@galacean/engine-core 1.0.0-beta.10 → 1.0.0-beta.12
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/main.js +195 -24
- package/dist/main.js.map +1 -1
- package/dist/miniprogram.js +195 -24
- package/dist/module.js +196 -25
- package/dist/module.js.map +1 -1
- package/package.json +3 -3
- package/types/Camera.d.ts +5 -2
- package/types/RenderPipeline/ClassPool.d.ts +3 -1
- package/types/RenderPipeline/IPoolElement.d.ts +3 -0
- package/types/RenderPipeline/MeshRenderData.d.ts +3 -1
- package/types/RenderPipeline/RenderElement.d.ts +3 -1
- package/types/RenderPipeline/SpriteMaskRenderData.d.ts +3 -1
- package/types/RenderPipeline/SpriteRenderData.d.ts +3 -1
- package/types/RenderPipeline/TextRenderData.d.ts +3 -1
- package/types/Renderer.d.ts +5 -2
- package/types/Scene.d.ts +10 -4
- package/types/graphic/SubMesh.d.ts +3 -1
- package/types/material/Material.d.ts +9 -2
- package/types/texture/Texture.d.ts +6 -0
- package/types/texture/Texture2D.d.ts +3 -1
- package/types/texture/enums/TextureUsage.d.ts +9 -0
- package/types/texture/index.d.ts +1 -0
package/dist/main.js
CHANGED
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@@ -798,6 +798,14 @@ __decorate([
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TextureFormat[TextureFormat[/** 32-bit depth + 8-bit stencil format. */ "Depth32Stencil8"] = 31] = "Depth32Stencil8";
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})(exports.TextureFormat || (exports.TextureFormat = {}));
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/**
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* Texture usage.
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*/ exports.TextureUsage = void 0;
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(function(TextureUsage) {
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TextureUsage[TextureUsage[/** The content of the texture is intended to be specified once. */ "Static"] = 0] = "Static";
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TextureUsage[TextureUsage[/** The content of the texture is intended to be updated frequently, with better performance. */ "Dynamic"] = 1] = "Dynamic";
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})(exports.TextureUsage || (exports.TextureUsage = {}));
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+
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/**
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* Wrapping mode of the texture.
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*/ exports.TextureWrapMode = void 0;
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@@ -938,6 +946,14 @@ var Logger = {
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return this._height;
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}
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},
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{
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key: "usage",
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get: /**
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* The usage of the texture.
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*/ function get() {
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return this._usage;
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}
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},
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{
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key: "wrapModeU",
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get: /**
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@@ -1181,14 +1197,16 @@ var Logger = {
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* Two-dimensional texture.
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*/ var Texture2D = /*#__PURE__*/ function(Texture) {
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_inherits(Texture2D, Texture);
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-
function Texture2D(engine, width, height, format, mipmap) {
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function Texture2D(engine, width, height, format, mipmap, usage) {
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if (format === void 0) format = exports.TextureFormat.R8G8B8A8;
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if (mipmap === void 0) mipmap = true;
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if (usage === void 0) usage = exports.TextureUsage.Static;
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var _this;
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_this = Texture.call(this, engine) || this;
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_this._mipmap = mipmap;
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_this._width = width;
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_this._height = height;
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_this._usage = usage;
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_this._format = format;
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_this._mipmapCount = _this._getMipmapCount();
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_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;
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@@ -2288,6 +2306,29 @@ var /** @internal */ PromiseState;
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* @remarks The release principle is that it is not referenced by the components, including direct and indirect reference.
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*/ _proto.gc = function gc() {
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this._gc(false);
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var engine = this.engine;
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engine._renderElementPool.garbageCollection();
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engine._meshRenderDataPool.garbageCollection();
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engine._spriteRenderDataPool.garbageCollection();
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engine._spriteMaskRenderDataPool.garbageCollection();
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engine._textRenderDataPool.garbageCollection();
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var _componentsManager = engine._componentsManager, _lightManager = engine._lightManager;
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_componentsManager._renderers.garbageCollection();
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// @ts-ignore
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_componentsManager._onStartScripts.garbageCollection();
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// @ts-ignore
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_componentsManager._onUpdateScripts.garbageCollection();
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// @ts-ignore
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_componentsManager._onLateUpdateScripts.garbageCollection();
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// @ts-ignore
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_componentsManager._onPhysicsUpdateScripts.garbageCollection();
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// @ts-ignore
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_componentsManager._onUpdateAnimations.garbageCollection();
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// @ts-ignore
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_componentsManager._onUpdateRenderers.garbageCollection();
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_lightManager._spotLights.garbageCollection();
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_lightManager._pointLights.garbageCollection();
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_lightManager._directLights.garbageCollection();
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};
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/**
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* Add content restorer.
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@@ -4723,6 +4764,11 @@ var ComponentCloner = /*#__PURE__*/ function() {
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* @returns Cloned entity
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*/ _proto.clone = function clone() {
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var cloneEntity = new Entity(this._engine, this.name);
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var _this = this, hookResource = _this._hookResource;
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if (hookResource) {
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cloneEntity._hookResource = hookResource;
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hookResource._addReferCount(1);
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}
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cloneEntity._isActive = this._isActive;
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cloneEntity.transform.localMatrix = this.transform.localMatrix;
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var children = this._children;
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@@ -4747,6 +4793,10 @@ var ComponentCloner = /*#__PURE__*/ function() {
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return;
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}
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EngineObject.prototype.destroy.call(this);
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if (this._hookResource) {
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this._hookResource._addReferCount(-1);
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this._hookResource = null;
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}
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var components = this._components;
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for(var i = components.length - 1; i >= 0; i--){
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components[i].destroy();
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@@ -9401,9 +9451,9 @@ __decorate([
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function Material(engine, shader) {
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var _this;
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_this = ReferResource.call(this, engine) || this;
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-
/** Shader data. */ _this.shaderData = new ShaderData(ShaderDataGroup.Material);
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/** @internal */ _this._renderStates = [] // todo: later will as a part of shaderData when shader effect frame is OK, that is more powerful and flexible.
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;
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_this._shaderData = new ShaderData(ShaderDataGroup.Material);
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_this.shader = shader;
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return _this;
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}
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@@ -9427,7 +9477,23 @@ __decorate([
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ReferResource.prototype._addReferCount.call(this, value);
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this.shaderData._addReferCount(value);
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};
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/**
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* @override
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*/ _proto._onDestroy = function _onDestroy() {
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this._shader = null;
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this._shaderData = null;
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this._renderStates.length = 0;
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this._renderStates = null;
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};
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_create_class(Material, [
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{
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key: "shaderData",
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get: /**
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* Shader data.
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*/ function get() {
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return this._shaderData;
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}
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},
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{
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key: "shader",
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get: /**
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*/ _proto.resetPool = function resetPool() {
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this._elementPoolIndex = 0;
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};
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_proto.garbageCollection = function garbageCollection() {
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var _this = this, pool = _this._elementPool;
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for(var i = pool.length - 1; i >= 0; i--){
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pool[i].dispose && pool[i].dispose();
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}
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};
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return ClassPool;
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}();
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@@ -9520,6 +9592,9 @@ var RenderData = function RenderData() {
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this.mesh = mesh;
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this.subMesh = subMesh;
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};
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_proto.dispose = function dispose() {
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this.component = this.material = this.mesh = this.subMesh = null;
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};
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return MeshRenderData;
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}(RenderData);
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@@ -10665,6 +10740,9 @@ var RenderElement = /*#__PURE__*/ function() {
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this.shaderPass = shaderPass;
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this.renderState = renderState;
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};
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_proto.dispose = function dispose() {
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this.data = this.shaderPass = this.renderState = null;
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};
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return RenderElement;
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}();
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@@ -10684,7 +10762,6 @@ exports.Renderer = (_Renderer = /*#__PURE__*/ function(Component) {
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function Renderer1(entity) {
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var _this;
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_this = Component.call(this, entity) || this;
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/** ShaderData related to renderer. */ _this.shaderData = new ShaderData(ShaderDataGroup.Renderer);
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/** @internal */ _this._onUpdateIndex = -1;
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/** @internal */ _this._rendererIndex = -1;
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/** @internal */ _this._globalShaderMacro = new ShaderMacroCollection();
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_this._overrideUpdate = false;
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_this._materials = [];
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_this._dirtyUpdateFlag = 0;
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_this._shaderData = new ShaderData(ShaderDataGroup.Renderer);
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_this._mvMatrix = new engineMath.Matrix();
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_this._mvpMatrix = new engineMath.Matrix();
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_this._mvInvMatrix = new engineMath.Matrix();
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@@ -10837,6 +10915,17 @@ exports.Renderer = (_Renderer = /*#__PURE__*/ function(Component) {
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var _materials_i;
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(_materials_i = materials[i]) == null ? void 0 : _materials_i._addReferCount(-1);
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}
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this._entity = null;
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this._globalShaderMacro = null;
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this._bounds = null;
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this._materials = null;
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this._shaderData = null;
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this._mvMatrix = null;
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this._mvpMatrix = null;
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this._mvInvMatrix = null;
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this._normalMatrix = null;
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this._materialsInstanced = null;
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this._rendererLayer = null;
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};
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/**
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* @internal
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this._dirtyUpdateFlag |= 0x1;
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};
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_create_class(Renderer1, [
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{
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key: "shaderData",
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get: /**
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* ShaderData related to renderer.
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*/ function get() {
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return this._shaderData;
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}
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},
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{
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key: "isCulled",
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}(), function() {
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_Renderer._rendererLayerProperty = ShaderProperty.getByName("renderer_Layer");
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}(), _Renderer);
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__decorate([
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deepClone
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], exports.Renderer.prototype, "shaderData", void 0);
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__decorate([
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ignoreClone
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], exports.Renderer.prototype, "_distanceForSort", void 0);
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__decorate([
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], exports.Renderer.prototype, "_dirtyUpdateFlag", void 0);
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__decorate([
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], exports.Renderer.prototype, "_shaderData", void 0);
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__decorate([
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], exports.Renderer.prototype, "_mvMatrix", void 0);
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@@ -11282,6 +11379,7 @@ SimpleSpriteAssembler = __decorate([
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sprite._addReferCount(-1);
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sprite._updateFlagManager.removeListener(this._onSpriteChange);
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}
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this._entity = null;
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this._sprite = null;
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this._verticesData = null;
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};
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/**
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*/ var SubMesh = function
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*/ var SubMesh = /*#__PURE__*/ function() {
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function SubMesh(start, count, topology) {
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if (start === void 0) start = 0;
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if (count === void 0) count = 0;
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if (topology === void 0) topology = exports.MeshTopology.Triangles;
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this.start = start;
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this.count = count;
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this.topology = topology;
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}
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var _proto = SubMesh.prototype;
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_proto.dispose = function dispose() {};
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return SubMesh;
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}();
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/**
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* Mesh.
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*/ _proto._onDestroy = function _onDestroy() {
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Renderer.prototype._onDestroy.call(this);
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var mesh = this._mesh;
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if (mesh
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mesh._addReferCount(-1);
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if (mesh) {
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mesh.destroyed || mesh._addReferCount(-1);
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mesh._updateFlagManager.removeListener(this._onMeshChanged);
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this._mesh = null;
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}
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@@ -13856,10 +13959,21 @@ var /**
|
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13856
13959
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/**
|
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|
* @internal
|
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|
*/ _proto._onDestroy = function _onDestroy() {
|
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13859
|
-
var
|
|
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|
+
var _this__rootBone, _this__jointTexture;
|
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|
MeshRenderer.prototype._onDestroy.call(this);
|
|
13861
|
-
(
|
|
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|
+
(_this__rootBone = this._rootBone) == null ? void 0 : _this__rootBone.transform._updateFlagManager.removeListener(this._onTransformChanged);
|
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|
+
this._rootBone = null;
|
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|
+
this._jointDataCreateCache = null;
|
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|
+
this._skin = null;
|
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|
+
this._blendShapeWeights = null;
|
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|
+
this._localBounds = null;
|
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|
+
this._jointMatrices = null;
|
|
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|
(_this__jointTexture = this._jointTexture) == null ? void 0 : _this__jointTexture.destroy();
|
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|
+
this._jointTexture = null;
|
|
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|
+
if (this._jointEntities) {
|
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|
+
this._jointEntities.length = 0;
|
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|
+
this._jointEntities = null;
|
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|
+
}
|
|
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|
};
|
|
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|
/**
|
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|
* @internal
|
|
@@ -15561,6 +15675,9 @@ var SpriteMaskRenderData = /*#__PURE__*/ function(RenderData) {
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|
this.material = material;
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|
this.verticesData = verticesData;
|
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|
};
|
|
15678
|
+
_proto.dispose = function dispose() {
|
|
15679
|
+
this.component = this.material = this.verticesData = null;
|
|
15680
|
+
};
|
|
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|
return SpriteMaskRenderData;
|
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|
}(RenderData);
|
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|
|
|
@@ -15581,6 +15698,9 @@ var SpriteRenderData = /*#__PURE__*/ function(RenderData) {
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|
this.texture = texture;
|
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|
this.dataIndex = dataIndex;
|
|
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|
};
|
|
15701
|
+
_proto.dispose = function dispose() {
|
|
15702
|
+
this.component = this.material = this.verticesData = this.texture = null;
|
|
15703
|
+
};
|
|
15584
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|
return SpriteRenderData;
|
|
15585
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|
}(RenderData);
|
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15706
|
|
|
@@ -15593,6 +15713,11 @@ var TextRenderData = /*#__PURE__*/ function(RenderData) {
|
|
|
15593
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|
_this.multiRenderData = true;
|
|
15594
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|
return _this;
|
|
15595
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|
}
|
|
15716
|
+
var _proto = TextRenderData.prototype;
|
|
15717
|
+
_proto.dispose = function dispose() {
|
|
15718
|
+
this.component = this.material = null;
|
|
15719
|
+
this.charsData.length = 0;
|
|
15720
|
+
};
|
|
15596
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|
return TextRenderData;
|
|
15597
15722
|
}(RenderData);
|
|
15598
15723
|
|
|
@@ -16126,8 +16251,6 @@ var TextRenderData = /*#__PURE__*/ function(RenderData) {
|
|
|
16126
16251
|
function Scene(engine, name) {
|
|
16127
16252
|
var _this;
|
|
16128
16253
|
_this = EngineObject.call(this, engine) || this;
|
|
16129
|
-
/** The background of the scene. */ _this.background = new Background(_this._engine);
|
|
16130
|
-
/** Scene-related shader data. */ _this.shaderData = new ShaderData(ShaderDataGroup.Scene);
|
|
16131
16254
|
/** If cast shadows. */ _this.castShadows = true;
|
|
16132
16255
|
/** The resolution of the shadow maps. */ _this.shadowResolution = exports.ShadowResolution.Medium;
|
|
16133
16256
|
/** The splits of two cascade distribution. */ _this.shadowTwoCascadeSplits = 1.0 / 3.0;
|
|
@@ -16137,6 +16260,8 @@ var TextRenderData = /*#__PURE__*/ function(RenderData) {
|
|
|
16137
16260
|
/** @internal */ _this._isActiveInEngine = false;
|
|
16138
16261
|
/** @internal */ _this._globalShaderMacro = new ShaderMacroCollection();
|
|
16139
16262
|
/** @internal */ _this._rootEntities = [];
|
|
16263
|
+
_this._background = new Background(_this._engine);
|
|
16264
|
+
_this._shaderData = new ShaderData(ShaderDataGroup.Scene);
|
|
16140
16265
|
_this._shadowCascades = exports.ShadowCascadesMode.NoCascades;
|
|
16141
16266
|
_this._fogMode = exports.FogMode.None;
|
|
16142
16267
|
_this._fogColor = new engineMath.Color(0.5, 0.5, 0.5, 1.0);
|
|
@@ -16303,6 +16428,8 @@ var TextRenderData = /*#__PURE__*/ function(RenderData) {
|
|
|
16303
16428
|
shaderData.setColor(Scene._sunlightColorProperty, sunlight._getLightIntensityColor());
|
|
16304
16429
|
shaderData.setVector3(Scene._sunlightDirectionProperty, sunlight.direction);
|
|
16305
16430
|
this._sunLight = sunlight;
|
|
16431
|
+
} else {
|
|
16432
|
+
this._sunLight = null;
|
|
16306
16433
|
}
|
|
16307
16434
|
if (this.castShadows && this._sunLight && this._sunLight.shadowType !== exports.ShadowType.None) {
|
|
16308
16435
|
shaderData.enableMacro("SCENE_SHADOW_TYPE", this._sunLight.shadowType.toString());
|
|
@@ -16362,6 +16489,22 @@ var TextRenderData = /*#__PURE__*/ function(RenderData) {
|
|
|
16362
16489
|
this._fogParams.w = density / Math.sqrt(Math.LN2);
|
|
16363
16490
|
};
|
|
16364
16491
|
_create_class(Scene, [
|
|
16492
|
+
{
|
|
16493
|
+
key: "shaderData",
|
|
16494
|
+
get: /**
|
|
16495
|
+
* Scene-related shader data.
|
|
16496
|
+
*/ function get() {
|
|
16497
|
+
return this._shaderData;
|
|
16498
|
+
}
|
|
16499
|
+
},
|
|
16500
|
+
{
|
|
16501
|
+
key: "background",
|
|
16502
|
+
get: /**
|
|
16503
|
+
* The background of the scene.
|
|
16504
|
+
*/ function get() {
|
|
16505
|
+
return this._background;
|
|
16506
|
+
}
|
|
16507
|
+
},
|
|
16365
16508
|
{
|
|
16366
16509
|
key: "shadowCascades",
|
|
16367
16510
|
get: /**
|
|
@@ -18830,7 +18973,6 @@ exports.Camera = (_Camera = /*#__PURE__*/ function(Component) {
|
|
|
18830
18973
|
function Camera1(entity) {
|
|
18831
18974
|
var _this;
|
|
18832
18975
|
_this = Component.call(this, entity) || this;
|
|
18833
|
-
/** Shader data. */ _this.shaderData = new ShaderData(ShaderDataGroup.Camera);
|
|
18834
18976
|
/** Rendering priority - A Camera with higher priority will be rendered on top of a camera with lower priority. */ _this.priority = 0;
|
|
18835
18977
|
/** Whether to enable frustum culling, it is enabled by default. */ _this.enableFrustumCulling = true;
|
|
18836
18978
|
/**
|
|
@@ -18846,6 +18988,7 @@ exports.Camera = (_Camera = /*#__PURE__*/ function(Component) {
|
|
|
18846
18988
|
/** @internal */ _this._virtualCamera = new VirtualCamera();
|
|
18847
18989
|
/** @internal */ _this._replacementShader = null;
|
|
18848
18990
|
/** @internal */ _this._replacementSubShaderTag = null;
|
|
18991
|
+
_this._shaderData = new ShaderData(ShaderDataGroup.Camera);
|
|
18849
18992
|
_this._isProjMatSetting = false;
|
|
18850
18993
|
_this._nearClipPlane = 0.1;
|
|
18851
18994
|
_this._farClipPlane = 100;
|
|
@@ -19055,6 +19198,20 @@ exports.Camera = (_Camera = /*#__PURE__*/ function(Component) {
|
|
|
19055
19198
|
this._isInvViewProjDirty.destroy();
|
|
19056
19199
|
this._isViewMatrixDirty.destroy();
|
|
19057
19200
|
this.shaderData._addReferCount(-1);
|
|
19201
|
+
this._entity = null;
|
|
19202
|
+
this._globalShaderMacro = null;
|
|
19203
|
+
this._frustum = null;
|
|
19204
|
+
this._renderPipeline = null;
|
|
19205
|
+
this._virtualCamera = null;
|
|
19206
|
+
this._shaderData = null;
|
|
19207
|
+
this._frustumViewChangeFlag = null;
|
|
19208
|
+
this._transform = null;
|
|
19209
|
+
this._isViewMatrixDirty = null;
|
|
19210
|
+
this._isInvViewProjDirty = null;
|
|
19211
|
+
this._viewport = null;
|
|
19212
|
+
this._inverseProjectionMatrix = null;
|
|
19213
|
+
this._lastAspectSize = null;
|
|
19214
|
+
this._invViewProjMat = null;
|
|
19058
19215
|
};
|
|
19059
19216
|
_proto._projMatChange = function _projMatChange() {
|
|
19060
19217
|
this._isFrustumProjectDirty = true;
|
|
@@ -19094,6 +19251,14 @@ exports.Camera = (_Camera = /*#__PURE__*/ function(Component) {
|
|
|
19094
19251
|
return this._inverseProjectionMatrix;
|
|
19095
19252
|
};
|
|
19096
19253
|
_create_class(Camera1, [
|
|
19254
|
+
{
|
|
19255
|
+
key: "shaderData",
|
|
19256
|
+
get: /**
|
|
19257
|
+
* Shader data.
|
|
19258
|
+
*/ function get() {
|
|
19259
|
+
return this._shaderData;
|
|
19260
|
+
}
|
|
19261
|
+
},
|
|
19097
19262
|
{
|
|
19098
19263
|
key: "nearClipPlane",
|
|
19099
19264
|
get: /**
|
|
@@ -21503,6 +21668,7 @@ var TiledType;
|
|
|
21503
21668
|
sprite._addReferCount(-1);
|
|
21504
21669
|
sprite._updateFlagManager.removeListener(this._onSpriteChange);
|
|
21505
21670
|
}
|
|
21671
|
+
this._entity = null;
|
|
21506
21672
|
this._color = null;
|
|
21507
21673
|
this._sprite = null;
|
|
21508
21674
|
this._assembler = null;
|
|
@@ -23805,9 +23971,14 @@ exports.AnimatorLayerBlendingMode = void 0;
|
|
|
23805
23971
|
|
|
23806
23972
|
/**
|
|
23807
23973
|
* @internal
|
|
23808
|
-
*/ var AnimationEventHandler = function
|
|
23809
|
-
|
|
23810
|
-
|
|
23974
|
+
*/ var AnimationEventHandler = /*#__PURE__*/ function() {
|
|
23975
|
+
function AnimationEventHandler() {
|
|
23976
|
+
this.handlers = [];
|
|
23977
|
+
}
|
|
23978
|
+
var _proto = AnimationEventHandler.prototype;
|
|
23979
|
+
_proto.dispose = function dispose() {};
|
|
23980
|
+
return AnimationEventHandler;
|
|
23981
|
+
}();
|
|
23811
23982
|
|
|
23812
23983
|
/**
|
|
23813
23984
|
* Transitions define when and how the state machine switch from on state to another. AnimatorTransition always originate from a StateMachine or a StateMachine entry.
|