@galacean/engine-core 0.0.0-experimental-2.0-game.12 → 0.0.0-experimental-2.0-game.13

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/main.js CHANGED
@@ -7801,7 +7801,13 @@ ShaderFactory._std140TypeInfoMap = {
7801
7801
  };
7802
7802
  ShaderFactory._has300OutInFragReg = /\bout\s+(?:\w+\s+)?vec4\s+\w+\s*;/;
7803
7803
  ShaderFactory._precisionStr = "\n#ifdef GL_FRAGMENT_PRECISION_HIGH\n precision highp float;\n precision highp int;\n#else\n precision mediump float;\n precision mediump int;\n#endif\n";
7804
- ShaderFactory._derivedDefines = "#define renderer_MVMat (camera_ViewMat * renderer_ModelMat)\n#define renderer_MVPMat (camera_VPMat * renderer_ModelMat)\n#define renderer_NormalMat mat4(transpose(inverse(mat3(renderer_ModelMat))))";
7804
+ // Derived built-ins re-exposed on top of `renderer_ModelMat`.
7805
+ // `renderer_NormalMat` uses the cofactor (cross-product) form, which algebraically equals
7806
+ // `det(M) · transpose(inverse(M))`. After `normalize()` it's directionally identical to the
7807
+ // classic `transpose(inverse(M))`, but stays NaN-free when `M` is singular (e.g. any scale
7808
+ // axis is 0 — common in animations that pop / hide via scale). `sign(det)` (`s` below)
7809
+ // keeps mirrored matrices facing the right way
7810
+ ShaderFactory._derivedDefines = "mat3 _normalMatFromModel(mat3 m) {\n vec3 c0 = cross(m[1], m[2]);\n vec3 c1 = cross(m[2], m[0]);\n vec3 c2 = cross(m[0], m[1]);\n float s = (dot(m[0], c0) < 0.0) ? -1.0 : 1.0;\n return mat3(c0 * s, c1 * s, c2 * s);\n}\n#define renderer_MVMat (camera_ViewMat * renderer_ModelMat)\n#define renderer_MVPMat (camera_VPMat * renderer_ModelMat)\n#define renderer_NormalMat mat4(_normalMatFromModel(mat3(renderer_ModelMat)))";
7805
7811
  // Built-in renderer uniforms. value=true means derived (remove but not added to UBO)
7806
7812
  ShaderFactory._builtinRendererUniforms = {
7807
7813
  renderer_ModelMat: false,
@@ -19119,7 +19125,7 @@ RenderContext._flipYViewProjectionMatrix = new engineMath.Matrix();
19119
19125
  /** Scene. */ AssetType["Scene"] = "Scene";
19120
19126
  /** Font. */ AssetType["Font"] = "Font";
19121
19127
  /** Source Font, include ttf, otf and woff. */ AssetType["SourceFont"] = "SourceFont";
19122
- /** AudioClip, include ogg, wav and mp3. */ AssetType["Audio"] = "Audio";
19128
+ /** AudioClip, include ogg, wav, mp3, m4a, aac and flac. */ AssetType["Audio"] = "Audio";
19123
19129
  /** Project asset. */ AssetType["Project"] = "project";
19124
19130
  /** PhysicsMaterial. */ AssetType["PhysicsMaterial"] = "PhysicsMaterial";
19125
19131
  /** RenderTarget. */ AssetType["RenderTarget"] = "RenderTarget";
@@ -22029,8 +22035,7 @@ __decorate([
22029
22035
  * You need to obtain the actual number of contact points from the function's return value.
22030
22036
  */ _proto.getContacts = function getContacts(outContacts) {
22031
22037
  var nativeCollision = this._nativeCollision;
22032
- var smallerShapeId = Math.min(nativeCollision.shape0Id, nativeCollision.shape1Id);
22033
- var factor = this.shape.id === smallerShapeId ? 1 : -1;
22038
+ var factor = this.shape.id === nativeCollision.shape1Id ? 1 : -1;
22034
22039
  var nativeContactPoints = nativeCollision.getContacts();
22035
22040
  var length = nativeContactPoints.size();
22036
22041
  for(var i = 0; i < length; i++){
@@ -33696,8 +33701,8 @@ function _type_of(obj) {
33696
33701
  if (this._tryCrossFadeInterrupt(layerData, transitionDuration, destState, deltaTime, aniUpdate)) {
33697
33702
  return;
33698
33703
  }
33699
- var srcPlaySpeed = srcState.speed * speed;
33700
- var dstPlaySpeed = destState.speed * speed;
33704
+ var srcPlaySpeed = srcPlayData.speed * speed;
33705
+ var dstPlaySpeed = destPlayData.speed * speed;
33701
33706
  var dstPlayDeltaTime = dstPlaySpeed * deltaTime;
33702
33707
  srcPlayData && srcPlayData.updateOrientation(srcPlaySpeed * deltaTime);
33703
33708
  destPlayData && destPlayData.updateOrientation(dstPlayDeltaTime);