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nothoughts/node_modules/pixi.js/lib/scene/mesh-perspective/PerspectiveMesh.d.ts
2025-08-04 18:57:35 +02:00

96 lines
3.2 KiB
TypeScript

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