@galacean/engine-core 1.4.0-beta.1 → 1.4.0

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package/dist/main.js CHANGED
@@ -5865,8 +5865,6 @@ exports.Camera = /*#__PURE__*/ function(Component) {
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  //@ts-ignore
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  this._viewport._onValueChanged = null;
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  this.engine.canvas._sizeUpdateFlagManager.removeListener(this._onPixelViewportChanged);
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- this._updateFlagManager = null;
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- this._entity = null;
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  this._globalShaderMacro = null;
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  this._frustum = null;
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  this._renderPipeline = null;
@@ -10263,7 +10261,6 @@ exports.Renderer = /*#__PURE__*/ function(Component) {
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  var material = materials[i];
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  material && this._addResourceReferCount(material, -1);
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  }
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- this._entity = null;
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  this._globalShaderMacro = null;
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  this._bounds = null;
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  this._materials = null;
@@ -17620,7 +17617,6 @@ var ComponentCloner = /*#__PURE__*/ function() {
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  this._setParent(null);
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  }
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  this.isActive = false;
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- this._updateFlagManager = null;
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  };
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  /**
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  * @internal
@@ -20765,7 +20761,7 @@ exports.Collider = __decorate([
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  * Describes a contact point where the collision occurs.
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  */ var ContactPoint = function ContactPoint() {
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  /** The position of the contact point between the shapes, in world space. */ this.position = new engineMath.Vector3();
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- /** The normal of the contacting surfaces at the contact point. The normal direction points from the second shape to the first shape. */ this.normal = new engineMath.Vector3();
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+ /** The normal of the contacting surfaces at the contact point. The normal direction points from the other shape to the self shape. */ this.normal = new engineMath.Vector3();
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  /** The impulse applied at the contact point, in world space. Divide by the simulation time step to get a force value. */ this.impulse = new engineMath.Vector3();
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  };
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@@ -20783,7 +20779,8 @@ exports.Collider = __decorate([
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  * You need to obtain the actual number of contact points from the function's return value.
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  */ _proto.getContacts = function getContacts(outContacts) {
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  var nativeCollision = this._nativeCollision;
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- var factor = nativeCollision.shape0Id < nativeCollision.shape1Id ? 1 : -1;
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+ var smallerShapeId = Math.min(nativeCollision.shape0Id, nativeCollision.shape1Id);
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+ var factor = this.shape.id === smallerShapeId ? 1 : -1;
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  var nativeContactPoints = nativeCollision.getContacts();
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  var length = nativeContactPoints.size();
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  for(var i = 0; i < length; i++){
@@ -23364,6 +23361,8 @@ PointerEventEmitter._tempRay = new engineMath.Ray();
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  var currY = (latestEvent.clientY - top) * heightPixelRatio;
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  pointer.deltaPosition.set(currX - position.x, currY - position.y);
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  position.set(currX, currY);
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+ pointer.button = _pointerDec2BinMap[latestEvent.button] || PointerButton.None;
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+ pointer.pressedButtons = latestEvent.buttons;
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  for(var i = 0; i < length; i++){
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  var event = events[i];
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  switch(event.type){
@@ -24586,11 +24585,16 @@ var unlitVs = "#define GLSLIFY 1\n#include <common>\n#include <common_vert>\n#in
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  var UIUtils = /*#__PURE__*/ function() {
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  function UIUtils() {}
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- UIUtils.renderOverlay = function renderOverlay(engine, uiCanvases) {
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+ UIUtils.renderOverlay = function renderOverlay(engine, scene, uiCanvases) {
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+ var canvas = engine.canvas, rhi = engine._hardwareRenderer, renderContext = engine._renderContext, batcherManager = engine._batcherManager;
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  var uiRenderQueue = this._renderQueue || (this._renderQueue = new RenderQueue(RenderQueueType.Transparent));
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  var virtualCamera = this._virtualCamera || (this._virtualCamera = new VirtualCamera());
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  var viewport = this._viewport || (this._viewport = new engineMath.Vector4(0, 0, 1, 1));
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- var canvas = engine.canvas, rhi = engine._hardwareRenderer, renderContext = engine._renderContext, batcherManager = engine._batcherManager;
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+ // @ts-ignore
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+ var camera = this._overlayCamera || (this._overlayCamera = new OverlayCamera());
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+ camera.engine = engine;
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+ camera.scene = scene;
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+ renderContext.camera = camera;
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  var _virtualCamera_projectionMatrix = virtualCamera.projectionMatrix, projectE = _virtualCamera_projectionMatrix.elements;
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  var _virtualCamera_viewMatrix = virtualCamera.viewMatrix, viewE = _virtualCamera_viewMatrix.elements;
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  projectE[0] = 2 / canvas.width, projectE[5] = 2 / canvas.height, projectE[10] = 0;
@@ -24598,8 +24602,8 @@ var UIUtils = /*#__PURE__*/ function() {
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  for(var i = 0, n = uiCanvases.length; i < n; i++){
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  var uiCanvas = uiCanvases.get(i);
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  if (uiCanvas) {
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- var transform = uiCanvas.entity.transform;
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- viewE[12] = -transform.position.x, viewE[13] = -transform.position.y;
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+ var position = uiCanvas.entity.transform.position;
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+ viewE[12] = -position.x, viewE[13] = -position.y;
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  engineMath.Matrix.multiply(virtualCamera.projectionMatrix, virtualCamera.viewMatrix, virtualCamera.viewProjectionMatrix);
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  renderContext.applyVirtualCamera(virtualCamera, false);
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  renderContext.rendererUpdateFlag |= ContextRendererUpdateFlag.ProjectionMatrix;
@@ -24615,6 +24619,14 @@ var UIUtils = /*#__PURE__*/ function() {
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  };
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  return UIUtils;
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  }();
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+ var OverlayCamera = function OverlayCamera() {
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+ // @ts-ignore
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+ this.instanceId = ++EngineObject._instanceIdCounter;
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+ this.shaderData = new ShaderData(ShaderDataGroup.Camera);
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+ this.enableFrustumCulling = true;
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+ this.cullingMask = Layer.Everything;
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+ this._globalShaderMacro = new ShaderMacroCollection();
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+ };
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  /**
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  * XRManager located in the main package, its implementation logic is XRManagerExtended in the sub-package engine-xr.
@@ -24941,25 +24953,25 @@ ShaderPool.init();
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  var cameras = componentsManager._activeCameras;
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  if (cameras.length === 0) {
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  Logger.debug("No active camera in scene.");
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- return "continue";
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- }
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- cameras.forEach(function(camera) {
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- componentsManager.callCameraOnBeginRender(camera);
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- // Update post process manager
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- scene.postProcessManager._update(camera);
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- camera.render();
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- componentsManager.callCameraOnEndRender(camera);
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- // Temp solution for webgl implement bug
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- if (_this1._hardwareRenderer._options._forceFlush) {
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- _this1._hardwareRenderer.flush();
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- }
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- }, function(camera, index) {
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- camera._cameraIndex = index;
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- });
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+ } else {
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+ cameras.forEach(function(camera) {
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+ componentsManager.callCameraOnBeginRender(camera);
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+ // Update post process manager
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+ scene.postProcessManager._update(camera);
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+ camera.render();
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+ componentsManager.callCameraOnEndRender(camera);
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+ // Temp solution for webgl implement bug
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+ if (_this1._hardwareRenderer._options._forceFlush) {
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+ _this1._hardwareRenderer.flush();
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+ }
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+ }, function(camera, index) {
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+ camera._cameraIndex = index;
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+ });
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+ }
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  var uiCanvas = componentsManager._overlayCanvases;
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  if (uiCanvas.length > 0) {
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  componentsManager.sortOverlayUICanvases();
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- UIUtils.renderOverlay(_this, uiCanvas);
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+ UIUtils.renderOverlay(_this, scene, uiCanvas);
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  }
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  };
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  var _this1 = this;
@@ -30135,11 +30147,7 @@ function _type_of(obj) {
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  if (transition.mute) continue;
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  if (transitionCollection.isSoloMode && !transition.solo) continue;
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  if (this._checkConditions(transition)) {
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- if (this._applyTransition(layerData, transition, aniUpdate)) {
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- return transition;
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- } else {
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- return null;
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- }
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+ return this._applyTransition(layerData, transition, aniUpdate);
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  }
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  }
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  };
@@ -30159,13 +30167,11 @@ function _type_of(obj) {
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  return true;
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  };
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  _proto._applyTransition = function _applyTransition(layerData, transition, aniUpdate) {
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- // Need prepare first, it should crossFade when to exit
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- var success = this._prepareCrossFadeByTransition(transition, layerData.layerIndex);
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  if (transition.isExit) {
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  this._checkAnyAndEntryState(layerData, 0, aniUpdate);
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- return transition;
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+ return null;
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  }
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- return success ? transition : null;
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+ return this._prepareCrossFadeByTransition(transition, layerData.layerIndex) ? transition : null;
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  };
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  _proto._checkConditions = function _checkConditions(transition) {
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  var conditions = transition.conditions;