@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/module.js
CHANGED
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@@ -2238,6 +2238,28 @@ 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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@@ -4080,6 +4102,11 @@ 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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@@ -4104,6 +4131,10 @@ 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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@@ -9780,9 +9811,9 @@ __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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@@ -9814,8 +9845,21 @@ __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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@@ -9884,6 +9928,12 @@ __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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@@ -9906,6 +9956,9 @@ 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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@@ -9951,6 +10004,9 @@ 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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@@ -9969,6 +10025,9 @@ 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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@@ -9987,7 +10046,6 @@ var 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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@@ -9995,6 +10053,7 @@ var 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 Matrix();
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_this._mvpMatrix = new Matrix();
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_this._mvInvMatrix = new Matrix();
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@@ -10141,6 +10200,17 @@ var 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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}(), 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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], Renderer.prototype, "shaderData", void 0);
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__decorate([
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ignoreClone
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], Renderer.prototype, "_distanceForSort", void 0);
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@@ -10316,6 +10391,9 @@ __decorate([
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__decorate([
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ignoreClone
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], Renderer.prototype, "_dirtyUpdateFlag", void 0);
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__decorate([
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deepClone
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], Renderer.prototype, "_shaderData", void 0);
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__decorate([
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ignoreClone
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], Renderer.prototype, "_mvMatrix", void 0);
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@@ -10570,6 +10648,7 @@ 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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@@ -11175,14 +11254,19 @@ 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 = 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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@@ -11298,6 +11382,7 @@ 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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@@ -13321,10 +13406,21 @@ var rePropName = RegExp(// Match anything that isn't a dot or bracket.
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* @internal
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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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@@ -14712,6 +14808,11 @@ 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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@@ -14859,7 +14960,6 @@ var TextRenderElement = /*#__PURE__*/ function(RenderElement) {
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this.texture = null;
|
|
14860
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|
this.solidColor = null;
|
|
14861
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|
this.sky.destroy();
|
|
14862
|
-
this._engine = null;
|
|
14863
14963
|
};
|
|
14864
14964
|
/**
|
|
14865
14965
|
* @internal
|
|
@@ -15244,8 +15344,6 @@ var TextRenderElement = /*#__PURE__*/ function(RenderElement) {
|
|
|
15244
15344
|
function Scene(engine, name) {
|
|
15245
15345
|
var _this;
|
|
15246
15346
|
_this = EngineObject.call(this, engine) || this;
|
|
15247
|
-
/** The background of the scene. */ _this.background = new Background(_this._engine);
|
|
15248
|
-
/** Scene-related shader data. */ _this.shaderData = new ShaderData(ShaderDataGroup.Scene);
|
|
15249
15347
|
/** If cast shadows. */ _this.castShadows = true;
|
|
15250
15348
|
/** The resolution of the shadow maps. */ _this.shadowResolution = ShadowResolution.Medium;
|
|
15251
15349
|
/** The splits of two cascade distribution. */ _this.shadowTwoCascadeSplits = 1.0 / 3.0;
|
|
@@ -15255,6 +15353,8 @@ var TextRenderElement = /*#__PURE__*/ function(RenderElement) {
|
|
|
15255
15353
|
/** @internal */ _this._isActiveInEngine = false;
|
|
15256
15354
|
/** @internal */ _this._globalShaderMacro = new ShaderMacroCollection();
|
|
15257
15355
|
/** @internal */ _this._rootEntities = [];
|
|
15356
|
+
_this._background = new Background(_this._engine);
|
|
15357
|
+
_this._shaderData = new ShaderData(ShaderDataGroup.Scene);
|
|
15258
15358
|
_this._shadowCascades = ShadowCascadesMode.NoCascades;
|
|
15259
15359
|
_this._fogMode = FogMode.None;
|
|
15260
15360
|
_this._fogColor = new Color$1(0.5, 0.5, 0.5, 1.0);
|
|
@@ -15416,6 +15516,8 @@ var TextRenderElement = /*#__PURE__*/ function(RenderElement) {
|
|
|
15416
15516
|
var sunLightIndex = lightManager._getSunLightIndex();
|
|
15417
15517
|
if (sunLightIndex !== -1) {
|
|
15418
15518
|
this._sunLight = lightManager._directLights.get(sunLightIndex);
|
|
15519
|
+
} else {
|
|
15520
|
+
this._sunLight = null;
|
|
15419
15521
|
}
|
|
15420
15522
|
if (this.castShadows && this._sunLight && this._sunLight.shadowType !== ShadowType.None) {
|
|
15421
15523
|
shaderData.enableMacro("SHADOW_TYPE", this._sunLight.shadowType.toString());
|
|
@@ -15475,6 +15577,22 @@ var TextRenderElement = /*#__PURE__*/ function(RenderElement) {
|
|
|
15475
15577
|
this._fogParams.w = density / Math.sqrt(Math.LN2);
|
|
15476
15578
|
};
|
|
15477
15579
|
_create_class(Scene, [
|
|
15580
|
+
{
|
|
15581
|
+
key: "shaderData",
|
|
15582
|
+
get: /**
|
|
15583
|
+
* Scene-related shader data.
|
|
15584
|
+
*/ function get() {
|
|
15585
|
+
return this._shaderData;
|
|
15586
|
+
}
|
|
15587
|
+
},
|
|
15588
|
+
{
|
|
15589
|
+
key: "background",
|
|
15590
|
+
get: /**
|
|
15591
|
+
* The background of the scene.
|
|
15592
|
+
*/ function get() {
|
|
15593
|
+
return this._background;
|
|
15594
|
+
}
|
|
15595
|
+
},
|
|
15478
15596
|
{
|
|
15479
15597
|
key: "shadowCascades",
|
|
15480
15598
|
get: /**
|
|
@@ -17766,7 +17884,6 @@ var Camera = (_Camera = /*#__PURE__*/ function(Component) {
|
|
|
17766
17884
|
function Camera1(entity) {
|
|
17767
17885
|
var _this;
|
|
17768
17886
|
_this = Component.call(this, entity) || this;
|
|
17769
|
-
/** Shader data. */ _this.shaderData = new ShaderData(ShaderDataGroup.Camera);
|
|
17770
17887
|
/** Rendering priority - A Camera with higher priority will be rendered on top of a camera with lower priority. */ _this.priority = 0;
|
|
17771
17888
|
/** Whether to enable frustum culling, it is enabled by default. */ _this.enableFrustumCulling = true;
|
|
17772
17889
|
/**
|
|
@@ -17780,6 +17897,7 @@ var Camera = (_Camera = /*#__PURE__*/ function(Component) {
|
|
|
17780
17897
|
/** @internal */ _this._globalShaderMacro = new ShaderMacroCollection();
|
|
17781
17898
|
/** @internal */ _this._frustum = new BoundingFrustum();
|
|
17782
17899
|
/** @internal */ _this._virtualCamera = new VirtualCamera();
|
|
17900
|
+
_this._shaderData = new ShaderData(ShaderDataGroup.Camera);
|
|
17783
17901
|
_this._isProjMatSetting = false;
|
|
17784
17902
|
_this._nearClipPlane = 0.1;
|
|
17785
17903
|
_this._farClipPlane = 100;
|
|
@@ -17978,6 +18096,20 @@ var Camera = (_Camera = /*#__PURE__*/ function(Component) {
|
|
|
17978
18096
|
this._isInvViewProjDirty.destroy();
|
|
17979
18097
|
this._isViewMatrixDirty.destroy();
|
|
17980
18098
|
this.shaderData._addRefCount(-1);
|
|
18099
|
+
this._entity = null;
|
|
18100
|
+
this._globalShaderMacro = null;
|
|
18101
|
+
this._frustum = null;
|
|
18102
|
+
this._renderPipeline = null;
|
|
18103
|
+
this._virtualCamera = null;
|
|
18104
|
+
this._shaderData = null;
|
|
18105
|
+
this._frustumViewChangeFlag = null;
|
|
18106
|
+
this._transform = null;
|
|
18107
|
+
this._isViewMatrixDirty = null;
|
|
18108
|
+
this._isInvViewProjDirty = null;
|
|
18109
|
+
this._viewport = null;
|
|
18110
|
+
this._inverseProjectionMatrix = null;
|
|
18111
|
+
this._lastAspectSize = null;
|
|
18112
|
+
this._invViewProjMat = null;
|
|
17981
18113
|
};
|
|
17982
18114
|
_proto._projMatChange = function _projMatChange() {
|
|
17983
18115
|
this._isFrustumProjectDirty = true;
|
|
@@ -18017,6 +18149,14 @@ var Camera = (_Camera = /*#__PURE__*/ function(Component) {
|
|
|
18017
18149
|
return this._inverseProjectionMatrix;
|
|
18018
18150
|
};
|
|
18019
18151
|
_create_class(Camera1, [
|
|
18152
|
+
{
|
|
18153
|
+
key: "shaderData",
|
|
18154
|
+
get: /**
|
|
18155
|
+
* Shader data.
|
|
18156
|
+
*/ function get() {
|
|
18157
|
+
return this._shaderData;
|
|
18158
|
+
}
|
|
18159
|
+
},
|
|
18020
18160
|
{
|
|
18021
18161
|
key: "nearClipPlane",
|
|
18022
18162
|
get: /**
|
|
@@ -20085,6 +20225,7 @@ SlicedSpriteAssembler = __decorate([
|
|
|
20085
20225
|
sprite._addRefCount(-1);
|
|
20086
20226
|
sprite._updateFlagManager.removeListener(this._onSpriteChange);
|
|
20087
20227
|
}
|
|
20228
|
+
this._entity = null;
|
|
20088
20229
|
this._color = null;
|
|
20089
20230
|
this._sprite = null;
|
|
20090
20231
|
this._assembler = null;
|
|
@@ -22631,9 +22772,16 @@ var AnimatorLayerBlendingMode;
|
|
|
22631
22772
|
|
|
22632
22773
|
/**
|
|
22633
22774
|
* @internal
|
|
22634
|
-
*/ var AnimationEventHandler = function
|
|
22635
|
-
|
|
22636
|
-
|
|
22775
|
+
*/ var AnimationEventHandler = /*#__PURE__*/ function() {
|
|
22776
|
+
function AnimationEventHandler() {
|
|
22777
|
+
this.handlers = [];
|
|
22778
|
+
}
|
|
22779
|
+
var _proto = AnimationEventHandler.prototype;
|
|
22780
|
+
_proto.dispose = function dispose() {
|
|
22781
|
+
this.handlers.length = 0;
|
|
22782
|
+
};
|
|
22783
|
+
return AnimationEventHandler;
|
|
22784
|
+
}();
|
|
22637
22785
|
|
|
22638
22786
|
/**
|
|
22639
22787
|
* Transitions define when and how the state machine switch from on state to another. AnimatorTransition always originate from a StateMachine or a StateMachine entry.
|