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    Class InstancedMesh

    A Mesh drawn many times from one copy of its geometry.

    Ordinary meshes pay for every repeat: a forest of five thousand trees is five thousand geometries on the GPU, each re-uploaded when it changes. An InstancedMesh uploads the geometry once and stamps out copies from a small per-instance record, so cost scales with the number of instances rather than with instances × vertices, and the whole thing draws in a single call.

    Every Mesh setting works unchanged — model + material from an OBJ, raw vertices/uvs/indices, lit, cullBackFaces, rightHanded, tint, textureRepeat, the lot. What an instanced mesh adds is the instance buffer:

    • a transform per instance, always present;
    • a colour per instance, when instanceColors is declared, multiplied into the mesh tint;
    • an opaque vec4 per instance, when instanceData is declared. The built-in lit shading reads its rgb as emissive; a custom Mesh#shader may read it as a wind phase, an atlas offset, a random seed — whatever the shader wants.

    The mesh's own position, rotation and scale keep their ordinary meaning and act as the group transform: moving an InstancedMesh moves every instance with one uniform write and re-uploads nothing.

    Requires a GPU backend (renderer.supportsInstancing). Under the Canvas renderer the instances are drawn one at a time through the ordinary CPU mesh path — correct, but without any of the benefit.

    const forest = new me.InstancedMesh(0, 0, {
    model: "tree",
    material: "tree",
    width: 64,
    lit: true,
    instanceCount: 5000, // pre-allocate
    instanceColors: true,
    instanceData: true,
    });

    const placement = new me.Matrix3d(); // one scratch — zero allocation
    for (let i = 0; i < forest.instanceCount; i++) {
    placement.identity().translate(x, y, z).scale(s);
    forest.setInstance(i, placement);
    forest.setInstanceColor(i, autumnTint);
    forest.setInstanceData(i, windPhase, seed, 0, 0);
    }

    // draw only the nearest 1200 — no re-upload, just a smaller draw
    forest.visibleInstanceCount = 1200;
    app.world.addChild(forest, 10);

    Hierarchy (View Summary)

    Index
    • Parameters

      • x: number

        the x coordinate of the group origin

      • y: number

        the y coordinate of the group origin

      • settings: { instanceColors?: boolean; instanceCount?: number; instanceData?: boolean }

        every Mesh setting, plus those below

        • OptionalinstanceColors?: boolean

          give each instance its own colour (16 bytes per instance), multiplied into the mesh tint

        • OptionalinstanceCount?: number

          number of instances to pre-allocate. Instances start at the group origin (identity transform) until placed; addInstance grows past this.

        • OptionalinstanceData?: boolean

          give each instance an opaque vec4 (16 bytes per instance). Read as emissive by the built-in lit shading, or as anything at all by a custom mesh shader.

      Returns InstancedMesh

    _cullRadius: number | undefined
    _indicesOriginal: number[]
    _indicesReversed: any
    _shadowGeomVersion: number
    _shadowHalfZ: number
    _shadowHasHeight: boolean
    _useWorldSpace: boolean | undefined
    _worldSpace: boolean | undefined
    alpha: number

    Define the renderable opacity
    Set to zero if you do not wish an object to be drawn

    • Renderable#setOpacity
    • Renderable#getOpacity
    1.0
    
    alphaCutoff: number

    Alpha cutout threshold. A fragment whose final alpha is below this value is discarded — a hard-edged cutout (foliage, fences, chain-link, decals) that needs no blending or back-to-front sorting. 0 (the default) disables the cutout and the mesh renders fully opaque. Set by the glTF loader from a material's alphaMode: "MASK" / alphaCutoff. GPU mesh path only (the Canvas renderer ignores it).

    0
    
    alphaMap: TextureAtlas | undefined

    Per-texel opacity map (MTL map_d), or undefined. Its red channel multiplies the fragment's alpha before Mesh#alphaCutoff is applied, so a single material can cut out per pixel — the shape of a leaf, the holes in a chain-link fence — where alphaCutoff alone can only threshold uniformly across the whole material.

    Only meaningful alongside a non-zero alphaCutoff: without one there is nothing to discard against. GPU mesh path only.

    alwaysUpdate: boolean

    Whether the renderable object will always update, even when outside of the viewport

    false
    
    ancestor: Container | Entity

    a reference to the parent object that contains this renderable

    undefined
    
    anchorPoint: ObservablePoint

    The anchor point is used for attachment behavior, and/or when applying transformations.
    The coordinate system places the origin at the top left corner of the frame (0, 0) and (1, 1) means the bottom-right corner

    a Renderable's anchor point defaults to (0.5,0.5), which corresponds to the center position.

    Note: Object created through Tiled will have their anchorPoint set to (0, 0) to match Tiled Level editor implementation. To specify a value through Tiled, use a json expression like json:{"x":0.5,"y":0.5}, or (since 19.9) a plain string preset such as bottom.
    At construction time, settings.anchorPoint also accepts the named presets "center", "top", "bottom", "left", "right", "top-left", "top-right", "bottom-left", "bottom-right" on every renderable that consumes it (Sprite, Entity, Collectable, ImageLayer, Text, BitmapText, Sprite3d and subclasses).

    <0.5,0.5>
    
    applyAnchorTransform: boolean

    Whether Renderable#preDraw applies the Renderable#anchorPoint offset to the renderer transform.

    When true (the default), the renderable is shifted by -anchorPoint × (width, height) so its anchor — not its top-left corner — aligns with its position. Correct for sprites and other 2D renderables.

    Set to false for a renderable that emits its own final world coordinates and takes its origin from geometry rather than a bounds box — e.g. a Mesh on the Camera3d world-space path (a 3D mesh is positioned by its transform and has no anchor). The WebGL mesh batcher reuses this same renderer transform as its view matrix, so applying the normalized anchor there would shift every mesh by half its OWN bounds box; because scene meshes size that box per node, props and the platforms they rest on would drift apart and overlap.

    true
    

    Mesh#preDraw

    autoTransform: boolean

    When enabled, an object container will automatically apply any defined transformation before calling the child draw method.

    true
    
    // enable "automatic" transformation when the object is activated
    onActivateEvent: function () {
    // reset the transformation matrix
    this.currentTransform.identity();
    // ensure the anchor point is the renderable center
    this.anchorPoint.set(0.5, 0.5);
    // enable auto transform
    this.autoTransform = true;
    ....
    }
    blendMode: string

    the blend mode to be applied to this renderable (see renderer setBlendMode for available blend mode)

    "normal"
    
    • CanvasRenderer#setBlendMode
    • WebGLRenderer#setBlendMode
    body: PhysicsBody

    the renderable physics body — the handle returned by the active PhysicsAdapter's addBody (or constructed imperatively via new Body(...)). Typed as the portable PhysicsBody interface; cast to the adapter-specific concrete type (MatterAdapter.Body, BuiltinAdapter.Body, or the legacy Body class) to reach native fields.

    // define a new Player Class
    class PlayerEntity extends me.Sprite {
    // constructor
    constructor(x, y, settings) {
    // call the parent constructor
    super(x, y , settings);

    // define a basic walking animation
    this.addAnimation("walk", [...]);
    // define a standing animation (using the first frame)
    this.addAnimation("stand", [...]);
    // set the standing animation as default
    this.setCurrentAnimation("stand");

    // add a physic body
    this.body = new me.Body(this);
    // add a default collision shape
    this.body.addShape(new me.Rect(0, 0, this.width, this.height));
    // configure max speed, friction, and initial force to be applied
    this.body.setMaxVelocity(3, 15);
    this.body.setFriction(0.4, 0);
    this.body.force.set(3, 0);
    this.isKinematic = false;

    // set the display to follow our position on both axis
    app.viewport.follow(this.pos, app.viewport.AXIS.BOTH);
    }

    ...

    }
    bodyDef: object | undefined

    Declarative body definition consumed by the active PhysicsAdapter when this renderable is added to a container. Adapter API only — leave undefined if you build a body imperatively via this.body = new Body(...).

    When set, the parent container forwards it to world.adapter.addBody(this, this.bodyDef), which constructs the underlying physics body (matter, builtin SAT, …) and assigns the engine-portable wrapper to this.body. This is the engine-portable path: the same bodyDef produces an equivalent body under any adapter.

    Typical fields: type ("static"/"dynamic"/"kinematic"), shapes, collisionType, collisionMask, restitution, frictionAir, density, gravityScale, isSensor, maxVelocity, fixedRotation. See BodyDefinition.

    undefined
    
    castGroundShadow: boolean | undefined

    Cast a soft dark ellipse — a "blob" shadow — on the ground beneath this mesh (#1515).

    Not a simulated shadow, deliberately: what a 2.5D scene needs from one is contact — where the object is standing, and how far off the ground it is mid-jump. It costs one extra draw per shadowed object, shares one geometry and one texture with every other shadow in the scene, and is inert while false.

    Requires a GPU backend and a Camera3d: the shadow rides the retained world-space path, so the Canvas renderer and the 2D-camera path draw none.

    Left unset (undefined, the default) this follows the application's castGroundShadow setting — with one safeguard: a scene-wide opt-in skips meshes with no vertical extent, because a flat plane lying on the floor is the floor, and shadowing it with itself smears the whole ground. Setting the property here is an explicit instruction and always obeyed, safeguard included.

    undefined
    

    Mesh#shadowGroundY

    cullBackFaces: boolean

    whether to cull back-facing triangles

    true
    
    currentTransform: Matrix3d

    the renderable transformation matrix (4x4). For standard 2D use, only the 2D components are used (rotate around Z, scale X/Y, translate X/Y). For 3D use (e.g. Mesh), the full 4x4 matrix supports rotation around any axis, 3D translation, and perspective projection. Use the rotate(), scale(), and translate() methods rather than modifying this directly.

    edges: Vector2d[]

    The edges here are the direction of the nth edge of the polygon, relative to the nth point. If you want to draw a given edge from the edge value, you must first translate to the position of the starting point.

    emissive: Float32Array<ArrayBufferLike> | undefined

    Emissive (self-illumination) color as an [r, g, b] Float32Array (0..1, may exceed 1 for HDR glow), added on top of the lit/unlit color so the surface glows independently of the scene lights (neon, lava, screens, glowing eyes). undefined (the default) means no emission and keeps the mesh on the lean path. Set by the glTF loader from a material's emissiveFactorKHR_materials_emissive_strength) and by the OBJ loader from an MTL's Ke. GPU mesh path only (WebGL and WebGPU; the Canvas renderer ignores it).

    floating: boolean

    If true, this renderable will be rendered using screen coordinates, as opposed to world coordinates. Use this, for example, to define UI elements.

    false
    
    groups: {
        count: number;
        materialName: string | null;
        opacity: number;
        start: number;
        texture: TextureAtlas | undefined;
        tint: Color;
    }[]

    Per-material submesh groups, populated when the OBJ contains multiple usemtl directives AND a matching MTL is bound via the material setting. Each entry slices the shared indices buffer; field shape (start, count, materialName) matches the glTF "groups" convention.

    Under the per-vertex color baking path (tier 2), the tint / opacity fields here are informational — the actual rendered color is baked into vertexColors at construction time. Mutating groups[i].tint after construction has no visible effect; use mesh.tint for runtime color multiplication, or rebuild the Mesh with new material settings.

    GUID: string

    (G)ame (U)nique (Id)entifier"
    a GUID will be allocated for any renderable object added
    to an object container (including the app.world container)

    indices: number[]

    a list of indices for all vertices composing this polygon

    instanceBuffer: Float32Array<ArrayBufferLike>

    The packed instance records, instanceLayout.floats per instance. Editable in place for bulk updates — announce those with InstancedMesh#needsInstanceUpdate or InstancedMesh#markInstancesDirty, since writing here bypasses the setters that track the dirty range.

    isDirty: boolean

    when true the renderable will be redrawn during the next update cycle

    true
    
    isKinematic: boolean

    If true then physic collision and input events will not impact this renderable

    true
    
    isPersistent: boolean

    make the renderable object persistent over level changes

    false
    
    lit: boolean

    Whether this mesh is lit by the active stage's Light3d lights. When true it renders through the lit mesh batcher (diffuse shading from the scene's lights, using Mesh#originalNormals); when false (the default) it uses the lean unlit path and pays no lighting cost. The glTF loader sets this on scene meshes when the scene has lights. Only meaningful under a Camera3d on a GPU backend.

    false
    

    A mask limits rendering elements to the shape and position of the given mask object. So, if the renderable is larger than the mask, only the intersecting part of the renderable will be visible.

    undefined
    
    // apply a mask in the shape of a Star
    myNPCSprite.mask = new me.Polygon(myNPCSprite.width / 2, 0, [
    // draw a star
    {x: 0, y: 0},
    {x: 14, y: 30},
    {x: 47, y: 35},
    {x: 23, y: 57},
    {x: 44, y: 90},
    {x: 0, y: 62},
    {x: -44, y: 90},
    {x: -23, y: 57},
    {x: -47, y: 35},
    {x: -14, y: 30}
    ]);
    meshScale: number

    Uniform world-space scale (pixels per source unit) applied along the Camera3d world path. Defaults to width. Scene loaders (e.g. glTF) set this independently of width / height so those can describe the renderable's world-space bounds (used for frustum culling) while the geometry is still scaled by this factor — width alone can't serve both roles for a non-normalized scene mesh.

    settings.width
    
    name: string

    The name of the renderable

    ""
    
    onVisibilityChange: Function

    an event handler that is called when the renderable leave or enter a camera viewport

    undefined
    
    this.onVisibilityChange = function(inViewport) {
    if (inViewport === true) {
    console.log("object has entered the in a camera viewport!");
    }
    };
    originalNormals: Float32Array<ArrayBufferLike> | undefined

    the source per-vertex normals (x,y,z triplets), or undefined if the mesh was built without them. Supplied by the glTF loader; used for lit shading under a Camera3d (see Light3d).

    originalVertices: Float32Array<ArrayBufferLike>

    the original (untransformed) vertex positions as x,y,z triplets

    points: Vector2d[]

    Array of points defining the Polygon
    Note: If you manually change points, you must call recalcafterwards so that the changes get applied correctly.

    origin point of the Polygon

    postEffects: any[]

    the list of post-processing shader effects applied to this renderable (GPU backends — WebGL and WebGPU). Effects are applied in order. Use addPostEffect, getPostEffect, and removePostEffect to manage effects, or assign directly. On the Canvas renderer effects stay inert (the scene keeps rendering un-effected).

    []
    
    // add effects via helper methods
    mySprite.addPostEffect(new DesaturateEffect(renderer));
    mySprite.addPostEffect(new VignetteEffect(renderer));
    // assign directly
    mySprite.postEffects = [new SepiaEffect(renderer), new VignetteEffect(renderer)];
    projectionMatrix: Matrix3d

    Projection matrix applied automatically before the model transform in draw(). Defaults to a perspective projection (45° FOV, camera at z=-2.5) suitable for viewing unit-cube-sized geometry. Set to identity for orthographic (flat) projection. Most users don't need to modify this — the default works for standard OBJ models.

    rightHanded: boolean

    Treat the source geometry as right-handed (Y-up, e.g. glTF) under the Camera3d world path. The default (false) Y-up→Y-down bridge negates Y only — a reflection, which mirrors the scene left/right. When true, the bridge negates Y and Z (a 180° rotation about X, determinant +1) so chirality is preserved and the result matches the authoring tool (no mirror); triangle winding is left untouched since a rotation doesn't invert it.

    false
    
    shadowGroundY: number | undefined

    World Y of the floor the shadow lands on, or undefined (the default) to mean "this object is standing on the ground" — the shadow sits at the object's own base, at full strength, and does not shrink or fade.

    Set it, and the shadow shrinks and fades as the object rises above it: the readable part of a jump. The game already knows this value from collision, which is why it is not derived — deriving it from the object's live bounds would make the "ground" jump with the jumper, so the height could never be anything but zero.

    Render space is Y-DOWN, so the floor is a greater Y than the object above it.

    undefined
    
    shadowOpacity: number

    Opacity of the shadow directly beneath the object, before any height fade.

    0.45
    
    shininess: number

    Specular exponent — how tight the highlight is. The MTL Ns range is 0..1000; higher is a smaller, harder highlight (polished metal), lower is a broad sheen (satin). 0 (the default) disables the specular term outright however bright Mesh#specular is, which is what keeps a material declaring neither on the diffuse-only path.

    0
    
    specular: Float32Array<ArrayBufferLike> | undefined

    Specular (highlight) color as an [r, g, b] Float32Array, or undefined for a purely diffuse surface — which is the default, and what every mesh rendered as before this existed.

    Drives a Blinn-Phong highlight on the lit mesh path, so it needs lit: true, a Light3d, and normals. Set by the OBJ loader from an MTL's Ks; paired with Mesh#shininess, which decides how tight the highlight is. A Ks with no Ns produces nothing — the exponent is what turns the term on.

    Mesh#shininess

    texture: any
    textureGroups:
        | { count: number; start: number; texture: TextureAtlas }[]
        | undefined

    Index ranges that each need their own diffuse texture bound, for a multi-material model whose materials carry different map_Kd maps (#1573) — undefined whenever one binding covers the whole mesh, which is every single-material model and every Kd-only one.

    The GPU backends draw one indexed range per entry instead of one range for the whole mesh; adjacent materials sharing a texture are already merged here, so the list is the minimum number of draws the model needs. An explicit settings.texture suppresses the split entirely — asking for one texture is asking for one texture.

    The Canvas renderer ignores this: a multi-material mesh takes its per-triangle solid-fill path there and never samples a texture at all.

    textureRepeat: string | undefined

    Per-mesh texture wrap mode ("repeat" / "repeat-x" / "repeat-y" / "no-repeat"), or undefined to sample with the texture's own wrap. Some assets author UVs outside the [0, 1] range and rely on the sampler repeating the texture (this is the glTF default sampler behavior); the mesh would otherwise clamp to the edge texels and look flat / untextured.

    Kept on the mesh and threaded to the batcher at draw time — sampler state per use, like a GL sampler object — so it never mutates the per-image TextureAtlas shared with every other consumer of the same image (#1503). Two meshes (or a mesh and a sprite) can point at one image with different wrap modes; the texture cache keys GL units by (source, repeat) so each wrap gets its own GL texture. Applied only to a real texture — never the shared white-pixel fallback, which is global and must stay "no-repeat".

    type: string = "Rectangle"

    The shape type (used internally).

    updateWhenPaused: boolean

    Whether to update this object when the game is paused.

    false
    
    uvs: Float32Array<ArrayBufferLike>

    texture coordinates as u,v pairs

    vertexColors: Uint32Array<ArrayBufferLike>

    Per-vertex color buffer (one packed Uint32 per vertex) populated for multi-material meshes. The mesh batcher reads from this when present, pushing the per-vertex color as the aColor attribute — so multi-material rendering needs no extra draw calls per material vs single-material rendering (the batcher still chunks very large meshes across multiple draws to fit its vertex/index buffer limits, same as the single-material path). Multiplied at render time by the global mesh.tint, so runtime tint mutation still works as expected (flash, fade, team color, etc.).

    Vertices were split per-material at parse time (each material has its own dedup scope in the OBJ parser), so every vertex belongs to exactly one material group and carries that group's color unambiguously.

    vertexCount: number

    number of vertices

    vertices: Float32Array<ArrayBufferLike>

    the projected vertex positions.

    Not refreshed on the retained Camera3d path. There, geometry is uploaded once in model space and placed by the GPU, so nothing projects vertices per frame and this array holds whatever it last did. It is still maintained by the Canvas renderer and by the 2D camera path. Engine consumers that need current world positions — Mesh#getBounds3d, Mesh#toPolygon — derive them on demand instead of reading this; user code should do the same.

    To edit geometry, write to Mesh#originalVertices and set Mesh#needsUpdate.

    visibleInAllCameras: boolean

    If true, this floating renderable will be rendered by all cameras (e.g. background image layers). If false (default), floating elements are only rendered by the default camera (e.g. UI/HUD elements). Only applies to floating renderables in multi-camera setups.

    false
    
    • get isFloating(): boolean

      Whether the renderable object is floating (i.e. used screen coordinates), or contained in a floating parent container

      Returns boolean

      Renderable#floating

    • set needsInstanceUpdate(value: any): void

      Announce that the whole instance buffer was edited in place. The instancing counterpart of Mesh#needsUpdate — and, like it, a signal rather than a state, so it is write-only.

      Parameters

      • value: any

      Returns void

      forest.instanceBuffer.set(myRecords);
      forest.needsInstanceUpdate = true;
    • set needsUpdate(value: any): void

      Signal that this mesh's geometry itself has changed — its vertices, UVs, indices, normals or per-vertex colours were edited in place.

      Placement is not geometry: moving, rotating, scaling or re-tinting a mesh needs no signal, because those are applied when drawing rather than stored in the geometry. Only reach for this after writing into Mesh#originalVertices and friends directly.

      Parameters

      • value: any

      Returns void

      // deform the mesh, then tell it the shape moved
      mesh.originalVertices[1] += 10;
      mesh.needsUpdate = true;
    • get shader(): any

      A custom shader hosted on this mesh's draw, replacing the built-in mesh shading: a GLShader carrying a {vertex, fragment} GLSL program (hosted by the WebGL renderer) and/or a complete wgsl module (hosted by the WebGPU renderer — see the GLShader class docs for the module contract). One object serves both backends; a shader without a realization for the active backend (or null) degrades to the built-in shading. The tint, texture, placement and (for lit meshes) light data keep flowing through their usual uniforms — the custom shader decides what to do with them.

      Returns any

      me.loader.preload([{ name: "toon", type: "shader", src: {
      vertex: "shaders/toon.vert", // GLSL pair for WebGL
      fragment: "shaders/toon.frag",
      wgsl: "shaders/toon.wgsl", // complete module for WebGPU
      }}], () => {
      myMesh.shader = me.loader.getShader("toon");
      });
    • set shader(value: any): void

      Parameters

      • value: any

      Returns void

      since 19.2.0 — use addPostEffect / getPostEffect / removePostEffect instead

    • get tint(): Color

      define a tint for this renderable. a (255, 255, 255) r, g, b value will remove the tint effect.

      Returns Color

      (255, 255, 255)
      
      // add a red tint to this renderable
      this.tint.setColor(255, 128, 128);
      // remove the tint
      this.tint.setColor(255, 255, 255);
    • set tint(value: Color): void

      Parameters

      • value: Color

      Returns void

    • get visibleInstanceCount(): number

      How many instances are actually drawn, counted from the first.

      The cheap culling and level-of-detail knob: sort the instances by distance once, then draw fewer of them by moving this single number — no re-upload, no rebuild. Defaults to every instance (-1).

      Returns number

      forest.visibleInstanceCount = playerIsIndoors ? 0 : 1200;
      
    • set visibleInstanceCount(count: number): void

      Parameters

      • count: number

      Returns void

    • Append an instance, growing the buffer as needed.

      Parameters

      • Optionaltransform: Matrix3d

        where this instance sits, relative to the group. Defaults to the group origin.

      • Optionaloptions: { color?: any; data?: number[] }

        optional per-instance slots

        • Optionalcolor?: any

          instance colour (requires instanceColors)

        • Optionaldata?: number[]

          four numbers for the custom slot (requires instanceData)

      Returns number

      the new instance's index

    • Returns true if the polygon contains the given point.
      (Note: it is highly recommended to first do a hit test on the corresponding
      bounding rect, as the function can be highly consuming with complex shapes)

      Parameters

      • x: number

        x coordinate or a vector point to check

      • y: number

        y coordinate

      Returns boolean

      True if the polygon contain the point, otherwise false

      if (polygon.contains(10, 10)) {
      // do something
      }
      // or
      if (polygon.contains(myVector2d)) {
      // do something
      }
    • Returns true if the polygon contains the given point.
      (Note: it is highly recommended to first do a hit test on the corresponding
      bounding rect, as the function can be highly consuming with complex shapes)

      Parameters

      Returns boolean

      True if the polygon contain the point, otherwise false

      if (polygon.contains(10, 10)) {
      // do something
      }
      // or
      if (polygon.contains(myVector2d)) {
      // do something
      }
    • Returns true if the rectangle contains the given rectangle

      Parameters

      • rectangle: Rect

        rectangle to test

      Returns boolean

      True if the rectangle contain the given rectangle, otherwise false

      if (rect.containsRectangle(myRect)) {
      // do something
      }
    • Draw the instanced mesh. Under a GPU backend this is one instanced draw call; the Canvas renderer has no instancing, so each instance is drawn through the ordinary mesh path instead.

      Parameters

      • renderer: any

        a renderer instance

      • Optionalviewport: any

        the camera rendering this frame

      Returns void

    • return the renderable absolute position in the game world. The returned vector is a Vector3d so the z component is summed across the ancestor chain too — important for Camera3d's frustum culling, which previously read obj.depth (local pos.z) and mis-culled children nested under a container with its own non-zero depth.

      Returns Vector3d

    • The 2D bounds box, widened to enclose every instance.

      This is the box Camera3d.isVisible actually culls against — left at the prototype's size, a scatter spanning thousands of units would vanish wholesale the moment the group origin left the frustum.

      Returns Bounds

      the bounds

    • The mesh's world-space 3D axis-aligned bounding box. This is the 3D analog of Renderable#getBounds (which returns a flat 2D box from width/height and so cannot describe a mesh's real extent).

      Computed on demand by bounding the model-space geometry through the mesh's current placement, so it reflects the live transform and is valid before the mesh has ever been drawn. Meaningful for the Camera3d path; for the 2D path use Renderable#getBounds.

      The same AABB3d instance is returned each call (recomputed in place), so copy it (.clone()) if you need to keep it.

      Returns AABB3d

      the world-space bounding box (reused instance)

    • Get post-processing shader effects. When called with a class, returns the first effect matching the given class. When called without arguments, returns the full effects array.

      Parameters

      • OptionaleffectClass: Function

        the effect class to search for

      Returns any

      the matching effect, the effects array, or undefined

      const desat = sprite.getPostEffect(DesaturateEffect);
      const allEffects = sprite.getPostEffect();
    • Returns true if the vertices composing this polygon form a convex shape (vertices must be in clockwise order).

      Returns boolean | null

      true if the vertices are convex, false if not, null if not computable

    • Legacy collision callback — fires every frame this renderable body is overlapping another body. Kept for backward compatibility with code written against pre-19.5 melonJS; semantics are unchanged from the 19.4 contract.

      NOTE — onCollision is NOT equivalent to Renderable.onCollisionActive. The two handlers exist side by side and have intentionally different contracts:

      onCollision (legacy) onCollisionActive (modern)
      Cadence for dynamic-dynamic pairs 2× per frame per side 1× per frame per side
      response.a semantics Fixed per pair (first body in detector call) Always the receiver (response.a === this)
      response.b semantics Fixed per pair Always the partner (response.b === other)
      response.normal / response.depth ✓ — normal.y < -0.7 = "push me up"
      return false to skip push-out ✓ (honored by SAT) ✗ — use bodyDef.isSensor or setSensor instead

      If you're writing new code, prefer onCollisionActive. Keep onCollision only when its every-frame, return-false, fixed-a/b semantics are what you want.

      Parameters

      • _response: any
      • _other: any

      Returns boolean

      true if the object should respond to the collision (its position and velocity will be corrected); the return value is only honored by the builtin SAT adapter.

      // legacy collision handler — note the receiver-side check on response.a
      onCollision(response) {
      if (response.b.body.collisionType === me.collision.types.ENEMY_OBJECT) {
      this.pos.sub(response.overlapV);
      this.hurt();
      return false; // skip the SAT push-out
      }
      return true;
      }
    • OnDestroy Notification function
      Called by engine before deleting the object. Stage.destroy(app) forwards the active Application, so subclasses that wire teardown against the app object can override as onDestroyEvent(app).

      Parameters

      • ..._args: any[]

        forwarded by destroy(...args); Stage passes the Application instance

      Returns void

    • Remove an instance by moving the last one into its place.

      Swapping is what keeps this O(1) instead of shifting every record after the hole — but it means indices are not stable across a removal: the instance that was last now answers to index. Callers holding indices must re-read them, or avoid removal in favour of InstancedMesh#visibleInstanceCount.

      Parameters

      • index: number

        the instance to remove

      Returns void

    • Rotate this renderable by the specified angle (in radians). When called with just an angle, rotates around the Z axis (2D rotation). When called with an angle and a Vector3d axis, rotates around that axis in 3D.

      Parameters

      • angle: number

        The angle to rotate (in radians)

      • Optionalv: any

        the axis to rotate around (defaults to Z axis for 2D)

      Returns Renderable

      Reference to this object for method chaining

    • scale the renderable around his anchor point. Scaling actually applies changes to the currentTransform member which is used by the renderer to scale the object when rendering. It does not scale the object itself. For example if the renderable is an image, the image.width and image.height properties are unaltered but the currentTransform member will be changed.

      Parameters

      • x: number

        a number representing the abscissa of the scaling vector.

      • Optionaly: number = x

        a number representing the ordinate of the scaling vector.

      • Optionalz: number = 1

        a number representing the depth of the scaling vector.

      Returns Renderable

      Reference to this object for method chaining

    • Set one instance's colour, multiplied into the mesh tint.

      Parameters

      • index: number

        the instance to colour

      • color: Color

        the instance colour

      Returns void

    • Set one instance's custom vec4.

      Parameters

      • index: number

        the instance to write

      • x: number

        first component (emissive red, under the built-in lit shading)

      • y: number

        second component

      • z: number

        third component

      • Optionalw: number = 0

        fourth component

      Returns void

    • set new value to the Polygon

      Parameters

      • x: number

        position of the Polygon

      • y: number

        position of the Polygon

      • points: PolygonVertices | LineVertices

        array of vector or vertices defining the Polygon

      Returns InstancedMesh

      this instance for object chaining

    • Shifts the Polygon to the given position vector.

      Parameters

      • x: number

        The x coordinate or a vector point to shift to.

      • Optionaly: number

        The y coordinate. This parameter is required if the first parameter is a number.

      Returns void

      polygon.shift(10, 10);
      // or
      polygon.shift(myVector2d);
    • Shifts the Polygon to the given position vector.

      Parameters

      Returns void

      polygon.shift(10, 10);
      // or
      polygon.shift(myVector2d);
    • Render the mesh at its current state (transforms, projection, tint) to an offscreen canvas. The returned canvas can be used with renderer.drawImage(), as a Sprite image source, or converted to an ImageBitmap via createImageBitmap().

      Returns HTMLCanvasElement

      an offscreen canvas containing the rendered mesh

      // snapshot the mesh and create a Sprite from it
      const canvas = mesh.toCanvas();
      const sprite = new me.Sprite(100, 100, { image: canvas });

      // or draw directly
      renderer.drawImage(mesh.toCanvas(), 100, 100);
    • Render the mesh at its current state to an ImageBitmap. Useful for creating textures or sprites from the rendered mesh.

      Returns Promise<ImageBitmap>

      a promise that resolves to an ImageBitmap of the rendered mesh

      const bitmap = await mesh.toImageBitmap();
      const sprite = new me.Sprite(100, 100, { image: bitmap });
    • update the bounding box for this shape.

      Parameters

      • Optionalabsolute: boolean = true

        update the bounds size and position in (world) absolute coordinates

      Returns Bounds

      this shape bounding box Rectangle object