beta
cables is under heavy development.
There might be one or another bug, please let us know about it!

DepthTest

change depth testing method (depthMask,depthWrite,depthFunc)

FaceCulling

Disable the rendering of front or back facing triangles with culling

GeometryMergeSimple

merge two geometries into one

GetMaterialId

get the id/index of the current set material

GetObjectId

get the id/index of the current object/mesh

AlignGeometry

align a geometry / change its pivot / center / origin point

BoundingBox

create a simple bounding box from width,height,depth

CalculateNormals

calculate normals of a geometry

DivideGeometry

disconnect faces/polygons of a mesh

FlipNormals

flip all normals of a geometry

FreezeMeshes

capture all following meshes into one geometry

GeometryAttributes

Get vertices of a geometry as array3x (vertex vertices)

GeometryExtrude

basic extrusion of flat geometry

GeometryInfo

information about a geometry

GeometryMerge

merge two geometries to one

GeometryToObj

Generate an .obj file as string from a geometry

GeometryToWireframeArray3

generate an array of lines from a mesh to render a wireframe

GeometryUnIndex

convert geometry to only flat triangles without reusing vertices positions

ObjGeometry

parse an obj string to a geometry object

RandomizeTriangles

randomize order of triangles in a geometry

ReverseVertices

Reverses the order of vertices in a geometry, back facing triangles become front facing ones

ScaleGeometry

uniform scaling of geometry vertices

SortGeometryAxis

sort geometry triangles by position

SvgPathToGeometry

Generate a SVG path string of a string using an opentype font

TesselateGeometry

create new triangles in a mesh (subdivide)

TransformGeometry

transform vertices of geometry

TriangleArrayToGeometry

Draws multiple triangles using coordinates from an array

Triangulate2dPath

Triangulate a 2d path to a flat and filled 3d geometry

FilterIntersections

Define filters to get colliding and intersecting bodies

IntersectBody

Add Bodies and check if they intersect/collide with each other

IntersectRaycast

Cast a ray and check if it intersect/collide with bodies

IntersectWorld

Define a world to check for intersections and collisions