docs/android/dokka/filament-android/com.google.android.filament/-renderable-manager/-builder/index.md
//filament-android/com.google.android.filament/RenderableManager/Builder
[main]
open class Builder
Adds renderable components to entities using a builder pattern.
| Builder | [main] |
| constructor(count: Int) | |
| Creates a builder for renderable components. |
| Name | Summary |
|---|---|
| GeometryType | [main] |
| enum GeometryType | |
| Type of geometry for a Renderable |
| Name | Summary |
|---|---|
| blendOrder | [main] |
| open fun blendOrder(index: Int, blendOrder: Int): RenderableManager.Builder | |
| Sets the drawing order for blended primitives. | |
| boundingBox | [main] |
| open fun boundingBox(aabb: Box): RenderableManager.Builder | |
| The axis-aligned bounding box of the renderable. | |
| build | [main] |
| open fun build(engine: Engine, entity: Int) | |
| Adds the Renderable component to an entity. | |
| castShadows | [main] |
| open fun castShadows(enabled: Boolean): RenderableManager.Builder | |
| Controls if this renderable casts shadows, false by default. | |
| channel | [main] |
| open fun channel(channel: Int): RenderableManager.Builder | |
| Set the channel this renderable is associated to. | |
| culling | [main] |
| open fun culling(enabled: Boolean): RenderableManager.Builder | |
| Controls frustum culling, true by default. | |
| enableSkinningBuffers | [main] |
| open fun enableSkinningBuffers(enabled: Boolean): RenderableManager.Builder | |
| Allows bones to be swapped out and shared using SkinningBuffer. | |
| fog | [main] |
| open fun fog(enabled: Boolean): RenderableManager.Builder | |
| Controls if this renderable is affected by the large-scale fog. | |
| geometry | [main] |
| open fun geometry(index: Int, type: RenderableManager.PrimitiveType, vertices: VertexBuffer): RenderableManager.Builder | |
| open fun geometry(index: Int, type: RenderableManager.PrimitiveType, vertices: VertexBuffer, indices: IndexBuffer): RenderableManager.Builder | |
| open fun geometry(index: Int, type: RenderableManager.PrimitiveType, vertices: VertexBuffer, offset: Int, count: Int): RenderableManager.Builder | |
| open fun geometry(index: Int, type: RenderableManager.PrimitiveType, vertices: VertexBuffer, indices: IndexBuffer, offset: Int, count: Int): RenderableManager.Builder | |
| For details, see the geometry primary overload. | |
| [main] | |
| open fun geometry(index: Int, type: RenderableManager.PrimitiveType, vertices: VertexBuffer, indices: IndexBuffer, offset: Int, minIndex: Int, maxIndex: Int, count: Int): RenderableManager.Builder | |
| Specifies the geometry data for a primitive. | |
| geometryType | [main] |
| open fun geometryType(type: RenderableManager.Builder.GeometryType): RenderableManager.Builder | |
| Specify whether this renderable has static bounds. | |
| globalBlendOrderEnabled | [main] |
| open fun globalBlendOrderEnabled(index: Int, enabled: Boolean): RenderableManager.Builder | |
| Sets whether the blend order is global or local to this Renderable (by default). | |
| instances | [main] |
| open fun instances(instanceCount: Int): RenderableManager.Builder | |
| Specifies the number of draw instance of this renderable. | |
| layerMask | [main] |
| open fun layerMask(select: Int, value: Int): RenderableManager.Builder | |
| Sets bits in a visibility mask. | |
| lightChannel | [main] |
| open fun lightChannel(channel: Int, enable: Boolean): RenderableManager.Builder | |
| Enables or disables a light channel. | |
| material | [main] |
| open fun material(index: Int, material: MaterialInstance): RenderableManager.Builder | |
| Binds a material instance to the specified primitive. | |
| morphing | [main] |
| open fun morphing(morphTargetBuffer: MorphTargetBuffer): RenderableManager.Builder | |
| Controls if the renderable has vertex morphing targets, zero by default. | |
| [main] | |
| open fun morphing(targetCount: Int): RenderableManager.Builder | |
| Controls if the renderable has legacy vertex morphing targets, zero by default. | |
| [main] | |
| open fun morphing(level: Int, primitiveIndex: Int, offset: Int): RenderableManager.Builder | |
| Specifies the morph target buffer for a primitive. | |
| priority | [main] |
| open fun priority(priority: Int): RenderableManager.Builder | |
| Provides coarse-grained control over draw order. | |
| receiveShadows | [main] |
| open fun receiveShadows(enabled: Boolean): RenderableManager.Builder | |
| Controls if this renderable receives shadows, true by default. | |
| screenSpaceContactShadows | [main] |
| open fun screenSpaceContactShadows(enabled: Boolean): RenderableManager.Builder | |
| Controls if this renderable uses screen-space contact shadows. | |
| skinning | [main] |
| open fun skinning(boneCount: Int): RenderableManager.Builder | |
| [main] | |
| open fun skinning(boneCount: Int, bones: Buffer): RenderableManager.Builder | |
| open fun skinning(skinningBuffer: SkinningBuffer, boneCount: Int, offset: Int): RenderableManager.Builder | |
| Enables GPU vertex skinning for up to 255 bones, 0 by default. |