@galacean/engine-core 0.9.12 → 0.9.13
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 +173 -25
- package/dist/main.js.map +1 -1
- package/dist/miniprogram.js +173 -25
- package/dist/module.js +173 -25
- package/dist/module.js.map +1 -1
- package/package.json +3 -3
- package/types/Camera.d.ts +5 -2
- package/types/RenderPipeline/ClassPool.d.ts +3 -1
- package/types/RenderPipeline/IPoolElement.d.ts +3 -0
- package/types/RenderPipeline/MeshRenderElement.d.ts +3 -1
- package/types/RenderPipeline/SpriteElement.d.ts +3 -1
- package/types/RenderPipeline/SpriteMaskElement.d.ts +3 -1
- package/types/RenderPipeline/TextRenderElement.d.ts +3 -1
- package/types/Renderer.d.ts +5 -2
- package/types/Scene.d.ts +10 -4
- package/types/graphic/SubMesh.d.ts +3 -1
- package/types/material/Material.d.ts +5 -2
package/dist/main.js
CHANGED
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@@ -2242,6 +2242,28 @@ var /** @internal */ PromiseState;
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* @remarks The release principle is that it is not referenced by the components, including direct and indirect reference.
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*/ _proto.gc = function gc() {
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this._gc(false);
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var engine = this.engine;
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engine._renderElementPool.garbageCollection();
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engine._spriteElementPool.garbageCollection();
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engine._spriteMaskElementPool.garbageCollection();
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engine._textElementPool.garbageCollection();
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var _componentsManager = engine._componentsManager, _lightManager = engine._lightManager;
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_componentsManager._renderers.garbageCollection();
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// @ts-ignore
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_componentsManager._onStartScripts.garbageCollection();
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// @ts-ignore
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_componentsManager._onUpdateScripts.garbageCollection();
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// @ts-ignore
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_componentsManager._onLateUpdateScripts.garbageCollection();
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// @ts-ignore
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_componentsManager._onPhysicsUpdateScripts.garbageCollection();
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// @ts-ignore
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_componentsManager._onUpdateAnimations.garbageCollection();
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// @ts-ignore
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_componentsManager._onUpdateRenderers.garbageCollection();
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_lightManager._spotLights.garbageCollection();
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_lightManager._pointLights.garbageCollection();
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_lightManager._directLights.garbageCollection();
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};
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/**
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* @internal
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@@ -4084,6 +4106,11 @@ var TransformModifyFlags;
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* @returns Cloned entity
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*/ _proto.clone = function clone() {
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var cloneEntity = new Entity(this._engine, this.name);
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var _this = this, hookResource = _this._hookResource;
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if (hookResource) {
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cloneEntity._hookResource = hookResource;
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hookResource._addRefCount(1);
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}
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cloneEntity._isActive = this._isActive;
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cloneEntity.transform.localMatrix = this.transform.localMatrix;
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var children = this._children;
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@@ -4108,6 +4135,10 @@ var TransformModifyFlags;
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return;
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}
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EngineObject.prototype.destroy.call(this);
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if (this._hookResource) {
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this._hookResource._addRefCount(-1);
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this._hookResource = null;
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}
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var components = this._components;
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for(var i = components.length - 1; i >= 0; i--){
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components[i].destroy();
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@@ -9784,9 +9815,9 @@ __decorate([
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function Material(engine, shader) {
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var _this;
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_this = RefObject.call(this, engine) || this;
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-
/** Shader data. */ _this.shaderData = new ShaderData(ShaderDataGroup.Material);
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/** @internal */ _this._renderStates = [] // todo: later will as a part of shaderData when shader effect frame is OK, that is more powerful and flexible.
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;
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_this._shaderData = new ShaderData(ShaderDataGroup.Material);
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_this.shader = shader;
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return _this;
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}
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@@ -9818,8 +9849,21 @@ __decorate([
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*/ _proto._preRender = function _preRender(renderElement) {};
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/**
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* @override
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-
*/ _proto._onDestroy = function _onDestroy() {
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*/ _proto._onDestroy = function _onDestroy() {
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this._shader = null;
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this._shaderData = null;
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this._renderStates.length = 0;
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this._renderStates = null;
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};
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_create_class(Material, [
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{
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key: "shaderData",
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get: /**
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* Shader data.
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*/ function get() {
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return this._shaderData;
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}
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},
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{
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key: "shader",
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get: /**
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@@ -9888,6 +9932,12 @@ __decorate([
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*/ _proto.resetPool = function resetPool() {
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this._elementPoolIndex = 0;
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};
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_proto.garbageCollection = function garbageCollection() {
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var _this = this, pool = _this._elementPool;
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for(var i = pool.length - 1; i >= 0; i--){
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pool[i].dispose && pool[i].dispose();
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}
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};
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return ClassPool;
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}();
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@@ -9910,6 +9960,9 @@ var RenderElement = function RenderElement() {
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this.renderState = renderState;
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this.shaderPass = shaderPass;
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};
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_proto.dispose = function dispose() {
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this.component = this.mesh = this.subMesh = this.material = this.renderState = this.shaderPass = null;
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};
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return MeshRenderElement;
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}(RenderElement);
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@@ -9955,6 +10008,9 @@ var SpriteElement = /*#__PURE__*/ function(RenderElement) {
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this.renderState = renderState;
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this.shaderPass = shaderPass;
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};
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_proto.dispose = function dispose() {
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this.component = this.renderData = this.material = this.texture = this.renderState = this.shaderPass = null;
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};
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return SpriteElement;
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}(RenderElement);
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@@ -9973,6 +10029,9 @@ var SpriteMaskElement = /*#__PURE__*/ function(RenderElement) {
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this.renderData = renderData;
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this.material = material;
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};
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_proto.dispose = function dispose() {
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this.component = this.renderData = this.material = null;
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};
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return SpriteMaskElement;
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}(RenderElement);
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@@ -9991,7 +10050,6 @@ exports.Renderer = (_Renderer = /*#__PURE__*/ function(Component) {
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function Renderer1(entity) {
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var _this;
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_this = Component.call(this, entity) || this;
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/** ShaderData related to renderer. */ _this.shaderData = new ShaderData(ShaderDataGroup.Renderer);
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/** @internal */ _this._onUpdateIndex = -1;
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/** @internal */ _this._rendererIndex = -1;
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/** @internal */ _this._globalShaderMacro = new ShaderMacroCollection();
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@@ -9999,6 +10057,7 @@ exports.Renderer = (_Renderer = /*#__PURE__*/ function(Component) {
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_this._overrideUpdate = false;
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_this._materials = [];
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_this._dirtyUpdateFlag = 0;
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_this._shaderData = new ShaderData(ShaderDataGroup.Renderer);
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_this._mvMatrix = new engineMath.Matrix();
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_this._mvpMatrix = new engineMath.Matrix();
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_this._mvInvMatrix = new engineMath.Matrix();
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@@ -10145,6 +10204,17 @@ exports.Renderer = (_Renderer = /*#__PURE__*/ function(Component) {
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var _materials_i;
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(_materials_i = materials[i]) == null ? void 0 : _materials_i._addRefCount(-1);
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}
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this._entity = null;
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this._globalShaderMacro = null;
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this._bounds = null;
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this._materials = null;
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this._shaderData = null;
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this._mvMatrix = null;
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this._mvpMatrix = null;
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this._mvInvMatrix = null;
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this._normalMatrix = null;
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this._materialsInstanced = null;
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this._rendererLayer = null;
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};
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_proto._updateShaderData = function _updateShaderData(context) {
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var entity = this.entity;
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@@ -10206,6 +10276,14 @@ exports.Renderer = (_Renderer = /*#__PURE__*/ function(Component) {
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this._dirtyUpdateFlag |= 0x1;
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};
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_create_class(Renderer1, [
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{
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key: "shaderData",
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get: /**
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* ShaderData related to renderer.
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*/ function get() {
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return this._shaderData;
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}
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},
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{
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key: "isCulled",
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get: /**
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@@ -10290,9 +10368,6 @@ exports.Renderer = (_Renderer = /*#__PURE__*/ function(Component) {
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}(), function() {
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_Renderer._rendererLayerProperty = Shader.getPropertyByName("oasis_RendererLayer");
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}(), _Renderer);
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__decorate([
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deepClone
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], exports.Renderer.prototype, "shaderData", void 0);
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__decorate([
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ignoreClone
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], exports.Renderer.prototype, "_distanceForSort", void 0);
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@@ -10320,6 +10395,9 @@ __decorate([
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__decorate([
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ignoreClone
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], exports.Renderer.prototype, "_dirtyUpdateFlag", void 0);
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__decorate([
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deepClone
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], exports.Renderer.prototype, "_shaderData", void 0);
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__decorate([
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ignoreClone
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], exports.Renderer.prototype, "_mvMatrix", void 0);
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@@ -10574,6 +10652,7 @@ SimpleSpriteAssembler = __decorate([
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sprite._addRefCount(-1);
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sprite._updateFlagManager.removeListener(this._onSpriteChange);
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}
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this._entity = null;
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this._sprite = null;
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this._renderData = null;
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};
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@@ -11179,14 +11258,19 @@ var BufferUtil = /*#__PURE__*/ function() {
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/**
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* Sub-mesh, mainly contains drawing information.
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*/ var SubMesh = function
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*/ var SubMesh = /*#__PURE__*/ function() {
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function SubMesh(start, count, topology) {
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if (start === void 0) start = 0;
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if (count === void 0) count = 0;
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if (topology === void 0) topology = exports.MeshTopology.Triangles;
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this.start = start;
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this.count = count;
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this.topology = topology;
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}
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var _proto = SubMesh.prototype;
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_proto.dispose = function dispose() {};
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return SubMesh;
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}();
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/**
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* Mesh.
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@@ -11302,6 +11386,7 @@ var BufferUtil = /*#__PURE__*/ function() {
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this._indexBufferBinding = null;
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this._vertexElements = null;
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this._vertexElementMap = null;
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this._updateFlagManager = null;
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this._platformPrimitive.destroy();
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};
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_proto._setVertexElements = function _setVertexElements(elements) {
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*/ _proto._onDestroy = function _onDestroy() {
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Renderer.prototype._onDestroy.call(this);
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var mesh = this._mesh;
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if (mesh
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mesh._addRefCount(-1);
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if (mesh) {
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mesh.destroyed || mesh._addRefCount(-1);
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mesh._updateFlagManager.removeListener(this._onMeshChanged);
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this._mesh = null;
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}
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@@ -13325,10 +13410,21 @@ var rePropName = RegExp(// Match anything that isn't a dot or bracket.
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* @internal
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* @override
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*/ _proto._onDestroy = function _onDestroy() {
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var
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var _this__rootBone, _this__jointTexture;
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MeshRenderer.prototype._onDestroy.call(this);
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(
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(_this__rootBone = this._rootBone) == null ? void 0 : _this__rootBone.transform._updateFlagManager.removeListener(this._onTransformChanged);
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this._rootBone = null;
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this._jointDataCreateCache = null;
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this._skin = null;
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this._blendShapeWeights = null;
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this._localBounds = null;
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this._jointMatrices = null;
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(_this__jointTexture = this._jointTexture) == null ? void 0 : _this__jointTexture.destroy();
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this._jointTexture = null;
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if (this._jointEntities) {
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this._jointEntities.length = 0;
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this._jointEntities = null;
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}
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};
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/**
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@@ -14716,6 +14812,11 @@ var TextRenderElement = /*#__PURE__*/ function(RenderElement) {
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_this.multiRenderData = true;
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return _this;
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}
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var _proto = TextRenderElement.prototype;
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_proto.dispose = function dispose() {
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this.component = this.material = this.renderState = this.shaderPass = null;
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this.charElements.length = 0;
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};
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return TextRenderElement;
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}(RenderElement);
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@@ -14863,7 +14964,6 @@ var TextRenderElement = /*#__PURE__*/ function(RenderElement) {
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|
this.texture = null;
|
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|
this.solidColor = null;
|
|
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|
this.sky.destroy();
|
|
14866
|
-
this._engine = null;
|
|
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|
};
|
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|
/**
|
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|
* @internal
|
|
@@ -15248,8 +15348,6 @@ var TextRenderElement = /*#__PURE__*/ function(RenderElement) {
|
|
|
15248
15348
|
function Scene(engine, name) {
|
|
15249
15349
|
var _this;
|
|
15250
15350
|
_this = EngineObject.call(this, engine) || this;
|
|
15251
|
-
/** The background of the scene. */ _this.background = new Background(_this._engine);
|
|
15252
|
-
/** Scene-related shader data. */ _this.shaderData = new ShaderData(ShaderDataGroup.Scene);
|
|
15253
15351
|
/** If cast shadows. */ _this.castShadows = true;
|
|
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|
/** The resolution of the shadow maps. */ _this.shadowResolution = exports.ShadowResolution.Medium;
|
|
15255
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|
/** The splits of two cascade distribution. */ _this.shadowTwoCascadeSplits = 1.0 / 3.0;
|
|
@@ -15259,6 +15357,8 @@ var TextRenderElement = /*#__PURE__*/ function(RenderElement) {
|
|
|
15259
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|
/** @internal */ _this._isActiveInEngine = false;
|
|
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|
/** @internal */ _this._globalShaderMacro = new ShaderMacroCollection();
|
|
15261
15359
|
/** @internal */ _this._rootEntities = [];
|
|
15360
|
+
_this._background = new Background(_this._engine);
|
|
15361
|
+
_this._shaderData = new ShaderData(ShaderDataGroup.Scene);
|
|
15262
15362
|
_this._shadowCascades = exports.ShadowCascadesMode.NoCascades;
|
|
15263
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|
_this._fogMode = exports.FogMode.None;
|
|
15264
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|
_this._fogColor = new engineMath.Color(0.5, 0.5, 0.5, 1.0);
|
|
@@ -15420,6 +15520,8 @@ var TextRenderElement = /*#__PURE__*/ function(RenderElement) {
|
|
|
15420
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|
var sunLightIndex = lightManager._getSunLightIndex();
|
|
15421
15521
|
if (sunLightIndex !== -1) {
|
|
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|
this._sunLight = lightManager._directLights.get(sunLightIndex);
|
|
15523
|
+
} else {
|
|
15524
|
+
this._sunLight = null;
|
|
15423
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|
}
|
|
15424
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|
if (this.castShadows && this._sunLight && this._sunLight.shadowType !== exports.ShadowType.None) {
|
|
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|
shaderData.enableMacro("SHADOW_TYPE", this._sunLight.shadowType.toString());
|
|
@@ -15479,6 +15581,22 @@ var TextRenderElement = /*#__PURE__*/ function(RenderElement) {
|
|
|
15479
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|
this._fogParams.w = density / Math.sqrt(Math.LN2);
|
|
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|
};
|
|
15481
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|
_create_class(Scene, [
|
|
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|
+
{
|
|
15585
|
+
key: "shaderData",
|
|
15586
|
+
get: /**
|
|
15587
|
+
* Scene-related shader data.
|
|
15588
|
+
*/ function get() {
|
|
15589
|
+
return this._shaderData;
|
|
15590
|
+
}
|
|
15591
|
+
},
|
|
15592
|
+
{
|
|
15593
|
+
key: "background",
|
|
15594
|
+
get: /**
|
|
15595
|
+
* The background of the scene.
|
|
15596
|
+
*/ function get() {
|
|
15597
|
+
return this._background;
|
|
15598
|
+
}
|
|
15599
|
+
},
|
|
15482
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|
{
|
|
15483
15601
|
key: "shadowCascades",
|
|
15484
15602
|
get: /**
|
|
@@ -17770,7 +17888,6 @@ exports.Camera = (_Camera = /*#__PURE__*/ function(Component) {
|
|
|
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|
function Camera1(entity) {
|
|
17771
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|
var _this;
|
|
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|
_this = Component.call(this, entity) || this;
|
|
17773
|
-
/** Shader data. */ _this.shaderData = new ShaderData(ShaderDataGroup.Camera);
|
|
17774
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|
/** Rendering priority - A Camera with higher priority will be rendered on top of a camera with lower priority. */ _this.priority = 0;
|
|
17775
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|
/** Whether to enable frustum culling, it is enabled by default. */ _this.enableFrustumCulling = true;
|
|
17776
17893
|
/**
|
|
@@ -17784,6 +17901,7 @@ exports.Camera = (_Camera = /*#__PURE__*/ function(Component) {
|
|
|
17784
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|
/** @internal */ _this._globalShaderMacro = new ShaderMacroCollection();
|
|
17785
17902
|
/** @internal */ _this._frustum = new engineMath.BoundingFrustum();
|
|
17786
17903
|
/** @internal */ _this._virtualCamera = new VirtualCamera();
|
|
17904
|
+
_this._shaderData = new ShaderData(ShaderDataGroup.Camera);
|
|
17787
17905
|
_this._isProjMatSetting = false;
|
|
17788
17906
|
_this._nearClipPlane = 0.1;
|
|
17789
17907
|
_this._farClipPlane = 100;
|
|
@@ -17982,6 +18100,20 @@ exports.Camera = (_Camera = /*#__PURE__*/ function(Component) {
|
|
|
17982
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|
this._isInvViewProjDirty.destroy();
|
|
17983
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|
this._isViewMatrixDirty.destroy();
|
|
17984
18102
|
this.shaderData._addRefCount(-1);
|
|
18103
|
+
this._entity = null;
|
|
18104
|
+
this._globalShaderMacro = null;
|
|
18105
|
+
this._frustum = null;
|
|
18106
|
+
this._renderPipeline = null;
|
|
18107
|
+
this._virtualCamera = null;
|
|
18108
|
+
this._shaderData = null;
|
|
18109
|
+
this._frustumViewChangeFlag = null;
|
|
18110
|
+
this._transform = null;
|
|
18111
|
+
this._isViewMatrixDirty = null;
|
|
18112
|
+
this._isInvViewProjDirty = null;
|
|
18113
|
+
this._viewport = null;
|
|
18114
|
+
this._inverseProjectionMatrix = null;
|
|
18115
|
+
this._lastAspectSize = null;
|
|
18116
|
+
this._invViewProjMat = null;
|
|
17985
18117
|
};
|
|
17986
18118
|
_proto._projMatChange = function _projMatChange() {
|
|
17987
18119
|
this._isFrustumProjectDirty = true;
|
|
@@ -18021,6 +18153,14 @@ exports.Camera = (_Camera = /*#__PURE__*/ function(Component) {
|
|
|
18021
18153
|
return this._inverseProjectionMatrix;
|
|
18022
18154
|
};
|
|
18023
18155
|
_create_class(Camera1, [
|
|
18156
|
+
{
|
|
18157
|
+
key: "shaderData",
|
|
18158
|
+
get: /**
|
|
18159
|
+
* Shader data.
|
|
18160
|
+
*/ function get() {
|
|
18161
|
+
return this._shaderData;
|
|
18162
|
+
}
|
|
18163
|
+
},
|
|
18024
18164
|
{
|
|
18025
18165
|
key: "nearClipPlane",
|
|
18026
18166
|
get: /**
|
|
@@ -20089,6 +20229,7 @@ SlicedSpriteAssembler = __decorate([
|
|
|
20089
20229
|
sprite._addRefCount(-1);
|
|
20090
20230
|
sprite._updateFlagManager.removeListener(this._onSpriteChange);
|
|
20091
20231
|
}
|
|
20232
|
+
this._entity = null;
|
|
20092
20233
|
this._color = null;
|
|
20093
20234
|
this._sprite = null;
|
|
20094
20235
|
this._assembler = null;
|
|
@@ -22635,9 +22776,16 @@ exports.AnimatorLayerBlendingMode = void 0;
|
|
|
22635
22776
|
|
|
22636
22777
|
/**
|
|
22637
22778
|
* @internal
|
|
22638
|
-
*/ var AnimationEventHandler = function
|
|
22639
|
-
|
|
22640
|
-
|
|
22779
|
+
*/ var AnimationEventHandler = /*#__PURE__*/ function() {
|
|
22780
|
+
function AnimationEventHandler() {
|
|
22781
|
+
this.handlers = [];
|
|
22782
|
+
}
|
|
22783
|
+
var _proto = AnimationEventHandler.prototype;
|
|
22784
|
+
_proto.dispose = function dispose() {
|
|
22785
|
+
this.handlers.length = 0;
|
|
22786
|
+
};
|
|
22787
|
+
return AnimationEventHandler;
|
|
22788
|
+
}();
|
|
22641
22789
|
|
|
22642
22790
|
/**
|
|
22643
22791
|
* Transitions define when and how the state machine switch from on state to another. AnimatorTransition always originate from a StateMachine or a StateMachine entry.
|