@galacean/engine-core 1.0.0 → 1.1.0-alpha.1
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/dist/main.js +16279 -13113
- package/dist/main.js.map +1 -1
- package/dist/miniprogram.js +16279 -13113
- package/dist/module.js +16217 -13061
- package/dist/module.js.map +1 -1
- package/package.json +3 -3
- package/types/2d/assembler/TiledSpriteAssembler.d.ts +1 -0
- package/types/2d/atlas/SpriteAtlas.d.ts +2 -6
- package/types/2d/data/VertexData2D.d.ts +1 -0
- package/types/2d/enums/SpriteDrawMode.d.ts +4 -2
- package/types/2d/enums/SpriteTileMode.d.ts +11 -0
- package/types/2d/index.d.ts +1 -0
- package/types/2d/sprite/Sprite.d.ts +17 -8
- package/types/2d/sprite/SpriteMask.d.ts +16 -22
- package/types/2d/sprite/SpriteRenderer.d.ts +31 -17
- package/types/2d/text/Font.d.ts +2 -7
- package/types/2d/text/TextRenderer.d.ts +1 -13
- package/types/2d/text/index.d.ts +1 -0
- package/types/Camera.d.ts +60 -16
- package/types/Component.d.ts +1 -8
- package/types/ComponentsDependencies.d.ts +17 -9
- package/types/DisorderedArray.d.ts +4 -3
- package/types/Engine.d.ts +43 -46
- package/types/Entity.d.ts +4 -2
- package/types/RenderPipeline/Basic2DBatcher.d.ts +6 -7
- package/types/RenderPipeline/BasicRenderPipeline.d.ts +7 -6
- package/types/RenderPipeline/ClassPool.d.ts +3 -1
- package/types/RenderPipeline/CullingResults.d.ts +1 -0
- package/types/RenderPipeline/DepthOnlyPass.d.ts +1 -0
- package/types/RenderPipeline/IPoolElement.d.ts +3 -0
- package/types/RenderPipeline/MeshRenderData.d.ts +17 -0
- package/types/RenderPipeline/MeshRenderElement.d.ts +3 -1
- package/types/RenderPipeline/PipelinePass.d.ts +16 -0
- package/types/RenderPipeline/PipelineUtils.d.ts +1 -0
- package/types/RenderPipeline/RenderData.d.ts +7 -0
- package/types/RenderPipeline/RenderElement.d.ts +8 -10
- package/types/RenderPipeline/RenderPass.d.ts +1 -1
- package/types/RenderPipeline/RenderQueue.d.ts +3 -5
- package/types/RenderPipeline/SpriteElement.d.ts +3 -1
- package/types/RenderPipeline/SpriteMaskBatcher.d.ts +4 -3
- package/types/RenderPipeline/SpriteMaskElement.d.ts +3 -1
- package/types/RenderPipeline/SpriteMaskRenderData.d.ts +12 -0
- package/types/RenderPipeline/SpriteRenderData.d.ts +14 -0
- package/types/RenderPipeline/TextRenderData.d.ts +8 -0
- package/types/RenderPipeline/TextRenderElement.d.ts +3 -1
- package/types/RenderPipeline/enums/PipelineStage.d.ts +11 -0
- package/types/RenderPipeline/index.d.ts +4 -0
- package/types/Renderer.d.ts +10 -15
- package/types/Scene.d.ts +16 -9
- package/types/SceneManager.d.ts +28 -5
- package/types/Script.d.ts +18 -15
- package/types/Transform.d.ts +9 -12
- package/types/Utils.d.ts +28 -0
- package/types/animation/AnimationClip.d.ts +2 -1
- package/types/animation/Animator.d.ts +5 -4
- package/types/animation/animationCurve/AnimationFloatArrayCurve.d.ts +0 -1
- package/types/animation/enums/LayerState.d.ts +3 -1
- package/types/animation/internal/AnimationCurveLayerOwner.d.ts +1 -0
- package/types/asset/AssetType.d.ts +18 -16
- package/types/asset/ContentRestorer.d.ts +17 -0
- package/types/asset/GraphicsResource.d.ts +5 -0
- package/types/asset/IReferable.d.ts +2 -0
- package/types/asset/LoadItem.d.ts +16 -9
- package/types/asset/Loader.d.ts +3 -1
- package/types/asset/ReferResource.d.ts +22 -0
- package/types/asset/ResourceManager.d.ts +17 -11
- package/types/asset/request.d.ts +7 -3
- package/types/base/Constant.d.ts +3 -1
- package/types/base/EngineObject.d.ts +1 -0
- package/types/base/EventDispatcher.d.ts +2 -15
- package/types/base/Time.d.ts +27 -24
- package/types/base/index.d.ts +0 -2
- package/types/clone/ComponentCloner.d.ts +2 -1
- package/types/enums/ActiveChangeFlag.d.ts +6 -0
- package/types/enums/DepthTextureMode.d.ts +7 -0
- package/types/env-probe/CubeProbe.d.ts +0 -7
- package/types/env-probe/Probe.d.ts +0 -6
- package/types/graphic/Buffer.d.ts +25 -16
- package/types/graphic/BufferUtil.d.ts +1 -0
- package/types/graphic/Mesh.d.ts +5 -16
- package/types/graphic/SubMesh.d.ts +3 -1
- package/types/graphic/VertexElement.d.ts +10 -6
- package/types/index.d.ts +9 -7
- package/types/input/InputManager.d.ts +3 -3
- package/types/input/interface/IInput.d.ts +1 -1
- package/types/lighting/AmbientLight.d.ts +4 -1
- package/types/lighting/DirectLight.d.ts +0 -1
- package/types/lighting/Light.d.ts +0 -1
- package/types/lighting/LightManager.d.ts +1 -0
- package/types/lighting/SpotLight.d.ts +0 -1
- package/types/material/BaseMaterial.d.ts +8 -10
- package/types/material/BlinnPhongMaterial.d.ts +0 -3
- package/types/material/Material.d.ts +8 -8
- package/types/material/PBRMaterial.d.ts +12 -3
- package/types/material/PBRSpecularMaterial.d.ts +1 -1
- package/types/material/UnlitMaterial.d.ts +1 -1
- package/types/mesh/BlendShape.d.ts +1 -1
- package/types/mesh/BlendShapeFrame.d.ts +28 -6
- package/types/mesh/BufferMesh.d.ts +2 -2
- package/types/mesh/MeshRenderer.d.ts +7 -12
- package/types/mesh/ModelMesh.d.ts +62 -41
- package/types/mesh/PrimitiveMesh.d.ts +6 -2
- package/types/mesh/PrimitiveMeshRestorer.d.ts +1 -0
- package/types/mesh/Skin.d.ts +3 -0
- package/types/mesh/SkinnedMeshRenderer.d.ts +18 -23
- package/types/mesh/index.d.ts +6 -5
- package/types/particle/ParticleRenderer.d.ts +2 -2
- package/types/physics/CharacterController.d.ts +0 -2
- package/types/physics/Collider.d.ts +1 -1
- package/types/physics/Collision.d.ts +4 -0
- package/types/physics/PhysicsManager.d.ts +1 -20
- package/types/physics/PhysicsScene.d.ts +75 -0
- package/types/physics/index.d.ts +7 -7
- package/types/physics/joint/HingeJoint.d.ts +2 -2
- package/types/physics/joint/Joint.d.ts +2 -2
- package/types/physics/joint/SpringJoint.d.ts +1 -1
- package/types/renderingHardwareInterface/IPlatformBuffer.d.ts +7 -0
- package/types/renderingHardwareInterface/IPlatformTexture2D.d.ts +1 -1
- package/types/renderingHardwareInterface/IPlatformTexture2DArray.d.ts +1 -1
- package/types/renderingHardwareInterface/IPlatformTextureCube.d.ts +1 -1
- package/types/renderingHardwareInterface/index.d.ts +1 -0
- package/types/shader/Shader.d.ts +54 -23
- package/types/shader/ShaderData.d.ts +24 -24
- package/types/shader/ShaderMacro.d.ts +16 -0
- package/types/shader/ShaderPart.d.ts +41 -0
- package/types/shader/ShaderPass.d.ts +9 -2
- package/types/shader/ShaderProperty.d.ts +7 -0
- package/types/shader/ShaderTagKey.d.ts +16 -0
- package/types/shader/SubShader.d.ts +19 -0
- package/types/shader/enums/RenderStateElementKey.d.ts +58 -0
- package/types/shader/index.d.ts +6 -1
- package/types/shader/state/index.d.ts +6 -0
- package/types/shadow/CascadedShadowCasterPass.d.ts +6 -7
- package/types/sky/Sky.d.ts +12 -4
- package/types/sky/SkyBoxMaterial.d.ts +27 -9
- package/types/sky/SkyProceduralMaterial.d.ts +72 -0
- package/types/sky/index.d.ts +1 -0
- package/types/texture/RenderTarget.d.ts +3 -8
- package/types/texture/Texture.d.ts +8 -6
- package/types/texture/Texture2D.d.ts +4 -2
- package/types/texture/Texture2DArray.d.ts +1 -1
- package/types/texture/TextureCube.d.ts +1 -1
- package/types/texture/enums/TextureFormat.d.ts +55 -49
- package/types/texture/enums/TextureUsage.d.ts +9 -0
- package/types/texture/index.d.ts +1 -0
- package/types/trail/TrailRenderer.d.ts +0 -5
- package/types/utils/SafeLoopArray.d.ts +41 -0
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@@ -15,12 +15,8 @@ export declare class ModelMesh extends Mesh {
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private static _tempVec3;
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private static _tempVec4;
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private _vertexCount;
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private
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private
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private _verticesUint8;
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private _indices;
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private _indicesFormat;
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private _indicesChangeFlag;
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private _vertexCountDirty;
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private _dataVersionCounter;
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private _positions;
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private _normals;
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private _colors;
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private _uv7;
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private _boneWeights;
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private _boneIndices;
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private
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private
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private
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private
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private
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private
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private _advancedElementUpdateFlag;
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private _advancedDataUpdateFlag;
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private _advancedVertexDataVersions;
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private _advancedDataSyncToBuffer;
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private _internalVertexBufferStride;
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private _internalVertexBufferCreatedInfo;
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private _internalVertexElementsOffset;
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private _internalVertexElementsFlags;
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private _vertexBufferInfos;
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private _indices;
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private _indicesFormat;
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private _indicesChangeFlag;
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/**
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* Vertex count of
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* Vertex count of mesh.
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*/
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get vertexCount(): number;
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/**
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constructor(engine: Engine, name?: string);
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/**
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* Set positions for the mesh.
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* @param positions - The positions for the mesh
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* @param positions - The positions for the mesh
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*/
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setPositions(positions: Vector3[] | null): void;
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/**
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getPositions(): Vector3[] | null;
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/**
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* Set per-vertex normals for the mesh.
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* @param normals - The normals for the mesh
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* @param normals - The normals for the mesh
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*/
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setNormals(normals: Vector3[] | null): void;
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/**
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getNormals(): Vector3[] | null;
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/**
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* Set per-vertex colors for the mesh.
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* @param colors - The colors for the mesh
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* @param colors - The colors for the mesh
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*/
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setColors(colors: Color[] | null): void;
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/**
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getColors(): Color[] | null;
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/**
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* Set per-vertex bone weights for the mesh.
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* @param boneWeights - The bone weights for the mesh
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*/
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setBoneWeights(boneWeights: Vector4[] | null): void;
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/**
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* Get weights for the mesh.
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* Get bone weights for the mesh.
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* @remarks Please call the setWeights() method after modification to ensure that the modification takes effect.
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*/
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getBoneWeights(): Vector4[] | null;
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/**
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* Set per-vertex bone indices for the mesh.
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* @param boneIndices - The bone indices for the mesh
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*/
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setBoneIndices(boneIndices: Vector4[] | null): void;
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/**
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* Get
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* @remarks Please call the setBoneIndices() method after modification to ensure that the modification takes effect.
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*/
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getBoneIndices(): Vector4[] | null;
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/**
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* Set per-vertex tangents for the mesh.
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*/
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setTangents(tangents: Vector4[] | null): void;
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/**
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getTangents(): Vector4[] | null;
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/**
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* Set per-vertex uv for the mesh.
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*/
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setUVs(uv: Vector2[] | null): void;
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/**
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* Set per-vertex uv for the mesh by channelIndex.
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* @param channelIndex - The index of uv channels, in [0 ~ 7] range
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* @param uv - The uv for the mesh
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* @param channelIndex - The index of uv channels, in [0 ~ 7] range
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*/
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setUVs(uv: Vector2[] | null, channelIndex: number): void;
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/**
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getUVs(channelIndex: number): Vector2[] | null;
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* Set indices for the mesh.
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*/
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setIndices(indices: Uint8Array | Uint16Array | Uint32Array): void;
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getIndices(): Uint8Array | Uint16Array | Uint32Array;
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/**
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* Set vertex elements.
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* @param elements - Vertex element collection
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*
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* Call this method will clear the vertex data set by the setPositions(), setNormals(), setColors(), setBoneWeights(), setBoneIndices(), setTangents(), setUVs() methods.
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setVertexElements(elements: VertexElement[]): void;
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* Set vertex buffer binding.
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* @param index - Vertex buffer index, the default value is 0
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/**
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* Upload data to GPU set by `setPositions()`, `setNormals()`, `setColors()`, `setBoneWeights()`, `setBoneIndices()`, `setTangents()`, `setUVs()`, `setIndices()` methods.
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* @remark need to set positions(with or not with indices), normals, uv before calculation.
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* @remark based on http://foundationsofgameenginedev.com/FGED2-sample.pdf
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private _beforeSetAdvancedVertexData;
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private _updateInternalVertexBuffer;
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private _readVector2VertexData;
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private _accessible;
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+
*/
|
|
246
|
+
get accessible(): boolean;
|
|
226
247
|
}
|
|
@@ -1,9 +1,11 @@
|
|
|
1
1
|
import { Engine } from "../Engine";
|
|
2
|
+
import { Buffer } from "../graphic/Buffer";
|
|
2
3
|
import { ModelMesh } from "./ModelMesh";
|
|
3
4
|
/**
|
|
4
5
|
* Used to generate common primitive meshes.
|
|
5
6
|
*/
|
|
6
7
|
export declare class PrimitiveMesh {
|
|
8
|
+
private static _tempVec30;
|
|
7
9
|
/**
|
|
8
10
|
* Create a sphere mesh.
|
|
9
11
|
* @param engine - Engine
|
|
@@ -63,8 +65,8 @@ export declare class PrimitiveMesh {
|
|
|
63
65
|
* @param engine - Engine
|
|
64
66
|
* @param radius - The radius of cap
|
|
65
67
|
* @param height - The height of torso
|
|
66
|
-
* @param radialSegments -
|
|
67
|
-
* @param heightSegments -
|
|
68
|
+
* @param radialSegments - Cone radial segments
|
|
69
|
+
* @param heightSegments - Cone height segments
|
|
68
70
|
* @param noLongerAccessible - No longer access the vertices of the mesh after creation
|
|
69
71
|
* @returns Cone model mesh
|
|
70
72
|
*/
|
|
@@ -80,6 +82,8 @@ export declare class PrimitiveMesh {
|
|
|
80
82
|
* @returns Capsule model mesh
|
|
81
83
|
*/
|
|
82
84
|
static createCapsule(engine: Engine, radius?: number, height?: number, radialSegments?: number, heightSegments?: number, noLongerAccessible?: boolean): ModelMesh;
|
|
85
|
+
static _setCylinderData(cylinderMesh: ModelMesh, radiusTop: number, radiusBottom: number, height: number, radialSegments: number, heightSegments: number, noLongerAccessible: boolean, isRestoreMode: boolean, restoreVertexBuffer?: Buffer): void;
|
|
86
|
+
static _setCapsuleData(capsuleMesh: ModelMesh, radius: number, height: number, radialSegments: number, heightSegments: number, noLongerAccessible: boolean, isRestoreMode: boolean, restoreVertexBuffer?: Buffer): void;
|
|
83
87
|
private static _initialize;
|
|
84
88
|
private static _generateIndices;
|
|
85
89
|
private static _createCapsuleCap;
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
export {};
|
package/types/mesh/Skin.d.ts
CHANGED
|
@@ -1,5 +1,6 @@
|
|
|
1
1
|
import { Matrix } from "@galacean/engine-math";
|
|
2
2
|
import { EngineObject } from "../base/EngineObject";
|
|
3
|
+
import { Entity } from "../Entity";
|
|
3
4
|
/**
|
|
4
5
|
* Mesh skin data, equal glTF skins define
|
|
5
6
|
*/
|
|
@@ -8,6 +9,8 @@ export declare class Skin extends EngineObject {
|
|
|
8
9
|
inverseBindMatrices: Matrix[];
|
|
9
10
|
joints: string[];
|
|
10
11
|
skeleton: string;
|
|
12
|
+
_rootBone: Entity;
|
|
13
|
+
_bones: Entity[];
|
|
11
14
|
/**
|
|
12
15
|
* Constructor of skin
|
|
13
16
|
* @param name - name
|
|
@@ -1,37 +1,28 @@
|
|
|
1
1
|
import { BoundingBox } from "@galacean/engine-math";
|
|
2
2
|
import { Entity } from "../Entity";
|
|
3
|
-
import { RenderContext } from "../RenderPipeline/RenderContext";
|
|
4
3
|
import { MeshRenderer } from "./MeshRenderer";
|
|
5
4
|
import { Skin } from "./Skin";
|
|
6
5
|
/**
|
|
7
6
|
* SkinnedMeshRenderer.
|
|
8
7
|
*/
|
|
9
8
|
export declare class SkinnedMeshRenderer extends MeshRenderer {
|
|
10
|
-
private static _tempMatrix;
|
|
11
9
|
private static _jointCountProperty;
|
|
12
10
|
private static _jointSamplerProperty;
|
|
13
11
|
private static _jointMatrixProperty;
|
|
14
|
-
private _hasInitSkin;
|
|
15
12
|
private _jointDataCreateCache;
|
|
16
|
-
private _skin;
|
|
17
13
|
private _blendShapeWeights;
|
|
18
14
|
private _maxVertexUniformVectors;
|
|
19
15
|
private _rootBone;
|
|
20
16
|
private _localBounds;
|
|
21
17
|
private _jointMatrices;
|
|
22
18
|
private _jointTexture;
|
|
23
|
-
private
|
|
19
|
+
private _bones;
|
|
24
20
|
/**
|
|
25
21
|
* The weights of the BlendShapes.
|
|
26
22
|
* @remarks Array index is BlendShape index.
|
|
27
23
|
*/
|
|
28
24
|
get blendShapeWeights(): Float32Array;
|
|
29
25
|
set blendShapeWeights(value: Float32Array);
|
|
30
|
-
/**
|
|
31
|
-
* Skin Object.
|
|
32
|
-
*/
|
|
33
|
-
get skin(): Skin;
|
|
34
|
-
set skin(value: Skin);
|
|
35
26
|
/**
|
|
36
27
|
* Local bounds.
|
|
37
28
|
*/
|
|
@@ -43,20 +34,24 @@ export declare class SkinnedMeshRenderer extends MeshRenderer {
|
|
|
43
34
|
get rootBone(): Entity;
|
|
44
35
|
set rootBone(value: Entity);
|
|
45
36
|
/**
|
|
46
|
-
*
|
|
47
|
-
*/
|
|
48
|
-
protected _updateShaderData(context: RenderContext): void;
|
|
49
|
-
/**
|
|
50
|
-
* @override
|
|
37
|
+
* Bones of the SkinnedMeshRenderer.
|
|
51
38
|
*/
|
|
52
|
-
|
|
53
|
-
|
|
54
|
-
* @override
|
|
55
|
-
*/
|
|
56
|
-
protected _updateBounds(worldBounds: BoundingBox): void;
|
|
57
|
-
private _initSkin;
|
|
58
|
-
private _computeApproximateBindMatrix;
|
|
59
|
-
private _findByEntityName;
|
|
39
|
+
get bones(): ReadonlyArray<Entity>;
|
|
40
|
+
set bones(value: ReadonlyArray<Entity>);
|
|
60
41
|
private _checkBlendShapeWeightLength;
|
|
61
42
|
private _onLocalBoundsChanged;
|
|
43
|
+
private _getEntityHierarchyPath;
|
|
44
|
+
private _skin;
|
|
45
|
+
/**
|
|
46
|
+
* @deprecated
|
|
47
|
+
* Skin Object.
|
|
48
|
+
*
|
|
49
|
+
* If you want get `skeleton`, use {@link SkinnedMeshRenderer.rootBone} instead.
|
|
50
|
+
* If you want get `bones`, use {@link SkinnedMeshRenderer.bones} instead.
|
|
51
|
+
* `inverseBindMatrices` will migrate to mesh in the future.
|
|
52
|
+
*
|
|
53
|
+
* @remarks `rootBone` and `bones` will not update when `skin` changed.
|
|
54
|
+
*/
|
|
55
|
+
get skin(): Skin;
|
|
56
|
+
set skin(value: Skin);
|
|
62
57
|
}
|
package/types/mesh/index.d.ts
CHANGED
|
@@ -1,8 +1,9 @@
|
|
|
1
|
+
export { BlendShape } from "./BlendShape";
|
|
2
|
+
export { BlendShapeFrame } from "./BlendShapeFrame";
|
|
3
|
+
export { BufferMesh } from "./BufferMesh";
|
|
4
|
+
export { MeshRenderer } from "./MeshRenderer";
|
|
1
5
|
export { ModelMesh } from "./ModelMesh";
|
|
6
|
+
export { PrimitiveMesh } from "./PrimitiveMesh";
|
|
2
7
|
export { Skin } from "./Skin";
|
|
3
|
-
export { MeshRenderer } from "./MeshRenderer";
|
|
4
8
|
export { SkinnedMeshRenderer } from "./SkinnedMeshRenderer";
|
|
5
|
-
export {
|
|
6
|
-
export { BufferMesh } from "./BufferMesh";
|
|
7
|
-
export { BlendShape } from "./BlendShape";
|
|
8
|
-
export { BlendShapeFrame } from "./BlendShapeFrame";
|
|
9
|
+
export { VertexAttribute } from "./enums/VertexAttribute";
|
|
@@ -1,6 +1,6 @@
|
|
|
1
|
-
import {
|
|
2
|
-
import { Texture } from "../texture";
|
|
1
|
+
import { Color, Vector3 } from "@galacean/engine-math";
|
|
3
2
|
import { MeshRenderer } from "../mesh/MeshRenderer";
|
|
3
|
+
import { Texture } from "../texture";
|
|
4
4
|
/**
|
|
5
5
|
* Blend mode enums of the particle renderer's material.
|
|
6
6
|
*/
|
|
@@ -41,12 +41,10 @@ export declare class CharacterController extends Collider {
|
|
|
41
41
|
/**
|
|
42
42
|
* Add collider shape on this controller.
|
|
43
43
|
* @param shape - Collider shape
|
|
44
|
-
* @override
|
|
45
44
|
*/
|
|
46
45
|
addShape(shape: ColliderShape): void;
|
|
47
46
|
/**
|
|
48
47
|
* Remove all shape attached.
|
|
49
|
-
* @override
|
|
50
48
|
*/
|
|
51
49
|
clearShapes(): void;
|
|
52
50
|
private _setUpDirection;
|
|
@@ -3,7 +3,7 @@ import { Component } from "../Component";
|
|
|
3
3
|
import { ColliderShape } from "./shape/ColliderShape";
|
|
4
4
|
/**
|
|
5
5
|
* Base class for all colliders.
|
|
6
|
-
* @decorator `@dependentComponents(Transform)`
|
|
6
|
+
* @decorator `@dependentComponents(Transform, DependentMode.CheckOnly)`
|
|
7
7
|
*/
|
|
8
8
|
export declare class Collider extends Component {
|
|
9
9
|
protected _updateFlag: BoolUpdateFlag;
|
|
@@ -1,4 +1,3 @@
|
|
|
1
|
-
import { IPhysics } from "@galacean/engine-design";
|
|
2
1
|
import { Ray, Vector3 } from "@galacean/engine-math";
|
|
3
2
|
import { Engine } from "../Engine";
|
|
4
3
|
import { Layer } from "../Layer";
|
|
@@ -7,6 +6,7 @@ import { HitResult } from "./HitResult";
|
|
|
7
6
|
* A physics manager is a collection of colliders and constraints which can interact.
|
|
8
7
|
*/
|
|
9
8
|
export declare class PhysicsManager {
|
|
9
|
+
private static _collision;
|
|
10
10
|
private _engine;
|
|
11
11
|
private _restTime;
|
|
12
12
|
private _colliders;
|
|
@@ -21,31 +21,12 @@ export declare class PhysicsManager {
|
|
|
21
21
|
private _onTriggerStay;
|
|
22
22
|
/** The fixed time step in seconds at which physics are performed. */
|
|
23
23
|
fixedTimeStep: number;
|
|
24
|
-
/**
|
|
25
|
-
* The max allowed time step in seconds one frame.
|
|
26
|
-
*
|
|
27
|
-
* @remarks
|
|
28
|
-
* When the frame rate is low or stutter occurs, the maximum execution time of physics will not exceed this value.
|
|
29
|
-
* So physics will slow down a bit when performance hitch occurs.
|
|
30
|
-
*/
|
|
31
|
-
maxAllowedTimeStep: number;
|
|
32
24
|
/**
|
|
33
25
|
* The gravity of physics scene.
|
|
34
26
|
*/
|
|
35
27
|
get gravity(): Vector3;
|
|
36
28
|
set gravity(value: Vector3);
|
|
37
|
-
/**
|
|
38
|
-
* @deprecated
|
|
39
|
-
* Please use `maxAllowedTimeStep` instead.
|
|
40
|
-
*/
|
|
41
|
-
get maxSumTimeStep(): number;
|
|
42
|
-
set maxSumTimeStep(value: number);
|
|
43
29
|
constructor(engine: Engine);
|
|
44
|
-
/**
|
|
45
|
-
* initialize PhysicsManager.
|
|
46
|
-
* @param physics - Physics Engine
|
|
47
|
-
*/
|
|
48
|
-
initialize(physics: IPhysics): void;
|
|
49
30
|
/**
|
|
50
31
|
* Casts a ray through the Scene and returns the first hit.
|
|
51
32
|
* @param ray - The ray
|
|
@@ -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
|
+
}
|
package/types/physics/index.d.ts
CHANGED
|
@@ -1,10 +1,10 @@
|
|
|
1
|
-
export { HitResult } from "./HitResult";
|
|
2
|
-
export { PhysicsManager } from "./PhysicsManager";
|
|
3
|
-
export { PhysicsMaterial } from "./PhysicsMaterial";
|
|
4
1
|
export { CharacterController } from "./CharacterController";
|
|
5
|
-
export * from "./shape";
|
|
6
|
-
export * from "./joint";
|
|
7
|
-
export * from "./enums";
|
|
8
2
|
export { Collider } from "./Collider";
|
|
3
|
+
export { CollisionDetectionMode, DynamicCollider, DynamicColliderConstraints } from "./DynamicCollider";
|
|
4
|
+
export { HitResult } from "./HitResult";
|
|
5
|
+
export { PhysicsMaterial } from "./PhysicsMaterial";
|
|
6
|
+
export { PhysicsScene } from "./PhysicsScene";
|
|
9
7
|
export { StaticCollider } from "./StaticCollider";
|
|
10
|
-
export
|
|
8
|
+
export * from "./enums";
|
|
9
|
+
export * from "./joint";
|
|
10
|
+
export * from "./shape";
|
|
@@ -1,7 +1,7 @@
|
|
|
1
|
-
import { Joint } from "./Joint";
|
|
2
1
|
import { Vector3 } from "@galacean/engine-math";
|
|
3
|
-
import {
|
|
2
|
+
import { Joint } from "./Joint";
|
|
4
3
|
import { JointLimits } from "./JointLimits";
|
|
4
|
+
import { JointMotor } from "./JointMotor";
|
|
5
5
|
/**
|
|
6
6
|
* A joint which behaves in a similar way to a hinge or axle.
|
|
7
7
|
*/
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@@ -1,11 +1,11 @@
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1
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import { IJoint } from "@galacean/engine-design";
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import { Vector3 } from "@galacean/engine-math";
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import { Component } from "../../Component";
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4
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-
import { Collider } from "../Collider";
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import { Entity } from "../../Entity";
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5
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+
import { Collider } from "../Collider";
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/**
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* A base class providing common functionality for joints.
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8
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-
* @decorator `@dependentComponents(Collider)`
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8
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+
* @decorator `@dependentComponents(Collider, DependentMode.CheckOnly)`
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*/
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export declare class Joint extends Component {
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protected _connectedCollider: JointCollider;
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@@ -0,0 +1,7 @@
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1
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+
import { SetDataOptions } from "../graphic";
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2
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+
export interface IPlatformBuffer {
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bind(): void;
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+
setData(byteLength: number, data: ArrayBuffer | ArrayBufferView, bufferByteOffset?: number, dataOffset?: number, dataLength?: number, options?: SetDataOptions): void;
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5
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+
getData(data: ArrayBufferView, bufferByteOffset?: number, dataOffset?: number, dataLength?: number): void;
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6
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+
destroy(): void;
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7
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+
}
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@@ -23,7 +23,7 @@ export interface IPlatformTexture2D extends IPlatformTexture {
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* @param x - X coordinate of area start
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* @param y - Y coordinate of area start
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*/
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26
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-
setImageSource(imageSource: TexImageSource
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26
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+
setImageSource(imageSource: TexImageSource, mipLevel: number, flipY: boolean, premultiplyAlpha: boolean, x: number, y: number): void;
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27
27
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/**
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* Get the pixel color buffer according to the specified area.
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* @param x - X coordinate of area start
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@@ -25,7 +25,7 @@ export interface IPlatformTexture2DArray extends IPlatformTexture {
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25
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* @param x - X coordinate of area start
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* @param y - Y coordinate of area start
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27
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*/
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28
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-
setImageSource(index: number, imageSource: TexImageSource
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28
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+
setImageSource(index: number, imageSource: TexImageSource, mipLevel: number, flipY: boolean, premultiplyAlpha: boolean, x: number, y: number): void;
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29
29
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/**
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30
30
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* Get the pixel color buffer according to the specified area.
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31
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* @param elementIndex - The texture array element index
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@@ -26,7 +26,7 @@ export interface IPlatformTextureCube extends IPlatformTexture {
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26
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* @param x - X coordinate of area start
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27
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* @param y - Y coordinate of area start
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28
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*/
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29
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-
setImageSource(face: TextureCubeFace, imageSource: TexImageSource
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29
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+
setImageSource(face: TextureCubeFace, imageSource: TexImageSource, mipLevel: number, flipY: boolean, premultiplyAlpha: boolean, x: number, y: number): void;
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30
30
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/**
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31
31
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* Get the pixel color buffer according to the specified cube face and area.
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32
32
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* @param face - You can choose which cube face to read
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@@ -1,4 +1,5 @@
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1
1
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export type { IHardwareRenderer } from "./IHardwareRenderer";
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2
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+
export type { IPlatformBuffer } from "./IPlatformBuffer";
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2
3
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export type { IPlatformRenderTarget } from "./IPlatformRenderTarget";
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3
4
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export type { IPlatformTexture } from "./IPlatformTexture";
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4
5
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export type { IPlatformTexture2D } from "./IPlatformTexture2D";
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