@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/module.js CHANGED
@@ -7606,13 +7606,12 @@ 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 Vector3());
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- uvs.push(new 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 Vector3());
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+ (_uvs = uvs)[_i1 = i] || (_uvs[_i1] = new Vector2());
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  }
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  verticesData.triangles = SimpleSpriteAssembler._rectangleTriangles;
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  };
@@ -15889,6 +15888,7 @@ __decorate([
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  case "pointercancel":
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  pointer.phase = 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;
@@ -16016,7 +16016,7 @@ __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;
@@ -16578,7 +16578,7 @@ 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;
@@ -16589,12 +16589,14 @@ 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];
@@ -16619,25 +16621,21 @@ 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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16639
  }
16642
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  }
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  };
@@ -16757,57 +16755,56 @@ 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;
16762
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  // Sort cameras and fire script `onStart`
16763
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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];
16763
+ if (!scene.isActive || scene.destroyed) continue;
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  scene._cameraNeedSorting && scene._sortCameras();
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  scene._componentsManager.callScriptOnStart();
16768
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  }
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  // Update physics and fire `onPhysicsUpdate`
16770
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  if (physicsInitialized) {
16771
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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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  }
16791
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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);
16796
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  }
16797
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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);
16800
- }
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- // Handling invalid scripts and fire `onDestroy`
16802
- for(var i5 = 0; i5 < sceneCount; i5++){
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- var scene5 = loopScenes[i5];
16804
- if (scene5.destroyed) continue;
16805
- if (!this._waitingDestroy) {
16806
- scene5._componentsManager.handlingInvalidScripts();
16807
- }
16797
+ this._render(scenes);
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16798
  }
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  if (this._waitingDestroy) {
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  this._destroy();
16801
+ } else {
16802
+ // Handling invalid scripts and fire `onDestroy`
16803
+ for(var i5 = 0; i5 < sceneCount; i5++){
16804
+ var scene5 = scenes[i5];
16805
+ if (!scene5.isActive || scene5.destroyed) continue;
16806
+ scene5._componentsManager.handlingInvalidScripts();
16807
+ }
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16808
  }
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16809
  if (this._waitingGC) {
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  this._gc();
@@ -16886,19 +16883,19 @@ ShaderPool.init();
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  };
16887
16884
  /**
16888
16885
  * @internal
16889
- */ _proto._render = function _render(loopScenes) {
16886
+ */ _proto._render = function _render(scenes) {
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16887
  // Update `Renderer` logic and shader data
16891
- for(var i = 0, n = loopScenes.length; i < n; i++){
16892
- 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++){
16900
- 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++){
16897
+ var scene1 = scenes[i1];
16898
+ if (!scene1.isActive || scene1.destroyed) continue;
16902
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  var cameras = scene1._activeCameras;
16903
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  var cameraCount = cameras.length;
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  if (cameraCount > 0) {
@@ -22911,17 +22908,17 @@ 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;
22914
- if (positions.length < 16) {
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- for(var i = positions.length; i < 16; i++){
22916
- positions.push(new Vector3());
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- uvs.push(new Vector2());
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- }
22911
+ verticesData.vertexCount = positions.length = uvs.length = 16;
22912
+ for(var i = 0; i < 16; i++){
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+ var _positions, _i, _uvs, _i1;
22914
+ (_positions = positions)[_i = i] || (_positions[_i] = new Vector3());
22915
+ (_uvs = uvs)[_i1 = i] || (_uvs[_i1] = new Vector2());
22919
22916
  }
22920
- verticesData.triangles = [];
22917
+ verticesData.triangles = SlicedSpriteAssembler._rectangleTriangles;
22921
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  };
22922
22919
  SlicedSpriteAssembler1.updatePositions = function updatePositions(renderer) {
22923
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  var width = renderer.width, height = renderer.height, sprite = renderer.sprite;
22924
- 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;
22925
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  var border = sprite.border;
22926
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  var spriteUVs = sprite._getUVs();
22927
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  // Update local positions.
@@ -23004,34 +23001,16 @@ var SlicedSpriteAssembler = (_SlicedSpriteAssembler = /*#__PURE__*/ function() {
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  // 0 - 4 - 8 - 12
23005
23002
  // ------------------------
23006
23003
  // Assemble position and uv.
23007
- var vertexCount = 0;
23008
- var realICount = 0;
23009
23004
  for(var i = 0; i < 4; i++){
23010
23005
  var rowValue = row[i];
23011
23006
  var rowU = spriteUVs[i].x;
23012
23007
  for(var j = 0; j < 4; j++){
23013
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  var columnValue = column[j];
23014
- 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]);
23015
- uvs[vertexCount].set(rowU, spriteUVs[j].y);
23016
- ++vertexCount;
23017
- }
23018
- ++realICount;
23019
- }
23020
- var realJCount = vertexCount / realICount;
23021
- var indexOffset = 0;
23022
- for(var i1 = 0; i1 < realICount - 1; ++i1){
23023
- for(var j1 = 0; j1 < realJCount - 1; ++j1){
23024
- var start = i1 * realJCount + j1;
23025
- triangles[indexOffset++] = start;
23026
- triangles[indexOffset++] = start + 1;
23027
- triangles[indexOffset++] = start + realJCount;
23028
- triangles[indexOffset++] = start + 1;
23029
- triangles[indexOffset++] = start + realJCount + 1;
23030
- triangles[indexOffset++] = start + realJCount;
23031
- }
23032
- }
23033
- renderer._verticesData.vertexCount = realICount * realJCount;
23034
- triangles.length = (realICount - 1) * (realJCount - 1) * 6;
23009
+ var idx = i * 4 + j;
23010
+ 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]);
23011
+ uvs[idx].set(rowU, spriteUVs[j].y);
23012
+ }
23013
+ }
23035
23014
  var _renderer__bounds = renderer._bounds, min = _renderer__bounds.min, max = _renderer__bounds.max;
23036
23015
  min.set(row[0], column[0], 0);
23037
23016
  max.set(row[3], column[3], 0);
@@ -23039,6 +23018,63 @@ var SlicedSpriteAssembler = (_SlicedSpriteAssembler = /*#__PURE__*/ function() {
23039
23018
  };
23040
23019
  SlicedSpriteAssembler1.updateUVs = function updateUVs(renderer) {};
23041
23020
  return SlicedSpriteAssembler1;
23021
+ }(), function() {
23022
+ _SlicedSpriteAssembler._rectangleTriangles = [
23023
+ 0,
23024
+ 1,
23025
+ 4,
23026
+ 1,
23027
+ 5,
23028
+ 4,
23029
+ 1,
23030
+ 2,
23031
+ 5,
23032
+ 2,
23033
+ 6,
23034
+ 5,
23035
+ 2,
23036
+ 3,
23037
+ 6,
23038
+ 3,
23039
+ 7,
23040
+ 6,
23041
+ 4,
23042
+ 5,
23043
+ 8,
23044
+ 5,
23045
+ 9,
23046
+ 8,
23047
+ 5,
23048
+ 6,
23049
+ 9,
23050
+ 6,
23051
+ 10,
23052
+ 9,
23053
+ 6,
23054
+ 7,
23055
+ 10,
23056
+ 7,
23057
+ 11,
23058
+ 10,
23059
+ 8,
23060
+ 9,
23061
+ 12,
23062
+ 9,
23063
+ 13,
23064
+ 12,
23065
+ 9,
23066
+ 10,
23067
+ 13,
23068
+ 10,
23069
+ 14,
23070
+ 13,
23071
+ 10,
23072
+ 11,
23073
+ 14,
23074
+ 11,
23075
+ 15,
23076
+ 14
23077
+ ];
23042
23078
  }(), function() {
23043
23079
  _SlicedSpriteAssembler._worldMatrix = new Matrix();
23044
23080
  }(), _SlicedSpriteAssembler);
@@ -23050,8 +23086,7 @@ var _TiledSpriteAssembler;
23050
23086
  var TiledSpriteAssembler = (_TiledSpriteAssembler = /*#__PURE__*/ function() {
23051
23087
  function TiledSpriteAssembler1() {}
23052
23088
  TiledSpriteAssembler1.resetData = function resetData(renderer) {
23053
- var _renderer__verticesData;
23054
- (_renderer__verticesData = renderer._verticesData).triangles || (_renderer__verticesData.triangles = []);
23089
+ renderer._verticesData.triangles = [];
23055
23090
  };
23056
23091
  TiledSpriteAssembler1.updatePositions = function updatePositions(renderer) {
23057
23092
  var width = renderer.width, height = renderer.height, sprite = renderer.sprite, tileMode = renderer.tileMode, threshold = renderer.tiledAdaptiveThreshold;