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@woosh/meep-engine

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Pure JavaScript game engine. Fully featured and production ready.

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/** * * @param {FogOfWar} fow * @param {function(number, number, number, number)} callback */ export function computeUvTransformFromFogOfWar(fow: FogOfWar, callback: (arg0: number, arg1: number, arg2: number, arg3: number) => any): void; export class FogOfWarRenderer { /** * * @type {ShaderMaterial} */ material: ShaderMaterial; quad: Mesh<import("three").BufferGeometry, ShaderMaterial>; camera: OrthographicCamera; scene: Scene; /** * * @param {FogOfWar} fow */ setUvTransformFromFog(fow: FogOfWar): void; /** * * @param {number} offsetX UV u offset, between 0 and 1 * @param {number} offsetY UV v offset, between 0 and 1 * @param {number} scaleX Transform scale from world coordinate position to UV u coordinate, minus offsetX * @param {number} scaleY Transform scale from world coordinate position to UV v coordinate, minus offsetY */ setUvTransform(offsetX: number, offsetY: number, scaleX: number, scaleY: number): void; /** * * @param {Texture} texture */ setDepthBuffer(texture: Texture): void; /** * * @param {Texture} buffer */ setFogBuffer(buffer: Texture): void; /** * Resolution of the fog texture * @param {number} x * @param {number} y */ setResolution(x: number, y: number): void; /** * * @param {Vector4} color */ setFogColor(color: Vector4): void; /** * * @param {WebGLRenderer} renderer * @param {PerspectiveCamera|OrthographicCamera} camera * @param {Scene} scene * @param {WebGLRenderTarget} target */ render(renderer: WebGLRenderer, camera: PerspectiveCamera | OrthographicCamera, scene: Scene, target: WebGLRenderTarget): void; } import { Mesh } from "three"; import { OrthographicCamera } from "three"; import { Scene } from "three"; //# sourceMappingURL=FogOfWarRenderer.d.ts.map