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

58 lines
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TypeScript

import { PlaneGeometry } from '../mesh-plane/PlaneGeometry';
import type { PlaneGeometryOptions } from '../mesh-plane/PlaneGeometry';
/**
* Constructor options used for `PerspectivePlaneGeometry` instances.
* @memberof scene
*/
export interface PerspectivePlaneGeometryOptions extends PlaneGeometryOptions {
/** The width of the plane */
width: number;
/** The height of the plane */
height: number;
}
/**
* A PerspectivePlaneGeometry 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.
*
* IMPORTANT: This is not a full 3D mesh, it is a 2D mesh with a perspective projection applied to it :)
*
* ```js
* const perspectivePlaneGeometry = new PerspectivePlaneGeometry({
* width: 100,
* height: 100,
* verticesX: 10,
* verticesY: 10,
* });
* ```
* @see {@link scene.PerspectivePlaneGeometry}
* @memberof scene
*/
export declare class PerspectivePlaneGeometry extends PlaneGeometry {
/** The corner points of the quad you can modify these directly, if you do make sure to call `updateProjection` */
corners: [number, number, number, number, number, number, number, number];
private readonly _projectionMatrix;
/**
* @param options - Options to be applied to MeshPlane
* @param options.width - The width of the plane
* @param options.height - The height of the plane
* @param options.verticesX - The amount of vertices on the x axis
* @param options.verticesY - The amount of vertices on the y axis
*/
constructor(options: PerspectivePlaneGeometryOptions);
/**
* Will set the corners of the quad to the given coordinates
* Calculating 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;
/** Update the projection matrix based on the corners */
updateProjection(): void;
}