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* fix: doc link
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10 changes: 5 additions & 5 deletions docs/en/animation/animator.md
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Expand Up @@ -5,7 +5,7 @@ type: Animation
label: Animation
---

The Animation Control Component ([Animator](/apis/core/#Animator)) is responsible for reading data from an [Animator Controller](/en/docs/animation-animatorController) ([AnimatorController](/apis/core/#AnimatorController)) and playing its content.
The Animation Control Component ([Animator](/apis/core/#Animator)) is responsible for reading data from an [Animator Controller](/en/docs/animation/animatorController/) ([AnimatorController](/apis/core/#AnimatorController)) and playing its content.

### Parameter Description

Expand All @@ -19,19 +19,19 @@ The Animation Control Component ([Animator](/apis/core/#Animator)) is responsibl

![2](https://mdn.alipayobjects.com/huamei_3zduhr/afts/img/A*kuSLTaxomrUAAAAAAAAAAAAADsJ_AQ/original)

2. The Animation Control Component ([Animator](/apis/core/#Animator}) needs to be bound to an [Animator Controller](/en/docs/animation-animatorController}) asset. We create and bind it.
2. The Animation Control Component ([Animator](/apis/core/#Animator}) needs to be bound to an [Animator Controller](/en/docs/animation/animatorController/}) asset. We create and bind it.

![3](https://mdn.alipayobjects.com/huamei_3zduhr/afts/img/A*irT7SZvw4N8AAAAAAAAAAAAADsJ_AQ/original)

![4](https://mdn.alipayobjects.com/huamei_3zduhr/afts/img/A*VtX3RJR8kdMAAAAAAAAAAAAADsJ_AQ/original)

3. Now you can play the animations in the [Animator Controller](/en/docs/animation-animatorController) in your exported project using `animator.play`.
3. Now you can play the animations in the [Animator Controller](/en/docs/animation/animatorController/) in your exported project using `animator.play`.

If you haven't added an Animation Control Component ([Animator](/apis/core/#Animator}) to the entity, Galacean Engine will create one for you by default, and the [Animator Controller](/en/docs/animation-animatorController}) will automatically add all animation clips of the model. Of course, you can achieve more functionality through the [Animator Controller](/en/docs/animation-animatorController}).
If you haven't added an Animation Control Component ([Animator](/apis/core/#Animator}) to the entity, Galacean Engine will create one for you by default, and the [Animator Controller](/en/docs/animation/animatorController/}) will automatically add all animation clips of the model. Of course, you can achieve more functionality through the [Animator Controller](/en/docs/animation/animatorController/}).

## Script Usage

> Before using scripts, it is recommended to read the [Animation System Composition](/en/docs/animation-system) document to help you better understand the animation system's operational logic.
> Before using scripts, it is recommended to read the [Animation System Composition](/en/docs/animation/system/) document to help you better understand the animation system's operational logic.
### Play Animation

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10 changes: 5 additions & 5 deletions docs/en/animation/animatorController.md
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Expand Up @@ -5,15 +5,15 @@ type: Animation
label: Animation
---

The Animation Controller ([AnimatorController](/apis/core/#AnimatorController)) is used to organize [animation clips](/en/docs/animation-clip) ([AnimationClip](/apis/core/#AnimationClip)) to achieve more flexible and rich animation effects.
The Animation Controller ([AnimatorController](/apis/core/#AnimatorController)) is used to organize [animation clips](/en/docs/animation/clip) ([AnimationClip](/apis/core/#AnimationClip)) to achieve more flexible and rich animation effects.

## Editor Usage

### Basic Usage

Through the editor of the animation controller, users can organize the playback logic of [animation clips](/en/docs/animation-clip}).
Through the editor of the animation controller, users can organize the playback logic of [animation clips](/en/docs/animation/clip}).

1. Prepare the animation clips ([Create animation clips](/en/docs/animation-clip}))
1. Prepare the animation clips ([Create animation clips](/en/docs/animation/clip}))

![1](https://mdn.alipayobjects.com/huamei_3zduhr/afts/img/A*Qc8sQ6iJd8IAAAAAAAAAAAAADsJ_AQ/original)

Expand All @@ -29,7 +29,7 @@ Through the editor of the animation controller, users can organize the playback

![6](https://mdn.alipayobjects.com/huamei_3zduhr/afts/img/A*KwFzRZCmbxoAAAAAAAAAAAAADsJ_AQ/original)

5. Bind this animation controller ([AnimatorController](/apis/core/#AnimatorController})) asset to the [animation control component](/en/docs/animation-animator})
5. Bind this animation controller ([AnimatorController](/apis/core/#AnimatorController})) asset to the [animation control component](/en/docs/animation/animator})

![4](https://mdn.alipayobjects.com/huamei_3zduhr/afts/img/A*VtX3RJR8kdMAAAAAAAAAAAAADsJ_AQ/original)

Expand Down Expand Up @@ -91,7 +91,7 @@ You can also adjust the weight of the `Layer` in the blend by modifying the `Wei

## Script Usage

> Before using the script, it is recommended to read the [Animation System Composition](/en/docs/animation-system) documentation to help you better understand the operation logic of the animation system.
> Before using the script, it is recommended to read the [Animation System Composition](/en/docs/animation/system/) documentation to help you better understand the operation logic of the animation system.
### Default Playback

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10 changes: 5 additions & 5 deletions docs/en/animation/clip.md
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Expand Up @@ -9,7 +9,7 @@ label: Animation

There are two common ways to obtain animation clips:

1. Import models with animations created using third-party tools (such as Autodesk® 3ds Max®, Autodesk® Maya®, Blender). See [Creating Animation Clips for Artists](/en/docs/animation-clip-for-artist) for more details.
1. Import models with animations created using third-party tools (such as Autodesk® 3ds Max®, Autodesk® Maya®, Blender). See [Creating Animation Clips for Artists](/en/docs/animation/clip-for-artist) for more details.

![1](https://mdn.alipayobjects.com/huamei_3zduhr/afts/img/A*Qc8sQ6iJd8IAAAAAAAAAAAAADsJ_AQ/original)

Expand All @@ -27,15 +27,15 @@ The animation clip editor currently supports editing all interpolatable properti

### Transform Component Example

1. Right-click or click + in the **[Asset Panel](/en/docs/assets-interface)** to create an `Animation Clip` asset.
1. Right-click or click + in the **[Asset Panel](/en/docs/assets/interface)** to create an `Animation Clip` asset.

![alt text](https://mdn.alipayobjects.com/huamei_3zduhr/afts/img/A*j4FMRKx91nEAAAAAAAAAAAAADsJ_AQ/original)

2. Double-click the `Animation Clip` asset and select an entity as the editing object for the `Animation Clip`.

![alt text](https://mdn.alipayobjects.com/huamei_3zduhr/afts/img/A*_E1kRqt8LroAAAAAAAAAAAAADsJ_AQ/original)

Click the `Create` button, and the editor will automatically add an [Animation Controller Component](/en/docs/animation-animator) to your Entity and add this animation clip to the [Animation Controller](/en/docs/animation-animatorController).
Click the `Create` button, and the editor will automatically add an [Animation Controller Component](/en/docs/animation/animator) to your Entity and add this animation clip to the [Animation Controller](/en/docs/animation/animatorController).

![alt text](https://mdn.alipayobjects.com/huamei_3zduhr/afts/img/A*q46SRrV6WfsAAAAAAAAAAAAADsJ_AQ/original)
![alt text](https://mdn.alipayobjects.com/huamei_3zduhr/afts/img/A*C2a4SZDGG_4AAAAAAAAAAAAADsJ_AQ/original)
Expand Down Expand Up @@ -75,7 +75,7 @@ Follow the steps above to add keyframes using the recording mode.

### Frame Animation Example

In addition to numerical types, Galacean also supports reference types of animation curves. You can read about how to create frame animations in the [Frame Animation](/en/docs/animation-sprite-sheet) documentation.
In addition to numerical types, Galacean also supports reference types of animation curves. You can read about how to create frame animations in the [Frame Animation](/en/docs/animation/sprite-sheet/) documentation.

### Material Animation Example

Expand Down Expand Up @@ -168,7 +168,7 @@ Selecting a property in the property panel allows you to edit the curve of that

## Script Usage

> Before using scripts, it is recommended to read the [Animation System Composition](/en/docs/animation-system) document to help you better understand the operation logic of the animation system.
> Before using scripts, it is recommended to read the [Animation System Composition](/en/docs/animation/system/) document to help you better understand the operation logic of the animation system.
You can create an [AnimationClip](/apis/core/#AnimationClip) yourself and bind it with [AnimationCurve](/apis/core/#AnimationCurve) using [addCurveBinding](/apis/core/#AnimationClip-addCurveBinding).

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6 changes: 3 additions & 3 deletions docs/en/animation/overview.md
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Expand Up @@ -27,14 +27,14 @@ flowchart LR

The animation system of Galacean is based on the concept of animation clips, which contain information on how certain objects should change their position, rotation, or other properties over time. Each animation clip can be seen as a single linear recording.

You can create animation clips in the editor, see [Creating Animation Clips](/en/docs/animation-clip), or import models with animations created using third-party tools (such as Autodesk® 3ds Max®, Autodesk® Maya®, Blender), see [Creating Animation Clips for Artists](/en/docs/animation-clip-for-artist), or from motion capture studios or other sources.
You can create animation clips in the editor, see [Creating Animation Clips](/en/docs/animation/clip), or import models with animations created using third-party tools (such as Autodesk® 3ds Max®, Autodesk® Maya®, Blender), see [Creating Animation Clips for Artists](/en/docs/animation/clip-for-artist), or from motion capture studios or other sources.

### 2. Create Animator Controller and Import Animation Clips

The animator controller is a structured system similar to a flowchart that acts as a state machine in the animation system, responsible for tracking which clip should be played and when animations should change or blend together.

You can learn how to use it in this [Animator Controller](/en/docs/animation-animatorController).
You can learn how to use it in this [Animator Controller](/en/docs/animation/animatorController/).

### 3. Add Animator Component

After creating the animator controller, we need to add the [Animator Component](/en/docs/animation-animator) to the entity and bind the animator controller asset to play animations.
After creating the animator controller, we need to add the [Animator Component](/en/docs/animation/animator) to the entity and bind the animator controller asset to play animations.
4 changes: 2 additions & 2 deletions docs/en/animation/sprite-sheet.md
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Expand Up @@ -11,11 +11,11 @@ Galacean supports referencing type animation curves, you can add keyframes of ty

![alt text](https://mdn.alipayobjects.com/huamei_3zduhr/afts/img/A*XiUaQ76M4Q0AAAAAAAAAAAAADsJ_AQ/original)

2. Add a `sprite`, you can refer to [Sprite](/en/docs/graphics-2d-sprite)
2. Add a `sprite`, you can refer to [Sprite](/en/docs/graphics/2D/sprite)

![alt text](https://mdn.alipayobjects.com/huamei_3zduhr/afts/img/A*ababSZAMpJMAAAAAAAAAAAAADsJ_AQ/original)

3. Create an [animation clip](/en/docs/animation-clip) in the **[Asset Panel](/en/docs/assets-interface)**
3. Create an [animation clip](/en/docs/animation/clip) in the **[Asset Panel](/en/docs/assets/interface)**

![alt text](https://mdn.alipayobjects.com/huamei_3zduhr/afts/img/A*CZQjSqZAHGsAAAAAAAAAAAAADsJ_AQ/original)

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2 changes: 1 addition & 1 deletion docs/en/assets/build.md
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Expand Up @@ -24,7 +24,7 @@ Asset export settings can be used to control parameters such as resource types a
| Texture Type | Check [KTX2](https://www.khronos.org/ktx/) to enable [texture compression](/en/docs/graphics-texture-compression) optimization options |
| Texture Format | Visible after checking [KTX2](https://www.khronos.org/ktx/), different compression formats will affect texture size and rendering quality |
| Texture Quality| Visible after checking [KTX2](https://www.khronos.org/ktx/), can adjust texture size and rendering quality to some extent |
| Main Scene | Choose a scene from the **[Asset Panel](/en/docs/assets-interface)** to be the main scene when the project is loaded |
| Main Scene | Choose a scene from the **[Asset Panel](/en/docs/assets/interface)** to be the main scene when the project is loaded |

#### Rendering Export Settings

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2 changes: 1 addition & 1 deletion docs/en/assets/load.md
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Expand Up @@ -84,7 +84,7 @@ this.engine.resourceManager.load<GLTFResource>({
this.engine.resourceManager.load<GLTFResource>("Assets/texture.png");
```

> In the editor, you can quickly copy the relative path of an asset by going to **[Asset Panel](/en/docs/assets-interface)** -> **Right-click Asset** -> **Copy relative path**.
> In the editor, you can quickly copy the relative path of an asset by going to **[Asset Panel](/en/docs/assets/interface)** -> **Right-click Asset** -> **Copy relative path**.
### baseUrl

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2 changes: 1 addition & 1 deletion docs/en/core/scene.md
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Expand Up @@ -13,7 +13,7 @@ Structurally, each Engine can contain one or more active scenes (the editor curr

### Creation and Switching

Right-click in the **[Asset Panel](/en/docs/assets-interface)** (or click the + icon in the upper right corner of the asset panel) to create a scene. Double-click on a scene to switch to it:
Right-click in the **[Asset Panel](/en/docs/assets/interface)** (or click the + icon in the upper right corner of the asset panel) to create a scene. Double-click on a scene to switch to it:

![scene-switch](https://gw.alipayobjects.com/zos/OasisHub/eef870a7-2630-4f74-8c0e-478696a553b0/2024-03-19%25252018.04.02.gif)

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14 changes: 7 additions & 7 deletions docs/en/graphics/2D/2d.md
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Expand Up @@ -20,10 +20,10 @@ In a 2D project, you can attach a **Sprite Renderer** and set a **Sprite Asset**

Let's delve deeper into the following topics:

- [Sprite](/en/docs/graphics-2d-sprite)
- [Sprite Renderer](/en/docs/graphics-2d-spriteRenderer)
- [Sprite Mask](/en/docs/graphics-2d-spriteMask)
- [Text Renderer](/en/docs/graphics-2d-text)
- [Sprite Atlas](/en/docs/graphics-2d-spriteAtlas)
- [Lottie](/en/docs/graphics-2d-lottie)
- [Spine](/en/docs/graphics-2d-spine})
- [Sprite](/en/docs/graphics/2D/sprite)
- [Sprite Renderer](/en/docs/graphics/2D/spriteRenderer)
- [Sprite Mask](/en/docs/graphics/2D/spriteMask)
- [Text Renderer](/en/docs/graphics/2D/text)
- [Sprite Atlas](/en/docs/graphics/2D/spriteAtlas)
- [Lottie](/en/docs/graphics/2D/lottie)
- [Spine](/en/docs/graphics/2D/spine/overview/})
6 changes: 3 additions & 3 deletions docs/en/graphics/2D/sprite.md
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Expand Up @@ -6,7 +6,7 @@ group: 2D
label: Graphics/2D
---

[Sprite](/apis/core/#Sprite) is the most important asset in 2D projects. It retrieves graphic data from [Texture2D](/en/docs/graphics-texture-2d) and customizes the desired rendering result by setting properties such as [region](/apis/core/#Sprite-region) and [pivot](/apis/core/#Sprite-pivot). When assigned to a [SpriteRenderer](/apis/core/#SpriteRenderer), a node with a sprite renderer can display 2D images in a 3D space. When assigned to a [SpriteMask](/en/docs/graphics-2d-spriteMask), a node with a sprite mask can achieve masking effects on corresponding 2D elements. Let's delve deeper into the properties and usage of sprites.
[Sprite](/apis/core/#Sprite) is the most important asset in 2D projects. It retrieves graphic data from [Texture2D](/en/docs/graphics-texture-2d) and customizes the desired rendering result by setting properties such as [region](/apis/core/#Sprite-region) and [pivot](/apis/core/#Sprite-pivot). When assigned to a [SpriteRenderer](/apis/core/#SpriteRenderer), a node with a sprite renderer can display 2D images in a 3D space. When assigned to a [SpriteMask](/en/docs/graphics/2D/spriteMask), a node with a sprite mask can achieve masking effects on corresponding 2D elements. Let's delve deeper into the properties and usage of sprites.

## Properties

Expand All @@ -33,13 +33,13 @@ The pivot represents the position of the sprite's center in the region, as shown

#### Upload Sprite

To upload a sprite asset, right-click on a blank space in the **[Assets Panel](/en/docs/assets-interface)**, then select **Upload****Sprite****Choose the corresponding image**. This will upload the sprite asset successfully, and the current asset list will synchronize with a texture asset named `image_name.png` and a sprite asset named `image_name-spr.png`.
To upload a sprite asset, right-click on a blank space in the **[Assets Panel](/en/docs/assets/interface)**, then select **Upload****Sprite****Choose the corresponding image**. This will upload the sprite asset successfully, and the current asset list will synchronize with a texture asset named `image_name.png` and a sprite asset named `image_name-spr.png`.

<img src="https://mdn.alipayobjects.com/huamei_yo47yq/afts/img/A*bRghQqoN1GAAAAAAAAAAAAAADhuCAQ/original" alt="avatar" />

#### Create Blank Sprite

To create a blank sprite asset, right-click on a blank space in the **[Assets Panel](/en/docs/assets-interface)**, then select **Create****Sprite**.
To create a blank sprite asset, right-click on a blank space in the **[Assets Panel](/en/docs/assets/interface)**, then select **Create****Sprite**.

<img src="https://mdn.alipayobjects.com/huamei_yo47yq/afts/img/A*Gv96TrKvRkEAAAAAAAAAAAAADhuCAQ/original" alt="avatar" />

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2 changes: 1 addition & 1 deletion docs/en/graphics/2D/spriteAtlas.md
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Expand Up @@ -20,7 +20,7 @@ In the example below, only one drawing command is called per frame in the sprite

### Create Sprite Atlas

Right-click inside the **[Asset Panel](/en/docs/assets-interface)**, select `Create` from the `Feature List`, and choose `Sprite Atlas`. This will create an empty sprite atlas asset.
Right-click inside the **[Asset Panel](/en/docs/assets/interface)**, select `Create` from the `Feature List`, and choose `Sprite Atlas`. This will create an empty sprite atlas asset.

<img src="https://mdn.alipayobjects.com/huamei_w6ifet/afts/img/A*W-HZSrvAiG8AAAAAAAAAAAAADjCHAQ/original" alt="buildBox" style="zoom: 67%;" />

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4 changes: 2 additions & 2 deletions docs/en/graphics/2D/spriteMask.md
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Expand Up @@ -6,11 +6,11 @@ group: 2D
label: Graphics/2D
---

The Sprite Mask component is used to achieve masking effects on [sprites](/en/docs/graphics-2d-spriteRenderer) and [text](/en/docs/graphics-2d-text) in 3D/2D scenes.
The Sprite Mask component is used to achieve masking effects on [sprites](/en/docs/graphics/2D/spriteRenderer) and [text](/en/docs/graphics/2D/text) in 3D/2D scenes.

<playground src="sprite-mask.ts"></playground>

Control the effect on [sprites](/en/docs/graphics-2d-sprite}) by the parameters provided by [SpriteMask](/apis/core/#SpriteMask).
Control the effect on [sprites](/en/docs/graphics/2D/sprite}) by the parameters provided by [SpriteMask](/apis/core/#SpriteMask).

| Parameter | Type | Description |
| :--------------- | :----- | :----------------------------------------------------------------------------------------------- |
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2 changes: 1 addition & 1 deletion docs/en/graphics/2D/spriteRenderer.md
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Expand Up @@ -87,7 +87,7 @@ The sprite renderer currently provides three drawing modes: normal, nine-slice,

### Masking

Please refer to the [Sprite Mask](/en/docs/graphics-2d-spriteMask) documentation.
Please refer to the [Sprite Mask](/en/docs/graphics/2D/spriteMask) documentation.

## Custom Materials

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