@dcl/playground-assets 7.6.4-11499788210.commit-065d563 → 7.6.4-11515577295.commit-620b210

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@@ -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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+
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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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+ /**
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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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+
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  /** @public */
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  export declare const AvatarShape: LastWriteWinElementSetComponentDefinition<PBAvatarShape>;
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@@ -519,6 +562,39 @@ 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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+ /**
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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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+
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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
@@ -1295,9 +1371,13 @@ export declare const componentDefinitionByName: {
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  "core::CameraMode": LwwComponentGetter<LastWriteWinElementSetComponentDefinition<PBCameraMode>>;
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  "core::CameraModeArea": LwwComponentGetter<LastWriteWinElementSetComponentDefinition<PBCameraModeArea>>;
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  "core::EngineInfo": LwwComponentGetter<LastWriteWinElementSetComponentDefinition<PBEngineInfo>>;
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+ "core::GlobalLight": LwwComponentGetter<LastWriteWinElementSetComponentDefinition<PBGlobalLight>>;
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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::InputModifier": LwwComponentGetter<LastWriteWinElementSetComponentDefinition<PBInputModifier>>;
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+ "core::Light": LwwComponentGetter<LastWriteWinElementSetComponentDefinition<PBLight>>;
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  "core::MainCamera": LwwComponentGetter<LastWriteWinElementSetComponentDefinition<PBMainCamera>>;
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  "core::Material": LwwComponentGetter<LastWriteWinElementSetComponentDefinition<PBMaterial>>;
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  "core::MeshCollider": LwwComponentGetter<LastWriteWinElementSetComponentDefinition<PBMeshCollider>>;
@@ -1310,16 +1390,19 @@ export declare const componentDefinitionByName: {
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  "core::Raycast": LwwComponentGetter<LastWriteWinElementSetComponentDefinition<PBRaycast>>;
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  "core::RaycastResult": LwwComponentGetter<LastWriteWinElementSetComponentDefinition<PBRaycastResult>>;
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  "core::RealmInfo": LwwComponentGetter<LastWriteWinElementSetComponentDefinition<PBRealmInfo>>;
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+ "core::Spotlight": LwwComponentGetter<LastWriteWinElementSetComponentDefinition<PBSpotlight>>;
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  "core::TextShape": LwwComponentGetter<LastWriteWinElementSetComponentDefinition<PBTextShape>>;
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  "core::Tween": LwwComponentGetter<LastWriteWinElementSetComponentDefinition<PBTween>>;
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  "core::TweenSequence": LwwComponentGetter<LastWriteWinElementSetComponentDefinition<PBTweenSequence>>;
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  "core::TweenState": LwwComponentGetter<LastWriteWinElementSetComponentDefinition<PBTweenState>>;
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  "core::UiBackground": LwwComponentGetter<LastWriteWinElementSetComponentDefinition<PBUiBackground>>;
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+ "core::UiCanvas": LwwComponentGetter<LastWriteWinElementSetComponentDefinition<PBUiCanvas>>;
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  "core::UiCanvasInformation": LwwComponentGetter<LastWriteWinElementSetComponentDefinition<PBUiCanvasInformation>>;
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  "core::UiDropdown": LwwComponentGetter<LastWriteWinElementSetComponentDefinition<PBUiDropdown>>;
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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>>;
@@ -2031,6 +2114,9 @@ export declare type GlobalDirectionRaycastSystemOptions = {
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  direction?: PBVector3;
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  };
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2116
 
2117
+ /** @public */
2118
+ export declare const GlobalLight: LastWriteWinElementSetComponentDefinition<PBGlobalLight>;
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+
2034
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  export declare type GlobalTargetRaycastOptions = RaycastSystemOptions & GlobalTargetRaycastSystemOptions;
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2036
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  export declare type GlobalTargetRaycastSystemOptions = {
@@ -2043,6 +2129,21 @@ 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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2131
 
2132
+ /** @public */
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+ export declare const GltfNode: LastWriteWinElementSetComponentDefinition<PBGltfNode>;
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+
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+ /** @public */
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+ export declare const GltfNodeState: LastWriteWinElementSetComponentDefinition<PBGltfNodeState>;
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+
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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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  /**
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  * @public
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  */
@@ -2627,6 +2728,9 @@ export declare interface LastWriteWinElementSetComponentDefinition<T> extends Ba
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  getOrCreateMutable(entity: Entity, initialValue?: T): T;
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  }
2629
2730
 
2731
+ /** @public */
2732
+ export declare const Light: LastWriteWinElementSetComponentDefinition<PBLight>;
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+
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  /**
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2735
  * User key event Listeners
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  * @public
@@ -3504,6 +3608,14 @@ export declare interface MeshColliderComponentDefinitionExtended extends LastWri
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3608
  * @param colliderMask - the set of layer where the collider reacts, default: Physics and Pointer
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3609
  */
3506
3610
  setSphere(entity: Entity, colliderLayers?: ColliderLayer | ColliderLayer[]): void;
3611
+ /**
3612
+ * @public
3613
+ * Set a gltf internal mesh in the MeshCollider component
3614
+ * @param entity - entity to create or replace the MeshRenderer component
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+ * @param source - the path to the gltf
3616
+ * @param meshName - the name of the mesh in the gltf
3617
+ */
3618
+ setGltfMesh(entity: Entity, source: string, meshName: string, colliderLayers?: ColliderLayer | ColliderLayer[]): void;
3507
3619
  }
3508
3620
 
3509
3621
  export declare const MeshRenderer: MeshRendererComponentDefinitionExtended;
@@ -3540,6 +3652,14 @@ export declare interface MeshRendererComponentDefinitionExtended extends LastWri
3540
3652
  * @param entity - entity to create or replace the MeshRenderer component
3541
3653
  */
3542
3654
  setSphere(entity: Entity): void;
3655
+ /**
3656
+ * @public
3657
+ * Set a gltf internal mesh in the MeshRenderer component
3658
+ * @param entity - entity to create or replace the MeshRenderer component
3659
+ * @param source - the path to the gltf
3660
+ * @param meshName - the name of the mesh in the gltf
3661
+ */
3662
+ setGltfMesh(entity: Entity, source: string, meshName: string): void;
3543
3663
  }
3544
3664
 
3545
3665
  /**
@@ -4212,6 +4332,9 @@ export declare interface PBAvatarModifierArea {
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4332
  excludeIds: string[];
4213
4333
  /** list of modifiers to apply */
4214
4334
  modifiers: AvatarModifierType[];
4335
+ movementSettings?: AvatarMovementSettings | undefined;
4336
+ /** if true, the player will be considered inside the area when they are within 0.3m of the area. default true */
4337
+ useColliderRange?: boolean | undefined;
4215
4338
  }
4216
4339
 
4217
4340
  /**
@@ -4324,7 +4447,7 @@ export declare namespace PBCameraMode {
4324
4447
 
4325
4448
  /**
4326
4449
  * The CameraModeArea component can be attached to an Entity to define a region of space where
4327
- * the player's camera mode (1st-person or 3rd-person) is overridden.
4450
+ * the player's camera mode (1st-person, 3rd-person or cinematic) is overridden.
4328
4451
  *
4329
4452
  * The Entity's Transform position determines the center-point of the region, while its size is
4330
4453
  * given as a vector in the `area` property below. The Transform rotation is applied, but the scale
@@ -4334,6 +4457,8 @@ export declare namespace PBCameraMode {
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4457
  *
4335
4458
  * Note that, while commonly used to delineate a 2D area in a scene (hence the name), the region
4336
4459
  * is actually a 3D volume.
4460
+ *
4461
+ * When mode is set to CtCinematic, the cinematic_settings field must also be provided.
4337
4462
  */
4338
4463
  /**
4339
4464
  * @public
@@ -4343,6 +4468,9 @@ export declare interface PBCameraModeArea {
4343
4468
  area: PBVector3 | undefined;
4344
4469
  /** the camera mode to enforce */
4345
4470
  mode: CameraType;
4471
+ cinematicSettings?: CinematicSettings | undefined;
4472
+ /** if true, the player will be considered inside the area when they are within 0.3m of the area. default true */
4473
+ useColliderRange?: boolean | undefined;
4346
4474
  }
4347
4475
 
4348
4476
  /**
@@ -4414,6 +4542,39 @@ export declare namespace PBEngineInfo {
4414
4542
  export function decode(input: _m0.Reader | Uint8Array, length?: number): PBEngineInfo;
4415
4543
  }
4416
4544
 
4545
+ /**
4546
+ * defines the global scene light settings. must be added to the scene root.
4547
+ * to control sunlight color, intensity, shadows etc, you can also add a PBLight to the scene root.
4548
+ */
4549
+ /**
4550
+ * @public
4551
+ */
4552
+ export declare interface PBGlobalLight {
4553
+ /**
4554
+ * the direction the directional light shines in.
4555
+ * default depends on time of day and explorer implementation
4556
+ */
4557
+ direction?: PBVector3 | undefined;
4558
+ /**
4559
+ * ambient light color
4560
+ * default: White
4561
+ */
4562
+ ambientColor?: PBColor3 | undefined;
4563
+ /**
4564
+ * ambient light intensity. the explorer default ambient brightness is multiplied by this non-physical quantity.
4565
+ * default 1
4566
+ */
4567
+ ambientBrightness?: number | undefined;
4568
+ }
4569
+
4570
+ /**
4571
+ * @public
4572
+ */
4573
+ export declare namespace PBGlobalLight {
4574
+ export function encode(message: PBGlobalLight, writer?: _m0.Writer): _m0.Writer;
4575
+ export function decode(input: _m0.Reader | Uint8Array, length?: number): PBGlobalLight;
4576
+ }
4577
+
4417
4578
  /**
4418
4579
  * GltfContainer loads a GLTF file (and any additional files packaged inside) attached to an Entity.
4419
4580
  *
@@ -4449,6 +4610,25 @@ export declare namespace PBGltfContainer {
4449
4610
  */
4450
4611
  export declare interface PBGltfContainerLoadingState {
4451
4612
  currentState: LoadingState;
4613
+ /** all node paths in the gltf, which can be used with a GltfNode to inspect and modify the gltf contents */
4614
+ nodePaths: string[];
4615
+ /** all meshes in the gltf. unnamed meshes will be auto-assigned a name of the form `MeshX` or `MeshX/PrimitiveY` */
4616
+ meshNames: string[];
4617
+ /**
4618
+ * where X is the mesh index and Y is the primitive index (and there is more than 1 primitive). note this may
4619
+ * conflict with manually named meshes - to avoid any issues make sure all your meshes are explicitly named.
4620
+ */
4621
+ materialNames: string[];
4622
+ /**
4623
+ * X is the material index. note this may conflict with manually named materials - to avoid any issues make
4624
+ * sure all your materials are explicitly named.
4625
+ */
4626
+ skinNames: string[];
4627
+ /**
4628
+ * X is the skin index. note this may conflict with manually named skins - to avoid any issues make sure all
4629
+ * your skins are explicitly named.
4630
+ */
4631
+ animationNames: string[];
4452
4632
  }
4453
4633
 
4454
4634
  /**
@@ -4459,6 +4639,77 @@ export declare namespace PBGltfContainerLoadingState {
4459
4639
  export function decode(input: _m0.Reader | Uint8Array, length?: number): PBGltfContainerLoadingState;
4460
4640
  }
4461
4641
 
4642
+ /**
4643
+ * a GltfNode links a scene entity with a node from within a gltf, allowing the scene to inspect it or modify it.
4644
+ * This component must be added to a direct child of an entity with a PBGltfContainer component, or
4645
+ * to a direct child of another entity with a GltfNode component, and the referenced gltf node must be a descendent of the gltf node
4646
+ * in the parent.
4647
+ * The name must match the path of one of the nodes within the Gltf. These are available on the GltfContainerLoadingState component.
4648
+ *
4649
+ * The renderer will attach a PBGltfNodeState to the entity describing the state. Once the state is `GNS_READY`,
4650
+ * - the `Transform` will be updated to match the position of the node within the gltf (relative to the gltf root, or the parent node),
4651
+ * - a `MeshRenderer` with a GltfMesh mesh type will be added (if the gltf node has a mesh).
4652
+ * - a `MeshCollider` with a GltfMesh mesh type will be added (if the gltf node has a collider).
4653
+ * - a `Material` component including a GltfMaterial reference will be added (if the gltf node has a material).
4654
+ *
4655
+ * After creation, if an animation moves the node, the `Transform` will be updated.
4656
+ *
4657
+ * From the scene, you can modify various components to alter the gltf node:
4658
+ * - modifying the `Transform` position/rotation/scale will move the node. The position is interpreted relative to the gltf root (or parent node),
4659
+ * regardless of any intermediate gltf node hierarchy.
4660
+ * If an animation is playing, the animation takes priority and the scene entity's position will be updated to match the animation.
4661
+ * - `Visibility` can be added to hide or show the node and it's children in the gltf hierarchy.
4662
+ * - `MeshRenderer` can be added/modified/removed to create/modify/remove a mesh on the node.
4663
+ * - `MeshCollider` can be added/modified/removed to create/modify/remove a collider on the node.
4664
+ * - `Material` can be added or modified to change the material properties. If the gltf node has a material, the original material will be
4665
+ * 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
4666
+ * PBMaterial will be maintained.
4667
+ *
4668
+ * The scene can add additional entities as children to the gltf node, but structural modifications of the gltf are not possible:
4669
+ * - changing the scene hierarchy will not change the gltf node hierarchy. Moving the entity out of the gltf will sever the link and
4670
+ * change the state to `GNS_FAILED`.
4671
+ * - deleting the scene entity will not delete the gltf node.
4672
+ *
4673
+ * Removing the GltfNode will revert any changes to the original gltf. If the GltfNode component is removed and the mesh/collider/material
4674
+ * are not removed, this will result in a duplication of these components as the previously-linked entity will retain it's components and
4675
+ * the gltf node will also be displayed.
4676
+ */
4677
+ /**
4678
+ * @public
4679
+ */
4680
+ export declare interface PBGltfNode {
4681
+ /** the path of the target node in the Gltf. */
4682
+ path: string;
4683
+ }
4684
+
4685
+ /**
4686
+ * @public
4687
+ */
4688
+ export declare namespace PBGltfNode {
4689
+ export function encode(message: PBGltfNode, writer?: _m0.Writer): _m0.Writer;
4690
+ export function decode(input: _m0.Reader | Uint8Array, length?: number): PBGltfNode;
4691
+ }
4692
+
4693
+ /**
4694
+ * The state of a linked gltf node.
4695
+ * If the state is GNSV_FAILED, the renderer may describe the failure in the error string.
4696
+ */
4697
+ /**
4698
+ * @public
4699
+ */
4700
+ export declare interface PBGltfNodeState {
4701
+ state: GltfNodeStateValue;
4702
+ error?: string | undefined;
4703
+ }
4704
+
4705
+ /**
4706
+ * @public
4707
+ */
4708
+ export declare namespace PBGltfNodeState {
4709
+ export function encode(message: PBGltfNodeState, writer?: _m0.Writer): _m0.Writer;
4710
+ export function decode(input: _m0.Reader | Uint8Array, length?: number): PBGltfNodeState;
4711
+ }
4712
+
4462
4713
  /**
4463
4714
  * @public
4464
4715
  */
@@ -4498,6 +4749,62 @@ export declare namespace PBInputModifier_StandardInput {
4498
4749
  export function decode(input: _m0.Reader | Uint8Array, length?: number): PBInputModifier_StandardInput;
4499
4750
  }
4500
4751
 
4752
+ /**
4753
+ * defines a light source.
4754
+ * the world has a default directional light (like sunlight) which can be overridden by adding the light component to the scene root.
4755
+ * a PBGlobalLight component can also be added to the root to control the directional light direction.
4756
+ * point lights (lightbulbs) or spotlights can be created by attaching the light component to non-root entities.
4757
+ */
4758
+ /**
4759
+ * @public
4760
+ */
4761
+ export declare interface PBLight {
4762
+ /**
4763
+ * whether the light is on
4764
+ * default true
4765
+ */
4766
+ enabled?: boolean | undefined;
4767
+ /**
4768
+ * light brightness in lux (lumens/m^2).
4769
+ *
4770
+ * for global directional light, this applies as a constant value at all surfaces and distances (though the effect on the surface still depends on incidence angle).
4771
+ * the default global light illuminance varies from 400 (sunrise/sunset) to 10,000 (midday).
4772
+ * for typical values, see https://en.wikipedia.org/wiki/Lux#Illuminance
4773
+ *
4774
+ * for point and spot lights, this is the lumens/m^2 at 1m distance from the light. to transform from raw lumens,
4775
+ * divide lumens by ~12 (4*pi).
4776
+ * e.g. a 100w household bulb with 1200 lumens would have an illuminance of ~100.
4777
+ * a lighthouse bulb with 200,000 lumens would have an illuminance of ~15,000 (ignoring beam reflections)
4778
+ *
4779
+ * default
4780
+ * for point/spotlights: 10,000
4781
+ * for global directional light: depends on explorer implementation. may vary on light direction, time of day, etc
4782
+ */
4783
+ illuminance?: number | undefined;
4784
+ /**
4785
+ * whether the light should cast shadows.
4786
+ * note: even when set to true the engine may not display shadows, or may only show shadows for a limited number
4787
+ * of lights depending on the implementation, platform, and user settings.
4788
+ * default
4789
+ * for point/spotlights: false / off
4790
+ * for global directional light: true / on
4791
+ */
4792
+ shadows?: boolean | undefined;
4793
+ /**
4794
+ * light color
4795
+ * default White
4796
+ */
4797
+ color?: PBColor3 | undefined;
4798
+ }
4799
+
4800
+ /**
4801
+ * @public
4802
+ */
4803
+ export declare namespace PBLight {
4804
+ export function encode(message: PBLight, writer?: _m0.Writer): _m0.Writer;
4805
+ export function decode(input: _m0.Reader | Uint8Array, length?: number): PBLight;
4806
+ }
4807
+
4501
4808
  /**
4502
4809
  * PBMainCamera.virtualCameraEntity defines which VirtualCamera entity is active at the moment.
4503
4810
  * This component may hold 'repeated common.CameraTransition' transitionOverrides in the future
@@ -4529,6 +4836,14 @@ export declare interface PBMaterial {
4529
4836
  $case: "pbr";
4530
4837
  pbr: PBMaterial_PbrMaterial;
4531
4838
  } | undefined;
4839
+ /**
4840
+ * A gltf material that may provide additional features not supported by the PbMaterial fields.
4841
+ * If both gltf and material fields are provided, the gltf will be used only for extended features not
4842
+ * supported by the PbMaterial.
4843
+ * If this is provided and the `material` field is not provided, the renderer will update the material
4844
+ * field with data that reflects the gltf material once it is loaded.
4845
+ */
4846
+ gltf?: PBMaterial_GltfMaterial | undefined;
4532
4847
  }
4533
4848
 
4534
4849
  /**
@@ -4539,6 +4854,22 @@ export declare namespace PBMaterial {
4539
4854
  export function decode(input: _m0.Reader | Uint8Array, length?: number): PBMaterial;
4540
4855
  }
4541
4856
 
4857
+ /**
4858
+ * @public
4859
+ */
4860
+ export declare interface PBMaterial_GltfMaterial {
4861
+ gltfSrc: string;
4862
+ name: string;
4863
+ }
4864
+
4865
+ /**
4866
+ * @public
4867
+ */
4868
+ export declare namespace PBMaterial_GltfMaterial {
4869
+ export function encode(message: PBMaterial_GltfMaterial, writer?: _m0.Writer): _m0.Writer;
4870
+ export function decode(input: _m0.Reader | Uint8Array, length?: number): PBMaterial_GltfMaterial;
4871
+ }
4872
+
4542
4873
  /**
4543
4874
  * @public
4544
4875
  */
@@ -4635,6 +4966,9 @@ export declare interface PBMeshCollider {
4635
4966
  } | {
4636
4967
  $case: "plane";
4637
4968
  plane: PBMeshCollider_PlaneMesh;
4969
+ } | {
4970
+ $case: "gltf";
4971
+ gltf: PBMeshCollider_GltfMesh;
4638
4972
  } | undefined;
4639
4973
  }
4640
4974
 
@@ -4680,6 +5014,25 @@ export declare namespace PBMeshCollider_CylinderMesh {
4680
5014
  export function decode(input: _m0.Reader | Uint8Array, length?: number): PBMeshCollider_CylinderMesh;
4681
5015
  }
4682
5016
 
5017
+ /** A collider constructed from a Gltf Mesh. */
5018
+ /**
5019
+ * @public
5020
+ */
5021
+ export declare interface PBMeshCollider_GltfMesh {
5022
+ /** the GLTF file path as listed in the scene's manifest. */
5023
+ gltfSrc: string;
5024
+ /** the name of the mesh asset */
5025
+ name: string;
5026
+ }
5027
+
5028
+ /**
5029
+ * @public
5030
+ */
5031
+ export declare namespace PBMeshCollider_GltfMesh {
5032
+ export function encode(message: PBMeshCollider_GltfMesh, writer?: _m0.Writer): _m0.Writer;
5033
+ export function decode(input: _m0.Reader | Uint8Array, length?: number): PBMeshCollider_GltfMesh;
5034
+ }
5035
+
4683
5036
  /** PlaneMesh is a 2D rectangle described by the Entity's Transform. */
4684
5037
  /**
4685
5038
  * @public
@@ -4712,13 +5065,11 @@ export declare namespace PBMeshCollider_SphereMesh {
4712
5065
 
4713
5066
  /**
4714
5067
  * The MeshRenderer component renders a basic geometric shape for an Entity. It can be a cube, a
4715
- * plane, a sphere or a cylinder.
5068
+ * plane, a sphere, a cylinder, or a Gltf mesh.
4716
5069
  *
4717
5070
  * The cube and plane variants can include a UV texture mapping, so specific areas of a material
4718
5071
  * texture are rendered on different faces of the shape. They are serialized as a sequence of 2D
4719
5072
  * `float` coordinates, one for each corner of each side of each face.
4720
- *
4721
- * More complex shapes require the use of a `GltfContainer` component.
4722
5073
  */
4723
5074
  /**
4724
5075
  * @public
@@ -4736,6 +5087,9 @@ export declare interface PBMeshRenderer {
4736
5087
  } | {
4737
5088
  $case: "plane";
4738
5089
  plane: PBMeshRenderer_PlaneMesh;
5090
+ } | {
5091
+ $case: "gltf";
5092
+ gltf: PBMeshRenderer_GltfMesh;
4739
5093
  } | undefined;
4740
5094
  }
4741
5095
 
@@ -4783,6 +5137,25 @@ export declare namespace PBMeshRenderer_CylinderMesh {
4783
5137
  export function decode(input: _m0.Reader | Uint8Array, length?: number): PBMeshRenderer_CylinderMesh;
4784
5138
  }
4785
5139
 
5140
+ /** A mesh from a Gltf. */
5141
+ /**
5142
+ * @public
5143
+ */
5144
+ export declare interface PBMeshRenderer_GltfMesh {
5145
+ /** the GLTF file path as listed in the scene's manifest. */
5146
+ gltfSrc: string;
5147
+ /** the name of the mesh asset */
5148
+ name: string;
5149
+ }
5150
+
5151
+ /**
5152
+ * @public
5153
+ */
5154
+ export declare namespace PBMeshRenderer_GltfMesh {
5155
+ export function encode(message: PBMeshRenderer_GltfMesh, writer?: _m0.Writer): _m0.Writer;
5156
+ export function decode(input: _m0.Reader | Uint8Array, length?: number): PBMeshRenderer_GltfMesh;
5157
+ }
5158
+
4786
5159
  /** PlaneMesh renders a 2D rectangular shape. */
4787
5160
  /**
4788
5161
  * @public
@@ -5120,6 +5493,39 @@ export declare namespace PBRealmInfo {
5120
5493
  export function decode(input: _m0.Reader | Uint8Array, length?: number): PBRealmInfo;
5121
5494
  }
5122
5495
 
5496
+ /**
5497
+ * defines a spotlight.
5498
+ * spotlights are point lights that emit light only in a cone around the transform's forward direction.
5499
+ * add this component together with the PBLight component to transform a point light into a spotlight.
5500
+ * note that spotlights do not model any internal reflections / focus, they only restrict the area of effect.
5501
+ * so for e.g. a torch beam, the bulb illuminance should be multiplied by the solid angle.
5502
+ * a typical torch with a beam width of 15 degrees would use outer angle of 0.15 (7.5 degrees in radians),
5503
+ * and an illuminance approximately equal to the bulb's lumens, e.g. 1200.
5504
+ */
5505
+ /**
5506
+ * @public
5507
+ */
5508
+ export declare interface PBSpotlight {
5509
+ /**
5510
+ * the cone radius in radians. distance away from forward in which the light is visible.
5511
+ * for a torch a value around 0.15 is appropriate.
5512
+ */
5513
+ angle: number;
5514
+ /**
5515
+ * optional angle at which the light is brightest. should be <= outer angle.
5516
+ * if specified, the light will fall off smoothly between `inner_angle` and `angle`.
5517
+ */
5518
+ innerAngle?: number | undefined;
5519
+ }
5520
+
5521
+ /**
5522
+ * @public
5523
+ */
5524
+ export declare namespace PBSpotlight {
5525
+ export function encode(message: PBSpotlight, writer?: _m0.Writer): _m0.Writer;
5526
+ export function decode(input: _m0.Reader | Uint8Array, length?: number): PBSpotlight;
5527
+ }
5528
+
5123
5529
  /**
5124
5530
  * The TextShape component renders customizable floating text.
5125
5531
  *
@@ -5270,6 +5676,25 @@ export declare namespace PBUiBackground {
5270
5676
  export function decode(input: _m0.Reader | Uint8Array, length?: number): PBUiBackground;
5271
5677
  }
5272
5678
 
5679
+ /** The UiCanvas component can be attached to a ui root entity to specify properties of the ui texture. */
5680
+ /**
5681
+ * @public
5682
+ */
5683
+ export declare interface PBUiCanvas {
5684
+ width: number;
5685
+ height: number;
5686
+ /** default = (0.0, 0.0, 0.0, 0.0) / transparent */
5687
+ color?: PBColor4 | undefined;
5688
+ }
5689
+
5690
+ /**
5691
+ * @public
5692
+ */
5693
+ export declare namespace PBUiCanvas {
5694
+ export function encode(message: PBUiCanvas, writer?: _m0.Writer): _m0.Writer;
5695
+ export function decode(input: _m0.Reader | Uint8Array, length?: number): PBUiCanvas;
5696
+ }
5697
+
5273
5698
  /** This component is created by the renderer and used by the scenes to know the resolution of the UI canvas */
5274
5699
  /**
5275
5700
  * @public
@@ -5386,6 +5811,21 @@ export declare namespace PBUiInputResult {
5386
5811
  export function decode(input: _m0.Reader | Uint8Array, length?: number): PBUiInputResult;
5387
5812
  }
5388
5813
 
5814
+ /**
5815
+ * @public
5816
+ */
5817
+ export declare interface PBUiScrollResult {
5818
+ value: PBVector2 | undefined;
5819
+ }
5820
+
5821
+ /**
5822
+ * @public
5823
+ */
5824
+ export declare namespace PBUiScrollResult {
5825
+ export function encode(message: PBUiScrollResult, writer?: _m0.Writer): _m0.Writer;
5826
+ export function decode(input: _m0.Reader | Uint8Array, length?: number): PBUiScrollResult;
5827
+ }
5828
+
5389
5829
  /**
5390
5830
  * @public
5391
5831
  */
@@ -5402,6 +5842,10 @@ export declare interface PBUiText {
5402
5842
  fontSize?: number | undefined;
5403
5843
  /** wrap text when the border is reached (default: TW_WRAP) */
5404
5844
  textWrap?: TextWrap | undefined;
5845
+ /** width of the outline (default: 0) */
5846
+ outlineWidth?: number | undefined;
5847
+ /** RGBA color of the outline (default: opaque black) */
5848
+ outlineColor?: PBColor4 | undefined;
5405
5849
  }
5406
5850
 
5407
5851
  /**
@@ -5498,6 +5942,14 @@ export declare interface PBUiTransform {
5498
5942
  paddingBottom: number;
5499
5943
  /** default: PointerFilterMode.PFM_NONE */
5500
5944
  pointerFilter?: PointerFilterMode | undefined;
5945
+ /** default: 1 */
5946
+ opacity?: number | undefined;
5947
+ /** default empty */
5948
+ elementId?: string | undefined;
5949
+ /** default position=(0,0) */
5950
+ scrollPosition?: ScrollPositionValue | undefined;
5951
+ /** default ShowScrollBar.SSB_BOTH */
5952
+ scrollVisible?: ShowScrollBar | undefined;
5501
5953
  }
5502
5954
 
5503
5955
  /**
@@ -6431,6 +6883,7 @@ export declare type RaycastSystemOptions = {
6431
6883
  export declare interface ReactBasedUiSystem {
6432
6884
  destroy(): void;
6433
6885
  setUiRenderer(ui: UiComponent): void;
6886
+ setTextureRenderer(entity: Entity, ui: UiComponent): void;
6434
6887
  }
6435
6888
 
6436
6889
  /**
@@ -6884,6 +7337,43 @@ export declare namespace Schemas {
6884
7337
  }) => void;
6885
7338
  }
6886
7339
 
7340
+ /**
7341
+ * @public
7342
+ */
7343
+ export declare interface ScrollPositionValue {
7344
+ value?: {
7345
+ $case: "position";
7346
+ position: PBVector2;
7347
+ } | {
7348
+ $case: "reference";
7349
+ reference: string;
7350
+ } | undefined;
7351
+ }
7352
+
7353
+ /**
7354
+ * @public
7355
+ */
7356
+ export declare namespace ScrollPositionValue {
7357
+ export function encode(message: ScrollPositionValue, writer?: _m0.Writer): _m0.Writer;
7358
+ export function decode(input: _m0.Reader | Uint8Array, length?: number): ScrollPositionValue;
7359
+ }
7360
+
7361
+ /**
7362
+ * @public
7363
+ * The scroll-visible determines if the scrollbars are shown when the scroll overflow is enabled
7364
+ */
7365
+ export declare type ScrollVisibleType = 'horizontal' | 'vertical' | 'both' | 'hidden';
7366
+
7367
+ /**
7368
+ * @public
7369
+ */
7370
+ export declare const enum ShowScrollBar {
7371
+ SSB_BOTH = 0,
7372
+ SSB_ONLY_VERTICAL = 1,
7373
+ SSB_ONLY_HORIZONTAL = 2,
7374
+ SSB_HIDDEN = 3
7375
+ }
7376
+
6887
7377
  /**
6888
7378
  * @public
6889
7379
  */
@@ -6891,6 +7381,9 @@ export declare interface Spec {
6891
7381
  [key: string]: ISchema;
6892
7382
  }
6893
7383
 
7384
+ /** @public */
7385
+ export declare const Spotlight: LastWriteWinElementSetComponentDefinition<PBSpotlight>;
7386
+
6894
7387
  /**
6895
7388
  * @alpha
6896
7389
  * This is going to be used for sync components through a server.
@@ -7022,6 +7515,9 @@ export declare interface TextureUnion {
7022
7515
  } | {
7023
7516
  $case: "videoTexture";
7024
7517
  videoTexture: VideoTexture;
7518
+ } | {
7519
+ $case: "uiTexture";
7520
+ uiTexture: UiCanvasTexture;
7025
7521
  } | undefined;
7026
7522
  }
7027
7523
 
@@ -7240,9 +7736,31 @@ export declare interface UiButtonProps extends UiLabelProps, EntityPropTypes {
7240
7736
  disabled?: boolean;
7241
7737
  }
7242
7738
 
7739
+ /** @public */
7740
+ export declare const UiCanvas: LastWriteWinElementSetComponentDefinition<PBUiCanvas>;
7741
+
7243
7742
  /** @public */
7244
7743
  export declare const UiCanvasInformation: LastWriteWinElementSetComponentDefinition<PBUiCanvasInformation>;
7245
7744
 
7745
+ /**
7746
+ * @public
7747
+ */
7748
+ export declare interface UiCanvasTexture {
7749
+ uiCanvasEntity: number;
7750
+ /** default = TextureWrapMode.Clamp */
7751
+ wrapMode?: TextureWrapMode | undefined;
7752
+ /** default = FilterMode.Bilinear */
7753
+ filterMode?: TextureFilterMode | undefined;
7754
+ }
7755
+
7756
+ /**
7757
+ * @public
7758
+ */
7759
+ export declare namespace UiCanvasTexture {
7760
+ export function encode(message: UiCanvasTexture, writer?: _m0.Writer): _m0.Writer;
7761
+ export function decode(input: _m0.Reader | Uint8Array, length?: number): UiCanvasTexture;
7762
+ }
7763
+
7246
7764
  /**
7247
7765
  * @public
7248
7766
  */
@@ -7312,6 +7830,10 @@ export declare interface UiLabelProps {
7312
7830
  textAlign?: TextAlignType | undefined;
7313
7831
  /** Label font type. @defaultValue 'sans-serif' */
7314
7832
  font?: UiFontType | undefined;
7833
+ /** Outline width of the text. @defaultValue 0 */
7834
+ outlineWidth?: number | undefined;
7835
+ /** Outline color of the text. @defaultValue `{ r: 0, g: 0, b: 0, a: 1 }` */
7836
+ outlineColor?: PBColor4 | undefined;
7315
7837
  /** Behaviour when text reached. @defaultValue 'wrap' */
7316
7838
  textWrap?: UiTextWrapType | undefined;
7317
7839
  }
@@ -7321,6 +7843,9 @@ export declare interface UiLabelProps {
7321
7843
  */
7322
7844
  export declare type uint32 = number;
7323
7845
 
7846
+ /** @public */
7847
+ export declare const UiScrollResult: LastWriteWinElementSetComponentDefinition<PBUiScrollResult>;
7848
+
7324
7849
  /** @public */
7325
7850
  export declare const UiText: LastWriteWinElementSetComponentDefinition<PBUiText>;
7326
7851
 
@@ -7393,6 +7918,14 @@ export declare interface UiTransformProps {
7393
7918
  overflow?: OverflowType;
7394
7919
  /** 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) **/
7395
7920
  pointerFilter?: PointerFilterType;
7921
+ /** The opacity property sets the opacity level for an element, it's accumulated across children @defaultValue 1 */
7922
+ opacity?: number;
7923
+ /** A reference value to identify the element, default empty */
7924
+ elementId?: string;
7925
+ /** default position=(0,0) if it aplies, a vector or a reference-id */
7926
+ scrollPosition?: PBVector2 | string;
7927
+ /** default ShowScrollBar.SSB_BOTH */
7928
+ scrollVisible?: ScrollVisibleType;
7396
7929
  }
7397
7930
 
7398
7931
  /**