@galacean/engine-physics-physx 1.3.10 → 1.3.12

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package/dist/browser.js CHANGED
@@ -30,52 +30,6 @@
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  if (superClass) _set_prototype_of(subClass, superClass);
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  }
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- /**
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- * High-performance unordered array, delete uses exchange method to improve performance, internal capacity only increases.
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- */ var DisorderedArray = /*#__PURE__*/ function() {
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- function DisorderedArray(count) {
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- if (count === void 0) count = 0;
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- this.length = 0;
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- this._elements = new Array(count);
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- }
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- var _proto = DisorderedArray.prototype;
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- _proto.add = function add(element) {
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- if (this.length === this._elements.length) this._elements.push(element);
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- else this._elements[this.length] = element;
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- this.length++;
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- };
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- _proto.delete = function _delete(element) {
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- //TODO: It can be optimized for custom binary search and other algorithms, currently this._elements>=this.length wastes performance.
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- var index = this._elements.indexOf(element);
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- this.deleteByIndex(index);
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- };
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- _proto.get = function get(index) {
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- if (index >= this.length) {
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- throw "Index is out of range.";
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- }
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- return this._elements[index];
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- };
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- /**
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- *
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- * @param index
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- * @returns The replaced item is used to reset its index.
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- */ _proto.deleteByIndex = function deleteByIndex(index) {
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- var elements = this._elements;
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- var end = null;
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- var lastIndex = this.length - 1;
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- if (index !== lastIndex) {
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- end = elements[lastIndex];
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- elements[index] = end;
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- }
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- this.length--;
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- return end;
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- };
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- _proto.garbageCollection = function garbageCollection() {
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- this._elements.length = this.length;
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- };
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- return DisorderedArray;
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- }();
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-
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  var ShapeFlag;
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  (function(ShapeFlag) {
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  ShapeFlag[ShapeFlag[/** The shape will partake in collision in the physical simulation. */ "SIMULATION_SHAPE"] = 1] = "SIMULATION_SHAPE";
@@ -86,7 +40,7 @@
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  * Abstract class for collider shapes.
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  */ var PhysXColliderShape = /*#__PURE__*/ function() {
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  function PhysXColliderShape(physXPhysics) {
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- /** @internal */ this._controllers = new DisorderedArray();
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+ /** @internal */ this._controllers = new engine.DisorderedArray();
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  this._worldScale = new engine.Vector3(1, 1, 1);
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  this._position = new engine.Vector3();
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  this._rotation = null;
@@ -778,7 +732,7 @@
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  function PhysXPhysicsScene(physXPhysics, physicsManager, onContactEnter, onContactExit, onContactStay, onTriggerEnter, onTriggerExit, onTriggerStay) {
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  var _this = this;
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  /** @internal */ this._pxControllerManager = null;
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- this._currentEvents = new DisorderedArray();
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+ this._currentEvents = new engine.DisorderedArray();
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  this._eventPool = [];
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  this._physXPhysics = physXPhysics;
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  this._physXManager = physicsManager;
@@ -843,8 +797,7 @@
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  var _this = this, eventPool = _this._eventPool, currentEvents = _this._currentEvents;
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  var id = colliderShape._id;
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  var _this__physXManager = this._physXManager, eventMap = _this__physXManager._eventMap;
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- for(var i = currentEvents.length - 1; i >= 0; i--){
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- var event = currentEvents.get(i);
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+ currentEvents.forEach(function(event, i) {
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  if (event.index1 == id) {
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  currentEvents.deleteByIndex(i);
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  eventPool.push(event);
@@ -854,7 +807,7 @@
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  // If the shape is big index, should clear from the small index shape subMap
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  eventMap[event.index1][id] = undefined;
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  }
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- }
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+ });
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  delete eventMap[id];
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  };
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  /**
@@ -949,20 +902,20 @@
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  return event;
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  };
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  _proto._fireEvent = function _fireEvent() {
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- var _this = this, eventPool = _this._eventPool, currentEvents = _this._currentEvents;
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- for(var i = currentEvents.length - 1; i >= 0; i--){
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- var event = currentEvents.get(i);
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+ var _this = this;
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+ var _this1 = this, eventPool = _this1._eventPool, currentEvents = _this1._currentEvents;
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+ currentEvents.forEach(function(event, i) {
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  if (event.state == 0) {
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- this._onTriggerEnter(event.index1, event.index2);
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+ _this._onTriggerEnter(event.index1, event.index2);
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  event.state = 1;
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  } else if (event.state == 1) {
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- this._onTriggerStay(event.index1, event.index2);
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+ _this._onTriggerStay(event.index1, event.index2);
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  } else if (event.state == 2) {
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- this._onTriggerExit(event.index1, event.index2);
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  currentEvents.deleteByIndex(i);
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+ _this._onTriggerExit(event.index1, event.index2);
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  eventPool.push(event);
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  }
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- }
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+ });
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  };
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  return PhysXPhysicsScene;
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  }();
@@ -1445,7 +1398,7 @@
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  })(InitializeState || (InitializeState = {}));
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  //@ts-ignore
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- var version = "1.3.10";
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+ var version = "1.3.12";
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  console.log("Galacean PhysX version: " + version);
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  exports.PhysXPhysics = PhysXPhysics;