// Generated by scripts/generate.mjs from bindings/api.mjs. Do not edit.
///|
#external
pub type LOD
///|
#module("@mizchi/three-mbt/constructors")
pub extern "js" fn LOD::LOD() -> LOD = "lOD"
///|
pub fn LOD::as_object3d(self : LOD) -> Object3D = "%identity"
///|
pub extern "js" fn LOD::auto_update(self : LOD) -> Bool =
#| (self) => self.autoUpdate
///|
pub extern "js" fn LOD::set_auto_update(self : LOD, value : Bool) -> Unit =
#| (self, value) => { self.autoUpdate = value; }
///|
pub extern "js" fn LOD::levels(self : LOD) -> FixedArray[LODLevel] =
#| (self) => self.levels.map(level => ({ ...level }))
///|
pub extern "js" fn LOD::add_level(
self : LOD,
object : Object3D,
distance : Double,
hysteresis : Double,
) -> LOD =
#| (self, object, distance, hysteresis) => self.addLevel(object, distance, hysteresis)
///|
pub extern "js" fn LOD::remove_level(self : LOD, distance : Double) -> Bool =
#| (self, distance) => self.removeLevel(distance)
///|
pub extern "js" fn LOD::get_current_level(self : LOD) -> Int =
#| (self) => self.getCurrentLevel()
///|
extern "js" fn LOD::ffi_get_object_for_distance(
self : LOD,
distance : Double,
) -> Nullable[Object3D] =
#| (self, distance) => self.getObjectForDistance(distance)
///|
pub fn LOD::get_object_for_distance(self : LOD, distance : Double) -> Object3D? {
self.ffi_get_object_for_distance(distance).to_option()
}
///|
pub extern "js" fn LOD::update(self : LOD, camera : Camera) -> Unit =
#| (self, camera) => self.update(camera)
///|
pub extern "js" fn LOD::cast_shadow(self : LOD) -> Bool =
#| (self) => self.castShadow
///|
pub extern "js" fn LOD::set_cast_shadow(self : LOD, value : Bool) -> Unit =
#| (self, value) => { self.castShadow = value; }
///|
pub extern "js" fn LOD::receive_shadow(self : LOD) -> Bool =
#| (self) => self.receiveShadow
///|
pub extern "js" fn LOD::set_receive_shadow(self : LOD, value : Bool) -> Unit =
#| (self, value) => { self.receiveShadow = value; }
///|
pub extern "js" fn LOD::id(self : LOD) -> Int =
#| (self) => self.id
///|
pub extern "js" fn LOD::uuid(self : LOD) -> String =
#| (self) => self.uuid
///|
pub extern "js" fn LOD::kind(self : LOD) -> String =
#| (self) => self.type
///|
pub extern "js" fn LOD::name(self : LOD) -> String =
#| (self) => self.name
///|
pub extern "js" fn LOD::visible(self : LOD) -> Bool =
#| (self) => self.visible
///|
/// Returns the live three.js reference, not a copy.
pub extern "js" fn LOD::position(self : LOD) -> Vector3 =
#| (self) => self.position
///|
/// Returns the live three.js reference, not a copy.
pub extern "js" fn LOD::rotation(self : LOD) -> Euler =
#| (self) => self.rotation
///|
/// Returns the live three.js reference, not a copy.
pub extern "js" fn LOD::quaternion(self : LOD) -> Quaternion =
#| (self) => self.quaternion
///|
/// Returns the live three.js reference, not a copy.
pub extern "js" fn LOD::scale(self : LOD) -> Vector3 =
#| (self) => self.scale
///|
/// Returns the live three.js reference, not a copy.
pub extern "js" fn LOD::up(self : LOD) -> Vector3 =
#| (self) => self.up
///|
/// Returns the live three.js reference, not a copy.
pub extern "js" fn LOD::matrix(self : LOD) -> Matrix4 =
#| (self) => self.matrix
///|
/// Returns the live three.js reference, not a copy.
pub extern "js" fn LOD::matrix_world(self : LOD) -> Matrix4 =
#| (self) => self.matrixWorld
///|
pub extern "js" fn LOD::set_name(self : LOD, name : String) -> Unit =
#| (self, name) => { self.name = name; }
///|
pub extern "js" fn LOD::set_visible(self : LOD, visible : Bool) -> Unit =
#| (self, visible) => { self.visible = visible; }
///|
pub extern "js" fn LOD::children(self : LOD) -> FixedArray[Object3D] =
#| (self) => self.children.slice()
///|
pub extern "js" fn LOD::add(self : LOD, child : Object3D) -> Object3D =
#| (self, child) => self.add(child)
///|
pub extern "js" fn LOD::remove(self : LOD, child : Object3D) -> Object3D =
#| (self, child) => self.remove(child)
///|
pub extern "js" fn LOD::attach(self : LOD, child : Object3D) -> Object3D =
#| (self, child) => self.attach(child)
///|
pub extern "js" fn LOD::remove_from_parent(self : LOD) -> Object3D =
#| (self) => self.removeFromParent()
///|
pub extern "js" fn LOD::look_at(self : LOD, target : Vector3) -> Unit =
#| (self, target) => self.lookAt(target)
///|
pub extern "js" fn LOD::rotate_x(self : LOD, angle : Double) -> Object3D =
#| (self, angle) => self.rotateX(angle)
///|
pub extern "js" fn LOD::rotate_y(self : LOD, angle : Double) -> Object3D =
#| (self, angle) => self.rotateY(angle)
///|
pub extern "js" fn LOD::rotate_z(self : LOD, angle : Double) -> Object3D =
#| (self, angle) => self.rotateZ(angle)
///|
pub extern "js" fn LOD::translate_x(self : LOD, distance : Double) -> Object3D =
#| (self, distance) => self.translateX(distance)
///|
pub extern "js" fn LOD::translate_y(self : LOD, distance : Double) -> Object3D =
#| (self, distance) => self.translateY(distance)
///|
pub extern "js" fn LOD::translate_z(self : LOD, distance : Double) -> Object3D =
#| (self, distance) => self.translateZ(distance)
///|
pub extern "js" fn LOD::apply_matrix4(self : LOD, matrix : Matrix4) -> Unit =
#| (self, matrix) => self.applyMatrix4(matrix)
///|
pub extern "js" fn LOD::apply_quaternion(
self : LOD,
quaternion : Quaternion,
) -> Object3D =
#| (self, quaternion) => self.applyQuaternion(quaternion)
///|
pub extern "js" fn LOD::update_matrix(self : LOD) -> Unit =
#| (self) => self.updateMatrix()
///|
pub extern "js" fn LOD::update_matrix_world(self : LOD, force : Bool) -> Unit =
#| (self, force) => self.updateMatrixWorld(force)
///|
pub extern "js" fn LOD::update_world_matrix(
self : LOD,
update_parents : Bool,
update_children : Bool,
) -> Unit =
#| (self, update_parents, update_children) => self.updateWorldMatrix(update_parents, update_children)
///|
pub extern "js" fn LOD::get_world_position(
self : LOD,
target : Vector3,
) -> Vector3 =
#| (self, target) => self.getWorldPosition(target)
///|
pub extern "js" fn LOD::get_world_quaternion(
self : LOD,
target : Quaternion,
) -> Quaternion =
#| (self, target) => self.getWorldQuaternion(target)
///|
pub extern "js" fn LOD::get_world_scale(
self : LOD,
target : Vector3,
) -> Vector3 =
#| (self, target) => self.getWorldScale(target)
///|
pub extern "js" fn LOD::get_world_direction(
self : LOD,
target : Vector3,
) -> Vector3 =
#| (self, target) => self.getWorldDirection(target)
///|
pub extern "js" fn LOD::local_to_world(self : LOD, vector : Vector3) -> Vector3 =
#| (self, vector) => self.localToWorld(vector)
///|
pub extern "js" fn LOD::world_to_local(self : LOD, vector : Vector3) -> Vector3 =
#| (self, vector) => self.worldToLocal(vector)
///|
pub extern "js" fn LOD::traverse(
self : LOD,
callback : (Object3D) -> Unit,
) -> Unit =
#| (self, callback) => self.traverse(callback)
///|
pub extern "js" fn LOD::traverse_visible(
self : LOD,
callback : (Object3D) -> Unit,
) -> Unit =
#| (self, callback) => self.traverseVisible(callback)
///|
/// Copies coordinates into the live position vector; does not retain the input vector.
pub extern "js" fn LOD::set_position(self : LOD, position : Vector3) -> Unit =
#| (self, position) => { self.position.copy(position); }
///|
/// Sets local position coordinates while preserving the live position reference.
pub extern "js" fn LOD::set_position_xyz(
self : LOD,
x : Double,
y : Double,
z : Double,
) -> Unit =
#| (self, x, y, z) => { self.position.set(x, y, z); }
///|
/// Copies Euler angles and order; native quaternion synchronization is preserved.
pub extern "js" fn LOD::set_rotation(self : LOD, rotation : Euler) -> Unit =
#| (self, rotation) => { self.rotation.copy(rotation); }
///|
/// Sets local Euler angles in radians, retaining the current Euler order.
pub extern "js" fn LOD::set_rotation_xyz(
self : LOD,
x : Double,
y : Double,
z : Double,
) -> Unit =
#| (self, x, y, z) => { self.rotation.set(x, y, z); }
///|
/// Copies quaternion components; native Euler synchronization is preserved. Does not normalize.
pub extern "js" fn LOD::set_quaternion(
self : LOD,
quaternion : Quaternion,
) -> Unit =
#| (self, quaternion) => { self.quaternion.copy(quaternion); }
///|
/// Copies local scale components into the existing live scale vector.
pub extern "js" fn LOD::set_scale(self : LOD, scale : Vector3) -> Unit =
#| (self, scale) => { self.scale.copy(scale); }
///|
/// Sets the three local scale components.
pub extern "js" fn LOD::set_scale_xyz(
self : LOD,
x : Double,
y : Double,
z : Double,
) -> Unit =
#| (self, x, y, z) => { self.scale.set(x, y, z); }
///|
/// Sets all local scale components to the supplied value.
pub extern "js" fn LOD::set_uniform_scale(self : LOD, scale : Double) -> Unit =
#| (self, scale) => { self.scale.setScalar(scale); }
///|
/// Adds a child using native reparenting and event behavior.
pub extern "js" fn LOD::add_child(self : LOD, child : Object3D) -> Unit =
#| (self, child) => { self.add(child); }
///|
/// Adds children in order using native reparenting and event behavior. An empty list is a no-op.
pub extern "js" fn LOD::add_children(
self : LOD,
children : FixedArray[Object3D],
) -> Unit =
#| (self, children) => { if (children.length > 0) { self.add(...children); }; }
///|
/// Adds this object to the parent, retaining this object as the cascade receiver.
pub extern "js" fn LOD::add_to(self : LOD, parent : Object3D) -> Unit =
#| (self, parent) => { parent.add(self); }
///|
/// Removes a child using native event behavior. Does not dispose resources.
pub extern "js" fn LOD::remove_child(self : LOD, child : Object3D) -> Unit =
#| (self, child) => { self.remove(child); }