@galacean/engine-core 2.0.0-alpha.0 → 2.0.0-alpha.2
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 +9 -2
- package/dist/main.js.map +1 -1
- package/dist/module.js +9 -2
- package/dist/module.js.map +1 -1
- package/package.json +3 -3
- package/types/audio/AudioManager.d.ts +5 -0
package/dist/module.js
CHANGED
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@@ -23058,8 +23058,7 @@ 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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-
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-
var remainUniformJointCount = Math.ceil((this._maxVertexUniformVectors - (44 + bsUniformOccupiesCount)) / 4);
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23061
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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) {
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@@ -23237,6 +23236,8 @@ 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");
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@@ -37544,6 +37545,12 @@ var cacheDir = new 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
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