@galacean/engine-core 1.3.2 → 1.3.5
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 +26 -21
- package/dist/main.js.map +1 -1
- package/dist/miniprogram.js +26 -21
- package/dist/module.js +26 -21
- package/dist/module.js.map +1 -1
- package/package.json +3 -3
- package/types/Entity.d.ts +0 -1
- package/types/2d/data/RenderData2D.d.ts +0 -1
- package/types/RenderPipeline/MeshRenderData.d.ts +0 -17
- package/types/RenderPipeline/MeshRenderElement.d.ts +0 -17
- package/types/RenderPipeline/RenderPass.d.ts +0 -55
- package/types/RenderPipeline/SpriteElement.d.ts +0 -13
- package/types/RenderPipeline/SpriteMaskElement.d.ts +0 -10
- package/types/RenderPipeline/TextRenderElement.d.ts +0 -6
- package/types/asset/IRefObject.d.ts +0 -2
- package/types/asset/RefObject.d.ts +0 -27
- package/types/base/Event.d.ts +0 -24
- package/types/base/Util.d.ts +0 -14
- package/types/physics/PhysicsManager.d.ts +0 -76
- package/types/renderingHardwareInterface/IHardwareRenderer.d.ts +0 -6
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": "1.3.
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"version": "1.3.5",
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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": "1.3.
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"@galacean/engine-math": "1.3.5"
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},
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"devDependencies": {
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"@galacean/engine-design": "1.3.
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"@galacean/engine-design": "1.3.5"
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},
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"scripts": {
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"b:types": "tsc"
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package/types/Entity.d.ts
CHANGED
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@@ -144,7 +144,6 @@ export declare class Entity extends EngineObject {
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private _setActiveComponents;
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private _setActiveInHierarchy;
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private _setInActiveInHierarchy;
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private _setTransformDirty;
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private _setSiblingIndex;
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private _invModelMatrix;
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private _inverseWorldMatFlag;
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@@ -1 +0,0 @@
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export {};
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@@ -1,17 +0,0 @@
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import { Mesh } from "../graphic/Mesh";
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import { SubMesh } from "../graphic/SubMesh";
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import { Material } from "../material/Material";
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import { Renderer } from "../Renderer";
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import { IPoolElement } from "./IPoolElement";
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import { RenderData } from "./RenderData";
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/**
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* Render element.
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*/
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export declare class MeshRenderData extends RenderData implements IPoolElement {
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/** Mesh. */
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mesh: Mesh;
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/** Sub mesh. */
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subMesh: SubMesh;
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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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import { Mesh } from "../graphic/Mesh";
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import { SubMesh } from "../graphic/SubMesh";
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import { Material } from "../material/Material";
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import { Renderer } from "../Renderer";
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import { ShaderPass } from "../shader/ShaderPass";
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import { RenderState } from "../shader/state/RenderState";
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import { RenderElement } from "./RenderElement";
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/**
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* Render element.
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*/
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export declare class MeshRenderElement extends RenderElement {
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/** Mesh. */
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mesh: Mesh;
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/** Sub mesh. */
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subMesh: SubMesh;
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setValue(component: Renderer, mesh: Mesh, subMesh: SubMesh, material: Material, renderState: RenderState, shaderPass: ShaderPass): void;
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}
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@@ -1,55 +0,0 @@
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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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import { RenderData2D } from "../2d/data/RenderData2D";
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import { Material } from "../material/Material";
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import { Renderer } from "../Renderer";
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import { ShaderPass } from "../shader";
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import { RenderState } from "../shader/state/RenderState";
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import { Texture2D } from "../texture";
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import { RenderElement } from "./RenderElement";
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export declare class SpriteElement extends RenderElement {
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renderData: RenderData2D;
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texture: Texture2D;
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constructor();
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setValue(component: Renderer, renderDate: RenderData2D, material: Material, texture: Texture2D, renderState: RenderState, shaderPass: ShaderPass): void;
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}
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import { RenderData2D } from "../2d/data/RenderData2D";
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import { Material } from "../material/Material";
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import { Renderer } from "../Renderer";
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import { RenderElement } from "./RenderElement";
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export declare class SpriteMaskElement extends RenderElement {
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renderData: RenderData2D;
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isAdd: boolean;
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constructor();
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setValue(component: Renderer, renderData: RenderData2D, material: Material): void;
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}
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import { EngineObject } from "../base/EngineObject";
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import { Engine } from "../Engine";
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import { IRefObject } from "./IRefObject";
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/**
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* The base class of assets, with reference counting capability.
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*/
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export declare abstract class RefObject extends EngineObject implements IRefObject {
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/** Whether to ignore the garbage collection check, if it is true, it will not be affected by ResourceManager.gc(). */
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isGCIgnored: boolean;
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private _refCount;
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/**
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* Counted by valid references.
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*/
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get refCount(): number;
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protected constructor(engine: Engine);
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/**
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* Destroy self.
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* @param force - Whether to force the destruction, if it is false, refCount = 0 can be released successfully.
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* @returns Whether the release was successful.
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*/
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destroy(force?: boolean): boolean;
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/**
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* Called when the resource is destroyed.
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* Subclasses can override this function.
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*/
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protected abstract _onDestroy(): void;
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}
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package/types/base/Event.d.ts
DELETED
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import { EventDispatcher } from "./EventDispatcher";
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export type Listener = ((e: Event) => any) & {
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once?: boolean;
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};
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/** Event Object. * @class */
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export declare class Event {
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get propagationStopped(): boolean;
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get target(): EventDispatcher;
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set target(t: EventDispatcher);
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get timeStamp(): number;
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get currentTarget(): EventDispatcher;
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set currentTarget(t: EventDispatcher);
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get bubbles(): boolean;
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get type(): string | number;
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data: any;
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private _timeStamp;
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private _target;
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private _currentTarget;
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private _bubbles;
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private _propagationStopped;
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private _type;
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constructor(type: string | number, target?: EventDispatcher, data?: any, bubbles?: boolean);
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stopPropagation(): void;
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}
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package/types/base/Util.d.ts
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export declare const Util: {
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isArray: (value: any) => boolean;
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isArrayLike(x: any): boolean;
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clone<T>(obj: T): T;
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downloadBlob(blob: Blob, fileName?: string): void;
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};
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export declare const isArrayLike: <T>(x: any) => x is ArrayLike<T>;
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/**
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* Fastly remove an element from array.
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* @param array - Array
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* @param item - Element
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*/
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export declare function removeFromArray(array: any[], item: any): boolean;
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export declare function ObjectValues(obj: any): any[];
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import { Ray, Vector3 } from "@galacean/engine-math";
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import { Engine } from "../Engine";
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import { Layer } from "../Layer";
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import { HitResult } from "./HitResult";
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/**
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* A physics manager is a collection of colliders and constraints which can interact.
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*/
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export declare class PhysicsManager {
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private static _collision;
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private _engine;
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private _restTime;
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private _colliders;
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private _gravity;
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private _nativePhysicsManager;
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private _physicalObjectsMap;
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private _onContactEnter;
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private _onContactExit;
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private _onContactStay;
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private _onTriggerEnter;
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private _onTriggerExit;
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private _onTriggerStay;
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/** The fixed time step in seconds at which physics are performed. */
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fixedTimeStep: number;
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/**
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* The gravity of physics scene.
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*/
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get gravity(): Vector3;
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set gravity(value: Vector3);
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constructor(engine: Engine);
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/**
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* Casts a ray through the Scene and returns the first hit.
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* @param ray - The ray
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* @returns Returns True if the ray intersects with a collider, otherwise false
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*/
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raycast(ray: Ray): boolean;
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/**
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* Casts a ray through the Scene and returns the first hit.
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* @param ray - The ray
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* @param outHitResult - If true is returned, outHitResult will contain more detailed collision information
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* @returns Returns True if the ray intersects with a collider, otherwise false
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*/
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raycast(ray: Ray, outHitResult: HitResult): boolean;
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/**
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* Casts a ray through the Scene and returns the first hit.
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* @param ray - The ray
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* @param distance - The max distance the ray should check
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* @returns Returns True if the ray intersects with a collider, otherwise false
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*/
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raycast(ray: Ray, distance: number): boolean;
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/**
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* Casts a ray through the Scene and returns the first hit.
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* @param ray - The ray
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* @param distance - The max distance the ray should check
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* @param outHitResult - If true is returned, outHitResult will contain more detailed collision information
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* @returns Returns True if the ray intersects with a collider, otherwise false
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*/
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raycast(ray: Ray, distance: number, outHitResult: HitResult): boolean;
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/**
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* Casts a ray through the Scene and returns the first hit.
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* @param ray - The ray
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* @param distance - The max distance the ray should check
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* @param layerMask - Layer mask that is used to selectively ignore Colliders when casting
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* @returns Returns True if the ray intersects with a collider, otherwise false
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*/
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raycast(ray: Ray, distance: number, layerMask: Layer): boolean;
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/**
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* Casts a ray through the Scene and returns the first hit.
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* @param ray - The ray
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* @param distance - The max distance the ray should check
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* @param layerMask - Layer mask that is used to selectively ignore Colliders when casting
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* @param outHitResult - If true is returned, outHitResult will contain more detailed collision information
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* @returns Returns True if the ray intersects with a collider, otherwise false.
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*/
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raycast(ray: Ray, distance: number, layerMask: Layer, outHitResult: HitResult): boolean;
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private _setGravity;
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}
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