@dcl/sdk 7.0.0-3394589321.commit-cf8ebf5 → 7.0.0-3445306719.commit-c9822af

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@@ -1,7 +1,50 @@
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  /// <reference types="@dcl/posix" />
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  /** @public */
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- export declare const Animator: ComponentDefinition<ISchema<PBAnimator>, PBAnimator>;
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+ export declare const Animator: AnimatorComponentDefinition;
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+
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+ /**
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+ * @public
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+ */
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+ export declare interface AnimatorComponentDefinition extends ComponentDefinition {
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+ /**
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+ * @public
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+ *
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+ * Get a `mutable` version of animator clip
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+ * @param entity - entity with Animator component
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+ * @param name - the field `name` of the component
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+ * @returns the clip or fails if it isn't found
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+ */
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+ getClip(entity: Entity, name: string): PBAnimationState;
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+ /**
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+ * @public
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+ *
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+ * Get a `mutable` version of animator clip
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+ * @param entity - entity with Animator component
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+ * @param name - the field `name` of the component
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+ * @returns the clip or null if it isn't found
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+ */
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+ getClipOrNull(entity: Entity, name: string): PBAnimationState | null;
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+ /**
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+ * @public
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+ *
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+ * Set playing=true the animation `$name`
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+ * @param entity - entity with Animator component
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+ * @param name - animation name
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+ * @param resetCursor - the animation starts at 0 or continues from the current cursor position
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+ * @returns true in successful playing, false if it doesn't find the Animator or clip
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+ */
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+ playSingleAnimation(entity: Entity, name: string, resetCursor?: boolean): boolean;
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+ /**
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+ * @public
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+ *
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+ * Set playing=false all animations
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+ * @param entity - entity with Animator component
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+ * @param resetCursor - the animation stops at 0 or at the current cursor position
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+ * @returns true in successful playing, false if it doesn't find the Animator
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+ */
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+ stopAllAnimations(entity: Entity, resetCursor?: boolean): boolean;
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+ }
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  /** @public */
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  export declare const AudioSource: ComponentDefinition<ISchema<PBAudioSource>, PBAudioSource>;
@@ -917,7 +960,7 @@ export declare namespace Components {
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  /** @public */
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  const Transform: ComponentDefinition<ISchema<TransformType>, Partial<TransformType>>;
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  /** @public */
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- const Animator: ComponentDefinition<ISchema<PBAnimator>, PBAnimator>;
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+ const Animator: AnimatorComponentDefinition;
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  /** @public */
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  const AudioSource: ComponentDefinition<ISchema<PBAudioSource>, PBAudioSource>;
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  /** @public */
@@ -1156,8 +1199,8 @@ export declare type DeepReadonlyObject<T> = {
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  export declare type DeepReadonlySet<T> = ReadonlySet<DeepReadonly<T>>;
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  declare function defineSdkComponents(engine: PreEngine): {
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+ Animator: AnimatorComponentDefinition;
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  Transform: ComponentDefinition<ISchema<TransformType>, Partial<TransformType>>;
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- Animator: ComponentDefinition<ISchema<PBAnimator>, PBAnimator>;
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  AudioSource: ComponentDefinition<ISchema<PBAudioSource>, PBAudioSource>;
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  AudioStream: ComponentDefinition<ISchema<PBAudioStream>, PBAudioStream>;
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  AvatarAttach: ComponentDefinition<ISchema<PBAvatarAttach>, PBAvatarAttach>;
@@ -2616,10 +2659,6 @@ declare interface PBAnimationState {
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  shouldReset?: boolean | undefined;
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  }
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- declare interface PBAnimator {
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- states: PBAnimationState[];
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- }
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-
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  declare interface PBAudioSource {
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  playing?: boolean | undefined;
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  /** default=1.0f */
@@ -3243,7 +3282,7 @@ export declare namespace Quaternion {
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  * @param y - the rotation on the y axis in euler degrees
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  * @param z - the rotation on the z axis in euler degrees
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  */
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- export function fromEulerDegress(x: number, y: number, z: number): MutableQuaternion;
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+ export function fromEulerDegrees(x: number, y: number, z: number): MutableQuaternion;
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  /**
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  * Gets length of current quaternion
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  * @returns the quaternion length (float)
@@ -3265,7 +3304,7 @@ export declare namespace Quaternion {
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  * Returns the angle in degrees between two rotations a and b.
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  * @param quat1 - defines the first quaternion
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  * @param quat2 - defines the second quaternion
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- * @returns the degress angle
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+ * @returns the degrees angle
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  */
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  export function angle(quat1: ReadonlyQuaternion, quat2: ReadonlyQuaternion): number;
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  /**
@@ -3301,7 +3340,7 @@ export declare namespace Quaternion {
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  * Gets or sets the euler angle representation of the rotation.
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  * Implemented unity-based calculations from: https://stackoverflow.com/a/56055813
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  * @public
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- * @returns a new Vector3 with euler angles degress
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+ * @returns a new Vector3 with euler angles degrees
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  */
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  export function toEulerAngles(q: MutableQuaternion): Vector3.Mutable;
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  /**
@@ -3351,11 +3390,11 @@ export declare namespace Quaternion {
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  export function multiplyToRef(self: ReadonlyQuaternion, q1: ReadonlyQuaternion, result: MutableQuaternion): void;
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  /**
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  *
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- * @param degress - the angle degress
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+ * @param degrees - the angle degrees
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  * @param axis - vector3
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  * @returns a new Quaternion
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  */
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- export function fromAngleAxis(degress: number, axis: Vector3.ReadonlyVector3): MutableQuaternion;
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+ export function fromAngleAxis(degrees: number, axis: Vector3.ReadonlyVector3): MutableQuaternion;
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  /**
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  * Creates a new quaternion containing the rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation)
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  * @param axis1 - defines the first axis
@@ -3665,6 +3704,7 @@ export declare namespace Schemas {
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  const Quaternion: ISchema<QuaternionType>;
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  const Color3: ISchema<Color3Type>;
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  const Color4: ISchema<Color4Type>;
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+ const Entity: ISchema<Entity>;
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  const Enum: typeof IEnum;
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  const Array: typeof IArray;
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  const Map: typeof IMap;