pixi.js
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TypeScript
import type { Matrix } from '../../../maths/matrix/Matrix';
import type { Batch, Batcher } from '../../../rendering/batcher/shared/Batcher';
import type { DefaultBatchableMeshElement } from '../../../rendering/batcher/shared/DefaultBatcher';
import type { Topology } from '../../../rendering/renderers/shared/geometry/const';
import type { Texture } from '../../../rendering/renderers/shared/texture/Texture';
import type { ViewContainer } from '../../view/ViewContainer';
import type { MeshGeometry } from './MeshGeometry';
/**
* A batchable mesh object.
* @ignore
*/
export declare class BatchableMesh implements DefaultBatchableMeshElement {
batcherName: string;
_topology: Topology;
readonly packAsQuad = false;
location: number;
renderable: ViewContainer;
indexOffset: number;
attributeOffset: number;
texture: Texture;
geometry: MeshGeometry;
transform: Matrix;
roundPixels: 0 | 1;
_attributeStart: number;
_batcher: Batcher;
_batch: Batch;
_indexStart: number;
_textureId: number;
_textureMatrixUpdateId: number;
private _transformedUvs;
private _uvUpdateId;
get blendMode(): import("../../..").BLEND_MODES;
get topology(): Topology;
set topology(value: Topology);
reset(): void;
/**
* Sets the texture for the batchable mesh.
* As it does so, it resets the texture matrix update ID.
* this is to ensure that the texture matrix is recalculated when the uvs are referenced
* @param value - The texture to set.
*/
setTexture(value: Texture): void;
get uvs(): Float32Array;
get positions(): Float32Array;
get indices(): Uint32Array;
get color(): number;
get groupTransform(): Matrix;
get attributeSize(): number;
get indexSize(): number;
}