@awayjs/scene
Version:
AwayJS scene classes
75 lines • 2.92 kB
TypeScript
import { IMaterial, ElementsBase } from '@awayjs/renderer';
import { PrimitivePrefabBase } from '../prefabs/PrimitivePrefabBase';
/**
* A Cube primitive prefab.
*/
export declare class PrimitiveCubePrefab extends PrimitivePrefabBase {
private _width;
private _height;
private _depth;
private _tile6;
private _segmentsW;
private _segmentsH;
private _segmentsD;
/**
* Creates a new Cube object.
* @param width The size of the cube along its X-axis.
* @param height The size of the cube along its Y-axis.
* @param depth The size of the cube along its Z-axis.
* @param segmentsW The number of segments that make up the cube along the X-axis.
* @param segmentsH The number of segments that make up the cube along the Y-axis.
* @param segmentsD The number of segments that make up the cube along the Z-axis.
* @param tile6 The type of uv mapping to use. When true, a texture will be subdivided in a 2x3 grid,
* each used for a single face. When false, the entire image is mapped on each face.
*/
constructor(material?: IMaterial, elementsType?: string, width?: number, height?: number, depth?: number, segmentsW?: number, segmentsH?: number, segmentsD?: number, tile6?: boolean);
/**
* The size of the cube along its X-axis.
*/
get width(): number;
set width(value: number);
/**
* The size of the cube along its Y-axis.
*/
get height(): number;
set height(value: number);
/**
* The size of the cube along its Z-axis.
*/
get depth(): number;
set depth(value: number);
/**
* The type of uv mapping to use. When false, the entire image is mapped on each face.
* When true, a texture will be subdivided in a 3x2 grid, each used for a single face.
* Reading the tiles from left to right, top to bottom they represent the faces of the
* cube in the following order: bottom, top, back, left, front, right. This creates
* several shared edges (between the top, front, left and right faces) which simplifies
* texture painting.
*/
get tile6(): boolean;
set tile6(value: boolean);
/**
* The number of segments that make up the cube along the X-axis. Defaults to 1.
*/
get segmentsW(): number;
set segmentsW(value: number);
/**
* The number of segments that make up the cube along the Y-axis. Defaults to 1.
*/
get segmentsH(): number;
set segmentsH(value: number);
/**
* The number of segments that make up the cube along the Z-axis. Defaults to 1.
*/
get segmentsD(): number;
set segmentsD(value: number);
/**
* @inheritDoc
*/
_pBuildGraphics(target: ElementsBase, elementsType: string): void;
/**
* @inheritDoc
*/
_pBuildUVs(target: ElementsBase, elementsType: string): void;
}
//# sourceMappingURL=PrimitiveCubePrefab.d.ts.map