Fix typedefs
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+2
-25
@@ -5,20 +5,12 @@
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* https://opensource.org/licenses/MIT
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*/
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/** Fields shared by every renderable type. */
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/** A Renderable component. Returned by `entity.add(Component.RENDERABLE)`. */
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interface Renderable extends Component {
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/** Current render type — one of the `Renderable.*` type constants. */
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type: number;
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/** Render priority. 0 = auto. Higher = drawn later. */
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priority: number;
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toString(): string;
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}
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/**
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* Renderable in `SHADER_MATERIAL` mode (default after `entity.add`).
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* Renders a mesh with the unlit shader.
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*/
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interface RenderableMaterial extends Renderable {
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/**
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* Unlit material color. Reading returns a fresh `Color` copy; assigning
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* a `Color` instance writes through to the C material.
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@@ -28,22 +20,12 @@ interface RenderableMaterial extends Renderable {
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* r.color = new Color(255, 128, 0);
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*/
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color: Color;
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}
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/**
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* Renderable in `SPRITEBATCH` mode.
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*
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* Set `texture` to activate spritebatch rendering (also switches `type`
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* to `Renderable.SPRITEBATCH` automatically).
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*/
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interface RenderableSpritebatch extends Renderable {
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/**
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* The bound texture. Assigning a `Texture` switches the renderable to
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* `SPRITEBATCH` mode and pins the object against GC. Reading returns the
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* same `Texture` instance that was assigned, or `undefined` if none.
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*/
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texture: Texture | undefined;
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/**
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* Sprite list. Reading returns a JS array of 10-element sub-arrays
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* `[x1,y1,z1, x2,y2,z2, u1,v1, u2,v2]` — one per sprite.
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@@ -57,14 +39,9 @@ interface RenderableSpritebatch extends Renderable {
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* r.sprites = []; // clear
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*/
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sprites: number[][];
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toString(): string;
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}
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/**
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* Renderable in `CUSTOM` mode.
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* Draw logic is provided by a C callback set via `entityRenderableSetDraw`.
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*/
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interface RenderableCustom extends Renderable {}
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interface RenderableConstructor {
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readonly SHADER_MATERIAL: number;
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readonly SPRITEBATCH: number;
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