@galacean/engine-core 1.2.0-alpha.3 → 1.2.0-alpha.5
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 +240 -204
- package/dist/main.js.map +1 -1
- package/dist/miniprogram.js +240 -204
- package/dist/module.js +239 -203
- package/dist/module.js.map +1 -1
- package/package.json +3 -3
- package/types/Scene.d.ts +5 -0
- package/types/asset/Loader.d.ts +7 -0
- package/types/particle/modules/MainModule.d.ts +2 -0
- package/types/particle/modules/shape/BaseShape.d.ts +1 -1
- package/types/particle/modules/shape/BoxShape.d.ts +2 -1
- package/types/particle/modules/shape/CircleShape.d.ts +2 -1
- package/types/particle/modules/shape/ConeShape.d.ts +2 -1
- package/types/particle/modules/shape/HemisphereShape.d.ts +2 -1
- package/types/particle/modules/shape/SphereShape.d.ts +2 -1
- package/types/particle/modules/shape/index.d.ts +1 -0
- package/types/shadow/CascadedShadowCasterPass.d.ts +0 -1
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": "1.2.0-alpha.
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"version": "1.2.0-alpha.5",
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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": "1.2.0-alpha.
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"@galacean/engine-math": "1.2.0-alpha.5"
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},
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"devDependencies": {
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"@galacean/engine-design": "1.2.0-alpha.
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"@galacean/engine-design": "1.2.0-alpha.5"
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},
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"scripts": {
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"b:types": "tsc"
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package/types/Scene.d.ts
CHANGED
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@@ -30,6 +30,11 @@ export declare class Scene extends EngineObject {
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shadowFourCascadeSplits: Vector3;
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/** Max Shadow distance. */
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shadowDistance: number;
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/**
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* Last shadow fade distance in percentage, range [0,1].
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* @remarks Value 0 is used for no shadow fade.
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*/
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shadowFadeBorder: number;
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private _background;
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private _shaderData;
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private _shadowCascades;
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package/types/asset/Loader.d.ts
CHANGED
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@@ -24,7 +24,14 @@ export declare abstract class Loader<T> {
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static getClass(className: string): {
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new (...args: any): any;
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};
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/**
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* Get the class name by class object.
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* @param obj - class object
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* @returns class name
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*/
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static getClassName(obj: Object): string;
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private static _engineObjects;
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private static _classNameMap;
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constructor(useCache: boolean);
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initialize?(engine: Engine, configuration: EngineConfiguration): Promise<void>;
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abstract load(item: LoadItem, resourceManager: ResourceManager): AssetPromise<T>;
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import { Rand } from "@galacean/engine-math";
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import { ICustomClone } from "../../clone/ComponentCloner";
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import { ParticleScaleMode } from "../enums/ParticleScaleMode";
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import { ParticleSimulationSpace } from "../enums/ParticleSimulationSpace";
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@@ -54,6 +55,7 @@ export declare class MainModule implements ICustomClone {
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scalingMode: ParticleScaleMode;
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/** If set to true, the Particle Generator automatically begins to play on startup. */
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playOnEnabled: boolean;
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readonly _gravityModifierRand: Rand;
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private _generator;
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private _gravity;
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/**
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@@ -4,7 +4,7 @@ import { ParticleShapeType } from "./enums/ParticleShapeType";
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*/
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export declare abstract class BaseShape {
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/** The type of shape to emit particles from. */
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shapeType: ParticleShapeType;
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abstract readonly shapeType: ParticleShapeType;
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/** Specifies whether the ShapeModule is enabled or disabled. */
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enable: boolean;
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/** Randomizes the starting direction of particles. */
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@@ -1,11 +1,12 @@
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import { Vector3 } from "@galacean/engine-math";
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import { BaseShape } from "./BaseShape";
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import { ParticleShapeType } from "./enums/ParticleShapeType";
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/**
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* Particle shape that emits particles from a box.
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*/
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export declare class BoxShape extends BaseShape {
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private static _tempVector30;
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readonly shapeType = ParticleShapeType.Box;
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/** The size of the box. */
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size: Vector3;
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constructor();
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}
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import { BaseShape } from "./BaseShape";
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import { ParticleShapeArcMode } from "./enums/ParticleShapeArcMode";
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import { ParticleShapeType } from "./enums/ParticleShapeType";
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/**
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* Particle shape that emits particles from a circle.
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*/
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export declare class CircleShape extends BaseShape {
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private static _tempPositionPoint;
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readonly shapeType = ParticleShapeType.Circle;
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/** Radius of the shape to emit particles from. */
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radius: number;
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/** Angle of the circle arc to emit particles from. */
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@@ -13,5 +15,4 @@ export declare class CircleShape extends BaseShape {
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arcMode: ParticleShapeArcMode;
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/** The speed of complete 360 degree rotation. */
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arcSpeed: number;
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constructor();
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}
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import { BaseShape } from "./BaseShape";
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import { ParticleShapeType } from "./enums/ParticleShapeType";
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/**
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* Cone shape.
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*/
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private static _tempVector21;
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private static _tempVector30;
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private static _tempVector31;
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readonly shapeType = ParticleShapeType.Cone;
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/** Angle of the cone to emit particles from. */
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angle: number;
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/** Radius of the shape to emit particles from. */
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@@ -15,7 +17,6 @@ export declare class ConeShape extends BaseShape {
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length: number;
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/** Cone emitter type. */
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emitType: ConeEmitType;
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constructor();
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}
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/**
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* Cone emitter type.
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import { BaseShape } from "./BaseShape";
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import { ParticleShapeType } from "./enums/ParticleShapeType";
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/**
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* Particle shape that emits particles from a hemisphere.
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*/
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export declare class HemisphereShape extends BaseShape {
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readonly shapeType = ParticleShapeType.Hemisphere;
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/** Radius of the shape to emit particles from. */
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radius: number;
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constructor();
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}
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import { BaseShape } from "./BaseShape";
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import { ParticleShapeType } from "./enums/ParticleShapeType";
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/**
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* Particle shape that emits particles from a sphere.
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*/
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export declare class SphereShape extends BaseShape {
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readonly shapeType = ParticleShapeType.Sphere;
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/** Radius of the shape to emit particles from. */
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radius: number;
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constructor();
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}
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export { HemisphereShape } from "./HemisphereShape";
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export { SphereShape } from "./SphereShape";
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export { ParticleShapeArcMode } from "./enums/ParticleShapeArcMode";
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export { ParticleShapeType } from "./enums/ParticleShapeType";
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private _shadowSliceData;
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private _lightUp;
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private _lightSide;
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private _existShadowMap;
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private _splitBoundSpheres;
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/** The end is project precision problem in shader. */
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private _shadowMatrices;
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