@galacean/engine-core 0.0.0-experimental-animator-additive.2 → 0.0.0-experimental-animator-additive.3

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@@ -13126,6 +13126,7 @@ var rePropName = RegExp(// Match anything that isn't a dot or bracket.
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  function SkinnedMeshRenderer(entity) {
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  var _this;
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  _this = MeshRenderer.call(this, entity) || this;
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+ _this._supportSkinning = false;
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  _this._hasInitSkin = false;
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  _this._jointDataCreateCache = new miniprogram.Vector2(-1, -1);
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  _this._localBounds = new miniprogram.BoundingBox();
@@ -13135,7 +13136,7 @@ var rePropName = RegExp(// Match anything that isn't a dot or bracket.
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  // Limit size to 256 to avoid some problem:
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  // For renderer is "Apple GPU", when uniform is large than 256 the skeleton matrix array access in shader very slow in Safari or WKWebview. This may be a apple bug, Chrome and Firefox is OK!
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  // For renderer is "ANGLE (AMD, AMD Radeon(TM) Graphics Direct3011 vs_5_0 ps_5_0, D3011)", compile shader si very slow because of max uniform is 4096.
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- maxVertexUniformVectors = Math.min(maxVertexUniformVectors, 256);
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+ maxVertexUniformVectors = Math.min(maxVertexUniformVectors, rhi._options._maxAllowSkinUniformVectorCount);
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  _this._maxVertexUniformVectors = maxVertexUniformVectors;
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  _this._onLocalBoundsChanged = _this._onLocalBoundsChanged.bind(_assert_this_initialized(_this));
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  var localBounds = _this._localBounds;
@@ -13153,9 +13154,8 @@ var rePropName = RegExp(// Match anything that isn't a dot or bracket.
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  this._initSkin();
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  this._hasInitSkin = true;
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  }
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- var skin = this._skin;
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- if (skin) {
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- var ibms = skin.inverseBindMatrices;
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+ if (this._supportSkinning) {
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+ var ibms = this._skin.inverseBindMatrices;
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  var worldToLocal = this._rootBone.getInvModelMatrix();
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  var _this = this, joints = _this._jointEntities, jointMatrices = _this._jointMatrices;
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  for(var i = joints.length - 1; i >= 0; i--){
@@ -13174,8 +13174,6 @@ var rePropName = RegExp(// Match anything that isn't a dot or bracket.
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  * @override
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  */ _proto._updateShaderData = function _updateShaderData(context) {
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  var entity = this.entity;
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- var worldMatrix = this._rootBone ? this._rootBone.transform.worldMatrix : entity.transform.worldMatrix;
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- this._updateTransformShaderData(context, worldMatrix);
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  var shaderData = this.shaderData;
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  var mesh = this.mesh;
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  var blendShapeManager = mesh._blendShapeManager;
@@ -13202,12 +13200,18 @@ var rePropName = RegExp(// Match anything that isn't a dot or bracket.
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  shaderData.disableMacro("O3_JOINTS_NUM");
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  shaderData.enableMacro("O3_USE_JOINT_TEXTURE");
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  shaderData.setTexture(SkinnedMeshRenderer._jointSamplerProperty, this._jointTexture);
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+ this._supportSkinning = true;
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  } else {
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- Logger.error("component's joints count(" + jointCount + ") greater than device's MAX_VERTEX_UNIFORM_VECTORS number " + this._maxVertexUniformVectors + ", and don't support jointTexture in this device. suggest joint count less than " + remainUniformJointCount + ".", this);
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+ var _this__jointTexture1;
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+ this._supportSkinning = false;
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+ (_this__jointTexture1 = this._jointTexture) == null ? void 0 : _this__jointTexture1.destroy();
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+ shaderData.disableMacro("O3_HAS_SKIN");
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+ Logger.warn("component's joints count(" + jointCount + ") greater than device's MAX_VERTEX_UNIFORM_VECTORS number " + this._maxVertexUniformVectors + ", and don't support jointTexture in this device. suggest joint count less than " + remainUniformJointCount + ".", this);
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  }
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  } else {
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- var _this__jointTexture1;
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- (_this__jointTexture1 = this._jointTexture) == null ? void 0 : _this__jointTexture1.destroy();
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+ var _this__jointTexture2;
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+ this._supportSkinning = true;
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+ (_this__jointTexture2 = this._jointTexture) == null ? void 0 : _this__jointTexture2.destroy();
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  shaderData.disableMacro("O3_USE_JOINT_TEXTURE");
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  shaderData.enableMacro("O3_JOINTS_NUM", remainUniformJointCount.toString());
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  shaderData.setFloatArray(SkinnedMeshRenderer._jointMatrixProperty, this._jointMatrices);
@@ -13218,6 +13222,8 @@ var rePropName = RegExp(// Match anything that isn't a dot or bracket.
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  this._jointTexture.setPixelBuffer(this._jointMatrices);
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  }
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  }
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+ var worldMatrix = this._supportSkinning && this._rootBone ? this._rootBone.transform.worldMatrix : entity.transform.worldMatrix;
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+ this._updateTransformShaderData(context, worldMatrix);
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  var layer = entity.layer;
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  this._rendererLayer.set(layer & 65535, layer >>> 16 & 65535, 0, 0);
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  };
@@ -13412,6 +13418,9 @@ var rePropName = RegExp(// Match anything that isn't a dot or bracket.
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  (function() {
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  SkinnedMeshRenderer._jointMatrixProperty = Shader.getPropertyByName("u_jointMatrix");
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  })();
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+ __decorate([
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+ ignoreClone
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+ ], SkinnedMeshRenderer.prototype, "_supportSkinning", void 0);
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  __decorate([
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  ignoreClone
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  ], SkinnedMeshRenderer.prototype, "_hasInitSkin", void 0);
@@ -22522,7 +22531,13 @@ exports.AnimatorLayerBlendingMode = void 0;
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  var _this__animatorLayersData_i = this._animatorLayersData[i1], srcPlayData = _this__animatorLayersData_i.srcPlayData, destPlayData = _this__animatorLayersData_i.destPlayData;
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  this._revertCurveOwners(srcPlayData == null ? void 0 : (_srcPlayData_stateData = srcPlayData.stateData) == null ? void 0 : _srcPlayData_stateData.curveOwners);
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  this._revertCurveOwners(destPlayData == null ? void 0 : (_destPlayData_stateData = destPlayData.stateData) == null ? void 0 : _destPlayData_stateData.curveOwners);
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- this._updateLayer(i1, i1 === 0, deltaTime / 1000, animationUpdate);
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+ }
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+ for(var i2 = 0, n2 = animatorController.layers.length; i2 < n2; i2++){
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+ var animatorLayerData1 = this._getAnimatorLayerData(i2);
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+ if (animatorLayerData1.layerState === LayerState.Standby) {
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+ continue;
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+ }
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+ this._updateLayer(i2, i2 === 0, deltaTime / 1000, animationUpdate);
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  }
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  };
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  /**