@galacean/effects-plugin-model 2.7.3 → 2.8.0-alpha.0

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package/dist/loader.mjs CHANGED
@@ -3,11 +3,11 @@
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  * Description: Galacean Effects player model plugin
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  * Author: Ant Group CO., Ltd.
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  * Contributors: 飂兮
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- * Version: v2.7.3
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+ * Version: v2.8.0-alpha.0
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  */
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  import * as EFFECTS from '@galacean/effects';
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- import { math, Transform, spec, PLAYER_OPTIONS_ENV_EDITOR, glContext, Material, Mesh, Geometry, ShaderFactory, effectsClass, GLSLVersion, VFXItem, Behaviour, AbstractPlugin, registerPlugin, logger, RendererComponent, HitTestType, AnimationClip, TextureSourceType, Texture, RenderPass, TextureLoadAction, DestroyOptions, RenderPassDestroyAttachmentType, getDefaultTextureFactory, Player, loadImage, generateGUID, addItem, removeItem, glType2VertexFormatType, Downloader, getStandardJSON, isObject } from '@galacean/effects';
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+ import { math, Transform, spec, PLAYER_OPTIONS_ENV_EDITOR, glContext, Material, Mesh, Geometry, ShaderFactory, effectsClass, GLSLVersion, VFXItem, Behaviour, AbstractPlugin, registerPlugin, logger, RendererComponent, HitTestType, AnimationClip, TextureSourceType, Texture, DestroyOptions, RenderPassDestroyAttachmentType, getDefaultTextureFactory, Player, loadImage, generateGUID, addItem, removeItem, glType2VertexFormatType, Downloader, getStandardJSON, isObject } from '@galacean/effects';
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  var Vector2 = math.Vector2, Vector3 = math.Vector3, Vector4 = math.Vector4, Matrix3 = math.Matrix3, Matrix4 = math.Matrix4, Color = math.Color, Euler = math.Euler, EulerOrder = math.EulerOrder, Quaternion = math.Quaternion, Box3 = math.Box3; math.Sphere; math.Ray; var DEG2RAD = math.DEG2RAD;
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@@ -2096,7 +2096,7 @@ var CameraGestureHandlerImp = /*#__PURE__*/ function() {
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  registerPlugin("model", ModelPlugin, VFXItem);
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  /**
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  * 插件版本号
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- */ var version = "2.7.3";
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+ */ var version = "2.8.0-alpha.0";
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  logger.info("Plugin model version: " + version + ".");
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  if (version !== EFFECTS.version) {
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  console.error("注意:请统一 Model 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 Model plugin is synchronized with the Player version. Mixing and matching incompatible versions may result in unpredictable consequences!");
@@ -3230,42 +3230,6 @@ var normal = new Vector3();
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  return Texture.create(engine, options);
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  };
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  /**
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- * 创建渲染 Pass
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- * @param renderer - 渲染器
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- * @param name - 名称
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- * @param priority - 优先级
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- * @param meshData - Mesh 数据或数据列表
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- * @param fboOpts - FBO 参数
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- * @returns
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- */ WebGLHelper.createRenderPass = function createRenderPass(renderer, name, priority, meshData, fboOpts) {
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- var meshList = _instanceof1(meshData, Mesh) ? [
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- meshData
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- ] : meshData;
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- return new RenderPass(renderer, {
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- name: name,
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- priority: priority,
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- attachments: fboOpts.colorAttachments,
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- depthStencilAttachment: fboOpts.depthAttachment,
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- clearAction: {
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- clearDepth: 1,
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- clearStencil: 0,
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- clearColor: [
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- 0,
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- 0,
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- 0,
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- 0
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- ],
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- colorAction: TextureLoadAction.clear,
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- depthAction: TextureLoadAction.clear
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- },
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- // storeAction: {
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- // colorAction: TextureStoreAction.store,
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- // },
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- meshes: meshList,
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- viewport: fboOpts.viewport
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- });
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- };
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- /**
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  * 删除纹理
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  * @param texture - 纹理对象
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  */ WebGLHelper.deleteTexture = function deleteTexture(texture) {
@@ -6652,34 +6616,6 @@ var PSkyboxType;
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  this.meshCache.set(name, mesh);
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  return mesh;
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  };
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- _proto.getShadowBasePass = function getShadowBasePass(name, priority, meshList, fboOptions) {
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- return this.getRenderPass(name, priority, meshList, fboOptions);
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- };
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- _proto.getShadowFilterPass = function getShadowFilterPass(name, priority, meshList, fboOptions) {
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- return this.getRenderPass(name, priority, meshList, fboOptions);
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- };
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- /**
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- * 获取渲染 Pass
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- * @param name - 名称
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- * @param priority - 优先级
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- * @param meshList - Mesh 列表
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- * @param fboOptions - FBO 参数
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- * @returns
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- */ _proto.getRenderPass = function getRenderPass(name, priority, meshList, fboOptions) {
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- var cachedPass = this.renderPassCache.get(name);
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- if (cachedPass !== undefined) {
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- cachedPass.setMeshes([]);
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- meshList.forEach(function(mesh) {
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- cachedPass.addMesh(mesh);
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- });
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- return cachedPass;
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- } else {
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- var renderer = this.engine.renderer;
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- var renderPass = WebGLHelper.createRenderPass(renderer, name, priority, meshList, fboOptions);
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- this.renderPassCache.set(name, renderPass);
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- return renderPass;
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- }
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- };
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  /**
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  * 销毁缓存,释放所有缓存的对象
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  */ _proto.dispose = function dispose() {