@galacean/engine-core 0.9.18 → 0.9.19

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@galacean/engine-core",
3
- "version": "0.9.18",
3
+ "version": "0.9.19",
4
4
  "publishConfig": {
5
5
  "access": "public",
6
6
  "registry": "https://registry.npmjs.org"
@@ -15,10 +15,10 @@
15
15
  "types/**/*"
16
16
  ],
17
17
  "dependencies": {
18
- "@galacean/engine-math": "0.9.18"
18
+ "@galacean/engine-math": "0.9.19"
19
19
  },
20
20
  "devDependencies": {
21
- "@galacean/engine-design": "0.9.18"
21
+ "@galacean/engine-design": "0.9.19"
22
22
  },
23
23
  "scripts": {
24
24
  "b:types": "tsc"
@@ -2,14 +2,16 @@ import { Mesh } from "../graphic/Mesh";
2
2
  import { SubMesh } from "../graphic/SubMesh";
3
3
  import { Material } from "../material/Material";
4
4
  import { Renderer } from "../Renderer";
5
+ import { IPoolElement } from "./IPoolElement";
5
6
  import { RenderData } from "./RenderData";
6
7
  /**
7
8
  * Render element.
8
9
  */
9
- export declare class MeshRenderData extends RenderData {
10
+ export declare class MeshRenderData extends RenderData implements IPoolElement {
10
11
  /** Mesh. */
11
12
  mesh: Mesh;
12
13
  /** Sub mesh. */
13
14
  subMesh: SubMesh;
14
15
  set(component: Renderer, material: Material, mesh: Mesh, subMesh: SubMesh): void;
16
+ dispose(): void;
15
17
  }
@@ -1,10 +1,12 @@
1
1
  import { VertexData2D } from "../2d/data/VertexData2D";
2
2
  import { Material } from "../material/Material";
3
3
  import { Renderer } from "../Renderer";
4
+ import { IPoolElement } from "./IPoolElement";
4
5
  import { RenderData } from "./RenderData";
5
- export declare class SpriteMaskRenderData extends RenderData {
6
+ export declare class SpriteMaskRenderData extends RenderData implements IPoolElement {
6
7
  isAdd: boolean;
7
8
  verticesData: VertexData2D;
8
9
  constructor();
9
10
  set(component: Renderer, material: Material, verticesData: VertexData2D): void;
11
+ dispose(): void;
10
12
  }
@@ -2,11 +2,13 @@ import { VertexData2D } from "../2d/data/VertexData2D";
2
2
  import { Material } from "../material/Material";
3
3
  import { Renderer } from "../Renderer";
4
4
  import { Texture2D } from "../texture";
5
+ import { IPoolElement } from "./IPoolElement";
5
6
  import { RenderData } from "./RenderData";
6
- export declare class SpriteRenderData extends RenderData {
7
+ export declare class SpriteRenderData extends RenderData implements IPoolElement {
7
8
  verticesData: VertexData2D;
8
9
  texture: Texture2D;
9
10
  dataIndex: number;
10
11
  constructor();
11
12
  set(component: Renderer, material: Material, verticesData: VertexData2D, texture: Texture2D, dataIndex?: number): void;
13
+ dispose(): void;
12
14
  }
@@ -1,6 +1,8 @@
1
+ import { IPoolElement } from "./IPoolElement";
1
2
  import { RenderData } from "./RenderData";
2
3
  import { SpriteRenderData } from "./SpriteRenderData";
3
- export declare class TextRenderData extends RenderData {
4
+ export declare class TextRenderData extends RenderData implements IPoolElement {
4
5
  charsData: SpriteRenderData[];
5
6
  constructor();
7
+ dispose(): void;
6
8
  }
@@ -0,0 +1,37 @@
1
+ export declare class SafeLoopArray<T> {
2
+ private _array;
3
+ private _loopArray;
4
+ private _loopArrayDirty;
5
+ /**
6
+ * Get the length of the array.
7
+ */
8
+ get length(): number;
9
+ /**
10
+ * Push item to the array.
11
+ * @param item - The item which want to be pushed
12
+ */
13
+ push(item: T): void;
14
+ /**
15
+ * Splice the array.
16
+ * @param index - The index of the array
17
+ * @param deleteCount - The count of the array which want to be deleted
18
+ * @param item - The item which want to be added
19
+ */
20
+ splice(index: number, deleteCount: number, item?: T): void;
21
+ /**
22
+ * The index of the item.
23
+ * @param item - The item which want to get the index
24
+ * @returns Index of the item
25
+ */
26
+ indexOf(item: T): number;
27
+ /**
28
+ * Get the array.
29
+ * @returns The array
30
+ */
31
+ getArray(): ReadonlyArray<T>;
32
+ /**
33
+ * Get the array use for loop.
34
+ * @returns The array use for loop
35
+ */
36
+ getLoopArray(): ReadonlyArray<T>;
37
+ }
@@ -13,9 +13,9 @@ export declare class Animator extends Component {
13
13
  speed: number;
14
14
  protected _animatorController: AnimatorController;
15
15
  protected _controllerUpdateFlag: BoolUpdateFlag;
16
+ protected _updateMark: number;
16
17
  private _animatorLayersData;
17
18
  private _curveOwnerPool;
18
- private _needRevertCurveOwners;
19
19
  private _animationEventHandlerPool;
20
20
  private _tempAnimatorStateInfo;
21
21
  private _controlledRenderers;
@@ -83,5 +83,5 @@ export declare class Animator extends Component {
83
83
  private _callAnimatorScriptOnUpdate;
84
84
  private _callAnimatorScriptOnExit;
85
85
  private _checkAutoPlay;
86
- private _revertCurveOwners;
86
+ private _checkRevertOwner;
87
87
  }
@@ -0,0 +1,6 @@
1
+ export declare enum ActiveChangeFlag {
2
+ None = 0,
3
+ Scene = 1,
4
+ Hierarchy = 2,
5
+ All = 3
6
+ }
@@ -0,0 +1,75 @@
1
+ import { Ray, Vector3 } from "@galacean/engine-math";
2
+ import { Layer } from "../Layer";
3
+ import { Scene } from "../Scene";
4
+ import { HitResult } from "./HitResult";
5
+ /**
6
+ * A physics scene is a collection of colliders and constraints which can interact.
7
+ */
8
+ export declare class PhysicsScene {
9
+ private static _collision;
10
+ private _scene;
11
+ private _restTime;
12
+ private _colliders;
13
+ private _gravity;
14
+ private _nativePhysicsScene;
15
+ private _onContactEnter;
16
+ private _onContactExit;
17
+ private _onContactStay;
18
+ private _onTriggerEnter;
19
+ private _onTriggerExit;
20
+ private _onTriggerStay;
21
+ /** The fixed time step in seconds at which physics are performed. */
22
+ fixedTimeStep: number;
23
+ /**
24
+ * The gravity of physics scene.
25
+ */
26
+ get gravity(): Vector3;
27
+ set gravity(value: Vector3);
28
+ constructor(scene: Scene);
29
+ /**
30
+ * Casts a ray through the Scene and returns the first hit.
31
+ * @param ray - The ray
32
+ * @returns Returns True if the ray intersects with a collider, otherwise false
33
+ */
34
+ raycast(ray: Ray): boolean;
35
+ /**
36
+ * Casts a ray through the Scene and returns the first hit.
37
+ * @param ray - The ray
38
+ * @param outHitResult - If true is returned, outHitResult will contain more detailed collision information
39
+ * @returns Returns True if the ray intersects with a collider, otherwise false
40
+ */
41
+ raycast(ray: Ray, outHitResult: HitResult): boolean;
42
+ /**
43
+ * Casts a ray through the Scene and returns the first hit.
44
+ * @param ray - The ray
45
+ * @param distance - The max distance the ray should check
46
+ * @returns Returns True if the ray intersects with a collider, otherwise false
47
+ */
48
+ raycast(ray: Ray, distance: number): boolean;
49
+ /**
50
+ * Casts a ray through the Scene and returns the first hit.
51
+ * @param ray - The ray
52
+ * @param distance - The max distance the ray should check
53
+ * @param outHitResult - If true is returned, outHitResult will contain more detailed collision information
54
+ * @returns Returns True if the ray intersects with a collider, otherwise false
55
+ */
56
+ raycast(ray: Ray, distance: number, outHitResult: HitResult): boolean;
57
+ /**
58
+ * Casts a ray through the Scene and returns the first hit.
59
+ * @param ray - The ray
60
+ * @param distance - The max distance the ray should check
61
+ * @param layerMask - Layer mask that is used to selectively ignore Colliders when casting
62
+ * @returns Returns True if the ray intersects with a collider, otherwise false
63
+ */
64
+ raycast(ray: Ray, distance: number, layerMask: Layer): boolean;
65
+ /**
66
+ * Casts a ray through the Scene and returns the first hit.
67
+ * @param ray - The ray
68
+ * @param distance - The max distance the ray should check
69
+ * @param layerMask - Layer mask that is used to selectively ignore Colliders when casting
70
+ * @param outHitResult - If true is returned, outHitResult will contain more detailed collision information
71
+ * @returns Returns True if the ray intersects with a collider, otherwise false.
72
+ */
73
+ raycast(ray: Ray, distance: number, layerMask: Layer, outHitResult: HitResult): boolean;
74
+ private _setGravity;
75
+ }
@@ -0,0 +1,6 @@
1
+ export { BlendState } from "./BlendState";
2
+ export { DepthState } from "./DepthState";
3
+ export { RasterState } from "./RasterState";
4
+ export { RenderState } from "./RenderState";
5
+ export { RenderTargetBlendState } from "./RenderTargetBlendState";
6
+ export { StencilState } from "./StencilState";
@@ -0,0 +1,9 @@
1
+ /**
2
+ * Texture usage.
3
+ */
4
+ export declare enum TextureUsage {
5
+ /** The content of the texture is intended to be specified once. */
6
+ Static = 0,
7
+ /** The content of the texture is intended to be updated frequently, with better performance. */
8
+ Dynamic = 1
9
+ }
@@ -0,0 +1,41 @@
1
+ export declare class SafeLoopArray<T> {
2
+ private _array;
3
+ private _loopArray;
4
+ private _loopArrayDirty;
5
+ /**
6
+ * Get the length of the array.
7
+ */
8
+ get length(): number;
9
+ /**
10
+ * Push item to the array.
11
+ * @param item - The item which want to be pushed
12
+ */
13
+ push(item: T): void;
14
+ /**
15
+ * Add item to the array.
16
+ * @param index - The index of the array
17
+ * @param item - The item which want to be added
18
+ */
19
+ add(index: number, item: T): void;
20
+ /**
21
+ * Remove item from the array.
22
+ * @param index - The index of the array
23
+ */
24
+ removeByIndex(index: number): void;
25
+ /**
26
+ * The index of the item.
27
+ * @param item - The item which want to get the index
28
+ * @returns Index of the item
29
+ */
30
+ indexOf(item: T): number;
31
+ /**
32
+ * Get the array.
33
+ * @returns The array
34
+ */
35
+ getArray(): ReadonlyArray<T>;
36
+ /**
37
+ * Get the array use for loop.
38
+ * @returns The array use for loop
39
+ */
40
+ getLoopArray(): ReadonlyArray<T>;
41
+ }