@galacean/effects-plugin-model 2.7.3 → 2.8.0-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/alipay.js +1 -1
- package/dist/alipay.js.map +1 -1
- package/dist/alipay.mjs +1 -1
- package/dist/alipay.mjs.map +1 -1
- package/dist/douyin.js +1 -1
- package/dist/douyin.js.map +1 -1
- package/dist/douyin.mjs +1 -1
- package/dist/douyin.mjs.map +1 -1
- package/dist/index.js +2 -66
- package/dist/index.js.map +1 -1
- package/dist/index.min.js +2 -2
- package/dist/index.min.js.map +1 -1
- package/dist/index.mjs +3 -67
- package/dist/index.mjs.map +1 -1
- package/dist/loader.mjs +3 -67
- package/dist/loader.mjs.map +1 -1
- package/dist/runtime/cache.d.ts +0 -12
- package/dist/utility/plugin-helper.d.ts +2 -13
- package/dist/weapp.js +1 -1
- package/dist/weapp.js.map +1 -1
- package/dist/weapp.mjs +1 -1
- package/dist/weapp.mjs.map +1 -1
- package/package.json +4 -4
package/dist/loader.mjs
CHANGED
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@@ -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.
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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,
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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.
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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!");
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@@ -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) {
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@@ -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() {
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