@galacean/engine-core 1.3.0-alpha.3 → 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.
Files changed (45) hide show
  1. package/dist/main.js +164 -55
  2. package/dist/main.js.map +1 -1
  3. package/dist/miniprogram.js +164 -55
  4. package/dist/module.js +161 -56
  5. package/dist/module.js.map +1 -1
  6. package/package.json +3 -3
  7. package/types/Entity.d.ts +4 -1
  8. package/types/animation/index.d.ts +3 -0
  9. package/types/asset/ResourceManager.d.ts +3 -1
  10. package/types/utils/SafeLoopArray.d.ts +5 -0
  11. package/types/utils/index.d.ts +1 -0
  12. package/types/2d/assembler/IAssembler.d.ts +0 -1
  13. package/types/2d/data/VertexData2D.d.ts +0 -1
  14. package/types/2d/text/CharRenderData.d.ts +0 -1
  15. package/types/2d/text/CharRenderDataPool.d.ts +0 -1
  16. package/types/RenderPipeline/Basic2DBatcher.d.ts +0 -19
  17. package/types/RenderPipeline/ClassPool.d.ts +0 -19
  18. package/types/RenderPipeline/DynamicGeometryData.d.ts +0 -1
  19. package/types/RenderPipeline/DynamicGeometryDataManager.d.ts +0 -1
  20. package/types/RenderPipeline/IPoolElement.d.ts +0 -3
  21. package/types/RenderPipeline/RenderData.d.ts +0 -14
  22. package/types/RenderPipeline/RenderData2D.d.ts +0 -14
  23. package/types/RenderPipeline/RenderPass.d.ts +0 -55
  24. package/types/RenderPipeline/SpriteBatcher.d.ts +0 -1
  25. package/types/RenderPipeline/SpriteMaskBatcher.d.ts +0 -11
  26. package/types/RenderPipeline/SpriteMaskManager.d.ts +0 -1
  27. package/types/RenderPipeline/SpriteMaskRenderData.d.ts +0 -12
  28. package/types/RenderPipeline/SpriteRenderData.d.ts +0 -14
  29. package/types/RenderPipeline/TextRenderData.d.ts +0 -8
  30. package/types/RenderPipeline/enums/ForceUploadShaderDataFlag.d.ts +0 -15
  31. package/types/RenderPipeline/enums/RenderDataUsage.d.ts +0 -13
  32. package/types/animation/AnimatorTransition.d.ts +0 -14
  33. package/types/input/pointer/PointerEvent.d.ts +0 -4
  34. package/types/input/pointer/PointerEventType.d.ts +0 -7
  35. package/types/renderingHardwareInterface/IHardwareRenderer.d.ts +0 -6
  36. package/types/ui/Image.d.ts +0 -38
  37. package/types/ui/RedBlackTree.d.ts +0 -2
  38. package/types/ui/UICanvas.d.ts +0 -55
  39. package/types/ui/UIRenderer.d.ts +0 -14
  40. package/types/ui/UITransform.d.ts +0 -20
  41. package/types/ui/enums/BlockingObjects.d.ts +0 -6
  42. package/types/ui/enums/CanvasRenderMode.d.ts +0 -8
  43. package/types/ui/enums/ResolutionAdaptationStrategy.d.ts +0 -10
  44. package/types/ui/index.d.ts +0 -6
  45. package/types/utils/Pool.d.ts +0 -12
package/dist/module.js CHANGED
@@ -10316,14 +10316,17 @@ var /**
10316
10316
  var replacementSubShaders = replacementShader.subShaders;
10317
10317
  var replacementTag = context.replacementTag;
10318
10318
  if (replacementTag) {
10319
+ var replacementSuccess = false;
10319
10320
  for(var j = 0, m = replacementSubShaders.length; j < m; j++){
10320
10321
  var subShader = replacementSubShaders[j];
10321
10322
  if (subShader.getTagValue(replacementTag) === materialSubShader.getTagValue(replacementTag)) {
10322
10323
  this.pushRenderElementByType(renderElement, subRenderElement, subShader.passes, renderStates);
10323
- break;
10324
+ replacementSuccess = true;
10324
10325
  }
10325
10326
  }
10326
- 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
+ }
10327
10330
  } else {
10328
10331
  this.pushRenderElementByType(renderElement, subRenderElement, replacementSubShaders[0].passes, renderStates);
10329
10332
  }
@@ -10907,7 +10910,7 @@ var /**
10907
10910
  if (info) {
10908
10911
  return info;
10909
10912
  }
10910
- info = TextUtils._measureFontOrChar(fontString);
10913
+ info = TextUtils._measureFontOrChar(fontString, TextUtils._measureString, false);
10911
10914
  fontSizeInfoCache[fontString] = info;
10912
10915
  return info;
10913
10916
  };
@@ -10928,7 +10931,7 @@ var /**
10928
10931
  return str;
10929
10932
  };
10930
10933
  TextUtils.measureChar = function measureChar(char, fontString) {
10931
- return TextUtils._measureFontOrChar(fontString, char);
10934
+ return TextUtils._measureFontOrChar(fontString, char, true);
10932
10935
  };
10933
10936
  TextUtils.measureTextWithWrap = function measureTextWithWrap(renderer) {
10934
10937
  var subFont = renderer._getSubFont();
@@ -11147,15 +11150,15 @@ var /**
11147
11150
  };
11148
11151
  /**
11149
11152
  * @internal
11150
- */ TextUtils._measureFontOrChar = function _measureFontOrChar(fontString, char) {
11151
- if (char === void 0) char = "";
11153
+ */ TextUtils._measureFontOrChar = function _measureFontOrChar(fontString, measureString, isChar) {
11152
11154
  var _TextUtils_textContext = TextUtils.textContext(), canvas = _TextUtils_textContext.canvas, context = _TextUtils_textContext.context;
11153
11155
  context.font = fontString;
11154
- var measureString = char || TextUtils._measureString;
11155
11156
  // Safari gets data confusion through getImageData when the canvas width is not an integer.
11156
11157
  // The measure text width of some special invisible characters may be 0, so make sure the width is at least 1.
11157
11158
  // @todo: Text layout may vary from standard and not support emoji.
11158
- 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));
11159
11162
  var baseline = Math.ceil(context.measureText(TextUtils._measureBaseline).width);
11160
11163
  var height = baseline * TextUtils._heightMultiplier;
11161
11164
  baseline = TextUtils._baselineMultiplier * baseline | 0;
@@ -11200,12 +11203,7 @@ var /**
11200
11203
  descent = bottom - baseline + 1;
11201
11204
  size = ascent + descent;
11202
11205
  }
11203
- var sizeInfo = {
11204
- ascent: ascent,
11205
- descent: descent,
11206
- size: size
11207
- };
11208
- if (char) {
11206
+ if (isChar) {
11209
11207
  var data = null;
11210
11208
  if (size > 0) {
11211
11209
  var lineIntegerW = integerW * 4;
@@ -11213,7 +11211,7 @@ var /**
11213
11211
  data = new Uint8Array(colorData.buffer, top * lineIntegerW, size * lineIntegerW);
11214
11212
  }
11215
11213
  return {
11216
- char: char,
11214
+ char: measureString,
11217
11215
  x: 0,
11218
11216
  y: 0,
11219
11217
  w: width,
@@ -11233,7 +11231,11 @@ var /**
11233
11231
  data: data
11234
11232
  };
11235
11233
  } else {
11236
- return sizeInfo;
11234
+ return {
11235
+ ascent: ascent,
11236
+ descent: descent,
11237
+ size: size
11238
+ };
11237
11239
  }
11238
11240
  };
11239
11241
  /**
@@ -17426,6 +17428,38 @@ var PrimitiveType;
17426
17428
  PrimitiveMesh._spherePoleIdx = 0;
17427
17429
  })();
17428
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
+
17429
17463
  var ComponentCloner = /*#__PURE__*/ function() {
17430
17464
  function ComponentCloner() {}
17431
17465
  /**
@@ -17473,10 +17507,14 @@ var ComponentCloner = /*#__PURE__*/ function() {
17473
17507
  /**
17474
17508
  * Add component based on the component type.
17475
17509
  * @param type - The type of the component
17510
+ * @param args - The arguments of the component
17476
17511
  * @returns The component which has been added
17477
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
+ }
17478
17516
  ComponentsDependencies._addCheck(this, type);
17479
- var component = new type(this);
17517
+ var component = _construct(type, [].concat(this, args));
17480
17518
  this._components.push(component);
17481
17519
  component._setActive(true, ActiveChangeFlag.All);
17482
17520
  return component;
@@ -19002,6 +19040,15 @@ var SafeLoopArray = /*#__PURE__*/ function() {
19002
19040
  this._loopArrayDirty = true;
19003
19041
  };
19004
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
+ /**
19005
19052
  * The index of the item.
19006
19053
  * @param item - The item which want to get the index
19007
19054
  * @returns Index of the item
@@ -19435,17 +19482,35 @@ var /** @internal */ PromiseState;
19435
19482
  };
19436
19483
  /**
19437
19484
  * @internal
19438
- */ _proto._onSubAssetSuccess = function _onSubAssetSuccess(assetURL, value) {
19439
- var _this__subAssetPromiseCallbacks_assetURL;
19440
- (_this__subAssetPromiseCallbacks_assetURL = this._subAssetPromiseCallbacks[assetURL]) == null ? void 0 : _this__subAssetPromiseCallbacks_assetURL.resolve(value);
19441
- 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
+ }
19442
19498
  };
19443
19499
  /**
19444
19500
  * @internal
19445
- */ _proto._onSubAssetFail = function _onSubAssetFail(assetURL, value) {
19446
- var _this__subAssetPromiseCallbacks_assetURL;
19447
- (_this__subAssetPromiseCallbacks_assetURL = this._subAssetPromiseCallbacks[assetURL]) == null ? void 0 : _this__subAssetPromiseCallbacks_assetURL.reject(value);
19448
- 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
+ }
19449
19514
  };
19450
19515
  /**
19451
19516
  * @internal
@@ -19590,8 +19655,21 @@ var /** @internal */ PromiseState;
19590
19655
  if (!loader) {
19591
19656
  throw "loader not found: " + item.type;
19592
19657
  }
19593
- // 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;
19594
19671
  item.url = assetBaseURL;
19672
+ var loadingPromises = this._loadingPromises;
19595
19673
  var promise = loader.load(item, this);
19596
19674
  loadingPromises[assetBaseURL] = promise;
19597
19675
  promise.then(function(resource) {
@@ -19599,32 +19677,46 @@ var /** @internal */ PromiseState;
19599
19677
  _this._addAsset(assetBaseURL, resource);
19600
19678
  }
19601
19679
  delete loadingPromises[assetBaseURL];
19680
+ _this._releaseSubAssetPromiseCallback(assetBaseURL);
19602
19681
  }, function() {
19603
- return delete loadingPromises[assetBaseURL];
19682
+ delete loadingPromises[assetBaseURL];
19683
+ _this._releaseSubAssetPromiseCallback(assetBaseURL);
19604
19684
  });
19605
- if (queryPath) {
19606
- var subPromise = new AssetPromise(function(resolve, reject) {
19607
- _this._pushSubAssetPromiseCallback(assetURL, resolve, reject);
19608
- });
19609
- loadingPromises[assetURL] = subPromise;
19610
- 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() {
19611
19713
  delete loadingPromises[assetURL];
19612
19714
  }, function() {
19613
19715
  return delete loadingPromises[assetURL];
19614
19716
  });
19615
- promise.catch(function(e) {
19616
- _this._onSubAssetFail(assetURL, e);
19617
- });
19618
- return subPromise;
19619
19717
  }
19620
19718
  return promise;
19621
19719
  };
19622
- _proto._pushSubAssetPromiseCallback = function _pushSubAssetPromiseCallback(assetURL, resolve, reject) {
19623
- this._subAssetPromiseCallbacks[assetURL] = {
19624
- resolve: resolve,
19625
- reject: reject
19626
- };
19627
- };
19628
19720
  _proto._gc = function _gc(forceDestroy) {
19629
19721
  var objects = Utils.objectValues(this._referResourcePool);
19630
19722
  for(var i = 0, n = objects.length; i < n; i++){
@@ -19681,6 +19773,9 @@ var /** @internal */ PromiseState;
19681
19773
  });
19682
19774
  return result;
19683
19775
  };
19776
+ _proto._releaseSubAssetPromiseCallback = function _releaseSubAssetPromiseCallback(assetBaseURL) {
19777
+ delete this._subAssetPromiseCallbacks[assetBaseURL];
19778
+ };
19684
19779
  /**
19685
19780
  * @internal
19686
19781
  * @beta Just for internal editor, not recommended for developers.
@@ -28325,10 +28420,7 @@ var AnimatorLayerBlendingMode;
28325
28420
  /**
28326
28421
  * @internal
28327
28422
  */ _proto._onEnable = function _onEnable() {
28328
- var layersData = this._animatorLayersData;
28329
- for(var i = 0, n = layersData.length; i < n; i++){
28330
- layersData[i].layerState = LayerState.Standby;
28331
- }
28423
+ this._reset();
28332
28424
  this._entity.getComponentsIncludeChildren(Renderer, this._controlledRenderers);
28333
28425
  };
28334
28426
  /**
@@ -28882,8 +28974,11 @@ var AnimatorLayerBlendingMode;
28882
28974
  if (exitTime >= lastClipTime) {
28883
28975
  playState.currentTransitionIndex = Math.min(transitionIndex + 1, n - 1);
28884
28976
  if (this._checkConditions(state, transition)) {
28885
- this._applyTransition(layerIndex, layerData, stateMachine, transition);
28886
- return transition;
28977
+ if (this._applyTransition(layerIndex, layerData, stateMachine, transition)) {
28978
+ return transition;
28979
+ } else {
28980
+ return null;
28981
+ }
28887
28982
  }
28888
28983
  }
28889
28984
  }
@@ -28902,8 +28997,11 @@ var AnimatorLayerBlendingMode;
28902
28997
  if (exitTime <= lastClipTime) {
28903
28998
  playState.currentTransitionIndex = Math.max(transitionIndex - 1, 0);
28904
28999
  if (this._checkConditions(state, transition)) {
28905
- this._applyTransition(layerIndex, layerData, stateMachine, transition);
28906
- return transition;
29000
+ if (this._applyTransition(layerIndex, layerData, stateMachine, transition)) {
29001
+ return transition;
29002
+ } else {
29003
+ return null;
29004
+ }
28907
29005
  }
28908
29006
  }
28909
29007
  }
@@ -28913,8 +29011,11 @@ var AnimatorLayerBlendingMode;
28913
29011
  for(var i = 0, n = transitions.length; i < n; i++){
28914
29012
  var transition = transitions[i];
28915
29013
  if (this._checkConditions(state, transition)) {
28916
- this._applyTransition(layerIndex, layerData, stateMachine, transition);
28917
- return transition;
29014
+ if (this._applyTransition(layerIndex, layerData, stateMachine, transition)) {
29015
+ return transition;
29016
+ } else {
29017
+ return null;
29018
+ }
28918
29019
  }
28919
29020
  }
28920
29021
  };
@@ -28934,11 +29035,12 @@ var AnimatorLayerBlendingMode;
28934
29035
  };
28935
29036
  _proto._applyTransition = function _applyTransition(layerIndex, layerData, stateMachine, transition) {
28936
29037
  // Need prepare first, it should crossFade when to exit
28937
- this._prepareCrossFadeByTransition(transition, layerIndex);
29038
+ var success = this._prepareCrossFadeByTransition(transition, layerIndex);
28938
29039
  if (transition.isExit) {
28939
29040
  this._checkAnyAndEntryState(layerIndex, layerData, stateMachine);
28940
- return;
29041
+ return true;
28941
29042
  }
29043
+ return success;
28942
29044
  };
28943
29045
  _proto._checkConditions = function _checkConditions(state, transition) {
28944
29046
  var _state;
@@ -28950,6 +29052,9 @@ var AnimatorLayerBlendingMode;
28950
29052
  var pass = false;
28951
29053
  var _conditions_i = conditions[i], mode = _conditions_i.mode, name1 = _conditions_i.parameterName, threshold = _conditions_i.threshold;
28952
29054
  var parameter = this.getParameter(name1);
29055
+ if (!parameter) {
29056
+ return false;
29057
+ }
28953
29058
  switch(mode){
28954
29059
  case AnimatorConditionMode.Equals:
28955
29060
  if (parameter.value === threshold) {
@@ -34244,5 +34349,5 @@ var cacheDir = new Vector3();
34244
34349
  return CubeProbe;
34245
34350
  }(Probe);
34246
34351
 
34247
- 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 };
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+ 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 };
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  //# sourceMappingURL=module.js.map