32, height : Float32 = 2.0_f32, color : Godot::Color = DEFAULT_COLOR, segments : Int32 = 16) : self
#
def gauge_3d(center : Godot::Vector3, normal : Godot::Vector3, radius : Float32, value : Float32, min_val : Float32 = 0.0_f32, max_val : Float32 = 100.0_f32, color : Godot::Color = DEFAULT_COLOR) : self
#
def gizmo(origin : Godot::Vector3, basis : Godot::Basis = Godot::Basis.new, size : Float32 = 1.0_f32) : self
#
def gizmo_3d(origin : Godot::Vector3, basis : Godot::Basis = Godot::Basis.new, size : Float32 = 1.0_f32) : self
#
def grid(center : Godot::Vector3 = Godot::Vector3.new, size : Godot::Vector2 = Godot::Vector2.new(10.0_f32, 10.0_f32), subdivisions : Int32 = 10, color : Godot::Color = DEFAULT_GRID_COLOR) : self
#
def grid_3d(center : Godot::Vector3 = Godot::Vector3.new, size : Godot::Vector2 = Godot::Vector2.new(10.0_f32, 10.0_f32), subdivisions : Int32 = 10, color : Godot::Color = DEFAULT_GRID_COLOR) : self
#
def line_3d(from : Godot::Vector3, to : Godot::Vector3, color : Godot::Color = DEFAULT_COLOR) : self
#
def obb(center : Godot::Vector3, size : Godot::Vector3, basis : Godot::Basis, color : Godot::Color = DEFAULT_COLOR) : self
#
def pie_chart_3d(center : Godot::Vector3, normal : Godot::Vector3, radius : Float32, slices : Array(PieSlice), inner_radius : Float32 = 0.0_f32) : self
#
def plane(center : Godot::Vector3, normal : Godot::Vector3 = Godot::Vector3.new(0.0_f32, 1.0_f32, 0.0_f32), size : Godot::Vector2 = Godot::Vector2.new(5.0_f32, 5.0_f32), color : Godot::Color = DEFAULT_COLOR) : self
#
def plane_3d(center : Godot::Vector3, normal : Godot::Vector3 = Godot::Vector3.new(0.0_f32, 1.0_f32, 0.0_f32), size : Godot::Vector2 = Godot::Vector2.new(5.0_f32, 5.0_f32), color : Godot::Color = DEFAULT_COLOR) : self
#
def position_3d(origin : Godot::Vector3, size : Float32 = 1.0_f32, color : Godot::Color = DEFAULT_COLOR) : self
#
def ray_hit(origin : Godot::Vector3, hit_point : Godot::Vector3, normal : Godot::Vector3, color : Godot::Color = DEFAULT_COLOR) : self
#
def reticle(position : Godot::Vector3, normal : Godot::Vector3 = Godot::Vector3.new(0.0_f32, 0.0_f32, 1.0_f32), size : Float32 = 0.5_f32, color : Godot::Color = DEFAULT_COLOR) : self
#
def ruler(from : Godot::Vector3, to : Godot::Vector3, tick_size : Float32 = 0.2_f32, color : Godot::Color = DEFAULT_COLOR) : self
#
def sphere(center : Godot::Vector3, radius : Float32 = 1.0_f32, color : Godot::Color = DEFAULT_COLOR, rings : Int32 = 16) : self
#
def sphere_3d(center : Godot::Vector3, radius : Float32 = 1.0_f32, color : Godot::Color = DEFAULT_COLOR, rings : Int32 = 16) : self
#
def sphere_cast(from : Godot::Vector3, to : Godot::Vector3, radius : Float32 = 0.5_f32, hit : Bool = false, color : Godot::Color = DEFAULT_COLOR) : self
#
def spring(from : Godot::Vector3, to : Godot::Vector3, radius : Float32 = 0.2_f32, coils : Int32 = 8, segments : Int32 = 16, color : Godot::Color = DEFAULT_COLOR) : self
#
def surface_disk(position : Godot::Vector3, normal : Godot::Vector3, radius : Float32 = 0.5_f32, segments : Int32 = 24, color : Godot::Color = DEFAULT_COLOR) : self
#
def trajectory_arc(origin : Godot::Vector3, velocity : Godot::Vector3, gravity : Godot::Vector3 = Godot::Vector3.new(0.0_f32, -9.8_f32, 0.0_f32), max_time : Float32 = 3.0_f32, steps : Int32 = 40, color : Godot::Color = DEFAULT_COLOR) : self
#
def vision_cone(origin : Godot::Vector3, direction : Godot::Vector3, angle_deg : Float32 = 45.0_f32, range : Float32 = 10.0_f32, segments : Int32 = 24, color : Godot::Color = DEFAULT_COLOR) : self
#