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node_modules/pixi.js/lib/scene/mesh/shared/Mesh.d.ts
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126
node_modules/pixi.js/lib/scene/mesh/shared/Mesh.d.ts
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import { Geometry } from '../../../rendering/renderers/shared/geometry/Geometry';
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import { State } from '../../../rendering/renderers/shared/state/State';
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import { Texture } from '../../../rendering/renderers/shared/texture/Texture';
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import { ViewContainer } from '../../view/View';
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import { MeshGeometry } from './MeshGeometry';
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import type { PointData } from '../../../maths/point/PointData';
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import type { Topology } from '../../../rendering/renderers/shared/geometry/const';
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import type { Instruction } from '../../../rendering/renderers/shared/instructions/Instruction';
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import type { Shader } from '../../../rendering/renderers/shared/shader/Shader';
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import type { View } from '../../../rendering/renderers/shared/view/View';
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import type { Bounds } from '../../container/bounds/Bounds';
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import type { ContainerOptions } from '../../container/Container';
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import type { DestroyOptions } from '../../container/destroyTypes';
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export interface TextureShader extends Shader {
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texture: Texture;
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}
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/**
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* Constructor options used for `Mesh` instances. Extends {@link scene.MeshViewOptions}
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* ```js
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* const mesh = new Mesh({
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* texture: Texture.from('assets/image.png'),
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* geometry: new PlaneGeometry(),
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* shader: Shader.from(VERTEX, FRAGMENT),
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* });
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* ```
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* @see {@link scene.Mesh}
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* @see {@link scene.MeshViewOptions}
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* @memberof scene
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*/
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/**
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* @memberof scene
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*/
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export interface MeshOptions<GEOMETRY extends Geometry = MeshGeometry, SHADER extends Shader = TextureShader> extends ContainerOptions {
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/**
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* Includes vertex positions, face indices, colors, UVs, and
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* custom attributes within buffers, reducing the cost of passing all
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* this data to the GPU. Can be shared between multiple Mesh objects.
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*/
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geometry: GEOMETRY;
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/**
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* Represents the vertex and fragment shaders that processes the geometry and runs on the GPU.
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* Can be shared between multiple Mesh objects.
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*/
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shader?: SHADER | null;
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/** The state of WebGL required to render the mesh. */
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state?: State;
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/** The texture that the Mesh uses. Null for non-MeshMaterial shaders */
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texture?: Texture;
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/** Whether or not to round the x/y position. */
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roundPixels?: boolean;
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}
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/**
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* Base mesh class.
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*
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* This class empowers you to have maximum flexibility to render any kind of WebGL/WebGPU visuals you can think of.
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* This class assumes a certain level of WebGL/WebGPU knowledge.
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* If you know a bit this should abstract enough away to make your life easier!
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*
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* Pretty much ALL WebGL/WebGPU can be broken down into the following:
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* - Geometry - The structure and data for the mesh. This can include anything from positions, uvs, normals, colors etc..
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* - Shader - This is the shader that PixiJS will render the geometry with (attributes in the shader must match the geometry)
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* - State - This is the state of WebGL required to render the mesh.
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*
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* Through a combination of the above elements you can render anything you want, 2D or 3D!
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* @memberof scene
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*/
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export declare class Mesh<GEOMETRY extends Geometry = MeshGeometry, SHADER extends Shader = TextureShader> extends ViewContainer implements View, Instruction {
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readonly renderPipeId: string;
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state: State;
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/** @ignore */
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_texture: Texture;
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/** @ignore */
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_geometry: GEOMETRY;
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/** @ignore */
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_shader: SHADER | null;
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/**
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* @param {scene.MeshOptions} options - options for the mesh instance
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*/
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constructor(options: MeshOptions<GEOMETRY, SHADER>);
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/** @deprecated since 8.0.0 */
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constructor(geometry: GEOMETRY, shader: SHADER, state?: State, drawMode?: Topology);
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/** Alias for {@link scene.Mesh#shader}. */
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get material(): SHADER;
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/**
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* Represents the vertex and fragment shaders that processes the geometry and runs on the GPU.
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* Can be shared between multiple Mesh objects.
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*/
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set shader(value: SHADER | null);
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get shader(): SHADER | null;
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/**
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* Includes vertex positions, face indices, colors, UVs, and
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* custom attributes within buffers, reducing the cost of passing all
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* this data to the GPU. Can be shared between multiple Mesh objects.
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*/
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set geometry(value: GEOMETRY);
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get geometry(): GEOMETRY;
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/** The texture that the Mesh uses. Null for non-MeshMaterial shaders */
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set texture(value: Texture);
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get texture(): Texture;
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get batched(): boolean;
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/**
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* The local bounds of the mesh.
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* @type {rendering.Bounds}
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*/
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get bounds(): Bounds;
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/**
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* Adds the bounds of this object to the bounds object.
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* @param bounds - The output bounds object.
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*/
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addBounds(bounds: Bounds): void;
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/**
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* Checks if the object contains the given point.
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* @param point - The point to check
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*/
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containsPoint(point: PointData): boolean;
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/** @ignore */
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onViewUpdate(): void;
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/**
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* Destroys this sprite renderable and optionally its texture.
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* @param options - Options parameter. A boolean will act as if all options
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* have been set to that value
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* @param {boolean} [options.texture=false] - Should it destroy the current texture of the renderable as well
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* @param {boolean} [options.textureSource=false] - Should it destroy the textureSource of the renderable as well
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*/
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destroy(options?: DestroyOptions): void;
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}
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