miniprogram-api-typings
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Type definitions for APIs of Wechat Mini Program in TypeScript
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TypeScript
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declare namespace phys3D {
// pvd调试配置
export interface PhysicsDebugConfig {
isNetwork: boolean // 采用网络的方式
ip?: string // 如果isNetwork为true,调试信息会通过tcp转发的方式转发到打开了pvd调试软件的电脑,需要注意的是,防火墙要对pvd打开
port?: 5425 // pvd默认接口
timeout?: 1000 // 默认耗时
path?: string // 如果isNetwork为false,调试信息会通过写本地文件的方式落地,文件名建议为xxx.pxd2,导入pvd调试即可
}
export enum QueryTriggerInteraction {
UseGlobal = 0,
Ignore = 1,
Collide = 2
}
export class PhysSystem {
constructor(config?: PhysicsDebugConfig)
gravity: RawVec3f
bounceThreshold: number
defaultMaxAngularSpeed: number
defaultSolverIterations: number
defaultSolverVelocityIterations: number
sleepThreshold: number
defaultContactOffset: number
destroyScene: () => void
createScene: () => number
Simulate: (step: number) => void
SyncFromTransforms: (() => void) | undefined // added in 2021.06
SetCollisionMask: (mask: ArrayBuffer) => void
Raycast: (
origin: RawVec3f,
unitDir: RawVec3f,
distance: number,
hit: RaycastHit,
layerMask?: number,
queryTriggerInteraction?: QueryTriggerInteraction
) => boolean
RaycastAll: (
origin: RawVec3f,
unitDir: RawVec3f,
distance: number,
layerMask?: number,
queryTriggerInteraction?: QueryTriggerInteraction
) => RaycastHit[]
CapsuleCast(
p1: RawVec3f,
p2: RawVec3f,
radius: number,
direction: RawVec3f,
hit: RaycastHit,
maxDistance: number,
layerMask?: number,
queryTriggerInteraction?: QueryTriggerInteraction
): void
CapsuleCastAll: (
p1: RawVec3f,
p2: RawVec3f,
radius: number,
direction: RawVec3f,
maxDistance: number,
layerMask?: number,
queryTriggerInteraction?: QueryTriggerInteraction
) => RaycastHit[]
BoxCast(
center: RawVec3f,
halfExt: RawVec3f,
direction: RawVec3f,
hit: RaycastHit,
orientation: RawQuaternion,
maxDistance: number,
layerMask?: number,
queryTriggerInteraction?: QueryTriggerInteraction
): void
BoxCastAll: (
center: RawVec3f,
halfExt: RawVec3f,
direction: RawVec3f,
orientation: RawQuaternion,
maxDistance: number,
layerMask?: number,
queryTriggerInteraction?: QueryTriggerInteraction
) => RaycastHit[]
OverlapBox: (
center: RawVec3f,
halfExt: RawVec3f,
orientation: RawQuaternion,
layermask?: number,
queryTriggerInteraction?: QueryTriggerInteraction
) => Collider[]
OverlapCapsule: (
p1: RawVec3f,
p2: RawVec3f,
radius: number,
layermask?: number,
queryTriggerInteraction?: QueryTriggerInteraction
) => Collider[]
}
export class Rigidbody {
constructor(system: PhysSystem)
enabled?: boolean // since 2021.06
position: RawVec3f
rotation: RawQuaternion
AttachToEntity: (pollObj: any, id: number) => void
Remove(): void
Detach(): void
IsAttached(): boolean
}
export enum CollisionDetectionMode {
Discrete = 0,
Continuous = 1,
ContinuousDynamic = 2,
ContinuousSpeculative = 3
}
export enum RigidbodyConstraints {
None = 0,
FreezePositionX = 1 << 0,
FreezePositionY = 1 << 1,
FreezePositionZ = 1 << 2,
FreezeRotationX = 1 << 3,
FreezeRotationY = 1 << 4,
FreezeRotationZ = 1 << 5,
FreezePosition = FreezePositionX | FreezePositionY | FreezePositionZ,
FreezeRotation = FreezeRotationX | FreezeRotationY | FreezeRotationZ,
FreezeAll = FreezePosition | FreezeRotation
}
export enum ForceMode {
kForceModeForce = 0,
kForceModeImpulse = 1 << 0,
kForceModeVelocityChange = 1 << 1,
kForceModeAcceleration = 1 << 2
}
export enum CombineMode {
eAverage = 0,
eMin,
eMultiply,
eMax
}
export enum CookingFlag {
None = 0,
CookForFasterSimulation = 1 << 0,
EnableMeshCleaning = 1 << 1,
WeldColocatedVertices = 1 << 2
}
export enum CollisionFlags {
None = 0,
Sides = 1 << 0,
Above = 1 << 1,
Below = 1 << 2
}
export class RawVec3f {
constructor()
constructor(x: number, y: number, z: number)
x: number
y: number
z: number
}
export class RawQuaternion {
constructor()
constructor(x: number, y: number, z: number, w: number)
x: number
y: number
z: number
w: number
}
export class Collider {
attachedRigidbody: Rigidbody
bounds: Bounds
name: string
contactOffset: number
enabled: boolean
isTrigger: boolean
scale: RawVec3f
material?: Material
sharedMateiral?: Material
ClosestPoint: (raw: RawVec3f) => RawVec3f
ClosestPointOnBounds: (raw: RawVec3f) => RawVec3f
onCollisionEnter?: (collision: Collision) => void
onCollisionExit?: (collision: Collision) => void
onCollisionStay?: (collision: Collision) => void
onTriggerEnter?: (collision: Collision) => void
onTriggerExit?: (collision: Collision) => void
onTriggerStay?: (collision: Collision) => void
dettachRigidbody?: () => void
userData?: unknown
layer: number
}
export class BoxCollider extends Collider {
constructor(system: PhysSystem, center: RawVec3f, size: RawVec3f)
center: RawVec3f
size: RawVec3f
}
export class SphereCollider extends Collider {
constructor(system: PhysSystem, center: RawVec3f, radius: number)
center: RawVec3f
radius: number
}
export class CapsuleCollider extends Collider {
constructor(
system: PhysSystem,
center: RawVec3f,
height: number,
radius: number
)
center: RawVec3f
height: number
radius: number
}
export class MeshCollider extends Collider {
constructor(
system: PhysSystem,
convex: boolean,
cookingOptions: number,
sharedMesh: PhysMesh
)
cookingOptions: number
sharedMesh: PhysMesh | null
convex: boolean
}
export class CharacterController extends Collider {
constructor(system: PhysSystem)
position: RawVec3f
center: RawVec3f
collisionFlags: CollisionFlags
detectCollisions: boolean
enableOverlapRecovery: boolean
height: number
isGrounded: boolean
minMoveDistance: number
radius: number
skinWidth: number
slopeLimit: number
stepOffset: number
velocity: RawVec3f
Move: (movement: RawVec3f) => CollisionFlags
SimpleMove: (speed: RawVec3f) => boolean
AttachToEntity: (pollObj: any, id: number) => void
OnControllerColliderHit?: (hit: ControllerColliderHit) => void
}
export interface ContactPoint {
normal: RawVec3f
this_collider: Collider
other_collider: Collider
point: RawVec3f
separation: number
}
export interface Collision {
collider: Collider
contacts: ContactPoint[]
impulse: RawVec3f
relative_velocity: RawVec3f
}
export interface ControllerColliderHit {
collider: Collider
controller: CharacterController
moveDirection: RawVec3f
normal: RawVec3f
moveLength: number
point: RawVec3f
}
export class Bounds {
constructor(center: RawVec3f, size: RawVec3f)
center: RawVec3f
extents: RawVec3f
max: RawVec3f
min: RawVec3f
size: RawVec3f
ClosestPoint: (point: RawVec3f) => RawVec3f
Contains: (point: RawVec3f) => boolean
Expand: (amount: number) => void
Intersects: (bounds: Bounds) => boolean
SetMinMax: (min: RawVec3f, max: RawVec3f) => void
SqrDistance: (point: RawVec3f) => number
}
export class Material {
constructor(system: PhysSystem)
dynamicFriction: number
staticFriction: number
bounciness: number
frictionCombine: CombineMode
bounceCombine: CombineMode
id: number
}
export class DynamicRigidbody extends Rigidbody {
mass: number
angularDamping: number
angularVelocity: RawVec3f
centerOfMass: RawVec3f
collisionDetectionMode: CollisionDetectionMode
constraints: number
detectCollisions: boolean
linearDamping: number
freezeRotation: boolean
inertiaTensor: number
// inertiaTensorRotation
// interpolation
isKinematic: boolean
maxAngularVelocity: number
maxDepenetrationVelocity: number
sleepThreshold: number
solverIterations: number
solverVelocityIterations: number
useGravity: boolean
velocity: RawVec3f
userData?: unknown
GetWorldCenterOfMass: () => RawVec3f
AddForce: (force: RawVec3f, mode: ForceMode) => void
AddTorque: (torque: RawVec3f, mode: ForceMode) => void
IsSleeping: () => boolean
Sleep: () => void
WakeUp: () => void
AddExplosionForce: (
explosionForce: number,
explosionPosition: RawVec3f,
explosionRadius: number,
upwardsModifier: number,
mode: ForceMode
) => void
AddForceAtPosition: (
force: RawVec3f,
position: RawVec3f,
mode: ForceMode
) => void
AddRelativeForce: (force: RawVec3f, mode: ForceMode) => void
AddRelativeTorque: (torque: RawVec3f, mode: ForceMode) => void
ClosestPointOnBounds: (position: RawVec3f) => RawVec3f
GetPointVelocity: (worldPoint: RawVec3f) => RawVec3f
GetRelativePointVelocity: (relativePoint: RawVec3f) => RawVec3f
MovePosition: (position: RawVec3f) => void
MoveRotation: (rotation: RawQuaternion) => void
ResetCenterOfMass: () => void
ResetInertiaTensor: () => void
SetDensity: (density: number) => void
// SweepTest: () => void;
// SweepTestAll: () => void;
}
export class PhysMesh {
constructor(system: PhysSystem)
// set vertices
SetVertices: (buffer: Float32Array, count: number) => void
// set indices
SetTriangles: (
buffer: Uint16Array | Uint32Array,
count: number,
useUint16: boolean
) => void
}
export class RaycastHit {
constructor()
collider: Collider
distance: number
normal: RawVec3f
point: RawVec3f
rigidbody: Rigidbody
}
}