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node_modules/pixi.js/lib/scene/mesh-simple/MeshRope.d.ts
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56
node_modules/pixi.js/lib/scene/mesh-simple/MeshRope.d.ts
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import { Mesh } from '../mesh/shared/Mesh';
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import type { PointData } from '../../maths/point/PointData';
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import type { Texture } from '../../rendering/renderers/shared/texture/Texture';
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import type { MeshOptions } from '../mesh/shared/Mesh';
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/**
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* Constructor options used for `MeshRope` instances.
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* ```js
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* const meshRope = new MeshRope({
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* texture: Texture.from('snake.png'),
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* points: [new Point(0, 0), new Point(100, 0)],
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* textureScale: 0,
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* });
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* ```
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* @see {@link scene.MeshRope}
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* @memberof scene
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*/
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export interface MeshRopeOptions extends Omit<MeshOptions, 'geometry'> {
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/** The texture to use on the rope. */
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texture: Texture;
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/** An array of points that determine the rope. */
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points: PointData[];
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/**
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* Rope texture scale, if zero then the rope texture is stretched.
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* Positive values scale rope texture
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* keeping its aspect ratio. You can reduce alpha channel artifacts by providing a larger texture
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* and downsampling here. If set to zero, texture will be stretched instead.
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*/
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textureScale?: number;
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}
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/**
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* The rope allows you to draw a texture across several points and then manipulate these points
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* @example
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* import { Point, MeshRope, Texture } from 'pixi.js';
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*
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* for (let i = 0; i < 20; i++) {
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* points.push(new Point(i * 50, 0));
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* };
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* const rope = new MeshRope(Texture.from('snake.png'), points);
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* @memberof scene
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*/
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export declare class MeshRope extends Mesh {
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static defaultOptions: Partial<MeshRopeOptions>;
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/** re-calculate vertices by rope points each frame */
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autoUpdate: boolean;
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/**
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* Note: The wrap mode of the texture is set to REPEAT if `textureScale` is positive.
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* @param options
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* @param options.texture - The texture to use on the rope.
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* @param options.points - An array of {@link math.Point} objects to construct this rope.
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* @param {number} options.textureScale - Optional. Positive values scale rope texture
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* keeping its aspect ratio. You can reduce alpha channel artifacts by providing a larger texture
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* and downsampling here. If set to zero, texture will be stretched instead.
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*/
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constructor(options: MeshRopeOptions);
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private _render;
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}
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