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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 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