@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/miniprogram.js
CHANGED
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@@ -2243,6 +2243,28 @@ 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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@@ -4085,6 +4107,11 @@ 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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@@ -4109,6 +4136,10 @@ 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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@@ -9785,9 +9816,9 @@ __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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@@ -9819,8 +9850,21 @@ __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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@@ -9889,6 +9933,12 @@ __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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@@ -9911,6 +9961,9 @@ 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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@@ -9956,6 +10009,9 @@ 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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@@ -9974,6 +10030,9 @@ 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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@@ -9992,7 +10051,6 @@ 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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@@ -10000,6 +10058,7 @@ 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 miniprogram.Matrix();
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_this._mvpMatrix = new miniprogram.Matrix();
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_this._mvInvMatrix = new miniprogram.Matrix();
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@@ -10146,6 +10205,17 @@ 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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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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@@ -10291,9 +10369,6 @@ 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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@@ -10321,6 +10396,9 @@ __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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@@ -10575,6 +10653,7 @@ 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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@@ -11180,14 +11259,19 @@ 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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@@ -11303,6 +11387,7 @@ 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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* @internal
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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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@@ -14717,6 +14813,11 @@ 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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@@ -14864,7 +14965,6 @@ var TextRenderElement = /*#__PURE__*/ function(RenderElement) {
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|
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|
this.texture = null;
|
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|
this.solidColor = null;
|
|
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|
this.sky.destroy();
|
|
14867
|
-
this._engine = null;
|
|
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|
};
|
|
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|
/**
|
|
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* @internal
|
|
@@ -15249,8 +15349,6 @@ var TextRenderElement = /*#__PURE__*/ function(RenderElement) {
|
|
|
15249
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|
function Scene(engine, name) {
|
|
15250
15350
|
var _this;
|
|
15251
15351
|
_this = EngineObject.call(this, engine) || this;
|
|
15252
|
-
/** The background of the scene. */ _this.background = new Background(_this._engine);
|
|
15253
|
-
/** Scene-related shader data. */ _this.shaderData = new ShaderData(ShaderDataGroup.Scene);
|
|
15254
15352
|
/** If cast shadows. */ _this.castShadows = true;
|
|
15255
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|
/** The resolution of the shadow maps. */ _this.shadowResolution = exports.ShadowResolution.Medium;
|
|
15256
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|
/** The splits of two cascade distribution. */ _this.shadowTwoCascadeSplits = 1.0 / 3.0;
|
|
@@ -15260,6 +15358,8 @@ var TextRenderElement = /*#__PURE__*/ function(RenderElement) {
|
|
|
15260
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|
/** @internal */ _this._isActiveInEngine = false;
|
|
15261
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|
/** @internal */ _this._globalShaderMacro = new ShaderMacroCollection();
|
|
15262
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|
/** @internal */ _this._rootEntities = [];
|
|
15361
|
+
_this._background = new Background(_this._engine);
|
|
15362
|
+
_this._shaderData = new ShaderData(ShaderDataGroup.Scene);
|
|
15263
15363
|
_this._shadowCascades = exports.ShadowCascadesMode.NoCascades;
|
|
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|
_this._fogMode = exports.FogMode.None;
|
|
15265
15365
|
_this._fogColor = new miniprogram.Color(0.5, 0.5, 0.5, 1.0);
|
|
@@ -15421,6 +15521,8 @@ var TextRenderElement = /*#__PURE__*/ function(RenderElement) {
|
|
|
15421
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|
var sunLightIndex = lightManager._getSunLightIndex();
|
|
15422
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|
if (sunLightIndex !== -1) {
|
|
15423
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|
this._sunLight = lightManager._directLights.get(sunLightIndex);
|
|
15524
|
+
} else {
|
|
15525
|
+
this._sunLight = null;
|
|
15424
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|
}
|
|
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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());
|
|
@@ -15480,6 +15582,22 @@ var TextRenderElement = /*#__PURE__*/ function(RenderElement) {
|
|
|
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|
this._fogParams.w = density / Math.sqrt(Math.LN2);
|
|
15481
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|
};
|
|
15482
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|
_create_class(Scene, [
|
|
15585
|
+
{
|
|
15586
|
+
key: "shaderData",
|
|
15587
|
+
get: /**
|
|
15588
|
+
* Scene-related shader data.
|
|
15589
|
+
*/ function get() {
|
|
15590
|
+
return this._shaderData;
|
|
15591
|
+
}
|
|
15592
|
+
},
|
|
15593
|
+
{
|
|
15594
|
+
key: "background",
|
|
15595
|
+
get: /**
|
|
15596
|
+
* The background of the scene.
|
|
15597
|
+
*/ function get() {
|
|
15598
|
+
return this._background;
|
|
15599
|
+
}
|
|
15600
|
+
},
|
|
15483
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|
{
|
|
15484
15602
|
key: "shadowCascades",
|
|
15485
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|
get: /**
|
|
@@ -17771,7 +17889,6 @@ exports.Camera = (_Camera = /*#__PURE__*/ function(Component) {
|
|
|
17771
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|
function Camera1(entity) {
|
|
17772
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|
var _this;
|
|
17773
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|
_this = Component.call(this, entity) || this;
|
|
17774
|
-
/** Shader data. */ _this.shaderData = new ShaderData(ShaderDataGroup.Camera);
|
|
17775
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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;
|
|
17776
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|
/** Whether to enable frustum culling, it is enabled by default. */ _this.enableFrustumCulling = true;
|
|
17777
17894
|
/**
|
|
@@ -17785,6 +17902,7 @@ exports.Camera = (_Camera = /*#__PURE__*/ function(Component) {
|
|
|
17785
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|
/** @internal */ _this._globalShaderMacro = new ShaderMacroCollection();
|
|
17786
17903
|
/** @internal */ _this._frustum = new miniprogram.BoundingFrustum();
|
|
17787
17904
|
/** @internal */ _this._virtualCamera = new VirtualCamera();
|
|
17905
|
+
_this._shaderData = new ShaderData(ShaderDataGroup.Camera);
|
|
17788
17906
|
_this._isProjMatSetting = false;
|
|
17789
17907
|
_this._nearClipPlane = 0.1;
|
|
17790
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|
_this._farClipPlane = 100;
|
|
@@ -17983,6 +18101,20 @@ exports.Camera = (_Camera = /*#__PURE__*/ function(Component) {
|
|
|
17983
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|
this._isInvViewProjDirty.destroy();
|
|
17984
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|
this._isViewMatrixDirty.destroy();
|
|
17985
18103
|
this.shaderData._addRefCount(-1);
|
|
18104
|
+
this._entity = null;
|
|
18105
|
+
this._globalShaderMacro = null;
|
|
18106
|
+
this._frustum = null;
|
|
18107
|
+
this._renderPipeline = null;
|
|
18108
|
+
this._virtualCamera = null;
|
|
18109
|
+
this._shaderData = null;
|
|
18110
|
+
this._frustumViewChangeFlag = null;
|
|
18111
|
+
this._transform = null;
|
|
18112
|
+
this._isViewMatrixDirty = null;
|
|
18113
|
+
this._isInvViewProjDirty = null;
|
|
18114
|
+
this._viewport = null;
|
|
18115
|
+
this._inverseProjectionMatrix = null;
|
|
18116
|
+
this._lastAspectSize = null;
|
|
18117
|
+
this._invViewProjMat = null;
|
|
17986
18118
|
};
|
|
17987
18119
|
_proto._projMatChange = function _projMatChange() {
|
|
17988
18120
|
this._isFrustumProjectDirty = true;
|
|
@@ -18022,6 +18154,14 @@ exports.Camera = (_Camera = /*#__PURE__*/ function(Component) {
|
|
|
18022
18154
|
return this._inverseProjectionMatrix;
|
|
18023
18155
|
};
|
|
18024
18156
|
_create_class(Camera1, [
|
|
18157
|
+
{
|
|
18158
|
+
key: "shaderData",
|
|
18159
|
+
get: /**
|
|
18160
|
+
* Shader data.
|
|
18161
|
+
*/ function get() {
|
|
18162
|
+
return this._shaderData;
|
|
18163
|
+
}
|
|
18164
|
+
},
|
|
18025
18165
|
{
|
|
18026
18166
|
key: "nearClipPlane",
|
|
18027
18167
|
get: /**
|
|
@@ -20090,6 +20230,7 @@ SlicedSpriteAssembler = __decorate([
|
|
|
20090
20230
|
sprite._addRefCount(-1);
|
|
20091
20231
|
sprite._updateFlagManager.removeListener(this._onSpriteChange);
|
|
20092
20232
|
}
|
|
20233
|
+
this._entity = null;
|
|
20093
20234
|
this._color = null;
|
|
20094
20235
|
this._sprite = null;
|
|
20095
20236
|
this._assembler = null;
|
|
@@ -22636,9 +22777,16 @@ exports.AnimatorLayerBlendingMode = void 0;
|
|
|
22636
22777
|
|
|
22637
22778
|
/**
|
|
22638
22779
|
* @internal
|
|
22639
|
-
*/ var AnimationEventHandler = function
|
|
22640
|
-
|
|
22641
|
-
|
|
22780
|
+
*/ var AnimationEventHandler = /*#__PURE__*/ function() {
|
|
22781
|
+
function AnimationEventHandler() {
|
|
22782
|
+
this.handlers = [];
|
|
22783
|
+
}
|
|
22784
|
+
var _proto = AnimationEventHandler.prototype;
|
|
22785
|
+
_proto.dispose = function dispose() {
|
|
22786
|
+
this.handlers.length = 0;
|
|
22787
|
+
};
|
|
22788
|
+
return AnimationEventHandler;
|
|
22789
|
+
}();
|
|
22642
22790
|
|
|
22643
22791
|
/**
|
|
22644
22792
|
* Transitions define when and how the state machine switch from on state to another. AnimatorTransition always originate from a StateMachine or a StateMachine entry.
|