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@types/three

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import { Camera } from "../../cameras/Camera.js"; import { RenderTarget } from "../../core/RenderTarget.js"; import Node from "../../nodes/core/Node.js"; import NodeFrame from "../../nodes/core/NodeFrame.js"; import ComputeNode from "../../nodes/gpgpu/ComputeNode.js"; import { Scene } from "../../scenes/Scene.js"; import { Texture } from "../../textures/Texture.js"; import Renderer from "./Renderer.js"; /** * InspectorBase is the base class for all inspectors. * * @class InspectorBase */ declare class InspectorBase { /** * The renderer associated with this inspector. * * @type {WebGLRenderer} * @private */ private _renderer; /** * The current frame being processed. * * @type {Object} */ currentFrame: unknown; /** * Returns the node frame for the current renderer. * * @return {Object} The node frame. */ get nodeFrame(): NodeFrame; /** * Sets the renderer for this inspector. * * @param {WebGLRenderer} renderer - The renderer to associate with this inspector. * @return {InspectorBase} This inspector instance. */ setRenderer(renderer: Renderer): InspectorBase; /** * Returns the renderer associated with this inspector. * * @return {WebGLRenderer} The associated renderer. */ getRenderer(): Renderer; /** * Initializes the inspector. */ init(): void; /** * Called when a frame begins. */ begin(): void; /** * Called when a frame ends. */ finish(): void; /** * Inspects a node. * * @param {Node} node - The node to inspect. */ inspect(node: Node): void; /** * When a compute operation is performed. * * @param {ComputeNode} computeNode - The compute node being executed. * @param {number|Array<number>} dispatchSizeOrCount - The dispatch size or count. */ computeAsync(computeNode: ComputeNode, dispatchSizeOrCount: number | number[]): void; /** * Called when a compute operation begins. * * @param {string} uid - A unique identifier for the render context. * @param {ComputeNode} computeNode - The compute node being executed. */ beginCompute(uid: string, computeNode: ComputeNode): void; /** * Called when a compute operation ends. * * @param {string} uid - A unique identifier for the render context. * @param {ComputeNode} computeNode - The compute node being executed. */ finishCompute(uid: string): void; /** * Called when a render operation begins. * * @param {string} uid - A unique identifier for the render context. * @param {Scene} scene - The scene being rendered. * @param {Camera} camera - The camera being used for rendering. * @param {?WebGLRenderTarget} renderTarget - The render target, if any. */ beginRender(uid: string, scene: Scene, camera: Camera, renderTarget: RenderTarget): void; /** * Called when an animation loop ends. * * @param {string} uid - A unique identifier for the render context. */ finishRender(uid: string): void; /** * Called when a texture copy operation is performed. * * @param {Texture} srcTexture - The source texture. * @param {Texture} dstTexture - The destination texture. */ copyTextureToTexture(srcTexture: Texture, dstTexture: Texture): void; /** * Called when a framebuffer copy operation is performed. * * @param {Texture} framebufferTexture - The texture associated with the framebuffer. */ copyFramebufferToTexture(framebufferTexture: Texture): void; } export default InspectorBase;