@galacean/engine-core 0.0.0-experimental-renderSort.4 → 0.0.0-experimental-stateMachine.0

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Files changed (79) hide show
  1. package/LICENSE +2 -2
  2. package/dist/main.js +22858 -21862
  3. package/dist/main.js.map +1 -1
  4. package/dist/miniprogram.js +22858 -21862
  5. package/dist/module.js +21193 -20200
  6. package/dist/module.js.map +1 -1
  7. package/package.json +3 -3
  8. package/types/BasicResources.d.ts +1 -0
  9. package/types/Camera.d.ts +48 -8
  10. package/types/Canvas.d.ts +15 -5
  11. package/types/Component.d.ts +2 -0
  12. package/types/ComponentsManager.d.ts +3 -0
  13. package/types/DisorderedArray.d.ts +1 -0
  14. package/types/Engine.d.ts +9 -3
  15. package/types/Entity.d.ts +1 -0
  16. package/types/RenderPipeline/BasicRenderPipeline.d.ts +9 -32
  17. package/types/RenderPipeline/OpaqueTexturePass.d.ts +1 -0
  18. package/types/RenderPipeline/RenderQueue.d.ts +1 -9
  19. package/types/RenderPipeline/{Index.d.ts → index.d.ts} +0 -1
  20. package/types/Renderer.d.ts +4 -1
  21. package/types/Scene.d.ts +14 -2
  22. package/types/SystemInfo.d.ts +2 -0
  23. package/types/Utils.d.ts +7 -1
  24. package/types/animation/AnimationClip.d.ts +32 -4
  25. package/types/animation/AnimationClipCurveBinding.d.ts +12 -2
  26. package/types/animation/Animator.d.ts +30 -1
  27. package/types/animation/AnimatorCondition.d.ts +13 -0
  28. package/types/animation/AnimatorController.d.ts +21 -2
  29. package/types/animation/AnimatorControllerLayer.d.ts +3 -0
  30. package/types/animation/AnimatorControllerParameter.d.ts +10 -0
  31. package/types/animation/AnimatorLayerMask.d.ts +45 -0
  32. package/types/animation/AnimatorState.d.ts +17 -4
  33. package/types/animation/AnimatorStateMachine.d.ts +39 -0
  34. package/types/animation/AnimatorTransition.d.ts +33 -0
  35. package/types/animation/Keyframe.d.ts +1 -1
  36. package/types/animation/LayerPathMask.d.ts +16 -0
  37. package/types/animation/animationCurve/AnimationStringCurve.d.ts +7 -0
  38. package/types/animation/animationCurve/index.d.ts +1 -0
  39. package/types/animation/index.d.ts +1 -0
  40. package/types/asset/AssetPromise.d.ts +10 -5
  41. package/types/asset/AssetType.d.ts +2 -0
  42. package/types/asset/Loader.d.ts +7 -0
  43. package/types/asset/ReferResource.d.ts +3 -2
  44. package/types/asset/ResourceManager.d.ts +2 -0
  45. package/types/base/Constant.d.ts +1 -0
  46. package/types/enums/CameraType.d.ts +1 -0
  47. package/types/enums/Downsampling.d.ts +11 -0
  48. package/types/enums/MSAASamples.d.ts +13 -0
  49. package/types/index.d.ts +5 -1
  50. package/types/input/InputManager.d.ts +0 -2
  51. package/types/input/interface/IInput.d.ts +0 -8
  52. package/types/lighting/Light.d.ts +0 -1
  53. package/types/lighting/LightManager.d.ts +0 -1
  54. package/types/material/PBRMaterial.d.ts +23 -0
  55. package/types/mesh/SkinnedMeshRenderer.d.ts +2 -0
  56. package/types/particle/modules/MainModule.d.ts +2 -0
  57. package/types/particle/modules/shape/BaseShape.d.ts +2 -2
  58. package/types/particle/modules/shape/BoxShape.d.ts +2 -1
  59. package/types/particle/modules/shape/CircleShape.d.ts +2 -1
  60. package/types/particle/modules/shape/ConeShape.d.ts +2 -1
  61. package/types/particle/modules/shape/HemisphereShape.d.ts +2 -1
  62. package/types/particle/modules/shape/SphereShape.d.ts +2 -1
  63. package/types/particle/modules/shape/index.d.ts +1 -0
  64. package/types/physics/HitResult.d.ts +3 -0
  65. package/types/renderingHardwareInterface/IPlatformRenderTarget.d.ts +2 -2
  66. package/types/renderingHardwareInterface/index.d.ts +0 -1
  67. package/types/shader/Shader.d.ts +15 -2
  68. package/types/shader/state/DepthState.d.ts +2 -2
  69. package/types/shaderlib/ShaderFactory.d.ts +8 -1
  70. package/types/shadow/CascadedShadowCasterPass.d.ts +0 -1
  71. package/types/texture/RenderTarget.d.ts +5 -4
  72. package/types/texture/Texture.d.ts +1 -0
  73. package/types/texture/enums/RenderBufferDepthFormat.d.ts +11 -9
  74. package/types/texture/enums/TextureFormat.d.ts +30 -26
  75. package/types/xr/XRManager.d.ts +5 -0
  76. package/types/RenderPipeline/MeshRenderData.d.ts +0 -17
  77. package/types/RenderPipeline/RenderPass.d.ts +0 -55
  78. package/types/physics/PhysicsManager.d.ts +0 -76
  79. package/types/renderingHardwareInterface/IHardwareRenderer.d.ts +0 -6
@@ -1,4 +1,3 @@
1
- export type { IHardwareRenderer } from "./IHardwareRenderer";
2
1
  export type { IPlatformBuffer } from "./IPlatformBuffer";
3
2
  export type { IPlatformRenderTarget } from "./IPlatformRenderTarget";
4
3
  export type { IPlatformTexture } from "./IPlatformTexture";
@@ -1,4 +1,5 @@
1
1
  import { Engine } from "../Engine";
2
+ import { IReferable } from "../asset/IReferable";
2
3
  import { ShaderMacro } from "./ShaderMacro";
3
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  import { ShaderPass } from "./ShaderPass";
4
5
  import { ShaderProperty } from "./ShaderProperty";
@@ -6,7 +7,7 @@ import { SubShader } from "./SubShader";
6
7
  /**
7
8
  * Shader for rendering.
8
9
  */
9
- export declare class Shader {
10
+ export declare class Shader implements IReferable {
10
11
  readonly name: string;
11
12
  private static _shaderMap;
12
13
  /**
@@ -57,11 +58,18 @@ export declare class Shader {
57
58
  * @param name - Name of the shader
58
59
  */
59
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  static find(name: string): Shader;
61
+ private static _applyConstRenderStates;
62
+ private _refCount;
63
+ private _destroyed;
60
64
  private _subShaders;
61
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  /**
62
66
  * Sub shaders of the shader.
63
67
  */
64
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  get subShaders(): ReadonlyArray<SubShader>;
69
+ /**
70
+ * Whether it has been destroyed.
71
+ */
72
+ get destroyed(): boolean;
65
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  private constructor();
66
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  /**
67
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  * Compile shader variant by macro name list.
@@ -74,7 +82,12 @@ export declare class Shader {
74
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  * @returns Is the compiled shader variant valid
75
83
  */
76
84
  compileVariant(engine: Engine, macros: string[]): boolean;
77
- private static _applyConstRenderStates;
85
+ /**
86
+ * Destroy the shader.
87
+ * @param force - Whether to force the destruction, if it is false, refCount = 0 can be released successfully.
88
+ * @returns Whether the release was successful.
89
+ */
90
+ destroy(force?: boolean): boolean;
78
91
  /**
79
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  * @deprecated Please use `ShaderMacro.getByName` instead
80
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  *
@@ -6,9 +6,9 @@ export declare class DepthState {
6
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  private static _getGLCompareFunction;
7
7
  /** Whether to enable the depth test. */
8
8
  enabled: boolean;
9
- /** Whether the depth value can be written.*/
10
- writeEnabled: boolean;
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  /** Depth comparison function. */
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  compareFunction: CompareFunction;
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+ /** Whether the depth value can be written.*/
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+ writeEnabled: boolean;
13
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  private _platformApply;
14
14
  }
@@ -1,12 +1,19 @@
1
1
  export declare class ShaderFactory {
2
+ private static readonly _has300OutInFragReg;
2
3
  static parseCustomMacros(macros: string[]): string;
3
4
  static registerInclude(includeName: string, includeSource: string): void;
4
- static parseIncludes(src: string): string;
5
+ static unRegisterInclude(includeName: string): void;
6
+ /**
7
+ * @param regex The default regex is for engine's builtin glsl `#include` syntax,
8
+ * since `ShaderLab` use the same parsing function but different syntax for `#include` --- `/^[ \t]*#include +"([\w\d.]+)"/gm`
9
+ */
10
+ static parseIncludes(src: string, regex?: RegExp): string;
5
11
  /**
6
12
  * Convert lower GLSL version to GLSL 300 es.
7
13
  * @param shader - code
8
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  * @param isFrag - Whether it is a fragment shader.
9
15
  * */
10
16
  static convertTo300(shader: string, isFrag?: boolean): string;
17
+ private static _has300Output;
11
18
  private static _replaceMRTShader;
12
19
  }
@@ -28,7 +28,6 @@ export declare class CascadedShadowCasterPass extends PipelinePass {
28
28
  private _shadowSliceData;
29
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  private _lightUp;
30
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  private _lightSide;
31
- private _existShadowMap;
32
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  private _splitBoundSpheres;
33
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  /** The end is project precision problem in shader. */
34
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  private _shadowMatrices;
@@ -1,6 +1,7 @@
1
1
  import { GraphicsResource } from "../asset/GraphicsResource";
2
2
  import { Engine } from "../Engine";
3
3
  import { RenderBufferDepthFormat } from "./enums/RenderBufferDepthFormat";
4
+ import { TextureFormat } from "./enums/TextureFormat";
4
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  import { Texture } from "./Texture";
5
6
  /**
6
7
  * The render target used for off-screen rendering.
@@ -43,10 +44,10 @@ export declare class RenderTarget extends GraphicsResource {
43
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  * @param width - Render target width
44
45
  * @param height - Render target height
45
46
  * @param colorTexture - Render color texture
46
- * @param depthFormat - Depth format. default RenderBufferDepthFormat.Depth, engine will automatically select the supported precision
47
+ * @param depthFormat - Depth format. default TextureFormat.Depth, engine will automatically select the supported precision
47
48
  * @param antiAliasing - Anti-aliasing level, default is 1
48
49
  */
49
- constructor(engine: Engine, width: number, height: number, colorTexture: Texture, depthFormat?: RenderBufferDepthFormat | null, antiAliasing?: number);
50
+ constructor(engine: Engine, width: number, height: number, colorTexture: Texture, depthFormat?: TextureFormat | null | RenderBufferDepthFormat, antiAliasing?: number);
50
51
  /**
51
52
  * Create a render target through color texture and depth format.
52
53
  * @remarks If the color texture is not transmitted, only the depth texture is generated.
@@ -64,10 +65,10 @@ export declare class RenderTarget extends GraphicsResource {
64
65
  * @param width - Render target width
65
66
  * @param height - Render target height
66
67
  * @param colorTextures - Render color texture array
67
- * @param depthFormat - Depth format. default RenderBufferDepthFormat.Depth,engine will automatically select the supported precision
68
+ * @param depthFormat - Depth format. default TextureFormat.Depth,engine will automatically select the supported precision
68
69
  * @param antiAliasing - Anti-aliasing level, default is 1
69
70
  */
70
- constructor(engine: Engine, width: number, height: number, colorTextures: Texture[], depthFormat?: RenderBufferDepthFormat | null, antiAliasing?: number);
71
+ constructor(engine: Engine, width: number, height: number, colorTextures: Texture[], depthFormat?: TextureFormat | null | RenderBufferDepthFormat, antiAliasing?: number);
71
72
  /**
72
73
  * Create a render target with color texture array and depth texture.
73
74
  * @param engine - Define the engine to use for this off-screen rendering
@@ -76,4 +76,5 @@ export declare abstract class Texture extends GraphicsResource {
76
76
  */
77
77
  protected _getMaxMiplevel(size: number): number;
78
78
  protected _getMipmapCount(): number;
79
+ protected _isIntFormat(): boolean;
79
80
  }
@@ -1,21 +1,23 @@
1
1
  /**
2
+ * @deprecated Please use `TextureFormat` instead.
3
+ *
2
4
  * Render buffer depth format enumeration.
3
5
  */
4
6
  export declare enum RenderBufferDepthFormat {
5
7
  /** Render to depth buffer,engine will automatically select the supported precision. */
6
- Depth = 0,
7
- /** Render to depth stencil buffer, engine will automatically select the supported precision. */
8
- DepthStencil = 1,
8
+ Depth = 27,
9
9
  /** Render to stencil buffer. */
10
- Stencil = 2,
10
+ Stencil = 28,
11
+ /** Render to depth stencil buffer, engine will automatically select the supported precision. */
12
+ DepthStencil = 29,
11
13
  /** Force 16-bit depth buffer. */
12
- Depth16 = 3,
14
+ Depth16 = 30,
13
15
  /** Force 24-bit depth buffer. */
14
- Depth24 = 4,
16
+ Depth24 = 31,
15
17
  /** Force 32-bit depth buffer. */
16
- Depth32 = 5,
18
+ Depth32 = 32,
17
19
  /** Force 16-bit depth + 8-bit stencil buffer. */
18
- Depth24Stencil8 = 6,
20
+ Depth24Stencil8 = 33,
19
21
  /** Force 32-bit depth + 8-bit stencil buffer. */
20
- Depth32Stencil8 = 7
22
+ Depth32Stencil8 = 34
21
23
  }
@@ -20,56 +20,60 @@ export declare enum TextureFormat {
20
20
  R16G16B16A16 = 7,
21
21
  /** RGBA format, 32 bits per channel. */
22
22
  R32G32B32A32 = 8,
23
+ /** RGBA unsigned integer format, 32 bits per channel. */
24
+ R32G32B32A32_UInt = 9,
23
25
  /** RGB compressed format, 4 bits per pixel. */
24
- BC1 = 9,
26
+ BC1 = 10,
25
27
  /** RGBA compressed format, 8 bits per pixel. */
26
- BC3 = 10,
28
+ BC3 = 11,
27
29
  /** RGB(A) compressed format, 128 bits per 4x4 pixel block. */
28
- BC7 = 11,
30
+ BC7 = 12,
29
31
  /** RGB compressed format, 4 bits per pixel. */
30
- ETC1_RGB = 12,
32
+ ETC1_RGB = 13,
31
33
  /** RGB compressed format, 4 bits per pixel. */
32
- ETC2_RGB = 13,
34
+ ETC2_RGB = 14,
33
35
  /** RGBA compressed format, 5 bits per pixel, 4 bit in RGB, 1 bit in A. */
34
- ETC2_RGBA5 = 14,
36
+ ETC2_RGBA5 = 15,
35
37
  /** RGB compressed format, 8 bits per pixel. */
36
- ETC2_RGBA8 = 15,
38
+ ETC2_RGBA8 = 16,
37
39
  /** RGB compressed format, 2 bits per pixel. */
38
- PVRTC_RGB2 = 16,
40
+ PVRTC_RGB2 = 17,
39
41
  /** RGBA compressed format, 2 bits per pixel. */
40
- PVRTC_RGBA2 = 17,
42
+ PVRTC_RGBA2 = 18,
41
43
  /** RGB compressed format, 4 bits per pixel. */
42
- PVRTC_RGB4 = 18,
44
+ PVRTC_RGB4 = 19,
43
45
  /** RGBA compressed format, 4 bits per pixel. */
44
- PVRTC_RGBA4 = 19,
46
+ PVRTC_RGBA4 = 20,
45
47
  /** RGB(A) compressed format, 128 bits per 4x4 pixel block. */
46
- ASTC_4x4 = 20,
48
+ ASTC_4x4 = 21,
47
49
  /** RGB(A) compressed format, 128 bits per 5x5 pixel block. */
48
- ASTC_5x5 = 21,
50
+ ASTC_5x5 = 22,
49
51
  /** RGB(A) compressed format, 128 bits per 6x6 pixel block. */
50
- ASTC_6x6 = 22,
52
+ ASTC_6x6 = 23,
51
53
  /** RGB(A) compressed format, 128 bits per 8x8 pixel block. */
52
- ASTC_8x8 = 23,
54
+ ASTC_8x8 = 24,
53
55
  /** RGB(A) compressed format, 128 bits per 10x10 pixel block. */
54
- ASTC_10x10 = 24,
56
+ ASTC_10x10 = 25,
55
57
  /** RGB(A) compressed format, 128 bits per 12x12 pixel block. */
56
- ASTC_12x12 = 25,
58
+ ASTC_12x12 = 26,
57
59
  /** Automatic depth format, engine will automatically select the supported precision. */
58
- Depth = 26,
60
+ Depth = 27,
61
+ /** Render to stencil buffer. */
62
+ Stencil = 28,
59
63
  /** Automatic depth stencil format, engine will automatically select the supported precision. */
60
- DepthStencil = 27,
64
+ DepthStencil = 29,
61
65
  /** 16-bit depth format. */
62
- Depth16 = 28,
66
+ Depth16 = 30,
63
67
  /** 24-bit depth format. */
64
- Depth24 = 29,
68
+ Depth24 = 31,
65
69
  /** 32-bit depth format. */
66
- Depth32 = 30,
70
+ Depth32 = 32,
67
71
  /** 16-bit depth + 8-bit stencil format. */
68
- Depth24Stencil8 = 31,
72
+ Depth24Stencil8 = 33,
69
73
  /** 32-bit depth + 8-bit stencil format. */
70
- Depth32Stencil8 = 32,
74
+ Depth32Stencil8 = 34,
71
75
  /** @deprecated Use `TextureFormat.BC1` instead. */
72
- DXT1 = 33,
76
+ DXT1 = 10,
73
77
  /** @deprecated Use `TextureFormat.BC3` instead. */
74
- DXT5 = 34
78
+ DXT5 = 11
75
79
  }
@@ -0,0 +1,5 @@
1
+ /**
2
+ * XRManager located in the main package, its implementation logic is XRManagerExtended in the sub-package engine-xr.
3
+ */
4
+ export declare class XRManager {
5
+ }
@@ -1,17 +0,0 @@
1
- import { Mesh } from "../graphic/Mesh";
2
- import { SubMesh } from "../graphic/SubMesh";
3
- import { Material } from "../material/Material";
4
- import { Renderer } from "../Renderer";
5
- import { IPoolElement } from "./IPoolElement";
6
- import { RenderData } from "./RenderData";
7
- /**
8
- * Render element.
9
- */
10
- export declare class MeshRenderData extends RenderData implements IPoolElement {
11
- /** Mesh. */
12
- mesh: Mesh;
13
- /** Sub mesh. */
14
- subMesh: SubMesh;
15
- set(component: Renderer, material: Material, mesh: Mesh, subMesh: SubMesh): void;
16
- dispose(): void;
17
- }
@@ -1,55 +0,0 @@
1
- import { Color } from "@galacean/engine-math";
2
- import { Camera } from "../Camera";
3
- import { CameraClearFlags } from "../enums/CameraClearFlags";
4
- import { Layer } from "../Layer";
5
- import { Material } from "../material/Material";
6
- import { RenderTarget } from "../texture/RenderTarget";
7
- import { RenderQueue } from "./RenderQueue";
8
- /**
9
- * RenderPass.
10
- */
11
- declare class RenderPass {
12
- name: string;
13
- enabled: boolean;
14
- priority: number;
15
- renderTarget: RenderTarget;
16
- replaceMaterial: Material;
17
- mask: Layer;
18
- renderOverride: boolean;
19
- clearFlags: CameraClearFlags | undefined;
20
- clearColor: Color | undefined;
21
- /**
22
- * Create a RenderPass.
23
- * @param name - Pass name
24
- * @param priority - Priority, less than 0 before the default pass, greater than 0 after the default pass
25
- * @param renderTarget - The specified Render Target
26
- * @param replaceMaterial - Replaced material
27
- * @param mask - Perform bit and operations with Entity.Layer to filter the objects that this Pass needs to render
28
- */
29
- constructor(name?: string, priority?: number, renderTarget?: any, replaceMaterial?: any, mask?: any);
30
- /**
31
- * Rendering callback, will be executed if renderOverride is set to true.
32
- * @param camera - Camera
33
- * @param opaqueQueue - Opaque queue
34
- * @param alphaTestQueue - Alpha test queue
35
- * @param transparentQueue - Transparent queue
36
- */
37
- render(camera: Camera, opaqueQueue: RenderQueue, alphaTestQueue: RenderQueue, transparentQueue: RenderQueue): void;
38
- /**
39
- * Post rendering callback.
40
- * @param camera - Camera
41
- * @param opaqueQueue - Opaque queue
42
- * @param alphaTestQueue - Alpha test queue
43
- * @param transparentQueue - Transparent queue
44
- */
45
- preRender(camera: Camera, opaqueQueue: RenderQueue, alphaTestQueue: RenderQueue, transparentQueue: RenderQueue): void;
46
- /**
47
- * Post rendering callback.
48
- * @param camera - Camera
49
- * @param opaqueQueue - Opaque queue
50
- * @param alphaTestQueue - Alpha test queue
51
- * @param transparentQueue - Transparent queue
52
- */
53
- postRender(camera: Camera, opaqueQueue: RenderQueue, alphaTestQueue: RenderQueue, transparentQueue: RenderQueue): void;
54
- }
55
- export { RenderPass };
@@ -1,76 +0,0 @@
1
- import { Ray, Vector3 } from "@galacean/engine-math";
2
- import { Engine } from "../Engine";
3
- import { Layer } from "../Layer";
4
- import { HitResult } from "./HitResult";
5
- /**
6
- * A physics manager is a collection of colliders and constraints which can interact.
7
- */
8
- export declare class PhysicsManager {
9
- private static _collision;
10
- private _engine;
11
- private _restTime;
12
- private _colliders;
13
- private _gravity;
14
- private _nativePhysicsManager;
15
- private _physicalObjectsMap;
16
- private _onContactEnter;
17
- private _onContactExit;
18
- private _onContactStay;
19
- private _onTriggerEnter;
20
- private _onTriggerExit;
21
- private _onTriggerStay;
22
- /** The fixed time step in seconds at which physics are performed. */
23
- fixedTimeStep: number;
24
- /**
25
- * The gravity of physics scene.
26
- */
27
- get gravity(): Vector3;
28
- set gravity(value: Vector3);
29
- constructor(engine: Engine);
30
- /**
31
- * Casts a ray through the Scene and returns the first hit.
32
- * @param ray - The ray
33
- * @returns Returns True if the ray intersects with a collider, otherwise false
34
- */
35
- raycast(ray: Ray): boolean;
36
- /**
37
- * Casts a ray through the Scene and returns the first hit.
38
- * @param ray - The ray
39
- * @param outHitResult - If true is returned, outHitResult will contain more detailed collision information
40
- * @returns Returns True if the ray intersects with a collider, otherwise false
41
- */
42
- raycast(ray: Ray, outHitResult: HitResult): boolean;
43
- /**
44
- * Casts a ray through the Scene and returns the first hit.
45
- * @param ray - The ray
46
- * @param distance - The max distance the ray should check
47
- * @returns Returns True if the ray intersects with a collider, otherwise false
48
- */
49
- raycast(ray: Ray, distance: number): boolean;
50
- /**
51
- * Casts a ray through the Scene and returns the first hit.
52
- * @param ray - The ray
53
- * @param distance - The max distance the ray should check
54
- * @param outHitResult - If true is returned, outHitResult will contain more detailed collision information
55
- * @returns Returns True if the ray intersects with a collider, otherwise false
56
- */
57
- raycast(ray: Ray, distance: number, outHitResult: HitResult): boolean;
58
- /**
59
- * Casts a ray through the Scene and returns the first hit.
60
- * @param ray - The ray
61
- * @param distance - The max distance the ray should check
62
- * @param layerMask - Layer mask that is used to selectively ignore Colliders when casting
63
- * @returns Returns True if the ray intersects with a collider, otherwise false
64
- */
65
- raycast(ray: Ray, distance: number, layerMask: Layer): boolean;
66
- /**
67
- * Casts a ray through the Scene and returns the first hit.
68
- * @param ray - The ray
69
- * @param distance - The max distance the ray should check
70
- * @param layerMask - Layer mask that is used to selectively ignore Colliders when casting
71
- * @param outHitResult - If true is returned, outHitResult will contain more detailed collision information
72
- * @returns Returns True if the ray intersects with a collider, otherwise false.
73
- */
74
- raycast(ray: Ray, distance: number, layerMask: Layer, outHitResult: HitResult): boolean;
75
- private _setGravity;
76
- }
@@ -1,6 +0,0 @@
1
- /**
2
- * Hardware graphics API renderer.
3
- */
4
- export interface IHardwareRenderer {
5
- [key: string]: any;
6
- }