@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/module.js CHANGED
@@ -794,6 +794,14 @@ __decorate([
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  TextureFormat[TextureFormat[/** 32-bit depth + 8-bit stencil format. */ "Depth32Stencil8"] = 31] = "Depth32Stencil8";
795
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  })(TextureFormat || (TextureFormat = {}));
796
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+ /**
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+ * Texture usage.
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+ */ var TextureUsage;
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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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+ })(TextureUsage || (TextureUsage = {}));
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+
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  /**
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  * Wrapping mode of the texture.
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  */ var TextureWrapMode;
@@ -934,6 +942,14 @@ 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",
939
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  get: /**
@@ -1177,14 +1193,16 @@ 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 = TextureFormat.R8G8B8A8;
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  if (mipmap === void 0) mipmap = true;
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+ if (usage === void 0) usage = 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 == TextureFormat.Depth || format == TextureFormat.DepthStencil || format == TextureFormat.Depth16 || format == TextureFormat.Depth24 || format == TextureFormat.Depth32 || format == TextureFormat.Depth24Stencil8 || format == TextureFormat.Depth32Stencil8;
@@ -2284,6 +2302,29 @@ 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.
@@ -4719,6 +4760,11 @@ 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;
@@ -4743,6 +4789,10 @@ var ComponentCloner = /*#__PURE__*/ function() {
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  return;
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  }
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  EngineObject.prototype.destroy.call(this);
4792
+ if (this._hookResource) {
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+ this._hookResource._addReferCount(-1);
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+ this._hookResource = null;
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+ }
4746
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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();
@@ -9397,9 +9447,9 @@ __decorate([
9397
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  function Material(engine, shader) {
9398
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  var _this;
9399
9449
  _this = ReferResource.call(this, engine) || this;
9400
- /** Shader data. */ _this.shaderData = new ShaderData(ShaderDataGroup.Material);
9401
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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.
9402
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  ;
9452
+ _this._shaderData = new ShaderData(ShaderDataGroup.Material);
9403
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  _this.shader = shader;
9404
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  return _this;
9405
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  }
@@ -9423,7 +9473,23 @@ __decorate([
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  ReferResource.prototype._addReferCount.call(this, value);
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9474
  this.shaderData._addReferCount(value);
9425
9475
  };
9476
+ /**
9477
+ * @override
9478
+ */ _proto._onDestroy = function _onDestroy() {
9479
+ this._shader = null;
9480
+ this._shaderData = null;
9481
+ this._renderStates.length = 0;
9482
+ this._renderStates = null;
9483
+ };
9426
9484
  _create_class(Material, [
9485
+ {
9486
+ key: "shaderData",
9487
+ get: /**
9488
+ * Shader data.
9489
+ */ function get() {
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+ return this._shaderData;
9491
+ }
9492
+ },
9427
9493
  {
9428
9494
  key: "shader",
9429
9495
  get: /**
@@ -9496,6 +9562,12 @@ __decorate([
9496
9562
  */ _proto.resetPool = function resetPool() {
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  this._elementPoolIndex = 0;
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  };
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+ _proto.garbageCollection = function garbageCollection() {
9566
+ 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;
9500
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  }();
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9573
 
@@ -9516,6 +9588,9 @@ var RenderData = function RenderData() {
9516
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  this.mesh = mesh;
9517
9589
  this.subMesh = subMesh;
9518
9590
  };
9591
+ _proto.dispose = function dispose() {
9592
+ this.component = this.material = this.mesh = this.subMesh = null;
9593
+ };
9519
9594
  return MeshRenderData;
9520
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  }(RenderData);
9521
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@@ -10661,6 +10736,9 @@ var RenderElement = /*#__PURE__*/ function() {
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  this.shaderPass = shaderPass;
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  this.renderState = renderState;
10663
10738
  };
10739
+ _proto.dispose = function dispose() {
10740
+ this.data = this.shaderPass = this.renderState = null;
10741
+ };
10664
10742
  return RenderElement;
10665
10743
  }();
10666
10744
 
@@ -10680,7 +10758,6 @@ var Renderer = (_Renderer = /*#__PURE__*/ function(Component) {
10680
10758
  function Renderer1(entity) {
10681
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  var _this;
10682
10760
  _this = Component.call(this, entity) || this;
10683
- /** ShaderData related to renderer. */ _this.shaderData = new ShaderData(ShaderDataGroup.Renderer);
10684
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  /** @internal */ _this._onUpdateIndex = -1;
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  /** @internal */ _this._rendererIndex = -1;
10686
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  /** @internal */ _this._globalShaderMacro = new ShaderMacroCollection();
@@ -10688,6 +10765,7 @@ var Renderer = (_Renderer = /*#__PURE__*/ function(Component) {
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  _this._overrideUpdate = false;
10689
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  _this._materials = [];
10690
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  _this._dirtyUpdateFlag = 0;
10768
+ _this._shaderData = new ShaderData(ShaderDataGroup.Renderer);
10691
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  _this._mvMatrix = new Matrix();
10692
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  _this._mvpMatrix = new Matrix();
10693
10771
  _this._mvInvMatrix = new Matrix();
@@ -10833,6 +10911,17 @@ var Renderer = (_Renderer = /*#__PURE__*/ function(Component) {
10833
10911
  var _materials_i;
10834
10912
  (_materials_i = materials[i]) == null ? void 0 : _materials_i._addReferCount(-1);
10835
10913
  }
10914
+ this._entity = null;
10915
+ this._globalShaderMacro = null;
10916
+ this._bounds = null;
10917
+ this._materials = null;
10918
+ this._shaderData = null;
10919
+ this._mvMatrix = null;
10920
+ this._mvpMatrix = null;
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+ this._mvInvMatrix = null;
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+ this._normalMatrix = null;
10923
+ this._materialsInstanced = null;
10924
+ this._rendererLayer = null;
10836
10925
  };
10837
10926
  /**
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  * @internal
@@ -10908,6 +10997,14 @@ var Renderer = (_Renderer = /*#__PURE__*/ function(Component) {
10908
10997
  this._dirtyUpdateFlag |= 0x1;
10909
10998
  };
10910
10999
  _create_class(Renderer1, [
11000
+ {
11001
+ key: "shaderData",
11002
+ get: /**
11003
+ * ShaderData related to renderer.
11004
+ */ function get() {
11005
+ return this._shaderData;
11006
+ }
11007
+ },
10911
11008
  {
10912
11009
  key: "isCulled",
10913
11010
  get: /**
@@ -10992,9 +11089,6 @@ var Renderer = (_Renderer = /*#__PURE__*/ function(Component) {
10992
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  }(), function() {
10993
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  _Renderer._rendererLayerProperty = ShaderProperty.getByName("renderer_Layer");
10994
11091
  }(), _Renderer);
10995
- __decorate([
10996
- deepClone
10997
- ], Renderer.prototype, "shaderData", void 0);
10998
11092
  __decorate([
10999
11093
  ignoreClone
11000
11094
  ], Renderer.prototype, "_distanceForSort", void 0);
@@ -11022,6 +11116,9 @@ __decorate([
11022
11116
  __decorate([
11023
11117
  ignoreClone
11024
11118
  ], Renderer.prototype, "_dirtyUpdateFlag", void 0);
11119
+ __decorate([
11120
+ deepClone
11121
+ ], Renderer.prototype, "_shaderData", void 0);
11025
11122
  __decorate([
11026
11123
  ignoreClone
11027
11124
  ], Renderer.prototype, "_mvMatrix", void 0);
@@ -11278,6 +11375,7 @@ SimpleSpriteAssembler = __decorate([
11278
11375
  sprite._addReferCount(-1);
11279
11376
  sprite._updateFlagManager.removeListener(this._onSpriteChange);
11280
11377
  }
11378
+ this._entity = null;
11281
11379
  this._sprite = null;
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11380
  this._verticesData = null;
11283
11381
  };
@@ -11832,14 +11930,19 @@ var BufferUtil = /*#__PURE__*/ function() {
11832
11930
 
11833
11931
  /**
11834
11932
  * Sub-mesh, mainly contains drawing information.
11835
- */ var SubMesh = function SubMesh(start, count, topology) {
11836
- if (start === void 0) start = 0;
11837
- if (count === void 0) count = 0;
11838
- if (topology === void 0) topology = MeshTopology.Triangles;
11839
- this.start = start;
11840
- this.count = count;
11841
- this.topology = topology;
11842
- };
11933
+ */ var SubMesh = /*#__PURE__*/ function() {
11934
+ function SubMesh(start, count, topology) {
11935
+ if (start === void 0) start = 0;
11936
+ if (count === void 0) count = 0;
11937
+ if (topology === void 0) topology = MeshTopology.Triangles;
11938
+ this.start = start;
11939
+ this.count = count;
11940
+ this.topology = topology;
11941
+ }
11942
+ var _proto = SubMesh.prototype;
11943
+ _proto.dispose = function dispose() {};
11944
+ return SubMesh;
11945
+ }();
11843
11946
 
11844
11947
  /**
11845
11948
  * Mesh.
@@ -13595,8 +13698,8 @@ var VertexChangedFlags;
13595
13698
  */ _proto._onDestroy = function _onDestroy() {
13596
13699
  Renderer.prototype._onDestroy.call(this);
13597
13700
  var mesh = this._mesh;
13598
- if (mesh && !mesh.destroyed) {
13599
- mesh._addReferCount(-1);
13701
+ if (mesh) {
13702
+ mesh.destroyed || mesh._addReferCount(-1);
13600
13703
  mesh._updateFlagManager.removeListener(this._onMeshChanged);
13601
13704
  this._mesh = null;
13602
13705
  }
@@ -13852,10 +13955,21 @@ var /**
13852
13955
  /**
13853
13956
  * @internal
13854
13957
  */ _proto._onDestroy = function _onDestroy() {
13855
- var _this_rootBone, _this__jointTexture;
13958
+ var _this__rootBone, _this__jointTexture;
13856
13959
  MeshRenderer.prototype._onDestroy.call(this);
13857
- (_this_rootBone = this.rootBone) == null ? void 0 : _this_rootBone.transform._updateFlagManager.removeListener(this._onTransformChanged);
13960
+ (_this__rootBone = this._rootBone) == null ? void 0 : _this__rootBone.transform._updateFlagManager.removeListener(this._onTransformChanged);
13961
+ this._rootBone = null;
13962
+ this._jointDataCreateCache = null;
13963
+ this._skin = null;
13964
+ this._blendShapeWeights = null;
13965
+ this._localBounds = null;
13966
+ this._jointMatrices = null;
13858
13967
  (_this__jointTexture = this._jointTexture) == null ? void 0 : _this__jointTexture.destroy();
13968
+ this._jointTexture = null;
13969
+ if (this._jointEntities) {
13970
+ this._jointEntities.length = 0;
13971
+ this._jointEntities = null;
13972
+ }
13859
13973
  };
13860
13974
  /**
13861
13975
  * @internal
@@ -15557,6 +15671,9 @@ var SpriteMaskRenderData = /*#__PURE__*/ function(RenderData) {
15557
15671
  this.material = material;
15558
15672
  this.verticesData = verticesData;
15559
15673
  };
15674
+ _proto.dispose = function dispose() {
15675
+ this.component = this.material = this.verticesData = null;
15676
+ };
15560
15677
  return SpriteMaskRenderData;
15561
15678
  }(RenderData);
15562
15679
 
@@ -15577,6 +15694,9 @@ var SpriteRenderData = /*#__PURE__*/ function(RenderData) {
15577
15694
  this.texture = texture;
15578
15695
  this.dataIndex = dataIndex;
15579
15696
  };
15697
+ _proto.dispose = function dispose() {
15698
+ this.component = this.material = this.verticesData = this.texture = null;
15699
+ };
15580
15700
  return SpriteRenderData;
15581
15701
  }(RenderData);
15582
15702
 
@@ -15589,6 +15709,11 @@ var TextRenderData = /*#__PURE__*/ function(RenderData) {
15589
15709
  _this.multiRenderData = true;
15590
15710
  return _this;
15591
15711
  }
15712
+ var _proto = TextRenderData.prototype;
15713
+ _proto.dispose = function dispose() {
15714
+ this.component = this.material = null;
15715
+ this.charsData.length = 0;
15716
+ };
15592
15717
  return TextRenderData;
15593
15718
  }(RenderData);
15594
15719
 
@@ -16122,8 +16247,6 @@ var TextRenderData = /*#__PURE__*/ function(RenderData) {
16122
16247
  function Scene(engine, name) {
16123
16248
  var _this;
16124
16249
  _this = EngineObject.call(this, engine) || this;
16125
- /** The background of the scene. */ _this.background = new Background(_this._engine);
16126
- /** Scene-related shader data. */ _this.shaderData = new ShaderData(ShaderDataGroup.Scene);
16127
16250
  /** If cast shadows. */ _this.castShadows = true;
16128
16251
  /** The resolution of the shadow maps. */ _this.shadowResolution = ShadowResolution.Medium;
16129
16252
  /** The splits of two cascade distribution. */ _this.shadowTwoCascadeSplits = 1.0 / 3.0;
@@ -16133,6 +16256,8 @@ var TextRenderData = /*#__PURE__*/ function(RenderData) {
16133
16256
  /** @internal */ _this._isActiveInEngine = false;
16134
16257
  /** @internal */ _this._globalShaderMacro = new ShaderMacroCollection();
16135
16258
  /** @internal */ _this._rootEntities = [];
16259
+ _this._background = new Background(_this._engine);
16260
+ _this._shaderData = new ShaderData(ShaderDataGroup.Scene);
16136
16261
  _this._shadowCascades = ShadowCascadesMode.NoCascades;
16137
16262
  _this._fogMode = FogMode.None;
16138
16263
  _this._fogColor = new Color$1(0.5, 0.5, 0.5, 1.0);
@@ -16299,6 +16424,8 @@ var TextRenderData = /*#__PURE__*/ function(RenderData) {
16299
16424
  shaderData.setColor(Scene._sunlightColorProperty, sunlight._getLightIntensityColor());
16300
16425
  shaderData.setVector3(Scene._sunlightDirectionProperty, sunlight.direction);
16301
16426
  this._sunLight = sunlight;
16427
+ } else {
16428
+ this._sunLight = null;
16302
16429
  }
16303
16430
  if (this.castShadows && this._sunLight && this._sunLight.shadowType !== ShadowType.None) {
16304
16431
  shaderData.enableMacro("SCENE_SHADOW_TYPE", this._sunLight.shadowType.toString());
@@ -16358,6 +16485,22 @@ var TextRenderData = /*#__PURE__*/ function(RenderData) {
16358
16485
  this._fogParams.w = density / Math.sqrt(Math.LN2);
16359
16486
  };
16360
16487
  _create_class(Scene, [
16488
+ {
16489
+ key: "shaderData",
16490
+ get: /**
16491
+ * Scene-related shader data.
16492
+ */ function get() {
16493
+ return this._shaderData;
16494
+ }
16495
+ },
16496
+ {
16497
+ key: "background",
16498
+ get: /**
16499
+ * The background of the scene.
16500
+ */ function get() {
16501
+ return this._background;
16502
+ }
16503
+ },
16361
16504
  {
16362
16505
  key: "shadowCascades",
16363
16506
  get: /**
@@ -18826,7 +18969,6 @@ var Camera = (_Camera = /*#__PURE__*/ function(Component) {
18826
18969
  function Camera1(entity) {
18827
18970
  var _this;
18828
18971
  _this = Component.call(this, entity) || this;
18829
- /** Shader data. */ _this.shaderData = new ShaderData(ShaderDataGroup.Camera);
18830
18972
  /** Rendering priority - A Camera with higher priority will be rendered on top of a camera with lower priority. */ _this.priority = 0;
18831
18973
  /** Whether to enable frustum culling, it is enabled by default. */ _this.enableFrustumCulling = true;
18832
18974
  /**
@@ -18842,6 +18984,7 @@ var Camera = (_Camera = /*#__PURE__*/ function(Component) {
18842
18984
  /** @internal */ _this._virtualCamera = new VirtualCamera();
18843
18985
  /** @internal */ _this._replacementShader = null;
18844
18986
  /** @internal */ _this._replacementSubShaderTag = null;
18987
+ _this._shaderData = new ShaderData(ShaderDataGroup.Camera);
18845
18988
  _this._isProjMatSetting = false;
18846
18989
  _this._nearClipPlane = 0.1;
18847
18990
  _this._farClipPlane = 100;
@@ -19051,6 +19194,20 @@ var Camera = (_Camera = /*#__PURE__*/ function(Component) {
19051
19194
  this._isInvViewProjDirty.destroy();
19052
19195
  this._isViewMatrixDirty.destroy();
19053
19196
  this.shaderData._addReferCount(-1);
19197
+ this._entity = null;
19198
+ this._globalShaderMacro = null;
19199
+ this._frustum = null;
19200
+ this._renderPipeline = null;
19201
+ this._virtualCamera = null;
19202
+ this._shaderData = null;
19203
+ this._frustumViewChangeFlag = null;
19204
+ this._transform = null;
19205
+ this._isViewMatrixDirty = null;
19206
+ this._isInvViewProjDirty = null;
19207
+ this._viewport = null;
19208
+ this._inverseProjectionMatrix = null;
19209
+ this._lastAspectSize = null;
19210
+ this._invViewProjMat = null;
19054
19211
  };
19055
19212
  _proto._projMatChange = function _projMatChange() {
19056
19213
  this._isFrustumProjectDirty = true;
@@ -19090,6 +19247,14 @@ var Camera = (_Camera = /*#__PURE__*/ function(Component) {
19090
19247
  return this._inverseProjectionMatrix;
19091
19248
  };
19092
19249
  _create_class(Camera1, [
19250
+ {
19251
+ key: "shaderData",
19252
+ get: /**
19253
+ * Shader data.
19254
+ */ function get() {
19255
+ return this._shaderData;
19256
+ }
19257
+ },
19093
19258
  {
19094
19259
  key: "nearClipPlane",
19095
19260
  get: /**
@@ -21499,6 +21664,7 @@ var TiledType;
21499
21664
  sprite._addReferCount(-1);
21500
21665
  sprite._updateFlagManager.removeListener(this._onSpriteChange);
21501
21666
  }
21667
+ this._entity = null;
21502
21668
  this._color = null;
21503
21669
  this._sprite = null;
21504
21670
  this._assembler = null;
@@ -23801,9 +23967,14 @@ var AnimatorLayerBlendingMode;
23801
23967
 
23802
23968
  /**
23803
23969
  * @internal
23804
- */ var AnimationEventHandler = function AnimationEventHandler() {
23805
- this.handlers = [];
23806
- };
23970
+ */ var AnimationEventHandler = /*#__PURE__*/ function() {
23971
+ function AnimationEventHandler() {
23972
+ this.handlers = [];
23973
+ }
23974
+ var _proto = AnimationEventHandler.prototype;
23975
+ _proto.dispose = function dispose() {};
23976
+ return AnimationEventHandler;
23977
+ }();
23807
23978
 
23808
23979
  /**
23809
23980
  * Transitions define when and how the state machine switch from on state to another. AnimatorTransition always originate from a StateMachine or a StateMachine entry.
@@ -26213,5 +26384,5 @@ var cacheDir = new Vector3();
26213
26384
  return CubeProbe;
26214
26385
  }(Probe);
26215
26386
 
26216
- export { AmbientLight, AnimationArrayCurve, AnimationBoolCurve, AnimationClip, AnimationClipCurveBinding, AnimationColorCurve, AnimationCurve, AnimationEvent, AnimationFloatArrayCurve, AnimationFloatCurve, AnimationQuaternionCurve, AnimationVector2Curve, AnimationVector3Curve, AnimationVector4Curve, Animator, AnimatorConditionMode, AnimatorController, AnimatorControllerLayer, AnimatorCullingMode, AnimatorLayerBlendingMode, AnimatorState, AnimatorStateMachine, AnimatorStateTransition, AssetPromise, AssetType, Background, BackgroundMode, BackgroundTextureFillMode, BaseMaterial, Basic2DBatcher, BasicRenderPipeline, BlendFactor, BlendMode, BlendOperation, BlendShape, BlendShapeFrame, BlendState, BlinnPhongMaterial, BoolUpdateFlag, BoxColliderShape, Buffer, BufferBindFlag, BufferMesh, BufferUsage, BufferUtil, Camera, CameraClearFlags, CapsuleColliderShape, CharacterController, CloneManager, Collider, ColliderShape, ColliderShapeUpAxis, CollisionDetectionMode, ColorSpace, ColorWriteMask, CompareFunction, Component, ContentRestorer, ControllerCollisionFlag, ControllerNonWalkableMode, CubeProbe, CullMode, DataType, DependentMode, DepthState, DiffuseMode, DirectLight, DynamicCollider, DynamicColliderConstraints, Engine, EngineObject, Entity, EventDispatcher, FixedJoint, FogMode, Font, FontStyle, GLCapabilityType, HingeJoint, HitResult, IndexBufferBinding, IndexFormat, InputManager, InterpolationType, Joint, JointLimits, JointMotor, Keyframe, Keys, Layer, Light, Loader, Logger, Material, Mesh, MeshRenderer, MeshTopology, ModelMesh, OverflowMode, PBRBaseMaterial, PBRMaterial, PBRSpecularMaterial, ParticleRenderer, ParticleRendererBlendMode, PhysicsManager, PhysicsMaterial, PhysicsMaterialCombineMode, PipelineStage, PlaneColliderShape, Platform, PointLight, Pointer, PointerButton, PointerPhase, PrimitiveMesh, Probe, RasterState, ReferResource, RenderBufferDepthFormat, RenderFace, RenderPass, RenderQueue, RenderQueueType, RenderState, RenderTarget, RenderTargetBlendState, Renderer, ResourceManager, Scene, SceneManager, Script, SetDataOptions, Shader, ShaderData, ShaderFactory, ShaderMacro, ShaderMacroCollection, ShaderPass, ShaderProperty, ShaderPropertyType, ShaderTagKey, ShadowCascadesMode, ShadowResolution, ShadowType, Skin, SkinnedMeshRenderer, Sky, SkyBoxMaterial, SkyProceduralMaterial, SphereColliderShape, SpotLight, SpringJoint, Sprite, SpriteAtlas, SpriteDrawMode, SpriteMask, SpriteMaskInteraction, SpriteMaskLayer, SpriteRenderer, SpriteTileMode, StateMachineScript, StaticCollider, StencilOperation, StencilState, SubMesh, SubShader, SunMode, SystemInfo, TextHorizontalAlignment, TextRenderer, TextUtils, TextVerticalAlignment, Texture, Texture2D, Texture2DArray, TextureCoordinate, TextureCube, TextureCubeFace, TextureDepthCompareFunction, TextureFilterMode, TextureFormat, TextureWrapMode, Time, TrailMaterial, TrailRenderer, Transform, UnlitMaterial, Utils, VertexBufferBinding, VertexElement, VertexElementFormat, WrapMode, assignmentClone, deepClone, dependentComponents, ignoreClone, request, resourceLoader, shallowClone };
26387
+ export { AmbientLight, AnimationArrayCurve, AnimationBoolCurve, AnimationClip, AnimationClipCurveBinding, AnimationColorCurve, AnimationCurve, AnimationEvent, AnimationFloatArrayCurve, AnimationFloatCurve, AnimationQuaternionCurve, AnimationVector2Curve, AnimationVector3Curve, AnimationVector4Curve, Animator, AnimatorConditionMode, AnimatorController, AnimatorControllerLayer, AnimatorCullingMode, AnimatorLayerBlendingMode, AnimatorState, AnimatorStateMachine, AnimatorStateTransition, AssetPromise, AssetType, Background, BackgroundMode, BackgroundTextureFillMode, BaseMaterial, Basic2DBatcher, BasicRenderPipeline, BlendFactor, BlendMode, BlendOperation, BlendShape, BlendShapeFrame, BlendState, BlinnPhongMaterial, BoolUpdateFlag, BoxColliderShape, Buffer, BufferBindFlag, BufferMesh, BufferUsage, BufferUtil, Camera, CameraClearFlags, CapsuleColliderShape, CharacterController, CloneManager, Collider, ColliderShape, ColliderShapeUpAxis, CollisionDetectionMode, ColorSpace, ColorWriteMask, CompareFunction, Component, ContentRestorer, ControllerCollisionFlag, ControllerNonWalkableMode, CubeProbe, CullMode, DataType, DependentMode, DepthState, DiffuseMode, DirectLight, DynamicCollider, DynamicColliderConstraints, Engine, EngineObject, Entity, EventDispatcher, FixedJoint, FogMode, Font, FontStyle, GLCapabilityType, HingeJoint, HitResult, IndexBufferBinding, IndexFormat, InputManager, InterpolationType, Joint, JointLimits, JointMotor, Keyframe, Keys, Layer, Light, Loader, Logger, Material, Mesh, MeshRenderer, MeshTopology, ModelMesh, OverflowMode, PBRBaseMaterial, PBRMaterial, PBRSpecularMaterial, ParticleRenderer, ParticleRendererBlendMode, PhysicsManager, PhysicsMaterial, PhysicsMaterialCombineMode, PipelineStage, PlaneColliderShape, Platform, PointLight, Pointer, PointerButton, PointerPhase, PrimitiveMesh, Probe, RasterState, ReferResource, RenderBufferDepthFormat, RenderFace, RenderPass, RenderQueue, RenderQueueType, RenderState, RenderTarget, RenderTargetBlendState, Renderer, ResourceManager, Scene, SceneManager, Script, SetDataOptions, Shader, ShaderData, ShaderFactory, ShaderMacro, ShaderMacroCollection, ShaderPass, ShaderProperty, ShaderPropertyType, ShaderTagKey, ShadowCascadesMode, ShadowResolution, ShadowType, Skin, SkinnedMeshRenderer, Sky, SkyBoxMaterial, SkyProceduralMaterial, SphereColliderShape, SpotLight, SpringJoint, Sprite, SpriteAtlas, SpriteDrawMode, SpriteMask, SpriteMaskInteraction, SpriteMaskLayer, SpriteRenderer, SpriteTileMode, StateMachineScript, StaticCollider, StencilOperation, StencilState, SubMesh, SubShader, SunMode, SystemInfo, TextHorizontalAlignment, TextRenderer, TextUtils, TextVerticalAlignment, Texture, Texture2D, Texture2DArray, TextureCoordinate, TextureCube, TextureCubeFace, TextureDepthCompareFunction, TextureFilterMode, TextureFormat, TextureUsage, TextureWrapMode, Time, TrailMaterial, TrailRenderer, Transform, UnlitMaterial, Utils, VertexBufferBinding, VertexElement, VertexElementFormat, WrapMode, assignmentClone, deepClone, dependentComponents, ignoreClone, request, resourceLoader, shallowClone };
26217
26388
  //# sourceMappingURL=module.js.map