@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/module.js
CHANGED
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@@ -794,6 +794,14 @@ __decorate([
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TextureFormat[TextureFormat[/** 32-bit depth + 8-bit stencil format. */ "Depth32Stencil8"] = 31] = "Depth32Stencil8";
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})(TextureFormat || (TextureFormat = {}));
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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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* Wrapping mode of the texture.
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*/ var TextureWrapMode;
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@@ -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",
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get: /**
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@@ -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;
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@@ -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.
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@@ -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;
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@@ -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);
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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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@@ -9397,9 +9447,9 @@ __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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@@ -9423,7 +9473,23 @@ __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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@@ -9496,6 +9562,12 @@ __decorate([
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*/ _proto.resetPool = function resetPool() {
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this._elementPoolIndex = 0;
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};
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_proto.garbageCollection = function garbageCollection() {
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var _this = this, pool = _this._elementPool;
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for(var i = pool.length - 1; i >= 0; i--){
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pool[i].dispose && pool[i].dispose();
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}
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};
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return ClassPool;
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}();
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@@ -9516,6 +9588,9 @@ 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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@@ -10661,6 +10736,9 @@ 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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@@ -10680,7 +10758,6 @@ var Renderer = (_Renderer = /*#__PURE__*/ function(Component) {
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function Renderer1(entity) {
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var _this;
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_this = Component.call(this, entity) || this;
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/** ShaderData related to renderer. */ _this.shaderData = new ShaderData(ShaderDataGroup.Renderer);
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/** @internal */ _this._onUpdateIndex = -1;
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/** @internal */ _this._rendererIndex = -1;
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/** @internal */ _this._globalShaderMacro = new ShaderMacroCollection();
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_this._overrideUpdate = false;
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_this._materials = [];
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_this._dirtyUpdateFlag = 0;
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_this._shaderData = new ShaderData(ShaderDataGroup.Renderer);
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_this._mvMatrix = new Matrix();
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_this._mvpMatrix = new Matrix();
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_this._mvInvMatrix = new Matrix();
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@@ -10833,6 +10911,17 @@ var Renderer = (_Renderer = /*#__PURE__*/ function(Component) {
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var _materials_i;
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(_materials_i = materials[i]) == null ? void 0 : _materials_i._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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get: /**
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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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], Renderer.prototype, "shaderData", void 0);
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__decorate([
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ignoreClone
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], Renderer.prototype, "_distanceForSort", void 0);
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__decorate([
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ignoreClone
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], Renderer.prototype, "_dirtyUpdateFlag", void 0);
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__decorate([
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], Renderer.prototype, "_shaderData", void 0);
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__decorate([
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], Renderer.prototype, "_mvMatrix", void 0);
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@@ -11278,6 +11375,7 @@ 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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* Sub-mesh, mainly contains drawing information.
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*/ var SubMesh = function
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*/ var SubMesh = /*#__PURE__*/ function() {
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function SubMesh(start, count, topology) {
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if (start === void 0) start = 0;
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if (count === void 0) count = 0;
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if (topology === void 0) topology = MeshTopology.Triangles;
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this.start = start;
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this.count = count;
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this.topology = topology;
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}
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var _proto = SubMesh.prototype;
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_proto.dispose = function dispose() {};
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return SubMesh;
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}();
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/**
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* Mesh.
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@@ -13595,8 +13698,8 @@ var VertexChangedFlags;
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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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@@ -13852,10 +13955,21 @@ var /**
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/**
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* @internal
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*/ _proto._onDestroy = function _onDestroy() {
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-
var
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var _this__rootBone, _this__jointTexture;
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MeshRenderer.prototype._onDestroy.call(this);
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-
(
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(_this__rootBone = this._rootBone) == null ? void 0 : _this__rootBone.transform._updateFlagManager.removeListener(this._onTransformChanged);
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this._rootBone = null;
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this._jointDataCreateCache = null;
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this._skin = null;
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this._blendShapeWeights = null;
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this._localBounds = null;
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this._jointMatrices = null;
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(_this__jointTexture = this._jointTexture) == null ? void 0 : _this__jointTexture.destroy();
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this._jointTexture = null;
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if (this._jointEntities) {
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this._jointEntities.length = 0;
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this._jointEntities = null;
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}
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};
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/**
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* @internal
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@@ -15557,6 +15671,9 @@ var SpriteMaskRenderData = /*#__PURE__*/ function(RenderData) {
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this.material = material;
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this.verticesData = verticesData;
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};
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_proto.dispose = function dispose() {
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this.component = this.material = this.verticesData = null;
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};
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return SpriteMaskRenderData;
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}(RenderData);
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@@ -15577,6 +15694,9 @@ var SpriteRenderData = /*#__PURE__*/ function(RenderData) {
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this.texture = texture;
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this.dataIndex = dataIndex;
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};
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_proto.dispose = function dispose() {
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this.component = this.material = this.verticesData = this.texture = null;
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};
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return SpriteRenderData;
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}(RenderData);
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@@ -15589,6 +15709,11 @@ var TextRenderData = /*#__PURE__*/ function(RenderData) {
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_this.multiRenderData = true;
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return _this;
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}
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var _proto = TextRenderData.prototype;
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_proto.dispose = function dispose() {
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this.component = this.material = null;
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this.charsData.length = 0;
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};
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return TextRenderData;
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}(RenderData);
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@@ -16122,8 +16247,6 @@ var TextRenderData = /*#__PURE__*/ function(RenderData) {
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function Scene(engine, name) {
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var _this;
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_this = EngineObject.call(this, engine) || this;
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-
/** The background of the scene. */ _this.background = new Background(_this._engine);
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-
/** Scene-related shader data. */ _this.shaderData = new ShaderData(ShaderDataGroup.Scene);
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/** If cast shadows. */ _this.castShadows = true;
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/** The resolution of the shadow maps. */ _this.shadowResolution = ShadowResolution.Medium;
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/** The splits of two cascade distribution. */ _this.shadowTwoCascadeSplits = 1.0 / 3.0;
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@@ -16133,6 +16256,8 @@ var TextRenderData = /*#__PURE__*/ function(RenderData) {
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/** @internal */ _this._isActiveInEngine = false;
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/** @internal */ _this._globalShaderMacro = new ShaderMacroCollection();
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/** @internal */ _this._rootEntities = [];
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+
_this._background = new Background(_this._engine);
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_this._shaderData = new ShaderData(ShaderDataGroup.Scene);
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_this._shadowCascades = ShadowCascadesMode.NoCascades;
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_this._fogMode = FogMode.None;
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_this._fogColor = new Color$1(0.5, 0.5, 0.5, 1.0);
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@@ -16299,6 +16424,8 @@ var TextRenderData = /*#__PURE__*/ function(RenderData) {
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shaderData.setColor(Scene._sunlightColorProperty, sunlight._getLightIntensityColor());
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shaderData.setVector3(Scene._sunlightDirectionProperty, sunlight.direction);
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this._sunLight = sunlight;
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+
} else {
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this._sunLight = null;
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}
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if (this.castShadows && this._sunLight && this._sunLight.shadowType !== ShadowType.None) {
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shaderData.enableMacro("SCENE_SHADOW_TYPE", this._sunLight.shadowType.toString());
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@@ -16358,6 +16485,22 @@ var TextRenderData = /*#__PURE__*/ function(RenderData) {
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this._fogParams.w = density / Math.sqrt(Math.LN2);
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};
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_create_class(Scene, [
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{
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key: "shaderData",
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get: /**
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* Scene-related 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: "background",
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get: /**
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* The background of the scene.
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*/ function get() {
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return this._background;
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}
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},
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{
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key: "shadowCascades",
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get: /**
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@@ -18826,7 +18969,6 @@ var Camera = (_Camera = /*#__PURE__*/ function(Component) {
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function Camera1(entity) {
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var _this;
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_this = Component.call(this, entity) || this;
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-
/** Shader data. */ _this.shaderData = new ShaderData(ShaderDataGroup.Camera);
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/** Rendering priority - A Camera with higher priority will be rendered on top of a camera with lower priority. */ _this.priority = 0;
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/** Whether to enable frustum culling, it is enabled by default. */ _this.enableFrustumCulling = true;
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/**
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@@ -18842,6 +18984,7 @@ var Camera = (_Camera = /*#__PURE__*/ function(Component) {
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/** @internal */ _this._virtualCamera = new VirtualCamera();
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/** @internal */ _this._replacementShader = null;
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/** @internal */ _this._replacementSubShaderTag = null;
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+
_this._shaderData = new ShaderData(ShaderDataGroup.Camera);
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_this._isProjMatSetting = false;
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_this._nearClipPlane = 0.1;
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_this._farClipPlane = 100;
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@@ -19051,6 +19194,20 @@ var Camera = (_Camera = /*#__PURE__*/ function(Component) {
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this._isInvViewProjDirty.destroy();
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this._isViewMatrixDirty.destroy();
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this.shaderData._addReferCount(-1);
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this._entity = null;
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this._globalShaderMacro = null;
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this._frustum = null;
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this._renderPipeline = null;
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this._virtualCamera = null;
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this._shaderData = null;
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this._frustumViewChangeFlag = null;
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this._transform = null;
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this._isViewMatrixDirty = null;
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this._isInvViewProjDirty = null;
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this._viewport = null;
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this._inverseProjectionMatrix = null;
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this._lastAspectSize = null;
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this._invViewProjMat = null;
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};
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_proto._projMatChange = function _projMatChange() {
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this._isFrustumProjectDirty = true;
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@@ -19090,6 +19247,14 @@ var Camera = (_Camera = /*#__PURE__*/ function(Component) {
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return this._inverseProjectionMatrix;
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};
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_create_class(Camera1, [
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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: "nearClipPlane",
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get: /**
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@@ -21499,6 +21664,7 @@ var TiledType;
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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._color = null;
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this._sprite = null;
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this._assembler = null;
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@@ -23801,9 +23967,14 @@ var AnimatorLayerBlendingMode;
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/**
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* @internal
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23804
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-
*/ var AnimationEventHandler = function
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-
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-
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*/ var AnimationEventHandler = /*#__PURE__*/ function() {
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+
function AnimationEventHandler() {
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this.handlers = [];
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+
}
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+
var _proto = AnimationEventHandler.prototype;
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_proto.dispose = function dispose() {};
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+
return AnimationEventHandler;
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+
}();
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/**
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* Transitions define when and how the state machine switch from on state to another. AnimatorTransition always originate from a StateMachine or a StateMachine entry.
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@@ -26213,5 +26384,5 @@ var cacheDir = new Vector3();
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return CubeProbe;
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26214
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}(Probe);
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-
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 };
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26387
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+
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 };
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//# sourceMappingURL=module.js.map
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