@awayjs/scene
Version:
AwayJS scene classes
94 lines • 2.66 kB
TypeScript
import { Point, Vector3D, EventBase } from '@awayjs/core';
import { ContainerNode, INode, ITraversable, View, IContainer } from '@awayjs/view';
import { IMaterial } from '@awayjs/renderer';
/**
* A MouseEvent is dispatched when a mouse event occurs over a mouseEnabled object in View.
* TODO: we don't have screenZ data, tho this should be easy to implement
*/
export declare class PointerEvent extends EventBase {
_iParentEvent: PointerEvent;
commonAncestor: INode;
/**
* The horizontal coordinate at which the event occurred in view coordinates.
*/
screenX: number;
/**
* The vertical coordinate at which the event occurred in view coordinates.
*/
screenY: number;
/**
* The view object inside which the event took place.
*/
view: View;
/**
* The container inside which the event took place.
*/
containerNode: ContainerNode;
/**
* The entity of the picker inside which the event took place.
*/
rootNode: INode;
/**
* The traversable owner inside which the event took place.
*/
traversable: ITraversable;
/**
* The material of the 3d element inside which the event took place.
*/
material: IMaterial;
/**
* The uv coordinate inside the draw primitive where the event took place.
*/
uv: Point;
/**
* The index of the elements where the event took place.
*/
elementIndex: number;
/**
* The position in object space where the event took place
*/
position: Vector3D;
/**
* The normal in object space where the event took place
*/
normal: Vector3D;
/**
* Indicates whether the Control key is active (true) or inactive (false).
*/
ctrlKey: boolean;
/**
* Indicates whether the Alt key is active (true) or inactive (false).
*/
altKey: boolean;
/**
* Indicates whether the Shift key is active (true) or inactive (false).
*/
shiftKey: boolean;
/**
* Create a new MouseEvent object.
* @param type The type of the MouseEvent.
*/
constructor(type: string);
/**
* @inheritDoc
*/
get bubbles(): boolean;
/**
* @inheritDoc
*/
stopPropagation(): void;
/**
* @inheritDoc
*/
stopImmediatePropagation(): void;
/**
* The position in scene space where the event took place
*/
get scenePosition(): Vector3D;
/**
* The normal in scene space where the event took place
*/
get sceneNormal(): Vector3D;
_dispatchEvent(dispatcher: INode, target: IContainer): void;
}
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