@woosh/meep-engine
Version:
Pure JavaScript game engine. Fully featured and production ready.
79 lines • 1.82 kB
TypeScript
export default Water;
declare class Water {
constructor(options: any);
level: Vector1;
/**
*
* @type {Color}
*/
color: Color;
/**
* Defines what is considered as shore as well as how long is the transition between shore and deep water
* @type {NumericInterval}
*/
shoreDepthTransition: NumericInterval;
/**
* Color of the water at the shore
* @type {Color}
*/
shoreColor: Color;
/**
*
* @type {Vector1}
*/
waveSpeed: Vector1;
/**
*
* @type {Vector1}
*/
waveAmplitude: Vector1;
/**
*
* @type {Vector1}
*/
waveFrequency: Vector1;
/**
* Scattering of light, the higher this value is - the more opaque water will become
* @type {Vector1}
*/
scattering: Vector1;
bvh: BvhClient;
/**
*
* @type {ShaderMaterial}
*/
__shader: ShaderMaterial;
/**
*
* @type {Object3D}
* @private
*/
private __threeObject;
updateTransform(): void;
updateBounds(): void;
/**
*
* @param {Terrain} terrain
* @param {number} waterSize
*/
updateShaderForTerrain(terrain: Terrain, waterSize: number): void;
writeShaderUniforms(): void;
fromJSON(json: any): void;
toJSON(): {
level: number;
color: {
r: number;
g: number;
b: number;
a: number;
};
};
}
declare namespace Water {
let typeName: string;
}
import Vector1 from "../../../../core/geom/Vector1.js";
import { Color } from "../../../../core/color/Color.js";
import { NumericInterval } from "../../../../core/math/interval/NumericInterval.js";
import { BvhClient } from "../../../../core/bvh2/bvh3/BvhClient.js";
//# sourceMappingURL=Water.d.ts.map