@dcl/playground-assets 7.21.1-23203004012.commit-7c64ac2 → 7.21.1-23252789519.commit-9f806e1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/alpha.d.ts +112 -0
- package/dist/beta.d.ts +112 -0
- package/dist/index.bundled.d.ts +112 -0
- package/dist/index.js +7 -7
- package/dist/index.js.map +4 -4
- package/dist/playground/sdk/dcl-sdk.package.json +2 -2
- package/dist/playground-assets.d.ts +112 -0
- package/etc/playground-assets.api.json +1136 -209
- package/etc/playground-assets.api.md +30 -0
- package/package.json +4 -4
package/dist/alpha.d.ts
CHANGED
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@@ -2822,6 +2822,19 @@ export declare type JustifyType = 'flex-start' | 'center' | 'flex-end' | 'space-
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*/
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export declare type Key = number | string;
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/**
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* @public
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* Falloff mode for knockback force over distance.
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*/
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export declare enum KnockbackFalloff {
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/** Same force at any distance within radius */
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CONSTANT = 0,
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/** Smooth linear decrease to 0 at radius edge: F = magnitude * (1 - distance / radius) */
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LINEAR = 1,
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/** Sharp drop-off, physically realistic: F = magnitude / (distance^2 + 1) */
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INVERSE_SQUARE = 2
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}
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/**
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*
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* @public
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@@ -6482,12 +6495,92 @@ export declare namespace PBVisibilityComponent {
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export function decode(input: _m0.Reader | Uint8Array, length?: number): PBVisibilityComponent;
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}
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/**
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* @public
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* Physics helpers for applying impulses and forces to the player.
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*/
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export declare const Physics: PhysicsSystem;
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/** @public */
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export declare const PhysicsCombinedForce: LastWriteWinElementSetComponentDefinition<PBPhysicsCombinedForce>;
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/** @public */
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export declare const PhysicsCombinedImpulse: LastWriteWinElementSetComponentDefinition<PBPhysicsCombinedImpulse>;
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/**
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* @public
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*/
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export declare interface PhysicsSystem {
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/**
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* Apply a one-shot impulse to the player entity.
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* Multiple calls within the same frame are accumulated (summed).
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*
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* @param vector - a single `vector` whose length encodes the strength.
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* or use overload for `direction` with a separate `magnitude` — the direction will be normalized before scaling.
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*/
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applyImpulseToPlayer(vector: Vector3Type): void;
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applyImpulseToPlayer(direction: Vector3Type, magnitude: number): void;
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/**
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* Apply a continuous force to the player from a given source entity.
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* Multiple sources are accumulated: the registry sums all active forces
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* and writes a single PBPhysicsCombinedForce component.
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* Calling again with the same source replaces its previous force.
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*
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* @param source - Entity key identifying this force source
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* @param vector - single `vector` whose length encodes the strength
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* or use overload for `direction` with a separate `magnitude` — the direction will be normalized before scaling.
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*/
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applyForceToPlayer(source: Entity, vector: Vector3Type): void;
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applyForceToPlayer(source: Entity, direction: Vector3Type, magnitude: number): void;
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/**
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* Remove a continuous force from the player. Remaining sources are
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* re-summed; if none remain the force is cleared. No-op if the source
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* is not registered.
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*
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* @param source - Entity key identifying the force source to remove
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*/
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removeForceFromPlayer(source: Entity): void;
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/**
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* Push the player away from a point. Computes direction from
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* `fromPosition` to the player, applies falloff, and delegates
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* to applyImpulseToPlayer.
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*
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* If the player is exactly at `fromPosition`, pushes upward.
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*
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* @param fromPosition - world-space origin of the knockback (explosion center, enemy position, etc.)
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* @param magnitude - base impulse strength
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* @param radius - max distance of effect (default: Infinity)
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* @param falloff - how force decreases with distance (default: CONSTANT)
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*/
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applyKnockbackToPlayer(fromPosition: Vector3Type, magnitude: number, radius?: number, falloff?: KnockbackFalloff): void;
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/**
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* Apply a continuous force to the player for a limited duration.
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* After `duration` seconds the force is automatically removed.
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* Calling again with the same source resets the timer.
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*
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* @param source - Entity key identifying this force source
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* @param duration - how long the force lasts, in seconds
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* @param vector - single `vector` whose length encodes the strength
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* or use overload for `direction` with a separate `magnitude` — the direction will be normalized before scaling.
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*/
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applyForceToPlayerForDuration(source: Entity, duration: number, vector: Vector3Type): void;
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applyForceToPlayerForDuration(source: Entity, duration: number, direction: Vector3Type, magnitude: number): void;
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/**
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* Apply a continuous repulsion force that pushes the player away from a point,
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* recalculating direction every tick as the player moves.
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* Remove with `removeForceFromPlayer(source)`.
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*
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* Negative magnitude = attraction (pulls toward the source).
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*
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* @param source - Entity key identifying this force source
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* @param fromPosition - world-space origin of repulsion
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* @param magnitude - base force strength
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* @param radius - max distance of effect (default: Infinity)
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* @param falloff - how force decreases with distance (default: CONSTANT)
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*/
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applyRepulsionForceToPlayer(source: Entity, fromPosition: Vector3Type, magnitude: number, radius?: number, falloff?: KnockbackFalloff): void;
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}
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+
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/**
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* Represens a plane by the equation ax + by + cz + d = 0
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* @public
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@@ -7608,6 +7701,13 @@ export declare namespace RotateContinuous {
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export function decode(input: _m0.Reader | Uint8Array, length?: number): RotateContinuous;
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}
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/**
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* @public
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7706
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* Rotate a vector by a quaternion
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* Uses the formula: v' = q * v * q^(-1), optimized version
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7708
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*/
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export declare function rotateVectorByQuaternion(v: Vector3Type, q: QuaternionType): Vector3Type;
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+
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export declare type RPCSendableMessage = {
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jsonrpc: '2.0';
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id: number;
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@@ -8304,6 +8404,18 @@ export declare type TransformComponent = LastWriteWinElementSetComponentDefiniti
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export declare interface TransformComponentExtended extends TransformComponent {
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create(entity: Entity, val?: TransformTypeWithOptionals): TransformType;
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createOrReplace(entity: Entity, val?: TransformTypeWithOptionals): TransformType;
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8407
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/**
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* Transforms a direction vector from an entity's local coordinate space
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8409
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* to world space, accounting for the full parent hierarchy.
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*
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* This applies only rotation (not translation or scale) — suitable for
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* direction vectors like force/impulse directions.
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+
*
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* @param entity - The source entity whose local space defines the direction
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* @param localDirection - Direction vector in the entity's local coordinates
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* @returns The direction vector in world coordinates
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+
*/
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8418
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+
localToWorldDirection(entity: Entity, localDirection: Vector3Type): Vector3Type;
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8419
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}
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8420
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8421
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/**
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package/dist/beta.d.ts
CHANGED
|
@@ -2813,6 +2813,19 @@ export declare type JustifyType = 'flex-start' | 'center' | 'flex-end' | 'space-
|
|
|
2813
2813
|
*/
|
|
2814
2814
|
export declare type Key = number | string;
|
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2815
2815
|
|
|
2816
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+
/**
|
|
2817
|
+
* @public
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2818
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+
* Falloff mode for knockback force over distance.
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2819
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+
*/
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2820
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+
export declare enum KnockbackFalloff {
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2821
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+
/** Same force at any distance within radius */
|
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2822
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+
CONSTANT = 0,
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2823
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+
/** Smooth linear decrease to 0 at radius edge: F = magnitude * (1 - distance / radius) */
|
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2824
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+
LINEAR = 1,
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|
2825
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+
/** Sharp drop-off, physically realistic: F = magnitude / (distance^2 + 1) */
|
|
2826
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+
INVERSE_SQUARE = 2
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2827
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+
}
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2828
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+
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2816
2829
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/**
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2817
2830
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*
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2818
2831
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* @public
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|
@@ -6454,12 +6467,92 @@ export declare namespace PBVisibilityComponent {
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6467
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export function decode(input: _m0.Reader | Uint8Array, length?: number): PBVisibilityComponent;
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6455
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}
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6469
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|
|
6470
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+
/**
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|
6471
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+
* @public
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|
6472
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+
* Physics helpers for applying impulses and forces to the player.
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6473
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+
*/
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6474
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+
export declare const Physics: PhysicsSystem;
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6475
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+
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6476
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/** @public */
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6458
6477
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export declare const PhysicsCombinedForce: LastWriteWinElementSetComponentDefinition<PBPhysicsCombinedForce>;
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/** @public */
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export declare const PhysicsCombinedImpulse: LastWriteWinElementSetComponentDefinition<PBPhysicsCombinedImpulse>;
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|
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/**
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+
* @public
|
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+
*/
|
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6485
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+
export declare interface PhysicsSystem {
|
|
6486
|
+
/**
|
|
6487
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+
* Apply a one-shot impulse to the player entity.
|
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6488
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+
* Multiple calls within the same frame are accumulated (summed).
|
|
6489
|
+
*
|
|
6490
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+
* @param vector - a single `vector` whose length encodes the strength.
|
|
6491
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+
* or use overload for `direction` with a separate `magnitude` — the direction will be normalized before scaling.
|
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6492
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+
*/
|
|
6493
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+
applyImpulseToPlayer(vector: Vector3Type): void;
|
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6494
|
+
applyImpulseToPlayer(direction: Vector3Type, magnitude: number): void;
|
|
6495
|
+
/**
|
|
6496
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+
* Apply a continuous force to the player from a given source entity.
|
|
6497
|
+
* Multiple sources are accumulated: the registry sums all active forces
|
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6498
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+
* and writes a single PBPhysicsCombinedForce component.
|
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6499
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+
* Calling again with the same source replaces its previous force.
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6500
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+
*
|
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6501
|
+
* @param source - Entity key identifying this force source
|
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6502
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+
* @param vector - single `vector` whose length encodes the strength
|
|
6503
|
+
* or use overload for `direction` with a separate `magnitude` — the direction will be normalized before scaling.
|
|
6504
|
+
*/
|
|
6505
|
+
applyForceToPlayer(source: Entity, vector: Vector3Type): void;
|
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6506
|
+
applyForceToPlayer(source: Entity, direction: Vector3Type, magnitude: number): void;
|
|
6507
|
+
/**
|
|
6508
|
+
* Remove a continuous force from the player. Remaining sources are
|
|
6509
|
+
* re-summed; if none remain the force is cleared. No-op if the source
|
|
6510
|
+
* is not registered.
|
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6511
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+
*
|
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6512
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+
* @param source - Entity key identifying the force source to remove
|
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6513
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+
*/
|
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6514
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+
removeForceFromPlayer(source: Entity): void;
|
|
6515
|
+
/**
|
|
6516
|
+
* Push the player away from a point. Computes direction from
|
|
6517
|
+
* `fromPosition` to the player, applies falloff, and delegates
|
|
6518
|
+
* to applyImpulseToPlayer.
|
|
6519
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+
*
|
|
6520
|
+
* If the player is exactly at `fromPosition`, pushes upward.
|
|
6521
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+
*
|
|
6522
|
+
* @param fromPosition - world-space origin of the knockback (explosion center, enemy position, etc.)
|
|
6523
|
+
* @param magnitude - base impulse strength
|
|
6524
|
+
* @param radius - max distance of effect (default: Infinity)
|
|
6525
|
+
* @param falloff - how force decreases with distance (default: CONSTANT)
|
|
6526
|
+
*/
|
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6527
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+
applyKnockbackToPlayer(fromPosition: Vector3Type, magnitude: number, radius?: number, falloff?: KnockbackFalloff): void;
|
|
6528
|
+
/**
|
|
6529
|
+
* Apply a continuous force to the player for a limited duration.
|
|
6530
|
+
* After `duration` seconds the force is automatically removed.
|
|
6531
|
+
* Calling again with the same source resets the timer.
|
|
6532
|
+
*
|
|
6533
|
+
* @param source - Entity key identifying this force source
|
|
6534
|
+
* @param duration - how long the force lasts, in seconds
|
|
6535
|
+
* @param vector - single `vector` whose length encodes the strength
|
|
6536
|
+
* or use overload for `direction` with a separate `magnitude` — the direction will be normalized before scaling.
|
|
6537
|
+
*/
|
|
6538
|
+
applyForceToPlayerForDuration(source: Entity, duration: number, vector: Vector3Type): void;
|
|
6539
|
+
applyForceToPlayerForDuration(source: Entity, duration: number, direction: Vector3Type, magnitude: number): void;
|
|
6540
|
+
/**
|
|
6541
|
+
* Apply a continuous repulsion force that pushes the player away from a point,
|
|
6542
|
+
* recalculating direction every tick as the player moves.
|
|
6543
|
+
* Remove with `removeForceFromPlayer(source)`.
|
|
6544
|
+
*
|
|
6545
|
+
* Negative magnitude = attraction (pulls toward the source).
|
|
6546
|
+
*
|
|
6547
|
+
* @param source - Entity key identifying this force source
|
|
6548
|
+
* @param fromPosition - world-space origin of repulsion
|
|
6549
|
+
* @param magnitude - base force strength
|
|
6550
|
+
* @param radius - max distance of effect (default: Infinity)
|
|
6551
|
+
* @param falloff - how force decreases with distance (default: CONSTANT)
|
|
6552
|
+
*/
|
|
6553
|
+
applyRepulsionForceToPlayer(source: Entity, fromPosition: Vector3Type, magnitude: number, radius?: number, falloff?: KnockbackFalloff): void;
|
|
6554
|
+
}
|
|
6555
|
+
|
|
6463
6556
|
/**
|
|
6464
6557
|
* Represens a plane by the equation ax + by + cz + d = 0
|
|
6465
6558
|
* @public
|
|
@@ -7580,6 +7673,13 @@ export declare namespace RotateContinuous {
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|
|
7580
7673
|
export function decode(input: _m0.Reader | Uint8Array, length?: number): RotateContinuous;
|
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7581
7674
|
}
|
|
7582
7675
|
|
|
7676
|
+
/**
|
|
7677
|
+
* @public
|
|
7678
|
+
* Rotate a vector by a quaternion
|
|
7679
|
+
* Uses the formula: v' = q * v * q^(-1), optimized version
|
|
7680
|
+
*/
|
|
7681
|
+
export declare function rotateVectorByQuaternion(v: Vector3Type, q: QuaternionType): Vector3Type;
|
|
7682
|
+
|
|
7583
7683
|
export declare type RPCSendableMessage = {
|
|
7584
7684
|
jsonrpc: '2.0';
|
|
7585
7685
|
id: number;
|
|
@@ -8271,6 +8371,18 @@ export declare type TransformComponent = LastWriteWinElementSetComponentDefiniti
|
|
|
8271
8371
|
export declare interface TransformComponentExtended extends TransformComponent {
|
|
8272
8372
|
create(entity: Entity, val?: TransformTypeWithOptionals): TransformType;
|
|
8273
8373
|
createOrReplace(entity: Entity, val?: TransformTypeWithOptionals): TransformType;
|
|
8374
|
+
/**
|
|
8375
|
+
* Transforms a direction vector from an entity's local coordinate space
|
|
8376
|
+
* to world space, accounting for the full parent hierarchy.
|
|
8377
|
+
*
|
|
8378
|
+
* This applies only rotation (not translation or scale) — suitable for
|
|
8379
|
+
* direction vectors like force/impulse directions.
|
|
8380
|
+
*
|
|
8381
|
+
* @param entity - The source entity whose local space defines the direction
|
|
8382
|
+
* @param localDirection - Direction vector in the entity's local coordinates
|
|
8383
|
+
* @returns The direction vector in world coordinates
|
|
8384
|
+
*/
|
|
8385
|
+
localToWorldDirection(entity: Entity, localDirection: Vector3Type): Vector3Type;
|
|
8274
8386
|
}
|
|
8275
8387
|
|
|
8276
8388
|
/**
|
package/dist/index.bundled.d.ts
CHANGED
|
@@ -2813,6 +2813,19 @@ export declare type JustifyType = 'flex-start' | 'center' | 'flex-end' | 'space-
|
|
|
2813
2813
|
*/
|
|
2814
2814
|
export declare type Key = number | string;
|
|
2815
2815
|
|
|
2816
|
+
/**
|
|
2817
|
+
* @public
|
|
2818
|
+
* Falloff mode for knockback force over distance.
|
|
2819
|
+
*/
|
|
2820
|
+
export declare enum KnockbackFalloff {
|
|
2821
|
+
/** Same force at any distance within radius */
|
|
2822
|
+
CONSTANT = 0,
|
|
2823
|
+
/** Smooth linear decrease to 0 at radius edge: F = magnitude * (1 - distance / radius) */
|
|
2824
|
+
LINEAR = 1,
|
|
2825
|
+
/** Sharp drop-off, physically realistic: F = magnitude / (distance^2 + 1) */
|
|
2826
|
+
INVERSE_SQUARE = 2
|
|
2827
|
+
}
|
|
2828
|
+
|
|
2816
2829
|
/**
|
|
2817
2830
|
*
|
|
2818
2831
|
* @public
|
|
@@ -6454,12 +6467,92 @@ export declare namespace PBVisibilityComponent {
|
|
|
6454
6467
|
export function decode(input: _m0.Reader | Uint8Array, length?: number): PBVisibilityComponent;
|
|
6455
6468
|
}
|
|
6456
6469
|
|
|
6470
|
+
/**
|
|
6471
|
+
* @public
|
|
6472
|
+
* Physics helpers for applying impulses and forces to the player.
|
|
6473
|
+
*/
|
|
6474
|
+
export declare const Physics: PhysicsSystem;
|
|
6475
|
+
|
|
6457
6476
|
/** @public */
|
|
6458
6477
|
export declare const PhysicsCombinedForce: LastWriteWinElementSetComponentDefinition<PBPhysicsCombinedForce>;
|
|
6459
6478
|
|
|
6460
6479
|
/** @public */
|
|
6461
6480
|
export declare const PhysicsCombinedImpulse: LastWriteWinElementSetComponentDefinition<PBPhysicsCombinedImpulse>;
|
|
6462
6481
|
|
|
6482
|
+
/**
|
|
6483
|
+
* @public
|
|
6484
|
+
*/
|
|
6485
|
+
export declare interface PhysicsSystem {
|
|
6486
|
+
/**
|
|
6487
|
+
* Apply a one-shot impulse to the player entity.
|
|
6488
|
+
* Multiple calls within the same frame are accumulated (summed).
|
|
6489
|
+
*
|
|
6490
|
+
* @param vector - a single `vector` whose length encodes the strength.
|
|
6491
|
+
* or use overload for `direction` with a separate `magnitude` — the direction will be normalized before scaling.
|
|
6492
|
+
*/
|
|
6493
|
+
applyImpulseToPlayer(vector: Vector3Type): void;
|
|
6494
|
+
applyImpulseToPlayer(direction: Vector3Type, magnitude: number): void;
|
|
6495
|
+
/**
|
|
6496
|
+
* Apply a continuous force to the player from a given source entity.
|
|
6497
|
+
* Multiple sources are accumulated: the registry sums all active forces
|
|
6498
|
+
* and writes a single PBPhysicsCombinedForce component.
|
|
6499
|
+
* Calling again with the same source replaces its previous force.
|
|
6500
|
+
*
|
|
6501
|
+
* @param source - Entity key identifying this force source
|
|
6502
|
+
* @param vector - single `vector` whose length encodes the strength
|
|
6503
|
+
* or use overload for `direction` with a separate `magnitude` — the direction will be normalized before scaling.
|
|
6504
|
+
*/
|
|
6505
|
+
applyForceToPlayer(source: Entity, vector: Vector3Type): void;
|
|
6506
|
+
applyForceToPlayer(source: Entity, direction: Vector3Type, magnitude: number): void;
|
|
6507
|
+
/**
|
|
6508
|
+
* Remove a continuous force from the player. Remaining sources are
|
|
6509
|
+
* re-summed; if none remain the force is cleared. No-op if the source
|
|
6510
|
+
* is not registered.
|
|
6511
|
+
*
|
|
6512
|
+
* @param source - Entity key identifying the force source to remove
|
|
6513
|
+
*/
|
|
6514
|
+
removeForceFromPlayer(source: Entity): void;
|
|
6515
|
+
/**
|
|
6516
|
+
* Push the player away from a point. Computes direction from
|
|
6517
|
+
* `fromPosition` to the player, applies falloff, and delegates
|
|
6518
|
+
* to applyImpulseToPlayer.
|
|
6519
|
+
*
|
|
6520
|
+
* If the player is exactly at `fromPosition`, pushes upward.
|
|
6521
|
+
*
|
|
6522
|
+
* @param fromPosition - world-space origin of the knockback (explosion center, enemy position, etc.)
|
|
6523
|
+
* @param magnitude - base impulse strength
|
|
6524
|
+
* @param radius - max distance of effect (default: Infinity)
|
|
6525
|
+
* @param falloff - how force decreases with distance (default: CONSTANT)
|
|
6526
|
+
*/
|
|
6527
|
+
applyKnockbackToPlayer(fromPosition: Vector3Type, magnitude: number, radius?: number, falloff?: KnockbackFalloff): void;
|
|
6528
|
+
/**
|
|
6529
|
+
* Apply a continuous force to the player for a limited duration.
|
|
6530
|
+
* After `duration` seconds the force is automatically removed.
|
|
6531
|
+
* Calling again with the same source resets the timer.
|
|
6532
|
+
*
|
|
6533
|
+
* @param source - Entity key identifying this force source
|
|
6534
|
+
* @param duration - how long the force lasts, in seconds
|
|
6535
|
+
* @param vector - single `vector` whose length encodes the strength
|
|
6536
|
+
* or use overload for `direction` with a separate `magnitude` — the direction will be normalized before scaling.
|
|
6537
|
+
*/
|
|
6538
|
+
applyForceToPlayerForDuration(source: Entity, duration: number, vector: Vector3Type): void;
|
|
6539
|
+
applyForceToPlayerForDuration(source: Entity, duration: number, direction: Vector3Type, magnitude: number): void;
|
|
6540
|
+
/**
|
|
6541
|
+
* Apply a continuous repulsion force that pushes the player away from a point,
|
|
6542
|
+
* recalculating direction every tick as the player moves.
|
|
6543
|
+
* Remove with `removeForceFromPlayer(source)`.
|
|
6544
|
+
*
|
|
6545
|
+
* Negative magnitude = attraction (pulls toward the source).
|
|
6546
|
+
*
|
|
6547
|
+
* @param source - Entity key identifying this force source
|
|
6548
|
+
* @param fromPosition - world-space origin of repulsion
|
|
6549
|
+
* @param magnitude - base force strength
|
|
6550
|
+
* @param radius - max distance of effect (default: Infinity)
|
|
6551
|
+
* @param falloff - how force decreases with distance (default: CONSTANT)
|
|
6552
|
+
*/
|
|
6553
|
+
applyRepulsionForceToPlayer(source: Entity, fromPosition: Vector3Type, magnitude: number, radius?: number, falloff?: KnockbackFalloff): void;
|
|
6554
|
+
}
|
|
6555
|
+
|
|
6463
6556
|
/**
|
|
6464
6557
|
* Represens a plane by the equation ax + by + cz + d = 0
|
|
6465
6558
|
* @public
|
|
@@ -7580,6 +7673,13 @@ export declare namespace RotateContinuous {
|
|
|
7580
7673
|
export function decode(input: _m0.Reader | Uint8Array, length?: number): RotateContinuous;
|
|
7581
7674
|
}
|
|
7582
7675
|
|
|
7676
|
+
/**
|
|
7677
|
+
* @public
|
|
7678
|
+
* Rotate a vector by a quaternion
|
|
7679
|
+
* Uses the formula: v' = q * v * q^(-1), optimized version
|
|
7680
|
+
*/
|
|
7681
|
+
export declare function rotateVectorByQuaternion(v: Vector3Type, q: QuaternionType): Vector3Type;
|
|
7682
|
+
|
|
7583
7683
|
export declare type RPCSendableMessage = {
|
|
7584
7684
|
jsonrpc: '2.0';
|
|
7585
7685
|
id: number;
|
|
@@ -8271,6 +8371,18 @@ export declare type TransformComponent = LastWriteWinElementSetComponentDefiniti
|
|
|
8271
8371
|
export declare interface TransformComponentExtended extends TransformComponent {
|
|
8272
8372
|
create(entity: Entity, val?: TransformTypeWithOptionals): TransformType;
|
|
8273
8373
|
createOrReplace(entity: Entity, val?: TransformTypeWithOptionals): TransformType;
|
|
8374
|
+
/**
|
|
8375
|
+
* Transforms a direction vector from an entity's local coordinate space
|
|
8376
|
+
* to world space, accounting for the full parent hierarchy.
|
|
8377
|
+
*
|
|
8378
|
+
* This applies only rotation (not translation or scale) — suitable for
|
|
8379
|
+
* direction vectors like force/impulse directions.
|
|
8380
|
+
*
|
|
8381
|
+
* @param entity - The source entity whose local space defines the direction
|
|
8382
|
+
* @param localDirection - Direction vector in the entity's local coordinates
|
|
8383
|
+
* @returns The direction vector in world coordinates
|
|
8384
|
+
*/
|
|
8385
|
+
localToWorldDirection(entity: Entity, localDirection: Vector3Type): Vector3Type;
|
|
8274
8386
|
}
|
|
8275
8387
|
|
|
8276
8388
|
/**
|