awayjs-display
Version:
AwayJS displaylist classes
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text/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 {BoundingVolumeBase} from "../bounds/BoundingVolumeBase";
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 {Camera} from "../display/Camera";
import {PartitionBase} from "../partition/PartitionBase";
import {EntityNode} from "../partition/EntityNode";
import {IPickingCollider} from "../pick/IPickingCollider";
import {PickingCollision} from "../pick/PickingCollision";
import {IRenderer} from "../IRenderer";
import {ITraverser} from "../ITraverser";
export 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);
/**
* @internal
*/
_iPickingCollision:PickingCollision;
/**
* @internal
*/
_iController:ControllerBase;
/**
* @internal
*/
_iAssignedPartition:PartitionBase;
/**
* @internal
*/
_iIsMouseEnabled():boolean;
/**
* @internal
*/
_iIsVisible():boolean;
/**
* @internal
*/
_iAssignedMasks():Array<Array<DisplayObject>>;
/**
* @internal
*/
_iInternalUpdate();
/**
* 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);
}