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

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Files changed (52) hide show
  1. package/dist/main.js +4320 -4473
  2. package/dist/main.js.map +1 -1
  3. package/dist/miniprogram.js +4320 -4473
  4. package/dist/module.js +4320 -4473
  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/RenderPass.d.ts +55 -0
  20. package/types/RenderPipeline/SubPrimitiveChunk.d.ts +1 -0
  21. package/types/RenderPipeline/SubRenderElement.d.ts +22 -0
  22. package/types/RenderPipeline/VertexArea.d.ts +1 -0
  23. package/types/RenderPipeline/enums/ForceUploadShaderDataFlag.d.ts +15 -0
  24. package/types/RenderPipeline/enums/RenderDataUsage.d.ts +13 -0
  25. package/types/animation/Animator.d.ts +1 -30
  26. package/types/animation/AnimatorCondition.d.ts +3 -3
  27. package/types/animation/AnimatorController.d.ts +2 -21
  28. package/types/animation/AnimatorControllerParameter.d.ts +2 -2
  29. package/types/animation/AnimatorState.d.ts +4 -17
  30. package/types/animation/AnimatorStateMachine.d.ts +0 -39
  31. package/types/animation/AnimatorStateTransition.d.ts +51 -0
  32. package/types/animation/AnimatorTransition.d.ts +0 -33
  33. package/types/asset/ResourceManager.d.ts +3 -1
  34. package/types/clone/ComponentCloner.d.ts +1 -1
  35. package/types/input/pointer/PointerEvent.d.ts +4 -0
  36. package/types/input/pointer/PointerEventType.d.ts +7 -0
  37. package/types/mesh/Skin.d.ts +25 -9
  38. package/types/mesh/SkinnedMeshRenderer.d.ts +15 -24
  39. package/types/renderingHardwareInterface/IHardwareRenderer.d.ts +6 -0
  40. package/types/ui/Image.d.ts +38 -0
  41. package/types/ui/RedBlackTree.d.ts +2 -0
  42. package/types/ui/UICanvas.d.ts +55 -0
  43. package/types/ui/UIRenderer.d.ts +14 -0
  44. package/types/ui/UITransform.d.ts +20 -0
  45. package/types/ui/enums/BlockingObjects.d.ts +6 -0
  46. package/types/ui/enums/CanvasRenderMode.d.ts +8 -0
  47. package/types/ui/enums/ResolutionAdaptationStrategy.d.ts +10 -0
  48. package/types/ui/index.d.ts +6 -0
  49. package/types/utils/ClearableObjectPool.d.ts +10 -0
  50. package/types/utils/ObjectPool.d.ts +10 -0
  51. package/types/utils/Pool.d.ts +12 -0
  52. package/types/utils/ReturnableObjectPool.d.ts +10 -0
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@galacean/engine-core",
3
- "version": "0.0.0-experimental-stateMachine.0",
3
+ "version": "0.0.0-experimental-1.2-xr.0",
4
4
  "publishConfig": {
5
5
  "access": "public",
6
6
  "registry": "https://registry.npmjs.org"
@@ -15,10 +15,10 @@
15
15
  "types/**/*"
16
16
  ],
17
17
  "dependencies": {
18
- "@galacean/engine-math": "0.0.0-experimental-stateMachine.0"
18
+ "@galacean/engine-math": "0.0.0-experimental-1.2-xr.0"
19
19
  },
20
20
  "devDependencies": {
21
- "@galacean/engine-design": "0.0.0-experimental-stateMachine.0"
21
+ "@galacean/engine-design": "0.0.0-experimental-1.2-xr.0"
22
22
  },
23
23
  "scripts": {
24
24
  "b:types": "tsc"
@@ -0,0 +1 @@
1
+ export {};
@@ -0,0 +1 @@
1
+ export {};
@@ -18,10 +18,10 @@ export declare class DisorderedArray<T> {
18
18
  */
19
19
  deleteByIndex(index: number): T;
20
20
  forEach(callbackFn: (element: T) => void, swapFn: (element: T, index: number) => void): void;
21
- forEachAndClean(callbackFn: (e: T) => void): void;
21
+ forEachAndClean(callbackFn: (e: T) => void, swapFn: (element: T, index: number) => void): void;
22
22
  sort(compareFn: (a: T, b: T) => number): void;
23
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  garbageCollection(): void;
24
24
  private _startLoop;
25
25
  private _endLoop;
26
- private _endLoopAndClear;
26
+ private _endLoopAndClean;
27
27
  }
package/types/Entity.d.ts CHANGED
@@ -58,9 +58,10 @@ export declare class Entity extends EngineObject {
58
58
  /**
59
59
  * Add component based on the component type.
60
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  * @param type - The type of the component
61
+ * @param args - The arguments of the component
61
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  * @returns The component which has been added
62
63
  */
63
- addComponent<T extends Component>(type: new (entity: Entity) => T): T;
64
+ addComponent<T extends new (entity: Entity, ...args: any[]) => Component>(type: T, ...args: ComponentArguments<T>): InstanceType<T>;
64
65
  /**
65
66
  * Get component which match the type.
66
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  * @param type - The type of the component
@@ -127,7 +128,7 @@ export declare class Entity extends EngineObject {
127
128
  */
128
129
  clearChildren(): void;
129
130
  /**
130
- * Clone.
131
+ * Clone this entity include children and components.
131
132
  * @returns Cloned entity
132
133
  */
133
134
  clone(): Entity;
@@ -152,3 +153,5 @@ export declare class Entity extends EngineObject {
152
153
  */
153
154
  getInvModelMatrix(): Matrix;
154
155
  }
156
+ type ComponentArguments<T extends new (entity: Entity, ...args: any[]) => Component> = T extends new (entity: Entity, ...args: infer P) => Component ? P : never;
157
+ export {};
@@ -0,0 +1 @@
1
+ export {};
@@ -0,0 +1 @@
1
+ export {};
@@ -0,0 +1 @@
1
+ export {};
@@ -0,0 +1 @@
1
+ export {};
@@ -0,0 +1 @@
1
+ export {};
@@ -0,0 +1 @@
1
+ export {};
@@ -0,0 +1,14 @@
1
+ import { Primitive, SubMesh } from "../graphic";
2
+ import { Material } from "../material/Material";
3
+ import { Renderer } from "../Renderer";
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+ import { Texture2D } from "../texture";
5
+ import { IPoolElement } from "../utils/Pool";
6
+ import { Chunk } from "./DynamicGeometryData";
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+ import { RenderData } from "./RenderData";
8
+ export declare class RenderData2D extends RenderData implements IPoolElement {
9
+ texture: Texture2D;
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+ chunk: Chunk;
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+ constructor();
12
+ set(component: Renderer, material: Material, primitive: Primitive, subPrimitive: SubMesh, texture?: Texture2D, chunk?: Chunk): void;
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+ dispose(): void;
14
+ }
@@ -0,0 +1,55 @@
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;
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+ renderTarget: RenderTarget;
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+ replaceMaterial: Material;
17
+ mask: Layer;
18
+ renderOverride: boolean;
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+ 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 };
@@ -0,0 +1 @@
1
+ export {};
@@ -0,0 +1,22 @@
1
+ import { Renderer } from "../Renderer";
2
+ import { Primitive, SubMesh } from "../graphic";
3
+ import { Material } from "../material";
4
+ import { ShaderData, ShaderPass } from "../shader";
5
+ import { Texture2D } from "../texture";
6
+ import { IPoolElement } from "../utils/ObjectPool";
7
+ import { RenderQueueFlags } from "./BasicRenderPipeline";
8
+ import { SubPrimitiveChunk } from "./SubPrimitiveChunk";
9
+ export declare class SubRenderElement implements IPoolElement {
10
+ component: Renderer;
11
+ primitive: Primitive;
12
+ material: Material;
13
+ subPrimitive: SubMesh;
14
+ shaderPasses: ReadonlyArray<ShaderPass>;
15
+ shaderData?: ShaderData;
16
+ batched: boolean;
17
+ renderQueueFlags: RenderQueueFlags;
18
+ texture?: Texture2D;
19
+ subChunk?: SubPrimitiveChunk;
20
+ set(component: Renderer, material: Material, primitive: Primitive, subPrimitive: SubMesh, texture?: Texture2D, subChunk?: SubPrimitiveChunk): void;
21
+ dispose(): void;
22
+ }
@@ -0,0 +1 @@
1
+ export {};
@@ -0,0 +1,15 @@
1
+ /**
2
+ * Force upload shader data flag.
3
+ */
4
+ export declare enum ForceUploadShaderDataFlag {
5
+ /** Upload nothing. */
6
+ None = 0,
7
+ /** Upload scene shader data. */
8
+ Scene = 1,
9
+ /** Upload camera shader data. */
10
+ Camera = 2,
11
+ /** Upload renderer shader data. */
12
+ Renderer = 4,
13
+ /** Upload material shader data. */
14
+ Material = 8
15
+ }
@@ -0,0 +1,13 @@
1
+ /**
2
+ * RenderData usage.
3
+ */
4
+ export declare enum RenderDataUsage {
5
+ /** Usage for mesh. */
6
+ Mesh = 0,
7
+ /** Usage for sprite. */
8
+ Sprite = 1,
9
+ /** Usage for sprite mask. */
10
+ SpriteMask = 2,
11
+ /** Usage for text. */
12
+ Text = 3
13
+ }
@@ -2,10 +2,7 @@ import { BoolUpdateFlag } from "../BoolUpdateFlag";
2
2
  import { Component } from "../Component";
3
3
  import { AnimatorController } from "./AnimatorController";
4
4
  import { AnimatorState } from "./AnimatorState";
5
- import { AnimatorStateTransition } from "./AnimatorTransition";
6
5
  import { AnimatorCullingMode } from "./enums/AnimatorCullingMode";
7
- import { AnimatorControllerLayer } from "./AnimatorControllerLayer";
8
- import { AnimatorControllerParameter, AnimatorControllerParameterValue } from "./AnimatorControllerParameter";
9
6
  /**
10
7
  * The controller of the animation system.
11
8
  */
@@ -27,14 +24,6 @@ export declare class Animator extends Component {
27
24
  */
28
25
  get animatorController(): AnimatorController;
29
26
  set animatorController(animatorController: AnimatorController);
30
- /**
31
- * The layers in the animator's controller.
32
- */
33
- get layers(): Readonly<AnimatorControllerLayer[]>;
34
- /**
35
- * The parameters in the animator's controller.
36
- */
37
- get parameters(): Readonly<AnimatorControllerParameter[]>;
38
27
  /**
39
28
  * Play a state by name.
40
29
  * @param stateName - The state name
@@ -50,7 +39,6 @@ export declare class Animator extends Component {
50
39
  * @param normalizedTimeOffset - The time offset between 0 and 1(default 0)
51
40
  */
52
41
  crossFade(stateName: string, normalizedTransitionDuration: number, layerIndex?: number, normalizedTimeOffset?: number): void;
53
- crossFade(transition: AnimatorStateTransition, layerIndex?: number): void;
54
42
  /**
55
43
  * Evaluates the animator component based on deltaTime.
56
44
  * @param deltaTime - The deltaTime when the animation update
@@ -67,21 +55,6 @@ export declare class Animator extends Component {
67
55
  * @param layerIndex - The layer index(default -1). If layer is -1, find the first state with the given state name
68
56
  */
69
57
  findAnimatorState(stateName: string, layerIndex?: number): AnimatorState;
70
- /**
71
- * Get the layer by name.
72
- * @param name - The layer's name.
73
- */
74
- findLayerByName(name: string): AnimatorControllerLayer;
75
- /**
76
- * Get the parameter by name.
77
- * @param name - The name of the parameter
78
- */
79
- getParameter(name: string): AnimatorControllerParameter;
80
- /**
81
- * Set the value of the given parameter.
82
- * @param name - The name of the parameter
83
- */
84
- setParameter(name: string, value: AnimatorControllerParameterValue): void;
85
58
  private _getAnimatorStateInfo;
86
59
  private _getAnimatorStateData;
87
60
  private _saveAnimatorStateData;
@@ -104,8 +77,6 @@ export declare class Animator extends Component {
104
77
  private _checkTransition;
105
78
  private _checkSubTransition;
106
79
  private _checkBackwardsSubTransition;
107
- _applyTransition(transition: AnimatorStateTransition, layerIndex: number): void;
108
- private _checkConditions;
109
80
  private _crossFadeByTransition;
110
81
  private _fireAnimationEvents;
111
82
  private _fireSubAnimationEvents;
@@ -113,6 +84,6 @@ export declare class Animator extends Component {
113
84
  private _callAnimatorScriptOnEnter;
114
85
  private _callAnimatorScriptOnUpdate;
115
86
  private _callAnimatorScriptOnExit;
116
- private _checkEntryState;
87
+ private _checkAutoPlay;
117
88
  private _checkRevertOwner;
118
89
  }
@@ -1,4 +1,4 @@
1
- import { AnimatorControllerParameterValue } from "./AnimatorControllerParameter";
1
+ import { AnimatorControllerParameterValueType } from "./AnimatorControllerParameter";
2
2
  import { AnimatorConditionMode } from "./enums/AnimatorConditionMode";
3
3
  /**
4
4
  * Condition that is used to determine if a transition must be taken.
@@ -7,7 +7,7 @@ export declare class AnimatorCondition {
7
7
  /** The mode of the condition. */
8
8
  mode: AnimatorConditionMode;
9
9
  /** The name of the parameter used in the condition. */
10
- parameter: string;
10
+ parameterName: string;
11
11
  /** The AnimatorParameter's threshold value for the condition to be true. */
12
- threshold: AnimatorControllerParameterValue;
12
+ threshold?: AnimatorControllerParameterValueType;
13
13
  }
@@ -1,34 +1,15 @@
1
- import { AnimatorControllerParameter, AnimatorControllerParameterValue } from "./AnimatorControllerParameter";
2
1
  import { AnimatorControllerLayer } from "./AnimatorControllerLayer";
3
2
  /**
4
3
  * Store the data for Animator playback.
5
4
  */
6
5
  export declare class AnimatorController {
7
6
  private _updateFlagManager;
7
+ private _layers;
8
+ private _layersMap;
8
9
  /**
9
10
  * The layers in the controller.
10
11
  */
11
12
  get layers(): Readonly<AnimatorControllerLayer[]>;
12
- /**
13
- * The parameters in the controller.
14
- */
15
- get parameters(): Readonly<AnimatorControllerParameter[]>;
16
- /**
17
- * Add a parameter to the controller.
18
- * @param name - The name of the parameter
19
- * @param defaultValue - The defaultValue of the parameter
20
- */
21
- addParameter(name: string, defaultValue?: AnimatorControllerParameterValue): AnimatorControllerParameter;
22
- /**
23
- * Add a parameter to the controller.
24
- * @param parameter - The parameter
25
- */
26
- addParameter(parameter: AnimatorControllerParameter): AnimatorControllerParameter;
27
- /**
28
- * Remove a parameter from the controller.
29
- * @param parameter - The parameter
30
- */
31
- removeParameter(parameter: AnimatorControllerParameter): void;
32
13
  /**
33
14
  * Get the layer by name.
34
15
  * @param name - The layer's name.
@@ -1,4 +1,4 @@
1
- export type AnimatorControllerParameterValue = number | string | boolean;
1
+ export type AnimatorControllerParameterValueType = number | string | boolean;
2
2
  /**
3
3
  * Used to communicate between scripting and the controller, parameters can be set in scripting and used by the controller.
4
4
  */
@@ -6,5 +6,5 @@ export declare class AnimatorControllerParameter {
6
6
  /** The name of the parameter. */
7
7
  name: string;
8
8
  /** The value of the parameter. */
9
- value: AnimatorControllerParameterValue;
9
+ value: AnimatorControllerParameterValueType;
10
10
  }
@@ -25,20 +25,12 @@ export declare class AnimatorState {
25
25
  get clip(): AnimationClip;
26
26
  set clip(clip: AnimationClip);
27
27
  /**
28
- * The start time of this state's clip
29
- */
30
- get startTime(): number;
31
- /**
32
- * The end time of this state's clip
33
- */
34
- get endTime(): number;
35
- /**
36
- * The normalized start time of the clip, the range is 0 to 1, default is 0.
28
+ * The start time of the clip, the range is 0 to 1, default is 0.
37
29
  */
38
30
  get clipStartTime(): number;
39
31
  set clipStartTime(time: number);
40
32
  /**
41
- * The normalized end time of the clip, the range is 0 to 1, default is 1.
33
+ * The end time of the clip, the range is 0 to 1, default is 1.
42
34
  */
43
35
  get clipEndTime(): number;
44
36
  set clipEndTime(time: number);
@@ -46,16 +38,11 @@ export declare class AnimatorState {
46
38
  * @param name - The state's name
47
39
  */
48
40
  constructor(name: string);
49
- /**
50
- * Add an outgoing transition.
51
- * @param transition - The transition
52
- */
53
- addTransition(transition: AnimatorStateTransition): AnimatorStateTransition;
54
41
  /**
55
42
  * Add an outgoing transition to the destination state.
56
- * @param animatorState - The destination state
43
+ * @param transition - The transition
57
44
  */
58
- addTransition(animatorState: AnimatorState): AnimatorStateTransition;
45
+ addTransition(transition: AnimatorStateTransition): void;
59
46
  /**
60
47
  * Remove a transition from the state.
61
48
  * @param transition - The transition
@@ -1,5 +1,4 @@
1
1
  import { AnimatorState } from "./AnimatorState";
2
- import { AnimatorStateTransition } from "./AnimatorTransition";
3
2
  export interface AnimatorStateMap {
4
3
  [key: string]: AnimatorState;
5
4
  }
@@ -14,14 +13,6 @@ export declare class AnimatorStateMachine {
14
13
  * @remarks When the Animator's AnimatorController changed or the Animator's onEnable be triggered.
15
14
  */
16
15
  defaultState: AnimatorState;
17
- /**
18
- * The list of entry transitions in the state machine.
19
- */
20
- get entryTransitions(): Readonly<AnimatorStateTransition[]>;
21
- /**
22
- * The list of AnyState transitions.
23
- */
24
- get anyStateTransitions(): Readonly<AnimatorStateTransition[]>;
25
16
  /**
26
17
  * Add a state to the state machine.
27
18
  * @param name - The name of the new state
@@ -43,34 +34,4 @@ export declare class AnimatorStateMachine {
43
34
  * @returns Unique name.
44
35
  */
45
36
  makeUniqueStateName(name: string): string;
46
- /**
47
- * Add an entry transition.
48
- * @param transition - The transition
49
- */
50
- addEntryStateTransition(transition: AnimatorStateTransition): AnimatorStateTransition;
51
- /**
52
- * Add an entry transition to the destination state.
53
- * @param animatorState - The destination state
54
- */
55
- addEntryStateTransition(animatorState: AnimatorState): AnimatorStateTransition;
56
- /**
57
- * Remove an entry transition.
58
- * @param transition - The transition
59
- */
60
- removeEntryStateTransition(transition: AnimatorStateTransition): void;
61
- /**
62
- * Add an any transition.
63
- * @param transition - The transition
64
- */
65
- addAnyStateTransition(transition: AnimatorStateTransition): AnimatorStateTransition;
66
- /**
67
- * Add an any transition to the destination state.
68
- * @param animatorState - The destination state
69
- */
70
- addAnyStateTransition(animatorState: AnimatorState): AnimatorStateTransition;
71
- /**
72
- * Remove an any transition.
73
- * @param transition - The transition
74
- */
75
- removeAnyStateTransition(transition: AnimatorStateTransition): void;
76
37
  }
@@ -0,0 +1,51 @@
1
+ import { AnimatorControllerParameterValueType } from "./AnimatorControllerParameter";
2
+ import { AnimatorConditionMode } from "./enums/AnimatorConditionMode";
3
+ import { AnimatorCondition } from "./AnimatorCondition";
4
+ import { AnimatorState } from "./AnimatorState";
5
+ /**
6
+ * Transitions define when and how the state machine switch from on state to another. AnimatorTransition always originate from a StateMachine or a StateMachine entry.
7
+ */
8
+ export declare class AnimatorStateTransition {
9
+ /** The duration of the transition. This is represented in normalized time. */
10
+ duration: number;
11
+ /** The time at which the destination state will start. This is represented in normalized time. */
12
+ offset: number;
13
+ /** ExitTime represents the exact time at which the transition can take effect. This is represented in normalized time. */
14
+ exitTime: number;
15
+ /** The destination state of the transition. */
16
+ destinationState: AnimatorState;
17
+ /** Mutes the transition. The transition will never occur. */
18
+ mute: boolean;
19
+ private _conditions;
20
+ private _solo;
21
+ /**
22
+ * Is the transition destination the exit of the current state machine.
23
+ */
24
+ get isExit(): Readonly<boolean>;
25
+ /**
26
+ * Mutes all other transitions in the source state.
27
+ */
28
+ get solo(): boolean;
29
+ set solo(value: boolean);
30
+ /**
31
+ * The conditions in the transition.
32
+ */
33
+ get conditions(): Readonly<AnimatorCondition[]>;
34
+ /**
35
+ * Add a condition to a transition.
36
+ * @param mode - The AnimatorCondition mode of the condition
37
+ * @param parameterName - The name of the parameter
38
+ * @param threshold - The threshold value of the condition
39
+ */
40
+ addCondition(mode: AnimatorConditionMode, parameterName: string, threshold?: AnimatorControllerParameterValueType): AnimatorCondition;
41
+ /**
42
+ * Add a condition to a transition.
43
+ * @param animatorCondition - The condition to add
44
+ */
45
+ addCondition(animatorCondition: AnimatorCondition): AnimatorCondition;
46
+ /**
47
+ * Remove a condition from the transition.
48
+ * @param condition - The condition to remove
49
+ */
50
+ removeCondition(condition: AnimatorCondition): void;
51
+ }
@@ -1,6 +1,3 @@
1
- import { AnimatorControllerParameterValue } from "./AnimatorControllerParameter";
2
- import { AnimatorConditionMode } from "./enums/AnimatorConditionMode";
3
- import { AnimatorCondition } from "./AnimatorCondition";
4
1
  import { AnimatorState } from "./AnimatorState";
5
2
  /**
6
3
  * Transitions define when and how the state machine switch from on state to another. AnimatorTransition always originate from a StateMachine or a StateMachine entry.
@@ -14,34 +11,4 @@ export declare class AnimatorStateTransition {
14
11
  exitTime: number;
15
12
  /** The destination state of the transition. */
16
13
  destinationState: AnimatorState;
17
- /** Mutes the transition. The transition will never occur. */
18
- mute: boolean;
19
- /** Is the transition destination the exit of the current state machine. */
20
- isExit: boolean;
21
- private _conditions;
22
- private _solo;
23
- /** Mutes all other transitions in the source state. */
24
- get solo(): boolean;
25
- set solo(value: boolean);
26
- /**
27
- * The conditions in the transition.
28
- */
29
- get conditions(): Readonly<AnimatorCondition[]>;
30
- /**
31
- * Add a condition to a transition.
32
- * @param mode - The AnimatorCondition mode of the condition
33
- * @param parameter - The name of the parameter
34
- * @param threshold - The threshold value of the condition
35
- */
36
- addCondition(mode: AnimatorConditionMode, parameter: string, threshold?: AnimatorControllerParameterValue): AnimatorCondition;
37
- /**
38
- * Add a condition to a transition.
39
- * @param animatorCondition - The condition to add
40
- */
41
- addCondition(animatorCondition: AnimatorCondition): AnimatorCondition;
42
- /**
43
- * Remove a condition from the transition.
44
- * @param condition - The condition to remove
45
- */
46
- removeCondition(condition: AnimatorCondition): void;
47
14
  }
@@ -102,11 +102,13 @@ export declare class ResourceManager {
102
102
  addContentRestorer<T extends EngineObject>(restorer: ContentRestorer<T>): void;
103
103
  private _assignDefaultOptions;
104
104
  private _loadSingleItem;
105
- private _pushSubAssetPromiseCallback;
105
+ private _loadMainAsset;
106
+ private _createSubAssetPromiseCallback;
106
107
  private _gc;
107
108
  private _getResolveResource;
108
109
  private _parseURL;
109
110
  private _parseQueryPath;
111
+ private _releaseSubAssetPromiseCallback;
110
112
  }
111
113
  /**
112
114
  * Declare ResourceLoader's decorator.
@@ -13,5 +13,5 @@ export declare class ComponentCloner {
13
13
  * @param source - Clone source
14
14
  * @param target - Clone target
15
15
  */
16
- static cloneComponent(source: Component, target: Component, srcRoot: Entity, targetRoot: Entity): void;
16
+ static cloneComponent(source: Component, target: Component, srcRoot: Entity, targetRoot: Entity, deepInstanceMap: Map<Object, Object>): void;
17
17
  }
@@ -0,0 +1,4 @@
1
+ import { Pointer } from "./Pointer";
2
+ export declare class PointerEvent {
3
+ pointer: Pointer;
4
+ }
@@ -0,0 +1,7 @@
1
+ export declare enum PointerEventType {
2
+ Down = 0,
3
+ Up = 1,
4
+ Click = 2,
5
+ Enter = 3,
6
+ Exit = 4
7
+ }
@@ -1,19 +1,35 @@
1
1
  import { Matrix } from "@galacean/engine-math";
2
- import { EngineObject } from "../base/EngineObject";
3
2
  import { Entity } from "../Entity";
3
+ import { EngineObject } from "../base/EngineObject";
4
+ import { IComponentCustomClone } from "../clone/ComponentCloner";
4
5
  /**
5
- * Mesh skin data, equal glTF skins define
6
+ * Skin used for skinned mesh renderer.
6
7
  */
7
- export declare class Skin extends EngineObject {
8
+ export declare class Skin extends EngineObject implements IComponentCustomClone {
8
9
  name: string;
10
+ /** Inverse bind matrices. */
9
11
  inverseBindMatrices: Matrix[];
10
- joints: string[];
11
- skeleton: string;
12
- _rootBone: Entity;
13
- _bones: Entity[];
12
+ private _rootBone;
13
+ private _bones;
14
+ private _updateMark;
14
15
  /**
15
- * Constructor of skin
16
- * @param name - name
16
+ * Root bone.
17
17
  */
18
+ get rootBone(): Entity;
19
+ set rootBone(value: Entity);
20
+ /**
21
+ * Bones of the skin.
22
+ */
23
+ get bones(): ReadonlyArray<Entity>;
24
+ set bones(value: ReadonlyArray<Entity>);
18
25
  constructor(name: string);
26
+ /** @deprecated Please use `bones` instead. */
27
+ joints: string[];
28
+ /** @deprecated Please use `rootBone` instead. */
29
+ get skeleton(): string;
30
+ set skeleton(value: string);
31
+ }
32
+ export declare enum SkinUpdateFlag {
33
+ BoneCountChanged = 0,
34
+ RootBoneChanged = 1
19
35
  }