175 Commits

Author SHA1 Message Date
minggo
fca089c6f3 Merge branch 'v3.8.2' into develop-merge-v3.8.2
Conflicts:
	.gitignore
	cocos/2d/components/deprecated.ts
	cocos/2d/components/label-outline.ts
	cocos/2d/components/label.ts
	cocos/3d/assets/mesh.ts
cocos/3d/misc/mesh-codec.ts
	cocos/core/geometry/geometry-native-ext.ts
cocos/core/settings.ts
	cocos/gfx/webgpu/webgpu-define.ts
	cocos/input/input.ts
	cocos/render-scene/core/pass.ts
	cocos/rendering/custom/compiler.ts
	cocos/rendering/custom/executor.ts
cocos/rendering/custom/pipeline-define.ts
	cocos/rendering/custom/web-pipeline.ts
	cocos/rendering/render-additive-light-queue.ts
	cocos/webgpu/instantiated.ts
	native/cocos/editor-support/spine-wasm/spine-type-export.cpp
	native/cocos/platform/SDLHelper.cpp
	native/cocos/platform/SDLHelper.h
	native/external-config.json
	package-lock.json
	package.json
	pal/env/src/native/env.ts
	pal/screen-adapter/native/screen-adapter.ts
	tests/init.ts
2023-09-21 14:40:57 +08:00
PP
86399f2b4a support @base/global module (#16247) 2023-09-20 10:14:21 +08:00
James Chen
d2c3429f95 Refactor Openharmony platform code to support switching between napi (ark js runtime) and v8 (#16093)
* OH could use v8 now.

* napi addon works.

* Use Napi addon to refactor code.

* Fix compilation errors.

* tweak

* Refactor oh platform, remove some hacking for oh.

* Fix log in runScript.

* Fix the issues in napi mode.

* Revert.

* Remove an unused comment.

* Refactor log output in NapiHelper.cpp and OpenHarmonyPlatform.cpp

* Update oh template.

* Remove unused code.

* Remove unused debug log in jsb-gfx.js

* Update include

* Revert Screen::isDisplayStats.

* update OH template for v8 backend

* update

* Update CMakeLists.txt for OH

* Fix a compilation error in NapiHelper.cpp while switching to NAPI mode

* Keep the symbol of entry function.

* Add -Wl,--gc-sections and add -Wl,-s for release mode.

* Update external to 3.8.2-1

* Don't use `console.assert` directly.

* Remove oh specific methods ( getInnerWidth/Height, getWindowHandle ) in Device class.

---------

Co-authored-by: PP_Pro <chinese1236@qq.com>
2023-09-01 16:27:08 +08:00
minggo
5663b38e33 Merge branch 'v3.8.2' into develop-merge-v3.8.2
Conflicts:
	cocos/3d/assets/mesh.ts
	editor/inspector/contributions/node.js
	editor/inspector/utils/prop.js
	native/cocos/3d/assets/Mesh.h
	native/cocos/engine/Engine.cpp
	native/cocos/renderer/gfx-gles3/GLES3Commands.cpp
	native/cocos/renderer/pipeline/custom/NativePipeline.cpp
	native/external-config.json
2023-08-31 14:41:18 +08:00
mmyduckx
95acc35ab9 add some native feature for videoplayer (#16096)
* add some native feature for videoplayer

* fix review&clang-tidy

* update version
2023-08-25 14:23:37 +08:00
Yiwen
bde3cd4cc3 Add adv mesh functionalities. (#16009)
* stage

* update

* update

* fix physics & ray cast problem

* fix default value, clean unused code, fix lint errors

* clean code

* update meta file

* update external, license

* fix tidy, circular dep

* fix type cast

* rm unit test

* fix unit test

* update comment
2023-08-21 10:15:24 +08:00
Ling Zhan
cf8ceed661 V3.8.1 cct trigger (#15613)
* physx ts 支持

# Conflicts:
#	cocos/physics/framework/components/character-controllers/character-controller.ts
#	cocos/physics/framework/components/colliders/collider.ts
#	cocos/physics/physx/physx-world.ts

* add bullet-character-controller trigger events

* physx c++ add cct trigger

* tweaks

* tweaks

* tweaks

* tweak

* tweaks

* physics jsb: emitCCTShapeEvent --> emitCCTCollisionEvent
2023-08-18 10:47:59 +08:00
Ling Zhan
1dc3142fbb [opt] when move() is called, character controller sync physics position to scene; change default stepOffset; set minimum skinWidth (#15966)
* [opt] [character controller] when move() is called, character controller sync physics position to scene immediately; change default stepOffset from 1.0 to 0.5; set minimum skinWidth 0.001

* tweak

* native

* eslint

* eslint

* eslint
2023-08-17 17:34:04 +08:00
minggo
9994ba3ac4 Merge branch 'v3.8.1' into develop-merge-v3.8.1
Conflicts:
	.github/workflows/run_test_cases.yml
	.github/workflows/run_test_cases_pr_comment.yml
	cocos/asset/asset-manager/downloader.ts
	cocos/misc/renderer.ts
	native/cocos/renderer/gfx-gles2/GLES2PrimaryCommandBuffer.cpp
	native/cocos/renderer/gfx-gles3/GLES3GPUObjects.h
	native/cocos/renderer/gfx-gles3/GLES3PrimaryCommandBuffer.cpp
	native/external-config.json
2023-08-17 15:29:20 +08:00
qiuguohua
0661651ec7 Encapsulating PAL/ImageData (#15485)
* Encapsulating PAL/ImageData

* Delete unused files

* Add PAL/Image declaration file

* Different platform implementations of ImageData

* Add copyright information

* 1. Adding the copyImagesToTexture interface;
2. Modify the dependency of download on HTMLImageElement.

* Optimizing the implementation of loadiamge.

* Submit download-dom-image.ts.

* gfx does not rely on imageasset, it relies on imagedata.
2023-08-14 17:55:41 +08:00
Leslie Leigh (李的序)
ceb15e9410 Optimize CCON downloading code (#15950) 2023-08-14 15:45:24 +08:00
Santy-Wang
e09252efd8 export downloadJson and downloadArraybuffer (#15905)
* export downloadJson and downloadArraybuffer

add underscore

* Update cocos/asset/asset-manager/downloader.ts

* Update cocos/asset/asset-manager/downloader.ts

* fix lint

* fix lint
2023-08-14 14:11:18 +08:00
zxx43
60b5a7de66 3.8.1 add spine jsb apis (#15674)
* open some spine apis

* add some apis

* add spine jsb convert

* add some manual interfaces

* fix some jsb

* fix getAttachments

* remove findAttachmentsForSlot

* manual VertexEffect::begin

* remove SkinEntry

* change some apis

* fix isObject

* use entry ptr instead of entry

* remove array.get()

* remove array.get()

* fix ci

* fix ci

* change include

* fix SWIGINTERN

* fix test-case

* use rename

* check spine instance null

* fix eslint

* fix eslint

* add some missing apis

* add getAttachmentByName

* modify jsb api

* fix eslint
2023-08-11 14:07:30 +08:00
pandamicro
381505cc28 Merge remote-tracking branch 'cocos-for-editor/v3.8.0' into v3.8.1
# Conflicts:
#	cocos/3d/framework/mesh-renderer.ts
#	cocos/rendering/custom/executor.ts
#	cocos/rendering/post-process/passes/fxaa-pass.ts
#	cocos/spine/skeleton.ts
2023-07-25 22:16:11 +08:00
Ling Zhan
6aba5f85d9 [fix] physics3d native cct api error (#15779) 2023-07-19 18:48:43 +08:00
Ling Zhan
083e3b284d [fix] physx rigid body sleep issues (#15625)
* [fix] physx rigid body sleep issues

* tweaks
2023-07-06 12:40:26 +08:00
zhakesi
a1fa17e466 fix some bugs in spine webassembly (#15569)
* fix blend enum export

* fix convert string from ts to sp string

* update skeleton data in preload

* feature: support change slot texture web

* feature: spine change slot texture native

* fix set debug render in native

* fix some spine asset with no mesh data

* fix some interfaces

* fix change slot repeat to create middleware textures

* fix code style

* update external config
2023-06-30 15:05:16 +08:00
Ling Zhan
bd2608bce7 [opt] cct api refactor (#15360)
* [opt] cct api refactor

* tweaks

* tweak
2023-06-08 12:22:27 +08:00
Santy-Wang
39e7a332ed fix editor preview error (#15290) 2023-06-07 18:39:56 +08:00
hyde zhou
43b4cb30f2 develop pipeline add subpass (#15166)
pr-test is not ready, skip it.
2023-06-01 10:39:20 +08:00
Yiwen
54363f3b99 physics native removes seting fixedtimestep temporarily (#15187) 2023-05-25 17:04:48 +08:00
Yiwen
5330e7ee5a Configurable constraint (#14778)
* add support to configurable constraint

* add missing files

* update packages

* fix PhysX bugs,update error info

* fix exports, deserialization.

* just stage

* Revert "just stage"

This reverts commit 41dc157afe.

* fix problems

* improve perf

* tweak

* fix merge errors

* update errormap
2023-05-19 11:28:09 +08:00
Yiwen
78c87a09d2 add new features to 3d hinge constraint (#14447)
* add new features to 3d hinge constraint
1. angular limit
2. angular drive

* add missing file

* fix native and bullet parameter error, tune parameters

* clean code

* update package and package lock

* stage

* update

* fix interface

* fix api, improve perf

* fix unit conversion

* fix unit conversion

* sync physx behavior
2023-05-18 16:36:23 +08:00
Ling Zhan
1032bd9508 Sweep Test (#15068)
* init

# Conflicts:
#	cocos/physics/physx/physx-adapter.ts

# Conflicts:
#	cocos/physics/physx/physx-adapter.ts

* init sweepBoxClosest

# Conflicts:
#	cocos/physics/physx/physx-world.ts

* back

* physx boxCastClosest works now.

* add physx sweepAll

* init bullet sweepBoxClosest. not test yet

* add bullet sweepBox

* bullet add internal functions: sweep/sweepClosest

* init physx c++ sweepBox/sweepBoxClosest

* add sweepSphere, sweepCapsule; add unit test.

* add sweep api doc

* revert physx asm/wasm loading func

* tweaks

* add error log for builtin and cannon.js

* builtin and cannon.js use warnid when calling sweep

* tweak api doc
2023-05-17 18:37:03 +08:00
Ling Zhan
9cd5212d18 Character Controller (#14848)
* back.boxCCT works now. capsuleCCT not collider correctly

* refactor

* cct 事件系统初步可用。todo 碰撞filter

* init cct group and mask

* queryFilterCB

* this the first working version

* tweaks

* init bullet character controller. todo: events, autoStep bug, maxSlope bug

* bullet cct onShapehit

* physx native works now. todo: BoxCharacterController

* add physx-native BoxCharacterController

* cct filters redundant events

* cct velocity

* cct detectCollision not working

* cct detectCollisions works in physx

* Character controller supports setDetectCollisions: collision detection without calling move()

* cct center

* bt.CharacterController_setContactOffset,CharacterController_setStepOffset,CharacterController_setSlopeLimit

* bullet cct collision event use last shoot

* tweaks

* cct doc

* fix bullet box-cct hit callback

* add cct export

* feat cct setOverlapRecovery

* cct delete useless code in native physics

* tweaks: cct remove useless code

* fix cct bullet group mask: update group and mask by re-adding cct to physics world. not tested

* tweaks

* tweaks

* fix bullet-cct not emit collision: add bullet updateNeedEmitCCTEvents

* tweaks

* fix cct supports enable/disable

* add cct imp null check

* cct not to expose detectCollisions and OverlapRecovery at this moment

* physx/bullet cct支持节点缩放.todo: bullet cct(setRadius/Height)还有bug 无法运行时改变,只能在初始化的时候设定。physx c++待支持。

* c++ physx cct supports node scale

* fix cct physics c++ forgets to remove cct from scene when destroyed

* [fix] physx cct set climbing mode to PxCapsuleClimbingMode.eCONSTRAINED

* add cct unit test and multiple tweaks

* multiple tweaks and add cct center for physx c++

* tweak

* tweaks

* tweaks

* external version: develop-20

* tweaks
2023-05-16 10:03:13 +08:00
minggo
a22d16bbe6 Merge branch 'v3.7.3' into merge_v3.7.3 2023-04-24 11:26:58 +08:00
zhakesi
c580603c98 support set spine animation none (#14619) 2023-04-10 10:38:50 +08:00
Yiwen
37ec507d2c fix the typo in jsb-editbox (#14621) 2023-03-21 16:29:42 +08:00
qiuguohua
e68506916c Develop branch adapts to openharmony (#14582) 2023-03-20 14:18:52 +08:00
santy-wang
0a81bf445e Merge branch 'develop' of github.com:cocos-creator/engine into v3.7.2 2023-03-13 16:51:47 +08:00
zhakesi
1b91e80e7d fix spine attach node invalid in native platform (#14494) 2023-03-09 20:00:03 +08:00
Yiwen
633f738b07 Math tune (#14419)
* fix math lib & add unit test
2023-03-02 14:34:53 +08:00
zhakesi
b708bc6726 fix to set sockets node transform ahead of effect of physics system (#14162)
* fix to set sockets node transform ahead of effect of physics system

* fix spine cached with socket nodes
2023-03-01 18:28:00 +08:00
zhakesi
4f9c1674b7 fix debug graphics show ahead of time (#14074) 2023-02-07 10:32:02 +08:00
bofeng-song
26bd717d0f Fix the native platform using the wrong FontFace (#13932) 2022-12-28 14:46:42 +08:00
王凯鹏
0c96b6110b [Bug] fix : rename require in editor env (#13843) 2022-12-17 15:21:53 +08:00
江战
f6854cd16e native introduce jsb.window (#13816) 2022-12-16 13:50:59 +08:00
zhakesi
d79b84d41c fix dragonbones in editor running with native engine (#13754)
* fix dragonbones in editor running with native engine

* add native ccfactory function getDragonBonesDataByUUID
2022-12-09 11:04:21 +08:00
zhakesi
222608bfd1 fix native dragonbones component not init ui contentSize (#13678) 2022-12-08 11:33:02 +08:00
minggo
5b88e5121d Merge branch 'v3.6.3' into merge_v3.6.3 2022-11-23 16:19:25 +08:00
zhakesi
af81f8b553 fix beginSchedule when spine component with no onEnable called. (#13279)
* fix beginSchedule when spine component with no onEnable called.

* fix dragonbones beginSchedule
2022-11-23 13:36:36 +08:00
PP
63ea860a21 HMR (#12524) (#13202) (#13427)
Co-authored-by: Leslie Leigh <leslieleigh@outlook.com>
2022-11-21 09:53:26 +08:00
zhakesi
011a71f732 optimize spine/dragonbones material update (#13416)
* optimize spine/dragonbones material update

* add material assets depends for dragonbones
2022-11-18 10:15:40 +08:00
zhakesi
0985cbe03e fix spine/dragonbones begin-schedule (#13370)
* fix beginSchedule when spine component with no onEnable called.

* fix dragonbones beginSchedule
2022-11-18 10:12:51 +08:00
Yiwen
b0e9b0bda0 support fixed constraint (#13209)
* support fixed constraint

* fix typo

* fix typo

* add missing files, clean code

* update cocos/bullet version, remove unused file

* update package version

* update package lock

* fix issues
2022-11-14 10:15:45 +08:00
Yiwen
d34ce17a70 PhysX backend use SphericalJoint as its Point2point implementation. (#13245)
* use the correct joint type in PhysX backend

* update
2022-11-10 08:44:18 +08:00
zhakesi
c7761e5c19 middleware2d components rendering in native mode (#12788)
* middleware2d components rendering in native mode

* support spine/dragonbones set enable batch

* support spine rendering in batching mode

* get batcher2d instance from root

* process about with type conversion

* fix some code style

* use material hash to merge draw batch

* deal with fill z

* fix dragonbones fill z

* remove some code no used any more

* refactoring some code

* modify some code

* add free memory

* fix clang-tidy

* delete mesh-buffer-layout in destructor

* byte alignment
2022-09-20 13:31:33 +08:00
zhakesi
a388541901 spine/dragonbones renderdata use rgba8 color format (#12619)
* add color4b format

* render-2d adapter color format

* spine dragonbones use simple color

* rename V3F_T2F_C4B

* use attributes to init mesh buffer

* remove Vertex2DFormat
2022-09-01 21:44:19 +08:00
zhakesi
c48074b0ee fix middlware2d clip (#12605) 2022-08-30 13:39:55 +08:00
zhakesi
a6909e876f fix spine tint (#12263) 2022-07-29 11:12:17 +08:00