@galacean/effects-plugin-editor-gizmo 2.6.6 → 2.7.0-alpha.0

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 @@
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  * Description: Galacean Effects player editor gizmo plugin
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  * Author: Ant Group CO., Ltd.
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  * Contributors: 茂安,旻诺
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- * Version: v2.6.6
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+ * Version: v2.7.0-alpha.0
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  */
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  import * as EFFECTS from '@galacean/effects';
@@ -248,9 +248,6 @@ function destroyWireframeMesh(mesh) {
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  var _mesh_geometry;
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  (_mesh_geometry = mesh.geometry) == null ? void 0 : _mesh_geometry.dispose();
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  mesh.dispose({
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- material: {
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- textures: DestroyOptions.keep
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- },
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  geometries: DestroyOptions.keep
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  });
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  }
@@ -402,7 +399,7 @@ var SharedGeometry = /*#__PURE__*/ function(GLGeometry) {
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  //this.vaos = this._source.vaos;
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  //创建ibo
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  if (this.indices) {
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- this.indicesBuffer = this.createIndicesBuffer(this.engine.getGLPipelineContext(), this.indices);
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+ this.indicesBuffer = this.createIndicesBuffer(this.indices);
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  }
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  this.flush();
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  this.initialized = true;
@@ -1931,15 +1928,9 @@ var Vector2$1 = math.Vector2, Vector3$3 = math.Vector3, Matrix4$3 = math.Matrix4
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  1
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  ])
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  },
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- uniformSemantics: {
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- u_viewinverse: "VIEWINVERSE",
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- u_v: "VIEW",
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- u_p: "PROJECTION",
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- u_et: "EDITOR_TRANSFORM"
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- },
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  shader: {
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  fragment: "\n precision mediump float;\n\n uniform vec3 u_color;\n\n void main(){\n gl_FragColor = vec4(u_color,1.0);\n }",
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- vertex: "\n precision highp float;\n\n attribute vec3 a_Position;\n\n uniform mat4 u_model;\n uniform mat4 effects_MatrixV;\n uniform mat4 _MatrixP;\n uniform vec4 uEditorTransform;\n\n void main(){\n gl_Position = _MatrixP * effects_MatrixV * u_model * vec4(a_Position,1.0);\n gl_Position = vec4(gl_Position.xy * uEditorTransform.xy + uEditorTransform.zw * gl_Position.w,gl_Position.zw);\n }",
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+ vertex: "\n precision highp float;\n\n attribute vec3 a_Position;\n\n uniform mat4 u_model;\n uniform mat4 effects_MatrixV;\n uniform mat4 _MatrixP;\n\n void main(){\n gl_Position = _MatrixP * effects_MatrixV * u_model * vec4(a_Position,1.0);\n }",
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  shared: true
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  }
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  });
@@ -1992,15 +1983,9 @@ var Vector2$1 = math.Vector2, Vector3$3 = math.Vector3, Matrix4$3 = math.Matrix4
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  0
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  ])
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  },
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- uniformSemantics: {
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- u_viewinverse: "VIEWINVERSE",
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- u_v: "VIEW",
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- u_p: "PROJECTION",
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- u_et: "EDITOR_TRANSFORM"
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- },
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  shader: {
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  fragment: "\n precision mediump float;\n\n uniform vec3 u_color;\n\n varying float flag;\n\n void main(){\n if(flag > 0.0) {\n discard;\n }\n\n gl_FragColor = vec4(u_color,1.0);\n }",
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- vertex: "\n precision highp float;\n\n attribute vec3 a_Position;\n\n uniform mat4 u_model;\n uniform mat4 effects_MatrixV;\n uniform mat4 _MatrixP;\n uniform vec4 uEditorTransform;\n\n uniform vec3 u_cameraPos;\n uniform vec3 u_center;\n\n varying float flag;\n void main(){\n float distance = length(u_cameraPos - u_center);\n vec3 worldPosition = (u_model * vec4(a_Position,1.0)).xyz;\n flag = length(u_cameraPos - worldPosition) - distance;\n gl_Position = _MatrixP * effects_MatrixV * u_model * vec4(a_Position,1.0);\n gl_Position = vec4(gl_Position.xy * uEditorTransform.xy + uEditorTransform.zw * gl_Position.w,gl_Position.zw);\n }",
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+ vertex: "\n precision highp float;\n\n attribute vec3 a_Position;\n\n uniform mat4 u_model;\n uniform mat4 effects_MatrixV;\n uniform mat4 _MatrixP;\n\n uniform vec3 u_cameraPos;\n uniform vec3 u_center;\n\n varying float flag;\n void main(){\n float distance = length(u_cameraPos - u_center);\n vec3 worldPosition = (u_model * vec4(a_Position,1.0)).xyz;\n flag = length(u_cameraPos - worldPosition) - distance;\n gl_Position = _MatrixP * effects_MatrixV * u_model * vec4(a_Position,1.0);\n }",
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  shared: true
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  }
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  });
@@ -2051,16 +2036,10 @@ var Vector2$1 = math.Vector2, Vector3$3 = math.Vector3, Matrix4$3 = math.Matrix4
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  1
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  ])
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  },
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- uniformSemantics: {
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- u_viewinverse: "VIEWINVERSE",
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- u_v: "VIEW",
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- u_p: "PROJECTION",
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- u_et: "EDITOR_TRANSFORM"
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- },
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  shader: {
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  shared: true,
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  fragment: "\n precision mediump float;\n\n uniform vec3 u_color;\n uniform vec2 u_alpha;\n\n void main(){\n gl_FragColor = vec4(u_color,u_alpha);\n }",
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- vertex: "\n precision highp float;\n\n attribute vec3 a_Position;\n\n uniform mat4 u_model;\n uniform mat4 effects_MatrixV;\n uniform mat4 _MatrixP;\n uniform vec4 uEditorTransform;\n void main(){\n gl_Position = _MatrixP * effects_MatrixV * u_model * vec4(a_Position,1.0);\n gl_Position = vec4(gl_Position.xy * uEditorTransform.xy + uEditorTransform.zw * gl_Position.w,gl_Position.zw);\n }"
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+ vertex: "\n precision highp float;\n\n attribute vec3 a_Position;\n\n uniform mat4 u_model;\n uniform mat4 effects_MatrixV;\n uniform mat4 _MatrixP;\n void main(){\n gl_Position = _MatrixP * effects_MatrixV * u_model * vec4(a_Position,1.0);\n }"
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  }
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  });
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  material.setVector3("u_color", myColor);
@@ -2110,16 +2089,10 @@ function createSpriteMaterial(engine, data, depthTest) {
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  };
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  var material = Material.create(engine, {
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  uniformValues: uniformValues,
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- uniformSemantics: {
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- u_viewinverse: "VIEWINVERSE",
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- u_v: "VIEW",
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- u_p: "PROJECTION",
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- u_et: "EDITOR_TRANSFORM"
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- },
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  shader: {
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  shared: true,
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  fragment: "\n precision highp float;\n\n uniform vec2 u_alpha;\n uniform vec3 u_color;\n uniform sampler2D u_iconTex;\n\n varying vec2 v_uv;\n\n void main(){\n vec4 color = texture2D(u_iconTex, vec2(v_uv.x, 1.0 - v_uv.y));\n if(color.a < 0.001)\n {\n discard;\n }\n gl_FragColor = vec4(color.xyz, color.w * u_alpha.x);\n }",
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- vertex: "\n precision highp float;\n\n attribute vec3 a_Position;\n attribute vec2 a_UV1;\n\n uniform mat4 u_model;\n uniform mat4 effects_MatrixV;\n uniform mat4 _MatrixP;\n uniform mat4 effects_MatrixInvV;\n uniform vec4 uEditorTransform;\n varying vec2 v_uv;\n\n void main(){\n v_uv = a_UV1;\n vec4 pos = u_model * vec4(0., 0., 0., 1.0);\n // vec4 pos = u_model * vec4(a_Position,1.0);\n\n pos.xyz += effects_MatrixInvV[0].xyz * a_Position.x + effects_MatrixInvV[1].xyz * a_Position.y;\n gl_Position = _MatrixP * effects_MatrixV * pos;\n gl_Position = vec4(gl_Position.xy * uEditorTransform.xy + uEditorTransform.zw * gl_Position.w,gl_Position.zw);\n }"
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+ vertex: "\n precision highp float;\n\n attribute vec3 a_Position;\n attribute vec2 a_UV1;\n\n uniform mat4 u_model;\n uniform mat4 effects_MatrixV;\n uniform mat4 _MatrixP;\n uniform mat4 effects_MatrixInvV;\n varying vec2 v_uv;\n\n void main(){\n v_uv = a_UV1;\n vec4 pos = u_model * vec4(0., 0., 0., 1.0);\n // vec4 pos = u_model * vec4(a_Position,1.0);\n\n pos.xyz += effects_MatrixInvV[0].xyz * a_Position.x + effects_MatrixInvV[1].xyz * a_Position.y;\n gl_Position = _MatrixP * effects_MatrixV * pos;\n }"
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  }
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  });
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  material.setMatrix("u_model", Matrix4$3.IDENTITY);
@@ -2756,14 +2729,10 @@ function createMesh(engine, points, indices, color, depthTest, name) {
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  1
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  ])
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  },
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- uniformSemantics: {
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- u_vp: "VIEWPROJECTION",
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- u_et: "EDITOR_TRANSFORM"
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- },
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  shader: {
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  shared: true,
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  fragment: "\n precision mediump float;\n\n uniform vec3 u_color;\n\n void main(){\n gl_FragColor = vec4(u_color,1.0);\n }",
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- vertex: "precision highp float;\n\n attribute vec3 a_Position;\n\n uniform mat4 u_model;\n uniform mat4 effects_MatrixVP;\n uniform vec4 uEditorTransform;\n void main(){\n gl_Position = effects_MatrixVP * u_model * vec4(a_Position,1.0);\n gl_Position = vec4(gl_Position.xy * uEditorTransform.xy + uEditorTransform.zw * gl_Position.w,gl_Position.zw);\n }"
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+ vertex: "precision highp float;\n\n attribute vec3 a_Position;\n\n uniform mat4 u_model;\n uniform mat4 effects_MatrixVP;\n void main(){\n gl_Position = effects_MatrixVP * u_model * vec4(a_Position,1.0);\n }"
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  }
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  });
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  material.setVector3("u_color", Vector3$1.fromArray(color));
@@ -3083,9 +3052,11 @@ var GizmoComponent = /*#__PURE__*/ function(RendererComponent1) {
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  if (this.wireframeMesh && this.targetItem) {
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  var _this_targetItem_getComponent;
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  //@ts-expect-error TODO 和 3D 类型解耦
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- var meshes = (_this_targetItem_getComponent = this.targetItem.getComponent(RendererComponent)) == null ? void 0 : _this_targetItem_getComponent.content.subMeshes;
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+ var pMesh = (_this_targetItem_getComponent = this.targetItem.getComponent(RendererComponent)) == null ? void 0 : _this_targetItem_getComponent.content;
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+ var meshes = pMesh.subMeshes;
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  var wireframeMeshes = this.wireframeMeshes;
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  if ((meshes == null ? void 0 : meshes.length) > 0) {
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+ wireframeMeshes[0].worldMatrix.copyFrom(pMesh.matrix);
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  updateWireframeMesh(meshes[0].geometry.geometry, meshes[0].material.effectMaterial, wireframeMeshes[0], WireframeGeometryType.triangle);
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  }
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  }
@@ -3686,7 +3657,7 @@ var EditorGizmoPlugin = /*#__PURE__*/ function(AbstractPlugin) {
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  registerPlugin("editor-gizmo", EditorGizmoPlugin, VFXItem);
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  /**
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  * 插件版本号
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- */ var version = "2.6.6";
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+ */ var version = "2.7.0-alpha.0";
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  logger.info("Plugin editor gizmo version: " + version + ".");
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  if (version !== EFFECTS.version) {
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  console.error("注意:请统一 Editor Gizmo 插件与 Player 版本,不统一的版本混用会有不可预知的后果!", "\nAttention: Please ensure the Editor Gizmo plugin is synchronized with the Player version. Mixing and matching incompatible versions may result in unpredictable consequences!");