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TypeScript
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);
}