@galacean/engine-core 1.1.0-beta.4 → 1.1.0-beta.5

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package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@galacean/engine-core",
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- "version": "1.1.0-beta.4",
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+ "version": "1.1.0-beta.5",
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  "publishConfig": {
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  "access": "public",
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  "registry": "https://registry.npmjs.org"
@@ -15,10 +15,10 @@
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  "types/**/*"
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  ],
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  "dependencies": {
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- "@galacean/engine-math": "1.1.0-beta.4"
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+ "@galacean/engine-math": "1.1.0-beta.5"
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  },
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  "devDependencies": {
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- "@galacean/engine-design": "1.1.0-beta.4"
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+ "@galacean/engine-design": "1.1.0-beta.5"
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  },
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  "scripts": {
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  "b:types": "tsc"
@@ -39,5 +39,7 @@ export declare class Background {
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  * @param _engine Engine Which the background belongs to.
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  */
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  constructor(_engine: Engine);
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+ private _initMesh;
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+ private _initMaterial;
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  private _createPlane;
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  }
@@ -5,8 +5,8 @@ import { Scene } from "./Scene";
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  * The base class of the components.
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  */
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  export declare class Component extends EngineObject {
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+ protected _phasedActiveInScene: boolean;
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  private _phasedActive;
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- private _phasedActiveInScene;
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  private _enabled;
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  /**
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  * Indicates whether the component is enabled.
package/types/Scene.d.ts CHANGED
@@ -41,6 +41,12 @@ export declare class Scene extends EngineObject {
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  private _fogEnd;
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  private _fogDensity;
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  private _fogParams;
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+ private _isActive;
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+ /**
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+ * Whether the scene is active.
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+ */
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+ get isActive(): boolean;
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+ set isActive(value: boolean);
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  /**
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  * Scene-related shader data.
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  */
@@ -1,4 +1,3 @@
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- import { IPhysics } from "@galacean/engine-design";
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  import { Ray, Vector3 } from "@galacean/engine-math";
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  import { Engine } from "../Engine";
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  import { Layer } from "../Layer";
@@ -7,8 +6,10 @@ import { HitResult } from "./HitResult";
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  * A physics manager is a collection of colliders and constraints which can interact.
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  */
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  export declare class PhysicsManager {
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+ private static _collision;
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  private _engine;
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  private _restTime;
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+ private _fixedTimeStep;
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  private _colliders;
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  private _gravity;
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  private _nativePhysicsManager;
@@ -19,33 +20,15 @@ export declare class PhysicsManager {
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  private _onTriggerEnter;
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  private _onTriggerExit;
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  private _onTriggerStay;
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- /** The fixed time step in seconds at which physics are performed. */
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- fixedTimeStep: number;
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- /**
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- * The max allowed time step in seconds one frame.
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- *
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- * @remarks
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- * When the frame rate is low or stutter occurs, the maximum execution time of physics will not exceed this value.
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- * So physics will slow down a bit when performance hitch occurs.
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- */
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- maxAllowedTimeStep: number;
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  /**
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  * The gravity of physics scene.
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  */
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  get gravity(): Vector3;
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  set gravity(value: Vector3);
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- /**
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- * @deprecated
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- * Please use `maxAllowedTimeStep` instead.
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- */
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- get maxSumTimeStep(): number;
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- set maxSumTimeStep(value: number);
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+ /** The fixed time step in seconds at which physics are performed. */
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+ get fixedTimeStep(): number;
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+ set fixedTimeStep(value: number);
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  constructor(engine: Engine);
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- /**
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- * initialize PhysicsManager.
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- * @param physics - Physics Engine
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- */
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- initialize(physics: IPhysics): void;
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  /**
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  * Casts a ray through the Scene and returns the first hit.
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  * @param ray - The ray