@skewedaspect/sage 0.9.2 → 0.9.3
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- package/dist/classes/debugConsole.d.ts +22 -0
- package/dist/classes/entity.d.ts +21 -0
- package/dist/classes/gameEngine.d.ts +12 -1
- package/dist/classes/gameLevel.d.ts +5 -0
- package/dist/debug/builtins.d.ts +6 -0
- package/dist/interfaces/entity.d.ts +3 -0
- package/dist/interfaces/game.d.ts +9 -0
- package/dist/interfaces/level.d.ts +5 -0
- package/dist/managers/colliderDebug.d.ts +16 -0
- package/dist/sage.d.ts +4 -0
- package/dist/sage.es.js +471 -207
- package/dist/sage.es.js.map +1 -1
- package/dist/sage.umd.js +1 -1
- package/dist/sage.umd.js.map +1 -1
- package/dist/utils/entityProxy.d.ts +2 -0
- package/dist/utils/vectors.d.ts +8 -8
- package/package.json +1 -1
package/dist/utils/vectors.d.ts
CHANGED
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@@ -17,16 +17,16 @@ export declare function toQuatObject(quat: Quaternion): QuatConfig;
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*/
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export declare function toQuaternion(quat: QuatConfig): Quaternion;
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/**
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* Compute a node's transform in canonical Babylon space by
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*
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* negative determinant (import conversion nodes like glTF's __root__).
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* Compute a node's transform in canonical Babylon space by walking the parent
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* chain and individually cancelling each import conversion ancestor.
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*
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*
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*
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*
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* For each ancestor, computes its local contribution from BabylonJS's own world
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* matrices. If that local contribution has negative determinant (import conversion
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* node like glTF's __root__), it is individually cancelled from the running matrix
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* via left-multiplication by its inverse.
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*
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*
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*
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* Each conversion node is handled one at a time — no assumptions about hierarchy
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* depth or which node is "the" root. Handles arbitrarily nested import hierarchies.
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*/
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export declare function getCanonicalTransform(node: TransformNode): {
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position: Vector3;
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