@galacean/engine-core 0.0.0-experimental-shaderlab.2 → 0.0.0-experimental-stateMachine.0
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/main.js +403 -74
- package/dist/main.js.map +1 -1
- package/dist/miniprogram.js +403 -74
- package/dist/module.js +403 -74
- package/dist/module.js.map +1 -1
- package/package.json +3 -3
- package/types/animation/Animator.d.ts +30 -1
- package/types/animation/AnimatorCondition.d.ts +13 -0
- package/types/animation/AnimatorController.d.ts +21 -2
- package/types/animation/AnimatorControllerParameter.d.ts +10 -0
- package/types/animation/AnimatorState.d.ts +17 -4
- package/types/animation/AnimatorStateMachine.d.ts +39 -0
- package/types/animation/AnimatorTransition.d.ts +33 -0
- package/types/asset/AssetType.d.ts +0 -4
- package/types/RenderPipeline/MeshRenderData.d.ts +0 -17
- package/types/RenderPipeline/RenderPass.d.ts +0 -55
- package/types/physics/PhysicsManager.d.ts +0 -76
- package/types/renderingHardwareInterface/IHardwareRenderer.d.ts +0 -6
- /package/types/RenderPipeline/{Index.d.ts → index.d.ts} +0 -0
package/package.json
CHANGED
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@@ -1,6 +1,6 @@
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{
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"name": "@galacean/engine-core",
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"version": "0.0.0-experimental-
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"version": "0.0.0-experimental-stateMachine.0",
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"publishConfig": {
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"access": "public",
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"registry": "https://registry.npmjs.org"
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@@ -15,10 +15,10 @@
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"types/**/*"
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],
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"dependencies": {
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"@galacean/engine-math": "0.0.0-experimental-
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"@galacean/engine-math": "0.0.0-experimental-stateMachine.0"
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},
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"devDependencies": {
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"@galacean/engine-design": "0.0.0-experimental-
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"@galacean/engine-design": "0.0.0-experimental-stateMachine.0"
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},
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"scripts": {
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"b:types": "tsc"
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@@ -2,7 +2,10 @@ import { BoolUpdateFlag } from "../BoolUpdateFlag";
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import { Component } from "../Component";
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import { AnimatorController } from "./AnimatorController";
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import { AnimatorState } from "./AnimatorState";
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import { AnimatorStateTransition } from "./AnimatorTransition";
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import { AnimatorCullingMode } from "./enums/AnimatorCullingMode";
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import { AnimatorControllerLayer } from "./AnimatorControllerLayer";
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import { AnimatorControllerParameter, AnimatorControllerParameterValue } from "./AnimatorControllerParameter";
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/**
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* The controller of the animation system.
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*/
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@@ -24,6 +27,14 @@ export declare class Animator extends Component {
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*/
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get animatorController(): AnimatorController;
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set animatorController(animatorController: AnimatorController);
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/**
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* The layers in the animator's controller.
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*/
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get layers(): Readonly<AnimatorControllerLayer[]>;
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/**
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* The parameters in the animator's controller.
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*/
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get parameters(): Readonly<AnimatorControllerParameter[]>;
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/**
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* Play a state by name.
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* @param stateName - The state name
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@@ -39,6 +50,7 @@ export declare class Animator extends Component {
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* @param normalizedTimeOffset - The time offset between 0 and 1(default 0)
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*/
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crossFade(stateName: string, normalizedTransitionDuration: number, layerIndex?: number, normalizedTimeOffset?: number): void;
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crossFade(transition: AnimatorStateTransition, layerIndex?: number): void;
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/**
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* Evaluates the animator component based on deltaTime.
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* @param deltaTime - The deltaTime when the animation update
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@@ -55,6 +67,21 @@ export declare class Animator extends Component {
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* @param layerIndex - The layer index(default -1). If layer is -1, find the first state with the given state name
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*/
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findAnimatorState(stateName: string, layerIndex?: number): AnimatorState;
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/**
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* Get the layer by name.
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* @param name - The layer's name.
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*/
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findLayerByName(name: string): AnimatorControllerLayer;
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/**
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* Get the parameter by name.
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* @param name - The name of the parameter
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*/
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getParameter(name: string): AnimatorControllerParameter;
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/**
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* Set the value of the given parameter.
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* @param name - The name of the parameter
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*/
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setParameter(name: string, value: AnimatorControllerParameterValue): void;
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private _getAnimatorStateInfo;
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private _getAnimatorStateData;
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private _saveAnimatorStateData;
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@@ -77,6 +104,8 @@ export declare class Animator extends Component {
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private _checkTransition;
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private _checkSubTransition;
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private _checkBackwardsSubTransition;
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_applyTransition(transition: AnimatorStateTransition, layerIndex: number): void;
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private _checkConditions;
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private _crossFadeByTransition;
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private _fireAnimationEvents;
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private _fireSubAnimationEvents;
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private _callAnimatorScriptOnEnter;
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private _callAnimatorScriptOnUpdate;
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private _callAnimatorScriptOnExit;
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-
private
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private _checkEntryState;
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private _checkRevertOwner;
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}
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@@ -0,0 +1,13 @@
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import { AnimatorControllerParameterValue } from "./AnimatorControllerParameter";
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import { AnimatorConditionMode } from "./enums/AnimatorConditionMode";
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/**
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* Condition that is used to determine if a transition must be taken.
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*/
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export declare class AnimatorCondition {
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/** The mode of the condition. */
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mode: AnimatorConditionMode;
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/** The name of the parameter used in the condition. */
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parameter: string;
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/** The AnimatorParameter's threshold value for the condition to be true. */
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threshold: AnimatorControllerParameterValue;
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}
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import { AnimatorControllerParameter, AnimatorControllerParameterValue } from "./AnimatorControllerParameter";
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import { AnimatorControllerLayer } from "./AnimatorControllerLayer";
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/**
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* Store the data for Animator playback.
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*/
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export declare class AnimatorController {
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private _updateFlagManager;
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private _layers;
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private _layersMap;
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/**
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* The layers in the controller.
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*/
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get layers(): Readonly<AnimatorControllerLayer[]>;
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/**
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* The parameters in the controller.
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*/
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get parameters(): Readonly<AnimatorControllerParameter[]>;
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/**
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* Add a parameter to the controller.
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* @param name - The name of the parameter
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* @param defaultValue - The defaultValue of the parameter
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*/
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addParameter(name: string, defaultValue?: AnimatorControllerParameterValue): AnimatorControllerParameter;
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/**
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* Add a parameter to the controller.
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* @param parameter - The parameter
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*/
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addParameter(parameter: AnimatorControllerParameter): AnimatorControllerParameter;
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/**
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* Remove a parameter from the controller.
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* @param parameter - The parameter
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*/
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removeParameter(parameter: AnimatorControllerParameter): void;
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/**
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* Get the layer by name.
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* @param name - The layer's name.
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export type AnimatorControllerParameterValue = number | string | boolean;
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/**
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* Used to communicate between scripting and the controller, parameters can be set in scripting and used by the controller.
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*/
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export declare class AnimatorControllerParameter {
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/** The name of the parameter. */
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name: string;
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/** The value of the parameter. */
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value: AnimatorControllerParameterValue;
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}
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get clip(): AnimationClip;
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set clip(clip: AnimationClip);
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/**
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* The start time of
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* The start time of this state's clip
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*/
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get startTime(): number;
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/**
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* The end time of this state's clip
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*/
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get endTime(): number;
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/**
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* The normalized start time of the clip, the range is 0 to 1, default is 0.
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*/
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get clipStartTime(): number;
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set clipStartTime(time: number);
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/**
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* The end time of the clip, the range is 0 to 1, default is 1.
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* The normalized end time of the clip, the range is 0 to 1, default is 1.
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*/
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get clipEndTime(): number;
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set clipEndTime(time: number);
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*/
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constructor(name: string);
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/**
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* Add an outgoing transition
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* Add an outgoing transition.
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* @param transition - The transition
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*/
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addTransition(transition: AnimatorStateTransition):
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addTransition(transition: AnimatorStateTransition): AnimatorStateTransition;
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/**
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* Add an outgoing transition to the destination state.
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* @param animatorState - The destination state
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*/
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addTransition(animatorState: AnimatorState): AnimatorStateTransition;
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/**
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* Remove a transition from the state.
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* @param transition - The transition
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import { AnimatorState } from "./AnimatorState";
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import { AnimatorStateTransition } from "./AnimatorTransition";
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export interface AnimatorStateMap {
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[key: string]: AnimatorState;
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}
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* @remarks When the Animator's AnimatorController changed or the Animator's onEnable be triggered.
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*/
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defaultState: AnimatorState;
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/**
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* The list of entry transitions in the state machine.
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*/
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get entryTransitions(): Readonly<AnimatorStateTransition[]>;
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/**
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* The list of AnyState transitions.
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*/
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get anyStateTransitions(): Readonly<AnimatorStateTransition[]>;
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/**
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* Add a state to the state machine.
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* @param name - The name of the new state
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* @returns Unique name.
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*/
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makeUniqueStateName(name: string): string;
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/**
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* Add an entry transition.
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* @param transition - The transition
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*/
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addEntryStateTransition(transition: AnimatorStateTransition): AnimatorStateTransition;
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/**
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* Add an entry transition to the destination state.
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* @param animatorState - The destination state
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*/
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addEntryStateTransition(animatorState: AnimatorState): AnimatorStateTransition;
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/**
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* Remove an entry transition.
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* @param transition - The transition
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*/
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removeEntryStateTransition(transition: AnimatorStateTransition): void;
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/**
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* Add an any transition.
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* @param transition - The transition
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*/
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addAnyStateTransition(transition: AnimatorStateTransition): AnimatorStateTransition;
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/**
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* Add an any transition to the destination state.
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* @param animatorState - The destination state
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*/
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addAnyStateTransition(animatorState: AnimatorState): AnimatorStateTransition;
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/**
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* Remove an any transition.
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* @param transition - The transition
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*/
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removeAnyStateTransition(transition: AnimatorStateTransition): void;
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}
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import { AnimatorControllerParameterValue } from "./AnimatorControllerParameter";
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import { AnimatorConditionMode } from "./enums/AnimatorConditionMode";
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import { AnimatorCondition } from "./AnimatorCondition";
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import { AnimatorState } from "./AnimatorState";
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/**
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* Transitions define when and how the state machine switch from on state to another. AnimatorTransition always originate from a StateMachine or a StateMachine entry.
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exitTime: number;
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/** The destination state of the transition. */
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destinationState: AnimatorState;
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/** Mutes the transition. The transition will never occur. */
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mute: boolean;
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/** Is the transition destination the exit of the current state machine. */
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isExit: boolean;
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private _conditions;
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private _solo;
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/** Mutes all other transitions in the source state. */
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get solo(): boolean;
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set solo(value: boolean);
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/**
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* The conditions in the transition.
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*/
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get conditions(): Readonly<AnimatorCondition[]>;
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/**
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* Add a condition to a transition.
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* @param mode - The AnimatorCondition mode of the condition
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* @param parameter - The name of the parameter
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* @param threshold - The threshold value of the condition
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*/
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addCondition(mode: AnimatorConditionMode, parameter: string, threshold?: AnimatorControllerParameterValue): AnimatorCondition;
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/**
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* Add a condition to a transition.
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* @param animatorCondition - The condition to add
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*/
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addCondition(animatorCondition: AnimatorCondition): AnimatorCondition;
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/**
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* Remove a condition from the transition.
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* @param condition - The condition to remove
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*/
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removeCondition(condition: AnimatorCondition): void;
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}
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TextureCube = "TextureCube",
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/** Material. */
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Material = "Material",
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/** Shader */
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Shader = "Shader",
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/** Shader Chunk */
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ShaderChunk = "ShaderChunk",
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/** Mesh. */
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Mesh = "Mesh",
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/** AnimationClip. */
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import { Mesh } from "../graphic/Mesh";
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import { SubMesh } from "../graphic/SubMesh";
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3
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import { Material } from "../material/Material";
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4
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import { Renderer } from "../Renderer";
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5
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import { IPoolElement } from "./IPoolElement";
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6
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import { RenderData } from "./RenderData";
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7
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/**
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8
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* Render element.
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9
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-
*/
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export declare class MeshRenderData extends RenderData implements IPoolElement {
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11
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/** Mesh. */
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12
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mesh: Mesh;
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13
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/** Sub mesh. */
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subMesh: SubMesh;
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15
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set(component: Renderer, material: Material, mesh: Mesh, subMesh: SubMesh): void;
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dispose(): void;
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}
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@@ -1,55 +0,0 @@
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1
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import { Color } from "@galacean/engine-math";
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2
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import { Camera } from "../Camera";
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3
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import { CameraClearFlags } from "../enums/CameraClearFlags";
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4
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import { Layer } from "../Layer";
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5
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import { Material } from "../material/Material";
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6
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-
import { RenderTarget } from "../texture/RenderTarget";
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7
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-
import { RenderQueue } from "./RenderQueue";
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8
|
-
/**
|
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9
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* RenderPass.
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10
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-
*/
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11
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declare class RenderPass {
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12
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name: string;
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13
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enabled: boolean;
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14
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priority: number;
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15
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renderTarget: RenderTarget;
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16
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replaceMaterial: Material;
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17
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mask: Layer;
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18
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renderOverride: boolean;
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19
|
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clearFlags: CameraClearFlags | undefined;
|
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20
|
-
clearColor: Color | undefined;
|
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21
|
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/**
|
|
22
|
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* Create a RenderPass.
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23
|
-
* @param name - Pass name
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24
|
-
* @param priority - Priority, less than 0 before the default pass, greater than 0 after the default pass
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25
|
-
* @param renderTarget - The specified Render Target
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26
|
-
* @param replaceMaterial - Replaced material
|
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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
|
-
}
|
|
File without changes
|