import { DrawContext, WglScene } from "src/createScene"; import Element from "src/Element"; import DomElement from "./DomElement"; import { SeeThroughCollection } from "./SeeThroughCollection"; declare type DomContainerOptions = { /** * If set to true the Dom container is rendered behind the canvas. This * allows to render webgl items in front of the DOM items. * * Potentially this also leads to higher calculation demands. * * Note: you are responsible to make the canvas clear color be transparent: * * ``` js * scene.setClearColor(0, 0, 0, 0); // Alpha set to 0 * ``` * * Also you need to disable pointer events on canvas and provide an alternative * DOM element (behind the canvas) to listen to events: * * `` js * let scene = createScene(canvas, { * inputTarget: HTMLElement | CSSSelector * }); * scene.getDrawContext().canvas.style.pointerEvents = 'none'; * ``` */ seeThrough: boolean; }; /** * Synchronizes CSS3 rendering with the parent drawing context. */ export default class DomContainer extends Element { /** * Container is where we place the CSS Camera. It preserves 3d transforms */ container: HTMLElement; /** * Camera is the root element of the css rendering tree, and it follows * perspective camera of the parent w-gl scene. */ camera: HTMLElement; bound: boolean; seeThrough: boolean; lastCameraTransform: string; seeThroughQuads?: SeeThroughCollection; constructor(options?: DomContainerOptions); bindScene(scene: WglScene): void; acceptDomChild(child: DomElement): void; draw(gl: WebGLRenderingContext, drawContext: DrawContext): void; _updateCameraTransforms(drawContext: DrawContext): void; } export {}; //# sourceMappingURL=DomContainer.d.ts.map