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playcanvas

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PlayCanvas WebGL game engine

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/** * Holds mesh batching settings and a unique id. Created via {@link BatchManager#addGroup}. * * @category Graphics */ export class BatchGroup { static MODEL: string; static ELEMENT: string; static SPRITE: string; static RENDER: string; /** * Create a new BatchGroup instance. * * @param {number} id - Unique id. Can be assigned to model, render and element components. * @param {string} name - The name of the group. * @param {boolean} dynamic - Whether objects within this batch group should support * transforming at runtime. * @param {number} maxAabbSize - Maximum size of any dimension of a bounding box around batched * objects. {@link BatchManager#prepare} will split objects into local groups based on this * size. * @param {number[]} [layers] - Layer ID array. Default is [{@link LAYERID_WORLD}]. The whole * batch group will belong to these layers. Layers of source models will be ignored. */ constructor(id: number, name: string, dynamic: boolean, maxAabbSize: number, layers?: number[]); /** @private */ private _ui; /** @private */ private _sprite; /** @private */ private _obj; /** * Unique id. Can be assigned to model, render and element components. * * @type {number} */ id: number; /** * Name of the group. * * @type {string} */ name: string; /** * Whether objects within this batch group should support transforming at runtime. * * @type {boolean} */ dynamic: boolean; /** * Maximum size of any dimension of a bounding box around batched objects. * {@link BatchManager#prepare} will split objects into local groups based on this size. * * @type {number} */ maxAabbSize: number; /** * Layer ID array. Default is [{@link LAYERID_WORLD}]. The whole batch group will belong to * these layers. Layers of source models will be ignored. * * @type {number[]} */ layers: number[]; }