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pixi.js

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import { Geometry } from '../../../rendering/renderers/shared/geometry/Geometry'; import type { Topology } from '../../../rendering/renderers/shared/geometry/const'; import type { BatchMode } from '../../graphics/shared/GraphicsContext'; /** * Options for the mesh geometry. * @category scene * @advanced */ export interface MeshGeometryOptions { /** The positions of the mesh. */ positions?: Float32Array; /** The UVs of the mesh. If not provided, they will be filled with 0 and match the size of the positions. */ uvs?: Float32Array; /** The indices of the mesh. */ indices?: Uint32Array; /** The topology of the mesh. */ topology?: Topology; /** Whether to shrink the buffers to fit the data. */ shrinkBuffersToFit?: boolean; } /** * A geometry used to batch multiple meshes with the same texture. * @category scene * @advanced */ export declare class MeshGeometry extends Geometry { static defaultOptions: MeshGeometryOptions; batchMode: BatchMode; /** * @param {MeshGeometryOptions} options - The options of the mesh geometry. */ constructor(options: MeshGeometryOptions); /** @deprecated since 8.0.0 */ constructor(positions: Float32Array, uvs: Float32Array, indices: Uint32Array); /** The positions of the mesh. */ get positions(): Float32Array; /** * Set the positions of the mesh. * When setting the positions, its important that the uvs array is at least as long as the positions array. * otherwise the geometry will not be valid. * @param {Float32Array} value - The positions of the mesh. */ set positions(value: Float32Array); /** The UVs of the mesh. */ get uvs(): Float32Array; /** * Set the UVs of the mesh. * Its important that the uvs array you set is at least as long as the positions array. * otherwise the geometry will not be valid. * @param {Float32Array} value - The UVs of the mesh. */ set uvs(value: Float32Array); /** The indices of the mesh. */ get indices(): Uint32Array; set indices(value: Uint32Array); }