Closed dumganhar closed 4 days ago
! WARNING this pull request has changed these public interfaces:
@@ -45062,23 +45062,23 @@
addQuad(v0: math.Vec3, v1: math.Vec3, v2: math.Vec3, v3: math.Vec3, color: math.Color, wireframe?: boolean, depthTest?: boolean, unlit?: boolean): void;
addBoundingBox(aabb: geometry.AABB, color: math.Color, wireframe?: boolean, depthTest?: boolean, unlit?: boolean, useTransform?: boolean, transform?: math.Mat4): void;
addCross(position: math.Vec3, size: number, color: math.Color, depthTest?: boolean): void;
addFrustum(frustum: geometry.Frustum, color: math.Color, depthTest?: boolean): void;
- addCapsule(center: math.Vec3, radius: number, height: number, color: math.Color, segmentsU?: number, hemiSegmentsV?: number, wireframe?: boolean, depthTest?: boolean, unlit?: boolean, useTransform?: boolean, transform?: math.Mat4): void;
- addCylinder(center: math.Vec3, radius: number, height: number, color: math.Color, segments?: number, wireframe?: boolean, depthTest?: boolean, unlit?: boolean, useTransform?: boolean, transform?: math.Mat4): void;
- addCone(center: math.Vec3, radius: number, height: number, color: math.Color, segments?: number, wireframe?: boolean, depthTest?: boolean, unlit?: boolean, useTransform?: boolean, transform?: math.Mat4): void;
- addCircle(center: math.Vec3, radius: number, color: math.Color, segments?: number, depthTest?: boolean, useTransform?: boolean, transform?: math.Mat4): void;
- addArc(center: math.Vec3, radius: number, color: math.Color, startAngle: number, endAngle: number, segments?: number, depthTest?: boolean, useTransform?: boolean, transform?: math.Mat4): void;
- addPolygon(center: math.Vec3, radius: number, color: math.Color, segments?: number, wireframe?: boolean, depthTest?: boolean, unlit?: boolean, useTransform?: boolean, transform?: math.Mat4): void;
- addDisc(center: math.Vec3, radius: number, color: math.Color, segments?: number, wireframe?: boolean, depthTest?: boolean, unlit?: boolean, useTransform?: boolean, transform?: math.Mat4): void;
- addSector(center: math.Vec3, radius: number, color: math.Color, startAngle: number, endAngle: number, segments?: number, wireframe?: boolean, depthTest?: boolean, unlit?: boolean, useTransform?: boolean, transform?: math.Mat4): void;
- addSphere(center: math.Vec3, radius: number, color: math.Color, segmentsU?: number, segmentsV?: number, wireframe?: boolean, depthTest?: boolean, unlit?: boolean, useTransform?: boolean, transform?: math.Mat4): void;
- addTorus(center: math.Vec3, bigRadius: number, radius: number, color: math.Color, segmentsU?: number, segmentsV?: number, wireframe?: boolean, depthTest?: boolean, unlit?: boolean, useTransform?: boolean, transform?: math.Mat4): void;
- addOctahedron(center: math.Vec3, radius: number, color: math.Color, wireframe?: boolean, depthTest?: boolean, unlit?: boolean, useTransform?: boolean, transform?: math.Mat4): void;
- addBezier(v0: math.Vec3, v1: math.Vec3, v2: math.Vec3, v3: math.Vec3, color: math.Color, segments?: number, depthTest?: boolean, useTransform?: boolean, transform?: math.Mat4): void;
- addSpline(spline: geometry.Spline, color: math.Color, index?: number, knotSize?: number, segments?: number, depthTest?: boolean): void;
- addMesh(center: math.Vec3, vertices: Array<math.Vec3>, color: math.Color, depthTest?: boolean, useTransform?: boolean, transform?: math.Mat4): void;
- addIndexedMesh(center: math.Vec3, vertices: Array<math.Vec3>, indices: Array<number>, color: math.Color, depthTest?: boolean, useTransform?: boolean, transform?: math.Mat4): void;
+ addCapsule(center: math.Vec3, radius: number, height: number, color: math.Color, segmentsU?: number, hemiSegmentsV?: number, wireframe?: boolean, depthTest?: boolean, unlit?: boolean, useTransform?: boolean, transform?: Readonly<math.Mat4>): void;
+ addCylinder(center: math.Vec3, radius: number, height: number, color: math.Color, segments?: number, wireframe?: boolean, depthTest?: boolean, unlit?: boolean, useTransform?: boolean, transform?: Readonly<math.Mat4>): void;
+ addCone(center: math.Vec3, radius: number, height: number, color: math.Color, segments?: number, wireframe?: boolean, depthTest?: boolean, unlit?: boolean, useTransform?: boolean, transform?: Readonly<math.Mat4>): void;
+ addCircle(center: math.Vec3, radius: number, color: math.Color, segments?: number, depthTest?: boolean, useTransform?: boolean, transform?: Readonly<math.Mat4>): void;
+ addArc(center: math.Vec3, radius: number, color: math.Color, startAngle: number, endAngle: number, segments?: number, depthTest?: boolean, useTransform?: boolean, transform?: Readonly<math.Mat4>): void;
+ addPolygon(center: math.Vec3, radius: number, color: math.Color, segments?: number, wireframe?: boolean, depthTest?: boolean, unlit?: boolean, useTransform?: boolean, transform?: Readonly<math.Mat4>): void;
+ addDisc(center: math.Vec3, radius: number, color: math.Color, segments?: number, wireframe?: boolean, depthTest?: boolean, unlit?: boolean, useTransform?: boolean, transform?: Readonly<math.Mat4>): void;
+ addSector(center: math.Vec3, radius: number, color: math.Color, startAngle: number, endAngle: number, segments?: number, wireframe?: boolean, depthTest?: boolean, unlit?: boolean, useTransform?: boolean, transform?: Readonly<math.Mat4>): void;
+ addSphere(center: math.Vec3, radius: number, color: math.Color, segmentsU?: number, segmentsV?: number, wireframe?: boolean, depthTest?: boolean, unlit?: boolean, useTransform?: boolean, transform?: Readonly<math.Mat4>): void;
+ addTorus(center: math.Vec3, bigRadius: number, radius: number, color: math.Color, segmentsU?: number, segmentsV?: number, wireframe?: boolean, depthTest?: boolean, unlit?: boolean, useTransform?: boolean, transform?: Readonly<math.Mat4>): void;
+ addOctahedron(center: math.Vec3, radius: number, color: math.Color, wireframe?: boolean, depthTest?: boolean, unlit?: boolean, useTransform?: boolean, transform?: Readonly<math.Mat4>): void;
+ addBezier(v0: math.Vec3, v1: math.Vec3, v2: math.Vec3, v3: math.Vec3, color: math.Color, segments?: number, depthTest?: boolean, useTransform?: boolean, transform?: Readonly<math.Mat4>): void;
+ addSpline(spline: geometry.Spline, color: math.Color, index?: number, knotSize?: number, segments?: number, depthTest?: boolean, useTransform?: boolean, transform?: Readonly<math.Mat4>): void;
+ addMesh(center: math.Vec3, vertices: Array<math.Vec3>, color: math.Color, depthTest?: boolean, useTransform?: boolean, transform?: Readonly<math.Mat4>): void;
+ addIndexedMesh(center: math.Vec3, vertices: Array<math.Vec3>, indices: Array<number>, color: math.Color, depthTest?: boolean, useTransform?: boolean, transform?: Readonly<math.Mat4>): void;
}
export class EmptyDevice extends gfx.Device {
initialize(info: gfx.DeviceInfo): boolean;
destroy(): void;
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