@galacean/engine-physics-physx 0.9.12 → 0.9.13
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 +184 -48
- package/dist/module.js.map +1 -1
- package/package.json +4 -4
package/dist/miniprogram.js
CHANGED
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@@ -2285,6 +2285,28 @@ 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
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@@ -4115,6 +4137,11 @@ 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;
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@@ -4139,6 +4166,10 @@ 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();
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@@ -9685,9 +9716,9 @@ __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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};
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@@ -9720,8 +9751,21 @@ __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: /**
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@@ -9789,6 +9833,12 @@ __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() {};
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@@ -9808,6 +9858,9 @@ 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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/**
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@@ -9851,6 +9904,9 @@ 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) {
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@@ -9868,6 +9924,9 @@ 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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/**
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@@ -9883,7 +9942,6 @@ 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();
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@@ -9891,6 +9949,7 @@ 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();
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@@ -10038,6 +10097,17 @@ 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;
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@@ -10099,6 +10169,14 @@ 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: /**
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@@ -10183,9 +10261,6 @@ 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);
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@@ -10213,6 +10288,9 @@ __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);
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@@ -10460,6 +10538,7 @@ 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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};
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@@ -11054,14 +11133,19 @@ 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
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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) {
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@@ -11176,6 +11260,7 @@ 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) {
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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
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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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}
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@@ -13190,10 +13275,21 @@ 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
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var _this__rootBone, _this__jointTexture;
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MeshRenderer.prototype._onDestroy.call(this);
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(
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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
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@@ -14568,6 +14664,11 @@ 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() {
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this.component = this.material = this.renderState = this.shaderPass = null;
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this.charElements.length = 0;
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};
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return TextRenderElement;
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}(RenderElement);
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/**
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@@ -14711,7 +14812,6 @@ 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
|
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@@ -15092,8 +15192,6 @@ 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;
|
|
@@ -15103,6 +15201,8 @@ var TextRenderElement = /*#__PURE__*/ function(RenderElement) {
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|
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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);
|
|
@@ -15264,6 +15364,8 @@ var TextRenderElement = /*#__PURE__*/ function(RenderElement) {
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var sunLightIndex = lightManager._getSunLightIndex();
|
|
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|
if (sunLightIndex !== -1) {
|
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|
this._sunLight = lightManager._directLights.get(sunLightIndex);
|
|
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|
+
} else {
|
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+
this._sunLight = null;
|
|
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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());
|
|
@@ -15323,6 +15425,22 @@ var TextRenderElement = /*#__PURE__*/ function(RenderElement) {
|
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|
this._fogParams.w = density / Math.sqrt(Math.LN2);
|
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|
};
|
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|
_create_class$2(Scene, [
|
|
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|
+
{
|
|
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|
+
key: "shaderData",
|
|
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|
+
get: /**
|
|
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|
+
* Scene-related 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: "background",
|
|
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|
+
get: /**
|
|
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|
+
* The background of the scene.
|
|
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|
+
*/ function get() {
|
|
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|
+
return this._background;
|
|
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|
+
}
|
|
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|
+
},
|
|
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|
{
|
|
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|
key: "shadowCascades",
|
|
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|
get: /**
|
|
@@ -17579,7 +17697,6 @@ 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;
|
|
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|
-
/** Shader data. */ _this.shaderData = new ShaderData(ShaderDataGroup.Camera);
|
|
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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;
|
|
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|
/** Whether to enable frustum culling, it is enabled by default. */ _this.enableFrustumCulling = true;
|
|
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|
/**
|
|
@@ -17593,6 +17710,7 @@ exports.Camera = (_Camera = /*#__PURE__*/ function(Component) {
|
|
|
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|
/** @internal */ _this._globalShaderMacro = new ShaderMacroCollection();
|
|
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|
/** @internal */ _this._frustum = new miniprogram$7.BoundingFrustum();
|
|
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|
/** @internal */ _this._virtualCamera = new VirtualCamera();
|
|
17713
|
+
_this._shaderData = new ShaderData(ShaderDataGroup.Camera);
|
|
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|
_this._isProjMatSetting = false;
|
|
17597
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|
_this._nearClipPlane = 0.1;
|
|
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|
_this._farClipPlane = 100;
|
|
@@ -17792,6 +17910,20 @@ exports.Camera = (_Camera = /*#__PURE__*/ function(Component) {
|
|
|
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|
this._isInvViewProjDirty.destroy();
|
|
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|
this._isViewMatrixDirty.destroy();
|
|
17794
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|
this.shaderData._addRefCount(-1);
|
|
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|
+
this._entity = null;
|
|
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|
+
this._globalShaderMacro = null;
|
|
17915
|
+
this._frustum = null;
|
|
17916
|
+
this._renderPipeline = null;
|
|
17917
|
+
this._virtualCamera = null;
|
|
17918
|
+
this._shaderData = null;
|
|
17919
|
+
this._frustumViewChangeFlag = null;
|
|
17920
|
+
this._transform = null;
|
|
17921
|
+
this._isViewMatrixDirty = null;
|
|
17922
|
+
this._isInvViewProjDirty = null;
|
|
17923
|
+
this._viewport = null;
|
|
17924
|
+
this._inverseProjectionMatrix = null;
|
|
17925
|
+
this._lastAspectSize = null;
|
|
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|
+
this._invViewProjMat = null;
|
|
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17927
|
};
|
|
17796
17928
|
_proto._projMatChange = function _projMatChange() {
|
|
17797
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|
this._isFrustumProjectDirty = true;
|
|
@@ -17831,6 +17963,14 @@ exports.Camera = (_Camera = /*#__PURE__*/ function(Component) {
|
|
|
17831
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|
return this._inverseProjectionMatrix;
|
|
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|
};
|
|
17833
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|
_create_class$2(Camera1, [
|
|
17966
|
+
{
|
|
17967
|
+
key: "shaderData",
|
|
17968
|
+
get: /**
|
|
17969
|
+
* Shader data.
|
|
17970
|
+
*/ function get() {
|
|
17971
|
+
return this._shaderData;
|
|
17972
|
+
}
|
|
17973
|
+
},
|
|
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|
{
|
|
17835
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|
key: "nearClipPlane",
|
|
17836
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|
get: /**
|
|
@@ -19879,6 +20019,7 @@ SlicedSpriteAssembler = __decorate$1([
|
|
|
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20019
|
sprite._addRefCount(-1);
|
|
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|
sprite._updateFlagManager.removeListener(this._onSpriteChange);
|
|
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|
}
|
|
20022
|
+
this._entity = null;
|
|
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|
this._color = null;
|
|
19883
20024
|
this._sprite = null;
|
|
19884
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|
this._assembler = null;
|
|
@@ -22395,9 +22536,16 @@ exports.AnimatorLayerBlendingMode = void 0;
|
|
|
22395
22536
|
})(LayerState || (LayerState = {}));
|
|
22396
22537
|
/**
|
|
22397
22538
|
* @internal
|
|
22398
|
-
*/ var AnimationEventHandler = function
|
|
22399
|
-
|
|
22400
|
-
|
|
22539
|
+
*/ var AnimationEventHandler = /*#__PURE__*/ function() {
|
|
22540
|
+
var AnimationEventHandler = function AnimationEventHandler() {
|
|
22541
|
+
this.handlers = [];
|
|
22542
|
+
};
|
|
22543
|
+
var _proto = AnimationEventHandler.prototype;
|
|
22544
|
+
_proto.dispose = function dispose() {
|
|
22545
|
+
this.handlers.length = 0;
|
|
22546
|
+
};
|
|
22547
|
+
return AnimationEventHandler;
|
|
22548
|
+
}();
|
|
22401
22549
|
/**
|
|
22402
22550
|
* Transitions define when and how the state machine switch from on state to another. AnimatorTransition always originate from a StateMachine or a StateMachine entry.
|
|
22403
22551
|
*/ var AnimatorStateTransition = function AnimatorStateTransition() {
|
|
@@ -26472,6 +26620,10 @@ var EntityParser = /*#__PURE__*/ function(Parser) {
|
|
|
26472
26620
|
}
|
|
26473
26621
|
glTFResource.sceneRoots = sceneRoots;
|
|
26474
26622
|
glTFResource.defaultSceneRoot = sceneRoots[sceneID];
|
|
26623
|
+
// @ts-ignore
|
|
26624
|
+
glTFResource.defaultSceneRoot._hookResource = glTFResource;
|
|
26625
|
+
// @ts-ignore
|
|
26626
|
+
glTFResource._addRefCount(1);
|
|
26475
26627
|
};
|
|
26476
26628
|
return EntityParser;
|
|
26477
26629
|
}(Parser);
|
|
@@ -27203,36 +27355,20 @@ var GLTFParser = /*#__PURE__*/ function() {
|
|
|
27203
27355
|
})();
|
|
27204
27356
|
/**
|
|
27205
27357
|
* Product after GLTF parser, usually, `defaultSceneRoot` is only needed to use.
|
|
27206
|
-
*/ var GLTFResource = /*#__PURE__*/ function(
|
|
27358
|
+
*/ var GLTFResource = /*#__PURE__*/ function(RefObject) {
|
|
27207
27359
|
var GLTFResource = function GLTFResource(engine, url) {
|
|
27208
27360
|
var _this;
|
|
27209
|
-
_this =
|
|
27361
|
+
_this = RefObject.call(this, engine) || this;
|
|
27210
27362
|
_this.url = url;
|
|
27211
27363
|
return _this;
|
|
27212
27364
|
};
|
|
27213
|
-
_inherits$1(GLTFResource,
|
|
27365
|
+
_inherits$1(GLTFResource, RefObject);
|
|
27214
27366
|
var _proto = GLTFResource.prototype;
|
|
27215
27367
|
/**
|
|
27216
|
-
* @
|
|
27217
|
-
*/ _proto.
|
|
27218
|
-
if (this._destroyed) {
|
|
27219
|
-
return;
|
|
27220
|
-
}
|
|
27221
|
-
EngineObject.prototype.destroy.call(this);
|
|
27222
|
-
this.defaultSceneRoot.destroy();
|
|
27223
|
-
this.textures = null;
|
|
27224
|
-
this.materials = null;
|
|
27225
|
-
this.meshes = null;
|
|
27226
|
-
this.skins = null;
|
|
27227
|
-
this.animations = null;
|
|
27228
|
-
this.entities = null;
|
|
27229
|
-
this.cameras = null;
|
|
27230
|
-
this.lights = null;
|
|
27231
|
-
this.sceneRoots = null;
|
|
27232
|
-
this.variants = null;
|
|
27233
|
-
};
|
|
27368
|
+
* @internal
|
|
27369
|
+
*/ _proto._onDestroy = function _onDestroy() {};
|
|
27234
27370
|
return GLTFResource;
|
|
27235
|
-
}(miniprogram$5.
|
|
27371
|
+
}(miniprogram$5.RefObject);
|
|
27236
27372
|
var GLTFLoader = /*#__PURE__*/ function(Loader) {
|
|
27237
27373
|
var GLTFLoader = function GLTFLoader() {
|
|
27238
27374
|
return Loader.apply(this, arguments);
|
|
@@ -36006,7 +36142,7 @@ function _interopNamespace(e) {
|
|
|
36006
36142
|
}
|
|
36007
36143
|
var CoreObjects__namespace = /*#__PURE__*/ _interopNamespace(CoreObjects);
|
|
36008
36144
|
//@ts-ignore
|
|
36009
|
-
var version = "0.9.
|
|
36145
|
+
var version = "0.9.13";
|
|
36010
36146
|
console.log("Galacean engine version: " + version);
|
|
36011
36147
|
for(var key in CoreObjects__namespace){
|
|
36012
36148
|
CoreObjects.Loader.registerClass(key, CoreObjects__namespace[key]);
|