/** * 场景的渲染类型. */ export declare enum RenderType { /** * 线框模式 */ Wireframe = 1, /** * 概念 */ Conceptual = 2, /** 概念(透明)*/ ConceptualTransparent = 82,// ConceptualTransparent原本的值是182,估计是写错了,不应该大于100的 /** * 物理着色PBR */ Physical = 3, Jig = 4, Print = 5, /**物理带线框 */ Physical2 = 6, Edge = 7,//封边检查 OpenCabinet.UNOPENRENDERTYPE 该视图下不支持开门动作 PlaceFace = 8,//排版面 OpenCabinet.UNOPENRENDERTYPE 该视图下不支持开门动作 BigHoleFace = 81,//大孔面 OpenCabinet.UNOPENRENDERTYPE 该视图下不支持开门动作 CustomNumber = 9,//自定义编号 ModelGroove = 10,//造型槽 OpenCabinet.UNOPENRENDERTYPE 该视图下不支持开门动作 /******************************************** 在视口时的渲染模式 */ /** * 线框模式 */ WireframePrint = 101, /** * 概念 */ ConceptualPrint = 102, /** * 物理着色PBR */ PhysicalPrint = 103, JigPrint = 104, PrintPrint = 105, /**真实带线框 */ Physical2Print = 106, CustomNumberPrint = 109 } /** 实体的渲染颜色种类 */ export declare enum ColorInTransparent { 原始颜色 = 0, 灰度单色 = 1 } type EnumKeys = keyof { [K in keyof T as K extends `${number}` ? never : K]: K; }; export declare function enumToArray(enumObj: T): EnumKeys[]; /** 渲染的状态 */ export declare const RenderState: { /** 概念透明下的实体颜色 */ ConceptualColor: ColorInTransparent; }; export declare function IsPhysical(renderType: RenderType): renderType is RenderType.Physical | RenderType.Physical2 | RenderType.PhysicalPrint | RenderType.Physical2Print; export {}; //# sourceMappingURL=RenderType.d.ts.map