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@woosh/meep-engine

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Pure JavaScript game engine. Fully featured and production ready.

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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