@dcl/playground-assets 7.5.7-10205937504.commit-c73f444 → 7.5.7-10236853633.commit-23b945d
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/alpha.d.ts +357 -4
- package/dist/beta.d.ts +357 -4
- package/dist/index.bundled.d.ts +357 -4
- package/dist/index.js +6 -6
- package/dist/index.js.map +4 -4
- package/dist/playground/sdk/dcl-sdk.package.json +2 -2
- package/dist/playground-assets.d.ts +357 -4
- package/dist/tsdoc-metadata.json +1 -1
- package/etc/playground-assets.api.json +4006 -418
- package/etc/playground-assets.api.md +228 -0
- package/package.json +4 -4
package/dist/beta.d.ts
CHANGED
@@ -178,6 +178,18 @@ export declare const AvatarAttach: LastWriteWinElementSetComponentDefinition<PBA
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/** @public */
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export declare const AvatarBase: LastWriteWinElementSetComponentDefinition<PBAvatarBase>;
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/**
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* @public
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*/
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export declare const enum AvatarControlType {
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/** CCT_NONE - avatar cannot move */
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CCT_NONE = 0,
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/** CCT_RELATIVE - avatar moves relative to the camera origin */
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CCT_RELATIVE = 1,
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/** CCT_TANK - avatar moves like a tank: left/right rotate the player, forward/backward advance/retreat the player */
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CCT_TANK = 2
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}
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/** @public */
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export declare const AvatarEmoteCommand: GrowOnlyValueSetComponentDefinition<PBAvatarEmoteCommand>;
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@@ -198,6 +210,37 @@ export declare const enum AvatarModifierType {
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AMT_DISABLE_PASSPORTS = 1
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}
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/**
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* @public
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*/
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export declare interface AvatarMovementSettings {
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controlMode?: AvatarControlType | undefined;
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/** if not explicitly set, the following properties default to user's preference settings */
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runSpeed?: number | undefined;
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/** how fast the player gets up to speed or comes to rest. higher = more responsive */
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friction?: number | undefined;
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/** how fast the player accelerates vertically when not on a solid surface, in m/s. should normally be negative */
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gravity?: number | undefined;
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/** how high the player can jump, in meters. should normally be positive. gravity must have the same sign for jumping to be possible */
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jumpHeight?: number | undefined;
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/** max fall speed in m/s. should normally be negative */
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maxFallSpeed?: number | undefined;
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/** speed the player turns in tank mode, in radians/s */
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turnSpeed?: number | undefined;
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/** speed the player walks at, in m/s */
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walkSpeed?: number | undefined;
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/** whether to allow player to move at a slower speed (e.g. with a walk-key or when using a gamepad/joystick). defaults to true */
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allowWeightedMovement?: boolean | undefined;
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}
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/**
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* @public
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*/
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export declare namespace AvatarMovementSettings {
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export function encode(message: AvatarMovementSettings, writer?: _m0.Writer): _m0.Writer;
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export function decode(input: _m0.Reader | Uint8Array, length?: number): AvatarMovementSettings;
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}
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/** @public */
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export declare const AvatarShape: LastWriteWinElementSetComponentDefinition<PBAvatarShape>;
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@@ -480,6 +523,39 @@ export declare const enum CameraType {
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export declare type Children = ReactEcs.JSX.ReactNode;
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/**
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* @public
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*/
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export declare interface CinematicSettings {
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/** Entity that defines the cinematic camera transform. */
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cameraEntity: number;
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/**
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* Position -> camera's position
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* Rotation -> camera's direction
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* scale.z -> zoom level
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* scale.x and scale.y -> unused
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*/
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allowManualRotation?: boolean | undefined;
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/** how far the camera can rotate around the y-axis / look left/right, in radians. default unrestricted */
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yawRange?: number | undefined;
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/** how far the camera can rotate around the x-axis / look up-down, in radians. default unrestricted */
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pitchRange?: number | undefined;
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/** note: cameras can never look up/down further than Vec3::Y */
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rollRange?: number | undefined;
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/** minimum zoom level. must be greater than 0. defaults to the input zoom level */
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zoomMin?: number | undefined;
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/** maximum zoom level. must be greater than 0. defaults to the input zoom level */
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zoomMax?: number | undefined;
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}
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/**
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* @public
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*/
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export declare namespace CinematicSettings {
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export function encode(message: CinematicSettings, writer?: _m0.Writer): _m0.Writer;
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export function decode(input: _m0.Reader | Uint8Array, length?: number): CinematicSettings;
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}
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/** ColliderLayer determines the kind of collision to detect, in OR-able bit flag form. */
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/**
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* @public
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@@ -1258,6 +1334,8 @@ export declare const componentDefinitionByName: {
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"core::EngineInfo": LwwComponentGetter<LastWriteWinElementSetComponentDefinition<PBEngineInfo>>;
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"core::GltfContainer": LwwComponentGetter<LastWriteWinElementSetComponentDefinition<PBGltfContainer>>;
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"core::GltfContainerLoadingState": LwwComponentGetter<LastWriteWinElementSetComponentDefinition<PBGltfContainerLoadingState>>;
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"core::GltfNode": LwwComponentGetter<LastWriteWinElementSetComponentDefinition<PBGltfNode>>;
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"core::GltfNodeState": LwwComponentGetter<LastWriteWinElementSetComponentDefinition<PBGltfNodeState>>;
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"core::Material": LwwComponentGetter<LastWriteWinElementSetComponentDefinition<PBMaterial>>;
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"core::MeshCollider": LwwComponentGetter<LastWriteWinElementSetComponentDefinition<PBMeshCollider>>;
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"core::MeshRenderer": LwwComponentGetter<LastWriteWinElementSetComponentDefinition<PBMeshRenderer>>;
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@@ -1279,6 +1357,7 @@ export declare const componentDefinitionByName: {
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"core::UiDropdownResult": LwwComponentGetter<LastWriteWinElementSetComponentDefinition<PBUiDropdownResult>>;
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"core::UiInput": LwwComponentGetter<LastWriteWinElementSetComponentDefinition<PBUiInput>>;
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"core::UiInputResult": LwwComponentGetter<LastWriteWinElementSetComponentDefinition<PBUiInputResult>>;
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"core::UiScrollResult": LwwComponentGetter<LastWriteWinElementSetComponentDefinition<PBUiScrollResult>>;
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"core::UiText": LwwComponentGetter<LastWriteWinElementSetComponentDefinition<PBUiText>>;
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"core::UiTransform": LwwComponentGetter<LastWriteWinElementSetComponentDefinition<PBUiTransform>>;
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"core::VideoEvent": GSetComponentGetter<GrowOnlyValueSetComponentDefinition<PBVideoEvent>>;
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@@ -2001,6 +2080,21 @@ export declare const GltfContainer: LastWriteWinElementSetComponentDefinition<PB
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/** @public */
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export declare const GltfContainerLoadingState: LastWriteWinElementSetComponentDefinition<PBGltfContainerLoadingState>;
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/** @public */
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export declare const GltfNode: LastWriteWinElementSetComponentDefinition<PBGltfNode>;
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/** @public */
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export declare const GltfNodeState: LastWriteWinElementSetComponentDefinition<PBGltfNodeState>;
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/**
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* @public
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*/
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export declare const enum GltfNodeStateValue {
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GNSV_PENDING = 0,
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GNSV_FAILED = 1,
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GNSV_READY = 2
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}
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/**
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* @public
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*/
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@@ -3447,6 +3541,14 @@ export declare interface MeshColliderComponentDefinitionExtended extends LastWri
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* @param colliderMask - the set of layer where the collider reacts, default: Physics and Pointer
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*/
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setSphere(entity: Entity, colliderLayers?: ColliderLayer | ColliderLayer[]): void;
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/**
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* @public
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* Set a gltf internal mesh in the MeshCollider component
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* @param entity - entity to create or replace the MeshRenderer component
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* @param source - the path to the gltf
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* @param meshName - the name of the mesh in the gltf
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*/
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setGltfMesh(entity: Entity, source: string, meshName: string, colliderLayers?: ColliderLayer | ColliderLayer[]): void;
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}
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export declare const MeshRenderer: MeshRendererComponentDefinitionExtended;
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* @param entity - entity to create or replace the MeshRenderer component
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*/
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setSphere(entity: Entity): void;
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/**
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* @public
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* Set a gltf internal mesh in the MeshRenderer component
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* @param entity - entity to create or replace the MeshRenderer component
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* @param source - the path to the gltf
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* @param meshName - the name of the mesh in the gltf
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*/
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setGltfMesh(entity: Entity, source: string, meshName: string): void;
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}
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/* Excluded from this release type: MessageBus */
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@@ -4136,6 +4246,9 @@ export declare interface PBAvatarModifierArea {
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excludeIds: string[];
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/** list of modifiers to apply */
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modifiers: AvatarModifierType[];
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movementSettings?: AvatarMovementSettings | undefined;
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/** if true, the player will be considered inside the area when they are within 0.3m of the area. default true */
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useColliderRange?: boolean | undefined;
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}
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/**
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@@ -4248,7 +4361,7 @@ export declare namespace PBCameraMode {
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/**
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* The CameraModeArea component can be attached to an Entity to define a region of space where
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* the player's camera mode (1st-person
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* the player's camera mode (1st-person, 3rd-person or cinematic) is overridden.
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*
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* The Entity's Transform position determines the center-point of the region, while its size is
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* given as a vector in the `area` property below. The Transform rotation is applied, but the scale
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*
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* Note that, while commonly used to delineate a 2D area in a scene (hence the name), the region
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* is actually a 3D volume.
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*
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* When mode is set to CtCinematic, the cinematic_settings field must also be provided.
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*/
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/**
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* @public
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area: PBVector3 | undefined;
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/** the camera mode to enforce */
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mode: CameraType;
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cinematicSettings?: CinematicSettings | undefined;
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/** if true, the player will be considered inside the area when they are within 0.3m of the area. default true */
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useColliderRange?: boolean | undefined;
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}
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/**
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*/
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export declare interface PBGltfContainerLoadingState {
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currentState: LoadingState;
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/** all node paths in the gltf, which can be used with a GltfNode to inspect and modify the gltf contents */
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nodePaths: string[];
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/** all meshes in the gltf. unnamed meshes will be auto-assigned a name of the form `MeshX` or `MeshX/PrimitiveY` */
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meshNames: string[];
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/**
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* where X is the mesh index and Y is the primitive index (and there is more than 1 primitive). note this may
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* conflict with manually named meshes - to avoid any issues make sure all your meshes are explicitly named.
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*/
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materialNames: string[];
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/**
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* X is the material index. note this may conflict with manually named materials - to avoid any issues make
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* sure all your materials are explicitly named.
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*/
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skinNames: string[];
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/**
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* X is the skin index. note this may conflict with manually named skins - to avoid any issues make sure all
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* your skins are explicitly named.
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*/
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animationNames: string[];
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}
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/**
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@@ -4383,6 +4520,77 @@ export declare namespace PBGltfContainerLoadingState {
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export function decode(input: _m0.Reader | Uint8Array, length?: number): PBGltfContainerLoadingState;
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}
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/**
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* a GltfNode links a scene entity with a node from within a gltf, allowing the scene to inspect it or modify it.
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* This component must be added to a direct child of an entity with a PbGltfContainer component, or
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* to a direct child of another entity with a GltfNode component, and the referenced gltf node must be a descendent of the gltf node
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* in the parent.
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* The name must match the path of one of the nodes within the Gltf. These are available on the GltfContainerLoadingState component.
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*
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* The renderer will attach a PbGltfNodeState to the entity describing the state. Once the state is `GNS_READY`,
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* - the `Transform` will be updated to match the position of the node within the gltf (relative to the gltf root, or the parent node),
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* - a `MeshRenderer` with a GltfMesh mesh type will be added (if the gltf node has a mesh).
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* - a `MeshCollider` with a GltfMesh mesh type will be added (if the gltf node has a collider).
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* - a `Material` component including a GltfMaterial reference will be added (if the gltf node has a material).
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*
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* After creation, if an animation moves the node, the `Transform` will be updated.
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*
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* From the scene, you can modify various components to alter the gltf node:
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* - modifying the `Transform` position/rotation/scale will move the node. The position is interpreted relative to the gltf root (or parent node),
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* regardless of any intermediate gltf node hierarchy.
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* If an animation is playing, the animation takes priority and the scene entity's position will be updated to match the animation.
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* - `Visibility` can be added to hide or show the node and it's children in the gltf hierarchy.
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* - `MeshRenderer` can be added/modified/removed to create/modify/remove a mesh on the node.
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* - `MeshCollider` can be added/modified/removed to create/modify/remove a collider on the node.
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* - `Material` can be added or modified to change the material properties. If the gltf node has a material, the original material will be
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* used as a base, and any gltf features (e.g. occlusion maps) from the gtlf spec that the renderer supports but that are not exposed in the
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* PbMaterial will be maintained.
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*
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* The scene can add additional entities as children to the gltf node, but structural modifications of the gltf are not possible:
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* - changing the scene hierarchy will not change the gltf node hierarchy. Moving the entity out of the gltf will sever the link and
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* change the state to `GNS_FAILED`.
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* - deleting the scene entity will not delete the gltf node.
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*
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* Removing the GltfNode will revert any changes to the original gltf. If the GltfNode component is removed and the mesh/collider/material
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* are not removed, this will result in a duplication of these components as the previously-linked entity will retain it's components and
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* the gltf node will also be displayed.
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*/
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/**
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* @public
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*/
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export declare interface PBGltfNode {
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/** the path of the target node in the Gltf. */
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path: string;
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}
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/**
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* @public
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*/
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export declare namespace PBGltfNode {
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export function encode(message: PBGltfNode, writer?: _m0.Writer): _m0.Writer;
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export function decode(input: _m0.Reader | Uint8Array, length?: number): PBGltfNode;
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}
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/**
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* The state of a linked gltf node.
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* If the state is GNSV_FAILED, the renderer may describe the failure in the error string.
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*/
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/**
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* @public
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*/
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export declare interface PBGltfNodeState {
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state: GltfNodeStateValue;
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error?: string | undefined;
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}
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/**
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* @public
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*/
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export declare namespace PBGltfNodeState {
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export function encode(message: PBGltfNodeState, writer?: _m0.Writer): _m0.Writer;
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export function decode(input: _m0.Reader | Uint8Array, length?: number): PBGltfNodeState;
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}
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/**
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* @public
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*/
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@@ -4394,6 +4602,14 @@ export declare interface PBMaterial {
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$case: "pbr";
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pbr: PBMaterial_PbrMaterial;
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} | undefined;
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/**
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* A gltf material that may provide additional features not supported by the PbMaterial fields.
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* If both gltf and material fields are provided, the gltf will be used only for extended features not
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* supported by the PbMaterial.
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* If this is provided and the `material` field is not provided, the renderer will update the material
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* field with data that reflects the gltf material once it is loaded.
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*/
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gltf?: PBMaterial_GltfMaterial | undefined;
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}
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/**
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@@ -4404,6 +4620,22 @@ export declare namespace PBMaterial {
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export function decode(input: _m0.Reader | Uint8Array, length?: number): PBMaterial;
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}
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/**
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* @public
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*/
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export declare interface PBMaterial_GltfMaterial {
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gltfSrc: string;
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name: string;
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}
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/**
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* @public
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*/
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export declare namespace PBMaterial_GltfMaterial {
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export function encode(message: PBMaterial_GltfMaterial, writer?: _m0.Writer): _m0.Writer;
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export function decode(input: _m0.Reader | Uint8Array, length?: number): PBMaterial_GltfMaterial;
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}
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/**
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* @public
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*/
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@@ -4498,6 +4730,9 @@ export declare interface PBMeshCollider {
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} | {
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$case: "plane";
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plane: PBMeshCollider_PlaneMesh;
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} | {
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$case: "gltf";
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gltf: PBMeshCollider_GltfMesh;
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} | undefined;
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}
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@@ -4543,6 +4778,25 @@ export declare namespace PBMeshCollider_CylinderMesh {
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export function decode(input: _m0.Reader | Uint8Array, length?: number): PBMeshCollider_CylinderMesh;
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}
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/** A collider constructed from a Gltf Mesh. */
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/**
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* @public
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*/
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export declare interface PBMeshCollider_GltfMesh {
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/** the GLTF file path as listed in the scene's manifest. */
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gltfSrc: string;
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/** the name of the mesh asset */
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name: string;
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}
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/**
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* @public
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*/
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export declare namespace PBMeshCollider_GltfMesh {
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export function encode(message: PBMeshCollider_GltfMesh, writer?: _m0.Writer): _m0.Writer;
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export function decode(input: _m0.Reader | Uint8Array, length?: number): PBMeshCollider_GltfMesh;
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}
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/** PlaneMesh is a 2D rectangle described by the Entity's Transform. */
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/**
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* @public
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@@ -4575,13 +4829,11 @@ export declare namespace PBMeshCollider_SphereMesh {
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/**
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* The MeshRenderer component renders a basic geometric shape for an Entity. It can be a cube, a
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* plane, a sphere or a
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* plane, a sphere, a cylinder, or a Gltf mesh.
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*
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* The cube and plane variants can include a UV texture mapping, so specific areas of a material
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* texture are rendered on different faces of the shape. They are serialized as a sequence of 2D
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* `float` coordinates, one for each corner of each side of each face.
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-
*
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* More complex shapes require the use of a `GltfContainer` component.
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*/
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/**
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* @public
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@@ -4599,6 +4851,9 @@ export declare interface PBMeshRenderer {
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} | {
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$case: "plane";
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plane: PBMeshRenderer_PlaneMesh;
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} | {
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$case: "gltf";
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gltf: PBMeshRenderer_GltfMesh;
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} | undefined;
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}
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@@ -4646,6 +4901,25 @@ export declare namespace PBMeshRenderer_CylinderMesh {
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export function decode(input: _m0.Reader | Uint8Array, length?: number): PBMeshRenderer_CylinderMesh;
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}
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/** A mesh from a Gltf. */
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/**
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* @public
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*/
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export declare interface PBMeshRenderer_GltfMesh {
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/** the GLTF file path as listed in the scene's manifest. */
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gltfSrc: string;
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/** the name of the mesh asset */
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name: string;
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}
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/**
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* @public
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*/
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export declare namespace PBMeshRenderer_GltfMesh {
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export function encode(message: PBMeshRenderer_GltfMesh, writer?: _m0.Writer): _m0.Writer;
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export function decode(input: _m0.Reader | Uint8Array, length?: number): PBMeshRenderer_GltfMesh;
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}
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/** PlaneMesh renders a 2D rectangular shape. */
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/**
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* @public
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@@ -5248,6 +5522,21 @@ export declare namespace PBUiInputResult {
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export function decode(input: _m0.Reader | Uint8Array, length?: number): PBUiInputResult;
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}
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/**
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* @public
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*/
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export declare interface PBUiScrollResult {
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value: PBVector2 | undefined;
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}
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/**
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* @public
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*/
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export declare namespace PBUiScrollResult {
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export function encode(message: PBUiScrollResult, writer?: _m0.Writer): _m0.Writer;
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export function decode(input: _m0.Reader | Uint8Array, length?: number): PBUiScrollResult;
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}
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/**
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* @public
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*/
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@@ -5264,6 +5553,10 @@ export declare interface PBUiText {
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fontSize?: number | undefined;
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/** wrap text when the border is reached (default: TW_WRAP) */
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textWrap?: TextWrap | undefined;
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/** width of the outline (default: 0) */
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outlineWidth?: number | undefined;
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/** RGBA color of the outline (default: opaque black) */
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outlineColor?: PBColor4 | undefined;
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}
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/**
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@@ -5360,6 +5653,14 @@ export declare interface PBUiTransform {
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paddingBottom: number;
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/** default: PointerFilterMode.PFM_NONE */
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pointerFilter?: PointerFilterMode | undefined;
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/** default: 1 */
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opacity?: number | undefined;
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/** default empty */
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elementId?: string | undefined;
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/** default position=(0,0) */
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scrollPosition?: ScrollPositionValue | undefined;
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/** default ShowScrollBar.SSB_BOTH */
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scrollVisible?: ShowScrollBar | undefined;
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}
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/**
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@@ -6723,6 +7024,43 @@ export declare namespace Schemas {
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}) => void;
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}
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/**
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* @public
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*/
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export declare interface ScrollPositionValue {
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value?: {
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$case: "position";
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position: PBVector2;
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} | {
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$case: "reference";
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reference: string;
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} | undefined;
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}
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/**
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* @public
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*/
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export declare namespace ScrollPositionValue {
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export function encode(message: ScrollPositionValue, writer?: _m0.Writer): _m0.Writer;
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export function decode(input: _m0.Reader | Uint8Array, length?: number): ScrollPositionValue;
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}
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/**
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* @public
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* The scroll-visible determines if the scrollbars are shown when the scroll overflow is enabled
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*/
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export declare type ScrollVisibleType = 'horizontal' | 'vertical' | 'both' | 'hidden';
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/**
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* @public
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*/
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export declare const enum ShowScrollBar {
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SSB_BOTH = 0,
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SSB_ONLY_VERTICAL = 1,
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SSB_ONLY_HORIZONTAL = 2,
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SSB_HIDDEN = 3
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}
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/**
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* @public
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*/
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@@ -7146,6 +7484,10 @@ export declare interface UiLabelProps {
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textAlign?: TextAlignType | undefined;
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/** Label font type. @defaultValue 'sans-serif' */
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font?: UiFontType | undefined;
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/** Outline width of the text. @defaultValue 0 */
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outlineWidth?: number | undefined;
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/** Outline color of the text. @defaultValue `{ r: 0, g: 0, b: 0, a: 1 }` */
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outlineColor?: PBColor4 | undefined;
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/** Behaviour when text reached. @defaultValue 'wrap' */
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textWrap?: UiTextWrapType | undefined;
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}
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@@ -7155,6 +7497,9 @@ export declare interface UiLabelProps {
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*/
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export declare type uint32 = number;
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/** @public */
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export declare const UiScrollResult: LastWriteWinElementSetComponentDefinition<PBUiScrollResult>;
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/** @public */
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export declare const UiText: LastWriteWinElementSetComponentDefinition<PBUiText>;
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@@ -7227,6 +7572,14 @@ export declare interface UiTransformProps {
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overflow?: OverflowType;
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/** The pointer filter property determines if the ui element blocks the pointer or not (elements with pointer events always block the pointer regardless of this property) **/
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pointerFilter?: PointerFilterType;
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/** The opacity property sets the opacity level for an element, it's accumulated across children @defaultValue 1 */
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opacity?: number;
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/** A reference value to identify the element, default empty */
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elementId?: string;
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/** default position=(0,0) if it aplies, a vector or a reference-id */
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scrollPosition?: PBVector2 | string;
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/** default ShowScrollBar.SSB_BOTH */
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scrollVisible?: ScrollVisibleType;
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}
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/**
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