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

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/dist/module.js CHANGED
@@ -250,7 +250,7 @@ function _instanceof(left, right) {
250
250
  }
251
251
  return cloneModes;
252
252
  };
253
- CloneManager.cloneProperty = function cloneProperty(source, target, k, cloneMode) {
253
+ CloneManager.cloneProperty = function cloneProperty(source, target, k, cloneMode, srcRoot, targetRoot, deepInstanceMap) {
254
254
  if (cloneMode === CloneMode.Ignore) {
255
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  return;
256
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  }
@@ -286,22 +286,33 @@ function _instanceof(left, right) {
286
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  targetPropertyA.length = length;
287
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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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  }
291
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  break;
292
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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());
295
- var cloneModes = CloneManager.getCloneMode(sourceProperty.constructor);
296
- for(var _$k in sourceProperty){
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- CloneManager.cloneProperty(sourceProperty, targetOProperty, _$k, cloneModes[_$k]);
298
- }
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- // Custom clone
300
- if (sourceProperty._cloneTo) {
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- sourceProperty._cloneTo(targetOProperty);
293
+ var targetProperty = target[k];
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+ // If the target property is undefined, create new instance and keep reference sharing like the source
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+ if (!targetProperty) {
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+ targetProperty = deepInstanceMap.get(sourceProperty);
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+ if (!targetProperty) {
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+ targetProperty = new sourceProperty.constructor();
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+ deepInstanceMap.set(sourceProperty, targetProperty);
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+ }
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+ target[k] = targetProperty;
302
302
  }
303
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  if (sourceProperty.copyFrom) {
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- targetOProperty.copyFrom(sourceProperty);
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+ // Custom clone
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+ targetProperty.copyFrom(sourceProperty);
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+ } else {
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+ // Universal clone
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+ var cloneModes = CloneManager.getCloneMode(sourceProperty.constructor);
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+ for(var _$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
313
+ if (sourceProperty._cloneTo) {
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+ sourceProperty._cloneTo(targetProperty, srcRoot, targetRoot);
315
+ }
305
316
  }
306
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  break;
307
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  }
@@ -310,9 +321,9 @@ function _instanceof(left, right) {
310
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  target[k] = sourceProperty;
311
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  }
312
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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){
315
- CloneManager.cloneProperty(source, target, k, CloneMode.Deep);
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+ CloneManager.cloneProperty(source, target, k, CloneMode.Deep, null, null, deepInstanceMap);
316
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  }
317
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  };
318
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  return CloneManager;
@@ -5576,7 +5587,7 @@ var GraphicsResource = /*#__PURE__*/ function(ReferResource1) {
5576
5587
  return shaderData;
5577
5588
  };
5578
5589
  _proto.cloneTo = function cloneTo(target) {
5579
- CloneManager.deepCloneObject(this._macroCollection, target._macroCollection);
5590
+ CloneManager.deepCloneObject(this._macroCollection, target._macroCollection, new Map());
5580
5591
  Object.assign(target._macroMap, this._macroMap);
5581
5592
  var referCount = target._getReferCount();
5582
5593
  var propertyValueMap = this._propertyValueMap;
@@ -10956,454 +10967,1191 @@ var PrimitiveType;
10956
10967
  })();
10957
10968
 
10958
10969
  /**
10959
- * Mesh skin data, equal glTF skins define
10960
- */ var Skin = /*#__PURE__*/ function(EngineObject1) {
10961
- _inherits(Skin, EngineObject1);
10962
- function Skin(name) {
10963
- var _this;
10964
- _this = EngineObject1.call(this, null) || this;
10965
- _this.name = name;
10966
- _this._bones = [];
10967
- _this.inverseBindMatrices = []; // inverse bind matrix array
10968
- _this.joints = []; // joints name array, element type: string
10969
- _this.skeleton = "none"; // root bone name
10970
- return _this;
10971
- }
10972
- return Skin;
10973
- }(EngineObject);
10970
+ * Layer, used for bit operations.
10971
+ */ var Layer;
10972
+ (function(Layer) {
10973
+ Layer[Layer[/** Layer 0. */ "Layer0"] = 0x1] = "Layer0";
10974
+ Layer[Layer[/** Layer 1. */ "Layer1"] = 0x2] = "Layer1";
10975
+ Layer[Layer[/** Layer 2. */ "Layer2"] = 0x4] = "Layer2";
10976
+ Layer[Layer[/** Layer 3. */ "Layer3"] = 0x8] = "Layer3";
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+ Layer[Layer[/** Layer 4. */ "Layer4"] = 0x10] = "Layer4";
10978
+ Layer[Layer[/** Layer 5. */ "Layer5"] = 0x20] = "Layer5";
10979
+ Layer[Layer[/** Layer 6. */ "Layer6"] = 0x40] = "Layer6";
10980
+ Layer[Layer[/** Layer 7. */ "Layer7"] = 0x80] = "Layer7";
10981
+ Layer[Layer[/** Layer 8. */ "Layer8"] = 0x100] = "Layer8";
10982
+ Layer[Layer[/** Layer 9. */ "Layer9"] = 0x200] = "Layer9";
10983
+ Layer[Layer[/** Layer 10. */ "Layer10"] = 0x400] = "Layer10";
10984
+ Layer[Layer[/** Layer 11. */ "Layer11"] = 0x800] = "Layer11";
10985
+ Layer[Layer[/** Layer 12. */ "Layer12"] = 0x1000] = "Layer12";
10986
+ Layer[Layer[/** Layer 13. */ "Layer13"] = 0x2000] = "Layer13";
10987
+ Layer[Layer[/** Layer 14. */ "Layer14"] = 0x4000] = "Layer14";
10988
+ Layer[Layer[/** Layer 15. */ "Layer15"] = 0x8000] = "Layer15";
10989
+ Layer[Layer[/** Layer 16. */ "Layer16"] = 0x10000] = "Layer16";
10990
+ Layer[Layer[/** Layer 17. */ "Layer17"] = 0x20000] = "Layer17";
10991
+ Layer[Layer[/** Layer 18. */ "Layer18"] = 0x40000] = "Layer18";
10992
+ Layer[Layer[/** Layer 19. */ "Layer19"] = 0x80000] = "Layer19";
10993
+ Layer[Layer[/** Layer 20. */ "Layer20"] = 0x100000] = "Layer20";
10994
+ Layer[Layer[/** Layer 21. */ "Layer21"] = 0x200000] = "Layer21";
10995
+ Layer[Layer[/** Layer 22. */ "Layer22"] = 0x400000] = "Layer22";
10996
+ Layer[Layer[/** Layer 23. */ "Layer23"] = 0x800000] = "Layer23";
10997
+ Layer[Layer[/** Layer 24. */ "Layer24"] = 0x1000000] = "Layer24";
10998
+ Layer[Layer[/** Layer 25. */ "Layer25"] = 0x2000000] = "Layer25";
10999
+ Layer[Layer[/** Layer 26. */ "Layer26"] = 0x4000000] = "Layer26";
11000
+ Layer[Layer[/** Layer 27. */ "Layer27"] = 0x8000000] = "Layer27";
11001
+ Layer[Layer[/** Layer 28. */ "Layer28"] = 0x10000000] = "Layer28";
11002
+ Layer[Layer[/** Layer 29. */ "Layer29"] = 0x20000000] = "Layer29";
11003
+ Layer[Layer[/** Layer 30. */ "Layer30"] = 0x40000000] = "Layer30";
11004
+ Layer[Layer[/** Layer 31. */ "Layer31"] = 0x80000000] = "Layer31";
11005
+ Layer[Layer[/** All layers. */ "Everything"] = 0xffffffff] = "Everything";
11006
+ Layer[Layer[/** None layer. */ "Nothing"] = 0x0] = "Nothing";
11007
+ })(Layer || (Layer = {}));
11008
+
11009
+ var ComponentCloner = /*#__PURE__*/ function() {
11010
+ function ComponentCloner() {}
11011
+ /**
11012
+ * Clone component.
11013
+ * @param source - Clone source
11014
+ * @param target - Clone target
11015
+ */ ComponentCloner.cloneComponent = function cloneComponent(source, target, srcRoot, targetRoot, deepInstanceMap) {
11016
+ var cloneModes = CloneManager.getCloneMode(source.constructor);
11017
+ for(var k in source){
11018
+ CloneManager.cloneProperty(source, target, k, cloneModes[k], srcRoot, targetRoot, deepInstanceMap);
11019
+ }
11020
+ if (source._cloneTo) {
11021
+ source._cloneTo(target, srcRoot, targetRoot);
11022
+ }
11023
+ };
11024
+ return ComponentCloner;
11025
+ }();
10974
11026
 
10975
11027
  /**
10976
- * SkinnedMeshRenderer.
10977
- */ var SkinnedMeshRenderer = /*#__PURE__*/ function(MeshRenderer1) {
10978
- _inherits(SkinnedMeshRenderer, MeshRenderer1);
10979
- function SkinnedMeshRenderer(entity) {
11028
+ * Entity, be used as components container.
11029
+ */ var Entity = /*#__PURE__*/ function(EngineObject1) {
11030
+ _inherits(Entity, EngineObject1);
11031
+ function Entity(engine, name) {
10980
11032
  var _this;
10981
- _this = MeshRenderer1.call(this, entity) || this;
10982
- _this._localBounds = new BoundingBox();
10983
- _this._jointDataCreateCache = new Vector2(-1, -1);
10984
- _this._skin = null;
10985
- var rhi = _this.entity.engine._hardwareRenderer;
10986
- var maxVertexUniformVectors = rhi.renderStates.getParameter(rhi.gl.MAX_VERTEX_UNIFORM_VECTORS);
10987
- // Limit size to 256 to avoid some problem:
10988
- // 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!
10989
- // 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.
10990
- maxVertexUniformVectors = Math.min(maxVertexUniformVectors, rhi._options._maxAllowSkinUniformVectorCount);
10991
- _this._maxVertexUniformVectors = maxVertexUniformVectors;
10992
- _this._onLocalBoundsChanged = _this._onLocalBoundsChanged.bind(_assert_this_initialized(_this));
10993
- var localBounds = _this._localBounds;
10994
- // @ts-ignore
10995
- localBounds.min._onValueChanged = _this._onLocalBoundsChanged;
10996
- // @ts-ignore
10997
- localBounds.max._onValueChanged = _this._onLocalBoundsChanged;
11033
+ _this = EngineObject1.call(this, engine) || this;
11034
+ /** The layer the entity belongs to. */ _this.layer = Layer.Layer0;
11035
+ /** @internal */ _this._isActiveInHierarchy = false;
11036
+ /** @internal */ _this._isActiveInScene = false;
11037
+ /** @internal */ _this._components = [];
11038
+ /** @internal */ _this._scripts = new DisorderedArray();
11039
+ /** @internal */ _this._children = [];
11040
+ /** @internal */ _this._isRoot = false;
11041
+ /** @internal */ _this._isActive = true;
11042
+ /** @internal */ _this._siblingIndex = -1;
11043
+ /** @internal */ _this._isTemplate = false;
11044
+ _this._parent = null;
11045
+ //--------------------------------------------------------------deprecated----------------------------------------------------------------
11046
+ _this._invModelMatrix = new Matrix();
11047
+ _this.name = name;
11048
+ _this.transform = _this.addComponent(Transform);
11049
+ _this._inverseWorldMatFlag = _this.transform.registerWorldChangeFlag();
10998
11050
  return _this;
10999
11051
  }
11000
- var _proto = SkinnedMeshRenderer.prototype;
11052
+ var _proto = Entity.prototype;
11001
11053
  /**
11002
- * @internal
11003
- */ _proto.update = function update() {
11004
- var _this = this, skin = _this._skin, bones = _this._bones;
11005
- if (skin && bones) {
11006
- // @todo: can optimize when share skin
11007
- var jointMatrices = this._jointMatrices;
11008
- var bindMatrices = skin.inverseBindMatrices;
11009
- var _this__rootBone;
11010
- var worldToLocal = ((_this__rootBone = this._rootBone) != null ? _this__rootBone : this.entity).getInvModelMatrix();
11011
- for(var i = bones.length - 1; i >= 0; i--){
11012
- var bone = bones[i];
11013
- var offset = i * 16;
11014
- if (bone) {
11015
- Utils._floatMatrixMultiply(bone.transform.worldMatrix, bindMatrices[i].elements, 0, jointMatrices, offset);
11016
- } else {
11017
- jointMatrices.set(bindMatrices[i].elements, offset);
11018
- }
11019
- Utils._floatMatrixMultiply(worldToLocal, jointMatrices, offset, jointMatrices, offset);
11054
+ * Add component based on the component type.
11055
+ * @param type - The type of the component
11056
+ * @returns The component which has been added
11057
+ */ _proto.addComponent = function addComponent(type) {
11058
+ ComponentsDependencies._addCheck(this, type);
11059
+ var component = new type(this);
11060
+ this._components.push(component);
11061
+ component._setActive(true, ActiveChangeFlag.All);
11062
+ return component;
11063
+ };
11064
+ /**
11065
+ * Get component which match the type.
11066
+ * @param type - The type of the component
11067
+ * @returns The first component which match type
11068
+ */ _proto.getComponent = function getComponent(type) {
11069
+ var components = this._components;
11070
+ for(var i = 0, n = components.length; i < n; i++){
11071
+ var component = components[i];
11072
+ if (_instanceof(component, type)) {
11073
+ return component;
11020
11074
  }
11021
11075
  }
11076
+ return null;
11022
11077
  };
11023
- _proto._updateShaderData = function _updateShaderData(context, onlyMVP) {
11024
- var entity = this.entity;
11025
- var _this__rootBone;
11026
- var worldMatrix = ((_this__rootBone = this._rootBone) != null ? _this__rootBone : entity).transform.worldMatrix;
11027
- if (onlyMVP) {
11028
- this._updateMVPShaderData(context, worldMatrix);
11029
- return;
11078
+ /**
11079
+ * Get components which match the type.
11080
+ * @param type - The type of the component
11081
+ * @param results - The components which match type
11082
+ * @returns The components which match type
11083
+ */ _proto.getComponents = function getComponents(type, results) {
11084
+ results.length = 0;
11085
+ var components = this._components;
11086
+ for(var i = 0, n = components.length; i < n; i++){
11087
+ var component = components[i];
11088
+ if (_instanceof(component, type)) {
11089
+ results.push(component);
11090
+ }
11030
11091
  }
11031
- this._updateTransformShaderData(context, worldMatrix);
11032
- var shaderData = this.shaderData;
11033
- var mesh = this.mesh;
11034
- var blendShapeManager = mesh._blendShapeManager;
11035
- blendShapeManager._updateShaderData(shaderData, this);
11036
- var bones = this._bones;
11037
- if (bones) {
11038
- var bsUniformOccupiesCount = blendShapeManager._uniformOccupiesCount;
11039
- var jointCount = bones.length;
11040
- var jointDataCreateCache = this._jointDataCreateCache;
11041
- var jointCountChange = jointCount !== jointDataCreateCache.x;
11042
- if (jointCountChange || bsUniformOccupiesCount !== jointDataCreateCache.y) {
11043
- // directly use max joint count to avoid shader recompile
11044
- // @TODO: different shader type should use different count, not always 44
11045
- var remainUniformJointCount = Math.ceil((this._maxVertexUniformVectors - (44 + bsUniformOccupiesCount)) / 4);
11046
- if (jointCount > remainUniformJointCount) {
11047
- var engine = this.engine;
11048
- if (engine._hardwareRenderer.canIUseMoreJoints) {
11049
- if (jointCountChange) {
11050
- var _this__jointTexture;
11051
- (_this__jointTexture = this._jointTexture) == null ? void 0 : _this__jointTexture.destroy();
11052
- this._jointTexture = new Texture2D(engine, 4, jointCount, TextureFormat.R32G32B32A32, false);
11053
- this._jointTexture.filterMode = TextureFilterMode.Point;
11054
- this._jointTexture.isGCIgnored = true;
11055
- }
11056
- shaderData.disableMacro("RENDERER_JOINTS_NUM");
11057
- shaderData.enableMacro("RENDERER_USE_JOINT_TEXTURE");
11058
- shaderData.setTexture(SkinnedMeshRenderer._jointSamplerProperty, this._jointTexture);
11059
- } else {
11060
- 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);
11061
- }
11092
+ return results;
11093
+ };
11094
+ /**
11095
+ * Get the components which match the type of the entity and it's children.
11096
+ * @param type - The component type
11097
+ * @param results - The components collection
11098
+ * @returns The components collection which match the type
11099
+ */ _proto.getComponentsIncludeChildren = function getComponentsIncludeChildren(type, results) {
11100
+ results.length = 0;
11101
+ this._getComponentsInChildren(type, results);
11102
+ return results;
11103
+ };
11104
+ _proto.addChild = function addChild(indexOrChild, child) {
11105
+ var index;
11106
+ if (typeof indexOrChild === "number") {
11107
+ index = indexOrChild;
11108
+ } else {
11109
+ index = undefined;
11110
+ child = indexOrChild;
11111
+ }
11112
+ if (child._isRoot) {
11113
+ child._scene._removeFromEntityList(child);
11114
+ child._isRoot = false;
11115
+ this._addToChildrenList(index, child);
11116
+ child._parent = this;
11117
+ var oldScene = child._scene;
11118
+ var newScene = this._scene;
11119
+ var inActiveChangeFlag = ActiveChangeFlag.None;
11120
+ if (!this._isActiveInHierarchy) {
11121
+ child._isActiveInHierarchy && (inActiveChangeFlag |= ActiveChangeFlag.Hierarchy);
11122
+ }
11123
+ if (child._isActiveInScene) {
11124
+ if (this._isActiveInScene) {
11125
+ // Cross scene should inActive first and then active
11126
+ oldScene !== newScene && (inActiveChangeFlag |= ActiveChangeFlag.Scene);
11062
11127
  } else {
11063
- var _this__jointTexture1;
11064
- (_this__jointTexture1 = this._jointTexture) == null ? void 0 : _this__jointTexture1.destroy();
11065
- shaderData.disableMacro("RENDERER_USE_JOINT_TEXTURE");
11066
- shaderData.enableMacro("RENDERER_JOINTS_NUM", remainUniformJointCount.toString());
11067
- shaderData.setFloatArray(SkinnedMeshRenderer._jointMatrixProperty, this._jointMatrices);
11128
+ inActiveChangeFlag |= ActiveChangeFlag.Scene;
11068
11129
  }
11069
- jointDataCreateCache.set(jointCount, bsUniformOccupiesCount);
11070
11130
  }
11071
- if (this._jointTexture) {
11072
- this._jointTexture.setPixelBuffer(this._jointMatrices);
11131
+ inActiveChangeFlag && child._processInActive(inActiveChangeFlag);
11132
+ if (child._scene !== newScene) {
11133
+ Entity._traverseSetOwnerScene(child, newScene);
11134
+ }
11135
+ var activeChangeFlag = ActiveChangeFlag.None;
11136
+ if (child._isActive) {
11137
+ if (this._isActiveInHierarchy) {
11138
+ !child._isActiveInHierarchy && (activeChangeFlag |= ActiveChangeFlag.Hierarchy);
11139
+ }
11140
+ if (this._isActiveInScene) {
11141
+ (!child._isActiveInScene || oldScene !== newScene) && (activeChangeFlag |= ActiveChangeFlag.Scene);
11142
+ }
11073
11143
  }
11144
+ activeChangeFlag && child._processActive(activeChangeFlag);
11145
+ child._setTransformDirty();
11146
+ } else {
11147
+ child._setParent(this, index);
11074
11148
  }
11075
- var layer = entity.layer;
11076
- this._rendererLayer.set(layer & 65535, layer >>> 16 & 65535, 0, 0);
11077
11149
  };
11078
11150
  /**
11079
- * @internal
11080
- */ _proto._onDestroy = function _onDestroy() {
11081
- var _this__jointTexture;
11082
- MeshRenderer1.prototype._onDestroy.call(this);
11083
- this._rootBone = null;
11084
- this._jointDataCreateCache = null;
11085
- this._skin = null;
11086
- this._blendShapeWeights = null;
11087
- this._localBounds = null;
11088
- this._jointMatrices = null;
11089
- (_this__jointTexture = this._jointTexture) == null ? void 0 : _this__jointTexture.destroy();
11090
- this._jointTexture = null;
11091
- this._bones = null;
11151
+ * Remove child entity.
11152
+ * @param child - The child entity which want to be removed
11153
+ */ _proto.removeChild = function removeChild(child) {
11154
+ child._setParent(null);
11092
11155
  };
11093
11156
  /**
11094
- * @internal
11095
- */ _proto._cloneTo = function _cloneTo(target, srcRoot, targetRoot) {
11096
- MeshRenderer1.prototype._cloneTo.call(this, target, srcRoot, targetRoot);
11097
- var paths = new Array();
11098
- // Clone rootBone
11099
- if (this.rootBone) {
11100
- var success = this._getEntityHierarchyPath(srcRoot, this.rootBone, paths);
11101
- target.rootBone = success ? this._getEntityByHierarchyPath(targetRoot, paths) : this.rootBone;
11157
+ * @deprecated Please use `children` property instead.
11158
+ * Find child entity by index.
11159
+ * @param index - The index of the child entity
11160
+ * @returns The component which be found
11161
+ */ _proto.getChild = function getChild(index) {
11162
+ return this._children[index];
11163
+ };
11164
+ /**
11165
+ * Find entity by name.
11166
+ * @param name - The name of the entity which want to be found
11167
+ * @returns The component which be found
11168
+ */ _proto.findByName = function findByName(name) {
11169
+ if (name === this.name) {
11170
+ return this;
11102
11171
  }
11103
- // Clone bones
11104
- var bones = this._bones;
11105
- if (bones) {
11106
- var boneCount = bones.length;
11107
- var destBones = new Array(boneCount);
11108
- for(var i = 0; i < boneCount; i++){
11109
- var bone = bones[i];
11110
- var success1 = this._getEntityHierarchyPath(srcRoot, bone, paths);
11111
- destBones[i] = success1 ? this._getEntityByHierarchyPath(targetRoot, paths) : bone;
11172
+ var children = this._children;
11173
+ for(var i = 0, n = children.length; i < n; i++){
11174
+ var target = children[i].findByName(name);
11175
+ if (target) {
11176
+ return target;
11112
11177
  }
11113
- target.bones = destBones;
11114
11178
  }
11115
- this._blendShapeWeights && (target._blendShapeWeights = this._blendShapeWeights.slice());
11179
+ return null;
11116
11180
  };
11117
11181
  /**
11118
- * @internal
11119
- */ _proto._registerEntityTransformListener = function _registerEntityTransformListener() {
11120
- var _this__rootBone;
11121
- ((_this__rootBone = this._rootBone) != null ? _this__rootBone : this._entity).transform._updateFlagManager.addListener(this._onTransformChanged);
11182
+ * Find the entity by path.
11183
+ * @param path - The path fo the entity eg: /entity
11184
+ * @returns The component which be found
11185
+ */ _proto.findByPath = function findByPath(path) {
11186
+ var splits = path.split("/");
11187
+ var entity = this;
11188
+ for(var i = 0, length = splits.length; i < length; ++i){
11189
+ var split = splits[i];
11190
+ if (split) {
11191
+ entity = Entity._findChildByName(entity, split);
11192
+ if (!entity) {
11193
+ return null;
11194
+ }
11195
+ }
11196
+ }
11197
+ return entity;
11122
11198
  };
11123
11199
  /**
11124
- * @internal
11125
- */ _proto._unRegisterEntityTransformListener = function _unRegisterEntityTransformListener() {
11126
- var _this__rootBone;
11127
- ((_this__rootBone = this._rootBone) != null ? _this__rootBone : this._entity).transform._updateFlagManager.removeListener(this._onTransformChanged);
11200
+ * Create child entity.
11201
+ * @param name - The child entity's name
11202
+ * @returns The child entity
11203
+ */ _proto.createChild = function createChild(name) {
11204
+ var child = new Entity(this.engine, name);
11205
+ child.layer = this.layer;
11206
+ child.parent = this;
11207
+ return child;
11208
+ };
11209
+ /**
11210
+ * Clear children entities.
11211
+ */ _proto.clearChildren = function clearChildren() {
11212
+ var children = this._children;
11213
+ for(var i = children.length - 1; i >= 0; i--){
11214
+ var child = children[i];
11215
+ child._parent = null;
11216
+ var activeChangeFlag = ActiveChangeFlag.None;
11217
+ child._isActiveInHierarchy && (activeChangeFlag |= ActiveChangeFlag.Hierarchy);
11218
+ child._isActiveInScene && (activeChangeFlag |= ActiveChangeFlag.Scene);
11219
+ activeChangeFlag && child._processInActive(activeChangeFlag);
11220
+ Entity._traverseSetOwnerScene(child, null); // Must after child._processInActive().
11221
+ }
11222
+ children.length = 0;
11223
+ };
11224
+ /**
11225
+ * Clone this entity include children and components.
11226
+ * @returns Cloned entity
11227
+ */ _proto.clone = function clone() {
11228
+ var cloneEntity = this._createCloneEntity(this);
11229
+ this._parseCloneEntity(this, cloneEntity, this, cloneEntity, new Map());
11230
+ return cloneEntity;
11128
11231
  };
11129
11232
  /**
11130
11233
  * @internal
11131
- */ _proto._updateBounds = function _updateBounds(worldBounds) {
11132
- if (this._rootBone) {
11133
- var localBounds = this._localBounds;
11134
- var worldMatrix = this._rootBone.transform.worldMatrix;
11135
- BoundingBox.transform(localBounds, worldMatrix, worldBounds);
11136
- } else {
11137
- MeshRenderer1.prototype._updateBounds.call(this, worldBounds);
11234
+ */ _proto._markAsTemplate = function _markAsTemplate(templateResource) {
11235
+ this._isTemplate = true;
11236
+ this._templateResource = templateResource;
11237
+ };
11238
+ _proto._createCloneEntity = function _createCloneEntity(srcEntity) {
11239
+ var cloneEntity = new Entity(srcEntity._engine, srcEntity.name);
11240
+ var templateResource = this._templateResource;
11241
+ if (templateResource) {
11242
+ cloneEntity._templateResource = templateResource;
11243
+ templateResource._addReferCount(1);
11244
+ }
11245
+ cloneEntity.layer = srcEntity.layer;
11246
+ cloneEntity._isActive = srcEntity._isActive;
11247
+ var cloneTransform = cloneEntity.transform;
11248
+ var srcTransform = srcEntity.transform;
11249
+ cloneTransform.position = srcTransform.position;
11250
+ cloneTransform.rotation = srcTransform.rotation;
11251
+ cloneTransform.scale = srcTransform.scale;
11252
+ var children = srcEntity._children;
11253
+ for(var i = 0, n = srcEntity._children.length; i < n; i++){
11254
+ cloneEntity.addChild(this._createCloneEntity(children[i]));
11138
11255
  }
11256
+ return cloneEntity;
11139
11257
  };
11140
- _proto._checkBlendShapeWeightLength = function _checkBlendShapeWeightLength() {
11141
- var mesh = this._mesh;
11142
- var newBlendShapeCount = mesh ? mesh.blendShapeCount : 0;
11143
- var lastBlendShapeWeights = this._blendShapeWeights;
11144
- if (lastBlendShapeWeights) {
11145
- var lastBlendShapeWeightsCount = lastBlendShapeWeights.length;
11146
- if (lastBlendShapeWeightsCount !== newBlendShapeCount) {
11147
- var newBlendShapeWeights = new Float32Array(newBlendShapeCount);
11148
- if (newBlendShapeCount > lastBlendShapeWeightsCount) {
11149
- newBlendShapeWeights.set(lastBlendShapeWeights);
11150
- } else {
11151
- for(var i = 0; i < newBlendShapeCount; i++){
11152
- newBlendShapeWeights[i] = lastBlendShapeWeights[i];
11153
- }
11154
- }
11155
- this._blendShapeWeights = newBlendShapeWeights;
11258
+ _proto._parseCloneEntity = function _parseCloneEntity(src, target, srcRoot, targetRoot, deepInstanceMap) {
11259
+ var srcChildren = src._children;
11260
+ var targetChildren = target._children;
11261
+ for(var i = 0, n = srcChildren.length; i < n; i++){
11262
+ this._parseCloneEntity(srcChildren[i], targetChildren[i], srcRoot, targetRoot, deepInstanceMap);
11263
+ }
11264
+ var components = src._components;
11265
+ for(var i1 = 0, n1 = components.length; i1 < n1; i1++){
11266
+ var sourceComp = components[i1];
11267
+ if (!_instanceof(sourceComp, Transform)) {
11268
+ var targetComp = target.addComponent(sourceComp.constructor);
11269
+ ComponentCloner.cloneComponent(sourceComp, targetComp, srcRoot, targetRoot, deepInstanceMap);
11156
11270
  }
11271
+ }
11272
+ };
11273
+ /**
11274
+ * Destroy self.
11275
+ */ _proto.destroy = function destroy() {
11276
+ if (this._destroyed) {
11277
+ return;
11278
+ }
11279
+ EngineObject1.prototype.destroy.call(this);
11280
+ if (this._templateResource) {
11281
+ this._isTemplate || this._templateResource._addReferCount(-1);
11282
+ this._templateResource = null;
11283
+ }
11284
+ var components = this._components;
11285
+ for(var i = components.length - 1; i >= 0; i--){
11286
+ components[i].destroy();
11287
+ }
11288
+ this._components.length = 0;
11289
+ var children = this._children;
11290
+ while(children.length > 0){
11291
+ children[0].destroy();
11292
+ }
11293
+ if (this._isRoot) {
11294
+ this._scene.removeRootEntity(this);
11157
11295
  } else {
11158
- this._blendShapeWeights = new Float32Array(newBlendShapeCount);
11296
+ this._setParent(null);
11159
11297
  }
11298
+ this.isActive = false;
11160
11299
  };
11161
- _proto._onLocalBoundsChanged = function _onLocalBoundsChanged() {
11162
- this._dirtyUpdateFlag |= RendererUpdateFlags.WorldVolume;
11300
+ /**
11301
+ * @internal
11302
+ */ _proto._removeComponent = function _removeComponent(component) {
11303
+ ComponentsDependencies._removeCheck(this, component.constructor);
11304
+ var components = this._components;
11305
+ components.splice(components.indexOf(component), 1);
11163
11306
  };
11164
- _proto._getEntityHierarchyPath = function _getEntityHierarchyPath(rootEntity, searchEntity, inversePath) {
11165
- inversePath.length = 0;
11166
- while(searchEntity !== rootEntity){
11167
- var parent = searchEntity.parent;
11168
- if (!parent) {
11169
- return false;
11307
+ /**
11308
+ * @internal
11309
+ */ _proto._addScript = function _addScript(script) {
11310
+ script._entityScriptsIndex = this._scripts.length;
11311
+ this._scripts.add(script);
11312
+ };
11313
+ /**
11314
+ * @internal
11315
+ */ _proto._removeScript = function _removeScript(script) {
11316
+ var replaced = this._scripts.deleteByIndex(script._entityScriptsIndex);
11317
+ replaced && (replaced._entityScriptsIndex = script._entityScriptsIndex);
11318
+ script._entityScriptsIndex = -1;
11319
+ };
11320
+ /**
11321
+ * @internal
11322
+ */ _proto._removeFromParent = function _removeFromParent() {
11323
+ var oldParent = this._parent;
11324
+ if (oldParent != null) {
11325
+ var oldSibling = oldParent._children;
11326
+ var index = this._siblingIndex;
11327
+ oldSibling.splice(index, 1);
11328
+ for(var n = oldSibling.length; index < n; index++){
11329
+ oldSibling[index]._siblingIndex--;
11170
11330
  }
11171
- inversePath.push(searchEntity.siblingIndex);
11172
- searchEntity = parent;
11331
+ this._parent = null;
11332
+ this._siblingIndex = -1;
11173
11333
  }
11174
- return true;
11175
11334
  };
11176
11335
  /**
11177
11336
  * @internal
11178
- */ _proto._getEntityByHierarchyPath = function _getEntityByHierarchyPath(rootEntity, inversePath) {
11179
- var entity = rootEntity;
11180
- for(var i = inversePath.length - 1; i >= 0; i--){
11181
- entity = entity.children[inversePath[i]];
11337
+ */ _proto._processActive = function _processActive(activeChangeFlag) {
11338
+ if (this._activeChangedComponents) {
11339
+ 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.";
11182
11340
  }
11183
- return entity;
11341
+ this._activeChangedComponents = this._scene._componentsManager.getActiveChangedTempList();
11342
+ this._setActiveInHierarchy(this._activeChangedComponents, activeChangeFlag);
11343
+ this._setActiveComponents(true, activeChangeFlag);
11184
11344
  };
11185
- _create_class(SkinnedMeshRenderer, [
11186
- {
11187
- key: "blendShapeWeights",
11188
- get: /**
11189
- * The weights of the BlendShapes.
11190
- * @remarks Array index is BlendShape index.
11191
- */ function get() {
11192
- this._checkBlendShapeWeightLength();
11193
- return this._blendShapeWeights;
11194
- },
11195
- set: function set(value) {
11196
- this._checkBlendShapeWeightLength();
11197
- var blendShapeWeights = this._blendShapeWeights;
11198
- if (value.length <= blendShapeWeights.length) {
11199
- blendShapeWeights.set(value);
11200
- } else {
11201
- for(var i = 0, n = blendShapeWeights.length; i < n; i++){
11202
- blendShapeWeights[i] = value[i];
11203
- }
11204
- }
11205
- }
11206
- },
11207
- {
11208
- key: "localBounds",
11209
- get: /**
11210
- * Local bounds.
11211
- */ function get() {
11212
- return this._localBounds;
11213
- },
11214
- set: function set(value) {
11215
- if (this._localBounds !== value) {
11216
- this._localBounds.copyFrom(value);
11217
- }
11345
+ /**
11346
+ * @internal
11347
+ */ _proto._processInActive = function _processInActive(activeChangeFlag) {
11348
+ if (this._activeChangedComponents) {
11349
+ 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.";
11350
+ }
11351
+ this._activeChangedComponents = this._scene._componentsManager.getActiveChangedTempList();
11352
+ this._setInActiveInHierarchy(this._activeChangedComponents, activeChangeFlag);
11353
+ this._setActiveComponents(false, activeChangeFlag);
11354
+ };
11355
+ _proto._addToChildrenList = function _addToChildrenList(index, child) {
11356
+ var children = this._children;
11357
+ var childCount = children.length;
11358
+ if (index === undefined) {
11359
+ child._siblingIndex = childCount;
11360
+ children.push(child);
11361
+ } else {
11362
+ if (index < 0 || index > childCount) {
11363
+ throw "The index " + index + " is out of child list bounds " + childCount;
11218
11364
  }
11219
- },
11220
- {
11221
- key: "rootBone",
11222
- get: /**
11223
- * Root bone.
11224
- */ function get() {
11225
- return this._rootBone;
11226
- },
11227
- set: function set(value) {
11228
- if (this._rootBone !== value) {
11229
- this._unRegisterEntityTransformListener();
11230
- this._rootBone = value;
11231
- this._registerEntityTransformListener();
11232
- this._dirtyUpdateFlag |= RendererUpdateFlags.WorldVolume;
11365
+ child._siblingIndex = index;
11366
+ children.splice(index, 0, child);
11367
+ for(var i = index + 1, n = childCount + 1; i < n; i++){
11368
+ children[i]._siblingIndex++;
11369
+ }
11370
+ }
11371
+ };
11372
+ _proto._setParent = function _setParent(parent, siblingIndex) {
11373
+ var oldParent = this._parent;
11374
+ if (parent !== oldParent) {
11375
+ this._removeFromParent();
11376
+ this._parent = parent;
11377
+ if (parent) {
11378
+ parent._addToChildrenList(siblingIndex, this);
11379
+ var oldScene = this._scene;
11380
+ var parentScene = parent._scene;
11381
+ var inActiveChangeFlag = ActiveChangeFlag.None;
11382
+ if (!parent._isActiveInHierarchy) {
11383
+ this._isActiveInHierarchy && (inActiveChangeFlag |= ActiveChangeFlag.Hierarchy);
11384
+ }
11385
+ if (parent._isActiveInScene) {
11386
+ // cross scene should inActive first and then active
11387
+ this._isActiveInScene && oldScene !== parentScene && (inActiveChangeFlag |= ActiveChangeFlag.Scene);
11388
+ } else {
11389
+ this._isActiveInScene && (inActiveChangeFlag |= ActiveChangeFlag.Scene);
11390
+ }
11391
+ inActiveChangeFlag && this._processInActive(inActiveChangeFlag);
11392
+ if (oldScene !== parentScene) {
11393
+ Entity._traverseSetOwnerScene(this, parentScene);
11394
+ }
11395
+ var activeChangeFlag = ActiveChangeFlag.None;
11396
+ if (this._isActive) {
11397
+ if (parent._isActiveInHierarchy) {
11398
+ !this._isActiveInHierarchy && (activeChangeFlag |= ActiveChangeFlag.Hierarchy);
11399
+ }
11400
+ if (parent._isActiveInScene) {
11401
+ (!this._isActiveInScene || oldScene !== parentScene) && (activeChangeFlag |= ActiveChangeFlag.Scene);
11402
+ }
11403
+ }
11404
+ activeChangeFlag && this._processActive(activeChangeFlag);
11405
+ } else {
11406
+ var inActiveChangeFlag1 = ActiveChangeFlag.None;
11407
+ this._isActiveInHierarchy && (inActiveChangeFlag1 |= ActiveChangeFlag.Hierarchy);
11408
+ this._isActiveInScene && (inActiveChangeFlag1 |= ActiveChangeFlag.Scene);
11409
+ inActiveChangeFlag1 && this._processInActive(inActiveChangeFlag1);
11410
+ if (oldParent) {
11411
+ Entity._traverseSetOwnerScene(this, null);
11233
11412
  }
11234
11413
  }
11235
- },
11414
+ this._setTransformDirty();
11415
+ }
11416
+ };
11417
+ _proto._getComponentsInChildren = function _getComponentsInChildren(type, results) {
11418
+ for(var i = this._components.length - 1; i >= 0; i--){
11419
+ var component = this._components[i];
11420
+ if (_instanceof(component, type)) {
11421
+ results.push(component);
11422
+ }
11423
+ }
11424
+ for(var i1 = this._children.length - 1; i1 >= 0; i1--){
11425
+ this._children[i1]._getComponentsInChildren(type, results);
11426
+ }
11427
+ };
11428
+ _proto._setActiveComponents = function _setActiveComponents(isActive, activeChangeFlag) {
11429
+ var activeChangedComponents = this._activeChangedComponents;
11430
+ for(var i = 0, length = activeChangedComponents.length; i < length; ++i){
11431
+ activeChangedComponents[i]._setActive(isActive, activeChangeFlag);
11432
+ }
11433
+ this._scene._componentsManager.putActiveChangedTempList(activeChangedComponents);
11434
+ this._activeChangedComponents = null;
11435
+ };
11436
+ _proto._setActiveInHierarchy = function _setActiveInHierarchy(activeChangedComponents, activeChangeFlag) {
11437
+ activeChangeFlag & ActiveChangeFlag.Hierarchy && (this._isActiveInHierarchy = true);
11438
+ activeChangeFlag & ActiveChangeFlag.Scene && (this._isActiveInScene = true);
11439
+ var components = this._components;
11440
+ for(var i = 0, n = components.length; i < n; i++){
11441
+ var component = components[i];
11442
+ (component.enabled || !component._awoken) && activeChangedComponents.push(component);
11443
+ }
11444
+ var children = this._children;
11445
+ for(var i1 = 0, n1 = children.length; i1 < n1; i1++){
11446
+ var child = children[i1];
11447
+ child.isActive && child._setActiveInHierarchy(activeChangedComponents, activeChangeFlag);
11448
+ }
11449
+ };
11450
+ _proto._setInActiveInHierarchy = function _setInActiveInHierarchy(activeChangedComponents, activeChangeFlag) {
11451
+ activeChangeFlag & ActiveChangeFlag.Hierarchy && (this._isActiveInHierarchy = false);
11452
+ activeChangeFlag & ActiveChangeFlag.Scene && (this._isActiveInScene = false);
11453
+ var components = this._components;
11454
+ for(var i = 0, n = components.length; i < n; i++){
11455
+ var component = components[i];
11456
+ component.enabled && activeChangedComponents.push(component);
11457
+ }
11458
+ var children = this._children;
11459
+ for(var i1 = 0, n1 = children.length; i1 < n1; i1++){
11460
+ var child = children[i1];
11461
+ child.isActive && child._setInActiveInHierarchy(activeChangedComponents, activeChangeFlag);
11462
+ }
11463
+ };
11464
+ _proto._setTransformDirty = function _setTransformDirty() {
11465
+ if (this.transform) {
11466
+ this.transform._parentChange();
11467
+ } else {
11468
+ for(var i = 0, len = this._children.length; i < len; i++){
11469
+ this._children[i]._setTransformDirty();
11470
+ }
11471
+ }
11472
+ };
11473
+ _proto._setSiblingIndex = function _setSiblingIndex(sibling, target) {
11474
+ target = Math.min(target, sibling.length - 1);
11475
+ if (target < 0) {
11476
+ throw "Sibling index " + target + " should large than 0";
11477
+ }
11478
+ if (this._siblingIndex !== target) {
11479
+ var oldIndex = this._siblingIndex;
11480
+ if (target < oldIndex) {
11481
+ for(var i = oldIndex; i >= target; i--){
11482
+ var child = i == target ? this : sibling[i - 1];
11483
+ sibling[i] = child;
11484
+ child._siblingIndex = i;
11485
+ }
11486
+ } else {
11487
+ for(var i1 = oldIndex; i1 <= target; i1++){
11488
+ var child1 = i1 == target ? this : sibling[i1 + 1];
11489
+ sibling[i1] = child1;
11490
+ child1._siblingIndex = i1;
11491
+ }
11492
+ }
11493
+ }
11494
+ };
11495
+ /**
11496
+ * @deprecated
11497
+ */ _proto.getInvModelMatrix = function getInvModelMatrix() {
11498
+ if (this._inverseWorldMatFlag.flag) {
11499
+ Matrix.invert(this.transform.worldMatrix, this._invModelMatrix);
11500
+ this._inverseWorldMatFlag.flag = false;
11501
+ }
11502
+ return this._invModelMatrix;
11503
+ };
11504
+ /**
11505
+ * @internal
11506
+ */ Entity._findChildByName = function _findChildByName(root, name) {
11507
+ var children = root._children;
11508
+ for(var i = children.length - 1; i >= 0; i--){
11509
+ var child = children[i];
11510
+ if (child.name === name) {
11511
+ return child;
11512
+ }
11513
+ }
11514
+ return null;
11515
+ };
11516
+ /**
11517
+ * @internal
11518
+ */ Entity._traverseSetOwnerScene = function _traverseSetOwnerScene(entity, scene) {
11519
+ entity._scene = scene;
11520
+ var children = entity._children;
11521
+ for(var i = children.length - 1; i >= 0; i--){
11522
+ this._traverseSetOwnerScene(children[i], scene);
11523
+ }
11524
+ };
11525
+ /**
11526
+ * @internal
11527
+ */ Entity._getEntityHierarchyPath = function _getEntityHierarchyPath(rootEntity, searchEntity, inversePath) {
11528
+ inversePath.length = 0;
11529
+ while(searchEntity !== rootEntity){
11530
+ var parent = searchEntity.parent;
11531
+ if (!parent) {
11532
+ return false;
11533
+ }
11534
+ inversePath.push(searchEntity.siblingIndex);
11535
+ searchEntity = parent;
11536
+ }
11537
+ return true;
11538
+ };
11539
+ /**
11540
+ * @internal
11541
+ */ Entity._getEntityByHierarchyPath = function _getEntityByHierarchyPath(rootEntity, inversePath) {
11542
+ var entity = rootEntity;
11543
+ for(var i = inversePath.length - 1; i >= 0; i--){
11544
+ entity = entity.children[inversePath[i]];
11545
+ }
11546
+ return entity;
11547
+ };
11548
+ _create_class(Entity, [
11236
11549
  {
11237
- key: "bones",
11550
+ key: "isActive",
11238
11551
  get: /**
11239
- * Bones of the SkinnedMeshRenderer.
11552
+ * Whether to activate locally.
11240
11553
  */ function get() {
11241
- return this._bones;
11554
+ return this._isActive;
11242
11555
  },
11243
11556
  set: function set(value) {
11244
- if (this._bones !== value) {
11245
- var _this__bones, _value;
11246
- var _this__bones_length;
11247
- var lastBoneCount = (_this__bones_length = (_this__bones = this._bones) == null ? void 0 : _this__bones.length) != null ? _this__bones_length : 0;
11248
- var _value_length;
11249
- var boneCount = (_value_length = (_value = value) == null ? void 0 : _value.length) != null ? _value_length : 0;
11250
- if (lastBoneCount !== boneCount) {
11251
- var shaderData = this.shaderData;
11252
- if (boneCount > 0) {
11253
- this._jointMatrices = new Float32Array(boneCount * 16);
11254
- shaderData.enableMacro("RENDERER_HAS_SKIN");
11255
- shaderData.setInt(SkinnedMeshRenderer._jointCountProperty, boneCount);
11557
+ if (value !== this._isActive) {
11558
+ this._isActive = value;
11559
+ if (value) {
11560
+ var parent = this._parent;
11561
+ var activeChangeFlag = ActiveChangeFlag.None;
11562
+ if (this._isRoot && this._scene._isActiveInEngine) {
11563
+ activeChangeFlag |= ActiveChangeFlag.All;
11256
11564
  } else {
11257
- this._jointMatrices = null;
11258
- shaderData.disableMacro("RENDERER_HAS_SKIN");
11565
+ var _parent, _parent1;
11566
+ ((_parent = parent) == null ? void 0 : _parent._isActiveInHierarchy) && (activeChangeFlag |= ActiveChangeFlag.Hierarchy);
11567
+ ((_parent1 = parent) == null ? void 0 : _parent1._isActiveInScene) && (activeChangeFlag |= ActiveChangeFlag.Scene);
11259
11568
  }
11569
+ activeChangeFlag && this._processActive(activeChangeFlag);
11570
+ } else {
11571
+ var activeChangeFlag1 = ActiveChangeFlag.None;
11572
+ this._isActiveInHierarchy && (activeChangeFlag1 |= ActiveChangeFlag.Hierarchy);
11573
+ this._isActiveInScene && (activeChangeFlag1 |= ActiveChangeFlag.Scene);
11574
+ activeChangeFlag1 && this._processInActive(activeChangeFlag1);
11260
11575
  }
11261
- this._bones = value;
11262
11576
  }
11263
11577
  }
11264
11578
  },
11265
11579
  {
11266
- key: "skin",
11580
+ key: "isActiveInHierarchy",
11267
11581
  get: /**
11268
- * @deprecated
11269
- * Skin Object.
11270
- *
11271
- * If you want get `skeleton`, use {@link SkinnedMeshRenderer.rootBone} instead.
11272
- * If you want get `bones`, use {@link SkinnedMeshRenderer.bones} instead.
11273
- * `inverseBindMatrices` will migrate to mesh in the future.
11274
- *
11275
- * @remarks `rootBone` and `bones` will not update when `skin` changed.
11582
+ * Whether it is active in the hierarchy.
11276
11583
  */ function get() {
11277
- return this._skin;
11584
+ return this._isActiveInHierarchy;
11585
+ }
11586
+ },
11587
+ {
11588
+ key: "parent",
11589
+ get: /**
11590
+ * The parent entity.
11591
+ */ function get() {
11592
+ return this._parent;
11278
11593
  },
11279
11594
  set: function set(value) {
11280
- this._skin = value;
11595
+ this._setParent(value);
11281
11596
  }
11282
- }
11283
- ]);
11284
- return SkinnedMeshRenderer;
11285
- }(MeshRenderer);
11286
- (function() {
11287
- SkinnedMeshRenderer._jointCountProperty = ShaderProperty.getByName("renderer_JointCount");
11288
- })();
11289
- (function() {
11290
- SkinnedMeshRenderer._jointSamplerProperty = ShaderProperty.getByName("renderer_JointSampler");
11291
- })();
11292
- (function() {
11293
- SkinnedMeshRenderer._jointMatrixProperty = ShaderProperty.getByName("renderer_JointMatrix");
11294
- })();
11295
- __decorate([
11296
- deepClone
11297
- ], SkinnedMeshRenderer.prototype, "_localBounds", void 0);
11298
- __decorate([
11299
- ignoreClone
11300
- ], SkinnedMeshRenderer.prototype, "_jointDataCreateCache", void 0);
11301
- __decorate([
11302
- ignoreClone
11303
- ], SkinnedMeshRenderer.prototype, "_blendShapeWeights", void 0);
11304
- __decorate([
11305
- ignoreClone
11306
- ], SkinnedMeshRenderer.prototype, "_maxVertexUniformVectors", void 0);
11307
- __decorate([
11308
- ignoreClone
11309
- ], SkinnedMeshRenderer.prototype, "_rootBone", void 0);
11597
+ },
11598
+ {
11599
+ key: "children",
11600
+ get: /**
11601
+ * The children entities
11602
+ */ function get() {
11603
+ return this._children;
11604
+ }
11605
+ },
11606
+ {
11607
+ key: "childCount",
11608
+ get: /**
11609
+ * @deprecated Please use `children.length` property instead.
11610
+ * Number of the children entities
11611
+ */ function get() {
11612
+ return this._children.length;
11613
+ }
11614
+ },
11615
+ {
11616
+ key: "scene",
11617
+ get: /**
11618
+ * The scene the entity belongs to.
11619
+ */ function get() {
11620
+ return this._scene;
11621
+ }
11622
+ },
11623
+ {
11624
+ key: "siblingIndex",
11625
+ get: /**
11626
+ * The sibling index.
11627
+ */ function get() {
11628
+ return this._siblingIndex;
11629
+ },
11630
+ set: function set(value) {
11631
+ if (this._siblingIndex === -1) {
11632
+ throw "The entity " + this.name + " is not in the hierarchy";
11633
+ }
11634
+ this._setSiblingIndex(this._isRoot ? this._scene._rootEntities : this._parent._children, value);
11635
+ }
11636
+ }
11637
+ ]);
11638
+ return Entity;
11639
+ }(EngineObject);
11640
+
11641
+ /**
11642
+ * Skin used for skinned mesh renderer.
11643
+ */ var Skin = /*#__PURE__*/ function(EngineObject1) {
11644
+ _inherits(Skin, EngineObject1);
11645
+ function Skin(name) {
11646
+ var _this;
11647
+ _this = EngineObject1.call(this, null) || this;
11648
+ _this.name = name;
11649
+ _this.inverseBindMatrices = new Array();
11650
+ _this._updatedManager = new UpdateFlagManager();
11651
+ _this._bones = new Array();
11652
+ _this._updateMark = -1;
11653
+ _this.joints = [];
11654
+ return _this;
11655
+ }
11656
+ var _proto = Skin.prototype;
11657
+ /**
11658
+ * @internal
11659
+ */ _proto._updateSkinMatrices = function _updateSkinMatrices(renderer) {
11660
+ if (this._updateMark === renderer.engine.time.frameCount) {
11661
+ return;
11662
+ }
11663
+ var _this = this, bones = _this.bones, bindMatrices = _this.inverseBindMatrices, skinMatrices = _this._skinMatrices;
11664
+ var _this_rootBone;
11665
+ var worldToLocal = ((_this_rootBone = this.rootBone) != null ? _this_rootBone : renderer.entity).getInvModelMatrix();
11666
+ for(var i = bones.length - 1; i >= 0; i--){
11667
+ var bone = bones[i];
11668
+ var offset = i * 16;
11669
+ if (bone) {
11670
+ Utils._floatMatrixMultiply(bone.transform.worldMatrix, bindMatrices[i].elements, 0, skinMatrices, offset);
11671
+ } else {
11672
+ skinMatrices.set(bindMatrices[i].elements, offset);
11673
+ }
11674
+ Utils._floatMatrixMultiply(worldToLocal, skinMatrices, offset, skinMatrices, offset);
11675
+ }
11676
+ this._updateMark = renderer.engine.time.frameCount;
11677
+ };
11678
+ /**
11679
+ * @internal
11680
+ */ _proto._cloneTo = function _cloneTo(target, srcRoot, targetRoot) {
11681
+ var paths = new Array();
11682
+ // Clone rootBone
11683
+ var rootBone = this.rootBone;
11684
+ if (rootBone) {
11685
+ var success = Entity._getEntityHierarchyPath(srcRoot, rootBone, paths);
11686
+ target.rootBone = success ? Entity._getEntityByHierarchyPath(targetRoot, paths) : rootBone;
11687
+ }
11688
+ // Clone bones
11689
+ var bones = this.bones;
11690
+ if (bones.length > 0) {
11691
+ var boneCount = bones.length;
11692
+ var destBones = new Array(boneCount);
11693
+ for(var i = 0; i < boneCount; i++){
11694
+ var bone = bones[i];
11695
+ var success1 = Entity._getEntityHierarchyPath(srcRoot, bone, paths);
11696
+ destBones[i] = success1 ? Entity._getEntityByHierarchyPath(targetRoot, paths) : bone;
11697
+ }
11698
+ target.bones = destBones;
11699
+ }
11700
+ };
11701
+ _create_class(Skin, [
11702
+ {
11703
+ key: "rootBone",
11704
+ get: /**
11705
+ * Root bone.
11706
+ */ function get() {
11707
+ return this._rootBone;
11708
+ },
11709
+ set: function set(value) {
11710
+ if (this._rootBone !== value) {
11711
+ this._updatedManager.dispatch(1, value);
11712
+ this._rootBone = value;
11713
+ }
11714
+ }
11715
+ },
11716
+ {
11717
+ key: "bones",
11718
+ get: /**
11719
+ * Bones of the skin.
11720
+ */ function get() {
11721
+ return this._bones;
11722
+ },
11723
+ set: function set(value) {
11724
+ var _value;
11725
+ var bones = this._bones;
11726
+ var _value_length;
11727
+ var boneCount = (_value_length = (_value = value) == null ? void 0 : _value.length) != null ? _value_length : 0;
11728
+ var lastBoneCount = bones.length;
11729
+ bones.length = boneCount;
11730
+ for(var i = 0; i < boneCount; i++){
11731
+ bones[i] = value[i];
11732
+ }
11733
+ if (lastBoneCount !== boneCount) {
11734
+ this._skinMatrices = new Float32Array(boneCount * 16);
11735
+ this._updatedManager.dispatch(0, boneCount);
11736
+ }
11737
+ }
11738
+ },
11739
+ {
11740
+ key: "skeleton",
11741
+ get: /** @deprecated Please use `rootBone` instead. */ function get() {
11742
+ var _this_rootBone;
11743
+ return (_this_rootBone = this.rootBone) == null ? void 0 : _this_rootBone.name;
11744
+ },
11745
+ set: function set(value) {
11746
+ var rootBone = this._rootBone;
11747
+ if (rootBone) {
11748
+ rootBone.name = value;
11749
+ }
11750
+ }
11751
+ }
11752
+ ]);
11753
+ return Skin;
11754
+ }(EngineObject);
11755
+ __decorate([
11756
+ deepClone
11757
+ ], Skin.prototype, "inverseBindMatrices", void 0);
11310
11758
  __decorate([
11311
11759
  ignoreClone
11312
- ], SkinnedMeshRenderer.prototype, "_jointMatrices", void 0);
11760
+ ], Skin.prototype, "_skinMatrices", void 0);
11313
11761
  __decorate([
11314
11762
  ignoreClone
11315
- ], SkinnedMeshRenderer.prototype, "_jointTexture", void 0);
11763
+ ], Skin.prototype, "_updatedManager", void 0);
11316
11764
  __decorate([
11317
11765
  ignoreClone
11318
- ], SkinnedMeshRenderer.prototype, "_bones", void 0);
11766
+ ], Skin.prototype, "_rootBone", void 0);
11319
11767
  __decorate([
11320
11768
  ignoreClone
11321
- ], SkinnedMeshRenderer.prototype, "_condensedBlendShapeWeights", void 0);
11769
+ ], Skin.prototype, "_bones", void 0);
11322
11770
  __decorate([
11323
11771
  ignoreClone
11324
- ], SkinnedMeshRenderer.prototype, "_onLocalBoundsChanged", null);
11772
+ ], Skin.prototype, "_updateMark", void 0);
11773
+ var SkinUpdateFlag;
11774
+ (function(SkinUpdateFlag) {
11775
+ SkinUpdateFlag[SkinUpdateFlag["BoneCountChanged"] = 0] = "BoneCountChanged";
11776
+ SkinUpdateFlag[SkinUpdateFlag["RootBoneChanged"] = 1] = "RootBoneChanged";
11777
+ })(SkinUpdateFlag || (SkinUpdateFlag = {}));
11325
11778
 
11326
11779
  /**
11327
- * Class pool utils.
11328
- */ var ClassPool = /*#__PURE__*/ function() {
11329
- function ClassPool(type) {
11330
- this._elementPoolIndex = 0;
11331
- this._elementPool = [];
11332
- this._type = type;
11780
+ * SkinnedMeshRenderer.
11781
+ */ var SkinnedMeshRenderer = /*#__PURE__*/ function(MeshRenderer1) {
11782
+ _inherits(SkinnedMeshRenderer, MeshRenderer1);
11783
+ function SkinnedMeshRenderer(entity) {
11784
+ var _this;
11785
+ _this = MeshRenderer1.call(this, entity) || this;
11786
+ _this._localBounds = new BoundingBox();
11787
+ _this._jointDataCreateCache = new Vector2(-1, -1);
11788
+ _this._skin = null;
11789
+ var rhi = _this.entity.engine._hardwareRenderer;
11790
+ var maxVertexUniformVectors = rhi.renderStates.getParameter(rhi.gl.MAX_VERTEX_UNIFORM_VECTORS);
11791
+ // Limit size to 256 to avoid some problem:
11792
+ // 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!
11793
+ // 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.
11794
+ maxVertexUniformVectors = Math.min(maxVertexUniformVectors, rhi._options._maxAllowSkinUniformVectorCount);
11795
+ _this._maxVertexUniformVectors = maxVertexUniformVectors;
11796
+ _this._onLocalBoundsChanged = _this._onLocalBoundsChanged.bind(_assert_this_initialized(_this));
11797
+ _this._onSkinUpdated = _this._onSkinUpdated.bind(_assert_this_initialized(_this));
11798
+ var localBounds = _this._localBounds;
11799
+ // @ts-ignore
11800
+ localBounds.min._onValueChanged = _this._onLocalBoundsChanged;
11801
+ // @ts-ignore
11802
+ localBounds.max._onValueChanged = _this._onLocalBoundsChanged;
11803
+ return _this;
11333
11804
  }
11334
- var _proto = ClassPool.prototype;
11805
+ var _proto = SkinnedMeshRenderer.prototype;
11335
11806
  /**
11336
- * Get element from pool.
11337
- */ _proto.getFromPool = function getFromPool() {
11338
- var _this = this, index = _this._elementPoolIndex, pool = _this._elementPool;
11339
- this._elementPoolIndex++;
11340
- if (pool.length === index) {
11341
- var element = new this._type();
11342
- pool.push(element);
11343
- return element;
11344
- } else {
11345
- return pool[index];
11807
+ * @internal
11808
+ */ _proto.update = function update() {
11809
+ var _skin;
11810
+ var skin = this._skin;
11811
+ if (((_skin = skin) == null ? void 0 : _skin.bones.length) > 0) {
11812
+ skin._updateSkinMatrices(this);
11346
11813
  }
11347
11814
  };
11348
- /**
11349
- * Reset pool.
11350
- */ _proto.resetPool = function resetPool() {
11351
- this._elementPoolIndex = 0;
11352
- };
11353
- _proto.garbageCollection = function garbageCollection() {
11354
- var _this = this, pool = _this._elementPool;
11355
- for(var i = pool.length - 1; i >= 0; i--){
11356
- pool[i].dispose && pool[i].dispose();
11815
+ _proto._updateShaderData = function _updateShaderData(context, onlyMVP) {
11816
+ var _skin, _skin1;
11817
+ var _this = this, entity = _this.entity, skin = _this.skin;
11818
+ var _skin_rootBone;
11819
+ var worldMatrix = ((_skin_rootBone = (_skin = skin) == null ? void 0 : _skin.rootBone) != null ? _skin_rootBone : entity).transform.worldMatrix;
11820
+ if (onlyMVP) {
11821
+ this._updateMVPShaderData(context, worldMatrix);
11822
+ return;
11357
11823
  }
11358
- };
11359
- return ClassPool;
11360
- }();
11361
-
11362
- var Basic2DBatcher = /*#__PURE__*/ function() {
11363
- function Basic2DBatcher(engine) {
11364
- /** @internal */ this._subMeshPool = new ClassPool(SubMesh);
11365
- /** @internal */ this._batchedQueue = [];
11366
- /** @internal */ this._meshes = [];
11367
- /** @internal */ this._meshCount = 1;
11368
- /** @internal */ this._vertexBuffers = [];
11369
- /** @internal */ this._indiceBuffers = [];
11370
- /** @internal */ this._flushId = 0;
11371
- /** @internal */ this._vertexCount = 0;
11372
- /** @internal */ this._elementCount = 0;
11373
- this._engine = engine;
11374
- this._initMeshes(engine);
11375
- }
11376
- var _proto = Basic2DBatcher.prototype;
11377
- _proto.drawElement = function drawElement(element, camera) {
11378
- var data = element.data;
11379
- if (data.multiRenderData) {
11380
- var charsData = data.charsData;
11381
- var pool = camera.engine._renderElementPool;
11382
- for(var i = 0, n = charsData.length; i < n; ++i){
11383
- var charRenderElement = pool.getFromPool();
11384
- charRenderElement.set(charsData[i], element.shaderPasses);
11385
- this._drawSubElement(charRenderElement, camera);
11824
+ this._updateTransformShaderData(context, worldMatrix);
11825
+ var shaderData = this.shaderData;
11826
+ var mesh = this.mesh;
11827
+ var blendShapeManager = mesh._blendShapeManager;
11828
+ blendShapeManager._updateShaderData(shaderData, this);
11829
+ var bones = (_skin1 = skin) == null ? void 0 : _skin1.bones;
11830
+ if (bones) {
11831
+ var bsUniformOccupiesCount = blendShapeManager._uniformOccupiesCount;
11832
+ var boneCount = bones.length;
11833
+ var boneDataCreateCache = this._jointDataCreateCache;
11834
+ var boneCountChange = boneCount !== boneDataCreateCache.x;
11835
+ if (boneCountChange || bsUniformOccupiesCount !== boneDataCreateCache.y) {
11836
+ // directly use max joint count to avoid shader recompile
11837
+ // @TODO: different shader type should use different count, not always 44
11838
+ var remainUniformJointCount = Math.ceil((this._maxVertexUniformVectors - (44 + bsUniformOccupiesCount)) / 4);
11839
+ if (boneCount > remainUniformJointCount) {
11840
+ var engine = this.engine;
11841
+ if (engine._hardwareRenderer.canIUseMoreJoints) {
11842
+ if (boneCountChange) {
11843
+ var _this__jointTexture;
11844
+ (_this__jointTexture = this._jointTexture) == null ? void 0 : _this__jointTexture.destroy();
11845
+ this._jointTexture = new Texture2D(engine, 4, boneCount, TextureFormat.R32G32B32A32, false);
11846
+ this._jointTexture.filterMode = TextureFilterMode.Point;
11847
+ this._jointTexture.isGCIgnored = true;
11848
+ }
11849
+ shaderData.disableMacro("RENDERER_JOINTS_NUM");
11850
+ shaderData.enableMacro("RENDERER_USE_JOINT_TEXTURE");
11851
+ shaderData.setTexture(SkinnedMeshRenderer._jointSamplerProperty, this._jointTexture);
11852
+ } else {
11853
+ 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);
11854
+ }
11855
+ } else {
11856
+ var _this__jointTexture1;
11857
+ (_this__jointTexture1 = this._jointTexture) == null ? void 0 : _this__jointTexture1.destroy();
11858
+ shaderData.disableMacro("RENDERER_USE_JOINT_TEXTURE");
11859
+ shaderData.enableMacro("RENDERER_JOINTS_NUM", remainUniformJointCount.toString());
11860
+ shaderData.setFloatArray(SkinnedMeshRenderer._jointMatrixProperty, skin._skinMatrices);
11861
+ }
11862
+ boneDataCreateCache.set(boneCount, bsUniformOccupiesCount);
11863
+ }
11864
+ if (this._jointTexture) {
11865
+ this._jointTexture.setPixelBuffer(skin._skinMatrices);
11386
11866
  }
11387
- } else {
11388
- this._drawSubElement(element, camera);
11389
11867
  }
11868
+ var layer = entity.layer;
11869
+ this._rendererLayer.set(layer & 65535, layer >>> 16 & 65535, 0, 0);
11390
11870
  };
11391
11871
  /**
11392
11872
  * @internal
11393
- * Standalone for canvas 2d renderer plugin.
11394
- */ _proto._initMeshes = function _initMeshes(engine) {
11395
- var MAX_VERTEX_COUNT = Basic2DBatcher.MAX_VERTEX_COUNT;
11396
- this._vertices = new Float32Array(MAX_VERTEX_COUNT * 9);
11397
- this._indices = new Uint16Array(MAX_VERTEX_COUNT * 3);
11398
- var _this = this, _meshes = _this._meshes, _meshCount = _this._meshCount;
11399
- for(var i = 0; i < _meshCount; i++){
11400
- _meshes[i] = this._createMesh(engine, i);
11401
- }
11873
+ */ _proto._onDestroy = function _onDestroy() {
11874
+ var _this__jointTexture;
11875
+ MeshRenderer1.prototype._onDestroy.call(this);
11876
+ this._jointDataCreateCache = null;
11877
+ this._skin = null;
11878
+ this._blendShapeWeights = null;
11879
+ this._localBounds = null;
11880
+ (_this__jointTexture = this._jointTexture) == null ? void 0 : _this__jointTexture.destroy();
11881
+ this._jointTexture = null;
11402
11882
  };
11403
- _proto.flush = function flush(camera) {
11404
- var batchedQueue = this._batchedQueue;
11405
- if (batchedQueue.length === 0) {
11406
- return;
11883
+ /**
11884
+ * @internal
11885
+ */ _proto._cloneTo = function _cloneTo(target, srcRoot, targetRoot) {
11886
+ MeshRenderer1.prototype._cloneTo.call(this, target, srcRoot, targetRoot);
11887
+ if (this.skin) {
11888
+ target._applySkin(null, target.skin);
11889
+ }
11890
+ this._blendShapeWeights && (target._blendShapeWeights = this._blendShapeWeights.slice());
11891
+ };
11892
+ /**
11893
+ * @internal
11894
+ */ _proto._updateBounds = function _updateBounds(worldBounds) {
11895
+ var _this_skin;
11896
+ var rootBone = (_this_skin = this.skin) == null ? void 0 : _this_skin.rootBone;
11897
+ if (rootBone) {
11898
+ BoundingBox.transform(this._localBounds, rootBone.transform.worldMatrix, worldBounds);
11899
+ } else {
11900
+ MeshRenderer1.prototype._updateBounds.call(this, worldBounds);
11901
+ }
11902
+ };
11903
+ _proto._checkBlendShapeWeightLength = function _checkBlendShapeWeightLength() {
11904
+ var mesh = this._mesh;
11905
+ var newBlendShapeCount = mesh ? mesh.blendShapeCount : 0;
11906
+ var lastBlendShapeWeights = this._blendShapeWeights;
11907
+ if (lastBlendShapeWeights) {
11908
+ var lastBlendShapeWeightsCount = lastBlendShapeWeights.length;
11909
+ if (lastBlendShapeWeightsCount !== newBlendShapeCount) {
11910
+ var newBlendShapeWeights = new Float32Array(newBlendShapeCount);
11911
+ if (newBlendShapeCount > lastBlendShapeWeightsCount) {
11912
+ newBlendShapeWeights.set(lastBlendShapeWeights);
11913
+ } else {
11914
+ for(var i = 0; i < newBlendShapeCount; i++){
11915
+ newBlendShapeWeights[i] = lastBlendShapeWeights[i];
11916
+ }
11917
+ }
11918
+ this._blendShapeWeights = newBlendShapeWeights;
11919
+ }
11920
+ } else {
11921
+ this._blendShapeWeights = new Float32Array(newBlendShapeCount);
11922
+ }
11923
+ };
11924
+ _proto._onLocalBoundsChanged = function _onLocalBoundsChanged() {
11925
+ this._dirtyUpdateFlag |= RendererUpdateFlags.WorldVolume;
11926
+ };
11927
+ _proto._onSkinUpdated = function _onSkinUpdated(type, value) {
11928
+ switch(type){
11929
+ case SkinUpdateFlag.BoneCountChanged:
11930
+ var shaderData = this.shaderData;
11931
+ if (value > 0) {
11932
+ shaderData.enableMacro("RENDERER_HAS_SKIN");
11933
+ shaderData.setInt(SkinnedMeshRenderer._jointCountProperty, value);
11934
+ } else {
11935
+ shaderData.disableMacro("RENDERER_HAS_SKIN");
11936
+ }
11937
+ break;
11938
+ case SkinUpdateFlag.RootBoneChanged:
11939
+ this._dirtyUpdateFlag |= RendererUpdateFlags.WorldVolume;
11940
+ break;
11941
+ }
11942
+ };
11943
+ _proto._applySkin = function _applySkin(lastSkin, value) {
11944
+ var _lastSkin_bones, _lastSkin, _lastSkin1, _lastSkin2, _value_bones, _value, _value1, _value2;
11945
+ var _lastSkin_bones_length;
11946
+ 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;
11947
+ var _lastSkin_rootBone;
11948
+ var lastRootBone = (_lastSkin_rootBone = (_lastSkin1 = lastSkin) == null ? void 0 : _lastSkin1.rootBone) != null ? _lastSkin_rootBone : this.entity;
11949
+ (_lastSkin2 = lastSkin) == null ? void 0 : _lastSkin2._updatedManager.removeListener(this._onSkinUpdated);
11950
+ var _value_bones_length;
11951
+ 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;
11952
+ var _value_rootBone;
11953
+ var rootBone = (_value_rootBone = (_value1 = value) == null ? void 0 : _value1.rootBone) != null ? _value_rootBone : this.entity;
11954
+ (_value2 = value) == null ? void 0 : _value2._updatedManager.addListener(this._onSkinUpdated);
11955
+ if (lastSkinBoneCount !== skinBoneCount) {
11956
+ this._onSkinUpdated(SkinUpdateFlag.BoneCountChanged, skinBoneCount);
11957
+ }
11958
+ if (lastRootBone !== rootBone) {
11959
+ this._onSkinUpdated(SkinUpdateFlag.RootBoneChanged, rootBone);
11960
+ }
11961
+ };
11962
+ _create_class(SkinnedMeshRenderer, [
11963
+ {
11964
+ key: "skin",
11965
+ get: /**
11966
+ * Skin of the SkinnedMeshRenderer.
11967
+ */ function get() {
11968
+ return this._skin;
11969
+ },
11970
+ set: function set(value) {
11971
+ var lastSkin = this._skin;
11972
+ if (lastSkin !== value) {
11973
+ this._applySkin(lastSkin, value);
11974
+ this._skin = value;
11975
+ }
11976
+ }
11977
+ },
11978
+ {
11979
+ key: "blendShapeWeights",
11980
+ get: /**
11981
+ * The weights of the BlendShapes.
11982
+ * @remarks Array index is BlendShape index.
11983
+ */ function get() {
11984
+ this._checkBlendShapeWeightLength();
11985
+ return this._blendShapeWeights;
11986
+ },
11987
+ set: function set(value) {
11988
+ this._checkBlendShapeWeightLength();
11989
+ var blendShapeWeights = this._blendShapeWeights;
11990
+ if (value.length <= blendShapeWeights.length) {
11991
+ blendShapeWeights.set(value);
11992
+ } else {
11993
+ for(var i = 0, n = blendShapeWeights.length; i < n; i++){
11994
+ blendShapeWeights[i] = value[i];
11995
+ }
11996
+ }
11997
+ }
11998
+ },
11999
+ {
12000
+ key: "localBounds",
12001
+ get: /**
12002
+ * Local bounds.
12003
+ */ function get() {
12004
+ return this._localBounds;
12005
+ },
12006
+ set: function set(value) {
12007
+ if (this._localBounds !== value) {
12008
+ this._localBounds.copyFrom(value);
12009
+ }
12010
+ }
12011
+ },
12012
+ {
12013
+ key: "rootBone",
12014
+ get: /**
12015
+ * @deprecated use {@link SkinnedMeshRenderer.skin.rootBone} instead.
12016
+ */ function get() {
12017
+ return this.skin.rootBone;
12018
+ },
12019
+ set: function set(value) {
12020
+ this.skin.rootBone = value;
12021
+ }
12022
+ },
12023
+ {
12024
+ key: "bones",
12025
+ get: /**
12026
+ * @deprecated use {@link SkinnedMeshRenderer.skin.bones} instead.
12027
+ */ function get() {
12028
+ return this.skin.bones;
12029
+ },
12030
+ set: function set(value) {
12031
+ this.skin.bones = value;
12032
+ }
12033
+ }
12034
+ ]);
12035
+ return SkinnedMeshRenderer;
12036
+ }(MeshRenderer);
12037
+ (function() {
12038
+ SkinnedMeshRenderer._jointCountProperty = ShaderProperty.getByName("renderer_JointCount");
12039
+ })();
12040
+ (function() {
12041
+ SkinnedMeshRenderer._jointSamplerProperty = ShaderProperty.getByName("renderer_JointSampler");
12042
+ })();
12043
+ (function() {
12044
+ SkinnedMeshRenderer._jointMatrixProperty = ShaderProperty.getByName("renderer_JointMatrix");
12045
+ })();
12046
+ __decorate([
12047
+ ignoreClone
12048
+ ], SkinnedMeshRenderer.prototype, "_condensedBlendShapeWeights", void 0);
12049
+ __decorate([
12050
+ deepClone
12051
+ ], SkinnedMeshRenderer.prototype, "_localBounds", void 0);
12052
+ __decorate([
12053
+ ignoreClone
12054
+ ], SkinnedMeshRenderer.prototype, "_jointDataCreateCache", void 0);
12055
+ __decorate([
12056
+ ignoreClone
12057
+ ], SkinnedMeshRenderer.prototype, "_blendShapeWeights", void 0);
12058
+ __decorate([
12059
+ ignoreClone
12060
+ ], SkinnedMeshRenderer.prototype, "_maxVertexUniformVectors", void 0);
12061
+ __decorate([
12062
+ ignoreClone
12063
+ ], SkinnedMeshRenderer.prototype, "_jointTexture", void 0);
12064
+ __decorate([
12065
+ deepClone
12066
+ ], SkinnedMeshRenderer.prototype, "_skin", void 0);
12067
+ __decorate([
12068
+ ignoreClone
12069
+ ], SkinnedMeshRenderer.prototype, "_onLocalBoundsChanged", null);
12070
+ __decorate([
12071
+ ignoreClone
12072
+ ], SkinnedMeshRenderer.prototype, "_onSkinUpdated", null);
12073
+
12074
+ /**
12075
+ * Class pool utils.
12076
+ */ var ClassPool = /*#__PURE__*/ function() {
12077
+ function ClassPool(type) {
12078
+ this._elementPoolIndex = 0;
12079
+ this._elementPool = [];
12080
+ this._type = type;
12081
+ }
12082
+ var _proto = ClassPool.prototype;
12083
+ /**
12084
+ * Get element from pool.
12085
+ */ _proto.getFromPool = function getFromPool() {
12086
+ var _this = this, index = _this._elementPoolIndex, pool = _this._elementPool;
12087
+ this._elementPoolIndex++;
12088
+ if (pool.length === index) {
12089
+ var element = new this._type();
12090
+ pool.push(element);
12091
+ return element;
12092
+ } else {
12093
+ return pool[index];
12094
+ }
12095
+ };
12096
+ /**
12097
+ * Reset pool.
12098
+ */ _proto.resetPool = function resetPool() {
12099
+ this._elementPoolIndex = 0;
12100
+ };
12101
+ _proto.garbageCollection = function garbageCollection() {
12102
+ var _this = this, pool = _this._elementPool;
12103
+ for(var i = pool.length - 1; i >= 0; i--){
12104
+ pool[i].dispose && pool[i].dispose();
12105
+ }
12106
+ };
12107
+ return ClassPool;
12108
+ }();
12109
+
12110
+ var Basic2DBatcher = /*#__PURE__*/ function() {
12111
+ function Basic2DBatcher(engine) {
12112
+ /** @internal */ this._subMeshPool = new ClassPool(SubMesh);
12113
+ /** @internal */ this._batchedQueue = [];
12114
+ /** @internal */ this._meshes = [];
12115
+ /** @internal */ this._meshCount = 1;
12116
+ /** @internal */ this._vertexBuffers = [];
12117
+ /** @internal */ this._indiceBuffers = [];
12118
+ /** @internal */ this._flushId = 0;
12119
+ /** @internal */ this._vertexCount = 0;
12120
+ /** @internal */ this._elementCount = 0;
12121
+ this._engine = engine;
12122
+ this._initMeshes(engine);
12123
+ }
12124
+ var _proto = Basic2DBatcher.prototype;
12125
+ _proto.drawElement = function drawElement(element, camera) {
12126
+ var data = element.data;
12127
+ if (data.multiRenderData) {
12128
+ var charsData = data.charsData;
12129
+ var pool = camera.engine._renderElementPool;
12130
+ for(var i = 0, n = charsData.length; i < n; ++i){
12131
+ var charRenderElement = pool.getFromPool();
12132
+ charRenderElement.set(charsData[i], element.shaderPasses);
12133
+ this._drawSubElement(charRenderElement, camera);
12134
+ }
12135
+ } else {
12136
+ this._drawSubElement(element, camera);
12137
+ }
12138
+ };
12139
+ /**
12140
+ * @internal
12141
+ * Standalone for canvas 2d renderer plugin.
12142
+ */ _proto._initMeshes = function _initMeshes(engine) {
12143
+ var MAX_VERTEX_COUNT = Basic2DBatcher.MAX_VERTEX_COUNT;
12144
+ this._vertices = new Float32Array(MAX_VERTEX_COUNT * 9);
12145
+ this._indices = new Uint16Array(MAX_VERTEX_COUNT * 3);
12146
+ var _this = this, _meshes = _this._meshes, _meshCount = _this._meshCount;
12147
+ for(var i = 0; i < _meshCount; i++){
12148
+ _meshes[i] = this._createMesh(engine, i);
12149
+ }
12150
+ };
12151
+ _proto.flush = function flush(camera) {
12152
+ var batchedQueue = this._batchedQueue;
12153
+ if (batchedQueue.length === 0) {
12154
+ return;
11407
12155
  }
11408
12156
  this._updateData(this._engine);
11409
12157
  this.drawBatches(camera);
@@ -13966,7 +14714,7 @@ var DirtyFlag;
13966
14714
  */ _proto.cloneTo = function cloneTo(target) {
13967
14715
  target.shader = this.shader;
13968
14716
  this.shaderData.cloneTo(target.shaderData);
13969
- CloneManager.deepCloneObject(this.renderStates, target.renderStates);
14717
+ CloneManager.deepCloneObject(this.renderStates, target.renderStates, new Map());
13970
14718
  };
13971
14719
  _proto._addReferCount = function _addReferCount(value) {
13972
14720
  if (this._destroyed) return;
@@ -14873,904 +15621,255 @@ var BaseMaterial = /*#__PURE__*/ function(Material1) {
14873
15621
  key: "anisotropyTexture",
14874
15622
  get: /**
14875
15623
  * The anisotropy texture.
14876
- * @remarks
14877
- * Red and green channels represent the anisotropy direction in [-1, 1] tangent, bitangent space, to be rotated by anisotropyRotation.
14878
- * The blue channel contains strength as [0, 1] to be multiplied by anisotropy.
14879
- */ function get() {
14880
- return this.shaderData.getTexture(PBRMaterial._anisotropyTextureProp);
14881
- },
14882
- set: function set(value) {
14883
- this.shaderData.setTexture(PBRMaterial._anisotropyTextureProp, value);
14884
- if (value) {
14885
- this.shaderData.enableMacro("MATERIAL_HAS_ANISOTROPY_TEXTURE");
14886
- } else {
14887
- this.shaderData.disableMacro("MATERIAL_HAS_ANISOTROPY_TEXTURE");
14888
- }
14889
- }
14890
- }
14891
- ]);
14892
- return PBRMaterial;
14893
- }(PBRBaseMaterial);
14894
- (function() {
14895
- PBRMaterial._metallicProp = ShaderProperty.getByName("material_Metal");
14896
- })();
14897
- (function() {
14898
- PBRMaterial._roughnessProp = ShaderProperty.getByName("material_Roughness");
14899
- })();
14900
- (function() {
14901
- PBRMaterial._roughnessMetallicTextureProp = ShaderProperty.getByName("material_RoughnessMetallicTexture");
14902
- })();
14903
- (function() {
14904
- PBRMaterial._iorProp = ShaderProperty.getByName("material_IOR");
14905
- })();
14906
- (function() {
14907
- PBRMaterial._anisotropyInfoProp = ShaderProperty.getByName("material_AnisotropyInfo");
14908
- })();
14909
- (function() {
14910
- PBRMaterial._anisotropyTextureProp = ShaderProperty.getByName("material_AnisotropyTexture");
14911
- })();
14912
-
14913
- /**
14914
- * PBR (Specular-Glossiness Workflow) Material.
14915
- */ var PBRSpecularMaterial = /*#__PURE__*/ function(PBRBaseMaterial1) {
14916
- _inherits(PBRSpecularMaterial, PBRBaseMaterial1);
14917
- function PBRSpecularMaterial(engine) {
14918
- var _this;
14919
- _this = PBRBaseMaterial1.call(this, engine, Shader.find("pbr-specular")) || this;
14920
- _this.shaderData.setColor(PBRSpecularMaterial._specularColorProp, new Color(1, 1, 1, 1));
14921
- _this.shaderData.setFloat(PBRSpecularMaterial._glossinessProp, 1.0);
14922
- return _this;
14923
- }
14924
- var _proto = PBRSpecularMaterial.prototype;
14925
- /**
14926
- * @inheritdoc
14927
- */ _proto.clone = function clone() {
14928
- var dest = new PBRSpecularMaterial(this._engine);
14929
- this.cloneTo(dest);
14930
- return dest;
14931
- };
14932
- _create_class(PBRSpecularMaterial, [
14933
- {
14934
- key: "specularColor",
14935
- get: /**
14936
- * Specular color.
14937
- */ function get() {
14938
- return this.shaderData.getColor(PBRSpecularMaterial._specularColorProp);
14939
- },
14940
- set: function set(value) {
14941
- var specularColor = this.shaderData.getColor(PBRSpecularMaterial._specularColorProp);
14942
- if (value !== specularColor) {
14943
- specularColor.copyFrom(value);
14944
- }
14945
- }
14946
- },
14947
- {
14948
- key: "glossiness",
14949
- get: /**
14950
- * Glossiness.
14951
- */ function get() {
14952
- return this.shaderData.getFloat(PBRSpecularMaterial._glossinessProp);
14953
- },
14954
- set: function set(value) {
14955
- this.shaderData.setFloat(PBRSpecularMaterial._glossinessProp, value);
14956
- }
14957
- },
14958
- {
14959
- key: "specularGlossinessTexture",
14960
- get: /**
14961
- * Specular glossiness texture.
14962
- * @remarks RGB is specular, A is glossiness
14963
- */ function get() {
14964
- return this.shaderData.getTexture(PBRSpecularMaterial._specularGlossinessTextureProp);
14965
- },
14966
- set: function set(value) {
14967
- this.shaderData.setTexture(PBRSpecularMaterial._specularGlossinessTextureProp, value);
14968
- if (value) {
14969
- this.shaderData.enableMacro(PBRSpecularMaterial._specularGlossinessTextureMacro);
14970
- } else {
14971
- this.shaderData.disableMacro(PBRSpecularMaterial._specularGlossinessTextureMacro);
14972
- }
14973
- }
14974
- }
14975
- ]);
14976
- return PBRSpecularMaterial;
14977
- }(PBRBaseMaterial);
14978
- (function() {
14979
- PBRSpecularMaterial._specularColorProp = ShaderProperty.getByName("material_PBRSpecularColor");
14980
- })();
14981
- (function() {
14982
- PBRSpecularMaterial._glossinessProp = ShaderProperty.getByName("material_Glossiness");
14983
- })();
14984
- (function() {
14985
- PBRSpecularMaterial._specularGlossinessTextureProp = ShaderProperty.getByName("material_SpecularGlossinessTexture");
14986
- })();
14987
- (function() {
14988
- PBRSpecularMaterial._specularGlossinessTextureMacro = ShaderMacro.getByName("MATERIAL_HAS_SPECULAR_GLOSSINESS_TEXTURE");
14989
- })();
14990
-
14991
- /**
14992
- * Unlit Material.
14993
- */ var UnlitMaterial = /*#__PURE__*/ function(BaseMaterial1) {
14994
- _inherits(UnlitMaterial, BaseMaterial1);
14995
- function UnlitMaterial(engine) {
14996
- var _this;
14997
- _this = BaseMaterial1.call(this, engine, Shader.find("unlit")) || this;
14998
- var shaderData = _this.shaderData;
14999
- shaderData.enableMacro("MATERIAL_OMIT_NORMAL");
15000
- shaderData.enableMacro("MATERIAL_NEED_TILING_OFFSET");
15001
- shaderData.setColor(UnlitMaterial._baseColorProp, new Color(1, 1, 1, 1));
15002
- shaderData.setVector4(UnlitMaterial._tilingOffsetProp, new Vector4(1, 1, 0, 0));
15003
- return _this;
15004
- }
15005
- var _proto = UnlitMaterial.prototype;
15006
- /**
15007
- * @inheritdoc
15008
- */ _proto.clone = function clone() {
15009
- var dest = new UnlitMaterial(this._engine);
15010
- this.cloneTo(dest);
15011
- return dest;
15012
- };
15013
- _create_class(UnlitMaterial, [
15014
- {
15015
- key: "baseColor",
15016
- get: /**
15017
- * Base color.
15018
- */ function get() {
15019
- return this.shaderData.getColor(UnlitMaterial._baseColorProp);
15020
- },
15021
- set: function set(value) {
15022
- var baseColor = this.shaderData.getColor(UnlitMaterial._baseColorProp);
15023
- if (value !== baseColor) {
15024
- baseColor.copyFrom(value);
15025
- }
15026
- }
15027
- },
15028
- {
15029
- key: "baseTexture",
15030
- get: /**
15031
- * Base texture.
15032
- */ function get() {
15033
- return this.shaderData.getTexture(UnlitMaterial._baseTextureProp);
15034
- },
15035
- set: function set(value) {
15036
- this.shaderData.setTexture(UnlitMaterial._baseTextureProp, value);
15037
- if (value) {
15038
- this.shaderData.enableMacro(UnlitMaterial._baseTextureMacro);
15039
- } else {
15040
- this.shaderData.disableMacro(UnlitMaterial._baseTextureMacro);
15041
- }
15042
- }
15043
- },
15044
- {
15045
- key: "tilingOffset",
15046
- get: /**
15047
- * Tiling and offset of main textures.
15048
- */ function get() {
15049
- return this.shaderData.getVector4(UnlitMaterial._tilingOffsetProp);
15050
- },
15051
- set: function set(value) {
15052
- var tilingOffset = this.shaderData.getVector4(UnlitMaterial._tilingOffsetProp);
15053
- if (value !== tilingOffset) {
15054
- tilingOffset.copyFrom(value);
15055
- }
15056
- }
15057
- }
15058
- ]);
15059
- return UnlitMaterial;
15060
- }(BaseMaterial);
15061
-
15062
- /**
15063
- * @internal
15064
- */ var BasicResources = /*#__PURE__*/ function() {
15065
- function BasicResources(engine) {
15066
- // prettier-ignore
15067
- var vertices = new Float32Array([
15068
- -1,
15069
- -1,
15070
- 0,
15071
- 1,
15072
- 1,
15073
- -1,
15074
- 1,
15075
- 1,
15076
- -1,
15077
- 1,
15078
- 0,
15079
- 0,
15080
- 1,
15081
- 1,
15082
- 1,
15083
- 0
15084
- ]); // right-top
15085
- // prettier-ignore
15086
- var flipYVertices = new Float32Array([
15087
- 1,
15088
- -1,
15089
- 1,
15090
- 0,
15091
- -1,
15092
- -1,
15093
- 0,
15094
- 0,
15095
- 1,
15096
- 1,
15097
- 1,
15098
- 1,
15099
- -1,
15100
- 1,
15101
- 0,
15102
- 1
15103
- ]); // left-top
15104
- var blitMaterial = new Material(engine, Shader.find("blit"));
15105
- blitMaterial._addReferCount(1);
15106
- blitMaterial.renderState.depthState.enabled = false;
15107
- blitMaterial.renderState.depthState.writeEnabled = false;
15108
- this.blitMesh = this._createBlitMesh(engine, vertices);
15109
- this.flipYBlitMesh = this._createBlitMesh(engine, flipYVertices);
15110
- this.blitMaterial = blitMaterial;
15111
- }
15112
- var _proto = BasicResources.prototype;
15113
- _proto._createBlitMesh = function _createBlitMesh(engine, vertices) {
15114
- var mesh = new ModelMesh(engine);
15115
- mesh._addReferCount(1);
15116
- mesh.setVertexElements([
15117
- new VertexElement("POSITION_UV", 0, VertexElementFormat.Vector4, 0)
15118
- ]);
15119
- mesh.setVertexBufferBinding(new Buffer(engine, BufferBindFlag.VertexBuffer, vertices, BufferUsage.Static), 16);
15120
- mesh.addSubMesh(0, 4, MeshTopology.TriangleStrip);
15121
- return mesh;
15122
- };
15123
- return BasicResources;
15124
- }();
15125
-
15126
- /**
15127
- * Layer, used for bit operations.
15128
- */ var Layer;
15129
- (function(Layer) {
15130
- Layer[Layer[/** Layer 0. */ "Layer0"] = 0x1] = "Layer0";
15131
- Layer[Layer[/** Layer 1. */ "Layer1"] = 0x2] = "Layer1";
15132
- Layer[Layer[/** Layer 2. */ "Layer2"] = 0x4] = "Layer2";
15133
- Layer[Layer[/** Layer 3. */ "Layer3"] = 0x8] = "Layer3";
15134
- Layer[Layer[/** Layer 4. */ "Layer4"] = 0x10] = "Layer4";
15135
- Layer[Layer[/** Layer 5. */ "Layer5"] = 0x20] = "Layer5";
15136
- Layer[Layer[/** Layer 6. */ "Layer6"] = 0x40] = "Layer6";
15137
- Layer[Layer[/** Layer 7. */ "Layer7"] = 0x80] = "Layer7";
15138
- Layer[Layer[/** Layer 8. */ "Layer8"] = 0x100] = "Layer8";
15139
- Layer[Layer[/** Layer 9. */ "Layer9"] = 0x200] = "Layer9";
15140
- Layer[Layer[/** Layer 10. */ "Layer10"] = 0x400] = "Layer10";
15141
- Layer[Layer[/** Layer 11. */ "Layer11"] = 0x800] = "Layer11";
15142
- Layer[Layer[/** Layer 12. */ "Layer12"] = 0x1000] = "Layer12";
15143
- Layer[Layer[/** Layer 13. */ "Layer13"] = 0x2000] = "Layer13";
15144
- Layer[Layer[/** Layer 14. */ "Layer14"] = 0x4000] = "Layer14";
15145
- Layer[Layer[/** Layer 15. */ "Layer15"] = 0x8000] = "Layer15";
15146
- Layer[Layer[/** Layer 16. */ "Layer16"] = 0x10000] = "Layer16";
15147
- Layer[Layer[/** Layer 17. */ "Layer17"] = 0x20000] = "Layer17";
15148
- Layer[Layer[/** Layer 18. */ "Layer18"] = 0x40000] = "Layer18";
15149
- Layer[Layer[/** Layer 19. */ "Layer19"] = 0x80000] = "Layer19";
15150
- Layer[Layer[/** Layer 20. */ "Layer20"] = 0x100000] = "Layer20";
15151
- Layer[Layer[/** Layer 21. */ "Layer21"] = 0x200000] = "Layer21";
15152
- Layer[Layer[/** Layer 22. */ "Layer22"] = 0x400000] = "Layer22";
15153
- Layer[Layer[/** Layer 23. */ "Layer23"] = 0x800000] = "Layer23";
15154
- Layer[Layer[/** Layer 24. */ "Layer24"] = 0x1000000] = "Layer24";
15155
- Layer[Layer[/** Layer 25. */ "Layer25"] = 0x2000000] = "Layer25";
15156
- Layer[Layer[/** Layer 26. */ "Layer26"] = 0x4000000] = "Layer26";
15157
- Layer[Layer[/** Layer 27. */ "Layer27"] = 0x8000000] = "Layer27";
15158
- Layer[Layer[/** Layer 28. */ "Layer28"] = 0x10000000] = "Layer28";
15159
- Layer[Layer[/** Layer 29. */ "Layer29"] = 0x20000000] = "Layer29";
15160
- Layer[Layer[/** Layer 30. */ "Layer30"] = 0x40000000] = "Layer30";
15161
- Layer[Layer[/** Layer 31. */ "Layer31"] = 0x80000000] = "Layer31";
15162
- Layer[Layer[/** All layers. */ "Everything"] = 0xffffffff] = "Everything";
15163
- Layer[Layer[/** None layer. */ "Nothing"] = 0x0] = "Nothing";
15164
- })(Layer || (Layer = {}));
15165
-
15166
- var ComponentCloner = /*#__PURE__*/ function() {
15167
- function ComponentCloner() {}
15168
- /**
15169
- * Clone component.
15170
- * @param source - Clone source
15171
- * @param target - Clone target
15172
- */ ComponentCloner.cloneComponent = function cloneComponent(source, target, srcRoot, targetRoot) {
15173
- var cloneModes = CloneManager.getCloneMode(source.constructor);
15174
- for(var k in source){
15175
- CloneManager.cloneProperty(source, target, k, cloneModes[k]);
15176
- }
15177
- if (source._cloneTo) {
15178
- source._cloneTo(target, srcRoot, targetRoot);
15179
- }
15180
- };
15181
- return ComponentCloner;
15182
- }();
15183
-
15184
- /**
15185
- * Entity, be used as components container.
15186
- */ var Entity = /*#__PURE__*/ function(EngineObject1) {
15187
- _inherits(Entity, EngineObject1);
15188
- function Entity(engine, name) {
15189
- var _this;
15190
- _this = EngineObject1.call(this, engine) || this;
15191
- /** The layer the entity belongs to. */ _this.layer = Layer.Layer0;
15192
- /** @internal */ _this._isActiveInHierarchy = false;
15193
- /** @internal */ _this._isActiveInScene = false;
15194
- /** @internal */ _this._components = [];
15195
- /** @internal */ _this._scripts = new DisorderedArray();
15196
- /** @internal */ _this._children = [];
15197
- /** @internal */ _this._isRoot = false;
15198
- /** @internal */ _this._isActive = true;
15199
- /** @internal */ _this._siblingIndex = -1;
15200
- /** @internal */ _this._isTemplate = false;
15201
- _this._parent = null;
15202
- //--------------------------------------------------------------deprecated----------------------------------------------------------------
15203
- _this._invModelMatrix = new Matrix();
15204
- _this.name = name;
15205
- _this.transform = _this.addComponent(Transform);
15206
- _this._inverseWorldMatFlag = _this.transform.registerWorldChangeFlag();
15207
- return _this;
15208
- }
15209
- var _proto = Entity.prototype;
15210
- /**
15211
- * Add component based on the component type.
15212
- * @param type - The type of the component
15213
- * @returns The component which has been added
15214
- */ _proto.addComponent = function addComponent(type) {
15215
- ComponentsDependencies._addCheck(this, type);
15216
- var component = new type(this);
15217
- this._components.push(component);
15218
- component._setActive(true, ActiveChangeFlag.All);
15219
- return component;
15220
- };
15221
- /**
15222
- * Get component which match the type.
15223
- * @param type - The type of the component
15224
- * @returns The first component which match type
15225
- */ _proto.getComponent = function getComponent(type) {
15226
- var components = this._components;
15227
- for(var i = 0, n = components.length; i < n; i++){
15228
- var component = components[i];
15229
- if (_instanceof(component, type)) {
15230
- return component;
15231
- }
15232
- }
15233
- return null;
15234
- };
15235
- /**
15236
- * Get components which match the type.
15237
- * @param type - The type of the component
15238
- * @param results - The components which match type
15239
- * @returns The components which match type
15240
- */ _proto.getComponents = function getComponents(type, results) {
15241
- results.length = 0;
15242
- var components = this._components;
15243
- for(var i = 0, n = components.length; i < n; i++){
15244
- var component = components[i];
15245
- if (_instanceof(component, type)) {
15246
- results.push(component);
15247
- }
15248
- }
15249
- return results;
15250
- };
15251
- /**
15252
- * Get the components which match the type of the entity and it's children.
15253
- * @param type - The component type
15254
- * @param results - The components collection
15255
- * @returns The components collection which match the type
15256
- */ _proto.getComponentsIncludeChildren = function getComponentsIncludeChildren(type, results) {
15257
- results.length = 0;
15258
- this._getComponentsInChildren(type, results);
15259
- return results;
15260
- };
15261
- _proto.addChild = function addChild(indexOrChild, child) {
15262
- var index;
15263
- if (typeof indexOrChild === "number") {
15264
- index = indexOrChild;
15265
- } else {
15266
- index = undefined;
15267
- child = indexOrChild;
15268
- }
15269
- if (child._isRoot) {
15270
- child._scene._removeFromEntityList(child);
15271
- child._isRoot = false;
15272
- this._addToChildrenList(index, child);
15273
- child._parent = this;
15274
- var oldScene = child._scene;
15275
- var newScene = this._scene;
15276
- var inActiveChangeFlag = ActiveChangeFlag.None;
15277
- if (!this._isActiveInHierarchy) {
15278
- child._isActiveInHierarchy && (inActiveChangeFlag |= ActiveChangeFlag.Hierarchy);
15279
- }
15280
- if (child._isActiveInScene) {
15281
- if (this._isActiveInScene) {
15282
- // Cross scene should inActive first and then active
15283
- oldScene !== newScene && (inActiveChangeFlag |= ActiveChangeFlag.Scene);
15284
- } else {
15285
- inActiveChangeFlag |= ActiveChangeFlag.Scene;
15286
- }
15287
- }
15288
- inActiveChangeFlag && child._processInActive(inActiveChangeFlag);
15289
- if (child._scene !== newScene) {
15290
- Entity._traverseSetOwnerScene(child, newScene);
15291
- }
15292
- var activeChangeFlag = ActiveChangeFlag.None;
15293
- if (child._isActive) {
15294
- if (this._isActiveInHierarchy) {
15295
- !child._isActiveInHierarchy && (activeChangeFlag |= ActiveChangeFlag.Hierarchy);
15296
- }
15297
- if (this._isActiveInScene) {
15298
- (!child._isActiveInScene || oldScene !== newScene) && (activeChangeFlag |= ActiveChangeFlag.Scene);
15299
- }
15300
- }
15301
- activeChangeFlag && child._processActive(activeChangeFlag);
15302
- child._setTransformDirty();
15303
- } else {
15304
- child._setParent(this, index);
15305
- }
15306
- };
15307
- /**
15308
- * Remove child entity.
15309
- * @param child - The child entity which want to be removed
15310
- */ _proto.removeChild = function removeChild(child) {
15311
- child._setParent(null);
15312
- };
15313
- /**
15314
- * @deprecated Please use `children` property instead.
15315
- * Find child entity by index.
15316
- * @param index - The index of the child entity
15317
- * @returns The component which be found
15318
- */ _proto.getChild = function getChild(index) {
15319
- return this._children[index];
15320
- };
15321
- /**
15322
- * Find entity by name.
15323
- * @param name - The name of the entity which want to be found
15324
- * @returns The component which be found
15325
- */ _proto.findByName = function findByName(name) {
15326
- if (name === this.name) {
15327
- return this;
15328
- }
15329
- var children = this._children;
15330
- for(var i = 0, n = children.length; i < n; i++){
15331
- var target = children[i].findByName(name);
15332
- if (target) {
15333
- return target;
15334
- }
15335
- }
15336
- return null;
15337
- };
15338
- /**
15339
- * Find the entity by path.
15340
- * @param path - The path fo the entity eg: /entity
15341
- * @returns The component which be found
15342
- */ _proto.findByPath = function findByPath(path) {
15343
- var splits = path.split("/");
15344
- var entity = this;
15345
- for(var i = 0, length = splits.length; i < length; ++i){
15346
- var split = splits[i];
15347
- if (split) {
15348
- entity = Entity._findChildByName(entity, split);
15349
- if (!entity) {
15350
- return null;
15351
- }
15352
- }
15353
- }
15354
- return entity;
15355
- };
15356
- /**
15357
- * Create child entity.
15358
- * @param name - The child entity's name
15359
- * @returns The child entity
15360
- */ _proto.createChild = function createChild(name) {
15361
- var child = new Entity(this.engine, name);
15362
- child.layer = this.layer;
15363
- child.parent = this;
15364
- return child;
15365
- };
15366
- /**
15367
- * Clear children entities.
15368
- */ _proto.clearChildren = function clearChildren() {
15369
- var children = this._children;
15370
- for(var i = children.length - 1; i >= 0; i--){
15371
- var child = children[i];
15372
- child._parent = null;
15373
- var activeChangeFlag = ActiveChangeFlag.None;
15374
- child._isActiveInHierarchy && (activeChangeFlag |= ActiveChangeFlag.Hierarchy);
15375
- child._isActiveInScene && (activeChangeFlag |= ActiveChangeFlag.Scene);
15376
- activeChangeFlag && child._processInActive(activeChangeFlag);
15377
- Entity._traverseSetOwnerScene(child, null); // Must after child._processInActive().
15378
- }
15379
- children.length = 0;
15380
- };
15381
- /**
15382
- * Clone.
15383
- * @returns Cloned entity
15384
- */ _proto.clone = function clone() {
15385
- var cloneEntity = this._createCloneEntity(this);
15386
- this._parseCloneEntity(this, cloneEntity, this, cloneEntity);
15387
- return cloneEntity;
15388
- };
15389
- /**
15390
- * @internal
15391
- */ _proto._markAsTemplate = function _markAsTemplate(templateResource) {
15392
- this._isTemplate = true;
15393
- this._templateResource = templateResource;
15394
- };
15395
- _proto._createCloneEntity = function _createCloneEntity(srcEntity) {
15396
- var cloneEntity = new Entity(srcEntity._engine, srcEntity.name);
15397
- var templateResource = this._templateResource;
15398
- if (templateResource) {
15399
- cloneEntity._templateResource = templateResource;
15400
- templateResource._addReferCount(1);
15401
- }
15402
- cloneEntity.layer = srcEntity.layer;
15403
- cloneEntity._isActive = srcEntity._isActive;
15404
- var cloneTransform = cloneEntity.transform;
15405
- var srcTransform = srcEntity.transform;
15406
- cloneTransform.position = srcTransform.position;
15407
- cloneTransform.rotation = srcTransform.rotation;
15408
- cloneTransform.scale = srcTransform.scale;
15409
- var children = srcEntity._children;
15410
- for(var i = 0, n = srcEntity._children.length; i < n; i++){
15411
- cloneEntity.addChild(this._createCloneEntity(children[i]));
15412
- }
15413
- return cloneEntity;
15414
- };
15415
- _proto._parseCloneEntity = function _parseCloneEntity(srcEntity, targetEntity, srcRoot, targetRoot) {
15416
- var srcChildren = srcEntity._children;
15417
- var targetChildren = targetEntity._children;
15418
- for(var i = 0, n = srcChildren.length; i < n; i++){
15419
- this._parseCloneEntity(srcChildren[i], targetChildren[i], srcRoot, targetRoot);
15420
- }
15421
- var components = srcEntity._components;
15422
- for(var i1 = 0, n1 = components.length; i1 < n1; i1++){
15423
- var sourceComp = components[i1];
15424
- if (!_instanceof(sourceComp, Transform)) {
15425
- var targetComp = targetEntity.addComponent(sourceComp.constructor);
15426
- ComponentCloner.cloneComponent(sourceComp, targetComp, srcRoot, targetRoot);
15427
- }
15428
- }
15429
- };
15430
- /**
15431
- * Destroy self.
15432
- */ _proto.destroy = function destroy() {
15433
- if (this._destroyed) {
15434
- return;
15435
- }
15436
- EngineObject1.prototype.destroy.call(this);
15437
- if (this._templateResource) {
15438
- this._isTemplate || this._templateResource._addReferCount(-1);
15439
- this._templateResource = null;
15440
- }
15441
- var components = this._components;
15442
- for(var i = components.length - 1; i >= 0; i--){
15443
- components[i].destroy();
15444
- }
15445
- this._components.length = 0;
15446
- var children = this._children;
15447
- while(children.length > 0){
15448
- children[0].destroy();
15449
- }
15450
- if (this._isRoot) {
15451
- this._scene.removeRootEntity(this);
15452
- } else {
15453
- this._setParent(null);
15454
- }
15455
- this.isActive = false;
15456
- };
15457
- /**
15458
- * @internal
15459
- */ _proto._removeComponent = function _removeComponent(component) {
15460
- ComponentsDependencies._removeCheck(this, component.constructor);
15461
- var components = this._components;
15462
- components.splice(components.indexOf(component), 1);
15463
- };
15464
- /**
15465
- * @internal
15466
- */ _proto._addScript = function _addScript(script) {
15467
- script._entityScriptsIndex = this._scripts.length;
15468
- this._scripts.add(script);
15469
- };
15470
- /**
15471
- * @internal
15472
- */ _proto._removeScript = function _removeScript(script) {
15473
- var replaced = this._scripts.deleteByIndex(script._entityScriptsIndex);
15474
- replaced && (replaced._entityScriptsIndex = script._entityScriptsIndex);
15475
- script._entityScriptsIndex = -1;
15476
- };
15477
- /**
15478
- * @internal
15479
- */ _proto._removeFromParent = function _removeFromParent() {
15480
- var oldParent = this._parent;
15481
- if (oldParent != null) {
15482
- var oldSibling = oldParent._children;
15483
- var index = this._siblingIndex;
15484
- oldSibling.splice(index, 1);
15485
- for(var n = oldSibling.length; index < n; index++){
15486
- oldSibling[index]._siblingIndex--;
15487
- }
15488
- this._parent = null;
15489
- this._siblingIndex = -1;
15490
- }
15491
- };
15492
- /**
15493
- * @internal
15494
- */ _proto._processActive = function _processActive(activeChangeFlag) {
15495
- if (this._activeChangedComponents) {
15496
- 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.";
15497
- }
15498
- this._activeChangedComponents = this._scene._componentsManager.getActiveChangedTempList();
15499
- this._setActiveInHierarchy(this._activeChangedComponents, activeChangeFlag);
15500
- this._setActiveComponents(true, activeChangeFlag);
15501
- };
15502
- /**
15503
- * @internal
15504
- */ _proto._processInActive = function _processInActive(activeChangeFlag) {
15505
- if (this._activeChangedComponents) {
15506
- 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.";
15507
- }
15508
- this._activeChangedComponents = this._scene._componentsManager.getActiveChangedTempList();
15509
- this._setInActiveInHierarchy(this._activeChangedComponents, activeChangeFlag);
15510
- this._setActiveComponents(false, activeChangeFlag);
15511
- };
15512
- _proto._addToChildrenList = function _addToChildrenList(index, child) {
15513
- var children = this._children;
15514
- var childCount = children.length;
15515
- if (index === undefined) {
15516
- child._siblingIndex = childCount;
15517
- children.push(child);
15518
- } else {
15519
- if (index < 0 || index > childCount) {
15520
- throw "The index " + index + " is out of child list bounds " + childCount;
15521
- }
15522
- child._siblingIndex = index;
15523
- children.splice(index, 0, child);
15524
- for(var i = index + 1, n = childCount + 1; i < n; i++){
15525
- children[i]._siblingIndex++;
15526
- }
15527
- }
15528
- };
15529
- _proto._setParent = function _setParent(parent, siblingIndex) {
15530
- var oldParent = this._parent;
15531
- if (parent !== oldParent) {
15532
- this._removeFromParent();
15533
- this._parent = parent;
15534
- if (parent) {
15535
- parent._addToChildrenList(siblingIndex, this);
15536
- var oldScene = this._scene;
15537
- var parentScene = parent._scene;
15538
- var inActiveChangeFlag = ActiveChangeFlag.None;
15539
- if (!parent._isActiveInHierarchy) {
15540
- this._isActiveInHierarchy && (inActiveChangeFlag |= ActiveChangeFlag.Hierarchy);
15541
- }
15542
- if (parent._isActiveInScene) {
15543
- // cross scene should inActive first and then active
15544
- this._isActiveInScene && oldScene !== parentScene && (inActiveChangeFlag |= ActiveChangeFlag.Scene);
15545
- } else {
15546
- this._isActiveInScene && (inActiveChangeFlag |= ActiveChangeFlag.Scene);
15547
- }
15548
- inActiveChangeFlag && this._processInActive(inActiveChangeFlag);
15549
- if (oldScene !== parentScene) {
15550
- Entity._traverseSetOwnerScene(this, parentScene);
15551
- }
15552
- var activeChangeFlag = ActiveChangeFlag.None;
15553
- if (this._isActive) {
15554
- if (parent._isActiveInHierarchy) {
15555
- !this._isActiveInHierarchy && (activeChangeFlag |= ActiveChangeFlag.Hierarchy);
15556
- }
15557
- if (parent._isActiveInScene) {
15558
- (!this._isActiveInScene || oldScene !== parentScene) && (activeChangeFlag |= ActiveChangeFlag.Scene);
15559
- }
15560
- }
15561
- activeChangeFlag && this._processActive(activeChangeFlag);
15562
- } else {
15563
- var inActiveChangeFlag1 = ActiveChangeFlag.None;
15564
- this._isActiveInHierarchy && (inActiveChangeFlag1 |= ActiveChangeFlag.Hierarchy);
15565
- this._isActiveInScene && (inActiveChangeFlag1 |= ActiveChangeFlag.Scene);
15566
- inActiveChangeFlag1 && this._processInActive(inActiveChangeFlag1);
15567
- if (oldParent) {
15568
- Entity._traverseSetOwnerScene(this, null);
15569
- }
15570
- }
15571
- this._setTransformDirty();
15572
- }
15573
- };
15574
- _proto._getComponentsInChildren = function _getComponentsInChildren(type, results) {
15575
- for(var i = this._components.length - 1; i >= 0; i--){
15576
- var component = this._components[i];
15577
- if (_instanceof(component, type)) {
15578
- results.push(component);
15579
- }
15580
- }
15581
- for(var i1 = this._children.length - 1; i1 >= 0; i1--){
15582
- this._children[i1]._getComponentsInChildren(type, results);
15583
- }
15584
- };
15585
- _proto._setActiveComponents = function _setActiveComponents(isActive, activeChangeFlag) {
15586
- var activeChangedComponents = this._activeChangedComponents;
15587
- for(var i = 0, length = activeChangedComponents.length; i < length; ++i){
15588
- activeChangedComponents[i]._setActive(isActive, activeChangeFlag);
15589
- }
15590
- this._scene._componentsManager.putActiveChangedTempList(activeChangedComponents);
15591
- this._activeChangedComponents = null;
15592
- };
15593
- _proto._setActiveInHierarchy = function _setActiveInHierarchy(activeChangedComponents, activeChangeFlag) {
15594
- activeChangeFlag & ActiveChangeFlag.Hierarchy && (this._isActiveInHierarchy = true);
15595
- activeChangeFlag & ActiveChangeFlag.Scene && (this._isActiveInScene = true);
15596
- var components = this._components;
15597
- for(var i = 0, n = components.length; i < n; i++){
15598
- var component = components[i];
15599
- (component.enabled || !component._awoken) && activeChangedComponents.push(component);
15600
- }
15601
- var children = this._children;
15602
- for(var i1 = 0, n1 = children.length; i1 < n1; i1++){
15603
- var child = children[i1];
15604
- child.isActive && child._setActiveInHierarchy(activeChangedComponents, activeChangeFlag);
15605
- }
15606
- };
15607
- _proto._setInActiveInHierarchy = function _setInActiveInHierarchy(activeChangedComponents, activeChangeFlag) {
15608
- activeChangeFlag & ActiveChangeFlag.Hierarchy && (this._isActiveInHierarchy = false);
15609
- activeChangeFlag & ActiveChangeFlag.Scene && (this._isActiveInScene = false);
15610
- var components = this._components;
15611
- for(var i = 0, n = components.length; i < n; i++){
15612
- var component = components[i];
15613
- component.enabled && activeChangedComponents.push(component);
15614
- }
15615
- var children = this._children;
15616
- for(var i1 = 0, n1 = children.length; i1 < n1; i1++){
15617
- var child = children[i1];
15618
- child.isActive && child._setInActiveInHierarchy(activeChangedComponents, activeChangeFlag);
15619
- }
15620
- };
15621
- _proto._setTransformDirty = function _setTransformDirty() {
15622
- if (this.transform) {
15623
- this.transform._parentChange();
15624
- } else {
15625
- for(var i = 0, len = this._children.length; i < len; i++){
15626
- this._children[i]._setTransformDirty();
15627
- }
15628
- }
15629
- };
15630
- _proto._setSiblingIndex = function _setSiblingIndex(sibling, target) {
15631
- target = Math.min(target, sibling.length - 1);
15632
- if (target < 0) {
15633
- throw "Sibling index " + target + " should large than 0";
15634
- }
15635
- if (this._siblingIndex !== target) {
15636
- var oldIndex = this._siblingIndex;
15637
- if (target < oldIndex) {
15638
- for(var i = oldIndex; i >= target; i--){
15639
- var child = i == target ? this : sibling[i - 1];
15640
- sibling[i] = child;
15641
- child._siblingIndex = i;
15642
- }
15643
- } else {
15644
- for(var i1 = oldIndex; i1 <= target; i1++){
15645
- var child1 = i1 == target ? this : sibling[i1 + 1];
15646
- sibling[i1] = child1;
15647
- child1._siblingIndex = i1;
15648
- }
15649
- }
15650
- }
15651
- };
15652
- /**
15653
- * @deprecated
15654
- */ _proto.getInvModelMatrix = function getInvModelMatrix() {
15655
- if (this._inverseWorldMatFlag.flag) {
15656
- Matrix.invert(this.transform.worldMatrix, this._invModelMatrix);
15657
- this._inverseWorldMatFlag.flag = false;
15658
- }
15659
- return this._invModelMatrix;
15660
- };
15661
- /**
15662
- * @internal
15663
- */ Entity._findChildByName = function _findChildByName(root, name) {
15664
- var children = root._children;
15665
- for(var i = children.length - 1; i >= 0; i--){
15666
- var child = children[i];
15667
- if (child.name === name) {
15668
- return child;
15669
- }
15670
- }
15671
- return null;
15672
- };
15673
- /**
15674
- * @internal
15675
- */ Entity._traverseSetOwnerScene = function _traverseSetOwnerScene(entity, scene) {
15676
- entity._scene = scene;
15677
- var children = entity._children;
15678
- for(var i = children.length - 1; i >= 0; i--){
15679
- this._traverseSetOwnerScene(children[i], scene);
15680
- }
15681
- };
15682
- _create_class(Entity, [
15683
- {
15684
- key: "isActive",
15685
- get: /**
15686
- * Whether to activate locally.
15624
+ * @remarks
15625
+ * Red and green channels represent the anisotropy direction in [-1, 1] tangent, bitangent space, to be rotated by anisotropyRotation.
15626
+ * The blue channel contains strength as [0, 1] to be multiplied by anisotropy.
15687
15627
  */ function get() {
15688
- return this._isActive;
15628
+ return this.shaderData.getTexture(PBRMaterial._anisotropyTextureProp);
15689
15629
  },
15690
15630
  set: function set(value) {
15691
- if (value !== this._isActive) {
15692
- this._isActive = value;
15693
- if (value) {
15694
- var parent = this._parent;
15695
- var activeChangeFlag = ActiveChangeFlag.None;
15696
- if (this._isRoot && this._scene._isActiveInEngine) {
15697
- activeChangeFlag |= ActiveChangeFlag.All;
15698
- } else {
15699
- var _parent, _parent1;
15700
- ((_parent = parent) == null ? void 0 : _parent._isActiveInHierarchy) && (activeChangeFlag |= ActiveChangeFlag.Hierarchy);
15701
- ((_parent1 = parent) == null ? void 0 : _parent1._isActiveInScene) && (activeChangeFlag |= ActiveChangeFlag.Scene);
15702
- }
15703
- activeChangeFlag && this._processActive(activeChangeFlag);
15704
- } else {
15705
- var activeChangeFlag1 = ActiveChangeFlag.None;
15706
- this._isActiveInHierarchy && (activeChangeFlag1 |= ActiveChangeFlag.Hierarchy);
15707
- this._isActiveInScene && (activeChangeFlag1 |= ActiveChangeFlag.Scene);
15708
- activeChangeFlag1 && this._processInActive(activeChangeFlag1);
15709
- }
15631
+ this.shaderData.setTexture(PBRMaterial._anisotropyTextureProp, value);
15632
+ if (value) {
15633
+ this.shaderData.enableMacro("MATERIAL_HAS_ANISOTROPY_TEXTURE");
15634
+ } else {
15635
+ this.shaderData.disableMacro("MATERIAL_HAS_ANISOTROPY_TEXTURE");
15710
15636
  }
15711
15637
  }
15712
- },
15638
+ }
15639
+ ]);
15640
+ return PBRMaterial;
15641
+ }(PBRBaseMaterial);
15642
+ (function() {
15643
+ PBRMaterial._metallicProp = ShaderProperty.getByName("material_Metal");
15644
+ })();
15645
+ (function() {
15646
+ PBRMaterial._roughnessProp = ShaderProperty.getByName("material_Roughness");
15647
+ })();
15648
+ (function() {
15649
+ PBRMaterial._roughnessMetallicTextureProp = ShaderProperty.getByName("material_RoughnessMetallicTexture");
15650
+ })();
15651
+ (function() {
15652
+ PBRMaterial._iorProp = ShaderProperty.getByName("material_IOR");
15653
+ })();
15654
+ (function() {
15655
+ PBRMaterial._anisotropyInfoProp = ShaderProperty.getByName("material_AnisotropyInfo");
15656
+ })();
15657
+ (function() {
15658
+ PBRMaterial._anisotropyTextureProp = ShaderProperty.getByName("material_AnisotropyTexture");
15659
+ })();
15660
+
15661
+ /**
15662
+ * PBR (Specular-Glossiness Workflow) Material.
15663
+ */ var PBRSpecularMaterial = /*#__PURE__*/ function(PBRBaseMaterial1) {
15664
+ _inherits(PBRSpecularMaterial, PBRBaseMaterial1);
15665
+ function PBRSpecularMaterial(engine) {
15666
+ var _this;
15667
+ _this = PBRBaseMaterial1.call(this, engine, Shader.find("pbr-specular")) || this;
15668
+ _this.shaderData.setColor(PBRSpecularMaterial._specularColorProp, new Color(1, 1, 1, 1));
15669
+ _this.shaderData.setFloat(PBRSpecularMaterial._glossinessProp, 1.0);
15670
+ return _this;
15671
+ }
15672
+ var _proto = PBRSpecularMaterial.prototype;
15673
+ /**
15674
+ * @inheritdoc
15675
+ */ _proto.clone = function clone() {
15676
+ var dest = new PBRSpecularMaterial(this._engine);
15677
+ this.cloneTo(dest);
15678
+ return dest;
15679
+ };
15680
+ _create_class(PBRSpecularMaterial, [
15713
15681
  {
15714
- key: "isActiveInHierarchy",
15682
+ key: "specularColor",
15715
15683
  get: /**
15716
- * Whether it is active in the hierarchy.
15684
+ * Specular color.
15717
15685
  */ function get() {
15718
- return this._isActiveInHierarchy;
15686
+ return this.shaderData.getColor(PBRSpecularMaterial._specularColorProp);
15687
+ },
15688
+ set: function set(value) {
15689
+ var specularColor = this.shaderData.getColor(PBRSpecularMaterial._specularColorProp);
15690
+ if (value !== specularColor) {
15691
+ specularColor.copyFrom(value);
15692
+ }
15719
15693
  }
15720
15694
  },
15721
15695
  {
15722
- key: "parent",
15696
+ key: "glossiness",
15723
15697
  get: /**
15724
- * The parent entity.
15698
+ * Glossiness.
15725
15699
  */ function get() {
15726
- return this._parent;
15700
+ return this.shaderData.getFloat(PBRSpecularMaterial._glossinessProp);
15727
15701
  },
15728
15702
  set: function set(value) {
15729
- this._setParent(value);
15703
+ this.shaderData.setFloat(PBRSpecularMaterial._glossinessProp, value);
15730
15704
  }
15731
15705
  },
15732
15706
  {
15733
- key: "children",
15707
+ key: "specularGlossinessTexture",
15734
15708
  get: /**
15735
- * The children entities
15709
+ * Specular glossiness texture.
15710
+ * @remarks RGB is specular, A is glossiness
15736
15711
  */ function get() {
15737
- return this._children;
15712
+ return this.shaderData.getTexture(PBRSpecularMaterial._specularGlossinessTextureProp);
15713
+ },
15714
+ set: function set(value) {
15715
+ this.shaderData.setTexture(PBRSpecularMaterial._specularGlossinessTextureProp, value);
15716
+ if (value) {
15717
+ this.shaderData.enableMacro(PBRSpecularMaterial._specularGlossinessTextureMacro);
15718
+ } else {
15719
+ this.shaderData.disableMacro(PBRSpecularMaterial._specularGlossinessTextureMacro);
15720
+ }
15738
15721
  }
15739
- },
15722
+ }
15723
+ ]);
15724
+ return PBRSpecularMaterial;
15725
+ }(PBRBaseMaterial);
15726
+ (function() {
15727
+ PBRSpecularMaterial._specularColorProp = ShaderProperty.getByName("material_PBRSpecularColor");
15728
+ })();
15729
+ (function() {
15730
+ PBRSpecularMaterial._glossinessProp = ShaderProperty.getByName("material_Glossiness");
15731
+ })();
15732
+ (function() {
15733
+ PBRSpecularMaterial._specularGlossinessTextureProp = ShaderProperty.getByName("material_SpecularGlossinessTexture");
15734
+ })();
15735
+ (function() {
15736
+ PBRSpecularMaterial._specularGlossinessTextureMacro = ShaderMacro.getByName("MATERIAL_HAS_SPECULAR_GLOSSINESS_TEXTURE");
15737
+ })();
15738
+
15739
+ /**
15740
+ * Unlit Material.
15741
+ */ var UnlitMaterial = /*#__PURE__*/ function(BaseMaterial1) {
15742
+ _inherits(UnlitMaterial, BaseMaterial1);
15743
+ function UnlitMaterial(engine) {
15744
+ var _this;
15745
+ _this = BaseMaterial1.call(this, engine, Shader.find("unlit")) || this;
15746
+ var shaderData = _this.shaderData;
15747
+ shaderData.enableMacro("MATERIAL_OMIT_NORMAL");
15748
+ shaderData.enableMacro("MATERIAL_NEED_TILING_OFFSET");
15749
+ shaderData.setColor(UnlitMaterial._baseColorProp, new Color(1, 1, 1, 1));
15750
+ shaderData.setVector4(UnlitMaterial._tilingOffsetProp, new Vector4(1, 1, 0, 0));
15751
+ return _this;
15752
+ }
15753
+ var _proto = UnlitMaterial.prototype;
15754
+ /**
15755
+ * @inheritdoc
15756
+ */ _proto.clone = function clone() {
15757
+ var dest = new UnlitMaterial(this._engine);
15758
+ this.cloneTo(dest);
15759
+ return dest;
15760
+ };
15761
+ _create_class(UnlitMaterial, [
15740
15762
  {
15741
- key: "childCount",
15763
+ key: "baseColor",
15742
15764
  get: /**
15743
- * @deprecated Please use `children.length` property instead.
15744
- * Number of the children entities
15765
+ * Base color.
15745
15766
  */ function get() {
15746
- return this._children.length;
15767
+ return this.shaderData.getColor(UnlitMaterial._baseColorProp);
15768
+ },
15769
+ set: function set(value) {
15770
+ var baseColor = this.shaderData.getColor(UnlitMaterial._baseColorProp);
15771
+ if (value !== baseColor) {
15772
+ baseColor.copyFrom(value);
15773
+ }
15747
15774
  }
15748
15775
  },
15749
15776
  {
15750
- key: "scene",
15777
+ key: "baseTexture",
15751
15778
  get: /**
15752
- * The scene the entity belongs to.
15779
+ * Base texture.
15753
15780
  */ function get() {
15754
- return this._scene;
15781
+ return this.shaderData.getTexture(UnlitMaterial._baseTextureProp);
15782
+ },
15783
+ set: function set(value) {
15784
+ this.shaderData.setTexture(UnlitMaterial._baseTextureProp, value);
15785
+ if (value) {
15786
+ this.shaderData.enableMacro(UnlitMaterial._baseTextureMacro);
15787
+ } else {
15788
+ this.shaderData.disableMacro(UnlitMaterial._baseTextureMacro);
15789
+ }
15755
15790
  }
15756
15791
  },
15757
15792
  {
15758
- key: "siblingIndex",
15793
+ key: "tilingOffset",
15759
15794
  get: /**
15760
- * The sibling index.
15795
+ * Tiling and offset of main textures.
15761
15796
  */ function get() {
15762
- return this._siblingIndex;
15797
+ return this.shaderData.getVector4(UnlitMaterial._tilingOffsetProp);
15763
15798
  },
15764
15799
  set: function set(value) {
15765
- if (this._siblingIndex === -1) {
15766
- throw "The entity " + this.name + " is not in the hierarchy";
15800
+ var tilingOffset = this.shaderData.getVector4(UnlitMaterial._tilingOffsetProp);
15801
+ if (value !== tilingOffset) {
15802
+ tilingOffset.copyFrom(value);
15767
15803
  }
15768
- this._setSiblingIndex(this._isRoot ? this._scene._rootEntities : this._parent._children, value);
15769
15804
  }
15770
15805
  }
15771
15806
  ]);
15772
- return Entity;
15773
- }(EngineObject);
15807
+ return UnlitMaterial;
15808
+ }(BaseMaterial);
15809
+
15810
+ /**
15811
+ * @internal
15812
+ */ var BasicResources = /*#__PURE__*/ function() {
15813
+ function BasicResources(engine) {
15814
+ // prettier-ignore
15815
+ var vertices = new Float32Array([
15816
+ -1,
15817
+ -1,
15818
+ 0,
15819
+ 1,
15820
+ 1,
15821
+ -1,
15822
+ 1,
15823
+ 1,
15824
+ -1,
15825
+ 1,
15826
+ 0,
15827
+ 0,
15828
+ 1,
15829
+ 1,
15830
+ 1,
15831
+ 0
15832
+ ]); // right-top
15833
+ // prettier-ignore
15834
+ var flipYVertices = new Float32Array([
15835
+ 1,
15836
+ -1,
15837
+ 1,
15838
+ 0,
15839
+ -1,
15840
+ -1,
15841
+ 0,
15842
+ 0,
15843
+ 1,
15844
+ 1,
15845
+ 1,
15846
+ 1,
15847
+ -1,
15848
+ 1,
15849
+ 0,
15850
+ 1
15851
+ ]); // left-top
15852
+ var blitMaterial = new Material(engine, Shader.find("blit"));
15853
+ blitMaterial._addReferCount(1);
15854
+ blitMaterial.renderState.depthState.enabled = false;
15855
+ blitMaterial.renderState.depthState.writeEnabled = false;
15856
+ this.blitMesh = this._createBlitMesh(engine, vertices);
15857
+ this.flipYBlitMesh = this._createBlitMesh(engine, flipYVertices);
15858
+ this.blitMaterial = blitMaterial;
15859
+ }
15860
+ var _proto = BasicResources.prototype;
15861
+ _proto._createBlitMesh = function _createBlitMesh(engine, vertices) {
15862
+ var mesh = new ModelMesh(engine);
15863
+ mesh._addReferCount(1);
15864
+ mesh.setVertexElements([
15865
+ new VertexElement("POSITION_UV", 0, VertexElementFormat.Vector4, 0)
15866
+ ]);
15867
+ mesh.setVertexBufferBinding(new Buffer(engine, BufferBindFlag.VertexBuffer, vertices, BufferUsage.Static), 16);
15868
+ mesh.addSubMesh(0, 4, MeshTopology.TriangleStrip);
15869
+ return mesh;
15870
+ };
15871
+ return BasicResources;
15872
+ }();
15774
15873
 
15775
15874
  /**
15776
15875
  * @internal