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index.d.ts
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import * as THREE from 'three';
export class MeshLine extends THREE.BufferGeometry {
constructor();
geometry: MeshLine;
points: Float32Array | Array<number>;
isMeshLine: boolean;
setPoints(points: Float32Array | Array<number>, wcb?: (p: number) => any): void;
setMatrixWorld(matrixWorld: THREE.Matrix4): void;
setGeometry(g: THREE.BufferGeometry, c: (p: number) => any): void;
raycast: (raycaster: THREE.Raycaster, intersects: THREE.Intersection[]) => void;
compareV3(a: number, b: number): number;
copyV3(a: number): [number, number, number];
}
export class MeshLineMaterial extends THREE.ShaderMaterial {
constructor(parameters?: {
lineWidth?: number,
map?: THREE.Texture,
useMap?: number,
alphaMap?: THREE.Texture,
useAlphaMap?: number,
color?: string | THREE.Color | number,
opacity?: number,
resolution: THREE.Vector2, // required
sizeAttenuation?: number,
dashArray?: number,
dashOffset?: number,
dashRatio?: number,
useDash?: number,
visibility?: number,
alphaTest?: number,
repeat?: THREE.Vector2,
});
lineWidth: number;
map: THREE.Texture;
useMap: number;
alphaMap: THREE.Texture;
useAlphaMap: number;
color: THREE.Color | string | number;
opacity: number;
resolution: THREE.Vector2;
sizeAttenuation: number;
dashArray: number;
dashOffset: number;
dashRatio: number;
useDesh: number;
visibility: number;
alphaTest: number;
repeat: THREE.Vector2;
}
export function MeshLineRaycast(raycaster: THREE.Raycaster, intersects: THREE.Intersection[]): void;