@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.
@@ -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
@@ -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;
@@ -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();
@@ -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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  };
@@ -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: /**
@@ -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() {};
@@ -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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  /**
@@ -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) {
@@ -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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  /**
@@ -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();
@@ -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();
@@ -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;
@@ -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: /**
@@ -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);
@@ -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);
@@ -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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  };
@@ -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 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) {
@@ -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) {
@@ -12855,8 +12940,8 @@ 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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  }
@@ -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 _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
@@ -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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  /**
@@ -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
@@ -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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  /** @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);
15367
+ } else {
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+ this._sunLight = null;
15267
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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);
15324
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  };
15325
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  _create_class$2(Scene, [
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+ {
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+ key: "shaderData",
15430
+ 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;
15442
+ }
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+ },
15326
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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) {
17580
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  var _this;
17581
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  _this = Component.call(this, entity) || this;
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- /** Shader data. */ _this.shaderData = new ShaderData(ShaderDataGroup.Camera);
17583
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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;
17584
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  /** Whether to enable frustum culling, it is enabled by default. */ _this.enableFrustumCulling = true;
17585
17702
  /**
@@ -17593,6 +17710,7 @@ exports.Camera = (_Camera = /*#__PURE__*/ function(Component) {
17593
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  /** @internal */ _this._globalShaderMacro = new ShaderMacroCollection();
17594
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  /** @internal */ _this._frustum = new miniprogram$7.BoundingFrustum();
17595
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  /** @internal */ _this._virtualCamera = new VirtualCamera();
17713
+ _this._shaderData = new ShaderData(ShaderDataGroup.Camera);
17596
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  _this._isProjMatSetting = false;
17597
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  _this._nearClipPlane = 0.1;
17598
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  _this._farClipPlane = 100;
@@ -17792,6 +17910,20 @@ exports.Camera = (_Camera = /*#__PURE__*/ function(Component) {
17792
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  this._isInvViewProjDirty.destroy();
17793
17911
  this._isViewMatrixDirty.destroy();
17794
17912
  this.shaderData._addRefCount(-1);
17913
+ this._entity = null;
17914
+ 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;
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+ this._isViewMatrixDirty = null;
17922
+ this._isInvViewProjDirty = null;
17923
+ this._viewport = null;
17924
+ this._inverseProjectionMatrix = null;
17925
+ this._lastAspectSize = null;
17926
+ this._invViewProjMat = null;
17795
17927
  };
17796
17928
  _proto._projMatChange = function _projMatChange() {
17797
17929
  this._isFrustumProjectDirty = true;
@@ -17831,6 +17963,14 @@ exports.Camera = (_Camera = /*#__PURE__*/ function(Component) {
17831
17963
  return this._inverseProjectionMatrix;
17832
17964
  };
17833
17965
  _create_class$2(Camera1, [
17966
+ {
17967
+ key: "shaderData",
17968
+ get: /**
17969
+ * Shader data.
17970
+ */ function get() {
17971
+ return this._shaderData;
17972
+ }
17973
+ },
17834
17974
  {
17835
17975
  key: "nearClipPlane",
17836
17976
  get: /**
@@ -19879,6 +20019,7 @@ SlicedSpriteAssembler = __decorate$1([
19879
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  sprite._addRefCount(-1);
19880
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  sprite._updateFlagManager.removeListener(this._onSpriteChange);
19881
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  }
20022
+ this._entity = null;
19882
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  this._color = null;
19883
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  this._sprite = null;
19884
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  this._assembler = null;
@@ -22395,9 +22536,16 @@ exports.AnimatorLayerBlendingMode = void 0;
22395
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  })(LayerState || (LayerState = {}));
22396
22537
  /**
22397
22538
  * @internal
22398
- */ var AnimationEventHandler = function AnimationEventHandler() {
22399
- this.handlers = [];
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(EngineObject) {
27358
+ */ var GLTFResource = /*#__PURE__*/ function(RefObject) {
27207
27359
  var GLTFResource = function GLTFResource(engine, url) {
27208
27360
  var _this;
27209
- _this = EngineObject.call(this, engine) || this;
27361
+ _this = RefObject.call(this, engine) || this;
27210
27362
  _this.url = url;
27211
27363
  return _this;
27212
27364
  };
27213
- _inherits$1(GLTFResource, EngineObject);
27365
+ _inherits$1(GLTFResource, RefObject);
27214
27366
  var _proto = GLTFResource.prototype;
27215
27367
  /**
27216
- * @override
27217
- */ _proto.destroy = function destroy() {
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.EngineObject);
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 = "0.9.12";
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]);