@galacean/engine-core 1.1.0-beta.47 → 1.1.0-beta.49

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@@ -14488,7 +14488,9 @@ var Collision = function Collision() {
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  };
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  if (hitResult != undefined) {
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  var result = this._nativePhysicsScene.raycast(ray, distance, onRaycast, function(idx, distance, position, normal) {
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- hitResult.entity = _this._scene.engine._physicalObjectsMap[idx]._collider.entity;
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+ var hitShape = _this._scene.engine._physicalObjectsMap[idx];
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+ hitResult.entity = hitShape._collider.entity;
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+ hitResult.shape = hitShape;
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  hitResult.distance = distance;
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  hitResult.normal.copyFrom(normal);
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  hitResult.point.copyFrom(position);
@@ -14497,6 +14499,7 @@ var Collision = function Collision() {
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  return true;
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  } else {
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  hitResult.entity = null;
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+ hitResult.shape = null;
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  hitResult.distance = 0;
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  hitResult.point.set(0, 0, 0);
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  hitResult.normal.set(0, 0, 0);
@@ -15158,6 +15161,7 @@ exports.DynamicColliderConstraints = void 0;
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  /** The distance from the ray's origin to the impact point. */ this.distance = 0;
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  /** The impact point in world space where the ray hit the collider. */ this.point = new miniprogram.Vector3();
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  /** The normal of the surface the ray hit. */ this.normal = new miniprogram.Vector3();
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+ /** The shape of the collider that was hit. */ this.shape = null;
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  };
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  /**
@@ -22032,7 +22036,7 @@ var passNum = 0;
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  }
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  // make suer from the same renderer.
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  if (componentA.instanceId === componentB.instanceId) {
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- return dataA.material._priority - dataB.material._priority || componentA._distanceForSort - componentB._distanceForSort;
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+ return dataA.material._priority - dataB.material._priority;
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  } else {
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  var distanceDiff = componentA._distanceForSort - componentB._distanceForSort;
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  if (distanceDiff === 0) {
@@ -22055,7 +22059,7 @@ var passNum = 0;
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  }
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  // make suer from the same renderer.
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  if (componentA.instanceId === componentB.instanceId) {
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- return dataA.material._priority - dataB.material._priority || componentB._distanceForSort - componentA._distanceForSort;
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+ return dataA.material._priority - dataB.material._priority;
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  } else {
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  var distanceDiff = componentB._distanceForSort - componentA._distanceForSort;
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  if (distanceDiff === 0) {
package/dist/module.js CHANGED
@@ -14483,7 +14483,9 @@ var Collision = function Collision() {
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  };
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  if (hitResult != undefined) {
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  var result = this._nativePhysicsScene.raycast(ray, distance, onRaycast, function(idx, distance, position, normal) {
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- hitResult.entity = _this._scene.engine._physicalObjectsMap[idx]._collider.entity;
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+ var hitShape = _this._scene.engine._physicalObjectsMap[idx];
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+ hitResult.entity = hitShape._collider.entity;
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+ hitResult.shape = hitShape;
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  hitResult.distance = distance;
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  hitResult.normal.copyFrom(normal);
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  hitResult.point.copyFrom(position);
@@ -14492,6 +14494,7 @@ var Collision = function Collision() {
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  return true;
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  } else {
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  hitResult.entity = null;
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+ hitResult.shape = null;
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  hitResult.distance = 0;
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  hitResult.point.set(0, 0, 0);
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  hitResult.normal.set(0, 0, 0);
@@ -15153,6 +15156,7 @@ var DynamicColliderConstraints;
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  /** The distance from the ray's origin to the impact point. */ this.distance = 0;
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  /** The impact point in world space where the ray hit the collider. */ this.point = new Vector3();
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  /** The normal of the surface the ray hit. */ this.normal = new Vector3();
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+ /** The shape of the collider that was hit. */ this.shape = null;
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  };
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  /**
@@ -22027,7 +22031,7 @@ var passNum = 0;
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  }
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  // make suer from the same renderer.
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  if (componentA.instanceId === componentB.instanceId) {
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- return dataA.material._priority - dataB.material._priority || componentA._distanceForSort - componentB._distanceForSort;
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+ return dataA.material._priority - dataB.material._priority;
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  } else {
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  var distanceDiff = componentA._distanceForSort - componentB._distanceForSort;
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  if (distanceDiff === 0) {
@@ -22050,7 +22054,7 @@ var passNum = 0;
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  }
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  // make suer from the same renderer.
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  if (componentA.instanceId === componentB.instanceId) {
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- return dataA.material._priority - dataB.material._priority || componentB._distanceForSort - componentA._distanceForSort;
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+ return dataA.material._priority - dataB.material._priority;
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  } else {
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  var distanceDiff = componentB._distanceForSort - componentA._distanceForSort;
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  if (distanceDiff === 0) {