///
import { BLEND_MODES } from '@pixi/constants';
import type { Buffer as Buffer_2 } from '@pixi/core';
import { Container } from '@pixi/display';
import type { Dict } from '@pixi/utils';
import { DRAW_MODES } from '@pixi/constants';
import { Geometry } from '@pixi/core';
import type { IArrayBuffer } from '@pixi/core';
import type { IDestroyOptions } from '@pixi/display';
import type { IPointData } from '@pixi/math';
import { Program } from '@pixi/core';
import type { Renderer } from '@pixi/core';
import { Shader } from '@pixi/core';
import { State } from '@pixi/core';
import type { Texture } from '@pixi/core';
import { TextureMatrix } from '@pixi/core';
export declare interface IMeshMaterialOptions {
alpha?: number;
tint?: number;
pluginName?: string;
program?: Program;
uniforms?: Dict;
}
export declare interface Mesh extends GlobalMixins.Mesh {
}
/**
* Base mesh class.
*
* This class empowers you to have maximum flexibility to render any kind of WebGL visuals you can think of.
* This class assumes a certain level of WebGL knowledge.
* If you know a bit this should abstract enough away to make you life easier!
*
* Pretty much ALL WebGL can be broken down into the following:
* - Geometry - The structure and data for the mesh. This can include anything from positions, uvs, normals, colors etc..
* - Shader - This is the shader that PixiJS will render the geometry with (attributes in the shader must match the geometry)
* - State - This is the state of WebGL required to render the mesh.
*
* Through a combination of the above elements you can render anything you want, 2D or 3D!
*
* @class
* @extends PIXI.Container
* @memberof PIXI
*/
export declare class Mesh extends Container {
readonly geometry: Geometry;
shader: T;
state: State;
drawMode: DRAW_MODES;
start: number;
size: number;
private vertexData;
private vertexDirty;
private _transformID;
private _roundPixels;
private batchUvs;
uvs: Float32Array;
indices: Uint16Array;
_tintRGB: number;
_texture: Texture;
/**
* @param {PIXI.Geometry} geometry - the geometry the mesh will use
* @param {PIXI.MeshMaterial} shader - the shader the mesh will use
* @param {PIXI.State} [state] - the state that the WebGL context is required to be in to render the mesh
* if no state is provided, uses {@link PIXI.State.for2d} to create a 2D state for PixiJS.
* @param {number} [drawMode=PIXI.DRAW_MODES.TRIANGLES] - the drawMode, can be any of the PIXI.DRAW_MODES consts
*/
constructor(geometry: Geometry, shader: T, state?: State, drawMode?: DRAW_MODES);
/**
* To change mesh uv's, change its uvBuffer data and increment its _updateID.
* @member {PIXI.Buffer}
* @readonly
*/
get uvBuffer(): Buffer_2;
/**
* To change mesh vertices, change its uvBuffer data and increment its _updateID.
* Incrementing _updateID is optional because most of Mesh objects do it anyway.
* @member {PIXI.Buffer}
* @readonly
*/
get verticesBuffer(): Buffer_2;
/**
* Alias for {@link PIXI.Mesh#shader}.
* @member {PIXI.MeshMaterial}
*/
set material(value: T);
get material(): T;
/**
* The blend mode to be applied to the Mesh. Apply a value of
* `PIXI.BLEND_MODES.NORMAL` to reset the blend mode.
*
* @member {number}
* @default PIXI.BLEND_MODES.NORMAL;
* @see PIXI.BLEND_MODES
*/
set blendMode(value: BLEND_MODES);
get blendMode(): BLEND_MODES;
/**
* If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.
* Advantages can include sharper image quality (like text) and faster rendering on canvas.
* The main disadvantage is movement of objects may appear less smooth.
* To set the global default, change {@link PIXI.settings.ROUND_PIXELS}
*
* @member {boolean}
* @default false
*/
set roundPixels(value: boolean);
get roundPixels(): boolean;
/**
* The multiply tint applied to the Mesh. This is a hex value. A value of
* `0xFFFFFF` will remove any tint effect.
*
* Null for non-MeshMaterial shaders
* @member {number}
* @default 0xFFFFFF
*/
get tint(): number;
set tint(value: number);
/**
* The texture that the Mesh uses.
*
* Null for non-MeshMaterial shaders
* @member {PIXI.Texture}
*/
get texture(): Texture;
set texture(value: Texture);
/**
* Standard renderer draw.
* @protected
* @param {PIXI.Renderer} renderer - Instance to renderer.
*/
protected _render(renderer: Renderer): void;
/**
* Standard non-batching way of rendering.
* @protected
* @param {PIXI.Renderer} renderer - Instance to renderer.
*/
protected _renderDefault(renderer: Renderer): void;
/**
* Rendering by using the Batch system.
* @protected
* @param {PIXI.Renderer} renderer - Instance to renderer.
*/
protected _renderToBatch(renderer: Renderer): void;
/**
* Updates vertexData field based on transform and vertices
*/
calculateVertices(): void;
/**
* Updates uv field based on from geometry uv's or batchUvs
*/
calculateUvs(): void;
/**
* Updates the bounds of the mesh as a rectangle. The bounds calculation takes the worldTransform into account.
* there must be a aVertexPosition attribute present in the geometry for bounds to be calculated correctly.
*
* @protected
*/
protected _calculateBounds(): void;
/**
* Tests if a point is inside this mesh. Works only for PIXI.DRAW_MODES.TRIANGLES.
*
* @param {PIXI.IPointData} point - the point to test
* @return {boolean} the result of the test
*/
containsPoint(point: IPointData): boolean;
/**
* Destroys the Mesh object.
*
* @param {object|boolean} [options] - Options parameter. A boolean will act as if all
* options have been set to that value
* @param {boolean} [options.children=false] - if set to true, all the children will have
* their destroy method called as well. 'options' will be passed on to those calls.
*/
destroy(options?: IDestroyOptions | boolean): void;
/**
* The maximum number of vertices to consider batchable. Generally, the complexity
* of the geometry.
* @memberof PIXI.Mesh
* @static
* @member {number} BATCHABLE_SIZE
*/
static BATCHABLE_SIZE: number;
}
/**
* Class controls cache for UV mapping from Texture normal space to BaseTexture normal space.
*
* @class
* @memberof PIXI
*/
export declare class MeshBatchUvs {
readonly data: Float32Array;
uvBuffer: Buffer_2;
uvMatrix: TextureMatrix;
private _bufferUpdateId;
private _textureUpdateId;
_updateID: number;
/**
* @param {PIXI.Buffer} uvBuffer - Buffer with normalized uv's
* @param {PIXI.TextureMatrix} uvMatrix - Material UV matrix
*/
constructor(uvBuffer: Buffer_2, uvMatrix: TextureMatrix);
/**
* updates
*
* @param {boolean} [forceUpdate] - force the update
*/
update(forceUpdate?: boolean): void;
}
/**
* Standard 2D geometry used in PixiJS.
*
* Geometry can be defined without passing in a style or data if required.
*
* ```js
* const geometry = new PIXI.Geometry();
*
* geometry.addAttribute('positions', [0, 0, 100, 0, 100, 100, 0, 100], 2);
* geometry.addAttribute('uvs', [0,0,1,0,1,1,0,1], 2);
* geometry.addIndex([0,1,2,1,3,2]);
*
* ```
* @class
* @memberof PIXI
* @extends PIXI.Geometry
*/
export declare class MeshGeometry extends Geometry {
_updateId: number;
/**
* @param {Float32Array|number[]} [vertices] - Positional data on geometry.
* @param {Float32Array|number[]} [uvs] - Texture UVs.
* @param {Uint16Array|number[]} [index] - IndexBuffer
*/
constructor(vertices?: IArrayBuffer, uvs?: IArrayBuffer, index?: IArrayBuffer);
/**
* If the vertex position is updated.
* @member {number}
* @readonly
* @private
*/
get vertexDirtyId(): number;
}
export declare interface MeshMaterial extends GlobalMixins.MeshMaterial {
}
/**
* Slightly opinionated default shader for PixiJS 2D objects.
* @class
* @memberof PIXI
* @extends PIXI.Shader
*/
export declare class MeshMaterial extends Shader {
readonly uvMatrix: TextureMatrix;
batchable: boolean;
pluginName: string;
_tintRGB: number;
private _colorDirty;
private _alpha;
private _tint;
/**
* @param {PIXI.Texture} uSampler - Texture that material uses to render.
* @param {object} [options] - Additional options
* @param {number} [options.alpha=1] - Default alpha.
* @param {number} [options.tint=0xFFFFFF] - Default tint.
* @param {string} [options.pluginName='batch'] - Renderer plugin for batching.
* @param {PIXI.Program} [options.program=0xFFFFFF] - Custom program.
* @param {object} [options.uniforms] - Custom uniforms.
*/
constructor(uSampler: Texture, options?: IMeshMaterialOptions);
/**
* Reference to the texture being rendered.
* @member {PIXI.Texture}
*/
get texture(): Texture;
set texture(value: Texture);
/**
* This gets automatically set by the object using this.
*
* @default 1
* @member {number}
*/
set alpha(value: number);
get alpha(): number;
/**
* Multiply tint for the material.
* @member {number}
* @default 0xFFFFFF
*/
set tint(value: number);
get tint(): number;
/**
* Gets called automatically by the Mesh. Intended to be overridden for custom
* MeshMaterial objects.
*/
update(): void;
}
export { }