@galacean/engine-core 1.1.0-alpha.4 → 1.1.0-beta.0

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": "1.1.0-alpha.4",
3
+ "version": "1.1.0-beta.0",
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": "1.1.0-alpha.4"
18
+ "@galacean/engine-math": "1.1.0-beta.0"
19
19
  },
20
20
  "devDependencies": {
21
- "@galacean/engine-design": "1.1.0-alpha.4"
21
+ "@galacean/engine-design": "1.1.0-beta.0"
22
22
  },
23
23
  "scripts": {
24
24
  "b:types": "tsc"
@@ -61,7 +61,7 @@ export declare class BasicRenderPipeline {
61
61
  * @param data - Render data
62
62
  */
63
63
  pushRenderData(context: RenderContext, data: RenderData): void;
64
- private pushRenderDataWihShader;
64
+ private pushRenderDataWithShader;
65
65
  private _drawBackgroundTexture;
66
66
  private _callRender;
67
67
  }
@@ -1,6 +1,7 @@
1
1
  import { Camera } from "../Camera";
2
2
  import { Engine } from "../Engine";
3
3
  import { Layer } from "../Layer";
4
+ import { RenderQueueType } from "../shader";
4
5
  import { RenderElement } from "./RenderElement";
5
6
  /**
6
7
  * Render queue.
@@ -8,7 +9,8 @@ import { RenderElement } from "./RenderElement";
8
9
  export declare class RenderQueue {
9
10
  readonly elements: RenderElement[];
10
11
  private _spriteBatcher;
11
- constructor(engine: Engine);
12
+ private readonly _renderQueueType;
13
+ constructor(engine: Engine, renderQueueType: RenderQueueType);
12
14
  /**
13
15
  * Push a render element.
14
16
  */
@@ -75,6 +75,8 @@ export declare class Animator extends Component {
75
75
  private _updateCrossFadeData;
76
76
  private _preparePlay;
77
77
  private _checkTransition;
78
+ private _checkSubTransition;
79
+ private _checkBackwardsSubTransition;
78
80
  private _crossFadeByTransition;
79
81
  private _fireAnimationEvents;
80
82
  private _fireSubAnimationEvents;
@@ -50,5 +50,7 @@ export declare enum AssetType {
50
50
  /** Font. */
51
51
  Font = "Font",
52
52
  /** Source Font, include ttf、 otf and woff. */
53
- SourceFont = "SourceFont"
53
+ SourceFont = "SourceFont",
54
+ /** Project asset. */
55
+ Project = "project"
54
56
  }
@@ -9,6 +9,7 @@ export declare class PhysicsManager {
9
9
  private static _collision;
10
10
  private _engine;
11
11
  private _restTime;
12
+ private _fixedTimeStep;
12
13
  private _colliders;
13
14
  private _gravity;
14
15
  private _nativePhysicsManager;
@@ -19,13 +20,14 @@ export declare class PhysicsManager {
19
20
  private _onTriggerEnter;
20
21
  private _onTriggerExit;
21
22
  private _onTriggerStay;
22
- /** The fixed time step in seconds at which physics are performed. */
23
- fixedTimeStep: number;
24
23
  /**
25
24
  * The gravity of physics scene.
26
25
  */
27
26
  get gravity(): Vector3;
28
27
  set gravity(value: Vector3);
28
+ /** The fixed time step in seconds at which physics are performed. */
29
+ get fixedTimeStep(): number;
30
+ set fixedTimeStep(value: number);
29
31
  constructor(engine: Engine);
30
32
  /**
31
33
  * Casts a ray through the Scene and returns the first hit.
@@ -3,7 +3,12 @@ import { ShaderTagKey } from "./ShaderTagKey";
3
3
  * Base class for shader structure.
4
4
  */
5
5
  export declare abstract class ShaderPart {
6
+ protected _name: string;
6
7
  private _tagsMap;
8
+ /**
9
+ * Name.
10
+ */
11
+ get name(): string;
7
12
  /**
8
13
  * Set tag by key name.
9
14
  * @param keyName - Key name of the tag
@@ -6,6 +6,14 @@ export declare class ShaderPass extends ShaderPart {
6
6
  private static _shaderPassCounter;
7
7
  private _vertexSource;
8
8
  private _fragmentSource;
9
+ /**
10
+ * Create a shader pass.
11
+ * @param name - Shader pass name
12
+ * @param vertexSource - Vertex shader source
13
+ * @param fragmentSource - Fragment shader source
14
+ * @param tags - Tags
15
+ */
16
+ constructor(name: string, vertexSource: string, fragmentSource: string, tags?: Record<string, number | string | boolean>);
9
17
  /**
10
18
  * Create a shader pass.
11
19
  * @param vertexSource - Vertex shader source
@@ -4,7 +4,6 @@ import { ShaderPass } from "./ShaderPass";
4
4
  * Sub shader.
5
5
  */
6
6
  export declare class SubShader extends ShaderPart {
7
- readonly name: string;
8
7
  private _passes;
9
8
  /**
10
9
  * Sub shader passes.
@@ -54,5 +54,7 @@ export declare enum RenderStateElementKey {
54
54
  /** Raster state cull mode key. */
55
55
  RasterStateDepthBias = 26,
56
56
  /** Raster state depth bias key. */
57
- RasterStateSlopeScaledDepthBias = 27
57
+ RasterStateSlopeScaledDepthBias = 27,
58
+ /** Render queue type key. */
59
+ RenderQueueType = 28
58
60
  }
@@ -2,11 +2,6 @@ export declare class ShaderFactory {
2
2
  static parseCustomMacros(macros: string[]): string;
3
3
  static registerInclude(includeName: string, includeSource: string): void;
4
4
  static parseIncludes(src: string): string;
5
- /**
6
- * GLSL extension.
7
- * @param extensions - such as ["GL_EXT_shader_texture_lod"]
8
- * */
9
- static parseExtension(extensions: string[]): string;
10
5
  /**
11
6
  * Convert lower GLSL version to GLSL 300 es.
12
7
  * @param shader - code