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

127 lines
5.2 KiB
TypeScript

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