@galacean/engine-core 1.1.0-beta.10 → 1.1.0-beta.11

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.
Files changed (97) hide show
  1. package/dist/main.js +31 -31
  2. package/dist/main.js.map +1 -1
  3. package/dist/miniprogram.js +31 -31
  4. package/dist/module.js +31 -31
  5. package/dist/module.js.map +1 -1
  6. package/package.json +3 -3
  7. package/types/RenderPipeline/RenderElementX.d.ts +12 -0
  8. package/types/SafeLoopArray.d.ts +37 -0
  9. package/types/Ticker.d.ts +30 -0
  10. package/types/animation/internal/AnimationCurveOwnerLayerData.d.ts +1 -0
  11. package/types/graphic/PrimitiveVertexBinding.d.ts +1 -0
  12. package/types/particle/ParticleData.d.ts +1 -0
  13. package/types/particle/ParticleMesh.d.ts +289 -0
  14. package/types/particle/ParticleShaderDeclaration.d.ts +1 -0
  15. package/types/particle/ParticleShaderMacro.d.ts +1 -0
  16. package/types/particle/ParticleShaderProperty.d.ts +1 -0
  17. package/types/particle/ParticleSystem.d.ts +41 -0
  18. package/types/particle/ParticleVertexElements.d.ts +1 -0
  19. package/types/particle/ParticleVertexUtils.d.ts +1 -0
  20. package/types/particle/enum/ParticleAnimationRowMode.d.ts +9 -0
  21. package/types/particle/enum/ParticleAnimationType.d.ts +9 -0
  22. package/types/particle/enum/ParticleCurveMode.d.ts +13 -0
  23. package/types/particle/enum/ParticleGradientMode.d.ts +13 -0
  24. package/types/particle/enum/ParticleRenderMode.d.ts +17 -0
  25. package/types/particle/enum/ParticleScaleMode.d.ts +11 -0
  26. package/types/particle/enum/ParticleShapeMultiModeValue.d.ts +9 -0
  27. package/types/particle/enum/ParticleShapeType.d.ts +15 -0
  28. package/types/particle/enum/ParticleSimulationSpace.d.ts +9 -0
  29. package/types/particle/enum/index.d.ts +9 -0
  30. package/types/particle/module/Burst.d.ts +38 -0
  31. package/types/particle/module/ColorGradient.d.ts +75 -0
  32. package/types/particle/module/ColorOverLifetimeModule.d.ts +20 -0
  33. package/types/particle/module/EmissionModule.d.ts +63 -0
  34. package/types/particle/module/FrameOverTime.d.ts +73 -0
  35. package/types/particle/module/ParticleCurve.d.ts +37 -0
  36. package/types/particle/module/RotationOverLifetimeModule.d.ts +21 -0
  37. package/types/particle/module/RotationVelocityGradient.d.ts +184 -0
  38. package/types/particle/module/SizeGradient.d.ts +151 -0
  39. package/types/particle/module/SizeOverLifetimeModule.d.ts +21 -0
  40. package/types/particle/module/StartFrame.d.ts +46 -0
  41. package/types/particle/module/TextureSheetAnimationModule.d.ts +37 -0
  42. package/types/particle/module/VelocityGradient.d.ts +110 -0
  43. package/types/particle/module/VelocityOverLifetimeModule.d.ts +22 -0
  44. package/types/particle/module/index.d.ts +15 -0
  45. package/types/particle/module/shape/BaseShape.d.ts +26 -0
  46. package/types/particle/module/shape/BoxShape.d.ts +20 -0
  47. package/types/particle/module/shape/CircleShape.d.ts +27 -0
  48. package/types/particle/module/shape/ConeShape.d.ts +35 -0
  49. package/types/particle/module/shape/HemisphereShape.d.ts +23 -0
  50. package/types/particle/module/shape/ShapeUtils.d.ts +1 -0
  51. package/types/particle/module/shape/SphereShape.d.ts +23 -0
  52. package/types/particle/module/shape/index.d.ts +5 -0
  53. package/types/particle/modules/ShapeModule.d.ts +9 -0
  54. package/types/particle/modules/shape/enums/ParticleShapeMultiModeValue.d.ts +9 -0
  55. package/types/particle/moudules/Burst.d.ts +25 -0
  56. package/types/particle/moudules/Emission.d.ts +47 -0
  57. package/types/particle/moudules/EmissionModule.d.ts +49 -0
  58. package/types/particle/moudules/MainModule.d.ts +59 -0
  59. package/types/particle/moudules/ParticleCurve.d.ts +27 -0
  60. package/types/particle/moudules/ParticleGradient.d.ts +28 -0
  61. package/types/particle/moudules/ShapeModule.d.ts +7 -0
  62. package/types/particle/moudules/shape/BaseShape.d.ts +28 -0
  63. package/types/particle/moudules/shape/BoxShape.d.ts +20 -0
  64. package/types/particle/moudules/shape/CircleShape.d.ts +27 -0
  65. package/types/particle/moudules/shape/ConeShape.d.ts +35 -0
  66. package/types/particle/moudules/shape/HemisphereShape.d.ts +23 -0
  67. package/types/particle/moudules/shape/ShapeUtils.d.ts +1 -0
  68. package/types/particle/moudules/shape/SphereShape.d.ts +23 -0
  69. package/types/particle/moudules/shape/enums/ParticleShapeMultiModeValue.d.ts +9 -0
  70. package/types/particle/moudules/shape/enums/ParticleShapeType.d.ts +15 -0
  71. package/types/particle/moudules/shape/index.d.ts +5 -0
  72. package/types/shadow/PipelinePass.d.ts +16 -0
  73. package/types/utils/BoolUpdateFlag.d.ts +12 -0
  74. package/types/utils/DisorderedArray.d.ts +18 -0
  75. package/types/utils/UpdateFlag.d.ts +20 -0
  76. package/types/utils/UpdateFlagManager.d.ts +1 -0
  77. package/types/utils/Utils.d.ts +31 -0
  78. package/types/xr/XRManager.d.ts +31 -0
  79. package/types/xr/component/XRPoseDriver.d.ts +10 -0
  80. package/types/xr/data/XRCamera.d.ts +6 -0
  81. package/types/xr/data/XRDevice.d.ts +9 -0
  82. package/types/xr/data/XRHandle.d.ts +10 -0
  83. package/types/xr/enum/EnumXRButton.d.ts +5 -0
  84. package/types/xr/enum/EnumXRDevicePhase.d.ts +4 -0
  85. package/types/xr/enum/EnumXRFeature.d.ts +9 -0
  86. package/types/xr/enum/EnumXRInputSource.d.ts +8 -0
  87. package/types/xr/enum/EnumXRMode.d.ts +7 -0
  88. package/types/xr/enum/EnumXRSubsystem.d.ts +4 -0
  89. package/types/xr/enum/EnumXRTrackingMode.d.ts +7 -0
  90. package/types/xr/feature/XRCameraManager.d.ts +21 -0
  91. package/types/xr/feature/XRFeature.d.ts +29 -0
  92. package/types/xr/feature/XRImageTrackManager.d.ts +10 -0
  93. package/types/xr/feature/XRInputManager.d.ts +16 -0
  94. package/types/xr/index.d.ts +18 -0
  95. package/types/xr/provider/XRProvider.d.ts +19 -0
  96. package/types/xr/subsystem/XRInputSubsystem.d.ts +5 -0
  97. package/types/xr/subsystem/XRSubsystem.d.ts +30 -0
@@ -15877,6 +15877,7 @@ __decorate([
15877
15877
  case "pointercancel":
15878
15878
  pointer.phase = exports.PointerPhase.Leave;
15879
15879
  pointer._firePointerExitAndEnter(null);
15880
+ break;
15880
15881
  }
15881
15882
  }
15882
15883
  events.length = 0;
@@ -16004,7 +16005,7 @@ __decorate([
16004
16005
  var point = PointerManager._tempPoint, ray = PointerManager._tempRay, hitResult = PointerManager._tempHitResult;
16005
16006
  for(var i = scenes.length - 1; i >= 0; i--){
16006
16007
  var scene = scenes[i];
16007
- if (scene.destroyed) {
16008
+ if (!scene.isActive || scene.destroyed) {
16008
16009
  continue;
16009
16010
  }
16010
16011
  var cameras = scene._activeCameras;
@@ -16745,57 +16746,56 @@ ShaderPool.init();
16745
16746
  this._textRenderDataPool.resetPool();
16746
16747
  var _this = this, inputManager = _this.inputManager, physicsInitialized = _this._physicsInitialized;
16747
16748
  inputManager._update();
16748
- var loopScenes = this._sceneManager._scenes.getLoopArray();
16749
- var sceneCount = loopScenes.length;
16749
+ var scenes = this._sceneManager._scenes.getLoopArray();
16750
+ var sceneCount = scenes.length;
16750
16751
  // Sort cameras and fire script `onStart`
16751
16752
  for(var i = 0; i < sceneCount; i++){
16752
- var scene = loopScenes[i];
16753
- if (scene.destroyed) continue;
16753
+ var scene = scenes[i];
16754
+ if (!scene.isActive || scene.destroyed) continue;
16754
16755
  scene._cameraNeedSorting && scene._sortCameras();
16755
16756
  scene._componentsManager.callScriptOnStart();
16756
16757
  }
16757
16758
  // Update physics and fire `onPhysicsUpdate`
16758
16759
  if (physicsInitialized) {
16759
16760
  for(var i1 = 0; i1 < sceneCount; i1++){
16760
- var scene1 = loopScenes[i1];
16761
- if (scene1.destroyed) continue;
16761
+ var scene1 = scenes[i1];
16762
+ if (!scene1.isActive || scene1.destroyed) continue;
16762
16763
  scene1.physics._update(deltaTime);
16763
16764
  }
16764
16765
  }
16765
16766
  // Fire `onPointerXX`
16766
- physicsInitialized && inputManager._firePointerScript(loopScenes);
16767
+ physicsInitialized && inputManager._firePointerScript(scenes);
16767
16768
  // Fire `onUpdate`
16768
16769
  for(var i2 = 0; i2 < sceneCount; i2++){
16769
- var scene2 = loopScenes[i2];
16770
- if (scene2.destroyed) continue;
16770
+ var scene2 = scenes[i2];
16771
+ if (!scene2.isActive || scene2.destroyed) continue;
16771
16772
  scene2._componentsManager.callScriptOnUpdate(deltaTime);
16772
16773
  }
16773
16774
  // Update `Animator` logic
16774
16775
  for(var i3 = 0; i3 < sceneCount; i3++){
16775
- var scene3 = loopScenes[i3];
16776
- if (scene3.destroyed) continue;
16776
+ var scene3 = scenes[i3];
16777
+ if (!scene3.isActive || scene3.destroyed) continue;
16777
16778
  scene3._componentsManager.callAnimationUpdate(deltaTime);
16778
16779
  }
16779
16780
  // Fire `onLateUpdate`
16780
16781
  for(var i4 = 0; i4 < sceneCount; i4++){
16781
- var scene4 = loopScenes[i4];
16782
- if (scene4.destroyed) continue;
16782
+ var scene4 = scenes[i4];
16783
+ if (!scene4.isActive || scene4.destroyed) continue;
16783
16784
  scene4._componentsManager.callScriptOnLateUpdate(deltaTime);
16784
16785
  }
16785
16786
  // Render scene and fire `onBeginRender` and `onEndRender`
16786
16787
  if (!this._isDeviceLost) {
16787
- this._render(loopScenes);
16788
- }
16789
- // Handling invalid scripts and fire `onDestroy`
16790
- for(var i5 = 0; i5 < sceneCount; i5++){
16791
- var scene5 = loopScenes[i5];
16792
- if (scene5.destroyed) continue;
16793
- if (!this._waitingDestroy) {
16794
- scene5._componentsManager.handlingInvalidScripts();
16795
- }
16788
+ this._render(scenes);
16796
16789
  }
16797
16790
  if (this._waitingDestroy) {
16798
16791
  this._destroy();
16792
+ } else {
16793
+ // Handling invalid scripts and fire `onDestroy`
16794
+ for(var i5 = 0; i5 < sceneCount; i5++){
16795
+ var scene5 = scenes[i5];
16796
+ if (!scene5.isActive || scene5.destroyed) continue;
16797
+ scene5._componentsManager.handlingInvalidScripts();
16798
+ }
16799
16799
  }
16800
16800
  if (this._waitingGC) {
16801
16801
  this._gc();
@@ -16874,19 +16874,19 @@ ShaderPool.init();
16874
16874
  };
16875
16875
  /**
16876
16876
  * @internal
16877
- */ _proto._render = function _render(loopScenes) {
16877
+ */ _proto._render = function _render(scenes) {
16878
16878
  // Update `Renderer` logic and shader data
16879
- for(var i = 0, n = loopScenes.length; i < n; i++){
16880
- var scene = loopScenes[i];
16881
- if (scene.destroyed) continue;
16882
- var deltaTime = this.time.deltaTime;
16879
+ var deltaTime = this.time.deltaTime;
16880
+ for(var i = 0, n = scenes.length; i < n; i++){
16881
+ var scene = scenes[i];
16882
+ if (!scene.isActive || scene.destroyed) continue;
16883
16883
  scene._componentsManager.callRendererOnUpdate(deltaTime);
16884
16884
  scene._updateShaderData();
16885
16885
  }
16886
16886
  // Fire script `onBeginRender` and `onEndRender`
16887
- for(var i1 = 0, n1 = loopScenes.length; i1 < n1; i1++){
16888
- var scene1 = loopScenes[i1];
16889
- if (scene1.destroyed) continue;
16887
+ for(var i1 = 0, n1 = scenes.length; i1 < n1; i1++){
16888
+ var scene1 = scenes[i1];
16889
+ if (!scene1.isActive || scene1.destroyed) continue;
16890
16890
  var cameras = scene1._activeCameras;
16891
16891
  var cameraCount = cameras.length;
16892
16892
  if (cameraCount > 0) {
package/dist/module.js CHANGED
@@ -15872,6 +15872,7 @@ __decorate([
15872
15872
  case "pointercancel":
15873
15873
  pointer.phase = PointerPhase.Leave;
15874
15874
  pointer._firePointerExitAndEnter(null);
15875
+ break;
15875
15876
  }
15876
15877
  }
15877
15878
  events.length = 0;
@@ -15999,7 +16000,7 @@ __decorate([
15999
16000
  var point = PointerManager._tempPoint, ray = PointerManager._tempRay, hitResult = PointerManager._tempHitResult;
16000
16001
  for(var i = scenes.length - 1; i >= 0; i--){
16001
16002
  var scene = scenes[i];
16002
- if (scene.destroyed) {
16003
+ if (!scene.isActive || scene.destroyed) {
16003
16004
  continue;
16004
16005
  }
16005
16006
  var cameras = scene._activeCameras;
@@ -16740,57 +16741,56 @@ ShaderPool.init();
16740
16741
  this._textRenderDataPool.resetPool();
16741
16742
  var _this = this, inputManager = _this.inputManager, physicsInitialized = _this._physicsInitialized;
16742
16743
  inputManager._update();
16743
- var loopScenes = this._sceneManager._scenes.getLoopArray();
16744
- var sceneCount = loopScenes.length;
16744
+ var scenes = this._sceneManager._scenes.getLoopArray();
16745
+ var sceneCount = scenes.length;
16745
16746
  // Sort cameras and fire script `onStart`
16746
16747
  for(var i = 0; i < sceneCount; i++){
16747
- var scene = loopScenes[i];
16748
- if (scene.destroyed) continue;
16748
+ var scene = scenes[i];
16749
+ if (!scene.isActive || scene.destroyed) continue;
16749
16750
  scene._cameraNeedSorting && scene._sortCameras();
16750
16751
  scene._componentsManager.callScriptOnStart();
16751
16752
  }
16752
16753
  // Update physics and fire `onPhysicsUpdate`
16753
16754
  if (physicsInitialized) {
16754
16755
  for(var i1 = 0; i1 < sceneCount; i1++){
16755
- var scene1 = loopScenes[i1];
16756
- if (scene1.destroyed) continue;
16756
+ var scene1 = scenes[i1];
16757
+ if (!scene1.isActive || scene1.destroyed) continue;
16757
16758
  scene1.physics._update(deltaTime);
16758
16759
  }
16759
16760
  }
16760
16761
  // Fire `onPointerXX`
16761
- physicsInitialized && inputManager._firePointerScript(loopScenes);
16762
+ physicsInitialized && inputManager._firePointerScript(scenes);
16762
16763
  // Fire `onUpdate`
16763
16764
  for(var i2 = 0; i2 < sceneCount; i2++){
16764
- var scene2 = loopScenes[i2];
16765
- if (scene2.destroyed) continue;
16765
+ var scene2 = scenes[i2];
16766
+ if (!scene2.isActive || scene2.destroyed) continue;
16766
16767
  scene2._componentsManager.callScriptOnUpdate(deltaTime);
16767
16768
  }
16768
16769
  // Update `Animator` logic
16769
16770
  for(var i3 = 0; i3 < sceneCount; i3++){
16770
- var scene3 = loopScenes[i3];
16771
- if (scene3.destroyed) continue;
16771
+ var scene3 = scenes[i3];
16772
+ if (!scene3.isActive || scene3.destroyed) continue;
16772
16773
  scene3._componentsManager.callAnimationUpdate(deltaTime);
16773
16774
  }
16774
16775
  // Fire `onLateUpdate`
16775
16776
  for(var i4 = 0; i4 < sceneCount; i4++){
16776
- var scene4 = loopScenes[i4];
16777
- if (scene4.destroyed) continue;
16777
+ var scene4 = scenes[i4];
16778
+ if (!scene4.isActive || scene4.destroyed) continue;
16778
16779
  scene4._componentsManager.callScriptOnLateUpdate(deltaTime);
16779
16780
  }
16780
16781
  // Render scene and fire `onBeginRender` and `onEndRender`
16781
16782
  if (!this._isDeviceLost) {
16782
- this._render(loopScenes);
16783
- }
16784
- // Handling invalid scripts and fire `onDestroy`
16785
- for(var i5 = 0; i5 < sceneCount; i5++){
16786
- var scene5 = loopScenes[i5];
16787
- if (scene5.destroyed) continue;
16788
- if (!this._waitingDestroy) {
16789
- scene5._componentsManager.handlingInvalidScripts();
16790
- }
16783
+ this._render(scenes);
16791
16784
  }
16792
16785
  if (this._waitingDestroy) {
16793
16786
  this._destroy();
16787
+ } else {
16788
+ // Handling invalid scripts and fire `onDestroy`
16789
+ for(var i5 = 0; i5 < sceneCount; i5++){
16790
+ var scene5 = scenes[i5];
16791
+ if (!scene5.isActive || scene5.destroyed) continue;
16792
+ scene5._componentsManager.handlingInvalidScripts();
16793
+ }
16794
16794
  }
16795
16795
  if (this._waitingGC) {
16796
16796
  this._gc();
@@ -16869,19 +16869,19 @@ ShaderPool.init();
16869
16869
  };
16870
16870
  /**
16871
16871
  * @internal
16872
- */ _proto._render = function _render(loopScenes) {
16872
+ */ _proto._render = function _render(scenes) {
16873
16873
  // Update `Renderer` logic and shader data
16874
- for(var i = 0, n = loopScenes.length; i < n; i++){
16875
- var scene = loopScenes[i];
16876
- if (scene.destroyed) continue;
16877
- var deltaTime = this.time.deltaTime;
16874
+ var deltaTime = this.time.deltaTime;
16875
+ for(var i = 0, n = scenes.length; i < n; i++){
16876
+ var scene = scenes[i];
16877
+ if (!scene.isActive || scene.destroyed) continue;
16878
16878
  scene._componentsManager.callRendererOnUpdate(deltaTime);
16879
16879
  scene._updateShaderData();
16880
16880
  }
16881
16881
  // Fire script `onBeginRender` and `onEndRender`
16882
- for(var i1 = 0, n1 = loopScenes.length; i1 < n1; i1++){
16883
- var scene1 = loopScenes[i1];
16884
- if (scene1.destroyed) continue;
16882
+ for(var i1 = 0, n1 = scenes.length; i1 < n1; i1++){
16883
+ var scene1 = scenes[i1];
16884
+ if (!scene1.isActive || scene1.destroyed) continue;
16885
16885
  var cameras = scene1._activeCameras;
16886
16886
  var cameraCount = cameras.length;
16887
16887
  if (cameraCount > 0) {