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Builder

docs/android/dokka/filament-android/com.google.android.filament/-renderable-manager/-builder/index.md

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//filament-android/com.google.android.filament/RenderableManager/Builder

Builder

[main]
open class Builder

Adds renderable components to entities using a builder pattern.

Constructors

Builder[main]
constructor(count: Int)
Creates a builder for renderable components.

Types

NameSummary
GeometryType[main]
enum GeometryType
Type of geometry for a Renderable

Functions

NameSummary
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.