@galacean/engine-core 1.3.0-alpha.2 → 1.3.0-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.
@@ -3001,6 +3001,45 @@ exports.ShaderPlatformTarget = void 0;
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  ShaderPlatformTarget[ShaderPlatformTarget["GLES300"] = 1] = "GLES300";
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  })(exports.ShaderPlatformTarget || (exports.ShaderPlatformTarget = {}));
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+ function _array_like_to_array(arr, len) {
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+ if (len == null || len > arr.length) len = arr.length;
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+
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+ for (var i = 0, arr2 = new Array(len); i < len; i++) arr2[i] = arr[i];
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+
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+ return arr2;
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+ }
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+
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+ function _unsupported_iterable_to_array(o, minLen) {
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+ if (!o) return;
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+ if (typeof o === "string") return _array_like_to_array(o, minLen);
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+
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+ var n = Object.prototype.toString.call(o).slice(8, -1);
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+
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+ if (n === "Object" && o.constructor) n = o.constructor.name;
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+ if (n === "Map" || n === "Set") return Array.from(n);
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+ if (n === "Arguments" || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(n)) return _array_like_to_array(o, minLen);
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+ }
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+
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+ function _create_for_of_iterator_helper_loose(o, allowArrayLike) {
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+ var it = typeof Symbol !== "undefined" && o[Symbol.iterator] || o["@@iterator"];
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+
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+ if (it) return (it = it.call(o)).next.bind(it);
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+ // Fallback for engines without symbol support
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+ if (Array.isArray(o) || (it = _unsupported_iterable_to_array(o)) || allowArrayLike && o && typeof o.length === "number") {
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+ if (it) o = it;
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+
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+ var i = 0;
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+
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+ return function() {
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+ if (i >= o.length) return { done: true };
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+
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+ return { done: false, value: o[i++] };
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+ };
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+ }
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+
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+ throw new TypeError("Invalid attempt to iterate non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
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+ }
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+
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  /**
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  * Shader macro。
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  */ var ShaderMacro = /*#__PURE__*/ function() {
@@ -3244,7 +3283,7 @@ function _extends() {
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  var camera_declare = "#define GLSLIFY 1\nuniform vec3 camera_Position;uniform vec3 camera_Forward;uniform vec4 camera_ProjectionParams;"; // eslint-disable-line
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- var common = "#define GLSLIFY 1\n#define PI 3.14159265359\n#define RECIPROCAL_PI 0.31830988618\n#define EPSILON 1e-6\n#define LOG2 1.442695\n#define saturate( a ) clamp( a, 0.0, 1.0 )\nfloat pow2(float x){return x*x;}vec4 RGBMToLinear(vec4 value,float maxRange){return vec4(value.rgb*value.a*maxRange,1.0);}vec4 gammaToLinear(vec4 srgbIn){return vec4(pow(srgbIn.rgb,vec3(2.2)),srgbIn.a);}vec4 linearToGamma(vec4 linearIn){return vec4(pow(linearIn.rgb,vec3(1.0/2.2)),linearIn.a);}uniform vec4 camera_DepthBufferParams;float remapDepthBufferLinear01(float z){return 1.0/(camera_DepthBufferParams.x*z+camera_DepthBufferParams.y);}\n#ifdef GRAPHICS_API_WEBGL2\n#define INVERSE_MAT(mat) inverse(mat)\n#else\nmat2 inverseMat(mat2 m){return mat2(m[1][1],-m[0][1],-m[1][0],m[0][0])/(m[0][0]*m[1][1]-m[0][1]*m[1][0]);}mat3 inverseMat(mat3 m){float a00=m[0][0],a01=m[0][1],a02=m[0][2];float a10=m[1][0],a11=m[1][1],a12=m[1][2];float a20=m[2][0],a21=m[2][1],a22=m[2][2];float b01=a22*a11-a12*a21;float b11=-a22*a10+a12*a20;float b21=a21*a10-a11*a20;float det=a00*b01+a01*b11+a02*b21;return mat3(b01,(-a22*a01+a02*a21),(a12*a01-a02*a11),b11,(a22*a00-a02*a20),(-a12*a00+a02*a10),b21,(-a21*a00+a01*a20),(a11*a00-a01*a10))/det;}mat4 inverseMat(mat4 m){float a00=m[0][0],a01=m[0][1],a02=m[0][2],a03=m[0][3],a10=m[1][0],a11=m[1][1],a12=m[1][2],a13=m[1][3],a20=m[2][0],a21=m[2][1],a22=m[2][2],a23=m[2][3],a30=m[3][0],a31=m[3][1],a32=m[3][2],a33=m[3][3],b00=a00*a11-a01*a10,b01=a00*a12-a02*a10,b02=a00*a13-a03*a10,b03=a01*a12-a02*a11,b04=a01*a13-a03*a11,b05=a02*a13-a03*a12,b06=a20*a31-a21*a30,b07=a20*a32-a22*a30,b08=a20*a33-a23*a30,b09=a21*a32-a22*a31,b10=a21*a33-a23*a31,b11=a22*a33-a23*a32,det=b00*b11-b01*b10+b02*b09+b03*b08-b04*b07+b05*b06;return mat4(a11*b11-a12*b10+a13*b09,a02*b10-a01*b11-a03*b09,a31*b05-a32*b04+a33*b03,a22*b04-a21*b05-a23*b03,a12*b08-a10*b11-a13*b07,a00*b11-a02*b08+a03*b07,a32*b02-a30*b05-a33*b01,a20*b05-a22*b02+a23*b01,a10*b10-a11*b08+a13*b06,a01*b08-a00*b10-a03*b06,a30*b04-a31*b02+a33*b00,a21*b02-a20*b04-a23*b00,a11*b07-a10*b09-a12*b06,a00*b09-a01*b07+a02*b06,a31*b01-a30*b03-a32*b00,a20*b03-a21*b01+a22*b00)/det;}\n#define INVERSE_MAT(mat) inverseMat(mat)\n#endif\n"; // eslint-disable-line
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+ var common = "#define GLSLIFY 1\n#define PI 3.14159265359\n#define RECIPROCAL_PI 0.31830988618\n#define EPSILON 1e-6\n#define LOG2 1.442695\n#define saturate( a ) clamp( a, 0.0, 1.0 )\nfloat pow2(float x){return x*x;}vec4 RGBMToLinear(vec4 value,float maxRange){return vec4(value.rgb*value.a*maxRange,1.0);}vec4 gammaToLinear(vec4 srgbIn){return vec4(pow(srgbIn.rgb,vec3(2.2)),srgbIn.a);}vec4 linearToGamma(vec4 linearIn){linearIn=max(linearIn,0.0);return vec4(pow(linearIn.rgb,vec3(1.0/2.2)),linearIn.a);}uniform vec4 camera_DepthBufferParams;float remapDepthBufferLinear01(float z){return 1.0/(camera_DepthBufferParams.x*z+camera_DepthBufferParams.y);}\n#ifdef GRAPHICS_API_WEBGL2\n#define INVERSE_MAT(mat) inverse(mat)\n#else\nmat2 inverseMat(mat2 m){return mat2(m[1][1],-m[0][1],-m[1][0],m[0][0])/(m[0][0]*m[1][1]-m[0][1]*m[1][0]);}mat3 inverseMat(mat3 m){float a00=m[0][0],a01=m[0][1],a02=m[0][2];float a10=m[1][0],a11=m[1][1],a12=m[1][2];float a20=m[2][0],a21=m[2][1],a22=m[2][2];float b01=a22*a11-a12*a21;float b11=-a22*a10+a12*a20;float b21=a21*a10-a11*a20;float det=a00*b01+a01*b11+a02*b21;return mat3(b01,(-a22*a01+a02*a21),(a12*a01-a02*a11),b11,(a22*a00-a02*a20),(-a12*a00+a02*a10),b21,(-a21*a00+a01*a20),(a11*a00-a01*a10))/det;}mat4 inverseMat(mat4 m){float a00=m[0][0],a01=m[0][1],a02=m[0][2],a03=m[0][3],a10=m[1][0],a11=m[1][1],a12=m[1][2],a13=m[1][3],a20=m[2][0],a21=m[2][1],a22=m[2][2],a23=m[2][3],a30=m[3][0],a31=m[3][1],a32=m[3][2],a33=m[3][3],b00=a00*a11-a01*a10,b01=a00*a12-a02*a10,b02=a00*a13-a03*a10,b03=a01*a12-a02*a11,b04=a01*a13-a03*a11,b05=a02*a13-a03*a12,b06=a20*a31-a21*a30,b07=a20*a32-a22*a30,b08=a20*a33-a23*a30,b09=a21*a32-a22*a31,b10=a21*a33-a23*a31,b11=a22*a33-a23*a32,det=b00*b11-b01*b10+b02*b09+b03*b08-b04*b07+b05*b06;return mat4(a11*b11-a12*b10+a13*b09,a02*b10-a01*b11-a03*b09,a31*b05-a32*b04+a33*b03,a22*b04-a21*b05-a23*b03,a12*b08-a10*b11-a13*b07,a00*b11-a02*b08+a03*b07,a32*b02-a30*b05-a33*b01,a20*b05-a22*b02+a23*b01,a10*b10-a11*b08+a13*b06,a01*b08-a00*b10-a03*b06,a30*b04-a31*b02+a33*b00,a21*b02-a20*b04-a23*b00,a11*b07-a10*b09-a12*b06,a00*b09-a01*b07+a02*b06,a31*b01-a30*b03-a32*b00,a20*b03-a21*b01+a22*b00)/det;}\n#define INVERSE_MAT(mat) inverseMat(mat)\n#endif\n"; // eslint-disable-line
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  var common_vert = "#define GLSLIFY 1\nattribute vec3 POSITION;\n#ifdef RENDERER_HAS_UV\nattribute vec2 TEXCOORD_0;\n#endif\n#ifdef RENDERER_HAS_UV1\nattribute vec2 TEXCOORD_1;\n#endif\n#ifdef RENDERER_HAS_SKIN\nattribute vec4 JOINTS_0;attribute vec4 WEIGHTS_0;\n#ifdef RENDERER_USE_JOINT_TEXTURE\nuniform sampler2D renderer_JointSampler;uniform float renderer_JointCount;mat4 getJointMatrix(sampler2D smp,float index){float base=index/renderer_JointCount;float hf=0.5/renderer_JointCount;float v=base+hf;vec4 m0=texture2D(smp,vec2(0.125,v));vec4 m1=texture2D(smp,vec2(0.375,v));vec4 m2=texture2D(smp,vec2(0.625,v));vec4 m3=texture2D(smp,vec2(0.875,v));return mat4(m0,m1,m2,m3);}\n#else\nuniform mat4 renderer_JointMatrix[RENDERER_JOINTS_NUM];\n#endif\n#endif\n#ifdef RENDERER_ENABLE_VERTEXCOLOR\nattribute vec4 COLOR_0;\n#endif\n#include <transform_declare>\n#include <camera_declare>\nuniform vec4 material_TilingOffset;\n#ifndef MATERIAL_OMIT_NORMAL\n#ifdef RENDERER_HAS_NORMAL\nattribute vec3 NORMAL;\n#endif\n#ifdef RENDERER_HAS_TANGENT\nattribute vec4 TANGENT;\n#endif\n#endif\n"; // eslint-disable-line
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@@ -3336,7 +3375,7 @@ var brdf = "#define GLSLIFY 1\nfloat F_Schlick(float f0,float dotLH){return f0+0
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  var direct_irradiance_frag_define = "#define GLSLIFY 1\n#include <ShadowFragmentDeclaration>\nvoid addDirectRadiance(vec3 incidentDirection,vec3 color,Geometry geometry,Material material,inout ReflectedLight reflectedLight){float attenuation=1.0;\n#ifdef MATERIAL_ENABLE_CLEAR_COAT\nfloat clearCoatDotNL=saturate(dot(geometry.clearCoatNormal,incidentDirection));vec3 clearCoatIrradiance=clearCoatDotNL*color;reflectedLight.directSpecular+=material.clearCoat*clearCoatIrradiance*BRDF_Specular_GGX(incidentDirection,geometry,geometry.clearCoatNormal,vec3(0.04),material.clearCoatRoughness);attenuation-=material.clearCoat*F_Schlick(material.f0,geometry.clearCoatDotNV);\n#endif\nfloat dotNL=saturate(dot(geometry.normal,incidentDirection));vec3 irradiance=dotNL*color*PI;reflectedLight.directSpecular+=attenuation*irradiance*BRDF_Specular_GGX(incidentDirection,geometry,geometry.normal,material.specularColor,material.roughness);reflectedLight.directDiffuse+=attenuation*irradiance*BRDF_Diffuse_Lambert(material.diffuseColor);}\n#ifdef SCENE_DIRECT_LIGHT_COUNT\nvoid addDirectionalDirectLightRadiance(DirectLight directionalLight,Geometry geometry,Material material,inout ReflectedLight reflectedLight){vec3 color=directionalLight.color;vec3 direction=-directionalLight.direction;addDirectRadiance(direction,color,geometry,material,reflectedLight);}\n#endif\n#ifdef SCENE_POINT_LIGHT_COUNT\nvoid addPointDirectLightRadiance(PointLight pointLight,Geometry geometry,Material material,inout ReflectedLight reflectedLight){vec3 lVector=pointLight.position-geometry.position;vec3 direction=normalize(lVector);float lightDistance=length(lVector);vec3 color=pointLight.color;color*=clamp(1.0-pow(lightDistance/pointLight.distance,4.0),0.0,1.0);addDirectRadiance(direction,color,geometry,material,reflectedLight);}\n#endif\n#ifdef SCENE_SPOT_LIGHT_COUNT\nvoid addSpotDirectLightRadiance(SpotLight spotLight,Geometry geometry,Material material,inout ReflectedLight reflectedLight){vec3 lVector=spotLight.position-geometry.position;vec3 direction=normalize(lVector);float lightDistance=length(lVector);float angleCos=dot(direction,-spotLight.direction);float spotEffect=smoothstep(spotLight.penumbraCos,spotLight.angleCos,angleCos);float decayEffect=clamp(1.0-pow(lightDistance/spotLight.distance,4.0),0.0,1.0);vec3 color=spotLight.color;color*=spotEffect*decayEffect;addDirectRadiance(direction,color,geometry,material,reflectedLight);}\n#endif\nvoid addTotalDirectRadiance(Geometry geometry,Material material,inout ReflectedLight reflectedLight){float shadowAttenuation=1.0;\n#ifdef SCENE_DIRECT_LIGHT_COUNT\nshadowAttenuation=1.0;\n#ifdef SCENE_IS_CALCULATE_SHADOWS\nshadowAttenuation*=sampleShadowMap();\n#endif\nDirectLight directionalLight;for(int i=0;i<SCENE_DIRECT_LIGHT_COUNT;i++){if(!isRendererCulledByLight(renderer_Layer.xy,scene_DirectLightCullingMask[i])){directionalLight.color=scene_DirectLightColor[i];\n#ifdef SCENE_IS_CALCULATE_SHADOWS\nif(i==0){directionalLight.color*=shadowAttenuation;}\n#endif\ndirectionalLight.direction=scene_DirectLightDirection[i];addDirectionalDirectLightRadiance(directionalLight,geometry,material,reflectedLight);}}\n#endif\n#ifdef SCENE_POINT_LIGHT_COUNT\nPointLight pointLight;for(int i=0;i<SCENE_POINT_LIGHT_COUNT;i++){if(!isRendererCulledByLight(renderer_Layer.xy,scene_PointLightCullingMask[i])){pointLight.color=scene_PointLightColor[i];pointLight.position=scene_PointLightPosition[i];pointLight.distance=scene_PointLightDistance[i];addPointDirectLightRadiance(pointLight,geometry,material,reflectedLight);}}\n#endif\n#ifdef SCENE_SPOT_LIGHT_COUNT\nSpotLight spotLight;for(int i=0;i<SCENE_SPOT_LIGHT_COUNT;i++){if(!isRendererCulledByLight(renderer_Layer.xy,scene_SpotLightCullingMask[i])){spotLight.color=scene_SpotLightColor[i];spotLight.position=scene_SpotLightPosition[i];spotLight.direction=scene_SpotLightDirection[i];spotLight.distance=scene_SpotLightDistance[i];spotLight.angleCos=scene_SpotLightAngleCos[i];spotLight.penumbraCos=scene_SpotLightPenumbraCos[i];addSpotDirectLightRadiance(spotLight,geometry,material,reflectedLight);}}\n#endif\n}"; // eslint-disable-line
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- var ibl_frag_define = "#define GLSLIFY 1\nvec3 getLightProbeIrradiance(vec3 sh[9],vec3 normal){normal.x=-normal.x;vec3 result=sh[0]+sh[1]*(normal.y)+sh[2]*(normal.z)+sh[3]*(normal.x)+sh[4]*(normal.y*normal.x)+sh[5]*(normal.y*normal.z)+sh[6]*(3.0*normal.z*normal.z-1.0)+sh[7]*(normal.z*normal.x)+sh[8]*(normal.x*normal.x-normal.y*normal.y);return max(result,vec3(0.0));}vec3 envBRDFApprox(vec3 specularColor,float roughness,float dotNV){const vec4 c0=vec4(-1,-0.0275,-0.572,0.022);const vec4 c1=vec4(1,0.0425,1.04,-0.04);vec4 r=roughness*c0+c1;float a004=min(r.x*r.x,exp2(-9.28*dotNV))*r.x+r.y;vec2 AB=vec2(-1.04,1.04)*a004+r.zw;return max(specularColor*AB.x+AB.y,0.0);}float getSpecularMIPLevel(float roughness,int maxMIPLevel){return roughness*float(maxMIPLevel);}vec3 getReflectedVector(Geometry geometry,vec3 n){\n#ifdef MATERIAL_ENABLE_ANISOTROPY\nvec3 r=reflect(-geometry.viewDir,geometry.anisotropicN);\n#else\nvec3 r=reflect(-geometry.viewDir,n);\n#endif\nreturn r;}vec3 getLightProbeRadiance(Geometry geometry,vec3 normal,float roughness,int maxMIPLevel,float specularIntensity){\n#ifndef SCENE_USE_SPECULAR_ENV\nreturn vec3(0);\n#else\nvec3 reflectVec=getReflectedVector(geometry,normal);reflectVec.x=-reflectVec.x;float specularMIPLevel=getSpecularMIPLevel(roughness,maxMIPLevel);\n#ifdef HAS_TEX_LOD\nvec4 envMapColor=textureCubeLodEXT(scene_EnvSpecularSampler,reflectVec,specularMIPLevel);\n#else\nvec4 envMapColor=textureCube(scene_EnvSpecularSampler,reflectVec,specularMIPLevel);\n#endif\n#ifdef SCENE_IS_DECODE_ENV_RGBM\nenvMapColor.rgb=RGBMToLinear(envMapColor,5.0).rgb;\n#ifdef ENGINE_IS_COLORSPACE_GAMMA\nenvMapColor=linearToGamma(envMapColor);\n#endif\n#else\n#ifndef ENGINE_IS_COLORSPACE_GAMMA\nenvMapColor=gammaToLinear(envMapColor);\n#endif\n#endif\nreturn envMapColor.rgb*specularIntensity;\n#endif\n}"; // eslint-disable-line
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+ var ibl_frag_define = "#define GLSLIFY 1\nvec3 getLightProbeIrradiance(vec3 sh[9],vec3 normal){normal.x=-normal.x;vec3 result=sh[0]+sh[1]*(normal.y)+sh[2]*(normal.z)+sh[3]*(normal.x)+sh[4]*(normal.y*normal.x)+sh[5]*(normal.y*normal.z)+sh[6]*(3.0*normal.z*normal.z-1.0)+sh[7]*(normal.z*normal.x)+sh[8]*(normal.x*normal.x-normal.y*normal.y);return max(result,vec3(0.0));}vec3 envBRDFApprox(vec3 specularColor,float roughness,float dotNV){const vec4 c0=vec4(-1,-0.0275,-0.572,0.022);const vec4 c1=vec4(1,0.0425,1.04,-0.04);vec4 r=roughness*c0+c1;float a004=min(r.x*r.x,exp2(-9.28*dotNV))*r.x+r.y;vec2 AB=vec2(-1.04,1.04)*a004+r.zw;return specularColor*AB.x+AB.y;}float getSpecularMIPLevel(float roughness,int maxMIPLevel){return roughness*float(maxMIPLevel);}vec3 getReflectedVector(Geometry geometry,vec3 n){\n#ifdef MATERIAL_ENABLE_ANISOTROPY\nvec3 r=reflect(-geometry.viewDir,geometry.anisotropicN);\n#else\nvec3 r=reflect(-geometry.viewDir,n);\n#endif\nreturn r;}vec3 getLightProbeRadiance(Geometry geometry,vec3 normal,float roughness,int maxMIPLevel,float specularIntensity){\n#ifndef SCENE_USE_SPECULAR_ENV\nreturn vec3(0);\n#else\nvec3 reflectVec=getReflectedVector(geometry,normal);reflectVec.x=-reflectVec.x;float specularMIPLevel=getSpecularMIPLevel(roughness,maxMIPLevel);\n#ifdef HAS_TEX_LOD\nvec4 envMapColor=textureCubeLodEXT(scene_EnvSpecularSampler,reflectVec,specularMIPLevel);\n#else\nvec4 envMapColor=textureCube(scene_EnvSpecularSampler,reflectVec,specularMIPLevel);\n#endif\n#ifdef SCENE_IS_DECODE_ENV_RGBM\nenvMapColor.rgb=RGBMToLinear(envMapColor,5.0).rgb;\n#ifdef ENGINE_IS_COLORSPACE_GAMMA\nenvMapColor=linearToGamma(envMapColor);\n#endif\n#else\n#ifndef ENGINE_IS_COLORSPACE_GAMMA\nenvMapColor=gammaToLinear(envMapColor);\n#endif\n#endif\nreturn envMapColor.rgb*specularIntensity;\n#endif\n}"; // eslint-disable-line
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  var pbr_frag = "#define GLSLIFY 1\nGeometry geometry;Material material;ReflectedLight reflectedLight=ReflectedLight(vec3(0.0),vec3(0.0),vec3(0.0),vec3(0.0));initGeometry(geometry,gl_FrontFacing);initMaterial(material,geometry);addTotalDirectRadiance(geometry,material,reflectedLight);\n#ifdef SCENE_USE_SH\nvec3 irradiance=getLightProbeIrradiance(scene_EnvSH,geometry.normal);\n#ifdef ENGINE_IS_COLORSPACE_GAMMA\nirradiance=linearToGamma(vec4(irradiance,1.0)).rgb;\n#endif\nirradiance*=scene_EnvMapLight.diffuseIntensity;\n#else\nvec3 irradiance=scene_EnvMapLight.diffuse*scene_EnvMapLight.diffuseIntensity;irradiance*=PI;\n#endif\nreflectedLight.indirectDiffuse+=irradiance*BRDF_Diffuse_Lambert(material.diffuseColor);vec3 radiance=getLightProbeRadiance(geometry,geometry.normal,material.roughness,int(scene_EnvMapLight.mipMapLevel),scene_EnvMapLight.specularIntensity);float radianceAttenuation=1.0;\n#ifdef MATERIAL_ENABLE_CLEAR_COAT\nvec3 clearCoatRadiance=getLightProbeRadiance(geometry,geometry.clearCoatNormal,material.clearCoatRoughness,int(scene_EnvMapLight.mipMapLevel),scene_EnvMapLight.specularIntensity);reflectedLight.indirectSpecular+=clearCoatRadiance*material.clearCoat*envBRDFApprox(vec3(0.04),material.clearCoatRoughness,geometry.clearCoatDotNV);radianceAttenuation-=material.clearCoat*F_Schlick(material.f0,geometry.clearCoatDotNV);\n#endif\nreflectedLight.indirectSpecular+=radianceAttenuation*radiance*envBRDFApprox(material.specularColor,material.roughness,geometry.dotNV);\n#ifdef MATERIAL_HAS_OCCLUSION_TEXTURE\nvec2 aoUV=v_uv;\n#ifdef RENDERER_HAS_UV1\nif(material_OcclusionTextureCoord==1.0){aoUV=v_uv1;}\n#endif\nfloat ambientOcclusion=(texture2D(material_OcclusionTexture,aoUV).r-1.0)*material_OcclusionIntensity+1.0;reflectedLight.indirectDiffuse*=ambientOcclusion;\n#ifdef SCENE_USE_SPECULAR_ENV\nreflectedLight.indirectSpecular*=computeSpecularOcclusion(ambientOcclusion,material.roughness,geometry.dotNV);\n#endif\n#endif\nvec3 emissiveRadiance=material_EmissiveColor;\n#ifdef MATERIAL_HAS_EMISSIVETEXTURE\nvec4 emissiveColor=texture2D(material_EmissiveTexture,v_uv);\n#ifndef ENGINE_IS_COLORSPACE_GAMMA\nemissiveColor=gammaToLinear(emissiveColor);\n#endif\nemissiveRadiance*=emissiveColor.rgb;\n#endif\nvec3 totalRadiance=reflectedLight.directDiffuse+reflectedLight.indirectDiffuse+reflectedLight.directSpecular+reflectedLight.indirectSpecular+emissiveRadiance;vec4 targetColor=vec4(totalRadiance,material.opacity);gl_FragColor=targetColor;"; // eslint-disable-line
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@@ -4261,6 +4300,7 @@ var ShaderFactory = /*#__PURE__*/ function() {
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  /** @internal */ _this._shaderPassId = 0;
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  /** @internal */ _this._renderStateDataMap = {};
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  /** @internal */ _this._shaderProgramPools = [];
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+ /** @internal */ _this._path = "";
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  _this._platformMacros = [];
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  _this._shaderPassId = ShaderPass._shaderPassCounter++;
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  _this._type = ShaderType.Canonical;
@@ -4322,23 +4362,24 @@ var ShaderFactory = /*#__PURE__*/ function() {
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  /**
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  * Shader Lab compilation
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  */ _proto._compileShaderProgram = function _compileShaderProgram(engine, macroCollection, vertexEntry, fragmentEntry) {
4365
+ var _this = this, path = _this._path, platformMacros = _this._platformMacros;
4325
4366
  var isWebGL2 = engine._hardwareRenderer.isWebGL2;
4326
4367
  var macros = new Array();
4327
4368
  ShaderMacro._getMacrosElements(macroCollection, macros);
4328
- this._platformMacros.length = 0;
4369
+ platformMacros.length = 0;
4329
4370
  if (engine._hardwareRenderer.canIUse(exports.GLCapabilityType.shaderTextureLod)) {
4330
- this._platformMacros.push("HAS_TEX_LOD");
4371
+ platformMacros.push("HAS_TEX_LOD");
4331
4372
  }
4332
4373
  if (engine._hardwareRenderer.canIUse(exports.GLCapabilityType.standardDerivatives)) {
4333
- this._platformMacros.push("HAS_DERIVATIVES");
4374
+ platformMacros.push("HAS_DERIVATIVES");
4334
4375
  }
4335
4376
  if (isWebGL2) {
4336
- this._platformMacros.push("GRAPHICS_API_WEBGL2");
4377
+ platformMacros.push("GRAPHICS_API_WEBGL2");
4337
4378
  } else {
4338
- this._platformMacros.push("GRAPHICS_API_WEBGL1");
4379
+ platformMacros.push("GRAPHICS_API_WEBGL1");
4339
4380
  }
4340
4381
  var start = engineMiniprogramAdapter.performance.now();
4341
- var _Shader__shaderLab__parseShaderPass = Shader._shaderLab._parseShaderPass(this._shaderLabSource, vertexEntry, fragmentEntry, macros, isWebGL2 ? exports.ShaderPlatformTarget.GLES300 : exports.ShaderPlatformTarget.GLES100, this._platformMacros), vertex = _Shader__shaderLab__parseShaderPass.vertex, fragment = _Shader__shaderLab__parseShaderPass.fragment;
4382
+ var _Shader__shaderLab__parseShaderPass = Shader._shaderLab._parseShaderPass(this._shaderLabSource, vertexEntry, fragmentEntry, macros, isWebGL2 ? exports.ShaderPlatformTarget.GLES300 : exports.ShaderPlatformTarget.GLES100, platformMacros, new engineMiniprogramAdapter.URL(path, ShaderPass._shaderRootPath).href), vertex = _Shader__shaderLab__parseShaderPass.vertex, fragment = _Shader__shaderLab__parseShaderPass.fragment;
4342
4383
  Logger.info("[ShaderLab compilation] cost time: " + (engineMiniprogramAdapter.performance.now() - start) + "ms");
4343
4384
  return new ShaderProgram(engine, vertex, fragment);
4344
4385
  };
@@ -4371,6 +4412,9 @@ var ShaderFactory = /*#__PURE__*/ function() {
4371
4412
  (function() {
4372
4413
  ShaderPass._shaderPassCounter = 0;
4373
4414
  })();
4415
+ (function() {
4416
+ /** @internal */ ShaderPass._shaderRootPath = "shaders://root/";
4417
+ })();
4374
4418
 
4375
4419
  /**
4376
4420
  * Sub shader.
@@ -5007,6 +5051,18 @@ __decorate([
5007
5051
  }
5008
5052
  var _proto = Shader.prototype;
5009
5053
  /**
5054
+ * @internal
5055
+ * path should follow the specifications of [URL.origin](https://developer.mozilla.org/en-US/docs/Web/API/URL/origin), like: `shaders://root/`
5056
+ */ _proto._registerPath = function _registerPath(path) {
5057
+ for(var _iterator = _create_for_of_iterator_helper_loose(this._subShaders), _step; !(_step = _iterator()).done;){
5058
+ var subShader = _step.value;
5059
+ for(var _iterator1 = _create_for_of_iterator_helper_loose(subShader.passes), _step1; !(_step1 = _iterator1()).done;){
5060
+ var shaderPass = _step1.value;
5061
+ shaderPass._path = path;
5062
+ }
5063
+ }
5064
+ };
5065
+ /**
5010
5066
  * Compile shader variant by macro name list.
5011
5067
  *
5012
5068
  * @remarks
@@ -10265,14 +10321,17 @@ var /**
10265
10321
  var replacementSubShaders = replacementShader.subShaders;
10266
10322
  var replacementTag = context.replacementTag;
10267
10323
  if (replacementTag) {
10324
+ var replacementSuccess = false;
10268
10325
  for(var j = 0, m = replacementSubShaders.length; j < m; j++){
10269
10326
  var subShader = replacementSubShaders[j];
10270
10327
  if (subShader.getTagValue(replacementTag) === materialSubShader.getTagValue(replacementTag)) {
10271
10328
  this.pushRenderElementByType(renderElement, subRenderElement, subShader.passes, renderStates);
10272
- break;
10329
+ replacementSuccess = true;
10273
10330
  }
10274
10331
  }
10275
- context.replacementFailureStrategy === exports.ReplacementFailureStrategy.KeepOriginalShader && this.pushRenderElementByType(renderElement, subRenderElement, materialSubShader.passes, renderStates);
10332
+ if (!replacementSuccess && context.replacementFailureStrategy === exports.ReplacementFailureStrategy.KeepOriginalShader) {
10333
+ this.pushRenderElementByType(renderElement, subRenderElement, materialSubShader.passes, renderStates);
10334
+ }
10276
10335
  } else {
10277
10336
  this.pushRenderElementByType(renderElement, subRenderElement, replacementSubShaders[0].passes, renderStates);
10278
10337
  }
@@ -10856,7 +10915,7 @@ var /**
10856
10915
  if (info) {
10857
10916
  return info;
10858
10917
  }
10859
- info = TextUtils._measureFontOrChar(fontString);
10918
+ info = TextUtils._measureFontOrChar(fontString, TextUtils._measureString, false);
10860
10919
  fontSizeInfoCache[fontString] = info;
10861
10920
  return info;
10862
10921
  };
@@ -10877,7 +10936,7 @@ var /**
10877
10936
  return str;
10878
10937
  };
10879
10938
  TextUtils.measureChar = function measureChar(char, fontString) {
10880
- return TextUtils._measureFontOrChar(fontString, char);
10939
+ return TextUtils._measureFontOrChar(fontString, char, true);
10881
10940
  };
10882
10941
  TextUtils.measureTextWithWrap = function measureTextWithWrap(renderer) {
10883
10942
  var subFont = renderer._getSubFont();
@@ -11096,15 +11155,15 @@ var /**
11096
11155
  };
11097
11156
  /**
11098
11157
  * @internal
11099
- */ TextUtils._measureFontOrChar = function _measureFontOrChar(fontString, char) {
11100
- if (char === void 0) char = "";
11158
+ */ TextUtils._measureFontOrChar = function _measureFontOrChar(fontString, measureString, isChar) {
11101
11159
  var _TextUtils_textContext = TextUtils.textContext(), canvas = _TextUtils_textContext.canvas, context = _TextUtils_textContext.context;
11102
11160
  context.font = fontString;
11103
- var measureString = char || TextUtils._measureString;
11104
11161
  // Safari gets data confusion through getImageData when the canvas width is not an integer.
11105
11162
  // The measure text width of some special invisible characters may be 0, so make sure the width is at least 1.
11106
11163
  // @todo: Text layout may vary from standard and not support emoji.
11107
- var width = Math.max(1, Math.round(context.measureText(measureString).width));
11164
+ var textMetrics = context.measureText(measureString);
11165
+ // In some case (ex: " "), actualBoundingBoxRight and actualBoundingBoxLeft will be 0, so use width.
11166
+ var width = Math.max(1, Math.round(textMetrics.actualBoundingBoxRight - textMetrics.actualBoundingBoxLeft || textMetrics.width));
11108
11167
  var baseline = Math.ceil(context.measureText(TextUtils._measureBaseline).width);
11109
11168
  var height = baseline * TextUtils._heightMultiplier;
11110
11169
  baseline = TextUtils._baselineMultiplier * baseline | 0;
@@ -11149,12 +11208,7 @@ var /**
11149
11208
  descent = bottom - baseline + 1;
11150
11209
  size = ascent + descent;
11151
11210
  }
11152
- var sizeInfo = {
11153
- ascent: ascent,
11154
- descent: descent,
11155
- size: size
11156
- };
11157
- if (char) {
11211
+ if (isChar) {
11158
11212
  var data = null;
11159
11213
  if (size > 0) {
11160
11214
  var lineIntegerW = integerW * 4;
@@ -11162,7 +11216,7 @@ var /**
11162
11216
  data = new Uint8Array(colorData.buffer, top * lineIntegerW, size * lineIntegerW);
11163
11217
  }
11164
11218
  return {
11165
- char: char,
11219
+ char: measureString,
11166
11220
  x: 0,
11167
11221
  y: 0,
11168
11222
  w: width,
@@ -11182,7 +11236,11 @@ var /**
11182
11236
  data: data
11183
11237
  };
11184
11238
  } else {
11185
- return sizeInfo;
11239
+ return {
11240
+ ascent: ascent,
11241
+ descent: descent,
11242
+ size: size
11243
+ };
11186
11244
  }
11187
11245
  };
11188
11246
  /**
@@ -17375,6 +17433,38 @@ var PrimitiveType;
17375
17433
  PrimitiveMesh._spherePoleIdx = 0;
17376
17434
  })();
17377
17435
 
17436
+ function _is_native_reflect_construct() {
17437
+ if (typeof Reflect === "undefined" || !Reflect.construct) return false;
17438
+ if (Reflect.construct.sham) return false;
17439
+ if (typeof Proxy === "function") return true;
17440
+
17441
+ try {
17442
+ Boolean.prototype.valueOf.call(Reflect.construct(Boolean, [], function() {}));
17443
+
17444
+ return true;
17445
+ } catch (e) {
17446
+ return false;
17447
+ }
17448
+ }
17449
+
17450
+ function _construct(Parent, args, Class) {
17451
+ if (_is_native_reflect_construct()) _construct = Reflect.construct;
17452
+ else {
17453
+ _construct = function construct(Parent, args, Class) {
17454
+ var a = [null];
17455
+ a.push.apply(a, args);
17456
+ var Constructor = Function.bind.apply(Parent, a);
17457
+ var instance = new Constructor();
17458
+
17459
+ if (Class) _set_prototype_of(instance, Class.prototype);
17460
+
17461
+ return instance;
17462
+ };
17463
+ }
17464
+
17465
+ return _construct.apply(null, arguments);
17466
+ }
17467
+
17378
17468
  var ComponentCloner = /*#__PURE__*/ function() {
17379
17469
  function ComponentCloner() {}
17380
17470
  /**
@@ -17422,10 +17512,14 @@ var ComponentCloner = /*#__PURE__*/ function() {
17422
17512
  /**
17423
17513
  * Add component based on the component type.
17424
17514
  * @param type - The type of the component
17515
+ * @param args - The arguments of the component
17425
17516
  * @returns The component which has been added
17426
17517
  */ _proto.addComponent = function addComponent(type) {
17518
+ for(var _len = arguments.length, args = new Array(_len > 1 ? _len - 1 : 0), _key = 1; _key < _len; _key++){
17519
+ args[_key - 1] = arguments[_key];
17520
+ }
17427
17521
  ComponentsDependencies._addCheck(this, type);
17428
- var component = new type(this);
17522
+ var component = _construct(type, [].concat(this, args));
17429
17523
  this._components.push(component);
17430
17524
  component._setActive(true, ActiveChangeFlag.All);
17431
17525
  return component;
@@ -18951,6 +19045,15 @@ var SafeLoopArray = /*#__PURE__*/ function() {
18951
19045
  this._loopArrayDirty = true;
18952
19046
  };
18953
19047
  /**
19048
+ * Remove item from array that pass the specified comparison function.
19049
+ * @param filter - The comparison function
19050
+ */ _proto.findAndRemove = function findAndRemove(filter) {
19051
+ var array = this._array;
19052
+ for(var i = array.length - 1; i >= 0; i--){
19053
+ filter(array[i]) && this.removeByIndex(i);
19054
+ }
19055
+ };
19056
+ /**
18954
19057
  * The index of the item.
18955
19058
  * @param item - The item which want to get the index
18956
19059
  * @returns Index of the item
@@ -19384,17 +19487,35 @@ var /** @internal */ PromiseState;
19384
19487
  };
19385
19488
  /**
19386
19489
  * @internal
19387
- */ _proto._onSubAssetSuccess = function _onSubAssetSuccess(assetURL, value) {
19388
- var _this__subAssetPromiseCallbacks_assetURL;
19389
- (_this__subAssetPromiseCallbacks_assetURL = this._subAssetPromiseCallbacks[assetURL]) == null ? void 0 : _this__subAssetPromiseCallbacks_assetURL.resolve(value);
19390
- delete this._subAssetPromiseCallbacks[assetURL];
19490
+ */ _proto._onSubAssetSuccess = function _onSubAssetSuccess(assetBaseURL, assetSubPath, value) {
19491
+ var _this__subAssetPromiseCallbacks_assetBaseURL;
19492
+ var subPromiseCallback = (_this__subAssetPromiseCallbacks_assetBaseURL = this._subAssetPromiseCallbacks[assetBaseURL]) == null ? void 0 : _this__subAssetPromiseCallbacks_assetBaseURL[assetSubPath];
19493
+ if (subPromiseCallback) {
19494
+ // Already resolved
19495
+ subPromiseCallback.resolve(value);
19496
+ } else {
19497
+ var // Pending
19498
+ _this__subAssetPromiseCallbacks, _assetBaseURL;
19499
+ ((_this__subAssetPromiseCallbacks = this._subAssetPromiseCallbacks)[_assetBaseURL = assetBaseURL] || (_this__subAssetPromiseCallbacks[_assetBaseURL] = {}))[assetSubPath] = {
19500
+ resolve: value
19501
+ };
19502
+ }
19391
19503
  };
19392
19504
  /**
19393
19505
  * @internal
19394
- */ _proto._onSubAssetFail = function _onSubAssetFail(assetURL, value) {
19395
- var _this__subAssetPromiseCallbacks_assetURL;
19396
- (_this__subAssetPromiseCallbacks_assetURL = this._subAssetPromiseCallbacks[assetURL]) == null ? void 0 : _this__subAssetPromiseCallbacks_assetURL.reject(value);
19397
- delete this._subAssetPromiseCallbacks[assetURL];
19506
+ */ _proto._onSubAssetFail = function _onSubAssetFail(assetBaseURL, assetSubPath, value) {
19507
+ var _this__subAssetPromiseCallbacks_assetBaseURL;
19508
+ var subPromiseCallback = (_this__subAssetPromiseCallbacks_assetBaseURL = this._subAssetPromiseCallbacks[assetBaseURL]) == null ? void 0 : _this__subAssetPromiseCallbacks_assetBaseURL[assetSubPath];
19509
+ if (subPromiseCallback) {
19510
+ // Already rejected
19511
+ subPromiseCallback.reject(value);
19512
+ } else {
19513
+ var // Pending
19514
+ _this__subAssetPromiseCallbacks, _assetBaseURL;
19515
+ ((_this__subAssetPromiseCallbacks = this._subAssetPromiseCallbacks)[_assetBaseURL = assetBaseURL] || (_this__subAssetPromiseCallbacks[_assetBaseURL] = {}))[assetSubPath] = {
19516
+ reject: value
19517
+ };
19518
+ }
19398
19519
  };
19399
19520
  /**
19400
19521
  * @internal
@@ -19539,8 +19660,21 @@ var /** @internal */ PromiseState;
19539
19660
  if (!loader) {
19540
19661
  throw "loader not found: " + item.type;
19541
19662
  }
19542
- // Load asset
19663
+ // Check sub asset
19664
+ if (queryPath) {
19665
+ // Check whether load main asset
19666
+ var mainPromise = loadingPromises[assetBaseURL] || this._loadMainAsset(loader, item, assetBaseURL);
19667
+ mainPromise.catch(function(e) {
19668
+ _this._onSubAssetFail(assetBaseURL, queryPath, e);
19669
+ });
19670
+ return this._createSubAssetPromiseCallback(assetBaseURL, assetURL, queryPath);
19671
+ }
19672
+ return this._loadMainAsset(loader, item, assetBaseURL);
19673
+ };
19674
+ _proto._loadMainAsset = function _loadMainAsset(loader, item, assetBaseURL) {
19675
+ var _this = this;
19543
19676
  item.url = assetBaseURL;
19677
+ var loadingPromises = this._loadingPromises;
19544
19678
  var promise = loader.load(item, this);
19545
19679
  loadingPromises[assetBaseURL] = promise;
19546
19680
  promise.then(function(resource) {
@@ -19548,32 +19682,46 @@ var /** @internal */ PromiseState;
19548
19682
  _this._addAsset(assetBaseURL, resource);
19549
19683
  }
19550
19684
  delete loadingPromises[assetBaseURL];
19685
+ _this._releaseSubAssetPromiseCallback(assetBaseURL);
19551
19686
  }, function() {
19552
- return delete loadingPromises[assetBaseURL];
19687
+ delete loadingPromises[assetBaseURL];
19688
+ _this._releaseSubAssetPromiseCallback(assetBaseURL);
19553
19689
  });
19554
- if (queryPath) {
19555
- var subPromise = new AssetPromise(function(resolve, reject) {
19556
- _this._pushSubAssetPromiseCallback(assetURL, resolve, reject);
19557
- });
19558
- loadingPromises[assetURL] = subPromise;
19559
- subPromise.then(function() {
19690
+ return promise;
19691
+ };
19692
+ _proto._createSubAssetPromiseCallback = function _createSubAssetPromiseCallback(assetBaseURL, assetURL, assetSubPath) {
19693
+ var _this = this;
19694
+ var _this__subAssetPromiseCallbacks_assetBaseURL, _subPromiseCallback, _subPromiseCallback1;
19695
+ var loadingPromises = this._loadingPromises;
19696
+ var subPromiseCallback = (_this__subAssetPromiseCallbacks_assetBaseURL = this._subAssetPromiseCallbacks[assetBaseURL]) == null ? void 0 : _this__subAssetPromiseCallbacks_assetBaseURL[assetSubPath];
19697
+ var resolvedValue = (_subPromiseCallback = subPromiseCallback) == null ? void 0 : _subPromiseCallback.resolve;
19698
+ var rejectedValue = (_subPromiseCallback1 = subPromiseCallback) == null ? void 0 : _subPromiseCallback1.reject;
19699
+ var promise = new AssetPromise(function(resolve, reject) {
19700
+ if (resolvedValue) {
19701
+ // Already resolved
19702
+ resolve(resolvedValue);
19703
+ } else if (rejectedValue) {
19704
+ // Already rejected
19705
+ reject(rejectedValue);
19706
+ } else {
19707
+ var _this__subAssetPromiseCallbacks, _assetBaseURL;
19708
+ // Pending
19709
+ loadingPromises[assetURL] = promise;
19710
+ ((_this__subAssetPromiseCallbacks = _this._subAssetPromiseCallbacks)[_assetBaseURL = assetBaseURL] || (_this__subAssetPromiseCallbacks[_assetBaseURL] = {}))[assetSubPath] = {
19711
+ resolve: resolve,
19712
+ reject: reject
19713
+ };
19714
+ }
19715
+ });
19716
+ if (!resolvedValue && !rejectedValue) {
19717
+ promise.then(function() {
19560
19718
  delete loadingPromises[assetURL];
19561
19719
  }, function() {
19562
19720
  return delete loadingPromises[assetURL];
19563
19721
  });
19564
- promise.catch(function(e) {
19565
- _this._onSubAssetFail(assetURL, e);
19566
- });
19567
- return subPromise;
19568
19722
  }
19569
19723
  return promise;
19570
19724
  };
19571
- _proto._pushSubAssetPromiseCallback = function _pushSubAssetPromiseCallback(assetURL, resolve, reject) {
19572
- this._subAssetPromiseCallbacks[assetURL] = {
19573
- resolve: resolve,
19574
- reject: reject
19575
- };
19576
- };
19577
19725
  _proto._gc = function _gc(forceDestroy) {
19578
19726
  var objects = Utils.objectValues(this._referResourcePool);
19579
19727
  for(var i = 0, n = objects.length; i < n; i++){
@@ -19630,6 +19778,9 @@ var /** @internal */ PromiseState;
19630
19778
  });
19631
19779
  return result;
19632
19780
  };
19781
+ _proto._releaseSubAssetPromiseCallback = function _releaseSubAssetPromiseCallback(assetBaseURL) {
19782
+ delete this._subAssetPromiseCallbacks[assetBaseURL];
19783
+ };
19633
19784
  /**
19634
19785
  * @internal
19635
19786
  * @beta Just for internal editor, not recommended for developers.
@@ -24424,9 +24575,9 @@ ShaderPool.init();
24424
24575
  /** Shadow bias.*/ _this.shadowBias = 1;
24425
24576
  /** Shadow mapping normal-based bias. */ _this.shadowNormalBias = 1;
24426
24577
  /** Near plane value to use for shadow frustums. */ _this.shadowNearPlane = 0.1;
24427
- /** Shadow intensity, the larger the value, the clearer and darker the shadow. */ _this.shadowStrength = 1.0;
24428
24578
  /** @internal */ _this._lightIndex = -1;
24429
24579
  /** @internal */ _this._lightColor = new miniprogram.Color();
24580
+ _this._shadowStrength = 1.0;
24430
24581
  _this._color = new miniprogram.Color(1, 1, 1, 1);
24431
24582
  return _this;
24432
24583
  }
@@ -24442,6 +24593,15 @@ ShaderPool.init();
24442
24593
  return this._lightColor;
24443
24594
  };
24444
24595
  _create_class(Light, [
24596
+ {
24597
+ key: "shadowStrength",
24598
+ get: /** Shadow intensity, the larger the value, the clearer and darker the shadow, range [0,1]. */ function get() {
24599
+ return this._shadowStrength;
24600
+ },
24601
+ set: function set(value) {
24602
+ this._shadowStrength = miniprogram.MathUtil.clamp(value, 0, 1);
24603
+ }
24604
+ },
24445
24605
  {
24446
24606
  key: "color",
24447
24607
  get: /**
@@ -25157,7 +25317,7 @@ var BloomEffect = /*#__PURE__*/ function() {
25157
25317
  return this._scatter;
25158
25318
  },
25159
25319
  set: function set(value) {
25160
- value = Math.min(Math.max(0, value), 1);
25320
+ value = miniprogram.MathUtil.clamp(value, 0, 1);
25161
25321
  if (value !== this._scatter) {
25162
25322
  this._scatter = value;
25163
25323
  var params = this._bloomMaterial.shaderData.getVector4(BloomEffect._bloomParams);
@@ -28265,10 +28425,7 @@ exports.AnimatorLayerBlendingMode = void 0;
28265
28425
  /**
28266
28426
  * @internal
28267
28427
  */ _proto._onEnable = function _onEnable() {
28268
- var layersData = this._animatorLayersData;
28269
- for(var i = 0, n = layersData.length; i < n; i++){
28270
- layersData[i].layerState = LayerState.Standby;
28271
- }
28428
+ this._reset();
28272
28429
  this._entity.getComponentsIncludeChildren(exports.Renderer, this._controlledRenderers);
28273
28430
  };
28274
28431
  /**
@@ -28822,8 +28979,11 @@ exports.AnimatorLayerBlendingMode = void 0;
28822
28979
  if (exitTime >= lastClipTime) {
28823
28980
  playState.currentTransitionIndex = Math.min(transitionIndex + 1, n - 1);
28824
28981
  if (this._checkConditions(state, transition)) {
28825
- this._applyTransition(layerIndex, layerData, stateMachine, transition);
28826
- return transition;
28982
+ if (this._applyTransition(layerIndex, layerData, stateMachine, transition)) {
28983
+ return transition;
28984
+ } else {
28985
+ return null;
28986
+ }
28827
28987
  }
28828
28988
  }
28829
28989
  }
@@ -28842,8 +29002,11 @@ exports.AnimatorLayerBlendingMode = void 0;
28842
29002
  if (exitTime <= lastClipTime) {
28843
29003
  playState.currentTransitionIndex = Math.max(transitionIndex - 1, 0);
28844
29004
  if (this._checkConditions(state, transition)) {
28845
- this._applyTransition(layerIndex, layerData, stateMachine, transition);
28846
- return transition;
29005
+ if (this._applyTransition(layerIndex, layerData, stateMachine, transition)) {
29006
+ return transition;
29007
+ } else {
29008
+ return null;
29009
+ }
28847
29010
  }
28848
29011
  }
28849
29012
  }
@@ -28853,8 +29016,11 @@ exports.AnimatorLayerBlendingMode = void 0;
28853
29016
  for(var i = 0, n = transitions.length; i < n; i++){
28854
29017
  var transition = transitions[i];
28855
29018
  if (this._checkConditions(state, transition)) {
28856
- this._applyTransition(layerIndex, layerData, stateMachine, transition);
28857
- return transition;
29019
+ if (this._applyTransition(layerIndex, layerData, stateMachine, transition)) {
29020
+ return transition;
29021
+ } else {
29022
+ return null;
29023
+ }
28858
29024
  }
28859
29025
  }
28860
29026
  };
@@ -28874,11 +29040,12 @@ exports.AnimatorLayerBlendingMode = void 0;
28874
29040
  };
28875
29041
  _proto._applyTransition = function _applyTransition(layerIndex, layerData, stateMachine, transition) {
28876
29042
  // Need prepare first, it should crossFade when to exit
28877
- this._prepareCrossFadeByTransition(transition, layerIndex);
29043
+ var success = this._prepareCrossFadeByTransition(transition, layerIndex);
28878
29044
  if (transition.isExit) {
28879
29045
  this._checkAnyAndEntryState(layerIndex, layerData, stateMachine);
28880
- return;
29046
+ return true;
28881
29047
  }
29048
+ return success;
28882
29049
  };
28883
29050
  _proto._checkConditions = function _checkConditions(state, transition) {
28884
29051
  var _state;
@@ -28890,6 +29057,9 @@ exports.AnimatorLayerBlendingMode = void 0;
28890
29057
  var pass = false;
28891
29058
  var _conditions_i = conditions[i], mode = _conditions_i.mode, name1 = _conditions_i.parameterName, threshold = _conditions_i.threshold;
28892
29059
  var parameter = this.getParameter(name1);
29060
+ if (!parameter) {
29061
+ return false;
29062
+ }
28893
29063
  switch(mode){
28894
29064
  case exports.AnimatorConditionMode.Equals:
28895
29065
  if (parameter.value === threshold) {
@@ -34190,8 +34360,10 @@ exports.AnimationClipCurveBinding = AnimationClipCurveBinding;
34190
34360
  exports.AnimationCurve = AnimationCurve;
34191
34361
  exports.AnimationEvent = AnimationEvent;
34192
34362
  exports.Animator = Animator;
34363
+ exports.AnimatorCondition = AnimatorCondition;
34193
34364
  exports.AnimatorController = AnimatorController;
34194
34365
  exports.AnimatorControllerLayer = AnimatorControllerLayer;
34366
+ exports.AnimatorControllerParameter = AnimatorControllerParameter;
34195
34367
  exports.AnimatorLayerMask = AnimatorLayerMask;
34196
34368
  exports.AnimatorState = AnimatorState;
34197
34369
  exports.AnimatorStateMachine = AnimatorStateMachine;
@@ -34245,6 +34417,7 @@ exports.InputManager = InputManager;
34245
34417
  exports.JointLimits = JointLimits;
34246
34418
  exports.JointMotor = JointMotor;
34247
34419
  exports.Keyframe = Keyframe;
34420
+ exports.LayerPathMask = LayerPathMask;
34248
34421
  exports.Light = Light;
34249
34422
  exports.Loader = Loader;
34250
34423
  exports.Logger = Logger;
@@ -34280,6 +34453,7 @@ exports.RenderTargetBlendState = RenderTargetBlendState;
34280
34453
  exports.ResourceManager = ResourceManager;
34281
34454
  exports.ReturnableObjectPool = ReturnableObjectPool;
34282
34455
  exports.RotationOverLifetimeModule = RotationOverLifetimeModule;
34456
+ exports.SafeLoopArray = SafeLoopArray;
34283
34457
  exports.Scene = Scene;
34284
34458
  exports.SceneManager = SceneManager;
34285
34459
  exports.Script = Script;