@galacean/engine 1.2.0-beta.3 → 1.2.0-beta.5

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
@@ -5232,7 +5232,7 @@
5232
5232
  }
5233
5233
  return cloneModes;
5234
5234
  };
5235
- CloneManager.cloneProperty = function cloneProperty(source, target, k, cloneMode) {
5235
+ CloneManager.cloneProperty = function cloneProperty(source, target, k, cloneMode, srcRoot, targetRoot, deepInstanceMap) {
5236
5236
  if (cloneMode === CloneMode.Ignore) {
5237
5237
  return;
5238
5238
  }
@@ -5268,22 +5268,33 @@
5268
5268
  targetPropertyA.length = length;
5269
5269
  }
5270
5270
  for(var i = 0; i < length; i++){
5271
- CloneManager.cloneProperty(sourceProperty, targetPropertyA, i, cloneMode);
5271
+ CloneManager.cloneProperty(sourceProperty, targetPropertyA, i, cloneMode, srcRoot, targetRoot, deepInstanceMap);
5272
5272
  }
5273
5273
  break;
5274
5274
  default:
5275
- var _target, _k;
5276
- var targetOProperty = (_target = target)[_k = k] || (_target[_k] = new sourceProperty.constructor());
5277
- var cloneModes = CloneManager.getCloneMode(sourceProperty.constructor);
5278
- for(var _$k in sourceProperty){
5279
- CloneManager.cloneProperty(sourceProperty, targetOProperty, _$k, cloneModes[_$k]);
5280
- }
5281
- // Custom clone
5282
- if (sourceProperty._cloneTo) {
5283
- sourceProperty._cloneTo(targetOProperty);
5275
+ var targetProperty = target[k];
5276
+ // If the target property is undefined, create new instance and keep reference sharing like the source
5277
+ if (!targetProperty) {
5278
+ targetProperty = deepInstanceMap.get(sourceProperty);
5279
+ if (!targetProperty) {
5280
+ targetProperty = new sourceProperty.constructor();
5281
+ deepInstanceMap.set(sourceProperty, targetProperty);
5282
+ }
5283
+ target[k] = targetProperty;
5284
5284
  }
5285
5285
  if (sourceProperty.copyFrom) {
5286
- targetOProperty.copyFrom(sourceProperty);
5286
+ // Custom clone
5287
+ targetProperty.copyFrom(sourceProperty);
5288
+ } else {
5289
+ // Universal clone
5290
+ var cloneModes = CloneManager.getCloneMode(sourceProperty.constructor);
5291
+ for(var _$k in sourceProperty){
5292
+ CloneManager.cloneProperty(sourceProperty, targetProperty, _$k, cloneModes[_$k], srcRoot, targetRoot, deepInstanceMap);
5293
+ }
5294
+ // Custom incremental clone
5295
+ if (sourceProperty._cloneTo) {
5296
+ sourceProperty._cloneTo(targetProperty, srcRoot, targetRoot);
5297
+ }
5287
5298
  }
5288
5299
  break;
5289
5300
  }
@@ -5292,9 +5303,9 @@
5292
5303
  target[k] = sourceProperty;
5293
5304
  }
5294
5305
  };
5295
- CloneManager.deepCloneObject = function deepCloneObject(source, target) {
5306
+ CloneManager.deepCloneObject = function deepCloneObject(source, target, deepInstanceMap) {
5296
5307
  for(var k in source){
5297
- CloneManager.cloneProperty(source, target, k, CloneMode.Deep);
5308
+ CloneManager.cloneProperty(source, target, k, CloneMode.Deep, null, null, deepInstanceMap);
5298
5309
  }
5299
5310
  };
5300
5311
  return CloneManager;
@@ -9794,7 +9805,8 @@
9794
9805
  }
9795
9806
  var shaderInfo = Shader._shaderLab.parseShader(nameOrShaderSource);
9796
9807
  if (shaderMap[shaderInfo.name]) {
9797
- throw 'Shader named "' + shaderInfo.name + '" already exists.';
9808
+ console.error('Shader named "' + shaderInfo.name + '" already exists.');
9809
+ return;
9798
9810
  }
9799
9811
  var subShaderList = shaderInfo.subShaders.map(function(subShaderInfo) {
9800
9812
  var passList = subShaderInfo.passes.map(function(passInfo) {
@@ -9833,7 +9845,8 @@
9833
9845
  return shader;
9834
9846
  } else {
9835
9847
  if (shaderMap[nameOrShaderSource]) {
9836
- throw 'Shader named "' + nameOrShaderSource + '" already exists.';
9848
+ console.error('Shader named "' + nameOrShaderSource + '" already exists.');
9849
+ return;
9837
9850
  }
9838
9851
  if (typeof vertexSourceOrShaderPassesOrSubShaders === "string") {
9839
9852
  var shaderPass = new ShaderPass(vertexSourceOrShaderPassesOrSubShaders, fragmentSource);
@@ -10427,7 +10440,7 @@
10427
10440
  return shaderData;
10428
10441
  };
10429
10442
  _proto.cloneTo = function cloneTo(target) {
10430
- CloneManager.deepCloneObject(this._macroCollection, target._macroCollection);
10443
+ CloneManager.deepCloneObject(this._macroCollection, target._macroCollection, new Map());
10431
10444
  Object.assign(target._macroMap, this._macroMap);
10432
10445
  var referCount = target._getReferCount();
10433
10446
  var propertyValueMap = this._propertyValueMap;
@@ -15762,267 +15775,736 @@
15762
15775
  PrimitiveMesh._spherePoleIdx = 0;
15763
15776
  })();
15764
15777
  /**
15765
- * Mesh skin data, equal glTF skins define
15766
- */ var Skin = /*#__PURE__*/ function(EngineObject1) {
15767
- var Skin = function Skin(name1) {
15768
- var _this;
15769
- _this = EngineObject1.call(this, null) || this;
15770
- _this.name = name1;
15771
- _this._bones = [];
15772
- _this.inverseBindMatrices = []; // inverse bind matrix array
15773
- _this.joints = []; // joints name array, element type: string
15774
- _this.skeleton = "none"; // root bone name
15775
- return _this;
15778
+ * Layer, used for bit operations.
15779
+ */ exports.Layer = void 0;
15780
+ (function(Layer) {
15781
+ Layer[Layer[/** Layer 0. */ "Layer0"] = 0x1] = "Layer0";
15782
+ Layer[Layer[/** Layer 1. */ "Layer1"] = 0x2] = "Layer1";
15783
+ Layer[Layer[/** Layer 2. */ "Layer2"] = 0x4] = "Layer2";
15784
+ Layer[Layer[/** Layer 3. */ "Layer3"] = 0x8] = "Layer3";
15785
+ Layer[Layer[/** Layer 4. */ "Layer4"] = 0x10] = "Layer4";
15786
+ Layer[Layer[/** Layer 5. */ "Layer5"] = 0x20] = "Layer5";
15787
+ Layer[Layer[/** Layer 6. */ "Layer6"] = 0x40] = "Layer6";
15788
+ Layer[Layer[/** Layer 7. */ "Layer7"] = 0x80] = "Layer7";
15789
+ Layer[Layer[/** Layer 8. */ "Layer8"] = 0x100] = "Layer8";
15790
+ Layer[Layer[/** Layer 9. */ "Layer9"] = 0x200] = "Layer9";
15791
+ Layer[Layer[/** Layer 10. */ "Layer10"] = 0x400] = "Layer10";
15792
+ Layer[Layer[/** Layer 11. */ "Layer11"] = 0x800] = "Layer11";
15793
+ Layer[Layer[/** Layer 12. */ "Layer12"] = 0x1000] = "Layer12";
15794
+ Layer[Layer[/** Layer 13. */ "Layer13"] = 0x2000] = "Layer13";
15795
+ Layer[Layer[/** Layer 14. */ "Layer14"] = 0x4000] = "Layer14";
15796
+ Layer[Layer[/** Layer 15. */ "Layer15"] = 0x8000] = "Layer15";
15797
+ Layer[Layer[/** Layer 16. */ "Layer16"] = 0x10000] = "Layer16";
15798
+ Layer[Layer[/** Layer 17. */ "Layer17"] = 0x20000] = "Layer17";
15799
+ Layer[Layer[/** Layer 18. */ "Layer18"] = 0x40000] = "Layer18";
15800
+ Layer[Layer[/** Layer 19. */ "Layer19"] = 0x80000] = "Layer19";
15801
+ Layer[Layer[/** Layer 20. */ "Layer20"] = 0x100000] = "Layer20";
15802
+ Layer[Layer[/** Layer 21. */ "Layer21"] = 0x200000] = "Layer21";
15803
+ Layer[Layer[/** Layer 22. */ "Layer22"] = 0x400000] = "Layer22";
15804
+ Layer[Layer[/** Layer 23. */ "Layer23"] = 0x800000] = "Layer23";
15805
+ Layer[Layer[/** Layer 24. */ "Layer24"] = 0x1000000] = "Layer24";
15806
+ Layer[Layer[/** Layer 25. */ "Layer25"] = 0x2000000] = "Layer25";
15807
+ Layer[Layer[/** Layer 26. */ "Layer26"] = 0x4000000] = "Layer26";
15808
+ Layer[Layer[/** Layer 27. */ "Layer27"] = 0x8000000] = "Layer27";
15809
+ Layer[Layer[/** Layer 28. */ "Layer28"] = 0x10000000] = "Layer28";
15810
+ Layer[Layer[/** Layer 29. */ "Layer29"] = 0x20000000] = "Layer29";
15811
+ Layer[Layer[/** Layer 30. */ "Layer30"] = 0x40000000] = "Layer30";
15812
+ Layer[Layer[/** Layer 31. */ "Layer31"] = 0x80000000] = "Layer31";
15813
+ Layer[Layer[/** All layers. */ "Everything"] = 0xffffffff] = "Everything";
15814
+ Layer[Layer[/** None layer. */ "Nothing"] = 0x0] = "Nothing";
15815
+ })(exports.Layer || (exports.Layer = {}));
15816
+ var ComponentCloner = /*#__PURE__*/ function() {
15817
+ var ComponentCloner = function ComponentCloner() {};
15818
+ /**
15819
+ * Clone component.
15820
+ * @param source - Clone source
15821
+ * @param target - Clone target
15822
+ */ ComponentCloner.cloneComponent = function cloneComponent(source, target, srcRoot, targetRoot, deepInstanceMap) {
15823
+ var cloneModes = CloneManager.getCloneMode(source.constructor);
15824
+ for(var k in source){
15825
+ CloneManager.cloneProperty(source, target, k, cloneModes[k], srcRoot, targetRoot, deepInstanceMap);
15826
+ }
15827
+ if (source._cloneTo) {
15828
+ source._cloneTo(target, srcRoot, targetRoot);
15829
+ }
15776
15830
  };
15777
- _inherits$2(Skin, EngineObject1);
15778
- return Skin;
15779
- }(EngineObject);
15831
+ return ComponentCloner;
15832
+ }();
15780
15833
  /**
15781
- * SkinnedMeshRenderer.
15782
- */ var SkinnedMeshRenderer = /*#__PURE__*/ function(MeshRenderer1) {
15783
- var SkinnedMeshRenderer = function SkinnedMeshRenderer(entity) {
15834
+ * Entity, be used as components container.
15835
+ */ var Entity = /*#__PURE__*/ function(EngineObject1) {
15836
+ var Entity = function Entity(engine, name1) {
15784
15837
  var _this;
15785
- _this = MeshRenderer1.call(this, entity) || this;
15786
- _this._localBounds = new BoundingBox();
15787
- _this._jointDataCreateCache = new Vector2(-1, -1);
15788
- _this._skin = null;
15789
- var rhi = _this.entity.engine._hardwareRenderer;
15790
- var maxVertexUniformVectors = rhi.renderStates.getParameter(rhi.gl.MAX_VERTEX_UNIFORM_VECTORS);
15791
- // Limit size to 256 to avoid some problem:
15792
- // For renderer is "Apple GPU", when uniform is large than 256 the skeleton matrix array access in shader very slow in Safari or WKWebview. This may be a apple bug, Chrome and Firefox is OK!
15793
- // For renderer is "ANGLE (AMD, AMD Radeon(TM) Graphics Direct3011 vs_5_0 ps_5_0, D3011)", compile shader si very slow because of max uniform is 4096.
15794
- maxVertexUniformVectors = Math.min(maxVertexUniformVectors, rhi._options._maxAllowSkinUniformVectorCount);
15795
- _this._maxVertexUniformVectors = maxVertexUniformVectors;
15796
- _this._onLocalBoundsChanged = _this._onLocalBoundsChanged.bind(_assert_this_initialized(_this));
15797
- var localBounds = _this._localBounds;
15798
- // @ts-ignore
15799
- localBounds.min._onValueChanged = _this._onLocalBoundsChanged;
15800
- // @ts-ignore
15801
- localBounds.max._onValueChanged = _this._onLocalBoundsChanged;
15838
+ _this = EngineObject1.call(this, engine) || this;
15839
+ /** The layer the entity belongs to. */ _this.layer = exports.Layer.Layer0;
15840
+ /** @internal */ _this._isActiveInHierarchy = false;
15841
+ /** @internal */ _this._isActiveInScene = false;
15842
+ /** @internal */ _this._components = [];
15843
+ /** @internal */ _this._scripts = new DisorderedArray();
15844
+ /** @internal */ _this._children = [];
15845
+ /** @internal */ _this._isRoot = false;
15846
+ /** @internal */ _this._isActive = true;
15847
+ /** @internal */ _this._siblingIndex = -1;
15848
+ /** @internal */ _this._isTemplate = false;
15849
+ _this._parent = null;
15850
+ //--------------------------------------------------------------deprecated----------------------------------------------------------------
15851
+ _this._invModelMatrix = new Matrix();
15852
+ _this.name = name1;
15853
+ _this.transform = _this.addComponent(Transform);
15854
+ _this._inverseWorldMatFlag = _this.transform.registerWorldChangeFlag();
15802
15855
  return _this;
15803
15856
  };
15804
- _inherits$2(SkinnedMeshRenderer, MeshRenderer1);
15805
- var _proto = SkinnedMeshRenderer.prototype;
15857
+ _inherits$2(Entity, EngineObject1);
15858
+ var _proto = Entity.prototype;
15806
15859
  /**
15807
- * @internal
15808
- */ _proto.update = function update() {
15809
- var _this = this, skin = _this._skin, bones = _this._bones;
15810
- if (skin && bones) {
15811
- // @todo: can optimize when share skin
15812
- var jointMatrices = this._jointMatrices;
15813
- var bindMatrices = skin.inverseBindMatrices;
15814
- var _this__rootBone;
15815
- var worldToLocal = ((_this__rootBone = this._rootBone) != null ? _this__rootBone : this.entity).getInvModelMatrix();
15816
- for(var i = bones.length - 1; i >= 0; i--){
15817
- var bone = bones[i];
15818
- var offset = i * 16;
15819
- if (bone) {
15820
- Utils._floatMatrixMultiply(bone.transform.worldMatrix, bindMatrices[i].elements, 0, jointMatrices, offset);
15821
- } else {
15822
- jointMatrices.set(bindMatrices[i].elements, offset);
15823
- }
15824
- Utils._floatMatrixMultiply(worldToLocal, jointMatrices, offset, jointMatrices, offset);
15860
+ * Add component based on the component type.
15861
+ * @param type - The type of the component
15862
+ * @returns The component which has been added
15863
+ */ _proto.addComponent = function addComponent(type) {
15864
+ ComponentsDependencies._addCheck(this, type);
15865
+ var component = new type(this);
15866
+ this._components.push(component);
15867
+ component._setActive(true, ActiveChangeFlag.All);
15868
+ return component;
15869
+ };
15870
+ /**
15871
+ * Get component which match the type.
15872
+ * @param type - The type of the component
15873
+ * @returns The first component which match type
15874
+ */ _proto.getComponent = function getComponent(type) {
15875
+ var components = this._components;
15876
+ for(var i = 0, n = components.length; i < n; i++){
15877
+ var component = components[i];
15878
+ if (_instanceof1$2(component, type)) {
15879
+ return component;
15825
15880
  }
15826
15881
  }
15882
+ return null;
15827
15883
  };
15828
- _proto._updateShaderData = function _updateShaderData(context, onlyMVP) {
15829
- var entity = this.entity;
15830
- var _this__rootBone;
15831
- var worldMatrix = ((_this__rootBone = this._rootBone) != null ? _this__rootBone : entity).transform.worldMatrix;
15832
- if (onlyMVP) {
15833
- this._updateMVPShaderData(context, worldMatrix);
15834
- return;
15884
+ /**
15885
+ * Get components which match the type.
15886
+ * @param type - The type of the component
15887
+ * @param results - The components which match type
15888
+ * @returns The components which match type
15889
+ */ _proto.getComponents = function getComponents(type, results) {
15890
+ results.length = 0;
15891
+ var components = this._components;
15892
+ for(var i = 0, n = components.length; i < n; i++){
15893
+ var component = components[i];
15894
+ if (_instanceof1$2(component, type)) {
15895
+ results.push(component);
15896
+ }
15835
15897
  }
15836
- this._updateTransformShaderData(context, worldMatrix);
15837
- var shaderData = this.shaderData;
15838
- var mesh = this.mesh;
15839
- var blendShapeManager = mesh._blendShapeManager;
15840
- blendShapeManager._updateShaderData(shaderData, this);
15841
- var bones = this._bones;
15842
- if (bones) {
15843
- var bsUniformOccupiesCount = blendShapeManager._uniformOccupiesCount;
15844
- var jointCount = bones.length;
15845
- var jointDataCreateCache = this._jointDataCreateCache;
15846
- var jointCountChange = jointCount !== jointDataCreateCache.x;
15847
- if (jointCountChange || bsUniformOccupiesCount !== jointDataCreateCache.y) {
15848
- // directly use max joint count to avoid shader recompile
15849
- // @TODO: different shader type should use different count, not always 44
15850
- var remainUniformJointCount = Math.ceil((this._maxVertexUniformVectors - (44 + bsUniformOccupiesCount)) / 4);
15851
- if (jointCount > remainUniformJointCount) {
15852
- var engine = this.engine;
15853
- if (engine._hardwareRenderer.canIUseMoreJoints) {
15854
- if (jointCountChange) {
15855
- var _this__jointTexture;
15856
- (_this__jointTexture = this._jointTexture) == null ? void 0 : _this__jointTexture.destroy();
15857
- this._jointTexture = new Texture2D(engine, 4, jointCount, exports.TextureFormat.R32G32B32A32, false);
15858
- this._jointTexture.filterMode = exports.TextureFilterMode.Point;
15859
- this._jointTexture.isGCIgnored = true;
15860
- }
15861
- shaderData.disableMacro("RENDERER_JOINTS_NUM");
15862
- shaderData.enableMacro("RENDERER_USE_JOINT_TEXTURE");
15863
- shaderData.setTexture(SkinnedMeshRenderer._jointSamplerProperty, this._jointTexture);
15864
- } else {
15865
- Logger.error("component's joints count(" + jointCount + ") greater than device's MAX_VERTEX_UNIFORM_VECTORS number " + this._maxVertexUniformVectors + ", and don't support jointTexture in this device. suggest joint count less than " + remainUniformJointCount + ".", this);
15866
- }
15898
+ return results;
15899
+ };
15900
+ /**
15901
+ * Get the components which match the type of the entity and it's children.
15902
+ * @param type - The component type
15903
+ * @param results - The components collection
15904
+ * @returns The components collection which match the type
15905
+ */ _proto.getComponentsIncludeChildren = function getComponentsIncludeChildren(type, results) {
15906
+ results.length = 0;
15907
+ this._getComponentsInChildren(type, results);
15908
+ return results;
15909
+ };
15910
+ _proto.addChild = function addChild(indexOrChild, child) {
15911
+ var index;
15912
+ if (typeof indexOrChild === "number") {
15913
+ index = indexOrChild;
15914
+ } else {
15915
+ index = undefined;
15916
+ child = indexOrChild;
15917
+ }
15918
+ if (child._isRoot) {
15919
+ child._scene._removeFromEntityList(child);
15920
+ child._isRoot = false;
15921
+ this._addToChildrenList(index, child);
15922
+ child._parent = this;
15923
+ var oldScene = child._scene;
15924
+ var newScene = this._scene;
15925
+ var inActiveChangeFlag = ActiveChangeFlag.None;
15926
+ if (!this._isActiveInHierarchy) {
15927
+ child._isActiveInHierarchy && (inActiveChangeFlag |= ActiveChangeFlag.Hierarchy);
15928
+ }
15929
+ if (child._isActiveInScene) {
15930
+ if (this._isActiveInScene) {
15931
+ // Cross scene should inActive first and then active
15932
+ oldScene !== newScene && (inActiveChangeFlag |= ActiveChangeFlag.Scene);
15867
15933
  } else {
15868
- var _this__jointTexture1;
15869
- (_this__jointTexture1 = this._jointTexture) == null ? void 0 : _this__jointTexture1.destroy();
15870
- shaderData.disableMacro("RENDERER_USE_JOINT_TEXTURE");
15871
- shaderData.enableMacro("RENDERER_JOINTS_NUM", remainUniformJointCount.toString());
15872
- shaderData.setFloatArray(SkinnedMeshRenderer._jointMatrixProperty, this._jointMatrices);
15934
+ inActiveChangeFlag |= ActiveChangeFlag.Scene;
15873
15935
  }
15874
- jointDataCreateCache.set(jointCount, bsUniformOccupiesCount);
15875
15936
  }
15876
- if (this._jointTexture) {
15877
- this._jointTexture.setPixelBuffer(this._jointMatrices);
15937
+ inActiveChangeFlag && child._processInActive(inActiveChangeFlag);
15938
+ if (child._scene !== newScene) {
15939
+ Entity._traverseSetOwnerScene(child, newScene);
15940
+ }
15941
+ var activeChangeFlag = ActiveChangeFlag.None;
15942
+ if (child._isActive) {
15943
+ if (this._isActiveInHierarchy) {
15944
+ !child._isActiveInHierarchy && (activeChangeFlag |= ActiveChangeFlag.Hierarchy);
15945
+ }
15946
+ if (this._isActiveInScene) {
15947
+ (!child._isActiveInScene || oldScene !== newScene) && (activeChangeFlag |= ActiveChangeFlag.Scene);
15948
+ }
15878
15949
  }
15950
+ activeChangeFlag && child._processActive(activeChangeFlag);
15951
+ child._setTransformDirty();
15952
+ } else {
15953
+ child._setParent(this, index);
15879
15954
  }
15880
- var layer = entity.layer;
15881
- this._rendererLayer.set(layer & 65535, layer >>> 16 & 65535, 0, 0);
15882
15955
  };
15883
15956
  /**
15884
- * @internal
15885
- */ _proto._onDestroy = function _onDestroy() {
15886
- var _this__jointTexture;
15887
- MeshRenderer1.prototype._onDestroy.call(this);
15888
- this._rootBone = null;
15889
- this._jointDataCreateCache = null;
15890
- this._skin = null;
15891
- this._blendShapeWeights = null;
15892
- this._localBounds = null;
15893
- this._jointMatrices = null;
15894
- (_this__jointTexture = this._jointTexture) == null ? void 0 : _this__jointTexture.destroy();
15895
- this._jointTexture = null;
15896
- this._bones = null;
15957
+ * Remove child entity.
15958
+ * @param child - The child entity which want to be removed
15959
+ */ _proto.removeChild = function removeChild(child) {
15960
+ child._setParent(null);
15897
15961
  };
15898
15962
  /**
15899
- * @internal
15900
- */ _proto._cloneTo = function _cloneTo(target, srcRoot, targetRoot) {
15901
- MeshRenderer1.prototype._cloneTo.call(this, target, srcRoot, targetRoot);
15902
- var paths = new Array();
15903
- // Clone rootBone
15904
- if (this.rootBone) {
15905
- var success = this._getEntityHierarchyPath(srcRoot, this.rootBone, paths);
15906
- target.rootBone = success ? this._getEntityByHierarchyPath(targetRoot, paths) : this.rootBone;
15963
+ * @deprecated Please use `children` property instead.
15964
+ * Find child entity by index.
15965
+ * @param index - The index of the child entity
15966
+ * @returns The component which be found
15967
+ */ _proto.getChild = function getChild(index) {
15968
+ return this._children[index];
15969
+ };
15970
+ /**
15971
+ * Find entity by name.
15972
+ * @param name - The name of the entity which want to be found
15973
+ * @returns The component which be found
15974
+ */ _proto.findByName = function findByName(name1) {
15975
+ if (name1 === this.name) {
15976
+ return this;
15907
15977
  }
15908
- // Clone bones
15909
- var bones = this._bones;
15910
- if (bones) {
15911
- var boneCount = bones.length;
15912
- var destBones = new Array(boneCount);
15913
- for(var i = 0; i < boneCount; i++){
15914
- var bone = bones[i];
15915
- var success1 = this._getEntityHierarchyPath(srcRoot, bone, paths);
15916
- destBones[i] = success1 ? this._getEntityByHierarchyPath(targetRoot, paths) : bone;
15978
+ var children = this._children;
15979
+ for(var i = 0, n = children.length; i < n; i++){
15980
+ var target = children[i].findByName(name1);
15981
+ if (target) {
15982
+ return target;
15917
15983
  }
15918
- target.bones = destBones;
15919
15984
  }
15920
- this._blendShapeWeights && (target._blendShapeWeights = this._blendShapeWeights.slice());
15985
+ return null;
15921
15986
  };
15922
15987
  /**
15923
- * @internal
15924
- */ _proto._registerEntityTransformListener = function _registerEntityTransformListener() {
15925
- var _this__rootBone;
15926
- ((_this__rootBone = this._rootBone) != null ? _this__rootBone : this._entity).transform._updateFlagManager.addListener(this._onTransformChanged);
15988
+ * Find the entity by path.
15989
+ * @param path - The path fo the entity eg: /entity
15990
+ * @returns The component which be found
15991
+ */ _proto.findByPath = function findByPath(path) {
15992
+ var splits = path.split("/");
15993
+ var entity = this;
15994
+ for(var i = 0, length = splits.length; i < length; ++i){
15995
+ var split = splits[i];
15996
+ if (split) {
15997
+ entity = Entity._findChildByName(entity, split);
15998
+ if (!entity) {
15999
+ return null;
16000
+ }
16001
+ }
16002
+ }
16003
+ return entity;
15927
16004
  };
15928
16005
  /**
15929
- * @internal
15930
- */ _proto._unRegisterEntityTransformListener = function _unRegisterEntityTransformListener() {
15931
- var _this__rootBone;
15932
- ((_this__rootBone = this._rootBone) != null ? _this__rootBone : this._entity).transform._updateFlagManager.removeListener(this._onTransformChanged);
16006
+ * Create child entity.
16007
+ * @param name - The child entity's name
16008
+ * @returns The child entity
16009
+ */ _proto.createChild = function createChild(name1) {
16010
+ var child = new Entity(this.engine, name1);
16011
+ child.layer = this.layer;
16012
+ child.parent = this;
16013
+ return child;
16014
+ };
16015
+ /**
16016
+ * Clear children entities.
16017
+ */ _proto.clearChildren = function clearChildren() {
16018
+ var children = this._children;
16019
+ for(var i = children.length - 1; i >= 0; i--){
16020
+ var child = children[i];
16021
+ child._parent = null;
16022
+ var activeChangeFlag = ActiveChangeFlag.None;
16023
+ child._isActiveInHierarchy && (activeChangeFlag |= ActiveChangeFlag.Hierarchy);
16024
+ child._isActiveInScene && (activeChangeFlag |= ActiveChangeFlag.Scene);
16025
+ activeChangeFlag && child._processInActive(activeChangeFlag);
16026
+ Entity._traverseSetOwnerScene(child, null); // Must after child._processInActive().
16027
+ }
16028
+ children.length = 0;
16029
+ };
16030
+ /**
16031
+ * Clone this entity include children and components.
16032
+ * @returns Cloned entity
16033
+ */ _proto.clone = function clone() {
16034
+ var cloneEntity = this._createCloneEntity(this);
16035
+ this._parseCloneEntity(this, cloneEntity, this, cloneEntity, new Map());
16036
+ return cloneEntity;
15933
16037
  };
15934
16038
  /**
15935
16039
  * @internal
15936
- */ _proto._updateBounds = function _updateBounds(worldBounds) {
15937
- if (this._rootBone) {
15938
- var localBounds = this._localBounds;
15939
- var worldMatrix = this._rootBone.transform.worldMatrix;
15940
- BoundingBox.transform(localBounds, worldMatrix, worldBounds);
15941
- } else {
15942
- MeshRenderer1.prototype._updateBounds.call(this, worldBounds);
16040
+ */ _proto._markAsTemplate = function _markAsTemplate(templateResource) {
16041
+ this._isTemplate = true;
16042
+ this._templateResource = templateResource;
16043
+ };
16044
+ _proto._createCloneEntity = function _createCloneEntity(srcEntity) {
16045
+ var cloneEntity = new Entity(srcEntity._engine, srcEntity.name);
16046
+ var templateResource = this._templateResource;
16047
+ if (templateResource) {
16048
+ cloneEntity._templateResource = templateResource;
16049
+ templateResource._addReferCount(1);
16050
+ }
16051
+ cloneEntity.layer = srcEntity.layer;
16052
+ cloneEntity._isActive = srcEntity._isActive;
16053
+ var cloneTransform = cloneEntity.transform;
16054
+ var srcTransform = srcEntity.transform;
16055
+ cloneTransform.position = srcTransform.position;
16056
+ cloneTransform.rotation = srcTransform.rotation;
16057
+ cloneTransform.scale = srcTransform.scale;
16058
+ var children = srcEntity._children;
16059
+ for(var i = 0, n = srcEntity._children.length; i < n; i++){
16060
+ cloneEntity.addChild(this._createCloneEntity(children[i]));
15943
16061
  }
16062
+ return cloneEntity;
15944
16063
  };
15945
- _proto._checkBlendShapeWeightLength = function _checkBlendShapeWeightLength() {
15946
- var mesh = this._mesh;
15947
- var newBlendShapeCount = mesh ? mesh.blendShapeCount : 0;
15948
- var lastBlendShapeWeights = this._blendShapeWeights;
15949
- if (lastBlendShapeWeights) {
15950
- var lastBlendShapeWeightsCount = lastBlendShapeWeights.length;
15951
- if (lastBlendShapeWeightsCount !== newBlendShapeCount) {
15952
- var newBlendShapeWeights = new Float32Array(newBlendShapeCount);
15953
- if (newBlendShapeCount > lastBlendShapeWeightsCount) {
15954
- newBlendShapeWeights.set(lastBlendShapeWeights);
15955
- } else {
15956
- for(var i = 0; i < newBlendShapeCount; i++){
15957
- newBlendShapeWeights[i] = lastBlendShapeWeights[i];
15958
- }
15959
- }
15960
- this._blendShapeWeights = newBlendShapeWeights;
16064
+ _proto._parseCloneEntity = function _parseCloneEntity(src, target, srcRoot, targetRoot, deepInstanceMap) {
16065
+ var srcChildren = src._children;
16066
+ var targetChildren = target._children;
16067
+ for(var i = 0, n = srcChildren.length; i < n; i++){
16068
+ this._parseCloneEntity(srcChildren[i], targetChildren[i], srcRoot, targetRoot, deepInstanceMap);
16069
+ }
16070
+ var components = src._components;
16071
+ for(var i1 = 0, n1 = components.length; i1 < n1; i1++){
16072
+ var sourceComp = components[i1];
16073
+ if (!_instanceof1$2(sourceComp, Transform)) {
16074
+ var targetComp = target.addComponent(sourceComp.constructor);
16075
+ ComponentCloner.cloneComponent(sourceComp, targetComp, srcRoot, targetRoot, deepInstanceMap);
15961
16076
  }
16077
+ }
16078
+ };
16079
+ /**
16080
+ * Destroy self.
16081
+ */ _proto.destroy = function destroy() {
16082
+ if (this._destroyed) {
16083
+ return;
16084
+ }
16085
+ EngineObject1.prototype.destroy.call(this);
16086
+ if (this._templateResource) {
16087
+ this._isTemplate || this._templateResource._addReferCount(-1);
16088
+ this._templateResource = null;
16089
+ }
16090
+ var components = this._components;
16091
+ for(var i = components.length - 1; i >= 0; i--){
16092
+ components[i].destroy();
16093
+ }
16094
+ this._components.length = 0;
16095
+ var children = this._children;
16096
+ while(children.length > 0){
16097
+ children[0].destroy();
16098
+ }
16099
+ if (this._isRoot) {
16100
+ this._scene.removeRootEntity(this);
15962
16101
  } else {
15963
- this._blendShapeWeights = new Float32Array(newBlendShapeCount);
16102
+ this._setParent(null);
15964
16103
  }
16104
+ this.isActive = false;
15965
16105
  };
15966
- _proto._onLocalBoundsChanged = function _onLocalBoundsChanged() {
15967
- this._dirtyUpdateFlag |= RendererUpdateFlags.WorldVolume;
16106
+ /**
16107
+ * @internal
16108
+ */ _proto._removeComponent = function _removeComponent(component) {
16109
+ ComponentsDependencies._removeCheck(this, component.constructor);
16110
+ var components = this._components;
16111
+ components.splice(components.indexOf(component), 1);
15968
16112
  };
15969
- _proto._getEntityHierarchyPath = function _getEntityHierarchyPath(rootEntity, searchEntity, inversePath) {
15970
- inversePath.length = 0;
15971
- while(searchEntity !== rootEntity){
15972
- var parent = searchEntity.parent;
15973
- if (!parent) {
15974
- return false;
16113
+ /**
16114
+ * @internal
16115
+ */ _proto._addScript = function _addScript(script) {
16116
+ script._entityScriptsIndex = this._scripts.length;
16117
+ this._scripts.add(script);
16118
+ };
16119
+ /**
16120
+ * @internal
16121
+ */ _proto._removeScript = function _removeScript(script) {
16122
+ var replaced = this._scripts.deleteByIndex(script._entityScriptsIndex);
16123
+ replaced && (replaced._entityScriptsIndex = script._entityScriptsIndex);
16124
+ script._entityScriptsIndex = -1;
16125
+ };
16126
+ /**
16127
+ * @internal
16128
+ */ _proto._removeFromParent = function _removeFromParent() {
16129
+ var oldParent = this._parent;
16130
+ if (oldParent != null) {
16131
+ var oldSibling = oldParent._children;
16132
+ var index = this._siblingIndex;
16133
+ oldSibling.splice(index, 1);
16134
+ for(var n = oldSibling.length; index < n; index++){
16135
+ oldSibling[index]._siblingIndex--;
15975
16136
  }
15976
- inversePath.push(searchEntity.siblingIndex);
15977
- searchEntity = parent;
16137
+ this._parent = null;
16138
+ this._siblingIndex = -1;
15978
16139
  }
15979
- return true;
15980
16140
  };
15981
16141
  /**
15982
16142
  * @internal
15983
- */ _proto._getEntityByHierarchyPath = function _getEntityByHierarchyPath(rootEntity, inversePath) {
15984
- var entity = rootEntity;
15985
- for(var i = inversePath.length - 1; i >= 0; i--){
15986
- entity = entity.children[inversePath[i]];
16143
+ */ _proto._processActive = function _processActive(activeChangeFlag) {
16144
+ if (this._activeChangedComponents) {
16145
+ throw "Note: can't set the 'main inActive entity' active in hierarchy, if the operation is in main inActive entity or it's children script's onDisable Event.";
15987
16146
  }
15988
- return entity;
16147
+ this._activeChangedComponents = this._scene._componentsManager.getActiveChangedTempList();
16148
+ this._setActiveInHierarchy(this._activeChangedComponents, activeChangeFlag);
16149
+ this._setActiveComponents(true, activeChangeFlag);
15989
16150
  };
15990
- _create_class$2(SkinnedMeshRenderer, [
15991
- {
15992
- key: "blendShapeWeights",
15993
- get: /**
15994
- * The weights of the BlendShapes.
15995
- * @remarks Array index is BlendShape index.
15996
- */ function get() {
15997
- this._checkBlendShapeWeightLength();
15998
- return this._blendShapeWeights;
15999
- },
16000
- set: function set(value) {
16001
- this._checkBlendShapeWeightLength();
16002
- var blendShapeWeights = this._blendShapeWeights;
16003
- if (value.length <= blendShapeWeights.length) {
16004
- blendShapeWeights.set(value);
16005
- } else {
16006
- for(var i = 0, n = blendShapeWeights.length; i < n; i++){
16007
- blendShapeWeights[i] = value[i];
16008
- }
16009
- }
16010
- }
16011
- },
16012
- {
16013
- key: "localBounds",
16014
- get: /**
16015
- * Local bounds.
16016
- */ function get() {
16017
- return this._localBounds;
16018
- },
16019
- set: function set(value) {
16020
- if (this._localBounds !== value) {
16021
- this._localBounds.copyFrom(value);
16022
- }
16151
+ /**
16152
+ * @internal
16153
+ */ _proto._processInActive = function _processInActive(activeChangeFlag) {
16154
+ if (this._activeChangedComponents) {
16155
+ throw "Note: can't set the 'main active entity' inActive in hierarchy, if the operation is in main active entity or it's children script's onEnable Event.";
16156
+ }
16157
+ this._activeChangedComponents = this._scene._componentsManager.getActiveChangedTempList();
16158
+ this._setInActiveInHierarchy(this._activeChangedComponents, activeChangeFlag);
16159
+ this._setActiveComponents(false, activeChangeFlag);
16160
+ };
16161
+ _proto._addToChildrenList = function _addToChildrenList(index, child) {
16162
+ var children = this._children;
16163
+ var childCount = children.length;
16164
+ if (index === undefined) {
16165
+ child._siblingIndex = childCount;
16166
+ children.push(child);
16167
+ } else {
16168
+ if (index < 0 || index > childCount) {
16169
+ throw "The index " + index + " is out of child list bounds " + childCount;
16023
16170
  }
16024
- },
16025
- {
16171
+ child._siblingIndex = index;
16172
+ children.splice(index, 0, child);
16173
+ for(var i = index + 1, n = childCount + 1; i < n; i++){
16174
+ children[i]._siblingIndex++;
16175
+ }
16176
+ }
16177
+ };
16178
+ _proto._setParent = function _setParent(parent, siblingIndex) {
16179
+ var oldParent = this._parent;
16180
+ if (parent !== oldParent) {
16181
+ this._removeFromParent();
16182
+ this._parent = parent;
16183
+ if (parent) {
16184
+ parent._addToChildrenList(siblingIndex, this);
16185
+ var oldScene = this._scene;
16186
+ var parentScene = parent._scene;
16187
+ var inActiveChangeFlag = ActiveChangeFlag.None;
16188
+ if (!parent._isActiveInHierarchy) {
16189
+ this._isActiveInHierarchy && (inActiveChangeFlag |= ActiveChangeFlag.Hierarchy);
16190
+ }
16191
+ if (parent._isActiveInScene) {
16192
+ // cross scene should inActive first and then active
16193
+ this._isActiveInScene && oldScene !== parentScene && (inActiveChangeFlag |= ActiveChangeFlag.Scene);
16194
+ } else {
16195
+ this._isActiveInScene && (inActiveChangeFlag |= ActiveChangeFlag.Scene);
16196
+ }
16197
+ inActiveChangeFlag && this._processInActive(inActiveChangeFlag);
16198
+ if (oldScene !== parentScene) {
16199
+ Entity._traverseSetOwnerScene(this, parentScene);
16200
+ }
16201
+ var activeChangeFlag = ActiveChangeFlag.None;
16202
+ if (this._isActive) {
16203
+ if (parent._isActiveInHierarchy) {
16204
+ !this._isActiveInHierarchy && (activeChangeFlag |= ActiveChangeFlag.Hierarchy);
16205
+ }
16206
+ if (parent._isActiveInScene) {
16207
+ (!this._isActiveInScene || oldScene !== parentScene) && (activeChangeFlag |= ActiveChangeFlag.Scene);
16208
+ }
16209
+ }
16210
+ activeChangeFlag && this._processActive(activeChangeFlag);
16211
+ } else {
16212
+ var inActiveChangeFlag1 = ActiveChangeFlag.None;
16213
+ this._isActiveInHierarchy && (inActiveChangeFlag1 |= ActiveChangeFlag.Hierarchy);
16214
+ this._isActiveInScene && (inActiveChangeFlag1 |= ActiveChangeFlag.Scene);
16215
+ inActiveChangeFlag1 && this._processInActive(inActiveChangeFlag1);
16216
+ if (oldParent) {
16217
+ Entity._traverseSetOwnerScene(this, null);
16218
+ }
16219
+ }
16220
+ this._setTransformDirty();
16221
+ }
16222
+ };
16223
+ _proto._getComponentsInChildren = function _getComponentsInChildren(type, results) {
16224
+ for(var i = this._components.length - 1; i >= 0; i--){
16225
+ var component = this._components[i];
16226
+ if (_instanceof1$2(component, type)) {
16227
+ results.push(component);
16228
+ }
16229
+ }
16230
+ for(var i1 = this._children.length - 1; i1 >= 0; i1--){
16231
+ this._children[i1]._getComponentsInChildren(type, results);
16232
+ }
16233
+ };
16234
+ _proto._setActiveComponents = function _setActiveComponents(isActive, activeChangeFlag) {
16235
+ var activeChangedComponents = this._activeChangedComponents;
16236
+ for(var i = 0, length = activeChangedComponents.length; i < length; ++i){
16237
+ activeChangedComponents[i]._setActive(isActive, activeChangeFlag);
16238
+ }
16239
+ this._scene._componentsManager.putActiveChangedTempList(activeChangedComponents);
16240
+ this._activeChangedComponents = null;
16241
+ };
16242
+ _proto._setActiveInHierarchy = function _setActiveInHierarchy(activeChangedComponents, activeChangeFlag) {
16243
+ activeChangeFlag & ActiveChangeFlag.Hierarchy && (this._isActiveInHierarchy = true);
16244
+ activeChangeFlag & ActiveChangeFlag.Scene && (this._isActiveInScene = true);
16245
+ var components = this._components;
16246
+ for(var i = 0, n = components.length; i < n; i++){
16247
+ var component = components[i];
16248
+ (component.enabled || !component._awoken) && activeChangedComponents.push(component);
16249
+ }
16250
+ var children = this._children;
16251
+ for(var i1 = 0, n1 = children.length; i1 < n1; i1++){
16252
+ var child = children[i1];
16253
+ child.isActive && child._setActiveInHierarchy(activeChangedComponents, activeChangeFlag);
16254
+ }
16255
+ };
16256
+ _proto._setInActiveInHierarchy = function _setInActiveInHierarchy(activeChangedComponents, activeChangeFlag) {
16257
+ activeChangeFlag & ActiveChangeFlag.Hierarchy && (this._isActiveInHierarchy = false);
16258
+ activeChangeFlag & ActiveChangeFlag.Scene && (this._isActiveInScene = false);
16259
+ var components = this._components;
16260
+ for(var i = 0, n = components.length; i < n; i++){
16261
+ var component = components[i];
16262
+ component.enabled && activeChangedComponents.push(component);
16263
+ }
16264
+ var children = this._children;
16265
+ for(var i1 = 0, n1 = children.length; i1 < n1; i1++){
16266
+ var child = children[i1];
16267
+ child.isActive && child._setInActiveInHierarchy(activeChangedComponents, activeChangeFlag);
16268
+ }
16269
+ };
16270
+ _proto._setTransformDirty = function _setTransformDirty() {
16271
+ if (this.transform) {
16272
+ this.transform._parentChange();
16273
+ } else {
16274
+ for(var i = 0, len = this._children.length; i < len; i++){
16275
+ this._children[i]._setTransformDirty();
16276
+ }
16277
+ }
16278
+ };
16279
+ _proto._setSiblingIndex = function _setSiblingIndex(sibling, target) {
16280
+ target = Math.min(target, sibling.length - 1);
16281
+ if (target < 0) {
16282
+ throw "Sibling index " + target + " should large than 0";
16283
+ }
16284
+ if (this._siblingIndex !== target) {
16285
+ var oldIndex = this._siblingIndex;
16286
+ if (target < oldIndex) {
16287
+ for(var i = oldIndex; i >= target; i--){
16288
+ var child = i == target ? this : sibling[i - 1];
16289
+ sibling[i] = child;
16290
+ child._siblingIndex = i;
16291
+ }
16292
+ } else {
16293
+ for(var i1 = oldIndex; i1 <= target; i1++){
16294
+ var child1 = i1 == target ? this : sibling[i1 + 1];
16295
+ sibling[i1] = child1;
16296
+ child1._siblingIndex = i1;
16297
+ }
16298
+ }
16299
+ }
16300
+ };
16301
+ /**
16302
+ * @deprecated
16303
+ */ _proto.getInvModelMatrix = function getInvModelMatrix() {
16304
+ if (this._inverseWorldMatFlag.flag) {
16305
+ Matrix.invert(this.transform.worldMatrix, this._invModelMatrix);
16306
+ this._inverseWorldMatFlag.flag = false;
16307
+ }
16308
+ return this._invModelMatrix;
16309
+ };
16310
+ /**
16311
+ * @internal
16312
+ */ Entity._findChildByName = function _findChildByName(root, name1) {
16313
+ var children = root._children;
16314
+ for(var i = children.length - 1; i >= 0; i--){
16315
+ var child = children[i];
16316
+ if (child.name === name1) {
16317
+ return child;
16318
+ }
16319
+ }
16320
+ return null;
16321
+ };
16322
+ /**
16323
+ * @internal
16324
+ */ Entity._traverseSetOwnerScene = function _traverseSetOwnerScene(entity, scene) {
16325
+ entity._scene = scene;
16326
+ var children = entity._children;
16327
+ for(var i = children.length - 1; i >= 0; i--){
16328
+ this._traverseSetOwnerScene(children[i], scene);
16329
+ }
16330
+ };
16331
+ /**
16332
+ * @internal
16333
+ */ Entity._getEntityHierarchyPath = function _getEntityHierarchyPath(rootEntity, searchEntity, inversePath) {
16334
+ inversePath.length = 0;
16335
+ while(searchEntity !== rootEntity){
16336
+ var parent = searchEntity.parent;
16337
+ if (!parent) {
16338
+ return false;
16339
+ }
16340
+ inversePath.push(searchEntity.siblingIndex);
16341
+ searchEntity = parent;
16342
+ }
16343
+ return true;
16344
+ };
16345
+ /**
16346
+ * @internal
16347
+ */ Entity._getEntityByHierarchyPath = function _getEntityByHierarchyPath(rootEntity, inversePath) {
16348
+ var entity = rootEntity;
16349
+ for(var i = inversePath.length - 1; i >= 0; i--){
16350
+ entity = entity.children[inversePath[i]];
16351
+ }
16352
+ return entity;
16353
+ };
16354
+ _create_class$2(Entity, [
16355
+ {
16356
+ key: "isActive",
16357
+ get: /**
16358
+ * Whether to activate locally.
16359
+ */ function get() {
16360
+ return this._isActive;
16361
+ },
16362
+ set: function set(value) {
16363
+ if (value !== this._isActive) {
16364
+ this._isActive = value;
16365
+ if (value) {
16366
+ var parent = this._parent;
16367
+ var activeChangeFlag = ActiveChangeFlag.None;
16368
+ if (this._isRoot && this._scene._isActiveInEngine) {
16369
+ activeChangeFlag |= ActiveChangeFlag.All;
16370
+ } else {
16371
+ var _parent, _parent1;
16372
+ ((_parent = parent) == null ? void 0 : _parent._isActiveInHierarchy) && (activeChangeFlag |= ActiveChangeFlag.Hierarchy);
16373
+ ((_parent1 = parent) == null ? void 0 : _parent1._isActiveInScene) && (activeChangeFlag |= ActiveChangeFlag.Scene);
16374
+ }
16375
+ activeChangeFlag && this._processActive(activeChangeFlag);
16376
+ } else {
16377
+ var activeChangeFlag1 = ActiveChangeFlag.None;
16378
+ this._isActiveInHierarchy && (activeChangeFlag1 |= ActiveChangeFlag.Hierarchy);
16379
+ this._isActiveInScene && (activeChangeFlag1 |= ActiveChangeFlag.Scene);
16380
+ activeChangeFlag1 && this._processInActive(activeChangeFlag1);
16381
+ }
16382
+ }
16383
+ }
16384
+ },
16385
+ {
16386
+ key: "isActiveInHierarchy",
16387
+ get: /**
16388
+ * Whether it is active in the hierarchy.
16389
+ */ function get() {
16390
+ return this._isActiveInHierarchy;
16391
+ }
16392
+ },
16393
+ {
16394
+ key: "parent",
16395
+ get: /**
16396
+ * The parent entity.
16397
+ */ function get() {
16398
+ return this._parent;
16399
+ },
16400
+ set: function set(value) {
16401
+ this._setParent(value);
16402
+ }
16403
+ },
16404
+ {
16405
+ key: "children",
16406
+ get: /**
16407
+ * The children entities
16408
+ */ function get() {
16409
+ return this._children;
16410
+ }
16411
+ },
16412
+ {
16413
+ key: "childCount",
16414
+ get: /**
16415
+ * @deprecated Please use `children.length` property instead.
16416
+ * Number of the children entities
16417
+ */ function get() {
16418
+ return this._children.length;
16419
+ }
16420
+ },
16421
+ {
16422
+ key: "scene",
16423
+ get: /**
16424
+ * The scene the entity belongs to.
16425
+ */ function get() {
16426
+ return this._scene;
16427
+ }
16428
+ },
16429
+ {
16430
+ key: "siblingIndex",
16431
+ get: /**
16432
+ * The sibling index.
16433
+ */ function get() {
16434
+ return this._siblingIndex;
16435
+ },
16436
+ set: function set(value) {
16437
+ if (this._siblingIndex === -1) {
16438
+ throw "The entity " + this.name + " is not in the hierarchy";
16439
+ }
16440
+ this._setSiblingIndex(this._isRoot ? this._scene._rootEntities : this._parent._children, value);
16441
+ }
16442
+ }
16443
+ ]);
16444
+ return Entity;
16445
+ }(EngineObject);
16446
+ /**
16447
+ * Skin used for skinned mesh renderer.
16448
+ */ var Skin = /*#__PURE__*/ function(EngineObject1) {
16449
+ var Skin = function Skin(name1) {
16450
+ var _this;
16451
+ _this = EngineObject1.call(this, null) || this;
16452
+ _this.name = name1;
16453
+ _this.inverseBindMatrices = new Array();
16454
+ _this._updatedManager = new UpdateFlagManager();
16455
+ _this._bones = new Array();
16456
+ _this._updateMark = -1;
16457
+ _this.joints = [];
16458
+ return _this;
16459
+ };
16460
+ _inherits$2(Skin, EngineObject1);
16461
+ var _proto = Skin.prototype;
16462
+ /**
16463
+ * @internal
16464
+ */ _proto._updateSkinMatrices = function _updateSkinMatrices(renderer) {
16465
+ if (this._updateMark === renderer.engine.time.frameCount) {
16466
+ return;
16467
+ }
16468
+ var _this = this, bones = _this.bones, bindMatrices = _this.inverseBindMatrices, skinMatrices = _this._skinMatrices;
16469
+ var _this_rootBone;
16470
+ var worldToLocal = ((_this_rootBone = this.rootBone) != null ? _this_rootBone : renderer.entity).getInvModelMatrix();
16471
+ for(var i = bones.length - 1; i >= 0; i--){
16472
+ var bone = bones[i];
16473
+ var offset = i * 16;
16474
+ if (bone) {
16475
+ Utils._floatMatrixMultiply(bone.transform.worldMatrix, bindMatrices[i].elements, 0, skinMatrices, offset);
16476
+ } else {
16477
+ skinMatrices.set(bindMatrices[i].elements, offset);
16478
+ }
16479
+ Utils._floatMatrixMultiply(worldToLocal, skinMatrices, offset, skinMatrices, offset);
16480
+ }
16481
+ this._updateMark = renderer.engine.time.frameCount;
16482
+ };
16483
+ /**
16484
+ * @internal
16485
+ */ _proto._cloneTo = function _cloneTo(target, srcRoot, targetRoot) {
16486
+ var paths = new Array();
16487
+ // Clone rootBone
16488
+ var rootBone = this.rootBone;
16489
+ if (rootBone) {
16490
+ var success = Entity._getEntityHierarchyPath(srcRoot, rootBone, paths);
16491
+ target.rootBone = success ? Entity._getEntityByHierarchyPath(targetRoot, paths) : rootBone;
16492
+ }
16493
+ // Clone bones
16494
+ var bones = this.bones;
16495
+ if (bones.length > 0) {
16496
+ var boneCount = bones.length;
16497
+ var destBones = new Array(boneCount);
16498
+ for(var i = 0; i < boneCount; i++){
16499
+ var bone = bones[i];
16500
+ var success1 = Entity._getEntityHierarchyPath(srcRoot, bone, paths);
16501
+ destBones[i] = success1 ? Entity._getEntityByHierarchyPath(targetRoot, paths) : bone;
16502
+ }
16503
+ target.bones = destBones;
16504
+ }
16505
+ };
16506
+ _create_class$2(Skin, [
16507
+ {
16026
16508
  key: "rootBone",
16027
16509
  get: /**
16028
16510
  * Root bone.
@@ -16031,198 +16513,463 @@
16031
16513
  },
16032
16514
  set: function set(value) {
16033
16515
  if (this._rootBone !== value) {
16034
- this._unRegisterEntityTransformListener();
16516
+ this._updatedManager.dispatch(1, value);
16035
16517
  this._rootBone = value;
16036
- this._registerEntityTransformListener();
16037
- this._dirtyUpdateFlag |= RendererUpdateFlags.WorldVolume;
16038
16518
  }
16039
16519
  }
16040
16520
  },
16041
16521
  {
16042
16522
  key: "bones",
16043
16523
  get: /**
16044
- * Bones of the SkinnedMeshRenderer.
16524
+ * Bones of the skin.
16045
16525
  */ function get() {
16046
16526
  return this._bones;
16047
16527
  },
16048
16528
  set: function set(value) {
16049
- if (this._bones !== value) {
16050
- var _this__bones, _value;
16051
- var _this__bones_length;
16052
- var lastBoneCount = (_this__bones_length = (_this__bones = this._bones) == null ? void 0 : _this__bones.length) != null ? _this__bones_length : 0;
16053
- var _value_length;
16054
- var boneCount = (_value_length = (_value = value) == null ? void 0 : _value.length) != null ? _value_length : 0;
16055
- if (lastBoneCount !== boneCount) {
16056
- var shaderData = this.shaderData;
16057
- if (boneCount > 0) {
16058
- this._jointMatrices = new Float32Array(boneCount * 16);
16059
- shaderData.enableMacro("RENDERER_HAS_SKIN");
16060
- shaderData.setInt(SkinnedMeshRenderer._jointCountProperty, boneCount);
16061
- } else {
16062
- this._jointMatrices = null;
16063
- shaderData.disableMacro("RENDERER_HAS_SKIN");
16064
- }
16065
- }
16066
- this._bones = value;
16529
+ var _value;
16530
+ var bones = this._bones;
16531
+ var _value_length;
16532
+ var boneCount = (_value_length = (_value = value) == null ? void 0 : _value.length) != null ? _value_length : 0;
16533
+ var lastBoneCount = bones.length;
16534
+ bones.length = boneCount;
16535
+ for(var i = 0; i < boneCount; i++){
16536
+ bones[i] = value[i];
16537
+ }
16538
+ if (lastBoneCount !== boneCount) {
16539
+ this._skinMatrices = new Float32Array(boneCount * 16);
16540
+ this._updatedManager.dispatch(0, boneCount);
16067
16541
  }
16068
16542
  }
16069
16543
  },
16070
16544
  {
16071
- key: "skin",
16072
- get: /**
16073
- * @deprecated
16074
- * Skin Object.
16075
- *
16076
- * If you want get `skeleton`, use {@link SkinnedMeshRenderer.rootBone} instead.
16077
- * If you want get `bones`, use {@link SkinnedMeshRenderer.bones} instead.
16078
- * `inverseBindMatrices` will migrate to mesh in the future.
16079
- *
16080
- * @remarks `rootBone` and `bones` will not update when `skin` changed.
16081
- */ function get() {
16082
- return this._skin;
16545
+ key: "skeleton",
16546
+ get: /** @deprecated Please use `rootBone` instead. */ function get() {
16547
+ var _this_rootBone;
16548
+ return (_this_rootBone = this.rootBone) == null ? void 0 : _this_rootBone.name;
16083
16549
  },
16084
16550
  set: function set(value) {
16085
- this._skin = value;
16551
+ var rootBone = this._rootBone;
16552
+ if (rootBone) {
16553
+ rootBone.name = value;
16554
+ }
16086
16555
  }
16087
16556
  }
16088
16557
  ]);
16089
- return SkinnedMeshRenderer;
16090
- }(MeshRenderer);
16091
- (function() {
16092
- SkinnedMeshRenderer._jointCountProperty = ShaderProperty.getByName("renderer_JointCount");
16093
- })();
16094
- (function() {
16095
- SkinnedMeshRenderer._jointSamplerProperty = ShaderProperty.getByName("renderer_JointSampler");
16096
- })();
16097
- (function() {
16098
- SkinnedMeshRenderer._jointMatrixProperty = ShaderProperty.getByName("renderer_JointMatrix");
16099
- })();
16558
+ return Skin;
16559
+ }(EngineObject);
16100
16560
  __decorate$1([
16101
16561
  deepClone
16102
- ], SkinnedMeshRenderer.prototype, "_localBounds", void 0);
16103
- __decorate$1([
16104
- ignoreClone
16105
- ], SkinnedMeshRenderer.prototype, "_jointDataCreateCache", void 0);
16562
+ ], Skin.prototype, "inverseBindMatrices", void 0);
16106
16563
  __decorate$1([
16107
16564
  ignoreClone
16108
- ], SkinnedMeshRenderer.prototype, "_blendShapeWeights", void 0);
16109
- __decorate$1([
16110
- ignoreClone
16111
- ], SkinnedMeshRenderer.prototype, "_maxVertexUniformVectors", void 0);
16112
- __decorate$1([
16113
- ignoreClone
16114
- ], SkinnedMeshRenderer.prototype, "_rootBone", void 0);
16115
- __decorate$1([
16116
- ignoreClone
16117
- ], SkinnedMeshRenderer.prototype, "_jointMatrices", void 0);
16565
+ ], Skin.prototype, "_skinMatrices", void 0);
16118
16566
  __decorate$1([
16119
16567
  ignoreClone
16120
- ], SkinnedMeshRenderer.prototype, "_jointTexture", void 0);
16568
+ ], Skin.prototype, "_updatedManager", void 0);
16121
16569
  __decorate$1([
16122
16570
  ignoreClone
16123
- ], SkinnedMeshRenderer.prototype, "_bones", void 0);
16571
+ ], Skin.prototype, "_rootBone", void 0);
16124
16572
  __decorate$1([
16125
16573
  ignoreClone
16126
- ], SkinnedMeshRenderer.prototype, "_condensedBlendShapeWeights", void 0);
16574
+ ], Skin.prototype, "_bones", void 0);
16127
16575
  __decorate$1([
16128
16576
  ignoreClone
16129
- ], SkinnedMeshRenderer.prototype, "_onLocalBoundsChanged", null);
16577
+ ], Skin.prototype, "_updateMark", void 0);
16578
+ var SkinUpdateFlag;
16579
+ (function(SkinUpdateFlag) {
16580
+ SkinUpdateFlag[SkinUpdateFlag["BoneCountChanged"] = 0] = "BoneCountChanged";
16581
+ SkinUpdateFlag[SkinUpdateFlag["RootBoneChanged"] = 1] = "RootBoneChanged";
16582
+ })(SkinUpdateFlag || (SkinUpdateFlag = {}));
16130
16583
  /**
16131
- * Class pool utils.
16132
- */ var ClassPool = /*#__PURE__*/ function() {
16133
- var ClassPool = function ClassPool(type) {
16134
- this._elementPoolIndex = 0;
16135
- this._elementPool = [];
16136
- this._type = type;
16584
+ * SkinnedMeshRenderer.
16585
+ */ var SkinnedMeshRenderer = /*#__PURE__*/ function(MeshRenderer1) {
16586
+ var SkinnedMeshRenderer = function SkinnedMeshRenderer(entity) {
16587
+ var _this;
16588
+ _this = MeshRenderer1.call(this, entity) || this;
16589
+ _this._localBounds = new BoundingBox();
16590
+ _this._jointDataCreateCache = new Vector2(-1, -1);
16591
+ _this._skin = null;
16592
+ var rhi = _this.entity.engine._hardwareRenderer;
16593
+ var maxVertexUniformVectors = rhi.renderStates.getParameter(rhi.gl.MAX_VERTEX_UNIFORM_VECTORS);
16594
+ // Limit size to 256 to avoid some problem:
16595
+ // For renderer is "Apple GPU", when uniform is large than 256 the skeleton matrix array access in shader very slow in Safari or WKWebview. This may be a apple bug, Chrome and Firefox is OK!
16596
+ // For renderer is "ANGLE (AMD, AMD Radeon(TM) Graphics Direct3011 vs_5_0 ps_5_0, D3011)", compile shader si very slow because of max uniform is 4096.
16597
+ maxVertexUniformVectors = Math.min(maxVertexUniformVectors, rhi._options._maxAllowSkinUniformVectorCount);
16598
+ _this._maxVertexUniformVectors = maxVertexUniformVectors;
16599
+ _this._onLocalBoundsChanged = _this._onLocalBoundsChanged.bind(_assert_this_initialized(_this));
16600
+ _this._onSkinUpdated = _this._onSkinUpdated.bind(_assert_this_initialized(_this));
16601
+ var localBounds = _this._localBounds;
16602
+ // @ts-ignore
16603
+ localBounds.min._onValueChanged = _this._onLocalBoundsChanged;
16604
+ // @ts-ignore
16605
+ localBounds.max._onValueChanged = _this._onLocalBoundsChanged;
16606
+ return _this;
16137
16607
  };
16138
- var _proto = ClassPool.prototype;
16608
+ _inherits$2(SkinnedMeshRenderer, MeshRenderer1);
16609
+ var _proto = SkinnedMeshRenderer.prototype;
16139
16610
  /**
16140
- * Get element from pool.
16141
- */ _proto.getFromPool = function getFromPool() {
16142
- var _this = this, index = _this._elementPoolIndex, pool = _this._elementPool;
16143
- this._elementPoolIndex++;
16144
- if (pool.length === index) {
16145
- var element = new this._type();
16146
- pool.push(element);
16147
- return element;
16148
- } else {
16149
- return pool[index];
16611
+ * @internal
16612
+ */ _proto.update = function update() {
16613
+ var _skin;
16614
+ var skin = this._skin;
16615
+ if (((_skin = skin) == null ? void 0 : _skin.bones.length) > 0) {
16616
+ skin._updateSkinMatrices(this);
16150
16617
  }
16151
16618
  };
16152
- /**
16153
- * Reset pool.
16154
- */ _proto.resetPool = function resetPool() {
16155
- this._elementPoolIndex = 0;
16156
- };
16157
- _proto.garbageCollection = function garbageCollection() {
16158
- var _this = this, pool = _this._elementPool;
16159
- for(var i = pool.length - 1; i >= 0; i--){
16160
- pool[i].dispose && pool[i].dispose();
16619
+ _proto._updateShaderData = function _updateShaderData(context, onlyMVP) {
16620
+ var _skin, _skin1;
16621
+ var _this = this, entity = _this.entity, skin = _this.skin;
16622
+ var _skin_rootBone;
16623
+ var worldMatrix = ((_skin_rootBone = (_skin = skin) == null ? void 0 : _skin.rootBone) != null ? _skin_rootBone : entity).transform.worldMatrix;
16624
+ if (onlyMVP) {
16625
+ this._updateMVPShaderData(context, worldMatrix);
16626
+ return;
16161
16627
  }
16162
- };
16163
- return ClassPool;
16164
- }();
16165
- var Basic2DBatcher = /*#__PURE__*/ function() {
16166
- var Basic2DBatcher = function Basic2DBatcher(engine) {
16167
- /** @internal */ this._subMeshPool = new ClassPool(SubMesh);
16168
- /** @internal */ this._batchedQueue = [];
16169
- /** @internal */ this._meshes = [];
16170
- /** @internal */ this._meshCount = 1;
16171
- /** @internal */ this._vertexBuffers = [];
16172
- /** @internal */ this._indiceBuffers = [];
16173
- /** @internal */ this._flushId = 0;
16174
- /** @internal */ this._vertexCount = 0;
16175
- /** @internal */ this._elementCount = 0;
16176
- this._engine = engine;
16177
- this._initMeshes(engine);
16178
- };
16179
- var _proto = Basic2DBatcher.prototype;
16180
- _proto.drawElement = function drawElement(element, camera) {
16181
- var data = element.data;
16182
- if (data.multiRenderData) {
16183
- var charsData = data.charsData;
16184
- var pool = camera.engine._renderElementPool;
16185
- for(var i = 0, n = charsData.length; i < n; ++i){
16186
- var charRenderElement = pool.getFromPool();
16187
- charRenderElement.set(charsData[i], element.shaderPasses);
16188
- this._drawSubElement(charRenderElement, camera);
16628
+ this._updateTransformShaderData(context, worldMatrix);
16629
+ var shaderData = this.shaderData;
16630
+ var mesh = this.mesh;
16631
+ var blendShapeManager = mesh._blendShapeManager;
16632
+ blendShapeManager._updateShaderData(shaderData, this);
16633
+ var bones = (_skin1 = skin) == null ? void 0 : _skin1.bones;
16634
+ if (bones) {
16635
+ var bsUniformOccupiesCount = blendShapeManager._uniformOccupiesCount;
16636
+ var boneCount = bones.length;
16637
+ var boneDataCreateCache = this._jointDataCreateCache;
16638
+ var boneCountChange = boneCount !== boneDataCreateCache.x;
16639
+ if (boneCountChange || bsUniformOccupiesCount !== boneDataCreateCache.y) {
16640
+ // directly use max joint count to avoid shader recompile
16641
+ // @TODO: different shader type should use different count, not always 44
16642
+ var remainUniformJointCount = Math.ceil((this._maxVertexUniformVectors - (44 + bsUniformOccupiesCount)) / 4);
16643
+ if (boneCount > remainUniformJointCount) {
16644
+ var engine = this.engine;
16645
+ if (engine._hardwareRenderer.canIUseMoreJoints) {
16646
+ if (boneCountChange) {
16647
+ var _this__jointTexture;
16648
+ (_this__jointTexture = this._jointTexture) == null ? void 0 : _this__jointTexture.destroy();
16649
+ this._jointTexture = new Texture2D(engine, 4, boneCount, exports.TextureFormat.R32G32B32A32, false);
16650
+ this._jointTexture.filterMode = exports.TextureFilterMode.Point;
16651
+ this._jointTexture.isGCIgnored = true;
16652
+ }
16653
+ shaderData.disableMacro("RENDERER_JOINTS_NUM");
16654
+ shaderData.enableMacro("RENDERER_USE_JOINT_TEXTURE");
16655
+ shaderData.setTexture(SkinnedMeshRenderer._jointSamplerProperty, this._jointTexture);
16656
+ } else {
16657
+ Logger.error("component's joints count(" + boneCount + ") greater than device's MAX_VERTEX_UNIFORM_VECTORS number " + this._maxVertexUniformVectors + ", and don't support jointTexture in this device. suggest joint count less than " + remainUniformJointCount + ".", this);
16658
+ }
16659
+ } else {
16660
+ var _this__jointTexture1;
16661
+ (_this__jointTexture1 = this._jointTexture) == null ? void 0 : _this__jointTexture1.destroy();
16662
+ shaderData.disableMacro("RENDERER_USE_JOINT_TEXTURE");
16663
+ shaderData.enableMacro("RENDERER_JOINTS_NUM", remainUniformJointCount.toString());
16664
+ shaderData.setFloatArray(SkinnedMeshRenderer._jointMatrixProperty, skin._skinMatrices);
16665
+ }
16666
+ boneDataCreateCache.set(boneCount, bsUniformOccupiesCount);
16667
+ }
16668
+ if (this._jointTexture) {
16669
+ this._jointTexture.setPixelBuffer(skin._skinMatrices);
16189
16670
  }
16190
- } else {
16191
- this._drawSubElement(element, camera);
16192
16671
  }
16672
+ var layer = entity.layer;
16673
+ this._rendererLayer.set(layer & 65535, layer >>> 16 & 65535, 0, 0);
16193
16674
  };
16194
16675
  /**
16195
16676
  * @internal
16196
- * Standalone for canvas 2d renderer plugin.
16197
- */ _proto._initMeshes = function _initMeshes(engine) {
16198
- var MAX_VERTEX_COUNT = Basic2DBatcher.MAX_VERTEX_COUNT;
16199
- this._vertices = new Float32Array(MAX_VERTEX_COUNT * 9);
16200
- this._indices = new Uint16Array(MAX_VERTEX_COUNT * 3);
16201
- var _this = this, _meshes = _this._meshes, _meshCount = _this._meshCount;
16202
- for(var i = 0; i < _meshCount; i++){
16203
- _meshes[i] = this._createMesh(engine, i);
16204
- }
16677
+ */ _proto._onDestroy = function _onDestroy() {
16678
+ var _this__jointTexture;
16679
+ MeshRenderer1.prototype._onDestroy.call(this);
16680
+ this._jointDataCreateCache = null;
16681
+ this._skin = null;
16682
+ this._blendShapeWeights = null;
16683
+ this._localBounds = null;
16684
+ (_this__jointTexture = this._jointTexture) == null ? void 0 : _this__jointTexture.destroy();
16685
+ this._jointTexture = null;
16205
16686
  };
16206
- _proto.flush = function flush(camera) {
16207
- var batchedQueue = this._batchedQueue;
16208
- if (batchedQueue.length === 0) {
16209
- return;
16210
- }
16211
- this._updateData(this._engine);
16212
- this.drawBatches(camera);
16213
- if (!Basic2DBatcher._canUploadSameBuffer) {
16214
- this._flushId++;
16687
+ /**
16688
+ * @internal
16689
+ */ _proto._cloneTo = function _cloneTo(target, srcRoot, targetRoot) {
16690
+ MeshRenderer1.prototype._cloneTo.call(this, target, srcRoot, targetRoot);
16691
+ if (this.skin) {
16692
+ target._applySkin(null, target.skin);
16215
16693
  }
16216
- batchedQueue.length = 0;
16217
- this._subMeshPool.resetPool();
16218
- this._vertexCount = 0;
16219
- this._elementCount = 0;
16694
+ this._blendShapeWeights && (target._blendShapeWeights = this._blendShapeWeights.slice());
16220
16695
  };
16221
- _proto.clear = function clear() {
16222
- this._flushId = 0;
16223
- this._vertexCount = 0;
16224
- this._elementCount = 0;
16225
- this._batchedQueue.length = 0;
16696
+ /**
16697
+ * @internal
16698
+ */ _proto._updateBounds = function _updateBounds(worldBounds) {
16699
+ var _this_skin;
16700
+ var rootBone = (_this_skin = this.skin) == null ? void 0 : _this_skin.rootBone;
16701
+ if (rootBone) {
16702
+ BoundingBox.transform(this._localBounds, rootBone.transform.worldMatrix, worldBounds);
16703
+ } else {
16704
+ MeshRenderer1.prototype._updateBounds.call(this, worldBounds);
16705
+ }
16706
+ };
16707
+ _proto._checkBlendShapeWeightLength = function _checkBlendShapeWeightLength() {
16708
+ var mesh = this._mesh;
16709
+ var newBlendShapeCount = mesh ? mesh.blendShapeCount : 0;
16710
+ var lastBlendShapeWeights = this._blendShapeWeights;
16711
+ if (lastBlendShapeWeights) {
16712
+ var lastBlendShapeWeightsCount = lastBlendShapeWeights.length;
16713
+ if (lastBlendShapeWeightsCount !== newBlendShapeCount) {
16714
+ var newBlendShapeWeights = new Float32Array(newBlendShapeCount);
16715
+ if (newBlendShapeCount > lastBlendShapeWeightsCount) {
16716
+ newBlendShapeWeights.set(lastBlendShapeWeights);
16717
+ } else {
16718
+ for(var i = 0; i < newBlendShapeCount; i++){
16719
+ newBlendShapeWeights[i] = lastBlendShapeWeights[i];
16720
+ }
16721
+ }
16722
+ this._blendShapeWeights = newBlendShapeWeights;
16723
+ }
16724
+ } else {
16725
+ this._blendShapeWeights = new Float32Array(newBlendShapeCount);
16726
+ }
16727
+ };
16728
+ _proto._onLocalBoundsChanged = function _onLocalBoundsChanged() {
16729
+ this._dirtyUpdateFlag |= RendererUpdateFlags.WorldVolume;
16730
+ };
16731
+ _proto._onSkinUpdated = function _onSkinUpdated(type, value) {
16732
+ switch(type){
16733
+ case SkinUpdateFlag.BoneCountChanged:
16734
+ var shaderData = this.shaderData;
16735
+ if (value > 0) {
16736
+ shaderData.enableMacro("RENDERER_HAS_SKIN");
16737
+ shaderData.setInt(SkinnedMeshRenderer._jointCountProperty, value);
16738
+ } else {
16739
+ shaderData.disableMacro("RENDERER_HAS_SKIN");
16740
+ }
16741
+ break;
16742
+ case SkinUpdateFlag.RootBoneChanged:
16743
+ this._dirtyUpdateFlag |= RendererUpdateFlags.WorldVolume;
16744
+ break;
16745
+ }
16746
+ };
16747
+ _proto._applySkin = function _applySkin(lastSkin, value) {
16748
+ var _lastSkin_bones, _lastSkin, _lastSkin1, _lastSkin2, _value_bones, _value, _value1, _value2;
16749
+ var _lastSkin_bones_length;
16750
+ var lastSkinBoneCount = (_lastSkin_bones_length = (_lastSkin = lastSkin) == null ? void 0 : (_lastSkin_bones = _lastSkin.bones) == null ? void 0 : _lastSkin_bones.length) != null ? _lastSkin_bones_length : 0;
16751
+ var _lastSkin_rootBone;
16752
+ var lastRootBone = (_lastSkin_rootBone = (_lastSkin1 = lastSkin) == null ? void 0 : _lastSkin1.rootBone) != null ? _lastSkin_rootBone : this.entity;
16753
+ (_lastSkin2 = lastSkin) == null ? void 0 : _lastSkin2._updatedManager.removeListener(this._onSkinUpdated);
16754
+ var _value_bones_length;
16755
+ var skinBoneCount = (_value_bones_length = (_value = value) == null ? void 0 : (_value_bones = _value.bones) == null ? void 0 : _value_bones.length) != null ? _value_bones_length : 0;
16756
+ var _value_rootBone;
16757
+ var rootBone = (_value_rootBone = (_value1 = value) == null ? void 0 : _value1.rootBone) != null ? _value_rootBone : this.entity;
16758
+ (_value2 = value) == null ? void 0 : _value2._updatedManager.addListener(this._onSkinUpdated);
16759
+ if (lastSkinBoneCount !== skinBoneCount) {
16760
+ this._onSkinUpdated(SkinUpdateFlag.BoneCountChanged, skinBoneCount);
16761
+ }
16762
+ if (lastRootBone !== rootBone) {
16763
+ this._onSkinUpdated(SkinUpdateFlag.RootBoneChanged, rootBone);
16764
+ }
16765
+ };
16766
+ _create_class$2(SkinnedMeshRenderer, [
16767
+ {
16768
+ key: "skin",
16769
+ get: /**
16770
+ * Skin of the SkinnedMeshRenderer.
16771
+ */ function get() {
16772
+ return this._skin;
16773
+ },
16774
+ set: function set(value) {
16775
+ var lastSkin = this._skin;
16776
+ if (lastSkin !== value) {
16777
+ this._applySkin(lastSkin, value);
16778
+ this._skin = value;
16779
+ }
16780
+ }
16781
+ },
16782
+ {
16783
+ key: "blendShapeWeights",
16784
+ get: /**
16785
+ * The weights of the BlendShapes.
16786
+ * @remarks Array index is BlendShape index.
16787
+ */ function get() {
16788
+ this._checkBlendShapeWeightLength();
16789
+ return this._blendShapeWeights;
16790
+ },
16791
+ set: function set(value) {
16792
+ this._checkBlendShapeWeightLength();
16793
+ var blendShapeWeights = this._blendShapeWeights;
16794
+ if (value.length <= blendShapeWeights.length) {
16795
+ blendShapeWeights.set(value);
16796
+ } else {
16797
+ for(var i = 0, n = blendShapeWeights.length; i < n; i++){
16798
+ blendShapeWeights[i] = value[i];
16799
+ }
16800
+ }
16801
+ }
16802
+ },
16803
+ {
16804
+ key: "localBounds",
16805
+ get: /**
16806
+ * Local bounds.
16807
+ */ function get() {
16808
+ return this._localBounds;
16809
+ },
16810
+ set: function set(value) {
16811
+ if (this._localBounds !== value) {
16812
+ this._localBounds.copyFrom(value);
16813
+ }
16814
+ }
16815
+ },
16816
+ {
16817
+ key: "rootBone",
16818
+ get: /**
16819
+ * @deprecated use {@link SkinnedMeshRenderer.skin.rootBone} instead.
16820
+ */ function get() {
16821
+ return this.skin.rootBone;
16822
+ },
16823
+ set: function set(value) {
16824
+ this.skin.rootBone = value;
16825
+ }
16826
+ },
16827
+ {
16828
+ key: "bones",
16829
+ get: /**
16830
+ * @deprecated use {@link SkinnedMeshRenderer.skin.bones} instead.
16831
+ */ function get() {
16832
+ return this.skin.bones;
16833
+ },
16834
+ set: function set(value) {
16835
+ this.skin.bones = value;
16836
+ }
16837
+ }
16838
+ ]);
16839
+ return SkinnedMeshRenderer;
16840
+ }(MeshRenderer);
16841
+ (function() {
16842
+ SkinnedMeshRenderer._jointCountProperty = ShaderProperty.getByName("renderer_JointCount");
16843
+ })();
16844
+ (function() {
16845
+ SkinnedMeshRenderer._jointSamplerProperty = ShaderProperty.getByName("renderer_JointSampler");
16846
+ })();
16847
+ (function() {
16848
+ SkinnedMeshRenderer._jointMatrixProperty = ShaderProperty.getByName("renderer_JointMatrix");
16849
+ })();
16850
+ __decorate$1([
16851
+ ignoreClone
16852
+ ], SkinnedMeshRenderer.prototype, "_condensedBlendShapeWeights", void 0);
16853
+ __decorate$1([
16854
+ deepClone
16855
+ ], SkinnedMeshRenderer.prototype, "_localBounds", void 0);
16856
+ __decorate$1([
16857
+ ignoreClone
16858
+ ], SkinnedMeshRenderer.prototype, "_jointDataCreateCache", void 0);
16859
+ __decorate$1([
16860
+ ignoreClone
16861
+ ], SkinnedMeshRenderer.prototype, "_blendShapeWeights", void 0);
16862
+ __decorate$1([
16863
+ ignoreClone
16864
+ ], SkinnedMeshRenderer.prototype, "_maxVertexUniformVectors", void 0);
16865
+ __decorate$1([
16866
+ ignoreClone
16867
+ ], SkinnedMeshRenderer.prototype, "_jointTexture", void 0);
16868
+ __decorate$1([
16869
+ deepClone
16870
+ ], SkinnedMeshRenderer.prototype, "_skin", void 0);
16871
+ __decorate$1([
16872
+ ignoreClone
16873
+ ], SkinnedMeshRenderer.prototype, "_onLocalBoundsChanged", null);
16874
+ __decorate$1([
16875
+ ignoreClone
16876
+ ], SkinnedMeshRenderer.prototype, "_onSkinUpdated", null);
16877
+ /**
16878
+ * Class pool utils.
16879
+ */ var ClassPool = /*#__PURE__*/ function() {
16880
+ var ClassPool = function ClassPool(type) {
16881
+ this._elementPoolIndex = 0;
16882
+ this._elementPool = [];
16883
+ this._type = type;
16884
+ };
16885
+ var _proto = ClassPool.prototype;
16886
+ /**
16887
+ * Get element from pool.
16888
+ */ _proto.getFromPool = function getFromPool() {
16889
+ var _this = this, index = _this._elementPoolIndex, pool = _this._elementPool;
16890
+ this._elementPoolIndex++;
16891
+ if (pool.length === index) {
16892
+ var element = new this._type();
16893
+ pool.push(element);
16894
+ return element;
16895
+ } else {
16896
+ return pool[index];
16897
+ }
16898
+ };
16899
+ /**
16900
+ * Reset pool.
16901
+ */ _proto.resetPool = function resetPool() {
16902
+ this._elementPoolIndex = 0;
16903
+ };
16904
+ _proto.garbageCollection = function garbageCollection() {
16905
+ var _this = this, pool = _this._elementPool;
16906
+ for(var i = pool.length - 1; i >= 0; i--){
16907
+ pool[i].dispose && pool[i].dispose();
16908
+ }
16909
+ };
16910
+ return ClassPool;
16911
+ }();
16912
+ var Basic2DBatcher = /*#__PURE__*/ function() {
16913
+ var Basic2DBatcher = function Basic2DBatcher(engine) {
16914
+ /** @internal */ this._subMeshPool = new ClassPool(SubMesh);
16915
+ /** @internal */ this._batchedQueue = [];
16916
+ /** @internal */ this._meshes = [];
16917
+ /** @internal */ this._meshCount = 1;
16918
+ /** @internal */ this._vertexBuffers = [];
16919
+ /** @internal */ this._indiceBuffers = [];
16920
+ /** @internal */ this._flushId = 0;
16921
+ /** @internal */ this._vertexCount = 0;
16922
+ /** @internal */ this._elementCount = 0;
16923
+ this._engine = engine;
16924
+ this._initMeshes(engine);
16925
+ };
16926
+ var _proto = Basic2DBatcher.prototype;
16927
+ _proto.drawElement = function drawElement(element, camera) {
16928
+ var data = element.data;
16929
+ if (data.multiRenderData) {
16930
+ var charsData = data.charsData;
16931
+ var pool = camera.engine._renderElementPool;
16932
+ for(var i = 0, n = charsData.length; i < n; ++i){
16933
+ var charRenderElement = pool.getFromPool();
16934
+ charRenderElement.set(charsData[i], element.shaderPasses);
16935
+ this._drawSubElement(charRenderElement, camera);
16936
+ }
16937
+ } else {
16938
+ this._drawSubElement(element, camera);
16939
+ }
16940
+ };
16941
+ /**
16942
+ * @internal
16943
+ * Standalone for canvas 2d renderer plugin.
16944
+ */ _proto._initMeshes = function _initMeshes(engine) {
16945
+ var MAX_VERTEX_COUNT = Basic2DBatcher.MAX_VERTEX_COUNT;
16946
+ this._vertices = new Float32Array(MAX_VERTEX_COUNT * 9);
16947
+ this._indices = new Uint16Array(MAX_VERTEX_COUNT * 3);
16948
+ var _this = this, _meshes = _this._meshes, _meshCount = _this._meshCount;
16949
+ for(var i = 0; i < _meshCount; i++){
16950
+ _meshes[i] = this._createMesh(engine, i);
16951
+ }
16952
+ };
16953
+ _proto.flush = function flush(camera) {
16954
+ var batchedQueue = this._batchedQueue;
16955
+ if (batchedQueue.length === 0) {
16956
+ return;
16957
+ }
16958
+ this._updateData(this._engine);
16959
+ this.drawBatches(camera);
16960
+ if (!Basic2DBatcher._canUploadSameBuffer) {
16961
+ this._flushId++;
16962
+ }
16963
+ batchedQueue.length = 0;
16964
+ this._subMeshPool.resetPool();
16965
+ this._vertexCount = 0;
16966
+ this._elementCount = 0;
16967
+ };
16968
+ _proto.clear = function clear() {
16969
+ this._flushId = 0;
16970
+ this._vertexCount = 0;
16971
+ this._elementCount = 0;
16972
+ this._batchedQueue.length = 0;
16226
16973
  };
16227
16974
  _proto.destroy = function destroy() {
16228
16975
  this._batchedQueue = null;
@@ -18755,7 +19502,7 @@
18755
19502
  */ _proto.cloneTo = function cloneTo(target) {
18756
19503
  target.shader = this.shader;
18757
19504
  this.shaderData.cloneTo(target.shaderData);
18758
- CloneManager.deepCloneObject(this.renderStates, target.renderStates);
19505
+ CloneManager.deepCloneObject(this.renderStates, target.renderStates, new Map());
18759
19506
  };
18760
19507
  _proto._addReferCount = function _addReferCount(value) {
18761
19508
  if (this._destroyed) return;
@@ -19488,1067 +20235,421 @@
19488
20235
  },
19489
20236
  set: function set(value) {
19490
20237
  this.shaderData.setTexture(PBRBaseMaterial._clearCoatRoughnessTextureProp, value);
19491
- if (value) {
19492
- this.shaderData.enableMacro("MATERIAL_HAS_CLEAR_COAT_ROUGHNESS_TEXTURE");
19493
- } else {
19494
- this.shaderData.disableMacro("MATERIAL_HAS_CLEAR_COAT_ROUGHNESS_TEXTURE");
19495
- }
19496
- }
19497
- },
19498
- {
19499
- key: "clearCoatNormalTexture",
19500
- get: /**
19501
- * The clearCoat normal map texture.
19502
- */ function get() {
19503
- return this.shaderData.getTexture(PBRBaseMaterial._clearCoatNormalTextureProp);
19504
- },
19505
- set: function set(value) {
19506
- this.shaderData.setTexture(PBRBaseMaterial._clearCoatNormalTextureProp, value);
19507
- if (value) {
19508
- this.shaderData.enableMacro("MATERIAL_HAS_CLEAR_COAT_NORMAL_TEXTURE");
19509
- } else {
19510
- this.shaderData.disableMacro("MATERIAL_HAS_CLEAR_COAT_NORMAL_TEXTURE");
19511
- }
19512
- }
19513
- }
19514
- ]);
19515
- return PBRBaseMaterial;
19516
- }(BaseMaterial);
19517
- (function() {
19518
- PBRBaseMaterial._occlusionTextureIntensityProp = ShaderProperty.getByName("material_OcclusionIntensity");
19519
- })();
19520
- (function() {
19521
- PBRBaseMaterial._occlusionTextureCoordProp = ShaderProperty.getByName("material_OcclusionTextureCoord");
19522
- })();
19523
- (function() {
19524
- PBRBaseMaterial._occlusionTextureProp = ShaderProperty.getByName("material_OcclusionTexture");
19525
- })();
19526
- (function() {
19527
- PBRBaseMaterial._clearCoatProp = ShaderProperty.getByName("material_ClearCoat");
19528
- })();
19529
- (function() {
19530
- PBRBaseMaterial._clearCoatTextureProp = ShaderProperty.getByName("material_ClearCoatTexture");
19531
- })();
19532
- (function() {
19533
- PBRBaseMaterial._clearCoatRoughnessProp = ShaderProperty.getByName("material_ClearCoatRoughness");
19534
- })();
19535
- (function() {
19536
- PBRBaseMaterial._clearCoatRoughnessTextureProp = ShaderProperty.getByName("material_ClearCoatRoughnessTexture");
19537
- })();
19538
- (function() {
19539
- PBRBaseMaterial._clearCoatNormalTextureProp = ShaderProperty.getByName("material_ClearCoatNormalTexture");
19540
- })();
19541
- /**
19542
- * PBR (Metallic-Roughness Workflow) Material.
19543
- */ var PBRMaterial = /*#__PURE__*/ function(PBRBaseMaterial1) {
19544
- _inherits$2(PBRMaterial, PBRBaseMaterial1);
19545
- function PBRMaterial(engine) {
19546
- var _this;
19547
- _this = PBRBaseMaterial1.call(this, engine, Shader.find("pbr")) || this;
19548
- _this._anisotropyRotation = 0;
19549
- var shaderData = _this.shaderData;
19550
- shaderData.setFloat(PBRMaterial._metallicProp, 1);
19551
- shaderData.setFloat(PBRMaterial._roughnessProp, 1);
19552
- shaderData.setFloat(PBRMaterial._iorProp, 1.5);
19553
- shaderData.setVector3(PBRMaterial._anisotropyInfoProp, new Vector3(1, 0, 0));
19554
- return _this;
19555
- }
19556
- var _proto = PBRMaterial.prototype;
19557
- /**
19558
- * @inheritdoc
19559
- */ _proto.clone = function clone() {
19560
- var dest = new PBRMaterial(this._engine);
19561
- this.cloneTo(dest);
19562
- return dest;
19563
- };
19564
- _create_class$2(PBRMaterial, [
19565
- {
19566
- key: "ior",
19567
- get: /**
19568
- * Index Of Refraction.
19569
- * @defaultValue `1.5`
19570
- */ function get() {
19571
- return this.shaderData.getFloat(PBRMaterial._iorProp);
19572
- },
19573
- set: function set(v) {
19574
- this.shaderData.setFloat(PBRMaterial._iorProp, Math.max(v, 0));
19575
- }
19576
- },
19577
- {
19578
- key: "metallic",
19579
- get: /**
19580
- * Metallic.
19581
- * @defaultValue `1.0`
19582
- */ function get() {
19583
- return this.shaderData.getFloat(PBRMaterial._metallicProp);
19584
- },
19585
- set: function set(value) {
19586
- this.shaderData.setFloat(PBRMaterial._metallicProp, value);
19587
- }
19588
- },
19589
- {
19590
- key: "roughness",
19591
- get: /**
19592
- * Roughness. default 1.0.
19593
- * @defaultValue `1.0`
19594
- */ function get() {
19595
- return this.shaderData.getFloat(PBRMaterial._roughnessProp);
19596
- },
19597
- set: function set(value) {
19598
- this.shaderData.setFloat(PBRMaterial._roughnessProp, value);
19599
- }
19600
- },
19601
- {
19602
- key: "roughnessMetallicTexture",
19603
- get: /**
19604
- * Roughness metallic texture.
19605
- * @remarks G channel is roughness, B channel is metallic
19606
- */ function get() {
19607
- return this.shaderData.getTexture(PBRMaterial._roughnessMetallicTextureProp);
19608
- },
19609
- set: function set(value) {
19610
- this.shaderData.setTexture(PBRMaterial._roughnessMetallicTextureProp, value);
19611
- if (value) {
19612
- this.shaderData.enableMacro("MATERIAL_HAS_ROUGHNESS_METALLIC_TEXTURE");
19613
- } else {
19614
- this.shaderData.disableMacro("MATERIAL_HAS_ROUGHNESS_METALLIC_TEXTURE");
19615
- }
19616
- }
19617
- },
19618
- {
19619
- key: "anisotropy",
19620
- get: /**
19621
- * The strength of anisotropy, when anisotropyTexture is present, this value is multiplied by the blue channel.
19622
- * @defaultValue `0`
19623
- */ function get() {
19624
- return this.shaderData.getVector3(PBRMaterial._anisotropyInfoProp).z;
19625
- },
19626
- set: function set(value) {
19627
- var anisotropyInfo = this.shaderData.getVector3(PBRMaterial._anisotropyInfoProp);
19628
- if (!!anisotropyInfo.z !== !!value) {
19629
- if (value === 0) {
19630
- this.shaderData.disableMacro("MATERIAL_ENABLE_ANISOTROPY");
19631
- } else {
19632
- this.shaderData.enableMacro("MATERIAL_ENABLE_ANISOTROPY");
19633
- }
19634
- }
19635
- anisotropyInfo.z = value;
19636
- }
19637
- },
19638
- {
19639
- key: "anisotropyRotation",
19640
- get: /**
19641
- * The rotation of the anisotropy in tangent, bitangent space, value in degrees.
19642
- * @defaultValue `0`
19643
- */ function get() {
19644
- return this._anisotropyRotation;
19645
- },
19646
- set: function set(value) {
19647
- if (this._anisotropyRotation !== value) {
19648
- this._anisotropyRotation = value;
19649
- var anisotropyInfo = this.shaderData.getVector3(PBRMaterial._anisotropyInfoProp);
19650
- var rad = MathUtil.degreeToRadFactor * value;
19651
- anisotropyInfo.x = Math.cos(rad);
19652
- anisotropyInfo.y = Math.sin(rad);
19653
- }
19654
- }
19655
- },
19656
- {
19657
- key: "anisotropyTexture",
19658
- get: /**
19659
- * The anisotropy texture.
19660
- * @remarks
19661
- * Red and green channels represent the anisotropy direction in [-1, 1] tangent, bitangent space, to be rotated by anisotropyRotation.
19662
- * The blue channel contains strength as [0, 1] to be multiplied by anisotropy.
19663
- */ function get() {
19664
- return this.shaderData.getTexture(PBRMaterial._anisotropyTextureProp);
19665
- },
19666
- set: function set(value) {
19667
- this.shaderData.setTexture(PBRMaterial._anisotropyTextureProp, value);
19668
- if (value) {
19669
- this.shaderData.enableMacro("MATERIAL_HAS_ANISOTROPY_TEXTURE");
19670
- } else {
19671
- this.shaderData.disableMacro("MATERIAL_HAS_ANISOTROPY_TEXTURE");
19672
- }
19673
- }
19674
- }
19675
- ]);
19676
- return PBRMaterial;
19677
- }(PBRBaseMaterial);
19678
- (function() {
19679
- PBRMaterial._metallicProp = ShaderProperty.getByName("material_Metal");
19680
- })();
19681
- (function() {
19682
- PBRMaterial._roughnessProp = ShaderProperty.getByName("material_Roughness");
19683
- })();
19684
- (function() {
19685
- PBRMaterial._roughnessMetallicTextureProp = ShaderProperty.getByName("material_RoughnessMetallicTexture");
19686
- })();
19687
- (function() {
19688
- PBRMaterial._iorProp = ShaderProperty.getByName("material_IOR");
19689
- })();
19690
- (function() {
19691
- PBRMaterial._anisotropyInfoProp = ShaderProperty.getByName("material_AnisotropyInfo");
19692
- })();
19693
- (function() {
19694
- PBRMaterial._anisotropyTextureProp = ShaderProperty.getByName("material_AnisotropyTexture");
19695
- })();
19696
- /**
19697
- * PBR (Specular-Glossiness Workflow) Material.
19698
- */ var PBRSpecularMaterial = /*#__PURE__*/ function(PBRBaseMaterial1) {
19699
- _inherits$2(PBRSpecularMaterial, PBRBaseMaterial1);
19700
- function PBRSpecularMaterial(engine) {
19701
- var _this;
19702
- _this = PBRBaseMaterial1.call(this, engine, Shader.find("pbr-specular")) || this;
19703
- _this.shaderData.setColor(PBRSpecularMaterial._specularColorProp, new Color(1, 1, 1, 1));
19704
- _this.shaderData.setFloat(PBRSpecularMaterial._glossinessProp, 1.0);
19705
- return _this;
19706
- }
19707
- var _proto = PBRSpecularMaterial.prototype;
19708
- /**
19709
- * @inheritdoc
19710
- */ _proto.clone = function clone() {
19711
- var dest = new PBRSpecularMaterial(this._engine);
19712
- this.cloneTo(dest);
19713
- return dest;
19714
- };
19715
- _create_class$2(PBRSpecularMaterial, [
19716
- {
19717
- key: "specularColor",
19718
- get: /**
19719
- * Specular color.
19720
- */ function get() {
19721
- return this.shaderData.getColor(PBRSpecularMaterial._specularColorProp);
19722
- },
19723
- set: function set(value) {
19724
- var specularColor = this.shaderData.getColor(PBRSpecularMaterial._specularColorProp);
19725
- if (value !== specularColor) {
19726
- specularColor.copyFrom(value);
19727
- }
19728
- }
19729
- },
19730
- {
19731
- key: "glossiness",
19732
- get: /**
19733
- * Glossiness.
19734
- */ function get() {
19735
- return this.shaderData.getFloat(PBRSpecularMaterial._glossinessProp);
19736
- },
19737
- set: function set(value) {
19738
- this.shaderData.setFloat(PBRSpecularMaterial._glossinessProp, value);
19739
- }
19740
- },
19741
- {
19742
- key: "specularGlossinessTexture",
19743
- get: /**
19744
- * Specular glossiness texture.
19745
- * @remarks RGB is specular, A is glossiness
19746
- */ function get() {
19747
- return this.shaderData.getTexture(PBRSpecularMaterial._specularGlossinessTextureProp);
19748
- },
19749
- set: function set(value) {
19750
- this.shaderData.setTexture(PBRSpecularMaterial._specularGlossinessTextureProp, value);
19751
- if (value) {
19752
- this.shaderData.enableMacro(PBRSpecularMaterial._specularGlossinessTextureMacro);
19753
- } else {
19754
- this.shaderData.disableMacro(PBRSpecularMaterial._specularGlossinessTextureMacro);
19755
- }
19756
- }
19757
- }
19758
- ]);
19759
- return PBRSpecularMaterial;
19760
- }(PBRBaseMaterial);
19761
- (function() {
19762
- PBRSpecularMaterial._specularColorProp = ShaderProperty.getByName("material_PBRSpecularColor");
19763
- })();
19764
- (function() {
19765
- PBRSpecularMaterial._glossinessProp = ShaderProperty.getByName("material_Glossiness");
19766
- })();
19767
- (function() {
19768
- PBRSpecularMaterial._specularGlossinessTextureProp = ShaderProperty.getByName("material_SpecularGlossinessTexture");
19769
- })();
19770
- (function() {
19771
- PBRSpecularMaterial._specularGlossinessTextureMacro = ShaderMacro.getByName("MATERIAL_HAS_SPECULAR_GLOSSINESS_TEXTURE");
19772
- })();
19773
- /**
19774
- * Unlit Material.
19775
- */ var UnlitMaterial = /*#__PURE__*/ function(BaseMaterial1) {
19776
- _inherits$2(UnlitMaterial, BaseMaterial1);
19777
- function UnlitMaterial(engine) {
19778
- var _this;
19779
- _this = BaseMaterial1.call(this, engine, Shader.find("unlit")) || this;
19780
- var shaderData = _this.shaderData;
19781
- shaderData.enableMacro("MATERIAL_OMIT_NORMAL");
19782
- shaderData.enableMacro("MATERIAL_NEED_TILING_OFFSET");
19783
- shaderData.setColor(UnlitMaterial._baseColorProp, new Color(1, 1, 1, 1));
19784
- shaderData.setVector4(UnlitMaterial._tilingOffsetProp, new Vector4(1, 1, 0, 0));
19785
- return _this;
19786
- }
19787
- var _proto = UnlitMaterial.prototype;
19788
- /**
19789
- * @inheritdoc
19790
- */ _proto.clone = function clone() {
19791
- var dest = new UnlitMaterial(this._engine);
19792
- this.cloneTo(dest);
19793
- return dest;
19794
- };
19795
- _create_class$2(UnlitMaterial, [
19796
- {
19797
- key: "baseColor",
19798
- get: /**
19799
- * Base color.
19800
- */ function get() {
19801
- return this.shaderData.getColor(UnlitMaterial._baseColorProp);
19802
- },
19803
- set: function set(value) {
19804
- var baseColor = this.shaderData.getColor(UnlitMaterial._baseColorProp);
19805
- if (value !== baseColor) {
19806
- baseColor.copyFrom(value);
19807
- }
19808
- }
19809
- },
19810
- {
19811
- key: "baseTexture",
19812
- get: /**
19813
- * Base texture.
19814
- */ function get() {
19815
- return this.shaderData.getTexture(UnlitMaterial._baseTextureProp);
19816
- },
19817
- set: function set(value) {
19818
- this.shaderData.setTexture(UnlitMaterial._baseTextureProp, value);
19819
- if (value) {
19820
- this.shaderData.enableMacro(UnlitMaterial._baseTextureMacro);
19821
- } else {
19822
- this.shaderData.disableMacro(UnlitMaterial._baseTextureMacro);
19823
- }
19824
- }
19825
- },
19826
- {
19827
- key: "tilingOffset",
19828
- get: /**
19829
- * Tiling and offset of main textures.
19830
- */ function get() {
19831
- return this.shaderData.getVector4(UnlitMaterial._tilingOffsetProp);
19832
- },
19833
- set: function set(value) {
19834
- var tilingOffset = this.shaderData.getVector4(UnlitMaterial._tilingOffsetProp);
19835
- if (value !== tilingOffset) {
19836
- tilingOffset.copyFrom(value);
19837
- }
19838
- }
19839
- }
19840
- ]);
19841
- return UnlitMaterial;
19842
- }(BaseMaterial);
19843
- /**
19844
- * @internal
19845
- */ var BasicResources = /*#__PURE__*/ function() {
19846
- var BasicResources = function BasicResources(engine) {
19847
- // prettier-ignore
19848
- var vertices = new Float32Array([
19849
- -1,
19850
- -1,
19851
- 0,
19852
- 1,
19853
- 1,
19854
- -1,
19855
- 1,
19856
- 1,
19857
- -1,
19858
- 1,
19859
- 0,
19860
- 0,
19861
- 1,
19862
- 1,
19863
- 1,
19864
- 0
19865
- ]); // right-top
19866
- // prettier-ignore
19867
- var flipYVertices = new Float32Array([
19868
- 1,
19869
- -1,
19870
- 1,
19871
- 0,
19872
- -1,
19873
- -1,
19874
- 0,
19875
- 0,
19876
- 1,
19877
- 1,
19878
- 1,
19879
- 1,
19880
- -1,
19881
- 1,
19882
- 0,
19883
- 1
19884
- ]); // left-top
19885
- var blitMaterial = new Material(engine, Shader.find("blit"));
19886
- blitMaterial._addReferCount(1);
19887
- blitMaterial.renderState.depthState.enabled = false;
19888
- blitMaterial.renderState.depthState.writeEnabled = false;
19889
- this.blitMesh = this._createBlitMesh(engine, vertices);
19890
- this.flipYBlitMesh = this._createBlitMesh(engine, flipYVertices);
19891
- this.blitMaterial = blitMaterial;
19892
- };
19893
- var _proto = BasicResources.prototype;
19894
- _proto._createBlitMesh = function _createBlitMesh(engine, vertices) {
19895
- var mesh = new ModelMesh(engine);
19896
- mesh._addReferCount(1);
19897
- mesh.setVertexElements([
19898
- new VertexElement("POSITION_UV", 0, exports.VertexElementFormat.Vector4, 0)
19899
- ]);
19900
- mesh.setVertexBufferBinding(new Buffer(engine, exports.BufferBindFlag.VertexBuffer, vertices, exports.BufferUsage.Static), 16);
19901
- mesh.addSubMesh(0, 4, exports.MeshTopology.TriangleStrip);
19902
- return mesh;
19903
- };
19904
- return BasicResources;
19905
- }();
19906
- /**
19907
- * Layer, used for bit operations.
19908
- */ exports.Layer = void 0;
19909
- (function(Layer) {
19910
- Layer[Layer[/** Layer 0. */ "Layer0"] = 0x1] = "Layer0";
19911
- Layer[Layer[/** Layer 1. */ "Layer1"] = 0x2] = "Layer1";
19912
- Layer[Layer[/** Layer 2. */ "Layer2"] = 0x4] = "Layer2";
19913
- Layer[Layer[/** Layer 3. */ "Layer3"] = 0x8] = "Layer3";
19914
- Layer[Layer[/** Layer 4. */ "Layer4"] = 0x10] = "Layer4";
19915
- Layer[Layer[/** Layer 5. */ "Layer5"] = 0x20] = "Layer5";
19916
- Layer[Layer[/** Layer 6. */ "Layer6"] = 0x40] = "Layer6";
19917
- Layer[Layer[/** Layer 7. */ "Layer7"] = 0x80] = "Layer7";
19918
- Layer[Layer[/** Layer 8. */ "Layer8"] = 0x100] = "Layer8";
19919
- Layer[Layer[/** Layer 9. */ "Layer9"] = 0x200] = "Layer9";
19920
- Layer[Layer[/** Layer 10. */ "Layer10"] = 0x400] = "Layer10";
19921
- Layer[Layer[/** Layer 11. */ "Layer11"] = 0x800] = "Layer11";
19922
- Layer[Layer[/** Layer 12. */ "Layer12"] = 0x1000] = "Layer12";
19923
- Layer[Layer[/** Layer 13. */ "Layer13"] = 0x2000] = "Layer13";
19924
- Layer[Layer[/** Layer 14. */ "Layer14"] = 0x4000] = "Layer14";
19925
- Layer[Layer[/** Layer 15. */ "Layer15"] = 0x8000] = "Layer15";
19926
- Layer[Layer[/** Layer 16. */ "Layer16"] = 0x10000] = "Layer16";
19927
- Layer[Layer[/** Layer 17. */ "Layer17"] = 0x20000] = "Layer17";
19928
- Layer[Layer[/** Layer 18. */ "Layer18"] = 0x40000] = "Layer18";
19929
- Layer[Layer[/** Layer 19. */ "Layer19"] = 0x80000] = "Layer19";
19930
- Layer[Layer[/** Layer 20. */ "Layer20"] = 0x100000] = "Layer20";
19931
- Layer[Layer[/** Layer 21. */ "Layer21"] = 0x200000] = "Layer21";
19932
- Layer[Layer[/** Layer 22. */ "Layer22"] = 0x400000] = "Layer22";
19933
- Layer[Layer[/** Layer 23. */ "Layer23"] = 0x800000] = "Layer23";
19934
- Layer[Layer[/** Layer 24. */ "Layer24"] = 0x1000000] = "Layer24";
19935
- Layer[Layer[/** Layer 25. */ "Layer25"] = 0x2000000] = "Layer25";
19936
- Layer[Layer[/** Layer 26. */ "Layer26"] = 0x4000000] = "Layer26";
19937
- Layer[Layer[/** Layer 27. */ "Layer27"] = 0x8000000] = "Layer27";
19938
- Layer[Layer[/** Layer 28. */ "Layer28"] = 0x10000000] = "Layer28";
19939
- Layer[Layer[/** Layer 29. */ "Layer29"] = 0x20000000] = "Layer29";
19940
- Layer[Layer[/** Layer 30. */ "Layer30"] = 0x40000000] = "Layer30";
19941
- Layer[Layer[/** Layer 31. */ "Layer31"] = 0x80000000] = "Layer31";
19942
- Layer[Layer[/** All layers. */ "Everything"] = 0xffffffff] = "Everything";
19943
- Layer[Layer[/** None layer. */ "Nothing"] = 0x0] = "Nothing";
19944
- })(exports.Layer || (exports.Layer = {}));
19945
- var ComponentCloner = /*#__PURE__*/ function() {
19946
- var ComponentCloner = function ComponentCloner() {};
19947
- /**
19948
- * Clone component.
19949
- * @param source - Clone source
19950
- * @param target - Clone target
19951
- */ ComponentCloner.cloneComponent = function cloneComponent(source, target, srcRoot, targetRoot) {
19952
- var cloneModes = CloneManager.getCloneMode(source.constructor);
19953
- for(var k in source){
19954
- CloneManager.cloneProperty(source, target, k, cloneModes[k]);
19955
- }
19956
- if (source._cloneTo) {
19957
- source._cloneTo(target, srcRoot, targetRoot);
19958
- }
19959
- };
19960
- return ComponentCloner;
19961
- }();
19962
- /**
19963
- * Entity, be used as components container.
19964
- */ var Entity = /*#__PURE__*/ function(EngineObject1) {
19965
- var Entity = function Entity(engine, name1) {
19966
- var _this;
19967
- _this = EngineObject1.call(this, engine) || this;
19968
- /** The layer the entity belongs to. */ _this.layer = exports.Layer.Layer0;
19969
- /** @internal */ _this._isActiveInHierarchy = false;
19970
- /** @internal */ _this._isActiveInScene = false;
19971
- /** @internal */ _this._components = [];
19972
- /** @internal */ _this._scripts = new DisorderedArray();
19973
- /** @internal */ _this._children = [];
19974
- /** @internal */ _this._isRoot = false;
19975
- /** @internal */ _this._isActive = true;
19976
- /** @internal */ _this._siblingIndex = -1;
19977
- /** @internal */ _this._isTemplate = false;
19978
- _this._parent = null;
19979
- //--------------------------------------------------------------deprecated----------------------------------------------------------------
19980
- _this._invModelMatrix = new Matrix();
19981
- _this.name = name1;
19982
- _this.transform = _this.addComponent(Transform);
19983
- _this._inverseWorldMatFlag = _this.transform.registerWorldChangeFlag();
19984
- return _this;
19985
- };
19986
- _inherits$2(Entity, EngineObject1);
19987
- var _proto = Entity.prototype;
19988
- /**
19989
- * Add component based on the component type.
19990
- * @param type - The type of the component
19991
- * @returns The component which has been added
19992
- */ _proto.addComponent = function addComponent(type) {
19993
- ComponentsDependencies._addCheck(this, type);
19994
- var component = new type(this);
19995
- this._components.push(component);
19996
- component._setActive(true, ActiveChangeFlag.All);
19997
- return component;
19998
- };
19999
- /**
20000
- * Get component which match the type.
20001
- * @param type - The type of the component
20002
- * @returns The first component which match type
20003
- */ _proto.getComponent = function getComponent(type) {
20004
- var components = this._components;
20005
- for(var i = 0, n = components.length; i < n; i++){
20006
- var component = components[i];
20007
- if (_instanceof1$2(component, type)) {
20008
- return component;
20009
- }
20010
- }
20011
- return null;
20012
- };
20013
- /**
20014
- * Get components which match the type.
20015
- * @param type - The type of the component
20016
- * @param results - The components which match type
20017
- * @returns The components which match type
20018
- */ _proto.getComponents = function getComponents(type, results) {
20019
- results.length = 0;
20020
- var components = this._components;
20021
- for(var i = 0, n = components.length; i < n; i++){
20022
- var component = components[i];
20023
- if (_instanceof1$2(component, type)) {
20024
- results.push(component);
20025
- }
20026
- }
20027
- return results;
20028
- };
20029
- /**
20030
- * Get the components which match the type of the entity and it's children.
20031
- * @param type - The component type
20032
- * @param results - The components collection
20033
- * @returns The components collection which match the type
20034
- */ _proto.getComponentsIncludeChildren = function getComponentsIncludeChildren(type, results) {
20035
- results.length = 0;
20036
- this._getComponentsInChildren(type, results);
20037
- return results;
20038
- };
20039
- _proto.addChild = function addChild(indexOrChild, child) {
20040
- var index;
20041
- if (typeof indexOrChild === "number") {
20042
- index = indexOrChild;
20043
- } else {
20044
- index = undefined;
20045
- child = indexOrChild;
20046
- }
20047
- if (child._isRoot) {
20048
- child._scene._removeFromEntityList(child);
20049
- child._isRoot = false;
20050
- this._addToChildrenList(index, child);
20051
- child._parent = this;
20052
- var oldScene = child._scene;
20053
- var newScene = this._scene;
20054
- var inActiveChangeFlag = ActiveChangeFlag.None;
20055
- if (!this._isActiveInHierarchy) {
20056
- child._isActiveInHierarchy && (inActiveChangeFlag |= ActiveChangeFlag.Hierarchy);
20057
- }
20058
- if (child._isActiveInScene) {
20059
- if (this._isActiveInScene) {
20060
- // Cross scene should inActive first and then active
20061
- oldScene !== newScene && (inActiveChangeFlag |= ActiveChangeFlag.Scene);
20062
- } else {
20063
- inActiveChangeFlag |= ActiveChangeFlag.Scene;
20064
- }
20065
- }
20066
- inActiveChangeFlag && child._processInActive(inActiveChangeFlag);
20067
- if (child._scene !== newScene) {
20068
- Entity._traverseSetOwnerScene(child, newScene);
20069
- }
20070
- var activeChangeFlag = ActiveChangeFlag.None;
20071
- if (child._isActive) {
20072
- if (this._isActiveInHierarchy) {
20073
- !child._isActiveInHierarchy && (activeChangeFlag |= ActiveChangeFlag.Hierarchy);
20074
- }
20075
- if (this._isActiveInScene) {
20076
- (!child._isActiveInScene || oldScene !== newScene) && (activeChangeFlag |= ActiveChangeFlag.Scene);
20077
- }
20078
- }
20079
- activeChangeFlag && child._processActive(activeChangeFlag);
20080
- child._setTransformDirty();
20081
- } else {
20082
- child._setParent(this, index);
20083
- }
20084
- };
20085
- /**
20086
- * Remove child entity.
20087
- * @param child - The child entity which want to be removed
20088
- */ _proto.removeChild = function removeChild(child) {
20089
- child._setParent(null);
20090
- };
20091
- /**
20092
- * @deprecated Please use `children` property instead.
20093
- * Find child entity by index.
20094
- * @param index - The index of the child entity
20095
- * @returns The component which be found
20096
- */ _proto.getChild = function getChild(index) {
20097
- return this._children[index];
20098
- };
20099
- /**
20100
- * Find entity by name.
20101
- * @param name - The name of the entity which want to be found
20102
- * @returns The component which be found
20103
- */ _proto.findByName = function findByName(name1) {
20104
- if (name1 === this.name) {
20105
- return this;
20106
- }
20107
- var children = this._children;
20108
- for(var i = 0, n = children.length; i < n; i++){
20109
- var target = children[i].findByName(name1);
20110
- if (target) {
20111
- return target;
20112
- }
20113
- }
20114
- return null;
20115
- };
20116
- /**
20117
- * Find the entity by path.
20118
- * @param path - The path fo the entity eg: /entity
20119
- * @returns The component which be found
20120
- */ _proto.findByPath = function findByPath(path) {
20121
- var splits = path.split("/");
20122
- var entity = this;
20123
- for(var i = 0, length = splits.length; i < length; ++i){
20124
- var split = splits[i];
20125
- if (split) {
20126
- entity = Entity._findChildByName(entity, split);
20127
- if (!entity) {
20128
- return null;
20129
- }
20130
- }
20131
- }
20132
- return entity;
20133
- };
20134
- /**
20135
- * Create child entity.
20136
- * @param name - The child entity's name
20137
- * @returns The child entity
20138
- */ _proto.createChild = function createChild(name1) {
20139
- var child = new Entity(this.engine, name1);
20140
- child.layer = this.layer;
20141
- child.parent = this;
20142
- return child;
20143
- };
20144
- /**
20145
- * Clear children entities.
20146
- */ _proto.clearChildren = function clearChildren() {
20147
- var children = this._children;
20148
- for(var i = children.length - 1; i >= 0; i--){
20149
- var child = children[i];
20150
- child._parent = null;
20151
- var activeChangeFlag = ActiveChangeFlag.None;
20152
- child._isActiveInHierarchy && (activeChangeFlag |= ActiveChangeFlag.Hierarchy);
20153
- child._isActiveInScene && (activeChangeFlag |= ActiveChangeFlag.Scene);
20154
- activeChangeFlag && child._processInActive(activeChangeFlag);
20155
- Entity._traverseSetOwnerScene(child, null); // Must after child._processInActive().
20156
- }
20157
- children.length = 0;
20158
- };
20159
- /**
20160
- * Clone.
20161
- * @returns Cloned entity
20162
- */ _proto.clone = function clone() {
20163
- var cloneEntity = this._createCloneEntity(this);
20164
- this._parseCloneEntity(this, cloneEntity, this, cloneEntity);
20165
- return cloneEntity;
20166
- };
20167
- /**
20168
- * @internal
20169
- */ _proto._markAsTemplate = function _markAsTemplate(templateResource) {
20170
- this._isTemplate = true;
20171
- this._templateResource = templateResource;
20172
- };
20173
- _proto._createCloneEntity = function _createCloneEntity(srcEntity) {
20174
- var cloneEntity = new Entity(srcEntity._engine, srcEntity.name);
20175
- var templateResource = this._templateResource;
20176
- if (templateResource) {
20177
- cloneEntity._templateResource = templateResource;
20178
- templateResource._addReferCount(1);
20179
- }
20180
- cloneEntity.layer = srcEntity.layer;
20181
- cloneEntity._isActive = srcEntity._isActive;
20182
- var cloneTransform = cloneEntity.transform;
20183
- var srcTransform = srcEntity.transform;
20184
- cloneTransform.position = srcTransform.position;
20185
- cloneTransform.rotation = srcTransform.rotation;
20186
- cloneTransform.scale = srcTransform.scale;
20187
- var children = srcEntity._children;
20188
- for(var i = 0, n = srcEntity._children.length; i < n; i++){
20189
- cloneEntity.addChild(this._createCloneEntity(children[i]));
20190
- }
20191
- return cloneEntity;
20192
- };
20193
- _proto._parseCloneEntity = function _parseCloneEntity(srcEntity, targetEntity, srcRoot, targetRoot) {
20194
- var srcChildren = srcEntity._children;
20195
- var targetChildren = targetEntity._children;
20196
- for(var i = 0, n = srcChildren.length; i < n; i++){
20197
- this._parseCloneEntity(srcChildren[i], targetChildren[i], srcRoot, targetRoot);
20198
- }
20199
- var components = srcEntity._components;
20200
- for(var i1 = 0, n1 = components.length; i1 < n1; i1++){
20201
- var sourceComp = components[i1];
20202
- if (!_instanceof1$2(sourceComp, Transform)) {
20203
- var targetComp = targetEntity.addComponent(sourceComp.constructor);
20204
- ComponentCloner.cloneComponent(sourceComp, targetComp, srcRoot, targetRoot);
20205
- }
20206
- }
20207
- };
20208
- /**
20209
- * Destroy self.
20210
- */ _proto.destroy = function destroy() {
20211
- if (this._destroyed) {
20212
- return;
20213
- }
20214
- EngineObject1.prototype.destroy.call(this);
20215
- if (this._templateResource) {
20216
- this._isTemplate || this._templateResource._addReferCount(-1);
20217
- this._templateResource = null;
20218
- }
20219
- var components = this._components;
20220
- for(var i = components.length - 1; i >= 0; i--){
20221
- components[i].destroy();
20222
- }
20223
- this._components.length = 0;
20224
- var children = this._children;
20225
- while(children.length > 0){
20226
- children[0].destroy();
20227
- }
20228
- if (this._isRoot) {
20229
- this._scene.removeRootEntity(this);
20230
- } else {
20231
- this._setParent(null);
20232
- }
20233
- this.isActive = false;
20234
- };
20235
- /**
20236
- * @internal
20237
- */ _proto._removeComponent = function _removeComponent(component) {
20238
- ComponentsDependencies._removeCheck(this, component.constructor);
20239
- var components = this._components;
20240
- components.splice(components.indexOf(component), 1);
20241
- };
20242
- /**
20243
- * @internal
20244
- */ _proto._addScript = function _addScript(script) {
20245
- script._entityScriptsIndex = this._scripts.length;
20246
- this._scripts.add(script);
20247
- };
20248
- /**
20249
- * @internal
20250
- */ _proto._removeScript = function _removeScript(script) {
20251
- var replaced = this._scripts.deleteByIndex(script._entityScriptsIndex);
20252
- replaced && (replaced._entityScriptsIndex = script._entityScriptsIndex);
20253
- script._entityScriptsIndex = -1;
20254
- };
20255
- /**
20256
- * @internal
20257
- */ _proto._removeFromParent = function _removeFromParent() {
20258
- var oldParent = this._parent;
20259
- if (oldParent != null) {
20260
- var oldSibling = oldParent._children;
20261
- var index = this._siblingIndex;
20262
- oldSibling.splice(index, 1);
20263
- for(var n = oldSibling.length; index < n; index++){
20264
- oldSibling[index]._siblingIndex--;
20265
- }
20266
- this._parent = null;
20267
- this._siblingIndex = -1;
20268
- }
20269
- };
20270
- /**
20271
- * @internal
20272
- */ _proto._processActive = function _processActive(activeChangeFlag) {
20273
- if (this._activeChangedComponents) {
20274
- throw "Note: can't set the 'main inActive entity' active in hierarchy, if the operation is in main inActive entity or it's children script's onDisable Event.";
20275
- }
20276
- this._activeChangedComponents = this._scene._componentsManager.getActiveChangedTempList();
20277
- this._setActiveInHierarchy(this._activeChangedComponents, activeChangeFlag);
20278
- this._setActiveComponents(true, activeChangeFlag);
20279
- };
20280
- /**
20281
- * @internal
20282
- */ _proto._processInActive = function _processInActive(activeChangeFlag) {
20283
- if (this._activeChangedComponents) {
20284
- throw "Note: can't set the 'main active entity' inActive in hierarchy, if the operation is in main active entity or it's children script's onEnable Event.";
20285
- }
20286
- this._activeChangedComponents = this._scene._componentsManager.getActiveChangedTempList();
20287
- this._setInActiveInHierarchy(this._activeChangedComponents, activeChangeFlag);
20288
- this._setActiveComponents(false, activeChangeFlag);
20289
- };
20290
- _proto._addToChildrenList = function _addToChildrenList(index, child) {
20291
- var children = this._children;
20292
- var childCount = children.length;
20293
- if (index === undefined) {
20294
- child._siblingIndex = childCount;
20295
- children.push(child);
20296
- } else {
20297
- if (index < 0 || index > childCount) {
20298
- throw "The index " + index + " is out of child list bounds " + childCount;
20299
- }
20300
- child._siblingIndex = index;
20301
- children.splice(index, 0, child);
20302
- for(var i = index + 1, n = childCount + 1; i < n; i++){
20303
- children[i]._siblingIndex++;
20304
- }
20305
- }
20306
- };
20307
- _proto._setParent = function _setParent(parent, siblingIndex) {
20308
- var oldParent = this._parent;
20309
- if (parent !== oldParent) {
20310
- this._removeFromParent();
20311
- this._parent = parent;
20312
- if (parent) {
20313
- parent._addToChildrenList(siblingIndex, this);
20314
- var oldScene = this._scene;
20315
- var parentScene = parent._scene;
20316
- var inActiveChangeFlag = ActiveChangeFlag.None;
20317
- if (!parent._isActiveInHierarchy) {
20318
- this._isActiveInHierarchy && (inActiveChangeFlag |= ActiveChangeFlag.Hierarchy);
20319
- }
20320
- if (parent._isActiveInScene) {
20321
- // cross scene should inActive first and then active
20322
- this._isActiveInScene && oldScene !== parentScene && (inActiveChangeFlag |= ActiveChangeFlag.Scene);
20323
- } else {
20324
- this._isActiveInScene && (inActiveChangeFlag |= ActiveChangeFlag.Scene);
20325
- }
20326
- inActiveChangeFlag && this._processInActive(inActiveChangeFlag);
20327
- if (oldScene !== parentScene) {
20328
- Entity._traverseSetOwnerScene(this, parentScene);
20329
- }
20330
- var activeChangeFlag = ActiveChangeFlag.None;
20331
- if (this._isActive) {
20332
- if (parent._isActiveInHierarchy) {
20333
- !this._isActiveInHierarchy && (activeChangeFlag |= ActiveChangeFlag.Hierarchy);
20334
- }
20335
- if (parent._isActiveInScene) {
20336
- (!this._isActiveInScene || oldScene !== parentScene) && (activeChangeFlag |= ActiveChangeFlag.Scene);
20337
- }
20338
- }
20339
- activeChangeFlag && this._processActive(activeChangeFlag);
20340
- } else {
20341
- var inActiveChangeFlag1 = ActiveChangeFlag.None;
20342
- this._isActiveInHierarchy && (inActiveChangeFlag1 |= ActiveChangeFlag.Hierarchy);
20343
- this._isActiveInScene && (inActiveChangeFlag1 |= ActiveChangeFlag.Scene);
20344
- inActiveChangeFlag1 && this._processInActive(inActiveChangeFlag1);
20345
- if (oldParent) {
20346
- Entity._traverseSetOwnerScene(this, null);
20347
- }
20348
- }
20349
- this._setTransformDirty();
20350
- }
20351
- };
20352
- _proto._getComponentsInChildren = function _getComponentsInChildren(type, results) {
20353
- for(var i = this._components.length - 1; i >= 0; i--){
20354
- var component = this._components[i];
20355
- if (_instanceof1$2(component, type)) {
20356
- results.push(component);
20357
- }
20358
- }
20359
- for(var i1 = this._children.length - 1; i1 >= 0; i1--){
20360
- this._children[i1]._getComponentsInChildren(type, results);
20361
- }
20362
- };
20363
- _proto._setActiveComponents = function _setActiveComponents(isActive, activeChangeFlag) {
20364
- var activeChangedComponents = this._activeChangedComponents;
20365
- for(var i = 0, length = activeChangedComponents.length; i < length; ++i){
20366
- activeChangedComponents[i]._setActive(isActive, activeChangeFlag);
20367
- }
20368
- this._scene._componentsManager.putActiveChangedTempList(activeChangedComponents);
20369
- this._activeChangedComponents = null;
20370
- };
20371
- _proto._setActiveInHierarchy = function _setActiveInHierarchy(activeChangedComponents, activeChangeFlag) {
20372
- activeChangeFlag & ActiveChangeFlag.Hierarchy && (this._isActiveInHierarchy = true);
20373
- activeChangeFlag & ActiveChangeFlag.Scene && (this._isActiveInScene = true);
20374
- var components = this._components;
20375
- for(var i = 0, n = components.length; i < n; i++){
20376
- var component = components[i];
20377
- (component.enabled || !component._awoken) && activeChangedComponents.push(component);
20378
- }
20379
- var children = this._children;
20380
- for(var i1 = 0, n1 = children.length; i1 < n1; i1++){
20381
- var child = children[i1];
20382
- child.isActive && child._setActiveInHierarchy(activeChangedComponents, activeChangeFlag);
20383
- }
20384
- };
20385
- _proto._setInActiveInHierarchy = function _setInActiveInHierarchy(activeChangedComponents, activeChangeFlag) {
20386
- activeChangeFlag & ActiveChangeFlag.Hierarchy && (this._isActiveInHierarchy = false);
20387
- activeChangeFlag & ActiveChangeFlag.Scene && (this._isActiveInScene = false);
20388
- var components = this._components;
20389
- for(var i = 0, n = components.length; i < n; i++){
20390
- var component = components[i];
20391
- component.enabled && activeChangedComponents.push(component);
20392
- }
20393
- var children = this._children;
20394
- for(var i1 = 0, n1 = children.length; i1 < n1; i1++){
20395
- var child = children[i1];
20396
- child.isActive && child._setInActiveInHierarchy(activeChangedComponents, activeChangeFlag);
20397
- }
20398
- };
20399
- _proto._setTransformDirty = function _setTransformDirty() {
20400
- if (this.transform) {
20401
- this.transform._parentChange();
20402
- } else {
20403
- for(var i = 0, len = this._children.length; i < len; i++){
20404
- this._children[i]._setTransformDirty();
20405
- }
20406
- }
20407
- };
20408
- _proto._setSiblingIndex = function _setSiblingIndex(sibling, target) {
20409
- target = Math.min(target, sibling.length - 1);
20410
- if (target < 0) {
20411
- throw "Sibling index " + target + " should large than 0";
20412
- }
20413
- if (this._siblingIndex !== target) {
20414
- var oldIndex = this._siblingIndex;
20415
- if (target < oldIndex) {
20416
- for(var i = oldIndex; i >= target; i--){
20417
- var child = i == target ? this : sibling[i - 1];
20418
- sibling[i] = child;
20419
- child._siblingIndex = i;
20238
+ if (value) {
20239
+ this.shaderData.enableMacro("MATERIAL_HAS_CLEAR_COAT_ROUGHNESS_TEXTURE");
20240
+ } else {
20241
+ this.shaderData.disableMacro("MATERIAL_HAS_CLEAR_COAT_ROUGHNESS_TEXTURE");
20420
20242
  }
20421
- } else {
20422
- for(var i1 = oldIndex; i1 <= target; i1++){
20423
- var child1 = i1 == target ? this : sibling[i1 + 1];
20424
- sibling[i1] = child1;
20425
- child1._siblingIndex = i1;
20243
+ }
20244
+ },
20245
+ {
20246
+ key: "clearCoatNormalTexture",
20247
+ get: /**
20248
+ * The clearCoat normal map texture.
20249
+ */ function get() {
20250
+ return this.shaderData.getTexture(PBRBaseMaterial._clearCoatNormalTextureProp);
20251
+ },
20252
+ set: function set(value) {
20253
+ this.shaderData.setTexture(PBRBaseMaterial._clearCoatNormalTextureProp, value);
20254
+ if (value) {
20255
+ this.shaderData.enableMacro("MATERIAL_HAS_CLEAR_COAT_NORMAL_TEXTURE");
20256
+ } else {
20257
+ this.shaderData.disableMacro("MATERIAL_HAS_CLEAR_COAT_NORMAL_TEXTURE");
20426
20258
  }
20427
20259
  }
20428
20260
  }
20429
- };
20261
+ ]);
20262
+ return PBRBaseMaterial;
20263
+ }(BaseMaterial);
20264
+ (function() {
20265
+ PBRBaseMaterial._occlusionTextureIntensityProp = ShaderProperty.getByName("material_OcclusionIntensity");
20266
+ })();
20267
+ (function() {
20268
+ PBRBaseMaterial._occlusionTextureCoordProp = ShaderProperty.getByName("material_OcclusionTextureCoord");
20269
+ })();
20270
+ (function() {
20271
+ PBRBaseMaterial._occlusionTextureProp = ShaderProperty.getByName("material_OcclusionTexture");
20272
+ })();
20273
+ (function() {
20274
+ PBRBaseMaterial._clearCoatProp = ShaderProperty.getByName("material_ClearCoat");
20275
+ })();
20276
+ (function() {
20277
+ PBRBaseMaterial._clearCoatTextureProp = ShaderProperty.getByName("material_ClearCoatTexture");
20278
+ })();
20279
+ (function() {
20280
+ PBRBaseMaterial._clearCoatRoughnessProp = ShaderProperty.getByName("material_ClearCoatRoughness");
20281
+ })();
20282
+ (function() {
20283
+ PBRBaseMaterial._clearCoatRoughnessTextureProp = ShaderProperty.getByName("material_ClearCoatRoughnessTexture");
20284
+ })();
20285
+ (function() {
20286
+ PBRBaseMaterial._clearCoatNormalTextureProp = ShaderProperty.getByName("material_ClearCoatNormalTexture");
20287
+ })();
20288
+ /**
20289
+ * PBR (Metallic-Roughness Workflow) Material.
20290
+ */ var PBRMaterial = /*#__PURE__*/ function(PBRBaseMaterial1) {
20291
+ _inherits$2(PBRMaterial, PBRBaseMaterial1);
20292
+ function PBRMaterial(engine) {
20293
+ var _this;
20294
+ _this = PBRBaseMaterial1.call(this, engine, Shader.find("pbr")) || this;
20295
+ _this._anisotropyRotation = 0;
20296
+ var shaderData = _this.shaderData;
20297
+ shaderData.setFloat(PBRMaterial._metallicProp, 1);
20298
+ shaderData.setFloat(PBRMaterial._roughnessProp, 1);
20299
+ shaderData.setFloat(PBRMaterial._iorProp, 1.5);
20300
+ shaderData.setVector3(PBRMaterial._anisotropyInfoProp, new Vector3(1, 0, 0));
20301
+ return _this;
20302
+ }
20303
+ var _proto = PBRMaterial.prototype;
20430
20304
  /**
20431
- * @deprecated
20432
- */ _proto.getInvModelMatrix = function getInvModelMatrix() {
20433
- if (this._inverseWorldMatFlag.flag) {
20434
- Matrix.invert(this.transform.worldMatrix, this._invModelMatrix);
20435
- this._inverseWorldMatFlag.flag = false;
20436
- }
20437
- return this._invModelMatrix;
20305
+ * @inheritdoc
20306
+ */ _proto.clone = function clone() {
20307
+ var dest = new PBRMaterial(this._engine);
20308
+ this.cloneTo(dest);
20309
+ return dest;
20438
20310
  };
20439
- /**
20440
- * @internal
20441
- */ Entity._findChildByName = function _findChildByName(root, name1) {
20442
- var children = root._children;
20443
- for(var i = children.length - 1; i >= 0; i--){
20444
- var child = children[i];
20445
- if (child.name === name1) {
20446
- return child;
20311
+ _create_class$2(PBRMaterial, [
20312
+ {
20313
+ key: "ior",
20314
+ get: /**
20315
+ * Index Of Refraction.
20316
+ * @defaultValue `1.5`
20317
+ */ function get() {
20318
+ return this.shaderData.getFloat(PBRMaterial._iorProp);
20319
+ },
20320
+ set: function set(v) {
20321
+ this.shaderData.setFloat(PBRMaterial._iorProp, Math.max(v, 0));
20447
20322
  }
20448
- }
20449
- return null;
20450
- };
20451
- /**
20452
- * @internal
20453
- */ Entity._traverseSetOwnerScene = function _traverseSetOwnerScene(entity, scene) {
20454
- entity._scene = scene;
20455
- var children = entity._children;
20456
- for(var i = children.length - 1; i >= 0; i--){
20457
- this._traverseSetOwnerScene(children[i], scene);
20458
- }
20459
- };
20460
- _create_class$2(Entity, [
20323
+ },
20461
20324
  {
20462
- key: "isActive",
20325
+ key: "metallic",
20463
20326
  get: /**
20464
- * Whether to activate locally.
20327
+ * Metallic.
20328
+ * @defaultValue `1.0`
20465
20329
  */ function get() {
20466
- return this._isActive;
20330
+ return this.shaderData.getFloat(PBRMaterial._metallicProp);
20467
20331
  },
20468
20332
  set: function set(value) {
20469
- if (value !== this._isActive) {
20470
- this._isActive = value;
20471
- if (value) {
20472
- var parent = this._parent;
20473
- var activeChangeFlag = ActiveChangeFlag.None;
20474
- if (this._isRoot && this._scene._isActiveInEngine) {
20475
- activeChangeFlag |= ActiveChangeFlag.All;
20476
- } else {
20477
- var _parent, _parent1;
20478
- ((_parent = parent) == null ? void 0 : _parent._isActiveInHierarchy) && (activeChangeFlag |= ActiveChangeFlag.Hierarchy);
20479
- ((_parent1 = parent) == null ? void 0 : _parent1._isActiveInScene) && (activeChangeFlag |= ActiveChangeFlag.Scene);
20480
- }
20481
- activeChangeFlag && this._processActive(activeChangeFlag);
20333
+ this.shaderData.setFloat(PBRMaterial._metallicProp, value);
20334
+ }
20335
+ },
20336
+ {
20337
+ key: "roughness",
20338
+ get: /**
20339
+ * Roughness. default 1.0.
20340
+ * @defaultValue `1.0`
20341
+ */ function get() {
20342
+ return this.shaderData.getFloat(PBRMaterial._roughnessProp);
20343
+ },
20344
+ set: function set(value) {
20345
+ this.shaderData.setFloat(PBRMaterial._roughnessProp, value);
20346
+ }
20347
+ },
20348
+ {
20349
+ key: "roughnessMetallicTexture",
20350
+ get: /**
20351
+ * Roughness metallic texture.
20352
+ * @remarks G channel is roughness, B channel is metallic
20353
+ */ function get() {
20354
+ return this.shaderData.getTexture(PBRMaterial._roughnessMetallicTextureProp);
20355
+ },
20356
+ set: function set(value) {
20357
+ this.shaderData.setTexture(PBRMaterial._roughnessMetallicTextureProp, value);
20358
+ if (value) {
20359
+ this.shaderData.enableMacro("MATERIAL_HAS_ROUGHNESS_METALLIC_TEXTURE");
20360
+ } else {
20361
+ this.shaderData.disableMacro("MATERIAL_HAS_ROUGHNESS_METALLIC_TEXTURE");
20362
+ }
20363
+ }
20364
+ },
20365
+ {
20366
+ key: "anisotropy",
20367
+ get: /**
20368
+ * The strength of anisotropy, when anisotropyTexture is present, this value is multiplied by the blue channel.
20369
+ * @defaultValue `0`
20370
+ */ function get() {
20371
+ return this.shaderData.getVector3(PBRMaterial._anisotropyInfoProp).z;
20372
+ },
20373
+ set: function set(value) {
20374
+ var anisotropyInfo = this.shaderData.getVector3(PBRMaterial._anisotropyInfoProp);
20375
+ if (!!anisotropyInfo.z !== !!value) {
20376
+ if (value === 0) {
20377
+ this.shaderData.disableMacro("MATERIAL_ENABLE_ANISOTROPY");
20482
20378
  } else {
20483
- var activeChangeFlag1 = ActiveChangeFlag.None;
20484
- this._isActiveInHierarchy && (activeChangeFlag1 |= ActiveChangeFlag.Hierarchy);
20485
- this._isActiveInScene && (activeChangeFlag1 |= ActiveChangeFlag.Scene);
20486
- activeChangeFlag1 && this._processInActive(activeChangeFlag1);
20379
+ this.shaderData.enableMacro("MATERIAL_ENABLE_ANISOTROPY");
20487
20380
  }
20488
20381
  }
20382
+ anisotropyInfo.z = value;
20489
20383
  }
20490
20384
  },
20491
20385
  {
20492
- key: "isActiveInHierarchy",
20386
+ key: "anisotropyRotation",
20493
20387
  get: /**
20494
- * Whether it is active in the hierarchy.
20388
+ * The rotation of the anisotropy in tangent, bitangent space, value in degrees.
20389
+ * @defaultValue `0`
20495
20390
  */ function get() {
20496
- return this._isActiveInHierarchy;
20391
+ return this._anisotropyRotation;
20392
+ },
20393
+ set: function set(value) {
20394
+ if (this._anisotropyRotation !== value) {
20395
+ this._anisotropyRotation = value;
20396
+ var anisotropyInfo = this.shaderData.getVector3(PBRMaterial._anisotropyInfoProp);
20397
+ var rad = MathUtil.degreeToRadFactor * value;
20398
+ anisotropyInfo.x = Math.cos(rad);
20399
+ anisotropyInfo.y = Math.sin(rad);
20400
+ }
20497
20401
  }
20498
20402
  },
20499
20403
  {
20500
- key: "parent",
20404
+ key: "anisotropyTexture",
20501
20405
  get: /**
20502
- * The parent entity.
20406
+ * The anisotropy texture.
20407
+ * @remarks
20408
+ * Red and green channels represent the anisotropy direction in [-1, 1] tangent, bitangent space, to be rotated by anisotropyRotation.
20409
+ * The blue channel contains strength as [0, 1] to be multiplied by anisotropy.
20503
20410
  */ function get() {
20504
- return this._parent;
20411
+ return this.shaderData.getTexture(PBRMaterial._anisotropyTextureProp);
20505
20412
  },
20506
20413
  set: function set(value) {
20507
- this._setParent(value);
20414
+ this.shaderData.setTexture(PBRMaterial._anisotropyTextureProp, value);
20415
+ if (value) {
20416
+ this.shaderData.enableMacro("MATERIAL_HAS_ANISOTROPY_TEXTURE");
20417
+ } else {
20418
+ this.shaderData.disableMacro("MATERIAL_HAS_ANISOTROPY_TEXTURE");
20419
+ }
20420
+ }
20421
+ }
20422
+ ]);
20423
+ return PBRMaterial;
20424
+ }(PBRBaseMaterial);
20425
+ (function() {
20426
+ PBRMaterial._metallicProp = ShaderProperty.getByName("material_Metal");
20427
+ })();
20428
+ (function() {
20429
+ PBRMaterial._roughnessProp = ShaderProperty.getByName("material_Roughness");
20430
+ })();
20431
+ (function() {
20432
+ PBRMaterial._roughnessMetallicTextureProp = ShaderProperty.getByName("material_RoughnessMetallicTexture");
20433
+ })();
20434
+ (function() {
20435
+ PBRMaterial._iorProp = ShaderProperty.getByName("material_IOR");
20436
+ })();
20437
+ (function() {
20438
+ PBRMaterial._anisotropyInfoProp = ShaderProperty.getByName("material_AnisotropyInfo");
20439
+ })();
20440
+ (function() {
20441
+ PBRMaterial._anisotropyTextureProp = ShaderProperty.getByName("material_AnisotropyTexture");
20442
+ })();
20443
+ /**
20444
+ * PBR (Specular-Glossiness Workflow) Material.
20445
+ */ var PBRSpecularMaterial = /*#__PURE__*/ function(PBRBaseMaterial1) {
20446
+ _inherits$2(PBRSpecularMaterial, PBRBaseMaterial1);
20447
+ function PBRSpecularMaterial(engine) {
20448
+ var _this;
20449
+ _this = PBRBaseMaterial1.call(this, engine, Shader.find("pbr-specular")) || this;
20450
+ _this.shaderData.setColor(PBRSpecularMaterial._specularColorProp, new Color(1, 1, 1, 1));
20451
+ _this.shaderData.setFloat(PBRSpecularMaterial._glossinessProp, 1.0);
20452
+ return _this;
20453
+ }
20454
+ var _proto = PBRSpecularMaterial.prototype;
20455
+ /**
20456
+ * @inheritdoc
20457
+ */ _proto.clone = function clone() {
20458
+ var dest = new PBRSpecularMaterial(this._engine);
20459
+ this.cloneTo(dest);
20460
+ return dest;
20461
+ };
20462
+ _create_class$2(PBRSpecularMaterial, [
20463
+ {
20464
+ key: "specularColor",
20465
+ get: /**
20466
+ * Specular color.
20467
+ */ function get() {
20468
+ return this.shaderData.getColor(PBRSpecularMaterial._specularColorProp);
20469
+ },
20470
+ set: function set(value) {
20471
+ var specularColor = this.shaderData.getColor(PBRSpecularMaterial._specularColorProp);
20472
+ if (value !== specularColor) {
20473
+ specularColor.copyFrom(value);
20474
+ }
20508
20475
  }
20509
20476
  },
20510
20477
  {
20511
- key: "children",
20478
+ key: "glossiness",
20512
20479
  get: /**
20513
- * The children entities
20480
+ * Glossiness.
20514
20481
  */ function get() {
20515
- return this._children;
20482
+ return this.shaderData.getFloat(PBRSpecularMaterial._glossinessProp);
20483
+ },
20484
+ set: function set(value) {
20485
+ this.shaderData.setFloat(PBRSpecularMaterial._glossinessProp, value);
20516
20486
  }
20517
20487
  },
20518
20488
  {
20519
- key: "childCount",
20489
+ key: "specularGlossinessTexture",
20520
20490
  get: /**
20521
- * @deprecated Please use `children.length` property instead.
20522
- * Number of the children entities
20491
+ * Specular glossiness texture.
20492
+ * @remarks RGB is specular, A is glossiness
20523
20493
  */ function get() {
20524
- return this._children.length;
20494
+ return this.shaderData.getTexture(PBRSpecularMaterial._specularGlossinessTextureProp);
20495
+ },
20496
+ set: function set(value) {
20497
+ this.shaderData.setTexture(PBRSpecularMaterial._specularGlossinessTextureProp, value);
20498
+ if (value) {
20499
+ this.shaderData.enableMacro(PBRSpecularMaterial._specularGlossinessTextureMacro);
20500
+ } else {
20501
+ this.shaderData.disableMacro(PBRSpecularMaterial._specularGlossinessTextureMacro);
20502
+ }
20503
+ }
20504
+ }
20505
+ ]);
20506
+ return PBRSpecularMaterial;
20507
+ }(PBRBaseMaterial);
20508
+ (function() {
20509
+ PBRSpecularMaterial._specularColorProp = ShaderProperty.getByName("material_PBRSpecularColor");
20510
+ })();
20511
+ (function() {
20512
+ PBRSpecularMaterial._glossinessProp = ShaderProperty.getByName("material_Glossiness");
20513
+ })();
20514
+ (function() {
20515
+ PBRSpecularMaterial._specularGlossinessTextureProp = ShaderProperty.getByName("material_SpecularGlossinessTexture");
20516
+ })();
20517
+ (function() {
20518
+ PBRSpecularMaterial._specularGlossinessTextureMacro = ShaderMacro.getByName("MATERIAL_HAS_SPECULAR_GLOSSINESS_TEXTURE");
20519
+ })();
20520
+ /**
20521
+ * Unlit Material.
20522
+ */ var UnlitMaterial = /*#__PURE__*/ function(BaseMaterial1) {
20523
+ _inherits$2(UnlitMaterial, BaseMaterial1);
20524
+ function UnlitMaterial(engine) {
20525
+ var _this;
20526
+ _this = BaseMaterial1.call(this, engine, Shader.find("unlit")) || this;
20527
+ var shaderData = _this.shaderData;
20528
+ shaderData.enableMacro("MATERIAL_OMIT_NORMAL");
20529
+ shaderData.enableMacro("MATERIAL_NEED_TILING_OFFSET");
20530
+ shaderData.setColor(UnlitMaterial._baseColorProp, new Color(1, 1, 1, 1));
20531
+ shaderData.setVector4(UnlitMaterial._tilingOffsetProp, new Vector4(1, 1, 0, 0));
20532
+ return _this;
20533
+ }
20534
+ var _proto = UnlitMaterial.prototype;
20535
+ /**
20536
+ * @inheritdoc
20537
+ */ _proto.clone = function clone() {
20538
+ var dest = new UnlitMaterial(this._engine);
20539
+ this.cloneTo(dest);
20540
+ return dest;
20541
+ };
20542
+ _create_class$2(UnlitMaterial, [
20543
+ {
20544
+ key: "baseColor",
20545
+ get: /**
20546
+ * Base color.
20547
+ */ function get() {
20548
+ return this.shaderData.getColor(UnlitMaterial._baseColorProp);
20549
+ },
20550
+ set: function set(value) {
20551
+ var baseColor = this.shaderData.getColor(UnlitMaterial._baseColorProp);
20552
+ if (value !== baseColor) {
20553
+ baseColor.copyFrom(value);
20554
+ }
20525
20555
  }
20526
20556
  },
20527
20557
  {
20528
- key: "scene",
20558
+ key: "baseTexture",
20529
20559
  get: /**
20530
- * The scene the entity belongs to.
20560
+ * Base texture.
20531
20561
  */ function get() {
20532
- return this._scene;
20562
+ return this.shaderData.getTexture(UnlitMaterial._baseTextureProp);
20563
+ },
20564
+ set: function set(value) {
20565
+ this.shaderData.setTexture(UnlitMaterial._baseTextureProp, value);
20566
+ if (value) {
20567
+ this.shaderData.enableMacro(UnlitMaterial._baseTextureMacro);
20568
+ } else {
20569
+ this.shaderData.disableMacro(UnlitMaterial._baseTextureMacro);
20570
+ }
20533
20571
  }
20534
20572
  },
20535
20573
  {
20536
- key: "siblingIndex",
20574
+ key: "tilingOffset",
20537
20575
  get: /**
20538
- * The sibling index.
20576
+ * Tiling and offset of main textures.
20539
20577
  */ function get() {
20540
- return this._siblingIndex;
20578
+ return this.shaderData.getVector4(UnlitMaterial._tilingOffsetProp);
20541
20579
  },
20542
20580
  set: function set(value) {
20543
- if (this._siblingIndex === -1) {
20544
- throw "The entity " + this.name + " is not in the hierarchy";
20581
+ var tilingOffset = this.shaderData.getVector4(UnlitMaterial._tilingOffsetProp);
20582
+ if (value !== tilingOffset) {
20583
+ tilingOffset.copyFrom(value);
20545
20584
  }
20546
- this._setSiblingIndex(this._isRoot ? this._scene._rootEntities : this._parent._children, value);
20547
20585
  }
20548
20586
  }
20549
20587
  ]);
20550
- return Entity;
20551
- }(EngineObject);
20588
+ return UnlitMaterial;
20589
+ }(BaseMaterial);
20590
+ /**
20591
+ * @internal
20592
+ */ var BasicResources = /*#__PURE__*/ function() {
20593
+ var BasicResources = function BasicResources(engine) {
20594
+ // prettier-ignore
20595
+ var vertices = new Float32Array([
20596
+ -1,
20597
+ -1,
20598
+ 0,
20599
+ 1,
20600
+ 1,
20601
+ -1,
20602
+ 1,
20603
+ 1,
20604
+ -1,
20605
+ 1,
20606
+ 0,
20607
+ 0,
20608
+ 1,
20609
+ 1,
20610
+ 1,
20611
+ 0
20612
+ ]); // right-top
20613
+ // prettier-ignore
20614
+ var flipYVertices = new Float32Array([
20615
+ 1,
20616
+ -1,
20617
+ 1,
20618
+ 0,
20619
+ -1,
20620
+ -1,
20621
+ 0,
20622
+ 0,
20623
+ 1,
20624
+ 1,
20625
+ 1,
20626
+ 1,
20627
+ -1,
20628
+ 1,
20629
+ 0,
20630
+ 1
20631
+ ]); // left-top
20632
+ var blitMaterial = new Material(engine, Shader.find("blit"));
20633
+ blitMaterial._addReferCount(1);
20634
+ blitMaterial.renderState.depthState.enabled = false;
20635
+ blitMaterial.renderState.depthState.writeEnabled = false;
20636
+ this.blitMesh = this._createBlitMesh(engine, vertices);
20637
+ this.flipYBlitMesh = this._createBlitMesh(engine, flipYVertices);
20638
+ this.blitMaterial = blitMaterial;
20639
+ };
20640
+ var _proto = BasicResources.prototype;
20641
+ _proto._createBlitMesh = function _createBlitMesh(engine, vertices) {
20642
+ var mesh = new ModelMesh(engine);
20643
+ mesh._addReferCount(1);
20644
+ mesh.setVertexElements([
20645
+ new VertexElement("POSITION_UV", 0, exports.VertexElementFormat.Vector4, 0)
20646
+ ]);
20647
+ mesh.setVertexBufferBinding(new Buffer(engine, exports.BufferBindFlag.VertexBuffer, vertices, exports.BufferUsage.Static), 16);
20648
+ mesh.addSubMesh(0, 4, exports.MeshTopology.TriangleStrip);
20649
+ return mesh;
20650
+ };
20651
+ return BasicResources;
20652
+ }();
20552
20653
  /**
20553
20654
  * @internal
20554
20655
  * Rendering context.
@@ -26802,9 +26903,10 @@
26802
26903
  */ _proto._updateShaderData = function _updateShaderData(shaderData) {
26803
26904
  var _this = this, spotLight = _this._spotLights, pointLight = _this._pointLights, directLight = _this._directLights;
26804
26905
  var _this1 = this, spotData = _this1._spotData, pointData = _this1._pointData, directData = _this1._directData;
26805
- var spotLightCount = spotLight.length;
26806
- var pointLightCount = pointLight.length;
26807
- var directLightCount = directLight.length;
26906
+ var maxLight = LightManager._maxLight;
26907
+ var spotLightCount = Math.min(spotLight.length, maxLight);
26908
+ var pointLightCount = Math.min(pointLight.length, maxLight);
26909
+ var directLightCount = Math.min(directLight.length, maxLight);
26808
26910
  for(var i = 0; i < spotLightCount; i++){
26809
26911
  spotLight.get(i)._appendData(i, spotData);
26810
26912
  }
@@ -31852,20 +31954,19 @@
31852
31954
  var relativePath = curve.relativePath;
31853
31955
  var targetEntity = curve.relativePath === "" ? entity : entity.findByPath(curve.relativePath);
31854
31956
  if (targetEntity) {
31855
- var _curveOwnerPool, _instanceId, _propertyOwners, _property, _layerCurveOwnerPool, _instanceId1, _layerPropertyOwners, _propertyPath;
31856
- var propertyPath = "" + curve.typeIndex + "." + curve.property;
31957
+ var _curveOwnerPool, _instanceId, _propertyOwners, _property, _layerCurveOwnerPool, _instanceId1, _layerPropertyOwners, _property1;
31857
31958
  var component = curve.typeIndex > 0 ? targetEntity.getComponents(curve.type, AnimationCurveOwner._components)[curve.typeIndex] : targetEntity.getComponent(curve.type);
31858
31959
  if (!component) {
31859
31960
  continue;
31860
31961
  }
31861
31962
  var property = curve.property;
31862
- var instanceId = targetEntity.instanceId;
31963
+ var instanceId = component.instanceId;
31863
31964
  // Get owner
31864
31965
  var propertyOwners = (_curveOwnerPool = curveOwnerPool)[_instanceId = instanceId] || (_curveOwnerPool[_instanceId] = Object.create(null));
31865
31966
  var owner = (_propertyOwners = propertyOwners)[_property = property] || (_propertyOwners[_property] = curve._createCurveOwner(targetEntity, component));
31866
31967
  // Get layer owner
31867
31968
  var layerPropertyOwners = (_layerCurveOwnerPool = layerCurveOwnerPool)[_instanceId1 = instanceId] || (_layerCurveOwnerPool[_instanceId1] = Object.create(null));
31868
- var layerOwner = (_layerPropertyOwners = layerPropertyOwners)[_propertyPath = propertyPath] || (_layerPropertyOwners[_propertyPath] = curve._createCurveLayerOwner(owner));
31969
+ var layerOwner = (_layerPropertyOwners = layerPropertyOwners)[_property1 = property] || (_layerPropertyOwners[_property1] = curve._createCurveLayerOwner(owner));
31869
31970
  if (mask && mask.pathMasks.length) {
31870
31971
  var _mask_getPathMask;
31871
31972
  var _mask_getPathMask_active;
@@ -40212,6 +40313,7 @@
40212
40313
  this.resourceManager = resourceManager;
40213
40314
  this.params = params;
40214
40315
  this.accessorBufferCache = {};
40316
+ this.needAnimatorController = false;
40215
40317
  this._resourceCache = new Map();
40216
40318
  this._progress = {
40217
40319
  taskDetail: {},
@@ -40239,16 +40341,15 @@
40239
40341
  return Promise.resolve(null);
40240
40342
  }
40241
40343
  var cache = this._resourceCache;
40242
- var isOnlyOne = type === 0 || type === 1;
40243
- var cacheKey = isOnlyOne || index === undefined ? "" + type : type + ":" + index;
40344
+ var cacheKey = index === undefined ? "" + type : type + ":" + index;
40244
40345
  var resource = cache.get(cacheKey);
40245
40346
  if (resource) {
40246
40347
  return resource;
40247
40348
  }
40248
- if (isOnlyOne) {
40249
- resource = parser.parse(this);
40250
- } else {
40251
- var glTFItems = this.glTF[glTFSchemaMap[type]];
40349
+ var glTFSchemaKey = glTFSchemaMap[type];
40350
+ var isSubAsset = !!glTFResourceMap[type];
40351
+ if (glTFSchemaKey) {
40352
+ var glTFItems = this.glTF[glTFSchemaKey];
40252
40353
  if (glTFItems && (index === undefined || glTFItems[index])) {
40253
40354
  if (index === undefined) {
40254
40355
  resource = type === 8 ? glTFItems.map(function(_, index) {
@@ -40258,11 +40359,14 @@
40258
40359
  }));
40259
40360
  } else {
40260
40361
  resource = parser.parse(this, index);
40261
- this._handleSubAsset(resource, type, index);
40362
+ isSubAsset && this._handleSubAsset(resource, type, index);
40262
40363
  }
40263
40364
  } else {
40264
40365
  resource = Promise.resolve(null);
40265
40366
  }
40367
+ } else {
40368
+ resource = parser.parse(this, index);
40369
+ isSubAsset && this._handleSubAsset(resource, type, index);
40266
40370
  }
40267
40371
  cache.set(cacheKey, resource);
40268
40372
  return resource;
@@ -40271,6 +40375,7 @@
40271
40375
  var _this = this;
40272
40376
  var promise = this.get(0).then(function(json) {
40273
40377
  _this.glTF = json;
40378
+ _this.needAnimatorController = !!(json.skins || json.animations);
40274
40379
  return Promise.all([
40275
40380
  _this.get(1),
40276
40381
  _this.get(5),
@@ -40278,11 +40383,14 @@
40278
40383
  _this.get(7),
40279
40384
  _this.get(9),
40280
40385
  _this.get(10),
40386
+ _this.get(11),
40281
40387
  _this.get(2)
40282
40388
  ]).then(function() {
40283
40389
  var glTFResource = _this.glTFResource;
40284
- if (glTFResource.skins || glTFResource.animations) {
40285
- _this._createAnimator(_this, glTFResource.animations);
40390
+ var animatorController = glTFResource.animatorController;
40391
+ if (animatorController) {
40392
+ var animator = glTFResource._defaultSceneRoot.addComponent(Animator);
40393
+ animator.animatorController = animatorController;
40286
40394
  }
40287
40395
  _this.resourceManager.addContentRestorer(_this.contentRestorer);
40288
40396
  return glTFResource;
@@ -40301,40 +40409,21 @@
40301
40409
  _this._setTaskCompleteProgress(++task.loaded, task.total);
40302
40410
  });
40303
40411
  };
40304
- _proto._createAnimator = function _createAnimator(context, animations) {
40305
- var defaultSceneRoot = context.glTFResource.defaultSceneRoot;
40306
- var animator = defaultSceneRoot.addComponent(Animator);
40307
- var animatorController = new AnimatorController();
40308
- var layer = new AnimatorControllerLayer("layer");
40309
- var animatorStateMachine = new AnimatorStateMachine();
40310
- animatorController.addLayer(layer);
40311
- animator.animatorController = animatorController;
40312
- layer.stateMachine = animatorStateMachine;
40313
- if (animations) {
40314
- for(var i = 0; i < animations.length; i++){
40315
- var animationClip = animations[i];
40316
- var name = animationClip.name;
40317
- var uniqueName = animatorStateMachine.makeUniqueStateName(name);
40318
- if (uniqueName !== name) {
40319
- console.warn("AnimatorState name is existed, name: " + name + " reset to " + uniqueName);
40320
- }
40321
- var animatorState = animatorStateMachine.addState(uniqueName);
40322
- animatorState.clip = animationClip;
40323
- }
40324
- }
40325
- };
40326
40412
  _proto._handleSubAsset = function _handleSubAsset(resource, type, index) {
40327
40413
  var _this = this;
40328
40414
  var glTFResourceKey = glTFResourceMap[type];
40329
- if (!glTFResourceKey) return;
40330
40415
  if (type === 8) {
40331
40416
  var _this_glTFResource, _glTFResourceKey;
40332
40417
  ((_this_glTFResource = this.glTFResource)[_glTFResourceKey = glTFResourceKey] || (_this_glTFResource[_glTFResourceKey] = []))[index] = resource;
40333
40418
  } else {
40334
40419
  var url = this.glTFResource.url;
40335
40420
  resource.then(function(item) {
40336
- var _this_glTFResource, _glTFResourceKey;
40337
- ((_this_glTFResource = _this.glTFResource)[_glTFResourceKey = glTFResourceKey] || (_this_glTFResource[_glTFResourceKey] = []))[index] = item;
40421
+ if (index == undefined) {
40422
+ _this.glTFResource[glTFResourceKey] = item;
40423
+ } else {
40424
+ var _this_glTFResource, _glTFResourceKey;
40425
+ ((_this_glTFResource = _this.glTFResource)[_glTFResourceKey = glTFResourceKey] || (_this_glTFResource[_glTFResourceKey] = []))[index] = item;
40426
+ }
40338
40427
  if (type === 7) {
40339
40428
  for(var i = 0, length = item.length; i < length; i++){
40340
40429
  var mesh = item[i];
@@ -40382,11 +40471,12 @@
40382
40471
  GLTFParserType[GLTFParserType["Entity"] = 8] = "Entity";
40383
40472
  GLTFParserType[GLTFParserType["Skin"] = 9] = "Skin";
40384
40473
  GLTFParserType[GLTFParserType["Animation"] = 10] = "Animation";
40474
+ GLTFParserType[GLTFParserType["AnimatorController"] = 11] = "AnimatorController";
40385
40475
  })(exports.GLTFParserType || (exports.GLTFParserType = {}));
40386
40476
  var _obj;
40387
40477
  var glTFSchemaMap = (_obj = {}, _obj[2] = "scenes", _obj[3] = "buffers", _obj[5] = "textures", _obj[6] = "materials", _obj[7] = "meshes", _obj[8] = "nodes", _obj[9] = "skins", _obj[10] = "animations", _obj[4] = "bufferViews", _obj);
40388
40478
  var _obj1;
40389
- var glTFResourceMap = (_obj1 = {}, _obj1[2] = "_sceneRoots", _obj1[5] = "textures", _obj1[6] = "materials", _obj1[7] = "meshes", _obj1[8] = "entities", _obj1[9] = "skins", _obj1[10] = "animations", _obj1);
40479
+ var glTFResourceMap = (_obj1 = {}, _obj1[2] = "_sceneRoots", _obj1[5] = "textures", _obj1[6] = "materials", _obj1[7] = "meshes", _obj1[8] = "entities", _obj1[9] = "skins", _obj1[10] = "animations", _obj1[11] = "animatorController", _obj1);
40390
40480
  function registerGLTFParser(pipeline) {
40391
40481
  return function(Parser) {
40392
40482
  var parser = new Parser();
@@ -42849,25 +42939,31 @@
42849
42939
  camera.enabled = false;
42850
42940
  };
42851
42941
  _proto._createRenderer = function _createRenderer(context, entityInfo, entity) {
42852
- var _loop = function _loop(i) {
42853
- var glTFPrimitive = glTFMeshPrimitives[i];
42854
- var materialIndex = glTFPrimitive.material;
42855
- promises.push(Promise.all([
42856
- context.get(exports.GLTFParserType.Mesh, meshID),
42857
- skinID !== undefined && context.get(exports.GLTFParserType.Skin, skinID),
42858
- materialIndex !== undefined && context.get(exports.GLTFParserType.Material, materialIndex)
42859
- ]).then(function(param) {
42860
- var meshes = param[0], skin = param[1], material = param[2];
42942
+ var _this = this;
42943
+ var meshID = entityInfo.mesh, skinID = entityInfo.skin;
42944
+ var glTFMesh = context.glTF.meshes[meshID];
42945
+ var glTFMeshPrimitives = glTFMesh.primitives;
42946
+ var rendererCount = glTFMeshPrimitives.length;
42947
+ var blendShapeWeights = entityInfo.weights || glTFMesh.weights;
42948
+ var materialPromises = new Array(rendererCount);
42949
+ for(var i = 0; i < rendererCount; i++){
42950
+ materialPromises[i] = context.get(exports.GLTFParserType.Material, glTFMeshPrimitives[i].material);
42951
+ }
42952
+ return Promise.all([
42953
+ context.get(exports.GLTFParserType.Mesh, meshID),
42954
+ skinID !== undefined && context.get(exports.GLTFParserType.Skin, skinID),
42955
+ Promise.all(materialPromises)
42956
+ ]).then(function(param) {
42957
+ var _loop = function _loop(i) {
42958
+ var material = materials[i] || exports.GLTFMaterialParser._getDefaultMaterial(context.glTFResource.engine);
42959
+ var glTFPrimitive = glTFMeshPrimitives[i];
42861
42960
  var mesh = meshes[i];
42862
- var renderer;
42863
- material || (material = exports.GLTFMaterialParser._getDefaultMaterial(context.glTFResource.engine));
42961
+ var renderer = void 0;
42864
42962
  if (skin || blendShapeWeights) {
42865
42963
  var skinRenderer = entity.addComponent(SkinnedMeshRenderer);
42866
42964
  skinRenderer.mesh = mesh;
42867
42965
  if (skin) {
42868
- skinRenderer.rootBone = skin._rootBone;
42869
- skinRenderer.bones = skin._bones;
42870
- _this._computeLocalBounds(skinRenderer, mesh, skin._bones, skin._rootBone, skin.inverseBindMatrices);
42966
+ _this._computeLocalBounds(skinRenderer, mesh, skin.bones, skin.rootBone, skin.inverseBindMatrices);
42871
42967
  skinRenderer.skin = skin;
42872
42968
  }
42873
42969
  if (blendShapeWeights) {
@@ -42886,17 +42982,10 @@
42886
42982
  }
42887
42983
  });
42888
42984
  GLTFParser.executeExtensionsAdditiveAndParse(glTFPrimitive.extensions, context, renderer, glTFPrimitive);
42889
- }));
42890
- };
42891
- var _this = this;
42892
- var glTFMeshes = context.glTF.meshes;
42893
- var meshID = entityInfo.mesh, skinID = entityInfo.skin;
42894
- var glTFMesh = glTFMeshes[meshID];
42895
- var glTFMeshPrimitives = glTFMesh.primitives;
42896
- var blendShapeWeights = entityInfo.weights || glTFMesh.weights;
42897
- var promises = new Array();
42898
- for(var i = 0; i < glTFMeshPrimitives.length; i++)_loop(i);
42899
- return Promise.all(promises);
42985
+ };
42986
+ var meshes = param[0], skin = param[1], materials = param[2];
42987
+ for(var i = 0; i < rendererCount; i++)_loop(i);
42988
+ });
42900
42989
  };
42901
42990
  _proto._computeLocalBounds = function _computeLocalBounds(skinnedMeshRenderer, mesh, bones, rootBone, inverseBindMatrices) {
42902
42991
  var rootBoneIndex = bones.indexOf(rootBone);
@@ -42949,7 +43038,7 @@
42949
43038
  var jointCount = joints.length;
42950
43039
  var skin = new Skin(name);
42951
43040
  skin.inverseBindMatrices.length = jointCount;
42952
- skin._bones.length = jointCount;
43041
+ var bones = new Array(jointCount);
42953
43042
  // parse IBM
42954
43043
  var accessor = glTF.accessors[inverseBindMatrices];
42955
43044
  var skinPromise = GLTFUtils.getAccessorBuffer(context, glTF.bufferViews, accessor).then(function(bufferInfo) {
@@ -42961,21 +43050,20 @@
42961
43050
  skin.inverseBindMatrices[i] = inverseBindMatrix;
42962
43051
  // Get bones
42963
43052
  var bone = entities[joints[i]];
42964
- skin._bones[i] = bone;
43053
+ bones[i] = bone;
42965
43054
  skin.joints[i] = bone.name;
42966
- // Get skeleton
42967
- if (skeleton !== undefined) {
42968
- var rootBone = entities[skeleton];
42969
- skin._rootBone = rootBone;
42970
- skin.skeleton = rootBone.name;
43055
+ }
43056
+ skin.bones = bones;
43057
+ // Get skeleton
43058
+ if (skeleton !== undefined) {
43059
+ var rootBone = entities[skeleton];
43060
+ skin.rootBone = rootBone;
43061
+ } else {
43062
+ var rootBone1 = _this._findSkeletonRootBone(joints, entities);
43063
+ if (rootBone1) {
43064
+ skin.rootBone = rootBone1;
42971
43065
  } else {
42972
- var rootBone1 = _this._findSkeletonRootBone(joints, entities);
42973
- if (rootBone1) {
42974
- skin._rootBone = rootBone1;
42975
- skin.skeleton = rootBone1.name;
42976
- } else {
42977
- throw "Failed to find skeleton root bone.";
42978
- }
43066
+ throw "Failed to find skeleton root bone.";
42979
43067
  }
42980
43068
  }
42981
43069
  return skin;
@@ -43139,6 +43227,47 @@
43139
43227
  exports.GLTFBufferViewParser = __decorate([
43140
43228
  registerGLTFParser(exports.GLTFParserType.BufferView)
43141
43229
  ], exports.GLTFBufferViewParser);
43230
+ exports.GLTFAnimatorControllerParser = /*#__PURE__*/ function(GLTFParser1) {
43231
+ var GLTFAnimatorControllerParser = function GLTFAnimatorControllerParser() {
43232
+ return GLTFParser1.apply(this, arguments);
43233
+ };
43234
+ _inherits(GLTFAnimatorControllerParser, GLTFParser1);
43235
+ var _proto = GLTFAnimatorControllerParser.prototype;
43236
+ _proto.parse = function parse(context) {
43237
+ var _this = this;
43238
+ if (!context.needAnimatorController) {
43239
+ return Promise.resolve(null);
43240
+ }
43241
+ return context.get(exports.GLTFParserType.Animation).then(function(animations) {
43242
+ var animatorController = _this._createAnimatorController(animations);
43243
+ return Promise.resolve(animatorController);
43244
+ });
43245
+ };
43246
+ _proto._createAnimatorController = function _createAnimatorController(animations) {
43247
+ var animatorController = new AnimatorController();
43248
+ var layer = new AnimatorControllerLayer("layer");
43249
+ var animatorStateMachine = new AnimatorStateMachine();
43250
+ animatorController.addLayer(layer);
43251
+ layer.stateMachine = animatorStateMachine;
43252
+ if (animations) {
43253
+ for(var i = 0; i < animations.length; i++){
43254
+ var animationClip = animations[i];
43255
+ var name = animationClip.name;
43256
+ var uniqueName = animatorStateMachine.makeUniqueStateName(name);
43257
+ if (uniqueName !== name) {
43258
+ console.warn("AnimatorState name is existed, name: " + name + " reset to " + uniqueName);
43259
+ }
43260
+ var animatorState = animatorStateMachine.addState(uniqueName);
43261
+ animatorState.clip = animationClip;
43262
+ }
43263
+ }
43264
+ return animatorController;
43265
+ };
43266
+ return GLTFAnimatorControllerParser;
43267
+ }(GLTFParser);
43268
+ exports.GLTFAnimatorControllerParser = __decorate([
43269
+ registerGLTFParser(exports.GLTFParserType.AnimatorController)
43270
+ ], exports.GLTFAnimatorControllerParser);
43142
43271
  // Source: https://github.com/zeux/meshoptimizer/blob/master/js/meshopt_decoder.js
43143
43272
  var MeshoptDecoder = function() {
43144
43273
  var unpack = function unpack(data) {
@@ -43544,15 +43673,20 @@
43544
43673
  var dataRGBA = new Uint8Array(4 * width * height);
43545
43674
  var offset = 0, pos = 0;
43546
43675
  var ptrEnd = 4 * scanLineWidth;
43547
- var rgbeStart = new Uint8Array(4);
43548
43676
  var scanLineBuffer = new Uint8Array(ptrEnd);
43549
43677
  var numScanLines = height; // read in each successive scanLine
43550
43678
  while(numScanLines > 0 && pos < byteLength){
43551
- rgbeStart[0] = buffer[pos++];
43552
- rgbeStart[1] = buffer[pos++];
43553
- rgbeStart[2] = buffer[pos++];
43554
- rgbeStart[3] = buffer[pos++];
43555
- if (2 != rgbeStart[0] || 2 != rgbeStart[1] || (rgbeStart[2] << 8 | rgbeStart[3]) != scanLineWidth) {
43679
+ var a = buffer[pos++];
43680
+ var b = buffer[pos++];
43681
+ var c = buffer[pos++];
43682
+ var d = buffer[pos++];
43683
+ if (a != 2 || b != 2 || c & 0x80 || width < 8 || width > 32767) {
43684
+ // this file is not run length encoded
43685
+ // read values sequentially
43686
+ return buffer;
43687
+ }
43688
+ if ((c << 8 | d) != scanLineWidth) {
43689
+ // eslint-disable-next-line no-throw-literal
43556
43690
  throw "HDR Bad header format, wrong scan line width";
43557
43691
  }
43558
43692
  // read each of the four channels for the scanline into the buffer
@@ -44958,7 +45092,7 @@
44958
45092
  ], KHR_materials_anisotropy);
44959
45093
 
44960
45094
  //@ts-ignore
44961
- var version = "1.2.0-beta.3";
45095
+ var version = "1.2.0-beta.5";
44962
45096
  console.log("Galacean engine version: " + version);
44963
45097
  for(var key in CoreObjects){
44964
45098
  Loader.registerClass(key, CoreObjects[key]);