@galacean/engine-core 2.0.0-alpha.46 → 2.0.0-alpha.47

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package/dist/main.js CHANGED
@@ -14826,6 +14826,7 @@ BlendShapeManager._blendShapeTextureInfoProperty = ShaderProperty.getByName("ren
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  /**
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  * Mesh containing common vertex elements of the model.
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+ * Define draw ranges with `addSubMesh()` and assign a material to each corresponding MeshRenderer slot.
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  */ var ModelMesh = /*#__PURE__*/ function(Mesh) {
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  _inherits(ModelMesh, Mesh);
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  function ModelMesh(engine, name) {
@@ -15159,8 +15160,8 @@ BlendShapeManager._blendShapeTextureInfoProperty = ShaderProperty.getByName("ren
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  return blendShapes[index].name;
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  };
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  /**
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- * Upload data to GPU set by `setPositions()`, `setNormals()`, `setColors()`, `setBoneWeights()`, `setBoneIndices()`, `setTangents()`, `setUVs()`, `setIndices()` methods.
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- * This method will be auto generate vertex element and vertex buffer binding if needed.
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+ * Upload mesh data to the GPU, generating vertex elements and buffer bindings as needed.
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+ * Bounds must be set separately for culling.
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  *
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  * @param releaseData - Whether to release the data cache, release data can reduce memory usage.
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  */ _proto.uploadData = function uploadData(releaseData) {
@@ -19584,7 +19585,7 @@ var rePropName = RegExp(// Match anything that isn't a dot or bracket.
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  * Pointer.
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  */ var Pointer = /*#__PURE__*/ function() {
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  function Pointer(id) {
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- /** The phase of pointer. */ this.phase = PointerPhase.Leave;
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+ /** The current phase of this pointer. */ this.phase = PointerPhase.Leave;
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  /** The position of the pointer in screen space pixel coordinates. */ this.position = new engineMath.Vector2();
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  /** The change of the pointer. */ this.deltaPosition = new engineMath.Vector2();
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  /** @internal */ this._events = [];
@@ -23063,9 +23064,9 @@ PointerEventEmitter._tempRay = new engineMath.Ray();
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  }
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  };
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  /**
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- * Whether the pointer starts to be pressed down during the current frame, if there is no parameter, return whether any pointer starts to be pressed down during the current frame.
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- * @param pointerButton - The pointerButton on a pointer device
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- * @returns Whether the pointer starts to be pressed down during the current frame
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+ * Whether any pointer was pressed this frame.
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+ * @param pointerButton - The button to query; omit to include all buttons
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+ * @returns The result remains true for the frame, even if a release also occurred
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  */ _proto.isPointerDown = function isPointerDown(pointerButton) {
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  if (this._initialized) {
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  if (pointerButton === undefined) {
@@ -23078,9 +23079,9 @@ PointerEventEmitter._tempRay = new engineMath.Ray();
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  }
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  };
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  /**
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- * Whether the pointer is released during the current frame, if there is no parameter, return whether any pointer released during the current frame.
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- * @param pointerButton - The pointerButtons on a mouse device
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- * @returns Whether the pointer is released during the current frame
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+ * Whether any pointer was released this frame.
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+ * @param pointerButton - The button to query; omit to include all buttons
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+ * @returns The result remains true for the frame, even if a press also occurred
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  */ _proto.isPointerUp = function isPointerUp(pointerButton) {
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  if (this._initialized) {
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  if (pointerButton === undefined) {