@galacean/engine-core 2.0.0-alpha.2 → 2.0.0-alpha.21

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Files changed (55) hide show
  1. package/dist/main.js +11841 -10379
  2. package/dist/main.js.map +1 -1
  3. package/dist/module.js +11834 -10380
  4. package/dist/module.js.map +1 -1
  5. package/package.json +3 -3
  6. package/types/2d/text/TextRenderer.d.ts +7 -1
  7. package/types/ComponentsManager.d.ts +0 -4
  8. package/types/Engine.d.ts +6 -1
  9. package/types/RenderPipeline/RenderTargetPool.d.ts +1 -0
  10. package/types/Renderer.d.ts +1 -2
  11. package/types/Signal.d.ts +58 -0
  12. package/types/animation/Animator.d.ts +1 -5
  13. package/types/animation/AnimatorState.d.ts +4 -0
  14. package/types/animation/AnimatorStateMachine.d.ts +1 -0
  15. package/types/animation/StateMachineScript.d.ts +4 -5
  16. package/types/asset/AssetType.d.ts +7 -16
  17. package/types/asset/BufferAsset.d.ts +9 -0
  18. package/types/asset/JSONAsset.d.ts +9 -0
  19. package/types/asset/RenderingStatistics.d.ts +17 -0
  20. package/types/asset/ResourceManager.d.ts +14 -14
  21. package/types/asset/TextAsset.d.ts +9 -0
  22. package/types/base/EngineObject.d.ts +7 -3
  23. package/types/clone/CloneUtils.d.ts +1 -0
  24. package/types/clone/ComponentCloner.d.ts +0 -2
  25. package/types/graphic/Buffer.d.ts +8 -1
  26. package/types/graphic/TransformFeedback.d.ts +1 -0
  27. package/types/graphic/TransformFeedbackPrimitive.d.ts +1 -0
  28. package/types/graphic/TransformFeedbackShader.d.ts +1 -0
  29. package/types/graphic/TransformFeedbackSimulator.d.ts +1 -0
  30. package/types/graphic/enums/BufferBindFlag.d.ts +2 -2
  31. package/types/index.d.ts +6 -0
  32. package/types/lighting/AmbientLight.d.ts +0 -8
  33. package/types/mesh/Skin.d.ts +1 -2
  34. package/types/particle/ParticleGenerator.d.ts +7 -0
  35. package/types/particle/ParticleTransformFeedbackSimulator.d.ts +1 -0
  36. package/types/particle/enums/attributes/ParticleFeedbackVertexAttribute.d.ts +1 -0
  37. package/types/particle/index.d.ts +1 -0
  38. package/types/particle/modules/LimitVelocityOverLifetimeModule.d.ts +119 -0
  39. package/types/particle/modules/MainModule.d.ts +3 -3
  40. package/types/particle/modules/RotationOverLifetimeModule.d.ts +3 -3
  41. package/types/physics/DynamicCollider.d.ts +13 -7
  42. package/types/physics/PhysicsScene.d.ts +2 -6
  43. package/types/physics/enums/MeshColliderShapeCookingFlag.d.ts +9 -0
  44. package/types/physics/enums/index.d.ts +1 -0
  45. package/types/physics/shape/MeshColliderShape.d.ts +27 -41
  46. package/types/renderingHardwareInterface/IPlatformBuffer.d.ts +1 -0
  47. package/types/renderingHardwareInterface/IPlatformTransformFeedback.d.ts +1 -0
  48. package/types/renderingHardwareInterface/IPlatformTransformFeedbackPrimitive.d.ts +1 -0
  49. package/types/renderingHardwareInterface/index.d.ts +2 -0
  50. package/types/shader/ShaderPass.d.ts +1 -1
  51. package/types/shaderlib/ShaderLib.d.ts +2 -0
  52. package/types/shaderlib/particle/index.d.ts +2 -0
  53. package/types/sky/SkyBoxMaterial.d.ts +0 -7
  54. package/types/texture/RenderTarget.d.ts +5 -0
  55. package/types/trail/TrailRenderer.d.ts +7 -9
@@ -0,0 +1,119 @@
1
+ import { ShaderMacro } from "../../shader";
2
+ import { ShaderProperty } from "../../shader/ShaderProperty";
3
+ import { ParticleSimulationSpace } from "../enums/ParticleSimulationSpace";
4
+ import { ParticleGenerator } from "../ParticleGenerator";
5
+ import { ParticleCompositeCurve } from "./ParticleCompositeCurve";
6
+ import { ParticleGeneratorModule } from "./ParticleGeneratorModule";
7
+ /**
8
+ * Limit velocity over lifetime module.
9
+ */
10
+ export declare class LimitVelocityOverLifetimeModule extends ParticleGeneratorModule {
11
+ static readonly _enabledMacro: ShaderMacro;
12
+ static readonly _separateAxesMacro: ShaderMacro;
13
+ static readonly _speedConstantModeMacro: ShaderMacro;
14
+ static readonly _speedCurveModeMacro: ShaderMacro;
15
+ static readonly _speedIsRandomMacro: ShaderMacro;
16
+ static readonly _dragCurveModeMacro: ShaderMacro;
17
+ static readonly _dragIsRandomMacro: ShaderMacro;
18
+ static readonly _multiplyDragBySizeMacro: ShaderMacro;
19
+ static readonly _multiplyDragByVelocityMacro: ShaderMacro;
20
+ static readonly _speedMaxConstProperty: ShaderProperty;
21
+ static readonly _speedMinConstProperty: ShaderProperty;
22
+ static readonly _speedMaxCurveProperty: ShaderProperty;
23
+ static readonly _speedMinCurveProperty: ShaderProperty;
24
+ static readonly _speedMaxConstVecProperty: ShaderProperty;
25
+ static readonly _speedMinConstVecProperty: ShaderProperty;
26
+ static readonly _speedXMaxCurveProperty: ShaderProperty;
27
+ static readonly _speedXMinCurveProperty: ShaderProperty;
28
+ static readonly _speedYMaxCurveProperty: ShaderProperty;
29
+ static readonly _speedYMinCurveProperty: ShaderProperty;
30
+ static readonly _speedZMaxCurveProperty: ShaderProperty;
31
+ static readonly _speedZMinCurveProperty: ShaderProperty;
32
+ static readonly _dampenProperty: ShaderProperty;
33
+ static readonly _dragConstantProperty: ShaderProperty;
34
+ static readonly _dragMaxCurveProperty: ShaderProperty;
35
+ static readonly _dragMinCurveProperty: ShaderProperty;
36
+ static readonly _spaceProperty: ShaderProperty;
37
+ private _speedMinConstantVec;
38
+ private _speedMaxConstantVec;
39
+ private _dragConstantVec;
40
+ private _enabledModuleMacro;
41
+ private _separateAxesCachedMacro;
42
+ private _speedModeMacro;
43
+ private _speedRandomMacro;
44
+ private _dragCurveCachedMacro;
45
+ private _dragRandomCachedMacro;
46
+ private _dragSizeMacro;
47
+ private _dragVelocityMacro;
48
+ private _separateAxes;
49
+ private _speedX;
50
+ private _speedY;
51
+ private _speedZ;
52
+ private _dampen;
53
+ private _drag;
54
+ private _multiplyDragByParticleSize;
55
+ private _multiplyDragByParticleVelocity;
56
+ private _space;
57
+ /**
58
+ * Whether to limit velocity on each axis separately.
59
+ */
60
+ get separateAxes(): boolean;
61
+ set separateAxes(value: boolean);
62
+ /**
63
+ * Speed limit when separateAxes is false.
64
+ */
65
+ get speed(): ParticleCompositeCurve;
66
+ set speed(value: ParticleCompositeCurve);
67
+ /**
68
+ * Speed limit for the x-axis (or overall limit when separateAxes is false).
69
+ */
70
+ get speedX(): ParticleCompositeCurve;
71
+ set speedX(value: ParticleCompositeCurve);
72
+ /**
73
+ * Speed limit for the y-axis.
74
+ */
75
+ get speedY(): ParticleCompositeCurve;
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+ set speedY(value: ParticleCompositeCurve);
77
+ /**
78
+ * Speed limit for the z-axis.
79
+ */
80
+ get speedZ(): ParticleCompositeCurve;
81
+ set speedZ(value: ParticleCompositeCurve);
82
+ /**
83
+ * Controls how much the velocity is dampened when it exceeds the limit.
84
+ * @remarks Value is clamped to [0, 1]. 0 means no damping, 1 means full damping.
85
+ */
86
+ get dampen(): number;
87
+ set dampen(value: number);
88
+ /**
89
+ * Controls the amount of drag applied to particle velocities.
90
+ */
91
+ get drag(): ParticleCompositeCurve;
92
+ set drag(value: ParticleCompositeCurve);
93
+ /**
94
+ * Adjust the amount of drag based on particle sizes.
95
+ */
96
+ get multiplyDragByParticleSize(): boolean;
97
+ set multiplyDragByParticleSize(value: boolean);
98
+ /**
99
+ * Adjust the amount of drag based on particle speeds.
100
+ */
101
+ get multiplyDragByParticleVelocity(): boolean;
102
+ set multiplyDragByParticleVelocity(value: boolean);
103
+ /**
104
+ * Specifies if the velocity limits are in local space or world space.
105
+ * @remarks Only takes effect when 'separateAxes' is enabled.
106
+ */
107
+ get space(): ParticleSimulationSpace;
108
+ set space(value: ParticleSimulationSpace);
109
+ /**
110
+ * Specifies whether the module is enabled.
111
+ * @remarks This module requires WebGL2, On WebGL1, enabling will be silently ignored.
112
+ */
113
+ get enabled(): boolean;
114
+ set enabled(value: boolean);
115
+ constructor(generator: ParticleGenerator);
116
+ private _uploadScalarSpeed;
117
+ private _uploadSeparateAxisSpeeds;
118
+ private _uploadDrag;
119
+ }
@@ -23,11 +23,11 @@ export declare class MainModule implements ICustomClone {
23
23
  startDelay: ParticleCompositeCurve;
24
24
  /** A flag to enable 3D particle rotation, when disabled, only `startRotationZ` is used. */
25
25
  startRotation3D: boolean;
26
- /** The initial rotation of particles around the x-axis when emitted.*/
26
+ /** The initial rotation of particles around the x-axis when emitted, in degrees. */
27
27
  startRotationX: ParticleCompositeCurve;
28
- /** The initial rotation of particles around the y-axis when emitted. */
28
+ /** The initial rotation of particles around the y-axis when emitted, in degrees. */
29
29
  startRotationY: ParticleCompositeCurve;
30
- /** The initial rotation of particles around the z-axis when emitted. */
30
+ /** The initial rotation of particles around the z-axis when emitted, in degrees. */
31
31
  startRotationZ: ParticleCompositeCurve;
32
32
  /** Makes some particles spin in the opposite direction. */
33
33
  flipRotation: number;
@@ -20,11 +20,11 @@ export declare class RotationOverLifetimeModule extends ParticleGeneratorModule
20
20
  static readonly _maxCurveZProperty: ShaderProperty;
21
21
  /** Specifies whether the rotation is separate on each axis, when disabled, only `rotationZ` is used. */
22
22
  separateAxes: boolean;
23
- /** Rotation over lifetime for z axis. */
23
+ /** Rotation over lifetime for x axis, in degrees. */
24
24
  rotationX: ParticleCompositeCurve;
25
- /** Rotation over lifetime for z axis. */
25
+ /** Rotation over lifetime for y axis, in degrees. */
26
26
  rotationY: ParticleCompositeCurve;
27
- /** Rotation over lifetime for z axis. */
27
+ /** Rotation over lifetime for z axis, in degrees. */
28
28
  rotationZ: ParticleCompositeCurve;
29
29
  private _rotationMinConstant;
30
30
  private _rotationMaxConstant;
@@ -124,19 +124,25 @@ export declare class DynamicCollider extends Collider {
124
124
  */
125
125
  applyTorque(torque: Vector3): void;
126
126
  /**
127
- * Moves kinematically controlled dynamic actors through the game world.
128
- * @param position - The desired position for the kinematic actor
127
+ * Moves the kinematic collider to the specified position.
128
+ * @remarks Only available when {@link isKinematic} is true.
129
+ * Unlike setting the transform directly (teleport), this method affects dynamic colliders along the movement path.
130
+ * @param position - The desired position for the kinematic collider
129
131
  */
130
132
  move(position: Vector3): void;
131
133
  /**
132
- * Moves kinematically controlled dynamic actors through the game world.
133
- * @param rotation - The desired rotation for the kinematic actor
134
+ * Moves the kinematic collider to the specified rotation.
135
+ * @remarks Only available when {@link isKinematic} is true.
136
+ * Unlike setting the transform directly (teleport), this method affects dynamic colliders along the movement path.
137
+ * @param rotation - The desired rotation for the kinematic collider
134
138
  */
135
139
  move(rotation: Quaternion): void;
136
140
  /**
137
- * Moves kinematically controlled dynamic actors through the game world.
138
- * @param position - The desired position for the kinematic actor
139
- * @param rotation - The desired rotation for the kinematic actor
141
+ * Moves the kinematic collider to the specified position and rotation.
142
+ * @remarks Only available when {@link isKinematic} is true.
143
+ * Unlike setting the transform directly (teleport), this method affects dynamic colliders along the movement path.
144
+ * @param position - The desired position for the kinematic collider
145
+ * @param rotation - The desired rotation for the kinematic collider
140
146
  */
141
147
  move(position: Vector3, rotation: Quaternion): void;
142
148
  /**
@@ -9,18 +9,13 @@ import { ColliderShape } from "./shape";
9
9
  export declare class PhysicsScene {
10
10
  private static _collision;
11
11
  private static _identityQuaternion;
12
+ private static _scriptIndexSetter;
12
13
  private _scene;
13
14
  private _restTime;
14
15
  private _fixedTimeStep;
15
16
  private _colliders;
16
17
  private _gravity;
17
18
  private _nativePhysicsScene;
18
- private _onContactEnter;
19
- private _onContactExit;
20
- private _onContactStay;
21
- private _onTriggerEnter;
22
- private _onTriggerExit;
23
- private _onTriggerStay;
24
19
  /**
25
20
  * The gravity of physics scene.
26
21
  */
@@ -269,6 +264,7 @@ export declare class PhysicsScene {
269
264
  * @returns The collider shapes overlapping with the capsule
270
265
  */
271
266
  overlapCapsuleAll(center: Vector3, radius: number, height: number, orientation?: Quaternion, layerMask?: Layer, shapes?: ColliderShape[]): ColliderShape[];
267
+ private _dispatchEvents;
272
268
  private _setGravity;
273
269
  private _createPreFilter;
274
270
  private _createHitCallback;
@@ -0,0 +1,9 @@
1
+ /**
2
+ * Cooking flags for {@link MeshColliderShape}.
3
+ */
4
+ export declare enum MeshColliderShapeCookingFlag {
5
+ /** Remove degenerate triangles and coincident vertices. */
6
+ Cleaning = 1,
7
+ /** Weld vertices that are close to each other. Requires {@link MeshColliderShapeCookingFlag.Cleaning} to be enabled. */
8
+ VertexWelding = 2
9
+ }
@@ -1,3 +1,4 @@
1
+ export * from "./MeshColliderShapeCookingFlag";
1
2
  export * from "./PhysicsMaterialCombineMode";
2
3
  export * from "./ColliderShapeUpAxis";
3
4
  export * from "./ControllerCollisionFlag";
@@ -1,59 +1,45 @@
1
- import { Mesh } from "../../graphic/Mesh";
1
+ import { ModelMesh } from "../../mesh/ModelMesh";
2
+ import { Vector3 } from "@galacean/engine-math";
3
+ import { MeshColliderShapeCookingFlag } from "../enums/MeshColliderShapeCookingFlag";
2
4
  import { ColliderShape } from "./ColliderShape";
3
5
  /**
4
- * Physical collider shape for mesh.
5
- * @remarks
6
- * - Triangle mesh (isConvex=false) works with StaticCollider or kinematic DynamicCollider
7
- * - Convex mesh (isConvex=true) works with both StaticCollider and DynamicCollider
8
- * @see https://nvidia-omniverse.github.io/PhysX/physx/5.4.1/docs/Geometry.html#triangle-meshes
6
+ * Collider shape based on mesh geometry, supporting both convex hull and triangle mesh modes.
9
7
  */
10
8
  export declare class MeshColliderShape extends ColliderShape {
9
+ private _mesh;
11
10
  private _isConvex;
12
- private _vertices;
11
+ private _positions;
13
12
  private _indices;
14
- private _doubleSided;
15
- private _tightBounds;
16
- private _indicesU16Cache;
13
+ private _cookingFlags;
14
+ private _isShapeAttached;
15
+ /**
16
+ * Cooking flags for this mesh collider shape.
17
+ */
18
+ get cookingFlags(): MeshColliderShapeCookingFlag;
19
+ set cookingFlags(value: MeshColliderShapeCookingFlag);
17
20
  /**
18
21
  * Whether to use convex mesh mode.
19
22
  * @remarks
20
- * - Convex mesh: Works with all collider types, PhysX auto-computes convex hull
21
- * - Triangle mesh: Works with StaticCollider or kinematic DynamicCollider, requires indices
22
- * - After changing this property, you must call {@link setMesh} or {@link setMeshData} again to apply the change
23
+ * - When true, generates a convex hull from the mesh vertices. Works with all collider types.
24
+ * - When false, uses the original triangle mesh. Only works with StaticCollider or kinematic DynamicCollider, and the mesh must have indices.
23
25
  */
24
26
  get isConvex(): boolean;
25
27
  set isConvex(value: boolean);
26
28
  /**
27
- * Whether the triangle mesh should be double-sided for collision detection.
28
- * @remarks Only applies to triangle mesh (non-convex).
29
- */
30
- get doubleSided(): boolean;
31
- set doubleSided(value: boolean);
32
- /**
33
- * Whether to use tight bounds for convex mesh.
34
- * @remarks Only applies to convex mesh.
35
- */
36
- get tightBounds(): boolean;
37
- set tightBounds(value: boolean);
38
- /**
39
- * Create a MeshColliderShape.
40
- * @param isConvex - Whether to use convex mesh mode (default: false)
41
- */
42
- constructor(isConvex?: boolean);
43
- /**
44
- * Set mesh data directly from arrays.
45
- * @param vertices - Vertex positions as Float32Array (x, y, z per vertex)
46
- * @param indices - Triangle indices (required for triangle mesh, optional for convex)
29
+ * The mesh used for collision detection.
30
+ * @remarks The mesh must have accessible data (not released after upload).
47
31
  */
48
- setMeshData(vertices: Float32Array, indices?: Uint16Array | Uint32Array): void;
32
+ get mesh(): ModelMesh;
33
+ set mesh(value: ModelMesh);
49
34
  /**
50
- * Set mesh data from a Mesh object.
51
- * @param mesh - The mesh to extract vertex and index data from
52
- * @remarks The mesh must have accessible data (not released after upload)
35
+ * {@inheritDoc ColliderShape.getClosestPoint}
53
36
  */
54
- setMesh(mesh: Mesh): void;
55
- protected _syncNative(): void;
37
+ getClosestPoint(point: Vector3, outClosestPoint: Vector3): number;
38
+ private _clearMeshData;
39
+ private _destroyNativeShape;
56
40
  private _extractMeshData;
57
- private _extractIndices;
58
- private _updateNativeMesh;
41
+ private _updateNativeShapeData;
42
+ private _detachFromCollider;
43
+ private _attachToCollider;
44
+ private _createNativeShape;
59
45
  }
@@ -3,5 +3,6 @@ export interface IPlatformBuffer {
3
3
  bind(): void;
4
4
  setData(byteLength: number, data: ArrayBuffer | ArrayBufferView, bufferByteOffset?: number, dataOffset?: number, dataLength?: number, options?: SetDataOptions): void;
5
5
  getData(data: ArrayBufferView, bufferByteOffset?: number, dataOffset?: number, dataLength?: number): void;
6
+ copyFromBuffer(srcBuffer: IPlatformBuffer, srcByteOffset: number, dstByteOffset: number, byteLength: number): void;
6
7
  destroy(): void;
7
8
  }
@@ -4,3 +4,5 @@ export type { IPlatformTexture } from "./IPlatformTexture";
4
4
  export type { IPlatformTexture2D } from "./IPlatformTexture2D";
5
5
  export type { IPlatformTexture2DArray } from "./IPlatformTexture2DArray";
6
6
  export type { IPlatformTextureCube } from "./IPlatformTextureCube";
7
+ export type { IPlatformTransformFeedback } from "./IPlatformTransformFeedback";
8
+ export type { IPlatformTransformFeedbackPrimitive } from "./IPlatformTransformFeedbackPrimitive";
@@ -3,7 +3,6 @@ import { ShaderPart } from "./ShaderPart";
3
3
  * Shader pass containing vertex and fragment source.
4
4
  */
5
5
  export declare class ShaderPass extends ShaderPart {
6
- private static _shaderPassCounter;
7
6
  private _vertexSource;
8
7
  private _fragmentSource;
9
8
  /**
@@ -22,4 +21,5 @@ export declare class ShaderPass extends ShaderPart {
22
21
  */
23
22
  constructor(vertexSource: string, fragmentSource: string, tags?: Record<string, number | string | boolean>);
24
23
  private _getCanonicalShaderProgram;
24
+ private _getShaderLabProgram;
25
25
  }
@@ -6,6 +6,8 @@ export declare const ShaderLib: {
6
6
  color_over_lifetime_module: string;
7
7
  texture_sheet_animation_module: string;
8
8
  force_over_lifetime_module: string;
9
+ limit_velocity_over_lifetime_module: string;
10
+ particle_feedback_simulation: string;
9
11
  sphere_billboard: string;
10
12
  stretched_billboard: string;
11
13
  vertical_billboard: string;
@@ -6,6 +6,8 @@ declare const _default: {
6
6
  color_over_lifetime_module: string;
7
7
  texture_sheet_animation_module: string;
8
8
  force_over_lifetime_module: string;
9
+ limit_velocity_over_lifetime_module: string;
10
+ particle_feedback_simulation: string;
9
11
  sphere_billboard: string;
10
12
  stretched_billboard: string;
11
13
  vertical_billboard: string;
@@ -10,14 +10,7 @@ export declare class SkyBoxMaterial extends Material {
10
10
  private static _textureCubeProp;
11
11
  private static _rotationProp;
12
12
  private static _exposureProp;
13
- private static _decodeSkyRGBMMacro;
14
- private _textureDecodeRGBM;
15
13
  private _tintColor;
16
- /**
17
- * Whether to decode texture with RGBM format.
18
- */
19
- get textureDecodeRGBM(): boolean;
20
- set textureDecodeRGBM(value: boolean);
21
14
  /**
22
15
  * Texture of the sky box material.
23
16
  */
@@ -12,6 +12,7 @@ export declare class RenderTarget extends GraphicsResource {
12
12
  private _height;
13
13
  private _colorTextures;
14
14
  private _depthTexture;
15
+ private _memorySize;
15
16
  /**
16
17
  * Whether to automatically generate multi-level textures.
17
18
  */
@@ -25,6 +26,10 @@ export declare class RenderTarget extends GraphicsResource {
25
26
  * Render target height.
26
27
  */
27
28
  get height(): number;
29
+ /**
30
+ * Render color textures.
31
+ */
32
+ get colorTextures(): ReadonlyArray<Texture>;
28
33
  /**
29
34
  * Render color texture count.
30
35
  */
@@ -1,4 +1,4 @@
1
- import { BoundingBox } from "@galacean/engine-math";
1
+ import { BoundingBox, Vector2 } from "@galacean/engine-math";
2
2
  import { RenderContext } from "../RenderPipeline/RenderContext";
3
3
  import { Renderer } from "../Renderer";
4
4
  import { ParticleCurve } from "../particle/modules/ParticleCurve";
@@ -31,6 +31,7 @@ export declare class TrailRenderer extends Renderer {
31
31
  /** The gradient describing the trail color from start to end. */
32
32
  colorGradient: ParticleGradient;
33
33
  private _trailParams;
34
+ private _textureScale;
34
35
  private _distanceParams;
35
36
  private _curveMaxTime;
36
37
  private _time;
@@ -55,21 +56,17 @@ export declare class TrailRenderer extends Renderer {
55
56
  */
56
57
  get time(): number;
57
58
  set time(value: number);
58
- /**
59
- * The width of the trail.
60
- */
61
- get width(): number;
62
- set width(value: number);
63
59
  /**
64
60
  * The texture mapping mode for the trail.
65
61
  */
66
62
  get textureMode(): TrailTextureMode;
67
63
  set textureMode(value: TrailTextureMode);
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64
  /**
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- * The texture scale when using Tile texture mode.
65
+ * Scale of the UV coordinates.
66
+ * x scales the coordinate along the trail, y scales the coordinate across the trail.
70
67
  */
71
- get textureScale(): number;
72
- set textureScale(value: number);
68
+ get textureScale(): Vector2;
69
+ set textureScale(value: Vector2);
73
70
  /**
74
71
  * Clear all trail points.
75
72
  */
@@ -89,4 +86,5 @@ export declare class TrailRenderer extends Renderer {
89
86
  private _getActivePointCount;
90
87
  private _addActivePointsToVertexBuffer;
91
88
  private _addSubRenderElement;
89
+ private _onTextureScaleChanged;
92
90
  }