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48
node_modules/three-stdlib/objects/BatchedMesh.d.ts
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48
node_modules/three-stdlib/objects/BatchedMesh.d.ts
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import { Matrix4, Mesh, BufferGeometry, Material, DataTexture, IUniform } from 'three';
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declare class BatchedMesh extends Mesh<BufferGeometry, Material> {
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_vertexStarts: number[];
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_vertexCounts: number[];
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_indexStarts: number[];
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_indexCounts: number[];
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_reservedRanges: {
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vertexStart: number;
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vertexCount: number;
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indexStart: number;
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indexCount: number;
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}[];
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_visible: boolean[];
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_active: boolean[];
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_maxGeometryCount: number;
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_maxVertexCount: number;
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_maxIndexCount: number;
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_geometryInitialized: boolean;
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_geometryCount: number;
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_matrices: Matrix4[];
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_matricesTexture: DataTexture | null;
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_customUniforms: Record<string, IUniform>;
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constructor(maxGeometryCount: number, maxVertexCount: number, maxIndexCount?: number, material?: Material);
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_initMatricesTexture(): void;
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_initShader(): void;
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_initializeGeometry(reference: BufferGeometry): void;
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_validateGeometry(geometry: BufferGeometry): void;
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getGeometryCount(): number;
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getVertexCount(): number;
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getIndexCount(): number;
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addGeometry(geometry: BufferGeometry, vertexCount?: number, indexCount?: number): number;
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/**
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* @deprecated use `addGeometry` instead.
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*/
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applyGeometry(geometry: BufferGeometry): number;
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setGeometryAt(id: number, geometry: BufferGeometry): number;
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deleteGeometry(geometryId: number): this;
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optimize(): never;
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setMatrixAt(geometryId: number, matrix: Matrix4): this;
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getMatrixAt(geometryId: number, matrix: Matrix4): Matrix4;
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setVisibleAt(geometryId: number, value: boolean): this;
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getVisibleAt(geometryId: number): boolean;
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raycast(): void;
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copy(): never;
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toJSON(): never;
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dispose(): this;
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}
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export { BatchedMesh };
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