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@@ -1,15 +1,43 @@
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module BABYLON {
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+ /**
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+ * Defines the minimum interface to full fill in order to be a sprite manager.
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+ */
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export interface ISpriteManager extends IDisposable {
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+ /**
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+ * Restricts the camera to viewing objects with the same layerMask.
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+ * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
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+ */
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layerMask: number;
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+ /**
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+ * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
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+ */
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isPickable: boolean;
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+ /**
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+ * Specifies the rendering group id for this mesh (0 by default)
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+ * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
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+ */
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renderingGroupId: number;
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+ /**
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+ * Defines the list of sprites managed by the manager.
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+ */
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sprites: Array<Sprite>;
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+ /**
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+ * Tests the intersection of a sprite with a specific ray.
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+ * @param ray The ray we are sending to test the collision
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+ * @param camera The camera space we are sending rays in
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+ * @param predicate A predicate allowing excluding sprites from the list of object to test
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+ * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
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+ * @returns picking info or null.
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+ */
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intersects(ray: Ray, camera:Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
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+ /**
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+ * Renders the list of sprites on screen.
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+ */
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render(): void;
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}
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