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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 OutlineRenderer { /** * * @type {WebGLRenderer} */ renderer: WebGLRenderer; /** * * @type {Camera} */ camera: Camera; /** * * @type {Scene} */ scene: Scene; /** * * @type {HashMap<HighlightDefinition>} * @private */ private __definition_dictionary; __ss_camera: OrthographicCamera; __ss_scene: Scene; __material_decode: ShaderMaterial; __material_dilate: ShaderMaterial; __material_blur: ShaderMaterial; __ss_mesh: Mesh<PlaneBufferGeometry, ShaderMaterial>; __id_scene: Scene; /** * * @type {boolean} */ isTargetClear: boolean; __textureParametersColor: DataTexture; __renderTargetObjectId_t0: WebGLRenderTarget; __renderTargetObjectId_t1: WebGLRenderTarget; __renderTargetObjectId_t2: WebGLRenderTarget; __renderTargetColor: WebGLRenderTarget; __renderTargetFinal: WebGLRenderTarget; /** * Mask will be dilated by this number of pixels before being blurred * @type {number} * @private */ private __outline_offset; /** * * @type {number} * @private */ private __resolution_scale; /** * * @type {HighlightDefinition|null} * @private */ private __active_definition; setScene(scene: any): void; /** * * @param {WebGLRenderer} renderer */ setWebGLRenderer(renderer: WebGLRenderer): void; /** * * @param {number} x * @param {number} y */ resize(x: number, y: number): void; /** * * @param {PerspectiveCamera|OrthographicCamera} camera */ setCamera(camera: PerspectiveCamera | OrthographicCamera): void; /** * * @param {HighlightRenderGroup} group * @private */ private __build_definition_dictionary; /** * * @param {Object3D} object * @private */ private __append_to_id_scene; /** * * @param {HighlightRenderGroup} group */ renderObjectIDs(group: HighlightRenderGroup): void; __current_group: HighlightRenderGroup; /** * * @param {number} thickness */ dilateObjectIDs(thickness: number): void; /** * * @param {Material} material * @param {WebGLRenderTarget} target * @private */ private __ss_render_to_target; renderColorPass(): void; /** * Requires object ID texture as input, produces rendering of outlines */ renderMainPass(): void; /** * * @param {number} id * @param {HighlightDefinition} definition * @private */ private __write_parameters_for_definition; writeParameters(): void; /** * * @param {HighlightRenderGroup} group */ render(group: HighlightRenderGroup): void; clearRenderTarget(): void; } import { Scene } from "three"; import { OrthographicCamera } from "three"; import { ShaderMaterial } from "three"; import { PlaneBufferGeometry } from "three"; import { Mesh } from "three"; import { DataTexture } from "three"; import { WebGLRenderTarget } from "three"; //# sourceMappingURL=OutlineRenderer.d.ts.map