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node_modules/pixi.js/lib/scene/mesh-perspective/PerspectiveMesh.d.ts
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node_modules/pixi.js/lib/scene/mesh-perspective/PerspectiveMesh.d.ts
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import { Texture } from '../../rendering/renderers/shared/texture/Texture';
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import { Mesh } from '../mesh/shared/Mesh';
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import { PerspectivePlaneGeometry } from './PerspectivePlaneGeometry';
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import type { MeshPlaneOptions } from '../mesh-plane/MeshPlane';
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/**
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*
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* Constructor options used for `PerspectiveMesh` instances.
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* ```js
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* const meshPlane = new PerspectiveMesh({
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* texture: Texture.from('snake.png'),
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* verticesX: 20,
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* verticesY: 20,
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* x0: 0,
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* y0: 0,
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* x1: 100,
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* y1: 0,
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* x2: 100,
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* y2: 100,
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* x3: 0,
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* y3: 100
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* });
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* @see {@link scene.PerspectiveMesh}
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* @memberof scene
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*/
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export interface PerspectivePlaneOptions extends MeshPlaneOptions {
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/** top left corner x value */
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x0?: number;
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/** top left corner y value */
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y0?: number;
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/** top right corner x value */
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x1?: number;
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/** top right corner y value */
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y1?: number;
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/** bottom right corner x value */
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x2?: number;
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/** bottom right corner y value */
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y2?: number;
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/** bottom left corner x value */
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x3?: number;
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/** bottom left corner y value */
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y3?: number;
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}
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/**
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* A perspective mesh that allows you to draw a 2d plane with perspective. Where ever you move the corners
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* the texture will be projected to look like it is in 3d space. Great for mapping a 2D mesh into a 3D scene.
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*
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* The calculations is done at the uv level. This means that the more vertices you have the more smooth
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* the perspective will be. If you have a low amount of vertices you may see the texture stretch. Too many vertices
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* could be slower. It is a balance between performance and quality! We leave that to you to decide.
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*
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* IMPORTANT: This is not a full 3D mesh, it is a 2D mesh with a perspective projection applied to it :)
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* @example
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* ```js
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* const meshPlane = new PerspectiveMesh({
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* texture: Texture.from('snake.png'),
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* verticesX: 20,
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* verticesY: 20,
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* x0: 0,
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* y0: 0,
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* x1: 100,
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* y1: 0,
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* x2: 100,
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* y2: 100,
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* x3: 0,
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* y3: 100
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* });
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* @see {@link scene.PerspectiveMesh}
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* @memberof scene
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*/
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export declare class PerspectiveMesh extends Mesh<PerspectivePlaneGeometry> {
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/** default options for the mesh */
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static defaultOptions: PerspectivePlaneOptions;
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/**
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* @param options - Options to be applied to PerspectiveMesh
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*/
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constructor(options: PerspectivePlaneOptions);
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/** Update the geometry when the texture is updated */
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protected textureUpdated(): void;
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set texture(value: Texture);
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/** The texture that the mesh uses */
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get texture(): Texture;
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/**
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* Set the corners of the quad to the given coordinates
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* The mesh will then calculate the perspective so it looks correct!
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* @param x0 - x coordinate of the first corner
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* @param y0 - y coordinate of the first corner
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* @param x1 - x coordinate of the second corner
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* @param y1 - y coordinate of the second corner
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* @param x2 - x coordinate of the third corner
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* @param y2 - y coordinate of the third corner
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* @param x3 - x coordinate of the fourth corner
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* @param y3 - y coordinate of the fourth corner
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*/
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setCorners(x0: number, y0: number, x1: number, y1: number, x2: number, y2: number, x3: number, y3: number): void;
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}
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