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mdx-m3-viewer

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A browser WebGL model viewer. Mainly focused on models of the games Warcraft 3 and Starcraft 2.

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import Parser from '../../../parsers/mdlx/model'; import Sequence from './sequence'; import { HandlerResourceData } from '../../handlerresource'; import Model from '../../model'; import TextureAnimation from './textureanimation'; import Layer from './layer'; import Material from './material'; import GeosetAnimation from './geosetanimation'; import Bone from './bone'; import Light from './light'; import Helper from './helper'; import Attachment from './attachment'; import ParticleEmitterObject from './particleemitterobject'; import ParticleEmitter2Object from './particleemitter2object'; import RibbonEmitterObject from './ribbonemitterobject'; import Camera from './camera'; import EventObjectEmitterObject from './eventobjectemitterobject'; import CollisionShape from './collisionshape'; import BatchGroup from './batchgroup'; import EmitterGroup from './emittergroup'; import GenericObject from './genericobject'; import { Batch } from './batch'; import Geoset from './geoset'; import MdxModelInstance from './modelinstance'; import MdxTexture from './texture'; /** * An MDX model. */ export default class MdxModel extends Model { reforged: boolean; hd: boolean; solverParams: { reforged?: boolean; hd?: boolean; }; name: string; sequences: Sequence[]; globalSequences: number[]; materials: Material[]; layers: Layer[]; textures: MdxTexture[]; textureAnimations: TextureAnimation[]; geosets: Geoset[]; geosetAnimations: GeosetAnimation[]; bones: Bone[]; lights: Light[]; helpers: Helper[]; attachments: Attachment[]; pivotPoints: Float32Array[]; particleEmitters: ParticleEmitterObject[]; particleEmitters2: ParticleEmitter2Object[]; ribbonEmitters: RibbonEmitterObject[]; cameras: Camera[]; eventObjects: EventObjectEmitterObject[]; collisionShapes: CollisionShape[]; hasLayerAnims: boolean; hasGeosetAnims: boolean; batches: Batch[]; genericObjects: GenericObject[]; sortedGenericObjects: GenericObject[]; hierarchy: number[]; opaqueGroups: BatchGroup[]; translucentGroups: (BatchGroup | EmitterGroup)[]; arrayBuffer: WebGLBuffer | null; elementBuffer: WebGLBuffer | null; skinDataType: number; bytesPerSkinElement: number; constructor(bufferOrParser: ArrayBuffer | string | Parser, resourceData: HandlerResourceData); addInstance(): MdxModelInstance; setupHierarchy(parent: number): void; }