the-world-engine
Version:
three.js based, unity like game engine for browser
92 lines (91 loc) • 2.45 kB
TypeScript
import { Component } from "../../hierarchy_object/Component";
import type { ComponentConstructor } from "../../hierarchy_object/ComponentConstructor";
/**
* editor grid renderer for debug
*
* just add this component to your camera it will render grid
*
*
* disallow multiple component
*
* require components: `Camera`
*/
export declare class EditorGridRenderer extends Component {
readonly disallowMultipleComponent: boolean;
readonly requiredComponents: ComponentConstructor[];
private _cssHtmlRenderer;
private _cssHtmlRendererObject;
private _gridCellWidth;
private _gridCellHeight;
private _renderWidth;
private _renderHeight;
private _additiveViewScale;
private _zOffset;
awake(): void;
onEnable(): void;
onDisable(): void;
private readonly _lastPosition;
update(): void;
onDestroy(): void;
private updateBackgroundSize;
/**
* grid cell width. (default: 1)
*/
get gridCellWidth(): number;
/**
* grid cell width. (default: 1)
*/
set gridCellWidth(value: number);
/**
* grid cell height. (default: 1)
*/
get gridCellHeight(): number;
/**
* grid cell height. (default: 1)
*/
set gridCellHeight(value: number);
/**
* render width. (default: 18)
*
* if grid does not cover the whole screen, you must increase this value
*/
get renderWidth(): number;
/**
* render width. (default: 18)
*
* if grid does not cover the whole screen, you must increase this value
*/
set renderWidth(value: number);
/**
* render height. (default: 10)
*
* if grid does not cover the whole screen, you must increase this value
*/
get renderHeight(): number;
/**
* render height. (default: 10)
*
* if grid does not cover the whole screen, you must increase this value
*/
set renderHeight(value: number);
/**
* grid line width. (default: 0.2)
*
* if line width is too small, grid will not be visible on screen
*/
get lineWidth(): number;
/**
* grid line width. (default: 0.2)
*
* if line width is too small, grid will not be visible on screen
*/
set lineWidth(value: number);
/**
* z offset from the camera. (default: 0)
*/
get zOffset(): number;
/**
* z offset from the camera. (default: 0)
*/
set zOffset(value: number);
}