@galacean/engine-core 1.3.9 → 1.3.11
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/main.js +63 -18
- package/dist/main.js.map +1 -1
- package/dist/miniprogram.js +63 -18
- package/dist/module.js +63 -19
- package/dist/module.js.map +1 -1
- package/package.json +3 -3
- package/types/index.d.ts +1 -0
- package/types/utils/DisorderedArray.d.ts +70 -0
- package/types/DisorderedArray.d.ts +0 -27
package/dist/miniprogram.js
CHANGED
|
@@ -6612,13 +6612,17 @@ SlicedSpriteAssembler = __decorate([
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|
|
6612
6612
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*/ var DisorderedArray = /*#__PURE__*/ function() {
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6613
6613
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function DisorderedArray(count) {
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6614
6614
|
if (count === void 0) count = 0;
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|
6615
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-
this.length = 0;
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|
6616
|
-
this.
|
|
6615
|
+
/** The length of the array. */ this.length = 0;
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6616
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+
this._loopCounter = 0 // Ignore nested loops, use counter to solve the problem
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6617
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+
;
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6617
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this._blankCount = 0;
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this._elements = new Array(count);
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6620
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}
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6620
6621
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var _proto = DisorderedArray.prototype;
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6621
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-
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6622
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+
/**
|
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6623
|
+
* Add an element to disordered array.
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6624
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+
* @param element - The element to be added
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6625
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+
*/ _proto.add = function add(element) {
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if (this.length === this._elements.length) {
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this._elements.push(element);
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6628
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} else {
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@@ -6626,18 +6630,29 @@ SlicedSpriteAssembler = __decorate([
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}
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this.length++;
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};
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-
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6633
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+
/**
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6634
|
+
* Delete the specified element.
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6635
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+
* @param element - The element to be deleted
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6636
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+
*/ _proto.delete = function _delete(element) {
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6630
6637
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// @todo: It can be optimized for custom binary search and other algorithms, currently this._elements>=this.length wastes performance.
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6631
6638
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var index = this._elements.indexOf(element);
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this.deleteByIndex(index);
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};
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6634
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-
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6641
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+
/**
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6642
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+
* Set the element at the specified index.
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6643
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+
* @param index - The index of the element to be set
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6644
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+
* @param element - The element to be set
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6645
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+
*/ _proto.set = function set(index, element) {
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6635
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if (index >= this.length) {
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6636
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throw "Index is out of range.";
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}
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6638
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this._elements[index] = element;
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6639
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};
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|
6640
|
-
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6651
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+
/**
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6652
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+
* Get the element at the specified index.
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6653
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+
* @param index - The index of the element to be get
|
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6654
|
+
* @returns The element at the specified index
|
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6655
|
+
*/ _proto.get = function get(index) {
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6641
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if (index >= this.length) {
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throw "Index is out of range.";
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}
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@@ -6650,7 +6665,7 @@ SlicedSpriteAssembler = __decorate([
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6650
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*/ _proto.deleteByIndex = function deleteByIndex(index) {
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6666
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var elements = this._elements;
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6667
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var end;
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6653
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-
if (this.
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6668
|
+
if (this._loopCounter > 0) {
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6654
6669
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this._elements[index] = null;
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6655
6670
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this._blankCount++;
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6671
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} else {
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@@ -6664,41 +6679,57 @@ SlicedSpriteAssembler = __decorate([
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6679
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}
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6665
6680
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return end;
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6666
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};
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6667
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-
|
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6682
|
+
/**
|
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6683
|
+
* Loop through all elements.
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|
6684
|
+
* @param callbackFn - The callback function
|
|
6685
|
+
* @param swapFn - The swap function can process the element after the callback function, it will be called after end looping(`isLopping` = true)
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|
6686
|
+
*/ _proto.forEach = function forEach(callbackFn, swapFn) {
|
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6668
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this._startLoop();
|
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6669
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var elements = this._elements;
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6670
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for(var i = 0, n = this.length; i < n; i++){
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var element = elements[i];
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-
element && callbackFn(element);
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+
element && callbackFn(element, i);
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}
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this._endLoop(swapFn);
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};
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6676
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-
|
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6695
|
+
/**
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6696
|
+
* Loop through all elements and clean up the blank elements.
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6697
|
+
* @param callbackFn - The callback function
|
|
6698
|
+
* @param swapFn - The swap function can process the element after the callback function, it will be called after end looping(`isLopping` = true)
|
|
6699
|
+
*/ _proto.forEachAndClean = function forEachAndClean(callbackFn, swapFn) {
|
|
6677
6700
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this._startLoop();
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|
6678
6701
|
var preEnd = this.length;
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6679
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var elements = this._elements;
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6680
6703
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for(var i = 0, n = preEnd; i < n; i++){
|
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6681
6704
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var element = elements[i];
|
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6682
|
-
element && callbackFn(element);
|
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6705
|
+
element && callbackFn(element, i);
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6683
6706
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}
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6684
6707
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this._endLoopAndClean(preEnd, elements, swapFn);
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6685
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};
|
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6686
|
-
|
|
6709
|
+
/**
|
|
6710
|
+
* Sort the array.
|
|
6711
|
+
* @param compareFn - The comparison function
|
|
6712
|
+
*/ _proto.sort = function sort(compareFn) {
|
|
6687
6713
|
Utils._quickSort(this._elements, 0, this.length, compareFn);
|
|
6688
6714
|
};
|
|
6689
|
-
|
|
6715
|
+
/**
|
|
6716
|
+
* Garbage collection, clean up all cached elements.
|
|
6717
|
+
*/ _proto.garbageCollection = function garbageCollection() {
|
|
6690
6718
|
this._elements.length = this.length;
|
|
6691
6719
|
};
|
|
6692
6720
|
_proto._startLoop = function _startLoop() {
|
|
6693
|
-
this.
|
|
6721
|
+
++this._loopCounter;
|
|
6694
6722
|
};
|
|
6695
6723
|
_proto._endLoop = function _endLoop(swapFn) {
|
|
6696
|
-
this.
|
|
6724
|
+
if (--this._loopCounter !== 0) {
|
|
6725
|
+
return;
|
|
6726
|
+
}
|
|
6697
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|
if (this._blankCount) {
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6698
6728
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var from = 0;
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6699
6729
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var to = this.length - 1;
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6700
6730
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var elements = this._elements;
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6701
6731
|
partition: do {
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|
6732
|
+
var _swapFn;
|
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6702
6733
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while(elements[from])if (++from >= to) {
|
|
6703
6734
|
break partition;
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6704
6735
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}
|
|
@@ -6706,7 +6737,7 @@ SlicedSpriteAssembler = __decorate([
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|
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6706
6737
|
break partition;
|
|
6707
6738
|
}
|
|
6708
6739
|
var swapElement = elements[to];
|
|
6709
|
-
swapFn(swapElement, from);
|
|
6740
|
+
(_swapFn = swapFn) == null ? void 0 : _swapFn(swapElement, from);
|
|
6710
6741
|
elements[from++] = swapElement;
|
|
6711
6742
|
elements[to--] = null;
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6712
6743
|
}while (from < to);
|
|
@@ -6715,18 +6746,31 @@ SlicedSpriteAssembler = __decorate([
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6715
6746
|
}
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6716
6747
|
};
|
|
6717
6748
|
_proto._endLoopAndClean = function _endLoopAndClean(preEnd, elements, swapFn) {
|
|
6749
|
+
if (--this._loopCounter !== 0) {
|
|
6750
|
+
return;
|
|
6751
|
+
}
|
|
6718
6752
|
var index = 0;
|
|
6719
6753
|
for(var i = preEnd, n = this.length; i < n; i++){
|
|
6754
|
+
var _swapFn;
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|
6720
6755
|
var element = elements[i];
|
|
6721
6756
|
if (!element) continue;
|
|
6722
6757
|
elements[index] = element;
|
|
6723
|
-
swapFn(element, index);
|
|
6758
|
+
(_swapFn = swapFn) == null ? void 0 : _swapFn(element, index);
|
|
6724
6759
|
index++;
|
|
6725
6760
|
}
|
|
6726
|
-
this._isLooping = false;
|
|
6727
6761
|
this.length = index;
|
|
6728
6762
|
this._blankCount = 0;
|
|
6729
6763
|
};
|
|
6764
|
+
_create_class(DisorderedArray, [
|
|
6765
|
+
{
|
|
6766
|
+
key: "isLopping",
|
|
6767
|
+
get: /**
|
|
6768
|
+
* Get whether the array is in the loop.
|
|
6769
|
+
*/ function get() {
|
|
6770
|
+
return this._loopCounter > 0;
|
|
6771
|
+
}
|
|
6772
|
+
}
|
|
6773
|
+
]);
|
|
6730
6774
|
return DisorderedArray;
|
|
6731
6775
|
}();
|
|
6732
6776
|
|
|
@@ -34465,6 +34509,7 @@ exports.CubeProbe = CubeProbe;
|
|
|
34465
34509
|
exports.CurveKey = CurveKey;
|
|
34466
34510
|
exports.DepthState = DepthState;
|
|
34467
34511
|
exports.DirectLight = DirectLight;
|
|
34512
|
+
exports.DisorderedArray = DisorderedArray;
|
|
34468
34513
|
exports.DynamicCollider = DynamicCollider;
|
|
34469
34514
|
exports.EmissionModule = EmissionModule;
|
|
34470
34515
|
exports.Engine = Engine;
|
package/dist/module.js
CHANGED
|
@@ -6607,13 +6607,17 @@ SlicedSpriteAssembler = __decorate([
|
|
|
6607
6607
|
*/ var DisorderedArray = /*#__PURE__*/ function() {
|
|
6608
6608
|
function DisorderedArray(count) {
|
|
6609
6609
|
if (count === void 0) count = 0;
|
|
6610
|
-
this.length = 0;
|
|
6611
|
-
this.
|
|
6610
|
+
/** The length of the array. */ this.length = 0;
|
|
6611
|
+
this._loopCounter = 0 // Ignore nested loops, use counter to solve the problem
|
|
6612
|
+
;
|
|
6612
6613
|
this._blankCount = 0;
|
|
6613
6614
|
this._elements = new Array(count);
|
|
6614
6615
|
}
|
|
6615
6616
|
var _proto = DisorderedArray.prototype;
|
|
6616
|
-
|
|
6617
|
+
/**
|
|
6618
|
+
* Add an element to disordered array.
|
|
6619
|
+
* @param element - The element to be added
|
|
6620
|
+
*/ _proto.add = function add(element) {
|
|
6617
6621
|
if (this.length === this._elements.length) {
|
|
6618
6622
|
this._elements.push(element);
|
|
6619
6623
|
} else {
|
|
@@ -6621,18 +6625,29 @@ SlicedSpriteAssembler = __decorate([
|
|
|
6621
6625
|
}
|
|
6622
6626
|
this.length++;
|
|
6623
6627
|
};
|
|
6624
|
-
|
|
6628
|
+
/**
|
|
6629
|
+
* Delete the specified element.
|
|
6630
|
+
* @param element - The element to be deleted
|
|
6631
|
+
*/ _proto.delete = function _delete(element) {
|
|
6625
6632
|
// @todo: It can be optimized for custom binary search and other algorithms, currently this._elements>=this.length wastes performance.
|
|
6626
6633
|
var index = this._elements.indexOf(element);
|
|
6627
6634
|
this.deleteByIndex(index);
|
|
6628
6635
|
};
|
|
6629
|
-
|
|
6636
|
+
/**
|
|
6637
|
+
* Set the element at the specified index.
|
|
6638
|
+
* @param index - The index of the element to be set
|
|
6639
|
+
* @param element - The element to be set
|
|
6640
|
+
*/ _proto.set = function set(index, element) {
|
|
6630
6641
|
if (index >= this.length) {
|
|
6631
6642
|
throw "Index is out of range.";
|
|
6632
6643
|
}
|
|
6633
6644
|
this._elements[index] = element;
|
|
6634
6645
|
};
|
|
6635
|
-
|
|
6646
|
+
/**
|
|
6647
|
+
* Get the element at the specified index.
|
|
6648
|
+
* @param index - The index of the element to be get
|
|
6649
|
+
* @returns The element at the specified index
|
|
6650
|
+
*/ _proto.get = function get(index) {
|
|
6636
6651
|
if (index >= this.length) {
|
|
6637
6652
|
throw "Index is out of range.";
|
|
6638
6653
|
}
|
|
@@ -6645,7 +6660,7 @@ SlicedSpriteAssembler = __decorate([
|
|
|
6645
6660
|
*/ _proto.deleteByIndex = function deleteByIndex(index) {
|
|
6646
6661
|
var elements = this._elements;
|
|
6647
6662
|
var end;
|
|
6648
|
-
if (this.
|
|
6663
|
+
if (this._loopCounter > 0) {
|
|
6649
6664
|
this._elements[index] = null;
|
|
6650
6665
|
this._blankCount++;
|
|
6651
6666
|
} else {
|
|
@@ -6659,41 +6674,57 @@ SlicedSpriteAssembler = __decorate([
|
|
|
6659
6674
|
}
|
|
6660
6675
|
return end;
|
|
6661
6676
|
};
|
|
6662
|
-
|
|
6677
|
+
/**
|
|
6678
|
+
* Loop through all elements.
|
|
6679
|
+
* @param callbackFn - The callback function
|
|
6680
|
+
* @param swapFn - The swap function can process the element after the callback function, it will be called after end looping(`isLopping` = true)
|
|
6681
|
+
*/ _proto.forEach = function forEach(callbackFn, swapFn) {
|
|
6663
6682
|
this._startLoop();
|
|
6664
6683
|
var elements = this._elements;
|
|
6665
6684
|
for(var i = 0, n = this.length; i < n; i++){
|
|
6666
6685
|
var element = elements[i];
|
|
6667
|
-
element && callbackFn(element);
|
|
6686
|
+
element && callbackFn(element, i);
|
|
6668
6687
|
}
|
|
6669
6688
|
this._endLoop(swapFn);
|
|
6670
6689
|
};
|
|
6671
|
-
|
|
6690
|
+
/**
|
|
6691
|
+
* Loop through all elements and clean up the blank elements.
|
|
6692
|
+
* @param callbackFn - The callback function
|
|
6693
|
+
* @param swapFn - The swap function can process the element after the callback function, it will be called after end looping(`isLopping` = true)
|
|
6694
|
+
*/ _proto.forEachAndClean = function forEachAndClean(callbackFn, swapFn) {
|
|
6672
6695
|
this._startLoop();
|
|
6673
6696
|
var preEnd = this.length;
|
|
6674
6697
|
var elements = this._elements;
|
|
6675
6698
|
for(var i = 0, n = preEnd; i < n; i++){
|
|
6676
6699
|
var element = elements[i];
|
|
6677
|
-
element && callbackFn(element);
|
|
6700
|
+
element && callbackFn(element, i);
|
|
6678
6701
|
}
|
|
6679
6702
|
this._endLoopAndClean(preEnd, elements, swapFn);
|
|
6680
6703
|
};
|
|
6681
|
-
|
|
6704
|
+
/**
|
|
6705
|
+
* Sort the array.
|
|
6706
|
+
* @param compareFn - The comparison function
|
|
6707
|
+
*/ _proto.sort = function sort(compareFn) {
|
|
6682
6708
|
Utils._quickSort(this._elements, 0, this.length, compareFn);
|
|
6683
6709
|
};
|
|
6684
|
-
|
|
6710
|
+
/**
|
|
6711
|
+
* Garbage collection, clean up all cached elements.
|
|
6712
|
+
*/ _proto.garbageCollection = function garbageCollection() {
|
|
6685
6713
|
this._elements.length = this.length;
|
|
6686
6714
|
};
|
|
6687
6715
|
_proto._startLoop = function _startLoop() {
|
|
6688
|
-
this.
|
|
6716
|
+
++this._loopCounter;
|
|
6689
6717
|
};
|
|
6690
6718
|
_proto._endLoop = function _endLoop(swapFn) {
|
|
6691
|
-
this.
|
|
6719
|
+
if (--this._loopCounter !== 0) {
|
|
6720
|
+
return;
|
|
6721
|
+
}
|
|
6692
6722
|
if (this._blankCount) {
|
|
6693
6723
|
var from = 0;
|
|
6694
6724
|
var to = this.length - 1;
|
|
6695
6725
|
var elements = this._elements;
|
|
6696
6726
|
partition: do {
|
|
6727
|
+
var _swapFn;
|
|
6697
6728
|
while(elements[from])if (++from >= to) {
|
|
6698
6729
|
break partition;
|
|
6699
6730
|
}
|
|
@@ -6701,7 +6732,7 @@ SlicedSpriteAssembler = __decorate([
|
|
|
6701
6732
|
break partition;
|
|
6702
6733
|
}
|
|
6703
6734
|
var swapElement = elements[to];
|
|
6704
|
-
swapFn(swapElement, from);
|
|
6735
|
+
(_swapFn = swapFn) == null ? void 0 : _swapFn(swapElement, from);
|
|
6705
6736
|
elements[from++] = swapElement;
|
|
6706
6737
|
elements[to--] = null;
|
|
6707
6738
|
}while (from < to);
|
|
@@ -6710,18 +6741,31 @@ SlicedSpriteAssembler = __decorate([
|
|
|
6710
6741
|
}
|
|
6711
6742
|
};
|
|
6712
6743
|
_proto._endLoopAndClean = function _endLoopAndClean(preEnd, elements, swapFn) {
|
|
6744
|
+
if (--this._loopCounter !== 0) {
|
|
6745
|
+
return;
|
|
6746
|
+
}
|
|
6713
6747
|
var index = 0;
|
|
6714
6748
|
for(var i = preEnd, n = this.length; i < n; i++){
|
|
6749
|
+
var _swapFn;
|
|
6715
6750
|
var element = elements[i];
|
|
6716
6751
|
if (!element) continue;
|
|
6717
6752
|
elements[index] = element;
|
|
6718
|
-
swapFn(element, index);
|
|
6753
|
+
(_swapFn = swapFn) == null ? void 0 : _swapFn(element, index);
|
|
6719
6754
|
index++;
|
|
6720
6755
|
}
|
|
6721
|
-
this._isLooping = false;
|
|
6722
6756
|
this.length = index;
|
|
6723
6757
|
this._blankCount = 0;
|
|
6724
6758
|
};
|
|
6759
|
+
_create_class(DisorderedArray, [
|
|
6760
|
+
{
|
|
6761
|
+
key: "isLopping",
|
|
6762
|
+
get: /**
|
|
6763
|
+
* Get whether the array is in the loop.
|
|
6764
|
+
*/ function get() {
|
|
6765
|
+
return this._loopCounter > 0;
|
|
6766
|
+
}
|
|
6767
|
+
}
|
|
6768
|
+
]);
|
|
6725
6769
|
return DisorderedArray;
|
|
6726
6770
|
}();
|
|
6727
6771
|
|
|
@@ -34415,5 +34459,5 @@ var cacheDir = new Vector3();
|
|
|
34415
34459
|
return CubeProbe;
|
|
34416
34460
|
}(Probe);
|
|
34417
34461
|
|
|
34418
|
-
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 };
|
|
34462
|
+
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, DisorderedArray, 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 };
|
|
34419
34463
|
//# sourceMappingURL=module.js.map
|