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node_modules/pixi.js/lib/scene/graphics/shared/utils/buildGeometryFromPath.d.ts
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node_modules/pixi.js/lib/scene/graphics/shared/utils/buildGeometryFromPath.d.ts
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import { MeshGeometry } from '../../../mesh/shared/MeshGeometry';
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import { GraphicsPath } from '../path/GraphicsPath';
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import type { Matrix } from '../../../../maths/matrix/Matrix';
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export interface GeometryPathOptions {
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/** the path to build the geometry from */
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path: GraphicsPath;
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/** a `Matrix` that can be used to modify the the texture UVs of the the path being built */
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textureMatrix?: Matrix;
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/** an optional `MeshGeometry` to write too instead of creating a new one*/
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out?: MeshGeometry;
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}
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/**
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* When building a mesh, it helps to leverage the simple API we have in `GraphicsPath` as it can often be easier to
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* to define the geometry in a more human readable way. This function takes a `GraphicsPath` and returns a `MeshGeometry`.
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* @example
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* ```ts
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*
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* const path = new GraphicsPath()
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* .drawRect(0, 0, 100, 100)
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*
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* const geometry:MeshGeometry = buildGeometryFromPath(path);
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*
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* const mesh = new Mesh({geometry});
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*
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* ```
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* You can also pass in a Matrix to transform the uvs as by default you may want to control how they are set up.
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* @param options - either a `GraphicsPath` or `GeometryPathOptions`
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* @returns a new `MeshGeometry` instance build from the path
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*/
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export declare function buildGeometryFromPath(options: GraphicsPath | GeometryPathOptions): MeshGeometry;
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