@xtctwins/tctwins-core 1.1.4 → 1.1.6
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package/dist/tctwins-core.es5.js
CHANGED
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@@ -4307,10 +4307,21 @@ this.canvas.removeEventListener("webglcontextlost",this._webglcontextlostListene
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* Picked World-space point.
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* @property worldPos
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* @type {Number[]}
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*/},{key:"worldPos",get:function get(){return this._gotWorldPos?this._worldPos:null;
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4310
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*/},{key:"worldPos",get:function get(){var _this$_worldPos;// return this._gotWorldPos ? this._worldPos : null;
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return(_this$_worldPos=this._worldPos)!==null&&_this$_worldPos!==void 0?_this$_worldPos:null;}/**
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* @private
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* @param value
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*/,set:function set(value){if(value){this._worldPos[0]=value[0];this._worldPos[1]=value[1];this._worldPos[2]=value[2]
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*/,set:function set(value){if(value){this._worldPos[0]=value[0];this._worldPos[1]=value[1];this._worldPos[2]=value[2];/**
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* todo: 这里的延迟是为了解决未知pickresult.worldPos获取不到的问题
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* 因为reset被调用了,_gotWorldPos被置为false,所以加个延迟让它在reset之后再变为true
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*
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* @issue 但是后来发现加了延迟也不行,还是获取不到,怀疑是别的地方的问题,所以先注释掉了
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*/ // this._gotWorldPos = true;
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// setTimeout(() => {
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// console.log(50)
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// this._gotWorldPos = true;
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// }, 50);
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}}/**
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* Picked View-space point.
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* @property viewPos
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* @type {Number[]}
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@@ -4343,7 +4354,8 @@ this.canvas.removeEventListener("webglcontextlost",this._webglcontextlostListene
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* @returns {boolean}
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*/},{key:"snapped",get:function get(){return this.snappedToEdge||this.snappedToVertex;}/**
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* @private
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-
*/},{key:"reset",value:function reset(){this.entity=null;this.primIndex=-1;this.primitive=null;this.pickSurfacePrecision=false;this._gotCanvasPos=false;this._gotSnappedCanvasPos=false;this._gotOrigin=false;this._gotDirection=false;this._gotIndices=false;this._gotLocalPos=false
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*/},{key:"reset",value:function reset(){this.entity=null;this.primIndex=-1;this.primitive=null;this.pickSurfacePrecision=false;this._gotCanvasPos=false;this._gotSnappedCanvasPos=false;this._gotOrigin=false;this._gotDirection=false;this._gotIndices=false;this._gotLocalPos=false;// this._gotWorldPos = false;
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this._gotViewPos=false;this._gotBary=false;this._gotWorldNormal=false;this._gotUV=false;this.touchInput=false;this.snappedToEdge=false;this.snappedToVertex=false;}}]);}();/**
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* @desc Represents a vertex or fragment stage within a {@link Program}.
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* @private
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*/var Shader=/*#__PURE__*/function(){function Shader(gl,type,source){_classCallCheck(this,Shader);this.allocated=false;this.compiled=false;this.handle=gl.createShader(type);if(!this.handle){this.errors=["Failed to allocate"];return;}this.allocated=true;gl.shaderSource(this.handle,source);gl.compileShader(this.handle);this.compiled=gl.getShaderParameter(this.handle,gl.COMPILE_STATUS);if(!this.compiled){if(!gl.isContextLost()){// Handled explicitly elsewhere, so won't re-handle here
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