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anigraphx-react

Index

Namespaces

Enumerations

Classes

Interfaces

Type aliases

Variables

Functions

Type aliases

ADOMPointerMoveInteractionCallback

ADOMPointerMoveInteractionCallback: (interaction?: ADOMPointerMoveInteraction, event?: AInteractionEvent) => any

Type declaration

ADragInteractionCallback

ADragInteractionCallback: (interaction: ADragInteraction, event?: any) => any

Type declaration

AKeyboardInteractionCallback

AKeyboardInteractionCallback: (interaction: AKeyboardInteraction, event?: any) => any

Type declaration

AReceivesInteractionsInterface

AReceivesInteractionsInterface: ReceivesEventListenerInteractionsInterface | ReceivesOnOffInteractionsInterface

CallbackType

CallbackType: (...args: any[]) => any

Type declaration

    • (...args: any[]): any
    • Parameters

      • Rest ...args: any[]

      Returns any

Constructor

Constructor<T>: new (...args: any[]) => T

Type parameters

  • T

Type declaration

    • new (...args: any[]): T
    • Parameters

      • Rest ...args: any[]

      Returns T

GenericDict

GenericDict: {}

Type declaration

  • [name: string]: any

SceneControllerID

SceneControllerID: typeof SceneControllerIDs[keyof typeof SceneControllerIDs]

ShaderUniformDict

ShaderUniformDict: {}

Type declaration

  • [name: string]: IUniform<any>

Variables

Random

Random: SeededRandom = ...

ShaderManager

ShaderManager: AShaderSourceManager = ...

Functions

AObjectState

  • AObjectState(target: any, propertyKey: any): any
  • AObjectState Decorator

    The @AObjectState decorator and AObjectState The @AObjectState decorator lets you declass state variables on a class that extends AObject (as is the case here, because A2DSceneNode already extends AObject). AObjectState variables are tracked in a special way so that other code can listen for changes to those variables. This will let us, for example, specify a callback function to be executed whenever a particular AObjectState variable is changed. In this assignment, clicking and dragging a point or a line will cause its coordinates to change. Our view of said point/line will listen for changes to this state so that we can keep our visualization (graphics) up to date. Side Note: for the curious, the state variables for each AObject are stored in what's called a proxy. More specifically, AniGraph uses a valtio proxy proxt under the hood.

    Limitations:

    • You cannot call on templated members
    • no inline value initialization (it will be ignored), you need to either initialize in constructor or use ! in declaration

    Parameters

    • target: any
    • propertyKey: any

    Returns any

AObjectStateRef

  • AObjectStateRef(target: any, propertyKey: any): any

ASerializable

  • ASerializable(serializationName?: string): (constructorFunction: Function) => void
  • Serializable classes must either be able to safely call new() with no parameters (for assignment to serialized version) or implement toJSON():serialized_form and static fromJSON(data:serialized_form), the latter of which returns a new instance of the class.

    Parameters

    • Optional serializationName: string

    Returns (constructorFunction: Function) => void

      • (constructorFunction: Function): void
      • Parameters

        • constructorFunction: Function

        Returns void

ASerializableFromJSON

  • ASerializableFromJSON(jsonText: string): any

ASerializableToJSON

  • ASerializableToJSON(obj: any): string

AppMenu

  • AppMenu(): Element

CHECKSERIALIZABLES

  • CHECKSERIALIZABLES(): void

ControlPanel

  • ControlPanel(__namedParameters: Object): Element

GETSERIALIZABLES

  • GETSERIALIZABLES(): {}

GetASerializableClassByName

  • GetASerializableClassByName(className: string): any

GetAppState

GetIndexedCopy

  • GetIndexedCopy(obj: any): any

GraphNode

  • GraphNode(__namedParameters: { root: AModel }): Element

ImageUploader

  • ImageUploader(): Element

ModelUploader

  • ModelUploader(): Element

NewObject3D

  • NewObject3D(): Object3D

SceneGraph

  • SceneGraph(): Element

SetAppState

TextureKeyForName

  • TextureKeyForName(name: string): string

TextureProvidedKeyForName

  • TextureProvidedKeyForName(name: string): string

V2

  • V2(...args: any[]): Vec2

V3

  • V3(...elements: any[]): Vec3

V4

  • V4(...elements: any[]): Vec4

VertexAttributeArrayFromThreeJS

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