-
-
Notifications
You must be signed in to change notification settings - Fork 309
Migration Guide
-
The problem of Camera's renderTarget using Y-axis flipping as a texture has been fixed, and the related Shader needs to remove the Y-axis flipping specialization logic
-
glTF models containing draco compression are no longer supported, please use Meshopt compression
-
Transform
direction-related API adjusted from method to property:-
getWorldForward(forward: Vector3)
->get worldForward
-
getWorldRight(right: Vector3)
->get worldRight
-
getWorldUp(up: Vector3)
->get worldUp
-
-
Time-related adjustments:
-
Redesign
Time
and unified time unit to second -
Migrate PhysicsManager
maxAllowedTimeStep
to TimemaximumDeltaTime
-
-
Parameter adjustment related to physical collision in the script:
-
onCollisionEnter(other: ColliderShape): void
->onCollisionEnter(other: Collision): void
-
onCollisionExit(other: ColliderShape): void
->onCollisionExit(other: Collision): void
-
onCollisionStay(other: ColliderShape): void
->onCollisionStay(other: Collision): void
-
-
glTF Loader Asset type adjustment,
AssetType.Prefab
->AssetType.GLTF
-
The initialization of the engine is adjusted to be asynchronous:
-
Canvas and WebGL graphic device parameter adjustment, before:
new WebGLEngine("canvas",{alpha:true})
Now:
WebGLEngine.create({ canvas: "canvas", graphicDeviceOptions:{alpha:true}})
-
PhyscX backend does not require a separate initialization,before:
PhysXPhysics.initialize().then(() => { const engine = new WebGLEngine("canvas"); engine.physicsManager.initialize(PhysXPhysics); ...... }
Now:
WebGLEngine.create({ canvas: "canvas", physics: new PhysXPhysics()}).then( (engine) => { ...... }
-
-
SkyBoxMaterial
textureCubeMap
->texture
-
SkyBoxMaterial
textureCubeMap
->texture
-
get shader property, before:
Shader.getPropertyByName('propertyName');
Now:
ShaderProperty.getByName('propertyName');
-
create Shader with shadow's method, before:
Shader.create("custom-shader", vs, fs);
Now:
const forwardPassTags = { pipelineStage: PipelineStage.Forward }; const shadowCasterPass = Shader.find("pbr").subShaders[0].passes[1]; Shader.create("custom-shader",[new ShaderPass(vs, fs, forwardPassTags), shadowCasterPass])
-
Built-in shader variables and macro changes:
Shader variables
-
u_directLightDirection
->scene_DirectLightDirection
-
u_pointLightCullingMask
->scene_PointLightCullingMask
-
u_pointLightPosition
->scene_PointLightPosition
-
u_pointLightDistance
->scene_PointLightDistance
-
u_spotLightCullingMask
->scene_SpotLightCullingMask
-
u_spotLightColor
->scene_SpotLightColor
-
u_spotLightPosition
->scene_SpotLightPosition
-
u_spotLightDirection
->scene_SpotLightDirection
-
u_spotLightDistance
->scene_SpotLightDistance
-
u_spotLightAngleCos
->scene_SpotLightAngleCos
-
u_spotLightPenumbraCos
->scene_SpotLightPenumbraCos
-
u_env_specularSampler
->scene_EnvSpecularSampler
-
u_env_sh
->scene_EnvSH
-
u_envMapLight
->scene_EnvMapLight
-
u_directLightCullingMask
->scene_DirectLightCullingMask
-
u_directLightColor
->scene_DirectLightColor
-
u_shadowInfo
->scene_ShadowInfo
-
u_viewMat
->camera_ViewMat
-
u_projMat
->camera_ProjMat
-
u_VPMat
->camera_VPMat
-
u_viewInvMat
->camera_ViewInvMat
-
u_cameraPos
->camera_Position
-
u_localMat
->renderer_LocalMat
-
u_modelMat
->renderer_ModelMat
-
u_MVMat
->renderer_MVMat
-
u_MVPMat
->renderer_MVPMat
-
u_MVInvMat
->renderer_MVInvMat
-
oasis_RendererLayer
->renderer_Layer
-
u_normalMat
->renderer_NormalMat
-
u_normalTexture
->material_NormalTexture
-
u_normalIntensity
->material_NormalIntensity
-
u_baseColor
->material_BaseColor
-
u_baseTexture
->material_BaseTexture
-
u_tilingOffset
->material_TilingOffset
-
u_metal
->material_Metal
-
u_roughness
->material_Roughness
-
u_PBRSpecularColor
->material_PBRSpecularColor
-
u_glossiness
->material_Glossiness
-
u_alphaCutoff
->material_AlphaCutoff
-
u_roughnessMetallicTexture
->material_RoughnessMetallicTexture
-
u_occlusionTextureCoord
->material_OcclusionTextureCoord
-
u_occlusionTexture
->material_OcclusionTexture
-
u_occlusionIntensity
->material_OcclusionIntensity
-
u_emissiveColor
->material_EmissiveColor
-
u_emissiveTexture
->material_EmissiveTexture
-
u_clearCoatRoughness
->material_ClearCoatRoughness
-
u_clearCoatRoughnessTexture
->material_ClearCoatRoughnessTexture
-
u_clearCoatTexture
->material_ClearCoatTexture
-
u_clearCoat
->material_ClearCoat
Macros
-
O3_DIRECT_LIGHT_COUNT
->SCENE_DIRECT_LIGHT_COUNT
-
O3_POINT_LIGHT_COUNT
->SCENE_POINT_LIGHT_COUNT
-
O3_SPOT_LIGHT_COUNT
->SCENE_SPOT_LIGHT_COUNT
-
OASIS_CALCULATE_SHADOWS
->SCENE_IS_CALCULATE_SHADOWS
-
O3_USE_SPECULAR_ENV
->SCENE_USE_SPECULAR_ENV
-
O3_USE_SH
->SCENE_USE_SH
-
O3_HAS_NORMAL
->RENDERER_HAS_NORMAL
-
O3_HAS_TANGENT
->RENDERER_HAS_TANGENT
-
O3_HAS_UV
->RENDERER_HAS_UV
-
O3_HAS_UV1
->RENDERER_HAS_UV1
-
OASIS_RECEIVE_SHADOWS
->RENDERER_IS_RECEIVE_SHADOWS
-
NORMALTEXTURE
->MATERIAL_HAS_NORMALTEXTURE
-
HAS_CLEARCOATNORMALTEXTURE
->MATERIAL_HAS_CLEAR_COAT_NORMAL_TEXTURE
-
BASETEXTURE
->MATERIAL_HAS_BASETEXTURE
-
ALPHA_CUTOFF
->MATERIAL_IS_ALPHA_CUTOFF
-
ROUGHNESSMETALLICTEXTURE
->MATERIAL_HAS_ROUGHNESS_METALLIC_TEXTURE
-
OCCLUSIONTEXTURE
->MATERIAL_HAS_OCCLUSION_TEXTURE
-
EMISSIVETEXTURE
->MATERIAL_HAS_EMISSIVETEXTURE
-
OASIS_TRANSPARENT
->MATERIAL_IS_TRANSPARENT
-
O3_NEED_WORLDPOS
->MATERIAL_NEED_WORLD_POS
-
O3_NEED_TILINGOFFSET
->MATERIAL_NEED_TILING_OFFSET
-
OMIT_NORMAL
->MATERIAL_OMIT_NORMAL
-
O3_SPECULAR_TEXTURE
->MATERIAL_HAS_SPECULAR_TEXTURE
-
HAS_CLEARCOATTEXTURE
->MATERIAL_HAS_CLEAR_COAT_TEXTURE
-
CLEARCOAT
->MATERIAL_ENABLE_CLEAR_COAT
-
HAS_CLEARCOATROUGHNESSTEXTURE
->MATERIAL_HAS_CLEAR_COAT_ROUGHNESS_TEXTURE
-
SPECULARGLOSSINESSTEXTURE
->MATERIAL_HAS_SPECULAR_GLOSSINESS_TEXTURE
-
-
The Oasis brand name has been changed to Galacean, and the corresponding
npm
package has also been changed fromoasis-engine
to@galacean/engine
. Upgrade steps:- Change
npm
package fromoasis-engine
to@galacean/engine
- Adjust all imports to
@galacean/engine
, for example:import { Entity } from "@galacean/engine;"
- Change
-
InputManager
support get multipointer
detailed data ability,InputManager.pointerMovingDelta
can useInputManager.pointers[x].deltaPosition
instead,InputManager.pointerPosition
useInputManager.pointers[x].position
instead https://github.com/ant-galaxy/oasis-engine/pull/1005
- Sprite region origin should adjust from letf-top to left-bottom https://github.com/oasis-engine/engine/pull/809
- Math library
cloneTo
has deleted, should usecopyFrom
instead https://github.com/oasis-engine/engine/pull/844 - Math library
setValue
has deleted, should useset
instead https://github.com/oasis-engine/engine/pull/844 -
CameraClearFlags
has been modifiedCameraClearFlags.DepthColor
->CameraClearFlags.All
,CameraClearFlags.Depth
->CameraClearFlags.DepthStencil
by @cptbtptpbcptdtptp in https://github.com/oasis-engine/engine/pull/843
- The
physics
param ofWebGLEngine
andEngine
's constructor is removed, Please usePhysicsManager.initialize()
to set the backend physics engine. - Rename TextureCubeMap to TextureMap.
-
RenderColorTexture
andRenderDepthTexture
are removed, thecolorTextures
anddepthTexture
of theRenderTarget
need to adjust fromRenderColorTexture
andRenderDepthTexture
toTexture
.