@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.
package/dist/module.js CHANGED
@@ -2996,6 +2996,45 @@ var ShaderPlatformTarget;
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  ShaderPlatformTarget[ShaderPlatformTarget["GLES300"] = 1] = "GLES300";
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  })(ShaderPlatformTarget || (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() {
@@ -3239,7 +3278,7 @@ 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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@@ -3331,7 +3370,7 @@ 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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@@ -4256,6 +4295,7 @@ 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;
@@ -4317,23 +4357,24 @@ 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) {
4360
+ var _this = this, path = _this._path, platformMacros = _this._platformMacros;
4320
4361
  var isWebGL2 = engine._hardwareRenderer.isWebGL2;
4321
4362
  var macros = new Array();
4322
4363
  ShaderMacro._getMacrosElements(macroCollection, macros);
4323
- this._platformMacros.length = 0;
4364
+ platformMacros.length = 0;
4324
4365
  if (engine._hardwareRenderer.canIUse(GLCapabilityType.shaderTextureLod)) {
4325
- this._platformMacros.push("HAS_TEX_LOD");
4366
+ platformMacros.push("HAS_TEX_LOD");
4326
4367
  }
4327
4368
  if (engine._hardwareRenderer.canIUse(GLCapabilityType.standardDerivatives)) {
4328
- this._platformMacros.push("HAS_DERIVATIVES");
4369
+ platformMacros.push("HAS_DERIVATIVES");
4329
4370
  }
4330
4371
  if (isWebGL2) {
4331
- this._platformMacros.push("GRAPHICS_API_WEBGL2");
4372
+ platformMacros.push("GRAPHICS_API_WEBGL2");
4332
4373
  } else {
4333
- this._platformMacros.push("GRAPHICS_API_WEBGL1");
4374
+ platformMacros.push("GRAPHICS_API_WEBGL1");
4334
4375
  }
4335
4376
  var start = performance.now();
4336
- var _Shader__shaderLab__parseShaderPass = Shader._shaderLab._parseShaderPass(this._shaderLabSource, vertexEntry, fragmentEntry, macros, isWebGL2 ? ShaderPlatformTarget.GLES300 : ShaderPlatformTarget.GLES100, this._platformMacros), vertex = _Shader__shaderLab__parseShaderPass.vertex, fragment = _Shader__shaderLab__parseShaderPass.fragment;
4377
+ var _Shader__shaderLab__parseShaderPass = Shader._shaderLab._parseShaderPass(this._shaderLabSource, vertexEntry, fragmentEntry, macros, isWebGL2 ? ShaderPlatformTarget.GLES300 : ShaderPlatformTarget.GLES100, platformMacros, new URL(path, ShaderPass._shaderRootPath).href), vertex = _Shader__shaderLab__parseShaderPass.vertex, fragment = _Shader__shaderLab__parseShaderPass.fragment;
4337
4378
  Logger.info("[ShaderLab compilation] cost time: " + (performance.now() - start) + "ms");
4338
4379
  return new ShaderProgram(engine, vertex, fragment);
4339
4380
  };
@@ -4366,6 +4407,9 @@ var ShaderFactory = /*#__PURE__*/ function() {
4366
4407
  (function() {
4367
4408
  ShaderPass._shaderPassCounter = 0;
4368
4409
  })();
4410
+ (function() {
4411
+ /** @internal */ ShaderPass._shaderRootPath = "shaders://root/";
4412
+ })();
4369
4413
 
4370
4414
  /**
4371
4415
  * Sub shader.
@@ -5002,6 +5046,18 @@ __decorate([
5002
5046
  }
5003
5047
  var _proto = Shader.prototype;
5004
5048
  /**
5049
+ * @internal
5050
+ * path should follow the specifications of [URL.origin](https://developer.mozilla.org/en-US/docs/Web/API/URL/origin), like: `shaders://root/`
5051
+ */ _proto._registerPath = function _registerPath(path) {
5052
+ for(var _iterator = _create_for_of_iterator_helper_loose(this._subShaders), _step; !(_step = _iterator()).done;){
5053
+ var subShader = _step.value;
5054
+ for(var _iterator1 = _create_for_of_iterator_helper_loose(subShader.passes), _step1; !(_step1 = _iterator1()).done;){
5055
+ var shaderPass = _step1.value;
5056
+ shaderPass._path = path;
5057
+ }
5058
+ }
5059
+ };
5060
+ /**
5005
5061
  * Compile shader variant by macro name list.
5006
5062
  *
5007
5063
  * @remarks
@@ -10260,14 +10316,17 @@ var /**
10260
10316
  var replacementSubShaders = replacementShader.subShaders;
10261
10317
  var replacementTag = context.replacementTag;
10262
10318
  if (replacementTag) {
10319
+ var replacementSuccess = false;
10263
10320
  for(var j = 0, m = replacementSubShaders.length; j < m; j++){
10264
10321
  var subShader = replacementSubShaders[j];
10265
10322
  if (subShader.getTagValue(replacementTag) === materialSubShader.getTagValue(replacementTag)) {
10266
10323
  this.pushRenderElementByType(renderElement, subRenderElement, subShader.passes, renderStates);
10267
- break;
10324
+ replacementSuccess = true;
10268
10325
  }
10269
10326
  }
10270
- context.replacementFailureStrategy === ReplacementFailureStrategy.KeepOriginalShader && this.pushRenderElementByType(renderElement, subRenderElement, materialSubShader.passes, renderStates);
10327
+ if (!replacementSuccess && context.replacementFailureStrategy === ReplacementFailureStrategy.KeepOriginalShader) {
10328
+ this.pushRenderElementByType(renderElement, subRenderElement, materialSubShader.passes, renderStates);
10329
+ }
10271
10330
  } else {
10272
10331
  this.pushRenderElementByType(renderElement, subRenderElement, replacementSubShaders[0].passes, renderStates);
10273
10332
  }
@@ -10851,7 +10910,7 @@ var /**
10851
10910
  if (info) {
10852
10911
  return info;
10853
10912
  }
10854
- info = TextUtils._measureFontOrChar(fontString);
10913
+ info = TextUtils._measureFontOrChar(fontString, TextUtils._measureString, false);
10855
10914
  fontSizeInfoCache[fontString] = info;
10856
10915
  return info;
10857
10916
  };
@@ -10872,7 +10931,7 @@ var /**
10872
10931
  return str;
10873
10932
  };
10874
10933
  TextUtils.measureChar = function measureChar(char, fontString) {
10875
- return TextUtils._measureFontOrChar(fontString, char);
10934
+ return TextUtils._measureFontOrChar(fontString, char, true);
10876
10935
  };
10877
10936
  TextUtils.measureTextWithWrap = function measureTextWithWrap(renderer) {
10878
10937
  var subFont = renderer._getSubFont();
@@ -11091,15 +11150,15 @@ var /**
11091
11150
  };
11092
11151
  /**
11093
11152
  * @internal
11094
- */ TextUtils._measureFontOrChar = function _measureFontOrChar(fontString, char) {
11095
- if (char === void 0) char = "";
11153
+ */ TextUtils._measureFontOrChar = function _measureFontOrChar(fontString, measureString, isChar) {
11096
11154
  var _TextUtils_textContext = TextUtils.textContext(), canvas = _TextUtils_textContext.canvas, context = _TextUtils_textContext.context;
11097
11155
  context.font = fontString;
11098
- var measureString = char || TextUtils._measureString;
11099
11156
  // Safari gets data confusion through getImageData when the canvas width is not an integer.
11100
11157
  // The measure text width of some special invisible characters may be 0, so make sure the width is at least 1.
11101
11158
  // @todo: Text layout may vary from standard and not support emoji.
11102
- var width = Math.max(1, Math.round(context.measureText(measureString).width));
11159
+ var textMetrics = context.measureText(measureString);
11160
+ // In some case (ex: " "), actualBoundingBoxRight and actualBoundingBoxLeft will be 0, so use width.
11161
+ var width = Math.max(1, Math.round(textMetrics.actualBoundingBoxRight - textMetrics.actualBoundingBoxLeft || textMetrics.width));
11103
11162
  var baseline = Math.ceil(context.measureText(TextUtils._measureBaseline).width);
11104
11163
  var height = baseline * TextUtils._heightMultiplier;
11105
11164
  baseline = TextUtils._baselineMultiplier * baseline | 0;
@@ -11144,12 +11203,7 @@ var /**
11144
11203
  descent = bottom - baseline + 1;
11145
11204
  size = ascent + descent;
11146
11205
  }
11147
- var sizeInfo = {
11148
- ascent: ascent,
11149
- descent: descent,
11150
- size: size
11151
- };
11152
- if (char) {
11206
+ if (isChar) {
11153
11207
  var data = null;
11154
11208
  if (size > 0) {
11155
11209
  var lineIntegerW = integerW * 4;
@@ -11157,7 +11211,7 @@ var /**
11157
11211
  data = new Uint8Array(colorData.buffer, top * lineIntegerW, size * lineIntegerW);
11158
11212
  }
11159
11213
  return {
11160
- char: char,
11214
+ char: measureString,
11161
11215
  x: 0,
11162
11216
  y: 0,
11163
11217
  w: width,
@@ -11177,7 +11231,11 @@ var /**
11177
11231
  data: data
11178
11232
  };
11179
11233
  } else {
11180
- return sizeInfo;
11234
+ return {
11235
+ ascent: ascent,
11236
+ descent: descent,
11237
+ size: size
11238
+ };
11181
11239
  }
11182
11240
  };
11183
11241
  /**
@@ -17370,6 +17428,38 @@ var PrimitiveType;
17370
17428
  PrimitiveMesh._spherePoleIdx = 0;
17371
17429
  })();
17372
17430
 
17431
+ function _is_native_reflect_construct() {
17432
+ if (typeof Reflect === "undefined" || !Reflect.construct) return false;
17433
+ if (Reflect.construct.sham) return false;
17434
+ if (typeof Proxy === "function") return true;
17435
+
17436
+ try {
17437
+ Boolean.prototype.valueOf.call(Reflect.construct(Boolean, [], function() {}));
17438
+
17439
+ return true;
17440
+ } catch (e) {
17441
+ return false;
17442
+ }
17443
+ }
17444
+
17445
+ function _construct(Parent, args, Class) {
17446
+ if (_is_native_reflect_construct()) _construct = Reflect.construct;
17447
+ else {
17448
+ _construct = function construct(Parent, args, Class) {
17449
+ var a = [null];
17450
+ a.push.apply(a, args);
17451
+ var Constructor = Function.bind.apply(Parent, a);
17452
+ var instance = new Constructor();
17453
+
17454
+ if (Class) _set_prototype_of(instance, Class.prototype);
17455
+
17456
+ return instance;
17457
+ };
17458
+ }
17459
+
17460
+ return _construct.apply(null, arguments);
17461
+ }
17462
+
17373
17463
  var ComponentCloner = /*#__PURE__*/ function() {
17374
17464
  function ComponentCloner() {}
17375
17465
  /**
@@ -17417,10 +17507,14 @@ var ComponentCloner = /*#__PURE__*/ function() {
17417
17507
  /**
17418
17508
  * Add component based on the component type.
17419
17509
  * @param type - The type of the component
17510
+ * @param args - The arguments of the component
17420
17511
  * @returns The component which has been added
17421
17512
  */ _proto.addComponent = function addComponent(type) {
17513
+ for(var _len = arguments.length, args = new Array(_len > 1 ? _len - 1 : 0), _key = 1; _key < _len; _key++){
17514
+ args[_key - 1] = arguments[_key];
17515
+ }
17422
17516
  ComponentsDependencies._addCheck(this, type);
17423
- var component = new type(this);
17517
+ var component = _construct(type, [].concat(this, args));
17424
17518
  this._components.push(component);
17425
17519
  component._setActive(true, ActiveChangeFlag.All);
17426
17520
  return component;
@@ -18946,6 +19040,15 @@ var SafeLoopArray = /*#__PURE__*/ function() {
18946
19040
  this._loopArrayDirty = true;
18947
19041
  };
18948
19042
  /**
19043
+ * Remove item from array that pass the specified comparison function.
19044
+ * @param filter - The comparison function
19045
+ */ _proto.findAndRemove = function findAndRemove(filter) {
19046
+ var array = this._array;
19047
+ for(var i = array.length - 1; i >= 0; i--){
19048
+ filter(array[i]) && this.removeByIndex(i);
19049
+ }
19050
+ };
19051
+ /**
18949
19052
  * The index of the item.
18950
19053
  * @param item - The item which want to get the index
18951
19054
  * @returns Index of the item
@@ -19379,17 +19482,35 @@ var /** @internal */ PromiseState;
19379
19482
  };
19380
19483
  /**
19381
19484
  * @internal
19382
- */ _proto._onSubAssetSuccess = function _onSubAssetSuccess(assetURL, value) {
19383
- var _this__subAssetPromiseCallbacks_assetURL;
19384
- (_this__subAssetPromiseCallbacks_assetURL = this._subAssetPromiseCallbacks[assetURL]) == null ? void 0 : _this__subAssetPromiseCallbacks_assetURL.resolve(value);
19385
- delete this._subAssetPromiseCallbacks[assetURL];
19485
+ */ _proto._onSubAssetSuccess = function _onSubAssetSuccess(assetBaseURL, assetSubPath, value) {
19486
+ var _this__subAssetPromiseCallbacks_assetBaseURL;
19487
+ var subPromiseCallback = (_this__subAssetPromiseCallbacks_assetBaseURL = this._subAssetPromiseCallbacks[assetBaseURL]) == null ? void 0 : _this__subAssetPromiseCallbacks_assetBaseURL[assetSubPath];
19488
+ if (subPromiseCallback) {
19489
+ // Already resolved
19490
+ subPromiseCallback.resolve(value);
19491
+ } else {
19492
+ var // Pending
19493
+ _this__subAssetPromiseCallbacks, _assetBaseURL;
19494
+ ((_this__subAssetPromiseCallbacks = this._subAssetPromiseCallbacks)[_assetBaseURL = assetBaseURL] || (_this__subAssetPromiseCallbacks[_assetBaseURL] = {}))[assetSubPath] = {
19495
+ resolve: value
19496
+ };
19497
+ }
19386
19498
  };
19387
19499
  /**
19388
19500
  * @internal
19389
- */ _proto._onSubAssetFail = function _onSubAssetFail(assetURL, value) {
19390
- var _this__subAssetPromiseCallbacks_assetURL;
19391
- (_this__subAssetPromiseCallbacks_assetURL = this._subAssetPromiseCallbacks[assetURL]) == null ? void 0 : _this__subAssetPromiseCallbacks_assetURL.reject(value);
19392
- delete this._subAssetPromiseCallbacks[assetURL];
19501
+ */ _proto._onSubAssetFail = function _onSubAssetFail(assetBaseURL, assetSubPath, value) {
19502
+ var _this__subAssetPromiseCallbacks_assetBaseURL;
19503
+ var subPromiseCallback = (_this__subAssetPromiseCallbacks_assetBaseURL = this._subAssetPromiseCallbacks[assetBaseURL]) == null ? void 0 : _this__subAssetPromiseCallbacks_assetBaseURL[assetSubPath];
19504
+ if (subPromiseCallback) {
19505
+ // Already rejected
19506
+ subPromiseCallback.reject(value);
19507
+ } else {
19508
+ var // Pending
19509
+ _this__subAssetPromiseCallbacks, _assetBaseURL;
19510
+ ((_this__subAssetPromiseCallbacks = this._subAssetPromiseCallbacks)[_assetBaseURL = assetBaseURL] || (_this__subAssetPromiseCallbacks[_assetBaseURL] = {}))[assetSubPath] = {
19511
+ reject: value
19512
+ };
19513
+ }
19393
19514
  };
19394
19515
  /**
19395
19516
  * @internal
@@ -19534,8 +19655,21 @@ var /** @internal */ PromiseState;
19534
19655
  if (!loader) {
19535
19656
  throw "loader not found: " + item.type;
19536
19657
  }
19537
- // Load asset
19658
+ // Check sub asset
19659
+ if (queryPath) {
19660
+ // Check whether load main asset
19661
+ var mainPromise = loadingPromises[assetBaseURL] || this._loadMainAsset(loader, item, assetBaseURL);
19662
+ mainPromise.catch(function(e) {
19663
+ _this._onSubAssetFail(assetBaseURL, queryPath, e);
19664
+ });
19665
+ return this._createSubAssetPromiseCallback(assetBaseURL, assetURL, queryPath);
19666
+ }
19667
+ return this._loadMainAsset(loader, item, assetBaseURL);
19668
+ };
19669
+ _proto._loadMainAsset = function _loadMainAsset(loader, item, assetBaseURL) {
19670
+ var _this = this;
19538
19671
  item.url = assetBaseURL;
19672
+ var loadingPromises = this._loadingPromises;
19539
19673
  var promise = loader.load(item, this);
19540
19674
  loadingPromises[assetBaseURL] = promise;
19541
19675
  promise.then(function(resource) {
@@ -19543,32 +19677,46 @@ var /** @internal */ PromiseState;
19543
19677
  _this._addAsset(assetBaseURL, resource);
19544
19678
  }
19545
19679
  delete loadingPromises[assetBaseURL];
19680
+ _this._releaseSubAssetPromiseCallback(assetBaseURL);
19546
19681
  }, function() {
19547
- return delete loadingPromises[assetBaseURL];
19682
+ delete loadingPromises[assetBaseURL];
19683
+ _this._releaseSubAssetPromiseCallback(assetBaseURL);
19548
19684
  });
19549
- if (queryPath) {
19550
- var subPromise = new AssetPromise(function(resolve, reject) {
19551
- _this._pushSubAssetPromiseCallback(assetURL, resolve, reject);
19552
- });
19553
- loadingPromises[assetURL] = subPromise;
19554
- subPromise.then(function() {
19685
+ return promise;
19686
+ };
19687
+ _proto._createSubAssetPromiseCallback = function _createSubAssetPromiseCallback(assetBaseURL, assetURL, assetSubPath) {
19688
+ var _this = this;
19689
+ var _this__subAssetPromiseCallbacks_assetBaseURL, _subPromiseCallback, _subPromiseCallback1;
19690
+ var loadingPromises = this._loadingPromises;
19691
+ var subPromiseCallback = (_this__subAssetPromiseCallbacks_assetBaseURL = this._subAssetPromiseCallbacks[assetBaseURL]) == null ? void 0 : _this__subAssetPromiseCallbacks_assetBaseURL[assetSubPath];
19692
+ var resolvedValue = (_subPromiseCallback = subPromiseCallback) == null ? void 0 : _subPromiseCallback.resolve;
19693
+ var rejectedValue = (_subPromiseCallback1 = subPromiseCallback) == null ? void 0 : _subPromiseCallback1.reject;
19694
+ var promise = new AssetPromise(function(resolve, reject) {
19695
+ if (resolvedValue) {
19696
+ // Already resolved
19697
+ resolve(resolvedValue);
19698
+ } else if (rejectedValue) {
19699
+ // Already rejected
19700
+ reject(rejectedValue);
19701
+ } else {
19702
+ var _this__subAssetPromiseCallbacks, _assetBaseURL;
19703
+ // Pending
19704
+ loadingPromises[assetURL] = promise;
19705
+ ((_this__subAssetPromiseCallbacks = _this._subAssetPromiseCallbacks)[_assetBaseURL = assetBaseURL] || (_this__subAssetPromiseCallbacks[_assetBaseURL] = {}))[assetSubPath] = {
19706
+ resolve: resolve,
19707
+ reject: reject
19708
+ };
19709
+ }
19710
+ });
19711
+ if (!resolvedValue && !rejectedValue) {
19712
+ promise.then(function() {
19555
19713
  delete loadingPromises[assetURL];
19556
19714
  }, function() {
19557
19715
  return delete loadingPromises[assetURL];
19558
19716
  });
19559
- promise.catch(function(e) {
19560
- _this._onSubAssetFail(assetURL, e);
19561
- });
19562
- return subPromise;
19563
19717
  }
19564
19718
  return promise;
19565
19719
  };
19566
- _proto._pushSubAssetPromiseCallback = function _pushSubAssetPromiseCallback(assetURL, resolve, reject) {
19567
- this._subAssetPromiseCallbacks[assetURL] = {
19568
- resolve: resolve,
19569
- reject: reject
19570
- };
19571
- };
19572
19720
  _proto._gc = function _gc(forceDestroy) {
19573
19721
  var objects = Utils.objectValues(this._referResourcePool);
19574
19722
  for(var i = 0, n = objects.length; i < n; i++){
@@ -19625,6 +19773,9 @@ var /** @internal */ PromiseState;
19625
19773
  });
19626
19774
  return result;
19627
19775
  };
19776
+ _proto._releaseSubAssetPromiseCallback = function _releaseSubAssetPromiseCallback(assetBaseURL) {
19777
+ delete this._subAssetPromiseCallbacks[assetBaseURL];
19778
+ };
19628
19779
  /**
19629
19780
  * @internal
19630
19781
  * @beta Just for internal editor, not recommended for developers.
@@ -24419,9 +24570,9 @@ ShaderPool.init();
24419
24570
  /** Shadow bias.*/ _this.shadowBias = 1;
24420
24571
  /** Shadow mapping normal-based bias. */ _this.shadowNormalBias = 1;
24421
24572
  /** Near plane value to use for shadow frustums. */ _this.shadowNearPlane = 0.1;
24422
- /** Shadow intensity, the larger the value, the clearer and darker the shadow. */ _this.shadowStrength = 1.0;
24423
24573
  /** @internal */ _this._lightIndex = -1;
24424
24574
  /** @internal */ _this._lightColor = new Color();
24575
+ _this._shadowStrength = 1.0;
24425
24576
  _this._color = new Color(1, 1, 1, 1);
24426
24577
  return _this;
24427
24578
  }
@@ -24437,6 +24588,15 @@ ShaderPool.init();
24437
24588
  return this._lightColor;
24438
24589
  };
24439
24590
  _create_class(Light, [
24591
+ {
24592
+ key: "shadowStrength",
24593
+ get: /** Shadow intensity, the larger the value, the clearer and darker the shadow, range [0,1]. */ function get() {
24594
+ return this._shadowStrength;
24595
+ },
24596
+ set: function set(value) {
24597
+ this._shadowStrength = MathUtil.clamp(value, 0, 1);
24598
+ }
24599
+ },
24440
24600
  {
24441
24601
  key: "color",
24442
24602
  get: /**
@@ -25152,7 +25312,7 @@ var BloomEffect = /*#__PURE__*/ function() {
25152
25312
  return this._scatter;
25153
25313
  },
25154
25314
  set: function set(value) {
25155
- value = Math.min(Math.max(0, value), 1);
25315
+ value = MathUtil.clamp(value, 0, 1);
25156
25316
  if (value !== this._scatter) {
25157
25317
  this._scatter = value;
25158
25318
  var params = this._bloomMaterial.shaderData.getVector4(BloomEffect._bloomParams);
@@ -28260,10 +28420,7 @@ var AnimatorLayerBlendingMode;
28260
28420
  /**
28261
28421
  * @internal
28262
28422
  */ _proto._onEnable = function _onEnable() {
28263
- var layersData = this._animatorLayersData;
28264
- for(var i = 0, n = layersData.length; i < n; i++){
28265
- layersData[i].layerState = LayerState.Standby;
28266
- }
28423
+ this._reset();
28267
28424
  this._entity.getComponentsIncludeChildren(Renderer, this._controlledRenderers);
28268
28425
  };
28269
28426
  /**
@@ -28817,8 +28974,11 @@ var AnimatorLayerBlendingMode;
28817
28974
  if (exitTime >= lastClipTime) {
28818
28975
  playState.currentTransitionIndex = Math.min(transitionIndex + 1, n - 1);
28819
28976
  if (this._checkConditions(state, transition)) {
28820
- this._applyTransition(layerIndex, layerData, stateMachine, transition);
28821
- return transition;
28977
+ if (this._applyTransition(layerIndex, layerData, stateMachine, transition)) {
28978
+ return transition;
28979
+ } else {
28980
+ return null;
28981
+ }
28822
28982
  }
28823
28983
  }
28824
28984
  }
@@ -28837,8 +28997,11 @@ var AnimatorLayerBlendingMode;
28837
28997
  if (exitTime <= lastClipTime) {
28838
28998
  playState.currentTransitionIndex = Math.max(transitionIndex - 1, 0);
28839
28999
  if (this._checkConditions(state, transition)) {
28840
- this._applyTransition(layerIndex, layerData, stateMachine, transition);
28841
- return transition;
29000
+ if (this._applyTransition(layerIndex, layerData, stateMachine, transition)) {
29001
+ return transition;
29002
+ } else {
29003
+ return null;
29004
+ }
28842
29005
  }
28843
29006
  }
28844
29007
  }
@@ -28848,8 +29011,11 @@ var AnimatorLayerBlendingMode;
28848
29011
  for(var i = 0, n = transitions.length; i < n; i++){
28849
29012
  var transition = transitions[i];
28850
29013
  if (this._checkConditions(state, transition)) {
28851
- this._applyTransition(layerIndex, layerData, stateMachine, transition);
28852
- return transition;
29014
+ if (this._applyTransition(layerIndex, layerData, stateMachine, transition)) {
29015
+ return transition;
29016
+ } else {
29017
+ return null;
29018
+ }
28853
29019
  }
28854
29020
  }
28855
29021
  };
@@ -28869,11 +29035,12 @@ var AnimatorLayerBlendingMode;
28869
29035
  };
28870
29036
  _proto._applyTransition = function _applyTransition(layerIndex, layerData, stateMachine, transition) {
28871
29037
  // Need prepare first, it should crossFade when to exit
28872
- this._prepareCrossFadeByTransition(transition, layerIndex);
29038
+ var success = this._prepareCrossFadeByTransition(transition, layerIndex);
28873
29039
  if (transition.isExit) {
28874
29040
  this._checkAnyAndEntryState(layerIndex, layerData, stateMachine);
28875
- return;
29041
+ return true;
28876
29042
  }
29043
+ return success;
28877
29044
  };
28878
29045
  _proto._checkConditions = function _checkConditions(state, transition) {
28879
29046
  var _state;
@@ -28885,6 +29052,9 @@ var AnimatorLayerBlendingMode;
28885
29052
  var pass = false;
28886
29053
  var _conditions_i = conditions[i], mode = _conditions_i.mode, name1 = _conditions_i.parameterName, threshold = _conditions_i.threshold;
28887
29054
  var parameter = this.getParameter(name1);
29055
+ if (!parameter) {
29056
+ return false;
29057
+ }
28888
29058
  switch(mode){
28889
29059
  case AnimatorConditionMode.Equals:
28890
29060
  if (parameter.value === threshold) {
@@ -34179,5 +34349,5 @@ var cacheDir = new Vector3();
34179
34349
  return CubeProbe;
34180
34350
  }(Probe);
34181
34351
 
34182
- export { AmbientLight, AnimationArrayCurve, AnimationBoolCurve, AnimationClip, AnimationClipCurveBinding, AnimationColorCurve, AnimationCurve, AnimationEvent, AnimationFloatArrayCurve, AnimationFloatCurve, AnimationQuaternionCurve, AnimationRectCurve, AnimationRefCurve, AnimationStringCurve, AnimationVector2Curve, AnimationVector3Curve, AnimationVector4Curve, Animator, AnimatorConditionMode, AnimatorController, AnimatorControllerLayer, AnimatorCullingMode, AnimatorLayerBlendingMode, AnimatorLayerMask, AnimatorState, AnimatorStateMachine, AnimatorStateTransition, AssetPromise, AssetType, Background, BackgroundMode, BackgroundTextureFillMode, BaseMaterial, BasicRenderPipeline, BlendFactor, BlendMode, BlendOperation, BlendShape, BlendShapeFrame, BlendState, BlinnPhongMaterial, BloomDownScaleMode, BloomEffect, BoolUpdateFlag, BoxColliderShape, BoxShape, Buffer, BufferBindFlag, BufferMesh, BufferUsage, BufferUtil, Burst, Camera, CameraClearFlags, CameraType, Canvas, CapsuleColliderShape, CharacterController, CircleShape, ClearableObjectPool, CloneManager, Collider, ColliderShape, ColliderShapeUpAxis, CollisionDetectionMode, ColorOverLifetimeModule, ColorSpace, ColorWriteMask, CompareFunction, Component, ConeEmitType, ConeShape, ContentRestorer, ControllerCollisionFlag, ControllerNonWalkableMode, CubeProbe, CullMode, CurveKey, DataType, DependentMode, DepthState, DepthTextureMode, DiffuseMode, DirectLight, Downsampling, DynamicCollider, DynamicColliderConstraints, EmissionModule, Engine, EngineObject, Entity, EventDispatcher, FixedJoint, FogMode, Font, FontStyle, GLCapabilityType, GradientAlphaKey, GradientColorKey, HemisphereShape, HingeJoint, HitResult, IndexBufferBinding, IndexFormat, InputManager, InterpolationType, Joint, JointLimits, JointMotor, Keyframe, Keys, Layer, Light, Loader, Logger, MSAASamples, MainModule, Material, Mesh, MeshRenderer, MeshTopology, ModelMesh, OverflowMode, PBRBaseMaterial, PBRMaterial, PBRSpecularMaterial, ParticleCompositeCurve, ParticleCompositeGradient, ParticleCurve, ParticleCurveMode, ParticleGenerator, ParticleGradient, ParticleGradientMode, ParticleMaterial, ParticleRenderMode, ParticleRenderer, ParticleScaleMode, ParticleShapeArcMode, ParticleShapeType, ParticleSimulationSpace, ParticleStopMode, PhysicsMaterial, PhysicsMaterialCombineMode, PhysicsScene, PipelineStage, PlaneColliderShape, Platform, PointLight, Pointer, PointerButton, PointerPhase, Primitive, PrimitiveMesh, Probe, RasterState, ReferResource, RenderBufferDepthFormat, RenderFace, RenderQueue, RenderQueueType, RenderState, RenderStateElementKey as RenderStateDataKey, RenderTarget, RenderTargetBlendState, Renderer, ReplacementFailureStrategy, ResourceManager, ReturnableObjectPool, RotationOverLifetimeModule, Scene, SceneManager, Script, SetDataOptions, Shader, ShaderData, ShaderFactory, ShaderLib, ShaderMacro, ShaderMacroCollection, ShaderPass, ShaderPlatformTarget, ShaderProperty, ShaderPropertyType, ShaderTagKey, ShadowCascadesMode, ShadowResolution, ShadowType, SizeOverLifetimeModule, Skin, SkinnedMeshRenderer, Sky, SkyBoxMaterial, SkyProceduralMaterial, SphereColliderShape, SphereShape, SpotLight, SpringJoint, Sprite, SpriteAtlas, SpriteDrawMode, SpriteMask, SpriteMaskInteraction, SpriteMaskLayer, SpriteRenderer, SpriteTileMode, StateMachineScript, StaticCollider, StencilOperation, StencilState, SubMesh, SubPrimitive, SubShader, SunMode, SystemInfo, TextHorizontalAlignment, TextRenderer, TextUtils, TextVerticalAlignment, Texture, Texture2D, Texture2DArray, TextureCoordinate, TextureCube, TextureCubeFace, TextureDepthCompareFunction, TextureFilterMode, TextureFormat, TextureSheetAnimationModule, TextureUsage, TextureWrapMode, Time, TonemappingEffect, TonemappingMode, TrailMaterial, TrailRenderer, Transform, UnlitMaterial, Utils, VelocityOverLifetimeModule, VertexAttribute, VertexBufferBinding, VertexElement, VertexElementFormat, WrapMode, XRManager, _PostProcessManager, assignmentClone, deepClone, dependentComponents, ignoreClone, request, resourceLoader, shallowClone };
34352
+ export { AmbientLight, AnimationArrayCurve, AnimationBoolCurve, AnimationClip, AnimationClipCurveBinding, AnimationColorCurve, AnimationCurve, AnimationEvent, AnimationFloatArrayCurve, AnimationFloatCurve, AnimationQuaternionCurve, AnimationRectCurve, AnimationRefCurve, AnimationStringCurve, AnimationVector2Curve, AnimationVector3Curve, AnimationVector4Curve, Animator, AnimatorCondition, AnimatorConditionMode, AnimatorController, AnimatorControllerLayer, AnimatorControllerParameter, AnimatorCullingMode, AnimatorLayerBlendingMode, AnimatorLayerMask, AnimatorState, AnimatorStateMachine, AnimatorStateTransition, AssetPromise, AssetType, Background, BackgroundMode, BackgroundTextureFillMode, BaseMaterial, BasicRenderPipeline, BlendFactor, BlendMode, BlendOperation, BlendShape, BlendShapeFrame, BlendState, BlinnPhongMaterial, BloomDownScaleMode, BloomEffect, BoolUpdateFlag, BoxColliderShape, BoxShape, Buffer, BufferBindFlag, BufferMesh, BufferUsage, BufferUtil, Burst, Camera, CameraClearFlags, CameraType, Canvas, CapsuleColliderShape, CharacterController, CircleShape, ClearableObjectPool, CloneManager, Collider, ColliderShape, ColliderShapeUpAxis, CollisionDetectionMode, ColorOverLifetimeModule, ColorSpace, ColorWriteMask, CompareFunction, Component, ConeEmitType, ConeShape, ContentRestorer, ControllerCollisionFlag, ControllerNonWalkableMode, CubeProbe, CullMode, CurveKey, DataType, DependentMode, DepthState, DepthTextureMode, DiffuseMode, DirectLight, Downsampling, DynamicCollider, DynamicColliderConstraints, EmissionModule, Engine, EngineObject, Entity, EventDispatcher, FixedJoint, FogMode, Font, FontStyle, GLCapabilityType, GradientAlphaKey, GradientColorKey, HemisphereShape, HingeJoint, HitResult, IndexBufferBinding, IndexFormat, InputManager, InterpolationType, Joint, JointLimits, JointMotor, Keyframe, Keys, Layer, LayerPathMask, Light, Loader, Logger, MSAASamples, MainModule, Material, Mesh, MeshRenderer, MeshTopology, ModelMesh, OverflowMode, PBRBaseMaterial, PBRMaterial, PBRSpecularMaterial, ParticleCompositeCurve, ParticleCompositeGradient, ParticleCurve, ParticleCurveMode, ParticleGenerator, ParticleGradient, ParticleGradientMode, ParticleMaterial, ParticleRenderMode, ParticleRenderer, ParticleScaleMode, ParticleShapeArcMode, ParticleShapeType, ParticleSimulationSpace, ParticleStopMode, PhysicsMaterial, PhysicsMaterialCombineMode, PhysicsScene, PipelineStage, PlaneColliderShape, Platform, PointLight, Pointer, PointerButton, PointerPhase, Primitive, PrimitiveMesh, Probe, RasterState, ReferResource, RenderBufferDepthFormat, RenderFace, RenderQueue, RenderQueueType, RenderState, RenderStateElementKey as RenderStateDataKey, RenderTarget, RenderTargetBlendState, Renderer, ReplacementFailureStrategy, ResourceManager, ReturnableObjectPool, RotationOverLifetimeModule, SafeLoopArray, Scene, SceneManager, Script, SetDataOptions, Shader, ShaderData, ShaderFactory, ShaderLib, ShaderMacro, ShaderMacroCollection, ShaderPass, ShaderPlatformTarget, ShaderProperty, ShaderPropertyType, ShaderTagKey, ShadowCascadesMode, ShadowResolution, ShadowType, SizeOverLifetimeModule, Skin, SkinnedMeshRenderer, Sky, SkyBoxMaterial, SkyProceduralMaterial, SphereColliderShape, SphereShape, SpotLight, SpringJoint, Sprite, SpriteAtlas, SpriteDrawMode, SpriteMask, SpriteMaskInteraction, SpriteMaskLayer, SpriteRenderer, SpriteTileMode, StateMachineScript, StaticCollider, StencilOperation, StencilState, SubMesh, SubPrimitive, SubShader, SunMode, SystemInfo, TextHorizontalAlignment, TextRenderer, TextUtils, TextVerticalAlignment, Texture, Texture2D, Texture2DArray, TextureCoordinate, TextureCube, TextureCubeFace, TextureDepthCompareFunction, TextureFilterMode, TextureFormat, TextureSheetAnimationModule, TextureUsage, TextureWrapMode, Time, TonemappingEffect, TonemappingMode, TrailMaterial, TrailRenderer, Transform, UnlitMaterial, Utils, VelocityOverLifetimeModule, VertexAttribute, VertexBufferBinding, VertexElement, VertexElementFormat, WrapMode, XRManager, _PostProcessManager, assignmentClone, deepClone, dependentComponents, ignoreClone, request, resourceLoader, shallowClone };
34183
34353
  //# sourceMappingURL=module.js.map