@woosh/meep-engine
Version:
Pure JavaScript game engine. Fully featured and production ready.
147 lines • 4.08 kB
TypeScript
export class RibbonX {
/**
*
* @type {BufferGeometry}
* @private
*/
private __geometry;
/**
*
* @type {RowFirstTable}
* @private
*/
private __data;
/**
* Index into current geometry segment that is at the END of the ribbon
* @type {number}
* @private
*/
private __tail_index;
/**
* Index into current geometry segment that is at the START of the ribbon
* @type {number}
* @private
*/
private __head_index;
/**
*
* @type {number}
* @private
*/
private __tail_quad_index;
/**
* Number of segments
* @type {number}
* @private
*/
private __count;
dispose(): void;
/**
*
* @returns {BufferGeometry}
*/
getGeometry(): BufferGeometry;
/**
*
* @returns {number}
*/
getCount(): number;
getHeadIndex(): number;
getTailIndex(): number;
buildGeometry(): void;
__ib_uint8: InterleavedBuffer;
__ib_float32: InterleavedBuffer;
__iba_position: InterleavedBufferAttribute;
__iba_position_previous: InterleavedBufferAttribute;
__iba_position_next: InterleavedBufferAttribute;
__iba_color: InterleavedBufferAttribute;
__iba_offset: InterleavedBufferAttribute;
__iba_uv: InterleavedBufferAttribute;
__iba_age: InterleavedBufferAttribute;
__iba_alpha: InterleavedBufferAttribute;
__iba_thickness: InterleavedBufferAttribute;
__ba_index: BufferAttribute;
initializeAttribute_Offset(): void;
/**
* Build initial faces
*/
initializeAttribute_Index(): void;
/**
*
* @param {number[]|Float32Array} result
* @param {number} index
*/
getPointPosition(result: number[] | Float32Array, index: number): void;
/**
*
* @param {number} point_index
* @param {number} attribute_index
* @param {number} x
* @param {number} y
* @param {number} z
*/
setPointAttribute_Vector3(point_index: number, attribute_index: number, x: number, y: number, z: number): void;
/**
*
* @param {number} point_index
* @param {number} attribute_index
* @param {number} value
*/
setPointAttribute_Scalar(point_index: number, attribute_index: number, value: number): void;
/**
*
* @param {number} point_index
* @param {number} attribute_index
* @param {number} delta
* @returns {number} incremented value
*/
incrementPointAttribute_Scalar(point_index: number, attribute_index: number, delta: number): number;
/**
*
* @param {number} point_index_source
* @param {number} attribute_index_source
* @param {number} point_index_destination
* @param {number} attribute_destination
*/
copyPointAttribute_Vector3(point_index_source: number, attribute_index_source: number, point_index_destination: number, attribute_destination: number): void;
setPointPosition(index: any, x: any, y: any, z: any): void;
/**
*
* @param {number} index
* @param {number} r
* @param {number} g
* @param {number} b
*/
setPointColor(index: number, r: number, g: number, b: number): void;
/**
*
* @param {number} index
* @param {number} value
*/
setPointAlpha(index: number, value: number): void;
/**
*
* @param {number} index
* @param {number} value
*/
setPointThickness(index: number, value: number): void;
/**
*
* @param {number} count Number of points in the ribbon
*/
setCount(count: number): void;
/**
* NOTE: takes trail thickness into account
* @param {AABB3|ArrayLike<number>} result
*/
computeBoundingBox(result: AABB3 | ArrayLike<number>): void;
/**
* Move tail of the ribbon to it's head
*/
rotate(): void;
}
import { BufferGeometry } from "three";
import { InterleavedBuffer } from "three";
import { InterleavedBufferAttribute } from "three";
import { BufferAttribute } from "three";
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