@woosh/meep-engine
Version:
Pure JavaScript game engine. Fully featured and production ready.
37 lines • 1.51 kB
TypeScript
export class ImpostorBaker {
/**
*
* @type {THREE.WebGLRenderer|null}
* @private
*/
private _renderer;
/**
*
* @param {THREE.WebGLRenderer} v
*/
set renderer(v: THREE.WebGLRenderer);
/**
*
* @param {number[]|vec4} bounding_sphere
* @param {{mesh:ShadedGeometry, transform:mat4}[]} objects
* @param {number} resolution
* @param {number} frames
* @param {UvEncoder} encoder
*/
bake_internal({ bounding_sphere, objects, resolution, frames, encoder }: number[] | vec4): ImpostorDescription;
/**
*
* @param {{mesh:ShadedGeometry, transform:mat4}[]} objects objects that should make up the impostor. Baking will be done around the origin, so make sure to position meshes accordingly to make good use of texture space.
* @param {number} frames how many views to capture for the atlas in each X and Y direction. Setting this to 4 will result in 16 (4*4) views captured, higher value will sacrifice detail but result in transitions being more smooth
* @param {number} resolution resolution of the final asset, higher = more detail
* @param {ImpostorCaptureType} type
* @returns {ImpostorDescription}
*/
bake({ objects, frames, resolution, type }: {
mesh: ShadedGeometry;
transform: mat4;
}[]): ImpostorDescription;
}
import { ImpostorDescription } from "./ImpostorDescription.js";
import { mat4 } from "gl-matrix";
//# sourceMappingURL=ImpostorBaker.d.ts.map