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@JoshEngebretson
Created March 5, 2015 12:16
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API.js
//Atomic JSDoc Definitions
/**
* Atomic Game Engine
* @namespace
*/
var Atomic = {}
/**
* @memberof Atomic
* @readonly
* @enum {number}
*/
var InterpolationMode = {
BEZIER_CURVE : undefined
};
/**
* @memberof Atomic
* @readonly
* @enum {number}
*/
var VariantType = {
VAR_NONE : undefined,
VAR_INT : undefined,
VAR_BOOL : undefined,
VAR_FLOAT : undefined,
VAR_VECTOR2 : undefined,
VAR_VECTOR3 : undefined,
VAR_VECTOR4 : undefined,
VAR_QUATERNION : undefined,
VAR_COLOR : undefined,
VAR_STRING : undefined,
VAR_BUFFER : undefined,
VAR_VOIDPTR : undefined,
VAR_RESOURCEREF : undefined,
VAR_RESOURCEREFLIST : undefined,
VAR_VARIANTVECTOR : undefined,
VAR_VARIANTMAP : undefined,
VAR_INTRECT : undefined,
VAR_INTVECTOR2 : undefined,
VAR_PTR : undefined,
VAR_MATRIX3 : undefined,
VAR_MATRIX3X4 : undefined,
VAR_MATRIX4 : undefined,
MAX_VAR_TYPES : undefined
};
/**
* @memberof Atomic
* @readonly
* @enum {number}
*/
var CompressedFormat = {
CF_NONE : undefined,
CF_RGBA : undefined,
CF_DXT1 : undefined,
CF_DXT3 : undefined,
CF_DXT5 : undefined,
CF_ETC1 : undefined,
CF_PVRTC_RGB_2BPP : undefined,
CF_PVRTC_RGBA_2BPP : undefined,
CF_PVRTC_RGB_4BPP : undefined,
CF_PVRTC_RGBA_4BPP : undefined
};
/**
* @memberof Atomic
* @readonly
* @enum {number}
*/
var JSONValueType = {
JSON_ANY : undefined,
JSON_OBJECT : undefined,
JSON_ARRAY : undefined
};
/**
* @memberof Atomic
* @readonly
* @enum {number}
*/
var PListValueType = {
PLVT_NONE : undefined,
PLVT_INT : undefined,
PLVT_BOOL : undefined,
PLVT_FLOAT : undefined,
PLVT_STRING : undefined,
PLVT_VALUEMAP : undefined,
PLVT_VALUEVECTOR : undefined
};
/**
* @memberof Atomic
* @readonly
* @enum {number}
*/
var AsyncLoadState = {
ASYNC_DONE : undefined,
ASYNC_QUEUED : undefined,
ASYNC_LOADING : undefined,
ASYNC_SUCCESS : undefined,
ASYNC_FAIL : undefined
};
/**
* @memberof Atomic
* @readonly
* @enum {number}
*/
var ResourceRequest = {
RESOURCE_CHECKEXISTS : undefined,
RESOURCE_GETFILE : undefined
};
/**
* @memberof Atomic
* @readonly
* @enum {number}
*/
var WrapMode = {
WM_LOOP : undefined,
WM_ONCE : undefined,
WM_CLAMP : undefined
};
/**
* @memberof Atomic
* @readonly
* @enum {number}
*/
var CreateMode = {
REPLICATED : undefined,
LOCAL : undefined
};
/**
* @memberof Atomic
* @readonly
* @enum {number}
*/
var TransformSpace = {
TS_LOCAL : undefined,
TS_PARENT : undefined,
TS_WORLD : undefined
};
/**
* @memberof Atomic
* @readonly
* @enum {number}
*/
var LoadMode = {
LOAD_RESOURCES_ONLY : undefined,
LOAD_SCENE : undefined,
LOAD_SCENE_AND_RESOURCES : undefined
};
/**
* @memberof Atomic
* @readonly
* @enum {number}
*/
var InterpMethod = {
IM_LINEAR : undefined,
IM_SPLINE : undefined
};
/**
* @memberof Atomic
* @readonly
* @enum {number}
*/
var CursorShape = {
CS_NORMAL : undefined,
CS_IBEAM : undefined,
CS_CROSS : undefined,
CS_RESIZEVERTICAL : undefined,
CS_RESIZEDIAGONAL_TOPRIGHT : undefined,
CS_RESIZEHORIZONTAL : undefined,
CS_RESIZEDIAGONAL_TOPLEFT : undefined,
CS_RESIZE_ALL : undefined,
CS_ACCEPTDROP : undefined,
CS_REJECTDROP : undefined,
CS_BUSY : undefined,
CS_BUSY_ARROW : undefined,
CS_MAX_SHAPES : undefined
};
/**
* @memberof Atomic
* @readonly
* @enum {number}
*/
var FONT_TYPE = {
FONT_NONE : undefined,
FONT_FREETYPE : undefined,
FONT_BITMAP : undefined,
MAX_FONT_TYPES : undefined
};
/**
* @memberof Atomic
* @readonly
* @enum {number}
*/
var HighlightMode = {
HM_NEVER : undefined,
HM_FOCUS : undefined,
HM_ALWAYS : undefined
};
/**
* @memberof Atomic
* @readonly
* @enum {number}
*/
var TextEffect = {
TE_NONE : undefined,
TE_SHADOW : undefined,
TE_STROKE : undefined
};
/**
* @memberof Atomic
* @readonly
* @enum {number}
*/
var HorizontalAlignment = {
HA_LEFT : undefined,
HA_CENTER : undefined,
HA_RIGHT : undefined
};
/**
* @memberof Atomic
* @readonly
* @enum {number}
*/
var VerticalAlignment = {
VA_TOP : undefined,
VA_CENTER : undefined,
VA_BOTTOM : undefined
};
/**
* @memberof Atomic
* @readonly
* @enum {number}
*/
var Corner = {
C_TOPLEFT : undefined,
C_TOPRIGHT : undefined,
C_BOTTOMLEFT : undefined,
C_BOTTOMRIGHT : undefined,
MAX_UIELEMENT_CORNERS : undefined
};
/**
* @memberof Atomic
* @readonly
* @enum {number}
*/
var Orientation = {
O_HORIZONTAL : undefined,
O_VERTICAL : undefined
};
/**
* @memberof Atomic
* @readonly
* @enum {number}
*/
var FocusMode = {
FM_NOTFOCUSABLE : undefined,
FM_RESETFOCUS : undefined,
FM_FOCUSABLE : undefined,
FM_FOCUSABLE_DEFOCUSABLE : undefined
};
/**
* @memberof Atomic
* @readonly
* @enum {number}
*/
var LayoutMode = {
LM_FREE : undefined,
LM_HORIZONTAL : undefined,
LM_VERTICAL : undefined
};
/**
* @memberof Atomic
* @readonly
* @enum {number}
*/
var TraversalMode = {
TM_BREADTH_FIRST : undefined,
TM_DEPTH_FIRST : undefined
};
/**
* @memberof Atomic
* @readonly
* @enum {number}
*/
var WindowDragMode = {
DRAG_NONE : undefined,
DRAG_MOVE : undefined,
DRAG_RESIZE_TOPLEFT : undefined,
DRAG_RESIZE_TOP : undefined,
DRAG_RESIZE_TOPRIGHT : undefined,
DRAG_RESIZE_RIGHT : undefined,
DRAG_RESIZE_BOTTOMRIGHT : undefined,
DRAG_RESIZE_BOTTOM : undefined,
DRAG_RESIZE_BOTTOMLEFT : undefined,
DRAG_RESIZE_LEFT : undefined
};
/**
* @memberof Atomic
* @readonly
* @enum {number}
*/
var LoopMode2D = {
LM_DEFAULT : undefined,
LM_FORCE_LOOPED : undefined,
LM_FORCE_CLAMPED : undefined
};
/**
* @memberof Atomic
* @readonly
* @enum {number}
*/
var LightType2D = {
LIGHT2D_DIRECTIONAL : undefined,
LIGHT2D_POINT : undefined
};
/**
* @memberof Atomic
* @readonly
* @enum {number}
*/
var EmitterType2D = {
EMITTER_TYPE_GRAVITY : undefined,
EMITTER_TYPE_RADIAL : undefined
};
/**
* @memberof Atomic
* @readonly
* @enum {number}
*/
var BodyType2D = {
BT_STATIC : undefined,
BT_DYNAMIC : undefined,
BT_KINEMATIC : undefined
};
/**
* @memberof Atomic
* @readonly
* @enum {number}
*/
var Orientation2D = {
O_ORTHOGONAL : undefined,
O_ISOMETRIC : undefined,
O_STAGGERED : undefined
};
/**
* @memberof Atomic
* @readonly
* @enum {number}
*/
var TileMapLayerType2D = {
LT_TILE_LAYER : undefined,
LT_OBJECT_GROUP : undefined,
LT_IMAGE_LAYER : undefined,
LT_INVALID : undefined
};
/**
* @memberof Atomic
* @readonly
* @enum {number}
*/
var TileMapObjectType2D = {
OT_RECTANGLE : undefined,
OT_ELLIPSE : undefined,
OT_POLYGON : undefined,
OT_POLYLINE : undefined,
OT_TILE : undefined,
OT_INVALID : undefined
};
/**
* @memberof Atomic
* @readonly
* @enum {number}
*/
var UpdateGeometryType = {
UPDATE_NONE : undefined,
UPDATE_MAIN_THREAD : undefined,
UPDATE_WORKER_THREAD : undefined
};
/**
* @memberof Atomic
* @readonly
* @enum {number}
*/
var PrimitiveType = {
TRIANGLE_LIST : undefined,
LINE_LIST : undefined,
POINT_LIST : undefined,
TRIANGLE_STRIP : undefined,
LINE_STRIP : undefined,
TRIANGLE_FAN : undefined
};
/**
* @memberof Atomic
* @readonly
* @enum {number}
*/
var GeometryType = {
GEOM_STATIC : undefined,
GEOM_SKINNED : undefined,
GEOM_INSTANCED : undefined,
GEOM_BILLBOARD : undefined,
GEOM_STATIC_NOINSTANCING : undefined,
MAX_GEOMETRYTYPES : undefined
};
/**
* @memberof Atomic
* @readonly
* @enum {number}
*/
var BlendMode = {
BLEND_REPLACE : undefined,
BLEND_ADD : undefined,
BLEND_MULTIPLY : undefined,
BLEND_ALPHA : undefined,
BLEND_ADDALPHA : undefined,
BLEND_PREMULALPHA : undefined,
BLEND_INVDESTALPHA : undefined,
BLEND_SUBTRACT : undefined,
BLEND_SUBTRACTALPHA : undefined,
MAX_BLENDMODES : undefined
};
/**
* @memberof Atomic
* @readonly
* @enum {number}
*/
var CompareMode = {
CMP_ALWAYS : undefined,
CMP_EQUAL : undefined,
CMP_NOTEQUAL : undefined,
CMP_LESS : undefined,
CMP_LESSEQUAL : undefined,
CMP_GREATER : undefined,
CMP_GREATEREQUAL : undefined,
MAX_COMPAREMODES : undefined
};
/**
* @memberof Atomic
* @readonly
* @enum {number}
*/
var CullMode = {
CULL_NONE : undefined,
CULL_CCW : undefined,
CULL_CW : undefined,
MAX_CULLMODES : undefined
};
/**
* @memberof Atomic
* @readonly
* @enum {number}
*/
var FillMode = {
FILL_SOLID : undefined,
FILL_WIREFRAME : undefined,
FILL_POINT : undefined
};
/**
* @memberof Atomic
* @readonly
* @enum {number}
*/
var StencilOp = {
OP_KEEP : undefined,
OP_ZERO : undefined,
OP_REF : undefined,
OP_INCR : undefined,
OP_DECR : undefined
};
/**
* @memberof Atomic
* @readonly
* @enum {number}
*/
var LockState = {
LOCK_NONE : undefined,
LOCK_HARDWARE : undefined,
LOCK_SHADOW : undefined,
LOCK_SCRATCH : undefined
};
/**
* @memberof Atomic
* @readonly
* @enum {number}
*/
var VertexElement = {
ELEMENT_POSITION : undefined,
ELEMENT_NORMAL : undefined,
ELEMENT_COLOR : undefined,
ELEMENT_TEXCOORD1 : undefined,
ELEMENT_TEXCOORD2 : undefined,
ELEMENT_CUBETEXCOORD1 : undefined,
ELEMENT_CUBETEXCOORD2 : undefined,
ELEMENT_TANGENT : undefined,
ELEMENT_BLENDWEIGHTS : undefined,
ELEMENT_BLENDINDICES : undefined,
ELEMENT_INSTANCEMATRIX1 : undefined,
ELEMENT_INSTANCEMATRIX2 : undefined,
ELEMENT_INSTANCEMATRIX3 : undefined,
MAX_VERTEX_ELEMENTS : undefined
};
/**
* @memberof Atomic
* @readonly
* @enum {number}
*/
var TextureFilterMode = {
FILTER_NEAREST : undefined,
FILTER_BILINEAR : undefined,
FILTER_TRILINEAR : undefined,
FILTER_ANISOTROPIC : undefined,
FILTER_DEFAULT : undefined,
MAX_FILTERMODES : undefined
};
/**
* @memberof Atomic
* @readonly
* @enum {number}
*/
var TextureAddressMode = {
ADDRESS_WRAP : undefined,
ADDRESS_MIRROR : undefined,
ADDRESS_CLAMP : undefined,
ADDRESS_BORDER : undefined,
MAX_ADDRESSMODES : undefined
};
/**
* @memberof Atomic
* @readonly
* @enum {number}
*/
var TextureCoordinate = {
COORD_U : undefined,
COORD_V : undefined,
COORD_W : undefined,
MAX_COORDS : undefined
};
/**
* @memberof Atomic
* @readonly
* @enum {number}
*/
var TextureUsage = {
TEXTURE_STATIC : undefined,
TEXTURE_DYNAMIC : undefined,
TEXTURE_RENDERTARGET : undefined,
TEXTURE_DEPTHSTENCIL : undefined
};
/**
* @memberof Atomic
* @readonly
* @enum {number}
*/
var CubeMapFace = {
FACE_POSITIVE_X : undefined,
FACE_NEGATIVE_X : undefined,
FACE_POSITIVE_Y : undefined,
FACE_NEGATIVE_Y : undefined,
FACE_POSITIVE_Z : undefined,
FACE_NEGATIVE_Z : undefined,
MAX_CUBEMAP_FACES : undefined
};
/**
* @memberof Atomic
* @readonly
* @enum {number}
*/
var CubeMapLayout = {
CML_HORIZONTAL : undefined,
CML_HORIZONTALNVIDIA : undefined,
CML_HORIZONTALCROSS : undefined,
CML_VERTICALCROSS : undefined,
CML_BLENDER : undefined
};
/**
* @memberof Atomic
* @readonly
* @enum {number}
*/
var RenderSurfaceUpdateMode = {
SURFACE_MANUALUPDATE : undefined,
SURFACE_UPDATEVISIBLE : undefined,
SURFACE_UPDATEALWAYS : undefined
};
/**
* @memberof Atomic
* @readonly
* @enum {number}
*/
var ShaderType = {
VS : undefined,
PS : undefined
};
/**
* @memberof Atomic
* @readonly
* @enum {number}
*/
var ShaderParameterGroup = {
SP_FRAME : undefined,
SP_CAMERA : undefined,
SP_VIEWPORT : undefined,
SP_ZONE : undefined,
SP_LIGHT : undefined,
SP_VERTEXLIGHTS : undefined,
SP_MATERIAL : undefined,
SP_OBJECTTRANSFORM : undefined,
MAX_SHADER_PARAMETER_GROUPS : undefined
};
/**
* @memberof Atomic
* @readonly
* @enum {number}
*/
var TextureUnit = {
TU_DIFFUSE : undefined,
TU_ALBEDOBUFFER : undefined,
TU_NORMAL : undefined,
TU_NORMALBUFFER : undefined,
TU_SPECULAR : undefined,
TU_EMISSIVE : undefined,
TU_ENVIRONMENT : undefined,
MAX_MATERIAL_TEXTURE_UNITS : undefined,
TU_LIGHTRAMP : undefined,
TU_LIGHTSHAPE : undefined,
TU_SHADOWMAP : undefined,
TU_FACESELECT : undefined,
TU_INDIRECTION : undefined,
TU_DEPTHBUFFER : undefined,
TU_LIGHTBUFFER : undefined,
TU_VOLUMEMAP : undefined,
TU_ZONE : undefined,
MAX_NAMED_TEXTURE_UNITS : undefined,
MAX_TEXTURE_UNITS : undefined
};
/**
* @memberof Atomic
* @readonly
* @enum {number}
*/
var FaceCameraMode = {
FC_NONE : undefined,
FC_ROTATE_XYZ : undefined,
FC_ROTATE_Y : undefined,
FC_LOOKAT_XYZ : undefined,
FC_LOOKAT_Y : undefined
};
/**
* @memberof Atomic
* @readonly
* @enum {number}
*/
var LightType = {
LIGHT_DIRECTIONAL : undefined,
LIGHT_SPOT : undefined,
LIGHT_POINT : undefined
};
/**
* @memberof Atomic
* @readonly
* @enum {number}
*/
var RayQueryLevel = {
RAY_AABB : undefined,
RAY_OBB : undefined,
RAY_TRIANGLE : undefined
};
/**
* @memberof Atomic
* @readonly
* @enum {number}
*/
var EmitterType = {
EMITTER_SPHERE : undefined,
EMITTER_BOX : undefined
};
/**
* @memberof Atomic
* @readonly
* @enum {number}
*/
var LightVSVariation = {
LVS_DIR : undefined,
LVS_SPOT : undefined,
LVS_POINT : undefined,
LVS_SHADOW : undefined,
LVS_SPOTSHADOW : undefined,
LVS_POINTSHADOW : undefined,
MAX_LIGHT_VS_VARIATIONS : undefined
};
/**
* @memberof Atomic
* @readonly
* @enum {number}
*/
var VertexLightVSVariation = {
VLVS_NOLIGHTS : undefined,
VLVS_1LIGHT : undefined,
VLVS_2LIGHTS : undefined,
VLVS_3LIGHTS : undefined,
VLVS_4LIGHTS : undefined,
MAX_VERTEXLIGHT_VS_VARIATIONS : undefined
};
/**
* @memberof Atomic
* @readonly
* @enum {number}
*/
var LightPSVariation = {
LPS_NONE : undefined,
LPS_SPOT : undefined,
LPS_POINT : undefined,
LPS_POINTMASK : undefined,
LPS_SPEC : undefined,
LPS_SPOTSPEC : undefined,
LPS_POINTSPEC : undefined,
LPS_POINTMASKSPEC : undefined,
LPS_SHADOW : undefined,
LPS_SPOTSHADOW : undefined,
LPS_POINTSHADOW : undefined,
LPS_POINTMASKSHADOW : undefined,
LPS_SHADOWSPEC : undefined,
LPS_SPOTSHADOWSPEC : undefined,
LPS_POINTSHADOWSPEC : undefined,
LPS_POINTMASKSHADOWSPEC : undefined,
MAX_LIGHT_PS_VARIATIONS : undefined
};
/**
* @memberof Atomic
* @readonly
* @enum {number}
*/
var DeferredLightVSVariation = {
DLVS_NONE : undefined,
DLVS_DIR : undefined,
DLVS_ORTHO : undefined,
DLVS_ORTHODIR : undefined,
MAX_DEFERRED_LIGHT_VS_VARIATIONS : undefined
};
/**
* @memberof Atomic
* @readonly
* @enum {number}
*/
var DeferredLightPSVariation = {
DLPS_NONE : undefined,
DLPS_SPOT : undefined,
DLPS_POINT : undefined,
DLPS_POINTMASK : undefined,
DLPS_SPEC : undefined,
DLPS_SPOTSPEC : undefined,
DLPS_POINTSPEC : undefined,
DLPS_POINTMASKSPEC : undefined,
DLPS_SHADOW : undefined,
DLPS_SPOTSHADOW : undefined,
DLPS_POINTSHADOW : undefined,
DLPS_POINTMASKSHADOW : undefined,
DLPS_SHADOWSPEC : undefined,
DLPS_SPOTSHADOWSPEC : undefined,
DLPS_POINTSHADOWSPEC : undefined,
DLPS_POINTMASKSHADOWSPEC : undefined,
DLPS_ORTHO : undefined,
DLPS_ORTHOSPOT : undefined,
DLPS_ORTHOPOINT : undefined,
DLPS_ORTHOPOINTMASK : undefined,
DLPS_ORTHOSPEC : undefined,
DLPS_ORTHOSPOTSPEC : undefined,
DLPS_ORTHOPOINTSPEC : undefined,
DLPS_ORTHOPOINTMASKSPEC : undefined,
DLPS_ORTHOSHADOW : undefined,
DLPS_ORTHOSPOTSHADOW : undefined,
DLPS_ORTHOPOINTSHADOW : undefined,
DLPS_ORTHOPOINTMASKSHADOW : undefined,
DLPS_ORTHOSHADOWSPEC : undefined,
DLPS_ORTHOSPOTSHADOWSPEC : undefined,
DLPS_ORTHOPOINTSHADOWSPEC : undefined,
DLPS_ORTHOPOINTMASKSHADOWSPEC : undefined,
MAX_DEFERRED_LIGHT_PS_VARIATIONS : undefined
};
/**
* @memberof Atomic
* @readonly
* @enum {number}
*/
var RenderCommandType = {
CMD_NONE : undefined,
CMD_CLEAR : undefined,
CMD_SCENEPASS : undefined,
CMD_QUAD : undefined,
CMD_FORWARDLIGHTS : undefined,
CMD_LIGHTVOLUMES : undefined,
CMD_RENDERUI : undefined
};
/**
* @memberof Atomic
* @readonly
* @enum {number}
*/
var RenderCommandSortMode = {
SORT_FRONTTOBACK : undefined,
SORT_BACKTOFRONT : undefined
};
/**
* @memberof Atomic
* @readonly
* @enum {number}
*/
var RenderTargetSizeMode = {
SIZE_ABSOLUTE : undefined,
SIZE_VIEWPORTDIVISOR : undefined,
SIZE_VIEWPORTMULTIPLIER : undefined
};
/**
* @memberof Atomic
* @readonly
* @enum {number}
*/
var PassLightingMode = {
LIGHTING_UNLIT : undefined,
LIGHTING_PERVERTEX : undefined,
LIGHTING_PERPIXEL : undefined
};
/**
* @memberof Atomic
* @readonly
* @enum {number}
*/
var MouseMode = {
MM_ABSOLUTE : undefined,
MM_RELATIVE : undefined,
MM_WRAP : undefined
};
/**
* @memberof Atomic
* @readonly
* @enum {number}
*/
var FileMode = {
FILE_READ : undefined,
FILE_WRITE : undefined,
FILE_READWRITE : undefined
};
/**
* @memberof Atomic
* @readonly
* @enum {number}
*/
var ObserverPositionSendMode = {
OPSM_NONE : undefined,
OPSM_POSITION : undefined,
OPSM_POSITION_ROTATION : undefined
};
/**
* @memberof Atomic
* @readonly
* @enum {number}
*/
var HttpRequestState = {
HTTP_INITIALIZING : undefined,
HTTP_ERROR : undefined,
HTTP_OPEN : undefined,
HTTP_CLOSED : undefined
};
/**
* @memberof Atomic
* @readonly
* @enum {number}
*/
var ShapeType = {
SHAPE_BOX : undefined,
SHAPE_SPHERE : undefined,
SHAPE_STATICPLANE : undefined,
SHAPE_CYLINDER : undefined,
SHAPE_CAPSULE : undefined,
SHAPE_CONE : undefined,
SHAPE_TRIANGLEMESH : undefined,
SHAPE_CONVEXHULL : undefined,
SHAPE_TERRAIN : undefined
};
/**
* @memberof Atomic
* @readonly
* @enum {number}
*/
var ConstraintType = {
CONSTRAINT_POINT : undefined,
CONSTRAINT_HINGE : undefined,
CONSTRAINT_SLIDER : undefined,
CONSTRAINT_CONETWIST : undefined
};
/**
* @memberof Atomic
* @readonly
* @enum {number}
*/
var CollisionEventMode = {
COLLISION_NEVER : undefined,
COLLISION_ACTIVE : undefined,
COLLISION_ALWAYS : undefined
};
/**
* @memberof Atomic
* @readonly
* @enum {number}
*/
var JSScriptMethod = {
JSMETHOD_START : undefined,
JSMETHOD_STOP : undefined,
JSMETHOD_DELAYEDSTART : undefined,
JSMETHOD_UPDATE : undefined,
JSMETHOD_POSTUPDATE : undefined,
JSMETHOD_FIXEDUPDATE : undefined,
JSMETHOD_FIXEDPOSTUPDATE : undefined,
JSMETHOD_LOAD : undefined,
JSMETHOD_SAVE : undefined,
JSMETHOD_READNETWORKUPDATE : undefined,
JSMETHOD_WRITENETWORKUPDATE : undefined,
JSMETHOD_APPLYATTRIBUTES : undefined,
JSMETHOD_TRANSFORMCHANGED : undefined,
MAX_JSSCRIPT_METHODS : undefined
};
/**
* @memberof Atomic
* @type {number}
*/
var QUICKSORT_THRESHOLD;
/**
* @memberof Atomic
* @type {number}
*/
var CONVERSION_BUFFER_LENGTH;
/**
* @memberof Atomic
* @type {number}
*/
var MATRIX_CONVERSION_BUFFER_LENGTH;
/**
* @memberof Atomic
* @type {number}
*/
var COLOR_LUT_SIZE;
/**
* @memberof Atomic
* @type {number}
*/
var USE_UPDATE;
/**
* @memberof Atomic
* @type {number}
*/
var USE_POSTUPDATE;
/**
* @memberof Atomic
* @type {number}
*/
var USE_FIXEDUPDATE;
/**
* @memberof Atomic
* @type {number}
*/
var USE_FIXEDPOSTUPDATE;
/**
* @memberof Atomic
* @type {number}
*/
var FONT_TEXTURE_MIN_SIZE;
/**
* @memberof Atomic
* @type {number}
*/
var FONT_DPI;
/**
* @memberof Atomic
* @type {number}
*/
var DEFAULT_FONT_SIZE;
/**
* @memberof Atomic
* @type {number}
*/
var PIXEL_SIZE;
/**
* @memberof Atomic
* @type {number}
*/
var STREAM_BUFFER_LENGTH;
/**
* @memberof Atomic
* @type {number}
*/
var CHANNEL_POSITION;
/**
* @memberof Atomic
* @type {number}
*/
var CHANNEL_ROTATION;
/**
* @memberof Atomic
* @type {number}
*/
var CHANNEL_SCALE;
/**
* @memberof Atomic
* @type {number}
*/
var DEFAULT_NEARCLIP;
/**
* @memberof Atomic
* @type {number}
*/
var DEFAULT_FARCLIP;
/**
* @memberof Atomic
* @type {number}
*/
var DEFAULT_CAMERA_FOV;
/**
* @memberof Atomic
* @type {number}
*/
var DEFAULT_ORTHOSIZE;
/**
* @memberof Atomic
* @type {number}
*/
var MAX_VERTEX_LIGHTS;
/**
* @memberof Atomic
* @type {number}
*/
var ANIMATION_LOD_BASESCALE;
/**
* @memberof Atomic
* @type {number}
*/
var QUALITY_LOW;
/**
* @memberof Atomic
* @type {number}
*/
var QUALITY_MEDIUM;
/**
* @memberof Atomic
* @type {number}
*/
var QUALITY_HIGH;
/**
* @memberof Atomic
* @type {number}
*/
var QUALITY_MAX;
/**
* @memberof Atomic
* @type {number}
*/
var SHADOWQUALITY_LOW_16BIT;
/**
* @memberof Atomic
* @type {number}
*/
var SHADOWQUALITY_LOW_24BIT;
/**
* @memberof Atomic
* @type {number}
*/
var SHADOWQUALITY_HIGH_16BIT;
/**
* @memberof Atomic
* @type {number}
*/
var SHADOWQUALITY_HIGH_24BIT;
/**
* @memberof Atomic
* @type {number}
*/
var MAX_RENDERTARGETS;
/**
* @memberof Atomic
* @type {number}
*/
var MAX_VERTEX_STREAMS;
/**
* @memberof Atomic
* @type {number}
*/
var MAX_SKIN_MATRICES;
/**
* @memberof Atomic
* @type {number}
*/
var MAX_CONSTANT_REGISTERS;
/**
* @memberof Atomic
* @type {number}
*/
var BITS_PER_COMPONENT;
/**
* @memberof Atomic
* @type {number}
*/
var SHADOW_MIN_QUANTIZE;
/**
* @memberof Atomic
* @type {number}
*/
var SHADOW_MIN_VIEW;
/**
* @memberof Atomic
* @type {number}
*/
var MAX_LIGHT_SPLITS;
/**
* @memberof Atomic
* @type {number}
*/
var MAX_CASCADE_SPLITS;
/**
* @memberof Atomic
* @type {number}
*/
var OCCLUSION_MIN_SIZE;
/**
* @memberof Atomic
* @type {number}
*/
var OCCLUSION_DEFAULT_MAX_TRIANGLES;
/**
* @memberof Atomic
* @type {number}
*/
var OCCLUSION_RELATIVE_BIAS;
/**
* @memberof Atomic
* @type {number}
*/
var OCCLUSION_FIXED_BIAS;
/**
* @memberof Atomic
* @type {number}
*/
var OCCLUSION_X_SCALE;
/**
* @memberof Atomic
* @type {number}
*/
var OCCLUSION_Z_SCALE;
/**
* @memberof Atomic
* @type {number}
*/
var NUM_OCTANTS;
/**
* @memberof Atomic
* @type {number}
*/
var SHADOW_MIN_PIXELS;
/**
* @memberof Atomic
* @type {number}
*/
var INSTANCING_BUFFER_DEFAULT_SIZE;
/**
* @memberof Atomic
* @type {number}
*/
var MAX_TEXTURE_QUALITY_LEVELS;
/**
* @memberof Atomic
* @type {number}
*/
var MOUSEB_LEFT;
/**
* @memberof Atomic
* @type {number}
*/
var MOUSEB_MIDDLE;
/**
* @memberof Atomic
* @type {number}
*/
var MOUSEB_RIGHT;
/**
* @memberof Atomic
* @type {number}
*/
var MOUSEB_X1;
/**
* @memberof Atomic
* @type {number}
*/
var MOUSEB_X2;
/**
* @memberof Atomic
* @type {number}
*/
var QUAL_SHIFT;
/**
* @memberof Atomic
* @type {number}
*/
var QUAL_CTRL;
/**
* @memberof Atomic
* @type {number}
*/
var QUAL_ALT;
/**
* @memberof Atomic
* @type {number}
*/
var QUAL_ANY;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_A;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_B;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_C;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_D;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_E;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_F;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_G;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_H;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_I;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_J;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_K;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_L;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_M;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_N;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_O;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_P;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_Q;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_R;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_S;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_T;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_U;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_V;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_W;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_X;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_Y;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_Z;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_0;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_1;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_2;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_3;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_4;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_5;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_6;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_7;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_8;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_9;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_BACKSPACE;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_TAB;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_RETURN;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_RETURN2;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_KP_ENTER;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_SHIFT;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_CTRL;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_ALT;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_GUI;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_PAUSE;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_CAPSLOCK;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_ESC;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_SPACE;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_PAGEUP;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_PAGEDOWN;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_END;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_HOME;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_LEFT;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_UP;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_RIGHT;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_DOWN;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_SELECT;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_PRINTSCREEN;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_INSERT;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_DELETE;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_LGUI;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_RGUI;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_APPLICATION;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_KP_0;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_KP_1;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_KP_2;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_KP_3;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_KP_4;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_KP_5;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_KP_6;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_KP_7;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_KP_8;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_KP_9;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_KP_MULTIPLY;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_KP_PLUS;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_KP_MINUS;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_KP_PERIOD;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_KP_DIVIDE;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_F1;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_F2;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_F3;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_F4;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_F5;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_F6;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_F7;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_F8;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_F9;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_F10;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_F11;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_F12;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_F13;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_F14;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_F15;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_F16;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_F17;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_F18;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_F19;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_F20;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_F21;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_F22;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_F23;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_F24;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_NUMLOCKCLEAR;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_SCROLLLOCK;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_LSHIFT;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_RSHIFT;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_LCTRL;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_RCTRL;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_LALT;
/**
* @memberof Atomic
* @type {number}
*/
var KEY_RALT;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_UNKNOWN;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_CTRL;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_SHIFT;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_ALT;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_GUI;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_A;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_B;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_C;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_D;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_E;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_F;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_G;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_H;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_I;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_J;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_K;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_L;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_M;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_N;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_O;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_P;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_Q;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_R;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_S;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_T;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_U;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_V;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_W;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_X;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_Y;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_Z;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_1;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_2;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_3;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_4;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_5;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_6;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_7;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_8;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_9;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_0;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_RETURN;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_ESCAPE;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_BACKSPACE;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_TAB;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_SPACE;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_MINUS;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_EQUALS;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_LEFTBRACKET;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_RIGHTBRACKET;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_BACKSLASH;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_NONUSHASH;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_SEMICOLON;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_APOSTROPHE;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_GRAVE;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_COMMA;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_PERIOD;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_SLASH;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_CAPSLOCK;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_F1;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_F2;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_F3;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_F4;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_F5;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_F6;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_F7;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_F8;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_F9;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_F10;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_F11;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_F12;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_PRINTSCREEN;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_SCROLLLOCK;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_PAUSE;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_INSERT;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_HOME;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_PAGEUP;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_DELETE;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_END;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_PAGEDOWN;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_RIGHT;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_LEFT;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_DOWN;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_UP;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_NUMLOCKCLEAR;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_KP_DIVIDE;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_KP_MULTIPLY;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_KP_MINUS;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_KP_PLUS;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_KP_ENTER;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_KP_1;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_KP_2;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_KP_3;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_KP_4;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_KP_5;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_KP_6;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_KP_7;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_KP_8;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_KP_9;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_KP_0;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_KP_PERIOD;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_NONUSBACKSLASH;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_APPLICATION;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_POWER;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_KP_EQUALS;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_F13;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_F14;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_F15;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_F16;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_F17;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_F18;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_F19;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_F20;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_F21;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_F22;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_F23;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_F24;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_EXECUTE;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_HELP;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_MENU;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_SELECT;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_STOP;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_AGAIN;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_UNDO;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_CUT;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_COPY;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_PASTE;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_FIND;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_MUTE;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_VOLUMEUP;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_VOLUMEDOWN;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_KP_COMMA;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_KP_EQUALSAS400;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_INTERNATIONAL1;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_INTERNATIONAL2;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_INTERNATIONAL3;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_INTERNATIONAL4;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_INTERNATIONAL5;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_INTERNATIONAL6;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_INTERNATIONAL7;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_INTERNATIONAL8;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_INTERNATIONAL9;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_LANG1;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_LANG2;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_LANG3;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_LANG4;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_LANG5;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_LANG6;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_LANG7;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_LANG8;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_LANG9;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_ALTERASE;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_SYSREQ;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_CANCEL;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_CLEAR;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_PRIOR;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_RETURN2;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_SEPARATOR;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_OUT;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_OPER;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_CLEARAGAIN;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_CRSEL;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_EXSEL;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_KP_00;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_KP_000;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_THOUSANDSSEPARATOR;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_DECIMALSEPARATOR;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_CURRENCYUNIT;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_CURRENCYSUBUNIT;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_KP_LEFTPAREN;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_KP_RIGHTPAREN;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_KP_LEFTBRACE;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_KP_RIGHTBRACE;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_KP_TAB;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_KP_BACKSPACE;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_KP_A;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_KP_B;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_KP_C;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_KP_D;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_KP_E;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_KP_F;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_KP_XOR;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_KP_POWER;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_KP_PERCENT;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_KP_LESS;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_KP_GREATER;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_KP_AMPERSAND;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_KP_DBLAMPERSAND;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_KP_VERTICALBAR;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_KP_DBLVERTICALBAR;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_KP_COLON;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_KP_HASH;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_KP_SPACE;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_KP_AT;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_KP_EXCLAM;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_KP_MEMSTORE;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_KP_MEMRECALL;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_KP_MEMCLEAR;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_KP_MEMADD;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_KP_MEMSUBTRACT;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_KP_MEMMULTIPLY;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_KP_MEMDIVIDE;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_KP_PLUSMINUS;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_KP_CLEAR;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_KP_CLEARENTRY;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_KP_BINARY;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_KP_OCTAL;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_KP_DECIMAL;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_KP_HEXADECIMAL;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_LCTRL;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_LSHIFT;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_LALT;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_LGUI;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_RCTRL;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_RSHIFT;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_RALT;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_RGUI;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_MODE;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_AUDIONEXT;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_AUDIOPREV;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_AUDIOSTOP;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_AUDIOPLAY;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_AUDIOMUTE;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_MEDIASELECT;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_WWW;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_MAIL;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_CALCULATOR;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_COMPUTER;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_AC_SEARCH;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_AC_HOME;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_AC_BACK;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_AC_FORWARD;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_AC_STOP;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_AC_REFRESH;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_AC_BOOKMARKS;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_BRIGHTNESSDOWN;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_BRIGHTNESSUP;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_DISPLAYSWITCH;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_KBDILLUMTOGGLE;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_KBDILLUMDOWN;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_KBDILLUMUP;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_EJECT;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_SLEEP;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_APP1;
/**
* @memberof Atomic
* @type {number}
*/
var SCANCODE_APP2;
/**
* @memberof Atomic
* @type {number}
*/
var HAT_CENTER;
/**
* @memberof Atomic
* @type {number}
*/
var HAT_UP;
/**
* @memberof Atomic
* @type {number}
*/
var HAT_RIGHT;
/**
* @memberof Atomic
* @type {number}
*/
var HAT_DOWN;
/**
* @memberof Atomic
* @type {number}
*/
var HAT_LEFT;
/**
* @memberof Atomic
* @type {number}
*/
var CONTROLLER_BUTTON_A;
/**
* @memberof Atomic
* @type {number}
*/
var CONTROLLER_BUTTON_B;
/**
* @memberof Atomic
* @type {number}
*/
var CONTROLLER_BUTTON_X;
/**
* @memberof Atomic
* @type {number}
*/
var CONTROLLER_BUTTON_Y;
/**
* @memberof Atomic
* @type {number}
*/
var CONTROLLER_BUTTON_BACK;
/**
* @memberof Atomic
* @type {number}
*/
var CONTROLLER_BUTTON_GUIDE;
/**
* @memberof Atomic
* @type {number}
*/
var CONTROLLER_BUTTON_START;
/**
* @memberof Atomic
* @type {number}
*/
var CONTROLLER_BUTTON_LEFTSTICK;
/**
* @memberof Atomic
* @type {number}
*/
var CONTROLLER_BUTTON_RIGHTSTICK;
/**
* @memberof Atomic
* @type {number}
*/
var CONTROLLER_BUTTON_LEFTSHOULDER;
/**
* @memberof Atomic
* @type {number}
*/
var CONTROLLER_BUTTON_RIGHTSHOULDER;
/**
* @memberof Atomic
* @type {number}
*/
var CONTROLLER_BUTTON_DPAD_UP;
/**
* @memberof Atomic
* @type {number}
*/
var CONTROLLER_BUTTON_DPAD_DOWN;
/**
* @memberof Atomic
* @type {number}
*/
var CONTROLLER_BUTTON_DPAD_LEFT;
/**
* @memberof Atomic
* @type {number}
*/
var CONTROLLER_BUTTON_DPAD_RIGHT;
/**
* @memberof Atomic
* @type {number}
*/
var CONTROLLER_AXIS_LEFTX;
/**
* @memberof Atomic
* @type {number}
*/
var CONTROLLER_AXIS_LEFTY;
/**
* @memberof Atomic
* @type {number}
*/
var CONTROLLER_AXIS_RIGHTX;
/**
* @memberof Atomic
* @type {number}
*/
var CONTROLLER_AXIS_RIGHTY;
/**
* @memberof Atomic
* @type {number}
*/
var CONTROLLER_AXIS_TRIGGERLEFT;
/**
* @memberof Atomic
* @type {number}
*/
var CONTROLLER_AXIS_TRIGGERRIGHT;
/**
* @memberof Atomic
* @type {number}
*/
var LOG_RAW;
/**
* @memberof Atomic
* @type {number}
*/
var LOG_DEBUG;
/**
* @memberof Atomic
* @type {number}
*/
var LOG_INFO;
/**
* @memberof Atomic
* @type {number}
*/
var LOG_WARNING;
/**
* @memberof Atomic
* @type {number}
*/
var LOG_ERROR;
/**
* @memberof Atomic
* @type {number}
*/
var LOG_NONE;
/**
* @memberof Atomic
* @type {number}
*/
var MSG_IDENTITY;
/**
* @memberof Atomic
* @type {number}
*/
var MSG_CONTROLS;
/**
* @memberof Atomic
* @type {number}
*/
var MSG_SCENELOADED;
/**
* @memberof Atomic
* @type {number}
*/
var MSG_REQUESTPACKAGE;
/**
* @memberof Atomic
* @type {number}
*/
var MSG_PACKAGEDATA;
/**
* @memberof Atomic
* @type {number}
*/
var MSG_LOADSCENE;
/**
* @memberof Atomic
* @type {number}
*/
var MSG_SCENECHECKSUMERROR;
/**
* @memberof Atomic
* @type {number}
*/
var MSG_CREATENODE;
/**
* @memberof Atomic
* @type {number}
*/
var MSG_NODEDELTAUPDATE;
/**
* @memberof Atomic
* @type {number}
*/
var MSG_NODELATESTDATA;
/**
* @memberof Atomic
* @type {number}
*/
var MSG_REMOVENODE;
/**
* @memberof Atomic
* @type {number}
*/
var MSG_CREATECOMPONENT;
/**
* @memberof Atomic
* @type {number}
*/
var MSG_COMPONENTDELTAUPDATE;
/**
* @memberof Atomic
* @type {number}
*/
var MSG_COMPONENTLATESTDATA;
/**
* @memberof Atomic
* @type {number}
*/
var MSG_REMOVECOMPONENT;
/**
* @memberof Atomic
* @type {number}
*/
var MSG_REMOTEEVENT;
/**
* @memberof Atomic
* @type {number}
*/
var MSG_REMOTENODEEVENT;
/**
* @memberof Atomic
* @type {number}
*/
var MSG_PACKAGEINFO;
/**
* @memberof Atomic
* @type {number}
*/
var DEFAULT_MAX_NETWORK_ANGULAR_VELOCITY;
//----------------------------------------------------
// MODULE: Container
//----------------------------------------------------
/**
* @class
* @memberof Atomic
*/
function RefCounted() {};
/**
* Increment reference count. Can also be called outside of a SharedPtr for traditional reference counting.
* @memberof Atomic.RefCounted.prototype
*/
function addRef() {};
/**
* Decrement reference count and delete self if no more references. Can also be called outside of a SharedPtr for traditional reference counting.
* @memberof Atomic.RefCounted.prototype
*/
function releaseRef() {};
/**
* Return reference count.
* @memberof Atomic.RefCounted.prototype
* @returns { number}
*/
function refs() {};
/**
* Return weak reference count.
* @memberof Atomic.RefCounted.prototype
* @returns { number}
*/
function weakRefs() {};
/**
*
* @memberof Atomic.RefCounted.prototype
* @returns { boolean}
*/
function isObject() {};
//----------------------------------------------------
// MODULE: Core
//----------------------------------------------------
/**
* @class
* @memberof Atomic
* @augments Atomic.RefCounted
* @property {Atomic.AObject} eventSender - Return active event sender. Null outside event handling.
*/
function Context() {};
/**
* Register a subsystem.
* @memberof Atomic.Context.prototype
* @param {Atomic.AObject} subsystem
*/
function registerSubsystem() {};
/**
* Remove a subsystem.
* @memberof Atomic.Context.prototype
* @param {string} objectType
*/
function removeSubsystem() {};
/**
* Copy base class attributes to derived class.
* @memberof Atomic.Context.prototype
* @param {string} baseType
* @param {string} derivedType
*/
function copyBaseAttributes() {};
/**
* Return subsystem by type.
* @memberof Atomic.Context.prototype
* @param {string} type
* @returns { Atomic.AObject}
*/
function getSubsystem() {};
/**
* Return active event sender. Null outside event handling.
* @memberof Atomic.Context.prototype
* @returns { Atomic.AObject}
*/
function getEventSender() {};
/**
* Return object type name from hash, or empty if unknown.
* @memberof Atomic.Context.prototype
* @param {string} objectType
* @returns { string}
*/
function getTypeName() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.RefCounted
* @property {Atomic.Context} context - Return execution context.
* @property {Atomic.AObject} eventSender - Return active event sender. Null outside event handling.
* @property {string} category - Return object category. Categories are (optionally) registered along with the object factory. Return an empty string if the object category is not registered.
*/
function AObject() {};
/**
* Unsubscribe from a specific sender's events.
* @memberof Atomic.AObject.prototype
* @param {Atomic.AObject} sender
*/
function unsubscribeFromEvents() {};
/**
* Unsubscribe from all events.
* @memberof Atomic.AObject.prototype
*/
function unsubscribeFromAllEvents() {};
/**
* Send event to all subscribers.
* @memberof Atomic.AObject.prototype
* @param {string} eventType
*/
function sendEvent() {};
/**
* Return execution context.
* @memberof Atomic.AObject.prototype
* @returns { Atomic.Context}
*/
function getContext() {};
/**
* Return subsystem by type.
* @memberof Atomic.AObject.prototype
* @param {string} type
* @returns { Atomic.AObject}
*/
function getSubsystem() {};
/**
* Return active event sender. Null outside event handling.
* @memberof Atomic.AObject.prototype
* @returns { Atomic.AObject}
*/
function getEventSender() {};
/**
* Return whether has subscribed to any event.
* @memberof Atomic.AObject.prototype
* @returns { boolean}
*/
function hasEventHandlers() {};
/**
* Return object category. Categories are (optionally) registered along with the object factory. Return an empty string if the object category is not registered.
* @memberof Atomic.AObject.prototype
* @returns { string}
*/
function getCategory() {};
/**
*
* @memberof Atomic.AObject.prototype
* @returns { boolean}
*/
function isObject() {};
//----------------------------------------------------
// MODULE: Engine
//----------------------------------------------------
/**
* @class
* @memberof Atomic
* @augments Atomic.AObject
* @property {Atomic.XMLFile} defaultStyle - Set UI elements' style from an XML file.
* @property {boolean} visible - Show or hide.
* @property {boolean} autoVisibleOnError - Automatically set console to visible when receiving an error log message.
* @property {string} commandInterpreter - Set the command interpreter.
* @property {number} numBufferedRows - Set number of buffered rows.
* @property {number} numRows - Set number of displayed rows.
* @property {number} numHistoryRows - Set command history maximum size, 0 disables history.
* @property {boolean} focusOnShow - Set whether to automatically focus the line edit when showing. Default true on desktops and false on mobile devices, as on mobiles it would pop up the screen keyboard.
* @property {Atomic.BorderImage} background - Return the background element.
* @property {Atomic.LineEdit} lineEdit - Return the line edit element.
* @property {Atomic.Button} closeButton - Return the close butoon element.
* @property {number} historyPosition - Return current history position.
*/
function Console() {};
/**
* Set UI elements' style from an XML file.
* @memberof Atomic.Console.prototype
* @param {Atomic.XMLFile} style
*/
function setDefaultStyle() {};
/**
* Show or hide.
* @memberof Atomic.Console.prototype
* @param {boolean} enable
*/
function setVisible() {};
/**
* Toggle visibility.
* @memberof Atomic.Console.prototype
*/
function toggle() {};
/**
* Automatically set console to visible when receiving an error log message.
* @memberof Atomic.Console.prototype
* @param {boolean} enable
*/
function setAutoVisibleOnError() {};
/**
* Set the command interpreter.
* @memberof Atomic.Console.prototype
* @param {string} interpreter
*/
function setCommandInterpreter() {};
/**
* Set number of buffered rows.
* @memberof Atomic.Console.prototype
* @param {number} rows
*/
function setNumBufferedRows() {};
/**
* Set number of displayed rows.
* @memberof Atomic.Console.prototype
* @param {number} rows
*/
function setNumRows() {};
/**
* Set command history maximum size, 0 disables history.
* @memberof Atomic.Console.prototype
* @param {number} rows
*/
function setNumHistoryRows() {};
/**
* Set whether to automatically focus the line edit when showing. Default true on desktops and false on mobile devices, as on mobiles it would pop up the screen keyboard.
* @memberof Atomic.Console.prototype
* @param {boolean} enable
*/
function setFocusOnShow() {};
/**
* Update elements to layout properly. Call this after manually adjusting the sub-elements.
* @memberof Atomic.Console.prototype
*/
function updateElements() {};
/**
* Return the UI style file.
* @memberof Atomic.Console.prototype
* @returns { Atomic.XMLFile}
*/
function getDefaultStyle() {};
/**
* Return the background element.
* @memberof Atomic.Console.prototype
* @returns { Atomic.BorderImage}
*/
function getBackground() {};
/**
* Return the line edit element.
* @memberof Atomic.Console.prototype
* @returns { Atomic.LineEdit}
*/
function getLineEdit() {};
/**
* Return the close butoon element.
* @memberof Atomic.Console.prototype
* @returns { Atomic.Button}
*/
function getCloseButton() {};
/**
* Return whether is visible.
* @memberof Atomic.Console.prototype
* @returns { boolean}
*/
function isVisible() {};
/**
* Return true when console is set to automatically visible when receiving an error log message.
* @memberof Atomic.Console.prototype
* @returns { boolean}
*/
function isAutoVisibleOnError() {};
/**
* Return the last used command interpreter.
* @memberof Atomic.Console.prototype
* @returns { string}
*/
function getCommandInterpreter() {};
/**
* Return number of buffered rows.
* @memberof Atomic.Console.prototype
* @returns { number}
*/
function getNumBufferedRows() {};
/**
* Return number of displayed rows.
* @memberof Atomic.Console.prototype
* @returns { number}
*/
function getNumRows() {};
/**
* Copy selected rows to system clipboard.
* @memberof Atomic.Console.prototype
*/
function copySelectedRows() {};
/**
* Return history maximum size.
* @memberof Atomic.Console.prototype
* @returns { number}
*/
function getNumHistoryRows() {};
/**
* Return current history position.
* @memberof Atomic.Console.prototype
* @returns { number}
*/
function getHistoryPosition() {};
/**
* Return history row at index.
* @memberof Atomic.Console.prototype
* @param {number} index
* @returns { string}
*/
function getHistoryRow() {};
/**
* Return whether automatically focuses the line edit when showing.
* @memberof Atomic.Console.prototype
* @returns { boolean}
*/
function getFocusOnShow() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.AObject
* @property {Atomic.XMLFile} defaultStyle - Set UI elements' style from an XML file.
* @property {number} mode - Set elements to show.
* @property {number} profilerMaxDepth - Set maximum profiler block depth, default unlimited.
* @property {number} profilerInterval - Set profiler accumulation interval in seconds.
* @property {boolean} useRendererStats - Set whether to show 3D geometry primitive/batch count only. Default false.
* @property {Atomic.Text} statsText - Return rendering stats text.
* @property {Atomic.Text} modeText - Return rendering mode text.
* @property {Atomic.Text} profilerText - Return profiler text.
*/
function DebugHud() {};
/**
* Update. Called by HandlePostUpdate().
* @memberof Atomic.DebugHud.prototype
*/
function update() {};
/**
* Set UI elements' style from an XML file.
* @memberof Atomic.DebugHud.prototype
* @param {Atomic.XMLFile} style
*/
function setDefaultStyle() {};
/**
* Set elements to show.
* @memberof Atomic.DebugHud.prototype
* @param {number} mode
*/
function setMode() {};
/**
* Set maximum profiler block depth, default unlimited.
* @memberof Atomic.DebugHud.prototype
* @param {number} depth
*/
function setProfilerMaxDepth() {};
/**
* Set profiler accumulation interval in seconds.
* @memberof Atomic.DebugHud.prototype
* @param {number} interval
*/
function setProfilerInterval() {};
/**
* Set whether to show 3D geometry primitive/batch count only. Default false.
* @memberof Atomic.DebugHud.prototype
* @param {boolean} enable
*/
function setUseRendererStats() {};
/**
* Toggle elements.
* @memberof Atomic.DebugHud.prototype
* @param {number} mode
*/
function toggle() {};
/**
* Toggle all elements.
* @memberof Atomic.DebugHud.prototype
*/
function toggleAll() {};
/**
* Return the UI style file.
* @memberof Atomic.DebugHud.prototype
* @returns { Atomic.XMLFile}
*/
function getDefaultStyle() {};
/**
* Return rendering stats text.
* @memberof Atomic.DebugHud.prototype
* @returns { Atomic.Text}
*/
function getStatsText() {};
/**
* Return rendering mode text.
* @memberof Atomic.DebugHud.prototype
* @returns { Atomic.Text}
*/
function getModeText() {};
/**
* Return profiler text.
* @memberof Atomic.DebugHud.prototype
* @returns { Atomic.Text}
*/
function getProfilerText() {};
/**
* Return currently shown elements.
* @memberof Atomic.DebugHud.prototype
* @returns { number}
*/
function getMode() {};
/**
* Return maximum profiler block depth.
* @memberof Atomic.DebugHud.prototype
* @returns { number}
*/
function getProfilerMaxDepth() {};
/**
* Return profiler accumulation interval in seconds
* @memberof Atomic.DebugHud.prototype
* @returns { number}
*/
function getProfilerInterval() {};
/**
* Return whether showing 3D geometry primitive/batch count only.
* @memberof Atomic.DebugHud.prototype
* @returns { boolean}
*/
function getUseRendererStats() {};
/**
* Set application-specific stats.
* @memberof Atomic.DebugHud.prototype
* @param {string} label
* @param {string} stats
*/
function setAppStats() {};
/**
* Reset application-specific stats. Return true if it was erased successfully.
* @memberof Atomic.DebugHud.prototype
* @param {string} label
* @returns { boolean}
*/
function resetAppStats() {};
/**
* Clear all application-specific stats.
* @memberof Atomic.DebugHud.prototype
*/
function clearAppStats() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.AObject
* @property {number} minFps - Set minimum frames per second. If FPS goes lower than this, time will appear to slow down.
* @property {number} maxFps - Set maximum frames per second. The engine will sleep if FPS is higher than this.
* @property {number} maxInactiveFps - Set maximum frames per second when the application does not have input focus.
* @property {number} timeStepSmoothing - Set how many frames to average for timestep smoothing. Default is 2. 1 disables smoothing.
* @property {boolean} pauseMinimized - Set whether to pause update events and audio when minimized.
* @property {boolean} autoExit - Set whether to exit automatically on exit request (window close button.)
* @property {number} nextTimeStep - Override timestep of the next frame. Should be called in between RunFrame() calls.
*/
function Engine() {};
/**
* Run one frame.
* @memberof Atomic.Engine.prototype
*/
function runFrame() {};
/**
* Create the console and return it. May return null if engine configuration does not allow creation (headless mode.)
* @memberof Atomic.Engine.prototype
* @returns { Atomic.Console}
*/
function createConsole() {};
/**
* Create the debug hud.
* @memberof Atomic.Engine.prototype
* @returns { Atomic.DebugHud}
*/
function createDebugHud() {};
/**
* Set minimum frames per second. If FPS goes lower than this, time will appear to slow down.
* @memberof Atomic.Engine.prototype
* @param {number} fps
*/
function setMinFps() {};
/**
* Set maximum frames per second. The engine will sleep if FPS is higher than this.
* @memberof Atomic.Engine.prototype
* @param {number} fps
*/
function setMaxFps() {};
/**
* Set maximum frames per second when the application does not have input focus.
* @memberof Atomic.Engine.prototype
* @param {number} fps
*/
function setMaxInactiveFps() {};
/**
* Set how many frames to average for timestep smoothing. Default is 2. 1 disables smoothing.
* @memberof Atomic.Engine.prototype
* @param {number} frames
*/
function setTimeStepSmoothing() {};
/**
* Set whether to pause update events and audio when minimized.
* @memberof Atomic.Engine.prototype
* @param {boolean} enable
*/
function setPauseMinimized() {};
/**
* Set whether to exit automatically on exit request (window close button.)
* @memberof Atomic.Engine.prototype
* @param {boolean} enable
*/
function setAutoExit() {};
/**
* Override timestep of the next frame. Should be called in between RunFrame() calls.
* @memberof Atomic.Engine.prototype
* @param {number} seconds
*/
function setNextTimeStep() {};
/**
* Close the graphics window and set the exit flag. No-op on iOS, as an iOS application can not legally exit.
* @memberof Atomic.Engine.prototype
*/
function exit() {};
/**
* Dump profiling information to the log.
* @memberof Atomic.Engine.prototype
*/
function dumpProfiler() {};
/**
* Dump information of all resources to the log.
* @memberof Atomic.Engine.prototype
* @param {boolean=} dumpFileName
*/
function dumpResources() {};
/**
* Dump information of all memory allocations to the log. Supported in MSVC debug mode only.
* @memberof Atomic.Engine.prototype
*/
function dumpMemory() {};
/**
* Get timestep of the next frame. Updated by ApplyFrameLimit().
* @memberof Atomic.Engine.prototype
* @returns { number}
*/
function getNextTimeStep() {};
/**
* Return the minimum frames per second.
* @memberof Atomic.Engine.prototype
* @returns { number}
*/
function getMinFps() {};
/**
* Return the maximum frames per second.
* @memberof Atomic.Engine.prototype
* @returns { number}
*/
function getMaxFps() {};
/**
* Return the maximum frames per second when the application does not have input focus.
* @memberof Atomic.Engine.prototype
* @returns { number}
*/
function getMaxInactiveFps() {};
/**
* Return how many frames to average for timestep smoothing.
* @memberof Atomic.Engine.prototype
* @returns { number}
*/
function getTimeStepSmoothing() {};
/**
* Return whether to pause update events and audio when minimized.
* @memberof Atomic.Engine.prototype
* @returns { boolean}
*/
function getPauseMinimized() {};
/**
* Return whether to exit automatically on exit request.
* @memberof Atomic.Engine.prototype
* @returns { boolean}
*/
function getAutoExit() {};
/**
* Return whether engine has been initialized.
* @memberof Atomic.Engine.prototype
* @returns { boolean}
*/
function isInitialized() {};
/**
* Return whether exit has been requested.
* @memberof Atomic.Engine.prototype
* @returns { boolean}
*/
function isExiting() {};
/**
* Return whether the engine has been created in headless mode.
* @memberof Atomic.Engine.prototype
* @returns { boolean}
*/
function isHeadless() {};
/**
* Send frame update events.
* @memberof Atomic.Engine.prototype
*/
function update() {};
/**
* Render after frame update.
* @memberof Atomic.Engine.prototype
*/
function render() {};
/**
* Get the timestep for the next frame and sleep for frame limiting if necessary.
* @memberof Atomic.Engine.prototype
*/
function applyFrameLimit() {};
//----------------------------------------------------
// MODULE: Resource
//----------------------------------------------------
/**
* @class
* @memberof Atomic
* @augments Atomic.Resource
* @property {number} width - Return width.
* @property {number} height - Return height.
* @property {number} depth - Return depth.
* @property {number} components - Return number of color components.
* @property {Atomic.CompressedFormat} compressedFormat - Return compressed format.
* @property {number} numCompressedLevels - Return number of compressed mip levels.
*/
function Image() {};
/**
* Flip image horizontally. Return true if successful.
* @memberof Atomic.Image.prototype
* @returns { boolean}
*/
function flipHorizontal() {};
/**
* Flip image vertically. Return true if successful.
* @memberof Atomic.Image.prototype
* @returns { boolean}
*/
function flipVertical() {};
/**
* Resize image by bilinear resampling. Return true if successful.
* @memberof Atomic.Image.prototype
* @param {number} width
* @param {number} height
* @returns { boolean}
*/
function resize() {};
/**
* Clear the image with a color.
* @memberof Atomic.Image.prototype
* @param {Atomic.Color} color
*/
function clear() {};
/**
* Clear the image with an integer color. R component is in the 8 lowest bits.
* @memberof Atomic.Image.prototype
* @param {number} uintColor
*/
function clearInt() {};
/**
* Save in BMP format. Return true if successful.
* @memberof Atomic.Image.prototype
* @param {string} fileName
* @returns { boolean}
*/
function saveBMP() {};
/**
* Save in PNG format. Return true if successful.
* @memberof Atomic.Image.prototype
* @param {string} fileName
* @returns { boolean}
*/
function savePNG() {};
/**
* Save in TGA format. Return true if successful.
* @memberof Atomic.Image.prototype
* @param {string} fileName
* @returns { boolean}
*/
function saveTGA() {};
/**
* Save in JPG format with compression quality. Return true if successful.
* @memberof Atomic.Image.prototype
* @param {string} fileName
* @param {number} quality
* @returns { boolean}
*/
function saveJPG() {};
/**
* Return a bilinearly sampled 2D pixel color. X and Y have the range 0-1.
* @memberof Atomic.Image.prototype
* @param {number} x
* @param {number} y
* @returns { Atomic.Color}
*/
function getPixelBilinear() {};
/**
* Return a trilinearly sampled 3D pixel color. X, Y and Z have the range 0-1.
* @memberof Atomic.Image.prototype
* @param {number} x
* @param {number} y
* @param {number} z
* @returns { Atomic.Color}
*/
function getPixelTrilinear() {};
/**
* Return width.
* @memberof Atomic.Image.prototype
* @returns { number}
*/
function getWidth() {};
/**
* Return height.
* @memberof Atomic.Image.prototype
* @returns { number}
*/
function getHeight() {};
/**
* Return depth.
* @memberof Atomic.Image.prototype
* @returns { number}
*/
function getDepth() {};
/**
* Return number of color components.
* @memberof Atomic.Image.prototype
* @returns { number}
*/
function getComponents() {};
/**
* Return whether is compressed.
* @memberof Atomic.Image.prototype
* @returns { boolean}
*/
function isCompressed() {};
/**
* Return compressed format.
* @memberof Atomic.Image.prototype
* @returns { Atomic.CompressedFormat}
*/
function getCompressedFormat() {};
/**
* Return number of compressed mip levels.
* @memberof Atomic.Image.prototype
* @returns { number}
*/
function getNumCompressedLevels() {};
/**
* Return subimage from the image by the defined rect or null if failed. 3D images are not supported. You must free the subimage yourself.
* @memberof Atomic.Image.prototype
* @param {Atomic.IntRect} rect
* @returns { Atomic.Image}
*/
function getSubimage() {};
/**
* Precalculate the mip levels. Used by asynchronous texture loading.
* @memberof Atomic.Image.prototype
*/
function precalculateLevels() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Resource
*/
function JSONFile() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Resource
*/
function PListFile() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.AObject
* @property {string} name - Set name.
* @property {number} memoryUse - Set memory use in bytes, possibly approximate.
* @property {Atomic.AsyncLoadState} asyncLoadState - Set the asynchronous loading state. Called by ResourceCache. Resources in the middle of asynchronous loading are not normally returned to user.
* @property {string} nameHash - Return name hash.
* @property {number} useTimer - Return time since last use in milliseconds. If referred to elsewhere than in the resource cache, returns always zero.
*/
function Resource() {};
/**
* Finish resource loading. Always called from the main thread. Return true if successful.
* @memberof Atomic.Resource.prototype
* @returns { boolean}
*/
function endLoad() {};
/**
* Set name.
* @memberof Atomic.Resource.prototype
* @param {string} name
*/
function setName() {};
/**
* Set memory use in bytes, possibly approximate.
* @memberof Atomic.Resource.prototype
* @param {number} size
*/
function setMemoryUse() {};
/**
* Reset last used timer.
* @memberof Atomic.Resource.prototype
*/
function resetUseTimer() {};
/**
* Set the asynchronous loading state. Called by ResourceCache. Resources in the middle of asynchronous loading are not normally returned to user.
* @memberof Atomic.Resource.prototype
* @param {Atomic.AsyncLoadState} newState
*/
function setAsyncLoadState() {};
/**
* Return name.
* @memberof Atomic.Resource.prototype
* @returns { string}
*/
function getName() {};
/**
* Return name hash.
* @memberof Atomic.Resource.prototype
* @returns { string}
*/
function getNameHash() {};
/**
* Return memory use in bytes, possibly approximate.
* @memberof Atomic.Resource.prototype
* @returns { number}
*/
function getMemoryUse() {};
/**
* Return time since last use in milliseconds. If referred to elsewhere than in the resource cache, returns always zero.
* @memberof Atomic.Resource.prototype
* @returns { number}
*/
function getUseTimer() {};
/**
* Return the asynchronous loading state.
* @memberof Atomic.Resource.prototype
* @returns { Atomic.AsyncLoadState}
*/
function getAsyncLoadState() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.AObject
* @property {boolean} autoReloadResources - Enable or disable automatic reloading of resources as files are modified. Default false.
* @property {boolean} returnFailedResources - Enable or disable returning resources that failed to load. Default false. This may be useful in editing to not lose resource ref attributes.
* @property {boolean} searchPackagesFirst - Define whether when getting resources should check package files or directories first. True for packages, false for directories.
* @property {number} finishBackgroundResourcesMs - Set how many milliseconds maximum per frame to spend on finishing background loaded resources.
* @property {number} numBackgroundLoadResources - Return number of pending background-loaded resources.
* @property {number} totalMemoryUse - Return total memory use for all resources.
*/
function ResourceCache() {};
/**
* Add a resource load directory. Optional priority parameter which will control search order.
* @memberof Atomic.ResourceCache.prototype
* @param {string} pathName
* @param {number=} priority
* @returns { boolean}
*/
function addResourceDir() {};
/**
* Add a package file for loading resources from by name. Optional priority parameter which will control search order.
* @memberof Atomic.ResourceCache.prototype
* @param {string} fileName
* @param {number=} priority
* @returns { boolean}
*/
function addPackageFile() {};
/**
* Add a manually created resource. Must be uniquely named.
* @memberof Atomic.ResourceCache.prototype
* @param {Atomic.Resource} resource
* @returns { boolean}
*/
function addManualResource() {};
/**
* Remove a resource load directory.
* @memberof Atomic.ResourceCache.prototype
* @param {string} pathName
*/
function removeResourceDir() {};
/**
* Remove a package file by name. Optionally release the resources loaded from it.
* @memberof Atomic.ResourceCache.prototype
* @param {string} fileName
* @param {boolean=} releaseResources
* @param {boolean=} forceRelease
*/
function removePackageFile() {};
/**
* Release a resource by name.
* @memberof Atomic.ResourceCache.prototype
* @param {string} type
* @param {string} name
* @param {boolean=} force
*/
function releaseResource() {};
/**
* Release all resources. When called with the force flag false, releases all currently unused resources.
* @memberof Atomic.ResourceCache.prototype
* @param {boolean=} force
*/
function releaseAllResources() {};
/**
* Reload a resource. Return true on success. The resource will not be removed from the cache in case of failure.
* @memberof Atomic.ResourceCache.prototype
* @param {Atomic.Resource} resource
* @returns { boolean}
*/
function reloadResource() {};
/**
* Reload a resource based on filename. Causes also reload of dependent resources if necessary.
* @memberof Atomic.ResourceCache.prototype
* @param {string} fileName
*/
function reloadResourceWithDependencies() {};
/**
* Set memory budget for a specific resource type, default 0 is unlimited.
* @memberof Atomic.ResourceCache.prototype
* @param {string} type
* @param {number} budget
*/
function setMemoryBudget() {};
/**
* Enable or disable automatic reloading of resources as files are modified. Default false.
* @memberof Atomic.ResourceCache.prototype
* @param {boolean} enable
*/
function setAutoReloadResources() {};
/**
* Enable or disable returning resources that failed to load. Default false. This may be useful in editing to not lose resource ref attributes.
* @memberof Atomic.ResourceCache.prototype
* @param {boolean} enable
*/
function setReturnFailedResources() {};
/**
* Define whether when getting resources should check package files or directories first. True for packages, false for directories.
* @memberof Atomic.ResourceCache.prototype
* @param {boolean} value
*/
function setSearchPackagesFirst() {};
/**
* Set how many milliseconds maximum per frame to spend on finishing background loaded resources.
* @memberof Atomic.ResourceCache.prototype
* @param {number} ms
*/
function setFinishBackgroundResourcesMs() {};
/**
* Return a resource by type and name. Load if not loaded yet. Return null if not found or if fails, unless SetReturnFailedResources(true) has been called. Can be called only from the main thread.
* @memberof Atomic.ResourceCache.prototype
* @param {string} type
* @param {string} name
* @param {boolean=} sendEventOnFailure
* @returns { Atomic.Resource}
*/
function getResource() {};
/**
* Background load a resource. An event will be sent when complete. Return true if successfully stored to the load queue, false if eg. already exists. Can be called from outside the main thread.
* @memberof Atomic.ResourceCache.prototype
* @param {string} type
* @param {string} name
* @param {boolean=} sendEventOnFailure
* @param {Atomic.Resource=} caller
* @returns { boolean}
*/
function backgroundLoadResource() {};
/**
* Return number of pending background-loaded resources.
* @memberof Atomic.ResourceCache.prototype
* @returns { number}
*/
function getNumBackgroundLoadResources() {};
/**
* Return whether a file exists by name.
* @memberof Atomic.ResourceCache.prototype
* @param {string} name
* @returns { boolean}
*/
function exists() {};
/**
* Return memory budget for a resource type.
* @memberof Atomic.ResourceCache.prototype
* @param {string} type
* @returns { number}
*/
function getMemoryBudget() {};
/**
* Return total memory use for a resource type.
* @memberof Atomic.ResourceCache.prototype
* @param {string} type
* @returns { number}
*/
function getMemoryUse() {};
/**
* Return total memory use for all resources.
* @memberof Atomic.ResourceCache.prototype
* @returns { number}
*/
function getTotalMemoryUse() {};
/**
* Return full absolute file name of resource if possible.
* @memberof Atomic.ResourceCache.prototype
* @param {string} name
* @returns { string}
*/
function getResourceFileName() {};
/**
* Return whether automatic resource reloading is enabled.
* @memberof Atomic.ResourceCache.prototype
* @returns { boolean}
*/
function getAutoReloadResources() {};
/**
* Return whether resources that failed to load are returned.
* @memberof Atomic.ResourceCache.prototype
* @returns { boolean}
*/
function getReturnFailedResources() {};
/**
* Return whether when getting resources should check package files or directories first.
* @memberof Atomic.ResourceCache.prototype
* @returns { boolean}
*/
function getSearchPackagesFirst() {};
/**
* Return how many milliseconds maximum to spend on finishing background loaded resources.
* @memberof Atomic.ResourceCache.prototype
* @returns { number}
*/
function getFinishBackgroundResourcesMs() {};
/**
* Return either the path itself or its parent, based on which of them has recognized resource subdirectories.
* @memberof Atomic.ResourceCache.prototype
* @param {string} path
* @returns { string}
*/
function getPreferredResourceDir() {};
/**
* Remove unsupported constructs from the resource name to prevent ambiguity, and normalize absolute filename to resource path relative if possible.
* @memberof Atomic.ResourceCache.prototype
* @param {string} name
* @returns { string}
*/
function sanitateResourceName() {};
/**
* Remove unnecessary constructs from a resource directory name and ensure it to be an absolute path.
* @memberof Atomic.ResourceCache.prototype
* @param {string} name
* @returns { string}
*/
function sanitateResourceDirName() {};
/**
* Store a dependency for a resource. If a dependency file changes, the resource will be reloaded.
* @memberof Atomic.ResourceCache.prototype
* @param {Atomic.Resource} resource
* @param {string} dependency
*/
function storeResourceDependency() {};
/**
* Reset dependencies for a resource.
* @memberof Atomic.ResourceCache.prototype
* @param {Atomic.Resource} resource
*/
function resetDependencies() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Resource
*/
function XMLFile() {};
/**
* Deserialize from a string. Return true if successful.
* @memberof Atomic.XMLFile.prototype
* @param {string} source
* @returns { boolean}
*/
function fromString() {};
/**
* Serialize the XML content to a string.
* @memberof Atomic.XMLFile.prototype
* @param {string=} indendation
* @returns { string}
*/
function toString() {};
/**
* Patch the XMLFile with another XMLFile. Based on RFC 5261.
* @memberof Atomic.XMLFile.prototype
* @param {Atomic.XMLFile} patchFile
*/
function patch() {};
//----------------------------------------------------
// MODULE: Scene
//----------------------------------------------------
/**
* @class
* @memberof Atomic
* @augments Atomic.Serializable
* @property {boolean} animationEnabled - Set animation enabled.
* @property {Atomic.ObjectAnimation} objectAnimation - Set object animation.
*/
function Animatable() {};
/**
* Set animation enabled.
* @memberof Atomic.Animatable.prototype
* @param {boolean} enable
*/
function setAnimationEnabled() {};
/**
* Set object animation.
* @memberof Atomic.Animatable.prototype
* @param {Atomic.ObjectAnimation} objectAnimation
*/
function setObjectAnimation() {};
/**
* Set attribute animation.
* @memberof Atomic.Animatable.prototype
* @param {string} name
* @param {Atomic.ValueAnimation} attributeAnimation
* @param {Atomic.WrapMode=} wrapMode
* @param {number=} speed
*/
function setAttributeAnimation() {};
/**
* Set attribute animation wrap mode.
* @memberof Atomic.Animatable.prototype
* @param {string} name
* @param {Atomic.WrapMode} wrapMode
*/
function setAttributeAnimationWrapMode() {};
/**
* Set attribute animation speed.
* @memberof Atomic.Animatable.prototype
* @param {string} name
* @param {number} speed
*/
function setAttributeAnimationSpeed() {};
/**
* Return animation enabled.
* @memberof Atomic.Animatable.prototype
* @returns { boolean}
*/
function getAnimationEnabled() {};
/**
* Return object animation.
* @memberof Atomic.Animatable.prototype
* @returns { Atomic.ObjectAnimation}
*/
function getObjectAnimation() {};
/**
* Return attribute animation.
* @memberof Atomic.Animatable.prototype
* @param {string} name
* @returns { Atomic.ValueAnimation}
*/
function getAttributeAnimation() {};
/**
* Return attribute animation wrap mode.
* @memberof Atomic.Animatable.prototype
* @param {string} name
* @returns { Atomic.WrapMode}
*/
function getAttributeAnimationWrapMode() {};
/**
* Return attribute animation speed.
* @memberof Atomic.Animatable.prototype
* @param {string} name
* @returns { number}
*/
function getAttributeAnimationSpeed() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Animatable
* @property {boolean} enabled - Set enabled/disabled state.
* @property {number} iD - Return ID.
* @property {Atomic.Node} node - Return scene node.
* @property {Atomic.Scene} scene - Return the scene the node belongs to.
*/
function Component() {};
/**
* Handle enabled/disabled state change.
* @memberof Atomic.Component.prototype
*/
function onSetEnabled() {};
/**
* Mark for attribute check on the next network update.
* @memberof Atomic.Component.prototype
*/
function markNetworkUpdate() {};
/**
* Visualize the component as debug geometry.
* @memberof Atomic.Component.prototype
* @param {Atomic.DebugRenderer} debug
* @param {boolean} depthTest
*/
function drawDebugGeometry() {};
/**
* Set enabled/disabled state.
* @memberof Atomic.Component.prototype
* @param {boolean} enable
*/
function setEnabled() {};
/**
* Remove from the scene node. If no other shared pointer references exist, causes immediate deletion.
* @memberof Atomic.Component.prototype
*/
function remove() {};
/**
* Return ID.
* @memberof Atomic.Component.prototype
* @returns { number}
*/
function getID() {};
/**
* Return scene node.
* @memberof Atomic.Component.prototype
* @returns { Atomic.Node}
*/
function getNode() {};
/**
* Return the scene the node belongs to.
* @memberof Atomic.Component.prototype
* @returns { Atomic.Scene}
*/
function getScene() {};
/**
* Return whether is enabled.
* @memberof Atomic.Component.prototype
* @returns { boolean}
*/
function isEnabled() {};
/**
* Return whether is enabled (so JS picks it up as a property);
* @memberof Atomic.Component.prototype
* @returns { boolean}
*/
function getEnabled() {};
/**
* Return whether is effectively enabled (node is also enabled.)
* @memberof Atomic.Component.prototype
* @returns { boolean}
*/
function isEnabledEffective() {};
/**
* Return component in the same scene node by type. If there are several, returns the first.
* @memberof Atomic.Component.prototype
* @param {string} type
* @returns { Atomic.Component}
*/
function getComponent() {};
/**
* Prepare network update by comparing attributes and marking replication states dirty as necessary.
* @memberof Atomic.Component.prototype
*/
function prepareNetworkUpdate() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Animatable
* @property {string} name - Set name of the scene node. Names are not required to be unique.
* @property {Atomic.Vector3} position - Set position in parent space. If the scene node is on the root level (is child of the scene itself), this is same as world space.
* @property {Atomic.Vector2} position2D - Set position in parent space (for Atomic2D).
* @property {Atomic.Quaternion} rotation - Set rotation in parent space.
* @property {number} rotation2D - Set rotation in parent space (for Atomic2D).
* @property {Atomic.Vector3} direction - Set forward direction in parent space. Positive Z axis equals identity rotation.
* @property {Atomic.Vector3} scale - Set scale in parent space.
* @property {Atomic.Vector2} scale2D - Set scale in parent space (for Atomic2D).
* @property {Atomic.Vector3} worldPosition - Set position in world space.
* @property {Atomic.Quaternion} worldRotation - Set rotation in world space.
* @property {number} worldRotation2D - Set rotation in world space (for Atomic2D).
* @property {Atomic.Vector3} worldDirection - Set forward direction in world space.
* @property {boolean} enabled - Set enabled/disabled state without recursion. Components in a disabled node become effectively disabled regardless of their own enable/disable state.
* @property {boolean} deepEnabled - Set enabled state on self and child nodes. Nodes' own enabled state is remembered (IsEnabledSelf) and can be restored.
* @property {boolean} enabledRecursive - Set enabled state on self and child nodes. Unlike SetDeepEnabled this does not remember the nodes' own enabled state, but overwrites it.
* @property {Atomic.Node} parent - Set parent scene node. Retains the world transform.
* @property {number} iD - Set ID. Called by Scene.
* @property {string} nameHash - Return name hash.
* @property {Atomic.Scene} scene - Set scene. Called by Scene.
* @property {Atomic.Vector3} up - Return up direction in parent space. Positive Y axis equals identity rotation.
* @property {Atomic.Vector3} right - Return right direction in parent space. Positive X axis equals identity rotation.
* @property {Atomic.Vector2} worldPosition2D - Return position in world space (for Atomic2D).
* @property {Atomic.Vector3} worldUp - Return node's up vector in world space.
* @property {Atomic.Vector3} worldRight - Return node's right vector in world space.
* @property {Atomic.Vector3} worldScale - Return scale in world space.
* @property {Atomic.Vector2} worldScale2D - Return scale in world space (for Atomic2D).
* @property {number} numComponents - Return number of components.
* @property {number} numNetworkComponents - Return number of non-local components.
* @property {Atomic.Vector3} netPositionAttr - Set network position attribute.
* @property {number} numPersistentChildren - Calculate number of non-temporary child nodes.
* @property {number} numPersistentComponents - Calculate number of non-temporary components.
* @property {Atomic.Vector3} positionSilent - Set position in parent space silently without marking the node & child nodes dirty. Used by animation code.
* @property {Atomic.Quaternion} rotationSilent - Set position in parent space silently without marking the node & child nodes dirty. Used by animation code.
* @property {Atomic.Vector3} scaleSilent - Set scale in parent space silently without marking the node & child nodes dirty. Used by animation code.
*/
function Node() {};
/**
* Apply attribute changes that can not be applied immediately recursively to child nodes and components.
* @memberof Atomic.Node.prototype
*/
function applyAttributes() {};
/**
* Return whether should save default-valued attributes into XML. Always save node transforms for readability, even if identity.
* @memberof Atomic.Node.prototype
* @returns { boolean}
*/
function saveDefaultAttributes() {};
/**
* Mark for attribute check on the next network update.
* @memberof Atomic.Node.prototype
*/
function markNetworkUpdate() {};
/**
* Set name of the scene node. Names are not required to be unique.
* @memberof Atomic.Node.prototype
* @param {string} name
*/
function setName() {};
/**
* Set position in parent space. If the scene node is on the root level (is child of the scene itself), this is same as world space.
* @memberof Atomic.Node.prototype
* @param {Atomic.Vector3} position
*/
function setPosition() {};
/**
* Set position in parent space (for Atomic2D).
* @memberof Atomic.Node.prototype
* @param {Atomic.Vector2} position
*/
function setPosition2D() {};
/**
* Set rotation in parent space.
* @memberof Atomic.Node.prototype
* @param {Atomic.Quaternion} rotation
*/
function setRotation() {};
/**
* Set rotation in parent space (for Atomic2D).
* @memberof Atomic.Node.prototype
* @param {number} rotation
*/
function setRotation2D() {};
/**
* Set forward direction in parent space. Positive Z axis equals identity rotation.
* @memberof Atomic.Node.prototype
* @param {Atomic.Vector3} direction
*/
function setDirection() {};
/**
* Set scale in parent space.
* @memberof Atomic.Node.prototype
* @param {Atomic.Vector3} scale
*/
function setScale() {};
/**
* Set scale in parent space (for Atomic2D).
* @memberof Atomic.Node.prototype
* @param {Atomic.Vector2} scale
*/
function setScale2D() {};
/**
* Set position in world space.
* @memberof Atomic.Node.prototype
* @param {Atomic.Vector3} position
*/
function setWorldPosition() {};
/**
* Set rotation in world space.
* @memberof Atomic.Node.prototype
* @param {Atomic.Quaternion} rotation
*/
function setWorldRotation() {};
/**
* Set rotation in world space (for Atomic2D).
* @memberof Atomic.Node.prototype
* @param {number} rotation
*/
function setWorldRotation2D() {};
/**
* Set forward direction in world space.
* @memberof Atomic.Node.prototype
* @param {Atomic.Vector3} direction
*/
function setWorldDirection() {};
/**
* Move the scene node in the chosen transform space.
* @memberof Atomic.Node.prototype
* @param {Atomic.Vector3} delta
* @param {Atomic.TransformSpace=} space
*/
function translate() {};
/**
* Move the scene node in the chosen transform space (for Atomic2D).
* @memberof Atomic.Node.prototype
* @param {Atomic.Vector2} delta
* @param {Atomic.TransformSpace=} space
*/
function translate2D() {};
/**
* Rotate the scene node in the chosen transform space.
* @memberof Atomic.Node.prototype
* @param {Atomic.Quaternion} delta
* @param {Atomic.TransformSpace=} space
*/
function rotate() {};
/**
* Rotate the scene node in the chosen transform space (for Atomic2D).
* @memberof Atomic.Node.prototype
* @param {number} delta
* @param {Atomic.TransformSpace=} space
*/
function rotate2D() {};
/**
* Rotate around a point in the chosen transform space.
* @memberof Atomic.Node.prototype
* @param {Atomic.Vector3} point
* @param {Atomic.Quaternion} delta
* @param {Atomic.TransformSpace=} space
*/
function rotateAround() {};
/**
* Rotate around a point in the chosen transform space (for Atomic2D).
* @memberof Atomic.Node.prototype
* @param {Atomic.Vector2} point
* @param {number} delta
* @param {Atomic.TransformSpace=} space
*/
function rotateAround2D() {};
/**
* Rotate around the X axis.
* @memberof Atomic.Node.prototype
* @param {number} angle
* @param {Atomic.TransformSpace=} space
*/
function pitch() {};
/**
* Rotate around the Y axis.
* @memberof Atomic.Node.prototype
* @param {number} angle
* @param {Atomic.TransformSpace=} space
*/
function yaw() {};
/**
* Rotate around the Z axis.
* @memberof Atomic.Node.prototype
* @param {number} angle
* @param {Atomic.TransformSpace=} space
*/
function roll() {};
/**
* Look at a target position in the chosen transform space. Note that the up vector is always specified in world space. Return true if successful, or false if resulted in an illegal rotation, in which case the current rotation remains.
* @memberof Atomic.Node.prototype
* @param {Atomic.Vector3} target
* @param {Atomic.Vector3=} up
* @param {Atomic.TransformSpace=} space
* @returns { boolean}
*/
function lookAt() {};
/**
* Set enabled/disabled state without recursion. Components in a disabled node become effectively disabled regardless of their own enable/disable state.
* @memberof Atomic.Node.prototype
* @param {boolean} enable
*/
function setEnabled() {};
/**
* Set enabled state on self and child nodes. Nodes' own enabled state is remembered (IsEnabledSelf) and can be restored.
* @memberof Atomic.Node.prototype
* @param {boolean} enable
*/
function setDeepEnabled() {};
/**
* Reset enabled state to the node's remembered state prior to calling SetDeepEnabled.
* @memberof Atomic.Node.prototype
*/
function resetDeepEnabled() {};
/**
* Set enabled state on self and child nodes. Unlike SetDeepEnabled this does not remember the nodes' own enabled state, but overwrites it.
* @memberof Atomic.Node.prototype
* @param {boolean} enable
*/
function setEnabledRecursive() {};
/**
* Mark node and child nodes to need world transform recalculation. Notify listener components.
* @memberof Atomic.Node.prototype
*/
function markDirty() {};
/**
* Create a child scene node (with specified ID if provided).
* @memberof Atomic.Node.prototype
* @param {string=} name
* @param {Atomic.CreateMode=} mode
* @param {number=} id
* @returns { Atomic.Node}
*/
function createChild() {};
/**
* Add a child scene node at a specific index. If index is not explicitly specified or is greater than current children size, append the new child at the end.
* @memberof Atomic.Node.prototype
* @param {Atomic.Node} node
* @param {number=} index
*/
function addChild() {};
/**
* Remove a child scene node.
* @memberof Atomic.Node.prototype
* @param {Atomic.Node} node
*/
function removeChild() {};
/**
* Remove all child scene nodes.
* @memberof Atomic.Node.prototype
*/
function removeAllChildren() {};
/**
* Remove child scene nodes that match criteria.
* @memberof Atomic.Node.prototype
* @param {boolean} removeReplicated
* @param {boolean} removeLocal
* @param {boolean} recursive
*/
function removeChildren() {};
/**
* Create a component to this node (with specified ID if provided).
* @memberof Atomic.Node.prototype
* @param {string} type
* @param {Atomic.CreateMode=} mode
* @param {number=} id
* @returns { Atomic.Component}
*/
function createComponent() {};
/**
* Create a component to this node if it does not exist already.
* @memberof Atomic.Node.prototype
* @param {string} type
* @param {Atomic.CreateMode=} mode
* @param {number=} id
* @returns { Atomic.Component}
*/
function getOrCreateComponent() {};
/**
* Remove all components from this node.
* @memberof Atomic.Node.prototype
*/
function removeAllComponents() {};
/**
* Remove components that match criteria.
* @memberof Atomic.Node.prototype
* @param {boolean} removeReplicated
* @param {boolean} removeLocal
*/
function removeComponents() {};
/**
* Clone scene node, components and child nodes. Return the clone.
* @memberof Atomic.Node.prototype
* @param {Atomic.CreateMode=} mode
* @returns { Atomic.Node}
*/
function clone() {};
/**
* Remove from the parent node. If no other shared pointer references exist, causes immediate deletion.
* @memberof Atomic.Node.prototype
*/
function remove() {};
/**
* Set parent scene node. Retains the world transform.
* @memberof Atomic.Node.prototype
* @param {Atomic.Node} parent
*/
function setParent() {};
/**
* Add listener component that is notified of node being dirtied. Can either be in the same node or another.
* @memberof Atomic.Node.prototype
* @param {Atomic.Component} component
*/
function addListener() {};
/**
* Remove listener component.
* @memberof Atomic.Node.prototype
* @param {Atomic.Component} component
*/
function removeListener() {};
/**
* Return ID.
* @memberof Atomic.Node.prototype
* @returns { number}
*/
function getID() {};
/**
* Return name.
* @memberof Atomic.Node.prototype
* @returns { string}
*/
function getName() {};
/**
* Return name hash.
* @memberof Atomic.Node.prototype
* @returns { string}
*/
function getNameHash() {};
/**
* Return parent scene node.
* @memberof Atomic.Node.prototype
* @returns { Atomic.Node}
*/
function getParent() {};
/**
* Return scene.
* @memberof Atomic.Node.prototype
* @returns { Atomic.Scene}
*/
function getScene() {};
/**
* Return whether is enabled. Disables nodes effectively disable all their components.
* @memberof Atomic.Node.prototype
* @returns { boolean}
*/
function isEnabled() {};
/**
* Returns the node's last own enabled state. May be different than the value returned by IsEnabled when SetDeepEnabled has been used.
* @memberof Atomic.Node.prototype
* @returns { boolean}
*/
function isEnabledSelf() {};
/**
* Return position in parent space.
* @memberof Atomic.Node.prototype
* @returns { Atomic.Vector3}
*/
function getPosition() {};
/**
* Return position in parent space (for Atomic2D).
* @memberof Atomic.Node.prototype
* @returns { Atomic.Vector2}
*/
function getPosition2D() {};
/**
* Return rotation in parent space.
* @memberof Atomic.Node.prototype
* @returns { Atomic.Quaternion}
*/
function getRotation() {};
/**
* Return rotation in parent space (for Atomic2D).
* @memberof Atomic.Node.prototype
* @returns { number}
*/
function getRotation2D() {};
/**
* Return forward direction in parent space. Positive Z axis equals identity rotation.
* @memberof Atomic.Node.prototype
* @returns { Atomic.Vector3}
*/
function getDirection() {};
/**
* Return up direction in parent space. Positive Y axis equals identity rotation.
* @memberof Atomic.Node.prototype
* @returns { Atomic.Vector3}
*/
function getUp() {};
/**
* Return right direction in parent space. Positive X axis equals identity rotation.
* @memberof Atomic.Node.prototype
* @returns { Atomic.Vector3}
*/
function getRight() {};
/**
* Return scale in parent space.
* @memberof Atomic.Node.prototype
* @returns { Atomic.Vector3}
*/
function getScale() {};
/**
* Return scale in parent space (for Atomic2D).
* @memberof Atomic.Node.prototype
* @returns { Atomic.Vector2}
*/
function getScale2D() {};
/**
* Return position in world space.
* @memberof Atomic.Node.prototype
* @returns { Atomic.Vector3}
*/
function getWorldPosition() {};
/**
* Return position in world space (for Atomic2D).
* @memberof Atomic.Node.prototype
* @returns { Atomic.Vector2}
*/
function getWorldPosition2D() {};
/**
* Return rotation in world space.
* @memberof Atomic.Node.prototype
* @returns { Atomic.Quaternion}
*/
function getWorldRotation() {};
/**
* Return rotation in world space (for Atomic2D).
* @memberof Atomic.Node.prototype
* @returns { number}
*/
function getWorldRotation2D() {};
/**
* Return direction in world space.
* @memberof Atomic.Node.prototype
* @returns { Atomic.Vector3}
*/
function getWorldDirection() {};
/**
* Return node's up vector in world space.
* @memberof Atomic.Node.prototype
* @returns { Atomic.Vector3}
*/
function getWorldUp() {};
/**
* Return node's right vector in world space.
* @memberof Atomic.Node.prototype
* @returns { Atomic.Vector3}
*/
function getWorldRight() {};
/**
* Return scale in world space.
* @memberof Atomic.Node.prototype
* @returns { Atomic.Vector3}
*/
function getWorldScale() {};
/**
* Return scale in world space (for Atomic2D).
* @memberof Atomic.Node.prototype
* @returns { Atomic.Vector2}
*/
function getWorldScale2D() {};
/**
* Convert a local space position or rotation to world space (for Atomic2D).
* @memberof Atomic.Node.prototype
* @param {Atomic.Vector2} vector
* @returns { Atomic.Vector2}
*/
function localToWorld2D() {};
/**
* Convert a world space position or rotation to local space (for Atomic2D).
* @memberof Atomic.Node.prototype
* @param {Atomic.Vector2} vector
* @returns { Atomic.Vector2}
*/
function worldToLocal2D() {};
/**
* Return whether transform has changed and world transform needs recalculation.
* @memberof Atomic.Node.prototype
* @returns { boolean}
*/
function isDirty() {};
/**
* Return number of child scene nodes.
* @memberof Atomic.Node.prototype
* @param {boolean=} recursive
* @returns { number}
*/
function getNumChildren() {};
/**
* Return child scene node by name.
* @memberof Atomic.Node.prototype
* @param {string} name
* @param {boolean=} recursive
* @returns { Atomic.Node}
*/
function getChild() {};
/**
* Return number of components.
* @memberof Atomic.Node.prototype
* @returns { number}
*/
function getNumComponents() {};
/**
* Return number of non-local components.
* @memberof Atomic.Node.prototype
* @returns { number}
*/
function getNumNetworkComponents() {};
/**
* Return component by type. If there are several, returns the first.
* @memberof Atomic.Node.prototype
* @param {string} type
* @returns { Atomic.Component}
*/
function getComponent() {};
/**
* Return whether has a specific component.
* @memberof Atomic.Node.prototype
* @param {string} type
* @returns { boolean}
*/
function hasComponent() {};
/**
* Set ID. Called by Scene.
* @memberof Atomic.Node.prototype
* @param {number} id
*/
function setID() {};
/**
* Set scene. Called by Scene.
* @memberof Atomic.Node.prototype
* @param {Atomic.Scene} scene
*/
function setScene() {};
/**
* Reset scene. Called by Scene.
* @memberof Atomic.Node.prototype
*/
function resetScene() {};
/**
* Set network position attribute.
* @memberof Atomic.Node.prototype
* @param {Atomic.Vector3} value
*/
function setNetPositionAttr() {};
/**
* Return network position attribute.
* @memberof Atomic.Node.prototype
* @returns { Atomic.Vector3}
*/
function getNetPositionAttr() {};
/**
* Prepare network update by comparing attributes and marking replication states dirty as necessary.
* @memberof Atomic.Node.prototype
*/
function prepareNetworkUpdate() {};
/**
* Mark node dirty in scene replication states.
* @memberof Atomic.Node.prototype
*/
function markReplicationDirty() {};
/**
* Add a pre-created component.
* @memberof Atomic.Node.prototype
* @param {Atomic.Component} component
* @param {number} id
* @param {Atomic.CreateMode} mode
*/
function addComponent() {};
/**
* Calculate number of non-temporary child nodes.
* @memberof Atomic.Node.prototype
* @returns { number}
*/
function getNumPersistentChildren() {};
/**
* Calculate number of non-temporary components.
* @memberof Atomic.Node.prototype
* @returns { number}
*/
function getNumPersistentComponents() {};
/**
* Set position in parent space silently without marking the node & child nodes dirty. Used by animation code.
* @memberof Atomic.Node.prototype
* @param {Atomic.Vector3} position
*/
function setPositionSilent() {};
/**
* Set position in parent space silently without marking the node & child nodes dirty. Used by animation code.
* @memberof Atomic.Node.prototype
* @param {Atomic.Quaternion} rotation
*/
function setRotationSilent() {};
/**
* Set scale in parent space silently without marking the node & child nodes dirty. Used by animation code.
* @memberof Atomic.Node.prototype
* @param {Atomic.Vector3} scale
*/
function setScaleSilent() {};
/**
* Set local transform silently without marking the node & child nodes dirty. Used by animation code.
* @memberof Atomic.Node.prototype
* @param {Atomic.Vector3} position
* @param {Atomic.Quaternion} rotation
* @param {Atomic.Vector3} scale
*/
function setTransformSilent() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Resource
*/
function ObjectAnimation() {};
/**
* Add attribute animation, attribute name can in following format: "attribute" or "#0/#1/attribute" or ""#0/#1/@component#1/attribute.
* @memberof Atomic.ObjectAnimation.prototype
* @param {string} name
* @param {Atomic.ValueAnimation} attributeAnimation
* @param {Atomic.WrapMode=} wrapMode
* @param {number=} speed
*/
function addAttributeAnimation() {};
/**
* Return attribute animation by name.
* @memberof Atomic.ObjectAnimation.prototype
* @param {string} name
* @returns { Atomic.ValueAnimation}
*/
function getAttributeAnimation() {};
/**
* Return attribute animation wrap mode by name.
* @memberof Atomic.ObjectAnimation.prototype
* @param {string} name
* @returns { Atomic.WrapMode}
*/
function getAttributeAnimationWrapMode() {};
/**
* Return attribute animation speed by name.
* @memberof Atomic.ObjectAnimation.prototype
* @param {string} name
* @returns { number}
*/
function getAttributeAnimationSpeed() {};
/**
* Return attribute animation info by name.
* @memberof Atomic.ObjectAnimation.prototype
* @param {string} name
* @returns { Atomic.ValueAnimationInfo}
*/
function getAttributeAnimationInfo() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Node
* @property {boolean} updateEnabled - Enable or disable scene update.
* @property {number} timeScale - Set update time scale. 1.0 = real time (default.)
* @property {number} elapsedTime - Set elapsed time in seconds. This can be used to prevent inaccuracy in the timer if the scene runs for a long time.
* @property {number} smoothingConstant - Set network client motion smoothing constant.
* @property {number} snapThreshold - Set network client motion smoothing snap threshold.
* @property {number} asyncLoadingMs - Set maximum milliseconds per frame to spend on async scene loading.
* @property {number} asyncProgress - Return asynchronous loading progress between 0.0 and 1.0, or 1.0 if not in progress.
* @property {Atomic.LoadMode} asyncLoadMode - Return the load mode of the current asynchronous loading operation.
* @property {string} fileName - Return source file name.
* @property {number} checksum - Return source file checksum.
* @property {string} varNamesAttr - Set node user variable reverse mappings.
*/
function Scene() {};
/**
* Load from a binary file asynchronously. Return true if started successfully. The LOAD_RESOURCES_ONLY mode can also be used to preload resources from object prefab files.
* @memberof Atomic.Scene.prototype
* @param {Atomic.File} file
* @param {Atomic.LoadMode=} mode
* @returns { boolean}
*/
function loadAsync() {};
/**
* Load from an XML file asynchronously. Return true if started successfully. The LOAD_RESOURCES_ONLY mode can also be used to preload resources from object prefab files.
* @memberof Atomic.Scene.prototype
* @param {Atomic.File} file
* @param {Atomic.LoadMode=} mode
* @returns { boolean}
*/
function loadAsyncXML() {};
/**
* Stop asynchronous loading.
* @memberof Atomic.Scene.prototype
*/
function stopAsyncLoading() {};
/**
* Clear scene completely of either replicated, local or all nodes and components.
* @memberof Atomic.Scene.prototype
* @param {boolean=} clearReplicated
* @param {boolean=} clearLocal
*/
function clear() {};
/**
* Enable or disable scene update.
* @memberof Atomic.Scene.prototype
* @param {boolean} enable
*/
function setUpdateEnabled() {};
/**
* Set update time scale. 1.0 = real time (default.)
* @memberof Atomic.Scene.prototype
* @param {number} scale
*/
function setTimeScale() {};
/**
* Set elapsed time in seconds. This can be used to prevent inaccuracy in the timer if the scene runs for a long time.
* @memberof Atomic.Scene.prototype
* @param {number} time
*/
function setElapsedTime() {};
/**
* Set network client motion smoothing constant.
* @memberof Atomic.Scene.prototype
* @param {number} constant
*/
function setSmoothingConstant() {};
/**
* Set network client motion smoothing snap threshold.
* @memberof Atomic.Scene.prototype
* @param {number} threshold
*/
function setSnapThreshold() {};
/**
* Set maximum milliseconds per frame to spend on async scene loading.
* @memberof Atomic.Scene.prototype
* @param {number} ms
*/
function setAsyncLoadingMs() {};
/**
* Clear required package files.
* @memberof Atomic.Scene.prototype
*/
function clearRequiredPackageFiles() {};
/**
* Register a node user variable hash reverse mapping (for editing.)
* @memberof Atomic.Scene.prototype
* @param {string} name
*/
function registerVar() {};
/**
* Unregister a node user variable hash reverse mapping.
* @memberof Atomic.Scene.prototype
* @param {string} name
*/
function unregisterVar() {};
/**
* Clear all registered node user variable hash reverse mappings.
* @memberof Atomic.Scene.prototype
*/
function unregisterAllVars() {};
/**
* Return node from the whole scene by ID, or null if not found.
* @memberof Atomic.Scene.prototype
* @param {number} id
* @returns { Atomic.Node}
*/
function getNode() {};
/**
* Return component from the whole scene by ID, or null if not found.
* @memberof Atomic.Scene.prototype
* @param {number} id
* @returns { Atomic.Component}
*/
function getComponent() {};
/**
* Return whether updates are enabled.
* @memberof Atomic.Scene.prototype
* @returns { boolean}
*/
function isUpdateEnabled() {};
/**
* Return whether an asynchronous loading operation is in progress.
* @memberof Atomic.Scene.prototype
* @returns { boolean}
*/
function isAsyncLoading() {};
/**
* Return asynchronous loading progress between 0.0 and 1.0, or 1.0 if not in progress.
* @memberof Atomic.Scene.prototype
* @returns { number}
*/
function getAsyncProgress() {};
/**
* Return the load mode of the current asynchronous loading operation.
* @memberof Atomic.Scene.prototype
* @returns { Atomic.LoadMode}
*/
function getAsyncLoadMode() {};
/**
* Return source file name.
* @memberof Atomic.Scene.prototype
* @returns { string}
*/
function getFileName() {};
/**
* Return source file checksum.
* @memberof Atomic.Scene.prototype
* @returns { number}
*/
function getChecksum() {};
/**
* Return update time scale.
* @memberof Atomic.Scene.prototype
* @returns { number}
*/
function getTimeScale() {};
/**
* Return elapsed time in seconds.
* @memberof Atomic.Scene.prototype
* @returns { number}
*/
function getElapsedTime() {};
/**
* Return motion smoothing constant.
* @memberof Atomic.Scene.prototype
* @returns { number}
*/
function getSmoothingConstant() {};
/**
* Return motion smoothing snap threshold.
* @memberof Atomic.Scene.prototype
* @returns { number}
*/
function getSnapThreshold() {};
/**
* Return maximum milliseconds per frame to spend on async loading.
* @memberof Atomic.Scene.prototype
* @returns { number}
*/
function getAsyncLoadingMs() {};
/**
* Return a node user variable name, or empty if not registered.
* @memberof Atomic.Scene.prototype
* @param {string} hash
* @returns { string}
*/
function getVarName() {};
/**
* Update scene. Called by HandleUpdate.
* @memberof Atomic.Scene.prototype
* @param {number} timeStep
*/
function update() {};
/**
* Begin a threaded update. During threaded update components can choose to delay dirty processing.
* @memberof Atomic.Scene.prototype
*/
function beginThreadedUpdate() {};
/**
* End a threaded update. Notify components that marked themselves for delayed dirty processing.
* @memberof Atomic.Scene.prototype
*/
function endThreadedUpdate() {};
/**
* Add a component to the delayed dirty notify queue. Is thread-safe.
* @memberof Atomic.Scene.prototype
* @param {Atomic.Component} component
*/
function delayedMarkedDirty() {};
/**
* Return threaded update flag.
* @memberof Atomic.Scene.prototype
* @returns { boolean}
*/
function isThreadedUpdate() {};
/**
* Get free node ID, either non-local or local.
* @memberof Atomic.Scene.prototype
* @param {Atomic.CreateMode} mode
* @returns { number}
*/
function getFreeNodeID() {};
/**
* Get free component ID, either non-local or local.
* @memberof Atomic.Scene.prototype
* @param {Atomic.CreateMode} mode
* @returns { number}
*/
function getFreeComponentID() {};
/**
* Node added. Assign scene pointer and add to ID map.
* @memberof Atomic.Scene.prototype
* @param {Atomic.Node} node
*/
function nodeAdded() {};
/**
* Node removed. Remove from ID map.
* @memberof Atomic.Scene.prototype
* @param {Atomic.Node} node
*/
function nodeRemoved() {};
/**
* Component added. Add to ID map.
* @memberof Atomic.Scene.prototype
* @param {Atomic.Component} component
*/
function componentAdded() {};
/**
* Component removed. Remove from ID map.
* @memberof Atomic.Scene.prototype
* @param {Atomic.Component} component
*/
function componentRemoved() {};
/**
* Set node user variable reverse mappings.
* @memberof Atomic.Scene.prototype
* @param {string} value
*/
function setVarNamesAttr() {};
/**
* Return node user variable reverse mappings.
* @memberof Atomic.Scene.prototype
* @returns { string}
*/
function getVarNamesAttr() {};
/**
* Prepare network update by comparing attributes and marking replication states dirty as necessary.
* @memberof Atomic.Scene.prototype
*/
function prepareNetworkUpdate() {};
/**
* Mark a node dirty in scene replication states. The node does not need to have own replication state yet.
* @memberof Atomic.Scene.prototype
* @param {Atomic.Node} node
*/
function markReplicationDirty() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.AObject
* @property {boolean} temporary - Set temporary flag. Temporary objects will not be saved.
* @property {number} numAttributes - Return number of attributes.
* @property {number} numNetworkAttributes - Return number of network replication attributes.
*/
function Serializable() {};
/**
* Apply attribute changes that can not be applied immediately. Called after scene load or a network update.
* @memberof Atomic.Serializable.prototype
*/
function applyAttributes() {};
/**
* Return whether should save default-valued attributes into XML. Default false.
* @memberof Atomic.Serializable.prototype
* @returns { boolean}
*/
function saveDefaultAttributes() {};
/**
* Mark for attribute check on the next network update.
* @memberof Atomic.Serializable.prototype
*/
function markNetworkUpdate() {};
/**
* Reset all editable attributes to their default values.
* @memberof Atomic.Serializable.prototype
*/
function resetToDefault() {};
/**
* Remove instance's default values if they are set previously.
* @memberof Atomic.Serializable.prototype
*/
function removeInstanceDefault() {};
/**
* Set temporary flag. Temporary objects will not be saved.
* @memberof Atomic.Serializable.prototype
* @param {boolean} enable
*/
function setTemporary() {};
/**
* Allocate network attribute state.
* @memberof Atomic.Serializable.prototype
*/
function allocateNetworkState() {};
/**
* Return number of attributes.
* @memberof Atomic.Serializable.prototype
* @returns { number}
*/
function getNumAttributes() {};
/**
* Return number of network replication attributes.
* @memberof Atomic.Serializable.prototype
* @returns { number}
*/
function getNumNetworkAttributes() {};
/**
* Return whether is temporary.
* @memberof Atomic.Serializable.prototype
* @returns { boolean}
*/
function isTemporary() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Component
* @property {Atomic.Vector3} targetPosition - Set target position in parent space.
* @property {Atomic.Quaternion} targetRotation - Set target rotation in parent space.
* @property {Atomic.Vector3} targetWorldPosition - Set target position in world space.
* @property {Atomic.Quaternion} targetWorldRotation - Set target rotation in world space.
*/
function SmoothedTransform() {};
/**
* Update smoothing.
* @memberof Atomic.SmoothedTransform.prototype
* @param {number} constant
* @param {number} squaredSnapThreshold
*/
function update() {};
/**
* Set target position in parent space.
* @memberof Atomic.SmoothedTransform.prototype
* @param {Atomic.Vector3} position
*/
function setTargetPosition() {};
/**
* Set target rotation in parent space.
* @memberof Atomic.SmoothedTransform.prototype
* @param {Atomic.Quaternion} rotation
*/
function setTargetRotation() {};
/**
* Set target position in world space.
* @memberof Atomic.SmoothedTransform.prototype
* @param {Atomic.Vector3} position
*/
function setTargetWorldPosition() {};
/**
* Set target rotation in world space.
* @memberof Atomic.SmoothedTransform.prototype
* @param {Atomic.Quaternion} rotation
*/
function setTargetWorldRotation() {};
/**
* Return target position in parent space.
* @memberof Atomic.SmoothedTransform.prototype
* @returns { Atomic.Vector3}
*/
function getTargetPosition() {};
/**
* Return target rotation in parent space.
* @memberof Atomic.SmoothedTransform.prototype
* @returns { Atomic.Quaternion}
*/
function getTargetRotation() {};
/**
* Return target position in world space.
* @memberof Atomic.SmoothedTransform.prototype
* @returns { Atomic.Vector3}
*/
function getTargetWorldPosition() {};
/**
* Return target rotation in world space.
* @memberof Atomic.SmoothedTransform.prototype
* @returns { Atomic.Quaternion}
*/
function getTargetWorldRotation() {};
/**
* Return whether smoothing is in progress.
* @memberof Atomic.SmoothedTransform.prototype
* @returns { boolean}
*/
function isInProgress() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Component
* @property {Atomic.InterpolationMode} interpolationMode - Set the Interpolation Mode.
* @property {number} speed - Set the movement Speed.
* @property {Atomic.Vector3} position - Set the controlled Node's position on the SplinePath.
* @property {Atomic.Node} controlledNode - Set the Node to be moved along the SplinePath.
* @property {number} controlledIdAttr - Set Controlled Node ID attribute.
*/
function SplinePath() {};
/**
* Apply Attributes to the SplinePath.
* @memberof Atomic.SplinePath.prototype
*/
function applyAttributes() {};
/**
* Draw the Debug Geometry.
* @memberof Atomic.SplinePath.prototype
* @param {Atomic.DebugRenderer} debug
* @param {boolean} depthTest
*/
function drawDebugGeometry() {};
/**
* Add a Node to the SplinePath as a Control Point.
* @memberof Atomic.SplinePath.prototype
* @param {Atomic.Node} point
* @param {number=} index
*/
function addControlPoint() {};
/**
* Remove a Node Control Point from the SplinePath.
* @memberof Atomic.SplinePath.prototype
* @param {Atomic.Node} point
*/
function removeControlPoint() {};
/**
* Clear the Control Points from the SplinePath.
* @memberof Atomic.SplinePath.prototype
*/
function clearControlPoints() {};
/**
* Set the Interpolation Mode.
* @memberof Atomic.SplinePath.prototype
* @param {Atomic.InterpolationMode} interpolationMode
*/
function setInterpolationMode() {};
/**
* Set the movement Speed.
* @memberof Atomic.SplinePath.prototype
* @param {number} speed
*/
function setSpeed() {};
/**
* Set the controlled Node's position on the SplinePath.
* @memberof Atomic.SplinePath.prototype
* @param {number} factor
*/
function setPosition() {};
/**
* Set the Node to be moved along the SplinePath.
* @memberof Atomic.SplinePath.prototype
* @param {Atomic.Node} controlled
*/
function setControlledNode() {};
/**
* Get the Interpolation Mode.
* @memberof Atomic.SplinePath.prototype
* @returns { Atomic.InterpolationMode}
*/
function getInterpolationMode() {};
/**
* Get the movement Speed.
* @memberof Atomic.SplinePath.prototype
* @returns { number}
*/
function getSpeed() {};
/**
* Get the parent Node's last position on the spline.
* @memberof Atomic.SplinePath.prototype
* @returns { Atomic.Vector3}
*/
function getPosition() {};
/**
* Get the controlled Node.
* @memberof Atomic.SplinePath.prototype
* @returns { Atomic.Node}
*/
function getControlledNode() {};
/**
* Get a point on the SplinePath from 0.f to 1.f where 0 is the start and 1 is the end.
* @memberof Atomic.SplinePath.prototype
* @param {number} factor
* @returns { Atomic.Vector3}
*/
function getPoint() {};
/**
* Move the controlled Node to the next position along the SplinePath based off the Speed value.
* @memberof Atomic.SplinePath.prototype
* @param {number} timeStep
*/
function move() {};
/**
* Reset movement along the path.
* @memberof Atomic.SplinePath.prototype
*/
function reset() {};
/**
* Returns whether the movement along the SplinePath is complete.
* @memberof Atomic.SplinePath.prototype
* @returns { boolean}
*/
function isFinished() {};
/**
* Set Controlled Node ID attribute.
* @memberof Atomic.SplinePath.prototype
* @param {number} value
*/
function setControlledIdAttr() {};
/**
* Get Controlled Node ID attribute.
* @memberof Atomic.SplinePath.prototype
* @returns { number}
*/
function getControlledIdAttr() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Resource
* @property {Atomic.InterpMethod} interpolationMethod - Set interpolation method.
* @property {number} splineTension - Set spline tension, should be between 0.0f and 1.0f, but this is not a must.
* @property {Atomic.VariantType} valueType - Set value type.
* @property {number} beginTime - Return begin time.
* @property {number} endTime - Return end time.
*/
function ValueAnimation() {};
/**
* Set interpolation method.
* @memberof Atomic.ValueAnimation.prototype
* @param {Atomic.InterpMethod} method
*/
function setInterpolationMethod() {};
/**
* Set spline tension, should be between 0.0f and 1.0f, but this is not a must.
* @memberof Atomic.ValueAnimation.prototype
* @param {number} tension
*/
function setSplineTension() {};
/**
* Set value type.
* @memberof Atomic.ValueAnimation.prototype
* @param {Atomic.VariantType} valueType
*/
function setValueType() {};
/**
* Return animation is valid.
* @memberof Atomic.ValueAnimation.prototype
* @returns { boolean}
*/
function isValid() {};
/**
* Return interpolation method.
* @memberof Atomic.ValueAnimation.prototype
* @returns { Atomic.InterpMethod}
*/
function getInterpolationMethod() {};
/**
* Return spline tension.
* @memberof Atomic.ValueAnimation.prototype
* @returns { number}
*/
function getSplineTension() {};
/**
* Return value type.
* @memberof Atomic.ValueAnimation.prototype
* @returns { Atomic.VariantType}
*/
function getValueType() {};
/**
* Return begin time.
* @memberof Atomic.ValueAnimation.prototype
* @returns { number}
*/
function getBeginTime() {};
/**
* Return end time.
* @memberof Atomic.ValueAnimation.prototype
* @returns { number}
*/
function getEndTime() {};
/**
* Has event frames.
* @memberof Atomic.ValueAnimation.prototype
* @returns { boolean}
*/
function hasEventFrames() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.RefCounted
* @property {Atomic.WrapMode} wrapMode - Set wrap mode.
* @property {number} speed - Set speed.
* @property {Atomic.AObject} target - Return target object.
* @property {Atomic.ValueAnimation} animation - Return animation.
* @param {Atomic.ValueAnimation} animation
* @param {Atomic.WrapMode} wrapMode
* @param {number} speed
*/
function ValueAnimationInfo() {};
/**
* Update. Return true when the animation is finished. No-op when the target object is not defined.
* @memberof Atomic.ValueAnimationInfo.prototype
* @param {number} timeStep
* @returns { boolean}
*/
function update() {};
/**
* Set wrap mode.
* @memberof Atomic.ValueAnimationInfo.prototype
* @param {Atomic.WrapMode} wrapMode
*/
function setWrapMode() {};
/**
* Set speed.
* @memberof Atomic.ValueAnimationInfo.prototype
* @param {number} speed
*/
function setSpeed() {};
/**
* Return target object.
* @memberof Atomic.ValueAnimationInfo.prototype
* @returns { Atomic.AObject}
*/
function getTarget() {};
/**
* Return animation.
* @memberof Atomic.ValueAnimationInfo.prototype
* @returns { Atomic.ValueAnimation}
*/
function getAnimation() {};
/**
* Return wrap mode.
* @memberof Atomic.ValueAnimationInfo.prototype
* @returns { Atomic.WrapMode}
*/
function getWrapMode() {};
/**
* Return speed.
* @memberof Atomic.ValueAnimationInfo.prototype
* @returns { number}
*/
function getSpeed() {};
//----------------------------------------------------
// MODULE: UI
//----------------------------------------------------
/**
* @class
* @memberof Atomic
* @augments Atomic.UIElement
* @property {Atomic.Texture} texture - Set texture.
* @property {Atomic.IntRect} imageRect - Set part of texture to use as the image.
* @property {Atomic.IntRect} border - Set border dimensions on the screen.
* @property {Atomic.IntRect} imageBorder - Set border dimensions on the image. If zero (default) uses the screen dimensions, resulting in pixel-perfect borders.
* @property {Atomic.BlendMode} blendMode - Set blend mode.
* @property {boolean} tiled - Set tiled mode.
* @property {Atomic.IntVector2} hoverOffset - Return offset to image rectangle used on hover.
*/
function BorderImage() {};
/**
* Set texture.
* @memberof Atomic.BorderImage.prototype
* @param {Atomic.Texture} texture
*/
function setTexture() {};
/**
* Set part of texture to use as the image.
* @memberof Atomic.BorderImage.prototype
* @param {Atomic.IntRect} rect
*/
function setImageRect() {};
/**
* Use whole texture as the image.
* @memberof Atomic.BorderImage.prototype
*/
function setFullImageRect() {};
/**
* Set border dimensions on the screen.
* @memberof Atomic.BorderImage.prototype
* @param {Atomic.IntRect} rect
*/
function setBorder() {};
/**
* Set border dimensions on the image. If zero (default) uses the screen dimensions, resulting in pixel-perfect borders.
* @memberof Atomic.BorderImage.prototype
* @param {Atomic.IntRect} rect
*/
function setImageBorder() {};
/**
* Set blend mode.
* @memberof Atomic.BorderImage.prototype
* @param {Atomic.BlendMode} mode
*/
function setBlendMode() {};
/**
* Set tiled mode.
* @memberof Atomic.BorderImage.prototype
* @param {boolean} enable
*/
function setTiled() {};
/**
* Return texture.
* @memberof Atomic.BorderImage.prototype
* @returns { Atomic.Texture}
*/
function getTexture() {};
/**
* Return image rectangle.
* @memberof Atomic.BorderImage.prototype
* @returns { Atomic.IntRect}
*/
function getImageRect() {};
/**
* Return border screen dimensions.
* @memberof Atomic.BorderImage.prototype
* @returns { Atomic.IntRect}
*/
function getBorder() {};
/**
* Return border image dimensions. Zero rect uses border screen dimensions.
* @memberof Atomic.BorderImage.prototype
* @returns { Atomic.IntRect}
*/
function getImageBorder() {};
/**
* Return offset to image rectangle used on hover.
* @memberof Atomic.BorderImage.prototype
* @returns { Atomic.IntVector2}
*/
function getHoverOffset() {};
/**
* Return blend mode.
* @memberof Atomic.BorderImage.prototype
* @returns { Atomic.BlendMode}
*/
function getBlendMode() {};
/**
* Return whether is tiled.
* @memberof Atomic.BorderImage.prototype
* @returns { boolean}
*/
function isTiled() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.BorderImage
* @property {number} repeatDelay - Set repeat delay.
* @property {number} repeatRate - Set repeat rate.
* @property {Atomic.IntVector2} pressedOffset - Return pressed image offset.
* @property {Atomic.IntVector2} pressedChildOffset - Return offset of child elements when pressed.
*/
function Button() {};
/**
* Perform UI element update.
* @memberof Atomic.Button.prototype
* @param {number} timeStep
*/
function update() {};
/**
* React to mouse click begin.
* @memberof Atomic.Button.prototype
* @param {Atomic.IntVector2} position
* @param {Atomic.IntVector2} screenPosition
* @param {number} button
* @param {number} buttons
* @param {number} qualifiers
* @param {Atomic.Cursor} cursor
*/
function onClickBegin() {};
/**
* React to mouse click end.
* @memberof Atomic.Button.prototype
* @param {Atomic.IntVector2} position
* @param {Atomic.IntVector2} screenPosition
* @param {number} button
* @param {number} buttons
* @param {number} qualifiers
* @param {Atomic.Cursor} cursor
* @param {Atomic.UIElement} beginElement
*/
function onClickEnd() {};
/**
* React to mouse drag motion.
* @memberof Atomic.Button.prototype
* @param {Atomic.IntVector2} position
* @param {Atomic.IntVector2} screenPosition
* @param {number} buttons
* @param {number} qualifiers
* @param {Atomic.Cursor} cursor
*/
function onDragMove() {};
/**
* React to a key press.
* @memberof Atomic.Button.prototype
* @param {number} key
* @param {number} buttons
* @param {number} qualifiers
*/
function onKey() {};
/**
* Set repeat properties. Rate 0 (default) disables repeat.
* @memberof Atomic.Button.prototype
* @param {number} delay
* @param {number} rate
*/
function setRepeat() {};
/**
* Set repeat delay.
* @memberof Atomic.Button.prototype
* @param {number} delay
*/
function setRepeatDelay() {};
/**
* Set repeat rate.
* @memberof Atomic.Button.prototype
* @param {number} rate
*/
function setRepeatRate() {};
/**
* Return pressed image offset.
* @memberof Atomic.Button.prototype
* @returns { Atomic.IntVector2}
*/
function getPressedOffset() {};
/**
* Return offset of child elements when pressed.
* @memberof Atomic.Button.prototype
* @returns { Atomic.IntVector2}
*/
function getPressedChildOffset() {};
/**
* Return repeat delay.
* @memberof Atomic.Button.prototype
* @returns { number}
*/
function getRepeatDelay() {};
/**
* Return repeat rate.
* @memberof Atomic.Button.prototype
* @returns { number}
*/
function getRepeatRate() {};
/**
* Return whether is currently pressed.
* @memberof Atomic.Button.prototype
* @returns { boolean}
*/
function isPressed() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.BorderImage
* @property {boolean} checked - Set checked state.
* @property {Atomic.IntVector2} checkedOffset - Return checked image offset.
*/
function CheckBox() {};
/**
* React to mouse click begin.
* @memberof Atomic.CheckBox.prototype
* @param {Atomic.IntVector2} position
* @param {Atomic.IntVector2} screenPosition
* @param {number} button
* @param {number} buttons
* @param {number} qualifiers
* @param {Atomic.Cursor} cursor
*/
function onClickBegin() {};
/**
* React to a key press.
* @memberof Atomic.CheckBox.prototype
* @param {number} key
* @param {number} buttons
* @param {number} qualifiers
*/
function onKey() {};
/**
* Set checked state.
* @memberof Atomic.CheckBox.prototype
* @param {boolean} enable
*/
function setChecked() {};
/**
* Return whether is checked.
* @memberof Atomic.CheckBox.prototype
* @returns { boolean}
*/
function isChecked() {};
/**
* Return checked image offset.
* @memberof Atomic.CheckBox.prototype
* @returns { Atomic.IntVector2}
*/
function getCheckedOffset() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.BorderImage
* @property {boolean} useSystemShapes - Set whether to use system default shapes. Is only possible when the OS mouse cursor has been set visible from the Input subsystem.
* @property {string} shape - Get current shape.
*/
function Cursor() {};
/**
* Set whether to use system default shapes. Is only possible when the OS mouse cursor has been set visible from the Input subsystem.
* @memberof Atomic.Cursor.prototype
* @param {boolean} enable
*/
function setUseSystemShapes() {};
/**
* Get current shape.
* @memberof Atomic.Cursor.prototype
* @returns { string}
*/
function getShape() {};
/**
* Return whether is using system default shapes.
* @memberof Atomic.Cursor.prototype
* @returns { boolean}
*/
function getUseSystemShapes() {};
/**
* Apply pending OS cursor shape. Called by UI. No-op when the OS mouse pointer is not used.
* @memberof Atomic.Cursor.prototype
*/
function applyOSCursorShape() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Menu
* @property {number} selection - Set selection.
* @property {string} placeholderText - Set place holder text. This is the text shown when there is no selection in drop down list.
* @property {boolean} resizePopup - Set whether popup should be automatically resized to match the dropdown button width.
* @property {number} numItems - Return number of items.
* @property {Atomic.UIElement} selectedItem - Return selected item, or null if none selected.
* @property {Atomic.ListView} listView - Return listview element.
* @property {Atomic.UIElement} placeholder - Return selected item placeholder element.
* @property {number} selectionAttr - Set selection attribute.
*/
function DropDownList() {};
/**
* Apply attribute changes that can not be applied immediately.
* @memberof Atomic.DropDownList.prototype
*/
function applyAttributes() {};
/**
* React to the popup being shown.
* @memberof Atomic.DropDownList.prototype
*/
function onShowPopup() {};
/**
* React to the popup being hidden.
* @memberof Atomic.DropDownList.prototype
*/
function onHidePopup() {};
/**
* React to editable status change.
* @memberof Atomic.DropDownList.prototype
*/
function onSetEditable() {};
/**
* Add item to the end of the list.
* @memberof Atomic.DropDownList.prototype
* @param {Atomic.UIElement} item
*/
function addItem() {};
/**
* Insert item to a specific position.
* @memberof Atomic.DropDownList.prototype
* @param {number} index
* @param {Atomic.UIElement} item
*/
function insertItem() {};
/**
* Remove all items.
* @memberof Atomic.DropDownList.prototype
*/
function removeAllItems() {};
/**
* Set selection.
* @memberof Atomic.DropDownList.prototype
* @param {number} index
*/
function setSelection() {};
/**
* Set place holder text. This is the text shown when there is no selection in drop down list.
* @memberof Atomic.DropDownList.prototype
* @param {string} text
*/
function setPlaceholderText() {};
/**
* Set whether popup should be automatically resized to match the dropdown button width.
* @memberof Atomic.DropDownList.prototype
* @param {boolean} enable
*/
function setResizePopup() {};
/**
* Return number of items.
* @memberof Atomic.DropDownList.prototype
* @returns { number}
*/
function getNumItems() {};
/**
* Return item at index.
* @memberof Atomic.DropDownList.prototype
* @param {number} index
* @returns { Atomic.UIElement}
*/
function getItem() {};
/**
* Return selection index, or M_MAX_UNSIGNED if none selected.
* @memberof Atomic.DropDownList.prototype
* @returns { number}
*/
function getSelection() {};
/**
* Return selected item, or null if none selected.
* @memberof Atomic.DropDownList.prototype
* @returns { Atomic.UIElement}
*/
function getSelectedItem() {};
/**
* Return listview element.
* @memberof Atomic.DropDownList.prototype
* @returns { Atomic.ListView}
*/
function getListView() {};
/**
* Return selected item placeholder element.
* @memberof Atomic.DropDownList.prototype
* @returns { Atomic.UIElement}
*/
function getPlaceholder() {};
/**
* Return place holder text.
* @memberof Atomic.DropDownList.prototype
* @returns { string}
*/
function getPlaceholderText() {};
/**
* Return whether popup should be automatically resized.
* @memberof Atomic.DropDownList.prototype
* @returns { boolean}
*/
function getResizePopup() {};
/**
* Set selection attribute.
* @memberof Atomic.DropDownList.prototype
* @param {number} index
*/
function setSelectionAttr() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.AObject
* @property {Atomic.XMLFile} defaultStyle - Set fileselector UI style.
* @property {string} title - Set title text.
* @property {string} path - Set current path.
* @property {string} fileName - Set current filename.
* @property {boolean} directoryMode - Set directory selection mode. Default false.
* @property {Atomic.Window} window - Return fileselector window.
* @property {Atomic.Text} titleText - Return window title text element.
* @property {Atomic.ListView} fileList - Return file list.
* @property {Atomic.LineEdit} pathEdit - Return path editor.
* @property {Atomic.LineEdit} fileNameEdit - Return filename editor.
* @property {Atomic.DropDownList} filterList - Return filter dropdown.
* @property {Atomic.Button} oKButton - Return OK button.
* @property {Atomic.Button} cancelButton - Return cancel button.
* @property {Atomic.Button} closeButton - Return close button.
* @property {string} filter - Return current filter.
* @property {number} filterIndex - Return current filter index.
*/
function FileSelector() {};
/**
* Set fileselector UI style.
* @memberof Atomic.FileSelector.prototype
* @param {Atomic.XMLFile} style
*/
function setDefaultStyle() {};
/**
* Set title text.
* @memberof Atomic.FileSelector.prototype
* @param {string} text
*/
function setTitle() {};
/**
* Set button texts.
* @memberof Atomic.FileSelector.prototype
* @param {string} okText
* @param {string} cancelText
*/
function setButtonTexts() {};
/**
* Set current path.
* @memberof Atomic.FileSelector.prototype
* @param {string} path
*/
function setPath() {};
/**
* Set current filename.
* @memberof Atomic.FileSelector.prototype
* @param {string} fileName
*/
function setFileName() {};
/**
* Set directory selection mode. Default false.
* @memberof Atomic.FileSelector.prototype
* @param {boolean} enable
*/
function setDirectoryMode() {};
/**
* Update elements to layout properly. Call this after manually adjusting the sub-elements.
* @memberof Atomic.FileSelector.prototype
*/
function updateElements() {};
/**
* Return the UI style file.
* @memberof Atomic.FileSelector.prototype
* @returns { Atomic.XMLFile}
*/
function getDefaultStyle() {};
/**
* Return fileselector window.
* @memberof Atomic.FileSelector.prototype
* @returns { Atomic.Window}
*/
function getWindow() {};
/**
* Return window title text element.
* @memberof Atomic.FileSelector.prototype
* @returns { Atomic.Text}
*/
function getTitleText() {};
/**
* Return file list.
* @memberof Atomic.FileSelector.prototype
* @returns { Atomic.ListView}
*/
function getFileList() {};
/**
* Return path editor.
* @memberof Atomic.FileSelector.prototype
* @returns { Atomic.LineEdit}
*/
function getPathEdit() {};
/**
* Return filename editor.
* @memberof Atomic.FileSelector.prototype
* @returns { Atomic.LineEdit}
*/
function getFileNameEdit() {};
/**
* Return filter dropdown.
* @memberof Atomic.FileSelector.prototype
* @returns { Atomic.DropDownList}
*/
function getFilterList() {};
/**
* Return OK button.
* @memberof Atomic.FileSelector.prototype
* @returns { Atomic.Button}
*/
function getOKButton() {};
/**
* Return cancel button.
* @memberof Atomic.FileSelector.prototype
* @returns { Atomic.Button}
*/
function getCancelButton() {};
/**
* Return close button.
* @memberof Atomic.FileSelector.prototype
* @returns { Atomic.Button}
*/
function getCloseButton() {};
/**
* Return window title.
* @memberof Atomic.FileSelector.prototype
* @returns { string}
*/
function getTitle() {};
/**
* Return current path.
* @memberof Atomic.FileSelector.prototype
* @returns { string}
*/
function getPath() {};
/**
* Return current filename.
* @memberof Atomic.FileSelector.prototype
* @returns { string}
*/
function getFileName() {};
/**
* Return current filter.
* @memberof Atomic.FileSelector.prototype
* @returns { string}
*/
function getFilter() {};
/**
* Return current filter index.
* @memberof Atomic.FileSelector.prototype
* @returns { number}
*/
function getFilterIndex() {};
/**
* Return directory mode flag.
* @memberof Atomic.FileSelector.prototype
* @returns { boolean}
*/
function getDirectoryMode() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Resource
* @property {Atomic.IntVector2} absoluteGlyphOffset - Set absolute (in pixels) position adjustment for glyphs.
* @property {Atomic.Vector2} scaledGlyphOffset - Set point size scaled position adjustment for glyphs.
*/
function Font() {};
/**
* Set absolute (in pixels) position adjustment for glyphs.
* @memberof Atomic.Font.prototype
* @param {Atomic.IntVector2} offset
*/
function setAbsoluteGlyphOffset() {};
/**
* Set point size scaled position adjustment for glyphs.
* @memberof Atomic.Font.prototype
* @param {Atomic.Vector2} offset
*/
function setScaledGlyphOffset() {};
/**
* Return font face. Pack and render to a texture if not rendered yet. Return null on error.
* @memberof Atomic.Font.prototype
* @param {number} pointSize
* @returns { Atomic.FontFace}
*/
function getFace() {};
/**
* Is signed distance field font.
* @memberof Atomic.Font.prototype
* @returns { boolean}
*/
function isSDFFont() {};
/**
* Return absolute position adjustment for glyphs.
* @memberof Atomic.Font.prototype
* @returns { Atomic.IntVector2}
*/
function getAbsoluteGlyphOffset() {};
/**
* Return point size scaled position adjustment for glyphs.
* @memberof Atomic.Font.prototype
* @returns { Atomic.Vector2}
*/
function getScaledGlyphOffset() {};
/**
* Return the total effective offset for a point size.
* @memberof Atomic.Font.prototype
* @param {number} pointSize
* @returns { Atomic.IntVector2}
*/
function getTotalGlyphOffset() {};
/**
* Release font faces and recreate them next time when requested. Called when font textures lost or global font properties change.
* @memberof Atomic.Font.prototype
*/
function releaseFaces() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.RefCounted
* @property {number} pointSize - Return point size.
* @property {number} rowHeight - Return row height.
* @param {Atomic.Font} font
*/
function FontFace() {};
/**
* Return if font face uses mutable glyphs.
* @memberof Atomic.FontFace.prototype
* @returns { boolean}
*/
function hasMutableGlyphs() {};
/**
* Return the kerning for a character and the next character.
* @memberof Atomic.FontFace.prototype
* @param {number} c
* @param {number} d
* @returns { number}
*/
function getKerning() {};
/**
* Return true when one of the texture has a data loss.
* @memberof Atomic.FontFace.prototype
* @returns { boolean}
*/
function isDataLost() {};
/**
* Return point size.
* @memberof Atomic.FontFace.prototype
* @returns { number}
*/
function getPointSize() {};
/**
* Return row height.
* @memberof Atomic.FontFace.prototype
* @returns { number}
*/
function getRowHeight() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.FontFace
* @param {Atomic.Font} font
*/
function FontFaceBitmap() {};
/**
* Load from existed font face, pack used glyphs into smallest texture size and smallest number of texture.
* @memberof Atomic.FontFaceBitmap.prototype
* @param {Atomic.FontFace} fontFace
* @param {boolean} usedGlyphs
* @returns { boolean}
*/
function load() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.FontFace
* @param {Atomic.Font} font
*/
function FontFaceFreeType() {};
/**
* Return if font face uses mutable glyphs.
* @memberof Atomic.FontFaceFreeType.prototype
* @returns { boolean}
*/
function hasMutableGlyphs() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.BorderImage
* @property {string} text - Set text.
* @property {number} cursorPosition - Set cursor position.
* @property {number} cursorBlinkRate - Set cursor blink rate. 0 disables blinking.
* @property {number} maxLength - Set maximum text length. 0 for unlimited.
* @property {number} echoCharacter - Set echo character for password entry and such. 0 (default) shows the actual text.
* @property {boolean} cursorMovable - Set whether can move cursor with arrows or mouse, default true.
* @property {boolean} textSelectable - Set whether selections are allowed, default true.
* @property {boolean} textCopyable - Set whether copy-paste operations are allowed, default true.
* @property {Atomic.Text} textElement - Return text element.
* @property {Atomic.BorderImage} cursor - Return cursor element.
*/
function LineEdit() {};
/**
* Apply attribute changes that can not be applied immediately.
* @memberof Atomic.LineEdit.prototype
*/
function applyAttributes() {};
/**
* Perform UI element update.
* @memberof Atomic.LineEdit.prototype
* @param {number} timeStep
*/
function update() {};
/**
* React to mouse click begin.
* @memberof Atomic.LineEdit.prototype
* @param {Atomic.IntVector2} position
* @param {Atomic.IntVector2} screenPosition
* @param {number} button
* @param {number} buttons
* @param {number} qualifiers
* @param {Atomic.Cursor} cursor
*/
function onClickBegin() {};
/**
* React to mouse doubleclick.
* @memberof Atomic.LineEdit.prototype
* @param {Atomic.IntVector2} position
* @param {Atomic.IntVector2} screenPosition
* @param {number} button
* @param {number} buttons
* @param {number} qualifiers
* @param {Atomic.Cursor} cursor
*/
function onDoubleClick() {};
/**
* React to mouse drag begin.
* @memberof Atomic.LineEdit.prototype
* @param {Atomic.IntVector2} position
* @param {Atomic.IntVector2} screenPosition
* @param {number} buttons
* @param {number} qualifiers
* @param {Atomic.Cursor} cursor
*/
function onDragBegin() {};
/**
* React to mouse drag motion.
* @memberof Atomic.LineEdit.prototype
* @param {Atomic.IntVector2} position
* @param {Atomic.IntVector2} screenPosition
* @param {Atomic.IntVector2} deltaPos
* @param {number} buttons
* @param {number} qualifiers
* @param {Atomic.Cursor} cursor
*/
function onDragMove() {};
/**
* React to drag and drop test. Return true to signal that the drop is acceptable.
* @memberof Atomic.LineEdit.prototype
* @param {Atomic.UIElement} source
* @returns { boolean}
*/
function onDragDropTest() {};
/**
* React to drag and drop finish. Return true to signal that the drop was accepted.
* @memberof Atomic.LineEdit.prototype
* @param {Atomic.UIElement} source
* @returns { boolean}
*/
function onDragDropFinish() {};
/**
* React to a key press.
* @memberof Atomic.LineEdit.prototype
* @param {number} key
* @param {number} buttons
* @param {number} qualifiers
*/
function onKey() {};
/**
* React to text input event.
* @memberof Atomic.LineEdit.prototype
* @param {string} text
* @param {number} buttons
* @param {number} qualifiers
*/
function onTextInput() {};
/**
* Set text.
* @memberof Atomic.LineEdit.prototype
* @param {string} text
*/
function setText() {};
/**
* Set cursor position.
* @memberof Atomic.LineEdit.prototype
* @param {number} position
*/
function setCursorPosition() {};
/**
* Set cursor blink rate. 0 disables blinking.
* @memberof Atomic.LineEdit.prototype
* @param {number} rate
*/
function setCursorBlinkRate() {};
/**
* Set maximum text length. 0 for unlimited.
* @memberof Atomic.LineEdit.prototype
* @param {number} length
*/
function setMaxLength() {};
/**
* Set echo character for password entry and such. 0 (default) shows the actual text.
* @memberof Atomic.LineEdit.prototype
* @param {number} c
*/
function setEchoCharacter() {};
/**
* Set whether can move cursor with arrows or mouse, default true.
* @memberof Atomic.LineEdit.prototype
* @param {boolean} enable
*/
function setCursorMovable() {};
/**
* Set whether selections are allowed, default true.
* @memberof Atomic.LineEdit.prototype
* @param {boolean} enable
*/
function setTextSelectable() {};
/**
* Set whether copy-paste operations are allowed, default true.
* @memberof Atomic.LineEdit.prototype
* @param {boolean} enable
*/
function setTextCopyable() {};
/**
* Return text.
* @memberof Atomic.LineEdit.prototype
* @returns { string}
*/
function getText() {};
/**
* Return cursor position.
* @memberof Atomic.LineEdit.prototype
* @returns { number}
*/
function getCursorPosition() {};
/**
* Return cursor blink rate.
* @memberof Atomic.LineEdit.prototype
* @returns { number}
*/
function getCursorBlinkRate() {};
/**
* Return maximum text length.
* @memberof Atomic.LineEdit.prototype
* @returns { number}
*/
function getMaxLength() {};
/**
* Return echo character.
* @memberof Atomic.LineEdit.prototype
* @returns { number}
*/
function getEchoCharacter() {};
/**
* Return whether can move cursor with arrows or mouse.
* @memberof Atomic.LineEdit.prototype
* @returns { boolean}
*/
function isCursorMovable() {};
/**
* Return whether selections are allowed.
* @memberof Atomic.LineEdit.prototype
* @returns { boolean}
*/
function isTextSelectable() {};
/**
* Return whether copy-paste operations are allowed.
* @memberof Atomic.LineEdit.prototype
* @returns { boolean}
*/
function isTextCopyable() {};
/**
* Return text element.
* @memberof Atomic.LineEdit.prototype
* @returns { Atomic.Text}
*/
function getTextElement() {};
/**
* Return cursor element.
* @memberof Atomic.LineEdit.prototype
* @returns { Atomic.BorderImage}
*/
function getCursor() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.ScrollView
* @property {number} selection - Set selection.
* @property {Atomic.HighlightMode} highlightMode - Set selected items' highlight mode.
* @property {boolean} multiselect - Enable multiselect.
* @property {boolean} hierarchyMode - All items in the list will be lost during mode change.
* @property {number} baseIndent - Set base indent, i.e. the indent level of the ultimate parent item.
* @property {boolean} clearSelectionOnDefocus - Enable clearing of selection on defocus.
* @property {boolean} selectOnClickEnd - Enable reacting to click end instead of click start for item selection. Default false.
* @property {number} numItems - Return number of items.
* @property {Atomic.UIElement} selectedItem - Return first selected item, or null if none selected.
*/
function ListView() {};
/**
* React to a key press.
* @memberof Atomic.ListView.prototype
* @param {number} key
* @param {number} buttons
* @param {number} qualifiers
*/
function onKey() {};
/**
* React to resize.
* @memberof Atomic.ListView.prototype
*/
function onResize() {};
/**
* Add item to the end of the list.
* @memberof Atomic.ListView.prototype
* @param {Atomic.UIElement} item
*/
function addItem() {};
/**
* And if the index is lesser than the index of the parent item itself then the new item is inserted before the first child item.
* @memberof Atomic.ListView.prototype
* @param {number} index
* @param {Atomic.UIElement} item
* @param {Atomic.UIElement=} parentItem
*/
function insertItem() {};
/**
* Remove all items.
* @memberof Atomic.ListView.prototype
*/
function removeAllItems() {};
/**
* Set selection.
* @memberof Atomic.ListView.prototype
* @param {number} index
*/
function setSelection() {};
/**
* Add item to the selection, multiselect mode only.
* @memberof Atomic.ListView.prototype
* @param {number} index
*/
function addSelection() {};
/**
* Remove item from the selection.
* @memberof Atomic.ListView.prototype
* @param {number} index
*/
function removeSelection() {};
/**
* Toggle selection of an item.
* @memberof Atomic.ListView.prototype
* @param {number} index
*/
function toggleSelection() {};
/**
* Move selection by a delta and clamp at list ends. If additive (multiselect only), will add to the existing selection.
* @memberof Atomic.ListView.prototype
* @param {number} delta
* @param {boolean=} additive
*/
function changeSelection() {};
/**
* Clear selection.
* @memberof Atomic.ListView.prototype
*/
function clearSelection() {};
/**
* Set selected items' highlight mode.
* @memberof Atomic.ListView.prototype
* @param {Atomic.HighlightMode} mode
*/
function setHighlightMode() {};
/**
* Enable multiselect.
* @memberof Atomic.ListView.prototype
* @param {boolean} enable
*/
function setMultiselect() {};
/**
* All items in the list will be lost during mode change.
* @memberof Atomic.ListView.prototype
* @param {boolean} enable
*/
function setHierarchyMode() {};
/**
* Set base indent, i.e. the indent level of the ultimate parent item.
* @memberof Atomic.ListView.prototype
* @param {number} baseIndent
*/
function setBaseIndent() {};
/**
* Enable clearing of selection on defocus.
* @memberof Atomic.ListView.prototype
* @param {boolean} enable
*/
function setClearSelectionOnDefocus() {};
/**
* Enable reacting to click end instead of click start for item selection. Default false.
* @memberof Atomic.ListView.prototype
* @param {boolean} enable
*/
function setSelectOnClickEnd() {};
/**
* Expand item at index. Only has effect in hierarchy mode.
* @memberof Atomic.ListView.prototype
* @param {number} index
* @param {boolean} enable
* @param {boolean=} recursive
*/
function expand() {};
/**
* Toggle item's expanded flag at index. Only has effect in hierarchy mode.
* @memberof Atomic.ListView.prototype
* @param {number} index
* @param {boolean=} recursive
*/
function toggleExpand() {};
/**
* Return number of items.
* @memberof Atomic.ListView.prototype
* @returns { number}
*/
function getNumItems() {};
/**
* Return item at index.
* @memberof Atomic.ListView.prototype
* @param {number} index
* @returns { Atomic.UIElement}
*/
function getItem() {};
/**
* Return index of item, or M_MAX_UNSIGNED If not found.
* @memberof Atomic.ListView.prototype
* @param {Atomic.UIElement} item
* @returns { number}
*/
function findItem() {};
/**
* Return first selected index, or M_MAX_UNSIGNED if none selected.
* @memberof Atomic.ListView.prototype
* @returns { number}
*/
function getSelection() {};
/**
* Copy selected items to system clipboard. Currently only applicable to Text items.
* @memberof Atomic.ListView.prototype
*/
function copySelectedItemsToClipboard() {};
/**
* Return first selected item, or null if none selected.
* @memberof Atomic.ListView.prototype
* @returns { Atomic.UIElement}
*/
function getSelectedItem() {};
/**
* Return whether an item at index is seleccted.
* @memberof Atomic.ListView.prototype
* @param {number} index
* @returns { boolean}
*/
function isSelected() {};
/**
* Return whether an item at index has its children expanded (in hierachy mode only).
* @memberof Atomic.ListView.prototype
* @param {number} index
* @returns { boolean}
*/
function isExpanded() {};
/**
* Return highlight mode.
* @memberof Atomic.ListView.prototype
* @returns { Atomic.HighlightMode}
*/
function getHighlightMode() {};
/**
* Return whether multiselect enabled.
* @memberof Atomic.ListView.prototype
* @returns { boolean}
*/
function getMultiselect() {};
/**
* Return whether selection is cleared on defocus.
* @memberof Atomic.ListView.prototype
* @returns { boolean}
*/
function getClearSelectionOnDefocus() {};
/**
* Return whether reacts to click end instead of click start for item selection.
* @memberof Atomic.ListView.prototype
* @returns { boolean}
*/
function getSelectOnClickEnd() {};
/**
* Return whether hierarchy mode enabled.
* @memberof Atomic.ListView.prototype
* @returns { boolean}
*/
function getHierarchyMode() {};
/**
* Return base indent.
* @memberof Atomic.ListView.prototype
* @returns { number}
*/
function getBaseIndent() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Button
* @property {Atomic.UIElement} popup - Set popup element to show on selection.
* @property {Atomic.IntVector2} popupOffset - Return popup element offset.
* @property {boolean} showPopup - Return whether popup is open.
* @property {number} acceleratorKey - Return accelerator key code, 0 if disabled.
* @property {number} acceleratorQualifiers - Return accelerator qualifiers.
*/
function Menu() {};
/**
* Perform UI element update.
* @memberof Atomic.Menu.prototype
* @param {number} timeStep
*/
function update() {};
/**
* React to mouse hover.
* @memberof Atomic.Menu.prototype
* @param {Atomic.IntVector2} position
* @param {Atomic.IntVector2} screenPosition
* @param {number} buttons
* @param {number} qualifiers
* @param {Atomic.Cursor} cursor
*/
function onHover() {};
/**
* React to the popup being shown.
* @memberof Atomic.Menu.prototype
*/
function onShowPopup() {};
/**
* React to the popup being hidden.
* @memberof Atomic.Menu.prototype
*/
function onHidePopup() {};
/**
* Set popup element to show on selection.
* @memberof Atomic.Menu.prototype
* @param {Atomic.UIElement} element
*/
function setPopup() {};
/**
* Set accelerator key (set zero key code to disable.)
* @memberof Atomic.Menu.prototype
* @param {number} key
* @param {number} qualifiers
*/
function setAccelerator() {};
/**
* Return popup element.
* @memberof Atomic.Menu.prototype
* @returns { Atomic.UIElement}
*/
function getPopup() {};
/**
* Return popup element offset.
* @memberof Atomic.Menu.prototype
* @returns { Atomic.IntVector2}
*/
function getPopupOffset() {};
/**
* Return whether popup is open.
* @memberof Atomic.Menu.prototype
* @returns { boolean}
*/
function getShowPopup() {};
/**
* Return accelerator key code, 0 if disabled.
* @memberof Atomic.Menu.prototype
* @returns { number}
*/
function getAcceleratorKey() {};
/**
* Return accelerator qualifiers.
* @memberof Atomic.Menu.prototype
* @returns { number}
*/
function getAcceleratorQualifiers() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.AObject
* @property {string} title - Set title text. No-ops if there is no title text element.
* @property {string} message - Set message text. No-ops if there is no message text element.
* @property {Atomic.UIElement} window - Return dialog window.
* @param {string=} messageString
* @param {string=} titleString
* @param {Atomic.XMLFile=} layoutFile
* @param {Atomic.XMLFile=} styleFile
*/
function MessageBox() {};
/**
* Set title text. No-ops if there is no title text element.
* @memberof Atomic.MessageBox.prototype
* @param {string} text
*/
function setTitle() {};
/**
* Set message text. No-ops if there is no message text element.
* @memberof Atomic.MessageBox.prototype
* @param {string} text
*/
function setMessage() {};
/**
* Return title text. Return empty string if there is no title text element.
* @memberof Atomic.MessageBox.prototype
* @returns { string}
*/
function getTitle() {};
/**
* Return message text. Return empty string if there is no message text element.
* @memberof Atomic.MessageBox.prototype
* @returns { string}
*/
function getMessage() {};
/**
* Return dialog window.
* @memberof Atomic.MessageBox.prototype
* @returns { Atomic.UIElement}
*/
function getWindow() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.UIElement
* @property {Atomic.Orientation} orientation - Set orientation type.
* @property {number} range - Set slider range maximum value (minimum value is always 0.)
* @property {number} value - Set slider current value.
* @property {number} scrollStep - Set button scroll step.
* @property {number} stepFactor - Set button step factor, can be used to adjust the step for constant pixel size.
* @property {number} effectiveScrollStep - Return scroll step multiplied by factor.
* @property {Atomic.Button} backButton - Return back button element.
* @property {Atomic.Button} forwardButton - Return forward button element.
* @property {Atomic.Slider} slider - Return slider element.
*/
function ScrollBar() {};
/**
* Apply attribute changes that can not be applied immediately.
* @memberof Atomic.ScrollBar.prototype
*/
function applyAttributes() {};
/**
* React to resize.
* @memberof Atomic.ScrollBar.prototype
*/
function onResize() {};
/**
* React to editable status change.
* @memberof Atomic.ScrollBar.prototype
*/
function onSetEditable() {};
/**
* Set orientation type.
* @memberof Atomic.ScrollBar.prototype
* @param {Atomic.Orientation} orientation
*/
function setOrientation() {};
/**
* Set slider range maximum value (minimum value is always 0.)
* @memberof Atomic.ScrollBar.prototype
* @param {number} range
*/
function setRange() {};
/**
* Set slider current value.
* @memberof Atomic.ScrollBar.prototype
* @param {number} value
*/
function setValue() {};
/**
* Change slider current value by a delta.
* @memberof Atomic.ScrollBar.prototype
* @param {number} delta
*/
function changeValue() {};
/**
* Set button scroll step.
* @memberof Atomic.ScrollBar.prototype
* @param {number} step
*/
function setScrollStep() {};
/**
* Set button step factor, can be used to adjust the step for constant pixel size.
* @memberof Atomic.ScrollBar.prototype
* @param {number} factor
*/
function setStepFactor() {};
/**
* Scroll back one step.
* @memberof Atomic.ScrollBar.prototype
*/
function stepBack() {};
/**
* Scroll forward one step.
* @memberof Atomic.ScrollBar.prototype
*/
function stepForward() {};
/**
* Return scrollbar orientation.
* @memberof Atomic.ScrollBar.prototype
* @returns { Atomic.Orientation}
*/
function getOrientation() {};
/**
* Return slider range.
* @memberof Atomic.ScrollBar.prototype
* @returns { number}
*/
function getRange() {};
/**
* Return slider current value.
* @memberof Atomic.ScrollBar.prototype
* @returns { number}
*/
function getValue() {};
/**
* Return button scroll step.
* @memberof Atomic.ScrollBar.prototype
* @returns { number}
*/
function getScrollStep() {};
/**
* Return button step factor.
* @memberof Atomic.ScrollBar.prototype
* @returns { number}
*/
function getStepFactor() {};
/**
* Return scroll step multiplied by factor.
* @memberof Atomic.ScrollBar.prototype
* @returns { number}
*/
function getEffectiveScrollStep() {};
/**
* Return back button element.
* @memberof Atomic.ScrollBar.prototype
* @returns { Atomic.Button}
*/
function getBackButton() {};
/**
* Return forward button element.
* @memberof Atomic.ScrollBar.prototype
* @returns { Atomic.Button}
*/
function getForwardButton() {};
/**
* Return slider element.
* @memberof Atomic.ScrollBar.prototype
* @returns { Atomic.Slider}
*/
function getSlider() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.UIElement
* @property {Atomic.UIElement} contentElement - Set content element.
* @property {boolean} scrollBarsAutoVisible - Set whether to automatically show/hide scrollbars. Default true.
* @property {number} scrollStep - Set arrow key scroll step. Also sets it on the scrollbars.
* @property {number} pageStep - Set arrow key page step.
* @property {number} scrollDeceleration - Set scroll deceleration.
* @property {number} scrollSnapEpsilon - Set scroll snap epsilon
* @property {boolean} autoDisableChildren - Set whether child elements should be disabled while touch scrolling.
* @property {number} autoDisableThreshold - Set how much touch movement is needed to trigger child element disabling.
* @property {Atomic.IntVector2} viewPosition - Return view offset from the top-left corner.
* @property {Atomic.ScrollBar} horizontalScrollBar - Return horizontal scroll bar.
* @property {Atomic.ScrollBar} verticalScrollBar - Return vertical scroll bar.
* @property {Atomic.BorderImage} scrollPanel - Return scroll panel.
* @property {Atomic.IntVector2} viewPositionAttr - Set view position attribute.
*/
function ScrollView() {};
/**
* Perform UI element update.
* @memberof Atomic.ScrollView.prototype
* @param {number} timeStep
*/
function update() {};
/**
* Apply attribute changes that can not be applied immediately.
* @memberof Atomic.ScrollView.prototype
*/
function applyAttributes() {};
/**
* React to mouse wheel.
* @memberof Atomic.ScrollView.prototype
* @param {number} delta
* @param {number} buttons
* @param {number} qualifiers
*/
function onWheel() {};
/**
* React to a key press.
* @memberof Atomic.ScrollView.prototype
* @param {number} key
* @param {number} buttons
* @param {number} qualifiers
*/
function onKey() {};
/**
* React to resize.
* @memberof Atomic.ScrollView.prototype
*/
function onResize() {};
/**
* Set content element.
* @memberof Atomic.ScrollView.prototype
* @param {Atomic.UIElement} element
*/
function setContentElement() {};
/**
* Set scrollbars' visibility manually. Disables scrollbar autoshow/hide.
* @memberof Atomic.ScrollView.prototype
* @param {boolean} horizontal
* @param {boolean} vertical
*/
function setScrollBarsVisible() {};
/**
* Set whether to automatically show/hide scrollbars. Default true.
* @memberof Atomic.ScrollView.prototype
* @param {boolean} enable
*/
function setScrollBarsAutoVisible() {};
/**
* Set arrow key scroll step. Also sets it on the scrollbars.
* @memberof Atomic.ScrollView.prototype
* @param {number} step
*/
function setScrollStep() {};
/**
* Set arrow key page step.
* @memberof Atomic.ScrollView.prototype
* @param {number} step
*/
function setPageStep() {};
/**
* Set scroll deceleration.
* @memberof Atomic.ScrollView.prototype
* @param {number} deceleration
*/
function setScrollDeceleration() {};
/**
* Set scroll snap epsilon
* @memberof Atomic.ScrollView.prototype
* @param {number} snap
*/
function setScrollSnapEpsilon() {};
/**
* Set whether child elements should be disabled while touch scrolling.
* @memberof Atomic.ScrollView.prototype
* @param {boolean} disable
*/
function setAutoDisableChildren() {};
/**
* Set how much touch movement is needed to trigger child element disabling.
* @memberof Atomic.ScrollView.prototype
* @param {number} amount
*/
function setAutoDisableThreshold() {};
/**
* Return view offset from the top-left corner.
* @memberof Atomic.ScrollView.prototype
* @returns { Atomic.IntVector2}
*/
function getViewPosition() {};
/**
* Return content element.
* @memberof Atomic.ScrollView.prototype
* @returns { Atomic.UIElement}
*/
function getContentElement() {};
/**
* Return horizontal scroll bar.
* @memberof Atomic.ScrollView.prototype
* @returns { Atomic.ScrollBar}
*/
function getHorizontalScrollBar() {};
/**
* Return vertical scroll bar.
* @memberof Atomic.ScrollView.prototype
* @returns { Atomic.ScrollBar}
*/
function getVerticalScrollBar() {};
/**
* Return scroll panel.
* @memberof Atomic.ScrollView.prototype
* @returns { Atomic.BorderImage}
*/
function getScrollPanel() {};
/**
* Return whether scrollbars are automatically shown/hidden.
* @memberof Atomic.ScrollView.prototype
* @returns { boolean}
*/
function getScrollBarsAutoVisible() {};
/**
* Return arrow key scroll step.
* @memberof Atomic.ScrollView.prototype
* @returns { number}
*/
function getScrollStep() {};
/**
* Return arrow key page step.
* @memberof Atomic.ScrollView.prototype
* @returns { number}
*/
function getPageStep() {};
/**
* Return scroll deceleration.
* @memberof Atomic.ScrollView.prototype
* @returns { number}
*/
function getScrollDeceleration() {};
/**
* Return scroll snap epsilon
* @memberof Atomic.ScrollView.prototype
* @returns { number}
*/
function getScrollSnapEpsilon() {};
/**
* Return whether child element will be disabled while touch scrolling.
* @memberof Atomic.ScrollView.prototype
* @returns { boolean}
*/
function getAutoDisableChildren() {};
/**
* Return how much touch movement is needed to trigger child element disabling.
* @memberof Atomic.ScrollView.prototype
* @returns { number}
*/
function getAutoDisableThreshold() {};
/**
* Set view position attribute.
* @memberof Atomic.ScrollView.prototype
* @param {Atomic.IntVector2} value
*/
function setViewPositionAttr() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.BorderImage
* @property {Atomic.Orientation} orientation - Set orientation type.
* @property {number} range - Set slider range maximum value (minimum value is always 0.)
* @property {number} value - Set slider current value.
* @property {number} repeatRate - Set paging minimum repeat rate (number of events per second).
* @property {Atomic.BorderImage} knob - Return knob element.
*/
function Slider() {};
/**
* Perform UI element update.
* @memberof Atomic.Slider.prototype
* @param {number} timeStep
*/
function update() {};
/**
* React to mouse hover.
* @memberof Atomic.Slider.prototype
* @param {Atomic.IntVector2} position
* @param {Atomic.IntVector2} screenPosition
* @param {number} buttons
* @param {number} qualifiers
* @param {Atomic.Cursor} cursor
*/
function onHover() {};
/**
* React to mouse click begin.
* @memberof Atomic.Slider.prototype
* @param {Atomic.IntVector2} position
* @param {Atomic.IntVector2} screenPosition
* @param {number} button
* @param {number} buttons
* @param {number} qualifiers
* @param {Atomic.Cursor} cursor
*/
function onClickBegin() {};
/**
* React to mouse click end.
* @memberof Atomic.Slider.prototype
* @param {Atomic.IntVector2} position
* @param {Atomic.IntVector2} screenPosition
* @param {number} button
* @param {number} buttons
* @param {number} qualifiers
* @param {Atomic.Cursor} cursor
* @param {Atomic.UIElement} beginElement
*/
function onClickEnd() {};
/**
* React to mouse drag begin.
* @memberof Atomic.Slider.prototype
* @param {Atomic.IntVector2} position
* @param {Atomic.IntVector2} screenPosition
* @param {number} buttons
* @param {number} qualifiers
* @param {Atomic.Cursor} cursor
*/
function onDragBegin() {};
/**
* React to mouse drag motion.
* @memberof Atomic.Slider.prototype
* @param {Atomic.IntVector2} position
* @param {Atomic.IntVector2} screenPosition
* @param {Atomic.IntVector2} deltaPos
* @param {number} buttons
* @param {number} qualifiers
* @param {Atomic.Cursor} cursor
*/
function onDragMove() {};
/**
* React to mouse drag end.
* @memberof Atomic.Slider.prototype
* @param {Atomic.IntVector2} position
* @param {Atomic.IntVector2} screenPosition
* @param {number} dragButtons
* @param {number} buttons
* @param {Atomic.Cursor} cursor
*/
function onDragEnd() {};
/**
* React to resize.
* @memberof Atomic.Slider.prototype
*/
function onResize() {};
/**
* Set orientation type.
* @memberof Atomic.Slider.prototype
* @param {Atomic.Orientation} orientation
*/
function setOrientation() {};
/**
* Set slider range maximum value (minimum value is always 0.)
* @memberof Atomic.Slider.prototype
* @param {number} range
*/
function setRange() {};
/**
* Set slider current value.
* @memberof Atomic.Slider.prototype
* @param {number} value
*/
function setValue() {};
/**
* Change value by a delta.
* @memberof Atomic.Slider.prototype
* @param {number} delta
*/
function changeValue() {};
/**
* Set paging minimum repeat rate (number of events per second).
* @memberof Atomic.Slider.prototype
* @param {number} rate
*/
function setRepeatRate() {};
/**
* Return orientation type.
* @memberof Atomic.Slider.prototype
* @returns { Atomic.Orientation}
*/
function getOrientation() {};
/**
* Return slider range.
* @memberof Atomic.Slider.prototype
* @returns { number}
*/
function getRange() {};
/**
* Return slider current value.
* @memberof Atomic.Slider.prototype
* @returns { number}
*/
function getValue() {};
/**
* Return knob element.
* @memberof Atomic.Slider.prototype
* @returns { Atomic.BorderImage}
*/
function getKnob() {};
/**
* Return paging minimum repeat rate (number of events per second).
* @memberof Atomic.Slider.prototype
* @returns { number}
*/
function getRepeatRate() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.UIElement
* @property {Atomic.IntVector2} screenPosition - Update and return screen position.
* @property {number} rotation - Set rotation angle.
* @property {Atomic.Texture} texture - Set texture.
* @property {Atomic.IntRect} imageRect - Set part of texture to use as the image.
* @property {Atomic.BlendMode} blendMode - Set blend mode.
* @property {Atomic.Vector2} position - Return floating point position.
* @property {Atomic.IntVector2} hotSpot - Return hotspot.
* @property {Atomic.Vector2} scale - Return scale.
*/
function Sprite() {};
/**
* Return whether is visible and inside a scissor rectangle and should be rendered.
* @memberof Atomic.Sprite.prototype
* @param {Atomic.IntRect} currentScissor
* @returns { boolean}
*/
function isWithinScissor() {};
/**
* Update and return screen position.
* @memberof Atomic.Sprite.prototype
* @returns { Atomic.IntVector2}
*/
function getScreenPosition() {};
/**
* React to position change.
* @memberof Atomic.Sprite.prototype
*/
function onPositionSet() {};
/**
* Set rotation angle.
* @memberof Atomic.Sprite.prototype
* @param {number} angle
*/
function setRotation() {};
/**
* Set texture.
* @memberof Atomic.Sprite.prototype
* @param {Atomic.Texture} texture
*/
function setTexture() {};
/**
* Set part of texture to use as the image.
* @memberof Atomic.Sprite.prototype
* @param {Atomic.IntRect} rect
*/
function setImageRect() {};
/**
* Use whole texture as the image.
* @memberof Atomic.Sprite.prototype
*/
function setFullImageRect() {};
/**
* Set blend mode.
* @memberof Atomic.Sprite.prototype
* @param {Atomic.BlendMode} mode
*/
function setBlendMode() {};
/**
* Return floating point position.
* @memberof Atomic.Sprite.prototype
* @returns { Atomic.Vector2}
*/
function getPosition() {};
/**
* Return hotspot.
* @memberof Atomic.Sprite.prototype
* @returns { Atomic.IntVector2}
*/
function getHotSpot() {};
/**
* Return scale.
* @memberof Atomic.Sprite.prototype
* @returns { Atomic.Vector2}
*/
function getScale() {};
/**
* Return rotation angle.
* @memberof Atomic.Sprite.prototype
* @returns { number}
*/
function getRotation() {};
/**
* Return texture.
* @memberof Atomic.Sprite.prototype
* @returns { Atomic.Texture}
*/
function getTexture() {};
/**
* Return image rectangle.
* @memberof Atomic.Sprite.prototype
* @returns { Atomic.IntRect}
*/
function getImageRect() {};
/**
* Return blend mode.
* @memberof Atomic.Sprite.prototype
* @returns { Atomic.BlendMode}
*/
function getBlendMode() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.UIElement
* @property {string} text - Set text. Text is assumed to be either ASCII or UTF8-encoded.
* @property {Atomic.HorizontalAlignment} textAlignment - Set row alignment.
* @property {number} rowSpacing - Set row spacing, 1.0 for original font spacing.
* @property {boolean} wordwrap - Set wordwrap. In wordwrap mode the text element will respect its current width. Otherwise it resizes itself freely.
* @property {Atomic.Color} selectionColor - Set selection background color. Color with 0 alpha (default) disables.
* @property {Atomic.Color} hoverColor - Set hover background color. Color with 0 alpha (default) disables.
* @property {Atomic.TextEffect} textEffect - Set text effect.
* @property {Atomic.Color} effectColor - Set effect color.
* @property {Atomic.Font} font - Return font.
* @property {number} fontSize - Return font size.
* @property {number} selectionStart - Return selection start.
* @property {number} selectionLength - Return selection length.
* @property {number} rowHeight - Return row height.
* @property {number} numRows - Return number of rows.
* @property {number} numChars - Return number of characters.
* @property {boolean} usedInText3D - Set used in Text3D.
* @property {number} effectDepthBias - Set text effect Z bias. Zero by default, adjusted only in 3D mode.
*/
function Text() {};
/**
* Apply attribute changes that can not be applied immediately.
* @memberof Atomic.Text.prototype
*/
function applyAttributes() {};
/**
* React to resize.
* @memberof Atomic.Text.prototype
*/
function onResize() {};
/**
* React to indent change.
* @memberof Atomic.Text.prototype
*/
function onIndentSet() {};
/**
* Set font and font size and use signed distance field.
* @memberof Atomic.Text.prototype
* @param {Atomic.Font} font
* @param {number=} size
* @returns { boolean}
*/
function setFont() {};
/**
* Set text. Text is assumed to be either ASCII or UTF8-encoded.
* @memberof Atomic.Text.prototype
* @param {string} text
*/
function setText() {};
/**
* Set row alignment.
* @memberof Atomic.Text.prototype
* @param {Atomic.HorizontalAlignment} align
*/
function setTextAlignment() {};
/**
* Set row spacing, 1.0 for original font spacing.
* @memberof Atomic.Text.prototype
* @param {number} spacing
*/
function setRowSpacing() {};
/**
* Set wordwrap. In wordwrap mode the text element will respect its current width. Otherwise it resizes itself freely.
* @memberof Atomic.Text.prototype
* @param {boolean} enable
*/
function setWordwrap() {};
/**
* Set selection. When length is not provided, select until the text ends.
* @memberof Atomic.Text.prototype
* @param {number} start
* @param {number=} length
*/
function setSelection() {};
/**
* Clear selection.
* @memberof Atomic.Text.prototype
*/
function clearSelection() {};
/**
* Set selection background color. Color with 0 alpha (default) disables.
* @memberof Atomic.Text.prototype
* @param {Atomic.Color} color
*/
function setSelectionColor() {};
/**
* Set hover background color. Color with 0 alpha (default) disables.
* @memberof Atomic.Text.prototype
* @param {Atomic.Color} color
*/
function setHoverColor() {};
/**
* Set text effect.
* @memberof Atomic.Text.prototype
* @param {Atomic.TextEffect} textEffect
*/
function setTextEffect() {};
/**
* Set effect color.
* @memberof Atomic.Text.prototype
* @param {Atomic.Color} effectColor
*/
function setEffectColor() {};
/**
* Return font.
* @memberof Atomic.Text.prototype
* @returns { Atomic.Font}
*/
function getFont() {};
/**
* Return font size.
* @memberof Atomic.Text.prototype
* @returns { number}
*/
function getFontSize() {};
/**
* Return text.
* @memberof Atomic.Text.prototype
* @returns { string}
*/
function getText() {};
/**
* Return row alignment.
* @memberof Atomic.Text.prototype
* @returns { Atomic.HorizontalAlignment}
*/
function getTextAlignment() {};
/**
* Return row spacing.
* @memberof Atomic.Text.prototype
* @returns { number}
*/
function getRowSpacing() {};
/**
* Return wordwrap mode.
* @memberof Atomic.Text.prototype
* @returns { boolean}
*/
function getWordwrap() {};
/**
* Return selection start.
* @memberof Atomic.Text.prototype
* @returns { number}
*/
function getSelectionStart() {};
/**
* Return selection length.
* @memberof Atomic.Text.prototype
* @returns { number}
*/
function getSelectionLength() {};
/**
* Return selection background color.
* @memberof Atomic.Text.prototype
* @returns { Atomic.Color}
*/
function getSelectionColor() {};
/**
* Return hover background color.
* @memberof Atomic.Text.prototype
* @returns { Atomic.Color}
*/
function getHoverColor() {};
/**
* Return text effect.
* @memberof Atomic.Text.prototype
* @returns { Atomic.TextEffect}
*/
function getTextEffect() {};
/**
* Return effect color.
* @memberof Atomic.Text.prototype
* @returns { Atomic.Color}
*/
function getEffectColor() {};
/**
* Return row height.
* @memberof Atomic.Text.prototype
* @returns { number}
*/
function getRowHeight() {};
/**
* Return number of rows.
* @memberof Atomic.Text.prototype
* @returns { number}
*/
function getNumRows() {};
/**
* Return number of characters.
* @memberof Atomic.Text.prototype
* @returns { number}
*/
function getNumChars() {};
/**
* Return width of row by index.
* @memberof Atomic.Text.prototype
* @param {number} index
* @returns { number}
*/
function getRowWidth() {};
/**
* Return position of character by index relative to the text element origin.
* @memberof Atomic.Text.prototype
* @param {number} index
* @returns { Atomic.IntVector2}
*/
function getCharPosition() {};
/**
* Return size of character by index.
* @memberof Atomic.Text.prototype
* @param {number} index
* @returns { Atomic.IntVector2}
*/
function getCharSize() {};
/**
* Set used in Text3D.
* @memberof Atomic.Text.prototype
* @param {boolean} usedInText3D
*/
function setUsedInText3D() {};
/**
* Set text effect Z bias. Zero by default, adjusted only in 3D mode.
* @memberof Atomic.Text.prototype
* @param {number} bias
*/
function setEffectDepthBias() {};
/**
* Return effect Z bias.
* @memberof Atomic.Text.prototype
* @returns { number}
*/
function getEffectDepthBias() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Drawable
* @property {Atomic.UpdateGeometryType} updateGeometryType - Return whether a geometry update is necessary, and if it can happen in a worker thread.
* @property {Atomic.Material} material - Set material.
* @property {string} text - Set text. Text is assumed to be either ASCII or UTF8-encoded.
* @property {Atomic.HorizontalAlignment} horizontalAlignment - Set horizontal alignment.
* @property {Atomic.VerticalAlignment} verticalAlignment - Set vertical alignment.
* @property {Atomic.HorizontalAlignment} textAlignment - Set row alignment.
* @property {number} rowSpacing - Set row spacing, 1.0 for original font spacing.
* @property {boolean} wordwrap - Set wordwrap. In wordwrap mode the text element will respect its current width. Otherwise it resizes itself freely.
* @property {Atomic.TextEffect} textEffect - Set text effect.
* @property {Atomic.Color} effectColor - Set effect color.
* @property {number} effectDepthBias - Set effect Z bias.
* @property {number} width - Set text width. Only has effect in word wrap mode.
* @property {number} opacity - Set opacity.
* @property {Atomic.FaceCameraMode} faceCameraMode - Set how the text should rotate in relation to the camera. Default is to not rotate (FC_NONE.)
* @property {Atomic.Font} font - Return font.
* @property {number} fontSize - Return font size.
* @property {number} rowHeight - Return row height.
* @property {number} numRows - Return number of rows.
* @property {number} numChars - Return number of characters.
* @property {Atomic.Color} colorAttr - Get color attribute. Uses just the top-left color.
*/
function Text3D() {};
/**
* Apply attribute changes that can not be applied immediately.
* @memberof Atomic.Text3D.prototype
*/
function applyAttributes() {};
/**
* Return whether a geometry update is necessary, and if it can happen in a worker thread.
* @memberof Atomic.Text3D.prototype
* @returns { Atomic.UpdateGeometryType}
*/
function getUpdateGeometryType() {};
/**
* Set material.
* @memberof Atomic.Text3D.prototype
* @param {Atomic.Material} material
*/
function setMaterial() {};
/**
* Set text. Text is assumed to be either ASCII or UTF8-encoded.
* @memberof Atomic.Text3D.prototype
* @param {string} text
*/
function setText() {};
/**
* Set horizontal and vertical alignment.
* @memberof Atomic.Text3D.prototype
* @param {Atomic.HorizontalAlignment} hAlign
* @param {Atomic.VerticalAlignment} vAlign
*/
function setAlignment() {};
/**
* Set horizontal alignment.
* @memberof Atomic.Text3D.prototype
* @param {Atomic.HorizontalAlignment} align
*/
function setHorizontalAlignment() {};
/**
* Set vertical alignment.
* @memberof Atomic.Text3D.prototype
* @param {Atomic.VerticalAlignment} align
*/
function setVerticalAlignment() {};
/**
* Set row alignment.
* @memberof Atomic.Text3D.prototype
* @param {Atomic.HorizontalAlignment} align
*/
function setTextAlignment() {};
/**
* Set row spacing, 1.0 for original font spacing.
* @memberof Atomic.Text3D.prototype
* @param {number} spacing
*/
function setRowSpacing() {};
/**
* Set wordwrap. In wordwrap mode the text element will respect its current width. Otherwise it resizes itself freely.
* @memberof Atomic.Text3D.prototype
* @param {boolean} enable
*/
function setWordwrap() {};
/**
* Set text effect.
* @memberof Atomic.Text3D.prototype
* @param {Atomic.TextEffect} textEffect
*/
function setTextEffect() {};
/**
* Set effect color.
* @memberof Atomic.Text3D.prototype
* @param {Atomic.Color} effectColor
*/
function setEffectColor() {};
/**
* Set effect Z bias.
* @memberof Atomic.Text3D.prototype
* @param {number} bias
*/
function setEffectDepthBias() {};
/**
* Set text width. Only has effect in word wrap mode.
* @memberof Atomic.Text3D.prototype
* @param {number} width
*/
function setWidth() {};
/**
* Set opacity.
* @memberof Atomic.Text3D.prototype
* @param {number} opacity
*/
function setOpacity() {};
/**
* Set how the text should rotate in relation to the camera. Default is to not rotate (FC_NONE.)
* @memberof Atomic.Text3D.prototype
* @param {Atomic.FaceCameraMode} mode
*/
function setFaceCameraMode() {};
/**
* Return font.
* @memberof Atomic.Text3D.prototype
* @returns { Atomic.Font}
*/
function getFont() {};
/**
* Return material.
* @memberof Atomic.Text3D.prototype
* @returns { Atomic.Material}
*/
function getMaterial() {};
/**
* Return font size.
* @memberof Atomic.Text3D.prototype
* @returns { number}
*/
function getFontSize() {};
/**
* Return text.
* @memberof Atomic.Text3D.prototype
* @returns { string}
*/
function getText() {};
/**
* Return row alignment.
* @memberof Atomic.Text3D.prototype
* @returns { Atomic.HorizontalAlignment}
*/
function getTextAlignment() {};
/**
* Return horizontal alignment.
* @memberof Atomic.Text3D.prototype
* @returns { Atomic.HorizontalAlignment}
*/
function getHorizontalAlignment() {};
/**
* Return vertical alignment.
* @memberof Atomic.Text3D.prototype
* @returns { Atomic.VerticalAlignment}
*/
function getVerticalAlignment() {};
/**
* Return row spacing.
* @memberof Atomic.Text3D.prototype
* @returns { number}
*/
function getRowSpacing() {};
/**
* Return wordwrap mode.
* @memberof Atomic.Text3D.prototype
* @returns { boolean}
*/
function getWordwrap() {};
/**
* Return text effect.
* @memberof Atomic.Text3D.prototype
* @returns { Atomic.TextEffect}
*/
function getTextEffect() {};
/**
* Return effect color.
* @memberof Atomic.Text3D.prototype
* @returns { Atomic.Color}
*/
function getEffectColor() {};
/**
* Return effect depth bias.
* @memberof Atomic.Text3D.prototype
* @returns { number}
*/
function getEffectDepthBias() {};
/**
* Return text width.
* @memberof Atomic.Text3D.prototype
* @returns { number}
*/
function getWidth() {};
/**
* Return row height.
* @memberof Atomic.Text3D.prototype
* @returns { number}
*/
function getRowHeight() {};
/**
* Return number of rows.
* @memberof Atomic.Text3D.prototype
* @returns { number}
*/
function getNumRows() {};
/**
* Return number of characters.
* @memberof Atomic.Text3D.prototype
* @returns { number}
*/
function getNumChars() {};
/**
* Return width of row by index.
* @memberof Atomic.Text3D.prototype
* @param {number} index
* @returns { number}
*/
function getRowWidth() {};
/**
* Return position of character by index relative to the text element origin.
* @memberof Atomic.Text3D.prototype
* @param {number} index
* @returns { Atomic.IntVector2}
*/
function getCharPosition() {};
/**
* Return size of character by index.
* @memberof Atomic.Text3D.prototype
* @param {number} index
* @returns { Atomic.IntVector2}
*/
function getCharSize() {};
/**
* Return corner color.
* @memberof Atomic.Text3D.prototype
* @param {Atomic.Corner} corner
* @returns { Atomic.Color}
*/
function getColor() {};
/**
* Return opacity.
* @memberof Atomic.Text3D.prototype
* @returns { number}
*/
function getOpacity() {};
/**
* Return how the text rotates in relation to the camera.
* @memberof Atomic.Text3D.prototype
* @returns { Atomic.FaceCameraMode}
*/
function getFaceCameraMode() {};
/**
* Get color attribute. Uses just the top-left color.
* @memberof Atomic.Text3D.prototype
* @returns { Atomic.Color}
*/
function getColorAttr() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.UIElement
* @property {number} delay - Set the delay in seconds until the tooltip shows once hovering. Set zero to use the default from the UI subsystem.
*/
function ToolTip() {};
/**
* Perform UI element update.
* @memberof Atomic.ToolTip.prototype
* @param {number} timeStep
*/
function update() {};
/**
* Set the delay in seconds until the tooltip shows once hovering. Set zero to use the default from the UI subsystem.
* @memberof Atomic.ToolTip.prototype
* @param {number} delay
*/
function setDelay() {};
/**
* Return the delay in seconds until the tooltip shows once hovering.
* @memberof Atomic.ToolTip.prototype
* @returns { number}
*/
function getDelay() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.AObject
* @property {Atomic.Cursor} cursor - Set cursor UI element.
* @property {string} clipboardText - Set clipboard text.
* @property {number} doubleClickInterval - Set UI element double click interval in seconds.
* @property {number} dragBeginInterval - Set UI drag event start interval in seconds.
* @property {number} dragBeginDistance - Set UI drag event start distance threshold in pixels.
* @property {number} defaultToolTipDelay - Set tooltip default display delay in seconds.
* @property {number} maxFontTextureSize - Set maximum font face texture size. Must be a power of two. Default is 2048.
* @property {boolean} nonFocusedMouseWheel - Set whether mouse wheel can control also a non-focused element.
* @property {boolean} useSystemClipboard - Set whether to use system clipboard. Default false.
* @property {boolean} useScreenKeyboard - Set whether to show the on-screen keyboard (if supported) when a %LineEdit is focused. Default true on mobile devices.
* @property {boolean} useMutableGlyphs - Set whether to use mutable (eraseable) glyphs to ensure a font face never expands to more than one texture. Default false.
* @property {boolean} forceAutoHint - Set whether to force font autohinting instead of using FreeType's TTF bytecode interpreter.
* @property {Atomic.UIElement} root - Return root UI element.
* @property {Atomic.UIElement} rootModalElement - Return root modal element.
* @property {Atomic.IntVector2} cursorPosition - Return cursor position.
* @property {Atomic.UIElement} focusElement - Return focused element.
* @property {Atomic.UIElement} frontElement - Return topmost enabled root-level non-modal element.
* @property {number} numDragElements - Return the number of currently dragged elements.
*/
function UI() {};
/**
* Set cursor UI element.
* @memberof Atomic.UI.prototype
* @param {Atomic.Cursor} cursor
*/
function setCursor() {};
/**
* Set focused UI element.
* @memberof Atomic.UI.prototype
* @param {Atomic.UIElement} element
* @param {boolean=} byKey
*/
function setFocusElement() {};
/**
* Only the modal element can clear its modal status or when it is being destructed.
* @memberof Atomic.UI.prototype
* @param {Atomic.UIElement} modalElement
* @param {boolean} enable
* @returns { boolean}
*/
function setModalElement() {};
/**
* Clear the UI (excluding the cursor.)
* @memberof Atomic.UI.prototype
*/
function clear() {};
/**
* Update the UI logic. Called by HandlePostUpdate().
* @memberof Atomic.UI.prototype
* @param {number} timeStep
*/
function update() {};
/**
* Update the UI for rendering. Called by HandleRenderUpdate().
* @memberof Atomic.UI.prototype
*/
function renderUpdate() {};
/**
* Render the UI. If resetRenderTargets is true, is assumed to be the default UI render to backbuffer called by Engine, and will be performed only once. Additional UI renders to a different rendertarget may be triggered from the renderpath.
* @memberof Atomic.UI.prototype
* @param {boolean=} resetRenderTargets
*/
function render() {};
/**
* Debug draw a UI element.
* @memberof Atomic.UI.prototype
* @param {Atomic.UIElement} element
*/
function debugDraw() {};
/**
* Set clipboard text.
* @memberof Atomic.UI.prototype
* @param {string} text
*/
function setClipboardText() {};
/**
* Set UI element double click interval in seconds.
* @memberof Atomic.UI.prototype
* @param {number} interval
*/
function setDoubleClickInterval() {};
/**
* Set UI drag event start interval in seconds.
* @memberof Atomic.UI.prototype
* @param {number} interval
*/
function setDragBeginInterval() {};
/**
* Set UI drag event start distance threshold in pixels.
* @memberof Atomic.UI.prototype
* @param {number} pixels
*/
function setDragBeginDistance() {};
/**
* Set tooltip default display delay in seconds.
* @memberof Atomic.UI.prototype
* @param {number} delay
*/
function setDefaultToolTipDelay() {};
/**
* Set maximum font face texture size. Must be a power of two. Default is 2048.
* @memberof Atomic.UI.prototype
* @param {number} size
*/
function setMaxFontTextureSize() {};
/**
* Set whether mouse wheel can control also a non-focused element.
* @memberof Atomic.UI.prototype
* @param {boolean} nonFocusedMouseWheel
*/
function setNonFocusedMouseWheel() {};
/**
* Set whether to use system clipboard. Default false.
* @memberof Atomic.UI.prototype
* @param {boolean} enable
*/
function setUseSystemClipboard() {};
/**
* Set whether to show the on-screen keyboard (if supported) when a %LineEdit is focused. Default true on mobile devices.
* @memberof Atomic.UI.prototype
* @param {boolean} enable
*/
function setUseScreenKeyboard() {};
/**
* Set whether to use mutable (eraseable) glyphs to ensure a font face never expands to more than one texture. Default false.
* @memberof Atomic.UI.prototype
* @param {boolean} enable
*/
function setUseMutableGlyphs() {};
/**
* Set whether to force font autohinting instead of using FreeType's TTF bytecode interpreter.
* @memberof Atomic.UI.prototype
* @param {boolean} enable
*/
function setForceAutoHint() {};
/**
* Return root UI element.
* @memberof Atomic.UI.prototype
* @returns { Atomic.UIElement}
*/
function getRoot() {};
/**
* Return root modal element.
* @memberof Atomic.UI.prototype
* @returns { Atomic.UIElement}
*/
function getRootModalElement() {};
/**
* Return cursor.
* @memberof Atomic.UI.prototype
* @returns { Atomic.Cursor}
*/
function getCursor() {};
/**
* Return cursor position.
* @memberof Atomic.UI.prototype
* @returns { Atomic.IntVector2}
*/
function getCursorPosition() {};
/**
* Return focused element.
* @memberof Atomic.UI.prototype
* @returns { Atomic.UIElement}
*/
function getFocusElement() {};
/**
* Return topmost enabled root-level non-modal element.
* @memberof Atomic.UI.prototype
* @returns { Atomic.UIElement}
*/
function getFrontElement() {};
/**
* Return the number of currently dragged elements.
* @memberof Atomic.UI.prototype
* @returns { number}
*/
function getNumDragElements() {};
/**
* Return the drag element at index.
* @memberof Atomic.UI.prototype
* @param {number} index
* @returns { Atomic.UIElement}
*/
function getDragElement() {};
/**
* Return clipboard text.
* @memberof Atomic.UI.prototype
* @returns { string}
*/
function getClipboardText() {};
/**
* Return UI element double click interval in seconds.
* @memberof Atomic.UI.prototype
* @returns { number}
*/
function getDoubleClickInterval() {};
/**
* Return UI drag start event interval in seconds.
* @memberof Atomic.UI.prototype
* @returns { number}
*/
function getDragBeginInterval() {};
/**
* Return UI drag start event distance threshold in pixels.
* @memberof Atomic.UI.prototype
* @returns { number}
*/
function getDragBeginDistance() {};
/**
* Return tooltip default display delay in seconds.
* @memberof Atomic.UI.prototype
* @returns { number}
*/
function getDefaultToolTipDelay() {};
/**
* Return font texture maximum size.
* @memberof Atomic.UI.prototype
* @returns { number}
*/
function getMaxFontTextureSize() {};
/**
* Return whether mouse wheel can control also a non-focused element.
* @memberof Atomic.UI.prototype
* @returns { boolean}
*/
function isNonFocusedMouseWheel() {};
/**
* Return whether is using the system clipboard.
* @memberof Atomic.UI.prototype
* @returns { boolean}
*/
function getUseSystemClipboard() {};
/**
* Return whether focusing a %LineEdit will show the on-screen keyboard.
* @memberof Atomic.UI.prototype
* @returns { boolean}
*/
function getUseScreenKeyboard() {};
/**
* Return whether is using mutable (eraseable) glyphs for fonts.
* @memberof Atomic.UI.prototype
* @returns { boolean}
*/
function getUseMutableGlyphs() {};
/**
* Return whether is using forced autohinting.
* @memberof Atomic.UI.prototype
* @returns { boolean}
*/
function getForceAutoHint() {};
/**
* Return true when UI has modal element(s).
* @memberof Atomic.UI.prototype
* @returns { boolean}
*/
function hasModalElement() {};
/**
* Return whether a drag is in progress.
* @memberof Atomic.UI.prototype
* @returns { boolean}
*/
function isDragging() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Animatable
* @property {Atomic.IntVector2} screenPosition - Update and return screen position.
* @property {string} name - Set name.
* @property {Atomic.IntVector2} position - Set position.
* @property {number} width - Set width only.
* @property {number} height - Set height only.
* @property {number} minWidth - Set minimum width.
* @property {number} minHeight - Set minimum height.
* @property {number} maxWidth - Set maximum width.
* @property {number} maxHeight - Set maximum height.
* @property {number} fixedWidth - Set fixed width.
* @property {number} fixedHeight - Set fixed height.
* @property {Atomic.HorizontalAlignment} horizontalAlignment - Set horizontal alignment.
* @property {Atomic.VerticalAlignment} verticalAlignment - Set vertical alignment.
* @property {Atomic.IntRect} clipBorder - Set child element clipping border.
* @property {Atomic.Color} color - Set color on all corners.
* @property {number} priority - Set priority.
* @property {number} opacity - Set opacity.
* @property {boolean} bringToFront - Set whether should be brought to front when focused.
* @property {boolean} bringToBack - Set whether should be put to background when another element is focused.
* @property {boolean} clipChildren - Set whether should clip child elements. Default false.
* @property {boolean} sortChildren - Set whether should sort child elements according to priority. Default true.
* @property {boolean} useDerivedOpacity - Set whether parent elements' opacity affects opacity. Default true.
* @property {boolean} enabled - Set whether reacts to input. Default false, but is enabled by subclasses if applicable.
* @property {boolean} deepEnabled - Set enabled state on self and child elements. Elements' own enabled state is remembered (IsEnabledSelf) and can be restored.
* @property {boolean} enabledRecursive - Set enabled state on self and child elements. Unlike SetDeepEnabled this does not remember the elements' own enabled state, but overwrites it.
* @property {boolean} editable - Set whether value is editable through input. Not applicable to all elements. Default true.
* @property {boolean} focus - Set whether is focused. Only one element can be focused at a time.
* @property {boolean} selected - Set selected mode. Actual meaning is element dependent, for example constant hover or pressed effect.
* @property {boolean} visible - Set whether is visible.
* @property {Atomic.FocusMode} focusMode - Set focus mode.
* @property {number} dragDropMode - Set drag and drop flags.
* @property {Atomic.XMLFile} defaultStyle - Set default style file for later use by children elements.
* @property {Atomic.LayoutMode} layoutMode - Set layout mode only.
* @property {number} layoutSpacing - Set layout spacing.
* @property {Atomic.IntRect} layoutBorder - Set layout border.
* @property {Atomic.Vector2} layoutFlexScale - Set layout flex scale.
* @property {number} indent - Set horizontal indentation.
* @property {number} indentSpacing - Set indent spacing (number of pixels per indentation level).
* @property {boolean} internal - Mark as internally (programmatically) created. Used when an element composes itself out of child elements.
* @property {Atomic.TraversalMode} traversalMode - Set traversal mode for rendering. The default traversal mode is TM_BREADTH_FIRST for non-root element. Root element should be set to TM_DEPTH_FIRST to avoid artifacts during rendering.
* @property {Atomic.UIElement} elementEventSender - Set element event sender flag. When child element is added or deleted, the event would be sent using UIElement found in the parental chain having this flag set. If not set, the event is sent using UI's root as per normal.
* @property {Atomic.IntVector2} size - Return size.
* @property {Atomic.IntVector2} minSize - Return minimum size.
* @property {Atomic.IntVector2} maxSize - Return maximum size.
* @property {Atomic.IntVector2} childOffset - Set child offset.
* @property {number} derivedOpacity - Return derived opacity (affected by parent elements.) If UseDerivedOpacity is false, returns same as element's own opacity.
* @property {string} appliedStyle - Return applied style name. Return an empty string when the applied style is an 'auto' style (i.e. style derived from instance's type).
* @property {Atomic.UIElement} parent - Return parent element.
* @property {Atomic.UIElement} root - Return root element.
* @property {Atomic.Color} derivedColor - Return derived color. Only valid when no gradient.
* @property {number} dragButtonCombo - Return the drag button combo if this element is being dragged.
* @property {number} dragButtonCount - Return the number of buttons dragging this element.
* @property {Atomic.IntRect} combinedScreenRect - Return combined screen coordinate rect of element and its children.
* @property {number} layoutMinSize - Return minimum layout element size in the layout direction. Only valid after layout has been calculated. Used internally by UI for optimizations.
* @property {number} layoutMaxSize - Return maximum layout element size in the layout direction. Only valid after layout has been calculated. Used internally by UI for optimizations.
* @property {number} indentWidth - Return indent width in pixels.
* @property {boolean} hovering - Set hovering state.
* @property {Atomic.Color} colorAttr - Return color attribute. Uses just the top-left color.
*/
function UIElement() {};
/**
* Apply attribute changes that can not be applied immediately.
* @memberof Atomic.UIElement.prototype
*/
function applyAttributes() {};
/**
* Perform UI element update.
* @memberof Atomic.UIElement.prototype
* @param {number} timeStep
*/
function update() {};
/**
* Return whether is visible and inside a scissor rectangle and should be rendered.
* @memberof Atomic.UIElement.prototype
* @param {Atomic.IntRect} currentScissor
* @returns { boolean}
*/
function isWithinScissor() {};
/**
* Update and return screen position.
* @memberof Atomic.UIElement.prototype
* @returns { Atomic.IntVector2}
*/
function getScreenPosition() {};
/**
* React to mouse hover.
* @memberof Atomic.UIElement.prototype
* @param {Atomic.IntVector2} position
* @param {Atomic.IntVector2} screenPosition
* @param {number} buttons
* @param {number} qualifiers
* @param {Atomic.Cursor} cursor
*/
function onHover() {};
/**
* React to mouse click begin.
* @memberof Atomic.UIElement.prototype
* @param {Atomic.IntVector2} position
* @param {Atomic.IntVector2} screenPosition
* @param {number} button
* @param {number} buttons
* @param {number} qualifiers
* @param {Atomic.Cursor} cursor
*/
function onClickBegin() {};
/**
* React to mouse click end.
* @memberof Atomic.UIElement.prototype
* @param {Atomic.IntVector2} position
* @param {Atomic.IntVector2} screenPosition
* @param {number} button
* @param {number} buttons
* @param {number} qualifiers
* @param {Atomic.Cursor} cursor
* @param {Atomic.UIElement} beginElement
*/
function onClickEnd() {};
/**
* React to double mouse click.
* @memberof Atomic.UIElement.prototype
* @param {Atomic.IntVector2} position
* @param {Atomic.IntVector2} screenPosition
* @param {number} button
* @param {number} buttons
* @param {number} qualifiers
* @param {Atomic.Cursor} cursor
*/
function onDoubleClick() {};
/**
* React to mouse drag begin.
* @memberof Atomic.UIElement.prototype
* @param {Atomic.IntVector2} position
* @param {Atomic.IntVector2} screenPosition
* @param {number} buttons
* @param {number} qualifiers
* @param {Atomic.Cursor} cursor
*/
function onDragBegin() {};
/**
* React to mouse drag motion.
* @memberof Atomic.UIElement.prototype
* @param {Atomic.IntVector2} position
* @param {Atomic.IntVector2} screenPosition
* @param {Atomic.IntVector2} deltaPos
* @param {number} buttons
* @param {number} qualifiers
* @param {Atomic.Cursor} cursor
*/
function onDragMove() {};
/**
* React to mouse drag end.
* @memberof Atomic.UIElement.prototype
* @param {Atomic.IntVector2} position
* @param {Atomic.IntVector2} screenPosition
* @param {number} dragButtons
* @param {number} releaseButton
* @param {Atomic.Cursor} cursor
*/
function onDragEnd() {};
/**
* React to a mouse drag cancel event (ie, when an extra button is pressed)
* @memberof Atomic.UIElement.prototype
* @param {Atomic.IntVector2} position
* @param {Atomic.IntVector2} screenPosition
* @param {number} dragButtons
* @param {number} cancelButton
* @param {Atomic.Cursor} cursor
*/
function onDragCancel() {};
/**
* React to drag and drop test. Return true to signal that the drop is acceptable.
* @memberof Atomic.UIElement.prototype
* @param {Atomic.UIElement} source
* @returns { boolean}
*/
function onDragDropTest() {};
/**
* React to drag and drop finish. Return true to signal that the drop was accepted.
* @memberof Atomic.UIElement.prototype
* @param {Atomic.UIElement} source
* @returns { boolean}
*/
function onDragDropFinish() {};
/**
* React to mouse wheel.
* @memberof Atomic.UIElement.prototype
* @param {number} delta
* @param {number} buttons
* @param {number} qualifiers
*/
function onWheel() {};
/**
* React to a key press.
* @memberof Atomic.UIElement.prototype
* @param {number} key
* @param {number} buttons
* @param {number} qualifiers
*/
function onKey() {};
/**
* React to text input event.
* @memberof Atomic.UIElement.prototype
* @param {string} text
* @param {number} buttons
* @param {number} qualifiers
*/
function onTextInput() {};
/**
* React to resize.
* @memberof Atomic.UIElement.prototype
*/
function onResize() {};
/**
* React to position change.
* @memberof Atomic.UIElement.prototype
*/
function onPositionSet() {};
/**
* React to editable status change.
* @memberof Atomic.UIElement.prototype
*/
function onSetEditable() {};
/**
* React to indent change.
* @memberof Atomic.UIElement.prototype
*/
function onIndentSet() {};
/**
* Set name.
* @memberof Atomic.UIElement.prototype
* @param {string} name
*/
function setName() {};
/**
* Set position.
* @memberof Atomic.UIElement.prototype
* @param {Atomic.IntVector2} position
*/
function setPosition() {};
/**
* Set size.
* @memberof Atomic.UIElement.prototype
* @param {number} width
* @param {number} height
*/
function setSize() {};
/**
* Set width only.
* @memberof Atomic.UIElement.prototype
* @param {number} width
*/
function setWidth() {};
/**
* Set height only.
* @memberof Atomic.UIElement.prototype
* @param {number} height
*/
function setHeight() {};
/**
* Set minimum size.
* @memberof Atomic.UIElement.prototype
* @param {number} width
* @param {number} height
*/
function setMinSize() {};
/**
* Set minimum width.
* @memberof Atomic.UIElement.prototype
* @param {number} width
*/
function setMinWidth() {};
/**
* Set minimum height.
* @memberof Atomic.UIElement.prototype
* @param {number} height
*/
function setMinHeight() {};
/**
* Set maximum width.
* @memberof Atomic.UIElement.prototype
* @param {number} width
*/
function setMaxWidth() {};
/**
* Set maximum height.
* @memberof Atomic.UIElement.prototype
* @param {number} height
*/
function setMaxHeight() {};
/**
* Set fixed width.
* @memberof Atomic.UIElement.prototype
* @param {number} width
*/
function setFixedWidth() {};
/**
* Set fixed height.
* @memberof Atomic.UIElement.prototype
* @param {number} height
*/
function setFixedHeight() {};
/**
* Set horizontal and vertical alignment.
* @memberof Atomic.UIElement.prototype
* @param {Atomic.HorizontalAlignment} hAlign
* @param {Atomic.VerticalAlignment} vAlign
*/
function setAlignment() {};
/**
* Set horizontal alignment.
* @memberof Atomic.UIElement.prototype
* @param {Atomic.HorizontalAlignment} align
*/
function setHorizontalAlignment() {};
/**
* Set vertical alignment.
* @memberof Atomic.UIElement.prototype
* @param {Atomic.VerticalAlignment} align
*/
function setVerticalAlignment() {};
/**
* Set child element clipping border.
* @memberof Atomic.UIElement.prototype
* @param {Atomic.IntRect} rect
*/
function setClipBorder() {};
/**
* Set color on all corners.
* @memberof Atomic.UIElement.prototype
* @param {Atomic.Color} color
*/
function setColor() {};
/**
* Set priority.
* @memberof Atomic.UIElement.prototype
* @param {number} priority
*/
function setPriority() {};
/**
* Set opacity.
* @memberof Atomic.UIElement.prototype
* @param {number} opacity
*/
function setOpacity() {};
/**
* Set whether should be brought to front when focused.
* @memberof Atomic.UIElement.prototype
* @param {boolean} enable
*/
function setBringToFront() {};
/**
* Set whether should be put to background when another element is focused.
* @memberof Atomic.UIElement.prototype
* @param {boolean} enable
*/
function setBringToBack() {};
/**
* Set whether should clip child elements. Default false.
* @memberof Atomic.UIElement.prototype
* @param {boolean} enable
*/
function setClipChildren() {};
/**
* Set whether should sort child elements according to priority. Default true.
* @memberof Atomic.UIElement.prototype
* @param {boolean} enable
*/
function setSortChildren() {};
/**
* Set whether parent elements' opacity affects opacity. Default true.
* @memberof Atomic.UIElement.prototype
* @param {boolean} enable
*/
function setUseDerivedOpacity() {};
/**
* Set whether reacts to input. Default false, but is enabled by subclasses if applicable.
* @memberof Atomic.UIElement.prototype
* @param {boolean} enable
*/
function setEnabled() {};
/**
* Set enabled state on self and child elements. Elements' own enabled state is remembered (IsEnabledSelf) and can be restored.
* @memberof Atomic.UIElement.prototype
* @param {boolean} enable
*/
function setDeepEnabled() {};
/**
* Reset enabled state to the element's remembered state prior to calling SetDeepEnabled.
* @memberof Atomic.UIElement.prototype
*/
function resetDeepEnabled() {};
/**
* Set enabled state on self and child elements. Unlike SetDeepEnabled this does not remember the elements' own enabled state, but overwrites it.
* @memberof Atomic.UIElement.prototype
* @param {boolean} enable
*/
function setEnabledRecursive() {};
/**
* Set whether value is editable through input. Not applicable to all elements. Default true.
* @memberof Atomic.UIElement.prototype
* @param {boolean} enable
*/
function setEditable() {};
/**
* Set whether is focused. Only one element can be focused at a time.
* @memberof Atomic.UIElement.prototype
* @param {boolean} enable
*/
function setFocus() {};
/**
* Set selected mode. Actual meaning is element dependent, for example constant hover or pressed effect.
* @memberof Atomic.UIElement.prototype
* @param {boolean} enable
*/
function setSelected() {};
/**
* Set whether is visible.
* @memberof Atomic.UIElement.prototype
* @param {boolean} enable
*/
function setVisible() {};
/**
* Set focus mode.
* @memberof Atomic.UIElement.prototype
* @param {Atomic.FocusMode} mode
*/
function setFocusMode() {};
/**
* Set drag and drop flags.
* @memberof Atomic.UIElement.prototype
* @param {number} mode
*/
function setDragDropMode() {};
/**
* Set style from an XML file. Find the style element by name. If the style file is not explicitly provided, use the default style from parental chain. Return true if the style is applied successfully.
* @memberof Atomic.UIElement.prototype
* @param {string} styleName
* @param {Atomic.XMLFile=} file
* @returns { boolean}
*/
function setStyle() {};
/**
* Set style from an XML file. Find the style element automatically. If the style file is not explicitly provided, use the default style from parental chain. Return true if the style is applied successfully.
* @memberof Atomic.UIElement.prototype
* @param {Atomic.XMLFile=} file
* @returns { boolean}
*/
function setStyleAuto() {};
/**
* Set default style file for later use by children elements.
* @memberof Atomic.UIElement.prototype
* @param {Atomic.XMLFile} style
*/
function setDefaultStyle() {};
/**
* Set layout.
* @memberof Atomic.UIElement.prototype
* @param {Atomic.LayoutMode} mode
* @param {number=} spacing
* @param {Atomic.IntRect=} border
*/
function setLayout() {};
/**
* Set layout mode only.
* @memberof Atomic.UIElement.prototype
* @param {Atomic.LayoutMode} mode
*/
function setLayoutMode() {};
/**
* Set layout spacing.
* @memberof Atomic.UIElement.prototype
* @param {number} spacing
*/
function setLayoutSpacing() {};
/**
* Set layout border.
* @memberof Atomic.UIElement.prototype
* @param {Atomic.IntRect} border
*/
function setLayoutBorder() {};
/**
* Set layout flex scale.
* @memberof Atomic.UIElement.prototype
* @param {Atomic.Vector2} scale
*/
function setLayoutFlexScale() {};
/**
* Set horizontal indentation.
* @memberof Atomic.UIElement.prototype
* @param {number} indent
*/
function setIndent() {};
/**
* Set indent spacing (number of pixels per indentation level).
* @memberof Atomic.UIElement.prototype
* @param {number} indentSpacing
*/
function setIndentSpacing() {};
/**
* Manually update layout. Should not be necessary in most cases, but is provided for completeness.
* @memberof Atomic.UIElement.prototype
*/
function updateLayout() {};
/**
* Disable automatic layout update. Should only be used if there are performance problems.
* @memberof Atomic.UIElement.prototype
*/
function disableLayoutUpdate() {};
/**
* Enable automatic layout update.
* @memberof Atomic.UIElement.prototype
*/
function enableLayoutUpdate() {};
/**
* Create and add a child element and return it.
* @memberof Atomic.UIElement.prototype
* @param {string} type
* @param {string=} name
* @param {number=} index
* @returns { Atomic.UIElement}
*/
function createChild() {};
/**
* Add a child element.
* @memberof Atomic.UIElement.prototype
* @param {Atomic.UIElement} element
*/
function addChild() {};
/**
* Insert a child element into a specific position in the child list.
* @memberof Atomic.UIElement.prototype
* @param {number} index
* @param {Atomic.UIElement} element
*/
function insertChild() {};
/**
* Remove a child element. Starting search at specified index if provided.
* @memberof Atomic.UIElement.prototype
* @param {Atomic.UIElement} element
* @param {number=} index
*/
function removeChild() {};
/**
* Remove a child element at index.
* @memberof Atomic.UIElement.prototype
* @param {number} index
*/
function removeChildAtIndex() {};
/**
* Remove all child elements.
* @memberof Atomic.UIElement.prototype
*/
function removeAllChildren() {};
/**
* Remove from the parent element. If no other shared pointer references exist, causes immediate deletion.
* @memberof Atomic.UIElement.prototype
*/
function remove() {};
/**
* Find child index. Return M_MAX_UNSIGNED if not found.
* @memberof Atomic.UIElement.prototype
* @param {Atomic.UIElement} element
* @returns { number}
*/
function findChild() {};
/**
* Set parent element. Same as parent->InsertChild(index, this).
* @memberof Atomic.UIElement.prototype
* @param {Atomic.UIElement} parent
* @param {number=} index
*/
function setParent() {};
/**
* Mark as internally (programmatically) created. Used when an element composes itself out of child elements.
* @memberof Atomic.UIElement.prototype
* @param {boolean} enable
*/
function setInternal() {};
/**
* Set traversal mode for rendering. The default traversal mode is TM_BREADTH_FIRST for non-root element. Root element should be set to TM_DEPTH_FIRST to avoid artifacts during rendering.
* @memberof Atomic.UIElement.prototype
* @param {Atomic.TraversalMode} traversalMode
*/
function setTraversalMode() {};
/**
* Set element event sender flag. When child element is added or deleted, the event would be sent using UIElement found in the parental chain having this flag set. If not set, the event is sent using UI's root as per normal.
* @memberof Atomic.UIElement.prototype
* @param {boolean} flag
*/
function setElementEventSender() {};
/**
* Return name.
* @memberof Atomic.UIElement.prototype
* @returns { string}
*/
function getName() {};
/**
* Return position.
* @memberof Atomic.UIElement.prototype
* @returns { Atomic.IntVector2}
*/
function getPosition() {};
/**
* Return size.
* @memberof Atomic.UIElement.prototype
* @returns { Atomic.IntVector2}
*/
function getSize() {};
/**
* Return width.
* @memberof Atomic.UIElement.prototype
* @returns { number}
*/
function getWidth() {};
/**
* Return height.
* @memberof Atomic.UIElement.prototype
* @returns { number}
*/
function getHeight() {};
/**
* Return minimum size.
* @memberof Atomic.UIElement.prototype
* @returns { Atomic.IntVector2}
*/
function getMinSize() {};
/**
* Return minimum width.
* @memberof Atomic.UIElement.prototype
* @returns { number}
*/
function getMinWidth() {};
/**
* Return minimum height.
* @memberof Atomic.UIElement.prototype
* @returns { number}
*/
function getMinHeight() {};
/**
* Return maximum size.
* @memberof Atomic.UIElement.prototype
* @returns { Atomic.IntVector2}
*/
function getMaxSize() {};
/**
* Return minimum width.
* @memberof Atomic.UIElement.prototype
* @returns { number}
*/
function getMaxWidth() {};
/**
* Return minimum height.
* @memberof Atomic.UIElement.prototype
* @returns { number}
*/
function getMaxHeight() {};
/**
* Return true if size is fixed.
* @memberof Atomic.UIElement.prototype
* @returns { boolean}
*/
function isFixedSize() {};
/**
* Return true if width is fixed.
* @memberof Atomic.UIElement.prototype
* @returns { boolean}
*/
function isFixedWidth() {};
/**
* Return true if height is fixed.
* @memberof Atomic.UIElement.prototype
* @returns { boolean}
*/
function isFixedHeight() {};
/**
* Return child element offset.
* @memberof Atomic.UIElement.prototype
* @returns { Atomic.IntVector2}
*/
function getChildOffset() {};
/**
* Return horizontal alignment.
* @memberof Atomic.UIElement.prototype
* @returns { Atomic.HorizontalAlignment}
*/
function getHorizontalAlignment() {};
/**
* Return vertical alignment.
* @memberof Atomic.UIElement.prototype
* @returns { Atomic.VerticalAlignment}
*/
function getVerticalAlignment() {};
/**
* Return child element clipping border.
* @memberof Atomic.UIElement.prototype
* @returns { Atomic.IntRect}
*/
function getClipBorder() {};
/**
* Return corner color.
* @memberof Atomic.UIElement.prototype
* @param {Atomic.Corner} corner
* @returns { Atomic.Color}
*/
function getColor() {};
/**
* Return priority.
* @memberof Atomic.UIElement.prototype
* @returns { number}
*/
function getPriority() {};
/**
* Return opacity.
* @memberof Atomic.UIElement.prototype
* @returns { number}
*/
function getOpacity() {};
/**
* Return derived opacity (affected by parent elements.) If UseDerivedOpacity is false, returns same as element's own opacity.
* @memberof Atomic.UIElement.prototype
* @returns { number}
*/
function getDerivedOpacity() {};
/**
* Return whether should be brought to front when focused.
* @memberof Atomic.UIElement.prototype
* @returns { boolean}
*/
function getBringToFront() {};
/**
* Return whether should be put to background when another element is focused.
* @memberof Atomic.UIElement.prototype
* @returns { boolean}
*/
function getBringToBack() {};
/**
* Return whether should clip child elements.
* @memberof Atomic.UIElement.prototype
* @returns { boolean}
*/
function getClipChildren() {};
/**
* Return whether should sort child elements according to priority.
* @memberof Atomic.UIElement.prototype
* @returns { boolean}
*/
function getSortChildren() {};
/**
* Return whether parent elements' opacity affects opacity.
* @memberof Atomic.UIElement.prototype
* @returns { boolean}
*/
function getUseDerivedOpacity() {};
/**
* Return whether has focus.
* @memberof Atomic.UIElement.prototype
* @returns { boolean}
*/
function hasFocus() {};
/**
* Return whether reacts to input.
* @memberof Atomic.UIElement.prototype
* @returns { boolean}
*/
function isEnabled() {};
/**
* Returns the element's last own enabled state. May be different than the value returned by IsEnabled when SetDeepEnabled has been used.
* @memberof Atomic.UIElement.prototype
* @returns { boolean}
*/
function isEnabledSelf() {};
/**
* Return whether value is editable through input.
* @memberof Atomic.UIElement.prototype
* @returns { boolean}
*/
function isEditable() {};
/**
* Return whether is selected. Actual meaning is element dependent.
* @memberof Atomic.UIElement.prototype
* @returns { boolean}
*/
function isSelected() {};
/**
* Return whether is visible.
* @memberof Atomic.UIElement.prototype
* @returns { boolean}
*/
function isVisible() {};
/**
* Return whether the cursor is hovering on this element.
* @memberof Atomic.UIElement.prototype
* @returns { boolean}
*/
function isHovering() {};
/**
* Return whether is internally created.
* @memberof Atomic.UIElement.prototype
* @returns { boolean}
*/
function isInternal() {};
/**
* Return whether has different color in at least one corner.
* @memberof Atomic.UIElement.prototype
* @returns { boolean}
*/
function hasColorGradient() {};
/**
* Return focus mode.
* @memberof Atomic.UIElement.prototype
* @returns { Atomic.FocusMode}
*/
function getFocusMode() {};
/**
* Return drag and drop flags.
* @memberof Atomic.UIElement.prototype
* @returns { number}
*/
function getDragDropMode() {};
/**
* Return applied style name. Return an empty string when the applied style is an 'auto' style (i.e. style derived from instance's type).
* @memberof Atomic.UIElement.prototype
* @returns { string}
*/
function getAppliedStyle() {};
/**
* Return default style.
* @memberof Atomic.UIElement.prototype
* @param {boolean=} recursiveUp
* @returns { Atomic.XMLFile}
*/
function getDefaultStyle() {};
/**
* Return layout mode.
* @memberof Atomic.UIElement.prototype
* @returns { Atomic.LayoutMode}
*/
function getLayoutMode() {};
/**
* Return layout spacing.
* @memberof Atomic.UIElement.prototype
* @returns { number}
*/
function getLayoutSpacing() {};
/**
* Return layout border.
* @memberof Atomic.UIElement.prototype
* @returns { Atomic.IntRect}
*/
function getLayoutBorder() {};
/**
* Return layout flex scale.
* @memberof Atomic.UIElement.prototype
* @returns { Atomic.Vector2}
*/
function getLayoutFlexScale() {};
/**
* Return number of child elements.
* @memberof Atomic.UIElement.prototype
* @param {boolean=} recursive
* @returns { number}
*/
function getNumChildren() {};
/**
* Return parent element.
* @memberof Atomic.UIElement.prototype
* @returns { Atomic.UIElement}
*/
function getParent() {};
/**
* Return root element.
* @memberof Atomic.UIElement.prototype
* @returns { Atomic.UIElement}
*/
function getRoot() {};
/**
* Return derived color. Only valid when no gradient.
* @memberof Atomic.UIElement.prototype
* @returns { Atomic.Color}
*/
function getDerivedColor() {};
/**
* Return the drag button combo if this element is being dragged.
* @memberof Atomic.UIElement.prototype
* @returns { number}
*/
function getDragButtonCombo() {};
/**
* Return the number of buttons dragging this element.
* @memberof Atomic.UIElement.prototype
* @returns { number}
*/
function getDragButtonCount() {};
/**
* Convert screen coordinates to element coordinates.
* @memberof Atomic.UIElement.prototype
* @param {Atomic.IntVector2} screenPosition
* @returns { Atomic.IntVector2}
*/
function screenToElement() {};
/**
* Convert element coordinates to screen coordinates.
* @memberof Atomic.UIElement.prototype
* @param {Atomic.IntVector2} position
* @returns { Atomic.IntVector2}
*/
function elementToScreen() {};
/**
* Return whether a point (either in element or screen coordinates) is inside the element.
* @memberof Atomic.UIElement.prototype
* @param {Atomic.IntVector2} position
* @param {boolean} isScreen
* @returns { boolean}
*/
function isInside() {};
/**
* Return whether a point (either in element or screen coordinates) is inside the combined rect of the element and its children.
* @memberof Atomic.UIElement.prototype
* @param {Atomic.IntVector2} position
* @param {boolean} isScreen
* @returns { boolean}
*/
function isInsideCombined() {};
/**
* Return combined screen coordinate rect of element and its children.
* @memberof Atomic.UIElement.prototype
* @returns { Atomic.IntRect}
*/
function getCombinedScreenRect() {};
/**
* Return minimum layout element size in the layout direction. Only valid after layout has been calculated. Used internally by UI for optimizations.
* @memberof Atomic.UIElement.prototype
* @returns { number}
*/
function getLayoutMinSize() {};
/**
* Return maximum layout element size in the layout direction. Only valid after layout has been calculated. Used internally by UI for optimizations.
* @memberof Atomic.UIElement.prototype
* @returns { number}
*/
function getLayoutMaxSize() {};
/**
* Return horizontal indentation.
* @memberof Atomic.UIElement.prototype
* @returns { number}
*/
function getIndent() {};
/**
* Return indent spacing (number of pixels per indentation level).
* @memberof Atomic.UIElement.prototype
* @returns { number}
*/
function getIndentSpacing() {};
/**
* Return indent width in pixels.
* @memberof Atomic.UIElement.prototype
* @returns { number}
*/
function getIndentWidth() {};
/**
* Set child offset.
* @memberof Atomic.UIElement.prototype
* @param {Atomic.IntVector2} offset
*/
function setChildOffset() {};
/**
* Set hovering state.
* @memberof Atomic.UIElement.prototype
* @param {boolean} enable
*/
function setHovering() {};
/**
* Adjust scissor for rendering.
* @memberof Atomic.UIElement.prototype
* @param {Atomic.IntRect} currentScissor
*/
function adjustScissor() {};
/**
* Return color attribute. Uses just the top-left color.
* @memberof Atomic.UIElement.prototype
* @returns { Atomic.Color}
*/
function getColorAttr() {};
/**
* Return traversal mode for rendering.
* @memberof Atomic.UIElement.prototype
* @returns { Atomic.TraversalMode}
*/
function getTraversalMode() {};
/**
* Return whether element should send child added / removed events by itself. If false, defers to parent element.
* @memberof Atomic.UIElement.prototype
* @returns { boolean}
*/
function isElementEventSender() {};
/**
* Get element which should send child added / removed events.
* @memberof Atomic.UIElement.prototype
* @returns { Atomic.UIElement}
*/
function getElementEventSender() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Window
* @property {number} format - Set render texture pixel format. Default is RGB.
* @property {boolean} autoUpdate - Set render target auto update mode. Default is true.
* @property {Atomic.Scene} scene - Return scene.
* @property {Atomic.Node} cameraNode - Return camera scene node.
* @property {Atomic.Texture2D} renderTexture - Return render texture.
* @property {Atomic.Texture2D} depthTexture - Return depth stencil texture.
* @property {Atomic.Viewport} viewport - Return viewport.
*/
function View3D() {};
/**
* React to resize.
* @memberof Atomic.View3D.prototype
*/
function onResize() {};
/**
* Define the scene and camera to use in rendering. When ownScene is true the View3D will take ownership of them with shared pointers.
* @memberof Atomic.View3D.prototype
* @param {Atomic.Scene} scene
* @param {Atomic.Camera} camera
* @param {boolean=} ownScene
*/
function setView() {};
/**
* Set render texture pixel format. Default is RGB.
* @memberof Atomic.View3D.prototype
* @param {number} format
*/
function setFormat() {};
/**
* Set render target auto update mode. Default is true.
* @memberof Atomic.View3D.prototype
* @param {boolean} enable
*/
function setAutoUpdate() {};
/**
* Queue manual update on the render texture.
* @memberof Atomic.View3D.prototype
*/
function queueUpdate() {};
/**
* Return render texture pixel format.
* @memberof Atomic.View3D.prototype
* @returns { number}
*/
function getFormat() {};
/**
* Return whether render target updates automatically.
* @memberof Atomic.View3D.prototype
* @returns { boolean}
*/
function getAutoUpdate() {};
/**
* Return scene.
* @memberof Atomic.View3D.prototype
* @returns { Atomic.Scene}
*/
function getScene() {};
/**
* Return camera scene node.
* @memberof Atomic.View3D.prototype
* @returns { Atomic.Node}
*/
function getCameraNode() {};
/**
* Return render texture.
* @memberof Atomic.View3D.prototype
* @returns { Atomic.Texture2D}
*/
function getRenderTexture() {};
/**
* Return depth stencil texture.
* @memberof Atomic.View3D.prototype
* @returns { Atomic.Texture2D}
*/
function getDepthTexture() {};
/**
* Return viewport.
* @memberof Atomic.View3D.prototype
* @returns { Atomic.Viewport}
*/
function getViewport() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.BorderImage
* @property {boolean} movable - Set whether can be moved.
* @property {boolean} resizable - Set whether can be resized.
* @property {boolean} fixedWidthResizing - Set whether resizing width is fixed.
* @property {boolean} fixedHeightResizing - Set whether resizing height is fixed.
* @property {Atomic.IntRect} resizeBorder - Set resize area width at edges.
* @property {boolean} modal - Set modal flag. When the modal flag is set, the focused window needs to be dismissed first to allow other UI elements to gain focus.
* @property {Atomic.Color} modalShadeColor - Set modal shade color.
* @property {Atomic.Color} modalFrameColor - Set modal frame color.
* @property {Atomic.IntVector2} modalFrameSize - Set modal frame size.
* @property {boolean} modalAutoDismiss - Set whether model window can be dismissed with the escape key. Default true.
*/
function Window() {};
/**
* React to mouse hover.
* @memberof Atomic.Window.prototype
* @param {Atomic.IntVector2} position
* @param {Atomic.IntVector2} screenPosition
* @param {number} buttons
* @param {number} qualifiers
* @param {Atomic.Cursor} cursor
*/
function onHover() {};
/**
* React to mouse drag begin.
* @memberof Atomic.Window.prototype
* @param {Atomic.IntVector2} position
* @param {Atomic.IntVector2} screenPosition
* @param {number} buttons
* @param {number} qualifiers
* @param {Atomic.Cursor} cursor
*/
function onDragBegin() {};
/**
* React to mouse drag motion.
* @memberof Atomic.Window.prototype
* @param {Atomic.IntVector2} position
* @param {Atomic.IntVector2} screenPosition
* @param {Atomic.IntVector2} deltaPos
* @param {number} buttons
* @param {number} qualifiers
* @param {Atomic.Cursor} cursor
*/
function onDragMove() {};
/**
* React to mouse drag end.
* @memberof Atomic.Window.prototype
* @param {Atomic.IntVector2} position
* @param {Atomic.IntVector2} screenPosition
* @param {number} dragButtons
* @param {number} buttons
* @param {Atomic.Cursor} cursor
*/
function onDragEnd() {};
/**
* React to mouse drag cancel.
* @memberof Atomic.Window.prototype
* @param {Atomic.IntVector2} position
* @param {Atomic.IntVector2} screenPosition
* @param {number} dragButtons
* @param {number} buttons
* @param {Atomic.Cursor} cursor
*/
function onDragCancel() {};
/**
* Set whether can be moved.
* @memberof Atomic.Window.prototype
* @param {boolean} enable
*/
function setMovable() {};
/**
* Set whether can be resized.
* @memberof Atomic.Window.prototype
* @param {boolean} enable
*/
function setResizable() {};
/**
* Set whether resizing width is fixed.
* @memberof Atomic.Window.prototype
* @param {boolean} enable
*/
function setFixedWidthResizing() {};
/**
* Set whether resizing height is fixed.
* @memberof Atomic.Window.prototype
* @param {boolean} enable
*/
function setFixedHeightResizing() {};
/**
* Set resize area width at edges.
* @memberof Atomic.Window.prototype
* @param {Atomic.IntRect} rect
*/
function setResizeBorder() {};
/**
* Set modal flag. When the modal flag is set, the focused window needs to be dismissed first to allow other UI elements to gain focus.
* @memberof Atomic.Window.prototype
* @param {boolean} modal
*/
function setModal() {};
/**
* Set modal shade color.
* @memberof Atomic.Window.prototype
* @param {Atomic.Color} color
*/
function setModalShadeColor() {};
/**
* Set modal frame color.
* @memberof Atomic.Window.prototype
* @param {Atomic.Color} color
*/
function setModalFrameColor() {};
/**
* Set modal frame size.
* @memberof Atomic.Window.prototype
* @param {Atomic.IntVector2} size
*/
function setModalFrameSize() {};
/**
* Set whether model window can be dismissed with the escape key. Default true.
* @memberof Atomic.Window.prototype
* @param {boolean} enable
*/
function setModalAutoDismiss() {};
/**
* Return whether is movable.
* @memberof Atomic.Window.prototype
* @returns { boolean}
*/
function isMovable() {};
/**
* Return whether is resizable.
* @memberof Atomic.Window.prototype
* @returns { boolean}
*/
function isResizable() {};
/**
* Return whether is resizing width is fixed.
* @memberof Atomic.Window.prototype
* @returns { boolean}
*/
function getFixedWidthResizing() {};
/**
* Return whether is resizing height is fixed.
* @memberof Atomic.Window.prototype
* @returns { boolean}
*/
function getFixedHeightResizing() {};
/**
* Return resize area width at edges.
* @memberof Atomic.Window.prototype
* @returns { Atomic.IntRect}
*/
function getResizeBorder() {};
/**
* Return modal flag.
* @memberof Atomic.Window.prototype
* @returns { boolean}
*/
function isModal() {};
/**
* Get modal shade color.
* @memberof Atomic.Window.prototype
* @returns { Atomic.Color}
*/
function getModalShadeColor() {};
/**
* Get modal frame color.
* @memberof Atomic.Window.prototype
* @returns { Atomic.Color}
*/
function getModalFrameColor() {};
/**
* Get modal frame size.
* @memberof Atomic.Window.prototype
* @returns { Atomic.IntVector2}
*/
function getModalFrameSize() {};
/**
* Return whether can be dismissed with escape key.
* @memberof Atomic.Window.prototype
* @returns { boolean}
*/
function getModalAutoDismiss() {};
//----------------------------------------------------
// MODULE: Atomic2D
//----------------------------------------------------
/**
* @class
* @memberof Atomic
* @augments Atomic.StaticSprite2D
* @property {number} speed - Set speed.
* @property {Atomic.AnimationSet2D} animationSet - Set animation set.
* @property {Atomic.LoopMode2D} loopMode - Set loop mode.
* @property {string} animation - Return animation name.
* @property {Atomic.Node} rootNode - Return root node.
* @property {string} animationAttr - Set anmiation by name.
*/
function AnimatedSprite2D() {};
/**
* Handle enabled/disabled state change.
* @memberof Atomic.AnimatedSprite2D.prototype
*/
function onSetEnabled() {};
/**
* Set speed.
* @memberof Atomic.AnimatedSprite2D.prototype
* @param {number} speed
*/
function setSpeed() {};
/**
* Set animation by animation set, name and loop mode.
* @memberof Atomic.AnimatedSprite2D.prototype
* @param {Atomic.AnimationSet2D} animationSet
* @param {string} name
* @param {Atomic.LoopMode2D=} loopMode
*/
function setAnimation() {};
/**
* Set animation set.
* @memberof Atomic.AnimatedSprite2D.prototype
* @param {Atomic.AnimationSet2D} animationSet
*/
function setAnimationSet() {};
/**
* Set loop mode.
* @memberof Atomic.AnimatedSprite2D.prototype
* @param {Atomic.LoopMode2D} loopMode
*/
function setLoopMode() {};
/**
* Return speed.
* @memberof Atomic.AnimatedSprite2D.prototype
* @returns { number}
*/
function getSpeed() {};
/**
* Return animation name.
* @memberof Atomic.AnimatedSprite2D.prototype
* @returns { string}
*/
function getAnimation() {};
/**
* Return animation.
* @memberof Atomic.AnimatedSprite2D.prototype
* @returns { Atomic.AnimationSet2D}
*/
function getAnimationSet() {};
/**
* Return loop mode.
* @memberof Atomic.AnimatedSprite2D.prototype
* @returns { Atomic.LoopMode2D}
*/
function getLoopMode() {};
/**
* Return root node.
* @memberof Atomic.AnimatedSprite2D.prototype
* @returns { Atomic.Node}
*/
function getRootNode() {};
/**
* Set anmiation by name.
* @memberof Atomic.AnimatedSprite2D.prototype
* @param {string} name
*/
function setAnimationAttr() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.RefCounted
* @property {string} name - Set name.
* @property {number} length - Set length.
* @property {boolean} looped - Set looped.
* @property {Atomic.AnimationSet2D} animationSet - Return animation set.
* @property {number} numTracks - Return number of animation tracks.
* @param {Atomic.AnimationSet2D} animationSet
*/
function Animation2D() {};
/**
* Set name.
* @memberof Atomic.Animation2D.prototype
* @param {string} name
*/
function setName() {};
/**
* Set length.
* @memberof Atomic.Animation2D.prototype
* @param {number} length
*/
function setLength() {};
/**
* Set looped.
* @memberof Atomic.Animation2D.prototype
* @param {boolean} looped
*/
function setLooped() {};
/**
* Return animation set.
* @memberof Atomic.Animation2D.prototype
* @returns { Atomic.AnimationSet2D}
*/
function getAnimationSet() {};
/**
* Return name.
* @memberof Atomic.Animation2D.prototype
* @returns { string}
*/
function getName() {};
/**
* Return length.
* @memberof Atomic.Animation2D.prototype
* @returns { number}
*/
function getLength() {};
/**
* Return looped.
* @memberof Atomic.Animation2D.prototype
* @returns { boolean}
*/
function isLooped() {};
/**
* Return number of animation tracks.
* @memberof Atomic.Animation2D.prototype
* @returns { number}
*/
function getNumTracks() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Resource
* @property {number} numAnimations - Get number of animations.
*/
function AnimationSet2D() {};
/**
* Finish resource loading. Always called from the main thread. Return true if successful.
* @memberof Atomic.AnimationSet2D.prototype
* @returns { boolean}
*/
function endLoad() {};
/**
* Get number of animations.
* @memberof Atomic.AnimationSet2D.prototype
* @returns { number}
*/
function getNumAnimations() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.CollisionShape2D
* @property {Atomic.Vector2} size - Set size.
* @property {number} angle - Set angle.
* @property {Atomic.Vector2} center - Return center.
*/
function CollisionBox2D() {};
/**
* Set size.
* @memberof Atomic.CollisionBox2D.prototype
* @param {Atomic.Vector2} size
*/
function setSize() {};
/**
* Set angle.
* @memberof Atomic.CollisionBox2D.prototype
* @param {number} angle
*/
function setAngle() {};
/**
* Return size.
* @memberof Atomic.CollisionBox2D.prototype
* @returns { Atomic.Vector2}
*/
function getSize() {};
/**
* Return center.
* @memberof Atomic.CollisionBox2D.prototype
* @returns { Atomic.Vector2}
*/
function getCenter() {};
/**
* Return angle.
* @memberof Atomic.CollisionBox2D.prototype
* @returns { number}
*/
function getAngle() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.CollisionShape2D
* @property {boolean} loop - Set loop.
* @property {number} vertexCount - Set vertex count.
*/
function CollisionChain2D() {};
/**
* Set loop.
* @memberof Atomic.CollisionChain2D.prototype
* @param {boolean} loop
*/
function setLoop() {};
/**
* Set vertex count.
* @memberof Atomic.CollisionChain2D.prototype
* @param {number} count
*/
function setVertexCount() {};
/**
* Set vertex.
* @memberof Atomic.CollisionChain2D.prototype
* @param {number} index
* @param {Atomic.Vector2} vertex
*/
function setVertex() {};
/**
* Return loop.
* @memberof Atomic.CollisionChain2D.prototype
* @returns { boolean}
*/
function getLoop() {};
/**
* Return vertex count.
* @memberof Atomic.CollisionChain2D.prototype
* @returns { number}
*/
function getVertexCount() {};
/**
* Return vertex.
* @memberof Atomic.CollisionChain2D.prototype
* @param {number} index
* @returns { Atomic.Vector2}
*/
function getVertex() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.CollisionShape2D
* @property {number} radius - Set radius.
* @property {Atomic.Vector2} center - Return center.
*/
function CollisionCircle2D() {};
/**
* Set radius.
* @memberof Atomic.CollisionCircle2D.prototype
* @param {number} radius
*/
function setRadius() {};
/**
* Return radius.
* @memberof Atomic.CollisionCircle2D.prototype
* @returns { number}
*/
function getRadius() {};
/**
* Return center.
* @memberof Atomic.CollisionCircle2D.prototype
* @returns { Atomic.Vector2}
*/
function getCenter() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.CollisionShape2D
* @property {Atomic.Vector2} vertex1 - Set vertex 1.
* @property {Atomic.Vector2} vertex2 - Set vertex 2.
*/
function CollisionEdge2D() {};
/**
* Set vertex 1.
* @memberof Atomic.CollisionEdge2D.prototype
* @param {Atomic.Vector2} vertex
*/
function setVertex1() {};
/**
* Set vertex 2.
* @memberof Atomic.CollisionEdge2D.prototype
* @param {Atomic.Vector2} vertex
*/
function setVertex2() {};
/**
* Set vertices.
* @memberof Atomic.CollisionEdge2D.prototype
* @param {Atomic.Vector2} vertex1
* @param {Atomic.Vector2} vertex2
*/
function setVertices() {};
/**
* Return vertex 1.
* @memberof Atomic.CollisionEdge2D.prototype
* @returns { Atomic.Vector2}
*/
function getVertex1() {};
/**
* Return vertex 2.
* @memberof Atomic.CollisionEdge2D.prototype
* @returns { Atomic.Vector2}
*/
function getVertex2() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.CollisionShape2D
* @property {number} vertexCount - Set vertex count.
*/
function CollisionPolygon2D() {};
/**
* Set vertex count.
* @memberof Atomic.CollisionPolygon2D.prototype
* @param {number} count
*/
function setVertexCount() {};
/**
* Set vertex.
* @memberof Atomic.CollisionPolygon2D.prototype
* @param {number} index
* @param {Atomic.Vector2} vertex
*/
function setVertex() {};
/**
* Return vertex count.
* @memberof Atomic.CollisionPolygon2D.prototype
* @returns { number}
*/
function getVertexCount() {};
/**
* Return vertex.
* @memberof Atomic.CollisionPolygon2D.prototype
* @param {number} index
* @returns { Atomic.Vector2}
*/
function getVertex() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Component
* @property {boolean} trigger - Set trigger.
* @property {number} categoryBits - Set filter category bits.
* @property {number} maskBits - Set filter mask bits.
* @property {number} groupIndex - Set filter group index.
* @property {number} density - Set density.
* @property {number} friction - Set friction.
* @property {number} restitution - Set restitution .
* @property {number} mass - Return mass.
* @property {number} inertia - Return inertia.
* @property {Atomic.Vector2} massCenter - Return mass center.
*/
function CollisionShape2D() {};
/**
* Handle enabled/disabled state change.
* @memberof Atomic.CollisionShape2D.prototype
*/
function onSetEnabled() {};
/**
* Set trigger.
* @memberof Atomic.CollisionShape2D.prototype
* @param {boolean} trigger
*/
function setTrigger() {};
/**
* Set filter category bits.
* @memberof Atomic.CollisionShape2D.prototype
* @param {number} categoryBits
*/
function setCategoryBits() {};
/**
* Set filter mask bits.
* @memberof Atomic.CollisionShape2D.prototype
* @param {number} maskBits
*/
function setMaskBits() {};
/**
* Set filter group index.
* @memberof Atomic.CollisionShape2D.prototype
* @param {number} groupIndex
*/
function setGroupIndex() {};
/**
* Set density.
* @memberof Atomic.CollisionShape2D.prototype
* @param {number} density
*/
function setDensity() {};
/**
* Set friction.
* @memberof Atomic.CollisionShape2D.prototype
* @param {number} friction
*/
function setFriction() {};
/**
* Set restitution .
* @memberof Atomic.CollisionShape2D.prototype
* @param {number} restitution
*/
function setRestitution() {};
/**
* Create fixture.
* @memberof Atomic.CollisionShape2D.prototype
*/
function createFixture() {};
/**
* Release fixture.
* @memberof Atomic.CollisionShape2D.prototype
*/
function releaseFixture() {};
/**
* Return trigger.
* @memberof Atomic.CollisionShape2D.prototype
* @returns { boolean}
*/
function isTrigger() {};
/**
* Return filter category bits.
* @memberof Atomic.CollisionShape2D.prototype
* @returns { number}
*/
function getCategoryBits() {};
/**
* Return filter mask bits.
* @memberof Atomic.CollisionShape2D.prototype
* @returns { number}
*/
function getMaskBits() {};
/**
* Return filter group index.
* @memberof Atomic.CollisionShape2D.prototype
* @returns { number}
*/
function getGroupIndex() {};
/**
* Return density.
* @memberof Atomic.CollisionShape2D.prototype
* @returns { number}
*/
function getDensity() {};
/**
* Return friction.
* @memberof Atomic.CollisionShape2D.prototype
* @returns { number}
*/
function getFriction() {};
/**
* Return restitution.
* @memberof Atomic.CollisionShape2D.prototype
* @returns { number}
*/
function getRestitution() {};
/**
* Return mass.
* @memberof Atomic.CollisionShape2D.prototype
* @returns { number}
*/
function getMass() {};
/**
* Return inertia.
* @memberof Atomic.CollisionShape2D.prototype
* @returns { number}
*/
function getInertia() {};
/**
* Return mass center.
* @memberof Atomic.CollisionShape2D.prototype
* @returns { Atomic.Vector2}
*/
function getMassCenter() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Component
* @property {Atomic.RigidBody2D} otherBody - Set other rigid body.
* @property {boolean} collideConnected - Set collide connected.
* @property {Atomic.Constraint2D} attachedConstraint - Set attached constriant (for gear).
* @property {Atomic.RigidBody2D} ownerBody - Return owner body.
*/
function Constraint2D() {};
/**
* Handle enabled/disabled state change.
* @memberof Atomic.Constraint2D.prototype
*/
function onSetEnabled() {};
/**
* Create Joint.
* @memberof Atomic.Constraint2D.prototype
*/
function createJoint() {};
/**
* Release Joint.
* @memberof Atomic.Constraint2D.prototype
*/
function releaseJoint() {};
/**
* Set other rigid body.
* @memberof Atomic.Constraint2D.prototype
* @param {Atomic.RigidBody2D} body
*/
function setOtherBody() {};
/**
* Set collide connected.
* @memberof Atomic.Constraint2D.prototype
* @param {boolean} collideConnected
*/
function setCollideConnected() {};
/**
* Set attached constriant (for gear).
* @memberof Atomic.Constraint2D.prototype
* @param {Atomic.Constraint2D} constraint
*/
function setAttachedConstraint() {};
/**
* Return owner body.
* @memberof Atomic.Constraint2D.prototype
* @returns { Atomic.RigidBody2D}
*/
function getOwnerBody() {};
/**
* Return other body.
* @memberof Atomic.Constraint2D.prototype
* @returns { Atomic.RigidBody2D}
*/
function getOtherBody() {};
/**
* Return collide connected.
* @memberof Atomic.Constraint2D.prototype
* @returns { boolean}
*/
function getCollideConnected() {};
/**
* Return attached constraint (for gear).
* @memberof Atomic.Constraint2D.prototype
* @returns { Atomic.Constraint2D}
*/
function getAttachedConstraint() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Constraint2D
* @property {Atomic.Vector2} ownerBodyAnchor - Set owner body anchor.
* @property {Atomic.Vector2} otherBodyAnchor - Set other body anchor.
* @property {number} frequencyHz - Set frequency Hz.
* @property {number} dampingRatio - Set damping ratio.
*/
function ConstraintDistance2D() {};
/**
* Set owner body anchor.
* @memberof Atomic.ConstraintDistance2D.prototype
* @param {Atomic.Vector2} anchor
*/
function setOwnerBodyAnchor() {};
/**
* Set other body anchor.
* @memberof Atomic.ConstraintDistance2D.prototype
* @param {Atomic.Vector2} anchor
*/
function setOtherBodyAnchor() {};
/**
* Set frequency Hz.
* @memberof Atomic.ConstraintDistance2D.prototype
* @param {number} frequencyHz
*/
function setFrequencyHz() {};
/**
* Set damping ratio.
* @memberof Atomic.ConstraintDistance2D.prototype
* @param {number} dampingRatio
*/
function setDampingRatio() {};
/**
* Return owner body anchor.
* @memberof Atomic.ConstraintDistance2D.prototype
* @returns { Atomic.Vector2}
*/
function getOwnerBodyAnchor() {};
/**
* Return other body anchor.
* @memberof Atomic.ConstraintDistance2D.prototype
* @returns { Atomic.Vector2}
*/
function getOtherBodyAnchor() {};
/**
* Return frequency Hz.
* @memberof Atomic.ConstraintDistance2D.prototype
* @returns { number}
*/
function getFrequencyHz() {};
/**
* Return damping ratio.
* @memberof Atomic.ConstraintDistance2D.prototype
* @returns { number}
*/
function getDampingRatio() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Constraint2D
* @property {Atomic.Vector2} anchor - Set anchor.
* @property {number} maxForce - Set max force.
* @property {number} maxTorque - Set max torque.
*/
function ConstraintFriction2D() {};
/**
* Set anchor.
* @memberof Atomic.ConstraintFriction2D.prototype
* @param {Atomic.Vector2} anchor
*/
function setAnchor() {};
/**
* Set max force.
* @memberof Atomic.ConstraintFriction2D.prototype
* @param {number} maxForce
*/
function setMaxForce() {};
/**
* Set max torque.
* @memberof Atomic.ConstraintFriction2D.prototype
* @param {number} maxTorque
*/
function setMaxTorque() {};
/**
* Return anchor.
* @memberof Atomic.ConstraintFriction2D.prototype
* @returns { Atomic.Vector2}
*/
function getAnchor() {};
/**
* Set max force.
* @memberof Atomic.ConstraintFriction2D.prototype
* @returns { number}
*/
function getMaxForce() {};
/**
* Set max torque.
* @memberof Atomic.ConstraintFriction2D.prototype
* @returns { number}
*/
function getMaxTorque() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Constraint2D
* @property {Atomic.Constraint2D} ownerConstraint - Set owner constraint.
* @property {Atomic.Constraint2D} otherConstraint - Set other constraint.
* @property {number} ratio - Set ratio.
*/
function ConstraintGear2D() {};
/**
* Set owner constraint.
* @memberof Atomic.ConstraintGear2D.prototype
* @param {Atomic.Constraint2D} constraint
*/
function setOwnerConstraint() {};
/**
* Set other constraint.
* @memberof Atomic.ConstraintGear2D.prototype
* @param {Atomic.Constraint2D} constraint
*/
function setOtherConstraint() {};
/**
* Set ratio.
* @memberof Atomic.ConstraintGear2D.prototype
* @param {number} ratio
*/
function setRatio() {};
/**
* Return owner constraint.
* @memberof Atomic.ConstraintGear2D.prototype
* @returns { Atomic.Constraint2D}
*/
function getOwnerConstraint() {};
/**
* Return other constraint.
* @memberof Atomic.ConstraintGear2D.prototype
* @returns { Atomic.Constraint2D}
*/
function getOtherConstraint() {};
/**
* Return ratio.
* @memberof Atomic.ConstraintGear2D.prototype
* @returns { number}
*/
function getRatio() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Constraint2D
* @property {Atomic.Vector2} linearOffset - Set linear offset.
* @property {number} angularOffset - Set angular offset.
* @property {number} maxForce - Set max force.
* @property {number} maxTorque - Set max torque.
* @property {number} correctionFactor - Set correction factor.
*/
function ConstraintMotor2D() {};
/**
* Set linear offset.
* @memberof Atomic.ConstraintMotor2D.prototype
* @param {Atomic.Vector2} linearOffset
*/
function setLinearOffset() {};
/**
* Set angular offset.
* @memberof Atomic.ConstraintMotor2D.prototype
* @param {number} angularOffset
*/
function setAngularOffset() {};
/**
* Set max force.
* @memberof Atomic.ConstraintMotor2D.prototype
* @param {number} maxForce
*/
function setMaxForce() {};
/**
* Set max torque.
* @memberof Atomic.ConstraintMotor2D.prototype
* @param {number} maxTorque
*/
function setMaxTorque() {};
/**
* Set correction factor.
* @memberof Atomic.ConstraintMotor2D.prototype
* @param {number} correctionFactor
*/
function setCorrectionFactor() {};
/**
* Return linear offset.
* @memberof Atomic.ConstraintMotor2D.prototype
* @returns { Atomic.Vector2}
*/
function getLinearOffset() {};
/**
* Return angular offset.
* @memberof Atomic.ConstraintMotor2D.prototype
* @returns { number}
*/
function getAngularOffset() {};
/**
* Return max force.
* @memberof Atomic.ConstraintMotor2D.prototype
* @returns { number}
*/
function getMaxForce() {};
/**
* Return max torque.
* @memberof Atomic.ConstraintMotor2D.prototype
* @returns { number}
*/
function getMaxTorque() {};
/**
* Return correction factor.
* @memberof Atomic.ConstraintMotor2D.prototype
* @returns { number}
*/
function getCorrectionFactor() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Constraint2D
* @property {Atomic.Vector2} target - Set target.
* @property {number} maxForce - Set max force.
* @property {number} frequencyHz - Set frequency Hz.
* @property {number} dampingRatio - Set damping ratio.
*/
function ConstraintMouse2D() {};
/**
* Set target.
* @memberof Atomic.ConstraintMouse2D.prototype
* @param {Atomic.Vector2} target
*/
function setTarget() {};
/**
* Set max force.
* @memberof Atomic.ConstraintMouse2D.prototype
* @param {number} maxForce
*/
function setMaxForce() {};
/**
* Set frequency Hz.
* @memberof Atomic.ConstraintMouse2D.prototype
* @param {number} frequencyHz
*/
function setFrequencyHz() {};
/**
* Set damping ratio.
* @memberof Atomic.ConstraintMouse2D.prototype
* @param {number} dampingRatio
*/
function setDampingRatio() {};
/**
* Return target.
* @memberof Atomic.ConstraintMouse2D.prototype
* @returns { Atomic.Vector2}
*/
function getTarget() {};
/**
* Return max force.
* @memberof Atomic.ConstraintMouse2D.prototype
* @returns { number}
*/
function getMaxForce() {};
/**
* Return frequency Hz.
* @memberof Atomic.ConstraintMouse2D.prototype
* @returns { number}
*/
function getFrequencyHz() {};
/**
* Return damping ratio.
* @memberof Atomic.ConstraintMouse2D.prototype
* @returns { number}
*/
function getDampingRatio() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Constraint2D
* @property {Atomic.Vector2} anchor - Set anchor.
* @property {Atomic.Vector2} axis - Set axis.
* @property {boolean} enableLimit - Set enable limit.
* @property {number} lowerTranslation - Set lower translation.
* @property {number} upperTranslation - Set upper translation.
* @property {boolean} enableMotor - Set enable motor.
* @property {number} maxMotorForce - Set maxmotor force.
* @property {number} motorSpeed - Set motor speed.
*/
function ConstraintPrismatic2D() {};
/**
* Set anchor.
* @memberof Atomic.ConstraintPrismatic2D.prototype
* @param {Atomic.Vector2} anchor
*/
function setAnchor() {};
/**
* Set axis.
* @memberof Atomic.ConstraintPrismatic2D.prototype
* @param {Atomic.Vector2} axis
*/
function setAxis() {};
/**
* Set enable limit.
* @memberof Atomic.ConstraintPrismatic2D.prototype
* @param {boolean} enableLimit
*/
function setEnableLimit() {};
/**
* Set lower translation.
* @memberof Atomic.ConstraintPrismatic2D.prototype
* @param {number} lowerTranslation
*/
function setLowerTranslation() {};
/**
* Set upper translation.
* @memberof Atomic.ConstraintPrismatic2D.prototype
* @param {number} upperTranslation
*/
function setUpperTranslation() {};
/**
* Set enable motor.
* @memberof Atomic.ConstraintPrismatic2D.prototype
* @param {boolean} enableMotor
*/
function setEnableMotor() {};
/**
* Set maxmotor force.
* @memberof Atomic.ConstraintPrismatic2D.prototype
* @param {number} maxMotorForce
*/
function setMaxMotorForce() {};
/**
* Set motor speed.
* @memberof Atomic.ConstraintPrismatic2D.prototype
* @param {number} motorSpeed
*/
function setMotorSpeed() {};
/**
* Return anchor.
* @memberof Atomic.ConstraintPrismatic2D.prototype
* @returns { Atomic.Vector2}
*/
function getAnchor() {};
/**
* Return axis.
* @memberof Atomic.ConstraintPrismatic2D.prototype
* @returns { Atomic.Vector2}
*/
function getAxis() {};
/**
* Return enable limit.
* @memberof Atomic.ConstraintPrismatic2D.prototype
* @returns { boolean}
*/
function getEnableLimit() {};
/**
* Return lower translation.
* @memberof Atomic.ConstraintPrismatic2D.prototype
* @returns { number}
*/
function getLowerTranslation() {};
/**
* Return upper translation.
* @memberof Atomic.ConstraintPrismatic2D.prototype
* @returns { number}
*/
function getUpperTranslation() {};
/**
* Return enable motor.
* @memberof Atomic.ConstraintPrismatic2D.prototype
* @returns { boolean}
*/
function getEnableMotor() {};
/**
* Return maxmotor force.
* @memberof Atomic.ConstraintPrismatic2D.prototype
* @returns { number}
*/
function getMaxMotorForce() {};
/**
* Return motor speed.
* @memberof Atomic.ConstraintPrismatic2D.prototype
* @returns { number}
*/
function getMotorSpeed() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Constraint2D
* @property {Atomic.Vector2} ownerBodyGroundAnchor - Set other body ground anchor point.
* @property {Atomic.Vector2} otherBodyGroundAnchor - Set other body ground anchor point.
* @property {Atomic.Vector2} ownerBodyAnchor - Set owner body anchor point.
* @property {Atomic.Vector2} otherBodyAnchor - Set other body anchor point.
* @property {number} ratio - Set ratio.
*/
function ConstraintPulley2D() {};
/**
* Set other body ground anchor point.
* @memberof Atomic.ConstraintPulley2D.prototype
* @param {Atomic.Vector2} groundAnchor
*/
function setOwnerBodyGroundAnchor() {};
/**
* Set other body ground anchor point.
* @memberof Atomic.ConstraintPulley2D.prototype
* @param {Atomic.Vector2} groundAnchor
*/
function setOtherBodyGroundAnchor() {};
/**
* Set owner body anchor point.
* @memberof Atomic.ConstraintPulley2D.prototype
* @param {Atomic.Vector2} anchor
*/
function setOwnerBodyAnchor() {};
/**
* Set other body anchor point.
* @memberof Atomic.ConstraintPulley2D.prototype
* @param {Atomic.Vector2} anchor
*/
function setOtherBodyAnchor() {};
/**
* Set ratio.
* @memberof Atomic.ConstraintPulley2D.prototype
* @param {number} ratio
*/
function setRatio() {};
/**
* Return owner body ground anchor.
* @memberof Atomic.ConstraintPulley2D.prototype
* @returns { Atomic.Vector2}
*/
function getOwnerBodyGroundAnchor() {};
/**
* return other body ground anchor.
* @memberof Atomic.ConstraintPulley2D.prototype
* @returns { Atomic.Vector2}
*/
function getOtherBodyGroundAnchor() {};
/**
* Return owner body anchor.
* @memberof Atomic.ConstraintPulley2D.prototype
* @returns { Atomic.Vector2}
*/
function getOwnerBodyAnchor() {};
/**
* Return other body anchor.
* @memberof Atomic.ConstraintPulley2D.prototype
* @returns { Atomic.Vector2}
*/
function getOtherBodyAnchor() {};
/**
* Return ratio.
* @memberof Atomic.ConstraintPulley2D.prototype
* @returns { number}
*/
function getRatio() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Constraint2D
* @property {Atomic.Vector2} anchor - Set anchor.
* @property {boolean} enableLimit - Set enable limit.
* @property {number} lowerAngle - Set lower angle.
* @property {number} upperAngle - Set upper angle.
* @property {boolean} enableMotor - Set enable motor.
* @property {number} motorSpeed - Set motor speed.
* @property {number} maxMotorTorque - Set max motor torque.
*/
function ConstraintRevolute2D() {};
/**
* Set anchor.
* @memberof Atomic.ConstraintRevolute2D.prototype
* @param {Atomic.Vector2} anchor
*/
function setAnchor() {};
/**
* Set enable limit.
* @memberof Atomic.ConstraintRevolute2D.prototype
* @param {boolean} enableLimit
*/
function setEnableLimit() {};
/**
* Set lower angle.
* @memberof Atomic.ConstraintRevolute2D.prototype
* @param {number} lowerAngle
*/
function setLowerAngle() {};
/**
* Set upper angle.
* @memberof Atomic.ConstraintRevolute2D.prototype
* @param {number} upperAngle
*/
function setUpperAngle() {};
/**
* Set enable motor.
* @memberof Atomic.ConstraintRevolute2D.prototype
* @param {boolean} enableMotor
*/
function setEnableMotor() {};
/**
* Set motor speed.
* @memberof Atomic.ConstraintRevolute2D.prototype
* @param {number} motorSpeed
*/
function setMotorSpeed() {};
/**
* Set max motor torque.
* @memberof Atomic.ConstraintRevolute2D.prototype
* @param {number} maxMotorTorque
*/
function setMaxMotorTorque() {};
/**
* Return anchor.
* @memberof Atomic.ConstraintRevolute2D.prototype
* @returns { Atomic.Vector2}
*/
function getAnchor() {};
/**
* Return enable limit.
* @memberof Atomic.ConstraintRevolute2D.prototype
* @returns { boolean}
*/
function getEnableLimit() {};
/**
* Return lower angle.
* @memberof Atomic.ConstraintRevolute2D.prototype
* @returns { number}
*/
function getLowerAngle() {};
/**
* Return upper angle.
* @memberof Atomic.ConstraintRevolute2D.prototype
* @returns { number}
*/
function getUpperAngle() {};
/**
* Return enable motor.
* @memberof Atomic.ConstraintRevolute2D.prototype
* @returns { boolean}
*/
function getEnableMotor() {};
/**
* Return motor speed.
* @memberof Atomic.ConstraintRevolute2D.prototype
* @returns { number}
*/
function getMotorSpeed() {};
/**
* Return max motor torque.
* @memberof Atomic.ConstraintRevolute2D.prototype
* @returns { number}
*/
function getMaxMotorTorque() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Constraint2D
* @property {Atomic.Vector2} ownerBodyAnchor - Set owner body anchor.
* @property {Atomic.Vector2} otherBodyAnchor - Set other body anchor.
* @property {number} maxLength - Set max length.
*/
function ConstraintRope2D() {};
/**
* Set owner body anchor.
* @memberof Atomic.ConstraintRope2D.prototype
* @param {Atomic.Vector2} anchor
*/
function setOwnerBodyAnchor() {};
/**
* Set other body anchor.
* @memberof Atomic.ConstraintRope2D.prototype
* @param {Atomic.Vector2} anchor
*/
function setOtherBodyAnchor() {};
/**
* Set max length.
* @memberof Atomic.ConstraintRope2D.prototype
* @param {number} maxLength
*/
function setMaxLength() {};
/**
* Return owner body anchor.
* @memberof Atomic.ConstraintRope2D.prototype
* @returns { Atomic.Vector2}
*/
function getOwnerBodyAnchor() {};
/**
* Return other body anchor.
* @memberof Atomic.ConstraintRope2D.prototype
* @returns { Atomic.Vector2}
*/
function getOtherBodyAnchor() {};
/**
* Return max length.
* @memberof Atomic.ConstraintRope2D.prototype
* @returns { number}
*/
function getMaxLength() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Constraint2D
* @property {Atomic.Vector2} anchor - Set anchor.
* @property {number} frequencyHz - Set frequency Hz.
* @property {number} dampingRatio - Set damping ratio.
*/
function ConstraintWeld2D() {};
/**
* Set anchor.
* @memberof Atomic.ConstraintWeld2D.prototype
* @param {Atomic.Vector2} anchor
*/
function setAnchor() {};
/**
* Set frequency Hz.
* @memberof Atomic.ConstraintWeld2D.prototype
* @param {number} frequencyHz
*/
function setFrequencyHz() {};
/**
* Set damping ratio.
* @memberof Atomic.ConstraintWeld2D.prototype
* @param {number} dampingRatio
*/
function setDampingRatio() {};
/**
* Return anchor.
* @memberof Atomic.ConstraintWeld2D.prototype
* @returns { Atomic.Vector2}
*/
function getAnchor() {};
/**
* Return frequency Hz.
* @memberof Atomic.ConstraintWeld2D.prototype
* @returns { number}
*/
function getFrequencyHz() {};
/**
* Return damping ratio.
* @memberof Atomic.ConstraintWeld2D.prototype
* @returns { number}
*/
function getDampingRatio() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Constraint2D
* @property {Atomic.Vector2} anchor - Set anchor.
* @property {Atomic.Vector2} axis - Set axis.
* @property {boolean} enableMotor - Set enable motor.
* @property {number} maxMotorTorque - Set max motor torque.
* @property {number} motorSpeed - Set motor speed.
* @property {number} frequencyHz - Set frequency Hz.
* @property {number} dampingRatio - Set damping ratio.
*/
function ConstraintWheel2D() {};
/**
* Set anchor.
* @memberof Atomic.ConstraintWheel2D.prototype
* @param {Atomic.Vector2} anchor
*/
function setAnchor() {};
/**
* Set axis.
* @memberof Atomic.ConstraintWheel2D.prototype
* @param {Atomic.Vector2} axis
*/
function setAxis() {};
/**
* Set enable motor.
* @memberof Atomic.ConstraintWheel2D.prototype
* @param {boolean} enableMotor
*/
function setEnableMotor() {};
/**
* Set max motor torque.
* @memberof Atomic.ConstraintWheel2D.prototype
* @param {number} maxMotorTorque
*/
function setMaxMotorTorque() {};
/**
* Set motor speed.
* @memberof Atomic.ConstraintWheel2D.prototype
* @param {number} motorSpeed
*/
function setMotorSpeed() {};
/**
* Set frequency Hz.
* @memberof Atomic.ConstraintWheel2D.prototype
* @param {number} frequencyHz
*/
function setFrequencyHz() {};
/**
* Set damping ratio.
* @memberof Atomic.ConstraintWheel2D.prototype
* @param {number} dampingRatio
*/
function setDampingRatio() {};
/**
* Return anchor.
* @memberof Atomic.ConstraintWheel2D.prototype
* @returns { Atomic.Vector2}
*/
function getAnchor() {};
/**
* Return axis.
* @memberof Atomic.ConstraintWheel2D.prototype
* @returns { Atomic.Vector2}
*/
function getAxis() {};
/**
* Return enable motor.
* @memberof Atomic.ConstraintWheel2D.prototype
* @returns { boolean}
*/
function getEnableMotor() {};
/**
* Return maxMotor torque.
* @memberof Atomic.ConstraintWheel2D.prototype
* @returns { number}
*/
function getMaxMotorTorque() {};
/**
* Return motor speed.
* @memberof Atomic.ConstraintWheel2D.prototype
* @returns { number}
*/
function getMotorSpeed() {};
/**
* Return frequency Hz.
* @memberof Atomic.ConstraintWheel2D.prototype
* @returns { number}
*/
function getFrequencyHz() {};
/**
* Return damping ratio.
* @memberof Atomic.ConstraintWheel2D.prototype
* @returns { number}
*/
function getDampingRatio() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Drawable
* @property {number} layer - Set layer.
* @property {number} orderInLayer - Set order in layer.
* @property {Atomic.Texture2D} texture - Set texture.
* @property {Atomic.BlendMode} blendMode - Set blend mode.
* @property {Atomic.Material} customMaterial - Set custom material.
* @property {Atomic.Material} material - Set material (called by Renderer2D).
*/
function Drawable2D() {};
/**
* Handle enabled/disabled state change.
* @memberof Atomic.Drawable2D.prototype
*/
function onSetEnabled() {};
/**
* Set layer.
* @memberof Atomic.Drawable2D.prototype
* @param {number} layer
*/
function setLayer() {};
/**
* Set order in layer.
* @memberof Atomic.Drawable2D.prototype
* @param {number} orderInLayer
*/
function setOrderInLayer() {};
/**
* Set texture.
* @memberof Atomic.Drawable2D.prototype
* @param {Atomic.Texture2D} texture
*/
function setTexture() {};
/**
* Set blend mode.
* @memberof Atomic.Drawable2D.prototype
* @param {Atomic.BlendMode} mode
*/
function setBlendMode() {};
/**
* Set custom material.
* @memberof Atomic.Drawable2D.prototype
* @param {Atomic.Material} customMaterial
*/
function setCustomMaterial() {};
/**
* Return layer.
* @memberof Atomic.Drawable2D.prototype
* @returns { number}
*/
function getLayer() {};
/**
* Return order in layer.
* @memberof Atomic.Drawable2D.prototype
* @returns { number}
*/
function getOrderInLayer() {};
/**
* Return texture.
* @memberof Atomic.Drawable2D.prototype
* @returns { Atomic.Texture2D}
*/
function getTexture() {};
/**
* Return blend mode.
* @memberof Atomic.Drawable2D.prototype
* @returns { Atomic.BlendMode}
*/
function getBlendMode() {};
/**
* Return custom material.
* @memberof Atomic.Drawable2D.prototype
* @returns { Atomic.Material}
*/
function getCustomMaterial() {};
/**
* Set material (called by Renderer2D).
* @memberof Atomic.Drawable2D.prototype
* @param {Atomic.Material} material
*/
function setMaterial() {};
/**
* Return custom material or material (called by Renderer2D).
* @memberof Atomic.Drawable2D.prototype
* @returns { Atomic.Material}
*/
function getMaterial() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Component
* @property {Atomic.Light2DGroup} lightGroup
* @property {Atomic.Color} color
* @property {number} numRays
* @property {Atomic.LightType2D} lightType
* @property {boolean} castShadows
* @property {boolean} softShadows
* @property {number} softShadowLength
* @property {boolean} backtrace
*/
function Light2D() {};
/**
*
* @memberof Atomic.Light2D.prototype
* @param {Atomic.Light2DGroup} group
*/
function setLightGroup() {};
/**
*
* @memberof Atomic.Light2D.prototype
* @returns { Atomic.Light2DGroup}
*/
function getLightGroup() {};
/**
*
* @memberof Atomic.Light2D.prototype
* @returns { Atomic.Color}
*/
function getColor() {};
/**
*
* @memberof Atomic.Light2D.prototype
* @param {Atomic.Color} color
*/
function setColor() {};
/**
*
* @memberof Atomic.Light2D.prototype
*/
function updateVertices() {};
/**
*
* @memberof Atomic.Light2D.prototype
* @param {number} numRays
*/
function setNumRays() {};
/**
*
* @memberof Atomic.Light2D.prototype
* @returns { number}
*/
function getNumRays() {};
/**
*
* @memberof Atomic.Light2D.prototype
*/
function onSetEnabled() {};
/**
*
* @memberof Atomic.Light2D.prototype
* @returns { Atomic.LightType2D}
*/
function getLightType() {};
/**
*
* @memberof Atomic.Light2D.prototype
* @returns { boolean}
*/
function getCastShadows() {};
/**
*
* @memberof Atomic.Light2D.prototype
* @param {boolean} castShadows
*/
function setCastShadows() {};
/**
*
* @memberof Atomic.Light2D.prototype
* @returns { boolean}
*/
function getSoftShadows() {};
/**
*
* @memberof Atomic.Light2D.prototype
* @param {boolean} softShadows
*/
function setSoftShadows() {};
/**
*
* @memberof Atomic.Light2D.prototype
* @returns { number}
*/
function getSoftShadowLength() {};
/**
*
* @memberof Atomic.Light2D.prototype
* @param {number} softShadowLength
*/
function setSoftShadowLength() {};
/**
*
* @memberof Atomic.Light2D.prototype
* @returns { boolean}
*/
function getBacktrace() {};
/**
*
* @memberof Atomic.Light2D.prototype
* @param {boolean} backtrace
*/
function setBacktrace() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Light2D
* @property {number} direction
*/
function DirectionalLight2D() {};
/**
*
* @memberof Atomic.DirectionalLight2D.prototype
*/
function updateVertices() {};
/**
*
* @memberof Atomic.DirectionalLight2D.prototype
* @returns { number}
*/
function getDirection() {};
/**
*
* @memberof Atomic.DirectionalLight2D.prototype
* @param {number} direction
*/
function setDirection() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Light2D
*/
function PositionalLight2D() {};
/**
*
* @memberof Atomic.PositionalLight2D.prototype
*/
function updateVertices() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.PositionalLight2D
* @property {number} radius
*/
function PointLight2D() {};
/**
*
* @memberof Atomic.PointLight2D.prototype
*/
function updateVertices() {};
/**
*
* @memberof Atomic.PointLight2D.prototype
* @param {number} radius
*/
function setRadius() {};
/**
*
* @memberof Atomic.PointLight2D.prototype
* @returns { number}
*/
function getRadius() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Drawable2D
* @property {Atomic.PhysicsWorld2D} physicsWorld
* @property {Atomic.Color} ambientColor
* @property {Atomic.BoundingBox} frustumBox
*/
function Light2DGroup() {};
/**
*
* @memberof Atomic.Light2DGroup.prototype
* @param {Atomic.PhysicsWorld2D} physicsWorld
*/
function setPhysicsWorld() {};
/**
*
* @memberof Atomic.Light2DGroup.prototype
* @returns { Atomic.PhysicsWorld2D}
*/
function getPhysicsWorld() {};
/**
*
* @memberof Atomic.Light2DGroup.prototype
* @param {Atomic.Light2D} light
*/
function addLight() {};
/**
*
* @memberof Atomic.Light2DGroup.prototype
*/
function setDirty() {};
/**
*
* @memberof Atomic.Light2DGroup.prototype
* @param {Atomic.Color} color
*/
function setAmbientColor() {};
/**
*
* @memberof Atomic.Light2DGroup.prototype
* @returns { Atomic.Color}
*/
function getAmbientColor() {};
/**
*
* @memberof Atomic.Light2DGroup.prototype
* @returns { Atomic.BoundingBox}
*/
function getFrustumBox() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Resource
* @property {Atomic.Sprite2D} sprite - Set sprite.
* @property {Atomic.Vector2} sourcePositionVariance - Set source position variance.
* @property {number} speed - Set speed.
* @property {number} speedVariance - Set speed variance.
* @property {number} particleLifeSpan - Set particle lifespan.
* @property {number} particleLifespanVariance - Set particle lifespan variance.
* @property {number} angle - Set angle.
* @property {number} angleVariance - Set angle variance.
* @property {Atomic.Vector2} gravity - Set gravity.
* @property {number} radialAcceleration - Set radial acceleration.
* @property {number} tangentialAcceleration - Set tangential acceleration.
* @property {number} radialAccelVariance - Set radial acceleration variance.
* @property {number} tangentialAccelVariance - Set tangential acceleration variance.
* @property {Atomic.Color} startColor - Set start color.
* @property {Atomic.Color} startColorVariance - Set start color variance.
* @property {Atomic.Color} finishColor - Set finish color.
* @property {Atomic.Color} finishColorVariance - Set finish color variance.
* @property {number} maxParticles - Set max particles.
* @property {number} startParticleSize - Set start particle size.
* @property {number} startParticleSizeVariance - Set start particle size variance.
* @property {number} finishParticleSize - Set finish particle size.
* @property {number} finishParticleSizeVariance - Set finish particle size variance.
* @property {number} duration - Set duration.
* @property {Atomic.EmitterType2D} emitterType - Set emitter type.
* @property {number} maxRadius - Set max radius.
* @property {number} maxRadiusVariance - Set max radius variance.
* @property {number} minRadius - Set min radius.
* @property {number} minRadiusVariance - Set min radius variance.
* @property {number} rotatePerSecond - Set rotate per second.
* @property {number} rotatePerSecondVariance - Set rotate per second variance.
* @property {Atomic.BlendMode} blendMode - Set blend mode.
* @property {number} rotationStart - Set rotation start.
* @property {number} rotationStartVariance - Set rotation start variance.
* @property {number} rotationEnd - Set rotation end.
* @property {number} rotationEndVariance - Set rotation end variance.
*/
function ParticleEffect2D() {};
/**
* Finish resource loading. Always called from the main thread. Return true if successful.
* @memberof Atomic.ParticleEffect2D.prototype
* @returns { boolean}
*/
function endLoad() {};
/**
* Set sprite.
* @memberof Atomic.ParticleEffect2D.prototype
* @param {Atomic.Sprite2D} sprite
*/
function setSprite() {};
/**
* Set source position variance.
* @memberof Atomic.ParticleEffect2D.prototype
* @param {Atomic.Vector2} sourcePositionVariance
*/
function setSourcePositionVariance() {};
/**
* Set speed.
* @memberof Atomic.ParticleEffect2D.prototype
* @param {number} speed
*/
function setSpeed() {};
/**
* Set speed variance.
* @memberof Atomic.ParticleEffect2D.prototype
* @param {number} speedVariance
*/
function setSpeedVariance() {};
/**
* Set particle lifespan.
* @memberof Atomic.ParticleEffect2D.prototype
* @param {number} particleLifeSpan
*/
function setParticleLifeSpan() {};
/**
* Set particle lifespan variance.
* @memberof Atomic.ParticleEffect2D.prototype
* @param {number} particleLifespanVariance
*/
function setParticleLifespanVariance() {};
/**
* Set angle.
* @memberof Atomic.ParticleEffect2D.prototype
* @param {number} angle
*/
function setAngle() {};
/**
* Set angle variance.
* @memberof Atomic.ParticleEffect2D.prototype
* @param {number} angleVariance
*/
function setAngleVariance() {};
/**
* Set gravity.
* @memberof Atomic.ParticleEffect2D.prototype
* @param {Atomic.Vector2} gravity
*/
function setGravity() {};
/**
* Set radial acceleration.
* @memberof Atomic.ParticleEffect2D.prototype
* @param {number} radialAcceleration
*/
function setRadialAcceleration() {};
/**
* Set tangential acceleration.
* @memberof Atomic.ParticleEffect2D.prototype
* @param {number} tangentialAcceleration
*/
function setTangentialAcceleration() {};
/**
* Set radial acceleration variance.
* @memberof Atomic.ParticleEffect2D.prototype
* @param {number} radialAccelVariance
*/
function setRadialAccelVariance() {};
/**
* Set tangential acceleration variance.
* @memberof Atomic.ParticleEffect2D.prototype
* @param {number} tangentialAccelVariance
*/
function setTangentialAccelVariance() {};
/**
* Set start color.
* @memberof Atomic.ParticleEffect2D.prototype
* @param {Atomic.Color} startColor
*/
function setStartColor() {};
/**
* Set start color variance.
* @memberof Atomic.ParticleEffect2D.prototype
* @param {Atomic.Color} startColorVariance
*/
function setStartColorVariance() {};
/**
* Set finish color.
* @memberof Atomic.ParticleEffect2D.prototype
* @param {Atomic.Color} finishColor
*/
function setFinishColor() {};
/**
* Set finish color variance.
* @memberof Atomic.ParticleEffect2D.prototype
* @param {Atomic.Color} finishColorVariance
*/
function setFinishColorVariance() {};
/**
* Set max particles.
* @memberof Atomic.ParticleEffect2D.prototype
* @param {number} maxParticles
*/
function setMaxParticles() {};
/**
* Set start particle size.
* @memberof Atomic.ParticleEffect2D.prototype
* @param {number} startParticleSize
*/
function setStartParticleSize() {};
/**
* Set start particle size variance.
* @memberof Atomic.ParticleEffect2D.prototype
* @param {number} startParticleSizeVariance
*/
function setStartParticleSizeVariance() {};
/**
* Set finish particle size.
* @memberof Atomic.ParticleEffect2D.prototype
* @param {number} finishParticleSize
*/
function setFinishParticleSize() {};
/**
* Set finish particle size variance.
* @memberof Atomic.ParticleEffect2D.prototype
* @param {number} FinishParticleSizeVariance
*/
function setFinishParticleSizeVariance() {};
/**
* Set duration.
* @memberof Atomic.ParticleEffect2D.prototype
* @param {number} duration
*/
function setDuration() {};
/**
* Set emitter type.
* @memberof Atomic.ParticleEffect2D.prototype
* @param {Atomic.EmitterType2D} emitterType
*/
function setEmitterType() {};
/**
* Set max radius.
* @memberof Atomic.ParticleEffect2D.prototype
* @param {number} maxRadius
*/
function setMaxRadius() {};
/**
* Set max radius variance.
* @memberof Atomic.ParticleEffect2D.prototype
* @param {number} maxRadiusVariance
*/
function setMaxRadiusVariance() {};
/**
* Set min radius.
* @memberof Atomic.ParticleEffect2D.prototype
* @param {number} minRadius
*/
function setMinRadius() {};
/**
* Set min radius variance.
* @memberof Atomic.ParticleEffect2D.prototype
* @param {number} minRadiusVariance
*/
function setMinRadiusVariance() {};
/**
* Set rotate per second.
* @memberof Atomic.ParticleEffect2D.prototype
* @param {number} rotatePerSecond
*/
function setRotatePerSecond() {};
/**
* Set rotate per second variance.
* @memberof Atomic.ParticleEffect2D.prototype
* @param {number} rotatePerSecondVariance
*/
function setRotatePerSecondVariance() {};
/**
* Set blend mode.
* @memberof Atomic.ParticleEffect2D.prototype
* @param {Atomic.BlendMode} blendMode
*/
function setBlendMode() {};
/**
* Set rotation start.
* @memberof Atomic.ParticleEffect2D.prototype
* @param {number} rotationStart
*/
function setRotationStart() {};
/**
* Set rotation start variance.
* @memberof Atomic.ParticleEffect2D.prototype
* @param {number} rotationStartVariance
*/
function setRotationStartVariance() {};
/**
* Set rotation end.
* @memberof Atomic.ParticleEffect2D.prototype
* @param {number} rotationEnd
*/
function setRotationEnd() {};
/**
* Set rotation end variance.
* @memberof Atomic.ParticleEffect2D.prototype
* @param {number} rotationEndVariance
*/
function setRotationEndVariance() {};
/**
* Return sprite.
* @memberof Atomic.ParticleEffect2D.prototype
* @returns { Atomic.Sprite2D}
*/
function getSprite() {};
/**
* Return source position variance.
* @memberof Atomic.ParticleEffect2D.prototype
* @returns { Atomic.Vector2}
*/
function getSourcePositionVariance() {};
/**
* Return speed.
* @memberof Atomic.ParticleEffect2D.prototype
* @returns { number}
*/
function getSpeed() {};
/**
* Return speed variance.
* @memberof Atomic.ParticleEffect2D.prototype
* @returns { number}
*/
function getSpeedVariance() {};
/**
* Return particle lifespan.
* @memberof Atomic.ParticleEffect2D.prototype
* @returns { number}
*/
function getParticleLifeSpan() {};
/**
* Return particle lifespan variance.
* @memberof Atomic.ParticleEffect2D.prototype
* @returns { number}
*/
function getParticleLifespanVariance() {};
/**
* Return angle.
* @memberof Atomic.ParticleEffect2D.prototype
* @returns { number}
*/
function getAngle() {};
/**
* Return angle variance.
* @memberof Atomic.ParticleEffect2D.prototype
* @returns { number}
*/
function getAngleVariance() {};
/**
* Return gravity.
* @memberof Atomic.ParticleEffect2D.prototype
* @returns { Atomic.Vector2}
*/
function getGravity() {};
/**
* Return radial acceleration.
* @memberof Atomic.ParticleEffect2D.prototype
* @returns { number}
*/
function getRadialAcceleration() {};
/**
* Return tangential acceleration.
* @memberof Atomic.ParticleEffect2D.prototype
* @returns { number}
*/
function getTangentialAcceleration() {};
/**
* Return radial acceleration variance.
* @memberof Atomic.ParticleEffect2D.prototype
* @returns { number}
*/
function getRadialAccelVariance() {};
/**
* Return tangential acceleration variance.
* @memberof Atomic.ParticleEffect2D.prototype
* @returns { number}
*/
function getTangentialAccelVariance() {};
/**
* Return start color.
* @memberof Atomic.ParticleEffect2D.prototype
* @returns { Atomic.Color}
*/
function getStartColor() {};
/**
* Return start color variance.
* @memberof Atomic.ParticleEffect2D.prototype
* @returns { Atomic.Color}
*/
function getStartColorVariance() {};
/**
* Return finish color.
* @memberof Atomic.ParticleEffect2D.prototype
* @returns { Atomic.Color}
*/
function getFinishColor() {};
/**
* Return finish color variance.
* @memberof Atomic.ParticleEffect2D.prototype
* @returns { Atomic.Color}
*/
function getFinishColorVariance() {};
/**
* Return max particles.
* @memberof Atomic.ParticleEffect2D.prototype
* @returns { number}
*/
function getMaxParticles() {};
/**
* Return start particle size.
* @memberof Atomic.ParticleEffect2D.prototype
* @returns { number}
*/
function getStartParticleSize() {};
/**
* Return start particle size variance.
* @memberof Atomic.ParticleEffect2D.prototype
* @returns { number}
*/
function getStartParticleSizeVariance() {};
/**
* Return finish particle size.
* @memberof Atomic.ParticleEffect2D.prototype
* @returns { number}
*/
function getFinishParticleSize() {};
/**
* Return finish particle size variance.
* @memberof Atomic.ParticleEffect2D.prototype
* @returns { number}
*/
function getFinishParticleSizeVariance() {};
/**
* Return duration.
* @memberof Atomic.ParticleEffect2D.prototype
* @returns { number}
*/
function getDuration() {};
/**
* Return emitter type.
* @memberof Atomic.ParticleEffect2D.prototype
* @returns { Atomic.EmitterType2D}
*/
function getEmitterType() {};
/**
* Return max radius.
* @memberof Atomic.ParticleEffect2D.prototype
* @returns { number}
*/
function getMaxRadius() {};
/**
* Return max radius variance.
* @memberof Atomic.ParticleEffect2D.prototype
* @returns { number}
*/
function getMaxRadiusVariance() {};
/**
* Return min radius.
* @memberof Atomic.ParticleEffect2D.prototype
* @returns { number}
*/
function getMinRadius() {};
/**
* Return min radius variance.
* @memberof Atomic.ParticleEffect2D.prototype
* @returns { number}
*/
function getMinRadiusVariance() {};
/**
* Return rotate per second.
* @memberof Atomic.ParticleEffect2D.prototype
* @returns { number}
*/
function getRotatePerSecond() {};
/**
* Return rotate per second variance.
* @memberof Atomic.ParticleEffect2D.prototype
* @returns { number}
*/
function getRotatePerSecondVariance() {};
/**
* Return blend mode.
* @memberof Atomic.ParticleEffect2D.prototype
* @returns { Atomic.BlendMode}
*/
function getBlendMode() {};
/**
* Return rotation start.
* @memberof Atomic.ParticleEffect2D.prototype
* @returns { number}
*/
function getRotationStart() {};
/**
* Return rotation start variance.
* @memberof Atomic.ParticleEffect2D.prototype
* @returns { number}
*/
function getRotationStartVariance() {};
/**
* Return rotation end.
* @memberof Atomic.ParticleEffect2D.prototype
* @returns { number}
*/
function getRotationEnd() {};
/**
* Return rotation end variance.
* @memberof Atomic.ParticleEffect2D.prototype
* @returns { number}
*/
function getRotationEndVariance() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Drawable2D
* @property {Atomic.ParticleEffect2D} effect - Set particle effect.
* @property {Atomic.Sprite2D} sprite - Set sprite.
* @property {number} maxParticles - Set max particles.
*/
function ParticleEmitter2D() {};
/**
* Handle enabled/disabled state change.
* @memberof Atomic.ParticleEmitter2D.prototype
*/
function onSetEnabled() {};
/**
* Set particle effect.
* @memberof Atomic.ParticleEmitter2D.prototype
* @param {Atomic.ParticleEffect2D} effect
*/
function setEffect() {};
/**
* Set sprite.
* @memberof Atomic.ParticleEmitter2D.prototype
* @param {Atomic.Sprite2D} sprite
*/
function setSprite() {};
/**
* Set max particles.
* @memberof Atomic.ParticleEmitter2D.prototype
* @param {number} maxParticles
*/
function setMaxParticles() {};
/**
* Return particle effect.
* @memberof Atomic.ParticleEmitter2D.prototype
* @returns { Atomic.ParticleEffect2D}
*/
function getEffect() {};
/**
* Return sprite.
* @memberof Atomic.ParticleEmitter2D.prototype
* @returns { Atomic.Sprite2D}
*/
function getSprite() {};
/**
* Return max particles.
* @memberof Atomic.ParticleEmitter2D.prototype
* @returns { number}
*/
function getMaxParticles() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Component
* @property {boolean} drawShape - Set draw shape.
* @property {boolean} drawJoint - Set draw joint.
* @property {boolean} drawAabb - Set draw aabb.
* @property {boolean} drawPair - Set draw pair.
* @property {boolean} drawCenterOfMass - Set draw center of mass.
* @property {boolean} allowSleeping - Set allow sleeping.
* @property {boolean} warmStarting - Set warm starting.
* @property {boolean} continuousPhysics - Set continuous physics.
* @property {boolean} subStepping - Set sub stepping.
* @property {Atomic.Vector2} gravity - Set gravity.
* @property {boolean} autoClearForces - Set auto clear forces.
* @property {number} velocityIterations - Set velocity iterations.
* @property {number} positionIterations - Set position iterations.
* @property {boolean} applyingTransforms - Set node dirtying to be disregarded.
*/
function PhysicsWorld2D() {};
/**
* Step the simulation forward.
* @memberof Atomic.PhysicsWorld2D.prototype
* @param {number} timeStep
*/
function update() {};
/**
* Add debug geometry to the debug renderer.
* @memberof Atomic.PhysicsWorld2D.prototype
*/
function drawDebugGeometry() {};
/**
* Set draw shape.
* @memberof Atomic.PhysicsWorld2D.prototype
* @param {boolean} drawShape
*/
function setDrawShape() {};
/**
* Set draw joint.
* @memberof Atomic.PhysicsWorld2D.prototype
* @param {boolean} drawJoint
*/
function setDrawJoint() {};
/**
* Set draw aabb.
* @memberof Atomic.PhysicsWorld2D.prototype
* @param {boolean} drawAabb
*/
function setDrawAabb() {};
/**
* Set draw pair.
* @memberof Atomic.PhysicsWorld2D.prototype
* @param {boolean} drawPair
*/
function setDrawPair() {};
/**
* Set draw center of mass.
* @memberof Atomic.PhysicsWorld2D.prototype
* @param {boolean} drawCenterOfMass
*/
function setDrawCenterOfMass() {};
/**
* Set allow sleeping.
* @memberof Atomic.PhysicsWorld2D.prototype
* @param {boolean} enable
*/
function setAllowSleeping() {};
/**
* Set warm starting.
* @memberof Atomic.PhysicsWorld2D.prototype
* @param {boolean} enable
*/
function setWarmStarting() {};
/**
* Set continuous physics.
* @memberof Atomic.PhysicsWorld2D.prototype
* @param {boolean} enable
*/
function setContinuousPhysics() {};
/**
* Set sub stepping.
* @memberof Atomic.PhysicsWorld2D.prototype
* @param {boolean} enable
*/
function setSubStepping() {};
/**
* Set gravity.
* @memberof Atomic.PhysicsWorld2D.prototype
* @param {Atomic.Vector2} gravity
*/
function setGravity() {};
/**
* Set auto clear forces.
* @memberof Atomic.PhysicsWorld2D.prototype
* @param {boolean} enable
*/
function setAutoClearForces() {};
/**
* Set velocity iterations.
* @memberof Atomic.PhysicsWorld2D.prototype
* @param {number} velocityIterations
*/
function setVelocityIterations() {};
/**
* Set position iterations.
* @memberof Atomic.PhysicsWorld2D.prototype
* @param {number} positionIterations
*/
function setPositionIterations() {};
/**
* Add rigid body.
* @memberof Atomic.PhysicsWorld2D.prototype
* @param {Atomic.RigidBody2D} rigidBody
*/
function addRigidBody() {};
/**
* Remove rigid body.
* @memberof Atomic.PhysicsWorld2D.prototype
* @param {Atomic.RigidBody2D} rigidBody
*/
function removeRigidBody() {};
/**
* Return draw shape.
* @memberof Atomic.PhysicsWorld2D.prototype
* @returns { boolean}
*/
function getDrawShape() {};
/**
* Return draw joint.
* @memberof Atomic.PhysicsWorld2D.prototype
* @returns { boolean}
*/
function getDrawJoint() {};
/**
* Return draw aabb.
* @memberof Atomic.PhysicsWorld2D.prototype
* @returns { boolean}
*/
function getDrawAabb() {};
/**
* Return draw pair.
* @memberof Atomic.PhysicsWorld2D.prototype
* @returns { boolean}
*/
function getDrawPair() {};
/**
* Return draw center of mass.
* @memberof Atomic.PhysicsWorld2D.prototype
* @returns { boolean}
*/
function getDrawCenterOfMass() {};
/**
* Return allow sleeping.
* @memberof Atomic.PhysicsWorld2D.prototype
* @returns { boolean}
*/
function getAllowSleeping() {};
/**
* Return warm starting.
* @memberof Atomic.PhysicsWorld2D.prototype
* @returns { boolean}
*/
function getWarmStarting() {};
/**
* Return continuous physics.
* @memberof Atomic.PhysicsWorld2D.prototype
* @returns { boolean}
*/
function getContinuousPhysics() {};
/**
* Return sub stepping.
* @memberof Atomic.PhysicsWorld2D.prototype
* @returns { boolean}
*/
function getSubStepping() {};
/**
* Return auto clear forces.
* @memberof Atomic.PhysicsWorld2D.prototype
* @returns { boolean}
*/
function getAutoClearForces() {};
/**
* Return gravity.
* @memberof Atomic.PhysicsWorld2D.prototype
* @returns { Atomic.Vector2}
*/
function getGravity() {};
/**
* Return velocity iterations.
* @memberof Atomic.PhysicsWorld2D.prototype
* @returns { number}
*/
function getVelocityIterations() {};
/**
* Return position iterations.
* @memberof Atomic.PhysicsWorld2D.prototype
* @returns { number}
*/
function getPositionIterations() {};
/**
* Set node dirtying to be disregarded.
* @memberof Atomic.PhysicsWorld2D.prototype
* @param {boolean} enable
*/
function setApplyingTransforms() {};
/**
* Return whether node dirtying should be disregarded.
* @memberof Atomic.PhysicsWorld2D.prototype
* @returns { boolean}
*/
function isApplyingTransforms() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Component
* @property {Atomic.BodyType2D} bodyType - Set body type.
* @property {number} mass - Set Mass.
* @property {number} inertia - Set inertia.
* @property {Atomic.Vector2} massCenter - Set mass center.
* @property {boolean} useFixtureMass - Use fixture mass (default is true).
* @property {number} linearDamping - Set linear damping.
* @property {number} angularDamping - Set angular damping.
* @property {boolean} allowSleep - Set allow sleep.
* @property {boolean} fixedRotation - Set fixed rotation.
* @property {boolean} bullet - Set bullet.
* @property {number} gravityScale - Set gravity scale.
* @property {boolean} awake - Set awake.
* @property {Atomic.Vector2} linearVelocity - Set linear velocity.
* @property {number} angularVelocity - Set angular velocity.
* @property {boolean} castShadows
*/
function RigidBody2D() {};
/**
* Handle enabled/disabled state change.
* @memberof Atomic.RigidBody2D.prototype
*/
function onSetEnabled() {};
/**
* Set body type.
* @memberof Atomic.RigidBody2D.prototype
* @param {Atomic.BodyType2D} bodyType
*/
function setBodyType() {};
/**
* Set Mass.
* @memberof Atomic.RigidBody2D.prototype
* @param {number} mass
*/
function setMass() {};
/**
* Set inertia.
* @memberof Atomic.RigidBody2D.prototype
* @param {number} inertia
*/
function setInertia() {};
/**
* Set mass center.
* @memberof Atomic.RigidBody2D.prototype
* @param {Atomic.Vector2} center
*/
function setMassCenter() {};
/**
* Use fixture mass (default is true).
* @memberof Atomic.RigidBody2D.prototype
* @param {boolean} useFixtureMass
*/
function setUseFixtureMass() {};
/**
* Set linear damping.
* @memberof Atomic.RigidBody2D.prototype
* @param {number} linearDamping
*/
function setLinearDamping() {};
/**
* Set angular damping.
* @memberof Atomic.RigidBody2D.prototype
* @param {number} angularDamping
*/
function setAngularDamping() {};
/**
* Set allow sleep.
* @memberof Atomic.RigidBody2D.prototype
* @param {boolean} allowSleep
*/
function setAllowSleep() {};
/**
* Set fixed rotation.
* @memberof Atomic.RigidBody2D.prototype
* @param {boolean} fixedRotation
*/
function setFixedRotation() {};
/**
* Set bullet.
* @memberof Atomic.RigidBody2D.prototype
* @param {boolean} bullet
*/
function setBullet() {};
/**
* Set gravity scale.
* @memberof Atomic.RigidBody2D.prototype
* @param {number} gravityScale
*/
function setGravityScale() {};
/**
* Set awake.
* @memberof Atomic.RigidBody2D.prototype
* @param {boolean} awake
*/
function setAwake() {};
/**
* Set linear velocity.
* @memberof Atomic.RigidBody2D.prototype
* @param {Atomic.Vector2} linearVelocity
*/
function setLinearVelocity() {};
/**
* Set angular velocity.
* @memberof Atomic.RigidBody2D.prototype
* @param {number} angularVelocity
*/
function setAngularVelocity() {};
/**
* Apply force.
* @memberof Atomic.RigidBody2D.prototype
* @param {Atomic.Vector2} force
* @param {Atomic.Vector2} point
* @param {boolean} wake
*/
function applyForce() {};
/**
* Apply force to center.
* @memberof Atomic.RigidBody2D.prototype
* @param {Atomic.Vector2} force
* @param {boolean} wake
*/
function applyForceToCenter() {};
/**
* Apply Torque.
* @memberof Atomic.RigidBody2D.prototype
* @param {number} torque
* @param {boolean} wake
*/
function applyTorque() {};
/**
* Apply linear impulse.
* @memberof Atomic.RigidBody2D.prototype
* @param {Atomic.Vector2} impulse
* @param {Atomic.Vector2} point
* @param {boolean} wake
*/
function applyLinearImpulse() {};
/**
* Apply angular impulse.
* @memberof Atomic.RigidBody2D.prototype
* @param {number} impulse
* @param {boolean} wake
*/
function applyAngularImpulse() {};
/**
* Create body.
* @memberof Atomic.RigidBody2D.prototype
*/
function createBody() {};
/**
* Release body.
* @memberof Atomic.RigidBody2D.prototype
*/
function releaseBody() {};
/**
* Apply world transform.
* @memberof Atomic.RigidBody2D.prototype
*/
function applyWorldTransform() {};
/**
* Add collision shape.
* @memberof Atomic.RigidBody2D.prototype
* @param {Atomic.CollisionShape2D} collisionShape
*/
function addCollisionShape2D() {};
/**
* Remove collision shape.
* @memberof Atomic.RigidBody2D.prototype
* @param {Atomic.CollisionShape2D} collisionShape
*/
function removeCollisionShape2D() {};
/**
* Add constraint.
* @memberof Atomic.RigidBody2D.prototype
* @param {Atomic.Constraint2D} constraint
*/
function addConstraint2D() {};
/**
* Remove constraint.
* @memberof Atomic.RigidBody2D.prototype
* @param {Atomic.Constraint2D} constraint
*/
function removeConstraint2D() {};
/**
* Return body type.
* @memberof Atomic.RigidBody2D.prototype
* @returns { Atomic.BodyType2D}
*/
function getBodyType() {};
/**
* Return Mass.
* @memberof Atomic.RigidBody2D.prototype
* @returns { number}
*/
function getMass() {};
/**
* Return inertia.
* @memberof Atomic.RigidBody2D.prototype
* @returns { number}
*/
function getInertia() {};
/**
* Return mass center.
* @memberof Atomic.RigidBody2D.prototype
* @returns { Atomic.Vector2}
*/
function getMassCenter() {};
/**
* Return use fixture mass.
* @memberof Atomic.RigidBody2D.prototype
* @returns { boolean}
*/
function getUseFixtureMass() {};
/**
* Return linear damping.
* @memberof Atomic.RigidBody2D.prototype
* @returns { number}
*/
function getLinearDamping() {};
/**
* Return angular damping.
* @memberof Atomic.RigidBody2D.prototype
* @returns { number}
*/
function getAngularDamping() {};
/**
* Return allow sleep.
* @memberof Atomic.RigidBody2D.prototype
* @returns { boolean}
*/
function isAllowSleep() {};
/**
* Return fixed rotation.
* @memberof Atomic.RigidBody2D.prototype
* @returns { boolean}
*/
function isFixedRotation() {};
/**
* Return bullet.
* @memberof Atomic.RigidBody2D.prototype
* @returns { boolean}
*/
function isBullet() {};
/**
* Return gravity scale.
* @memberof Atomic.RigidBody2D.prototype
* @returns { number}
*/
function getGravityScale() {};
/**
* Return awake.
* @memberof Atomic.RigidBody2D.prototype
* @returns { boolean}
*/
function isAwake() {};
/**
* Return linear velocity.
* @memberof Atomic.RigidBody2D.prototype
* @returns { Atomic.Vector2}
*/
function getLinearVelocity() {};
/**
* Return angular velocity.
* @memberof Atomic.RigidBody2D.prototype
* @returns { number}
*/
function getAngularVelocity() {};
/**
*
* @memberof Atomic.RigidBody2D.prototype
* @returns { boolean}
*/
function getCastShadows() {};
/**
*
* @memberof Atomic.RigidBody2D.prototype
* @param {boolean} castShadows
*/
function setCastShadows() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Resource
* @property {Atomic.Texture2D} texture - Set texture.
* @property {Atomic.IntRect} rectangle - Set rectangle.
* @property {Atomic.Vector2} hotSpot - Set hot spot.
* @property {Atomic.IntVector2} offset - Set offset.
* @property {Atomic.SpriteSheet2D} spriteSheet - Set sprite sheet.
*/
function Sprite2D() {};
/**
* Finish resource loading. Always called from the main thread. Return true if successful.
* @memberof Atomic.Sprite2D.prototype
* @returns { boolean}
*/
function endLoad() {};
/**
* Set texture.
* @memberof Atomic.Sprite2D.prototype
* @param {Atomic.Texture2D} texture
*/
function setTexture() {};
/**
* Set rectangle.
* @memberof Atomic.Sprite2D.prototype
* @param {Atomic.IntRect} rectangle
*/
function setRectangle() {};
/**
* Set hot spot.
* @memberof Atomic.Sprite2D.prototype
* @param {Atomic.Vector2} hotSpot
*/
function setHotSpot() {};
/**
* Set offset.
* @memberof Atomic.Sprite2D.prototype
* @param {Atomic.IntVector2} offset
*/
function setOffset() {};
/**
* Set sprite sheet.
* @memberof Atomic.Sprite2D.prototype
* @param {Atomic.SpriteSheet2D} spriteSheet
*/
function setSpriteSheet() {};
/**
* Return texture.
* @memberof Atomic.Sprite2D.prototype
* @returns { Atomic.Texture2D}
*/
function getTexture() {};
/**
* Return rectangle.
* @memberof Atomic.Sprite2D.prototype
* @returns { Atomic.IntRect}
*/
function getRectangle() {};
/**
* Return hot spot.
* @memberof Atomic.Sprite2D.prototype
* @returns { Atomic.Vector2}
*/
function getHotSpot() {};
/**
* Return offset.
* @memberof Atomic.Sprite2D.prototype
* @returns { Atomic.IntVector2}
*/
function getOffset() {};
/**
* Return sprite sheet.
* @memberof Atomic.Sprite2D.prototype
* @returns { Atomic.SpriteSheet2D}
*/
function getSpriteSheet() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Resource
* @property {Atomic.Texture2D} texture - Return texture.
*/
function SpriteSheet2D() {};
/**
* Finish resource loading. Always called from the main thread. Return true if successful.
* @memberof Atomic.SpriteSheet2D.prototype
* @returns { boolean}
*/
function endLoad() {};
/**
* Return texture.
* @memberof Atomic.SpriteSheet2D.prototype
* @returns { Atomic.Texture2D}
*/
function getTexture() {};
/**
* Return sprite.
* @memberof Atomic.SpriteSheet2D.prototype
* @param {string} name
* @returns { Atomic.Sprite2D}
*/
function getSprite() {};
/**
* Define sprite.
* @memberof Atomic.SpriteSheet2D.prototype
* @param {string} name
* @param {Atomic.IntRect} rectangle
* @param {Atomic.Vector2=} hotSpot
* @param {Atomic.IntVector2=} offset
*/
function defineSprite() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Drawable2D
* @property {Atomic.Sprite2D} sprite - Set sprite.
* @property {boolean} flipX - Set flip X.
* @property {boolean} flipY - Set flip Y.
* @property {Atomic.Color} color - Set color.
* @property {number} alpha - Set alpha.
* @property {boolean} useHotSpot - Set use hot spot.
* @property {Atomic.Vector2} hotSpot - Set hot spot.
*/
function StaticSprite2D() {};
/**
* Set sprite.
* @memberof Atomic.StaticSprite2D.prototype
* @param {Atomic.Sprite2D} sprite
*/
function setSprite() {};
/**
* Set flip.
* @memberof Atomic.StaticSprite2D.prototype
* @param {boolean} flipX
* @param {boolean} flipY
*/
function setFlip() {};
/**
* Set flip X.
* @memberof Atomic.StaticSprite2D.prototype
* @param {boolean} flipX
*/
function setFlipX() {};
/**
* Set flip Y.
* @memberof Atomic.StaticSprite2D.prototype
* @param {boolean} flipY
*/
function setFlipY() {};
/**
* Set color.
* @memberof Atomic.StaticSprite2D.prototype
* @param {Atomic.Color} color
*/
function setColor() {};
/**
* Set alpha.
* @memberof Atomic.StaticSprite2D.prototype
* @param {number} alpha
*/
function setAlpha() {};
/**
* Set use hot spot.
* @memberof Atomic.StaticSprite2D.prototype
* @param {boolean} useHotSpot
*/
function setUseHotSpot() {};
/**
* Set hot spot.
* @memberof Atomic.StaticSprite2D.prototype
* @param {Atomic.Vector2} hotspot
*/
function setHotSpot() {};
/**
* Return sprite.
* @memberof Atomic.StaticSprite2D.prototype
* @returns { Atomic.Sprite2D}
*/
function getSprite() {};
/**
* Return flip X.
* @memberof Atomic.StaticSprite2D.prototype
* @returns { boolean}
*/
function getFlipX() {};
/**
* Return flip Y.
* @memberof Atomic.StaticSprite2D.prototype
* @returns { boolean}
*/
function getFlipY() {};
/**
* Return color.
* @memberof Atomic.StaticSprite2D.prototype
* @returns { Atomic.Color}
*/
function getColor() {};
/**
* Return alpha.
* @memberof Atomic.StaticSprite2D.prototype
* @returns { number}
*/
function getAlpha() {};
/**
* Return use hot spot.
* @memberof Atomic.StaticSprite2D.prototype
* @returns { boolean}
*/
function getUseHotSpot() {};
/**
* Return hot spot.
* @memberof Atomic.StaticSprite2D.prototype
* @returns { Atomic.Vector2}
*/
function getHotSpot() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Component
* @property {Atomic.TmxFile2D} tmxFile - Set tmx file.
* @property {number} numLayers - Return number of layers.
*/
function TileMap2D() {};
/**
* Set tmx file.
* @memberof Atomic.TileMap2D.prototype
* @param {Atomic.TmxFile2D} tmxFile
*/
function setTmxFile() {};
/**
* Return tmx file.
* @memberof Atomic.TileMap2D.prototype
* @returns { Atomic.TmxFile2D}
*/
function getTmxFile() {};
/**
* Return number of layers.
* @memberof Atomic.TileMap2D.prototype
* @returns { number}
*/
function getNumLayers() {};
/**
* Return tile map layer at index.
* @memberof Atomic.TileMap2D.prototype
* @param {number} index
* @returns { Atomic.TileMapLayer2D}
*/
function getLayer() {};
/**
*
* @memberof Atomic.TileMap2D.prototype
* @param {string} name
* @returns { Atomic.TileMapLayer2D}
*/
function getLayerByName() {};
/**
* Convert tile index to position.
* @memberof Atomic.TileMap2D.prototype
* @param {number} x
* @param {number} y
* @returns { Atomic.Vector2}
*/
function tileIndexToPosition() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.RefCounted
*/
function PropertySet2D() {};
/**
* Return has property.
* @memberof Atomic.PropertySet2D.prototype
* @param {string} name
* @returns { boolean}
*/
function hasProperty() {};
/**
* Return property value.
* @memberof Atomic.PropertySet2D.prototype
* @param {string} name
* @returns { string}
*/
function getProperty() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.RefCounted
* @property {number} gid - Return gid.
* @property {Atomic.Sprite2D} sprite - Return sprite.
* @property {Atomic.TmxObjectGroup2D} objectGroup - Return Object Group.
*/
function Tile2D() {};
/**
* Return gid.
* @memberof Atomic.Tile2D.prototype
* @returns { number}
*/
function getGid() {};
/**
* Return sprite.
* @memberof Atomic.Tile2D.prototype
* @returns { Atomic.Sprite2D}
*/
function getSprite() {};
/**
* Return Object Group.
* @memberof Atomic.Tile2D.prototype
* @returns { Atomic.TmxObjectGroup2D}
*/
function getObjectGroup() {};
/**
* Return has property.
* @memberof Atomic.Tile2D.prototype
* @param {string} name
* @returns { boolean}
*/
function hasProperty() {};
/**
* Return property.
* @memberof Atomic.Tile2D.prototype
* @param {string} name
* @returns { string}
*/
function getProperty() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.RefCounted
* @property {Atomic.TileMapObjectType2D} objectType - Return type.
* @property {string} name - Return name.
* @property {string} type - Return type.
* @property {Atomic.Vector2} position - Return position.
* @property {Atomic.Vector2} size - Return size (for rectangle and ellipse).
* @property {number} numPoints - Return number of points (use for script).
* @property {number} tileGid - Return tile Gid.
* @property {Atomic.Sprite2D} tileSprite - Return tile sprite.
*/
function TileMapObject2D() {};
/**
* Return type.
* @memberof Atomic.TileMapObject2D.prototype
* @returns { Atomic.TileMapObjectType2D}
*/
function getObjectType() {};
/**
* Return name.
* @memberof Atomic.TileMapObject2D.prototype
* @returns { string}
*/
function getName() {};
/**
* Return type.
* @memberof Atomic.TileMapObject2D.prototype
* @returns { string}
*/
function getType() {};
/**
* Return position.
* @memberof Atomic.TileMapObject2D.prototype
* @returns { Atomic.Vector2}
*/
function getPosition() {};
/**
* Return size (for rectangle and ellipse).
* @memberof Atomic.TileMapObject2D.prototype
* @returns { Atomic.Vector2}
*/
function getSize() {};
/**
* Return number of points (use for script).
* @memberof Atomic.TileMapObject2D.prototype
* @returns { number}
*/
function getNumPoints() {};
/**
* Return point at index (use for script).
* @memberof Atomic.TileMapObject2D.prototype
* @param {number} index
* @returns { Atomic.Vector2}
*/
function getPoint() {};
/**
* Return tile Gid.
* @memberof Atomic.TileMapObject2D.prototype
* @returns { number}
*/
function getTileGid() {};
/**
* Return tile sprite.
* @memberof Atomic.TileMapObject2D.prototype
* @returns { Atomic.Sprite2D}
*/
function getTileSprite() {};
/**
* Return has property.
* @memberof Atomic.TileMapObject2D.prototype
* @param {string} name
* @returns { boolean}
*/
function hasProperty() {};
/**
* Return property value.
* @memberof Atomic.TileMapObject2D.prototype
* @param {string} name
* @returns { string}
*/
function getProperty() {};
/**
*
* @memberof Atomic.TileMapObject2D.prototype
* @returns { boolean}
*/
function validCollisionShape() {};
/**
*
* @memberof Atomic.TileMapObject2D.prototype
* @param {Atomic.Node} node
* @returns { Atomic.CollisionShape2D}
*/
function createCollisionShape() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Component
* @property {number} drawOrder - Set draw order
* @property {boolean} visible - Set visible.
* @property {Atomic.TileMap2D} tileMap - Return tile map.
* @property {Atomic.TmxLayer2D} tmxLayer - Return tmx layer.
* @property {Atomic.TileMapLayerType2D} layerType - Return layer type.
* @property {number} width - Return width (for tile layer only).
* @property {number} height - Return height (for tile layer only).
* @property {number} numObjects - Return number of tile map objects (for object group only).
* @property {Atomic.Node} imageNode - Return image node (for image layer only).
* @property {string} name
*/
function TileMapLayer2D() {};
/**
* Add debug geometry to the debug renderer.
* @memberof Atomic.TileMapLayer2D.prototype
* @param {Atomic.DebugRenderer} debug
* @param {boolean} depthTest
*/
function drawDebugGeometry() {};
/**
* Initialize with tile map and tmx layer.
* @memberof Atomic.TileMapLayer2D.prototype
* @param {Atomic.TileMap2D} tileMap
* @param {Atomic.TmxLayer2D} tmxLayer
*/
function initialize() {};
/**
* Set draw order
* @memberof Atomic.TileMapLayer2D.prototype
* @param {number} drawOrder
*/
function setDrawOrder() {};
/**
* Set visible.
* @memberof Atomic.TileMapLayer2D.prototype
* @param {boolean} visible
*/
function setVisible() {};
/**
* Return tile map.
* @memberof Atomic.TileMapLayer2D.prototype
* @returns { Atomic.TileMap2D}
*/
function getTileMap() {};
/**
* Return tmx layer.
* @memberof Atomic.TileMapLayer2D.prototype
* @returns { Atomic.TmxLayer2D}
*/
function getTmxLayer() {};
/**
* Return draw order.
* @memberof Atomic.TileMapLayer2D.prototype
* @returns { number}
*/
function getDrawOrder() {};
/**
* Return visible.
* @memberof Atomic.TileMapLayer2D.prototype
* @returns { boolean}
*/
function isVisible() {};
/**
* Return has property
* @memberof Atomic.TileMapLayer2D.prototype
* @param {string} name
* @returns { boolean}
*/
function hasProperty() {};
/**
* Return property.
* @memberof Atomic.TileMapLayer2D.prototype
* @param {string} name
* @returns { string}
*/
function getProperty() {};
/**
* Return layer type.
* @memberof Atomic.TileMapLayer2D.prototype
* @returns { Atomic.TileMapLayerType2D}
*/
function getLayerType() {};
/**
* Return width (for tile layer only).
* @memberof Atomic.TileMapLayer2D.prototype
* @returns { number}
*/
function getWidth() {};
/**
* Return height (for tile layer only).
* @memberof Atomic.TileMapLayer2D.prototype
* @returns { number}
*/
function getHeight() {};
/**
* Return tile node (for tile layer only).
* @memberof Atomic.TileMapLayer2D.prototype
* @param {number} x
* @param {number} y
* @returns { Atomic.Node}
*/
function getTileNode() {};
/**
* Return tile (for tile layer only).
* @memberof Atomic.TileMapLayer2D.prototype
* @param {number} x
* @param {number} y
* @returns { Atomic.Tile2D}
*/
function getTile() {};
/**
* Return number of tile map objects (for object group only).
* @memberof Atomic.TileMapLayer2D.prototype
* @returns { number}
*/
function getNumObjects() {};
/**
* Return tile map object (for object group only).
* @memberof Atomic.TileMapLayer2D.prototype
* @param {number} index
* @returns { Atomic.TileMapObject2D}
*/
function getObject() {};
/**
* Return object node (for object group only).
* @memberof Atomic.TileMapLayer2D.prototype
* @param {number} index
* @returns { Atomic.Node}
*/
function getObjectNode() {};
/**
* Return image node (for image layer only).
* @memberof Atomic.TileMapLayer2D.prototype
* @returns { Atomic.Node}
*/
function getImageNode() {};
/**
*
* @memberof Atomic.TileMapLayer2D.prototype
* @returns { string}
*/
function getName() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.RefCounted
* @property {Atomic.TmxFile2D} tmxFile - Return tmx file.
* @property {Atomic.TileMapLayerType2D} type - Return type.
* @property {string} name - Return name.
* @property {number} width - Return width.
* @property {number} height - Return height.
* @param {Atomic.TmxFile2D} tmxFile
* @param {Atomic.TileMapLayerType2D} type
*/
function TmxLayer2D() {};
/**
* Return tmx file.
* @memberof Atomic.TmxLayer2D.prototype
* @returns { Atomic.TmxFile2D}
*/
function getTmxFile() {};
/**
* Return type.
* @memberof Atomic.TmxLayer2D.prototype
* @returns { Atomic.TileMapLayerType2D}
*/
function getType() {};
/**
* Return name.
* @memberof Atomic.TmxLayer2D.prototype
* @returns { string}
*/
function getName() {};
/**
* Return width.
* @memberof Atomic.TmxLayer2D.prototype
* @returns { number}
*/
function getWidth() {};
/**
* Return height.
* @memberof Atomic.TmxLayer2D.prototype
* @returns { number}
*/
function getHeight() {};
/**
* Return is visible.
* @memberof Atomic.TmxLayer2D.prototype
* @returns { boolean}
*/
function isVisible() {};
/**
* Return has property (use for script).
* @memberof Atomic.TmxLayer2D.prototype
* @param {string} name
* @returns { boolean}
*/
function hasProperty() {};
/**
* Return property value (use for script).
* @memberof Atomic.TmxLayer2D.prototype
* @param {string} name
* @returns { string}
*/
function getProperty() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.TmxLayer2D
* @param {Atomic.TmxFile2D} tmxFile
*/
function TmxTileLayer2D() {};
/**
* Return tile.
* @memberof Atomic.TmxTileLayer2D.prototype
* @param {number} x
* @param {number} y
* @returns { Atomic.Tile2D}
*/
function getTile() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.TmxLayer2D
* @property {number} numObjects - Return number of objects.
* @param {Atomic.TmxFile2D} tmxFile
*/
function TmxObjectGroup2D() {};
/**
* Return number of objects.
* @memberof Atomic.TmxObjectGroup2D.prototype
* @returns { number}
*/
function getNumObjects() {};
/**
* Return tile map object at index.
* @memberof Atomic.TmxObjectGroup2D.prototype
* @param {number} index
* @returns { Atomic.TileMapObject2D}
*/
function getObject() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.TmxLayer2D
* @property {Atomic.Vector2} position - Return position.
* @property {string} source - Return source.
* @property {Atomic.Sprite2D} sprite - Return sprite.
* @param {Atomic.TmxFile2D} tmxFile
*/
function TmxImageLayer2D() {};
/**
* Return position.
* @memberof Atomic.TmxImageLayer2D.prototype
* @returns { Atomic.Vector2}
*/
function getPosition() {};
/**
* Return source.
* @memberof Atomic.TmxImageLayer2D.prototype
* @returns { string}
*/
function getSource() {};
/**
* Return sprite.
* @memberof Atomic.TmxImageLayer2D.prototype
* @returns { Atomic.Sprite2D}
*/
function getSprite() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Resource
* @property {number} numLayers - Return number of layers.
*/
function TmxFile2D() {};
/**
* Finish resource loading. Always called from the main thread. Return true if successful.
* @memberof Atomic.TmxFile2D.prototype
* @returns { boolean}
*/
function endLoad() {};
/**
* Return tile sprite by gid, if not exist return 0.
* @memberof Atomic.TmxFile2D.prototype
* @param {number} gid
* @returns { Atomic.Sprite2D}
*/
function getTileSprite() {};
/**
* Return tile property set by gid, if not exist return 0.
* @memberof Atomic.TmxFile2D.prototype
* @param {number} gid
* @returns { Atomic.PropertySet2D}
*/
function getTilePropertySet() {};
/**
* Return tile object group by gid, if not exist return 0.
* @memberof Atomic.TmxFile2D.prototype
* @param {number} gid
* @returns { Atomic.TmxObjectGroup2D}
*/
function getTileObjectGroup() {};
/**
* Return number of layers.
* @memberof Atomic.TmxFile2D.prototype
* @returns { number}
*/
function getNumLayers() {};
/**
* Return layer at index.
* @memberof Atomic.TmxFile2D.prototype
* @param {number} index
* @returns { Atomic.TmxLayer2D}
*/
function getLayer() {};
//----------------------------------------------------
// MODULE: Audio
//----------------------------------------------------
/**
* @class
* @memberof Atomic
* @augments Atomic.Resource
* @property {number} size - Set sound size in bytes. Also resets the sound to be uncompressed and one-shot.
* @property {boolean} looped - Set loop on/off. If loop is enabled, sets the full sound as loop range.
* @property {number} length - Return length in seconds.
* @property {number} dataSize - Return total sound data size.
* @property {number} sampleSize - Return sample size.
* @property {number} frequency - Return default frequency as a float.
* @property {number} intFrequency - Return default frequency as an integer.
*/
function Sound() {};
/**
* Set sound size in bytes. Also resets the sound to be uncompressed and one-shot.
* @memberof Atomic.Sound.prototype
* @param {number} dataSize
*/
function setSize() {};
/**
* Set uncompressed sound data format.
* @memberof Atomic.Sound.prototype
* @param {number} frequency
* @param {boolean} sixteenBit
* @param {boolean} stereo
*/
function setFormat() {};
/**
* Set loop on/off. If loop is enabled, sets the full sound as loop range.
* @memberof Atomic.Sound.prototype
* @param {boolean} enable
*/
function setLooped() {};
/**
* Define loop.
* @memberof Atomic.Sound.prototype
* @param {number} repeatOffset
* @param {number} endOffset
*/
function setLoop() {};
/**
* Fix interpolation by copying data from loop start to loop end (looped), or adding silence (oneshot.)
* @memberof Atomic.Sound.prototype
*/
function fixInterpolation() {};
/**
* Return length in seconds.
* @memberof Atomic.Sound.prototype
* @returns { number}
*/
function getLength() {};
/**
* Return total sound data size.
* @memberof Atomic.Sound.prototype
* @returns { number}
*/
function getDataSize() {};
/**
* Return sample size.
* @memberof Atomic.Sound.prototype
* @returns { number}
*/
function getSampleSize() {};
/**
* Return default frequency as a float.
* @memberof Atomic.Sound.prototype
* @returns { number}
*/
function getFrequency() {};
/**
* Return default frequency as an integer.
* @memberof Atomic.Sound.prototype
* @returns { number}
*/
function getIntFrequency() {};
/**
* Return whether is looped.
* @memberof Atomic.Sound.prototype
* @returns { boolean}
*/
function isLooped() {};
/**
* Return whether data is sixteen bit.
* @memberof Atomic.Sound.prototype
* @returns { boolean}
*/
function isSixteenBit() {};
/**
* Return whether data is stereo.
* @memberof Atomic.Sound.prototype
* @returns { boolean}
*/
function isStereo() {};
/**
* Return whether is compressed.
* @memberof Atomic.Sound.prototype
* @returns { boolean}
*/
function isCompressed() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Component
* @property {string} soundType - Set sound type, determines the master gain group.
* @property {number} frequency - Set frequency.
* @property {number} gain - Set gain. 0.0 is silence, 1.0 is full volume.
* @property {number} attenuation - Set attenuation. 1.0 is unaltered. Used for distance attenuated playback.
* @property {number} panning - Set stereo panning. -1.0 is full left and 1.0 is full right.
* @property {boolean} autoRemove - Set whether sound source will be automatically removed from the scene node when playback stops.
* @property {Atomic.Sound} sound - Return sound.
* @property {number} timePosition - Return playback time position.
* @property {number} positionAttr - Set sound position attribute.
* @property {boolean} playingAttr - Set sound playing attribute
*/
function SoundSource() {};
/**
* Play a sound.
* @memberof Atomic.SoundSource.prototype
* @param {Atomic.Sound} sound
*/
function play() {};
/**
* Stop playback.
* @memberof Atomic.SoundSource.prototype
*/
function stop() {};
/**
* Set sound type, determines the master gain group.
* @memberof Atomic.SoundSource.prototype
* @param {string} type
*/
function setSoundType() {};
/**
* Set frequency.
* @memberof Atomic.SoundSource.prototype
* @param {number} frequency
*/
function setFrequency() {};
/**
* Set gain. 0.0 is silence, 1.0 is full volume.
* @memberof Atomic.SoundSource.prototype
* @param {number} gain
*/
function setGain() {};
/**
* Set attenuation. 1.0 is unaltered. Used for distance attenuated playback.
* @memberof Atomic.SoundSource.prototype
* @param {number} attenuation
*/
function setAttenuation() {};
/**
* Set stereo panning. -1.0 is full left and 1.0 is full right.
* @memberof Atomic.SoundSource.prototype
* @param {number} panning
*/
function setPanning() {};
/**
* Set whether sound source will be automatically removed from the scene node when playback stops.
* @memberof Atomic.SoundSource.prototype
* @param {boolean} enable
*/
function setAutoRemove() {};
/**
* Return sound.
* @memberof Atomic.SoundSource.prototype
* @returns { Atomic.Sound}
*/
function getSound() {};
/**
* Return sound type, determines the master gain group.
* @memberof Atomic.SoundSource.prototype
* @returns { string}
*/
function getSoundType() {};
/**
* Return playback time position.
* @memberof Atomic.SoundSource.prototype
* @returns { number}
*/
function getTimePosition() {};
/**
* Return frequency.
* @memberof Atomic.SoundSource.prototype
* @returns { number}
*/
function getFrequency() {};
/**
* Return gain.
* @memberof Atomic.SoundSource.prototype
* @returns { number}
*/
function getGain() {};
/**
* Return attenuation.
* @memberof Atomic.SoundSource.prototype
* @returns { number}
*/
function getAttenuation() {};
/**
* Return stereo panning.
* @memberof Atomic.SoundSource.prototype
* @returns { number}
*/
function getPanning() {};
/**
* Return autoremove mode.
* @memberof Atomic.SoundSource.prototype
* @returns { boolean}
*/
function getAutoRemove() {};
/**
* Return whether is playing.
* @memberof Atomic.SoundSource.prototype
* @returns { boolean}
*/
function isPlaying() {};
/**
* Update the sound source. Perform subclass specific operations. Called by Audio.
* @memberof Atomic.SoundSource.prototype
* @param {number} timeStep
*/
function update() {};
/**
* Update the effective master gain. Called internally and by Audio when the master gain changes.
* @memberof Atomic.SoundSource.prototype
*/
function updateMasterGain() {};
/**
* Set sound position attribute.
* @memberof Atomic.SoundSource.prototype
* @param {number} value
*/
function setPositionAttr() {};
/**
* Set sound playing attribute
* @memberof Atomic.SoundSource.prototype
* @param {boolean} value
*/
function setPlayingAttr() {};
/**
* Return sound position attribute.
* @memberof Atomic.SoundSource.prototype
* @returns { number}
*/
function getPositionAttr() {};
//----------------------------------------------------
// MODULE: Graphics
//----------------------------------------------------
/**
* @class
* @memberof Atomic
* @augments Atomic.StaticModel
* @property {Atomic.UpdateGeometryType} updateGeometryType - Return whether a geometry update is necessary, and if it can happen in a worker thread.
* @property {number} animationLodBias - Set animation LOD bias.
* @property {boolean} updateInvisible - Set whether to update animation and the bounding box when not visible. Recommended to enable for physically controlled models like ragdolls.
* @property {number} numAnimationStates - Return number of animation states.
* @property {number} numMorphs - Return number of vertex morphs.
*/
function AnimatedModel() {};
/**
* Apply attribute changes that can not be applied immediately. Called after scene load or a network update.
* @memberof Atomic.AnimatedModel.prototype
*/
function applyAttributes() {};
/**
* Return whether a geometry update is necessary, and if it can happen in a worker thread.
* @memberof Atomic.AnimatedModel.prototype
* @returns { Atomic.UpdateGeometryType}
*/
function getUpdateGeometryType() {};
/**
* Visualize the component as debug geometry.
* @memberof Atomic.AnimatedModel.prototype
* @param {Atomic.DebugRenderer} debug
* @param {boolean} depthTest
*/
function drawDebugGeometry() {};
/**
* Set model.
* @memberof Atomic.AnimatedModel.prototype
* @param {Atomic.Model} model
* @param {boolean=} createBones
*/
function setModel() {};
/**
* Add an animation.
* @memberof Atomic.AnimatedModel.prototype
* @param {Atomic.Animation} animation
* @returns { Atomic.AnimationState}
*/
function addAnimationState() {};
/**
* Remove all animations.
* @memberof Atomic.AnimatedModel.prototype
*/
function removeAllAnimationStates() {};
/**
* Set animation LOD bias.
* @memberof Atomic.AnimatedModel.prototype
* @param {number} bias
*/
function setAnimationLodBias() {};
/**
* Set whether to update animation and the bounding box when not visible. Recommended to enable for physically controlled models like ragdolls.
* @memberof Atomic.AnimatedModel.prototype
* @param {boolean} enable
*/
function setUpdateInvisible() {};
/**
* Reset all vertex morphs to zero.
* @memberof Atomic.AnimatedModel.prototype
*/
function resetMorphWeights() {};
/**
* Return number of animation states.
* @memberof Atomic.AnimatedModel.prototype
* @returns { number}
*/
function getNumAnimationStates() {};
/**
* Return animation LOD bias.
* @memberof Atomic.AnimatedModel.prototype
* @returns { number}
*/
function getAnimationLodBias() {};
/**
* Return whether to update animation when not visible.
* @memberof Atomic.AnimatedModel.prototype
* @returns { boolean}
*/
function getUpdateInvisible() {};
/**
* Return number of vertex morphs.
* @memberof Atomic.AnimatedModel.prototype
* @returns { number}
*/
function getNumMorphs() {};
/**
* Return whether is the master (first) animated model.
* @memberof Atomic.AnimatedModel.prototype
* @returns { boolean}
*/
function isMaster() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Resource
* @property {string} animationName - Set animation name.
* @property {number} length - Set animation length.
* @property {number} numTriggers - Resize trigger point vector.
* @property {string} animationNameHash - Return animation name hash.
* @property {number} numTracks - Return number of animation tracks.
*/
function Animation() {};
/**
* Set animation name.
* @memberof Atomic.Animation.prototype
* @param {string} name
*/
function setAnimationName() {};
/**
* Set animation length.
* @memberof Atomic.Animation.prototype
* @param {number} length
*/
function setLength() {};
/**
* Remove a trigger point by index.
* @memberof Atomic.Animation.prototype
* @param {number} index
*/
function removeTrigger() {};
/**
* Remove all trigger points.
* @memberof Atomic.Animation.prototype
*/
function removeAllTriggers() {};
/**
* Resize trigger point vector.
* @memberof Atomic.Animation.prototype
* @param {number} num
*/
function setNumTriggers() {};
/**
* Return animation name.
* @memberof Atomic.Animation.prototype
* @returns { string}
*/
function getAnimationName() {};
/**
* Return animation name hash.
* @memberof Atomic.Animation.prototype
* @returns { string}
*/
function getAnimationNameHash() {};
/**
* Return animation length.
* @memberof Atomic.Animation.prototype
* @returns { number}
*/
function getLength() {};
/**
* Return number of animation tracks.
* @memberof Atomic.Animation.prototype
* @returns { number}
*/
function getNumTracks() {};
/**
* Return number of animation trigger points.
* @memberof Atomic.Animation.prototype
* @returns { number}
*/
function getNumTriggers() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Component
*/
function AnimationController() {};
/**
* Handle enabled/disabled state change.
* @memberof Atomic.AnimationController.prototype
*/
function onSetEnabled() {};
/**
* Update the animations. Is called from HandleScenePostUpdate().
* @memberof Atomic.AnimationController.prototype
* @param {number} timeStep
*/
function update() {};
/**
* Play an animation and set full target weight. Name must be the full resource name. Return true on success.
* @memberof Atomic.AnimationController.prototype
* @param {string} name
* @param {number} layer
* @param {boolean} looped
* @param {number=} fadeInTime
* @returns { boolean}
*/
function play() {};
/**
* Play an animation, set full target weight and fade out all other animations on the same layer. Name must be the full resource name. Return true on success.
* @memberof Atomic.AnimationController.prototype
* @param {string} name
* @param {number} layer
* @param {boolean} looped
* @param {number=} fadeTime
* @returns { boolean}
*/
function playExclusive() {};
/**
* Stop an animation. Zero fadetime is instant. Return true on success.
* @memberof Atomic.AnimationController.prototype
* @param {string} name
* @param {number=} fadeOutTime
* @returns { boolean}
*/
function stop() {};
/**
* Stop all animations on a specific layer. Zero fadetime is instant.
* @memberof Atomic.AnimationController.prototype
* @param {number} layer
* @param {number=} fadeOutTime
*/
function stopLayer() {};
/**
* Stop all animations. Zero fadetime is instant.
* @memberof Atomic.AnimationController.prototype
* @param {number=} fadeTime
*/
function stopAll() {};
/**
* Fade animation to target weight. Return true on success.
* @memberof Atomic.AnimationController.prototype
* @param {string} name
* @param {number} targetWeight
* @param {number} fadeTime
* @returns { boolean}
*/
function fade() {};
/**
* Fade other animations on the same layer to target weight. Return true on success.
* @memberof Atomic.AnimationController.prototype
* @param {string} name
* @param {number} targetWeight
* @param {number} fadeTime
* @returns { boolean}
*/
function fadeOthers() {};
/**
* Set animation blending layer priority. Return true on success.
* @memberof Atomic.AnimationController.prototype
* @param {string} name
* @param {number} layer
* @returns { boolean}
*/
function setLayer() {};
/**
* Set animation start bone. Return true on success.
* @memberof Atomic.AnimationController.prototype
* @param {string} name
* @param {string} startBoneName
* @returns { boolean}
*/
function setStartBone() {};
/**
* Set animation time position. Return true on success.
* @memberof Atomic.AnimationController.prototype
* @param {string} name
* @param {number} time
* @returns { boolean}
*/
function setTime() {};
/**
* Set animation weight. Return true on success.
* @memberof Atomic.AnimationController.prototype
* @param {string} name
* @param {number} weight
* @returns { boolean}
*/
function setWeight() {};
/**
* Set animation looping. Return true on success.
* @memberof Atomic.AnimationController.prototype
* @param {string} name
* @param {boolean} enable
* @returns { boolean}
*/
function setLooped() {};
/**
* Set animation speed. Return true on success.
* @memberof Atomic.AnimationController.prototype
* @param {string} name
* @param {number} speed
* @returns { boolean}
*/
function setSpeed() {};
/**
* Set animation autofade on stop (non-looped animations only.) Zero time disables. Return true on success.
* @memberof Atomic.AnimationController.prototype
* @param {string} name
* @param {number} fadeOutTime
* @returns { boolean}
*/
function setAutoFade() {};
/**
* Return whether an animation is active.
* @memberof Atomic.AnimationController.prototype
* @param {string} name
* @returns { boolean}
*/
function isPlaying() {};
/**
* Return whether an animation is fading in.
* @memberof Atomic.AnimationController.prototype
* @param {string} name
* @returns { boolean}
*/
function isFadingIn() {};
/**
* Return whether an animation is fading out.
* @memberof Atomic.AnimationController.prototype
* @param {string} name
* @returns { boolean}
*/
function isFadingOut() {};
/**
* Return animation blending layer.
* @memberof Atomic.AnimationController.prototype
* @param {string} name
* @returns { number}
*/
function getLayer() {};
/**
* Return animation start bone name, or empty string if no such animation.
* @memberof Atomic.AnimationController.prototype
* @param {string} name
* @returns { string}
*/
function getStartBoneName() {};
/**
* Return animation time position.
* @memberof Atomic.AnimationController.prototype
* @param {string} name
* @returns { number}
*/
function getTime() {};
/**
* Return animation weight.
* @memberof Atomic.AnimationController.prototype
* @param {string} name
* @returns { number}
*/
function getWeight() {};
/**
* Return animation looping.
* @memberof Atomic.AnimationController.prototype
* @param {string} name
* @returns { boolean}
*/
function isLooped() {};
/**
* Return animation length.
* @memberof Atomic.AnimationController.prototype
* @param {string} name
* @returns { number}
*/
function getLength() {};
/**
* Return animation speed.
* @memberof Atomic.AnimationController.prototype
* @param {string} name
* @returns { number}
*/
function getSpeed() {};
/**
* Return animation fade target weight.
* @memberof Atomic.AnimationController.prototype
* @param {string} name
* @returns { number}
*/
function getFadeTarget() {};
/**
* Return animation fade time.
* @memberof Atomic.AnimationController.prototype
* @param {string} name
* @returns { number}
*/
function getFadeTime() {};
/**
* Return animation autofade time.
* @memberof Atomic.AnimationController.prototype
* @param {string} name
* @returns { number}
*/
function getAutoFade() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.RefCounted
* @property {boolean} looped - Set looping enabled/disabled.
* @property {number} weight - Set blending weight.
* @property {number} time - Set time position. Does not fire animation triggers.
* @property {number} layer - Set blending layer.
* @property {Atomic.Animation} animation - Return animation.
* @property {Atomic.AnimatedModel} model - Return animated model this state belongs to (model mode.)
* @property {Atomic.Node} node - Return root scene node this state controls (node hierarchy mode.)
* @property {number} length - Return animation length.
* @param {Atomic.AnimatedModel} model
* @param {Atomic.Animation} animation
*/
function AnimationState() {};
/**
* Set looping enabled/disabled.
* @memberof Atomic.AnimationState.prototype
* @param {boolean} looped
*/
function setLooped() {};
/**
* Set blending weight.
* @memberof Atomic.AnimationState.prototype
* @param {number} weight
*/
function setWeight() {};
/**
* Set time position. Does not fire animation triggers.
* @memberof Atomic.AnimationState.prototype
* @param {number} time
*/
function setTime() {};
/**
* Modify blending weight.
* @memberof Atomic.AnimationState.prototype
* @param {number} delta
*/
function addWeight() {};
/**
* Modify time position. %Animation triggers will be fired.
* @memberof Atomic.AnimationState.prototype
* @param {number} delta
*/
function addTime() {};
/**
* Set blending layer.
* @memberof Atomic.AnimationState.prototype
* @param {number} layer
*/
function setLayer() {};
/**
* Return animation.
* @memberof Atomic.AnimationState.prototype
* @returns { Atomic.Animation}
*/
function getAnimation() {};
/**
* Return animated model this state belongs to (model mode.)
* @memberof Atomic.AnimationState.prototype
* @returns { Atomic.AnimatedModel}
*/
function getModel() {};
/**
* Return root scene node this state controls (node hierarchy mode.)
* @memberof Atomic.AnimationState.prototype
* @returns { Atomic.Node}
*/
function getNode() {};
/**
* Return whether weight is nonzero.
* @memberof Atomic.AnimationState.prototype
* @returns { boolean}
*/
function isEnabled() {};
/**
* Return whether looped.
* @memberof Atomic.AnimationState.prototype
* @returns { boolean}
*/
function isLooped() {};
/**
* Return blending weight.
* @memberof Atomic.AnimationState.prototype
* @returns { number}
*/
function getWeight() {};
/**
* Return time position.
* @memberof Atomic.AnimationState.prototype
* @returns { number}
*/
function getTime() {};
/**
* Return animation length.
* @memberof Atomic.AnimationState.prototype
* @returns { number}
*/
function getLength() {};
/**
* Return blending layer.
* @memberof Atomic.AnimationState.prototype
* @returns { number}
*/
function getLayer() {};
/**
* Apply the animation at the current time position.
* @memberof Atomic.AnimationState.prototype
*/
function apply() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Drawable
* @property {Atomic.UpdateGeometryType} updateGeometryType - Return whether a geometry update is necessary, and if it can happen in a worker thread.
* @property {Atomic.Material} material - Set material.
* @property {number} numBillboards - Set number of billboards.
* @property {boolean} relative - Set whether billboards are relative to the scene node. Default true.
* @property {boolean} scaled - Set whether scene node scale affects billboards' size. Default true.
* @property {boolean} sorted - Set whether billboards are sorted by distance. Default false.
* @property {Atomic.FaceCameraMode} faceCameraMode - Set how the billboards should rotate in relation to the camera. Default is to follow camera rotation on all axes (FC_ROTATE_XYZ.)
* @property {number} animationLodBias - Set animation LOD bias.
*/
function BillboardSet() {};
/**
* Return whether a geometry update is necessary, and if it can happen in a worker thread.
* @memberof Atomic.BillboardSet.prototype
* @returns { Atomic.UpdateGeometryType}
*/
function getUpdateGeometryType() {};
/**
* Set material.
* @memberof Atomic.BillboardSet.prototype
* @param {Atomic.Material} material
*/
function setMaterial() {};
/**
* Set number of billboards.
* @memberof Atomic.BillboardSet.prototype
* @param {number} num
*/
function setNumBillboards() {};
/**
* Set whether billboards are relative to the scene node. Default true.
* @memberof Atomic.BillboardSet.prototype
* @param {boolean} enable
*/
function setRelative() {};
/**
* Set whether scene node scale affects billboards' size. Default true.
* @memberof Atomic.BillboardSet.prototype
* @param {boolean} enable
*/
function setScaled() {};
/**
* Set whether billboards are sorted by distance. Default false.
* @memberof Atomic.BillboardSet.prototype
* @param {boolean} enable
*/
function setSorted() {};
/**
* Set how the billboards should rotate in relation to the camera. Default is to follow camera rotation on all axes (FC_ROTATE_XYZ.)
* @memberof Atomic.BillboardSet.prototype
* @param {Atomic.FaceCameraMode} mode
*/
function setFaceCameraMode() {};
/**
* Set animation LOD bias.
* @memberof Atomic.BillboardSet.prototype
* @param {number} bias
*/
function setAnimationLodBias() {};
/**
* Mark for bounding box and vertex buffer update. Call after modifying the billboards.
* @memberof Atomic.BillboardSet.prototype
*/
function commit() {};
/**
* Return material.
* @memberof Atomic.BillboardSet.prototype
* @returns { Atomic.Material}
*/
function getMaterial() {};
/**
* Return number of billboards.
* @memberof Atomic.BillboardSet.prototype
* @returns { number}
*/
function getNumBillboards() {};
/**
* Return whether billboards are relative to the scene node.
* @memberof Atomic.BillboardSet.prototype
* @returns { boolean}
*/
function isRelative() {};
/**
* Return whether scene node scale affects billboards' size.
* @memberof Atomic.BillboardSet.prototype
* @returns { boolean}
*/
function isScaled() {};
/**
* Return whether billboards are sorted.
* @memberof Atomic.BillboardSet.prototype
* @returns { boolean}
*/
function isSorted() {};
/**
* Return how the billboards rotate in relation to the camera.
* @memberof Atomic.BillboardSet.prototype
* @returns { Atomic.FaceCameraMode}
*/
function getFaceCameraMode() {};
/**
* Return animation LOD bias.
* @memberof Atomic.BillboardSet.prototype
* @returns { number}
*/
function getAnimationLodBias() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Component
* @property {number} nearClip - Set near clip distance.
* @property {number} farClip - Set far clip distance.
* @property {number} fov - Set vertical field of view in degrees.
* @property {number} orthoSize - Set orthographic mode view uniform size.
* @property {number} aspectRatio - Set aspect ratio manually. Disables the auto aspect ratio -mode.
* @property {Atomic.FillMode} fillMode - Set polygon fill mode to use when rendering a scene.
* @property {number} zoom - Set zoom.
* @property {number} lodBias - Set LOD bias.
* @property {number} viewMask - Set view mask. Will be and'ed with object's view mask to see if the object should be rendered.
* @property {number} viewOverrideFlags - Set view override flags.
* @property {boolean} orthographic - Set orthographic mode enabled/disabled.
* @property {boolean} autoAspectRatio - Set automatic aspect ratio based on viewport dimensions. Enabled by default.
* @property {Atomic.Vector2} projectionOffset - Set projection offset. It needs to be calculated as (offset in pixels) / (viewport dimensions.)
* @property {boolean} useReflection - Set reflection mode.
* @property {boolean} useClipping - Set whether to use a custom clip plane.
* @property {boolean} flipVertical - Set vertical flipping mode. Called internally by View to resolve OpenGL / Direct3D9 rendertarget sampling differences.
* @property {number} halfViewSize - Return half view size.
* @property {boolean} reverseCulling - Return whether to reverse culling; affected by vertical flipping and reflection.
* @property {number} aspectRatioInternal - Set aspect ratio without disabling the "auto aspect ratio" mode. Called internally by View.
* @property {number} orthoSizeAttr - Set orthographic size attribute without forcing the aspect ratio.
* @property {Atomic.Vector4} reflectionPlaneAttr - Set reflection plane attribute.
* @property {Atomic.Vector4} clipPlaneAttr - Set clipping plane attribute.
*/
function Camera() {};
/**
* Visualize the component as debug geometry.
* @memberof Atomic.Camera.prototype
* @param {Atomic.DebugRenderer} debug
* @param {boolean} depthTest
*/
function drawDebugGeometry() {};
/**
* Set near clip distance.
* @memberof Atomic.Camera.prototype
* @param {number} nearClip
*/
function setNearClip() {};
/**
* Set far clip distance.
* @memberof Atomic.Camera.prototype
* @param {number} farClip
*/
function setFarClip() {};
/**
* Set vertical field of view in degrees.
* @memberof Atomic.Camera.prototype
* @param {number} fov
*/
function setFov() {};
/**
* Set orthographic mode view uniform size.
* @memberof Atomic.Camera.prototype
* @param {number} orthoSize
*/
function setOrthoSize() {};
/**
* Set aspect ratio manually. Disables the auto aspect ratio -mode.
* @memberof Atomic.Camera.prototype
* @param {number} aspectRatio
*/
function setAspectRatio() {};
/**
* Set polygon fill mode to use when rendering a scene.
* @memberof Atomic.Camera.prototype
* @param {Atomic.FillMode} mode
*/
function setFillMode() {};
/**
* Set zoom.
* @memberof Atomic.Camera.prototype
* @param {number} zoom
*/
function setZoom() {};
/**
* Set LOD bias.
* @memberof Atomic.Camera.prototype
* @param {number} bias
*/
function setLodBias() {};
/**
* Set view mask. Will be and'ed with object's view mask to see if the object should be rendered.
* @memberof Atomic.Camera.prototype
* @param {number} mask
*/
function setViewMask() {};
/**
* Set view override flags.
* @memberof Atomic.Camera.prototype
* @param {number} flags
*/
function setViewOverrideFlags() {};
/**
* Set orthographic mode enabled/disabled.
* @memberof Atomic.Camera.prototype
* @param {boolean} enable
*/
function setOrthographic() {};
/**
* Set automatic aspect ratio based on viewport dimensions. Enabled by default.
* @memberof Atomic.Camera.prototype
* @param {boolean} enable
*/
function setAutoAspectRatio() {};
/**
* Set projection offset. It needs to be calculated as (offset in pixels) / (viewport dimensions.)
* @memberof Atomic.Camera.prototype
* @param {Atomic.Vector2} offset
*/
function setProjectionOffset() {};
/**
* Set reflection mode.
* @memberof Atomic.Camera.prototype
* @param {boolean} enable
*/
function setUseReflection() {};
/**
* Set whether to use a custom clip plane.
* @memberof Atomic.Camera.prototype
* @param {boolean} enable
*/
function setUseClipping() {};
/**
* Set vertical flipping mode. Called internally by View to resolve OpenGL / Direct3D9 rendertarget sampling differences.
* @memberof Atomic.Camera.prototype
* @param {boolean} enable
*/
function setFlipVertical() {};
/**
* Return far clip distance.
* @memberof Atomic.Camera.prototype
* @returns { number}
*/
function getFarClip() {};
/**
* Return near clip distance.
* @memberof Atomic.Camera.prototype
* @returns { number}
*/
function getNearClip() {};
/**
* Return vertical field of view in degrees.
* @memberof Atomic.Camera.prototype
* @returns { number}
*/
function getFov() {};
/**
* Return orthographic mode size.
* @memberof Atomic.Camera.prototype
* @returns { number}
*/
function getOrthoSize() {};
/**
* Return aspect ratio.
* @memberof Atomic.Camera.prototype
* @returns { number}
*/
function getAspectRatio() {};
/**
* Return zoom.
* @memberof Atomic.Camera.prototype
* @returns { number}
*/
function getZoom() {};
/**
* Return LOD bias.
* @memberof Atomic.Camera.prototype
* @returns { number}
*/
function getLodBias() {};
/**
* Return view mask.
* @memberof Atomic.Camera.prototype
* @returns { number}
*/
function getViewMask() {};
/**
* Return view override flags.
* @memberof Atomic.Camera.prototype
* @returns { number}
*/
function getViewOverrideFlags() {};
/**
* Return fill mode.
* @memberof Atomic.Camera.prototype
* @returns { Atomic.FillMode}
*/
function getFillMode() {};
/**
* Return orthographic flag.
* @memberof Atomic.Camera.prototype
* @returns { boolean}
*/
function isOrthographic() {};
/**
* Return auto aspect ratio flag.
* @memberof Atomic.Camera.prototype
* @returns { boolean}
*/
function getAutoAspectRatio() {};
/**
* Return frustum near and far sizes.
* @memberof Atomic.Camera.prototype
* @param {Atomic.Vector3} near
* @param {Atomic.Vector3} far
*/
function getFrustumSize() {};
/**
* Return half view size.
* @memberof Atomic.Camera.prototype
* @returns { number}
*/
function getHalfViewSize() {};
/**
*
* @memberof Atomic.Camera.prototype
* @param {Atomic.Vector3} worldPos
* @returns { Atomic.Vector2}
*/
function worldToScreenPoint() {};
/**
*
* @memberof Atomic.Camera.prototype
* @param {Atomic.Vector3} screenPos
* @returns { Atomic.Vector3}
*/
function screenToWorldPoint() {};
/**
* Return projection offset.
* @memberof Atomic.Camera.prototype
* @returns { Atomic.Vector2}
*/
function getProjectionOffset() {};
/**
* Return whether is using reflection.
* @memberof Atomic.Camera.prototype
* @returns { boolean}
*/
function getUseReflection() {};
/**
* Return whether is using a custom clipping plane.
* @memberof Atomic.Camera.prototype
* @returns { boolean}
*/
function getUseClipping() {};
/**
* Return vertical flipping mode.
* @memberof Atomic.Camera.prototype
* @returns { boolean}
*/
function getFlipVertical() {};
/**
* Return whether to reverse culling; affected by vertical flipping and reflection.
* @memberof Atomic.Camera.prototype
* @returns { boolean}
*/
function getReverseCulling() {};
/**
* Return distance to position. In orthographic mode uses only Z coordinate.
* @memberof Atomic.Camera.prototype
* @param {Atomic.Vector3} worldPos
* @returns { number}
*/
function getDistance() {};
/**
* Return squared distance to position. In orthographic mode uses only Z coordinate.
* @memberof Atomic.Camera.prototype
* @param {Atomic.Vector3} worldPos
* @returns { number}
*/
function getDistanceSquared() {};
/**
* Return a scene node's LOD scaled distance.
* @memberof Atomic.Camera.prototype
* @param {number} distance
* @param {number} scale
* @param {number} bias
* @returns { number}
*/
function getLodDistance() {};
/**
* Return a world rotation for facing a camera on certain axes based on the existing world rotation.
* @memberof Atomic.Camera.prototype
* @param {Atomic.Vector3} position
* @param {Atomic.Quaternion} rotation
* @param {Atomic.FaceCameraMode} mode
* @returns { Atomic.Quaternion}
*/
function getFaceCameraRotation() {};
/**
* Return if projection parameters are valid for rendering and raycasting.
* @memberof Atomic.Camera.prototype
* @returns { boolean}
*/
function isProjectionValid() {};
/**
* Set aspect ratio without disabling the "auto aspect ratio" mode. Called internally by View.
* @memberof Atomic.Camera.prototype
* @param {number} aspectRatio
*/
function setAspectRatioInternal() {};
/**
* Set orthographic size attribute without forcing the aspect ratio.
* @memberof Atomic.Camera.prototype
* @param {number} orthoSize
*/
function setOrthoSizeAttr() {};
/**
* Set reflection plane attribute.
* @memberof Atomic.Camera.prototype
* @param {Atomic.Vector4} value
*/
function setReflectionPlaneAttr() {};
/**
* Return reflection plane attribute.
* @memberof Atomic.Camera.prototype
* @returns { Atomic.Vector4}
*/
function getReflectionPlaneAttr() {};
/**
* Set clipping plane attribute.
* @memberof Atomic.Camera.prototype
* @param {Atomic.Vector4} value
*/
function setClipPlaneAttr() {};
/**
* Return clipping plane attribute.
* @memberof Atomic.Camera.prototype
* @returns { Atomic.Vector4}
*/
function getClipPlaneAttr() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Drawable
* @property {number} numOccluderTriangles - Return number of occlusion geometry triangles.
* @property {number} numGeometries - Set number of geometries.
* @property {boolean} dynamic - Set vertex buffer dynamic mode. A dynamic buffer should be faster to update frequently. Effective at the next Commit() call.
*/
function CustomGeometry() {};
/**
* Return number of occlusion geometry triangles.
* @memberof Atomic.CustomGeometry.prototype
* @returns { number}
*/
function getNumOccluderTriangles() {};
/**
* Draw to occlusion buffer. Return true if did not run out of triangles.
* @memberof Atomic.CustomGeometry.prototype
* @param {Atomic.OcclusionBuffer} buffer
* @returns { boolean}
*/
function drawOcclusion() {};
/**
* Clear all geometries.
* @memberof Atomic.CustomGeometry.prototype
*/
function clear() {};
/**
* Set number of geometries.
* @memberof Atomic.CustomGeometry.prototype
* @param {number} num
*/
function setNumGeometries() {};
/**
* Set vertex buffer dynamic mode. A dynamic buffer should be faster to update frequently. Effective at the next Commit() call.
* @memberof Atomic.CustomGeometry.prototype
* @param {boolean} enable
*/
function setDynamic() {};
/**
* Begin defining a geometry. Clears existing vertices in that index.
* @memberof Atomic.CustomGeometry.prototype
* @param {number} index
* @param {Atomic.PrimitiveType} type
*/
function beginGeometry() {};
/**
* Define a vertex position. This begins a new vertex.
* @memberof Atomic.CustomGeometry.prototype
* @param {Atomic.Vector3} position
*/
function defineVertex() {};
/**
* Define a vertex normal.
* @memberof Atomic.CustomGeometry.prototype
* @param {Atomic.Vector3} normal
*/
function defineNormal() {};
/**
* Define a vertex color.
* @memberof Atomic.CustomGeometry.prototype
* @param {Atomic.Color} color
*/
function defineColor() {};
/**
* Define a vertex UV coordinate.
* @memberof Atomic.CustomGeometry.prototype
* @param {Atomic.Vector2} texCoord
*/
function defineTexCoord() {};
/**
* Define a vertex tangent.
* @memberof Atomic.CustomGeometry.prototype
* @param {Atomic.Vector4} tangent
*/
function defineTangent() {};
/**
* Set the primitive type, number of vertices and elements in a geometry, after which the vertices can be edited with GetVertex(). An alternative to BeginGeometry() / DefineVertex().
* @memberof Atomic.CustomGeometry.prototype
* @param {number} index
* @param {Atomic.PrimitiveType} type
* @param {number} numVertices
* @param {boolean} hasNormals
* @param {boolean} hasColors
* @param {boolean} hasTexCoords
* @param {boolean} hasTangents
*/
function defineGeometry() {};
/**
* Update vertex buffer and calculate the bounding box. Call after finishing defining geometry.
* @memberof Atomic.CustomGeometry.prototype
*/
function commit() {};
/**
* Return number of geometries.
* @memberof Atomic.CustomGeometry.prototype
* @returns { number}
*/
function getNumGeometries() {};
/**
* Return number of vertices in a geometry.
* @memberof Atomic.CustomGeometry.prototype
* @param {number} index
* @returns { number}
*/
function getNumVertices() {};
/**
* Return whether vertex buffer dynamic mode is enabled.
* @memberof Atomic.CustomGeometry.prototype
* @returns { boolean}
*/
function isDynamic() {};
/**
* Return material by geometry index.
* @memberof Atomic.CustomGeometry.prototype
* @param {number=} index
* @returns { Atomic.Material}
*/
function getMaterial() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Component
* @property {Atomic.Camera} view - Set the camera viewpoint. Call before rendering, or before adding geometry if you want to use culling.
*/
function DebugRenderer() {};
/**
* Set the camera viewpoint. Call before rendering, or before adding geometry if you want to use culling.
* @memberof Atomic.DebugRenderer.prototype
* @param {Atomic.Camera} camera
*/
function setView() {};
/**
* Add a scene node represented as its coordinate axes.
* @memberof Atomic.DebugRenderer.prototype
* @param {Atomic.Node} node
* @param {number=} scale
* @param {boolean=} depthTest
*/
function addNode() {};
/**
* Add a bounding box.
* @memberof Atomic.DebugRenderer.prototype
* @param {Atomic.BoundingBox} box
* @param {Atomic.Color} color
* @param {boolean=} depthTest
*/
function addBoundingBox() {};
/**
* Update vertex buffer and render all debug lines. The viewport and rendertarget should be set before.
* @memberof Atomic.DebugRenderer.prototype
*/
function render() {};
/**
* Check whether a bounding box is inside the view frustum.
* @memberof Atomic.DebugRenderer.prototype
* @param {Atomic.BoundingBox} box
* @returns { boolean}
*/
function isInside() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Drawable
* @property {Atomic.UpdateGeometryType} updateGeometryType - Return whether a geometry update is necessary, and if it can happen in a worker thread.
* @property {Atomic.Material} material - Set material. The material should use a small negative depth bias to avoid Z-fighting.
* @property {number} maxVertices - Set maximum number of decal vertices.
* @property {number} maxIndices - Set maximum number of decal vertex indices.
* @property {number} numDecals - Return number of decals.
* @property {number} numVertices - Retur number of vertices in the decals.
* @property {number} numIndices - Retur number of vertex indices in the decals.
*/
function DecalSet() {};
/**
* Apply attribute changes that can not be applied immediately. Called after scene load or a network update.
* @memberof Atomic.DecalSet.prototype
*/
function applyAttributes() {};
/**
* Handle enabled/disabled state change.
* @memberof Atomic.DecalSet.prototype
*/
function onSetEnabled() {};
/**
* Return whether a geometry update is necessary, and if it can happen in a worker thread.
* @memberof Atomic.DecalSet.prototype
* @returns { Atomic.UpdateGeometryType}
*/
function getUpdateGeometryType() {};
/**
* Set material. The material should use a small negative depth bias to avoid Z-fighting.
* @memberof Atomic.DecalSet.prototype
* @param {Atomic.Material} material
*/
function setMaterial() {};
/**
* Set maximum number of decal vertices.
* @memberof Atomic.DecalSet.prototype
* @param {number} num
*/
function setMaxVertices() {};
/**
* Set maximum number of decal vertex indices.
* @memberof Atomic.DecalSet.prototype
* @param {number} num
*/
function setMaxIndices() {};
/**
* Add a decal at world coordinates, using a target drawable's geometry for reference. If the decal needs to move with the target, the decal component should be created to the target's node. Return true if successful.
* @memberof Atomic.DecalSet.prototype
* @param {Atomic.Drawable} target
* @param {Atomic.Vector3} worldPosition
* @param {Atomic.Quaternion} worldRotation
* @param {number} size
* @param {number} aspectRatio
* @param {number} depth
* @param {Atomic.Vector2} topLeftUV
* @param {Atomic.Vector2} bottomRightUV
* @param {number=} timeToLive
* @param {number=} normalCutoff
* @param {number=} subGeometry
* @returns { boolean}
*/
function addDecal() {};
/**
* Remove n oldest decals.
* @memberof Atomic.DecalSet.prototype
* @param {number} num
*/
function removeDecals() {};
/**
* Remove all decals.
* @memberof Atomic.DecalSet.prototype
*/
function removeAllDecals() {};
/**
* Return material.
* @memberof Atomic.DecalSet.prototype
* @returns { Atomic.Material}
*/
function getMaterial() {};
/**
* Return number of decals.
* @memberof Atomic.DecalSet.prototype
* @returns { number}
*/
function getNumDecals() {};
/**
* Retur number of vertices in the decals.
* @memberof Atomic.DecalSet.prototype
* @returns { number}
*/
function getNumVertices() {};
/**
* Retur number of vertex indices in the decals.
* @memberof Atomic.DecalSet.prototype
* @returns { number}
*/
function getNumIndices() {};
/**
* Return maximum number of decal vertices.
* @memberof Atomic.DecalSet.prototype
* @returns { number}
*/
function getMaxVertices() {};
/**
* Return maximum number of decal vertex indices.
* @memberof Atomic.DecalSet.prototype
* @returns { number}
*/
function getMaxIndices() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Component
* @property {Atomic.UpdateGeometryType} updateGeometryType - Return whether a geometry update is necessary, and if it can happen in a worker thread.
* @property {number} numOccluderTriangles - Return number of occlusion geometry triangles.
* @property {number} drawDistance - Set draw distance.
* @property {number} shadowDistance - Set shadow draw distance.
* @property {number} lodBias - Set LOD bias.
* @property {number} viewMask - Set view mask. Is and'ed with camera's view mask to see if the object should be rendered.
* @property {number} lightMask - Set light mask. Is and'ed with light's and zone's light mask to see if the object should be lit.
* @property {number} shadowMask - Set shadow mask. Is and'ed with light's light mask and zone's shadow mask to see if the object should be rendered to a shadow map.
* @property {number} zoneMask - Set zone mask. Is and'ed with zone's zone mask to see if the object should belong to the zone.
* @property {number} maxLights - Set maximum number of per-pixel lights. Default 0 is unlimited.
* @property {boolean} castShadows - Set shadowcaster flag.
* @property {boolean} occluder - Set occlusion flag.
* @property {boolean} occludee - Set occludee flag.
* @property {Atomic.BoundingBox} boundingBox - Return local space bounding box. May not be applicable or properly updated on all drawables.
* @property {Atomic.BoundingBox} worldBoundingBox - Return world-space bounding box.
* @property {number} drawableFlags - Return drawable flags.
* @property {number} sortValue - Set sorting value.
* @property {number} basePass - Set base pass flag for a batch.
* @property {Atomic.Zone} zone - Return current zone.
* @property {number} distance - Return distance from camera.
* @property {number} lodDistance - Return LOD scaled distance from camera.
* @property {Atomic.Light} firstLight - Return the first added per-pixel light.
* @property {number} minZ - Return the minimum view-space depth.
* @property {number} maxZ - Return the maximum view-space depth.
* @param {number} drawableFlags
*/
function Drawable() {};
/**
* Handle enabled/disabled state change.
* @memberof Atomic.Drawable.prototype
*/
function onSetEnabled() {};
/**
* Return whether a geometry update is necessary, and if it can happen in a worker thread.
* @memberof Atomic.Drawable.prototype
* @returns { Atomic.UpdateGeometryType}
*/
function getUpdateGeometryType() {};
/**
* Return number of occlusion geometry triangles.
* @memberof Atomic.Drawable.prototype
* @returns { number}
*/
function getNumOccluderTriangles() {};
/**
* Draw to occlusion buffer. Return true if did not run out of triangles.
* @memberof Atomic.Drawable.prototype
* @param {Atomic.OcclusionBuffer} buffer
* @returns { boolean}
*/
function drawOcclusion() {};
/**
* Visualize the component as debug geometry.
* @memberof Atomic.Drawable.prototype
* @param {Atomic.DebugRenderer} debug
* @param {boolean} depthTest
*/
function drawDebugGeometry() {};
/**
* Set draw distance.
* @memberof Atomic.Drawable.prototype
* @param {number} distance
*/
function setDrawDistance() {};
/**
* Set shadow draw distance.
* @memberof Atomic.Drawable.prototype
* @param {number} distance
*/
function setShadowDistance() {};
/**
* Set LOD bias.
* @memberof Atomic.Drawable.prototype
* @param {number} bias
*/
function setLodBias() {};
/**
* Set view mask. Is and'ed with camera's view mask to see if the object should be rendered.
* @memberof Atomic.Drawable.prototype
* @param {number} mask
*/
function setViewMask() {};
/**
* Set light mask. Is and'ed with light's and zone's light mask to see if the object should be lit.
* @memberof Atomic.Drawable.prototype
* @param {number} mask
*/
function setLightMask() {};
/**
* Set shadow mask. Is and'ed with light's light mask and zone's shadow mask to see if the object should be rendered to a shadow map.
* @memberof Atomic.Drawable.prototype
* @param {number} mask
*/
function setShadowMask() {};
/**
* Set zone mask. Is and'ed with zone's zone mask to see if the object should belong to the zone.
* @memberof Atomic.Drawable.prototype
* @param {number} mask
*/
function setZoneMask() {};
/**
* Set maximum number of per-pixel lights. Default 0 is unlimited.
* @memberof Atomic.Drawable.prototype
* @param {number} num
*/
function setMaxLights() {};
/**
* Set shadowcaster flag.
* @memberof Atomic.Drawable.prototype
* @param {boolean} enable
*/
function setCastShadows() {};
/**
* Set occlusion flag.
* @memberof Atomic.Drawable.prototype
* @param {boolean} enable
*/
function setOccluder() {};
/**
* Set occludee flag.
* @memberof Atomic.Drawable.prototype
* @param {boolean} enable
*/
function setOccludee() {};
/**
* Mark for update and octree reinsertion. Update is automatically queued when the drawable's scene node moves or changes scale.
* @memberof Atomic.Drawable.prototype
*/
function markForUpdate() {};
/**
* Return local space bounding box. May not be applicable or properly updated on all drawables.
* @memberof Atomic.Drawable.prototype
* @returns { Atomic.BoundingBox}
*/
function getBoundingBox() {};
/**
* Return world-space bounding box.
* @memberof Atomic.Drawable.prototype
* @returns { Atomic.BoundingBox}
*/
function getWorldBoundingBox() {};
/**
* Return drawable flags.
* @memberof Atomic.Drawable.prototype
* @returns { number}
*/
function getDrawableFlags() {};
/**
* Return draw distance.
* @memberof Atomic.Drawable.prototype
* @returns { number}
*/
function getDrawDistance() {};
/**
* Return shadow draw distance.
* @memberof Atomic.Drawable.prototype
* @returns { number}
*/
function getShadowDistance() {};
/**
* Return LOD bias.
* @memberof Atomic.Drawable.prototype
* @returns { number}
*/
function getLodBias() {};
/**
* Return view mask.
* @memberof Atomic.Drawable.prototype
* @returns { number}
*/
function getViewMask() {};
/**
* Return light mask.
* @memberof Atomic.Drawable.prototype
* @returns { number}
*/
function getLightMask() {};
/**
* Return shadow mask.
* @memberof Atomic.Drawable.prototype
* @returns { number}
*/
function getShadowMask() {};
/**
* Return zone mask.
* @memberof Atomic.Drawable.prototype
* @returns { number}
*/
function getZoneMask() {};
/**
* Return maximum number of per-pixel lights.
* @memberof Atomic.Drawable.prototype
* @returns { number}
*/
function getMaxLights() {};
/**
* Return shadowcaster flag.
* @memberof Atomic.Drawable.prototype
* @returns { boolean}
*/
function getCastShadows() {};
/**
* Return occluder flag.
* @memberof Atomic.Drawable.prototype
* @returns { boolean}
*/
function isOccluder() {};
/**
* Return occludee flag.
* @memberof Atomic.Drawable.prototype
* @returns { boolean}
*/
function isOccludee() {};
/**
* Set new zone. Zone assignment may optionally be temporary, meaning it needs to be re-evaluated on the next frame.
* @memberof Atomic.Drawable.prototype
* @param {Atomic.Zone} zone
* @param {boolean=} temporary
*/
function setZone() {};
/**
* Set sorting value.
* @memberof Atomic.Drawable.prototype
* @param {number} value
*/
function setSortValue() {};
/**
* Set view-space depth bounds.
* @memberof Atomic.Drawable.prototype
* @param {number} minZ
* @param {number} maxZ
*/
function setMinMaxZ() {};
/**
* Mark in view of a specific camera. Specify null camera to update just the frame number.
* @memberof Atomic.Drawable.prototype
* @param {number} frameNumber
* @param {Atomic.Camera} camera
*/
function markInView() {};
/**
* Sort and limit per-pixel lights to maximum allowed. Convert extra lights into vertex lights.
* @memberof Atomic.Drawable.prototype
*/
function limitLights() {};
/**
* Sort and limit per-vertex lights to maximum allowed.
* @memberof Atomic.Drawable.prototype
*/
function limitVertexLights() {};
/**
* Set base pass flag for a batch.
* @memberof Atomic.Drawable.prototype
* @param {number} batchIndex
*/
function setBasePass() {};
/**
* Return current zone.
* @memberof Atomic.Drawable.prototype
* @returns { Atomic.Zone}
*/
function getZone() {};
/**
* Return whether current zone is inconclusive or dirty due to the drawable moving.
* @memberof Atomic.Drawable.prototype
* @returns { boolean}
*/
function isZoneDirty() {};
/**
* Return distance from camera.
* @memberof Atomic.Drawable.prototype
* @returns { number}
*/
function getDistance() {};
/**
* Return LOD scaled distance from camera.
* @memberof Atomic.Drawable.prototype
* @returns { number}
*/
function getLodDistance() {};
/**
* Return sorting value.
* @memberof Atomic.Drawable.prototype
* @returns { number}
*/
function getSortValue() {};
/**
* Return whether has a base pass.
* @memberof Atomic.Drawable.prototype
* @param {number} batchIndex
* @returns { boolean}
*/
function hasBasePass() {};
/**
* Return the first added per-pixel light.
* @memberof Atomic.Drawable.prototype
* @returns { Atomic.Light}
*/
function getFirstLight() {};
/**
* Return the minimum view-space depth.
* @memberof Atomic.Drawable.prototype
* @returns { number}
*/
function getMinZ() {};
/**
* Return the maximum view-space depth.
* @memberof Atomic.Drawable.prototype
* @returns { number}
*/
function getMaxZ() {};
/**
*
* @memberof Atomic.Drawable.prototype
*/
function clearLights() {};
/**
*
* @memberof Atomic.Drawable.prototype
* @param {Atomic.Light} light
*/
function addLight() {};
/**
*
* @memberof Atomic.Drawable.prototype
* @param {Atomic.Light} light
*/
function addVertexLight() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Drawable
* @property {Atomic.LightType} lightType - Set light type.
* @property {boolean} perVertex - Set vertex lighting mode.
* @property {Atomic.Color} color - Set color.
* @property {number} specularIntensity - Set specular intensity. Zero disables specular calculations.
* @property {number} brightness - Set light brightness multiplier. Both the color and specular intensity are multiplied with this to get final values for rendering.
* @property {number} range - Set range.
* @property {number} fov - Set spotlight field of view.
* @property {number} aspectRatio - Set spotlight aspect ratio.
* @property {number} fadeDistance - Set fade out start distance.
* @property {number} shadowFadeDistance - Set shadow fade out start distance. Only has effect if shadow distance is also non-zero.
* @property {number} shadowIntensity - Set shadow intensity between 0.0 - 1.0. 0.0 (the default) gives fully dark shadows.
* @property {number} shadowResolution - Set shadow resolution between 0.25 - 1.0. Determines the shadow map to use.
* @property {number} shadowNearFarRatio - Set shadow camera near/far clip distance ratio.
* @property {Atomic.Texture} rampTexture - Set range attenuation texture.
* @property {Atomic.Texture} shapeTexture - Set spotlight attenuation texture.
* @property {Atomic.Color} effectiveColor - Return effective color, multiplied by brightness. Do not multiply the alpha so that can compare against the default black color to detect a light with no effect.
* @property {number} effectiveSpecularIntensity - Return effective specular intensity, multiplied by absolute value of brightness.
* @property {number} numShadowSplits - Return number of shadow map cascade splits for a directional light, considering also graphics API limitations.
*/
function Light() {};
/**
* Visualize the component as debug geometry.
* @memberof Atomic.Light.prototype
* @param {Atomic.DebugRenderer} debug
* @param {boolean} depthTest
*/
function drawDebugGeometry() {};
/**
* Set light type.
* @memberof Atomic.Light.prototype
* @param {Atomic.LightType} type
*/
function setLightType() {};
/**
* Set vertex lighting mode.
* @memberof Atomic.Light.prototype
* @param {boolean} enable
*/
function setPerVertex() {};
/**
* Set color.
* @memberof Atomic.Light.prototype
* @param {Atomic.Color} color
*/
function setColor() {};
/**
* Set specular intensity. Zero disables specular calculations.
* @memberof Atomic.Light.prototype
* @param {number} intensity
*/
function setSpecularIntensity() {};
/**
* Set light brightness multiplier. Both the color and specular intensity are multiplied with this to get final values for rendering.
* @memberof Atomic.Light.prototype
* @param {number} brightness
*/
function setBrightness() {};
/**
* Set range.
* @memberof Atomic.Light.prototype
* @param {number} range
*/
function setRange() {};
/**
* Set spotlight field of view.
* @memberof Atomic.Light.prototype
* @param {number} fov
*/
function setFov() {};
/**
* Set spotlight aspect ratio.
* @memberof Atomic.Light.prototype
* @param {number} aspectRatio
*/
function setAspectRatio() {};
/**
* Set fade out start distance.
* @memberof Atomic.Light.prototype
* @param {number} distance
*/
function setFadeDistance() {};
/**
* Set shadow fade out start distance. Only has effect if shadow distance is also non-zero.
* @memberof Atomic.Light.prototype
* @param {number} distance
*/
function setShadowFadeDistance() {};
/**
* Set shadow intensity between 0.0 - 1.0. 0.0 (the default) gives fully dark shadows.
* @memberof Atomic.Light.prototype
* @param {number} intensity
*/
function setShadowIntensity() {};
/**
* Set shadow resolution between 0.25 - 1.0. Determines the shadow map to use.
* @memberof Atomic.Light.prototype
* @param {number} resolution
*/
function setShadowResolution() {};
/**
* Set shadow camera near/far clip distance ratio.
* @memberof Atomic.Light.prototype
* @param {number} nearFarRatio
*/
function setShadowNearFarRatio() {};
/**
* Set range attenuation texture.
* @memberof Atomic.Light.prototype
* @param {Atomic.Texture} texture
*/
function setRampTexture() {};
/**
* Set spotlight attenuation texture.
* @memberof Atomic.Light.prototype
* @param {Atomic.Texture} texture
*/
function setShapeTexture() {};
/**
* Return light type.
* @memberof Atomic.Light.prototype
* @returns { Atomic.LightType}
*/
function getLightType() {};
/**
* Return vertex lighting mode.
* @memberof Atomic.Light.prototype
* @returns { boolean}
*/
function getPerVertex() {};
/**
* Return color.
* @memberof Atomic.Light.prototype
* @returns { Atomic.Color}
*/
function getColor() {};
/**
* Return specular intensity.
* @memberof Atomic.Light.prototype
* @returns { number}
*/
function getSpecularIntensity() {};
/**
* Return brightness multiplier.
* @memberof Atomic.Light.prototype
* @returns { number}
*/
function getBrightness() {};
/**
* Return effective color, multiplied by brightness. Do not multiply the alpha so that can compare against the default black color to detect a light with no effect.
* @memberof Atomic.Light.prototype
* @returns { Atomic.Color}
*/
function getEffectiveColor() {};
/**
* Return effective specular intensity, multiplied by absolute value of brightness.
* @memberof Atomic.Light.prototype
* @returns { number}
*/
function getEffectiveSpecularIntensity() {};
/**
* Return range.
* @memberof Atomic.Light.prototype
* @returns { number}
*/
function getRange() {};
/**
* Return spotlight field of view.
* @memberof Atomic.Light.prototype
* @returns { number}
*/
function getFov() {};
/**
* Return spotlight aspect ratio.
* @memberof Atomic.Light.prototype
* @returns { number}
*/
function getAspectRatio() {};
/**
* Return fade start distance.
* @memberof Atomic.Light.prototype
* @returns { number}
*/
function getFadeDistance() {};
/**
* Return shadow fade start distance.
* @memberof Atomic.Light.prototype
* @returns { number}
*/
function getShadowFadeDistance() {};
/**
* Return shadow intensity.
* @memberof Atomic.Light.prototype
* @returns { number}
*/
function getShadowIntensity() {};
/**
* Return shadow resolution.
* @memberof Atomic.Light.prototype
* @returns { number}
*/
function getShadowResolution() {};
/**
* Return shadow camera near/far clip distance ratio.
* @memberof Atomic.Light.prototype
* @returns { number}
*/
function getShadowNearFarRatio() {};
/**
* Return range attenuation texture.
* @memberof Atomic.Light.prototype
* @returns { Atomic.Texture}
*/
function getRampTexture() {};
/**
* Return spotlight attenuation texture.
* @memberof Atomic.Light.prototype
* @returns { Atomic.Texture}
*/
function getShapeTexture() {};
/**
* Return number of shadow map cascade splits for a directional light, considering also graphics API limitations.
* @memberof Atomic.Light.prototype
* @returns { number}
*/
function getNumShadowSplits() {};
/**
* Return whether light has negative (darkening) color.
* @memberof Atomic.Light.prototype
* @returns { boolean}
*/
function isNegative() {};
/**
* Return a divisor value based on intensity for calculating the sort value.
* @memberof Atomic.Light.prototype
* @param {number=} attenuation
* @returns { number}
*/
function getIntensityDivisor() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Resource
* @property {number} numTechniques - Set number of techniques.
* @property {Atomic.CullMode} cullMode - Set culling mode.
* @property {Atomic.CullMode} shadowCullMode - Set culling mode for shadows.
* @property {Atomic.Scene} scene - Associate the material with a scene to ensure that shader parameter animation happens in sync with scene update, respecting the scene time scale. If no scene is set, the global update events will be used.
* @property {number} auxViewFrameNumber - Return last auxiliary view rendered frame number.
* @property {boolean} occlusion - Return whether should render occlusion.
* @property {boolean} specular - Return whether should render specular.
* @property {number} numUsedTextureUnits - Return the last non-null texture unit + 1. Used as an optimization when applying the material to render state.
* @property {number} shaderParameterHash - Return shader parameter hash value. Used as an optimization to avoid setting shader parameters unnecessarily.
*/
function Material() {};
/**
* Finish resource loading. Always called from the main thread. Return true if successful.
* @memberof Atomic.Material.prototype
* @returns { boolean}
*/
function endLoad() {};
/**
* Set number of techniques.
* @memberof Atomic.Material.prototype
* @param {number} num
*/
function setNumTechniques() {};
/**
* Set technique.
* @memberof Atomic.Material.prototype
* @param {number} index
* @param {Atomic.Technique} tech
* @param {number=} qualityLevel
* @param {number=} lodDistance
*/
function setTechnique() {};
/**
* Set shader parameter animation.
* @memberof Atomic.Material.prototype
* @param {string} name
* @param {Atomic.ValueAnimation} animation
* @param {Atomic.WrapMode=} wrapMode
* @param {number=} speed
*/
function setShaderParameterAnimation() {};
/**
* Set shader parameter animation wrap mode.
* @memberof Atomic.Material.prototype
* @param {string} name
* @param {Atomic.WrapMode} wrapMode
*/
function setShaderParameterAnimationWrapMode() {};
/**
* Set shader parameter animation speed.
* @memberof Atomic.Material.prototype
* @param {string} name
* @param {number} speed
*/
function setShaderParameterAnimationSpeed() {};
/**
* Set texture.
* @memberof Atomic.Material.prototype
* @param {Atomic.TextureUnit} unit
* @param {Atomic.Texture} texture
*/
function setTexture() {};
/**
* Set culling mode.
* @memberof Atomic.Material.prototype
* @param {Atomic.CullMode} mode
*/
function setCullMode() {};
/**
* Set culling mode for shadows.
* @memberof Atomic.Material.prototype
* @param {Atomic.CullMode} mode
*/
function setShadowCullMode() {};
/**
* Associate the material with a scene to ensure that shader parameter animation happens in sync with scene update, respecting the scene time scale. If no scene is set, the global update events will be used.
* @memberof Atomic.Material.prototype
* @param {Atomic.Scene} scene
*/
function setScene() {};
/**
* Remove shader parameter.
* @memberof Atomic.Material.prototype
* @param {string} name
*/
function removeShaderParameter() {};
/**
* Reset all shader pointers.
* @memberof Atomic.Material.prototype
*/
function releaseShaders() {};
/**
* Ensure that material techniques are listed in correct order.
* @memberof Atomic.Material.prototype
*/
function sortTechniques() {};
/**
* Mark material for auxiliary view rendering.
* @memberof Atomic.Material.prototype
* @param {number} frameNumber
*/
function markForAuxView() {};
/**
* Return number of techniques.
* @memberof Atomic.Material.prototype
* @returns { number}
*/
function getNumTechniques() {};
/**
* Return technique by index.
* @memberof Atomic.Material.prototype
* @param {number} index
* @returns { Atomic.Technique}
*/
function getTechnique() {};
/**
* Return pass by technique index and pass type.
* @memberof Atomic.Material.prototype
* @param {number} index
* @param {string} passType
* @returns { Atomic.Pass}
*/
function getPass() {};
/**
* Return texture by unit.
* @memberof Atomic.Material.prototype
* @param {Atomic.TextureUnit} unit
* @returns { Atomic.Texture}
*/
function getTexture() {};
/**
* Return shader parameter animation.
* @memberof Atomic.Material.prototype
* @param {string} name
* @returns { Atomic.ValueAnimation}
*/
function getShaderParameterAnimation() {};
/**
* Return shader parameter animation wrap mode.
* @memberof Atomic.Material.prototype
* @param {string} name
* @returns { Atomic.WrapMode}
*/
function getShaderParameterAnimationWrapMode() {};
/**
* Return shader parameter animation speed.
* @memberof Atomic.Material.prototype
* @param {string} name
* @returns { number}
*/
function getShaderParameterAnimationSpeed() {};
/**
* Return normal culling mode.
* @memberof Atomic.Material.prototype
* @returns { Atomic.CullMode}
*/
function getCullMode() {};
/**
* Return culling mode for shadows.
* @memberof Atomic.Material.prototype
* @returns { Atomic.CullMode}
*/
function getShadowCullMode() {};
/**
* Return last auxiliary view rendered frame number.
* @memberof Atomic.Material.prototype
* @returns { number}
*/
function getAuxViewFrameNumber() {};
/**
* Return whether should render occlusion.
* @memberof Atomic.Material.prototype
* @returns { boolean}
*/
function getOcclusion() {};
/**
* Return whether should render specular.
* @memberof Atomic.Material.prototype
* @returns { boolean}
*/
function getSpecular() {};
/**
* Return the scene associated with the material for shader parameter animation updates.
* @memberof Atomic.Material.prototype
* @returns { Atomic.Scene}
*/
function getScene() {};
/**
* Return the last non-null texture unit + 1. Used as an optimization when applying the material to render state.
* @memberof Atomic.Material.prototype
* @returns { number}
*/
function getNumUsedTextureUnits() {};
/**
* Return shader parameter hash value. Used as an optimization to avoid setting shader parameters unnecessarily.
* @memberof Atomic.Material.prototype
* @returns { number}
*/
function getShaderParameterHash() {};
/**
* Return name for texture unit.
* @memberof Atomic.Material.prototype
* @param {Atomic.TextureUnit} unit
* @returns { string}
*/
function getTextureUnitName() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Resource
* @property {Atomic.BoundingBox} boundingBox - Set local-space bounding box.
* @property {number} numGeometries - Set number of geometries.
* @property {number} numMorphs - Return number of vertex morphs.
*/
function Model() {};
/**
* Finish resource loading. Always called from the main thread. Return true if successful.
* @memberof Atomic.Model.prototype
* @returns { boolean}
*/
function endLoad() {};
/**
* Set local-space bounding box.
* @memberof Atomic.Model.prototype
* @param {Atomic.BoundingBox} box
*/
function setBoundingBox() {};
/**
* Set number of geometries.
* @memberof Atomic.Model.prototype
* @param {number} num
*/
function setNumGeometries() {};
/**
* Set number of LOD levels in a geometry.
* @memberof Atomic.Model.prototype
* @param {number} index
* @param {number} num
* @returns { boolean}
*/
function setNumGeometryLodLevels() {};
/**
* Set geometry center.
* @memberof Atomic.Model.prototype
* @param {number} index
* @param {Atomic.Vector3} center
* @returns { boolean}
*/
function setGeometryCenter() {};
/**
* Return bounding box.
* @memberof Atomic.Model.prototype
* @returns { Atomic.BoundingBox}
*/
function getBoundingBox() {};
/**
* Return number of geometries.
* @memberof Atomic.Model.prototype
* @returns { number}
*/
function getNumGeometries() {};
/**
* Return number of LOD levels in geometry.
* @memberof Atomic.Model.prototype
* @param {number} index
* @returns { number}
*/
function getNumGeometryLodLevels() {};
/**
* Return number of vertex morphs.
* @memberof Atomic.Model.prototype
* @returns { number}
*/
function getNumMorphs() {};
/**
* Return vertex buffer morph range start.
* @memberof Atomic.Model.prototype
* @param {number} bufferIndex
* @returns { number}
*/
function getMorphRangeStart() {};
/**
* Return vertex buffer morph range vertex count.
* @memberof Atomic.Model.prototype
* @param {number} bufferIndex
* @returns { number}
*/
function getMorphRangeCount() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.AObject
* @property {Atomic.Camera} view - Set camera view to render from.
* @property {number} maxTriangles - Set maximum triangles to render.
* @property {Atomic.CullMode} cullMode - Set culling mode.
* @property {number} width - Return buffer width.
* @property {number} height - Return buffer height.
* @property {number} numTriangles - Return number of rendered triangles.
* @property {number} useTimer - Return time since last use in milliseconds.
*/
function OcclusionBuffer() {};
/**
* Set occlusion buffer size.
* @memberof Atomic.OcclusionBuffer.prototype
* @param {number} width
* @param {number} height
* @returns { boolean}
*/
function setSize() {};
/**
* Set camera view to render from.
* @memberof Atomic.OcclusionBuffer.prototype
* @param {Atomic.Camera} camera
*/
function setView() {};
/**
* Set maximum triangles to render.
* @memberof Atomic.OcclusionBuffer.prototype
* @param {number} triangles
*/
function setMaxTriangles() {};
/**
* Set culling mode.
* @memberof Atomic.OcclusionBuffer.prototype
* @param {Atomic.CullMode} mode
*/
function setCullMode() {};
/**
* Reset number of triangles.
* @memberof Atomic.OcclusionBuffer.prototype
*/
function reset() {};
/**
* Clear the buffer.
* @memberof Atomic.OcclusionBuffer.prototype
*/
function clear() {};
/**
* Build reduced size mip levels.
* @memberof Atomic.OcclusionBuffer.prototype
*/
function buildDepthHierarchy() {};
/**
* Reset last used timer.
* @memberof Atomic.OcclusionBuffer.prototype
*/
function resetUseTimer() {};
/**
* Return buffer width.
* @memberof Atomic.OcclusionBuffer.prototype
* @returns { number}
*/
function getWidth() {};
/**
* Return buffer height.
* @memberof Atomic.OcclusionBuffer.prototype
* @returns { number}
*/
function getHeight() {};
/**
* Return number of rendered triangles.
* @memberof Atomic.OcclusionBuffer.prototype
* @returns { number}
*/
function getNumTriangles() {};
/**
* Return maximum number of triangles.
* @memberof Atomic.OcclusionBuffer.prototype
* @returns { number}
*/
function getMaxTriangles() {};
/**
* Return culling mode.
* @memberof Atomic.OcclusionBuffer.prototype
* @returns { Atomic.CullMode}
*/
function getCullMode() {};
/**
* Test a bounding box for visibility. For best performance, build depth hierarchy first.
* @memberof Atomic.OcclusionBuffer.prototype
* @param {Atomic.BoundingBox} worldSpaceBox
* @returns { boolean}
*/
function isVisible() {};
/**
* Return time since last use in milliseconds.
* @memberof Atomic.OcclusionBuffer.prototype
* @returns { number}
*/
function getUseTimer() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Component
* @property {number} numLevels - Return subdivision levels.
*/
function Octree() {};
/**
* Set size and maximum subdivision levels. If octree is not empty, drawable objects will be temporarily moved to the root.
* @memberof Atomic.Octree.prototype
* @param {Atomic.BoundingBox} box
* @param {number} numLevels
*/
function setSize() {};
/**
* Add a drawable manually.
* @memberof Atomic.Octree.prototype
* @param {Atomic.Drawable} drawable
*/
function addManualDrawable() {};
/**
* Remove a manually added drawable.
* @memberof Atomic.Octree.prototype
* @param {Atomic.Drawable} drawable
*/
function removeManualDrawable() {};
/**
* Return subdivision levels.
* @memberof Atomic.Octree.prototype
* @returns { number}
*/
function getNumLevels() {};
/**
* Mark drawable object as requiring an update and a reinsertion.
* @memberof Atomic.Octree.prototype
* @param {Atomic.Drawable} drawable
*/
function queueUpdate() {};
/**
* Cancel drawable object's update.
* @memberof Atomic.Octree.prototype
* @param {Atomic.Drawable} drawable
*/
function cancelUpdate() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Resource
* @property {Atomic.Material} material - Set material.
* @property {number} numParticles - Set maximum number of particles.
* @property {boolean} updateInvisible - Set whether to update when particles are not visible.
* @property {boolean} relative - Set whether billboards are relative to the scene node. Default true.
* @property {boolean} scaled - Set scaled.
* @property {boolean} sorted - Set sorted.
* @property {number} animationLodBias - Set animation LOD bias.
* @property {Atomic.EmitterType} emitterType - Set emitter type.
* @property {Atomic.Vector3} emitterSize - Set emitter size.
* @property {Atomic.Vector3} minDirection - Set negative direction limit.
* @property {Atomic.Vector3} maxDirection - Set positive direction limit.
* @property {Atomic.Vector3} constantForce - Set constant force acting on particles.
* @property {number} dampingForce - Set particle velocity damping force.
* @property {number} activeTime - Set emission active period length (0 = infinite.)
* @property {number} inactiveTime - Set emission inactive period length (0 = infinite.)
* @property {number} minEmissionRate - Set minimum emission rate.
* @property {number} maxEmissionRate - Set maximum emission rate.
* @property {Atomic.Vector2} minParticleSize - Set particle minimum size.
* @property {Atomic.Vector2} maxParticleSize - Set particle maximum size.
* @property {number} minTimeToLive - Set particle minimum time to live.
* @property {number} maxTimeToLive - Set particle maximum time to live.
* @property {number} minVelocity - Set particle minimum velocity.
* @property {number} maxVelocity - Set particle maximum velocity.
* @property {number} minRotation - Set particle minimum rotation.
* @property {number} maxRotation - Set particle maximum rotation.
* @property {number} minRotationSpeed - Set particle minimum rotation speed.
* @property {number} maxRotationSpeed - Set particle maximum rotation speed.
* @property {number} sizeAdd - Set particle size additive modifier.
* @property {number} sizeMul - Set particle size multiplicative modifier.
* @property {number} numColorFrames - Set number of color frames.
* @property {number} numTextureFrames - Set number of texture frames.
* @property {Atomic.Vector3} randomDirection - Return random direction.
* @property {Atomic.Vector2} randomSize - Return random size.
* @property {number} randomVelocity - Return random velocity.
* @property {number} randomTimeToLive - Return random timetolive.
* @property {number} randomRotationSpeed - Return random rotationspeed.
* @property {number} randomRotation - Return random rotation.
*/
function ParticleEffect() {};
/**
* Finish resource loading. Always called from the main thread. Return true if successful.
* @memberof Atomic.ParticleEffect.prototype
* @returns { boolean}
*/
function endLoad() {};
/**
* Set material.
* @memberof Atomic.ParticleEffect.prototype
* @param {Atomic.Material} material
*/
function setMaterial() {};
/**
* Set maximum number of particles.
* @memberof Atomic.ParticleEffect.prototype
* @param {number} num
*/
function setNumParticles() {};
/**
* Set whether to update when particles are not visible.
* @memberof Atomic.ParticleEffect.prototype
* @param {boolean} enable
*/
function setUpdateInvisible() {};
/**
* Set whether billboards are relative to the scene node. Default true.
* @memberof Atomic.ParticleEffect.prototype
* @param {boolean} enable
*/
function setRelative() {};
/**
* Set scaled.
* @memberof Atomic.ParticleEffect.prototype
* @param {boolean} enable
*/
function setScaled() {};
/**
* Set sorted.
* @memberof Atomic.ParticleEffect.prototype
* @param {boolean} enable
*/
function setSorted() {};
/**
* Set animation LOD bias.
* @memberof Atomic.ParticleEffect.prototype
* @param {number} lodBias
*/
function setAnimationLodBias() {};
/**
* Set emitter type.
* @memberof Atomic.ParticleEffect.prototype
* @param {Atomic.EmitterType} type
*/
function setEmitterType() {};
/**
* Set emitter size.
* @memberof Atomic.ParticleEffect.prototype
* @param {Atomic.Vector3} size
*/
function setEmitterSize() {};
/**
* Set negative direction limit.
* @memberof Atomic.ParticleEffect.prototype
* @param {Atomic.Vector3} direction
*/
function setMinDirection() {};
/**
* Set positive direction limit.
* @memberof Atomic.ParticleEffect.prototype
* @param {Atomic.Vector3} direction
*/
function setMaxDirection() {};
/**
* Set constant force acting on particles.
* @memberof Atomic.ParticleEffect.prototype
* @param {Atomic.Vector3} force
*/
function setConstantForce() {};
/**
* Set particle velocity damping force.
* @memberof Atomic.ParticleEffect.prototype
* @param {number} force
*/
function setDampingForce() {};
/**
* Set emission active period length (0 = infinite.)
* @memberof Atomic.ParticleEffect.prototype
* @param {number} time
*/
function setActiveTime() {};
/**
* Set emission inactive period length (0 = infinite.)
* @memberof Atomic.ParticleEffect.prototype
* @param {number} time
*/
function setInactiveTime() {};
/**
* Set minimum emission rate.
* @memberof Atomic.ParticleEffect.prototype
* @param {number} rate
*/
function setMinEmissionRate() {};
/**
* Set maximum emission rate.
* @memberof Atomic.ParticleEffect.prototype
* @param {number} rate
*/
function setMaxEmissionRate() {};
/**
* Set particle minimum size.
* @memberof Atomic.ParticleEffect.prototype
* @param {Atomic.Vector2} size
*/
function setMinParticleSize() {};
/**
* Set particle maximum size.
* @memberof Atomic.ParticleEffect.prototype
* @param {Atomic.Vector2} size
*/
function setMaxParticleSize() {};
/**
* Set particle minimum time to live.
* @memberof Atomic.ParticleEffect.prototype
* @param {number} time
*/
function setMinTimeToLive() {};
/**
* Set particle maximum time to live.
* @memberof Atomic.ParticleEffect.prototype
* @param {number} time
*/
function setMaxTimeToLive() {};
/**
* Set particle minimum velocity.
* @memberof Atomic.ParticleEffect.prototype
* @param {number} velocity
*/
function setMinVelocity() {};
/**
* Set particle maximum velocity.
* @memberof Atomic.ParticleEffect.prototype
* @param {number} velocity
*/
function setMaxVelocity() {};
/**
* Set particle minimum rotation.
* @memberof Atomic.ParticleEffect.prototype
* @param {number} rotation
*/
function setMinRotation() {};
/**
* Set particle maximum rotation.
* @memberof Atomic.ParticleEffect.prototype
* @param {number} rotation
*/
function setMaxRotation() {};
/**
* Set particle minimum rotation speed.
* @memberof Atomic.ParticleEffect.prototype
* @param {number} speed
*/
function setMinRotationSpeed() {};
/**
* Set particle maximum rotation speed.
* @memberof Atomic.ParticleEffect.prototype
* @param {number} speed
*/
function setMaxRotationSpeed() {};
/**
* Set particle size additive modifier.
* @memberof Atomic.ParticleEffect.prototype
* @param {number} sizeAdd
*/
function setSizeAdd() {};
/**
* Set particle size multiplicative modifier.
* @memberof Atomic.ParticleEffect.prototype
* @param {number} sizeMul
*/
function setSizeMul() {};
/**
* Add a color frame sorted in the correct position based on time.
* @memberof Atomic.ParticleEffect.prototype
* @param {Atomic.Color} color
* @param {number} time
*/
function addColorTime() {};
/**
* Remove color frame at index
* @memberof Atomic.ParticleEffect.prototype
* @param {number} index
*/
function removeColorFrame() {};
/**
* Set number of color frames.
* @memberof Atomic.ParticleEffect.prototype
* @param {number} number
*/
function setNumColorFrames() {};
/**
* Sort the list of color frames based on time.
* @memberof Atomic.ParticleEffect.prototype
*/
function sortColorFrames() {};
/**
* Add a texture frame sorted in the correct position based on time.
* @memberof Atomic.ParticleEffect.prototype
* @param {Atomic.Rect} uv
* @param {number} time
*/
function addTextureTime() {};
/**
* Remove texture frame at index
* @memberof Atomic.ParticleEffect.prototype
* @param {number} index
*/
function removeTextureFrame() {};
/**
* Set number of texture frames.
* @memberof Atomic.ParticleEffect.prototype
* @param {number} number
*/
function setNumTextureFrames() {};
/**
* Sort the list of texture frames based on time.
* @memberof Atomic.ParticleEffect.prototype
*/
function sortTextureFrames() {};
/**
* Return material.
* @memberof Atomic.ParticleEffect.prototype
* @returns { Atomic.Material}
*/
function getMaterial() {};
/**
* Return maximum number of particles.
* @memberof Atomic.ParticleEffect.prototype
* @returns { number}
*/
function getNumParticles() {};
/**
* Return whether to update when particles are not visible.
* @memberof Atomic.ParticleEffect.prototype
* @returns { boolean}
*/
function getUpdateInvisible() {};
/**
* Return whether billboards are relative to the scene node.
* @memberof Atomic.ParticleEffect.prototype
* @returns { boolean}
*/
function isRelative() {};
/**
* Return whether scene node scale affects billboards' size.
* @memberof Atomic.ParticleEffect.prototype
* @returns { boolean}
*/
function isScaled() {};
/**
* Return whether billboards are sorted.
* @memberof Atomic.ParticleEffect.prototype
* @returns { boolean}
*/
function isSorted() {};
/**
* Return animation Lod bias.
* @memberof Atomic.ParticleEffect.prototype
* @returns { number}
*/
function getAnimationLodBias() {};
/**
* Return emitter type.
* @memberof Atomic.ParticleEffect.prototype
* @returns { Atomic.EmitterType}
*/
function getEmitterType() {};
/**
* Return emitter size.
* @memberof Atomic.ParticleEffect.prototype
* @returns { Atomic.Vector3}
*/
function getEmitterSize() {};
/**
* Return negative direction limit.
* @memberof Atomic.ParticleEffect.prototype
* @returns { Atomic.Vector3}
*/
function getMinDirection() {};
/**
* Return positive direction limit.
* @memberof Atomic.ParticleEffect.prototype
* @returns { Atomic.Vector3}
*/
function getMaxDirection() {};
/**
* Return constant force acting on particles.
* @memberof Atomic.ParticleEffect.prototype
* @returns { Atomic.Vector3}
*/
function getConstantForce() {};
/**
* Return particle velocity damping force.
* @memberof Atomic.ParticleEffect.prototype
* @returns { number}
*/
function getDampingForce() {};
/**
* Return emission active period length (0 = infinite.)
* @memberof Atomic.ParticleEffect.prototype
* @returns { number}
*/
function getActiveTime() {};
/**
* Return emission inactive period length (0 = infinite.)
* @memberof Atomic.ParticleEffect.prototype
* @returns { number}
*/
function getInactiveTime() {};
/**
* Return minimum emission rate.
* @memberof Atomic.ParticleEffect.prototype
* @returns { number}
*/
function getMinEmissionRate() {};
/**
* Return maximum emission rate.
* @memberof Atomic.ParticleEffect.prototype
* @returns { number}
*/
function getMaxEmissionRate() {};
/**
* Return particle minimum size.
* @memberof Atomic.ParticleEffect.prototype
* @returns { Atomic.Vector2}
*/
function getMinParticleSize() {};
/**
* Return particle maximum size.
* @memberof Atomic.ParticleEffect.prototype
* @returns { Atomic.Vector2}
*/
function getMaxParticleSize() {};
/**
* Return particle minimum time to live.
* @memberof Atomic.ParticleEffect.prototype
* @returns { number}
*/
function getMinTimeToLive() {};
/**
* Return particle maximum time to live.
* @memberof Atomic.ParticleEffect.prototype
* @returns { number}
*/
function getMaxTimeToLive() {};
/**
* Return particle minimum velocity.
* @memberof Atomic.ParticleEffect.prototype
* @returns { number}
*/
function getMinVelocity() {};
/**
* Return particle maximum velocity.
* @memberof Atomic.ParticleEffect.prototype
* @returns { number}
*/
function getMaxVelocity() {};
/**
* Return particle minimum rotation.
* @memberof Atomic.ParticleEffect.prototype
* @returns { number}
*/
function getMinRotation() {};
/**
* Return particle maximum rotation.
* @memberof Atomic.ParticleEffect.prototype
* @returns { number}
*/
function getMaxRotation() {};
/**
* Return particle minimum rotation speed.
* @memberof Atomic.ParticleEffect.prototype
* @returns { number}
*/
function getMinRotationSpeed() {};
/**
* Return particle maximum rotation speed.
* @memberof Atomic.ParticleEffect.prototype
* @returns { number}
*/
function getMaxRotationSpeed() {};
/**
* Return particle size additive modifier.
* @memberof Atomic.ParticleEffect.prototype
* @returns { number}
*/
function getSizeAdd() {};
/**
* Return particle size multiplicative modifier.
* @memberof Atomic.ParticleEffect.prototype
* @returns { number}
*/
function getSizeMul() {};
/**
* Return number of color animation frames.
* @memberof Atomic.ParticleEffect.prototype
* @returns { number}
*/
function getNumColorFrames() {};
/**
* Return number of texture animation frames.
* @memberof Atomic.ParticleEffect.prototype
* @returns { number}
*/
function getNumTextureFrames() {};
/**
* Return random direction.
* @memberof Atomic.ParticleEffect.prototype
* @returns { Atomic.Vector3}
*/
function getRandomDirection() {};
/**
* Return random size.
* @memberof Atomic.ParticleEffect.prototype
* @returns { Atomic.Vector2}
*/
function getRandomSize() {};
/**
* Return random velocity.
* @memberof Atomic.ParticleEffect.prototype
* @returns { number}
*/
function getRandomVelocity() {};
/**
* Return random timetolive.
* @memberof Atomic.ParticleEffect.prototype
* @returns { number}
*/
function getRandomTimeToLive() {};
/**
* Return random rotationspeed.
* @memberof Atomic.ParticleEffect.prototype
* @returns { number}
*/
function getRandomRotationSpeed() {};
/**
* Return random rotation.
* @memberof Atomic.ParticleEffect.prototype
* @returns { number}
*/
function getRandomRotation() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.BillboardSet
* @property {Atomic.ParticleEffect} effect - Set particle effect.
* @property {number} numParticles - Set maximum number of particles.
* @property {boolean} emitting - Set whether should be emitting. If the state was changed, also resets the emission period timer.
* @property {boolean} serializeParticles - Set whether particles should be serialized. Default true, set false to reduce scene file size.
*/
function ParticleEmitter() {};
/**
* Handle enabled/disabled state change.
* @memberof Atomic.ParticleEmitter.prototype
*/
function onSetEnabled() {};
/**
* Set particle effect.
* @memberof Atomic.ParticleEmitter.prototype
* @param {Atomic.ParticleEffect} effect
*/
function setEffect() {};
/**
* Set maximum number of particles.
* @memberof Atomic.ParticleEmitter.prototype
* @param {number} num
*/
function setNumParticles() {};
/**
* Set whether should be emitting. If the state was changed, also resets the emission period timer.
* @memberof Atomic.ParticleEmitter.prototype
* @param {boolean} enable
*/
function setEmitting() {};
/**
* Set whether particles should be serialized. Default true, set false to reduce scene file size.
* @memberof Atomic.ParticleEmitter.prototype
* @param {boolean} enable
*/
function setSerializeParticles() {};
/**
* Reset the emission period timer.
* @memberof Atomic.ParticleEmitter.prototype
*/
function resetEmissionTimer() {};
/**
* Remove all current particles.
* @memberof Atomic.ParticleEmitter.prototype
*/
function removeAllParticles() {};
/**
* Reset the particle emitter completely. Removes current particles, sets emitting state on, and resets the emission timer.
* @memberof Atomic.ParticleEmitter.prototype
*/
function reset() {};
/**
* Apply not continuously updated values such as the material, the number of particles and sorting mode from the particle effect. Call this if you change the effect programmatically.
* @memberof Atomic.ParticleEmitter.prototype
*/
function applyEffect() {};
/**
* Return particle effect.
* @memberof Atomic.ParticleEmitter.prototype
* @returns { Atomic.ParticleEffect}
*/
function getEffect() {};
/**
* Return maximum number of particles.
* @memberof Atomic.ParticleEmitter.prototype
* @returns { number}
*/
function getNumParticles() {};
/**
* Return whether is currently emitting.
* @memberof Atomic.ParticleEmitter.prototype
* @returns { boolean}
*/
function isEmitting() {};
/**
* Return whether particles are to be serialized.
* @memberof Atomic.ParticleEmitter.prototype
* @returns { boolean}
*/
function getSerializeParticles() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.AObject
* @property {number} numViewports - Set number of backbuffer viewports to render.
* @property {boolean} hDRRendering - Set HDR rendering on/off.
* @property {boolean} specularLighting - Set specular lighting on/off.
* @property {number} textureAnisotropy - Set texture anisotropy.
* @property {Atomic.TextureFilterMode} textureFilterMode - Set texture filtering.
* @property {number} textureQuality - Set texture quality level.
* @property {number} materialQuality - Set material quality level.
* @property {boolean} drawShadows - Set shadows on/off.
* @property {number} shadowMapSize - Set shadow map resolution.
* @property {number} shadowQuality - Set shadow quality (amount of samples and bit depth.)
* @property {boolean} reuseShadowMaps - Set reuse of shadow maps. Default is true. If disabled, also transparent geometry can be shadowed.
* @property {number} maxShadowMaps - Set maximum number of shadow maps created for one resolution. Only has effect if reuse of shadow maps is disabled.
* @property {boolean} dynamicInstancing - Set dynamic instancing on/off.
* @property {number} minInstances - Set minimum number of instances required in a batch group to render as instanced.
* @property {number} maxInstanceTriangles - Set maximum number of triangles per object for instancing.
* @property {number} maxSortedInstances - Set maximum number of sorted instances per batch group. If exceeded, instances are rendered unsorted.
* @property {number} maxOccluderTriangles - Set maximum number of occluder trianges.
* @property {number} occlusionBufferSize - Set occluder buffer width.
* @property {number} occluderSizeThreshold - Set required screen size (1.0 = full screen) for occluders.
* @property {number} mobileShadowBiasMul - Set shadow depth bias multiplier for mobile platforms (OpenGL ES.) No effect on desktops. Default 2.
* @property {number} mobileShadowBiasAdd - Set shadow depth bias addition for mobile platforms (OpenGL ES.) No effect on desktops. Default 0.0001.
* @property {Atomic.RenderPath} defaultRenderPath - Return default renderpath.
* @property {number} numViews - Return number of views rendered.
* @property {number} numPrimitives - Return number of primitives rendered.
* @property {number} numBatches - Return number of batches rendered.
* @property {Atomic.Zone} defaultZone - Return the default zone.
* @property {Atomic.Material} defaultMaterial - Return the default material.
* @property {Atomic.Texture2D} defaultLightRamp - Return the default range attenuation texture.
* @property {Atomic.Texture2D} defaultLightSpot - Return the default spotlight attenuation texture.
* @property {Atomic.TextureCube} faceSelectCubeMap - Return the shadowed pointlight face selection cube map.
* @property {Atomic.TextureCube} indirectionCubeMap - Return the shadowed pointlight indirection cube map.
* @property {Atomic.Camera} shadowCamera - Allocate a temporary shadow camera and a scene node for it. Is thread-safe.
*/
function Renderer() {};
/**
* Set number of backbuffer viewports to render.
* @memberof Atomic.Renderer.prototype
* @param {number} num
*/
function setNumViewports() {};
/**
* Set a backbuffer viewport.
* @memberof Atomic.Renderer.prototype
* @param {number} index
* @param {Atomic.Viewport} viewport
*/
function setViewport() {};
/**
* Set HDR rendering on/off.
* @memberof Atomic.Renderer.prototype
* @param {boolean} enable
*/
function setHDRRendering() {};
/**
* Set specular lighting on/off.
* @memberof Atomic.Renderer.prototype
* @param {boolean} enable
*/
function setSpecularLighting() {};
/**
* Set texture anisotropy.
* @memberof Atomic.Renderer.prototype
* @param {number} level
*/
function setTextureAnisotropy() {};
/**
* Set texture filtering.
* @memberof Atomic.Renderer.prototype
* @param {Atomic.TextureFilterMode} mode
*/
function setTextureFilterMode() {};
/**
* Set texture quality level.
* @memberof Atomic.Renderer.prototype
* @param {number} quality
*/
function setTextureQuality() {};
/**
* Set material quality level.
* @memberof Atomic.Renderer.prototype
* @param {number} quality
*/
function setMaterialQuality() {};
/**
* Set shadows on/off.
* @memberof Atomic.Renderer.prototype
* @param {boolean} enable
*/
function setDrawShadows() {};
/**
* Set shadow map resolution.
* @memberof Atomic.Renderer.prototype
* @param {number} size
*/
function setShadowMapSize() {};
/**
* Set shadow quality (amount of samples and bit depth.)
* @memberof Atomic.Renderer.prototype
* @param {number} quality
*/
function setShadowQuality() {};
/**
* Set reuse of shadow maps. Default is true. If disabled, also transparent geometry can be shadowed.
* @memberof Atomic.Renderer.prototype
* @param {boolean} enable
*/
function setReuseShadowMaps() {};
/**
* Set maximum number of shadow maps created for one resolution. Only has effect if reuse of shadow maps is disabled.
* @memberof Atomic.Renderer.prototype
* @param {number} shadowMaps
*/
function setMaxShadowMaps() {};
/**
* Set dynamic instancing on/off.
* @memberof Atomic.Renderer.prototype
* @param {boolean} enable
*/
function setDynamicInstancing() {};
/**
* Set minimum number of instances required in a batch group to render as instanced.
* @memberof Atomic.Renderer.prototype
* @param {number} instances
*/
function setMinInstances() {};
/**
* Set maximum number of triangles per object for instancing.
* @memberof Atomic.Renderer.prototype
* @param {number} triangles
*/
function setMaxInstanceTriangles() {};
/**
* Set maximum number of sorted instances per batch group. If exceeded, instances are rendered unsorted.
* @memberof Atomic.Renderer.prototype
* @param {number} instances
*/
function setMaxSortedInstances() {};
/**
* Set maximum number of occluder trianges.
* @memberof Atomic.Renderer.prototype
* @param {number} triangles
*/
function setMaxOccluderTriangles() {};
/**
* Set occluder buffer width.
* @memberof Atomic.Renderer.prototype
* @param {number} size
*/
function setOcclusionBufferSize() {};
/**
* Set required screen size (1.0 = full screen) for occluders.
* @memberof Atomic.Renderer.prototype
* @param {number} screenSize
*/
function setOccluderSizeThreshold() {};
/**
* Set shadow depth bias multiplier for mobile platforms (OpenGL ES.) No effect on desktops. Default 2.
* @memberof Atomic.Renderer.prototype
* @param {number} mul
*/
function setMobileShadowBiasMul() {};
/**
* Set shadow depth bias addition for mobile platforms (OpenGL ES.) No effect on desktops. Default 0.0001.
* @memberof Atomic.Renderer.prototype
* @param {number} add
*/
function setMobileShadowBiasAdd() {};
/**
* Force reload of shaders.
* @memberof Atomic.Renderer.prototype
*/
function reloadShaders() {};
/**
* Return number of backbuffer viewports.
* @memberof Atomic.Renderer.prototype
* @returns { number}
*/
function getNumViewports() {};
/**
* Return backbuffer viewport by index.
* @memberof Atomic.Renderer.prototype
* @param {number} index
* @returns { Atomic.Viewport}
*/
function getViewport() {};
/**
* Return default renderpath.
* @memberof Atomic.Renderer.prototype
* @returns { Atomic.RenderPath}
*/
function getDefaultRenderPath() {};
/**
* Return whether HDR rendering is enabled.
* @memberof Atomic.Renderer.prototype
* @returns { boolean}
*/
function getHDRRendering() {};
/**
* Return whether specular lighting is enabled.
* @memberof Atomic.Renderer.prototype
* @returns { boolean}
*/
function getSpecularLighting() {};
/**
* Return whether drawing shadows is enabled.
* @memberof Atomic.Renderer.prototype
* @returns { boolean}
*/
function getDrawShadows() {};
/**
* Return texture anisotropy.
* @memberof Atomic.Renderer.prototype
* @returns { number}
*/
function getTextureAnisotropy() {};
/**
* Return texture filtering.
* @memberof Atomic.Renderer.prototype
* @returns { Atomic.TextureFilterMode}
*/
function getTextureFilterMode() {};
/**
* Return texture quality level.
* @memberof Atomic.Renderer.prototype
* @returns { number}
*/
function getTextureQuality() {};
/**
* Return material quality level.
* @memberof Atomic.Renderer.prototype
* @returns { number}
*/
function getMaterialQuality() {};
/**
* Return shadow map resolution.
* @memberof Atomic.Renderer.prototype
* @returns { number}
*/
function getShadowMapSize() {};
/**
* Return shadow quality.
* @memberof Atomic.Renderer.prototype
* @returns { number}
*/
function getShadowQuality() {};
/**
* Return whether shadow maps are reused.
* @memberof Atomic.Renderer.prototype
* @returns { boolean}
*/
function getReuseShadowMaps() {};
/**
* Return maximum number of shadow maps per resolution.
* @memberof Atomic.Renderer.prototype
* @returns { number}
*/
function getMaxShadowMaps() {};
/**
* Return whether dynamic instancing is in use.
* @memberof Atomic.Renderer.prototype
* @returns { boolean}
*/
function getDynamicInstancing() {};
/**
* Return minimum number of instances required in a batch group to render as instanced.
* @memberof Atomic.Renderer.prototype
* @returns { number}
*/
function getMinInstances() {};
/**
* Return maximum number of triangles per object for instancing.
* @memberof Atomic.Renderer.prototype
* @returns { number}
*/
function getMaxInstanceTriangles() {};
/**
* Return maximum number of sorted instances per batch group.
* @memberof Atomic.Renderer.prototype
* @returns { number}
*/
function getMaxSortedInstances() {};
/**
* Return maximum number of occluder triangles.
* @memberof Atomic.Renderer.prototype
* @returns { number}
*/
function getMaxOccluderTriangles() {};
/**
* Return occlusion buffer width.
* @memberof Atomic.Renderer.prototype
* @returns { number}
*/
function getOcclusionBufferSize() {};
/**
* Return occluder screen size threshold.
* @memberof Atomic.Renderer.prototype
* @returns { number}
*/
function getOccluderSizeThreshold() {};
/**
* Return shadow depth bias multiplier for mobile platforms.
* @memberof Atomic.Renderer.prototype
* @returns { number}
*/
function getMobileShadowBiasMul() {};
/**
* Return shadow depth bias addition for mobile platforms.
* @memberof Atomic.Renderer.prototype
* @returns { number}
*/
function getMobileShadowBiasAdd() {};
/**
* Return number of views rendered.
* @memberof Atomic.Renderer.prototype
* @returns { number}
*/
function getNumViews() {};
/**
* Return number of primitives rendered.
* @memberof Atomic.Renderer.prototype
* @returns { number}
*/
function getNumPrimitives() {};
/**
* Return number of batches rendered.
* @memberof Atomic.Renderer.prototype
* @returns { number}
*/
function getNumBatches() {};
/**
* Return number of geometries rendered.
* @memberof Atomic.Renderer.prototype
* @param {boolean=} allViews
* @returns { number}
*/
function getNumGeometries() {};
/**
* Return number of lights rendered.
* @memberof Atomic.Renderer.prototype
* @param {boolean=} allViews
* @returns { number}
*/
function getNumLights() {};
/**
* Return number of shadow maps rendered.
* @memberof Atomic.Renderer.prototype
* @param {boolean=} allViews
* @returns { number}
*/
function getNumShadowMaps() {};
/**
* Return number of occluders rendered.
* @memberof Atomic.Renderer.prototype
* @param {boolean=} allViews
* @returns { number}
*/
function getNumOccluders() {};
/**
* Return the default zone.
* @memberof Atomic.Renderer.prototype
* @returns { Atomic.Zone}
*/
function getDefaultZone() {};
/**
* Return the default material.
* @memberof Atomic.Renderer.prototype
* @returns { Atomic.Material}
*/
function getDefaultMaterial() {};
/**
* Return the default range attenuation texture.
* @memberof Atomic.Renderer.prototype
* @returns { Atomic.Texture2D}
*/
function getDefaultLightRamp() {};
/**
* Return the default spotlight attenuation texture.
* @memberof Atomic.Renderer.prototype
* @returns { Atomic.Texture2D}
*/
function getDefaultLightSpot() {};
/**
* Return the shadowed pointlight face selection cube map.
* @memberof Atomic.Renderer.prototype
* @returns { Atomic.TextureCube}
*/
function getFaceSelectCubeMap() {};
/**
* Return the shadowed pointlight indirection cube map.
* @memberof Atomic.Renderer.prototype
* @returns { Atomic.TextureCube}
*/
function getIndirectionCubeMap() {};
/**
* Update for rendering. Called by HandleRenderUpdate().
* @memberof Atomic.Renderer.prototype
* @param {number} timeStep
*/
function update() {};
/**
* Render. Called by Engine.
* @memberof Atomic.Renderer.prototype
*/
function render() {};
/**
* Add debug geometry to the debug renderer.
* @memberof Atomic.Renderer.prototype
* @param {boolean} depthTest
*/
function drawDebugGeometry() {};
/**
* Queue a render surface's viewports for rendering. Called by the surface, or by View.
* @memberof Atomic.Renderer.prototype
* @param {Atomic.RenderSurface} renderTarget
*/
function queueRenderSurface() {};
/**
* Queue a viewport for rendering. Null surface means backbuffer.
* @memberof Atomic.Renderer.prototype
* @param {Atomic.RenderSurface} renderTarget
* @param {Atomic.Viewport} viewport
*/
function queueViewport() {};
/**
* Allocate a shadow map. If shadow map reuse is disabled, a different map is returned each time.
* @memberof Atomic.Renderer.prototype
* @param {Atomic.Light} light
* @param {Atomic.Camera} camera
* @param {number} viewWidth
* @param {number} viewHeight
* @returns { Atomic.Texture2D}
*/
function getShadowMap() {};
/**
* Allocate a rendertarget or depth-stencil texture for deferred rendering or postprocessing. Should only be called during actual rendering, not before.
* @memberof Atomic.Renderer.prototype
* @param {number} width
* @param {number} height
* @param {number} format
* @param {boolean} filtered
* @param {boolean} srgb
* @param {number=} persistentKey
* @returns { Atomic.Texture2D}
*/
function getScreenBuffer() {};
/**
* Allocate a depth-stencil surface that does not need to be readable. Should only be called during actual rendering, not before.
* @memberof Atomic.Renderer.prototype
* @param {number} width
* @param {number} height
* @returns { Atomic.RenderSurface}
*/
function getDepthStencil() {};
/**
* Allocate an occlusion buffer.
* @memberof Atomic.Renderer.prototype
* @param {Atomic.Camera} camera
* @returns { Atomic.OcclusionBuffer}
*/
function getOcclusionBuffer() {};
/**
* Allocate a temporary shadow camera and a scene node for it. Is thread-safe.
* @memberof Atomic.Renderer.prototype
* @returns { Atomic.Camera}
*/
function getShadowCamera() {};
/**
* Set cull mode while taking possible projection flipping into account.
* @memberof Atomic.Renderer.prototype
* @param {Atomic.CullMode} mode
* @param {Atomic.Camera} camera
*/
function setCullMode() {};
/**
* Ensure sufficient size of the instancing vertex buffer. Return true if successful.
* @memberof Atomic.Renderer.prototype
* @param {number} numInstances
* @returns { boolean}
*/
function resizeInstancingBuffer() {};
/**
* Save the screen buffer allocation status. Called by View.
* @memberof Atomic.Renderer.prototype
*/
function saveScreenBufferAllocations() {};
/**
* Restore the screen buffer allocation status. Called by View.
* @memberof Atomic.Renderer.prototype
*/
function restoreScreenBufferAllocations() {};
/**
* Optimize a light by scissor rectangle.
* @memberof Atomic.Renderer.prototype
* @param {Atomic.Light} light
* @param {Atomic.Camera} camera
*/
function optimizeLightByScissor() {};
/**
* Optimize a light by marking it to the stencil buffer and setting a stencil test.
* @memberof Atomic.Renderer.prototype
* @param {Atomic.Light} light
* @param {Atomic.Camera} camera
*/
function optimizeLightByStencil() {};
/**
* Return a scissor rectangle for a light.
* @memberof Atomic.Renderer.prototype
* @param {Atomic.Light} light
* @param {Atomic.Camera} camera
* @returns { Atomic.Rect}
*/
function getLightScissor() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.RefCounted
* @property {number} numRenderTargets - Return number of rendertargets.
* @property {number} numCommands - Return number of commands.
*/
function RenderPath() {};
/**
* Clear existing data and load from an XML file. Return true if successful.
* @memberof Atomic.RenderPath.prototype
* @param {Atomic.XMLFile} file
* @returns { boolean}
*/
function load() {};
/**
* Append data from an XML file. Return true if successful.
* @memberof Atomic.RenderPath.prototype
* @param {Atomic.XMLFile} file
* @returns { boolean}
*/
function append() {};
/**
* Enable/disable commands and rendertargets by tag.
* @memberof Atomic.RenderPath.prototype
* @param {string} tag
* @param {boolean} active
*/
function setEnabled() {};
/**
* Toggle enabled state of commands and rendertargets by tag.
* @memberof Atomic.RenderPath.prototype
* @param {string} tag
*/
function toggleEnabled() {};
/**
* Remove rendertargets by tag name.
* @memberof Atomic.RenderPath.prototype
* @param {string} tag
*/
function removeRenderTargets() {};
/**
* Remove a command by index.
* @memberof Atomic.RenderPath.prototype
* @param {number} index
*/
function removeCommand() {};
/**
* Remove commands by tag name.
* @memberof Atomic.RenderPath.prototype
* @param {string} tag
*/
function removeCommands() {};
/**
* Return number of rendertargets.
* @memberof Atomic.RenderPath.prototype
* @returns { number}
*/
function getNumRenderTargets() {};
/**
* Return number of commands.
* @memberof Atomic.RenderPath.prototype
* @returns { number}
*/
function getNumCommands() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Resource
* @property {number} timeStamp - Return the latest timestamp of the shader code and its includes.
*/
function Shader() {};
/**
* Finish resource loading. Always called from the main thread. Return true if successful.
* @memberof Atomic.Shader.prototype
* @returns { boolean}
*/
function endLoad() {};
/**
* Return a variation with defines.
* @memberof Atomic.Shader.prototype
* @param {Atomic.ShaderType} type
* @param {string} defines
* @returns { Atomic.ShaderVariation}
*/
function getVariation() {};
/**
* Return either vertex or pixel shader source code.
* @memberof Atomic.Shader.prototype
* @param {Atomic.ShaderType} type
* @returns { string}
*/
function getSourceCode() {};
/**
* Return the latest timestamp of the shader code and its includes.
* @memberof Atomic.Shader.prototype
* @returns { number}
*/
function getTimeStamp() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.AObject
* @param {string} fileName
*/
function ShaderPrecache() {};
/**
* Collect a shader combination. Called by Graphics when shaders have been set.
* @memberof Atomic.ShaderPrecache.prototype
* @param {Atomic.ShaderVariation} vs
* @param {Atomic.ShaderVariation} ps
*/
function storeShaders() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.StaticModel
*/
function Skybox() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Drawable
* @property {number} numOccluderTriangles - Return number of occlusion geometry triangles.
* @property {Atomic.Model} model - Set model.
* @property {Atomic.Material} material - Set material on all geometries.
* @property {number} occlusionLodLevel - Set occlusion LOD level. By default (M_MAX_UNSIGNED) same as visible.
* @property {number} numGeometries - Return number of geometries.
*/
function StaticModel() {};
/**
* Return number of occlusion geometry triangles.
* @memberof Atomic.StaticModel.prototype
* @returns { number}
*/
function getNumOccluderTriangles() {};
/**
* Draw to occlusion buffer. Return true if did not run out of triangles.
* @memberof Atomic.StaticModel.prototype
* @param {Atomic.OcclusionBuffer} buffer
* @returns { boolean}
*/
function drawOcclusion() {};
/**
* Set model.
* @memberof Atomic.StaticModel.prototype
* @param {Atomic.Model} model
*/
function setModel() {};
/**
* Set material on all geometries.
* @memberof Atomic.StaticModel.prototype
* @param {Atomic.Material} material
*/
function setMaterial() {};
/**
* Set occlusion LOD level. By default (M_MAX_UNSIGNED) same as visible.
* @memberof Atomic.StaticModel.prototype
* @param {number} level
*/
function setOcclusionLodLevel() {};
/**
* Apply default materials from a material list file. If filename is empty (default), the model's resource name with extension .txt will be used.
* @memberof Atomic.StaticModel.prototype
* @param {string=} fileName
*/
function applyMaterialList() {};
/**
* Return model.
* @memberof Atomic.StaticModel.prototype
* @returns { Atomic.Model}
*/
function getModel() {};
/**
* Return number of geometries.
* @memberof Atomic.StaticModel.prototype
* @returns { number}
*/
function getNumGeometries() {};
/**
* Return material by geometry index.
* @memberof Atomic.StaticModel.prototype
* @param {number=} index
* @returns { Atomic.Material}
*/
function getMaterial() {};
/**
* Return occlusion LOD level.
* @memberof Atomic.StaticModel.prototype
* @returns { number}
*/
function getOcclusionLodLevel() {};
/**
* Determines if the given world space point is within the model geometry.
* @memberof Atomic.StaticModel.prototype
* @param {Atomic.Vector3} point
* @returns { boolean}
*/
function isInside() {};
/**
* Determines if the given local space point is within the model geometry.
* @memberof Atomic.StaticModel.prototype
* @param {Atomic.Vector3} point
* @returns { boolean}
*/
function isInsideLocal() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.StaticModel
* @property {number} numOccluderTriangles - Return number of occlusion geometry triangles.
* @property {number} numInstanceNodes - Return number of instance nodes.
*/
function StaticModelGroup() {};
/**
* Apply attribute changes that can not be applied immediately. Called after scene load or a network update.
* @memberof Atomic.StaticModelGroup.prototype
*/
function applyAttributes() {};
/**
* Return number of occlusion geometry triangles.
* @memberof Atomic.StaticModelGroup.prototype
* @returns { number}
*/
function getNumOccluderTriangles() {};
/**
* Draw to occlusion buffer. Return true if did not run out of triangles.
* @memberof Atomic.StaticModelGroup.prototype
* @param {Atomic.OcclusionBuffer} buffer
* @returns { boolean}
*/
function drawOcclusion() {};
/**
* Add an instance scene node. It does not need any drawable components of its own.
* @memberof Atomic.StaticModelGroup.prototype
* @param {Atomic.Node} node
*/
function addInstanceNode() {};
/**
* Remove an instance scene node.
* @memberof Atomic.StaticModelGroup.prototype
* @param {Atomic.Node} node
*/
function removeInstanceNode() {};
/**
* Remove all instance scene nodes.
* @memberof Atomic.StaticModelGroup.prototype
*/
function removeAllInstanceNodes() {};
/**
* Return number of instance nodes.
* @memberof Atomic.StaticModelGroup.prototype
* @returns { number}
*/
function getNumInstanceNodes() {};
/**
* Return instance node by index.
* @memberof Atomic.StaticModelGroup.prototype
* @param {number} index
* @returns { Atomic.Node}
*/
function getInstanceNode() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.RefCounted
* @property {Atomic.BlendMode} blendMode - Set blend mode.
* @property {Atomic.CompareMode} depthTestMode - Set depth compare mode.
* @property {Atomic.PassLightingMode} lightingMode - Set pass lighting mode, affects what shader variations will be attempted to be loaded.
* @property {boolean} depthWrite - Set depth write on/off.
* @property {boolean} alphaMask - Set alpha masking hint. Completely opaque draw calls will be performed before alpha masked.
* @property {boolean} isSM3 - Set whether requires %Shader %Model 3.
* @property {boolean} isDesktop - Set whether requires desktop level hardware.
* @property {string} vertexShader - Set vertex shader name.
* @property {string} pixelShader - Set pixel shader name.
* @property {string} vertexShaderDefines - Set vertex shader defines.
* @property {string} pixelShaderDefines - Set pixel shader defines.
* @property {string} type - Return pass type.
* @property {number} shadersLoadedFrameNumber - Return last shaders loaded frame number.
* @param {string} type
*/
function Pass() {};
/**
* Set blend mode.
* @memberof Atomic.Pass.prototype
* @param {Atomic.BlendMode} mode
*/
function setBlendMode() {};
/**
* Set depth compare mode.
* @memberof Atomic.Pass.prototype
* @param {Atomic.CompareMode} mode
*/
function setDepthTestMode() {};
/**
* Set pass lighting mode, affects what shader variations will be attempted to be loaded.
* @memberof Atomic.Pass.prototype
* @param {Atomic.PassLightingMode} mode
*/
function setLightingMode() {};
/**
* Set depth write on/off.
* @memberof Atomic.Pass.prototype
* @param {boolean} enable
*/
function setDepthWrite() {};
/**
* Set alpha masking hint. Completely opaque draw calls will be performed before alpha masked.
* @memberof Atomic.Pass.prototype
* @param {boolean} enable
*/
function setAlphaMask() {};
/**
* Set whether requires %Shader %Model 3.
* @memberof Atomic.Pass.prototype
* @param {boolean} enable
*/
function setIsSM3() {};
/**
* Set whether requires desktop level hardware.
* @memberof Atomic.Pass.prototype
* @param {boolean} enable
*/
function setIsDesktop() {};
/**
* Set vertex shader name.
* @memberof Atomic.Pass.prototype
* @param {string} name
*/
function setVertexShader() {};
/**
* Set pixel shader name.
* @memberof Atomic.Pass.prototype
* @param {string} name
*/
function setPixelShader() {};
/**
* Set vertex shader defines.
* @memberof Atomic.Pass.prototype
* @param {string} defines
*/
function setVertexShaderDefines() {};
/**
* Set pixel shader defines.
* @memberof Atomic.Pass.prototype
* @param {string} defines
*/
function setPixelShaderDefines() {};
/**
* Reset shader pointers.
* @memberof Atomic.Pass.prototype
*/
function releaseShaders() {};
/**
* Mark shaders loaded this frame.
* @memberof Atomic.Pass.prototype
* @param {number} frameNumber
*/
function markShadersLoaded() {};
/**
* Return pass type.
* @memberof Atomic.Pass.prototype
* @returns { string}
*/
function getType() {};
/**
* Return blend mode.
* @memberof Atomic.Pass.prototype
* @returns { Atomic.BlendMode}
*/
function getBlendMode() {};
/**
* Return depth compare mode.
* @memberof Atomic.Pass.prototype
* @returns { Atomic.CompareMode}
*/
function getDepthTestMode() {};
/**
* Return pass lighting mode.
* @memberof Atomic.Pass.prototype
* @returns { Atomic.PassLightingMode}
*/
function getLightingMode() {};
/**
* Return last shaders loaded frame number.
* @memberof Atomic.Pass.prototype
* @returns { number}
*/
function getShadersLoadedFrameNumber() {};
/**
* Return depth write mode.
* @memberof Atomic.Pass.prototype
* @returns { boolean}
*/
function getDepthWrite() {};
/**
* Return alpha masking hint.
* @memberof Atomic.Pass.prototype
* @returns { boolean}
*/
function getAlphaMask() {};
/**
* Return vertex shader name.
* @memberof Atomic.Pass.prototype
* @returns { string}
*/
function getVertexShader() {};
/**
* Return pixel shader name.
* @memberof Atomic.Pass.prototype
* @returns { string}
*/
function getPixelShader() {};
/**
* Return vertex shader defines.
* @memberof Atomic.Pass.prototype
* @returns { string}
*/
function getVertexShaderDefines() {};
/**
* Return pixel shader defines.
* @memberof Atomic.Pass.prototype
* @returns { string}
*/
function getPixelShaderDefines() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Resource
* @property {boolean} isSM3 - Set whether requires %Shader %Model 3.
* @property {boolean} isDesktop - Set whether requires desktop level hardware.
* @property {number} numPasses - Return number of passes.
*/
function Technique() {};
/**
* Set whether requires %Shader %Model 3.
* @memberof Atomic.Technique.prototype
* @param {boolean} enable
*/
function setIsSM3() {};
/**
* Set whether requires desktop level hardware.
* @memberof Atomic.Technique.prototype
* @param {boolean} enable
*/
function setIsDesktop() {};
/**
* Create a new pass.
* @memberof Atomic.Technique.prototype
* @param {string} type
* @returns { Atomic.Pass}
*/
function createPass() {};
/**
* Remove a pass.
* @memberof Atomic.Technique.prototype
* @param {string} type
*/
function removePass() {};
/**
* Reset shader pointers in all passes.
* @memberof Atomic.Technique.prototype
*/
function releaseShaders() {};
/**
* Return whether technique is supported by the current hardware.
* @memberof Atomic.Technique.prototype
* @returns { boolean}
*/
function isSupported() {};
/**
* Return whether has a pass.
* @memberof Atomic.Technique.prototype
* @param {string} type
* @returns { boolean}
*/
function hasPass() {};
/**
* Return a pass, or null if not found.
* @memberof Atomic.Technique.prototype
* @param {string} type
* @returns { Atomic.Pass}
*/
function getPass() {};
/**
* Return a pass that is supported for rendering, or null if not found.
* @memberof Atomic.Technique.prototype
* @param {string} type
* @returns { Atomic.Pass}
*/
function getSupportedPass() {};
/**
* Return number of passes.
* @memberof Atomic.Technique.prototype
* @returns { number}
*/
function getNumPasses() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Component
* @property {number} patchSize - Set patch quads per side. Must be a power of two.
* @property {Atomic.Vector3} spacing - Set vertex (XZ) and height (Y) spacing.
* @property {boolean} smoothing - Set smoothing of heightmap.
* @property {Atomic.Material} material - Set material.
* @property {number} drawDistance - Set draw distance for patches.
* @property {number} shadowDistance - Set shadow draw distance for patches.
* @property {number} lodBias - Set LOD bias for patches. Affects which terrain LOD to display.
* @property {number} viewMask - Set view mask for patches. Is and'ed with camera's view mask to see if the object should be rendered.
* @property {number} lightMask - Set light mask for patches. Is and'ed with light's and zone's light mask to see if the object should be lit.
* @property {number} shadowMask - Set shadow mask for patches. Is and'ed with light's light mask and zone's shadow mask to see if the object should be rendered to a shadow map.
* @property {number} zoneMask - Set zone mask for patches. Is and'ed with zone's zone mask to see if the object should belong to the zone.
* @property {number} maxLights - Set maximum number of per-pixel lights for patches. Default 0 is unlimited.
* @property {boolean} castShadows - Set shadowcaster flag for patches.
* @property {boolean} occluder - Set occlusion flag for patches. Occlusion uses the coarsest LOD and may potentially be too aggressive, so use with caution.
* @property {boolean} occludee - Set occludee flag for patches.
* @property {Atomic.IntVector2} numVertices - Return heightmap size in vertices.
* @property {Atomic.IntVector2} numPatches - Return heightmap size in patches.
* @property {Atomic.Image} heightMap - Return heightmap image.
* @property {number} patchSizeAttr - Set patch size attribute.
*/
function Terrain() {};
/**
* Apply attribute changes that can not be applied immediately. Called after scene load or a network update.
* @memberof Atomic.Terrain.prototype
*/
function applyAttributes() {};
/**
* Handle enabled/disabled state change.
* @memberof Atomic.Terrain.prototype
*/
function onSetEnabled() {};
/**
* Set patch quads per side. Must be a power of two.
* @memberof Atomic.Terrain.prototype
* @param {number} size
*/
function setPatchSize() {};
/**
* Set vertex (XZ) and height (Y) spacing.
* @memberof Atomic.Terrain.prototype
* @param {Atomic.Vector3} spacing
*/
function setSpacing() {};
/**
* Set smoothing of heightmap.
* @memberof Atomic.Terrain.prototype
* @param {boolean} enable
*/
function setSmoothing() {};
/**
* Set heightmap image. Dimensions should be a power of two + 1. Uses 8-bit grayscale, or optionally red as MSB and green as LSB for 16-bit accuracy. Return true if successful.
* @memberof Atomic.Terrain.prototype
* @param {Atomic.Image} image
* @returns { boolean}
*/
function setHeightMap() {};
/**
* Set material.
* @memberof Atomic.Terrain.prototype
* @param {Atomic.Material} material
*/
function setMaterial() {};
/**
* Set draw distance for patches.
* @memberof Atomic.Terrain.prototype
* @param {number} distance
*/
function setDrawDistance() {};
/**
* Set shadow draw distance for patches.
* @memberof Atomic.Terrain.prototype
* @param {number} distance
*/
function setShadowDistance() {};
/**
* Set LOD bias for patches. Affects which terrain LOD to display.
* @memberof Atomic.Terrain.prototype
* @param {number} bias
*/
function setLodBias() {};
/**
* Set view mask for patches. Is and'ed with camera's view mask to see if the object should be rendered.
* @memberof Atomic.Terrain.prototype
* @param {number} mask
*/
function setViewMask() {};
/**
* Set light mask for patches. Is and'ed with light's and zone's light mask to see if the object should be lit.
* @memberof Atomic.Terrain.prototype
* @param {number} mask
*/
function setLightMask() {};
/**
* Set shadow mask for patches. Is and'ed with light's light mask and zone's shadow mask to see if the object should be rendered to a shadow map.
* @memberof Atomic.Terrain.prototype
* @param {number} mask
*/
function setShadowMask() {};
/**
* Set zone mask for patches. Is and'ed with zone's zone mask to see if the object should belong to the zone.
* @memberof Atomic.Terrain.prototype
* @param {number} mask
*/
function setZoneMask() {};
/**
* Set maximum number of per-pixel lights for patches. Default 0 is unlimited.
* @memberof Atomic.Terrain.prototype
* @param {number} num
*/
function setMaxLights() {};
/**
* Set shadowcaster flag for patches.
* @memberof Atomic.Terrain.prototype
* @param {boolean} enable
*/
function setCastShadows() {};
/**
* Set occlusion flag for patches. Occlusion uses the coarsest LOD and may potentially be too aggressive, so use with caution.
* @memberof Atomic.Terrain.prototype
* @param {boolean} enable
*/
function setOccluder() {};
/**
* Set occludee flag for patches.
* @memberof Atomic.Terrain.prototype
* @param {boolean} enable
*/
function setOccludee() {};
/**
* Apply changes from the heightmap image.
* @memberof Atomic.Terrain.prototype
*/
function applyHeightMap() {};
/**
* Return patch quads per side.
* @memberof Atomic.Terrain.prototype
* @returns { number}
*/
function getPatchSize() {};
/**
* Return vertex and height spacing.
* @memberof Atomic.Terrain.prototype
* @returns { Atomic.Vector3}
*/
function getSpacing() {};
/**
* Return heightmap size in vertices.
* @memberof Atomic.Terrain.prototype
* @returns { Atomic.IntVector2}
*/
function getNumVertices() {};
/**
* Return heightmap size in patches.
* @memberof Atomic.Terrain.prototype
* @returns { Atomic.IntVector2}
*/
function getNumPatches() {};
/**
* Return whether smoothing is in use.
* @memberof Atomic.Terrain.prototype
* @returns { boolean}
*/
function getSmoothing() {};
/**
* Return heightmap image.
* @memberof Atomic.Terrain.prototype
* @returns { Atomic.Image}
*/
function getHeightMap() {};
/**
* Return material.
* @memberof Atomic.Terrain.prototype
* @returns { Atomic.Material}
*/
function getMaterial() {};
/**
* Return height at world coordinates.
* @memberof Atomic.Terrain.prototype
* @param {Atomic.Vector3} worldPosition
* @returns { number}
*/
function getHeight() {};
/**
* Return normal at world coordinates.
* @memberof Atomic.Terrain.prototype
* @param {Atomic.Vector3} worldPosition
* @returns { Atomic.Vector3}
*/
function getNormal() {};
/**
* Convert world position to heightmap pixel position. Note that the internal height data representation is reversed vertically, but in the heightmap image north is at the top.
* @memberof Atomic.Terrain.prototype
* @param {Atomic.Vector3} worldPosition
* @returns { Atomic.IntVector2}
*/
function worldToHeightMap() {};
/**
* Return draw distance.
* @memberof Atomic.Terrain.prototype
* @returns { number}
*/
function getDrawDistance() {};
/**
* Return shadow draw distance.
* @memberof Atomic.Terrain.prototype
* @returns { number}
*/
function getShadowDistance() {};
/**
* Return LOD bias.
* @memberof Atomic.Terrain.prototype
* @returns { number}
*/
function getLodBias() {};
/**
* Return view mask.
* @memberof Atomic.Terrain.prototype
* @returns { number}
*/
function getViewMask() {};
/**
* Return light mask.
* @memberof Atomic.Terrain.prototype
* @returns { number}
*/
function getLightMask() {};
/**
* Return shadow mask.
* @memberof Atomic.Terrain.prototype
* @returns { number}
*/
function getShadowMask() {};
/**
* Return zone mask.
* @memberof Atomic.Terrain.prototype
* @returns { number}
*/
function getZoneMask() {};
/**
* Return maximum number of per-pixel lights.
* @memberof Atomic.Terrain.prototype
* @returns { number}
*/
function getMaxLights() {};
/**
* Return visible flag.
* @memberof Atomic.Terrain.prototype
* @returns { boolean}
*/
function isVisible() {};
/**
* Return shadowcaster flag.
* @memberof Atomic.Terrain.prototype
* @returns { boolean}
*/
function getCastShadows() {};
/**
* Return occluder flag.
* @memberof Atomic.Terrain.prototype
* @returns { boolean}
*/
function isOccluder() {};
/**
* Return occludee flag.
* @memberof Atomic.Terrain.prototype
* @returns { boolean}
*/
function isOccludee() {};
/**
* Regenerate patch geometry.
* @memberof Atomic.Terrain.prototype
* @param {Atomic.TerrainPatch} patch
*/
function createPatchGeometry() {};
/**
* Update patch based on LOD and neighbor LOD.
* @memberof Atomic.Terrain.prototype
* @param {Atomic.TerrainPatch} patch
*/
function updatePatchLod() {};
/**
* Set patch size attribute.
* @memberof Atomic.Terrain.prototype
* @param {number} value
*/
function setPatchSizeAttr() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Drawable
* @property {Atomic.UpdateGeometryType} updateGeometryType - Return whether a geometry update is necessary, and if it can happen in a worker thread.
* @property {number} numOccluderTriangles - Return number of occlusion geometry triangles.
* @property {Atomic.Terrain} owner - Set owner terrain.
* @property {Atomic.Material} material - Set material.
* @property {Atomic.BoundingBox} boundingBox - Set local-space bounding box.
* @property {Atomic.IntVector2} coordinates - Set patch coordinates.
* @property {number} occlusionOffset - Set vertical offset for occlusion geometry. Should be negative.
* @property {Atomic.TerrainPatch} northPatch - Return north neighbor patch.
* @property {Atomic.TerrainPatch} southPatch - Return south neighbor patch.
* @property {Atomic.TerrainPatch} westPatch - Return west neighbor patch.
* @property {Atomic.TerrainPatch} eastPatch - Return east neighbor patch.
* @property {number} lodLevel - Return current LOD level.
*/
function TerrainPatch() {};
/**
* Return whether a geometry update is necessary, and if it can happen in a worker thread.
* @memberof Atomic.TerrainPatch.prototype
* @returns { Atomic.UpdateGeometryType}
*/
function getUpdateGeometryType() {};
/**
* Return number of occlusion geometry triangles.
* @memberof Atomic.TerrainPatch.prototype
* @returns { number}
*/
function getNumOccluderTriangles() {};
/**
* Draw to occlusion buffer. Return true if did not run out of triangles.
* @memberof Atomic.TerrainPatch.prototype
* @param {Atomic.OcclusionBuffer} buffer
* @returns { boolean}
*/
function drawOcclusion() {};
/**
* Visualize the component as debug geometry.
* @memberof Atomic.TerrainPatch.prototype
* @param {Atomic.DebugRenderer} debug
* @param {boolean} depthTest
*/
function drawDebugGeometry() {};
/**
* Set owner terrain.
* @memberof Atomic.TerrainPatch.prototype
* @param {Atomic.Terrain} terrain
*/
function setOwner() {};
/**
* Set neighbor patches.
* @memberof Atomic.TerrainPatch.prototype
* @param {Atomic.TerrainPatch} north
* @param {Atomic.TerrainPatch} south
* @param {Atomic.TerrainPatch} west
* @param {Atomic.TerrainPatch} east
*/
function setNeighbors() {};
/**
* Set material.
* @memberof Atomic.TerrainPatch.prototype
* @param {Atomic.Material} material
*/
function setMaterial() {};
/**
* Set local-space bounding box.
* @memberof Atomic.TerrainPatch.prototype
* @param {Atomic.BoundingBox} box
*/
function setBoundingBox() {};
/**
* Set patch coordinates.
* @memberof Atomic.TerrainPatch.prototype
* @param {Atomic.IntVector2} coordinates
*/
function setCoordinates() {};
/**
* Set vertical offset for occlusion geometry. Should be negative.
* @memberof Atomic.TerrainPatch.prototype
* @param {number} offset
*/
function setOcclusionOffset() {};
/**
* Reset to LOD level 0.
* @memberof Atomic.TerrainPatch.prototype
*/
function resetLod() {};
/**
* Return owner terrain.
* @memberof Atomic.TerrainPatch.prototype
* @returns { Atomic.Terrain}
*/
function getOwner() {};
/**
* Return north neighbor patch.
* @memberof Atomic.TerrainPatch.prototype
* @returns { Atomic.TerrainPatch}
*/
function getNorthPatch() {};
/**
* Return south neighbor patch.
* @memberof Atomic.TerrainPatch.prototype
* @returns { Atomic.TerrainPatch}
*/
function getSouthPatch() {};
/**
* Return west neighbor patch.
* @memberof Atomic.TerrainPatch.prototype
* @returns { Atomic.TerrainPatch}
*/
function getWestPatch() {};
/**
* Return east neighbor patch.
* @memberof Atomic.TerrainPatch.prototype
* @returns { Atomic.TerrainPatch}
*/
function getEastPatch() {};
/**
* Return patch coordinates.
* @memberof Atomic.TerrainPatch.prototype
* @returns { Atomic.IntVector2}
*/
function getCoordinates() {};
/**
* Return current LOD level.
* @memberof Atomic.TerrainPatch.prototype
* @returns { number}
*/
function getLodLevel() {};
/**
* Return vertical offset for occlusion geometry..
* @memberof Atomic.TerrainPatch.prototype
* @returns { number}
*/
function getOcclusionOffset() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.AObject
* @property {Atomic.Graphics} graphics - Return graphics subsystem.
* @property {Atomic.Renderer} renderer - Return renderer subsystem.
* @property {Atomic.Scene} scene - Return scene.
* @property {Atomic.Octree} octree - Return octree.
* @property {Atomic.Camera} camera - Return camera.
* @property {Atomic.RenderSurface} renderTarget - Return the rendertarget. 0 if using the backbuffer.
* @property {boolean} drawDebug - Return whether should draw debug geometry.
*/
function View() {};
/**
* Define with rendertarget and viewport. Return true if successful.
* @memberof Atomic.View.prototype
* @param {Atomic.RenderSurface} renderTarget
* @param {Atomic.Viewport} viewport
* @returns { boolean}
*/
function define() {};
/**
* Render batches.
* @memberof Atomic.View.prototype
*/
function render() {};
/**
* Return graphics subsystem.
* @memberof Atomic.View.prototype
* @returns { Atomic.Graphics}
*/
function getGraphics() {};
/**
* Return renderer subsystem.
* @memberof Atomic.View.prototype
* @returns { Atomic.Renderer}
*/
function getRenderer() {};
/**
* Return scene.
* @memberof Atomic.View.prototype
* @returns { Atomic.Scene}
*/
function getScene() {};
/**
* Return octree.
* @memberof Atomic.View.prototype
* @returns { Atomic.Octree}
*/
function getOctree() {};
/**
* Return camera.
* @memberof Atomic.View.prototype
* @returns { Atomic.Camera}
*/
function getCamera() {};
/**
* Return the rendertarget. 0 if using the backbuffer.
* @memberof Atomic.View.prototype
* @returns { Atomic.RenderSurface}
*/
function getRenderTarget() {};
/**
* Return whether should draw debug geometry.
* @memberof Atomic.View.prototype
* @returns { boolean}
*/
function getDrawDebug() {};
/**
* Set global (per-frame) shader parameters. Called by Batch and internally by View.
* @memberof Atomic.View.prototype
*/
function setGlobalShaderParameters() {};
/**
* Set camera-specific shader parameters. Called by Batch and internally by View.
* @memberof Atomic.View.prototype
* @param {Atomic.Camera} camera
* @param {boolean} setProjectionMatrix
*/
function setCameraShaderParameters() {};
/**
* Set G-buffer offset and inverse size shader parameters. Called by Batch and internally by View.
* @memberof Atomic.View.prototype
* @param {Atomic.IntVector2} texSize
* @param {Atomic.IntRect} viewRect
*/
function setGBufferShaderParameters() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.AObject
* @property {Atomic.Scene} scene - Set scene.
* @property {Atomic.Camera} camera - Set camera.
* @property {Atomic.IntRect} rect - Set rectangle.
* @property {boolean} drawDebug - Set whether to render debug geometry. Default true.
* @property {Atomic.View} view - Return the internal rendering structure. May be null if the viewport has not been rendered yet.
* @property {number} width - Return the viewport width
* @property {number} height - Return the viewport height
* @property {Atomic.RenderPath} renderPath - Return rendering path.
* @param {Atomic.Scene} scene
* @param {Atomic.Camera} camera
* @param {Atomic.RenderPath=} renderPath
*/
function Viewport() {};
/**
* Set scene.
* @memberof Atomic.Viewport.prototype
* @param {Atomic.Scene} scene
*/
function setScene() {};
/**
* Set camera.
* @memberof Atomic.Viewport.prototype
* @param {Atomic.Camera} camera
*/
function setCamera() {};
/**
* Set rectangle.
* @memberof Atomic.Viewport.prototype
* @param {Atomic.IntRect} rect
*/
function setRect() {};
/**
* Set whether to render debug geometry. Default true.
* @memberof Atomic.Viewport.prototype
* @param {boolean} enable
*/
function setDrawDebug() {};
/**
* Return scene.
* @memberof Atomic.Viewport.prototype
* @returns { Atomic.Scene}
*/
function getScene() {};
/**
* Return camera.
* @memberof Atomic.Viewport.prototype
* @returns { Atomic.Camera}
*/
function getCamera() {};
/**
* Return the internal rendering structure. May be null if the viewport has not been rendered yet.
* @memberof Atomic.Viewport.prototype
* @returns { Atomic.View}
*/
function getView() {};
/**
* Return rectangle.
* @memberof Atomic.Viewport.prototype
* @returns { Atomic.IntRect}
*/
function getRect() {};
/**
* Return the viewport width
* @memberof Atomic.Viewport.prototype
* @returns { number}
*/
function getWidth() {};
/**
* Return the viewport height
* @memberof Atomic.Viewport.prototype
* @returns { number}
*/
function getHeight() {};
/**
* Return rendering path.
* @memberof Atomic.Viewport.prototype
* @returns { Atomic.RenderPath}
*/
function getRenderPath() {};
/**
* Return whether to draw debug geometry.
* @memberof Atomic.Viewport.prototype
* @returns { boolean}
*/
function getDrawDebug() {};
/**
*
* @memberof Atomic.Viewport.prototype
* @param {Atomic.Vector3} worldPos
* @returns { Atomic.IntVector2}
*/
function worldToScreenPoint() {};
/**
*
* @memberof Atomic.Viewport.prototype
* @param {number} x
* @param {number} y
* @param {number} depth
* @returns { Atomic.Vector3}
*/
function screenToWorldPoint() {};
/**
* Allocate the view structure. Called by Renderer.
* @memberof Atomic.Viewport.prototype
*/
function allocateView() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Drawable
* @property {Atomic.BoundingBox} boundingBox - Set local-space bounding box. Will be used as an oriented bounding box to test whether objects or the camera are inside.
* @property {Atomic.Color} ambientColor - Set ambient color
* @property {Atomic.Color} fogColor - Set fog color.
* @property {number} fogStart - Set fog start distance.
* @property {number} fogEnd - Set fog end distance.
* @property {number} fogHeight - Set fog height distance relative to the scene node's world position. Effective only in height fog mode.
* @property {number} fogHeightScale - Set fog height scale. Effective only in height fog mode.
* @property {number} priority - Set zone priority. If an object or camera is inside several zones, the one with highest priority is used.
* @property {boolean} heightFog - Set height fog mode.
* @property {boolean} override - Set override mode. If camera is inside an override zone, that zone will be used for all rendered objects instead of their own zone.
* @property {boolean} ambientGradient - Set ambient gradient mode. In gradient mode ambient color is interpolated from neighbor zones.
* @property {Atomic.Texture} zoneTexture - Set zone texture. This will be bound to the zone texture unit when rendering objects inside the zone. Note that the default shaders do not use it.
* @property {Atomic.Color} ambientStartColor - Return ambient start color. Not safe to call from worker threads due to possible octree query.
* @property {Atomic.Color} ambientEndColor - Return ambient end color. Not safe to call from worker threads due to possible octree query.
*/
function Zone() {};
/**
* Visualize the component as debug geometry.
* @memberof Atomic.Zone.prototype
* @param {Atomic.DebugRenderer} debug
* @param {boolean} depthTest
*/
function drawDebugGeometry() {};
/**
* Set local-space bounding box. Will be used as an oriented bounding box to test whether objects or the camera are inside.
* @memberof Atomic.Zone.prototype
* @param {Atomic.BoundingBox} box
*/
function setBoundingBox() {};
/**
* Set ambient color
* @memberof Atomic.Zone.prototype
* @param {Atomic.Color} color
*/
function setAmbientColor() {};
/**
* Set fog color.
* @memberof Atomic.Zone.prototype
* @param {Atomic.Color} color
*/
function setFogColor() {};
/**
* Set fog start distance.
* @memberof Atomic.Zone.prototype
* @param {number} start
*/
function setFogStart() {};
/**
* Set fog end distance.
* @memberof Atomic.Zone.prototype
* @param {number} end
*/
function setFogEnd() {};
/**
* Set fog height distance relative to the scene node's world position. Effective only in height fog mode.
* @memberof Atomic.Zone.prototype
* @param {number} height
*/
function setFogHeight() {};
/**
* Set fog height scale. Effective only in height fog mode.
* @memberof Atomic.Zone.prototype
* @param {number} scale
*/
function setFogHeightScale() {};
/**
* Set zone priority. If an object or camera is inside several zones, the one with highest priority is used.
* @memberof Atomic.Zone.prototype
* @param {number} priority
*/
function setPriority() {};
/**
* Set height fog mode.
* @memberof Atomic.Zone.prototype
* @param {boolean} enable
*/
function setHeightFog() {};
/**
* Set override mode. If camera is inside an override zone, that zone will be used for all rendered objects instead of their own zone.
* @memberof Atomic.Zone.prototype
* @param {boolean} enable
*/
function setOverride() {};
/**
* Set ambient gradient mode. In gradient mode ambient color is interpolated from neighbor zones.
* @memberof Atomic.Zone.prototype
* @param {boolean} enable
*/
function setAmbientGradient() {};
/**
* Set zone texture. This will be bound to the zone texture unit when rendering objects inside the zone. Note that the default shaders do not use it.
* @memberof Atomic.Zone.prototype
* @param {Atomic.Texture} texture
*/
function setZoneTexture() {};
/**
* Return zone's own ambient color, disregarding gradient mode.
* @memberof Atomic.Zone.prototype
* @returns { Atomic.Color}
*/
function getAmbientColor() {};
/**
* Return ambient start color. Not safe to call from worker threads due to possible octree query.
* @memberof Atomic.Zone.prototype
* @returns { Atomic.Color}
*/
function getAmbientStartColor() {};
/**
* Return ambient end color. Not safe to call from worker threads due to possible octree query.
* @memberof Atomic.Zone.prototype
* @returns { Atomic.Color}
*/
function getAmbientEndColor() {};
/**
* Return fog color.
* @memberof Atomic.Zone.prototype
* @returns { Atomic.Color}
*/
function getFogColor() {};
/**
* Return fog start distance.
* @memberof Atomic.Zone.prototype
* @returns { number}
*/
function getFogStart() {};
/**
* Return fog end distance.
* @memberof Atomic.Zone.prototype
* @returns { number}
*/
function getFogEnd() {};
/**
* Return fog height distance relative to the scene node's world position.
* @memberof Atomic.Zone.prototype
* @returns { number}
*/
function getFogHeight() {};
/**
* Return fog height scale.
* @memberof Atomic.Zone.prototype
* @returns { number}
*/
function getFogHeightScale() {};
/**
* Return zone priority.
* @memberof Atomic.Zone.prototype
* @returns { number}
*/
function getPriority() {};
/**
* Return whether height fog mode is enabled.
* @memberof Atomic.Zone.prototype
* @returns { boolean}
*/
function getHeightFog() {};
/**
* Return whether override mode is enabled.
* @memberof Atomic.Zone.prototype
* @returns { boolean}
*/
function getOverride() {};
/**
* Return whether ambient gradient mode is enabled.
* @memberof Atomic.Zone.prototype
* @returns { boolean}
*/
function getAmbientGradient() {};
/**
* Return zone texture.
* @memberof Atomic.Zone.prototype
* @returns { Atomic.Texture}
*/
function getZoneTexture() {};
/**
* Check whether a point is inside.
* @memberof Atomic.Zone.prototype
* @param {Atomic.Vector3} point
* @returns { boolean}
*/
function isInside() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.AObject
* @property {Atomic.Image} windowIcon - Set window icon.
* @property {string} windowTitle - Set window title.
* @property {boolean} sRGB - Set whether the main window uses sRGB conversion on write.
* @property {boolean} flushGPU - Set whether to flush the GPU command buffer to prevent multiple frames being queued and uneven frame timesteps. Not yet implemented on OpenGL.
* @property {string} orientations - Set allowed screen orientations as a space-separated list of "LandscapeLeft", "LandscapeRight", "Portrait" and "PortraitUpsideDown". Affects currently only iOS platform.
* @property {Atomic.Texture} textureForUpdate - Bind texture unit 0 for update. Called by Texture.
* @property {Atomic.TextureFilterMode} defaultTextureFilterMode - Set default texture filtering mode.
* @property {number} textureAnisotropy - Set texture anisotropy.
* @property {Atomic.IntRect} viewport - Set viewport.
* @property {Atomic.BlendMode} blendMode - Set blending mode.
* @property {boolean} colorWrite - Set color write on/off.
* @property {Atomic.CullMode} cullMode - Set hardware culling mode.
* @property {Atomic.CompareMode} depthTest - Set depth compare.
* @property {boolean} depthWrite - Set depth write on/off.
* @property {boolean} drawAntialiased - Set antialiased drawing mode on/off. Default is on if the backbuffer is multisampled. Has no effect when backbuffer is not multisampled.
* @property {Atomic.FillMode} fillMode - Set polygon fill mode.
* @property {boolean} forceSM2 - Set force Shader Model 2 flag. No-op on OpenGL.
* @property {Atomic.IntVector2} windowPosition - Return window position.
* @property {number} width - Return window width.
* @property {number} height - Return window height.
* @property {number} multiSample - Return multisample mode (1 = no multisampling.)
* @property {boolean} fullscreen - Return whether window is fullscreen.
* @property {boolean} borderless - Return whether window is borderless.
* @property {boolean} resizable - Return whether window is resizable.
* @property {boolean} vSync - Return whether vertical sync is on.
* @property {boolean} tripleBuffer - Return whether triple buffering is enabled.
* @property {number} numPrimitives - Return number of primitives drawn this frame.
* @property {number} numBatches - Return number of batches drawn this frame.
* @property {number} dummyColorFormat - Return dummy color texture format for shadow maps. 0 if not needed, may be nonzero on OS X to work around an Intel driver issue.
* @property {number} shadowMapFormat - Return shadow map depth texture format, or 0 if not supported.
* @property {number} hiresShadowMapFormat - Return 24-bit shadow map depth texture format, or 0 if not supported.
* @property {boolean} sM3Support - Return whether Shader Model 3 is supported. Has no meaning on OpenGL, so is assumed to be true.
* @property {boolean} instancingSupport - Return whether hardware instancing is supported.
* @property {boolean} lightPrepassSupport - Return whether light pre-pass rendering is supported.
* @property {boolean} deferredSupport - Return whether deferred rendering is supported.
* @property {boolean} anisotropySupport - Return whether anisotropic texture filtering is supported.
* @property {boolean} hardwareShadowSupport - Return whether shadow map depth compare is done in hardware. Always true on OpenGL.
* @property {boolean} readableDepthSupport - Return whether a readable hardware depth format is available.
* @property {boolean} streamOffsetSupport - Return whether stream offset is supported. Always true on OpenGL.
* @property {boolean} sRGBSupport - Return whether sRGB conversion on texture sampling is supported.
* @property {boolean} sRGBWriteSupport - Return whether sRGB conversion on rendertarget writing is supported.
* @property {Atomic.IntVector2} desktopResolution - Return the desktop resolution.
* @property {Atomic.ShaderVariation} vertexShader - Return vertex shader.
* @property {Atomic.ShaderVariation} pixelShader - Return pixel shader.
* @property {Atomic.RenderSurface} depthStencil - Return depth-stencil surface.
* @property {Atomic.Texture2D} depthTexture - Return readable depth-stencil texture. Not created automatically on OpenGL.
* @property {number} depthConstantBias - Return depth constant bias.
* @property {number} depthSlopeScaledBias - Return depth slope scaled bias.
* @property {boolean} stencilTest - Return whether stencil test is enabled.
* @property {boolean} scissorTest - Return whether scissor test is enabled.
* @property {Atomic.IntRect} scissorRect - Return scissor rectangle coordinates.
* @property {Atomic.CompareMode} stencilTestMode - Return stencil compare mode.
* @property {Atomic.StencilOp} stencilPass - Return stencil operation to do if stencil test passes.
* @property {Atomic.StencilOp} stencilFail - Return stencil operation to do if stencil test fails.
* @property {Atomic.StencilOp} stencilZFail - Return stencil operation to do if depth compare fails.
* @property {number} stencilRef - Return stencil reference value.
* @property {number} stencilCompareMask - Return stencil compare bitmask.
* @property {number} stencilWriteMask - Return stencil write bitmask.
* @property {boolean} useClipPlane - Return whether a custom clipping plane is in use.
* @property {Atomic.IntVector2} renderTargetDimensions - Return rendertarget width and height.
* @property {number} alphaFormat - Return the API-specific alpha texture format.
* @property {number} luminanceFormat - Return the API-specific luminance texture format.
* @property {number} luminanceAlphaFormat - Return the API-specific luminance alpha texture format.
* @property {number} rGBFormat - Return the API-specific RGB texture format.
* @property {number} rGBAFormat - Return the API-specific RGBA texture format.
* @property {number} rGBA16Format - Return the API-specific RGBA 16-bit texture format.
* @property {number} rGBAFloat16Format - Return the API-specific RGBA 16-bit float texture format.
* @property {number} rGBAFloat32Format - Return the API-specific RGBA 32-bit float texture format.
* @property {number} rG16Format - Return the API-specific RG 16-bit texture format.
* @property {number} rGFloat16Format - Return the API-specific RG 16-bit float texture format.
* @property {number} rGFloat32Format - Return the API-specific RG 32-bit float texture format.
* @property {number} float16Format - Return the API-specific single channel 16-bit float texture format.
* @property {number} float32Format - Return the API-specific single channel 32-bit float texture format.
* @property {number} linearDepthFormat - Return the API-specific linear depth texture format.
* @property {number} depthStencilFormat - Return the API-specific hardware depth-stencil texture format.
* @property {number} readableDepthFormat - Return the API-specific readable hardware depth format, or 0 if not supported.
*/
function Graphics() {};
/**
* Set window icon.
* @memberof Atomic.Graphics.prototype
* @param {Atomic.Image} windowIcon
*/
function setWindowIcon() {};
/**
* Set window title.
* @memberof Atomic.Graphics.prototype
* @param {string} windowTitle
*/
function setWindowTitle() {};
/**
* Set window size.
* @memberof Atomic.Graphics.prototype
* @param {number} width
* @param {number} height
*/
function setWindowSize() {};
/**
* Center window.
* @memberof Atomic.Graphics.prototype
*/
function centerWindow() {};
/**
* Bring the window to front with focus
* @memberof Atomic.Graphics.prototype
*/
function raiseWindow() {};
/**
* Set whether the main window uses sRGB conversion on write.
* @memberof Atomic.Graphics.prototype
* @param {boolean} enable
*/
function setSRGB() {};
/**
* Set whether to flush the GPU command buffer to prevent multiple frames being queued and uneven frame timesteps. Not yet implemented on OpenGL.
* @memberof Atomic.Graphics.prototype
* @param {boolean} enable
*/
function setFlushGPU() {};
/**
* Set allowed screen orientations as a space-separated list of "LandscapeLeft", "LandscapeRight", "Portrait" and "PortraitUpsideDown". Affects currently only iOS platform.
* @memberof Atomic.Graphics.prototype
* @param {string} orientations
*/
function setOrientations() {};
/**
* Toggle between full screen and windowed mode. Return true if successful.
* @memberof Atomic.Graphics.prototype
* @returns { boolean}
*/
function toggleFullscreen() {};
/**
* Close the window.
* @memberof Atomic.Graphics.prototype
*/
function close() {};
/**
* Take a screenshot. Return true if successful.
* @memberof Atomic.Graphics.prototype
* @param {Atomic.Image} destImage
* @returns { boolean}
*/
function takeScreenShot() {};
/**
* Begin frame rendering. Return true if device available and can render.
* @memberof Atomic.Graphics.prototype
* @returns { boolean}
*/
function beginFrame() {};
/**
* End frame rendering and swap buffers.
* @memberof Atomic.Graphics.prototype
*/
function endFrame() {};
/**
* Clear any or all of rendertarget, depth buffer and stencil buffer.
* @memberof Atomic.Graphics.prototype
* @param {number} flags
* @param {Atomic.Color=} color
* @param {number=} depth
* @param {number=} stencil
*/
function clear() {};
/**
* Resolve multisampled backbuffer to a texture rendertarget. The texture's size should match the viewport size.
* @memberof Atomic.Graphics.prototype
* @param {Atomic.Texture2D} destination
* @param {Atomic.IntRect} viewport
* @returns { boolean}
*/
function resolveToTexture() {};
/**
* Draw indexed, instanced geometry.
* @memberof Atomic.Graphics.prototype
* @param {Atomic.PrimitiveType} type
* @param {number} indexStart
* @param {number} indexCount
* @param {number} minVertex
* @param {number} vertexCount
* @param {number} instanceCount
*/
function drawInstanced() {};
/**
* Set shaders.
* @memberof Atomic.Graphics.prototype
* @param {Atomic.ShaderVariation} vs
* @param {Atomic.ShaderVariation} ps
*/
function setShaders() {};
/**
* Check whether a shader parameter exists on the currently set shaders.
* @memberof Atomic.Graphics.prototype
* @param {string} param
* @returns { boolean}
*/
function hasShaderParameter() {};
/**
* Check whether the current pixel shader uses a texture unit.
* @memberof Atomic.Graphics.prototype
* @param {Atomic.TextureUnit} unit
* @returns { boolean}
*/
function hasTextureUnit() {};
/**
* Clear remembered shader parameter source group.
* @memberof Atomic.Graphics.prototype
* @param {Atomic.ShaderParameterGroup} group
*/
function clearParameterSource() {};
/**
* Clear remembered shader parameter sources.
* @memberof Atomic.Graphics.prototype
*/
function clearParameterSources() {};
/**
* Clear remembered transform shader parameter sources.
* @memberof Atomic.Graphics.prototype
*/
function clearTransformSources() {};
/**
* Clean up unused shader programs.
* @memberof Atomic.Graphics.prototype
*/
function cleanupShaderPrograms() {};
/**
* Set texture.
* @memberof Atomic.Graphics.prototype
* @param {number} index
* @param {Atomic.Texture} texture
*/
function setTexture() {};
/**
* Bind texture unit 0 for update. Called by Texture.
* @memberof Atomic.Graphics.prototype
* @param {Atomic.Texture} texture
*/
function setTextureForUpdate() {};
/**
* Set default texture filtering mode.
* @memberof Atomic.Graphics.prototype
* @param {Atomic.TextureFilterMode} mode
*/
function setDefaultTextureFilterMode() {};
/**
* Set texture anisotropy.
* @memberof Atomic.Graphics.prototype
* @param {number} level
*/
function setTextureAnisotropy() {};
/**
* Dirty texture parameters of all textures (when global settings change.)
* @memberof Atomic.Graphics.prototype
*/
function setTextureParametersDirty() {};
/**
* Reset all rendertargets, depth-stencil surface and viewport.
* @memberof Atomic.Graphics.prototype
*/
function resetRenderTargets() {};
/**
* Reset specific rendertarget.
* @memberof Atomic.Graphics.prototype
* @param {number} index
*/
function resetRenderTarget() {};
/**
* Reset depth-stencil surface.
* @memberof Atomic.Graphics.prototype
*/
function resetDepthStencil() {};
/**
* Set viewport.
* @memberof Atomic.Graphics.prototype
* @param {Atomic.IntRect} rect
*/
function setViewport() {};
/**
* Set blending mode.
* @memberof Atomic.Graphics.prototype
* @param {Atomic.BlendMode} mode
*/
function setBlendMode() {};
/**
* Set color write on/off.
* @memberof Atomic.Graphics.prototype
* @param {boolean} enable
*/
function setColorWrite() {};
/**
* Set hardware culling mode.
* @memberof Atomic.Graphics.prototype
* @param {Atomic.CullMode} mode
*/
function setCullMode() {};
/**
* Set depth bias.
* @memberof Atomic.Graphics.prototype
* @param {number} constantBias
* @param {number} slopeScaledBias
*/
function setDepthBias() {};
/**
* Set depth compare.
* @memberof Atomic.Graphics.prototype
* @param {Atomic.CompareMode} mode
*/
function setDepthTest() {};
/**
* Set depth write on/off.
* @memberof Atomic.Graphics.prototype
* @param {boolean} enable
*/
function setDepthWrite() {};
/**
* Set antialiased drawing mode on/off. Default is on if the backbuffer is multisampled. Has no effect when backbuffer is not multisampled.
* @memberof Atomic.Graphics.prototype
* @param {boolean} enable
*/
function setDrawAntialiased() {};
/**
* Set polygon fill mode.
* @memberof Atomic.Graphics.prototype
* @param {Atomic.FillMode} mode
*/
function setFillMode() {};
/**
* Set stencil test.
* @memberof Atomic.Graphics.prototype
* @param {boolean} enable
* @param {Atomic.CompareMode=} mode
* @param {Atomic.StencilOp=} pass
* @param {Atomic.StencilOp=} fail
* @param {Atomic.StencilOp=} zFail
* @param {number=} stencilRef
* @param {number=} compareMask
* @param {number=} writeMask
*/
function setStencilTest() {};
/**
* Set vertex buffer stream frequency. No-op on OpenGL.
* @memberof Atomic.Graphics.prototype
* @param {number} index
* @param {number} frequency
*/
function setStreamFrequency() {};
/**
* Reset stream frequencies. No-op on OpenGL.
* @memberof Atomic.Graphics.prototype
*/
function resetStreamFrequencies() {};
/**
* Set force Shader Model 2 flag. No-op on OpenGL.
* @memberof Atomic.Graphics.prototype
* @param {boolean} enable
*/
function setForceSM2() {};
/**
* Begin dumping shader variation names to an XML file for precaching.
* @memberof Atomic.Graphics.prototype
* @param {string} fileName
*/
function beginDumpShaders() {};
/**
* End dumping shader variations names.
* @memberof Atomic.Graphics.prototype
*/
function endDumpShaders() {};
/**
* Return whether rendering initialized.
* @memberof Atomic.Graphics.prototype
* @returns { boolean}
*/
function isInitialized() {};
/**
* Return window title.
* @memberof Atomic.Graphics.prototype
* @returns { string}
*/
function getWindowTitle() {};
/**
* Return window position.
* @memberof Atomic.Graphics.prototype
* @returns { Atomic.IntVector2}
*/
function getWindowPosition() {};
/**
* Return window width.
* @memberof Atomic.Graphics.prototype
* @returns { number}
*/
function getWidth() {};
/**
* Return window height.
* @memberof Atomic.Graphics.prototype
* @returns { number}
*/
function getHeight() {};
/**
* Return multisample mode (1 = no multisampling.)
* @memberof Atomic.Graphics.prototype
* @returns { number}
*/
function getMultiSample() {};
/**
* Return whether window is fullscreen.
* @memberof Atomic.Graphics.prototype
* @returns { boolean}
*/
function getFullscreen() {};
/**
* Return whether window is borderless.
* @memberof Atomic.Graphics.prototype
* @returns { boolean}
*/
function getBorderless() {};
/**
* Return whether window is resizable.
* @memberof Atomic.Graphics.prototype
* @returns { boolean}
*/
function getResizable() {};
/**
* Return whether vertical sync is on.
* @memberof Atomic.Graphics.prototype
* @returns { boolean}
*/
function getVSync() {};
/**
* Return whether triple buffering is enabled.
* @memberof Atomic.Graphics.prototype
* @returns { boolean}
*/
function getTripleBuffer() {};
/**
* Return whether the main window is using sRGB conversion on write.
* @memberof Atomic.Graphics.prototype
* @returns { boolean}
*/
function getSRGB() {};
/**
* Return whether the GPU command buffer is flushed each frame. Not yet implemented on OpenGL.
* @memberof Atomic.Graphics.prototype
* @returns { boolean}
*/
function getFlushGPU() {};
/**
* Return allowed screen orientations.
* @memberof Atomic.Graphics.prototype
* @returns { string}
*/
function getOrientations() {};
/**
* Return whether device is lost, and can not yet render.
* @memberof Atomic.Graphics.prototype
* @returns { boolean}
*/
function isDeviceLost() {};
/**
* Return number of primitives drawn this frame.
* @memberof Atomic.Graphics.prototype
* @returns { number}
*/
function getNumPrimitives() {};
/**
* Return number of batches drawn this frame.
* @memberof Atomic.Graphics.prototype
* @returns { number}
*/
function getNumBatches() {};
/**
* Return dummy color texture format for shadow maps. 0 if not needed, may be nonzero on OS X to work around an Intel driver issue.
* @memberof Atomic.Graphics.prototype
* @returns { number}
*/
function getDummyColorFormat() {};
/**
* Return shadow map depth texture format, or 0 if not supported.
* @memberof Atomic.Graphics.prototype
* @returns { number}
*/
function getShadowMapFormat() {};
/**
* Return 24-bit shadow map depth texture format, or 0 if not supported.
* @memberof Atomic.Graphics.prototype
* @returns { number}
*/
function getHiresShadowMapFormat() {};
/**
* Return whether Shader Model 3 is supported. Has no meaning on OpenGL, so is assumed to be true.
* @memberof Atomic.Graphics.prototype
* @returns { boolean}
*/
function getSM3Support() {};
/**
* Return whether hardware instancing is supported.
* @memberof Atomic.Graphics.prototype
* @returns { boolean}
*/
function getInstancingSupport() {};
/**
* Return whether light pre-pass rendering is supported.
* @memberof Atomic.Graphics.prototype
* @returns { boolean}
*/
function getLightPrepassSupport() {};
/**
* Return whether deferred rendering is supported.
* @memberof Atomic.Graphics.prototype
* @returns { boolean}
*/
function getDeferredSupport() {};
/**
* Return whether anisotropic texture filtering is supported.
* @memberof Atomic.Graphics.prototype
* @returns { boolean}
*/
function getAnisotropySupport() {};
/**
* Return whether shadow map depth compare is done in hardware. Always true on OpenGL.
* @memberof Atomic.Graphics.prototype
* @returns { boolean}
*/
function getHardwareShadowSupport() {};
/**
* Return whether a readable hardware depth format is available.
* @memberof Atomic.Graphics.prototype
* @returns { boolean}
*/
function getReadableDepthSupport() {};
/**
* Return whether stream offset is supported. Always true on OpenGL.
* @memberof Atomic.Graphics.prototype
* @returns { boolean}
*/
function getStreamOffsetSupport() {};
/**
* Return whether sRGB conversion on texture sampling is supported.
* @memberof Atomic.Graphics.prototype
* @returns { boolean}
*/
function getSRGBSupport() {};
/**
* Return whether sRGB conversion on rendertarget writing is supported.
* @memberof Atomic.Graphics.prototype
* @returns { boolean}
*/
function getSRGBWriteSupport() {};
/**
* Return the desktop resolution.
* @memberof Atomic.Graphics.prototype
* @returns { Atomic.IntVector2}
*/
function getDesktopResolution() {};
/**
* Return a shader variation by name and defines.
* @memberof Atomic.Graphics.prototype
* @param {Atomic.ShaderType} type
* @param {string} name
* @param {string=} defines
* @returns { Atomic.ShaderVariation}
*/
function getShader() {};
/**
* Return vertex shader.
* @memberof Atomic.Graphics.prototype
* @returns { Atomic.ShaderVariation}
*/
function getVertexShader() {};
/**
* Return pixel shader.
* @memberof Atomic.Graphics.prototype
* @returns { Atomic.ShaderVariation}
*/
function getPixelShader() {};
/**
* Return texture unit index by name.
* @memberof Atomic.Graphics.prototype
* @param {string} name
* @returns { Atomic.TextureUnit}
*/
function getTextureUnit() {};
/**
* Return texture unit name by index.
* @memberof Atomic.Graphics.prototype
* @param {Atomic.TextureUnit} unit
* @returns { string}
*/
function getTextureUnitName() {};
/**
* Return texture by texture unit index.
* @memberof Atomic.Graphics.prototype
* @param {number} index
* @returns { Atomic.Texture}
*/
function getTexture() {};
/**
* Return default texture filtering mode.
* @memberof Atomic.Graphics.prototype
* @returns { Atomic.TextureFilterMode}
*/
function getDefaultTextureFilterMode() {};
/**
* Return rendertarget by index.
* @memberof Atomic.Graphics.prototype
* @param {number} index
* @returns { Atomic.RenderSurface}
*/
function getRenderTarget() {};
/**
* Return depth-stencil surface.
* @memberof Atomic.Graphics.prototype
* @returns { Atomic.RenderSurface}
*/
function getDepthStencil() {};
/**
* Return readable depth-stencil texture. Not created automatically on OpenGL.
* @memberof Atomic.Graphics.prototype
* @returns { Atomic.Texture2D}
*/
function getDepthTexture() {};
/**
* Return the viewport coordinates.
* @memberof Atomic.Graphics.prototype
* @returns { Atomic.IntRect}
*/
function getViewport() {};
/**
* Return texture anisotropy.
* @memberof Atomic.Graphics.prototype
* @returns { number}
*/
function getTextureAnisotropy() {};
/**
* Return blending mode.
* @memberof Atomic.Graphics.prototype
* @returns { Atomic.BlendMode}
*/
function getBlendMode() {};
/**
* Return whether color write is enabled.
* @memberof Atomic.Graphics.prototype
* @returns { boolean}
*/
function getColorWrite() {};
/**
* Return hardware culling mode.
* @memberof Atomic.Graphics.prototype
* @returns { Atomic.CullMode}
*/
function getCullMode() {};
/**
* Return depth constant bias.
* @memberof Atomic.Graphics.prototype
* @returns { number}
*/
function getDepthConstantBias() {};
/**
* Return depth slope scaled bias.
* @memberof Atomic.Graphics.prototype
* @returns { number}
*/
function getDepthSlopeScaledBias() {};
/**
* Return depth compare mode.
* @memberof Atomic.Graphics.prototype
* @returns { Atomic.CompareMode}
*/
function getDepthTest() {};
/**
* Return whether depth write is enabled.
* @memberof Atomic.Graphics.prototype
* @returns { boolean}
*/
function getDepthWrite() {};
/**
* Return whether antialiased drawing mode is enabled.
* @memberof Atomic.Graphics.prototype
* @returns { boolean}
*/
function getDrawAntialiased() {};
/**
* Return polygon fill mode.
* @memberof Atomic.Graphics.prototype
* @returns { Atomic.FillMode}
*/
function getFillMode() {};
/**
* Return whether stencil test is enabled.
* @memberof Atomic.Graphics.prototype
* @returns { boolean}
*/
function getStencilTest() {};
/**
* Return whether scissor test is enabled.
* @memberof Atomic.Graphics.prototype
* @returns { boolean}
*/
function getScissorTest() {};
/**
* Return scissor rectangle coordinates.
* @memberof Atomic.Graphics.prototype
* @returns { Atomic.IntRect}
*/
function getScissorRect() {};
/**
* Return stencil compare mode.
* @memberof Atomic.Graphics.prototype
* @returns { Atomic.CompareMode}
*/
function getStencilTestMode() {};
/**
* Return stencil operation to do if stencil test passes.
* @memberof Atomic.Graphics.prototype
* @returns { Atomic.StencilOp}
*/
function getStencilPass() {};
/**
* Return stencil operation to do if stencil test fails.
* @memberof Atomic.Graphics.prototype
* @returns { Atomic.StencilOp}
*/
function getStencilFail() {};
/**
* Return stencil operation to do if depth compare fails.
* @memberof Atomic.Graphics.prototype
* @returns { Atomic.StencilOp}
*/
function getStencilZFail() {};
/**
* Return stencil reference value.
* @memberof Atomic.Graphics.prototype
* @returns { number}
*/
function getStencilRef() {};
/**
* Return stencil compare bitmask.
* @memberof Atomic.Graphics.prototype
* @returns { number}
*/
function getStencilCompareMask() {};
/**
* Return stencil write bitmask.
* @memberof Atomic.Graphics.prototype
* @returns { number}
*/
function getStencilWriteMask() {};
/**
* Return whether a custom clipping plane is in use.
* @memberof Atomic.Graphics.prototype
* @returns { boolean}
*/
function getUseClipPlane() {};
/**
* Return stream frequency by vertex buffer index. Always returns 0 on OpenGL.
* @memberof Atomic.Graphics.prototype
* @param {number} index
* @returns { number}
*/
function getStreamFrequency() {};
/**
* Return rendertarget width and height.
* @memberof Atomic.Graphics.prototype
* @returns { Atomic.IntVector2}
*/
function getRenderTargetDimensions() {};
/**
* Return force Shader Model 2 flag. Always false on OpenGL.
* @memberof Atomic.Graphics.prototype
* @returns { boolean}
*/
function getForceSM2() {};
/**
* Window was resized through user interaction. Called by Input subsystem.
* @memberof Atomic.Graphics.prototype
*/
function windowResized() {};
/**
* Window was moved through user interaction. Called by Input subsystem.
* @memberof Atomic.Graphics.prototype
*/
function windowMoved() {};
/**
* Clean up too large scratch buffers.
* @memberof Atomic.Graphics.prototype
*/
function cleanupScratchBuffers() {};
/**
* Release/clear GPU objects and optionally close the window.
* @memberof Atomic.Graphics.prototype
* @param {boolean} clearGPUObjects
* @param {boolean} closeWindow
*/
function release() {};
/**
* Restore GPU objects and reinitialize state. Requires an open window.
* @memberof Atomic.Graphics.prototype
*/
function restore() {};
/**
* Maximize the Window.
* @memberof Atomic.Graphics.prototype
*/
function maximize() {};
/**
* Minimize the Window.
* @memberof Atomic.Graphics.prototype
*/
function minimize() {};
/**
* Clean up a render surface from all FBOs.
* @memberof Atomic.Graphics.prototype
* @param {Atomic.RenderSurface} surface
*/
function cleanupRenderSurface() {};
/**
* Mark the FBO needing an update.
* @memberof Atomic.Graphics.prototype
*/
function markFBODirty() {};
/**
* Return the API-specific alpha texture format.
* @memberof Atomic.Graphics.prototype
* @returns { number}
*/
function getAlphaFormat() {};
/**
* Return the API-specific luminance texture format.
* @memberof Atomic.Graphics.prototype
* @returns { number}
*/
function getLuminanceFormat() {};
/**
* Return the API-specific luminance alpha texture format.
* @memberof Atomic.Graphics.prototype
* @returns { number}
*/
function getLuminanceAlphaFormat() {};
/**
* Return the API-specific RGB texture format.
* @memberof Atomic.Graphics.prototype
* @returns { number}
*/
function getRGBFormat() {};
/**
* Return the API-specific RGBA texture format.
* @memberof Atomic.Graphics.prototype
* @returns { number}
*/
function getRGBAFormat() {};
/**
* Return the API-specific RGBA 16-bit texture format.
* @memberof Atomic.Graphics.prototype
* @returns { number}
*/
function getRGBA16Format() {};
/**
* Return the API-specific RGBA 16-bit float texture format.
* @memberof Atomic.Graphics.prototype
* @returns { number}
*/
function getRGBAFloat16Format() {};
/**
* Return the API-specific RGBA 32-bit float texture format.
* @memberof Atomic.Graphics.prototype
* @returns { number}
*/
function getRGBAFloat32Format() {};
/**
* Return the API-specific RG 16-bit texture format.
* @memberof Atomic.Graphics.prototype
* @returns { number}
*/
function getRG16Format() {};
/**
* Return the API-specific RG 16-bit float texture format.
* @memberof Atomic.Graphics.prototype
* @returns { number}
*/
function getRGFloat16Format() {};
/**
* Return the API-specific RG 32-bit float texture format.
* @memberof Atomic.Graphics.prototype
* @returns { number}
*/
function getRGFloat32Format() {};
/**
* Return the API-specific single channel 16-bit float texture format.
* @memberof Atomic.Graphics.prototype
* @returns { number}
*/
function getFloat16Format() {};
/**
* Return the API-specific single channel 32-bit float texture format.
* @memberof Atomic.Graphics.prototype
* @returns { number}
*/
function getFloat32Format() {};
/**
* Return the API-specific linear depth texture format.
* @memberof Atomic.Graphics.prototype
* @returns { number}
*/
function getLinearDepthFormat() {};
/**
* Return the API-specific hardware depth-stencil texture format.
* @memberof Atomic.Graphics.prototype
* @returns { number}
*/
function getDepthStencilFormat() {};
/**
* Return the API-specific readable hardware depth format, or 0 if not supported.
* @memberof Atomic.Graphics.prototype
* @returns { number}
*/
function getReadableDepthFormat() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.RefCounted
* @property {number} numViewports - Set number of viewports.
* @property {Atomic.RenderSurfaceUpdateMode} updateMode - Set viewport update mode. Default is to update when visible.
* @property {Atomic.RenderSurface} linkedRenderTarget - Set linked color rendertarget.
* @property {Atomic.RenderSurface} linkedDepthStencil - Set linked depth-stencil surface.
* @property {Atomic.Texture} parentTexture - Return parent texture.
* @property {number} renderBuffer - Return renderbuffer if created.
* @property {number} width - Return width.
* @property {number} height - Return height.
* @property {Atomic.TextureUsage} usage - Return usage.
* @property {number} target - Set surface's OpenGL target.
* @param {Atomic.Texture} parentTexture
*/
function RenderSurface() {};
/**
* Set number of viewports.
* @memberof Atomic.RenderSurface.prototype
* @param {number} num
*/
function setNumViewports() {};
/**
* Set viewport.
* @memberof Atomic.RenderSurface.prototype
* @param {number} index
* @param {Atomic.Viewport} viewport
*/
function setViewport() {};
/**
* Set viewport update mode. Default is to update when visible.
* @memberof Atomic.RenderSurface.prototype
* @param {Atomic.RenderSurfaceUpdateMode} mode
*/
function setUpdateMode() {};
/**
* Set linked color rendertarget.
* @memberof Atomic.RenderSurface.prototype
* @param {Atomic.RenderSurface} renderTarget
*/
function setLinkedRenderTarget() {};
/**
* Set linked depth-stencil surface.
* @memberof Atomic.RenderSurface.prototype
* @param {Atomic.RenderSurface} depthStencil
*/
function setLinkedDepthStencil() {};
/**
* Queue manual update of the viewport(s).
* @memberof Atomic.RenderSurface.prototype
*/
function queueUpdate() {};
/**
* Create a renderbuffer. Return true if successful.
* @memberof Atomic.RenderSurface.prototype
* @param {number} width
* @param {number} height
* @param {number} format
* @returns { boolean}
*/
function createRenderBuffer() {};
/**
* Handle device loss.
* @memberof Atomic.RenderSurface.prototype
*/
function onDeviceLost() {};
/**
* Release renderbuffer if any.
* @memberof Atomic.RenderSurface.prototype
*/
function release() {};
/**
* Return parent texture.
* @memberof Atomic.RenderSurface.prototype
* @returns { Atomic.Texture}
*/
function getParentTexture() {};
/**
* Return renderbuffer if created.
* @memberof Atomic.RenderSurface.prototype
* @returns { number}
*/
function getRenderBuffer() {};
/**
* Return width.
* @memberof Atomic.RenderSurface.prototype
* @returns { number}
*/
function getWidth() {};
/**
* Return height.
* @memberof Atomic.RenderSurface.prototype
* @returns { number}
*/
function getHeight() {};
/**
* Return usage.
* @memberof Atomic.RenderSurface.prototype
* @returns { Atomic.TextureUsage}
*/
function getUsage() {};
/**
* Return number of viewports.
* @memberof Atomic.RenderSurface.prototype
* @returns { number}
*/
function getNumViewports() {};
/**
* Return viewport by index.
* @memberof Atomic.RenderSurface.prototype
* @param {number} index
* @returns { Atomic.Viewport}
*/
function getViewport() {};
/**
* Return viewport update mode.
* @memberof Atomic.RenderSurface.prototype
* @returns { Atomic.RenderSurfaceUpdateMode}
*/
function getUpdateMode() {};
/**
* Return linked color buffer.
* @memberof Atomic.RenderSurface.prototype
* @returns { Atomic.RenderSurface}
*/
function getLinkedRenderTarget() {};
/**
* Return linked depth buffer.
* @memberof Atomic.RenderSurface.prototype
* @returns { Atomic.RenderSurface}
*/
function getLinkedDepthStencil() {};
/**
* Set surface's OpenGL target.
* @memberof Atomic.RenderSurface.prototype
* @param {number} target
*/
function setTarget() {};
/**
* Return surface's OpenGL target.
* @memberof Atomic.RenderSurface.prototype
* @returns { number}
*/
function getTarget() {};
/**
* Clear update flag. Called by Renderer.
* @memberof Atomic.RenderSurface.prototype
*/
function wasUpdated() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.RefCounted
* @property {string} name - Set name.
* @property {string} defines - Set defines.
* @property {Atomic.Shader} owner - Return the owner resource.
* @property {Atomic.ShaderType} shaderType - Return shader type.
* @property {string} fullName - Return full shader name.
* @property {string} compilerOutput - Return compile error/warning string.
* @param {Atomic.Shader} owner
* @param {Atomic.ShaderType} type
*/
function ShaderVariation() {};
/**
* Mark the GPU resource destroyed on context destruction.
* @memberof Atomic.ShaderVariation.prototype
*/
function onDeviceLost() {};
/**
* Release the shader.
* @memberof Atomic.ShaderVariation.prototype
*/
function release() {};
/**
* Compile the shader. Return true if successful.
* @memberof Atomic.ShaderVariation.prototype
* @returns { boolean}
*/
function create() {};
/**
* Set name.
* @memberof Atomic.ShaderVariation.prototype
* @param {string} name
*/
function setName() {};
/**
* Set defines.
* @memberof Atomic.ShaderVariation.prototype
* @param {string} defines
*/
function setDefines() {};
/**
* Return the owner resource.
* @memberof Atomic.ShaderVariation.prototype
* @returns { Atomic.Shader}
*/
function getOwner() {};
/**
* Return shader type.
* @memberof Atomic.ShaderVariation.prototype
* @returns { Atomic.ShaderType}
*/
function getShaderType() {};
/**
* Return name.
* @memberof Atomic.ShaderVariation.prototype
* @returns { string}
*/
function getName() {};
/**
* Return defines.
* @memberof Atomic.ShaderVariation.prototype
* @returns { string}
*/
function getDefines() {};
/**
* Return full shader name.
* @memberof Atomic.ShaderVariation.prototype
* @returns { string}
*/
function getFullName() {};
/**
* Return compile error/warning string.
* @memberof Atomic.ShaderVariation.prototype
* @returns { string}
*/
function getCompilerOutput() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Resource
* @property {number} numLevels - Set number of requested mip levels. Needs to be called before setting size.
* @property {Atomic.TextureFilterMode} filterMode - Set filtering mode.
* @property {boolean} shadowCompare - Set shadow compare mode, OpenGL only.
* @property {Atomic.Color} borderColor - Set border color for border addressing mode.
* @property {boolean} sRGB - Set sRGB sampling and writing mode.
* @property {Atomic.Texture} backupTexture - Set backup texture to use when rendering to this texture.
* @property {number} target - Return texture's OpenGL target.
* @property {number} format - Return texture format.
* @property {number} levels - Return number of mip levels.
* @property {number} width - Return width.
* @property {number} height - Return height.
* @property {number} depth - Return height.
* @property {boolean} parametersDirty - Return whether parameters are dirty.
* @property {Atomic.TextureUsage} usage - Return texture usage type.
* @property {Atomic.XMLFile} parameters - Set additional parameters from an XML file.
*/
function Texture() {};
/**
* Set number of requested mip levels. Needs to be called before setting size.
* @memberof Atomic.Texture.prototype
* @param {number} levels
*/
function setNumLevels() {};
/**
* Set filtering mode.
* @memberof Atomic.Texture.prototype
* @param {Atomic.TextureFilterMode} filter
*/
function setFilterMode() {};
/**
* Set addressing mode by texture coordinate.
* @memberof Atomic.Texture.prototype
* @param {Atomic.TextureCoordinate} coord
* @param {Atomic.TextureAddressMode} address
*/
function setAddressMode() {};
/**
* Set shadow compare mode, OpenGL only.
* @memberof Atomic.Texture.prototype
* @param {boolean} enable
*/
function setShadowCompare() {};
/**
* Set border color for border addressing mode.
* @memberof Atomic.Texture.prototype
* @param {Atomic.Color} color
*/
function setBorderColor() {};
/**
* Set sRGB sampling and writing mode.
* @memberof Atomic.Texture.prototype
* @param {boolean} enable
*/
function setSRGB() {};
/**
* Set backup texture to use when rendering to this texture.
* @memberof Atomic.Texture.prototype
* @param {Atomic.Texture} texture
*/
function setBackupTexture() {};
/**
* Set mip levels to skip on a quality setting when loading. Ensures higher quality levels do not skip more.
* @memberof Atomic.Texture.prototype
* @param {number} quality
* @param {number} mips
*/
function setMipsToSkip() {};
/**
* Dirty the parameters.
* @memberof Atomic.Texture.prototype
*/
function setParametersDirty() {};
/**
* Update changed parameters to OpenGL. Called by Graphics when binding the texture.
* @memberof Atomic.Texture.prototype
*/
function updateParameters() {};
/**
* Return texture's OpenGL target.
* @memberof Atomic.Texture.prototype
* @returns { number}
*/
function getTarget() {};
/**
* Return texture format.
* @memberof Atomic.Texture.prototype
* @returns { number}
*/
function getFormat() {};
/**
* Return whether the texture format is compressed.
* @memberof Atomic.Texture.prototype
* @returns { boolean}
*/
function isCompressed() {};
/**
* Return number of mip levels.
* @memberof Atomic.Texture.prototype
* @returns { number}
*/
function getLevels() {};
/**
* Return width.
* @memberof Atomic.Texture.prototype
* @returns { number}
*/
function getWidth() {};
/**
* Return height.
* @memberof Atomic.Texture.prototype
* @returns { number}
*/
function getHeight() {};
/**
* Return height.
* @memberof Atomic.Texture.prototype
* @returns { number}
*/
function getDepth() {};
/**
* Return whether parameters are dirty.
* @memberof Atomic.Texture.prototype
* @returns { boolean}
*/
function getParametersDirty() {};
/**
* Return filtering mode.
* @memberof Atomic.Texture.prototype
* @returns { Atomic.TextureFilterMode}
*/
function getFilterMode() {};
/**
* Return addressing mode by texture coordinate.
* @memberof Atomic.Texture.prototype
* @param {Atomic.TextureCoordinate} coord
* @returns { Atomic.TextureAddressMode}
*/
function getAddressMode() {};
/**
* Return whether shadow compare is enabled, OpenGL only.
* @memberof Atomic.Texture.prototype
* @returns { boolean}
*/
function getShadowCompare() {};
/**
* Return border color.
* @memberof Atomic.Texture.prototype
* @returns { Atomic.Color}
*/
function getBorderColor() {};
/**
* Return whether is using sRGB sampling and writing.
* @memberof Atomic.Texture.prototype
* @returns { boolean}
*/
function getSRGB() {};
/**
* Return backup texture.
* @memberof Atomic.Texture.prototype
* @returns { Atomic.Texture}
*/
function getBackupTexture() {};
/**
* Return mip levels to skip on a quality setting when loading.
* @memberof Atomic.Texture.prototype
* @param {number} quality
* @returns { number}
*/
function getMipsToSkip() {};
/**
* Return mip level width, or 0 if level does not exist.
* @memberof Atomic.Texture.prototype
* @param {number} level
* @returns { number}
*/
function getLevelWidth() {};
/**
* Return mip level width, or 0 if level does not exist.
* @memberof Atomic.Texture.prototype
* @param {number} level
* @returns { number}
*/
function getLevelHeight() {};
/**
* Return mip level depth, or 0 if level does not exist.
* @memberof Atomic.Texture.prototype
* @param {number} level
* @returns { number}
*/
function getLevelDepth() {};
/**
* Return texture usage type.
* @memberof Atomic.Texture.prototype
* @returns { Atomic.TextureUsage}
*/
function getUsage() {};
/**
* Return data size in bytes for a pixel or block row.
* @memberof Atomic.Texture.prototype
* @param {number} width
* @returns { number}
*/
function getRowDataSize() {};
/**
* Return the non-internal texture format corresponding to an OpenGL internal format.
* @memberof Atomic.Texture.prototype
* @param {number} format
* @returns { number}
*/
function getExternalFormat() {};
/**
* Return the data type corresponding to an OpenGL internal format.
* @memberof Atomic.Texture.prototype
* @param {number} format
* @returns { number}
*/
function getDataType() {};
/**
* Set additional parameters from an XML file.
* @memberof Atomic.Texture.prototype
* @param {Atomic.XMLFile} xml
*/
function setParameters() {};
/**
* Return the corresponding SRGB texture format if supported. If not supported, return format unchanged.
* @memberof Atomic.Texture.prototype
* @param {number} format
* @returns { number}
*/
function getSRGBFormat() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Texture
* @property {Atomic.RenderSurface} renderSurface - Return render surface.
*/
function Texture2D() {};
/**
* Finish resource loading. Always called from the main thread. Return true if successful.
* @memberof Atomic.Texture2D.prototype
* @returns { boolean}
*/
function endLoad() {};
/**
* Mark the GPU resource destroyed on context destruction.
* @memberof Atomic.Texture2D.prototype
*/
function onDeviceLost() {};
/**
* Recreate the GPU resource and restore data if applicable.
* @memberof Atomic.Texture2D.prototype
*/
function onDeviceReset() {};
/**
* Release the texture.
* @memberof Atomic.Texture2D.prototype
*/
function release() {};
/**
* Set size, format and usage. Zero size will follow application window size. Return true if successful.
* @memberof Atomic.Texture2D.prototype
* @param {number} width
* @param {number} height
* @param {number} format
* @param {Atomic.TextureUsage=} usage
* @returns { boolean}
*/
function setSize() {};
/**
* Return render surface.
* @memberof Atomic.Texture2D.prototype
* @returns { Atomic.RenderSurface}
*/
function getRenderSurface() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Texture
* @property {Atomic.RenderSurface} renderSurface - Return render surface.
*/
function Texture3D() {};
/**
* Finish resource loading. Always called from the main thread. Return true if successful.
* @memberof Atomic.Texture3D.prototype
* @returns { boolean}
*/
function endLoad() {};
/**
* Mark the GPU resource destroyed on context destruction.
* @memberof Atomic.Texture3D.prototype
*/
function onDeviceLost() {};
/**
* Recreate the GPU resource and restore data if applicable.
* @memberof Atomic.Texture3D.prototype
*/
function onDeviceReset() {};
/**
* Release the texture.
* @memberof Atomic.Texture3D.prototype
*/
function release() {};
/**
* Set size, format and usage. Zero size will follow application window size. Return true if successful.
* @memberof Atomic.Texture3D.prototype
* @param {number} width
* @param {number} height
* @param {number} depth
* @param {number} format
* @param {Atomic.TextureUsage=} usage
* @returns { boolean}
*/
function setSize() {};
/**
* Return render surface.
* @memberof Atomic.Texture3D.prototype
* @returns { Atomic.RenderSurface}
*/
function getRenderSurface() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Texture
*/
function TextureCube() {};
/**
* Finish resource loading. Always called from the main thread. Return true if successful.
* @memberof Atomic.TextureCube.prototype
* @returns { boolean}
*/
function endLoad() {};
/**
* Mark the GPU resource destroyed on context destruction.
* @memberof Atomic.TextureCube.prototype
*/
function onDeviceLost() {};
/**
* Recreate the GPU resource and restore data if applicable.
* @memberof Atomic.TextureCube.prototype
*/
function onDeviceReset() {};
/**
* Release the texture.
* @memberof Atomic.TextureCube.prototype
*/
function release() {};
/**
* Set size, format and usage. Return true if successful.
* @memberof Atomic.TextureCube.prototype
* @param {number} size
* @param {number} format
* @param {Atomic.TextureUsage=} usage
* @returns { boolean}
*/
function setSize() {};
/**
* Return render surface for one face.
* @memberof Atomic.TextureCube.prototype
* @param {Atomic.CubeMapFace} face
* @returns { Atomic.RenderSurface}
*/
function getRenderSurface() {};
//----------------------------------------------------
// MODULE: Input
//----------------------------------------------------
/**
* @class
* @memberof Atomic
* @augments Atomic.AObject
* @property {boolean} toggleFullscreen - Set whether ALT-ENTER fullscreen toggle is enabled.
* @property {boolean} mouseGrabbed - Set whether the mouse is currently being grabbed by an operation.
* @property {Atomic.MouseMode} mouseMode - Return the mouse mode.
* @property {boolean} screenKeyboardVisible - Show or hide on-screen keyboard on platforms that support it. When shown, keypresses from it are delivered as key events.
* @property {boolean} touchEmulation - Set touch emulation by mouse. Only available on desktop platforms. When enabled, actual mouse events are no longer sent and the mouse cursor is forced visible.
* @property {number} qualifiers - Return the currently held down qualifiers.
* @property {Atomic.IntVector2} mousePosition - Return mouse position within window. Should only be used with a visible mouse cursor.
* @property {Atomic.IntVector2} mouseMove - Return mouse movement since last frame.
* @property {number} mouseMoveX - Return horizontal mouse movement since last frame.
* @property {number} mouseMoveY - Return vertical mouse movement since last frame.
* @property {number} mouseMoveWheel - Return mouse wheel movement since last frame.
* @property {number} numTouches - Return number of active finger touches.
* @property {number} numJoysticks - Return number of connected joysticks.
* @property {boolean} screenKeyboardSupport - Return whether on-screen keyboard is supported.
*/
function Input() {};
/**
* Poll for window messages. Called by HandleBeginFrame().
* @memberof Atomic.Input.prototype
*/
function update() {};
/**
* Set whether ALT-ENTER fullscreen toggle is enabled.
* @memberof Atomic.Input.prototype
* @param {boolean} enable
*/
function setToggleFullscreen() {};
/**
* Set whether the operating system mouse cursor is visible. When not visible (default), is kept centered to prevent leaving the window. Mouse visiblility event can be suppressed-- this also recalls any unsuppressed SetMouseVisible which can be returned by ResetMouseVisible().
* @memberof Atomic.Input.prototype
* @param {boolean} enable
* @param {boolean=} suppressEvent
*/
function setMouseVisible() {};
/**
* Reset last mouse visibilty that was not suppressed in SetMouseVisible.
* @memberof Atomic.Input.prototype
*/
function resetMouseVisible() {};
/**
* Set whether the mouse is currently being grabbed by an operation.
* @memberof Atomic.Input.prototype
* @param {boolean} grab
*/
function setMouseGrabbed() {};
/**
*
* @memberof Atomic.Input.prototype
* @param {Atomic.MouseMode} mode
*/
function setMouseMode() {};
/**
*
* @memberof Atomic.Input.prototype
* @param {Atomic.XMLFile=} layoutFile
* @param {Atomic.XMLFile=} styleFile
* @returns { number}
*/
function addScreenJoystick() {};
/**
* Show or hide on-screen keyboard on platforms that support it. When shown, keypresses from it are delivered as key events.
* @memberof Atomic.Input.prototype
* @param {boolean} enable
*/
function setScreenKeyboardVisible() {};
/**
* Set touch emulation by mouse. Only available on desktop platforms. When enabled, actual mouse events are no longer sent and the mouse cursor is forced visible.
* @memberof Atomic.Input.prototype
* @param {boolean} enable
*/
function setTouchEmulation() {};
/**
* Begin recording a touch gesture. Return true if successful. The E_GESTURERECORDED event (which contains the ID for the new gesture) will be sent when recording finishes.
* @memberof Atomic.Input.prototype
* @returns { boolean}
*/
function recordGesture() {};
/**
* Remove an in-memory gesture by ID. Return true if was found.
* @memberof Atomic.Input.prototype
* @param {number} gestureID
* @returns { boolean}
*/
function removeGesture() {};
/**
* Remove all in-memory gestures.
* @memberof Atomic.Input.prototype
*/
function removeAllGestures() {};
/**
* Return keycode from key name.
* @memberof Atomic.Input.prototype
* @param {string} name
* @returns { number}
*/
function getKeyFromName() {};
/**
* Return keycode from scancode.
* @memberof Atomic.Input.prototype
* @param {number} scancode
* @returns { number}
*/
function getKeyFromScancode() {};
/**
* Return name of key from keycode.
* @memberof Atomic.Input.prototype
* @param {number} key
* @returns { string}
*/
function getKeyName() {};
/**
* Return scancode from keycode.
* @memberof Atomic.Input.prototype
* @param {number} key
* @returns { number}
*/
function getScancodeFromKey() {};
/**
* Return scancode from key name.
* @memberof Atomic.Input.prototype
* @param {string} name
* @returns { number}
*/
function getScancodeFromName() {};
/**
* Return name of key from scancode.
* @memberof Atomic.Input.prototype
* @param {number} scancode
* @returns { string}
*/
function getScancodeName() {};
/**
* Check if a key is held down.
* @memberof Atomic.Input.prototype
* @param {number} key
* @returns { boolean}
*/
function getKeyDown() {};
/**
* Check if a key has been pressed on this frame.
* @memberof Atomic.Input.prototype
* @param {number} key
* @returns { boolean}
*/
function getKeyPress() {};
/**
* Check if a key is held down by scancode.
* @memberof Atomic.Input.prototype
* @param {number} scancode
* @returns { boolean}
*/
function getScancodeDown() {};
/**
* Check if a key has been pressed on this frame by scancode.
* @memberof Atomic.Input.prototype
* @param {number} scanode
* @returns { boolean}
*/
function getScancodePress() {};
/**
* Check if a mouse button is held down.
* @memberof Atomic.Input.prototype
* @param {number} button
* @returns { boolean}
*/
function getMouseButtonDown() {};
/**
* Check if a mouse button has been pressed on this frame.
* @memberof Atomic.Input.prototype
* @param {number} button
* @returns { boolean}
*/
function getMouseButtonPress() {};
/**
* Check if a qualifier key is held down.
* @memberof Atomic.Input.prototype
* @param {number} qualifier
* @returns { boolean}
*/
function getQualifierDown() {};
/**
* Check if a qualifier key has been pressed on this frame.
* @memberof Atomic.Input.prototype
* @param {number} qualifier
* @returns { boolean}
*/
function getQualifierPress() {};
/**
* Return the currently held down qualifiers.
* @memberof Atomic.Input.prototype
* @returns { number}
*/
function getQualifiers() {};
/**
* Return mouse position within window. Should only be used with a visible mouse cursor.
* @memberof Atomic.Input.prototype
* @returns { Atomic.IntVector2}
*/
function getMousePosition() {};
/**
* Return mouse movement since last frame.
* @memberof Atomic.Input.prototype
* @returns { Atomic.IntVector2}
*/
function getMouseMove() {};
/**
* Return horizontal mouse movement since last frame.
* @memberof Atomic.Input.prototype
* @returns { number}
*/
function getMouseMoveX() {};
/**
* Return vertical mouse movement since last frame.
* @memberof Atomic.Input.prototype
* @returns { number}
*/
function getMouseMoveY() {};
/**
* Return mouse wheel movement since last frame.
* @memberof Atomic.Input.prototype
* @returns { number}
*/
function getMouseMoveWheel() {};
/**
* Return number of active finger touches.
* @memberof Atomic.Input.prototype
* @returns { number}
*/
function getNumTouches() {};
/**
* Return number of connected joysticks.
* @memberof Atomic.Input.prototype
* @returns { number}
*/
function getNumJoysticks() {};
/**
* Return whether fullscreen toggle is enabled.
* @memberof Atomic.Input.prototype
* @returns { boolean}
*/
function getToggleFullscreen() {};
/**
* Return whether on-screen keyboard is supported.
* @memberof Atomic.Input.prototype
* @returns { boolean}
*/
function getScreenKeyboardSupport() {};
/**
* Return whether on-screen keyboard is being shown.
* @memberof Atomic.Input.prototype
* @returns { boolean}
*/
function isScreenKeyboardVisible() {};
/**
* Return whether touch emulation is enabled.
* @memberof Atomic.Input.prototype
* @returns { boolean}
*/
function getTouchEmulation() {};
/**
* Return whether the operating system mouse cursor is visible.
* @memberof Atomic.Input.prototype
* @returns { boolean}
*/
function isMouseVisible() {};
/**
* Return whether the mouse is currently being grabbed by an operation.
* @memberof Atomic.Input.prototype
* @returns { boolean}
*/
function isMouseGrabbed() {};
/**
* Return the mouse mode.
* @memberof Atomic.Input.prototype
* @returns { Atomic.MouseMode}
*/
function getMouseMode() {};
/**
* Return whether application window has input focus.
* @memberof Atomic.Input.prototype
* @returns { boolean}
*/
function hasFocus() {};
/**
* Return whether application window is minimized.
* @memberof Atomic.Input.prototype
* @returns { boolean}
*/
function isMinimized() {};
//----------------------------------------------------
// MODULE: IO
//----------------------------------------------------
/**
* @class
* @memberof Atomic
* @augments Atomic.AObject
* @property {string} name - Change the file name. Used by the resource system.
* @property {number} checksum - Return a checksum of the file contents using the SDBM hash algorithm.
* @property {string} fullPath - Set the fullpath to the file
* @property {Atomic.FileMode} mode - Return the open mode.
* @param {string} fileName
* @param {Atomic.FileMode=} mode
*/
function File() {};
/**
* Reads a text file, ensuring data from file is 0 terminated
* @memberof Atomic.File.prototype
* @param {string} text
*/
function readText() {};
/**
* Set position from the beginning of the file.
* @memberof Atomic.File.prototype
* @param {number} position
* @returns { number}
*/
function seek() {};
/**
* Return the file name.
* @memberof Atomic.File.prototype
* @returns { string}
*/
function getName() {};
/**
* Return a checksum of the file contents using the SDBM hash algorithm.
* @memberof Atomic.File.prototype
* @returns { number}
*/
function getChecksum() {};
/**
* Open a filesystem file. Return true if successful.
* @memberof Atomic.File.prototype
* @param {string} fileName
* @param {Atomic.FileMode=} mode
* @returns { boolean}
*/
function open() {};
/**
* Close the file.
* @memberof Atomic.File.prototype
*/
function close() {};
/**
* Flush any buffered output to the file.
* @memberof Atomic.File.prototype
*/
function flush() {};
/**
* Change the file name. Used by the resource system.
* @memberof Atomic.File.prototype
* @param {string} name
*/
function setName() {};
/**
* Set the fullpath to the file
* @memberof Atomic.File.prototype
* @param {string} path
*/
function setFullPath() {};
/**
* Return the open mode.
* @memberof Atomic.File.prototype
* @returns { Atomic.FileMode}
*/
function getMode() {};
/**
* Return whether is open.
* @memberof Atomic.File.prototype
* @returns { boolean}
*/
function isOpen() {};
/**
* Return whether the file originates from a package.
* @memberof Atomic.File.prototype
* @returns { boolean}
*/
function isPackaged() {};
/**
* Return the fullpath to the file
* @memberof Atomic.File.prototype
* @returns { string}
*/
function getFullPath() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.AObject
* @property {boolean} executeConsoleCommands - Set whether to execute engine console commands as OS-specific system command.
* @property {string} currentDir - Return the absolute current working directory.
* @property {string} programDir - Return the program's directory. If it does not contain the Atomic default CoreData and Data directories, and the current working directory does, return the working directory instead.
* @property {string} userDocumentsDir - Return the user documents directory.
* @property {string} appBundleResourceFolder
*/
function FileSystem() {};
/**
* Set the current working directory.
* @memberof Atomic.FileSystem.prototype
* @param {string} pathName
* @returns { boolean}
*/
function setCurrentDir() {};
/**
* Create a directory.
* @memberof Atomic.FileSystem.prototype
* @param {string} pathName
* @returns { boolean}
*/
function createDir() {};
/**
* Set whether to execute engine console commands as OS-specific system command.
* @memberof Atomic.FileSystem.prototype
* @param {boolean} enable
*/
function setExecuteConsoleCommands() {};
/**
* Run a program using the command interpreter, block until it exits and return the exit code. Will fail if any allowed paths are defined.
* @memberof Atomic.FileSystem.prototype
* @param {string} commandLine
* @param {boolean=} redirectStdOutToLog
* @returns { number}
*/
function systemCommand() {};
/**
* Run a program using the command interpreter asynchronously. Return a request ID or M_MAX_UNSIGNED if failed. The exit code will be posted together with the request ID in an AsyncExecFinished event. Will fail if any allowed paths are defined.
* @memberof Atomic.FileSystem.prototype
* @param {string} commandLine
* @returns { number}
*/
function systemCommandAsync() {};
/**
* Open a file in an external program, with mode such as "edit" optionally specified. Will fail if any allowed paths are defined.
* @memberof Atomic.FileSystem.prototype
* @param {string} fileName
* @param {string=} mode
* @returns { boolean}
*/
function systemOpen() {};
/**
* Copy a file. Return true if successful.
* @memberof Atomic.FileSystem.prototype
* @param {string} srcFileName
* @param {string} destFileName
* @returns { boolean}
*/
function copy() {};
/**
* Rename a file. Return true if successful.
* @memberof Atomic.FileSystem.prototype
* @param {string} srcFileName
* @param {string} destFileName
* @returns { boolean}
*/
function rename() {};
/**
* Delete a file. Return true if successful.
* @memberof Atomic.FileSystem.prototype
* @param {string} fileName
* @returns { boolean}
*/
function __delete() {};
/**
* Register a path as allowed to access. If no paths are registered, all are allowed. Registering allowed paths is considered securing the Atomic execution environment: running programs and opening files externally through the system will fail afterward.
* @memberof Atomic.FileSystem.prototype
* @param {string} pathName
*/
function registerPath() {};
/**
* Set a file's last modified time as seconds since 1.1.1970. Return true on success.
* @memberof Atomic.FileSystem.prototype
* @param {string} fileName
* @param {number} newTime
* @returns { boolean}
*/
function setLastModifiedTime() {};
/**
* Return the absolute current working directory.
* @memberof Atomic.FileSystem.prototype
* @returns { string}
*/
function getCurrentDir() {};
/**
* Return whether is executing engine console commands as OS-specific system command.
* @memberof Atomic.FileSystem.prototype
* @returns { boolean}
*/
function getExecuteConsoleCommands() {};
/**
* Return whether paths have been registered.
* @memberof Atomic.FileSystem.prototype
* @returns { boolean}
*/
function hasRegisteredPaths() {};
/**
* Check if a path is allowed to be accessed. If no paths are registered, all are allowed.
* @memberof Atomic.FileSystem.prototype
* @param {string} pathName
* @returns { boolean}
*/
function checkAccess() {};
/**
* Returns the file's last modified time as seconds since 1.1.1970, or 0 if can not be accessed.
* @memberof Atomic.FileSystem.prototype
* @param {string} fileName
* @returns { number}
*/
function getLastModifiedTime() {};
/**
* Check if a file exists.
* @memberof Atomic.FileSystem.prototype
* @param {string} fileName
* @returns { boolean}
*/
function fileExists() {};
/**
* Check if a directory exists.
* @memberof Atomic.FileSystem.prototype
* @param {string} pathName
* @returns { boolean}
*/
function dirExists() {};
/**
* Return the program's directory. If it does not contain the Atomic default CoreData and Data directories, and the current working directory does, return the working directory instead.
* @memberof Atomic.FileSystem.prototype
* @returns { string}
*/
function getProgramDir() {};
/**
* Return the user documents directory.
* @memberof Atomic.FileSystem.prototype
* @returns { string}
*/
function getUserDocumentsDir() {};
/**
* Return the application preferences directory.
* @memberof Atomic.FileSystem.prototype
* @param {string} org
* @param {string} app
* @returns { string}
*/
function getAppPreferencesDir() {};
/**
*
* @memberof Atomic.FileSystem.prototype
* @returns { string}
*/
function getAppBundleResourceFolder() {};
/**
* Remove a directory
* @memberof Atomic.FileSystem.prototype
* @param {string} directoryIn
* @param {boolean} recursive
* @returns { boolean}
*/
function removeDir() {};
/**
* Create directory and all necessary subdirectories below a given root
* @memberof Atomic.FileSystem.prototype
* @param {string} root
* @param {string} subdirectory
* @returns { boolean}
*/
function createDirs() {};
/**
* Copy a directory, directoryOut must not exist
* @memberof Atomic.FileSystem.prototype
* @param {string} directoryIn
* @param {string} directoryOut
* @returns { boolean}
*/
function copyDir() {};
/**
*
* @memberof Atomic.FileSystem.prototype
* @param {string} directoryIn
* @param {string} directoryOut
* @returns { boolean}
*/
function createDirsRecursive() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.AObject
* @property {number} delay - Set the delay in seconds before file changes are notified. This (hopefully) avoids notifying when a file save is still in progress. Default 1 second.
* @property {string} path - Return the path being watched, or empty if not watching.
*/
function FileWatcher() {};
/**
* Directory watching loop.
* @memberof Atomic.FileWatcher.prototype
*/
function threadFunction() {};
/**
* Start watching a directory. Return true if successful.
* @memberof Atomic.FileWatcher.prototype
* @param {string} pathName
* @param {boolean} watchSubDirs
* @returns { boolean}
*/
function startWatching() {};
/**
* Stop watching the directory.
* @memberof Atomic.FileWatcher.prototype
*/
function stopWatching() {};
/**
* Set the delay in seconds before file changes are notified. This (hopefully) avoids notifying when a file save is still in progress. Default 1 second.
* @memberof Atomic.FileWatcher.prototype
* @param {number} interval
*/
function setDelay() {};
/**
* Add a file change into the changes queue.
* @memberof Atomic.FileWatcher.prototype
* @param {string} fileName
*/
function addChange() {};
/**
* Return a file change (true if was found, false if not.)
* @memberof Atomic.FileWatcher.prototype
* @param {string} dest
* @returns { boolean}
*/
function getNextChange() {};
/**
* Return the path being watched, or empty if not watching.
* @memberof Atomic.FileWatcher.prototype
* @returns { string}
*/
function getPath() {};
/**
* Return the delay in seconds for notifying file changes.
* @memberof Atomic.FileWatcher.prototype
* @returns { number}
*/
function getDelay() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.AObject
* @property {number} level - Set logging level.
* @property {boolean} timeStamp - Set whether to timestamp log messages.
* @property {boolean} quiet - Set quiet mode ie. only print error entries to standard error stream (which is normally redirected to console also). Output to log file is not affected by this mode.
* @property {string} lastMessage - Return last log message.
*/
function Log() {};
/**
* Open the log file.
* @memberof Atomic.Log.prototype
* @param {string} fileName
*/
function open() {};
/**
* Close the log file.
* @memberof Atomic.Log.prototype
*/
function close() {};
/**
* Set logging level.
* @memberof Atomic.Log.prototype
* @param {number} level
*/
function setLevel() {};
/**
* Set whether to timestamp log messages.
* @memberof Atomic.Log.prototype
* @param {boolean} enable
*/
function setTimeStamp() {};
/**
* Set quiet mode ie. only print error entries to standard error stream (which is normally redirected to console also). Output to log file is not affected by this mode.
* @memberof Atomic.Log.prototype
* @param {boolean} quiet
*/
function setQuiet() {};
/**
* Return logging level.
* @memberof Atomic.Log.prototype
* @returns { number}
*/
function getLevel() {};
/**
* Return whether log messages are timestamped.
* @memberof Atomic.Log.prototype
* @returns { boolean}
*/
function getTimeStamp() {};
/**
* Return last log message.
* @memberof Atomic.Log.prototype
* @returns { string}
*/
function getLastMessage() {};
/**
* Return whether log is in quiet mode (only errors printed to standard error stream).
* @memberof Atomic.Log.prototype
* @returns { boolean}
*/
function isQuiet() {};
/**
* Write to the log. If logging level is higher than the level of the message, the message is ignored.
* @memberof Atomic.Log.prototype
* @param {number} level
* @param {string} message
*/
function write() {};
/**
* Write raw output to the log.
* @memberof Atomic.Log.prototype
* @param {string} message
* @param {boolean=} error
*/
function writeRaw() {};
//----------------------------------------------------
// MODULE: Navigation
//----------------------------------------------------
/**
* @class
* @memberof Atomic
* @augments Atomic.Component
* @property {boolean} recursive - Set whether geometry is automatically collected from child nodes. Default true.
*/
function Navigable() {};
/**
* Set whether geometry is automatically collected from child nodes. Default true.
* @memberof Atomic.Navigable.prototype
* @param {boolean} enable
*/
function setRecursive() {};
/**
* Return whether geometry is automatically collected from child nodes.
* @memberof Atomic.Navigable.prototype
* @returns { boolean}
*/
function isRecursive() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Component
* @property {number} tileSize - Set tile size.
* @property {number} cellSize - Set cell size.
* @property {number} cellHeight - Set cell height.
* @property {number} agentHeight - Set navigation agent height.
* @property {number} agentRadius - Set navigation agent radius.
* @property {number} agentMaxClimb - Set navigation agent max vertical climb.
* @property {number} agentMaxSlope - Set navigation agent max slope.
* @property {number} regionMinSize - Set region minimum size.
* @property {number} regionMergeSize - Set region merge size.
* @property {number} edgeMaxLength - Set edge max length.
* @property {number} edgeMaxError - Set edge max error.
* @property {number} detailSampleDistance - Set detail sampling distance.
* @property {number} detailSampleMaxError - Set detail sampling maximum error.
* @property {Atomic.Vector3} padding - Set padding of the navigation mesh bounding box. Having enough padding allows to add geometry on the extremities of the navigation mesh when doing partial rebuilds.
* @property {Atomic.Vector3} randomPoint - Return a random point on the navigation mesh.
* @property {Atomic.BoundingBox} boundingBox - Return local space bounding box of the navigation mesh.
* @property {Atomic.BoundingBox} worldBoundingBox - Return world space bounding box of the navigation mesh.
* @property {Atomic.IntVector2} numTiles - Return number of tiles.
*/
function NavigationMesh() {};
/**
* Set tile size.
* @memberof Atomic.NavigationMesh.prototype
* @param {number} size
*/
function setTileSize() {};
/**
* Set cell size.
* @memberof Atomic.NavigationMesh.prototype
* @param {number} size
*/
function setCellSize() {};
/**
* Set cell height.
* @memberof Atomic.NavigationMesh.prototype
* @param {number} height
*/
function setCellHeight() {};
/**
* Set navigation agent height.
* @memberof Atomic.NavigationMesh.prototype
* @param {number} height
*/
function setAgentHeight() {};
/**
* Set navigation agent radius.
* @memberof Atomic.NavigationMesh.prototype
* @param {number} radius
*/
function setAgentRadius() {};
/**
* Set navigation agent max vertical climb.
* @memberof Atomic.NavigationMesh.prototype
* @param {number} maxClimb
*/
function setAgentMaxClimb() {};
/**
* Set navigation agent max slope.
* @memberof Atomic.NavigationMesh.prototype
* @param {number} maxSlope
*/
function setAgentMaxSlope() {};
/**
* Set region minimum size.
* @memberof Atomic.NavigationMesh.prototype
* @param {number} size
*/
function setRegionMinSize() {};
/**
* Set region merge size.
* @memberof Atomic.NavigationMesh.prototype
* @param {number} size
*/
function setRegionMergeSize() {};
/**
* Set edge max length.
* @memberof Atomic.NavigationMesh.prototype
* @param {number} length
*/
function setEdgeMaxLength() {};
/**
* Set edge max error.
* @memberof Atomic.NavigationMesh.prototype
* @param {number} error
*/
function setEdgeMaxError() {};
/**
* Set detail sampling distance.
* @memberof Atomic.NavigationMesh.prototype
* @param {number} distance
*/
function setDetailSampleDistance() {};
/**
* Set detail sampling maximum error.
* @memberof Atomic.NavigationMesh.prototype
* @param {number} error
*/
function setDetailSampleMaxError() {};
/**
* Set padding of the navigation mesh bounding box. Having enough padding allows to add geometry on the extremities of the navigation mesh when doing partial rebuilds.
* @memberof Atomic.NavigationMesh.prototype
* @param {Atomic.Vector3} padding
*/
function setPadding() {};
/**
* Find the nearest point on the navigation mesh to a given point. Extens specifies how far out from the specified point to check along each axis.
* @memberof Atomic.NavigationMesh.prototype
* @param {Atomic.Vector3} point
* @param {Atomic.Vector3=} extents
* @returns { Atomic.Vector3}
*/
function findNearestPoint() {};
/**
* Try to move along the surface from one point to another
* @memberof Atomic.NavigationMesh.prototype
* @param {Atomic.Vector3} start
* @param {Atomic.Vector3} end
* @param {Atomic.Vector3=} extents
* @param {number=} maxVisited
* @returns { Atomic.Vector3}
*/
function moveAlongSurface() {};
/**
* Return a random point on the navigation mesh.
* @memberof Atomic.NavigationMesh.prototype
* @returns { Atomic.Vector3}
*/
function getRandomPoint() {};
/**
* Return a random point on the navigation mesh within a circle. The circle radius is only a guideline and in practice the returned point may be further away.
* @memberof Atomic.NavigationMesh.prototype
* @param {Atomic.Vector3} center
* @param {number} radius
* @param {Atomic.Vector3=} extents
* @returns { Atomic.Vector3}
*/
function getRandomPointInCircle() {};
/**
* Return distance to wall from a point. Maximum search radius must be specified.
* @memberof Atomic.NavigationMesh.prototype
* @param {Atomic.Vector3} point
* @param {number} radius
* @param {Atomic.Vector3=} extents
* @returns { number}
*/
function getDistanceToWall() {};
/**
* Perform a walkability raycast on the navigation mesh between start and end and return the point where a wall was hit, or the end point if no walls.
* @memberof Atomic.NavigationMesh.prototype
* @param {Atomic.Vector3} start
* @param {Atomic.Vector3} end
* @param {Atomic.Vector3=} extents
* @returns { Atomic.Vector3}
*/
function raycast() {};
/**
* Return tile size.
* @memberof Atomic.NavigationMesh.prototype
* @returns { number}
*/
function getTileSize() {};
/**
* Return cell size.
* @memberof Atomic.NavigationMesh.prototype
* @returns { number}
*/
function getCellSize() {};
/**
* Return cell height.
* @memberof Atomic.NavigationMesh.prototype
* @returns { number}
*/
function getCellHeight() {};
/**
* Return navigation agent height.
* @memberof Atomic.NavigationMesh.prototype
* @returns { number}
*/
function getAgentHeight() {};
/**
* Return navigation agent radius.
* @memberof Atomic.NavigationMesh.prototype
* @returns { number}
*/
function getAgentRadius() {};
/**
* Return navigation agent max vertical climb.
* @memberof Atomic.NavigationMesh.prototype
* @returns { number}
*/
function getAgentMaxClimb() {};
/**
* Return navigation agent max slope.
* @memberof Atomic.NavigationMesh.prototype
* @returns { number}
*/
function getAgentMaxSlope() {};
/**
* Return region minimum size.
* @memberof Atomic.NavigationMesh.prototype
* @returns { number}
*/
function getRegionMinSize() {};
/**
* Return region merge size.
* @memberof Atomic.NavigationMesh.prototype
* @returns { number}
*/
function getRegionMergeSize() {};
/**
* Return edge max length.
* @memberof Atomic.NavigationMesh.prototype
* @returns { number}
*/
function getEdgeMaxLength() {};
/**
* Return edge max error.
* @memberof Atomic.NavigationMesh.prototype
* @returns { number}
*/
function getEdgeMaxError() {};
/**
* Return detail sampling distance.
* @memberof Atomic.NavigationMesh.prototype
* @returns { number}
*/
function getDetailSampleDistance() {};
/**
* Return detail sampling maximum error.
* @memberof Atomic.NavigationMesh.prototype
* @returns { number}
*/
function getDetailSampleMaxError() {};
/**
* Return navigation mesh bounding box padding.
* @memberof Atomic.NavigationMesh.prototype
* @returns { Atomic.Vector3}
*/
function getPadding() {};
/**
* Return whether has been initialized with valid navigation data.
* @memberof Atomic.NavigationMesh.prototype
* @returns { boolean}
*/
function isInitialized() {};
/**
* Return local space bounding box of the navigation mesh.
* @memberof Atomic.NavigationMesh.prototype
* @returns { Atomic.BoundingBox}
*/
function getBoundingBox() {};
/**
* Return world space bounding box of the navigation mesh.
* @memberof Atomic.NavigationMesh.prototype
* @returns { Atomic.BoundingBox}
*/
function getWorldBoundingBox() {};
/**
* Return number of tiles.
* @memberof Atomic.NavigationMesh.prototype
* @returns { Atomic.IntVector2}
*/
function getNumTiles() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Component
* @property {Atomic.Node} endPoint - Set endpoint node.
* @property {number} radius - Set radius.
* @property {boolean} bidirectional - Set bidirectional flag. Default true.
*/
function OffMeshConnection() {};
/**
* Apply attribute changes that can not be applied immediately. Called after scene load or a network update.
* @memberof Atomic.OffMeshConnection.prototype
*/
function applyAttributes() {};
/**
* Visualize the component as debug geometry.
* @memberof Atomic.OffMeshConnection.prototype
* @param {Atomic.DebugRenderer} debug
* @param {boolean} depthTest
*/
function drawDebugGeometry() {};
/**
* Set endpoint node.
* @memberof Atomic.OffMeshConnection.prototype
* @param {Atomic.Node} node
*/
function setEndPoint() {};
/**
* Set radius.
* @memberof Atomic.OffMeshConnection.prototype
* @param {number} radius
*/
function setRadius() {};
/**
* Set bidirectional flag. Default true.
* @memberof Atomic.OffMeshConnection.prototype
* @param {boolean} enabled
*/
function setBidirectional() {};
/**
* Return endpoint node.
* @memberof Atomic.OffMeshConnection.prototype
* @returns { Atomic.Node}
*/
function getEndPoint() {};
/**
* Return radius.
* @memberof Atomic.OffMeshConnection.prototype
* @returns { number}
*/
function getRadius() {};
/**
* Return whether is bidirectional.
* @memberof Atomic.OffMeshConnection.prototype
* @returns { boolean}
*/
function isBidirectional() {};
//----------------------------------------------------
// MODULE: Network
//----------------------------------------------------
/**
* @class
* @memberof Atomic
* @augments Atomic.AObject
* @property {number} updateFps - Set network update FPS.
* @property {string} packageCacheDir - Set the package download cache directory.
*/
function Network() {};
/**
* Disconnect the connection to the server. If wait time is non-zero, will block while waiting for disconnect to finish.
* @memberof Atomic.Network.prototype
* @param {number=} waitMSec
*/
function disconnect() {};
/**
* Start a server on a port using UDP protocol. Return true if successful.
* @memberof Atomic.Network.prototype
* @param {number} port
* @returns { boolean}
*/
function startServer() {};
/**
* Stop the server.
* @memberof Atomic.Network.prototype
*/
function stopServer() {};
/**
* Set network update FPS.
* @memberof Atomic.Network.prototype
* @param {number} fps
*/
function setUpdateFps() {};
/**
* Register a remote event as allowed to be received. There is also a fixed blacklist of events that can not be allowed in any case, such as ConsoleCommand.
* @memberof Atomic.Network.prototype
* @param {string} eventType
*/
function registerRemoteEvent() {};
/**
* Unregister a remote event as allowed to received.
* @memberof Atomic.Network.prototype
* @param {string} eventType
*/
function unregisterRemoteEvent() {};
/**
* Unregister all remote events.
* @memberof Atomic.Network.prototype
*/
function unregisterAllRemoteEvents() {};
/**
* Set the package download cache directory.
* @memberof Atomic.Network.prototype
* @param {string} path
*/
function setPackageCacheDir() {};
/**
* Return network update FPS.
* @memberof Atomic.Network.prototype
* @returns { number}
*/
function getUpdateFps() {};
/**
* Return whether the server is running.
* @memberof Atomic.Network.prototype
* @returns { boolean}
*/
function isServerRunning() {};
/**
* Return whether a remote event is allowed to be received.
* @memberof Atomic.Network.prototype
* @param {string} eventType
* @returns { boolean}
*/
function checkRemoteEvent() {};
/**
* Return the package download cache directory.
* @memberof Atomic.Network.prototype
* @returns { string}
*/
function getPackageCacheDir() {};
/**
* Process incoming messages from connections. Called by HandleBeginFrame.
* @memberof Atomic.Network.prototype
* @param {number} timeStep
*/
function update() {};
/**
* Send outgoing messages after frame logic. Called by HandleRenderUpdate.
* @memberof Atomic.Network.prototype
* @param {number} timeStep
*/
function postUpdate() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Component
* @property {number} basePriority - Set base priority. Default 100 (send updates at full frequency.)
* @property {number} distanceFactor - Set priority reduction distance factor. Default 0 (no effect.)
* @property {number} minPriority - Set minimum priority. Default 0 (no updates when far away enough.)
* @property {boolean} alwaysUpdateOwner - Set whether updates to owner should be sent always at full rate. Default true.
*/
function NetworkPriority() {};
/**
* Set base priority. Default 100 (send updates at full frequency.)
* @memberof Atomic.NetworkPriority.prototype
* @param {number} priority
*/
function setBasePriority() {};
/**
* Set priority reduction distance factor. Default 0 (no effect.)
* @memberof Atomic.NetworkPriority.prototype
* @param {number} factor
*/
function setDistanceFactor() {};
/**
* Set minimum priority. Default 0 (no updates when far away enough.)
* @memberof Atomic.NetworkPriority.prototype
* @param {number} priority
*/
function setMinPriority() {};
/**
* Set whether updates to owner should be sent always at full rate. Default true.
* @memberof Atomic.NetworkPriority.prototype
* @param {boolean} enable
*/
function setAlwaysUpdateOwner() {};
/**
* Return base priority.
* @memberof Atomic.NetworkPriority.prototype
* @returns { number}
*/
function getBasePriority() {};
/**
* Return priority reduction distance factor.
* @memberof Atomic.NetworkPriority.prototype
* @returns { number}
*/
function getDistanceFactor() {};
/**
* Return minimum priority.
* @memberof Atomic.NetworkPriority.prototype
* @returns { number}
*/
function getMinPriority() {};
/**
* Return whether updates to owner should be sent always at full rate.
* @memberof Atomic.NetworkPriority.prototype
* @returns { boolean}
*/
function getAlwaysUpdateOwner() {};
//----------------------------------------------------
// MODULE: Physics
//----------------------------------------------------
/**
* @class
* @memberof Atomic
* @augments Atomic.Component
* @property {number} terrain - Set as a terrain. Only works if the same scene node contains a Terrain component.
* @property {Atomic.ShapeType} shapeType - Set shape type.
* @property {Atomic.Vector3} size - Set shape size.
* @property {Atomic.Vector3} position - Set offset position.
* @property {Atomic.Quaternion} rotation - Set offset rotation.
* @property {number} margin - Set collision margin.
* @property {Atomic.Model} model - Set triangle mesh / convex hull model.
* @property {number} lodLevel - Set model LOD level.
* @property {Atomic.PhysicsWorld} physicsWorld - Return physics world.
* @property {Atomic.BoundingBox} worldBoundingBox - Return world-space bounding box.
*/
function CollisionShape() {};
/**
* Apply attribute changes that can not be applied immediately. Called after scene load or a network update.
* @memberof Atomic.CollisionShape.prototype
*/
function applyAttributes() {};
/**
* Handle enabled/disabled state change.
* @memberof Atomic.CollisionShape.prototype
*/
function onSetEnabled() {};
/**
* Visualize the component as debug geometry.
* @memberof Atomic.CollisionShape.prototype
* @param {Atomic.DebugRenderer} debug
* @param {boolean} depthTest
*/
function drawDebugGeometry() {};
/**
* Set as a box.
* @memberof Atomic.CollisionShape.prototype
* @param {Atomic.Vector3} size
* @param {Atomic.Vector3=} position
* @param {Atomic.Quaternion=} rotation
*/
function setBox() {};
/**
* Set as a sphere.
* @memberof Atomic.CollisionShape.prototype
* @param {number} diameter
* @param {Atomic.Vector3=} position
* @param {Atomic.Quaternion=} rotation
*/
function setSphere() {};
/**
* Set as a static plane.
* @memberof Atomic.CollisionShape.prototype
* @param {Atomic.Vector3=} position
* @param {Atomic.Quaternion=} rotation
*/
function setStaticPlane() {};
/**
* Set as a cylinder.
* @memberof Atomic.CollisionShape.prototype
* @param {number} diameter
* @param {number} height
* @param {Atomic.Vector3=} position
* @param {Atomic.Quaternion=} rotation
*/
function setCylinder() {};
/**
* Set as a capsule.
* @memberof Atomic.CollisionShape.prototype
* @param {number} diameter
* @param {number} height
* @param {Atomic.Vector3=} position
* @param {Atomic.Quaternion=} rotation
*/
function setCapsule() {};
/**
* Set as a cone.
* @memberof Atomic.CollisionShape.prototype
* @param {number} diameter
* @param {number} height
* @param {Atomic.Vector3=} position
* @param {Atomic.Quaternion=} rotation
*/
function setCone() {};
/**
* Set as a triangle mesh from Model. If you update a model's geometry and want to reapply the shape, call physicsWorld->RemoveCachedGeometry(model) first.
* @memberof Atomic.CollisionShape.prototype
* @param {Atomic.Model} model
* @param {number=} lodLevel
* @param {Atomic.Vector3=} scale
* @param {Atomic.Vector3=} position
* @param {Atomic.Quaternion=} rotation
*/
function setTriangleMesh() {};
/**
* Set as a triangle mesh from CustomGeometry.
* @memberof Atomic.CollisionShape.prototype
* @param {Atomic.CustomGeometry} custom
* @param {Atomic.Vector3=} scale
* @param {Atomic.Vector3=} position
* @param {Atomic.Quaternion=} rotation
*/
function setCustomTriangleMesh() {};
/**
* Set as a convex hull from Model.
* @memberof Atomic.CollisionShape.prototype
* @param {Atomic.Model} model
* @param {number=} lodLevel
* @param {Atomic.Vector3=} scale
* @param {Atomic.Vector3=} position
* @param {Atomic.Quaternion=} rotation
*/
function setConvexHull() {};
/**
* Set as a convex hull from CustomGeometry.
* @memberof Atomic.CollisionShape.prototype
* @param {Atomic.CustomGeometry} custom
* @param {Atomic.Vector3=} scale
* @param {Atomic.Vector3=} position
* @param {Atomic.Quaternion=} rotation
*/
function setCustomConvexHull() {};
/**
* Set as a terrain. Only works if the same scene node contains a Terrain component.
* @memberof Atomic.CollisionShape.prototype
* @param {number=} lodLevel
*/
function setTerrain() {};
/**
* Set shape type.
* @memberof Atomic.CollisionShape.prototype
* @param {Atomic.ShapeType} type
*/
function setShapeType() {};
/**
* Set shape size.
* @memberof Atomic.CollisionShape.prototype
* @param {Atomic.Vector3} size
*/
function setSize() {};
/**
* Set offset position.
* @memberof Atomic.CollisionShape.prototype
* @param {Atomic.Vector3} position
*/
function setPosition() {};
/**
* Set offset rotation.
* @memberof Atomic.CollisionShape.prototype
* @param {Atomic.Quaternion} rotation
*/
function setRotation() {};
/**
* Set offset transform.
* @memberof Atomic.CollisionShape.prototype
* @param {Atomic.Vector3} position
* @param {Atomic.Quaternion} rotation
*/
function setTransform() {};
/**
* Set collision margin.
* @memberof Atomic.CollisionShape.prototype
* @param {number} margin
*/
function setMargin() {};
/**
* Set triangle mesh / convex hull model.
* @memberof Atomic.CollisionShape.prototype
* @param {Atomic.Model} model
*/
function setModel() {};
/**
* Set model LOD level.
* @memberof Atomic.CollisionShape.prototype
* @param {number} lodLevel
*/
function setLodLevel() {};
/**
* Return physics world.
* @memberof Atomic.CollisionShape.prototype
* @returns { Atomic.PhysicsWorld}
*/
function getPhysicsWorld() {};
/**
* Return shape type.
* @memberof Atomic.CollisionShape.prototype
* @returns { Atomic.ShapeType}
*/
function getShapeType() {};
/**
* Return shape size.
* @memberof Atomic.CollisionShape.prototype
* @returns { Atomic.Vector3}
*/
function getSize() {};
/**
* Return offset position.
* @memberof Atomic.CollisionShape.prototype
* @returns { Atomic.Vector3}
*/
function getPosition() {};
/**
* Return offset rotation.
* @memberof Atomic.CollisionShape.prototype
* @returns { Atomic.Quaternion}
*/
function getRotation() {};
/**
* Return collision margin.
* @memberof Atomic.CollisionShape.prototype
* @returns { number}
*/
function getMargin() {};
/**
* Return triangle mesh / convex hull model.
* @memberof Atomic.CollisionShape.prototype
* @returns { Atomic.Model}
*/
function getModel() {};
/**
* Return model LOD level.
* @memberof Atomic.CollisionShape.prototype
* @returns { number}
*/
function getLodLevel() {};
/**
* Return world-space bounding box.
* @memberof Atomic.CollisionShape.prototype
* @returns { Atomic.BoundingBox}
*/
function getWorldBoundingBox() {};
/**
* Update the new collision shape to the RigidBody.
* @memberof Atomic.CollisionShape.prototype
* @param {boolean=} updateMass
*/
function notifyRigidBody() {};
/**
* Release the collision shape.
* @memberof Atomic.CollisionShape.prototype
*/
function releaseShape() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Component
* @property {Atomic.ConstraintType} constraintType - Set constraint type and recreate the constraint.
* @property {Atomic.RigidBody} otherBody - Set other body to connect to. Set to null to connect to the static world.
* @property {Atomic.Vector3} position - Set constraint position relative to own body.
* @property {Atomic.Quaternion} rotation - Set constraint rotation relative to own body.
* @property {Atomic.Vector3} axis - Set constraint rotation relative to own body by specifying the axis.
* @property {Atomic.Vector3} otherPosition - Set constraint position relative to the other body. If connected to the static world, is a world space position.
* @property {Atomic.Quaternion} otherRotation - Set constraint rotation relative to the other body. If connected to the static world, is a world space rotation.
* @property {Atomic.Vector3} otherAxis - Set constraint rotation relative to the other body by specifying the axis.
* @property {Atomic.Vector3} worldPosition - Set constraint world space position. Resets both own and other body relative position, ie. zeroes the constraint error.
* @property {Atomic.Vector2} highLimit - Set high limit. Interpretation is constraint type specific.
* @property {Atomic.Vector2} lowLimit - Set low limit. Interpretation is constraint type specific.
* @property {number} eRP - Set constraint error reduction parameter. Zero = leave to default.
* @property {number} cFM - Set constraint force mixing parameter. Zero = leave to default.
* @property {boolean} disableCollision - Set whether to disable collisions between connected bodies.
* @property {Atomic.PhysicsWorld} physicsWorld - Return physics world.
* @property {Atomic.RigidBody} ownBody - Return rigid body in own scene node.
*/
function Constraint() {};
/**
* Apply attribute changes that can not be applied immediately. Called after scene load or a network update.
* @memberof Atomic.Constraint.prototype
*/
function applyAttributes() {};
/**
* Handle enabled/disabled state change.
* @memberof Atomic.Constraint.prototype
*/
function onSetEnabled() {};
/**
* Visualize the component as debug geometry.
* @memberof Atomic.Constraint.prototype
* @param {Atomic.DebugRenderer} debug
* @param {boolean} depthTest
*/
function drawDebugGeometry() {};
/**
* Set constraint type and recreate the constraint.
* @memberof Atomic.Constraint.prototype
* @param {Atomic.ConstraintType} type
*/
function setConstraintType() {};
/**
* Set other body to connect to. Set to null to connect to the static world.
* @memberof Atomic.Constraint.prototype
* @param {Atomic.RigidBody} body
*/
function setOtherBody() {};
/**
* Set constraint position relative to own body.
* @memberof Atomic.Constraint.prototype
* @param {Atomic.Vector3} position
*/
function setPosition() {};
/**
* Set constraint rotation relative to own body.
* @memberof Atomic.Constraint.prototype
* @param {Atomic.Quaternion} rotation
*/
function setRotation() {};
/**
* Set constraint rotation relative to own body by specifying the axis.
* @memberof Atomic.Constraint.prototype
* @param {Atomic.Vector3} axis
*/
function setAxis() {};
/**
* Set constraint position relative to the other body. If connected to the static world, is a world space position.
* @memberof Atomic.Constraint.prototype
* @param {Atomic.Vector3} position
*/
function setOtherPosition() {};
/**
* Set constraint rotation relative to the other body. If connected to the static world, is a world space rotation.
* @memberof Atomic.Constraint.prototype
* @param {Atomic.Quaternion} rotation
*/
function setOtherRotation() {};
/**
* Set constraint rotation relative to the other body by specifying the axis.
* @memberof Atomic.Constraint.prototype
* @param {Atomic.Vector3} axis
*/
function setOtherAxis() {};
/**
* Set constraint world space position. Resets both own and other body relative position, ie. zeroes the constraint error.
* @memberof Atomic.Constraint.prototype
* @param {Atomic.Vector3} position
*/
function setWorldPosition() {};
/**
* Set high limit. Interpretation is constraint type specific.
* @memberof Atomic.Constraint.prototype
* @param {Atomic.Vector2} limit
*/
function setHighLimit() {};
/**
* Set low limit. Interpretation is constraint type specific.
* @memberof Atomic.Constraint.prototype
* @param {Atomic.Vector2} limit
*/
function setLowLimit() {};
/**
* Set constraint error reduction parameter. Zero = leave to default.
* @memberof Atomic.Constraint.prototype
* @param {number} erp
*/
function setERP() {};
/**
* Set constraint force mixing parameter. Zero = leave to default.
* @memberof Atomic.Constraint.prototype
* @param {number} cfm
*/
function setCFM() {};
/**
* Set whether to disable collisions between connected bodies.
* @memberof Atomic.Constraint.prototype
* @param {boolean} disable
*/
function setDisableCollision() {};
/**
* Return physics world.
* @memberof Atomic.Constraint.prototype
* @returns { Atomic.PhysicsWorld}
*/
function getPhysicsWorld() {};
/**
* Return constraint type.
* @memberof Atomic.Constraint.prototype
* @returns { Atomic.ConstraintType}
*/
function getConstraintType() {};
/**
* Return rigid body in own scene node.
* @memberof Atomic.Constraint.prototype
* @returns { Atomic.RigidBody}
*/
function getOwnBody() {};
/**
* Return the other rigid body. May be null if connected to the static world.
* @memberof Atomic.Constraint.prototype
* @returns { Atomic.RigidBody}
*/
function getOtherBody() {};
/**
* Return constraint position relative to own body.
* @memberof Atomic.Constraint.prototype
* @returns { Atomic.Vector3}
*/
function getPosition() {};
/**
* Return constraint rotation relative to own body.
* @memberof Atomic.Constraint.prototype
* @returns { Atomic.Quaternion}
*/
function getRotation() {};
/**
* Return constraint position relative to other body.
* @memberof Atomic.Constraint.prototype
* @returns { Atomic.Vector3}
*/
function getOtherPosition() {};
/**
* Return constraint rotation relative to other body.
* @memberof Atomic.Constraint.prototype
* @returns { Atomic.Quaternion}
*/
function getOtherRotation() {};
/**
* Return constraint world position, calculated from own body.
* @memberof Atomic.Constraint.prototype
* @returns { Atomic.Vector3}
*/
function getWorldPosition() {};
/**
* Return high limit.
* @memberof Atomic.Constraint.prototype
* @returns { Atomic.Vector2}
*/
function getHighLimit() {};
/**
* Return low limit.
* @memberof Atomic.Constraint.prototype
* @returns { Atomic.Vector2}
*/
function getLowLimit() {};
/**
* Return constraint error reduction parameter.
* @memberof Atomic.Constraint.prototype
* @returns { number}
*/
function getERP() {};
/**
* Return constraint force mixing parameter.
* @memberof Atomic.Constraint.prototype
* @returns { number}
*/
function getCFM() {};
/**
* Return whether collisions between connected bodies are disabled.
* @memberof Atomic.Constraint.prototype
* @returns { boolean}
*/
function getDisableCollision() {};
/**
* Release the constraint.
* @memberof Atomic.Constraint.prototype
*/
function releaseConstraint() {};
/**
* Apply constraint frames.
* @memberof Atomic.Constraint.prototype
*/
function applyFrames() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Component
* @property {number} fps - Set simulation substeps per second.
* @property {Atomic.Vector3} gravity - Set gravity.
* @property {number} maxSubSteps - Set maximum number of physics substeps per frame. 0 (default) is unlimited. Positive values cap the amount. Use a negative value to enable an adaptive timestep. This may cause inconsistent physics behavior.
* @property {number} numIterations - Set number of constraint solver iterations.
* @property {boolean} interpolation - Set whether to interpolate between simulation steps.
* @property {boolean} internalEdge - Set whether to use Bullet's internal edge utility for trimesh collisions. Disabled by default.
* @property {boolean} splitImpulse - Set split impulse collision mode. This is more accurate, but slower. Disabled by default.
* @property {number} maxNetworkAngularVelocity - Set maximum angular velocity for network replication.
* @property {Atomic.DebugRenderer} debugRenderer - Set debug renderer to use. Called both by PhysicsWorld itself and physics components.
* @property {boolean} debugDepthTest - Set debug geometry depth test mode. Called both by PhysicsWorld itself and physics components.
* @property {boolean} applyingTransforms - Set node dirtying to be disregarded.
*/
function PhysicsWorld() {};
/**
* Set debug draw flags.
* @memberof Atomic.PhysicsWorld.prototype
* @param {number} debugMode
*/
function setDebugMode() {};
/**
* Return debug draw flags.
* @memberof Atomic.PhysicsWorld.prototype
* @returns { number}
*/
function getDebugMode() {};
/**
* Step the simulation forward.
* @memberof Atomic.PhysicsWorld.prototype
* @param {number} timeStep
*/
function update() {};
/**
* Refresh collisions only without updating dynamics.
* @memberof Atomic.PhysicsWorld.prototype
*/
function updateCollisions() {};
/**
* Set simulation substeps per second.
* @memberof Atomic.PhysicsWorld.prototype
* @param {number} fps
*/
function setFps() {};
/**
* Set gravity.
* @memberof Atomic.PhysicsWorld.prototype
* @param {Atomic.Vector3} gravity
*/
function setGravity() {};
/**
* Set maximum number of physics substeps per frame. 0 (default) is unlimited. Positive values cap the amount. Use a negative value to enable an adaptive timestep. This may cause inconsistent physics behavior.
* @memberof Atomic.PhysicsWorld.prototype
* @param {number} num
*/
function setMaxSubSteps() {};
/**
* Set number of constraint solver iterations.
* @memberof Atomic.PhysicsWorld.prototype
* @param {number} num
*/
function setNumIterations() {};
/**
* Set whether to interpolate between simulation steps.
* @memberof Atomic.PhysicsWorld.prototype
* @param {boolean} enable
*/
function setInterpolation() {};
/**
* Set whether to use Bullet's internal edge utility for trimesh collisions. Disabled by default.
* @memberof Atomic.PhysicsWorld.prototype
* @param {boolean} enable
*/
function setInternalEdge() {};
/**
* Set split impulse collision mode. This is more accurate, but slower. Disabled by default.
* @memberof Atomic.PhysicsWorld.prototype
* @param {boolean} enable
*/
function setSplitImpulse() {};
/**
* Set maximum angular velocity for network replication.
* @memberof Atomic.PhysicsWorld.prototype
* @param {number} velocity
*/
function setMaxNetworkAngularVelocity() {};
/**
* Invalidate cached collision geometry for a model.
* @memberof Atomic.PhysicsWorld.prototype
* @param {Atomic.Model} model
*/
function removeCachedGeometry() {};
/**
* Return gravity.
* @memberof Atomic.PhysicsWorld.prototype
* @returns { Atomic.Vector3}
*/
function getGravity() {};
/**
* Return maximum number of physics substeps per frame.
* @memberof Atomic.PhysicsWorld.prototype
* @returns { number}
*/
function getMaxSubSteps() {};
/**
* Return number of constraint solver iterations.
* @memberof Atomic.PhysicsWorld.prototype
* @returns { number}
*/
function getNumIterations() {};
/**
* Return whether interpolation between simulation steps is enabled.
* @memberof Atomic.PhysicsWorld.prototype
* @returns { boolean}
*/
function getInterpolation() {};
/**
* Return whether Bullet's internal edge utility for trimesh collisions is enabled.
* @memberof Atomic.PhysicsWorld.prototype
* @returns { boolean}
*/
function getInternalEdge() {};
/**
* Return whether split impulse collision mode is enabled.
* @memberof Atomic.PhysicsWorld.prototype
* @returns { boolean}
*/
function getSplitImpulse() {};
/**
* Return simulation steps per second.
* @memberof Atomic.PhysicsWorld.prototype
* @returns { number}
*/
function getFps() {};
/**
* Return maximum angular velocity for network replication.
* @memberof Atomic.PhysicsWorld.prototype
* @returns { number}
*/
function getMaxNetworkAngularVelocity() {};
/**
* Add a rigid body to keep track of. Called by RigidBody.
* @memberof Atomic.PhysicsWorld.prototype
* @param {Atomic.RigidBody} body
*/
function addRigidBody() {};
/**
* Remove a rigid body. Called by RigidBody.
* @memberof Atomic.PhysicsWorld.prototype
* @param {Atomic.RigidBody} body
*/
function removeRigidBody() {};
/**
* Add a collision shape to keep track of. Called by CollisionShape.
* @memberof Atomic.PhysicsWorld.prototype
* @param {Atomic.CollisionShape} shape
*/
function addCollisionShape() {};
/**
* Remove a collision shape. Called by CollisionShape.
* @memberof Atomic.PhysicsWorld.prototype
* @param {Atomic.CollisionShape} shape
*/
function removeCollisionShape() {};
/**
* Add a constraint to keep track of. Called by Constraint.
* @memberof Atomic.PhysicsWorld.prototype
* @param {Atomic.Constraint} joint
*/
function addConstraint() {};
/**
* Remove a constraint. Called by Constraint.
* @memberof Atomic.PhysicsWorld.prototype
* @param {Atomic.Constraint} joint
*/
function removeConstraint() {};
/**
* Set debug renderer to use. Called both by PhysicsWorld itself and physics components.
* @memberof Atomic.PhysicsWorld.prototype
* @param {Atomic.DebugRenderer} debug
*/
function setDebugRenderer() {};
/**
* Set debug geometry depth test mode. Called both by PhysicsWorld itself and physics components.
* @memberof Atomic.PhysicsWorld.prototype
* @param {boolean} enable
*/
function setDebugDepthTest() {};
/**
* Clean up the geometry cache.
* @memberof Atomic.PhysicsWorld.prototype
*/
function cleanupGeometryCache() {};
/**
* Set node dirtying to be disregarded.
* @memberof Atomic.PhysicsWorld.prototype
* @param {boolean} enable
*/
function setApplyingTransforms() {};
/**
* Return whether node dirtying should be disregarded.
* @memberof Atomic.PhysicsWorld.prototype
* @returns { boolean}
*/
function isApplyingTransforms() {};
/**
* @class
* @memberof Atomic
* @augments Atomic.Component
* @property {number} mass - Set mass. Zero mass makes the body static.
* @property {Atomic.Vector3} position - Set rigid body position in world space.
* @property {Atomic.Quaternion} rotation - Set rigid body rotation in world space.
* @property {Atomic.Vector3} linearVelocity - Set linear velocity.
* @property {Atomic.Vector3} linearFactor - Set linear degrees of freedom. Use 1 to enable an axis or 0 to disable. Default is all axes enabled (1, 1, 1).
* @property {number} linearRestThreshold - Set linear velocity deactivation threshold.
* @property {number} linearDamping - Set linear velocity damping factor.
* @property {Atomic.Vector3} angularVelocity - Set angular velocity.
* @property {Atomic.Vector3} angularFactor - Set angular degrees of freedom. Use 1 to enable an axis or 0 to disable. Default is all axes enabled (1, 1, 1).
* @property {number} angularRestThreshold - Set angular velocity deactivation threshold.
* @property {number} angularDamping - Set angular velocity damping factor.
* @property {number} friction - Set friction coefficient.
* @property {Atomic.Vector3} anisotropicFriction - Set anisotropic friction.
* @property {number} rollingFriction - Set rolling friction coefficient.
* @property {number} restitution - Set restitution coefficient.
* @property {number} contactProcessingThreshold - Set contact processing threshold.
* @property {number} ccdRadius - Set continuous collision detection swept sphere radius.
* @property {number} ccdMotionThreshold - Set continuous collision detection motion-per-simulation-step threshold. 0 disables, which is the default.
* @property {boolean} useGravity - Set whether gravity is applied to rigid body.
* @property {Atomic.Vector3} gravityOverride - Set gravity override. If zero, uses physics world's gravity.
* @property {boolean} kinematic - Set rigid body kinematic mode. In kinematic mode forces are not applied to the rigid body.
* @property {boolean} trigger - Set rigid body trigger mode. In trigger mode collisions are reported but do not apply forces.
* @property {number} collisionLayer - Set collision layer.
* @property {number} collisionMask - Set collision mask.
* @property {Atomic.CollisionEventMode} collisionEventMode - Set collision event signaling mode. Default is to signal when rigid bodies are active.
* @property {Atomic.PhysicsWorld} physicsWorld - Return physics world.
* @property {Atomic.Vector3} centerOfMass - Return center of mass offset.
*/
function RigidBody() {};
/**
* Apply attribute changes that can not be applied immediately. Called after scene load or a network update.
* @memberof Atomic.RigidBody.prototype
*/
function applyAttributes() {};
/**
* Handle enabled/disabled state change.
* @memberof Atomic.RigidBody.prototype
*/
function onSetEnabled() {};
/**
* Visualize the component as debug geometry.
* @memberof Atomic.RigidBody.prototype
* @param {Atomic.DebugRenderer} debug
* @param {boolean} depthTest
*/
function drawDebugGeometry() {};
/**
* Set mass. Zero mass makes the body static.
* @memberof Atomic.RigidBody.prototype
* @param {number} mass
*/
function setMass() {};
/**
* Set rigid body position in world space.
* @memberof Atomic.RigidBody.prototype
* @param {Atomic.Vector3} position
*/
function setPosition() {};
/**
* Set rigid body rotation in world space.
* @memberof Atomic.RigidBody.prototype
* @param {Atomic.Quaternion} rotation
*/
function setRotation() {};
/**
* Set rigid body position and rotation in world space as an atomic operation.
* @memberof Atomic.RigidBody.prototype
* @param {Atomic.Vector3} position
* @param {Atomic.Quaternion} rotation
*/
function setTransform() {};
/**
* Set linear velocity.
* @memberof Atomic.RigidBody.prototype
* @param {Atomic.Vector3} velocity
*/
function setLinearVelocity() {};
/**
* Set linear degrees of freedom. Use 1 to enable an axis or 0 to disable. Default is all axes enabled (1, 1, 1).
* @memberof Atomic.RigidBody.prototype
* @param {Atomic.Vector3} factor
*/
function setLinearFactor() {};
/**
* Set linear velocity deactivation threshold.
* @memberof Atomic.RigidBody.prototype
* @param {number} threshold
*/
function setLinearRestThreshold() {};
/**
* Set linear velocity damping factor.
* @memberof Atomic.RigidBody.prototype
* @param {number} damping
*/
function setLinearDamping() {};
/**
* Set angular velocity.
* @memberof Atomic.RigidBody.prototype
* @param {Atomic.Vector3} angularVelocity
*/
function setAngularVelocity() {};
/**
* Set angular degrees of freedom. Use 1 to enable an axis or 0 to disable. Default is all axes enabled (1, 1, 1).
* @memberof Atomic.RigidBody.prototype
* @param {Atomic.Vector3} factor
*/
function setAngularFactor() {};
/**
* Set angular velocity deactivation threshold.
* @memberof Atomic.RigidBody.prototype
* @param {number} threshold
*/
function setAngularRestThreshold() {};
/**
* Set angular velocity damping factor.
* @memberof Atomic.RigidBody.prototype
* @param {number} factor
*/
function setAngularDamping() {};
/**
* Set friction coefficient.
* @memberof Atomic.RigidBody.prototype
* @param {number} friction
*/
function setFriction() {};
/**
* Set anisotropic friction.
* @memberof Atomic.RigidBody.prototype
* @param {Atomic.Vector3} friction
*/
function setAnisotropicFriction() {};
/**
* Set rolling friction coefficient.
* @memberof Atomic.RigidBody.prototype
* @param {number} friction
*/
function setRollingFriction() {};
/**
* Set restitution coefficient.
* @memberof Atomic.RigidBody.prototype
* @param {number} restitution
*/
function setRestitution() {};
/**
* Set contact processing threshold.
* @memberof Atomic.RigidBody.prototype
* @param {number} threshold
*/
function setContactProcessingThreshold() {};
/**
* Set continuous collision detection swept sphere radius.
* @memberof Atomic.RigidBody.prototype
* @param {number} radius
*/
function setCcdRadius() {};
/**
* Set continuous collision detection motion-per-simulation-step threshold. 0 disables, which is the default.
* @memberof Atomic.RigidBody.prototype
* @param {number} threshold
*/
function setCcdMotionThreshold() {};
/**
* Set whether gravity is applied to rigid body.
* @memberof Atomic.RigidBody.prototype
* @param {boolean} enable
*/
function setUseGravity() {};
/**
* Set gravity override. If zero, uses physics world's gravity.
* @memberof Atomic.RigidBody.prototype
* @param {Atomic.Vector3} gravity
*/
function setGravityOverride() {};
/**
* Set rigid body kinematic mode. In kinematic mode forces are not applied to the rigid body.
* @memberof Atomic.RigidBody.prototype
* @param {boolean} enable
*/
function setKinematic() {};
/**
* Set rigid body trigger mode. In trigger mode collisions are reported but do not apply forces.
* @memberof Atomic.RigidBody.prototype
* @param {boolean} enable
*/
function setTrigger() {};
/**
* Set collision layer.
* @memberof Atomic.RigidBody.prototype
* @param {number} layer
*/
function setCollisionLayer() {};
/**
* Set collision mask.
* @memberof Atomic.RigidBody.prototype
* @param {number} mask
*/
function setCollisionMask() {};
/**
* Set collision group and mask.
* @memberof Atomic.RigidBody.prototype
* @param {number} layer
* @param {number} mask
*/
function setCollisionLayerAndMask() {};
/**
* Set collision event signaling mode. Default is to signal when rigid bodies are active.
* @memberof Atomic.RigidBody.prototype
* @param {Atomic.CollisionEventMode} mode
*/
function setCollisionEventMode() {};
/**
* Apply torque.
* @memberof Atomic.RigidBody.prototype
* @param {Atomic.Vector3} torque
*/
function applyTorque() {};
/**
* Apply impulse to center of mass.
* @memberof Atomic.RigidBody.prototype
* @param {Atomic.Vector3} impulse
*/
function applyImpulse() {};
/**
* Apply torque impulse.
* @memberof Atomic.RigidBody.prototype
* @param {Atomic.Vector3} torque
*/
function applyTorqueImpulse() {};
/**
* Reset accumulated forces.
* @memberof Atomic.RigidBody.prototype
*/
function resetForces() {};
/**
* Activate rigid body if it was resting.
* @memberof Atomic.RigidBody.prototype
*/
function activate() {};
/**
* Readd rigid body to the physics world to clean up internal state like stale contacts.
* @memberof Atomic.RigidBody.prototype
*/
function reAddBodyToWorld() {};
/**
* Disable mass update. Call this to optimize performance when adding or editing multiple collision shapes in the same node.
* @memberof Atomic.RigidBody.prototype
*/
function disableMassUpdate() {};
/**
* Re-enable mass update and recalculate the mass/inertia by calling UpdateMass(). Call when collision shape changes are finished.
* @memberof Atomic.RigidBody.prototype
*/
function enableMassUpdate() {};
/**
* Return physics world.
* @memberof Atomic.RigidBody.prototype
* @returns { Atomic.PhysicsWorld}
*/
function getPhysicsWorld() {};
/**
* Return mass.
* @memberof Atomic.RigidBody.prototype
* @returns { number}
*/
function getMass() {};
/**
* Return rigid body position in world space.
* @memberof Atomic.RigidBody.prototype
* @returns { Atomic.Vector3}
*/
function getPosition() {};
/**
* Return rigid body rotation in world space.
* @memberof Atomic.RigidBody.prototype
* @returns { Atomic.Quaternion}
*/
function getRotation() {};
/**
* Return linear velocity.
* @memberof Atomic.RigidBody.prototype
* @returns { Atomic.Vector3}
*/
function getLinearVelocity() {};
/**
* Return linear degrees of freedom.
* @memberof Atomic.RigidBody.prototype
* @returns { Atomic.Vector3}
*/
function getLinearFactor() {};
/**
* Return linear velocity at local point.
* @memberof Atomic.RigidBody.prototype
* @param {Atomic.Vector3} position
* @returns { Atomic.Vector3}
*/
function getVelocityAtPoint() {};
/**
* Return linear velocity deactivation threshold.
* @memberof Atomic.RigidBody.prototype
* @returns { number}
*/
function getLinearRestThreshold() {};
/**
* Return linear velocity damping factor.
* @memberof Atomic.RigidBody.prototype
* @returns { number}
*/
function getLinearDamping() {};
/**
* Return angular velocity.
* @memberof Atomic.RigidBody.prototype
* @returns { Atomic.Vector3}
*/
function getAngularVelocity() {};
/**
* Return angular degrees of freedom.
* @memberof Atomic.RigidBody.prototype
* @returns { Atomic.Vector3}
*/
function getAngularFactor() {};
/**
* Return angular velocity deactivation threshold.
* @memberof Atomic.RigidBody.prototype
* @returns { number}
*/
function getAngularRestThreshold() {};
/**
* Return angular velocity damping factor.
* @memberof Atomic.RigidBody.prototype
* @returns { number}
*/
function getAngularDamping() {};
/**
* Return friction coefficient.
* @memberof Atomic.RigidBody.prototype
* @returns { number}
*/
function getFriction() {};
/**
* Return anisotropic friction.
* @memberof Atomic.RigidBody.prototype
* @returns { Atomic.Vector3}
*/
function getAnisotropicFriction() {};
/**
* Return rolling friction coefficient.
* @memberof Atomic.RigidBody.prototype
* @returns { number}
*/
function getRollingFriction() {};
/**
* Return restitution coefficient.
* @memberof Atomic.RigidBody.prototype
* @returns { number}
*/
function getRestitution() {};
/**
* Return contact processing threshold.
* @memberof Atomic.RigidBody.prototype
* @returns { number}
*/
function getContactProcessingThreshold() {};
/**
* Return continuous collision detection swept sphere radius.
* @memberof Atomic.RigidBody.prototype
* @returns { number}
*/
function getCcdRadius() {};
/**
* Return continuous collision detection motion-per-simulation-step threshold.
* @memberof Atomic.RigidBody.prototype
* @returns { number}
*/
function getCcdMotionThreshold() {};
/**
* Return whether rigid body uses gravity.
* @memberof Atomic.RigidBody.prototype
* @returns { boolean}
*/
function getUseGravity() {};
/**
* Return gravity override. If zero (default), uses the physics world's gravity.
* @memberof Atomic.RigidBody.prototype
* @returns { Atomic.Vector3}
*/
function getGravityOverride() {};
/**
* Return center of mass offset.
* @memberof Atomic.RigidBody.prototype
* @returns { Atomic.Vector3}
*/
function getCenterOfMass() {};
/**
* Return kinematic mode flag.
* @memberof Atomic.RigidBody.prototype
* @returns { boolean}
*/
function isKinematic() {};
/**
* Return whether this RigidBody is acting as a trigger.
* @memberof Atomic.RigidBody.prototype
* @returns { boolean}
*/
function isTrigger() {};
/**
* Return whether rigid body is active (not sleeping.)
* @memberof Atomic.RigidBody.prototype
* @returns { boolean}
*/
function isActive() {};
/**
* Return collision layer.
* @memberof Atomic.RigidBody.prototype
* @returns { number}
*/
function getCollisionLayer() {};
/**
* Return collision mask.
* @memberof Atomic.RigidBody.prototype
* @returns { number}
*/
function getCollisionMask() {};
/**
* Return collision event signaling mode.
* @memberof Atomic.RigidBody.prototype
* @returns { Atomic.CollisionEventMode}
*/
function getCollisionEventMode() {};
/**
* Apply new world transform after a simulation step. Called internally.
* @memberof Atomic.RigidBody.prototype
* @param {Atomic.Vector3} newWorldPosition
* @param {Atomic.Quaternion} newWorldRotation
*/
function applyWorldTransform() {};
/**
* Update mass and inertia to the Bullet rigid body.
* @memberof Atomic.RigidBody.prototype
*/
function updateMass() {};
/**
* Update gravity parameters to the Bullet rigid body.
* @memberof Atomic.RigidBody.prototype
*/
function updateGravity() {};
/**
* Add a constraint that refers to this rigid body.
* @memberof Atomic.RigidBody.prototype
* @param {Atomic.Constraint} constraint
*/
function addConstraint() {};
/**
* Remove a constraint that refers to this rigid body.
* @memberof Atomic.RigidBody.prototype
* @param {Atomic.Constraint} constraint
*/
function removeConstraint() {};
/**
* Remove the rigid body.
* @memberof Atomic.RigidBody.prototype
*/
function releaseBody() {};
//----------------------------------------------------
// MODULE: Javascript
//----------------------------------------------------
/**
* @class
* @memberof Atomic
* @augments Atomic.Component
* @property {string} className - Return class name.
*/
function JSComponent() {};
/**
* Return class name.
* @memberof Atomic.JSComponent.prototype
* @returns { string}
*/
function getClassName() {};
/**
*
* @memberof Atomic.JSComponent.prototype
* @param {string} className
*/
function setClassName() {};
/**
* Handle enabled/disabled state change.
* @memberof Atomic.JSComponent.prototype
*/
function onSetEnabled() {};
/**
*
* @memberof Atomic.JSComponent.prototype
* @param {Atomic.Node} node
*/
function onNodeSet() {};
/**
*
* @memberof Atomic.JSComponent.prototype
*/
function setDestroyed() {};
/**
*
* @memberof Atomic.JSComponent.prototype
* @param {Atomic.AObject} sender
* @param {string} eventType
* @param {number} __duk_function
*/
function listenToEvent() {};
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