@galacean/engine-core 1.6.0-alpha.2 → 1.6.0-beta.1

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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": "1.6.0-alpha.2",
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+ "version": "1.6.0-beta.1",
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  "publishConfig": {
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  "access": "public",
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  "registry": "https://registry.npmjs.org"
@@ -18,10 +18,10 @@
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  "types/**/*"
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  ],
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  "dependencies": {
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- "@galacean/engine-math": "1.6.0-alpha.2"
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+ "@galacean/engine-math": "1.6.0-beta.1"
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  },
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  "devDependencies": {
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- "@galacean/engine-design": "1.6.0-alpha.2"
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+ "@galacean/engine-design": "1.6.0-beta.1"
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  },
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  "scripts": {
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  "b:types": "tsc"
@@ -91,6 +91,42 @@ export declare class PhysicsScene {
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  * @returns Returns True if the ray intersects with a collider, otherwise false.
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  */
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  raycast(ray: Ray, distance: number, layerMask: Layer, outHitResult: HitResult): boolean;
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+ /**
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+ * Casts a box through the Scene and returns true if there is any hit.
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+ * @param center - The center of the box
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+ * @param halfExtents - Half the size of the box in each dimension
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+ * @param direction - The direction to sweep along
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+ * @returns Returns true if the box intersects with any collider, otherwise false
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+ */
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+ boxCast(center: Vector3, halfExtents: Vector3, direction: Vector3): boolean;
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+ /**
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+ * Casts a box through the Scene and returns true if there is any hit.
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+ * @param center - The center of the box
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+ * @param halfExtents - Half the size of the box in each dimension
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+ * @param direction - The direction to sweep along
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+ * @param outHitResult - If true is returned, outHitResult will contain more detailed collision information
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+ * @returns Returns true if the box intersects with any collider, otherwise false
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+ */
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+ boxCast(center: Vector3, halfExtents: Vector3, direction: Vector3, outHitResult: HitResult): boolean;
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+ /**
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+ * Casts a box through the Scene and returns true if there is any hit.
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+ * @param center - The center of the box
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+ * @param halfExtents - Half the size of the box in each dimension
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+ * @param direction - The direction to sweep along
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+ * @param distance - The max distance to sweep
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+ * @returns Returns true if the box intersects with any collider, otherwise false
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+ */
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+ boxCast(center: Vector3, halfExtents: Vector3, direction: Vector3, distance: number): boolean;
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+ /**
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+ * Casts a box through the Scene and returns true if there is any hit.
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+ * @param center - The center of the box
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+ * @param halfExtents - Half the size of the box in each dimension
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+ * @param direction - The direction to sweep along
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+ * @param distance - The max distance to sweep
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+ * @param outHitResult - If true is returned, outHitResult will contain more detailed collision information
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+ * @returns Returns true if the box intersects with any collider, otherwise false
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+ */
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+ boxCast(center: Vector3, halfExtents: Vector3, direction: Vector3, distance: number, outHitResult: HitResult): boolean;
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  /**
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  * Casts a box through the Scene and returns true if there is any hit.
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  * @param center - The center of the box
@@ -102,7 +138,43 @@ export declare class PhysicsScene {
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  * @param outHitResult - Optional HitResult object to store detailed hit information
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  * @returns Returns true if the box intersects with any collider, otherwise false
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  */
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- boxCast(center: Vector3, halfExtents: Vector3, direction: Vector3, orientation?: Quaternion, distance?: number, layerMask?: Layer, outHitResult?: HitResult): boolean;
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+ boxCast(center: Vector3, halfExtents: Vector3, direction: Vector3, orientation: Quaternion, distance: number, layerMask: Layer, outHitResult?: HitResult): boolean;
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+ /**
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+ * Casts a sphere through the Scene and returns true if there is any hit.
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+ * @param center - The center of the sphere
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+ * @param radius - The radius of the sphere
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+ * @param direction - The direction to sweep along
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+ * @returns Returns true if the sphere intersects with any collider, otherwise false
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+ */
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+ sphereCast(center: Vector3, radius: number, direction: Vector3): boolean;
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+ /**
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+ * Casts a sphere through the Scene and returns true if there is any hit.
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+ * @param center - The center of the sphere
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+ * @param radius - The radius of the sphere
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+ * @param direction - The direction to sweep along
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+ * @param outHitResult - If true is returned, outHitResult will contain more detailed collision information
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+ * @returns Returns true if the sphere intersects with any collider, otherwise false
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+ */
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+ sphereCast(center: Vector3, radius: number, direction: Vector3, outHitResult: HitResult): boolean;
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+ /**
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+ * Casts a sphere through the Scene and returns true if there is any hit.
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+ * @param center - The center of the sphere
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+ * @param radius - The radius of the sphere
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+ * @param direction - The direction to sweep along
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+ * @param distance - The max distance to sweep
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+ * @returns Returns true if the sphere intersects with any collider, otherwise false
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+ */
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+ sphereCast(center: Vector3, radius: number, direction: Vector3, distance: number): boolean;
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+ /**
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+ * Casts a sphere through the Scene and returns true if there is any hit.
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+ * @param center - The center of the sphere
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+ * @param radius - The radius of the sphere
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+ * @param direction - The direction to sweep along
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+ * @param distance - The max distance to sweep
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+ * @param outHitResult - If true is returned, outHitResult will contain more detailed collision information
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+ * @returns Returns true if the sphere intersects with any collider, otherwise false
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+ */
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+ sphereCast(center: Vector3, radius: number, direction: Vector3, distance: number, outHitResult: HitResult): boolean;
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  /**
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  * Casts a sphere through the Scene and returns true if there is any hit.
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  * @param center - The center of the sphere
@@ -111,9 +183,49 @@ export declare class PhysicsScene {
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  * @param distance - The max distance to sweep. @defaultValue `Number.MAX_VALUE`
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  * @param layerMask - Layer mask that is used to selectively ignore Colliders when sweeping. @defaultValue `Layer.Everything`
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  * @param outHitResult - If true is returned, outHitResult will contain more detailed collision information
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- * @returns Returns True if the sphere intersects with any collider, otherwise false
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+ * @returns Returns true if the sphere intersects with any collider, otherwise false
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+ */
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+ sphereCast(center: Vector3, radius: number, direction: Vector3, distance: number, layerMask: Layer, outHitResult?: HitResult): boolean;
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+ /**
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+ * Casts a capsule through the Scene and returns true if there is any hit.
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+ * @param center - The center of the capsule
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+ * @param radius - The radius of the capsule
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+ * @param height - The height of the capsule
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+ * @param direction - The direction to sweep along
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+ * @returns Returns true if the capsule intersects with any collider, otherwise false
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+ */
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+ capsuleCast(center: Vector3, radius: number, height: number, direction: Vector3): boolean;
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+ /**
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+ * Casts a capsule through the Scene and returns true if there is any hit.
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+ * @param center - The center of the capsule
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+ * @param radius - The radius of the capsule
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+ * @param height - The height of the capsule
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+ * @param direction - The direction to sweep along
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+ * @param outHitResult - If true is returned, outHitResult will contain more detailed collision information
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+ * @returns Returns true if the capsule intersects with any collider, otherwise false
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+ */
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+ capsuleCast(center: Vector3, radius: number, height: number, direction: Vector3, outHitResult: HitResult): boolean;
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+ /**
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+ * Casts a capsule through the Scene and returns true if there is any hit.
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+ * @param center - The center of the capsule
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+ * @param radius - The radius of the capsule
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+ * @param height - The height of the capsule
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+ * @param direction - The direction to sweep along
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+ * @param distance - The max distance to sweep
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+ * @returns Returns true if the capsule intersects with any collider, otherwise false
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+ */
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+ capsuleCast(center: Vector3, radius: number, height: number, direction: Vector3, distance: number): boolean;
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+ /**
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+ * Casts a capsule through the Scene and returns true if there is any hit.
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+ * @param center - The center of the capsule
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+ * @param radius - The radius of the capsule
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+ * @param height - The height of the capsule
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+ * @param direction - The direction to sweep along
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+ * @param distance - The max distance to sweep
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+ * @param outHitResult - If true is returned, outHitResult will contain more detailed collision information
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+ * @returns Returns true if the capsule intersects with any collider, otherwise false
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  */
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- sphereCast(center: Vector3, radius: number, direction: Vector3, distance?: number, layerMask?: Layer, outHitResult?: HitResult): boolean;
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+ capsuleCast(center: Vector3, radius: number, height: number, direction: Vector3, distance: number, outHitResult: HitResult): boolean;
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  /**
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  * Casts a capsule through the Scene and returns true if there is any hit.
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  * @param center - The center of the capsule
@@ -126,7 +238,7 @@ export declare class PhysicsScene {
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  * @param outHitResult - If true is returned, outHitResult will contain more detailed collision information
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  * @returns Returns True if the capsule intersects with any collider, otherwise false
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  */
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- capsuleCast(center: Vector3, radius: number, height: number, direction: Vector3, orientation?: Quaternion, distance?: number, layerMask?: Layer, outHitResult?: HitResult): boolean;
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+ capsuleCast(center: Vector3, radius: number, height: number, direction: Vector3, orientation: Quaternion, distance: number, layerMask: Layer, outHitResult?: HitResult): boolean;
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  /**
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  * Get all colliders that overlap with a box in the scene.
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  * @param center - The center of the box
@@ -4,6 +4,7 @@ import { ShaderMacro } from "./ShaderMacro";
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  import { ShaderPass } from "./ShaderPass";
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  import { ShaderProperty } from "./ShaderProperty";
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  import { SubShader } from "./SubShader";
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+ import { ShaderLanguage } from "./enums/ShaderLanguage";
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  /**
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  * Shader for rendering.
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  */
@@ -24,13 +25,15 @@ export declare class Shader implements IReferable {
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  * ...
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  * ```
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  *
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- * @param shaderSource - shader code
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+ * @param shaderSource - Shader code
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+ * @param platformTarget - Shader platform target, @defaultValue ShaderLanguage.GLSLES300
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+ * @param path - Shader location path
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  * @returns Shader
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  *
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  * @throws
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  * Throw string exception if shaderLab has not been enabled properly.
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  */
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- static create(shaderSource: string): Shader;
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+ static create(shaderSource: string, platformTarget?: ShaderLanguage, path?: string): Shader;
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  /**
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  * Create a shader.
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  * @param name - Name of the shader
@@ -6,11 +6,6 @@ export declare class ShaderPass extends ShaderPart {
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  private static _shaderPassCounter;
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  private _vertexSource;
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  private _fragmentSource;
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- private readonly _type;
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- private readonly _shaderLabSource;
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- private readonly _vertexEntry;
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- private readonly _fragmentEntry;
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- private _platformMacros;
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  /**
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  * Create a shader pass.
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  * @param name - Shader pass name
@@ -26,9 +21,5 @@ export declare class ShaderPass extends ShaderPart {
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  * @param tags - Tags
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  */
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  constructor(vertexSource: string, fragmentSource: string, tags?: Record<string, number | string | boolean>);
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- /**
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- * Shader Lab compilation
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- */
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- private _compileShaderProgram;
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  private _getCanonicalShaderProgram;
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  }
@@ -0,0 +1,9 @@
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+ /**
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+ * Shader language belongs to.
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+ */
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+ export declare enum ShaderLanguage {
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+ /** GLSL ES 100. */
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+ GLSLES100 = 0,
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+ /** GLSL ES 300. */
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+ GLSLES300 = 1
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+ }
@@ -3,17 +3,17 @@ export { BlendOperation } from "./enums/BlendOperation";
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  export { ColorWriteMask } from "./enums/ColorWriteMask";
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  export { CompareFunction } from "./enums/CompareFunction";
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  export { CullMode } from "./enums/CullMode";
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- export { RenderStateElementKey as RenderStateDataKey } from "./enums/RenderStateElementKey";
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  export { RenderQueueType } from "./enums/RenderQueueType";
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+ export { RenderStateElementKey } from "./enums/RenderStateElementKey";
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  export { ShaderDataGroup } from "./enums/ShaderDataGroup";
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+ export { ShaderLanguage } from "./enums/ShaderLanguage";
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  export { ShaderPropertyType } from "./enums/ShaderPropertyType";
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  export { StencilOperation } from "./enums/StencilOperation";
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- export { ShaderPlatformTarget } from "./enums/ShaderPlatformTarget";
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  export { Shader } from "./Shader";
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  export { ShaderData } from "./ShaderData";
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  export { ShaderMacro } from "./ShaderMacro";
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  export { ShaderPass } from "./ShaderPass";
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  export { ShaderProperty } from "./ShaderProperty";
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  export { ShaderTagKey } from "./ShaderTagKey";
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- export { SubShader } from "./SubShader";
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  export * from "./state";
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+ export { SubShader } from "./SubShader";
@@ -1,4 +0,0 @@
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- export declare enum ShaderPlatformTarget {
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- GLES100 = 0,
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- GLES300 = 1
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- }
@@ -1 +0,0 @@
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- export {};