@dcl/playground-assets 7.29.1-35332187735.commit-5959224 → 7.29.1-35861881691.commit-e4e55e9
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.
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"metadata": {
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"toolPackage": "@microsoft/api-extractor",
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"toolVersion": "7.59.
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"toolVersion": "7.59.2",
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"schemaVersion": 1011,
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"oldestForwardsCompatibleVersion": 1001,
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"tsdocConfig": {
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"kind": "Function",
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"canonicalReference": "@dcl/playground-assets!AppendValueOperation.write:function(1)",
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"docComment": "/**\n * Call this function for an optimal writing data passing the ByteBuffer already allocated\n */\n",
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"docComment": "/**\n * Call this function for an optimal writing data passing the ByteBuffer\n * already allocated\n */\n",
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"kind": "MethodSignature",
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"canonicalReference": "@dcl/playground-assets!AudioAnalysisComponentDefinitionExtended#tryReadIntoView:member(1)",
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"docComment": "/**\n * Attempts to read the component data of `entity` into the provided `out` view.\n *\n * @param entity - The entity whose AudioAnalysis data will be read.\n *\n * @param out - An existing AudioAnalysisView to populate.\n *\n * @returns `true` if the component exists and data was written into `out
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"docComment": "/**\n * Attempts to read the component data of `entity` into the provided `out` view.\n *\n * @param entity - The entity whose AudioAnalysis data will be read.\n *\n * @param out - An existing AudioAnalysisView to populate.\n *\n * @returns `true` if the component exists and data was written into `out`,\n * `false` if the entity does not have an AudioAnalysis component.\n */\n",
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"kind": "TypeAlias",
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"canonicalReference": "@dcl/playground-assets!AudioAnalysisView:type",
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"docComment": "/**\n * A read-only JavaScript-friendly view of AudioAnalysis ECS data.\n *\n * `amplitude` represents the aggregated signal strength
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"docComment": "/**\n * A read-only JavaScript-friendly view of AudioAnalysis ECS data.\n *\n * `amplitude` represents the aggregated signal strength.`bands` represents the processed frequency bands.\n */\n",
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"kind": "Content",
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"kind": "MethodSignature",
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"canonicalReference": "@dcl/playground-assets!AudioSourceComponentDefinitionExtended#playSound:member(1)",
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"docComment": "/**\n * Play the sound `src` on the given entity. Creates the AudioSource component if it does not yet exist. Always emits a CRDT PUT, so repeated calls with identical parameters reliably retrigger playback.\n *\n * @param entity - target entity (AudioSource will be created if missing)\n *\n * @param src - the path to the sound to play\n *\n * @param resetCursor - the sound starts at 0 or continues from the current cursor position\n *\n * @returns always true; retained for backwards compatibility\n *\n * @public\n */\n",
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"docComment": "/**\n * Play the sound `src` on the given entity. Creates the AudioSource component\n * if it does not yet exist. Always emits a CRDT PUT, so repeated calls with\n * identical parameters reliably retrigger playback.\n *\n * @param entity - target entity (AudioSource will be created if missing)\n *\n * @param src - the path to the sound to play\n *\n * @param resetCursor - the sound starts at 0 or continues from the current cursor position\n *\n * @returns always true; retained for backwards compatibility\n *\n * @public\n */\n",
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{
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"kind": "EnumMember",
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"canonicalReference": "@dcl/playground-assets!BackgroundTextureMode.CENTER:member",
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"docComment": "/**\n * CENTER - CENTER enables the texture to be rendered centered in relation to the element. If the element is smaller than the texture then the background should use the element as stencil to cut off the out-of-bounds area\n */\n",
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"docComment": "/**\n * CENTER - CENTER enables the texture to be rendered centered in relation to the\n * element. If the element is smaller than the texture then the background\n * should use the element as stencil to cut off the out-of-bounds area\n */\n",
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"kind": "EnumMember",
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"canonicalReference": "@dcl/playground-assets!BackgroundTextureMode.NINE_SLICES:member",
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"docComment": "/**\n * NINE_SLICES - https://docs.unity3d.com/Manual/UIE-USS-SupportedProperties.html (Slicing section) https://forum.unity.com/threads/how-does-slicing-in-ui-tookkit-works.1235863
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"docComment": "/**\n * NINE_SLICES - https://docs.unity3d.com/Manual/UIE-USS-SupportedProperties.html (Slicing section)\n * https://forum.unity.com/threads/how-does-slicing-in-ui-tookkit-works.1235863/\n * https://docs.unity3d.com/Manual/9SliceSprites.html\n * https://developer.mozilla.org/en-US/docs/Web/CSS/border-image-slice\n */\n",
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{
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"kind": "EnumMember",
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"canonicalReference": "@dcl/playground-assets!BackgroundTextureMode.STRETCH:member",
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"docComment": "/**\n * STRETCH - STRETCH enables the texture to cover all the area of the container
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"docComment": "/**\n * STRETCH - STRETCH enables the texture to cover all the area of the container,\n * adopting its aspect ratio.\n */\n",
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"excerptTokens": [
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"kind": "Content",
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{
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"kind": "MethodSignature",
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"canonicalReference": "@dcl/playground-assets!BaseComponent#entityDeleted:member(1)",
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"docComment": "/**\n * Marks the entity as deleted and signals it cannot be used ever again. It must clear the component internal state, produces a synchronization message to remove the component from the entity.\n *\n * @param entity - Entity ID that was deleted.\n *\n * @public\n */\n",
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"docComment": "/**\n * Marks the entity as deleted and signals it cannot be used ever again. It must\n * clear the component internal state, produces a synchronization message to remove\n * the component from the entity.\n *\n * @param entity - Entity ID that was deleted.\n *\n * @public\n */\n",
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"kind": "MethodSignature",
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"canonicalReference": "@dcl/playground-assets!BaseComponent#get:member(1)",
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"docComment": "/**\n * Get the readonly component of the entity (to mutate it, use getMutable instead)
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"docComment": "/**\n * Get the readonly component of the entity (to mutate it, use getMutable instead),\n * throws an error if the entity doesn't have the component.\n *\n * @param entity - Entity that will be used to get the component\n *\n * @returns \n */\n",
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"kind": "MethodSignature",
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"canonicalReference": "@dcl/playground-assets!BaseComponent#getCrdtUpdates:member(1)",
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"docComment": "/**\n * This function returns an iterable with all the CRDT updates that need to be broadcasted to other actors in the system. After returning, this function clears the internal dirty state. Updates are produced only once.\n *\n * @public\n */\n",
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"docComment": "/**\n * This function returns an iterable with all the CRDT updates that need to be\n * broadcasted to other actors in the system. After returning, this function\n * clears the internal dirty state. Updates are produced only once.\n *\n * @public\n */\n",
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"kind": "MethodSignature",
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"canonicalReference": "@dcl/playground-assets!BaseComponent#onChange:member(1)",
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"docComment": "/**\n * Triggers the callback if the entity has changed on the last tick
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"docComment": "/**\n * Triggers the callback if the entity has changed on the last tick.\n * If the value is undefined, the component was deleted.\n *\n * @public\n */\n",
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"kind": "MethodSignature",
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"canonicalReference": "@dcl/playground-assets!BaseComponent#updateFromCrdt:member(1)",
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"docComment": "/**\n * This function receives a CRDT update and returns a touple with a \"conflict resoluton\" message, in case of the sender being updated or null in case of noop/accepted change. The second element of the touple is the modified/changed/deleted value.\n *\n * @public\n */\n",
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"docComment": "/**\n * This function receives a CRDT update and returns a touple with a \"conflict\n * resoluton\" message, in case of the sender being updated or null in case of noop/accepted\n * change. The second element of the touple is the modified/changed/deleted value.\n *\n * @public\n */\n",
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"kind": "MethodSignature",
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"canonicalReference": "@dcl/playground-assets!ByteBuffer#buffer:member(1)",
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"docComment": "/**\n * @returns The entire current Uint8Array.\n *\n * WARNING: if the buffer grows, the view had changed itself
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"docComment": "/**\n * @returns The entire current Uint8Array.\n *\n * WARNING: if the buffer grows, the view had changed itself,\n * and the reference will be a invalid one.\n */\n",
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"kind": "MethodSignature",
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"canonicalReference": "@dcl/playground-assets!ByteBuffer#incrementReadOffset:member(1)",
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"docComment": "/**\n * Reading purpose Returns the previuos offsset size before incrementing\n */\n",
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"docComment": "/**\n * Reading purpose\n * Returns the previuos offsset size before incrementing\n */\n",
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"docComment": "/**\n * Take care using this function, if you modify the data after, the returned subarray will change too. If you'll modify the content of the bytebuffer, maybe you want to use toCopiedBinary()\n *\n * @returns The subarray from 0 to offset as reference.\n */\n",
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"docComment": "/**\n * Take care using this function, if you modify the data after, the\n * returned subarray will change too. If you'll modify the content of the\n * bytebuffer, maybe you want to use toCopiedBinary()\n *\n * @returns The subarray from 0 to offset as reference.\n */\n",
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"kind": "TypeAlias",
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"canonicalReference": "@dcl/playground-assets!Color3.Mutable:type",
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"docComment": "/**\n * Type with `Color3` for readonly usage, e.g. `const blackColor: Color3 = Color3.Black()
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"docComment": "/**\n * Type with `Color3` for readonly usage, e.g. `const blackColor: Color3 = Color3.Black()`.\n * For mutable, use `Color3.Mutable`, e.g. `const redColor: Color3.Mutable = Color3.Red()`.\n *\n * @public\n */\n",
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"kind": "TypeAlias",
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"canonicalReference": "@dcl/playground-assets!Color3.MutableColor3:type",
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"docComment": "/**\n * For external usage, type with `Color3`, e.g. `const blackColor: Color3 = Color3.Black()
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"docComment": "/**\n * For external usage, type with `Color3`, e.g. `const blackColor: Color3 = Color3.Black()`.\n * For mutable typing, use `Color3.Mutable`, e.g. `const redColor: Color3.Mutable = Color3.Red()`.\n *\n * @public\n */\n",
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"kind": "TypeAlias",
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"canonicalReference": "@dcl/playground-assets!Color3.ReadonlyColor3:type",
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"docComment": "/**\n * For external use, type with `Color3`, e.g. `const blackColor: Color3 = Color3.Black()
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"docComment": "/**\n * For external use, type with `Color3`, e.g. `const blackColor: Color3 = Color3.Black()`.\n * For mutable typing, use `Color3.Mutable`, e.g. `const redColor: Color3.Mutable = Color3.Red()`.\n *\n * @public\n */\n",
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"canonicalReference": "@dcl/playground-assets!Color3:type",
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"docComment": "/**\n * Color3 is a type and a namespace.\n * - The namespace contains all types and functions to operates with Color3\n * - The type Color3 is an alias to Color3.ReadonlyColor3\n * ```\n *\n * // Namespace usage example\n * Color3.add(blue, red) // sum component by component resulting pink\n *\n * // Type usage example\n * const readonlyBlue: Color3 = Color3.Blue()\n * readonlyBlue.r = 0.1 // this FAILS\n *\n * // For mutable usage, use `Color3.Mutable`\n * const blue: Color3.Mutable = Color3.Blue()\n * blue.r = 0.1 // this WORKS\n * ```\n *\n * @public\n */\n",
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"kind": "Function",
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"canonicalReference": "@dcl/playground-assets!Color4.checkColors4:function(1)",
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"docComment": "/**\n * Check the content of a given array and convert it to an array containing RGBA data If the original array was already containing count * 4 values then it is returned directly\n *\n * @param colors - defines the array to check\n *\n * @param count - defines the number of RGBA data to expect\n *\n * @returns an array containing count * 4 values (RGBA)\n */\n",
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"docComment": "/**\n * Check the content of a given array and convert it to an array containing RGBA data\n * If the original array was already containing count * 4 values then it is returned directly\n *\n * @param colors - defines the array to check\n *\n * @param count - defines the number of RGBA data to expect\n *\n * @returns an array containing count * 4 values (RGBA)\n */\n",
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"canonicalReference": "@dcl/playground-assets!Color4.Mutable:type",
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"docComment": "/**\n * Type with `Color4` for readonly usage, e.g. `const blackColor: Color4 = Color4.Black()
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"docComment": "/**\n * Type with `Color4` for readonly usage, e.g. `const blackColor: Color4 = Color4.Black()`.\n * For mutable, use `Color4.Mutable`, e.g. `const redColor: Color4.Mutable = Color4.Red()`.\n *\n * @public\n */\n",
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"docComment": "/**\n * For external usage, type with `Color4`, e.g. `const blackColor: Color4 = Color4.Black()
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"docComment": "/**\n * For external usage, type with `Color4`, e.g. `const blackColor: Color4 = Color4.Black()`.\n * For mutable typing, use `Color4.Mutable`, e.g. `const redColor: Color4.Mutable = Color4.Red()`.\n *\n * @public\n */\n",
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"docComment": "/**\n * For external use, type with `Color4`, e.g. `const blackColor: Color4 = Color4.Black()`.\n * For mutable typing, use `Color4.Mutable`, e.g. `const redColor: Color4.Mutable = Color4.Red()`.\n *\n * @public\n */\n",
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"docComment": "/**\n * Color4 is a type and a namespace.\n * - The namespace contains all types and functions to operates with Color4\n * - The type Color4 is an alias to Color4.ReadonlyColor4\n * ```\n *\n * // Namespace usage example\n * Color4.add(blue, red) // sum component by component resulting pink\n *\n * // Type usage example\n * const readonlyBlue: Color4 = Color4.Blue()\n * readonlyBlue.a = 0.1 // this FAILS\n *\n * // For mutable usage, use `Color4.Mutable`\n * const blue: Color4.Mutable = Color4.Blue()\n * blue.a = 0.1 // this WORKS\n * ```\n *\n * @public\n */\n",
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"docComment": "/**\n * A conflict resolution message is the response to an outdated or invalid state in the CRDT.\n *\n * @public\n */\n",
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"docComment": "/**\n * A conflict resolution message is the response to an outdated or invalid state\n * in the CRDT.\n *\n * @public\n */\n",
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"docComment": "/**\n * Min length = 8 bytes All message length including\n *\n * @param length - uint32 the length of all message (including the header)\n *\n * @param type - define the function which handles the data\n *\n * @public\n */\n",
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"docComment": "/**\n * Min length = 8 bytes\n * All message length including\n *\n * @param length - uint32 the length of all message (including the header)\n *\n * @param type - define the function which handles the data\n *\n * @public\n */\n",
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"docComment": "/**\n * Transform parenting: cyclic dependency checker It checks only in modified Transforms\n *\n * Add this system with:\n * ```ts\n * engine.addSystem(cyclicParentingChecker(engine))\n * ```\n *\n *
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"docComment": "/**\n * Transform parenting: cyclic dependency checker\n * It checks only in modified Transforms\n *\n * Add this system with:\n * ```ts\n * engine.addSystem(cyclicParentingChecker(engine))\n * ```\n *\n * `\n * And then it will check every tick the parenting.\n *\n * @params engine\n *\n * @returns a system\n *\n * @public\n */\n",
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"docComment": "/**\n * Dropdown component\n *\n * A dropdown allows a user to select a value from a series of options.\n *\n * @example\n *\n * <Dropdown options={['Red', 'Blue']} color={Color4.Red()} font=\"sans-serif\" fontSize={14} selectedIndex={value} onChange={(index) => value = index} />\n *\n * @category Component\n *\n * @public\n */\n",
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"docComment": "/**\n * Dropdown component\n *\n * A dropdown allows a user to select a value from a series of options.\n *\n * @example\n *\n * <Dropdown\n * options={['Red', 'Blue']}\n * color={Color4.Red()}\n * font=\"sans-serif\"\n * fontSize={14}\n * selectedIndex={value}\n * onChange={(index) => value = index}\n * />\n *\n * @category Component\n *\n * @public\n */\n",
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"docComment": "/**\n * ES_INTERRUPTED - ES_INTERRUPTED indicates playback was cancelled (movement, teleport,\n * another emote superseding it, explicit stop, or scene change).\n */\n",
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"docComment": "/**\n * ES_STARTED - ES_STARTED indicates the emote started playing.\n * This is the zero value and is used for backward compatibility — entries\n * written by older explorers (field absent) read as \"started\".\n */\n",
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"docComment": "/**\n * The engine is the part of the scene that sits in the middle and manages all of the other parts.\n * It determines what entities are rendered and how players interact with them.\n * It also coordinates what functions from systems are executed and when.\n *\n * @example\n *\n * import { engine } from '@dcl/sdk/ecs'\n * const entity = engine.addEntity()\n * engine.addSystem(someSystemFunction)\n *\n * @public\n */\n",
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"docComment": "/**\n * The Entity is a number type, the cast is only for typescript, the final javascript code treat as a number\n * version number\n * [31...16][15...0]\n *\n * Convertion from entity to its compound numbers:\n * To get the version => ((entity & MASK_UPPER_16_ON_32) >> 16) & MAX_U16\n * To get the number => entity & MAX_U16\n *\n * Convertion from its compound numbers to entity:\n * entity = (entityNumber & MAX_U16) | ((entityVersion & MAX_U16) << 16)\n *\n * @public\n */\n",
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"docComment": "/**\n * Get the composite provider registered via setCompositeProvider. Returns null if no provider has been set.\n *\n * @public\n */\n",
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"docComment": "/**\n * Get the composite provider registered via setCompositeProvider. Returns null if\n * no provider has been set.\n *\n * @public\n */\n",
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"docComment": "/**\n * Get the world position of an entity, taking into account the full parent hierarchy.\n * This computes the world-space position by accumulating all parent transforms\n * (position, rotation, and scale).\n *\n * When the entity has AvatarAttach and Transform, the renderer updates the Transform\n * with avatar-relative values (including the exact anchor point offset for hand, head, etc.).\n * This function combines the player's transform with those values to compute the world position.\n *\n * @param engine - the engine running the entities\n *\n * @param entity - the entity to get the world position for\n *\n * @returns The entity's position in world space. Returns `{x: 0, y: 0, z: 0}` if the entity has no Transform.\n *\n * Example:\n * ```ts\n * const worldPos = getWorldPosition(engine, childEntity)\n * console.log(`World position: ${worldPos.x}, ${worldPos.y}, ${worldPos.z}`)\n * ```\n *\n * @public\n */\n",
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"docComment": "/**\n * Get the world rotation of an entity, taking into account the full parent hierarchy
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"docComment": "/**\n * Get the world rotation of an entity, taking into account the full parent hierarchy.\n * This computes the world-space rotation by combining all parent rotations.\n *\n * When the entity has AvatarAttach and Transform, the renderer updates the Transform\n * with avatar-relative values (including the exact anchor point rotation for hand, head, etc.).\n * This function combines the player's rotation with those values to compute the world rotation.\n *\n * @param engine - the engine running the entities\n *\n * @param entity - the entity to get the world rotation for\n *\n * @returns The entity's rotation in world space as a quaternion. Returns identity quaternion `{x: 0, y: 0, z: 0, w: 1}` if the entity has no Transform.\n *\n * Example:\n * ```ts\n * const worldRot = getWorldRotation(engine, childEntity)\n * console.log(`World rotation: ${worldRot.x}, ${worldRot.y}, ${worldRot.z}, ${worldRot.w}`)\n * ```\n *\n * @public\n */\n",
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"docComment": "/**\n * Appends an element to the set.\n *\n * @param entity - Entity that will host the value\n *\n * @param val - The final value. The Set will freeze the value, it won't be editable from the script.\n */\n",
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"docComment": "/**\n * Appends an element to the set.\n *\n * @param entity - Entity that will host the value\n *\n * @param val - The final value. The Set will freeze the value, it won't be editable from\n * the script.\n */\n",
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"docComment": "/**\n * Get the readonly component of the entity (to mutate it, use getMutable instead),\n * throws an error if the entity doesn't have the component.\n *\n * @param entity - Entity that will be used to get the component\n *\n * @returns \n */\n",
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"docComment": "/**\n * Remove all components of an entity\n *\n * @param entity - entity\n *\n * @returns whether the entity id was released for reuse. Ids in the renderer-reserved range are never released, at any version. Components are still purged for RootEntity/PlayerEntity/CameraEntity, but not for the avatar range.\n *\n * @public\n */\n",
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"docComment": "/**\n * Remove all components of an entity\n *\n * @param entity - entity\n *\n * @returns whether the entity id was released for reuse. Ids in the renderer-reserved range\n * are never released, at any version. Components are still purged for\n * RootEntity/PlayerEntity/CameraEntity, but not for the avatar range.\n *\n * @public\n */\n",
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"docComment": "/**\n * Remove all components of each entity in the tree made with Transform parenting\n *\n * @param entity - the root entity of the tree\n *\n * May complete only partially and does not report it: nodes in the renderer-reserved range are refused by `removeEntity`, so a reserved node anywhere in the tree survives while its descendants are removed — leaving its `Transform.parent` pointing at a removed entity.\n */\n",
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"docComment": "/**\n * Remove all components of each entity in the tree made with Transform parenting\n *\n * @param entity - the root entity of the tree\n *\n * May complete only partially and does not report it: nodes in the renderer-reserved range\n * are refused by `removeEntity`, so a reserved node anywhere in the tree survives while its\n * descendants are removed — leaving its `Transform.parent` pointing at a removed entity.\n */\n",
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"docComment": "/**\n * Seals the engine components. It is used to clearly define the scope of the components that will be available to this engine and to run optimizations.\n */\n",
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"docComment": "/**\n * Seals the engine components. It is used to clearly define the scope of the\n * components that will be available to this engine and to run optimizations.\n */\n",
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"docComment": "/**\n * Input component\n *\n * An Input is a field used to obtain a response from a user.\n *\n * @example\n *\n * <Input placeholder=\"Please enter your email\" onChange={(value) => { email = value }} onSubmit={(value) => { email = value }} uiBackground={{ color: Color4.Red() }} uiTransform={{ width: 200, height: 36 }} value={textValue} />\n *\n * @category Component\n *\n * @public\n */\n",
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"docComment": "/**\n * Input component\n *\n * An Input is a field used to obtain a response from a user.\n *\n * @example\n *\n * <Input\n * placeholder=\"Please enter your email\"\n * onChange={(value) => {\n * email = value\n * }}\n * onSubmit={(value) => {\n * email = value\n * }}\n * uiBackground={{ color: Color4.Red() }}\n * uiTransform={{ width: 200, height: 36 }}\n * value={textValue}\n * />\n *\n * @category Component\n *\n * @public\n */\n",
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"docComment": "/**\n * Input system manager. Check for button events\n *\n * @example\n *\n * inputSystem.isTriggered: Returns true if an input action ocurred since the last tick
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"docComment": "/**\n * Input system manager. Check for button events\n *\n * @example\n *\n * inputSystem.isTriggered: Returns true if an input action ocurred since the last tick.\n * inputSystem.isPressed: Returns true if an input is currently being pressed down. It will return true on every tick until the button goes up again.\n * inputSystem.getInputCommand: Returns an object with data about the input action.\n *\n * @public\n */\n",
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"docComment": "/**\n * InteractableArea component\n *\n * Constrains its children to the area inside the renderer-reported interactable area. This is the portion of the screen not covered by client UI such as the minimap, chat window, or other platform overlays. On the Unity desktop client the left 25% of the screen is reserved for client UI, so this container positions its children within the remaining 75%.\n *\n * The container is absolutely positioned with top/left/right/bottom matching the current `UiCanvasInformation.interactableArea`, so a child sized 100%x100% fills the interactable area exactly.\n *\n * @example\n *\n * <InteractableArea><MyHud /></InteractableArea>\n *\n * @category Component\n *\n * @public\n */\n",
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"docComment": "/**\n * InteractableArea component\n *\n * Constrains its children to the area inside the renderer-reported interactable\n * area. This is the portion of the screen not covered by client UI such as the\n * minimap, chat window, or other platform overlays. On the Unity desktop client\n * the left 25% of the screen is reserved for client UI, so this container\n * positions its children within the remaining 75%.\n *\n * The container is absolutely positioned with top/left/right/bottom matching\n * the current `UiCanvasInformation.interactableArea`, so a child sized\n * 100%x100% fills the interactable area exactly.\n *\n * @example\n *\n * <InteractableArea><MyHud /></InteractableArea>\n *\n * @category Component\n *\n * @public\n */\n",
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"docComment": "/**\n * Keys help React identify which items have changed, are added, or are removed.\n * Keys should be given to the elements inside the array to give the elements a stable identity:\n *\n * @public\n */\n",
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"docComment": "/**\n * Add the current component to an entity, throw an error if the component already exists (use `createOrReplace` instead).\n * - Internal comment: This method adds the <entity,component> to the list to be reviewed next frame\n *\n * @param entity - Entity that will be used to create the component\n *\n * @param val - The initial value\n */\n",
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"docComment": "/**\n * Add the current component to an entity or replace the content if the entity already has the component - Internal comment: This method adds the <entity,component> to the list to be reviewed next frame\n *\n * @param entity - Entity that will be used to create or replace the component\n *\n * @param val - The initial or new value\n */\n",
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"docComment": "/**\n * Add the current component to an entity or replace the content if the entity already has the component\n * - Internal comment: This method adds the <entity,component> to the list to be reviewed next frame\n *\n * @param entity - Entity that will be used to create or replace the component\n *\n * @param val - The initial or new value\n */\n",
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"docComment": "/**\n * Delete the current component to an entity, return null if the entity doesn't have the current component.\n * - Internal comment: This method adds the <entity,component> to the list to be reviewed next frame\n *\n * @param entity - Entity to delete the component from\n *\n * @public\n */\n",
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"docComment": "/**\n * Get the readonly component of the entity (to mutate it, use getMutable instead),\n * throws an error if the entity doesn't have the component.\n *\n * @param entity - Entity that will be used to get the component\n *\n * @returns \n */\n",
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"docComment": "/**\n * Get the mutable component of the entity, throw an error if the entity doesn't have the component.\n * - Internal comment: This method adds the <entity,component> to the list to be reviewed next frame\n *\n * @param entity - Entity to get the component from\n */\n",
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"docComment": "/**\n * Get the mutable component of the entity, return null if the entity doesn't have the component.\n * - Internal comment: This method adds the <entity,component> to the list to be reviewed next frame\n *\n * @param entity - Entity to get the component from\n */\n",
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"docComment": "/**\n * Get the mutable component of the entity. If the entity doesn't have the component, it's created.\n * - Internal comment: This method adds the <entity,component> to the list to be reviewed next frame\n *\n * @param entity - Entity to get the component from\n *\n * @param val - The initial value if it doesn't exist\n */\n",
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"docComment": "/**\n * Add the current component to an entity, throw an error if the component already exists (use `createOrReplace` instead).\n * - Internal comment: This method adds the <entity,component> to the list to be reviewed next frame\n *\n * @param entity - Entity that will be used to create the component\n *\n * @param val - The initial value\n */\n",
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"docComment": "/**\n * Add the current component to an entity or replace the content if the entity already has the component - Internal comment: This method adds the <entity,component> to the list to be reviewed next frame\n *\n * @param entity - Entity that will be used to create or replace the component\n *\n * @param val - The initial or new value\n */\n",
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"docComment": "/**\n * Add the current component to an entity or replace the content if the entity already has the component\n * - Internal comment: This method adds the <entity,component> to the list to be reviewed next frame\n *\n * @param entity - Entity that will be used to create or replace the component\n *\n * @param val - The initial or new value\n */\n",
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"docComment": "/**\n * Get a readonly flattened accessor for the material's properties.\n * Simplifies reading material properties without navigating nested unions.\n * Works for both PBR and Unlit materials.\n * Throws if the entity does not have a Material component.\n *\n * @param entity - Entity with the Material component\n *\n * @returns A readonly accessor object with direct access to material properties\n */\n",
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"docComment": "/**\n * Get a mutable flattened accessor for the material's properties.\n * Simplifies reading/writing material properties without navigating nested unions.\n * Works for both PBR and Unlit materials.\n * Throws if the entity does not have a Material component.\n *\n * @param entity - Entity with the Material component\n *\n * @returns A mutable accessor object with direct access to material properties\n */\n",
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"docComment": "/**\n * Get a mutable flattened accessor for the material's properties, or null if the entity\n * does not have a Material component.\n *\n * @param entity - Entity to check for Material component\n *\n * @returns A mutable accessor object, or null if no Material component exists\n */\n",
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"docComment": "/**\n * Get a readonly flattened accessor for the material's properties, or null if the entity\n * does not have a Material component.\n *\n * @param entity - Entity to check for Material component\n *\n * @returns A readonly accessor object, or null if no Material component exists\n */\n",
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"docComment": "/**\n * Builds a new matrix whose values are computed by:\n * * decomposing the the \"startValue\" and \"endValue\" matrices into their respective scale, rotation and translation matrices\n * * interpolating for \"gradient\" (float) the values between each of these decomposed matrices between the start and the end\n * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices\n *\n * @param startValue - defines the first matrix\n *\n * @param endValue - defines the second matrix\n *\n * @param gradient - defines the gradient between the two matrices\n *\n * @returns the new matrix\n */\n",
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"docComment": "/**\n * Update a matrix to values which are computed by:\n * * decomposing the the \"startValue\" and \"endValue\" matrices into their respective scale, rotation and translation matrices\n * * interpolating for \"gradient\" (float) the values between each of these decomposed matrices between the start and the end\n * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices\n *\n * @param startValue - defines the first matrix\n *\n * @param endValue - defines the second matrix\n *\n * @param gradient - defines the gradient between the two matrices\n *\n * @param result - defines the target matrix\n */\n",
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"docComment": "/**\n * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like \"up\" self function works in left handed mode\n *\n * @param eye - defines the final position of the entity\n *\n * @param target - defines where the entity should look at\n *\n * @param up - defines the up vector for the entity\n *\n * @returns the new matrix\n */\n",
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"docComment": "/**\n * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like \"up\"\n * self function works in left handed mode\n *\n * @param eye - defines the final position of the entity\n *\n * @param target - defines where the entity should look at\n *\n * @param up - defines the up vector for the entity\n *\n * @returns the new matrix\n */\n",
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"docComment": "/**\n * Sets the given \"result\" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like \"up\".\n * self function works in left handed mode\n *\n * @param eye - defines the final position of the entity\n *\n * @param target - defines where the entity should look at\n *\n * @param up - defines the up vector for the entity\n *\n * @param result - defines the target matrix\n */\n",
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"docComment": "/**\n * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like \"up\" self function works in right handed mode\n *\n * @param eye - defines the final position of the entity\n *\n * @param target - defines where the entity should look at\n *\n * @param up - defines the up vector for the entity\n *\n * @returns the new matrix\n */\n",
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"docComment": "/**\n * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like \"up\"\n * self function works in right handed mode\n *\n * @param eye - defines the final position of the entity\n *\n * @param target - defines where the entity should look at\n *\n * @param up - defines the up vector for the entity\n *\n * @returns the new matrix\n */\n",
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"docComment": "/**\n * Sets the given \"result\" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like \"up\".\n * self function works in right handed mode\n *\n * @param eye - defines the final position of the entity\n *\n * @param target - defines where the entity should look at\n *\n * @param up - defines the up vector for the entity\n *\n * @param result - defines the target matrix\n */\n",
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"docComment": "/**\n * Partial params for Tween.Mode.MoveRotateScale(). At least one of position, rotation, or scale must be provided
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"docComment": "/**\n * Partial params for Tween.Mode.MoveRotateScale(). At least one of position, rotation, or scale must be provided.\n * Use this when building a mode for Tween.createOrReplace() or TweenSequence (e.g. only positionStart/positionEnd).\n *\n * @public\n */\n",
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"docComment": "/**\n * The Observable class is a simple implementation of the Observable pattern.\n *\n * There's one slight particularity though: a given Observable can notify its observer using a particular mask value, only the Observers registered with this mask value will be notified
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"docComment": "/**\n * The Observable class is a simple implementation of the Observable pattern.\n *\n * There's one slight particularity though: a given Observable can notify its observer using a particular mask value, only the Observers registered with this mask value will be notified.\n * This enable a more fine grained execution without having to rely on multiple different Observable objects.\n * For instance you may have a given Observable that have four different types of notifications: Move (mask = 0x01), Stop (mask = 0x02), Turn Right (mask = 0X04), Turn Left (mask = 0X08).\n * A given observer can register itself with only Move and Stop (mask = 0x03), then it will only be notified when one of these two occurs and will never be for Turn Left/Right.\n *\n * @deprecated\n *\n * This function is an inheritance of ECS6, it's here temporary for the feature parity, please read the news and docs to know how handle when it's removed\n *\n * @public\n */\n",
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{
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"kind": "Method",
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"canonicalReference": "@dcl/playground-assets!Observable#notifyObservers:member(1)",
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"docComment": "/**\n * Notify all Observers by calling their respective callback with the given data Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute\n *\n * @param eventData - defines the data to send to all observers\n *\n * @param mask - defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)\n *\n * @param target - defines the original target of the state\n *\n * @param currentTarget - defines the current target of the state\n *\n * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)\n */\n",
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"docComment": "/**\n * Notify all Observers by calling their respective callback with the given data\n * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute\n *\n * @param eventData - defines the data to send to all observers\n *\n * @param mask - defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)\n *\n * @param target - defines the original target of the state\n *\n * @param currentTarget - defines the current target of the state\n *\n * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)\n */\n",
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{
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"kind": "Method",
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"canonicalReference": "@dcl/playground-assets!Observable#notifyObserversWithPromise:member(1)",
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"docComment": "/**\n * Calling this will execute each callback, expecting it to be a promise or return a value
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"docComment": "/**\n * Calling this will execute each callback, expecting it to be a promise or return a value.\n * If at any point in the chain one function fails, the promise will fail and the execution will not continue.\n * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object\n * and it is crucial that all callbacks will be executed.\n * The order of the callbacks is kept, callbacks are not executed parallel.\n *\n * @param eventData - The data to be sent to each callback\n *\n * @param mask - is used to filter observers defaults to -1\n *\n * @param target - defines the callback target (see EventState)\n *\n * @param currentTarget - defines he current object in the bubbling phase\n *\n * @returns will return a Promise than resolves when all callbacks executed successfully.\n */\n",
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{
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"kind": "Property",
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"canonicalReference": "@dcl/playground-assets!ObserverEventState#lastReturnValue:member",
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"docComment": "/**\n * This will be populated with the return value of the last function that was executed
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"docComment": "/**\n * This will be populated with the return value of the last function that was executed.\n * If it is the first function in the callback chain it will be the event data.\n */\n",
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{
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"kind": "PropertySignature",
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"canonicalReference": "@dcl/playground-assets!PBAudioStream#spatial:member",
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"docComment": "/**\n * either the audio will be global or spatial (default: false) global: plays the same way for every listener. It is not affected by distance, direction, or position
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"docComment": "/**\n * either the audio will be global or spatial (default: false)\n * global: plays the same way for every listener. It is not affected by distance, direction, or position.\n * spatial: changes depending on where the listener is relative to the sound source\n */\n",
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{
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"kind": "PropertySignature",
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"canonicalReference": "@dcl/playground-assets!PBAvatarEmoteCommand#state:member",
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"docComment": "/**\n * state describes the lifecycle event for this emote entry
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"docComment": "/**\n * state describes the lifecycle event for this emote entry.\n * When absent (older explorers), defaults to ES_STARTED.\n */\n",
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"canonicalReference": "@dcl/playground-assets!PBAvatarNametag#label:member",
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"docComment": "/**\n * The plate text: a single line, for example \"Club Owner\". Empty draws the plate without text
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"docComment": "/**\n * The plate text: a single line, for example \"Club Owner\". Empty draws the plate without text,\n * and spaces are preserved: a label of spaces widens a text-less plate. For a plate sized\n * exactly to a word without showing it, set label_color equal to background_color instead.\n */\n",
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"canonicalReference": "@dcl/playground-assets!PBAvatarShape#wearables:member",
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"docComment": "/**\n * Wearable URNs, one for each body slot
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"docComment": "/**\n * Wearable URNs, one for each body slot.\n * Default values for each unspecified slot:\n * Eyes : \"urn:decentraland:off-chain:base-avatars:f_eyes_00\",\n * Eyebrows: \"urn:decentraland:off-chain:base-avatars:f_eyebrows_00\",\n * Mouth : \"urn:decentraland:off-chain:base-avatars:f_mouth_00\"\n * Hair : \"urn:decentraland:off-chain:base-avatars:standard_hair\",\n * Shirt : \"urn:decentraland:off-chain:base-avatars:f_simple_yellow_tshirt\",\n * Trousers: \"urn:decentraland:off-chain:base-avatars:f_brown_trousers\",\n * Shoes : \"urn:decentraland:off-chain:base-avatars:bun_shoes\"]\n */\n",
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{
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"canonicalReference": "@dcl/playground-assets!PBRaycast#continuous:member",
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"docComment": "/**\n * Indicates the renderer to perform the raycast on every scene tick (ADR-148)
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"docComment": "/**\n * Indicates the renderer to perform the raycast on every scene tick (ADR-148),\n * otherwise it will be performed only once, defaults to false\n */\n",
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"canonicalReference": "@dcl/playground-assets!PBRaycast#originOffset:member",
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"docComment": "/**\n * How much to offset the starting point of the ray, relative to the entity's transform
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"docComment": "/**\n * How much to offset the starting point of the ray, relative to the entity's transform.\n * Defaults to vec3(0,0,0)\n */\n",
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"canonicalReference": "@dcl/playground-assets!PBTouchScreenControls_TouchInput#icon:member",
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"docComment": "/**\n * Override the button glyph with this texture. For the jump button it replaces all of its dynamic states (jump / double-jump / glide).\n */\n",
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"docComment": "/**\n * Override the button glyph with this texture. For the jump button it replaces all\n * of its dynamic states (jump / double-jump / glide).\n */\n",
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"canonicalReference": "@dcl/playground-assets!PBTouchScreenControls#mainAction:member",
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"docComment": "/**\n * The large central button's action. Only the gamepad actions are valid
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"docComment": "/**\n * The large central button's action. Only the gamepad actions are valid:\n * jump / pointer / primary (E) / secondary (F) / action_3..action_6 (1/2/3/4).\n * When unset, the default central button (jump) is kept.\n */\n",
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"docComment": "/**\n * informs the sdk about the interactable area. some implementations may change this area depending on the HUD that is being shown. this value may change at any time by the Renderer to create reactive UIs. as an example, an explorer with the chat UI hidden and with no minimap could have a rect that covers the whole screen
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"docComment": "/**\n * informs the sdk about the interactable area. some implementations may change\n * this area depending on the HUD that is being shown. this value may change at\n * any time by the Renderer to create reactive UIs. as an example, an explorer with the\n * chat UI hidden and with no minimap could have a rect that covers the whole screen.\n * on the contrary, if the chat UI is shown, the rect would be smaller.\n */\n",
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"canonicalReference": "@dcl/playground-assets!PBUiCanvasInformation#screenInsetArea:member",
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"docComment": "/**\n * informs the sdk about the screen inset area (safe margins). these are the insets from each edge of the screen that are reserved by the device or platform UI (for example: the notch, status bar, home indicator, or rounded corners on mobile). scenes should avoid placing critical UI within these insets to ensure it is not occluded. on desktop this is typically (0, 0, 0, 0).\n */\n",
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"docComment": "/**\n * informs the sdk about the screen inset area (safe margins). these are the\n * insets from each edge of the screen that are reserved by the device or\n * platform UI (for example: the notch, status bar, home indicator, or rounded\n * corners on mobile). scenes should avoid placing critical UI within these\n * insets to ensure it is not occluded. on desktop this is typically (0, 0, 0, 0).\n */\n",
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"docComment": "/**\n * either the audio will be global or spatial (default: false) global: plays the same way for every listener. It is not affected by distance, direction, or position
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"docComment": "/**\n * either the audio will be global or spatial (default: false)\n * global: plays the same way for every listener. It is not affected by distance, direction, or position.\n * spatial: changes depending on where the listener is relative to the sound source\n */\n",
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"docComment": "/**\n * Propagation follows certain rules
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"docComment": "/**\n * Propagation follows certain rules:\n * - Any own visibility component takes priority\n * - If no own visibility component, visibility is determined by visibility of the nearest parent with propagate = true\n * - If no own component and no parent with propagate = true, visibility is \"visible\"\n * - Visibility is always updated, whenever hierarchy, parent component or own component changes\n */\n",
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{
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"kind": "MethodSignature",
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"canonicalReference": "@dcl/playground-assets!PhysicsSystem#applyForceToPlayer:member(1)",
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"docComment": "/**\n * Apply a continuous force to the player from a given source entity
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"docComment": "/**\n * Apply a continuous force to the player from a given source entity.\n * Multiple sources are accumulated: the registry sums all active forces\n * and writes a single PBPhysicsCombinedForce component.\n * Calling again with the same source replaces its previous force.\n *\n * @param source - Entity key identifying this force source\n *\n * @param vector - single `vector` whose length encodes the strength\n * or use overload for `direction` with a separate `magnitude` — the direction will be normalized before scaling.\n */\n",
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"canonicalReference": "@dcl/playground-assets!PhysicsSystem#applyForceToPlayerForDuration:member(1)",
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"docComment": "/**\n * Apply a continuous force to the player for a limited duration
|
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"docComment": "/**\n * Apply a continuous force to the player for a limited duration.\n * After `duration` seconds the force is automatically removed.\n * Calling again with the same source resets the timer.\n *\n * @param source - Entity key identifying this force source\n *\n * @param duration - how long the force lasts, in seconds\n *\n * @param vector - single `vector` whose length encodes the strength\n * or use overload for `direction` with a separate `magnitude` — the direction will be normalized before scaling.\n */\n",
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"canonicalReference": "@dcl/playground-assets!PhysicsSystem#applyImpulseToPlayer:member(1)",
|
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"docComment": "/**\n * Apply a one-shot impulse to the player entity
|
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"docComment": "/**\n * Apply a one-shot impulse to the player entity.\n * Multiple calls within the same frame are accumulated (summed).\n *\n * @param vector - a single `vector` whose length encodes the strength.\n * or use overload for `direction` with a separate `magnitude` — the direction will be normalized before scaling.\n */\n",
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"kind": "MethodSignature",
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"canonicalReference": "@dcl/playground-assets!PhysicsSystem#applyKnockbackToPlayer:member(1)",
|
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"docComment": "/**\n * Push the player away from a point. Computes direction from
|
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+
"docComment": "/**\n * Push the player away from a point. Computes direction from`fromPosition` to the player, applies falloff, and delegates\n * to applyImpulseToPlayer.\n *\n * If the player is exactly at `fromPosition`, pushes upward.\n *\n * @param fromPosition - world-space origin of the knockback (explosion center, enemy position, etc.)\n *\n * @param magnitude - base impulse strength\n *\n * @param radius - max distance of effect (default: Infinity)\n *\n * @param falloff - how force decreases with distance (default: CONSTANT)\n */\n",
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"canonicalReference": "@dcl/playground-assets!PhysicsSystem#applyRepulsionForceToPlayer:member(1)",
|
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|
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"docComment": "/**\n * Apply a continuous repulsion force that pushes the player away from a point
|
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|
+
"docComment": "/**\n * Apply a continuous repulsion force that pushes the player away from a point,\n * recalculating direction every tick as the player moves.\n * Remove with `removeForceFromPlayer(source)`.\n *\n * Negative magnitude = attraction (pulls toward the source).\n *\n * @param source - Entity key identifying this force source\n *\n * @param fromPosition - world-space origin of repulsion\n *\n * @param magnitude - base force strength\n *\n * @param radius - max distance of effect (default: Infinity)\n *\n * @param falloff - how force decreases with distance (default: CONSTANT)\n */\n",
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"canonicalReference": "@dcl/playground-assets!PhysicsSystem#removeForceFromPlayer:member(1)",
|
|
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|
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"docComment": "/**\n * Remove a continuous force from the player. Remaining sources are re-summed; if none remain the force is cleared. No-op if the source is not registered.\n *\n * @param source - Entity key identifying the force source to remove\n */\n",
|
|
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|
+
"docComment": "/**\n * Remove a continuous force from the player. Remaining sources are\n * re-summed; if none remain the force is cleared. No-op if the source\n * is not registered.\n *\n * @param source - Entity key identifying the force source to remove\n */\n",
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"kind": "Function",
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"docComment": "/**\n * Creates a plane from an origin point and a normal\n *\n * @param origin - origin of the plane to be constructed\n *\n * @param normal - normal of the plane to be constructed\n *\n * @returns a new Plane the normal vector to this plane at the given origin point
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"docComment": "/**\n * Creates a plane from an origin point and a normal\n *\n * @param origin - origin of the plane to be constructed\n *\n * @param normal - normal of the plane to be constructed\n *\n * @returns a new Plane the normal vector to this plane at the given origin point.\n * Note : the vector \"normal\" is updated because normalized.\n */\n",
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"docComment": "/**\n * Entity was previously deleted.
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"docComment": "/**\n * Entity was previously deleted. @state it does NOT CHANGE. @reason The message is considered old.\n */\n",
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"docComment": "/**\n * Weird message, same timestamp and data.
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"docComment": "/**\n * Weird message, same timestamp and data. @state it does NOT CHANGE. @reason consistent state between peers.\n */\n",
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"docComment": "/**\n * Less but typical message, same timestamp, resolution by data.
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"docComment": "/**\n * Less but typical message, same timestamp, resolution by data. @state it does NOT CHANGE. @reason incoming message has a LOWER data.\n */\n",
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"docComment": "/**\n * Less but typical message, same timestamp, resolution by data. @state CHANGE. @reason incoming message has a GREATER data.\n */\n",
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"docComment": "/**\n * Typical message and new state set. @state CHANGE @reason Incoming message has a timestamp greater\n */\n",
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"docComment": "/**\n * Call this function for an optimal writing data passing the ByteBuffer already allocated\n */\n",
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"docComment": "/**\n * Call this function for an optimal writing data passing the ByteBuffer\n * already allocated\n */\n",
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"docComment": "/**\n * Call this function for an optimal writing data passing the ByteBuffer already allocated\n */\n",
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"docComment": "/**\n * Type with `Quaternion` for readonly usage, e.g. `const zeroRotation: Quaternion = Quaternion.Zero()`.\n * For mutable, use `Quaternion.Mutable`, e.g. `const identityQuaternion: Quaternion.Mutable = Quaternion.Identity()`.\n *\n * @public\n */\n",
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"docComment": "/**\n * For external usage, type with `Quaternion`, e.g. `const zeroRotation: Quaternion = Quaternion.Zero()`.\n * For mutable typing, use `Quaternion.Mutable`, e.g. `const identityQuaternion: Quaternion.Mutable = Quaternion.Identity()`.\n *\n * @public\n */\n",
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"docComment": "/**\n * For external use, type with `Quaternion`, e.g. `const zeroRotation: Quaternion = Quaternion.Zero()`.\n * For mutable typing, use `Quaternion.Mutable`, e.g. `const identityQuaternion: Quaternion.Mutable = Quaternion.Identity()`.\n *\n * @public\n */\n",
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"docComment": "/**\n * Gets or sets the euler angle representation of the rotation.\n * Implemented unity-based calculations from: https://stackoverflow.com/a/56055813\n *\n * @returns a new Vector3 with euler angles degrees\n *\n * @public\n */\n",
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"docComment": "/**\n * Quaternion is a type and a namespace.\n * - The namespace contains all types and functions to operates with Quaternion\n * - The type Quaternion is an alias to Quaternion.ReadonlyQuaternion\n * ```\n *\n * // Namespace usage example\n * const next = Quaternion.add(pointA, velocityA)\n *\n * // Type usage example\n * const readonlyRotation: Quaternion = Quaternion.Zero()\n * readonlyRotation.x = 0.1 // this FAILS\n *\n * // For mutable usage, use `Quaternion.Mutable`\n * const rotation: Quaternion.Mutable = Quaternion.Identity()\n * rotation.x = 3.0 // this WORKS\n * ```\n *\n * @public\n */\n",
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"docComment": "/**\n * Execute callback when the entity receives a RaycastResult component update.\n * Uses a Vector3 global direction value to calculate the ray direction\n *\n * @param raycastData - Entity to attach the callback\n *\n * @param callback - Function to execute when the entity's RaycastResult component is updated\n *\n * @public\n */\n",
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"docComment": "/**\n * Execute callback when the entity receives a RaycastResult component update.\n * Uses a Vector3 global target position to calculate the ray direction\n *\n * @param raycastData - Entity to attach the callback and Raycast configuration options\n *\n * @param callback - Function to execute when the entity's RaycastResult component is updated\n *\n * @public\n */\n",
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"docComment": "/**\n * Execute callback when the entity receives a RaycastResult component update.\n * Uses a Vector3 entity-local direction value to calculate the ray direction\n *\n * @param raycastData - Entity to attach the callback and Raycast configuration options\n *\n * @param callback - Function to execute when the entity's RaycastResult component is updated\n *\n * @public\n */\n",
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"docComment": "/**\n * Execute callback when the entity receives a RaycastResult component update.\n * Uses an target Entity value to calculate the ray direction\n *\n * @param raycastData - Entity to attach the callback\n *\n * @param callback - Function to execute when the entity's RaycastResult component is updated\n *\n * @param options - Raycast configuration options\n *\n * @public\n */\n",
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"docComment": "/**\n * Add a UI renderer associated with an entity. The UI will be automatically cleaned up when the entity is removed from the engine.\n *\n * If a renderer is already associated with the given entity, it will be replaced.\n *\n * This allows dynamically adding UI Renderers that are rendered alongside the main UI set via setUiRenderer().\n *\n * @param entity - The entity to associate with this UI renderer. When the entity is removed
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"docComment": "/**\n * Add a UI renderer associated with an entity. The UI will be automatically cleaned up\n * when the entity is removed from the engine.\n *\n * If a renderer is already associated with the given entity, it will be replaced.\n *\n * This allows dynamically adding UI Renderers that are rendered alongside the main\n * UI set via setUiRenderer().\n *\n * @param entity - The entity to associate with this UI renderer. When the entity is removed,\n * the UI renderer is automatically cleaned up.\n *\n * @param ui - The UI component to render\n *\n * @param options - Optional virtual size used for UI scale factor when main UI has none.\n * Defaults and the mobile 16:9 override behave as in {@link ReactBasedUiSystem.setUiRenderer}.\n * `screenInset` is honored per renderer, independently of the main UI's value,\n * and defaults to `'device'` here too.\n */\n",
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"docComment": "/**\n * Remove a previously added UI renderer by its associated entity
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"docComment": "/**\n * Remove a previously added UI renderer by its associated entity.\n * It does not affect the main UI renderer.\n *\n * @param entity - The entity whose UI renderer should be removed\n */\n",
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"docComment": "/**\n * Set the main UI renderer. Optional virtual size defines the global UI scale factor.\n *\n * When no virtual size is provided, a platform default is used: 1600x720 on mobile, 1920x1080 otherwise. Providing an invalid size disables the virtual screen (no UI scaling): either a value \\<= 0, or only one of the two dimensions, which additionally logs a warning. On mobile, a provided 16:9 virtual size is overridden to 1600x720 to fit phone screens.\n *\n * The optional `screenInset` selects the screen area the UI is positioned in (see {@link UiScreenInset}); it defaults to `'device'`. Pass `'none'` to place the UI over the whole screen.\n */\n",
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"docComment": "/**\n * Set the main UI renderer. Optional virtual size defines the global UI scale factor.\n *\n * When no virtual size is provided, a platform default is used: 1600x720 on\n * mobile, 1920x1080 otherwise. Providing an invalid size disables the virtual\n * screen (no UI scaling): either a value \\<= 0, or only one of the two\n * dimensions, which additionally logs a warning. On mobile, a provided 16:9\n * virtual size is overridden to 1600x720 to fit phone screens.\n *\n * The optional `screenInset` selects the screen area the UI is positioned in\n * (see {@link UiScreenInset}); it defaults to `'device'`. Pass `'none'` to\n * place the UI over the whole screen.\n */\n",
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"docComment": "/**\n * ReactEcs variable provides the function to render & destroy the specified UI\n *\n * @example\n *\n * import { ReactEcsRenderer } from '@dcl/sdk/react-ecs' ReactEcsRenderer.setUiRenderer(uiComponent)\n *\n * @public\n */\n",
|
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"docComment": "/**\n * ReactEcs variable provides the function to render & destroy the specified UI\n *\n * @example\n *\n * import { ReactEcsRenderer } from '@dcl/sdk/react-ecs'\n * ReactEcsRenderer.setUiRenderer(uiComponent)\n *\n * @public\n */\n",
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"docComment": "/**\n * Rotate a vector by a quaternion Uses the formula: v' = q * v * q^(-1), optimized version\n *\n * @public\n */\n",
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"docComment": "/**\n * Rotate a vector by a quaternion\n * Uses the formula: v' = q * v * q^(-1), optimized version\n *\n * @public\n */\n",
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"canonicalReference": "@dcl/playground-assets!Scalar.clamp:function(1)",
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"docComment": "/**\n * Returns the value itself if it's between min and max
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"docComment": "/**\n * Returns the value itself if it's between min and max.\n * Returns min if the value is lower than min.\n * Returns max if the value is greater than max.\n *\n * @param value - the value to clmap\n *\n * @param min - the min value to clamp to (default: 0)\n *\n * @param max - the max value to clamp to (default: 1)\n *\n * @returns the clamped value\n */\n",
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"canonicalReference": "@dcl/playground-assets!Scalar.hermite:function(1)",
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"docComment": "/**\n * Returns a new scalar located for \"amount\" (float) on the Hermite spline defined by the scalars \"value1\", \"value3\", \"tangent1\", \"tangent2\".
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"docComment": "/**\n * Returns a new scalar located for \"amount\" (float) on the Hermite spline defined by the scalars \"value1\", \"value3\", \"tangent1\", \"tangent2\".{@link http://mathworld.wolfram.com/HermitePolynomial.html}\n *\n * @param value1 - spline value\n *\n * @param tangent1 - spline value\n *\n * @param value2 - spline value\n *\n * @param tangent2 - spline value\n *\n * @param amount - input value\n *\n * @returns hermite result\n */\n",
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"canonicalReference": "@dcl/playground-assets!Scalar.lerpAngle:function(1)",
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"docComment": "/**\n * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees
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"docComment": "/**\n * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.\n * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.\n *\n * @param start - start value\n *\n * @param end - target value\n *\n * @param amount - amount to lerp between\n *\n * @returns the lerped value\n */\n",
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"canonicalReference": "@dcl/playground-assets!Scalar.moveTowards:function(1)",
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"docComment": "/**\n * Moves a value current towards target.\n *\n * This is essentially the same as Mathf.Lerp but instead the export function will ensure that the speed never exceeds maxDelta
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"docComment": "/**\n * Moves a value current towards target.\n *\n * This is essentially the same as Mathf.Lerp but instead the export function will ensure that the speed never exceeds maxDelta.\n * Negative values of maxDelta pushes the value away from target.\n *\n * @param current - current value\n *\n * @param target - target value\n *\n * @param maxDelta - max distance to move\n *\n * @returns resulting value\n */\n",
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"canonicalReference": "@dcl/playground-assets!Scalar.moveTowardsAngle:function(1)",
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"docComment": "/**\n * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.\n *\n * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.\n *\n * @param current - current value\n *\n * @param target - target value\n *\n * @param maxDelta - max distance to move\n *\n * @returns resulting angle\n */\n",
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"docComment": "/**\n * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.\n *\n * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta\n * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.\n *\n * @param current - current value\n *\n * @param target - target value\n *\n * @param maxDelta - max distance to move\n *\n * @returns resulting angle\n */\n",
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"canonicalReference": "@dcl/playground-assets!Scalar.rangeToPercent:function(1)",
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"docComment": "/**\n * This export function returns percentage of a number in a given range.\n *\n * RangeToPercent(40,20,60) will return 0.5 (50%) RangeToPercent(34,0,100) will return 0.34 (34%)\n *\n * @param num - to convert to percentage\n *\n * @param min - min range\n *\n * @param max - max range\n *\n * @returns the percentage\n */\n",
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"docComment": "/**\n * This export function returns percentage of a number in a given range.\n *\n * RangeToPercent(40,20,60) will return 0.5 (50%)\n * RangeToPercent(34,0,100) will return 0.34 (34%)\n *\n * @param num - to convert to percentage\n *\n * @param min - min range\n *\n * @param max - max range\n *\n * @returns the percentage\n */\n",
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"docComment": "/**\n * Loops the value, so that it is never larger than length and never smaller than 0.\n *\n * This is similar to the modulo operator but it works with floating point numbers
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"docComment": "/**\n * Loops the value, so that it is never larger than length and never smaller than 0.\n *\n * This is similar to the modulo operator but it works with floating point numbers.\n * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.\n * With t = 5 and length = 2.5, the result would be 0.0.\n * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator\n *\n * @param value - the value\n *\n * @param length - the length\n *\n * @returns the looped value\n */\n",
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"docComment": "/**\n * Interpolates between min and max with smoothing at the limits.\n *\n * This export function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.\n *\n * @param from - from\n *\n * @param to - to\n *\n * @param tx - value\n *\n * @returns the smooth stepped value\n */\n",
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"docComment": "/**\n * Interpolates between min and max with smoothing at the limits.\n *\n * This export function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up\n * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.\n *\n * @param from - from\n *\n * @param to - to\n *\n * @param tx - value\n *\n * @returns the smooth stepped value\n */\n",
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"canonicalReference": "@dcl/playground-assets!Schemas.mutateNestedValues:function(1)",
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"docComment": "/**\n * Traverses and mutates values in a JSON schema-based structure, applying the given mutation function to each value
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"docComment": "/**\n * Traverses and mutates values in a JSON schema-based structure, applying the given mutation function to each value.\n * The function is designed to work with nested maps and arrays, recursively processing each element.\n *\n * @param jsonSchema - The JSON schema object that describes the structure of the value.\n * It must have a serializationType of 'map', 'array', or other custom types like 'entity'.\n *\n * @param value - The value to be mutated, which should conform to the provided JSON schema.\n *\n * @param mutateFn - A function that takes a value and its corresponding valueType (JsonSchemaExtended) as arguments\n * and returns a tuple [boolean, any]. The boolean indicates whether the mutation should be applied,\n * and the second element is the mutated value.\n *\n * @public\n */\n",
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"canonicalReference": "@dcl/playground-assets!ScreenInsetArea:function(1)",
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"docComment": "/**\n * ScreenInsetArea component\n *\n * Constrains its children to the area inside the renderer-reported screen inset (safe margins). On mobile this is the area excluding the notch
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"docComment": "/**\n * ScreenInsetArea component\n *\n * Constrains its children to the area inside the renderer-reported screen\n * inset (safe margins). On mobile this is the area excluding the notch,\n * status bar, home indicator and rounded corners. On desktop the insets are\n * typically zero, so the container fills the canvas.\n *\n * The container is absolutely positioned with top/left/right/bottom matching\n * the current `UiCanvasInformation.screenInsetArea`, so a child sized\n * 100%x100% fills the safe area exactly.\n *\n * @example\n *\n * <ScreenInsetArea><MyHud /></ScreenInsetArea>\n *\n * @category Component\n *\n * @public\n */\n",
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"canonicalReference": "@dcl/playground-assets!setCompositeProvider:function(1)",
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"docComment": "/**\n * Register the composite provider used to resolve composite files. Also registers any `provider.schemas` on the engine pre-seal so composites that reference those components can be instanced without further setup.\n *\n * @public\n */\n",
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"docComment": "/**\n * Register the composite provider used to resolve composite files. Also registers\n * any `provider.schemas` on the engine pre-seal so composites that reference those\n * components can be instanced without further setup.\n *\n * @public\n */\n",
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"docComment": "/**\n * This is going to be used for sync components through a server
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"docComment": "/**\n * This is going to be used for sync components through a server.\n * Can be modified in the future since it's still in research\n *\n * @alpha\n */\n",
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"docComment": "/**\n * NINE_SLICES - https://docs.unity3d.com/Manual/UIE-USS-SupportedProperties.html (Slicing section) https://forum.unity.com/threads/how-does-slicing-in-ui-tookkit-works.1235863
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"docComment": "/**\n * NINE_SLICES - https://docs.unity3d.com/Manual/UIE-USS-SupportedProperties.html (Slicing section)\n * https://forum.unity.com/threads/how-does-slicing-in-ui-tookkit-works.1235863/\n * https://docs.unity3d.com/Manual/9SliceSprites.html\n * https://developer.mozilla.org/en-US/docs/Web/CSS/border-image-slice\n *\n * CENTER - CENTER enables the texture to be rendered centered in relation to the\n * element. If the element is smaller than the texture then the background\n * should use the element as stencil to cut off the out-of-bounds area\n *\n * STRETCH - STRETCH enables the texture to cover all the area of the container,\n * adopting its aspect ratio.\n *\n * @public\n */\n",
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"docComment": "/**\n * TouchScreenControls with convenience helpers. All helpers write the component onto the RootEntity (where the client reads it) and merge with the current value.\n *\n * @public\n */\n",
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"docComment": "/**\n * TouchScreenControls with convenience helpers. All helpers write the component onto the\n * RootEntity (where the client reads it) and merge with the current value.\n *\n * @public\n */\n",
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"docComment": "/**\n * Show every on-screen gamepad button (clears the button hide list)
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"docComment": "/**\n * Show every on-screen gamepad button (clears the button hide list).\n * Does NOT change the joystick/crosshair — use `showJoystick()` / `showCrosshair()` for those.\n */\n",
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"docComment": "/**\n * Transforms a direction vector from an entity's local coordinate space to world space, accounting for the full parent hierarchy.\n *\n * This applies only rotation (not translation or scale) — suitable for direction vectors like force/impulse directions.\n *\n * @param entity - The source entity whose local space defines the direction\n *\n * @param localDirection - Direction vector in the entity's local coordinates\n *\n * @returns The direction vector in world coordinates\n */\n",
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"docComment": "/**\n * Transforms a direction vector from an entity's local coordinate space\n * to world space, accounting for the full parent hierarchy.\n *\n * This applies only rotation (not translation or scale) — suitable for\n * direction vectors like force/impulse directions.\n *\n * @param entity - The source entity whose local space defines the direction\n *\n * @param localDirection - Direction vector in the entity's local coordinates\n *\n * @returns The direction vector in world coordinates\n */\n",
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"docComment": "/**\n * Execute callback when an entity stays in the Trigger Area\n *\n * @param entity - The entity that already has the TriggerArea component\n *\n * @param cb - Function to execute the 'Stay' type of result is detected\n *\n * Note: stay callbacks are synthesized by the SDK on every tick between a wire ENTER and a wire EXIT
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"docComment": "/**\n * Execute callback when an entity stays in the Trigger Area\n *\n * @param entity - The entity that already has the TriggerArea component\n *\n * @param cb - Function to execute the 'Stay' type of result is detected\n *\n * Note: stay callbacks are synthesized by the SDK on every tick between a wire ENTER and a wire EXIT.\n * Wire-level TAET_STAY events (still emitted by legacy Explorers) are ignored entirely — they neither\n * fire callbacks nor mutate state. The SDK is the sole source of onTriggerStay dispatches, driven\n * from the ENTER/EXIT state machine.\n *\n * @public\n */\n",
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"docComment": "/**\n * Creates or replaces a move-rotate-scale tween component that simultaneously animates an entity's position, rotation, and/or scale from start to end. Provide only the properties you need (at least one of position, rotation, or scale).\n *\n * @param entity - entity to apply the tween to\n *\n * @param params - object with optional position, rotation, scale (each with start/end), duration, and optional easingFunction\n *\n * @public\n */\n",
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"docComment": "/**\n * Creates or replaces a move-rotate-scale tween component that simultaneously animates\n * an entity's position, rotation, and/or scale from start to end. Provide only the\n * properties you need (at least one of position, rotation, or scale).\n *\n * @param entity - entity to apply the tween to\n *\n * @param params - object with optional position, rotation, scale (each with start/end), duration, and optional easingFunction\n *\n * @public\n */\n",
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"docComment": "/**\n * Background Component props .i.e to define a background color or image\n *\n * @public\n */\n",
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"docComment": "/**\n * Background Component props\n * .i.e to define a background color or image\n *\n * @public\n */\n",
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"docComment": "/**\n * InteractableArea component props\n *\n * The container reads the current `interactableArea` reported by the renderer via `UiCanvasInformation` (the HUD-safe zone — the portion of the screen not covered by client UI such as the minimap, chat window, or other overlays) and constrains its children to the area inside those insets using absolute positioning. Layout props that control the container's own position (`positionType`, `position`) are owned by the component and are not configurable from props — every other layout, background and event prop is forwarded as usual.\n *\n * @public\n */\n",
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"docComment": "/**\n * InteractableArea component props\n *\n * The container reads the current `interactableArea` reported by the renderer\n * via `UiCanvasInformation` (the HUD-safe zone — the portion of the screen not\n * covered by client UI such as the minimap, chat window, or other overlays) and\n * constrains its children to the area inside those insets using absolute\n * positioning. Layout props that control the container's own position\n * (`positionType`, `position`) are owned by the component and are not\n * configurable from props — every other layout, background and event prop is\n * forwarded as usual.\n *\n * @public\n */\n",
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"docComment": "/**\n * Screen area used to position a renderer's UI entities:\n * - `'device'` (default): the device safe area (excludes notch, status bar,\n * rounded corners), reported in `UiCanvasInformation.screenInsetArea`.\n * - `'interactable'`: the area free of the Explorer's native HUD (minimap, chat, ...),\n * reported in `UiCanvasInformation.interactableArea`.\n * - `'none'`: the whole screen, with 0,0 at its top-left corner.\n *\n * @public\n */\n",
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"docComment": "/**\n * ScreenInsetArea component props\n *\n * The container reads the current `screenInsetArea` reported by the renderer via `UiCanvasInformation` (the device safe margins — notch, status bar
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"docComment": "/**\n * ScreenInsetArea component props\n *\n * The container reads the current `screenInsetArea` reported by the renderer\n * via `UiCanvasInformation` (the device safe margins — notch, status bar,\n * home indicator, rounded corners) and constrains its children to the area\n * inside those insets using absolute positioning. Layout props that control\n * the container's own position (`positionType`, `position`) are owned by the\n * component and are not configurable from props — every other layout,\n * background and event prop is forwarded as usual.\n *\n * @public\n */\n",
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"docComment": "/**\n * Type with `Vector2` for readonly usage, e.g. `const zeroPosition: Vector2 = Vector2.Zero()`.\n * For mutable, use `Vector2.Mutable`, e.g. `const oneVector: Vector2.Mutable = Vector2.One()`.\n *\n * @public\n */\n",
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"docComment": "/**\n * For external usage, type with `Vector2`, e.g. `const zeroPosition: Vector2 = Vector2.Zero()`.\n * For mutable typing, use `Vector2.Mutable`, e.g. `const oneVector: Vector2.Mutable = Vector2.One()`.\n *\n * @public\n */\n",
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"docComment": "/**\n * For external use, type with `Vector2`, e.g. `const zeroPosition: Vector2 = Vector2.Zero()`.\n * For mutable typing, use `Vector2.Mutable`, e.g. `const oneVector: Vector2.Mutable = Vector2.One()`.\n *\n * @public\n */\n",
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"docComment": "/**\n * Vector2 is a type and a namespace.\n * - The namespace contains all types and functions to operates with Vector2\n * - The type Vector2 is an alias to Vector2.ReadonlyVector2\n * ```\n *\n * // Namespace usage example\n * const next = Vector2.add(pointA, velocityA) // add function not implemented yet\n *\n * // Type usage example\n * const readonlyPosition: Vector2 = Vector2.Zero()\n * readonlyPosition.x = 0.1 // this FAILS\n *\n * // For mutable usage, use `Vector2.Mutable`\n * const position: Vector2.Mutable = Vector2.One()\n * position.x = 3.0 // this WORKS\n * ```\n *\n * @public\n */\n",
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"docComment": "/**\n * Returns a new Vector3 set with the coordinates of \"value\", if the vector \"value\" is in the cube defined by the vectors \"min\" and \"max\" If a coordinate value of \"value\" is lower than one of the \"min\" coordinate, then this \"value\" coordinate is set with the \"min\" one If a coordinate value of \"value\" is greater than one of the \"max\" coordinate, then this \"value\" coordinate is set with the \"max\" one\n *\n * @param value - defines the current value\n *\n * @param min - defines the lower range value\n *\n * @param max - defines the upper range value\n *\n * @returns the new Vector3\n */\n",
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"docComment": "/**\n * Returns a new Vector3 set with the coordinates of \"value\", if the vector \"value\" is in the cube defined by the vectors \"min\" and \"max\"\n * If a coordinate value of \"value\" is lower than one of the \"min\" coordinate, then this \"value\" coordinate is set with the \"min\" one\n * If a coordinate value of \"value\" is greater than one of the \"max\" coordinate, then this \"value\" coordinate is set with the \"max\" one\n *\n * @param value - defines the current value\n *\n * @param min - defines the lower range value\n *\n * @param max - defines the upper range value\n *\n * @returns the new Vector3\n */\n",
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"docComment": "/**\n * Sets the given vector \"result\" with the coordinates of \"value\", if the vector \"value\" is in the cube defined by the vectors \"min\" and \"max\" If a coordinate value of \"value\" is lower than one of the \"min\" coordinate, then this \"value\" coordinate is set with the \"min\" one If a coordinate value of \"value\" is greater than one of the \"max\" coordinate, then this \"value\" coordinate is set with the \"max\" one\n *\n * @param value - defines the current value\n *\n * @param min - defines the lower range value\n *\n * @param max - defines the upper range value\n *\n * @param result - defines the Vector3 where to store the result\n */\n",
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"docComment": "/**\n * Sets the given vector \"result\" with the coordinates of \"value\", if the vector \"value\" is in the cube defined by the vectors \"min\" and \"max\"\n * If a coordinate value of \"value\" is lower than one of the \"min\" coordinate, then this \"value\" coordinate is set with the \"min\" one\n * If a coordinate value of \"value\" is greater than one of the \"max\" coordinate, then this \"value\" coordinate is set with the \"max\" one\n *\n * @param value - defines the current value\n *\n * @param min - defines the lower range value\n *\n * @param max - defines the upper range value\n *\n * @param result - defines the Vector3 where to store the result\n */\n",
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"docComment": "/**\n * Returns a new Vector3 as the cross product of the vectors \"left\" and \"right\" The cross product is then orthogonal to both \"left\" and \"right\"\n *\n * @param left - defines the left operand\n *\n * @param right - defines the right operand\n *\n * @returns the cross product\n */\n",
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"docComment": "/**\n * Returns a new Vector3 as the cross product of the vectors \"left\" and \"right\"\n * The cross product is then orthogonal to both \"left\" and \"right\"\n *\n * @param left - defines the left operand\n *\n * @param right - defines the right operand\n *\n * @returns the cross product\n */\n",
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"docComment": "/**\n * Sets the given vector \"result\" with the cross product of \"left\" and \"right\" The cross product is then orthogonal to both \"left\" and \"right\"\n *\n * @param left - defines the left operand\n *\n * @param right - defines the right operand\n *\n * @param result - defines the Vector3 where to store the result\n */\n",
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"docComment": "/**\n * Sets the given vector \"result\" with the cross product of \"left\" and \"right\"\n * The cross product is then orthogonal to both \"left\" and \"right\"\n *\n * @param left - defines the left operand\n *\n * @param right - defines the right operand\n *\n * @param result - defines the Vector3 where to store the result\n */\n",
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"docComment": "/**\n * Returns a new Vector3 set from the index \"offset\" of the given FloatArray This function is deprecated. Use FromArray instead\n *\n * @param array - defines the source array\n *\n * @param offset - defines the offset in the source array\n *\n * @returns the new Vector3\n */\n",
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"docComment": "/**\n * Returns a new Vector3 set from the index \"offset\" of the given FloatArray\n * This function is deprecated. Use FromArray instead\n *\n * @param array - defines the source array\n *\n * @param offset - defines the offset in the source array\n *\n * @returns the new Vector3\n */\n",
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"docComment": "/**\n * Sets the given vector \"result\" with the element values from the index \"offset\" of the given FloatArray This function is deprecated. Use FromArrayToRef instead.\n *\n * @param array - defines the source array\n *\n * @param offset - defines the offset in the source array\n *\n * @param result - defines the Vector3 where to store the result\n */\n",
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"docComment": "/**\n * Sets the given vector \"result\" with the element values from the index \"offset\" of the given FloatArray\n * This function is deprecated. Use FromArrayToRef instead.\n *\n * @param array - defines the source array\n *\n * @param offset - defines the offset in the source array\n *\n * @param result - defines the Vector3 where to store the result\n */\n",
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"docComment": "/**\n * Type with `Vector3` for readonly usage, e.g. `const zeroPosition: Vector3 = Vector3.Zero()`.\n * For mutable, use `Vector3.Mutable`, e.g. `const upVector: Vector3.Mutable = Vector3.Up()`.\n *\n * @public\n */\n",
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"docComment": "/**\n * For external usage, type with `Vector3`, e.g. `const zeroPosition: Vector3 = Vector3.Zero()`.\n * For mutable typing, use `Vector3.Mutable`, e.g. `const upVector: Vector3.Mutable = Vector3.Up()`.\n *\n * @public\n */\n",
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"docComment": "/**\n * Normalize the current Vector3.\n * Please note that this is an in place operation.\n *\n * @returns the current updated Vector3\n */\n",
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"docComment": "/**\n * Normalize the current Vector3 with the given input length
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"docComment": "/**\n * Normalize the current Vector3 with the given input length.\n * Please note that this is an in place operation.\n *\n * @param len - the length of the vector\n *\n * @returns the current updated Vector3\n */\n",
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"docComment": "/**\n * Normalize the current Vector3 with the given input length.\n * Please note that this is an in place operation.\n *\n * @param len - the length of the vector\n *\n * @returns the current updated Vector3\n */\n",
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"docComment": "/**\n * Normalize the current Vector3.\n * Please note that this is an in place operation.\n *\n * @returns the current updated Vector3\n */\n",
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"docComment": "/**\n * For external use, type with `Vector3`, e.g. `const zeroPosition: Vector3 = Vector3.Zero()`.\n * For mutable typing, use `Vector3.Mutable`, e.g. `const upVector: Vector3.Mutable = Vector3.Up()`.\n *\n * @public\n */\n",
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"docComment": "/**\n * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system)
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"docComment": "/**\n * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),\n * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply\n * to something in order to rotate it from its local system to the given target system\n * Note: axis1, axis2 and axis3 are normalized during this operation\n *\n * @param axis1 - defines the first axis\n *\n * @param axis2 - defines the second axis\n *\n * @param axis3 - defines the third axis\n *\n * @returns a new Vector3\n */\n",
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{
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"kind": "Function",
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"canonicalReference": "@dcl/playground-assets!Vector3.transformCoordinates:function(1)",
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"docComment": "/**\n * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector
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"docComment": "/**\n * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.\n * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)\n *\n * @param vector - defines the Vector3 to transform\n *\n * @param transformation - defines the transformation matrix\n *\n * @returns the transformed Vector3\n */\n",
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{
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"kind": "Function",
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"canonicalReference": "@dcl/playground-assets!Vector3.transformCoordinatesFromFloatsToRef:function(1)",
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"docComment": "/**\n * Sets the given vector \"result\" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z) This method computes tranformed coordinates only, not transformed direction vectors\n *\n * @param x - define the x coordinate of the source vector\n *\n * @param y - define the y coordinate of the source vector\n *\n * @param z - define the z coordinate of the source vector\n *\n * @param transformation - defines the transformation matrix\n *\n * @param result - defines the Vector3 where to store the result\n */\n",
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"docComment": "/**\n * Sets the given vector \"result\" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)\n * This method computes tranformed coordinates only, not transformed direction vectors\n *\n * @param x - define the x coordinate of the source vector\n *\n * @param y - define the y coordinate of the source vector\n *\n * @param z - define the z coordinate of the source vector\n *\n * @param transformation - defines the transformation matrix\n *\n * @param result - defines the Vector3 where to store the result\n */\n",
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"kind": "Content",
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{
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"kind": "Function",
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"canonicalReference": "@dcl/playground-assets!Vector3.transformCoordinatesToRef:function(1)",
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"docComment": "/**\n * Sets the given vector \"result\" coordinates with the result of the transformation by the given matrix of the given vector This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)\n *\n * @param vector - defines the Vector3 to transform\n *\n * @param transformation - defines the transformation matrix\n *\n * @param result - defines the Vector3 where to store the result\n */\n",
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"docComment": "/**\n * Sets the given vector \"result\" coordinates with the result of the transformation by the given matrix of the given vector\n * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)\n *\n * @param vector - defines the Vector3 to transform\n *\n * @param transformation - defines the transformation matrix\n *\n * @param result - defines the Vector3 where to store the result\n */\n",
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{
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"kind": "Function",
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"canonicalReference": "@dcl/playground-assets!Vector3.transformNormal:function(1)",
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"docComment": "/**\n * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector This methods computes transformed normalized direction vectors only (ie. it does not apply translation)\n *\n * @param vector - defines the Vector3 to transform\n *\n * @param transformation - defines the transformation matrix\n *\n * @returns the new Vector3\n */\n",
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"docComment": "/**\n * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector\n * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)\n *\n * @param vector - defines the Vector3 to transform\n *\n * @param transformation - defines the transformation matrix\n *\n * @returns the new Vector3\n */\n",
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@@ -99095,7 +99095,7 @@
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{
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"kind": "Function",
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"canonicalReference": "@dcl/playground-assets!Vector3.transformNormalFromFloatsToRef:function(1)",
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"docComment": "/**\n * Sets the given vector \"result\" with the result of the normal transformation by the given matrix of the given floats (x, y, z) This methods computes transformed normalized direction vectors only (ie. it does not apply translation)\n *\n * @param x - define the x coordinate of the source vector\n *\n * @param y - define the y coordinate of the source vector\n *\n * @param z - define the z coordinate of the source vector\n *\n * @param transformation - defines the transformation matrix\n *\n * @param result - defines the Vector3 where to store the result\n */\n",
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+
"docComment": "/**\n * Sets the given vector \"result\" with the result of the normal transformation by the given matrix of the given floats (x, y, z)\n * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)\n *\n * @param x - define the x coordinate of the source vector\n *\n * @param y - define the y coordinate of the source vector\n *\n * @param z - define the z coordinate of the source vector\n *\n * @param transformation - defines the transformation matrix\n *\n * @param result - defines the Vector3 where to store the result\n */\n",
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{
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"kind": "Content",
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{
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"kind": "Function",
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"canonicalReference": "@dcl/playground-assets!Vector3.transformNormalToRef:function(1)",
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"docComment": "/**\n * Sets the given vector \"result\" with the result of the normal transformation by the given matrix of the given vector This methods computes transformed normalized direction vectors only (ie. it does not apply translation)\n *\n * @param vector - defines the Vector3 to transform\n *\n * @param transformation - defines the transformation matrix\n *\n * @param result - defines the Vector3 where to store the result\n */\n",
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+
"docComment": "/**\n * Sets the given vector \"result\" with the result of the normal transformation by the given matrix of the given vector\n * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)\n *\n * @param vector - defines the Vector3 to transform\n *\n * @param transformation - defines the transformation matrix\n *\n * @param result - defines the Vector3 where to store the result\n */\n",
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{
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"kind": "Content",
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@@ -99342,7 +99342,7 @@
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{
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"kind": "TypeAlias",
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"canonicalReference": "@dcl/playground-assets!Vector3:type",
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"docComment": "/**\n * Vector3 is a type and a namespace
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+
"docComment": "/**\n * Vector3 is a type and a namespace.\n * - The namespace contains all types and functions to operates with Vector3\n * - The type Vector3 is an alias to Vector3.ReadonlyVector3\n * ```\n *\n * // Namespace usage example\n * const next = Vector3.add(pointA, velocityA)\n *\n * // Type usage example\n * const readonlyPosition: Vector3 = Vector3.Zero()\n * readonlyPosition.x = 0.1 // this FAILS\n *\n * // For mutable usage, use `Vector3.Mutable`\n * const position: Vector3.Mutable = Vector3.One()\n * position.x = 3.0 // this WORKS\n * ```\n *\n * @public\n */\n",
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"excerptTokens": [
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{
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"kind": "Content",
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