@galacean/engine-physics-physx 0.9.1 → 0.9.2
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.map +1 -1
- package/dist/miniprogram.js +21 -11
- package/dist/module.js.map +1 -1
- package/package.json +4 -4
package/dist/miniprogram.js
CHANGED
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@@ -12989,6 +12989,7 @@ var rePropName = RegExp("[^.[\\]]+" + "|" + // Or match property names within br
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12989
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var SkinnedMeshRenderer = function SkinnedMeshRenderer(entity) {
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var _this;
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_this = MeshRenderer.call(this, entity) || this;
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+
_this._supportSkinning = false;
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_this._hasInitSkin = false;
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_this._jointDataCreateCache = new miniprogram$7.Vector2(-1, -1);
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_this._localBounds = new miniprogram$7.BoundingBox();
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@@ -12998,7 +12999,7 @@ var rePropName = RegExp("[^.[\\]]+" + "|" + // Or match property names within br
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// Limit size to 256 to avoid some problem:
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// For renderer is "Apple GPU", when uniform is large than 256 the skeleton matrix array access in shader very slow in Safari or WKWebview. This may be a apple bug, Chrome and Firefox is OK!
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// For renderer is "ANGLE (AMD, AMD Radeon(TM) Graphics Direct3011 vs_5_0 ps_5_0, D3011)", compile shader si very slow because of max uniform is 4096.
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-
maxVertexUniformVectors = Math.min(maxVertexUniformVectors,
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+
maxVertexUniformVectors = Math.min(maxVertexUniformVectors, rhi._options._maxAllowSkinUniformVectorCount);
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_this._maxVertexUniformVectors = maxVertexUniformVectors;
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_this._onLocalBoundsChanged = _this._onLocalBoundsChanged.bind(_assert_this_initialized(_this));
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var localBounds = _this._localBounds;
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@@ -13017,9 +13018,8 @@ var rePropName = RegExp("[^.[\\]]+" + "|" + // Or match property names within br
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this._initSkin();
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this._hasInitSkin = true;
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}
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13020
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-
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13021
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-
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13022
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-
var ibms = skin.inverseBindMatrices;
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if (this._supportSkinning) {
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var ibms = this._skin.inverseBindMatrices;
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var worldToLocal = this._rootBone.getInvModelMatrix();
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var _this = this, joints = _this._jointEntities, jointMatrices = _this._jointMatrices;
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for(var i = joints.length - 1; i >= 0; i--){
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@@ -13038,8 +13038,6 @@ var rePropName = RegExp("[^.[\\]]+" + "|" + // Or match property names within br
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* @override
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*/ _proto._updateShaderData = function _updateShaderData(context) {
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var entity = this.entity;
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-
var worldMatrix = this._rootBone ? this._rootBone.transform.worldMatrix : entity.transform.worldMatrix;
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-
this._updateTransformShaderData(context, worldMatrix);
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var shaderData = this.shaderData;
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var mesh = this.mesh;
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var blendShapeManager = mesh._blendShapeManager;
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@@ -13066,12 +13064,18 @@ var rePropName = RegExp("[^.[\\]]+" + "|" + // Or match property names within br
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shaderData.disableMacro("O3_JOINTS_NUM");
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shaderData.enableMacro("O3_USE_JOINT_TEXTURE");
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shaderData.setTexture(SkinnedMeshRenderer._jointSamplerProperty, this._jointTexture);
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this._supportSkinning = true;
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} else {
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-
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var _this__jointTexture1;
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this._supportSkinning = false;
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(_this__jointTexture1 = this._jointTexture) == null ? void 0 : _this__jointTexture1.destroy();
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shaderData.disableMacro("O3_HAS_SKIN");
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Logger.warn("component's joints count(" + jointCount + ") greater than device's MAX_VERTEX_UNIFORM_VECTORS number " + this._maxVertexUniformVectors + ", and don't support jointTexture in this device. suggest joint count less than " + remainUniformJointCount + ".", this);
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}
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} else {
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-
var
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-
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var _this__jointTexture2;
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this._supportSkinning = true;
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(_this__jointTexture2 = this._jointTexture) == null ? void 0 : _this__jointTexture2.destroy();
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shaderData.disableMacro("O3_USE_JOINT_TEXTURE");
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shaderData.enableMacro("O3_JOINTS_NUM", remainUniformJointCount.toString());
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shaderData.setFloatArray(SkinnedMeshRenderer._jointMatrixProperty, this._jointMatrices);
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@@ -13082,6 +13086,8 @@ var rePropName = RegExp("[^.[\\]]+" + "|" + // Or match property names within br
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this._jointTexture.setPixelBuffer(this._jointMatrices);
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}
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}
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var worldMatrix = this._supportSkinning && this._rootBone ? this._rootBone.transform.worldMatrix : entity.transform.worldMatrix;
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this._updateTransformShaderData(context, worldMatrix);
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var layer = entity.layer;
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this._rendererLayer.set(layer & 65535, layer >>> 16 & 65535, 0, 0);
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};
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@@ -13276,6 +13282,9 @@ var rePropName = RegExp("[^.[\\]]+" + "|" + // Or match property names within br
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(function() {
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SkinnedMeshRenderer._jointMatrixProperty = Shader.getPropertyByName("u_jointMatrix");
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})();
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__decorate$1([
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ignoreClone
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], SkinnedMeshRenderer.prototype, "_supportSkinning", void 0);
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__decorate$1([
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ignoreClone
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], SkinnedMeshRenderer.prototype, "_hasInitSkin", void 0);
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@@ -35339,7 +35348,8 @@ exports.WebGLMode = void 0;
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webGLMode: 0,
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alpha: false,
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stencil: true,
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35342
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-
_forceFlush: false
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+
_forceFlush: false,
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_maxAllowSkinUniformVectorCount: 256
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}, initializeOptions);
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if (miniprogram$1$1.SystemInfo.platform === miniprogram$1$1.Platform.IPhone || miniprogram$1$1.SystemInfo.platform === miniprogram$1$1.Platform.IPad) {
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var version = miniprogram$1$1.SystemInfo.operatingSystem.match(/(\d+).?(\d+)?.?(\d+)?/);
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@@ -35644,7 +35654,7 @@ function _interopNamespace(e) {
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}
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var CoreObjects__namespace = /*#__PURE__*/ _interopNamespace(CoreObjects);
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//@ts-ignore
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35647
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-
var version = "0.9.
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+
var version = "0.9.2";
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console.log("Galacean engine version: " + version);
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for(var key in CoreObjects__namespace){
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CoreObjects.Loader.registerClass(key, CoreObjects__namespace[key]);
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