cocos / cocos-engine

Cocos simplifies game creation and distribution with Cocos Creator, a free, open-source, cross-platform game engine. Empowering millions of developers to create high-performance, engaging 2D/3D games and instant web entertainment.
https://www.cocos.com/en/creator
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GeometryRenderer.addSpline also needs to support 'useTransform' parameter like other API in this class. #17213

Closed dumganhar closed 4 days ago

dumganhar commented 5 days ago

Re: #

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github-actions[bot] commented 5 days ago

Interface Check Report

! 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;