awayjs-display
Version:
AwayJS displaylist classes
129 lines (128 loc) • 3.03 kB
TypeScript
import Box from "awayjs-core/lib/geom/Box";
import ColorTransform from "awayjs-core/lib/geom/ColorTransform";
import Matrix3D from "awayjs-core/lib/geom/Matrix3D";
import Sphere from "awayjs-core/lib/geom/Sphere";
import Vector3D from "awayjs-core/lib/geom/Vector3D";
import IAsset from "awayjs-core/lib/library/IAsset";
import DisplayObject from "../display/DisplayObject";
import Transform from "../base/Transform";
import Scene from "../display/Scene";
import DisplayObjectContainer from "../display/DisplayObjectContainer";
import ControllerBase from "../controllers/ControllerBase";
import PartitionBase from "../partition/PartitionBase";
import IPickingCollider from "../pick/IPickingCollider";
import PickingCollision from "../pick/PickingCollision";
import ITraverser from "../ITraverser";
interface IEntity extends IAsset {
parent: DisplayObjectContainer;
x: number;
y: number;
z: number;
rotationX: number;
rotationY: number;
rotationZ: number;
scaleX: number;
scaleY: number;
scaleZ: number;
_iMasksConfig(): Array<Array<number>>;
_iAssignedMaskId(): number;
_iAssignedColorTransform(): ColorTransform;
/**
*
*/
debugVisible: boolean;
/**
*
*/
boundsType: string;
/**
*
*/
castsShadows: boolean;
/**
*
*/
inverseSceneTransform: Matrix3D;
/**
*
*/
pickingCollider: IPickingCollider;
/**
*
*/
transform: Transform;
/**
*
*/
scene: Scene;
/**
*
*/
scenePosition: Vector3D;
/**
*
*/
sceneTransform: Matrix3D;
/**
*
*/
zOffset: number;
/**
*
* @param targetCoordinateSpace
*/
getBox(targetCoordinateSpace?: DisplayObject): Box;
/**
*
* @param targetCoordinateSpace
*/
getSphere(targetCoordinateSpace?: DisplayObject): Sphere;
/**
*
*
* @param target
* @param upAxis
*/
lookAt(target: Vector3D, upAxis?: Vector3D): any;
/**
* @internal
*/
_iPickingCollision: PickingCollision;
/**
* @internal
*/
_iController: ControllerBase;
/**
* @internal
*/
_iAssignedPartition: PartitionBase;
/**
* @internal
*/
_iIsMouseEnabled(): boolean;
/**
* @internal
*/
_iIsVisible(): boolean;
/**
* @internal
*/
_iAssignedMasks(): Array<Array<DisplayObject>>;
/**
* @internal
*/
_iInternalUpdate(): any;
/**
* The transformation matrix that transforms from model to world space, adapted with any special operations needed to render.
* For example, assuring certain alignedness which is not inherent in the scene transform. By default, this would
* return the scene transform.
*/
getRenderSceneTransform(cameraTransform: Matrix3D): Matrix3D;
/**
*
* @param renderer
* @private
*/
_acceptTraverser(collector: ITraverser): any;
}
export default IEntity;