/** * @file Cylinder Geometry Buffer * @author Alexander Rose * @private */ import { Matrix4, Vector3 } from 'three'; import GeometryBuffer from './geometry-buffer'; import { CylinderBufferData } from './cylinder-buffer'; export declare const CylinderGeometryBufferDefaultParameters: { radialSegments: number; openEnded: boolean; } & { opaqueBack: boolean; side: import("./buffer").BufferSide; opacity: number; depthWrite: boolean; clipNear: number; clipRadius: number; clipCenter: Vector3; flatShaded: boolean; wireframe: boolean; roughness: number; metalness: number; diffuse: number; diffuseInterior: boolean; useInteriorColor: boolean; interiorColor: number; interiorDarkening: number; forceTransparent: boolean; matrix: Matrix4; disablePicking: boolean; sortParticles: boolean; background: boolean; }; export declare type CylinderGeometryBufferParameters = typeof CylinderGeometryBufferDefaultParameters; /** * Cylinder geometry buffer. * * @example * var cylinderGeometryBuffer = new CylinderGeometryBuffer({ * position1: new Float32Array([ 0, 0, 0 ]), * position2: new Float32Array([ 1, 1, 1 ]), * color: new Float32Array([ 1, 0, 0 ]), * color2: new Float32Array([ 0, 1, 0 ]), * radius: new Float32Array([ 1 ]) * }); */ declare class CylinderGeometryBuffer extends GeometryBuffer { updateNormals: boolean; get defaultParameters(): { radialSegments: number; openEnded: boolean; } & { opaqueBack: boolean; side: import("./buffer").BufferSide; opacity: number; depthWrite: boolean; clipNear: number; clipRadius: number; clipCenter: Vector3; flatShaded: boolean; wireframe: boolean; roughness: number; metalness: number; diffuse: number; diffuseInterior: boolean; useInteriorColor: boolean; interiorColor: number; interiorDarkening: number; forceTransparent: boolean; matrix: Matrix4; disablePicking: boolean; sortParticles: boolean; background: boolean; }; parameters: CylinderGeometryBufferParameters; __center: Float32Array; _position: Float32Array; _color: Float32Array; _from: Float32Array; _to: Float32Array; _radius: Float32Array; /** * @param {Object} data - buffer data * @param {Float32Array} data.position1 - from positions * @param {Float32Array} data.position2 - to positions * @param {Float32Array} data.color - from colors * @param {Float32Array} data.color2 - to colors * @param {Float32Array} data.radius - radii * @param {Picker} [data.picking] - picking ids * @param {BufferParameters} [params] - parameters object */ constructor(data: CylinderBufferData, params?: Partial); applyPositionTransform(matrix: Matrix4, i: number, i3: number): void; setAttributes(data?: Partial, initNormals?: boolean): void; } export default CylinderGeometryBuffer;