feat: 3D 编辑器支持 - 网格、相机、Gizmo
This commit is contained in:
@@ -652,6 +652,24 @@ export class EngineBridge implements ITextureEngineBridge, ITextureService, IDyn
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this.getEngine().setTransformMode(mode);
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}
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/**
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* Render a 3D gizmo at the specified world position.
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* 在指定的世界位置渲染 3D Gizmo。
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*
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* Only works in 3D render mode. The gizmo will be rendered
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* with the current transform mode (move/rotate/scale).
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* 仅在 3D 渲染模式下有效。Gizmo 将使用当前的变换模式渲染。
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*
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* @param x - World X position | 世界 X 坐标
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* @param y - World Y position | 世界 Y 坐标
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* @param z - World Z position | 世界 Z 坐标
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* @param scale - Gizmo scale multiplier | Gizmo 缩放倍数
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*/
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render3DGizmo(x: number, y: number, z: number, scale: number = 1.0): void {
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if (!this.initialized) return;
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this.getEngine().render3DGizmo(x, y, z, scale);
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}
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/**
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* Set gizmo visibility.
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* 设置辅助工具可见性。
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@@ -1334,6 +1352,195 @@ export class EngineBridge implements ITextureEngineBridge, ITextureService, IDyn
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}
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}
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// ===== 3D Rendering API =====
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// ===== 3D 渲染 API =====
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/**
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* Render mode enumeration.
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* 渲染模式枚举。
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*/
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static readonly RenderMode = {
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Mode2D: 0,
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Mode3D: 1,
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} as const;
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/**
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* Get current render mode.
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* 获取当前渲染模式。
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*
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* @returns 0 for 2D mode, 1 for 3D mode | 0 表示 2D 模式,1 表示 3D 模式
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*/
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getRenderMode(): number {
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if (!this.initialized) return 0;
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return this.getEngine().getRenderMode();
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}
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/**
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* Set render mode.
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* 设置渲染模式。
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*
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* When switching to 3D mode for the first time, the 3D renderer
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* will be lazily initialized.
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* 首次切换到 3D 模式时,3D 渲染器将被延迟初始化。
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*
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* @param mode - 0 for 2D, 1 for 3D | 0 表示 2D,1 表示 3D
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*/
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setRenderMode(mode: number): void {
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if (!this.initialized) return;
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this.getEngine().setRenderMode(mode);
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}
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/**
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* Check if 3D renderer is initialized.
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* 检查 3D 渲染器是否已初始化。
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*/
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has3DRenderer(): boolean {
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if (!this.initialized) return false;
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return this.getEngine().has3DRenderer();
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}
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/**
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* Get 3D camera position.
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* 获取 3D 相机位置。
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*
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* @returns { x, y, z } or null if 3D renderer is not initialized
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* { x, y, z } 或 3D 渲染器未初始化则返回 null
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*/
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getCamera3DPosition(): { x: number; y: number; z: number } | null {
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if (!this.initialized) return null;
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const result = this.getEngine().getCamera3DPosition();
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if (!result) return null;
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return { x: result[0], y: result[1], z: result[2] };
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}
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/**
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* Set 3D camera position.
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* 设置 3D 相机位置。
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*
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* @param x - X coordinate | X 坐标
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* @param y - Y coordinate | Y 坐标
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* @param z - Z coordinate | Z 坐标
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*/
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setCamera3DPosition(x: number, y: number, z: number): void {
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if (!this.initialized) return;
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this.getEngine().setCamera3DPosition(x, y, z);
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}
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/**
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* Get 3D camera rotation as Euler angles (in degrees).
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* 获取 3D 相机旋转的欧拉角(角度制)。
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*
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* @returns { pitch, yaw, roll } in degrees or null
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* 角度制的 { pitch, yaw, roll } 或 null
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*/
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getCamera3DRotation(): { pitch: number; yaw: number; roll: number } | null {
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if (!this.initialized) return null;
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const result = this.getEngine().getCamera3DRotation();
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if (!result) return null;
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return { pitch: result[0], yaw: result[1], roll: result[2] };
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}
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/**
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* Set 3D camera rotation from Euler angles (in degrees).
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* 使用欧拉角设置 3D 相机旋转(角度制)。
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*
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* @param pitch - Pitch angle in degrees | 俯仰角(度)
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* @param yaw - Yaw angle in degrees | 偏航角(度)
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* @param roll - Roll angle in degrees | 滚转角(度)
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*/
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setCamera3DRotation(pitch: number, yaw: number, roll: number): void {
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if (!this.initialized) return;
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this.getEngine().setCamera3DRotation(pitch, yaw, roll);
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}
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/**
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* Get 3D camera field of view (in degrees).
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* 获取 3D 相机视野角(角度制)。
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*
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* @returns FOV in degrees or null if 3D renderer not initialized
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* 角度制的 FOV 或 null
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*/
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getCamera3DFov(): number | null {
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if (!this.initialized) return null;
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const result = this.getEngine().getCamera3DFov();
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return result ?? null;
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}
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/**
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* Set 3D camera field of view (in degrees).
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* 设置 3D 相机视野角(角度制)。
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*
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* @param fov - Field of view in degrees (typical: 45-90)
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* 视野角(度,通常 45-90)
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*/
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setCamera3DFov(fov: number): void {
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if (!this.initialized) return;
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this.getEngine().setCamera3DFov(fov);
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}
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/**
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* Set 3D camera projection type.
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* 设置 3D 相机投影类型。
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*
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* @param type - 0 for perspective, 1 for orthographic
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* 0 表示透视投影,1 表示正交投影
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* @param orthoSize - Half-height of orthographic view (only used when type = 1)
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* 正交视图的半高度(仅在 type = 1 时使用)
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*/
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setCamera3DProjection(type: number, orthoSize: number = 5.0): void {
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if (!this.initialized) return;
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this.getEngine().setCamera3DProjection(type, orthoSize);
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}
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/**
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* Make 3D camera look at a target position.
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* 使 3D 相机朝向目标位置。
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*
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* @param targetX - Target X coordinate | 目标 X 坐标
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* @param targetY - Target Y coordinate | 目标 Y 坐标
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* @param targetZ - Target Z coordinate | 目标 Z 坐标
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*/
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camera3DLookAt(targetX: number, targetY: number, targetZ: number): void {
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if (!this.initialized) return;
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this.getEngine().camera3DLookAt(targetX, targetY, targetZ);
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}
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/**
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* Set 3D camera near and far clip planes.
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* 设置 3D 相机近远裁剪面。
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*
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* @param near - Near clip plane distance | 近裁剪面距离
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* @param far - Far clip plane distance | 远裁剪面距离
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*/
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setCamera3DClipPlanes(near: number, far: number): void {
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if (!this.initialized) return;
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this.getEngine().setCamera3DClipPlanes(near, far);
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}
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/**
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* Resize 3D viewport.
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* 调整 3D 视口大小。
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*
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* @param width - New width | 新宽度
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* @param height - New height | 新高度
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*/
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resize3D(width: number, height: number): void {
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if (!this.initialized) return;
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this.getEngine().resize3D(width, height);
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}
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/**
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* Render using 3D mode.
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* 使用 3D 模式渲染。
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*
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* This renders all submitted 3D meshes with the current 3D camera.
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* 使用当前 3D 相机渲染所有已提交的 3D 网格。
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*/
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render3D(): void {
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if (!this.initialized) return;
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this.getEngine().render3D();
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}
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/**
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* Dispose the bridge and release resources.
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* 销毁桥接并释放资源。
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@@ -88,8 +88,8 @@ export interface EngineStats {
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}
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/**
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* Camera configuration.
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* 相机配置。
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* Camera configuration (2D).
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* 相机配置(2D)。
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*/
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export interface CameraConfig {
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/** Camera X position. | 相机X位置。 */
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@@ -101,3 +101,51 @@ export interface CameraConfig {
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/** Rotation in radians. | 旋转角度(弧度)。 */
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rotation: number;
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}
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/**
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* 3D Camera position.
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* 3D 相机位置。
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*/
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export interface Camera3DPosition {
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/** X coordinate. | X 坐标。 */
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x: number;
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/** Y coordinate. | Y 坐标。 */
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y: number;
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/** Z coordinate. | Z 坐标。 */
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z: number;
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}
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/**
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* 3D Camera rotation (Euler angles in degrees).
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* 3D 相机旋转(欧拉角,角度制)。
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*/
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export interface Camera3DRotation {
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/** Pitch angle in degrees. | 俯仰角(度)。 */
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pitch: number;
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/** Yaw angle in degrees. | 偏航角(度)。 */
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yaw: number;
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/** Roll angle in degrees. | 滚转角(度)。 */
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roll: number;
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}
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/**
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* Projection type for 3D camera.
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* 3D 相机的投影类型。
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*/
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export enum ProjectionType {
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/** Perspective projection. | 透视投影。 */
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Perspective = 0,
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/** Orthographic projection. | 正交投影。 */
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Orthographic = 1,
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}
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/**
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* Render mode.
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* 渲染模式。
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*/
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export enum RenderMode {
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/** 2D rendering mode. | 2D 渲染模式。 */
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Mode2D = 0,
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/** 3D rendering mode. | 3D 渲染模式。 */
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Mode3D = 1,
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}
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149
packages/ecs-engine-bindgen/src/wasm/es_engine.d.ts
vendored
149
packages/ecs-engine-bindgen/src/wasm/es_engine.d.ts
vendored
@@ -5,6 +5,22 @@
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* 初始化panic hook以在控制台显示更好的错误信息。
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*/
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export function init(): void;
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/**
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* Render mode enumeration.
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* 渲染模式枚举。
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*/
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export enum RenderMode {
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/**
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* 2D rendering mode (orthographic camera, no depth test).
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* 2D渲染模式(正交相机,无深度测试)。
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*/
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Mode2D = 0,
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/**
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* 3D rendering mode (perspective/orthographic camera, depth test enabled).
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* 3D渲染模式(透视/正交相机,启用深度测试)。
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*/
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Mode3D = 1,
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}
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/**
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* Game engine main interface exposed to JavaScript.
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* 暴露给JavaScript的游戏引擎主接口。
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@@ -143,11 +159,37 @@ export class GameEngine {
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* The material ID for referencing this material | 用于引用此材质的ID
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*/
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createMaterial(name: string, shader_id: number, blend_mode: number): number;
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/**
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* Get current render mode.
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* 获取当前渲染模式。
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*
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* Returns 0 for 2D mode, 1 for 3D mode.
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* 返回 0 表示 2D 模式,1 表示 3D 模式。
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*/
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getRenderMode(): number;
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/**
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* Check if 3D renderer is initialized.
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* 检查 3D 渲染器是否已初始化。
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*/
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has3DRenderer(): boolean;
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/**
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* Remove a material.
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* 移除材质。
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*/
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removeMaterial(material_id: number): boolean;
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/**
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* Render a 3D gizmo at the specified world position.
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* 在指定的世界位置渲染 3D Gizmo。
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*
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* Only works in 3D render mode. The gizmo will be rendered
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* with the current transform mode (move/rotate/scale).
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* 仅在 3D 渲染模式下有效。Gizmo 将使用当前的变换模式渲染。
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*
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* # Arguments | 参数
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* * `x`, `y`, `z` - World position | 世界位置
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* * `scale` - Gizmo scale multiplier | Gizmo 缩放倍数
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*/
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render3DGizmo(x: number, y: number, z: number, scale: number): void;
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/**
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* Resize a specific viewport.
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* 调整特定视口大小。
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@@ -182,6 +224,18 @@ export class GameEngine {
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* 当为 false(运行时模式)时,编辑器专用 UI(如网格、gizmos、坐标轴指示器)会自动隐藏。
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*/
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setEditorMode(is_editor: boolean): void;
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/**
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* Set render mode.
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* 设置渲染模式。
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*
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* # Arguments | 参数
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* * `mode` - 0 for 2D, 1 for 3D | 0 表示 2D,1 表示 3D
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*
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* When switching to 3D mode for the first time, the 3D renderer
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* will be lazily initialized.
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* 首次切换到 3D 模式时,3D 渲染器将被延迟初始化。
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*/
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setRenderMode(mode: number): void;
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/**
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* Set gizmo visibility.
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* 设置辅助工具可见性。
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@@ -241,6 +295,16 @@ export class GameEngine {
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* 添加胶囊Gizmo边框。
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*/
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addGizmoCapsule(x: number, y: number, radius: number, half_height: number, rotation: number, r: number, g: number, b: number, a: number): void;
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/**
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* Make 3D camera look at a target position.
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* 使 3D 相机朝向目标位置。
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*/
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camera3DLookAt(target_x: number, target_y: number, target_z: number): void;
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/**
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* Get 3D camera field of view (in degrees).
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* 获取 3D 相机视野角(角度制)。
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*/
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getCamera3DFov(): number | undefined;
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/**
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* 获取纹理加载状态
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* Get texture loading state
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@@ -262,6 +326,14 @@ export class GameEngine {
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* * `canvas_id` - HTML canvas element ID | HTML canvas元素ID
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*/
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registerViewport(id: string, canvas_id: string): void;
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/**
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* Set 3D camera field of view (in degrees).
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* 设置 3D 相机视野角(角度制)。
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*
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* Only affects perspective projection mode.
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* 仅影响透视投影模式。
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*/
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setCamera3DFov(fov_degrees: number): void;
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/**
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* Set a material's vec2 uniform.
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* 设置材质的vec2 uniform。
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@@ -447,6 +519,22 @@ export class GameEngine {
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* 使用特定ID编译着色器。
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*/
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compileShaderWithId(shader_id: number, vertex_source: string, fragment_source: string): void;
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/**
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* Get 3D camera position.
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* 获取 3D 相机位置。
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*
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* Returns [x, y, z] or null if 3D renderer is not initialized.
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* 返回 [x, y, z],如果 3D 渲染器未初始化则返回 null。
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*/
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getCamera3DPosition(): Float32Array | undefined;
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/**
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* Get 3D camera rotation as Euler angles (in degrees).
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* 获取 3D 相机旋转的欧拉角(角度制)。
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*
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* Returns [pitch, yaw, roll] or null if 3D renderer is not initialized.
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* 返回 [pitch, yaw, roll],如果 3D 渲染器未初始化则返回 null。
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*/
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getCamera3DRotation(): Float32Array | undefined;
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/**
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* Get texture ID by path.
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* 按路径获取纹理ID。
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@@ -455,6 +543,21 @@ export class GameEngine {
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* * `path` - Image path to lookup | 要查找的图片路径
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*/
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getTextureIdByPath(path: string): number | undefined;
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/**
|
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* Set 3D camera position.
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* 设置 3D 相机位置。
|
||||
*/
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setCamera3DPosition(x: number, y: number, z: number): void;
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/**
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* Set 3D camera rotation using Euler angles (in degrees).
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* 使用欧拉角设置 3D 相机旋转(角度制)。
|
||||
*
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* # Arguments | 参数
|
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* * `pitch` - Rotation around X axis (degrees) | X 轴旋转(角度)
|
||||
* * `yaw` - Rotation around Y axis (degrees) | Y 轴旋转(角度)
|
||||
* * `roll` - Rotation around Z axis (degrees) | Z 轴旋转(角度)
|
||||
*/
|
||||
setCamera3DRotation(pitch: number, yaw: number, roll: number): void;
|
||||
/**
|
||||
* Create a material with a specific ID.
|
||||
* 使用特定ID创建材质。
|
||||
@@ -488,11 +591,25 @@ export class GameEngine {
|
||||
* * `path` - Image path to lookup | 要查找的图片路径
|
||||
*/
|
||||
getTextureSizeByPath(path: string): Float32Array | undefined;
|
||||
/**
|
||||
* Set 3D camera projection type.
|
||||
* 设置 3D 相机投影类型。
|
||||
*
|
||||
* # Arguments | 参数
|
||||
* * `projection_type` - 0 for Perspective, 1 for Orthographic
|
||||
* * `ortho_size` - Half-height of orthographic view (only used when projection_type = 1)
|
||||
*/
|
||||
setCamera3DProjection(projection_type: number, ortho_size: number): void;
|
||||
/**
|
||||
* 获取正在加载中的纹理数量
|
||||
* Get the number of textures currently loading
|
||||
*/
|
||||
getTextureLoadingCount(): number;
|
||||
/**
|
||||
* Set 3D camera near and far clip planes.
|
||||
* 设置 3D 相机近裁剪面和远裁剪面。
|
||||
*/
|
||||
setCamera3DClipPlanes(near: number, far: number): void;
|
||||
/**
|
||||
* Create a new game engine instance.
|
||||
* 创建新的游戏引擎实例。
|
||||
@@ -529,6 +646,19 @@ export class GameEngine {
|
||||
* * `height` - New viewport height | 新视口高度
|
||||
*/
|
||||
resize(width: number, height: number): void;
|
||||
/**
|
||||
* Render 3D content.
|
||||
* 渲染 3D 内容。
|
||||
*
|
||||
* Should be called after submitting 3D meshes.
|
||||
* 应在提交 3D 网格后调用。
|
||||
*/
|
||||
render3D(): void;
|
||||
/**
|
||||
* Resize 3D renderer viewport.
|
||||
* 调整 3D 渲染器视口大小。
|
||||
*/
|
||||
resize3D(width: number, height: number): void;
|
||||
/**
|
||||
* Get canvas width.
|
||||
* 获取画布宽度。
|
||||
@@ -550,6 +680,7 @@ export interface InitOutput {
|
||||
readonly gameengine_addGizmoCircle: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number) => void;
|
||||
readonly gameengine_addGizmoLine: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number) => void;
|
||||
readonly gameengine_addGizmoRect: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number, k: number, l: number, m: number) => void;
|
||||
readonly gameengine_camera3DLookAt: (a: number, b: number, c: number, d: number) => void;
|
||||
readonly gameengine_clear: (a: number, b: number, c: number, d: number, e: number) => void;
|
||||
readonly gameengine_clearAllTextures: (a: number) => void;
|
||||
readonly gameengine_clearScissorRect: (a: number) => void;
|
||||
@@ -563,14 +694,19 @@ export interface InitOutput {
|
||||
readonly gameengine_getBackendName: (a: number) => [number, number];
|
||||
readonly gameengine_getBackendVersion: (a: number) => [number, number];
|
||||
readonly gameengine_getCamera: (a: number) => [number, number];
|
||||
readonly gameengine_getCamera3DFov: (a: number) => number;
|
||||
readonly gameengine_getCamera3DPosition: (a: number) => [number, number];
|
||||
readonly gameengine_getCamera3DRotation: (a: number) => [number, number];
|
||||
readonly gameengine_getMaxTextureSize: (a: number) => number;
|
||||
readonly gameengine_getOrLoadTextureByPath: (a: number, b: number, c: number) => [number, number, number];
|
||||
readonly gameengine_getRenderMode: (a: number) => number;
|
||||
readonly gameengine_getTextureIdByPath: (a: number, b: number, c: number) => number;
|
||||
readonly gameengine_getTextureLoadingCount: (a: number) => number;
|
||||
readonly gameengine_getTextureSizeByPath: (a: number, b: number, c: number) => any;
|
||||
readonly gameengine_getTextureState: (a: number, b: number) => [number, number];
|
||||
readonly gameengine_getViewportCamera: (a: number, b: number, c: number) => [number, number];
|
||||
readonly gameengine_getViewportIds: (a: number) => [number, number];
|
||||
readonly gameengine_has3DRenderer: (a: number) => number;
|
||||
readonly gameengine_hasMaterial: (a: number, b: number) => number;
|
||||
readonly gameengine_hasShader: (a: number, b: number) => number;
|
||||
readonly gameengine_height: (a: number) => number;
|
||||
@@ -584,13 +720,21 @@ export interface InitOutput {
|
||||
readonly gameengine_removeMaterial: (a: number, b: number) => number;
|
||||
readonly gameengine_removeShader: (a: number, b: number) => number;
|
||||
readonly gameengine_render: (a: number) => [number, number];
|
||||
readonly gameengine_render3D: (a: number) => [number, number];
|
||||
readonly gameengine_render3DGizmo: (a: number, b: number, c: number, d: number, e: number) => void;
|
||||
readonly gameengine_renderOverlay: (a: number) => [number, number];
|
||||
readonly gameengine_renderToViewport: (a: number, b: number, c: number) => [number, number];
|
||||
readonly gameengine_resize: (a: number, b: number, c: number) => void;
|
||||
readonly gameengine_resize3D: (a: number, b: number, c: number) => void;
|
||||
readonly gameengine_resizeViewport: (a: number, b: number, c: number, d: number, e: number) => void;
|
||||
readonly gameengine_screenToWorld: (a: number, b: number, c: number) => [number, number];
|
||||
readonly gameengine_setActiveViewport: (a: number, b: number, c: number) => number;
|
||||
readonly gameengine_setCamera: (a: number, b: number, c: number, d: number, e: number) => void;
|
||||
readonly gameengine_setCamera3DClipPlanes: (a: number, b: number, c: number) => void;
|
||||
readonly gameengine_setCamera3DFov: (a: number, b: number) => void;
|
||||
readonly gameengine_setCamera3DPosition: (a: number, b: number, c: number, d: number) => void;
|
||||
readonly gameengine_setCamera3DProjection: (a: number, b: number, c: number) => void;
|
||||
readonly gameengine_setCamera3DRotation: (a: number, b: number, c: number, d: number) => void;
|
||||
readonly gameengine_setClearColor: (a: number, b: number, c: number, d: number, e: number) => void;
|
||||
readonly gameengine_setEditorMode: (a: number, b: number) => void;
|
||||
readonly gameengine_setMaterialBlendMode: (a: number, b: number, c: number) => number;
|
||||
@@ -599,6 +743,7 @@ export interface InitOutput {
|
||||
readonly gameengine_setMaterialVec2: (a: number, b: number, c: number, d: number, e: number, f: number) => number;
|
||||
readonly gameengine_setMaterialVec3: (a: number, b: number, c: number, d: number, e: number, f: number, g: number) => number;
|
||||
readonly gameengine_setMaterialVec4: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number) => number;
|
||||
readonly gameengine_setRenderMode: (a: number, b: number) => [number, number];
|
||||
readonly gameengine_setScissorRect: (a: number, b: number, c: number, d: number, e: number) => void;
|
||||
readonly gameengine_setShowGizmos: (a: number, b: number) => void;
|
||||
readonly gameengine_setShowGrid: (a: number, b: number) => void;
|
||||
@@ -614,8 +759,8 @@ export interface InitOutput {
|
||||
readonly gameengine_width: (a: number) => number;
|
||||
readonly gameengine_worldToScreen: (a: number, b: number, c: number) => [number, number];
|
||||
readonly init: () => void;
|
||||
readonly wasm_bindgen__convert__closures_____invoke__h0cae3d4947da04cb: (a: number, b: number) => void;
|
||||
readonly wasm_bindgen__closure__destroy__h0c01365f59f73f28: (a: number, b: number) => void;
|
||||
readonly wasm_bindgen__convert__closures_____invoke__h256074d77f4ce876: (a: number, b: number) => void;
|
||||
readonly wasm_bindgen__closure__destroy__h14ac3db10f717d1a: (a: number, b: number) => void;
|
||||
readonly __wbindgen_malloc: (a: number, b: number) => number;
|
||||
readonly __wbindgen_realloc: (a: number, b: number, c: number, d: number) => number;
|
||||
readonly __wbindgen_exn_store: (a: number) => void;
|
||||
|
||||
Reference in New Issue
Block a user