@galacean/effects-plugin-model 1.2.3 → 2.0.0-alpha.1
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/gesture/index.d.ts +5 -4
- package/dist/gltf/loader-helper.d.ts +1 -3
- package/dist/index.d.ts +4 -0
- package/dist/index.js +8358 -6785
- package/dist/index.js.map +1 -1
- package/dist/index.min.js +2 -2
- package/dist/index.mjs +8357 -6784
- package/dist/index.mjs.map +1 -1
- package/dist/loader.mjs +10070 -4913
- package/dist/loader.mjs.map +1 -1
- package/dist/plugin/const.d.ts +3 -0
- package/dist/plugin/index.d.ts +0 -2
- package/dist/plugin/model-item.d.ts +258 -0
- package/dist/plugin/model-plugin.d.ts +91 -18
- package/dist/plugin/model-tree-item.d.ts +113 -6
- package/dist/plugin/model-tree-plugin.d.ts +9 -8
- package/dist/runtime/anim-sampler.d.ts +20 -0
- package/dist/runtime/animation.d.ts +179 -26
- package/dist/runtime/cache.d.ts +75 -0
- package/dist/runtime/camera.d.ts +130 -5
- package/dist/runtime/common.d.ts +143 -4
- package/dist/runtime/light.d.ts +95 -6
- package/dist/runtime/material.d.ts +306 -1
- package/dist/runtime/math.d.ts +2 -0
- package/dist/runtime/mesh.d.ts +242 -32
- package/dist/runtime/object.d.ts +88 -10
- package/dist/runtime/scene.d.ts +156 -27
- package/dist/runtime/shader-libs/standard-shader-source.d.ts +10 -0
- package/dist/runtime/shader-libs/standard-shader.d.ts +16 -0
- package/dist/runtime/shader.d.ts +33 -1
- package/dist/runtime/skybox.d.ts +233 -9
- package/dist/utility/debug-helper.d.ts +14 -0
- package/dist/utility/hit-test-helper.d.ts +39 -3
- package/dist/utility/plugin-helper.d.ts +665 -14
- package/dist/utility/ri-helper.d.ts +67 -0
- package/dist/utility/shader-helper.d.ts +55 -0
- package/dist/utility/ts-helper.d.ts +6 -0
- package/package.json +4 -4
- package/dist/plugin/model-tree-vfx-item.d.ts +0 -15
- package/dist/plugin/model-vfx-item.d.ts +0 -28
- package/dist/runtime/shadow.d.ts +0 -230
package/dist/runtime/mesh.d.ts
CHANGED
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@@ -1,51 +1,106 @@
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-
import type { Geometry, Engine, math } from '@galacean/effects';
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import type { Geometry, Engine, math, VFXItemContent, VFXItem, Renderer } from '@galacean/effects';
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import { spec, Mesh, Material } from '@galacean/effects';
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import type {
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import { PShadowType } from './common';
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import type { ModelMeshContent, ModelMaterialOptions, ModelPrimitiveOptions } from '../index';
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import { PEntity } from './object';
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import type { PMaterial } from './material';
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import { Matrix4, Vector3, Box3 } from './math';
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import { PSkin, PMorph } from './animation';
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import type { PSceneStates } from './scene';
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import type { PSceneManager, PSceneStates } from './scene';
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import type { PSkybox } from './skybox';
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import type { PMaterialShadowBase, PShadowRuntimeOptions } from './shadow';
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import type { ModelVFXItem } from '../plugin/model-vfx-item';
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import { BoxMesh } from '../utility/ri-helper';
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import type {
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import type { ModelMeshComponent } from '../plugin/model-item';
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type Box3 = math.Box3;
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/**
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* Mesh 类,负责 Mesh 相关的骨骼动画和 PBR 渲染
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*/
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export declare class PMesh extends PEntity {
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private engine;
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/**
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*
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* 所属的 Mesh 组件
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*/
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owner?: ModelMeshComponent;
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/**
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* 父节点索引
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*/
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parentIndex: number;
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/**
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*
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* 父元素
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*/
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parentItem?:
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parentItem?: VFXItem<VFXItemContent>;
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/**
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*
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* 父元素索引
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*/
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parentItemId?: string;
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/**
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* 蒙皮
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*/
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skin?: PSkin;
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/**
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* morph 动画状态数据,主要是 weights 数组
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*/
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morph?: PMorph;
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/**
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* primitive 对象数组
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*/
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primitives: PPrimitive[];
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/**
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* 是否隐藏,默认是隐藏
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*/
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hide: boolean;
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/**
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* 优先级
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*/
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priority: number;
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/**
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* 包围盒
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*/
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boundingBox: Box3;
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/**
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* 是否显示包围盒
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*/
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visBoundingBox: boolean;
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/**
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* 包围盒 Mesh
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*/
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boundingBoxMesh?: BoxMesh;
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/**
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* 是否调用 Build
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*/
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isBuilt: boolean;
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/**
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* 是否销毁
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*/
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isDisposed: boolean;
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/**
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* 构造函数,创建 Mesh 对象,并与所属组件和父元素相关联
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* @param engine - 引擎
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* @param name - 名称
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* @param meshContent - Mesh 参数
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* @param owner - 所属的 Mesh 组件
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* @param parentId - 父元素索引
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* @param parent - 父元素
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*/
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constructor(engine: Engine, name: string, meshContent: ModelMeshContent, owner?: ModelMeshComponent, parentId?: string, parent?: VFXItem<VFXItemContent>);
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/**
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* 创建 GE 的 Mesh、Geometry 和 Material 对象
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* @param scene - 场景管理器
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* @returns
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*/
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build(scene: PSceneManager): void;
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/**
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* 更新变换数据和蒙皮数据
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*/
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update(): void;
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/**
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* 渲染 Mesh 对象,需要将内部相关数据传给渲染器
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* @param scene - 场景
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* @param renderer - 渲染器
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*/
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render(scene: PSceneManager, renderer: Renderer): void;
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/**
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* 销毁,需要主动释放蒙皮、morph 和 Mesh 等相关的对象
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* @returns
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*/
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dispose(): void;
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/**
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* 更新 Morph 动画权重
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@@ -55,16 +110,48 @@ export declare class PMesh extends PEntity {
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* @param weightsArray - Morph 动画的权重数组
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*/
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updateMorphWeights(weightsArray: Float32Array): void;
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/**
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* 更新父 VFX 元素
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* @param parentId - 父元素索引
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* @param parentItem - 父 VFX 元素
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*/
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updateParentInfo(parentId: string, parentItem: VFXItem<VFXItemContent>): void;
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/**
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* 根据当前场景状态更新内部材质数据
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* @param scene - 场景管理器
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*/
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updateMaterial(scene: PSceneManager): void;
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/**
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* 点击测试,对于编辑器模式会进行精准的点击测试,否则就和内部的包围盒进行测试
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* @param rayOrigin - 射线原点
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* @param rayDirection - 射线方向
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* @returns 交点列表
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*/
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hitTesting(rayOrigin: Vector3, rayDirection: Vector3): Vector3[];
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/**
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* 计算包围盒,根据传入的世界矩阵
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* @param worldMatrix - 世界矩阵
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* @returns
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*/
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computeBoundingBox(worldMatrix: Matrix4): Box3;
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private getItemBoundingBox;
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/**
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* 获取父节点 id
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* @returns
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*/
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getParentId(): string | undefined;
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/**
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* 是否有蒙皮
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*/
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get hasSkin(): boolean;
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/**
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* 获取 GE Mesh 数组
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*/
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get mriMeshs(): Mesh[];
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}
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/**
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* Primitive 类,负责 Sub Mesh相关的功能,支持骨骼动画和 PBR 渲染
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*/
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export declare class PPrimitive {
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private engine;
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/**
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private jointNormalMatList?;
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private jointMatrixTexture?;
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private jointNormalMatTexture?;
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/**
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* 名称
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*/
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name: string;
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/**
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* GE Mesh
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*/
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effectsMesh: Mesh;
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/**
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* 渲染优先级
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*/
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effectsPriority: number;
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/**
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* 包围盒
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*/
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boundingBox: math.Box3;
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/**
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* 是否压缩,模式不压缩
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*/
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isCompressed: boolean;
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shadowType: PShadowType;
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shadowMesh?: Mesh;
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shadowMaterial?: PMaterialShadowBase;
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constructor(engine: Engine);
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/**
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* 创建 Primitive 对象
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* @param options - Primitive 参数
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* @param parent - 所属 Mesh 对象
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*/
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create(options: ModelPrimitiveOptions, parent: PMesh): void;
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/**
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* 创建 GE Mesh、Geometry 和 Material 对象,用于后面的渲染
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* 着色器部分 Uniform 数据来自 uniformSemantics
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* @param lightCount - 灯光数目
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* @param uniformSemantics - Uniform 语义数据
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* @param skybox - 天空盒
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*/
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build(lightCount: number, uniformSemantics: {
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[k: string]: any;
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}, skybox?: PSkybox): void;
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private getFeatureList;
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/**
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* 销毁,需要释放创建的 GE 对象
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*/
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dispose(): void;
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/**
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* 更新内部 GE 材质着色器 Uniform 数据,根据场景状态
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* @param worldMatrix - 世界矩阵
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* @param nomralMatrix - 法线矩阵
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* @param sceneStates - 场景状态
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*/
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updateMaterial(worldMatrix: Matrix4, nomralMatrix: Matrix4, sceneStates: PSceneStates): void;
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/**
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* 点击测试,先进行简单的包围合测试,然后再计算精准的点击测试,这个测试非常耗时不要在移动端上使用
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* @param newOrigin - 射线原点
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* @param newDirection - 射线方向
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* @param worldMatrix - 世界矩阵
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* @param invWorldMatrix - 逆世界矩阵
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* @returns 射线的 t 参数
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*/
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hitTesting(newOrigin: Vector3, newDirection: Vector3, worldMatrix: Matrix4, invWorldMatrix: Matrix4): number | undefined;
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/**
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* 计算包围盒
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* @param inverseWorldMatrix - 逆世界矩阵
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* @returns
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*/
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computeBoundingBox(inverseWorldMatrix: Matrix4): Box3;
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/**
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* 渲染输出模式转成着色器中的宏定义
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* @param mode - 渲染输出模式
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* @returns
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* @returns 返回相应的宏定义
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*/
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getRenderMode3DDefine(mode: spec.RenderMode3D): string | undefined;
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private updateUniformsByAnimation;
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private updateUniformsByScene;
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/**
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* 是否有蒙皮
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* @returns
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*/
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hasSkin(): boolean;
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/**
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* 获取 GE 几何体
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* @returns
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*/
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getEffectsGeometry(): Geometry;
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/**
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* 设置几何体
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* @param val - 插件或 GE 几何体
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*/
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setGeometry(val: PGeometry | Geometry): void;
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/**
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* 设置材质
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* @param val - 插件材质对象或材质参数
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*/
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setMaterial(val: PMaterial | ModelMaterialOptions): void;
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/**
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* 获取 GE 材质
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* @returns
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*/
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getModelMaterial(): Material;
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/**
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* 是否无光照材质
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* @returns
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*/
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isUnlitMaterial(): boolean;
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/**
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* 是否有 Morph 动画:
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276
|
* 需要注意 Morph 对象存在,但还是没有 Morph 动画的情况
|
|
125
|
-
*
|
|
126
277
|
* @returns 返回是否有 Morph 动画
|
|
127
278
|
*/
|
|
128
279
|
hasMorph(): boolean;
|
|
280
|
+
/**
|
|
281
|
+
* 获取世界坐标下的包围盒
|
|
282
|
+
* @returns
|
|
283
|
+
*/
|
|
129
284
|
getWorldBoundingBox(): Box3;
|
|
130
285
|
}
|
|
286
|
+
/**
|
|
287
|
+
* 3D 几何类
|
|
288
|
+
*/
|
|
131
289
|
export declare class PGeometry {
|
|
132
290
|
geometry: Geometry;
|
|
291
|
+
/**
|
|
292
|
+
* 属性名称数组
|
|
293
|
+
*/
|
|
133
294
|
attributeNames: string[];
|
|
295
|
+
/**
|
|
296
|
+
* 创建 3D 几何体,根据 GE 几何体
|
|
297
|
+
* @param geometry - GE 几何体
|
|
298
|
+
*/
|
|
134
299
|
constructor(geometry: Geometry);
|
|
300
|
+
/**
|
|
301
|
+
* 销毁
|
|
302
|
+
*/
|
|
135
303
|
dispose(): void;
|
|
304
|
+
/**
|
|
305
|
+
* 是否有某个属性
|
|
306
|
+
* @param name - 属性名
|
|
307
|
+
* @returns
|
|
308
|
+
*/
|
|
136
309
|
hasAttribute(name: string): boolean;
|
|
310
|
+
/**
|
|
311
|
+
* 设置隐藏,通过修改几何体中的渲染数目
|
|
312
|
+
* @param hide - 隐藏值
|
|
313
|
+
*/
|
|
137
314
|
setHide(hide: boolean): void;
|
|
315
|
+
/**
|
|
316
|
+
* 是否压缩格式
|
|
317
|
+
* @returns
|
|
318
|
+
*/
|
|
138
319
|
isCompressed(): boolean;
|
|
320
|
+
/**
|
|
321
|
+
* 是否有位置属性
|
|
322
|
+
* @returns
|
|
323
|
+
*/
|
|
139
324
|
hasPositions(): boolean;
|
|
325
|
+
/**
|
|
326
|
+
* 是否有法线属性
|
|
327
|
+
* @returns
|
|
328
|
+
*/
|
|
140
329
|
hasNormals(): boolean;
|
|
330
|
+
/**
|
|
331
|
+
* 是否有切线属性
|
|
332
|
+
* @returns
|
|
333
|
+
*/
|
|
141
334
|
hasTangents(): boolean;
|
|
335
|
+
/**
|
|
336
|
+
* 是否有纹理坐标属性
|
|
337
|
+
* @param index - 纹理坐标索引
|
|
338
|
+
* @returns
|
|
339
|
+
*/
|
|
142
340
|
hasUVCoords(index: number): boolean;
|
|
341
|
+
/**
|
|
342
|
+
* 是否有颜色属性
|
|
343
|
+
* @returns
|
|
344
|
+
*/
|
|
143
345
|
hasColors(): boolean;
|
|
346
|
+
/**
|
|
347
|
+
* 是否有关节点属性
|
|
348
|
+
* @returns
|
|
349
|
+
*/
|
|
144
350
|
hasJoints(): boolean;
|
|
351
|
+
/**
|
|
352
|
+
* 是否有权重属性
|
|
353
|
+
* @returns
|
|
354
|
+
*/
|
|
145
355
|
hasWeights(): boolean;
|
|
146
356
|
}
|
|
147
357
|
export {};
|
package/dist/runtime/object.d.ts
CHANGED
|
@@ -1,46 +1,124 @@
|
|
|
1
|
-
import type { spec,
|
|
2
|
-
import type { ModelVFXItem } from '../plugin/model-vfx-item';
|
|
1
|
+
import type { spec, Renderer } from '@galacean/effects';
|
|
3
2
|
import type { BaseTransform } from '../index';
|
|
4
3
|
import type { Quaternion, Euler, Vector3, Matrix4 } from './math';
|
|
5
4
|
import { PObjectType, PTransform, PCoordinate } from './common';
|
|
6
|
-
import type {
|
|
7
|
-
|
|
5
|
+
import type { PSceneManager } from './scene';
|
|
6
|
+
/**
|
|
7
|
+
* 抽象对象类,提供公共的成员变量和成员函数
|
|
8
|
+
*/
|
|
8
9
|
export declare abstract class PObject {
|
|
10
|
+
/**
|
|
11
|
+
* 名称
|
|
12
|
+
*/
|
|
9
13
|
name: string;
|
|
14
|
+
/**
|
|
15
|
+
* 类型
|
|
16
|
+
*/
|
|
10
17
|
type: PObjectType;
|
|
18
|
+
/**
|
|
19
|
+
* 销毁
|
|
20
|
+
*/
|
|
11
21
|
dispose(): void;
|
|
22
|
+
/**
|
|
23
|
+
* 是否空对象
|
|
24
|
+
* @returns
|
|
25
|
+
*/
|
|
12
26
|
isNone(): boolean;
|
|
27
|
+
/**
|
|
28
|
+
* 是否有效,也就是类型不是 PObjectType.none
|
|
29
|
+
* @returns
|
|
30
|
+
*/
|
|
13
31
|
isValid(): boolean;
|
|
14
32
|
protected genName(name: string): string;
|
|
15
33
|
}
|
|
34
|
+
/**
|
|
35
|
+
* 抽象实体类,支持可见性、变换和所属 VFX 元素
|
|
36
|
+
*/
|
|
16
37
|
export declare abstract class PEntity extends PObject {
|
|
17
38
|
private _visible;
|
|
18
39
|
private _transform;
|
|
40
|
+
/**
|
|
41
|
+
* 是否删除
|
|
42
|
+
*/
|
|
19
43
|
deleted: boolean;
|
|
20
|
-
|
|
21
|
-
|
|
44
|
+
/**
|
|
45
|
+
* 逻辑更新
|
|
46
|
+
*/
|
|
47
|
+
update(): void;
|
|
48
|
+
/**
|
|
49
|
+
* 渲染对象
|
|
50
|
+
* @param scene - 场景管理器
|
|
51
|
+
* @param renderer 渲染器
|
|
52
|
+
*/
|
|
53
|
+
render(scene: PSceneManager, renderer: Renderer): void;
|
|
54
|
+
/**
|
|
55
|
+
* 外部改变可见性时的回调
|
|
56
|
+
* @param visible - 可见性
|
|
57
|
+
*/
|
|
22
58
|
onVisibleChanged(visible: boolean): void;
|
|
23
|
-
addToRenderObjectSet(renderObjectSet: Set<Mesh>): void;
|
|
24
|
-
updateUniformsForScene(sceneStates: PSceneStates): void;
|
|
25
59
|
/**
|
|
26
60
|
* 仅标记不可见和删除状态,但不进行 WebGL 相关资源的释放
|
|
27
61
|
* 最终释放 WebGL 相关资源是在 plugin destroy 的时候
|
|
28
62
|
*/
|
|
29
|
-
|
|
63
|
+
dispose(): void;
|
|
64
|
+
/**
|
|
65
|
+
* 获取可见性,如果实体非法也是不可见
|
|
66
|
+
*/
|
|
30
67
|
get visible(): boolean;
|
|
68
|
+
/**
|
|
69
|
+
* 设置可见性
|
|
70
|
+
*/
|
|
31
71
|
set visible(val: boolean);
|
|
72
|
+
/**
|
|
73
|
+
* 获取变换
|
|
74
|
+
*/
|
|
32
75
|
get transform(): PTransform;
|
|
76
|
+
/**
|
|
77
|
+
* 设置变换,可以传入插件变换对象或变换参数
|
|
78
|
+
*/
|
|
33
79
|
set transform(val: PTransform | BaseTransform);
|
|
80
|
+
/**
|
|
81
|
+
* 获取位移
|
|
82
|
+
*/
|
|
34
83
|
get translation(): Vector3;
|
|
84
|
+
/**
|
|
85
|
+
* 设置位移
|
|
86
|
+
*/
|
|
35
87
|
set translation(val: Vector3 | spec.vec3);
|
|
88
|
+
/**
|
|
89
|
+
* 获取位置
|
|
90
|
+
*/
|
|
36
91
|
get position(): Vector3;
|
|
92
|
+
/**
|
|
93
|
+
* 设置位置
|
|
94
|
+
*/
|
|
37
95
|
set position(val: Vector3 | spec.vec3);
|
|
96
|
+
/**
|
|
97
|
+
* 获取旋转
|
|
98
|
+
*/
|
|
38
99
|
get rotation(): Quaternion;
|
|
100
|
+
/**
|
|
101
|
+
* 设置旋转
|
|
102
|
+
*/
|
|
39
103
|
set rotation(val: Quaternion | Euler | Vector3 | spec.vec4 | spec.vec3);
|
|
104
|
+
/**
|
|
105
|
+
* 获取缩放
|
|
106
|
+
*/
|
|
40
107
|
get scale(): Vector3;
|
|
108
|
+
/**
|
|
109
|
+
* 设置缩放
|
|
110
|
+
*/
|
|
41
111
|
set scale(val: Vector3 | spec.vec3);
|
|
112
|
+
/**
|
|
113
|
+
* 获取矩阵
|
|
114
|
+
*/
|
|
42
115
|
get matrix(): Matrix4;
|
|
116
|
+
/**
|
|
117
|
+
* 设置矩阵
|
|
118
|
+
*/
|
|
43
119
|
set matrix(val: Matrix4);
|
|
120
|
+
/**
|
|
121
|
+
* 获取坐标系
|
|
122
|
+
*/
|
|
44
123
|
get coordinate(): PCoordinate;
|
|
45
124
|
}
|
|
46
|
-
export {};
|