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starling-framework

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A fast, productive library for 2D cross-platform development.

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import Matrix from "openfl/geom/Matrix"; import Mesh from "./../../starling/display/Mesh"; import MeshSubset from "./../../starling/utils/MeshSubset"; import Painter from "./../../starling/rendering/Painter"; import VertexData from "./../../starling/rendering/VertexData"; import IndexData from "./../../starling/rendering/IndexData"; import MeshStyle from "./../../starling/styles/MeshStyle"; declare namespace starling.display { /** Combines a number of meshes to one display object and renders them efficiently. * * <p>The most basic tangible (non-container) display object in Starling is the Mesh. * However, a mesh typically does not render itself; it just holds the data describing its * geometry. Rendering is orchestrated by the "MeshBatch" class. As its name suggests, it * acts as a batch for an arbitrary number of Mesh instances; add meshes to a batch and they * are all rendered together, in one draw call.</p> * * <p>You can only batch meshes that share similar properties, e.g. they need to have the * same texture and the same blend mode. The first object you add to a batch will decide * this state; call <code>canAddMesh</code> to find out if a new mesh shares that state. * To reset the current state, you can call <code>clear</code>; this will also remove all * geometry that has been added thus far.</p> * * <p>Starling will use MeshBatch instances (or compatible objects) for all rendering. * However, you can also instantiate MeshBatch instances yourself and add them to the display * tree. That makes sense for an object containing a large number of meshes; that way, that * object can be created once and then rendered very efficiently, without having to copy its * vertices and indices between buffers and GPU memory.</p> * * @see Mesh * @see Sprite */ export class MeshBatch extends Mesh { /** The maximum number of vertices that fit into one MeshBatch. */ public static MAX_NUM_VERTICES:number; /** Creates a new, empty MeshBatch instance. */ public constructor(); /** @inheritDoc */ /*override*/ public dispose():void; /** This method must be called whenever the mesh's vertex data was changed. Makes * sure that the vertex buffer is synchronized before rendering, and forces a redraw. */ /*override*/ public setVertexDataChanged():void; /** This method must be called whenever the mesh's index data was changed. Makes * sure that the index buffer is synchronized before rendering, and forces a redraw. */ /*override*/ public setIndexDataChanged():void; /** Removes all geometry. */ public clear():void; /** Adds a mesh to the batch by appending its vertices and indices. * * @param mesh the mesh to add to the batch. * @param matrix transform all vertex positions with a certain matrix. If this * parameter is omitted, <code>mesh.transformationMatrix</code> * will be used instead (except if the last parameter is enabled). * @param alpha will be multiplied with each vertex' alpha value. * @param subset the subset of the mesh you want to add, or <code>null</code> for * the complete mesh. * @param ignoreTransformations when enabled, the mesh's vertices will be added * without transforming them in any way (no matter the value of the * <code>matrix</code> parameter). */ public addMesh(mesh:Mesh, matrix?:Matrix, alpha?:number, subset?:MeshSubset, ignoreTransformations?:boolean):void; /** Adds a mesh to the batch by copying its vertices and indices to the given positions. * Beware that you need to check for yourself if those positions make sense; for example, * you need to make sure that they are aligned within the 3-indices groups making up * the mesh's triangles. * * <p>It's easiest to only add objects with an identical setup, e.g. only quads. * For the latter, indices are aligned in groups of 6 (one quad requires six indices), * and the vertices in groups of 4 (one vertex for every corner).</p> */ public addMeshAt(mesh:Mesh, indexID:number, vertexID:number):void; /** Indicates if the given mesh instance fits to the current state of the batch. * Will always return <code>true</code> for the first added mesh; later calls * will check if the style matches and if the maximum number of vertices is not * exceeded. * * @param mesh the mesh to add to the batch. * @param numVertices if <code>-1</code>, <code>mesh.numVertices</code> will be used */ public canAddMesh(mesh:Mesh, numVertices?:number):boolean; /** If the <code>batchable</code> property is enabled, this method will add the batch * to the painter's current batch. Otherwise, this will actually do the drawing. */ /*override*/ public render(painter:Painter):void; /** @inheritDoc */ /*override*/ public setStyle(meshStyle?:MeshStyle, mergeWithPredecessor?:boolean):void; /** Indicates if this object will be added to the painter's batch on rendering, * or if it will draw itself right away. * * <p>Only batchable meshes can profit from the render cache; but batching large meshes * may take up a lot of CPU time. Activate this property only if the batch contains just * a handful of vertices (say, 20 quads).</p> * * @default false */ public batchable:boolean; protected get_batchable():boolean; protected set_batchable(value:boolean):boolean; } } export default starling.display.MeshBatch;