@galacean/engine-core 2.0.0-alpha.0 → 2.0.0-alpha.2

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package/dist/main.js CHANGED
@@ -23062,8 +23062,7 @@ var SkinUpdateFlag = /*#__PURE__*/ function(SkinUpdateFlag) {
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  var boneCountChange = boneCount !== boneDataCreateCache.x;
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  if (boneCountChange || bsUniformOccupiesCount !== boneDataCreateCache.y) {
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  // directly use max joint count to avoid shader recompile
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- // @TODO: different shader type should use different count, not always 44
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- var remainUniformJointCount = Math.ceil((this._maxVertexUniformVectors - (44 + bsUniformOccupiesCount)) / 4);
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+ var remainUniformJointCount = Math.ceil((this._maxVertexUniformVectors - (SkinnedMeshRenderer._baseVertexUniformVectorCount + bsUniformOccupiesCount)) / 4);
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  if (boneCount > remainUniformJointCount) {
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  var engine = this.engine;
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  if (engine._hardwareRenderer.canIUseMoreJoints) {
@@ -23241,6 +23240,8 @@ var SkinUpdateFlag = /*#__PURE__*/ function(SkinUpdateFlag) {
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  ]);
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  return SkinnedMeshRenderer;
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  }(MeshRenderer);
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+ // @TODO: different shader type should use different count, not always 48
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+ /** @internal */ SkinnedMeshRenderer._baseVertexUniformVectorCount = 48;
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  SkinnedMeshRenderer._jointCountProperty = ShaderProperty.getByName("renderer_JointCount");
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  SkinnedMeshRenderer._jointSamplerProperty = ShaderProperty.getByName("renderer_JointSampler");
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  SkinnedMeshRenderer._jointMatrixProperty = ShaderProperty.getByName("renderer_JointMatrix");
@@ -37548,6 +37549,12 @@ var cacheDir = new engineMath.Vector3();
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  */ var AudioManager = /*#__PURE__*/ function() {
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  function AudioManager() {}
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  /**
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+ * Suspend the audio context.
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+ * @returns A promise that resolves when the audio context is suspended
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+ */ AudioManager.suspend = function suspend() {
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+ return AudioManager._context.suspend();
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+ };
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+ /**
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  * Resume the audio context.
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  * @remarks On iOS Safari, calling this within a user gesture (e.g., click/touch event handler) can pre-unlock audio and reduce playback delay.
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  * @returns A promise that resolves when the audio context is resumed