resources / artifacts /ecs-definition-file.ts
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import { AmbientLight, AnimationClip, BufferGeometry, Camera as Camera$1, Color as Color$1, ColorSpace, DirectionalLight, Euler, Event as Event$1, Group, Intersection, MagnificationTextureFilter, Material as Material$1, Matrix4, Mesh, MeshStandardMaterial, MinificationTextureFilter, Object3D as OriginalObject3D, Object3DEventMap, OrthographicCamera, PerspectiveCamera, PointLight, Quaternion, Raycaster, RectAreaLight, Scene, SpotLight, Texture, TextureLoader, Vector3, Vector4, WebGLRenderList, WebGLRenderTarget, WebGLRenderer } from 'three';
import { GLTF } from 'three/examples/jsm/loaders/GLTFLoader.js';
import { DeepReadonly } from 'ts-essentials';
type AlignContent = "flex-start" | "flex-end" | "center" | "stretch" | "space-between" | "space-around" | "space-evenly";
type AlignItems = "flex-start" | "flex-end" | "center" | "stretch" | "baseline";
type JustifyContent = "flex-start" | "flex-end" | "center" | "space-between" | "space-around" | "space-evenly";
type TextAlignContent = "left" | "center" | "right" | "justify";
type VerticalTextAlignContent = "start" | "center" | "end";
type FlexWrap = "nowrap" | "wrap" | "wrap-reverse";
type FlexDirection = "row" | "column" | "row-reverse" | "column-reverse";
type Direction = "ltr" | "rtl";
type Display = "none" | "flex";
type Overflow = "visible" | "hidden" | "scroll";
type PositionMode = "absolute" | "relative" | "static";
type Major = {
major: number;
};
type Minor = {
minor: number;
};
type Patch = {
patch: number;
};
type P<T> = Partial<T>;
type RuntimeVersionTarget = {
type: "version";
level: "major";
} & Major & P<Minor> & P<Patch> | {
type: "version";
level: "minor";
} & Major & Minor & P<Patch> | {
type: "version";
level: "patch";
} & Major & Minor & Patch;
type Vec2Tuple = [
number,
number
];
type Vec3Tuple = [
number,
number,
number
];
type Vec4Tuple = [
number,
number,
number,
number
];
type Vec6Tuple = [
number,
number,
number,
number,
number,
number
];
type ObjectId = string;
type GraphComponent = {
id: ObjectId;
name: string;
parameters: Record<string, string | number | boolean | EntityReference>;
};
type BoxGeometry = {
type: "box";
width: number;
height: number;
depth: number;
};
type SphereGeometry = {
type: "sphere";
radius: number;
};
type PlaneGeometry = {
type: "plane";
width: number;
height: number;
};
type CapsuleGeometry = {
type: "capsule";
radius: number;
height: number;
};
type ConeGeometry = {
type: "cone";
radius: number;
height: number;
};
type CylinderGeometry = {
type: "cylinder";
radius: number;
height: number;
};
type TetrahedronGeometry = {
type: "tetrahedron";
radius: number;
};
type Faces = 4 | 8 | 12 | 20;
type PolyhedronGeometry = {
type: "polyhedron";
radius: number;
faces: Faces;
};
type CircleGeometry = {
type: "circle";
radius: number;
};
type RingGeometry = {
type: "ring";
innerRadius: number;
outerRadius: number;
};
type TorusGeometry = {
type: "torus";
radius: number;
tubeRadius: number;
};
type FaceGeometry = {
type: "face";
id: number;
};
type Side = "front" | "back" | "double";
type MaterialBlending = "no" | "normal" | "additive" | "subtractive" | "multiply";
type TextureWrap = "clamp" | "repeat" | "mirroredRepeat";
type TextureFiltering = "smooth" | "sharp";
type HiderMaterial = {
type: "hider";
};
type ShadowMaterial = {
type: "shadow";
color: string;
opacity?: number;
side?: Side;
depthTest?: boolean;
depthWrite?: boolean;
};
type UnlitMaterial = {
type: "unlit";
color: string;
textureSrc?: string | Resource;
opacity?: number;
opacityMap?: string | Resource;
side?: Side;
blending?: MaterialBlending;
repeatX?: number;
repeatY?: number;
offsetX?: number;
offsetY?: number;
wrap?: TextureWrap;
depthTest?: boolean;
depthWrite?: boolean;
wireframe?: boolean;
forceTransparent?: boolean;
textureFiltering?: TextureFiltering;
mipmaps?: boolean;
};
type BasicMaterial = {
type: "basic";
color: string;
textureSrc?: string | Resource;
roughness?: number;
metalness?: number;
opacity?: number;
normalScale?: number;
emissiveIntensity?: number;
roughnessMap?: string | Resource;
metalnessMap?: string | Resource;
opacityMap?: string | Resource;
normalMap?: string | Resource;
emissiveMap?: string | Resource;
emissiveColor?: string;
side?: Side;
blending?: MaterialBlending;
repeatX?: number;
repeatY?: number;
offsetX?: number;
offsetY?: number;
wrap?: TextureWrap;
depthTest?: boolean;
depthWrite?: boolean;
wireframe?: boolean;
forceTransparent?: boolean;
textureFiltering?: TextureFiltering;
mipmaps?: boolean;
};
type VideoMaterial = {
type: "video";
color: string;
textureSrc?: string | Resource;
opacity?: number;
};
type EntityReference = {
type: "entity";
id: ObjectId;
};
type Geometry = BoxGeometry | SphereGeometry | PlaneGeometry | CapsuleGeometry | ConeGeometry | CylinderGeometry | TetrahedronGeometry | PolyhedronGeometry | CircleGeometry | RingGeometry | TorusGeometry | FaceGeometry | null;
type Material = BasicMaterial | UnlitMaterial | ShadowMaterial | HiderMaterial | VideoMaterial | null;
type Url = {
type: "url";
url: string;
};
type Asset = {
type: "asset";
asset: string;
};
type Resource = Url | Asset;
type GltfModel = {
src: Resource;
animationClip?: string;
loop?: boolean;
paused?: boolean;
timeScale?: number;
reverse?: boolean;
repetitions?: number;
crossFadeDuration?: number;
};
type Splat = {
src: Resource;
skybox?: boolean;
};
type Collider = {
geometry?: BoxGeometry | SphereGeometry | PlaneGeometry | CapsuleGeometry | ConeGeometry | CylinderGeometry | {
type: "auto";
};
mass?: number;
linearDamping?: number;
angularDamping?: number;
friction?: number;
rollingFriction?: number;
spinningFriction?: number;
restitution?: number;
eventOnly?: boolean;
lockXPosition?: boolean;
lockYPosition?: boolean;
lockZPosition?: boolean;
lockXAxis?: boolean;
lockYAxis?: boolean;
lockZAxis?: boolean;
gravityFactor?: number;
highPrecision?: boolean;
offsetX?: number;
offsetY?: number;
offsetZ?: number;
};
type FontResource = {
type: "font";
font: string;
} | Resource;
type UiRootType = "overlay" | "3d";
type BackgroundSize = "contain" | "cover" | "stretch" | "nineslice";
type UiGraphSettings = Partial<{
top: string;
left: string;
right: string;
bottom: string;
width: number | string;
height: number | string;
type: UiRootType;
ignoreRaycast: boolean;
font: FontResource;
background: string;
backgroundOpacity: number;
backgroundSize: BackgroundSize;
nineSliceBorderTop: string;
nineSliceBorderBottom: string;
nineSliceBorderLeft: string;
nineSliceBorderRight: string;
nineSliceScaleFactor: number;
opacity: number;
color: string;
text: string;
textAlign: TextAlignContent;
verticalTextAlign: VerticalTextAlignContent;
image: Resource;
fixedSize: boolean;
borderColor: string;
borderRadius: number;
borderRadiusTopLeft: string;
borderRadiusTopRight: string;
borderRadiusBottomRight: string;
borderRadiusBottomLeft: string;
fontSize: number;
alignContent: AlignContent;
alignItems: AlignItems;
alignSelf: AlignItems;
borderWidth: number;
direction: Direction;
display: Display;
flex: number;
flexBasis: string;
flexDirection: FlexDirection;
rowGap: string;
gap: string;
columnGap: string;
flexGrow: number;
flexShrink: number;
flexWrap: FlexWrap;
justifyContent: JustifyContent;
margin: string;
marginBottom: string;
marginLeft: string;
marginRight: string;
marginTop: string;
maxHeight: string;
maxWidth: string;
minHeight: string;
minWidth: string;
overflow: Overflow;
padding: string;
paddingBottom: string;
paddingLeft: string;
paddingRight: string;
paddingTop: string;
position: PositionMode;
stackingOrder: number;
}>;
type Shadow = {
castShadow?: boolean;
receiveShadow?: boolean;
};
type DistanceModel = "exponential" | "inverse" | "linear";
type AudioSettings = {
src?: Resource;
volume?: number;
loop?: boolean;
paused?: boolean;
pitch?: number;
positional?: boolean;
refDistance?: number;
rolloffFactor?: number;
distanceModel?: DistanceModel;
maxDistance?: number;
};
type VideoControlsGraphSettings = {
volume?: number;
loop?: boolean;
paused?: boolean;
speed?: number;
positional?: boolean;
refDistance?: number;
rolloffFactor?: number;
distanceModel?: DistanceModel;
maxDistance?: number;
};
type LightType = "directional" | "ambient" | "point" | "spot" | "area";
type Light = {
type: LightType;
color?: string;
intensity?: number;
castShadow?: boolean;
target?: Vec3Tuple;
shadowNormalBias?: number;
shadowBias?: number;
shadowAutoUpdate?: boolean;
shadowBlurSamples?: number;
shadowRadius?: number;
shadowMapSize?: Vec2Tuple;
shadowCamera?: Vec6Tuple;
distance?: number;
decay?: number;
followCamera?: boolean;
angle?: number;
penumbra?: number;
colorMap?: Resource;
width?: number;
height?: number;
};
type CameraType = "perspective" | "orthographic";
type Camera = {
type?: CameraType;
left?: number;
right?: number;
top?: number;
bottom?: number;
fov?: number;
zoom?: number;
nearClip?: number;
farClip?: number;
xr?: XrConfig;
};
type XrCameraType = "world" | "face" | "hand" | "layers" | "worldLayers" | "3dOnly";
type DeviceSupportType = "AR" | "VR" | "3D" | "disabled";
type CameraDirectionType = "front" | "back";
type XrConfig = {
xrCameraType?: XrCameraType;
phone?: DeviceSupportType;
desktop?: DeviceSupportType;
headset?: DeviceSupportType;
leftHandedAxes?: boolean;
uvType?: "standard" | "projected";
direction?: CameraDirectionType;
world?: XrWorldConfig;
face?: XrFaceConfig;
};
type XrWorldConfig = {
scale?: "absolute" | "responsive";
disableWorldTracking?: boolean;
enableLighting?: boolean;
enableWorldPoints?: boolean;
enableVps?: boolean;
};
type XrFaceConfig = {
mirroredDisplay?: boolean;
meshGeometryFace?: boolean;
meshGeometryEyes?: boolean;
meshGeometryIris?: boolean;
meshGeometryMouth?: boolean;
enableEars?: boolean;
maxDetections?: number;
};
type Face = {
id: number;
addAttachmentState: boolean;
};
type StaticImageTargetOrientation = {
rollAngle: number;
pitchAngle: number;
};
type ImageTarget = {
name: string;
staticOrientation?: StaticImageTargetOrientation;
};
type LocationVisualization = "mesh" | "splat" | "none";
type Map$1 = {
latitude: number;
longitude: number;
targetEntity?: EntityReference;
radius: number;
spawnLocations: boolean;
useGps: boolean;
};
type MapTheme = {
landColor?: string;
buildingColor?: string;
parkColor?: string;
parkingColor?: string;
roadColor?: string;
sandColor?: string;
transitColor?: string;
waterColor?: string;
landOpacity?: number;
buildingOpacity?: number;
parkOpacity?: number;
parkingOpacity?: number;
roadOpacity?: number;
sandOpacity?: number;
transitOpacity?: number;
waterOpacity?: number;
lod?: number;
buildingBase?: number;
parkBase?: number;
parkingBase?: number;
roadBase?: number;
sandBase?: number;
transitBase?: number;
waterBase?: number;
buildingMinMeters?: number;
buildingMaxMeters?: number;
roadLMeters?: number;
roadMMeters?: number;
roadSMeters?: number;
roadXLMeters?: number;
transitMeters?: number;
waterMeters?: number;
roadLMin?: number;
roadMMin?: number;
roadSMin?: number;
roadXLMin?: number;
transitMin?: number;
waterMin?: number;
landVisibility?: boolean;
buildingVisibility?: boolean;
parkVisibility?: boolean;
parkingVisibility?: boolean;
roadVisibility?: boolean;
sandVisibility?: boolean;
transitVisibility?: boolean;
waterVisibility?: boolean;
};
type MapPoint = {
latitude: number;
longitude: number;
targetEntity?: EntityReference;
meters: number;
minScale: number;
};
type BaseGraphObject = {
id: ObjectId;
name?: string;
parentId?: string;
prefab?: true;
position: Vec3Tuple;
rotation: Vec4Tuple;
scale: Vec3Tuple;
geometry: Geometry;
material: Material;
gltfModel?: GltfModel | null | undefined;
splat?: Splat | null | undefined;
collider?: Collider | null | undefined;
audio?: AudioSettings | null | undefined;
videoControls?: VideoControlsGraphSettings | null | undefined;
ui?: UiGraphSettings | null | undefined;
hidden?: boolean;
shadow?: Shadow;
light?: Light;
camera?: Camera;
face?: Face;
imageTarget?: ImageTarget;
map?: Map$1;
mapTheme?: MapTheme;
mapPoint?: MapPoint;
components: Record<GraphComponent["id"], GraphComponent>;
ephemeral?: boolean;
disabled?: true;
persistent?: true;
order?: number;
};
type PrefabInstanceDeletions = Partial<{
[K in keyof Omit<BaseGraphObject, "id" | "name" | "parentId" | "prefab" | "components">]: true;
}> & Partial<{
components: Record<GraphComponent["id"], true>;
}>;
type PrefabInstanceChildrenData = Omit<Partial<BaseGraphObject>, "id" | "prefab"> & {
id?: string;
deletions?: PrefabInstanceDeletions;
deleted?: true;
};
type PrefabInstanceChildren = Record<string, PrefabInstanceChildrenData>;
type InstanceData = {
instanceOf: string;
deletions: PrefabInstanceDeletions;
children?: PrefabInstanceChildren;
};
type GraphObject = Partial<BaseGraphObject> & {
id: ObjectId;
components: Record<GraphComponent["id"], GraphComponent>;
instanceData?: InstanceData;
};
type Space = {
id: string;
name: string;
sky?: Sky;
activeCamera?: string;
includedSpaces?: string[];
reflections?: string | Resource | null;
fog?: Fog;
};
type Spaces = Record<string, Space>;
type Binding = {
input: string;
modifiers: string[];
};
type Action = {
name: string;
bindings: Binding[];
};
type InputMap = Record<string, Action[]>;
type Color = {
type: "color";
color?: string;
};
type GradientStyle = "linear" | "radial";
type Gradient = {
type: "gradient";
style?: GradientStyle;
colors?: string[];
};
type Image$1 = {
type: "image";
src?: Resource;
};
type NoSky = {
type: "none";
};
type Sky = Color | Gradient | Image$1 | NoSky;
type NoFog = {
type: "none";
};
type LinearFog = {
type: "linear";
near: number;
far: number;
color: string;
};
type ExponentialFog = {
type: "exponential";
density: number;
color: string;
};
type Fog = NoFog | LinearFog | ExponentialFog;
type SceneGraph = {
activeCamera?: string;
activeMap?: string;
inputs?: InputMap;
sky?: Sky;
reflections?: string | Resource;
entrySpaceId?: string;
spaces?: Spaces;
objects: Record<string, GraphObject>;
runtimeVersion?: RuntimeVersionTarget;
};
export type Eid = bigint;
type TypeToValue = {
"eid": Eid;
"f32": number;
"f64": number;
"i32": number;
"ui8": number;
"ui32": number;
"string": string;
"boolean": boolean;
};
type Type = keyof TypeToValue;
type ElementOf<T extends Type> = TypeToValue[T];
export interface Schema {
[key: string]: Type;
}
export type ReadData<T extends Schema> = {
readonly [key in keyof T]: ElementOf<T[key]>;
};
export type WriteData<T extends Schema> = {
-readonly [key in keyof T]: ElementOf<T[key]>;
};
type OrderedSchema = Array<[
string,
Type,
number
]>;
type SpaceData = {
id: string;
name: string;
spawned: boolean;
};
type SpacesHandle = {
loadSpace: (idOrName: string) => void;
listSpaces: () => SpaceData[] | undefined;
getActiveSpace: () => SpaceData | undefined;
};
type PrefabsHandle = {
graphIdToPrefab: Map<string, Eid>;
getPrefab: (name: string) => Eid | undefined;
};
type SceneHandle = SpacesHandle & PrefabsHandle & {
remove: () => void;
updateBaseObjects: (newObjects: DeepReadonly<Record<string, GraphObject>>) => void;
updateDebug: (newGraph: DeepReadonly<SceneGraph>) => void;
graphIdToEid: Map<string, Eid>;
eidToObject: Map<Eid, DeepReadonly<GraphObject>>;
graphIdToPrefab: Map<string, Eid>;
_graphIdToEidOrPrefab: Map<string, Eid>;
};
type TimeoutId = number;
type Callback = () => void;
type TimeState = {
elapsed: number;
delta: number;
absolute: number;
absoluteDelta: number;
};
type TimeApi = {
setTimeout: (cb: Callback, timeout: number) => TimeoutId;
setInterval: (cb: Callback, timeout: number) => TimeoutId;
clearTimeout: (id: TimeoutId) => void;
};
type Time = TimeState & TimeApi;
type AudioControls = {
mute: () => void;
unmute: () => void;
pause: () => void;
play: () => void;
setVolume: (newVolume: number) => void;
};
interface Vec3Source {
/**
* Access the x component of the vector.
*/
readonly x: number;
/**
* Access the y component of the vector.
*/
readonly y: number;
/**
* Access the z component of the vector.
*/
readonly z: number;
}
interface Vec3 extends Vec3Source {
/**
* Create a new vector with the same components as this vector.
*
* API Type: Immutable API.
*
* @returns a new vector with the same components as this vector.
*/
clone: () => Vec3;
/**
* Compute the cross product of this vector and another vector.
*
* API Type: Immutable API.
*
* @param v vector to compute the cross product with.
* @returns the cross product of this vector and another vector.
*/
cross: (v: Vec3) => Vec3;
/**
* Access the vector as a homogeneous array (4 dimensions).
*
* API Type: Immutable API.
*
* @returns a homogeneous array (4 dimensions) representing the vector.
*/
data: () => number[];
/**
* Compute the euclidean distance between this vector and another vector.
*
* API Type: Immutable API.
*
* @param v vector to compute the distance to.
* @returns the euclidean distance between this vector and v.
*/
distanceTo: (v: Vec3Source) => number;
/**
* Element-wise vector division.
*
* API Type: Immutable API.
*
* @param v vector to divide by.
* @returns the result of dividing each element of this vector by each element of v.
*/
divide: (v: Vec3Source) => Vec3;
/**
* Compute the dot product of this vector and another vector.
*
* API Type: Immutable API.
*
* @param v vector to compute the dot product with.
* @returns the dot product of this vector and v.
*/
dot: (v: Vec3Source) => number;
/**
* Check whether two vectors are equal, with a specified floating point tolerance.
*
* API Type: Immutable API.
*
* @param v vector to compare to.
* @param tolerance used to judge near equality.
* @returns true if vector components are each equal within the specified tolerance, false
* otherwise.
*/
equals: (v: Vec3Source, tolerance: number) => boolean;
/**
* Compute the length of the vector.
*
* API Type: Immutable API.
*
* @returns the length of the vector.
*/
length: () => number;
/**
* Subtract a vector from this vector.
*
* API Type: Immutable API.
*
* @param v vector to subtract.
* @returns the result of subtracting v from this vector.
*/
minus: (v: Vec3Source) => Vec3;
/**
* Compute a linear interpolation between this vector and another vector v with a factor t such
* that the result is thisVec * (1 - t) + v * t.
*
* API Type: Immutable API.
*
* @param v vector to interpolate with.
* @param t factor to interpolate; should be between in 0 to 1, inclusive.
* @returns the result of the linear interpolation.
*/
mix: (v: Vec3Source, t: number) => Vec3;
/**
* Return a new vector with the same direction as this vector, but with a length of 1.
*
* API Type: Immutable API.
*
* @returns a new vector with the same direction as this vector, but with a length of 1.
*/
normalize: () => Vec3;
/**
* Add two vectors together.
*
* API Type: Immutable API.
*
* @param v vector to add.
* @returns the result of adding v to this vector.
*/
plus: (v: Vec3Source) => Vec3;
/**
* Multiply the vector by a scalar.
*
* API Type: Immutable API.
*
* @param s scalar to multiply by.
* @returns the result of multiplying this vector by s.
*/
scale: (s: number) => Vec3;
/**
* Element-wise vector multiplication.
*
* API Type: Immutable API.
*
* @param v vector to multiply by.
* @returns the result of multiplying each element of this vector by each element of v.
*/
times: (v: Vec3Source) => Vec3;
/**
* Compute the cross product of this vector and another vector. Store the result in this Vec3
* and return this Vec3 for chaining.
*
* API Type: Mutable API.
*
* @param v vector to compute cross product with.
* @returns this vector for chaining.
*/
setCross: (v: Vec3Source) => Vec3;
/**
* Element-wise vector division. Store the result in this Vec3 and return this Vec3 for
* chaining.
*
* API Type: Mutable API.
*
* @param v vector to divide by.
* @returns this vector for chaining.
*/
setDivide: (v: Vec3Source) => Vec3;
/**
* Subtract a vector from this vector. Store the result in this Vec3 and return this Vec3
* for chaining.
*
* API Type: Mutable API.
*
* @param v vector to subtract.
* @returns this vector for chaining.
*/
setMinus: (v: Vec3Source) => Vec3;
/**
* Compute a linear interpolation between this vector and another vector v with a factor t such
* that the result is thisVec * (1 - t) + v * t. The factor t should be between 0 and 1. Store the
* result in this Vec3 and return this Vec3 for chaining.
*
* API Type: Mutable API.
*
* @param v vector to interpolate with.
* @param t factor to interpolate; should be between in 0 to 1, inclusive.
* @returns this vector for chaining.
*/
setMix: (v: Vec3Source, t: number) => Vec3;
/**
* Set the vector to be a version of itself with the same direction, but with length 1. Store the
* result in this Vec3 and return this Vec3 for chaining.
*
* API Type: Mutable API.
*
* @returns this vector for chaining.
*/
setNormalize: () => Vec3;
/**
* Add two vectors together. Store the result in this Vec3 and return this Vec3 for chaining.
*
* API Type: Mutable API.
*
* @param v vector to add.
* @returns this vector for chaining.
*/
setPlus: (v: Vec3Source) => Vec3;
/**
* Multiply the vector by a scalar. Store the result in this Vec3 and return this Vec3 for
* chaining.
*
* API Type: Mutable API.
*
* @param s scalar to multiply by.
* @returns this vector for chaining.
*/
setScale: (s: number) => Vec3;
/**
* Element-wise vector multiplication. Store the result in this Vec3 and return this Vec3
* for chaining.
*
* API Type: Mutable API.
*
* @param v vector to multiply by.
* @returns this vector for chaining.
*/
setTimes: (v: Vec3Source) => Vec3;
/**
* Set the Vec3's x component. Store the result in this Vec3 and return this for chaining.
*
* API Type: Mutable API.
*
* @param v value to set this vector's x component to.
* @returns this vector for chaining.
*/
setX(v: number): Vec3;
/**
* Set the Vec3's y component. Store the result in this Vec3 and return this Vec3 for chaining.
*
* API Type: Mutable API.
*
* @param v value to set this vector's y component to.
* @returns this vector for chaining.
*/
setY(v: number): Vec3;
/**
* Set the Vec3's z component. Store the result in this Vec3 and return this Vec3 for chaining.
*
* API Type: Mutable API.
*
* @param v value to set this vector's z component to.
* @returns this vector for chaining.
*/
setZ(v: number): Vec3;
/**
* Set the Vec3 to be all ones. Store the result in this Vec3 and return this Vec3 for chaining.
*
* API Type: Set API.
*
* @returns this vector for chaining.
*/
makeOne: () => Vec3;
/**
* Set the Vec3 to have all components set to the scale value s. Store the result in this Vec3
* and return this Vec3 for chaining.
*
* API Type: Set API.
*
* @param s value to set all components to.
* @returns this vector for chaining.
*/
makeScale: (s: number) => Vec3;
/**
* Set the Vec3 to be pointed in the positive y direction. Store the result in this Vec3 and
* return this Vec3 for chaining.
*
* API Type: Set API.
*
* @returns this vector for chaining.
*/
makeUp: () => Vec3;
/**
* Set the Vec3 to be all zeros. Store the result in this Vec3 and return this Vec3 for
* chaining.
*
* API Type: Set API.
*
* @returns this vector for chaining.
*/
makeZero: () => Vec3;
/**
* Set this Vec3 to have the same value as another Vec3. Store the result in this Vec3 and return
* this Vec3 for chaining.
*
* API Type: Set API.
*
* @param v vector to copy from.
* @returns this vector for chaining.
*/
setFrom: (v: Vec3Source) => Vec3;
/**
* Set the Vec3's x, y, and z components. Store the result in this Vec3 and return this for
* chaining.
*
* API Type: Set API.
*
* @param x value to set this vector's x component to.
* @param y value to set this vector's y component to.
* @param z value to set this vector's z component to.
* @returns this vector for chaining.
*/
setXyz: (x: number, y: number, z: number) => Vec3;
}
interface Vec3Factory {
/**
* Create a Vec3 from an object with x, y, z properties.
*
* API Type: Factory API.
*
* @param source to copy.
* @returns a new Vec3 with the same components as the source.
*/
from: (source: Vec3Source) => Vec3;
/**
* Create a Vec3 with all elements set to one.
*
* API Type: Factory API.
*
* @returns a new Vec3 with all elements set to one.
*/
one: () => Vec3;
/**
* Create a Vec3 with all elements set to the scale value s.
*
* API Type: Factory API.
*
* @param s value to set all components to.
* @returns a new Vec3 with all elements set to the scale value s.
*/
scale: (s: number) => Vec3;
/**
* Create a Vec3 pointing in the positive y direction.
*
* API Type: Factory API.
*
* @returns a new Vec3 pointing in the positive y direction.
*/
up: () => Vec3;
/**
* Create a Vec3 from x, y, z values.
*
* API Type: Factory API.
*
* @param x value to set the x component to.
* @param y value to set the y component to.
* @param z value to set the z component to.
* @returns a new Vec3 with the x, y, and z components set to the specified values.
*/
xyz: (x: number, y: number, z: number) => Vec3;
/**
* Create a Vec3 with all components set to zero.
*
* API Type: Factory API.
*
* @returns a new Vec3 with all components set to zero.
*/
zero: () => Vec3;
}
declare const vec3: Vec3Factory;
interface QuatSource {
/**
* Access the x component of the quaternion.
*/
readonly x: number;
/**
* Access the y component of the quaternion.
*/
readonly y: number;
/**
* Access the z component of the quaternion.
*/
readonly z: number;
/**
* Access the w component of the quaternion.
*/
readonly w: number;
}
interface Quat extends QuatSource {
/**
* Convert the quaternion to an axis-angle representation. The direction of the vector gives the
* axis of rotation, and the magnitude of the vector gives the angle, in radians. If `target` is
* supplied, the result will be stored in `target` and `target` will be returned. Otherwise, a new
* Vec3 will be created and returned.
*
* API Type: Immutable API.
*
* @param target optional vector to store the result in.
* @returns target if supplied, otherwise a new Vec3.
*/
axisAngle: (target?: Vec3) => Vec3;
/**
* Create a new quaternion with the same components as this quaternion.
*
* API Type: Immutable API.
*
* @returns a new quaternion with the same components as this quaternion.
*/
clone: () => Quat;
/**
* Return the rotational conjugate of this quaternion. The conjugate of a quaternion represents
* the same rotation in the opposite direction about the rotational axis.
*
* API Type: Immutable API.
*
* @returns a new quaternion representing the rotational conjugate of this quaternion.
*/
conjugate: () => Quat;
/**
* Access the quaternion as an array of [x, y, z, w].
*
* API Type: Immutable API.
*
* @returns an array of [x, y, z, w].
*/
data: () => number[];
/**
* Angle between two quaternions, in degrees.
*
* API Type: Immutable API.
*
* @param target quaternion to compute the angle to.
* @returns the angle between this quaternion and the target quaternion, in degrees.
*/
degreesTo: (target: QuatSource) => number;
/**
* Compute the quaternion required to rotate this quaternion to the target quaternion.
*
* API Type: Immutable API.
*
* @param target quaternion to rotate towards.
* @returns the quaternion required to rotate this quaternion to the target quaternion.
*/
delta: (target: QuatSource) => Quat;
/**
* Compute the dot product of this quaternion with another quaternion.
*
* API Type: Immutable API.
*
* @param q quaternion to compute the dot product with.
* @returns the dot product of this quaternion with the target quaternion.
*/
dot: (q: QuatSource) => number;
/**
* Check whether two quaternions are equal, with a specified floating point tolerance.
*
* API Type: Immutable API.
*
* @param v quaternion to compare to.
* @param tolerance used to judge near equality.
* @returns true if quaternions components are each equal within the specified tolerance, false
* otherwise.
*/
equals: (q: QuatSource, tolerance: number) => boolean;
/**
* Compute the quaternion which multiplies this quaternion to get a zero rotation quaternion.
*
* API Type: Immutable API.
*
* @returns the inverse of this quaternion.
*/
inv: () => Quat;
/**
* Negate all components of this quaternion. The result is a quaternion representing the same
* rotation as this quaternion.
*
* API Type: Immutable API.
*
* @returns the negated quaternion.
*/
negate: () => Quat;
/**
* Get the normalized version of this quaternion with a length of 1.
*
* API Type: Immutable API.
*
* @returns the normalized quaternion.
*/
normalize: () => Quat;
/**
* Convert the quaternion to pitch, yaw, and roll angles in radians.
*
* API Type: Immutable API.
*
* @param target optional vector to store the result in.
* @returns target if supplied, otherwise a new Vec3.
*/
pitchYawRollRadians: (target?: Vec3) => Vec3;
/**
* Convert the quaternion to pitch, yaw, and roll angles in degrees.
*
* API Type: Immutable API.
*
* @param target optional vector to store the result in.
* @returns target if supplied, otherwise a new Vec3.
*/
pitchYawRollDegrees: (target?: Vec3) => Vec3;
/**
* Add two quaternions together.
*
* API Type: Immutable API.
*
* @param q quaternion to add.
* @returns the sum of this quaternion and the target quaternion.
*/
plus: (q: QuatSource) => Quat;
/**
* Angle between two quaternions, in radians.
*
* API Type: Immutable API.
*
* @param target quaternion to compute the angle to.
* @returns the angle between this quaternion and the target quaternion, in radians.
*/
radiansTo: (target: QuatSource) => number;
/**
* Rotate this quaternion towards the target quaternion by a given number of radians, clamped to
* the target.
*
* API Type: Immutable API.
*
* @param target quaternion to rotate towards.
* @param radians number of radians to rotate.
* @returns the rotated quaternion.
*/
rotateToward: (target: QuatSource, radians: number) => Quat;
/**
* Spherical interpolation between two quaternions given a provided interpolation value. If the
* interpolation is set to 0, then it will return this quaternion. If the interpolation is set to
* 1, then it will return the target quaternion.
*
* API Type: Immutable API.
*
* @param target quaternion to interpolate towards.
* @param t factor to interpolate; should be between in 0 to 1, inclusive.
* @returns the interpolated quaternion.
*/
slerp: (target: QuatSource, t: number) => Quat;
/**
* Multiply two quaternions together.
*
* API Type: Immutable API.
*
* @param q quaternion to multiply.
* @returns the product of this quaternion and the target quaternion.
*/
times: (q: QuatSource) => Quat;
/**
* Multiply the quaternion by a vector. This is equivalent to converting the quaternion to a
* rotation matrix and multiplying the matrix by the vector.
*
* API Type: Immutable API.
*
* @param v vector to multiply.
* @param target optional vector to store the result in.
* @returns target if supplied, otherwise a new Vec3.
*/
timesVec: (v: Vec3Source, target?: Vec3) => Vec3;
/**
* Set this quaternion to its rotational conjugate. The conjugate of a quaternion represents the
* same rotation in the opposite direction about the rotational axis. Store the result in this
* Quat and return this Quat for chaining.
*
* API Type: Mutable API.
*
* @returns this quaternion for chaining.
*/
setConjugate: () => Quat;
/**
* Compute the quaternion required to rotate this quaternion to the target quaternion. Store the
* result in this Quat and return this Quat for chaining.
*
* API Type: Mutable API.
*
* @param target quaternion to rotate towards.
* @returns this quaternion for chaining.
*/
setDelta: (target: QuatSource) => Quat;
/**
* Set this quaternion to the value in another quaternion. Store the result in this Quat and
* return this Quat for chaining.
*
* API Type: Mutable API.
*
* @param q quaternion to set from.
* @returns this quaternion for chaining.
*/
setFrom: (q: QuatSource) => Quat;
/**
* Set this to the quaternion which multiplies this quaternion to get a zero rotation quaternion.
* Store the result in this Quat and return this Quat for chaining.
*
* API Type: Mutable API.
*
* @returns this quaternion for chaining.
*/
setInv: () => Quat;
/**
* Negate all components of this quaternion. The result is a quaternion representing the same
* rotation as this quaternion. Store the result in this Quat and return this Quat for chaining.
*
* API Type: Mutable API.
*
* @returns this quaternion for chaining.
*/
setNegate: () => Quat;
/**
* Get the normalized version of this quaternion with a length of 1. Store the result in this
* Quat and return this Quat for chaining.
*
* API Type: Mutable API.
*
* @returns this quaternion for chaining.
*/
setNormalize: () => Quat;
/**
* Add this quaternion to another quaternion. Store the result in this Quat and return this
* Quat for chaining.
*
* API Type: Mutable API.
*
* @param q quaternion to add.
* @returns this quaternion for chaining.
*/
setPlus: (q: QuatSource) => Quat;
/**
* Set this quaternion to the result of q times this quaternion. Store the result in this Quat
* and return this Quat for chaining.
*
* API Type: Mutable API.
*
* @param q quaternion to premultiply.
* @returns this quaternion for chaining.
*/
setPremultiply: (q: QuatSource) => Quat;
/**
* Rotate this quaternion towards the target quaternion by a given number of radians, clamped to
* the target. Store the result in this Quat and return this Quat for chaining.
*
* API Type: Mutable API.
*
* @param target quaternion to rotate towards.
* @param radians number of radians to rotate.
* @returns this quaternion for chaining.
*/
setRotateToward: (target: QuatSource, radians: number) => Quat;
/**
* Spherical interpolation between two quaternions given a provided interpolation value. If the
* interpolation is set to 0, then it will return this quaternion. If the interpolation is set to
* 1, then it will return the target quaternion. Store the result in this Quat and return this
* Quat for chaining.
*
* API Type: Mutable API.
*
* @param target quaternion to interpolate towards.
* @param t factor to interpolate; should be between in 0 to 1, inclusive.
* @returns this quaternion for chaining.
*/
setSlerp: (target: QuatSource, t: number) => Quat;
/**
* Multiply two quaternions together. Store the result in this Quat and return this Quat for
* chaining.
*
* API Type: Mutable API.
*
* @param q quaternion to multiply.
* @returns this quaternion for chaining.
*/
setTimes: (q: QuatSource) => Quat;
/**
* Set the quaternion to the specified x, y, z and w values. Store the result in this Quat and
* return this Quat for chaining.
*
* API Type: Set API.
*
* @param x x component of the quaternion.
* @param y y component of the quaternion.
* @param z z component of the quaternion.
* @param w w component of the quaternion.
* @returns this quaternion for chaining.
*/
setXyzw: (x: number, y: number, z: number, w: number) => Quat;
/**
* Set a Quat from an axis-angle representation. The direction of the vector gives the axis of
* rotation, and the magnitude of the vector gives the angle, in radians. Store the result in this
* Quat and return this Quat for chaining.
*
* API Type: Set API.
*
* @param aa vector containing the axis-angle representation of the rotation.
* @returns this quaternion for chaining.
*/
makeAxisAngle: (aa: Vec3Source) => Quat;
/**
* Set the quaternion to a rotation specified by pitch, yaw, and roll angles in radians. Store the
* result in this Quat and return this Quat for chaining.
*
* API Type: Set API.
*
* @param v vector containing the pitch, yaw, and roll angles in radians.
* @returns this quaternion for chaining.
*/
makePitchYawRollRadians: (v: Vec3Source) => Quat;
/**
* Set the quaternion to a rotation that would cause the eye to look at the target with the given
* up vector. Store the result in this Quat and return this Quat for chaining.
*
* API Type: Set API.
*
* @param eye vector where the eye is located.
* @param target vector where the target is located.
* @param up vector representing the up direction from the eye's perspective.
* @returns this quaternion for chaining.
*/
makeLookAt: (eye: Vec3Source, target: Vec3Source, up: Vec3Source) => Quat;
/**
* Set the quaternion to a rotation specified by pitch, yaw, and roll angles in degrees. Store the
* result in this Quat and return this Quat for chaining.
*
* API Type: Set API.
*
* @param v vector containing the pitch, yaw, and roll angles in degrees.
* @returns this quaternion for chaining.
*/
makePitchYawRollDegrees: (v: Vec3Source) => Quat;
/**
* Set the quaternion to a rotation about the x-axis (pitch) in degrees. Store the result in this
* Quat and return this Quat for chaining.
*
* API Type: Set API.
*
* @param degrees the angle of rotation in degrees.
* @returns this quaternion for chaining.
*/
makeXDegrees: (degrees: number) => Quat;
/**
* Set the quaternion to a rotation about the x-axis (pitch) in radians. Store the result in this
* Quat and return this Quat for chaining.
*
* API Type: Set API.
*
* @param radians the angle of rotation in radians.
* @returns this quaternion for chaining.
*/
makeXRadians: (radians: number) => Quat;
/**
* Set the quaternion to a rotation about the y-axis (yaw) in degrees. Store the result in this
* Quat and return this Quat for chaining.
*
* API Type: Set API.
*
* @param degrees the angle of rotation in degrees.
* @returns this quaternion for chaining.
*/
makeYDegrees: (degrees: number) => Quat;
/**
* Set the quaternion to a rotation about the y-axis (yaw) in radians. Store the result in this
* Quat and return this Quat for chaining.
*
* API Type: Set API.
*
* @param radians the angle of rotation in radians.
* @returns this quaternion for chaining.
*/
makeYRadians: (radians: number) => Quat;
/**
* Set the quaternion to a rotation about the z-axis (roll) in degrees. Store the result in this
* Quat and return this Quat for chaining.
*
* API Type: Set API.
*
* @param degrees the angle of rotation in degrees.
* @returns this quaternion for chaining.
*/
makeZDegrees: (degrees: number) => Quat;
/**
* Set the quaternion to a rotation about the z-axis (roll) in radians. Store the result in this
* Quat and return this Quat for chaining.
*
* API Type: Set API.
*
* @param radians the angle of rotation in radians.
* @returns this quaternion for chaining.
*/
makeZRadians: (radians: number) => Quat;
/**
* Set the quaternion to a zero rotation. Store the result in this Quat and return this Quat for
* chaining.
*
* API Type: Set API.
*
* @returns this quaternion for chaining.
*/
makeZero: () => Quat;
}
interface QuatFactory {
/**
* Create a Quat from an axis-angle representation. The direction of the `aa` vector gives the
* axis of rotation, and the magnitude of the vector gives the angle, in radians. For example,
* `quat.axisAngle(vec3.up().scale(Math.PI / 2))` represents a 90-degree rotation about the
* y-axis, and is equivalent to `quat.yDegrees(90)`. If `target` is supplied, the result will be
* stored in `target` and `target` will be returned. Otherwise, a new Quat will be created and
* returned.
*
* API Type: Factory API.
*
* @param aa vector containing the axis-angle representation of the rotation.
* @param target optional quaternion to store the result in.
* @returns target if supplied, otherwise a new Quat.
*/
axisAngle: (aa: Vec3Source, target?: Quat) => Quat;
/**
* Create a Quat from an object with x, y, z, w properties.
*
* API Type: Factory API.
*
* @param source object with x, y, z, w properties.
* @returns a new Quat with the same components as the source object.
*/
from: (source: QuatSource) => Quat;
/**
* Create a Quat representing the rotation required for an object positioned at `eye` to look at
* an object positioned at `target`, with the given `up` vector.
*
* API Type: Factory API.
*
* @param eye vector where the eye is located.
* @param target vector where the target is located.
* @param up vector representing the up direction from the eye's perspective.
* @returns a new Quat representing the rotation required for an object positioned at `eye` to
* look at an object positioned at `target`, with the given `up` vector.
*/
lookAt: (eye: Vec3Source, target: Vec3Source, up: Vec3Source) => Quat;
/**
* Construct a quaternion from a pitch / yaw / roll representation, also known as YXZ Euler
* angles. Rotation is specified in degrees.
*
* API Type: Factory API.
*
* @param v vector containing the pitch, yaw, and roll angles in degrees.
* @returns a new Quat representing the rotation specified by the pitch, yaw, and roll angles in
* degrees.
*/
pitchYawRollDegrees: (v: Vec3Source) => Quat;
/**
* Construct a quaternion from a pitch / yaw / roll representation, also known as YXZ Euler
* angles. Rotation is specified in radians.
*
* API Type: Factory API.
*
* @param v rotation specified in radians.
* @returns a new Quat representing the rotation specified by the pitch, yaw, and roll angles in
* radians.
*/
pitchYawRollRadians: (v: Vec3Source) => Quat;
/**
* Create a Quat which represents a rotation about the x-axis. Rotation is specified in degrees.
*
* API Type: Factory API.
*
* @param degrees to rotate.
* @returns a new Quat representing the rotation.
*/
xDegrees: (degrees: number) => Quat;
/**
* Create a Quat which represents a rotation about the x-axis. Rotation is specified in radians.
*
* API Type: Factory API.
*
* @param radians to rotate.
* @returns a new Quat representing the rotation.
*/
xRadians: (radians: number) => Quat;
/**
* Create a Quat from the specified x, y, z, and w values.
*
* API Type: Factory API.
*
* @param x component of the quaternion.
* @param y component of the quaternion.
* @param z component of the quaternion.
* @param w component of the quaternion.
* @returns a new Quat with the specified components.
*/
xyzw: (x: number, y: number, z: number, w: number) => Quat;
/**
* Create a Quat which represents a rotation about the y-axis. Rotation is specified in degrees.
*
* API Type: Factory API.
*
* @param degrees to rotate.
* @returns a new Quat representing the rotation.
*/
yDegrees: (degrees: number) => Quat;
/**
* Create a Quat which represents a rotation about the y-axis. Rotation is specified in radians.
*
* API Type: Factory API.
*
* @param radians to rotate.
* @returns a new Quat representing the rotation.
*/
yRadians: (radians: number) => Quat;
/**
* Create a Quat which represents a rotation about the z-axis. Rotation is specified in degrees.
*
* API Type: Factory API.
*
* @param degrees to rotate.
* @returns a new Quat representing the rotation.
*/
zDegrees: (degrees: number) => Quat;
/**
* Create a Quat which represents a rotation about the z-axis. Rotation is specified in radians.
*
* API Type: Factory API.
*
* @param radians to rotate.
* @returns a new Quat representing the rotation.
*/
zRadians: (radians: number) => Quat;
/**
* Create a Quat which represents a zero rotation.
*
* API Type: Factory API.
*
* @returns a new Quat representing a zero rotation.
*/
zero: () => Quat;
}
declare const quat: QuatFactory;
interface Mat4 {
/**
* Create a new matrix with the same components as this matrix.
*
* API Type: Immutable API.
*
* @returns a new matrix with the same components as this matrix.
*/
clone: () => Mat4;
/**
* Get the raw data of the matrix, in column-major order.
*
* API Type: Immutable API.
*
* @returns the 16-element raw data of the matrix, in column-major order.
*/
data: () => number[];
/**
* Decompose the matrix into its translation, rotation, and scale components, assuming it was
* formed by a translation, rotation, and scale in that order. If `target` is supplied, the result
* will be stored in `target` and `target` will be returned. Otherwise, a new {t, r, s} object
* will be created and returned.
*
* If you don't need the rotation in quaternion form, decomposeT and decomposeS are more efficient
* ways to get just the translation or scale.
*
* API Type: Immutable API.
*
* @param target optional target object to store the result in.
* @returns target if supplied, otherwise a new {t, r, s} object.
*/
decomposeTrs: (target?: {
t: Vec3;
r: Quat;
s: Vec3;
}) => {
t: Vec3;
r: Quat;
s: Vec3;
};
/**
* Get the rotation component of the TRS matrix
*
* @param target optional target object to store the result in.
* @returns target if supplied, otherwise a new quaternion.
*/
decomposeR: (target?: Quat) => Quat;
/**
* Get the translation component of the TRS matrix.
*
* @param target optional target object to store the result in.
* @returns target if supplied, otherwise a new vec3.
*/
decomposeT: (target?: Vec3) => Vec3;
/**
* Get the scale component of the TRS matrix.
*
* @param target optional target object to store the result in.
* @returns target if supplied, otherwise a new vec3.
*/
decomposeS: (target?: Vec3) => Vec3;
/**
* Compute the determinant of the matrix.
*
* API Type: Immutable API.
*
* @returns the determinant of the matrix.
*/
determinant: () => number;
/**
* Check whether two matrices are equal, with a specified floating point tolerance.
*
* API Type: Immutable API.
*
* @param m matrix to compare to.
* @param tolerance used to judge near equality.
* @returns true if all matrix elements are equal within the specified tolerance, false otherwise.
*/
equals: (m: Mat4, tolerance: number) => boolean;
/**
* Invert the matrix, or throw if the matrix is not invertible. Because Mat4 stores a precomputed
* inverse, this operation is very fast.
*
* API Type: Immutable API.
*
* @returns the inverse of the matrix.
*/
inv: () => Mat4;
/**
* Get the raw data of the inverse matrix, in column-major order, or null if the matrix is not
* invertible.
*
* API Type: Immutable API.
*
* @returns the 16-element raw data of the inverse matrix, in column-major order, or null if the
* matrix is not invertible.
*/
inverseData: () => number[] | null;
/**
* Get a matrix with the same position and scale as this matrix, but with the rotation set to look
* at the target.
*
* API Type: Immutable API.
*
* @param target vector where the target is located.
* @param up vector representing the up direction from the mat4's perspective.
* @returns a new matrix with the same position and scale as this matrix, but with the rotation
* set to look at the target.
*/
lookAt: (target: Vec3Source, up: Vec3Source) => Mat4;
/**
* Multiply the matrix by a scalar. Scaling by 0 throws an error.
*
* API Type: Immutable API.
*
* @param s scalar to multiply the matrix by.
* @returns the matrix multiplied by the scalar.
*/
scale: (s: number) => Mat4;
/**
* Get the transpose of the matrix.
*
* API Type: Immutable API.
*
* @returns the transpose of the matrix.
*/
transpose: () => Mat4;
/**
* Multiply the matrix by another matrix.
*
* API Type: Immutable API.
*
* @param m matrix to multiply by.
* @returns the matrix multiplied by another matrix.
*/
times: (m: Mat4) => Mat4;
/**
* Multiply the matrix by a vector using homogeneous coordinates.
*
* API Type: Immutable API.
*
* @param v vector to multiply by.
* @param target optional target to store the result in.
* @returns the transformed vector.
*/
timesVec: (v: Vec3Source, target?: Vec3) => Vec3;
/**
* Invert the matrix, or throw if the matrix is not invertible. Because Mat4 stores a precomputed
* inverse, this operation is very fast. Store the result in this Mat4 and return this Mat4 for
* chaining.
*
* API Type: Mutable API.
*
* @returns this matrix for chaining.
*/
setInv: () => Mat4;
/**
* Set the matrix rotation to look at the target, keeping translation and scale unchanged. Store
* the result in this Mat4 and return this Mat4 for chaining.
*
* API Type: Mutable API.
*
* @param target vector where the target is located.
* @param up vector representing the up direction from the mat4's perspective.
* @returns this matrix for chaining.
*/
setLookAt: (target: Vec3Source, up: Vec3Source) => Mat4;
/**
* Set the matrix to the result of m times this matrix. Store the result in this Mat4 and return
* this Mat4 for chaining.
*
* API Type: Mutable API.
*
* @param m matrix to premultiply by.
* @returns this matrix for chaining.
*/
setPremultiply: (m: Mat4) => Mat4;
/**
* Multiply each element of the matrix by a scaler. Scaling by 0 throws an error. Store the result
* in this Mat4 and return this Mat4 for chaining.
*
* API Type: Mutable API.
*
* @param s scalar to multiply the matrix by.
* @returns this matrix for chaining.
*/
setScale: (s: number) => Mat4;
/**
* Multiply the matrix by another matrix. Store the result in this Mat4 and return this Mat4 for
* chaining.
*
* API Type: Mutable API.
*
* @param m matrix to multiply by.
* @returns this matrix for chaining.
*/
setTimes: (m: Mat4) => Mat4;
/**
* Set the matrix to its transpose. Store the result in this Mat4 and return this Mat4 for
* chaining.
*
* API Type: Mutable API.
*
* @returns this matrix for chaining.
*/
setTranspose: () => Mat4;
/**
* Set the matrix to the identity matrix. Store the result in this Mat4 and return this Mat4 for
* chaining.
*
* API Type: Set API.
*
* @returns this matrix for chaining.
*/
makeI: () => Mat4;
/**
* Set this matrix to a rotation matrix from the specified quaternion. Store the result in this
* Mat4 and return this Mat4 for chaining.
*
* API Type: Set API.
*
* @param r quaternion representing the desired rotation matrix.
* @returns this matrix for chaining.
*/
makeR: (r: QuatSource) => Mat4;
/**
* Create a matrix with specified row data, and optionally specified inverse row data. `dataRows`
* and `inverseDataRows` should be four arrays, each with four numbers. If the inverse is not
* specified, it will be computed if the matrix is invertible. If the matrix is not invertible,
* calling inv() will throw an error.
*
* API Type: Set API.
*
* @param rowData for the matrix, 4 arrays of 4 elements each.
* @param inverseRowData optional inverse row data for the matrix, 4 arrays of 4 elements each.
* @returns this matrix for chaining.
*/
makeRows: (rowData: number[][], inverseRowData?: number[][]) => Mat4;
/**
* Set this matrix to a scale matrix from the specified vector. No element of the vector should be
* zero. Store the result in this Mat4 and return this Mat4 for chaining.
*
* API Type: Set API.
*
* @param s vector representing the desired scale in each of the x, y, and z dimensions.
* @returns this matrix for chaining.
*/
makeS: (s: Vec3Source) => Mat4;
/**
* Set this matrix to a translation matrix from the specified vector. Store the result in this
* Mat4 and return this Mat4 for chaining.
*
* API Type: Set API.
*
* @param t vector representing the desired translation in each of the x, y, and z dimensions.
* @returns this matrix for chaining.
*/
makeT: (t: Vec3Source) => Mat4;
/**
* Set this matrix to a translation and rotation matrix from the specified vector and quaternion.
* Store the result in this Mat4 and return this Mat4 for chaining.
*
* API Type: Set API.
*
* @param t vector representing the desired translation in each of the x, y, and z dimensions.
* @param r quaternion representing the desired rotation matrix.
* @returns this matrix for chaining.
*/
makeTr: (t: Vec3Source, r: QuatSource) => Mat4;
/**
* Set this matrix to a translation, rotation, and scale matrix from the specified vectors and
* quaternion. Store the result in this Mat4 and return this Mat4 for chaining.
*
* API Type: Set API.
*
* @param t vector representing the desired translation in each of the x, y, and z dimensions.
* @param r quaternion representing the desired rotation matrix.
* @param s vector representing the desired scale in each of the x, y, and z dimensions.
* @returns this matrix for chaining.
*/
makeTrs: (t: Vec3Source, r: QuatSource, s: Vec3Source) => Mat4;
/**
* Set the value of the matrix and inverse to the provided values. If no inverse is provided, one
* will be computed if possible. If the matrix is not invertible, calling inv() will throw an
* error. Store the result in this Mat4 and return this Mat4 for chaining.
*
* API Type: Set API.
*
* @param data for the matrix, 16 elements in column-major order.
* @param inverseData optional inverse data for the matrix, 16 elements in column-major order.
* @returns this matrix for chaining.
*/
set: (data: number[], inverseData?: number[]) => Mat4;
}
interface Mat4Factory {
/**
* Identity matrix.
*
* API Type: Factory API.
*
* @returns the identity matrix.
*/
i: () => Mat4;
/**
* Create the matrix with directly specified data, in column major order. An optional inverse can
* be specified. If the inverse is not specified, it will be computed if the matrix is invertible.
* If the matrix is not invertible, calling inv() will throw an error.
*
* API Type: Factory API.
*
* @param data for the matrix, 16 elements in column-major order.
* @param inverseData optional inverse data for the matrix, 16 elements in column-major order.
* @returns the matrix with the specified data.
*/
of: (data: number[], inverseData?: number[]) => Mat4;
/**
* Create a rotation matrix from a quaternion.
*
* API Type: Factory API.
*
* @param q quaternion representing the rotation.
* @returns the rotation matrix.
*/
r: (q: QuatSource) => Mat4;
/**
* Create a matrix with specified row data, and optionally specified inverse row data. `dataRows`
* and `inverseDataRows` should be four arrays, each with four numbers. If the inverse is not
* specified, it will be computed if the matrix is invertible. If the matrix is not invertible,
* calling inv() will throw an error.
*
* API Type: Factory API.
*
* @param dataRows for the matrix, 4 arrays of 4 elements each.
* @param inverseDataRows optional inverse row data for the matrix, 4 arrays of 4 elements each.
* @returns the matrix with the specified row data.
*/
rows: (dataRows: number[][], inverseDataRows?: number[][]) => Mat4;
/**
* Create a scale matrix. No scale element should be zero.
*
* API Type: Factory API.
*
* @param v vector representing the scale in each of the x, y, and z dimensions.
* @returns the scale matrix.
*/
s: (v: Vec3Source) => Mat4;
/**
* Create a translation matrix.
*
* API Type: Factory API.
*
* @param v vector representing the translation in each of the x, y, and z dimensions.
* @returns the translation matrix.
*/
t: (v: Vec3Source) => Mat4;
/**
* Create a translation and rotation matrix.
*
* API Type: Factory API.
*
* @param t vector representing the translation in each of the x, y, and z dimensions.
* @param r quaternion representing the rotation matrix.
* @returns the translation and rotation matrix.
*/
tr: (t: Vec3Source, r: QuatSource) => Mat4;
/**
* Create a translation, rotation, and scale matrix.
*
* API Type: Factory API.
*
* @param t vector representing the translation in each of the x, y, and z dimensions.
* @param r quaternion representing the rotation matrix.
* @param s vector representing the scale in each of the x, y, and z dimensions.
* @returns the translation, rotation, and scale matrix.
*/
trs: (t: Vec3Source, r: QuatSource, s: Vec3Source) => Mat4;
}
declare const mat4: Mat4Factory;
interface Vec2Source {
/**
* Access the x component of the vector.
*/
readonly x: number;
/**
* Access the y component of the vector.
*/
readonly y: number;
}
interface Vec2 extends Vec2Source {
/**
* Create a new vector with the same components as this vector.
*
* API Type: Immutable API.
*
* @returns a new vector with the same components as this vector.
*/
clone: () => Vec2;
/**
* Compute the cross product of this vector and another vector. For 2D vectors, the cross product
* is the magnitude of the z component of the 3D cross product of the two vectors with 0 as the z
* component.
*
* API Type: Immutable API.
*
* @param v vector to compute the cross product with.
* @returns the cross product of this vector and another vector.
*/
cross: (v: Vec2) => number;
/**
* Compute the euclidean distance between this vector and another vector.
*
* API Type: Immutable API.
*
* @param v vector to compute the distance to.
* @returns the euclidean distance between this vector and v.
*/
distanceTo: (v: Vec2Source) => number;
/**
* Element-wise vector division.
*
* API Type: Immutable API.
*
* @param v vector to divide by.
* @returns the result of dividing each element of this vector by each element of v.
*/
divide: (v: Vec2Source) => Vec2;
/**
* Compute the dot product of this vector and another vector.
*
* API Type: Immutable API.
*
* @param v vector to compute the dot product with.
* @returns the dot product of this vector and v.
*/
dot: (v: Vec2Source) => number;
/**
* Check whether two vectors are equal, with a specified floating point tolerance.
*
* API Type: Immutable API.
*
* @param v vector to compare to.
* @param tolerance used to judge near equality.
* @returns true if vector components are each equal within the specified tolerance, false
* otherwise.
*/
equals: (v: Vec2Source, tolerance: number) => boolean;
/**
* Compute the length of the vector.
*
* API Type: Immutable API.
*
* @returns the length of the vector.
*/
length: () => number;
/**
* Subtract a vector from this vector.
*
* API Type: Immutable API.
*
* @param v vector to subtract.
* @returns the result of subtracting v from this vector.
*/
minus: (v: Vec2Source) => Vec2;
/**
* Compute a linear interpolation between this vector and another vector v with a factor t such
* that the result is thisVec * (1 - t) + v * t.
*
* API Type: Immutable API.
*
* @param v vector to interpolate with.
* @param t factor to interpolate; should be between in 0 to 1, inclusive.
* @returns the result of the linear interpolation.
*/
mix: (v: Vec2Source, t: number) => Vec2;
/**
* Return a new vector with the same direction as this vector, but with a length of 1.
*
* API Type: Immutable API.
*
* @returns a new vector with the same direction as this vector, but with a length of 1.
*/
normalize: () => Vec2;
/**
* Add two vectors together.
*
* API Type: Immutable API.
*
* @param v vector to add.
* @returns the result of adding v to this vector.
*/
plus: (v: Vec2Source) => Vec2;
/**
* Multiply the vector by a scalar.
*
* API Type: Immutable API.
*
* @param s scalar to multiply by.
* @returns the result of multiplying this vector by s.
*/
scale: (s: number) => Vec2;
/**
* Element-wise vector multiplication.
*
* API Type: Immutable API.
*
* @param v vector to multiply by.
* @returns the result of multiplying each element of this vector by each element of v.
*/
times: (v: Vec2Source) => Vec2;
/**
* Element-wise vector division. Store the result in this Vec2 and return this Vec2 for
* chaining.
*
* API Type: Mutable API.
*
* @param v vector to divide by.
* @returns this vector for chaining.
*/
setDivide: (v: Vec2Source) => Vec2;
/**
* Subtract a vector from this vector. Store the result in this Vec2 and return this Vec2
* for chaining.
*
* API Type: Mutable API.
*
* @param v vector to subtract.
* @returns this vector for chaining.
*/
setMinus: (v: Vec2Source) => Vec2;
/**
* Compute a linear interpolation between this vector and another vector v with a factor t such
* that the result is thisVec * (1 - t) + v * t. The factor t should be between 0 and 1. Store the
* result in this Vec2 and return this Vec2 for chaining.
*
* API Type: Mutable API.
*
* @param v vector to interpolate with.
* @param t factor to interpolate; should be between in 0 to 1, inclusive.
* @returns this vector for chaining.
*/
setMix: (v: Vec2Source, t: number) => Vec2;
/**
* Set the vector to be a version of itself with the same direction, but with length 1. Store the
* result in this Vec2 and return this Vec2 for chaining.
*
* API Type: Mutable API.
*
* @returns this vector for chaining.
*/
setNormalize: () => Vec2;
/**
* Add two vectors together. Store the result in this Vec2 and return this Vec2 for chaining.
*
* API Type: Mutable API.
*
* @param v vector to add.
* @returns this vector for chaining.
*/
setPlus: (v: Vec2Source) => Vec2;
/**
* Multiply the vector by a scalar. Store the result in this Vec2 and return this Vec2 for
* chaining.
*
* API Type: Mutable API.
*
* @param s scalar to multiply by.
* @returns this vector for chaining.
*/
setScale: (s: number) => Vec2;
/**
* Element-wise vector multiplication. Store the result in this Vec2 and return this Vec2
* for chaining.
*
* API Type: Mutable API.
*
* @param v vector to multiply by.
* @returns this vector for chaining.
*/
setTimes: (v: Vec2Source) => Vec2;
/**
* Set the Vec2's x component. Store the result in this Vec2 and return this for chaining.
*
* API Type: Mutable API.
*
* @param v value to set this vector's x component to.
* @returns this vector for chaining.
*/
setX(v: number): Vec2;
/**
* Set the Vec2's y component. Store the result in this Vec2 and return this Vec2 for chaining.
*
* API Type: Mutable API.
*
* @param v value to set this vector's y component to.
* @returns this vector for chaining.
*/
setY(v: number): Vec2;
/**
* Set the Vec2 to be all ones. Store the result in this Vec2 and return this Vec2 for chaining.
*
* API Type: Set API.
*
* @returns this vector for chaining.
*/
makeOne: () => Vec2;
/**
* Set the Vec2 to have all components set to the scale value s. Store the result in this Vec2
* and return this Vec2 for chaining.
*
* API Type: Set API.
*
* @param s value to set all components to.
* @returns this vector for chaining.
*/
makeScale: (s: number) => Vec2;
/**
* Set the Vec2 to be all zeros. Store the result in this Vec2 and return this Vec2 for
* chaining.
*
* API Type: Set API.
*
* @returns this vector for chaining.
*/
makeZero: () => Vec2;
/**
* Set this Vec2 to have the same value as another Vec2. Store the result in this Vec2 and return
* this Vec2 for chaining.
*
* API Type: Set API.
*
* @param v vector to copy from.
* @returns this vector for chaining.
*/
setFrom: (v: Vec2Source) => Vec2;
/**
* Set the Vec2's x and y components. Store the result in this Vec2 and return this for chaining.
*
* API Type: Set API.
*
* @param x value to set this vector's x component to.
* @param y value to set this vector's y component to.
* @returns this vector for chaining.
*/
setXy: (x: number, y: number) => Vec2;
}
interface Vec2Factory {
/**
* Create a Vec2 from an object with x, y properties.
*
* API Type: Factory API.
*
* @param source to copy.
* @returns a new Vec2 with the same components as the source.
*/
from: (source: Vec2Source) => Vec2;
/**
* Create a Vec2 with all elements set to one.
*
* API Type: Factory API.
*
* @returns a new Vec2 with all elements set to one.
*/
one: () => Vec2;
/**
* Create a Vec2 with all elements set to the scale value s.
*
* API Type: Factory API.
*
* @param s value to set all components to.
* @returns a new Vec2 with all elements set to the scale value s.
*/
scale: (s: number) => Vec2;
/**
* Create a Vec2 from x, y, z values.
*
* API Type: Factory API.
*
* @param x value to set the x component to.
* @param y value to set the y component to.
* @returns a new Vec2 with the x and y components set to the specified values.
*/
xy: (x: number, y: number) => Vec2;
/**
* Create a Vec2 with all components set to zero.
*
* API Type: Factory API.
*
* @returns a new Vec2 with all components set to zero.
*/
zero: () => Vec2;
}
declare const vec2: Vec2Factory;
type ShadowLights = DirectionalLight | PointLight | SpotLight;
type NoShadowLights = AmbientLight | RectAreaLight;
type Lights = ShadowLights | NoShadowLights;
type CameraObject = OrthographicCamera | PerspectiveCamera;
type CameraManager = {
getActiveEid: () => Eid;
setActiveEid: (eid: Eid) => void;
notifyCameraAdded: (eid: Eid) => void;
notifyCameraRemoved: (eid: Eid) => void;
attach: () => void;
detach: () => void;
};
export interface ActiveCameraChangeEvent {
camera: CameraObject;
}
export interface ActiveCameraEidChangeEvent {
eid: Eid;
}
type XrCameraInfo = unknown;
type Overrides = {
parent: Object3D | null;
children: Object3D[];
};
type Object3D = Omit<OriginalObject3D, keyof Overrides> & Overrides;
interface InputManagerApi {
setActiveMap: (name: string) => void;
getActiveMap: () => string;
getAction: (action: string) => number;
readInputMap: (inputMap: DeepReadonly<InputMap>) => void;
}
interface InputListenerApi {
getAxis: (gamepadIdx?: number) => DeepReadonly<number[]> | undefined;
getGamepads: () => DeepReadonly<Gamepad[]>;
getKey: (code: string) => boolean;
getKeyDown: (code: string) => boolean;
getKeyUp: (code: string) => boolean;
getButton: (input: number, gamepadIdx?: number) => boolean;
getButtonDown: (input: number, gamepadIdx?: number) => boolean;
getButtonUp: (input: number, gamepadIdx?: number) => boolean;
enablePointerLockRequest: () => void;
disablePointerLockRequest: () => void;
isPointerLockActive: () => boolean;
exitPointerLock: () => void;
getMouseButton: (value: number) => boolean;
getMouseDown: (value: number) => boolean;
getMouseUp: (value: number) => boolean;
getMousePosition: () => DeepReadonly<[
number,
number
]>;
getMouseVelocity: () => DeepReadonly<[
number,
number
]>;
getMouseScroll: () => DeepReadonly<[
number,
number
]>;
getTouch: (identifier?: number) => boolean;
getTouchDown: (identifier?: number) => boolean;
getTouchUp: (identifier?: number) => boolean;
getTouchIds: () => number[];
}
interface InputApi extends InputListenerApi, InputManagerApi {
attach: () => void;
detach: () => void;
}
interface WorldEffectCameraSchema {
disableWorldTracking: boolean;
enableLighting: boolean;
enableWorldPoints: boolean;
leftHandedAxes: boolean;
mirroredDisplay: boolean;
scale: string;
direction: string;
allowedDevices: string;
enableVps: boolean;
}
interface FaceEffectCameraSchema {
nearClip: number;
farClip: number;
direction: string;
meshGeometryFace: boolean;
meshGeometryEyes: boolean;
meshGeometryIris: boolean;
meshGeometryMouth: boolean;
uvType: string;
maxDetections: number;
enableEars: boolean;
mirroredDisplay: boolean;
allowedDevices: string;
}
interface EcsRenderOverride {
engage(): void;
disengage(): void;
render(dt: number): void;
}
type XrManager = {
createWorldEffect: (config: Partial<WorldEffectCameraSchema>, eid: Eid) => number;
startCameraPipeline: (handle: number) => void;
stopCameraPipeline: (handle: number) => void;
createFaceEffect: (config: Partial<FaceEffectCameraSchema>, eid: Eid) => number;
startMediaRecorder: () => void;
stopMediaRecorder: () => void;
takeScreenshot: () => Promise<Blob>;
drawPausedBackground: () => void;
setEcsRenderOverride: (renderOverride: EcsRenderOverride) => void;
attach: () => void;
detach: () => void;
tick: () => void;
tock: () => void;
};
type QueuedEvent = {
target: Eid;
currentTarget: Eid;
name: string;
data: unknown;
};
type EventListener$1 = (event: QueuedEvent) => void;
interface Events {
globalId: Eid;
addListener: (target: Eid, name: string, listener: EventListener$1) => void;
removeListener: (target: Eid, name: string, listener: EventListener$1) => void;
dispatch: (target: Eid, name: string, data?: unknown) => void;
}
interface PointerApi {
attach: () => void;
detach: () => void;
}
type RaycastStage = {
scene: Scene;
getCamera: () => CameraObject;
includeWorldPosition: boolean;
};
type IntersectionResult = {
eid?: Eid;
point: Vec3;
distance: number;
threeData: Intersection;
};
type TransformManager = {
getLocalPosition(eid: Eid, out?: Vec3): Vec3;
getLocalTransform(eid: Eid, out?: Mat4): Mat4;
getWorldPosition(eid: Eid, out?: Vec3): Vec3;
getWorldQuaternion(eid: Eid, out?: Quat): Quat;
getWorldTransform(eid: Eid, out?: Mat4): Mat4;
setLocalPosition(eid: Eid, position: Vec3Source): void;
setLocalTransform(eid: Eid, mat4: Mat4): void;
setWorldPosition(eid: Eid, position: Vec3Source): void;
setWorldQuaternion(eid: Eid, rotation: QuatSource): void;
setWorldTransform(eid: Eid, mat4: Mat4): void;
translateSelf(eid: Eid, translation: Partial<Vec3Source>): void;
translateLocal(eid: Eid, translation: Partial<Vec3Source>): void;
translateWorld(eid: Eid, translation: Partial<Vec3Source>): void;
rotateSelf(eid: Eid, rotation: QuatSource): void;
rotateLocal(eid: Eid, rotation: QuatSource): void;
lookAt(eid: Eid, other: Eid): void;
lookAtLocal(eid: Eid, position: Vec3Source): void;
lookAtWorld(eid: Eid, position: Vec3Source): void;
};
export type SchemaOf<T extends RootAttribute<Schema>> = T extends RootAttribute<infer P> ? P : never;
export type RootAttribute<T extends Schema> = {
set(world: World, eid: Eid, data?: Partial<ReadData<T>>): void;
get(world: World, eid: Eid): ReadData<T>;
has(world: World, eid: Eid): boolean;
cursor(world: World, eid: Eid): WriteData<T>;
mutate: (world: World, eid: Eid, fn: (cursor: WriteData<T>) => void | boolean) => void;
acquire(world: World, eid: Eid): WriteData<T>;
commit(world: World, eid: Eid, modified?: boolean): void;
reset(world: World, eid: Eid): void;
remove(world: World, eid: Eid): void;
dirty(world: World, eid: Eid): void;
forWorld: (world: World) => WorldAttribute<T>;
schema: T | undefined;
orderedSchema: OrderedSchema;
defaults: Partial<ReadData<T>> | undefined;
};
export type WorldAttribute<T extends Schema> = {
id: number;
set(eid: Eid, data?: Partial<ReadData<T>>): void;
get(eid: Eid): ReadData<T>;
has(eid: Eid): boolean;
cursor(eid: Eid): WriteData<T>;
mutate(eid: Eid, fn: (cursor: WriteData<T>) => void | boolean): void;
acquire(eid: Eid): WriteData<T>;
commit(eid: Eid, modified?: boolean): void;
reset(eid: Eid): void;
remove(eid: Eid): void;
dirty(eid: Eid): void;
};
type FunctionWithoutEid<Fn extends (eid: Eid, ...args: any[]) => any> = (Fn extends (eid: Eid, ...args: infer A) => infer R ? (...args: A) => R : never);
type EntityTransformManager = {
[K in keyof TransformManager]: FunctionWithoutEid<TransformManager[K]>;
} & {
lookAt: (other: Eid | Entity) => void;
};
export type Entity = EntityTransformManager & {
eid: Eid;
get: <S extends Schema>(component: RootAttribute<S>) => ReadData<S>;
has: <S extends Schema>(component: RootAttribute<S>) => boolean;
set: <S extends Schema>(component: RootAttribute<S>, data: Partial<ReadData<S>>) => void;
remove: <S extends Schema>(component: RootAttribute<S>) => void;
reset: <S extends Schema>(component: RootAttribute<S>) => void;
hide(): void;
show(): void;
isHidden(): boolean;
disable(): void;
enable(): void;
isDisabled(): boolean;
delete(): void;
isDeleted(): boolean;
setParent(parent: Eid | Entity | undefined | null): void;
getChildren(): Entity[];
getParent(): Entity | null;
addChild(child: Eid | Entity): void;
};
type EffectsManager = {
setFog: (fog: DeepReadonly<Fog> | undefined) => void;
getFog: () => Fog | undefined;
attach: () => void;
detach: () => void;
};
type MatrixUpdateMode = "auto" | "manual";
interface ThreeState {
renderer: WebGLRenderer;
activeCamera: CameraObject;
entityToObject: Map<Eid, Object3D>;
scene: Scene;
/**
* By passing 'manual', opt in to more efficient matrix update logic. Set back to 'auto' to reset
* to default behavior.
*/
setMatrixUpdateMode(mode: MatrixUpdateMode): void;
/**
* When in manual matrix update mode, call notifyChanged after moving or reparenting
* raw three.js objects.
*/
notifyChanged: (object: Object3D) => void;
}
interface BaseWorld {
time: Time;
allEntities: Set<Eid>;
eidToEntity: Map<Eid, Entity>;
three: ThreeState;
insertRaycastStage: (stage: RaycastStage, idx: number) => void;
/** @deprecated */
scene: Scene;
}
type TickMode = "partial" | "full" | "zero";
interface LateWorld {
start: () => void;
stop: () => void;
tick: (dt?: number) => void;
tock: () => void;
getTickMode: () => TickMode;
setTickMode: (tickMode: TickMode) => void;
destroy: () => void;
loadScene: (scene: DeepReadonly<SceneGraph>, callback?: (handle: SceneHandle) => void) => SceneHandle;
createEntity: (prefabNameOrEid?: string | Eid) => Eid;
deleteEntity: (eid: Eid) => void;
getInstanceEntity: (instanceEid: Eid, prefabChildEid: Eid) => Eid;
spawnIntoObject: (eid: Eid, object: DeepReadonly<BaseGraphObject>, graphIdToEid: Map<string, Eid>) => void;
setScale: (eid: Eid, x: number, y: number, z: number) => void;
setPosition: (eid: Eid, x: number, y: number, z: number) => void;
setQuaternion: (eid: Eid, x: number, y: number, z: number, w: number) => void;
setTransform: (eid: Eid, transform: Mat4) => void;
getWorldTransform: (eid: Eid, transform: Mat4) => void;
normalizeQuaternion: (eid: Eid) => void;
setParent: (eid: Eid, parent: Eid) => void;
getParent: (eid: Eid) => Eid;
getChildren: (eid: Eid) => Generator<Eid>;
raycast: (origin: Vec3Source, direction: Vec3Source, near?: number, far?: number) => IntersectionResult[];
raycastFrom: (eid: Eid, near?: number, far?: number) => IntersectionResult[];
audio: AudioControls;
camera: CameraManager;
pointer: PointerApi;
events: Events;
getEntity: (eid: Eid) => Entity;
transform: TransformManager;
input: InputApi;
xr: XrManager;
setSceneHook: (hook: SpacesHandle & PrefabsHandle) => void;
spaces: SpacesHandle;
effects: EffectsManager;
}
export interface World extends BaseWorld, LateWorld {
}
export declare const createWorld: (scene: Scene, renderer: WebGLRenderer, camera: CameraObject) => World;
type TransitionCallback<CallbackArgument = void> = CallbackArgument extends void ? () => void : (arg: CallbackArgument) => void;
export interface State<CallbackArgument = void> {
triggers: Record<string, Trigger[]>;
onEnter?: TransitionCallback<CallbackArgument>;
onTick?: TransitionCallback<CallbackArgument>;
onExit?: () => void;
listeners?: ListenerParams[];
}
interface IStateDefiner<CallbackArgument = void> {
name: string;
initial: () => this;
onEnter: (cb: State<CallbackArgument>["onEnter"]) => this;
onTick: (cb: State<CallbackArgument>["onTick"]) => this;
onExit: (cb: State<CallbackArgument>["onExit"]) => this;
onEvent: (event: string, nextState: StateId, args?: Omit<EventTrigger, "type" | "event">) => this;
wait: (timeout: number, nextState: StateId) => this;
onTrigger: (trigger: TriggerHandle, nextState: StateId) => this;
listen: (target: EidGetter, name: string, listener: EventListener$1) => this;
}
type StateId = string | {
name: string;
};
export interface StateGroup<CallbackArgument = void> {
substates?: StateId[];
triggers: Record<string, Trigger[]>;
onEnter?: TransitionCallback<CallbackArgument>;
onTick?: TransitionCallback<CallbackArgument>;
onExit?: () => void;
listeners?: ListenerParams[];
}
interface IStateGroupDefiner<CallbackArgument = void> {
onEnter: (cb: StateGroup<CallbackArgument>["onEnter"]) => this;
onTick: (cb: StateGroup<CallbackArgument>["onTick"]) => this;
onExit: (cb: StateGroup<CallbackArgument>["onExit"]) => this;
onEvent: (event: string, nextState: StateId, args?: Omit<EventTrigger, "type" | "event">) => this;
wait: (timeout: number, nextState: StateId) => this;
onTrigger: (trigger: TriggerHandle, nextState: StateId) => this;
listen: (target: EidGetter, name: string, listener: EventListener$1) => this;
}
export type MachineId = number;
export interface StateMachineDefinition<CallbackArgument = void> {
initialState: string;
states: Record<string, State<CallbackArgument>>;
groups?: StateGroup<CallbackArgument>[];
prepareCallback?: CallbackArgument extends void ? never : () => CallbackArgument;
}
export interface BaseMachineDefProps {
world: World;
eid: Eid;
entity: Entity;
}
export type StateMachineDefiner = (props: BaseMachineDefProps) => void;
type ComponentCallbackArgs<S extends Schema, D extends Schema> = {
schema: WriteData<S>;
data: WriteData<D>;
};
interface ComponentStateMachineDefProps<S extends Schema, D extends Schema> extends BaseMachineDefProps {
schemaAttribute: WorldAttribute<S>;
dataAttribute?: WorldAttribute<D>;
defineState: (name: string) => IStateDefiner<ComponentCallbackArgs<S, D>>;
defineStateGroup: (substates?: Array<StateId | IStateGroupDefiner<unknown>>) => IStateGroupDefiner<ComponentCallbackArgs<S, D>>;
}
type ComponentStateMachineDefiner<S extends Schema, D extends Schema> = (props: ComponentStateMachineDefProps<S, D>) => void;
type ComponentStateMachineDefinition<S extends Schema, D extends Schema> = Omit<StateMachineDefinition<ComponentCallbackArgs<S, D>>, "prepareCallback">;
type EventTrigger = {
type: "event";
event: string;
target?: Eid;
where?: (event: QueuedEvent) => boolean;
/** @deprecated */
beforeTransition?: (event: QueuedEvent) => boolean;
};
type TimeoutTrigger = {
type: "timeout";
timeout: number;
};
type Callback$1 = () => void;
type TriggerHandle = {
trigger: () => void;
listen: (cb: Callback$1) => void;
unlisten: (cb: Callback$1) => void;
};
type CustomTrigger = {
type: "custom";
handle: TriggerHandle;
};
type Trigger = EventTrigger | TimeoutTrigger | CustomTrigger;
type EidGetter = Eid | (() => Eid);
type ListenerParams = {
target: EidGetter;
name: string;
listener: EventListener$1;
};
type ExtendedSchemaValue<T extends Type> = T | [
T
] | [
T,
TypeToValue[T]
];
type ExtendedSchema<S extends Schema> = {
[key in keyof S]: ExtendedSchemaValue<S[key]>;
};
type BaseSchema<S extends ExtendedSchema<Schema>> = {
[K in keyof S]: S[K] extends ExtendedSchemaValue<infer T> ? T : never;
};
type WorldBehavior = (w: World) => void;
declare const behaviors: WorldBehavior[];
export declare const registerBehavior: (callback: WorldBehavior) => void;
export declare const unregisterBehavior: (callback: WorldBehavior) => void;
export declare const getBehaviors: () => DeepReadonly<typeof behaviors>;
type ComponentCursor<S extends Schema, D extends Schema> = {
eid: Eid;
schema: WriteData<S>;
data: WriteData<D>;
schemaAttribute: WorldAttribute<S>;
dataAttribute: WorldAttribute<D>;
};
type ComponentRegistration<ES extends ExtendedSchema<Schema>, ED extends ExtendedSchema<Schema>> = {
name: string;
/**
* Add data that can be configured on the component.
*/
schema?: ES;
/**
* Add defaults for the schema fields.
*/
schemaDefaults?: Partial<ReadData<BaseSchema<ES>>>;
/**
* Add data that cannot be configured outside of the component.
*/
data?: ED;
/**
* Runs when the component is added to an entity.
*/
add?: (w: World, cursor: ComponentCursor<BaseSchema<ES>, BaseSchema<ED>>) => void;
/**
* Runs every frame for each entity.
*/
tick?: (w: World, cursor: ComponentCursor<BaseSchema<ES>, BaseSchema<ED>>) => void;
/**
* Runs when the component is removed from an entity.
*/
remove?: (w: World, cursor: ComponentCursor<BaseSchema<ES>, BaseSchema<ED>>) => void;
/**
* Define stateful behaviors such as event handling and transitions.
*/
stateMachine?: ComponentStateMachineDefinition<BaseSchema<ES>, BaseSchema<ED>> | ComponentStateMachineDefiner<BaseSchema<ES>, BaseSchema<ED>>;
};
export declare const registerComponent: <ES extends ExtendedSchema<Schema>, ED extends ExtendedSchema<Schema>>({ name, schema, schemaDefaults, stateMachine: machineDef, data, tick, add, remove, }: ComponentRegistration<ES, ED>) => RootAttribute<BaseSchema<ES>>;
export declare const getAttribute: (name: string) => RootAttribute<{}>;
export declare const listAttributes: () => string[];
declare const Audio$1: RootAttribute<{
url: "string";
volume: "f32";
loop: "boolean";
paused: "boolean";
pitch: "f32";
positional: "boolean";
refDistance: "f32";
rolloffFactor: "f32";
distanceModel: "string";
maxDistance: "f32";
}>;
declare const Camera$2: RootAttribute<{
type: "string";
fov: "f32";
zoom: "f32";
left: "i32";
right: "i32";
top: "i32";
bottom: "i32";
xrCameraType: "string";
phone: "string";
desktop: "string";
headset: "string";
nearClip: "f32";
farClip: "f32";
leftHandedAxes: "boolean";
uvType: "string";
direction: "string";
disableWorldTracking: "boolean";
enableLighting: "boolean";
enableWorldPoints: "boolean";
scale: "string";
enableVps: "boolean";
mirroredDisplay: "boolean";
meshGeometryFace: "boolean";
meshGeometryEyes: "boolean";
meshGeometryIris: "boolean";
meshGeometryMouth: "boolean";
enableEars: "boolean";
maxDetections: "i32";
}>;
declare const Face$1: RootAttribute<{
id: "i32";
addAttachmentState: "boolean";
}>;
declare const ImageTarget$1: RootAttribute<{
name: "string";
}>;
declare const SphereGeometry$1: RootAttribute<{
radius: "f32";
}>;
declare const BoxGeometry$1: RootAttribute<{
width: "f32";
height: "f32";
depth: "f32";
}>;
declare const PlaneGeometry$1: RootAttribute<{
width: "f32";
height: "f32";
}>;
declare const CapsuleGeometry$1: RootAttribute<{
radius: "f32";
height: "f32";
}>;
declare const ConeGeometry$1: RootAttribute<{
radius: "f32";
height: "f32";
}>;
declare const CylinderGeometry$1: RootAttribute<{
radius: "f32";
height: "f32";
}>;
declare const TetrahedronGeometry$1: RootAttribute<{
radius: "f32";
}>;
declare const PolyhedronGeometry$1: RootAttribute<{
faces: "ui8";
radius: "f32";
}>;
declare const CircleGeometry$1: RootAttribute<{
radius: "f32";
}>;
declare const RingGeometry$1: RootAttribute<{
innerRadius: "f32";
outerRadius: "f32";
}>;
declare const TorusGeometry$1: RootAttribute<{
radius: "f32";
tubeRadius: "f32";
}>;
declare const FaceGeometry$1: RootAttribute<{}>;
declare const GltfModel$1: RootAttribute<{
url: "string";
animationClip: "string";
loop: "boolean";
paused: "boolean";
time: "f32";
timeScale: "f32";
collider: "boolean";
reverse: "boolean";
repetitions: "ui32";
crossFadeDuration: "f32";
}>;
export declare const Hidden: RootAttribute<Schema>;
declare const Light$1: RootAttribute<{
type: "string";
r: "ui8";
g: "ui8";
b: "ui8";
intensity: "f32";
castShadow: "boolean";
targetX: "f32";
targetY: "f32";
targetZ: "f32";
shadowNormalBias: "f32";
shadowBias: "f32";
shadowAutoUpdate: "boolean";
shadowBlurSamples: "ui32";
shadowRadius: "f32";
shadowMapSizeHeight: "i32";
shadowMapSizeWidth: "i32";
shadowCameraNear: "f32";
shadowCameraFar: "f32";
shadowCameraLeft: "f32";
shadowCameraRight: "f32";
shadowCameraTop: "f32";
shadowCameraBottom: "f32";
distance: "f32";
decay: "f32";
followCamera: "boolean";
angle: "f32";
penumbra: "f32";
colorMap: "string";
width: "f32";
height: "f32";
}>;
declare const Map$1: RootAttribute<{
latitude: "f64";
longitude: "f64";
targetEntity: "eid";
radius: "f32";
spawnLocations: "boolean";
useGps: "boolean";
}>;
declare const MapTheme$1: RootAttribute<{
landColor: "string";
buildingColor: "string";
parkColor: "string";
parkingColor: "string";
roadColor: "string";
sandColor: "string";
transitColor: "string";
waterColor: "string";
landOpacity: "f32";
buildingOpacity: "f32";
parkOpacity: "f32";
parkingOpacity: "f32";
roadOpacity: "f32";
sandOpacity: "f32";
transitOpacity: "f32";
waterOpacity: "f32";
lod: "f32";
buildingBase: "f32";
parkBase: "f32";
parkingBase: "f32";
roadBase: "f32";
sandBase: "f32";
transitBase: "f32";
waterBase: "f32";
buildingMinMeters: "f32";
buildingMaxMeters: "f32";
roadLMeters: "f32";
roadMMeters: "f32";
roadSMeters: "f32";
roadXLMeters: "f32";
transitMeters: "f32";
waterMeters: "f32";
roadLMin: "f32";
roadMMin: "f32";
roadSMin: "f32";
roadXLMin: "f32";
transitMin: "f32";
waterMin: "f32";
landVisibility: "boolean";
buildingVisibility: "boolean";
parkVisibility: "boolean";
parkingVisibility: "boolean";
roadVisibility: "boolean";
sandVisibility: "boolean";
transitVisibility: "boolean";
waterVisibility: "boolean";
}>;
declare const MapPoint$1: RootAttribute<{
latitude: "f32";
longitude: "f32";
targetEntity: "eid";
meters: "f32";
minScale: "f32";
}>;
declare const Material$2: RootAttribute<{
r: "ui8";
g: "ui8";
b: "ui8";
textureSrc: "string";
roughness: "f32";
metalness: "f32";
opacity: "f32";
roughnessMap: "string";
metalnessMap: "string";
side: "string";
normalScale: "f32";
emissiveIntensity: "f32";
emissiveR: "ui8";
emissiveG: "ui8";
emissiveB: "ui8";
opacityMap: "string";
normalMap: "string";
emissiveMap: "string";
blending: "string";
repeatX: "f32";
repeatY: "f32";
offsetX: "f32";
offsetY: "f32";
wrap: "string";
depthTest: "boolean";
depthWrite: "boolean";
wireframe: "boolean";
forceTransparent: "boolean";
textureFiltering: "string";
mipmaps: "boolean";
}>;
declare const UnlitMaterial$1: RootAttribute<{
r: "ui8";
g: "ui8";
b: "ui8";
textureSrc: "string";
opacity: "f32";
side: "string";
opacityMap: "string";
blending: "string";
repeatX: "f32";
repeatY: "f32";
offsetX: "f32";
offsetY: "f32";
wrap: "string";
depthTest: "boolean";
depthWrite: "boolean";
wireframe: "boolean";
forceTransparent: "boolean";
textureFiltering: "string";
mipmaps: "boolean";
}>;
declare const ShadowMaterial$1: RootAttribute<{
r: "ui8";
g: "ui8";
b: "ui8";
opacity: "f32";
side: "string";
depthTest: "boolean";
depthWrite: "boolean";
}>;
declare const HiderMaterial$1: RootAttribute<{}>;
declare const VideoMaterial$1: RootAttribute<{
r: "ui8";
g: "ui8";
b: "ui8";
textureSrc: "string";
opacity: "f32";
}>;
export declare const Persistent: RootAttribute<Schema>;
declare const Shadow$1: RootAttribute<{
castShadow: "boolean";
receiveShadow: "boolean";
}>;
declare const Splat$1: RootAttribute<{
url: "string";
skybox: "boolean";
}>;
export declare const Position: RootAttribute<{
readonly x: "f32";
readonly y: "f32";
readonly z: "f32";
}>;
export declare const Scale: RootAttribute<{
readonly x: "f32";
readonly y: "f32";
readonly z: "f32";
}>;
declare const Quaternion$1: RootAttribute<{
readonly x: "f32";
readonly y: "f32";
readonly z: "f32";
readonly w: "f32";
}>;
export declare const ThreeObject: RootAttribute<{
order: "f32";
}>;
export declare const Ui: RootAttribute<{
type: "string";
font: "string";
fontSize: "f32";
position: "string";
opacity: "f32";
backgroundOpacity: "f32";
backgroundSize: "string";
nineSliceBorderTop: "string";
nineSliceBorderBottom: "string";
nineSliceBorderLeft: "string";
nineSliceBorderRight: "string";
nineSliceScaleFactor: "f32";
background: "string";
color: "string";
text: "string";
image: "string";
fixedSize: "boolean";
width: "string";
height: "string";
top: "string";
left: "string";
bottom: "string";
right: "string";
borderColor: "string";
borderRadius: "f32";
borderRadiusTopLeft: "string";
borderRadiusTopRight: "string";
borderRadiusBottomLeft: "string";
borderRadiusBottomRight: "string";
ignoreRaycast: "boolean";
alignContent: "string";
alignItems: "string";
alignSelf: "string";
borderWidth: "f32";
columnGap: "string";
direction: "string";
display: "string";
flex: "f32";
flexBasis: "string";
flexDirection: "string";
flexGrow: "f32";
flexShrink: "f32";
flexWrap: "string";
gap: "string";
justifyContent: "string";
margin: "string";
marginBottom: "string";
marginLeft: "string";
marginRight: "string";
marginTop: "string";
maxHeight: "string";
maxWidth: "string";
minHeight: "string";
minWidth: "string";
overflow: "string";
padding: "string";
paddingBottom: "string";
paddingLeft: "string";
paddingRight: "string";
paddingTop: "string";
rowGap: "string";
textAlign: "string";
verticalTextAlign: "string";
stackingOrder: "f32";
}>;
export declare const VideoControls: RootAttribute<{
loop: "boolean";
paused: "boolean";
volume: "f32";
positional: "boolean";
speed: "f32";
refDistance: "f32";
rolloffFactor: "f32";
distanceModel: "string";
maxDistance: "f32";
}>;
/**
* Function to define a new state
* @param name the name of the state
* @returns a new state
*/
export declare const defineState: <CallbackArgument = void>(name: string) => IStateDefiner<CallbackArgument>;
/**
* Function to define a new group
* @param substates the substates of the group (leaving blank will capture all states)
* @returns a new group
*/
export declare const defineStateGroup: <CallbackArgument = void>(substates?: Array<StateId | IStateGroupDefiner<unknown>>) => IStateGroupDefiner<CallbackArgument>;
/**
* define a custom trigger that can be called to cause a transition
* @returns a new custom trigger definition
*/
export declare const defineTrigger: () => TriggerHandle;
/**
* Create a state machine
* @param world the world to create the state machine in
* @param eid the entity that owns the state machine
* @param definition the state machine definition. This can be either an object or a function that
* generate the definition object
* @returns the id of the created state machine
*/
export declare const createStateMachine: <CallbackArgument = void>(world: World, eid: Eid, definition: StateMachineDefinition<CallbackArgument> | StateMachineDefiner) => MachineId;
export declare const deleteStateMachine: (world: World, machineId: MachineId) => void;
export declare const tickStateMachine: (world: World, machineId: MachineId) => void;
export interface GamepadConnectedEvent {
gamepad: Gamepad;
}
export interface GamepadDisconnectedEvent {
gamepad: Gamepad;
}
type ScreenPosition = {
x: number;
y: number;
};
type PointerId = PointerEvent["pointerId"];
export interface ScreenTouchStartEvent {
pointerId: PointerId;
position: ScreenPosition;
target: Eid | undefined;
worldPosition: Vec3 | undefined;
}
export interface ScreenTouchMoveEvent {
pointerId: PointerId;
position: ScreenPosition;
start: ScreenPosition;
change: ScreenPosition;
target: Eid | undefined;
}
export interface ScreenTouchEndEvent {
pointerId: PointerId;
position: ScreenPosition;
start: ScreenPosition;
target: Eid | undefined;
endTarget: Eid | undefined;
worldPosition: Vec3 | undefined;
}
export interface GestureStartEvent {
startPosition: ScreenPosition;
position: ScreenPosition;
startSpread: number;
spread: number;
touchCount: number;
}
export interface GestureMoveEvent {
startPosition: ScreenPosition;
position: ScreenPosition;
positionChange: ScreenPosition;
startSpread: number;
spread: number;
touchCount: number;
spreadChange: number;
}
export interface GestureEndEvent {
startPosition: ScreenPosition;
position: ScreenPosition;
startSpread: number;
spread: number;
touchCount: number;
target: Eid | undefined;
nextTouchCount: number | undefined;
}
export type UiClickEvent = {
x: number;
y: number;
};
export type UiHoverEvent = {
x: number;
y: number;
targets: Eid[];
};
export declare const input: {
SCREEN_TOUCH_START: string;
SCREEN_TOUCH_MOVE: string;
SCREEN_TOUCH_END: string;
GESTURE_START: string;
GESTURE_MOVE: string;
GESTURE_END: string;
GAMEPAD_CONNECTED: string;
GAMEPAD_DISCONNECTED: string;
UI_CLICK: string;
UI_PRESSED: string;
UI_RELEASED: string;
UI_HOVER_START: string;
UI_HOVER_END: string;
};
export declare const eid = "eid";
export declare const f32 = "f32";
export declare const f64 = "f64";
export declare const i32 = "i32";
export declare const ui8 = "ui8";
export declare const ui32 = "ui32";
export declare const string = "string";
export declare const boolean = "boolean";
type Attributes = RootAttribute<{}>[];
type TableMatch<T extends Attributes> = {
eids: Generator<Eid>;
ptrs: {
[K in keyof T]: number;
};
count: number;
};
type SystemQuery<T extends Attributes> = (world: World) => Generator<TableMatch<T>>;
type WriteDataForTerms<T extends Attributes> = {
[K in keyof T]: WriteData<SchemaOf<T[K]>>;
};
type SystemCallback<T extends Attributes> = ((world: World, eid: Eid, cursors: WriteDataForTerms<T>) => void);
export declare const defineSystemQuery: <T extends Attributes>(terms: T) => SystemQuery<T>;
export declare const defineSystem: <T extends Attributes>(terms: T, callback: SystemCallback<T>) => (world: World) => void;
type Query = (world: World) => Eid[];
type LifecycleQueries = {
init: (world: World) => void;
enter: Query;
changed: Query;
exit: Query;
};
interface RootQuery extends Query {
terms: RootAttribute<any>[];
}
export declare const defineQuery: (terms: RootAttribute<any>[]) => RootQuery;
export declare const enterQuery: (t: RootQuery) => Query;
export declare const exitQuery: (t: RootQuery) => Query;
export declare const changedQuery: (t: RootQuery) => Query;
export declare const lifecycleQueries: (t: RootQuery) => LifecycleQueries;
declare const colliderSchema: {
readonly width: "f32";
readonly height: "f32";
readonly depth: "f32";
readonly radius: "f32";
readonly mass: "f32";
readonly linearDamping: "f32";
readonly angularDamping: "f32";
readonly friction: "f32";
readonly rollingFriction: "f32";
readonly spinningFriction: "f32";
readonly restitution: "f32";
readonly gravityFactor: "f32";
readonly offsetX: "f32";
readonly offsetY: "f32";
readonly offsetZ: "f32";
readonly type: "ui8";
readonly shape: "ui8";
readonly eventOnly: "boolean";
readonly lockXPosition: "boolean";
readonly lockYPosition: "boolean";
readonly lockZPosition: "boolean";
readonly lockXAxis: "boolean";
readonly lockYAxis: "boolean";
readonly lockZAxis: "boolean";
readonly highPrecision: "boolean";
};
export declare const ColliderShape: {
readonly Box: 0;
readonly Sphere: 1;
readonly Plane: 2;
readonly Capsule: 3;
readonly Cone: 4;
readonly Cylinder: 5;
readonly Circle: 6;
};
type ColliderSchema = typeof colliderSchema;
declare const Collider$1: RootAttribute<ColliderSchema>;
export declare const physics: {
enable: (world: World) => void;
disable: (world: World) => void;
setWorldGravity: (world: World, gravity: number) => void;
getWorldGravity: (world: World) => number;
applyForce: (world: World, eid: Eid, forceX: number, forceY: number, forceZ: number) => void;
applyImpulse: (world: World, eid: Eid, impulseX: number, impulseY: number, impulseZ: number) => void;
applyTorque: (world: World, eid: Eid, torqueX: number, torqueY: number, torqueZ: number) => void;
setLinearVelocity: (world: World, eid: Eid, velocityX: number, velocityY: number, velocityZ: number) => void;
getLinearVelocity: (world: World, eid: Eid) => {
x: number;
y: number;
z: number;
};
setAngularVelocity: (world: World, eid: Eid, velocityX: number, velocityY: number, velocityZ: number) => void;
getAngularVelocity: (world: World, eid: Eid) => {
x: number;
y: number;
z: number;
};
registerConvexShape: (world: World, vertices: Float32Array) => number;
unregisterConvexShape: (world: World, id: number) => void;
COLLISION_START_EVENT: string;
COLLISION_END_EVENT: string;
ColliderShape: {
readonly Box: 0;
readonly Sphere: 1;
readonly Plane: 2;
readonly Capsule: 3;
readonly Cone: 4;
readonly Cylinder: 5;
readonly Circle: 6;
};
};
type AssetManifestMappings = {
[filePath: string]: string;
} & {
assets?: never;
};
type StoredAssetManifest = {
assets: AssetManifestMappings;
};
type AssetManifest = StoredAssetManifest | AssetManifestMappings;
type Asset$1 = {
data: Blob;
remoteUrl?: string;
localUrl: string;
};
type AssetManager = {
load: (request: AssetRequest) => Promise<Asset$1>;
clear: (request: AssetRequest) => void;
loadSync: (request: AssetRequest) => Asset$1;
setAssetManifest: (newManifest: AssetManifest) => void;
resolveAsset: (assetPath: string) => string | null;
getStatistics: () => AssetStatistics;
};
type AssetStatistics = {
pending: number;
complete: number;
total: number;
};
type AssetRequest = {
id?: Eid;
url: string;
};
export declare const assets: AssetManager;
export declare const audio: {
getCurrentTime: (world: World, eid: Eid) => number;
setCurrentTime: (world: World, eid: Eid, time: number) => void;
};
export declare const PositionAnimation: RootAttribute<BaseSchema<{
autoFrom: "boolean";
fromX: "f32";
fromY: "f32";
fromZ: "f32";
toX: "f32";
toY: "f32";
toZ: "f32";
duration: "f32";
loop: "boolean";
reverse: "boolean";
easeIn: "boolean";
easeOut: "boolean";
easingFunction: "string";
target: "eid";
}>>;
export declare const ScaleAnimation: RootAttribute<BaseSchema<{
autoFrom: "boolean";
fromX: "f32";
fromY: "f32";
fromZ: "f32";
toX: "f32";
toY: "f32";
toZ: "f32";
duration: "f32";
loop: "boolean";
reverse: "boolean";
easeIn: "boolean";
easeOut: "boolean";
easingFunction: "string";
target: "eid";
}>>;
export declare const RotateAnimation: RootAttribute<BaseSchema<{
autoFrom: "boolean";
fromX: "f32";
fromY: "f32";
fromZ: "f32";
toX: "f32";
toY: "f32";
toZ: "f32";
shortestPath: "boolean";
duration: "f32";
loop: "boolean";
reverse: "boolean";
easeIn: "boolean";
easeOut: "boolean";
easingFunction: "string";
target: "eid";
}>>;
export declare const CustomVec3Animation: RootAttribute<BaseSchema<{
attribute: "string";
autoFrom: "boolean";
fromX: "f32";
fromY: "f32";
fromZ: "f32";
toX: "f32";
toY: "f32";
toZ: "f32";
duration: "f32";
loop: "boolean";
reverse: "boolean";
easeIn: "boolean";
easeOut: "boolean";
easingFunction: "string";
target: "eid";
}>>;
export declare const CustomPropertyAnimation: RootAttribute<BaseSchema<{
attribute: "string";
property: "string";
autoFrom: "boolean";
from: "f32";
to: "f32";
duration: "f32";
loop: "boolean";
reverse: "boolean";
easeIn: "boolean";
easeOut: "boolean";
easingFunction: "string";
target: "eid";
}>>;
export declare const FollowAnimation: RootAttribute<BaseSchema<{
target: "eid";
minDistance: "f32";
maxDistance: "f32";
elasticity: "f32";
}>>;
export declare const LookAtAnimation: RootAttribute<BaseSchema<{
target: "eid";
targetX: "f32";
targetY: "f32";
targetZ: "f32";
lockX: "boolean";
lockY: "boolean";
}>>;
export interface ParticlesSchema {
stopped: boolean;
emitterLife: number;
particlesPerShot: number;
emitDelay: number;
minimumLifespan: number;
maximumLifespan: number;
mass: number;
gravity: number;
scale: number;
forceX: number;
forceY: number;
forceZ: number;
spread: number;
radialVelocity: number;
spawnAreaType: string;
spawnAreaWidth: number;
spawnAreaHeight: number;
spawnAreaDepth: number;
spawnAreaRadius: number;
boundingZoneType: string;
boundingZoneWidth: number;
boundingZoneHeight: number;
boundingZoneDepth: number;
boundingZoneRadius: number;
resourceType: string;
resourceUrl: string;
blendingMode: string;
animateColor: boolean;
colorStart: string;
colorEnd: string;
randomDrift: boolean;
randomDriftRange: number;
collisions: boolean;
}
export declare const ParticleEmitter: RootAttribute<BaseSchema<{
stopped: "boolean";
emitterLife: "f32";
particlesPerShot: "ui32";
emitDelay: "f32";
minimumLifespan: "f32";
maximumLifespan: "f32";
mass: "f32";
gravity: "f32";
scale: "f32";
forceX: "f32";
forceY: "f32";
forceZ: "f32";
spread: "f32";
radialVelocity: "f32";
spawnAreaType: "string";
spawnAreaWidth: "f32";
spawnAreaHeight: "f32";
spawnAreaDepth: "f32";
spawnAreaRadius: "f32";
boundingZoneType: "string";
boundingZoneWidth: "f32";
boundingZoneHeight: "f32";
boundingZoneDepth: "f32";
boundingZoneRadius: "f32";
resourceType: "string";
resourceUrl: "string";
blendingMode: "string";
animateColor: "boolean";
colorStart: "string";
colorEnd: "string";
randomDrift: "boolean";
randomDriftRange: "f32";
collisions: "boolean";
}>>;
export declare const XR_FACE_FOUND: "facecontroller.facefound";
export declare const XR_FACE_UPDATED: "facecontroller.faceupdated";
export declare const XR_FACE_LOST: "facecontroller.facelost";
export declare const CameraEvents: {
ACTIVE_CAMERA_CHANGE: string;
ACTIVE_CAMERA_EID_CHANGE: string;
XR_CAMERA_EDIT: string;
XR_CAMERA_STOP: string;
CAMERA_TRANSFORM_UPDATE: string;
};
export declare const OrbitControls: RootAttribute<BaseSchema<{
speed: "f32";
maxAngularSpeed: "f32";
maxZoomSpeed: "f32";
distanceMin: "f32";
distanceMax: "f32";
pitchAngleMin: "f32";
pitchAngleMax: "f32";
constrainYaw: "boolean";
yawAngleMin: "f32";
yawAngleMax: "f32";
inertiaFactor: "f32";
focusEntity: "eid";
invertedX: "boolean";
invertedY: "boolean";
invertedZoom: "boolean";
controllerSupport: "boolean";
horizontalSensitivity: "f32";
verticalSensitivity: "f32";
}>>;
export declare const FlyController: RootAttribute<BaseSchema<{
verticalSensitivity: "f32";
horizontalSensitivity: "f32";
moveSpeedX: "f32";
moveSpeedY: "f32";
moveSpeedZ: "f32";
invertedY: "boolean";
invertedX: "boolean";
}>>;
export declare const GpsPointer: RootAttribute<BaseSchema<{
faceGpsDirection: "boolean";
idleClip: "string";
walkClip: "string";
runClip: "string";
driveClip: "string";
}>>;
export declare const ready: () => Promise<void>;
export declare const isReady: () => boolean;
export declare const FaceAnchor: RootAttribute<BaseSchema<ExtendedSchema<Schema>>>;
export declare const FaceMeshAnchor: RootAttribute<BaseSchema<ExtendedSchema<Schema>>>;
export declare const FaceAttachment: RootAttribute<BaseSchema<{
point: "string";
}>>;
export declare const LocationAnchor: RootAttribute<BaseSchema<ExtendedSchema<Schema>>>;
export declare const Disabled: RootAttribute<{}>;
export declare const events: {
readonly ACTIVE_SPACE_CHANGE: "active-space-change";
readonly AUDIO_CAN_PLAY_THROUGH: "audio-can-play-through";
readonly AUDIO_END: "audio-end";
readonly VIDEO_CAN_PLAY_THROUGH: "video-can-play-through";
readonly VIDEO_END: "video-end";
readonly GLTF_MODEL_LOADED: "gltf-model-loaded";
readonly GLTF_ANIMATION_FINISHED: "gltf-animation-finished";
readonly GLTF_ANIMATION_LOOP: "gltf-animation-loop";
readonly SPLAT_MODEL_LOADED: "splat-model-loaded";
readonly LOCATION_SPAWNED: "locationSpawned";
readonly RECORDER_VIDEO_STARTED: "recorder-video-started";
readonly RECORDER_VIDEO_STOPPED: "recorder-video-stopped";
readonly RECORDER_VIDEO_ERROR: "recorder-video-error";
readonly RECORDER_VIDEO_READY: "recorder-video-ready";
readonly RECORDER_FINALIZE_PROGRESS: "recorder-finalize-progress";
readonly RECORDER_PREVIEW_READY: "recorder-preview-ready";
readonly RECORDER_PROCESS_FRAME: "recorder-process-frame";
readonly RECORDER_SCREENSHOT_READY: "recorder-screenshot-ready";
readonly REALITY_CAMERA_CONFIGURED: "reality.cameraconfigured";
readonly REALITY_TRACKING_STATUS: "reality.trackingstatus";
readonly REALITY_LOCATION_SCANNING: "reality.locationscanning";
readonly REALITY_LOCATION_FOUND: "reality.locationfound";
readonly REALITY_LOCATION_UPDATED: "reality.locationupdated";
readonly REALITY_LOCATION_LOST: "reality.locationlost";
readonly REALITY_MESH_FOUND: "reality.meshfound";
readonly REALITY_MESH_LOST: "reality.meshlost";
readonly REALITY_IMAGE_LOADING: "reality.imageloading";
readonly REALITY_IMAGE_SCANNING: "reality.imagescanning";
readonly REALITY_IMAGE_FOUND: "reality.imagefound";
readonly REALITY_IMAGE_UPDATED: "reality.imageupdated";
readonly REALITY_IMAGE_LOST: "reality.imagelost";
readonly REALITY_READY: "realityready";
readonly FACE_CAMERA_CONFIGURED: "facecontroller.cameraconfigured";
readonly FACE_LOADING: "facecontroller.faceloading";
readonly FACE_SCANNING: "facecontroller.facescanning";
readonly FACE_FOUND: "facecontroller.facefound";
readonly FACE_UPDATED: "facecontroller.faceupdated";
readonly FACE_LOST: "facecontroller.facelost";
readonly FACE_MOUTH_OPENED: "facecontroller.mouthopened";
readonly FACE_MOUTH_CLOSED: "facecontroller.mouthclosed";
readonly FACE_LEFT_EYE_OPENED: "facecontroller.lefteyeopened";
readonly FACE_LEFT_EYE_CLOSED: "facecontroller.lefteyeclosed";
readonly FACE_RIGHT_EYE_OPENED: "facecontroller.righteyeopened";
readonly FACE_RIGHT_EYE_CLOSED: "facecontroller.righteyeclosed";
readonly FACE_LEFT_EYEBROW_RAISED: "facecontroller.lefteyebrowraised";
readonly FACE_LEFT_EYEBROW_LOWERED: "facecontroller.lefteyebrowlowered";
readonly FACE_RIGHT_EYEBROW_RAISED: "facecontroller.righteyebrowraised";
readonly FACE_RIGHT_EYEBROW_LOWERED: "facecontroller.righteyebrowlowered";
readonly FACE_RIGHT_EYE_WINKED: "facecontroller.righteyewinked";
readonly FACE_LEFT_EYE_WINKED: "facecontroller.lefteyewinked";
readonly FACE_BLINKED: "facecontroller.blinked";
readonly FACE_INTERPUPILLARY_DISTANCE: "facecontroller.interpupillarydistance";
readonly FACE_EAR_POINT_FOUND: "facecontroller.earpointfound";
readonly FACE_EAR_POINT_LOST: "facecontroller.earpointlost";
readonly HAND_CAMERA_CONFIGURED: "handcontroller.cameraconfigured";
readonly LAYERS_CAMERA_CONFIGURED: "layerscontroller.cameraconfigured";
};
type EcsTextureKey = "textureSrc" | "roughnessMap" | "metalnessMap" | "normalMap" | "opacityMap" | "emissiveMap";
type VideoQuery = {
src?: string;
textureKey?: EcsTextureKey;
};
type VideoTimeResult = {
src: string;
textureKey: EcsTextureKey;
time: number;
};
export declare const video: {
getCurrentTime: (world: World, eid: Eid, query?: VideoQuery) => number;
setCurrentTime: (world: World, eid: Eid, time: number, query?: VideoQuery) => void;
getCurrentTimes: (world: World, eid: Eid, filter?: VideoQuery) => VideoTimeResult[];
setCurrentTimes: (world: World, eid: Eid, time: number, filter?: VideoQuery) => void;
};
export type Ecs = typeof api;
declare namespace math {
export { Mat4, Mat4Factory, Quat, QuatFactory, QuatSource, Vec2, Vec2Factory, Vec2Source, Vec3, Vec3Factory, Vec3Source, mat4, quat, vec2, vec3 };
}
export {
Audio$1 as Audio,
BoxGeometry$1 as BoxGeometry,
Camera$2 as Camera,
CapsuleGeometry$1 as CapsuleGeometry,
CircleGeometry$1 as CircleGeometry,
Collider$1 as Collider,
ConeGeometry$1 as ConeGeometry,
CylinderGeometry$1 as CylinderGeometry,
Face$1 as Face,
FaceGeometry$1 as FaceGeometry,
GltfModel$1 as GltfModel,
HiderMaterial$1 as HiderMaterial,
ImageTarget$1 as ImageTarget,
Light$1 as Light,
Map$1 as Map,
MapPoint$1 as MapPoint,
MapTheme$1 as MapTheme,
Material$2 as Material,
PlaneGeometry$1 as PlaneGeometry,
PolyhedronGeometry$1 as PolyhedronGeometry,
Quaternion$1 as Quaternion,
RingGeometry$1 as RingGeometry,
Shadow$1 as Shadow,
ShadowMaterial$1 as ShadowMaterial,
SphereGeometry$1 as SphereGeometry,
Splat$1 as Splat,
TetrahedronGeometry$1 as TetrahedronGeometry,
TorusGeometry$1 as TorusGeometry,
UnlitMaterial$1 as UnlitMaterial,
VideoMaterial$1 as VideoMaterial,
math,
};
export {};