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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 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"; //# sourceMappingURL=RibbonX.d.ts.map