@galacean/engine-core 0.0.0-experimental-double11.9 → 0.0.0-experimental-double11.12

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
@@ -7610,13 +7610,12 @@ var SimpleSpriteAssembler = (_SimpleSpriteAssembler = /*#__PURE__*/ function() {
7610
7610
  function SimpleSpriteAssembler1() {}
7611
7611
  SimpleSpriteAssembler1.resetData = function resetData(renderer) {
7612
7612
  var verticesData = renderer._verticesData;
7613
- var vertexCount = verticesData.vertexCount = 4;
7614
7613
  var positions = verticesData.positions, uvs = verticesData.uvs;
7615
- if (positions.length < vertexCount) {
7616
- for(var i = positions.length; i < vertexCount; i++){
7617
- positions.push(new engineMath.Vector3());
7618
- uvs.push(new engineMath.Vector2());
7619
- }
7614
+ verticesData.vertexCount = positions.length = uvs.length = 4;
7615
+ for(var i = 0; i < 4; i++){
7616
+ var _positions, _i, _uvs, _i1;
7617
+ (_positions = positions)[_i = i] || (_positions[_i] = new engineMath.Vector3());
7618
+ (_uvs = uvs)[_i1 = i] || (_uvs[_i1] = new engineMath.Vector2());
7620
7619
  }
7621
7620
  verticesData.triangles = SimpleSpriteAssembler._rectangleTriangles;
7622
7621
  };
@@ -15893,6 +15892,7 @@ __decorate([
15893
15892
  case "pointercancel":
15894
15893
  pointer.phase = exports.PointerPhase.Leave;
15895
15894
  pointer._firePointerExitAndEnter(null);
15895
+ break;
15896
15896
  }
15897
15897
  }
15898
15898
  events.length = 0;
@@ -16020,7 +16020,7 @@ __decorate([
16020
16020
  var point = PointerManager._tempPoint, ray = PointerManager._tempRay, hitResult = PointerManager._tempHitResult;
16021
16021
  for(var i = scenes.length - 1; i >= 0; i--){
16022
16022
  var scene = scenes[i];
16023
- if (scene.destroyed) {
16023
+ if (!scene.isActive || scene.destroyed) {
16024
16024
  continue;
16025
16025
  }
16026
16026
  var cameras = scene._activeCameras;
@@ -16582,7 +16582,7 @@ var unlitVs = "#define GLSLIFY 1\n#include <common>\n#include <common_vert>\n#in
16582
16582
  * @internal
16583
16583
  */ var ShaderProgramPool = /*#__PURE__*/ function() {
16584
16584
  function ShaderProgramPool() {
16585
- this._cacheHierarchy = 1;
16585
+ this._cacheHierarchyDepth = 1;
16586
16586
  this._cacheMap = Object.create(null);
16587
16587
  }
16588
16588
  var _proto = ShaderProgramPool.prototype;
@@ -16593,12 +16593,14 @@ var unlitVs = "#define GLSLIFY 1\n#include <common>\n#include <common_vert>\n#in
16593
16593
  */ _proto.get = function get(macros) {
16594
16594
  var cacheMap = this._cacheMap;
16595
16595
  var maskLength = macros._length;
16596
- if (maskLength > this._cacheHierarchy) {
16597
- this._resizeCacheMapHierarchy(cacheMap, 0, maskLength);
16596
+ var cacheHierarchyDepth = this._cacheHierarchyDepth;
16597
+ if (maskLength > cacheHierarchyDepth) {
16598
+ this._resizeCacheMapHierarchy(cacheMap, 0, cacheHierarchyDepth, maskLength - cacheHierarchyDepth);
16599
+ this._cacheHierarchyDepth = maskLength;
16598
16600
  }
16599
16601
  var mask = macros._mask;
16600
16602
  var endIndex = macros._length - 1;
16601
- var maxEndIndex = this._cacheHierarchy - 1;
16603
+ var maxEndIndex = this._cacheHierarchyDepth - 1;
16602
16604
  for(var i = 0; i < maxEndIndex; i++){
16603
16605
  var subMask = endIndex < i ? 0 : mask[i];
16604
16606
  var subCacheShaders = cacheMap[subMask];
@@ -16623,25 +16625,21 @@ var unlitVs = "#define GLSLIFY 1\n#include <common>\n#include <common_vert>\n#in
16623
16625
  */ _proto.cache = function cache(shaderProgram) {
16624
16626
  this._lastQueryMap[this._lastQueryKey] = shaderProgram;
16625
16627
  };
16626
- _proto._resizeCacheMapHierarchy = function _resizeCacheMapHierarchy(cacheMap, hierarchy, resizeLength) {
16627
- // only expand but not shrink.
16628
- var end = this._cacheHierarchy - 1;
16629
- if (hierarchy == end) {
16628
+ _proto._resizeCacheMapHierarchy = function _resizeCacheMapHierarchy(cacheMap, hierarchy, currentHierarchy, increaseHierarchy) {
16629
+ // Only expand but not shrink
16630
+ if (hierarchy == currentHierarchy - 1) {
16630
16631
  for(var k in cacheMap){
16631
16632
  var shader = cacheMap[k];
16632
16633
  var subCacheMap = cacheMap;
16633
- for(var i = 0, n = resizeLength - end; i < n; i++){
16634
- if (i == n - 1) {
16635
- subCacheMap[0] = shader;
16636
- } else {
16637
- subCacheMap = subCacheMap[i == 0 ? k : 0] = Object.create(null);
16638
- }
16634
+ for(var i = 0; i < increaseHierarchy; i++){
16635
+ subCacheMap[i == 0 ? k : 0] = subCacheMap = Object.create(null);
16639
16636
  }
16637
+ subCacheMap[0] = shader;
16640
16638
  }
16641
- this._cacheHierarchy = resizeLength;
16642
16639
  } else {
16640
+ hierarchy++;
16643
16641
  for(var k1 in cacheMap){
16644
- this._resizeCacheMapHierarchy(cacheMap[k1], ++hierarchy, resizeLength);
16642
+ this._resizeCacheMapHierarchy(cacheMap[k1], hierarchy, currentHierarchy, increaseHierarchy);
16645
16643
  }
16646
16644
  }
16647
16645
  };
@@ -16761,57 +16759,56 @@ ShaderPool.init();
16761
16759
  this._textRenderDataPool.resetPool();
16762
16760
  var _this = this, inputManager = _this.inputManager, physicsInitialized = _this._physicsInitialized;
16763
16761
  inputManager._update();
16764
- var loopScenes = this._sceneManager._scenes.getLoopArray();
16765
- var sceneCount = loopScenes.length;
16762
+ var scenes = this._sceneManager._scenes.getLoopArray();
16763
+ var sceneCount = scenes.length;
16766
16764
  // Sort cameras and fire script `onStart`
16767
16765
  for(var i = 0; i < sceneCount; i++){
16768
- var scene = loopScenes[i];
16769
- if (scene.destroyed) continue;
16766
+ var scene = scenes[i];
16767
+ if (!scene.isActive || scene.destroyed) continue;
16770
16768
  scene._cameraNeedSorting && scene._sortCameras();
16771
16769
  scene._componentsManager.callScriptOnStart();
16772
16770
  }
16773
16771
  // Update physics and fire `onPhysicsUpdate`
16774
16772
  if (physicsInitialized) {
16775
16773
  for(var i1 = 0; i1 < sceneCount; i1++){
16776
- var scene1 = loopScenes[i1];
16777
- if (scene1.destroyed) continue;
16774
+ var scene1 = scenes[i1];
16775
+ if (!scene1.isActive || scene1.destroyed) continue;
16778
16776
  scene1.physics._update(deltaTime);
16779
16777
  }
16780
16778
  }
16781
16779
  // Fire `onPointerXX`
16782
- physicsInitialized && inputManager._firePointerScript(loopScenes);
16780
+ physicsInitialized && inputManager._firePointerScript(scenes);
16783
16781
  // Fire `onUpdate`
16784
16782
  for(var i2 = 0; i2 < sceneCount; i2++){
16785
- var scene2 = loopScenes[i2];
16786
- if (scene2.destroyed) continue;
16783
+ var scene2 = scenes[i2];
16784
+ if (!scene2.isActive || scene2.destroyed) continue;
16787
16785
  scene2._componentsManager.callScriptOnUpdate(deltaTime);
16788
16786
  }
16789
16787
  // Update `Animator` logic
16790
16788
  for(var i3 = 0; i3 < sceneCount; i3++){
16791
- var scene3 = loopScenes[i3];
16792
- if (scene3.destroyed) continue;
16789
+ var scene3 = scenes[i3];
16790
+ if (!scene3.isActive || scene3.destroyed) continue;
16793
16791
  scene3._componentsManager.callAnimationUpdate(deltaTime);
16794
16792
  }
16795
16793
  // Fire `onLateUpdate`
16796
16794
  for(var i4 = 0; i4 < sceneCount; i4++){
16797
- var scene4 = loopScenes[i4];
16798
- if (scene4.destroyed) continue;
16795
+ var scene4 = scenes[i4];
16796
+ if (!scene4.isActive || scene4.destroyed) continue;
16799
16797
  scene4._componentsManager.callScriptOnLateUpdate(deltaTime);
16800
16798
  }
16801
16799
  // Render scene and fire `onBeginRender` and `onEndRender`
16802
16800
  if (!this._isDeviceLost) {
16803
- this._render(loopScenes);
16804
- }
16805
- // Handling invalid scripts and fire `onDestroy`
16806
- for(var i5 = 0; i5 < sceneCount; i5++){
16807
- var scene5 = loopScenes[i5];
16808
- if (scene5.destroyed) continue;
16809
- if (!this._waitingDestroy) {
16810
- scene5._componentsManager.handlingInvalidScripts();
16811
- }
16801
+ this._render(scenes);
16812
16802
  }
16813
16803
  if (this._waitingDestroy) {
16814
16804
  this._destroy();
16805
+ } else {
16806
+ // Handling invalid scripts and fire `onDestroy`
16807
+ for(var i5 = 0; i5 < sceneCount; i5++){
16808
+ var scene5 = scenes[i5];
16809
+ if (!scene5.isActive || scene5.destroyed) continue;
16810
+ scene5._componentsManager.handlingInvalidScripts();
16811
+ }
16815
16812
  }
16816
16813
  if (this._waitingGC) {
16817
16814
  this._gc();
@@ -16890,19 +16887,19 @@ ShaderPool.init();
16890
16887
  };
16891
16888
  /**
16892
16889
  * @internal
16893
- */ _proto._render = function _render(loopScenes) {
16890
+ */ _proto._render = function _render(scenes) {
16894
16891
  // Update `Renderer` logic and shader data
16895
- for(var i = 0, n = loopScenes.length; i < n; i++){
16896
- var scene = loopScenes[i];
16897
- if (scene.destroyed) continue;
16898
- var deltaTime = this.time.deltaTime;
16892
+ var deltaTime = this.time.deltaTime;
16893
+ for(var i = 0, n = scenes.length; i < n; i++){
16894
+ var scene = scenes[i];
16895
+ if (!scene.isActive || scene.destroyed) continue;
16899
16896
  scene._componentsManager.callRendererOnUpdate(deltaTime);
16900
16897
  scene._updateShaderData();
16901
16898
  }
16902
16899
  // Fire script `onBeginRender` and `onEndRender`
16903
- for(var i1 = 0, n1 = loopScenes.length; i1 < n1; i1++){
16904
- var scene1 = loopScenes[i1];
16905
- if (scene1.destroyed) continue;
16900
+ for(var i1 = 0, n1 = scenes.length; i1 < n1; i1++){
16901
+ var scene1 = scenes[i1];
16902
+ if (!scene1.isActive || scene1.destroyed) continue;
16906
16903
  var cameras = scene1._activeCameras;
16907
16904
  var cameraCount = cameras.length;
16908
16905
  if (cameraCount > 0) {
@@ -22915,17 +22912,17 @@ var SlicedSpriteAssembler = (_SlicedSpriteAssembler = /*#__PURE__*/ function() {
22915
22912
  SlicedSpriteAssembler1.resetData = function resetData(renderer) {
22916
22913
  var verticesData = renderer._verticesData;
22917
22914
  var positions = verticesData.positions, uvs = verticesData.uvs;
22918
- if (positions.length < 16) {
22919
- for(var i = positions.length; i < 16; i++){
22920
- positions.push(new engineMath.Vector3());
22921
- uvs.push(new engineMath.Vector2());
22922
- }
22915
+ verticesData.vertexCount = positions.length = uvs.length = 16;
22916
+ for(var i = 0; i < 16; i++){
22917
+ var _positions, _i, _uvs, _i1;
22918
+ (_positions = positions)[_i = i] || (_positions[_i] = new engineMath.Vector3());
22919
+ (_uvs = uvs)[_i1 = i] || (_uvs[_i1] = new engineMath.Vector2());
22923
22920
  }
22924
- verticesData.triangles = [];
22921
+ verticesData.triangles = SlicedSpriteAssembler._rectangleTriangles;
22925
22922
  };
22926
22923
  SlicedSpriteAssembler1.updatePositions = function updatePositions(renderer) {
22927
22924
  var width = renderer.width, height = renderer.height, sprite = renderer.sprite;
22928
- var _renderer__verticesData = renderer._verticesData, positions = _renderer__verticesData.positions, uvs = _renderer__verticesData.uvs, triangles = _renderer__verticesData.triangles;
22925
+ var _renderer__verticesData = renderer._verticesData, positions = _renderer__verticesData.positions, uvs = _renderer__verticesData.uvs;
22929
22926
  var border = sprite.border;
22930
22927
  var spriteUVs = sprite._getUVs();
22931
22928
  // Update local positions.
@@ -23008,34 +23005,16 @@ var SlicedSpriteAssembler = (_SlicedSpriteAssembler = /*#__PURE__*/ function() {
23008
23005
  // 0 - 4 - 8 - 12
23009
23006
  // ------------------------
23010
23007
  // Assemble position and uv.
23011
- var vertexCount = 0;
23012
- var realICount = 0;
23013
23008
  for(var i = 0; i < 4; i++){
23014
23009
  var rowValue = row[i];
23015
23010
  var rowU = spriteUVs[i].x;
23016
23011
  for(var j = 0; j < 4; j++){
23017
23012
  var columnValue = column[j];
23018
- positions[vertexCount].set(wE[0] * rowValue + wE[4] * columnValue + wE[12], wE[1] * rowValue + wE[5] * columnValue + wE[13], wE[2] * rowValue + wE[6] * columnValue + wE[14]);
23019
- uvs[vertexCount].set(rowU, spriteUVs[j].y);
23020
- ++vertexCount;
23021
- }
23022
- ++realICount;
23023
- }
23024
- var realJCount = vertexCount / realICount;
23025
- var indexOffset = 0;
23026
- for(var i1 = 0; i1 < realICount - 1; ++i1){
23027
- for(var j1 = 0; j1 < realJCount - 1; ++j1){
23028
- var start = i1 * realJCount + j1;
23029
- triangles[indexOffset++] = start;
23030
- triangles[indexOffset++] = start + 1;
23031
- triangles[indexOffset++] = start + realJCount;
23032
- triangles[indexOffset++] = start + 1;
23033
- triangles[indexOffset++] = start + realJCount + 1;
23034
- triangles[indexOffset++] = start + realJCount;
23035
- }
23036
- }
23037
- renderer._verticesData.vertexCount = realICount * realJCount;
23038
- triangles.length = (realICount - 1) * (realJCount - 1) * 6;
23013
+ var idx = i * 4 + j;
23014
+ positions[idx].set(wE[0] * rowValue + wE[4] * columnValue + wE[12], wE[1] * rowValue + wE[5] * columnValue + wE[13], wE[2] * rowValue + wE[6] * columnValue + wE[14]);
23015
+ uvs[idx].set(rowU, spriteUVs[j].y);
23016
+ }
23017
+ }
23039
23018
  var _renderer__bounds = renderer._bounds, min = _renderer__bounds.min, max = _renderer__bounds.max;
23040
23019
  min.set(row[0], column[0], 0);
23041
23020
  max.set(row[3], column[3], 0);
@@ -23043,6 +23022,63 @@ var SlicedSpriteAssembler = (_SlicedSpriteAssembler = /*#__PURE__*/ function() {
23043
23022
  };
23044
23023
  SlicedSpriteAssembler1.updateUVs = function updateUVs(renderer) {};
23045
23024
  return SlicedSpriteAssembler1;
23025
+ }(), function() {
23026
+ _SlicedSpriteAssembler._rectangleTriangles = [
23027
+ 0,
23028
+ 1,
23029
+ 4,
23030
+ 1,
23031
+ 5,
23032
+ 4,
23033
+ 1,
23034
+ 2,
23035
+ 5,
23036
+ 2,
23037
+ 6,
23038
+ 5,
23039
+ 2,
23040
+ 3,
23041
+ 6,
23042
+ 3,
23043
+ 7,
23044
+ 6,
23045
+ 4,
23046
+ 5,
23047
+ 8,
23048
+ 5,
23049
+ 9,
23050
+ 8,
23051
+ 5,
23052
+ 6,
23053
+ 9,
23054
+ 6,
23055
+ 10,
23056
+ 9,
23057
+ 6,
23058
+ 7,
23059
+ 10,
23060
+ 7,
23061
+ 11,
23062
+ 10,
23063
+ 8,
23064
+ 9,
23065
+ 12,
23066
+ 9,
23067
+ 13,
23068
+ 12,
23069
+ 9,
23070
+ 10,
23071
+ 13,
23072
+ 10,
23073
+ 14,
23074
+ 13,
23075
+ 10,
23076
+ 11,
23077
+ 14,
23078
+ 11,
23079
+ 15,
23080
+ 14
23081
+ ];
23046
23082
  }(), function() {
23047
23083
  _SlicedSpriteAssembler._worldMatrix = new engineMath.Matrix();
23048
23084
  }(), _SlicedSpriteAssembler);
@@ -23054,8 +23090,7 @@ var _TiledSpriteAssembler;
23054
23090
  var TiledSpriteAssembler = (_TiledSpriteAssembler = /*#__PURE__*/ function() {
23055
23091
  function TiledSpriteAssembler1() {}
23056
23092
  TiledSpriteAssembler1.resetData = function resetData(renderer) {
23057
- var _renderer__verticesData;
23058
- (_renderer__verticesData = renderer._verticesData).triangles || (_renderer__verticesData.triangles = []);
23093
+ renderer._verticesData.triangles = [];
23059
23094
  };
23060
23095
  TiledSpriteAssembler1.updatePositions = function updatePositions(renderer) {
23061
23096
  var width = renderer.width, height = renderer.height, sprite = renderer.sprite, tileMode = renderer.tileMode, threshold = renderer.tiledAdaptiveThreshold;