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    Class Sprite3d

    A textured quad in 3D space — the 3D counterpart of Sprite, for rendering sprites under a Camera3d (the 2.5D workflow: characters, pickups, foliage, signs, particles in a 3D scene). It's a thin Mesh subclass, so it rides the same world-space mesh pipeline (depth testing, frustum culling) and supports the same material features (lit, emissive, alphaCutoff).

    Its headline feature is billboarding — keeping the quad facing the camera regardless of camera orientation (see Sprite3d#billboard). With billboarding off it's a fixed-orientation quad (decals, posters, ground markers).

    Frame animation is supported through the same API as Sprite (Sprite3d#addAnimation, Sprite3d#setCurrentAnimation, Sprite3d#play/pause/stop) — pass framewidth/frameheight for a spritesheet, or a packed TextureAtlas, exactly as you would for a 2D Sprite. Both share the FrameAnimation engine, so the timing, looping and chaining behavior is identical; Sprite3d maps the current frame onto the quad each step — including packer rotated and trimmed regions, mapped to full parity with the 2D Sprite.

    Camera3d only. Like Mesh, Sprite3d renders through the 3D world-space path; under a 2D Camera2d it falls back to the mesh's self-projection and billboarding has no effect (a 2D scene has no camera orientation to face). Use a regular Sprite for 2D.

    Anchoring. Unlike its Mesh parent — where anchorPoint is inert on the 3D path and transforms pivot at the model origin — Sprite3d's anchorPoint is live: the anchor is baked into the quad's local vertices (never applied as a renderer transform on either camera path) and can be changed at runtime via anchorPoint.set(...), which re-bakes the quad and re-derives the cull bounds. Same key, convention and centered default as the 2D Sprite, including the named presets ("bottom", …).

    import { Application, Camera3d, Sprite3d } from "melonjs";

    // a 3D app (Camera3d is required for billboarding)
    const app = new Application(1024, 768, { cameraClass: Camera3d });

    // a tree that always faces the camera but stays upright (2.5D).
    // its texture has a transparent background — the mesh pass is opaque, so
    // `alphaCutoff` (default 0.5) discards those texels for a clean silhouette.
    const tree = new Sprite3d(0, 0, {
    image: "tree", // a preloaded image with transparency
    width: 64, height: 96,
    z: -200, // 3D depth (world z)
    billboard: true, // = "cylindrical"
    // alphaCutoff: 0.5, // the default — lower it to keep softer edges,
    // or set 0 for a fully-opaque quad
    });
    app.world.addChild(tree); // add it to the game world, like any Renderable

    // an animated, fully camera-facing pickup from a spritesheet, mirrored
    const coin = new Sprite3d(0, 0, {
    image: "coins",
    framewidth: 32, frameheight: 32,
    width: 48, height: 48,
    billboard: "spherical",
    alphaCutoff: 0.5, // cut out the transparent frame background
    });
    coin.addAnimation("spin", [0, 1, 2, 3, 4, 5]);
    coin.setCurrentAnimation("spin");
    coin.flipX(); // face the other way (mirrors the sprite)
    app.world.addChild(coin);

    // a character anchored at the feet, so `pos` sits on the ground plane
    // instead of at the sprite's geometric center
    const hero = new Sprite3d(0, 0, {
    image: "hero",
    width: 48, height: 64,
    billboard: "cylindrical",
    anchorPoint: "bottom", // == { x: 0.5, y: 1 }
    });

    Hierarchy (View Summary)

    Index

    Constructors

    • Parameters

      • x: number

        world x position

      • y: number

        world y position

      • settings: {
            alphaCutoff?: number;
            anchorPoint?: any;
            anims?: object[];
            billboard?: string | boolean;
            emissive?: number[] | Float32Array<ArrayBufferLike>;
            flipX?: boolean;
            flipY?: boolean;
            frameheight?: number;
            framewidth?: number;
            height?: number;
            image?: string | HTMLImageElement | Texture2d;
            lit?: boolean;
            region?: string;
            width?: number;
            z?: number;
        }

        configuration

        • OptionalalphaCutoff?: number

          alpha cutout threshold (see Mesh). The mesh pass is opaque (no alpha blending), so this defaults to 0.5 to discard a sprite's transparent background (clean cutout silhouette, correct depth, no sorting). Set 0 for a fully-opaque quad, or tune the threshold.

        • OptionalanchorPoint?: any

          anchor of the quad relative to pos — same key, normalized 0..1 convention (x: 0 left→1 right, y: 0 top→1 bottom) and centered default as the 2D Sprite. Also accepts the named presets "center", "top", "bottom", "left", "right", "top-left", "top-right", "bottom-left", "bottom-right". Baked into the quad's local vertices (composes with billboarding, flips, and trimmed/rotated atlas frames) — never applied as a renderer transform on either camera path. Mutable at runtime via this.anchorPoint.set(...) (re-bakes the quad and re-derives the cull bounds). Invalid values throw.

        • Optionalanims?: object[]

          predefined animations (same shape as Sprite)

        • Optionalbillboard?: string | boolean

          billboard mode: false (fixed orientation), true / "cylindrical" (faces the camera but stays upright — the 2.5D default), or "spherical" (faces the camera on all axes). Only applies under a Camera3d.

        • Optionalemissive?: number[] | Float32Array<ArrayBufferLike>

          emissive color (see Mesh)

        • OptionalflipX?: boolean

          mirror the sprite horizontally (see Sprite3d#flipX)

        • OptionalflipY?: boolean

          mirror the sprite vertically (see Sprite3d#flipY)

        • Optionalframeheight?: number

          height of a single frame within a spritesheet

        • Optionalframewidth?: number

          width of a single frame within a spritesheet (enables frame animation)

        • Optionalheight?: number

          quad height in world units

        • Optionalimage?: string | HTMLImageElement | Texture2d

          the sprite texture (image name, image, or a Texture2d asset such as a TextureAtlas). Alias: settings.texture.

        • Optionallit?: boolean

          shade through the lit mesh batcher (see Mesh)

        • Optionalregion?: string

          region name when using a texture atlas (see TextureAtlas)

        • Optionalwidth?: number

          quad width in world units (pixels)

        • Optionalz?: number

          3D depth (world z); also settable later via .depth

      Returns Sprite3d

    Properties

    _anchorBaked: boolean
    _indicesOriginal: number[]
    _indicesReversed: any
    _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. WebGL mesh path only (the Canvas renderer ignores it).

    0
    
    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;
    ....
    }
    billboard: string | boolean

    Billboard mode — keeps the quad facing the active Camera3d:

    • false (default) — fixed orientation (a flat quad in the XY plane; decals, posters, ground markers).
    • true / "cylindrical" — faces the camera but stays upright (rotates only around the world up axis). The 2.5D default — trees, characters, items.
    • "spherical" — faces the camera on all axes (particles, glints).

    Only applies under a Camera3d; ignored on the 2D path.

    Note: while billboarding, orientation comes from the camera, so the renderable's currentTransform (rotate() / scale() / parent-container transforms) and meshScale are not applied — only pos / depth, flipX / flipY, and the quad's authored size. With billboarding false the standard Mesh world transform applies as usual.

    false
    
    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
    
    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.

    depth: number
    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. WebGL mesh path only.

    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;
        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

    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 + WebGL.

    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

    ""
    
    onended: Function

    a callback fired when the current animation completes a cycle.

    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 (WebGL only). Effects are applied in order. Use addPostEffect, getPostEffect, and removePostEffect to manage effects, or assign directly. In Canvas mode, this property is ignored.

    []
    
    // 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
    
    texture: any
    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, updated each draw call

    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
    

    Accessors

    • 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

    • 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

    Methods

    • Add an animation, identical to Sprite#addAnimation.

      Parameters

      • name: string

        animation id

      • index: string[] | number[] | object[]

        frame indices / names (see Sprite#addAnimation)

      • Optionalanimationspeed: number

        cycling speed in ms

      Returns number

      number of frames added

    • 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
      }
    • Mirror the sprite horizontally (e.g. flip a character to face the other way). Unlike the 2D Sprite, the flip mirrors the quad's local geometry so it works for every billboard mode and for rotated/trimmed atlas regions alike. Takes effect immediately on the current frame.

      Parameters

      • Optionalflip: boolean = true

      Returns Sprite3d

      Reference to this object for method chaining

    • 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 mesh's world-space 3D axis-aligned bounding box, as projected by the most recent draw. 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).

      Under a Camera3d the mesh projects its vertices into world space every frame (see Mesh#_projectVerticesWorld), so the returned box tracks the live transform / animation. Under the 2D path the projected vertices are screen-space, so the box is only meaningful after a Camera3d draw — use Renderable#getBounds for the 2D case.

      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

    • Play (and optionally switch to) an animation, identical to Sprite#play.

      Parameters

      • Optionalname: string

        animation id to play; omit to resume

      • Optionaloptions: string | object | Function

        loop / chain / completion behavior

      Returns Sprite3d

      Reference to this object for method chaining

    • 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

    • Select the active animation, identical to Sprite#setCurrentAnimation.

      Parameters

      • name: string

        animation id

      • OptionalresetAnim: string | object | Function

        loop / chain / completion behavior

      • Optionalpreserve_dt: boolean = false

      Returns Sprite3d

      Reference to this object for method chaining

    • 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 Sprite3d

      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