@galacean/engine-core 0.0.0-experimental-stateMachine.0 → 0.0.0-experimental-1.2-xr.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 +4320 -4473
- package/dist/main.js.map +1 -1
- package/dist/miniprogram.js +4320 -4473
- package/dist/module.js +4320 -4473
- package/dist/module.js.map +1 -1
- package/package.json +3 -3
- package/types/2d/assembler/ISpriteAssembler.d.ts +1 -0
- package/types/2d/text/CharRenderInfo.d.ts +1 -0
- package/types/DisorderedArray.d.ts +2 -2
- package/types/Entity.d.ts +5 -2
- package/types/RenderPipeline/BatchUtils.d.ts +1 -0
- package/types/RenderPipeline/BatcherManager.d.ts +1 -0
- package/types/RenderPipeline/DynamicGeometryData.d.ts +1 -0
- package/types/RenderPipeline/DynamicGeometryDataManager.d.ts +1 -0
- package/types/RenderPipeline/MaskManager.d.ts +1 -0
- package/types/RenderPipeline/PrimitiveChunk.d.ts +1 -0
- package/types/RenderPipeline/PrimitiveChunkManager.d.ts +1 -0
- package/types/RenderPipeline/RenderData2D.d.ts +14 -0
- package/types/RenderPipeline/RenderPass.d.ts +55 -0
- package/types/RenderPipeline/SubPrimitiveChunk.d.ts +1 -0
- package/types/RenderPipeline/SubRenderElement.d.ts +22 -0
- package/types/RenderPipeline/VertexArea.d.ts +1 -0
- package/types/RenderPipeline/enums/ForceUploadShaderDataFlag.d.ts +15 -0
- package/types/RenderPipeline/enums/RenderDataUsage.d.ts +13 -0
- package/types/animation/Animator.d.ts +1 -30
- package/types/animation/AnimatorCondition.d.ts +3 -3
- package/types/animation/AnimatorController.d.ts +2 -21
- package/types/animation/AnimatorControllerParameter.d.ts +2 -2
- package/types/animation/AnimatorState.d.ts +4 -17
- package/types/animation/AnimatorStateMachine.d.ts +0 -39
- package/types/animation/AnimatorStateTransition.d.ts +51 -0
- package/types/animation/AnimatorTransition.d.ts +0 -33
- package/types/asset/ResourceManager.d.ts +3 -1
- package/types/clone/ComponentCloner.d.ts +1 -1
- package/types/input/pointer/PointerEvent.d.ts +4 -0
- package/types/input/pointer/PointerEventType.d.ts +7 -0
- package/types/mesh/Skin.d.ts +25 -9
- package/types/mesh/SkinnedMeshRenderer.d.ts +15 -24
- package/types/renderingHardwareInterface/IHardwareRenderer.d.ts +6 -0
- package/types/ui/Image.d.ts +38 -0
- package/types/ui/RedBlackTree.d.ts +2 -0
- package/types/ui/UICanvas.d.ts +55 -0
- package/types/ui/UIRenderer.d.ts +14 -0
- package/types/ui/UITransform.d.ts +20 -0
- package/types/ui/enums/BlockingObjects.d.ts +6 -0
- package/types/ui/enums/CanvasRenderMode.d.ts +8 -0
- package/types/ui/enums/ResolutionAdaptationStrategy.d.ts +10 -0
- package/types/ui/index.d.ts +6 -0
- package/types/utils/ClearableObjectPool.d.ts +10 -0
- package/types/utils/ObjectPool.d.ts +10 -0
- package/types/utils/Pool.d.ts +12 -0
- package/types/utils/ReturnableObjectPool.d.ts +10 -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-1.2-xr.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-1.2-xr.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-1.2-xr.0"
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},
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"scripts": {
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"b:types": "tsc"
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export {};
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export {};
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@@ -18,10 +18,10 @@ export declare class DisorderedArray<T> {
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*/
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deleteByIndex(index: number): T;
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forEach(callbackFn: (element: T) => void, swapFn: (element: T, index: number) => void): void;
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forEachAndClean(callbackFn: (e: T) => void): void;
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forEachAndClean(callbackFn: (e: T) => void, swapFn: (element: T, index: number) => void): void;
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sort(compareFn: (a: T, b: T) => number): void;
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garbageCollection(): void;
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private _startLoop;
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private _endLoop;
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private
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private _endLoopAndClean;
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}
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package/types/Entity.d.ts
CHANGED
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@@ -58,9 +58,10 @@ export declare class Entity extends EngineObject {
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/**
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* Add component based on the component type.
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* @param type - The type of the component
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* @param args - The arguments of the component
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* @returns The component which has been added
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*/
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addComponent<T extends
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addComponent<T extends new (entity: Entity, ...args: any[]) => Component>(type: T, ...args: ComponentArguments<T>): InstanceType<T>;
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/**
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* Get component which match the type.
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* @param type - The type of the component
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*/
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clearChildren(): void;
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/**
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* Clone.
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* Clone this entity include children and components.
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* @returns Cloned entity
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*/
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clone(): Entity;
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*/
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getInvModelMatrix(): Matrix;
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}
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type ComponentArguments<T extends new (entity: Entity, ...args: any[]) => Component> = T extends new (entity: Entity, ...args: infer P) => Component ? P : never;
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export {};
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export {};
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export {};
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export {};
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export {};
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export {};
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export {};
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export {};
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import { Primitive, SubMesh } from "../graphic";
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import { Material } from "../material/Material";
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import { Renderer } from "../Renderer";
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import { Texture2D } from "../texture";
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import { IPoolElement } from "../utils/Pool";
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import { Chunk } from "./DynamicGeometryData";
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import { RenderData } from "./RenderData";
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export declare class RenderData2D extends RenderData implements IPoolElement {
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texture: Texture2D;
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chunk: Chunk;
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constructor();
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set(component: Renderer, material: Material, primitive: Primitive, subPrimitive: SubMesh, texture?: Texture2D, chunk?: Chunk): void;
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dispose(): void;
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}
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import { Color } from "@galacean/engine-math";
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import { Camera } from "../Camera";
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import { CameraClearFlags } from "../enums/CameraClearFlags";
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import { Layer } from "../Layer";
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import { Material } from "../material/Material";
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import { RenderTarget } from "../texture/RenderTarget";
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import { RenderQueue } from "./RenderQueue";
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/**
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* RenderPass.
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*/
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declare class RenderPass {
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name: string;
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enabled: boolean;
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priority: number;
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renderTarget: RenderTarget;
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replaceMaterial: Material;
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mask: Layer;
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renderOverride: boolean;
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clearFlags: CameraClearFlags | undefined;
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clearColor: Color | undefined;
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/**
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* Create a RenderPass.
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* @param name - Pass name
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* @param priority - Priority, less than 0 before the default pass, greater than 0 after the default pass
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* @param renderTarget - The specified Render Target
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* @param replaceMaterial - Replaced material
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* @param mask - Perform bit and operations with Entity.Layer to filter the objects that this Pass needs to render
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*/
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constructor(name?: string, priority?: number, renderTarget?: any, replaceMaterial?: any, mask?: any);
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/**
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* Rendering callback, will be executed if renderOverride is set to true.
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* @param camera - Camera
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* @param opaqueQueue - Opaque queue
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* @param alphaTestQueue - Alpha test queue
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* @param transparentQueue - Transparent queue
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*/
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render(camera: Camera, opaqueQueue: RenderQueue, alphaTestQueue: RenderQueue, transparentQueue: RenderQueue): void;
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/**
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* Post rendering callback.
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* @param camera - Camera
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* @param opaqueQueue - Opaque queue
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* @param alphaTestQueue - Alpha test queue
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* @param transparentQueue - Transparent queue
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*/
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preRender(camera: Camera, opaqueQueue: RenderQueue, alphaTestQueue: RenderQueue, transparentQueue: RenderQueue): void;
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/**
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* Post rendering callback.
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* @param camera - Camera
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* @param opaqueQueue - Opaque queue
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* @param alphaTestQueue - Alpha test queue
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* @param transparentQueue - Transparent queue
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*/
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postRender(camera: Camera, opaqueQueue: RenderQueue, alphaTestQueue: RenderQueue, transparentQueue: RenderQueue): void;
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}
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export { RenderPass };
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export {};
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import { Renderer } from "../Renderer";
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import { Primitive, SubMesh } from "../graphic";
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import { Material } from "../material";
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import { ShaderData, ShaderPass } from "../shader";
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import { Texture2D } from "../texture";
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import { IPoolElement } from "../utils/ObjectPool";
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import { RenderQueueFlags } from "./BasicRenderPipeline";
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import { SubPrimitiveChunk } from "./SubPrimitiveChunk";
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export declare class SubRenderElement implements IPoolElement {
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component: Renderer;
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primitive: Primitive;
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material: Material;
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subPrimitive: SubMesh;
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shaderPasses: ReadonlyArray<ShaderPass>;
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shaderData?: ShaderData;
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batched: boolean;
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renderQueueFlags: RenderQueueFlags;
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texture?: Texture2D;
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subChunk?: SubPrimitiveChunk;
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set(component: Renderer, material: Material, primitive: Primitive, subPrimitive: SubMesh, texture?: Texture2D, subChunk?: SubPrimitiveChunk): void;
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dispose(): void;
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}
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export {};
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/**
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* Force upload shader data flag.
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*/
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export declare enum ForceUploadShaderDataFlag {
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/** Upload nothing. */
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None = 0,
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/** Upload scene shader data. */
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Scene = 1,
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/** Upload camera shader data. */
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Camera = 2,
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/** Upload renderer shader data. */
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Renderer = 4,
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/** Upload material shader data. */
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Material = 8
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}
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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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get animatorController(): AnimatorController;
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set animatorController(animatorController: AnimatorController);
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/**
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get layers(): Readonly<AnimatorControllerLayer[]>;
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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 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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* @param layerIndex - The layer index(default -1). If layer is -1, find the first state with the given state name
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findAnimatorState(stateName: string, layerIndex?: number): AnimatorState;
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* Get the layer by name.
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findLayerByName(name: string): AnimatorControllerLayer;
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* Get the parameter by name.
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getParameter(name: string): AnimatorControllerParameter;
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* Set the value of the given parameter.
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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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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 _checkAutoPlay;
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private _checkRevertOwner;
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}
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import {
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import { AnimatorControllerParameterValueType } 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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/** The mode of the condition. */
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mode: AnimatorConditionMode;
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/** The name of the parameter used in the condition. */
|
|
10
|
-
|
|
10
|
+
parameterName: string;
|
|
11
11
|
/** The AnimatorParameter's threshold value for the condition to be true. */
|
|
12
|
-
threshold
|
|
12
|
+
threshold?: AnimatorControllerParameterValueType;
|
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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
|
*/
|
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|
get layers(): Readonly<AnimatorControllerLayer[]>;
|
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12
|
-
/**
|
|
13
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-
* The parameters in the controller.
|
|
14
|
-
*/
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15
|
-
get parameters(): Readonly<AnimatorControllerParameter[]>;
|
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16
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-
/**
|
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-
* Add a parameter to the controller.
|
|
18
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-
* @param name - The name of the parameter
|
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-
* @param defaultValue - The defaultValue of the parameter
|
|
20
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-
*/
|
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21
|
-
addParameter(name: string, defaultValue?: AnimatorControllerParameterValue): AnimatorControllerParameter;
|
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22
|
-
/**
|
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-
* Add a parameter to the controller.
|
|
24
|
-
* @param parameter - The parameter
|
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-
*/
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|
26
|
-
addParameter(parameter: AnimatorControllerParameter): AnimatorControllerParameter;
|
|
27
|
-
/**
|
|
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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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31
|
-
removeParameter(parameter: AnimatorControllerParameter): void;
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13
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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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@@ -1,4 +1,4 @@
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1
|
-
export type
|
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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.
|
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4
|
*/
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|
@@ -6,5 +6,5 @@ export declare class AnimatorControllerParameter {
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6
|
/** The name of the parameter. */
|
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7
7
|
name: string;
|
|
8
8
|
/** The value of the parameter. */
|
|
9
|
-
value:
|
|
9
|
+
value: AnimatorControllerParameterValueType;
|
|
10
10
|
}
|
|
@@ -25,20 +25,12 @@ export declare class AnimatorState {
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25
25
|
get clip(): AnimationClip;
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26
26
|
set clip(clip: AnimationClip);
|
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|
/**
|
|
28
|
-
* The start time of
|
|
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
|
|
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
|
|
43
|
+
* @param transition - The transition
|
|
57
44
|
*/
|
|
58
|
-
addTransition(
|
|
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
|
|
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
|
}
|
package/types/mesh/Skin.d.ts
CHANGED
|
@@ -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
|
-
*
|
|
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
|
-
|
|
11
|
-
|
|
12
|
-
|
|
13
|
-
_bones: Entity[];
|
|
12
|
+
private _rootBone;
|
|
13
|
+
private _bones;
|
|
14
|
+
private _updateMark;
|
|
14
15
|
/**
|
|
15
|
-
*
|
|
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
|
}
|