@galacean/engine-core 0.0.0-experimental-shaderlab.2 → 0.0.0-experimental-1.2-xr.0

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Files changed (49) hide show
  1. package/dist/main.js +4322 -4146
  2. package/dist/main.js.map +1 -1
  3. package/dist/miniprogram.js +4322 -4146
  4. package/dist/module.js +4322 -4146
  5. package/dist/module.js.map +1 -1
  6. package/package.json +3 -3
  7. package/types/2d/assembler/ISpriteAssembler.d.ts +1 -0
  8. package/types/2d/text/CharRenderInfo.d.ts +1 -0
  9. package/types/DisorderedArray.d.ts +2 -2
  10. package/types/Entity.d.ts +5 -2
  11. package/types/RenderPipeline/BatchUtils.d.ts +1 -0
  12. package/types/RenderPipeline/BatcherManager.d.ts +1 -0
  13. package/types/RenderPipeline/DynamicGeometryData.d.ts +1 -0
  14. package/types/RenderPipeline/DynamicGeometryDataManager.d.ts +1 -0
  15. package/types/RenderPipeline/MaskManager.d.ts +1 -0
  16. package/types/RenderPipeline/PrimitiveChunk.d.ts +1 -0
  17. package/types/RenderPipeline/PrimitiveChunkManager.d.ts +1 -0
  18. package/types/RenderPipeline/RenderData2D.d.ts +14 -0
  19. package/types/RenderPipeline/SubPrimitiveChunk.d.ts +1 -0
  20. package/types/RenderPipeline/SubRenderElement.d.ts +22 -0
  21. package/types/RenderPipeline/VertexArea.d.ts +1 -0
  22. package/types/RenderPipeline/enums/ForceUploadShaderDataFlag.d.ts +15 -0
  23. package/types/RenderPipeline/enums/RenderDataUsage.d.ts +13 -0
  24. package/types/animation/AnimatorCondition.d.ts +13 -0
  25. package/types/animation/AnimatorControllerParameter.d.ts +10 -0
  26. package/types/animation/AnimatorStateTransition.d.ts +51 -0
  27. package/types/asset/AssetType.d.ts +0 -4
  28. package/types/asset/ResourceManager.d.ts +3 -1
  29. package/types/clone/ComponentCloner.d.ts +1 -1
  30. package/types/input/pointer/PointerEvent.d.ts +4 -0
  31. package/types/input/pointer/PointerEventType.d.ts +7 -0
  32. package/types/mesh/Skin.d.ts +25 -9
  33. package/types/mesh/SkinnedMeshRenderer.d.ts +15 -24
  34. package/types/ui/Image.d.ts +38 -0
  35. package/types/ui/RedBlackTree.d.ts +2 -0
  36. package/types/ui/UICanvas.d.ts +55 -0
  37. package/types/ui/UIRenderer.d.ts +14 -0
  38. package/types/ui/UITransform.d.ts +20 -0
  39. package/types/ui/enums/BlockingObjects.d.ts +6 -0
  40. package/types/ui/enums/CanvasRenderMode.d.ts +8 -0
  41. package/types/ui/enums/ResolutionAdaptationStrategy.d.ts +10 -0
  42. package/types/ui/index.d.ts +6 -0
  43. package/types/utils/ClearableObjectPool.d.ts +10 -0
  44. package/types/utils/ObjectPool.d.ts +10 -0
  45. package/types/utils/Pool.d.ts +12 -0
  46. package/types/utils/ReturnableObjectPool.d.ts +10 -0
  47. package/types/RenderPipeline/MeshRenderData.d.ts +0 -17
  48. package/types/physics/PhysicsManager.d.ts +0 -76
  49. /package/types/RenderPipeline/{Index.d.ts → index.d.ts} +0 -0
@@ -1,76 +0,0 @@
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- import { Ray, Vector3 } from "@galacean/engine-math";
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- import { Engine } from "../Engine";
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- import { Layer } from "../Layer";
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- import { HitResult } from "./HitResult";
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- /**
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- * A physics manager is a collection of colliders and constraints which can interact.
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- */
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- export declare class PhysicsManager {
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- private static _collision;
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- private _engine;
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- private _restTime;
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- private _colliders;
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- private _gravity;
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- private _nativePhysicsManager;
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- private _physicalObjectsMap;
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- private _onContactEnter;
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- private _onContactExit;
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- private _onContactStay;
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- private _onTriggerEnter;
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- private _onTriggerExit;
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- private _onTriggerStay;
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- /** The fixed time step in seconds at which physics are performed. */
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- fixedTimeStep: number;
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- /**
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- * The gravity of physics scene.
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- */
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- get gravity(): Vector3;
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- set gravity(value: Vector3);
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- constructor(engine: Engine);
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- /**
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- * Casts a ray through the Scene and returns the first hit.
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- * @param ray - The ray
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- * @returns Returns True if the ray intersects with a collider, otherwise false
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- */
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- raycast(ray: Ray): boolean;
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- /**
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- * Casts a ray through the Scene and returns the first hit.
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- * @param ray - The ray
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- * @param outHitResult - If true is returned, outHitResult will contain more detailed collision information
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- * @returns Returns True if the ray intersects with a collider, otherwise false
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- */
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- raycast(ray: Ray, outHitResult: HitResult): boolean;
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- /**
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- * Casts a ray through the Scene and returns the first hit.
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- * @param ray - The ray
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- * @param distance - The max distance the ray should check
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- * @returns Returns True if the ray intersects with a collider, otherwise false
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- */
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- raycast(ray: Ray, distance: number): boolean;
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- /**
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- * Casts a ray through the Scene and returns the first hit.
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- * @param ray - The ray
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- * @param distance - The max distance the ray should check
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- * @param outHitResult - If true is returned, outHitResult will contain more detailed collision information
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- * @returns Returns True if the ray intersects with a collider, otherwise false
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- */
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- raycast(ray: Ray, distance: number, outHitResult: HitResult): boolean;
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- /**
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- * Casts a ray through the Scene and returns the first hit.
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- * @param ray - The ray
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- * @param distance - The max distance the ray should check
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- * @param layerMask - Layer mask that is used to selectively ignore Colliders when casting
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- * @returns Returns True if the ray intersects with a collider, otherwise false
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- */
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- raycast(ray: Ray, distance: number, layerMask: Layer): boolean;
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- /**
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- * Casts a ray through the Scene and returns the first hit.
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- * @param ray - The ray
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- * @param distance - The max distance the ray should check
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- * @param layerMask - Layer mask that is used to selectively ignore Colliders when casting
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- * @param outHitResult - If true is returned, outHitResult will contain more detailed collision information
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- * @returns Returns True if the ray intersects with a collider, otherwise false.
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- */
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- raycast(ray: Ray, distance: number, layerMask: Layer, outHitResult: HitResult): boolean;
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- private _setGravity;
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- }
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