playcanvas 1.47.0 → 1.48.1
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/build/playcanvas-extras.js +1 -1
- package/build/playcanvas.d.ts +26 -4
- package/build/playcanvas.dbg.js +1247 -1173
- package/build/playcanvas.js +1130 -1075
- package/build/playcanvas.min.js +2 -2
- package/build/playcanvas.mjs +2215 -2302
- package/build/playcanvas.prf.js +1131 -1076
- package/package.json +3 -2
- package/scripts/parsers/vox/vox-gen.js +0 -125
- package/scripts/parsers/vox/vox-loader.js +0 -188
- package/scripts/parsers/vox/vox-model.js +0 -36
package/build/playcanvas.d.ts
CHANGED
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@@ -1708,6 +1708,20 @@ export class AnimComponentLayer {
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* Rebind any animations in the layer to the currently present components and model of the anim components entity.
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*/
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rebind(): void;
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+
/**
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* Add a mask to this layer.
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* @example
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* entity.anim.baseLayer.assignMask({
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* // include the spine of the current model and all of it's children
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* "path/to/spine": {
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* children: true
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* },
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* // include the hip of the current model but not all of it's children
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* "path/to/hip": true
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* });
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* @param [mask] - The mask to assign to the layer. If not provided the current mask in the layer will be removed.
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*/
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assignMask(mask?: any): void;
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/**
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* Assigns an animation track to a state in the current graph. If a state for the given nodeName doesn't exist, it will be created. If all states nodes are linked and the {@link AnimComponent#activate} value was set to true then the component will begin playing.
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* @param nodeName - The name of the node that this animation should be associated with.
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@@ -5191,8 +5205,8 @@ export class SoundComponent extends Component {
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* @property isStopped - Returns true if the slot is currently stopped.
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* @property instances - An array that contains all the {@link SoundInstance}s currently being played by the slot.
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* @param component - The Component that created this slot.
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-
* @param name - The name of the slot.
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-
* @param options - Settings for the slot.
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* @param [name] - The name of the slot. Defaults to 'Untitled'.
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* @param [options] - Settings for the slot.
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* @param [options.volume = 1] - The playback volume, between 0 and 1.
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* @param [options.pitch = 1] - The relative pitch, default of 1, plays at normal pitch.
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* @param [options.loop = false] - If true the sound will restart when it reaches the end.
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@@ -5203,7 +5217,7 @@ export class SoundComponent extends Component {
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* @param [options.asset = null] - The asset id of the audio asset that is going to be played by this slot.
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*/
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export class SoundSlot extends EventHandler {
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-
constructor(component: SoundComponent, name
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+
constructor(component: SoundComponent, name?: string, options?: {
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volume?: number;
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pitch?: number;
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loop?: boolean;
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@@ -14495,6 +14509,10 @@ export class BasicMaterial extends Material {
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* * {@link BLEND_PREMULTIPLIED}: Similar to {@link BLEND_NORMAL} expect the source fragment is assumed to have already been multiplied by the source alpha value.
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* * {@link BLEND_MULTIPLICATIVE}: Multiply the color of the source fragment by the color of the destination fragment and write the result to the frame buffer.
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* * {@link BLEND_ADDITIVEALPHA}: Same as {@link BLEND_ADDITIVE} except the source RGB is multiplied by the source alpha.
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* * {@link BLEND_MULTIPLICATIVE2X}: Multiplies colors and doubles the result.
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* * {@link BLEND_SCREEN}: Softer version of additive.
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* * {@link BLEND_MIN}: Minimum color. Check app.graphicsDevice.extBlendMinmax for support.
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* * {@link BLEND_MAX}: Maximum color. Check app.graphicsDevice.extBlendMinmax for support.
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*
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* Defaults to {@link BLEND_NONE}.
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* @property blueWrite - If true, the blue component of fragments generated by the shader of this material is written to
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@@ -14579,6 +14597,10 @@ export class Material {
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* {@link BLEND_PREMULTIPLIED}: Similar to {@link BLEND_NORMAL} expect the source fragment is assumed to have already been multiplied by the source alpha value.
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* {@link BLEND_MULTIPLICATIVE}: Multiply the color of the source fragment by the color of the destination fragment and write the result to the frame buffer.
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* {@link BLEND_ADDITIVEALPHA}: Same as {@link BLEND_ADDITIVE} except the source RGB is multiplied by the source alpha.
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* {@link BLEND_MULTIPLICATIVE2X}: Multiplies colors and doubles the result.
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* {@link BLEND_SCREEN}: Softer version of additive.
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* {@link BLEND_MIN}: Minimum color. Check app.graphicsDevice.extBlendMinmax for support.
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* {@link BLEND_MAX}: Maximum color. Check app.graphicsDevice.extBlendMinmax for support.
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Defaults to {@link BLEND_NONE}.
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*/
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@@ -15917,7 +15939,7 @@ export class Mesh {
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setColors32(colors: number[] | Int8Array | Uint8Array | Uint8ClampedArray | Int16Array | Uint16Array | Int32Array | Uint32Array | Float32Array, numVertices?: number): void;
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/**
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* Sets the index array. Indices are stored using 16-bit format by default, unless more than 65535 vertices are specified, in which case 32-bit format is used.
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* @param indices - The array of
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* @param indices - The array of indices that define primitives (lines, triangles, etc.).
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* @param [numIndices] - The number of indices to be used from data array. If not provided, the whole data array is used. This allows to use only part of the data array.
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*/
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setIndices(indices: number[] | Uint8Array | Uint16Array | Uint32Array, numIndices?: number): void;
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