感谢NEZ库提供的思路
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19
source/bin/framework.d.ts
vendored
19
source/bin/framework.d.ts
vendored
@@ -227,7 +227,11 @@ declare module es {
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/**
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* 每帧更新事件
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*/
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frameUpdated = 1
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frameUpdated = 1,
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/**
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* 当渲染发生时触发
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*/
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renderChanged = 2
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}
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}
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declare module es {
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@@ -2194,11 +2198,13 @@ declare module es {
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camera: ICamera;
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readonly renderOrder: number;
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shouldDebugRender: boolean;
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protected renderDirty: boolean;
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constructor(renderOrder: number, camera: ICamera);
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onAddedToScene(scene: es.Scene): void;
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unload(): void;
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protected beginRender(cam: ICamera): void;
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protected endRender(): void;
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protected onRenderChanged(): void;
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abstract render(scene: Scene): void;
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protected renderAfterStateCheck(renderable: IRenderable, cam: ICamera): void;
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protected debugRender(scene: Scene): void;
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@@ -2571,6 +2577,11 @@ declare module es {
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* @returns
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*/
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static approachAngle(start: number, end: number, shift: number): number;
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/**
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* 将此 Vector 投影到另一个 Vector 上
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* @param other
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*/
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static project(self: Vector2, other: Vector2): Vector2;
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/**
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* 通过将偏移量(全部以弧度为单位)夹住结果并选择最短路径,起始角度朝向终止角度。
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* 起始值可以小于或大于终止值。
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@@ -2694,6 +2705,8 @@ declare module es {
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* 代表右手4x4浮点矩阵,可以存储平移、比例和旋转信息
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*/
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class Matrix {
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private static identity;
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static readonly Identity: Matrix;
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m11: number;
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m12: number;
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m13: number;
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@@ -2710,6 +2723,7 @@ declare module es {
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m42: number;
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m43: number;
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m44: number;
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constructor(m11?: any, m12?: any, m13?: any, m14?: any, m21?: any, m22?: any, m23?: any, m24?: any, m31?: any, m32?: any, m33?: any, m34?: any, m41?: any, m42?: any, m43?: any, m44?: any);
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/**
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* 为自定义的正交视图创建一个新的投影矩阵
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* @param left
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@@ -2719,6 +2733,8 @@ declare module es {
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* @param result
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*/
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static createOrthographicOffCenter(left: number, right: number, bottom: number, top: number, zNearPlane: number, zFarPlane: number, result?: Matrix): void;
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static createTranslation(position: Vector2, result: Matrix): void;
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static createRotationZ(radians: number, result: Matrix): void;
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/**
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* 创建一个新的矩阵,其中包含两个矩阵的乘法。
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* @param matrix1
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@@ -3185,6 +3201,7 @@ declare module es {
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* 在碰撞器中开始的射线/直线是否强制转换检测到那些碰撞器
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*/
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static raycastsStartInColliders: boolean;
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static debugRender: boolean;
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/**
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* 我们保留它以避免在每次raycast发生时分配它
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*/
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