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10 changes: 5 additions & 5 deletions docs/en/assets/overall.md
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Expand Up @@ -18,8 +18,8 @@ flowchart LR

This chapter will mainly cover:

- [Asset Types](/en/docs/assets-type): Introducing **built-in asset types** and how to **customize asset loaders**
- [CRUD operations on assets](assets-interface): while in edit mode
- How assets are [exported and deployed](assets-build) after building the project
- How to [load assets](assets-load) at runtime
- [Garbage collection](assets-gc) at runtime
- How to [customize asset loaders](./custom)
- [CRUD operations on assets](./interface): while in edit mode
- How assets are [exported and deployed](./interface) after building the project
- How to [load assets](./load) at runtime
- [Garbage collection](./gc) at runtime
165 changes: 0 additions & 165 deletions docs/en/graphics/2D/spine.md

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4 changes: 2 additions & 2 deletions docs/en/graphics/camera/camera.md
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Expand Up @@ -52,6 +52,6 @@ Now that we've covered the basic concepts of cameras, let's get started:

- Add a [camera component](/en/docs/graphics-camera-component) to the scene
- Use [camera controls](/en/docs/graphics-camera-control) to easily manipulate the [camera component](/en/docs/graphics-camera-component)
- Utilize [multiple cameras](graphics-camera-multiCamera) in the scene
- Access [camera depth textures](graphics-camera-depthTexture)
- Utilize [multiple cameras](/docs/graphics/camera/multiCamera/) in the scene
- Access [camera depth textures](/docs/graphics/camera/texture/)

16 changes: 8 additions & 8 deletions docs/en/graphics/renderer/renderer.md
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Expand Up @@ -12,14 +12,14 @@ The renderer is responsible for displaying graphics [**components**](/en/docs/co

In Galacean, the following built-in renderers are available:

- [Mesh Renderer](graphics-renderer-meshRenderer): Renders objects by setting `mesh` and `material`.
- [Skinned Mesh Renderer](graphics-renderer-skinnedMeshRenderer): Based on the [Mesh Renderer](graphics-renderer-meshRenderer), it includes additional capabilities for `skeletal animation` and `Blend Shape`, making object animations more natural.
- [Sprite Renderer](/en/docs/graphics-2d-spriteRenderer): Displays 2D images in the scene by setting `sprite` and `material` (default built-in sprite material).
- [Sprite Mask Renderer](/en/docs/graphics-2d-spriteMask): Used to implement masking effects on sprite renderers.
- [Text Renderer](/en/docs/graphics-2d-text): Displays text in the scene.
- [Particle Renderer](/en/docs/graphics-particle-renderer): Displays particle effects in the scene.

Further understanding of the rendering order of various renderers in the engine can be achieved through [render sorting](/en/docs/graphics-renderer-order).
- [Mesh Renderer](./meshRenderer): Renders objects by setting `mesh` and `material`.
- [Skinned Mesh Renderer](./skinnedMeshRenderer): Based on the [Mesh Renderer](./meshRenderer), it includes additional capabilities for `skeletal animation` and `Blend Shape`, making object animations more natural.
- [Sprite Renderer](/en/docs/graphics/2D/spriteRenderer/): Displays 2D images in the scene by setting `sprite` and `material` (default built-in sprite material).
- [Sprite Mask Renderer](/en/docs/graphics/2D/spriteMask/): Used to implement masking effects on sprite renderers.
- [Text Renderer](/en/docs/graphics/2D/text/): Displays text in the scene.
- [Particle Renderer](/en/docs/graphics/particle/renderer/): Displays particle effects in the scene.

Further understanding of the rendering order of various renderers in the engine can be achieved through [render sorting](./order).

## Properties

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10 changes: 5 additions & 5 deletions docs/zh/assets/overall.md
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Expand Up @@ -18,8 +18,8 @@ flowchart LR

本章节将主要讲述:

- [资产类型](/docs/assets-type):介绍**内置资产类型**和如何**自定义资产加载器**
- 编辑状态下[资产的增删改查](/docs/assets-interface)
- 构建项目后[资产如何导出并部署](/docs/assets-build)
- 运行时如何[加载资产](/docs/assets-load)
- 运行时如何[垃圾回收](/docs/assets-gc)
- 如何[自定义资产加载器](./custom)
- 编辑状态下[资产的增删改查](./interface)
- 构建项目后[资产如何导出并部署](./build)
- 运行时如何[加载资产](./load)
- 运行时如何[垃圾回收](./gc)
12 changes: 5 additions & 7 deletions docs/zh/basics/quickStart/quick-start.md
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Expand Up @@ -41,21 +41,19 @@ label: Basics

### 调整鸭子的变换

首先,为了更好地预览最后在移动设备上的效果,我们可以选中**相机**实体,并且通过选择不同尺寸的移动设备来模拟真机预览,我们也可以选择锁定预览窗口,这样在选择其他实体的时候预览窗口就不会消失。
首先,为了更好地预览最后在移动设备上的效果,我们可以选中**相机**实体,可以通过定位按钮明确当前预览的相机在场景中的位置,通过选择不同尺寸的移动设备来模拟真机预览,也可以选择锁定预览窗口,这样在选择其他实体的时候预览窗口就不会消失。

<img src="/Users/xuqianwei/Library/Application Support/typora-user-images/image-20240705162931132.png" alt="image-20240705162931132" style="zoom:50%;" />
<img src="https://mdn.alipayobjects.com/huamei_yo47yq/afts/img/A*V33tQ4FZlVsAAAAAAAAAAAAADhuCAQ/original" alt="image-20240705162931132" style="zoom:50%;" />

接着,我们选中鸭子,通过选择上方工具栏中的**移动****旋转****缩放**[变换](/docs/core/transform)操作。切换不同的变换类型,鸭子身上也会随之切换不同的操作手柄。这些操作手柄和大部分 3D 软件的交互是类似的,如果你是第一次使用这类手柄,请不用担心,把鼠标移到手柄上,随意摆弄一下,就能很快上手。通过简单的变换操作,我们就能把鸭子的位置、角度、大小都调整到符合我们预期的效果。左上角的相机预览器会实时地展示你调整的效果。

<img src="https://gw.alipayobjects.com/zos/OasisHub/4f2955d5-41e8-4cc3-81ef-5f1fee6a8b59/image-20240705163544657.png" alt="image-20240705163544657" style="zoom:50%;" />

### 调整灯光

此时鸭子有点暗,我们选中节点树上的 `DirectLight` 灯光实体,在右侧的面板中拖动滑杆适当调整一下灯管的强度,让场景的照明更加亮一点。

<img src="/Users/xuqianwei/Library/Application Support/typora-user-images/image-20240705164814972.png" alt="image-20240705164814972" style="zoom:50%;" />

此时鸭子有点暗,我们选中节点树上的 `DirectLight` 灯光实体,在右侧的观察面板中拖动滑杆适当调整一下灯管的强度,让场景的照明更加亮一点。

<img src="https://mdn.alipayobjects.com/huamei_yo47yq/afts/img/A*lA07Ro1SfuwAAAAAAAAAAAAADhuCAQ/original" alt="image-20240705164814972" style="zoom:80%;" />

### 让小鸭子转起来

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点击 **Select asset** 选择刚创建的 Script,这样脚本就绑定到该实体上了,也就是说脚本的生命周期函数会作用到该实体上。

<img src="/Users/xuqianwei/Library/Application Support/typora-user-images/image-20240705170349805.png" alt="image-20240705170349805" style="zoom:50%;" />
<img src="https://mdn.alipayobjects.com/huamei_yo47yq/afts/img/A*MfjMQ7KA0B0AAAAAAAAAAAAADhuCAQ/original" alt="image-20240705170349805" style="zoom:80%;" />

创建脚本后,我们可以 **双击它** 来跳转到代码编辑器页面。

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14 changes: 7 additions & 7 deletions docs/zh/graphics/renderer/renderer.md
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Expand Up @@ -12,14 +12,14 @@ label: Graphics/Renderer

在 Galacean 中,内置了以下几种渲染器:

- [网格渲染器](graphics-renderer-meshRenderer): 通过设置 `mesh``material` 即可渲染物体。
- [蒙皮网格渲染器](graphics-renderer-skinnedMeshRenderer): 基于[网格渲染器](graphics-renderer-meshRenderer),额外包含了`骨骼动画``Blend Shape` 的能力,使得物体的动画效果更加自然。
- [精灵渲染器](/docs/graphics-2d-spriteRenderer): 通过设置 `sprite``material` (默认内置精灵材质),可以在场景中展示 2D 图像。
- [精灵遮罩渲染器](/docs/graphics-2d-spriteMask): 用于对精灵渲染器实现遮罩效果。
- [文字渲染器](/docs/graphics-2d-text): 在场景中显示文本
- [粒子渲染器](/docs/graphics-particle-renderer): 在场景中展示粒子效果。
- [网格渲染器](./meshRenderer): 通过设置 `mesh``material` 即可渲染物体。
- [蒙皮网格渲染器](./skinnedMeshRenderer): 基于[网格渲染器](./meshRenderer),额外包含了`骨骼动画``Blend Shape` 的能力,使得物体的动画效果更加自然。
- [精灵渲染器](/docs/graphics/2D/spriteRenderer/): 通过设置 `sprite``material` (默认内置精灵材质),可以在场景中展示 2D 图像。
- [精灵遮罩渲染器](/docs/graphics/2D/spriteMask/): 用于对精灵渲染器实现遮罩效果。
- [文字渲染器](/docs/graphics/2D/text/): 在场景中显示文本
- [粒子渲染器](/docs/graphics/particle/renderer/): 在场景中展示粒子效果。

通过[渲染排序](/docs/graphics-renderer-order)可以更深入地了解各种渲染器在引擎内的渲染顺序。
通过[渲染排序](./order)可以更深入地了解各种渲染器在引擎内的渲染顺序。

## 属性

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