@galacean/engine-core 1.1.0-beta.4 → 1.1.0-beta.6
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 +301 -240
- package/dist/main.js.map +1 -1
- package/dist/miniprogram.js +301 -240
- package/dist/module.js +301 -241
- package/dist/module.js.map +1 -1
- package/package.json +3 -3
- package/types/Background.d.ts +2 -0
- package/types/Component.d.ts +1 -1
- package/types/Scene.d.ts +6 -0
- package/types/particle/ParticleGenerator.d.ts +0 -2
- package/types/particle/index.d.ts +1 -0
- package/types/physics/PhysicsManager.d.ts +5 -22
package/package.json
CHANGED
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@@ -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.
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+
"version": "1.1.0-beta.6",
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"publishConfig": {
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"access": "public",
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"registry": "https://registry.npmjs.org"
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@@ -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.
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"@galacean/engine-math": "1.1.0-beta.6"
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},
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"devDependencies": {
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"@galacean/engine-design": "1.1.0-beta.
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"@galacean/engine-design": "1.1.0-beta.6"
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},
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"scripts": {
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"b:types": "tsc"
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package/types/Background.d.ts
CHANGED
package/types/Component.d.ts
CHANGED
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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.
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package/types/Scene.d.ts
CHANGED
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@@ -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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*/
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@@ -1,4 +1,3 @@
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-
import { ParticleRenderer } from "./ParticleRenderer";
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import { ParticleStopMode } from "./enums/ParticleStopMode";
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import { ColorOverLifetimeModule } from "./modules/ColorOverLifetimeModule";
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import { EmissionModule } from "./modules/EmissionModule";
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@@ -47,7 +46,6 @@ export declare class ParticleGenerator {
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*/
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get randomSeed(): number;
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set randomSeed(value: number);
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constructor(renderer: ParticleRenderer);
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/**
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* Start emitting particles.
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* @param withChildren - Whether to start the particle generator of the child entity
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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";
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@@ -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;
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@@ -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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-
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-
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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
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