@galacean/effects-core 2.8.0-alpha.0 → 2.8.0-alpha.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/dist/index.mjs CHANGED
@@ -3,7 +3,7 @@
3
3
  * Description: Galacean Effects runtime core for the web
4
4
  * Author: Ant Group CO., Ltd.
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  * Contributors: 燃然,飂兮,十弦,云垣,茂安,意绮
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- * Version: v2.8.0-alpha.0
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+ * Version: v2.8.0-alpha.1
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  */
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  function asyncGeneratorStep(gen, resolve, reject, _next, _throw, key, arg) {
@@ -9877,6 +9877,8 @@ var TextureFactory = /*#__PURE__*/ function() {
9877
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  internalFormat: textureData.internalFormat,
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9878
  format: textureData.format,
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  mipmaps: textureData.mipmaps,
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+ minFilter: glContext.LINEAR,
9881
+ magFilter: glContext.LINEAR,
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  sourceFrom: sourceFrom
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  }, config)
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  ];
@@ -10518,41 +10520,6 @@ function _assert_this_initialized(self) {
10518
10520
  return self;
10519
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  }
10520
10522
 
10521
- var SemanticMap = /*#__PURE__*/ function() {
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- function SemanticMap(semantics) {
10523
- if (semantics === void 0) semantics = {};
10524
- this.semantics = _extends({}, semantics);
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- }
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- var _proto = SemanticMap.prototype;
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- _proto.toObject = function toObject() {
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- return _extends({}, this.semantics);
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- };
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- _proto.setSemantic = function setSemantic(name, value) {
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- if (value === undefined) {
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- delete this.semantics[name];
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- } else {
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- this.semantics[name] = value;
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- }
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- };
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- _proto.getSemanticValue = function getSemanticValue(name, state) {
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- var ret = this.semantics[name];
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- if (isFunction(ret)) {
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- return ret(state);
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- }
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- return ret;
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- };
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- _proto.hasSemanticValue = function hasSemanticValue(name) {
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- return name in this.semantics;
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- };
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- _proto.dispose = function dispose() {
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- var _this = this;
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- Object.keys(this.semantics).forEach(function(name) {
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- delete _this.semantics[name];
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- });
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- };
10553
- return SemanticMap;
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- }();
10555
-
10556
10523
  var RenderPassPriorityPrepare = 0;
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10524
  var RenderPassPriorityNormal = 1000;
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  var RenderPassPriorityPostprocess = 3000;
@@ -10683,26 +10650,31 @@ var seed$7 = 1;
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  */ var RenderPass = /*#__PURE__*/ function() {
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  function RenderPass(renderer, options) {
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  /**
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+ * 优先级
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+ */ this.priority = 0;
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+ /**
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  * ColorAttachment 数组
10687
10657
  */ this.attachments = [];
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- this.destroyed = false;
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+ /**
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+ * 名称
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+ */ this.name = "RenderPass" + seed$7++;
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+ /**
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+ * 包含的 Mesh 列表
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+ */ this.meshes = [];
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+ /**
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+ * Mesh 渲染顺序,按照优先级升序或降序
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+ */ this.meshOrder = OrderType.ascending;
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+ this.disposed = false;
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  this.initialized = false;
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- var _options_name = options.name, name = _options_name === void 0 ? "RenderPass_" + seed$7++ : _options_name, clearAction = options.clearAction, semantics = options.semantics, depthStencilAttachment = options.depthStencilAttachment, storeAction = options.storeAction, _options_priority = options.priority, priority = _options_priority === void 0 ? 0 : _options_priority, _options_meshOrder = options.meshOrder, meshOrder = _options_meshOrder === void 0 ? OrderType.ascending : _options_meshOrder, _options_meshes = options.meshes, meshes = _options_meshes === void 0 ? [] : _options_meshes, _options_delegate = options.delegate, delegate = _options_delegate === void 0 ? {} : _options_delegate;
10691
- this.name = name;
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+ var depthStencilAttachment = options.depthStencilAttachment;
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  this.renderer = renderer;
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- this.priority = priority;
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- this.meshOrder = meshOrder;
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- this.meshes = sortByOrder(meshes.slice(), this.meshOrder);
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  this.depthStencilType = (depthStencilAttachment == null ? void 0 : depthStencilAttachment.storageType) || 0;
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- this.clearAction = _extends({}, clearAction);
10698
- this.storeAction = _extends({
10672
+ this.storeAction = {
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  colorAction: 0,
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  depthAction: 0,
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  stencilAction: 0
10702
- }, storeAction);
10703
- this.semantics = new SemanticMap(semantics);
10676
+ };
10704
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  this.options = options;
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- this.delegate = delegate;
10706
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  }
10707
10679
  var _proto = RenderPass.prototype;
10708
10680
  _proto.addMesh = function addMesh(mesh) {
@@ -10735,13 +10707,13 @@ var seed$7 = 1;
10735
10707
  /**
10736
10708
  * 执行当前pass,每帧调用一次
10737
10709
  */ _proto.execute = function execute(renderer) {
10738
- renderer.clear(this.clearAction);
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- renderer.renderMeshes(this.meshes);
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- renderer.clear(this.storeAction);
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+ // OVERRIDE
10741
10711
  };
10742
10712
  /**
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  * 每帧所有的pass渲染完后调用,通常用于清空临时的RT资源
10744
- */ _proto.frameCleanup = function frameCleanup(renderer) {};
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+ */ _proto.frameCleanup = function frameCleanup(renderer) {
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+ // OVERRIDE
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+ };
10745
10717
  _proto._resetAttachments = function _resetAttachments() {
10746
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  var _this = this;
10747
10719
  var _options_attachments;
@@ -10802,7 +10774,7 @@ var seed$7 = 1;
10802
10774
  * 获取当前视口大小,格式:[x偏移,y偏移,宽度,高度]
10803
10775
  */ _proto.getViewport = function getViewport() {
10804
10776
  var _this_framebuffer;
10805
- var ret = ((_this_framebuffer = this.framebuffer) == null ? void 0 : _this_framebuffer.viewport) || this.customViewport;
10777
+ var ret = (_this_framebuffer = this.framebuffer) == null ? void 0 : _this_framebuffer.viewport;
10806
10778
  if (ret) {
10807
10779
  return ret;
10808
10780
  }
@@ -10885,7 +10857,7 @@ var seed$7 = 1;
10885
10857
  * 销毁 RenderPass
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  * @param options - 有选择销毁内部对象
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10859
  */ _proto.dispose = function dispose(options) {
10888
- if (this.destroyed) {
10860
+ if (this.disposed) {
10889
10861
  return;
10890
10862
  }
10891
10863
  var destroyMeshOption = (options == null ? void 0 : options.meshes) || undefined;
@@ -10903,10 +10875,7 @@ var seed$7 = 1;
10903
10875
  }
10904
10876
  });
10905
10877
  this.attachments.length = 0;
10906
- if ((options == null ? void 0 : options.semantics) !== DestroyOptions.keep) {
10907
- this.semantics.dispose();
10908
- }
10909
- this.destroyed = true;
10878
+ this.disposed = true;
10910
10879
  var depthStencilOpt = (options == null ? void 0 : options.depthStencilAttachment) ? options.depthStencilAttachment : 0;
10911
10880
  var fbo = this.framebuffer;
10912
10881
  if (fbo) {
@@ -10928,7 +10897,7 @@ var seed$7 = 1;
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10897
  {
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10898
  key: "isDestroyed",
10930
10899
  get: function get() {
10931
- return this.destroyed;
10900
+ return this.disposed;
10932
10901
  }
10933
10902
  },
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10903
  {
@@ -10958,11 +10927,22 @@ var DrawObjectPass = /*#__PURE__*/ function(RenderPass) {
10958
10927
  function DrawObjectPass(renderer, options) {
10959
10928
  var _this;
10960
10929
  _this = RenderPass.call(this, renderer, options) || this;
10930
+ _this.priority = RenderPassPriorityNormal;
10931
+ _this.name = "DrawObjectPass";
10961
10932
  _this.onResize = _this.onResize.bind(_assert_this_initialized(_this));
10962
10933
  _this.renderer.engine.on("resize", _this.onResize);
10963
10934
  return _this;
10964
10935
  }
10965
10936
  var _proto = DrawObjectPass.prototype;
10937
+ _proto.execute = function execute(renderer) {
10938
+ renderer.clear({
10939
+ colorAction: TextureLoadAction.clear,
10940
+ depthAction: TextureLoadAction.clear,
10941
+ stencilAction: TextureLoadAction.clear
10942
+ });
10943
+ renderer.renderMeshes(this.meshes);
10944
+ renderer.clear(this.storeAction);
10945
+ };
10966
10946
  _proto.onResize = function onResize() {
10967
10947
  var _this_framebuffer;
10968
10948
  var width = this.renderer.getWidth();
@@ -13057,6 +13037,7 @@ var BloomThresholdPass = /*#__PURE__*/ function(RenderPass) {
13057
13037
  priority: 0
13058
13038
  });
13059
13039
  _this.priority = 5000;
13040
+ _this.name = "BloomThresholdPass";
13060
13041
  _this.onResize = _this.onResize.bind(_assert_this_initialized(_this));
13061
13042
  _this.renderer.engine.on("resize", _this.onResize);
13062
13043
  return _this;
@@ -13144,6 +13125,7 @@ var HQGaussianDownSamplePass = /*#__PURE__*/ function(RenderPass) {
13144
13125
  priority: 0
13145
13126
  });
13146
13127
  _this.priority = 5000;
13128
+ _this.name = "GaussianDownPass" + type + level;
13147
13129
  _this.onResize = _this.onResize.bind(_assert_this_initialized(_this));
13148
13130
  _this.renderer.engine.on("resize", _this.onResize);
13149
13131
  return _this;
@@ -13232,6 +13214,7 @@ var HQGaussianUpSamplePass = /*#__PURE__*/ function(RenderPass) {
13232
13214
  priority: 0
13233
13215
  });
13234
13216
  _this.priority = 5000;
13217
+ _this.name = "GaussianUpPass" + level;
13235
13218
  _this.onResize = _this.onResize.bind(_assert_this_initialized(_this));
13236
13219
  _this.renderer.engine.on("resize", _this.onResize);
13237
13220
  return _this;
@@ -13319,6 +13302,7 @@ var ToneMappingPass = /*#__PURE__*/ function(RenderPass) {
13319
13302
  priority: 0
13320
13303
  });
13321
13304
  _this.priority = 5000;
13305
+ _this.name = "ToneMappingPass";
13322
13306
  return _this;
13323
13307
  }
13324
13308
  var _proto = ToneMappingPass.prototype;
@@ -13380,6 +13364,41 @@ var ToneMappingPass = /*#__PURE__*/ function(RenderPass) {
13380
13364
  return ToneMappingPass;
13381
13365
  }(RenderPass);
13382
13366
 
13367
+ var SemanticMap = /*#__PURE__*/ function() {
13368
+ function SemanticMap(semantics) {
13369
+ if (semantics === void 0) semantics = {};
13370
+ this.semantics = _extends({}, semantics);
13371
+ }
13372
+ var _proto = SemanticMap.prototype;
13373
+ _proto.toObject = function toObject() {
13374
+ return _extends({}, this.semantics);
13375
+ };
13376
+ _proto.setSemantic = function setSemantic(name, value) {
13377
+ if (value === undefined) {
13378
+ delete this.semantics[name];
13379
+ } else {
13380
+ this.semantics[name] = value;
13381
+ }
13382
+ };
13383
+ _proto.getSemanticValue = function getSemanticValue(name, state) {
13384
+ var ret = this.semantics[name];
13385
+ if (isFunction(ret)) {
13386
+ return ret(state);
13387
+ }
13388
+ return ret;
13389
+ };
13390
+ _proto.hasSemanticValue = function hasSemanticValue(name) {
13391
+ return name in this.semantics;
13392
+ };
13393
+ _proto.dispose = function dispose() {
13394
+ var _this = this;
13395
+ Object.keys(this.semantics).forEach(function(name) {
13396
+ delete _this.semantics[name];
13397
+ });
13398
+ };
13399
+ return SemanticMap;
13400
+ }();
13401
+
13383
13402
  var RENDER_PASS_NAME_PREFIX = "_effects_default_";
13384
13403
  var seed$5 = 1;
13385
13404
  /**
@@ -13408,7 +13427,6 @@ var seed$5 = 1;
13408
13427
  this.globalUniforms = new GlobalUniforms();
13409
13428
  var attachments = []; //渲染场景物体Pass的RT
13410
13429
  var depthStencilAttachment;
13411
- var drawObjectPassClearAction = {};
13412
13430
  this.renderer = renderer;
13413
13431
  if (postProcessingEnabled) {
13414
13432
  var enableHDR = true;
@@ -13430,19 +13448,10 @@ var seed$5 = 1;
13430
13448
  depthStencilAttachment = {
13431
13449
  storageType: RenderPassAttachmentStorageType.depth_stencil_opaque
13432
13450
  };
13433
- drawObjectPassClearAction = {
13434
- colorAction: TextureLoadAction.clear,
13435
- stencilAction: TextureLoadAction.clear,
13436
- depthAction: TextureLoadAction.clear
13437
- };
13438
13451
  }
13439
13452
  this.drawObjectPass = new DrawObjectPass(renderer, {
13440
- name: RENDER_PASS_NAME_PREFIX,
13441
- priority: RenderPassPriorityNormal,
13442
- meshOrder: OrderType.ascending,
13443
13453
  depthStencilAttachment: depthStencilAttachment,
13444
- attachments: attachments,
13445
- clearAction: drawObjectPassClearAction
13454
+ attachments: attachments
13446
13455
  });
13447
13456
  var renderPasses = [
13448
13457
  this.drawObjectPass
@@ -13461,7 +13470,6 @@ var seed$5 = 1;
13461
13470
  var enableHDR1 = true;
13462
13471
  var textureType1 = enableHDR1 ? glContext.HALF_FLOAT : glContext.UNSIGNED_BYTE;
13463
13472
  var bloomThresholdPass = new BloomThresholdPass(renderer, {
13464
- name: "BloomThresholdPass",
13465
13473
  attachments: [
13466
13474
  {
13467
13475
  texture: {
@@ -13478,7 +13486,6 @@ var seed$5 = 1;
13478
13486
  for(var i = 0; i < gaussianStep; i++){
13479
13487
  gaussianDownResults[i] = new RenderTargetHandle(engine);
13480
13488
  var gaussianDownHPass = new HQGaussianDownSamplePass(renderer, "H", i, {
13481
- name: "GaussianDownPassH" + i,
13482
13489
  attachments: [
13483
13490
  {
13484
13491
  texture: {
@@ -13491,7 +13498,6 @@ var seed$5 = 1;
13491
13498
  ]
13492
13499
  });
13493
13500
  var gaussianDownVPass = new HQGaussianDownSamplePass(renderer, "V", i, {
13494
- name: "GaussianDownPassV" + i,
13495
13501
  attachments: [
13496
13502
  {
13497
13503
  texture: {
@@ -13514,7 +13520,6 @@ var seed$5 = 1;
13514
13520
  viewport[3] *= 4;
13515
13521
  for(var i1 = 0; i1 < gaussianStep - 1; i1++){
13516
13522
  var gaussianUpPass = new HQGaussianUpSamplePass(renderer, gaussianStep - i1, {
13517
- name: "GaussianUpPass" + i1,
13518
13523
  attachments: [
13519
13524
  {
13520
13525
  texture: {
@@ -29277,6 +29282,12 @@ var TextComponentBase = /*#__PURE__*/ function() {
29277
29282
  this.textLayout.textVerticalAlign = value;
29278
29283
  this.isDirty = true;
29279
29284
  };
29285
+ /**
29286
+ * @deprecated 2.8.0 本方法已废弃,请使用 setTextVerticalAlign 替代。
29287
+ */ _proto.setTextBaseline = function setTextBaseline(value) {
29288
+ console.warn("setTextBaseline 已废弃,请改用 setTextVerticalAlign。" + "本次调用将转调用 setTextVerticalAlign。");
29289
+ this.setTextVerticalAlign(value);
29290
+ };
29280
29291
  _proto.setTextColor = function setTextColor(value) {
29281
29292
  if (this.textStyle.textColor === value) {
29282
29293
  return;
@@ -29541,7 +29552,9 @@ var TextComponent = /*#__PURE__*/ function(MaskableGraphic) {
29541
29552
  this.lineCount = this.getLineCount(this.text);
29542
29553
  this.isDirty = true;
29543
29554
  };
29544
- _proto.updateWithOptions = function updateWithOptions(options) {
29555
+ /**
29556
+ * 根据配置更新文本样式和布局
29557
+ */ _proto.updateWithOptions = function updateWithOptions(options) {
29545
29558
  // 初始化 textStyle 和 textLayout
29546
29559
  if (!this.textStyle) {
29547
29560
  this.textStyle = new TextStyle(options);
@@ -31851,7 +31864,7 @@ function getStandardSpriteContent(sprite, transform) {
31851
31864
  return ret;
31852
31865
  }
31853
31866
 
31854
- var version$1 = "2.8.0-alpha.0";
31867
+ var version$1 = "2.8.0-alpha.1";
31855
31868
  var v0 = /^(\d+)\.(\d+)\.(\d+)(-(\w+)\.\d+)?$/;
31856
31869
  var standardVersion = /^(\d+)\.(\d+)$/;
31857
31870
  var reverseParticle = false;
@@ -35482,7 +35495,7 @@ registerPlugin("sprite", SpriteLoader, VFXItem);
35482
35495
  registerPlugin("particle", ParticleLoader, VFXItem);
35483
35496
  registerPlugin("cal", CalculateLoader, VFXItem);
35484
35497
  registerPlugin("interact", InteractLoader, VFXItem);
35485
- var version = "2.8.0-alpha.0";
35498
+ var version = "2.8.0-alpha.1";
35486
35499
  logger.info("Core version: " + version + ".");
35487
35500
 
35488
35501
  export { AbstractPlugin, ActivationMixerPlayable, ActivationPlayable, ActivationPlayableAsset, ActivationTrack, AndNode, AndNodeData, Animatable, AnimationClip, AnimationClipNode, AnimationClipNodeData, AnimationGraphAsset, Animator, ApplyAdditiveNode, ApplyAdditiveNodeData, Asset, AssetLoader, AssetManager, AssetService, BYTES_TYPE_MAP, Behaviour, BezierCurve, BezierCurvePath, BezierCurveQuat, BinaryAsset, BlendNode, BlendNodeData, BoolValueNode, COPY_FRAGMENT_SHADER, COPY_MESH_SHADER_ID, COPY_VERTEX_SHADER, CalculateLoader, Camera, CameraController, CameraVFXItemLoader, ColorCurve, ColorPlayable, ColorPropertyMixerPlayable, ColorPropertyPlayableAsset, ColorPropertyTrack, Component, ComponentTimePlayable, ComponentTimePlayableAsset, ComponentTimeTrack, Composition, CompositionComponent, CompressTextureCapabilityType, ConstBoolNode, ConstBoolNodeData, ConstFloatNode, ConstFloatNodeData, ConstraintTarget, ControlParameterBoolNode, ControlParameterBoolNodeData, ControlParameterFloatNode, ControlParameterFloatNodeData, ControlParameterTriggerNode, ControlParameterTriggerNodeData, DEFAULT_FONTS, DEFAULT_FPS, Database, Deferred, DestroyOptions, Downloader, DrawObjectPass, EFFECTS_COPY_MESH_NAME, EVENT_TYPE_CLICK, EVENT_TYPE_TOUCH_END, EVENT_TYPE_TOUCH_MOVE, EVENT_TYPE_TOUCH_START, EffectComponent, EffectComponentTimeTrack, EffectsObject, EffectsPackage, Ellipse, Engine, EqualNodeData, EventEmitter, EventSystem, Fake3DAnimationMode, Fake3DComponent, FilterMode, Float16ArrayWrapper, FloatComparisonNode, FloatComparisonNodeData, FloatPropertyMixerPlayable, FloatPropertyPlayableAsset, FloatPropertyTrack, FloatValueNode, Framebuffer, GLSLVersion, GPUCapability, Geometry, GlobalUniforms, GradientValue, GraphInstance, GraphNode, GraphNodeData, GraphicsPath, GreaterNodeData, HELP_LINK, HitTestType, InteractComponent, InteractLoader, InteractMesh, InvalidIndex, Item, LayerBlendNode, LayerBlendNodeData, LessNodeData, LineSegments, LinearValue, MaskMode, MaskProcessor, MaskableGraphic, Material, MaterialDataBlock, MaterialRenderType, MaterialTrack, Mesh, MeshCollider, NodeTransform, NotNode, NotNodeData, ObjectBindingTrack, OrNode, OrNodeData, OrderType, PLAYER_OPTIONS_ENV_EDITOR, POST_PROCESS_SETTINGS, ParticleBehaviourPlayable, ParticleBehaviourPlayableAsset, ParticleLoader, ParticleMesh, ParticleMixerPlayable, ParticleSystem, ParticleSystemRenderer, ParticleTrack, PassTextureCache, PathSegments, PlayState, Playable, PlayableAsset, PlayableOutput, PluginSystem, PointerEventData, PointerEventType, PolyStar, Polygon, Pose, PoseNode, PositionConstraint, PostProcessVolume, PropertyClipPlayable, PropertyTrack, RENDER_PASS_NAME_PREFIX, RENDER_PREFER_LOOKUP_TEXTURE, RUNTIME_ENV, RandomSetValue, RandomValue, RandomVectorValue, RaycastResult, RenderFrame, RenderPass, RenderPassAttachmentStorageType, RenderPassDestroyAttachmentType, RenderPassPriorityNormal, RenderPassPriorityPostprocess, RenderPassPriorityPrepare, RenderTargetHandle, RenderTextureFormat, Renderbuffer, Renderer, RendererComponent, RuntimeClip, SEMANTIC_MAIN_PRE_COLOR_ATTACHMENT_0, SEMANTIC_MAIN_PRE_COLOR_ATTACHMENT_SIZE_0, SEMANTIC_PRE_COLOR_ATTACHMENT_0, SEMANTIC_PRE_COLOR_ATTACHMENT_SIZE_0, SPRITE_VERTEX_STRIDE, Scene, SceneLoader, SemanticMap, SerializationHelper, Shader, ShaderCompileResultStatus, ShaderFactory, ShaderType, ShaderVariant, ShapeComponent, ShapePath, SourceType, SpriteColorMixerPlayable, SpriteColorPlayableAsset, SpriteColorTrack, SpriteComponent, SpriteComponentTimeTrack, SpriteLoader, StarType, StateMachineNode, StateMachineNodeData, StateNode, StateNodeData, StaticValue, SubCompositionClipPlayable, SubCompositionMixerPlayable, SubCompositionPlayableAsset, SubCompositionTrack, TEMPLATE_USE_OFFSCREEN_CANVAS, TangentMode, TextComponent, TextComponentBase, TextLayout, TextLoader, TextStyle, Texture, TextureFactory, TextureLoadAction, TexturePaintScaleMode, TextureSourceType, TextureStoreAction, Ticker, TimelineAsset, TimelineClip, TimelineInstance, TrackAsset, TrackMixerPlayable, TrackType, Transform, TransformMixerPlayable, TransformPlayable, TransformPlayableAsset, TransformTrack, TransitionNode, TransitionNodeData, TransitionState, VFXItem, ValueGetter, ValueNode, Vector2Curve, Vector2PropertyMixerPlayable, Vector2PropertyPlayableAsset, Vector2PropertyTrack, Vector3Curve, Vector3PropertyMixerPlayable, Vector3PropertyTrack, Vector3ropertyPlayableAsset, Vector4Curve, Vector4PropertyMixerPlayable, Vector4PropertyPlayableAsset, Vector4PropertyTrack, WeightedMode, addByOrder, addItem, addItemWithOrder, applyMixins, assertExist, asserts, base64ToFile, buildLine, calculateTranslation, canUseBOM, canvasPool, closePointEps, colorGradingFrag, colorStopsFromGradient, colorToArr$1 as colorToArr, combineImageTemplate, createCopyShader, createGLContext, createKeyFrameMeta, createShape, createValueGetter, curveEps, decimalEqual, defaultPlugins, deserializeMipmapTexture, earcut, effectsClass, effectsClassStore, enlargeBuffer, ensureFixedNumber, ensureVec3, findPreviousRenderPass, gaussianDownHFrag, gaussianDownVFrag, gaussianUpFrag, generateEmptyTypedArray, generateGUID, generateHalfFloatTexture, generateTransparentTexture, generateWhiteTexture, getBackgroundImage, getClass, getColorFromGradientStops, getConfig, getDefaultTextureFactory, getGeometryByShape, getGeometryTriangles, getKeyFrameMetaByRawValue, getMergedStore, getNodeDataClass, getParticleMeshShader, getPixelRatio, getPreMultiAlpha, getStandardComposition, getStandardImage, getStandardItem, getStandardJSON, getTextureSize, glContext, glType2VertexFormatType, gpuTimer, imageDataFromColor, imageDataFromGradient, initErrors, initGLContext, integrate, interpolateColor, isAlipayMiniApp, isAndroid, isArray, isCanvas, isFunction, isIOS, isIOSByUA, isMiniProgram, isObject, isOpenHarmony, isPlainObject, isPowerOfTwo, isSimulatorCellPhone, isString, isUniformStruct, isUniformStructArray, isValidFontFamily, isWebGL2, isWechatMiniApp, itemFrag, itemVert, loadAVIFOptional, loadBinary, loadBlob, loadImage, loadMedia, loadVideo, loadWebPOptional, logger, index as math, modifyMaxKeyframeShader, nearestPowerOfTwo, nodeDataClass, noop, normalizeColor, numberToFix, oldBezierKeyFramesToNew, parsePercent$1 as parsePercent, particleFrag, particleOriginTranslateMap$1 as particleOriginTranslateMap, particleUniformTypeMap, particleVert, passRenderLevel, pluginLoaderMap, randomInRange, registerPlugin, removeItem, rotateVec2, screenMeshVert, serialize, setBlendMode, setConfig, setDefaultTextureFactory, setMaskMode, setRayFromCamera, setSideMode, sortByOrder, index$1 as spec, textureLoaderRegistry, thresholdFrag, throwDestroyedError, trailVert, translatePoint, trianglesFromRect, unregisterPlugin, valIfUndefined, value, valueDefine, vecFill, vecMulCombine, version, vertexFormatType2GLType };