class BreathPoint { constructor(e) { E(this, "_staticmesh"); E(this, "_id"); E(this, "_mat"); E(this, "_type"); E(this, "_maxVisibleRegion"); E(this, "_skinInfo"); E(this, "_scene"); E(this, "_isInScene"); const {mesh: t, id: r, position: n, rotation: o, mat: a, type: s="default", maxVisibleRegion: l=-1, scene: u, skinInfo: c="default"} = e; this._id = r, t.mesh.position = ue4Position2Xverse(n), t.mesh.rotation = ue4Rotation2Xverse(o), this._staticmesh = t, this._mat = a, this._type = s, this._maxVisibleRegion = l, this._scene = u, this._skinInfo = c, this._isInScene = !0 } get isInScene() { return this._isInScene } get skinInfo() { return this._skinInfo } get maxvisibleregion() { return this._maxVisibleRegion } getMesh() { return this._staticmesh } get mesh() { return this._staticmesh.mesh } toggleVisibility(e) { e == !0 ? this._staticmesh.show() : this._staticmesh.hide() } changePickable(e) { this._staticmesh.mesh.isPickable = e } removeFromScene() { this._isInScene && (this._staticmesh.mesh != null && this._scene.removeMesh(this._staticmesh.mesh), this._isInScene = !1) } addToScene() { this._isInScene == !1 && (this._staticmesh.mesh != null && this._scene.addMesh(this._staticmesh.mesh), this._isInScene = !0) } dispose() { var e; (e = this._staticmesh.mesh) == null || e.dispose(!1, !1) } set position(e) { this._staticmesh.mesh.position = ue4Position2Xverse(e) } get position() { return xversePosition2Ue4(this._staticmesh.mesh.position) } set rotation(e) { this._staticmesh.mesh.rotation = ue4Rotation2Xverse(e) } get rotation() { return xverseRotation2Ue4(this._staticmesh.mesh.rotation) } }