@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.
@@ -7611,13 +7611,12 @@ var SimpleSpriteAssembler = (_SimpleSpriteAssembler = /*#__PURE__*/ function() {
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  function SimpleSpriteAssembler1() {}
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  SimpleSpriteAssembler1.resetData = function resetData(renderer) {
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  var verticesData = renderer._verticesData;
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- var vertexCount = verticesData.vertexCount = 4;
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  var positions = verticesData.positions, uvs = verticesData.uvs;
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- if (positions.length < vertexCount) {
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- for(var i = positions.length; i < vertexCount; i++){
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- positions.push(new miniprogram.Vector3());
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- uvs.push(new miniprogram.Vector2());
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- }
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+ verticesData.vertexCount = positions.length = uvs.length = 4;
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+ for(var i = 0; i < 4; i++){
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+ var _positions, _i, _uvs, _i1;
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+ (_positions = positions)[_i = i] || (_positions[_i] = new miniprogram.Vector3());
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+ (_uvs = uvs)[_i1 = i] || (_uvs[_i1] = new miniprogram.Vector2());
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  }
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  verticesData.triangles = SimpleSpriteAssembler._rectangleTriangles;
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  };
@@ -15894,6 +15893,7 @@ __decorate([
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  case "pointercancel":
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  pointer.phase = exports.PointerPhase.Leave;
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  pointer._firePointerExitAndEnter(null);
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+ break;
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  }
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  }
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  events.length = 0;
@@ -16021,7 +16021,7 @@ __decorate([
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  var point = PointerManager._tempPoint, ray = PointerManager._tempRay, hitResult = PointerManager._tempHitResult;
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  for(var i = scenes.length - 1; i >= 0; i--){
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  var scene = scenes[i];
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- if (scene.destroyed) {
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+ if (!scene.isActive || scene.destroyed) {
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  continue;
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  }
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  var cameras = scene._activeCameras;
@@ -16583,7 +16583,7 @@ var unlitVs = "#define GLSLIFY 1\n#include <common>\n#include <common_vert>\n#in
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  * @internal
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  */ var ShaderProgramPool = /*#__PURE__*/ function() {
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  function ShaderProgramPool() {
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- this._cacheHierarchy = 1;
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+ this._cacheHierarchyDepth = 1;
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  this._cacheMap = Object.create(null);
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  }
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  var _proto = ShaderProgramPool.prototype;
@@ -16594,12 +16594,14 @@ var unlitVs = "#define GLSLIFY 1\n#include <common>\n#include <common_vert>\n#in
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  */ _proto.get = function get(macros) {
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  var cacheMap = this._cacheMap;
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  var maskLength = macros._length;
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- if (maskLength > this._cacheHierarchy) {
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- this._resizeCacheMapHierarchy(cacheMap, 0, maskLength);
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+ var cacheHierarchyDepth = this._cacheHierarchyDepth;
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+ if (maskLength > cacheHierarchyDepth) {
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+ this._resizeCacheMapHierarchy(cacheMap, 0, cacheHierarchyDepth, maskLength - cacheHierarchyDepth);
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+ this._cacheHierarchyDepth = maskLength;
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  }
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  var mask = macros._mask;
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  var endIndex = macros._length - 1;
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- var maxEndIndex = this._cacheHierarchy - 1;
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+ var maxEndIndex = this._cacheHierarchyDepth - 1;
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  for(var i = 0; i < maxEndIndex; i++){
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  var subMask = endIndex < i ? 0 : mask[i];
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  var subCacheShaders = cacheMap[subMask];
@@ -16624,25 +16626,21 @@ var unlitVs = "#define GLSLIFY 1\n#include <common>\n#include <common_vert>\n#in
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  */ _proto.cache = function cache(shaderProgram) {
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  this._lastQueryMap[this._lastQueryKey] = shaderProgram;
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  };
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- _proto._resizeCacheMapHierarchy = function _resizeCacheMapHierarchy(cacheMap, hierarchy, resizeLength) {
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- // only expand but not shrink.
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- var end = this._cacheHierarchy - 1;
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- if (hierarchy == end) {
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+ _proto._resizeCacheMapHierarchy = function _resizeCacheMapHierarchy(cacheMap, hierarchy, currentHierarchy, increaseHierarchy) {
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+ // Only expand but not shrink
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+ if (hierarchy == currentHierarchy - 1) {
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  for(var k in cacheMap){
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  var shader = cacheMap[k];
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  var subCacheMap = cacheMap;
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- for(var i = 0, n = resizeLength - end; i < n; i++){
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- if (i == n - 1) {
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- subCacheMap[0] = shader;
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- } else {
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- subCacheMap = subCacheMap[i == 0 ? k : 0] = Object.create(null);
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- }
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+ for(var i = 0; i < increaseHierarchy; i++){
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+ subCacheMap[i == 0 ? k : 0] = subCacheMap = Object.create(null);
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  }
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+ subCacheMap[0] = shader;
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  }
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- this._cacheHierarchy = resizeLength;
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  } else {
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+ hierarchy++;
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  for(var k1 in cacheMap){
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- this._resizeCacheMapHierarchy(cacheMap[k1], ++hierarchy, resizeLength);
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+ this._resizeCacheMapHierarchy(cacheMap[k1], hierarchy, currentHierarchy, increaseHierarchy);
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  }
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  }
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  };
@@ -16762,57 +16760,56 @@ ShaderPool.init();
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  this._textRenderDataPool.resetPool();
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  var _this = this, inputManager = _this.inputManager, physicsInitialized = _this._physicsInitialized;
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  inputManager._update();
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- var loopScenes = this._sceneManager._scenes.getLoopArray();
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- var sceneCount = loopScenes.length;
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+ var scenes = this._sceneManager._scenes.getLoopArray();
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+ var sceneCount = scenes.length;
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  // Sort cameras and fire script `onStart`
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  for(var i = 0; i < sceneCount; i++){
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- var scene = loopScenes[i];
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- if (scene.destroyed) continue;
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+ var scene = scenes[i];
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+ if (!scene.isActive || scene.destroyed) continue;
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  scene._cameraNeedSorting && scene._sortCameras();
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  scene._componentsManager.callScriptOnStart();
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  }
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  // Update physics and fire `onPhysicsUpdate`
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  if (physicsInitialized) {
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  for(var i1 = 0; i1 < sceneCount; i1++){
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- var scene1 = loopScenes[i1];
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- if (scene1.destroyed) continue;
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+ var scene1 = scenes[i1];
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+ if (!scene1.isActive || scene1.destroyed) continue;
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  scene1.physics._update(deltaTime);
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  }
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  }
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  // Fire `onPointerXX`
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- physicsInitialized && inputManager._firePointerScript(loopScenes);
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+ physicsInitialized && inputManager._firePointerScript(scenes);
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  // Fire `onUpdate`
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  for(var i2 = 0; i2 < sceneCount; i2++){
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- var scene2 = loopScenes[i2];
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- if (scene2.destroyed) continue;
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+ var scene2 = scenes[i2];
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+ if (!scene2.isActive || scene2.destroyed) continue;
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  scene2._componentsManager.callScriptOnUpdate(deltaTime);
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  }
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  // Update `Animator` logic
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  for(var i3 = 0; i3 < sceneCount; i3++){
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- var scene3 = loopScenes[i3];
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- if (scene3.destroyed) continue;
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+ var scene3 = scenes[i3];
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+ if (!scene3.isActive || scene3.destroyed) continue;
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  scene3._componentsManager.callAnimationUpdate(deltaTime);
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  }
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  // Fire `onLateUpdate`
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  for(var i4 = 0; i4 < sceneCount; i4++){
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- var scene4 = loopScenes[i4];
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- if (scene4.destroyed) continue;
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+ var scene4 = scenes[i4];
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+ if (!scene4.isActive || scene4.destroyed) continue;
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  scene4._componentsManager.callScriptOnLateUpdate(deltaTime);
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  }
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  // Render scene and fire `onBeginRender` and `onEndRender`
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  if (!this._isDeviceLost) {
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- this._render(loopScenes);
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- }
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- // Handling invalid scripts and fire `onDestroy`
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- for(var i5 = 0; i5 < sceneCount; i5++){
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- var scene5 = loopScenes[i5];
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- if (scene5.destroyed) continue;
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- if (!this._waitingDestroy) {
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- scene5._componentsManager.handlingInvalidScripts();
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- }
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+ this._render(scenes);
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  }
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  if (this._waitingDestroy) {
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  this._destroy();
16806
+ } else {
16807
+ // Handling invalid scripts and fire `onDestroy`
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+ for(var i5 = 0; i5 < sceneCount; i5++){
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+ var scene5 = scenes[i5];
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+ if (!scene5.isActive || scene5.destroyed) continue;
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+ scene5._componentsManager.handlingInvalidScripts();
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+ }
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  }
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  if (this._waitingGC) {
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  this._gc();
@@ -16891,19 +16888,19 @@ ShaderPool.init();
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  };
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  /**
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  * @internal
16894
- */ _proto._render = function _render(loopScenes) {
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+ */ _proto._render = function _render(scenes) {
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  // Update `Renderer` logic and shader data
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- for(var i = 0, n = loopScenes.length; i < n; i++){
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- var scene = loopScenes[i];
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- if (scene.destroyed) continue;
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- var deltaTime = this.time.deltaTime;
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+ var deltaTime = this.time.deltaTime;
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+ for(var i = 0, n = scenes.length; i < n; i++){
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+ var scene = scenes[i];
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+ if (!scene.isActive || scene.destroyed) continue;
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  scene._componentsManager.callRendererOnUpdate(deltaTime);
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  scene._updateShaderData();
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  }
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  // Fire script `onBeginRender` and `onEndRender`
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- for(var i1 = 0, n1 = loopScenes.length; i1 < n1; i1++){
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- var scene1 = loopScenes[i1];
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- if (scene1.destroyed) continue;
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+ for(var i1 = 0, n1 = scenes.length; i1 < n1; i1++){
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+ var scene1 = scenes[i1];
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+ if (!scene1.isActive || scene1.destroyed) continue;
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  var cameras = scene1._activeCameras;
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  var cameraCount = cameras.length;
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  if (cameraCount > 0) {
@@ -22916,17 +22913,17 @@ var SlicedSpriteAssembler = (_SlicedSpriteAssembler = /*#__PURE__*/ function() {
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  SlicedSpriteAssembler1.resetData = function resetData(renderer) {
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  var verticesData = renderer._verticesData;
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  var positions = verticesData.positions, uvs = verticesData.uvs;
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- if (positions.length < 16) {
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- for(var i = positions.length; i < 16; i++){
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- positions.push(new miniprogram.Vector3());
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- uvs.push(new miniprogram.Vector2());
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- }
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+ verticesData.vertexCount = positions.length = uvs.length = 16;
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+ for(var i = 0; i < 16; i++){
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+ var _positions, _i, _uvs, _i1;
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+ (_positions = positions)[_i = i] || (_positions[_i] = new miniprogram.Vector3());
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+ (_uvs = uvs)[_i1 = i] || (_uvs[_i1] = new miniprogram.Vector2());
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  }
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- verticesData.triangles = [];
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+ verticesData.triangles = SlicedSpriteAssembler._rectangleTriangles;
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  };
22927
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  SlicedSpriteAssembler1.updatePositions = function updatePositions(renderer) {
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  var width = renderer.width, height = renderer.height, sprite = renderer.sprite;
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- var _renderer__verticesData = renderer._verticesData, positions = _renderer__verticesData.positions, uvs = _renderer__verticesData.uvs, triangles = _renderer__verticesData.triangles;
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+ var _renderer__verticesData = renderer._verticesData, positions = _renderer__verticesData.positions, uvs = _renderer__verticesData.uvs;
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  var border = sprite.border;
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  var spriteUVs = sprite._getUVs();
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  // Update local positions.
@@ -23009,34 +23006,16 @@ var SlicedSpriteAssembler = (_SlicedSpriteAssembler = /*#__PURE__*/ function() {
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  // 0 - 4 - 8 - 12
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  // ------------------------
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  // Assemble position and uv.
23012
- var vertexCount = 0;
23013
- var realICount = 0;
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  for(var i = 0; i < 4; i++){
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  var rowValue = row[i];
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  var rowU = spriteUVs[i].x;
23017
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  for(var j = 0; j < 4; j++){
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  var columnValue = column[j];
23019
- 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]);
23020
- uvs[vertexCount].set(rowU, spriteUVs[j].y);
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- ++vertexCount;
23022
- }
23023
- ++realICount;
23024
- }
23025
- var realJCount = vertexCount / realICount;
23026
- var indexOffset = 0;
23027
- for(var i1 = 0; i1 < realICount - 1; ++i1){
23028
- for(var j1 = 0; j1 < realJCount - 1; ++j1){
23029
- var start = i1 * realJCount + j1;
23030
- triangles[indexOffset++] = start;
23031
- triangles[indexOffset++] = start + 1;
23032
- triangles[indexOffset++] = start + realJCount;
23033
- triangles[indexOffset++] = start + 1;
23034
- triangles[indexOffset++] = start + realJCount + 1;
23035
- triangles[indexOffset++] = start + realJCount;
23036
- }
23037
- }
23038
- renderer._verticesData.vertexCount = realICount * realJCount;
23039
- triangles.length = (realICount - 1) * (realJCount - 1) * 6;
23014
+ var idx = i * 4 + j;
23015
+ 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]);
23016
+ uvs[idx].set(rowU, spriteUVs[j].y);
23017
+ }
23018
+ }
23040
23019
  var _renderer__bounds = renderer._bounds, min = _renderer__bounds.min, max = _renderer__bounds.max;
23041
23020
  min.set(row[0], column[0], 0);
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23021
  max.set(row[3], column[3], 0);
@@ -23044,6 +23023,63 @@ var SlicedSpriteAssembler = (_SlicedSpriteAssembler = /*#__PURE__*/ function() {
23044
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  };
23045
23024
  SlicedSpriteAssembler1.updateUVs = function updateUVs(renderer) {};
23046
23025
  return SlicedSpriteAssembler1;
23026
+ }(), function() {
23027
+ _SlicedSpriteAssembler._rectangleTriangles = [
23028
+ 0,
23029
+ 1,
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+ 4,
23031
+ 1,
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+ 5,
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+ 4,
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+ 1,
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+ 2,
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+ 5,
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+ 2,
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+ 6,
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+ 5,
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+ 2,
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+ 3,
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+ 6,
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+ 3,
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+ 7,
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+ 6,
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+ 4,
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+ 5,
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+ 8,
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+ 5,
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+ 9,
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+ 8,
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+ 5,
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+ 6,
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+ 9,
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+ 6,
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+ 10,
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+ 9,
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+ 6,
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+ 7,
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+ 10,
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+ 7,
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+ 11,
23063
+ 10,
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+ 8,
23065
+ 9,
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+ 12,
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+ 9,
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+ 13,
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+ 12,
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+ 9,
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+ 10,
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+ 13,
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+ 10,
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+ 14,
23075
+ 13,
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+ 10,
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+ 11,
23078
+ 14,
23079
+ 11,
23080
+ 15,
23081
+ 14
23082
+ ];
23047
23083
  }(), function() {
23048
23084
  _SlicedSpriteAssembler._worldMatrix = new miniprogram.Matrix();
23049
23085
  }(), _SlicedSpriteAssembler);
@@ -23055,8 +23091,7 @@ var _TiledSpriteAssembler;
23055
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  var TiledSpriteAssembler = (_TiledSpriteAssembler = /*#__PURE__*/ function() {
23056
23092
  function TiledSpriteAssembler1() {}
23057
23093
  TiledSpriteAssembler1.resetData = function resetData(renderer) {
23058
- var _renderer__verticesData;
23059
- (_renderer__verticesData = renderer._verticesData).triangles || (_renderer__verticesData.triangles = []);
23094
+ renderer._verticesData.triangles = [];
23060
23095
  };
23061
23096
  TiledSpriteAssembler1.updatePositions = function updatePositions(renderer) {
23062
23097
  var width = renderer.width, height = renderer.height, sprite = renderer.sprite, tileMode = renderer.tileMode, threshold = renderer.tiledAdaptiveThreshold;