change depth testing method (depthMask,depthWrite,depthFunc)

Disable the rendering of front or back facing triangles with culling

merge two geometries into one

get the id/index of the current set material

get the id/index of the current object/mesh

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

create a simple bounding box from width,height,depth

calculate normals of a geometry

disconnect faces/polygons of a mesh

flip all normals of a geometry

capture all following meshes into one geometry

Get vertices of a geometry as array3x (vertex vertices)

basic extrusion of flat geometry

Create a geometry from array data

information about a geometry

merge two geometries to one

Generate an .obj file as string from a geometry

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

convert geometry to only flat triangles without reusing vertices positions

parse an obj string to a geometry object

randomize order of triangles in a geometry

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

uniform scaling of geometry vertices

sort geometry triangles by position

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

create new triangles in a mesh (subdivide)

transform vertices of geometry

Draws multiple triangles using coordinates from an array

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

Define filters to get colliding and intersecting bodies

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

test one body against all bodies in the world

test intersect bodies collision against a point/coordinate

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

Define a world to check for intersections and collisions