UNPKG

@awayjs/renderer

Version:
123 lines 4.67 kB
import { Box, Matrix, Rectangle, Sphere, Vector3D } from '@awayjs/core'; import { AttributesBuffer, AttributesView, Byte4Attributes, Float1Attributes } from '@awayjs/stage'; import { PickingCollision, ContainerNode } from '@awayjs/view'; import { ElementsBase } from './ElementsBase'; /** * @class LineElements */ export declare class LineElements extends ElementsBase { static assetType: string; private _positions; private _thickness; private _colors; private _thicknessScale; hitTestCache: Object; half_thickness: number; scaleMode: LineScaleMode; dimension: number; getThicknessScale(node: ContainerNode, strokeFlag: boolean): Vector3D; /** * * @returns {string} */ get assetType(): string; /** * */ get positions(): AttributesView; /** * */ get thickness(): Float1Attributes; /** * */ get colors(): Byte4Attributes; /** * */ constructor(concatenatedBuffer?: AttributesBuffer); prepareScale9(bounds: Rectangle, grid: Rectangle, clone: boolean, _emitUV?: boolean, _uvMatrix?: Matrix): LineElements; updateScale9(scaleX: number, scaleY: number): void; getBoxBounds(node?: ContainerNode, strokeFlag?: boolean, matrix3D?: Matrix3D, cache?: Box, target?: Box, count?: number, offset?: number): Box; getSphereBounds(center: Vector3D, matrix3D?: Matrix3D, strokeFlag?: boolean, cache?: Sphere, target?: Sphere, count?: number, offset?: number): Sphere; hitTestPoint(node: ContainerNode, x: number, y: number, z: number, box: Box, count?: number, offset?: number, idx_count?: number, idx_offset?: number): boolean; /** * */ setPositions(array: Array<number>, offset?: number): void; setPositions(arrayBufferView: ArrayBufferView, offset?: number): void; setPositions(attributesView: AttributesView, offset?: number): void; /** * Updates the thickness. */ setThickness(array: Array<number>, offset?: number): any; setThickness(float32Array: Float32Array, offset?: number): any; setThickness(float1Attributes: Float1Attributes, offset?: number): any; /** * */ setColors(array: Array<number>, offset?: number): any; setColors(float32Array: Float32Array, offset?: number): any; setColors(uint8Array: Uint8Array, offset?: number): any; setColors(byte4Attributes: Byte4Attributes, offset?: number): any; /** * */ dispose(): void; /** * Clones the current object * @return An exact duplicate of the current object. */ clone(): LineElements; testCollision(collision: PickingCollision, box: Box, closestFlag: boolean, material: IMaterial, count: number, offset?: number): boolean; } import { Matrix3D } from '@awayjs/core'; import { Stage, ShaderRegisterCache, ShaderRegisterData } from '@awayjs/stage'; import { IMaterial } from '../base/IMaterial'; import { _Stage_ElementsBase } from '../base/_Stage_ElementsBase'; import { _Render_RenderableBase } from '../base/_Render_RenderableBase'; import { ShaderBase } from '../base/ShaderBase'; import { _Render_ElementsBase } from '../base/_Render_ElementsBase'; import { LineScaleMode } from './LineScaleMode'; /** * * @class away.pool._Stage_LineElements */ export declare class _Stage_LineElements extends _Stage_ElementsBase { private _scale; private _vao; private _vaoIsInvalid; get lineElements(): LineElements; init(lineElements: LineElements, stage: Stage): void; onInvalidate(): void; onClear(): void; transformMatrix(renderRenderable: _Render_RenderableBase, matrix: Matrix): Matrix; _setRenderState(renderRenderable: _Render_RenderableBase, shader: ShaderBase): void; draw(renderRenderable: _Render_RenderableBase, shader: ShaderBase, count: number, offset: number): void; /** * //TODO * * @param pool * @param renderRenderable * @param level * @param indexOffset * @returns {away.pool.LineSubSpriteRenderable} * @protected */ _pGetOverflowElements(): _Stage_ElementsBase; } /** * @class away.pool._Render_LineElements */ export declare class _Render_LineElements extends _Render_ElementsBase { secondaryPositionIndex: number; thicknessIndex: number; uOffsets: { oMisc: number; }; _includeDependencies(shader: ShaderBase): void; _getVertexCode(shader: ShaderBase, registerCache: ShaderRegisterCache, sharedRegisters: ShaderRegisterData): string; _getFragmentCode(shader: ShaderBase, registerCache: ShaderRegisterCache, sharedRegisters: ShaderRegisterData): string; } //# sourceMappingURL=LineElements.d.ts.map