@galacean/engine-physics-lite 0.0.0-experimental-0.9-plus.7 → 0.0.0-experimental-0.9-plus.8

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@@ -3503,6 +3503,28 @@ var /** @internal */ PromiseState;
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  * @remarks The release principle is that it is not referenced by the components, including direct and indirect reference.
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  */ _proto.gc = function gc() {
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  this._gc(false);
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+ var engine = this.engine;
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+ engine._renderElementPool.garbageCollection();
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+ engine._spriteElementPool.garbageCollection();
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+ engine._spriteMaskElementPool.garbageCollection();
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+ engine._textElementPool.garbageCollection();
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+ var _componentsManager = engine._componentsManager, _lightManager = engine._lightManager;
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+ _componentsManager._renderers.garbageCollection();
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+ // @ts-ignore
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+ _componentsManager._onStartScripts.garbageCollection();
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+ // @ts-ignore
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+ _componentsManager._onUpdateScripts.garbageCollection();
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+ // @ts-ignore
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+ _componentsManager._onLateUpdateScripts.garbageCollection();
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+ // @ts-ignore
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+ _componentsManager._onPhysicsUpdateScripts.garbageCollection();
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+ // @ts-ignore
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+ _componentsManager._onUpdateAnimations.garbageCollection();
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+ // @ts-ignore
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+ _componentsManager._onUpdateRenderers.garbageCollection();
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+ _lightManager._spotLights.garbageCollection();
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+ _lightManager._pointLights.garbageCollection();
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+ _lightManager._directLights.garbageCollection();
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  };
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  /**
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  * @internal
@@ -5333,6 +5355,11 @@ var TransformModifyFlags;
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  * @returns Cloned entity
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  */ _proto.clone = function clone() {
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  var cloneEntity = new Entity(this._engine, this.name);
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+ var _this = this, hookResource = _this._hookResource;
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+ if (hookResource) {
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+ cloneEntity._hookResource = hookResource;
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+ hookResource._addRefCount(1);
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+ }
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  cloneEntity._isActive = this._isActive;
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  cloneEntity.transform.localMatrix = this.transform.localMatrix;
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  var children = this._children;
@@ -5357,6 +5384,10 @@ var TransformModifyFlags;
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  return;
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  }
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  EngineObject.prototype.destroy.call(this);
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+ if (this._hookResource) {
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+ this._hookResource._addRefCount(-1);
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+ this._hookResource = null;
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+ }
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  var components = this._components;
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  for(var i = components.length - 1; i >= 0; i--){
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  components[i].destroy();
@@ -9706,9 +9737,9 @@ __decorate$1([
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  var Material = function Material(engine, shader) {
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  var _this;
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  _this = RefObject.call(this, engine) || this;
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- /** Shader data. */ _this.shaderData = new ShaderData(ShaderDataGroup.Material);
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  /** @internal */ _this._renderStates = [] // todo: later will as a part of shaderData when shader effect frame is OK, that is more powerful and flexible.
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  ;
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+ _this._shaderData = new ShaderData(ShaderDataGroup.Material);
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  _this.shader = shader;
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  return _this;
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  };
@@ -9741,8 +9772,21 @@ __decorate$1([
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  */ _proto._preRender = function _preRender(renderElement) {};
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  /**
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  * @override
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- */ _proto._onDestroy = function _onDestroy() {};
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+ */ _proto._onDestroy = function _onDestroy() {
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+ this._shader = null;
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+ this._shaderData = null;
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+ this._renderStates.length = 0;
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+ this._renderStates = null;
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+ };
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  _create_class$2(Material, [
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+ {
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+ key: "shaderData",
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+ get: /**
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+ * Shader data.
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+ */ function get() {
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+ return this._shaderData;
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+ }
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+ },
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  {
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  key: "shader",
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  get: /**
@@ -9810,6 +9854,12 @@ __decorate$1([
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  */ _proto.resetPool = function resetPool() {
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  this._elementPoolIndex = 0;
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  };
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+ _proto.garbageCollection = function garbageCollection() {
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+ var _this = this, pool = _this._elementPool;
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+ for(var i = pool.length - 1; i >= 0; i--){
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+ pool[i].dispose && pool[i].dispose();
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+ }
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+ };
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  return ClassPool;
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  }();
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  var RenderElement = function RenderElement() {};
@@ -9829,6 +9879,9 @@ var RenderElement = function RenderElement() {};
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  this.renderState = renderState;
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  this.shaderPass = shaderPass;
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  };
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+ _proto.dispose = function dispose() {
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+ this.component = this.mesh = this.subMesh = this.material = this.renderState = this.shaderPass = null;
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+ };
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  return MeshRenderElement;
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  }(RenderElement);
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  /**
@@ -9872,6 +9925,9 @@ var SpriteElement = /*#__PURE__*/ function(RenderElement) {
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  this.renderState = renderState;
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  this.shaderPass = shaderPass;
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  };
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+ _proto.dispose = function dispose() {
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+ this.component = this.renderData = this.material = this.texture = this.renderState = this.shaderPass = null;
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+ };
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  return SpriteElement;
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  }(RenderElement);
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  var SpriteMaskElement = /*#__PURE__*/ function(RenderElement) {
@@ -9889,6 +9945,9 @@ var SpriteMaskElement = /*#__PURE__*/ function(RenderElement) {
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  this.renderData = renderData;
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  this.material = material;
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  };
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+ _proto.dispose = function dispose() {
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+ this.component = this.renderData = this.material = null;
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+ };
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  return SpriteMaskElement;
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  }(RenderElement);
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  /**
@@ -9904,7 +9963,6 @@ exports.Renderer = (_Renderer = /*#__PURE__*/ function(Component) {
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  var Renderer1 = function Renderer1(entity) {
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  var _this;
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  _this = Component.call(this, entity) || this;
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- /** ShaderData related to renderer. */ _this.shaderData = new ShaderData(ShaderDataGroup.Renderer);
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  /** @internal */ _this._onUpdateIndex = -1;
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  /** @internal */ _this._rendererIndex = -1;
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  /** @internal */ _this._globalShaderMacro = new ShaderMacroCollection();
@@ -9912,6 +9970,7 @@ exports.Renderer = (_Renderer = /*#__PURE__*/ function(Component) {
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  _this._overrideUpdate = false;
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  _this._materials = [];
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  _this._dirtyUpdateFlag = 0;
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+ _this._shaderData = new ShaderData(ShaderDataGroup.Renderer);
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  _this._mvMatrix = new miniprogram$7.Matrix();
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  _this._mvpMatrix = new miniprogram$7.Matrix();
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  _this._mvInvMatrix = new miniprogram$7.Matrix();
@@ -10059,6 +10118,17 @@ exports.Renderer = (_Renderer = /*#__PURE__*/ function(Component) {
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  var _materials_i;
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  (_materials_i = materials[i]) == null ? void 0 : _materials_i._addRefCount(-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;
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+ this._shaderData = null;
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+ this._mvMatrix = null;
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+ this._mvpMatrix = null;
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+ this._mvInvMatrix = null;
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+ this._normalMatrix = null;
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+ this._materialsInstanced = null;
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+ this._rendererLayer = null;
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  };
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  _proto._updateShaderData = function _updateShaderData(context) {
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  var entity = this.entity;
@@ -10120,6 +10190,14 @@ exports.Renderer = (_Renderer = /*#__PURE__*/ function(Component) {
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  this._dirtyUpdateFlag |= 0x1;
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  };
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  _create_class$2(Renderer1, [
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+ {
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+ key: "shaderData",
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+ get: /**
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+ * ShaderData related to renderer.
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+ */ function get() {
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+ return this._shaderData;
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+ }
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+ },
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  {
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  key: "isCulled",
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  get: /**
@@ -10204,9 +10282,6 @@ exports.Renderer = (_Renderer = /*#__PURE__*/ function(Component) {
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  }(), function() {
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  _Renderer._rendererLayerProperty = Shader.getPropertyByName("oasis_RendererLayer");
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  }(), _Renderer);
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- __decorate$1([
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- deepClone
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- ], exports.Renderer.prototype, "shaderData", void 0);
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  __decorate$1([
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  ignoreClone
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  ], exports.Renderer.prototype, "_distanceForSort", void 0);
@@ -10234,6 +10309,9 @@ __decorate$1([
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  __decorate$1([
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  ignoreClone
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  ], exports.Renderer.prototype, "_dirtyUpdateFlag", void 0);
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+ __decorate$1([
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+ deepClone
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+ ], exports.Renderer.prototype, "_shaderData", void 0);
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  __decorate$1([
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  ignoreClone
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  ], exports.Renderer.prototype, "_mvMatrix", void 0);
@@ -10481,6 +10559,7 @@ SimpleSpriteAssembler = __decorate$1([
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  sprite._addRefCount(-1);
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  sprite._updateFlagManager.removeListener(this._onSpriteChange);
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  }
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+ this._entity = null;
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  this._sprite = null;
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  this._renderData = null;
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  };
@@ -11075,14 +11154,19 @@ var BufferUtil = /*#__PURE__*/ function() {
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  }();
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  /**
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  * Sub-mesh, mainly contains drawing information.
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- */ var SubMesh = function SubMesh(start, count, topology) {
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- if (start === void 0) start = 0;
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- if (count === void 0) count = 0;
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- if (topology === void 0) topology = exports.MeshTopology.Triangles;
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- this.start = start;
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- this.count = count;
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- this.topology = topology;
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- };
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+ */ var SubMesh = /*#__PURE__*/ function() {
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+ var SubMesh = function SubMesh(start, count, topology) {
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+ if (start === void 0) start = 0;
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+ if (count === void 0) count = 0;
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+ if (topology === void 0) topology = exports.MeshTopology.Triangles;
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+ this.start = start;
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+ this.count = count;
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+ this.topology = topology;
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+ };
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+ var _proto = SubMesh.prototype;
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+ _proto.dispose = function dispose() {};
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+ return SubMesh;
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+ }();
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  /**
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  * Mesh.
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  */ var Mesh = /*#__PURE__*/ function(RefObject) {
@@ -11197,6 +11281,7 @@ var BufferUtil = /*#__PURE__*/ function() {
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  this._indexBufferBinding = null;
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  this._vertexElements = null;
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  this._vertexElementMap = null;
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+ this._updateFlagManager = null;
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  this._platformPrimitive.destroy();
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  };
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  _proto._setVertexElements = function _setVertexElements(elements) {
@@ -12876,8 +12961,8 @@ var VertexChangedFlags;
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  */ _proto._onDestroy = function _onDestroy() {
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  Renderer.prototype._onDestroy.call(this);
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  var mesh = this._mesh;
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- if (mesh && !mesh.destroyed) {
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- mesh._addRefCount(-1);
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+ if (mesh) {
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+ mesh.destroyed || mesh._addRefCount(-1);
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  mesh._updateFlagManager.removeListener(this._onMeshChanged);
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  this._mesh = null;
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  }
@@ -13211,10 +13296,21 @@ var rePropName = RegExp("[^.[\\]]+" + "|" + // Or match property names within br
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  * @internal
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  * @override
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  */ _proto._onDestroy = function _onDestroy() {
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- var _this_rootBone, _this__jointTexture;
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+ var _this__rootBone, _this__jointTexture;
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  MeshRenderer.prototype._onDestroy.call(this);
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- (_this_rootBone = this.rootBone) == null ? void 0 : _this_rootBone.transform._updateFlagManager.removeListener(this._onTransformChanged);
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+ (_this__rootBone = this._rootBone) == null ? void 0 : _this__rootBone.transform._updateFlagManager.removeListener(this._onTransformChanged);
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+ this._rootBone = null;
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+ this._jointDataCreateCache = null;
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+ this._skin = null;
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+ this._blendShapeWeights = null;
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+ this._localBounds = null;
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+ this._jointMatrices = null;
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  (_this__jointTexture = this._jointTexture) == null ? void 0 : _this__jointTexture.destroy();
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+ this._jointTexture = null;
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+ if (this._jointEntities) {
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+ this._jointEntities.length = 0;
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+ this._jointEntities = null;
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+ }
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  };
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  /**
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  * @internal
@@ -14589,6 +14685,11 @@ var TextRenderElement = /*#__PURE__*/ function(RenderElement) {
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  return _this;
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  };
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  _inherits$2(TextRenderElement, RenderElement);
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+ var _proto = TextRenderElement.prototype;
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+ _proto.dispose = function dispose() {
14690
+ this.component = this.material = this.renderState = this.shaderPass = null;
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+ this.charElements.length = 0;
14692
+ };
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  return TextRenderElement;
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  }(RenderElement);
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  /**
@@ -14732,7 +14833,6 @@ var TextRenderElement = /*#__PURE__*/ function(RenderElement) {
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  this.texture = null;
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  this.solidColor = null;
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  this.sky.destroy();
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- this._engine = null;
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  };
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  /**
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  * @internal
@@ -15113,8 +15213,6 @@ var TextRenderElement = /*#__PURE__*/ function(RenderElement) {
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  function Scene(engine, name) {
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  var _this;
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  _this = EngineObject.call(this, engine) || this;
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- /** The background of the scene. */ _this.background = new Background(_this._engine);
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- /** Scene-related shader data. */ _this.shaderData = new ShaderData(ShaderDataGroup.Scene);
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  /** If cast shadows. */ _this.castShadows = true;
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  /** The resolution of the shadow maps. */ _this.shadowResolution = exports.ShadowResolution.Medium;
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  /** The splits of two cascade distribution. */ _this.shadowTwoCascadeSplits = 1.0 / 3.0;
@@ -15124,6 +15222,8 @@ var TextRenderElement = /*#__PURE__*/ function(RenderElement) {
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  /** @internal */ _this._isActiveInEngine = false;
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  /** @internal */ _this._globalShaderMacro = new ShaderMacroCollection();
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  /** @internal */ _this._rootEntities = [];
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+ _this._background = new Background(_this._engine);
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+ _this._shaderData = new ShaderData(ShaderDataGroup.Scene);
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  _this._shadowCascades = exports.ShadowCascadesMode.NoCascades;
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  _this._fogMode = exports.FogMode.None;
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  _this._fogColor = new miniprogram$7.Color(0.5, 0.5, 0.5, 1.0);
@@ -15294,6 +15394,8 @@ var TextRenderElement = /*#__PURE__*/ function(RenderElement) {
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  shaderData.setVector3(Scene._sunlightColorProperty, this._sunlightVector3);
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  shaderData.setVector3(Scene._sunlightDirectionProperty, sunlight.direction);
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  this._sunLight = sunlight;
15397
+ } else {
15398
+ this._sunLight = null;
15297
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  }
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  if (this.castShadows && this._sunLight && this._sunLight.shadowType !== exports.ShadowType.None) {
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  shaderData.enableMacro("SHADOW_TYPE", this._sunLight.shadowType.toString());
@@ -15353,6 +15455,22 @@ var TextRenderElement = /*#__PURE__*/ function(RenderElement) {
15353
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  this._fogParams.w = density / Math.sqrt(Math.LN2);
15354
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  };
15355
15457
  _create_class$2(Scene, [
15458
+ {
15459
+ key: "shaderData",
15460
+ get: /**
15461
+ * Scene-related shader data.
15462
+ */ function get() {
15463
+ return this._shaderData;
15464
+ }
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+ },
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+ {
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+ key: "background",
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+ get: /**
15469
+ * The background of the scene.
15470
+ */ function get() {
15471
+ return this._background;
15472
+ }
15473
+ },
15356
15474
  {
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  key: "shadowCascades",
15358
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  get: /**
@@ -17615,7 +17733,6 @@ exports.Camera = (_Camera = /*#__PURE__*/ function(Component) {
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  var Camera1 = function Camera1(entity) {
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  var _this;
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  _this = Component.call(this, entity) || this;
17618
- /** Shader data. */ _this.shaderData = new ShaderData(ShaderDataGroup.Camera);
17619
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  /** Rendering priority - A Camera with higher priority will be rendered on top of a camera with lower priority. */ _this.priority = 0;
17620
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  /** Whether to enable frustum culling, it is enabled by default. */ _this.enableFrustumCulling = true;
17621
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  /**
@@ -17629,6 +17746,7 @@ exports.Camera = (_Camera = /*#__PURE__*/ function(Component) {
17629
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  /** @internal */ _this._globalShaderMacro = new ShaderMacroCollection();
17630
17747
  /** @internal */ _this._frustum = new miniprogram$7.BoundingFrustum();
17631
17748
  /** @internal */ _this._virtualCamera = new VirtualCamera();
17749
+ _this._shaderData = new ShaderData(ShaderDataGroup.Camera);
17632
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  _this._isProjMatSetting = false;
17633
17751
  _this._nearClipPlane = 0.1;
17634
17752
  _this._farClipPlane = 100;
@@ -17828,6 +17946,20 @@ exports.Camera = (_Camera = /*#__PURE__*/ function(Component) {
17828
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  this._isInvViewProjDirty.destroy();
17829
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  this._isViewMatrixDirty.destroy();
17830
17948
  this.shaderData._addRefCount(-1);
17949
+ this._entity = null;
17950
+ this._globalShaderMacro = null;
17951
+ this._frustum = null;
17952
+ this._renderPipeline = null;
17953
+ this._virtualCamera = null;
17954
+ this._shaderData = null;
17955
+ this._frustumViewChangeFlag = null;
17956
+ this._transform = null;
17957
+ this._isViewMatrixDirty = null;
17958
+ this._isInvViewProjDirty = null;
17959
+ this._viewport = null;
17960
+ this._inverseProjectionMatrix = null;
17961
+ this._lastAspectSize = null;
17962
+ this._invViewProjMat = null;
17831
17963
  };
17832
17964
  _proto._projMatChange = function _projMatChange() {
17833
17965
  this._isFrustumProjectDirty = true;
@@ -17867,6 +17999,14 @@ exports.Camera = (_Camera = /*#__PURE__*/ function(Component) {
17867
17999
  return this._inverseProjectionMatrix;
17868
18000
  };
17869
18001
  _create_class$2(Camera1, [
18002
+ {
18003
+ key: "shaderData",
18004
+ get: /**
18005
+ * Shader data.
18006
+ */ function get() {
18007
+ return this._shaderData;
18008
+ }
18009
+ },
17870
18010
  {
17871
18011
  key: "nearClipPlane",
17872
18012
  get: /**
@@ -19915,6 +20055,7 @@ SlicedSpriteAssembler = __decorate$1([
19915
20055
  sprite._addRefCount(-1);
19916
20056
  sprite._updateFlagManager.removeListener(this._onSpriteChange);
19917
20057
  }
20058
+ this._entity = null;
19918
20059
  this._color = null;
19919
20060
  this._sprite = null;
19920
20061
  this._assembler = null;
@@ -22431,9 +22572,16 @@ exports.AnimatorLayerBlendingMode = void 0;
22431
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  })(LayerState || (LayerState = {}));
22432
22573
  /**
22433
22574
  * @internal
22434
- */ var AnimationEventHandler = function AnimationEventHandler() {
22435
- this.handlers = [];
22436
- };
22575
+ */ var AnimationEventHandler = /*#__PURE__*/ function() {
22576
+ var AnimationEventHandler = function AnimationEventHandler() {
22577
+ this.handlers = [];
22578
+ };
22579
+ var _proto = AnimationEventHandler.prototype;
22580
+ _proto.dispose = function dispose() {
22581
+ this.handlers.length = 0;
22582
+ };
22583
+ return AnimationEventHandler;
22584
+ }();
22437
22585
  /**
22438
22586
  * Transitions define when and how the state machine switch from on state to another. AnimatorTransition always originate from a StateMachine or a StateMachine entry.
22439
22587
  */ var AnimatorStateTransition = function AnimatorStateTransition() {
@@ -26241,6 +26389,10 @@ var GLTFEntityParser = /*#__PURE__*/ function(GLTFParser) {
26241
26389
  }
26242
26390
  glTFResource.sceneRoots = sceneRoots;
26243
26391
  glTFResource.defaultSceneRoot = sceneRoots[sceneID];
26392
+ // @ts-ignore
26393
+ glTFResource.defaultSceneRoot._hookResource = glTFResource;
26394
+ // @ts-ignore
26395
+ glTFResource._addRefCount(1);
26244
26396
  };
26245
26397
  return GLTFEntityParser;
26246
26398
  }(GLTFParser);
@@ -26962,36 +27114,20 @@ var GLTFValidator = /*#__PURE__*/ function(GLTFParser1) {
26962
27114
  })();
26963
27115
  /**
26964
27116
  * Product after GLTF parser, usually, `defaultSceneRoot` is only needed to use.
26965
- */ var GLTFResource = /*#__PURE__*/ function(EngineObject) {
27117
+ */ var GLTFResource = /*#__PURE__*/ function(RefObject) {
26966
27118
  var GLTFResource = function GLTFResource(engine, url) {
26967
27119
  var _this;
26968
- _this = EngineObject.call(this, engine) || this;
27120
+ _this = RefObject.call(this, engine) || this;
26969
27121
  _this.url = url;
26970
27122
  return _this;
26971
27123
  };
26972
- _inherits$1(GLTFResource, EngineObject);
27124
+ _inherits$1(GLTFResource, RefObject);
26973
27125
  var _proto = GLTFResource.prototype;
26974
27126
  /**
26975
- * @override
26976
- */ _proto.destroy = function destroy() {
26977
- if (this._destroyed) {
26978
- return;
26979
- }
26980
- EngineObject.prototype.destroy.call(this);
26981
- this.defaultSceneRoot.destroy();
26982
- this.textures = null;
26983
- this.materials = null;
26984
- this.meshes = null;
26985
- this.skins = null;
26986
- this.animations = null;
26987
- this.entities = null;
26988
- this.cameras = null;
26989
- this.lights = null;
26990
- this.sceneRoots = null;
26991
- this.extensionsData = null;
26992
- };
27127
+ * @internal
27128
+ */ _proto._onDestroy = function _onDestroy() {};
26993
27129
  return GLTFResource;
26994
- }(miniprogram$5.EngineObject);
27130
+ }(miniprogram$5.RefObject);
26995
27131
  var GLTFLoader = /*#__PURE__*/ function(Loader) {
26996
27132
  var GLTFLoader = function GLTFLoader() {
26997
27133
  return Loader.apply(this, arguments);
@@ -27015,8 +27151,14 @@ var GLTFLoader = /*#__PURE__*/ function(Loader) {
27015
27151
  }
27016
27152
  });
27017
27153
  ((params == null ? void 0 : params.pipeline) || GLTFPipeline.defaultPipeline)._parse(context).then(masterPromiseInfo.resolve).catch(function(e) {
27018
- console.error(e);
27019
- masterPromiseInfo.reject("Error loading glTF model from " + url + " .");
27154
+ var msg = "Error loading glTF model from " + url + " .";
27155
+ miniprogram$5.Logger.error(msg);
27156
+ masterPromiseInfo.reject(msg);
27157
+ context.defaultSceneRootPromiseInfo.reject(e);
27158
+ context.texturesPromiseInfo.reject(e);
27159
+ context.materialsPromiseInfo.reject(e);
27160
+ context.meshesPromiseInfo.reject(e);
27161
+ context.animationClipsPromiseInfo.reject(e);
27020
27162
  });
27021
27163
  return context.promiseMap;
27022
27164
  };
@@ -28545,7 +28687,7 @@ exports.MeshLoader = /*#__PURE__*/ function(Loader) {
28545
28687
  decode(data, resourceManager.engine).then(function(mesh) {
28546
28688
  resolve(mesh);
28547
28689
  });
28548
- });
28690
+ }).catch(reject);
28549
28691
  });
28550
28692
  };
28551
28693
  return MeshLoader;
@@ -28563,14 +28705,14 @@ exports.EditorTextureLoader = /*#__PURE__*/ function(Loader) {
28563
28705
  var _proto = EditorTextureLoader.prototype;
28564
28706
  _proto.load = function load(item, resourceManager) {
28565
28707
  var _this = this;
28566
- return new miniprogram$5.AssetPromise(function(resolve) {
28708
+ return new miniprogram$5.AssetPromise(function(resolve, reject) {
28567
28709
  _this.request(item.url, {
28568
28710
  type: "arraybuffer"
28569
28711
  }).then(function(data) {
28570
28712
  decode(data, resourceManager.engine).then(function(texture) {
28571
28713
  resolve(texture);
28572
28714
  });
28573
- });
28715
+ }).catch(reject);
28574
28716
  });
28575
28717
  };
28576
28718
  return EditorTextureLoader;
@@ -36149,7 +36291,7 @@ function _interopNamespace(e) {
36149
36291
  }
36150
36292
  var CoreObjects__namespace = /*#__PURE__*/ _interopNamespace(CoreObjects);
36151
36293
  //@ts-ignore
36152
- var version = "0.0.0-experimental-0.9-plus.7";
36294
+ var version = "0.0.0-experimental-0.9-plus.8";
36153
36295
  console.log("Galacean engine version: " + version);
36154
36296
  for(var key in CoreObjects__namespace){
36155
36297
  CoreObjects.Loader.registerClass(key, CoreObjects__namespace[key]);