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Migration Guide
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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
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glTF models containing draco compression are no longer supported, please use Meshopt compression
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Transform
direction-related API adjusted from method to property:-
getWorldForward(forward: Vector3)
->get worldForward
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getWorldRight(right: Vector3)
->get worldRight
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getWorldUp(up: Vector3)
->get worldUp
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Time-related adjustments:
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Redesign
Time
and unified time unit to second -
Migrate PhysicsManager
maxAllowedTimeStep
to TimemaximumDeltaTime
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Parameter adjustment related to physical collision in the script:
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onCollisionEnter(other: ColliderShape): void
->onCollisionEnter(other: Collision): void
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onCollisionExit(other: ColliderShape): void
->onCollisionExit(other: Collision): void
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onCollisionStay(other: ColliderShape): void
->onCollisionStay(other: Collision): void
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glTF Loader Asset type adjustment,
AssetType.Prefab
->AssetType.GLTF
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The initialization of the engine is adjusted to be asynchronous:
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Canvas and WebGL graphic device parameter adjustment, before:
new WebGLEngine("canvas",{alpha:true})
Now:
WebGLEngine.create({ canvas: "canvas", graphicDeviceOptions:{alpha:true}})
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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) => { ...... }
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SkyBoxMaterial
textureCubeMap
->texture
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SkyBoxMaterial
textureCubeMap
->texture
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get shader property, before:
Shader.getPropertyByName('propertyName');
Now:
ShaderProperty.getByName('propertyName');
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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])
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Built-in shader variables and macro changes:
Shader variables
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u_directLightDirection
->scene_DirectLightDirection
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u_pointLightCullingMask
->scene_PointLightCullingMask
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u_pointLightPosition
->scene_PointLightPosition
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u_pointLightDistance
->scene_PointLightDistance
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u_spotLightCullingMask
->scene_SpotLightCullingMask
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u_spotLightColor
->scene_SpotLightColor
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u_spotLightPosition
->scene_SpotLightPosition
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u_spotLightDirection
->scene_SpotLightDirection
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u_spotLightDistance
->scene_SpotLightDistance
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u_spotLightAngleCos
->scene_SpotLightAngleCos
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u_spotLightPenumbraCos
->scene_SpotLightPenumbraCos
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u_env_specularSampler
->scene_EnvSpecularSampler
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u_env_sh
->scene_EnvSH
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u_envMapLight
->scene_EnvMapLight
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u_directLightCullingMask
->scene_DirectLightCullingMask
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u_directLightColor
->scene_DirectLightColor
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u_shadowInfo
->scene_ShadowInfo
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u_viewMat
->camera_ViewMat
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u_projMat
->camera_ProjMat
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u_VPMat
->camera_VPMat
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u_viewInvMat
->camera_ViewInvMat
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u_cameraPos
->camera_Position
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u_localMat
->renderer_LocalMat
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u_modelMat
->renderer_ModelMat
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u_MVMat
->renderer_MVMat
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u_MVPMat
->renderer_MVPMat
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u_MVInvMat
->renderer_MVInvMat
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oasis_RendererLayer
->renderer_Layer
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u_normalMat
->renderer_NormalMat
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u_normalTexture
->material_NormalTexture
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u_normalIntensity
->material_NormalIntensity
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u_baseColor
->material_BaseColor
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u_baseTexture
->material_BaseTexture
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u_tilingOffset
->material_TilingOffset
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u_metal
->material_Metal
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u_roughness
->material_Roughness
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u_PBRSpecularColor
->material_PBRSpecularColor
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u_glossiness
->material_Glossiness
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u_alphaCutoff
->material_AlphaCutoff
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u_roughnessMetallicTexture
->material_RoughnessMetallicTexture
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u_occlusionTextureCoord
->material_OcclusionTextureCoord
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u_occlusionTexture
->material_OcclusionTexture
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u_occlusionIntensity
->material_OcclusionIntensity
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u_emissiveColor
->material_EmissiveColor
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u_emissiveTexture
->material_EmissiveTexture
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u_clearCoatRoughness
->material_ClearCoatRoughness
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u_clearCoatRoughnessTexture
->material_ClearCoatRoughnessTexture
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u_clearCoatTexture
->material_ClearCoatTexture
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u_clearCoat
->material_ClearCoat
Macros
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O3_DIRECT_LIGHT_COUNT
->SCENE_DIRECT_LIGHT_COUNT
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O3_POINT_LIGHT_COUNT
->SCENE_POINT_LIGHT_COUNT
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O3_SPOT_LIGHT_COUNT
->SCENE_SPOT_LIGHT_COUNT
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OASIS_CALCULATE_SHADOWS
->SCENE_IS_CALCULATE_SHADOWS
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O3_USE_SPECULAR_ENV
->SCENE_USE_SPECULAR_ENV
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O3_USE_SH
->SCENE_USE_SH
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O3_HAS_NORMAL
->RENDERER_HAS_NORMAL
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O3_HAS_TANGENT
->RENDERER_HAS_TANGENT
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O3_HAS_UV
->RENDERER_HAS_UV
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O3_HAS_UV1
->RENDERER_HAS_UV1
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OASIS_RECEIVE_SHADOWS
->RENDERER_IS_RECEIVE_SHADOWS
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NORMALTEXTURE
->MATERIAL_HAS_NORMALTEXTURE
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HAS_CLEARCOATNORMALTEXTURE
->MATERIAL_HAS_CLEAR_COAT_NORMAL_TEXTURE
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BASETEXTURE
->MATERIAL_HAS_BASETEXTURE
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ALPHA_CUTOFF
->MATERIAL_IS_ALPHA_CUTOFF
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ROUGHNESSMETALLICTEXTURE
->MATERIAL_HAS_ROUGHNESS_METALLIC_TEXTURE
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OCCLUSIONTEXTURE
->MATERIAL_HAS_OCCLUSION_TEXTURE
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EMISSIVETEXTURE
->MATERIAL_HAS_EMISSIVETEXTURE
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OASIS_TRANSPARENT
->MATERIAL_IS_TRANSPARENT
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O3_NEED_WORLDPOS
->MATERIAL_NEED_WORLD_POS
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O3_NEED_TILINGOFFSET
->MATERIAL_NEED_TILING_OFFSET
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OMIT_NORMAL
->MATERIAL_OMIT_NORMAL
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O3_SPECULAR_TEXTURE
->MATERIAL_HAS_SPECULAR_TEXTURE
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HAS_CLEARCOATTEXTURE
->MATERIAL_HAS_CLEAR_COAT_TEXTURE
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CLEARCOAT
->MATERIAL_ENABLE_CLEAR_COAT
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HAS_CLEARCOATROUGHNESSTEXTURE
->MATERIAL_HAS_CLEAR_COAT_ROUGHNESS_TEXTURE
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SPECULARGLOSSINESSTEXTURE
->MATERIAL_HAS_SPECULAR_GLOSSINESS_TEXTURE
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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
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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.
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RenderColorTexture
andRenderDepthTexture
are removed, thecolorTextures
anddepthTexture
of theRenderTarget
need to adjust fromRenderColorTexture
andRenderDepthTexture
toTexture
.