@galacean/engine-core 1.2.0-beta.4 → 1.2.0-beta.5

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 CHANGED
@@ -254,7 +254,7 @@ function _instanceof(left, right) {
254
254
  }
255
255
  return cloneModes;
256
256
  };
257
- CloneManager.cloneProperty = function cloneProperty(source, target, k, cloneMode) {
257
+ CloneManager.cloneProperty = function cloneProperty(source, target, k, cloneMode, srcRoot, targetRoot, deepInstanceMap) {
258
258
  if (cloneMode === CloneMode.Ignore) {
259
259
  return;
260
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  }
@@ -290,22 +290,33 @@ function _instanceof(left, right) {
290
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  targetPropertyA.length = length;
291
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  }
292
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  for(var i = 0; i < length; i++){
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- CloneManager.cloneProperty(sourceProperty, targetPropertyA, i, cloneMode);
293
+ CloneManager.cloneProperty(sourceProperty, targetPropertyA, i, cloneMode, srcRoot, targetRoot, deepInstanceMap);
294
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  }
295
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  break;
296
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  default:
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- var _target, _k;
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- var targetOProperty = (_target = target)[_k = k] || (_target[_k] = new sourceProperty.constructor());
299
- var cloneModes = CloneManager.getCloneMode(sourceProperty.constructor);
300
- for(var _$k in sourceProperty){
301
- CloneManager.cloneProperty(sourceProperty, targetOProperty, _$k, cloneModes[_$k]);
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- }
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- // Custom clone
304
- if (sourceProperty._cloneTo) {
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- sourceProperty._cloneTo(targetOProperty);
297
+ var targetProperty = target[k];
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+ // If the target property is undefined, create new instance and keep reference sharing like the source
299
+ if (!targetProperty) {
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+ targetProperty = deepInstanceMap.get(sourceProperty);
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+ if (!targetProperty) {
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+ targetProperty = new sourceProperty.constructor();
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+ deepInstanceMap.set(sourceProperty, targetProperty);
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+ }
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+ target[k] = targetProperty;
306
306
  }
307
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  if (sourceProperty.copyFrom) {
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- targetOProperty.copyFrom(sourceProperty);
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+ // Custom clone
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+ targetProperty.copyFrom(sourceProperty);
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+ } else {
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+ // Universal clone
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+ var cloneModes = CloneManager.getCloneMode(sourceProperty.constructor);
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+ for(var _$k in sourceProperty){
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+ CloneManager.cloneProperty(sourceProperty, targetProperty, _$k, cloneModes[_$k], srcRoot, targetRoot, deepInstanceMap);
315
+ }
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+ // Custom incremental clone
317
+ if (sourceProperty._cloneTo) {
318
+ sourceProperty._cloneTo(targetProperty, srcRoot, targetRoot);
319
+ }
309
320
  }
310
321
  break;
311
322
  }
@@ -314,9 +325,9 @@ function _instanceof(left, right) {
314
325
  target[k] = sourceProperty;
315
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  }
316
327
  };
317
- CloneManager.deepCloneObject = function deepCloneObject(source, target) {
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+ CloneManager.deepCloneObject = function deepCloneObject(source, target, deepInstanceMap) {
318
329
  for(var k in source){
319
- CloneManager.cloneProperty(source, target, k, CloneMode.Deep);
330
+ CloneManager.cloneProperty(source, target, k, CloneMode.Deep, null, null, deepInstanceMap);
320
331
  }
321
332
  };
322
333
  return CloneManager;
@@ -5580,7 +5591,7 @@ var GraphicsResource = /*#__PURE__*/ function(ReferResource1) {
5580
5591
  return shaderData;
5581
5592
  };
5582
5593
  _proto.cloneTo = function cloneTo(target) {
5583
- CloneManager.deepCloneObject(this._macroCollection, target._macroCollection);
5594
+ CloneManager.deepCloneObject(this._macroCollection, target._macroCollection, new Map());
5584
5595
  Object.assign(target._macroMap, this._macroMap);
5585
5596
  var referCount = target._getReferCount();
5586
5597
  var propertyValueMap = this._propertyValueMap;
@@ -10960,454 +10971,1191 @@ var PrimitiveType;
10960
10971
  })();
10961
10972
 
10962
10973
  /**
10963
- * Mesh skin data, equal glTF skins define
10964
- */ var Skin = /*#__PURE__*/ function(EngineObject1) {
10965
- _inherits(Skin, EngineObject1);
10966
- function Skin(name) {
10967
- var _this;
10968
- _this = EngineObject1.call(this, null) || this;
10969
- _this.name = name;
10970
- _this._bones = [];
10971
- _this.inverseBindMatrices = []; // inverse bind matrix array
10972
- _this.joints = []; // joints name array, element type: string
10973
- _this.skeleton = "none"; // root bone name
10974
- return _this;
10975
- }
10976
- return Skin;
10977
- }(EngineObject);
10974
+ * Layer, used for bit operations.
10975
+ */ exports.Layer = void 0;
10976
+ (function(Layer) {
10977
+ Layer[Layer[/** Layer 0. */ "Layer0"] = 0x1] = "Layer0";
10978
+ Layer[Layer[/** Layer 1. */ "Layer1"] = 0x2] = "Layer1";
10979
+ Layer[Layer[/** Layer 2. */ "Layer2"] = 0x4] = "Layer2";
10980
+ Layer[Layer[/** Layer 3. */ "Layer3"] = 0x8] = "Layer3";
10981
+ Layer[Layer[/** Layer 4. */ "Layer4"] = 0x10] = "Layer4";
10982
+ Layer[Layer[/** Layer 5. */ "Layer5"] = 0x20] = "Layer5";
10983
+ Layer[Layer[/** Layer 6. */ "Layer6"] = 0x40] = "Layer6";
10984
+ Layer[Layer[/** Layer 7. */ "Layer7"] = 0x80] = "Layer7";
10985
+ Layer[Layer[/** Layer 8. */ "Layer8"] = 0x100] = "Layer8";
10986
+ Layer[Layer[/** Layer 9. */ "Layer9"] = 0x200] = "Layer9";
10987
+ Layer[Layer[/** Layer 10. */ "Layer10"] = 0x400] = "Layer10";
10988
+ Layer[Layer[/** Layer 11. */ "Layer11"] = 0x800] = "Layer11";
10989
+ Layer[Layer[/** Layer 12. */ "Layer12"] = 0x1000] = "Layer12";
10990
+ Layer[Layer[/** Layer 13. */ "Layer13"] = 0x2000] = "Layer13";
10991
+ Layer[Layer[/** Layer 14. */ "Layer14"] = 0x4000] = "Layer14";
10992
+ Layer[Layer[/** Layer 15. */ "Layer15"] = 0x8000] = "Layer15";
10993
+ Layer[Layer[/** Layer 16. */ "Layer16"] = 0x10000] = "Layer16";
10994
+ Layer[Layer[/** Layer 17. */ "Layer17"] = 0x20000] = "Layer17";
10995
+ Layer[Layer[/** Layer 18. */ "Layer18"] = 0x40000] = "Layer18";
10996
+ Layer[Layer[/** Layer 19. */ "Layer19"] = 0x80000] = "Layer19";
10997
+ Layer[Layer[/** Layer 20. */ "Layer20"] = 0x100000] = "Layer20";
10998
+ Layer[Layer[/** Layer 21. */ "Layer21"] = 0x200000] = "Layer21";
10999
+ Layer[Layer[/** Layer 22. */ "Layer22"] = 0x400000] = "Layer22";
11000
+ Layer[Layer[/** Layer 23. */ "Layer23"] = 0x800000] = "Layer23";
11001
+ Layer[Layer[/** Layer 24. */ "Layer24"] = 0x1000000] = "Layer24";
11002
+ Layer[Layer[/** Layer 25. */ "Layer25"] = 0x2000000] = "Layer25";
11003
+ Layer[Layer[/** Layer 26. */ "Layer26"] = 0x4000000] = "Layer26";
11004
+ Layer[Layer[/** Layer 27. */ "Layer27"] = 0x8000000] = "Layer27";
11005
+ Layer[Layer[/** Layer 28. */ "Layer28"] = 0x10000000] = "Layer28";
11006
+ Layer[Layer[/** Layer 29. */ "Layer29"] = 0x20000000] = "Layer29";
11007
+ Layer[Layer[/** Layer 30. */ "Layer30"] = 0x40000000] = "Layer30";
11008
+ Layer[Layer[/** Layer 31. */ "Layer31"] = 0x80000000] = "Layer31";
11009
+ Layer[Layer[/** All layers. */ "Everything"] = 0xffffffff] = "Everything";
11010
+ Layer[Layer[/** None layer. */ "Nothing"] = 0x0] = "Nothing";
11011
+ })(exports.Layer || (exports.Layer = {}));
11012
+
11013
+ var ComponentCloner = /*#__PURE__*/ function() {
11014
+ function ComponentCloner() {}
11015
+ /**
11016
+ * Clone component.
11017
+ * @param source - Clone source
11018
+ * @param target - Clone target
11019
+ */ ComponentCloner.cloneComponent = function cloneComponent(source, target, srcRoot, targetRoot, deepInstanceMap) {
11020
+ var cloneModes = CloneManager.getCloneMode(source.constructor);
11021
+ for(var k in source){
11022
+ CloneManager.cloneProperty(source, target, k, cloneModes[k], srcRoot, targetRoot, deepInstanceMap);
11023
+ }
11024
+ if (source._cloneTo) {
11025
+ source._cloneTo(target, srcRoot, targetRoot);
11026
+ }
11027
+ };
11028
+ return ComponentCloner;
11029
+ }();
10978
11030
 
10979
11031
  /**
10980
- * SkinnedMeshRenderer.
10981
- */ var SkinnedMeshRenderer = /*#__PURE__*/ function(MeshRenderer1) {
10982
- _inherits(SkinnedMeshRenderer, MeshRenderer1);
10983
- function SkinnedMeshRenderer(entity) {
11032
+ * Entity, be used as components container.
11033
+ */ var Entity = /*#__PURE__*/ function(EngineObject1) {
11034
+ _inherits(Entity, EngineObject1);
11035
+ function Entity(engine, name) {
10984
11036
  var _this;
10985
- _this = MeshRenderer1.call(this, entity) || this;
10986
- _this._localBounds = new engineMath.BoundingBox();
10987
- _this._jointDataCreateCache = new engineMath.Vector2(-1, -1);
10988
- _this._skin = null;
10989
- var rhi = _this.entity.engine._hardwareRenderer;
10990
- var maxVertexUniformVectors = rhi.renderStates.getParameter(rhi.gl.MAX_VERTEX_UNIFORM_VECTORS);
10991
- // Limit size to 256 to avoid some problem:
10992
- // For renderer is "Apple GPU", when uniform is large than 256 the skeleton matrix array access in shader very slow in Safari or WKWebview. This may be a apple bug, Chrome and Firefox is OK!
10993
- // For renderer is "ANGLE (AMD, AMD Radeon(TM) Graphics Direct3011 vs_5_0 ps_5_0, D3011)", compile shader si very slow because of max uniform is 4096.
10994
- maxVertexUniformVectors = Math.min(maxVertexUniformVectors, rhi._options._maxAllowSkinUniformVectorCount);
10995
- _this._maxVertexUniformVectors = maxVertexUniformVectors;
10996
- _this._onLocalBoundsChanged = _this._onLocalBoundsChanged.bind(_assert_this_initialized(_this));
10997
- var localBounds = _this._localBounds;
10998
- // @ts-ignore
10999
- localBounds.min._onValueChanged = _this._onLocalBoundsChanged;
11000
- // @ts-ignore
11001
- localBounds.max._onValueChanged = _this._onLocalBoundsChanged;
11037
+ _this = EngineObject1.call(this, engine) || this;
11038
+ /** The layer the entity belongs to. */ _this.layer = exports.Layer.Layer0;
11039
+ /** @internal */ _this._isActiveInHierarchy = false;
11040
+ /** @internal */ _this._isActiveInScene = false;
11041
+ /** @internal */ _this._components = [];
11042
+ /** @internal */ _this._scripts = new DisorderedArray();
11043
+ /** @internal */ _this._children = [];
11044
+ /** @internal */ _this._isRoot = false;
11045
+ /** @internal */ _this._isActive = true;
11046
+ /** @internal */ _this._siblingIndex = -1;
11047
+ /** @internal */ _this._isTemplate = false;
11048
+ _this._parent = null;
11049
+ //--------------------------------------------------------------deprecated----------------------------------------------------------------
11050
+ _this._invModelMatrix = new engineMath.Matrix();
11051
+ _this.name = name;
11052
+ _this.transform = _this.addComponent(Transform);
11053
+ _this._inverseWorldMatFlag = _this.transform.registerWorldChangeFlag();
11002
11054
  return _this;
11003
11055
  }
11004
- var _proto = SkinnedMeshRenderer.prototype;
11056
+ var _proto = Entity.prototype;
11005
11057
  /**
11006
- * @internal
11007
- */ _proto.update = function update() {
11008
- var _this = this, skin = _this._skin, bones = _this._bones;
11009
- if (skin && bones) {
11010
- // @todo: can optimize when share skin
11011
- var jointMatrices = this._jointMatrices;
11012
- var bindMatrices = skin.inverseBindMatrices;
11013
- var _this__rootBone;
11014
- var worldToLocal = ((_this__rootBone = this._rootBone) != null ? _this__rootBone : this.entity).getInvModelMatrix();
11015
- for(var i = bones.length - 1; i >= 0; i--){
11016
- var bone = bones[i];
11017
- var offset = i * 16;
11018
- if (bone) {
11019
- Utils._floatMatrixMultiply(bone.transform.worldMatrix, bindMatrices[i].elements, 0, jointMatrices, offset);
11020
- } else {
11021
- jointMatrices.set(bindMatrices[i].elements, offset);
11022
- }
11023
- Utils._floatMatrixMultiply(worldToLocal, jointMatrices, offset, jointMatrices, offset);
11058
+ * Add component based on the component type.
11059
+ * @param type - The type of the component
11060
+ * @returns The component which has been added
11061
+ */ _proto.addComponent = function addComponent(type) {
11062
+ ComponentsDependencies._addCheck(this, type);
11063
+ var component = new type(this);
11064
+ this._components.push(component);
11065
+ component._setActive(true, ActiveChangeFlag.All);
11066
+ return component;
11067
+ };
11068
+ /**
11069
+ * Get component which match the type.
11070
+ * @param type - The type of the component
11071
+ * @returns The first component which match type
11072
+ */ _proto.getComponent = function getComponent(type) {
11073
+ var components = this._components;
11074
+ for(var i = 0, n = components.length; i < n; i++){
11075
+ var component = components[i];
11076
+ if (_instanceof(component, type)) {
11077
+ return component;
11024
11078
  }
11025
11079
  }
11080
+ return null;
11026
11081
  };
11027
- _proto._updateShaderData = function _updateShaderData(context, onlyMVP) {
11028
- var entity = this.entity;
11029
- var _this__rootBone;
11030
- var worldMatrix = ((_this__rootBone = this._rootBone) != null ? _this__rootBone : entity).transform.worldMatrix;
11031
- if (onlyMVP) {
11032
- this._updateMVPShaderData(context, worldMatrix);
11033
- return;
11082
+ /**
11083
+ * Get components which match the type.
11084
+ * @param type - The type of the component
11085
+ * @param results - The components which match type
11086
+ * @returns The components which match type
11087
+ */ _proto.getComponents = function getComponents(type, results) {
11088
+ results.length = 0;
11089
+ var components = this._components;
11090
+ for(var i = 0, n = components.length; i < n; i++){
11091
+ var component = components[i];
11092
+ if (_instanceof(component, type)) {
11093
+ results.push(component);
11094
+ }
11034
11095
  }
11035
- this._updateTransformShaderData(context, worldMatrix);
11036
- var shaderData = this.shaderData;
11037
- var mesh = this.mesh;
11038
- var blendShapeManager = mesh._blendShapeManager;
11039
- blendShapeManager._updateShaderData(shaderData, this);
11040
- var bones = this._bones;
11041
- if (bones) {
11042
- var bsUniformOccupiesCount = blendShapeManager._uniformOccupiesCount;
11043
- var jointCount = bones.length;
11044
- var jointDataCreateCache = this._jointDataCreateCache;
11045
- var jointCountChange = jointCount !== jointDataCreateCache.x;
11046
- if (jointCountChange || bsUniformOccupiesCount !== jointDataCreateCache.y) {
11047
- // directly use max joint count to avoid shader recompile
11048
- // @TODO: different shader type should use different count, not always 44
11049
- var remainUniformJointCount = Math.ceil((this._maxVertexUniformVectors - (44 + bsUniformOccupiesCount)) / 4);
11050
- if (jointCount > remainUniformJointCount) {
11051
- var engine = this.engine;
11052
- if (engine._hardwareRenderer.canIUseMoreJoints) {
11053
- if (jointCountChange) {
11054
- var _this__jointTexture;
11055
- (_this__jointTexture = this._jointTexture) == null ? void 0 : _this__jointTexture.destroy();
11056
- this._jointTexture = new Texture2D(engine, 4, jointCount, exports.TextureFormat.R32G32B32A32, false);
11057
- this._jointTexture.filterMode = exports.TextureFilterMode.Point;
11058
- this._jointTexture.isGCIgnored = true;
11059
- }
11060
- shaderData.disableMacro("RENDERER_JOINTS_NUM");
11061
- shaderData.enableMacro("RENDERER_USE_JOINT_TEXTURE");
11062
- shaderData.setTexture(SkinnedMeshRenderer._jointSamplerProperty, this._jointTexture);
11063
- } else {
11064
- Logger.error("component's joints count(" + jointCount + ") greater than device's MAX_VERTEX_UNIFORM_VECTORS number " + this._maxVertexUniformVectors + ", and don't support jointTexture in this device. suggest joint count less than " + remainUniformJointCount + ".", this);
11065
- }
11096
+ return results;
11097
+ };
11098
+ /**
11099
+ * Get the components which match the type of the entity and it's children.
11100
+ * @param type - The component type
11101
+ * @param results - The components collection
11102
+ * @returns The components collection which match the type
11103
+ */ _proto.getComponentsIncludeChildren = function getComponentsIncludeChildren(type, results) {
11104
+ results.length = 0;
11105
+ this._getComponentsInChildren(type, results);
11106
+ return results;
11107
+ };
11108
+ _proto.addChild = function addChild(indexOrChild, child) {
11109
+ var index;
11110
+ if (typeof indexOrChild === "number") {
11111
+ index = indexOrChild;
11112
+ } else {
11113
+ index = undefined;
11114
+ child = indexOrChild;
11115
+ }
11116
+ if (child._isRoot) {
11117
+ child._scene._removeFromEntityList(child);
11118
+ child._isRoot = false;
11119
+ this._addToChildrenList(index, child);
11120
+ child._parent = this;
11121
+ var oldScene = child._scene;
11122
+ var newScene = this._scene;
11123
+ var inActiveChangeFlag = ActiveChangeFlag.None;
11124
+ if (!this._isActiveInHierarchy) {
11125
+ child._isActiveInHierarchy && (inActiveChangeFlag |= ActiveChangeFlag.Hierarchy);
11126
+ }
11127
+ if (child._isActiveInScene) {
11128
+ if (this._isActiveInScene) {
11129
+ // Cross scene should inActive first and then active
11130
+ oldScene !== newScene && (inActiveChangeFlag |= ActiveChangeFlag.Scene);
11066
11131
  } else {
11067
- var _this__jointTexture1;
11068
- (_this__jointTexture1 = this._jointTexture) == null ? void 0 : _this__jointTexture1.destroy();
11069
- shaderData.disableMacro("RENDERER_USE_JOINT_TEXTURE");
11070
- shaderData.enableMacro("RENDERER_JOINTS_NUM", remainUniformJointCount.toString());
11071
- shaderData.setFloatArray(SkinnedMeshRenderer._jointMatrixProperty, this._jointMatrices);
11132
+ inActiveChangeFlag |= ActiveChangeFlag.Scene;
11072
11133
  }
11073
- jointDataCreateCache.set(jointCount, bsUniformOccupiesCount);
11074
11134
  }
11075
- if (this._jointTexture) {
11076
- this._jointTexture.setPixelBuffer(this._jointMatrices);
11135
+ inActiveChangeFlag && child._processInActive(inActiveChangeFlag);
11136
+ if (child._scene !== newScene) {
11137
+ Entity._traverseSetOwnerScene(child, newScene);
11138
+ }
11139
+ var activeChangeFlag = ActiveChangeFlag.None;
11140
+ if (child._isActive) {
11141
+ if (this._isActiveInHierarchy) {
11142
+ !child._isActiveInHierarchy && (activeChangeFlag |= ActiveChangeFlag.Hierarchy);
11143
+ }
11144
+ if (this._isActiveInScene) {
11145
+ (!child._isActiveInScene || oldScene !== newScene) && (activeChangeFlag |= ActiveChangeFlag.Scene);
11146
+ }
11077
11147
  }
11148
+ activeChangeFlag && child._processActive(activeChangeFlag);
11149
+ child._setTransformDirty();
11150
+ } else {
11151
+ child._setParent(this, index);
11078
11152
  }
11079
- var layer = entity.layer;
11080
- this._rendererLayer.set(layer & 65535, layer >>> 16 & 65535, 0, 0);
11081
11153
  };
11082
11154
  /**
11083
- * @internal
11084
- */ _proto._onDestroy = function _onDestroy() {
11085
- var _this__jointTexture;
11086
- MeshRenderer1.prototype._onDestroy.call(this);
11087
- this._rootBone = null;
11088
- this._jointDataCreateCache = null;
11089
- this._skin = null;
11090
- this._blendShapeWeights = null;
11091
- this._localBounds = null;
11092
- this._jointMatrices = null;
11093
- (_this__jointTexture = this._jointTexture) == null ? void 0 : _this__jointTexture.destroy();
11094
- this._jointTexture = null;
11095
- this._bones = null;
11155
+ * Remove child entity.
11156
+ * @param child - The child entity which want to be removed
11157
+ */ _proto.removeChild = function removeChild(child) {
11158
+ child._setParent(null);
11096
11159
  };
11097
11160
  /**
11098
- * @internal
11099
- */ _proto._cloneTo = function _cloneTo(target, srcRoot, targetRoot) {
11100
- MeshRenderer1.prototype._cloneTo.call(this, target, srcRoot, targetRoot);
11101
- var paths = new Array();
11102
- // Clone rootBone
11103
- if (this.rootBone) {
11104
- var success = this._getEntityHierarchyPath(srcRoot, this.rootBone, paths);
11105
- target.rootBone = success ? this._getEntityByHierarchyPath(targetRoot, paths) : this.rootBone;
11161
+ * @deprecated Please use `children` property instead.
11162
+ * Find child entity by index.
11163
+ * @param index - The index of the child entity
11164
+ * @returns The component which be found
11165
+ */ _proto.getChild = function getChild(index) {
11166
+ return this._children[index];
11167
+ };
11168
+ /**
11169
+ * Find entity by name.
11170
+ * @param name - The name of the entity which want to be found
11171
+ * @returns The component which be found
11172
+ */ _proto.findByName = function findByName(name) {
11173
+ if (name === this.name) {
11174
+ return this;
11106
11175
  }
11107
- // Clone bones
11108
- var bones = this._bones;
11109
- if (bones) {
11110
- var boneCount = bones.length;
11111
- var destBones = new Array(boneCount);
11112
- for(var i = 0; i < boneCount; i++){
11113
- var bone = bones[i];
11114
- var success1 = this._getEntityHierarchyPath(srcRoot, bone, paths);
11115
- destBones[i] = success1 ? this._getEntityByHierarchyPath(targetRoot, paths) : bone;
11176
+ var children = this._children;
11177
+ for(var i = 0, n = children.length; i < n; i++){
11178
+ var target = children[i].findByName(name);
11179
+ if (target) {
11180
+ return target;
11116
11181
  }
11117
- target.bones = destBones;
11118
11182
  }
11119
- this._blendShapeWeights && (target._blendShapeWeights = this._blendShapeWeights.slice());
11183
+ return null;
11120
11184
  };
11121
11185
  /**
11122
- * @internal
11123
- */ _proto._registerEntityTransformListener = function _registerEntityTransformListener() {
11124
- var _this__rootBone;
11125
- ((_this__rootBone = this._rootBone) != null ? _this__rootBone : this._entity).transform._updateFlagManager.addListener(this._onTransformChanged);
11186
+ * Find the entity by path.
11187
+ * @param path - The path fo the entity eg: /entity
11188
+ * @returns The component which be found
11189
+ */ _proto.findByPath = function findByPath(path) {
11190
+ var splits = path.split("/");
11191
+ var entity = this;
11192
+ for(var i = 0, length = splits.length; i < length; ++i){
11193
+ var split = splits[i];
11194
+ if (split) {
11195
+ entity = Entity._findChildByName(entity, split);
11196
+ if (!entity) {
11197
+ return null;
11198
+ }
11199
+ }
11200
+ }
11201
+ return entity;
11126
11202
  };
11127
11203
  /**
11128
- * @internal
11129
- */ _proto._unRegisterEntityTransformListener = function _unRegisterEntityTransformListener() {
11130
- var _this__rootBone;
11131
- ((_this__rootBone = this._rootBone) != null ? _this__rootBone : this._entity).transform._updateFlagManager.removeListener(this._onTransformChanged);
11204
+ * Create child entity.
11205
+ * @param name - The child entity's name
11206
+ * @returns The child entity
11207
+ */ _proto.createChild = function createChild(name) {
11208
+ var child = new Entity(this.engine, name);
11209
+ child.layer = this.layer;
11210
+ child.parent = this;
11211
+ return child;
11212
+ };
11213
+ /**
11214
+ * Clear children entities.
11215
+ */ _proto.clearChildren = function clearChildren() {
11216
+ var children = this._children;
11217
+ for(var i = children.length - 1; i >= 0; i--){
11218
+ var child = children[i];
11219
+ child._parent = null;
11220
+ var activeChangeFlag = ActiveChangeFlag.None;
11221
+ child._isActiveInHierarchy && (activeChangeFlag |= ActiveChangeFlag.Hierarchy);
11222
+ child._isActiveInScene && (activeChangeFlag |= ActiveChangeFlag.Scene);
11223
+ activeChangeFlag && child._processInActive(activeChangeFlag);
11224
+ Entity._traverseSetOwnerScene(child, null); // Must after child._processInActive().
11225
+ }
11226
+ children.length = 0;
11227
+ };
11228
+ /**
11229
+ * Clone this entity include children and components.
11230
+ * @returns Cloned entity
11231
+ */ _proto.clone = function clone() {
11232
+ var cloneEntity = this._createCloneEntity(this);
11233
+ this._parseCloneEntity(this, cloneEntity, this, cloneEntity, new Map());
11234
+ return cloneEntity;
11132
11235
  };
11133
11236
  /**
11134
11237
  * @internal
11135
- */ _proto._updateBounds = function _updateBounds(worldBounds) {
11136
- if (this._rootBone) {
11137
- var localBounds = this._localBounds;
11138
- var worldMatrix = this._rootBone.transform.worldMatrix;
11139
- engineMath.BoundingBox.transform(localBounds, worldMatrix, worldBounds);
11140
- } else {
11141
- MeshRenderer1.prototype._updateBounds.call(this, worldBounds);
11238
+ */ _proto._markAsTemplate = function _markAsTemplate(templateResource) {
11239
+ this._isTemplate = true;
11240
+ this._templateResource = templateResource;
11241
+ };
11242
+ _proto._createCloneEntity = function _createCloneEntity(srcEntity) {
11243
+ var cloneEntity = new Entity(srcEntity._engine, srcEntity.name);
11244
+ var templateResource = this._templateResource;
11245
+ if (templateResource) {
11246
+ cloneEntity._templateResource = templateResource;
11247
+ templateResource._addReferCount(1);
11248
+ }
11249
+ cloneEntity.layer = srcEntity.layer;
11250
+ cloneEntity._isActive = srcEntity._isActive;
11251
+ var cloneTransform = cloneEntity.transform;
11252
+ var srcTransform = srcEntity.transform;
11253
+ cloneTransform.position = srcTransform.position;
11254
+ cloneTransform.rotation = srcTransform.rotation;
11255
+ cloneTransform.scale = srcTransform.scale;
11256
+ var children = srcEntity._children;
11257
+ for(var i = 0, n = srcEntity._children.length; i < n; i++){
11258
+ cloneEntity.addChild(this._createCloneEntity(children[i]));
11142
11259
  }
11260
+ return cloneEntity;
11143
11261
  };
11144
- _proto._checkBlendShapeWeightLength = function _checkBlendShapeWeightLength() {
11145
- var mesh = this._mesh;
11146
- var newBlendShapeCount = mesh ? mesh.blendShapeCount : 0;
11147
- var lastBlendShapeWeights = this._blendShapeWeights;
11148
- if (lastBlendShapeWeights) {
11149
- var lastBlendShapeWeightsCount = lastBlendShapeWeights.length;
11150
- if (lastBlendShapeWeightsCount !== newBlendShapeCount) {
11151
- var newBlendShapeWeights = new Float32Array(newBlendShapeCount);
11152
- if (newBlendShapeCount > lastBlendShapeWeightsCount) {
11153
- newBlendShapeWeights.set(lastBlendShapeWeights);
11154
- } else {
11155
- for(var i = 0; i < newBlendShapeCount; i++){
11156
- newBlendShapeWeights[i] = lastBlendShapeWeights[i];
11157
- }
11158
- }
11159
- this._blendShapeWeights = newBlendShapeWeights;
11262
+ _proto._parseCloneEntity = function _parseCloneEntity(src, target, srcRoot, targetRoot, deepInstanceMap) {
11263
+ var srcChildren = src._children;
11264
+ var targetChildren = target._children;
11265
+ for(var i = 0, n = srcChildren.length; i < n; i++){
11266
+ this._parseCloneEntity(srcChildren[i], targetChildren[i], srcRoot, targetRoot, deepInstanceMap);
11267
+ }
11268
+ var components = src._components;
11269
+ for(var i1 = 0, n1 = components.length; i1 < n1; i1++){
11270
+ var sourceComp = components[i1];
11271
+ if (!_instanceof(sourceComp, Transform)) {
11272
+ var targetComp = target.addComponent(sourceComp.constructor);
11273
+ ComponentCloner.cloneComponent(sourceComp, targetComp, srcRoot, targetRoot, deepInstanceMap);
11160
11274
  }
11275
+ }
11276
+ };
11277
+ /**
11278
+ * Destroy self.
11279
+ */ _proto.destroy = function destroy() {
11280
+ if (this._destroyed) {
11281
+ return;
11282
+ }
11283
+ EngineObject1.prototype.destroy.call(this);
11284
+ if (this._templateResource) {
11285
+ this._isTemplate || this._templateResource._addReferCount(-1);
11286
+ this._templateResource = null;
11287
+ }
11288
+ var components = this._components;
11289
+ for(var i = components.length - 1; i >= 0; i--){
11290
+ components[i].destroy();
11291
+ }
11292
+ this._components.length = 0;
11293
+ var children = this._children;
11294
+ while(children.length > 0){
11295
+ children[0].destroy();
11296
+ }
11297
+ if (this._isRoot) {
11298
+ this._scene.removeRootEntity(this);
11161
11299
  } else {
11162
- this._blendShapeWeights = new Float32Array(newBlendShapeCount);
11300
+ this._setParent(null);
11163
11301
  }
11302
+ this.isActive = false;
11164
11303
  };
11165
- _proto._onLocalBoundsChanged = function _onLocalBoundsChanged() {
11166
- this._dirtyUpdateFlag |= RendererUpdateFlags.WorldVolume;
11304
+ /**
11305
+ * @internal
11306
+ */ _proto._removeComponent = function _removeComponent(component) {
11307
+ ComponentsDependencies._removeCheck(this, component.constructor);
11308
+ var components = this._components;
11309
+ components.splice(components.indexOf(component), 1);
11167
11310
  };
11168
- _proto._getEntityHierarchyPath = function _getEntityHierarchyPath(rootEntity, searchEntity, inversePath) {
11169
- inversePath.length = 0;
11170
- while(searchEntity !== rootEntity){
11171
- var parent = searchEntity.parent;
11172
- if (!parent) {
11173
- return false;
11311
+ /**
11312
+ * @internal
11313
+ */ _proto._addScript = function _addScript(script) {
11314
+ script._entityScriptsIndex = this._scripts.length;
11315
+ this._scripts.add(script);
11316
+ };
11317
+ /**
11318
+ * @internal
11319
+ */ _proto._removeScript = function _removeScript(script) {
11320
+ var replaced = this._scripts.deleteByIndex(script._entityScriptsIndex);
11321
+ replaced && (replaced._entityScriptsIndex = script._entityScriptsIndex);
11322
+ script._entityScriptsIndex = -1;
11323
+ };
11324
+ /**
11325
+ * @internal
11326
+ */ _proto._removeFromParent = function _removeFromParent() {
11327
+ var oldParent = this._parent;
11328
+ if (oldParent != null) {
11329
+ var oldSibling = oldParent._children;
11330
+ var index = this._siblingIndex;
11331
+ oldSibling.splice(index, 1);
11332
+ for(var n = oldSibling.length; index < n; index++){
11333
+ oldSibling[index]._siblingIndex--;
11174
11334
  }
11175
- inversePath.push(searchEntity.siblingIndex);
11176
- searchEntity = parent;
11335
+ this._parent = null;
11336
+ this._siblingIndex = -1;
11177
11337
  }
11178
- return true;
11179
11338
  };
11180
11339
  /**
11181
11340
  * @internal
11182
- */ _proto._getEntityByHierarchyPath = function _getEntityByHierarchyPath(rootEntity, inversePath) {
11183
- var entity = rootEntity;
11184
- for(var i = inversePath.length - 1; i >= 0; i--){
11185
- entity = entity.children[inversePath[i]];
11341
+ */ _proto._processActive = function _processActive(activeChangeFlag) {
11342
+ if (this._activeChangedComponents) {
11343
+ throw "Note: can't set the 'main inActive entity' active in hierarchy, if the operation is in main inActive entity or it's children script's onDisable Event.";
11186
11344
  }
11187
- return entity;
11345
+ this._activeChangedComponents = this._scene._componentsManager.getActiveChangedTempList();
11346
+ this._setActiveInHierarchy(this._activeChangedComponents, activeChangeFlag);
11347
+ this._setActiveComponents(true, activeChangeFlag);
11188
11348
  };
11189
- _create_class(SkinnedMeshRenderer, [
11190
- {
11191
- key: "blendShapeWeights",
11192
- get: /**
11193
- * The weights of the BlendShapes.
11194
- * @remarks Array index is BlendShape index.
11195
- */ function get() {
11196
- this._checkBlendShapeWeightLength();
11197
- return this._blendShapeWeights;
11198
- },
11199
- set: function set(value) {
11200
- this._checkBlendShapeWeightLength();
11201
- var blendShapeWeights = this._blendShapeWeights;
11202
- if (value.length <= blendShapeWeights.length) {
11203
- blendShapeWeights.set(value);
11204
- } else {
11205
- for(var i = 0, n = blendShapeWeights.length; i < n; i++){
11206
- blendShapeWeights[i] = value[i];
11207
- }
11208
- }
11209
- }
11210
- },
11211
- {
11212
- key: "localBounds",
11213
- get: /**
11214
- * Local bounds.
11215
- */ function get() {
11216
- return this._localBounds;
11217
- },
11218
- set: function set(value) {
11219
- if (this._localBounds !== value) {
11220
- this._localBounds.copyFrom(value);
11221
- }
11349
+ /**
11350
+ * @internal
11351
+ */ _proto._processInActive = function _processInActive(activeChangeFlag) {
11352
+ if (this._activeChangedComponents) {
11353
+ throw "Note: can't set the 'main active entity' inActive in hierarchy, if the operation is in main active entity or it's children script's onEnable Event.";
11354
+ }
11355
+ this._activeChangedComponents = this._scene._componentsManager.getActiveChangedTempList();
11356
+ this._setInActiveInHierarchy(this._activeChangedComponents, activeChangeFlag);
11357
+ this._setActiveComponents(false, activeChangeFlag);
11358
+ };
11359
+ _proto._addToChildrenList = function _addToChildrenList(index, child) {
11360
+ var children = this._children;
11361
+ var childCount = children.length;
11362
+ if (index === undefined) {
11363
+ child._siblingIndex = childCount;
11364
+ children.push(child);
11365
+ } else {
11366
+ if (index < 0 || index > childCount) {
11367
+ throw "The index " + index + " is out of child list bounds " + childCount;
11222
11368
  }
11223
- },
11224
- {
11225
- key: "rootBone",
11226
- get: /**
11227
- * Root bone.
11228
- */ function get() {
11229
- return this._rootBone;
11230
- },
11231
- set: function set(value) {
11232
- if (this._rootBone !== value) {
11233
- this._unRegisterEntityTransformListener();
11234
- this._rootBone = value;
11235
- this._registerEntityTransformListener();
11236
- this._dirtyUpdateFlag |= RendererUpdateFlags.WorldVolume;
11369
+ child._siblingIndex = index;
11370
+ children.splice(index, 0, child);
11371
+ for(var i = index + 1, n = childCount + 1; i < n; i++){
11372
+ children[i]._siblingIndex++;
11373
+ }
11374
+ }
11375
+ };
11376
+ _proto._setParent = function _setParent(parent, siblingIndex) {
11377
+ var oldParent = this._parent;
11378
+ if (parent !== oldParent) {
11379
+ this._removeFromParent();
11380
+ this._parent = parent;
11381
+ if (parent) {
11382
+ parent._addToChildrenList(siblingIndex, this);
11383
+ var oldScene = this._scene;
11384
+ var parentScene = parent._scene;
11385
+ var inActiveChangeFlag = ActiveChangeFlag.None;
11386
+ if (!parent._isActiveInHierarchy) {
11387
+ this._isActiveInHierarchy && (inActiveChangeFlag |= ActiveChangeFlag.Hierarchy);
11388
+ }
11389
+ if (parent._isActiveInScene) {
11390
+ // cross scene should inActive first and then active
11391
+ this._isActiveInScene && oldScene !== parentScene && (inActiveChangeFlag |= ActiveChangeFlag.Scene);
11392
+ } else {
11393
+ this._isActiveInScene && (inActiveChangeFlag |= ActiveChangeFlag.Scene);
11394
+ }
11395
+ inActiveChangeFlag && this._processInActive(inActiveChangeFlag);
11396
+ if (oldScene !== parentScene) {
11397
+ Entity._traverseSetOwnerScene(this, parentScene);
11398
+ }
11399
+ var activeChangeFlag = ActiveChangeFlag.None;
11400
+ if (this._isActive) {
11401
+ if (parent._isActiveInHierarchy) {
11402
+ !this._isActiveInHierarchy && (activeChangeFlag |= ActiveChangeFlag.Hierarchy);
11403
+ }
11404
+ if (parent._isActiveInScene) {
11405
+ (!this._isActiveInScene || oldScene !== parentScene) && (activeChangeFlag |= ActiveChangeFlag.Scene);
11406
+ }
11407
+ }
11408
+ activeChangeFlag && this._processActive(activeChangeFlag);
11409
+ } else {
11410
+ var inActiveChangeFlag1 = ActiveChangeFlag.None;
11411
+ this._isActiveInHierarchy && (inActiveChangeFlag1 |= ActiveChangeFlag.Hierarchy);
11412
+ this._isActiveInScene && (inActiveChangeFlag1 |= ActiveChangeFlag.Scene);
11413
+ inActiveChangeFlag1 && this._processInActive(inActiveChangeFlag1);
11414
+ if (oldParent) {
11415
+ Entity._traverseSetOwnerScene(this, null);
11237
11416
  }
11238
11417
  }
11239
- },
11418
+ this._setTransformDirty();
11419
+ }
11420
+ };
11421
+ _proto._getComponentsInChildren = function _getComponentsInChildren(type, results) {
11422
+ for(var i = this._components.length - 1; i >= 0; i--){
11423
+ var component = this._components[i];
11424
+ if (_instanceof(component, type)) {
11425
+ results.push(component);
11426
+ }
11427
+ }
11428
+ for(var i1 = this._children.length - 1; i1 >= 0; i1--){
11429
+ this._children[i1]._getComponentsInChildren(type, results);
11430
+ }
11431
+ };
11432
+ _proto._setActiveComponents = function _setActiveComponents(isActive, activeChangeFlag) {
11433
+ var activeChangedComponents = this._activeChangedComponents;
11434
+ for(var i = 0, length = activeChangedComponents.length; i < length; ++i){
11435
+ activeChangedComponents[i]._setActive(isActive, activeChangeFlag);
11436
+ }
11437
+ this._scene._componentsManager.putActiveChangedTempList(activeChangedComponents);
11438
+ this._activeChangedComponents = null;
11439
+ };
11440
+ _proto._setActiveInHierarchy = function _setActiveInHierarchy(activeChangedComponents, activeChangeFlag) {
11441
+ activeChangeFlag & ActiveChangeFlag.Hierarchy && (this._isActiveInHierarchy = true);
11442
+ activeChangeFlag & ActiveChangeFlag.Scene && (this._isActiveInScene = true);
11443
+ var components = this._components;
11444
+ for(var i = 0, n = components.length; i < n; i++){
11445
+ var component = components[i];
11446
+ (component.enabled || !component._awoken) && activeChangedComponents.push(component);
11447
+ }
11448
+ var children = this._children;
11449
+ for(var i1 = 0, n1 = children.length; i1 < n1; i1++){
11450
+ var child = children[i1];
11451
+ child.isActive && child._setActiveInHierarchy(activeChangedComponents, activeChangeFlag);
11452
+ }
11453
+ };
11454
+ _proto._setInActiveInHierarchy = function _setInActiveInHierarchy(activeChangedComponents, activeChangeFlag) {
11455
+ activeChangeFlag & ActiveChangeFlag.Hierarchy && (this._isActiveInHierarchy = false);
11456
+ activeChangeFlag & ActiveChangeFlag.Scene && (this._isActiveInScene = false);
11457
+ var components = this._components;
11458
+ for(var i = 0, n = components.length; i < n; i++){
11459
+ var component = components[i];
11460
+ component.enabled && activeChangedComponents.push(component);
11461
+ }
11462
+ var children = this._children;
11463
+ for(var i1 = 0, n1 = children.length; i1 < n1; i1++){
11464
+ var child = children[i1];
11465
+ child.isActive && child._setInActiveInHierarchy(activeChangedComponents, activeChangeFlag);
11466
+ }
11467
+ };
11468
+ _proto._setTransformDirty = function _setTransformDirty() {
11469
+ if (this.transform) {
11470
+ this.transform._parentChange();
11471
+ } else {
11472
+ for(var i = 0, len = this._children.length; i < len; i++){
11473
+ this._children[i]._setTransformDirty();
11474
+ }
11475
+ }
11476
+ };
11477
+ _proto._setSiblingIndex = function _setSiblingIndex(sibling, target) {
11478
+ target = Math.min(target, sibling.length - 1);
11479
+ if (target < 0) {
11480
+ throw "Sibling index " + target + " should large than 0";
11481
+ }
11482
+ if (this._siblingIndex !== target) {
11483
+ var oldIndex = this._siblingIndex;
11484
+ if (target < oldIndex) {
11485
+ for(var i = oldIndex; i >= target; i--){
11486
+ var child = i == target ? this : sibling[i - 1];
11487
+ sibling[i] = child;
11488
+ child._siblingIndex = i;
11489
+ }
11490
+ } else {
11491
+ for(var i1 = oldIndex; i1 <= target; i1++){
11492
+ var child1 = i1 == target ? this : sibling[i1 + 1];
11493
+ sibling[i1] = child1;
11494
+ child1._siblingIndex = i1;
11495
+ }
11496
+ }
11497
+ }
11498
+ };
11499
+ /**
11500
+ * @deprecated
11501
+ */ _proto.getInvModelMatrix = function getInvModelMatrix() {
11502
+ if (this._inverseWorldMatFlag.flag) {
11503
+ engineMath.Matrix.invert(this.transform.worldMatrix, this._invModelMatrix);
11504
+ this._inverseWorldMatFlag.flag = false;
11505
+ }
11506
+ return this._invModelMatrix;
11507
+ };
11508
+ /**
11509
+ * @internal
11510
+ */ Entity._findChildByName = function _findChildByName(root, name) {
11511
+ var children = root._children;
11512
+ for(var i = children.length - 1; i >= 0; i--){
11513
+ var child = children[i];
11514
+ if (child.name === name) {
11515
+ return child;
11516
+ }
11517
+ }
11518
+ return null;
11519
+ };
11520
+ /**
11521
+ * @internal
11522
+ */ Entity._traverseSetOwnerScene = function _traverseSetOwnerScene(entity, scene) {
11523
+ entity._scene = scene;
11524
+ var children = entity._children;
11525
+ for(var i = children.length - 1; i >= 0; i--){
11526
+ this._traverseSetOwnerScene(children[i], scene);
11527
+ }
11528
+ };
11529
+ /**
11530
+ * @internal
11531
+ */ Entity._getEntityHierarchyPath = function _getEntityHierarchyPath(rootEntity, searchEntity, inversePath) {
11532
+ inversePath.length = 0;
11533
+ while(searchEntity !== rootEntity){
11534
+ var parent = searchEntity.parent;
11535
+ if (!parent) {
11536
+ return false;
11537
+ }
11538
+ inversePath.push(searchEntity.siblingIndex);
11539
+ searchEntity = parent;
11540
+ }
11541
+ return true;
11542
+ };
11543
+ /**
11544
+ * @internal
11545
+ */ Entity._getEntityByHierarchyPath = function _getEntityByHierarchyPath(rootEntity, inversePath) {
11546
+ var entity = rootEntity;
11547
+ for(var i = inversePath.length - 1; i >= 0; i--){
11548
+ entity = entity.children[inversePath[i]];
11549
+ }
11550
+ return entity;
11551
+ };
11552
+ _create_class(Entity, [
11240
11553
  {
11241
- key: "bones",
11554
+ key: "isActive",
11242
11555
  get: /**
11243
- * Bones of the SkinnedMeshRenderer.
11556
+ * Whether to activate locally.
11244
11557
  */ function get() {
11245
- return this._bones;
11558
+ return this._isActive;
11246
11559
  },
11247
11560
  set: function set(value) {
11248
- if (this._bones !== value) {
11249
- var _this__bones, _value;
11250
- var _this__bones_length;
11251
- var lastBoneCount = (_this__bones_length = (_this__bones = this._bones) == null ? void 0 : _this__bones.length) != null ? _this__bones_length : 0;
11252
- var _value_length;
11253
- var boneCount = (_value_length = (_value = value) == null ? void 0 : _value.length) != null ? _value_length : 0;
11254
- if (lastBoneCount !== boneCount) {
11255
- var shaderData = this.shaderData;
11256
- if (boneCount > 0) {
11257
- this._jointMatrices = new Float32Array(boneCount * 16);
11258
- shaderData.enableMacro("RENDERER_HAS_SKIN");
11259
- shaderData.setInt(SkinnedMeshRenderer._jointCountProperty, boneCount);
11561
+ if (value !== this._isActive) {
11562
+ this._isActive = value;
11563
+ if (value) {
11564
+ var parent = this._parent;
11565
+ var activeChangeFlag = ActiveChangeFlag.None;
11566
+ if (this._isRoot && this._scene._isActiveInEngine) {
11567
+ activeChangeFlag |= ActiveChangeFlag.All;
11260
11568
  } else {
11261
- this._jointMatrices = null;
11262
- shaderData.disableMacro("RENDERER_HAS_SKIN");
11569
+ var _parent, _parent1;
11570
+ ((_parent = parent) == null ? void 0 : _parent._isActiveInHierarchy) && (activeChangeFlag |= ActiveChangeFlag.Hierarchy);
11571
+ ((_parent1 = parent) == null ? void 0 : _parent1._isActiveInScene) && (activeChangeFlag |= ActiveChangeFlag.Scene);
11263
11572
  }
11573
+ activeChangeFlag && this._processActive(activeChangeFlag);
11574
+ } else {
11575
+ var activeChangeFlag1 = ActiveChangeFlag.None;
11576
+ this._isActiveInHierarchy && (activeChangeFlag1 |= ActiveChangeFlag.Hierarchy);
11577
+ this._isActiveInScene && (activeChangeFlag1 |= ActiveChangeFlag.Scene);
11578
+ activeChangeFlag1 && this._processInActive(activeChangeFlag1);
11264
11579
  }
11265
- this._bones = value;
11266
11580
  }
11267
11581
  }
11268
11582
  },
11269
11583
  {
11270
- key: "skin",
11584
+ key: "isActiveInHierarchy",
11271
11585
  get: /**
11272
- * @deprecated
11273
- * Skin Object.
11274
- *
11275
- * If you want get `skeleton`, use {@link SkinnedMeshRenderer.rootBone} instead.
11276
- * If you want get `bones`, use {@link SkinnedMeshRenderer.bones} instead.
11277
- * `inverseBindMatrices` will migrate to mesh in the future.
11278
- *
11279
- * @remarks `rootBone` and `bones` will not update when `skin` changed.
11586
+ * Whether it is active in the hierarchy.
11280
11587
  */ function get() {
11281
- return this._skin;
11588
+ return this._isActiveInHierarchy;
11589
+ }
11590
+ },
11591
+ {
11592
+ key: "parent",
11593
+ get: /**
11594
+ * The parent entity.
11595
+ */ function get() {
11596
+ return this._parent;
11282
11597
  },
11283
11598
  set: function set(value) {
11284
- this._skin = value;
11599
+ this._setParent(value);
11285
11600
  }
11286
- }
11287
- ]);
11288
- return SkinnedMeshRenderer;
11289
- }(MeshRenderer);
11290
- (function() {
11291
- SkinnedMeshRenderer._jointCountProperty = ShaderProperty.getByName("renderer_JointCount");
11292
- })();
11293
- (function() {
11294
- SkinnedMeshRenderer._jointSamplerProperty = ShaderProperty.getByName("renderer_JointSampler");
11295
- })();
11296
- (function() {
11297
- SkinnedMeshRenderer._jointMatrixProperty = ShaderProperty.getByName("renderer_JointMatrix");
11298
- })();
11299
- __decorate([
11300
- deepClone
11301
- ], SkinnedMeshRenderer.prototype, "_localBounds", void 0);
11302
- __decorate([
11303
- ignoreClone
11304
- ], SkinnedMeshRenderer.prototype, "_jointDataCreateCache", void 0);
11305
- __decorate([
11306
- ignoreClone
11307
- ], SkinnedMeshRenderer.prototype, "_blendShapeWeights", void 0);
11308
- __decorate([
11309
- ignoreClone
11310
- ], SkinnedMeshRenderer.prototype, "_maxVertexUniformVectors", void 0);
11311
- __decorate([
11312
- ignoreClone
11313
- ], SkinnedMeshRenderer.prototype, "_rootBone", void 0);
11601
+ },
11602
+ {
11603
+ key: "children",
11604
+ get: /**
11605
+ * The children entities
11606
+ */ function get() {
11607
+ return this._children;
11608
+ }
11609
+ },
11610
+ {
11611
+ key: "childCount",
11612
+ get: /**
11613
+ * @deprecated Please use `children.length` property instead.
11614
+ * Number of the children entities
11615
+ */ function get() {
11616
+ return this._children.length;
11617
+ }
11618
+ },
11619
+ {
11620
+ key: "scene",
11621
+ get: /**
11622
+ * The scene the entity belongs to.
11623
+ */ function get() {
11624
+ return this._scene;
11625
+ }
11626
+ },
11627
+ {
11628
+ key: "siblingIndex",
11629
+ get: /**
11630
+ * The sibling index.
11631
+ */ function get() {
11632
+ return this._siblingIndex;
11633
+ },
11634
+ set: function set(value) {
11635
+ if (this._siblingIndex === -1) {
11636
+ throw "The entity " + this.name + " is not in the hierarchy";
11637
+ }
11638
+ this._setSiblingIndex(this._isRoot ? this._scene._rootEntities : this._parent._children, value);
11639
+ }
11640
+ }
11641
+ ]);
11642
+ return Entity;
11643
+ }(EngineObject);
11644
+
11645
+ /**
11646
+ * Skin used for skinned mesh renderer.
11647
+ */ var Skin = /*#__PURE__*/ function(EngineObject1) {
11648
+ _inherits(Skin, EngineObject1);
11649
+ function Skin(name) {
11650
+ var _this;
11651
+ _this = EngineObject1.call(this, null) || this;
11652
+ _this.name = name;
11653
+ _this.inverseBindMatrices = new Array();
11654
+ _this._updatedManager = new UpdateFlagManager();
11655
+ _this._bones = new Array();
11656
+ _this._updateMark = -1;
11657
+ _this.joints = [];
11658
+ return _this;
11659
+ }
11660
+ var _proto = Skin.prototype;
11661
+ /**
11662
+ * @internal
11663
+ */ _proto._updateSkinMatrices = function _updateSkinMatrices(renderer) {
11664
+ if (this._updateMark === renderer.engine.time.frameCount) {
11665
+ return;
11666
+ }
11667
+ var _this = this, bones = _this.bones, bindMatrices = _this.inverseBindMatrices, skinMatrices = _this._skinMatrices;
11668
+ var _this_rootBone;
11669
+ var worldToLocal = ((_this_rootBone = this.rootBone) != null ? _this_rootBone : renderer.entity).getInvModelMatrix();
11670
+ for(var i = bones.length - 1; i >= 0; i--){
11671
+ var bone = bones[i];
11672
+ var offset = i * 16;
11673
+ if (bone) {
11674
+ Utils._floatMatrixMultiply(bone.transform.worldMatrix, bindMatrices[i].elements, 0, skinMatrices, offset);
11675
+ } else {
11676
+ skinMatrices.set(bindMatrices[i].elements, offset);
11677
+ }
11678
+ Utils._floatMatrixMultiply(worldToLocal, skinMatrices, offset, skinMatrices, offset);
11679
+ }
11680
+ this._updateMark = renderer.engine.time.frameCount;
11681
+ };
11682
+ /**
11683
+ * @internal
11684
+ */ _proto._cloneTo = function _cloneTo(target, srcRoot, targetRoot) {
11685
+ var paths = new Array();
11686
+ // Clone rootBone
11687
+ var rootBone = this.rootBone;
11688
+ if (rootBone) {
11689
+ var success = Entity._getEntityHierarchyPath(srcRoot, rootBone, paths);
11690
+ target.rootBone = success ? Entity._getEntityByHierarchyPath(targetRoot, paths) : rootBone;
11691
+ }
11692
+ // Clone bones
11693
+ var bones = this.bones;
11694
+ if (bones.length > 0) {
11695
+ var boneCount = bones.length;
11696
+ var destBones = new Array(boneCount);
11697
+ for(var i = 0; i < boneCount; i++){
11698
+ var bone = bones[i];
11699
+ var success1 = Entity._getEntityHierarchyPath(srcRoot, bone, paths);
11700
+ destBones[i] = success1 ? Entity._getEntityByHierarchyPath(targetRoot, paths) : bone;
11701
+ }
11702
+ target.bones = destBones;
11703
+ }
11704
+ };
11705
+ _create_class(Skin, [
11706
+ {
11707
+ key: "rootBone",
11708
+ get: /**
11709
+ * Root bone.
11710
+ */ function get() {
11711
+ return this._rootBone;
11712
+ },
11713
+ set: function set(value) {
11714
+ if (this._rootBone !== value) {
11715
+ this._updatedManager.dispatch(1, value);
11716
+ this._rootBone = value;
11717
+ }
11718
+ }
11719
+ },
11720
+ {
11721
+ key: "bones",
11722
+ get: /**
11723
+ * Bones of the skin.
11724
+ */ function get() {
11725
+ return this._bones;
11726
+ },
11727
+ set: function set(value) {
11728
+ var _value;
11729
+ var bones = this._bones;
11730
+ var _value_length;
11731
+ var boneCount = (_value_length = (_value = value) == null ? void 0 : _value.length) != null ? _value_length : 0;
11732
+ var lastBoneCount = bones.length;
11733
+ bones.length = boneCount;
11734
+ for(var i = 0; i < boneCount; i++){
11735
+ bones[i] = value[i];
11736
+ }
11737
+ if (lastBoneCount !== boneCount) {
11738
+ this._skinMatrices = new Float32Array(boneCount * 16);
11739
+ this._updatedManager.dispatch(0, boneCount);
11740
+ }
11741
+ }
11742
+ },
11743
+ {
11744
+ key: "skeleton",
11745
+ get: /** @deprecated Please use `rootBone` instead. */ function get() {
11746
+ var _this_rootBone;
11747
+ return (_this_rootBone = this.rootBone) == null ? void 0 : _this_rootBone.name;
11748
+ },
11749
+ set: function set(value) {
11750
+ var rootBone = this._rootBone;
11751
+ if (rootBone) {
11752
+ rootBone.name = value;
11753
+ }
11754
+ }
11755
+ }
11756
+ ]);
11757
+ return Skin;
11758
+ }(EngineObject);
11759
+ __decorate([
11760
+ deepClone
11761
+ ], Skin.prototype, "inverseBindMatrices", void 0);
11314
11762
  __decorate([
11315
11763
  ignoreClone
11316
- ], SkinnedMeshRenderer.prototype, "_jointMatrices", void 0);
11764
+ ], Skin.prototype, "_skinMatrices", void 0);
11317
11765
  __decorate([
11318
11766
  ignoreClone
11319
- ], SkinnedMeshRenderer.prototype, "_jointTexture", void 0);
11767
+ ], Skin.prototype, "_updatedManager", void 0);
11320
11768
  __decorate([
11321
11769
  ignoreClone
11322
- ], SkinnedMeshRenderer.prototype, "_bones", void 0);
11770
+ ], Skin.prototype, "_rootBone", void 0);
11323
11771
  __decorate([
11324
11772
  ignoreClone
11325
- ], SkinnedMeshRenderer.prototype, "_condensedBlendShapeWeights", void 0);
11773
+ ], Skin.prototype, "_bones", void 0);
11326
11774
  __decorate([
11327
11775
  ignoreClone
11328
- ], SkinnedMeshRenderer.prototype, "_onLocalBoundsChanged", null);
11776
+ ], Skin.prototype, "_updateMark", void 0);
11777
+ var SkinUpdateFlag;
11778
+ (function(SkinUpdateFlag) {
11779
+ SkinUpdateFlag[SkinUpdateFlag["BoneCountChanged"] = 0] = "BoneCountChanged";
11780
+ SkinUpdateFlag[SkinUpdateFlag["RootBoneChanged"] = 1] = "RootBoneChanged";
11781
+ })(SkinUpdateFlag || (SkinUpdateFlag = {}));
11329
11782
 
11330
11783
  /**
11331
- * Class pool utils.
11332
- */ var ClassPool = /*#__PURE__*/ function() {
11333
- function ClassPool(type) {
11334
- this._elementPoolIndex = 0;
11335
- this._elementPool = [];
11336
- this._type = type;
11784
+ * SkinnedMeshRenderer.
11785
+ */ var SkinnedMeshRenderer = /*#__PURE__*/ function(MeshRenderer1) {
11786
+ _inherits(SkinnedMeshRenderer, MeshRenderer1);
11787
+ function SkinnedMeshRenderer(entity) {
11788
+ var _this;
11789
+ _this = MeshRenderer1.call(this, entity) || this;
11790
+ _this._localBounds = new engineMath.BoundingBox();
11791
+ _this._jointDataCreateCache = new engineMath.Vector2(-1, -1);
11792
+ _this._skin = null;
11793
+ var rhi = _this.entity.engine._hardwareRenderer;
11794
+ var maxVertexUniformVectors = rhi.renderStates.getParameter(rhi.gl.MAX_VERTEX_UNIFORM_VECTORS);
11795
+ // Limit size to 256 to avoid some problem:
11796
+ // For renderer is "Apple GPU", when uniform is large than 256 the skeleton matrix array access in shader very slow in Safari or WKWebview. This may be a apple bug, Chrome and Firefox is OK!
11797
+ // For renderer is "ANGLE (AMD, AMD Radeon(TM) Graphics Direct3011 vs_5_0 ps_5_0, D3011)", compile shader si very slow because of max uniform is 4096.
11798
+ maxVertexUniformVectors = Math.min(maxVertexUniformVectors, rhi._options._maxAllowSkinUniformVectorCount);
11799
+ _this._maxVertexUniformVectors = maxVertexUniformVectors;
11800
+ _this._onLocalBoundsChanged = _this._onLocalBoundsChanged.bind(_assert_this_initialized(_this));
11801
+ _this._onSkinUpdated = _this._onSkinUpdated.bind(_assert_this_initialized(_this));
11802
+ var localBounds = _this._localBounds;
11803
+ // @ts-ignore
11804
+ localBounds.min._onValueChanged = _this._onLocalBoundsChanged;
11805
+ // @ts-ignore
11806
+ localBounds.max._onValueChanged = _this._onLocalBoundsChanged;
11807
+ return _this;
11337
11808
  }
11338
- var _proto = ClassPool.prototype;
11809
+ var _proto = SkinnedMeshRenderer.prototype;
11339
11810
  /**
11340
- * Get element from pool.
11341
- */ _proto.getFromPool = function getFromPool() {
11342
- var _this = this, index = _this._elementPoolIndex, pool = _this._elementPool;
11343
- this._elementPoolIndex++;
11344
- if (pool.length === index) {
11345
- var element = new this._type();
11346
- pool.push(element);
11347
- return element;
11348
- } else {
11349
- return pool[index];
11811
+ * @internal
11812
+ */ _proto.update = function update() {
11813
+ var _skin;
11814
+ var skin = this._skin;
11815
+ if (((_skin = skin) == null ? void 0 : _skin.bones.length) > 0) {
11816
+ skin._updateSkinMatrices(this);
11350
11817
  }
11351
11818
  };
11352
- /**
11353
- * Reset pool.
11354
- */ _proto.resetPool = function resetPool() {
11355
- this._elementPoolIndex = 0;
11356
- };
11357
- _proto.garbageCollection = function garbageCollection() {
11358
- var _this = this, pool = _this._elementPool;
11359
- for(var i = pool.length - 1; i >= 0; i--){
11360
- pool[i].dispose && pool[i].dispose();
11819
+ _proto._updateShaderData = function _updateShaderData(context, onlyMVP) {
11820
+ var _skin, _skin1;
11821
+ var _this = this, entity = _this.entity, skin = _this.skin;
11822
+ var _skin_rootBone;
11823
+ var worldMatrix = ((_skin_rootBone = (_skin = skin) == null ? void 0 : _skin.rootBone) != null ? _skin_rootBone : entity).transform.worldMatrix;
11824
+ if (onlyMVP) {
11825
+ this._updateMVPShaderData(context, worldMatrix);
11826
+ return;
11361
11827
  }
11362
- };
11363
- return ClassPool;
11364
- }();
11365
-
11366
- var Basic2DBatcher = /*#__PURE__*/ function() {
11367
- function Basic2DBatcher(engine) {
11368
- /** @internal */ this._subMeshPool = new ClassPool(SubMesh);
11369
- /** @internal */ this._batchedQueue = [];
11370
- /** @internal */ this._meshes = [];
11371
- /** @internal */ this._meshCount = 1;
11372
- /** @internal */ this._vertexBuffers = [];
11373
- /** @internal */ this._indiceBuffers = [];
11374
- /** @internal */ this._flushId = 0;
11375
- /** @internal */ this._vertexCount = 0;
11376
- /** @internal */ this._elementCount = 0;
11377
- this._engine = engine;
11378
- this._initMeshes(engine);
11379
- }
11380
- var _proto = Basic2DBatcher.prototype;
11381
- _proto.drawElement = function drawElement(element, camera) {
11382
- var data = element.data;
11383
- if (data.multiRenderData) {
11384
- var charsData = data.charsData;
11385
- var pool = camera.engine._renderElementPool;
11386
- for(var i = 0, n = charsData.length; i < n; ++i){
11387
- var charRenderElement = pool.getFromPool();
11388
- charRenderElement.set(charsData[i], element.shaderPasses);
11389
- this._drawSubElement(charRenderElement, camera);
11828
+ this._updateTransformShaderData(context, worldMatrix);
11829
+ var shaderData = this.shaderData;
11830
+ var mesh = this.mesh;
11831
+ var blendShapeManager = mesh._blendShapeManager;
11832
+ blendShapeManager._updateShaderData(shaderData, this);
11833
+ var bones = (_skin1 = skin) == null ? void 0 : _skin1.bones;
11834
+ if (bones) {
11835
+ var bsUniformOccupiesCount = blendShapeManager._uniformOccupiesCount;
11836
+ var boneCount = bones.length;
11837
+ var boneDataCreateCache = this._jointDataCreateCache;
11838
+ var boneCountChange = boneCount !== boneDataCreateCache.x;
11839
+ if (boneCountChange || bsUniformOccupiesCount !== boneDataCreateCache.y) {
11840
+ // directly use max joint count to avoid shader recompile
11841
+ // @TODO: different shader type should use different count, not always 44
11842
+ var remainUniformJointCount = Math.ceil((this._maxVertexUniformVectors - (44 + bsUniformOccupiesCount)) / 4);
11843
+ if (boneCount > remainUniformJointCount) {
11844
+ var engine = this.engine;
11845
+ if (engine._hardwareRenderer.canIUseMoreJoints) {
11846
+ if (boneCountChange) {
11847
+ var _this__jointTexture;
11848
+ (_this__jointTexture = this._jointTexture) == null ? void 0 : _this__jointTexture.destroy();
11849
+ this._jointTexture = new Texture2D(engine, 4, boneCount, exports.TextureFormat.R32G32B32A32, false);
11850
+ this._jointTexture.filterMode = exports.TextureFilterMode.Point;
11851
+ this._jointTexture.isGCIgnored = true;
11852
+ }
11853
+ shaderData.disableMacro("RENDERER_JOINTS_NUM");
11854
+ shaderData.enableMacro("RENDERER_USE_JOINT_TEXTURE");
11855
+ shaderData.setTexture(SkinnedMeshRenderer._jointSamplerProperty, this._jointTexture);
11856
+ } else {
11857
+ Logger.error("component's joints count(" + boneCount + ") greater than device's MAX_VERTEX_UNIFORM_VECTORS number " + this._maxVertexUniformVectors + ", and don't support jointTexture in this device. suggest joint count less than " + remainUniformJointCount + ".", this);
11858
+ }
11859
+ } else {
11860
+ var _this__jointTexture1;
11861
+ (_this__jointTexture1 = this._jointTexture) == null ? void 0 : _this__jointTexture1.destroy();
11862
+ shaderData.disableMacro("RENDERER_USE_JOINT_TEXTURE");
11863
+ shaderData.enableMacro("RENDERER_JOINTS_NUM", remainUniformJointCount.toString());
11864
+ shaderData.setFloatArray(SkinnedMeshRenderer._jointMatrixProperty, skin._skinMatrices);
11865
+ }
11866
+ boneDataCreateCache.set(boneCount, bsUniformOccupiesCount);
11867
+ }
11868
+ if (this._jointTexture) {
11869
+ this._jointTexture.setPixelBuffer(skin._skinMatrices);
11390
11870
  }
11391
- } else {
11392
- this._drawSubElement(element, camera);
11393
11871
  }
11872
+ var layer = entity.layer;
11873
+ this._rendererLayer.set(layer & 65535, layer >>> 16 & 65535, 0, 0);
11394
11874
  };
11395
11875
  /**
11396
11876
  * @internal
11397
- * Standalone for canvas 2d renderer plugin.
11398
- */ _proto._initMeshes = function _initMeshes(engine) {
11399
- var MAX_VERTEX_COUNT = Basic2DBatcher.MAX_VERTEX_COUNT;
11400
- this._vertices = new Float32Array(MAX_VERTEX_COUNT * 9);
11401
- this._indices = new Uint16Array(MAX_VERTEX_COUNT * 3);
11402
- var _this = this, _meshes = _this._meshes, _meshCount = _this._meshCount;
11403
- for(var i = 0; i < _meshCount; i++){
11404
- _meshes[i] = this._createMesh(engine, i);
11405
- }
11877
+ */ _proto._onDestroy = function _onDestroy() {
11878
+ var _this__jointTexture;
11879
+ MeshRenderer1.prototype._onDestroy.call(this);
11880
+ this._jointDataCreateCache = null;
11881
+ this._skin = null;
11882
+ this._blendShapeWeights = null;
11883
+ this._localBounds = null;
11884
+ (_this__jointTexture = this._jointTexture) == null ? void 0 : _this__jointTexture.destroy();
11885
+ this._jointTexture = null;
11406
11886
  };
11407
- _proto.flush = function flush(camera) {
11408
- var batchedQueue = this._batchedQueue;
11409
- if (batchedQueue.length === 0) {
11410
- return;
11887
+ /**
11888
+ * @internal
11889
+ */ _proto._cloneTo = function _cloneTo(target, srcRoot, targetRoot) {
11890
+ MeshRenderer1.prototype._cloneTo.call(this, target, srcRoot, targetRoot);
11891
+ if (this.skin) {
11892
+ target._applySkin(null, target.skin);
11893
+ }
11894
+ this._blendShapeWeights && (target._blendShapeWeights = this._blendShapeWeights.slice());
11895
+ };
11896
+ /**
11897
+ * @internal
11898
+ */ _proto._updateBounds = function _updateBounds(worldBounds) {
11899
+ var _this_skin;
11900
+ var rootBone = (_this_skin = this.skin) == null ? void 0 : _this_skin.rootBone;
11901
+ if (rootBone) {
11902
+ engineMath.BoundingBox.transform(this._localBounds, rootBone.transform.worldMatrix, worldBounds);
11903
+ } else {
11904
+ MeshRenderer1.prototype._updateBounds.call(this, worldBounds);
11905
+ }
11906
+ };
11907
+ _proto._checkBlendShapeWeightLength = function _checkBlendShapeWeightLength() {
11908
+ var mesh = this._mesh;
11909
+ var newBlendShapeCount = mesh ? mesh.blendShapeCount : 0;
11910
+ var lastBlendShapeWeights = this._blendShapeWeights;
11911
+ if (lastBlendShapeWeights) {
11912
+ var lastBlendShapeWeightsCount = lastBlendShapeWeights.length;
11913
+ if (lastBlendShapeWeightsCount !== newBlendShapeCount) {
11914
+ var newBlendShapeWeights = new Float32Array(newBlendShapeCount);
11915
+ if (newBlendShapeCount > lastBlendShapeWeightsCount) {
11916
+ newBlendShapeWeights.set(lastBlendShapeWeights);
11917
+ } else {
11918
+ for(var i = 0; i < newBlendShapeCount; i++){
11919
+ newBlendShapeWeights[i] = lastBlendShapeWeights[i];
11920
+ }
11921
+ }
11922
+ this._blendShapeWeights = newBlendShapeWeights;
11923
+ }
11924
+ } else {
11925
+ this._blendShapeWeights = new Float32Array(newBlendShapeCount);
11926
+ }
11927
+ };
11928
+ _proto._onLocalBoundsChanged = function _onLocalBoundsChanged() {
11929
+ this._dirtyUpdateFlag |= RendererUpdateFlags.WorldVolume;
11930
+ };
11931
+ _proto._onSkinUpdated = function _onSkinUpdated(type, value) {
11932
+ switch(type){
11933
+ case SkinUpdateFlag.BoneCountChanged:
11934
+ var shaderData = this.shaderData;
11935
+ if (value > 0) {
11936
+ shaderData.enableMacro("RENDERER_HAS_SKIN");
11937
+ shaderData.setInt(SkinnedMeshRenderer._jointCountProperty, value);
11938
+ } else {
11939
+ shaderData.disableMacro("RENDERER_HAS_SKIN");
11940
+ }
11941
+ break;
11942
+ case SkinUpdateFlag.RootBoneChanged:
11943
+ this._dirtyUpdateFlag |= RendererUpdateFlags.WorldVolume;
11944
+ break;
11945
+ }
11946
+ };
11947
+ _proto._applySkin = function _applySkin(lastSkin, value) {
11948
+ var _lastSkin_bones, _lastSkin, _lastSkin1, _lastSkin2, _value_bones, _value, _value1, _value2;
11949
+ var _lastSkin_bones_length;
11950
+ var lastSkinBoneCount = (_lastSkin_bones_length = (_lastSkin = lastSkin) == null ? void 0 : (_lastSkin_bones = _lastSkin.bones) == null ? void 0 : _lastSkin_bones.length) != null ? _lastSkin_bones_length : 0;
11951
+ var _lastSkin_rootBone;
11952
+ var lastRootBone = (_lastSkin_rootBone = (_lastSkin1 = lastSkin) == null ? void 0 : _lastSkin1.rootBone) != null ? _lastSkin_rootBone : this.entity;
11953
+ (_lastSkin2 = lastSkin) == null ? void 0 : _lastSkin2._updatedManager.removeListener(this._onSkinUpdated);
11954
+ var _value_bones_length;
11955
+ var skinBoneCount = (_value_bones_length = (_value = value) == null ? void 0 : (_value_bones = _value.bones) == null ? void 0 : _value_bones.length) != null ? _value_bones_length : 0;
11956
+ var _value_rootBone;
11957
+ var rootBone = (_value_rootBone = (_value1 = value) == null ? void 0 : _value1.rootBone) != null ? _value_rootBone : this.entity;
11958
+ (_value2 = value) == null ? void 0 : _value2._updatedManager.addListener(this._onSkinUpdated);
11959
+ if (lastSkinBoneCount !== skinBoneCount) {
11960
+ this._onSkinUpdated(SkinUpdateFlag.BoneCountChanged, skinBoneCount);
11961
+ }
11962
+ if (lastRootBone !== rootBone) {
11963
+ this._onSkinUpdated(SkinUpdateFlag.RootBoneChanged, rootBone);
11964
+ }
11965
+ };
11966
+ _create_class(SkinnedMeshRenderer, [
11967
+ {
11968
+ key: "skin",
11969
+ get: /**
11970
+ * Skin of the SkinnedMeshRenderer.
11971
+ */ function get() {
11972
+ return this._skin;
11973
+ },
11974
+ set: function set(value) {
11975
+ var lastSkin = this._skin;
11976
+ if (lastSkin !== value) {
11977
+ this._applySkin(lastSkin, value);
11978
+ this._skin = value;
11979
+ }
11980
+ }
11981
+ },
11982
+ {
11983
+ key: "blendShapeWeights",
11984
+ get: /**
11985
+ * The weights of the BlendShapes.
11986
+ * @remarks Array index is BlendShape index.
11987
+ */ function get() {
11988
+ this._checkBlendShapeWeightLength();
11989
+ return this._blendShapeWeights;
11990
+ },
11991
+ set: function set(value) {
11992
+ this._checkBlendShapeWeightLength();
11993
+ var blendShapeWeights = this._blendShapeWeights;
11994
+ if (value.length <= blendShapeWeights.length) {
11995
+ blendShapeWeights.set(value);
11996
+ } else {
11997
+ for(var i = 0, n = blendShapeWeights.length; i < n; i++){
11998
+ blendShapeWeights[i] = value[i];
11999
+ }
12000
+ }
12001
+ }
12002
+ },
12003
+ {
12004
+ key: "localBounds",
12005
+ get: /**
12006
+ * Local bounds.
12007
+ */ function get() {
12008
+ return this._localBounds;
12009
+ },
12010
+ set: function set(value) {
12011
+ if (this._localBounds !== value) {
12012
+ this._localBounds.copyFrom(value);
12013
+ }
12014
+ }
12015
+ },
12016
+ {
12017
+ key: "rootBone",
12018
+ get: /**
12019
+ * @deprecated use {@link SkinnedMeshRenderer.skin.rootBone} instead.
12020
+ */ function get() {
12021
+ return this.skin.rootBone;
12022
+ },
12023
+ set: function set(value) {
12024
+ this.skin.rootBone = value;
12025
+ }
12026
+ },
12027
+ {
12028
+ key: "bones",
12029
+ get: /**
12030
+ * @deprecated use {@link SkinnedMeshRenderer.skin.bones} instead.
12031
+ */ function get() {
12032
+ return this.skin.bones;
12033
+ },
12034
+ set: function set(value) {
12035
+ this.skin.bones = value;
12036
+ }
12037
+ }
12038
+ ]);
12039
+ return SkinnedMeshRenderer;
12040
+ }(MeshRenderer);
12041
+ (function() {
12042
+ SkinnedMeshRenderer._jointCountProperty = ShaderProperty.getByName("renderer_JointCount");
12043
+ })();
12044
+ (function() {
12045
+ SkinnedMeshRenderer._jointSamplerProperty = ShaderProperty.getByName("renderer_JointSampler");
12046
+ })();
12047
+ (function() {
12048
+ SkinnedMeshRenderer._jointMatrixProperty = ShaderProperty.getByName("renderer_JointMatrix");
12049
+ })();
12050
+ __decorate([
12051
+ ignoreClone
12052
+ ], SkinnedMeshRenderer.prototype, "_condensedBlendShapeWeights", void 0);
12053
+ __decorate([
12054
+ deepClone
12055
+ ], SkinnedMeshRenderer.prototype, "_localBounds", void 0);
12056
+ __decorate([
12057
+ ignoreClone
12058
+ ], SkinnedMeshRenderer.prototype, "_jointDataCreateCache", void 0);
12059
+ __decorate([
12060
+ ignoreClone
12061
+ ], SkinnedMeshRenderer.prototype, "_blendShapeWeights", void 0);
12062
+ __decorate([
12063
+ ignoreClone
12064
+ ], SkinnedMeshRenderer.prototype, "_maxVertexUniformVectors", void 0);
12065
+ __decorate([
12066
+ ignoreClone
12067
+ ], SkinnedMeshRenderer.prototype, "_jointTexture", void 0);
12068
+ __decorate([
12069
+ deepClone
12070
+ ], SkinnedMeshRenderer.prototype, "_skin", void 0);
12071
+ __decorate([
12072
+ ignoreClone
12073
+ ], SkinnedMeshRenderer.prototype, "_onLocalBoundsChanged", null);
12074
+ __decorate([
12075
+ ignoreClone
12076
+ ], SkinnedMeshRenderer.prototype, "_onSkinUpdated", null);
12077
+
12078
+ /**
12079
+ * Class pool utils.
12080
+ */ var ClassPool = /*#__PURE__*/ function() {
12081
+ function ClassPool(type) {
12082
+ this._elementPoolIndex = 0;
12083
+ this._elementPool = [];
12084
+ this._type = type;
12085
+ }
12086
+ var _proto = ClassPool.prototype;
12087
+ /**
12088
+ * Get element from pool.
12089
+ */ _proto.getFromPool = function getFromPool() {
12090
+ var _this = this, index = _this._elementPoolIndex, pool = _this._elementPool;
12091
+ this._elementPoolIndex++;
12092
+ if (pool.length === index) {
12093
+ var element = new this._type();
12094
+ pool.push(element);
12095
+ return element;
12096
+ } else {
12097
+ return pool[index];
12098
+ }
12099
+ };
12100
+ /**
12101
+ * Reset pool.
12102
+ */ _proto.resetPool = function resetPool() {
12103
+ this._elementPoolIndex = 0;
12104
+ };
12105
+ _proto.garbageCollection = function garbageCollection() {
12106
+ var _this = this, pool = _this._elementPool;
12107
+ for(var i = pool.length - 1; i >= 0; i--){
12108
+ pool[i].dispose && pool[i].dispose();
12109
+ }
12110
+ };
12111
+ return ClassPool;
12112
+ }();
12113
+
12114
+ var Basic2DBatcher = /*#__PURE__*/ function() {
12115
+ function Basic2DBatcher(engine) {
12116
+ /** @internal */ this._subMeshPool = new ClassPool(SubMesh);
12117
+ /** @internal */ this._batchedQueue = [];
12118
+ /** @internal */ this._meshes = [];
12119
+ /** @internal */ this._meshCount = 1;
12120
+ /** @internal */ this._vertexBuffers = [];
12121
+ /** @internal */ this._indiceBuffers = [];
12122
+ /** @internal */ this._flushId = 0;
12123
+ /** @internal */ this._vertexCount = 0;
12124
+ /** @internal */ this._elementCount = 0;
12125
+ this._engine = engine;
12126
+ this._initMeshes(engine);
12127
+ }
12128
+ var _proto = Basic2DBatcher.prototype;
12129
+ _proto.drawElement = function drawElement(element, camera) {
12130
+ var data = element.data;
12131
+ if (data.multiRenderData) {
12132
+ var charsData = data.charsData;
12133
+ var pool = camera.engine._renderElementPool;
12134
+ for(var i = 0, n = charsData.length; i < n; ++i){
12135
+ var charRenderElement = pool.getFromPool();
12136
+ charRenderElement.set(charsData[i], element.shaderPasses);
12137
+ this._drawSubElement(charRenderElement, camera);
12138
+ }
12139
+ } else {
12140
+ this._drawSubElement(element, camera);
12141
+ }
12142
+ };
12143
+ /**
12144
+ * @internal
12145
+ * Standalone for canvas 2d renderer plugin.
12146
+ */ _proto._initMeshes = function _initMeshes(engine) {
12147
+ var MAX_VERTEX_COUNT = Basic2DBatcher.MAX_VERTEX_COUNT;
12148
+ this._vertices = new Float32Array(MAX_VERTEX_COUNT * 9);
12149
+ this._indices = new Uint16Array(MAX_VERTEX_COUNT * 3);
12150
+ var _this = this, _meshes = _this._meshes, _meshCount = _this._meshCount;
12151
+ for(var i = 0; i < _meshCount; i++){
12152
+ _meshes[i] = this._createMesh(engine, i);
12153
+ }
12154
+ };
12155
+ _proto.flush = function flush(camera) {
12156
+ var batchedQueue = this._batchedQueue;
12157
+ if (batchedQueue.length === 0) {
12158
+ return;
11411
12159
  }
11412
12160
  this._updateData(this._engine);
11413
12161
  this.drawBatches(camera);
@@ -13970,7 +14718,7 @@ var DirtyFlag;
13970
14718
  */ _proto.cloneTo = function cloneTo(target) {
13971
14719
  target.shader = this.shader;
13972
14720
  this.shaderData.cloneTo(target.shaderData);
13973
- CloneManager.deepCloneObject(this.renderStates, target.renderStates);
14721
+ CloneManager.deepCloneObject(this.renderStates, target.renderStates, new Map());
13974
14722
  };
13975
14723
  _proto._addReferCount = function _addReferCount(value) {
13976
14724
  if (this._destroyed) return;
@@ -14877,904 +15625,255 @@ var BaseMaterial = /*#__PURE__*/ function(Material1) {
14877
15625
  key: "anisotropyTexture",
14878
15626
  get: /**
14879
15627
  * The anisotropy texture.
14880
- * @remarks
14881
- * Red and green channels represent the anisotropy direction in [-1, 1] tangent, bitangent space, to be rotated by anisotropyRotation.
14882
- * The blue channel contains strength as [0, 1] to be multiplied by anisotropy.
14883
- */ function get() {
14884
- return this.shaderData.getTexture(PBRMaterial._anisotropyTextureProp);
14885
- },
14886
- set: function set(value) {
14887
- this.shaderData.setTexture(PBRMaterial._anisotropyTextureProp, value);
14888
- if (value) {
14889
- this.shaderData.enableMacro("MATERIAL_HAS_ANISOTROPY_TEXTURE");
14890
- } else {
14891
- this.shaderData.disableMacro("MATERIAL_HAS_ANISOTROPY_TEXTURE");
14892
- }
14893
- }
14894
- }
14895
- ]);
14896
- return PBRMaterial;
14897
- }(PBRBaseMaterial);
14898
- (function() {
14899
- PBRMaterial._metallicProp = ShaderProperty.getByName("material_Metal");
14900
- })();
14901
- (function() {
14902
- PBRMaterial._roughnessProp = ShaderProperty.getByName("material_Roughness");
14903
- })();
14904
- (function() {
14905
- PBRMaterial._roughnessMetallicTextureProp = ShaderProperty.getByName("material_RoughnessMetallicTexture");
14906
- })();
14907
- (function() {
14908
- PBRMaterial._iorProp = ShaderProperty.getByName("material_IOR");
14909
- })();
14910
- (function() {
14911
- PBRMaterial._anisotropyInfoProp = ShaderProperty.getByName("material_AnisotropyInfo");
14912
- })();
14913
- (function() {
14914
- PBRMaterial._anisotropyTextureProp = ShaderProperty.getByName("material_AnisotropyTexture");
14915
- })();
14916
-
14917
- /**
14918
- * PBR (Specular-Glossiness Workflow) Material.
14919
- */ var PBRSpecularMaterial = /*#__PURE__*/ function(PBRBaseMaterial1) {
14920
- _inherits(PBRSpecularMaterial, PBRBaseMaterial1);
14921
- function PBRSpecularMaterial(engine) {
14922
- var _this;
14923
- _this = PBRBaseMaterial1.call(this, engine, Shader.find("pbr-specular")) || this;
14924
- _this.shaderData.setColor(PBRSpecularMaterial._specularColorProp, new engineMath.Color(1, 1, 1, 1));
14925
- _this.shaderData.setFloat(PBRSpecularMaterial._glossinessProp, 1.0);
14926
- return _this;
14927
- }
14928
- var _proto = PBRSpecularMaterial.prototype;
14929
- /**
14930
- * @inheritdoc
14931
- */ _proto.clone = function clone() {
14932
- var dest = new PBRSpecularMaterial(this._engine);
14933
- this.cloneTo(dest);
14934
- return dest;
14935
- };
14936
- _create_class(PBRSpecularMaterial, [
14937
- {
14938
- key: "specularColor",
14939
- get: /**
14940
- * Specular color.
14941
- */ function get() {
14942
- return this.shaderData.getColor(PBRSpecularMaterial._specularColorProp);
14943
- },
14944
- set: function set(value) {
14945
- var specularColor = this.shaderData.getColor(PBRSpecularMaterial._specularColorProp);
14946
- if (value !== specularColor) {
14947
- specularColor.copyFrom(value);
14948
- }
14949
- }
14950
- },
14951
- {
14952
- key: "glossiness",
14953
- get: /**
14954
- * Glossiness.
14955
- */ function get() {
14956
- return this.shaderData.getFloat(PBRSpecularMaterial._glossinessProp);
14957
- },
14958
- set: function set(value) {
14959
- this.shaderData.setFloat(PBRSpecularMaterial._glossinessProp, value);
14960
- }
14961
- },
14962
- {
14963
- key: "specularGlossinessTexture",
14964
- get: /**
14965
- * Specular glossiness texture.
14966
- * @remarks RGB is specular, A is glossiness
14967
- */ function get() {
14968
- return this.shaderData.getTexture(PBRSpecularMaterial._specularGlossinessTextureProp);
14969
- },
14970
- set: function set(value) {
14971
- this.shaderData.setTexture(PBRSpecularMaterial._specularGlossinessTextureProp, value);
14972
- if (value) {
14973
- this.shaderData.enableMacro(PBRSpecularMaterial._specularGlossinessTextureMacro);
14974
- } else {
14975
- this.shaderData.disableMacro(PBRSpecularMaterial._specularGlossinessTextureMacro);
14976
- }
14977
- }
14978
- }
14979
- ]);
14980
- return PBRSpecularMaterial;
14981
- }(PBRBaseMaterial);
14982
- (function() {
14983
- PBRSpecularMaterial._specularColorProp = ShaderProperty.getByName("material_PBRSpecularColor");
14984
- })();
14985
- (function() {
14986
- PBRSpecularMaterial._glossinessProp = ShaderProperty.getByName("material_Glossiness");
14987
- })();
14988
- (function() {
14989
- PBRSpecularMaterial._specularGlossinessTextureProp = ShaderProperty.getByName("material_SpecularGlossinessTexture");
14990
- })();
14991
- (function() {
14992
- PBRSpecularMaterial._specularGlossinessTextureMacro = ShaderMacro.getByName("MATERIAL_HAS_SPECULAR_GLOSSINESS_TEXTURE");
14993
- })();
14994
-
14995
- /**
14996
- * Unlit Material.
14997
- */ var UnlitMaterial = /*#__PURE__*/ function(BaseMaterial1) {
14998
- _inherits(UnlitMaterial, BaseMaterial1);
14999
- function UnlitMaterial(engine) {
15000
- var _this;
15001
- _this = BaseMaterial1.call(this, engine, Shader.find("unlit")) || this;
15002
- var shaderData = _this.shaderData;
15003
- shaderData.enableMacro("MATERIAL_OMIT_NORMAL");
15004
- shaderData.enableMacro("MATERIAL_NEED_TILING_OFFSET");
15005
- shaderData.setColor(UnlitMaterial._baseColorProp, new engineMath.Color(1, 1, 1, 1));
15006
- shaderData.setVector4(UnlitMaterial._tilingOffsetProp, new engineMath.Vector4(1, 1, 0, 0));
15007
- return _this;
15008
- }
15009
- var _proto = UnlitMaterial.prototype;
15010
- /**
15011
- * @inheritdoc
15012
- */ _proto.clone = function clone() {
15013
- var dest = new UnlitMaterial(this._engine);
15014
- this.cloneTo(dest);
15015
- return dest;
15016
- };
15017
- _create_class(UnlitMaterial, [
15018
- {
15019
- key: "baseColor",
15020
- get: /**
15021
- * Base color.
15022
- */ function get() {
15023
- return this.shaderData.getColor(UnlitMaterial._baseColorProp);
15024
- },
15025
- set: function set(value) {
15026
- var baseColor = this.shaderData.getColor(UnlitMaterial._baseColorProp);
15027
- if (value !== baseColor) {
15028
- baseColor.copyFrom(value);
15029
- }
15030
- }
15031
- },
15032
- {
15033
- key: "baseTexture",
15034
- get: /**
15035
- * Base texture.
15036
- */ function get() {
15037
- return this.shaderData.getTexture(UnlitMaterial._baseTextureProp);
15038
- },
15039
- set: function set(value) {
15040
- this.shaderData.setTexture(UnlitMaterial._baseTextureProp, value);
15041
- if (value) {
15042
- this.shaderData.enableMacro(UnlitMaterial._baseTextureMacro);
15043
- } else {
15044
- this.shaderData.disableMacro(UnlitMaterial._baseTextureMacro);
15045
- }
15046
- }
15047
- },
15048
- {
15049
- key: "tilingOffset",
15050
- get: /**
15051
- * Tiling and offset of main textures.
15052
- */ function get() {
15053
- return this.shaderData.getVector4(UnlitMaterial._tilingOffsetProp);
15054
- },
15055
- set: function set(value) {
15056
- var tilingOffset = this.shaderData.getVector4(UnlitMaterial._tilingOffsetProp);
15057
- if (value !== tilingOffset) {
15058
- tilingOffset.copyFrom(value);
15059
- }
15060
- }
15061
- }
15062
- ]);
15063
- return UnlitMaterial;
15064
- }(BaseMaterial);
15065
-
15066
- /**
15067
- * @internal
15068
- */ var BasicResources = /*#__PURE__*/ function() {
15069
- function BasicResources(engine) {
15070
- // prettier-ignore
15071
- var vertices = new Float32Array([
15072
- -1,
15073
- -1,
15074
- 0,
15075
- 1,
15076
- 1,
15077
- -1,
15078
- 1,
15079
- 1,
15080
- -1,
15081
- 1,
15082
- 0,
15083
- 0,
15084
- 1,
15085
- 1,
15086
- 1,
15087
- 0
15088
- ]); // right-top
15089
- // prettier-ignore
15090
- var flipYVertices = new Float32Array([
15091
- 1,
15092
- -1,
15093
- 1,
15094
- 0,
15095
- -1,
15096
- -1,
15097
- 0,
15098
- 0,
15099
- 1,
15100
- 1,
15101
- 1,
15102
- 1,
15103
- -1,
15104
- 1,
15105
- 0,
15106
- 1
15107
- ]); // left-top
15108
- var blitMaterial = new Material(engine, Shader.find("blit"));
15109
- blitMaterial._addReferCount(1);
15110
- blitMaterial.renderState.depthState.enabled = false;
15111
- blitMaterial.renderState.depthState.writeEnabled = false;
15112
- this.blitMesh = this._createBlitMesh(engine, vertices);
15113
- this.flipYBlitMesh = this._createBlitMesh(engine, flipYVertices);
15114
- this.blitMaterial = blitMaterial;
15115
- }
15116
- var _proto = BasicResources.prototype;
15117
- _proto._createBlitMesh = function _createBlitMesh(engine, vertices) {
15118
- var mesh = new ModelMesh(engine);
15119
- mesh._addReferCount(1);
15120
- mesh.setVertexElements([
15121
- new VertexElement("POSITION_UV", 0, exports.VertexElementFormat.Vector4, 0)
15122
- ]);
15123
- mesh.setVertexBufferBinding(new Buffer(engine, exports.BufferBindFlag.VertexBuffer, vertices, exports.BufferUsage.Static), 16);
15124
- mesh.addSubMesh(0, 4, exports.MeshTopology.TriangleStrip);
15125
- return mesh;
15126
- };
15127
- return BasicResources;
15128
- }();
15129
-
15130
- /**
15131
- * Layer, used for bit operations.
15132
- */ exports.Layer = void 0;
15133
- (function(Layer) {
15134
- Layer[Layer[/** Layer 0. */ "Layer0"] = 0x1] = "Layer0";
15135
- Layer[Layer[/** Layer 1. */ "Layer1"] = 0x2] = "Layer1";
15136
- Layer[Layer[/** Layer 2. */ "Layer2"] = 0x4] = "Layer2";
15137
- Layer[Layer[/** Layer 3. */ "Layer3"] = 0x8] = "Layer3";
15138
- Layer[Layer[/** Layer 4. */ "Layer4"] = 0x10] = "Layer4";
15139
- Layer[Layer[/** Layer 5. */ "Layer5"] = 0x20] = "Layer5";
15140
- Layer[Layer[/** Layer 6. */ "Layer6"] = 0x40] = "Layer6";
15141
- Layer[Layer[/** Layer 7. */ "Layer7"] = 0x80] = "Layer7";
15142
- Layer[Layer[/** Layer 8. */ "Layer8"] = 0x100] = "Layer8";
15143
- Layer[Layer[/** Layer 9. */ "Layer9"] = 0x200] = "Layer9";
15144
- Layer[Layer[/** Layer 10. */ "Layer10"] = 0x400] = "Layer10";
15145
- Layer[Layer[/** Layer 11. */ "Layer11"] = 0x800] = "Layer11";
15146
- Layer[Layer[/** Layer 12. */ "Layer12"] = 0x1000] = "Layer12";
15147
- Layer[Layer[/** Layer 13. */ "Layer13"] = 0x2000] = "Layer13";
15148
- Layer[Layer[/** Layer 14. */ "Layer14"] = 0x4000] = "Layer14";
15149
- Layer[Layer[/** Layer 15. */ "Layer15"] = 0x8000] = "Layer15";
15150
- Layer[Layer[/** Layer 16. */ "Layer16"] = 0x10000] = "Layer16";
15151
- Layer[Layer[/** Layer 17. */ "Layer17"] = 0x20000] = "Layer17";
15152
- Layer[Layer[/** Layer 18. */ "Layer18"] = 0x40000] = "Layer18";
15153
- Layer[Layer[/** Layer 19. */ "Layer19"] = 0x80000] = "Layer19";
15154
- Layer[Layer[/** Layer 20. */ "Layer20"] = 0x100000] = "Layer20";
15155
- Layer[Layer[/** Layer 21. */ "Layer21"] = 0x200000] = "Layer21";
15156
- Layer[Layer[/** Layer 22. */ "Layer22"] = 0x400000] = "Layer22";
15157
- Layer[Layer[/** Layer 23. */ "Layer23"] = 0x800000] = "Layer23";
15158
- Layer[Layer[/** Layer 24. */ "Layer24"] = 0x1000000] = "Layer24";
15159
- Layer[Layer[/** Layer 25. */ "Layer25"] = 0x2000000] = "Layer25";
15160
- Layer[Layer[/** Layer 26. */ "Layer26"] = 0x4000000] = "Layer26";
15161
- Layer[Layer[/** Layer 27. */ "Layer27"] = 0x8000000] = "Layer27";
15162
- Layer[Layer[/** Layer 28. */ "Layer28"] = 0x10000000] = "Layer28";
15163
- Layer[Layer[/** Layer 29. */ "Layer29"] = 0x20000000] = "Layer29";
15164
- Layer[Layer[/** Layer 30. */ "Layer30"] = 0x40000000] = "Layer30";
15165
- Layer[Layer[/** Layer 31. */ "Layer31"] = 0x80000000] = "Layer31";
15166
- Layer[Layer[/** All layers. */ "Everything"] = 0xffffffff] = "Everything";
15167
- Layer[Layer[/** None layer. */ "Nothing"] = 0x0] = "Nothing";
15168
- })(exports.Layer || (exports.Layer = {}));
15169
-
15170
- var ComponentCloner = /*#__PURE__*/ function() {
15171
- function ComponentCloner() {}
15172
- /**
15173
- * Clone component.
15174
- * @param source - Clone source
15175
- * @param target - Clone target
15176
- */ ComponentCloner.cloneComponent = function cloneComponent(source, target, srcRoot, targetRoot) {
15177
- var cloneModes = CloneManager.getCloneMode(source.constructor);
15178
- for(var k in source){
15179
- CloneManager.cloneProperty(source, target, k, cloneModes[k]);
15180
- }
15181
- if (source._cloneTo) {
15182
- source._cloneTo(target, srcRoot, targetRoot);
15183
- }
15184
- };
15185
- return ComponentCloner;
15186
- }();
15187
-
15188
- /**
15189
- * Entity, be used as components container.
15190
- */ var Entity = /*#__PURE__*/ function(EngineObject1) {
15191
- _inherits(Entity, EngineObject1);
15192
- function Entity(engine, name) {
15193
- var _this;
15194
- _this = EngineObject1.call(this, engine) || this;
15195
- /** The layer the entity belongs to. */ _this.layer = exports.Layer.Layer0;
15196
- /** @internal */ _this._isActiveInHierarchy = false;
15197
- /** @internal */ _this._isActiveInScene = false;
15198
- /** @internal */ _this._components = [];
15199
- /** @internal */ _this._scripts = new DisorderedArray();
15200
- /** @internal */ _this._children = [];
15201
- /** @internal */ _this._isRoot = false;
15202
- /** @internal */ _this._isActive = true;
15203
- /** @internal */ _this._siblingIndex = -1;
15204
- /** @internal */ _this._isTemplate = false;
15205
- _this._parent = null;
15206
- //--------------------------------------------------------------deprecated----------------------------------------------------------------
15207
- _this._invModelMatrix = new engineMath.Matrix();
15208
- _this.name = name;
15209
- _this.transform = _this.addComponent(Transform);
15210
- _this._inverseWorldMatFlag = _this.transform.registerWorldChangeFlag();
15211
- return _this;
15212
- }
15213
- var _proto = Entity.prototype;
15214
- /**
15215
- * Add component based on the component type.
15216
- * @param type - The type of the component
15217
- * @returns The component which has been added
15218
- */ _proto.addComponent = function addComponent(type) {
15219
- ComponentsDependencies._addCheck(this, type);
15220
- var component = new type(this);
15221
- this._components.push(component);
15222
- component._setActive(true, ActiveChangeFlag.All);
15223
- return component;
15224
- };
15225
- /**
15226
- * Get component which match the type.
15227
- * @param type - The type of the component
15228
- * @returns The first component which match type
15229
- */ _proto.getComponent = function getComponent(type) {
15230
- var components = this._components;
15231
- for(var i = 0, n = components.length; i < n; i++){
15232
- var component = components[i];
15233
- if (_instanceof(component, type)) {
15234
- return component;
15235
- }
15236
- }
15237
- return null;
15238
- };
15239
- /**
15240
- * Get components which match the type.
15241
- * @param type - The type of the component
15242
- * @param results - The components which match type
15243
- * @returns The components which match type
15244
- */ _proto.getComponents = function getComponents(type, results) {
15245
- results.length = 0;
15246
- var components = this._components;
15247
- for(var i = 0, n = components.length; i < n; i++){
15248
- var component = components[i];
15249
- if (_instanceof(component, type)) {
15250
- results.push(component);
15251
- }
15252
- }
15253
- return results;
15254
- };
15255
- /**
15256
- * Get the components which match the type of the entity and it's children.
15257
- * @param type - The component type
15258
- * @param results - The components collection
15259
- * @returns The components collection which match the type
15260
- */ _proto.getComponentsIncludeChildren = function getComponentsIncludeChildren(type, results) {
15261
- results.length = 0;
15262
- this._getComponentsInChildren(type, results);
15263
- return results;
15264
- };
15265
- _proto.addChild = function addChild(indexOrChild, child) {
15266
- var index;
15267
- if (typeof indexOrChild === "number") {
15268
- index = indexOrChild;
15269
- } else {
15270
- index = undefined;
15271
- child = indexOrChild;
15272
- }
15273
- if (child._isRoot) {
15274
- child._scene._removeFromEntityList(child);
15275
- child._isRoot = false;
15276
- this._addToChildrenList(index, child);
15277
- child._parent = this;
15278
- var oldScene = child._scene;
15279
- var newScene = this._scene;
15280
- var inActiveChangeFlag = ActiveChangeFlag.None;
15281
- if (!this._isActiveInHierarchy) {
15282
- child._isActiveInHierarchy && (inActiveChangeFlag |= ActiveChangeFlag.Hierarchy);
15283
- }
15284
- if (child._isActiveInScene) {
15285
- if (this._isActiveInScene) {
15286
- // Cross scene should inActive first and then active
15287
- oldScene !== newScene && (inActiveChangeFlag |= ActiveChangeFlag.Scene);
15288
- } else {
15289
- inActiveChangeFlag |= ActiveChangeFlag.Scene;
15290
- }
15291
- }
15292
- inActiveChangeFlag && child._processInActive(inActiveChangeFlag);
15293
- if (child._scene !== newScene) {
15294
- Entity._traverseSetOwnerScene(child, newScene);
15295
- }
15296
- var activeChangeFlag = ActiveChangeFlag.None;
15297
- if (child._isActive) {
15298
- if (this._isActiveInHierarchy) {
15299
- !child._isActiveInHierarchy && (activeChangeFlag |= ActiveChangeFlag.Hierarchy);
15300
- }
15301
- if (this._isActiveInScene) {
15302
- (!child._isActiveInScene || oldScene !== newScene) && (activeChangeFlag |= ActiveChangeFlag.Scene);
15303
- }
15304
- }
15305
- activeChangeFlag && child._processActive(activeChangeFlag);
15306
- child._setTransformDirty();
15307
- } else {
15308
- child._setParent(this, index);
15309
- }
15310
- };
15311
- /**
15312
- * Remove child entity.
15313
- * @param child - The child entity which want to be removed
15314
- */ _proto.removeChild = function removeChild(child) {
15315
- child._setParent(null);
15316
- };
15317
- /**
15318
- * @deprecated Please use `children` property instead.
15319
- * Find child entity by index.
15320
- * @param index - The index of the child entity
15321
- * @returns The component which be found
15322
- */ _proto.getChild = function getChild(index) {
15323
- return this._children[index];
15324
- };
15325
- /**
15326
- * Find entity by name.
15327
- * @param name - The name of the entity which want to be found
15328
- * @returns The component which be found
15329
- */ _proto.findByName = function findByName(name) {
15330
- if (name === this.name) {
15331
- return this;
15332
- }
15333
- var children = this._children;
15334
- for(var i = 0, n = children.length; i < n; i++){
15335
- var target = children[i].findByName(name);
15336
- if (target) {
15337
- return target;
15338
- }
15339
- }
15340
- return null;
15341
- };
15342
- /**
15343
- * Find the entity by path.
15344
- * @param path - The path fo the entity eg: /entity
15345
- * @returns The component which be found
15346
- */ _proto.findByPath = function findByPath(path) {
15347
- var splits = path.split("/");
15348
- var entity = this;
15349
- for(var i = 0, length = splits.length; i < length; ++i){
15350
- var split = splits[i];
15351
- if (split) {
15352
- entity = Entity._findChildByName(entity, split);
15353
- if (!entity) {
15354
- return null;
15355
- }
15356
- }
15357
- }
15358
- return entity;
15359
- };
15360
- /**
15361
- * Create child entity.
15362
- * @param name - The child entity's name
15363
- * @returns The child entity
15364
- */ _proto.createChild = function createChild(name) {
15365
- var child = new Entity(this.engine, name);
15366
- child.layer = this.layer;
15367
- child.parent = this;
15368
- return child;
15369
- };
15370
- /**
15371
- * Clear children entities.
15372
- */ _proto.clearChildren = function clearChildren() {
15373
- var children = this._children;
15374
- for(var i = children.length - 1; i >= 0; i--){
15375
- var child = children[i];
15376
- child._parent = null;
15377
- var activeChangeFlag = ActiveChangeFlag.None;
15378
- child._isActiveInHierarchy && (activeChangeFlag |= ActiveChangeFlag.Hierarchy);
15379
- child._isActiveInScene && (activeChangeFlag |= ActiveChangeFlag.Scene);
15380
- activeChangeFlag && child._processInActive(activeChangeFlag);
15381
- Entity._traverseSetOwnerScene(child, null); // Must after child._processInActive().
15382
- }
15383
- children.length = 0;
15384
- };
15385
- /**
15386
- * Clone.
15387
- * @returns Cloned entity
15388
- */ _proto.clone = function clone() {
15389
- var cloneEntity = this._createCloneEntity(this);
15390
- this._parseCloneEntity(this, cloneEntity, this, cloneEntity);
15391
- return cloneEntity;
15392
- };
15393
- /**
15394
- * @internal
15395
- */ _proto._markAsTemplate = function _markAsTemplate(templateResource) {
15396
- this._isTemplate = true;
15397
- this._templateResource = templateResource;
15398
- };
15399
- _proto._createCloneEntity = function _createCloneEntity(srcEntity) {
15400
- var cloneEntity = new Entity(srcEntity._engine, srcEntity.name);
15401
- var templateResource = this._templateResource;
15402
- if (templateResource) {
15403
- cloneEntity._templateResource = templateResource;
15404
- templateResource._addReferCount(1);
15405
- }
15406
- cloneEntity.layer = srcEntity.layer;
15407
- cloneEntity._isActive = srcEntity._isActive;
15408
- var cloneTransform = cloneEntity.transform;
15409
- var srcTransform = srcEntity.transform;
15410
- cloneTransform.position = srcTransform.position;
15411
- cloneTransform.rotation = srcTransform.rotation;
15412
- cloneTransform.scale = srcTransform.scale;
15413
- var children = srcEntity._children;
15414
- for(var i = 0, n = srcEntity._children.length; i < n; i++){
15415
- cloneEntity.addChild(this._createCloneEntity(children[i]));
15416
- }
15417
- return cloneEntity;
15418
- };
15419
- _proto._parseCloneEntity = function _parseCloneEntity(srcEntity, targetEntity, srcRoot, targetRoot) {
15420
- var srcChildren = srcEntity._children;
15421
- var targetChildren = targetEntity._children;
15422
- for(var i = 0, n = srcChildren.length; i < n; i++){
15423
- this._parseCloneEntity(srcChildren[i], targetChildren[i], srcRoot, targetRoot);
15424
- }
15425
- var components = srcEntity._components;
15426
- for(var i1 = 0, n1 = components.length; i1 < n1; i1++){
15427
- var sourceComp = components[i1];
15428
- if (!_instanceof(sourceComp, Transform)) {
15429
- var targetComp = targetEntity.addComponent(sourceComp.constructor);
15430
- ComponentCloner.cloneComponent(sourceComp, targetComp, srcRoot, targetRoot);
15431
- }
15432
- }
15433
- };
15434
- /**
15435
- * Destroy self.
15436
- */ _proto.destroy = function destroy() {
15437
- if (this._destroyed) {
15438
- return;
15439
- }
15440
- EngineObject1.prototype.destroy.call(this);
15441
- if (this._templateResource) {
15442
- this._isTemplate || this._templateResource._addReferCount(-1);
15443
- this._templateResource = null;
15444
- }
15445
- var components = this._components;
15446
- for(var i = components.length - 1; i >= 0; i--){
15447
- components[i].destroy();
15448
- }
15449
- this._components.length = 0;
15450
- var children = this._children;
15451
- while(children.length > 0){
15452
- children[0].destroy();
15453
- }
15454
- if (this._isRoot) {
15455
- this._scene.removeRootEntity(this);
15456
- } else {
15457
- this._setParent(null);
15458
- }
15459
- this.isActive = false;
15460
- };
15461
- /**
15462
- * @internal
15463
- */ _proto._removeComponent = function _removeComponent(component) {
15464
- ComponentsDependencies._removeCheck(this, component.constructor);
15465
- var components = this._components;
15466
- components.splice(components.indexOf(component), 1);
15467
- };
15468
- /**
15469
- * @internal
15470
- */ _proto._addScript = function _addScript(script) {
15471
- script._entityScriptsIndex = this._scripts.length;
15472
- this._scripts.add(script);
15473
- };
15474
- /**
15475
- * @internal
15476
- */ _proto._removeScript = function _removeScript(script) {
15477
- var replaced = this._scripts.deleteByIndex(script._entityScriptsIndex);
15478
- replaced && (replaced._entityScriptsIndex = script._entityScriptsIndex);
15479
- script._entityScriptsIndex = -1;
15480
- };
15481
- /**
15482
- * @internal
15483
- */ _proto._removeFromParent = function _removeFromParent() {
15484
- var oldParent = this._parent;
15485
- if (oldParent != null) {
15486
- var oldSibling = oldParent._children;
15487
- var index = this._siblingIndex;
15488
- oldSibling.splice(index, 1);
15489
- for(var n = oldSibling.length; index < n; index++){
15490
- oldSibling[index]._siblingIndex--;
15491
- }
15492
- this._parent = null;
15493
- this._siblingIndex = -1;
15494
- }
15495
- };
15496
- /**
15497
- * @internal
15498
- */ _proto._processActive = function _processActive(activeChangeFlag) {
15499
- if (this._activeChangedComponents) {
15500
- throw "Note: can't set the 'main inActive entity' active in hierarchy, if the operation is in main inActive entity or it's children script's onDisable Event.";
15501
- }
15502
- this._activeChangedComponents = this._scene._componentsManager.getActiveChangedTempList();
15503
- this._setActiveInHierarchy(this._activeChangedComponents, activeChangeFlag);
15504
- this._setActiveComponents(true, activeChangeFlag);
15505
- };
15506
- /**
15507
- * @internal
15508
- */ _proto._processInActive = function _processInActive(activeChangeFlag) {
15509
- if (this._activeChangedComponents) {
15510
- throw "Note: can't set the 'main active entity' inActive in hierarchy, if the operation is in main active entity or it's children script's onEnable Event.";
15511
- }
15512
- this._activeChangedComponents = this._scene._componentsManager.getActiveChangedTempList();
15513
- this._setInActiveInHierarchy(this._activeChangedComponents, activeChangeFlag);
15514
- this._setActiveComponents(false, activeChangeFlag);
15515
- };
15516
- _proto._addToChildrenList = function _addToChildrenList(index, child) {
15517
- var children = this._children;
15518
- var childCount = children.length;
15519
- if (index === undefined) {
15520
- child._siblingIndex = childCount;
15521
- children.push(child);
15522
- } else {
15523
- if (index < 0 || index > childCount) {
15524
- throw "The index " + index + " is out of child list bounds " + childCount;
15525
- }
15526
- child._siblingIndex = index;
15527
- children.splice(index, 0, child);
15528
- for(var i = index + 1, n = childCount + 1; i < n; i++){
15529
- children[i]._siblingIndex++;
15530
- }
15531
- }
15532
- };
15533
- _proto._setParent = function _setParent(parent, siblingIndex) {
15534
- var oldParent = this._parent;
15535
- if (parent !== oldParent) {
15536
- this._removeFromParent();
15537
- this._parent = parent;
15538
- if (parent) {
15539
- parent._addToChildrenList(siblingIndex, this);
15540
- var oldScene = this._scene;
15541
- var parentScene = parent._scene;
15542
- var inActiveChangeFlag = ActiveChangeFlag.None;
15543
- if (!parent._isActiveInHierarchy) {
15544
- this._isActiveInHierarchy && (inActiveChangeFlag |= ActiveChangeFlag.Hierarchy);
15545
- }
15546
- if (parent._isActiveInScene) {
15547
- // cross scene should inActive first and then active
15548
- this._isActiveInScene && oldScene !== parentScene && (inActiveChangeFlag |= ActiveChangeFlag.Scene);
15549
- } else {
15550
- this._isActiveInScene && (inActiveChangeFlag |= ActiveChangeFlag.Scene);
15551
- }
15552
- inActiveChangeFlag && this._processInActive(inActiveChangeFlag);
15553
- if (oldScene !== parentScene) {
15554
- Entity._traverseSetOwnerScene(this, parentScene);
15555
- }
15556
- var activeChangeFlag = ActiveChangeFlag.None;
15557
- if (this._isActive) {
15558
- if (parent._isActiveInHierarchy) {
15559
- !this._isActiveInHierarchy && (activeChangeFlag |= ActiveChangeFlag.Hierarchy);
15560
- }
15561
- if (parent._isActiveInScene) {
15562
- (!this._isActiveInScene || oldScene !== parentScene) && (activeChangeFlag |= ActiveChangeFlag.Scene);
15563
- }
15564
- }
15565
- activeChangeFlag && this._processActive(activeChangeFlag);
15566
- } else {
15567
- var inActiveChangeFlag1 = ActiveChangeFlag.None;
15568
- this._isActiveInHierarchy && (inActiveChangeFlag1 |= ActiveChangeFlag.Hierarchy);
15569
- this._isActiveInScene && (inActiveChangeFlag1 |= ActiveChangeFlag.Scene);
15570
- inActiveChangeFlag1 && this._processInActive(inActiveChangeFlag1);
15571
- if (oldParent) {
15572
- Entity._traverseSetOwnerScene(this, null);
15573
- }
15574
- }
15575
- this._setTransformDirty();
15576
- }
15577
- };
15578
- _proto._getComponentsInChildren = function _getComponentsInChildren(type, results) {
15579
- for(var i = this._components.length - 1; i >= 0; i--){
15580
- var component = this._components[i];
15581
- if (_instanceof(component, type)) {
15582
- results.push(component);
15583
- }
15584
- }
15585
- for(var i1 = this._children.length - 1; i1 >= 0; i1--){
15586
- this._children[i1]._getComponentsInChildren(type, results);
15587
- }
15588
- };
15589
- _proto._setActiveComponents = function _setActiveComponents(isActive, activeChangeFlag) {
15590
- var activeChangedComponents = this._activeChangedComponents;
15591
- for(var i = 0, length = activeChangedComponents.length; i < length; ++i){
15592
- activeChangedComponents[i]._setActive(isActive, activeChangeFlag);
15593
- }
15594
- this._scene._componentsManager.putActiveChangedTempList(activeChangedComponents);
15595
- this._activeChangedComponents = null;
15596
- };
15597
- _proto._setActiveInHierarchy = function _setActiveInHierarchy(activeChangedComponents, activeChangeFlag) {
15598
- activeChangeFlag & ActiveChangeFlag.Hierarchy && (this._isActiveInHierarchy = true);
15599
- activeChangeFlag & ActiveChangeFlag.Scene && (this._isActiveInScene = true);
15600
- var components = this._components;
15601
- for(var i = 0, n = components.length; i < n; i++){
15602
- var component = components[i];
15603
- (component.enabled || !component._awoken) && activeChangedComponents.push(component);
15604
- }
15605
- var children = this._children;
15606
- for(var i1 = 0, n1 = children.length; i1 < n1; i1++){
15607
- var child = children[i1];
15608
- child.isActive && child._setActiveInHierarchy(activeChangedComponents, activeChangeFlag);
15609
- }
15610
- };
15611
- _proto._setInActiveInHierarchy = function _setInActiveInHierarchy(activeChangedComponents, activeChangeFlag) {
15612
- activeChangeFlag & ActiveChangeFlag.Hierarchy && (this._isActiveInHierarchy = false);
15613
- activeChangeFlag & ActiveChangeFlag.Scene && (this._isActiveInScene = false);
15614
- var components = this._components;
15615
- for(var i = 0, n = components.length; i < n; i++){
15616
- var component = components[i];
15617
- component.enabled && activeChangedComponents.push(component);
15618
- }
15619
- var children = this._children;
15620
- for(var i1 = 0, n1 = children.length; i1 < n1; i1++){
15621
- var child = children[i1];
15622
- child.isActive && child._setInActiveInHierarchy(activeChangedComponents, activeChangeFlag);
15623
- }
15624
- };
15625
- _proto._setTransformDirty = function _setTransformDirty() {
15626
- if (this.transform) {
15627
- this.transform._parentChange();
15628
- } else {
15629
- for(var i = 0, len = this._children.length; i < len; i++){
15630
- this._children[i]._setTransformDirty();
15631
- }
15632
- }
15633
- };
15634
- _proto._setSiblingIndex = function _setSiblingIndex(sibling, target) {
15635
- target = Math.min(target, sibling.length - 1);
15636
- if (target < 0) {
15637
- throw "Sibling index " + target + " should large than 0";
15638
- }
15639
- if (this._siblingIndex !== target) {
15640
- var oldIndex = this._siblingIndex;
15641
- if (target < oldIndex) {
15642
- for(var i = oldIndex; i >= target; i--){
15643
- var child = i == target ? this : sibling[i - 1];
15644
- sibling[i] = child;
15645
- child._siblingIndex = i;
15646
- }
15647
- } else {
15648
- for(var i1 = oldIndex; i1 <= target; i1++){
15649
- var child1 = i1 == target ? this : sibling[i1 + 1];
15650
- sibling[i1] = child1;
15651
- child1._siblingIndex = i1;
15652
- }
15653
- }
15654
- }
15655
- };
15656
- /**
15657
- * @deprecated
15658
- */ _proto.getInvModelMatrix = function getInvModelMatrix() {
15659
- if (this._inverseWorldMatFlag.flag) {
15660
- engineMath.Matrix.invert(this.transform.worldMatrix, this._invModelMatrix);
15661
- this._inverseWorldMatFlag.flag = false;
15662
- }
15663
- return this._invModelMatrix;
15664
- };
15665
- /**
15666
- * @internal
15667
- */ Entity._findChildByName = function _findChildByName(root, name) {
15668
- var children = root._children;
15669
- for(var i = children.length - 1; i >= 0; i--){
15670
- var child = children[i];
15671
- if (child.name === name) {
15672
- return child;
15673
- }
15674
- }
15675
- return null;
15676
- };
15677
- /**
15678
- * @internal
15679
- */ Entity._traverseSetOwnerScene = function _traverseSetOwnerScene(entity, scene) {
15680
- entity._scene = scene;
15681
- var children = entity._children;
15682
- for(var i = children.length - 1; i >= 0; i--){
15683
- this._traverseSetOwnerScene(children[i], scene);
15684
- }
15685
- };
15686
- _create_class(Entity, [
15687
- {
15688
- key: "isActive",
15689
- get: /**
15690
- * Whether to activate locally.
15628
+ * @remarks
15629
+ * Red and green channels represent the anisotropy direction in [-1, 1] tangent, bitangent space, to be rotated by anisotropyRotation.
15630
+ * The blue channel contains strength as [0, 1] to be multiplied by anisotropy.
15691
15631
  */ function get() {
15692
- return this._isActive;
15632
+ return this.shaderData.getTexture(PBRMaterial._anisotropyTextureProp);
15693
15633
  },
15694
15634
  set: function set(value) {
15695
- if (value !== this._isActive) {
15696
- this._isActive = value;
15697
- if (value) {
15698
- var parent = this._parent;
15699
- var activeChangeFlag = ActiveChangeFlag.None;
15700
- if (this._isRoot && this._scene._isActiveInEngine) {
15701
- activeChangeFlag |= ActiveChangeFlag.All;
15702
- } else {
15703
- var _parent, _parent1;
15704
- ((_parent = parent) == null ? void 0 : _parent._isActiveInHierarchy) && (activeChangeFlag |= ActiveChangeFlag.Hierarchy);
15705
- ((_parent1 = parent) == null ? void 0 : _parent1._isActiveInScene) && (activeChangeFlag |= ActiveChangeFlag.Scene);
15706
- }
15707
- activeChangeFlag && this._processActive(activeChangeFlag);
15708
- } else {
15709
- var activeChangeFlag1 = ActiveChangeFlag.None;
15710
- this._isActiveInHierarchy && (activeChangeFlag1 |= ActiveChangeFlag.Hierarchy);
15711
- this._isActiveInScene && (activeChangeFlag1 |= ActiveChangeFlag.Scene);
15712
- activeChangeFlag1 && this._processInActive(activeChangeFlag1);
15713
- }
15635
+ this.shaderData.setTexture(PBRMaterial._anisotropyTextureProp, value);
15636
+ if (value) {
15637
+ this.shaderData.enableMacro("MATERIAL_HAS_ANISOTROPY_TEXTURE");
15638
+ } else {
15639
+ this.shaderData.disableMacro("MATERIAL_HAS_ANISOTROPY_TEXTURE");
15714
15640
  }
15715
15641
  }
15716
- },
15642
+ }
15643
+ ]);
15644
+ return PBRMaterial;
15645
+ }(PBRBaseMaterial);
15646
+ (function() {
15647
+ PBRMaterial._metallicProp = ShaderProperty.getByName("material_Metal");
15648
+ })();
15649
+ (function() {
15650
+ PBRMaterial._roughnessProp = ShaderProperty.getByName("material_Roughness");
15651
+ })();
15652
+ (function() {
15653
+ PBRMaterial._roughnessMetallicTextureProp = ShaderProperty.getByName("material_RoughnessMetallicTexture");
15654
+ })();
15655
+ (function() {
15656
+ PBRMaterial._iorProp = ShaderProperty.getByName("material_IOR");
15657
+ })();
15658
+ (function() {
15659
+ PBRMaterial._anisotropyInfoProp = ShaderProperty.getByName("material_AnisotropyInfo");
15660
+ })();
15661
+ (function() {
15662
+ PBRMaterial._anisotropyTextureProp = ShaderProperty.getByName("material_AnisotropyTexture");
15663
+ })();
15664
+
15665
+ /**
15666
+ * PBR (Specular-Glossiness Workflow) Material.
15667
+ */ var PBRSpecularMaterial = /*#__PURE__*/ function(PBRBaseMaterial1) {
15668
+ _inherits(PBRSpecularMaterial, PBRBaseMaterial1);
15669
+ function PBRSpecularMaterial(engine) {
15670
+ var _this;
15671
+ _this = PBRBaseMaterial1.call(this, engine, Shader.find("pbr-specular")) || this;
15672
+ _this.shaderData.setColor(PBRSpecularMaterial._specularColorProp, new engineMath.Color(1, 1, 1, 1));
15673
+ _this.shaderData.setFloat(PBRSpecularMaterial._glossinessProp, 1.0);
15674
+ return _this;
15675
+ }
15676
+ var _proto = PBRSpecularMaterial.prototype;
15677
+ /**
15678
+ * @inheritdoc
15679
+ */ _proto.clone = function clone() {
15680
+ var dest = new PBRSpecularMaterial(this._engine);
15681
+ this.cloneTo(dest);
15682
+ return dest;
15683
+ };
15684
+ _create_class(PBRSpecularMaterial, [
15717
15685
  {
15718
- key: "isActiveInHierarchy",
15686
+ key: "specularColor",
15719
15687
  get: /**
15720
- * Whether it is active in the hierarchy.
15688
+ * Specular color.
15721
15689
  */ function get() {
15722
- return this._isActiveInHierarchy;
15690
+ return this.shaderData.getColor(PBRSpecularMaterial._specularColorProp);
15691
+ },
15692
+ set: function set(value) {
15693
+ var specularColor = this.shaderData.getColor(PBRSpecularMaterial._specularColorProp);
15694
+ if (value !== specularColor) {
15695
+ specularColor.copyFrom(value);
15696
+ }
15723
15697
  }
15724
15698
  },
15725
15699
  {
15726
- key: "parent",
15700
+ key: "glossiness",
15727
15701
  get: /**
15728
- * The parent entity.
15702
+ * Glossiness.
15729
15703
  */ function get() {
15730
- return this._parent;
15704
+ return this.shaderData.getFloat(PBRSpecularMaterial._glossinessProp);
15731
15705
  },
15732
15706
  set: function set(value) {
15733
- this._setParent(value);
15707
+ this.shaderData.setFloat(PBRSpecularMaterial._glossinessProp, value);
15734
15708
  }
15735
15709
  },
15736
15710
  {
15737
- key: "children",
15711
+ key: "specularGlossinessTexture",
15738
15712
  get: /**
15739
- * The children entities
15713
+ * Specular glossiness texture.
15714
+ * @remarks RGB is specular, A is glossiness
15740
15715
  */ function get() {
15741
- return this._children;
15716
+ return this.shaderData.getTexture(PBRSpecularMaterial._specularGlossinessTextureProp);
15717
+ },
15718
+ set: function set(value) {
15719
+ this.shaderData.setTexture(PBRSpecularMaterial._specularGlossinessTextureProp, value);
15720
+ if (value) {
15721
+ this.shaderData.enableMacro(PBRSpecularMaterial._specularGlossinessTextureMacro);
15722
+ } else {
15723
+ this.shaderData.disableMacro(PBRSpecularMaterial._specularGlossinessTextureMacro);
15724
+ }
15742
15725
  }
15743
- },
15726
+ }
15727
+ ]);
15728
+ return PBRSpecularMaterial;
15729
+ }(PBRBaseMaterial);
15730
+ (function() {
15731
+ PBRSpecularMaterial._specularColorProp = ShaderProperty.getByName("material_PBRSpecularColor");
15732
+ })();
15733
+ (function() {
15734
+ PBRSpecularMaterial._glossinessProp = ShaderProperty.getByName("material_Glossiness");
15735
+ })();
15736
+ (function() {
15737
+ PBRSpecularMaterial._specularGlossinessTextureProp = ShaderProperty.getByName("material_SpecularGlossinessTexture");
15738
+ })();
15739
+ (function() {
15740
+ PBRSpecularMaterial._specularGlossinessTextureMacro = ShaderMacro.getByName("MATERIAL_HAS_SPECULAR_GLOSSINESS_TEXTURE");
15741
+ })();
15742
+
15743
+ /**
15744
+ * Unlit Material.
15745
+ */ var UnlitMaterial = /*#__PURE__*/ function(BaseMaterial1) {
15746
+ _inherits(UnlitMaterial, BaseMaterial1);
15747
+ function UnlitMaterial(engine) {
15748
+ var _this;
15749
+ _this = BaseMaterial1.call(this, engine, Shader.find("unlit")) || this;
15750
+ var shaderData = _this.shaderData;
15751
+ shaderData.enableMacro("MATERIAL_OMIT_NORMAL");
15752
+ shaderData.enableMacro("MATERIAL_NEED_TILING_OFFSET");
15753
+ shaderData.setColor(UnlitMaterial._baseColorProp, new engineMath.Color(1, 1, 1, 1));
15754
+ shaderData.setVector4(UnlitMaterial._tilingOffsetProp, new engineMath.Vector4(1, 1, 0, 0));
15755
+ return _this;
15756
+ }
15757
+ var _proto = UnlitMaterial.prototype;
15758
+ /**
15759
+ * @inheritdoc
15760
+ */ _proto.clone = function clone() {
15761
+ var dest = new UnlitMaterial(this._engine);
15762
+ this.cloneTo(dest);
15763
+ return dest;
15764
+ };
15765
+ _create_class(UnlitMaterial, [
15744
15766
  {
15745
- key: "childCount",
15767
+ key: "baseColor",
15746
15768
  get: /**
15747
- * @deprecated Please use `children.length` property instead.
15748
- * Number of the children entities
15769
+ * Base color.
15749
15770
  */ function get() {
15750
- return this._children.length;
15771
+ return this.shaderData.getColor(UnlitMaterial._baseColorProp);
15772
+ },
15773
+ set: function set(value) {
15774
+ var baseColor = this.shaderData.getColor(UnlitMaterial._baseColorProp);
15775
+ if (value !== baseColor) {
15776
+ baseColor.copyFrom(value);
15777
+ }
15751
15778
  }
15752
15779
  },
15753
15780
  {
15754
- key: "scene",
15781
+ key: "baseTexture",
15755
15782
  get: /**
15756
- * The scene the entity belongs to.
15783
+ * Base texture.
15757
15784
  */ function get() {
15758
- return this._scene;
15785
+ return this.shaderData.getTexture(UnlitMaterial._baseTextureProp);
15786
+ },
15787
+ set: function set(value) {
15788
+ this.shaderData.setTexture(UnlitMaterial._baseTextureProp, value);
15789
+ if (value) {
15790
+ this.shaderData.enableMacro(UnlitMaterial._baseTextureMacro);
15791
+ } else {
15792
+ this.shaderData.disableMacro(UnlitMaterial._baseTextureMacro);
15793
+ }
15759
15794
  }
15760
15795
  },
15761
15796
  {
15762
- key: "siblingIndex",
15797
+ key: "tilingOffset",
15763
15798
  get: /**
15764
- * The sibling index.
15799
+ * Tiling and offset of main textures.
15765
15800
  */ function get() {
15766
- return this._siblingIndex;
15801
+ return this.shaderData.getVector4(UnlitMaterial._tilingOffsetProp);
15767
15802
  },
15768
15803
  set: function set(value) {
15769
- if (this._siblingIndex === -1) {
15770
- throw "The entity " + this.name + " is not in the hierarchy";
15804
+ var tilingOffset = this.shaderData.getVector4(UnlitMaterial._tilingOffsetProp);
15805
+ if (value !== tilingOffset) {
15806
+ tilingOffset.copyFrom(value);
15771
15807
  }
15772
- this._setSiblingIndex(this._isRoot ? this._scene._rootEntities : this._parent._children, value);
15773
15808
  }
15774
15809
  }
15775
15810
  ]);
15776
- return Entity;
15777
- }(EngineObject);
15811
+ return UnlitMaterial;
15812
+ }(BaseMaterial);
15813
+
15814
+ /**
15815
+ * @internal
15816
+ */ var BasicResources = /*#__PURE__*/ function() {
15817
+ function BasicResources(engine) {
15818
+ // prettier-ignore
15819
+ var vertices = new Float32Array([
15820
+ -1,
15821
+ -1,
15822
+ 0,
15823
+ 1,
15824
+ 1,
15825
+ -1,
15826
+ 1,
15827
+ 1,
15828
+ -1,
15829
+ 1,
15830
+ 0,
15831
+ 0,
15832
+ 1,
15833
+ 1,
15834
+ 1,
15835
+ 0
15836
+ ]); // right-top
15837
+ // prettier-ignore
15838
+ var flipYVertices = new Float32Array([
15839
+ 1,
15840
+ -1,
15841
+ 1,
15842
+ 0,
15843
+ -1,
15844
+ -1,
15845
+ 0,
15846
+ 0,
15847
+ 1,
15848
+ 1,
15849
+ 1,
15850
+ 1,
15851
+ -1,
15852
+ 1,
15853
+ 0,
15854
+ 1
15855
+ ]); // left-top
15856
+ var blitMaterial = new Material(engine, Shader.find("blit"));
15857
+ blitMaterial._addReferCount(1);
15858
+ blitMaterial.renderState.depthState.enabled = false;
15859
+ blitMaterial.renderState.depthState.writeEnabled = false;
15860
+ this.blitMesh = this._createBlitMesh(engine, vertices);
15861
+ this.flipYBlitMesh = this._createBlitMesh(engine, flipYVertices);
15862
+ this.blitMaterial = blitMaterial;
15863
+ }
15864
+ var _proto = BasicResources.prototype;
15865
+ _proto._createBlitMesh = function _createBlitMesh(engine, vertices) {
15866
+ var mesh = new ModelMesh(engine);
15867
+ mesh._addReferCount(1);
15868
+ mesh.setVertexElements([
15869
+ new VertexElement("POSITION_UV", 0, exports.VertexElementFormat.Vector4, 0)
15870
+ ]);
15871
+ mesh.setVertexBufferBinding(new Buffer(engine, exports.BufferBindFlag.VertexBuffer, vertices, exports.BufferUsage.Static), 16);
15872
+ mesh.addSubMesh(0, 4, exports.MeshTopology.TriangleStrip);
15873
+ return mesh;
15874
+ };
15875
+ return BasicResources;
15876
+ }();
15778
15877
 
15779
15878
  /**
15780
15879
  * @internal