@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.
@@ -255,7 +255,7 @@ function _instanceof(left, right) {
255
255
  }
256
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  return cloneModes;
257
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  };
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- CloneManager.cloneProperty = function cloneProperty(source, target, k, cloneMode) {
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+ CloneManager.cloneProperty = function cloneProperty(source, target, k, cloneMode, srcRoot, targetRoot, deepInstanceMap) {
259
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  if (cloneMode === CloneMode.Ignore) {
260
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  return;
261
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  }
@@ -291,22 +291,33 @@ function _instanceof(left, right) {
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  targetPropertyA.length = length;
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  }
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  for(var i = 0; i < length; i++){
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- CloneManager.cloneProperty(sourceProperty, targetPropertyA, i, cloneMode);
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+ CloneManager.cloneProperty(sourceProperty, targetPropertyA, i, cloneMode, srcRoot, targetRoot, deepInstanceMap);
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  }
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  break;
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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());
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- var cloneModes = CloneManager.getCloneMode(sourceProperty.constructor);
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- for(var _$k in sourceProperty){
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- CloneManager.cloneProperty(sourceProperty, targetOProperty, _$k, cloneModes[_$k]);
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- }
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- // Custom clone
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- if (sourceProperty._cloneTo) {
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- sourceProperty._cloneTo(targetOProperty);
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+ var targetProperty = target[k];
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+ // If the target property is undefined, create new instance and keep reference sharing like the source
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+ if (!targetProperty) {
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+ targetProperty = deepInstanceMap.get(sourceProperty);
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+ if (!targetProperty) {
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+ targetProperty = new sourceProperty.constructor();
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+ deepInstanceMap.set(sourceProperty, targetProperty);
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+ }
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+ target[k] = targetProperty;
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  }
308
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  if (sourceProperty.copyFrom) {
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- targetOProperty.copyFrom(sourceProperty);
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+ // Custom clone
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+ targetProperty.copyFrom(sourceProperty);
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+ } else {
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+ // Universal clone
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+ var cloneModes = CloneManager.getCloneMode(sourceProperty.constructor);
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+ for(var _$k in sourceProperty){
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+ CloneManager.cloneProperty(sourceProperty, targetProperty, _$k, cloneModes[_$k], srcRoot, targetRoot, deepInstanceMap);
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+ }
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+ // Custom incremental clone
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+ if (sourceProperty._cloneTo) {
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+ sourceProperty._cloneTo(targetProperty, srcRoot, targetRoot);
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+ }
310
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  }
311
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  break;
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  }
@@ -315,9 +326,9 @@ function _instanceof(left, right) {
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  target[k] = sourceProperty;
316
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  }
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  };
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- CloneManager.deepCloneObject = function deepCloneObject(source, target) {
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+ CloneManager.deepCloneObject = function deepCloneObject(source, target, deepInstanceMap) {
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  for(var k in source){
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- CloneManager.cloneProperty(source, target, k, CloneMode.Deep);
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+ CloneManager.cloneProperty(source, target, k, CloneMode.Deep, null, null, deepInstanceMap);
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  }
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  };
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  return CloneManager;
@@ -5581,7 +5592,7 @@ var GraphicsResource = /*#__PURE__*/ function(ReferResource1) {
5581
5592
  return shaderData;
5582
5593
  };
5583
5594
  _proto.cloneTo = function cloneTo(target) {
5584
- CloneManager.deepCloneObject(this._macroCollection, target._macroCollection);
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+ CloneManager.deepCloneObject(this._macroCollection, target._macroCollection, new Map());
5585
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  Object.assign(target._macroMap, this._macroMap);
5586
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  var referCount = target._getReferCount();
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  var propertyValueMap = this._propertyValueMap;
@@ -10961,454 +10972,1191 @@ var PrimitiveType;
10961
10972
  })();
10962
10973
 
10963
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  /**
10964
- * Mesh skin data, equal glTF skins define
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- */ var Skin = /*#__PURE__*/ function(EngineObject1) {
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- _inherits(Skin, EngineObject1);
10967
- function Skin(name) {
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- var _this;
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- _this = EngineObject1.call(this, null) || this;
10970
- _this.name = name;
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- _this._bones = [];
10972
- _this.inverseBindMatrices = []; // inverse bind matrix array
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- _this.joints = []; // joints name array, element type: string
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- _this.skeleton = "none"; // root bone name
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- return _this;
10976
- }
10977
- return Skin;
10978
- }(EngineObject);
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+ * Layer, used for bit operations.
10976
+ */ exports.Layer = void 0;
10977
+ (function(Layer) {
10978
+ Layer[Layer[/** Layer 0. */ "Layer0"] = 0x1] = "Layer0";
10979
+ Layer[Layer[/** Layer 1. */ "Layer1"] = 0x2] = "Layer1";
10980
+ Layer[Layer[/** Layer 2. */ "Layer2"] = 0x4] = "Layer2";
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+ Layer[Layer[/** Layer 3. */ "Layer3"] = 0x8] = "Layer3";
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+ Layer[Layer[/** Layer 4. */ "Layer4"] = 0x10] = "Layer4";
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+ Layer[Layer[/** Layer 5. */ "Layer5"] = 0x20] = "Layer5";
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+ Layer[Layer[/** Layer 6. */ "Layer6"] = 0x40] = "Layer6";
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+ Layer[Layer[/** Layer 7. */ "Layer7"] = 0x80] = "Layer7";
10986
+ Layer[Layer[/** Layer 8. */ "Layer8"] = 0x100] = "Layer8";
10987
+ Layer[Layer[/** Layer 9. */ "Layer9"] = 0x200] = "Layer9";
10988
+ Layer[Layer[/** Layer 10. */ "Layer10"] = 0x400] = "Layer10";
10989
+ Layer[Layer[/** Layer 11. */ "Layer11"] = 0x800] = "Layer11";
10990
+ Layer[Layer[/** Layer 12. */ "Layer12"] = 0x1000] = "Layer12";
10991
+ Layer[Layer[/** Layer 13. */ "Layer13"] = 0x2000] = "Layer13";
10992
+ Layer[Layer[/** Layer 14. */ "Layer14"] = 0x4000] = "Layer14";
10993
+ Layer[Layer[/** Layer 15. */ "Layer15"] = 0x8000] = "Layer15";
10994
+ Layer[Layer[/** Layer 16. */ "Layer16"] = 0x10000] = "Layer16";
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+ Layer[Layer[/** Layer 17. */ "Layer17"] = 0x20000] = "Layer17";
10996
+ Layer[Layer[/** Layer 18. */ "Layer18"] = 0x40000] = "Layer18";
10997
+ Layer[Layer[/** Layer 19. */ "Layer19"] = 0x80000] = "Layer19";
10998
+ Layer[Layer[/** Layer 20. */ "Layer20"] = 0x100000] = "Layer20";
10999
+ Layer[Layer[/** Layer 21. */ "Layer21"] = 0x200000] = "Layer21";
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+ Layer[Layer[/** Layer 22. */ "Layer22"] = 0x400000] = "Layer22";
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+ Layer[Layer[/** Layer 23. */ "Layer23"] = 0x800000] = "Layer23";
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+ Layer[Layer[/** Layer 24. */ "Layer24"] = 0x1000000] = "Layer24";
11003
+ Layer[Layer[/** Layer 25. */ "Layer25"] = 0x2000000] = "Layer25";
11004
+ Layer[Layer[/** Layer 26. */ "Layer26"] = 0x4000000] = "Layer26";
11005
+ Layer[Layer[/** Layer 27. */ "Layer27"] = 0x8000000] = "Layer27";
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+ Layer[Layer[/** Layer 28. */ "Layer28"] = 0x10000000] = "Layer28";
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+ Layer[Layer[/** Layer 29. */ "Layer29"] = 0x20000000] = "Layer29";
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+ Layer[Layer[/** Layer 30. */ "Layer30"] = 0x40000000] = "Layer30";
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+ Layer[Layer[/** Layer 31. */ "Layer31"] = 0x80000000] = "Layer31";
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+ Layer[Layer[/** All layers. */ "Everything"] = 0xffffffff] = "Everything";
11011
+ Layer[Layer[/** None layer. */ "Nothing"] = 0x0] = "Nothing";
11012
+ })(exports.Layer || (exports.Layer = {}));
11013
+
11014
+ var ComponentCloner = /*#__PURE__*/ function() {
11015
+ function ComponentCloner() {}
11016
+ /**
11017
+ * Clone component.
11018
+ * @param source - Clone source
11019
+ * @param target - Clone target
11020
+ */ ComponentCloner.cloneComponent = function cloneComponent(source, target, srcRoot, targetRoot, deepInstanceMap) {
11021
+ var cloneModes = CloneManager.getCloneMode(source.constructor);
11022
+ for(var k in source){
11023
+ CloneManager.cloneProperty(source, target, k, cloneModes[k], srcRoot, targetRoot, deepInstanceMap);
11024
+ }
11025
+ if (source._cloneTo) {
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+ source._cloneTo(target, srcRoot, targetRoot);
11027
+ }
11028
+ };
11029
+ return ComponentCloner;
11030
+ }();
10979
11031
 
10980
11032
  /**
10981
- * SkinnedMeshRenderer.
10982
- */ var SkinnedMeshRenderer = /*#__PURE__*/ function(MeshRenderer1) {
10983
- _inherits(SkinnedMeshRenderer, MeshRenderer1);
10984
- function SkinnedMeshRenderer(entity) {
11033
+ * Entity, be used as components container.
11034
+ */ var Entity = /*#__PURE__*/ function(EngineObject1) {
11035
+ _inherits(Entity, EngineObject1);
11036
+ function Entity(engine, name) {
10985
11037
  var _this;
10986
- _this = MeshRenderer1.call(this, entity) || this;
10987
- _this._localBounds = new miniprogram.BoundingBox();
10988
- _this._jointDataCreateCache = new miniprogram.Vector2(-1, -1);
10989
- _this._skin = null;
10990
- var rhi = _this.entity.engine._hardwareRenderer;
10991
- var maxVertexUniformVectors = rhi.renderStates.getParameter(rhi.gl.MAX_VERTEX_UNIFORM_VECTORS);
10992
- // Limit size to 256 to avoid some problem:
10993
- // 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!
10994
- // 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.
10995
- maxVertexUniformVectors = Math.min(maxVertexUniformVectors, rhi._options._maxAllowSkinUniformVectorCount);
10996
- _this._maxVertexUniformVectors = maxVertexUniformVectors;
10997
- _this._onLocalBoundsChanged = _this._onLocalBoundsChanged.bind(_assert_this_initialized(_this));
10998
- var localBounds = _this._localBounds;
10999
- // @ts-ignore
11000
- localBounds.min._onValueChanged = _this._onLocalBoundsChanged;
11001
- // @ts-ignore
11002
- localBounds.max._onValueChanged = _this._onLocalBoundsChanged;
11038
+ _this = EngineObject1.call(this, engine) || this;
11039
+ /** The layer the entity belongs to. */ _this.layer = exports.Layer.Layer0;
11040
+ /** @internal */ _this._isActiveInHierarchy = false;
11041
+ /** @internal */ _this._isActiveInScene = false;
11042
+ /** @internal */ _this._components = [];
11043
+ /** @internal */ _this._scripts = new DisorderedArray();
11044
+ /** @internal */ _this._children = [];
11045
+ /** @internal */ _this._isRoot = false;
11046
+ /** @internal */ _this._isActive = true;
11047
+ /** @internal */ _this._siblingIndex = -1;
11048
+ /** @internal */ _this._isTemplate = false;
11049
+ _this._parent = null;
11050
+ //--------------------------------------------------------------deprecated----------------------------------------------------------------
11051
+ _this._invModelMatrix = new miniprogram.Matrix();
11052
+ _this.name = name;
11053
+ _this.transform = _this.addComponent(Transform);
11054
+ _this._inverseWorldMatFlag = _this.transform.registerWorldChangeFlag();
11003
11055
  return _this;
11004
11056
  }
11005
- var _proto = SkinnedMeshRenderer.prototype;
11057
+ var _proto = Entity.prototype;
11006
11058
  /**
11007
- * @internal
11008
- */ _proto.update = function update() {
11009
- var _this = this, skin = _this._skin, bones = _this._bones;
11010
- if (skin && bones) {
11011
- // @todo: can optimize when share skin
11012
- var jointMatrices = this._jointMatrices;
11013
- var bindMatrices = skin.inverseBindMatrices;
11014
- var _this__rootBone;
11015
- var worldToLocal = ((_this__rootBone = this._rootBone) != null ? _this__rootBone : this.entity).getInvModelMatrix();
11016
- for(var i = bones.length - 1; i >= 0; i--){
11017
- var bone = bones[i];
11018
- var offset = i * 16;
11019
- if (bone) {
11020
- Utils._floatMatrixMultiply(bone.transform.worldMatrix, bindMatrices[i].elements, 0, jointMatrices, offset);
11021
- } else {
11022
- jointMatrices.set(bindMatrices[i].elements, offset);
11023
- }
11024
- Utils._floatMatrixMultiply(worldToLocal, jointMatrices, offset, jointMatrices, offset);
11059
+ * Add component based on the component type.
11060
+ * @param type - The type of the component
11061
+ * @returns The component which has been added
11062
+ */ _proto.addComponent = function addComponent(type) {
11063
+ ComponentsDependencies._addCheck(this, type);
11064
+ var component = new type(this);
11065
+ this._components.push(component);
11066
+ component._setActive(true, ActiveChangeFlag.All);
11067
+ return component;
11068
+ };
11069
+ /**
11070
+ * Get component which match the type.
11071
+ * @param type - The type of the component
11072
+ * @returns The first component which match type
11073
+ */ _proto.getComponent = function getComponent(type) {
11074
+ var components = this._components;
11075
+ for(var i = 0, n = components.length; i < n; i++){
11076
+ var component = components[i];
11077
+ if (_instanceof(component, type)) {
11078
+ return component;
11025
11079
  }
11026
11080
  }
11081
+ return null;
11027
11082
  };
11028
- _proto._updateShaderData = function _updateShaderData(context, onlyMVP) {
11029
- var entity = this.entity;
11030
- var _this__rootBone;
11031
- var worldMatrix = ((_this__rootBone = this._rootBone) != null ? _this__rootBone : entity).transform.worldMatrix;
11032
- if (onlyMVP) {
11033
- this._updateMVPShaderData(context, worldMatrix);
11034
- return;
11083
+ /**
11084
+ * Get components which match the type.
11085
+ * @param type - The type of the component
11086
+ * @param results - The components which match type
11087
+ * @returns The components which match type
11088
+ */ _proto.getComponents = function getComponents(type, results) {
11089
+ results.length = 0;
11090
+ var components = this._components;
11091
+ for(var i = 0, n = components.length; i < n; i++){
11092
+ var component = components[i];
11093
+ if (_instanceof(component, type)) {
11094
+ results.push(component);
11095
+ }
11035
11096
  }
11036
- this._updateTransformShaderData(context, worldMatrix);
11037
- var shaderData = this.shaderData;
11038
- var mesh = this.mesh;
11039
- var blendShapeManager = mesh._blendShapeManager;
11040
- blendShapeManager._updateShaderData(shaderData, this);
11041
- var bones = this._bones;
11042
- if (bones) {
11043
- var bsUniformOccupiesCount = blendShapeManager._uniformOccupiesCount;
11044
- var jointCount = bones.length;
11045
- var jointDataCreateCache = this._jointDataCreateCache;
11046
- var jointCountChange = jointCount !== jointDataCreateCache.x;
11047
- if (jointCountChange || bsUniformOccupiesCount !== jointDataCreateCache.y) {
11048
- // directly use max joint count to avoid shader recompile
11049
- // @TODO: different shader type should use different count, not always 44
11050
- var remainUniformJointCount = Math.ceil((this._maxVertexUniformVectors - (44 + bsUniformOccupiesCount)) / 4);
11051
- if (jointCount > remainUniformJointCount) {
11052
- var engine = this.engine;
11053
- if (engine._hardwareRenderer.canIUseMoreJoints) {
11054
- if (jointCountChange) {
11055
- var _this__jointTexture;
11056
- (_this__jointTexture = this._jointTexture) == null ? void 0 : _this__jointTexture.destroy();
11057
- this._jointTexture = new Texture2D(engine, 4, jointCount, exports.TextureFormat.R32G32B32A32, false);
11058
- this._jointTexture.filterMode = exports.TextureFilterMode.Point;
11059
- this._jointTexture.isGCIgnored = true;
11060
- }
11061
- shaderData.disableMacro("RENDERER_JOINTS_NUM");
11062
- shaderData.enableMacro("RENDERER_USE_JOINT_TEXTURE");
11063
- shaderData.setTexture(SkinnedMeshRenderer._jointSamplerProperty, this._jointTexture);
11064
- } else {
11065
- 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);
11066
- }
11097
+ return results;
11098
+ };
11099
+ /**
11100
+ * Get the components which match the type of the entity and it's children.
11101
+ * @param type - The component type
11102
+ * @param results - The components collection
11103
+ * @returns The components collection which match the type
11104
+ */ _proto.getComponentsIncludeChildren = function getComponentsIncludeChildren(type, results) {
11105
+ results.length = 0;
11106
+ this._getComponentsInChildren(type, results);
11107
+ return results;
11108
+ };
11109
+ _proto.addChild = function addChild(indexOrChild, child) {
11110
+ var index;
11111
+ if (typeof indexOrChild === "number") {
11112
+ index = indexOrChild;
11113
+ } else {
11114
+ index = undefined;
11115
+ child = indexOrChild;
11116
+ }
11117
+ if (child._isRoot) {
11118
+ child._scene._removeFromEntityList(child);
11119
+ child._isRoot = false;
11120
+ this._addToChildrenList(index, child);
11121
+ child._parent = this;
11122
+ var oldScene = child._scene;
11123
+ var newScene = this._scene;
11124
+ var inActiveChangeFlag = ActiveChangeFlag.None;
11125
+ if (!this._isActiveInHierarchy) {
11126
+ child._isActiveInHierarchy && (inActiveChangeFlag |= ActiveChangeFlag.Hierarchy);
11127
+ }
11128
+ if (child._isActiveInScene) {
11129
+ if (this._isActiveInScene) {
11130
+ // Cross scene should inActive first and then active
11131
+ oldScene !== newScene && (inActiveChangeFlag |= ActiveChangeFlag.Scene);
11067
11132
  } else {
11068
- var _this__jointTexture1;
11069
- (_this__jointTexture1 = this._jointTexture) == null ? void 0 : _this__jointTexture1.destroy();
11070
- shaderData.disableMacro("RENDERER_USE_JOINT_TEXTURE");
11071
- shaderData.enableMacro("RENDERER_JOINTS_NUM", remainUniformJointCount.toString());
11072
- shaderData.setFloatArray(SkinnedMeshRenderer._jointMatrixProperty, this._jointMatrices);
11133
+ inActiveChangeFlag |= ActiveChangeFlag.Scene;
11073
11134
  }
11074
- jointDataCreateCache.set(jointCount, bsUniformOccupiesCount);
11075
11135
  }
11076
- if (this._jointTexture) {
11077
- this._jointTexture.setPixelBuffer(this._jointMatrices);
11136
+ inActiveChangeFlag && child._processInActive(inActiveChangeFlag);
11137
+ if (child._scene !== newScene) {
11138
+ Entity._traverseSetOwnerScene(child, newScene);
11139
+ }
11140
+ var activeChangeFlag = ActiveChangeFlag.None;
11141
+ if (child._isActive) {
11142
+ if (this._isActiveInHierarchy) {
11143
+ !child._isActiveInHierarchy && (activeChangeFlag |= ActiveChangeFlag.Hierarchy);
11144
+ }
11145
+ if (this._isActiveInScene) {
11146
+ (!child._isActiveInScene || oldScene !== newScene) && (activeChangeFlag |= ActiveChangeFlag.Scene);
11147
+ }
11078
11148
  }
11149
+ activeChangeFlag && child._processActive(activeChangeFlag);
11150
+ child._setTransformDirty();
11151
+ } else {
11152
+ child._setParent(this, index);
11079
11153
  }
11080
- var layer = entity.layer;
11081
- this._rendererLayer.set(layer & 65535, layer >>> 16 & 65535, 0, 0);
11082
11154
  };
11083
11155
  /**
11084
- * @internal
11085
- */ _proto._onDestroy = function _onDestroy() {
11086
- var _this__jointTexture;
11087
- MeshRenderer1.prototype._onDestroy.call(this);
11088
- this._rootBone = null;
11089
- this._jointDataCreateCache = null;
11090
- this._skin = null;
11091
- this._blendShapeWeights = null;
11092
- this._localBounds = null;
11093
- this._jointMatrices = null;
11094
- (_this__jointTexture = this._jointTexture) == null ? void 0 : _this__jointTexture.destroy();
11095
- this._jointTexture = null;
11096
- this._bones = null;
11156
+ * Remove child entity.
11157
+ * @param child - The child entity which want to be removed
11158
+ */ _proto.removeChild = function removeChild(child) {
11159
+ child._setParent(null);
11097
11160
  };
11098
11161
  /**
11099
- * @internal
11100
- */ _proto._cloneTo = function _cloneTo(target, srcRoot, targetRoot) {
11101
- MeshRenderer1.prototype._cloneTo.call(this, target, srcRoot, targetRoot);
11102
- var paths = new Array();
11103
- // Clone rootBone
11104
- if (this.rootBone) {
11105
- var success = this._getEntityHierarchyPath(srcRoot, this.rootBone, paths);
11106
- target.rootBone = success ? this._getEntityByHierarchyPath(targetRoot, paths) : this.rootBone;
11162
+ * @deprecated Please use `children` property instead.
11163
+ * Find child entity by index.
11164
+ * @param index - The index of the child entity
11165
+ * @returns The component which be found
11166
+ */ _proto.getChild = function getChild(index) {
11167
+ return this._children[index];
11168
+ };
11169
+ /**
11170
+ * Find entity by name.
11171
+ * @param name - The name of the entity which want to be found
11172
+ * @returns The component which be found
11173
+ */ _proto.findByName = function findByName(name) {
11174
+ if (name === this.name) {
11175
+ return this;
11107
11176
  }
11108
- // Clone bones
11109
- var bones = this._bones;
11110
- if (bones) {
11111
- var boneCount = bones.length;
11112
- var destBones = new Array(boneCount);
11113
- for(var i = 0; i < boneCount; i++){
11114
- var bone = bones[i];
11115
- var success1 = this._getEntityHierarchyPath(srcRoot, bone, paths);
11116
- destBones[i] = success1 ? this._getEntityByHierarchyPath(targetRoot, paths) : bone;
11177
+ var children = this._children;
11178
+ for(var i = 0, n = children.length; i < n; i++){
11179
+ var target = children[i].findByName(name);
11180
+ if (target) {
11181
+ return target;
11117
11182
  }
11118
- target.bones = destBones;
11119
11183
  }
11120
- this._blendShapeWeights && (target._blendShapeWeights = this._blendShapeWeights.slice());
11184
+ return null;
11121
11185
  };
11122
11186
  /**
11123
- * @internal
11124
- */ _proto._registerEntityTransformListener = function _registerEntityTransformListener() {
11125
- var _this__rootBone;
11126
- ((_this__rootBone = this._rootBone) != null ? _this__rootBone : this._entity).transform._updateFlagManager.addListener(this._onTransformChanged);
11187
+ * Find the entity by path.
11188
+ * @param path - The path fo the entity eg: /entity
11189
+ * @returns The component which be found
11190
+ */ _proto.findByPath = function findByPath(path) {
11191
+ var splits = path.split("/");
11192
+ var entity = this;
11193
+ for(var i = 0, length = splits.length; i < length; ++i){
11194
+ var split = splits[i];
11195
+ if (split) {
11196
+ entity = Entity._findChildByName(entity, split);
11197
+ if (!entity) {
11198
+ return null;
11199
+ }
11200
+ }
11201
+ }
11202
+ return entity;
11127
11203
  };
11128
11204
  /**
11129
- * @internal
11130
- */ _proto._unRegisterEntityTransformListener = function _unRegisterEntityTransformListener() {
11131
- var _this__rootBone;
11132
- ((_this__rootBone = this._rootBone) != null ? _this__rootBone : this._entity).transform._updateFlagManager.removeListener(this._onTransformChanged);
11205
+ * Create child entity.
11206
+ * @param name - The child entity's name
11207
+ * @returns The child entity
11208
+ */ _proto.createChild = function createChild(name) {
11209
+ var child = new Entity(this.engine, name);
11210
+ child.layer = this.layer;
11211
+ child.parent = this;
11212
+ return child;
11213
+ };
11214
+ /**
11215
+ * Clear children entities.
11216
+ */ _proto.clearChildren = function clearChildren() {
11217
+ var children = this._children;
11218
+ for(var i = children.length - 1; i >= 0; i--){
11219
+ var child = children[i];
11220
+ child._parent = null;
11221
+ var activeChangeFlag = ActiveChangeFlag.None;
11222
+ child._isActiveInHierarchy && (activeChangeFlag |= ActiveChangeFlag.Hierarchy);
11223
+ child._isActiveInScene && (activeChangeFlag |= ActiveChangeFlag.Scene);
11224
+ activeChangeFlag && child._processInActive(activeChangeFlag);
11225
+ Entity._traverseSetOwnerScene(child, null); // Must after child._processInActive().
11226
+ }
11227
+ children.length = 0;
11228
+ };
11229
+ /**
11230
+ * Clone this entity include children and components.
11231
+ * @returns Cloned entity
11232
+ */ _proto.clone = function clone() {
11233
+ var cloneEntity = this._createCloneEntity(this);
11234
+ this._parseCloneEntity(this, cloneEntity, this, cloneEntity, new Map());
11235
+ return cloneEntity;
11133
11236
  };
11134
11237
  /**
11135
11238
  * @internal
11136
- */ _proto._updateBounds = function _updateBounds(worldBounds) {
11137
- if (this._rootBone) {
11138
- var localBounds = this._localBounds;
11139
- var worldMatrix = this._rootBone.transform.worldMatrix;
11140
- miniprogram.BoundingBox.transform(localBounds, worldMatrix, worldBounds);
11141
- } else {
11142
- MeshRenderer1.prototype._updateBounds.call(this, worldBounds);
11239
+ */ _proto._markAsTemplate = function _markAsTemplate(templateResource) {
11240
+ this._isTemplate = true;
11241
+ this._templateResource = templateResource;
11242
+ };
11243
+ _proto._createCloneEntity = function _createCloneEntity(srcEntity) {
11244
+ var cloneEntity = new Entity(srcEntity._engine, srcEntity.name);
11245
+ var templateResource = this._templateResource;
11246
+ if (templateResource) {
11247
+ cloneEntity._templateResource = templateResource;
11248
+ templateResource._addReferCount(1);
11249
+ }
11250
+ cloneEntity.layer = srcEntity.layer;
11251
+ cloneEntity._isActive = srcEntity._isActive;
11252
+ var cloneTransform = cloneEntity.transform;
11253
+ var srcTransform = srcEntity.transform;
11254
+ cloneTransform.position = srcTransform.position;
11255
+ cloneTransform.rotation = srcTransform.rotation;
11256
+ cloneTransform.scale = srcTransform.scale;
11257
+ var children = srcEntity._children;
11258
+ for(var i = 0, n = srcEntity._children.length; i < n; i++){
11259
+ cloneEntity.addChild(this._createCloneEntity(children[i]));
11143
11260
  }
11261
+ return cloneEntity;
11144
11262
  };
11145
- _proto._checkBlendShapeWeightLength = function _checkBlendShapeWeightLength() {
11146
- var mesh = this._mesh;
11147
- var newBlendShapeCount = mesh ? mesh.blendShapeCount : 0;
11148
- var lastBlendShapeWeights = this._blendShapeWeights;
11149
- if (lastBlendShapeWeights) {
11150
- var lastBlendShapeWeightsCount = lastBlendShapeWeights.length;
11151
- if (lastBlendShapeWeightsCount !== newBlendShapeCount) {
11152
- var newBlendShapeWeights = new Float32Array(newBlendShapeCount);
11153
- if (newBlendShapeCount > lastBlendShapeWeightsCount) {
11154
- newBlendShapeWeights.set(lastBlendShapeWeights);
11155
- } else {
11156
- for(var i = 0; i < newBlendShapeCount; i++){
11157
- newBlendShapeWeights[i] = lastBlendShapeWeights[i];
11158
- }
11159
- }
11160
- this._blendShapeWeights = newBlendShapeWeights;
11263
+ _proto._parseCloneEntity = function _parseCloneEntity(src, target, srcRoot, targetRoot, deepInstanceMap) {
11264
+ var srcChildren = src._children;
11265
+ var targetChildren = target._children;
11266
+ for(var i = 0, n = srcChildren.length; i < n; i++){
11267
+ this._parseCloneEntity(srcChildren[i], targetChildren[i], srcRoot, targetRoot, deepInstanceMap);
11268
+ }
11269
+ var components = src._components;
11270
+ for(var i1 = 0, n1 = components.length; i1 < n1; i1++){
11271
+ var sourceComp = components[i1];
11272
+ if (!_instanceof(sourceComp, Transform)) {
11273
+ var targetComp = target.addComponent(sourceComp.constructor);
11274
+ ComponentCloner.cloneComponent(sourceComp, targetComp, srcRoot, targetRoot, deepInstanceMap);
11161
11275
  }
11276
+ }
11277
+ };
11278
+ /**
11279
+ * Destroy self.
11280
+ */ _proto.destroy = function destroy() {
11281
+ if (this._destroyed) {
11282
+ return;
11283
+ }
11284
+ EngineObject1.prototype.destroy.call(this);
11285
+ if (this._templateResource) {
11286
+ this._isTemplate || this._templateResource._addReferCount(-1);
11287
+ this._templateResource = null;
11288
+ }
11289
+ var components = this._components;
11290
+ for(var i = components.length - 1; i >= 0; i--){
11291
+ components[i].destroy();
11292
+ }
11293
+ this._components.length = 0;
11294
+ var children = this._children;
11295
+ while(children.length > 0){
11296
+ children[0].destroy();
11297
+ }
11298
+ if (this._isRoot) {
11299
+ this._scene.removeRootEntity(this);
11162
11300
  } else {
11163
- this._blendShapeWeights = new Float32Array(newBlendShapeCount);
11301
+ this._setParent(null);
11164
11302
  }
11303
+ this.isActive = false;
11165
11304
  };
11166
- _proto._onLocalBoundsChanged = function _onLocalBoundsChanged() {
11167
- this._dirtyUpdateFlag |= RendererUpdateFlags.WorldVolume;
11305
+ /**
11306
+ * @internal
11307
+ */ _proto._removeComponent = function _removeComponent(component) {
11308
+ ComponentsDependencies._removeCheck(this, component.constructor);
11309
+ var components = this._components;
11310
+ components.splice(components.indexOf(component), 1);
11168
11311
  };
11169
- _proto._getEntityHierarchyPath = function _getEntityHierarchyPath(rootEntity, searchEntity, inversePath) {
11170
- inversePath.length = 0;
11171
- while(searchEntity !== rootEntity){
11172
- var parent = searchEntity.parent;
11173
- if (!parent) {
11174
- return false;
11312
+ /**
11313
+ * @internal
11314
+ */ _proto._addScript = function _addScript(script) {
11315
+ script._entityScriptsIndex = this._scripts.length;
11316
+ this._scripts.add(script);
11317
+ };
11318
+ /**
11319
+ * @internal
11320
+ */ _proto._removeScript = function _removeScript(script) {
11321
+ var replaced = this._scripts.deleteByIndex(script._entityScriptsIndex);
11322
+ replaced && (replaced._entityScriptsIndex = script._entityScriptsIndex);
11323
+ script._entityScriptsIndex = -1;
11324
+ };
11325
+ /**
11326
+ * @internal
11327
+ */ _proto._removeFromParent = function _removeFromParent() {
11328
+ var oldParent = this._parent;
11329
+ if (oldParent != null) {
11330
+ var oldSibling = oldParent._children;
11331
+ var index = this._siblingIndex;
11332
+ oldSibling.splice(index, 1);
11333
+ for(var n = oldSibling.length; index < n; index++){
11334
+ oldSibling[index]._siblingIndex--;
11175
11335
  }
11176
- inversePath.push(searchEntity.siblingIndex);
11177
- searchEntity = parent;
11336
+ this._parent = null;
11337
+ this._siblingIndex = -1;
11178
11338
  }
11179
- return true;
11180
11339
  };
11181
11340
  /**
11182
11341
  * @internal
11183
- */ _proto._getEntityByHierarchyPath = function _getEntityByHierarchyPath(rootEntity, inversePath) {
11184
- var entity = rootEntity;
11185
- for(var i = inversePath.length - 1; i >= 0; i--){
11186
- entity = entity.children[inversePath[i]];
11342
+ */ _proto._processActive = function _processActive(activeChangeFlag) {
11343
+ if (this._activeChangedComponents) {
11344
+ 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.";
11187
11345
  }
11188
- return entity;
11346
+ this._activeChangedComponents = this._scene._componentsManager.getActiveChangedTempList();
11347
+ this._setActiveInHierarchy(this._activeChangedComponents, activeChangeFlag);
11348
+ this._setActiveComponents(true, activeChangeFlag);
11189
11349
  };
11190
- _create_class(SkinnedMeshRenderer, [
11191
- {
11192
- key: "blendShapeWeights",
11193
- get: /**
11194
- * The weights of the BlendShapes.
11195
- * @remarks Array index is BlendShape index.
11196
- */ function get() {
11197
- this._checkBlendShapeWeightLength();
11198
- return this._blendShapeWeights;
11199
- },
11200
- set: function set(value) {
11201
- this._checkBlendShapeWeightLength();
11202
- var blendShapeWeights = this._blendShapeWeights;
11203
- if (value.length <= blendShapeWeights.length) {
11204
- blendShapeWeights.set(value);
11205
- } else {
11206
- for(var i = 0, n = blendShapeWeights.length; i < n; i++){
11207
- blendShapeWeights[i] = value[i];
11208
- }
11209
- }
11210
- }
11211
- },
11212
- {
11213
- key: "localBounds",
11214
- get: /**
11215
- * Local bounds.
11216
- */ function get() {
11217
- return this._localBounds;
11218
- },
11219
- set: function set(value) {
11220
- if (this._localBounds !== value) {
11221
- this._localBounds.copyFrom(value);
11222
- }
11350
+ /**
11351
+ * @internal
11352
+ */ _proto._processInActive = function _processInActive(activeChangeFlag) {
11353
+ if (this._activeChangedComponents) {
11354
+ 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.";
11355
+ }
11356
+ this._activeChangedComponents = this._scene._componentsManager.getActiveChangedTempList();
11357
+ this._setInActiveInHierarchy(this._activeChangedComponents, activeChangeFlag);
11358
+ this._setActiveComponents(false, activeChangeFlag);
11359
+ };
11360
+ _proto._addToChildrenList = function _addToChildrenList(index, child) {
11361
+ var children = this._children;
11362
+ var childCount = children.length;
11363
+ if (index === undefined) {
11364
+ child._siblingIndex = childCount;
11365
+ children.push(child);
11366
+ } else {
11367
+ if (index < 0 || index > childCount) {
11368
+ throw "The index " + index + " is out of child list bounds " + childCount;
11223
11369
  }
11224
- },
11225
- {
11226
- key: "rootBone",
11227
- get: /**
11228
- * Root bone.
11229
- */ function get() {
11230
- return this._rootBone;
11231
- },
11232
- set: function set(value) {
11233
- if (this._rootBone !== value) {
11234
- this._unRegisterEntityTransformListener();
11235
- this._rootBone = value;
11236
- this._registerEntityTransformListener();
11237
- this._dirtyUpdateFlag |= RendererUpdateFlags.WorldVolume;
11370
+ child._siblingIndex = index;
11371
+ children.splice(index, 0, child);
11372
+ for(var i = index + 1, n = childCount + 1; i < n; i++){
11373
+ children[i]._siblingIndex++;
11374
+ }
11375
+ }
11376
+ };
11377
+ _proto._setParent = function _setParent(parent, siblingIndex) {
11378
+ var oldParent = this._parent;
11379
+ if (parent !== oldParent) {
11380
+ this._removeFromParent();
11381
+ this._parent = parent;
11382
+ if (parent) {
11383
+ parent._addToChildrenList(siblingIndex, this);
11384
+ var oldScene = this._scene;
11385
+ var parentScene = parent._scene;
11386
+ var inActiveChangeFlag = ActiveChangeFlag.None;
11387
+ if (!parent._isActiveInHierarchy) {
11388
+ this._isActiveInHierarchy && (inActiveChangeFlag |= ActiveChangeFlag.Hierarchy);
11389
+ }
11390
+ if (parent._isActiveInScene) {
11391
+ // cross scene should inActive first and then active
11392
+ this._isActiveInScene && oldScene !== parentScene && (inActiveChangeFlag |= ActiveChangeFlag.Scene);
11393
+ } else {
11394
+ this._isActiveInScene && (inActiveChangeFlag |= ActiveChangeFlag.Scene);
11395
+ }
11396
+ inActiveChangeFlag && this._processInActive(inActiveChangeFlag);
11397
+ if (oldScene !== parentScene) {
11398
+ Entity._traverseSetOwnerScene(this, parentScene);
11399
+ }
11400
+ var activeChangeFlag = ActiveChangeFlag.None;
11401
+ if (this._isActive) {
11402
+ if (parent._isActiveInHierarchy) {
11403
+ !this._isActiveInHierarchy && (activeChangeFlag |= ActiveChangeFlag.Hierarchy);
11404
+ }
11405
+ if (parent._isActiveInScene) {
11406
+ (!this._isActiveInScene || oldScene !== parentScene) && (activeChangeFlag |= ActiveChangeFlag.Scene);
11407
+ }
11408
+ }
11409
+ activeChangeFlag && this._processActive(activeChangeFlag);
11410
+ } else {
11411
+ var inActiveChangeFlag1 = ActiveChangeFlag.None;
11412
+ this._isActiveInHierarchy && (inActiveChangeFlag1 |= ActiveChangeFlag.Hierarchy);
11413
+ this._isActiveInScene && (inActiveChangeFlag1 |= ActiveChangeFlag.Scene);
11414
+ inActiveChangeFlag1 && this._processInActive(inActiveChangeFlag1);
11415
+ if (oldParent) {
11416
+ Entity._traverseSetOwnerScene(this, null);
11238
11417
  }
11239
11418
  }
11240
- },
11419
+ this._setTransformDirty();
11420
+ }
11421
+ };
11422
+ _proto._getComponentsInChildren = function _getComponentsInChildren(type, results) {
11423
+ for(var i = this._components.length - 1; i >= 0; i--){
11424
+ var component = this._components[i];
11425
+ if (_instanceof(component, type)) {
11426
+ results.push(component);
11427
+ }
11428
+ }
11429
+ for(var i1 = this._children.length - 1; i1 >= 0; i1--){
11430
+ this._children[i1]._getComponentsInChildren(type, results);
11431
+ }
11432
+ };
11433
+ _proto._setActiveComponents = function _setActiveComponents(isActive, activeChangeFlag) {
11434
+ var activeChangedComponents = this._activeChangedComponents;
11435
+ for(var i = 0, length = activeChangedComponents.length; i < length; ++i){
11436
+ activeChangedComponents[i]._setActive(isActive, activeChangeFlag);
11437
+ }
11438
+ this._scene._componentsManager.putActiveChangedTempList(activeChangedComponents);
11439
+ this._activeChangedComponents = null;
11440
+ };
11441
+ _proto._setActiveInHierarchy = function _setActiveInHierarchy(activeChangedComponents, activeChangeFlag) {
11442
+ activeChangeFlag & ActiveChangeFlag.Hierarchy && (this._isActiveInHierarchy = true);
11443
+ activeChangeFlag & ActiveChangeFlag.Scene && (this._isActiveInScene = true);
11444
+ var components = this._components;
11445
+ for(var i = 0, n = components.length; i < n; i++){
11446
+ var component = components[i];
11447
+ (component.enabled || !component._awoken) && activeChangedComponents.push(component);
11448
+ }
11449
+ var children = this._children;
11450
+ for(var i1 = 0, n1 = children.length; i1 < n1; i1++){
11451
+ var child = children[i1];
11452
+ child.isActive && child._setActiveInHierarchy(activeChangedComponents, activeChangeFlag);
11453
+ }
11454
+ };
11455
+ _proto._setInActiveInHierarchy = function _setInActiveInHierarchy(activeChangedComponents, activeChangeFlag) {
11456
+ activeChangeFlag & ActiveChangeFlag.Hierarchy && (this._isActiveInHierarchy = false);
11457
+ activeChangeFlag & ActiveChangeFlag.Scene && (this._isActiveInScene = false);
11458
+ var components = this._components;
11459
+ for(var i = 0, n = components.length; i < n; i++){
11460
+ var component = components[i];
11461
+ component.enabled && activeChangedComponents.push(component);
11462
+ }
11463
+ var children = this._children;
11464
+ for(var i1 = 0, n1 = children.length; i1 < n1; i1++){
11465
+ var child = children[i1];
11466
+ child.isActive && child._setInActiveInHierarchy(activeChangedComponents, activeChangeFlag);
11467
+ }
11468
+ };
11469
+ _proto._setTransformDirty = function _setTransformDirty() {
11470
+ if (this.transform) {
11471
+ this.transform._parentChange();
11472
+ } else {
11473
+ for(var i = 0, len = this._children.length; i < len; i++){
11474
+ this._children[i]._setTransformDirty();
11475
+ }
11476
+ }
11477
+ };
11478
+ _proto._setSiblingIndex = function _setSiblingIndex(sibling, target) {
11479
+ target = Math.min(target, sibling.length - 1);
11480
+ if (target < 0) {
11481
+ throw "Sibling index " + target + " should large than 0";
11482
+ }
11483
+ if (this._siblingIndex !== target) {
11484
+ var oldIndex = this._siblingIndex;
11485
+ if (target < oldIndex) {
11486
+ for(var i = oldIndex; i >= target; i--){
11487
+ var child = i == target ? this : sibling[i - 1];
11488
+ sibling[i] = child;
11489
+ child._siblingIndex = i;
11490
+ }
11491
+ } else {
11492
+ for(var i1 = oldIndex; i1 <= target; i1++){
11493
+ var child1 = i1 == target ? this : sibling[i1 + 1];
11494
+ sibling[i1] = child1;
11495
+ child1._siblingIndex = i1;
11496
+ }
11497
+ }
11498
+ }
11499
+ };
11500
+ /**
11501
+ * @deprecated
11502
+ */ _proto.getInvModelMatrix = function getInvModelMatrix() {
11503
+ if (this._inverseWorldMatFlag.flag) {
11504
+ miniprogram.Matrix.invert(this.transform.worldMatrix, this._invModelMatrix);
11505
+ this._inverseWorldMatFlag.flag = false;
11506
+ }
11507
+ return this._invModelMatrix;
11508
+ };
11509
+ /**
11510
+ * @internal
11511
+ */ Entity._findChildByName = function _findChildByName(root, name) {
11512
+ var children = root._children;
11513
+ for(var i = children.length - 1; i >= 0; i--){
11514
+ var child = children[i];
11515
+ if (child.name === name) {
11516
+ return child;
11517
+ }
11518
+ }
11519
+ return null;
11520
+ };
11521
+ /**
11522
+ * @internal
11523
+ */ Entity._traverseSetOwnerScene = function _traverseSetOwnerScene(entity, scene) {
11524
+ entity._scene = scene;
11525
+ var children = entity._children;
11526
+ for(var i = children.length - 1; i >= 0; i--){
11527
+ this._traverseSetOwnerScene(children[i], scene);
11528
+ }
11529
+ };
11530
+ /**
11531
+ * @internal
11532
+ */ Entity._getEntityHierarchyPath = function _getEntityHierarchyPath(rootEntity, searchEntity, inversePath) {
11533
+ inversePath.length = 0;
11534
+ while(searchEntity !== rootEntity){
11535
+ var parent = searchEntity.parent;
11536
+ if (!parent) {
11537
+ return false;
11538
+ }
11539
+ inversePath.push(searchEntity.siblingIndex);
11540
+ searchEntity = parent;
11541
+ }
11542
+ return true;
11543
+ };
11544
+ /**
11545
+ * @internal
11546
+ */ Entity._getEntityByHierarchyPath = function _getEntityByHierarchyPath(rootEntity, inversePath) {
11547
+ var entity = rootEntity;
11548
+ for(var i = inversePath.length - 1; i >= 0; i--){
11549
+ entity = entity.children[inversePath[i]];
11550
+ }
11551
+ return entity;
11552
+ };
11553
+ _create_class(Entity, [
11241
11554
  {
11242
- key: "bones",
11555
+ key: "isActive",
11243
11556
  get: /**
11244
- * Bones of the SkinnedMeshRenderer.
11557
+ * Whether to activate locally.
11245
11558
  */ function get() {
11246
- return this._bones;
11559
+ return this._isActive;
11247
11560
  },
11248
11561
  set: function set(value) {
11249
- if (this._bones !== value) {
11250
- var _this__bones, _value;
11251
- var _this__bones_length;
11252
- var lastBoneCount = (_this__bones_length = (_this__bones = this._bones) == null ? void 0 : _this__bones.length) != null ? _this__bones_length : 0;
11253
- var _value_length;
11254
- var boneCount = (_value_length = (_value = value) == null ? void 0 : _value.length) != null ? _value_length : 0;
11255
- if (lastBoneCount !== boneCount) {
11256
- var shaderData = this.shaderData;
11257
- if (boneCount > 0) {
11258
- this._jointMatrices = new Float32Array(boneCount * 16);
11259
- shaderData.enableMacro("RENDERER_HAS_SKIN");
11260
- shaderData.setInt(SkinnedMeshRenderer._jointCountProperty, boneCount);
11562
+ if (value !== this._isActive) {
11563
+ this._isActive = value;
11564
+ if (value) {
11565
+ var parent = this._parent;
11566
+ var activeChangeFlag = ActiveChangeFlag.None;
11567
+ if (this._isRoot && this._scene._isActiveInEngine) {
11568
+ activeChangeFlag |= ActiveChangeFlag.All;
11261
11569
  } else {
11262
- this._jointMatrices = null;
11263
- shaderData.disableMacro("RENDERER_HAS_SKIN");
11570
+ var _parent, _parent1;
11571
+ ((_parent = parent) == null ? void 0 : _parent._isActiveInHierarchy) && (activeChangeFlag |= ActiveChangeFlag.Hierarchy);
11572
+ ((_parent1 = parent) == null ? void 0 : _parent1._isActiveInScene) && (activeChangeFlag |= ActiveChangeFlag.Scene);
11264
11573
  }
11574
+ activeChangeFlag && this._processActive(activeChangeFlag);
11575
+ } else {
11576
+ var activeChangeFlag1 = ActiveChangeFlag.None;
11577
+ this._isActiveInHierarchy && (activeChangeFlag1 |= ActiveChangeFlag.Hierarchy);
11578
+ this._isActiveInScene && (activeChangeFlag1 |= ActiveChangeFlag.Scene);
11579
+ activeChangeFlag1 && this._processInActive(activeChangeFlag1);
11265
11580
  }
11266
- this._bones = value;
11267
11581
  }
11268
11582
  }
11269
11583
  },
11270
11584
  {
11271
- key: "skin",
11585
+ key: "isActiveInHierarchy",
11272
11586
  get: /**
11273
- * @deprecated
11274
- * Skin Object.
11275
- *
11276
- * If you want get `skeleton`, use {@link SkinnedMeshRenderer.rootBone} instead.
11277
- * If you want get `bones`, use {@link SkinnedMeshRenderer.bones} instead.
11278
- * `inverseBindMatrices` will migrate to mesh in the future.
11279
- *
11280
- * @remarks `rootBone` and `bones` will not update when `skin` changed.
11587
+ * Whether it is active in the hierarchy.
11281
11588
  */ function get() {
11282
- return this._skin;
11589
+ return this._isActiveInHierarchy;
11590
+ }
11591
+ },
11592
+ {
11593
+ key: "parent",
11594
+ get: /**
11595
+ * The parent entity.
11596
+ */ function get() {
11597
+ return this._parent;
11283
11598
  },
11284
11599
  set: function set(value) {
11285
- this._skin = value;
11600
+ this._setParent(value);
11286
11601
  }
11287
- }
11288
- ]);
11289
- return SkinnedMeshRenderer;
11290
- }(MeshRenderer);
11291
- (function() {
11292
- SkinnedMeshRenderer._jointCountProperty = ShaderProperty.getByName("renderer_JointCount");
11293
- })();
11294
- (function() {
11295
- SkinnedMeshRenderer._jointSamplerProperty = ShaderProperty.getByName("renderer_JointSampler");
11296
- })();
11297
- (function() {
11298
- SkinnedMeshRenderer._jointMatrixProperty = ShaderProperty.getByName("renderer_JointMatrix");
11299
- })();
11300
- __decorate([
11301
- deepClone
11302
- ], SkinnedMeshRenderer.prototype, "_localBounds", void 0);
11303
- __decorate([
11304
- ignoreClone
11305
- ], SkinnedMeshRenderer.prototype, "_jointDataCreateCache", void 0);
11306
- __decorate([
11307
- ignoreClone
11308
- ], SkinnedMeshRenderer.prototype, "_blendShapeWeights", void 0);
11309
- __decorate([
11310
- ignoreClone
11311
- ], SkinnedMeshRenderer.prototype, "_maxVertexUniformVectors", void 0);
11312
- __decorate([
11313
- ignoreClone
11314
- ], SkinnedMeshRenderer.prototype, "_rootBone", void 0);
11602
+ },
11603
+ {
11604
+ key: "children",
11605
+ get: /**
11606
+ * The children entities
11607
+ */ function get() {
11608
+ return this._children;
11609
+ }
11610
+ },
11611
+ {
11612
+ key: "childCount",
11613
+ get: /**
11614
+ * @deprecated Please use `children.length` property instead.
11615
+ * Number of the children entities
11616
+ */ function get() {
11617
+ return this._children.length;
11618
+ }
11619
+ },
11620
+ {
11621
+ key: "scene",
11622
+ get: /**
11623
+ * The scene the entity belongs to.
11624
+ */ function get() {
11625
+ return this._scene;
11626
+ }
11627
+ },
11628
+ {
11629
+ key: "siblingIndex",
11630
+ get: /**
11631
+ * The sibling index.
11632
+ */ function get() {
11633
+ return this._siblingIndex;
11634
+ },
11635
+ set: function set(value) {
11636
+ if (this._siblingIndex === -1) {
11637
+ throw "The entity " + this.name + " is not in the hierarchy";
11638
+ }
11639
+ this._setSiblingIndex(this._isRoot ? this._scene._rootEntities : this._parent._children, value);
11640
+ }
11641
+ }
11642
+ ]);
11643
+ return Entity;
11644
+ }(EngineObject);
11645
+
11646
+ /**
11647
+ * Skin used for skinned mesh renderer.
11648
+ */ var Skin = /*#__PURE__*/ function(EngineObject1) {
11649
+ _inherits(Skin, EngineObject1);
11650
+ function Skin(name) {
11651
+ var _this;
11652
+ _this = EngineObject1.call(this, null) || this;
11653
+ _this.name = name;
11654
+ _this.inverseBindMatrices = new Array();
11655
+ _this._updatedManager = new UpdateFlagManager();
11656
+ _this._bones = new Array();
11657
+ _this._updateMark = -1;
11658
+ _this.joints = [];
11659
+ return _this;
11660
+ }
11661
+ var _proto = Skin.prototype;
11662
+ /**
11663
+ * @internal
11664
+ */ _proto._updateSkinMatrices = function _updateSkinMatrices(renderer) {
11665
+ if (this._updateMark === renderer.engine.time.frameCount) {
11666
+ return;
11667
+ }
11668
+ var _this = this, bones = _this.bones, bindMatrices = _this.inverseBindMatrices, skinMatrices = _this._skinMatrices;
11669
+ var _this_rootBone;
11670
+ var worldToLocal = ((_this_rootBone = this.rootBone) != null ? _this_rootBone : renderer.entity).getInvModelMatrix();
11671
+ for(var i = bones.length - 1; i >= 0; i--){
11672
+ var bone = bones[i];
11673
+ var offset = i * 16;
11674
+ if (bone) {
11675
+ Utils._floatMatrixMultiply(bone.transform.worldMatrix, bindMatrices[i].elements, 0, skinMatrices, offset);
11676
+ } else {
11677
+ skinMatrices.set(bindMatrices[i].elements, offset);
11678
+ }
11679
+ Utils._floatMatrixMultiply(worldToLocal, skinMatrices, offset, skinMatrices, offset);
11680
+ }
11681
+ this._updateMark = renderer.engine.time.frameCount;
11682
+ };
11683
+ /**
11684
+ * @internal
11685
+ */ _proto._cloneTo = function _cloneTo(target, srcRoot, targetRoot) {
11686
+ var paths = new Array();
11687
+ // Clone rootBone
11688
+ var rootBone = this.rootBone;
11689
+ if (rootBone) {
11690
+ var success = Entity._getEntityHierarchyPath(srcRoot, rootBone, paths);
11691
+ target.rootBone = success ? Entity._getEntityByHierarchyPath(targetRoot, paths) : rootBone;
11692
+ }
11693
+ // Clone bones
11694
+ var bones = this.bones;
11695
+ if (bones.length > 0) {
11696
+ var boneCount = bones.length;
11697
+ var destBones = new Array(boneCount);
11698
+ for(var i = 0; i < boneCount; i++){
11699
+ var bone = bones[i];
11700
+ var success1 = Entity._getEntityHierarchyPath(srcRoot, bone, paths);
11701
+ destBones[i] = success1 ? Entity._getEntityByHierarchyPath(targetRoot, paths) : bone;
11702
+ }
11703
+ target.bones = destBones;
11704
+ }
11705
+ };
11706
+ _create_class(Skin, [
11707
+ {
11708
+ key: "rootBone",
11709
+ get: /**
11710
+ * Root bone.
11711
+ */ function get() {
11712
+ return this._rootBone;
11713
+ },
11714
+ set: function set(value) {
11715
+ if (this._rootBone !== value) {
11716
+ this._updatedManager.dispatch(1, value);
11717
+ this._rootBone = value;
11718
+ }
11719
+ }
11720
+ },
11721
+ {
11722
+ key: "bones",
11723
+ get: /**
11724
+ * Bones of the skin.
11725
+ */ function get() {
11726
+ return this._bones;
11727
+ },
11728
+ set: function set(value) {
11729
+ var _value;
11730
+ var bones = this._bones;
11731
+ var _value_length;
11732
+ var boneCount = (_value_length = (_value = value) == null ? void 0 : _value.length) != null ? _value_length : 0;
11733
+ var lastBoneCount = bones.length;
11734
+ bones.length = boneCount;
11735
+ for(var i = 0; i < boneCount; i++){
11736
+ bones[i] = value[i];
11737
+ }
11738
+ if (lastBoneCount !== boneCount) {
11739
+ this._skinMatrices = new Float32Array(boneCount * 16);
11740
+ this._updatedManager.dispatch(0, boneCount);
11741
+ }
11742
+ }
11743
+ },
11744
+ {
11745
+ key: "skeleton",
11746
+ get: /** @deprecated Please use `rootBone` instead. */ function get() {
11747
+ var _this_rootBone;
11748
+ return (_this_rootBone = this.rootBone) == null ? void 0 : _this_rootBone.name;
11749
+ },
11750
+ set: function set(value) {
11751
+ var rootBone = this._rootBone;
11752
+ if (rootBone) {
11753
+ rootBone.name = value;
11754
+ }
11755
+ }
11756
+ }
11757
+ ]);
11758
+ return Skin;
11759
+ }(EngineObject);
11760
+ __decorate([
11761
+ deepClone
11762
+ ], Skin.prototype, "inverseBindMatrices", void 0);
11315
11763
  __decorate([
11316
11764
  ignoreClone
11317
- ], SkinnedMeshRenderer.prototype, "_jointMatrices", void 0);
11765
+ ], Skin.prototype, "_skinMatrices", void 0);
11318
11766
  __decorate([
11319
11767
  ignoreClone
11320
- ], SkinnedMeshRenderer.prototype, "_jointTexture", void 0);
11768
+ ], Skin.prototype, "_updatedManager", void 0);
11321
11769
  __decorate([
11322
11770
  ignoreClone
11323
- ], SkinnedMeshRenderer.prototype, "_bones", void 0);
11771
+ ], Skin.prototype, "_rootBone", void 0);
11324
11772
  __decorate([
11325
11773
  ignoreClone
11326
- ], SkinnedMeshRenderer.prototype, "_condensedBlendShapeWeights", void 0);
11774
+ ], Skin.prototype, "_bones", void 0);
11327
11775
  __decorate([
11328
11776
  ignoreClone
11329
- ], SkinnedMeshRenderer.prototype, "_onLocalBoundsChanged", null);
11777
+ ], Skin.prototype, "_updateMark", void 0);
11778
+ var SkinUpdateFlag;
11779
+ (function(SkinUpdateFlag) {
11780
+ SkinUpdateFlag[SkinUpdateFlag["BoneCountChanged"] = 0] = "BoneCountChanged";
11781
+ SkinUpdateFlag[SkinUpdateFlag["RootBoneChanged"] = 1] = "RootBoneChanged";
11782
+ })(SkinUpdateFlag || (SkinUpdateFlag = {}));
11330
11783
 
11331
11784
  /**
11332
- * Class pool utils.
11333
- */ var ClassPool = /*#__PURE__*/ function() {
11334
- function ClassPool(type) {
11335
- this._elementPoolIndex = 0;
11336
- this._elementPool = [];
11337
- this._type = type;
11785
+ * SkinnedMeshRenderer.
11786
+ */ var SkinnedMeshRenderer = /*#__PURE__*/ function(MeshRenderer1) {
11787
+ _inherits(SkinnedMeshRenderer, MeshRenderer1);
11788
+ function SkinnedMeshRenderer(entity) {
11789
+ var _this;
11790
+ _this = MeshRenderer1.call(this, entity) || this;
11791
+ _this._localBounds = new miniprogram.BoundingBox();
11792
+ _this._jointDataCreateCache = new miniprogram.Vector2(-1, -1);
11793
+ _this._skin = null;
11794
+ var rhi = _this.entity.engine._hardwareRenderer;
11795
+ var maxVertexUniformVectors = rhi.renderStates.getParameter(rhi.gl.MAX_VERTEX_UNIFORM_VECTORS);
11796
+ // Limit size to 256 to avoid some problem:
11797
+ // 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!
11798
+ // 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.
11799
+ maxVertexUniformVectors = Math.min(maxVertexUniformVectors, rhi._options._maxAllowSkinUniformVectorCount);
11800
+ _this._maxVertexUniformVectors = maxVertexUniformVectors;
11801
+ _this._onLocalBoundsChanged = _this._onLocalBoundsChanged.bind(_assert_this_initialized(_this));
11802
+ _this._onSkinUpdated = _this._onSkinUpdated.bind(_assert_this_initialized(_this));
11803
+ var localBounds = _this._localBounds;
11804
+ // @ts-ignore
11805
+ localBounds.min._onValueChanged = _this._onLocalBoundsChanged;
11806
+ // @ts-ignore
11807
+ localBounds.max._onValueChanged = _this._onLocalBoundsChanged;
11808
+ return _this;
11338
11809
  }
11339
- var _proto = ClassPool.prototype;
11810
+ var _proto = SkinnedMeshRenderer.prototype;
11340
11811
  /**
11341
- * Get element from pool.
11342
- */ _proto.getFromPool = function getFromPool() {
11343
- var _this = this, index = _this._elementPoolIndex, pool = _this._elementPool;
11344
- this._elementPoolIndex++;
11345
- if (pool.length === index) {
11346
- var element = new this._type();
11347
- pool.push(element);
11348
- return element;
11349
- } else {
11350
- return pool[index];
11812
+ * @internal
11813
+ */ _proto.update = function update() {
11814
+ var _skin;
11815
+ var skin = this._skin;
11816
+ if (((_skin = skin) == null ? void 0 : _skin.bones.length) > 0) {
11817
+ skin._updateSkinMatrices(this);
11351
11818
  }
11352
11819
  };
11353
- /**
11354
- * Reset pool.
11355
- */ _proto.resetPool = function resetPool() {
11356
- this._elementPoolIndex = 0;
11357
- };
11358
- _proto.garbageCollection = function garbageCollection() {
11359
- var _this = this, pool = _this._elementPool;
11360
- for(var i = pool.length - 1; i >= 0; i--){
11361
- pool[i].dispose && pool[i].dispose();
11820
+ _proto._updateShaderData = function _updateShaderData(context, onlyMVP) {
11821
+ var _skin, _skin1;
11822
+ var _this = this, entity = _this.entity, skin = _this.skin;
11823
+ var _skin_rootBone;
11824
+ var worldMatrix = ((_skin_rootBone = (_skin = skin) == null ? void 0 : _skin.rootBone) != null ? _skin_rootBone : entity).transform.worldMatrix;
11825
+ if (onlyMVP) {
11826
+ this._updateMVPShaderData(context, worldMatrix);
11827
+ return;
11362
11828
  }
11363
- };
11364
- return ClassPool;
11365
- }();
11366
-
11367
- var Basic2DBatcher = /*#__PURE__*/ function() {
11368
- function Basic2DBatcher(engine) {
11369
- /** @internal */ this._subMeshPool = new ClassPool(SubMesh);
11370
- /** @internal */ this._batchedQueue = [];
11371
- /** @internal */ this._meshes = [];
11372
- /** @internal */ this._meshCount = 1;
11373
- /** @internal */ this._vertexBuffers = [];
11374
- /** @internal */ this._indiceBuffers = [];
11375
- /** @internal */ this._flushId = 0;
11376
- /** @internal */ this._vertexCount = 0;
11377
- /** @internal */ this._elementCount = 0;
11378
- this._engine = engine;
11379
- this._initMeshes(engine);
11380
- }
11381
- var _proto = Basic2DBatcher.prototype;
11382
- _proto.drawElement = function drawElement(element, camera) {
11383
- var data = element.data;
11384
- if (data.multiRenderData) {
11385
- var charsData = data.charsData;
11386
- var pool = camera.engine._renderElementPool;
11387
- for(var i = 0, n = charsData.length; i < n; ++i){
11388
- var charRenderElement = pool.getFromPool();
11389
- charRenderElement.set(charsData[i], element.shaderPasses);
11390
- this._drawSubElement(charRenderElement, camera);
11829
+ this._updateTransformShaderData(context, worldMatrix);
11830
+ var shaderData = this.shaderData;
11831
+ var mesh = this.mesh;
11832
+ var blendShapeManager = mesh._blendShapeManager;
11833
+ blendShapeManager._updateShaderData(shaderData, this);
11834
+ var bones = (_skin1 = skin) == null ? void 0 : _skin1.bones;
11835
+ if (bones) {
11836
+ var bsUniformOccupiesCount = blendShapeManager._uniformOccupiesCount;
11837
+ var boneCount = bones.length;
11838
+ var boneDataCreateCache = this._jointDataCreateCache;
11839
+ var boneCountChange = boneCount !== boneDataCreateCache.x;
11840
+ if (boneCountChange || bsUniformOccupiesCount !== boneDataCreateCache.y) {
11841
+ // directly use max joint count to avoid shader recompile
11842
+ // @TODO: different shader type should use different count, not always 44
11843
+ var remainUniformJointCount = Math.ceil((this._maxVertexUniformVectors - (44 + bsUniformOccupiesCount)) / 4);
11844
+ if (boneCount > remainUniformJointCount) {
11845
+ var engine = this.engine;
11846
+ if (engine._hardwareRenderer.canIUseMoreJoints) {
11847
+ if (boneCountChange) {
11848
+ var _this__jointTexture;
11849
+ (_this__jointTexture = this._jointTexture) == null ? void 0 : _this__jointTexture.destroy();
11850
+ this._jointTexture = new Texture2D(engine, 4, boneCount, exports.TextureFormat.R32G32B32A32, false);
11851
+ this._jointTexture.filterMode = exports.TextureFilterMode.Point;
11852
+ this._jointTexture.isGCIgnored = true;
11853
+ }
11854
+ shaderData.disableMacro("RENDERER_JOINTS_NUM");
11855
+ shaderData.enableMacro("RENDERER_USE_JOINT_TEXTURE");
11856
+ shaderData.setTexture(SkinnedMeshRenderer._jointSamplerProperty, this._jointTexture);
11857
+ } else {
11858
+ 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);
11859
+ }
11860
+ } else {
11861
+ var _this__jointTexture1;
11862
+ (_this__jointTexture1 = this._jointTexture) == null ? void 0 : _this__jointTexture1.destroy();
11863
+ shaderData.disableMacro("RENDERER_USE_JOINT_TEXTURE");
11864
+ shaderData.enableMacro("RENDERER_JOINTS_NUM", remainUniformJointCount.toString());
11865
+ shaderData.setFloatArray(SkinnedMeshRenderer._jointMatrixProperty, skin._skinMatrices);
11866
+ }
11867
+ boneDataCreateCache.set(boneCount, bsUniformOccupiesCount);
11868
+ }
11869
+ if (this._jointTexture) {
11870
+ this._jointTexture.setPixelBuffer(skin._skinMatrices);
11391
11871
  }
11392
- } else {
11393
- this._drawSubElement(element, camera);
11394
11872
  }
11873
+ var layer = entity.layer;
11874
+ this._rendererLayer.set(layer & 65535, layer >>> 16 & 65535, 0, 0);
11395
11875
  };
11396
11876
  /**
11397
11877
  * @internal
11398
- * Standalone for canvas 2d renderer plugin.
11399
- */ _proto._initMeshes = function _initMeshes(engine) {
11400
- var MAX_VERTEX_COUNT = Basic2DBatcher.MAX_VERTEX_COUNT;
11401
- this._vertices = new Float32Array(MAX_VERTEX_COUNT * 9);
11402
- this._indices = new Uint16Array(MAX_VERTEX_COUNT * 3);
11403
- var _this = this, _meshes = _this._meshes, _meshCount = _this._meshCount;
11404
- for(var i = 0; i < _meshCount; i++){
11405
- _meshes[i] = this._createMesh(engine, i);
11406
- }
11878
+ */ _proto._onDestroy = function _onDestroy() {
11879
+ var _this__jointTexture;
11880
+ MeshRenderer1.prototype._onDestroy.call(this);
11881
+ this._jointDataCreateCache = null;
11882
+ this._skin = null;
11883
+ this._blendShapeWeights = null;
11884
+ this._localBounds = null;
11885
+ (_this__jointTexture = this._jointTexture) == null ? void 0 : _this__jointTexture.destroy();
11886
+ this._jointTexture = null;
11407
11887
  };
11408
- _proto.flush = function flush(camera) {
11409
- var batchedQueue = this._batchedQueue;
11410
- if (batchedQueue.length === 0) {
11411
- return;
11888
+ /**
11889
+ * @internal
11890
+ */ _proto._cloneTo = function _cloneTo(target, srcRoot, targetRoot) {
11891
+ MeshRenderer1.prototype._cloneTo.call(this, target, srcRoot, targetRoot);
11892
+ if (this.skin) {
11893
+ target._applySkin(null, target.skin);
11894
+ }
11895
+ this._blendShapeWeights && (target._blendShapeWeights = this._blendShapeWeights.slice());
11896
+ };
11897
+ /**
11898
+ * @internal
11899
+ */ _proto._updateBounds = function _updateBounds(worldBounds) {
11900
+ var _this_skin;
11901
+ var rootBone = (_this_skin = this.skin) == null ? void 0 : _this_skin.rootBone;
11902
+ if (rootBone) {
11903
+ miniprogram.BoundingBox.transform(this._localBounds, rootBone.transform.worldMatrix, worldBounds);
11904
+ } else {
11905
+ MeshRenderer1.prototype._updateBounds.call(this, worldBounds);
11906
+ }
11907
+ };
11908
+ _proto._checkBlendShapeWeightLength = function _checkBlendShapeWeightLength() {
11909
+ var mesh = this._mesh;
11910
+ var newBlendShapeCount = mesh ? mesh.blendShapeCount : 0;
11911
+ var lastBlendShapeWeights = this._blendShapeWeights;
11912
+ if (lastBlendShapeWeights) {
11913
+ var lastBlendShapeWeightsCount = lastBlendShapeWeights.length;
11914
+ if (lastBlendShapeWeightsCount !== newBlendShapeCount) {
11915
+ var newBlendShapeWeights = new Float32Array(newBlendShapeCount);
11916
+ if (newBlendShapeCount > lastBlendShapeWeightsCount) {
11917
+ newBlendShapeWeights.set(lastBlendShapeWeights);
11918
+ } else {
11919
+ for(var i = 0; i < newBlendShapeCount; i++){
11920
+ newBlendShapeWeights[i] = lastBlendShapeWeights[i];
11921
+ }
11922
+ }
11923
+ this._blendShapeWeights = newBlendShapeWeights;
11924
+ }
11925
+ } else {
11926
+ this._blendShapeWeights = new Float32Array(newBlendShapeCount);
11927
+ }
11928
+ };
11929
+ _proto._onLocalBoundsChanged = function _onLocalBoundsChanged() {
11930
+ this._dirtyUpdateFlag |= RendererUpdateFlags.WorldVolume;
11931
+ };
11932
+ _proto._onSkinUpdated = function _onSkinUpdated(type, value) {
11933
+ switch(type){
11934
+ case SkinUpdateFlag.BoneCountChanged:
11935
+ var shaderData = this.shaderData;
11936
+ if (value > 0) {
11937
+ shaderData.enableMacro("RENDERER_HAS_SKIN");
11938
+ shaderData.setInt(SkinnedMeshRenderer._jointCountProperty, value);
11939
+ } else {
11940
+ shaderData.disableMacro("RENDERER_HAS_SKIN");
11941
+ }
11942
+ break;
11943
+ case SkinUpdateFlag.RootBoneChanged:
11944
+ this._dirtyUpdateFlag |= RendererUpdateFlags.WorldVolume;
11945
+ break;
11946
+ }
11947
+ };
11948
+ _proto._applySkin = function _applySkin(lastSkin, value) {
11949
+ var _lastSkin_bones, _lastSkin, _lastSkin1, _lastSkin2, _value_bones, _value, _value1, _value2;
11950
+ var _lastSkin_bones_length;
11951
+ 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;
11952
+ var _lastSkin_rootBone;
11953
+ var lastRootBone = (_lastSkin_rootBone = (_lastSkin1 = lastSkin) == null ? void 0 : _lastSkin1.rootBone) != null ? _lastSkin_rootBone : this.entity;
11954
+ (_lastSkin2 = lastSkin) == null ? void 0 : _lastSkin2._updatedManager.removeListener(this._onSkinUpdated);
11955
+ var _value_bones_length;
11956
+ 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;
11957
+ var _value_rootBone;
11958
+ var rootBone = (_value_rootBone = (_value1 = value) == null ? void 0 : _value1.rootBone) != null ? _value_rootBone : this.entity;
11959
+ (_value2 = value) == null ? void 0 : _value2._updatedManager.addListener(this._onSkinUpdated);
11960
+ if (lastSkinBoneCount !== skinBoneCount) {
11961
+ this._onSkinUpdated(SkinUpdateFlag.BoneCountChanged, skinBoneCount);
11962
+ }
11963
+ if (lastRootBone !== rootBone) {
11964
+ this._onSkinUpdated(SkinUpdateFlag.RootBoneChanged, rootBone);
11965
+ }
11966
+ };
11967
+ _create_class(SkinnedMeshRenderer, [
11968
+ {
11969
+ key: "skin",
11970
+ get: /**
11971
+ * Skin of the SkinnedMeshRenderer.
11972
+ */ function get() {
11973
+ return this._skin;
11974
+ },
11975
+ set: function set(value) {
11976
+ var lastSkin = this._skin;
11977
+ if (lastSkin !== value) {
11978
+ this._applySkin(lastSkin, value);
11979
+ this._skin = value;
11980
+ }
11981
+ }
11982
+ },
11983
+ {
11984
+ key: "blendShapeWeights",
11985
+ get: /**
11986
+ * The weights of the BlendShapes.
11987
+ * @remarks Array index is BlendShape index.
11988
+ */ function get() {
11989
+ this._checkBlendShapeWeightLength();
11990
+ return this._blendShapeWeights;
11991
+ },
11992
+ set: function set(value) {
11993
+ this._checkBlendShapeWeightLength();
11994
+ var blendShapeWeights = this._blendShapeWeights;
11995
+ if (value.length <= blendShapeWeights.length) {
11996
+ blendShapeWeights.set(value);
11997
+ } else {
11998
+ for(var i = 0, n = blendShapeWeights.length; i < n; i++){
11999
+ blendShapeWeights[i] = value[i];
12000
+ }
12001
+ }
12002
+ }
12003
+ },
12004
+ {
12005
+ key: "localBounds",
12006
+ get: /**
12007
+ * Local bounds.
12008
+ */ function get() {
12009
+ return this._localBounds;
12010
+ },
12011
+ set: function set(value) {
12012
+ if (this._localBounds !== value) {
12013
+ this._localBounds.copyFrom(value);
12014
+ }
12015
+ }
12016
+ },
12017
+ {
12018
+ key: "rootBone",
12019
+ get: /**
12020
+ * @deprecated use {@link SkinnedMeshRenderer.skin.rootBone} instead.
12021
+ */ function get() {
12022
+ return this.skin.rootBone;
12023
+ },
12024
+ set: function set(value) {
12025
+ this.skin.rootBone = value;
12026
+ }
12027
+ },
12028
+ {
12029
+ key: "bones",
12030
+ get: /**
12031
+ * @deprecated use {@link SkinnedMeshRenderer.skin.bones} instead.
12032
+ */ function get() {
12033
+ return this.skin.bones;
12034
+ },
12035
+ set: function set(value) {
12036
+ this.skin.bones = value;
12037
+ }
12038
+ }
12039
+ ]);
12040
+ return SkinnedMeshRenderer;
12041
+ }(MeshRenderer);
12042
+ (function() {
12043
+ SkinnedMeshRenderer._jointCountProperty = ShaderProperty.getByName("renderer_JointCount");
12044
+ })();
12045
+ (function() {
12046
+ SkinnedMeshRenderer._jointSamplerProperty = ShaderProperty.getByName("renderer_JointSampler");
12047
+ })();
12048
+ (function() {
12049
+ SkinnedMeshRenderer._jointMatrixProperty = ShaderProperty.getByName("renderer_JointMatrix");
12050
+ })();
12051
+ __decorate([
12052
+ ignoreClone
12053
+ ], SkinnedMeshRenderer.prototype, "_condensedBlendShapeWeights", void 0);
12054
+ __decorate([
12055
+ deepClone
12056
+ ], SkinnedMeshRenderer.prototype, "_localBounds", void 0);
12057
+ __decorate([
12058
+ ignoreClone
12059
+ ], SkinnedMeshRenderer.prototype, "_jointDataCreateCache", void 0);
12060
+ __decorate([
12061
+ ignoreClone
12062
+ ], SkinnedMeshRenderer.prototype, "_blendShapeWeights", void 0);
12063
+ __decorate([
12064
+ ignoreClone
12065
+ ], SkinnedMeshRenderer.prototype, "_maxVertexUniformVectors", void 0);
12066
+ __decorate([
12067
+ ignoreClone
12068
+ ], SkinnedMeshRenderer.prototype, "_jointTexture", void 0);
12069
+ __decorate([
12070
+ deepClone
12071
+ ], SkinnedMeshRenderer.prototype, "_skin", void 0);
12072
+ __decorate([
12073
+ ignoreClone
12074
+ ], SkinnedMeshRenderer.prototype, "_onLocalBoundsChanged", null);
12075
+ __decorate([
12076
+ ignoreClone
12077
+ ], SkinnedMeshRenderer.prototype, "_onSkinUpdated", null);
12078
+
12079
+ /**
12080
+ * Class pool utils.
12081
+ */ var ClassPool = /*#__PURE__*/ function() {
12082
+ function ClassPool(type) {
12083
+ this._elementPoolIndex = 0;
12084
+ this._elementPool = [];
12085
+ this._type = type;
12086
+ }
12087
+ var _proto = ClassPool.prototype;
12088
+ /**
12089
+ * Get element from pool.
12090
+ */ _proto.getFromPool = function getFromPool() {
12091
+ var _this = this, index = _this._elementPoolIndex, pool = _this._elementPool;
12092
+ this._elementPoolIndex++;
12093
+ if (pool.length === index) {
12094
+ var element = new this._type();
12095
+ pool.push(element);
12096
+ return element;
12097
+ } else {
12098
+ return pool[index];
12099
+ }
12100
+ };
12101
+ /**
12102
+ * Reset pool.
12103
+ */ _proto.resetPool = function resetPool() {
12104
+ this._elementPoolIndex = 0;
12105
+ };
12106
+ _proto.garbageCollection = function garbageCollection() {
12107
+ var _this = this, pool = _this._elementPool;
12108
+ for(var i = pool.length - 1; i >= 0; i--){
12109
+ pool[i].dispose && pool[i].dispose();
12110
+ }
12111
+ };
12112
+ return ClassPool;
12113
+ }();
12114
+
12115
+ var Basic2DBatcher = /*#__PURE__*/ function() {
12116
+ function Basic2DBatcher(engine) {
12117
+ /** @internal */ this._subMeshPool = new ClassPool(SubMesh);
12118
+ /** @internal */ this._batchedQueue = [];
12119
+ /** @internal */ this._meshes = [];
12120
+ /** @internal */ this._meshCount = 1;
12121
+ /** @internal */ this._vertexBuffers = [];
12122
+ /** @internal */ this._indiceBuffers = [];
12123
+ /** @internal */ this._flushId = 0;
12124
+ /** @internal */ this._vertexCount = 0;
12125
+ /** @internal */ this._elementCount = 0;
12126
+ this._engine = engine;
12127
+ this._initMeshes(engine);
12128
+ }
12129
+ var _proto = Basic2DBatcher.prototype;
12130
+ _proto.drawElement = function drawElement(element, camera) {
12131
+ var data = element.data;
12132
+ if (data.multiRenderData) {
12133
+ var charsData = data.charsData;
12134
+ var pool = camera.engine._renderElementPool;
12135
+ for(var i = 0, n = charsData.length; i < n; ++i){
12136
+ var charRenderElement = pool.getFromPool();
12137
+ charRenderElement.set(charsData[i], element.shaderPasses);
12138
+ this._drawSubElement(charRenderElement, camera);
12139
+ }
12140
+ } else {
12141
+ this._drawSubElement(element, camera);
12142
+ }
12143
+ };
12144
+ /**
12145
+ * @internal
12146
+ * Standalone for canvas 2d renderer plugin.
12147
+ */ _proto._initMeshes = function _initMeshes(engine) {
12148
+ var MAX_VERTEX_COUNT = Basic2DBatcher.MAX_VERTEX_COUNT;
12149
+ this._vertices = new Float32Array(MAX_VERTEX_COUNT * 9);
12150
+ this._indices = new Uint16Array(MAX_VERTEX_COUNT * 3);
12151
+ var _this = this, _meshes = _this._meshes, _meshCount = _this._meshCount;
12152
+ for(var i = 0; i < _meshCount; i++){
12153
+ _meshes[i] = this._createMesh(engine, i);
12154
+ }
12155
+ };
12156
+ _proto.flush = function flush(camera) {
12157
+ var batchedQueue = this._batchedQueue;
12158
+ if (batchedQueue.length === 0) {
12159
+ return;
11412
12160
  }
11413
12161
  this._updateData(this._engine);
11414
12162
  this.drawBatches(camera);
@@ -13971,7 +14719,7 @@ var DirtyFlag;
13971
14719
  */ _proto.cloneTo = function cloneTo(target) {
13972
14720
  target.shader = this.shader;
13973
14721
  this.shaderData.cloneTo(target.shaderData);
13974
- CloneManager.deepCloneObject(this.renderStates, target.renderStates);
14722
+ CloneManager.deepCloneObject(this.renderStates, target.renderStates, new Map());
13975
14723
  };
13976
14724
  _proto._addReferCount = function _addReferCount(value) {
13977
14725
  if (this._destroyed) return;
@@ -14878,904 +15626,255 @@ var BaseMaterial = /*#__PURE__*/ function(Material1) {
14878
15626
  key: "anisotropyTexture",
14879
15627
  get: /**
14880
15628
  * The anisotropy texture.
14881
- * @remarks
14882
- * Red and green channels represent the anisotropy direction in [-1, 1] tangent, bitangent space, to be rotated by anisotropyRotation.
14883
- * The blue channel contains strength as [0, 1] to be multiplied by anisotropy.
14884
- */ function get() {
14885
- return this.shaderData.getTexture(PBRMaterial._anisotropyTextureProp);
14886
- },
14887
- set: function set(value) {
14888
- this.shaderData.setTexture(PBRMaterial._anisotropyTextureProp, value);
14889
- if (value) {
14890
- this.shaderData.enableMacro("MATERIAL_HAS_ANISOTROPY_TEXTURE");
14891
- } else {
14892
- this.shaderData.disableMacro("MATERIAL_HAS_ANISOTROPY_TEXTURE");
14893
- }
14894
- }
14895
- }
14896
- ]);
14897
- return PBRMaterial;
14898
- }(PBRBaseMaterial);
14899
- (function() {
14900
- PBRMaterial._metallicProp = ShaderProperty.getByName("material_Metal");
14901
- })();
14902
- (function() {
14903
- PBRMaterial._roughnessProp = ShaderProperty.getByName("material_Roughness");
14904
- })();
14905
- (function() {
14906
- PBRMaterial._roughnessMetallicTextureProp = ShaderProperty.getByName("material_RoughnessMetallicTexture");
14907
- })();
14908
- (function() {
14909
- PBRMaterial._iorProp = ShaderProperty.getByName("material_IOR");
14910
- })();
14911
- (function() {
14912
- PBRMaterial._anisotropyInfoProp = ShaderProperty.getByName("material_AnisotropyInfo");
14913
- })();
14914
- (function() {
14915
- PBRMaterial._anisotropyTextureProp = ShaderProperty.getByName("material_AnisotropyTexture");
14916
- })();
14917
-
14918
- /**
14919
- * PBR (Specular-Glossiness Workflow) Material.
14920
- */ var PBRSpecularMaterial = /*#__PURE__*/ function(PBRBaseMaterial1) {
14921
- _inherits(PBRSpecularMaterial, PBRBaseMaterial1);
14922
- function PBRSpecularMaterial(engine) {
14923
- var _this;
14924
- _this = PBRBaseMaterial1.call(this, engine, Shader.find("pbr-specular")) || this;
14925
- _this.shaderData.setColor(PBRSpecularMaterial._specularColorProp, new miniprogram.Color(1, 1, 1, 1));
14926
- _this.shaderData.setFloat(PBRSpecularMaterial._glossinessProp, 1.0);
14927
- return _this;
14928
- }
14929
- var _proto = PBRSpecularMaterial.prototype;
14930
- /**
14931
- * @inheritdoc
14932
- */ _proto.clone = function clone() {
14933
- var dest = new PBRSpecularMaterial(this._engine);
14934
- this.cloneTo(dest);
14935
- return dest;
14936
- };
14937
- _create_class(PBRSpecularMaterial, [
14938
- {
14939
- key: "specularColor",
14940
- get: /**
14941
- * Specular color.
14942
- */ function get() {
14943
- return this.shaderData.getColor(PBRSpecularMaterial._specularColorProp);
14944
- },
14945
- set: function set(value) {
14946
- var specularColor = this.shaderData.getColor(PBRSpecularMaterial._specularColorProp);
14947
- if (value !== specularColor) {
14948
- specularColor.copyFrom(value);
14949
- }
14950
- }
14951
- },
14952
- {
14953
- key: "glossiness",
14954
- get: /**
14955
- * Glossiness.
14956
- */ function get() {
14957
- return this.shaderData.getFloat(PBRSpecularMaterial._glossinessProp);
14958
- },
14959
- set: function set(value) {
14960
- this.shaderData.setFloat(PBRSpecularMaterial._glossinessProp, value);
14961
- }
14962
- },
14963
- {
14964
- key: "specularGlossinessTexture",
14965
- get: /**
14966
- * Specular glossiness texture.
14967
- * @remarks RGB is specular, A is glossiness
14968
- */ function get() {
14969
- return this.shaderData.getTexture(PBRSpecularMaterial._specularGlossinessTextureProp);
14970
- },
14971
- set: function set(value) {
14972
- this.shaderData.setTexture(PBRSpecularMaterial._specularGlossinessTextureProp, value);
14973
- if (value) {
14974
- this.shaderData.enableMacro(PBRSpecularMaterial._specularGlossinessTextureMacro);
14975
- } else {
14976
- this.shaderData.disableMacro(PBRSpecularMaterial._specularGlossinessTextureMacro);
14977
- }
14978
- }
14979
- }
14980
- ]);
14981
- return PBRSpecularMaterial;
14982
- }(PBRBaseMaterial);
14983
- (function() {
14984
- PBRSpecularMaterial._specularColorProp = ShaderProperty.getByName("material_PBRSpecularColor");
14985
- })();
14986
- (function() {
14987
- PBRSpecularMaterial._glossinessProp = ShaderProperty.getByName("material_Glossiness");
14988
- })();
14989
- (function() {
14990
- PBRSpecularMaterial._specularGlossinessTextureProp = ShaderProperty.getByName("material_SpecularGlossinessTexture");
14991
- })();
14992
- (function() {
14993
- PBRSpecularMaterial._specularGlossinessTextureMacro = ShaderMacro.getByName("MATERIAL_HAS_SPECULAR_GLOSSINESS_TEXTURE");
14994
- })();
14995
-
14996
- /**
14997
- * Unlit Material.
14998
- */ var UnlitMaterial = /*#__PURE__*/ function(BaseMaterial1) {
14999
- _inherits(UnlitMaterial, BaseMaterial1);
15000
- function UnlitMaterial(engine) {
15001
- var _this;
15002
- _this = BaseMaterial1.call(this, engine, Shader.find("unlit")) || this;
15003
- var shaderData = _this.shaderData;
15004
- shaderData.enableMacro("MATERIAL_OMIT_NORMAL");
15005
- shaderData.enableMacro("MATERIAL_NEED_TILING_OFFSET");
15006
- shaderData.setColor(UnlitMaterial._baseColorProp, new miniprogram.Color(1, 1, 1, 1));
15007
- shaderData.setVector4(UnlitMaterial._tilingOffsetProp, new miniprogram.Vector4(1, 1, 0, 0));
15008
- return _this;
15009
- }
15010
- var _proto = UnlitMaterial.prototype;
15011
- /**
15012
- * @inheritdoc
15013
- */ _proto.clone = function clone() {
15014
- var dest = new UnlitMaterial(this._engine);
15015
- this.cloneTo(dest);
15016
- return dest;
15017
- };
15018
- _create_class(UnlitMaterial, [
15019
- {
15020
- key: "baseColor",
15021
- get: /**
15022
- * Base color.
15023
- */ function get() {
15024
- return this.shaderData.getColor(UnlitMaterial._baseColorProp);
15025
- },
15026
- set: function set(value) {
15027
- var baseColor = this.shaderData.getColor(UnlitMaterial._baseColorProp);
15028
- if (value !== baseColor) {
15029
- baseColor.copyFrom(value);
15030
- }
15031
- }
15032
- },
15033
- {
15034
- key: "baseTexture",
15035
- get: /**
15036
- * Base texture.
15037
- */ function get() {
15038
- return this.shaderData.getTexture(UnlitMaterial._baseTextureProp);
15039
- },
15040
- set: function set(value) {
15041
- this.shaderData.setTexture(UnlitMaterial._baseTextureProp, value);
15042
- if (value) {
15043
- this.shaderData.enableMacro(UnlitMaterial._baseTextureMacro);
15044
- } else {
15045
- this.shaderData.disableMacro(UnlitMaterial._baseTextureMacro);
15046
- }
15047
- }
15048
- },
15049
- {
15050
- key: "tilingOffset",
15051
- get: /**
15052
- * Tiling and offset of main textures.
15053
- */ function get() {
15054
- return this.shaderData.getVector4(UnlitMaterial._tilingOffsetProp);
15055
- },
15056
- set: function set(value) {
15057
- var tilingOffset = this.shaderData.getVector4(UnlitMaterial._tilingOffsetProp);
15058
- if (value !== tilingOffset) {
15059
- tilingOffset.copyFrom(value);
15060
- }
15061
- }
15062
- }
15063
- ]);
15064
- return UnlitMaterial;
15065
- }(BaseMaterial);
15066
-
15067
- /**
15068
- * @internal
15069
- */ var BasicResources = /*#__PURE__*/ function() {
15070
- function BasicResources(engine) {
15071
- // prettier-ignore
15072
- var vertices = new Float32Array([
15073
- -1,
15074
- -1,
15075
- 0,
15076
- 1,
15077
- 1,
15078
- -1,
15079
- 1,
15080
- 1,
15081
- -1,
15082
- 1,
15083
- 0,
15084
- 0,
15085
- 1,
15086
- 1,
15087
- 1,
15088
- 0
15089
- ]); // right-top
15090
- // prettier-ignore
15091
- var flipYVertices = new Float32Array([
15092
- 1,
15093
- -1,
15094
- 1,
15095
- 0,
15096
- -1,
15097
- -1,
15098
- 0,
15099
- 0,
15100
- 1,
15101
- 1,
15102
- 1,
15103
- 1,
15104
- -1,
15105
- 1,
15106
- 0,
15107
- 1
15108
- ]); // left-top
15109
- var blitMaterial = new Material(engine, Shader.find("blit"));
15110
- blitMaterial._addReferCount(1);
15111
- blitMaterial.renderState.depthState.enabled = false;
15112
- blitMaterial.renderState.depthState.writeEnabled = false;
15113
- this.blitMesh = this._createBlitMesh(engine, vertices);
15114
- this.flipYBlitMesh = this._createBlitMesh(engine, flipYVertices);
15115
- this.blitMaterial = blitMaterial;
15116
- }
15117
- var _proto = BasicResources.prototype;
15118
- _proto._createBlitMesh = function _createBlitMesh(engine, vertices) {
15119
- var mesh = new ModelMesh(engine);
15120
- mesh._addReferCount(1);
15121
- mesh.setVertexElements([
15122
- new VertexElement("POSITION_UV", 0, exports.VertexElementFormat.Vector4, 0)
15123
- ]);
15124
- mesh.setVertexBufferBinding(new Buffer(engine, exports.BufferBindFlag.VertexBuffer, vertices, exports.BufferUsage.Static), 16);
15125
- mesh.addSubMesh(0, 4, exports.MeshTopology.TriangleStrip);
15126
- return mesh;
15127
- };
15128
- return BasicResources;
15129
- }();
15130
-
15131
- /**
15132
- * Layer, used for bit operations.
15133
- */ exports.Layer = void 0;
15134
- (function(Layer) {
15135
- Layer[Layer[/** Layer 0. */ "Layer0"] = 0x1] = "Layer0";
15136
- Layer[Layer[/** Layer 1. */ "Layer1"] = 0x2] = "Layer1";
15137
- Layer[Layer[/** Layer 2. */ "Layer2"] = 0x4] = "Layer2";
15138
- Layer[Layer[/** Layer 3. */ "Layer3"] = 0x8] = "Layer3";
15139
- Layer[Layer[/** Layer 4. */ "Layer4"] = 0x10] = "Layer4";
15140
- Layer[Layer[/** Layer 5. */ "Layer5"] = 0x20] = "Layer5";
15141
- Layer[Layer[/** Layer 6. */ "Layer6"] = 0x40] = "Layer6";
15142
- Layer[Layer[/** Layer 7. */ "Layer7"] = 0x80] = "Layer7";
15143
- Layer[Layer[/** Layer 8. */ "Layer8"] = 0x100] = "Layer8";
15144
- Layer[Layer[/** Layer 9. */ "Layer9"] = 0x200] = "Layer9";
15145
- Layer[Layer[/** Layer 10. */ "Layer10"] = 0x400] = "Layer10";
15146
- Layer[Layer[/** Layer 11. */ "Layer11"] = 0x800] = "Layer11";
15147
- Layer[Layer[/** Layer 12. */ "Layer12"] = 0x1000] = "Layer12";
15148
- Layer[Layer[/** Layer 13. */ "Layer13"] = 0x2000] = "Layer13";
15149
- Layer[Layer[/** Layer 14. */ "Layer14"] = 0x4000] = "Layer14";
15150
- Layer[Layer[/** Layer 15. */ "Layer15"] = 0x8000] = "Layer15";
15151
- Layer[Layer[/** Layer 16. */ "Layer16"] = 0x10000] = "Layer16";
15152
- Layer[Layer[/** Layer 17. */ "Layer17"] = 0x20000] = "Layer17";
15153
- Layer[Layer[/** Layer 18. */ "Layer18"] = 0x40000] = "Layer18";
15154
- Layer[Layer[/** Layer 19. */ "Layer19"] = 0x80000] = "Layer19";
15155
- Layer[Layer[/** Layer 20. */ "Layer20"] = 0x100000] = "Layer20";
15156
- Layer[Layer[/** Layer 21. */ "Layer21"] = 0x200000] = "Layer21";
15157
- Layer[Layer[/** Layer 22. */ "Layer22"] = 0x400000] = "Layer22";
15158
- Layer[Layer[/** Layer 23. */ "Layer23"] = 0x800000] = "Layer23";
15159
- Layer[Layer[/** Layer 24. */ "Layer24"] = 0x1000000] = "Layer24";
15160
- Layer[Layer[/** Layer 25. */ "Layer25"] = 0x2000000] = "Layer25";
15161
- Layer[Layer[/** Layer 26. */ "Layer26"] = 0x4000000] = "Layer26";
15162
- Layer[Layer[/** Layer 27. */ "Layer27"] = 0x8000000] = "Layer27";
15163
- Layer[Layer[/** Layer 28. */ "Layer28"] = 0x10000000] = "Layer28";
15164
- Layer[Layer[/** Layer 29. */ "Layer29"] = 0x20000000] = "Layer29";
15165
- Layer[Layer[/** Layer 30. */ "Layer30"] = 0x40000000] = "Layer30";
15166
- Layer[Layer[/** Layer 31. */ "Layer31"] = 0x80000000] = "Layer31";
15167
- Layer[Layer[/** All layers. */ "Everything"] = 0xffffffff] = "Everything";
15168
- Layer[Layer[/** None layer. */ "Nothing"] = 0x0] = "Nothing";
15169
- })(exports.Layer || (exports.Layer = {}));
15170
-
15171
- var ComponentCloner = /*#__PURE__*/ function() {
15172
- function ComponentCloner() {}
15173
- /**
15174
- * Clone component.
15175
- * @param source - Clone source
15176
- * @param target - Clone target
15177
- */ ComponentCloner.cloneComponent = function cloneComponent(source, target, srcRoot, targetRoot) {
15178
- var cloneModes = CloneManager.getCloneMode(source.constructor);
15179
- for(var k in source){
15180
- CloneManager.cloneProperty(source, target, k, cloneModes[k]);
15181
- }
15182
- if (source._cloneTo) {
15183
- source._cloneTo(target, srcRoot, targetRoot);
15184
- }
15185
- };
15186
- return ComponentCloner;
15187
- }();
15188
-
15189
- /**
15190
- * Entity, be used as components container.
15191
- */ var Entity = /*#__PURE__*/ function(EngineObject1) {
15192
- _inherits(Entity, EngineObject1);
15193
- function Entity(engine, name) {
15194
- var _this;
15195
- _this = EngineObject1.call(this, engine) || this;
15196
- /** The layer the entity belongs to. */ _this.layer = exports.Layer.Layer0;
15197
- /** @internal */ _this._isActiveInHierarchy = false;
15198
- /** @internal */ _this._isActiveInScene = false;
15199
- /** @internal */ _this._components = [];
15200
- /** @internal */ _this._scripts = new DisorderedArray();
15201
- /** @internal */ _this._children = [];
15202
- /** @internal */ _this._isRoot = false;
15203
- /** @internal */ _this._isActive = true;
15204
- /** @internal */ _this._siblingIndex = -1;
15205
- /** @internal */ _this._isTemplate = false;
15206
- _this._parent = null;
15207
- //--------------------------------------------------------------deprecated----------------------------------------------------------------
15208
- _this._invModelMatrix = new miniprogram.Matrix();
15209
- _this.name = name;
15210
- _this.transform = _this.addComponent(Transform);
15211
- _this._inverseWorldMatFlag = _this.transform.registerWorldChangeFlag();
15212
- return _this;
15213
- }
15214
- var _proto = Entity.prototype;
15215
- /**
15216
- * Add component based on the component type.
15217
- * @param type - The type of the component
15218
- * @returns The component which has been added
15219
- */ _proto.addComponent = function addComponent(type) {
15220
- ComponentsDependencies._addCheck(this, type);
15221
- var component = new type(this);
15222
- this._components.push(component);
15223
- component._setActive(true, ActiveChangeFlag.All);
15224
- return component;
15225
- };
15226
- /**
15227
- * Get component which match the type.
15228
- * @param type - The type of the component
15229
- * @returns The first component which match type
15230
- */ _proto.getComponent = function getComponent(type) {
15231
- var components = this._components;
15232
- for(var i = 0, n = components.length; i < n; i++){
15233
- var component = components[i];
15234
- if (_instanceof(component, type)) {
15235
- return component;
15236
- }
15237
- }
15238
- return null;
15239
- };
15240
- /**
15241
- * Get components which match the type.
15242
- * @param type - The type of the component
15243
- * @param results - The components which match type
15244
- * @returns The components which match type
15245
- */ _proto.getComponents = function getComponents(type, results) {
15246
- results.length = 0;
15247
- var components = this._components;
15248
- for(var i = 0, n = components.length; i < n; i++){
15249
- var component = components[i];
15250
- if (_instanceof(component, type)) {
15251
- results.push(component);
15252
- }
15253
- }
15254
- return results;
15255
- };
15256
- /**
15257
- * Get the components which match the type of the entity and it's children.
15258
- * @param type - The component type
15259
- * @param results - The components collection
15260
- * @returns The components collection which match the type
15261
- */ _proto.getComponentsIncludeChildren = function getComponentsIncludeChildren(type, results) {
15262
- results.length = 0;
15263
- this._getComponentsInChildren(type, results);
15264
- return results;
15265
- };
15266
- _proto.addChild = function addChild(indexOrChild, child) {
15267
- var index;
15268
- if (typeof indexOrChild === "number") {
15269
- index = indexOrChild;
15270
- } else {
15271
- index = undefined;
15272
- child = indexOrChild;
15273
- }
15274
- if (child._isRoot) {
15275
- child._scene._removeFromEntityList(child);
15276
- child._isRoot = false;
15277
- this._addToChildrenList(index, child);
15278
- child._parent = this;
15279
- var oldScene = child._scene;
15280
- var newScene = this._scene;
15281
- var inActiveChangeFlag = ActiveChangeFlag.None;
15282
- if (!this._isActiveInHierarchy) {
15283
- child._isActiveInHierarchy && (inActiveChangeFlag |= ActiveChangeFlag.Hierarchy);
15284
- }
15285
- if (child._isActiveInScene) {
15286
- if (this._isActiveInScene) {
15287
- // Cross scene should inActive first and then active
15288
- oldScene !== newScene && (inActiveChangeFlag |= ActiveChangeFlag.Scene);
15289
- } else {
15290
- inActiveChangeFlag |= ActiveChangeFlag.Scene;
15291
- }
15292
- }
15293
- inActiveChangeFlag && child._processInActive(inActiveChangeFlag);
15294
- if (child._scene !== newScene) {
15295
- Entity._traverseSetOwnerScene(child, newScene);
15296
- }
15297
- var activeChangeFlag = ActiveChangeFlag.None;
15298
- if (child._isActive) {
15299
- if (this._isActiveInHierarchy) {
15300
- !child._isActiveInHierarchy && (activeChangeFlag |= ActiveChangeFlag.Hierarchy);
15301
- }
15302
- if (this._isActiveInScene) {
15303
- (!child._isActiveInScene || oldScene !== newScene) && (activeChangeFlag |= ActiveChangeFlag.Scene);
15304
- }
15305
- }
15306
- activeChangeFlag && child._processActive(activeChangeFlag);
15307
- child._setTransformDirty();
15308
- } else {
15309
- child._setParent(this, index);
15310
- }
15311
- };
15312
- /**
15313
- * Remove child entity.
15314
- * @param child - The child entity which want to be removed
15315
- */ _proto.removeChild = function removeChild(child) {
15316
- child._setParent(null);
15317
- };
15318
- /**
15319
- * @deprecated Please use `children` property instead.
15320
- * Find child entity by index.
15321
- * @param index - The index of the child entity
15322
- * @returns The component which be found
15323
- */ _proto.getChild = function getChild(index) {
15324
- return this._children[index];
15325
- };
15326
- /**
15327
- * Find entity by name.
15328
- * @param name - The name of the entity which want to be found
15329
- * @returns The component which be found
15330
- */ _proto.findByName = function findByName(name) {
15331
- if (name === this.name) {
15332
- return this;
15333
- }
15334
- var children = this._children;
15335
- for(var i = 0, n = children.length; i < n; i++){
15336
- var target = children[i].findByName(name);
15337
- if (target) {
15338
- return target;
15339
- }
15340
- }
15341
- return null;
15342
- };
15343
- /**
15344
- * Find the entity by path.
15345
- * @param path - The path fo the entity eg: /entity
15346
- * @returns The component which be found
15347
- */ _proto.findByPath = function findByPath(path) {
15348
- var splits = path.split("/");
15349
- var entity = this;
15350
- for(var i = 0, length = splits.length; i < length; ++i){
15351
- var split = splits[i];
15352
- if (split) {
15353
- entity = Entity._findChildByName(entity, split);
15354
- if (!entity) {
15355
- return null;
15356
- }
15357
- }
15358
- }
15359
- return entity;
15360
- };
15361
- /**
15362
- * Create child entity.
15363
- * @param name - The child entity's name
15364
- * @returns The child entity
15365
- */ _proto.createChild = function createChild(name) {
15366
- var child = new Entity(this.engine, name);
15367
- child.layer = this.layer;
15368
- child.parent = this;
15369
- return child;
15370
- };
15371
- /**
15372
- * Clear children entities.
15373
- */ _proto.clearChildren = function clearChildren() {
15374
- var children = this._children;
15375
- for(var i = children.length - 1; i >= 0; i--){
15376
- var child = children[i];
15377
- child._parent = null;
15378
- var activeChangeFlag = ActiveChangeFlag.None;
15379
- child._isActiveInHierarchy && (activeChangeFlag |= ActiveChangeFlag.Hierarchy);
15380
- child._isActiveInScene && (activeChangeFlag |= ActiveChangeFlag.Scene);
15381
- activeChangeFlag && child._processInActive(activeChangeFlag);
15382
- Entity._traverseSetOwnerScene(child, null); // Must after child._processInActive().
15383
- }
15384
- children.length = 0;
15385
- };
15386
- /**
15387
- * Clone.
15388
- * @returns Cloned entity
15389
- */ _proto.clone = function clone() {
15390
- var cloneEntity = this._createCloneEntity(this);
15391
- this._parseCloneEntity(this, cloneEntity, this, cloneEntity);
15392
- return cloneEntity;
15393
- };
15394
- /**
15395
- * @internal
15396
- */ _proto._markAsTemplate = function _markAsTemplate(templateResource) {
15397
- this._isTemplate = true;
15398
- this._templateResource = templateResource;
15399
- };
15400
- _proto._createCloneEntity = function _createCloneEntity(srcEntity) {
15401
- var cloneEntity = new Entity(srcEntity._engine, srcEntity.name);
15402
- var templateResource = this._templateResource;
15403
- if (templateResource) {
15404
- cloneEntity._templateResource = templateResource;
15405
- templateResource._addReferCount(1);
15406
- }
15407
- cloneEntity.layer = srcEntity.layer;
15408
- cloneEntity._isActive = srcEntity._isActive;
15409
- var cloneTransform = cloneEntity.transform;
15410
- var srcTransform = srcEntity.transform;
15411
- cloneTransform.position = srcTransform.position;
15412
- cloneTransform.rotation = srcTransform.rotation;
15413
- cloneTransform.scale = srcTransform.scale;
15414
- var children = srcEntity._children;
15415
- for(var i = 0, n = srcEntity._children.length; i < n; i++){
15416
- cloneEntity.addChild(this._createCloneEntity(children[i]));
15417
- }
15418
- return cloneEntity;
15419
- };
15420
- _proto._parseCloneEntity = function _parseCloneEntity(srcEntity, targetEntity, srcRoot, targetRoot) {
15421
- var srcChildren = srcEntity._children;
15422
- var targetChildren = targetEntity._children;
15423
- for(var i = 0, n = srcChildren.length; i < n; i++){
15424
- this._parseCloneEntity(srcChildren[i], targetChildren[i], srcRoot, targetRoot);
15425
- }
15426
- var components = srcEntity._components;
15427
- for(var i1 = 0, n1 = components.length; i1 < n1; i1++){
15428
- var sourceComp = components[i1];
15429
- if (!_instanceof(sourceComp, Transform)) {
15430
- var targetComp = targetEntity.addComponent(sourceComp.constructor);
15431
- ComponentCloner.cloneComponent(sourceComp, targetComp, srcRoot, targetRoot);
15432
- }
15433
- }
15434
- };
15435
- /**
15436
- * Destroy self.
15437
- */ _proto.destroy = function destroy() {
15438
- if (this._destroyed) {
15439
- return;
15440
- }
15441
- EngineObject1.prototype.destroy.call(this);
15442
- if (this._templateResource) {
15443
- this._isTemplate || this._templateResource._addReferCount(-1);
15444
- this._templateResource = null;
15445
- }
15446
- var components = this._components;
15447
- for(var i = components.length - 1; i >= 0; i--){
15448
- components[i].destroy();
15449
- }
15450
- this._components.length = 0;
15451
- var children = this._children;
15452
- while(children.length > 0){
15453
- children[0].destroy();
15454
- }
15455
- if (this._isRoot) {
15456
- this._scene.removeRootEntity(this);
15457
- } else {
15458
- this._setParent(null);
15459
- }
15460
- this.isActive = false;
15461
- };
15462
- /**
15463
- * @internal
15464
- */ _proto._removeComponent = function _removeComponent(component) {
15465
- ComponentsDependencies._removeCheck(this, component.constructor);
15466
- var components = this._components;
15467
- components.splice(components.indexOf(component), 1);
15468
- };
15469
- /**
15470
- * @internal
15471
- */ _proto._addScript = function _addScript(script) {
15472
- script._entityScriptsIndex = this._scripts.length;
15473
- this._scripts.add(script);
15474
- };
15475
- /**
15476
- * @internal
15477
- */ _proto._removeScript = function _removeScript(script) {
15478
- var replaced = this._scripts.deleteByIndex(script._entityScriptsIndex);
15479
- replaced && (replaced._entityScriptsIndex = script._entityScriptsIndex);
15480
- script._entityScriptsIndex = -1;
15481
- };
15482
- /**
15483
- * @internal
15484
- */ _proto._removeFromParent = function _removeFromParent() {
15485
- var oldParent = this._parent;
15486
- if (oldParent != null) {
15487
- var oldSibling = oldParent._children;
15488
- var index = this._siblingIndex;
15489
- oldSibling.splice(index, 1);
15490
- for(var n = oldSibling.length; index < n; index++){
15491
- oldSibling[index]._siblingIndex--;
15492
- }
15493
- this._parent = null;
15494
- this._siblingIndex = -1;
15495
- }
15496
- };
15497
- /**
15498
- * @internal
15499
- */ _proto._processActive = function _processActive(activeChangeFlag) {
15500
- if (this._activeChangedComponents) {
15501
- 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.";
15502
- }
15503
- this._activeChangedComponents = this._scene._componentsManager.getActiveChangedTempList();
15504
- this._setActiveInHierarchy(this._activeChangedComponents, activeChangeFlag);
15505
- this._setActiveComponents(true, activeChangeFlag);
15506
- };
15507
- /**
15508
- * @internal
15509
- */ _proto._processInActive = function _processInActive(activeChangeFlag) {
15510
- if (this._activeChangedComponents) {
15511
- 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.";
15512
- }
15513
- this._activeChangedComponents = this._scene._componentsManager.getActiveChangedTempList();
15514
- this._setInActiveInHierarchy(this._activeChangedComponents, activeChangeFlag);
15515
- this._setActiveComponents(false, activeChangeFlag);
15516
- };
15517
- _proto._addToChildrenList = function _addToChildrenList(index, child) {
15518
- var children = this._children;
15519
- var childCount = children.length;
15520
- if (index === undefined) {
15521
- child._siblingIndex = childCount;
15522
- children.push(child);
15523
- } else {
15524
- if (index < 0 || index > childCount) {
15525
- throw "The index " + index + " is out of child list bounds " + childCount;
15526
- }
15527
- child._siblingIndex = index;
15528
- children.splice(index, 0, child);
15529
- for(var i = index + 1, n = childCount + 1; i < n; i++){
15530
- children[i]._siblingIndex++;
15531
- }
15532
- }
15533
- };
15534
- _proto._setParent = function _setParent(parent, siblingIndex) {
15535
- var oldParent = this._parent;
15536
- if (parent !== oldParent) {
15537
- this._removeFromParent();
15538
- this._parent = parent;
15539
- if (parent) {
15540
- parent._addToChildrenList(siblingIndex, this);
15541
- var oldScene = this._scene;
15542
- var parentScene = parent._scene;
15543
- var inActiveChangeFlag = ActiveChangeFlag.None;
15544
- if (!parent._isActiveInHierarchy) {
15545
- this._isActiveInHierarchy && (inActiveChangeFlag |= ActiveChangeFlag.Hierarchy);
15546
- }
15547
- if (parent._isActiveInScene) {
15548
- // cross scene should inActive first and then active
15549
- this._isActiveInScene && oldScene !== parentScene && (inActiveChangeFlag |= ActiveChangeFlag.Scene);
15550
- } else {
15551
- this._isActiveInScene && (inActiveChangeFlag |= ActiveChangeFlag.Scene);
15552
- }
15553
- inActiveChangeFlag && this._processInActive(inActiveChangeFlag);
15554
- if (oldScene !== parentScene) {
15555
- Entity._traverseSetOwnerScene(this, parentScene);
15556
- }
15557
- var activeChangeFlag = ActiveChangeFlag.None;
15558
- if (this._isActive) {
15559
- if (parent._isActiveInHierarchy) {
15560
- !this._isActiveInHierarchy && (activeChangeFlag |= ActiveChangeFlag.Hierarchy);
15561
- }
15562
- if (parent._isActiveInScene) {
15563
- (!this._isActiveInScene || oldScene !== parentScene) && (activeChangeFlag |= ActiveChangeFlag.Scene);
15564
- }
15565
- }
15566
- activeChangeFlag && this._processActive(activeChangeFlag);
15567
- } else {
15568
- var inActiveChangeFlag1 = ActiveChangeFlag.None;
15569
- this._isActiveInHierarchy && (inActiveChangeFlag1 |= ActiveChangeFlag.Hierarchy);
15570
- this._isActiveInScene && (inActiveChangeFlag1 |= ActiveChangeFlag.Scene);
15571
- inActiveChangeFlag1 && this._processInActive(inActiveChangeFlag1);
15572
- if (oldParent) {
15573
- Entity._traverseSetOwnerScene(this, null);
15574
- }
15575
- }
15576
- this._setTransformDirty();
15577
- }
15578
- };
15579
- _proto._getComponentsInChildren = function _getComponentsInChildren(type, results) {
15580
- for(var i = this._components.length - 1; i >= 0; i--){
15581
- var component = this._components[i];
15582
- if (_instanceof(component, type)) {
15583
- results.push(component);
15584
- }
15585
- }
15586
- for(var i1 = this._children.length - 1; i1 >= 0; i1--){
15587
- this._children[i1]._getComponentsInChildren(type, results);
15588
- }
15589
- };
15590
- _proto._setActiveComponents = function _setActiveComponents(isActive, activeChangeFlag) {
15591
- var activeChangedComponents = this._activeChangedComponents;
15592
- for(var i = 0, length = activeChangedComponents.length; i < length; ++i){
15593
- activeChangedComponents[i]._setActive(isActive, activeChangeFlag);
15594
- }
15595
- this._scene._componentsManager.putActiveChangedTempList(activeChangedComponents);
15596
- this._activeChangedComponents = null;
15597
- };
15598
- _proto._setActiveInHierarchy = function _setActiveInHierarchy(activeChangedComponents, activeChangeFlag) {
15599
- activeChangeFlag & ActiveChangeFlag.Hierarchy && (this._isActiveInHierarchy = true);
15600
- activeChangeFlag & ActiveChangeFlag.Scene && (this._isActiveInScene = true);
15601
- var components = this._components;
15602
- for(var i = 0, n = components.length; i < n; i++){
15603
- var component = components[i];
15604
- (component.enabled || !component._awoken) && activeChangedComponents.push(component);
15605
- }
15606
- var children = this._children;
15607
- for(var i1 = 0, n1 = children.length; i1 < n1; i1++){
15608
- var child = children[i1];
15609
- child.isActive && child._setActiveInHierarchy(activeChangedComponents, activeChangeFlag);
15610
- }
15611
- };
15612
- _proto._setInActiveInHierarchy = function _setInActiveInHierarchy(activeChangedComponents, activeChangeFlag) {
15613
- activeChangeFlag & ActiveChangeFlag.Hierarchy && (this._isActiveInHierarchy = false);
15614
- activeChangeFlag & ActiveChangeFlag.Scene && (this._isActiveInScene = false);
15615
- var components = this._components;
15616
- for(var i = 0, n = components.length; i < n; i++){
15617
- var component = components[i];
15618
- component.enabled && activeChangedComponents.push(component);
15619
- }
15620
- var children = this._children;
15621
- for(var i1 = 0, n1 = children.length; i1 < n1; i1++){
15622
- var child = children[i1];
15623
- child.isActive && child._setInActiveInHierarchy(activeChangedComponents, activeChangeFlag);
15624
- }
15625
- };
15626
- _proto._setTransformDirty = function _setTransformDirty() {
15627
- if (this.transform) {
15628
- this.transform._parentChange();
15629
- } else {
15630
- for(var i = 0, len = this._children.length; i < len; i++){
15631
- this._children[i]._setTransformDirty();
15632
- }
15633
- }
15634
- };
15635
- _proto._setSiblingIndex = function _setSiblingIndex(sibling, target) {
15636
- target = Math.min(target, sibling.length - 1);
15637
- if (target < 0) {
15638
- throw "Sibling index " + target + " should large than 0";
15639
- }
15640
- if (this._siblingIndex !== target) {
15641
- var oldIndex = this._siblingIndex;
15642
- if (target < oldIndex) {
15643
- for(var i = oldIndex; i >= target; i--){
15644
- var child = i == target ? this : sibling[i - 1];
15645
- sibling[i] = child;
15646
- child._siblingIndex = i;
15647
- }
15648
- } else {
15649
- for(var i1 = oldIndex; i1 <= target; i1++){
15650
- var child1 = i1 == target ? this : sibling[i1 + 1];
15651
- sibling[i1] = child1;
15652
- child1._siblingIndex = i1;
15653
- }
15654
- }
15655
- }
15656
- };
15657
- /**
15658
- * @deprecated
15659
- */ _proto.getInvModelMatrix = function getInvModelMatrix() {
15660
- if (this._inverseWorldMatFlag.flag) {
15661
- miniprogram.Matrix.invert(this.transform.worldMatrix, this._invModelMatrix);
15662
- this._inverseWorldMatFlag.flag = false;
15663
- }
15664
- return this._invModelMatrix;
15665
- };
15666
- /**
15667
- * @internal
15668
- */ Entity._findChildByName = function _findChildByName(root, name) {
15669
- var children = root._children;
15670
- for(var i = children.length - 1; i >= 0; i--){
15671
- var child = children[i];
15672
- if (child.name === name) {
15673
- return child;
15674
- }
15675
- }
15676
- return null;
15677
- };
15678
- /**
15679
- * @internal
15680
- */ Entity._traverseSetOwnerScene = function _traverseSetOwnerScene(entity, scene) {
15681
- entity._scene = scene;
15682
- var children = entity._children;
15683
- for(var i = children.length - 1; i >= 0; i--){
15684
- this._traverseSetOwnerScene(children[i], scene);
15685
- }
15686
- };
15687
- _create_class(Entity, [
15688
- {
15689
- key: "isActive",
15690
- get: /**
15691
- * Whether to activate locally.
15629
+ * @remarks
15630
+ * Red and green channels represent the anisotropy direction in [-1, 1] tangent, bitangent space, to be rotated by anisotropyRotation.
15631
+ * The blue channel contains strength as [0, 1] to be multiplied by anisotropy.
15692
15632
  */ function get() {
15693
- return this._isActive;
15633
+ return this.shaderData.getTexture(PBRMaterial._anisotropyTextureProp);
15694
15634
  },
15695
15635
  set: function set(value) {
15696
- if (value !== this._isActive) {
15697
- this._isActive = value;
15698
- if (value) {
15699
- var parent = this._parent;
15700
- var activeChangeFlag = ActiveChangeFlag.None;
15701
- if (this._isRoot && this._scene._isActiveInEngine) {
15702
- activeChangeFlag |= ActiveChangeFlag.All;
15703
- } else {
15704
- var _parent, _parent1;
15705
- ((_parent = parent) == null ? void 0 : _parent._isActiveInHierarchy) && (activeChangeFlag |= ActiveChangeFlag.Hierarchy);
15706
- ((_parent1 = parent) == null ? void 0 : _parent1._isActiveInScene) && (activeChangeFlag |= ActiveChangeFlag.Scene);
15707
- }
15708
- activeChangeFlag && this._processActive(activeChangeFlag);
15709
- } else {
15710
- var activeChangeFlag1 = ActiveChangeFlag.None;
15711
- this._isActiveInHierarchy && (activeChangeFlag1 |= ActiveChangeFlag.Hierarchy);
15712
- this._isActiveInScene && (activeChangeFlag1 |= ActiveChangeFlag.Scene);
15713
- activeChangeFlag1 && this._processInActive(activeChangeFlag1);
15714
- }
15636
+ this.shaderData.setTexture(PBRMaterial._anisotropyTextureProp, value);
15637
+ if (value) {
15638
+ this.shaderData.enableMacro("MATERIAL_HAS_ANISOTROPY_TEXTURE");
15639
+ } else {
15640
+ this.shaderData.disableMacro("MATERIAL_HAS_ANISOTROPY_TEXTURE");
15715
15641
  }
15716
15642
  }
15717
- },
15643
+ }
15644
+ ]);
15645
+ return PBRMaterial;
15646
+ }(PBRBaseMaterial);
15647
+ (function() {
15648
+ PBRMaterial._metallicProp = ShaderProperty.getByName("material_Metal");
15649
+ })();
15650
+ (function() {
15651
+ PBRMaterial._roughnessProp = ShaderProperty.getByName("material_Roughness");
15652
+ })();
15653
+ (function() {
15654
+ PBRMaterial._roughnessMetallicTextureProp = ShaderProperty.getByName("material_RoughnessMetallicTexture");
15655
+ })();
15656
+ (function() {
15657
+ PBRMaterial._iorProp = ShaderProperty.getByName("material_IOR");
15658
+ })();
15659
+ (function() {
15660
+ PBRMaterial._anisotropyInfoProp = ShaderProperty.getByName("material_AnisotropyInfo");
15661
+ })();
15662
+ (function() {
15663
+ PBRMaterial._anisotropyTextureProp = ShaderProperty.getByName("material_AnisotropyTexture");
15664
+ })();
15665
+
15666
+ /**
15667
+ * PBR (Specular-Glossiness Workflow) Material.
15668
+ */ var PBRSpecularMaterial = /*#__PURE__*/ function(PBRBaseMaterial1) {
15669
+ _inherits(PBRSpecularMaterial, PBRBaseMaterial1);
15670
+ function PBRSpecularMaterial(engine) {
15671
+ var _this;
15672
+ _this = PBRBaseMaterial1.call(this, engine, Shader.find("pbr-specular")) || this;
15673
+ _this.shaderData.setColor(PBRSpecularMaterial._specularColorProp, new miniprogram.Color(1, 1, 1, 1));
15674
+ _this.shaderData.setFloat(PBRSpecularMaterial._glossinessProp, 1.0);
15675
+ return _this;
15676
+ }
15677
+ var _proto = PBRSpecularMaterial.prototype;
15678
+ /**
15679
+ * @inheritdoc
15680
+ */ _proto.clone = function clone() {
15681
+ var dest = new PBRSpecularMaterial(this._engine);
15682
+ this.cloneTo(dest);
15683
+ return dest;
15684
+ };
15685
+ _create_class(PBRSpecularMaterial, [
15718
15686
  {
15719
- key: "isActiveInHierarchy",
15687
+ key: "specularColor",
15720
15688
  get: /**
15721
- * Whether it is active in the hierarchy.
15689
+ * Specular color.
15722
15690
  */ function get() {
15723
- return this._isActiveInHierarchy;
15691
+ return this.shaderData.getColor(PBRSpecularMaterial._specularColorProp);
15692
+ },
15693
+ set: function set(value) {
15694
+ var specularColor = this.shaderData.getColor(PBRSpecularMaterial._specularColorProp);
15695
+ if (value !== specularColor) {
15696
+ specularColor.copyFrom(value);
15697
+ }
15724
15698
  }
15725
15699
  },
15726
15700
  {
15727
- key: "parent",
15701
+ key: "glossiness",
15728
15702
  get: /**
15729
- * The parent entity.
15703
+ * Glossiness.
15730
15704
  */ function get() {
15731
- return this._parent;
15705
+ return this.shaderData.getFloat(PBRSpecularMaterial._glossinessProp);
15732
15706
  },
15733
15707
  set: function set(value) {
15734
- this._setParent(value);
15708
+ this.shaderData.setFloat(PBRSpecularMaterial._glossinessProp, value);
15735
15709
  }
15736
15710
  },
15737
15711
  {
15738
- key: "children",
15712
+ key: "specularGlossinessTexture",
15739
15713
  get: /**
15740
- * The children entities
15714
+ * Specular glossiness texture.
15715
+ * @remarks RGB is specular, A is glossiness
15741
15716
  */ function get() {
15742
- return this._children;
15717
+ return this.shaderData.getTexture(PBRSpecularMaterial._specularGlossinessTextureProp);
15718
+ },
15719
+ set: function set(value) {
15720
+ this.shaderData.setTexture(PBRSpecularMaterial._specularGlossinessTextureProp, value);
15721
+ if (value) {
15722
+ this.shaderData.enableMacro(PBRSpecularMaterial._specularGlossinessTextureMacro);
15723
+ } else {
15724
+ this.shaderData.disableMacro(PBRSpecularMaterial._specularGlossinessTextureMacro);
15725
+ }
15743
15726
  }
15744
- },
15727
+ }
15728
+ ]);
15729
+ return PBRSpecularMaterial;
15730
+ }(PBRBaseMaterial);
15731
+ (function() {
15732
+ PBRSpecularMaterial._specularColorProp = ShaderProperty.getByName("material_PBRSpecularColor");
15733
+ })();
15734
+ (function() {
15735
+ PBRSpecularMaterial._glossinessProp = ShaderProperty.getByName("material_Glossiness");
15736
+ })();
15737
+ (function() {
15738
+ PBRSpecularMaterial._specularGlossinessTextureProp = ShaderProperty.getByName("material_SpecularGlossinessTexture");
15739
+ })();
15740
+ (function() {
15741
+ PBRSpecularMaterial._specularGlossinessTextureMacro = ShaderMacro.getByName("MATERIAL_HAS_SPECULAR_GLOSSINESS_TEXTURE");
15742
+ })();
15743
+
15744
+ /**
15745
+ * Unlit Material.
15746
+ */ var UnlitMaterial = /*#__PURE__*/ function(BaseMaterial1) {
15747
+ _inherits(UnlitMaterial, BaseMaterial1);
15748
+ function UnlitMaterial(engine) {
15749
+ var _this;
15750
+ _this = BaseMaterial1.call(this, engine, Shader.find("unlit")) || this;
15751
+ var shaderData = _this.shaderData;
15752
+ shaderData.enableMacro("MATERIAL_OMIT_NORMAL");
15753
+ shaderData.enableMacro("MATERIAL_NEED_TILING_OFFSET");
15754
+ shaderData.setColor(UnlitMaterial._baseColorProp, new miniprogram.Color(1, 1, 1, 1));
15755
+ shaderData.setVector4(UnlitMaterial._tilingOffsetProp, new miniprogram.Vector4(1, 1, 0, 0));
15756
+ return _this;
15757
+ }
15758
+ var _proto = UnlitMaterial.prototype;
15759
+ /**
15760
+ * @inheritdoc
15761
+ */ _proto.clone = function clone() {
15762
+ var dest = new UnlitMaterial(this._engine);
15763
+ this.cloneTo(dest);
15764
+ return dest;
15765
+ };
15766
+ _create_class(UnlitMaterial, [
15745
15767
  {
15746
- key: "childCount",
15768
+ key: "baseColor",
15747
15769
  get: /**
15748
- * @deprecated Please use `children.length` property instead.
15749
- * Number of the children entities
15770
+ * Base color.
15750
15771
  */ function get() {
15751
- return this._children.length;
15772
+ return this.shaderData.getColor(UnlitMaterial._baseColorProp);
15773
+ },
15774
+ set: function set(value) {
15775
+ var baseColor = this.shaderData.getColor(UnlitMaterial._baseColorProp);
15776
+ if (value !== baseColor) {
15777
+ baseColor.copyFrom(value);
15778
+ }
15752
15779
  }
15753
15780
  },
15754
15781
  {
15755
- key: "scene",
15782
+ key: "baseTexture",
15756
15783
  get: /**
15757
- * The scene the entity belongs to.
15784
+ * Base texture.
15758
15785
  */ function get() {
15759
- return this._scene;
15786
+ return this.shaderData.getTexture(UnlitMaterial._baseTextureProp);
15787
+ },
15788
+ set: function set(value) {
15789
+ this.shaderData.setTexture(UnlitMaterial._baseTextureProp, value);
15790
+ if (value) {
15791
+ this.shaderData.enableMacro(UnlitMaterial._baseTextureMacro);
15792
+ } else {
15793
+ this.shaderData.disableMacro(UnlitMaterial._baseTextureMacro);
15794
+ }
15760
15795
  }
15761
15796
  },
15762
15797
  {
15763
- key: "siblingIndex",
15798
+ key: "tilingOffset",
15764
15799
  get: /**
15765
- * The sibling index.
15800
+ * Tiling and offset of main textures.
15766
15801
  */ function get() {
15767
- return this._siblingIndex;
15802
+ return this.shaderData.getVector4(UnlitMaterial._tilingOffsetProp);
15768
15803
  },
15769
15804
  set: function set(value) {
15770
- if (this._siblingIndex === -1) {
15771
- throw "The entity " + this.name + " is not in the hierarchy";
15805
+ var tilingOffset = this.shaderData.getVector4(UnlitMaterial._tilingOffsetProp);
15806
+ if (value !== tilingOffset) {
15807
+ tilingOffset.copyFrom(value);
15772
15808
  }
15773
- this._setSiblingIndex(this._isRoot ? this._scene._rootEntities : this._parent._children, value);
15774
15809
  }
15775
15810
  }
15776
15811
  ]);
15777
- return Entity;
15778
- }(EngineObject);
15812
+ return UnlitMaterial;
15813
+ }(BaseMaterial);
15814
+
15815
+ /**
15816
+ * @internal
15817
+ */ var BasicResources = /*#__PURE__*/ function() {
15818
+ function BasicResources(engine) {
15819
+ // prettier-ignore
15820
+ var vertices = new Float32Array([
15821
+ -1,
15822
+ -1,
15823
+ 0,
15824
+ 1,
15825
+ 1,
15826
+ -1,
15827
+ 1,
15828
+ 1,
15829
+ -1,
15830
+ 1,
15831
+ 0,
15832
+ 0,
15833
+ 1,
15834
+ 1,
15835
+ 1,
15836
+ 0
15837
+ ]); // right-top
15838
+ // prettier-ignore
15839
+ var flipYVertices = new Float32Array([
15840
+ 1,
15841
+ -1,
15842
+ 1,
15843
+ 0,
15844
+ -1,
15845
+ -1,
15846
+ 0,
15847
+ 0,
15848
+ 1,
15849
+ 1,
15850
+ 1,
15851
+ 1,
15852
+ -1,
15853
+ 1,
15854
+ 0,
15855
+ 1
15856
+ ]); // left-top
15857
+ var blitMaterial = new Material(engine, Shader.find("blit"));
15858
+ blitMaterial._addReferCount(1);
15859
+ blitMaterial.renderState.depthState.enabled = false;
15860
+ blitMaterial.renderState.depthState.writeEnabled = false;
15861
+ this.blitMesh = this._createBlitMesh(engine, vertices);
15862
+ this.flipYBlitMesh = this._createBlitMesh(engine, flipYVertices);
15863
+ this.blitMaterial = blitMaterial;
15864
+ }
15865
+ var _proto = BasicResources.prototype;
15866
+ _proto._createBlitMesh = function _createBlitMesh(engine, vertices) {
15867
+ var mesh = new ModelMesh(engine);
15868
+ mesh._addReferCount(1);
15869
+ mesh.setVertexElements([
15870
+ new VertexElement("POSITION_UV", 0, exports.VertexElementFormat.Vector4, 0)
15871
+ ]);
15872
+ mesh.setVertexBufferBinding(new Buffer(engine, exports.BufferBindFlag.VertexBuffer, vertices, exports.BufferUsage.Static), 16);
15873
+ mesh.addSubMesh(0, 4, exports.MeshTopology.TriangleStrip);
15874
+ return mesh;
15875
+ };
15876
+ return BasicResources;
15877
+ }();
15779
15878
 
15780
15879
  /**
15781
15880
  * @internal