UNPKG

@woosh/meep-engine

Version:

Pure JavaScript game engine. Fully featured and production ready.

29 lines 1.6 kB
/** * * @param {number} tile_texture_data_offset * @param {BinaryUint32BVH} bvh * @param {number} lookup_address_offset * @param {number[]|ArrayLike<number>|Uint8ClampedArray|Uint8Array|Uint16Array|Uint32Array} lookup_data * @param {number[]|ArrayLike<number>|Uint8Array|Uint8ClampedArray|Uint16Array|Uint32Array} cluster_data * @param {number[]|ArrayLike<number>|Float32Array} source_data Light/Decal source information is stored in here, such as position, color etc. * @return {number} */ export function assign_cluster(tile_texture_data_offset: number, bvh: BinaryUint32BVH, lookup_address_offset: number, lookup_data: number[] | ArrayLike<number> | Uint8ClampedArray | Uint8Array | Uint16Array | Uint32Array, cluster_data: number[] | ArrayLike<number> | Uint8Array | Uint8ClampedArray | Uint16Array | Uint32Array, source_data: number[] | ArrayLike<number> | Float32Array): number; /** * * @type {number[]|Float32Array|Float64Array} */ export const scratch_corners: number[] | Float32Array | Float64Array; /** * Linear access data structure with parameters of each plane of the frustum * 6 planes, 4 values per plane * Layout: [normal.x, normal.y, normal.z, constant] * @type {number[]|Float32Array|Float64Array} */ export const scratch_frustum_planes: number[] | Float32Array | Float64Array; /** * Cache used to identify duplicate cells. Helps reduce memory usage and just point to equivalent existing cells instead of allocating new ones. * @type {Uint16Array|Uint32Array} */ export const LOOKUP_CACHE: Uint16Array | Uint32Array; //# sourceMappingURL=assign_cluster.d.ts.map