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* Fix some API doc issues * Add some new zh doc * remove geometry deprecation since 3.0 * Fix ci
211 lines
4.5 KiB
TypeScript
211 lines
4.5 KiB
TypeScript
/*
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Copyright (c) 2020 Xiamen Yaji Software Co., Ltd.
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https://www.cocos.com/
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated engine source code (the "Software"), a limited,
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worldwide, royalty-free, non-assignable, revocable and non-exclusive license
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to use Cocos Creator solely to develop games on your target platforms. You shall
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not use Cocos Creator software for developing other software or tools that's
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used for developing games. You are not granted to publish, distribute,
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sublicense, and/or sell copies of Cocos Creator.
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The software or tools in this License Agreement are licensed, not sold.
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Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to you.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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*/
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import { Enum } from '../core/value-types';
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export const Space = Enum({
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World: 0,
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Local: 1,
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Custom: 2,
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});
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/**
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* @en Particle emitter culling mode
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* @zh 粒子的剔除模式。
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* @enum ParticleSystem.CullingMode
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*/
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export const CullingMode = Enum({
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Pause: 0,
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PauseAndCatchup: 1,
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AlwaysSimulate: 2,
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});
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/**
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* @en Particle emitter alignment space
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* @zh 粒子的对齐模式。
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* @enum ParticleSystemRenderer.AlignmentSpace
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*/
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export const AlignmentSpace = Enum({
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World: 0,
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Local: 1,
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View: 2,
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});
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/**
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* 粒子的生成模式。
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* @enum ParticleSystemRenderer.RenderMode
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*/
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export const RenderMode = Enum({
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/**
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* 粒子始终面向摄像机。
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*/
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Billboard: 0,
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/**
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* 粒子始终面向摄像机但会根据参数进行拉伸。
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*/
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StrecthedBillboard: 1,
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/**
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* 粒子始终与 XZ 平面平行。
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*/
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HorizontalBillboard: 2,
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/**
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* 粒子始终与 Y 轴平行且朝向摄像机。
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*/
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VerticalBillboard: 3,
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/**
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* 粒子保持模型本身状态。
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*/
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Mesh: 4,
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});
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/**
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* 粒子发射器类型。
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* @enum shapeModule.ShapeType
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*/
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export const ShapeType = Enum({
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/**
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* 立方体类型粒子发射器。
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*/
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Box: 0,
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/**
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* 圆形粒子发射器。
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*/
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Circle: 1,
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/**
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* 圆锥体粒子发射器。
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*/
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Cone: 2,
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/**
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* 球体粒子发射器。
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*/
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Sphere: 3,
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/**
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* 半球体粒子发射器。
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*/
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Hemisphere: 4,
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});
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/**
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* 粒子从发射器的哪个部位发射。
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* @enum shapeModule.EmitLocation
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*/
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export const EmitLocation = Enum({
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/**
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* 基础位置发射(仅对 Circle 类型及 Cone 类型的粒子发射器适用)。
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*/
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Base: 0,
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/**
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* 边框位置发射(仅对 Box 类型及 Circle 类型的粒子发射器适用)。
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*/
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Edge: 1,
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/**
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* 表面位置发射(对所有类型的粒子发射器都适用)。
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*/
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Shell: 2,
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/**
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* 内部位置发射(对所有类型的粒子发射器都适用)。
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*/
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Volume: 3,
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});
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/**
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* 粒子在扇形区域的发射方式。
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* @enum shapeModule.ArcMode
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*/
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export const ArcMode = Enum({
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/**
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* 随机位置发射。
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*/
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Random: 0,
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/**
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* 沿某一方向循环发射,每次循环方向相同。
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*/
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Loop: 1,
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/**
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* 循环发射,每次循环方向相反。
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*/
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PingPong: 2,
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});
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/**
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* 选择如何为粒子系统生成轨迹。
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* @enum trailModule.TrailMode
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*/
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export const TrailMode = Enum({
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/**
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* 粒子模式<bg>。
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* 创建一种效果,其中每个粒子在其路径中留下固定的轨迹。
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*/
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Particles: 0,
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/**
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* 带模式<bg>。
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* 根据其生命周期创建连接每个粒子的轨迹带。
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*/
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// Ribbon: 1,
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});
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/**
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* 纹理填充模式。
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* @enum trailModule.TextureMode
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*/
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export const TextureMode = Enum({
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/**
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* 拉伸填充纹理。
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*/
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Stretch: 0,
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/**
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* 重复填充纹理。
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*/
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// Repeat: 1,
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});
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export const ModuleRandSeed = {
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LIMIT: 23541,
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SIZE: 39825,
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TEXTURE: 90794,
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COLOR: 91041,
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FORCE: 212165,
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ROTATION: 125292,
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VELOCITY_X: 197866,
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VELOCITY_Y: 156497,
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VELOCITY_Z: 984136,
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};
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