@galacean/engine-core 0.9.21 → 0.9.22

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package/dist/main.js CHANGED
@@ -2,23 +2,11 @@
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  Object.defineProperty(exports, '__esModule', { value: true });
4
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- var _assert_this_initialized = require('@swc/helpers/src/_assert_this_initialized.mjs');
6
- var _create_class = require('@swc/helpers/src/_create_class.mjs');
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- var _inherits = require('@swc/helpers/src/_inherits.mjs');
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- var _ts_decorate = require('@swc/helpers/src/_ts_decorate.mjs');
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- var _instanceof = require('@swc/helpers/src/_instanceof.mjs');
10
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  var engineMath = require('@galacean/engine-math');
11
- var _extends = require('@swc/helpers/src/_extends.mjs');
12
-
13
- function _interopDefaultLegacy (e) { return e && typeof e === 'object' && 'default' in e ? e : { 'default': e }; }
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-
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- var _assert_this_initialized__default = /*#__PURE__*/_interopDefaultLegacy(_assert_this_initialized);
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- var _create_class__default = /*#__PURE__*/_interopDefaultLegacy(_create_class);
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- var _inherits__default = /*#__PURE__*/_interopDefaultLegacy(_inherits);
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- var _ts_decorate__default = /*#__PURE__*/_interopDefaultLegacy(_ts_decorate);
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- var _instanceof__default = /*#__PURE__*/_interopDefaultLegacy(_instanceof);
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- var _extends__default = /*#__PURE__*/_interopDefaultLegacy(_extends);
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+ /**
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+ * The platform (including operating system and hardware) is running on.
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+ */ exports.Platform = void 0;
22
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  (function(Platform) {
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  Platform[Platform[/** Android platform. */ "Android"] = 0] = "Android";
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  Platform[Platform[/** IPhone platform. */ "IPhone"] = 1] = "IPhone";
@@ -27,6 +15,50 @@ var _extends__default = /*#__PURE__*/_interopDefaultLegacy(_extends);
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  Platform[Platform[/** Unknown platform. */ "Unknown"] = 4] = "Unknown";
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  })(exports.Platform || (exports.Platform = {}));
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+ function _assert_this_initialized(self) {
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+ if (self === void 0) throw new ReferenceError("this hasn't been initialised - super() hasn't been called");
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+
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+ return self;
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+ }
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+
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+ function _defineProperties(target, props) {
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+ for (var i = 0; i < props.length; i++) {
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+ var descriptor = props[i];
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+ descriptor.enumerable = descriptor.enumerable || false;
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+ descriptor.configurable = true;
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+
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+ if ("value" in descriptor) descriptor.writable = true;
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+
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+ Object.defineProperty(target, descriptor.key, descriptor);
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+ }
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+ }
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+ function _create_class(Constructor, protoProps, staticProps) {
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+ if (protoProps) _defineProperties(Constructor.prototype, protoProps);
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+ if (staticProps) _defineProperties(Constructor, staticProps);
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+
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+ return Constructor;
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+ }
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+
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+ function _set_prototype_of(o, p) {
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+ _set_prototype_of = Object.setPrototypeOf || function setPrototypeOf(o, p) {
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+ o.__proto__ = p;
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+
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+ return o;
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+ };
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+
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+ return _set_prototype_of(o, p);
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+ }
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+
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+ function _inherits(subClass, superClass) {
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+ if (typeof superClass !== "function" && superClass !== null) {
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+ throw new TypeError("Super expression must either be null or a function");
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+ }
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+
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+ subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, writable: true, configurable: true } });
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+
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+ if (superClass) _set_prototype_of(subClass, superClass);
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+ }
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+
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  /**
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  * Common utility methods for math operations.
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  */ var MathUtil = /*#__PURE__*/ function() {
@@ -72,9 +104,15 @@ var _extends__default = /*#__PURE__*/_interopDefaultLegacy(_extends);
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  };
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  return MathUtil;
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  }();
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- /** The value for which all absolute numbers smaller than are considered equal to zero. */ MathUtil.zeroTolerance = 1e-6;
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- /** The conversion factor that radian to degree. */ MathUtil.radToDegreeFactor = 180 / Math.PI;
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- /** The conversion factor that degree to radian. */ MathUtil.degreeToRadFactor = Math.PI / 180;
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+ (function() {
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+ /** The value for which all absolute numbers smaller than are considered equal to zero. */ MathUtil.zeroTolerance = 1e-6;
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+ })();
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+ (function() {
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+ /** The conversion factor that radian to degree. */ MathUtil.radToDegreeFactor = 180 / Math.PI;
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+ })();
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+ (function() {
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+ /** The conversion factor that degree to radian. */ MathUtil.degreeToRadFactor = Math.PI / 180;
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+ })();
78
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79
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  /**
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  * Describes a color in the from of RGBA (in order: R, G, B, A).
@@ -284,7 +322,7 @@ var _extends__default = /*#__PURE__*/_interopDefaultLegacy(_extends);
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  out._onValueChanged && out._onValueChanged();
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  return out;
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  };
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- _create_class__default['default'](Color, [
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+ _create_class(Color, [
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  {
289
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  key: "r",
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328
  get: /**
@@ -337,6 +375,34 @@ var _extends__default = /*#__PURE__*/_interopDefaultLegacy(_extends);
337
375
  return Color;
338
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  }();
339
377
 
378
+ /******************************************************************************
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+ Copyright (c) Microsoft Corporation.
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+
381
+ Permission to use, copy, modify, and/or distribute this software for any
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+ purpose with or without fee is hereby granted.
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+
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+ THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH
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+ REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY
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+ AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,
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+ INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM
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+ LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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+ OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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+ PERFORMANCE OF THIS SOFTWARE.
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+ ***************************************************************************** */
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+
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+ function __decorate(decorators, target, key, desc) {
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+ var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
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+ if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
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+ else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
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+ return c > 3 && r && Object.defineProperty(target, key, r), r;
398
+ }
399
+
400
+ function _instanceof(left, right) {
401
+ if (right != null && typeof Symbol !== "undefined" && right[Symbol.hasInstance]) {
402
+ return !!right[Symbol.hasInstance](left);
403
+ } else return left instanceof right;
404
+ }
405
+
340
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  /**
341
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  * Clone mode.
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  */ var CloneMode;
@@ -459,7 +525,7 @@ var _extends__default = /*#__PURE__*/_interopDefaultLegacy(_extends);
459
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  };
460
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  CloneManager._deepCloneObjectItem = function _deepCloneObjectItem(source, target, k) {
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  var sourceItem = source[k];
462
- if (_instanceof__default['default'](sourceItem, Object)) {
528
+ if (_instanceof(sourceItem, Object)) {
463
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  var itemType = sourceItem.constructor;
464
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  switch(itemType){
465
531
  case Uint8Array:
@@ -515,16 +581,22 @@ var _extends__default = /*#__PURE__*/_interopDefaultLegacy(_extends);
515
581
  };
516
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  return CloneManager;
517
583
  }();
518
- /** @internal */ CloneManager._subCloneModeMap = new Map();
519
- /** @internal */ CloneManager._cloneModeMap = new Map();
520
- CloneManager._objectType = Object.getPrototypeOf(Object);
584
+ (function() {
585
+ /** @internal */ CloneManager._subCloneModeMap = new Map();
586
+ })();
587
+ (function() {
588
+ /** @internal */ CloneManager._cloneModeMap = new Map();
589
+ })();
590
+ (function() {
591
+ CloneManager._objectType = Object.getPrototypeOf(Object);
592
+ })();
521
593
 
522
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  /**
523
595
  * EngineObject.
524
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  */ var EngineObject = /*#__PURE__*/ function() {
525
597
  function EngineObject(engine) {
526
- this._destroyed = false;
527
598
  /** Engine unique id. */ this.instanceId = ++EngineObject._instanceIdCounter;
599
+ this._destroyed = false;
528
600
  this._engine = engine;
529
601
  }
530
602
  var _proto = EngineObject.prototype;
@@ -536,7 +608,7 @@ CloneManager._objectType = Object.getPrototypeOf(Object);
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  (_this__engine_resourceManager = this._engine.resourceManager) == null ? void 0 : _this__engine_resourceManager._deleteAsset(this);
537
609
  this._destroyed = true;
538
610
  };
539
- _create_class__default['default'](EngineObject, [
611
+ _create_class(EngineObject, [
540
612
  {
541
613
  key: "engine",
542
614
  get: /**
@@ -556,24 +628,26 @@ CloneManager._objectType = Object.getPrototypeOf(Object);
556
628
  ]);
557
629
  return EngineObject;
558
630
  }();
559
- EngineObject._instanceIdCounter = 0;
560
- _ts_decorate__default['default']([
631
+ (function() {
632
+ EngineObject._instanceIdCounter = 0;
633
+ })();
634
+ __decorate([
561
635
  ignoreClone
562
636
  ], EngineObject.prototype, "instanceId", void 0);
563
- _ts_decorate__default['default']([
637
+ __decorate([
564
638
  ignoreClone
565
639
  ], EngineObject.prototype, "_engine", void 0);
566
640
 
567
641
  /**
568
642
  * The base class of assets, with reference counting capability.
569
643
  */ var RefObject = /*#__PURE__*/ function(EngineObject) {
570
- _inherits__default['default'](RefObject, EngineObject);
644
+ _inherits(RefObject, EngineObject);
571
645
  function RefObject(engine) {
572
646
  var _this;
573
647
  _this = EngineObject.call(this, engine) || this;
574
648
  /** Whether to ignore the garbage collection check, if it is true, it will not be affected by ResourceManager.gc(). */ _this.isGCIgnored = false;
575
649
  _this._refCount = 0;
576
- engine.resourceManager._addRefObject(_this.instanceId, _assert_this_initialized__default['default'](_this));
650
+ engine.resourceManager._addRefObject(_this.instanceId, _assert_this_initialized(_this));
577
651
  return _this;
578
652
  }
579
653
  var _proto = RefObject.prototype;
@@ -615,7 +689,7 @@ _ts_decorate__default['default']([
615
689
  */ _proto._addToResourceManager = function _addToResourceManager(path) {
616
690
  this._engine.resourceManager._addAsset(path, this);
617
691
  };
618
- _create_class__default['default'](RefObject, [
692
+ _create_class(RefObject, [
619
693
  {
620
694
  key: "refCount",
621
695
  get: /**
@@ -628,6 +702,9 @@ _ts_decorate__default['default']([
628
702
  return RefObject;
629
703
  }(EngineObject);
630
704
 
705
+ /**
706
+ * Render buffer depth format enumeration.
707
+ */ exports.RenderBufferDepthFormat = void 0;
631
708
  (function(RenderBufferDepthFormat) {
632
709
  RenderBufferDepthFormat[RenderBufferDepthFormat[/** Render to depth buffer,engine will automatically select the supported precision. */ "Depth"] = 0] = "Depth";
633
710
  RenderBufferDepthFormat[RenderBufferDepthFormat[/** Render to depth stencil buffer, engine will automatically select the supported precision. */ "DepthStencil"] = 1] = "DepthStencil";
@@ -639,6 +716,9 @@ _ts_decorate__default['default']([
639
716
  RenderBufferDepthFormat[RenderBufferDepthFormat[/** Force 32-bit depth + 8-bit stencil buffer. */ "Depth32Stencil8"] = 7] = "Depth32Stencil8";
640
717
  })(exports.RenderBufferDepthFormat || (exports.RenderBufferDepthFormat = {}));
641
718
 
719
+ /**
720
+ * Define the face of the cube texture.
721
+ */ exports.TextureCubeFace = void 0;
642
722
  (function(TextureCubeFace) {
643
723
  TextureCubeFace[TextureCubeFace[/** Positive X face for a cube-mapped texture. */ "PositiveX"] = 0] = "PositiveX";
644
724
  TextureCubeFace[TextureCubeFace[/** Negative X face for a cube-mapped texture. */ "NegativeX"] = 1] = "NegativeX";
@@ -648,6 +728,9 @@ _ts_decorate__default['default']([
648
728
  TextureCubeFace[TextureCubeFace[/** Negative Z face for a cube-mapped texture. */ "NegativeZ"] = 5] = "NegativeZ";
649
729
  })(exports.TextureCubeFace || (exports.TextureCubeFace = {}));
650
730
 
731
+ /**
732
+ * Define the compare mode of depth texture.
733
+ */ exports.TextureDepthCompareFunction = void 0;
651
734
  (function(TextureDepthCompareFunction) {
652
735
  TextureDepthCompareFunction[TextureDepthCompareFunction[/** never pass. */ "Never"] = 0] = "Never";
653
736
  TextureDepthCompareFunction[TextureDepthCompareFunction[/** pass if the compare value is less than the sample value. */ "Less"] = 1] = "Less";
@@ -659,12 +742,18 @@ _ts_decorate__default['default']([
659
742
  TextureDepthCompareFunction[TextureDepthCompareFunction[/** always pass. */ "Always"] = 7] = "Always";
660
743
  })(exports.TextureDepthCompareFunction || (exports.TextureDepthCompareFunction = {}));
661
744
 
745
+ /**
746
+ * The filter mode of the texture.
747
+ */ exports.TextureFilterMode = void 0;
662
748
  (function(TextureFilterMode) {
663
749
  TextureFilterMode[TextureFilterMode[/** Point filtering. */ "Point"] = 0] = "Point";
664
750
  TextureFilterMode[TextureFilterMode[/** Bilinear filtering. */ "Bilinear"] = 1] = "Bilinear";
665
751
  TextureFilterMode[TextureFilterMode[/** Trilinear filtering. */ "Trilinear"] = 2] = "Trilinear";
666
752
  })(exports.TextureFilterMode || (exports.TextureFilterMode = {}));
667
753
 
754
+ /**
755
+ * Texture format enumeration.
756
+ */ exports.TextureFormat = void 0;
668
757
  (function(TextureFormat) {
669
758
  TextureFormat[TextureFormat[/** RGB format,8 bits per channel. */ "R8G8B8"] = 0] = "R8G8B8";
670
759
  TextureFormat[TextureFormat[/** RGBA format,8 bits per channel. */ "R8G8B8A8"] = 1] = "R8G8B8A8";
@@ -700,6 +789,9 @@ _ts_decorate__default['default']([
700
789
  TextureFormat[TextureFormat[/** 32-bit depth + 8-bit stencil format. */ "Depth32Stencil8"] = 31] = "Depth32Stencil8";
701
790
  })(exports.TextureFormat || (exports.TextureFormat = {}));
702
791
 
792
+ /**
793
+ * Wrapping mode of the texture.
794
+ */ exports.TextureWrapMode = void 0;
703
795
  (function(TextureWrapMode) {
704
796
  TextureWrapMode[TextureWrapMode[/** Clamping mode. use the color of edge pixels beyond the texture boundary. */ "Clamp"] = 0] = "Clamp";
705
797
  TextureWrapMode[TextureWrapMode[/** Repeating mode. tiling will be repeated if it exceeds the texture boundary. */ "Repeat"] = 1] = "Repeat";
@@ -723,7 +815,7 @@ _ts_decorate__default['default']([
723
815
  _proto.stopPropagation = function stopPropagation() {
724
816
  this._propagationStopped = true;
725
817
  };
726
- _create_class__default['default'](Event, [
818
+ _create_class(Event, [
727
819
  {
728
820
  key: "propagationStopped",
729
821
  get: function get() {
@@ -999,7 +1091,7 @@ var Time = /*#__PURE__*/ function() {
999
1091
  this._lastTickTime = now;
1000
1092
  this._frameCount++;
1001
1093
  };
1002
- _create_class__default['default'](Time, [
1094
+ _create_class(Time, [
1003
1095
  {
1004
1096
  key: "frameCount",
1005
1097
  get: /*
@@ -1122,6 +1214,9 @@ function ObjectValues(obj) {
1122
1214
  });
1123
1215
  }
1124
1216
 
1217
+ /**
1218
+ * Data type enumeration
1219
+ */ exports.DataType = void 0;
1125
1220
  (function(DataType) {
1126
1221
  DataType[DataType[/** Float */ "FLOAT"] = 5126] = "FLOAT";
1127
1222
  DataType[DataType[/** Floating-point two-dimensional vector */ "FLOAT_VEC2"] = 35664] = "FLOAT_VEC2";
@@ -1160,6 +1255,7 @@ function ObjectValues(obj) {
1160
1255
  DataType[DataType[/** Unsigned int */ "UNSIGNED_INT"] = 5125 // gl.UNSIGNED_INT
1161
1256
  ] = "UNSIGNED_INT";
1162
1257
  })(exports.DataType || (exports.DataType = {}));
1258
+ exports.GLCapabilityType = void 0;
1163
1259
  (function(GLCapabilityType) {
1164
1260
  GLCapabilityType["shaderVertexID"] = "shaderVertexID";
1165
1261
  GLCapabilityType["standardDerivatives"] = "OES_standard_derivatives";
@@ -1194,7 +1290,7 @@ function ObjectValues(obj) {
1194
1290
  /**
1195
1291
  * The base class of texture, contains some common functions of texture-related classes.
1196
1292
  */ var Texture = /*#__PURE__*/ function(RefObject) {
1197
- _inherits__default['default'](Texture, RefObject);
1293
+ _inherits(Texture, RefObject);
1198
1294
  function Texture() {
1199
1295
  var _this;
1200
1296
  _this = RefObject.apply(this, arguments) || this;
@@ -1233,7 +1329,7 @@ function ObjectValues(obj) {
1233
1329
  _proto._getMipmapCount = function _getMipmapCount() {
1234
1330
  return this._mipmap ? Math.floor(Math.log2(Math.max(this._width, this._height))) + 1 : 1;
1235
1331
  };
1236
- _create_class__default['default'](Texture, [
1332
+ _create_class(Texture, [
1237
1333
  {
1238
1334
  key: "format",
1239
1335
  get: /**
@@ -1353,7 +1449,7 @@ function ObjectValues(obj) {
1353
1449
  /**
1354
1450
  * The render target used for off-screen rendering.
1355
1451
  */ var RenderTarget = /*#__PURE__*/ function(EngineObject) {
1356
- _inherits__default['default'](RenderTarget, EngineObject);
1452
+ _inherits(RenderTarget, EngineObject);
1357
1453
  function RenderTarget(engine, width, height, renderTexture, depth, antiAliasing) {
1358
1454
  if (depth === void 0) depth = exports.RenderBufferDepthFormat.Depth;
1359
1455
  if (antiAliasing === void 0) antiAliasing = 1;
@@ -1365,7 +1461,7 @@ function ObjectValues(obj) {
1365
1461
  _this._antiAliasing = antiAliasing;
1366
1462
  _this._depth = depth;
1367
1463
  if (renderTexture) {
1368
- var colorTextures = _instanceof__default['default'](renderTexture, Array) ? renderTexture.slice() : [
1464
+ var colorTextures = _instanceof(renderTexture, Array) ? renderTexture.slice() : [
1369
1465
  renderTexture
1370
1466
  ];
1371
1467
  for(var i = 0, n = colorTextures.length; i < n; i++){
@@ -1379,14 +1475,14 @@ function ObjectValues(obj) {
1379
1475
  } else {
1380
1476
  _this._colorTextures = [];
1381
1477
  }
1382
- if (_instanceof__default['default'](depth, Texture)) {
1478
+ if (_instanceof(depth, Texture)) {
1383
1479
  if (!depth._isDepthTexture) {
1384
1480
  throw "Depth texture must use depth format.";
1385
1481
  }
1386
1482
  _this._depthTexture = depth;
1387
1483
  _this._depthTexture._addRefCount(1);
1388
1484
  }
1389
- _this._platformRenderTarget = engine._hardwareRenderer.createPlatformRenderTarget(_assert_this_initialized__default['default'](_this));
1485
+ _this._platformRenderTarget = engine._hardwareRenderer.createPlatformRenderTarget(_assert_this_initialized(_this));
1390
1486
  return _this;
1391
1487
  }
1392
1488
  var _proto = RenderTarget.prototype;
@@ -1434,7 +1530,7 @@ function ObjectValues(obj) {
1434
1530
  */ _proto._blitRenderTarget = function _blitRenderTarget() {
1435
1531
  this._platformRenderTarget.blitRenderTarget();
1436
1532
  };
1437
- _create_class__default['default'](RenderTarget, [
1533
+ _create_class(RenderTarget, [
1438
1534
  {
1439
1535
  key: "autoGenerateMipmaps",
1440
1536
  get: /**
@@ -1494,7 +1590,7 @@ function ObjectValues(obj) {
1494
1590
  /**
1495
1591
  * Two-dimensional texture.
1496
1592
  */ var Texture2D = /*#__PURE__*/ function(Texture) {
1497
- _inherits__default['default'](Texture2D, Texture);
1593
+ _inherits(Texture2D, Texture);
1498
1594
  function Texture2D(engine, width, height, format, mipmap) {
1499
1595
  if (format === void 0) format = exports.TextureFormat.R8G8B8A8;
1500
1596
  if (mipmap === void 0) mipmap = true;
@@ -1506,7 +1602,7 @@ function ObjectValues(obj) {
1506
1602
  _this._format = format;
1507
1603
  _this._mipmapCount = _this._getMipmapCount();
1508
1604
  _this._isDepthTexture = format == exports.TextureFormat.Depth || format == exports.TextureFormat.DepthStencil || format == exports.TextureFormat.Depth16 || format == exports.TextureFormat.Depth24 || format == exports.TextureFormat.Depth32 || format == exports.TextureFormat.Depth24Stencil8 || format == exports.TextureFormat.Depth32Stencil8;
1509
- _this._platformTexture = engine._hardwareRenderer.createPlatformTexture2D(_assert_this_initialized__default['default'](_this));
1605
+ _this._platformTexture = engine._hardwareRenderer.createPlatformTexture2D(_assert_this_initialized(_this));
1510
1606
  _this.filterMode = exports.TextureFilterMode.Bilinear;
1511
1607
  _this.wrapModeU = _this.wrapModeV = exports.TextureWrapMode.Repeat;
1512
1608
  return _this;
@@ -1561,7 +1657,7 @@ function ObjectValues(obj) {
1561
1657
  /**
1562
1658
  * Two-dimensional texture array.
1563
1659
  */ var Texture2DArray = /*#__PURE__*/ function(Texture) {
1564
- _inherits__default['default'](Texture2DArray, Texture);
1660
+ _inherits(Texture2DArray, Texture);
1565
1661
  function Texture2DArray(engine, width, height, length, format, mipmap) {
1566
1662
  if (format === void 0) format = exports.TextureFormat.R8G8B8A8;
1567
1663
  if (mipmap === void 0) mipmap = true;
@@ -1573,7 +1669,7 @@ function ObjectValues(obj) {
1573
1669
  _this._length = length;
1574
1670
  _this._format = format;
1575
1671
  _this._mipmapCount = _this._getMipmapCount();
1576
- _this._platformTexture = engine._hardwareRenderer.createPlatformTexture2DArray(_assert_this_initialized__default['default'](_this));
1672
+ _this._platformTexture = engine._hardwareRenderer.createPlatformTexture2DArray(_assert_this_initialized(_this));
1577
1673
  _this.filterMode = exports.TextureFilterMode.Bilinear;
1578
1674
  _this.wrapModeU = _this.wrapModeV = exports.TextureWrapMode.Repeat;
1579
1675
  return _this;
@@ -1625,7 +1721,7 @@ function ObjectValues(obj) {
1625
1721
  this._platformTexture.getPixelBuffer(elementIndex, xOrMipLevelOrOut, yOrMipLevel, width, height, mipLevelOrOut, out);
1626
1722
  }
1627
1723
  };
1628
- _create_class__default['default'](Texture2DArray, [
1724
+ _create_class(Texture2DArray, [
1629
1725
  {
1630
1726
  key: "length",
1631
1727
  get: /**
@@ -1641,7 +1737,7 @@ function ObjectValues(obj) {
1641
1737
  /**
1642
1738
  * Cube texture.
1643
1739
  */ var TextureCube = /*#__PURE__*/ function(Texture) {
1644
- _inherits__default['default'](TextureCube, Texture);
1740
+ _inherits(TextureCube, Texture);
1645
1741
  function TextureCube(engine, size, format, mipmap) {
1646
1742
  if (format === void 0) format = exports.TextureFormat.R8G8B8A8;
1647
1743
  if (mipmap === void 0) mipmap = true;
@@ -1652,7 +1748,7 @@ function ObjectValues(obj) {
1652
1748
  _this._height = size;
1653
1749
  _this._format = format;
1654
1750
  _this._mipmapCount = _this._getMipmapCount();
1655
- _this._platformTexture = engine._hardwareRenderer.createPlatformTextureCube(_assert_this_initialized__default['default'](_this));
1751
+ _this._platformTexture = engine._hardwareRenderer.createPlatformTextureCube(_assert_this_initialized(_this));
1656
1752
  _this.filterMode = exports.TextureFilterMode.Bilinear;
1657
1753
  _this.wrapModeU = _this.wrapModeV = exports.TextureWrapMode.Clamp;
1658
1754
  return _this;
@@ -1710,7 +1806,7 @@ function ObjectValues(obj) {
1710
1806
  * @internal
1711
1807
  * Font Atlas.
1712
1808
  */ var FontAtlas = /*#__PURE__*/ function(RefObject) {
1713
- _inherits__default['default'](FontAtlas, RefObject);
1809
+ _inherits(FontAtlas, RefObject);
1714
1810
  function FontAtlas(engine) {
1715
1811
  var _this;
1716
1812
  _this = RefObject.call(this, engine) || this;
@@ -1779,7 +1875,7 @@ function ObjectValues(obj) {
1779
1875
  _proto.getCharInfo = function getCharInfo(char) {
1780
1876
  return this._charInfoMap[char.charCodeAt(0)];
1781
1877
  };
1782
- _create_class__default['default'](FontAtlas, [
1878
+ _create_class(FontAtlas, [
1783
1879
  {
1784
1880
  key: "texture",
1785
1881
  get: function get() {
@@ -1876,7 +1972,7 @@ function ObjectValues(obj) {
1876
1972
  /**
1877
1973
  * Font.
1878
1974
  */ var Font = /*#__PURE__*/ function(RefObject) {
1879
- _inherits__default['default'](Font, RefObject);
1975
+ _inherits(Font, RefObject);
1880
1976
  function Font(engine, name) {
1881
1977
  if (name === void 0) name = "";
1882
1978
  var _this;
@@ -1928,7 +2024,7 @@ function ObjectValues(obj) {
1928
2024
  }
1929
2025
  return null;
1930
2026
  };
1931
- _create_class__default['default'](Font, [
2027
+ _create_class(Font, [
1932
2028
  {
1933
2029
  key: "name",
1934
2030
  get: /**
@@ -1940,9 +2036,10 @@ function ObjectValues(obj) {
1940
2036
  ]);
1941
2037
  return Font;
1942
2038
  }(RefObject);
1943
- Font._fontMap = {};
2039
+ (function() {
2040
+ Font._fontMap = {};
2041
+ })();
1944
2042
 
1945
- var _Symbol_toStringTag = Symbol.toStringTag;
1946
2043
  var AssetPromise = /*#__PURE__*/ function() {
1947
2044
  function AssetPromise(executor) {
1948
2045
  var _this = this;
@@ -2040,7 +2137,7 @@ var AssetPromise = /*#__PURE__*/ function() {
2040
2137
  }
2041
2138
  };
2042
2139
  var onProgress = function onProgress(promise, index) {
2043
- if (_instanceof__default['default'](promise, Promise) || _instanceof__default['default'](promise, AssetPromise)) {
2140
+ if (_instanceof(promise, Promise) || _instanceof(promise, AssetPromise)) {
2044
2141
  promise.then(function(value) {
2045
2142
  onComplete(index, value);
2046
2143
  }, reject);
@@ -2061,9 +2158,9 @@ var AssetPromise = /*#__PURE__*/ function() {
2061
2158
  }
2062
2159
  });
2063
2160
  };
2064
- _create_class__default['default'](AssetPromise, [
2161
+ _create_class(AssetPromise, [
2065
2162
  {
2066
- key: _Symbol_toStringTag,
2163
+ key: Symbol.toStringTag,
2067
2164
  get: /** compatible with Promise */ function get() {
2068
2165
  return "AssetPromise";
2069
2166
  }
@@ -2262,7 +2359,7 @@ var /** @internal */ PromiseState;
2262
2359
  // Load asset
2263
2360
  item.url = assetBaseURL;
2264
2361
  var promise = loader.load(item, this);
2265
- if (_instanceof__default['default'](promise, AssetPromise)) {
2362
+ if (_instanceof(promise, AssetPromise)) {
2266
2363
  loadingPromises[assetBaseURL] = promise;
2267
2364
  promise.then(function(resource) {
2268
2365
  if (loader.useCache) {
@@ -2334,13 +2431,13 @@ var /** @internal */ PromiseState;
2334
2431
  };
2335
2432
  _proto._parseQueryPath = function _parseQueryPath(string) {
2336
2433
  var result = [];
2337
- if (string.charCodeAt(0) === charCodeOfDot) {
2434
+ if (string.charCodeAt(0) === charCodeOfDot$1) {
2338
2435
  result.push("");
2339
2436
  }
2340
- string.replace(rePropName, function(match, expression, quote, subString) {
2437
+ string.replace(rePropName$1, function(match, expression, quote, subString) {
2341
2438
  var key = match;
2342
2439
  if (quote) {
2343
- key = subString.replace(reEscapeChar, "$1");
2440
+ key = subString.replace(reEscapeChar$1, "$1");
2344
2441
  } else if (expression) {
2345
2442
  key = expression.trim();
2346
2443
  }
@@ -2398,8 +2495,12 @@ var /** @internal */ PromiseState;
2398
2495
  };
2399
2496
  return ResourceManager;
2400
2497
  }();
2401
- /** Loader collection. */ ResourceManager._loaders = {};
2402
- ResourceManager._extTypeMapping = {};
2498
+ (function() {
2499
+ /** Loader collection. */ ResourceManager._loaders = {};
2500
+ })();
2501
+ (function() {
2502
+ ResourceManager._extTypeMapping = {};
2503
+ })();
2403
2504
  /**
2404
2505
  * Declare ResourceLoader's decorator.
2405
2506
  * @param assetType - Type of asset
@@ -2411,9 +2512,9 @@ ResourceManager._extTypeMapping = {};
2411
2512
  ResourceManager._addLoader(assetType, loader, extnames);
2412
2513
  };
2413
2514
  }
2414
- var charCodeOfDot = ".".charCodeAt(0);
2415
- var reEscapeChar = /\\(\\)?/g;
2416
- var rePropName = RegExp(// Match anything that isn't a dot or bracket.
2515
+ var charCodeOfDot$1 = ".".charCodeAt(0);
2516
+ var reEscapeChar$1 = /\\(\\)?/g;
2517
+ var rePropName$1 = RegExp(// Match anything that isn't a dot or bracket.
2417
2518
  "[^.[\\]]+" + "|" + // Or match property names within brackets.
2418
2519
  "\\[(?:" + // Match a non-string expression.
2419
2520
  "([^\"'][^[]*)" + "|" + // Or match strings (supports escaping characters).
@@ -2680,7 +2781,7 @@ var ComponentCloner = /*#__PURE__*/ function() {
2680
2781
  break;
2681
2782
  case CloneMode.Shallow:
2682
2783
  var sourcePropS = source[k];
2683
- if (_instanceof__default['default'](sourcePropS, Object)) {
2784
+ if (_instanceof(sourcePropS, Object)) {
2684
2785
  var tarProp = target[k];
2685
2786
  tarProp == null && (tarProp = target[k] = sourcePropS.constructor());
2686
2787
  Object.assign(tarProp, sourcePropS);
@@ -2691,7 +2792,7 @@ var ComponentCloner = /*#__PURE__*/ function() {
2691
2792
  break;
2692
2793
  case CloneMode.Deep:
2693
2794
  var sourcePropD = source[k];
2694
- if (_instanceof__default['default'](sourcePropD, Object)) {
2795
+ if (_instanceof(sourcePropD, Object)) {
2695
2796
  var tarProp1 = target[k];
2696
2797
  tarProp1 == null && (tarProp1 = target[k] = sourcePropD.constructor());
2697
2798
  CloneManager.deepCloneObject(sourcePropD, tarProp1);
@@ -2757,10 +2858,14 @@ var ComponentCloner = /*#__PURE__*/ function() {
2757
2858
  };
2758
2859
  return ComponentsDependencies;
2759
2860
  }();
2760
- /**
2861
+ (function() {
2862
+ /**
2761
2863
  * @internal
2762
2864
  */ ComponentsDependencies._dependenciesMap = new Map();
2763
- ComponentsDependencies._invDependenciesMap = new Map();
2865
+ })();
2866
+ (function() {
2867
+ ComponentsDependencies._invDependenciesMap = new Map();
2868
+ })();
2764
2869
  /**
2765
2870
  * Dependent components, automatically added if they do not exist.
2766
2871
  * @param components - Dependent components
@@ -2775,6 +2880,9 @@ ComponentsDependencies._invDependenciesMap = new Map();
2775
2880
  };
2776
2881
  }
2777
2882
 
2883
+ /**
2884
+ * Layer, used for bit operations.
2885
+ */ exports.Layer = void 0;
2778
2886
  (function(Layer) {
2779
2887
  Layer[Layer[/** Layer 0. */ "Layer0"] = 0x1] = "Layer0";
2780
2888
  Layer[Layer[/** Layer 1. */ "Layer1"] = 0x2] = "Layer1";
@@ -2843,7 +2951,7 @@ ComponentsDependencies._invDependenciesMap = new Map();
2843
2951
  /**
2844
2952
  * Bool update flag.
2845
2953
  */ var BoolUpdateFlag = /*#__PURE__*/ function(UpdateFlag) {
2846
- _inherits__default['default'](BoolUpdateFlag, UpdateFlag);
2954
+ _inherits(BoolUpdateFlag, UpdateFlag);
2847
2955
  function BoolUpdateFlag() {
2848
2956
  var _this;
2849
2957
  _this = UpdateFlag.apply(this, arguments) || this;
@@ -2862,7 +2970,7 @@ ComponentsDependencies._invDependenciesMap = new Map();
2862
2970
  /**
2863
2971
  * The base class of the components.
2864
2972
  */ var Component = /*#__PURE__*/ function(EngineObject) {
2865
- _inherits__default['default'](Component, EngineObject);
2973
+ _inherits(Component, EngineObject);
2866
2974
  function Component(entity) {
2867
2975
  var _this;
2868
2976
  _this = EngineObject.call(this, entity.engine) || this;
@@ -2923,7 +3031,7 @@ ComponentsDependencies._invDependenciesMap = new Map();
2923
3031
  }
2924
3032
  }
2925
3033
  };
2926
- _create_class__default['default'](Component, [
3034
+ _create_class(Component, [
2927
3035
  {
2928
3036
  key: "enabled",
2929
3037
  get: /**
@@ -2973,19 +3081,19 @@ ComponentsDependencies._invDependenciesMap = new Map();
2973
3081
  ]);
2974
3082
  return Component;
2975
3083
  }(EngineObject);
2976
- _ts_decorate__default['default']([
3084
+ __decorate([
2977
3085
  ignoreClone
2978
3086
  ], Component.prototype, "_entity", void 0);
2979
- _ts_decorate__default['default']([
3087
+ __decorate([
2980
3088
  ignoreClone
2981
3089
  ], Component.prototype, "_awoken", void 0);
2982
- _ts_decorate__default['default']([
3090
+ __decorate([
2983
3091
  ignoreClone
2984
3092
  ], Component.prototype, "_destroyed", void 0);
2985
- _ts_decorate__default['default']([
3093
+ __decorate([
2986
3094
  ignoreClone
2987
3095
  ], Component.prototype, "_phasedActive", void 0);
2988
- _ts_decorate__default['default']([
3096
+ __decorate([
2989
3097
  assignmentClone
2990
3098
  ], Component.prototype, "_enabled", void 0);
2991
3099
 
@@ -3053,11 +3161,10 @@ _ts_decorate__default['default']([
3053
3161
  /**
3054
3162
  * Used to implement transformation related functions.
3055
3163
  */ var Transform = /*#__PURE__*/ function(Component) {
3056
- _inherits__default['default'](Transform, Component);
3164
+ _inherits(Transform, Component);
3057
3165
  function Transform(entity) {
3058
3166
  var _this;
3059
3167
  _this = Component.call(this, entity) || this;
3060
- _this._dirtyFlag = 0xbc;
3061
3168
  _this._position = new engineMath.Vector3();
3062
3169
  _this._rotation = new engineMath.Vector3();
3063
3170
  _this._rotationQuaternion = new engineMath.Quaternion();
@@ -3070,14 +3177,15 @@ _ts_decorate__default['default']([
3070
3177
  _this._worldMatrix = new engineMath.Matrix();
3071
3178
  _this._isParentDirty = true;
3072
3179
  _this._parentTransformCache = null;
3180
+ _this._dirtyFlag = 0xbc;
3073
3181
  /** @internal */ _this._updateFlagManager = new UpdateFlagManager();
3074
- _this._onPositionChanged = _this._onPositionChanged.bind(_assert_this_initialized__default['default'](_this));
3075
- _this._onWorldPositionChanged = _this._onWorldPositionChanged.bind(_assert_this_initialized__default['default'](_this));
3076
- _this._onRotationChanged = _this._onRotationChanged.bind(_assert_this_initialized__default['default'](_this));
3077
- _this._onWorldRotationChanged = _this._onWorldRotationChanged.bind(_assert_this_initialized__default['default'](_this));
3078
- _this._onRotationQuaternionChanged = _this._onRotationQuaternionChanged.bind(_assert_this_initialized__default['default'](_this));
3079
- _this._onWorldRotationQuaternionChanged = _this._onWorldRotationQuaternionChanged.bind(_assert_this_initialized__default['default'](_this));
3080
- _this._onScaleChanged = _this._onScaleChanged.bind(_assert_this_initialized__default['default'](_this));
3182
+ _this._onPositionChanged = _this._onPositionChanged.bind(_assert_this_initialized(_this));
3183
+ _this._onWorldPositionChanged = _this._onWorldPositionChanged.bind(_assert_this_initialized(_this));
3184
+ _this._onRotationChanged = _this._onRotationChanged.bind(_assert_this_initialized(_this));
3185
+ _this._onWorldRotationChanged = _this._onWorldRotationChanged.bind(_assert_this_initialized(_this));
3186
+ _this._onRotationQuaternionChanged = _this._onRotationQuaternionChanged.bind(_assert_this_initialized(_this));
3187
+ _this._onWorldRotationQuaternionChanged = _this._onWorldRotationQuaternionChanged.bind(_assert_this_initialized(_this));
3188
+ _this._onScaleChanged = _this._onScaleChanged.bind(_assert_this_initialized(_this));
3081
3189
  //@ts-ignore
3082
3190
  _this._position._onValueChanged = _this._onPositionChanged;
3083
3191
  //@ts-ignore
@@ -3469,7 +3577,7 @@ _ts_decorate__default['default']([
3469
3577
  this._setDirtyFlagTrue(0x40);
3470
3578
  this._updateWorldScaleFlag();
3471
3579
  };
3472
- _create_class__default['default'](Transform, [
3580
+ _create_class(Transform, [
3473
3581
  {
3474
3582
  key: "position",
3475
3583
  get: /**
@@ -3715,73 +3823,91 @@ _ts_decorate__default['default']([
3715
3823
  ]);
3716
3824
  return Transform;
3717
3825
  }(Component);
3718
- Transform._tempQuat0 = new engineMath.Quaternion();
3719
- Transform._tempVec30 = new engineMath.Vector3();
3720
- Transform._tempVec31 = new engineMath.Vector3();
3721
- Transform._tempVec32 = new engineMath.Vector3();
3722
- Transform._tempMat30 = new engineMath.Matrix3x3();
3723
- Transform._tempMat31 = new engineMath.Matrix3x3();
3724
- Transform._tempMat32 = new engineMath.Matrix3x3();
3725
- Transform._tempMat41 = new engineMath.Matrix();
3726
- Transform._tempMat42 = new engineMath.Matrix();
3727
- _ts_decorate__default['default']([
3826
+ (function() {
3827
+ Transform._tempQuat0 = new engineMath.Quaternion();
3828
+ })();
3829
+ (function() {
3830
+ Transform._tempVec30 = new engineMath.Vector3();
3831
+ })();
3832
+ (function() {
3833
+ Transform._tempVec31 = new engineMath.Vector3();
3834
+ })();
3835
+ (function() {
3836
+ Transform._tempVec32 = new engineMath.Vector3();
3837
+ })();
3838
+ (function() {
3839
+ Transform._tempMat30 = new engineMath.Matrix3x3();
3840
+ })();
3841
+ (function() {
3842
+ Transform._tempMat31 = new engineMath.Matrix3x3();
3843
+ })();
3844
+ (function() {
3845
+ Transform._tempMat32 = new engineMath.Matrix3x3();
3846
+ })();
3847
+ (function() {
3848
+ Transform._tempMat41 = new engineMath.Matrix();
3849
+ })();
3850
+ (function() {
3851
+ Transform._tempMat42 = new engineMath.Matrix();
3852
+ })();
3853
+ __decorate([
3728
3854
  deepClone
3729
3855
  ], Transform.prototype, "_position", void 0);
3730
- _ts_decorate__default['default']([
3856
+ __decorate([
3731
3857
  deepClone
3732
3858
  ], Transform.prototype, "_rotation", void 0);
3733
- _ts_decorate__default['default']([
3859
+ __decorate([
3734
3860
  deepClone
3735
3861
  ], Transform.prototype, "_rotationQuaternion", void 0);
3736
- _ts_decorate__default['default']([
3862
+ __decorate([
3737
3863
  deepClone
3738
3864
  ], Transform.prototype, "_scale", void 0);
3739
- _ts_decorate__default['default']([
3865
+ __decorate([
3740
3866
  deepClone
3741
3867
  ], Transform.prototype, "_worldPosition", void 0);
3742
- _ts_decorate__default['default']([
3868
+ __decorate([
3743
3869
  deepClone
3744
3870
  ], Transform.prototype, "_worldRotation", void 0);
3745
- _ts_decorate__default['default']([
3871
+ __decorate([
3746
3872
  deepClone
3747
3873
  ], Transform.prototype, "_worldRotationQuaternion", void 0);
3748
- _ts_decorate__default['default']([
3874
+ __decorate([
3749
3875
  deepClone
3750
3876
  ], Transform.prototype, "_lossyWorldScale", void 0);
3751
- _ts_decorate__default['default']([
3877
+ __decorate([
3752
3878
  deepClone
3753
3879
  ], Transform.prototype, "_localMatrix", void 0);
3754
- _ts_decorate__default['default']([
3880
+ __decorate([
3755
3881
  deepClone
3756
3882
  ], Transform.prototype, "_worldMatrix", void 0);
3757
- _ts_decorate__default['default']([
3883
+ __decorate([
3758
3884
  ignoreClone
3759
3885
  ], Transform.prototype, "_isParentDirty", void 0);
3760
- _ts_decorate__default['default']([
3886
+ __decorate([
3761
3887
  ignoreClone
3762
3888
  ], Transform.prototype, "_parentTransformCache", void 0);
3763
- _ts_decorate__default['default']([
3889
+ __decorate([
3764
3890
  ignoreClone
3765
3891
  ], Transform.prototype, "_updateFlagManager", void 0);
3766
- _ts_decorate__default['default']([
3892
+ __decorate([
3767
3893
  ignoreClone
3768
3894
  ], Transform.prototype, "_onPositionChanged", null);
3769
- _ts_decorate__default['default']([
3895
+ __decorate([
3770
3896
  ignoreClone
3771
3897
  ], Transform.prototype, "_onWorldPositionChanged", null);
3772
- _ts_decorate__default['default']([
3898
+ __decorate([
3773
3899
  ignoreClone
3774
3900
  ], Transform.prototype, "_onRotationChanged", null);
3775
- _ts_decorate__default['default']([
3901
+ __decorate([
3776
3902
  ignoreClone
3777
3903
  ], Transform.prototype, "_onWorldRotationChanged", null);
3778
- _ts_decorate__default['default']([
3904
+ __decorate([
3779
3905
  ignoreClone
3780
3906
  ], Transform.prototype, "_onRotationQuaternionChanged", null);
3781
- _ts_decorate__default['default']([
3907
+ __decorate([
3782
3908
  ignoreClone
3783
3909
  ], Transform.prototype, "_onWorldRotationQuaternionChanged", null);
3784
- _ts_decorate__default['default']([
3910
+ __decorate([
3785
3911
  ignoreClone
3786
3912
  ], Transform.prototype, "_onScaleChanged", null);
3787
3913
  var TransformModifyFlags;
@@ -3805,7 +3931,7 @@ var TransformModifyFlags;
3805
3931
  /**
3806
3932
  * Entity, be used as components container.
3807
3933
  */ var Entity = /*#__PURE__*/ function(EngineObject) {
3808
- _inherits__default['default'](Entity, EngineObject);
3934
+ _inherits(Entity, EngineObject);
3809
3935
  function Entity(engine, name) {
3810
3936
  var _this;
3811
3937
  _this = EngineObject.call(this, engine) || this;
@@ -3846,7 +3972,7 @@ var TransformModifyFlags;
3846
3972
  // @todo: should inverse traversal
3847
3973
  for(var i = components.length - 1; i >= 0; i--){
3848
3974
  var component = components[i];
3849
- if (_instanceof__default['default'](component, type)) {
3975
+ if (_instanceof(component, type)) {
3850
3976
  return component;
3851
3977
  }
3852
3978
  }
@@ -3861,7 +3987,7 @@ var TransformModifyFlags;
3861
3987
  var components = this._components;
3862
3988
  for(var i = 0, n = components.length; i < n; i++){
3863
3989
  var component = components[i];
3864
- if (_instanceof__default['default'](component, type)) {
3990
+ if (_instanceof(component, type)) {
3865
3991
  results.push(component);
3866
3992
  }
3867
3993
  }
@@ -3995,7 +4121,7 @@ var TransformModifyFlags;
3995
4121
  var components = this._components;
3996
4122
  for(var i1 = 0, n = components.length; i1 < n; i1++){
3997
4123
  var sourceComp = components[i1];
3998
- if (!_instanceof__default['default'](sourceComp, Transform)) {
4124
+ if (!_instanceof(sourceComp, Transform)) {
3999
4125
  var targetComp = cloneEntity.addComponent(sourceComp.constructor);
4000
4126
  ComponentCloner.cloneComponent(sourceComp, targetComp);
4001
4127
  }
@@ -4129,7 +4255,7 @@ var TransformModifyFlags;
4129
4255
  _proto._getComponentsInChildren = function _getComponentsInChildren(type, results) {
4130
4256
  for(var i = this._components.length - 1; i >= 0; i--){
4131
4257
  var component = this._components[i];
4132
- if (_instanceof__default['default'](component, type)) {
4258
+ if (_instanceof(component, type)) {
4133
4259
  results.push(component);
4134
4260
  }
4135
4261
  }
@@ -4232,7 +4358,7 @@ var TransformModifyFlags;
4232
4358
  this._traverseSetOwnerScene(children[i], scene);
4233
4359
  }
4234
4360
  };
4235
- _create_class__default['default'](Entity, [
4361
+ _create_class(Entity, [
4236
4362
  {
4237
4363
  key: "isActive",
4238
4364
  get: /**
@@ -4318,11 +4444,17 @@ var TransformModifyFlags;
4318
4444
  return Entity;
4319
4445
  }(EngineObject);
4320
4446
 
4447
+ /**
4448
+ * Color Space.
4449
+ */ exports.ColorSpace = void 0;
4321
4450
  (function(ColorSpace) {
4322
4451
  ColorSpace[ColorSpace[/** Linear color space. */ "Linear"] = 0] = "Linear";
4323
4452
  ColorSpace[ColorSpace[/** Gamma color space. */ "Gamma"] = 1] = "Gamma";
4324
4453
  })(exports.ColorSpace || (exports.ColorSpace = {}));
4325
4454
 
4455
+ /**
4456
+ * The current phase of the pointer.
4457
+ */ exports.PointerPhase = void 0;
4326
4458
  (function(PointerPhase) {
4327
4459
  PointerPhase[PointerPhase[/** A Pointer pressed on the screen. */ "Down"] = 0] = "Down";
4328
4460
  PointerPhase[PointerPhase[/** A pointer moved on the screen. */ "Move"] = 1] = "Move";
@@ -4444,7 +4576,7 @@ var TransformModifyFlags;
4444
4576
  }
4445
4577
  }
4446
4578
  };
4447
- _create_class__default['default'](SystemInfo, null, [
4579
+ _create_class(SystemInfo, null, [
4448
4580
  {
4449
4581
  key: "devicePixelRatio",
4450
4582
  get: /**
@@ -4456,10 +4588,18 @@ var TransformModifyFlags;
4456
4588
  ]);
4457
4589
  return SystemInfo;
4458
4590
  }();
4459
- /** The platform is running on. */ SystemInfo.platform = exports.Platform.Unknown;
4460
- /** The operating system is running on. */ SystemInfo.operatingSystem = "";
4591
+ (function() {
4592
+ /** The platform is running on. */ SystemInfo.platform = exports.Platform.Unknown;
4593
+ })();
4594
+ (function() {
4595
+ /** The operating system is running on. */ SystemInfo.operatingSystem = "";
4596
+ })();
4461
4597
  SystemInfo._initialize();
4462
4598
 
4599
+ /**
4600
+ * The keys of the keyboard.
4601
+ * Keep up with W3C standards.(https://www.w3.org/TR/2017/CR-uievents-code-20170601/)
4602
+ */ exports.Keys = void 0;
4463
4603
  (function(Keys) {
4464
4604
  Keys[Keys[/** `~ on a US keyboard. This is the 半角/全角/漢字 (hankaku/zenkaku/kanji) key on Japanese keyboards. */ "Backquote"] = 0] = "Backquote";
4465
4605
  Keys[Keys[/** Used for both the US \| (on the 101-key layout) and also for the key located between the " and Enter keys on row C of the 102-, 104- and 106-key layouts. Labelled #~ on a UK (102) keyboard. */ "Backslash"] = 1] = "Backslash";
@@ -4793,6 +4933,9 @@ SystemInfo._initialize();
4793
4933
  return KeyboardManager;
4794
4934
  }();
4795
4935
 
4936
+ /**
4937
+ * Camera clear flags enumeration.
4938
+ */ exports.CameraClearFlags = void 0;
4796
4939
  (function(CameraClearFlags) {
4797
4940
  CameraClearFlags[CameraClearFlags[/* Do nothing. */ "None"] = 0x0] = "None";
4798
4941
  CameraClearFlags[CameraClearFlags[/* Clear color with scene background. */ "Color"] = 0x1] = "Color";
@@ -5067,7 +5210,7 @@ SystemInfo._initialize();
5067
5210
  _proto._setGravity = function _setGravity() {
5068
5211
  this._nativePhysicsManager.setGravity(this._gravity);
5069
5212
  };
5070
- _create_class__default['default'](PhysicsManager, [
5213
+ _create_class(PhysicsManager, [
5071
5214
  {
5072
5215
  key: "gravity",
5073
5216
  get: /**
@@ -5098,6 +5241,9 @@ SystemInfo._initialize();
5098
5241
  return PhysicsManager;
5099
5242
  }();
5100
5243
 
5244
+ /**
5245
+ * Describes how physics materials of the colliding objects are combined.
5246
+ */ exports.PhysicsMaterialCombineMode = void 0;
5101
5247
  (function(PhysicsMaterialCombineMode) {
5102
5248
  PhysicsMaterialCombineMode[PhysicsMaterialCombineMode[/** Averages the friction/bounce of the two colliding materials. */ "Average"] = 0] = "Average";
5103
5249
  PhysicsMaterialCombineMode[PhysicsMaterialCombineMode[/** Uses the smaller friction/bounce of the two colliding materials. */ "Minimum"] = 1] = "Minimum";
@@ -5122,7 +5268,7 @@ SystemInfo._initialize();
5122
5268
  */ _proto._destroy = function _destroy() {
5123
5269
  this._nativeMaterial.destroy();
5124
5270
  };
5125
- _create_class__default['default'](PhysicsMaterial, [
5271
+ _create_class(PhysicsMaterial, [
5126
5272
  {
5127
5273
  key: "bounciness",
5128
5274
  get: /**
@@ -5198,12 +5344,12 @@ SystemInfo._initialize();
5198
5344
  }();
5199
5345
 
5200
5346
  exports.Collider = /*#__PURE__*/ function(Component) {
5201
- _inherits__default['default'](Collider, Component);
5347
+ _inherits(Collider, Component);
5202
5348
  function Collider(entity) {
5203
5349
  var _this;
5204
5350
  _this = Component.call(this, entity) || this;
5205
- _this._shapes = [];
5206
5351
  /** @internal */ _this._index = -1;
5352
+ _this._shapes = [];
5207
5353
  _this._updateFlag = _this.entity.transform.registerWorldChangeFlag();
5208
5354
  return _this;
5209
5355
  }
@@ -5282,7 +5428,7 @@ exports.Collider = /*#__PURE__*/ function(Component) {
5282
5428
  this.clearShapes();
5283
5429
  this._nativeCollider.destroy();
5284
5430
  };
5285
- _create_class__default['default'](Collider, [
5431
+ _create_class(Collider, [
5286
5432
  {
5287
5433
  key: "shapes",
5288
5434
  get: /**
@@ -5294,13 +5440,16 @@ exports.Collider = /*#__PURE__*/ function(Component) {
5294
5440
  ]);
5295
5441
  return Collider;
5296
5442
  }(Component);
5297
- _ts_decorate__default['default']([
5443
+ __decorate([
5298
5444
  ignoreClone
5299
5445
  ], exports.Collider.prototype, "_index", void 0);
5300
- exports.Collider = _ts_decorate__default['default']([
5446
+ exports.Collider = __decorate([
5301
5447
  dependentComponents(Transform)
5302
5448
  ], exports.Collider);
5303
5449
 
5450
+ /**
5451
+ * The up axis of the collider shape.
5452
+ */ exports.ControllerNonWalkableMode = void 0;
5304
5453
  (function(ControllerNonWalkableMode) {
5305
5454
  ControllerNonWalkableMode[ControllerNonWalkableMode[/** Stops character from climbing up non-walkable slopes, but doesn't move it otherwise. */ "PreventClimbing"] = 0] = "PreventClimbing";
5306
5455
  ControllerNonWalkableMode[ControllerNonWalkableMode[/** Stops character from climbing up non-walkable slopes, and forces it to slide down those slopes. */ "PreventClimbingAndForceSliding"] = 1] = "PreventClimbingAndForceSliding";
@@ -5309,7 +5458,7 @@ exports.Collider = _ts_decorate__default['default']([
5309
5458
  /**
5310
5459
  * The character controllers.
5311
5460
  */ var CharacterController = /*#__PURE__*/ function(Collider) {
5312
- _inherits__default['default'](CharacterController, Collider);
5461
+ _inherits(CharacterController, Collider);
5313
5462
  function CharacterController(entity) {
5314
5463
  var _this;
5315
5464
  _this = Collider.call(this, entity) || this;
@@ -5319,7 +5468,7 @@ exports.Collider = _ts_decorate__default['default']([
5319
5468
  _this._upDirection = new engineMath.Vector3(0, 1, 0);
5320
5469
  _this._slopeLimit = 0.707;
5321
5470
  _this._nativeCollider = PhysicsManager._nativePhysics.createCharacterController();
5322
- _this._setUpDirection = _this._setUpDirection.bind(_assert_this_initialized__default['default'](_this));
5471
+ _this._setUpDirection = _this._setUpDirection.bind(_assert_this_initialized(_this));
5323
5472
  //@ts-ignore
5324
5473
  _this._upDirection._onValueChanged = _this._setUpDirection;
5325
5474
  return _this;
@@ -5392,7 +5541,7 @@ exports.Collider = _ts_decorate__default['default']([
5392
5541
  _proto._setUpDirection = function _setUpDirection() {
5393
5542
  this._nativeCollider.setUpDirection(this._upDirection);
5394
5543
  };
5395
- _create_class__default['default'](CharacterController, [
5544
+ _create_class(CharacterController, [
5396
5545
  {
5397
5546
  key: "stepOffset",
5398
5547
  get: /**
@@ -5487,7 +5636,7 @@ exports.Collider = _ts_decorate__default['default']([
5487
5636
  _proto._setRotation = function _setRotation() {
5488
5637
  this._nativeShape.setRotation(this._rotation);
5489
5638
  };
5490
- _create_class__default['default'](ColliderShape, [
5639
+ _create_class(ColliderShape, [
5491
5640
  {
5492
5641
  key: "collider",
5493
5642
  get: /**
@@ -5575,18 +5724,20 @@ exports.Collider = _ts_decorate__default['default']([
5575
5724
  ]);
5576
5725
  return ColliderShape;
5577
5726
  }();
5578
- ColliderShape._idGenerator = 0;
5727
+ (function() {
5728
+ ColliderShape._idGenerator = 0;
5729
+ })();
5579
5730
 
5580
5731
  /**
5581
5732
  * Physical collider shape for box.
5582
5733
  */ var BoxColliderShape = /*#__PURE__*/ function(ColliderShape) {
5583
- _inherits__default['default'](BoxColliderShape, ColliderShape);
5734
+ _inherits(BoxColliderShape, ColliderShape);
5584
5735
  function BoxColliderShape() {
5585
5736
  var _this;
5586
5737
  _this = ColliderShape.call(this) || this;
5587
5738
  _this._size = new engineMath.Vector3(1, 1, 1);
5588
5739
  _this._nativeShape = PhysicsManager._nativePhysics.createBoxColliderShape(_this._id, _this._size, _this._material._nativeMaterial);
5589
- _this._setSize = _this._setSize.bind(_assert_this_initialized__default['default'](_this));
5740
+ _this._setSize = _this._setSize.bind(_assert_this_initialized(_this));
5590
5741
  //@ts-ignore
5591
5742
  _this._size._onValueChanged = _this._setSize;
5592
5743
  return _this;
@@ -5595,7 +5746,7 @@ ColliderShape._idGenerator = 0;
5595
5746
  _proto._setSize = function _setSize() {
5596
5747
  this._nativeShape.setSize(this._size);
5597
5748
  };
5598
- _create_class__default['default'](BoxColliderShape, [
5749
+ _create_class(BoxColliderShape, [
5599
5750
  {
5600
5751
  key: "size",
5601
5752
  get: /**
@@ -5616,7 +5767,7 @@ ColliderShape._idGenerator = 0;
5616
5767
  /**
5617
5768
  * Physical collider shape for sphere.
5618
5769
  */ var SphereColliderShape = /*#__PURE__*/ function(ColliderShape) {
5619
- _inherits__default['default'](SphereColliderShape, ColliderShape);
5770
+ _inherits(SphereColliderShape, ColliderShape);
5620
5771
  function SphereColliderShape() {
5621
5772
  var _this;
5622
5773
  _this = ColliderShape.call(this) || this;
@@ -5624,7 +5775,7 @@ ColliderShape._idGenerator = 0;
5624
5775
  _this._nativeShape = PhysicsManager._nativePhysics.createSphereColliderShape(_this._id, _this._radius, _this._material._nativeMaterial);
5625
5776
  return _this;
5626
5777
  }
5627
- _create_class__default['default'](SphereColliderShape, [
5778
+ _create_class(SphereColliderShape, [
5628
5779
  {
5629
5780
  key: "radius",
5630
5781
  get: /**
@@ -5646,7 +5797,7 @@ ColliderShape._idGenerator = 0;
5646
5797
  /**
5647
5798
  * Physical collider shape plane.
5648
5799
  */ var PlaneColliderShape = /*#__PURE__*/ function(ColliderShape) {
5649
- _inherits__default['default'](PlaneColliderShape, ColliderShape);
5800
+ _inherits(PlaneColliderShape, ColliderShape);
5650
5801
  function PlaneColliderShape() {
5651
5802
  var _this;
5652
5803
  _this = ColliderShape.call(this) || this;
@@ -5656,6 +5807,9 @@ ColliderShape._idGenerator = 0;
5656
5807
  return PlaneColliderShape;
5657
5808
  }(ColliderShape);
5658
5809
 
5810
+ /**
5811
+ * The up axis of the collider shape.
5812
+ */ exports.ColliderShapeUpAxis = void 0;
5659
5813
  (function(ColliderShapeUpAxis) {
5660
5814
  ColliderShapeUpAxis[ColliderShapeUpAxis[/** Up axis is X. */ "X"] = 0] = "X";
5661
5815
  ColliderShapeUpAxis[ColliderShapeUpAxis[/** Up axis is Y. */ "Y"] = 1] = "Y";
@@ -5665,7 +5819,7 @@ ColliderShape._idGenerator = 0;
5665
5819
  /**
5666
5820
  * Physical collider shape for capsule.
5667
5821
  */ var CapsuleColliderShape = /*#__PURE__*/ function(ColliderShape) {
5668
- _inherits__default['default'](CapsuleColliderShape, ColliderShape);
5822
+ _inherits(CapsuleColliderShape, ColliderShape);
5669
5823
  function CapsuleColliderShape() {
5670
5824
  var _this;
5671
5825
  _this = ColliderShape.call(this) || this;
@@ -5675,7 +5829,7 @@ ColliderShape._idGenerator = 0;
5675
5829
  _this._nativeShape = PhysicsManager._nativePhysics.createCapsuleColliderShape(_this._id, _this._radius, _this._height, _this._material._nativeMaterial);
5676
5830
  return _this;
5677
5831
  }
5678
- _create_class__default['default'](CapsuleColliderShape, [
5832
+ _create_class(CapsuleColliderShape, [
5679
5833
  {
5680
5834
  key: "radius",
5681
5835
  get: /**
@@ -5723,7 +5877,7 @@ ColliderShape._idGenerator = 0;
5723
5877
  }(ColliderShape);
5724
5878
 
5725
5879
  exports.Joint = /*#__PURE__*/ function(Component) {
5726
- _inherits__default['default'](Joint, Component);
5880
+ _inherits(Joint, Component);
5727
5881
  function Joint(entity) {
5728
5882
  var _this;
5729
5883
  _this = Component.call(this, entity) || this;
@@ -5734,7 +5888,7 @@ exports.Joint = /*#__PURE__*/ function(Component) {
5734
5888
  _this._connectedCollider.localPosition = new engineMath.Vector3();
5735
5889
  return _this;
5736
5890
  }
5737
- _create_class__default['default'](Joint, [
5891
+ _create_class(Joint, [
5738
5892
  {
5739
5893
  key: "connectedCollider",
5740
5894
  get: /**
@@ -5852,7 +6006,7 @@ exports.Joint = /*#__PURE__*/ function(Component) {
5852
6006
  ]);
5853
6007
  return Joint;
5854
6008
  }(Component);
5855
- exports.Joint = _ts_decorate__default['default']([
6009
+ exports.Joint = __decorate([
5856
6010
  dependentComponents(exports.Collider)
5857
6011
  ], exports.Joint);
5858
6012
  /**
@@ -5866,7 +6020,7 @@ exports.Joint = _ts_decorate__default['default']([
5866
6020
  /*
5867
6021
  * A fixed joint permits no relative movement between two colliders. ie the colliders are glued together.
5868
6022
  */ var FixedJoint = /*#__PURE__*/ function(Joint) {
5869
- _inherits__default['default'](FixedJoint, Joint);
6023
+ _inherits(FixedJoint, Joint);
5870
6024
  function FixedJoint() {
5871
6025
  return Joint.apply(this, arguments);
5872
6026
  }
@@ -5895,7 +6049,7 @@ exports.Joint = _ts_decorate__default['default']([
5895
6049
  /**
5896
6050
  * A joint which behaves in a similar way to a hinge or axle.
5897
6051
  */ var HingeJoint = /*#__PURE__*/ function(Joint) {
5898
- _inherits__default['default'](HingeJoint, Joint);
6052
+ _inherits(HingeJoint, Joint);
5899
6053
  function HingeJoint() {
5900
6054
  var _this;
5901
6055
  _this = Joint.apply(this, arguments) || this;
@@ -5914,7 +6068,7 @@ exports.Joint = _ts_decorate__default['default']([
5914
6068
  collider.collider = this.entity.getComponent(exports.Collider);
5915
6069
  this._nativeJoint = PhysicsManager._nativePhysics.createHingeJoint(collider.collider._nativeCollider);
5916
6070
  };
5917
- _create_class__default['default'](HingeJoint, [
6071
+ _create_class(HingeJoint, [
5918
6072
  {
5919
6073
  key: "axis",
5920
6074
  get: /**
@@ -6045,7 +6199,7 @@ exports.Joint = _ts_decorate__default['default']([
6045
6199
  /**
6046
6200
  * A joint that maintains an upper or lower bound (or both) on the distance between two points on different objects.
6047
6201
  */ var SpringJoint = /*#__PURE__*/ function(Joint) {
6048
- _inherits__default['default'](SpringJoint, Joint);
6202
+ _inherits(SpringJoint, Joint);
6049
6203
  function SpringJoint() {
6050
6204
  var _this;
6051
6205
  _this = Joint.apply(this, arguments) || this;
@@ -6066,7 +6220,7 @@ exports.Joint = _ts_decorate__default['default']([
6066
6220
  collider.collider = this.entity.getComponent(exports.Collider);
6067
6221
  this._nativeJoint = PhysicsManager._nativePhysics.createSpringJoint(collider.collider._nativeCollider);
6068
6222
  };
6069
- _create_class__default['default'](SpringJoint, [
6223
+ _create_class(SpringJoint, [
6070
6224
  {
6071
6225
  key: "swingOffset",
6072
6226
  get: /**
@@ -6175,6 +6329,9 @@ exports.Joint = _ts_decorate__default['default']([
6175
6329
  /** If freeSpin is enabled the motor will only accelerate but never slow down. */ this.freeSpin = false;
6176
6330
  };
6177
6331
 
6332
+ /**
6333
+ * The up axis of the collider shape.
6334
+ */ exports.ControllerCollisionFlag = void 0;
6178
6335
  (function(ControllerCollisionFlag) {
6179
6336
  ControllerCollisionFlag[ControllerCollisionFlag[/** Character is colliding to the sides. */ "Sides"] = 1] = "Sides";
6180
6337
  ControllerCollisionFlag[ControllerCollisionFlag[/** Character has collision above. */ "Up"] = 2] = "Up";
@@ -6185,7 +6342,7 @@ exports.Joint = _ts_decorate__default['default']([
6185
6342
  * A static collider component that will not move.
6186
6343
  * @remarks Mostly used for object which always stays at the same place and never moves around.
6187
6344
  */ var StaticCollider = /*#__PURE__*/ function(Collider) {
6188
- _inherits__default['default'](StaticCollider, Collider);
6345
+ _inherits(StaticCollider, Collider);
6189
6346
  function StaticCollider(entity) {
6190
6347
  var _this;
6191
6348
  _this = Collider.call(this, entity) || this;
@@ -6199,7 +6356,7 @@ exports.Joint = _ts_decorate__default['default']([
6199
6356
  /**
6200
6357
  * A dynamic collider can act with self-defined movement or physical force.
6201
6358
  */ var DynamicCollider = /*#__PURE__*/ function(Collider) {
6202
- _inherits__default['default'](DynamicCollider, Collider);
6359
+ _inherits(DynamicCollider, Collider);
6203
6360
  function DynamicCollider(entity) {
6204
6361
  var _this;
6205
6362
  _this = Collider.call(this, entity) || this;
@@ -6219,10 +6376,10 @@ exports.Joint = _ts_decorate__default['default']([
6219
6376
  _this._sleepThreshold = 5e-3;
6220
6377
  var transform = _this.entity.transform;
6221
6378
  _this._nativeCollider = PhysicsManager._nativePhysics.createDynamicCollider(transform.worldPosition, transform.worldRotationQuaternion);
6222
- _this._setLinearVelocity = _this._setLinearVelocity.bind(_assert_this_initialized__default['default'](_this));
6223
- _this._setAngularVelocity = _this._setAngularVelocity.bind(_assert_this_initialized__default['default'](_this));
6224
- _this._setCenterOfMass = _this._setCenterOfMass.bind(_assert_this_initialized__default['default'](_this));
6225
- _this._setInertiaTensor = _this._setInertiaTensor.bind(_assert_this_initialized__default['default'](_this));
6379
+ _this._setLinearVelocity = _this._setLinearVelocity.bind(_assert_this_initialized(_this));
6380
+ _this._setAngularVelocity = _this._setAngularVelocity.bind(_assert_this_initialized(_this));
6381
+ _this._setCenterOfMass = _this._setCenterOfMass.bind(_assert_this_initialized(_this));
6382
+ _this._setInertiaTensor = _this._setInertiaTensor.bind(_assert_this_initialized(_this));
6226
6383
  //@ts-ignore
6227
6384
  _this._linearVelocity._onValueChanged = _this._setLinearVelocity;
6228
6385
  //@ts-ignore
@@ -6280,7 +6437,7 @@ exports.Joint = _ts_decorate__default['default']([
6280
6437
  _proto._setInertiaTensor = function _setInertiaTensor() {
6281
6438
  this._nativeCollider.setInertiaTensor(this._inertiaTensor);
6282
6439
  };
6283
- _create_class__default['default'](DynamicCollider, [
6440
+ _create_class(DynamicCollider, [
6284
6441
  {
6285
6442
  key: "linearDamping",
6286
6443
  get: /**
@@ -6476,12 +6633,14 @@ exports.Joint = _ts_decorate__default['default']([
6476
6633
  ]);
6477
6634
  return DynamicCollider;
6478
6635
  }(exports.Collider);
6636
+ exports.CollisionDetectionMode = void 0;
6479
6637
  (function(CollisionDetectionMode) {
6480
6638
  CollisionDetectionMode[CollisionDetectionMode["Discrete"] = 0] = "Discrete";
6481
6639
  CollisionDetectionMode[CollisionDetectionMode[/** Continuous collision detection is on for colliding with static mesh geometry. */ "Continuous"] = 1] = "Continuous";
6482
6640
  CollisionDetectionMode[CollisionDetectionMode[/** Continuous collision detection is on for colliding with static and dynamic geometry. */ "ContinuousDynamic"] = 2] = "ContinuousDynamic";
6483
6641
  CollisionDetectionMode[CollisionDetectionMode[/** Speculative continuous collision detection is on for static and dynamic geometries */ "ContinuousSpeculative"] = 3] = "ContinuousSpeculative";
6484
6642
  })(exports.CollisionDetectionMode || (exports.CollisionDetectionMode = {}));
6643
+ exports.DynamicColliderConstraints = void 0;
6485
6644
  (function(DynamicColliderConstraints) {
6486
6645
  DynamicColliderConstraints[DynamicColliderConstraints[/** Not Freeze. */ "None"] = 0] = "None";
6487
6646
  DynamicColliderConstraints[DynamicColliderConstraints[/** Freeze motion along the X-axis. */ "FreezePositionX"] = 1] = "FreezePositionX";
@@ -6492,6 +6651,13 @@ exports.Joint = _ts_decorate__default['default']([
6492
6651
  DynamicColliderConstraints[DynamicColliderConstraints[/** Freeze rotation along the Z-axis. */ "FreezeRotationZ"] = 32] = "FreezeRotationZ";
6493
6652
  })(exports.DynamicColliderConstraints || (exports.DynamicColliderConstraints = {}));
6494
6653
 
6654
+ /**
6655
+ * Defines values that specify the buttons on a pointer device.
6656
+ * Refer to the W3C standards:
6657
+ * (https://www.w3.org/TR/uievents/#dom-mouseevent-button)
6658
+ * (https://www.w3.org/TR/uievents/#dom-mouseevent-buttons)
6659
+ * Refer to Microsoft's documentation.(https://docs.microsoft.com/en-us/dotnet/api/system.windows.input.mousebutton?view=windowsdesktop-6.0)
6660
+ */ exports.PointerButton = void 0;
6495
6661
  (function(PointerButton) {
6496
6662
  PointerButton[PointerButton[/** No button. */ "None"] = 0x0] = "None";
6497
6663
  PointerButton[PointerButton[/** Indicate the primary pointer of the device (in general, the left button or the only button on single-button devices, used to activate a user interface control or select text) or the un-initialized value. */ "Primary"] = 0x1] = "Primary";
@@ -6815,9 +6981,15 @@ exports.Joint = _ts_decorate__default['default']([
6815
6981
  };
6816
6982
  return PointerManager;
6817
6983
  }();
6818
- PointerManager._tempRay = new engineMath.Ray();
6819
- PointerManager._tempPoint = new engineMath.Vector2();
6820
- PointerManager._tempHitResult = new HitResult();
6984
+ (function() {
6985
+ PointerManager._tempRay = new engineMath.Ray();
6986
+ })();
6987
+ (function() {
6988
+ PointerManager._tempPoint = new engineMath.Vector2();
6989
+ })();
6990
+ (function() {
6991
+ PointerManager._tempHitResult = new HitResult();
6992
+ })();
6821
6993
 
6822
6994
  /**
6823
6995
  * Wheel Manager.
@@ -6890,7 +7062,7 @@ PointerManager._tempHitResult = new HitResult();
6890
7062
  this._curFrameCount = 0;
6891
7063
  // @ts-ignore
6892
7064
  var canvas = engine._canvas._webCanvas;
6893
- if (typeof OffscreenCanvas === "undefined" || !_instanceof__default['default'](canvas, OffscreenCanvas)) {
7065
+ if (typeof OffscreenCanvas === "undefined" || !_instanceof(canvas, OffscreenCanvas)) {
6894
7066
  this._wheelManager = new WheelManager(canvas);
6895
7067
  this._pointerManager = new PointerManager(engine, canvas);
6896
7068
  this._keyboardManager = new KeyboardManager(canvas);
@@ -7023,7 +7195,7 @@ PointerManager._tempHitResult = new HitResult();
7023
7195
  this._pointerManager._onFocus();
7024
7196
  this._keyboardManager._onFocus();
7025
7197
  };
7026
- _create_class__default['default'](InputManager, [
7198
+ _create_class(InputManager, [
7027
7199
  {
7028
7200
  key: "pointers",
7029
7201
  get: /**
@@ -7056,12 +7228,18 @@ PointerManager._tempHitResult = new HitResult();
7056
7228
  return InputManager;
7057
7229
  }();
7058
7230
 
7231
+ /**
7232
+ * Number of cascades to use for directional light shadows.
7233
+ */ exports.ShadowCascadesMode = void 0;
7059
7234
  (function(ShadowCascadesMode) {
7060
7235
  ShadowCascadesMode[ShadowCascadesMode[/** No cascades */ "NoCascades"] = 1] = "NoCascades";
7061
7236
  ShadowCascadesMode[ShadowCascadesMode[/** Two cascades */ "TwoCascades"] = 2] = "TwoCascades";
7062
7237
  ShadowCascadesMode[ShadowCascadesMode[/** Four cascades */ "FourCascades"] = 4] = "FourCascades";
7063
7238
  })(exports.ShadowCascadesMode || (exports.ShadowCascadesMode = {}));
7064
7239
 
7240
+ /**
7241
+ * Default shadow resolution.
7242
+ */ exports.ShadowResolution = void 0;
7065
7243
  (function(ShadowResolution) {
7066
7244
  ShadowResolution[ShadowResolution[/** Low shadow map resolution. */ "Low"] = 0] = "Low";
7067
7245
  ShadowResolution[ShadowResolution[/** Medium shadow map resolution. */ "Medium"] = 1] = "Medium";
@@ -7069,6 +7247,9 @@ PointerManager._tempHitResult = new HitResult();
7069
7247
  ShadowResolution[ShadowResolution[/** Very high shadow map resolution. */ "VeryHigh"] = 3] = "VeryHigh";
7070
7248
  })(exports.ShadowResolution || (exports.ShadowResolution = {}));
7071
7249
 
7250
+ /**
7251
+ * Determines which type of shadows should be used.
7252
+ */ exports.ShadowType = void 0;
7072
7253
  (function(ShadowType) {
7073
7254
  ShadowType[ShadowType[/** Disable Shadows. */ "None"] = 0] = "None";
7074
7255
  ShadowType[ShadowType[/** Hard Shadows Only. */ "Hard"] = 1] = "Hard";
@@ -7076,12 +7257,19 @@ PointerManager._tempHitResult = new HitResult();
7076
7257
  ShadowType[ShadowType[/** Cast "soft" shadows with large range. */ "SoftHigh"] = 3] = "SoftHigh";
7077
7258
  })(exports.ShadowType || (exports.ShadowType = {}));
7078
7259
 
7260
+ /**
7261
+ * Render queue type.
7262
+ */ exports.RenderQueueType = void 0;
7079
7263
  (function(RenderQueueType) {
7080
7264
  RenderQueueType[RenderQueueType[/** Opaque queue. */ "Opaque"] = 0] = "Opaque";
7081
7265
  RenderQueueType[RenderQueueType[/** Opaque queue, alpha cutoff. */ "AlphaTest"] = 1] = "AlphaTest";
7082
7266
  RenderQueueType[RenderQueueType[/** Transparent queue, rendering from back to front to ensure correct rendering of transparent objects. */ "Transparent"] = 2] = "Transparent";
7083
7267
  })(exports.RenderQueueType || (exports.RenderQueueType = {}));
7084
7268
 
7269
+ /**
7270
+ * Blend factor.
7271
+ * @remarks defines which function is used for blending pixel arithmetic
7272
+ */ exports.BlendFactor = void 0;
7085
7273
  (function(BlendFactor) {
7086
7274
  BlendFactor[BlendFactor[/** (0, 0, 0, 0)*/ "Zero"] = 0] = "Zero";
7087
7275
  BlendFactor[BlendFactor[/** (1, 1, 1, 1)*/ "One"] = 1] = "One";
@@ -7098,6 +7286,10 @@ PointerManager._tempHitResult = new HitResult();
7098
7286
  BlendFactor[BlendFactor[/** (1 - Rc, 1 - Gc, 1 - Bc, 1 - Ac)*/ "OneMinusBlendColor"] = 12] = "OneMinusBlendColor";
7099
7287
  })(exports.BlendFactor || (exports.BlendFactor = {}));
7100
7288
 
7289
+ /**
7290
+ * Blend operation function.
7291
+ * @remarks defines how a new pixel is combined with a pixel.
7292
+ */ exports.BlendOperation = void 0;
7101
7293
  (function(BlendOperation) {
7102
7294
  BlendOperation[BlendOperation[/** src + dst. */ "Add"] = 0] = "Add";
7103
7295
  BlendOperation[BlendOperation[/** src - dst. */ "Subtract"] = 1] = "Subtract";
@@ -7106,6 +7298,10 @@ PointerManager._tempHitResult = new HitResult();
7106
7298
  BlendOperation[BlendOperation[/** Maximum of source and destination. */ "Max"] = 4] = "Max";
7107
7299
  })(exports.BlendOperation || (exports.BlendOperation = {}));
7108
7300
 
7301
+ /**
7302
+ * Set which color channels can be rendered to frame buffer.
7303
+ * @remarks enumeration can be combined using bit operations.
7304
+ */ exports.ColorWriteMask = void 0;
7109
7305
  (function(ColorWriteMask) {
7110
7306
  ColorWriteMask[ColorWriteMask[/** Do not write to any channel. */ "None"] = 0] = "None";
7111
7307
  ColorWriteMask[ColorWriteMask[/** Write to the red channel. */ "Red"] = 0x1] = "Red";
@@ -7115,6 +7311,10 @@ PointerManager._tempHitResult = new HitResult();
7115
7311
  ColorWriteMask[ColorWriteMask[/** Write to all channel. */ "All"] = 0xf] = "All";
7116
7312
  })(exports.ColorWriteMask || (exports.ColorWriteMask = {}));
7117
7313
 
7314
+ /**
7315
+ * Depth/Stencil comparison function.
7316
+ * @remarks Specifies a function that compares incoming pixel depth/stencil to the current depth/stencil buffer value.
7317
+ */ exports.CompareFunction = void 0;
7118
7318
  (function(CompareFunction) {
7119
7319
  CompareFunction[CompareFunction[/** never pass. */ "Never"] = 0] = "Never";
7120
7320
  CompareFunction[CompareFunction[/** pass if the incoming value is less than the depth/stencil buffer value. */ "Less"] = 1] = "Less";
@@ -7126,12 +7326,19 @@ PointerManager._tempHitResult = new HitResult();
7126
7326
  CompareFunction[CompareFunction[/** always pass. */ "Always"] = 7] = "Always";
7127
7327
  })(exports.CompareFunction || (exports.CompareFunction = {}));
7128
7328
 
7329
+ /**
7330
+ * Culling mode.
7331
+ * @remarks specifies whether or not front- and/or back-facing polygons can be culled.
7332
+ */ exports.CullMode = void 0;
7129
7333
  (function(CullMode) {
7130
7334
  CullMode[CullMode[/** Disable culling. */ "Off"] = 0] = "Off";
7131
7335
  CullMode[CullMode[/** cut the front-face of the polygons. */ "Front"] = 1] = "Front";
7132
7336
  CullMode[CullMode[/** cut the back-face of the polygons. */ "Back"] = 2] = "Back";
7133
7337
  })(exports.CullMode || (exports.CullMode = {}));
7134
7338
 
7339
+ /**
7340
+ * Shader Property type.
7341
+ */ exports.ShaderPropertyType = void 0;
7135
7342
  (function(ShaderPropertyType) {
7136
7343
  ShaderPropertyType[ShaderPropertyType[/** Float type. */ "Float"] = 0] = "Float";
7137
7344
  ShaderPropertyType[ShaderPropertyType[/** Int type. */ "Int"] = 1] = "Int";
@@ -7146,6 +7353,10 @@ PointerManager._tempHitResult = new HitResult();
7146
7353
  ShaderPropertyType[ShaderPropertyType[/** Texture array type. */ "TextureArray"] = 10] = "TextureArray";
7147
7354
  })(exports.ShaderPropertyType || (exports.ShaderPropertyType = {}));
7148
7355
 
7356
+ /**
7357
+ * Stencil operation mode.
7358
+ * @remarks sets the front and/or back-facing stencil test actions.
7359
+ */ exports.StencilOperation = void 0;
7149
7360
  (function(StencilOperation) {
7150
7361
  StencilOperation[StencilOperation[/** Keeps the current value. */ "Keep"] = 0] = "Keep";
7151
7362
  StencilOperation[StencilOperation[/** Sets the stencil buffer value to 0. */ "Zero"] = 1] = "Zero";
@@ -7171,8 +7382,12 @@ PointerManager._tempHitResult = new HitResult();
7171
7382
  }
7172
7383
  this._nameId = nameID;
7173
7384
  };
7174
- /** @internal */ ShaderMacro._macroNameIdMap = Object.create(null);
7175
- ShaderMacro._macroNameCounter = 0;
7385
+ (function() {
7386
+ /** @internal */ ShaderMacro._macroNameIdMap = Object.create(null);
7387
+ })();
7388
+ (function() {
7389
+ ShaderMacro._macroNameCounter = 0;
7390
+ })();
7176
7391
 
7177
7392
  /**
7178
7393
  * Shader macro collection.
@@ -7324,6 +7539,19 @@ ShaderMacro._macroNameCounter = 0;
7324
7539
  return ShaderMacroCollection;
7325
7540
  }();
7326
7541
 
7542
+ function _extends() {
7543
+ _extends = Object.assign || function assign(target) {
7544
+ for (var i = 1; i < arguments.length; i++) {
7545
+ var source = arguments[i];
7546
+ for (var key in source) if (Object.prototype.hasOwnProperty.call(source, key)) target[key] = source[key];
7547
+ }
7548
+
7549
+ return target;
7550
+ };
7551
+
7552
+ return _extends.apply(this, arguments);
7553
+ }
7554
+
7327
7555
  var camera_declare = "#define GLSLIFY 1\nuniform vec3 u_cameraPos;"; // eslint-disable-line
7328
7556
 
7329
7557
  var common = "#define GLSLIFY 1\n#define PI 3.14159265359\n#define RECIPROCAL_PI 0.31830988618\n#define EPSILON 1e-6\n#define LOG2 1.442695\n#define saturate( a ) clamp( a, 0.0, 1.0 )\nfloat pow2(float x){return x*x;}vec4 RGBMToLinear(vec4 value,float maxRange){return vec4(value.rgb*value.a*maxRange,1.0);}vec4 gammaToLinear(vec4 srgbIn){return vec4(pow(srgbIn.rgb,vec3(2.2)),srgbIn.a);}vec4 linearToGamma(vec4 linearIn){return vec4(pow(linearIn.rgb,vec3(1.0/2.2)),linearIn.a);}\n#ifdef GRAPHICS_API_WEBGL2\n#define INVERSE_MAT(mat) inverse(mat)\n#else\nmat2 inverseMat(mat2 m){return mat2(m[1][1],-m[0][1],-m[1][0],m[0][0])/(m[0][0]*m[1][1]-m[0][1]*m[1][0]);}mat3 inverseMat(mat3 m){float a00=m[0][0],a01=m[0][1],a02=m[0][2];float a10=m[1][0],a11=m[1][1],a12=m[1][2];float a20=m[2][0],a21=m[2][1],a22=m[2][2];float b01=a22*a11-a12*a21;float b11=-a22*a10+a12*a20;float b21=a21*a10-a11*a20;float det=a00*b01+a01*b11+a02*b21;return mat3(b01,(-a22*a01+a02*a21),(a12*a01-a02*a11),b11,(a22*a00-a02*a20),(-a12*a00+a02*a10),b21,(-a21*a00+a01*a20),(a11*a00-a01*a10))/det;}mat4 inverseMat(mat4 m){float a00=m[0][0],a01=m[0][1],a02=m[0][2],a03=m[0][3],a10=m[1][0],a11=m[1][1],a12=m[1][2],a13=m[1][3],a20=m[2][0],a21=m[2][1],a22=m[2][2],a23=m[2][3],a30=m[3][0],a31=m[3][1],a32=m[3][2],a33=m[3][3],b00=a00*a11-a01*a10,b01=a00*a12-a02*a10,b02=a00*a13-a03*a10,b03=a01*a12-a02*a11,b04=a01*a13-a03*a11,b05=a02*a13-a03*a12,b06=a20*a31-a21*a30,b07=a20*a32-a22*a30,b08=a20*a33-a23*a30,b09=a21*a32-a22*a31,b10=a21*a33-a23*a31,b11=a22*a33-a23*a32,det=b00*b11-b01*b10+b02*b09+b03*b08-b04*b07+b05*b06;return mat4(a11*b11-a12*b10+a13*b09,a02*b10-a01*b11-a03*b09,a31*b05-a32*b04+a33*b03,a22*b04-a21*b05-a23*b03,a12*b08-a10*b11-a13*b07,a00*b11-a02*b08+a03*b07,a32*b02-a30*b05-a33*b01,a20*b05-a22*b02+a23*b01,a10*b10-a11*b08+a13*b06,a01*b08-a00*b10-a03*b06,a30*b04-a31*b02+a33*b00,a21*b02-a20*b04-a23*b00,a11*b07-a10*b09-a12*b06,a00*b09-a01*b07+a02*b06,a31*b01-a30*b03-a32*b00,a20*b03-a21*b01+a22*b00)/det;}\n#define INVERSE_MAT(mat) inverseMat(mat)\n#endif\n"; // eslint-disable-line
@@ -7433,7 +7661,7 @@ var PBRShaderLib = {
7433
7661
 
7434
7662
  var ShadowCoord = "#define GLSLIFY 1\nuniform mat4 u_shadowMatrices[CASCADED_COUNT+1];uniform vec4 u_shadowSplitSpheres[4];mediump int computeCascadeIndex(vec3 positionWS){vec3 fromCenter0=positionWS-u_shadowSplitSpheres[0].xyz;vec3 fromCenter1=positionWS-u_shadowSplitSpheres[1].xyz;vec3 fromCenter2=positionWS-u_shadowSplitSpheres[2].xyz;vec3 fromCenter3=positionWS-u_shadowSplitSpheres[3].xyz;mediump vec4 comparison=vec4(dot(fromCenter0,fromCenter0)<u_shadowSplitSpheres[0].w,dot(fromCenter1,fromCenter1)<u_shadowSplitSpheres[1].w,dot(fromCenter2,fromCenter2)<u_shadowSplitSpheres[2].w,dot(fromCenter3,fromCenter3)<u_shadowSplitSpheres[3].w);comparison.yzw=clamp(comparison.yzw-comparison.xyz,0.0,1.0);mediump vec4 indexCoefficient=vec4(4.0,3.0,2.0,1.0);mediump int index=4-int(dot(comparison,indexCoefficient));return index;}vec3 getShadowCoord(){\n#if CASCADED_COUNT == 1\nmediump int cascadeIndex=0;\n#else\nmediump int cascadeIndex=computeCascadeIndex(v_pos);\n#endif\n#ifdef GRAPHICS_API_WEBGL2\nmat4 shadowMatrix=u_shadowMatrices[cascadeIndex];\n#else\nmat4 shadowMatrix;\n#if CASCADED_COUNT == 4\nif(cascadeIndex==0){shadowMatrix=u_shadowMatrices[0];}else if(cascadeIndex==1){shadowMatrix=u_shadowMatrices[1];}else if(cascadeIndex==2){shadowMatrix=u_shadowMatrices[2];}else if(cascadeIndex==3){shadowMatrix=u_shadowMatrices[3];}else{shadowMatrix=u_shadowMatrices[4];}\n#endif\n#if CASCADED_COUNT == 2\nif(cascadeIndex==0){shadowMatrix=u_shadowMatrices[0];}else if(cascadeIndex==1){shadowMatrix=u_shadowMatrices[1];}else{shadowMatrix=u_shadowMatrices[2];}\n#endif\n#if CASCADED_COUNT == 1\nif(cascadeIndex==0){shadowMatrix=u_shadowMatrices[0];}else{shadowMatrix=u_shadowMatrices[1];}\n#endif\n#endif\nvec4 shadowCoord=shadowMatrix*vec4(v_pos,1.0);return shadowCoord.xyz;}"; // eslint-disable-line
7435
7663
 
7436
- var ShadowFragmentDeclaration = "#define GLSLIFY 1\n#if defined(SHADOW_TYPE) && defined(OASIS_RECEIVE_SHADOWS)\n#define OASIS_CALCULATE_SHADOWS\n#endif\n#ifdef OASIS_CALCULATE_SHADOWS\n#if CASCADED_COUNT == 1\nvarying vec3 v_shadowCoord;\n#else\n#include <ShadowCoord>\n#endif\nuniform vec3 u_shadowInfo;uniform vec4 u_shadowMapSize;\n#ifdef GRAPHICS_API_WEBGL2\nuniform mediump sampler2DShadow u_shadowMap;\n#define SAMPLE_TEXTURE2D_SHADOW(textureName, coord3) textureLod(textureName, coord3 , 0.0)\n#define TEXTURE2D_SHADOW_PARAM(shadowMap) mediump sampler2DShadow shadowMap\n#else\nuniform sampler2D u_shadowMap;\n#ifdef OASIS_NO_DEPTH_TEXTURE\nconst vec4 bitShift=vec4(1.0,1.0/256.0,1.0/(256.0*256.0),1.0/(256.0*256.0*256.0));/***Unpack depth value.*/float unpack(const in vec4 rgbaDepth){return dot(rgbaDepth,bitShift);}\n#define SAMPLE_TEXTURE2D_SHADOW(textureName, coord3) (unpack(texture2D(textureName, coord3.xy)) < coord3.z ? 0.0 : 1.0)\n#else\n#define SAMPLE_TEXTURE2D_SHADOW(textureName, coord3) (texture2D(textureName, coord3.xy).r < coord3.z ? 0.0 : 1.0)\n#endif\n#define TEXTURE2D_SHADOW_PARAM(shadowMap) mediump sampler2D shadowMap\n#endif\n#if SHADOW_TYPE == 2\nfloat sampleShadowMapFiltered4(TEXTURE2D_SHADOW_PARAM(shadowMap),vec3 shadowCoord,vec4 shadowMapSize){float attenuation;vec4 attenuation4;vec2 offset=shadowMapSize.xy/2.0;vec3 shadowCoord0=shadowCoord+vec3(-offset,0.0);vec3 shadowCoord1=shadowCoord+vec3(offset.x,-offset.y,0.0);vec3 shadowCoord2=shadowCoord+vec3(-offset.x,offset.y,0.0);vec3 shadowCoord3=shadowCoord+vec3(offset,0.0);attenuation4.x=SAMPLE_TEXTURE2D_SHADOW(shadowMap,shadowCoord0);attenuation4.y=SAMPLE_TEXTURE2D_SHADOW(shadowMap,shadowCoord1);attenuation4.z=SAMPLE_TEXTURE2D_SHADOW(shadowMap,shadowCoord2);attenuation4.w=SAMPLE_TEXTURE2D_SHADOW(shadowMap,shadowCoord3);attenuation=dot(attenuation4,vec4(0.25));return attenuation;}\n#endif\n#if SHADOW_TYPE == 3\n#include <shadow_sample_tent>\nfloat sampleShadowMapFiltered9(TEXTURE2D_SHADOW_PARAM(shadowMap),vec3 shadowCoord,vec4 shadowmapSize){float attenuation;float fetchesWeights[9];vec2 fetchesUV[9];sampleShadowComputeSamplesTent5x5(shadowmapSize,shadowCoord.xy,fetchesWeights,fetchesUV);attenuation=fetchesWeights[0]*SAMPLE_TEXTURE2D_SHADOW(shadowMap,vec3(fetchesUV[0].xy,shadowCoord.z));attenuation+=fetchesWeights[1]*SAMPLE_TEXTURE2D_SHADOW(shadowMap,vec3(fetchesUV[1].xy,shadowCoord.z));attenuation+=fetchesWeights[2]*SAMPLE_TEXTURE2D_SHADOW(shadowMap,vec3(fetchesUV[2].xy,shadowCoord.z));attenuation+=fetchesWeights[3]*SAMPLE_TEXTURE2D_SHADOW(shadowMap,vec3(fetchesUV[3].xy,shadowCoord.z));attenuation+=fetchesWeights[4]*SAMPLE_TEXTURE2D_SHADOW(shadowMap,vec3(fetchesUV[4].xy,shadowCoord.z));attenuation+=fetchesWeights[5]*SAMPLE_TEXTURE2D_SHADOW(shadowMap,vec3(fetchesUV[5].xy,shadowCoord.z));attenuation+=fetchesWeights[6]*SAMPLE_TEXTURE2D_SHADOW(shadowMap,vec3(fetchesUV[6].xy,shadowCoord.z));attenuation+=fetchesWeights[7]*SAMPLE_TEXTURE2D_SHADOW(shadowMap,vec3(fetchesUV[7].xy,shadowCoord.z));attenuation+=fetchesWeights[8]*SAMPLE_TEXTURE2D_SHADOW(shadowMap,vec3(fetchesUV[8].xy,shadowCoord.z));return attenuation;}\n#endif\nfloat sampleShadowMap(){\n#if CASCADED_COUNT == 1\nvec3 shadowCoord=v_shadowCoord;\n#else\nvec3 shadowCoord=getShadowCoord();\n#endif\nfloat attenuation=1.0;if(shadowCoord.z>0.0&&shadowCoord.z<1.0){\n#if SHADOW_TYPE == 1\nattenuation=SAMPLE_TEXTURE2D_SHADOW(u_shadowMap,shadowCoord);\n#endif\n#if SHADOW_TYPE == 2\nattenuation=sampleShadowMapFiltered4(u_shadowMap,shadowCoord,u_shadowMapSize);\n#endif\n#if SHADOW_TYPE == 3\nattenuation=sampleShadowMapFiltered9(u_shadowMap,shadowCoord,u_shadowMapSize);\n#endif\nattenuation=mix(1.0,attenuation,u_shadowInfo.x);}return attenuation;}\n#endif\n"; // eslint-disable-line
7664
+ var ShadowFragmentDeclaration = "#define GLSLIFY 1\n#if defined(SHADOW_TYPE) && defined(OASIS_RECEIVE_SHADOWS)\n#define OASIS_CALCULATE_SHADOWS\n#endif\n#ifdef OASIS_CALCULATE_SHADOWS\n#if CASCADED_COUNT == 1\nvarying vec3 v_shadowCoord;\n#else\n#include <ShadowCoord>\n#endif\nuniform vec3 u_shadowInfo;uniform vec4 u_shadowMapSize;\n#ifdef GRAPHICS_API_WEBGL2\nuniform mediump sampler2DShadow u_shadowMap;\n#define SAMPLE_TEXTURE2D_SHADOW(textureName, coord3) textureLod(textureName, coord3 , 0.0)\n#define TEXTURE2D_SHADOW_PARAM(shadowMap) mediump sampler2DShadow shadowMap\n#else\nuniform sampler2D u_shadowMap;\n#ifdef OASIS_NO_DEPTH_TEXTURE\nconst vec4 bitShift=vec4(1.0,1.0/256.0,1.0/(256.0*256.0),1.0/(256.0*256.0*256.0));float unpack(const in vec4 rgbaDepth){return dot(rgbaDepth,bitShift);}\n#define SAMPLE_TEXTURE2D_SHADOW(textureName, coord3) (unpack(texture2D(textureName, coord3.xy)) < coord3.z ? 0.0 : 1.0)\n#else\n#define SAMPLE_TEXTURE2D_SHADOW(textureName, coord3) (texture2D(textureName, coord3.xy).r < coord3.z ? 0.0 : 1.0)\n#endif\n#define TEXTURE2D_SHADOW_PARAM(shadowMap) mediump sampler2D shadowMap\n#endif\n#if SHADOW_TYPE == 2\nfloat sampleShadowMapFiltered4(TEXTURE2D_SHADOW_PARAM(shadowMap),vec3 shadowCoord,vec4 shadowMapSize){float attenuation;vec4 attenuation4;vec2 offset=shadowMapSize.xy/2.0;vec3 shadowCoord0=shadowCoord+vec3(-offset,0.0);vec3 shadowCoord1=shadowCoord+vec3(offset.x,-offset.y,0.0);vec3 shadowCoord2=shadowCoord+vec3(-offset.x,offset.y,0.0);vec3 shadowCoord3=shadowCoord+vec3(offset,0.0);attenuation4.x=SAMPLE_TEXTURE2D_SHADOW(shadowMap,shadowCoord0);attenuation4.y=SAMPLE_TEXTURE2D_SHADOW(shadowMap,shadowCoord1);attenuation4.z=SAMPLE_TEXTURE2D_SHADOW(shadowMap,shadowCoord2);attenuation4.w=SAMPLE_TEXTURE2D_SHADOW(shadowMap,shadowCoord3);attenuation=dot(attenuation4,vec4(0.25));return attenuation;}\n#endif\n#if SHADOW_TYPE == 3\n#include <shadow_sample_tent>\nfloat sampleShadowMapFiltered9(TEXTURE2D_SHADOW_PARAM(shadowMap),vec3 shadowCoord,vec4 shadowmapSize){float attenuation;float fetchesWeights[9];vec2 fetchesUV[9];sampleShadowComputeSamplesTent5x5(shadowmapSize,shadowCoord.xy,fetchesWeights,fetchesUV);attenuation=fetchesWeights[0]*SAMPLE_TEXTURE2D_SHADOW(shadowMap,vec3(fetchesUV[0].xy,shadowCoord.z));attenuation+=fetchesWeights[1]*SAMPLE_TEXTURE2D_SHADOW(shadowMap,vec3(fetchesUV[1].xy,shadowCoord.z));attenuation+=fetchesWeights[2]*SAMPLE_TEXTURE2D_SHADOW(shadowMap,vec3(fetchesUV[2].xy,shadowCoord.z));attenuation+=fetchesWeights[3]*SAMPLE_TEXTURE2D_SHADOW(shadowMap,vec3(fetchesUV[3].xy,shadowCoord.z));attenuation+=fetchesWeights[4]*SAMPLE_TEXTURE2D_SHADOW(shadowMap,vec3(fetchesUV[4].xy,shadowCoord.z));attenuation+=fetchesWeights[5]*SAMPLE_TEXTURE2D_SHADOW(shadowMap,vec3(fetchesUV[5].xy,shadowCoord.z));attenuation+=fetchesWeights[6]*SAMPLE_TEXTURE2D_SHADOW(shadowMap,vec3(fetchesUV[6].xy,shadowCoord.z));attenuation+=fetchesWeights[7]*SAMPLE_TEXTURE2D_SHADOW(shadowMap,vec3(fetchesUV[7].xy,shadowCoord.z));attenuation+=fetchesWeights[8]*SAMPLE_TEXTURE2D_SHADOW(shadowMap,vec3(fetchesUV[8].xy,shadowCoord.z));return attenuation;}\n#endif\nfloat sampleShadowMap(){\n#if CASCADED_COUNT == 1\nvec3 shadowCoord=v_shadowCoord;\n#else\nvec3 shadowCoord=getShadowCoord();\n#endif\nfloat attenuation=1.0;if(shadowCoord.z>0.0&&shadowCoord.z<1.0){\n#if SHADOW_TYPE == 1\nattenuation=SAMPLE_TEXTURE2D_SHADOW(u_shadowMap,shadowCoord);\n#endif\n#if SHADOW_TYPE == 2\nattenuation=sampleShadowMapFiltered4(u_shadowMap,shadowCoord,u_shadowMapSize);\n#endif\n#if SHADOW_TYPE == 3\nattenuation=sampleShadowMapFiltered9(u_shadowMap,shadowCoord,u_shadowMapSize);\n#endif\nattenuation=mix(1.0,attenuation,u_shadowInfo.x);}return attenuation;}\n#endif\n"; // eslint-disable-line
7437
7665
 
7438
7666
  var shadow_sample_tent = "#define GLSLIFY 1\nfloat sampleShadowGetIRTriangleTexelArea(float triangleHeight){return triangleHeight-0.5;}void sampleShadowGetTexelAreasTent3x3(float offset,out vec4 computedArea,out vec4 computedAreaUncut){float a=offset+0.5;float offsetSquaredHalved=a*a*0.5;computedAreaUncut.x=computedArea.x=offsetSquaredHalved-offset;computedAreaUncut.w=computedArea.w=offsetSquaredHalved;computedAreaUncut.y=sampleShadowGetIRTriangleTexelArea(1.5-offset);float clampedOffsetLeft=min(offset,0.0);float areaOfSmallLeftTriangle=clampedOffsetLeft*clampedOffsetLeft;computedArea.y=computedAreaUncut.y-areaOfSmallLeftTriangle;computedAreaUncut.z=sampleShadowGetIRTriangleTexelArea(1.5+offset);float clampedOffsetRight=max(offset,0.0);float areaOfSmallRightTriangle=clampedOffsetRight*clampedOffsetRight;computedArea.z=computedAreaUncut.z-areaOfSmallRightTriangle;}void sampleShadowGetTexelWeightsTent5x5(float offset,out vec3 texelsWeightsA,out vec3 texelsWeightsB){vec4 areaFrom3texelTriangle;vec4 areaUncutFrom3texelTriangle;sampleShadowGetTexelAreasTent3x3(offset,areaFrom3texelTriangle,areaUncutFrom3texelTriangle);texelsWeightsA.x=0.16*(areaFrom3texelTriangle.x);texelsWeightsA.y=0.16*(areaUncutFrom3texelTriangle.y);texelsWeightsA.z=0.16*(areaFrom3texelTriangle.y+1.0);texelsWeightsB.x=0.16*(areaFrom3texelTriangle.z+1.0);texelsWeightsB.y=0.16*(areaUncutFrom3texelTriangle.z);texelsWeightsB.z=0.16*(areaFrom3texelTriangle.w);}void sampleShadowComputeSamplesTent5x5(vec4 shadowMapTextureTexelSize,vec2 coord,out float fetchesWeights[9],out vec2 fetchesUV[9]){vec2 tentCenterInTexelSpace=coord.xy*shadowMapTextureTexelSize.zw;vec2 centerOfFetchesInTexelSpace=floor(tentCenterInTexelSpace+0.5);vec2 offsetFromTentCenterToCenterOfFetches=tentCenterInTexelSpace-centerOfFetchesInTexelSpace;vec3 texelsWeightsUA,texelsWeightsUB;vec3 texelsWeightsVA,texelsWeightsVB;sampleShadowGetTexelWeightsTent5x5(offsetFromTentCenterToCenterOfFetches.x,texelsWeightsUA,texelsWeightsUB);sampleShadowGetTexelWeightsTent5x5(offsetFromTentCenterToCenterOfFetches.y,texelsWeightsVA,texelsWeightsVB);vec3 fetchesWeightsU=vec3(texelsWeightsUA.xz,texelsWeightsUB.y)+vec3(texelsWeightsUA.y,texelsWeightsUB.xz);vec3 fetchesWeightsV=vec3(texelsWeightsVA.xz,texelsWeightsVB.y)+vec3(texelsWeightsVA.y,texelsWeightsVB.xz);vec3 fetchesOffsetsU=vec3(texelsWeightsUA.y,texelsWeightsUB.xz)/fetchesWeightsU.xyz+vec3(-2.5,-0.5,1.5);vec3 fetchesOffsetsV=vec3(texelsWeightsVA.y,texelsWeightsVB.xz)/fetchesWeightsV.xyz+vec3(-2.5,-0.5,1.5);fetchesOffsetsU*=shadowMapTextureTexelSize.xxx;fetchesOffsetsV*=shadowMapTextureTexelSize.yyy;vec2 bilinearFetchOrigin=centerOfFetchesInTexelSpace*shadowMapTextureTexelSize.xy;fetchesUV[0]=bilinearFetchOrigin+vec2(fetchesOffsetsU.x,fetchesOffsetsV.x);fetchesUV[1]=bilinearFetchOrigin+vec2(fetchesOffsetsU.y,fetchesOffsetsV.x);fetchesUV[2]=bilinearFetchOrigin+vec2(fetchesOffsetsU.z,fetchesOffsetsV.x);fetchesUV[3]=bilinearFetchOrigin+vec2(fetchesOffsetsU.x,fetchesOffsetsV.y);fetchesUV[4]=bilinearFetchOrigin+vec2(fetchesOffsetsU.y,fetchesOffsetsV.y);fetchesUV[5]=bilinearFetchOrigin+vec2(fetchesOffsetsU.z,fetchesOffsetsV.y);fetchesUV[6]=bilinearFetchOrigin+vec2(fetchesOffsetsU.x,fetchesOffsetsV.z);fetchesUV[7]=bilinearFetchOrigin+vec2(fetchesOffsetsU.y,fetchesOffsetsV.z);fetchesUV[8]=bilinearFetchOrigin+vec2(fetchesOffsetsU.z,fetchesOffsetsV.z);fetchesWeights[0]=fetchesWeightsU.x*fetchesWeightsV.x;fetchesWeights[1]=fetchesWeightsU.y*fetchesWeightsV.x;fetchesWeights[2]=fetchesWeightsU.z*fetchesWeightsV.x;fetchesWeights[3]=fetchesWeightsU.x*fetchesWeightsV.y;fetchesWeights[4]=fetchesWeightsU.y*fetchesWeightsV.y;fetchesWeights[5]=fetchesWeightsU.z*fetchesWeightsV.y;fetchesWeights[6]=fetchesWeightsU.x*fetchesWeightsV.z;fetchesWeights[7]=fetchesWeightsU.y*fetchesWeightsV.z;fetchesWeights[8]=fetchesWeightsU.z*fetchesWeightsV.z;}"; // eslint-disable-line
7439
7667
 
@@ -7451,7 +7679,7 @@ var ShadowLib = {
7451
7679
 
7452
7680
  var normal_get = "#define GLSLIFY 1\nvec3 getNormal(bool isFrontFacing){\n#ifdef O3_HAS_NORMAL\nvec3 normal=normalize(v_normal);\n#elif defined(HAS_DERIVATIVES)\nvec3 pos_dx=dFdx(v_pos);vec3 pos_dy=dFdy(v_pos);vec3 normal=normalize(cross(pos_dx,pos_dy));\n#else\nvec3 normal=vec3(0,0,1);\n#endif\nnormal*=float(isFrontFacing)*2.0-1.0;return normal;}vec3 getNormalByNormalTexture(mat3 tbn,sampler2D normalTexture,float normalIntensity,vec2 uv,bool isFrontFacing){vec3 normal=texture2D(normalTexture,uv).rgb;normal=normalize(tbn*((2.0*normal-1.0)*vec3(normalIntensity,normalIntensity,1.0)));normal*=float(isFrontFacing)*2.0-1.0;return normal;}mat3 getTBN(bool isFrontFacing){\n#if defined(O3_HAS_NORMAL) && defined(O3_HAS_TANGENT) && ( defined(NORMALTEXTURE) || defined(HAS_CLEARCOATNORMALTEXTURE) )\nmat3 tbn=v_TBN;\n#else\nvec3 normal=getNormal(isFrontFacing);vec3 position=v_pos;vec2 uv=isFrontFacing? v_uv:-v_uv;\n#ifdef HAS_DERIVATIVES\nvec3 dp1=dFdx(position);vec3 dp2=dFdy(position);vec2 duv1=dFdx(uv);vec2 duv2=dFdy(uv);vec3 dp2perp=cross(dp2,normal);vec3 dp1perp=cross(normal,dp1);vec3 tangent=dp2perp*duv1.x+dp1perp*duv2.x;vec3 binormal=dp2perp*duv1.y+dp1perp*duv2.y;float invmax=inversesqrt(max(dot(tangent,tangent),dot(binormal,binormal)));mat3 tbn=mat3(tangent*invmax,binormal*invmax,normal);\n#else\nmat3 tbn=mat3(vec3(0.0),vec3(0.0),normal);\n#endif\n#endif\nreturn tbn;}"; // eslint-disable-line
7453
7681
 
7454
- var ShaderLib = _extends__default['default']({
7682
+ var ShaderLib = _extends({
7455
7683
  common: common,
7456
7684
  common_vert: common_vert,
7457
7685
  transform_declare: transform_declare,
@@ -8163,7 +8391,7 @@ var ShaderFactory = /*#__PURE__*/ function() {
8163
8391
  return prefix + line;
8164
8392
  }).join("\n");
8165
8393
  };
8166
- _create_class__default['default'](ShaderProgram, [
8394
+ _create_class(ShaderProgram, [
8167
8395
  {
8168
8396
  key: "isValid",
8169
8397
  get: /**
@@ -8175,7 +8403,9 @@ var ShaderFactory = /*#__PURE__*/ function() {
8175
8403
  ]);
8176
8404
  return ShaderProgram;
8177
8405
  }();
8178
- ShaderProgram._counter = 0;
8406
+ (function() {
8407
+ ShaderProgram._counter = 0;
8408
+ })();
8179
8409
 
8180
8410
  /**
8181
8411
  * Shader pass containing vertex and fragment source.
@@ -8220,7 +8450,9 @@ ShaderProgram._counter = 0;
8220
8450
  };
8221
8451
  return ShaderPass;
8222
8452
  }();
8223
- ShaderPass._shaderPassCounter = 0;
8453
+ (function() {
8454
+ ShaderPass._shaderPassCounter = 0;
8455
+ })();
8224
8456
 
8225
8457
  /**
8226
8458
  * Shader property.
@@ -8229,7 +8461,7 @@ ShaderPass._shaderPassCounter = 0;
8229
8461
  this.name = name;
8230
8462
  this._uniqueId = ShaderProperty._propertyNameCounter++;
8231
8463
  }
8232
- _create_class__default['default'](ShaderProperty, [
8464
+ _create_class(ShaderProperty, [
8233
8465
  {
8234
8466
  key: "type",
8235
8467
  get: /**
@@ -8241,7 +8473,9 @@ ShaderPass._shaderPassCounter = 0;
8241
8473
  ]);
8242
8474
  return ShaderProperty;
8243
8475
  }();
8244
- ShaderProperty._propertyNameCounter = 0;
8476
+ (function() {
8477
+ ShaderProperty._propertyNameCounter = 0;
8478
+ })();
8245
8479
 
8246
8480
  /**
8247
8481
  * Shader for rendering.
@@ -8354,7 +8588,7 @@ ShaderProperty._propertyNameCounter = 0;
8354
8588
  }
8355
8589
  }
8356
8590
  };
8357
- _create_class__default['default'](Shader, [
8591
+ _create_class(Shader, [
8358
8592
  {
8359
8593
  key: "passes",
8360
8594
  get: /**
@@ -8366,18 +8600,34 @@ ShaderProperty._propertyNameCounter = 0;
8366
8600
  ]);
8367
8601
  return Shader;
8368
8602
  }();
8369
- /** @internal */ Shader._compileMacros = new ShaderMacroCollection();
8370
- /** @internal */ Shader._shaderExtension = [
8371
- "GL_EXT_shader_texture_lod",
8372
- "GL_OES_standard_derivatives",
8373
- "GL_EXT_draw_buffers"
8374
- ];
8375
- /** @internal */ Shader._propertyIdMap = Object.create(null);
8376
- Shader._shaderMap = Object.create(null);
8377
- Shader._propertyNameMap = Object.create(null);
8378
- Shader._macroMaskMap = [];
8379
- Shader._macroCounter = 0;
8380
- Shader._macroMap = Object.create(null);
8603
+ (function() {
8604
+ /** @internal */ Shader._compileMacros = new ShaderMacroCollection();
8605
+ })();
8606
+ (function() {
8607
+ /** @internal */ Shader._shaderExtension = [
8608
+ "GL_EXT_shader_texture_lod",
8609
+ "GL_OES_standard_derivatives",
8610
+ "GL_EXT_draw_buffers"
8611
+ ];
8612
+ })();
8613
+ (function() {
8614
+ /** @internal */ Shader._propertyIdMap = Object.create(null);
8615
+ })();
8616
+ (function() {
8617
+ Shader._shaderMap = Object.create(null);
8618
+ })();
8619
+ (function() {
8620
+ Shader._propertyNameMap = Object.create(null);
8621
+ })();
8622
+ (function() {
8623
+ Shader._macroMaskMap = [];
8624
+ })();
8625
+ (function() {
8626
+ Shader._macroCounter = 0;
8627
+ })();
8628
+ (function() {
8629
+ Shader._macroMap = Object.create(null);
8630
+ })();
8381
8631
 
8382
8632
  /**
8383
8633
  * Shader data collection,Correspondence includes shader properties data and macros data.
@@ -8559,10 +8809,10 @@ Shader._macroMap = Object.create(null);
8559
8809
  if (property != null) {
8560
8810
  if (typeof property === "number") {
8561
8811
  targetPropertyValueMap[k] = property;
8562
- } else if (_instanceof__default['default'](property, Texture)) {
8812
+ } else if (_instanceof(property, Texture)) {
8563
8813
  targetPropertyValueMap[k] = property;
8564
8814
  referCount > 0 && property._addRefCount(referCount);
8565
- } else if (_instanceof__default['default'](property, Array) || _instanceof__default['default'](property, Float32Array) || _instanceof__default['default'](property, Int32Array)) {
8815
+ } else if (_instanceof(property, Array) || _instanceof(property, Float32Array) || _instanceof(property, Int32Array)) {
8566
8816
  targetPropertyValueMap[k] = property.slice();
8567
8817
  } else {
8568
8818
  var targetProperty = targetPropertyValueMap[k];
@@ -8612,7 +8862,7 @@ Shader._macroMap = Object.create(null);
8612
8862
  for(var k in properties){
8613
8863
  var property = properties[k];
8614
8864
  // @todo: Separate array to speed performance.
8615
- if (property && _instanceof__default['default'](property, Texture)) {
8865
+ if (property && _instanceof(property, Texture)) {
8616
8866
  property._addRefCount(value);
8617
8867
  }
8618
8868
  }
@@ -8623,7 +8873,7 @@ Shader._macroMap = Object.create(null);
8623
8873
  /**
8624
8874
  * Light base class.
8625
8875
  */ var Light = /*#__PURE__*/ function(Component) {
8626
- _inherits__default['default'](Light, Component);
8876
+ _inherits(Light, Component);
8627
8877
  function Light() {
8628
8878
  var _this;
8629
8879
  _this = Component.apply(this, arguments) || this;
@@ -8637,9 +8887,9 @@ Shader._macroMap = Object.create(null);
8637
8887
  /** Shadow mapping normal-based bias. */ _this.shadowNormalBias = 1;
8638
8888
  /** Near plane value to use for shadow frustums. */ _this.shadowNearPlane = 0.1;
8639
8889
  /** Shadow intensity, the larger the value, the clearer and darker the shadow. */ _this.shadowStrength = 1.0;
8890
+ /** @internal */ _this._lightIndex = -1;
8640
8891
  _this._color = new engineMath.Color(1, 1, 1, 1);
8641
8892
  _this._lightColor = new engineMath.Color();
8642
- /** @internal */ _this._lightIndex = -1;
8643
8893
  return _this;
8644
8894
  }
8645
8895
  var _proto = Light.prototype;
@@ -8650,7 +8900,7 @@ Shader._macroMap = Object.create(null);
8650
8900
  this._lightColor.a = this.color.a * this.intensity;
8651
8901
  return this._lightColor;
8652
8902
  };
8653
- _create_class__default['default'](Light, [
8903
+ _create_class(Light, [
8654
8904
  {
8655
8905
  key: "color",
8656
8906
  get: /**
@@ -8687,17 +8937,19 @@ Shader._macroMap = Object.create(null);
8687
8937
  ]);
8688
8938
  return Light;
8689
8939
  }(Component);
8690
- /**
8940
+ (function() {
8941
+ /**
8691
8942
  * Each type of light source is at most 10, beyond which it will not take effect.
8692
8943
  * */ Light._maxLight = 10;
8693
- _ts_decorate__default['default']([
8944
+ })();
8945
+ __decorate([
8694
8946
  ignoreClone
8695
8947
  ], Light.prototype, "_lightIndex", void 0);
8696
8948
 
8697
8949
  /**
8698
8950
  * Directional light.
8699
8951
  */ var DirectLight = /*#__PURE__*/ function(Light) {
8700
- _inherits__default['default'](DirectLight, Light);
8952
+ _inherits(DirectLight, Light);
8701
8953
  function DirectLight() {
8702
8954
  var _this;
8703
8955
  _this = Light.apply(this, arguments) || this;
@@ -8747,7 +8999,7 @@ _ts_decorate__default['default']([
8747
8999
  shaderData.setFloatArray(DirectLight._colorProperty, data.color);
8748
9000
  shaderData.setFloatArray(DirectLight._directionProperty, data.direction);
8749
9001
  };
8750
- _create_class__default['default'](DirectLight, [
9002
+ _create_class(DirectLight, [
8751
9003
  {
8752
9004
  key: "direction",
8753
9005
  get: /**
@@ -8778,19 +9030,27 @@ _ts_decorate__default['default']([
8778
9030
  ]);
8779
9031
  return DirectLight;
8780
9032
  }(Light);
8781
- DirectLight._cullingMaskProperty = Shader.getPropertyByName("u_directLightCullingMask");
8782
- DirectLight._colorProperty = Shader.getPropertyByName("u_directLightColor");
8783
- DirectLight._directionProperty = Shader.getPropertyByName("u_directLightDirection");
8784
- DirectLight._combinedData = {
8785
- cullingMask: new Int32Array(Light._maxLight * 2),
8786
- color: new Float32Array(Light._maxLight * 3),
8787
- direction: new Float32Array(Light._maxLight * 3)
8788
- };
9033
+ (function() {
9034
+ DirectLight._cullingMaskProperty = Shader.getPropertyByName("u_directLightCullingMask");
9035
+ })();
9036
+ (function() {
9037
+ DirectLight._colorProperty = Shader.getPropertyByName("u_directLightColor");
9038
+ })();
9039
+ (function() {
9040
+ DirectLight._directionProperty = Shader.getPropertyByName("u_directLightDirection");
9041
+ })();
9042
+ (function() {
9043
+ DirectLight._combinedData = {
9044
+ cullingMask: new Int32Array(Light._maxLight * 2),
9045
+ color: new Float32Array(Light._maxLight * 3),
9046
+ direction: new Float32Array(Light._maxLight * 3)
9047
+ };
9048
+ })();
8789
9049
 
8790
9050
  /**
8791
9051
  * Point light.
8792
9052
  */ var PointLight = /*#__PURE__*/ function(Light) {
8793
- _inherits__default['default'](PointLight, Light);
9053
+ _inherits(PointLight, Light);
8794
9054
  function PointLight() {
8795
9055
  var _this;
8796
9056
  _this = Light.apply(this, arguments) || this;
@@ -8842,7 +9102,7 @@ DirectLight._combinedData = {
8842
9102
  shaderData.setFloatArray(PointLight._positionProperty, data.position);
8843
9103
  shaderData.setFloatArray(PointLight._distanceProperty, data.distance);
8844
9104
  };
8845
- _create_class__default['default'](PointLight, [
9105
+ _create_class(PointLight, [
8846
9106
  {
8847
9107
  key: "position",
8848
9108
  get: /**
@@ -8863,21 +9123,31 @@ DirectLight._combinedData = {
8863
9123
  ]);
8864
9124
  return PointLight;
8865
9125
  }(Light);
8866
- PointLight._cullingMaskProperty = Shader.getPropertyByName("u_pointLightCullingMask");
8867
- PointLight._colorProperty = Shader.getPropertyByName("u_pointLightColor");
8868
- PointLight._positionProperty = Shader.getPropertyByName("u_pointLightPosition");
8869
- PointLight._distanceProperty = Shader.getPropertyByName("u_pointLightDistance");
8870
- PointLight._combinedData = {
8871
- cullingMask: new Int32Array(Light._maxLight * 2),
8872
- color: new Float32Array(Light._maxLight * 3),
8873
- position: new Float32Array(Light._maxLight * 3),
8874
- distance: new Float32Array(Light._maxLight)
8875
- };
9126
+ (function() {
9127
+ PointLight._cullingMaskProperty = Shader.getPropertyByName("u_pointLightCullingMask");
9128
+ })();
9129
+ (function() {
9130
+ PointLight._colorProperty = Shader.getPropertyByName("u_pointLightColor");
9131
+ })();
9132
+ (function() {
9133
+ PointLight._positionProperty = Shader.getPropertyByName("u_pointLightPosition");
9134
+ })();
9135
+ (function() {
9136
+ PointLight._distanceProperty = Shader.getPropertyByName("u_pointLightDistance");
9137
+ })();
9138
+ (function() {
9139
+ PointLight._combinedData = {
9140
+ cullingMask: new Int32Array(Light._maxLight * 2),
9141
+ color: new Float32Array(Light._maxLight * 3),
9142
+ position: new Float32Array(Light._maxLight * 3),
9143
+ distance: new Float32Array(Light._maxLight)
9144
+ };
9145
+ })();
8876
9146
 
8877
9147
  /**
8878
9148
  * Spot light.
8879
9149
  */ var SpotLight = /*#__PURE__*/ function(Light) {
8880
- _inherits__default['default'](SpotLight, Light);
9150
+ _inherits(SpotLight, Light);
8881
9151
  function SpotLight() {
8882
9152
  var _this;
8883
9153
  _this = Light.apply(this, arguments) || this;
@@ -8946,7 +9216,7 @@ PointLight._combinedData = {
8946
9216
  shaderData.setFloatArray(SpotLight._angleCosProperty, data.angleCos);
8947
9217
  shaderData.setFloatArray(SpotLight._penumbraCosProperty, data.penumbraCos);
8948
9218
  };
8949
- _create_class__default['default'](SpotLight, [
9219
+ _create_class(SpotLight, [
8950
9220
  {
8951
9221
  key: "position",
8952
9222
  get: /**
@@ -8988,22 +9258,38 @@ PointLight._combinedData = {
8988
9258
  ]);
8989
9259
  return SpotLight;
8990
9260
  }(Light);
8991
- SpotLight._cullingMaskProperty = Shader.getPropertyByName("u_spotLightCullingMask");
8992
- SpotLight._colorProperty = Shader.getPropertyByName("u_spotLightColor");
8993
- SpotLight._positionProperty = Shader.getPropertyByName("u_spotLightPosition");
8994
- SpotLight._directionProperty = Shader.getPropertyByName("u_spotLightDirection");
8995
- SpotLight._distanceProperty = Shader.getPropertyByName("u_spotLightDistance");
8996
- SpotLight._angleCosProperty = Shader.getPropertyByName("u_spotLightAngleCos");
8997
- SpotLight._penumbraCosProperty = Shader.getPropertyByName("u_spotLightPenumbraCos");
8998
- SpotLight._combinedData = {
8999
- cullingMask: new Int32Array(Light._maxLight * 2),
9000
- color: new Float32Array(Light._maxLight * 3),
9001
- position: new Float32Array(Light._maxLight * 3),
9002
- direction: new Float32Array(Light._maxLight * 3),
9003
- distance: new Float32Array(Light._maxLight),
9004
- angleCos: new Float32Array(Light._maxLight),
9005
- penumbraCos: new Float32Array(Light._maxLight)
9006
- };
9261
+ (function() {
9262
+ SpotLight._cullingMaskProperty = Shader.getPropertyByName("u_spotLightCullingMask");
9263
+ })();
9264
+ (function() {
9265
+ SpotLight._colorProperty = Shader.getPropertyByName("u_spotLightColor");
9266
+ })();
9267
+ (function() {
9268
+ SpotLight._positionProperty = Shader.getPropertyByName("u_spotLightPosition");
9269
+ })();
9270
+ (function() {
9271
+ SpotLight._directionProperty = Shader.getPropertyByName("u_spotLightDirection");
9272
+ })();
9273
+ (function() {
9274
+ SpotLight._distanceProperty = Shader.getPropertyByName("u_spotLightDistance");
9275
+ })();
9276
+ (function() {
9277
+ SpotLight._angleCosProperty = Shader.getPropertyByName("u_spotLightAngleCos");
9278
+ })();
9279
+ (function() {
9280
+ SpotLight._penumbraCosProperty = Shader.getPropertyByName("u_spotLightPenumbraCos");
9281
+ })();
9282
+ (function() {
9283
+ SpotLight._combinedData = {
9284
+ cullingMask: new Int32Array(Light._maxLight * 2),
9285
+ color: new Float32Array(Light._maxLight * 3),
9286
+ position: new Float32Array(Light._maxLight * 3),
9287
+ direction: new Float32Array(Light._maxLight * 3),
9288
+ distance: new Float32Array(Light._maxLight),
9289
+ angleCos: new Float32Array(Light._maxLight),
9290
+ penumbraCos: new Float32Array(Light._maxLight)
9291
+ };
9292
+ })();
9007
9293
 
9008
9294
  /**
9009
9295
  * Light manager.
@@ -9525,7 +9811,7 @@ SpotLight._combinedData = {
9525
9811
  /**
9526
9812
  * Material.
9527
9813
  */ var Material = /*#__PURE__*/ function(RefObject) {
9528
- _inherits__default['default'](Material, RefObject);
9814
+ _inherits(Material, RefObject);
9529
9815
  function Material(engine, shader) {
9530
9816
  var _this;
9531
9817
  _this = RefObject.call(this, engine) || this;
@@ -9569,7 +9855,7 @@ SpotLight._combinedData = {
9569
9855
  this._renderStates.length = 0;
9570
9856
  this._renderStates = null;
9571
9857
  };
9572
- _create_class__default['default'](Material, [
9858
+ _create_class(Material, [
9573
9859
  {
9574
9860
  key: "shaderData",
9575
9861
  get: /**
@@ -9661,7 +9947,7 @@ var RenderElement = function RenderElement() {
9661
9947
  /**
9662
9948
  * Render element.
9663
9949
  */ var MeshRenderElement = /*#__PURE__*/ function(RenderElement) {
9664
- _inherits__default['default'](MeshRenderElement, RenderElement);
9950
+ _inherits(MeshRenderElement, RenderElement);
9665
9951
  function MeshRenderElement() {
9666
9952
  return RenderElement.apply(this, arguments);
9667
9953
  }
@@ -9695,12 +9981,18 @@ var RenderElement = function RenderElement() {
9695
9981
  };
9696
9982
  return RenderContext;
9697
9983
  }();
9698
- /** @internal */ RenderContext._vpMatrixProperty = Shader.getPropertyByName("u_VPMat");
9699
- RenderContext._viewMatrixProperty = Shader.getPropertyByName("u_viewMat");
9700
- RenderContext._projectionMatrixProperty = Shader.getPropertyByName("u_projMat");
9984
+ (function() {
9985
+ /** @internal */ RenderContext._vpMatrixProperty = Shader.getPropertyByName("u_VPMat");
9986
+ })();
9987
+ (function() {
9988
+ RenderContext._viewMatrixProperty = Shader.getPropertyByName("u_viewMat");
9989
+ })();
9990
+ (function() {
9991
+ RenderContext._projectionMatrixProperty = Shader.getPropertyByName("u_projMat");
9992
+ })();
9701
9993
 
9702
9994
  var SpriteElement = /*#__PURE__*/ function(RenderElement) {
9703
- _inherits__default['default'](SpriteElement, RenderElement);
9995
+ _inherits(SpriteElement, RenderElement);
9704
9996
  function SpriteElement() {
9705
9997
  var _this;
9706
9998
  _this = RenderElement.call(this) || this;
@@ -9723,7 +10015,7 @@ var SpriteElement = /*#__PURE__*/ function(RenderElement) {
9723
10015
  }(RenderElement);
9724
10016
 
9725
10017
  var SpriteMaskElement = /*#__PURE__*/ function(RenderElement) {
9726
- _inherits__default['default'](SpriteMaskElement, RenderElement);
10018
+ _inherits(SpriteMaskElement, RenderElement);
9727
10019
  function SpriteMaskElement() {
9728
10020
  var _this;
9729
10021
  _this = RenderElement.call(this) || this;
@@ -9743,6 +10035,9 @@ var SpriteMaskElement = /*#__PURE__*/ function(RenderElement) {
9743
10035
  return SpriteMaskElement;
9744
10036
  }(RenderElement);
9745
10037
 
10038
+ /**
10039
+ * Sprite mask interaction.
10040
+ */ exports.SpriteMaskInteraction = void 0;
9746
10041
  (function(SpriteMaskInteraction) {
9747
10042
  SpriteMaskInteraction[SpriteMaskInteraction[/** The sprite will not interact with the masking system. */ "None"] = 0] = "None";
9748
10043
  SpriteMaskInteraction[SpriteMaskInteraction[/** The sprite will be visible only in areas where a mask is present. */ "VisibleInsideMask"] = 1] = "VisibleInsideMask";
@@ -9751,11 +10046,10 @@ var SpriteMaskElement = /*#__PURE__*/ function(RenderElement) {
9751
10046
 
9752
10047
  var _Renderer;
9753
10048
  exports.Renderer = (_Renderer = /*#__PURE__*/ function(Component) {
9754
- _inherits__default['default'](Renderer1, Component);
10049
+ _inherits(Renderer1, Component);
9755
10050
  function Renderer1(entity) {
9756
10051
  var _this;
9757
10052
  _this = Component.call(this, entity) || this;
9758
- /** Whether cast shadow. */ _this.castShadows = true;
9759
10053
  /** @internal */ _this._onUpdateIndex = -1;
9760
10054
  /** @internal */ _this._rendererIndex = -1;
9761
10055
  /** @internal */ _this._globalShaderMacro = new ShaderMacroCollection();
@@ -9772,11 +10066,12 @@ exports.Renderer = (_Renderer = /*#__PURE__*/ function(Component) {
9772
10066
  _this._priority = 0;
9773
10067
  _this._receiveShadows = true;
9774
10068
  _this._rendererLayer = new engineMath.Vector4();
10069
+ /** Whether cast shadow. */ _this.castShadows = true;
9775
10070
  var prototype = exports.Renderer.prototype;
9776
10071
  var shaderData = _this.shaderData;
9777
10072
  _this._overrideUpdate = _this.update !== prototype.update;
9778
10073
  shaderData._addRefCount(1);
9779
- _this._onTransformChanged = _this._onTransformChanged.bind(_assert_this_initialized__default['default'](_this));
10074
+ _this._onTransformChanged = _this._onTransformChanged.bind(_assert_this_initialized(_this));
9780
10075
  _this._registerEntityTransformListener();
9781
10076
  shaderData.enableMacro(exports.Renderer._receiveShadowMacro);
9782
10077
  shaderData.setVector4(exports.Renderer._rendererLayerProperty, _this._rendererLayer);
@@ -9980,7 +10275,7 @@ exports.Renderer = (_Renderer = /*#__PURE__*/ function(Component) {
9980
10275
  _proto._onTransformChanged = function _onTransformChanged(type) {
9981
10276
  this._dirtyUpdateFlag |= 0x1;
9982
10277
  };
9983
- _create_class__default['default'](Renderer1, [
10278
+ _create_class(Renderer1, [
9984
10279
  {
9985
10280
  key: "shaderData",
9986
10281
  get: /**
@@ -10054,65 +10349,83 @@ exports.Renderer = (_Renderer = /*#__PURE__*/ function(Component) {
10054
10349
  }
10055
10350
  ]);
10056
10351
  return Renderer1;
10057
- }(Component), _Renderer._tempVector0 = new engineMath.Vector3(), _Renderer._receiveShadowMacro = Shader.getMacroByName("OASIS_RECEIVE_SHADOWS"), _Renderer._localMatrixProperty = Shader.getPropertyByName("u_localMat"), _Renderer._worldMatrixProperty = Shader.getPropertyByName("u_modelMat"), _Renderer._mvMatrixProperty = Shader.getPropertyByName("u_MVMat"), _Renderer._mvpMatrixProperty = Shader.getPropertyByName("u_MVPMat"), _Renderer._mvInvMatrixProperty = Shader.getPropertyByName("u_MVInvMat"), _Renderer._normalMatrixProperty = Shader.getPropertyByName("u_normalMat"), _Renderer._rendererLayerProperty = Shader.getPropertyByName("oasis_RendererLayer"), _Renderer);
10058
- _ts_decorate__default['default']([
10352
+ }(Component), function() {
10353
+ _Renderer._tempVector0 = new engineMath.Vector3();
10354
+ }(), function() {
10355
+ _Renderer._receiveShadowMacro = Shader.getMacroByName("OASIS_RECEIVE_SHADOWS");
10356
+ }(), function() {
10357
+ _Renderer._localMatrixProperty = Shader.getPropertyByName("u_localMat");
10358
+ }(), function() {
10359
+ _Renderer._worldMatrixProperty = Shader.getPropertyByName("u_modelMat");
10360
+ }(), function() {
10361
+ _Renderer._mvMatrixProperty = Shader.getPropertyByName("u_MVMat");
10362
+ }(), function() {
10363
+ _Renderer._mvpMatrixProperty = Shader.getPropertyByName("u_MVPMat");
10364
+ }(), function() {
10365
+ _Renderer._mvInvMatrixProperty = Shader.getPropertyByName("u_MVInvMat");
10366
+ }(), function() {
10367
+ _Renderer._normalMatrixProperty = Shader.getPropertyByName("u_normalMat");
10368
+ }(), function() {
10369
+ _Renderer._rendererLayerProperty = Shader.getPropertyByName("oasis_RendererLayer");
10370
+ }(), _Renderer);
10371
+ __decorate([
10059
10372
  ignoreClone
10060
10373
  ], exports.Renderer.prototype, "_distanceForSort", void 0);
10061
- _ts_decorate__default['default']([
10374
+ __decorate([
10062
10375
  ignoreClone
10063
10376
  ], exports.Renderer.prototype, "_onUpdateIndex", void 0);
10064
- _ts_decorate__default['default']([
10377
+ __decorate([
10065
10378
  ignoreClone
10066
10379
  ], exports.Renderer.prototype, "_rendererIndex", void 0);
10067
- _ts_decorate__default['default']([
10380
+ __decorate([
10068
10381
  ignoreClone
10069
10382
  ], exports.Renderer.prototype, "_globalShaderMacro", void 0);
10070
- _ts_decorate__default['default']([
10383
+ __decorate([
10071
10384
  deepClone
10072
10385
  ], exports.Renderer.prototype, "_bounds", void 0);
10073
- _ts_decorate__default['default']([
10386
+ __decorate([
10074
10387
  ignoreClone
10075
10388
  ], exports.Renderer.prototype, "_renderFrameCount", void 0);
10076
- _ts_decorate__default['default']([
10389
+ __decorate([
10077
10390
  ignoreClone
10078
10391
  ], exports.Renderer.prototype, "_overrideUpdate", void 0);
10079
- _ts_decorate__default['default']([
10392
+ __decorate([
10080
10393
  ignoreClone
10081
10394
  ], exports.Renderer.prototype, "_materials", void 0);
10082
- _ts_decorate__default['default']([
10395
+ __decorate([
10083
10396
  ignoreClone
10084
10397
  ], exports.Renderer.prototype, "_dirtyUpdateFlag", void 0);
10085
- _ts_decorate__default['default']([
10398
+ __decorate([
10086
10399
  deepClone
10087
10400
  ], exports.Renderer.prototype, "_shaderData", void 0);
10088
- _ts_decorate__default['default']([
10401
+ __decorate([
10089
10402
  ignoreClone
10090
10403
  ], exports.Renderer.prototype, "_mvMatrix", void 0);
10091
- _ts_decorate__default['default']([
10404
+ __decorate([
10092
10405
  ignoreClone
10093
10406
  ], exports.Renderer.prototype, "_mvpMatrix", void 0);
10094
- _ts_decorate__default['default']([
10407
+ __decorate([
10095
10408
  ignoreClone
10096
10409
  ], exports.Renderer.prototype, "_mvInvMatrix", void 0);
10097
- _ts_decorate__default['default']([
10410
+ __decorate([
10098
10411
  ignoreClone
10099
10412
  ], exports.Renderer.prototype, "_normalMatrix", void 0);
10100
- _ts_decorate__default['default']([
10413
+ __decorate([
10101
10414
  ignoreClone
10102
10415
  ], exports.Renderer.prototype, "_materialsInstanced", void 0);
10103
- _ts_decorate__default['default']([
10416
+ __decorate([
10104
10417
  ignoreClone
10105
10418
  ], exports.Renderer.prototype, "_priority", void 0);
10106
- _ts_decorate__default['default']([
10419
+ __decorate([
10107
10420
  assignmentClone
10108
10421
  ], exports.Renderer.prototype, "_receiveShadows", void 0);
10109
- _ts_decorate__default['default']([
10422
+ __decorate([
10110
10423
  ignoreClone
10111
10424
  ], exports.Renderer.prototype, "_rendererLayer", void 0);
10112
- _ts_decorate__default['default']([
10425
+ __decorate([
10113
10426
  ignoreClone
10114
10427
  ], exports.Renderer.prototype, "_onTransformChanged", null);
10115
- exports.Renderer = _ts_decorate__default['default']([
10428
+ exports.Renderer = __decorate([
10116
10429
  dependentComponents(Transform)
10117
10430
  ], exports.Renderer);
10118
10431
  var RendererUpdateFlags;
@@ -10184,15 +10497,19 @@ var SimpleSpriteAssembler = (_SimpleSpriteAssembler = /*#__PURE__*/ function() {
10184
10497
  renderUVs[3].set(right, top);
10185
10498
  };
10186
10499
  return SimpleSpriteAssembler1;
10187
- }(), _SimpleSpriteAssembler._rectangleTriangles = [
10188
- 0,
10189
- 1,
10190
- 2,
10191
- 2,
10192
- 1,
10193
- 3
10194
- ], _SimpleSpriteAssembler._worldMatrix = new engineMath.Matrix(), _SimpleSpriteAssembler);
10195
- SimpleSpriteAssembler = _ts_decorate__default['default']([
10500
+ }(), function() {
10501
+ _SimpleSpriteAssembler._rectangleTriangles = [
10502
+ 0,
10503
+ 1,
10504
+ 2,
10505
+ 2,
10506
+ 1,
10507
+ 3
10508
+ ];
10509
+ }(), function() {
10510
+ _SimpleSpriteAssembler._worldMatrix = new engineMath.Matrix();
10511
+ }(), _SimpleSpriteAssembler);
10512
+ SimpleSpriteAssembler = __decorate([
10196
10513
  StaticInterfaceImplement()
10197
10514
  ], SimpleSpriteAssembler);
10198
10515
 
@@ -10208,6 +10525,9 @@ SimpleSpriteAssembler = _ts_decorate__default['default']([
10208
10525
  this.color = color;
10209
10526
  };
10210
10527
 
10528
+ /**
10529
+ * Sprite mask layer.
10530
+ */ exports.SpriteMaskLayer = void 0;
10211
10531
  (function(SpriteMaskLayer) {
10212
10532
  SpriteMaskLayer[SpriteMaskLayer[/** Mask layer 0. */ "Layer0"] = 0x1] = "Layer0";
10213
10533
  SpriteMaskLayer[SpriteMaskLayer[/** Mask layer 1. */ "Layer1"] = 0x2] = "Layer1";
@@ -10261,7 +10581,7 @@ SimpleSpriteAssembler = _ts_decorate__default['default']([
10261
10581
  /**
10262
10582
  * A component for masking Sprites.
10263
10583
  */ var SpriteMask = /*#__PURE__*/ function(Renderer) {
10264
- _inherits__default['default'](SpriteMask, Renderer);
10584
+ _inherits(SpriteMask, Renderer);
10265
10585
  function SpriteMask(entity) {
10266
10586
  var _this;
10267
10587
  _this = Renderer.call(this, entity) || this;
@@ -10275,10 +10595,10 @@ SimpleSpriteAssembler = _ts_decorate__default['default']([
10275
10595
  _this._flipY = false;
10276
10596
  _this._alphaCutoff = 0.5;
10277
10597
  _this._renderData = new RenderData2D(4, [], []);
10278
- SimpleSpriteAssembler.resetData(_assert_this_initialized__default['default'](_this));
10598
+ SimpleSpriteAssembler.resetData(_assert_this_initialized(_this));
10279
10599
  _this.setMaterial(_this._engine._spriteMaskDefaultMaterial);
10280
10600
  _this.shaderData.setFloat(SpriteMask._alphaCutoffProperty, _this._alphaCutoff);
10281
- _this._onSpriteChange = _this._onSpriteChange.bind(_assert_this_initialized__default['default'](_this));
10601
+ _this._onSpriteChange = _this._onSpriteChange.bind(_assert_this_initialized(_this));
10282
10602
  return _this;
10283
10603
  }
10284
10604
  var _proto = SpriteMask.prototype;
@@ -10369,7 +10689,7 @@ SimpleSpriteAssembler = _ts_decorate__default['default']([
10369
10689
  break;
10370
10690
  }
10371
10691
  };
10372
- _create_class__default['default'](SpriteMask, [
10692
+ _create_class(SpriteMask, [
10373
10693
  {
10374
10694
  key: "width",
10375
10695
  get: /**
@@ -10487,36 +10807,40 @@ SimpleSpriteAssembler = _ts_decorate__default['default']([
10487
10807
  ]);
10488
10808
  return SpriteMask;
10489
10809
  }(exports.Renderer);
10490
- /** @internal */ SpriteMask._textureProperty = Shader.getPropertyByName("u_maskTexture");
10491
- /** @internal */ SpriteMask._alphaCutoffProperty = Shader.getPropertyByName("u_maskAlphaCutoff");
10492
- _ts_decorate__default['default']([
10810
+ (function() {
10811
+ /** @internal */ SpriteMask._textureProperty = Shader.getPropertyByName("u_maskTexture");
10812
+ })();
10813
+ (function() {
10814
+ /** @internal */ SpriteMask._alphaCutoffProperty = Shader.getPropertyByName("u_maskAlphaCutoff");
10815
+ })();
10816
+ __decorate([
10493
10817
  assignmentClone
10494
10818
  ], SpriteMask.prototype, "influenceLayers", void 0);
10495
- _ts_decorate__default['default']([
10819
+ __decorate([
10496
10820
  ignoreClone
10497
10821
  ], SpriteMask.prototype, "_sprite", void 0);
10498
- _ts_decorate__default['default']([
10822
+ __decorate([
10499
10823
  ignoreClone
10500
10824
  ], SpriteMask.prototype, "_automaticWidth", void 0);
10501
- _ts_decorate__default['default']([
10825
+ __decorate([
10502
10826
  ignoreClone
10503
10827
  ], SpriteMask.prototype, "_automaticHeight", void 0);
10504
- _ts_decorate__default['default']([
10828
+ __decorate([
10505
10829
  assignmentClone
10506
10830
  ], SpriteMask.prototype, "_customWidth", void 0);
10507
- _ts_decorate__default['default']([
10831
+ __decorate([
10508
10832
  assignmentClone
10509
10833
  ], SpriteMask.prototype, "_customHeight", void 0);
10510
- _ts_decorate__default['default']([
10834
+ __decorate([
10511
10835
  assignmentClone
10512
10836
  ], SpriteMask.prototype, "_flipX", void 0);
10513
- _ts_decorate__default['default']([
10837
+ __decorate([
10514
10838
  assignmentClone
10515
10839
  ], SpriteMask.prototype, "_flipY", void 0);
10516
- _ts_decorate__default['default']([
10840
+ __decorate([
10517
10841
  assignmentClone
10518
10842
  ], SpriteMask.prototype, "_alphaCutoff", void 0);
10519
- _ts_decorate__default['default']([
10843
+ __decorate([
10520
10844
  ignoreClone
10521
10845
  ], SpriteMask.prototype, "_onSpriteChange", null);
10522
10846
  var /**
@@ -10529,6 +10853,9 @@ var /**
10529
10853
  SpriteMaskUpdateFlags[SpriteMaskUpdateFlags[/** All. */ "All"] = 0x7] = "All";
10530
10854
  })(SpriteMaskUpdateFlags || (SpriteMaskUpdateFlags = {}));
10531
10855
 
10856
+ /**
10857
+ * Vertex element format.
10858
+ */ exports.VertexElementFormat = void 0;
10532
10859
  (function(VertexElementFormat) {
10533
10860
  VertexElementFormat[VertexElementFormat[/** 32-bit float */ "Float"] = 0] = "Float";
10534
10861
  VertexElementFormat[VertexElementFormat[/** Two-dimensional 32-bit float */ "Vector2"] = 1] = "Vector2";
@@ -10548,12 +10875,18 @@ var /**
10548
10875
  VertexElementFormat[VertexElementFormat[/** Four-dimensional 16-bit Normalized unsigned integer, range is [0, 1] */ "NormalizedUShort4"] = 15] = "NormalizedUShort4";
10549
10876
  })(exports.VertexElementFormat || (exports.VertexElementFormat = {}));
10550
10877
 
10878
+ /**
10879
+ * Buffer usage.
10880
+ */ exports.BufferUsage = void 0;
10551
10881
  (function(BufferUsage) {
10552
10882
  BufferUsage[BufferUsage[/** The buffer content are intended to be specified once, and used many times */ "Static"] = 0] = "Static";
10553
10883
  BufferUsage[BufferUsage[/** The buffer contents are intended to be respecified repeatedly, and used many times */ "Dynamic"] = 1] = "Dynamic";
10554
10884
  BufferUsage[BufferUsage[/** The buffer contents are intended to be specified once, and used at most a few times */ "Stream"] = 2] = "Stream";
10555
10885
  })(exports.BufferUsage || (exports.BufferUsage = {}));
10556
10886
 
10887
+ /**
10888
+ * Index format.
10889
+ */ exports.IndexFormat = void 0;
10557
10890
  (function(IndexFormat) {
10558
10891
  IndexFormat[IndexFormat[/** 8 bit */ "UInt8"] = 0] = "UInt8";
10559
10892
  IndexFormat[IndexFormat[/** 16 bit */ "UInt16"] = 1] = "UInt16";
@@ -10693,7 +11026,7 @@ var BufferUtil = /*#__PURE__*/ function() {
10693
11026
  this._glElementInfo = BufferUtil._getElementInfo(this.format);
10694
11027
  this._instanceStepRate = Math.floor(instanceStepRate);
10695
11028
  }
10696
- _create_class__default['default'](VertexElement, [
11029
+ _create_class(VertexElement, [
10697
11030
  {
10698
11031
  key: "semantic",
10699
11032
  get: /**
@@ -10744,11 +11077,17 @@ var BufferUtil = /*#__PURE__*/ function() {
10744
11077
  return VertexElement;
10745
11078
  }();
10746
11079
 
11080
+ /**
11081
+ * Buffer binding flag.
11082
+ */ exports.BufferBindFlag = void 0;
10747
11083
  (function(BufferBindFlag) {
10748
11084
  BufferBindFlag[BufferBindFlag[/** Vertex buffer binding flag */ "VertexBuffer"] = 0] = "VertexBuffer";
10749
11085
  BufferBindFlag[BufferBindFlag[/** Index buffer binding flag */ "IndexBuffer"] = 1] = "IndexBuffer";
10750
11086
  })(exports.BufferBindFlag || (exports.BufferBindFlag = {}));
10751
11087
 
11088
+ /**
11089
+ * Define update strategy when call bufferData/bufferSubData func.
11090
+ */ exports.SetDataOptions = void 0;
10752
11091
  (function(SetDataOptions) {
10753
11092
  SetDataOptions[SetDataOptions[/** Can overwrite part of used buffer data and ensure correct rendering */ "None"] = 0] = "None";
10754
11093
  SetDataOptions[SetDataOptions[/** Discard old buffer and create a new buffer, and won't affect the previous rendering */ "Discard"] = 1] = "Discard";
@@ -10757,7 +11096,7 @@ var BufferUtil = /*#__PURE__*/ function() {
10757
11096
  /**
10758
11097
  * Buffer.
10759
11098
  */ var Buffer = /*#__PURE__*/ function(RefObject) {
10760
- _inherits__default['default'](Buffer, RefObject);
11099
+ _inherits(Buffer, RefObject);
10761
11100
  function Buffer(engine, type, byteLengthOrData, bufferUsage) {
10762
11101
  if (bufferUsage === void 0) bufferUsage = exports.BufferUsage.Static;
10763
11102
  var _this;
@@ -10847,7 +11186,7 @@ var BufferUtil = /*#__PURE__*/ function() {
10847
11186
  gl.bufferData(this._glBindTarget, dataLength, this._glBufferUsage);
10848
11187
  this._byteLength = dataLength;
10849
11188
  };
10850
- _create_class__default['default'](Buffer, [
11189
+ _create_class(Buffer, [
10851
11190
  {
10852
11191
  key: "type",
10853
11192
  get: /**
@@ -10876,6 +11215,9 @@ var BufferUtil = /*#__PURE__*/ function() {
10876
11215
  return Buffer;
10877
11216
  }(RefObject);
10878
11217
 
11218
+ /**
11219
+ * Mesh topology.
11220
+ */ exports.MeshTopology = void 0;
10879
11221
  (function(MeshTopology) {
10880
11222
  MeshTopology[MeshTopology[/** Draws a single dot */ "Points"] = 0] = "Points";
10881
11223
  MeshTopology[MeshTopology[/** Draws a line between a pair of vertices */ "Lines"] = 1] = "Lines";
@@ -10893,7 +11235,7 @@ var BufferUtil = /*#__PURE__*/ function() {
10893
11235
  this._buffer = buffer;
10894
11236
  this._format = format;
10895
11237
  }
10896
- _create_class__default['default'](IndexBufferBinding, [
11238
+ _create_class(IndexBufferBinding, [
10897
11239
  {
10898
11240
  key: "buffer",
10899
11241
  get: /**
@@ -10933,7 +11275,7 @@ var BufferUtil = /*#__PURE__*/ function() {
10933
11275
  /**
10934
11276
  * Mesh.
10935
11277
  */ var Mesh = /*#__PURE__*/ function(RefObject) {
10936
- _inherits__default['default'](Mesh, RefObject);
11278
+ _inherits(Mesh, RefObject);
10937
11279
  function Mesh(engine, name) {
10938
11280
  var _this;
10939
11281
  _this = RefObject.call(this, engine) || this;
@@ -10947,8 +11289,8 @@ var BufferUtil = /*#__PURE__*/ function() {
10947
11289
  _this._bounds = new engineMath.BoundingBox();
10948
11290
  _this._subMeshes = [];
10949
11291
  _this.name = name;
10950
- _this._platformPrimitive = _this._engine._hardwareRenderer.createPlatformPrimitive(_assert_this_initialized__default['default'](_this));
10951
- _this._onBoundsChanged = _this._onBoundsChanged.bind(_assert_this_initialized__default['default'](_this));
11292
+ _this._platformPrimitive = _this._engine._hardwareRenderer.createPlatformPrimitive(_assert_this_initialized(_this));
11293
+ _this._onBoundsChanged = _this._onBoundsChanged.bind(_assert_this_initialized(_this));
10952
11294
  var bounds = _this._bounds;
10953
11295
  // @ts-ignore
10954
11296
  bounds.min._onValueChanged = _this._onBoundsChanged;
@@ -11074,7 +11416,7 @@ var BufferUtil = /*#__PURE__*/ function() {
11074
11416
  _proto._onBoundsChanged = function _onBoundsChanged() {
11075
11417
  this._updateFlagManager.dispatch(0x1);
11076
11418
  };
11077
- _create_class__default['default'](Mesh, [
11419
+ _create_class(Mesh, [
11078
11420
  {
11079
11421
  key: "bounds",
11080
11422
  get: /**
@@ -11120,7 +11462,7 @@ var MeshModifyFlags;
11120
11462
  this._buffer = buffer;
11121
11463
  this._stride = stride;
11122
11464
  }
11123
- _create_class__default['default'](VertexBufferBinding, [
11465
+ _create_class(VertexBufferBinding, [
11124
11466
  {
11125
11467
  key: "buffer",
11126
11468
  get: /**
@@ -11567,13 +11909,27 @@ var MeshModifyFlags;
11567
11909
  };
11568
11910
  return BlendShapeManager;
11569
11911
  }();
11570
- BlendShapeManager._blendShapeMacro = Shader.getMacroByName("OASIS_BLENDSHAPE");
11571
- BlendShapeManager._blendShapeTextureMacro = Shader.getMacroByName("OASIS_BLENDSHAPE_TEXTURE");
11572
- BlendShapeManager._blendShapeNormalMacro = Shader.getMacroByName("OASIS_BLENDSHAPE_NORMAL");
11573
- BlendShapeManager._blendShapeTangentMacro = Shader.getMacroByName("OASIS_BLENDSHAPE_TANGENT");
11574
- BlendShapeManager._blendShapeWeightsProperty = Shader.getPropertyByName("u_blendShapeWeights");
11575
- BlendShapeManager._blendShapeTextureProperty = Shader.getPropertyByName("u_blendShapeTexture");
11576
- BlendShapeManager._blendShapeTextureInfoProperty = Shader.getPropertyByName("u_blendShapeTextureInfo");
11912
+ (function() {
11913
+ BlendShapeManager._blendShapeMacro = Shader.getMacroByName("OASIS_BLENDSHAPE");
11914
+ })();
11915
+ (function() {
11916
+ BlendShapeManager._blendShapeTextureMacro = Shader.getMacroByName("OASIS_BLENDSHAPE_TEXTURE");
11917
+ })();
11918
+ (function() {
11919
+ BlendShapeManager._blendShapeNormalMacro = Shader.getMacroByName("OASIS_BLENDSHAPE_NORMAL");
11920
+ })();
11921
+ (function() {
11922
+ BlendShapeManager._blendShapeTangentMacro = Shader.getMacroByName("OASIS_BLENDSHAPE_TANGENT");
11923
+ })();
11924
+ (function() {
11925
+ BlendShapeManager._blendShapeWeightsProperty = Shader.getPropertyByName("u_blendShapeWeights");
11926
+ })();
11927
+ (function() {
11928
+ BlendShapeManager._blendShapeTextureProperty = Shader.getPropertyByName("u_blendShapeTexture");
11929
+ })();
11930
+ (function() {
11931
+ BlendShapeManager._blendShapeTextureInfoProperty = Shader.getPropertyByName("u_blendShapeTextureInfo");
11932
+ })();
11577
11933
 
11578
11934
  /**
11579
11935
  * Vertex attribute types of a vertex in a ModelMesh.
@@ -11598,7 +11954,7 @@ BlendShapeManager._blendShapeTextureInfoProperty = Shader.getPropertyByName("u_b
11598
11954
  /**
11599
11955
  * Mesh containing common vertex elements of the model.
11600
11956
  */ var ModelMesh = /*#__PURE__*/ function(Mesh) {
11601
- _inherits__default['default'](ModelMesh, Mesh);
11957
+ _inherits(ModelMesh, Mesh);
11602
11958
  function ModelMesh(engine, name) {
11603
11959
  var _this;
11604
11960
  _this = Mesh.call(this, engine) || this;
@@ -11630,7 +11986,7 @@ BlendShapeManager._blendShapeTextureInfoProperty = Shader.getPropertyByName("u_b
11630
11986
  _this._customVertexElements = [];
11631
11987
  _this._vertexCountChanged = false;
11632
11988
  _this.name = name;
11633
- _this._blendShapeManager = new BlendShapeManager(engine, _assert_this_initialized__default['default'](_this));
11989
+ _this._blendShapeManager = new BlendShapeManager(engine, _assert_this_initialized(_this));
11634
11990
  return _this;
11635
11991
  }
11636
11992
  var _proto = ModelMesh.prototype;
@@ -11920,11 +12276,11 @@ BlendShapeManager._blendShapeTextureInfoProperty = Shader.getPropertyByName("u_b
11920
12276
  }
11921
12277
  if (this._indices !== indices) {
11922
12278
  this._indices = indices;
11923
- if (_instanceof__default['default'](indices, Uint8Array)) {
12279
+ if (_instanceof(indices, Uint8Array)) {
11924
12280
  this._indicesFormat = exports.IndexFormat.UInt8;
11925
- } else if (_instanceof__default['default'](indices, Uint16Array)) {
12281
+ } else if (_instanceof(indices, Uint16Array)) {
11926
12282
  this._indicesFormat = exports.IndexFormat.UInt16;
11927
- } else if (_instanceof__default['default'](indices, Uint32Array)) {
12283
+ } else if (_instanceof(indices, Uint32Array)) {
11928
12284
  this._indicesFormat = exports.IndexFormat.UInt32;
11929
12285
  }
11930
12286
  }
@@ -12580,7 +12936,7 @@ BlendShapeManager._blendShapeTextureInfoProperty = Shader.getPropertyByName("u_b
12580
12936
  this._uv7 = null;
12581
12937
  this._blendShapeManager._releaseMemoryCache();
12582
12938
  };
12583
- _create_class__default['default'](ModelMesh, [
12939
+ _create_class(ModelMesh, [
12584
12940
  {
12585
12941
  key: "accessible",
12586
12942
  get: /**
@@ -12648,11 +13004,21 @@ BlendShapeManager._blendShapeTextureInfoProperty = Shader.getPropertyByName("u_b
12648
13004
  ]);
12649
13005
  return ModelMesh;
12650
13006
  }(Mesh);
12651
- ModelMesh._tempVec0 = new engineMath.Vector3();
12652
- ModelMesh._tempVec1 = new engineMath.Vector3();
12653
- ModelMesh._tempVec2 = new engineMath.Vector3();
12654
- ModelMesh._tempVec3 = new engineMath.Vector3();
12655
- ModelMesh._tempVec4 = new engineMath.Vector3();
13007
+ (function() {
13008
+ ModelMesh._tempVec0 = new engineMath.Vector3();
13009
+ })();
13010
+ (function() {
13011
+ ModelMesh._tempVec1 = new engineMath.Vector3();
13012
+ })();
13013
+ (function() {
13014
+ ModelMesh._tempVec2 = new engineMath.Vector3();
13015
+ })();
13016
+ (function() {
13017
+ ModelMesh._tempVec3 = new engineMath.Vector3();
13018
+ })();
13019
+ (function() {
13020
+ ModelMesh._tempVec4 = new engineMath.Vector3();
13021
+ })();
12656
13022
  var VertexChangedFlags;
12657
13023
  (function(VertexChangedFlags) {
12658
13024
  VertexChangedFlags[VertexChangedFlags["Position"] = 0x1] = "Position";
@@ -12675,7 +13041,7 @@ var VertexChangedFlags;
12675
13041
  /**
12676
13042
  * Mesh skin data, equal glTF skins define
12677
13043
  */ var Skin = /*#__PURE__*/ function(EngineObject) {
12678
- _inherits__default['default'](Skin, EngineObject);
13044
+ _inherits(Skin, EngineObject);
12679
13045
  function Skin(name) {
12680
13046
  var _this;
12681
13047
  _this = EngineObject.call(this, null) || this;
@@ -12691,12 +13057,12 @@ var VertexChangedFlags;
12691
13057
  /**
12692
13058
  * MeshRenderer Component.
12693
13059
  */ var MeshRenderer = /*#__PURE__*/ function(Renderer) {
12694
- _inherits__default['default'](MeshRenderer, Renderer);
13060
+ _inherits(MeshRenderer, Renderer);
12695
13061
  function MeshRenderer(entity) {
12696
13062
  var _this;
12697
13063
  _this = Renderer.call(this, entity) || this;
12698
13064
  _this._enableVertexColor = false;
12699
- _this._onMeshChanged = _this._onMeshChanged.bind(_assert_this_initialized__default['default'](_this));
13065
+ _this._onMeshChanged = _this._onMeshChanged.bind(_assert_this_initialized(_this));
12700
13066
  return _this;
12701
13067
  }
12702
13068
  var _proto = MeshRenderer.prototype;
@@ -12801,7 +13167,7 @@ var VertexChangedFlags;
12801
13167
  type & MeshModifyFlags.Bounds && (this._dirtyUpdateFlag |= RendererUpdateFlags.WorldVolume);
12802
13168
  type & MeshModifyFlags.VertexElements && (this._dirtyUpdateFlag |= 0x2);
12803
13169
  };
12804
- _create_class__default['default'](MeshRenderer, [
13170
+ _create_class(MeshRenderer, [
12805
13171
  {
12806
13172
  key: "mesh",
12807
13173
  get: /**
@@ -12832,15 +13198,25 @@ var VertexChangedFlags;
12832
13198
  ]);
12833
13199
  return MeshRenderer;
12834
13200
  }(exports.Renderer);
12835
- MeshRenderer._uvMacro = Shader.getMacroByName("O3_HAS_UV");
12836
- MeshRenderer._uv1Macro = Shader.getMacroByName("O3_HAS_UV1");
12837
- MeshRenderer._normalMacro = Shader.getMacroByName("O3_HAS_NORMAL");
12838
- MeshRenderer._tangentMacro = Shader.getMacroByName("O3_HAS_TANGENT");
12839
- MeshRenderer._vertexColorMacro = Shader.getMacroByName("O3_HAS_VERTEXCOLOR");
12840
- _ts_decorate__default['default']([
13201
+ (function() {
13202
+ MeshRenderer._uvMacro = Shader.getMacroByName("O3_HAS_UV");
13203
+ })();
13204
+ (function() {
13205
+ MeshRenderer._uv1Macro = Shader.getMacroByName("O3_HAS_UV1");
13206
+ })();
13207
+ (function() {
13208
+ MeshRenderer._normalMacro = Shader.getMacroByName("O3_HAS_NORMAL");
13209
+ })();
13210
+ (function() {
13211
+ MeshRenderer._tangentMacro = Shader.getMacroByName("O3_HAS_TANGENT");
13212
+ })();
13213
+ (function() {
13214
+ MeshRenderer._vertexColorMacro = Shader.getMacroByName("O3_HAS_VERTEXCOLOR");
13215
+ })();
13216
+ __decorate([
12841
13217
  ignoreClone
12842
13218
  ], MeshRenderer.prototype, "_mesh", void 0);
12843
- _ts_decorate__default['default']([
13219
+ __decorate([
12844
13220
  ignoreClone
12845
13221
  ], MeshRenderer.prototype, "_onMeshChanged", null);
12846
13222
  var /**
@@ -12896,13 +13272,13 @@ var Utils = /*#__PURE__*/ function() {
12896
13272
  };
12897
13273
  Utils._stringToPath = function _stringToPath(string) {
12898
13274
  var result = [];
12899
- if (string.charCodeAt(0) === charCodeOfDot$1) {
13275
+ if (string.charCodeAt(0) === charCodeOfDot) {
12900
13276
  result.push("");
12901
13277
  }
12902
- string.replace(rePropName$1, function(match, expression, quote, subString) {
13278
+ string.replace(rePropName, function(match, expression, quote, subString) {
12903
13279
  var key = match;
12904
13280
  if (quote) {
12905
- key = subString.replace(reEscapeChar$1, "$1");
13281
+ key = subString.replace(reEscapeChar, "$1");
12906
13282
  } else if (expression) {
12907
13283
  key = expression.trim();
12908
13284
  }
@@ -12912,9 +13288,9 @@ var Utils = /*#__PURE__*/ function() {
12912
13288
  };
12913
13289
  return Utils;
12914
13290
  }();
12915
- var charCodeOfDot$1 = ".".charCodeAt(0);
12916
- var reEscapeChar$1 = /\\(\\)?/g;
12917
- var rePropName$1 = RegExp(// Match anything that isn't a dot or bracket.
13291
+ var charCodeOfDot = ".".charCodeAt(0);
13292
+ var reEscapeChar = /\\(\\)?/g;
13293
+ var rePropName = RegExp(// Match anything that isn't a dot or bracket.
12918
13294
  "[^.[\\]]+" + "|" + // Or match property names within brackets.
12919
13295
  "\\[(?:" + // Match a non-string expression.
12920
13296
  "([^\"'][^[]*)" + "|" + // Or match strings (supports escaping characters).
@@ -12924,7 +13300,7 @@ var rePropName$1 = RegExp(// Match anything that isn't a dot or bracket.
12924
13300
  /**
12925
13301
  * SkinnedMeshRenderer.
12926
13302
  */ var SkinnedMeshRenderer = /*#__PURE__*/ function(MeshRenderer) {
12927
- _inherits__default['default'](SkinnedMeshRenderer, MeshRenderer);
13303
+ _inherits(SkinnedMeshRenderer, MeshRenderer);
12928
13304
  function SkinnedMeshRenderer(entity) {
12929
13305
  var _this;
12930
13306
  _this = MeshRenderer.call(this, entity) || this;
@@ -12940,7 +13316,7 @@ var rePropName$1 = RegExp(// Match anything that isn't a dot or bracket.
12940
13316
  // For renderer is "ANGLE (AMD, AMD Radeon(TM) Graphics Direct3011 vs_5_0 ps_5_0, D3011)", compile shader si very slow because of max uniform is 4096.
12941
13317
  maxVertexUniformVectors = Math.min(maxVertexUniformVectors, rhi._options._maxAllowSkinUniformVectorCount);
12942
13318
  _this._maxVertexUniformVectors = maxVertexUniformVectors;
12943
- _this._onLocalBoundsChanged = _this._onLocalBoundsChanged.bind(_assert_this_initialized__default['default'](_this));
13319
+ _this._onLocalBoundsChanged = _this._onLocalBoundsChanged.bind(_assert_this_initialized(_this));
12944
13320
  var localBounds = _this._localBounds;
12945
13321
  // @ts-ignore
12946
13322
  localBounds.min._onValueChanged = _this._onLocalBoundsChanged;
@@ -13164,7 +13540,7 @@ var rePropName$1 = RegExp(// Match anything that isn't a dot or bracket.
13164
13540
  _proto._onLocalBoundsChanged = function _onLocalBoundsChanged() {
13165
13541
  this._dirtyUpdateFlag |= RendererUpdateFlags.WorldVolume;
13166
13542
  };
13167
- _create_class__default['default'](SkinnedMeshRenderer, [
13543
+ _create_class(SkinnedMeshRenderer, [
13168
13544
  {
13169
13545
  key: "blendShapeWeights",
13170
13546
  get: /**
@@ -13229,44 +13605,52 @@ var rePropName$1 = RegExp(// Match anything that isn't a dot or bracket.
13229
13605
  ]);
13230
13606
  return SkinnedMeshRenderer;
13231
13607
  }(MeshRenderer);
13232
- SkinnedMeshRenderer._tempMatrix = new engineMath.Matrix();
13233
- SkinnedMeshRenderer._jointCountProperty = Shader.getPropertyByName("u_jointCount");
13234
- SkinnedMeshRenderer._jointSamplerProperty = Shader.getPropertyByName("u_jointSampler");
13235
- SkinnedMeshRenderer._jointMatrixProperty = Shader.getPropertyByName("u_jointMatrix");
13236
- _ts_decorate__default['default']([
13608
+ (function() {
13609
+ SkinnedMeshRenderer._tempMatrix = new engineMath.Matrix();
13610
+ })();
13611
+ (function() {
13612
+ SkinnedMeshRenderer._jointCountProperty = Shader.getPropertyByName("u_jointCount");
13613
+ })();
13614
+ (function() {
13615
+ SkinnedMeshRenderer._jointSamplerProperty = Shader.getPropertyByName("u_jointSampler");
13616
+ })();
13617
+ (function() {
13618
+ SkinnedMeshRenderer._jointMatrixProperty = Shader.getPropertyByName("u_jointMatrix");
13619
+ })();
13620
+ __decorate([
13237
13621
  ignoreClone
13238
13622
  ], SkinnedMeshRenderer.prototype, "_supportSkinning", void 0);
13239
- _ts_decorate__default['default']([
13623
+ __decorate([
13240
13624
  ignoreClone
13241
13625
  ], SkinnedMeshRenderer.prototype, "_hasInitSkin", void 0);
13242
- _ts_decorate__default['default']([
13626
+ __decorate([
13243
13627
  ignoreClone
13244
13628
  ], SkinnedMeshRenderer.prototype, "_jointDataCreateCache", void 0);
13245
- _ts_decorate__default['default']([
13629
+ __decorate([
13246
13630
  ignoreClone
13247
13631
  ], SkinnedMeshRenderer.prototype, "_blendShapeWeights", void 0);
13248
- _ts_decorate__default['default']([
13632
+ __decorate([
13249
13633
  ignoreClone
13250
13634
  ], SkinnedMeshRenderer.prototype, "_maxVertexUniformVectors", void 0);
13251
- _ts_decorate__default['default']([
13635
+ __decorate([
13252
13636
  ignoreClone
13253
13637
  ], SkinnedMeshRenderer.prototype, "_rootBone", void 0);
13254
- _ts_decorate__default['default']([
13638
+ __decorate([
13255
13639
  ignoreClone
13256
13640
  ], SkinnedMeshRenderer.prototype, "_localBounds", void 0);
13257
- _ts_decorate__default['default']([
13641
+ __decorate([
13258
13642
  ignoreClone
13259
13643
  ], SkinnedMeshRenderer.prototype, "_jointMatrices", void 0);
13260
- _ts_decorate__default['default']([
13644
+ __decorate([
13261
13645
  ignoreClone
13262
13646
  ], SkinnedMeshRenderer.prototype, "_jointTexture", void 0);
13263
- _ts_decorate__default['default']([
13647
+ __decorate([
13264
13648
  ignoreClone
13265
13649
  ], SkinnedMeshRenderer.prototype, "_jointEntities", void 0);
13266
- _ts_decorate__default['default']([
13650
+ __decorate([
13267
13651
  ignoreClone
13268
13652
  ], SkinnedMeshRenderer.prototype, "_condensedBlendShapeWeights", void 0);
13269
- _ts_decorate__default['default']([
13653
+ __decorate([
13270
13654
  ignoreClone
13271
13655
  ], SkinnedMeshRenderer.prototype, "_onLocalBoundsChanged", null);
13272
13656
 
@@ -13958,7 +14342,7 @@ _ts_decorate__default['default']([
13958
14342
  /**
13959
14343
  * BufferMesh.
13960
14344
  */ var BufferMesh = /*#__PURE__*/ function(Mesh) {
13961
- _inherits__default['default'](BufferMesh, Mesh);
14345
+ _inherits(BufferMesh, Mesh);
13962
14346
  function BufferMesh() {
13963
14347
  return Mesh.apply(this, arguments);
13964
14348
  }
@@ -14001,7 +14385,7 @@ _ts_decorate__default['default']([
14001
14385
  }
14002
14386
  this._setIndexBufferBinding(binding);
14003
14387
  };
14004
- _create_class__default['default'](BufferMesh, [
14388
+ _create_class(BufferMesh, [
14005
14389
  {
14006
14390
  key: "instanceCount",
14007
14391
  get: /**
@@ -14115,7 +14499,7 @@ _ts_decorate__default['default']([
14115
14499
  this._layoutChangeManager.dispatch(0, this);
14116
14500
  }
14117
14501
  };
14118
- _create_class__default['default'](BlendShape, [
14502
+ _create_class(BlendShape, [
14119
14503
  {
14120
14504
  key: "frames",
14121
14505
  get: /**
@@ -14276,11 +14660,15 @@ var Basic2DBatcher = /*#__PURE__*/ function() {
14276
14660
  };
14277
14661
  return Basic2DBatcher;
14278
14662
  }();
14279
- /** The maximum number of vertex. */ Basic2DBatcher.MAX_VERTEX_COUNT = 4096;
14280
- Basic2DBatcher._canUploadSameBuffer = true;
14663
+ (function() {
14664
+ /** The maximum number of vertex. */ Basic2DBatcher.MAX_VERTEX_COUNT = 4096;
14665
+ })();
14666
+ (function() {
14667
+ Basic2DBatcher._canUploadSameBuffer = true;
14668
+ })();
14281
14669
 
14282
14670
  var SpriteMaskBatcher = /*#__PURE__*/ function(Basic2DBatcher) {
14283
- _inherits__default['default'](SpriteMaskBatcher, Basic2DBatcher);
14671
+ _inherits(SpriteMaskBatcher, Basic2DBatcher);
14284
14672
  function SpriteMaskBatcher() {
14285
14673
  return Basic2DBatcher.apply(this, arguments);
14286
14674
  }
@@ -14416,7 +14804,7 @@ var SpriteMaskBatcher = /*#__PURE__*/ function(Basic2DBatcher) {
14416
14804
  }();
14417
14805
 
14418
14806
  var TextRenderElement = /*#__PURE__*/ function(RenderElement) {
14419
- _inherits__default['default'](TextRenderElement, RenderElement);
14807
+ _inherits(TextRenderElement, RenderElement);
14420
14808
  function TextRenderElement() {
14421
14809
  var _this;
14422
14810
  _this = RenderElement.call(this) || this;
@@ -14432,12 +14820,18 @@ var TextRenderElement = /*#__PURE__*/ function(RenderElement) {
14432
14820
  return TextRenderElement;
14433
14821
  }(RenderElement);
14434
14822
 
14823
+ /**
14824
+ * The Background mode enumeration.
14825
+ */ exports.BackgroundMode = void 0;
14435
14826
  (function(BackgroundMode) {
14436
14827
  BackgroundMode[BackgroundMode[/* Solid color. */ "SolidColor"] = 0] = "SolidColor";
14437
14828
  BackgroundMode[BackgroundMode[/* Sky. */ "Sky"] = 1] = "Sky";
14438
14829
  BackgroundMode[BackgroundMode[/** Texture */ "Texture"] = 2] = "Texture";
14439
14830
  })(exports.BackgroundMode || (exports.BackgroundMode = {}));
14440
14831
 
14832
+ /**
14833
+ * Filling mode of background texture.
14834
+ */ exports.BackgroundTextureFillMode = void 0;
14441
14835
  (function(BackgroundTextureFillMode) {
14442
14836
  BackgroundTextureFillMode[BackgroundTextureFillMode[/* Maintain the aspect ratio and scale the texture to fit the width of the canvas. */ "AspectFitWidth"] = 0] = "AspectFitWidth";
14443
14837
  BackgroundTextureFillMode[BackgroundTextureFillMode[/* Maintain the aspect ratio and scale the texture to fit the height of the canvas. */ "AspectFitHeight"] = 1] = "AspectFitHeight";
@@ -14495,7 +14889,7 @@ var TextRenderElement = /*#__PURE__*/ function(RenderElement) {
14495
14889
  rhi.drawPrimitive(mesh, mesh.subMesh, program);
14496
14890
  cameraShaderData.setMatrix(RenderContext._vpMatrixProperty, originViewProjMatrix);
14497
14891
  };
14498
- _create_class__default['default'](Sky, [
14892
+ _create_class(Sky, [
14499
14893
  {
14500
14894
  key: "material",
14501
14895
  get: /**
@@ -14531,9 +14925,15 @@ var TextRenderElement = /*#__PURE__*/ function(RenderElement) {
14531
14925
  ]);
14532
14926
  return Sky;
14533
14927
  }();
14534
- Sky._epsilon = 1e-6;
14535
- Sky._viewProjMatrix = new engineMath.Matrix();
14536
- Sky._projectionMatrix = new engineMath.Matrix(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, Sky._epsilon - 1, -1, 0, 0, 0, 0);
14928
+ (function() {
14929
+ Sky._epsilon = 1e-6;
14930
+ })();
14931
+ (function() {
14932
+ Sky._viewProjMatrix = new engineMath.Matrix();
14933
+ })();
14934
+ (function() {
14935
+ Sky._projectionMatrix = new engineMath.Matrix(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, Sky._epsilon - 1, -1, 0, 0, 0, 0);
14936
+ })();
14537
14937
 
14538
14938
  /**
14539
14939
  * Background of scene.
@@ -14631,7 +15031,7 @@ Sky._projectionMatrix = new engineMath.Matrix(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, Sky.
14631
15031
  mesh.addSubMesh(0, indices.length);
14632
15032
  return mesh;
14633
15033
  };
14634
- _create_class__default['default'](Background, [
15034
+ _create_class(Background, [
14635
15035
  {
14636
15036
  key: "texture",
14637
15037
  get: /**
@@ -14671,6 +15071,9 @@ Sky._projectionMatrix = new engineMath.Matrix(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, Sky.
14671
15071
  return Background;
14672
15072
  }();
14673
15073
 
15074
+ /**
15075
+ * Fog Mode.
15076
+ */ exports.FogMode = void 0;
14674
15077
  (function(FogMode) {
14675
15078
  FogMode[FogMode[/** Disable fog. */ "None"] = 0] = "None";
14676
15079
  FogMode[FogMode[/** Linear fog. */ "Linear"] = 1] = "Linear";
@@ -14678,6 +15081,9 @@ Sky._projectionMatrix = new engineMath.Matrix(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, Sky.
14678
15081
  FogMode[FogMode[/** Exponential squared fog. */ "ExponentialSquared"] = 3] = "ExponentialSquared";
14679
15082
  })(exports.FogMode || (exports.FogMode = {}));
14680
15083
 
15084
+ /**
15085
+ * Diffuse mode.
15086
+ */ exports.DiffuseMode = void 0;
14681
15087
  (function(DiffuseMode) {
14682
15088
  DiffuseMode[DiffuseMode[/** Solid color mode. */ "SolidColor"] = 0] = "SolidColor";
14683
15089
  DiffuseMode[DiffuseMode[/**
@@ -14796,7 +15202,7 @@ Sky._projectionMatrix = new engineMath.Matrix(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, Sky.
14796
15202
  out[25] = src[25] * 0.429042;
14797
15203
  out[26] = src[26] * 0.429042;
14798
15204
  };
14799
- _create_class__default['default'](AmbientLight, [
15205
+ _create_class(AmbientLight, [
14800
15206
  {
14801
15207
  key: "specularTextureDecodeRGBM",
14802
15208
  get: /**
@@ -14907,20 +15313,38 @@ Sky._projectionMatrix = new engineMath.Matrix(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, Sky.
14907
15313
  ]);
14908
15314
  return AmbientLight;
14909
15315
  }();
14910
- AmbientLight._shMacro = Shader.getMacroByName("O3_USE_SH");
14911
- AmbientLight._specularMacro = Shader.getMacroByName("O3_USE_SPECULAR_ENV");
14912
- AmbientLight._decodeRGBMMacro = Shader.getMacroByName("O3_DECODE_ENV_RGBM");
14913
- AmbientLight._diffuseColorProperty = Shader.getPropertyByName("u_envMapLight.diffuse");
14914
- AmbientLight._diffuseSHProperty = Shader.getPropertyByName("u_env_sh");
14915
- AmbientLight._diffuseIntensityProperty = Shader.getPropertyByName("u_envMapLight.diffuseIntensity");
14916
- AmbientLight._specularTextureProperty = Shader.getPropertyByName("u_env_specularSampler");
14917
- AmbientLight._specularIntensityProperty = Shader.getPropertyByName("u_envMapLight.specularIntensity");
14918
- AmbientLight._mipLevelProperty = Shader.getPropertyByName("u_envMapLight.mipMapLevel");
15316
+ (function() {
15317
+ AmbientLight._shMacro = Shader.getMacroByName("O3_USE_SH");
15318
+ })();
15319
+ (function() {
15320
+ AmbientLight._specularMacro = Shader.getMacroByName("O3_USE_SPECULAR_ENV");
15321
+ })();
15322
+ (function() {
15323
+ AmbientLight._decodeRGBMMacro = Shader.getMacroByName("O3_DECODE_ENV_RGBM");
15324
+ })();
15325
+ (function() {
15326
+ AmbientLight._diffuseColorProperty = Shader.getPropertyByName("u_envMapLight.diffuse");
15327
+ })();
15328
+ (function() {
15329
+ AmbientLight._diffuseSHProperty = Shader.getPropertyByName("u_env_sh");
15330
+ })();
15331
+ (function() {
15332
+ AmbientLight._diffuseIntensityProperty = Shader.getPropertyByName("u_envMapLight.diffuseIntensity");
15333
+ })();
15334
+ (function() {
15335
+ AmbientLight._specularTextureProperty = Shader.getPropertyByName("u_env_specularSampler");
15336
+ })();
15337
+ (function() {
15338
+ AmbientLight._specularIntensityProperty = Shader.getPropertyByName("u_envMapLight.specularIntensity");
15339
+ })();
15340
+ (function() {
15341
+ AmbientLight._mipLevelProperty = Shader.getPropertyByName("u_envMapLight.mipMapLevel");
15342
+ })();
14919
15343
 
14920
15344
  /**
14921
15345
  * Scene.
14922
15346
  */ var Scene = /*#__PURE__*/ function(EngineObject) {
14923
- _inherits__default['default'](Scene, EngineObject);
15347
+ _inherits(Scene, EngineObject);
14924
15348
  function Scene(engine, name) {
14925
15349
  var _this;
14926
15350
  _this = EngineObject.call(this, engine) || this;
@@ -14946,7 +15370,7 @@ AmbientLight._mipLevelProperty = Shader.getPropertyByName("u_envMapLight.mipMapL
14946
15370
  var shaderData = _this.shaderData;
14947
15371
  shaderData._addRefCount(1);
14948
15372
  _this.ambientLight = new AmbientLight();
14949
- engine.sceneManager._allScenes.push(_assert_this_initialized__default['default'](_this));
15373
+ engine.sceneManager._allScenes.push(_assert_this_initialized(_this));
14950
15374
  shaderData.enableMacro("OASIS_FOG_MODE", _this._fogMode.toString());
14951
15375
  shaderData.enableMacro("CASCADED_COUNT", _this.shadowCascades.toString());
14952
15376
  shaderData.setColor(Scene._fogColorProperty, _this._fogColor);
@@ -15156,7 +15580,7 @@ AmbientLight._mipLevelProperty = Shader.getPropertyByName("u_envMapLight.mipMapL
15156
15580
  this._fogParams.z = density / Math.LN2;
15157
15581
  this._fogParams.w = density / Math.sqrt(Math.LN2);
15158
15582
  };
15159
- _create_class__default['default'](Scene, [
15583
+ _create_class(Scene, [
15160
15584
  {
15161
15585
  key: "shaderData",
15162
15586
  get: /**
@@ -15300,8 +15724,12 @@ AmbientLight._mipLevelProperty = Shader.getPropertyByName("u_envMapLight.mipMapL
15300
15724
  ]);
15301
15725
  return Scene;
15302
15726
  }(EngineObject);
15303
- Scene._fogColorProperty = Shader.getPropertyByName("oasis_FogColor");
15304
- Scene._fogParamsProperty = Shader.getPropertyByName("oasis_FogParams");
15727
+ (function() {
15728
+ Scene._fogColorProperty = Shader.getPropertyByName("oasis_FogColor");
15729
+ })();
15730
+ (function() {
15731
+ Scene._fogParamsProperty = Shader.getPropertyByName("oasis_FogParams");
15732
+ })();
15305
15733
 
15306
15734
  /**
15307
15735
  * Scene manager.
@@ -15349,7 +15777,7 @@ Scene._fogParamsProperty = Shader.getPropertyByName("oasis_FogParams");
15349
15777
  }
15350
15778
  allScenes.length = 0;
15351
15779
  };
15352
- _create_class__default['default'](SceneManager, [
15780
+ _create_class(SceneManager, [
15353
15781
  {
15354
15782
  key: "activeScene",
15355
15783
  get: /**
@@ -15384,7 +15812,7 @@ var pbrSpecularFs = "#define GLSLIFY 1\n#include <common>\n#include <camera_decl
15384
15812
 
15385
15813
  var pbrVs = "#define GLSLIFY 1\n#include <common>\n#include <common_vert>\n#include <blendShape_input>\n#include <uv_share>\n#include <color_share>\n#include <normal_share>\n#include <worldpos_share>\n#include <ShadowVertexDeclaration>\n#include <FogVertexDeclaration>\nvoid main(){\n#include <begin_position_vert>\n#include <begin_normal_vert>\n#include <blendShape_vert>\n#include <skinning_vert>\n#include <uv_vert>\n#include <color_vert>\n#include <normal_vert>\n#include <worldpos_vert>\n#include <position_vert>\n#include <ShadowVertex>\n#include <FogVertex>\n}"; // eslint-disable-line
15386
15814
 
15387
- var shadowMapFs = "#define GLSLIFY 1\n#ifdef OASIS_NO_DEPTH_TEXTURE\n/***Decompose and save depth value.*/vec4 pack(float depth){const vec4 bitShift=vec4(1.0,256.0,256.0*256.0,256.0*256.0*256.0);const vec4 bitMask=vec4(1.0/256.0,1.0/256.0,1.0/256.0,0.0);vec4 rgbaDepth=fract(depth*bitShift);rgbaDepth-=rgbaDepth.gbaa*bitMask;return rgbaDepth;}\n#endif\nvoid main(){\n#ifdef OASIS_NO_DEPTH_TEXTURE\ngl_FragColor=pack(gl_FragCoord.z);\n#else\ngl_FragColor=vec4(0.0,0.0,0.0,0.0);\n#endif\n}"; // eslint-disable-line
15815
+ var shadowMapFs = "#define GLSLIFY 1\n#ifdef OASIS_NO_DEPTH_TEXTURE\nvec4 pack(float depth){const vec4 bitShift=vec4(1.0,256.0,256.0*256.0,256.0*256.0*256.0);const vec4 bitMask=vec4(1.0/256.0,1.0/256.0,1.0/256.0,0.0);vec4 rgbaDepth=fract(depth*bitShift);rgbaDepth-=rgbaDepth.gbaa*bitMask;return rgbaDepth;}\n#endif\nvoid main(){\n#ifdef OASIS_NO_DEPTH_TEXTURE\ngl_FragColor=pack(gl_FragCoord.z);\n#else\ngl_FragColor=vec4(0.0,0.0,0.0,0.0);\n#endif\n}"; // eslint-disable-line
15388
15816
 
15389
15817
  var shadowMapVs = "#define GLSLIFY 1\n#include <common>\n#include <common_vert>\n#include <blendShape_input>\n#include <normal_share>\nuniform mat4 u_VPMat;uniform vec2 u_shadowBias;uniform vec3 u_lightDirection;vec3 applyShadowBias(vec3 positionWS){positionWS-=u_lightDirection*u_shadowBias.x;return positionWS;}vec3 applyShadowNormalBias(vec3 positionWS,vec3 normalWS){float invNdotL=1.0-clamp(dot(-u_lightDirection,normalWS),0.0,1.0);float scale=invNdotL*u_shadowBias.y;positionWS+=normalWS*vec3(scale);return positionWS;}void main(){\n#include <begin_position_vert>\n#include <begin_normal_vert>\n#include <blendShape_vert>\n#include <skinning_vert>\nvec4 positionWS=u_modelMat*position;positionWS.xyz=applyShadowBias(positionWS.xyz);\n#ifndef OMIT_NORMAL\n#ifdef O3_HAS_NORMAL\nvec3 normalWS=normalize(mat3(u_normalMat)*normal);positionWS.xyz=applyShadowNormalBias(positionWS.xyz,normalWS);\n#endif\n#endif\nvec4 positionCS=u_VPMat*positionWS;positionCS.z=max(positionCS.z,-1.0);gl_Position=positionCS;}"; // eslint-disable-line
15390
15818
 
@@ -15503,7 +15931,7 @@ ShaderPool.init();
15503
15931
  /**
15504
15932
  * Engine.
15505
15933
  */ var Engine = /*#__PURE__*/ function(EventDispatcher) {
15506
- _inherits__default['default'](Engine, EventDispatcher);
15934
+ _inherits(Engine, EventDispatcher);
15507
15935
  function Engine(canvas, hardwareRenderer, settings) {
15508
15936
  var _this;
15509
15937
  _this = EventDispatcher.call(this) || this;
@@ -15520,8 +15948,8 @@ ShaderPool.init();
15520
15948
  /** @internal */ _this._canSpriteBatch = true;
15521
15949
  /** @internal @todo: temporary solution */ _this._macroCollection = new ShaderMacroCollection();
15522
15950
  _this._settings = {};
15523
- _this._resourceManager = new ResourceManager(_assert_this_initialized__default['default'](_this));
15524
- _this._sceneManager = new SceneManager(_assert_this_initialized__default['default'](_this));
15951
+ _this._resourceManager = new ResourceManager(_assert_this_initialized(_this));
15952
+ _this._sceneManager = new SceneManager(_assert_this_initialized(_this));
15525
15953
  _this._vSyncCount = 1;
15526
15954
  _this._targetFrameRate = 60;
15527
15955
  _this._time = new Time();
@@ -15545,25 +15973,25 @@ ShaderPool.init();
15545
15973
  };
15546
15974
  _this._hardwareRenderer = hardwareRenderer;
15547
15975
  _this._hardwareRenderer.init(canvas);
15548
- _this.physicsManager = new PhysicsManager(_assert_this_initialized__default['default'](_this));
15976
+ _this.physicsManager = new PhysicsManager(_assert_this_initialized(_this));
15549
15977
  _this._canvas = canvas;
15550
- _this._sceneManager.activeScene = new Scene(_assert_this_initialized__default['default'](_this), "DefaultScene");
15551
- _this._spriteMaskManager = new SpriteMaskManager(_assert_this_initialized__default['default'](_this));
15978
+ _this._sceneManager.activeScene = new Scene(_assert_this_initialized(_this), "DefaultScene");
15979
+ _this._spriteMaskManager = new SpriteMaskManager(_assert_this_initialized(_this));
15552
15980
  _this._spriteDefaultMaterial = _this._createSpriteMaterial();
15553
15981
  _this._spriteMaskDefaultMaterial = _this._createSpriteMaskMaterial();
15554
- _this._textDefaultFont = Font.createFromOS(_assert_this_initialized__default['default'](_this), "Arial");
15982
+ _this._textDefaultFont = Font.createFromOS(_assert_this_initialized(_this), "Arial");
15555
15983
  _this._textDefaultFont.isGCIgnored = true;
15556
- _this.inputManager = new InputManager(_assert_this_initialized__default['default'](_this));
15984
+ _this.inputManager = new InputManager(_assert_this_initialized(_this));
15557
15985
  var magentaPixel = new Uint8Array([
15558
15986
  255,
15559
15987
  0,
15560
15988
  255,
15561
15989
  255
15562
15990
  ]);
15563
- var magentaTexture2D = new Texture2D(_assert_this_initialized__default['default'](_this), 1, 1, exports.TextureFormat.R8G8B8A8, false);
15991
+ var magentaTexture2D = new Texture2D(_assert_this_initialized(_this), 1, 1, exports.TextureFormat.R8G8B8A8, false);
15564
15992
  magentaTexture2D.setPixelBuffer(magentaPixel);
15565
15993
  magentaTexture2D.isGCIgnored = true;
15566
- var magentaTextureCube = new TextureCube(_assert_this_initialized__default['default'](_this), 1, exports.TextureFormat.R8G8B8A8, false);
15994
+ var magentaTextureCube = new TextureCube(_assert_this_initialized(_this), 1, exports.TextureFormat.R8G8B8A8, false);
15567
15995
  magentaTextureCube.setPixelBuffer(exports.TextureCubeFace.PositiveX, magentaPixel);
15568
15996
  magentaTextureCube.setPixelBuffer(exports.TextureCubeFace.NegativeX, magentaPixel);
15569
15997
  magentaTextureCube.setPixelBuffer(exports.TextureCubeFace.PositiveY, magentaPixel);
@@ -15574,23 +16002,23 @@ ShaderPool.init();
15574
16002
  if (!hardwareRenderer.canIUse(exports.GLCapabilityType.depthTexture)) {
15575
16003
  _this._macroCollection.enable(Engine._noDepthTextureMacro);
15576
16004
  } else {
15577
- var depthTexture2D = new Texture2D(_assert_this_initialized__default['default'](_this), 1, 1, exports.TextureFormat.Depth16, false);
16005
+ var depthTexture2D = new Texture2D(_assert_this_initialized(_this), 1, 1, exports.TextureFormat.Depth16, false);
15578
16006
  depthTexture2D.isGCIgnored = true;
15579
16007
  _this._depthTexture2D = depthTexture2D;
15580
16008
  }
15581
16009
  _this._magentaTexture2D = magentaTexture2D;
15582
16010
  _this._magentaTextureCube = magentaTextureCube;
15583
16011
  if (hardwareRenderer.isWebGL2) {
15584
- var magentaTexture2DArray = new Texture2DArray(_assert_this_initialized__default['default'](_this), 1, 1, 1, exports.TextureFormat.R8G8B8A8, false);
16012
+ var magentaTexture2DArray = new Texture2DArray(_assert_this_initialized(_this), 1, 1, 1, exports.TextureFormat.R8G8B8A8, false);
15585
16013
  magentaTexture2DArray.setPixelBuffer(0, magentaPixel);
15586
16014
  magentaTexture2DArray.isGCIgnored = true;
15587
16015
  _this._magentaTexture2DArray = magentaTexture2DArray;
15588
16016
  }
15589
- var magentaMaterial = new Material(_assert_this_initialized__default['default'](_this), Shader.find("unlit"));
16017
+ var magentaMaterial = new Material(_assert_this_initialized(_this), Shader.find("unlit"));
15590
16018
  magentaMaterial.isGCIgnored = true;
15591
16019
  magentaMaterial.shaderData.setColor("u_baseColor", new Color(1.0, 0.0, 1.01, 1.0));
15592
16020
  _this._magentaMaterial = magentaMaterial;
15593
- var backgroundTextureMaterial = new Material(_assert_this_initialized__default['default'](_this), Shader.find("background-texture"));
16021
+ var backgroundTextureMaterial = new Material(_assert_this_initialized(_this), Shader.find("background-texture"));
15594
16022
  backgroundTextureMaterial.isGCIgnored = true;
15595
16023
  backgroundTextureMaterial.renderState.depthState.compareFunction = exports.CompareFunction.LessEqual;
15596
16024
  _this._backgroundTextureMaterial = backgroundTextureMaterial;
@@ -15761,7 +16189,7 @@ ShaderPool.init();
15761
16189
  material.isGCIgnored = true;
15762
16190
  return material;
15763
16191
  };
15764
- _create_class__default['default'](Engine, [
16192
+ _create_class(Engine, [
15765
16193
  {
15766
16194
  key: "settings",
15767
16195
  get: /**
@@ -15849,14 +16277,20 @@ ShaderPool.init();
15849
16277
  ]);
15850
16278
  return Engine;
15851
16279
  }(EventDispatcher);
15852
- /** @internal */ Engine._gammaMacro = Shader.getMacroByName("OASIS_COLORSPACE_GAMMA");
15853
- /** @internal */ Engine._noDepthTextureMacro = Shader.getMacroByName("OASIS_NO_DEPTH_TEXTURE");
15854
- /** @internal Conversion of space units to pixel units for 2D. */ Engine._pixelsPerUnit = 100;
16280
+ (function() {
16281
+ /** @internal */ Engine._gammaMacro = Shader.getMacroByName("OASIS_COLORSPACE_GAMMA");
16282
+ })();
16283
+ (function() {
16284
+ /** @internal */ Engine._noDepthTextureMacro = Shader.getMacroByName("OASIS_NO_DEPTH_TEXTURE");
16285
+ })();
16286
+ (function() {
16287
+ /** @internal Conversion of space units to pixel units for 2D. */ Engine._pixelsPerUnit = 100;
16288
+ })();
15855
16289
 
15856
16290
  /**
15857
16291
  * Script class, used for logic writing.
15858
16292
  */ var Script = /*#__PURE__*/ function(Component) {
15859
- _inherits__default['default'](Script, Component);
16293
+ _inherits(Script, Component);
15860
16294
  function Script() {
15861
16295
  var _this;
15862
16296
  _this = Component.apply(this, arguments) || this;
@@ -16025,38 +16459,38 @@ ShaderPool.init();
16025
16459
  };
16026
16460
  return Script;
16027
16461
  }(Component);
16028
- _ts_decorate__default['default']([
16462
+ __decorate([
16029
16463
  ignoreClone
16030
16464
  ], Script.prototype, "_started", void 0);
16031
- _ts_decorate__default['default']([
16465
+ __decorate([
16032
16466
  ignoreClone
16033
16467
  ], Script.prototype, "_onStartIndex", void 0);
16034
- _ts_decorate__default['default']([
16468
+ __decorate([
16035
16469
  ignoreClone
16036
16470
  ], Script.prototype, "_onUpdateIndex", void 0);
16037
- _ts_decorate__default['default']([
16471
+ __decorate([
16038
16472
  ignoreClone
16039
16473
  ], Script.prototype, "_onLateUpdateIndex", void 0);
16040
- _ts_decorate__default['default']([
16474
+ __decorate([
16041
16475
  ignoreClone
16042
16476
  ], Script.prototype, "_onPhysicsUpdateIndex", void 0);
16043
- _ts_decorate__default['default']([
16477
+ __decorate([
16044
16478
  ignoreClone
16045
16479
  ], Script.prototype, "_onPreRenderIndex", void 0);
16046
- _ts_decorate__default['default']([
16480
+ __decorate([
16047
16481
  ignoreClone
16048
16482
  ], Script.prototype, "_onPostRenderIndex", void 0);
16049
- _ts_decorate__default['default']([
16483
+ __decorate([
16050
16484
  ignoreClone
16051
16485
  ], Script.prototype, "_entityScriptsIndex", void 0);
16052
- _ts_decorate__default['default']([
16486
+ __decorate([
16053
16487
  ignoreClone
16054
16488
  ], Script.prototype, "_waitHandlingInValid", void 0);
16055
16489
 
16056
16490
  /**
16057
16491
  * @internal
16058
16492
  */ var SpriteBatcher = /*#__PURE__*/ function(Basic2DBatcher) {
16059
- _inherits__default['default'](SpriteBatcher, Basic2DBatcher);
16493
+ _inherits(SpriteBatcher, Basic2DBatcher);
16060
16494
  function SpriteBatcher() {
16061
16495
  return Basic2DBatcher.apply(this, arguments);
16062
16496
  }
@@ -16166,7 +16600,9 @@ _ts_decorate__default['default']([
16166
16600
  };
16167
16601
  return SpriteBatcher;
16168
16602
  }(Basic2DBatcher);
16169
- SpriteBatcher._textureProperty = Shader.getPropertyByName("u_spriteTexture");
16603
+ (function() {
16604
+ SpriteBatcher._textureProperty = Shader.getPropertyByName("u_spriteTexture");
16605
+ })();
16170
16606
 
16171
16607
  /**
16172
16608
  * Render queue.
@@ -16664,227 +17100,247 @@ var /**
16664
17100
  };
16665
17101
  return ShadowUtils;
16666
17102
  }();
16667
- ShadowUtils._tempMatrix0 = new engineMath.Matrix();
16668
- // prettier-ignore
16669
- /** @internal */ ShadowUtils._shadowMapCoordMatrix = new engineMath.Matrix(0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.5, 0.5, 0.5, 1.0);
16670
- ShadowUtils._frustumCorners = [
16671
- new engineMath.Vector3(),
16672
- new engineMath.Vector3(),
16673
- new engineMath.Vector3(),
16674
- new engineMath.Vector3(),
16675
- new engineMath.Vector3(),
16676
- new engineMath.Vector3(),
16677
- new engineMath.Vector3(),
16678
- new engineMath.Vector3()
16679
- ];
16680
- ShadowUtils._adjustNearPlane = new engineMath.Plane(new engineMath.Vector3());
16681
- ShadowUtils._adjustFarPlane = new engineMath.Plane(new engineMath.Vector3());
16682
- ShadowUtils._backPlaneFaces = new Array(5);
16683
- ShadowUtils._edgePlanePoint2 = new engineMath.Vector3();
16684
- /** near, far, left, right, bottom, top */ ShadowUtils._frustumPlaneNeighbors = [
16685
- [
16686
- engineMath.FrustumFace.Left,
16687
- engineMath.FrustumFace.Right,
16688
- engineMath.FrustumFace.Top,
16689
- engineMath.FrustumFace.Bottom
16690
- ],
16691
- [
16692
- engineMath.FrustumFace.Left,
16693
- engineMath.FrustumFace.Right,
16694
- engineMath.FrustumFace.Top,
16695
- engineMath.FrustumFace.Bottom
16696
- ],
16697
- [
16698
- engineMath.FrustumFace.Near,
16699
- engineMath.FrustumFace.Far,
16700
- engineMath.FrustumFace.Top,
16701
- engineMath.FrustumFace.Bottom
16702
- ],
16703
- [
16704
- engineMath.FrustumFace.Near,
16705
- engineMath.FrustumFace.Far,
16706
- engineMath.FrustumFace.Top,
16707
- engineMath.FrustumFace.Bottom
16708
- ],
16709
- [
16710
- engineMath.FrustumFace.Near,
16711
- engineMath.FrustumFace.Far,
16712
- engineMath.FrustumFace.Left,
16713
- engineMath.FrustumFace.Right
16714
- ],
16715
- [
16716
- engineMath.FrustumFace.Near,
16717
- engineMath.FrustumFace.Far,
16718
- engineMath.FrustumFace.Left,
16719
- engineMath.FrustumFace.Right
16720
- ]
16721
- ];
16722
- /** near, far, left, right, bottom, top */ ShadowUtils._frustumTwoPlaneCorners = [
16723
- [
16724
- // near, far, left, right, bottom, top
16725
- [
16726
- 8,
16727
- 8
16728
- ],
16729
- [
16730
- 8,
16731
- 8
16732
- ],
16733
- [
16734
- 4,
16735
- 5
16736
- ],
16737
- [
16738
- 6,
16739
- 7
16740
- ],
16741
- [
16742
- 7,
16743
- 4
16744
- ],
16745
- [
16746
- 5,
16747
- 6
16748
- ]
16749
- ],
16750
- [
16751
- // near, far, left, right, bottom, top
16752
- [
16753
- 8,
16754
- 8
16755
- ],
16756
- [
16757
- 8,
16758
- 8
16759
- ],
16760
- [
16761
- 1,
16762
- 0
16763
- ],
16764
- [
16765
- 3,
16766
- 2
16767
- ],
16768
- [
16769
- 0,
16770
- 3
16771
- ],
16772
- [
16773
- 2,
16774
- 1
16775
- ]
16776
- ],
16777
- [
16778
- // near, far, left, right, bottom, top
16779
- [
16780
- 5,
16781
- 4
16782
- ],
16783
- [
16784
- 0,
16785
- 1
16786
- ],
16787
- [
16788
- 8,
16789
- 8
16790
- ],
16791
- [
16792
- 8,
16793
- 8
16794
- ],
16795
- [
16796
- 4,
16797
- 0
16798
- ],
16799
- [
16800
- 1,
16801
- 5
16802
- ]
16803
- ],
16804
- [
16805
- // near, far, left, right, bottom, top
17103
+ (function() {
17104
+ ShadowUtils._tempMatrix0 = new engineMath.Matrix();
17105
+ })();
17106
+ (function() {
17107
+ // prettier-ignore
17108
+ /** @internal */ ShadowUtils._shadowMapCoordMatrix = new engineMath.Matrix(0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.5, 0.5, 0.5, 1.0);
17109
+ })();
17110
+ (function() {
17111
+ ShadowUtils._frustumCorners = [
17112
+ new engineMath.Vector3(),
17113
+ new engineMath.Vector3(),
17114
+ new engineMath.Vector3(),
17115
+ new engineMath.Vector3(),
17116
+ new engineMath.Vector3(),
17117
+ new engineMath.Vector3(),
17118
+ new engineMath.Vector3(),
17119
+ new engineMath.Vector3()
17120
+ ];
17121
+ })();
17122
+ (function() {
17123
+ ShadowUtils._adjustNearPlane = new engineMath.Plane(new engineMath.Vector3());
17124
+ })();
17125
+ (function() {
17126
+ ShadowUtils._adjustFarPlane = new engineMath.Plane(new engineMath.Vector3());
17127
+ })();
17128
+ (function() {
17129
+ ShadowUtils._backPlaneFaces = new Array(5);
17130
+ })();
17131
+ (function() {
17132
+ ShadowUtils._edgePlanePoint2 = new engineMath.Vector3();
17133
+ })();
17134
+ (function() {
17135
+ /** near, far, left, right, bottom, top */ ShadowUtils._frustumPlaneNeighbors = [
16806
17136
  [
16807
- 7,
16808
- 6
17137
+ engineMath.FrustumFace.Left,
17138
+ engineMath.FrustumFace.Right,
17139
+ engineMath.FrustumFace.Top,
17140
+ engineMath.FrustumFace.Bottom
16809
17141
  ],
16810
17142
  [
16811
- 2,
16812
- 3
17143
+ engineMath.FrustumFace.Left,
17144
+ engineMath.FrustumFace.Right,
17145
+ engineMath.FrustumFace.Top,
17146
+ engineMath.FrustumFace.Bottom
16813
17147
  ],
16814
17148
  [
16815
- 8,
16816
- 8
17149
+ engineMath.FrustumFace.Near,
17150
+ engineMath.FrustumFace.Far,
17151
+ engineMath.FrustumFace.Top,
17152
+ engineMath.FrustumFace.Bottom
16817
17153
  ],
16818
17154
  [
16819
- 8,
16820
- 8
17155
+ engineMath.FrustumFace.Near,
17156
+ engineMath.FrustumFace.Far,
17157
+ engineMath.FrustumFace.Top,
17158
+ engineMath.FrustumFace.Bottom
16821
17159
  ],
16822
17160
  [
16823
- 3,
16824
- 7
17161
+ engineMath.FrustumFace.Near,
17162
+ engineMath.FrustumFace.Far,
17163
+ engineMath.FrustumFace.Left,
17164
+ engineMath.FrustumFace.Right
16825
17165
  ],
16826
17166
  [
16827
- 6,
16828
- 2
17167
+ engineMath.FrustumFace.Near,
17168
+ engineMath.FrustumFace.Far,
17169
+ engineMath.FrustumFace.Left,
17170
+ engineMath.FrustumFace.Right
16829
17171
  ]
16830
- ],
16831
- [
16832
- // near, far, left, right, bottom, top
16833
- [
16834
- 4,
16835
- 7
16836
- ],
16837
- [
16838
- 3,
16839
- 0
16840
- ],
16841
- [
16842
- 0,
16843
- 4
16844
- ],
16845
- [
16846
- 7,
16847
- 3
16848
- ],
16849
- [
16850
- 8,
16851
- 8
16852
- ],
16853
- [
16854
- 8,
16855
- 8
16856
- ]
16857
- ],
16858
- [
16859
- // near, far, left, right, bottom, top
17172
+ ];
17173
+ })();
17174
+ (function() {
17175
+ /** near, far, left, right, bottom, top */ ShadowUtils._frustumTwoPlaneCorners = [
16860
17176
  [
16861
- 6,
16862
- 5
17177
+ // near, far, left, right, bottom, top
17178
+ [
17179
+ 8,
17180
+ 8
17181
+ ],
17182
+ [
17183
+ 8,
17184
+ 8
17185
+ ],
17186
+ [
17187
+ 4,
17188
+ 5
17189
+ ],
17190
+ [
17191
+ 6,
17192
+ 7
17193
+ ],
17194
+ [
17195
+ 7,
17196
+ 4
17197
+ ],
17198
+ [
17199
+ 5,
17200
+ 6
17201
+ ]
16863
17202
  ],
16864
17203
  [
16865
- 1,
16866
- 2
17204
+ // near, far, left, right, bottom, top
17205
+ [
17206
+ 8,
17207
+ 8
17208
+ ],
17209
+ [
17210
+ 8,
17211
+ 8
17212
+ ],
17213
+ [
17214
+ 1,
17215
+ 0
17216
+ ],
17217
+ [
17218
+ 3,
17219
+ 2
17220
+ ],
17221
+ [
17222
+ 0,
17223
+ 3
17224
+ ],
17225
+ [
17226
+ 2,
17227
+ 1
17228
+ ]
16867
17229
  ],
16868
17230
  [
16869
- 5,
16870
- 1
17231
+ // near, far, left, right, bottom, top
17232
+ [
17233
+ 5,
17234
+ 4
17235
+ ],
17236
+ [
17237
+ 0,
17238
+ 1
17239
+ ],
17240
+ [
17241
+ 8,
17242
+ 8
17243
+ ],
17244
+ [
17245
+ 8,
17246
+ 8
17247
+ ],
17248
+ [
17249
+ 4,
17250
+ 0
17251
+ ],
17252
+ [
17253
+ 1,
17254
+ 5
17255
+ ]
16871
17256
  ],
16872
17257
  [
16873
- 2,
16874
- 6
17258
+ // near, far, left, right, bottom, top
17259
+ [
17260
+ 7,
17261
+ 6
17262
+ ],
17263
+ [
17264
+ 2,
17265
+ 3
17266
+ ],
17267
+ [
17268
+ 8,
17269
+ 8
17270
+ ],
17271
+ [
17272
+ 8,
17273
+ 8
17274
+ ],
17275
+ [
17276
+ 3,
17277
+ 7
17278
+ ],
17279
+ [
17280
+ 6,
17281
+ 2
17282
+ ]
16875
17283
  ],
16876
17284
  [
16877
- 8,
16878
- 8
17285
+ // near, far, left, right, bottom, top
17286
+ [
17287
+ 4,
17288
+ 7
17289
+ ],
17290
+ [
17291
+ 3,
17292
+ 0
17293
+ ],
17294
+ [
17295
+ 0,
17296
+ 4
17297
+ ],
17298
+ [
17299
+ 7,
17300
+ 3
17301
+ ],
17302
+ [
17303
+ 8,
17304
+ 8
17305
+ ],
17306
+ [
17307
+ 8,
17308
+ 8
17309
+ ]
16879
17310
  ],
16880
17311
  [
16881
- 8,
16882
- 8
17312
+ // near, far, left, right, bottom, top
17313
+ [
17314
+ 6,
17315
+ 5
17316
+ ],
17317
+ [
17318
+ 1,
17319
+ 2
17320
+ ],
17321
+ [
17322
+ 5,
17323
+ 1
17324
+ ],
17325
+ [
17326
+ 2,
17327
+ 6
17328
+ ],
17329
+ [
17330
+ 8,
17331
+ 8
17332
+ ],
17333
+ [
17334
+ 8,
17335
+ 8
17336
+ ]
16883
17337
  ]
16884
- ]
16885
- ];
16886
- //now max shadow sample tent is 5x5, atlas borderSize at least 3=ceil(2.5),and +1 pixel is for global border for no cascade mode.
16887
- ShadowUtils.atlasBorderSize = 4.0;
17338
+ ];
17339
+ })();
17340
+ (function() {
17341
+ //now max shadow sample tent is 5x5, atlas borderSize at least 3=ceil(2.5),and +1 pixel is for global border for no cascade mode.
17342
+ ShadowUtils.atlasBorderSize = 4.0;
17343
+ })();
16888
17344
 
16889
17345
  /**
16890
17346
  * Cascade shadow caster.
@@ -17125,19 +17581,45 @@ ShadowUtils.atlasBorderSize = 4.0;
17125
17581
  };
17126
17582
  return CascadedShadowCasterPass;
17127
17583
  }();
17128
- CascadedShadowCasterPass._lightShadowBiasProperty = Shader.getPropertyByName("u_shadowBias");
17129
- CascadedShadowCasterPass._lightDirectionProperty = Shader.getPropertyByName("u_lightDirection");
17130
- CascadedShadowCasterPass._shadowMatricesProperty = Shader.getPropertyByName("u_shadowMatrices");
17131
- CascadedShadowCasterPass._shadowMapSize = Shader.getPropertyByName("u_shadowMapSize");
17132
- CascadedShadowCasterPass._shadowInfosProperty = Shader.getPropertyByName("u_shadowInfo");
17133
- CascadedShadowCasterPass._shadowMapsProperty = Shader.getPropertyByName("u_shadowMap");
17134
- CascadedShadowCasterPass._shadowSplitSpheresProperty = Shader.getPropertyByName("u_shadowSplitSpheres");
17135
- CascadedShadowCasterPass._maxCascades = 4;
17136
- CascadedShadowCasterPass._cascadesSplitDistance = new Array(CascadedShadowCasterPass._maxCascades + 1);
17137
- CascadedShadowCasterPass._viewport = new engineMath.Vector4(0, 0, 1, 1);
17138
- CascadedShadowCasterPass._clearColor = new engineMath.Color(1, 1, 1, 1);
17139
- CascadedShadowCasterPass._tempVector = new engineMath.Vector3();
17140
- CascadedShadowCasterPass._tempMatrix0 = new engineMath.Matrix();
17584
+ (function() {
17585
+ CascadedShadowCasterPass._lightShadowBiasProperty = Shader.getPropertyByName("u_shadowBias");
17586
+ })();
17587
+ (function() {
17588
+ CascadedShadowCasterPass._lightDirectionProperty = Shader.getPropertyByName("u_lightDirection");
17589
+ })();
17590
+ (function() {
17591
+ CascadedShadowCasterPass._shadowMatricesProperty = Shader.getPropertyByName("u_shadowMatrices");
17592
+ })();
17593
+ (function() {
17594
+ CascadedShadowCasterPass._shadowMapSize = Shader.getPropertyByName("u_shadowMapSize");
17595
+ })();
17596
+ (function() {
17597
+ CascadedShadowCasterPass._shadowInfosProperty = Shader.getPropertyByName("u_shadowInfo");
17598
+ })();
17599
+ (function() {
17600
+ CascadedShadowCasterPass._shadowMapsProperty = Shader.getPropertyByName("u_shadowMap");
17601
+ })();
17602
+ (function() {
17603
+ CascadedShadowCasterPass._shadowSplitSpheresProperty = Shader.getPropertyByName("u_shadowSplitSpheres");
17604
+ })();
17605
+ (function() {
17606
+ CascadedShadowCasterPass._maxCascades = 4;
17607
+ })();
17608
+ (function() {
17609
+ CascadedShadowCasterPass._cascadesSplitDistance = new Array(CascadedShadowCasterPass._maxCascades + 1);
17610
+ })();
17611
+ (function() {
17612
+ CascadedShadowCasterPass._viewport = new engineMath.Vector4(0, 0, 1, 1);
17613
+ })();
17614
+ (function() {
17615
+ CascadedShadowCasterPass._clearColor = new engineMath.Color(1, 1, 1, 1);
17616
+ })();
17617
+ (function() {
17618
+ CascadedShadowCasterPass._tempVector = new engineMath.Vector3();
17619
+ })();
17620
+ (function() {
17621
+ CascadedShadowCasterPass._tempMatrix0 = new engineMath.Matrix();
17622
+ })();
17141
17623
 
17142
17624
  var passNum = 0;
17143
17625
  /**
@@ -17214,7 +17696,7 @@ var passNum = 0;
17214
17696
  if (typeof nameOrPass === "string") {
17215
17697
  var renderPass = new RenderPass(nameOrPass, priority, renderTarget, replaceMaterial, mask);
17216
17698
  this._renderPassArray.push(renderPass);
17217
- } else if (_instanceof__default['default'](nameOrPass, RenderPass)) {
17699
+ } else if (_instanceof(nameOrPass, RenderPass)) {
17218
17700
  this._renderPassArray.push(nameOrPass);
17219
17701
  }
17220
17702
  this._renderPassArray.sort(function(p1, p2) {
@@ -17227,7 +17709,7 @@ var passNum = 0;
17227
17709
  */ _proto.removeRenderPass = function removeRenderPass(nameOrPass) {
17228
17710
  var pass;
17229
17711
  if (typeof nameOrPass === "string") pass = this.getRenderPass(nameOrPass);
17230
- else if (_instanceof__default['default'](nameOrPass, RenderPass)) pass = nameOrPass;
17712
+ else if (_instanceof(nameOrPass, RenderPass)) pass = nameOrPass;
17231
17713
  if (pass) {
17232
17714
  var idx = this._renderPassArray.indexOf(pass);
17233
17715
  this._renderPassArray.splice(idx, 1);
@@ -17370,7 +17852,7 @@ var passNum = 0;
17370
17852
  renderer._prepareRender(context);
17371
17853
  }
17372
17854
  };
17373
- _create_class__default['default'](BasicRenderPipeline, [
17855
+ _create_class(BasicRenderPipeline, [
17374
17856
  {
17375
17857
  key: "defaultRenderPass",
17376
17858
  get: /**
@@ -17382,17 +17864,27 @@ var passNum = 0;
17382
17864
  ]);
17383
17865
  return BasicRenderPipeline;
17384
17866
  }();
17385
- BasicRenderPipeline._tempVector0 = new engineMath.Vector3();
17386
- BasicRenderPipeline._tempVector1 = new engineMath.Vector3();
17867
+ (function() {
17868
+ BasicRenderPipeline._tempVector0 = new engineMath.Vector3();
17869
+ })();
17870
+ (function() {
17871
+ BasicRenderPipeline._tempVector1 = new engineMath.Vector3();
17872
+ })();
17387
17873
 
17388
17874
  var _Camera;
17389
17875
  var MathTemp = function MathTemp() {
17390
17876
  };
17391
- MathTemp.tempVec4 = new engineMath.Vector4();
17392
- MathTemp.tempVec3 = new engineMath.Vector3();
17393
- MathTemp.tempVec2 = new engineMath.Vector2();
17877
+ (function() {
17878
+ MathTemp.tempVec4 = new engineMath.Vector4();
17879
+ })();
17880
+ (function() {
17881
+ MathTemp.tempVec3 = new engineMath.Vector3();
17882
+ })();
17883
+ (function() {
17884
+ MathTemp.tempVec2 = new engineMath.Vector2();
17885
+ })();
17394
17886
  exports.Camera = (_Camera = /*#__PURE__*/ function(Component) {
17395
- _inherits__default['default'](Camera1, Component);
17887
+ _inherits(Camera1, Component);
17396
17888
  function Camera1(entity) {
17397
17889
  var _this;
17398
17890
  _this = Component.call(this, entity) || this;
@@ -17407,6 +17899,8 @@ exports.Camera = (_Camera = /*#__PURE__*/ function(Component) {
17407
17899
  * @remarks Support bit manipulation, corresponding to `Layer`.
17408
17900
  */ _this.cullingMask = exports.Layer.Everything;
17409
17901
  /** @internal */ _this._globalShaderMacro = new ShaderMacroCollection();
17902
+ /** @internal */ _this._frustum = new engineMath.BoundingFrustum();
17903
+ /** @internal */ _this._virtualCamera = new VirtualCamera();
17410
17904
  _this._shaderData = new ShaderData(ShaderDataGroup.Camera);
17411
17905
  _this._isProjMatSetting = false;
17412
17906
  _this._nearClipPlane = 0.1;
@@ -17418,8 +17912,6 @@ exports.Camera = (_Camera = /*#__PURE__*/ function(Component) {
17418
17912
  _this._isFrustumProjectDirty = true;
17419
17913
  _this._customAspectRatio = undefined;
17420
17914
  _this._renderTarget = null;
17421
- /** @internal */ _this._frustum = new engineMath.BoundingFrustum();
17422
- /** @internal */ _this._virtualCamera = new VirtualCamera();
17423
17915
  _this._viewport = new engineMath.Vector4(0, 0, 1, 1);
17424
17916
  _this._inverseProjectionMatrix = new engineMath.Matrix();
17425
17917
  _this._lastAspectSize = new engineMath.Vector2(0, 0);
@@ -17429,7 +17921,7 @@ exports.Camera = (_Camera = /*#__PURE__*/ function(Component) {
17429
17921
  _this._isViewMatrixDirty = transform.registerWorldChangeFlag();
17430
17922
  _this._isInvViewProjDirty = transform.registerWorldChangeFlag();
17431
17923
  _this._frustumViewChangeFlag = transform.registerWorldChangeFlag();
17432
- _this._renderPipeline = new BasicRenderPipeline(_assert_this_initialized__default['default'](_this));
17924
+ _this._renderPipeline = new BasicRenderPipeline(_assert_this_initialized(_this));
17433
17925
  _this.shaderData._addRefCount(1);
17434
17926
  return _this;
17435
17927
  }
@@ -17660,7 +18152,7 @@ exports.Camera = (_Camera = /*#__PURE__*/ function(Component) {
17660
18152
  }
17661
18153
  return this._inverseProjectionMatrix;
17662
18154
  };
17663
- _create_class__default['default'](Camera1, [
18155
+ _create_class(Camera1, [
17664
18156
  {
17665
18157
  key: "shaderData",
17666
18158
  get: /**
@@ -17832,41 +18324,45 @@ exports.Camera = (_Camera = /*#__PURE__*/ function(Component) {
17832
18324
  }
17833
18325
  ]);
17834
18326
  return Camera1;
17835
- }(Component), /** @internal */ _Camera._inverseViewMatrixProperty = Shader.getPropertyByName("u_viewInvMat"), /** @internal */ _Camera._cameraPositionProperty = Shader.getPropertyByName("u_cameraPos"), _Camera);
17836
- _ts_decorate__default['default']([
18327
+ }(Component), function() {
18328
+ /** @internal */ _Camera._inverseViewMatrixProperty = Shader.getPropertyByName("u_viewInvMat");
18329
+ }(), function() {
18330
+ /** @internal */ _Camera._cameraPositionProperty = Shader.getPropertyByName("u_cameraPos");
18331
+ }(), _Camera);
18332
+ __decorate([
17837
18333
  deepClone
17838
18334
  ], exports.Camera.prototype, "_frustum", void 0);
17839
- _ts_decorate__default['default']([
18335
+ __decorate([
17840
18336
  ignoreClone
17841
18337
  ], exports.Camera.prototype, "_renderPipeline", void 0);
17842
- _ts_decorate__default['default']([
18338
+ __decorate([
17843
18339
  ignoreClone
17844
18340
  ], exports.Camera.prototype, "_virtualCamera", void 0);
17845
- _ts_decorate__default['default']([
18341
+ __decorate([
17846
18342
  ignoreClone
17847
18343
  ], exports.Camera.prototype, "_frustumViewChangeFlag", void 0);
17848
- _ts_decorate__default['default']([
18344
+ __decorate([
17849
18345
  ignoreClone
17850
18346
  ], exports.Camera.prototype, "_transform", void 0);
17851
- _ts_decorate__default['default']([
18347
+ __decorate([
17852
18348
  ignoreClone
17853
18349
  ], exports.Camera.prototype, "_isViewMatrixDirty", void 0);
17854
- _ts_decorate__default['default']([
18350
+ __decorate([
17855
18351
  ignoreClone
17856
18352
  ], exports.Camera.prototype, "_isInvViewProjDirty", void 0);
17857
- _ts_decorate__default['default']([
18353
+ __decorate([
17858
18354
  deepClone
17859
18355
  ], exports.Camera.prototype, "_viewport", void 0);
17860
- _ts_decorate__default['default']([
18356
+ __decorate([
17861
18357
  deepClone
17862
18358
  ], exports.Camera.prototype, "_inverseProjectionMatrix", void 0);
17863
- _ts_decorate__default['default']([
18359
+ __decorate([
17864
18360
  deepClone
17865
18361
  ], exports.Camera.prototype, "_lastAspectSize", void 0);
17866
- _ts_decorate__default['default']([
18362
+ __decorate([
17867
18363
  deepClone
17868
18364
  ], exports.Camera.prototype, "_invViewProjMat", void 0);
17869
- exports.Camera = _ts_decorate__default['default']([
18365
+ exports.Camera = __decorate([
17870
18366
  dependentComponents(Transform)
17871
18367
  ], exports.Camera);
17872
18368
 
@@ -18045,8 +18541,13 @@ var MultiExecutor = /*#__PURE__*/ function() {
18045
18541
  };
18046
18542
  return Loader;
18047
18543
  }();
18048
- Loader._engineObjects = {};
18544
+ (function() {
18545
+ Loader._engineObjects = {};
18546
+ })();
18049
18547
 
18548
+ /**
18549
+ * Asset Type.
18550
+ */ exports.AssetType = void 0;
18050
18551
  (function(AssetType) {
18051
18552
  AssetType[/**
18052
18553
  * Plain text.
@@ -18078,11 +18579,17 @@ Loader._engineObjects = {};
18078
18579
  AssetType[/** Source Font, include ttf、 otf and woff. */ "SourceFont"] = "source-font";
18079
18580
  })(exports.AssetType || (exports.AssetType = {}));
18080
18581
 
18582
+ /**
18583
+ * Alpha blend mode.
18584
+ */ exports.BlendMode = void 0;
18081
18585
  (function(BlendMode) {
18082
18586
  BlendMode[BlendMode[/** SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */ "Normal"] = 0] = "Normal";
18083
18587
  BlendMode[BlendMode[/** SRC ALPHA * SRC + ONE * DEST */ "Additive"] = 1] = "Additive";
18084
18588
  })(exports.BlendMode || (exports.BlendMode = {}));
18085
18589
 
18590
+ /**
18591
+ * Set which face for render.
18592
+ */ exports.RenderFace = void 0;
18086
18593
  (function(RenderFace) {
18087
18594
  RenderFace[RenderFace[/** Render front face. */ "Front"] = 0] = "Front";
18088
18595
  RenderFace[RenderFace[/** Render back face. */ "Back"] = 1] = "Back";
@@ -18090,7 +18597,7 @@ Loader._engineObjects = {};
18090
18597
  })(exports.RenderFace || (exports.RenderFace = {}));
18091
18598
 
18092
18599
  var BaseMaterial = /*#__PURE__*/ function(Material) {
18093
- _inherits__default['default'](BaseMaterial, Material);
18600
+ _inherits(BaseMaterial, Material);
18094
18601
  function BaseMaterial(engine, shader) {
18095
18602
  var _this;
18096
18603
  _this = Material.call(this, engine, shader) || this;
@@ -18189,7 +18696,7 @@ var BaseMaterial = /*#__PURE__*/ function(Material) {
18189
18696
  target._isTransparent = this._isTransparent;
18190
18697
  target._blendMode = this._blendMode;
18191
18698
  };
18192
- _create_class__default['default'](BaseMaterial, [
18699
+ _create_class(BaseMaterial, [
18193
18700
  {
18194
18701
  key: "shader",
18195
18702
  get: /**
@@ -18289,24 +18796,50 @@ var BaseMaterial = /*#__PURE__*/ function(Material) {
18289
18796
  ]);
18290
18797
  return BaseMaterial;
18291
18798
  }(Material);
18292
- BaseMaterial._baseColorProp = Shader.getPropertyByName("u_baseColor");
18293
- BaseMaterial._baseTextureProp = Shader.getPropertyByName("u_baseTexture");
18294
- BaseMaterial._baseTextureMacro = Shader.getMacroByName("BASETEXTURE");
18295
- BaseMaterial._tilingOffsetProp = Shader.getPropertyByName("u_tilingOffset");
18296
- BaseMaterial._normalTextureProp = Shader.getPropertyByName("u_normalTexture");
18297
- BaseMaterial._normalIntensityProp = Shader.getPropertyByName("u_normalIntensity");
18298
- BaseMaterial._normalTextureMacro = Shader.getMacroByName("NORMALTEXTURE");
18299
- BaseMaterial._emissiveColorProp = Shader.getPropertyByName("u_emissiveColor");
18300
- BaseMaterial._emissiveTextureProp = Shader.getPropertyByName("u_emissiveTexture");
18301
- BaseMaterial._emissiveTextureMacro = Shader.getMacroByName("EMISSIVETEXTURE");
18302
- BaseMaterial._transparentMacro = Shader.getMacroByName("OASIS_TRANSPARENT");
18303
- BaseMaterial._alphaCutoffProp = Shader.getPropertyByName("u_alphaCutoff");
18304
- BaseMaterial._alphaCutoffMacro = Shader.getMacroByName("ALPHA_CUTOFF");
18799
+ (function() {
18800
+ BaseMaterial._baseColorProp = Shader.getPropertyByName("u_baseColor");
18801
+ })();
18802
+ (function() {
18803
+ BaseMaterial._baseTextureProp = Shader.getPropertyByName("u_baseTexture");
18804
+ })();
18805
+ (function() {
18806
+ BaseMaterial._baseTextureMacro = Shader.getMacroByName("BASETEXTURE");
18807
+ })();
18808
+ (function() {
18809
+ BaseMaterial._tilingOffsetProp = Shader.getPropertyByName("u_tilingOffset");
18810
+ })();
18811
+ (function() {
18812
+ BaseMaterial._normalTextureProp = Shader.getPropertyByName("u_normalTexture");
18813
+ })();
18814
+ (function() {
18815
+ BaseMaterial._normalIntensityProp = Shader.getPropertyByName("u_normalIntensity");
18816
+ })();
18817
+ (function() {
18818
+ BaseMaterial._normalTextureMacro = Shader.getMacroByName("NORMALTEXTURE");
18819
+ })();
18820
+ (function() {
18821
+ BaseMaterial._emissiveColorProp = Shader.getPropertyByName("u_emissiveColor");
18822
+ })();
18823
+ (function() {
18824
+ BaseMaterial._emissiveTextureProp = Shader.getPropertyByName("u_emissiveTexture");
18825
+ })();
18826
+ (function() {
18827
+ BaseMaterial._emissiveTextureMacro = Shader.getMacroByName("EMISSIVETEXTURE");
18828
+ })();
18829
+ (function() {
18830
+ BaseMaterial._transparentMacro = Shader.getMacroByName("OASIS_TRANSPARENT");
18831
+ })();
18832
+ (function() {
18833
+ BaseMaterial._alphaCutoffProp = Shader.getPropertyByName("u_alphaCutoff");
18834
+ })();
18835
+ (function() {
18836
+ BaseMaterial._alphaCutoffMacro = Shader.getMacroByName("ALPHA_CUTOFF");
18837
+ })();
18305
18838
 
18306
18839
  /**
18307
18840
  * Blinn-phong Material.
18308
18841
  */ var BlinnPhongMaterial = /*#__PURE__*/ function(BaseMaterial) {
18309
- _inherits__default['default'](BlinnPhongMaterial, BaseMaterial);
18842
+ _inherits(BlinnPhongMaterial, BaseMaterial);
18310
18843
  function BlinnPhongMaterial(engine) {
18311
18844
  var _this;
18312
18845
  _this = BaseMaterial.call(this, engine, Shader.find("blinn-phong")) || this;
@@ -18329,7 +18862,7 @@ BaseMaterial._alphaCutoffMacro = Shader.getMacroByName("ALPHA_CUTOFF");
18329
18862
  this.cloneTo(dest);
18330
18863
  return dest;
18331
18864
  };
18332
- _create_class__default['default'](BlinnPhongMaterial, [
18865
+ _create_class(BlinnPhongMaterial, [
18333
18866
  {
18334
18867
  key: "baseColor",
18335
18868
  get: /**
@@ -18475,10 +19008,19 @@ BaseMaterial._alphaCutoffMacro = Shader.getMacroByName("ALPHA_CUTOFF");
18475
19008
  ]);
18476
19009
  return BlinnPhongMaterial;
18477
19010
  }(BaseMaterial);
18478
- BlinnPhongMaterial._specularColorProp = Shader.getPropertyByName("u_specularColor");
18479
- BlinnPhongMaterial._shininessProp = Shader.getPropertyByName("u_shininess");
18480
- BlinnPhongMaterial._specularTextureProp = Shader.getPropertyByName("u_specularTexture");
19011
+ (function() {
19012
+ BlinnPhongMaterial._specularColorProp = Shader.getPropertyByName("u_specularColor");
19013
+ })();
19014
+ (function() {
19015
+ BlinnPhongMaterial._shininessProp = Shader.getPropertyByName("u_shininess");
19016
+ })();
19017
+ (function() {
19018
+ BlinnPhongMaterial._specularTextureProp = Shader.getPropertyByName("u_specularTexture");
19019
+ })();
18481
19020
 
19021
+ /**
19022
+ * Texture UV coordinate.
19023
+ */ exports.TextureCoordinate = void 0;
18482
19024
  (function(TextureCoordinate) {
18483
19025
  TextureCoordinate[TextureCoordinate["UV0"] = 0] = "UV0";
18484
19026
  TextureCoordinate[TextureCoordinate["UV1"] = 1] = "UV1";
@@ -18493,7 +19035,7 @@ BlinnPhongMaterial._specularTextureProp = Shader.getPropertyByName("u_specularTe
18493
19035
  /**
18494
19036
  * PBR (Physically-Based Rendering) Material.
18495
19037
  */ var PBRBaseMaterial = /*#__PURE__*/ function(BaseMaterial) {
18496
- _inherits__default['default'](PBRBaseMaterial, BaseMaterial);
19038
+ _inherits(PBRBaseMaterial, BaseMaterial);
18497
19039
  function PBRBaseMaterial(engine, shader) {
18498
19040
  var _this;
18499
19041
  _this = BaseMaterial.call(this, engine, shader) || this;
@@ -18510,7 +19052,7 @@ BlinnPhongMaterial._specularTextureProp = Shader.getPropertyByName("u_specularTe
18510
19052
  shaderData.setFloat(PBRBaseMaterial._clearCoatRoughnessProp, 0);
18511
19053
  return _this;
18512
19054
  }
18513
- _create_class__default['default'](PBRBaseMaterial, [
19055
+ _create_class(PBRBaseMaterial, [
18514
19056
  {
18515
19057
  key: "baseColor",
18516
19058
  get: /**
@@ -18734,19 +19276,35 @@ BlinnPhongMaterial._specularTextureProp = Shader.getPropertyByName("u_specularTe
18734
19276
  ]);
18735
19277
  return PBRBaseMaterial;
18736
19278
  }(BaseMaterial);
18737
- PBRBaseMaterial._occlusionTextureIntensityProp = Shader.getPropertyByName("u_occlusionIntensity");
18738
- PBRBaseMaterial._occlusionTextureCoordProp = Shader.getPropertyByName("u_occlusionTextureCoord");
18739
- PBRBaseMaterial._occlusionTextureProp = Shader.getPropertyByName("u_occlusionTexture");
18740
- PBRBaseMaterial._clearCoatProp = Shader.getPropertyByName("u_clearCoat");
18741
- PBRBaseMaterial._clearCoatTextureProp = Shader.getPropertyByName("u_clearCoatTexture");
18742
- PBRBaseMaterial._clearCoatRoughnessProp = Shader.getPropertyByName("u_clearCoatRoughness");
18743
- PBRBaseMaterial._clearCoatRoughnessTextureProp = Shader.getPropertyByName("u_clearCoatRoughnessTexture");
18744
- PBRBaseMaterial._clearCoatNormalTextureProp = Shader.getPropertyByName("u_clearCoatNormalTexture");
19279
+ (function() {
19280
+ PBRBaseMaterial._occlusionTextureIntensityProp = Shader.getPropertyByName("u_occlusionIntensity");
19281
+ })();
19282
+ (function() {
19283
+ PBRBaseMaterial._occlusionTextureCoordProp = Shader.getPropertyByName("u_occlusionTextureCoord");
19284
+ })();
19285
+ (function() {
19286
+ PBRBaseMaterial._occlusionTextureProp = Shader.getPropertyByName("u_occlusionTexture");
19287
+ })();
19288
+ (function() {
19289
+ PBRBaseMaterial._clearCoatProp = Shader.getPropertyByName("u_clearCoat");
19290
+ })();
19291
+ (function() {
19292
+ PBRBaseMaterial._clearCoatTextureProp = Shader.getPropertyByName("u_clearCoatTexture");
19293
+ })();
19294
+ (function() {
19295
+ PBRBaseMaterial._clearCoatRoughnessProp = Shader.getPropertyByName("u_clearCoatRoughness");
19296
+ })();
19297
+ (function() {
19298
+ PBRBaseMaterial._clearCoatRoughnessTextureProp = Shader.getPropertyByName("u_clearCoatRoughnessTexture");
19299
+ })();
19300
+ (function() {
19301
+ PBRBaseMaterial._clearCoatNormalTextureProp = Shader.getPropertyByName("u_clearCoatNormalTexture");
19302
+ })();
18745
19303
 
18746
19304
  /**
18747
19305
  * PBR (Metallic-Roughness Workflow) Material.
18748
19306
  */ var PBRMaterial = /*#__PURE__*/ function(PBRBaseMaterial) {
18749
- _inherits__default['default'](PBRMaterial, PBRBaseMaterial);
19307
+ _inherits(PBRMaterial, PBRBaseMaterial);
18750
19308
  function PBRMaterial(engine) {
18751
19309
  var _this;
18752
19310
  _this = PBRBaseMaterial.call(this, engine, Shader.find("pbr")) || this;
@@ -18763,7 +19321,7 @@ PBRBaseMaterial._clearCoatNormalTextureProp = Shader.getPropertyByName("u_clearC
18763
19321
  this.cloneTo(dest);
18764
19322
  return dest;
18765
19323
  };
18766
- _create_class__default['default'](PBRMaterial, [
19324
+ _create_class(PBRMaterial, [
18767
19325
  {
18768
19326
  key: "ior",
18769
19327
  get: /**
@@ -18820,15 +19378,23 @@ PBRBaseMaterial._clearCoatNormalTextureProp = Shader.getPropertyByName("u_clearC
18820
19378
  ]);
18821
19379
  return PBRMaterial;
18822
19380
  }(PBRBaseMaterial);
18823
- PBRMaterial._metallicProp = Shader.getPropertyByName("u_metal");
18824
- PBRMaterial._roughnessProp = Shader.getPropertyByName("u_roughness");
18825
- PBRMaterial._roughnessMetallicTextureProp = Shader.getPropertyByName("u_roughnessMetallicTexture");
18826
- PBRMaterial._iorProp = Shader.getPropertyByName("material_IOR");
19381
+ (function() {
19382
+ PBRMaterial._metallicProp = Shader.getPropertyByName("u_metal");
19383
+ })();
19384
+ (function() {
19385
+ PBRMaterial._roughnessProp = Shader.getPropertyByName("u_roughness");
19386
+ })();
19387
+ (function() {
19388
+ PBRMaterial._roughnessMetallicTextureProp = Shader.getPropertyByName("u_roughnessMetallicTexture");
19389
+ })();
19390
+ (function() {
19391
+ PBRMaterial._iorProp = Shader.getPropertyByName("material_IOR");
19392
+ })();
18827
19393
 
18828
19394
  /**
18829
19395
  * PBR (Specular-Glossiness Workflow) Material.
18830
19396
  */ var PBRSpecularMaterial = /*#__PURE__*/ function(PBRBaseMaterial) {
18831
- _inherits__default['default'](PBRSpecularMaterial, PBRBaseMaterial);
19397
+ _inherits(PBRSpecularMaterial, PBRBaseMaterial);
18832
19398
  function PBRSpecularMaterial(engine) {
18833
19399
  var _this;
18834
19400
  _this = PBRBaseMaterial.call(this, engine, Shader.find("pbr-specular")) || this;
@@ -18844,7 +19410,7 @@ PBRMaterial._iorProp = Shader.getPropertyByName("material_IOR");
18844
19410
  this.cloneTo(dest);
18845
19411
  return dest;
18846
19412
  };
18847
- _create_class__default['default'](PBRSpecularMaterial, [
19413
+ _create_class(PBRSpecularMaterial, [
18848
19414
  {
18849
19415
  key: "specularColor",
18850
19416
  get: /**
@@ -18890,15 +19456,23 @@ PBRMaterial._iorProp = Shader.getPropertyByName("material_IOR");
18890
19456
  ]);
18891
19457
  return PBRSpecularMaterial;
18892
19458
  }(PBRBaseMaterial);
18893
- PBRSpecularMaterial._specularColorProp = Shader.getPropertyByName("u_PBRSpecularColor");
18894
- PBRSpecularMaterial._glossinessProp = Shader.getPropertyByName("u_glossiness");
18895
- PBRSpecularMaterial._specularGlossinessTextureProp = Shader.getPropertyByName("u_specularGlossinessTexture");
18896
- PBRSpecularMaterial._specularGlossinessTextureMacro = Shader.getMacroByName("SPECULARGLOSSINESSTEXTURE");
19459
+ (function() {
19460
+ PBRSpecularMaterial._specularColorProp = Shader.getPropertyByName("u_PBRSpecularColor");
19461
+ })();
19462
+ (function() {
19463
+ PBRSpecularMaterial._glossinessProp = Shader.getPropertyByName("u_glossiness");
19464
+ })();
19465
+ (function() {
19466
+ PBRSpecularMaterial._specularGlossinessTextureProp = Shader.getPropertyByName("u_specularGlossinessTexture");
19467
+ })();
19468
+ (function() {
19469
+ PBRSpecularMaterial._specularGlossinessTextureMacro = Shader.getMacroByName("SPECULARGLOSSINESSTEXTURE");
19470
+ })();
18897
19471
 
18898
19472
  /**
18899
19473
  * Unlit Material.
18900
19474
  */ var UnlitMaterial = /*#__PURE__*/ function(BaseMaterial) {
18901
- _inherits__default['default'](UnlitMaterial, BaseMaterial);
19475
+ _inherits(UnlitMaterial, BaseMaterial);
18902
19476
  function UnlitMaterial(engine) {
18903
19477
  var _this;
18904
19478
  _this = BaseMaterial.call(this, engine, Shader.find("unlit")) || this;
@@ -18917,7 +19491,7 @@ PBRSpecularMaterial._specularGlossinessTextureMacro = Shader.getMacroByName("SPE
18917
19491
  this.cloneTo(dest);
18918
19492
  return dest;
18919
19493
  };
18920
- _create_class__default['default'](UnlitMaterial, [
19494
+ _create_class(UnlitMaterial, [
18921
19495
  {
18922
19496
  key: "baseColor",
18923
19497
  get: /**
@@ -18966,22 +19540,32 @@ PBRSpecularMaterial._specularGlossinessTextureMacro = Shader.getMacroByName("SPE
18966
19540
  return UnlitMaterial;
18967
19541
  }(BaseMaterial);
18968
19542
 
19543
+ /**
19544
+ * The horizontal alignment of the text.
19545
+ */ exports.TextHorizontalAlignment = void 0;
18969
19546
  (function(TextHorizontalAlignment) {
18970
19547
  TextHorizontalAlignment[TextHorizontalAlignment[/** Align left horizontally */ "Left"] = 0] = "Left";
18971
19548
  TextHorizontalAlignment[TextHorizontalAlignment[/** Align center horizontally */ "Center"] = 1] = "Center";
18972
19549
  TextHorizontalAlignment[TextHorizontalAlignment[/** Align right horizontally */ "Right"] = 2] = "Right";
18973
19550
  })(exports.TextHorizontalAlignment || (exports.TextHorizontalAlignment = {}));
19551
+ exports.TextVerticalAlignment = void 0;
18974
19552
  (function(TextVerticalAlignment) {
18975
19553
  TextVerticalAlignment[TextVerticalAlignment[/** Align top vertically */ "Top"] = 0] = "Top";
18976
19554
  TextVerticalAlignment[TextVerticalAlignment[/** Align center vertically */ "Center"] = 1] = "Center";
18977
19555
  TextVerticalAlignment[TextVerticalAlignment[/** Align bottom vertically */ "Bottom"] = 2] = "Bottom";
18978
19556
  })(exports.TextVerticalAlignment || (exports.TextVerticalAlignment = {}));
18979
19557
 
19558
+ /**
19559
+ * The way to handle the situation where wrapped text is too tall to fit in the height.
19560
+ */ exports.OverflowMode = void 0;
18980
19561
  (function(OverflowMode) {
18981
19562
  OverflowMode[OverflowMode[/** Overflow when the text is too tall */ "Overflow"] = 0] = "Overflow";
18982
19563
  OverflowMode[OverflowMode[/** Truncate with height when the text is too tall */ "Truncate"] = 1] = "Truncate";
18983
19564
  })(exports.OverflowMode || (exports.OverflowMode = {}));
18984
19565
 
19566
+ /**
19567
+ * The style of the font.
19568
+ */ exports.FontStyle = void 0;
18985
19569
  (function(FontStyle) {
18986
19570
  FontStyle[FontStyle[/** Set font without style */ "None"] = 0x0] = "None";
18987
19571
  FontStyle[FontStyle[/** Set font bold */ "Bold"] = 0x1] = "Bold";
@@ -18991,7 +19575,7 @@ PBRSpecularMaterial._specularGlossinessTextureMacro = Shader.getMacroByName("SPE
18991
19575
  /**
18992
19576
  * Sprite Atlas.
18993
19577
  */ var SpriteAtlas = /*#__PURE__*/ function(RefObject) {
18994
- _inherits__default['default'](SpriteAtlas, RefObject);
19578
+ _inherits(SpriteAtlas, RefObject);
18995
19579
  function SpriteAtlas(engine) {
18996
19580
  var _this;
18997
19581
  _this = RefObject.call(this, engine) || this;
@@ -19048,7 +19632,7 @@ PBRSpecularMaterial._specularGlossinessTextureMacro = Shader.getMacroByName("SPE
19048
19632
  this._sprites = null;
19049
19633
  this._spriteNamesToIndex = null;
19050
19634
  };
19051
- _create_class__default['default'](SpriteAtlas, [
19635
+ _create_class(SpriteAtlas, [
19052
19636
  {
19053
19637
  key: "sprites",
19054
19638
  get: /**
@@ -19061,6 +19645,9 @@ PBRSpecularMaterial._specularGlossinessTextureMacro = Shader.getMacroByName("SPE
19061
19645
  return SpriteAtlas;
19062
19646
  }(RefObject);
19063
19647
 
19648
+ /**
19649
+ * Sprite's drawing mode enumeration.
19650
+ */ exports.SpriteDrawMode = void 0;
19064
19651
  (function(SpriteDrawMode) {
19065
19652
  SpriteDrawMode[SpriteDrawMode[/** Overall scaling when modifying size. */ "Simple"] = 0] = "Simple";
19066
19653
  SpriteDrawMode[SpriteDrawMode[/** When modifying the size, it is transformed according to the 9-slice settings (border). */ "Sliced"] = 1] = "Sliced";
@@ -19069,7 +19656,7 @@ PBRSpecularMaterial._specularGlossinessTextureMacro = Shader.getMacroByName("SPE
19069
19656
  /**
19070
19657
  * 2D sprite.
19071
19658
  */ var Sprite = /*#__PURE__*/ function(RefObject) {
19072
- _inherits__default['default'](Sprite, RefObject);
19659
+ _inherits(Sprite, RefObject);
19073
19660
  function Sprite(engine, texture, region, pivot, border, name) {
19074
19661
  if (texture === void 0) texture = null;
19075
19662
  if (region === void 0) region = null;
@@ -19245,7 +19832,7 @@ PBRSpecularMaterial._specularGlossinessTextureMacro = Shader.getMacroByName("SPE
19245
19832
  }
19246
19833
  this._updateFlagManager.dispatch(type);
19247
19834
  };
19248
- _create_class__default['default'](Sprite, [
19835
+ _create_class(Sprite, [
19249
19836
  {
19250
19837
  key: "texture",
19251
19838
  get: /**
@@ -19559,15 +20146,17 @@ var SlicedSpriteAssembler = (_SlicedSpriteAssembler = /*#__PURE__*/ function() {
19559
20146
  };
19560
20147
  SlicedSpriteAssembler1.updateUVs = function updateUVs(renderer) {};
19561
20148
  return SlicedSpriteAssembler1;
19562
- }(), _SlicedSpriteAssembler._worldMatrix = new engineMath.Matrix(), _SlicedSpriteAssembler);
19563
- SlicedSpriteAssembler = _ts_decorate__default['default']([
20149
+ }(), function() {
20150
+ _SlicedSpriteAssembler._worldMatrix = new engineMath.Matrix();
20151
+ }(), _SlicedSpriteAssembler);
20152
+ SlicedSpriteAssembler = __decorate([
19564
20153
  StaticInterfaceImplement()
19565
20154
  ], SlicedSpriteAssembler);
19566
20155
 
19567
20156
  /**
19568
20157
  * Renders a Sprite for 2D graphics.
19569
20158
  */ var SpriteRenderer = /*#__PURE__*/ function(Renderer) {
19570
- _inherits__default['default'](SpriteRenderer, Renderer);
20159
+ _inherits(SpriteRenderer, Renderer);
19571
20160
  function SpriteRenderer(entity) {
19572
20161
  var _this;
19573
20162
  _this = Renderer.call(this, entity) || this;
@@ -19584,7 +20173,7 @@ SlicedSpriteAssembler = _ts_decorate__default['default']([
19584
20173
  _this._renderData = new RenderData2D(4, [], [], null, _this._color);
19585
20174
  _this.drawMode = exports.SpriteDrawMode.Simple;
19586
20175
  _this.setMaterial(_this._engine._spriteDefaultMaterial);
19587
- _this._onSpriteChange = _this._onSpriteChange.bind(_assert_this_initialized__default['default'](_this));
20176
+ _this._onSpriteChange = _this._onSpriteChange.bind(_assert_this_initialized(_this));
19588
20177
  return _this;
19589
20178
  }
19590
20179
  var _proto = SpriteRenderer.prototype;
@@ -19705,7 +20294,7 @@ SlicedSpriteAssembler = _ts_decorate__default['default']([
19705
20294
  break;
19706
20295
  }
19707
20296
  };
19708
- _create_class__default['default'](SpriteRenderer, [
20297
+ _create_class(SpriteRenderer, [
19709
20298
  {
19710
20299
  key: "drawMode",
19711
20300
  get: /**
@@ -19870,47 +20459,49 @@ SlicedSpriteAssembler = _ts_decorate__default['default']([
19870
20459
  ]);
19871
20460
  return SpriteRenderer;
19872
20461
  }(exports.Renderer);
19873
- /** @internal */ SpriteRenderer._textureProperty = Shader.getPropertyByName("u_spriteTexture");
19874
- _ts_decorate__default['default']([
20462
+ (function() {
20463
+ /** @internal */ SpriteRenderer._textureProperty = Shader.getPropertyByName("u_spriteTexture");
20464
+ })();
20465
+ __decorate([
19875
20466
  ignoreClone
19876
20467
  ], SpriteRenderer.prototype, "_renderData", void 0);
19877
- _ts_decorate__default['default']([
20468
+ __decorate([
19878
20469
  ignoreClone
19879
20470
  ], SpriteRenderer.prototype, "_drawMode", void 0);
19880
- _ts_decorate__default['default']([
20471
+ __decorate([
19881
20472
  ignoreClone
19882
20473
  ], SpriteRenderer.prototype, "_assembler", void 0);
19883
- _ts_decorate__default['default']([
20474
+ __decorate([
19884
20475
  deepClone
19885
20476
  ], SpriteRenderer.prototype, "_color", void 0);
19886
- _ts_decorate__default['default']([
20477
+ __decorate([
19887
20478
  ignoreClone
19888
20479
  ], SpriteRenderer.prototype, "_sprite", void 0);
19889
- _ts_decorate__default['default']([
20480
+ __decorate([
19890
20481
  ignoreClone
19891
20482
  ], SpriteRenderer.prototype, "_automaticWidth", void 0);
19892
- _ts_decorate__default['default']([
20483
+ __decorate([
19893
20484
  ignoreClone
19894
20485
  ], SpriteRenderer.prototype, "_automaticHeight", void 0);
19895
- _ts_decorate__default['default']([
20486
+ __decorate([
19896
20487
  assignmentClone
19897
20488
  ], SpriteRenderer.prototype, "_customWidth", void 0);
19898
- _ts_decorate__default['default']([
20489
+ __decorate([
19899
20490
  assignmentClone
19900
20491
  ], SpriteRenderer.prototype, "_customHeight", void 0);
19901
- _ts_decorate__default['default']([
20492
+ __decorate([
19902
20493
  assignmentClone
19903
20494
  ], SpriteRenderer.prototype, "_flipX", void 0);
19904
- _ts_decorate__default['default']([
20495
+ __decorate([
19905
20496
  assignmentClone
19906
20497
  ], SpriteRenderer.prototype, "_flipY", void 0);
19907
- _ts_decorate__default['default']([
20498
+ __decorate([
19908
20499
  assignmentClone
19909
20500
  ], SpriteRenderer.prototype, "_maskLayer", void 0);
19910
- _ts_decorate__default['default']([
20501
+ __decorate([
19911
20502
  assignmentClone
19912
20503
  ], SpriteRenderer.prototype, "_maskInteraction", void 0);
19913
- _ts_decorate__default['default']([
20504
+ __decorate([
19914
20505
  ignoreClone
19915
20506
  ], SpriteRenderer.prototype, "_onSpriteChange", null);
19916
20507
  var /**
@@ -19935,14 +20526,16 @@ var /**
19935
20526
  ];
19936
20527
  this.renderData = new RenderData2D(4, positions, null, CharRenderData.triangles, null);
19937
20528
  };
19938
- CharRenderData.triangles = [
19939
- 0,
19940
- 2,
19941
- 1,
19942
- 2,
19943
- 0,
19944
- 3
19945
- ];
20529
+ (function() {
20530
+ CharRenderData.triangles = [
20531
+ 0,
20532
+ 2,
20533
+ 1,
20534
+ 2,
20535
+ 0,
20536
+ 3
20537
+ ];
20538
+ })();
19946
20539
 
19947
20540
  /**
19948
20541
  * @internal
@@ -20266,28 +20859,42 @@ CharRenderData.triangles = [
20266
20859
  };
20267
20860
  return TextUtils;
20268
20861
  }();
20269
- /** @internal */ TextUtils._genericFontFamilies = [
20270
- "serif",
20271
- "sans-serif",
20272
- "monospace",
20273
- "cursive",
20274
- "fantasy",
20275
- "system-ui",
20276
- "math",
20277
- "emoji",
20278
- "fangsong"
20279
- ];
20280
- /** These characters are all tall to help calculate the height required for text. */ TextUtils._measureString = "|\xc9q\xc5";
20281
- TextUtils._measureBaseline = "M";
20282
- TextUtils._heightMultiplier = 2;
20283
- TextUtils._baselineMultiplier = 1.4;
20284
- TextUtils._fontSizeInfoCache = {};
20285
- TextUtils._textContext = null;
20862
+ (function() {
20863
+ /** @internal */ TextUtils._genericFontFamilies = [
20864
+ "serif",
20865
+ "sans-serif",
20866
+ "monospace",
20867
+ "cursive",
20868
+ "fantasy",
20869
+ "system-ui",
20870
+ "math",
20871
+ "emoji",
20872
+ "fangsong"
20873
+ ];
20874
+ })();
20875
+ (function() {
20876
+ /** These characters are all tall to help calculate the height required for text. */ TextUtils._measureString = "|\xc9q\xc5";
20877
+ })();
20878
+ (function() {
20879
+ TextUtils._measureBaseline = "M";
20880
+ })();
20881
+ (function() {
20882
+ TextUtils._heightMultiplier = 2;
20883
+ })();
20884
+ (function() {
20885
+ TextUtils._baselineMultiplier = 1.4;
20886
+ })();
20887
+ (function() {
20888
+ TextUtils._fontSizeInfoCache = {};
20889
+ })();
20890
+ (function() {
20891
+ TextUtils._textContext = null;
20892
+ })();
20286
20893
 
20287
20894
  /**
20288
20895
  * Renders a text for 2D graphics.
20289
20896
  */ var TextRenderer = /*#__PURE__*/ function(Renderer) {
20290
- _inherits__default['default'](TextRenderer, Renderer);
20897
+ _inherits(TextRenderer, Renderer);
20291
20898
  function TextRenderer(entity) {
20292
20899
  var _this;
20293
20900
  _this = Renderer.call(this, entity) || this;
@@ -20309,7 +20916,7 @@ TextUtils._textContext = null;
20309
20916
  _this._overflowMode = exports.OverflowMode.Overflow;
20310
20917
  _this._maskInteraction = exports.SpriteMaskInteraction.None;
20311
20918
  _this._maskLayer = exports.SpriteMaskLayer.Layer0;
20312
- var engine = _assert_this_initialized__default['default'](_this).engine;
20919
+ var engine = _assert_this_initialized(_this).engine;
20313
20920
  _this._font = engine._textDefaultFont;
20314
20921
  _this._font._addRefCount(1);
20315
20922
  _this.setMaterial(engine._spriteDefaultMaterial);
@@ -20549,7 +21156,7 @@ TextUtils._textContext = null;
20549
21156
  Renderer.prototype._onTransformChanged.call(this, bit);
20550
21157
  this._setDirtyFlagTrue(0x4 | 0x8);
20551
21158
  };
20552
- _create_class__default['default'](TextRenderer, [
21159
+ _create_class(TextRenderer, [
20553
21160
  {
20554
21161
  key: "color",
20555
21162
  get: /**
@@ -20762,61 +21369,67 @@ TextUtils._textContext = null;
20762
21369
  ]);
20763
21370
  return TextRenderer;
20764
21371
  }(exports.Renderer);
20765
- TextRenderer._charRenderDataPool = new CharRenderDataPool(CharRenderData, 50);
20766
- TextRenderer._tempVec30 = new engineMath.Vector3();
20767
- TextRenderer._tempVec31 = new engineMath.Vector3();
20768
- _ts_decorate__default['default']([
21372
+ (function() {
21373
+ TextRenderer._charRenderDataPool = new CharRenderDataPool(CharRenderData, 50);
21374
+ })();
21375
+ (function() {
21376
+ TextRenderer._tempVec30 = new engineMath.Vector3();
21377
+ })();
21378
+ (function() {
21379
+ TextRenderer._tempVec31 = new engineMath.Vector3();
21380
+ })();
21381
+ __decorate([
20769
21382
  assignmentClone
20770
21383
  ], TextRenderer.prototype, "_subFont", void 0);
20771
- _ts_decorate__default['default']([
21384
+ __decorate([
20772
21385
  ignoreClone
20773
21386
  ], TextRenderer.prototype, "_charRenderDatas", void 0);
20774
- _ts_decorate__default['default']([
21387
+ __decorate([
20775
21388
  ignoreClone
20776
21389
  ], TextRenderer.prototype, "_dirtyFlag", void 0);
20777
- _ts_decorate__default['default']([
21390
+ __decorate([
20778
21391
  deepClone
20779
21392
  ], TextRenderer.prototype, "_color", void 0);
20780
- _ts_decorate__default['default']([
21393
+ __decorate([
20781
21394
  assignmentClone
20782
21395
  ], TextRenderer.prototype, "_text", void 0);
20783
- _ts_decorate__default['default']([
21396
+ __decorate([
20784
21397
  assignmentClone
20785
21398
  ], TextRenderer.prototype, "_width", void 0);
20786
- _ts_decorate__default['default']([
21399
+ __decorate([
20787
21400
  assignmentClone
20788
21401
  ], TextRenderer.prototype, "_height", void 0);
20789
- _ts_decorate__default['default']([
21402
+ __decorate([
20790
21403
  ignoreClone
20791
21404
  ], TextRenderer.prototype, "_localBounds", void 0);
20792
- _ts_decorate__default['default']([
21405
+ __decorate([
20793
21406
  assignmentClone
20794
21407
  ], TextRenderer.prototype, "_font", void 0);
20795
- _ts_decorate__default['default']([
21408
+ __decorate([
20796
21409
  assignmentClone
20797
21410
  ], TextRenderer.prototype, "_fontSize", void 0);
20798
- _ts_decorate__default['default']([
21411
+ __decorate([
20799
21412
  assignmentClone
20800
21413
  ], TextRenderer.prototype, "_fontStyle", void 0);
20801
- _ts_decorate__default['default']([
21414
+ __decorate([
20802
21415
  assignmentClone
20803
21416
  ], TextRenderer.prototype, "_lineSpacing", void 0);
20804
- _ts_decorate__default['default']([
21417
+ __decorate([
20805
21418
  assignmentClone
20806
21419
  ], TextRenderer.prototype, "_horizontalAlignment", void 0);
20807
- _ts_decorate__default['default']([
21420
+ __decorate([
20808
21421
  assignmentClone
20809
21422
  ], TextRenderer.prototype, "_verticalAlignment", void 0);
20810
- _ts_decorate__default['default']([
21423
+ __decorate([
20811
21424
  assignmentClone
20812
21425
  ], TextRenderer.prototype, "_enableWrapping", void 0);
20813
- _ts_decorate__default['default']([
21426
+ __decorate([
20814
21427
  assignmentClone
20815
21428
  ], TextRenderer.prototype, "_overflowMode", void 0);
20816
- _ts_decorate__default['default']([
21429
+ __decorate([
20817
21430
  assignmentClone
20818
21431
  ], TextRenderer.prototype, "_maskInteraction", void 0);
20819
- _ts_decorate__default['default']([
21432
+ __decorate([
20820
21433
  assignmentClone
20821
21434
  ], TextRenderer.prototype, "_maskLayer", void 0);
20822
21435
  var DirtyFlag;
@@ -20971,7 +21584,9 @@ var DirtyFlag;
20971
21584
  };
20972
21585
  return AnimationCurveOwner;
20973
21586
  }();
20974
- AnimationCurveOwner._assemblerMap = new Map();
21587
+ (function() {
21588
+ AnimationCurveOwner._assemblerMap = new Map();
21589
+ })();
20975
21590
 
20976
21591
  /**
20977
21592
  * @internal
@@ -21185,7 +21800,7 @@ AnimationCurveOwner.registerAssembler(SkinnedMeshRenderer, "blendShapeWeights",
21185
21800
  }
21186
21801
  }
21187
21802
  };
21188
- _create_class__default['default'](AnimationClip, [
21803
+ _create_class(AnimationClip, [
21189
21804
  {
21190
21805
  key: "events",
21191
21806
  get: /**
@@ -21214,6 +21829,9 @@ AnimationCurveOwner.registerAssembler(SkinnedMeshRenderer, "blendShapeWeights",
21214
21829
  return AnimationClip;
21215
21830
  }();
21216
21831
 
21832
+ /**
21833
+ * Animation interpolation method.
21834
+ */ exports.InterpolationType = void 0;
21217
21835
  (function(InterpolationType) {
21218
21836
  InterpolationType[InterpolationType[/** Linear interpolation */ "Linear"] = 0] = "Linear";
21219
21837
  InterpolationType[InterpolationType[/** Cubic spline interpolation */ "CubicSpine"] = 1] = "CubicSpine";
@@ -21331,7 +21949,7 @@ AnimationCurveOwner.registerAssembler(SkinnedMeshRenderer, "blendShapeWeights",
21331
21949
  var result = this._evaluate(time, evaluateData);
21332
21950
  return this._type._subtractValue(result, this.keys[0].value, evaluateData.value);
21333
21951
  };
21334
- _create_class__default['default'](AnimationCurve, [
21952
+ _create_class(AnimationCurve, [
21335
21953
  {
21336
21954
  key: "interpolation",
21337
21955
  get: /**
@@ -21362,7 +21980,7 @@ AnimationCurveOwner.registerAssembler(SkinnedMeshRenderer, "blendShapeWeights",
21362
21980
 
21363
21981
  var _AnimationArrayCurve;
21364
21982
  exports.AnimationArrayCurve = (_AnimationArrayCurve = /*#__PURE__*/ function(AnimationCurve) {
21365
- _inherits__default['default'](AnimationArrayCurve, AnimationCurve);
21983
+ _inherits(AnimationArrayCurve, AnimationCurve);
21366
21984
  function AnimationArrayCurve() {
21367
21985
  var _this;
21368
21986
  _this = AnimationCurve.call(this) || this;
@@ -21446,14 +22064,18 @@ exports.AnimationArrayCurve = (_AnimationArrayCurve = /*#__PURE__*/ function(Ani
21446
22064
  return out;
21447
22065
  };
21448
22066
  return AnimationArrayCurve;
21449
- }(AnimationCurve), /** @internal */ _AnimationArrayCurve._isReferenceType = true, /** @internal */ _AnimationArrayCurve._isInterpolationType = true, _AnimationArrayCurve);
21450
- exports.AnimationArrayCurve = _ts_decorate__default['default']([
22067
+ }(AnimationCurve), function() {
22068
+ /** @internal */ _AnimationArrayCurve._isReferenceType = true;
22069
+ }(), function() {
22070
+ /** @internal */ _AnimationArrayCurve._isInterpolationType = true;
22071
+ }(), _AnimationArrayCurve);
22072
+ exports.AnimationArrayCurve = __decorate([
21451
22073
  StaticInterfaceImplement()
21452
22074
  ], exports.AnimationArrayCurve);
21453
22075
 
21454
22076
  var _AnimationBoolCurve;
21455
22077
  exports.AnimationBoolCurve = (_AnimationBoolCurve = /*#__PURE__*/ function(AnimationCurve) {
21456
- _inherits__default['default'](AnimationBoolCurve, AnimationCurve);
22078
+ _inherits(AnimationBoolCurve, AnimationCurve);
21457
22079
  function AnimationBoolCurve() {
21458
22080
  var _this;
21459
22081
  _this = AnimationCurve.call(this) || this;
@@ -21504,14 +22126,18 @@ exports.AnimationBoolCurve = (_AnimationBoolCurve = /*#__PURE__*/ function(Anima
21504
22126
  return frame.value;
21505
22127
  };
21506
22128
  return AnimationBoolCurve;
21507
- }(AnimationCurve), /** @internal */ _AnimationBoolCurve._isReferenceType = false, /** @internal */ _AnimationBoolCurve._isInterpolationType = false, _AnimationBoolCurve);
21508
- exports.AnimationBoolCurve = _ts_decorate__default['default']([
22129
+ }(AnimationCurve), function() {
22130
+ /** @internal */ _AnimationBoolCurve._isReferenceType = false;
22131
+ }(), function() {
22132
+ /** @internal */ _AnimationBoolCurve._isInterpolationType = false;
22133
+ }(), _AnimationBoolCurve);
22134
+ exports.AnimationBoolCurve = __decorate([
21509
22135
  StaticInterfaceImplement()
21510
22136
  ], exports.AnimationBoolCurve);
21511
22137
 
21512
22138
  var _AnimationColorCurve;
21513
22139
  exports.AnimationColorCurve = (_AnimationColorCurve = /*#__PURE__*/ function(AnimationCurve) {
21514
- _inherits__default['default'](AnimationColorCurve, AnimationCurve);
22140
+ _inherits(AnimationColorCurve, AnimationCurve);
21515
22141
  function AnimationColorCurve() {
21516
22142
  var _this;
21517
22143
  _this = AnimationCurve.call(this) || this;
@@ -21602,14 +22228,18 @@ exports.AnimationColorCurve = (_AnimationColorCurve = /*#__PURE__*/ function(Ani
21602
22228
  return out;
21603
22229
  };
21604
22230
  return AnimationColorCurve;
21605
- }(AnimationCurve), /** @internal */ _AnimationColorCurve._isReferenceType = true, /** @internal */ _AnimationColorCurve._isInterpolationType = true, _AnimationColorCurve);
21606
- exports.AnimationColorCurve = _ts_decorate__default['default']([
22231
+ }(AnimationCurve), function() {
22232
+ /** @internal */ _AnimationColorCurve._isReferenceType = true;
22233
+ }(), function() {
22234
+ /** @internal */ _AnimationColorCurve._isInterpolationType = true;
22235
+ }(), _AnimationColorCurve);
22236
+ exports.AnimationColorCurve = __decorate([
21607
22237
  StaticInterfaceImplement()
21608
22238
  ], exports.AnimationColorCurve);
21609
22239
 
21610
22240
  var _AnimationFloatArrayCurve;
21611
22241
  exports.AnimationFloatArrayCurve = (_AnimationFloatArrayCurve = /*#__PURE__*/ function(AnimationCurve) {
21612
- _inherits__default['default'](AnimationFloatArrayCurve, AnimationCurve);
22242
+ _inherits(AnimationFloatArrayCurve, AnimationCurve);
21613
22243
  function AnimationFloatArrayCurve() {
21614
22244
  return AnimationCurve.apply(this, arguments);
21615
22245
  }
@@ -21704,14 +22334,18 @@ exports.AnimationFloatArrayCurve = (_AnimationFloatArrayCurve = /*#__PURE__*/ fu
21704
22334
  return out;
21705
22335
  };
21706
22336
  return AnimationFloatArrayCurve;
21707
- }(AnimationCurve), /** @internal */ _AnimationFloatArrayCurve._isReferenceType = true, /** @internal */ _AnimationFloatArrayCurve._isInterpolationType = true, _AnimationFloatArrayCurve);
21708
- exports.AnimationFloatArrayCurve = _ts_decorate__default['default']([
22337
+ }(AnimationCurve), function() {
22338
+ /** @internal */ _AnimationFloatArrayCurve._isReferenceType = true;
22339
+ }(), function() {
22340
+ /** @internal */ _AnimationFloatArrayCurve._isInterpolationType = true;
22341
+ }(), _AnimationFloatArrayCurve);
22342
+ exports.AnimationFloatArrayCurve = __decorate([
21709
22343
  StaticInterfaceImplement()
21710
22344
  ], exports.AnimationFloatArrayCurve);
21711
22345
 
21712
22346
  var _AnimationFloatCurve;
21713
22347
  exports.AnimationFloatCurve = (_AnimationFloatCurve = /*#__PURE__*/ function(AnimationCurve) {
21714
- _inherits__default['default'](AnimationFloatCurve, AnimationCurve);
22348
+ _inherits(AnimationFloatCurve, AnimationCurve);
21715
22349
  function AnimationFloatCurve() {
21716
22350
  var _this;
21717
22351
  _this = AnimationCurve.call(this) || this;
@@ -21774,14 +22408,18 @@ exports.AnimationFloatCurve = (_AnimationFloatCurve = /*#__PURE__*/ function(Ani
21774
22408
  }
21775
22409
  };
21776
22410
  return AnimationFloatCurve;
21777
- }(AnimationCurve), /** @internal */ _AnimationFloatCurve._isReferenceType = false, /** @internal */ _AnimationFloatCurve._isInterpolationType = true, _AnimationFloatCurve);
21778
- exports.AnimationFloatCurve = _ts_decorate__default['default']([
22411
+ }(AnimationCurve), function() {
22412
+ /** @internal */ _AnimationFloatCurve._isReferenceType = false;
22413
+ }(), function() {
22414
+ /** @internal */ _AnimationFloatCurve._isInterpolationType = true;
22415
+ }(), _AnimationFloatCurve);
22416
+ exports.AnimationFloatCurve = __decorate([
21779
22417
  StaticInterfaceImplement()
21780
22418
  ], exports.AnimationFloatCurve);
21781
22419
 
21782
22420
  var _AnimationQuaternionCurve;
21783
22421
  exports.AnimationQuaternionCurve = (_AnimationQuaternionCurve = /*#__PURE__*/ function(AnimationCurve) {
21784
- _inherits__default['default'](AnimationQuaternionCurve1, AnimationCurve);
22422
+ _inherits(AnimationQuaternionCurve1, AnimationCurve);
21785
22423
  function AnimationQuaternionCurve1() {
21786
22424
  var _this;
21787
22425
  _this = AnimationCurve.call(this) || this;
@@ -21877,14 +22515,20 @@ exports.AnimationQuaternionCurve = (_AnimationQuaternionCurve = /*#__PURE__*/ fu
21877
22515
  return out;
21878
22516
  };
21879
22517
  return AnimationQuaternionCurve1;
21880
- }(AnimationCurve), /** @internal */ _AnimationQuaternionCurve._isInterpolationType = true, /** @internal */ _AnimationQuaternionCurve._isReferenceType = true, /** @internal */ _AnimationQuaternionCurve._tempConjugateQuat = new engineMath.Quaternion(), _AnimationQuaternionCurve);
21881
- exports.AnimationQuaternionCurve = _ts_decorate__default['default']([
22518
+ }(AnimationCurve), function() {
22519
+ /** @internal */ _AnimationQuaternionCurve._isInterpolationType = true;
22520
+ }(), function() {
22521
+ /** @internal */ _AnimationQuaternionCurve._isReferenceType = true;
22522
+ }(), function() {
22523
+ /** @internal */ _AnimationQuaternionCurve._tempConjugateQuat = new engineMath.Quaternion();
22524
+ }(), _AnimationQuaternionCurve);
22525
+ exports.AnimationQuaternionCurve = __decorate([
21882
22526
  StaticInterfaceImplement()
21883
22527
  ], exports.AnimationQuaternionCurve);
21884
22528
 
21885
22529
  var _AnimationVector2Curve;
21886
22530
  exports.AnimationVector2Curve = (_AnimationVector2Curve = /*#__PURE__*/ function(AnimationCurve) {
21887
- _inherits__default['default'](AnimationVector2Curve, AnimationCurve);
22531
+ _inherits(AnimationVector2Curve, AnimationCurve);
21888
22532
  function AnimationVector2Curve() {
21889
22533
  var _this;
21890
22534
  _this = AnimationCurve.call(this) || this;
@@ -21963,14 +22607,18 @@ exports.AnimationVector2Curve = (_AnimationVector2Curve = /*#__PURE__*/ function
21963
22607
  return out;
21964
22608
  };
21965
22609
  return AnimationVector2Curve;
21966
- }(AnimationCurve), /** @internal */ _AnimationVector2Curve._isReferenceType = true, /** @internal */ _AnimationVector2Curve._isInterpolationType = true, _AnimationVector2Curve);
21967
- exports.AnimationVector2Curve = _ts_decorate__default['default']([
22610
+ }(AnimationCurve), function() {
22611
+ /** @internal */ _AnimationVector2Curve._isReferenceType = true;
22612
+ }(), function() {
22613
+ /** @internal */ _AnimationVector2Curve._isInterpolationType = true;
22614
+ }(), _AnimationVector2Curve);
22615
+ exports.AnimationVector2Curve = __decorate([
21968
22616
  StaticInterfaceImplement()
21969
22617
  ], exports.AnimationVector2Curve);
21970
22618
 
21971
22619
  var _AnimationVector3Curve;
21972
22620
  exports.AnimationVector3Curve = (_AnimationVector3Curve = /*#__PURE__*/ function(AnimationCurve) {
21973
- _inherits__default['default'](AnimationVector3Curve, AnimationCurve);
22621
+ _inherits(AnimationVector3Curve, AnimationCurve);
21974
22622
  function AnimationVector3Curve() {
21975
22623
  var _this;
21976
22624
  _this = AnimationCurve.call(this) || this;
@@ -22061,14 +22709,18 @@ exports.AnimationVector3Curve = (_AnimationVector3Curve = /*#__PURE__*/ function
22061
22709
  return out;
22062
22710
  };
22063
22711
  return AnimationVector3Curve;
22064
- }(AnimationCurve), /** @internal */ _AnimationVector3Curve._isReferenceType = true, /** @internal */ _AnimationVector3Curve._isInterpolationType = true, _AnimationVector3Curve);
22065
- exports.AnimationVector3Curve = _ts_decorate__default['default']([
22712
+ }(AnimationCurve), function() {
22713
+ /** @internal */ _AnimationVector3Curve._isReferenceType = true;
22714
+ }(), function() {
22715
+ /** @internal */ _AnimationVector3Curve._isInterpolationType = true;
22716
+ }(), _AnimationVector3Curve);
22717
+ exports.AnimationVector3Curve = __decorate([
22066
22718
  StaticInterfaceImplement()
22067
22719
  ], exports.AnimationVector3Curve);
22068
22720
 
22069
22721
  var _AnimationVector4Curve;
22070
22722
  exports.AnimationVector4Curve = (_AnimationVector4Curve = /*#__PURE__*/ function(AnimationCurve) {
22071
- _inherits__default['default'](AnimationVector4Curve, AnimationCurve);
22723
+ _inherits(AnimationVector4Curve, AnimationCurve);
22072
22724
  function AnimationVector4Curve() {
22073
22725
  var _this;
22074
22726
  _this = AnimationCurve.call(this) || this;
@@ -22159,16 +22811,24 @@ exports.AnimationVector4Curve = (_AnimationVector4Curve = /*#__PURE__*/ function
22159
22811
  return out;
22160
22812
  };
22161
22813
  return AnimationVector4Curve;
22162
- }(AnimationCurve), /** @internal */ _AnimationVector4Curve._isReferenceType = true, /** @internal */ _AnimationVector4Curve._isInterpolationType = true, _AnimationVector4Curve);
22163
- exports.AnimationVector4Curve = _ts_decorate__default['default']([
22814
+ }(AnimationCurve), function() {
22815
+ /** @internal */ _AnimationVector4Curve._isReferenceType = true;
22816
+ }(), function() {
22817
+ /** @internal */ _AnimationVector4Curve._isInterpolationType = true;
22818
+ }(), _AnimationVector4Curve);
22819
+ exports.AnimationVector4Curve = __decorate([
22164
22820
  StaticInterfaceImplement()
22165
22821
  ], exports.AnimationVector4Curve);
22166
22822
 
22823
+ /**
22824
+ * Animator culling mode.
22825
+ */ exports.AnimatorCullingMode = void 0;
22167
22826
  (function(AnimatorCullingMode) {
22168
22827
  AnimatorCullingMode[AnimatorCullingMode[/** Disable Culling. */ "None"] = 0] = "None";
22169
22828
  AnimatorCullingMode[AnimatorCullingMode[/** Completely disabled when renderers are all culled. */ "Complete"] = 1] = "Complete";
22170
22829
  })(exports.AnimatorCullingMode || (exports.AnimatorCullingMode = {}));
22171
22830
 
22831
+ exports.AnimatorLayerBlendingMode = void 0;
22172
22832
  (function(AnimatorLayerBlendingMode) {
22173
22833
  AnimatorLayerBlendingMode[AnimatorLayerBlendingMode["Override"] = 0] = "Override";
22174
22834
  AnimatorLayerBlendingMode[AnimatorLayerBlendingMode["Additive"] = 1] = "Additive";
@@ -22215,6 +22875,9 @@ exports.AnimationVector4Curve = _ts_decorate__default['default']([
22215
22875
  /** ExitTime represents the exact time at which the transition can take effect. This is represented in normalized time. */ this.exitTime = 1;
22216
22876
  };
22217
22877
 
22878
+ /**
22879
+ * Animation wrap mode.
22880
+ */ exports.WrapMode = void 0;
22218
22881
  (function(WrapMode) {
22219
22882
  WrapMode[WrapMode[/** Play once */ "Once"] = 0] = "Once";
22220
22883
  WrapMode[WrapMode[/** Loop play */ "Loop"] = 1] = "Loop";
@@ -22286,11 +22949,10 @@ exports.AnimationVector4Curve = _ts_decorate__default['default']([
22286
22949
  this.eventHandlers = [];
22287
22950
  };
22288
22951
 
22289
- var _curveOwnerPool, _instanceId, _propertyOwners, _property, _layerCurveOwnerPool, _instanceId1, _layerPropertyOwners, _property1;
22290
22952
  /**
22291
22953
  * The controller of the animation system.
22292
22954
  */ var Animator = /*#__PURE__*/ function(Component) {
22293
- _inherits__default['default'](Animator, Component);
22955
+ _inherits(Animator, Component);
22294
22956
  function Animator(entity) {
22295
22957
  var _this;
22296
22958
  _this = Component.call(this, entity) || this;
@@ -22479,6 +23141,7 @@ var _curveOwnerPool, _instanceId, _propertyOwners, _property, _layerCurveOwnerPo
22479
23141
  var curve = curves[i];
22480
23142
  var targetEntity = curve.relativePath === "" ? entity : entity.findByPath(curve.relativePath);
22481
23143
  if (targetEntity) {
23144
+ var _curveOwnerPool, _instanceId, _propertyOwners, _property, _layerCurveOwnerPool, _instanceId1, _layerPropertyOwners, _property1;
22482
23145
  var property = curve.property;
22483
23146
  var instanceId = targetEntity.instanceId;
22484
23147
  // Get owner
@@ -22912,7 +23575,7 @@ var _curveOwnerPool, _instanceId, _propertyOwners, _property, _layerCurveOwnerPo
22912
23575
  }
22913
23576
  owner.updateMark = this._updateMark;
22914
23577
  };
22915
- _create_class__default['default'](Animator, [
23578
+ _create_class(Animator, [
22916
23579
  {
22917
23580
  key: "animatorController",
22918
23581
  get: /**
@@ -22932,28 +23595,28 @@ var _curveOwnerPool, _instanceId, _propertyOwners, _property, _layerCurveOwnerPo
22932
23595
  ]);
22933
23596
  return Animator;
22934
23597
  }(Component);
22935
- _ts_decorate__default['default']([
23598
+ __decorate([
22936
23599
  assignmentClone
22937
23600
  ], Animator.prototype, "speed", void 0);
22938
- _ts_decorate__default['default']([
23601
+ __decorate([
22939
23602
  ignoreClone
22940
23603
  ], Animator.prototype, "_controllerUpdateFlag", void 0);
22941
- _ts_decorate__default['default']([
23604
+ __decorate([
22942
23605
  ignoreClone
22943
23606
  ], Animator.prototype, "_updateMark", void 0);
22944
- _ts_decorate__default['default']([
23607
+ __decorate([
22945
23608
  ignoreClone
22946
23609
  ], Animator.prototype, "_animatorLayersData", void 0);
22947
- _ts_decorate__default['default']([
23610
+ __decorate([
22948
23611
  ignoreClone
22949
23612
  ], Animator.prototype, "_curveOwnerPool", void 0);
22950
- _ts_decorate__default['default']([
23613
+ __decorate([
22951
23614
  ignoreClone
22952
23615
  ], Animator.prototype, "_animationEventHandlerPool", void 0);
22953
- _ts_decorate__default['default']([
23616
+ __decorate([
22954
23617
  ignoreClone
22955
23618
  ], Animator.prototype, "_tempAnimatorStateInfo", void 0);
22956
- _ts_decorate__default['default']([
23619
+ __decorate([
22957
23620
  ignoreClone
22958
23621
  ], Animator.prototype, "_controlledRenderers", void 0);
22959
23622
 
@@ -23003,7 +23666,7 @@ _ts_decorate__default['default']([
23003
23666
  */ _proto._registerChangeFlag = function _registerChangeFlag() {
23004
23667
  return this._updateFlagManager.createFlag(BoolUpdateFlag);
23005
23668
  };
23006
- _create_class__default['default'](AnimatorController, [
23669
+ _create_class(AnimatorController, [
23007
23670
  {
23008
23671
  key: "layers",
23009
23672
  get: /**
@@ -23137,7 +23800,7 @@ _ts_decorate__default['default']([
23137
23800
  index2 !== -1 && this._onStateExitScripts.splice(index2, 1);
23138
23801
  }
23139
23802
  };
23140
- _create_class__default['default'](AnimatorState, [
23803
+ _create_class(AnimatorState, [
23141
23804
  {
23142
23805
  key: "transitions",
23143
23806
  get: /**
@@ -23240,6 +23903,7 @@ _ts_decorate__default['default']([
23240
23903
  return AnimatorStateMachine;
23241
23904
  }();
23242
23905
 
23906
+ exports.AnimatorConditionMode = void 0;
23243
23907
  (function(AnimatorConditionMode) {
23244
23908
  AnimatorConditionMode[AnimatorConditionMode["If"] = 0] = "If";
23245
23909
  AnimatorConditionMode[AnimatorConditionMode["IfNot"] = 1] = "IfNot";
@@ -23258,7 +23922,7 @@ _ts_decorate__default['default']([
23258
23922
  /**
23259
23923
  * SkyboxMaterial
23260
23924
  */ var SkyBoxMaterial = /*#__PURE__*/ function(Material) {
23261
- _inherits__default['default'](SkyBoxMaterial, Material);
23925
+ _inherits(SkyBoxMaterial, Material);
23262
23926
  function SkyBoxMaterial(engine) {
23263
23927
  var _this;
23264
23928
  _this = Material.call(this, engine, Shader.find("skybox")) || this;
@@ -23268,7 +23932,7 @@ _ts_decorate__default['default']([
23268
23932
  _this.shaderData.setVector4("u_cubeDecodeParam", _this._decodeParam);
23269
23933
  return _this;
23270
23934
  }
23271
- _create_class__default['default'](SkyBoxMaterial, [
23935
+ _create_class(SkyBoxMaterial, [
23272
23936
  {
23273
23937
  key: "textureDecodeRGBM",
23274
23938
  get: /**
@@ -23321,6 +23985,7 @@ var DirtyFlagType;
23321
23985
  DirtyFlagType[DirtyFlagType["Scale"] = 0x400] = "Scale";
23322
23986
  DirtyFlagType[DirtyFlagType["Everything"] = 0xffffffff] = "Everything";
23323
23987
  })(DirtyFlagType || (DirtyFlagType = {}));
23988
+ exports.ParticleRendererBlendMode = void 0;
23324
23989
  (function(ParticleRendererBlendMode) {
23325
23990
  ParticleRendererBlendMode[ParticleRendererBlendMode["Transparent"] = 0] = "Transparent";
23326
23991
  ParticleRendererBlendMode[ParticleRendererBlendMode["Additive"] = 1] = "Additive";
@@ -23328,7 +23993,7 @@ var DirtyFlagType;
23328
23993
  /**
23329
23994
  * Particle Renderer Component.
23330
23995
  */ var ParticleRenderer = /*#__PURE__*/ function(MeshRenderer) {
23331
- _inherits__default['default'](ParticleRenderer, MeshRenderer);
23996
+ _inherits(ParticleRenderer, MeshRenderer);
23332
23997
  function ParticleRenderer(props) {
23333
23998
  var _this;
23334
23999
  _this = MeshRenderer.call(this, props) || this;
@@ -23366,7 +24031,7 @@ var DirtyFlagType;
23366
24031
  _this._isFadeOut = false;
23367
24032
  _this._playOnEnable = true;
23368
24033
  _this._blendMode = 0;
23369
- _this._onColorChanged = _this._onColorChanged.bind(_assert_this_initialized__default['default'](_this));
24034
+ _this._onColorChanged = _this._onColorChanged.bind(_assert_this_initialized(_this));
23370
24035
  //@ts-ignore
23371
24036
  _this._color._onValueChanged = _this._onColorChanged;
23372
24037
  _this.setMaterial(_this._createMaterial());
@@ -23643,7 +24308,7 @@ var DirtyFlagType;
23643
24308
  ParticleRenderer._getRandom = function _getRandom() {
23644
24309
  return Math.random() - 0.5;
23645
24310
  };
23646
- _create_class__default['default'](ParticleRenderer, [
24311
+ _create_class(ParticleRenderer, [
23647
24312
  {
23648
24313
  key: "texture",
23649
24314
  get: /**
@@ -24074,8 +24739,10 @@ var DirtyFlagType;
24074
24739
  ]);
24075
24740
  return ParticleRenderer;
24076
24741
  }(MeshRenderer);
24077
- /** The max number of indices that Uint16Array can support. */ ParticleRenderer._uint16VertexLimit = 65535;
24078
- _ts_decorate__default['default']([
24742
+ (function() {
24743
+ /** The max number of indices that Uint16Array can support. */ ParticleRenderer._uint16VertexLimit = 65535;
24744
+ })();
24745
+ __decorate([
24079
24746
  ignoreClone
24080
24747
  ], ParticleRenderer.prototype, "_onColorChanged", null);
24081
24748
 
@@ -24085,7 +24752,7 @@ var VERT_SHADER = "#define GLSLIFY 1\nattribute vec3 POSITION;attribute vec2 TEX
24085
24752
 
24086
24753
  Shader.create("trail", VERT_SHADER, FRAG_SHADER);
24087
24754
  var TrailMaterial = /*#__PURE__*/ function(Material) {
24088
- _inherits__default['default'](TrailMaterial, Material);
24755
+ _inherits(TrailMaterial, Material);
24089
24756
  function TrailMaterial(engine) {
24090
24757
  var _this;
24091
24758
  _this = Material.call(this, engine, Shader.find("trail")) || this;
@@ -24103,7 +24770,7 @@ var _tempVector3 = new engineMath.Vector3();
24103
24770
  /**
24104
24771
  * @deprecated
24105
24772
  */ var TrailRenderer = /*#__PURE__*/ function(MeshRenderer) {
24106
- _inherits__default['default'](TrailRenderer, MeshRenderer);
24773
+ _inherits(TrailRenderer, MeshRenderer);
24107
24774
  function TrailRenderer(entity, props) {
24108
24775
  var _this;
24109
24776
  _this = MeshRenderer.call(this, entity) || this;
@@ -24291,7 +24958,7 @@ var _tempVector3 = new engineMath.Vector3();
24291
24958
  * }
24292
24959
  * ```
24293
24960
  */ var Probe = /*#__PURE__*/ function(Script) {
24294
- _inherits__default['default'](Probe, Script);
24961
+ _inherits(Probe, Script);
24295
24962
  function Probe() {
24296
24963
  var _this;
24297
24964
  _this = Script.apply(this, arguments) || this;
@@ -24344,7 +25011,7 @@ var _tempVector3 = new engineMath.Vector3();
24344
25011
  this._camera.renderTarget = this._oriCameraRenderTarget;
24345
25012
  this._camera.cullingMask = this._oriCameraCullingMask;
24346
25013
  };
24347
- _create_class__default['default'](Probe, [
25014
+ _create_class(Probe, [
24348
25015
  {
24349
25016
  key: "_texture",
24350
25017
  get: function get() {
@@ -24362,7 +25029,7 @@ var cacheDir = new engineMath.Vector3();
24362
25029
  /**
24363
25030
  * Cube probe, generate cubeTexture, used for dynamic environment reflection and other effects.
24364
25031
  */ var CubeProbe = /*#__PURE__*/ function(Probe) {
24365
- _inherits__default['default'](CubeProbe, Probe);
25032
+ _inherits(CubeProbe, Probe);
24366
25033
  function CubeProbe() {
24367
25034
  var _this;
24368
25035
  _this = Probe.apply(this, arguments) || this;