export default class BreathPoint { constructor(panoInfo) { E(this, "_staticmesh"); E(this, "_id"); E(this, "_mat"); E(this, "_type"); E(this, "_maxVisibleRegion"); E(this, "_skinInfo"); E(this, "_scene"); E(this, "_isInScene"); const {mesh: xStaticMesh, id: id, position: position, rotation: rotation, mat: material, type: type="default", maxVisibleRegion: maxVisibleRegion=-1, scene: scene, skinInfo: skinInfo="default"} = panoInfo; this._id = id; xStaticMesh.mesh.position = ue4Position2Xverse(position); xStaticMesh.mesh.rotation = ue4Rotation2Xverse(rotation); this._staticmesh = xStaticMesh; this._mat = material; this._type = type; this._maxVisibleRegion = maxVisibleRegion; this._scene = scene; this._skinInfo = skinInfo; this._isInScene = !0; } get isInScene() { return this._isInScene } get skinInfo() { return this._skinInfo } get maxvisibleregion() { return this._maxVisibleRegion } getMesh() { return this._staticmesh } get mesh() { return this._staticmesh.mesh } toggleVisibility(e) { e == !0 ? this._staticmesh.show() : this._staticmesh.hide() } changePickable(e) { this._staticmesh.mesh.isPickable = e } removeFromScene() { if(this._isInScene){ this._staticmesh.mesh != null && this._scene.removeMesh(this._staticmesh.mesh) this._isInScene = !1 } } addToScene() { if(this._isInScene == !1){ this._staticmesh.mesh != null && this._scene.addMesh(this._staticmesh.mesh); this._isInScene = !0 } } dispose() { let mesh = this._staticmesh.mesh if(mesh != null){ mesh.dispose(!1, !1) } } set position(e) { this._staticmesh.mesh.position = ue4Position2Xverse(e) } get position() { return xversePosition2Ue4(this._staticmesh.mesh.position) } set rotation(e) { this._staticmesh.mesh.rotation = ue4Rotation2Xverse(e) } get rotation() { return xverseRotation2Ue4(this._staticmesh.mesh.rotation) } }