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

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/browser.js CHANGED
@@ -8237,6 +8237,28 @@
8237
8237
  * @remarks The release principle is that it is not referenced by the components, including direct and indirect reference.
8238
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  */ _proto.gc = function gc() {
8239
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  this._gc(false);
8240
+ 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();
8247
+ // @ts-ignore
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+ _componentsManager._onStartScripts.garbageCollection();
8249
+ // @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();
8255
+ // @ts-ignore
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+ _componentsManager._onUpdateAnimations.garbageCollection();
8257
+ // @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
@@ -10067,6 +10089,11 @@
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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;
@@ -10091,6 +10118,10 @@
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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();
@@ -14440,9 +14471,9 @@
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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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  ;
14476
+ _this._shaderData = new ShaderData(ShaderDataGroup.Material);
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  _this.shader = shader;
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  return _this;
14448
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  };
@@ -14475,8 +14506,21 @@
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  */ _proto._preRender = function _preRender(renderElement) {};
14476
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  /**
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  * @override
14478
- */ _proto._onDestroy = function _onDestroy() {};
14509
+ */ _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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+ };
14479
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  _create_class$3(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: /**
@@ -14544,6 +14588,12 @@
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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() {
14592
+ var _this = this, pool = _this._elementPool;
14593
+ for(var i = pool.length - 1; i >= 0; i--){
14594
+ pool[i].dispose && pool[i].dispose();
14595
+ }
14596
+ };
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  return ClassPool;
14548
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  }();
14549
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  var RenderElement = function RenderElement() {};
@@ -14563,6 +14613,9 @@
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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;
14567
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  }(RenderElement);
14568
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  /**
@@ -14606,6 +14659,9 @@
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  this.renderState = renderState;
14607
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  this.shaderPass = shaderPass;
14608
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  };
14662
+ _proto.dispose = function dispose() {
14663
+ this.component = this.renderData = this.material = this.texture = this.renderState = this.shaderPass = null;
14664
+ };
14609
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  return SpriteElement;
14610
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  }(RenderElement);
14611
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  var SpriteMaskElement = /*#__PURE__*/ function(RenderElement) {
@@ -14623,6 +14679,9 @@
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  this.renderData = renderData;
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  this.material = material;
14625
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  };
14682
+ _proto.dispose = function dispose() {
14683
+ this.component = this.renderData = this.material = null;
14684
+ };
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  return SpriteMaskElement;
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  }(RenderElement);
14628
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  /**
@@ -14638,7 +14697,6 @@
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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;
14641
- /** ShaderData related to renderer. */ _this.shaderData = new ShaderData(ShaderDataGroup.Renderer);
14642
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  /** @internal */ _this._onUpdateIndex = -1;
14643
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  /** @internal */ _this._rendererIndex = -1;
14644
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  /** @internal */ _this._globalShaderMacro = new ShaderMacroCollection();
@@ -14646,6 +14704,7 @@
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  _this._overrideUpdate = false;
14647
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  _this._materials = [];
14648
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  _this._dirtyUpdateFlag = 0;
14707
+ _this._shaderData = new ShaderData(ShaderDataGroup.Renderer);
14649
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  _this._mvMatrix = new Matrix();
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  _this._mvpMatrix = new Matrix();
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  _this._mvInvMatrix = new Matrix();
@@ -14793,6 +14852,17 @@
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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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14854
  }
14855
+ this._entity = null;
14856
+ this._globalShaderMacro = null;
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+ this._bounds = null;
14858
+ this._materials = null;
14859
+ this._shaderData = null;
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+ this._mvMatrix = null;
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+ this._mvpMatrix = null;
14862
+ this._mvInvMatrix = null;
14863
+ this._normalMatrix = null;
14864
+ this._materialsInstanced = null;
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+ this._rendererLayer = null;
14796
14866
  };
14797
14867
  _proto._updateShaderData = function _updateShaderData(context) {
14798
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  var entity = this.entity;
@@ -14854,6 +14924,14 @@
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  this._dirtyUpdateFlag |= 0x1;
14855
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  };
14856
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  _create_class$3(Renderer1, [
14927
+ {
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+ key: "shaderData",
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+ get: /**
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+ * ShaderData related to renderer.
14931
+ */ function get() {
14932
+ return this._shaderData;
14933
+ }
14934
+ },
14857
14935
  {
14858
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  key: "isCulled",
14859
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  get: /**
@@ -14938,9 +15016,6 @@
14938
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  }(), function() {
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15017
  _Renderer._rendererLayerProperty = Shader.getPropertyByName("oasis_RendererLayer");
14940
15018
  }(), _Renderer);
14941
- __decorate$1([
14942
- deepClone
14943
- ], exports.Renderer.prototype, "shaderData", void 0);
14944
15019
  __decorate$1([
14945
15020
  ignoreClone
14946
15021
  ], exports.Renderer.prototype, "_distanceForSort", void 0);
@@ -14968,6 +15043,9 @@
14968
15043
  __decorate$1([
14969
15044
  ignoreClone
14970
15045
  ], exports.Renderer.prototype, "_dirtyUpdateFlag", void 0);
15046
+ __decorate$1([
15047
+ deepClone
15048
+ ], exports.Renderer.prototype, "_shaderData", void 0);
14971
15049
  __decorate$1([
14972
15050
  ignoreClone
14973
15051
  ], exports.Renderer.prototype, "_mvMatrix", void 0);
@@ -15215,6 +15293,7 @@
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  sprite._addRefCount(-1);
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  sprite._updateFlagManager.removeListener(this._onSpriteChange);
15217
15295
  }
15296
+ this._entity = null;
15218
15297
  this._sprite = null;
15219
15298
  this._renderData = null;
15220
15299
  };
@@ -15809,14 +15888,19 @@
15809
15888
  }();
15810
15889
  /**
15811
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  * Sub-mesh, mainly contains drawing information.
15812
- */ var SubMesh = function SubMesh(start, count, topology) {
15813
- if (start === void 0) start = 0;
15814
- if (count === void 0) count = 0;
15815
- if (topology === void 0) topology = exports.MeshTopology.Triangles;
15816
- this.start = start;
15817
- this.count = count;
15818
- this.topology = topology;
15819
- };
15891
+ */ var SubMesh = /*#__PURE__*/ function() {
15892
+ var SubMesh = function SubMesh(start, count, topology) {
15893
+ if (start === void 0) start = 0;
15894
+ if (count === void 0) count = 0;
15895
+ if (topology === void 0) topology = exports.MeshTopology.Triangles;
15896
+ this.start = start;
15897
+ this.count = count;
15898
+ this.topology = topology;
15899
+ };
15900
+ var _proto = SubMesh.prototype;
15901
+ _proto.dispose = function dispose() {};
15902
+ return SubMesh;
15903
+ }();
15820
15904
  /**
15821
15905
  * Mesh.
15822
15906
  */ var Mesh = /*#__PURE__*/ function(RefObject) {
@@ -15931,6 +16015,7 @@
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16015
  this._indexBufferBinding = null;
15932
16016
  this._vertexElements = null;
15933
16017
  this._vertexElementMap = null;
16018
+ this._updateFlagManager = null;
15934
16019
  this._platformPrimitive.destroy();
15935
16020
  };
15936
16021
  _proto._setVertexElements = function _setVertexElements(elements) {
@@ -17610,8 +17695,8 @@
17610
17695
  */ _proto._onDestroy = function _onDestroy() {
17611
17696
  Renderer.prototype._onDestroy.call(this);
17612
17697
  var mesh = this._mesh;
17613
- if (mesh && !mesh.destroyed) {
17614
- mesh._addRefCount(-1);
17698
+ if (mesh) {
17699
+ mesh.destroyed || mesh._addRefCount(-1);
17615
17700
  mesh._updateFlagManager.removeListener(this._onMeshChanged);
17616
17701
  this._mesh = null;
17617
17702
  }
@@ -17945,10 +18030,21 @@
17945
18030
  * @internal
17946
18031
  * @override
17947
18032
  */ _proto._onDestroy = function _onDestroy() {
17948
- var _this_rootBone, _this__jointTexture;
18033
+ var _this__rootBone, _this__jointTexture;
17949
18034
  MeshRenderer.prototype._onDestroy.call(this);
17950
- (_this_rootBone = this.rootBone) == null ? void 0 : _this_rootBone.transform._updateFlagManager.removeListener(this._onTransformChanged);
18035
+ (_this__rootBone = this._rootBone) == null ? void 0 : _this__rootBone.transform._updateFlagManager.removeListener(this._onTransformChanged);
18036
+ this._rootBone = null;
18037
+ this._jointDataCreateCache = null;
18038
+ this._skin = null;
18039
+ this._blendShapeWeights = null;
18040
+ this._localBounds = null;
18041
+ this._jointMatrices = null;
17951
18042
  (_this__jointTexture = this._jointTexture) == null ? void 0 : _this__jointTexture.destroy();
18043
+ this._jointTexture = null;
18044
+ if (this._jointEntities) {
18045
+ this._jointEntities.length = 0;
18046
+ this._jointEntities = null;
18047
+ }
17952
18048
  };
17953
18049
  /**
17954
18050
  * @internal
@@ -19323,6 +19419,11 @@
19323
19419
  return _this;
19324
19420
  };
19325
19421
  _inherits$2(TextRenderElement, RenderElement);
19422
+ var _proto = TextRenderElement.prototype;
19423
+ _proto.dispose = function dispose() {
19424
+ this.component = this.material = this.renderState = this.shaderPass = null;
19425
+ this.charElements.length = 0;
19426
+ };
19326
19427
  return TextRenderElement;
19327
19428
  }(RenderElement);
19328
19429
  /**
@@ -19466,7 +19567,6 @@
19466
19567
  this.texture = null;
19467
19568
  this.solidColor = null;
19468
19569
  this.sky.destroy();
19469
- this._engine = null;
19470
19570
  };
19471
19571
  /**
19472
19572
  * @internal
@@ -19847,8 +19947,6 @@
19847
19947
  function Scene(engine, name) {
19848
19948
  var _this;
19849
19949
  _this = EngineObject.call(this, engine) || this;
19850
- /** The background of the scene. */ _this.background = new Background(_this._engine);
19851
- /** Scene-related shader data. */ _this.shaderData = new ShaderData(ShaderDataGroup.Scene);
19852
19950
  /** If cast shadows. */ _this.castShadows = true;
19853
19951
  /** The resolution of the shadow maps. */ _this.shadowResolution = exports.ShadowResolution.Medium;
19854
19952
  /** The splits of two cascade distribution. */ _this.shadowTwoCascadeSplits = 1.0 / 3.0;
@@ -19858,6 +19956,8 @@
19858
19956
  /** @internal */ _this._isActiveInEngine = false;
19859
19957
  /** @internal */ _this._globalShaderMacro = new ShaderMacroCollection();
19860
19958
  /** @internal */ _this._rootEntities = [];
19959
+ _this._background = new Background(_this._engine);
19960
+ _this._shaderData = new ShaderData(ShaderDataGroup.Scene);
19861
19961
  _this._shadowCascades = exports.ShadowCascadesMode.NoCascades;
19862
19962
  _this._fogMode = exports.FogMode.None;
19863
19963
  _this._fogColor = new Color$1(0.5, 0.5, 0.5, 1.0);
@@ -20028,6 +20128,8 @@
20028
20128
  shaderData.setVector3(Scene._sunlightColorProperty, this._sunlightVector3);
20029
20129
  shaderData.setVector3(Scene._sunlightDirectionProperty, sunlight.direction);
20030
20130
  this._sunLight = sunlight;
20131
+ } else {
20132
+ this._sunLight = null;
20031
20133
  }
20032
20134
  if (this.castShadows && this._sunLight && this._sunLight.shadowType !== exports.ShadowType.None) {
20033
20135
  shaderData.enableMacro("SHADOW_TYPE", this._sunLight.shadowType.toString());
@@ -20087,6 +20189,22 @@
20087
20189
  this._fogParams.w = density / Math.sqrt(Math.LN2);
20088
20190
  };
20089
20191
  _create_class$3(Scene, [
20192
+ {
20193
+ key: "shaderData",
20194
+ get: /**
20195
+ * Scene-related shader data.
20196
+ */ function get() {
20197
+ return this._shaderData;
20198
+ }
20199
+ },
20200
+ {
20201
+ key: "background",
20202
+ get: /**
20203
+ * The background of the scene.
20204
+ */ function get() {
20205
+ return this._background;
20206
+ }
20207
+ },
20090
20208
  {
20091
20209
  key: "shadowCascades",
20092
20210
  get: /**
@@ -22349,7 +22467,6 @@
22349
22467
  var Camera1 = function Camera1(entity) {
22350
22468
  var _this;
22351
22469
  _this = Component.call(this, entity) || this;
22352
- /** Shader data. */ _this.shaderData = new ShaderData(ShaderDataGroup.Camera);
22353
22470
  /** Rendering priority - A Camera with higher priority will be rendered on top of a camera with lower priority. */ _this.priority = 0;
22354
22471
  /** Whether to enable frustum culling, it is enabled by default. */ _this.enableFrustumCulling = true;
22355
22472
  /**
@@ -22363,6 +22480,7 @@
22363
22480
  /** @internal */ _this._globalShaderMacro = new ShaderMacroCollection();
22364
22481
  /** @internal */ _this._frustum = new BoundingFrustum();
22365
22482
  /** @internal */ _this._virtualCamera = new VirtualCamera();
22483
+ _this._shaderData = new ShaderData(ShaderDataGroup.Camera);
22366
22484
  _this._isProjMatSetting = false;
22367
22485
  _this._nearClipPlane = 0.1;
22368
22486
  _this._farClipPlane = 100;
@@ -22562,6 +22680,20 @@
22562
22680
  this._isInvViewProjDirty.destroy();
22563
22681
  this._isViewMatrixDirty.destroy();
22564
22682
  this.shaderData._addRefCount(-1);
22683
+ this._entity = null;
22684
+ this._globalShaderMacro = null;
22685
+ this._frustum = null;
22686
+ this._renderPipeline = null;
22687
+ this._virtualCamera = null;
22688
+ this._shaderData = null;
22689
+ this._frustumViewChangeFlag = null;
22690
+ this._transform = null;
22691
+ this._isViewMatrixDirty = null;
22692
+ this._isInvViewProjDirty = null;
22693
+ this._viewport = null;
22694
+ this._inverseProjectionMatrix = null;
22695
+ this._lastAspectSize = null;
22696
+ this._invViewProjMat = null;
22565
22697
  };
22566
22698
  _proto._projMatChange = function _projMatChange() {
22567
22699
  this._isFrustumProjectDirty = true;
@@ -22601,6 +22733,14 @@
22601
22733
  return this._inverseProjectionMatrix;
22602
22734
  };
22603
22735
  _create_class$3(Camera1, [
22736
+ {
22737
+ key: "shaderData",
22738
+ get: /**
22739
+ * Shader data.
22740
+ */ function get() {
22741
+ return this._shaderData;
22742
+ }
22743
+ },
22604
22744
  {
22605
22745
  key: "nearClipPlane",
22606
22746
  get: /**
@@ -24649,6 +24789,7 @@
24649
24789
  sprite._addRefCount(-1);
24650
24790
  sprite._updateFlagManager.removeListener(this._onSpriteChange);
24651
24791
  }
24792
+ this._entity = null;
24652
24793
  this._color = null;
24653
24794
  this._sprite = null;
24654
24795
  this._assembler = null;
@@ -27165,9 +27306,16 @@
27165
27306
  })(LayerState || (LayerState = {}));
27166
27307
  /**
27167
27308
  * @internal
27168
- */ var AnimationEventHandler = function AnimationEventHandler() {
27169
- this.handlers = [];
27170
- };
27309
+ */ var AnimationEventHandler = /*#__PURE__*/ function() {
27310
+ var AnimationEventHandler = function AnimationEventHandler() {
27311
+ this.handlers = [];
27312
+ };
27313
+ var _proto = AnimationEventHandler.prototype;
27314
+ _proto.dispose = function dispose() {
27315
+ this.handlers.length = 0;
27316
+ };
27317
+ return AnimationEventHandler;
27318
+ }();
27171
27319
  /**
27172
27320
  * Transitions define when and how the state machine switch from on state to another. AnimatorTransition always originate from a StateMachine or a StateMachine entry.
27173
27321
  */ var AnimatorStateTransition = function AnimatorStateTransition() {
@@ -33132,6 +33280,10 @@
33132
33280
  }
33133
33281
  glTFResource.sceneRoots = sceneRoots;
33134
33282
  glTFResource.defaultSceneRoot = sceneRoots[sceneID];
33283
+ // @ts-ignore
33284
+ glTFResource.defaultSceneRoot._hookResource = glTFResource;
33285
+ // @ts-ignore
33286
+ glTFResource._addRefCount(1);
33135
33287
  };
33136
33288
  return GLTFEntityParser;
33137
33289
  }(GLTFParser);
@@ -33853,36 +34005,20 @@
33853
34005
  })();
33854
34006
  /**
33855
34007
  * Product after GLTF parser, usually, `defaultSceneRoot` is only needed to use.
33856
- */ var GLTFResource = /*#__PURE__*/ function(EngineObject) {
34008
+ */ var GLTFResource = /*#__PURE__*/ function(RefObject) {
33857
34009
  var GLTFResource = function GLTFResource(engine, url) {
33858
34010
  var _this;
33859
- _this = EngineObject.call(this, engine) || this;
34011
+ _this = RefObject.call(this, engine) || this;
33860
34012
  _this.url = url;
33861
34013
  return _this;
33862
34014
  };
33863
- _inherits(GLTFResource, EngineObject);
34015
+ _inherits(GLTFResource, RefObject);
33864
34016
  var _proto = GLTFResource.prototype;
33865
34017
  /**
33866
- * @override
33867
- */ _proto.destroy = function destroy() {
33868
- if (this._destroyed) {
33869
- return;
33870
- }
33871
- EngineObject.prototype.destroy.call(this);
33872
- this.defaultSceneRoot.destroy();
33873
- this.textures = null;
33874
- this.materials = null;
33875
- this.meshes = null;
33876
- this.skins = null;
33877
- this.animations = null;
33878
- this.entities = null;
33879
- this.cameras = null;
33880
- this.lights = null;
33881
- this.sceneRoots = null;
33882
- this.extensionsData = null;
33883
- };
34018
+ * @internal
34019
+ */ _proto._onDestroy = function _onDestroy() {};
33884
34020
  return GLTFResource;
33885
- }(EngineObject);
34021
+ }(RefObject);
33886
34022
  var GLTFLoader = /*#__PURE__*/ function(Loader) {
33887
34023
  var GLTFLoader = function GLTFLoader() {
33888
34024
  return Loader.apply(this, arguments);
@@ -33906,8 +34042,14 @@
33906
34042
  }
33907
34043
  });
33908
34044
  ((params == null ? void 0 : params.pipeline) || GLTFPipeline.defaultPipeline)._parse(context).then(masterPromiseInfo.resolve).catch(function(e) {
33909
- console.error(e);
33910
- masterPromiseInfo.reject("Error loading glTF model from " + url + " .");
34045
+ var msg = "Error loading glTF model from " + url + " .";
34046
+ Logger.error(msg);
34047
+ masterPromiseInfo.reject(msg);
34048
+ context.defaultSceneRootPromiseInfo.reject(e);
34049
+ context.texturesPromiseInfo.reject(e);
34050
+ context.materialsPromiseInfo.reject(e);
34051
+ context.meshesPromiseInfo.reject(e);
34052
+ context.animationClipsPromiseInfo.reject(e);
33911
34053
  });
33912
34054
  return context.promiseMap;
33913
34055
  };
@@ -35436,7 +35578,7 @@
35436
35578
  decode(data, resourceManager.engine).then(function(mesh) {
35437
35579
  resolve(mesh);
35438
35580
  });
35439
- });
35581
+ }).catch(reject);
35440
35582
  });
35441
35583
  };
35442
35584
  return MeshLoader;
@@ -35454,14 +35596,14 @@
35454
35596
  var _proto = EditorTextureLoader.prototype;
35455
35597
  _proto.load = function load(item, resourceManager) {
35456
35598
  var _this = this;
35457
- return new AssetPromise(function(resolve) {
35599
+ return new AssetPromise(function(resolve, reject) {
35458
35600
  _this.request(item.url, {
35459
35601
  type: "arraybuffer"
35460
35602
  }).then(function(data) {
35461
35603
  decode(data, resourceManager.engine).then(function(texture) {
35462
35604
  resolve(texture);
35463
35605
  });
35464
- });
35606
+ }).catch(reject);
35465
35607
  });
35466
35608
  };
35467
35609
  return EditorTextureLoader;
@@ -36260,7 +36402,7 @@
36260
36402
  ], OasisMaterialsRemap);
36261
36403
 
36262
36404
  //@ts-ignore
36263
- var version = "0.0.0-experimental-0.9-plus.7";
36405
+ var version = "0.0.0-experimental-0.9-plus.8";
36264
36406
  console.log("Galacean engine version: " + version);
36265
36407
  for(var key in CoreObjects){
36266
36408
  Loader.registerClass(key, CoreObjects[key]);