react-babylonjs
Version:
React for Babylon.js
60 lines (59 loc) • 1.98 kB
TypeScript
import { AnimationGroup } from '@babylonjs/core/Animations/animationGroup.js';
import { Skeleton } from '@babylonjs/core/Bones/skeleton.js';
import { BoundingInfo } from '@babylonjs/core/Culling/boundingInfo.js';
import { AbstractMesh } from '@babylonjs/core/Meshes/abstractMesh.js';
import { Mesh } from '@babylonjs/core/Meshes/mesh.js';
import { IParticleSystem } from '@babylonjs/core/Particles/IParticleSystem.js';
import { Nullable } from '@babylonjs/core/types.js';
export declare enum LoaderStatus {
Loading = "Loading",
Loaded = "Loaded",
Error = "Error"
}
export interface ILoadedModel {
/**
* LoaderStatus reports if the load succeeded or not.
*/
status: LoaderStatus;
/**
* Mesh created when successfully loaded and all non-parented meshes are parented to this mesh.
*/
rootMesh?: Mesh;
/**
* Error message when loader fails.
*/
errorMessage?: string;
/**
* Name of loader used - either as explicitly specified or inferred from extension.
*/
loaderName?: string;
meshes?: AbstractMesh[];
particleSystems?: IParticleSystem[];
skeletons?: Skeleton[];
animationGroups?: AnimationGroup[];
readonly boundingInfo: Nullable<BoundingInfo>;
readonly scaledToDimension: number | undefined;
scaleTo(maxDimension: number): void;
dispose(): void;
}
export declare class LoadedModel implements ILoadedModel {
status: LoaderStatus;
rootMesh?: Mesh;
errorMessage?: string;
/**
* OnPluginActivatedObservable should set this correctly.
*/
loaderName?: string;
meshes?: AbstractMesh[];
particleSystems?: IParticleSystem[];
skeletons?: Skeleton[];
animationGroups?: AnimationGroup[];
private _scaledToDimension?;
get scaledToDimension(): number | undefined;
get boundingInfo(): Nullable<BoundingInfo>;
scaleTo(maxDimension: number): void;
/**
* Clean up all resources.
*/
dispose(): void;
}