(function (exports, Laya) {
	'use strict';

	class MathUtils3D {
		constructor() {
		}
		static isZero(v) {
			return Math.abs(v) < MathUtils3D.zeroTolerance;
		}
		static nearEqual(n1, n2) {
			if (MathUtils3D.isZero(n1 - n2))
				return true;
			return false;
		}
		static fastInvSqrt(value) {
			if (MathUtils3D.isZero(value))
				return value;
			return 1.0 / Math.sqrt(value);
		}
	}
	MathUtils3D.zeroTolerance = 1e-6;
	MathUtils3D.MaxValue = 3.40282347e+38;
	MathUtils3D.MinValue = -3.40282347e+38;
	MathUtils3D.Deg2Rad = Math.PI / 180;

	class Vector2 {
		constructor(x = 0, y = 0) {
			this.x = x;
			this.y = y;
		}
		setValue(x, y) {
			this.x = x;
			this.y = y;
		}
		static scale(a, b, out) {
			out.x = a.x * b;
			out.y = a.y * b;
		}
		fromArray(array, offset = 0) {
			this.x = array[offset + 0];
			this.y = array[offset + 1];
		}
		cloneTo(destObject) {
			var destVector2 = destObject;
			destVector2.x = this.x;
			destVector2.y = this.y;
		}
		static dot(a, b) {
			return (a.x * b.x) + (a.y * b.y);
		}
		static normalize(s, out) {
			var x = s.x, y = s.y;
			var len = x * x + y * y;
			if (len > 0) {
				len = 1 / Math.sqrt(len);
				out.x = x * len;
				out.y = y * len;
			}
		}
		static scalarLength(a) {
			var x = a.x, y = a.y;
			return Math.sqrt(x * x + y * y);
		}
		clone() {
			var destVector2 = new Vector2();
			this.cloneTo(destVector2);
			return destVector2;
		}
		forNativeElement(nativeElements = null) {
			if (nativeElements) {
				this.elements = nativeElements;
				this.elements[0] = this.x;
				this.elements[1] = this.y;
			}
			else {
				this.elements = new Float32Array([this.x, this.y]);
			}
			Vector2.rewriteNumProperty(this, "x", 0);
			Vector2.rewriteNumProperty(this, "y", 1);
		}
		static rewriteNumProperty(proto, name, index) {
			Object["defineProperty"](proto, name, {
				"get": function () {
					return this.elements[index];
				},
				"set": function (v) {
					this.elements[index] = v;
				}
			});
		}
	}
	Vector2.ZERO = new Vector2(0.0, 0.0);
	Vector2.ONE = new Vector2(1.0, 1.0);

	class Vector4 {
		constructor(x = 0, y = 0, z = 0, w = 0) {
			this.x = x;
			this.y = y;
			this.z = z;
			this.w = w;
		}
		setValue(x, y, z, w) {
			this.x = x;
			this.y = y;
			this.z = z;
			this.w = w;
		}
		fromArray(array, offset = 0) {
			this.x = array[offset + 0];
			this.y = array[offset + 1];
			this.z = array[offset + 2];
			this.w = array[offset + 3];
		}
		cloneTo(destObject) {
			var destVector4 = destObject;
			destVector4.x = this.x;
			destVector4.y = this.y;
			destVector4.z = this.z;
			destVector4.w = this.w;
		}
		clone() {
			var destVector4 = new Vector4();
			this.cloneTo(destVector4);
			return destVector4;
		}
		static lerp(a, b, t, out) {
			var ax = a.x, ay = a.y, az = a.z, aw = a.w;
			out.x = ax + t * (b.x - ax);
			out.y = ay + t * (b.y - ay);
			out.z = az + t * (b.z - az);
			out.w = aw + t * (b.w - aw);
		}
		static transformByM4x4(vector4, m4x4, out) {
			var vx = vector4.x;
			var vy = vector4.y;
			var vz = vector4.z;
			var vw = vector4.w;
			var me = m4x4.elements;
			out.x = vx * me[0] + vy * me[4] + vz * me[8] + vw * me[12];
			out.y = vx * me[1] + vy * me[5] + vz * me[9] + vw * me[13];
			out.z = vx * me[2] + vy * me[6] + vz * me[10] + vw * me[14];
			out.w = vx * me[3] + vy * me[7] + vz * me[11] + vw * me[15];
		}
		static equals(a, b) {
			return MathUtils3D.nearEqual(Math.abs(a.x), Math.abs(b.x)) && MathUtils3D.nearEqual(Math.abs(a.y), Math.abs(b.y)) && MathUtils3D.nearEqual(Math.abs(a.z), Math.abs(b.z)) && MathUtils3D.nearEqual(Math.abs(a.w), Math.abs(b.w));
		}
		length() {
			return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
		}
		lengthSquared() {
			return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
		}
		static normalize(s, out) {
			var len = s.length();
			if (len > 0) {
				var inverse = 1.0 / len;
				out.x = s.x * inverse;
				out.y = s.y * inverse;
				out.z = s.z * inverse;
				out.w = s.w * inverse;
			}
		}
		static add(a, b, out) {
			out.x = a.x + b.x;
			out.y = a.y + b.y;
			out.z = a.z + b.z;
			out.w = a.w + b.w;
		}
		static subtract(a, b, out) {
			out.x = a.x - b.x;
			out.y = a.y - b.y;
			out.z = a.z - b.z;
			out.w = a.w - b.w;
		}
		static multiply(a, b, out) {
			out.x = a.x * b.x;
			out.y = a.y * b.y;
			out.z = a.z * b.z;
			out.w = a.w * b.w;
		}
		static scale(a, b, out) {
			out.x = a.x * b;
			out.y = a.y * b;
			out.z = a.z * b;
			out.w = a.w * b;
		}
		static Clamp(value, min, max, out) {
			var x = value.x;
			var y = value.y;
			var z = value.z;
			var w = value.w;
			var mineX = min.x;
			var mineY = min.y;
			var mineZ = min.z;
			var mineW = min.w;
			var maxeX = max.x;
			var maxeY = max.y;
			var maxeZ = max.z;
			var maxeW = max.w;
			x = (x > maxeX) ? maxeX : x;
			x = (x < mineX) ? mineX : x;
			y = (y > maxeY) ? maxeY : y;
			y = (y < mineY) ? mineY : y;
			z = (z > maxeZ) ? maxeZ : z;
			z = (z < mineZ) ? mineZ : z;
			w = (w > maxeW) ? maxeW : w;
			w = (w < mineW) ? mineW : w;
			out.x = x;
			out.y = y;
			out.z = z;
			out.w = w;
		}
		static distanceSquared(value1, value2) {
			var x = value1.x - value2.x;
			var y = value1.y - value2.y;
			var z = value1.z - value2.z;
			var w = value1.w - value2.w;
			return (x * x) + (y * y) + (z * z) + (w * w);
		}
		static distance(value1, value2) {
			var x = value1.x - value2.x;
			var y = value1.y - value2.y;
			var z = value1.z - value2.z;
			var w = value1.w - value2.w;
			return Math.sqrt((x * x) + (y * y) + (z * z) + (w * w));
		}
		static dot(a, b) {
			return (a.x * b.x) + (a.y * b.y) + (a.z * b.z) + (a.w * b.w);
		}
		static min(a, b, out) {
			out.x = Math.min(a.x, b.x);
			out.y = Math.min(a.y, b.y);
			out.z = Math.min(a.z, b.z);
			out.w = Math.min(a.w, b.w);
		}
		static max(a, b, out) {
			out.x = Math.max(a.x, b.x);
			out.y = Math.max(a.y, b.y);
			out.z = Math.max(a.z, b.z);
			out.w = Math.max(a.w, b.w);
		}
		forNativeElement(nativeElements = null) {
			if (nativeElements) {
				this.elements = nativeElements;
				this.elements[0] = this.x;
				this.elements[1] = this.y;
				this.elements[2] = this.z;
				this.elements[3] = this.w;
			}
			else {
				this.elements = new Float32Array([this.x, this.y, this.z, this.w]);
			}
			Vector2.rewriteNumProperty(this, "x", 0);
			Vector2.rewriteNumProperty(this, "y", 1);
			Vector2.rewriteNumProperty(this, "z", 2);
			Vector2.rewriteNumProperty(this, "w", 3);
		}
	}
	Vector4.ZERO = new Vector4();
	Vector4.ONE = new Vector4(1.0, 1.0, 1.0, 1.0);
	Vector4.UnitX = new Vector4(1.0, 0.0, 0.0, 0.0);
	Vector4.UnitY = new Vector4(0.0, 1.0, 0.0, 0.0);
	Vector4.UnitZ = new Vector4(0.0, 0.0, 1.0, 0.0);
	Vector4.UnitW = new Vector4(0.0, 0.0, 0.0, 1.0);

	class Vector3 {
		constructor(x = 0, y = 0, z = 0, nativeElements = null) {
			this.x = x;
			this.y = y;
			this.z = z;
		}
		static distanceSquared(value1, value2) {
			var x = value1.x - value2.x;
			var y = value1.y - value2.y;
			var z = value1.z - value2.z;
			return (x * x) + (y * y) + (z * z);
		}
		static distance(value1, value2) {
			var x = value1.x - value2.x;
			var y = value1.y - value2.y;
			var z = value1.z - value2.z;
			return Math.sqrt((x * x) + (y * y) + (z * z));
		}
		static min(a, b, out) {
			out.x = Math.min(a.x, b.x);
			out.y = Math.min(a.y, b.y);
			out.z = Math.min(a.z, b.z);
		}
		static max(a, b, out) {
			out.x = Math.max(a.x, b.x);
			out.y = Math.max(a.y, b.y);
			out.z = Math.max(a.z, b.z);
		}
		static transformQuat(source, rotation, out) {
			var x = source.x, y = source.y, z = source.z, qx = rotation.x, qy = rotation.y, qz = rotation.z, qw = rotation.w, ix = qw * x + qy * z - qz * y, iy = qw * y + qz * x - qx * z, iz = qw * z + qx * y - qy * x, iw = -qx * x - qy * y - qz * z;
			out.x = ix * qw + iw * -qx + iy * -qz - iz * -qy;
			out.y = iy * qw + iw * -qy + iz * -qx - ix * -qz;
			out.z = iz * qw + iw * -qz + ix * -qy - iy * -qx;
		}
		static scalarLength(a) {
			var x = a.x, y = a.y, z = a.z;
			return Math.sqrt(x * x + y * y + z * z);
		}
		static scalarLengthSquared(a) {
			var x = a.x, y = a.y, z = a.z;
			return x * x + y * y + z * z;
		}
		static normalize(s, out) {
			var x = s.x, y = s.y, z = s.z;
			var len = x * x + y * y + z * z;
			if (len > 0) {
				len = 1 / Math.sqrt(len);
				out.x = x * len;
				out.y = y * len;
				out.z = z * len;
			}
		}
		static multiply(a, b, out) {
			out.x = a.x * b.x;
			out.y = a.y * b.y;
			out.z = a.z * b.z;
		}
		static scale(a, b, out) {
			out.x = a.x * b;
			out.y = a.y * b;
			out.z = a.z * b;
		}
		static lerp(a, b, t, out) {
			var ax = a.x, ay = a.y, az = a.z;
			out.x = ax + t * (b.x - ax);
			out.y = ay + t * (b.y - ay);
			out.z = az + t * (b.z - az);
		}
		static transformV3ToV3(vector, transform, result) {
			var intermediate = Vector3._tempVector4;
			Vector3.transformV3ToV4(vector, transform, intermediate);
			result.x = intermediate.x;
			result.y = intermediate.y;
			result.z = intermediate.z;
		}
		static transformV3ToV4(vector, transform, result) {
			var vectorX = vector.x;
			var vectorY = vector.y;
			var vectorZ = vector.z;
			var transformElem = transform.elements;
			result.x = (vectorX * transformElem[0]) + (vectorY * transformElem[4]) + (vectorZ * transformElem[8]) + transformElem[12];
			result.y = (vectorX * transformElem[1]) + (vectorY * transformElem[5]) + (vectorZ * transformElem[9]) + transformElem[13];
			result.z = (vectorX * transformElem[2]) + (vectorY * transformElem[6]) + (vectorZ * transformElem[10]) + transformElem[14];
			result.w = (vectorX * transformElem[3]) + (vectorY * transformElem[7]) + (vectorZ * transformElem[11]) + transformElem[15];
		}
		static TransformNormal(normal, transform, result) {
			var normalX = normal.x;
			var normalY = normal.y;
			var normalZ = normal.z;
			var transformElem = transform.elements;
			result.x = (normalX * transformElem[0]) + (normalY * transformElem[4]) + (normalZ * transformElem[8]);
			result.y = (normalX * transformElem[1]) + (normalY * transformElem[5]) + (normalZ * transformElem[9]);
			result.z = (normalX * transformElem[2]) + (normalY * transformElem[6]) + (normalZ * transformElem[10]);
		}
		static transformCoordinate(coordinate, transform, result) {
			var coordinateX = coordinate.x;
			var coordinateY = coordinate.y;
			var coordinateZ = coordinate.z;
			var transformElem = transform.elements;
			var w = coordinateX * transformElem[3] + coordinateY * transformElem[7] + coordinateZ * transformElem[11] + transformElem[15];
			result.x = (coordinateX * transformElem[0] + coordinateY * transformElem[4] + coordinateZ * transformElem[8] + transformElem[12]) / w;
			result.y = (coordinateX * transformElem[1] + coordinateY * transformElem[5] + coordinateZ * transformElem[9] + transformElem[13]) / w;
			result.z = (coordinateX * transformElem[2] + coordinateY * transformElem[6] + coordinateZ * transformElem[10] + transformElem[14]) / w;
		}
		static Clamp(value, min, max, out) {
			var x = value.x;
			var y = value.y;
			var z = value.z;
			var mineX = min.x;
			var mineY = min.y;
			var mineZ = min.z;
			var maxeX = max.x;
			var maxeY = max.y;
			var maxeZ = max.z;
			x = (x > maxeX) ? maxeX : x;
			x = (x < mineX) ? mineX : x;
			y = (y > maxeY) ? maxeY : y;
			y = (y < mineY) ? mineY : y;
			z = (z > maxeZ) ? maxeZ : z;
			z = (z < mineZ) ? mineZ : z;
			out.x = x;
			out.y = y;
			out.z = z;
		}
		static add(a, b, out) {
			out.x = a.x + b.x;
			out.y = a.y + b.y;
			out.z = a.z + b.z;
		}
		static subtract(a, b, o) {
			o.x = a.x - b.x;
			o.y = a.y - b.y;
			o.z = a.z - b.z;
		}
		static cross(a, b, o) {
			var ax = a.x, ay = a.y, az = a.z, bx = b.x, by = b.y, bz = b.z;
			o.x = ay * bz - az * by;
			o.y = az * bx - ax * bz;
			o.z = ax * by - ay * bx;
		}
		static dot(a, b) {
			return (a.x * b.x) + (a.y * b.y) + (a.z * b.z);
		}
		static equals(a, b) {
			return MathUtils3D.nearEqual(a.x, b.x) && MathUtils3D.nearEqual(a.y, b.y) && MathUtils3D.nearEqual(a.z, b.z);
		}
		setValue(x, y, z) {
			this.x = x;
			this.y = y;
			this.z = z;
		}
		fromArray(array, offset = 0) {
			this.x = array[offset + 0];
			this.y = array[offset + 1];
			this.z = array[offset + 2];
		}
		cloneTo(destObject) {
			var destVector3 = destObject;
			destVector3.x = this.x;
			destVector3.y = this.y;
			destVector3.z = this.z;
		}
		clone() {
			var destVector3 = new Vector3();
			this.cloneTo(destVector3);
			return destVector3;
		}
		toDefault() {
			this.x = 0;
			this.y = 0;
			this.z = 0;
		}
		forNativeElement(nativeElements = null) {
			if (nativeElements) {
				this.elements = nativeElements;
				this.elements[0] = this.x;
				this.elements[1] = this.y;
				this.elements[2] = this.z;
			}
			else {
				this.elements = new Float32Array([this.x, this.y, this.z]);
			}
			Vector2.rewriteNumProperty(this, "x", 0);
			Vector2.rewriteNumProperty(this, "y", 1);
			Vector2.rewriteNumProperty(this, "z", 2);
		}
	}
	Vector3._tempVector4 = new Vector4();
	Vector3._ZERO = new Vector3(0.0, 0.0, 0.0);
	Vector3._ONE = new Vector3(1.0, 1.0, 1.0);
	Vector3._NegativeUnitX = new Vector3(-1, 0, 0);
	Vector3._UnitX = new Vector3(1, 0, 0);
	Vector3._UnitY = new Vector3(0, 1, 0);
	Vector3._UnitZ = new Vector3(0, 0, 1);
	Vector3._ForwardRH = new Vector3(0, 0, -1);
	Vector3._ForwardLH = new Vector3(0, 0, 1);
	Vector3._Up = new Vector3(0, 1, 0);

	(function (PBRRenderQuality) {
		PBRRenderQuality[PBRRenderQuality["High"] = 0] = "High";
		PBRRenderQuality[PBRRenderQuality["Low"] = 1] = "Low";
	})(exports.PBRRenderQuality || (exports.PBRRenderQuality = {}));

	class Matrix3x3 {
		constructor() {
			var e = this.elements = new Float32Array(9);
			e[0] = 1;
			e[1] = 0;
			e[2] = 0;
			e[3] = 0;
			e[4] = 1;
			e[5] = 0;
			e[6] = 0;
			e[7] = 0;
			e[8] = 1;
		}
		static createRotationQuaternion(rotation, out) {
			var rotX = rotation.x;
			var rotY = rotation.y;
			var rotZ = rotation.z;
			var rotW = rotation.w;
			var xx = rotX * rotX;
			var yy = rotY * rotY;
			var zz = rotZ * rotZ;
			var xy = rotX * rotY;
			var zw = rotZ * rotW;
			var zx = rotZ * rotX;
			var yw = rotY * rotW;
			var yz = rotY * rotZ;
			var xw = rotX * rotW;
			var resultE = out.elements;
			resultE[0] = 1.0 - (2.0 * (yy + zz));
			resultE[1] = 2.0 * (xy + zw);
			resultE[2] = 2.0 * (zx - yw);
			resultE[3] = 2.0 * (xy - zw);
			resultE[4] = 1.0 - (2.0 * (zz + xx));
			resultE[5] = 2.0 * (yz + xw);
			resultE[6] = 2.0 * (zx + yw);
			resultE[7] = 2.0 * (yz - xw);
			resultE[8] = 1.0 - (2.0 * (yy + xx));
		}
		static createFromTranslation(trans, out) {
			var e = out.elements;
			e[0] = 1;
			e[1] = 0;
			e[2] = 0;
			e[3] = 0;
			e[4] = 1;
			e[5] = 0;
			e[6] = trans.x;
			e[7] = trans.y;
			e[8] = 1;
		}
		static createFromRotation(rad, out) {
			var e = out.elements;
			var s = Math.sin(rad), c = Math.cos(rad);
			e[0] = c;
			e[1] = s;
			e[2] = 0;
			e[3] = -s;
			e[4] = c;
			e[5] = 0;
			e[6] = 0;
			e[7] = 0;
			e[8] = 1;
		}
		static createFromScaling(scale, out) {
			var e = out.elements;
			e[0] = scale.x;
			e[1] = 0;
			e[2] = 0;
			e[3] = 0;
			e[4] = scale.y;
			e[5] = 0;
			e[6] = 0;
			e[7] = 0;
			e[8] = scale.z;
		}
		static createFromMatrix4x4(sou, out) {
			var souE = sou.elements;
			var outE = out.elements;
			outE[0] = souE[0];
			outE[1] = souE[1];
			outE[2] = souE[2];
			outE[3] = souE[4];
			outE[4] = souE[5];
			outE[5] = souE[6];
			outE[6] = souE[8];
			outE[7] = souE[9];
			outE[8] = souE[10];
		}
		static multiply(left, right, out) {
			var l = left.elements;
			var r = right.elements;
			var e = out.elements;
			var l11 = l[0], l12 = l[1], l13 = l[2];
			var l21 = l[3], l22 = l[4], l23 = l[5];
			var l31 = l[6], l32 = l[7], l33 = l[8];
			var r11 = r[0], r12 = r[1], r13 = r[2];
			var r21 = r[3], r22 = r[4], r23 = r[5];
			var r31 = r[6], r32 = r[7], r33 = r[8];
			e[0] = r11 * l11 + r12 * l21 + r13 * l31;
			e[1] = r11 * l12 + r12 * l22 + r13 * r32;
			e[2] = r11 * l13 + r12 * l23 + r13 * l33;
			e[3] = r21 * l11 + r22 * l21 + r23 * l31;
			e[4] = r21 * l12 + r22 * l22 + r23 * l32;
			e[5] = r21 * l13 + r22 * l23 + r23 * l33;
			e[6] = r31 * l11 + r32 * l21 + r33 * l31;
			e[7] = r31 * l12 + r32 * l22 + r33 * l32;
			e[8] = r31 * l13 + r32 * l23 + r33 * l33;
		}
		determinant() {
			var f = this.elements;
			var a00 = f[0], a01 = f[1], a02 = f[2];
			var a10 = f[3], a11 = f[4], a12 = f[5];
			var a20 = f[6], a21 = f[7], a22 = f[8];
			return a00 * (a22 * a11 - a12 * a21) + a01 * (-a22 * a10 + a12 * a20) + a02 * (a21 * a10 - a11 * a20);
		}
		translate(trans, out) {
			var e = out.elements;
			var f = this.elements;
			var a00 = f[0], a01 = f[1], a02 = f[2];
			var a10 = f[3], a11 = f[4], a12 = f[5];
			var a20 = f[6], a21 = f[7], a22 = f[8];
			var x = trans.x, y = trans.y;
			e[0] = a00;
			e[1] = a01;
			e[2] = a02;
			e[3] = a10;
			e[4] = a11;
			e[5] = a12;
			e[6] = x * a00 + y * a10 + a20;
			e[7] = x * a01 + y * a11 + a21;
			e[8] = x * a02 + y * a12 + a22;
		}
		rotate(rad, out) {
			var e = out.elements;
			var f = this.elements;
			var a00 = f[0], a01 = f[1], a02 = f[2];
			var a10 = f[3], a11 = f[4], a12 = f[5];
			var a20 = f[6], a21 = f[7], a22 = f[8];
			var s = Math.sin(rad);
			var c = Math.cos(rad);
			e[0] = c * a00 + s * a10;
			e[1] = c * a01 + s * a11;
			e[2] = c * a02 + s * a12;
			e[3] = c * a10 - s * a00;
			e[4] = c * a11 - s * a01;
			e[5] = c * a12 - s * a02;
			e[6] = a20;
			e[7] = a21;
			e[8] = a22;
		}
		scale(scale, out) {
			var e = out.elements;
			var f = this.elements;
			var x = scale.x, y = scale.y;
			e[0] = x * f[0];
			e[1] = x * f[1];
			e[2] = x * f[2];
			e[3] = y * f[3];
			e[4] = y * f[4];
			e[5] = y * f[5];
			e[6] = f[6];
			e[7] = f[7];
			e[8] = f[8];
		}
		invert(out) {
			var e = out.elements;
			var f = this.elements;
			var a00 = f[0], a01 = f[1], a02 = f[2];
			var a10 = f[3], a11 = f[4], a12 = f[5];
			var a20 = f[6], a21 = f[7], a22 = f[8];
			var b01 = a22 * a11 - a12 * a21;
			var b11 = -a22 * a10 + a12 * a20;
			var b21 = a21 * a10 - a11 * a20;
			var det = a00 * b01 + a01 * b11 + a02 * b21;
			if (!det) {
				out = null;
			}
			det = 1.0 / det;
			e[0] = b01 * det;
			e[1] = (-a22 * a01 + a02 * a21) * det;
			e[2] = (a12 * a01 - a02 * a11) * det;
			e[3] = b11 * det;
			e[4] = (a22 * a00 - a02 * a20) * det;
			e[5] = (-a12 * a00 + a02 * a10) * det;
			e[6] = b21 * det;
			e[7] = (-a21 * a00 + a01 * a20) * det;
			e[8] = (a11 * a00 - a01 * a10) * det;
		}
		transpose(out) {
			var e = out.elements;
			var f = this.elements;
			if (out === this) {
				var a01 = f[1], a02 = f[2], a12 = f[5];
				e[1] = f[3];
				e[2] = f[6];
				e[3] = a01;
				e[5] = f[7];
				e[6] = a02;
				e[7] = a12;
			}
			else {
				e[0] = f[0];
				e[1] = f[3];
				e[2] = f[6];
				e[3] = f[1];
				e[4] = f[4];
				e[5] = f[7];
				e[6] = f[2];
				e[7] = f[5];
				e[8] = f[8];
			}
		}
		identity() {
			var e = this.elements;
			e[0] = 1;
			e[1] = 0;
			e[2] = 0;
			e[3] = 0;
			e[4] = 1;
			e[5] = 0;
			e[6] = 0;
			e[7] = 0;
			e[8] = 1;
		}
		cloneTo(destObject) {
			var i, s, d;
			s = this.elements;
			d = destObject.elements;
			if (s === d) {
				return;
			}
			for (i = 0; i < 9; ++i) {
				d[i] = s[i];
			}
		}
		clone() {
			var dest = new Matrix3x3();
			this.cloneTo(dest);
			return dest;
		}
		static lookAt(eye, target, up, out) {
			Vector3.subtract(eye, target, Matrix3x3._tempV30);
			Vector3.normalize(Matrix3x3._tempV30, Matrix3x3._tempV30);
			Vector3.cross(up, Matrix3x3._tempV30, Matrix3x3._tempV31);
			Vector3.normalize(Matrix3x3._tempV31, Matrix3x3._tempV31);
			Vector3.cross(Matrix3x3._tempV30, Matrix3x3._tempV31, Matrix3x3._tempV32);
			var v0 = Matrix3x3._tempV30;
			var v1 = Matrix3x3._tempV31;
			var v2 = Matrix3x3._tempV32;
			var me = out.elements;
			me[0] = v1.x;
			me[3] = v1.y;
			me[6] = v1.z;
			me[1] = v2.x;
			me[4] = v2.y;
			me[7] = v2.z;
			me[2] = v0.x;
			me[5] = v0.y;
			me[8] = v0.z;
		}
	}
	Matrix3x3.DEFAULT = new Matrix3x3();
	Matrix3x3._tempV30 = new Vector3();
	Matrix3x3._tempV31 = new Vector3();
	Matrix3x3._tempV32 = new Vector3();

	class ILaya3D {
	}
	ILaya3D.Shader3D = null;
	ILaya3D.Scene3D = null;
	ILaya3D.MeshRenderStaticBatchManager = null;
	ILaya3D.MeshRenderDynamicBatchManager = null;
	ILaya3D.SubMeshDynamicBatch = null;
	ILaya3D.Laya3D = null;
	ILaya3D.Matrix4x4 = null;
	ILaya3D.Physics3D = null;
	ILaya3D.ShadowLightType = null;

	class Quaternion {
		constructor(x = 0, y = 0, z = 0, w = 1, nativeElements = null) {
			this.x = x;
			this.y = y;
			this.z = z;
			this.w = w;
		}
		static createFromYawPitchRoll(yaw, pitch, roll, out) {
			var halfRoll = roll * 0.5;
			var halfPitch = pitch * 0.5;
			var halfYaw = yaw * 0.5;
			var sinRoll = Math.sin(halfRoll);
			var cosRoll = Math.cos(halfRoll);
			var sinPitch = Math.sin(halfPitch);
			var cosPitch = Math.cos(halfPitch);
			var sinYaw = Math.sin(halfYaw);
			var cosYaw = Math.cos(halfYaw);
			out.x = (cosYaw * sinPitch * cosRoll) + (sinYaw * cosPitch * sinRoll);
			out.y = (sinYaw * cosPitch * cosRoll) - (cosYaw * sinPitch * sinRoll);
			out.z = (cosYaw * cosPitch * sinRoll) - (sinYaw * sinPitch * cosRoll);
			out.w = (cosYaw * cosPitch * cosRoll) + (sinYaw * sinPitch * sinRoll);
		}
		static multiply(left, right, out) {
			var lx = left.x;
			var ly = left.y;
			var lz = left.z;
			var lw = left.w;
			var rx = right.x;
			var ry = right.y;
			var rz = right.z;
			var rw = right.w;
			var a = (ly * rz - lz * ry);
			var b = (lz * rx - lx * rz);
			var c = (lx * ry - ly * rx);
			var d = (lx * rx + ly * ry + lz * rz);
			out.x = (lx * rw + rx * lw) + a;
			out.y = (ly * rw + ry * lw) + b;
			out.z = (lz * rw + rz * lw) + c;
			out.w = lw * rw - d;
		}
		static arcTanAngle(x, y) {
			if (x == 0) {
				if (y == 1)
					return Math.PI / 2;
				return -Math.PI / 2;
			}
			if (x > 0)
				return Math.atan(y / x);
			if (x < 0) {
				if (y > 0)
					return Math.atan(y / x) + Math.PI;
				return Math.atan(y / x) - Math.PI;
			}
			return 0;
		}
		static angleTo(from, location, angle) {
			Vector3.subtract(location, from, Quaternion.TEMPVector30);
			Vector3.normalize(Quaternion.TEMPVector30, Quaternion.TEMPVector30);
			angle.x = Math.asin(Quaternion.TEMPVector30.y);
			angle.y = Quaternion.arcTanAngle(-Quaternion.TEMPVector30.z, -Quaternion.TEMPVector30.x);
		}
		static createFromAxisAngle(axis, rad, out) {
			rad = rad * 0.5;
			var s = Math.sin(rad);
			out.x = s * axis.x;
			out.y = s * axis.y;
			out.z = s * axis.z;
			out.w = Math.cos(rad);
		}
		static createFromMatrix4x4(mat, out) {
			var me = mat.elements;
			var sqrt;
			var half;
			var scale = me[0] + me[5] + me[10];
			if (scale > 0.0) {
				sqrt = Math.sqrt(scale + 1.0);
				out.w = sqrt * 0.5;
				sqrt = 0.5 / sqrt;
				out.x = (me[6] - me[9]) * sqrt;
				out.y = (me[8] - me[2]) * sqrt;
				out.z = (me[1] - me[4]) * sqrt;
			}
			else if ((me[0] >= me[5]) && (me[0] >= me[10])) {
				sqrt = Math.sqrt(1.0 + me[0] - me[5] - me[10]);
				half = 0.5 / sqrt;
				out.x = 0.5 * sqrt;
				out.y = (me[1] + me[4]) * half;
				out.z = (me[2] + me[8]) * half;
				out.w = (me[6] - me[9]) * half;
			}
			else if (me[5] > me[10]) {
				sqrt = Math.sqrt(1.0 + me[5] - me[0] - me[10]);
				half = 0.5 / sqrt;
				out.x = (me[4] + me[1]) * half;
				out.y = 0.5 * sqrt;
				out.z = (me[9] + me[6]) * half;
				out.w = (me[8] - me[2]) * half;
			}
			else {
				sqrt = Math.sqrt(1.0 + me[10] - me[0] - me[5]);
				half = 0.5 / sqrt;
				out.x = (me[8] + me[2]) * half;
				out.y = (me[9] + me[6]) * half;
				out.z = 0.5 * sqrt;
				out.w = (me[1] - me[4]) * half;
			}
		}
		static slerp(left, right, t, out) {
			var ax = left.x, ay = left.y, az = left.z, aw = left.w, bx = right.x, by = right.y, bz = right.z, bw = right.w;
			var omega, cosom, sinom, scale0, scale1;
			cosom = ax * bx + ay * by + az * bz + aw * bw;
			if (cosom < 0.0) {
				cosom = -cosom;
				bx = -bx;
				by = -by;
				bz = -bz;
				bw = -bw;
			}
			if ((1.0 - cosom) > 0.000001) {
				omega = Math.acos(cosom);
				sinom = Math.sin(omega);
				scale0 = Math.sin((1.0 - t) * omega) / sinom;
				scale1 = Math.sin(t * omega) / sinom;
			}
			else {
				scale0 = 1.0 - t;
				scale1 = t;
			}
			out.x = scale0 * ax + scale1 * bx;
			out.y = scale0 * ay + scale1 * by;
			out.z = scale0 * az + scale1 * bz;
			out.w = scale0 * aw + scale1 * bw;
			return out;
		}
		static lerp(left, right, amount, out) {
			var inverse = 1.0 - amount;
			if (Quaternion.dot(left, right) >= 0) {
				out.x = (inverse * left.x) + (amount * right.x);
				out.y = (inverse * left.y) + (amount * right.y);
				out.z = (inverse * left.z) + (amount * right.z);
				out.w = (inverse * left.w) + (amount * right.w);
			}
			else {
				out.x = (inverse * left.x) - (amount * right.x);
				out.y = (inverse * left.y) - (amount * right.y);
				out.z = (inverse * left.z) - (amount * right.z);
				out.w = (inverse * left.w) - (amount * right.w);
			}
			out.normalize(out);
		}
		static add(left, right, out) {
			out.x = left.x + right.x;
			out.y = left.y + right.y;
			out.z = left.z + right.z;
			out.w = left.w + right.w;
		}
		static dot(left, right) {
			return left.x * right.x + left.y * right.y + left.z * right.z + left.w * right.w;
		}
		scaling(scaling, out) {
			out.x = this.x * scaling;
			out.y = this.y * scaling;
			out.z = this.z * scaling;
			out.w = this.w * scaling;
		}
		normalize(out) {
			var len = this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
			if (len > 0) {
				len = 1 / Math.sqrt(len);
				out.x = this.x * len;
				out.y = this.y * len;
				out.z = this.z * len;
				out.w = this.w * len;
			}
		}
		length() {
			return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
		}
		rotateX(rad, out) {
			rad *= 0.5;
			var bx = Math.sin(rad), bw = Math.cos(rad);
			out.x = this.x * bw + this.w * bx;
			out.y = this.y * bw + this.z * bx;
			out.z = this.z * bw - this.y * bx;
			out.w = this.w * bw - this.x * bx;
		}
		rotateY(rad, out) {
			rad *= 0.5;
			var by = Math.sin(rad), bw = Math.cos(rad);
			out.x = this.x * bw - this.z * by;
			out.y = this.y * bw + this.w * by;
			out.z = this.z * bw + this.x * by;
			out.w = this.w * bw - this.y * by;
		}
		rotateZ(rad, out) {
			rad *= 0.5;
			var bz = Math.sin(rad), bw = Math.cos(rad);
			out.x = this.x * bw + this.y * bz;
			out.y = this.y * bw - this.x * bz;
			out.z = this.z * bw + this.w * bz;
			out.w = this.w * bw - this.z * bz;
		}
		getYawPitchRoll(out) {
			Vector3.transformQuat(Vector3._ForwardRH, this, Quaternion.TEMPVector31);
			Vector3.transformQuat(Vector3._Up, this, Quaternion.TEMPVector32);
			var upe = Quaternion.TEMPVector32;
			Quaternion.angleTo(Vector3._ZERO, Quaternion.TEMPVector31, Quaternion.TEMPVector33);
			var angle = Quaternion.TEMPVector33;
			if (angle.x == Math.PI / 2) {
				angle.y = Quaternion.arcTanAngle(upe.z, upe.x);
				angle.z = 0;
			}
			else if (angle.x == -Math.PI / 2) {
				angle.y = Quaternion.arcTanAngle(-upe.z, -upe.x);
				angle.z = 0;
			}
			else {
				ILaya3D.Matrix4x4.createRotationY(-angle.y, ILaya3D.Matrix4x4.TEMPMatrix0);
				ILaya3D.Matrix4x4.createRotationX(-angle.x, ILaya3D.Matrix4x4.TEMPMatrix1);
				Vector3.transformCoordinate(Quaternion.TEMPVector32, ILaya3D.Matrix4x4.TEMPMatrix0, Quaternion.TEMPVector32);
				Vector3.transformCoordinate(Quaternion.TEMPVector32, ILaya3D.Matrix4x4.TEMPMatrix1, Quaternion.TEMPVector32);
				angle.z = Quaternion.arcTanAngle(upe.y, -upe.x);
			}
			if (angle.y <= -Math.PI)
				angle.y = Math.PI;
			if (angle.z <= -Math.PI)
				angle.z = Math.PI;
			if (angle.y >= Math.PI && angle.z >= Math.PI) {
				angle.y = 0;
				angle.z = 0;
				angle.x = Math.PI - angle.x;
			}
			var oe = out;
			oe.x = angle.y;
			oe.y = angle.x;
			oe.z = angle.z;
		}
		invert(out) {
			var a0 = this.x, a1 = this.y, a2 = this.z, a3 = this.w;
			var dot = a0 * a0 + a1 * a1 + a2 * a2 + a3 * a3;
			var invDot = dot ? 1.0 / dot : 0;
			out.x = -a0 * invDot;
			out.y = -a1 * invDot;
			out.z = -a2 * invDot;
			out.w = a3 * invDot;
		}
		identity() {
			this.x = 0;
			this.y = 0;
			this.z = 0;
			this.w = 1;
		}
		fromArray(array, offset = 0) {
			this.x = array[offset + 0];
			this.y = array[offset + 1];
			this.z = array[offset + 2];
			this.w = array[offset + 3];
		}
		cloneTo(destObject) {
			if (this === destObject) {
				return;
			}
			destObject.x = this.x;
			destObject.y = this.y;
			destObject.z = this.z;
			destObject.w = this.w;
		}
		clone() {
			var dest = new Quaternion();
			this.cloneTo(dest);
			return dest;
		}
		equals(b) {
			return MathUtils3D.nearEqual(this.x, b.x) && MathUtils3D.nearEqual(this.y, b.y) && MathUtils3D.nearEqual(this.z, b.z) && MathUtils3D.nearEqual(this.w, b.w);
		}
		static rotationLookAt(forward, up, out) {
			Quaternion.lookAt(Vector3._ZERO, forward, up, out);
		}
		static lookAt(eye, target, up, out) {
			Matrix3x3.lookAt(eye, target, up, Quaternion._tempMatrix3x3);
			Quaternion.rotationMatrix(Quaternion._tempMatrix3x3, out);
		}
		lengthSquared() {
			return (this.x * this.x) + (this.y * this.y) + (this.z * this.z) + (this.w * this.w);
		}
		static invert(value, out) {
			var lengthSq = value.lengthSquared();
			if (!MathUtils3D.isZero(lengthSq)) {
				lengthSq = 1.0 / lengthSq;
				out.x = -value.x * lengthSq;
				out.y = -value.y * lengthSq;
				out.z = -value.z * lengthSq;
				out.w = value.w * lengthSq;
			}
		}
		static rotationMatrix(matrix3x3, out) {
			var me = matrix3x3.elements;
			var m11 = me[0];
			var m12 = me[1];
			var m13 = me[2];
			var m21 = me[3];
			var m22 = me[4];
			var m23 = me[5];
			var m31 = me[6];
			var m32 = me[7];
			var m33 = me[8];
			var sqrt, half;
			var scale = m11 + m22 + m33;
			if (scale > 0) {
				sqrt = Math.sqrt(scale + 1);
				out.w = sqrt * 0.5;
				sqrt = 0.5 / sqrt;
				out.x = (m23 - m32) * sqrt;
				out.y = (m31 - m13) * sqrt;
				out.z = (m12 - m21) * sqrt;
			}
			else if ((m11 >= m22) && (m11 >= m33)) {
				sqrt = Math.sqrt(1 + m11 - m22 - m33);
				half = 0.5 / sqrt;
				out.x = 0.5 * sqrt;
				out.y = (m12 + m21) * half;
				out.z = (m13 + m31) * half;
				out.w = (m23 - m32) * half;
			}
			else if (m22 > m33) {
				sqrt = Math.sqrt(1 + m22 - m11 - m33);
				half = 0.5 / sqrt;
				out.x = (m21 + m12) * half;
				out.y = 0.5 * sqrt;
				out.z = (m32 + m23) * half;
				out.w = (m31 - m13) * half;
			}
			else {
				sqrt = Math.sqrt(1 + m33 - m11 - m22);
				half = 0.5 / sqrt;
				out.x = (m31 + m13) * half;
				out.y = (m32 + m23) * half;
				out.z = 0.5 * sqrt;
				out.w = (m12 - m21) * half;
			}
		}
		forNativeElement(nativeElements = null) {
			if (nativeElements) {
				this.elements = nativeElements;
				this.elements[0] = this.x;
				this.elements[1] = this.y;
				this.elements[2] = this.z;
				this.elements[3] = this.w;
			}
			else {
				this.elements = new Float32Array([this.x, this.y, this.z, this.w]);
			}
			Vector2.rewriteNumProperty(this, "x", 0);
			Vector2.rewriteNumProperty(this, "y", 1);
			Vector2.rewriteNumProperty(this, "z", 2);
			Vector2.rewriteNumProperty(this, "w", 3);
		}
	}
	Quaternion.TEMPVector30 = new Vector3();
	Quaternion.TEMPVector31 = new Vector3();
	Quaternion.TEMPVector32 = new Vector3();
	Quaternion.TEMPVector33 = new Vector3();
	Quaternion._tempMatrix3x3 = new Matrix3x3();
	Quaternion.DEFAULT = new Quaternion();
	Quaternion.NAN = new Quaternion(NaN, NaN, NaN, NaN);

	class Matrix4x4 {
		constructor(m11 = 1, m12 = 0, m13 = 0, m14 = 0, m21 = 0, m22 = 1, m23 = 0, m24 = 0, m31 = 0, m32 = 0, m33 = 1, m34 = 0, m41 = 0, m42 = 0, m43 = 0, m44 = 1, elements = null) {
			var e = elements ? this.elements = elements : this.elements = new Float32Array(16);
			e[0] = m11;
			e[1] = m12;
			e[2] = m13;
			e[3] = m14;
			e[4] = m21;
			e[5] = m22;
			e[6] = m23;
			e[7] = m24;
			e[8] = m31;
			e[9] = m32;
			e[10] = m33;
			e[11] = m34;
			e[12] = m41;
			e[13] = m42;
			e[14] = m43;
			e[15] = m44;
		}
		static createRotationX(rad, out) {
			var oe = out.elements;
			var s = Math.sin(rad), c = Math.cos(rad);
			oe[1] = oe[2] = oe[3] = oe[4] = oe[7] = oe[8] = oe[11] = oe[12] = oe[13] = oe[14] = 0;
			oe[0] = oe[15] = 1;
			oe[5] = oe[10] = c;
			oe[6] = s;
			oe[9] = -s;
		}
		static createRotationY(rad, out) {
			var oe = out.elements;
			var s = Math.sin(rad), c = Math.cos(rad);
			oe[1] = oe[3] = oe[4] = oe[6] = oe[7] = oe[9] = oe[11] = oe[12] = oe[13] = oe[14] = 0;
			oe[5] = oe[15] = 1;
			oe[0] = oe[10] = c;
			oe[2] = -s;
			oe[8] = s;
		}
		static createRotationZ(rad, out) {
			var oe = out.elements;
			var s = Math.sin(rad), c = Math.cos(rad);
			oe[2] = oe[3] = oe[6] = oe[7] = oe[8] = oe[9] = oe[11] = oe[12] = oe[13] = oe[14] = 0;
			oe[10] = oe[15] = 1;
			oe[0] = oe[5] = c;
			oe[1] = s;
			oe[4] = -s;
		}
		static createRotationYawPitchRoll(yaw, pitch, roll, result) {
			Quaternion.createFromYawPitchRoll(yaw, pitch, roll, Matrix4x4._tempQuaternion);
			Matrix4x4.createRotationQuaternion(Matrix4x4._tempQuaternion, result);
		}
		static createRotationAxis(axis, angle, result) {
			var x = axis.x;
			var y = axis.y;
			var z = axis.z;
			var cos = Math.cos(angle);
			var sin = Math.sin(angle);
			var xx = x * x;
			var yy = y * y;
			var zz = z * z;
			var xy = x * y;
			var xz = x * z;
			var yz = y * z;
			var resultE = result.elements;
			resultE[3] = resultE[7] = resultE[11] = resultE[12] = resultE[13] = resultE[14] = 0;
			resultE[15] = 1.0;
			resultE[0] = xx + (cos * (1.0 - xx));
			resultE[1] = (xy - (cos * xy)) + (sin * z);
			resultE[2] = (xz - (cos * xz)) - (sin * y);
			resultE[4] = (xy - (cos * xy)) - (sin * z);
			resultE[5] = yy + (cos * (1.0 - yy));
			resultE[6] = (yz - (cos * yz)) + (sin * x);
			resultE[8] = (xz - (cos * xz)) + (sin * y);
			resultE[9] = (yz - (cos * yz)) - (sin * x);
			resultE[10] = zz + (cos * (1.0 - zz));
		}
		setRotation(rotation) {
			var rotationX = rotation.x;
			var rotationY = rotation.y;
			var rotationZ = rotation.z;
			var rotationW = rotation.w;
			var xx = rotationX * rotationX;
			var yy = rotationY * rotationY;
			var zz = rotationZ * rotationZ;
			var xy = rotationX * rotationY;
			var zw = rotationZ * rotationW;
			var zx = rotationZ * rotationX;
			var yw = rotationY * rotationW;
			var yz = rotationY * rotationZ;
			var xw = rotationX * rotationW;
			var e = this.elements;
			e[0] = 1.0 - (2.0 * (yy + zz));
			e[1] = 2.0 * (xy + zw);
			e[2] = 2.0 * (zx - yw);
			e[4] = 2.0 * (xy - zw);
			e[5] = 1.0 - (2.0 * (zz + xx));
			e[6] = 2.0 * (yz + xw);
			e[8] = 2.0 * (zx + yw);
			e[9] = 2.0 * (yz - xw);
			e[10] = 1.0 - (2.0 * (yy + xx));
		}
		setPosition(position) {
			var e = this.elements;
			e[12] = position.x;
			e[13] = position.y;
			e[14] = position.z;
		}
		static createRotationQuaternion(rotation, result) {
			var resultE = result.elements;
			var rotationX = rotation.x;
			var rotationY = rotation.y;
			var rotationZ = rotation.z;
			var rotationW = rotation.w;
			var xx = rotationX * rotationX;
			var yy = rotationY * rotationY;
			var zz = rotationZ * rotationZ;
			var xy = rotationX * rotationY;
			var zw = rotationZ * rotationW;
			var zx = rotationZ * rotationX;
			var yw = rotationY * rotationW;
			var yz = rotationY * rotationZ;
			var xw = rotationX * rotationW;
			resultE[3] = resultE[7] = resultE[11] = resultE[12] = resultE[13] = resultE[14] = 0;
			resultE[15] = 1.0;
			resultE[0] = 1.0 - (2.0 * (yy + zz));
			resultE[1] = 2.0 * (xy + zw);
			resultE[2] = 2.0 * (zx - yw);
			resultE[4] = 2.0 * (xy - zw);
			resultE[5] = 1.0 - (2.0 * (zz + xx));
			resultE[6] = 2.0 * (yz + xw);
			resultE[8] = 2.0 * (zx + yw);
			resultE[9] = 2.0 * (yz - xw);
			resultE[10] = 1.0 - (2.0 * (yy + xx));
		}
		static createTranslate(trans, out) {
			var oe = out.elements;
			oe[4] = oe[8] = oe[1] = oe[9] = oe[2] = oe[6] = oe[3] = oe[7] = oe[11] = 0;
			oe[0] = oe[5] = oe[10] = oe[15] = 1;
			oe[12] = trans.x;
			oe[13] = trans.y;
			oe[14] = trans.z;
		}
		static createScaling(scale, out) {
			var oe = out.elements;
			oe[0] = scale.x;
			oe[5] = scale.y;
			oe[10] = scale.z;
			oe[1] = oe[4] = oe[8] = oe[12] = oe[9] = oe[13] = oe[2] = oe[6] = oe[14] = oe[3] = oe[7] = oe[11] = 0;
			oe[15] = 1;
		}
		static multiply(left, right, out) {
			var l = right.elements;
			var r = left.elements;
			var e = out.elements;
			var l11 = l[0], l12 = l[1], l13 = l[2], l14 = l[3];
			var l21 = l[4], l22 = l[5], l23 = l[6], l24 = l[7];
			var l31 = l[8], l32 = l[9], l33 = l[10], l34 = l[11];
			var l41 = l[12], l42 = l[13], l43 = l[14], l44 = l[15];
			var r11 = r[0], r12 = r[1], r13 = r[2], r14 = r[3];
			var r21 = r[4], r22 = r[5], r23 = r[6], r24 = r[7];
			var r31 = r[8], r32 = r[9], r33 = r[10], r34 = r[11];
			var r41 = r[12], r42 = r[13], r43 = r[14], r44 = r[15];
			e[0] = (l11 * r11) + (l12 * r21) + (l13 * r31) + (l14 * r41);
			e[1] = (l11 * r12) + (l12 * r22) + (l13 * r32) + (l14 * r42);
			e[2] = (l11 * r13) + (l12 * r23) + (l13 * r33) + (l14 * r43);
			e[3] = (l11 * r14) + (l12 * r24) + (l13 * r34) + (l14 * r44);
			e[4] = (l21 * r11) + (l22 * r21) + (l23 * r31) + (l24 * r41);
			e[5] = (l21 * r12) + (l22 * r22) + (l23 * r32) + (l24 * r42);
			e[6] = (l21 * r13) + (l22 * r23) + (l23 * r33) + (l24 * r43);
			e[7] = (l21 * r14) + (l22 * r24) + (l23 * r34) + (l24 * r44);
			e[8] = (l31 * r11) + (l32 * r21) + (l33 * r31) + (l34 * r41);
			e[9] = (l31 * r12) + (l32 * r22) + (l33 * r32) + (l34 * r42);
			e[10] = (l31 * r13) + (l32 * r23) + (l33 * r33) + (l34 * r43);
			e[11] = (l31 * r14) + (l32 * r24) + (l33 * r34) + (l34 * r44);
			e[12] = (l41 * r11) + (l42 * r21) + (l43 * r31) + (l44 * r41);
			e[13] = (l41 * r12) + (l42 * r22) + (l43 * r32) + (l44 * r42);
			e[14] = (l41 * r13) + (l42 * r23) + (l43 * r33) + (l44 * r43);
			e[15] = (l41 * r14) + (l42 * r24) + (l43 * r34) + (l44 * r44);
		}
		static multiplyForNative(left, right, out) {
			Laya.LayaGL.instance.matrix4x4Multiply(left.elements, right.elements, out.elements);
		}
		static createFromQuaternion(rotation, out) {
			var e = out.elements;
			var x = rotation.x, y = rotation.y, z = rotation.z, w = rotation.w;
			var x2 = x + x;
			var y2 = y + y;
			var z2 = z + z;
			var xx = x * x2;
			var yx = y * x2;
			var yy = y * y2;
			var zx = z * x2;
			var zy = z * y2;
			var zz = z * z2;
			var wx = w * x2;
			var wy = w * y2;
			var wz = w * z2;
			e[0] = 1 - yy - zz;
			e[1] = yx + wz;
			e[2] = zx - wy;
			e[3] = 0;
			e[4] = yx - wz;
			e[5] = 1 - xx - zz;
			e[6] = zy + wx;
			e[7] = 0;
			e[8] = zx + wy;
			e[9] = zy - wx;
			e[10] = 1 - xx - yy;
			e[11] = 0;
			e[12] = 0;
			e[13] = 0;
			e[14] = 0;
			e[15] = 1;
		}
		static createAffineTransformation(trans, rot, scale, out) {
			var oe = out.elements;
			var x = rot.x, y = rot.y, z = rot.z, w = rot.w, x2 = x + x, y2 = y + y, z2 = z + z;
			var xx = x * x2, xy = x * y2, xz = x * z2, yy = y * y2, yz = y * z2, zz = z * z2;
			var wx = w * x2, wy = w * y2, wz = w * z2, sx = scale.x, sy = scale.y, sz = scale.z;
			oe[0] = (1 - (yy + zz)) * sx;
			oe[1] = (xy + wz) * sx;
			oe[2] = (xz - wy) * sx;
			oe[3] = 0;
			oe[4] = (xy - wz) * sy;
			oe[5] = (1 - (xx + zz)) * sy;
			oe[6] = (yz + wx) * sy;
			oe[7] = 0;
			oe[8] = (xz + wy) * sz;
			oe[9] = (yz - wx) * sz;
			oe[10] = (1 - (xx + yy)) * sz;
			oe[11] = 0;
			oe[12] = trans.x;
			oe[13] = trans.y;
			oe[14] = trans.z;
			oe[15] = 1;
		}
		static createLookAt(eye, target, up, out) {
			var oE = out.elements;
			var xaxis = Matrix4x4._tempVector0;
			var yaxis = Matrix4x4._tempVector1;
			var zaxis = Matrix4x4._tempVector2;
			Vector3.subtract(eye, target, zaxis);
			Vector3.normalize(zaxis, zaxis);
			Vector3.cross(up, zaxis, xaxis);
			Vector3.normalize(xaxis, xaxis);
			Vector3.cross(zaxis, xaxis, yaxis);
			oE[3] = oE[7] = oE[11] = 0;
			oE[15] = 1;
			oE[0] = xaxis.x;
			oE[4] = xaxis.y;
			oE[8] = xaxis.z;
			oE[1] = yaxis.x;
			oE[5] = yaxis.y;
			oE[9] = yaxis.z;
			oE[2] = zaxis.x;
			oE[6] = zaxis.y;
			oE[10] = zaxis.z;
			oE[12] = -Vector3.dot(xaxis, eye);
			oE[13] = -Vector3.dot(yaxis, eye);
			oE[14] = -Vector3.dot(zaxis, eye);
		}
		static createPerspective(fov, aspect, znear, zfar, out) {
			var yScale = 1.0 / Math.tan(fov * 0.5);
			var xScale = yScale / aspect;
			var halfWidth = znear / xScale;
			var halfHeight = znear / yScale;
			Matrix4x4.createPerspectiveOffCenter(-halfWidth, halfWidth, -halfHeight, halfHeight, znear, zfar, out);
		}
		static createPerspectiveOffCenter(left, right, bottom, top, znear, zfar, out) {
			var oe = out.elements;
			var zRange = zfar / (zfar - znear);
			oe[1] = oe[2] = oe[3] = oe[4] = oe[6] = oe[7] = oe[12] = oe[13] = oe[15] = 0;
			oe[0] = 2.0 * znear / (right - left);
			oe[5] = 2.0 * znear / (top - bottom);
			oe[8] = (left + right) / (right - left);
			oe[9] = (top + bottom) / (top - bottom);
			oe[10] = -zRange;
			oe[11] = -1.0;
			oe[14] = -znear * zRange;
		}
		static createOrthoOffCenter(left, right, bottom, top, znear, zfar, out) {
			var oe = out.elements;
			var zRange = 1.0 / (zfar - znear);
			oe[1] = oe[2] = oe[3] = oe[4] = oe[6] = oe[8] = oe[7] = oe[9] = oe[11] = 0;
			oe[15] = 1;
			oe[0] = 2.0 / (right - left);
			oe[5] = 2.0 / (top - bottom);
			oe[10] = -zRange;
			oe[12] = (left + right) / (left - right);
			oe[13] = (top + bottom) / (bottom - top);
			oe[14] = -znear * zRange;
		}
		getElementByRowColumn(row, column) {
			if (row < 0 || row > 3)
				throw new Error("row Rows and columns for matrices run from 0 to 3, inclusive.");
			if (column < 0 || column > 3)
				throw new Error("column Rows and columns for matrices run from 0 to 3, inclusive.");
			return this.elements[(row * 4) + column];
		}
		setElementByRowColumn(row, column, value) {
			if (row < 0 || row > 3)
				throw new Error("row Rows and columns for matrices run from 0 to 3, inclusive.");
			if (column < 0 || column > 3)
				throw new Error("column Rows and columns for matrices run from 0 to 3, inclusive.");
			this.elements[(row * 4) + column] = value;
		}
		equalsOtherMatrix(other) {
			var e = this.elements;
			var oe = other.elements;
			return (MathUtils3D.nearEqual(e[0], oe[0]) && MathUtils3D.nearEqual(e[1], oe[1]) && MathUtils3D.nearEqual(e[2], oe[2]) && MathUtils3D.nearEqual(e[3], oe[3]) && MathUtils3D.nearEqual(e[4], oe[4]) && MathUtils3D.nearEqual(e[5], oe[5]) && MathUtils3D.nearEqual(e[6], oe[6]) && MathUtils3D.nearEqual(e[7], oe[7]) && MathUtils3D.nearEqual(e[8], oe[8]) && MathUtils3D.nearEqual(e[9], oe[9]) && MathUtils3D.nearEqual(e[10], oe[10]) && MathUtils3D.nearEqual(e[11], oe[11]) && MathUtils3D.nearEqual(e[12], oe[12]) && MathUtils3D.nearEqual(e[13], oe[13]) && MathUtils3D.nearEqual(e[14], oe[14]) && MathUtils3D.nearEqual(e[15], oe[15]));
		}
		decomposeTransRotScale(translation, rotation, scale) {
			var rotationMatrix = Matrix4x4._tempMatrix4x4;
			if (this.decomposeTransRotMatScale(translation, rotationMatrix, scale)) {
				Quaternion.createFromMatrix4x4(rotationMatrix, rotation);
				return true;
			}
			else {
				rotation.identity();
				return false;
			}
		}
		decomposeTransRotMatScale(translation, rotationMatrix, scale) {
			var e = this.elements;
			var te = translation;
			var re = rotationMatrix.elements;
			var se = scale;
			te.x = e[12];
			te.y = e[13];
			te.z = e[14];
			var m11 = e[0], m12 = e[1], m13 = e[2];
			var m21 = e[4], m22 = e[5], m23 = e[6];
			var m31 = e[8], m32 = e[9], m33 = e[10];
			var sX = se.x = Math.sqrt((m11 * m11) + (m12 * m12) + (m13 * m13));
			var sY = se.y = Math.sqrt((m21 * m21) + (m22 * m22) + (m23 * m23));
			var sZ = se.z = Math.sqrt((m31 * m31) + (m32 * m32) + (m33 * m33));
			if (MathUtils3D.isZero(sX) || MathUtils3D.isZero(sY) || MathUtils3D.isZero(sZ)) {
				re[1] = re[2] = re[3] = re[4] = re[6] = re[7] = re[8] = re[9] = re[11] = re[12] = re[13] = re[14] = 0;
				re[0] = re[5] = re[10] = re[15] = 1;
				return false;
			}
			var at = Matrix4x4._tempVector0;
			at.x = m31 / sZ;
			at.y = m32 / sZ;
			at.z = m33 / sZ;
			var tempRight = Matrix4x4._tempVector1;
			tempRight.x = m11 / sX;
			tempRight.y = m12 / sX;
			tempRight.z = m13 / sX;
			var up = Matrix4x4._tempVector2;
			Vector3.cross(at, tempRight, up);
			var right = Matrix4x4._tempVector1;
			Vector3.cross(up, at, right);
			re[3] = re[7] = re[11] = re[12] = re[13] = re[14] = 0;
			re[15] = 1;
			re[0] = right.x;
			re[1] = right.y;
			re[2] = right.z;
			re[4] = up.x;
			re[5] = up.y;
			re[6] = up.z;
			re[8] = at.x;
			re[9] = at.y;
			re[10] = at.z;
			((re[0] * m11 + re[1] * m12 + re[2] * m13) < 0.0) && (se.x = -sX);
			((re[4] * m21 + re[5] * m22 + re[6] * m23) < 0.0) && (se.y = -sY);
			((re[8] * m31 + re[9] * m32 + re[10] * m33) < 0.0) && (se.z = -sZ);
			return true;
		}
		decomposeYawPitchRoll(yawPitchRoll) {
			var pitch = Math.asin(-this.elements[9]);
			yawPitchRoll.y = pitch;
			var test = Math.cos(pitch);
			if (test > MathUtils3D.zeroTolerance) {
				yawPitchRoll.z = Math.atan2(this.elements[1], this.elements[5]);
				yawPitchRoll.x = Math.atan2(this.elements[8], this.elements[10]);
			}
			else {
				yawPitchRoll.z = Math.atan2(-this.elements[4], this.elements[0]);
				yawPitchRoll.x = 0.0;
			}
		}
		normalize() {
			var v = this.elements;
			var c = v[0], d = v[1], e = v[2], g = Math.sqrt(c * c + d * d + e * e);
			if (g) {
				if (g == 1)
					return;
			}
			else {
				v[0] = 0;
				v[1] = 0;
				v[2] = 0;
				return;
			}
			g = 1 / g;
			v[0] = c * g;
			v[1] = d * g;
			v[2] = e * g;
		}
		transpose() {
			var e, t;
			e = this.elements;
			t = e[1];
			e[1] = e[4];
			e[4] = t;
			t = e[2];
			e[2] = e[8];
			e[8] = t;
			t = e[3];
			e[3] = e[12];
			e[12] = t;
			t = e[6];
			e[6] = e[9];
			e[9] = t;
			t = e[7];
			e[7] = e[13];
			e[13] = t;
			t = e[11];
			e[11] = e[14];
			e[14] = t;
			return this;
		}
		invert(out) {
			var ae = this.elements;
			var oe = out.elements;
			var a00 = ae[0], a01 = ae[1], a02 = ae[2], a03 = ae[3], a10 = ae[4], a11 = ae[5], a12 = ae[6], a13 = ae[7], a20 = ae[8], a21 = ae[9], a22 = ae[10], a23 = ae[11], a30 = ae[12], a31 = ae[13], a32 = ae[14], a33 = ae[15], b00 = a00 * a11 - a01 * a10, b01 = a00 * a12 - a02 * a10, b02 = a00 * a13 - a03 * a10, b03 = a01 * a12 - a02 * a11, b04 = a01 * a13 - a03 * a11, b05 = a02 * a13 - a03 * a12, b06 = a20 * a31 - a21 * a30, b07 = a20 * a32 - a22 * a30, b08 = a20 * a33 - a23 * a30, b09 = a21 * a32 - a22 * a31, b10 = a21 * a33 - a23 * a31, b11 = a22 * a33 - a23 * a32, det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
			if (Math.abs(det) === 0.0) {
				return;
			}
			det = 1.0 / det;
			oe[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det;
			oe[1] = (a02 * b10 - a01 * b11 - a03 * b09) * det;
			oe[2] = (a31 * b05 - a32 * b04 + a33 * b03) * det;
			oe[3] = (a22 * b04 - a21 * b05 - a23 * b03) * det;
			oe[4] = (a12 * b08 - a10 * b11 - a13 * b07) * det;
			oe[5] = (a00 * b11 - a02 * b08 + a03 * b07) * det;
			oe[6] = (a32 * b02 - a30 * b05 - a33 * b01) * det;
			oe[7] = (a20 * b05 - a22 * b02 + a23 * b01) * det;
			oe[8] = (a10 * b10 - a11 * b08 + a13 * b06) * det;
			oe[9] = (a01 * b08 - a00 * b10 - a03 * b06) * det;
			oe[10] = (a30 * b04 - a31 * b02 + a33 * b00) * det;
			oe[11] = (a21 * b02 - a20 * b04 - a23 * b00) * det;
			oe[12] = (a11 * b07 - a10 * b09 - a12 * b06) * det;
			oe[13] = (a00 * b09 - a01 * b07 + a02 * b06) * det;
			oe[14] = (a31 * b01 - a30 * b03 - a32 * b00) * det;
			oe[15] = (a20 * b03 - a21 * b01 + a22 * b00) * det;
		}
		static billboard(objectPosition, cameraPosition, cameraRight, cameraUp, cameraForward, mat) {
			Vector3.subtract(objectPosition, cameraPosition, Matrix4x4._tempVector0);
			var lengthSq = Vector3.scalarLengthSquared(Matrix4x4._tempVector0);
			if (MathUtils3D.isZero(lengthSq)) {
				Vector3.scale(cameraForward, -1, Matrix4x4._tempVector1);
				Matrix4x4._tempVector1.cloneTo(Matrix4x4._tempVector0);
			}
			else {
				Vector3.scale(Matrix4x4._tempVector0, 1 / Math.sqrt(lengthSq), Matrix4x4._tempVector0);
			}
			Vector3.cross(cameraUp, Matrix4x4._tempVector0, Matrix4x4._tempVector2);
			Vector3.normalize(Matrix4x4._tempVector2, Matrix4x4._tempVector2);
			Vector3.cross(Matrix4x4._tempVector0, Matrix4x4._tempVector2, Matrix4x4._tempVector3);
			var crosse = Matrix4x4._tempVector2;
			var finale = Matrix4x4._tempVector3;
			var diffee = Matrix4x4._tempVector0;
			var obpose = objectPosition;
			var mate = mat.elements;
			mate[0] = crosse.x;
			mate[1] = crosse.y;
			mate[2] = crosse.z;
			mate[3] = 0.0;
			mate[4] = finale.x;
			mate[5] = finale.y;
			mate[6] = finale.z;
			mate[7] = 0.0;
			mate[8] = diffee.x;
			mate[9] = diffee.y;
			mate[10] = diffee.z;
			mate[11] = 0.0;
			mate[12] = obpose.x;
			mate[13] = obpose.y;
			mate[14] = obpose.z;
			mate[15] = 1.0;
		}
		identity() {
			var e = this.elements;
			e[1] = e[2] = e[3] = e[4] = e[6] = e[7] = e[8] = e[9] = e[11] = e[12] = e[13] = e[14] = 0;
			e[0] = e[5] = e[10] = e[15] = 1;
		}
		cloneTo(destObject) {
			var i, s, d;
			s = this.elements;
			d = destObject.elements;
			if (s === d) {
				return;
			}
			for (i = 0; i < 16; ++i) {
				d[i] = s[i];
			}
		}
		clone() {
			var dest = new Matrix4x4();
			this.cloneTo(dest);
			return dest;
		}
		static translation(v3, out) {
			var oe = out.elements;
			oe[0] = oe[5] = oe[10] = oe[15] = 1;
			oe[12] = v3.x;
			oe[13] = v3.y;
			oe[14] = v3.z;
		}
		getTranslationVector(out) {
			var me = this.elements;
			out.x = me[12];
			out.y = me[13];
			out.z = me[14];
		}
		setTranslationVector(translate) {
			var me = this.elements;
			var ve = translate;
			me[12] = ve.x;
			me[13] = ve.y;
			me[14] = ve.z;
		}
		getForward(out) {
			var me = this.elements;
			out.x = -me[8];
			out.y = -me[9];
			out.z = -me[10];
		}
		setForward(forward) {
			var me = this.elements;
			me[8] = -forward.x;
			me[9] = -forward.y;
			me[10] = -forward.z;
		}
	}
	Matrix4x4._tempMatrix4x4 = new Matrix4x4();
	Matrix4x4.TEMPMatrix0 = new Matrix4x4();
	Matrix4x4.TEMPMatrix1 = new Matrix4x4();
	Matrix4x4._tempVector0 = new Vector3();
	Matrix4x4._tempVector1 = new Vector3();
	Matrix4x4._tempVector2 = new Vector3();
	Matrix4x4._tempVector3 = new Vector3();
	Matrix4x4._tempQuaternion = new Quaternion();
	Matrix4x4.DEFAULT = new Matrix4x4();
	Matrix4x4.ZERO = new Matrix4x4(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);

	class ColliderShape {
		constructor() {
			this._scale = new Vector3(1, 1, 1);
			this._centerMatrix = new Matrix4x4();
			this._attatched = false;
			this._indexInCompound = -1;
			this._compoundParent = null;
			this._attatchedCollisionObject = null;
			this._referenceCount = 0;
			this._localOffset = new Vector3(0, 0, 0);
			this._localRotation = new Quaternion(0, 0, 0, 1);
			this.needsCustomCollisionCallback = false;
		}
		static __init__() {
			var bt = ILaya3D.Physics3D._bullet;
			ColliderShape._btScale = bt.btVector3_create(1, 1, 1);
			ColliderShape._btVector30 = bt.btVector3_create(0, 0, 0);
			ColliderShape._btQuaternion0 = bt.btQuaternion_create(0, 0, 0, 1);
			ColliderShape._btTransform0 = bt.btTransform_create();
		}
		static _createAffineTransformation(trans, rot, outE) {
			var x = rot.x, y = rot.y, z = rot.z, w = rot.w, x2 = x + x, y2 = y + y, z2 = z + z;
			var xx = x * x2, xy = x * y2, xz = x * z2, yy = y * y2, yz = y * z2, zz = z * z2;
			var wx = w * x2, wy = w * y2, wz = w * z2;
			outE[0] = (1 - (yy + zz));
			outE[1] = (xy + wz);
			outE[2] = (xz - wy);
			outE[3] = 0;
			outE[4] = (xy - wz);
			outE[5] = (1 - (xx + zz));
			outE[6] = (yz + wx);
			outE[7] = 0;
			outE[8] = (xz + wy);
			outE[9] = (yz - wx);
			outE[10] = (1 - (xx + yy));
			outE[11] = 0;
			outE[12] = trans.x;
			outE[13] = trans.y;
			outE[14] = trans.z;
			outE[15] = 1;
		}
		get type() {
			return this._type;
		}
		get localOffset() {
			return this._localOffset;
		}
		set localOffset(value) {
			this._localOffset = value;
			if (this._compoundParent)
				this._compoundParent._updateChildTransform(this);
		}
		get localRotation() {
			return this._localRotation;
		}
		set localRotation(value) {
			this._localRotation = value;
			if (this._compoundParent)
				this._compoundParent._updateChildTransform(this);
		}
		_setScale(value) {
			if (this._compoundParent) {
				this.updateLocalTransformations();
			}
			else {
				var bt = ILaya3D.Physics3D._bullet;
				bt.btVector3_setValue(ColliderShape._btScale, value.x, value.y, value.z);
				bt.btCollisionShape_setLocalScaling(this._btShape, ColliderShape._btScale);
			}
		}
		_addReference() {
			this._referenceCount++;
		}
		_removeReference() {
			this._referenceCount--;
		}
		updateLocalTransformations() {
			if (this._compoundParent) {
				var offset = ColliderShape._tempVector30;
				Vector3.multiply(this.localOffset, this._scale, offset);
				ColliderShape._createAffineTransformation(offset, this.localRotation, this._centerMatrix.elements);
			}
			else {
				ColliderShape._createAffineTransformation(this.localOffset, this.localRotation, this._centerMatrix.elements);
			}
		}
		cloneTo(destObject) {
			var destColliderShape = destObject;
			this._localOffset.cloneTo(destColliderShape.localOffset);
			this._localRotation.cloneTo(destColliderShape.localRotation);
			destColliderShape.localOffset = destColliderShape.localOffset;
			destColliderShape.localRotation = destColliderShape.localRotation;
		}
		clone() {
			return null;
		}
		destroy() {
			if (this._btShape) {
				ILaya3D.Physics3D._bullet.btCollisionShape_destroy(this._btShape);
				this._btShape = null;
			}
		}
	}
	ColliderShape.SHAPEORIENTATION_UPX = 0;
	ColliderShape.SHAPEORIENTATION_UPY = 1;
	ColliderShape.SHAPEORIENTATION_UPZ = 2;
	ColliderShape.SHAPETYPES_BOX = 0;
	ColliderShape.SHAPETYPES_SPHERE = 1;
	ColliderShape.SHAPETYPES_CYLINDER = 2;
	ColliderShape.SHAPETYPES_CAPSULE = 3;
	ColliderShape.SHAPETYPES_CONVEXHULL = 4;
	ColliderShape.SHAPETYPES_COMPOUND = 5;
	ColliderShape.SHAPETYPES_STATICPLANE = 6;
	ColliderShape.SHAPETYPES_CONE = 7;
	ColliderShape._tempVector30 = new Vector3();

	class StaticPlaneColliderShape extends ColliderShape {
		constructor(normal, offset) {
			super();
			this._normal = normal;
			this._offset = offset;
			this._type = ColliderShape.SHAPETYPES_STATICPLANE;
			var bt = ILaya3D.Physics3D._bullet;
			bt.btVector3_setValue(StaticPlaneColliderShape._btNormal, -normal.x, normal.y, normal.z);
			this._btShape = bt.btStaticPlaneShape_create(StaticPlaneColliderShape._btNormal, offset);
		}
		static __init__() {
			StaticPlaneColliderShape._btNormal = ILaya3D.Physics3D._bullet.btVector3_create(0, 0, 0);
		}
		clone() {
			var dest = new StaticPlaneColliderShape(this._normal, this._offset);
			this.cloneTo(dest);
			return dest;
		}
	}

	class CompoundColliderShape extends ColliderShape {
		constructor() {
			super();
			this._childColliderShapes = [];
			this._type = ColliderShape.SHAPETYPES_COMPOUND;
			this._btShape = ILaya3D.Physics3D._bullet.btCompoundShape_create();
		}
		static __init__() {
			var bt = ILaya3D.Physics3D._bullet;
			CompoundColliderShape._btVector3One = bt.btVector3_create(1, 1, 1);
			CompoundColliderShape._btTransform = bt.btTransform_create();
			CompoundColliderShape._btOffset = bt.btVector3_create(0, 0, 0);
			CompoundColliderShape._btRotation = bt.btQuaternion_create(0, 0, 0, 1);
		}
		_clearChildShape(shape) {
			shape._attatched = false;
			shape._compoundParent = null;
			shape._indexInCompound = -1;
		}
		_addReference() {
		}
		_removeReference() {
		}
		_updateChildTransform(shape) {
			var bt = ILaya3D.Physics3D._bullet;
			var offset = shape.localOffset;
			var rotation = shape.localRotation;
			var btOffset = ColliderShape._btVector30;
			var btQuaternion = ColliderShape._btQuaternion0;
			var btTransform = ColliderShape._btTransform0;
			bt.btVector3_setValue(btOffset, -offset.x, offset.y, offset.z);
			bt.btQuaternion_setValue(btQuaternion, -rotation.x, rotation.y, rotation.z, -rotation.w);
			bt.btTransform_setOrigin(btTransform, btOffset);
			bt.btTransform_setRotation(btTransform, btQuaternion);
			bt.btCompoundShape_updateChildTransform(this._btShape, shape._indexInCompound, btTransform, true);
		}
		addChildShape(shape) {
			if (shape._attatched)
				throw "CompoundColliderShape: this shape has attatched to other entity.";
			shape._attatched = true;
			shape._compoundParent = this;
			shape._indexInCompound = this._childColliderShapes.length;
			this._childColliderShapes.push(shape);
			var offset = shape.localOffset;
			var rotation = shape.localRotation;
			var bt = ILaya3D.Physics3D._bullet;
			bt.btVector3_setValue(CompoundColliderShape._btOffset, -offset.x, offset.y, offset.z);
			bt.btQuaternion_setValue(CompoundColliderShape._btRotation, -rotation.x, rotation.y, rotation.z, -rotation.w);
			bt.btTransform_setOrigin(CompoundColliderShape._btTransform, CompoundColliderShape._btOffset);
			bt.btTransform_setRotation(CompoundColliderShape._btTransform, CompoundColliderShape._btRotation);
			var btScale = bt.btCollisionShape_getLocalScaling(this._btShape);
			bt.btCollisionShape_setLocalScaling(this._btShape, CompoundColliderShape._btVector3One);
			bt.btCompoundShape_addChildShape(this._btShape, CompoundColliderShape._btTransform, shape._btShape);
			bt.btCollisionShape_setLocalScaling(this._btShape, btScale);
			(this._attatchedCollisionObject) && (this._attatchedCollisionObject.colliderShape = this);
		}
		removeChildShape(shape) {
			if (shape._compoundParent === this) {
				var index = shape._indexInCompound;
				this._clearChildShape(shape);
				var endShape = this._childColliderShapes[this._childColliderShapes.length - 1];
				endShape._indexInCompound = index;
				this._childColliderShapes[index] = endShape;
				this._childColliderShapes.pop();
				ILaya3D.Physics3D._bullet.btCompoundShape_removeChildShapeByIndex(this._btShape, index);
			}
		}
		clearChildShape() {
			for (var i = 0, n = this._childColliderShapes.length; i < n; i++) {
				this._clearChildShape(this._childColliderShapes[i]);
				ILaya3D.Physics3D._bullet.btCompoundShape_removeChildShapeByIndex(this._btShape, 0);
			}
			this._childColliderShapes.length = 0;
		}
		getChildShapeCount() {
			return this._childColliderShapes.length;
		}
		cloneTo(destObject) {
			var destCompoundColliderShape = destObject;
			destCompoundColliderShape.clearChildShape();
			for (var i = 0, n = this._childColliderShapes.length; i < n; i++)
				destCompoundColliderShape.addChildShape(this._childColliderShapes[i].clone());
		}
		clone() {
			var dest = new CompoundColliderShape();
			this.cloneTo(dest);
			return dest;
		}
		destroy() {
			super.destroy();

			if (this._childColliderShapes) {
				for (var i = 0, n = this._childColliderShapes.length; i < n; i++) {
					var childShape = this._childColliderShapes[i];
					if (childShape._referenceCount === 0)
						childShape.destroy();
				}
				this._childColliderShapes = null;
			}
		}
	}

	class Transform3D extends Laya.EventDispatcher {
		constructor(owner) {
			super();
			this._localPosition = new Vector3(0, 0, 0);
			this._localRotation = new Quaternion(0, 0, 0, 1);
			this._localScale = new Vector3(1, 1, 1);
			this._localRotationEuler = new Vector3(0, 0, 0);
			this._localMatrix = new Matrix4x4();
			this._position = new Vector3(0, 0, 0);
			this._rotation = new Quaternion(0, 0, 0, 1);
			this._scale = new Vector3(1, 1, 1);
			this._rotationEuler = new Vector3(0, 0, 0);
			this._worldMatrix = new Matrix4x4();
			this._children = null;
			this._parent = null;
			this._dummy = null;
			this._transformFlag = 0;
			this._owner = owner;
			this._children = [];
			this._setTransformFlag(Transform3D.TRANSFORM_LOCALQUATERNION | Transform3D.TRANSFORM_LOCALEULER | Transform3D.TRANSFORM_LOCALMATRIX, false);
			this._setTransformFlag(Transform3D.TRANSFORM_WORLDPOSITION | Transform3D.TRANSFORM_WORLDQUATERNION | Transform3D.TRANSFORM_WORLDEULER | Transform3D.TRANSFORM_WORLDSCALE | Transform3D.TRANSFORM_WORLDMATRIX, true);
		}
		get _isFrontFaceInvert() {
			var scale = this.getWorldLossyScale();
			var isInvert = scale.x < 0;
			(scale.y < 0) && (isInvert = !isInvert);
			(scale.z < 0) && (isInvert = !isInvert);
			return isInvert;
		}
		get owner() {
			return this._owner;
		}
		get worldNeedUpdate() {
			return this._getTransformFlag(Transform3D.TRANSFORM_WORLDMATRIX);
		}
		get localPositionX() {
			return this._localPosition.x;
		}
		set localPositionX(x) {
			this._localPosition.x = x;
			this.localPosition = this._localPosition;
		}
		get localPositionY() {
			return this._localPosition.y;
		}
		set localPositionY(y) {
			this._localPosition.y = y;
			this.localPosition = this._localPosition;
		}
		get localPositionZ() {
			return this._localPosition.z;
		}
		set localPositionZ(z) {
			this._localPosition.z = z;
			this.localPosition = this._localPosition;
		}
		get localPosition() {
			return this._localPosition;
		}
		set localPosition(value) {
			if (this._localPosition !== value)
				value.cloneTo(this._localPosition);
			this._setTransformFlag(Transform3D.TRANSFORM_LOCALMATRIX, true);
			this._onWorldPositionTransform();
		}
		get localRotationX() {
			return this.localRotation.x;
		}
		set localRotationX(x) {
			this._localRotation.x = x;
			this.localRotation = this._localRotation;
		}
		get localRotationY() {
			return this.localRotation.y;
		}
		set localRotationY(y) {
			this._localRotation.y = y;
			this.localRotation = this._localRotation;
		}
		get localRotationZ() {
			return this.localRotation.z;
		}
		set localRotationZ(z) {
			this._localRotation.z = z;
			this.localRotation = this._localRotation;
		}
		get localRotationW() {
			return this.localRotation.w;
		}
		set localRotationW(w) {
			this._localRotation.w = w;
			this.localRotation = this._localRotation;
		}
		get localRotation() {
			if (this._getTransformFlag(Transform3D.TRANSFORM_LOCALQUATERNION)) {
				var eulerE = this._localRotationEuler;
				Quaternion.createFromYawPitchRoll(eulerE.y / Transform3D._angleToRandin, eulerE.x / Transform3D._angleToRandin, eulerE.z / Transform3D._angleToRandin, this._localRotation);
				this._setTransformFlag(Transform3D.TRANSFORM_LOCALQUATERNION, false);
			}
			return this._localRotation;
		}
		set localRotation(value) {
			if (this._localRotation !== value)
				value.cloneTo(this._localRotation);
			this._localRotation.normalize(this._localRotation);
			this._setTransformFlag(Transform3D.TRANSFORM_LOCALEULER | Transform3D.TRANSFORM_LOCALMATRIX, true);
			this._setTransformFlag(Transform3D.TRANSFORM_LOCALQUATERNION, false);
			this._onWorldRotationTransform();
		}
		get localScaleX() {
			return this._localScale.x;
		}
		set localScaleX(value) {
			this._localScale.x = value;
			this.localScale = this._localScale;
		}
		get localScaleY() {
			return this._localScale.y;
		}
		set localScaleY(value) {
			this._localScale.y = value;
			this.localScale = this._localScale;
		}
		get localScaleZ() {
			return this._localScale.z;
		}
		set localScaleZ(value) {
			this._localScale.z = value;
			this.localScale = this._localScale;
		}
		get localScale() {
			return this._localScale;
		}
		set localScale(value) {
			if (this._localScale !== value)
				value.cloneTo(this._localScale);
			this._setTransformFlag(Transform3D.TRANSFORM_LOCALMATRIX, true);
			this._onWorldScaleTransform();
		}
		get localRotationEulerX() {
			return this.localRotationEuler.x;
		}
		set localRotationEulerX(value) {
			this._localRotationEuler.x = value;
			this.localRotationEuler = this._localRotationEuler;
		}
		get localRotationEulerY() {
			return this.localRotationEuler.y;
		}
		set localRotationEulerY(value) {
			this._localRotationEuler.y = value;
			this.localRotationEuler = this._localRotationEuler;
		}
		get localRotationEulerZ() {
			return this.localRotationEuler.z;
		}
		set localRotationEulerZ(value) {
			this._localRotationEuler.z = value;
			this.localRotationEuler = this._localRotationEuler;
		}
		get localRotationEuler() {
			if (this._getTransformFlag(Transform3D.TRANSFORM_LOCALEULER)) {
				this._localRotation.getYawPitchRoll(Transform3D._tempVector30);
				var euler = Transform3D._tempVector30;
				var localRotationEuler = this._localRotationEuler;
				localRotationEuler.x = euler.y * Transform3D._angleToRandin;
				localRotationEuler.y = euler.x * Transform3D._angleToRandin;
				localRotationEuler.z = euler.z * Transform3D._angleToRandin;
				this._setTransformFlag(Transform3D.TRANSFORM_LOCALEULER, false);
			}
			return this._localRotationEuler;
		}
		set localRotationEuler(value) {
			if (this._localRotationEuler !== value)
				value.cloneTo(this._localRotationEuler);
			this._setTransformFlag(Transform3D.TRANSFORM_LOCALEULER, false);
			this._setTransformFlag(Transform3D.TRANSFORM_LOCALQUATERNION | Transform3D.TRANSFORM_LOCALMATRIX, true);
			this._onWorldRotationTransform();
		}
		get localMatrix() {
			if (this._getTransformFlag(Transform3D.TRANSFORM_LOCALMATRIX)) {
				Matrix4x4.createAffineTransformation(this._localPosition, this.localRotation, this._localScale, this._localMatrix);
				this._setTransformFlag(Transform3D.TRANSFORM_LOCALMATRIX, false);
			}
			return this._localMatrix;
		}
		set localMatrix(value) {
			if (this._localMatrix !== value)
				value.cloneTo(this._localMatrix);
			this._localMatrix.decomposeTransRotScale(this._localPosition, this._localRotation, this._localScale);
			this._setTransformFlag(Transform3D.TRANSFORM_LOCALEULER, true);
			this._setTransformFlag(Transform3D.TRANSFORM_LOCALMATRIX, false);
			this._onWorldTransform();
		}
		get position() {
			if (this._getTransformFlag(Transform3D.TRANSFORM_WORLDPOSITION)) {
				if (this._parent != null) {
					var worldMatE = this.worldMatrix.elements;
					this._position.x = worldMatE[12];
					this._position.y = worldMatE[13];
					this._position.z = worldMatE[14];
				}
				else {
					this._localPosition.cloneTo(this._position);
				}
				this._setTransformFlag(Transform3D.TRANSFORM_WORLDPOSITION, false);
			}
			return this._position;
		}
		set position(value) {
			if (this._parent != null) {
				var parentInvMat = Transform3D._tempMatrix0;
				this._parent.worldMatrix.invert(parentInvMat);
				Vector3.transformCoordinate(value, parentInvMat, this._localPosition);
			}
			else {
				value.cloneTo(this._localPosition);
			}
			this.localPosition = this._localPosition;
			if (this._position !== value)
				value.cloneTo(this._position);
			this._setTransformFlag(Transform3D.TRANSFORM_WORLDPOSITION, false);
		}
		get rotation() {
			if (this._getTransformFlag(Transform3D.TRANSFORM_WORLDQUATERNION)) {
				if (this._parent != null)
					Quaternion.multiply(this._parent.rotation, this.localRotation, this._rotation);
				else
					this.localRotation.cloneTo(this._rotation);
				this._setTransformFlag(Transform3D.TRANSFORM_WORLDQUATERNION, false);
			}
			return this._rotation;
		}
		set rotation(value) {
			if (this._parent != null) {
				this._parent.rotation.invert(Transform3D._tempQuaternion0);
				Quaternion.multiply(Transform3D._tempQuaternion0, value, this._localRotation);
			}
			else {
				value.cloneTo(this._localRotation);
			}
			this.localRotation = this._localRotation;
			if (value !== this._rotation)
				value.cloneTo(this._rotation);
			this._setTransformFlag(Transform3D.TRANSFORM_WORLDQUATERNION, false);
		}
		get rotationEuler() {
			if (this._getTransformFlag(Transform3D.TRANSFORM_WORLDEULER)) {
				this.rotation.getYawPitchRoll(Transform3D._tempVector30);
				var eulerE = Transform3D._tempVector30;
				var rotationEulerE = this._rotationEuler;
				rotationEulerE.x = eulerE.y * Transform3D._angleToRandin;
				rotationEulerE.y = eulerE.x * Transform3D._angleToRandin;
				rotationEulerE.z = eulerE.z * Transform3D._angleToRandin;
				this._setTransformFlag(Transform3D.TRANSFORM_WORLDEULER, false);
			}
			return this._rotationEuler;
		}
		set rotationEuler(value) {
			Quaternion.createFromYawPitchRoll(value.y / Transform3D._angleToRandin, value.x / Transform3D._angleToRandin, value.z / Transform3D._angleToRandin, this._rotation);
			this.rotation = this._rotation;
			if (this._rotationEuler !== value)
				value.cloneTo(this._rotationEuler);
			this._setTransformFlag(Transform3D.TRANSFORM_WORLDEULER, false);
		}
		get worldMatrix() {
			if (this._getTransformFlag(Transform3D.TRANSFORM_WORLDMATRIX)) {
				if (this._parent != null)
					Matrix4x4.multiply(this._parent.worldMatrix, this.localMatrix, this._worldMatrix);
				else
					this.localMatrix.cloneTo(this._worldMatrix);
				this._setTransformFlag(Transform3D.TRANSFORM_WORLDMATRIX, false);
			}
			return this._worldMatrix;
		}
		set worldMatrix(value) {
			if (this._parent === null) {
				value.cloneTo(this._localMatrix);
			}
			else {
				this._parent.worldMatrix.invert(this._localMatrix);
				Matrix4x4.multiply(this._localMatrix, value, this._localMatrix);
			}
			this.localMatrix = this._localMatrix;
			if (this._worldMatrix !== value)
				value.cloneTo(this._worldMatrix);
			this._setTransformFlag(Transform3D.TRANSFORM_WORLDMATRIX, false);
		}
		_getScaleMatrix() {
			var invRotation = Transform3D._tempQuaternion0;
			var invRotationMat = Transform3D._tempMatrix3x30;
			var worldRotScaMat = Transform3D._tempMatrix3x31;
			var scaMat = Transform3D._tempMatrix3x32;
			Matrix3x3.createFromMatrix4x4(this.worldMatrix, worldRotScaMat);
			this.rotation.invert(invRotation);
			Matrix3x3.createRotationQuaternion(invRotation, invRotationMat);
			Matrix3x3.multiply(invRotationMat, worldRotScaMat, scaMat);
			return scaMat;
		}
		_setTransformFlag(type, value) {
			if (value)
				this._transformFlag |= type;
			else
				this._transformFlag &= ~type;
		}
		_getTransformFlag(type) {
			return (this._transformFlag & type) != 0;
		}
		_setParent(value) {
			if (this._parent !== value) {
				if (this._parent) {
					var parentChilds = this._parent._children;
					var index = parentChilds.indexOf(this);
					parentChilds.splice(index, 1);
				}
				if (value) {
					value._children.push(this);
					(value) && (this._onWorldTransform());
				}
				this._parent = value;
			}
		}
		_onWorldPositionRotationTransform() {
			if (!this._getTransformFlag(Transform3D.TRANSFORM_WORLDMATRIX) || !this._getTransformFlag(Transform3D.TRANSFORM_WORLDPOSITION) || !this._getTransformFlag(Transform3D.TRANSFORM_WORLDQUATERNION) || !this._getTransformFlag(Transform3D.TRANSFORM_WORLDEULER)) {
				this._setTransformFlag(Transform3D.TRANSFORM_WORLDMATRIX | Transform3D.TRANSFORM_WORLDPOSITION | Transform3D.TRANSFORM_WORLDQUATERNION | Transform3D.TRANSFORM_WORLDEULER, true);
				this.event(Laya.Event.TRANSFORM_CHANGED, this._transformFlag);
				for (var i = 0, n = this._children.length; i < n; i++)
					this._children[i]._onWorldPositionRotationTransform();
			}
		}
		_onWorldPositionScaleTransform() {
			if (!this._getTransformFlag(Transform3D.TRANSFORM_WORLDMATRIX) || !this._getTransformFlag(Transform3D.TRANSFORM_WORLDPOSITION) || !this._getTransformFlag(Transform3D.TRANSFORM_WORLDSCALE)) {
				this._setTransformFlag(Transform3D.TRANSFORM_WORLDMATRIX | Transform3D.TRANSFORM_WORLDPOSITION | Transform3D.TRANSFORM_WORLDSCALE, true);
				this.event(Laya.Event.TRANSFORM_CHANGED, this._transformFlag);
				for (var i = 0, n = this._children.length; i < n; i++)
					this._children[i]._onWorldPositionScaleTransform();
			}
		}
		_onWorldPositionTransform() {
			if (!this._getTransformFlag(Transform3D.TRANSFORM_WORLDMATRIX) || !this._getTransformFlag(Transform3D.TRANSFORM_WORLDPOSITION)) {
				this._setTransformFlag(Transform3D.TRANSFORM_WORLDMATRIX | Transform3D.TRANSFORM_WORLDPOSITION, true);
				this.event(Laya.Event.TRANSFORM_CHANGED, this._transformFlag);
				for (var i = 0, n = this._children.length; i < n; i++)
					this._children[i]._onWorldPositionTransform();
			}
		}
		_onWorldRotationTransform() {
			if (!this._getTransformFlag(Transform3D.TRANSFORM_WORLDMATRIX) || !this._getTransformFlag(Transform3D.TRANSFORM_WORLDQUATERNION) || !this._getTransformFlag(Transform3D.TRANSFORM_WORLDEULER)) {
				this._setTransformFlag(Transform3D.TRANSFORM_WORLDMATRIX | Transform3D.TRANSFORM_WORLDQUATERNION | Transform3D.TRANSFORM_WORLDEULER, true);
				this.event(Laya.Event.TRANSFORM_CHANGED, this._transformFlag);
				for (var i = 0, n = this._children.length; i < n; i++)
					this._children[i]._onWorldPositionRotationTransform();
			}
		}
		_onWorldScaleTransform() {
			if (!this._getTransformFlag(Transform3D.TRANSFORM_WORLDMATRIX) || !this._getTransformFlag(Transform3D.TRANSFORM_WORLDSCALE)) {
				this._setTransformFlag(Transform3D.TRANSFORM_WORLDMATRIX | Transform3D.TRANSFORM_WORLDSCALE, true);
				this.event(Laya.Event.TRANSFORM_CHANGED, this._transformFlag);
				for (var i = 0, n = this._children.length; i < n; i++)
					this._children[i]._onWorldPositionScaleTransform();
			}
		}
		_onWorldTransform() {
			if (!this._getTransformFlag(Transform3D.TRANSFORM_WORLDMATRIX) || !this._getTransformFlag(Transform3D.TRANSFORM_WORLDPOSITION) || !this._getTransformFlag(Transform3D.TRANSFORM_WORLDQUATERNION) || !this._getTransformFlag(Transform3D.TRANSFORM_WORLDEULER) || !this._getTransformFlag(Transform3D.TRANSFORM_WORLDSCALE)) {
				this._setTransformFlag(Transform3D.TRANSFORM_WORLDMATRIX | Transform3D.TRANSFORM_WORLDPOSITION | Transform3D.TRANSFORM_WORLDQUATERNION | Transform3D.TRANSFORM_WORLDEULER | Transform3D.TRANSFORM_WORLDSCALE, true);
				this.event(Laya.Event.TRANSFORM_CHANGED, this._transformFlag);
				for (var i = 0, n = this._children.length; i < n; i++)
					this._children[i]._onWorldTransform();
			}
		}
		translate(translation, isLocal = true) {
			if (isLocal) {
				Matrix4x4.createFromQuaternion(this.localRotation, Transform3D._tempMatrix0);
				Vector3.transformCoordinate(translation, Transform3D._tempMatrix0, Transform3D._tempVector30);
				Vector3.add(this.localPosition, Transform3D._tempVector30, this._localPosition);
				this.localPosition = this._localPosition;
			}
			else {
				Vector3.add(this.position, translation, this._position);
				this.position = this._position;
			}
		}
		rotate(rotation, isLocal = true, isRadian = true) {
			var rot;
			if (isRadian) {
				rot = rotation;
			}
			else {
				Vector3.scale(rotation, Math.PI / 180.0, Transform3D._tempVector30);
				rot = Transform3D._tempVector30;
			}
			Quaternion.createFromYawPitchRoll(rot.y, rot.x, rot.z, Transform3D._tempQuaternion0);
			if (isLocal) {
				Quaternion.multiply(this._localRotation, Transform3D._tempQuaternion0, this._localRotation);
				this.localRotation = this._localRotation;
			}
			else {
				Quaternion.multiply(Transform3D._tempQuaternion0, this.rotation, this._rotation);
				this.rotation = this._rotation;
			}
		}
		getForward(forward) {
			var worldMatElem = this.worldMatrix.elements;
			forward.x = -worldMatElem[8];
			forward.y = -worldMatElem[9];
			forward.z = -worldMatElem[10];
		}
		getUp(up) {
			var worldMatElem = this.worldMatrix.elements;
			up.x = worldMatElem[4];
			up.y = worldMatElem[5];
			up.z = worldMatElem[6];
		}
		getRight(right) {
			var worldMatElem = this.worldMatrix.elements;
			right.x = worldMatElem[0];
			right.y = worldMatElem[1];
			right.z = worldMatElem[2];
		}
		lookAt(target, up, isLocal = false) {
			var eye;
			if (isLocal) {
				eye = this._localPosition;
				if (Math.abs(eye.x - target.x) < MathUtils3D.zeroTolerance && Math.abs(eye.y - target.y) < MathUtils3D.zeroTolerance && Math.abs(eye.z - target.z) < MathUtils3D.zeroTolerance)
					return;
				Quaternion.lookAt(this._localPosition, target, up, this._localRotation);
				this._localRotation.invert(this._localRotation);
				this.localRotation = this._localRotation;
			}
			else {
				var worldPosition = this.position;
				eye = worldPosition;
				if (Math.abs(eye.x - target.x) < MathUtils3D.zeroTolerance && Math.abs(eye.y - target.y) < MathUtils3D.zeroTolerance && Math.abs(eye.z - target.z) < MathUtils3D.zeroTolerance)
					return;
				Quaternion.lookAt(worldPosition, target, up, this._rotation);
				this._rotation.invert(this._rotation);
				this.rotation = this._rotation;
			}
		}
		getWorldLossyScale() {
			if (this._getTransformFlag(Transform3D.TRANSFORM_WORLDSCALE)) {
				if (this._parent !== null) {
					var scaMatE = this._getScaleMatrix().elements;
					this._scale.x = scaMatE[0];
					this._scale.y = scaMatE[4];
					this._scale.z = scaMatE[8];
				}
				else {
					this._localScale.cloneTo(this._scale);
				}
				this._setTransformFlag(Transform3D.TRANSFORM_WORLDSCALE, false);
			}
			return this._scale;
		}
		setWorldLossyScale(value) {
			if (this._parent !== null) {
				var scaleMat = Transform3D._tempMatrix3x33;
				var localScaleMat = Transform3D._tempMatrix3x33;
				var localScaleMatE = localScaleMat.elements;
				var parInvScaleMat = this._parent._getScaleMatrix();
				parInvScaleMat.invert(parInvScaleMat);
				Matrix3x3.createFromScaling(value, scaleMat);
				Matrix3x3.multiply(parInvScaleMat, scaleMat, localScaleMat);
				this._localScale.x = localScaleMatE[0];
				this._localScale.y = localScaleMatE[4];
				this._localScale.z = localScaleMatE[8];
			}
			else {
				value.cloneTo(this._localScale);
			}
			this.localScale = this._localScale;
			if (this._scale !== value)
				value.cloneTo(this._scale);
			this._setTransformFlag(Transform3D.TRANSFORM_WORLDSCALE, false);
		}
		get scale() {
			console.warn("Transfrm3D: discard function,please use getWorldLossyScale instead.");
			return this.getWorldLossyScale();
		}
		set scale(value) {
			console.warn("Transfrm3D: discard function,please use setWorldLossyScale instead.");
			this.setWorldLossyScale(value);
		}
	}
	Transform3D._tempVector30 = new Vector3();
	Transform3D._tempQuaternion0 = new Quaternion();
	Transform3D._tempMatrix0 = new Matrix4x4();
	Transform3D._tempMatrix3x30 = new Matrix3x3();
	Transform3D._tempMatrix3x31 = new Matrix3x3();
	Transform3D._tempMatrix3x32 = new Matrix3x3();
	Transform3D._tempMatrix3x33 = new Matrix3x3();
	Transform3D.TRANSFORM_LOCALQUATERNION = 0x01;
	Transform3D.TRANSFORM_LOCALEULER = 0x02;
	Transform3D.TRANSFORM_LOCALMATRIX = 0x04;
	Transform3D.TRANSFORM_WORLDPOSITION = 0x08;
	Transform3D.TRANSFORM_WORLDQUATERNION = 0x10;
	Transform3D.TRANSFORM_WORLDSCALE = 0x20;
	Transform3D.TRANSFORM_WORLDMATRIX = 0x40;
	Transform3D.TRANSFORM_WORLDEULER = 0x80;
	Transform3D._angleToRandin = 180 / Math.PI;

	class Physics3DUtils {
		constructor() {
		}
		static setColliderCollision(collider1, collider2, collsion) {
		}
		static getIColliderCollision(collider1, collider2) {
			return false;
		}
	}
	Physics3DUtils.COLLISIONFILTERGROUP_DEFAULTFILTER = 0x1;
	Physics3DUtils.COLLISIONFILTERGROUP_STATICFILTER = 0x2;
	Physics3DUtils.COLLISIONFILTERGROUP_KINEMATICFILTER = 0x4;
	Physics3DUtils.COLLISIONFILTERGROUP_DEBRISFILTER = 0x8;
	Physics3DUtils.COLLISIONFILTERGROUP_SENSORTRIGGER = 0x10;
	Physics3DUtils.COLLISIONFILTERGROUP_CHARACTERFILTER = 0x20;
	Physics3DUtils.COLLISIONFILTERGROUP_CUSTOMFILTER1 = 0x40;
	Physics3DUtils.COLLISIONFILTERGROUP_CUSTOMFILTER2 = 0x80;
	Physics3DUtils.COLLISIONFILTERGROUP_CUSTOMFILTER3 = 0x100;
	Physics3DUtils.COLLISIONFILTERGROUP_CUSTOMFILTER4 = 0x200;
	Physics3DUtils.COLLISIONFILTERGROUP_CUSTOMFILTER5 = 0x400;
	Physics3DUtils.COLLISIONFILTERGROUP_CUSTOMFILTER6 = 0x800;
	Physics3DUtils.COLLISIONFILTERGROUP_CUSTOMFILTER7 = 0x1000;
	Physics3DUtils.COLLISIONFILTERGROUP_CUSTOMFILTER8 = 0x2000;
	Physics3DUtils.COLLISIONFILTERGROUP_CUSTOMFILTER9 = 0x4000;
	Physics3DUtils.COLLISIONFILTERGROUP_CUSTOMFILTER10 = 0x8000;
	Physics3DUtils.COLLISIONFILTERGROUP_ALLFILTER = -1;
	Physics3DUtils.gravity = new Vector3(0, -9.81, 0);

	class BoxColliderShape extends ColliderShape {
		constructor(sizeX = 1.0, sizeY = 1.0, sizeZ = 1.0) {
			super();
			this._sizeX = sizeX;
			this._sizeY = sizeY;
			this._sizeZ = sizeZ;
			this._type = ColliderShape.SHAPETYPES_BOX;
			var bt = ILaya3D.Physics3D._bullet;
			bt.btVector3_setValue(BoxColliderShape._btSize, sizeX / 2, sizeY / 2, sizeZ / 2);
			this._btShape = bt.btBoxShape_create(BoxColliderShape._btSize);
		}
		static __init__() {
			BoxColliderShape._btSize = ILaya3D.Physics3D._bullet.btVector3_create(0, 0, 0);
		}
		get sizeX() {
			return this._sizeX;
		}
		get sizeY() {
			return this._sizeY;
		}
		get sizeZ() {
			return this._sizeZ;
		}
		clone() {
			var dest = new BoxColliderShape(this._sizeX, this._sizeY, this._sizeZ);
			this.cloneTo(dest);
			return dest;
		}
	}

	class CapsuleColliderShape extends ColliderShape {
		constructor(radius = 0.5, length = 1.25, orientation = ColliderShape.SHAPEORIENTATION_UPY) {
			super();
			this._radius = radius;
			this._length = length;
			this._orientation = orientation;
			this._type = ColliderShape.SHAPETYPES_CAPSULE;
			var bt = ILaya3D.Physics3D._bullet;
			switch (orientation) {
				case ColliderShape.SHAPEORIENTATION_UPX:
					this._btShape = bt.btCapsuleShapeX_create(radius, length - radius * 2);
					break;
				case ColliderShape.SHAPEORIENTATION_UPY:
					this._btShape = bt.btCapsuleShape_create(radius, length - radius * 2);
					break;
				case ColliderShape.SHAPEORIENTATION_UPZ:
					this._btShape = bt.btCapsuleShapeZ_create(radius, length - radius * 2);
					break;
				default:
					throw "CapsuleColliderShape:unknown orientation.";
			}
		}
		get radius() {
			return this._radius;
		}
		get length() {
			return this._length;
		}
		get orientation() {
			return this._orientation;
		}
		_setScale(value) {
			var fixScale = CapsuleColliderShape._tempVector30;
			switch (this.orientation) {
				case ColliderShape.SHAPEORIENTATION_UPX:
					fixScale.x = value.x;
					fixScale.y = fixScale.z = Math.max(value.y, value.z);
					break;
				case ColliderShape.SHAPEORIENTATION_UPY:
					fixScale.y = value.y;
					fixScale.x = fixScale.z = Math.max(value.x, value.z);
					break;
				case ColliderShape.SHAPEORIENTATION_UPZ:
					fixScale.z = value.z;
					fixScale.x = fixScale.y = Math.max(value.x, value.y);
					break;
				default:
					throw "CapsuleColliderShape:unknown orientation.";
			}
			super._setScale(fixScale);
		}
		clone() {
			var dest = new CapsuleColliderShape(this._radius, this._length, this._orientation);
			this.cloneTo(dest);
			return dest;
		}
	}
	CapsuleColliderShape._tempVector30 = new Vector3();

	class ConeColliderShape extends ColliderShape {
		constructor(radius = 0.5, height = 1.0, orientation = ColliderShape.SHAPEORIENTATION_UPY) {
			super();
			this._radius = 1;
			this._height = 0.5;
			this._radius = radius;
			this._height = height;
			this._orientation = orientation;
			this._type = ColliderShape.SHAPETYPES_CYLINDER;
			var bt = ILaya3D.Physics3D._bullet;
			switch (orientation) {
				case ColliderShape.SHAPEORIENTATION_UPX:
					this._btShape = bt.btConeShapeX_create(radius, height);
					break;
				case ColliderShape.SHAPEORIENTATION_UPY:
					this._btShape = bt.btConeShape_create(radius, height);
					break;
				case ColliderShape.SHAPEORIENTATION_UPZ:
					this._btShape = bt.btConeShapeZ_create(radius, height);
					break;
				default:
					throw "ConeColliderShape:unknown orientation.";
			}
		}
		get radius() {
			return this._radius;
		}
		get height() {
			return this._height;
		}
		get orientation() {
			return this._orientation;
		}
		clone() {
			var dest = new ConeColliderShape(this._radius, this._height, this._orientation);
			this.cloneTo(dest);
			return dest;
		}
	}

	class CylinderColliderShape extends ColliderShape {
		constructor(radius = 0.5, height = 1.0, orientation = ColliderShape.SHAPEORIENTATION_UPY) {
			super();
			this._radius = 1;
			this._height = 0.5;
			this._radius = radius;
			this._height = height;
			this._orientation = orientation;
			this._type = ColliderShape.SHAPETYPES_CYLINDER;
			var bt = ILaya3D.Physics3D._bullet;
			switch (orientation) {
				case ColliderShape.SHAPEORIENTATION_UPX:
					bt.btVector3_setValue(CylinderColliderShape._btSize, height / 2, radius, radius);
					this._btShape = bt.btCylinderShapeX_create(CylinderColliderShape._btSize);
					break;
				case ColliderShape.SHAPEORIENTATION_UPY:
					bt.btVector3_setValue(CylinderColliderShape._btSize, radius, height / 2, radius);
					this._btShape = bt.btCylinderShape_create(CylinderColliderShape._btSize);
					break;
				case ColliderShape.SHAPEORIENTATION_UPZ:
					bt.btVector3_setValue(CylinderColliderShape._btSize, radius, radius, height / 2);
					this._btShape = bt.btCylinderShapeZ_create(CylinderColliderShape._btSize);
					break;
				default:
					throw "CapsuleColliderShape:unknown orientation.";
			}
		}
		static __init__() {
			CylinderColliderShape._btSize = ILaya3D.Physics3D._bullet.btVector3_create(0, 0, 0);
		}
		get radius() {
			return this._radius;
		}
		get height() {
			return this._height;
		}
		get orientation() {
			return this._orientation;
		}
		clone() {
			var dest = new CylinderColliderShape(this._radius, this._height, this._orientation);
			this.cloneTo(dest);
			return dest;
		}
	}

	class MeshColliderShape extends ColliderShape {
		constructor() {
			super();
			this._mesh = null;
			this._convex = false;
		}
		get mesh() {
			return this._mesh;
		}
		set mesh(value) {
			if (this._mesh !== value) {
				var bt = ILaya3D.Physics3D._bullet;
				if (this._mesh) {
					bt.btCollisionShape_destroy(this._btShape);
				}
				if (value) {
					this._btShape = bt.btGImpactMeshShape_create(value._getPhysicMesh());
					bt.btGImpactShapeInterface_updateBound(this._btShape);
				}
				this._mesh = value;
			}
		}
		get convex() {
			return this._convex;
		}
		set convex(value) {
			this._convex = value;
		}
		_setScale(value) {
			if (this._compoundParent) {
				this.updateLocalTransformations();
			}
			else {
				var bt = ILaya3D.Physics3D._bullet;
				bt.btVector3_setValue(ColliderShape._btScale, value.x, value.y, value.z);
				bt.btCollisionShape_setLocalScaling(this._btShape, ColliderShape._btScale);
				bt.btGImpactShapeInterface_updateBound(this._btShape);
			}
		}
		cloneTo(destObject) {
			var destMeshCollider = destObject;
			destMeshCollider.convex = this._convex;
			destMeshCollider.mesh = this._mesh;
			super.cloneTo(destObject);
		}
		clone() {
			var dest = new MeshColliderShape();
			this.cloneTo(dest);
			return dest;
		}
		destroy() {
			if (this._btShape) {
				ILaya3D.Physics3D._bullet.btCollisionShape_destroy(this._btShape);
				this._btShape = null;
			}
		}
	}

	class SphereColliderShape extends ColliderShape {
		constructor(radius = 0.5) {
			super();
			this._radius = radius;
			this._type = ColliderShape.SHAPETYPES_SPHERE;
			this._btShape = ILaya3D.Physics3D._bullet.btSphereShape_create(radius);
		}
		get radius() {
			return this._radius;
		}
		clone() {
			var dest = new SphereColliderShape(this._radius);
			this.cloneTo(dest);
			return dest;
		}
	}

	class PhysicsComponent extends Laya.Component {
		constructor(collisionGroup, canCollideWith) {
			super();
			this._restitution = 0.0;
			this._friction = 0.5;
			this._rollingFriction = 0.0;
			this._ccdMotionThreshold = 0.0;
			this._ccdSweptSphereRadius = 0.0;
			this._collisionGroup = Physics3DUtils.COLLISIONFILTERGROUP_DEFAULTFILTER;
			this._canCollideWith = Physics3DUtils.COLLISIONFILTERGROUP_ALLFILTER;
			this._colliderShape = null;
			this._transformFlag = 2147483647;
			this._controlBySimulation = false;
			this._enableProcessCollisions = true;
			this._inPhysicUpdateListIndex = -1;
			this.canScaleShape = true;
			this._collisionGroup = collisionGroup;
			this._canCollideWith = canCollideWith;
			PhysicsComponent._physicObjectsMap[this.id] = this;
		}
		static __init__() {
			var bt = ILaya3D.Physics3D._bullet;
			PhysicsComponent._btVector30 = bt.btVector3_create(0, 0, 0);
			PhysicsComponent._btQuaternion0 = bt.btQuaternion_create(0, 0, 0, 1);
		}
		static _createAffineTransformationArray(tranX, tranY, tranZ, rotX, rotY, rotZ, rotW, scale, outE) {
			var x2 = rotX + rotX, y2 = rotY + rotY, z2 = rotZ + rotZ;
			var xx = rotX * x2, xy = rotX * y2, xz = rotX * z2, yy = rotY * y2, yz = rotY * z2, zz = rotZ * z2;
			var wx = rotW * x2, wy = rotW * y2, wz = rotW * z2, sx = scale[0], sy = scale[1], sz = scale[2];
			outE[0] = (1 - (yy + zz)) * sx;
			outE[1] = (xy + wz) * sx;
			outE[2] = (xz - wy) * sx;
			outE[3] = 0;
			outE[4] = (xy - wz) * sy;
			outE[5] = (1 - (xx + zz)) * sy;
			outE[6] = (yz + wx) * sy;
			outE[7] = 0;
			outE[8] = (xz + wy) * sz;
			outE[9] = (yz - wx) * sz;
			outE[10] = (1 - (xx + yy)) * sz;
			outE[11] = 0;
			outE[12] = tranX;
			outE[13] = tranY;
			outE[14] = tranZ;
			outE[15] = 1;
		}
		static _creatShape(shapeData) {
			var colliderShape;
			switch (shapeData.type) {
				case "BoxColliderShape":
					var sizeData = shapeData.size;
					colliderShape = sizeData ? new BoxColliderShape(sizeData[0], sizeData[1], sizeData[2]) : new BoxColliderShape();
					break;
				case "SphereColliderShape":
					colliderShape = new SphereColliderShape(shapeData.radius);
					break;
				case "CapsuleColliderShape":
					colliderShape = new CapsuleColliderShape(shapeData.radius, shapeData.height, shapeData.orientation);
					break;
				case "MeshColliderShape":
					var meshCollider = new MeshColliderShape();
					shapeData.mesh && (meshCollider.mesh = Laya.Loader.getRes(shapeData.mesh));
					colliderShape = meshCollider;
					break;
				case "ConeColliderShape":
					colliderShape = new ConeColliderShape(shapeData.radius, shapeData.height, shapeData.orientation);
					break;
				case "CylinderColliderShape":
					colliderShape = new CylinderColliderShape(shapeData.radius, shapeData.height, shapeData.orientation);
					break;
				default:
					throw "unknown shape type.";
			}
			if (shapeData.center) {
				var localOffset = colliderShape.localOffset;
				localOffset.fromArray(shapeData.center);
				colliderShape.localOffset = localOffset;
			}
			return colliderShape;
		}
		static physicVector3TransformQuat(source, qx, qy, qz, qw, out) {
			var x = source.x, y = source.y, z = source.z, ix = qw * x + qy * z - qz * y, iy = qw * y + qz * x - qx * z, iz = qw * z + qx * y - qy * x, iw = -qx * x - qy * y - qz * z;
			out.x = ix * qw + iw * -qx + iy * -qz - iz * -qy;
			out.y = iy * qw + iw * -qy + iz * -qx - ix * -qz;
			out.z = iz * qw + iw * -qz + ix * -qy - iy * -qx;
		}
		static physicQuaternionMultiply(lx, ly, lz, lw, right, out) {
			var rx = right.x;
			var ry = right.y;
			var rz = right.z;
			var rw = right.w;
			var a = (ly * rz - lz * ry);
			var b = (lz * rx - lx * rz);
			var c = (lx * ry - ly * rx);
			var d = (lx * rx + ly * ry + lz * rz);
			out.x = (lx * rw + rx * lw) + a;
			out.y = (ly * rw + ry * lw) + b;
			out.z = (lz * rw + rz * lw) + c;
			out.w = lw * rw - d;
		}
		get restitution() {
			return this._restitution;
		}
		set restitution(value) {
			this._restitution = value;
			this._btColliderObject && ILaya3D.Physics3D._bullet.btCollisionObject_setRestitution(this._btColliderObject, value);
		}
		get friction() {
			return this._friction;
		}
		set friction(value) {
			this._friction = value;
			this._btColliderObject && ILaya3D.Physics3D._bullet.btCollisionObject_setFriction(this._btColliderObject, value);
		}
		get rollingFriction() {
			return this._rollingFriction;
		}
		set rollingFriction(value) {
			this._rollingFriction = value;
			this._btColliderObject && ILaya3D.Physics3D._bullet.btCollisionObject_setRollingFriction(this._btColliderObject, value);
		}
		get ccdMotionThreshold() {
			return this._ccdMotionThreshold;
		}
		set ccdMotionThreshold(value) {
			this._ccdMotionThreshold = value;
			this._btColliderObject && ILaya3D.Physics3D._bullet.btCollisionObject_setCcdMotionThreshold(this._btColliderObject, value);
		}
		get ccdSweptSphereRadius() {
			return this._ccdSweptSphereRadius;
		}
		set ccdSweptSphereRadius(value) {
			this._ccdSweptSphereRadius = value;
			this._btColliderObject && ILaya3D.Physics3D._bullet.btCollisionObject_setCcdSweptSphereRadius(this._btColliderObject, value);
		}
		get isActive() {
			return this._btColliderObject ? ILaya3D.Physics3D._bullet.btCollisionObject_isActive(this._btColliderObject) : false;
		}
		get colliderShape() {
			return this._colliderShape;
		}
		set colliderShape(value) {
			var lastColliderShape = this._colliderShape;
			if (lastColliderShape) {
				lastColliderShape._attatched = false;
				lastColliderShape._attatchedCollisionObject = null;
			}
			this._colliderShape = value;
			if (value) {
				if (value._attatched) {
					throw "PhysicsComponent: this shape has attatched to other entity.";
				}
				else {
					value._attatched = true;
					value._attatchedCollisionObject = this;
				}
				if (this._btColliderObject) {
					ILaya3D.Physics3D._bullet.btCollisionObject_setCollisionShape(this._btColliderObject, value._btShape);
					var canInSimulation = this._simulation && this._enabled;
					(canInSimulation && lastColliderShape) && (this._removeFromSimulation());
					this._onShapeChange(value);
					if (canInSimulation) {
						this._derivePhysicsTransformation(true);
						this._addToSimulation();
					}
				}
			}
			else {
				if (this._simulation && this._enabled)
					lastColliderShape && this._removeFromSimulation();
			}
		}
		get simulation() {
			return this._simulation;
		}
		get collisionGroup() {
			return this._collisionGroup;
		}
		set collisionGroup(value) {
			if (this._collisionGroup !== value) {
				this._collisionGroup = value;
				if (this._simulation && this._colliderShape && this._enabled) {
					this._removeFromSimulation();
					this._addToSimulation();
				}
			}
		}
		get canCollideWith() {
			return this._canCollideWith;
		}
		set canCollideWith(value) {
			if (this._canCollideWith !== value) {
				this._canCollideWith = value;
				if (this._simulation && this._colliderShape && this._enabled) {
					this._removeFromSimulation();
					this._addToSimulation();
				}
			}
		}
		_parseShape(shapesData) {
			var shapeCount = shapesData.length;
			if (shapeCount === 1) {
				var shape = PhysicsComponent._creatShape(shapesData[0]);
				this.colliderShape = shape;
			}
			else {
				var compoundShape = new CompoundColliderShape();
				for (var i = 0; i < shapeCount; i++) {
					shape = PhysicsComponent._creatShape(shapesData[i]);
					compoundShape.addChildShape(shape);
				}
				this.colliderShape = compoundShape;
			}
		}
		_onScaleChange(scale) {
			this._colliderShape._setScale(scale);
		}
		_onEnable() {
			this._simulation = this.owner._scene.physicsSimulation;
			ILaya3D.Physics3D._bullet.btCollisionObject_setContactProcessingThreshold(this._btColliderObject, 1e30);
			if (this._colliderShape) {
				this._derivePhysicsTransformation(true);
				this._addToSimulation();
			}
		}
		_onDisable() {
			if (this._colliderShape) {
				this._removeFromSimulation();
				(this._inPhysicUpdateListIndex !== -1) && (this._simulation._physicsUpdateList.remove(this));
			}
			this._simulation = null;
		}
		_onDestroy() {
			delete PhysicsComponent._physicObjectsMap[this.id];
			ILaya3D.Physics3D._bullet.btCollisionObject_destroy(this._btColliderObject);
			this._colliderShape.destroy();
			super._onDestroy();
			this._btColliderObject = null;
			this._colliderShape = null;
			this._simulation = null;
			this.owner.transform.off(Laya.Event.TRANSFORM_CHANGED, this, this._onTransformChanged);
		}
		_isValid() {
			return this._simulation && this._colliderShape && this._enabled;
		}
		_parse(data) {
			(data.collisionGroup != null) && (this.collisionGroup = data.collisionGroup);
			(data.canCollideWith != null) && (this.canCollideWith = data.canCollideWith);
			(data.ccdMotionThreshold != null) && (this.ccdMotionThreshold = data.ccdMotionThreshold);
			(data.ccdSweptSphereRadius != null) && (this.ccdSweptSphereRadius = data.ccdSweptSphereRadius);
		}
		_setTransformFlag(type, value) {
			if (value)
				this._transformFlag |= type;
			else
				this._transformFlag &= ~type;
		}
		_getTransformFlag(type) {
			return (this._transformFlag & type) != 0;
		}
		_addToSimulation() {
		}
		_removeFromSimulation() {
		}
		_derivePhysicsTransformation(force) {
			var bt = ILaya3D.Physics3D._bullet;
			var btColliderObject = this._btColliderObject;
			var btTransform = bt.btCollisionObject_getWorldTransform(btColliderObject);
			this._innerDerivePhysicsTransformation(btTransform, force);
			bt.btCollisionObject_setWorldTransform(btColliderObject, btTransform);
		}
		_innerDerivePhysicsTransformation(physicTransformOut, force) {
			var bt = ILaya3D.Physics3D._bullet;
			var transform = this.owner._transform;
			if (force || this._getTransformFlag(Transform3D.TRANSFORM_WORLDPOSITION)) {
				var shapeOffset = this._colliderShape.localOffset;
				var position = transform.position;
				var btPosition = PhysicsComponent._btVector30;
				if (shapeOffset.x !== 0 || shapeOffset.y !== 0 || shapeOffset.z !== 0) {
					var physicPosition = PhysicsComponent._tempVector30;
					var worldMat = transform.worldMatrix;
					Vector3.transformCoordinate(shapeOffset, worldMat, physicPosition);
					bt.btVector3_setValue(btPosition, -physicPosition.x, physicPosition.y, physicPosition.z);
				}
				else {
					bt.btVector3_setValue(btPosition, -position.x, position.y, position.z);
				}
				bt.btTransform_setOrigin(physicTransformOut, btPosition);
				this._setTransformFlag(Transform3D.TRANSFORM_WORLDPOSITION, false);
			}
			if (force || this._getTransformFlag(Transform3D.TRANSFORM_WORLDQUATERNION)) {
				var shapeRotation = this._colliderShape.localRotation;
				var btRotation = PhysicsComponent._btQuaternion0;
				var rotation = transform.rotation;
				if (shapeRotation.x !== 0 || shapeRotation.y !== 0 || shapeRotation.z !== 0 || shapeRotation.w !== 1) {
					var physicRotation = PhysicsComponent._tempQuaternion0;
					PhysicsComponent.physicQuaternionMultiply(rotation.x, rotation.y, rotation.z, rotation.w, shapeRotation, physicRotation);
					bt.btQuaternion_setValue(btRotation, -physicRotation.x, physicRotation.y, physicRotation.z, -physicRotation.w);
				}
				else {
					bt.btQuaternion_setValue(btRotation, -rotation.x, rotation.y, rotation.z, -rotation.w);
				}
				bt.btTransform_setRotation(physicTransformOut, btRotation);
				this._setTransformFlag(Transform3D.TRANSFORM_WORLDQUATERNION, false);
			}
			if (force || this._getTransformFlag(Transform3D.TRANSFORM_WORLDSCALE)) {
				this._onScaleChange(transform.getWorldLossyScale());
				this._setTransformFlag(Transform3D.TRANSFORM_WORLDSCALE, false);
			}
		}
		_updateTransformComponent(physicsTransform) {
			var bt = ILaya3D.Physics3D._bullet;
			var colliderShape = this._colliderShape;
			var localOffset = colliderShape.localOffset;
			var localRotation = colliderShape.localRotation;
			var transform = this.owner._transform;
			var position = transform.position;
			var rotation = transform.rotation;
			var btPosition = bt.btTransform_getOrigin(physicsTransform);
			var btRotation = bt.btTransform_getRotation(physicsTransform);
			var btRotX = -bt.btQuaternion_x(btRotation);
			var btRotY = bt.btQuaternion_y(btRotation);
			var btRotZ = bt.btQuaternion_z(btRotation);
			var btRotW = -bt.btQuaternion_w(btRotation);
			if (localRotation.x !== 0 || localRotation.y !== 0 || localRotation.z !== 0 || localRotation.w !== 1) {
				var invertShapeRotaion = PhysicsComponent._tempQuaternion0;
				localRotation.invert(invertShapeRotaion);
				PhysicsComponent.physicQuaternionMultiply(btRotX, btRotY, btRotZ, btRotW, invertShapeRotaion, rotation);
			}
			else {
				rotation.x = btRotX;
				rotation.y = btRotY;
				rotation.z = btRotZ;
				rotation.w = btRotW;
			}
			transform.rotation = rotation;
			if (localOffset.x !== 0 || localOffset.y !== 0 || localOffset.z !== 0) {
				var btScale = bt.btCollisionShape_getLocalScaling(colliderShape._btShape);
				var rotShapePosition = PhysicsComponent._tempVector30;
				rotShapePosition.x = localOffset.x * bt.btVector3_x(btScale);
				rotShapePosition.y = localOffset.y * bt.btVector3_y(btScale);
				rotShapePosition.z = localOffset.z * bt.btVector3_z(btScale);
				Vector3.transformQuat(rotShapePosition, rotation, rotShapePosition);
				position.x = -bt.btVector3_x(btPosition) - rotShapePosition.x;
				position.y = bt.btVector3_y(btPosition) - rotShapePosition.y;
				position.z = bt.btVector3_z(btPosition) - rotShapePosition.z;
			}
			else {
				position.x = -bt.btVector3_x(btPosition);
				position.y = bt.btVector3_y(btPosition);
				position.z = bt.btVector3_z(btPosition);
			}
			transform.position = position;
		}
		_onShapeChange(colShape) {
			var btColObj = this._btColliderObject;
			var bt = ILaya3D.Physics3D._bullet;
			var flags = bt.btCollisionObject_getCollisionFlags(btColObj);
			if (colShape.needsCustomCollisionCallback) {
				if ((flags & PhysicsComponent.COLLISIONFLAGS_CUSTOM_MATERIAL_CALLBACK) === 0)
					bt.btCollisionObject_setCollisionFlags(btColObj, flags | PhysicsComponent.COLLISIONFLAGS_CUSTOM_MATERIAL_CALLBACK);
			}
			else {
				if ((flags & PhysicsComponent.COLLISIONFLAGS_CUSTOM_MATERIAL_CALLBACK) > 0)
					bt.btCollisionObject_setCollisionFlags(btColObj, flags ^ PhysicsComponent.COLLISIONFLAGS_CUSTOM_MATERIAL_CALLBACK);
			}
		}
		_onAdded() {
			this.enabled = this._enabled;
			this.restitution = this._restitution;
			this.friction = this._friction;
			this.rollingFriction = this._rollingFriction;
			this.ccdMotionThreshold = this._ccdMotionThreshold;
			this.ccdSweptSphereRadius = this._ccdSweptSphereRadius;
			this.owner.transform.on(Laya.Event.TRANSFORM_CHANGED, this, this._onTransformChanged);
		}
		_onTransformChanged(flag) {
			if (PhysicsComponent._addUpdateList || !this._controlBySimulation) {
				flag &= Transform3D.TRANSFORM_WORLDPOSITION | Transform3D.TRANSFORM_WORLDQUATERNION | Transform3D.TRANSFORM_WORLDSCALE;
				if (flag) {
					this._transformFlag |= flag;
					if (this._isValid() && this._inPhysicUpdateListIndex === -1)
						this._simulation._physicsUpdateList.add(this);
				}
			}
		}
		_cloneTo(dest) {
			var destPhysicsComponent = dest;
			destPhysicsComponent.restitution = this._restitution;
			destPhysicsComponent.friction = this._friction;
			destPhysicsComponent.rollingFriction = this._rollingFriction;
			destPhysicsComponent.ccdMotionThreshold = this._ccdMotionThreshold;
			destPhysicsComponent.ccdSweptSphereRadius = this._ccdSweptSphereRadius;
			destPhysicsComponent.collisionGroup = this._collisionGroup;
			destPhysicsComponent.canCollideWith = this._canCollideWith;
			destPhysicsComponent.canScaleShape = this.canScaleShape;
			(this._colliderShape) && (destPhysicsComponent.colliderShape = this._colliderShape.clone());
		}
	}
	PhysicsComponent.ACTIVATIONSTATE_ACTIVE_TAG = 1;
	PhysicsComponent.ACTIVATIONSTATE_ISLAND_SLEEPING = 2;
	PhysicsComponent.ACTIVATIONSTATE_WANTS_DEACTIVATION = 3;
	PhysicsComponent.ACTIVATIONSTATE_DISABLE_DEACTIVATION = 4;
	PhysicsComponent.ACTIVATIONSTATE_DISABLE_SIMULATION = 5;
	PhysicsComponent.COLLISIONFLAGS_STATIC_OBJECT = 1;
	PhysicsComponent.COLLISIONFLAGS_KINEMATIC_OBJECT = 2;
	PhysicsComponent.COLLISIONFLAGS_NO_CONTACT_RESPONSE = 4;
	PhysicsComponent.COLLISIONFLAGS_CUSTOM_MATERIAL_CALLBACK = 8;
	PhysicsComponent.COLLISIONFLAGS_CHARACTER_OBJECT = 16;
	PhysicsComponent.COLLISIONFLAGS_DISABLE_VISUALIZE_OBJECT = 32;
	PhysicsComponent.COLLISIONFLAGS_DISABLE_SPU_COLLISION_PROCESSING = 64;
	PhysicsComponent._tempVector30 = new Vector3();
	PhysicsComponent._tempQuaternion0 = new Quaternion();
	PhysicsComponent._tempQuaternion1 = new Quaternion();
	PhysicsComponent._tempMatrix4x40 = new Matrix4x4();
	PhysicsComponent._physicObjectsMap = {};
	PhysicsComponent._addUpdateList = true;

	class SingletonList {
		constructor() {
			this.elements = [];
			this.length = 0;
		}
		_add(element) {
			if (this.length === this.elements.length)
				this.elements.push(element);
			else
				this.elements[this.length] = element;
		}
		add(element) {
			if (this.length === this.elements.length)
				this.elements.push(element);
			else
				this.elements[this.length] = element;
			this.length++;
		}
	}

	class PhysicsUpdateList extends SingletonList {
		constructor() {
			super();
		}
		add(element) {
			var index = element._inPhysicUpdateListIndex;
			if (index !== -1)
				throw "PhysicsUpdateList:element has  in  PhysicsUpdateList.";
			this._add(element);
			element._inPhysicUpdateListIndex = this.length++;
		}
		remove(element) {
			var index = element._inPhysicUpdateListIndex;
			this.length--;
			if (index !== this.length) {
				var end = this.elements[this.length];
				this.elements[index] = end;
				end._inPhysicUpdateListIndex = index;
			}
			element._inPhysicUpdateListIndex = -1;
		}
	}

	class ContactPoint {
		constructor() {
			this._idCounter = 0;
			this.colliderA = null;
			this.colliderB = null;
			this.distance = 0;
			this.normal = new Vector3();
			this.positionOnA = new Vector3();
			this.positionOnB = new Vector3();
			this._id = ++this._idCounter;
		}
	}

	class HitResult {
		constructor() {
			this.succeeded = false;
			this.collider = null;
			this.point = new Vector3();
			this.normal = new Vector3();
			this.hitFraction = 0;
		}
	}

	class Collision {
		constructor() {
			this._lastUpdateFrame = -2147483648;
			this._updateFrame = -2147483648;
			this._isTrigger = false;
			this.contacts = [];
		}
		_setUpdateFrame(farme) {
			this._lastUpdateFrame = this._updateFrame;
			this._updateFrame = farme;
		}
	}

	class CollisionTool {
		constructor() {
			this._hitResultsPoolIndex = 0;
			this._hitResultsPool = [];
			this._contactPonintsPoolIndex = 0;
			this._contactPointsPool = [];
			this._collisionsPool = [];
			this._collisions = {};
		}
		getHitResult() {
			var hitResult = this._hitResultsPool[this._hitResultsPoolIndex++];
			if (!hitResult) {
				hitResult = new HitResult();
				this._hitResultsPool.push(hitResult);
			}
			return hitResult;
		}
		recoverAllHitResultsPool() {
			this._hitResultsPoolIndex = 0;
		}
		getContactPoints() {
			var contactPoint = this._contactPointsPool[this._contactPonintsPoolIndex++];
			if (!contactPoint) {
				contactPoint = new ContactPoint();
				this._contactPointsPool.push(contactPoint);
			}
			return contactPoint;
		}
		recoverAllContactPointsPool() {
			this._contactPonintsPoolIndex = 0;
		}
		getCollision(physicComponentA, physicComponentB) {
			var collision;
			var idA = physicComponentA.id;
			var idB = physicComponentB.id;
			var subCollisionFirst = this._collisions[idA];
			if (subCollisionFirst)
				collision = subCollisionFirst[idB];
			if (!collision) {
				if (!subCollisionFirst) {
					subCollisionFirst = {};
					this._collisions[idA] = subCollisionFirst;
				}
				collision = this._collisionsPool.length === 0 ? new Collision() : this._collisionsPool.pop();
				collision._colliderA = physicComponentA;
				collision._colliderB = physicComponentB;
				subCollisionFirst[idB] = collision;
			}
			return collision;
		}
		recoverCollision(collision) {
			var idA = collision._colliderA.id;
			var idB = collision._colliderB.id;
			this._collisions[idA][idB] = null;
			this._collisionsPool.push(collision);
		}
		garbageCollection() {
			this._hitResultsPoolIndex = 0;
			this._hitResultsPool.length = 0;
			this._contactPonintsPoolIndex = 0;
			this._contactPointsPool.length = 0;
			this._collisionsPool.length = 0;
			for (var subCollisionsKey in this._collisionsPool) {
				var subCollisions = this._collisionsPool[subCollisionsKey];
				var wholeDelete = true;
				for (var collisionKey in subCollisions) {
					if (subCollisions[collisionKey])
						wholeDelete = false;
					else
						delete subCollisions[collisionKey];
				}
				if (wholeDelete)
					delete this._collisionsPool[subCollisionsKey];
			}
		}
	}

	class PhysicsSimulation {
		constructor(configuration, flags = 0) {
			this._gravity = new Vector3(0, -10, 0);
			this._btVector3Zero = ILaya3D.Physics3D._bullet.btVector3_create(0, 0, 0);
			this._btDefaultQuaternion = ILaya3D.Physics3D._bullet.btQuaternion_create(0, 0, 0, -1);
			this._collisionsUtils = new CollisionTool();
			this._previousFrameCollisions = [];
			this._currentFrameCollisions = [];
			this._currentConstraint = {};
			this._physicsUpdateList = new PhysicsUpdateList();
			this._characters = [];
			this._updatedRigidbodies = 0;
			this.maxSubSteps = 1;
			this.fixedTimeStep = 1.0 / 60.0;
			this.maxSubSteps = configuration.maxSubSteps;
			this.fixedTimeStep = configuration.fixedTimeStep;
			var bt = ILaya3D.Physics3D._bullet;
			this._btCollisionConfiguration = bt.btDefaultCollisionConfiguration_create();
			this._btDispatcher = bt.btCollisionDispatcher_create(this._btCollisionConfiguration);
			this._btBroadphase = bt.btDbvtBroadphase_create();
			bt.btOverlappingPairCache_setInternalGhostPairCallback(bt.btDbvtBroadphase_getOverlappingPairCache(this._btBroadphase), bt.btGhostPairCallback_create());
			var conFlags = configuration.flags;
			if (conFlags & PhysicsSimulation.PHYSICSENGINEFLAGS_COLLISIONSONLY) {
				this._btCollisionWorld = new bt.btCollisionWorld(this._btDispatcher, this._btBroadphase, this._btCollisionConfiguration);
			}
			else if (conFlags & PhysicsSimulation.PHYSICSENGINEFLAGS_SOFTBODYSUPPORT) {
				throw "PhysicsSimulation:SoftBody processing is not yet available";
			}
			else {
				var solver = bt.btSequentialImpulseConstraintSolver_create();
				this._btDiscreteDynamicsWorld = bt.btDiscreteDynamicsWorld_create(this._btDispatcher, this._btBroadphase, solver, this._btCollisionConfiguration);
				this._btCollisionWorld = this._btDiscreteDynamicsWorld;
			}
			if (this._btDiscreteDynamicsWorld) {
				this._btSolverInfo = bt.btDynamicsWorld_getSolverInfo(this._btDiscreteDynamicsWorld);
				this._btDispatchInfo = bt.btCollisionWorld_getDispatchInfo(this._btDiscreteDynamicsWorld);
			}
			this._btClosestRayResultCallback = bt.ClosestRayResultCallback_create(this._btVector3Zero, this._btVector3Zero);
			this._btAllHitsRayResultCallback = bt.AllHitsRayResultCallback_create(this._btVector3Zero, this._btVector3Zero);
			this._btClosestConvexResultCallback = bt.ClosestConvexResultCallback_create(this._btVector3Zero, this._btVector3Zero);
			this._btAllConvexResultCallback = bt.AllConvexResultCallback_create(this._btVector3Zero, this._btVector3Zero);
			this.setHitsRayResultCallbackFlag();
			bt.btGImpactCollisionAlgorithm_RegisterAlgorithm(this._btDispatcher);
		}
		static __init__() {
			var bt = ILaya3D.Physics3D._bullet;
			PhysicsSimulation._btTempVector30 = bt.btVector3_create(0, 0, 0);
			PhysicsSimulation._btTempVector31 = bt.btVector3_create(0, 0, 0);
			PhysicsSimulation._btTempQuaternion0 = bt.btQuaternion_create(0, 0, 0, 1);
			PhysicsSimulation._btTempQuaternion1 = bt.btQuaternion_create(0, 0, 0, 1);
			PhysicsSimulation._btTempTransform0 = bt.btTransform_create();
			PhysicsSimulation._btTempTransform1 = bt.btTransform_create();
		}
		static createConstraint() {
		}
		get continuousCollisionDetection() {
			return ILaya3D.Physics3D._bullet.btCollisionWorld_get_m_useContinuous(this._btDispatchInfo);
		}
		set continuousCollisionDetection(value) {
			ILaya3D.Physics3D._bullet.btCollisionWorld_set_m_useContinuous(this._btDispatchInfo, value);
		}
		get gravity() {
			if (!this._btDiscreteDynamicsWorld)
				throw "Simulation:Cannot perform this action when the physics engine is set to CollisionsOnly";
			return this._gravity;
		}
		set gravity(value) {
			if (!this._btDiscreteDynamicsWorld)
				throw "Simulation:Cannot perform this action when the physics engine is set to CollisionsOnly";
			this._gravity = value;
			var bt = ILaya3D.Physics3D._bullet;
			var btGravity = PhysicsSimulation._btTempVector30;
			bt.btVector3_setValue(btGravity, -value.x, value.y, value.z);
			bt.btDiscreteDynamicsWorld_setGravity(this._btDiscreteDynamicsWorld, btGravity);
		}
		get speculativeContactRestitution() {
			if (!this._btDiscreteDynamicsWorld)
				throw "Simulation:Cannot Cannot perform this action when the physics engine is set to CollisionsOnly";
			return ILaya3D.Physics3D._bullet.btDiscreteDynamicsWorld_getApplySpeculativeContactRestitution(this._btDiscreteDynamicsWorld);
		}
		set speculativeContactRestitution(value) {
			if (!this._btDiscreteDynamicsWorld)
				throw "Simulation:Cannot Cannot perform this action when the physics engine is set to CollisionsOnly";
			ILaya3D.Physics3D._bullet.btDiscreteDynamicsWorld_setApplySpeculativeContactRestitution(this._btDiscreteDynamicsWorld, value);
		}
		_simulate(deltaTime) {
			this._updatedRigidbodies = 0;
			var bt = ILaya3D.Physics3D._bullet;
			if (this._btDiscreteDynamicsWorld)
				bt.btDiscreteDynamicsWorld_stepSimulation(this._btDiscreteDynamicsWorld, deltaTime, this.maxSubSteps, this.fixedTimeStep);
			else
				bt.PerformDiscreteCollisionDetection(this._btCollisionWorld);
		}
		_destroy() {
			if (this._destroyed) return;
			this._destroyed = true;

			var bt = ILaya3D.Physics3D._bullet;
			if (this._btDiscreteDynamicsWorld) {
				bt.btCollisionWorld_destroy(this._btDiscreteDynamicsWorld);
				this._btDiscreteDynamicsWorld = null;
			}
			else {
				bt.btCollisionWorld_destroy(this._btCollisionWorld);
				this._btCollisionWorld = null;
			}
			bt.btDbvtBroadphase_destroy(this._btBroadphase);
			this._btBroadphase = null;
			bt.btCollisionDispatcher_destroy(this._btDispatcher);
			this._btDispatcher = null;
			bt.btDefaultCollisionConfiguration_destroy(this._btCollisionConfiguration);
			this._btCollisionConfiguration = null;
		}
		_addPhysicsCollider(component, group, mask) {
			ILaya3D.Physics3D._bullet.btCollisionWorld_addCollisionObject(this._btCollisionWorld, component._btColliderObject, group, mask);
		}
		_removePhysicsCollider(component) {
			ILaya3D.Physics3D._bullet.btCollisionWorld_removeCollisionObject(this._btCollisionWorld, component._btColliderObject);
		}
		_addRigidBody(rigidBody, group, mask) {
			if (!this._btDiscreteDynamicsWorld)
				throw "Simulation:Cannot perform this action when the physics engine is set to CollisionsOnly";
			ILaya3D.Physics3D._bullet.btDiscreteDynamicsWorld_addRigidBody(this._btCollisionWorld, rigidBody._btColliderObject, group, mask);
		}
		_removeRigidBody(rigidBody) {
			if (!this._btDiscreteDynamicsWorld)
				throw "Simulation:Cannot perform this action when the physics engine is set to CollisionsOnly";
			ILaya3D.Physics3D._bullet.btDiscreteDynamicsWorld_removeRigidBody(this._btCollisionWorld, rigidBody._btColliderObject);
		}
		_addCharacter(character, group, mask) {
			if (!this._btDiscreteDynamicsWorld)
				throw "Simulation:Cannot perform this action when the physics engine is set to CollisionsOnly";
			var bt = ILaya3D.Physics3D._bullet;
			bt.btCollisionWorld_addCollisionObject(this._btCollisionWorld, character._btColliderObject, group, mask);
			bt.btDynamicsWorld_addAction(this._btCollisionWorld, character._btKinematicCharacter);
		}
		_removeCharacter(character) {
			if (!this._btDiscreteDynamicsWorld)
				throw "Simulation:Cannot perform this action when the physics engine is set to CollisionsOnly";
			var bt = ILaya3D.Physics3D._bullet;
			bt.btCollisionWorld_removeCollisionObject(this._btCollisionWorld, character._btColliderObject);
			bt.btDynamicsWorld_removeAction(this._btCollisionWorld, character._btKinematicCharacter);
		}
		raycastFromTo(from, to, out = null, collisonGroup = Physics3DUtils.COLLISIONFILTERGROUP_ALLFILTER, collisionMask = Physics3DUtils.COLLISIONFILTERGROUP_ALLFILTER) {
			var bt = ILaya3D.Physics3D._bullet;
			var rayResultCall = this._btClosestRayResultCallback;
			var rayFrom = PhysicsSimulation._btTempVector30;
			var rayTo = PhysicsSimulation._btTempVector31;
			bt.btVector3_setValue(rayFrom, -from.x, from.y, from.z);
			bt.btVector3_setValue(rayTo, -to.x, to.y, to.z);
			bt.ClosestRayResultCallback_set_m_rayFromWorld(rayResultCall, rayFrom);
			bt.ClosestRayResultCallback_set_m_rayToWorld(rayResultCall, rayTo);
			bt.RayResultCallback_set_m_collisionFilterGroup(rayResultCall, collisonGroup);
			bt.RayResultCallback_set_m_collisionFilterMask(rayResultCall, collisionMask);
			bt.RayResultCallback_set_m_collisionObject(rayResultCall, null);
			bt.RayResultCallback_set_m_closestHitFraction(rayResultCall, 1);
			bt.btCollisionWorld_rayTest(this._btCollisionWorld, rayFrom, rayTo, rayResultCall);
			if (bt.RayResultCallback_hasHit(rayResultCall)) {
				if (out) {
					out.succeeded = true;
					out.collider = PhysicsComponent._physicObjectsMap[bt.btCollisionObject_getUserIndex(bt.RayResultCallback_get_m_collisionObject(rayResultCall))];
					out.hitFraction = bt.RayResultCallback_get_m_closestHitFraction(rayResultCall);
					var btPoint = bt.ClosestRayResultCallback_get_m_hitPointWorld(rayResultCall);
					var point = out.point;
					point.x = -bt.btVector3_x(btPoint);
					point.y = bt.btVector3_y(btPoint);
					point.z = bt.btVector3_z(btPoint);
					var btNormal = bt.ClosestRayResultCallback_get_m_hitNormalWorld(rayResultCall);
					var normal = out.normal;
					normal.x = -bt.btVector3_x(btNormal);
					normal.y = bt.btVector3_y(btNormal);
					normal.z = bt.btVector3_z(btNormal);
				}
				return true;
			}
			else {
				if (out)
					out.succeeded = false;
				return false;
			}
		}
		raycastAllFromTo(from, to, out, collisonGroup = Physics3DUtils.COLLISIONFILTERGROUP_ALLFILTER, collisionMask = Physics3DUtils.COLLISIONFILTERGROUP_ALLFILTER) {
			var bt = ILaya3D.Physics3D._bullet;
			var rayResultCall = this._btAllHitsRayResultCallback;
			var rayFrom = PhysicsSimulation._btTempVector30;
			var rayTo = PhysicsSimulation._btTempVector31;
			out.length = 0;
			bt.btVector3_setValue(rayFrom, -from.x, from.y, from.z);
			bt.btVector3_setValue(rayTo, -to.x, to.y, to.z);
			bt.AllHitsRayResultCallback_set_m_rayFromWorld(rayResultCall, rayFrom);
			bt.AllHitsRayResultCallback_set_m_rayToWorld(rayResultCall, rayTo);
			bt.RayResultCallback_set_m_collisionFilterGroup(rayResultCall, collisonGroup);
			bt.RayResultCallback_set_m_collisionFilterMask(rayResultCall, collisionMask);
			var collisionObjects = bt.AllHitsRayResultCallback_get_m_collisionObjects(rayResultCall);
			var btPoints = bt.AllHitsRayResultCallback_get_m_hitPointWorld(rayResultCall);
			var btNormals = bt.AllHitsRayResultCallback_get_m_hitNormalWorld(rayResultCall);
			var btFractions = bt.AllHitsRayResultCallback_get_m_hitFractions(rayResultCall);
			bt.tBtCollisionObjectArray_clear(collisionObjects);
			bt.tVector3Array_clear(btPoints);
			bt.tVector3Array_clear(btNormals);
			bt.tScalarArray_clear(btFractions);
			bt.btCollisionWorld_rayTest(this._btCollisionWorld, rayFrom, rayTo, rayResultCall);
			var count = bt.tBtCollisionObjectArray_size(collisionObjects);
			if (count > 0) {
				this._collisionsUtils.recoverAllHitResultsPool();
				for (var i = 0; i < count; i++) {
					var hitResult = this._collisionsUtils.getHitResult();
					out.push(hitResult);
					hitResult.succeeded = true;
					hitResult.collider = PhysicsComponent._physicObjectsMap[bt.btCollisionObject_getUserIndex(bt.tBtCollisionObjectArray_at(collisionObjects, i))];
					hitResult.hitFraction = bt.tScalarArray_at(btFractions, i);
					var btPoint = bt.tVector3Array_at(btPoints, i);
					var pointE = hitResult.point;
					pointE.x = -bt.btVector3_x(btPoint);
					pointE.y = bt.btVector3_y(btPoint);
					pointE.z = bt.btVector3_z(btPoint);
					var btNormal = bt.tVector3Array_at(btNormals, i);
					var normal = hitResult.normal;
					normal.x = -bt.btVector3_x(btNormal);
					normal.y = bt.btVector3_y(btNormal);
					normal.z = bt.btVector3_z(btNormal);
				}
				return true;
			}
			else {
				return false;
			}
		}
		rayCast(ray, outHitResult = null, distance = 2147483647, collisonGroup = Physics3DUtils.COLLISIONFILTERGROUP_ALLFILTER, collisionMask = Physics3DUtils.COLLISIONFILTERGROUP_ALLFILTER) {
			var from = ray.origin;
			var to = PhysicsSimulation._tempVector30;
			Vector3.normalize(ray.direction, to);
			Vector3.scale(to, distance, to);
			Vector3.add(from, to, to);
			return this.raycastFromTo(from, to, outHitResult, collisonGroup, collisionMask);
		}
		rayCastAll(ray, out, distance = 2147483647, collisonGroup = Physics3DUtils.COLLISIONFILTERGROUP_ALLFILTER, collisionMask = Physics3DUtils.COLLISIONFILTERGROUP_ALLFILTER) {
			var from = ray.origin;
			var to = PhysicsSimulation._tempVector30;
			Vector3.normalize(ray.direction, to);
			Vector3.scale(to, distance, to);
			Vector3.add(from, to, to);
			return this.raycastAllFromTo(from, to, out, collisonGroup, collisionMask);
		}
		shapeCast(shape, fromPosition, toPosition, out = null, fromRotation = null, toRotation = null, collisonGroup = Physics3DUtils.COLLISIONFILTERGROUP_ALLFILTER, collisionMask = Physics3DUtils.COLLISIONFILTERGROUP_ALLFILTER, allowedCcdPenetration = 0.0) {
			var bt = ILaya3D.Physics3D._bullet;
			var convexResultCall = this._btClosestConvexResultCallback;
			var convexPosFrom = PhysicsSimulation._btTempVector30;
			var convexPosTo = PhysicsSimulation._btTempVector31;
			var convexRotFrom = PhysicsSimulation._btTempQuaternion0;
			var convexRotTo = PhysicsSimulation._btTempQuaternion1;
			var convexTransform = PhysicsSimulation._btTempTransform0;
			var convexTransTo = PhysicsSimulation._btTempTransform1;
			var sweepShape = shape._btShape;
			bt.btVector3_setValue(convexPosFrom, -fromPosition.x, fromPosition.y, fromPosition.z);
			bt.btVector3_setValue(convexPosTo, -toPosition.x, toPosition.y, toPosition.z);
			bt.ConvexResultCallback_set_m_collisionFilterGroup(convexResultCall, collisonGroup);
			bt.ConvexResultCallback_set_m_collisionFilterMask(convexResultCall, collisionMask);
			bt.btTransform_setOrigin(convexTransform, convexPosFrom);
			bt.btTransform_setOrigin(convexTransTo, convexPosTo);
			if (fromRotation) {
				bt.btQuaternion_setValue(convexRotFrom, -fromRotation.x, fromRotation.y, fromRotation.z, -fromRotation.w);
				bt.btTransform_setRotation(convexTransform, convexRotFrom);
			}
			else {
				bt.btTransform_setRotation(convexTransform, this._btDefaultQuaternion);
			}
			if (toRotation) {
				bt.btQuaternion_setValue(convexRotTo, -toRotation.x, toRotation.y, toRotation.z, -toRotation.w);
				bt.btTransform_setRotation(convexTransTo, convexRotTo);
			}
			else {
				bt.btTransform_setRotation(convexTransTo, this._btDefaultQuaternion);
			}
			bt.ClosestConvexResultCallback_set_m_hitCollisionObject(convexResultCall, null);
			bt.ConvexResultCallback_set_m_closestHitFraction(convexResultCall, 1);
			bt.btCollisionWorld_convexSweepTest(this._btCollisionWorld, sweepShape, convexTransform, convexTransTo, convexResultCall, allowedCcdPenetration);
			if (bt.ConvexResultCallback_hasHit(convexResultCall)) {
				if (out) {
					out.succeeded = true;
					out.collider = PhysicsComponent._physicObjectsMap[bt.btCollisionObject_getUserIndex(bt.ClosestConvexResultCallback_get_m_hitCollisionObject(convexResultCall))];
					out.hitFraction = bt.ConvexResultCallback_get_m_closestHitFraction(convexResultCall);
					var btPoint = bt.ClosestConvexResultCallback_get_m_hitPointWorld(convexResultCall);
					var btNormal = bt.ClosestConvexResultCallback_get_m_hitNormalWorld(convexResultCall);
					var point = out.point;
					var normal = out.normal;
					point.x = -bt.btVector3_x(btPoint);
					point.y = bt.btVector3_y(btPoint);
					point.z = bt.btVector3_z(btPoint);
					normal.x = -bt.btVector3_x(btNormal);
					normal.y = bt.btVector3_y(btNormal);
					normal.z = bt.btVector3_z(btNormal);
				}
				return true;
			}
			else {
				if (out)
					out.succeeded = false;
				return false;
			}
		}
		shapeCastAll(shape, fromPosition, toPosition, out, fromRotation = null, toRotation = null, collisonGroup = Physics3DUtils.COLLISIONFILTERGROUP_ALLFILTER, collisionMask = Physics3DUtils.COLLISIONFILTERGROUP_ALLFILTER, allowedCcdPenetration = 0.0) {
			var bt = ILaya3D.Physics3D._bullet;
			var convexResultCall = this._btAllConvexResultCallback;
			var convexPosFrom = PhysicsSimulation._btTempVector30;
			var convexPosTo = PhysicsSimulation._btTempVector31;
			var convexRotFrom = PhysicsSimulation._btTempQuaternion0;
			var convexRotTo = PhysicsSimulation._btTempQuaternion1;
			var convexTransform = PhysicsSimulation._btTempTransform0;
			var convexTransTo = PhysicsSimulation._btTempTransform1;
			var sweepShape = shape._btShape;
			out.length = 0;
			bt.btVector3_setValue(convexPosFrom, -fromPosition.x, fromPosition.y, fromPosition.z);
			bt.btVector3_setValue(convexPosTo, -toPosition.x, toPosition.y, toPosition.z);
			bt.ConvexResultCallback_set_m_collisionFilterGroup(convexResultCall, collisonGroup);
			bt.ConvexResultCallback_set_m_collisionFilterMask(convexResultCall, collisionMask);
			bt.btTransform_setOrigin(convexTransform, convexPosFrom);
			bt.btTransform_setOrigin(convexTransTo, convexPosTo);
			if (fromRotation) {
				bt.btQuaternion_setValue(convexRotFrom, -fromRotation.x, fromRotation.y, fromRotation.z, -fromRotation.w);
				bt.btTransform_setRotation(convexTransform, convexRotFrom);
			}
			else {
				bt.btTransform_setRotation(convexTransform, this._btDefaultQuaternion);
			}
			if (toRotation) {
				bt.btQuaternion_setValue(convexRotTo, -toRotation.x, toRotation.y, toRotation.z, -toRotation.w);
				bt.btTransform_setRotation(convexTransTo, convexRotTo);
			}
			else {
				bt.btTransform_setRotation(convexTransTo, this._btDefaultQuaternion);
			}
			var collisionObjects = bt.AllConvexResultCallback_get_m_collisionObjects(convexResultCall);
			var btPoints = bt.AllConvexResultCallback_get_m_hitPointWorld(convexResultCall);
			var btNormals = bt.AllConvexResultCallback_get_m_hitNormalWorld(convexResultCall);
			var btFractions = bt.AllConvexResultCallback_get_m_hitFractions(convexResultCall);
			bt.tVector3Array_clear(btPoints);
			bt.tVector3Array_clear(btNormals);
			bt.tScalarArray_clear(btFractions);
			bt.tBtCollisionObjectArray_clear(collisionObjects);
			bt.btCollisionWorld_convexSweepTest(this._btCollisionWorld, sweepShape, convexTransform, convexTransTo, convexResultCall, allowedCcdPenetration);
			var count = bt.tBtCollisionObjectArray_size(collisionObjects);
			if (count > 0) {
				this._collisionsUtils.recoverAllHitResultsPool();
				for (var i = 0; i < count; i++) {
					var hitResult = this._collisionsUtils.getHitResult();
					out.push(hitResult);
					hitResult.succeeded = true;
					hitResult.collider = PhysicsComponent._physicObjectsMap[bt.btCollisionObject_getUserIndex(bt.tBtCollisionObjectArray_at(collisionObjects, i))];
					hitResult.hitFraction = bt.tScalarArray_at(btFractions, i);
					var btPoint = bt.tVector3Array_at(btPoints, i);
					var point = hitResult.point;
					point.x = -bt.btVector3_x(btPoint);
					point.y = bt.btVector3_y(btPoint);
					point.z = bt.btVector3_z(btPoint);
					var btNormal = bt.tVector3Array_at(btNormals, i);
					var normal = hitResult.normal;
					normal.x = -bt.btVector3_x(btNormal);
					normal.y = bt.btVector3_y(btNormal);
					normal.z = bt.btVector3_z(btNormal);
				}
				return true;
			}
			else {
				return false;
			}
		}
		addConstraint(constraint, disableCollisionsBetweenLinkedBodies = false) {
			if (!this._btDiscreteDynamicsWorld)
				throw "Cannot perform this action when the physics engine is set to CollisionsOnly";
			ILaya3D.Physics3D._bullet.btCollisionWorld_addConstraint(this._btDiscreteDynamicsWorld, constraint._btConstraint, disableCollisionsBetweenLinkedBodies);
			this._currentConstraint[constraint.id] = constraint;
		}
		removeConstraint(constraint) {
			if (!this._btDiscreteDynamicsWorld)
				throw "Cannot perform this action when the physics engine is set to CollisionsOnly";
			ILaya3D.Physics3D._bullet.btCollisionWorld_removeConstraint(this._btDiscreteDynamicsWorld, constraint._btConstraint);
			delete this._currentConstraint[constraint.id];
		}
		setHitsRayResultCallbackFlag(flag = 1) {
			var bt = ILaya3D.Physics3D._bullet;
			bt.RayResultCallback_set_m_flags(this._btAllHitsRayResultCallback, flag);
			bt.RayResultCallback_set_m_flags(this._btClosestRayResultCallback, flag);
		}
		_updatePhysicsTransformFromRender() {
			var elements = this._physicsUpdateList.elements;
			for (var i = 0, n = this._physicsUpdateList.length; i < n; i++) {
				var physicCollider = elements[i];
				physicCollider._derivePhysicsTransformation(false);
				physicCollider._inPhysicUpdateListIndex = -1;
			}
			this._physicsUpdateList.length = 0;
		}
		_updateCharacters() {
			for (var i = 0, n = this._characters.length; i < n; i++) {
				var character = this._characters[i];
				character._updateTransformComponent(ILaya3D.Physics3D._bullet.btCollisionObject_getWorldTransform(character._btColliderObject));
			}
		}
		_updateCollisions() {
			this._collisionsUtils.recoverAllContactPointsPool();
			var previous = this._currentFrameCollisions;
			this._currentFrameCollisions = this._previousFrameCollisions;
			this._currentFrameCollisions.length = 0;
			this._previousFrameCollisions = previous;
			var loopCount = Laya.Stat.loopCount;
			var bt = ILaya3D.Physics3D._bullet;
			var numManifolds = bt.btDispatcher_getNumManifolds(this._btDispatcher);
			for (var i = 0; i < numManifolds; i++) {
				var contactManifold = bt.btDispatcher_getManifoldByIndexInternal(this._btDispatcher, i);
				var componentA = PhysicsComponent._physicObjectsMap[bt.btCollisionObject_getUserIndex(bt.btPersistentManifold_getBody0(contactManifold))];
				var componentB = PhysicsComponent._physicObjectsMap[bt.btCollisionObject_getUserIndex(bt.btPersistentManifold_getBody1(contactManifold))];
				var collision = null;
				var isFirstCollision;
				var contacts = null;
				var isTrigger = componentA.isTrigger || componentB.isTrigger;
				if (isTrigger && (componentA.owner._needProcessTriggers || componentB.owner._needProcessTriggers)) {
					var numContacts = bt.btPersistentManifold_getNumContacts(contactManifold);
					for (var j = 0; j < numContacts; j++) {
						var pt = bt.btPersistentManifold_getContactPoint(contactManifold, j);
						var distance = bt.btManifoldPoint_getDistance(pt);
						if (distance <= 0) {
							collision = this._collisionsUtils.getCollision(componentA, componentB);
							contacts = collision.contacts;
							isFirstCollision = collision._updateFrame !== loopCount;
							if (isFirstCollision) {
								collision._isTrigger = true;
								contacts.length = 0;
							}
							break;
						}
					}
				}
				else if (componentA.owner._needProcessCollisions || componentB.owner._needProcessCollisions) {
					if (componentA._enableProcessCollisions || componentB._enableProcessCollisions) {
						numContacts = bt.btPersistentManifold_getNumContacts(contactManifold);
						for (j = 0; j < numContacts; j++) {
							pt = bt.btPersistentManifold_getContactPoint(contactManifold, j);
							distance = bt.btManifoldPoint_getDistance(pt);
							if (distance <= 0) {
								var contactPoint = this._collisionsUtils.getContactPoints();
								contactPoint.colliderA = componentA;
								contactPoint.colliderB = componentB;
								contactPoint.distance = distance;
								var btNormal = bt.btManifoldPoint_get_m_normalWorldOnB(pt);
								var normal = contactPoint.normal;
								normal.x = -bt.btVector3_x(btNormal);
								normal.y = bt.btVector3_y(btNormal);
								normal.z = bt.btVector3_z(btNormal);
								var btPostionA = bt.btManifoldPoint_get_m_positionWorldOnA(pt);
								var positionOnA = contactPoint.positionOnA;
								positionOnA.x = -bt.btVector3_x(btPostionA);
								positionOnA.y = bt.btVector3_y(btPostionA);
								positionOnA.z = bt.btVector3_z(btPostionA);
								var btPostionB = bt.btManifoldPoint_get_m_positionWorldOnB(pt);
								var positionOnB = contactPoint.positionOnB;
								positionOnB.x = -bt.btVector3_x(btPostionB);
								positionOnB.y = bt.btVector3_y(btPostionB);
								positionOnB.z = bt.btVector3_z(btPostionB);
								if (!collision) {
									collision = this._collisionsUtils.getCollision(componentA, componentB);
									contacts = collision.contacts;
									isFirstCollision = collision._updateFrame !== loopCount;
									if (isFirstCollision) {
										collision._isTrigger = false;
										contacts.length = 0;
									}
								}
								contacts.push(contactPoint);
							}
						}
					}
				}
				if (collision && isFirstCollision) {
					this._currentFrameCollisions.push(collision);
					collision._setUpdateFrame(loopCount);
				}
			}
		}
		_eventScripts() {
			var loopCount = Laya.Stat.loopCount;
			for (var i = 0, n = this._currentFrameCollisions.length; i < n; i++) {
				var curFrameCol = this._currentFrameCollisions[i];
				var colliderA = curFrameCol._colliderA;
				var colliderB = curFrameCol._colliderB;
				if (colliderA.destroyed || colliderB.destroyed)
					continue;
				if (loopCount - curFrameCol._lastUpdateFrame === 1) {
					var ownerA = colliderA.owner;
					var scriptsA = ownerA._scripts;
					if (scriptsA) {
						if (curFrameCol._isTrigger) {
							if (ownerA._needProcessTriggers) {
								for (var j = 0, m = scriptsA.length; j < m; j++)
									scriptsA[j].onTriggerStay(colliderB);
							}
						}
						else {
							if (ownerA._needProcessCollisions) {
								for (j = 0, m = scriptsA.length; j < m; j++) {
									curFrameCol.other = colliderB;
									scriptsA[j].onCollisionStay(curFrameCol);
								}
							}
						}
					}
					var ownerB = colliderB.owner;
					var scriptsB = ownerB._scripts;
					if (scriptsB) {
						if (curFrameCol._isTrigger) {
							if (ownerB._needProcessTriggers) {
								for (j = 0, m = scriptsB.length; j < m; j++)
									scriptsB[j].onTriggerStay(colliderA);
							}
						}
						else {
							if (ownerB._needProcessCollisions) {
								for (j = 0, m = scriptsB.length; j < m; j++) {
									curFrameCol.other = colliderA;
									scriptsB[j].onCollisionStay(curFrameCol);
								}
							}
						}
					}
				}
				else {
					ownerA = colliderA.owner;
					scriptsA = ownerA._scripts;
					if (scriptsA) {
						if (curFrameCol._isTrigger) {
							if (ownerA._needProcessTriggers) {
								for (j = 0, m = scriptsA.length; j < m; j++)
									scriptsA[j].onTriggerEnter(colliderB);
							}
						}
						else {
							if (ownerA._needProcessCollisions) {
								for (j = 0, m = scriptsA.length; j < m; j++) {
									curFrameCol.other = colliderB;
									scriptsA[j].onCollisionEnter(curFrameCol);
								}
							}
						}
					}
					ownerB = colliderB.owner;
					scriptsB = ownerB._scripts;
					if (scriptsB) {
						if (curFrameCol._isTrigger) {
							if (ownerB._needProcessTriggers) {
								for (j = 0, m = scriptsB.length; j < m; j++)
									scriptsB[j].onTriggerEnter(colliderA);
							}
						}
						else {
							if (ownerB._needProcessCollisions) {
								for (j = 0, m = scriptsB.length; j < m; j++) {
									curFrameCol.other = colliderA;
									scriptsB[j].onCollisionEnter(curFrameCol);
								}
							}
						}
					}
				}
			}
			for (i = 0, n = this._previousFrameCollisions.length; i < n; i++) {
				var preFrameCol = this._previousFrameCollisions[i];
				var preColliderA = preFrameCol._colliderA;
				var preColliderB = preFrameCol._colliderB;
				if (preColliderA.destroyed || preColliderB.destroyed)
					continue;
				if (loopCount - preFrameCol._updateFrame === 1) {
					this._collisionsUtils.recoverCollision(preFrameCol);
					ownerA = preColliderA.owner;
					scriptsA = ownerA._scripts;
					if (scriptsA) {
						if (preFrameCol._isTrigger) {
							if (ownerA._needProcessTriggers) {
								for (j = 0, m = scriptsA.length; j < m; j++)
									scriptsA[j].onTriggerExit(preColliderB);
							}
						}
						else {
							if (ownerA._needProcessCollisions) {
								for (j = 0, m = scriptsA.length; j < m; j++) {
									preFrameCol.other = preColliderB;
									scriptsA[j].onCollisionExit(preFrameCol);
								}
							}
						}
					}
					ownerB = preColliderB.owner;
					scriptsB = ownerB._scripts;
					if (scriptsB) {
						if (preFrameCol._isTrigger) {
							if (ownerB._needProcessTriggers) {
								for (j = 0, m = scriptsB.length; j < m; j++)
									scriptsB[j].onTriggerExit(preColliderA);
							}
						}
						else {
							if (ownerB._needProcessCollisions) {
								for (j = 0, m = scriptsB.length; j < m; j++) {
									preFrameCol.other = preColliderA;
									scriptsB[j].onCollisionExit(preFrameCol);
								}
							}
						}
					}
				}
			}
			for (var id in this._currentConstraint) {
				var constraintObj = this._currentConstraint[id];
				var scripts = constraintObj.owner._scripts;
				if (constraintObj.enabled && constraintObj._isBreakConstrained() && (!!scripts)) {
					if (scripts.length != 0) {
						for (i = 0, n = scripts.length; i < n; i++) {
							scripts[i].onJointBreak();
						}
					}
				}
			}
		}
		clearForces() {
			if (!this._btDiscreteDynamicsWorld)
				throw "Cannot perform this action when the physics engine is set to CollisionsOnly";
			ILaya3D.Physics3D._bullet.btDiscreteDynamicsWorld_clearForces(this._btDiscreteDynamicsWorld);
		}
	}
	PhysicsSimulation.PHYSICSENGINEFLAGS_NONE = 0x0;
	PhysicsSimulation.PHYSICSENGINEFLAGS_COLLISIONSONLY = 0x1;
	PhysicsSimulation.PHYSICSENGINEFLAGS_SOFTBODYSUPPORT = 0x2;
	PhysicsSimulation.PHYSICSENGINEFLAGS_MULTITHREADED = 0x4;
	PhysicsSimulation.PHYSICSENGINEFLAGS_USEHARDWAREWHENPOSSIBLE = 0x8;
	PhysicsSimulation.SOLVERMODE_RANDMIZE_ORDER = 1;
	PhysicsSimulation.SOLVERMODE_FRICTION_SEPARATE = 2;
	PhysicsSimulation.SOLVERMODE_USE_WARMSTARTING = 4;
	PhysicsSimulation.SOLVERMODE_USE_2_FRICTION_DIRECTIONS = 16;
	PhysicsSimulation.SOLVERMODE_ENABLE_FRICTION_DIRECTION_CACHING = 32;
	PhysicsSimulation.SOLVERMODE_DISABLE_VELOCITY_DEPENDENT_FRICTION_DIRECTION = 64;
	PhysicsSimulation.SOLVERMODE_CACHE_FRIENDLY = 128;
	PhysicsSimulation.SOLVERMODE_SIMD = 256;
	PhysicsSimulation.SOLVERMODE_INTERLEAVE_CONTACT_AND_FRICTION_CONSTRAINTS = 512;
	PhysicsSimulation.SOLVERMODE_ALLOW_ZERO_LENGTH_FRICTION_DIRECTIONS = 1024;
	PhysicsSimulation.HITSRAYRESULTCALLBACK_FLAG_NONE = 0;
	PhysicsSimulation.HITSRAYRESULTCALLBACK_FLAG_FILTERBACKFACESS = 1;
	PhysicsSimulation.HITSRAYRESULTCALLBACK_FLAG_KEEPUNFILIPPEDNORMAL = 2;
	PhysicsSimulation.HITSRAYRESULTCALLBACK_FLAG_USESUBSIMPLEXCONVEXCASTRAYTEST = 4;
	PhysicsSimulation.HITSRAYRESULTCALLBACK_FLAG_USEGJKCONVEXCASTRAYTEST = 8;
	PhysicsSimulation.HITSRAYRESULTCALLBACK_FLAG_TERMINATOR = 0xffffffff;
	PhysicsSimulation._tempVector30 = new Vector3();
	PhysicsSimulation.disableSimulation = false;

	class TextureGenerator {
		constructor() {
		}
		static lightAttenTexture(x, y, maxX, maxY, index, data) {
			var sqrRange = x / maxX;
			var atten = 1.0 / (1.0 + 25.0 * sqrRange);
			if (sqrRange >= 0.64) {
				if (sqrRange > 1.0) {
					atten = 0;
				}
				else {
					atten *= 1 - (sqrRange - 0.64) / (1 - 0.64);
				}
			}
			data[index] = Math.floor(atten * 255.0 + 0.5);
		}
		static haloTexture(x, y, maxX, maxY, index, data) {
			maxX >>= 1;
			maxY >>= 1;
			var xFac = (x - maxX) / maxX;
			var yFac = (y - maxY) / maxY;
			var sqrRange = xFac * xFac + yFac * yFac;
			if (sqrRange > 1.0) {
				sqrRange = 1.0;
			}
			data[index] = Math.floor((1.0 - sqrRange) * 255.0 + 0.5);
		}
		static _generateTexture2D(texture, textureWidth, textureHeight, func) {
			var index = 0;
			var size = 0;
			switch (texture.format) {
				case Laya.TextureFormat.R8G8B8:
					size = 3;
					break;
				case Laya.TextureFormat.R8G8B8A8:
					size = 4;
					break;
				case Laya.TextureFormat.Alpha8:
					size = 1;
					break;
				default:
					throw "GeneratedTexture._generateTexture: unkonw texture format.";
			}
			var data = new Uint8Array(textureWidth * textureHeight * size);
			for (var y = 0; y < textureHeight; y++) {
				for (var x = 0; x < textureWidth; x++) {
					func(x, y, textureWidth, textureHeight, index, data);
					index += size;
				}
			}
			texture.setPixels(data);
		}
	}

	class Utils3D {
		static _createFloatTextureBuffer(width, height) {
			var floatTex = new Laya.Texture2D(width, height, Laya.TextureFormat.R32G32B32A32, false, false);
			floatTex.filterMode = Laya.FilterMode.Point;
			floatTex.wrapModeU = Laya.WarpMode.Clamp;
			floatTex.wrapModeV = Laya.WarpMode.Clamp;
			floatTex.anisoLevel = 0;
			return floatTex;
		}
		static _convertToLayaVec3(bVector, out, inverseX) {
			var bullet = ILaya3D.Physics3D._bullet;
			out.x = inverseX ? -bullet.btVector3_x(bVector) : bullet.btVector3_x(bVector);
			out.y = bullet.btVector3_y(bVector);
			out.z = bullet.btVector3_z(bVector);
		}
		static _convertToBulletVec3(lVector, out, inverseX) {
			ILaya3D.Physics3D._bullet.btVector3_setValue(out, inverseX ? -lVector.x : lVector.x, lVector.y, lVector.z);
		}
		static _rotationTransformScaleSkinAnimation(tx, ty, tz, qx, qy, qz, qw, sx, sy, sz, outArray, outOffset) {
			var re = Utils3D._tempArray16_0;
			var se = Utils3D._tempArray16_1;
			var tse = Utils3D._tempArray16_2;
			var x2 = qx + qx;
			var y2 = qy + qy;
			var z2 = qz + qz;
			var xx = qx * x2;
			var yx = qy * x2;
			var yy = qy * y2;
			var zx = qz * x2;
			var zy = qz * y2;
			var zz = qz * z2;
			var wx = qw * x2;
			var wy = qw * y2;
			var wz = qw * z2;
			re[15] = 1;
			re[0] = 1 - yy - zz;
			re[1] = yx + wz;
			re[2] = zx - wy;
			re[4] = yx - wz;
			re[5] = 1 - xx - zz;
			re[6] = zy + wx;
			re[8] = zx + wy;
			re[9] = zy - wx;
			re[10] = 1 - xx - yy;
			se[15] = 1;
			se[0] = sx;
			se[5] = sy;
			se[10] = sz;
			var i, ai0, ai1, ai2, ai3;
			for (i = 0; i < 4; i++) {
				ai0 = re[i];
				ai1 = re[i + 4];
				ai2 = re[i + 8];
				ai3 = re[i + 12];
				tse[i] = ai0;
				tse[i + 4] = ai1;
				tse[i + 8] = ai2;
				tse[i + 12] = ai0 * tx + ai1 * ty + ai2 * tz + ai3;
			}
			for (i = 0; i < 4; i++) {
				ai0 = tse[i];
				ai1 = tse[i + 4];
				ai2 = tse[i + 8];
				ai3 = tse[i + 12];
				outArray[i + outOffset] = ai0 * se[0] + ai1 * se[1] + ai2 * se[2] + ai3 * se[3];
				outArray[i + outOffset + 4] = ai0 * se[4] + ai1 * se[5] + ai2 * se[6] + ai3 * se[7];
				outArray[i + outOffset + 8] = ai0 * se[8] + ai1 * se[9] + ai2 * se[10] + ai3 * se[11];
				outArray[i + outOffset + 12] = ai0 * se[12] + ai1 * se[13] + ai2 * se[14] + ai3 * se[15];
			}
		}
		static _computeBoneAndAnimationDatasByBindPoseMatrxix(bones, curData, inverGlobalBindPose, outBonesDatas, outAnimationDatas, boneIndexToMesh) {
			var offset = 0;
			var matOffset = 0;
			var i;
			var parentOffset;
			var boneLength = bones.length;
			for (i = 0; i < boneLength; offset += bones[i].keyframeWidth, matOffset += 16, i++) {
				Utils3D._rotationTransformScaleSkinAnimation(curData[offset + 0], curData[offset + 1], curData[offset + 2], curData[offset + 3], curData[offset + 4], curData[offset + 5], curData[offset + 6], curData[offset + 7], curData[offset + 8], curData[offset + 9], outBonesDatas, matOffset);
				if (i != 0) {
					parentOffset = bones[i].parentIndex * 16;
					Utils3D.mulMatrixByArray(outBonesDatas, parentOffset, outBonesDatas, matOffset, outBonesDatas, matOffset);
				}
			}
			var n = inverGlobalBindPose.length;
			for (i = 0; i < n; i++) {
				Utils3D.mulMatrixByArrayAndMatrixFast(outBonesDatas, boneIndexToMesh[i] * 16, inverGlobalBindPose[i], outAnimationDatas, i * 16);
			}
		}
		static _computeAnimationDatasByArrayAndMatrixFast(inverGlobalBindPose, bonesDatas, outAnimationDatas, boneIndexToMesh) {
			for (var i = 0, n = inverGlobalBindPose.length; i < n; i++)
				Utils3D.mulMatrixByArrayAndMatrixFast(bonesDatas, boneIndexToMesh[i] * 16, inverGlobalBindPose[i], outAnimationDatas, i * 16);
		}
		static _computeBoneAndAnimationDatasByBindPoseMatrxixOld(bones, curData, inverGlobalBindPose, outBonesDatas, outAnimationDatas) {
			var offset = 0;
			var matOffset = 0;
			var i;
			var parentOffset;
			var boneLength = bones.length;
			for (i = 0; i < boneLength; offset += bones[i].keyframeWidth, matOffset += 16, i++) {
				Utils3D._rotationTransformScaleSkinAnimation(curData[offset + 7], curData[offset + 8], curData[offset + 9], curData[offset + 3], curData[offset + 4], curData[offset + 5], curData[offset + 6], curData[offset + 0], curData[offset + 1], curData[offset + 2], outBonesDatas, matOffset);
				if (i != 0) {
					parentOffset = bones[i].parentIndex * 16;
					Utils3D.mulMatrixByArray(outBonesDatas, parentOffset, outBonesDatas, matOffset, outBonesDatas, matOffset);
				}
			}
			var n = inverGlobalBindPose.length;
			for (i = 0; i < n; i++) {
				var arrayOffset = i * 16;
				Utils3D.mulMatrixByArrayAndMatrixFast(outBonesDatas, arrayOffset, inverGlobalBindPose[i], outAnimationDatas, arrayOffset);
			}
		}
		static _computeAnimationDatasByArrayAndMatrixFastOld(inverGlobalBindPose, bonesDatas, outAnimationDatas) {
			var n = inverGlobalBindPose.length;
			for (var i = 0; i < n; i++) {
				var arrayOffset = i * 16;
				Utils3D.mulMatrixByArrayAndMatrixFast(bonesDatas, arrayOffset, inverGlobalBindPose[i], outAnimationDatas, arrayOffset);
			}
		}
		static _computeRootAnimationData(bones, curData, animationDatas) {
			for (var i = 0, offset = 0, matOffset = 0, boneLength = bones.length; i < boneLength; offset += bones[i].keyframeWidth, matOffset += 16, i++)
				Utils3D.createAffineTransformationArray(curData[offset + 0], curData[offset + 1], curData[offset + 2], curData[offset + 3], curData[offset + 4], curData[offset + 5], curData[offset + 6], curData[offset + 7], curData[offset + 8], curData[offset + 9], animationDatas, matOffset);
		}
		static transformVector3ArrayByQuat(sourceArray, sourceOffset, rotation, outArray, outOffset) {
			var x = sourceArray[sourceOffset], y = sourceArray[sourceOffset + 1], z = sourceArray[sourceOffset + 2], qx = rotation.x, qy = rotation.y, qz = rotation.z, qw = rotation.w, ix = qw * x + qy * z - qz * y, iy = qw * y + qz * x - qx * z, iz = qw * z + qx * y - qy * x, iw = -qx * x - qy * y - qz * z;
			outArray[outOffset] = ix * qw + iw * -qx + iy * -qz - iz * -qy;
			outArray[outOffset + 1] = iy * qw + iw * -qy + iz * -qx - ix * -qz;
			outArray[outOffset + 2] = iz * qw + iw * -qz + ix * -qy - iy * -qx;
		}
		static mulMatrixByArray(leftArray, leftOffset, rightArray, rightOffset, outArray, outOffset) {
			var i, ai0, ai1, ai2, ai3;
			if (outArray === rightArray) {
				rightArray = Utils3D._tempArray16_3;
				for (i = 0; i < 16; ++i) {
					rightArray[i] = outArray[outOffset + i];
				}
				rightOffset = 0;
			}
			for (i = 0; i < 4; i++) {
				ai0 = leftArray[leftOffset + i];
				ai1 = leftArray[leftOffset + i + 4];
				ai2 = leftArray[leftOffset + i + 8];
				ai3 = leftArray[leftOffset + i + 12];
				outArray[outOffset + i] = ai0 * rightArray[rightOffset + 0] + ai1 * rightArray[rightOffset + 1] + ai2 * rightArray[rightOffset + 2] + ai3 * rightArray[rightOffset + 3];
				outArray[outOffset + i + 4] = ai0 * rightArray[rightOffset + 4] + ai1 * rightArray[rightOffset + 5] + ai2 * rightArray[rightOffset + 6] + ai3 * rightArray[rightOffset + 7];
				outArray[outOffset + i + 8] = ai0 * rightArray[rightOffset + 8] + ai1 * rightArray[rightOffset + 9] + ai2 * rightArray[rightOffset + 10] + ai3 * rightArray[rightOffset + 11];
				outArray[outOffset + i + 12] = ai0 * rightArray[rightOffset + 12] + ai1 * rightArray[rightOffset + 13] + ai2 * rightArray[rightOffset + 14] + ai3 * rightArray[rightOffset + 15];
			}
		}
		static mulMatrixByArrayFast(leftArray, leftOffset, rightArray, rightOffset, outArray, outOffset) {
			var i, ai0, ai1, ai2, ai3;
			for (i = 0; i < 4; i++) {
				ai0 = leftArray[leftOffset + i];
				ai1 = leftArray[leftOffset + i + 4];
				ai2 = leftArray[leftOffset + i + 8];
				ai3 = leftArray[leftOffset + i + 12];
				outArray[outOffset + i] = ai0 * rightArray[rightOffset + 0] + ai1 * rightArray[rightOffset + 1] + ai2 * rightArray[rightOffset + 2] + ai3 * rightArray[rightOffset + 3];
				outArray[outOffset + i + 4] = ai0 * rightArray[rightOffset + 4] + ai1 * rightArray[rightOffset + 5] + ai2 * rightArray[rightOffset + 6] + ai3 * rightArray[rightOffset + 7];
				outArray[outOffset + i + 8] = ai0 * rightArray[rightOffset + 8] + ai1 * rightArray[rightOffset + 9] + ai2 * rightArray[rightOffset + 10] + ai3 * rightArray[rightOffset + 11];
				outArray[outOffset + i + 12] = ai0 * rightArray[rightOffset + 12] + ai1 * rightArray[rightOffset + 13] + ai2 * rightArray[rightOffset + 14] + ai3 * rightArray[rightOffset + 15];
			}
		}
		static mulMatrixByArrayAndMatrixFast(leftArray, leftOffset, rightMatrix, outArray, outOffset) {
			var i, ai0, ai1, ai2, ai3;
			var rightMatrixE = rightMatrix.elements;
			var m11 = rightMatrixE[0], m12 = rightMatrixE[1], m13 = rightMatrixE[2], m14 = rightMatrixE[3];
			var m21 = rightMatrixE[4], m22 = rightMatrixE[5], m23 = rightMatrixE[6], m24 = rightMatrixE[7];
			var m31 = rightMatrixE[8], m32 = rightMatrixE[9], m33 = rightMatrixE[10], m34 = rightMatrixE[11];
			var m41 = rightMatrixE[12], m42 = rightMatrixE[13], m43 = rightMatrixE[14], m44 = rightMatrixE[15];
			var ai0LeftOffset = leftOffset;
			var ai1LeftOffset = leftOffset + 4;
			var ai2LeftOffset = leftOffset + 8;
			var ai3LeftOffset = leftOffset + 12;
			var ai0OutOffset = outOffset;
			var ai1OutOffset = outOffset + 4;
			var ai2OutOffset = outOffset + 8;
			var ai3OutOffset = outOffset + 12;
			for (i = 0; i < 4; i++) {
				ai0 = leftArray[ai0LeftOffset + i];
				ai1 = leftArray[ai1LeftOffset + i];
				ai2 = leftArray[ai2LeftOffset + i];
				ai3 = leftArray[ai3LeftOffset + i];
				outArray[ai0OutOffset + i] = ai0 * m11 + ai1 * m12 + ai2 * m13 + ai3 * m14;
				outArray[ai1OutOffset + i] = ai0 * m21 + ai1 * m22 + ai2 * m23 + ai3 * m24;
				outArray[ai2OutOffset + i] = ai0 * m31 + ai1 * m32 + ai2 * m33 + ai3 * m34;
				outArray[ai3OutOffset + i] = ai0 * m41 + ai1 * m42 + ai2 * m43 + ai3 * m44;
			}
		}
		static createAffineTransformationArray(tX, tY, tZ, rX, rY, rZ, rW, sX, sY, sZ, outArray, outOffset) {
			var x2 = rX + rX, y2 = rY + rY, z2 = rZ + rZ;
			var xx = rX * x2, xy = rX * y2, xz = rX * z2, yy = rY * y2, yz = rY * z2, zz = rZ * z2;
			var wx = rW * x2, wy = rW * y2, wz = rW * z2;
			outArray[outOffset + 0] = (1 - (yy + zz)) * sX;
			outArray[outOffset + 1] = (xy + wz) * sX;
			outArray[outOffset + 2] = (xz - wy) * sX;
			outArray[outOffset + 3] = 0;
			outArray[outOffset + 4] = (xy - wz) * sY;
			outArray[outOffset + 5] = (1 - (xx + zz)) * sY;
			outArray[outOffset + 6] = (yz + wx) * sY;
			outArray[outOffset + 7] = 0;
			outArray[outOffset + 8] = (xz + wy) * sZ;
			outArray[outOffset + 9] = (yz - wx) * sZ;
			outArray[outOffset + 10] = (1 - (xx + yy)) * sZ;
			outArray[outOffset + 11] = 0;
			outArray[outOffset + 12] = tX;
			outArray[outOffset + 13] = tY;
			outArray[outOffset + 14] = tZ;
			outArray[outOffset + 15] = 1;
		}
		static transformVector3ArrayToVector3ArrayCoordinate(source, sourceOffset, transform, result, resultOffset) {
			var coordinateX = source[sourceOffset + 0];
			var coordinateY = source[sourceOffset + 1];
			var coordinateZ = source[sourceOffset + 2];
			var transformElem = transform.elements;
			var w = ((coordinateX * transformElem[3]) + (coordinateY * transformElem[7]) + (coordinateZ * transformElem[11]) + transformElem[15]);
			result[resultOffset] = (coordinateX * transformElem[0]) + (coordinateY * transformElem[4]) + (coordinateZ * transformElem[8]) + transformElem[12] / w;
			result[resultOffset + 1] = (coordinateX * transformElem[1]) + (coordinateY * transformElem[5]) + (coordinateZ * transformElem[9]) + transformElem[13] / w;
			result[resultOffset + 2] = (coordinateX * transformElem[2]) + (coordinateY * transformElem[6]) + (coordinateZ * transformElem[10]) + transformElem[14] / w;
		}
		static transformVector3ArrayToVector3ArrayNormal(source, sourceOffset, transform, result, resultOffset) {
			var coordinateX = source[sourceOffset + 0];
			var coordinateY = source[sourceOffset + 1];
			var coordinateZ = source[sourceOffset + 2];
			var transformElem = transform.elements;
			result[resultOffset] = coordinateX * transformElem[0] + coordinateY * transformElem[4] + coordinateZ * transformElem[8];
			result[resultOffset + 1] = coordinateX * transformElem[1] + coordinateY * transformElem[5] + coordinateZ * transformElem[9];
			result[resultOffset + 2] = coordinateX * transformElem[2] + coordinateY * transformElem[6] + coordinateZ * transformElem[10];
		}
		static transformLightingMapTexcoordArray(source, sourceOffset, lightingMapScaleOffset, result, resultOffset) {
			result[resultOffset + 0] = source[sourceOffset + 0] * lightingMapScaleOffset.x + lightingMapScaleOffset.z;
			result[resultOffset + 1] = 1.0 - ((1.0 - source[sourceOffset + 1]) * lightingMapScaleOffset.y + lightingMapScaleOffset.w);
		}
		static getURLVerion(url) {
			var index = url.indexOf("?");
			return index >= 0 ? url.substr(index) : null;
		}
		static _createAffineTransformationArray(trans, rot, scale, outE) {
			var x = rot.x, y = rot.y, z = rot.z, w = rot.w, x2 = x + x, y2 = y + y, z2 = z + z;
			var xx = x * x2, xy = x * y2, xz = x * z2, yy = y * y2, yz = y * z2, zz = z * z2;
			var wx = w * x2, wy = w * y2, wz = w * z2, sx = scale.x, sy = scale.y, sz = scale.z;
			outE[0] = (1 - (yy + zz)) * sx;
			outE[1] = (xy + wz) * sx;
			outE[2] = (xz - wy) * sx;
			outE[3] = 0;
			outE[4] = (xy - wz) * sy;
			outE[5] = (1 - (xx + zz)) * sy;
			outE[6] = (yz + wx) * sy;
			outE[7] = 0;
			outE[8] = (xz + wy) * sz;
			outE[9] = (yz - wx) * sz;
			outE[10] = (1 - (xx + yy)) * sz;
			outE[11] = 0;
			outE[12] = trans.x;
			outE[13] = trans.y;
			outE[14] = trans.z;
			outE[15] = 1;
		}
		static _mulMatrixArray(left, right, rightOffset, outArray, outOffset) {
			var l = right;
			var r = left;
			var e = outArray;
			var l11 = l[rightOffset], l12 = l[rightOffset + 1], l13 = l[rightOffset + 2], l14 = l[rightOffset + 3];
			var l21 = l[rightOffset + 4], l22 = l[rightOffset + 5], l23 = l[rightOffset + 6], l24 = l[rightOffset + 7];
			var l31 = l[rightOffset + 8], l32 = l[rightOffset + 9], l33 = l[rightOffset + 10], l34 = l[rightOffset + 11];
			var l41 = l[rightOffset + 12], l42 = l[rightOffset + 13], l43 = l[rightOffset + 14], l44 = l[rightOffset + 15];
			var r11 = r[0], r12 = r[1], r13 = r[2], r14 = r[3];
			var r21 = r[4], r22 = r[5], r23 = r[6], r24 = r[7];
			var r31 = r[8], r32 = r[9], r33 = r[10], r34 = r[11];
			var r41 = r[12], r42 = r[13], r43 = r[14], r44 = r[15];
			e[outOffset] = (l11 * r11) + (l12 * r21) + (l13 * r31) + (l14 * r41);
			e[outOffset + 1] = (l11 * r12) + (l12 * r22) + (l13 * r32) + (l14 * r42);
			e[outOffset + 2] = (l11 * r13) + (l12 * r23) + (l13 * r33) + (l14 * r43);
			e[outOffset + 3] = (l11 * r14) + (l12 * r24) + (l13 * r34) + (l14 * r44);
			e[outOffset + 4] = (l21 * r11) + (l22 * r21) + (l23 * r31) + (l24 * r41);
			e[outOffset + 5] = (l21 * r12) + (l22 * r22) + (l23 * r32) + (l24 * r42);
			e[outOffset + 6] = (l21 * r13) + (l22 * r23) + (l23 * r33) + (l24 * r43);
			e[outOffset + 7] = (l21 * r14) + (l22 * r24) + (l23 * r34) + (l24 * r44);
			e[outOffset + 8] = (l31 * r11) + (l32 * r21) + (l33 * r31) + (l34 * r41);
			e[outOffset + 9] = (l31 * r12) + (l32 * r22) + (l33 * r32) + (l34 * r42);
			e[outOffset + 10] = (l31 * r13) + (l32 * r23) + (l33 * r33) + (l34 * r43);
			e[outOffset + 11] = (l31 * r14) + (l32 * r24) + (l33 * r34) + (l34 * r44);
			e[outOffset + 12] = (l41 * r11) + (l42 * r21) + (l43 * r31) + (l44 * r41);
			e[outOffset + 13] = (l41 * r12) + (l42 * r22) + (l43 * r32) + (l44 * r42);
			e[outOffset + 14] = (l41 * r13) + (l42 * r23) + (l43 * r33) + (l44 * r43);
			e[outOffset + 15] = (l41 * r14) + (l42 * r24) + (l43 * r34) + (l44 * r44);
		}
		static arcTanAngle(x, y) {
			if (x == 0) {
				if (y == 1)
					return Math.PI / 2;
				return -Math.PI / 2;
			}
			if (x > 0)
				return Math.atan(y / x);
			if (x < 0) {
				if (y > 0)
					return Math.atan(y / x) + Math.PI;
				return Math.atan(y / x) - Math.PI;
			}
			return 0;
		}
		static angleTo(from, location, angle) {
			Vector3.subtract(location, from, Quaternion.TEMPVector30);
			Vector3.normalize(Quaternion.TEMPVector30, Quaternion.TEMPVector30);
			angle.x = Math.asin(Quaternion.TEMPVector30.y);
			angle.y = Utils3D.arcTanAngle(-Quaternion.TEMPVector30.z, -Quaternion.TEMPVector30.x);
		}
		static transformQuat(source, rotation, out) {
			var re = rotation;
			var x = source.x, y = source.y, z = source.z, qx = re[0], qy = re[1], qz = re[2], qw = re[3], ix = qw * x + qy * z - qz * y, iy = qw * y + qz * x - qx * z, iz = qw * z + qx * y - qy * x, iw = -qx * x - qy * y - qz * z;
			out.x = ix * qw + iw * -qx + iy * -qz - iz * -qy;
			out.y = iy * qw + iw * -qy + iz * -qx - ix * -qz;
			out.z = iz * qw + iw * -qz + ix * -qy - iy * -qx;
		}
		static quaternionWeight(f, weight, e) {
			e.x = f.x * weight;
			e.y = f.y * weight;
			e.z = f.z * weight;
			e.w = f.w;
		}
		static quaternionConjugate(value, result) {
			result.x = -value.x;
			result.y = -value.y;
			result.z = -value.z;
			result.w = value.w;
		}
		static scaleWeight(s, w, out) {
			var sX = s.x, sY = s.y, sZ = s.z;
			out.x = sX > 0 ? Math.pow(Math.abs(sX), w) : -Math.pow(Math.abs(sX), w);
			out.y = sY > 0 ? Math.pow(Math.abs(sY), w) : -Math.pow(Math.abs(sY), w);
			out.z = sZ > 0 ? Math.pow(Math.abs(sZ), w) : -Math.pow(Math.abs(sZ), w);
		}
		static scaleBlend(sa, sb, w, out) {
			var saw = Utils3D._tempVector3_0;
			var sbw = Utils3D._tempVector3_1;
			Utils3D.scaleWeight(sa, 1.0 - w, saw);
			Utils3D.scaleWeight(sb, w, sbw);
			var sng = w > 0.5 ? sb : sa;
			out.x = sng.x > 0 ? Math.abs(saw.x * sbw.x) : -Math.abs(saw.x * sbw.x);
			out.y = sng.y > 0 ? Math.abs(saw.y * sbw.y) : -Math.abs(saw.y * sbw.y);
			out.z = sng.z > 0 ? Math.abs(saw.z * sbw.z) : -Math.abs(saw.z * sbw.z);
		}
		static matrix4x4MultiplyFFF(a, b, e) {
			var i, ai0, ai1, ai2, ai3;
			if (e === b) {
				b = new Float32Array(16);
				for (i = 0; i < 16; ++i) {
					b[i] = e[i];
				}
			}
			var b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3];
			var b4 = b[4], b5 = b[5], b6 = b[6], b7 = b[7];
			var b8 = b[8], b9 = b[9], b10 = b[10], b11 = b[11];
			var b12 = b[12], b13 = b[13], b14 = b[14], b15 = b[15];
			for (i = 0; i < 4; i++) {
				ai0 = a[i];
				ai1 = a[i + 4];
				ai2 = a[i + 8];
				ai3 = a[i + 12];
				e[i] = ai0 * b0 + ai1 * b1 + ai2 * b2 + ai3 * b3;
				e[i + 4] = ai0 * b4 + ai1 * b5 + ai2 * b6 + ai3 * b7;
				e[i + 8] = ai0 * b8 + ai1 * b9 + ai2 * b10 + ai3 * b11;
				e[i + 12] = ai0 * b12 + ai1 * b13 + ai2 * b14 + ai3 * b15;
			}
		}
		static matrix4x4MultiplyFFFForNative(a, b, e) {
			Laya.LayaGL.instance.matrix4x4Multiply(a, b, e);
		}
		static matrix4x4MultiplyMFM(left, right, out) {
			Utils3D.matrix4x4MultiplyFFF(left.elements, right, out.elements);
		}
		static _buildTexture2D(width, height, format, colorFunc, mipmaps = false) {
			var texture = new Laya.Texture2D(width, height, format, mipmaps, true);
			texture.anisoLevel = 1;
			texture.filterMode = Laya.FilterMode.Point;
			TextureGenerator._generateTexture2D(texture, width, height, colorFunc);
			return texture;
		}
		static _drawBound(debugLine, boundBox, color) {
			if (debugLine.lineCount + 12 > debugLine.maxLineCount)
				debugLine.maxLineCount += 12;
			var start = Utils3D._tempVector3_0;
			var end = Utils3D._tempVector3_1;
			var min = boundBox.min;
			var max = boundBox.max;
			start.setValue(min.x, min.y, min.z);
			end.setValue(max.x, min.y, min.z);
			debugLine.addLine(start, end, color, color);
			start.setValue(min.x, min.y, min.z);
			end.setValue(min.x, min.y, max.z);
			debugLine.addLine(start, end, color, color);
			start.setValue(max.x, min.y, min.z);
			end.setValue(max.x, min.y, max.z);
			debugLine.addLine(start, end, color, color);
			start.setValue(min.x, min.y, max.z);
			end.setValue(max.x, min.y, max.z);
			debugLine.addLine(start, end, color, color);
			start.setValue(min.x, min.y, min.z);
			end.setValue(min.x, max.y, min.z);
			debugLine.addLine(start, end, color, color);
			start.setValue(min.x, min.y, max.z);
			end.setValue(min.x, max.y, max.z);
			debugLine.addLine(start, end, color, color);
			start.setValue(max.x, min.y, min.z);
			end.setValue(max.x, max.y, min.z);
			debugLine.addLine(start, end, color, color);
			start.setValue(max.x, min.y, max.z);
			end.setValue(max.x, max.y, max.z);
			debugLine.addLine(start, end, color, color);
			start.setValue(min.x, max.y, min.z);
			end.setValue(max.x, max.y, min.z);
			debugLine.addLine(start, end, color, color);
			start.setValue(min.x, max.y, min.z);
			end.setValue(min.x, max.y, max.z);
			debugLine.addLine(start, end, color, color);
			start.setValue(max.x, max.y, min.z);
			end.setValue(max.x, max.y, max.z);
			debugLine.addLine(start, end, color, color);
			start.setValue(min.x, max.y, max.z);
			end.setValue(max.x, max.y, max.z);
			debugLine.addLine(start, end, color, color);
		}
		static _getHierarchyPath(rootSprite, checkSprite, path) {
			path.length = 0;
			var sprite = checkSprite;
			while (sprite !== rootSprite) {
				var parent = sprite._parent;
				if (parent)
					path.push(parent.getChildIndex(sprite));
				else
					return null;
				sprite = parent;
			}
			return path;
		}
		static _getNodeByHierarchyPath(rootSprite, invPath) {
			var sprite = rootSprite;
			for (var i = invPath.length - 1; i >= 0; i--) {
				sprite = sprite.getChildAt(invPath[i]);
			}
			return sprite;
		}
	}
	Utils3D._tempVector3_0 = new Vector3();
	Utils3D._tempVector3_1 = new Vector3();
	Utils3D._tempArray16_0 = new Float32Array(16);
	Utils3D._tempArray16_1 = new Float32Array(16);
	Utils3D._tempArray16_2 = new Float32Array(16);
	Utils3D._tempArray16_3 = new Float32Array(16);
	Utils3D._compIdToNode = new Object();

	class CharacterController extends PhysicsComponent {
		constructor(stepheight = 0.1, upAxis = null, collisionGroup = Physics3DUtils.COLLISIONFILTERGROUP_DEFAULTFILTER, canCollideWith = Physics3DUtils.COLLISIONFILTERGROUP_ALLFILTER) {
			super(collisionGroup, canCollideWith);
			this._upAxis = new Vector3(0, 1, 0);
			this._maxSlope = 45.0;
			this._jumpSpeed = 10.0;
			this._fallSpeed = 55.0;
			this._gravity = new Vector3(0, -9.8 * 3, 0);
			this._btKinematicCharacter = null;
			this._stepHeight = stepheight;
			(upAxis) && (this._upAxis = upAxis);
			this._controlBySimulation = true;
		}
		static __init__() {
			CharacterController._btTempVector30 = ILaya3D.Physics3D._bullet.btVector3_create(0, 0, 0);
		}
		get fallSpeed() {
			return this._fallSpeed;
		}
		set fallSpeed(value) {
			this._fallSpeed = value;
			ILaya3D.Physics3D._bullet.btKinematicCharacterController_setFallSpeed(this._btKinematicCharacter, value);
		}
		get jumpSpeed() {
			return this._jumpSpeed;
		}
		set jumpSpeed(value) {
			this._jumpSpeed = value;
			ILaya3D.Physics3D._bullet.btKinematicCharacterController_setJumpSpeed(this._btKinematicCharacter, value);
		}
		get gravity() {
			return this._gravity;
		}
		set gravity(value) {
			this._gravity = value;
			var bt = ILaya3D.Physics3D._bullet;
			var btGravity = CharacterController._btTempVector30;
			bt.btVector3_setValue(btGravity, -value.x, value.y, value.z);
			bt.btKinematicCharacterController_setGravity(this._btKinematicCharacter, btGravity);
		}
		get maxSlope() {
			return this._maxSlope;
		}
		set maxSlope(value) {
			this._maxSlope = value;
			ILaya3D.Physics3D._bullet.btKinematicCharacterController_setMaxSlope(this._btKinematicCharacter, (value / 180) * Math.PI);
		}
		get isGrounded() {
			return ILaya3D.Physics3D._bullet.btKinematicCharacterController_onGround(this._btKinematicCharacter);
		}
		get stepHeight() {
			return this._stepHeight;
		}
		set stepHeight(value) {
			this._stepHeight = value;
			ILaya3D.Physics3D._bullet.btKinematicCharacterController_setStepHeight(this._btKinematicCharacter, value);
		}
		get upAxis() {
			return this._upAxis;
		}
		set upAxis(value) {
			this._upAxis = value;
			var btUpAxis = CharacterController._btTempVector30;
			Utils3D._convertToBulletVec3(value, btUpAxis, false);
			ILaya3D.Physics3D._bullet.btKinematicCharacterController_setUp(this._btKinematicCharacter, btUpAxis);
		}
		_constructCharacter() {
			var bt = ILaya3D.Physics3D._bullet;
			if (this._btKinematicCharacter)
				bt.btKinematicCharacterController_destroy(this._btKinematicCharacter);
			var btUpAxis = CharacterController._btTempVector30;
			bt.btVector3_setValue(btUpAxis, this._upAxis.x, this._upAxis.y, this._upAxis.z);
			this._btKinematicCharacter = bt.btKinematicCharacterController_create(this._btColliderObject, this._colliderShape._btShape, this._stepHeight, btUpAxis);
			this.fallSpeed = this._fallSpeed;
			this.maxSlope = this._maxSlope;
			this.jumpSpeed = this._jumpSpeed;
			this.gravity = this._gravity;
		}
		_onShapeChange(colShape) {
			super._onShapeChange(colShape);
			this._constructCharacter();
		}
		_onAdded() {
			var bt = ILaya3D.Physics3D._bullet;
			var ghostObject = bt.btPairCachingGhostObject_create();
			bt.btCollisionObject_setUserIndex(ghostObject, this.id);
			bt.btCollisionObject_setCollisionFlags(ghostObject, PhysicsComponent.COLLISIONFLAGS_CHARACTER_OBJECT);
			this._btColliderObject = ghostObject;
			(this._colliderShape) && (this._constructCharacter());
			super._onAdded();
		}
		_addToSimulation() {
			this._simulation._characters.push(this);
			this._simulation._addCharacter(this, this._collisionGroup, this._canCollideWith);
		}
		_removeFromSimulation() {
			this._simulation._removeCharacter(this);
			var characters = this._simulation._characters;
			characters.splice(characters.indexOf(this), 1);
		}
		_cloneTo(dest) {
			super._cloneTo(dest);
			var destCharacterController = dest;
			destCharacterController.stepHeight = this._stepHeight;
			destCharacterController.upAxis = this._upAxis;
			destCharacterController.maxSlope = this._maxSlope;
			destCharacterController.jumpSpeed = this._jumpSpeed;
			destCharacterController.fallSpeed = this._fallSpeed;
			destCharacterController.gravity = this._gravity;
		}
		_onDestroy() {
			ILaya3D.Physics3D._bullet.btKinematicCharacterController_destroy(this._btKinematicCharacter);
			super._onDestroy();
			this._btKinematicCharacter = null;
		}
		move(movement) {
			var btMovement = CharacterController._btVector30;
			var bt = ILaya3D.Physics3D._bullet;
			bt.btVector3_setValue(btMovement, -movement.x, movement.y, movement.z);
			bt.btKinematicCharacterController_setWalkDirection(this._btKinematicCharacter, btMovement);
		}
		jump(velocity = null) {
			var bt = ILaya3D.Physics3D._bullet;
			var btVelocity = CharacterController._btVector30;
			if (velocity) {
				Utils3D._convertToBulletVec3(velocity, btVelocity, true);
				bt.btKinematicCharacterController_jump(this._btKinematicCharacter, btVelocity);
			}
			else {
				bt.btVector3_setValue(btVelocity, 0, 0, 0);
				bt.btKinematicCharacterController_jump(this._btKinematicCharacter, btVelocity);
			}
		}
	}
	CharacterController.UPAXIS_X = 0;
	CharacterController.UPAXIS_Y = 1;
	CharacterController.UPAXIS_Z = 2;

	class PhysicsTriggerComponent extends PhysicsComponent {
		constructor(collisionGroup, canCollideWith) {
			super(collisionGroup, canCollideWith);
			this._isTrigger = false;
		}
		get isTrigger() {
			return this._isTrigger;
		}
		set isTrigger(value) {
			this._isTrigger = value;
			var bt = ILaya3D.Physics3D._bullet;
			if (this._btColliderObject) {
				var flags = bt.btCollisionObject_getCollisionFlags(this._btColliderObject);
				if (value) {
					if ((flags & PhysicsComponent.COLLISIONFLAGS_NO_CONTACT_RESPONSE) === 0)
						bt.btCollisionObject_setCollisionFlags(this._btColliderObject, flags | PhysicsComponent.COLLISIONFLAGS_NO_CONTACT_RESPONSE);
				}
				else {
					if ((flags & PhysicsComponent.COLLISIONFLAGS_NO_CONTACT_RESPONSE) !== 0)
						bt.btCollisionObject_setCollisionFlags(this._btColliderObject, flags ^ PhysicsComponent.COLLISIONFLAGS_NO_CONTACT_RESPONSE);
				}
			}
		}
		_onAdded() {
			super._onAdded();
			this.isTrigger = this._isTrigger;
		}
		_cloneTo(dest) {
			super._cloneTo(dest);
			dest.isTrigger = this._isTrigger;
		}
	}

	class Rigidbody3D extends PhysicsTriggerComponent {
		constructor(collisionGroup = Physics3DUtils.COLLISIONFILTERGROUP_DEFAULTFILTER, canCollideWith = Physics3DUtils.COLLISIONFILTERGROUP_ALLFILTER) {
			super(collisionGroup, canCollideWith);
			this._isKinematic = false;
			this._mass = 1.0;
			this._gravity = new Vector3(0, -10, 0);
			this._angularDamping = 0.0;
			this._linearDamping = 0.0;
			this._overrideGravity = false;
			this._totalTorque = new Vector3(0, 0, 0);
			this._totalForce = new Vector3(0, 0, 0);
			this._linearVelocity = new Vector3();
			this._angularVelocity = new Vector3();
			this._linearFactor = new Vector3(1, 1, 1);
			this._angularFactor = new Vector3(1, 1, 1);
			this._detectCollisions = true;
			this._controlBySimulation = true;
		}
		static __init__() {
			var bt = ILaya3D.Physics3D._bullet;
			Rigidbody3D._btTempVector30 = bt.btVector3_create(0, 0, 0);
			Rigidbody3D._btTempVector31 = bt.btVector3_create(0, 0, 0);
			Rigidbody3D._btVector3Zero = bt.btVector3_create(0, 0, 0);
			Rigidbody3D._btInertia = bt.btVector3_create(0, 0, 0);
			Rigidbody3D._btImpulse = bt.btVector3_create(0, 0, 0);
			Rigidbody3D._btImpulseOffset = bt.btVector3_create(0, 0, 0);
			Rigidbody3D._btGravity = bt.btVector3_create(0, 0, 0);
			Rigidbody3D._btTransform0 = bt.btTransform_create();
		}
		get mass() {
			return this._mass;
		}
		set mass(value) {
			value = Math.max(value, 1e-07);
			this._mass = value;
			(this._isKinematic) || (this._updateMass(value));
		}
		get isKinematic() {
			return this._isKinematic;
		}
		set isKinematic(value) {
			this._isKinematic = value;
			this._controlBySimulation = !value;
			var bt = ILaya3D.Physics3D._bullet;
			var canInSimulation = !!(this._simulation && this._enabled && this._colliderShape);
			canInSimulation && this._removeFromSimulation();
			var natColObj = this._btColliderObject;
			var flags = bt.btCollisionObject_getCollisionFlags(natColObj);
			if (value) {
				flags = flags | PhysicsComponent.COLLISIONFLAGS_KINEMATIC_OBJECT;
				bt.btCollisionObject_setCollisionFlags(natColObj, flags);
				bt.btCollisionObject_forceActivationState(this._btColliderObject, PhysicsComponent.ACTIVATIONSTATE_DISABLE_DEACTIVATION);
				this._enableProcessCollisions = false;
				this._updateMass(0);
			}
			else {
				if ((flags & PhysicsComponent.COLLISIONFLAGS_KINEMATIC_OBJECT) > 0)
					flags = flags ^ PhysicsComponent.COLLISIONFLAGS_KINEMATIC_OBJECT;
				bt.btCollisionObject_setCollisionFlags(natColObj, flags);
				bt.btCollisionObject_setActivationState(this._btColliderObject, PhysicsComponent.ACTIVATIONSTATE_ACTIVE_TAG);
				this._enableProcessCollisions = true;
				this._updateMass(this._mass);
			}
			var btZero = Rigidbody3D._btVector3Zero;
			bt.btCollisionObject_setInterpolationLinearVelocity(natColObj, btZero);
			bt.btRigidBody_setLinearVelocity(natColObj, btZero);
			bt.btCollisionObject_setInterpolationAngularVelocity(natColObj, btZero);
			bt.btRigidBody_setAngularVelocity(natColObj, btZero);
			canInSimulation && this._addToSimulation();
		}
		get linearDamping() {
			return this._linearDamping;
		}
		set linearDamping(value) {
			this._linearDamping = value;
			if (this._btColliderObject)
				ILaya3D.Physics3D._bullet.btRigidBody_setDamping(this._btColliderObject, value, this._angularDamping);
		}
		get angularDamping() {
			return this._angularDamping;
		}
		set angularDamping(value) {
			this._angularDamping = value;
			if (this._btColliderObject)
				ILaya3D.Physics3D._bullet.btRigidBody_setDamping(this._btColliderObject, this._linearDamping, value);
		}
		get overrideGravity() {
			return this._overrideGravity;
		}
		set overrideGravity(value) {
			this._overrideGravity = value;
			var bt = ILaya3D.Physics3D._bullet;
			if (this._btColliderObject) {
				var flag = bt.btRigidBody_getFlags(this._btColliderObject);
				if (value) {
					if ((flag & Rigidbody3D._BT_DISABLE_WORLD_GRAVITY) === 0)
						bt.btRigidBody_setFlags(this._btColliderObject, flag | Rigidbody3D._BT_DISABLE_WORLD_GRAVITY);
				}
				else {
					if ((flag & Rigidbody3D._BT_DISABLE_WORLD_GRAVITY) > 0)
						bt.btRigidBody_setFlags(this._btColliderObject, flag ^ Rigidbody3D._BT_DISABLE_WORLD_GRAVITY);
				}
			}
		}
		get gravity() {
			return this._gravity;
		}
		set gravity(value) {
			this._gravity = value;
			var bt = ILaya3D.Physics3D._bullet;
			bt.btVector3_setValue(Rigidbody3D._btGravity, -value.x, value.y, value.z);
			bt.btRigidBody_setGravity(this._btColliderObject, Rigidbody3D._btGravity);
		}
		get totalForce() {
			if (this._btColliderObject) {
				var btTotalForce = ILaya3D.Physics3D._bullet.btRigidBody_getTotalForce(this._btColliderObject);
				Utils3D._convertToLayaVec3(btTotalForce, this._totalForce, true);
				return this._totalForce;
			}
			return null;
		}
		get linearFactor() {
			return this._linearFactor;
		}
		set linearFactor(value) {
			this._linearFactor = value;
			var btValue = Rigidbody3D._btTempVector30;
			Utils3D._convertToBulletVec3(value, btValue, false);
			ILaya3D.Physics3D._bullet.btRigidBody_setLinearFactor(this._btColliderObject, btValue);
		}
		get linearVelocity() {
			if (this._btColliderObject)
				Utils3D._convertToLayaVec3(ILaya3D.Physics3D._bullet.btRigidBody_getLinearVelocity(this._btColliderObject), this._linearVelocity, true);
			return this._linearVelocity;
		}
		set linearVelocity(value) {
			this._linearVelocity = value;
			if (this._btColliderObject) {
				var btValue = Rigidbody3D._btTempVector30;
				Utils3D._convertToBulletVec3(value, btValue, true);
				(this.isSleeping) && (this.wakeUp());
				ILaya3D.Physics3D._bullet.btRigidBody_setLinearVelocity(this._btColliderObject, btValue);
			}
		}
		get angularFactor() {
			return this._angularFactor;
		}
		set angularFactor(value) {
			this._angularFactor = value;
			var btValue = Rigidbody3D._btTempVector30;
			Utils3D._convertToBulletVec3(value, btValue, false);
			ILaya3D.Physics3D._bullet.btRigidBody_setAngularFactor(this._btColliderObject, btValue);
		}
		get angularVelocity() {
			if (this._btColliderObject)
				Utils3D._convertToLayaVec3(ILaya3D.Physics3D._bullet.btRigidBody_getAngularVelocity(this._btColliderObject), this._angularVelocity, true);
			return this._angularVelocity;
		}
		set angularVelocity(value) {
			this._angularVelocity = value;
			if (this._btColliderObject) {
				var btValue = Rigidbody3D._btTempVector30;
				Utils3D._convertToBulletVec3(value, btValue, true);
				(this.isSleeping) && (this.wakeUp());
				ILaya3D.Physics3D._bullet.btRigidBody_setAngularVelocity(this._btColliderObject, btValue);
			}
		}
		get totalTorque() {
			if (this._btColliderObject) {
				var btTotalTorque = ILaya3D.Physics3D._bullet.btRigidBody_getTotalTorque(this._btColliderObject);
				Utils3D._convertToLayaVec3(btTotalTorque, this._totalTorque, true);
				return this._totalTorque;
			}
			return null;
		}
		get detectCollisions() {
			return this._detectCollisions;
		}
		set detectCollisions(value) {
			if (this._detectCollisions !== value) {
				this._detectCollisions = value;
				if (this._colliderShape && this._enabled && this._simulation) {
					this._simulation._removeRigidBody(this);
					this._simulation._addRigidBody(this, this._collisionGroup, value ? this._canCollideWith : 0);
				}
			}
		}
		get isSleeping() {
			if (this._btColliderObject)
				return ILaya3D.Physics3D._bullet.btCollisionObject_getActivationState(this._btColliderObject) === PhysicsComponent.ACTIVATIONSTATE_ISLAND_SLEEPING;
			return false;
		}
		get sleepLinearVelocity() {
			return ILaya3D.Physics3D._bullet.btRigidBody_getLinearSleepingThreshold(this._btColliderObject);
		}
		set sleepLinearVelocity(value) {
			var bt = ILaya3D.Physics3D._bullet;
			bt.btRigidBody_setSleepingThresholds(this._btColliderObject, value, bt.btRigidBody_getAngularSleepingThreshold(this._btColliderObject));
		}
		get sleepAngularVelocity() {
			return ILaya3D.Physics3D._bullet.btRigidBody_getAngularSleepingThreshold(this._btColliderObject);
		}
		set sleepAngularVelocity(value) {
			var bt = ILaya3D.Physics3D._bullet;
			bt.btRigidBody_setSleepingThresholds(this._btColliderObject, bt.btRigidBody_getLinearSleepingThreshold(this._btColliderObject), value);
		}
		get btColliderObject() {
			return this._btColliderObject;
		}
		set constaintRigidbodyA(value) {
			this._constaintRigidbodyA = value;
		}
		get constaintRigidbodyA() {
			return this._constaintRigidbodyA;
		}
		set constaintRigidbodyB(value) {
			this._constaintRigidbodyB = value;
		}
		get constaintRigidbodyB() {
			return this._constaintRigidbodyB;
		}
		_updateMass(mass) {
			if (this._btColliderObject && this._colliderShape) {
				var bt = ILaya3D.Physics3D._bullet;
				bt.btCollisionShape_calculateLocalInertia(this._colliderShape._btShape, mass, Rigidbody3D._btInertia);
				bt.btRigidBody_setMassProps(this._btColliderObject, mass, Rigidbody3D._btInertia);
				bt.btRigidBody_updateInertiaTensor(this._btColliderObject);
			}
		}
		_onScaleChange(scale) {
			super._onScaleChange(scale);
			this._updateMass(this._isKinematic ? 0 : this._mass);
		}
		_derivePhysicsTransformation(force) {
			var bt = ILaya3D.Physics3D._bullet;
			var btColliderObject = this._btColliderObject;
			var oriTransform = bt.btCollisionObject_getWorldTransform(btColliderObject);
			var transform = Rigidbody3D._btTransform0;
			bt.btTransform_equal(transform, oriTransform);
			this._innerDerivePhysicsTransformation(transform, force);
			bt.btRigidBody_setCenterOfMassTransform(btColliderObject, transform);
		}
		_onAdded() {
			var bt = ILaya3D.Physics3D._bullet;
			var motionState = bt.layaMotionState_create();
			bt.layaMotionState_set_rigidBodyID(motionState, this._id);
			this._btLayaMotionState = motionState;
			var constructInfo = bt.btRigidBodyConstructionInfo_create(0.0, motionState, null, Rigidbody3D._btVector3Zero);
			var btRigid = bt.btRigidBody_create(constructInfo);
			bt.btCollisionObject_setUserIndex(btRigid, this.id);
			this._btColliderObject = btRigid;
			super._onAdded();
			this.mass = this._mass;
			this.linearFactor = this._linearFactor;
			this.angularFactor = this._angularFactor;
			this.linearDamping = this._linearDamping;
			this.angularDamping = this._angularDamping;
			this.overrideGravity = this._overrideGravity;
			this.gravity = this._gravity;
			this.isKinematic = this._isKinematic;
			bt.btRigidBodyConstructionInfo_destroy(constructInfo);
		}
		_onEnable() {
			super._onEnable();
			if (this._constaintRigidbodyA) {
				if (this._constaintRigidbodyA.connectedBody._simulation) {
					this._constaintRigidbodyA._createConstraint();
					this._constaintRigidbodyA._onEnable();
				}
			}
			if (this._constaintRigidbodyB) {
				if (this._constaintRigidbodyB.ownBody._simulation) {
					this._constaintRigidbodyB._createConstraint();
					this._constaintRigidbodyB._onEnable();
				}
			}
		}
		_onShapeChange(colShape) {
			super._onShapeChange(colShape);
			if (this._isKinematic) {
				this._updateMass(0);
			}
			else {
				var bt = ILaya3D.Physics3D._bullet;
				bt.btRigidBody_setCenterOfMassTransform(this._btColliderObject, bt.btCollisionObject_getWorldTransform(this._btColliderObject));
				this._updateMass(this._mass);
			}
		}
		_parse(data) {
			(data.friction != null) && (this.friction = data.friction);
			(data.rollingFriction != null) && (this.rollingFriction = data.rollingFriction);
			(data.restitution != null) && (this.restitution = data.restitution);
			(data.isTrigger != null) && (this.isTrigger = data.isTrigger);
			(data.mass != null) && (this.mass = data.mass);
			(data.linearDamping != null) && (this.linearDamping = data.linearDamping);
			(data.angularDamping != null) && (this.angularDamping = data.angularDamping);
			(data.overrideGravity != null) && (this.overrideGravity = data.overrideGravity);
			if (data.linearFactor != null) {
				var linFac = this.linearFactor;
				linFac.fromArray(data.linearFactor);
				this.linearFactor = linFac;
			}
			if (data.angularFactor != null) {
				var angFac = this.angularFactor;
				angFac.fromArray(data.angularFactor);
				this.angularFactor = angFac;
			}
			if (data.gravity) {
				this.gravity.fromArray(data.gravity);
				this.gravity = this.gravity;
			}
			super._parse(data);
			this._parseShape(data.shapes);
			(data.isKinematic != null) && (this.isKinematic = data.isKinematic);
		}
		_onDestroy() {
			ILaya3D.Physics3D._bullet.btMotionState_destroy(this._btLayaMotionState);
			super._onDestroy();
			this._btLayaMotionState = null;
			this._gravity = null;
			this._totalTorque = null;
			this._linearVelocity = null;
			this._angularVelocity = null;
			this._linearFactor = null;
			this._angularFactor = null;
			if (this.constaintRigidbodyA)
				this.constaintRigidbodyA._breakConstrained();
			if (this.constaintRigidbodyB) {
				this.constaintRigidbodyB.connectedBody = null;
				this.constaintRigidbodyB._onDisable();
			}
		}
		_addToSimulation() {
			this._simulation._addRigidBody(this, this._collisionGroup, this._detectCollisions ? this._canCollideWith : 0);
		}
		_removeFromSimulation() {
			this._simulation._removeRigidBody(this);
		}
		_cloneTo(dest) {
			super._cloneTo(dest);
			var destRigidbody3D = dest;
			destRigidbody3D.isKinematic = this._isKinematic;
			destRigidbody3D.mass = this._mass;
			destRigidbody3D.gravity = this._gravity;
			destRigidbody3D.angularDamping = this._angularDamping;
			destRigidbody3D.linearDamping = this._linearDamping;
			destRigidbody3D.overrideGravity = this._overrideGravity;
			destRigidbody3D.linearVelocity = this._linearVelocity;
			destRigidbody3D.angularVelocity = this._angularVelocity;
			destRigidbody3D.linearFactor = this._linearFactor;
			destRigidbody3D.angularFactor = this._angularFactor;
			destRigidbody3D.detectCollisions = this._detectCollisions;
		}
		applyForce(force, localOffset = null) {
			if (this._btColliderObject == null)
				throw "Attempted to call a Physics function that is avaliable only when the Entity has been already added to the Scene.";
			var bt = ILaya3D.Physics3D._bullet;
			var btForce = Rigidbody3D._btTempVector30;
			bt.btVector3_setValue(btForce, -force.x, force.y, force.z);
			if (localOffset) {
				var btOffset = Rigidbody3D._btTempVector31;
				bt.btVector3_setValue(btOffset, -localOffset.x, localOffset.y, localOffset.z);
				bt.btRigidBody_applyForce(this._btColliderObject, btForce, btOffset);
			}
			else {
				bt.btRigidBody_applyCentralForce(this._btColliderObject, btForce);
			}
		}
		applyTorque(torque) {
			if (this._btColliderObject == null)
				throw "Attempted to call a Physics function that is avaliable only when the Entity has been already added to the Scene.";
			var bullet = ILaya3D.Physics3D._bullet;
			var btTorque = Rigidbody3D._btTempVector30;
			bullet.btVector3_setValue(btTorque, -torque.x, torque.y, torque.z);
			bullet.btRigidBody_applyTorque(this._btColliderObject, btTorque);
		}
		applyImpulse(impulse, localOffset = null) {
			if (this._btColliderObject == null)
				throw "Attempted to call a Physics function that is avaliable only when the Entity has been already added to the Scene.";
			var bt = ILaya3D.Physics3D._bullet;
			bt.btVector3_setValue(Rigidbody3D._btImpulse, -impulse.x, impulse.y, impulse.z);
			if (localOffset) {
				bt.btVector3_setValue(Rigidbody3D._btImpulseOffset, -localOffset.x, localOffset.y, localOffset.z);
				bt.btRigidBody_applyImpulse(this._btColliderObject, Rigidbody3D._btImpulse, Rigidbody3D._btImpulseOffset);
			}
			else {
				bt.btRigidBody_applyCentralImpulse(this._btColliderObject, Rigidbody3D._btImpulse);
			}
		}
		applyTorqueImpulse(torqueImpulse) {
			if (this._btColliderObject == null)
				throw "Attempted to call a Physics function that is avaliable only when the Entity has been already added to the Scene.";
			var bt = ILaya3D.Physics3D._bullet;
			var btTorqueImpulse = Rigidbody3D._btTempVector30;
			bt.btVector3_setValue(btTorqueImpulse, -torqueImpulse.x, torqueImpulse.y, torqueImpulse.z);
			bt.btRigidBody_applyTorqueImpulse(this._btColliderObject, btTorqueImpulse);
		}
		wakeUp() {
			this._btColliderObject && (ILaya3D.Physics3D._bullet.btCollisionObject_activate(this._btColliderObject, false));
		}
		clearForces() {
			var rigidBody = this._btColliderObject;
			if (rigidBody == null)
				throw "Attempted to call a Physics function that is avaliable only when the Entity has been already added to the Scene.";
			var bt = ILaya3D.Physics3D._bullet;
			bt.btRigidBody_clearForces(rigidBody);
			var btZero = Rigidbody3D._btVector3Zero;
			bt.btCollisionObject_setInterpolationLinearVelocity(rigidBody, btZero);
			bt.btRigidBody_setLinearVelocity(rigidBody, btZero);
			bt.btCollisionObject_setInterpolationAngularVelocity(rigidBody, btZero);
			bt.btRigidBody_setAngularVelocity(rigidBody, btZero);
		}
	}
	Rigidbody3D.TYPE_STATIC = 0;
	Rigidbody3D.TYPE_DYNAMIC = 1;
	Rigidbody3D.TYPE_KINEMATIC = 2;
	Rigidbody3D._BT_DISABLE_WORLD_GRAVITY = 1;
	Rigidbody3D._BT_ENABLE_GYROPSCOPIC_FORCE = 2;

	class Physics3D {
		static __bulletinit__() {
			this._bullet = window.Physics3D;
			if (this._bullet) {
				StaticPlaneColliderShape.__init__();
				ColliderShape.__init__();
				CompoundColliderShape.__init__();
				PhysicsComponent.__init__();
				PhysicsSimulation.__init__();
				BoxColliderShape.__init__();
				CylinderColliderShape.__init__();
				CharacterController.__init__();
				Rigidbody3D.__init__();
			}
		}
		static __cannoninit__() {
			this._cannon = window.CANNON;
			if (!this._cannon)
				return;
			Laya.CannonColliderShape.__init__();
			Laya.CannonPhysicsComponent.__init__();
			Laya.CannonPhysicsSimulation.__init__();
			Laya.CannonBoxColliderShape.__init__();
			Laya.CannonRigidbody3D.__init__();
		}
	}
	Physics3D._bullet = null;
	Physics3D._cannon = null;
	Physics3D._enablePhysics = false;

	class Config3D {
		constructor() {
			this._defaultPhysicsMemory = 16;
			this._maxLightCount = 32;
			this._lightClusterCount = new Vector3(12, 12, 12);
			this._editerEnvironment = false;
			this.isAntialias = true;
			this.isAlpha = false;
			this.premultipliedAlpha = true;
			this.isStencil = true;
			this.enableMultiLight = true;
			this.octreeCulling = false;
			this.octreeInitialSize = 64.0;
			this.octreeInitialCenter = new Vector3(0, 0, 0);
			this.octreeMinNodeSize = 2.0;
			this.octreeLooseness = 1.25;
			this.debugFrustumCulling = false;
			this.pbrRenderQuality = exports.PBRRenderQuality.High;
			this.isUseCannonPhysicsEngine = false;
			this._maxAreaLightCountPerClusterAverage = Math.min(Math.floor(2048 / this._lightClusterCount.z - 1) * 4, this._maxLightCount);
		}
		static get useCannonPhysics() {
			return Config3D._config.isUseCannonPhysicsEngine;
		}
		static set useCannonPhysics(value) {
			Config3D._config.isUseCannonPhysicsEngine = value;
			if (value) {
				Physics3D.__cannoninit__();
				if (!ILaya3D.Scene3D.cannonPhysicsSettings)
					ILaya3D.Scene3D.cannonPhysicsSettings = new Laya.CannonPhysicsSettings();
			}
		}
		get defaultPhysicsMemory() {
			return this._defaultPhysicsMemory;
		}
		set defaultPhysicsMemory(value) {
			if (value < 16)
				throw "defaultPhysicsMemory must large than 16M";
			this._defaultPhysicsMemory = value;
		}
		get maxLightCount() {
			return this._maxLightCount;
		}
		set maxLightCount(value) {
			if (value > 2048) {
				this._maxLightCount = 2048;
				console.warn("Config3D: maxLightCount must less equal 2048.");
			}
			else {
				this._maxLightCount = value;
			}
		}
		get lightClusterCount() {
			return this._lightClusterCount;
		}
		set lightClusterCount(value) {
			if (value.x > 128 || value.y > 128 || value.z > 128) {
				this._lightClusterCount.setValue(Math.min(value.x, 128), Math.min(value.y, 128), Math.min(value.z, 128));
				console.warn("Config3D: lightClusterCount X and Y、Z must less equal 128.");
			}
			else {
				value.cloneTo(this._lightClusterCount);
			}
			var maxAreaLightCountWithZ = Math.floor(2048 / this._lightClusterCount.z - 1) * 4;
			if (maxAreaLightCountWithZ < this._maxLightCount)
				console.warn("Config3D: if the area light(PointLight、SpotLight) count is large than " + maxAreaLightCountWithZ + ",maybe the far away culster will ingonre some light.");
			this._maxAreaLightCountPerClusterAverage = Math.min(maxAreaLightCountWithZ, this._maxLightCount);
		}
		cloneTo(dest) {
			var destConfig3D = dest;
			destConfig3D._defaultPhysicsMemory = this._defaultPhysicsMemory;
			destConfig3D._editerEnvironment = this._editerEnvironment;
			destConfig3D.isAntialias = this.isAntialias;
			destConfig3D.isAlpha = this.isAlpha;
			destConfig3D.premultipliedAlpha = this.premultipliedAlpha;
			destConfig3D.isStencil = this.isStencil;
			destConfig3D.octreeCulling = this.octreeCulling;
			this.octreeInitialCenter.cloneTo(destConfig3D.octreeInitialCenter);
			destConfig3D.octreeInitialSize = this.octreeInitialSize;
			destConfig3D.octreeMinNodeSize = this.octreeMinNodeSize;
			destConfig3D.octreeLooseness = this.octreeLooseness;
			destConfig3D.debugFrustumCulling = this.debugFrustumCulling;
			destConfig3D.maxLightCount = this.maxLightCount;
			destConfig3D.enableMultiLight = this.enableMultiLight;
			var lightClusterCount = destConfig3D.lightClusterCount;
			this.lightClusterCount.cloneTo(lightClusterCount);
			destConfig3D.lightClusterCount = lightClusterCount;
			destConfig3D.pbrRenderQuality = this.pbrRenderQuality;
		}
		clone() {
			var dest = new Config3D();
			this.cloneTo(dest);
			return dest;
		}
	}
	Config3D._config = new Config3D();
	window.Config3D = Config3D;

	class KeyframeNode {
		constructor() {
			this._ownerPath = [];
			this._propertys = [];
			this._keyFrames = [];
		}
		get ownerPathCount() {
			return this._ownerPath.length;
		}
		get propertyCount() {
			return this._propertys.length;
		}
		get keyFramesCount() {
			return this._keyFrames.length;
		}
		_setOwnerPathCount(value) {
			this._ownerPath.length = value;
		}
		_setOwnerPathByIndex(index, value) {
			this._ownerPath[index] = value;
		}
		_joinOwnerPath(sep) {
			return this._ownerPath.join(sep);
		}
		_setPropertyCount(value) {
			this._propertys.length = value;
		}
		_setPropertyByIndex(index, value) {
			this._propertys[index] = value;
		}
		_joinProperty(sep) {
			return this._propertys.join(sep);
		}
		_setKeyframeCount(value) {
			this._keyFrames.length = value;
		}
		_setKeyframeByIndex(index, value) {
			this._keyFrames[index] = value;
		}
		getOwnerPathByIndex(index) {
			return this._ownerPath[index];
		}
		getPropertyByIndex(index) {
			return this._propertys[index];
		}
		getKeyframeByIndex(index) {
			return this._keyFrames[index];
		}
	}

	class AnimationEvent {
		constructor() {
		}
	}

	class Keyframe {
		constructor() {
		}
		cloneTo(destObject) {
			var destKeyFrame = destObject;
			destKeyFrame.time = this.time;
		}
		clone() {
			var dest = new Keyframe();
			this.cloneTo(dest);
			return dest;
		}
	}

	class FloatKeyframe extends Keyframe {
		constructor() {
			super();
		}
		cloneTo(destObject) {
			super.cloneTo(destObject);
			var destKeyFrame = destObject;
			destKeyFrame.inTangent = this.inTangent;
			destKeyFrame.outTangent = this.outTangent;
			destKeyFrame.value = this.value;
		}
	}

	class QuaternionKeyframe extends Keyframe {
		constructor() {
			super();
			this.inTangent = new Vector4();
			this.outTangent = new Vector4();
			this.value = new Quaternion();
		}
		cloneTo(dest) {
			super.cloneTo(dest);
			var destKeyFarme = dest;
			this.inTangent.cloneTo(destKeyFarme.inTangent);
			this.outTangent.cloneTo(destKeyFarme.outTangent);
			this.value.cloneTo(destKeyFarme.value);
		}
	}

	class Vector3Keyframe extends Keyframe {
		constructor() {
			super();
			this.inTangent = new Vector3();
			this.outTangent = new Vector3();
			this.value = new Vector3();
		}
		cloneTo(dest) {
			super.cloneTo(dest);
			var destKeyFarme = dest;
			this.inTangent.cloneTo(destKeyFarme.inTangent);
			this.outTangent.cloneTo(destKeyFarme.outTangent);
			this.value.cloneTo(destKeyFarme.value);
		}
	}

	class AnimationClipParser03 {
		static READ_DATA() {
			AnimationClipParser03._DATA.offset = AnimationClipParser03._reader.getUint32();
			AnimationClipParser03._DATA.size = AnimationClipParser03._reader.getUint32();
		}
		static READ_BLOCK() {
			var count = AnimationClipParser03._BLOCK.count = AnimationClipParser03._reader.getUint16();
			var blockStarts = AnimationClipParser03._BLOCK.blockStarts = [];
			var blockLengths = AnimationClipParser03._BLOCK.blockLengths = [];
			for (var i = 0; i < count; i++) {
				blockStarts.push(AnimationClipParser03._reader.getUint32());
				blockLengths.push(AnimationClipParser03._reader.getUint32());
			}
		}
		static READ_STRINGS() {
			var offset = AnimationClipParser03._reader.getUint32();
			var count = AnimationClipParser03._reader.getUint16();
			var prePos = AnimationClipParser03._reader.pos;
			AnimationClipParser03._reader.pos = offset + AnimationClipParser03._DATA.offset;
			for (var i = 0; i < count; i++)
				AnimationClipParser03._strings[i] = AnimationClipParser03._reader.readUTFString();
			AnimationClipParser03._reader.pos = prePos;
		}
		static parse(clip, reader) {
			AnimationClipParser03._animationClip = clip;
			AnimationClipParser03._reader = reader;
			var arrayBuffer = reader.__getBuffer();
			AnimationClipParser03.READ_DATA();
			AnimationClipParser03.READ_BLOCK();
			AnimationClipParser03.READ_STRINGS();
			for (var i = 0, n = AnimationClipParser03._BLOCK.count; i < n; i++) {
				var index = reader.getUint16();
				var blockName = AnimationClipParser03._strings[index];
				var fn = AnimationClipParser03["READ_" + blockName];
				if (fn == null)
					throw new Error("model file err,no this function:" + index + " " + blockName);
				else
					fn.call(null);
			}
		}
		static READ_ANIMATIONS() {
			var i, j;
			var node;
			var reader = AnimationClipParser03._reader;
			var buffer = reader.__getBuffer();
			var startTimeTypes = [];
			var startTimeTypeCount = reader.getUint16();
			startTimeTypes.length = startTimeTypeCount;
			for (i = 0; i < startTimeTypeCount; i++)
				startTimeTypes[i] = reader.getFloat32();
			var clip = AnimationClipParser03._animationClip;
			clip.name = AnimationClipParser03._strings[reader.getUint16()];
			var clipDur = clip._duration = reader.getFloat32();
			clip.islooping = !!reader.getByte();
			clip._frameRate = reader.getInt16();
			var nodeCount = reader.getInt16();
			var nodes = clip._nodes;
			nodes.count = nodeCount;
			var nodesMap = clip._nodesMap = {};
			var nodesDic = clip._nodesDic = {};
			for (i = 0; i < nodeCount; i++) {
				node = new KeyframeNode();
				nodes.setNodeByIndex(i, node);
				node._indexInList = i;
				var type = node.type = reader.getUint8();
				var pathLength = reader.getUint16();
				node._setOwnerPathCount(pathLength);
				for (j = 0; j < pathLength; j++)
					node._setOwnerPathByIndex(j, AnimationClipParser03._strings[reader.getUint16()]);
				var nodePath = node._joinOwnerPath("/");
				var mapArray = nodesMap[nodePath];
				(mapArray) || (nodesMap[nodePath] = mapArray = []);
				mapArray.push(node);
				node.propertyOwner = AnimationClipParser03._strings[reader.getUint16()];
				var propertyLength = reader.getUint16();
				node._setPropertyCount(propertyLength);
				for (j = 0; j < propertyLength; j++)
					node._setPropertyByIndex(j, AnimationClipParser03._strings[reader.getUint16()]);
				var fullPath = nodePath + "." + node.propertyOwner + "." + node._joinProperty(".");
				nodesDic[fullPath] = node;
				node.fullPath = fullPath;
				var keyframeCount = reader.getUint16();
				node._setKeyframeCount(keyframeCount);
				var startTime;
				for (j = 0; j < keyframeCount; j++) {
					switch (type) {
						case 0:
							var floatKeyframe = new FloatKeyframe();
							node._setKeyframeByIndex(j, floatKeyframe);
							startTime = floatKeyframe.time = startTimeTypes[reader.getUint16()];
							floatKeyframe.inTangent = reader.getFloat32();
							floatKeyframe.outTangent = reader.getFloat32();
							floatKeyframe.value = reader.getFloat32();
							break;
						case 1:
						case 3:
						case 4:
							var floatArrayKeyframe = new Vector3Keyframe();
							node._setKeyframeByIndex(j, floatArrayKeyframe);
							startTime = floatArrayKeyframe.time = startTimeTypes[reader.getUint16()];
							if (Laya.Render.supportWebGLPlusAnimation) {
								var data = floatArrayKeyframe.data = new Float32Array(3 * 3);
								for (var k = 0; k < 3; k++)
									data[k] = reader.getFloat32();
								for (k = 0; k < 3; k++)
									data[3 + k] = reader.getFloat32();
								for (k = 0; k < 3; k++)
									data[6 + k] = reader.getFloat32();
							}
							else {
								var inTangent = floatArrayKeyframe.inTangent;
								var outTangent = floatArrayKeyframe.outTangent;
								var value = floatArrayKeyframe.value;
								inTangent.x = reader.getFloat32();
								inTangent.y = reader.getFloat32();
								inTangent.z = reader.getFloat32();
								outTangent.x = reader.getFloat32();
								outTangent.y = reader.getFloat32();
								outTangent.z = reader.getFloat32();
								value.x = reader.getFloat32();
								value.y = reader.getFloat32();
								value.z = reader.getFloat32();
							}
							break;
						case 2:
							var quaArrayKeyframe = new QuaternionKeyframe();
							node._setKeyframeByIndex(j, quaArrayKeyframe);
							startTime = quaArrayKeyframe.time = startTimeTypes[reader.getUint16()];
							if (Laya.Render.supportWebGLPlusAnimation) {
								data = quaArrayKeyframe.data = new Float32Array(3 * 4);
								for (k = 0; k < 4; k++)
									data[k] = reader.getFloat32();
								for (k = 0; k < 4; k++)
									data[4 + k] = reader.getFloat32();
								for (k = 0; k < 4; k++)
									data[8 + k] = reader.getFloat32();
							}
							else {
								var inTangentQua = quaArrayKeyframe.inTangent;
								var outTangentQua = quaArrayKeyframe.outTangent;
								var valueQua = quaArrayKeyframe.value;
								inTangentQua.x = reader.getFloat32();
								inTangentQua.y = reader.getFloat32();
								inTangentQua.z = reader.getFloat32();
								inTangentQua.w = reader.getFloat32();
								outTangentQua.x = reader.getFloat32();
								outTangentQua.y = reader.getFloat32();
								outTangentQua.z = reader.getFloat32();
								outTangentQua.w = reader.getFloat32();
								valueQua.x = reader.getFloat32();
								valueQua.y = reader.getFloat32();
								valueQua.z = reader.getFloat32();
								valueQua.w = reader.getFloat32();
							}
							break;
						default:
							throw "AnimationClipParser03:unknown type.";
					}
				}
			}
			var eventCount = reader.getUint16();
			for (i = 0; i < eventCount; i++) {
				var event = new AnimationEvent();
				event.time = Math.min(clipDur, reader.getFloat32());
				event.eventName = AnimationClipParser03._strings[reader.getUint16()];
				var params;
				var paramCount = reader.getUint16();
				(paramCount > 0) && (event.params = params = []);
				for (j = 0; j < paramCount; j++) {
					var eventType = reader.getByte();
					switch (eventType) {
						case 0:
							params.push(!!reader.getByte());
							break;
						case 1:
							params.push(reader.getInt32());
							break;
						case 2:
							params.push(reader.getFloat32());
							break;
						case 3:
							params.push(AnimationClipParser03._strings[reader.getUint16()]);
							break;
						default:
							throw new Error("unknown type.");
					}
				}
				clip.addEvent(event);
			}
		}
	}
	AnimationClipParser03._strings = [];
	AnimationClipParser03._BLOCK = { count: 0 };
	AnimationClipParser03._DATA = { offset: 0, size: 0 };

	class HalfFloatUtils {
		static __init__() {
			for (var i = 0; i < 256; ++i) {
				var e = i - 127;
				if (e < -27) {
					HalfFloatUtils._baseTable[i | 0x000] = 0x0000;
					HalfFloatUtils._baseTable[i | 0x100] = 0x8000;
					HalfFloatUtils._shiftTable[i | 0x000] = 24;
					HalfFloatUtils._shiftTable[i | 0x100] = 24;
				}
				else if (e < -14) {
					HalfFloatUtils._baseTable[i | 0x000] = 0x0400 >> (-e - 14);
					HalfFloatUtils._baseTable[i | 0x100] = (0x0400 >> (-e - 14)) | 0x8000;
					HalfFloatUtils._shiftTable[i | 0x000] = -e - 1;
					HalfFloatUtils._shiftTable[i | 0x100] = -e - 1;
				}
				else if (e <= 15) {
					HalfFloatUtils._baseTable[i | 0x000] = (e + 15) << 10;
					HalfFloatUtils._baseTable[i | 0x100] = ((e + 15) << 10) | 0x8000;
					HalfFloatUtils._shiftTable[i | 0x000] = 13;
					HalfFloatUtils._shiftTable[i | 0x100] = 13;
				}
				else if (e < 128) {
					HalfFloatUtils._baseTable[i | 0x000] = 0x7c00;
					HalfFloatUtils._baseTable[i | 0x100] = 0xfc00;
					HalfFloatUtils._shiftTable[i | 0x000] = 24;
					HalfFloatUtils._shiftTable[i | 0x100] = 24;
				}
				else {
					HalfFloatUtils._baseTable[i | 0x000] = 0x7c00;
					HalfFloatUtils._baseTable[i | 0x100] = 0xfc00;
					HalfFloatUtils._shiftTable[i | 0x000] = 13;
					HalfFloatUtils._shiftTable[i | 0x100] = 13;
				}
			}
			HalfFloatUtils._mantissaTable[0] = 0;
			for (i = 1; i < 1024; ++i) {
				var m = i << 13;
				e = 0;
				while ((m & 0x00800000) === 0) {
					e -= 0x00800000;
					m <<= 1;
				}
				m &= ~0x00800000;
				e += 0x38800000;
				HalfFloatUtils._mantissaTable[i] = m | e;
			}
			for (i = 1024; i < 2048; ++i) {
				HalfFloatUtils._mantissaTable[i] = 0x38000000 + ((i - 1024) << 13);
			}
			HalfFloatUtils._exponentTable[0] = 0;
			for (i = 1; i < 31; ++i) {
				HalfFloatUtils._exponentTable[i] = i << 23;
			}
			HalfFloatUtils._exponentTable[31] = 0x47800000;
			HalfFloatUtils._exponentTable[32] = 0x80000000;
			for (i = 33; i < 63; ++i) {
				HalfFloatUtils._exponentTable[i] = 0x80000000 + ((i - 32) << 23);
			}
			HalfFloatUtils._exponentTable[63] = 0xc7800000;
			HalfFloatUtils._offsetTable[0] = 0;
			for (i = 1; i < 64; ++i) {
				if (i === 32) {
					HalfFloatUtils._offsetTable[i] = 0;
				}
				else {
					HalfFloatUtils._offsetTable[i] = 1024;
				}
			}
		}
		static roundToFloat16Bits(num) {
			HalfFloatUtils._floatView[0] = num;
			var f = HalfFloatUtils._uint32View[0];
			var e = (f >> 23) & 0x1ff;
			return HalfFloatUtils._baseTable[e] + ((f & 0x007fffff) >> HalfFloatUtils._shiftTable[e]);
		}
		static convertToNumber(float16bits) {
			var m = float16bits >> 10;
			HalfFloatUtils._uint32View[0] = HalfFloatUtils._mantissaTable[HalfFloatUtils._offsetTable[m] + (float16bits & 0x3ff)] + HalfFloatUtils._exponentTable[m];
			return HalfFloatUtils._floatView[0];
		}
	}
	HalfFloatUtils._buffer = new ArrayBuffer(4);
	HalfFloatUtils._floatView = new Float32Array(HalfFloatUtils._buffer);
	HalfFloatUtils._uint32View = new Uint32Array(HalfFloatUtils._buffer);
	HalfFloatUtils._baseTable = new Uint32Array(512);
	HalfFloatUtils._shiftTable = new Uint32Array(512);
	HalfFloatUtils._mantissaTable = new Uint32Array(2048);
	HalfFloatUtils._exponentTable = new Uint32Array(64);
	HalfFloatUtils._offsetTable = new Uint32Array(64);

	class AnimationClipParser04 {
		static READ_DATA() {
			AnimationClipParser04._DATA.offset = AnimationClipParser04._reader.getUint32();
			AnimationClipParser04._DATA.size = AnimationClipParser04._reader.getUint32();
		}
		static READ_BLOCK() {
			var count = AnimationClipParser04._BLOCK.count = AnimationClipParser04._reader.getUint16();
			var blockStarts = AnimationClipParser04._BLOCK.blockStarts = [];
			var blockLengths = AnimationClipParser04._BLOCK.blockLengths = [];
			for (var i = 0; i < count; i++) {
				blockStarts.push(AnimationClipParser04._reader.getUint32());
				blockLengths.push(AnimationClipParser04._reader.getUint32());
			}
		}
		static READ_STRINGS() {
			var offset = AnimationClipParser04._reader.getUint32();
			var count = AnimationClipParser04._reader.getUint16();
			var prePos = AnimationClipParser04._reader.pos;
			AnimationClipParser04._reader.pos = offset + AnimationClipParser04._DATA.offset;
			for (var i = 0; i < count; i++)
				AnimationClipParser04._strings[i] = AnimationClipParser04._reader.readUTFString();
			AnimationClipParser04._reader.pos = prePos;
		}
		static parse(clip, reader, version) {
			AnimationClipParser04._animationClip = clip;
			AnimationClipParser04._reader = reader;
			AnimationClipParser04._version = version;
			AnimationClipParser04.READ_DATA();
			AnimationClipParser04.READ_BLOCK();
			AnimationClipParser04.READ_STRINGS();
			for (var i = 0, n = AnimationClipParser04._BLOCK.count; i < n; i++) {
				var index = reader.getUint16();
				var blockName = AnimationClipParser04._strings[index];
				var fn = AnimationClipParser04["READ_" + blockName];
				if (fn == null)
					throw new Error("model file err,no this function:" + index + " " + blockName);
				else
					fn.call(null);
			}
			AnimationClipParser04._version = null;
			AnimationClipParser04._reader = null;
			AnimationClipParser04._animationClip = null;
		}
		static READ_ANIMATIONS() {
			var i, j;
			var node;
			var reader = AnimationClipParser04._reader;
			var buffer = reader.__getBuffer();
			var startTimeTypes = [];
			var startTimeTypeCount = reader.getUint16();
			startTimeTypes.length = startTimeTypeCount;
			for (i = 0; i < startTimeTypeCount; i++)
				startTimeTypes[i] = reader.getFloat32();
			var clip = AnimationClipParser04._animationClip;
			clip.name = AnimationClipParser04._strings[reader.getUint16()];
			var clipDur = clip._duration = reader.getFloat32();
			clip.islooping = !!reader.getByte();
			clip._frameRate = reader.getInt16();
			var nodeCount = reader.getInt16();
			var nodes = clip._nodes;
			nodes.count = nodeCount;
			var nodesMap = clip._nodesMap = {};
			var nodesDic = clip._nodesDic = {};
			for (i = 0; i < nodeCount; i++) {
				node = new KeyframeNode();
				nodes.setNodeByIndex(i, node);
				node._indexInList = i;
				var type = node.type = reader.getUint8();
				var pathLength = reader.getUint16();
				node._setOwnerPathCount(pathLength);
				for (j = 0; j < pathLength; j++)
					node._setOwnerPathByIndex(j, AnimationClipParser04._strings[reader.getUint16()]);
				var nodePath = node._joinOwnerPath("/");
				var mapArray = nodesMap[nodePath];
				(mapArray) || (nodesMap[nodePath] = mapArray = []);
				mapArray.push(node);
				node.propertyOwner = AnimationClipParser04._strings[reader.getUint16()];
				var propertyLength = reader.getUint16();
				node._setPropertyCount(propertyLength);
				for (j = 0; j < propertyLength; j++)
					node._setPropertyByIndex(j, AnimationClipParser04._strings[reader.getUint16()]);
				var fullPath = nodePath + "." + node.propertyOwner + "." + node._joinProperty(".");
				nodesDic[fullPath] = node;
				node.fullPath = fullPath;
				var keyframeCount = reader.getUint16();
				node._setKeyframeCount(keyframeCount);
				var startTime;
				switch (AnimationClipParser04._version) {
					case "LAYAANIMATION:04":
						for (j = 0; j < keyframeCount; j++) {
							switch (type) {
								case 0:
									var floatKeyframe = new FloatKeyframe();
									node._setKeyframeByIndex(j, floatKeyframe);
									startTime = floatKeyframe.time = startTimeTypes[reader.getUint16()];
									floatKeyframe.inTangent = reader.getFloat32();
									floatKeyframe.outTangent = reader.getFloat32();
									floatKeyframe.value = reader.getFloat32();
									break;
								case 1:
								case 3:
								case 4:
									var floatArrayKeyframe = new Vector3Keyframe();
									node._setKeyframeByIndex(j, floatArrayKeyframe);
									startTime = floatArrayKeyframe.time = startTimeTypes[reader.getUint16()];
									if (Laya.Render.supportWebGLPlusAnimation) {
										var data = floatArrayKeyframe.data = new Float32Array(3 * 3);
										for (var k = 0; k < 3; k++)
											data[k] = reader.getFloat32();
										for (k = 0; k < 3; k++)
											data[3 + k] = reader.getFloat32();
										for (k = 0; k < 3; k++)
											data[6 + k] = reader.getFloat32();
									}
									else {
										var inTangent = floatArrayKeyframe.inTangent;
										var outTangent = floatArrayKeyframe.outTangent;
										var value = floatArrayKeyframe.value;
										inTangent.x = reader.getFloat32();
										inTangent.y = reader.getFloat32();
										inTangent.z = reader.getFloat32();
										outTangent.x = reader.getFloat32();
										outTangent.y = reader.getFloat32();
										outTangent.z = reader.getFloat32();
										value.x = reader.getFloat32();
										value.y = reader.getFloat32();
										value.z = reader.getFloat32();
									}
									break;
								case 2:
									var quaternionKeyframe = new QuaternionKeyframe();
									node._setKeyframeByIndex(j, quaternionKeyframe);
									startTime = quaternionKeyframe.time = startTimeTypes[reader.getUint16()];
									if (Laya.Render.supportWebGLPlusAnimation) {
										data = quaternionKeyframe.data = new Float32Array(3 * 4);
										for (k = 0; k < 4; k++)
											data[k] = reader.getFloat32();
										for (k = 0; k < 4; k++)
											data[4 + k] = reader.getFloat32();
										for (k = 0; k < 4; k++)
											data[8 + k] = reader.getFloat32();
									}
									else {
										var inTangentQua = quaternionKeyframe.inTangent;
										var outTangentQua = quaternionKeyframe.outTangent;
										var valueQua = quaternionKeyframe.value;
										inTangentQua.x = reader.getFloat32();
										inTangentQua.y = reader.getFloat32();
										inTangentQua.z = reader.getFloat32();
										inTangentQua.w = reader.getFloat32();
										outTangentQua.x = reader.getFloat32();
										outTangentQua.y = reader.getFloat32();
										outTangentQua.z = reader.getFloat32();
										outTangentQua.w = reader.getFloat32();
										valueQua.x = reader.getFloat32();
										valueQua.y = reader.getFloat32();
										valueQua.z = reader.getFloat32();
										valueQua.w = reader.getFloat32();
									}
									break;
								default:
									throw "AnimationClipParser04:unknown type.";
							}
						}
						break;
					case "LAYAANIMATION:COMPRESSION_04":
						for (j = 0; j < keyframeCount; j++) {
							switch (type) {
								case 0:
									floatKeyframe = new FloatKeyframe();
									node._setKeyframeByIndex(j, floatKeyframe);
									startTime = floatKeyframe.time = startTimeTypes[reader.getUint16()];
									floatKeyframe.inTangent = HalfFloatUtils.convertToNumber(reader.getUint16());
									floatKeyframe.outTangent = HalfFloatUtils.convertToNumber(reader.getUint16());
									floatKeyframe.value = HalfFloatUtils.convertToNumber(reader.getUint16());
									break;
								case 1:
								case 3:
								case 4:
									floatArrayKeyframe = new Vector3Keyframe();
									node._setKeyframeByIndex(j, floatArrayKeyframe);
									startTime = floatArrayKeyframe.time = startTimeTypes[reader.getUint16()];
									if (Laya.Render.supportWebGLPlusAnimation) {
										data = floatArrayKeyframe.data = new Float32Array(3 * 3);
										for (k = 0; k < 3; k++)
											data[k] = HalfFloatUtils.convertToNumber(reader.getUint16());
										for (k = 0; k < 3; k++)
											data[3 + k] = HalfFloatUtils.convertToNumber(reader.getUint16());
										for (k = 0; k < 3; k++)
											data[6 + k] = HalfFloatUtils.convertToNumber(reader.getUint16());
									}
									else {
										inTangent = floatArrayKeyframe.inTangent;
										outTangent = floatArrayKeyframe.outTangent;
										value = floatArrayKeyframe.value;
										inTangent.x = HalfFloatUtils.convertToNumber(reader.getUint16());
										inTangent.y = HalfFloatUtils.convertToNumber(reader.getUint16());
										inTangent.z = HalfFloatUtils.convertToNumber(reader.getUint16());
										outTangent.x = HalfFloatUtils.convertToNumber(reader.getUint16());
										outTangent.y = HalfFloatUtils.convertToNumber(reader.getUint16());
										outTangent.z = HalfFloatUtils.convertToNumber(reader.getUint16());
										value.x = HalfFloatUtils.convertToNumber(reader.getUint16());
										value.y = HalfFloatUtils.convertToNumber(reader.getUint16());
										value.z = HalfFloatUtils.convertToNumber(reader.getUint16());
									}
									break;
								case 2:
									quaternionKeyframe = new QuaternionKeyframe();
									node._setKeyframeByIndex(j, quaternionKeyframe);
									startTime = quaternionKeyframe.time = startTimeTypes[reader.getUint16()];
									if (Laya.Render.supportWebGLPlusAnimation) {
										data = quaternionKeyframe.data = new Float32Array(3 * 4);
										for (k = 0; k < 4; k++)
											data[k] = HalfFloatUtils.convertToNumber(reader.getUint16());
										for (k = 0; k < 4; k++)
											data[4 + k] = HalfFloatUtils.convertToNumber(reader.getUint16());
										for (k = 0; k < 4; k++)
											data[8 + k] = HalfFloatUtils.convertToNumber(reader.getUint16());
									}
									else {
										inTangentQua = quaternionKeyframe.inTangent;
										outTangentQua = quaternionKeyframe.outTangent;
										valueQua = quaternionKeyframe.value;
										inTangentQua.x = HalfFloatUtils.convertToNumber(reader.getUint16());
										inTangentQua.y = HalfFloatUtils.convertToNumber(reader.getUint16());
										inTangentQua.z = HalfFloatUtils.convertToNumber(reader.getUint16());
										inTangentQua.w = HalfFloatUtils.convertToNumber(reader.getUint16());
										outTangentQua.x = HalfFloatUtils.convertToNumber(reader.getUint16());
										outTangentQua.y = HalfFloatUtils.convertToNumber(reader.getUint16());
										outTangentQua.z = HalfFloatUtils.convertToNumber(reader.getUint16());
										outTangentQua.w = HalfFloatUtils.convertToNumber(reader.getUint16());
										valueQua.x = HalfFloatUtils.convertToNumber(reader.getUint16());
										valueQua.y = HalfFloatUtils.convertToNumber(reader.getUint16());
										valueQua.z = HalfFloatUtils.convertToNumber(reader.getUint16());
										valueQua.w = HalfFloatUtils.convertToNumber(reader.getUint16());
									}
									break;
								default:
									throw "AnimationClipParser04:unknown type.";
							}
						}
						break;
				}
			}
			var eventCount = reader.getUint16();
			for (i = 0; i < eventCount; i++) {
				var event = new AnimationEvent();
				event.time = Math.min(clipDur, reader.getFloat32());
				event.eventName = AnimationClipParser04._strings[reader.getUint16()];
				var params;
				var paramCount = reader.getUint16();
				(paramCount > 0) && (event.params = params = []);
				for (j = 0; j < paramCount; j++) {
					var eventType = reader.getByte();
					switch (eventType) {
						case 0:
							params.push(!!reader.getByte());
							break;
						case 1:
							params.push(reader.getInt32());
							break;
						case 2:
							params.push(reader.getFloat32());
							break;
						case 3:
							params.push(AnimationClipParser04._strings[reader.getUint16()]);
							break;
						default:
							throw new Error("unknown type.");
					}
				}
				clip.addEvent(event);
			}
		}
	}
	AnimationClipParser04._strings = [];
	AnimationClipParser04._BLOCK = { count: 0 };
	AnimationClipParser04._DATA = { offset: 0, size: 0 };

	class KeyframeNodeList {
		constructor() {
			this._nodes = [];
		}
		get count() {
			return this._nodes.length;
		}
		set count(value) {
			this._nodes.length = value;
		}
		getNodeByIndex(index) {
			return this._nodes[index];
		}
		setNodeByIndex(index, node) {
			this._nodes[index] = node;
		}
	}

	class AnimationClip extends Laya.Resource {
		constructor() {
			super();
			this._nodes = new KeyframeNodeList();
			this._animationEvents = [];
		}
		static _parse(data, propertyParams = null, constructParams = null) {
			var clip = new AnimationClip();
			var reader = new Laya.Byte(data);
			var version = reader.readUTFString();
			switch (version) {
				case "LAYAANIMATION:03":
					AnimationClipParser03.parse(clip, reader);
					break;
				case "LAYAANIMATION:04":
				case "LAYAANIMATION:COMPRESSION_04":
					AnimationClipParser04.parse(clip, reader, version);
					break;
				default:
					throw "unknown animationClip version.";
			}
			return clip;
		}
		static load(url, complete) {
			Laya.ILaya.loader.create(url, complete, null, AnimationClip.ANIMATIONCLIP);
		}
		duration() {
			return this._duration;
		}
		_hermiteInterpolate(frame, nextFrame, t, dur) {
			var t0 = frame.outTangent, t1 = nextFrame.inTangent;
			if (Number.isFinite(t0) && Number.isFinite(t1)) {
				var t2 = t * t;
				var t3 = t2 * t;
				var a = 2.0 * t3 - 3.0 * t2 + 1.0;
				var b = t3 - 2.0 * t2 + t;
				var c = t3 - t2;
				var d = -2.0 * t3 + 3.0 * t2;
				return a * frame.value + b * t0 * dur + c * t1 * dur + d * nextFrame.value;
			}
			else
				return frame.value;
		}
		_hermiteInterpolateVector3(frame, nextFrame, t, dur, out) {
			var p0 = frame.value;
			var tan0 = frame.outTangent;
			var p1 = nextFrame.value;
			var tan1 = nextFrame.inTangent;
			var t2 = t * t;
			var t3 = t2 * t;
			var a = 2.0 * t3 - 3.0 * t2 + 1.0;
			var b = t3 - 2.0 * t2 + t;
			var c = t3 - t2;
			var d = -2.0 * t3 + 3.0 * t2;
			var t0 = tan0.x, t1 = tan1.x;
			if (Number.isFinite(t0) && Number.isFinite(t1))
				out.x = a * p0.x + b * t0 * dur + c * t1 * dur + d * p1.x;
			else
				out.x = p0.x;
			t0 = tan0.y, t1 = tan1.y;
			if (Number.isFinite(t0) && Number.isFinite(t1))
				out.y = a * p0.y + b * t0 * dur + c * t1 * dur + d * p1.y;
			else
				out.y = p0.y;
			t0 = tan0.z, t1 = tan1.z;
			if (Number.isFinite(t0) && Number.isFinite(t1))
				out.z = a * p0.z + b * t0 * dur + c * t1 * dur + d * p1.z;
			else
				out.z = p0.z;
		}
		_hermiteInterpolateQuaternion(frame, nextFrame, t, dur, out) {
			var p0 = frame.value;
			var tan0 = frame.outTangent;
			var p1 = nextFrame.value;
			var tan1 = nextFrame.inTangent;
			var t2 = t * t;
			var t3 = t2 * t;
			var a = 2.0 * t3 - 3.0 * t2 + 1.0;
			var b = t3 - 2.0 * t2 + t;
			var c = t3 - t2;
			var d = -2.0 * t3 + 3.0 * t2;
			var t0 = tan0.x, t1 = tan1.x;
			if (Number.isFinite(t0) && Number.isFinite(t1))
				out.x = a * p0.x + b * t0 * dur + c * t1 * dur + d * p1.x;
			else
				out.x = p0.x;
			t0 = tan0.y, t1 = tan1.y;
			if (Number.isFinite(t0) && Number.isFinite(t1))
				out.y = a * p0.y + b * t0 * dur + c * t1 * dur + d * p1.y;
			else
				out.y = p0.y;
			t0 = tan0.z, t1 = tan1.z;
			if (Number.isFinite(t0) && Number.isFinite(t1))
				out.z = a * p0.z + b * t0 * dur + c * t1 * dur + d * p1.z;
			else
				out.z = p0.z;
			t0 = tan0.w, t1 = tan1.w;
			if (Number.isFinite(t0) && Number.isFinite(t1))
				out.w = a * p0.w + b * t0 * dur + c * t1 * dur + d * p1.w;
			else
				out.w = p0.w;
		}
		_evaluateClipDatasRealTime(nodes, playCurTime, realTimeCurrentFrameIndexes, addtive, frontPlay, outDatas) {
			for (var i = 0, n = nodes.count; i < n; i++) {
				var node = nodes.getNodeByIndex(i);
				var type = node.type;
				var nextFrameIndex;
				var keyFrames = node._keyFrames;
				var keyFramesCount = keyFrames.length;
				var frameIndex = realTimeCurrentFrameIndexes[i];
				if (frontPlay) {
					if ((frameIndex !== -1) && (playCurTime < keyFrames[frameIndex].time)) {
						frameIndex = -1;
						realTimeCurrentFrameIndexes[i] = frameIndex;
					}
					nextFrameIndex = frameIndex + 1;
					while (nextFrameIndex < keyFramesCount) {
						if (keyFrames[nextFrameIndex].time > playCurTime)
							break;
						frameIndex++;
						nextFrameIndex++;
						realTimeCurrentFrameIndexes[i] = frameIndex;
					}
				}
				else {
					nextFrameIndex = frameIndex + 1;
					if ((nextFrameIndex !== keyFramesCount) && (playCurTime > keyFrames[nextFrameIndex].time)) {
						frameIndex = keyFramesCount - 1;
						realTimeCurrentFrameIndexes[i] = frameIndex;
					}
					nextFrameIndex = frameIndex + 1;
					while (frameIndex > -1) {
						if (keyFrames[frameIndex].time < playCurTime)
							break;
						frameIndex--;
						nextFrameIndex--;
						realTimeCurrentFrameIndexes[i] = frameIndex;
					}
				}
				var isEnd = nextFrameIndex === keyFramesCount;
				switch (type) {
					case 0:
						if (frameIndex !== -1) {
							var frame = keyFrames[frameIndex];
							if (isEnd) {
								outDatas[i] = frame.value;
							}
							else {
								var nextFarme = keyFrames[nextFrameIndex];
								var d = nextFarme.time - frame.time;
								var t;
								if (d !== 0)
									t = (playCurTime - frame.time) / d;
								else
									t = 0;
								outDatas[i] = this._hermiteInterpolate(frame, nextFarme, t, d);
							}
						}
						else {
							outDatas[i] = keyFrames[0].value;
						}
						if (addtive)
							outDatas[i] = outDatas[i] - keyFrames[0].value;
						break;
					case 1:
					case 4:
						var clipData = outDatas[i];
						this._evaluateFrameNodeVector3DatasRealTime(keyFrames, frameIndex, isEnd, playCurTime, clipData);
						if (addtive) {
							var firstFrameValue = keyFrames[0].value;
							clipData.x -= firstFrameValue.x;
							clipData.y -= firstFrameValue.y;
							clipData.z -= firstFrameValue.z;
						}
						break;
					case 2:
						var clipQuat = outDatas[i];
						this._evaluateFrameNodeQuaternionDatasRealTime(keyFrames, frameIndex, isEnd, playCurTime, clipQuat);
						if (addtive) {
							var tempQuat = AnimationClip._tempQuaternion0;
							var firstFrameValueQua = keyFrames[0].value;
							Utils3D.quaternionConjugate(firstFrameValueQua, tempQuat);
							Quaternion.multiply(tempQuat, clipQuat, clipQuat);
						}
						break;
					case 3:
						clipData = outDatas[i];
						this._evaluateFrameNodeVector3DatasRealTime(keyFrames, frameIndex, isEnd, playCurTime, clipData);
						if (addtive) {
							firstFrameValue = keyFrames[0].value;
							clipData.x /= firstFrameValue.x;
							clipData.y /= firstFrameValue.y;
							clipData.z /= firstFrameValue.z;
						}
						break;
					default:
						throw "AnimationClip:unknown node type.";
				}
			}
		}
		_evaluateClipDatasRealTimeForNative(nodes, playCurTime, realTimeCurrentFrameIndexes, addtive) {
			Laya.LayaGL.instance.evaluateClipDatasRealTime(nodes._nativeObj, playCurTime, realTimeCurrentFrameIndexes, addtive);
		}
		_evaluateFrameNodeVector3DatasRealTime(keyFrames, frameIndex, isEnd, playCurTime, outDatas) {
			if (frameIndex !== -1) {
				var frame = keyFrames[frameIndex];
				if (isEnd) {
					var frameData = frame.value;
					outDatas.x = frameData.x;
					outDatas.y = frameData.y;
					outDatas.z = frameData.z;
				}
				else {
					var nextKeyFrame = keyFrames[frameIndex + 1];
					var t;
					var startTime = frame.time;
					var d = nextKeyFrame.time - startTime;
					if (d !== 0)
						t = (playCurTime - startTime) / d;
					else
						t = 0;
					this._hermiteInterpolateVector3(frame, nextKeyFrame, t, d, outDatas);
				}
			}
			else {
				var firstFrameDatas = keyFrames[0].value;
				outDatas.x = firstFrameDatas.x;
				outDatas.y = firstFrameDatas.y;
				outDatas.z = firstFrameDatas.z;
			}
		}
		_evaluateFrameNodeQuaternionDatasRealTime(keyFrames, frameIndex, isEnd, playCurTime, outDatas) {
			if (frameIndex !== -1) {
				var frame = keyFrames[frameIndex];
				if (isEnd) {
					var frameData = frame.value;
					outDatas.x = frameData.x;
					outDatas.y = frameData.y;
					outDatas.z = frameData.z;
					outDatas.w = frameData.w;
				}
				else {
					var nextKeyFrame = keyFrames[frameIndex + 1];
					var t;
					var startTime = frame.time;
					var d = nextKeyFrame.time - startTime;
					if (d !== 0)
						t = (playCurTime - startTime) / d;
					else
						t = 0;
					this._hermiteInterpolateQuaternion(frame, nextKeyFrame, t, d, outDatas);
				}
			}
			else {
				var firstFrameDatas = keyFrames[0].value;
				outDatas.x = firstFrameDatas.x;
				outDatas.y = firstFrameDatas.y;
				outDatas.z = firstFrameDatas.z;
				outDatas.w = firstFrameDatas.w;
			}
		}
		_binarySearchEventIndex(time) {
			var start = 0;
			var end = this._animationEvents.length - 1;
			var mid;
			while (start <= end) {
				mid = Math.floor((start + end) / 2);
				var midValue = this._animationEvents[mid].time;
				if (midValue == time)
					return mid;
				else if (midValue > time)
					end = mid - 1;
				else
					start = mid + 1;
			}
			return start;
		}
		addEvent(event) {
			var index = this._binarySearchEventIndex(event.time);
			this._animationEvents.splice(index, 0, event);
		}
		_disposeResource() {
			this._nodes = null;
			this._nodesMap = null;
		}
	}
	AnimationClip.ANIMATIONCLIP = "ANIMATIONCLIP";
	AnimationClip._tempQuaternion0 = new Quaternion();

	class AnimatorPlayState {
		constructor() {
			this._currentState = null;
		}
		get normalizedTime() {
			return this._normalizedTime;
		}
		get duration() {
			return this._duration;
		}
		get animatorState() {
			return this._currentState;
		}
		_resetPlayState(startTime) {
			this._finish = false;
			this._startPlayTime = startTime;
			this._elapsedTime = startTime;
			this._playEventIndex = 0;
			this._lastIsFront = true;
		}
		_cloneTo(dest) {
			dest._finish = this._finish;
			dest._startPlayTime = this._startPlayTime;
			dest._elapsedTime = this._elapsedTime;
			dest._normalizedTime = this._normalizedTime;
			dest._normalizedPlayTime = this._normalizedPlayTime;
			dest._playEventIndex = this._playEventIndex;
			dest._lastIsFront = this._lastIsFront;
		}
	}

	class AnimatorControllerLayer {
		constructor(name) {
			this._destroyed = false;
			this._defaultState = null;
			this._referenceCount = 0;
			this._playType = -1;
			this._crossDuration = -1;
			this._crossMark = 0;
			this._crossNodesOwnersCount = 0;
			this._crossNodesOwners = [];
			this._crossNodesOwnersIndicesMap = {};
			this._srcCrossClipNodeIndices = [];
			this._destCrossClipNodeIndices = [];
			this._statesMap = {};
			this._states = [];
			this._playStateInfo = new AnimatorPlayState();
			this._crossPlayStateInfo = new AnimatorPlayState();
			this.blendingMode = AnimatorControllerLayer.BLENDINGMODE_OVERRIDE;
			this.defaultWeight = 1.0;
			this.playOnWake = true;
			this.name = name;
		}
		get defaultState() {
			return this._defaultState;
		}
		set defaultState(value) {
			this._defaultState = value;
			this._statesMap[value.name] = value;
		}
		_removeClip(clipStateInfos, statesMap, index, state) {
			var clip = state._clip;
			var clipStateInfo = clipStateInfos[index];
			clipStateInfos.splice(index, 1);
			delete statesMap[state.name];
			if (this._animator) {
				var frameNodes = clip._nodes;
				var nodeOwners = clipStateInfo._nodeOwners;
				clip._removeReference();
				for (var i = 0, n = frameNodes.count; i < n; i++)
					this._animator._removeKeyframeNodeOwner(nodeOwners, frameNodes.getNodeByIndex(i));
			}
		}
		_getReferenceCount() {
			return this._referenceCount;
		}
		_addReference(count = 1) {
			for (var i = 0, n = this._states.length; i < n; i++)
				this._states[i]._addReference(count);
			this._referenceCount += count;
		}
		_removeReference(count = 1) {
			for (var i = 0, n = this._states.length; i < n; i++)
				this._states[i]._removeReference(count);
			this._referenceCount -= count;
		}
		_clearReference() {
			this._removeReference(-this._referenceCount);
		}
		getCurrentPlayState() {
			return this._playStateInfo;
		}
		getAnimatorState(name) {
			var state = this._statesMap[name];
			return state ? state : null;
		}
		addState(state) {
			var stateName = state.name;
			if (this._statesMap[stateName]) {
				console.warn("AnimatorControllerLayer:this stat's name has exist.");
			}
			else {
				this._statesMap[stateName] = state;
				this._states.push(state);
				if (this._animator) {
					state._clip._addReference();
					this._animator._getOwnersByClip(state);
				}
			}
		}
		removeState(state) {
			var states = this._states;
			var index = -1;
			for (var i = 0, n = states.length; i < n; i++) {
				if (states[i] === state) {
					index = i;
					break;
				}
			}
			if (index !== -1)
				this._removeClip(states, this._statesMap, index, state);
		}
		destroy() {
			if (this._destroyed) return;
			this._clearReference();
			this._statesMap = null;
			this._states = null;
			this._playStateInfo = null;
			this._crossPlayStateInfo = null;
			this._defaultState = null;
			this._destroyed = true;
		}
		cloneTo(destObject) {
			var dest = destObject;
			dest.name = this.name;
			dest.blendingMode = this.blendingMode;
			dest.defaultWeight = this.defaultWeight;
			dest.playOnWake = this.playOnWake;
		}
		clone() {
			var dest = new AnimatorControllerLayer(this.name);
			this.cloneTo(dest);
			return dest;
		}
	}
	AnimatorControllerLayer.BLENDINGMODE_OVERRIDE = 0;
	AnimatorControllerLayer.BLENDINGMODE_ADDTIVE = 1;

	class ConchVector4 {
		constructor(x = 0, y = 0, z = 0, w = 0) {
			var v = this.elements = new Float32Array(4);
			v[0] = x;
			v[1] = y;
			v[2] = z;
			v[3] = w;
		}
		get x() {
			return this.elements[0];
		}
		set x(value) {
			this.elements[0] = value;
		}
		get y() {
			return this.elements[1];
		}
		set y(value) {
			this.elements[1] = value;
		}
		get z() {
			return this.elements[2];
		}
		set z(value) {
			this.elements[2] = value;
		}
		get w() {
			return this.elements[3];
		}
		set w(value) {
			this.elements[3] = value;
		}
		fromArray(array, offset = 0) {
			this.elements[0] = array[offset + 0];
			this.elements[1] = array[offset + 1];
			this.elements[2] = array[offset + 2];
			this.elements[3] = array[offset + 3];
		}
		cloneTo(destObject) {
			var destVector4 = destObject;
			var destE = destVector4.elements;
			var s = this.elements;
			destE[0] = s[0];
			destE[1] = s[1];
			destE[2] = s[2];
			destE[3] = s[3];
		}
		clone() {
			var destVector4 = new ConchVector4();
			this.cloneTo(destVector4);
			return destVector4;
		}
		static lerp(a, b, t, out) {
			var e = out.elements;
			var f = a.elements;
			var g = b.elements;
			var ax = f[0], ay = f[1], az = f[2], aw = f[3];
			e[0] = ax + t * (g[0] - ax);
			e[1] = ay + t * (g[1] - ay);
			e[2] = az + t * (g[2] - az);
			e[3] = aw + t * (g[3] - aw);
		}
		static transformByM4x4(vector4, m4x4, out) {
			var ve = vector4.elements;
			var vx = ve[0];
			var vy = ve[1];
			var vz = ve[2];
			var vw = ve[3];
			var me = m4x4.elements;
			var oe = out.elements;
			oe[0] = vx * me[0] + vy * me[4] + vz * me[8] + vw * me[12];
			oe[1] = vx * me[1] + vy * me[5] + vz * me[9] + vw * me[13];
			oe[2] = vx * me[2] + vy * me[6] + vz * me[10] + vw * me[14];
			oe[3] = vx * me[3] + vy * me[7] + vz * me[11] + vw * me[15];
		}
		static equals(a, b) {
			var ae = a.elements;
			var be = b.elements;
			return MathUtils3D.nearEqual(Math.abs(ae[0]), Math.abs(be[0])) && MathUtils3D.nearEqual(Math.abs(ae[1]), Math.abs(be[1])) && MathUtils3D.nearEqual(Math.abs(ae[2]), Math.abs(be[2])) && MathUtils3D.nearEqual(Math.abs(ae[3]), Math.abs(be[3]));
		}
		length() {
			return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
		}
		lengthSquared() {
			return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
		}
		static normalize(s, out) {
			var se = s.elements;
			var oe = out.elements;
			var len = s.length();
			if (len > 0) {
				oe[0] = se[0] * len;
				oe[1] = se[1] * len;
				oe[2] = se[2] * len;
				oe[3] = se[3] * len;
			}
		}
		static add(a, b, out) {
			var oe = out.elements;
			var ae = a.elements;
			var be = b.elements;
			oe[0] = ae[0] + be[0];
			oe[1] = ae[1] + be[1];
			oe[2] = ae[2] + be[2];
			oe[3] = ae[3] + be[3];
		}
		static subtract(a, b, out) {
			var oe = out.elements;
			var ae = a.elements;
			var be = b.elements;
			oe[0] = ae[0] - be[0];
			oe[1] = ae[1] - be[1];
			oe[2] = ae[2] - be[2];
			oe[3] = ae[3] - be[3];
		}
		static multiply(a, b, out) {
			var oe = out.elements;
			var ae = a.elements;
			var be = b.elements;
			oe[0] = ae[0] * be[0];
			oe[1] = ae[1] * be[1];
			oe[2] = ae[2] * be[2];
			oe[3] = ae[3] * be[3];
		}
		static scale(a, b, out) {
			var oe = out.elements;
			var ae = a.elements;
			oe[0] = ae[0] * b;
			oe[1] = ae[1] * b;
			oe[2] = ae[2] * b;
			oe[3] = ae[3] * b;
		}
		static Clamp(value, min, max, out) {
			var valuee = value.elements;
			var x = valuee[0];
			var y = valuee[1];
			var z = valuee[2];
			var w = valuee[3];
			var mine = min.elements;
			var mineX = mine[0];
			var mineY = mine[1];
			var mineZ = mine[2];
			var mineW = mine[3];
			var maxe = max.elements;
			var maxeX = maxe[0];
			var maxeY = maxe[1];
			var maxeZ = maxe[2];
			var maxeW = maxe[3];
			var oute = out.elements;
			x = (x > maxeX) ? maxeX : x;
			x = (x < mineX) ? mineX : x;
			y = (y > maxeY) ? maxeY : y;
			y = (y < mineY) ? mineY : y;
			z = (z > maxeZ) ? maxeZ : z;
			z = (z < mineZ) ? mineZ : z;
			w = (w > maxeW) ? maxeW : w;
			w = (w < mineW) ? mineW : w;
			oute[0] = x;
			oute[1] = y;
			oute[2] = z;
			oute[3] = w;
		}
		static distanceSquared(value1, value2) {
			var value1e = value1.elements;
			var value2e = value2.elements;
			var x = value1e[0] - value2e[0];
			var y = value1e[1] - value2e[1];
			var z = value1e[2] - value2e[2];
			var w = value1e[3] - value2e[3];
			return (x * x) + (y * y) + (z * z) + (w * w);
		}
		static distance(value1, value2) {
			var value1e = value1.elements;
			var value2e = value2.elements;
			var x = value1e[0] - value2e[0];
			var y = value1e[1] - value2e[1];
			var z = value1e[2] - value2e[2];
			var w = value1e[3] - value2e[3];
			return Math.sqrt((x * x) + (y * y) + (z * z) + (w * w));
		}
		static dot(a, b) {
			var ae = a.elements;
			var be = b.elements;
			var r = (ae[0] * be[0]) + (ae[1] * be[1]) + (ae[2] * be[2]) + (ae[3] * be[3]);
			return r;
		}
		static min(a, b, out) {
			var e = out.elements;
			var f = a.elements;
			var g = b.elements;
			e[0] = Math.min(f[0], g[0]);
			e[1] = Math.min(f[1], g[1]);
			e[2] = Math.min(f[2], g[2]);
			e[3] = Math.min(f[3], g[3]);
		}
		static max(a, b, out) {
			var e = out.elements;
			var f = a.elements;
			var g = b.elements;
			e[0] = Math.max(f[0], g[0]);
			e[1] = Math.max(f[1], g[1]);
			e[2] = Math.max(f[2], g[2]);
			e[3] = Math.max(f[3], g[3]);
		}
	}
	ConchVector4.ZERO = new ConchVector4();
	ConchVector4.ONE = new ConchVector4(1.0, 1.0, 1.0, 1.0);
	ConchVector4.UnitX = new ConchVector4(1.0, 0.0, 0.0, 0.0);
	ConchVector4.UnitY = new ConchVector4(0.0, 1.0, 0.0, 0.0);
	ConchVector4.UnitZ = new ConchVector4(0.0, 0.0, 1.0, 0.0);
	ConchVector4.UnitW = new ConchVector4(0.0, 0.0, 0.0, 1.0);

	class ConchVector3 {
		constructor(x = 0, y = 0, z = 0, nativeElements = null) {
			var v;
			if (nativeElements) {
				v = nativeElements;
			}
			else {
				v = new Float32Array(3);
			}
			this.elements = v;
			v[0] = x;
			v[1] = y;
			v[2] = z;
		}
		static distanceSquared(value1, value2) {
			var value1e = value1.elements;
			var value2e = value2.elements;
			var x = value1e[0] - value2e[0];
			var y = value1e[1] - value2e[1];
			var z = value1e[2] - value2e[2];
			return (x * x) + (y * y) + (z * z);
		}
		static distance(value1, value2) {
			var value1e = value1.elements;
			var value2e = value2.elements;
			var x = value1e[0] - value2e[0];
			var y = value1e[1] - value2e[1];
			var z = value1e[2] - value2e[2];
			return Math.sqrt((x * x) + (y * y) + (z * z));
		}
		static min(a, b, out) {
			var e = out.elements;
			var f = a.elements;
			var g = b.elements;
			e[0] = Math.min(f[0], g[0]);
			e[1] = Math.min(f[1], g[1]);
			e[2] = Math.min(f[2], g[2]);
		}
		static max(a, b, out) {
			var e = out.elements;
			var f = a.elements;
			var g = b.elements;
			e[0] = Math.max(f[0], g[0]);
			e[1] = Math.max(f[1], g[1]);
			e[2] = Math.max(f[2], g[2]);
		}
		static transformQuat(source, rotation, out) {
			var destination = out.elements;
			var se = source.elements;
			var re = rotation.elements;
			var x = se[0], y = se[1], z = se[2], qx = re[0], qy = re[1], qz = re[2], qw = re[3], ix = qw * x + qy * z - qz * y, iy = qw * y + qz * x - qx * z, iz = qw * z + qx * y - qy * x, iw = -qx * x - qy * y - qz * z;
			destination[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy;
			destination[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz;
			destination[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx;
		}
		static scalarLength(a) {
			var f = a.elements;
			var x = f[0], y = f[1], z = f[2];
			return Math.sqrt(x * x + y * y + z * z);
		}
		static scalarLengthSquared(a) {
			var f = a.elements;
			var x = f[0], y = f[1], z = f[2];
			return x * x + y * y + z * z;
		}
		static normalize(s, out) {
			var se = s.elements;
			var oe = out.elements;
			var x = se[0], y = se[1], z = se[2];
			var len = x * x + y * y + z * z;
			if (len > 0) {
				len = 1 / Math.sqrt(len);
				oe[0] = se[0] * len;
				oe[1] = se[1] * len;
				oe[2] = se[2] * len;
			}
		}
		static multiply(a, b, out) {
			var e = out.elements;
			var f = a.elements;
			var g = b.elements;
			e[0] = f[0] * g[0];
			e[1] = f[1] * g[1];
			e[2] = f[2] * g[2];
		}
		static scale(a, b, out) {
			var e = out.elements;
			var f = a.elements;
			e[0] = f[0] * b;
			e[1] = f[1] * b;
			e[2] = f[2] * b;
		}
		static lerp(a, b, t, out) {
			var e = out.elements;
			var f = a.elements;
			var g = b.elements;
			var ax = f[0], ay = f[1], az = f[2];
			e[0] = ax + t * (g[0] - ax);
			e[1] = ay + t * (g[1] - ay);
			e[2] = az + t * (g[2] - az);
		}
		static transformV3ToV3(vector, transform, result) {
			var intermediate = ConchVector3._tempVector4;
			ConchVector3.transformV3ToV4(vector, transform, intermediate);
			var intermediateElem = intermediate.elements;
			var resultElem = result.elements;
			resultElem[0] = intermediateElem[0];
			resultElem[1] = intermediateElem[1];
			resultElem[2] = intermediateElem[2];
		}
		static transformV3ToV4(vector, transform, result) {
			var vectorElem = vector.elements;
			var vectorX = vectorElem[0];
			var vectorY = vectorElem[1];
			var vectorZ = vectorElem[2];
			var transformElem = transform.elements;
			var resultElem = result.elements;
			resultElem[0] = (vectorX * transformElem[0]) + (vectorY * transformElem[4]) + (vectorZ * transformElem[8]) + transformElem[12];
			resultElem[1] = (vectorX * transformElem[1]) + (vectorY * transformElem[5]) + (vectorZ * transformElem[9]) + transformElem[13];
			resultElem[2] = (vectorX * transformElem[2]) + (vectorY * transformElem[6]) + (vectorZ * transformElem[10]) + transformElem[14];
			resultElem[3] = (vectorX * transformElem[3]) + (vectorY * transformElem[7]) + (vectorZ * transformElem[11]) + transformElem[15];
		}
		static TransformNormal(normal, transform, result) {
			var normalElem = normal.elements;
			var normalX = normalElem[0];
			var normalY = normalElem[1];
			var normalZ = normalElem[2];
			var transformElem = transform.elements;
			var resultElem = result.elements;
			resultElem[0] = (normalX * transformElem[0]) + (normalY * transformElem[4]) + (normalZ * transformElem[8]);
			resultElem[1] = (normalX * transformElem[1]) + (normalY * transformElem[5]) + (normalZ * transformElem[9]);
			resultElem[2] = (normalX * transformElem[2]) + (normalY * transformElem[6]) + (normalZ * transformElem[10]);
		}
		static transformCoordinate(coordinate, transform, result) {
			var coordinateElem = coordinate.elements;
			var coordinateX = coordinateElem[0];
			var coordinateY = coordinateElem[1];
			var coordinateZ = coordinateElem[2];
			var transformElem = transform.elements;
			var w = ((coordinateX * transformElem[3]) + (coordinateY * transformElem[7]) + (coordinateZ * transformElem[11]) + transformElem[15]);
			var resultElem = result.elements;
			resultElem[0] = (coordinateX * transformElem[0]) + (coordinateY * transformElem[4]) + (coordinateZ * transformElem[8]) + transformElem[12] / w;
			resultElem[1] = (coordinateX * transformElem[1]) + (coordinateY * transformElem[5]) + (coordinateZ * transformElem[9]) + transformElem[13] / w;
			resultElem[2] = (coordinateX * transformElem[2]) + (coordinateY * transformElem[6]) + (coordinateZ * transformElem[10]) + transformElem[14] / w;
		}
		static Clamp(value, min, max, out) {
			var valuee = value.elements;
			var x = valuee[0];
			var y = valuee[1];
			var z = valuee[2];
			var mine = min.elements;
			var mineX = mine[0];
			var mineY = mine[1];
			var mineZ = mine[2];
			var maxe = max.elements;
			var maxeX = maxe[0];
			var maxeY = maxe[1];
			var maxeZ = maxe[2];
			var oute = out.elements;
			x = (x > maxeX) ? maxeX : x;
			x = (x < mineX) ? mineX : x;
			y = (y > maxeY) ? maxeY : y;
			y = (y < mineY) ? mineY : y;
			z = (z > maxeZ) ? maxeZ : z;
			z = (z < mineZ) ? mineZ : z;
			oute[0] = x;
			oute[1] = y;
			oute[2] = z;
		}
		static add(a, b, out) {
			var e = out.elements;
			var f = a.elements;
			var g = b.elements;
			e[0] = f[0] + g[0];
			e[1] = f[1] + g[1];
			e[2] = f[2] + g[2];
		}
		static subtract(a, b, o) {
			var oe = o.elements;
			var ae = a.elements;
			var be = b.elements;
			oe[0] = ae[0] - be[0];
			oe[1] = ae[1] - be[1];
			oe[2] = ae[2] - be[2];
		}
		static cross(a, b, o) {
			var ae = a.elements;
			var be = b.elements;
			var oe = o.elements;
			var ax = ae[0], ay = ae[1], az = ae[2], bx = be[0], by = be[1], bz = be[2];
			oe[0] = ay * bz - az * by;
			oe[1] = az * bx - ax * bz;
			oe[2] = ax * by - ay * bx;
		}
		static dot(a, b) {
			var ae = a.elements;
			var be = b.elements;
			var r = (ae[0] * be[0]) + (ae[1] * be[1]) + (ae[2] * be[2]);
			return r;
		}
		static equals(a, b) {
			var ae = a.elements;
			var be = b.elements;
			return MathUtils3D.nearEqual(ae[0], be[0]) && MathUtils3D.nearEqual(ae[1], be[1]) && MathUtils3D.nearEqual(ae[2], be[2]);
		}
		get x() {
			return this.elements[0];
		}
		set x(value) {
			this.elements[0] = value;
		}
		get y() {
			return this.elements[1];
		}
		set y(value) {
			this.elements[1] = value;
		}
		get z() {
			return this.elements[2];
		}
		set z(value) {
			this.elements[2] = value;
		}
		setValue(x, y, z) {
			this.elements[0] = x;
			this.elements[1] = y;
			this.elements[2] = z;
		}
		fromArray(array, offset = 0) {
			this.elements[0] = array[offset + 0];
			this.elements[1] = array[offset + 1];
			this.elements[2] = array[offset + 2];
		}
		cloneTo(destObject) {
			var destVector3 = destObject;
			var destE = destVector3.elements;
			var s = this.elements;
			destE[0] = s[0];
			destE[1] = s[1];
			destE[2] = s[2];
		}
		clone() {
			var destVector3 = new ConchVector3();
			this.cloneTo(destVector3);
			return destVector3;
		}
		toDefault() {
			this.elements[0] = 0;
			this.elements[1] = 0;
			this.elements[2] = 0;
		}
	}
	ConchVector3._tempVector4 = new ConchVector4();
	ConchVector3.ZERO = new ConchVector3(0.0, 0.0, 0.0);
	ConchVector3.ONE = new ConchVector3(1.0, 1.0, 1.0);
	ConchVector3.NegativeUnitX = new ConchVector3(-1, 0, 0);
	ConchVector3.UnitX = new ConchVector3(1, 0, 0);
	ConchVector3.UnitY = new ConchVector3(0, 1, 0);
	ConchVector3.UnitZ = new ConchVector3(0, 0, 1);
	ConchVector3.ForwardRH = new ConchVector3(0, 0, -1);
	ConchVector3.ForwardLH = new ConchVector3(0, 0, 1);
	ConchVector3.Up = new ConchVector3(0, 1, 0);
	ConchVector3.NAN = new ConchVector3(NaN, NaN, NaN);

	class ConchQuaternion {
		constructor(x = 0, y = 0, z = 0, w = 1, nativeElements = null) {
			var v;
			if (nativeElements) {
				v = nativeElements;
			}
			else {
				v = new Float32Array(4);
			}
			v[0] = x;
			v[1] = y;
			v[2] = z;
			v[3] = w;
			this.elements = v;
		}
		static _dotArray(l, r) {
			return l[0] * r[0] + l[1] * r[1] + l[2] * r[2] + l[3] * r[3];
		}
		static _normalizeArray(f, o) {
			var x = f[0], y = f[1], z = f[2], w = f[3];
			var len = x * x + y * y + z * z + w * w;
			if (len > 0) {
				len = 1 / Math.sqrt(len);
				o[0] = x * len;
				o[1] = y * len;
				o[2] = z * len;
				o[3] = w * len;
			}
		}
		static _lerpArray(l, r, amount, o) {
			var inverse = 1.0 - amount;
			if (ConchQuaternion._dotArray(l, r) >= 0) {
				o[0] = (inverse * l[0]) + (amount * r[0]);
				o[1] = (inverse * l[1]) + (amount * r[1]);
				o[2] = (inverse * l[2]) + (amount * r[2]);
				o[3] = (inverse * l[3]) + (amount * r[3]);
			}
			else {
				o[0] = (inverse * l[0]) - (amount * r[0]);
				o[1] = (inverse * l[1]) - (amount * r[1]);
				o[2] = (inverse * l[2]) - (amount * r[2]);
				o[3] = (inverse * l[3]) - (amount * r[3]);
			}
			ConchQuaternion._normalizeArray(o, o);
		}
		static createFromYawPitchRoll(yaw, pitch, roll, out) {
			var halfRoll = roll * 0.5;
			var halfPitch = pitch * 0.5;
			var halfYaw = yaw * 0.5;
			var sinRoll = Math.sin(halfRoll);
			var cosRoll = Math.cos(halfRoll);
			var sinPitch = Math.sin(halfPitch);
			var cosPitch = Math.cos(halfPitch);
			var sinYaw = Math.sin(halfYaw);
			var cosYaw = Math.cos(halfYaw);
			var oe = out.elements;
			oe[0] = (cosYaw * sinPitch * cosRoll) + (sinYaw * cosPitch * sinRoll);
			oe[1] = (sinYaw * cosPitch * cosRoll) - (cosYaw * sinPitch * sinRoll);
			oe[2] = (cosYaw * cosPitch * sinRoll) - (sinYaw * sinPitch * cosRoll);
			oe[3] = (cosYaw * cosPitch * cosRoll) + (sinYaw * sinPitch * sinRoll);
		}
		static multiply(left, right, out) {
			var le = left.elements;
			var re = right.elements;
			var oe = out.elements;
			var lx = le[0];
			var ly = le[1];
			var lz = le[2];
			var lw = le[3];
			var rx = re[0];
			var ry = re[1];
			var rz = re[2];
			var rw = re[3];
			var a = (ly * rz - lz * ry);
			var b = (lz * rx - lx * rz);
			var c = (lx * ry - ly * rx);
			var d = (lx * rx + ly * ry + lz * rz);
			oe[0] = (lx * rw + rx * lw) + a;
			oe[1] = (ly * rw + ry * lw) + b;
			oe[2] = (lz * rw + rz * lw) + c;
			oe[3] = lw * rw - d;
		}
		static arcTanAngle(x, y) {
			if (x == 0) {
				if (y == 1)
					return Math.PI / 2;
				return -Math.PI / 2;
			}
			if (x > 0)
				return Math.atan(y / x);
			if (x < 0) {
				if (y > 0)
					return Math.atan(y / x) + Math.PI;
				return Math.atan(y / x) - Math.PI;
			}
			return 0;
		}
		static angleTo(from, location, angle) {
			ConchVector3.subtract(location, from, ConchQuaternion.TEMPVector30);
			ConchVector3.normalize(ConchQuaternion.TEMPVector30, ConchQuaternion.TEMPVector30);
			angle.elements[0] = Math.asin(ConchQuaternion.TEMPVector30.y);
			angle.elements[1] = ConchQuaternion.arcTanAngle(-ConchQuaternion.TEMPVector30.z, -ConchQuaternion.TEMPVector30.x);
		}
		static createFromAxisAngle(axis, rad, out) {
			var e = out.elements;
			var f = axis.elements;
			rad = rad * 0.5;
			var s = Math.sin(rad);
			e[0] = s * f[0];
			e[1] = s * f[1];
			e[2] = s * f[2];
			e[3] = Math.cos(rad);
		}
		static createFromMatrix3x3(sou, out) {
			var e = out.elements;
			var f = sou.elements;
			var fTrace = f[0] + f[4] + f[8];
			var fRoot;
			if (fTrace > 0.0) {
				fRoot = Math.sqrt(fTrace + 1.0);
				e[3] = 0.5 * fRoot;
				fRoot = 0.5 / fRoot;
				e[0] = (f[5] - f[7]) * fRoot;
				e[1] = (f[6] - f[2]) * fRoot;
				e[2] = (f[1] - f[3]) * fRoot;
			}
			else {
				var i = 0;
				if (f[4] > f[0])
					i = 1;
				if (f[8] > f[i * 3 + i])
					i = 2;
				var j = (i + 1) % 3;
				var k = (i + 2) % 3;
				fRoot = Math.sqrt(f[i * 3 + i] - f[j * 3 + j] - f[k * 3 + k] + 1.0);
				e[i] = 0.5 * fRoot;
				fRoot = 0.5 / fRoot;
				e[3] = (f[j * 3 + k] - f[k * 3 + j]) * fRoot;
				e[j] = (f[j * 3 + i] + f[i * 3 + j]) * fRoot;
				e[k] = (f[k * 3 + i] + f[i * 3 + k]) * fRoot;
			}
			return;
		}
		static createFromMatrix4x4(mat, out) {
			var me = mat.elements;
			var oe = out.elements;
			var sqrt;
			var half;
			var scale = me[0] + me[5] + me[10];
			if (scale > 0.0) {
				sqrt = Math.sqrt(scale + 1.0);
				oe[3] = sqrt * 0.5;
				sqrt = 0.5 / sqrt;
				oe[0] = (me[6] - me[9]) * sqrt;
				oe[1] = (me[8] - me[2]) * sqrt;
				oe[2] = (me[1] - me[4]) * sqrt;
			}
			else if ((me[0] >= me[5]) && (me[0] >= me[10])) {
				sqrt = Math.sqrt(1.0 + me[0] - me[5] - me[10]);
				half = 0.5 / sqrt;
				oe[0] = 0.5 * sqrt;
				oe[1] = (me[1] + me[4]) * half;
				oe[2] = (me[2] + me[8]) * half;
				oe[3] = (me[6] - me[9]) * half;
			}
			else if (me[5] > me[10]) {
				sqrt = Math.sqrt(1.0 + me[5] - me[0] - me[10]);
				half = 0.5 / sqrt;
				oe[0] = (me[4] + me[1]) * half;
				oe[1] = 0.5 * sqrt;
				oe[2] = (me[9] + me[6]) * half;
				oe[3] = (me[8] - me[2]) * half;
			}
			else {
				sqrt = Math.sqrt(1.0 + me[10] - me[0] - me[5]);
				half = 0.5 / sqrt;
				oe[0] = (me[8] + me[2]) * half;
				oe[1] = (me[9] + me[6]) * half;
				oe[2] = 0.5 * sqrt;
				oe[3] = (me[1] - me[4]) * half;
			}
		}
		static slerp(left, right, t, out) {
			var a = left.elements;
			var b = right.elements;
			var oe = out.elements;
			var ax = a[0], ay = a[1], az = a[2], aw = a[3], bx = b[0], by = b[1], bz = b[2], bw = b[3];
			var omega, cosom, sinom, scale0, scale1;
			cosom = ax * bx + ay * by + az * bz + aw * bw;
			if (cosom < 0.0) {
				cosom = -cosom;
				bx = -bx;
				by = -by;
				bz = -bz;
				bw = -bw;
			}
			if ((1.0 - cosom) > 0.000001) {
				omega = Math.acos(cosom);
				sinom = Math.sin(omega);
				scale0 = Math.sin((1.0 - t) * omega) / sinom;
				scale1 = Math.sin(t * omega) / sinom;
			}
			else {
				scale0 = 1.0 - t;
				scale1 = t;
			}
			oe[0] = scale0 * ax + scale1 * bx;
			oe[1] = scale0 * ay + scale1 * by;
			oe[2] = scale0 * az + scale1 * bz;
			oe[3] = scale0 * aw + scale1 * bw;
			return oe;
		}
		static lerp(left, right, amount, out) {
			ConchQuaternion._lerpArray(left.elements, right.elements, amount, out.elements);
		}
		static add(left, right, out) {
			var e = out.elements;
			var f = left.elements;
			var g = right.elements;
			e[0] = f[0] + g[0];
			e[1] = f[1] + g[1];
			e[2] = f[2] + g[2];
			e[3] = f[3] + g[3];
		}
		static dot(left, right) {
			return ConchQuaternion._dotArray(left.elements, right.elements);
		}
		get x() {
			return this.elements[0];
		}
		set x(value) {
			this.elements[0] = value;
		}
		get y() {
			return this.elements[1];
		}
		set y(value) {
			this.elements[1] = value;
		}
		get z() {
			return this.elements[2];
		}
		set z(value) {
			this.elements[2] = value;
		}
		get w() {
			return this.elements[3];
		}
		set w(value) {
			this.elements[3] = value;
		}
		scaling(scaling, out) {
			var e = out.elements;
			var f = this.elements;
			e[0] = f[0] * scaling;
			e[1] = f[1] * scaling;
			e[2] = f[2] * scaling;
			e[3] = f[3] * scaling;
		}
		normalize(out) {
			ConchQuaternion._normalizeArray(this.elements, out.elements);
		}
		length() {
			var f = this.elements;
			var x = f[0], y = f[1], z = f[2], w = f[3];
			return Math.sqrt(x * x + y * y + z * z + w * w);
		}
		rotateX(rad, out) {
			var e = out.elements;
			var f = this.elements;
			rad *= 0.5;
			var ax = f[0], ay = f[1], az = f[2], aw = f[3];
			var bx = Math.sin(rad), bw = Math.cos(rad);
			e[0] = ax * bw + aw * bx;
			e[1] = ay * bw + az * bx;
			e[2] = az * bw - ay * bx;
			e[3] = aw * bw - ax * bx;
		}
		rotateY(rad, out) {
			var e = out.elements;
			var f = this.elements;
			rad *= 0.5;
			var ax = f[0], ay = f[1], az = f[2], aw = f[3], by = Math.sin(rad), bw = Math.cos(rad);
			e[0] = ax * bw - az * by;
			e[1] = ay * bw + aw * by;
			e[2] = az * bw + ax * by;
			e[3] = aw * bw - ay * by;
		}
		rotateZ(rad, out) {
			var e = out.elements;
			var f = this.elements;
			rad *= 0.5;
			var ax = f[0], ay = f[1], az = f[2], aw = f[3], bz = Math.sin(rad), bw = Math.cos(rad);
			e[0] = ax * bw + ay * bz;
			e[1] = ay * bw - ax * bz;
			e[2] = az * bw + aw * bz;
			e[3] = aw * bw - az * bz;
		}
		getYawPitchRoll(out) {
			ConchVector3.transformQuat(ConchVector3.ForwardRH, this, ConchQuaternion.TEMPVector31);
			ConchVector3.transformQuat(ConchVector3.Up, this, ConchQuaternion.TEMPVector32);
			var upe = ConchQuaternion.TEMPVector32.elements;
			ConchQuaternion.angleTo(ConchVector3.ZERO, ConchQuaternion.TEMPVector31, ConchQuaternion.TEMPVector33);
			var anglee = ConchQuaternion.TEMPVector33.elements;
			if (anglee[0] == Math.PI / 2) {
				anglee[1] = ConchQuaternion.arcTanAngle(upe[2], upe[0]);
				anglee[2] = 0;
			}
			else if (anglee[0] == -Math.PI / 2) {
				anglee[1] = ConchQuaternion.arcTanAngle(-upe[2], -upe[0]);
				anglee[2] = 0;
			}
			else {
				Matrix4x4.createRotationY(-anglee[1], ConchQuaternion.TEMPMatrix0);
				Matrix4x4.createRotationX(-anglee[0], ConchQuaternion.TEMPMatrix1);
				ConchVector3.transformCoordinate(ConchQuaternion.TEMPVector32, ConchQuaternion.TEMPMatrix0, ConchQuaternion.TEMPVector32);
				ConchVector3.transformCoordinate(ConchQuaternion.TEMPVector32, ConchQuaternion.TEMPMatrix1, ConchQuaternion.TEMPVector32);
				anglee[2] = ConchQuaternion.arcTanAngle(upe[1], -upe[0]);
			}
			if (anglee[1] <= -Math.PI)
				anglee[1] = Math.PI;
			if (anglee[2] <= -Math.PI)
				anglee[2] = Math.PI;
			if (anglee[1] >= Math.PI && anglee[2] >= Math.PI) {
				anglee[1] = 0;
				anglee[2] = 0;
				anglee[0] = Math.PI - anglee[0];
			}
			var oe = out.elements;
			oe[0] = anglee[1];
			oe[1] = anglee[0];
			oe[2] = anglee[2];
		}
		invert(out) {
			var e = out.elements;
			var f = this.elements;
			var a0 = f[0], a1 = f[1], a2 = f[2], a3 = f[3];
			var dot = a0 * a0 + a1 * a1 + a2 * a2 + a3 * a3;
			var invDot = dot ? 1.0 / dot : 0;
			e[0] = -a0 * invDot;
			e[1] = -a1 * invDot;
			e[2] = -a2 * invDot;
			e[3] = a3 * invDot;
		}
		identity() {
			var e = this.elements;
			e[0] = 0;
			e[1] = 0;
			e[2] = 0;
			e[3] = 1;
		}
		fromArray(array, offset = 0) {
			this.elements[0] = array[offset + 0];
			this.elements[1] = array[offset + 1];
			this.elements[2] = array[offset + 2];
			this.elements[3] = array[offset + 3];
		}
		cloneTo(destObject) {
			var i, s, d;
			s = this.elements;
			d = destObject.elements;
			if (s === d) {
				return;
			}
			for (i = 0; i < 4; ++i) {
				d[i] = s[i];
			}
		}
		clone() {
			var dest = new ConchQuaternion();
			this.cloneTo(dest);
			return dest;
		}
		equals(b) {
			var ae = this.elements;
			var be = b.elements;
			return MathUtils3D.nearEqual(ae[0], be[0]) && MathUtils3D.nearEqual(ae[1], be[1]) && MathUtils3D.nearEqual(ae[2], be[2]) && MathUtils3D.nearEqual(ae[3], be[3]);
		}
		static rotationLookAt(forward, up, out) {
			ConchQuaternion.lookAt(ConchVector3.ZERO, forward, up, out);
		}
		static lookAt(eye, target, up, out) {
			Matrix3x3.lookAt(eye, target, up, ConchQuaternion._tempMatrix3x3);
			ConchQuaternion.rotationMatrix(ConchQuaternion._tempMatrix3x3, out);
		}
		lengthSquared() {
			var x = this.elements[0];
			var y = this.elements[1];
			var z = this.elements[2];
			var w = this.elements[3];
			return (x * x) + (y * y) + (z * z) + (w * w);
		}
		static invert(value, out) {
			var vE = value.elements;
			var oE = out.elements;
			var lengthSq = value.lengthSquared();
			if (!MathUtils3D.isZero(lengthSq)) {
				lengthSq = 1.0 / lengthSq;
				oE[0] = -vE[0] * lengthSq;
				oE[1] = -vE[1] * lengthSq;
				oE[2] = -vE[2] * lengthSq;
				oE[3] = vE[3] * lengthSq;
			}
		}
		static rotationMatrix(matrix3x3, out) {
			var me = matrix3x3.elements;
			var m11 = me[0];
			var m12 = me[1];
			var m13 = me[2];
			var m21 = me[3];
			var m22 = me[4];
			var m23 = me[5];
			var m31 = me[6];
			var m32 = me[7];
			var m33 = me[8];
			var oe = out.elements;
			var sqrt, half;
			var scale = m11 + m22 + m33;
			if (scale > 0) {
				sqrt = Math.sqrt(scale + 1);
				oe[3] = sqrt * 0.5;
				sqrt = 0.5 / sqrt;
				oe[0] = (m23 - m32) * sqrt;
				oe[1] = (m31 - m13) * sqrt;
				oe[2] = (m12 - m21) * sqrt;
			}
			else if ((m11 >= m22) && (m11 >= m33)) {
				sqrt = Math.sqrt(1 + m11 - m22 - m33);
				half = 0.5 / sqrt;
				oe[0] = 0.5 * sqrt;
				oe[1] = (m12 + m21) * half;
				oe[2] = (m13 + m31) * half;
				oe[3] = (m23 - m32) * half;
			}
			else if (m22 > m33) {
				sqrt = Math.sqrt(1 + m22 - m11 - m33);
				half = 0.5 / sqrt;
				oe[0] = (m21 + m12) * half;
				oe[1] = 0.5 * sqrt;
				oe[2] = (m32 + m23) * half;
				oe[3] = (m31 - m13) * half;
			}
			else {
				sqrt = Math.sqrt(1 + m33 - m11 - m22);
				half = 0.5 / sqrt;
				oe[0] = (m31 + m13) * half;
				oe[1] = (m32 + m23) * half;
				oe[2] = 0.5 * sqrt;
				oe[3] = (m12 - m21) * half;
			}
		}
	}
	ConchQuaternion.TEMPVector30 = new ConchVector3();
	ConchQuaternion.TEMPVector31 = new ConchVector3();
	ConchQuaternion.TEMPVector32 = new ConchVector3();
	ConchQuaternion.TEMPVector33 = new ConchVector3();
	ConchQuaternion.TEMPMatrix0 = new Matrix4x4();
	ConchQuaternion.TEMPMatrix1 = new Matrix4x4();
	ConchQuaternion._tempMatrix3x3 = new Matrix3x3();
	ConchQuaternion.DEFAULT = new ConchQuaternion();
	ConchQuaternion.NAN = new ConchQuaternion(NaN, NaN, NaN, NaN);

	class AnimatorState {
		constructor() {
			this._referenceCount = 0;
			this._clip = null;
			this._nodeOwners = [];
			this._currentFrameIndices = null;
			this._realtimeDatas = [];
			this._scripts = null;
			this.speed = 1.0;
			this.clipStart = 0.0;
			this.clipEnd = 1.0;
		}
		get clip() {
			return this._clip;
		}
		set clip(value) {
			if (this._clip !== value) {
				if (this._clip)
					(this._referenceCount > 0) && (this._clip._removeReference(this._referenceCount));
				if (value) {
					var realtimeDatas = this._realtimeDatas;
					var clipNodes = value._nodes;
					var count = clipNodes.count;
					this._currentFrameIndices = new Int16Array(count);
					this._resetFrameIndices();
					(this._referenceCount > 0) && (value._addReference(this._referenceCount));
					this._realtimeDatas.length = count;
					for (var i = 0; i < count; i++) {
						switch (clipNodes.getNodeByIndex(i).type) {
							case 0:
								break;
							case 1:
							case 3:
							case 4:
								realtimeDatas[i] = Laya.Render.supportWebGLPlusAnimation ? new ConchVector3 : new Vector3();
								break;
							case 2:
								realtimeDatas[i] = Laya.Render.supportWebGLPlusAnimation ? new ConchQuaternion : new Quaternion();
								break;
							default:
								throw "AnimationClipParser04:unknown type.";
						}
					}
				}
				this._clip = value;
			}
		}
		_getReferenceCount() {
			return this._referenceCount;
		}
		_addReference(count = 1) {
			(this._clip) && (this._clip._addReference(count));
			this._referenceCount += count;
		}
		_removeReference(count = 1) {
			(this._clip) && (this._clip._removeReference(count));
			this._referenceCount -= count;
		}
		_clearReference() {
			this._removeReference(-this._referenceCount);
		}
		_resetFrameIndices() {
			for (var i = 0, n = this._currentFrameIndices.length; i < n; i++)
				this._currentFrameIndices[i] = -1;
		}
		addScript(type) {
			var script = new type();
			this._scripts = this._scripts || [];
			this._scripts.push(script);
			return script;
		}
		getScript(type) {
			if (this._scripts) {
				for (var i = 0, n = this._scripts.length; i < n; i++) {
					var script = this._scripts[i];
					if (script instanceof type)
						return script;
				}
			}
			return null;
		}
		getScripts(type) {
			var coms;
			if (this._scripts) {
				for (var i = 0, n = this._scripts.length; i < n; i++) {
					var script = this._scripts[i];
					if (script instanceof type) {
						coms = coms || [];
						coms.push(script);
					}
				}
			}
			return coms;
		}
		cloneTo(destObject) {
			var dest = destObject;
			dest.name = this.name;
			dest.speed = this.speed;
			dest.clipStart = this.clipStart;
			dest.clipEnd = this.clipEnd;
			dest.clip = this._clip;
		}
		clone() {
			var dest = new AnimatorState();
			this.cloneTo(dest);
			return dest;
		}
	}

	class KeyframeNodeOwner {
		constructor() {
			this.indexInList = -1;
			this.referenceCount = 0;
			this.updateMark = -1;
			this.type = -1;
			this.fullPath = null;
			this.propertyOwner = null;
			this.property = null;
			this.defaultValue = null;
			this.value = null;
			this.crossFixedValue = null;
		}
		saveCrossFixedValue() {
			var pro = this.propertyOwner;
			if (pro) {
				switch (this.type) {
					case 0:
						this.crossFixedValue = this.value;
						break;
					case 1:
					case 3:
					case 4:
						this.value.cloneTo(this.crossFixedValue);
						break;
					case 2:
						this.value.cloneTo(this.crossFixedValue);
						break;
					default:
						throw "Animator:unknown type.";
				}
			}
		}
	}

	class Animator extends Laya.Component {
		constructor() {
			super();
			this._keyframeNodeOwners = [];
			this._linkAvatarSpritesData = {};
			this._linkAvatarSprites = [];
			this._renderableSprites = [];
			this.cullingMode = Animator.CULLINGMODE_CULLCOMPLETELY;
			this._controllerLayers = [];
			this._linkSprites = {};
			this._speed = 1.0;
			this._keyframeNodeOwnerMap = {};
			this._updateMark = 0;
		}
		static _update(scene) {
			var pool = scene._animatorPool;
			var elements = pool.elements;
			for (var i = 0, n = pool.length; i < n; i++) {
				var animator = elements[i];
				(animator && animator.enabled && !animator.destroyed) && (animator._update());
			}
		}
		get speed() {
			return this._speed;
		}
		set speed(value) {
			this._speed = value;
		}
		_linkToSprites(linkSprites) {
			for (var k in linkSprites) {
				var nodeOwner = this.owner;
				var path = linkSprites[k];
				for (var j = 0, m = path.length; j < m; j++) {
					var p = path[j];
					if (p === "") {
						break;
					}
					else {
						nodeOwner = nodeOwner.getChildByName(p);
						if (!nodeOwner)
							break;
					}
				}
				(nodeOwner) && (this.linkSprite3DToAvatarNode(k, nodeOwner));
			}
		}
		_addKeyframeNodeOwner(clipOwners, node, propertyOwner) {
			var nodeIndex = node._indexInList;
			var fullPath = node.fullPath;
			var keyframeNodeOwner = this._keyframeNodeOwnerMap[fullPath];
			if (keyframeNodeOwner) {
				keyframeNodeOwner.referenceCount++;
				clipOwners[nodeIndex] = keyframeNodeOwner;
			}
			else {
				var property = propertyOwner;
				for (var i = 0, n = node.propertyCount; i < n; i++) {
					property = property[node.getPropertyByIndex(i)];
					if (!property)
						break;
				}
				keyframeNodeOwner = this._keyframeNodeOwnerMap[fullPath] = new KeyframeNodeOwner();
				keyframeNodeOwner.fullPath = fullPath;
				keyframeNodeOwner.indexInList = this._keyframeNodeOwners.length;
				keyframeNodeOwner.referenceCount = 1;
				keyframeNodeOwner.propertyOwner = propertyOwner;
				var propertyCount = node.propertyCount;
				var propertys = [];
				for (i = 0; i < propertyCount; i++)
					propertys[i] = node.getPropertyByIndex(i);
				keyframeNodeOwner.property = propertys;
				keyframeNodeOwner.type = node.type;
				if (property) {
					if (node.type === 0) {
						keyframeNodeOwner.defaultValue = property;
					}
					else {
						var defaultValue = new property.constructor();
						property.cloneTo(defaultValue);
						keyframeNodeOwner.defaultValue = defaultValue;
						keyframeNodeOwner.value = new property.constructor();
						keyframeNodeOwner.crossFixedValue = new property.constructor();
					}
				}
				this._keyframeNodeOwners.push(keyframeNodeOwner);
				clipOwners[nodeIndex] = keyframeNodeOwner;
			}
		}
		_removeKeyframeNodeOwner(nodeOwners, node) {
			var fullPath = node.fullPath;
			var keyframeNodeOwner = this._keyframeNodeOwnerMap[fullPath];
			if (keyframeNodeOwner) {
				keyframeNodeOwner.referenceCount--;
				if (keyframeNodeOwner.referenceCount === 0) {
					delete this._keyframeNodeOwnerMap[fullPath];
					this._keyframeNodeOwners.splice(this._keyframeNodeOwners.indexOf(keyframeNodeOwner), 1);
				}
				nodeOwners[node._indexInList] = null;
			}
		}
		_getOwnersByClip(clipStateInfo) {
			var frameNodes = clipStateInfo._clip._nodes;
			var frameNodesCount = frameNodes.count;
			var nodeOwners = clipStateInfo._nodeOwners;
			nodeOwners.length = frameNodesCount;
			for (var i = 0; i < frameNodesCount; i++) {
				var node = frameNodes.getNodeByIndex(i);
				var property = this._avatar ? this._avatarNodeMap[this._avatar._rootNode.name] : this.owner;
				for (var j = 0, m = node.ownerPathCount; j < m; j++) {
					var ownPat = node.getOwnerPathByIndex(j);
					if (ownPat === "") {
						break;
					}
					else {
						property = property.getChildByName(ownPat);
						if (!property)
							break;
					}
				}
				if (property) {
					var propertyOwner = node.propertyOwner;
					(propertyOwner) && (property = property[propertyOwner]);
					property && this._addKeyframeNodeOwner(nodeOwners, node, property);
				}
			}
		}
		_updatePlayer(animatorState, playState, elapsedTime, islooping) {
			var clipDuration = animatorState._clip._duration * (animatorState.clipEnd - animatorState.clipStart);
			var lastElapsedTime = playState._elapsedTime;
			var elapsedPlaybackTime = lastElapsedTime + elapsedTime;
			playState._lastElapsedTime = lastElapsedTime;
			playState._elapsedTime = elapsedPlaybackTime;
			var normalizedTime = elapsedPlaybackTime / clipDuration;
			playState._normalizedTime = normalizedTime;
			var playTime = normalizedTime % 1.0;
			playState._normalizedPlayTime = playTime < 0 ? playTime + 1.0 : playTime;
			playState._duration = clipDuration;
			var scripts = animatorState._scripts;
			if ((!islooping && elapsedPlaybackTime >= clipDuration)) {
				playState._finish = true;
				playState._elapsedTime = clipDuration;
				playState._normalizedPlayTime = 1.0;
				if (scripts) {
					for (var i = 0, n = scripts.length; i < n; i++)
						scripts[i].onStateExit();
				}
				return;
			}
			if (scripts) {
				for (i = 0, n = scripts.length; i < n; i++)
					scripts[i].onStateUpdate();
			}
		}
		_eventScript(scripts, events, eventIndex, endTime, front) {
			if (front) {
				for (var n = events.length; eventIndex < n; eventIndex++) {
					var event = events[eventIndex];
					if (event.time <= endTime) {
						for (var j = 0, m = scripts.length; j < m; j++) {
							var script = scripts[j];
							var fun = script[event.eventName];
							(fun) && (fun.apply(script, event.params));
						}
					}
					else {
						break;
					}
				}
			}
			else {
				for (; eventIndex >= 0; eventIndex--) {
					event = events[eventIndex];
					if (event.time >= endTime) {
						for (j = 0, m = scripts.length; j < m; j++) {
							script = scripts[j];
							fun = script[event.eventName];
							(fun) && (fun.apply(script, event.params));
						}
					}
					else {
						break;
					}
				}
			}
			return eventIndex;
		}
		_updateEventScript(stateInfo, playStateInfo) {
			var scripts = this.owner._scripts;
			if (scripts) {
				var clip = stateInfo._clip;
				var events = clip._animationEvents;
				var clipDuration = clip._duration;
				var elapsedTime = playStateInfo._elapsedTime;
				var time = elapsedTime % clipDuration;
				var loopCount = Math.abs(Math.floor(elapsedTime / clipDuration) - Math.floor(playStateInfo._lastElapsedTime / clipDuration));
				var frontPlay = playStateInfo._elapsedTime >= playStateInfo._lastElapsedTime;
				if (playStateInfo._lastIsFront !== frontPlay) {
					if (frontPlay)
						playStateInfo._playEventIndex++;
					else
						playStateInfo._playEventIndex--;
					playStateInfo._lastIsFront = frontPlay;
				}
				var preEventIndex = playStateInfo._playEventIndex;
				if (frontPlay) {
					var newEventIndex = this._eventScript(scripts, events, playStateInfo._playEventIndex, loopCount > 0 ? clipDuration : time, true);
					(preEventIndex === playStateInfo._playEventIndex) && (playStateInfo._playEventIndex = newEventIndex);
					for (var i = 0, n = loopCount - 1; i < n; i++)
						this._eventScript(scripts, events, 0, clipDuration, true);
					(loopCount > 0 && time > 0) && (playStateInfo._playEventIndex = this._eventScript(scripts, events, 0, time, true));
				}
				else {
					var newEventIndex = this._eventScript(scripts, events, playStateInfo._playEventIndex, loopCount > 0 ? 0 : time, false);
					(preEventIndex === playStateInfo._playEventIndex) && (playStateInfo._playEventIndex = newEventIndex);
					var eventIndex = events.length - 1;
					for (i = 0, n = loopCount - 1; i < n; i++)
						this._eventScript(scripts, events, eventIndex, 0, false);
					(loopCount > 0 && time > 0) && (playStateInfo._playEventIndex = this._eventScript(scripts, events, eventIndex, time, false));
				}
			}
		}
		_updateClipDatas(animatorState, addtive, playStateInfo, scale) {
			var clip = animatorState._clip;
			var clipDuration = clip._duration;
			var curPlayTime = animatorState.clipStart * clipDuration + playStateInfo._normalizedPlayTime * playStateInfo._duration;
			var currentFrameIndices = animatorState._currentFrameIndices;
			var frontPlay = playStateInfo._elapsedTime > playStateInfo._lastElapsedTime;
			clip._evaluateClipDatasRealTime(clip._nodes, curPlayTime, currentFrameIndices, addtive, frontPlay, animatorState._realtimeDatas);
		}
		_applyFloat(pro, proName, nodeOwner, additive, weight, isFirstLayer, data) {
			if (nodeOwner.updateMark === this._updateMark) {
				if (additive) {
					pro[proName] += weight * data;
				}
				else {
					var oriValue = pro[proName];
					pro[proName] = oriValue + weight * (data - oriValue);
				}
			}
			else {
				if (isFirstLayer) {
					if (additive)
						pro[proName] = nodeOwner.defaultValue + data;
					else
						pro[proName] = data;
				}
				else {
					if (additive) {
						pro[proName] = nodeOwner.defaultValue + weight * (data);
					}
					else {
						var defValue = nodeOwner.defaultValue;
						pro[proName] = defValue + weight * (data - defValue);
					}
				}
			}
		}
		_applyPositionAndRotationEuler(nodeOwner, additive, weight, isFirstLayer, data, out) {
			if (nodeOwner.updateMark === this._updateMark) {
				if (additive) {
					out.x += weight * data.x;
					out.y += weight * data.y;
					out.z += weight * data.z;
				}
				else {
					var oriX = out.x;
					var oriY = out.y;
					var oriZ = out.z;
					out.x = oriX + weight * (data.x - oriX);
					out.y = oriY + weight * (data.y - oriY);
					out.z = oriZ + weight * (data.z - oriZ);
				}
			}
			else {
				if (isFirstLayer) {
					if (additive) {
						var defValue = nodeOwner.defaultValue;
						out.x = defValue.x + data.x;
						out.y = defValue.y + data.y;
						out.z = defValue.z + data.z;
					}
					else {
						out.x = data.x;
						out.y = data.y;
						out.z = data.z;
					}
				}
				else {
					defValue = nodeOwner.defaultValue;
					if (additive) {
						out.x = defValue.x + weight * data.x;
						out.y = defValue.y + weight * data.y;
						out.z = defValue.z + weight * data.z;
					}
					else {
						var defX = defValue.x;
						var defY = defValue.y;
						var defZ = defValue.z;
						out.x = defX + weight * (data.x - defX);
						out.y = defY + weight * (data.y - defY);
						out.z = defZ + weight * (data.z - defZ);
					}
				}
			}
		}
		_applyRotation(nodeOwner, additive, weight, isFirstLayer, clipRot, localRotation) {
			if (nodeOwner.updateMark === this._updateMark) {
				if (additive) {
					var tempQuat = Animator._tempQuaternion1;
					Utils3D.quaternionWeight(clipRot, weight, tempQuat);
					tempQuat.normalize(tempQuat);
					Quaternion.multiply(localRotation, tempQuat, localRotation);
				}
				else {
					Quaternion.lerp(localRotation, clipRot, weight, localRotation);
				}
			}
			else {
				if (isFirstLayer) {
					if (additive) {
						var defaultRot = nodeOwner.defaultValue;
						Quaternion.multiply(defaultRot, clipRot, localRotation);
					}
					else {
						localRotation.x = clipRot.x;
						localRotation.y = clipRot.y;
						localRotation.z = clipRot.z;
						localRotation.w = clipRot.w;
					}
				}
				else {
					defaultRot = nodeOwner.defaultValue;
					if (additive) {
						tempQuat = Animator._tempQuaternion1;
						Utils3D.quaternionWeight(clipRot, weight, tempQuat);
						tempQuat.normalize(tempQuat);
						Quaternion.multiply(defaultRot, tempQuat, localRotation);
					}
					else {
						Quaternion.lerp(defaultRot, clipRot, weight, localRotation);
					}
				}
			}
		}
		_applyScale(nodeOwner, additive, weight, isFirstLayer, clipSca, localScale) {
			if (nodeOwner.updateMark === this._updateMark) {
				if (additive) {
					var scale = Animator._tempVector31;
					Utils3D.scaleWeight(clipSca, weight, scale);
					localScale.x = localScale.x * scale.x;
					localScale.y = localScale.y * scale.y;
					localScale.z = localScale.z * scale.z;
				}
				else {
					Utils3D.scaleBlend(localScale, clipSca, weight, localScale);
				}
			}
			else {
				if (isFirstLayer) {
					if (additive) {
						var defaultSca = nodeOwner.defaultValue;
						localScale.x = defaultSca.x * clipSca.x;
						localScale.y = defaultSca.y * clipSca.y;
						localScale.z = defaultSca.z * clipSca.z;
					}
					else {
						localScale.x = clipSca.x;
						localScale.y = clipSca.y;
						localScale.z = clipSca.z;
					}
				}
				else {
					defaultSca = nodeOwner.defaultValue;
					if (additive) {
						scale = Animator._tempVector31;
						Utils3D.scaleWeight(clipSca, weight, scale);
						localScale.x = defaultSca.x * scale.x;
						localScale.y = defaultSca.y * scale.y;
						localScale.z = defaultSca.z * scale.z;
					}
					else {
						Utils3D.scaleBlend(defaultSca, clipSca, weight, localScale);
					}
				}
			}
		}
		_applyCrossData(nodeOwner, additive, weight, isFirstLayer, srcValue, desValue, crossWeight) {
			var pro = nodeOwner.propertyOwner;
			if (pro) {
				switch (nodeOwner.type) {
					case 0:
						var proPat = nodeOwner.property;
						var m = proPat.length - 1;
						for (var j = 0; j < m; j++) {
							pro = pro[proPat[j]];
							if (!pro)
								break;
						}
						var crossValue = srcValue + crossWeight * (desValue - srcValue);
						nodeOwner.value = crossValue;
						this._applyFloat(pro, proPat[m], nodeOwner, additive, weight, isFirstLayer, crossValue);
						break;
					case 1:
						var localPos = pro.localPosition;
						var position = nodeOwner.value;
						var srcX = srcValue.x, srcY = srcValue.y, srcZ = srcValue.z;
						position.x = srcX + crossWeight * (desValue.x - srcX);
						position.y = srcY + crossWeight * (desValue.y - srcY);
						position.z = srcZ + crossWeight * (desValue.z - srcZ);
						this._applyPositionAndRotationEuler(nodeOwner, additive, weight, isFirstLayer, position, localPos);
						pro.localPosition = localPos;
						break;
					case 2:
						var localRot = pro.localRotation;
						var rotation = nodeOwner.value;
						Quaternion.lerp(srcValue, desValue, crossWeight, rotation);
						this._applyRotation(nodeOwner, additive, weight, isFirstLayer, rotation, localRot);
						pro.localRotation = localRot;
						break;
					case 3:
						var localSca = pro.localScale;
						var scale = nodeOwner.value;
						Utils3D.scaleBlend(srcValue, desValue, crossWeight, scale);
						this._applyScale(nodeOwner, additive, weight, isFirstLayer, scale, localSca);
						pro.localScale = localSca;
						break;
					case 4:
						var localEuler = pro.localRotationEuler;
						var rotationEuler = nodeOwner.value;
						srcX = srcValue.x, srcY = srcValue.y, srcZ = srcValue.z;
						rotationEuler.x = srcX + crossWeight * (desValue.x - srcX);
						rotationEuler.y = srcY + crossWeight * (desValue.y - srcY);
						rotationEuler.z = srcZ + crossWeight * (desValue.z - srcZ);
						this._applyPositionAndRotationEuler(nodeOwner, additive, weight, isFirstLayer, rotationEuler, localEuler);
						pro.localRotationEuler = localEuler;
						break;
				}
				nodeOwner.updateMark = this._updateMark;
			}
		}
		_setClipDatasToNode(stateInfo, additive, weight, isFirstLayer) {
			var realtimeDatas = stateInfo._realtimeDatas;
			var nodes = stateInfo._clip._nodes;
			var nodeOwners = stateInfo._nodeOwners;
			for (var i = 0, n = nodes.count; i < n; i++) {
				var nodeOwner = nodeOwners[i];
				if (nodeOwner) {
					var pro = nodeOwner.propertyOwner;
					if (pro) {
						switch (nodeOwner.type) {
							case 0:
								var proPat = nodeOwner.property;
								var m = proPat.length - 1;
								for (var j = 0; j < m; j++) {
									pro = pro[proPat[j]];
									if (!pro)
										break;
								}
								this._applyFloat(pro, proPat[m], nodeOwner, additive, weight, isFirstLayer, realtimeDatas[i]);
								break;
							case 1:
								var localPos = pro.localPosition;
								this._applyPositionAndRotationEuler(nodeOwner, additive, weight, isFirstLayer, realtimeDatas[i], localPos);
								pro.localPosition = localPos;
								break;
							case 2:
								var localRot = pro.localRotation;
								this._applyRotation(nodeOwner, additive, weight, isFirstLayer, realtimeDatas[i], localRot);
								pro.localRotation = localRot;
								break;
							case 3:
								var localSca = pro.localScale;
								this._applyScale(nodeOwner, additive, weight, isFirstLayer, realtimeDatas[i], localSca);
								pro.localScale = localSca;
								break;
							case 4:
								var localEuler = pro.localRotationEuler;
								this._applyPositionAndRotationEuler(nodeOwner, additive, weight, isFirstLayer, realtimeDatas[i], localEuler);
								pro.localRotationEuler = localEuler;
								break;
						}
						nodeOwner.updateMark = this._updateMark;
					}
				}
			}
		}
		_setCrossClipDatasToNode(controllerLayer, srcState, destState, crossWeight, isFirstLayer) {
			var nodeOwners = controllerLayer._crossNodesOwners;
			var ownerCount = controllerLayer._crossNodesOwnersCount;
			var additive = controllerLayer.blendingMode !== AnimatorControllerLayer.BLENDINGMODE_OVERRIDE;
			var weight = controllerLayer.defaultWeight;
			var destRealtimeDatas = destState._realtimeDatas;
			var destDataIndices = controllerLayer._destCrossClipNodeIndices;
			var destNodeOwners = destState._nodeOwners;
			var srcRealtimeDatas = srcState._realtimeDatas;
			var srcDataIndices = controllerLayer._srcCrossClipNodeIndices;
			var srcNodeOwners = srcState._nodeOwners;
			for (var i = 0; i < ownerCount; i++) {
				var nodeOwner = nodeOwners[i];
				if (nodeOwner) {
					var srcIndex = srcDataIndices[i];
					var destIndex = destDataIndices[i];
					if (srcIndex == -1 && destIndex == -1) continue;
					var srcValue = srcIndex !== -1 ? srcRealtimeDatas[srcIndex] : destNodeOwners[destIndex].defaultValue;
					var desValue = destIndex !== -1 ? destRealtimeDatas[destIndex] : srcNodeOwners[srcIndex].defaultValue;
					this._applyCrossData(nodeOwner, additive, weight, isFirstLayer, srcValue, desValue, crossWeight);
				}
			}
		}
		_setFixedCrossClipDatasToNode(controllerLayer, destState, crossWeight, isFirstLayer) {
			var nodeOwners = controllerLayer._crossNodesOwners;
			var ownerCount = controllerLayer._crossNodesOwnersCount;
			var additive = controllerLayer.blendingMode !== AnimatorControllerLayer.BLENDINGMODE_OVERRIDE;
			var weight = controllerLayer.defaultWeight;
			var destRealtimeDatas = destState._realtimeDatas;
			var destDataIndices = controllerLayer._destCrossClipNodeIndices;
			for (var i = 0; i < ownerCount; i++) {
				var nodeOwner = nodeOwners[i];
				if (nodeOwner) {
					var destIndex = destDataIndices[i];
					var srcValue = nodeOwner.crossFixedValue;
					var desValue = destIndex !== -1 ? destRealtimeDatas[destIndex] : nodeOwner.defaultValue;
					this._applyCrossData(nodeOwner, additive, weight, isFirstLayer, srcValue, desValue, crossWeight);
				}
			}
		}
		_revertDefaultKeyframeNodes(clipStateInfo) {
			var nodeOwners = clipStateInfo._nodeOwners;
			for (var i = 0, n = nodeOwners.length; i < n; i++) {
				var nodeOwner = nodeOwners[i];
				if (nodeOwner) {
					var pro = nodeOwner.propertyOwner;
					if (pro) {
						switch (nodeOwner.type) {
							case 0:
								var proPat = nodeOwner.property;
								var m = proPat.length - 1;
								for (var j = 0; j < m; j++) {
									pro = pro[proPat[j]];
									if (!pro)
										break;
								}
								pro[proPat[m]] = nodeOwner.defaultValue;
								break;
							case 1:
								var locPos = pro.localPosition;
								var def = nodeOwner.defaultValue;
								locPos.x = def.x;
								locPos.y = def.y;
								locPos.z = def.z;
								pro.localPosition = locPos;
								break;
							case 2:
								var locRot = pro.localRotation;
								var defQua = nodeOwner.defaultValue;
								locRot.x = defQua.x;
								locRot.y = defQua.y;
								locRot.z = defQua.z;
								locRot.w = defQua.w;
								pro.localRotation = locRot;
								break;
							case 3:
								var locSca = pro.localScale;
								def = nodeOwner.defaultValue;
								locSca.x = def.x;
								locSca.y = def.y;
								locSca.z = def.z;
								pro.localScale = locSca;
								break;
							case 4:
								var locEul = pro.localRotationEuler;
								def = nodeOwner.defaultValue;
								locEul.x = def.x;
								locEul.y = def.y;
								locEul.z = def.z;
								pro.localRotationEuler = locEul;
								break;
							default:
								throw "Animator:unknown type.";
						}
					}
				}
			}
		}
		_onAdded() {
			var parent = this.owner._parent;
			this.owner._setHierarchyAnimator(this, parent ? parent._hierarchyAnimator : null);
			this.owner._changeAnimatorToLinkSprite3DNoAvatar(this, true, []);
		}
		_onDestroy() {
			for (var i = 0, n = this._controllerLayers.length; i < n; i++)
				this._controllerLayers[i]._removeReference();
			var parent = this.owner._parent;
			this.owner._clearHierarchyAnimator(this, parent ? parent._hierarchyAnimator : null);
		}
		_onEnable() {
			this.owner._scene._animatorPool.add(this);
			for (var i = 0, n = this._controllerLayers.length; i < n; i++) {
				if (this._controllerLayers[i].playOnWake) {
					var defaultClip = this.getDefaultState(i);
					(defaultClip) && (this.play(null, i, 0));
				}
			}
		}
		_onDisable() {
			this.owner._scene._animatorPool.remove(this);
		}
		_handleSpriteOwnersBySprite(isLink, path, sprite) {
			for (var i = 0, n = this._controllerLayers.length; i < n; i++) {
				var clipStateInfos = this._controllerLayers[i]._states;
				for (var j = 0, m = clipStateInfos.length; j < m; j++) {
					var clipStateInfo = clipStateInfos[j];
					var clip = clipStateInfo._clip;
					var nodePath = path.join("/");
					var ownersNodes = clip._nodesMap[nodePath];
					if (ownersNodes) {
						var nodeOwners = clipStateInfo._nodeOwners;
						for (var k = 0, p = ownersNodes.length; k < p; k++) {
							if (isLink)
								this._addKeyframeNodeOwner(nodeOwners, ownersNodes[k], sprite);
							else
								this._removeKeyframeNodeOwner(nodeOwners, ownersNodes[k]);
						}
					}
				}
			}
		}
		_parse(data) {
			var avatarData = data.avatar;
			if (avatarData) {
				this.avatar = Laya.Loader.getRes(avatarData.path);
				var linkSprites = avatarData.linkSprites;
				this._linkSprites = linkSprites;
				this._linkToSprites(linkSprites);
			}
			var clipPaths = data.clipPaths;
			var play = data.playOnWake;
			var layersData = data.layers;
			for (var i = 0; i < layersData.length; i++) {
				var layerData = layersData[i];
				var animatorLayer = new AnimatorControllerLayer(layerData.name);
				if (i === 0)
					animatorLayer.defaultWeight = 1.0;
				else
					animatorLayer.defaultWeight = layerData.weight;
				var blendingModeData = layerData.blendingMode;
				(blendingModeData) && (animatorLayer.blendingMode = blendingModeData);
				this.addControllerLayer(animatorLayer);
				var states = layerData.states;
				for (var j = 0, m = states.length; j < m; j++) {
					var state = states[j];
					var clipPath = state.clipPath;
					if (clipPath) {
						var name = state.name;
						var motion;
						motion = Laya.Loader.getRes(clipPath);
						if (motion) {
							var animatorState = new AnimatorState();
							animatorState.name = name;
							animatorState.clip = motion;
							animatorLayer.addState(animatorState);
							(j === 0) && (this.getControllerLayer(i).defaultState = animatorState);
						}
					}
				}
				(play !== undefined) && (animatorLayer.playOnWake = play);
			}
			var cullingModeData = data.cullingMode;
			(cullingModeData !== undefined) && (this.cullingMode = cullingModeData);
		}
		_update() {
			var timer;
			try {
				timer = this.owner._scene.timer;
			} catch (error) {
				console.log(error);
			}
			// var timer = this.owner._scene.timer;
			if (!timer || timer._delta == null) {
				console.log(`error`)
			}
			var delta = timer._delta / 1000.0;
			if (this._speed === 0 || delta === 0)
				return;
			var needRender;
			if (this.cullingMode === Animator.CULLINGMODE_CULLCOMPLETELY) {
				needRender = false;
				for (var i = 0, n = this._renderableSprites.length; i < n; i++) {
					if (this._renderableSprites[i]._render.isRender) {
						needRender = true;
						break;
					}
				}
			}
			else {
				needRender = true;
			}
			this._updateMark++;
			var timerScale = timer.scale;
			for (i = 0, n = this._controllerLayers.length; i < n; i++) {
				var controllerLayer = this._controllerLayers[i];
				var playStateInfo = controllerLayer._playStateInfo;
				var crossPlayStateInfo = controllerLayer._crossPlayStateInfo;
				addtive = controllerLayer.blendingMode !== AnimatorControllerLayer.BLENDINGMODE_OVERRIDE;
				switch (controllerLayer._playType) {
					case 0:
						var animatorState = playStateInfo._currentState;
						var clip = animatorState._clip;
						var speed = this._speed * animatorState.speed;
						var finish = playStateInfo._finish;
						finish || this._updatePlayer(animatorState, playStateInfo, delta * speed, clip.islooping);
						if (needRender) {
							var addtive = controllerLayer.blendingMode !== AnimatorControllerLayer.BLENDINGMODE_OVERRIDE;
							this._updateClipDatas(animatorState, addtive, playStateInfo, timerScale * speed);
							this._setClipDatasToNode(animatorState, addtive, controllerLayer.defaultWeight, i === 0);
							finish || this._updateEventScript(animatorState, playStateInfo);
						}
						break;
					case 1:
						animatorState = playStateInfo._currentState;
						clip = animatorState._clip;
						var crossState = controllerLayer._crossPlayState;
						var crossClip = crossState._clip;
						var crossDuratuion = controllerLayer._crossDuration;
						var startPlayTime = crossPlayStateInfo._startPlayTime;
						var crossClipDuration = crossClip._duration - startPlayTime;
						var crossScale = crossDuratuion > crossClipDuration ? crossClipDuration / crossDuratuion : 1.0;
						var crossSpeed = this._speed * crossState.speed;
						this._updatePlayer(crossState, crossPlayStateInfo, delta * crossScale * crossSpeed, crossClip.islooping);
						var crossWeight = ((crossPlayStateInfo._elapsedTime - startPlayTime) / crossScale) / crossDuratuion;
						if (crossWeight >= 1.0) {
							if (needRender) {
								this._updateClipDatas(crossState, addtive, crossPlayStateInfo, timerScale * crossSpeed);
								this._setClipDatasToNode(crossState, addtive, controllerLayer.defaultWeight, i === 0);
								controllerLayer._playType = 0;
								playStateInfo._currentState = crossState;
								crossPlayStateInfo._cloneTo(playStateInfo);
							}
						}
						else {
							if (!playStateInfo._finish) {
								speed = this._speed * animatorState.speed;
								this._updatePlayer(animatorState, playStateInfo, delta * speed, clip.islooping);
								if (needRender)
									this._updateClipDatas(animatorState, addtive, playStateInfo, timerScale * speed);
							}
							if (needRender) {
								this._updateClipDatas(crossState, addtive, crossPlayStateInfo, timerScale * crossScale * crossSpeed);
								this._setCrossClipDatasToNode(controllerLayer, animatorState, crossState, crossWeight, i === 0);
							}
						}
						if (needRender) {
							this._updateEventScript(animatorState, playStateInfo);
							this._updateEventScript(crossState, crossPlayStateInfo);
						}
						break;
					case 2:
						crossState = controllerLayer._crossPlayState;
						crossClip = crossState._clip;
						crossDuratuion = controllerLayer._crossDuration;
						startPlayTime = crossPlayStateInfo._startPlayTime;
						crossClipDuration = crossClip._duration - startPlayTime;
						crossScale = crossDuratuion > crossClipDuration ? crossClipDuration / crossDuratuion : 1.0;
						crossSpeed = this._speed * crossState.speed;
						this._updatePlayer(crossState, crossPlayStateInfo, delta * crossScale * crossSpeed, crossClip.islooping);
						if (needRender) {
							crossWeight = ((crossPlayStateInfo._elapsedTime - startPlayTime) / crossScale) / crossDuratuion;
							if (crossWeight >= 1.0) {
								this._updateClipDatas(crossState, addtive, crossPlayStateInfo, timerScale * crossSpeed);
								this._setClipDatasToNode(crossState, addtive, 1.0, i === 0);
								controllerLayer._playType = 0;
								playStateInfo._currentState = crossState;
								crossPlayStateInfo._cloneTo(playStateInfo);
							}
							else {
								this._updateClipDatas(crossState, addtive, crossPlayStateInfo, timerScale * crossScale * crossSpeed);
								this._setFixedCrossClipDatasToNode(controllerLayer, crossState, crossWeight, i === 0);
							}
							this._updateEventScript(crossState, crossPlayStateInfo);
						}
						break;
				}
			}
			if (needRender) {
				if (this._avatar) {
					this._updateAvatarNodesToSprite();
				}
			}
		}
		_cloneTo(dest) {
			var animator = dest;
			animator.avatar = this.avatar;
			animator.cullingMode = this.cullingMode;
			for (var i = 0, n = this._controllerLayers.length; i < n; i++) {
				var controllLayer = this._controllerLayers[i];
				animator.addControllerLayer(controllLayer.clone());
				var animatorStates = controllLayer._states;
				for (var j = 0, m = animatorStates.length; j < m; j++) {
					var state = animatorStates[j].clone();
					var cloneLayer = animator.getControllerLayer(i);
					cloneLayer.addState(state);
					(j == 0) && (cloneLayer.defaultState = state);
				}
			}
			animator._linkSprites = this._linkSprites;
			animator._linkToSprites(this._linkSprites);
		}
		getDefaultState(layerIndex = 0) {
			var controllerLayer = this._controllerLayers[layerIndex];
			return controllerLayer.defaultState;
		}
		addState(state, layerIndex = 0) {
			var controllerLayer = this._controllerLayers[layerIndex];
			controllerLayer.addState(state);
			console.warn("Animator:this function is discard,please use animatorControllerLayer.addState() instead.");
		}
		removeState(state, layerIndex = 0) {
			var controllerLayer = this._controllerLayers[layerIndex];
			controllerLayer.removeState(state);
			console.warn("Animator:this function is discard,please use animatorControllerLayer.removeState() instead.");
		}
		addControllerLayer(controllderLayer) {
			this._controllerLayers.push(controllderLayer);
			controllderLayer._animator = this;
			controllderLayer._addReference();
			var states = controllderLayer._states;
			for (var i = 0, n = states.length; i < n; i++)
				this._getOwnersByClip(states[i]);
		}
		getControllerLayer(layerInex = 0) {
			return this._controllerLayers[layerInex];
		}
		play(name = null, layerIndex = 0, normalizedTime = Number.NEGATIVE_INFINITY) {
			var controllerLayer = this._controllerLayers[layerIndex];
			if (controllerLayer) {
				var defaultState = controllerLayer.defaultState;
				if (!name && !defaultState)
					throw new Error("Animator:must have default clip value,please set clip property.");
				var playStateInfo = controllerLayer._playStateInfo;
				var curPlayState = playStateInfo._currentState;
				var animatorState = name ? controllerLayer._statesMap[name] : defaultState;
				var clipDuration = animatorState._clip._duration;
				if (curPlayState !== animatorState) {
					if (normalizedTime !== Number.NEGATIVE_INFINITY)
						playStateInfo._resetPlayState(clipDuration * normalizedTime);
					else
						playStateInfo._resetPlayState(0.0);
					(curPlayState !== null && curPlayState !== animatorState) && (this._revertDefaultKeyframeNodes(curPlayState));
					controllerLayer._playType = 0;
					playStateInfo._currentState = animatorState;
				}
				else {
					if (normalizedTime !== Number.NEGATIVE_INFINITY) {
						playStateInfo._resetPlayState(clipDuration * normalizedTime);
						controllerLayer._playType = 0;
					}
				}
				var scripts = animatorState._scripts;
				if (scripts) {
					for (var i = 0, n = scripts.length; i < n; i++)
						scripts[i].onStateEnter();
				}
			}
			else {
				console.warn("Invalid layerIndex " + layerIndex + ".");
			}
		}
		crossFade(name, transitionDuration, layerIndex = 0, normalizedTime = Number.NEGATIVE_INFINITY) {
			var controllerLayer = this._controllerLayers[layerIndex];
			if (controllerLayer) {
				var destAnimatorState = controllerLayer._statesMap[name];
				if (destAnimatorState) {
					var playType = controllerLayer._playType;
					if (playType === -1) {
						this.play(name, layerIndex, normalizedTime);
						return;
					}
					var crossPlayStateInfo = controllerLayer._crossPlayStateInfo;
					var crossNodeOwners = controllerLayer._crossNodesOwners;
					var crossNodeOwnerIndicesMap = controllerLayer._crossNodesOwnersIndicesMap;
					var srcAnimatorState = controllerLayer._playStateInfo._currentState;
					var destNodeOwners = destAnimatorState._nodeOwners;
					var destCrossClipNodeIndices = controllerLayer._destCrossClipNodeIndices;
					var destClip = destAnimatorState._clip;
					var destNodes = destClip._nodes;
					var destNodesMap = destClip._nodesDic;
					switch (playType) {
						case 0:
							var srcNodeOwners = srcAnimatorState._nodeOwners;
							var scrCrossClipNodeIndices = controllerLayer._srcCrossClipNodeIndices;
							var srcClip = srcAnimatorState._clip;
							var srcNodes = srcClip._nodes;
							var srcNodesMap = srcClip._nodesDic;
							controllerLayer._playType = 1;
							var crossMark = ++controllerLayer._crossMark;
							var crossCount = controllerLayer._crossNodesOwnersCount = 0;
							for (var i = 0, n = srcNodes.count; i < n; i++) {
								var srcNode = srcNodes.getNodeByIndex(i);
								var srcIndex = srcNode._indexInList;
								var srcNodeOwner = srcNodeOwners[srcIndex];
								if (srcNodeOwner) {
									var srcFullPath = srcNode.fullPath;
									scrCrossClipNodeIndices[crossCount] = srcIndex;
									var destNode = destNodesMap[srcFullPath];
									if (destNode)
										destCrossClipNodeIndices[crossCount] = destNode._indexInList;
									else
										destCrossClipNodeIndices[crossCount] = -1;
									crossNodeOwnerIndicesMap[srcFullPath] = crossMark;
									crossNodeOwners[crossCount] = srcNodeOwner;
									crossCount++;
								}
							}
							for (i = 0, n = destNodes.count; i < n; i++) {
								destNode = destNodes.getNodeByIndex(i);
								var destIndex = destNode._indexInList;
								var destNodeOwner = destNodeOwners[destIndex];
								if (destNodeOwner) {
									var destFullPath = destNode.fullPath;
									if (!srcNodesMap[destFullPath]) {
										scrCrossClipNodeIndices[crossCount] = -1;
										destCrossClipNodeIndices[crossCount] = destIndex;
										crossNodeOwnerIndicesMap[destFullPath] = crossMark;
										crossNodeOwners[crossCount] = destNodeOwner;
										crossCount++;
									}
								}
							}
							break;
						case 1:
						case 2:
							controllerLayer._playType = 2;
							for (i = 0, n = crossNodeOwners.length; i < n; i++) {
								var nodeOwner = crossNodeOwners[i];
								nodeOwner.saveCrossFixedValue();
								destNode = destNodesMap[nodeOwner.fullPath];
								if (destNode)
									destCrossClipNodeIndices[i] = destNode._indexInList;
								else
									destCrossClipNodeIndices[i] = -1;
							}
							crossCount = controllerLayer._crossNodesOwnersCount;
							crossMark = controllerLayer._crossMark;
							for (i = 0, n = destNodes.count; i < n; i++) {
								destNode = destNodes.getNodeByIndex(i);
								destIndex = destNode._indexInList;
								destNodeOwner = destNodeOwners[destIndex];
								if (destNodeOwner) {
									destFullPath = destNode.fullPath;
									if (crossNodeOwnerIndicesMap[destFullPath] !== crossMark) {
										destCrossClipNodeIndices[crossCount] = destIndex;
										crossNodeOwnerIndicesMap[destFullPath] = crossMark;
										nodeOwner = destNodeOwners[destIndex];
										crossNodeOwners[crossCount] = nodeOwner;
										nodeOwner.saveCrossFixedValue();
										crossCount++;
									}
								}
							}
							break;
						default:
					}
					controllerLayer._crossNodesOwnersCount = crossCount;
					controllerLayer._crossPlayState = destAnimatorState;
					controllerLayer._crossDuration = srcAnimatorState._clip._duration * transitionDuration;
					if (normalizedTime !== Number.NEGATIVE_INFINITY)
						crossPlayStateInfo._resetPlayState(destClip._duration * normalizedTime);
					else
						crossPlayStateInfo._resetPlayState(0.0);
					var scripts = destAnimatorState._scripts;
					if (scripts) {
						for (i = 0, n = scripts.length; i < n; i++)
							scripts[i].onStateEnter();
					}
				}
				else {
					console.warn("Invalid name " + layerIndex + ".");
				}
			}
			else {
				console.warn("Invalid layerIndex " + layerIndex + ".");
			}
		}
		getCurrentAnimatorPlayState(layerInex = 0) {
			return this._controllerLayers[layerInex]._playStateInfo;
		}
		get avatar() {
			return this._avatar;
		}
		set avatar(value) {
			if (this._avatar !== value) {
				this._avatar = value;
				if (value) {
					this._getAvatarOwnersAndInitDatasAsync();
					this.owner._changeHierarchyAnimatorAvatar(this, value);
				}
				else {
					var parent = this.owner._parent;
					this.owner._changeHierarchyAnimatorAvatar(this, parent ? parent._hierarchyAnimator._avatar : null);
				}
			}
		}
		_isLinkSpriteToAnimationNodeData(sprite, nodeName, isLink) {
			var linkSprites = this._linkAvatarSpritesData[nodeName];
			if (isLink) {
				linkSprites || (this._linkAvatarSpritesData[nodeName] = linkSprites = []);
				linkSprites.push(sprite);
			}
			else {
				var index = linkSprites.indexOf(sprite);
				linkSprites.splice(index, 1);
			}
		}
		_getAvatarOwnersAndInitDatasAsync() {
			for (var i = 0, n = this._controllerLayers.length; i < n; i++) {
				var clipStateInfos = this._controllerLayers[i]._states;
				for (var j = 0, m = clipStateInfos.length; j < m; j++)
					this._getOwnersByClip(clipStateInfos[j]);
			}
			this._avatar._cloneDatasToAnimator(this);
			for (var k in this._linkAvatarSpritesData) {
				var sprites = this._linkAvatarSpritesData[k];
				if (sprites) {
					for (var c = 0, p = sprites.length; c < p; c++)
						this._isLinkSpriteToAnimationNode(sprites[c], k, true);
				}
			}
		}
		_isLinkSpriteToAnimationNode(sprite, nodeName, isLink) {
			if (this._avatar) {
				var node = this._avatarNodeMap[nodeName];
				if (node) {
					if (isLink) {
						sprite._transform._dummy = node.transform;
						this._linkAvatarSprites.push(sprite);
						var nodeTransform = node.transform;
						var spriteTransform = sprite.transform;
						if (!spriteTransform.owner.isStatic && nodeTransform) {
							var spriteWorldMatrix = spriteTransform.worldMatrix;
							var ownParTra = this.owner._transform._parent;
							if (ownParTra) {
								Utils3D.matrix4x4MultiplyMFM(ownParTra.worldMatrix, nodeTransform.getWorldMatrix(), spriteWorldMatrix);
							}
							else {
								var sprWorE = spriteWorldMatrix.elements;
								var nodWorE = nodeTransform.getWorldMatrix();
								for (var i = 0; i < 16; i++)
									sprWorE[i] = nodWorE[i];
							}
							spriteTransform.worldMatrix = spriteWorldMatrix;
						}
					}
					else {
						sprite._transform._dummy = null;
						this._linkAvatarSprites.splice(this._linkAvatarSprites.indexOf(sprite), 1);
					}
				}
			}
		}
		_updateAvatarNodesToSprite() {
			for (var i = 0, n = this._linkAvatarSprites.length; i < n; i++) {
				var sprite = this._linkAvatarSprites[i];
				var nodeTransform = sprite.transform._dummy;
				var spriteTransform = sprite.transform;
				if (!spriteTransform.owner.isStatic && nodeTransform) {
					var spriteWorldMatrix = spriteTransform.worldMatrix;
					var ownTra = this.owner._transform;
					Utils3D.matrix4x4MultiplyMFM(ownTra.worldMatrix, nodeTransform.getWorldMatrix(), spriteWorldMatrix);
					spriteTransform.worldMatrix = spriteWorldMatrix;
				}
			}
		}
		linkSprite3DToAvatarNode(nodeName, sprite3D) {
			this._isLinkSpriteToAnimationNodeData(sprite3D, nodeName, true);
			this._isLinkSpriteToAnimationNode(sprite3D, nodeName, true);
			return true;
		}
		unLinkSprite3DToAvatarNode(sprite3D) {
			var dummy = sprite3D.transform._dummy;
			if (dummy) {
				var nodeName = dummy._owner.name;
				this._isLinkSpriteToAnimationNodeData(sprite3D, nodeName, false);
				this._isLinkSpriteToAnimationNode(sprite3D, nodeName, false);
				return true;
			}
			else {
				return false;
			}
		}
		_updateAnimationNodeWorldMatix(localPositions, localRotations, localScales, worldMatrixs, parentIndices) {
			Laya.LayaGL.instance.updateAnimationNodeWorldMatix(localPositions, localRotations, localScales, parentIndices, worldMatrixs);
		}
	}
	Animator._tempVector30 = new Vector3();
	Animator._tempVector31 = new Vector3();
	Animator._tempQuaternion0 = new Quaternion();
	Animator._tempQuaternion1 = new Quaternion();
	Animator.CULLINGMODE_ALWAYSANIMATE = 0;
	Animator.CULLINGMODE_CULLCOMPLETELY = 2;

	class PostProcessRenderContext {
		constructor() {
			this.source = null;
			this.destination = null;
			this.camera = null;
			this.compositeShaderData = null;
			this.command = null;
			this.deferredReleaseTextures = [];
		}
	}

	class RenderContext3D {
		constructor() {
			this.invertY = false;
		}
	}
	RenderContext3D._instance = new RenderContext3D();

	class RenderTexture extends Laya.BaseTexture {
		constructor(width, height, format = Laya.RenderTextureFormat.R8G8B8, depthStencilFormat = Laya.RenderTextureDepthFormat.DEPTH_16) {
			super(format, false);
			this._inPool = false;
			this._isCameraTarget = false;
			this._glTextureType = Laya.LayaGL.instance.TEXTURE_2D;
			this._width = width;
			this._height = height;
			this._depthStencilFormat = depthStencilFormat;
			this._mipmapCount = 1;
			this._create(width, height);
		}
		static get currentActive() {
			return RenderTexture._currentActive;
		}
		static createFromPool(width, height, format = Laya.RenderTextureFormat.R8G8B8, depthStencilFormat = Laya.RenderTextureDepthFormat.DEPTH_16) {
			var tex;
			for (var i = 0, n = RenderTexture._pool.length; i < n; i++) {
				tex = RenderTexture._pool[i];
				if (tex._width == width && tex._height == height && tex._format == format && tex._depthStencilFormat == depthStencilFormat) {
					tex._inPool = false;
					var end = RenderTexture._pool[n - 1];
					RenderTexture._pool[i] = end;
					RenderTexture._pool.length -= 1;
					return tex;
				}
			}
			tex = new RenderTexture(width, height, format, depthStencilFormat);
			tex.lock = true;
			return tex;
		}
		static recoverToPool(renderTexture) {
			if (renderTexture._inPool)
				return;
			RenderTexture._pool.push(renderTexture);
			renderTexture._inPool = true;
		}
		get depthStencilFormat() {
			return this._depthStencilFormat;
		}
		get defaulteTexture() {
			return Laya.Texture2D.grayTexture;
		}
		_create(width, height) {
			var gl = Laya.LayaGL.instance;
			var gl2 = gl;
			var glTextureType = this._glTextureType;
			var layaGPU = Laya.LayaGL.layaGPUInstance;
			var isWebGL2 = layaGPU._isWebGL2;
			var format = this._format;
			this._frameBuffer = gl.createFramebuffer();
			gl.bindFramebuffer(gl.FRAMEBUFFER, this._frameBuffer);
			if (format !== Laya.RenderTextureFormat.Depth && format !== Laya.RenderTextureFormat.ShadowMap) {
				Laya.WebGLContext.bindTexture(gl, glTextureType, this._glTexture);
				switch (format) {
					case Laya.RenderTextureFormat.R8G8B8:
						if (isWebGL2)
							gl2.texStorage2D(glTextureType, this._mipmapCount, gl2.RGB8, width, height);
						else
							gl.texImage2D(glTextureType, 0, gl.RGB, width, height, 0, gl.RGB, gl.UNSIGNED_BYTE, null);
						break;
					case Laya.RenderTextureFormat.R8G8B8A8:
						if (isWebGL2)
							gl2.texStorage2D(glTextureType, this._mipmapCount, gl2.RGBA8, width, height);
						else
							gl.texImage2D(glTextureType, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
						break;
					case Laya.RenderTextureFormat.Alpha8:
						if (isWebGL2)
							gl2.texStorage2D(glTextureType, 0, gl2.R8, width, height);
						else
							gl.texImage2D(glTextureType, 0, gl.ALPHA, width, height, 0, gl.ALPHA, gl.UNSIGNED_BYTE, null);
						break;
					case Laya.RenderTextureFormat.R16G16B16A16:
						if (isWebGL2)
							gl2.texStorage2D(glTextureType, this._mipmapCount, gl2.RGBA16F, width, height);
						else
							gl.texImage2D(glTextureType, 0, gl.RGBA, width, height, 0, gl.RGBA, layaGPU._oesTextureHalfFloat.HALF_FLOAT_OES, null);
						break;
				}
				gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this._glTexture, 0);
			}
			if (format == Laya.RenderTextureFormat.Depth || format == Laya.RenderTextureFormat.ShadowMap) {
				Laya.WebGLContext.bindTexture(gl, glTextureType, this._glTexture);
				switch (this._depthStencilFormat) {
					case Laya.RenderTextureDepthFormat.DEPTH_16:
						if (isWebGL2)
							gl2.texStorage2D(glTextureType, this._mipmapCount, gl2.DEPTH_COMPONENT16, width, height);
						else
							gl.texImage2D(glTextureType, 0, gl.DEPTH_COMPONENT, width, height, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_SHORT, null);
						gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, this._glTexture, 0);
						break;
					case Laya.RenderTextureDepthFormat.DEPTHSTENCIL_24_8:
						if (isWebGL2)
							gl2.texStorage2D(glTextureType, this._mipmapCount, gl2.DEPTH24_STENCIL8, width, height);
						else
							gl.texImage2D(glTextureType, 0, gl.DEPTH_STENCIL, width, height, 0, gl.DEPTH_STENCIL, layaGPU._webgl_depth_texture.UNSIGNED_INT_24_8_WEBGL, null);
						gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_2D, this._glTexture, 0);
						break;
					default:
						throw "RenderTexture: depth format RenderTexture must use depthFormat with DEPTH_16 and DEPTHSTENCIL_16_8.";
				}
				if (isWebGL2 && format == Laya.RenderTextureFormat.ShadowMap)
					gl2.texParameteri(glTextureType, gl2.TEXTURE_COMPARE_MODE, gl2.COMPARE_REF_TO_TEXTURE);
			}
			else {
				if (this._depthStencilFormat !== Laya.RenderTextureDepthFormat.DEPTHSTENCIL_NONE) {
					this._depthStencilBuffer = gl.createRenderbuffer();
					gl.bindRenderbuffer(gl.RENDERBUFFER, this._depthStencilBuffer);
					switch (this._depthStencilFormat) {
						case Laya.RenderTextureDepthFormat.DEPTH_16:
							gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, width, height);
							gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, this._depthStencilBuffer);
							break;
						case Laya.RenderTextureDepthFormat.STENCIL_8:
							gl.renderbufferStorage(gl.RENDERBUFFER, gl.STENCIL_INDEX8, width, height);
							gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.RENDERBUFFER, this._depthStencilBuffer);
							break;
						case Laya.RenderTextureDepthFormat.DEPTHSTENCIL_24_8:
							gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, width, height);
							gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, this._depthStencilBuffer);
							break;
						default:
							throw "RenderTexture: unkonw depth format.";
					}
					gl.bindRenderbuffer(gl.RENDERBUFFER, null);
				}
			}
			gl.bindFramebuffer(gl.FRAMEBUFFER, null);
			this._setWarpMode(gl.TEXTURE_WRAP_S, this._wrapModeU);
			this._setWarpMode(gl.TEXTURE_WRAP_T, this._wrapModeV);
			this._setFilterMode(this._filterMode);
			this._setAnisotropy(this._anisoLevel);
			this._readyed = true;
			this._activeResource();
			this._setGPUMemory(width * height * 4);
		}
		_start() {
			var gl = Laya.LayaGL.instance;
			gl.bindFramebuffer(gl.FRAMEBUFFER, this._frameBuffer);
			RenderTexture._currentActive = this;
			(this._isCameraTarget) && (RenderContext3D._instance.invertY = true);
			this._readyed = false;
		}
		_end() {
			var gl = Laya.LayaGL.instance;
			gl.bindFramebuffer(gl.FRAMEBUFFER, null);
			RenderTexture._currentActive = null;
			(this._isCameraTarget) && (RenderContext3D._instance.invertY = false);
			this._readyed = true;
		}
		getData(x, y, width, height, out) {
			if (Laya.Render.isConchApp && window.conchConfig.threadMode == 2) {
				throw "native 2 thread mode use getDataAsync";
			}
			var gl = Laya.LayaGL.instance;
			gl.bindFramebuffer(gl.FRAMEBUFFER, this._frameBuffer);
			var canRead = (gl.checkFramebufferStatus(gl.FRAMEBUFFER) === gl.FRAMEBUFFER_COMPLETE);
			if (!canRead) {
				gl.bindFramebuffer(gl.FRAMEBUFFER, null);
				return null;
			}
			gl.readPixels(x, y, width, height, gl.RGBA, gl.UNSIGNED_BYTE, out);
			gl.bindFramebuffer(gl.FRAMEBUFFER, null);
			return out;
		}
		_disposeResource() {
			if (this._frameBuffer) {
				var gl = Laya.LayaGL.instance;
				gl.deleteTexture(this._glTexture);
				gl.deleteFramebuffer(this._frameBuffer);
				gl.deleteRenderbuffer(this._depthStencilBuffer);
				this._glTexture = null;
				this._frameBuffer = null;
				this._depthStencilBuffer = null;
				this._setGPUMemory(0);
			}
		}
		getDataAsync(x, y, width, height, callBack) {
			var gl = Laya.LayaGL.instance;
			gl.bindFramebuffer(gl.FRAMEBUFFER, this._frameBuffer);
			gl.readPixelsAsync(x, y, width, height, gl.RGBA, gl.UNSIGNED_BYTE, function (data) {
				callBack(new Uint8Array(data));
			});
			gl.bindFramebuffer(gl.FRAMEBUFFER, null);
		}
	}
	RenderTexture._pool = [];

	class DefineDatas {
		constructor() {
			this._mask = [];
			this._length = 0;
		}
		_intersectionDefineDatas(define) {
			var unionMask = define._mask;
			var mask = this._mask;
			for (var i = this._length - 1; i >= 0; i--) {
				var value = mask[i] & unionMask[i];
				if (value == 0 && i == this._length - 1)
					this._length--;
				else
					mask[i] = value;
			}
		}
		add(define) {
			var index = define._index;
			var size = index + 1;
			var mask = this._mask;
			var maskStart = this._length;
			if (maskStart < size) {
				(mask.length < size) && (mask.length = size);
				for (; maskStart < index; maskStart++)
					mask[maskStart] = 0;
				mask[index] = define._value;
				this._length = size;
			}
			else {
				if (size > this._length) {
					mask[index] = define._value;
					this._length = size;
				}
				else {
					mask[index] |= define._value;
				}
			}
		}
		remove(define) {
			var index = define._index;
			var mask = this._mask;
			var endIndex = this._length - 1;
			if (index > endIndex)
				return;
			var newValue = mask[index] & ~define._value;
			if (index == endIndex && newValue === 0)
				this._length--;
			else
				mask[index] = newValue;
		}
		addDefineDatas(define) {
			var addMask = define._mask;
			var size = define._length;
			var mask = this._mask;
			var maskStart = this._length;
			if (maskStart < size) {
				mask.length = size;
				for (var i = 0; i < maskStart; i++)
					mask[i] |= addMask[i];
				for (; i < size; i++)
					mask[i] = addMask[i];
				this._length = size;
			}
			else {
				for (var i = 0; i < size; i++) {
					if (i < this._length)
						mask[i] |= addMask[i];
					else
						mask[i] = addMask[i];
				}
				this._length = Math.max(this._length, size);
			}
		}
		removeDefineDatas(define) {
			var removeMask = define._mask;
			var mask = this._mask;
			var endIndex = this._length - 1;
			for (var i = define._length - 1; i >= 0; i--) {
				if (i > endIndex)
					continue;
				var newValue = mask[i] & ~removeMask[i];
				if (i == endIndex && newValue === 0) {
					endIndex--;
					this._length--;
				}
				else {
					mask[i] = newValue;
				}
			}
		}
		has(define) {
			var index = define._index;
			if (index >= this._length)
				return false;
			return (this._mask[index] & define._value) !== 0;
		}
		clear() {
			this._length = 0;
		}
		cloneTo(destObject) {
			var destDefineData = destObject;
			var destMask = destDefineData._mask;
			var mask = this._mask;
			var count = this._length;
			destMask.length = count;
			for (var i = 0; i < count; i++)
				destMask[i] = mask[i];
			destDefineData._length = count;
		}
		clone() {
			var dest = new DefineDatas();
			this.cloneTo(dest);
			return dest;
		}
	}

	class ShaderDefine {
		constructor(index, value) {
			this._index = index;
			this._value = value;
		}
	}

	class ShaderVariant {
		constructor(shader, subShaderIndex, passIndex, defines) {
			this._subShaderIndex = 0;
			this._passIndex = 0;
			this.setValue(shader, subShaderIndex, passIndex, defines);
		}
		get shader() {
			return this._shader;
		}
		get subShaderIndex() {
			return this._subShaderIndex;
		}
		get passIndex() {
			return this._passIndex;
		}
		get defineNames() {
			return this._defineNames;
		}
		setValue(shader, subShaderIndex, passIndex, defineNames) {
			if (shader) {
				var subShader = shader.getSubShaderAt(subShaderIndex);
				if (subShader) {
					var pass = subShader._passes[passIndex];
					if (pass) {
						var validDefine = pass._validDefine;
						for (var i = 0, n = defineNames.length; i < n; i++) {
							var defname = defineNames[i];
							if (!validDefine.has(ILaya3D.Shader3D.getDefineByName(defname)))
								throw `ShaderVariantInfo:Invalid defineName ${defname} in ${shader._name} subShaderIndex of ${subShaderIndex} passIndex of ${passIndex}.`;
						}
					}
					else {
						throw `ShaderVariantInfo:Shader don't have passIndex of ${passIndex}.`;
					}
				}
				else {
					throw `ShaderVariantInfo:Shader don't have subShaderIndex of ${subShaderIndex}.`;
				}
			}
			else {
				throw `ShaderVariantInfo:Shader can't be null.`;
			}
			this._shader = shader;
			this._subShaderIndex = subShaderIndex;
			this._passIndex = passIndex;
			this._defineNames = defineNames;
		}
		equal(other) {
			if (this._shader !== other._shader || this._subShaderIndex !== other._subShaderIndex || this._passIndex !== other._passIndex)
				return false;
			var defines = this._defineNames;
			var otherDefines = other._defineNames;
			if (defines.length !== otherDefines.length)
				return false;
			for (var i = 0, n = this._defineNames.length; i < n; i++) {
				if (defines[i] !== otherDefines[i])
					return false;
			}
			return true;
		}
		clone() {
			var dest = new ShaderVariant(this._shader, this._subShaderIndex, this._passIndex, this._defineNames.slice());
			return dest;
		}
	}
	class ShaderVariantCollection {
		constructor() {
			this._allCompiled = false;
			this._variants = [];
		}
		get allCompiled() {
			return this._allCompiled;
		}
		get variantCount() {
			return this._variants.length;
		}
		add(variant) {
			for (var i = 0, n = this._variants.length; i < n; i++) {
				if (this._variants[i].equal(variant))
					return false;
			}
			this._variants.push(variant.clone());
			this._allCompiled = false;
			return true;
		}
		remove(variant) {
			for (var i = 0, n = this._variants.length; i < n; i++) {
				if (this._variants[i].equal(variant)) {
					this._variants.splice(i, 1);
					return true;
				}
			}
			return false;
		}
		contatins(variant) {
			for (var i = 0, n = this._variants.length; i < n; i++) {
				if (this._variants[i].equal(variant))
					return true;
			}
			return false;
		}
		getByIndex(index) {
			return this._variants[index];
		}
		clear() {
			this._variants.length = 0;
		}
		compile() {
			if (!this._allCompiled) {
				var variants = this._variants;
				for (var i = 0, n = variants.length; i < n; i++) {
					var variant = variants[i];
					ILaya3D.Shader3D.compileShaderByDefineNames(variant._shader._name, variant._subShaderIndex, variant._passIndex, variant._defineNames);
				}
				this._allCompiled = true;
			}
		}
	}

	class Shader3D {
		constructor(name, attributeMap, uniformMap, enableInstancing) {
			this._attributeMap = null;
			this._uniformMap = null;
			this._enableInstancing = false;
			this._subShaders = [];
			this._name = name;
			this._attributeMap = attributeMap;
			this._uniformMap = uniformMap;
			this._enableInstancing = enableInstancing;
		}
		static _getNamesByDefineData(defineData, out) {
			var maskMap = Shader3D._maskMap;
			var mask = defineData._mask;
			out.length = 0;
			for (var i = 0, n = defineData._length; i < n; i++) {
				var subMaskMap = maskMap[i];
				var subMask = mask[i];
				for (var j = 0; j < 32; j++) {
					var d = 1 << j;
					if (subMask > 0 && d > subMask)
						break;
					if (subMask & d)
						out.push(subMaskMap[d]);
				}
			}
		}
		static getDefineByName(name) {
			var define = Shader3D._defineMap[name];
			if (!define) {
				var maskMap = Shader3D._maskMap;
				var counter = Shader3D._defineCounter;
				var index = Math.floor(counter / 32);
				var value = 1 << counter % 32;
				define = new ShaderDefine(index, value);
				Shader3D._defineMap[name] = define;
				if (index == maskMap.length) {
					maskMap.length++;
					maskMap[index] = {};
				}
				maskMap[index][value] = name;
				Shader3D._defineCounter++;
			}
			return define;
		}
		static propertyNameToID(name) {
			if (Shader3D._propertyNameMap[name] != null) {
				return Shader3D._propertyNameMap[name];
			}
			else {
				var id = Shader3D._propertyNameCounter++;
				Shader3D._propertyNameMap[name] = id;
				return id;
			}
		}
		static getAttributeMapByDefine(defineString, attributeMap) {
			var newAttributeMap = {};
			for (var value in attributeMap) {
				newAttributeMap[value] = attributeMap[value];
			}
			for (var i = 0, n = defineString.length; i < n; i++) {
				var def = defineString[i];
				switch (def) {
					case "SIMPLEBONE":
						if (attributeMap["a_Texcoord1"]) {
							newAttributeMap["a_SimpleTextureParams"] = attributeMap["a_Texcoord1"];
							delete newAttributeMap["a_Texcoord1"];
						}
						newAttributeMap["a_SimpleTextureParams"] = 7;
						break;
				}
			}
			return newAttributeMap;
		}
		static addInclude(fileName, txt) {
			txt = txt.replace(Laya.ShaderCompile._clearCR, "");
			Laya.ShaderCompile.addInclude(fileName, txt);
		}
		static compileShaderByDefineNames(shaderName, subShaderIndex, passIndex, defineNames) {
			var shader = Shader3D.find(shaderName);
			if (shader) {
				var subShader = shader.getSubShaderAt(subShaderIndex);
				if (subShader) {
					var pass = subShader._passes[passIndex];
					if (pass) {
						var compileDefineDatas = Shader3D._compileDefineDatas;
						compileDefineDatas.clear();
						for (var i = 0, n = defineNames.length; i < n; i++)
							compileDefineDatas.add(Shader3D.getDefineByName(defineNames[i]));
						pass.withCompile(compileDefineDatas);
					}
					else {
						console.warn("Shader3D: unknown passIndex.");
					}
				}
				else {
					console.warn("Shader3D: unknown subShaderIndex.");
				}
			}
			else {
				console.warn("Shader3D: unknown shader name.");
			}
		}
		static add(name, attributeMap = null, uniformMap = null, enableInstancing = false) {
			return Shader3D._preCompileShader[name] = new Shader3D(name, attributeMap, uniformMap, enableInstancing);
		}
		static find(name) {
			return Shader3D._preCompileShader[name];
		}
		get name() {
			return this._name;
		}
		addSubShader(subShader) {
			this._subShaders.push(subShader);
			subShader._owner = this;
		}
		getSubShaderAt(index) {
			return this._subShaders[index];
		}
		static compileShader(shaderName, subShaderIndex, passIndex, ...defineMask) {
			var shader = Shader3D.find(shaderName);
			if (shader) {
				var subShader = shader.getSubShaderAt(subShaderIndex);
				if (subShader) {
					var pass = subShader._passes[passIndex];
					if (pass) {
						var compileDefineDatas = Shader3D._compileDefineDatas;
						var mask = compileDefineDatas._mask;
						mask.length = 0;
						for (var i = 0, n = defineMask.length; i < n; i++)
							mask.push(defineMask[i]);
						compileDefineDatas._length = defineMask.length;
						pass.withCompile(compileDefineDatas);
					}
					else {
						console.warn("Shader3D: unknown passIndex.");
					}
				}
				else {
					console.warn("Shader3D: unknown subShaderIndex.");
				}
			}
			else {
				console.warn("Shader3D: unknown shader name.");
			}
		}
	}
	Shader3D._compileDefineDatas = new DefineDatas();
	Shader3D.RENDER_STATE_CULL = 0;
	Shader3D.RENDER_STATE_BLEND = 1;
	Shader3D.RENDER_STATE_BLEND_SRC = 2;
	Shader3D.RENDER_STATE_BLEND_DST = 3;
	Shader3D.RENDER_STATE_BLEND_SRC_RGB = 4;
	Shader3D.RENDER_STATE_BLEND_DST_RGB = 5;
	Shader3D.RENDER_STATE_BLEND_SRC_ALPHA = 6;
	Shader3D.RENDER_STATE_BLEND_DST_ALPHA = 7;
	Shader3D.RENDER_STATE_BLEND_CONST_COLOR = 8;
	Shader3D.RENDER_STATE_BLEND_EQUATION = 9;
	Shader3D.RENDER_STATE_BLEND_EQUATION_RGB = 10;
	Shader3D.RENDER_STATE_BLEND_EQUATION_ALPHA = 11;
	Shader3D.RENDER_STATE_DEPTH_TEST = 12;
	Shader3D.RENDER_STATE_DEPTH_WRITE = 13;
	Shader3D.PERIOD_CUSTOM = 0;
	Shader3D.PERIOD_MATERIAL = 1;
	Shader3D.PERIOD_SPRITE = 2;
	Shader3D.PERIOD_CAMERA = 3;
	Shader3D.PERIOD_SCENE = 4;
	Shader3D._propertyNameCounter = 0;
	Shader3D._propertyNameMap = {};
	Shader3D._defineCounter = 0;
	Shader3D._defineMap = {};
	Shader3D._preCompileShader = {};
	Shader3D._maskMap = [];
	Shader3D.debugMode = false;
	Shader3D.debugShaderVariantCollection = new ShaderVariantCollection();

	class ShaderData {
		constructor(ownerResource = null) {
			this._ownerResource = null;
			this._data = null;
			this._defineDatas = new DefineDatas();
			this._runtimeCopyValues = [];
			this._ownerResource = ownerResource;
			this._initData();
		}
		_initData() {
			this._data = new Object();
		}
		getData() {
			return this._data;
		}
		addDefine(define) {
			this._defineDatas.add(define);
		}
		removeDefine(define) {
			this._defineDatas.remove(define);
		}
		hasDefine(define) {
			return this._defineDatas.has(define);
		}
		clearDefine() {
			this._defineDatas.clear();
		}
		getBool(index) {
			return this._data[index];
		}
		setBool(index, value) {
			this._data[index] = value;
		}
		getInt(index) {
			return this._data[index];
		}
		setInt(index, value) {
			this._data[index] = value;
		}
		getNumber(index) {
			return this._data[index];
		}
		setNumber(index, value) {
			this._data[index] = value;
		}
		getVector2(index) {
			return this._data[index];
		}
		setVector2(index, value) {
			this._data[index] = value;
		}
		getVector3(index) {
			return this._data[index];
		}
		setVector3(index, value) {
			this._data[index] = value;
		}
		getVector(index) {
			return this._data[index];
		}
		setVector(index, value) {
			this._data[index] = value;
		}
		getQuaternion(index) {
			return this._data[index];
		}
		setQuaternion(index, value) {
			this._data[index] = value;
		}
		getMatrix4x4(index) {
			return this._data[index];
		}
		setMatrix4x4(index, value) {
			this._data[index] = value;
		}
		getBuffer(shaderIndex) {
			return this._data[shaderIndex];
		}
		setBuffer(index, value) {
			this._data[index] = value;
		}
		setTexture(index, value) {
			if (value instanceof Laya.Texture) {
				console.error("error: 错误的设置材质贴图")
			}
			var lastValue = this._data[index];
			this._data[index] = value;
			if (this._ownerResource && this._ownerResource.referenceCount > 0) {
				(lastValue) && (lastValue._removeReference());
				(value) && (value._addReference());
			}
		}
		getTexture(index) {
			return this._data[index];
		}
		setAttribute(index, value) {
			this._data[index] = value;
		}
		getAttribute(index) {
			return this._data[index];
		}
		getLength() {
			return this._data.length;
		}
		setLength(value) {
			this._data.length = value;
		}
		cloneTo(destObject) {
			var dest = destObject;
			var destData = dest._data;
			for (var k in this._data) {
				var value = this._data[k];
				if (value != null) {
					if (typeof (value) == 'number') {
						destData[k] = value;
					}
					else if (typeof (value) == 'number') {
						destData[k] = value;
					}
					else if (typeof (value) == "boolean") {
						destData[k] = value;
					}
					else if (value instanceof Vector2) {
						var v2 = (destData[k]) || (destData[k] = new Vector2());
						value.cloneTo(v2);
						destData[k] = v2;
					}
					else if (value instanceof Vector3) {
						var v3 = (destData[k]) || (destData[k] = new Vector3());
						value.cloneTo(v3);
						destData[k] = v3;
					}
					else if (value instanceof Vector4) {
						var v4 = (destData[k]) || (destData[k] = new Vector4());
						value.cloneTo(v4);
						destData[k] = v4;
					}
					else if (value instanceof Matrix4x4) {
						var mat = (destData[k]) || (destData[k] = new Matrix4x4());
						value.cloneTo(mat);
						destData[k] = mat;
					}
					else if (value instanceof Laya.BaseTexture) {
						destData[k] = value;
					}
				}
			}
			this._defineDatas.cloneTo(dest._defineDatas);
		}
		clone() {
			var dest = new ShaderData();
			this.cloneTo(dest);
			return dest;
		}
		cloneToForNative(destObject) {
			var dest = destObject;
			var diffSize = this._int32Data.length - dest._int32Data.length;
			if (diffSize > 0) {
				dest.needRenewArrayBufferForNative(this._int32Data.length);
			}
			dest._int32Data.set(this._int32Data, 0);
			var destData = dest._nativeArray;
			var dataCount = this._nativeArray.length;
			destData.length = dataCount;
			for (var i = 0; i < dataCount; i++) {
				var value = this._nativeArray[i];
				if (value) {
					if (typeof (value) == 'number') {
						destData[i] = value;
						dest.setNumber(i, value);
					}
					else if (typeof (value) == 'number') {
						destData[i] = value;
						dest.setInt(i, value);
					}
					else if (typeof (value) == "boolean") {
						destData[i] = value;
						dest.setBool(i, value);
					}
					else if (value instanceof Vector2) {
						var v2 = (destData[i]) || (destData[i] = new Vector2());
						value.cloneTo(v2);
						destData[i] = v2;
						dest.setVector2(i, v2);
					}
					else if (value instanceof Vector3) {
						var v3 = (destData[i]) || (destData[i] = new Vector3());
						value.cloneTo(v3);
						destData[i] = v3;
						dest.setVector3(i, v3);
					}
					else if (value instanceof Vector4) {
						var v4 = (destData[i]) || (destData[i] = new Vector4());
						value.cloneTo(v4);
						destData[i] = v4;
						dest.setVector(i, v4);
					}
					else if (value instanceof Matrix4x4) {
						var mat = (destData[i]) || (destData[i] = new Matrix4x4());
						value.cloneTo(mat);
						destData[i] = mat;
						dest.setMatrix4x4(i, mat);
					}
					else if (value instanceof Laya.BaseTexture) {
						destData[i] = value;
						dest.setTexture(i, value);
					}
				}
			}
			this._defineDatas.cloneTo(dest._defineDatas);
		}
		_initDataForNative() {
			var length = 8;
			this._frameCount = -1;
			this._runtimeCopyValues.length = 0;
			this._nativeArray = [];
			this._data = new ArrayBuffer(length * 4);
			this._int32Data = new Int32Array(this._data);
			this._float32Data = new Float32Array(this._data);
			Laya.LayaGL.instance.createArrayBufferRef(this._data, Laya.LayaGL.ARRAY_BUFFER_TYPE_DATA, true);
		}
		needRenewArrayBufferForNative(index) {
			if (index >= this._int32Data.length) {
				var nByteLen = (index + 1) * 4;
				var pre = this._int32Data;
				var preConchRef = this._data["conchRef"];
				var prePtrID = this._data["_ptrID"];
				this._data = new ArrayBuffer(nByteLen);
				this._int32Data = new Int32Array(this._data);
				this._float32Data = new Float32Array(this._data);
				this._data["conchRef"] = preConchRef;
				this._data["_ptrID"] = prePtrID;
				pre && this._int32Data.set(pre, 0);
				var layagl = Laya.LayaGL.instance;
				if (layagl.updateArrayBufferRef) {
					layagl.updateArrayBufferRef(this._data['_ptrID'], preConchRef.isSyncToRender(), this._data);
				}
				else {
					window.conch.updateArrayBufferRef(this._data['_ptrID'], preConchRef.isSyncToRender(), this._data);
				}
			}
		}
		getDataForNative() {
			return this._nativeArray;
		}
		getIntForNative(index) {
			return this._int32Data[index];
		}
		setIntForNative(index, value) {
			this.needRenewArrayBufferForNative(index);
			this._int32Data[index] = value;
			this._nativeArray[index] = value;
		}
		getBoolForNative(index) {
			return this._int32Data[index] == 1;
		}
		setBoolForNative(index, value) {
			this.needRenewArrayBufferForNative(index);
			this._int32Data[index] = value ? 1 : 0;
			this._nativeArray[index] = value;
		}
		getNumberForNative(index) {
			return this._float32Data[index];
		}
		setNumberForNative(index, value) {
			this.needRenewArrayBufferForNative(index);
			this._float32Data[index] = value;
			this._nativeArray[index] = value;
		}
		getMatrix4x4ForNative(index) {
			return this._nativeArray[index];
		}
		setMatrix4x4ForNative(index, value) {
			this.needRenewArrayBufferForNative(index);
			this._nativeArray[index] = value;
			var nPtrID = this.setReferenceForNative(value.elements);
			this._int32Data[index] = nPtrID;
		}
		getVectorForNative(index) {
			return this._nativeArray[index];
		}
		setVectorForNative(index, value) {
			this.needRenewArrayBufferForNative(index);
			this._nativeArray[index] = value;
			if (!value.elements) {
				value.forNativeElement();
			}
			var nPtrID = this.setReferenceForNative(value.elements);
			this._int32Data[index] = nPtrID;
		}
		getVector2ForNative(index) {
			return this._nativeArray[index];
		}
		setVector2ForNative(index, value) {
			this.needRenewArrayBufferForNative(index);
			this._nativeArray[index] = value;
			if (!value.elements) {
				value.forNativeElement();
			}
			var nPtrID = this.setReferenceForNative(value.elements);
			this._int32Data[index] = nPtrID;
		}
		getVector3ForNative(index) {
			return this._nativeArray[index];
		}
		setVector3ForNative(index, value) {
			this.needRenewArrayBufferForNative(index);
			this._nativeArray[index] = value;
			if (!value.elements) {
				value.forNativeElement();
			}
			var nPtrID = this.setReferenceForNative(value.elements);
			this._int32Data[index] = nPtrID;
		}
		getQuaternionForNative(index) {
			return this._nativeArray[index];
		}
		setQuaternionForNative(index, value) {
			this.needRenewArrayBufferForNative(index);
			this._nativeArray[index] = value;
			if (!value.elements) {
				value.forNativeElement();
			}
			var nPtrID = this.setReferenceForNative(value.elements);
			this._int32Data[index] = nPtrID;
		}
		getBufferForNative(shaderIndex) {
			return this._nativeArray[shaderIndex];
		}
		setBufferForNative(index, value) {
			this.needRenewArrayBufferForNative(index);
			this._nativeArray[index] = value;
			var nPtrID = this.setReferenceForNative(value);
			this._int32Data[index] = nPtrID;
		}
		getAttributeForNative(index) {
			return this._nativeArray[index];
		}
		setAttributeForNative(index, value) {
			this._nativeArray[index] = value;
			if (!value["_ptrID"]) {
				Laya.LayaGL.instance.createArrayBufferRef(value, Laya.LayaGL.ARRAY_BUFFER_TYPE_DATA, true);
			}
			Laya.LayaGL.instance.syncBufferToRenderThread(value);
			this._int32Data[index] = value["_ptrID"];
		}
		getTextureForNative(index) {
			return this._nativeArray[index];
		}
		setTextureForNative(index, value) {
			if (!value)
				return;
			this.needRenewArrayBufferForNative(index);
			var lastValue = this._nativeArray[index];
			this._nativeArray[index] = value;
			var glTexture = value._getSource() || value.defaulteTexture._getSource();
			this._int32Data[index] = glTexture.id;
			if (this._ownerResource && this._ownerResource.referenceCount > 0) {
				(lastValue) && (lastValue._removeReference());
				(value) && (value._addReference());
			}
		}
		setReferenceForNative(value) {
			this.clearRuntimeCopyArray();
			var nRefID = 0;
			var nPtrID = 0;
			if (ShaderData._SET_RUNTIME_VALUE_MODE_REFERENCE_) {
				Laya.LayaGL.instance.createArrayBufferRefs(value, Laya.LayaGL.ARRAY_BUFFER_TYPE_DATA, true, Laya.LayaGL.ARRAY_BUFFER_REF_REFERENCE);
				nRefID = 0;
				nPtrID = value.getPtrID(nRefID);
			}
			else {
				Laya.LayaGL.instance.createArrayBufferRefs(value, Laya.LayaGL.ARRAY_BUFFER_TYPE_DATA, true, Laya.LayaGL.ARRAY_BUFFER_REF_COPY);
				nRefID = value.getRefNum() - 1;
				nPtrID = value.getPtrID(nRefID);
				this._runtimeCopyValues.push({ "obj": value, "refID": nRefID, "ptrID": nPtrID });
			}
			Laya.LayaGL.instance.syncBufferToRenderThread(value, nRefID);
			return nPtrID;
		}
		static setRuntimeValueMode(bReference) {
			ShaderData._SET_RUNTIME_VALUE_MODE_REFERENCE_ = bReference;
		}
		clearRuntimeCopyArray() {
			var currentFrame = Laya.Stat.loopCount;
			if (this._frameCount != currentFrame) {
				this._frameCount = currentFrame;
				for (var i = 0, n = this._runtimeCopyValues.length; i < n; i++) {
					var obj = this._runtimeCopyValues[i];
					obj.obj.clearRefNum();
				}
				this._runtimeCopyValues.length = 0;
			}
		}
	}
	ShaderData._SET_RUNTIME_VALUE_MODE_REFERENCE_ = true;

	class PostProcess {
		constructor() {
			this._compositeShader = Shader3D.find("PostProcessComposite");
			this._compositeShaderData = new ShaderData();
			this._effects = [];
			this._context = null;
			this._context = new PostProcessRenderContext();
			this._context.compositeShaderData = this._compositeShaderData;
		}
		static __init__() {
			PostProcess.SHADERDEFINE_BLOOM_LOW = Shader3D.getDefineByName("BLOOM_LOW");
			PostProcess.SHADERDEFINE_BLOOM = Shader3D.getDefineByName("BLOOM");
			PostProcess.SHADERDEFINE_FINALPASS = Shader3D.getDefineByName("FINALPASS");
		}
		_init(camera, command) {
			this._context.camera = camera;
			this._context.command = command;
		}
		_render() {
			var noteValue = ShaderData._SET_RUNTIME_VALUE_MODE_REFERENCE_;
			Laya.ILaya.Render.supportWebGLPlusRendering && ShaderData.setRuntimeValueMode(false);
			var camera = this._context.camera;
			var viewport = camera.viewport;
			var screenTexture = RenderTexture.createFromPool(RenderContext3D.clientWidth, RenderContext3D.clientHeight, camera._getRenderTextureFormat(), Laya.RenderTextureDepthFormat.DEPTHSTENCIL_NONE);
			var cameraTarget = camera._internalRenderTexture;
			this._context.command.clear();
			this._context.source = screenTexture;
			this._context.destination = cameraTarget;
			this._context.compositeShaderData.clearDefine();
			this._context.command.blitScreenTriangle(cameraTarget, screenTexture);
			this._context.compositeShaderData.setTexture(PostProcess.SHADERVALUE_AUTOEXPOSURETEX, Laya.Texture2D.whiteTexture);
			for (var i = 0, n = this._effects.length; i < n; i++)
				this._effects[i].render(this._context);
			this._compositeShaderData.addDefine(PostProcess.SHADERDEFINE_FINALPASS);
			var offScreenTex = camera._offScreenRenderTexture;
			var dest = offScreenTex ? offScreenTex : null;
			this._context.destination = dest;
			var canvasWidth = camera._getCanvasWidth(), canvasHeight = camera._getCanvasHeight();
			camera._screenOffsetScale.setValue(viewport.x / canvasWidth, viewport.y / canvasHeight, viewport.width / canvasWidth, viewport.height / canvasHeight);
			this._context.command.blitScreenTriangle(this._context.source, dest, camera._screenOffsetScale, this._compositeShader, this._compositeShaderData);
			RenderTexture.recoverToPool(screenTexture);
			var tempRenderTextures = this._context.deferredReleaseTextures;
			for (i = 0, n = tempRenderTextures.length; i < n; i++)
				RenderTexture.recoverToPool(tempRenderTextures[i]);
			tempRenderTextures.length = 0;
			Laya.ILaya.Render.supportWebGLPlusRendering && ShaderData.setRuntimeValueMode(noteValue);
		}
		addEffect(effect) {
			this._effects.push(effect);
		}
		removeEffect(effect) {
			var index = this._effects.indexOf(effect);
			if (index !== -1)
				this._effects.splice(index, 1);
		}
	}
	PostProcess.SHADERVALUE_MAINTEX = Shader3D.propertyNameToID("u_MainTex");
	PostProcess.SHADERVALUE_BLOOMTEX = Shader3D.propertyNameToID("u_BloomTex");
	PostProcess.SHADERVALUE_AUTOEXPOSURETEX = Shader3D.propertyNameToID("u_AutoExposureTex");
	PostProcess.SHADERVALUE_BLOOM_DIRTTEX = Shader3D.propertyNameToID("u_Bloom_DirtTex");
	PostProcess.SHADERVALUE_BLOOMTEX_TEXELSIZE = Shader3D.propertyNameToID("u_BloomTex_TexelSize");
	PostProcess.SHADERVALUE_BLOOM_DIRTTILEOFFSET = Shader3D.propertyNameToID("u_Bloom_DirtTileOffset");
	PostProcess.SHADERVALUE_BLOOM_SETTINGS = Shader3D.propertyNameToID("u_Bloom_Settings");
	PostProcess.SHADERVALUE_BLOOM_COLOR = Shader3D.propertyNameToID("u_Bloom_Color");

	class AnimationTransform3D extends Laya.EventDispatcher {
		constructor(owner, localPosition = null, localRotation = null, localScale = null, worldMatrix = null) {
			super();
			this._owner = owner;
			this._children = [];
			this._localMatrix = new Float32Array(16);
			if (Laya.Render.supportWebGLPlusAnimation) {
				this._localPosition = new ConchVector3(0, 0, 0, localPosition);
				this._localRotation = new ConchQuaternion(0, 0, 0, 1, localRotation);
				this._localScale = new ConchVector3(0, 0, 0, localScale);
				this._worldMatrix = worldMatrix;
			}
			else {
				this._localPosition = new Vector3();
				this._localRotation = new Quaternion();
				this._localScale = new Vector3();
				this._worldMatrix = new Float32Array(16);
			}
			this._localQuaternionUpdate = false;
			this._locaEulerlUpdate = false;
			this._localUpdate = false;
			this._worldUpdate = true;
		}
		_getlocalMatrix() {
			if (this._localUpdate) {
				Utils3D._createAffineTransformationArray(this._localPosition, this._localRotation, this._localScale, this._localMatrix);
				this._localUpdate = false;
			}
			return this._localMatrix;
		}
		_onWorldTransform() {
			if (!this._worldUpdate) {
				this._worldUpdate = true;
				this.event(Laya.Event.TRANSFORM_CHANGED);
				for (var i = 0, n = this._children.length; i < n; i++)
					this._children[i]._onWorldTransform();
			}
		}
		get localPosition() {
			return this._localPosition;
		}
		set localPosition(value) {
			this._localPosition = value;
			this._localUpdate = true;
			this._onWorldTransform();
		}
		get localRotation() {
			if (this._localQuaternionUpdate) {
				var euler = this._localRotationEuler;
				Quaternion.createFromYawPitchRoll(euler.y / AnimationTransform3D._angleToRandin, euler.x / AnimationTransform3D._angleToRandin, euler.z / AnimationTransform3D._angleToRandin, this._localRotation);
				this._localQuaternionUpdate = false;
			}
			return this._localRotation;
		}
		set localRotation(value) {
			this._localRotation = value;
			this._locaEulerlUpdate = true;
			this._localQuaternionUpdate = false;
			this._localUpdate = true;
			this._onWorldTransform();
		}
		get localScale() {
			return this._localScale;
		}
		set localScale(value) {
			this._localScale = value;
			this._localUpdate = true;
			this._onWorldTransform();
		}
		get localRotationEuler() {
			if (this._locaEulerlUpdate) {
				this._localRotation.getYawPitchRoll(AnimationTransform3D._tempVector3);
				var euler = AnimationTransform3D._tempVector3;
				var localRotationEuler = this._localRotationEuler;
				localRotationEuler.x = euler.y * AnimationTransform3D._angleToRandin;
				localRotationEuler.y = euler.x * AnimationTransform3D._angleToRandin;
				localRotationEuler.z = euler.z * AnimationTransform3D._angleToRandin;
				this._locaEulerlUpdate = false;
			}
			return this._localRotationEuler;
		}
		set localRotationEuler(value) {
			this._localRotationEuler = value;
			this._locaEulerlUpdate = false;
			this._localQuaternionUpdate = true;
			this._localUpdate = true;
			this._onWorldTransform();
		}
		getWorldMatrix() {
			if (!Laya.Render.supportWebGLPlusAnimation && this._worldUpdate) {
				if (this._parent != null) {
					Utils3D.matrix4x4MultiplyFFF(this._parent.getWorldMatrix(), this._getlocalMatrix(), this._worldMatrix);
				}
				else {
					var e = this._worldMatrix;
					e[1] = e[2] = e[3] = e[4] = e[6] = e[7] = e[8] = e[9] = e[11] = e[12] = e[13] = e[14] = 0;
					e[0] = e[5] = e[10] = e[15] = 1;
				}
				this._worldUpdate = false;
			}
			if (Laya.Render.supportWebGLPlusAnimation && this._worldUpdate) {
				this._worldUpdate = false;
			}
			return this._worldMatrix;
		}
		setParent(value) {
			if (this._parent !== value) {
				if (this._parent) {
					var parentChilds = this._parent._children;
					var index = parentChilds.indexOf(this);
					parentChilds.splice(index, 1);
				}
				if (value) {
					value._children.push(this);
					(value) && (this._onWorldTransform());
				}
				this._parent = value;
			}
		}
	}
	AnimationTransform3D._tempVector3 = new Vector3();
	AnimationTransform3D._angleToRandin = 180 / Math.PI;

	class AnimationNode {
		constructor(localPosition = null, localRotation = null, localScale = null, worldMatrix = null) {
			this._children = [];
			this.transform = new AnimationTransform3D(this, localPosition, localRotation, localScale, worldMatrix);
		}
		addChild(child) {
			child._parent = this;
			child.transform.setParent(this.transform);
			this._children.push(child);
		}
		removeChild(child) {
			var index = this._children.indexOf(child);
			(index !== -1) && (this._children.splice(index, 1));
		}
		getChildByName(name) {
			for (var i = 0, n = this._children.length; i < n; i++) {
				var child = this._children[i];
				if (child.name === name)
					return child;
			}
			return null;
		}
		getChildByIndex(index) {
			return this._children[index];
		}
		getChildCount() {
			return this._children.length;
		}
		cloneTo(destObject) {
			var destNode = destObject;
			destNode.name = this.name;
			for (var i = 0, n = this._children.length; i < n; i++) {
				var child = this._children[i];
				var destChild = child.clone();
				destNode.addChild(destChild);
				var transform = child.transform;
				var destTransform = destChild.transform;
				var destLocalPosition = destTransform.localPosition;
				var destLocalRotation = destTransform.localRotation;
				var destLocalScale = destTransform.localScale;
				transform.localPosition.cloneTo(destLocalPosition);
				transform.localRotation.cloneTo(destLocalRotation);
				transform.localScale.cloneTo(destLocalScale);
				destTransform.localPosition = destLocalPosition;
				destTransform.localRotation = destLocalRotation;
				destTransform.localScale = destLocalScale;
			}
		}
		clone() {
			var dest = new AnimationNode();
			this.cloneTo(dest);
			return dest;
		}
		_cloneNative(localPositions, localRotations, localScales, animationNodeWorldMatrixs, animationNodeParentIndices, parentIndex, avatar) {
			var curID = avatar._nativeCurCloneCount;
			animationNodeParentIndices[curID] = parentIndex;
			var localPosition = new Float32Array(localPositions.buffer, curID * 3 * 4, 3);
			var localRotation = new Float32Array(localRotations.buffer, curID * 4 * 4, 4);
			var localScale = new Float32Array(localScales.buffer, curID * 3 * 4, 3);
			var worldMatrix = new Float32Array(animationNodeWorldMatrixs.buffer, curID * 16 * 4, 16);
			var dest = new AnimationNode(localPosition, localRotation, localScale, worldMatrix);
			dest._worldMatrixIndex = curID;
			this._cloneToNative(dest, localPositions, localRotations, localScales, animationNodeWorldMatrixs, animationNodeParentIndices, curID, avatar);
			return dest;
		}
		_cloneToNative(destObject, localPositions, localRotations, localScales, animationNodeWorldMatrixs, animationNodeParentIndices, parentIndex, avatar) {
			var destNode = destObject;
			destNode.name = this.name;
			for (var i = 0, n = this._children.length; i < n; i++) {
				var child = this._children[i];
				avatar._nativeCurCloneCount++;
				var destChild = child._cloneNative(localPositions, localRotations, localScales, animationNodeWorldMatrixs, animationNodeParentIndices, parentIndex, avatar);
				destNode.addChild(destChild);
				var transform = child.transform;
				var destTransform = destChild.transform;
				var destLocalPosition = destTransform.localPosition;
				var destLocalRotation = destTransform.localRotation;
				var destLocalScale = destTransform.localScale;
				transform.localPosition.cloneTo(destLocalPosition);
				transform.localRotation.cloneTo(destLocalRotation);
				transform.localScale.cloneTo(destLocalScale);
				destTransform.localPosition = destLocalPosition;
				destTransform.localRotation = destLocalRotation;
				destTransform.localScale = destLocalScale;
			}
		}
	}

	class Avatar extends Laya.Resource {
		constructor() {
			super();
			this._nativeNodeCount = 0;
			this._nativeCurCloneCount = 0;
		}
		static _parse(data, propertyParams = null, constructParams = null) {
			var avatar = new Avatar();
			avatar._rootNode = new AnimationNode(new Float32Array(3), new Float32Array(4), new Float32Array(3), new Float32Array(16));
			if (Laya.Render.supportWebGLPlusAnimation)
				avatar._nativeNodeCount++;
			if (data.version) {
				var rootNode = data.rootNode;
				(rootNode) && (avatar._parseNode(rootNode, avatar._rootNode));
			}
			return avatar;
		}
		static load(url, complete) {
			Laya.ILaya.loader.create(url, complete, null, Avatar.AVATAR);
		}
		_initCloneToAnimator(destNode, destAnimator) {
			destAnimator._avatarNodeMap[destNode.name] = destNode;
			for (var i = 0, n = destNode.getChildCount(); i < n; i++)
				this._initCloneToAnimator(destNode.getChildByIndex(i), destAnimator);
		}
		_parseNode(nodaData, node) {
			var name = nodaData.props.name;
			node.name = name;
			var props = nodaData.props;
			var transform = node.transform;
			var pos = transform.localPosition;
			var rot = transform.localRotation;
			var sca = transform.localScale;
			pos.fromArray(props.translate);
			rot.fromArray(props.rotation);
			sca.fromArray(props.scale);
			transform.localPosition = pos;
			transform.localRotation = rot;
			transform.localScale = sca;
			var childrenData = nodaData.child;
			for (var j = 0, n = childrenData.length; j < n; j++) {
				var childData = childrenData[j];
				var childBone = new AnimationNode(new Float32Array(3), new Float32Array(4), new Float32Array(3), new Float32Array(16));
				node.addChild(childBone);
				if (Laya.Render.supportWebGLPlusAnimation)
					this._nativeNodeCount++;
				this._parseNode(childData, childBone);
			}
		}
		_cloneDatasToAnimator(destAnimator) {
			var destRoot;
			destRoot = this._rootNode.clone();
			var transform = this._rootNode.transform;
			var destTransform = destRoot.transform;
			var destPosition = destTransform.localPosition;
			var destRotation = destTransform.localRotation;
			var destScale = destTransform.localScale;
			transform.localPosition.cloneTo(destPosition);
			transform.localRotation.cloneTo(destRotation);
			transform.localScale.cloneTo(destScale);
			destTransform.localPosition = destPosition;
			destTransform.localRotation = destRotation;
			destTransform.localScale = destScale;
			destAnimator._avatarNodeMap = {};
			this._initCloneToAnimator(destRoot, destAnimator);
		}
		cloneTo(destObject) {
			var destAvatar = destObject;
			var destRoot = this._rootNode.clone();
			destAvatar._rootNode = destRoot;
		}
		clone() {
			var dest = new Avatar();
			this.cloneTo(dest);
			return dest;
		}
		_cloneDatasToAnimatorNative(destAnimator) {
			var animationNodeLocalPositions = new Float32Array(this._nativeNodeCount * 3);
			var animationNodeLocalRotations = new Float32Array(this._nativeNodeCount * 4);
			var animationNodeLocalScales = new Float32Array(this._nativeNodeCount * 3);
			var animationNodeWorldMatrixs = new Float32Array(this._nativeNodeCount * 16);
			var animationNodeParentIndices = new Int16Array(this._nativeNodeCount);
			destAnimator._animationNodeLocalPositions = animationNodeLocalPositions;
			destAnimator._animationNodeLocalRotations = animationNodeLocalRotations;
			destAnimator._animationNodeLocalScales = animationNodeLocalScales;
			destAnimator._animationNodeWorldMatrixs = animationNodeWorldMatrixs;
			destAnimator._animationNodeParentIndices = animationNodeParentIndices;
			this._nativeCurCloneCount = 0;
			var destRoot = this._rootNode._cloneNative(animationNodeLocalPositions, animationNodeLocalRotations, animationNodeLocalScales, animationNodeWorldMatrixs, animationNodeParentIndices, -1, this);
			var transform = this._rootNode.transform;
			var destTransform = destRoot.transform;
			var destPosition = destTransform.localPosition;
			var destRotation = destTransform.localRotation;
			var destScale = destTransform.localScale;
			transform.localPosition.cloneTo(destPosition);
			transform.localRotation.cloneTo(destRotation);
			transform.localScale.cloneTo(destScale);
			destTransform.localPosition = destPosition;
			destTransform.localRotation = destRotation;
			destTransform.localScale = destScale;
			destAnimator._avatarNodeMap = {};
			this._initCloneToAnimator(destRoot, destAnimator);
		}
	}
	Avatar.AVATAR = "AVATAR";

	class Material extends Laya.Resource {
		constructor() {
			super();
			this._shaderValues = null;
			this._shaderValues = new ShaderData(this);
			this.renderQueue = Material.RENDERQUEUE_OPAQUE;
			this._alphaTest = false;
		}
		static load(url, complete) {
			Laya.Laya.loader.create(url, complete, null, Material.MATERIAL);
		}
		static __initDefine__() {
			Material.SHADERDEFINE_ALPHATEST = Shader3D.getDefineByName("ALPHATEST");
		}
		static _parse(data, propertyParams = null, constructParams = null) {
			var jsonData = data;
			var props = jsonData.props;
			var material;
			var classType = props.type;
			var clas = Laya.ClassUtils.getRegClass(classType);
			if (clas)
				material = new clas();
			else
				throw ('_getSprite3DHierarchyInnerUrls 错误: ' + data.type + ' 不是类');
			switch (jsonData.version) {
				case "LAYAMATERIAL:01":
				case "LAYAMATERIAL:02":
					var i, n;
					for (var key in props) {
						switch (key) {
							case "type":
								break;
							case "vectors":
								var vectors = props[key];
								for (i = 0, n = vectors.length; i < n; i++) {
									var vector = vectors[i];
									var vectorValue = vector.value;
									switch (vectorValue.length) {
										case 2:
											material[vector.name] = new Vector2(vectorValue[0], vectorValue[1]);
											break;
										case 3:
											material[vector.name] = new Vector3(vectorValue[0], vectorValue[1], vectorValue[2]);
											break;
										case 4:
											material[vector.name] = new Vector4(vectorValue[0], vectorValue[1], vectorValue[2], vectorValue[3]);
											break;
										default:
											throw new Error("BaseMaterial:unkonwn color length.");
									}
								}
								break;
							case "textures":
								var textures = props[key];
								for (i = 0, n = textures.length; i < n; i++) {
									var texture = textures[i];
									var path = texture.path;
									(path) && (material[texture.name] = Laya.Loader.getRes(path));
								}
								break;
							case "defines":
								var defineNames = props[key];
								for (i = 0, n = defineNames.length; i < n; i++) {
									var define = Shader3D.getDefineByName(defineNames[i]);
									material._shaderValues.addDefine(define);
								}
								break;
							case "renderStates":
								var renderStatesData = props[key];
								var renderStateData = renderStatesData[0];
								var mat = material;
								mat.blend = renderStateData.blend;
								mat.cull = renderStateData.cull;
								mat.depthTest = renderStateData.depthTest;
								mat.depthWrite = renderStateData.depthWrite;
								mat.blendSrc = renderStateData.srcBlend;
								mat.blendDst = renderStateData.dstBlend;
								break;
							case "cull":
								material.cull = props[key];
								break;
							case "blend":
								material.blend = props[key];
								break;
							case "depthWrite":
								material.depthWrite = props[key];
								break;
							case "srcBlend":
								material.blendSrc = props[key];
								break;
							case "dstBlend":
								material.blendDst = props[key];
								break;
							default:
								material[key] = props[key];
						}
					}
					break;
				default:
					throw new Error("BaseMaterial:unkonwn version.");
			}
			return material;
		}
		get shaderData() {
			return this._shaderValues;
		}
		get alphaTestValue() {
			return this._shaderValues.getNumber(Material.ALPHATESTVALUE);
		}
		set alphaTestValue(value) {
			this._shaderValues.setNumber(Material.ALPHATESTVALUE, value);
		}
		get alphaTest() {
			return this._alphaTest;
		}
		set alphaTest(value) {
			this._alphaTest = value;
			if (value)
				this._shaderValues.addDefine(Material.SHADERDEFINE_ALPHATEST);
			else
				this._shaderValues.removeDefine(Material.SHADERDEFINE_ALPHATEST);
		}
		_removeTetxureReference() {
			var data = this._shaderValues.getData();
			for (var k in data) {
				var value = data[k];
				if (value && value instanceof Laya.BaseTexture)
					value._removeReference();
			}
		}
		_disposeResource() {
			if (this._referenceCount > 0)
				this._removeTetxureReference();
			this._shaderValues = null;
		}
		_addReference(count = 1) {
			try {
				super._addReference(count);
				var data = this._shaderValues.getData();
				for (var k in data) {
					var value = data[k];
					if (value && value instanceof Laya.BaseTexture)
						value._addReference();
				}
			}
			catch (error) {
				console.error(error);
			}
		}
		_removeReference(count = 1) {
			super._removeReference(count);
			this._removeTetxureReference();
		}
		setShaderName(name) {
			this._shader = Shader3D.find(name);
			if (!this._shader)
				throw new Error("BaseMaterial: unknown shader name.");
		}
		cloneTo(destObject) {
			var destBaseMaterial = destObject;
			destBaseMaterial.name = this.name;
			destBaseMaterial.renderQueue = this.renderQueue;
			this._shaderValues.cloneTo(destBaseMaterial._shaderValues);
		}
		clone() {
			var dest = new Material();
			this.cloneTo(dest);
			return dest;
		}
		get _defineDatas() {
			return this._shaderValues._defineDatas;
		}
	}
	Material.MATERIAL = "MATERIAL";
	Material.RENDERQUEUE_OPAQUE = 2000;
	Material.RENDERQUEUE_ALPHATEST = 2450;
	Material.RENDERQUEUE_TRANSPARENT = 3000;
	Material.ALPHATESTVALUE = Shader3D.propertyNameToID("u_AlphaTestValue");
	Material.SHADERDEFINE_ALPHATEST = null;

	class BaseMaterial {
		static load(url, complete) {
			Laya.Laya.loader.create(url, complete, null, Material.MATERIAL);
		}
		static __initDefine__() {
			BaseMaterial.SHADERDEFINE_ALPHATEST = Material.SHADERDEFINE_ALPHATEST;
		}
	}
	BaseMaterial.MATERIAL = "MATERIAL";
	BaseMaterial.RENDERQUEUE_OPAQUE = 2000;
	BaseMaterial.RENDERQUEUE_ALPHATEST = 2450;
	BaseMaterial.RENDERQUEUE_TRANSPARENT = 3000;
	BaseMaterial.ALPHATESTVALUE = Shader3D.propertyNameToID("u_AlphaTestValue");
	BaseMaterial.SHADERDEFINE_ALPHATEST = null;

	class RenderState {
		constructor() {
			this.cull = RenderState.CULL_BACK;
			this.blend = RenderState.BLEND_DISABLE;
			this.srcBlend = RenderState.BLENDPARAM_ONE;
			this.dstBlend = RenderState.BLENDPARAM_ZERO;
			this.srcBlendRGB = RenderState.BLENDPARAM_ONE;
			this.dstBlendRGB = RenderState.BLENDPARAM_ZERO;
			this.srcBlendAlpha = RenderState.BLENDPARAM_ONE;
			this.dstBlendAlpha = RenderState.BLENDPARAM_ZERO;
			this.blendConstColor = new Vector4(1, 1, 1, 1);
			this.blendEquation = RenderState.BLENDEQUATION_ADD;
			this.blendEquationRGB = RenderState.BLENDEQUATION_ADD;
			this.blendEquationAlpha = RenderState.BLENDEQUATION_ADD;
			this.depthTest = RenderState.DEPTHTEST_LEQUAL;
			this.depthWrite = true;
		}
		cloneTo(dest) {
			var destState = dest;
			destState.cull = this.cull;
			destState.blend = this.blend;
			destState.srcBlend = this.srcBlend;
			destState.dstBlend = this.dstBlend;
			destState.srcBlendRGB = this.srcBlendRGB;
			destState.dstBlendRGB = this.dstBlendRGB;
			destState.srcBlendAlpha = this.srcBlendAlpha;
			destState.dstBlendAlpha = this.dstBlendAlpha;
			this.blendConstColor.cloneTo(destState.blendConstColor);
			destState.blendEquation = this.blendEquation;
			destState.blendEquationRGB = this.blendEquationRGB;
			destState.blendEquationAlpha = this.blendEquationAlpha;
			destState.depthTest = this.depthTest;
			destState.depthWrite = this.depthWrite;
		}
		clone() {
			var dest = new RenderState();
			this.cloneTo(dest);
			return dest;
		}
	}
	RenderState.CULL_NONE = 0;
	RenderState.CULL_FRONT = 1;
	RenderState.CULL_BACK = 2;
	RenderState.BLEND_DISABLE = 0;
	RenderState.BLEND_ENABLE_ALL = 1;
	RenderState.BLEND_ENABLE_SEPERATE = 2;
	RenderState.BLENDPARAM_ZERO = 0;
	RenderState.BLENDPARAM_ONE = 1;
	RenderState.BLENDPARAM_SRC_COLOR = 0x0300;
	RenderState.BLENDPARAM_ONE_MINUS_SRC_COLOR = 0x0301;
	RenderState.BLENDPARAM_DST_COLOR = 0x0306;
	RenderState.BLENDPARAM_ONE_MINUS_DST_COLOR = 0x0307;
	RenderState.BLENDPARAM_SRC_ALPHA = 0x0302;
	RenderState.BLENDPARAM_ONE_MINUS_SRC_ALPHA = 0x0303;
	RenderState.BLENDPARAM_DST_ALPHA = 0x0304;
	RenderState.BLENDPARAM_ONE_MINUS_DST_ALPHA = 0x0305;
	RenderState.BLENDPARAM_SRC_ALPHA_SATURATE = 0x0308;
	RenderState.BLENDEQUATION_ADD = 0x8006;
	RenderState.BLENDEQUATION_SUBTRACT = 0x800A;
	RenderState.BLENDEQUATION_REVERSE_SUBTRACT = 0x800B;
	RenderState.DEPTHTEST_OFF = 0;
	RenderState.DEPTHTEST_NEVER = 0x0200;
	RenderState.DEPTHTEST_LESS = 0x0201;
	RenderState.DEPTHTEST_EQUAL = 0x0202;
	RenderState.DEPTHTEST_LEQUAL = 0x0203;
	RenderState.DEPTHTEST_GREATER = 0x0204;
	RenderState.DEPTHTEST_NOTEQUAL = 0x0205;
	RenderState.DEPTHTEST_GEQUAL = 0x0206;
	RenderState.DEPTHTEST_ALWAYS = 0x0207;

	class BlinnPhongMaterial extends Material {
		constructor() {
			super();
			this._enableVertexColor = false;
			this.setShaderName("BLINNPHONG");
			this._albedoIntensity = 1.0;
			this._albedoColor = new Vector4(1.0, 1.0, 1.0, 1.0);
			var sv = this._shaderValues;
			sv.setVector(BlinnPhongMaterial.ALBEDOCOLOR, new Vector4(1.0, 1.0, 1.0, 1.0));
			sv.setVector(BlinnPhongMaterial.MATERIALSPECULAR, new Vector4(1.0, 1.0, 1.0, 1.0));
			sv.setNumber(BlinnPhongMaterial.SHININESS, 0.078125);
			sv.setNumber(Material.ALPHATESTVALUE, 0.5);
			sv.setVector(BlinnPhongMaterial.TILINGOFFSET, new Vector4(1.0, 1.0, 0.0, 0.0));
			this._enableLighting = true;
			this.renderMode = BlinnPhongMaterial.RENDERMODE_OPAQUE;
		}
		static __initDefine__() {
			BlinnPhongMaterial.SHADERDEFINE_DIFFUSEMAP = Shader3D.getDefineByName("DIFFUSEMAP");
			BlinnPhongMaterial.SHADERDEFINE_NORMALMAP = Shader3D.getDefineByName("NORMALMAP");
			BlinnPhongMaterial.SHADERDEFINE_SPECULARMAP = Shader3D.getDefineByName("SPECULARMAP");
			BlinnPhongMaterial.SHADERDEFINE_TILINGOFFSET = Shader3D.getDefineByName("TILINGOFFSET");
			BlinnPhongMaterial.SHADERDEFINE_ENABLEVERTEXCOLOR = Shader3D.getDefineByName("ENABLEVERTEXCOLOR");
		}
		get _ColorR() {
			return this._albedoColor.x;
		}
		set _ColorR(value) {
			this._albedoColor.x = value;
			this.albedoColor = this._albedoColor;
		}
		get _ColorG() {
			return this._albedoColor.y;
		}
		set _ColorG(value) {
			this._albedoColor.y = value;
			this.albedoColor = this._albedoColor;
		}
		get _ColorB() {
			return this._albedoColor.z;
		}
		set _ColorB(value) {
			this._albedoColor.z = value;
			this.albedoColor = this._albedoColor;
		}
		get _ColorA() {
			return this._albedoColor.w;
		}
		set _ColorA(value) {
			this._albedoColor.w = value;
			this.albedoColor = this._albedoColor;
		}
		get _Color() {
			return this._shaderValues.getVector(BlinnPhongMaterial.ALBEDOCOLOR);
		}
		set _Color(value) {
			this.albedoColor = value;
		}
		get _SpecColorR() {
			return this._shaderValues.getVector(BlinnPhongMaterial.MATERIALSPECULAR).x;
		}
		set _SpecColorR(value) {
			this._shaderValues.getVector(BlinnPhongMaterial.MATERIALSPECULAR).x = value;
		}
		get _SpecColorG() {
			return this._shaderValues.getVector(BlinnPhongMaterial.MATERIALSPECULAR).y;
		}
		set _SpecColorG(value) {
			this._shaderValues.getVector(BlinnPhongMaterial.MATERIALSPECULAR).y = value;
		}
		get _SpecColorB() {
			return this._shaderValues.getVector(BlinnPhongMaterial.MATERIALSPECULAR).z;
		}
		set _SpecColorB(value) {
			this._shaderValues.getVector(BlinnPhongMaterial.MATERIALSPECULAR).z = value;
		}
		get _SpecColorA() {
			return this._shaderValues.getVector(BlinnPhongMaterial.MATERIALSPECULAR).w;
		}
		set _SpecColorA(value) {
			this._shaderValues.getVector(BlinnPhongMaterial.MATERIALSPECULAR).w = value;
		}
		get _SpecColor() {
			return this._shaderValues.getVector(BlinnPhongMaterial.MATERIALSPECULAR);
		}
		set _SpecColor(value) {
			this.specularColor = value;
		}
		get _AlbedoIntensity() {
			return this._albedoIntensity;
		}
		set _AlbedoIntensity(value) {
			if (this._albedoIntensity !== value) {
				var finalAlbedo = this._shaderValues.getVector(BlinnPhongMaterial.ALBEDOCOLOR);
				Vector4.scale(this._albedoColor, value, finalAlbedo);
				this._albedoIntensity = value;
				this._shaderValues.setVector(BlinnPhongMaterial.ALBEDOCOLOR, finalAlbedo);
			}
		}
		get _Shininess() {
			return this._shaderValues.getNumber(BlinnPhongMaterial.SHININESS);
		}
		set _Shininess(value) {
			value = Math.max(0.0, Math.min(1.0, value));
			this._shaderValues.setNumber(BlinnPhongMaterial.SHININESS, value);
		}
		get _MainTex_STX() {
			return this._shaderValues.getVector(BlinnPhongMaterial.TILINGOFFSET).x;
		}
		set _MainTex_STX(x) {
			var tilOff = this._shaderValues.getVector(BlinnPhongMaterial.TILINGOFFSET);
			tilOff.x = x;
			this.tilingOffset = tilOff;
		}
		get _MainTex_STY() {
			return this._shaderValues.getVector(BlinnPhongMaterial.TILINGOFFSET).y;
		}
		set _MainTex_STY(y) {
			var tilOff = this._shaderValues.getVector(BlinnPhongMaterial.TILINGOFFSET);
			tilOff.y = y;
			this.tilingOffset = tilOff;
		}
		get _MainTex_STZ() {
			return this._shaderValues.getVector(BlinnPhongMaterial.TILINGOFFSET).z;
		}
		set _MainTex_STZ(z) {
			var tilOff = this._shaderValues.getVector(BlinnPhongMaterial.TILINGOFFSET);
			tilOff.z = z;
			this.tilingOffset = tilOff;
		}
		get _MainTex_STW() {
			return this._shaderValues.getVector(BlinnPhongMaterial.TILINGOFFSET).w;
		}
		set _MainTex_STW(w) {
			var tilOff = this._shaderValues.getVector(BlinnPhongMaterial.TILINGOFFSET);
			tilOff.w = w;
			this.tilingOffset = tilOff;
		}
		get _MainTex_ST() {
			return this._shaderValues.getVector(BlinnPhongMaterial.TILINGOFFSET);
		}
		set _MainTex_ST(value) {
			this.tilingOffset = value;
		}
		get _Cutoff() {
			return this.alphaTestValue;
		}
		set _Cutoff(value) {
			this.alphaTestValue = value;
		}
		set renderMode(value) {
			switch (value) {
				case BlinnPhongMaterial.RENDERMODE_OPAQUE:
					this.alphaTest = false;
					this.renderQueue = Material.RENDERQUEUE_OPAQUE;
					this.depthWrite = true;
					this.cull = RenderState.CULL_BACK;
					this.blend = RenderState.BLEND_DISABLE;
					this.depthTest = RenderState.DEPTHTEST_LESS;
					break;
				case BlinnPhongMaterial.RENDERMODE_CUTOUT:
					this.renderQueue = Material.RENDERQUEUE_ALPHATEST;
					this.alphaTest = true;
					this.depthWrite = true;
					this.cull = RenderState.CULL_BACK;
					this.blend = RenderState.BLEND_DISABLE;
					this.depthTest = RenderState.DEPTHTEST_LESS;
					break;
				case BlinnPhongMaterial.RENDERMODE_TRANSPARENT:
					this.renderQueue = Material.RENDERQUEUE_TRANSPARENT;
					this.alphaTest = false;
					this.depthWrite = false;
					this.cull = RenderState.CULL_BACK;
					this.blend = RenderState.BLEND_ENABLE_ALL;
					this.blendSrc = RenderState.BLENDPARAM_SRC_ALPHA;
					this.blendDst = RenderState.BLENDPARAM_ONE_MINUS_SRC_ALPHA;
					this.depthTest = RenderState.DEPTHTEST_LESS;
					break;
				default:
					throw new Error("Material:renderMode value error.");
			}
		}
		get enableVertexColor() {
			return this._enableVertexColor;
		}
		set enableVertexColor(value) {
			this._enableVertexColor = value;
			if (value)
				this._shaderValues.addDefine(BlinnPhongMaterial.SHADERDEFINE_ENABLEVERTEXCOLOR);
			else
				this._shaderValues.removeDefine(BlinnPhongMaterial.SHADERDEFINE_ENABLEVERTEXCOLOR);
		}
		get tilingOffsetX() {
			return this._MainTex_STX;
		}
		set tilingOffsetX(x) {
			this._MainTex_STX = x;
		}
		get tilingOffsetY() {
			return this._MainTex_STY;
		}
		set tilingOffsetY(y) {
			this._MainTex_STY = y;
		}
		get tilingOffsetZ() {
			return this._MainTex_STZ;
		}
		set tilingOffsetZ(z) {
			this._MainTex_STZ = z;
		}
		get tilingOffsetW() {
			return this._MainTex_STW;
		}
		set tilingOffsetW(w) {
			this._MainTex_STW = w;
		}
		get tilingOffset() {
			return this._shaderValues.getVector(BlinnPhongMaterial.TILINGOFFSET);
		}
		set tilingOffset(value) {
			if (value) {
				if (value.x != 1 || value.y != 1 || value.z != 0 || value.w != 0)
					this._shaderValues.addDefine(BlinnPhongMaterial.SHADERDEFINE_TILINGOFFSET);
				else
					this._shaderValues.removeDefine(BlinnPhongMaterial.SHADERDEFINE_TILINGOFFSET);
			}
			else {
				this._shaderValues.removeDefine(BlinnPhongMaterial.SHADERDEFINE_TILINGOFFSET);
			}
			this._shaderValues.setVector(BlinnPhongMaterial.TILINGOFFSET, value);
		}
		get albedoColorR() {
			return this._ColorR;
		}
		set albedoColorR(value) {
			this._ColorR = value;
		}
		get albedoColorG() {
			return this._ColorG;
		}
		set albedoColorG(value) {
			this._ColorG = value;
		}
		get albedoColorB() {
			return this._ColorB;
		}
		set albedoColorB(value) {
			this._ColorB = value;
		}
		get albedoColorA() {
			return this._ColorA;
		}
		set albedoColorA(value) {
			this._ColorA = value;
		}
		get albedoColor() {
			return this._albedoColor;
		}
		set albedoColor(value) {
			var finalAlbedo = this._shaderValues.getVector(BlinnPhongMaterial.ALBEDOCOLOR);
			Vector4.scale(value, this._albedoIntensity, finalAlbedo);
			this._albedoColor = value;
			this._shaderValues.setVector(BlinnPhongMaterial.ALBEDOCOLOR, finalAlbedo);
		}
		get albedoIntensity() {
			return this._albedoIntensity;
		}
		set albedoIntensity(value) {
			this._AlbedoIntensity = value;
		}
		get specularColorR() {
			return this._SpecColorR;
		}
		set specularColorR(value) {
			this._SpecColorR = value;
		}
		get specularColorG() {
			return this._SpecColorG;
		}
		set specularColorG(value) {
			this._SpecColorG = value;
		}
		get specularColorB() {
			return this._SpecColorB;
		}
		set specularColorB(value) {
			this._SpecColorB = value;
		}
		get specularColorA() {
			return this._SpecColorA;
		}
		set specularColorA(value) {
			this._SpecColorA = value;
		}
		get specularColor() {
			return this._shaderValues.getVector(BlinnPhongMaterial.MATERIALSPECULAR);
		}
		set specularColor(value) {
			this._shaderValues.setVector(BlinnPhongMaterial.MATERIALSPECULAR, value);
		}
		get shininess() {
			return this._Shininess;
		}
		set shininess(value) {
			this._Shininess = value;
		}
		get albedoTexture() {
			return this._shaderValues.getTexture(BlinnPhongMaterial.ALBEDOTEXTURE);
		}
		set albedoTexture(value) {
			if (value)
				this._shaderValues.addDefine(BlinnPhongMaterial.SHADERDEFINE_DIFFUSEMAP);
			else
				this._shaderValues.removeDefine(BlinnPhongMaterial.SHADERDEFINE_DIFFUSEMAP);
			this._shaderValues.setTexture(BlinnPhongMaterial.ALBEDOTEXTURE, value);
		}
		get normalTexture() {
			return this._shaderValues.getTexture(BlinnPhongMaterial.NORMALTEXTURE);
		}
		set normalTexture(value) {
			if (value)
				this._shaderValues.addDefine(BlinnPhongMaterial.SHADERDEFINE_NORMALMAP);
			else
				this._shaderValues.removeDefine(BlinnPhongMaterial.SHADERDEFINE_NORMALMAP);
			this._shaderValues.setTexture(BlinnPhongMaterial.NORMALTEXTURE, value);
		}
		get specularTexture() {
			return this._shaderValues.getTexture(BlinnPhongMaterial.SPECULARTEXTURE);
		}
		set specularTexture(value) {
			if (value)
				this._shaderValues.addDefine(BlinnPhongMaterial.SHADERDEFINE_SPECULARMAP);
			else
				this._shaderValues.removeDefine(BlinnPhongMaterial.SHADERDEFINE_SPECULARMAP);
			this._shaderValues.setTexture(BlinnPhongMaterial.SPECULARTEXTURE, value);
		}
		get depthWrite() {
			return this._shaderValues.getBool(BlinnPhongMaterial.DEPTH_WRITE);
		}
		set depthWrite(value) {
			this._shaderValues.setBool(BlinnPhongMaterial.DEPTH_WRITE, value);
		}
		get cull() {
			return this._shaderValues.getInt(BlinnPhongMaterial.CULL);
		}
		set cull(value) {
			this._shaderValues.setInt(BlinnPhongMaterial.CULL, value);
		}
		get blend() {
			return this._shaderValues.getInt(BlinnPhongMaterial.BLEND);
		}
		set blend(value) {
			this._shaderValues.setInt(BlinnPhongMaterial.BLEND, value);
		}
		get blendSrc() {
			return this._shaderValues.getInt(BlinnPhongMaterial.BLEND_SRC);
		}
		set blendSrc(value) {
			this._shaderValues.setInt(BlinnPhongMaterial.BLEND_SRC, value);
		}
		get blendDst() {
			return this._shaderValues.getInt(BlinnPhongMaterial.BLEND_DST);
		}
		set blendDst(value) {
			this._shaderValues.setInt(BlinnPhongMaterial.BLEND_DST, value);
		}
		get depthTest() {
			return this._shaderValues.getInt(BlinnPhongMaterial.DEPTH_TEST);
		}
		set depthTest(value) {
			this._shaderValues.setInt(BlinnPhongMaterial.DEPTH_TEST, value);
		}
		clone() {
			var dest = new BlinnPhongMaterial();
			this.cloneTo(dest);
			return dest;
		}
		cloneTo(destObject) {
			super.cloneTo(destObject);
			var destMaterial = destObject;
			destMaterial._enableLighting = this._enableLighting;
			destMaterial._albedoIntensity = this._albedoIntensity;
			destMaterial._enableVertexColor = this._enableVertexColor;
			this._albedoColor.cloneTo(destMaterial._albedoColor);
		}
	}
	BlinnPhongMaterial.RENDERMODE_OPAQUE = 0;
	BlinnPhongMaterial.RENDERMODE_CUTOUT = 1;
	BlinnPhongMaterial.RENDERMODE_TRANSPARENT = 2;
	BlinnPhongMaterial.ALBEDOTEXTURE = Shader3D.propertyNameToID("u_DiffuseTexture");
	BlinnPhongMaterial.NORMALTEXTURE = Shader3D.propertyNameToID("u_NormalTexture");
	BlinnPhongMaterial.SPECULARTEXTURE = Shader3D.propertyNameToID("u_SpecularTexture");
	BlinnPhongMaterial.ALBEDOCOLOR = Shader3D.propertyNameToID("u_DiffuseColor");
	BlinnPhongMaterial.MATERIALSPECULAR = Shader3D.propertyNameToID("u_MaterialSpecular");
	BlinnPhongMaterial.SHININESS = Shader3D.propertyNameToID("u_Shininess");
	BlinnPhongMaterial.TILINGOFFSET = Shader3D.propertyNameToID("u_TilingOffset");
	BlinnPhongMaterial.CULL = Shader3D.propertyNameToID("s_Cull");
	BlinnPhongMaterial.BLEND = Shader3D.propertyNameToID("s_Blend");
	BlinnPhongMaterial.BLEND_SRC = Shader3D.propertyNameToID("s_BlendSrc");
	BlinnPhongMaterial.BLEND_DST = Shader3D.propertyNameToID("s_BlendDst");
	BlinnPhongMaterial.DEPTH_TEST = Shader3D.propertyNameToID("s_DepthTest");
	BlinnPhongMaterial.DEPTH_WRITE = Shader3D.propertyNameToID("s_DepthWrite");

	class EffectMaterial extends Material {
		constructor() {
			super();
			this.setShaderName("Effect");
			this._color = new Vector4(1.0, 1.0, 1.0, 1.0);
			this._shaderValues.setVector(EffectMaterial.TINTCOLOR, new Vector4(1.0, 1.0, 1.0, 1.0));
			this.renderMode = EffectMaterial.RENDERMODE_ADDTIVE;
		}
		static __initDefine__() {
			EffectMaterial.SHADERDEFINE_MAINTEXTURE = Shader3D.getDefineByName("MAINTEXTURE");
			EffectMaterial.SHADERDEFINE_TILINGOFFSET = Shader3D.getDefineByName("TILINGOFFSET");
			EffectMaterial.SHADERDEFINE_ADDTIVEFOG = Shader3D.getDefineByName("ADDTIVEFOG");
		}
		get _TintColorR() {
			return this._color.x;
		}
		set _TintColorR(value) {
			this._color.x = value;
			this.color = this._color;
		}
		get _TintColorG() {
			return this._color.y;
		}
		set _TintColorG(value) {
			this._color.y = value;
			this.color = this._color;
		}
		get _TintColorB() {
			return this._color.z;
		}
		set _TintColorB(value) {
			this._color.z = value;
			this.color = this._color;
		}
		get _TintColorA() {
			return this._color.w;
		}
		set _TintColorA(value) {
			this._color.w = value;
			this.color = this._color;
		}
		get _TintColor() {
			return this._shaderValues.getVector(EffectMaterial.TINTCOLOR);
		}
		set _TintColor(value) {
			this.color = value;
		}
		get _MainTex_STX() {
			return this._shaderValues.getVector(EffectMaterial.TILINGOFFSET).x;
		}
		set _MainTex_STX(x) {
			var tilOff = this._shaderValues.getVector(EffectMaterial.TILINGOFFSET);
			tilOff.x = x;
			this.tilingOffset = tilOff;
		}
		get _MainTex_STY() {
			return this._shaderValues.getVector(EffectMaterial.TILINGOFFSET).y;
		}
		set _MainTex_STY(y) {
			var tilOff = this._shaderValues.getVector(EffectMaterial.TILINGOFFSET);
			tilOff.y = y;
			this.tilingOffset = tilOff;
		}
		get _MainTex_STZ() {
			return this._shaderValues.getVector(EffectMaterial.TILINGOFFSET).z;
		}
		set _MainTex_STZ(z) {
			var tilOff = this._shaderValues.getVector(EffectMaterial.TILINGOFFSET);
			tilOff.z = z;
			this.tilingOffset = tilOff;
		}
		get _MainTex_STW() {
			return this._shaderValues.getVector(EffectMaterial.TILINGOFFSET).w;
		}
		set _MainTex_STW(w) {
			var tilOff = this._shaderValues.getVector(EffectMaterial.TILINGOFFSET);
			tilOff.w = w;
			this.tilingOffset = tilOff;
		}
		get _MainTex_ST() {
			return this._shaderValues.getVector(EffectMaterial.TILINGOFFSET);
		}
		set _MainTex_ST(value) {
			this.tilingOffset = value;
		}
		set renderMode(value) {
			switch (value) {
				case EffectMaterial.RENDERMODE_ADDTIVE:
					this.renderQueue = Material.RENDERQUEUE_TRANSPARENT;
					this.alphaTest = false;
					this.depthWrite = false;
					this.cull = RenderState.CULL_NONE;
					this.blend = RenderState.BLEND_ENABLE_ALL;
					this.blendSrc = RenderState.BLENDPARAM_SRC_ALPHA;
					this.blendDst = RenderState.BLENDPARAM_ONE;
					this.depthTest = RenderState.DEPTHTEST_LESS;
					this._shaderValues.addDefine(EffectMaterial.SHADERDEFINE_ADDTIVEFOG);
					break;
				case EffectMaterial.RENDERMODE_ALPHABLENDED:
					this.renderQueue = Material.RENDERQUEUE_TRANSPARENT;
					this.alphaTest = false;
					this.depthWrite = false;
					this.cull = RenderState.CULL_NONE;
					this.blend = RenderState.BLEND_ENABLE_ALL;
					this.blendSrc = RenderState.BLENDPARAM_SRC_ALPHA;
					this.blendDst = RenderState.BLENDPARAM_ONE_MINUS_SRC_ALPHA;
					this.depthTest = RenderState.DEPTHTEST_LESS;
					this._shaderValues.removeDefine(EffectMaterial.SHADERDEFINE_ADDTIVEFOG);
					break;
				default:
					throw new Error("MeshEffectMaterial : renderMode value error.");
			}
		}
		get colorR() {
			return this._TintColorR;
		}
		set colorR(value) {
			this._TintColorR = value;
		}
		get colorG() {
			return this._TintColorG;
		}
		set colorG(value) {
			this._TintColorG = value;
		}
		get colorB() {
			return this._TintColorB;
		}
		set colorB(value) {
			this._TintColorB = value;
		}
		get colorA() {
			return this._TintColorA;
		}
		set colorA(value) {
			this._TintColorA = value;
		}
		get color() {
			return this._shaderValues.getVector(EffectMaterial.TINTCOLOR);
		}
		set color(value) {
			this._shaderValues.setVector(EffectMaterial.TINTCOLOR, value);
		}
		get texture() {
			return this._shaderValues.getTexture(EffectMaterial.MAINTEXTURE);
		}
		set texture(value) {
			if (value)
				this._shaderValues.addDefine(EffectMaterial.SHADERDEFINE_MAINTEXTURE);
			else
				this._shaderValues.removeDefine(EffectMaterial.SHADERDEFINE_MAINTEXTURE);
			this._shaderValues.setTexture(EffectMaterial.MAINTEXTURE, value);
		}
		get tilingOffsetX() {
			return this._MainTex_STX;
		}
		set tilingOffsetX(x) {
			this._MainTex_STX = x;
		}
		get tilingOffsetY() {
			return this._MainTex_STY;
		}
		set tilingOffsetY(y) {
			this._MainTex_STY = y;
		}
		get tilingOffsetZ() {
			return this._MainTex_STZ;
		}
		set tilingOffsetZ(z) {
			this._MainTex_STZ = z;
		}
		get tilingOffsetW() {
			return this._MainTex_STW;
		}
		set tilingOffsetW(w) {
			this._MainTex_STW = w;
		}
		get tilingOffset() {
			return this._shaderValues.getVector(EffectMaterial.TILINGOFFSET);
		}
		set tilingOffset(value) {
			if (value) {
				if (value.x != 1 || value.y != 1 || value.z != 0 || value.w != 0)
					this._shaderValues.addDefine(EffectMaterial.SHADERDEFINE_TILINGOFFSET);
				else
					this._shaderValues.removeDefine(EffectMaterial.SHADERDEFINE_TILINGOFFSET);
			}
			else {
				this._shaderValues.removeDefine(EffectMaterial.SHADERDEFINE_TILINGOFFSET);
			}
			this._shaderValues.setVector(EffectMaterial.TILINGOFFSET, value);
		}
		get depthWrite() {
			return this._shaderValues.getBool(EffectMaterial.DEPTH_WRITE);
		}
		set depthWrite(value) {
			this._shaderValues.setBool(EffectMaterial.DEPTH_WRITE, value);
		}
		get cull() {
			return this._shaderValues.getInt(EffectMaterial.CULL);
		}
		set cull(value) {
			this._shaderValues.setInt(EffectMaterial.CULL, value);
		}
		get blend() {
			return this._shaderValues.getInt(EffectMaterial.BLEND);
		}
		set blend(value) {
			this._shaderValues.setInt(EffectMaterial.BLEND, value);
		}
		get blendSrc() {
			return this._shaderValues.getInt(EffectMaterial.BLEND_SRC);
		}
		set blendSrc(value) {
			this._shaderValues.setInt(EffectMaterial.BLEND_SRC, value);
		}
		get blendDst() {
			return this._shaderValues.getInt(EffectMaterial.BLEND_DST);
		}
		set blendDst(value) {
			this._shaderValues.setInt(EffectMaterial.BLEND_DST, value);
		}
		get depthTest() {
			return this._shaderValues.getInt(EffectMaterial.DEPTH_TEST);
		}
		set depthTest(value) {
			this._shaderValues.setInt(EffectMaterial.DEPTH_TEST, value);
		}
		clone() {
			var dest = new EffectMaterial();
			this.cloneTo(dest);
			return dest;
		}
	}
	EffectMaterial.RENDERMODE_ADDTIVE = 0;
	EffectMaterial.RENDERMODE_ALPHABLENDED = 1;
	EffectMaterial.MAINTEXTURE = Shader3D.propertyNameToID("u_AlbedoTexture");
	EffectMaterial.TINTCOLOR = Shader3D.propertyNameToID("u_AlbedoColor");
	EffectMaterial.TILINGOFFSET = Shader3D.propertyNameToID("u_TilingOffset");
	EffectMaterial.CULL = Shader3D.propertyNameToID("s_Cull");
	EffectMaterial.BLEND = Shader3D.propertyNameToID("s_Blend");
	EffectMaterial.BLEND_SRC = Shader3D.propertyNameToID("s_BlendSrc");
	EffectMaterial.BLEND_DST = Shader3D.propertyNameToID("s_BlendDst");
	EffectMaterial.DEPTH_TEST = Shader3D.propertyNameToID("s_DepthTest");
	EffectMaterial.DEPTH_WRITE = Shader3D.propertyNameToID("s_DepthWrite");

	class ExtendTerrainMaterial extends Material {
		constructor() {
			super();
			this._enableLighting = true;
			this.setShaderName("ExtendTerrain");
			this.renderMode = ExtendTerrainMaterial.RENDERMODE_OPAQUE;
		}
		static __initDefine__() {
			ExtendTerrainMaterial.SHADERDEFINE_DETAIL_NUM1 = Shader3D.getDefineByName("ExtendTerrain_DETAIL_NUM1");
			ExtendTerrainMaterial.SHADERDEFINE_DETAIL_NUM2 = Shader3D.getDefineByName("ExtendTerrain_DETAIL_NUM2");
			ExtendTerrainMaterial.SHADERDEFINE_DETAIL_NUM3 = Shader3D.getDefineByName("ExtendTerrain_DETAIL_NUM3");
			ExtendTerrainMaterial.SHADERDEFINE_DETAIL_NUM4 = Shader3D.getDefineByName("ExtendTerrain_DETAIL_NUM4");
			ExtendTerrainMaterial.SHADERDEFINE_DETAIL_NUM5 = Shader3D.getDefineByName("ExtendTerrain_DETAIL_NUM5");
		}
		get splatAlphaTexture() {
			return this._shaderValues.getTexture(ExtendTerrainMaterial.SPLATALPHATEXTURE);
		}
		set splatAlphaTexture(value) {
			this._shaderValues.setTexture(ExtendTerrainMaterial.SPLATALPHATEXTURE, value);
		}
		get diffuseTexture1() {
			return this._shaderValues.getTexture(ExtendTerrainMaterial.DIFFUSETEXTURE1);
		}
		set diffuseTexture1(value) {
			this._shaderValues.setTexture(ExtendTerrainMaterial.DIFFUSETEXTURE1, value);
			this._setDetailNum(1);
		}
		get diffuseTexture2() {
			return this._shaderValues.getTexture(ExtendTerrainMaterial.DIFFUSETEXTURE2);
		}
		set diffuseTexture2(value) {
			this._shaderValues.setTexture(ExtendTerrainMaterial.DIFFUSETEXTURE2, value);
			this._setDetailNum(2);
		}
		get diffuseTexture3() {
			return this._shaderValues.getTexture(ExtendTerrainMaterial.DIFFUSETEXTURE3);
		}
		set diffuseTexture3(value) {
			this._shaderValues.setTexture(ExtendTerrainMaterial.DIFFUSETEXTURE3, value);
			this._setDetailNum(3);
		}
		get diffuseTexture4() {
			return this._shaderValues.getTexture(ExtendTerrainMaterial.DIFFUSETEXTURE4);
		}
		set diffuseTexture4(value) {
			this._shaderValues.setTexture(ExtendTerrainMaterial.DIFFUSETEXTURE4, value);
			this._setDetailNum(4);
		}
		get diffuseTexture5() {
			return this._shaderValues.getTexture(ExtendTerrainMaterial.DIFFUSETEXTURE5);
		}
		set diffuseTexture5(value) {
			this._shaderValues.setTexture(ExtendTerrainMaterial.DIFFUSETEXTURE5, value);
			this._setDetailNum(5);
		}
		set diffuseScaleOffset1(scaleOffset1) {
			this._shaderValues.setVector(ExtendTerrainMaterial.DIFFUSESCALEOFFSET1, scaleOffset1);
		}
		set diffuseScaleOffset2(scaleOffset2) {
			this._shaderValues.setVector(ExtendTerrainMaterial.DIFFUSESCALEOFFSET2, scaleOffset2);
		}
		set diffuseScaleOffset3(scaleOffset3) {
			this._shaderValues.setVector(ExtendTerrainMaterial.DIFFUSESCALEOFFSET3, scaleOffset3);
		}
		set diffuseScaleOffset4(scaleOffset4) {
			this._shaderValues.setVector(ExtendTerrainMaterial.DIFFUSESCALEOFFSET4, scaleOffset4);
		}
		set diffuseScaleOffset5(scaleOffset5) {
			this._shaderValues.setVector(ExtendTerrainMaterial.DIFFUSESCALEOFFSET5, scaleOffset5);
		}
		set renderMode(value) {
			switch (value) {
				case ExtendTerrainMaterial.RENDERMODE_OPAQUE:
					this.renderQueue = Material.RENDERQUEUE_OPAQUE;
					this.depthWrite = true;
					this.cull = RenderState.CULL_BACK;
					this.blend = RenderState.BLEND_DISABLE;
					this.depthTest = RenderState.DEPTHTEST_LESS;
					break;
				case ExtendTerrainMaterial.RENDERMODE_TRANSPARENT:
					this.renderQueue = Material.RENDERQUEUE_OPAQUE;
					this.depthWrite = false;
					this.cull = RenderState.CULL_BACK;
					this.blend = RenderState.BLEND_ENABLE_ALL;
					this.blendSrc = RenderState.BLENDPARAM_SRC_ALPHA;
					this.blendDst = RenderState.BLENDPARAM_ONE_MINUS_SRC_ALPHA;
					this.depthTest = RenderState.DEPTHTEST_LEQUAL;
					break;
				default:
					throw new Error("ExtendTerrainMaterial:renderMode value error.");
			}
		}
		get depthWrite() {
			return this._shaderValues.getBool(ExtendTerrainMaterial.DEPTH_WRITE);
		}
		set depthWrite(value) {
			this._shaderValues.setBool(ExtendTerrainMaterial.DEPTH_WRITE, value);
		}
		get cull() {
			return this._shaderValues.getInt(ExtendTerrainMaterial.CULL);
		}
		set cull(value) {
			this._shaderValues.setInt(ExtendTerrainMaterial.CULL, value);
		}
		get blend() {
			return this._shaderValues.getInt(ExtendTerrainMaterial.BLEND);
		}
		set blend(value) {
			this._shaderValues.setInt(ExtendTerrainMaterial.BLEND, value);
		}
		get blendSrc() {
			return this._shaderValues.getInt(ExtendTerrainMaterial.BLEND_SRC);
		}
		set blendSrc(value) {
			this._shaderValues.setInt(ExtendTerrainMaterial.BLEND_SRC, value);
		}
		get blendDst() {
			return this._shaderValues.getInt(ExtendTerrainMaterial.BLEND_DST);
		}
		set blendDst(value) {
			this._shaderValues.setInt(ExtendTerrainMaterial.BLEND_DST, value);
		}
		get depthTest() {
			return this._shaderValues.getInt(ExtendTerrainMaterial.DEPTH_TEST);
		}
		set depthTest(value) {
			this._shaderValues.setInt(ExtendTerrainMaterial.DEPTH_TEST, value);
		}
		_setDetailNum(value) {
			switch (value) {
				case 1:
					this._shaderValues.addDefine(ExtendTerrainMaterial.SHADERDEFINE_DETAIL_NUM1);
					this._shaderValues.removeDefine(ExtendTerrainMaterial.SHADERDEFINE_DETAIL_NUM2);
					this._shaderValues.removeDefine(ExtendTerrainMaterial.SHADERDEFINE_DETAIL_NUM3);
					this._shaderValues.removeDefine(ExtendTerrainMaterial.SHADERDEFINE_DETAIL_NUM4);
					this._shaderValues.removeDefine(ExtendTerrainMaterial.SHADERDEFINE_DETAIL_NUM5);
					break;
				case 2:
					this._shaderValues.addDefine(ExtendTerrainMaterial.SHADERDEFINE_DETAIL_NUM2);
					this._shaderValues.removeDefine(ExtendTerrainMaterial.SHADERDEFINE_DETAIL_NUM1);
					this._shaderValues.removeDefine(ExtendTerrainMaterial.SHADERDEFINE_DETAIL_NUM3);
					this._shaderValues.removeDefine(ExtendTerrainMaterial.SHADERDEFINE_DETAIL_NUM4);
					this._shaderValues.removeDefine(ExtendTerrainMaterial.SHADERDEFINE_DETAIL_NUM5);
					break;
				case 3:
					this._shaderValues.addDefine(ExtendTerrainMaterial.SHADERDEFINE_DETAIL_NUM3);
					this._shaderValues.removeDefine(ExtendTerrainMaterial.SHADERDEFINE_DETAIL_NUM1);
					this._shaderValues.removeDefine(ExtendTerrainMaterial.SHADERDEFINE_DETAIL_NUM2);
					this._shaderValues.removeDefine(ExtendTerrainMaterial.SHADERDEFINE_DETAIL_NUM4);
					this._shaderValues.removeDefine(ExtendTerrainMaterial.SHADERDEFINE_DETAIL_NUM5);
					break;
				case 4:
					this._shaderValues.addDefine(ExtendTerrainMaterial.SHADERDEFINE_DETAIL_NUM4);
					this._shaderValues.removeDefine(ExtendTerrainMaterial.SHADERDEFINE_DETAIL_NUM1);
					this._shaderValues.removeDefine(ExtendTerrainMaterial.SHADERDEFINE_DETAIL_NUM2);
					this._shaderValues.removeDefine(ExtendTerrainMaterial.SHADERDEFINE_DETAIL_NUM3);
					this._shaderValues.removeDefine(ExtendTerrainMaterial.SHADERDEFINE_DETAIL_NUM5);
					break;
				case 5:
					this._shaderValues.addDefine(ExtendTerrainMaterial.SHADERDEFINE_DETAIL_NUM5);
					this._shaderValues.removeDefine(ExtendTerrainMaterial.SHADERDEFINE_DETAIL_NUM1);
					this._shaderValues.removeDefine(ExtendTerrainMaterial.SHADERDEFINE_DETAIL_NUM2);
					this._shaderValues.removeDefine(ExtendTerrainMaterial.SHADERDEFINE_DETAIL_NUM3);
					this._shaderValues.removeDefine(ExtendTerrainMaterial.SHADERDEFINE_DETAIL_NUM4);
					break;
			}
		}
		clone() {
			var dest = new ExtendTerrainMaterial();
			this.cloneTo(dest);
			return dest;
		}
	}
	ExtendTerrainMaterial.RENDERMODE_OPAQUE = 1;
	ExtendTerrainMaterial.RENDERMODE_TRANSPARENT = 2;
	ExtendTerrainMaterial.SPLATALPHATEXTURE = Shader3D.propertyNameToID("u_SplatAlphaTexture");
	ExtendTerrainMaterial.DIFFUSETEXTURE1 = Shader3D.propertyNameToID("u_DiffuseTexture1");
	ExtendTerrainMaterial.DIFFUSETEXTURE2 = Shader3D.propertyNameToID("u_DiffuseTexture2");
	ExtendTerrainMaterial.DIFFUSETEXTURE3 = Shader3D.propertyNameToID("u_DiffuseTexture3");
	ExtendTerrainMaterial.DIFFUSETEXTURE4 = Shader3D.propertyNameToID("u_DiffuseTexture4");
	ExtendTerrainMaterial.DIFFUSETEXTURE5 = Shader3D.propertyNameToID("u_DiffuseTexture5");
	ExtendTerrainMaterial.DIFFUSESCALEOFFSET1 = Shader3D.propertyNameToID("u_DiffuseScaleOffset1");
	ExtendTerrainMaterial.DIFFUSESCALEOFFSET2 = Shader3D.propertyNameToID("u_DiffuseScaleOffset2");
	ExtendTerrainMaterial.DIFFUSESCALEOFFSET3 = Shader3D.propertyNameToID("u_DiffuseScaleOffset3");
	ExtendTerrainMaterial.DIFFUSESCALEOFFSET4 = Shader3D.propertyNameToID("u_DiffuseScaleOffset4");
	ExtendTerrainMaterial.DIFFUSESCALEOFFSET5 = Shader3D.propertyNameToID("u_DiffuseScaleOffset5");
	ExtendTerrainMaterial.CULL = Shader3D.propertyNameToID("s_Cull");
	ExtendTerrainMaterial.BLEND = Shader3D.propertyNameToID("s_Blend");
	ExtendTerrainMaterial.BLEND_SRC = Shader3D.propertyNameToID("s_BlendSrc");
	ExtendTerrainMaterial.BLEND_DST = Shader3D.propertyNameToID("s_BlendDst");
	ExtendTerrainMaterial.DEPTH_TEST = Shader3D.propertyNameToID("s_DepthTest");
	ExtendTerrainMaterial.DEPTH_WRITE = Shader3D.propertyNameToID("s_DepthWrite");

	(function (PBRRenderMode) {
		PBRRenderMode[PBRRenderMode["Opaque"] = 0] = "Opaque";
		PBRRenderMode[PBRRenderMode["Cutout"] = 1] = "Cutout";
		PBRRenderMode[PBRRenderMode["Fade"] = 2] = "Fade";
		PBRRenderMode[PBRRenderMode["Transparent"] = 3] = "Transparent";
	})(exports.PBRRenderMode || (exports.PBRRenderMode = {}));
	class PBRMaterial extends Material {
		constructor() {
			super();
			this._enableEmission = false;
			this._shaderValues.setVector(PBRMaterial.ALBEDOCOLOR, new Vector4(1.0, 1.0, 1.0, 1.0));
			this._shaderValues.setVector(PBRMaterial.EMISSIONCOLOR, new Vector4(1.0, 1.0, 1.0, 1.0));
			this._shaderValues.setNumber(PBRMaterial.SMOOTHNESS, 0.5);
			this._shaderValues.setNumber(PBRMaterial.SMOOTHNESSSCALE, 1.0);
			this._shaderValues.setNumber(PBRMaterial.OCCLUSIONSTRENGTH, 1.0);
			this._shaderValues.setNumber(PBRMaterial.NORMALSCALE, 1.0);
			this._shaderValues.setNumber(PBRMaterial.PARALLAXSCALE, 0.001);
			this._shaderValues.setNumber(Material.ALPHATESTVALUE, 0.5);
			this.renderMode = exports.PBRRenderMode.Opaque;
		}
		static __init__() {
			PBRMaterial.SHADERDEFINE_ALBEDOTEXTURE = Shader3D.getDefineByName("ALBEDOTEXTURE");
			PBRMaterial.SHADERDEFINE_NORMALTEXTURE = Shader3D.getDefineByName("NORMALTEXTURE");
			PBRMaterial.SHADERDEFINE_PARALLAXTEXTURE = Shader3D.getDefineByName("PARALLAXTEXTURE");
			PBRMaterial.SHADERDEFINE_OCCLUSIONTEXTURE = Shader3D.getDefineByName("OCCLUSIONTEXTURE");
			PBRMaterial.SHADERDEFINE_EMISSION = Shader3D.getDefineByName("EMISSION");
			PBRMaterial.SHADERDEFINE_EMISSIONTEXTURE = Shader3D.getDefineByName("EMISSIONTEXTURE");
			PBRMaterial.SHADERDEFINE_TILINGOFFSET = Shader3D.getDefineByName("TILINGOFFSET");
			PBRMaterial.SHADERDEFINE_TRANSPARENTBLEND = Shader3D.getDefineByName("TRANSPARENTBLEND");
			PBRMaterial.SHADERDEFINE_LAYA_PBR_BRDF_HIGH = Shader3D.getDefineByName("LAYA_PBR_BRDF_HIGH");
			PBRMaterial.SHADERDEFINE_LAYA_PBR_BRDF_LOW = Shader3D.getDefineByName("LAYA_PBR_BRDF_LOW");
		}
		get albedoColor() {
			return this._shaderValues.getVector(PBRMaterial.ALBEDOCOLOR);
		}
		set albedoColor(value) {
			this._shaderValues.setVector(PBRMaterial.ALBEDOCOLOR, value);
		}
		get albedoTexture() {
			return this._shaderValues.getTexture(PBRMaterial.ALBEDOTEXTURE);
		}
		set albedoTexture(value) {
			if (value)
				this._shaderValues.addDefine(PBRMaterial.SHADERDEFINE_ALBEDOTEXTURE);
			else
				this._shaderValues.removeDefine(PBRMaterial.SHADERDEFINE_ALBEDOTEXTURE);
			this._shaderValues.setTexture(PBRMaterial.ALBEDOTEXTURE, value);
		}
		get normalTexture() {
			return this._shaderValues.getTexture(PBRMaterial.NORMALTEXTURE);
		}
		set normalTexture(value) {
			if (value) {
				this._shaderValues.addDefine(PBRMaterial.SHADERDEFINE_NORMALTEXTURE);
			}
			else {
				this._shaderValues.removeDefine(PBRMaterial.SHADERDEFINE_NORMALTEXTURE);
			}
			this._shaderValues.setTexture(PBRMaterial.NORMALTEXTURE, value);
		}
		get normalTextureScale() {
			return this._shaderValues.getNumber(PBRMaterial.NORMALSCALE);
		}
		set normalTextureScale(value) {
			this._shaderValues.setNumber(PBRMaterial.NORMALSCALE, value);
		}
		get parallaxTexture() {
			return this._shaderValues.getTexture(PBRMaterial.PARALLAXTEXTURE);
		}
		set parallaxTexture(value) {
			if (value)
				this._shaderValues.addDefine(PBRMaterial.SHADERDEFINE_PARALLAXTEXTURE);
			else
				this._shaderValues.removeDefine(PBRMaterial.SHADERDEFINE_PARALLAXTEXTURE);
			this._shaderValues.setTexture(PBRMaterial.PARALLAXTEXTURE, value);
		}
		get parallaxTextureScale() {
			return this._shaderValues.getNumber(PBRMaterial.PARALLAXSCALE);
		}
		set parallaxTextureScale(value) {
			this._shaderValues.setNumber(PBRMaterial.PARALLAXSCALE, Math.max(0.005, Math.min(0.08, value)));
		}
		get occlusionTexture() {
			return this._shaderValues.getTexture(PBRMaterial.OCCLUSIONTEXTURE);
		}
		set occlusionTexture(value) {
			if (value)
				this._shaderValues.addDefine(PBRMaterial.SHADERDEFINE_OCCLUSIONTEXTURE);
			else
				this._shaderValues.removeDefine(PBRMaterial.SHADERDEFINE_OCCLUSIONTEXTURE);
			this._shaderValues.setTexture(PBRMaterial.OCCLUSIONTEXTURE, value);
		}
		get occlusionTextureStrength() {
			return this._shaderValues.getNumber(PBRMaterial.OCCLUSIONSTRENGTH);
		}
		set occlusionTextureStrength(value) {
			this._shaderValues.setNumber(PBRMaterial.OCCLUSIONSTRENGTH, Math.max(0.0, Math.min(1.0, value)));
		}
		get smoothness() {
			return this._shaderValues.getNumber(PBRMaterial.SMOOTHNESS);
		}
		set smoothness(value) {
			this._shaderValues.setNumber(PBRMaterial.SMOOTHNESS, Math.max(0.0, Math.min(1.0, value)));
		}
		get smoothnessTextureScale() {
			return this._shaderValues.getNumber(PBRMaterial.SMOOTHNESSSCALE);
		}
		set smoothnessTextureScale(value) {
			this._shaderValues.setNumber(PBRMaterial.SMOOTHNESSSCALE, Math.max(0.0, Math.min(1.0, value)));
		}
		get enableEmission() {
			return this._enableEmission;
		}
		set enableEmission(value) {
			if (value)
				this._shaderValues.addDefine(PBRMaterial.SHADERDEFINE_EMISSION);
			else
				this._shaderValues.removeDefine(PBRMaterial.SHADERDEFINE_EMISSION);
			this._enableEmission = value;
		}
		get emissionColor() {
			return this._shaderValues.getVector(PBRMaterial.EMISSIONCOLOR);
		}
		set emissionColor(value) {
			this._shaderValues.setVector(PBRMaterial.EMISSIONCOLOR, value);
		}
		get emissionTexture() {
			return this._shaderValues.getTexture(PBRMaterial.EMISSIONTEXTURE);
		}
		set emissionTexture(value) {
			if (value)
				this._shaderValues.addDefine(PBRMaterial.SHADERDEFINE_EMISSIONTEXTURE);
			else
				this._shaderValues.removeDefine(PBRMaterial.SHADERDEFINE_EMISSIONTEXTURE);
			this._shaderValues.setTexture(PBRMaterial.EMISSIONTEXTURE, value);
		}
		get tilingOffset() {
			return this._shaderValues.getVector(PBRMaterial.TILINGOFFSET);
		}
		set tilingOffset(value) {
			if (value) {
				if (value.x != 1 || value.y != 1 || value.z != 0 || value.w != 0)
					this._shaderValues.addDefine(PBRMaterial.SHADERDEFINE_TILINGOFFSET);
				else
					this._shaderValues.removeDefine(PBRMaterial.SHADERDEFINE_TILINGOFFSET);
			}
			else {
				this._shaderValues.removeDefine(PBRMaterial.SHADERDEFINE_TILINGOFFSET);
			}
			this._shaderValues.setVector(PBRMaterial.TILINGOFFSET, value);
		}
		get depthWrite() {
			return this._shaderValues.getBool(PBRMaterial.DEPTH_WRITE);
		}
		set depthWrite(value) {
			this._shaderValues.setBool(PBRMaterial.DEPTH_WRITE, value);
		}
		get cull() {
			return this._shaderValues.getInt(PBRMaterial.CULL);
		}
		set cull(value) {
			this._shaderValues.setInt(PBRMaterial.CULL, value);
		}
		get blend() {
			return this._shaderValues.getInt(PBRMaterial.BLEND);
		}
		set blend(value) {
			this._shaderValues.setInt(PBRMaterial.BLEND, value);
		}
		get blendSrc() {
			return this._shaderValues.getInt(PBRMaterial.BLEND_SRC);
		}
		set blendSrc(value) {
			this._shaderValues.setInt(PBRMaterial.BLEND_SRC, value);
		}
		get blendDst() {
			return this._shaderValues.getInt(PBRMaterial.BLEND_DST);
		}
		set blendDst(value) {
			this._shaderValues.setInt(PBRMaterial.BLEND_DST, value);
		}
		get depthTest() {
			return this._shaderValues.getInt(PBRMaterial.DEPTH_TEST);
		}
		set depthTest(value) {
			this._shaderValues.setInt(PBRMaterial.DEPTH_TEST, value);
		}
		set renderMode(value) {
			switch (value) {
				case exports.PBRRenderMode.Opaque:
					this.alphaTest = false;
					this.renderQueue = Material.RENDERQUEUE_OPAQUE;
					this.depthWrite = true;
					this.cull = RenderState.CULL_BACK;
					this.blend = RenderState.BLEND_DISABLE;
					this.depthTest = RenderState.DEPTHTEST_LESS;
					this._shaderValues.removeDefine(PBRMaterial.SHADERDEFINE_TRANSPARENTBLEND);
					break;
				case exports.PBRRenderMode.Cutout:
					this.renderQueue = Material.RENDERQUEUE_ALPHATEST;
					this.alphaTest = true;
					this.depthWrite = true;
					this.cull = RenderState.CULL_BACK;
					this.blend = RenderState.BLEND_DISABLE;
					this.depthTest = RenderState.DEPTHTEST_LESS;
					this._shaderValues.removeDefine(PBRMaterial.SHADERDEFINE_TRANSPARENTBLEND);
					break;
				case exports.PBRRenderMode.Fade:
					this.renderQueue = Material.RENDERQUEUE_TRANSPARENT;
					this.alphaTest = false;
					this.depthWrite = false;
					this.cull = RenderState.CULL_BACK;
					this.blend = RenderState.BLEND_ENABLE_ALL;
					this.blendSrc = RenderState.BLENDPARAM_SRC_ALPHA;
					this.blendDst = RenderState.BLENDPARAM_ONE_MINUS_SRC_ALPHA;
					this.depthTest = RenderState.DEPTHTEST_LESS;
					this._shaderValues.removeDefine(PBRMaterial.SHADERDEFINE_TRANSPARENTBLEND);
					break;
				case exports.PBRRenderMode.Transparent:
					this.renderQueue = Material.RENDERQUEUE_TRANSPARENT;
					this.alphaTest = false;
					this.depthWrite = false;
					this.cull = RenderState.CULL_BACK;
					this.blend = RenderState.BLEND_ENABLE_ALL;
					this.blendSrc = RenderState.BLENDPARAM_ONE;
					this.blendDst = RenderState.BLENDPARAM_ONE_MINUS_SRC_ALPHA;
					this.depthTest = RenderState.DEPTHTEST_LESS;
					this._shaderValues.addDefine(PBRMaterial.SHADERDEFINE_TRANSPARENTBLEND);
					break;
				default:
					throw new Error("PBRMaterial:unknown renderMode value.");
			}
		}
		get enableReflection() {
			return true;
		}
		set enableReflection(value) {
		}
	}
	PBRMaterial.ALBEDOTEXTURE = Shader3D.propertyNameToID("u_AlbedoTexture");
	PBRMaterial.ALBEDOCOLOR = Shader3D.propertyNameToID("u_AlbedoColor");
	PBRMaterial.TILINGOFFSET = Shader3D.propertyNameToID("u_TilingOffset");
	PBRMaterial.NORMALTEXTURE = Shader3D.propertyNameToID("u_NormalTexture");
	PBRMaterial.NORMALSCALE = Shader3D.propertyNameToID("u_NormalScale");
	PBRMaterial.SMOOTHNESS = Shader3D.propertyNameToID("u_Smoothness");
	PBRMaterial.SMOOTHNESSSCALE = Shader3D.propertyNameToID("u_SmoothnessScale");
	PBRMaterial.OCCLUSIONTEXTURE = Shader3D.propertyNameToID("u_OcclusionTexture");
	PBRMaterial.OCCLUSIONSTRENGTH = Shader3D.propertyNameToID("u_occlusionStrength");
	PBRMaterial.PARALLAXTEXTURE = Shader3D.propertyNameToID("u_ParallaxTexture");
	PBRMaterial.PARALLAXSCALE = Shader3D.propertyNameToID("u_ParallaxScale");
	PBRMaterial.EMISSIONTEXTURE = Shader3D.propertyNameToID("u_EmissionTexture");
	PBRMaterial.EMISSIONCOLOR = Shader3D.propertyNameToID("u_EmissionColor");
	PBRMaterial.CULL = Shader3D.propertyNameToID("s_Cull");
	PBRMaterial.BLEND = Shader3D.propertyNameToID("s_Blend");
	PBRMaterial.BLEND_SRC = Shader3D.propertyNameToID("s_BlendSrc");
	PBRMaterial.BLEND_DST = Shader3D.propertyNameToID("s_BlendDst");
	PBRMaterial.DEPTH_TEST = Shader3D.propertyNameToID("s_DepthTest");
	PBRMaterial.DEPTH_WRITE = Shader3D.propertyNameToID("s_DepthWrite");
	PBRMaterial.renderQuality = exports.PBRRenderQuality.High;

	var PBRPS = "#ifdef GL_FRAGMENT_PRECISION_HIGH\r\n\tprecision highp float;\r\n\tprecision highp int;\r\n#else\r\n\tprecision mediump float;\r\n\tprecision mediump int;\r\n#endif\r\n\r\n#define SETUP_BRDF_INPUT specularSetup\r\n\r\n#include \"Lighting.glsl\";\r\n#include \"PBRFSInput.glsl\";\r\n#include \"LayaPBRBRDF.glsl\";\r\n#include \"GlobalIllumination.glsl\";\r\n#include \"Shadow.glsl\"\r\n#include \"PBRCore.glsl\";\r\n\r\nvoid main()\r\n{\r\n\tfragmentForward();\r\n}";

	var PBRVS = "#include \"PBRVSInput.glsl\";\r\n#include \"Lighting.glsl\";\r\n#include \"PBRVertex.glsl\";\r\n\r\nvoid main()\r\n{\r\n\tvertexForward();\r\n\tgl_Position=remapGLPositionZ(gl_Position);\r\n}";

	var PBRShadowCasterPS = "#ifdef GL_FRAGMENT_PRECISION_HIGH\r\n\tprecision highp float;\r\n\tprecision highp int;\r\n#else\r\n\tprecision mediump float;\r\n\tprecision mediump int;\r\n#endif\r\n\r\n#include \"ShadowCasterFS.glsl\"\r\n\r\nvoid main()\r\n{\r\n\tgl_FragColor=shadowCasterFragment();\r\n}";

	var PBRShadowCasterVS = "#include \"ShadowCasterVS.glsl\"\r\n\r\nvoid main()\r\n{\r\n\tvec4 positionCS =  shadowCasterVertex();\r\n\tgl_Position=remapGLPositionZ(positionCS);\r\n}";

	class ShaderVariable {
		constructor() {
			this.textureID = -1;
		}
	}

	class ShaderInstance extends Laya.Resource {
		constructor(vs, ps, attributeMap, uniformMap, shaderPass) {
			super();
			this._stateParamsMap = [];
			this._uploadMark = -1;
			this._uploadRenderType = -1;
			this._vs = vs;
			this._ps = ps;
			this._attributeMap = attributeMap;
			this._uniformMap = uniformMap;
			this._shaderPass = shaderPass;
			this._create();
			this.lock = true;
		}
		_create() {
			var gl = Laya.LayaGL.instance;
			this._program = gl.createProgram();
			this._vshader = this._createShader(gl, this._vs, gl.VERTEX_SHADER);
			this._pshader = this._createShader(gl, this._ps, gl.FRAGMENT_SHADER);
			gl.attachShader(this._program, this._vshader);
			gl.attachShader(this._program, this._pshader);
			for (var k in this._attributeMap)
				gl.bindAttribLocation(this._program, this._attributeMap[k], k);
			gl.linkProgram(this._program);
			if (!Laya.Render.isConchApp && Shader3D.debugMode && !gl.getProgramParameter(this._program, gl.LINK_STATUS))
				throw gl.getProgramInfoLog(this._program);
			var sceneParms = [];
			var cameraParms = [];
			var spriteParms = [];
			var materialParms = [];
			var customParms = [];
			this._customUniformParamsMap = [];
			var nUniformNum = gl.getProgramParameter(this._program, gl.ACTIVE_UNIFORMS);
			Laya.WebGLContext.useProgram(gl, this._program);
			this._curActTexIndex = 0;
			var one, i, n;
			for (i = 0; i < nUniformNum; i++) {
				var uniformData = gl.getActiveUniform(this._program, i);
				var uniName = uniformData.name;
				one = new ShaderVariable();
				one.location = gl.getUniformLocation(this._program, uniName);
				if (uniName.indexOf('[0]') > 0) {
					one.name = uniName = uniName.substr(0, uniName.length - 3);
					one.isArray = true;
				}
				else {
					one.name = uniName;
					one.isArray = false;
				}
				one.type = uniformData.type;
				this._addShaderUnifiormFun(one);
				var uniformPeriod = this._uniformMap[uniName];
				if (uniformPeriod != null) {
					one.dataOffset = Shader3D.propertyNameToID(uniName);
					switch (uniformPeriod) {
						case Shader3D.PERIOD_CUSTOM:
							customParms.push(one);
							break;
						case Shader3D.PERIOD_MATERIAL:
							materialParms.push(one);
							break;
						case Shader3D.PERIOD_SPRITE:
							spriteParms.push(one);
							break;
						case Shader3D.PERIOD_CAMERA:
							cameraParms.push(one);
							break;
						case Shader3D.PERIOD_SCENE:
							sceneParms.push(one);
							break;
						default:
							throw new Error("Shader3D: period is unkonw.");
					}
				}
			}
			this._sceneUniformParamsMap = Laya.LayaGL.instance.createCommandEncoder(sceneParms.length * 4 * 5 + 4, 64, true);
			for (i = 0, n = sceneParms.length; i < n; i++)
				this._sceneUniformParamsMap.addShaderUniform(sceneParms[i]);
			this._cameraUniformParamsMap = Laya.LayaGL.instance.createCommandEncoder(cameraParms.length * 4 * 5 + 4, 64, true);
			for (i = 0, n = cameraParms.length; i < n; i++)
				this._cameraUniformParamsMap.addShaderUniform(cameraParms[i]);
			this._spriteUniformParamsMap = Laya.LayaGL.instance.createCommandEncoder(spriteParms.length * 4 * 5 + 4, 64, true);
			for (i = 0, n = spriteParms.length; i < n; i++)
				this._spriteUniformParamsMap.addShaderUniform(spriteParms[i]);
			this._materialUniformParamsMap = Laya.LayaGL.instance.createCommandEncoder(materialParms.length * 4 * 5 + 4, 64, true);
			for (i = 0, n = materialParms.length; i < n; i++)
				this._materialUniformParamsMap.addShaderUniform(materialParms[i]);
			this._customUniformParamsMap.length = customParms.length;
			for (i = 0, n = customParms.length; i < n; i++) {
				var custom = customParms[i];
				this._customUniformParamsMap[custom.dataOffset] = custom;
			}
			var stateMap = this._shaderPass._stateMap;
			for (var s in stateMap)
				this._stateParamsMap[stateMap[s]] = Shader3D.propertyNameToID(s);
		}
		_getRenderState(shaderDatas, stateIndex) {
			var stateID = this._stateParamsMap[stateIndex];
			if (stateID == null)
				return null;
			else
				return shaderDatas[stateID];
		}
		_disposeResource() {
			Laya.LayaGL.instance.deleteShader(this._vshader);
			Laya.LayaGL.instance.deleteShader(this._pshader);
			Laya.LayaGL.instance.deleteProgram(this._program);
			this._vshader = this._pshader = this._program = null;
			this._setGPUMemory(0);
			this._curActTexIndex = 0;
		}
		_addShaderUnifiormFun(one) {
			var gl = Laya.LayaGL.instance;
			one.caller = this;
			var isArray = one.isArray;
			switch (one.type) {
				case gl.BOOL:
					one.fun = this._uniform1i;
					one.uploadedValue = new Array(1);
					break;
				case gl.INT:
					one.fun = isArray ? this._uniform1iv : this._uniform1i;
					one.uploadedValue = new Array(1);
					break;
				case gl.FLOAT:
					one.fun = isArray ? this._uniform1fv : this._uniform1f;
					one.uploadedValue = new Array(1);
					break;
				case gl.FLOAT_VEC2:
					one.fun = isArray ? this._uniform_vec2v : this._uniform_vec2;
					one.uploadedValue = new Array(2);
					break;
				case gl.FLOAT_VEC3:
					one.fun = isArray ? this._uniform_vec3v : this._uniform_vec3;
					one.uploadedValue = new Array(3);
					break;
				case gl.FLOAT_VEC4:
					one.fun = isArray ? this._uniform_vec4v : this._uniform_vec4;
					one.uploadedValue = new Array(4);
					break;
				case gl.FLOAT_MAT2:
					one.fun = this._uniformMatrix2fv;
					break;
				case gl.FLOAT_MAT3:
					one.fun = this._uniformMatrix3fv;
					break;
				case gl.FLOAT_MAT4:
					one.fun = isArray ? this._uniformMatrix4fv : this._uniformMatrix4f;
					break;
				case gl.SAMPLER_2D:
				case gl.SAMPLER_2D_SHADOW:
					gl.uniform1i(one.location, this._curActTexIndex);
					one.textureID = Laya.WebGLContext._glTextureIDs[this._curActTexIndex++];
					one.fun = this._uniform_sampler2D;
					break;
				case 0x8b5f:
					gl.uniform1i(one.location, this._curActTexIndex);
					one.textureID = Laya.WebGLContext._glTextureIDs[this._curActTexIndex++];
					one.fun = this._uniform_sampler3D;
					break;
				case gl.SAMPLER_CUBE:
					gl.uniform1i(one.location, this._curActTexIndex);
					one.textureID = Laya.WebGLContext._glTextureIDs[this._curActTexIndex++];
					one.fun = this._uniform_samplerCube;
					break;
				default:
					throw new Error("compile shader err!");
					break;
			}
		}
		_createShader(gl, str, type) {
			var shader = gl.createShader(type);
			gl.shaderSource(shader, str);
			gl.compileShader(shader);
			if (Shader3D.debugMode && !gl.getShaderParameter(shader, gl.COMPILE_STATUS))
				throw gl.getShaderInfoLog(shader);
			return shader;
		}
		_uniform1f(one, value) {
			var uploadedValue = one.uploadedValue;
			if (uploadedValue[0] !== value) {
				Laya.LayaGL.instance.uniform1f(one.location, uploadedValue[0] = value);
				return 1;
			}
			return 0;
		}
		_uniform1fv(one, value) {
			if (value.length < 4) {
				var uploadedValue = one.uploadedValue;
				if (uploadedValue[0] !== value[0] || uploadedValue[1] !== value[1] || uploadedValue[2] !== value[2] || uploadedValue[3] !== value[3]) {
					Laya.LayaGL.instance.uniform1fv(one.location, value);
					uploadedValue[0] = value[0];
					uploadedValue[1] = value[1];
					uploadedValue[2] = value[2];
					uploadedValue[3] = value[3];
					return 1;
				}
				return 0;
			}
			else {
				Laya.LayaGL.instance.uniform1fv(one.location, value);
				return 1;
			}
		}
		_uniform_vec2(one, v) {
			var uploadedValue = one.uploadedValue;
			if (uploadedValue[0] !== v.x || uploadedValue[1] !== v.y) {
				Laya.LayaGL.instance.uniform2f(one.location, uploadedValue[0] = v.x, uploadedValue[1] = v.y);
				return 1;
			}
			return 0;
		}
		_uniform_vec2v(one, value) {
			if (value.length < 2) {
				var uploadedValue = one.uploadedValue;
				if (uploadedValue[0] !== value[0] || uploadedValue[1] !== value[1] || uploadedValue[2] !== value[2] || uploadedValue[3] !== value[3]) {
					Laya.LayaGL.instance.uniform2fv(one.location, value);
					uploadedValue[0] = value[0];
					uploadedValue[1] = value[1];
					uploadedValue[2] = value[2];
					uploadedValue[3] = value[3];
					return 1;
				}
				return 0;
			}
			else {
				Laya.LayaGL.instance.uniform2fv(one.location, value);
				return 1;
			}
		}
		_uniform_vec3(one, v) {
			var uploadedValue = one.uploadedValue;
			if (uploadedValue[0] !== v.x || uploadedValue[1] !== v.y || uploadedValue[2] !== v.z) {
				Laya.LayaGL.instance.uniform3f(one.location, uploadedValue[0] = v.x, uploadedValue[1] = v.y, uploadedValue[2] = v.z);
				return 1;
			}
			return 0;
		}
		_uniform_vec3v(one, v) {
			Laya.LayaGL.instance.uniform3fv(one.location, v);
			return 1;
		}
		_uniform_vec4(one, v) {
			var uploadedValue = one.uploadedValue;
			if (uploadedValue[0] !== v.x || uploadedValue[1] !== v.y || uploadedValue[2] !== v.z || uploadedValue[3] !== v.w) {
				Laya.LayaGL.instance.uniform4f(one.location, uploadedValue[0] = v.x, uploadedValue[1] = v.y, uploadedValue[2] = v.z, uploadedValue[3] = v.w);
				return 1;
			}
			return 0;
		}
		_uniform_vec4v(one, v) {
			Laya.LayaGL.instance.uniform4fv(one.location, v);
			return 1;
		}
		_uniformMatrix2fv(one, value) {
			Laya.LayaGL.instance.uniformMatrix2fv(one.location, false, value);
			return 1;
		}
		_uniformMatrix3fv(one, value) {
			Laya.LayaGL.instance.uniformMatrix3fv(one.location, false, value);
			return 1;
		}
		_uniformMatrix4f(one, m) {
			var value = m.elements;
			Laya.LayaGL.instance.uniformMatrix4fv(one.location, false, value);
			return 1;
		}
		_uniformMatrix4fv(one, m) {
			Laya.LayaGL.instance.uniformMatrix4fv(one.location, false, m);
			return 1;
		}
		_uniform1i(one, value) {
			var uploadedValue = one.uploadedValue;
			if (uploadedValue[0] !== value) {
				Laya.LayaGL.instance.uniform1i(one.location, uploadedValue[0] = value);
				return 1;
			}
			return 0;
		}
		_uniform1iv(one, value) {
			Laya.LayaGL.instance.uniform1iv(one.location, value);
			return 1;
		}
		_uniform_ivec2(one, value) {
			var uploadedValue = one.uploadedValue;
			if (uploadedValue[0] !== value[0] || uploadedValue[1] !== value[1]) {
				Laya.LayaGL.instance.uniform2i(one.location, uploadedValue[0] = value[0], uploadedValue[1] = value[1]);
				return 1;
			}
			return 0;
		}
		_uniform_ivec2v(one, value) {
			Laya.LayaGL.instance.uniform2iv(one.location, value);
			return 1;
		}
		_uniform_vec3i(one, value) {
			var uploadedValue = one.uploadedValue;
			if (uploadedValue[0] !== value[0] || uploadedValue[1] !== value[1] || uploadedValue[2] !== value[2]) {
				Laya.LayaGL.instance.uniform3i(one.location, uploadedValue[0] = value[0], uploadedValue[1] = value[1], uploadedValue[2] = value[2]);
				return 1;
			}
			return 0;
		}
		_uniform_vec3vi(one, value) {
			Laya.LayaGL.instance.uniform3iv(one.location, value);
			return 1;
		}
		_uniform_vec4i(one, value) {
			var uploadedValue = one.uploadedValue;
			if (uploadedValue[0] !== value[0] || uploadedValue[1] !== value[1] || uploadedValue[2] !== value[2] || uploadedValue[3] !== value[3]) {
				Laya.LayaGL.instance.uniform4i(one.location, uploadedValue[0] = value[0], uploadedValue[1] = value[1], uploadedValue[2] = value[2], uploadedValue[3] = value[3]);
				return 1;
			}
			return 0;
		}
		_uniform_vec4vi(one, value) {
			Laya.LayaGL.instance.uniform4iv(one.location, value);
			return 1;
		}
		_uniform_sampler2D(one, texture) {
			try {
				var value = texture._getSource() || texture.defaulteTexture._getSource();
				var gl = Laya.LayaGL.instance;
				Laya.WebGLContext.activeTexture(gl, one.textureID);
				Laya.WebGLContext.bindTexture(gl, gl.TEXTURE_2D, value);
				return 0;
			}
			catch (error) {
				console.error(error);
			}
		}
		_uniform_sampler3D(one, texture) {
			var value = texture._getSource() || texture.defaulteTexture._getSource();
			var gl = Laya.LayaGL.instance;
			Laya.WebGLContext.activeTexture(gl, one.textureID);
			Laya.WebGLContext.bindTexture(gl, WebGL2RenderingContext.TEXTURE_3D, value);
			return 0;
		}
		_uniform_samplerCube(one, texture) {
			var value = texture._getSource() || texture.defaulteTexture._getSource();
			var gl = Laya.LayaGL.instance;
			Laya.WebGLContext.activeTexture(gl, one.textureID);
			Laya.WebGLContext.bindTexture(gl, gl.TEXTURE_CUBE_MAP, value);
			return 0;
		}
		bind() {
			return Laya.WebGLContext.useProgram(Laya.LayaGL.instance, this._program);
		}
		uploadUniforms(shaderUniform, shaderDatas, uploadUnTexture) {
			Laya.Stat.shaderCall += Laya.LayaGLRunner.uploadShaderUniforms(Laya.LayaGL.instance, shaderUniform, shaderDatas, uploadUnTexture);
		}
		uploadRenderStateBlendDepth(shaderDatas) {
			var gl = Laya.LayaGL.instance;
			var renderState = this._shaderPass.renderState;
			var datas = shaderDatas.getData();
			var depthWrite = this._getRenderState(datas, Shader3D.RENDER_STATE_DEPTH_WRITE);
			var depthTest = this._getRenderState(datas, Shader3D.RENDER_STATE_DEPTH_TEST);
			var blend = this._getRenderState(datas, Shader3D.RENDER_STATE_BLEND);
			depthWrite == null && (depthWrite = renderState.depthWrite);
			depthTest == null && (depthTest = renderState.depthTest);
			blend == null && (blend = renderState.blend);
			Laya.WebGLContext.setDepthMask(gl, depthWrite);
			if (depthTest === RenderState.DEPTHTEST_OFF)
				Laya.WebGLContext.setDepthTest(gl, false);
			else {
				Laya.WebGLContext.setDepthTest(gl, true);
				Laya.WebGLContext.setDepthFunc(gl, depthTest);
			}
			switch (blend) {
				case RenderState.BLEND_DISABLE:
					Laya.WebGLContext.setBlend(gl, false);
					break;
				case RenderState.BLEND_ENABLE_ALL:
					var blendEquation = this._getRenderState(datas, Shader3D.RENDER_STATE_BLEND_EQUATION);
					var srcBlend = this._getRenderState(datas, Shader3D.RENDER_STATE_BLEND_SRC);
					var dstBlend = this._getRenderState(datas, Shader3D.RENDER_STATE_BLEND_DST);
					blendEquation == null && (blendEquation = renderState.blendEquation);
					srcBlend == null && (srcBlend = renderState.srcBlend);
					dstBlend == null && (dstBlend = renderState.dstBlend);
					Laya.WebGLContext.setBlend(gl, true);
					Laya.WebGLContext.setBlendEquation(gl, blendEquation);
					Laya.WebGLContext.setBlendFunc(gl, srcBlend, dstBlend);
					break;
				case RenderState.BLEND_ENABLE_SEPERATE:
					var blendEquationRGB = this._getRenderState(datas, Shader3D.RENDER_STATE_BLEND_EQUATION_RGB);
					var blendEquationAlpha = this._getRenderState(datas, Shader3D.RENDER_STATE_BLEND_EQUATION_ALPHA);
					var srcRGB = this._getRenderState(datas, Shader3D.RENDER_STATE_BLEND_SRC_RGB);
					var dstRGB = this._getRenderState(datas, Shader3D.RENDER_STATE_BLEND_DST_RGB);
					var srcAlpha = this._getRenderState(datas, Shader3D.RENDER_STATE_BLEND_SRC_ALPHA);
					var dstAlpha = this._getRenderState(datas, Shader3D.RENDER_STATE_BLEND_DST_ALPHA);
					blendEquationRGB == null && (blendEquationRGB = renderState.blendEquationRGB);
					blendEquationAlpha == null && (blendEquationAlpha = renderState.blendEquationAlpha);
					srcRGB == null && (srcRGB = renderState.srcBlendRGB);
					dstRGB == null && (dstRGB = renderState.dstBlendRGB);
					srcAlpha == null && (srcAlpha = renderState.srcBlendAlpha);
					dstAlpha == null && (dstAlpha = renderState.dstBlendAlpha);
					Laya.WebGLContext.setBlend(gl, true);
					Laya.WebGLContext.setBlendEquationSeparate(gl, blendEquationRGB, blendEquationAlpha);
					Laya.WebGLContext.setBlendFuncSeperate(gl, srcRGB, dstRGB, srcAlpha, dstAlpha);
					break;
			}
		}
		uploadRenderStateFrontFace(shaderDatas, isTarget, invertFront) {
			var gl = Laya.LayaGL.instance;
			var renderState = this._shaderPass.renderState;
			var datas = shaderDatas.getData();
			var cull = this._getRenderState(datas, Shader3D.RENDER_STATE_CULL);
			cull == null && (cull = renderState.cull);
			var forntFace;
			switch (cull) {
				case RenderState.CULL_NONE:
					Laya.WebGLContext.setCullFace(gl, false);
					break;
				case RenderState.CULL_FRONT:
					Laya.WebGLContext.setCullFace(gl, true);
					if (isTarget) {
						if (invertFront)
							forntFace = gl.CCW;
						else
							forntFace = gl.CW;
					}
					else {
						if (invertFront)
							forntFace = gl.CW;
						else
							forntFace = gl.CCW;
					}
					Laya.WebGLContext.setFrontFace(gl, forntFace);
					break;
				case RenderState.CULL_BACK:
					Laya.WebGLContext.setCullFace(gl, true);
					if (isTarget) {
						if (invertFront)
							forntFace = gl.CW;
						else
							forntFace = gl.CCW;
					}
					else {
						if (invertFront)
							forntFace = gl.CCW;
						else
							forntFace = gl.CW;
					}
					Laya.WebGLContext.setFrontFace(gl, forntFace);
					break;
			}
		}
		uploadCustomUniform(index, data) {
			Laya.Stat.shaderCall += Laya.LayaGLRunner.uploadCustomUniform(Laya.LayaGL.instance, this._customUniformParamsMap, index, data);
		}
		_uniformMatrix2fvForNative(one, value) {
			Laya.LayaGL.instance.uniformMatrix2fvEx(one.location, false, value);
			return 1;
		}
		_uniformMatrix3fvForNative(one, value) {
			Laya.LayaGL.instance.uniformMatrix3fvEx(one.location, false, value);
			return 1;
		}
		_uniformMatrix4fvForNative(one, m) {
			Laya.LayaGL.instance.uniformMatrix4fvEx(one.location, false, m);
			return 1;
		}
	}

	class SimpleSingletonList extends SingletonList {
		constructor() {
			super();
		}
		add(element) {
			var index = element._getIndexInList();
			if (index !== -1) return;
			// throw "SimpleSingletonList:" + element + " has  in  SingletonList.";
			this._add(element);
			element._setIndexInList(this.length++);
		}
		remove(element) {
			var index = element._getIndexInList();
			/**
			 * - 2020年1月8日14:50:51
			 * - by 刘伟
			 * - cause: 在疯狂点击, 可能会造成lenght < 0的情况 导致crash
			 */
			if (this.length <= 0) return;
			this.length--;
			if (index !== this.length) {
				var end = this.elements[this.length];
				this.elements[index] = end;
				end._setIndexInList(index);
			}
			element._setIndexInList(-1);
		}
		clear() {
			var elements = this.elements;
			for (var i = 0, n = this.length; i < n; i++)
				elements[i]._setIndexInList(-1);
			this.length = 0;
		}
		// 2021-12-14 耿骁霄 同步laya官方修复scene泄漏代码
		clearElement() {
			this.elements = null;
			this.length = 0;
		}
	}

	class Color {
		constructor(r = 1, g = 1, b = 1, a = 1) {
			this.r = r;
			this.g = g;
			this.b = b;
			this.a = a;
		}
		static gammaToLinearSpace(value) {
			if (value <= 0.04045)
				return value / 12.92;
			else if (value < 1.0)
				return Math.pow((value + 0.055) / 1.055, 2.4);
			else
				return Math.pow(value, 2.4);
		}
		static linearToGammaSpace(value) {
			if (value <= 0.0)
				return 0.0;
			else if (value <= 0.0031308)
				return 12.92 * value;
			else if (value <= 1.0)
				return 1.055 * Math.pow(value, 0.41666) - 0.055;
			else
				return Math.pow(value, 0.41666);
		}
		toLinear(out) {
			out.r = Color.gammaToLinearSpace(this.r);
			out.g = Color.gammaToLinearSpace(this.g);
			out.b = Color.gammaToLinearSpace(this.b);
		}
		toGamma(out) {
			out.r = Color.linearToGammaSpace(this.r);
			out.g = Color.linearToGammaSpace(this.g);
			out.b = Color.linearToGammaSpace(this.b);
		}
		cloneTo(destObject) {
			var destColor = destObject;
			destColor.r = this.r;
			destColor.g = this.g;
			destColor.b = this.b;
			destColor.a = this.a;
		}
		clone() {
			var dest = new Color();
			this.cloneTo(dest);
			return dest;
		}
		forNativeElement() {
		}
	}
	Color.RED = new Color(1, 0, 0, 1);
	Color.GREEN = new Color(0, 1, 0, 1);
	Color.BLUE = new Color(0, 0, 1, 1);
	Color.CYAN = new Color(0, 1, 1, 1);
	Color.YELLOW = new Color(1, 0.92, 0.016, 1);
	Color.MAGENTA = new Color(1, 0, 1, 1);
	Color.GRAY = new Color(0.5, 0.5, 0.5, 1);
	Color.WHITE = new Color(1, 1, 1, 1);
	Color.BLACK = new Color(0, 0, 0, 1);

	class CameraCullInfo {
	}
	class ShadowCullInfo {
	}
	class FrustumCulling {
		static __init__() {
			if (Laya.Render.supportWebGLPlusCulling) {
				FrustumCulling._cullingBufferLength = 0;
				FrustumCulling._cullingBuffer = new Float32Array(4096);
			}
		}
		static _drawTraversalCullingBound(renderList, debugTool) {
			var renders = renderList.elements;
			for (var i = 0, n = renderList.length; i < n; i++) {
				var color = FrustumCulling._tempColor0;
				color.r = 0;
				color.g = 1;
				color.b = 0;
				color.a = 1;
				Utils3D._drawBound(debugTool, renders[i].bounds._getBoundBox(), color);
			}
		}
		static _traversalCulling(cameraCullInfo, scene, context, renderList, customShader, replacementTag, isShadowCasterCull) {
			var renders = renderList.elements;
			var boundFrustum = cameraCullInfo.boundFrustum;
			var camPos = cameraCullInfo.position;
			var cullMask = cameraCullInfo.cullingMask;
			var loopCount = Laya.Stat.loopCount;
			for (var i = 0, n = renderList.length; i < n; i++) {
				var render = renders[i];
				var canPass;
				if (isShadowCasterCull)
					canPass = render._castShadow && render._enable;
				else
					canPass = ((Math.pow(2, render._owner._layer) & cullMask) != 0) && render._enable;
				if (canPass) {
					Laya.Stat.frustumCulling++;
					if (!cameraCullInfo.useOcclusionCulling || render._needRender(boundFrustum, context)) {
						render._renderMark = loopCount;
						// 2021-12-14 耿骁霄 使用平方根举例优化检测算法
						render._distanceForSort = Vector3.distanceSquared(render.bounds.getCenter(), camPos);
						var elements = render._renderElements;
						for (var j = 0, m = elements.length; j < m; j++)
							elements[j]._update(scene, context, customShader, replacementTag);
					}
				}
			}
		}
		static renderObjectCulling(cameraCullInfo, scene, context, customShader, replacementTag, isShadowCasterCull) {
			var opaqueQueue = scene._opaqueQueue;
			var transparentQueue = scene._transparentQueue;
			var renderList = scene._renders;
			scene._clearRenderQueue();
			var octree = scene._octree;
			if (octree) {
				octree.updateMotionObjects();
				octree.shrinkRootIfPossible();
				octree.getCollidingWithFrustum(cameraCullInfo, context, customShader, replacementTag, isShadowCasterCull);
			}
			FrustumCulling._traversalCulling(cameraCullInfo, scene, context, renderList, customShader, replacementTag, isShadowCasterCull);
			if (FrustumCulling.debugFrustumCulling) {
				var debugTool = scene._debugTool;
				debugTool.clear();
				if (octree) {
					octree.drawAllBounds(debugTool);
					octree.drawAllObjects(debugTool);
				}
				FrustumCulling._drawTraversalCullingBound(renderList, debugTool);
			}
			var count = opaqueQueue.elements.length;
			(count > 0) && (opaqueQueue._quickSort(0, count - 1));
			count = transparentQueue.elements.length;
			(count > 0) && (transparentQueue._quickSort(0, count - 1));
		}
		static cullingShadow(cullInfo, scene, context) {
			var renderList = scene._renders;
			scene._clearRenderQueue();
			var opaqueQueue = scene._opaqueQueue;
			var position = cullInfo.position;
			var cullPlaneCount = cullInfo.cullPlaneCount;
			var cullPlanes = cullInfo.cullPlanes;
			var cullSphere = cullInfo.cullSphere;
			var direction = cullInfo.direction;
			var renders = renderList.elements;
			var loopCount = Laya.Stat.loopCount;
			for (var i = 0, n = renderList.length; i < n; i++) {
				var render = renders[i];
				var canPass = render._castShadow && render._enable;
				if (canPass) {
					Laya.Stat.frustumCulling++;
					var bounds = render.bounds;
					var min = bounds.getMin();
					var max = bounds.getMax();
					var minX = min.x;
					var minY = min.y;
					var minZ = min.z;
					var maxX = max.x;
					var maxY = max.y;
					var maxZ = max.z;
					var pass = true;
					for (var j = 0; j < cullPlaneCount; j++) {
						var plane = cullPlanes[j];
						var normal = plane.normal;
						if (plane.distance + (normal.x * (normal.x < 0.0 ? minX : maxX)) + (normal.y * (normal.y < 0.0 ? minY : maxY)) + (normal.z * (normal.z < 0.0 ? minZ : maxZ)) < 0.0) {
							pass = false;
							break;
						}
					}
					if (pass) {
						render._renderMark = loopCount;
						// 2021-12-14 耿骁霄 使用平方根举例优化检测算法
						render._distanceForSort = Vector3.distanceSquared(bounds.getCenter(), position);
						var elements = render._renderElements;
						for (var j = 0, m = elements.length; j < m; j++)
							elements[j]._update(scene, context, null, null);
					}
				}
			}
			return opaqueQueue.elements.length > 0 ? true : false;
		}
		static cullingSpotShadow(cameraCullInfo, scene, context) {
			var renderList = scene._renders;
			scene._clearRenderQueue();
			var opaqueQueue = scene._opaqueQueue;
			var renders = renderList.elements;
			var loopCount = Laya.Stat.loopCount;
			for (var i = 0, n = renderList.length; i < n; i++) {
				var render = renders[i];
				var canPass = render._castShadow && render._enable;
				if (canPass) {
					if (render._needRender(cameraCullInfo.boundFrustum, context)) {
						var bounds = render.bounds;
						render._renderMark = loopCount;
						// 2021-12-14 耿骁霄 使用平方根举例优化检测算法
						render._distanceForSort = Vector3.distanceSquared(bounds.getCenter(), cameraCullInfo.position);
						var elements = render._renderElements;
						for (var j = 0, m = elements.length; j < m; j++)
							elements[j]._update(scene, context, null, null);
					}
				}
			}
			return opaqueQueue.elements.length > 0 ? true : false;
		}
		static renderObjectCullingNative(camera, scene, context, renderList, customShader, replacementTag) {
			var i, j, m;
			var opaqueQueue = scene._opaqueQueue;
			var transparentQueue = scene._transparentQueue;
			scene._clearRenderQueue();
			var validCount = renderList.length;
			var renders = renderList.elements;
			for (i = 0; i < validCount; i++) {
				renders[i].bounds;
				renders[i]._updateForNative && renders[i]._updateForNative(context);
			}
			var boundFrustum = camera.boundFrustum;
			FrustumCulling.cullingNative(camera._boundFrustumBuffer, FrustumCulling._cullingBuffer, scene._cullingBufferIndices, validCount, scene._cullingBufferResult);
			var loopCount = Laya.Stat.loopCount;
			var camPos = context.camera._transform.position;
			for (i = 0; i < validCount; i++) {
				var render = renders[i];
				if (!camera.useOcclusionCulling || (camera._isLayerVisible(render._owner._layer) && render._enable && scene._cullingBufferResult[i])) {
					render._renderMark = loopCount;
					// 2021-12-14 耿骁霄 使用平方根举例优化检测算法
					render._distanceForSort = Vector3.distanceSquared(render.bounds.getCenter(), camPos);
					var elements = render._renderElements;
					for (j = 0, m = elements.length; j < m; j++) {
						var element = elements[j];
						element._update(scene, context, customShader, replacementTag);
					}
				}
			}
			var count = opaqueQueue.elements.length;
			(count > 0) && (opaqueQueue._quickSort(0, count - 1));
			count = transparentQueue.elements.length;
			(count > 0) && (transparentQueue._quickSort(0, count - 1));
		}
		static cullingNative(boundFrustumBuffer, cullingBuffer, cullingBufferIndices, cullingCount, cullingBufferResult) {
			return Laya.LayaGL.instance.culling(boundFrustumBuffer, cullingBuffer, cullingBufferIndices, cullingCount, cullingBufferResult);
		}
	}
	FrustumCulling._tempColor0 = new Color();
	FrustumCulling._tempVector0 = new Vector3();
	FrustumCulling._cameraCullInfo = new CameraCullInfo();
	FrustumCulling._shadowCullInfo = new ShadowCullInfo();
	FrustumCulling.debugFrustumCulling = false;

	class LightBound {
	}
	class ClusterData {
		constructor() {
			this.updateMark = -1;
			this.pointLightCount = 0;
			this.spotLightCount = 0;
			this.indices = [];
		}
	}
	class Cluster {
		constructor(xSlices, ySlices, zSlices, maxLightsPerClusterAverage) {
			this._updateMark = 0;
			this._depthSliceParam = new Vector2();
			this._xSlices = xSlices;
			this._ySlices = ySlices;
			this._zSlices = zSlices;
			var clusterTexWidth = xSlices * ySlices;
			var clisterTexHeight = zSlices * (1 + Math.ceil(maxLightsPerClusterAverage / 4));
			this._clusterTexture = Utils3D._createFloatTextureBuffer(clusterTexWidth, clisterTexHeight);
			this._clusterTexture.lock = true;
			this._clusterPixels = new Float32Array(clusterTexWidth * clisterTexHeight * 4);
			var clusterDatas = new Array(this._zSlices);
			for (var z = 0; z < this._zSlices; z++) {
				clusterDatas[z] = new Array(this._ySlices);
				for (var y = 0; y < this._ySlices; y++) {
					clusterDatas[z][y] = new Array(this._xSlices);
					for (var x = 0; x < this._xSlices; x++)
						clusterDatas[z][y][x] = new ClusterData();
				}
			}
			this._clusterDatas = clusterDatas;
		}
		_insertSpotLightSphere(origin, forward, size, angle, testSphere) {
			var V = Cluster._tempVector35;
			V.x = testSphere.x - origin.x;
			V.y = testSphere.y - origin.y;
			V.z = testSphere.z - origin.z;
			var VlenSq = Vector3.dot(V, V);
			var sphereRadius = testSphere.w;
			var rangeCull = VlenSq > sphereRadius * sphereRadius;
			if (!rangeCull)
				return false;
			var V1len = Vector3.dot(V, forward);
			var distanceClosestPoint = Math.cos(angle) * Math.sqrt(VlenSq - V1len * V1len) - V1len * Math.sin(angle);
			var angleCull = distanceClosestPoint > sphereRadius;
			var frontCull = V1len > sphereRadius + size;
			var backCull = V1len < -sphereRadius;
			return !(angleCull || frontCull || backCull);
		}
		_placePointLightToClusters(lightIndex, lightBound) {
			var clusterDatas = this._clusterDatas;
			var updateMark = this._updateMark;
			for (var z = lightBound.zMin, zEnd = lightBound.zMax; z < zEnd; z++) {
				for (var y = lightBound.yMin, yEnd = lightBound.yMax; y < yEnd; y++) {
					for (var x = lightBound.xMin, xEnd = lightBound.xMax; x < xEnd; x++) {
						var data = clusterDatas[z][y][x];
						if (data.updateMark != updateMark) {
							data.pointLightCount = 0;
							data.spotLightCount = 0;
							data.updateMark = updateMark;
						}
						var indices = data.indices;
						var lightCount = data.pointLightCount++;
						if (lightCount < indices.length)
							indices[lightCount] = lightIndex;
						else
							indices.push(lightIndex);
					}
				}
			}
		}
		_placeSpotLightToClusters(lightIndex, lightBound) {
			var clusterDatas = this._clusterDatas;
			var updateMark = this._updateMark;
			for (var z = lightBound.zMin, zEnd = lightBound.zMax; z < zEnd; z++) {
				for (var y = lightBound.yMin, yEnd = lightBound.yMax; y < yEnd; y++) {
					for (var x = lightBound.xMin, xEnd = lightBound.xMax; x < xEnd; x++) {
						var data = clusterDatas[z][y][x];
						if (data.updateMark != updateMark) {
							data.pointLightCount = 0;
							data.spotLightCount = 0;
							data.updateMark = updateMark;
						}
						var indices = data.indices;
						var lightCount = data.pointLightCount + data.spotLightCount++;
						if (lightCount < indices.length)
							indices[lightCount] = lightIndex;
						else
							indices.push(lightIndex);
					}
				}
			}
		}
		_insertConePlane(origin, forward, radius, halfAngle, pNor) {
			var V1 = Cluster._tempVector36;
			var V2 = Cluster._tempVector37;
			Vector3.cross(pNor, forward, V1);
			Vector3.cross(V1, forward, V2);
			Vector3.normalize(V2, V2);
			var tanR = radius * Math.tan(halfAngle);
			var capRimX = origin.x + radius * forward.x + tanR * V2.x;
			var capRimY = origin.y + radius * forward.y + tanR * V2.y;
			var capRimZ = origin.z + radius * forward.z + tanR * V2.z;
			return capRimX * pNor.x + capRimY * pNor.y + capRimZ * pNor.z <= 0 || origin.x * pNor.x + origin.y * pNor.y + origin.z * pNor.z <= 0;
		}
		_shrinkSphereLightZPerspective(near, far, lightviewPos, radius, lightBound) {
			var lvZ = lightviewPos.z;
			var minZ = lvZ - radius;
			var maxZ = lvZ + radius;
			if ((minZ > far) || (maxZ <= near))
				return false;
			var depthSliceParam = this._depthSliceParam;
			lightBound.zMin = Math.floor(Math.log2(Math.max(minZ, near)) * depthSliceParam.x - depthSliceParam.y);
			lightBound.zMax = Math.min(Math.ceil(Math.log2(maxZ) * depthSliceParam.x - depthSliceParam.y), this._zSlices);
			return true;
		}
		_shrinkSpotLightZPerspective(near, far, viewLightPos, viewConeCap, radius, halfAngle, lightBound) {
			var pbX = viewConeCap.x, pbY = viewConeCap.y, pbZ = viewConeCap.z;
			var rb = Math.tan(halfAngle) * radius;
			var paX = viewLightPos.x, paY = viewLightPos.y, paZ = viewLightPos.z;
			var aX = pbX - paX, aY = pbY - paY, aZ = pbZ - paZ;
			var dotA = aX * aX + aY * aY + aZ * aZ;
			var eZ = Math.sqrt(1.0 - aZ * aZ / dotA);
			var minZ = Math.max(Math.min(paZ, pbZ - eZ * rb), viewLightPos.z - radius);
			var maxZ = Math.min(Math.max(paZ, pbZ + eZ * rb), viewLightPos.z + radius);
			if ((minZ > far) || (maxZ <= near))
				return false;
			var depthSliceParam = this._depthSliceParam;
			lightBound.zMin = Math.floor(Math.log2(Math.max(minZ, near)) * depthSliceParam.x - depthSliceParam.y);
			lightBound.zMax = Math.min(Math.ceil(Math.log2(maxZ) * depthSliceParam.x - depthSliceParam.y), this._zSlices);
			return true;
		}
		_shrinkSphereLightByBoundOrth(halfX, halfY, near, far, lightviewPos, radius, lightBound) {
			var lvZ = lightviewPos.z;
			var minZ = lvZ - radius, maxZ = lvZ + radius;
			if ((minZ > far) || (maxZ <= near))
				return false;
			var lvX = lightviewPos.x;
			var minX = lvX - radius, maxX = lvX + radius;
			if ((minX > halfX) || (maxX <= -halfX))
				return false;
			var lvY = lightviewPos.y;
			var minY = lvY - radius, maxY = lvY + radius;
			if ((minY > halfY) || (maxY <= -halfY))
				return false;
			var xSlices = this._xSlices, ySlices = this._ySlices;
			var depthSliceParam = this._depthSliceParam;
			var xStride = halfX * 2 / xSlices, yStride = halfY * 2 / ySlices;
			lightBound.xMin = Math.max(Math.floor((minX + halfX) / xStride), 0);
			lightBound.xMax = Math.min(Math.ceil((maxX + halfX) / xStride), xSlices);
			lightBound.yMin = Math.max(Math.floor((halfY - maxY) / yStride), 0);
			lightBound.yMax = Math.min(Math.ceil((halfY - minY) / yStride), ySlices);
			lightBound.zMin = Math.floor(Math.log2(Math.max(minZ, near)) * depthSliceParam.x - depthSliceParam.y);
			lightBound.zMax = Math.min(Math.ceil(Math.log2(maxZ) * depthSliceParam.x - depthSliceParam.y), this._zSlices);
			return true;
		}
		_shrinkSpotLightByBoundOrth(halfX, halfY, near, far, viewLightPos, viewConeCap, radius, halfAngle, lightBound) {
			var pbX = viewConeCap.x, pbY = viewConeCap.y, pbZ = viewConeCap.z;
			var rb = Math.tan(halfAngle) * radius;
			var paX = viewLightPos.x, paY = viewLightPos.y, paZ = viewLightPos.z;
			var aX = pbX - paX, aY = pbY - paY, aZ = pbZ - paZ;
			var dotA = aX * aX + aY * aY + aZ * aZ;
			var eZ = Math.sqrt(1.0 - aZ * aZ / dotA);
			var minZ = Math.max(Math.min(paZ, pbZ - eZ * rb), viewLightPos.z - radius);
			var maxZ = Math.min(Math.max(paZ, pbZ + eZ * rb), viewLightPos.z + radius);
			if ((minZ > far) || (maxZ <= near))
				return false;
			var eX = Math.sqrt(1.0 - aX * aX / dotA);
			var minX = Math.max(Math.min(paX, pbX - eX * rb), viewLightPos.x - radius);
			var maxX = Math.min(Math.max(paX, pbX + eX * rb), viewLightPos.x + radius);
			if ((minX > halfX) || (maxX <= -halfX))
				return false;
			var eY = Math.sqrt(1.0 - aY * aY / dotA);
			var minY = Math.max(Math.min(paY, pbY - eY * rb), viewLightPos.y - radius);
			var maxY = Math.min(Math.max(paY, pbY + eY * rb), viewLightPos.y + radius);
			if ((minY > halfY) || (maxY <= -halfY))
				return false;
			var xSlices = this._xSlices, ySlices = this._ySlices;
			var depthSliceParam = this._depthSliceParam;
			var xStride = halfX * 2 / xSlices, yStride = halfY * 2 / ySlices;
			lightBound.xMin = Math.max(Math.floor((minX + halfX) / xStride), 0);
			lightBound.xMax = Math.min(Math.ceil((maxX + halfX) / xStride), xSlices);
			lightBound.yMin = Math.max(Math.floor((halfY - maxY) / yStride), 0);
			lightBound.yMax = Math.min(Math.ceil((halfY - minY) / yStride), ySlices);
			lightBound.zMin = Math.floor(Math.log2(Math.max(minZ, near)) * depthSliceParam.x - depthSliceParam.y);
			lightBound.zMax = Math.min(Math.ceil(Math.log2(maxZ) * depthSliceParam.x - depthSliceParam.y), this._zSlices);
			return true;
		}
		_shrinkXYByRadiusPerspective(lightviewPos, radius, lightBound, xPlanes, yPlanes) {
			var xMin, yMin;
			var xMax, yMax;
			var lvX = lightviewPos.x, lvY = lightviewPos.y, lvZ = lightviewPos.z;
			var i;
			var n = this._ySlices + 1;
			for (i = 0; i < n; i++) {
				var plane = yPlanes[i];
				if (lvY * plane.y + lvZ * plane.z < radius) {
					yMin = Math.max(0, i - 1);
					break;
				}
			}
			if (i == n)
				return false;
			yMax = this._ySlices;
			for (i = yMin + 1; i < n; i++) {
				var plane = yPlanes[i];
				if (lvY * plane.y + lvZ * plane.z <= -radius) {
					yMax = Math.max(0, i);
					break;
				}
			}
			n = this._xSlices + 1;
			for (i = 0; i < n; i++) {
				var plane = xPlanes[i];
				if (lvX * plane.x + lvZ * plane.z < radius) {
					xMin = Math.max(0, i - 1);
					break;
				}
			}
			xMax = this._xSlices;
			for (i = xMin + 1; i < n; i++) {
				var plane = xPlanes[i];
				if (lvX * plane.x + lvZ * plane.z <= -radius) {
					xMax = Math.max(0, i);
					break;
				}
			}
			lightBound.xMin = xMin;
			lightBound.xMax = xMax;
			lightBound.yMin = yMin;
			lightBound.yMax = yMax;
			return true;
		}
		_shrinkSpotXYByConePerspective(lightviewPos, viewForward, radius, halfAngle, lightBound, xPlanes, yPlanes) {
			var xMin, yMin;
			var xMax, yMax;
			var normal = Cluster._tempVector32;
			var n = lightBound.yMax + 1;
			for (var i = lightBound.yMin + 1; i < n; i++) {
				if (this._insertConePlane(lightviewPos, viewForward, radius, halfAngle, yPlanes[i])) {
					yMin = Math.max(0, i - 1);
					break;
				}
			}
			yMax = lightBound.yMax;
			for (var i = yMin + 1; i < n; i++) {
				var plane = yPlanes[i];
				normal.setValue(0, -plane.y, -plane.z);
				if (!this._insertConePlane(lightviewPos, viewForward, radius, halfAngle, normal)) {
					yMax = Math.max(0, i);
					break;
				}
			}
			n = lightBound.xMax + 1;
			for (var i = lightBound.xMin + 1; i < n; i++) {
				if (this._insertConePlane(lightviewPos, viewForward, radius, halfAngle, xPlanes[i])) {
					xMin = Math.max(0, i - 1);
					break;
				}
			}
			xMax = lightBound.xMax;
			for (var i = xMin + 1; i < n; i++) {
				var plane = xPlanes[i];
				normal.setValue(-plane.x, 0, -plane.z);
				if (!this._insertConePlane(lightviewPos, viewForward, radius, halfAngle, normal)) {
					xMax = Math.max(0, i);
					break;
				}
			}
			lightBound.xMin = xMin;
			lightBound.xMax = xMax;
			lightBound.yMin = yMin;
			lightBound.yMax = yMax;
		}
		_updatePointLightPerspective(near, far, viewMat, pointLight, lightIndex, xPlanes, yPlanes) {
			var lightBound = Cluster._tempLightBound;
			var lightviewPos = Cluster._tempVector30;
			Vector3.transformV3ToV3(pointLight._transform.position, viewMat, lightviewPos);
			lightviewPos.z *= -1;
			if (!this._shrinkSphereLightZPerspective(near, far, lightviewPos, pointLight.range, lightBound))
				return;
			if (!this._shrinkXYByRadiusPerspective(lightviewPos, pointLight.range, lightBound, xPlanes, yPlanes))
				return;
			this._placePointLightToClusters(lightIndex, lightBound);
		}
		_updateSpotLightPerspective(near, far, viewMat, spotLight, lightIndex, xPlanes, yPlanes) {
			var lightBound = Cluster._tempLightBound;
			var viewPos = Cluster._tempVector30;
			var forward = Cluster._tempVector31;
			var viewConeCap = Cluster._tempVector34;
			var position = spotLight._transform.position;
			var range = spotLight.range;
			spotLight._transform.worldMatrix.getForward(forward);
			Vector3.normalize(forward, forward);
			Vector3.scale(forward, range, viewConeCap);
			Vector3.add(position, viewConeCap, viewConeCap);
			Vector3.transformV3ToV3(position, viewMat, viewPos);
			Vector3.transformV3ToV3(viewConeCap, viewMat, viewConeCap);
			viewPos.z *= -1;
			viewConeCap.z *= -1;
			var halfAngle = (spotLight.spotAngle / 2) * Math.PI / 180;
			if (!this._shrinkSpotLightZPerspective(near, far, viewPos, viewConeCap, range, halfAngle, lightBound))
				return;
			if (!this._shrinkXYByRadiusPerspective(viewPos, range, lightBound, xPlanes, yPlanes))
				return;
			var viewFor = Cluster._tempVector33;
			viewFor.x = viewConeCap.x - viewPos.x, viewFor.y = viewConeCap.y - viewPos.y, viewFor.z = viewConeCap.z - viewPos.z;
			Vector3.normalize(viewFor, viewFor);
			this._shrinkSpotXYByConePerspective(viewPos, viewFor, range, halfAngle, lightBound, xPlanes, yPlanes);
			this._placeSpotLightToClusters(lightIndex, lightBound);
		}
		_updatePointLightOrth(halfX, halfY, near, far, viewMat, pointLight, lightIndex) {
			var lightBound = Cluster._tempLightBound;
			var lightviewPos = Cluster._tempVector30;
			Vector3.transformV3ToV3(pointLight._transform.position, viewMat, lightviewPos);
			lightviewPos.z *= -1;
			if (!this._shrinkSphereLightByBoundOrth(halfX, halfY, near, far, lightviewPos, pointLight.range, lightBound))
				return;
			this._placePointLightToClusters(lightIndex, lightBound);
		}
		_updateSpotLightOrth(halfX, halfY, near, far, viewMat, spotLight, lightIndex) {
			var lightBound = Cluster._tempLightBound;
			var viewPos = Cluster._tempVector30;
			var forward = Cluster._tempVector31;
			var viewConeCap = Cluster._tempVector34;
			var position = spotLight._transform.position;
			var range = spotLight.range;
			spotLight._transform.worldMatrix.getForward(forward);
			Vector3.normalize(forward, forward);
			Vector3.scale(forward, range, viewConeCap);
			Vector3.add(position, viewConeCap, viewConeCap);
			Vector3.transformV3ToV3(position, viewMat, viewPos);
			Vector3.transformV3ToV3(viewConeCap, viewMat, viewConeCap);
			viewPos.z *= -1;
			viewConeCap.z *= -1;
			var halfAngle = (spotLight.spotAngle / 2) * Math.PI / 180;
			if (!this._shrinkSpotLightByBoundOrth(halfX, halfY, near, far, viewPos, viewConeCap, range, halfAngle, lightBound))
				return;
			this._placeSpotLightToClusters(lightIndex, lightBound);
		}
		update(camera, scene) {
			this._updateMark++;
			var camNear = camera.nearPlane;
			this._depthSliceParam.x = Config3D._config.lightClusterCount.z / Math.log2(camera.farPlane / camNear);
			this._depthSliceParam.y = Math.log2(camNear) * this._depthSliceParam.x;
			var near = camera.nearPlane;
			var far = camera.farPlane;
			var viewMat = camera.viewMatrix;
			var curCount = scene._directionLights._length;
			var pointLights = scene._pointLights;
			var poiCount = pointLights._length;
			var poiElements = pointLights._elements;
			var spotLights = scene._spotLights;
			var spoCount = spotLights._length;
			var spoElements = spotLights._elements;
			if (camera.orthographic) {
				var halfY = camera.orthographicVerticalSize / 2.0;
				var halfX = halfY * camera.aspectRatio;
				for (var i = 0; i < poiCount; i++, curCount++)
					this._updatePointLightOrth(halfX, halfY, near, far, viewMat, poiElements[i], curCount);
				for (var i = 0; i < spoCount; i++, curCount++)
					this._updateSpotLightOrth(halfX, halfY, near, far, viewMat, spoElements[i], curCount);
			}
			else {
				camera._updateClusterPlaneXY();
				var xPlanes = camera._clusterXPlanes;
				var yPlanes = camera._clusterYPlanes;
				for (var i = 0; i < poiCount; i++, curCount++)
					this._updatePointLightPerspective(near, far, viewMat, poiElements[i], curCount, xPlanes, yPlanes);
				for (var i = 0; i < spoCount; i++, curCount++)
					this._updateSpotLightPerspective(near, far, viewMat, spoElements[i], curCount, xPlanes, yPlanes);
			}
			if (poiCount + spoCount > 0) {
				var xSlices = this._xSlices, ySlices = this._ySlices, zSlices = this._zSlices;
				var widthFloat = xSlices * ySlices * 4;
				var lightOff = widthFloat * zSlices;
				var clusterPixels = this._clusterPixels;
				var clusterPixelsCount = clusterPixels.length;
				var clusterDatas = this._clusterDatas;
				var updateMark = this._updateMark;
				var freeSpace = true;
				for (var z = 0; z < zSlices; z++) {
					for (var y = 0; y < ySlices; y++) {
						for (var x = 0; x < xSlices; x++) {
							var data = clusterDatas[z][y][x];
							var clusterOff = (x + y * xSlices + z * xSlices * ySlices) * 4;
							if (data.updateMark !== updateMark) {
								clusterPixels[clusterOff] = 0;
								clusterPixels[clusterOff + 1] = 0;
							}
							else {
								if (freeSpace) {
									var indices = data.indices;
									var pCount = data.pointLightCount;
									var sCount = data.spotLightCount;
									var count = pCount + sCount;
									if (lightOff + count < clusterPixelsCount) {
										clusterPixels[clusterOff] = pCount;
										clusterPixels[clusterOff + 1] = sCount;
										clusterPixels[clusterOff + 2] = Math.floor(lightOff / widthFloat);
										clusterPixels[clusterOff + 3] = lightOff % widthFloat;
										for (var i = 0; i < count; i++)
											clusterPixels[lightOff++] = indices[i];
									}
									else {
										count = clusterPixelsCount - (lightOff + count);
										pCount = Math.min(pCount, count);
										clusterPixels[clusterOff] = pCount;
										clusterPixels[clusterOff + 1] = Math.min(sCount, count - pCount);
										clusterPixels[clusterOff + 2] = Math.floor(lightOff / widthFloat);
										clusterPixels[clusterOff + 3] = lightOff % widthFloat;
										for (var i = 0; i < count; i++)
											clusterPixels[lightOff++] = indices[i];
										freeSpace = false;
									}
								}
							}
						}
					}
				}
				var width = this._clusterTexture.width;
				this._clusterTexture.setSubPixels(0, 0, width, Math.ceil(lightOff / (4 * width)), clusterPixels);
			}
		}
	}
	Cluster._tempVector30 = new Vector3();
	Cluster._tempVector31 = new Vector3();
	Cluster._tempVector32 = new Vector3();
	Cluster._tempVector33 = new Vector3();
	Cluster._tempVector34 = new Vector3();
	Cluster._tempVector35 = new Vector3();
	Cluster._tempVector36 = new Vector3();
	Cluster._tempVector37 = new Vector3();
	Cluster._tempLightBound = new LightBound();

	class SphericalHarmonicsL2 {
		constructor() {
			this._coefficients = new Float32Array(27);
		}
		getCoefficient(i, j) {
			return this._coefficients[i * 9 + j];
		}
		setCoefficient(i, j, coefficient) {
			this._coefficients[i * 9 + j] = coefficient;
		}
		setCoefficients(i, coefficient0, coefficient1, coefficient2, coefficient3, coefficient4, coefficient5, coefficient6, coefficient7, coefficient8) {
			var offset = i * 9;
			this._coefficients[offset] = coefficient0;
			this._coefficients[++offset] = coefficient1;
			this._coefficients[++offset] = coefficient2;
			this._coefficients[++offset] = coefficient3;
			this._coefficients[++offset] = coefficient4;
			this._coefficients[++offset] = coefficient5;
			this._coefficients[++offset] = coefficient6;
			this._coefficients[++offset] = coefficient7;
			this._coefficients[++offset] = coefficient8;
		}
		cloneTo(dest) {
			if (this === dest)
				return;
			var coes = this._coefficients;
			var destCoes = dest._coefficients;
			for (var i = 0; i < 27; i++)
				destCoes[i] = coes[i];
		}
	}
	SphericalHarmonicsL2._default = new SphericalHarmonicsL2();

	class MouseTouch {
		constructor() {
			this._pressedSprite = null;
			this._pressedLoopCount = -1;
			this.sprite = null;
			this.mousePositionX = 0;
			this.mousePositionY = 0;
		}
	}

	class Touch {
		constructor() {
			this._indexInList = -1;
			this._identifier = -1;
			this._position = new Vector2();
		}
		get identifier() {
			return this._identifier;
		}
		get position() {
			return this._position;
		}
		_getIndexInList() {
			return this._indexInList;
		}
		_setIndexInList(index) {
			this._indexInList = index;
		}
	}

	class Plane {
		constructor(normal, d = 0) {
			this.normal = normal;
			this.distance = d;
		}
		static createPlaneBy3P(point0, point1, point2, out) {
			var x1 = point1.x - point0.x;
			var y1 = point1.y - point0.y;
			var z1 = point1.z - point0.z;
			var x2 = point2.x - point0.x;
			var y2 = point2.y - point0.y;
			var z2 = point2.z - point0.z;
			var yz = (y1 * z2) - (z1 * y2);
			var xz = (z1 * x2) - (x1 * z2);
			var xy = (x1 * y2) - (y1 * x2);
			var invPyth = 1.0 / (Math.sqrt((yz * yz) + (xz * xz) + (xy * xy)));
			var x = yz * invPyth;
			var y = xz * invPyth;
			var z = xy * invPyth;
			var normal = out.normal;
			normal.x = x;
			normal.y = y;
			normal.z = z;
			out.distance = -((x * point0.x) + (y * point0.y) + (z * point0.z));
		}
		normalize() {
			var normalEX = this.normal.x;
			var normalEY = this.normal.y;
			var normalEZ = this.normal.z;
			var magnitude = 1.0 / Math.sqrt(normalEX * normalEX + normalEY * normalEY + normalEZ * normalEZ);
			this.normal.x = normalEX * magnitude;
			this.normal.y = normalEY * magnitude;
			this.normal.z = normalEZ * magnitude;
			this.distance *= magnitude;
		}
		cloneTo(destObject) {
			var dest = destObject;
			this.normal.cloneTo(dest.normal);
			dest.distance = this.distance;
		}
		clone() {
			var dest = new Plane(new Vector3());
			this.cloneTo(dest);
			return dest;
		}
	}
	Plane.PlaneIntersectionType_Back = 0;
	Plane.PlaneIntersectionType_Front = 1;
	Plane.PlaneIntersectionType_Intersecting = 2;

	class Ray {
		constructor(origin, direction) {
			this.origin = origin;
			this.direction = direction;
		}
	}

	class ContainmentType {
	}
	ContainmentType.Disjoint = 0;
	ContainmentType.Contains = 1;
	ContainmentType.Intersects = 2;

	class CollisionUtils {
		constructor() {
		}
		static distancePlaneToPoint(plane, point) {
			var dot = Vector3.dot(plane.normal, point);
			return dot - plane.distance;
		}
		static distanceBoxToPoint(box, point) {
			var boxMin = box.min;
			var boxMineX = boxMin.x;
			var boxMineY = boxMin.y;
			var boxMineZ = boxMin.z;
			var boxMax = box.max;
			var boxMaxeX = boxMax.x;
			var boxMaxeY = boxMax.y;
			var boxMaxeZ = boxMax.z;
			var pointeX = point.x;
			var pointeY = point.y;
			var pointeZ = point.z;
			var distance = 0;
			if (pointeX < boxMineX)
				distance += (boxMineX - pointeX) * (boxMineX - pointeX);
			if (pointeX > boxMaxeX)
				distance += (boxMaxeX - pointeX) * (boxMaxeX - pointeX);
			if (pointeY < boxMineY)
				distance += (boxMineY - pointeY) * (boxMineY - pointeY);
			if (pointeY > boxMaxeY)
				distance += (boxMaxeY - pointeY) * (boxMaxeY - pointeY);
			if (pointeZ < boxMineZ)
				distance += (boxMineZ - pointeZ) * (boxMineZ - pointeZ);
			if (pointeZ > boxMaxeZ)
				distance += (boxMaxeZ - pointeZ) * (boxMaxeZ - pointeZ);
			return Math.sqrt(distance);
		}
		static distanceBoxToBox(box1, box2) {
			var box1Mine = box1.min;
			var box1MineX = box1Mine.x;
			var box1MineY = box1Mine.y;
			var box1MineZ = box1Mine.z;
			var box1Maxe = box1.max;
			var box1MaxeX = box1Maxe.x;
			var box1MaxeY = box1Maxe.y;
			var box1MaxeZ = box1Maxe.z;
			var box2Mine = box2.min;
			var box2MineX = box2Mine.x;
			var box2MineY = box2Mine.y;
			var box2MineZ = box2Mine.z;
			var box2Maxe = box2.max;
			var box2MaxeX = box2Maxe.x;
			var box2MaxeY = box2Maxe.y;
			var box2MaxeZ = box2Maxe.z;
			var distance = 0;
			var delta;
			if (box1MineX > box2MaxeX) {
				delta = box1MineX - box2MaxeX;
				distance += delta * delta;
			}
			else if (box2MineX > box1MaxeX) {
				delta = box2MineX - box1MaxeX;
				distance += delta * delta;
			}
			if (box1MineY > box2MaxeY) {
				delta = box1MineY - box2MaxeY;
				distance += delta * delta;
			}
			else if (box2MineY > box1MaxeY) {
				delta = box2MineY - box1MaxeY;
				distance += delta * delta;
			}
			if (box1MineZ > box2MaxeZ) {
				delta = box1MineZ - box2MaxeZ;
				distance += delta * delta;
			}
			else if (box2MineZ > box1MaxeZ) {
				delta = box2MineZ - box1MaxeZ;
				distance += delta * delta;
			}
			return Math.sqrt(distance);
		}
		static distanceSphereToPoint(sphere, point) {
			var distance = Math.sqrt(Vector3.distanceSquared(sphere.center, point));
			distance -= sphere.radius;
			return Math.max(distance, 0);
		}
		static distanceSphereToSphere(sphere1, sphere2) {
			var distance = Math.sqrt(Vector3.distanceSquared(sphere1.center, sphere2.center));
			distance -= sphere1.radius + sphere2.radius;
			return Math.max(distance, 0);
		}
		static intersectsRayAndTriangleRD(ray, vertex1, vertex2, vertex3, out) {
			var rayO = ray.origin;
			var rayOeX = rayO.x;
			var rayOeY = rayO.y;
			var rayOeZ = rayO.z;
			var rayD = ray.direction;
			var rayDeX = rayD.x;
			var rayDeY = rayD.y;
			var rayDeZ = rayD.z;
			var v1eX = vertex1.x;
			var v1eY = vertex1.y;
			var v1eZ = vertex1.z;
			var v2eX = vertex2.x;
			var v2eY = vertex2.y;
			var v2eZ = vertex2.z;
			var v3eX = vertex3.x;
			var v3eY = vertex3.y;
			var v3eZ = vertex3.z;
			var _tempV30eX = CollisionUtils._tempV30.x;
			var _tempV30eY = CollisionUtils._tempV30.y;
			var _tempV30eZ = CollisionUtils._tempV30.z;
			_tempV30eX = v2eX - v1eX;
			_tempV30eY = v2eY - v1eY;
			_tempV30eZ = v2eZ - v1eZ;
			var _tempV31eX = CollisionUtils._tempV31.x;
			var _tempV31eY = CollisionUtils._tempV31.y;
			var _tempV31eZ = CollisionUtils._tempV31.z;
			_tempV31eX = v3eX - v1eX;
			_tempV31eY = v3eY - v1eY;
			_tempV31eZ = v3eZ - v1eZ;
			var _tempV32eX = CollisionUtils._tempV32.x;
			var _tempV32eY = CollisionUtils._tempV32.y;
			var _tempV32eZ = CollisionUtils._tempV32.z;
			_tempV32eX = (rayDeY * _tempV31eZ) - (rayDeZ * _tempV31eY);
			_tempV32eY = (rayDeZ * _tempV31eX) - (rayDeX * _tempV31eZ);
			_tempV32eZ = (rayDeX * _tempV31eY) - (rayDeY * _tempV31eX);
			var determinant = (_tempV30eX * _tempV32eX) + (_tempV30eY * _tempV32eY) + (_tempV30eZ * _tempV32eZ);
			if (MathUtils3D.isZero(determinant)) {
				return false;
			}
			var inversedeterminant = 1 / determinant;
			var _tempV33eX = CollisionUtils._tempV33.x;
			var _tempV33eY = CollisionUtils._tempV33.y;
			var _tempV33eZ = CollisionUtils._tempV33.z;
			_tempV33eX = rayOeX - v1eX;
			_tempV33eY = rayOeY - v1eY;
			_tempV33eZ = rayOeZ - v1eZ;
			var triangleU = (_tempV33eX * _tempV32eX) + (_tempV33eY * _tempV32eY) + (_tempV33eZ * _tempV32eZ);
			triangleU *= inversedeterminant;
			if (triangleU < 0 || triangleU > 1) {
				return false;
			}
			var _tempV34eX = CollisionUtils._tempV34.x;
			var _tempV34eY = CollisionUtils._tempV34.y;
			var _tempV34eZ = CollisionUtils._tempV34.z;
			_tempV34eX = (_tempV33eY * _tempV30eZ) - (_tempV33eZ * _tempV30eY);
			_tempV34eY = (_tempV33eZ * _tempV30eX) - (_tempV33eX * _tempV30eZ);
			_tempV34eZ = (_tempV33eX * _tempV30eY) - (_tempV33eY * _tempV30eX);
			var triangleV = ((rayDeX * _tempV34eX) + (rayDeY * _tempV34eY)) + (rayDeZ * _tempV34eZ);
			triangleV *= inversedeterminant;
			if (triangleV < 0 || triangleU + triangleV > 1) {
				return false;
			}
			var raydistance = (_tempV31eX * _tempV34eX) + (_tempV31eY * _tempV34eY) + (_tempV31eZ * _tempV34eZ);
			raydistance *= inversedeterminant;
			if (raydistance < 0) {
				return false;
			}
			return true;
		}
		static intersectsRayAndTriangleRP(ray, vertex1, vertex2, vertex3, out) {
			var distance;
			if (!CollisionUtils.intersectsRayAndTriangleRD(ray, vertex1, vertex2, vertex3, distance)) {
				out = Vector3._ZERO;
				return false;
			}
			Vector3.scale(ray.direction, distance, CollisionUtils._tempV30);
			Vector3.add(ray.origin, CollisionUtils._tempV30, out);
			return true;
		}
		static intersectsRayAndPoint(ray, point) {
			Vector3.subtract(ray.origin, point, CollisionUtils._tempV30);
			var b = Vector3.dot(CollisionUtils._tempV30, ray.direction);
			var c = Vector3.dot(CollisionUtils._tempV30, CollisionUtils._tempV30) - MathUtils3D.zeroTolerance;
			if (c > 0 && b > 0)
				return false;
			var discriminant = b * b - c;
			if (discriminant < 0)
				return false;
			return true;
		}
		static intersectsRayAndRay(ray1, ray2, out) {
			var ray1o = ray1.origin;
			var ray1oeX = ray1o.x;
			var ray1oeY = ray1o.y;
			var ray1oeZ = ray1o.z;
			var ray1d = ray1.direction;
			var ray1deX = ray1d.x;
			var ray1deY = ray1d.y;
			var ray1deZ = ray1d.z;
			var ray2o = ray2.origin;
			var ray2oeX = ray2o.x;
			var ray2oeY = ray2o.y;
			var ray2oeZ = ray2o.z;
			var ray2d = ray2.direction;
			var ray2deX = ray2d.x;
			var ray2deY = ray2d.y;
			var ray2deZ = ray2d.z;
			Vector3.cross(ray1d, ray2d, CollisionUtils._tempV30);
			var tempV3 = CollisionUtils._tempV30;
			var denominator = Vector3.scalarLength(CollisionUtils._tempV30);
			if (MathUtils3D.isZero(denominator)) {
				if (MathUtils3D.nearEqual(ray2oeX, ray1oeX) && MathUtils3D.nearEqual(ray2oeY, ray1oeY) && MathUtils3D.nearEqual(ray2oeZ, ray1oeZ)) {
					return true;
				}
			}
			denominator = denominator * denominator;
			var m11 = ray2oeX - ray1oeX;
			var m12 = ray2oeY - ray1oeY;
			var m13 = ray2oeZ - ray1oeZ;
			var m21 = ray2deX;
			var m22 = ray2deY;
			var m23 = ray2deZ;
			var m31 = tempV3.x;
			var m32 = tempV3.y;
			var m33 = tempV3.z;
			var dets = m11 * m22 * m33 + m12 * m23 * m31 + m13 * m21 * m32 - m11 * m23 * m32 - m12 * m21 * m33 - m13 * m22 * m31;
			m21 = ray1deX;
			m22 = ray1deY;
			m23 = ray1deZ;
			var s = dets / denominator;
			Vector3.scale(ray1d, s, CollisionUtils._tempV30);
			Vector3.scale(ray2d, s, CollisionUtils._tempV31);
			Vector3.add(ray1o, CollisionUtils._tempV30, CollisionUtils._tempV32);
			Vector3.add(ray2o, CollisionUtils._tempV31, CollisionUtils._tempV33);
			var point1e = CollisionUtils._tempV32;
			var point2e = CollisionUtils._tempV33;
			if (!MathUtils3D.nearEqual(point2e.x, point1e.x) || !MathUtils3D.nearEqual(point2e.y, point1e.y) || !MathUtils3D.nearEqual(point2e.z, point1e.z)) {
				return false;
			}
			return true;
		}
		static intersectsPlaneAndTriangle(plane, vertex1, vertex2, vertex3) {
			var test1 = CollisionUtils.intersectsPlaneAndPoint(plane, vertex1);
			var test2 = CollisionUtils.intersectsPlaneAndPoint(plane, vertex2);
			var test3 = CollisionUtils.intersectsPlaneAndPoint(plane, vertex3);
			if (test1 == Plane.PlaneIntersectionType_Front && test2 == Plane.PlaneIntersectionType_Front && test3 == Plane.PlaneIntersectionType_Front)
				return Plane.PlaneIntersectionType_Front;
			if (test1 == Plane.PlaneIntersectionType_Back && test2 == Plane.PlaneIntersectionType_Back && test3 == Plane.PlaneIntersectionType_Back)
				return Plane.PlaneIntersectionType_Back;
			return Plane.PlaneIntersectionType_Intersecting;
		}
		static intersectsRayAndPlaneRD(ray, plane) {
			var planeNor = plane.normal;
			var direction = Vector3.dot(planeNor, ray.direction);
			if (Math.abs(direction) < MathUtils3D.zeroTolerance)
				return -1;
			var position = Vector3.dot(planeNor, ray.origin);
			var distance = (-plane.distance - position) / direction;
			if (distance < 0) {
				if (distance < -MathUtils3D.zeroTolerance)
					return -1;
				distance = 0;
			}
			return distance;
		}
		static intersectsRayAndPlaneRP(ray, plane, out) {
			var distance = CollisionUtils.intersectsRayAndPlaneRD(ray, plane);
			if (distance == -1) {
				out.setValue(0, 0, 0);
				return false;
			}
			var scaDis = CollisionUtils._tempV30;
			Vector3.scale(ray.direction, distance, scaDis);
			Vector3.add(ray.origin, scaDis, out);
			return true;
		}
		static intersectsRayAndBoxRD(ray, box) {
			var rayoe = ray.origin;
			var rayoeX = rayoe.x;
			var rayoeY = rayoe.y;
			var rayoeZ = rayoe.z;
			var rayde = ray.direction;
			var raydeX = rayde.x;
			var raydeY = rayde.y;
			var raydeZ = rayde.z;
			var boxMine = box.min;
			var boxMineX = boxMine.x;
			var boxMineY = boxMine.y;
			var boxMineZ = boxMine.z;
			var boxMaxe = box.max;
			var boxMaxeX = boxMaxe.x;
			var boxMaxeY = boxMaxe.y;
			var boxMaxeZ = boxMaxe.z;
			var out = 0;
			var tmax = MathUtils3D.MaxValue;
			if (MathUtils3D.isZero(raydeX)) {
				if (rayoeX < boxMineX || rayoeX > boxMaxeX) {
					return -1;
				}
			}
			else {
				var inverse = 1 / raydeX;
				var t1 = (boxMineX - rayoeX) * inverse;
				var t2 = (boxMaxeX - rayoeX) * inverse;
				if (t1 > t2) {
					var temp = t1;
					t1 = t2;
					t2 = temp;
				}
				out = Math.max(t1, out);
				tmax = Math.min(t2, tmax);
				if (out > tmax) {
					return -1;
				}
			}
			if (MathUtils3D.isZero(raydeY)) {
				if (rayoeY < boxMineY || rayoeY > boxMaxeY) {
					return -1;
				}
			}
			else {
				var inverse1 = 1 / raydeY;
				var t3 = (boxMineY - rayoeY) * inverse1;
				var t4 = (boxMaxeY - rayoeY) * inverse1;
				if (t3 > t4) {
					var temp1 = t3;
					t3 = t4;
					t4 = temp1;
				}
				out = Math.max(t3, out);
				tmax = Math.min(t4, tmax);
				if (out > tmax) {
					return -1;
				}
			}
			if (MathUtils3D.isZero(raydeZ)) {
				if (rayoeZ < boxMineZ || rayoeZ > boxMaxeZ) {
					return -1;
				}
			}
			else {
				var inverse2 = 1 / raydeZ;
				var t5 = (boxMineZ - rayoeZ) * inverse2;
				var t6 = (boxMaxeZ - rayoeZ) * inverse2;
				if (t5 > t6) {
					var temp2 = t5;
					t5 = t6;
					t6 = temp2;
				}
				out = Math.max(t5, out);
				tmax = Math.min(t6, tmax);
				if (out > tmax) {
					return -1;
				}
			}
			return out;
		}
		static intersectsRayAndBoxRP(ray, box, out) {
			var distance = CollisionUtils.intersectsRayAndBoxRD(ray, box);
			if (distance === -1) {
				Vector3._ZERO.cloneTo(out);
				return distance;
			}
			Vector3.scale(ray.direction, distance, CollisionUtils._tempV30);
			Vector3.add(ray.origin, CollisionUtils._tempV30, CollisionUtils._tempV31);
			CollisionUtils._tempV31.cloneTo(out);
			return distance;
		}
		static intersectsRayAndSphereRD(ray, sphere) {
			var sphereR = sphere.radius;
			Vector3.subtract(ray.origin, sphere.center, CollisionUtils._tempV30);
			var b = Vector3.dot(CollisionUtils._tempV30, ray.direction);
			var c = Vector3.dot(CollisionUtils._tempV30, CollisionUtils._tempV30) - (sphereR * sphereR);
			if (c > 0 && b > 0) {
				return -1;
			}
			var discriminant = b * b - c;
			if (discriminant < 0) {
				return -1;
			}
			var distance = -b - Math.sqrt(discriminant);
			if (distance < 0)
				distance = 0;
			return distance;
		}
		static intersectsRayAndSphereRP(ray, sphere, out) {
			var distance = CollisionUtils.intersectsRayAndSphereRD(ray, sphere);
			if (distance === -1) {
				Vector3._ZERO.cloneTo(out);
				return distance;
			}
			Vector3.scale(ray.direction, distance, CollisionUtils._tempV30);
			Vector3.add(ray.origin, CollisionUtils._tempV30, CollisionUtils._tempV31);
			CollisionUtils._tempV31.cloneTo(out);
			return distance;
		}
		static intersectsSphereAndTriangle(sphere, vertex1, vertex2, vertex3) {
			var sphereC = sphere.center;
			var sphereR = sphere.radius;
			CollisionUtils.closestPointPointTriangle(sphereC, vertex1, vertex2, vertex3, CollisionUtils._tempV30);
			Vector3.subtract(CollisionUtils._tempV30, sphereC, CollisionUtils._tempV31);
			var dot = Vector3.dot(CollisionUtils._tempV31, CollisionUtils._tempV31);
			return dot <= sphereR * sphereR;
		}
		static intersectsPlaneAndPoint(plane, point) {
			var distance = Vector3.dot(plane.normal, point) + plane.distance;
			if (distance > 0)
				return Plane.PlaneIntersectionType_Front;
			if (distance < 0)
				return Plane.PlaneIntersectionType_Back;
			return Plane.PlaneIntersectionType_Intersecting;
		}
		static intersectsPlaneAndPlane(plane1, plane2) {
			Vector3.cross(plane1.normal, plane2.normal, CollisionUtils._tempV30);
			var denominator = Vector3.dot(CollisionUtils._tempV30, CollisionUtils._tempV30);
			if (MathUtils3D.isZero(denominator))
				return false;
			return true;
		}
		static intersectsPlaneAndPlaneRL(plane1, plane2, line) {
			var plane1nor = plane1.normal;
			var plane2nor = plane2.normal;
			Vector3.cross(plane1nor, plane2nor, CollisionUtils._tempV34);
			var denominator = Vector3.dot(CollisionUtils._tempV34, CollisionUtils._tempV34);
			if (MathUtils3D.isZero(denominator))
				return false;
			Vector3.scale(plane2nor, plane1.distance, CollisionUtils._tempV30);
			Vector3.scale(plane1nor, plane2.distance, CollisionUtils._tempV31);
			Vector3.subtract(CollisionUtils._tempV30, CollisionUtils._tempV31, CollisionUtils._tempV32);
			Vector3.cross(CollisionUtils._tempV32, CollisionUtils._tempV34, CollisionUtils._tempV33);
			Vector3.normalize(CollisionUtils._tempV34, CollisionUtils._tempV34);
			return true;
		}
		static intersectsPlaneAndBox(plane, box) {
			var planeD = plane.distance;
			var planeNor = plane.normal;
			var planeNoreX = planeNor.x;
			var planeNoreY = planeNor.y;
			var planeNoreZ = planeNor.z;
			var boxMine = box.min;
			var boxMineX = boxMine.x;
			var boxMineY = boxMine.y;
			var boxMineZ = boxMine.z;
			var boxMaxe = box.max;
			var boxMaxeX = boxMaxe.x;
			var boxMaxeY = boxMaxe.y;
			var boxMaxeZ = boxMaxe.z;
			CollisionUtils._tempV30.x = (planeNoreX > 0) ? boxMineX : boxMaxeX;
			CollisionUtils._tempV30.y = (planeNoreY > 0) ? boxMineY : boxMaxeY;
			CollisionUtils._tempV30.z = (planeNoreZ > 0) ? boxMineZ : boxMaxeZ;
			CollisionUtils._tempV31.x = (planeNoreX > 0) ? boxMaxeX : boxMineX;
			CollisionUtils._tempV31.y = (planeNoreY > 0) ? boxMaxeY : boxMineY;
			CollisionUtils._tempV31.z = (planeNoreZ > 0) ? boxMaxeZ : boxMineZ;
			var distance = Vector3.dot(planeNor, CollisionUtils._tempV30);
			if (distance + planeD > 0)
				return Plane.PlaneIntersectionType_Front;
			distance = Vector3.dot(planeNor, CollisionUtils._tempV31);
			if (distance + planeD < 0)
				return Plane.PlaneIntersectionType_Back;
			return Plane.PlaneIntersectionType_Intersecting;
		}
		static intersectsPlaneAndSphere(plane, sphere) {
			var sphereR = sphere.radius;
			var distance = Vector3.dot(plane.normal, sphere.center) + plane.distance;
			if (distance > sphereR)
				return Plane.PlaneIntersectionType_Front;
			if (distance < -sphereR)
				return Plane.PlaneIntersectionType_Back;
			return Plane.PlaneIntersectionType_Intersecting;
		}
		static intersectsBoxAndBox(box1, box2) {
			var box1Mine = box1.min;
			var box1Maxe = box1.max;
			var box2Mine = box2.min;
			var box2Maxe = box2.max;
			if (box1Mine.x > box2Maxe.x || box2Mine.x > box1Maxe.x)
				return false;
			if (box1Mine.y > box2Maxe.y || box2Mine.y > box1Maxe.y)
				return false;
			if (box1Mine.z > box2Maxe.z || box2Mine.z > box1Maxe.z)
				return false;
			return true;
		}
		static intersectsBoxAndSphere(box, sphere) {
			var center = sphere.center;
			var radius = sphere.radius;
			var nearest = CollisionUtils._tempV30;
			Vector3.Clamp(center, box.min, box.max, nearest);
			var distance = Vector3.distanceSquared(center, nearest);
			return distance <= radius * radius;
		}
		static intersectsSphereAndSphere(sphere1, sphere2) {
			var radiisum = sphere1.radius + sphere2.radius;
			return Vector3.distanceSquared(sphere1.center, sphere2.center) <= radiisum * radiisum;
		}
		static boxContainsPoint(box, point) {
			var boxMine = box.min;
			var boxMaxe = box.max;
			if (boxMine.x <= point.x && boxMaxe.x >= point.x && boxMine.y <= point.y && boxMaxe.y >= point.y && boxMine.z <= point.z && boxMaxe.z >= point.z)
				return ContainmentType.Contains;
			return ContainmentType.Disjoint;
		}
		static boxContainsBox(box1, box2) {
			var box1Mine = box1.min;
			var box1MineX = box1Mine.x;
			var box1MineY = box1Mine.y;
			var box1MineZ = box1Mine.z;
			var box1Maxe = box1.max;
			var box1MaxeX = box1Maxe.x;
			var box1MaxeY = box1Maxe.y;
			var box1MaxeZ = box1Maxe.z;
			var box2Mine = box2.min;
			var box2MineX = box2Mine.x;
			var box2MineY = box2Mine.y;
			var box2MineZ = box2Mine.z;
			var box2Maxe = box2.max;
			var box2MaxeX = box2Maxe.x;
			var box2MaxeY = box2Maxe.y;
			var box2MaxeZ = box2Maxe.z;
			if (box1MaxeX < box2MineX || box1MineX > box2MaxeX)
				return ContainmentType.Disjoint;
			if (box1MaxeY < box2MineY || box1MineY > box2MaxeY)
				return ContainmentType.Disjoint;
			if (box1MaxeZ < box2MineZ || box1MineZ > box2MaxeZ)
				return ContainmentType.Disjoint;
			if (box1MineX <= box2MineX && box2MaxeX <= box1MaxeX && box1MineY <= box2MineY && box2MaxeY <= box1MaxeY && box1MineZ <= box2MineZ && box2MaxeZ <= box1MaxeZ) {
				return ContainmentType.Contains;
			}
			return ContainmentType.Intersects;
		}
		static boxContainsSphere(box, sphere) {
			var boxMin = box.min;
			var boxMineX = boxMin.x;
			var boxMineY = boxMin.y;
			var boxMineZ = boxMin.z;
			var boxMax = box.max;
			var boxMaxeX = boxMax.x;
			var boxMaxeY = boxMax.y;
			var boxMaxeZ = boxMax.z;
			var sphereC = sphere.center;
			var sphereCeX = sphereC.x;
			var sphereCeY = sphereC.y;
			var sphereCeZ = sphereC.z;
			var sphereR = sphere.radius;
			Vector3.Clamp(sphereC, boxMin, boxMax, CollisionUtils._tempV30);
			var distance = Vector3.distanceSquared(sphereC, CollisionUtils._tempV30);
			if (distance > sphereR * sphereR)
				return ContainmentType.Disjoint;
			if ((((boxMineX + sphereR <= sphereCeX) && (sphereCeX <= boxMaxeX - sphereR)) && ((boxMaxeX - boxMineX > sphereR) &&
				(boxMineY + sphereR <= sphereCeY))) && (((sphereCeY <= boxMaxeY - sphereR) && (boxMaxeY - boxMineY > sphereR)) &&
					(((boxMineZ + sphereR <= sphereCeZ) && (sphereCeZ <= boxMaxeZ - sphereR)) && (boxMaxeZ - boxMineZ > sphereR))))
				return ContainmentType.Contains;
			return ContainmentType.Intersects;
		}
		static sphereContainsPoint(sphere, point) {
			if (Vector3.distanceSquared(point, sphere.center) <= sphere.radius * sphere.radius)
				return ContainmentType.Contains;
			return ContainmentType.Disjoint;
		}
		static sphereContainsTriangle(sphere, vertex1, vertex2, vertex3) {
			var test1 = CollisionUtils.sphereContainsPoint(sphere, vertex1);
			var test2 = CollisionUtils.sphereContainsPoint(sphere, vertex2);
			var test3 = CollisionUtils.sphereContainsPoint(sphere, vertex3);
			if (test1 == ContainmentType.Contains && test2 == ContainmentType.Contains && test3 == ContainmentType.Contains)
				return ContainmentType.Contains;
			if (CollisionUtils.intersectsSphereAndTriangle(sphere, vertex1, vertex2, vertex3))
				return ContainmentType.Intersects;
			return ContainmentType.Disjoint;
		}
		static sphereContainsBox(sphere, box) {
			var sphereC = sphere.center;
			var sphereCeX = sphereC.x;
			var sphereCeY = sphereC.y;
			var sphereCeZ = sphereC.z;
			var sphereR = sphere.radius;
			var boxMin = box.min;
			var boxMineX = boxMin.x;
			var boxMineY = boxMin.y;
			var boxMineZ = boxMin.z;
			var boxMax = box.max;
			var boxMaxeX = boxMax.x;
			var boxMaxeY = boxMax.y;
			var boxMaxeZ = boxMax.z;
			var _tempV30e = CollisionUtils._tempV30;
			var _tempV30eX = _tempV30e.x;
			var _tempV30eY = _tempV30e.y;
			var _tempV30eZ = _tempV30e.z;
			if (!CollisionUtils.intersectsBoxAndSphere(box, sphere))
				return ContainmentType.Disjoint;
			var radiusSquared = sphereR * sphereR;
			_tempV30eX = sphereCeX - boxMineX;
			_tempV30eY = sphereCeY - boxMaxeY;
			_tempV30eZ = sphereCeZ - boxMaxeZ;
			if (Vector3.scalarLengthSquared(CollisionUtils._tempV30) > radiusSquared)
				return ContainmentType.Intersects;
			_tempV30eX = sphereCeX - boxMaxeX;
			_tempV30eY = sphereCeY - boxMaxeY;
			_tempV30eZ = sphereCeZ - boxMaxeZ;
			if (Vector3.scalarLengthSquared(CollisionUtils._tempV30) > radiusSquared)
				return ContainmentType.Intersects;
			_tempV30eX = sphereCeX - boxMaxeX;
			_tempV30eY = sphereCeY - boxMineY;
			_tempV30eZ = sphereCeZ - boxMaxeZ;
			if (Vector3.scalarLengthSquared(CollisionUtils._tempV30) > radiusSquared)
				return ContainmentType.Intersects;
			_tempV30eX = sphereCeX - boxMineX;
			_tempV30eY = sphereCeY - boxMineY;
			_tempV30eZ = sphereCeZ - boxMaxeZ;
			if (Vector3.scalarLengthSquared(CollisionUtils._tempV30) > radiusSquared)
				return ContainmentType.Intersects;
			_tempV30eX = sphereCeX - boxMineX;
			_tempV30eY = sphereCeY - boxMaxeY;
			_tempV30eZ = sphereCeZ - boxMineZ;
			if (Vector3.scalarLengthSquared(CollisionUtils._tempV30) > radiusSquared)
				return ContainmentType.Intersects;
			_tempV30eX = sphereCeX - boxMaxeX;
			_tempV30eY = sphereCeY - boxMaxeY;
			_tempV30eZ = sphereCeZ - boxMineZ;
			if (Vector3.scalarLengthSquared(CollisionUtils._tempV30) > radiusSquared)
				return ContainmentType.Intersects;
			_tempV30eX = sphereCeX - boxMaxeX;
			_tempV30eY = sphereCeY - boxMineY;
			_tempV30eZ = sphereCeZ - boxMineZ;
			if (Vector3.scalarLengthSquared(CollisionUtils._tempV30) > radiusSquared)
				return ContainmentType.Intersects;
			_tempV30eX = sphereCeX - boxMineX;
			_tempV30eY = sphereCeY - boxMineY;
			_tempV30eZ = sphereCeZ - boxMineZ;
			if (Vector3.scalarLengthSquared(CollisionUtils._tempV30) > radiusSquared)
				return ContainmentType.Intersects;
			return ContainmentType.Contains;
		}
		static sphereContainsSphere(sphere1, sphere2) {
			var sphere1R = sphere1.radius;
			var sphere2R = sphere2.radius;
			var distance = Vector3.distance(sphere1.center, sphere2.center);
			if (sphere1R + sphere2R < distance)
				return ContainmentType.Disjoint;
			if (sphere1R - sphere2R < distance)
				return ContainmentType.Intersects;
			return ContainmentType.Contains;
		}
		static closestPointPointTriangle(point, vertex1, vertex2, vertex3, out) {
			Vector3.subtract(vertex2, vertex1, CollisionUtils._tempV30);
			Vector3.subtract(vertex3, vertex1, CollisionUtils._tempV31);
			Vector3.subtract(point, vertex1, CollisionUtils._tempV32);
			Vector3.subtract(point, vertex2, CollisionUtils._tempV33);
			Vector3.subtract(point, vertex3, CollisionUtils._tempV34);
			var d1 = Vector3.dot(CollisionUtils._tempV30, CollisionUtils._tempV32);
			var d2 = Vector3.dot(CollisionUtils._tempV31, CollisionUtils._tempV32);
			var d3 = Vector3.dot(CollisionUtils._tempV30, CollisionUtils._tempV33);
			var d4 = Vector3.dot(CollisionUtils._tempV31, CollisionUtils._tempV33);
			var d5 = Vector3.dot(CollisionUtils._tempV30, CollisionUtils._tempV34);
			var d6 = Vector3.dot(CollisionUtils._tempV31, CollisionUtils._tempV34);
			if (d1 <= 0 && d2 <= 0) {
				vertex1.cloneTo(out);
				return;
			}
			if (d3 >= 0 && d4 <= d3) {
				vertex2.cloneTo(out);
				return;
			}
			var vc = d1 * d4 - d3 * d2;
			if (vc <= 0 && d1 >= 0 && d3 <= 0) {
				var v = d1 / (d1 - d3);
				Vector3.scale(CollisionUtils._tempV30, v, out);
				Vector3.add(vertex1, out, out);
				return;
			}
			if (d6 >= 0 && d5 <= d6) {
				vertex3.cloneTo(out);
				return;
			}
			var vb = d5 * d2 - d1 * d6;
			if (vb <= 0 && d2 >= 0 && d6 <= 0) {
				var w = d2 / (d2 - d6);
				Vector3.scale(CollisionUtils._tempV31, w, out);
				Vector3.add(vertex1, out, out);
				return;
			}
			var va = d3 * d6 - d5 * d4;
			if (va <= 0 && (d4 - d3) >= 0 && (d5 - d6) >= 0) {
				var w3 = (d4 - d3) / ((d4 - d3) + (d5 - d6));
				Vector3.subtract(vertex3, vertex2, out);
				Vector3.scale(out, w3, out);
				Vector3.add(vertex2, out, out);
				return;
			}
			var denom = 1 / (va + vb + vc);
			var v2 = vb * denom;
			var w2 = vc * denom;
			Vector3.scale(CollisionUtils._tempV30, v2, CollisionUtils._tempV35);
			Vector3.scale(CollisionUtils._tempV31, w2, CollisionUtils._tempV36);
			Vector3.add(CollisionUtils._tempV35, CollisionUtils._tempV36, out);
			Vector3.add(vertex1, out, out);
		}
		static closestPointPlanePoint(plane, point, out) {
			var planeN = plane.normal;
			var t = Vector3.dot(planeN, point) - plane.distance;
			Vector3.scale(planeN, t, CollisionUtils._tempV30);
			Vector3.subtract(point, CollisionUtils._tempV30, out);
		}
		static closestPointBoxPoint(box, point, out) {
			Vector3.max(point, box.min, CollisionUtils._tempV30);
			Vector3.min(CollisionUtils._tempV30, box.max, out);
		}
		static closestPointSpherePoint(sphere, point, out) {
			var sphereC = sphere.center;
			Vector3.subtract(point, sphereC, out);
			Vector3.normalize(out, out);
			Vector3.scale(out, sphere.radius, out);
			Vector3.add(out, sphereC, out);
		}
		static closestPointSphereSphere(sphere1, sphere2, out) {
			var sphere1C = sphere1.center;
			Vector3.subtract(sphere2.center, sphere1C, out);
			Vector3.normalize(out, out);
			Vector3.scale(out, sphere1.radius, out);
			Vector3.add(out, sphere1C, out);
		}
	}
	CollisionUtils._tempV30 = new Vector3();
	CollisionUtils._tempV31 = new Vector3();
	CollisionUtils._tempV32 = new Vector3();
	CollisionUtils._tempV33 = new Vector3();
	CollisionUtils._tempV34 = new Vector3();
	CollisionUtils._tempV35 = new Vector3();
	CollisionUtils._tempV36 = new Vector3();

	(function (FrustumCorner) {
		FrustumCorner[FrustumCorner["FarBottomLeft"] = 0] = "FarBottomLeft";
		FrustumCorner[FrustumCorner["FarTopLeft"] = 1] = "FarTopLeft";
		FrustumCorner[FrustumCorner["FarTopRight"] = 2] = "FarTopRight";
		FrustumCorner[FrustumCorner["FarBottomRight"] = 3] = "FarBottomRight";
		FrustumCorner[FrustumCorner["nearBottomLeft"] = 4] = "nearBottomLeft";
		FrustumCorner[FrustumCorner["nearTopLeft"] = 5] = "nearTopLeft";
		FrustumCorner[FrustumCorner["nearTopRight"] = 6] = "nearTopRight";
		FrustumCorner[FrustumCorner["nearBottomRight"] = 7] = "nearBottomRight";
		FrustumCorner[FrustumCorner["unknown"] = 8] = "unknown";
	})(exports.FrustumCorner || (exports.FrustumCorner = {}));
	class BoundFrustum {
		constructor(matrix) {
			this._matrix = matrix;
			this._near = new Plane(new Vector3());
			this._far = new Plane(new Vector3());
			this._left = new Plane(new Vector3());
			this._right = new Plane(new Vector3());
			this._top = new Plane(new Vector3());
			this._bottom = new Plane(new Vector3());
			BoundFrustum.getPlanesFromMatrix(this._matrix, this._near, this._far, this._left, this._right, this._top, this._bottom);
		}
		static getPlanesFromMatrix(m, np, fp, lp, rp, tp, bp) {
			var matrixE = m.elements;
			var m11 = matrixE[0];
			var m12 = matrixE[1];
			var m13 = matrixE[2];
			var m14 = matrixE[3];
			var m21 = matrixE[4];
			var m22 = matrixE[5];
			var m23 = matrixE[6];
			var m24 = matrixE[7];
			var m31 = matrixE[8];
			var m32 = matrixE[9];
			var m33 = matrixE[10];
			var m34 = matrixE[11];
			var m41 = matrixE[12];
			var m42 = matrixE[13];
			var m43 = matrixE[14];
			var m44 = matrixE[15];
			var nearNorE = np.normal;
			nearNorE.x = m13;
			nearNorE.y = m23;
			nearNorE.z = m33;
			np.distance = m43;
			np.normalize();
			var farNorE = fp.normal;
			farNorE.x = m14 - m13;
			farNorE.y = m24 - m23;
			farNorE.z = m34 - m33;
			fp.distance = m44 - m43;
			fp.normalize();
			var leftNorE = lp.normal;
			leftNorE.x = m14 + m11;
			leftNorE.y = m24 + m21;
			leftNorE.z = m34 + m31;
			lp.distance = m44 + m41;
			lp.normalize();
			var rightNorE = rp.normal;
			rightNorE.x = m14 - m11;
			rightNorE.y = m24 - m21;
			rightNorE.z = m34 - m31;
			rp.distance = m44 - m41;
			rp.normalize();
			var topNorE = tp.normal;
			topNorE.x = m14 - m12;
			topNorE.y = m24 - m22;
			topNorE.z = m34 - m32;
			tp.distance = m44 - m42;
			tp.normalize();
			var bottomNorE = bp.normal;
			bottomNorE.x = m14 + m12;
			bottomNorE.y = m24 + m22;
			bottomNorE.z = m34 + m32;
			bp.distance = m44 + m42;
			bp.normalize();
		}
		get matrix() {
			return this._matrix;
		}
		set matrix(matrix) {
			matrix.cloneTo(this._matrix);
			BoundFrustum.getPlanesFromMatrix(this._matrix, this._near, this._far, this._left, this._right, this._top, this._bottom);
		}
		get near() {
			return this._near;
		}
		get far() {
			return this._far;
		}
		get left() {
			return this._left;
		}
		get right() {
			return this._right;
		}
		get top() {
			return this._top;
		}
		get bottom() {
			return this._bottom;
		}
		equalsBoundFrustum(other) {
			return this._matrix.equalsOtherMatrix(other.matrix);
		}
		equalsObj(obj) {
			if (obj instanceof BoundFrustum) {
				var bf = obj;
				return this.equalsBoundFrustum(bf);
			}
			return false;
		}
		getPlane(index) {
			switch (index) {
				case 0:
					return this._near;
				case 1:
					return this._far;
				case 2:
					return this._left;
				case 3:
					return this._right;
				case 4:
					return this._top;
				case 5:
					return this._bottom;
				default:
					return null;
			}
		}
		static get3PlaneInterPoint(p1, p2, p3, out) {
			var p1Nor = p1.normal;
			var p2Nor = p2.normal;
			var p3Nor = p3.normal;
			Vector3.cross(p2Nor, p3Nor, BoundFrustum._tempV30);
			Vector3.cross(p3Nor, p1Nor, BoundFrustum._tempV31);
			Vector3.cross(p1Nor, p2Nor, BoundFrustum._tempV32);
			var a = Vector3.dot(p1Nor, BoundFrustum._tempV30);
			var b = Vector3.dot(p2Nor, BoundFrustum._tempV31);
			var c = Vector3.dot(p3Nor, BoundFrustum._tempV32);
			Vector3.scale(BoundFrustum._tempV30, -p1.distance / a, BoundFrustum._tempV33);
			Vector3.scale(BoundFrustum._tempV31, -p2.distance / b, BoundFrustum._tempV34);
			Vector3.scale(BoundFrustum._tempV32, -p3.distance / c, BoundFrustum._tempV35);
			Vector3.add(BoundFrustum._tempV33, BoundFrustum._tempV34, BoundFrustum._tempV36);
			Vector3.add(BoundFrustum._tempV35, BoundFrustum._tempV36, out);
		}
		getCorners(corners) {
			BoundFrustum.get3PlaneInterPoint(this._near, this._bottom, this._right, corners[exports.FrustumCorner.nearBottomRight]);
			BoundFrustum.get3PlaneInterPoint(this._near, this._top, this._right, corners[exports.FrustumCorner.nearTopRight]);
			BoundFrustum.get3PlaneInterPoint(this._near, this._top, this._left, corners[exports.FrustumCorner.nearTopLeft]);
			BoundFrustum.get3PlaneInterPoint(this._near, this._bottom, this._left, corners[exports.FrustumCorner.nearBottomLeft]);
			BoundFrustum.get3PlaneInterPoint(this._far, this._bottom, this._right, corners[exports.FrustumCorner.FarBottomRight]);
			BoundFrustum.get3PlaneInterPoint(this._far, this._top, this._right, corners[exports.FrustumCorner.FarTopRight]);
			BoundFrustum.get3PlaneInterPoint(this._far, this._top, this._left, corners[exports.FrustumCorner.FarTopLeft]);
			BoundFrustum.get3PlaneInterPoint(this._far, this._bottom, this._left, corners[exports.FrustumCorner.FarBottomLeft]);
		}
		containsPoint(point) {
			var result = Plane.PlaneIntersectionType_Front;
			var planeResult = Plane.PlaneIntersectionType_Front;
			for (var i = 0; i < 6; i++) {
				switch (i) {
					case 0:
						planeResult = CollisionUtils.intersectsPlaneAndPoint(this._near, point);
						break;
					case 1:
						planeResult = CollisionUtils.intersectsPlaneAndPoint(this._far, point);
						break;
					case 2:
						planeResult = CollisionUtils.intersectsPlaneAndPoint(this._left, point);
						break;
					case 3:
						planeResult = CollisionUtils.intersectsPlaneAndPoint(this._right, point);
						break;
					case 4:
						planeResult = CollisionUtils.intersectsPlaneAndPoint(this._top, point);
						break;
					case 5:
						planeResult = CollisionUtils.intersectsPlaneAndPoint(this._bottom, point);
						break;
				}
				switch (planeResult) {
					case Plane.PlaneIntersectionType_Back:
						return ContainmentType.Disjoint;
					case Plane.PlaneIntersectionType_Intersecting:
						result = Plane.PlaneIntersectionType_Intersecting;
						break;
				}
			}
			switch (result) {
				case Plane.PlaneIntersectionType_Intersecting:
					return ContainmentType.Intersects;
				default:
					return ContainmentType.Contains;
			}
		}
		intersects(box) {
			var min = box.min;
			var max = box.max;
			var minX = min.x;
			var minY = min.y;
			var minZ = min.z;
			var maxX = max.x;
			var maxY = max.y;
			var maxZ = max.z;
			var nearNormal = this._near.normal;
			if (this._near.distance + (nearNormal.x * (nearNormal.x < 0 ? minX : maxX)) + (nearNormal.y * (nearNormal.y < 0 ? minY : maxY)) + (nearNormal.z * (nearNormal.z < 0 ? minZ : maxZ)) < 0)
				return false;
			var leftNormal = this._left.normal;
			if (this._left.distance + (leftNormal.x * (leftNormal.x < 0 ? minX : maxX)) + (leftNormal.y * (leftNormal.y < 0 ? minY : maxY)) + (leftNormal.z * (leftNormal.z < 0 ? minZ : maxZ)) < 0)
				return false;
			var rightNormal = this._right.normal;
			if (this._right.distance + (rightNormal.x * (rightNormal.x < 0 ? minX : maxX)) + (rightNormal.y * (rightNormal.y < 0 ? minY : maxY)) + (rightNormal.z * (rightNormal.z < 0 ? minZ : maxZ)) < 0)
				return false;
			var bottomNormal = this._bottom.normal;
			if (this._bottom.distance + (bottomNormal.x * (bottomNormal.x < 0 ? minX : maxX)) + (bottomNormal.y * (bottomNormal.y < 0 ? minY : maxY)) + (bottomNormal.z * (bottomNormal.z < 0 ? minZ : maxZ)) < 0)
				return false;
			var topNormal = this._top.normal;
			if (this._top.distance + (topNormal.x * (topNormal.x < 0 ? minX : maxX)) + (topNormal.y * (topNormal.y < 0 ? minY : maxY)) + (topNormal.z * (topNormal.z < 0 ? minZ : maxZ)) < 0)
				return false;
			var farNormal = this._far.normal;
			if (this._far.distance + (farNormal.x * (farNormal.x < 0 ? minX : maxX)) + (farNormal.y * (farNormal.y < 0 ? minY : maxY)) + (farNormal.z * (farNormal.z < 0 ? minZ : maxZ)) < 0)
				return false;
			return true;
		}
		containsBoundBox(box) {
			var p = BoundFrustum._tempV30, n = BoundFrustum._tempV31;
			var boxMin = box.min;
			var boxMax = box.max;
			var result = ContainmentType.Contains;
			for (var i = 0; i < 6; i++) {
				var plane = this.getPlane(i);
				var planeNor = plane.normal;
				if (planeNor.x >= 0) {
					p.x = boxMax.x;
					n.x = boxMin.x;
				}
				else {
					p.x = boxMin.x;
					n.x = boxMax.x;
				}
				if (planeNor.y >= 0) {
					p.y = boxMax.y;
					n.y = boxMin.y;
				}
				else {
					p.y = boxMin.y;
					n.y = boxMax.y;
				}
				if (planeNor.z >= 0) {
					p.z = boxMax.z;
					n.z = boxMin.z;
				}
				else {
					p.z = boxMin.z;
					n.z = boxMax.z;
				}
				if (CollisionUtils.intersectsPlaneAndPoint(plane, p) === Plane.PlaneIntersectionType_Back)
					return ContainmentType.Disjoint;
				if (CollisionUtils.intersectsPlaneAndPoint(plane, n) === Plane.PlaneIntersectionType_Back)
					result = ContainmentType.Intersects;
			}
			return result;
		}
		containsBoundSphere(sphere) {
			var result = Plane.PlaneIntersectionType_Front;
			var planeResult = Plane.PlaneIntersectionType_Front;
			for (var i = 0; i < 6; i++) {
				switch (i) {
					case 0:
						planeResult = CollisionUtils.intersectsPlaneAndSphere(this._near, sphere);
						break;
					case 1:
						planeResult = CollisionUtils.intersectsPlaneAndSphere(this._far, sphere);
						break;
					case 2:
						planeResult = CollisionUtils.intersectsPlaneAndSphere(this._left, sphere);
						break;
					case 3:
						planeResult = CollisionUtils.intersectsPlaneAndSphere(this._right, sphere);
						break;
					case 4:
						planeResult = CollisionUtils.intersectsPlaneAndSphere(this._top, sphere);
						break;
					case 5:
						planeResult = CollisionUtils.intersectsPlaneAndSphere(this._bottom, sphere);
						break;
				}
				switch (planeResult) {
					case Plane.PlaneIntersectionType_Back:
						return ContainmentType.Disjoint;
					case Plane.PlaneIntersectionType_Intersecting:
						result = Plane.PlaneIntersectionType_Intersecting;
						break;
				}
			}
			switch (result) {
				case Plane.PlaneIntersectionType_Intersecting:
					return ContainmentType.Intersects;
				default:
					return ContainmentType.Contains;
			}
		}
	}
	BoundFrustum._tempV30 = new Vector3();
	BoundFrustum._tempV31 = new Vector3();
	BoundFrustum._tempV32 = new Vector3();
	BoundFrustum._tempV33 = new Vector3();
	BoundFrustum._tempV34 = new Vector3();
	BoundFrustum._tempV35 = new Vector3();
	BoundFrustum._tempV36 = new Vector3();

	class Viewport {
		constructor(x, y, width, height) {
			this.minDepth = 0.0;
			this.maxDepth = 1.0;
			this.x = x;
			this.y = y;
			this.width = width;
			this.height = height;
		}
		project(source, matrix, out) {
			Vector3.transformV3ToV4(source, matrix, out);
			var x = out.x, y = out.y, z = out.z;
			var w = out.w;
			if (w !== 1.0) {
				x = x / w;
				y = y / w;
				z = z / w;
			}
			out.x = (x + 1.0) * 0.5 * this.width + this.x;
			out.y = (-y + 1.0) * 0.5 * this.height + this.y;
			out.z = z * (this.maxDepth - this.minDepth) + this.minDepth;
		}
		unprojectFromMat(source, matrix, out) {
			var matrixEleme = matrix.elements;
			out.x = (((source.x - this.x) / this.width) * 2.0) - 1.0;
			out.y = -((((source.y - this.y) / this.height) * 2.0) - 1.0);
			out.z = (source.z - this.minDepth) / (this.maxDepth - this.minDepth);
			var a = (((out.x * matrixEleme[3]) + (out.y * matrixEleme[7])) + (out.z * matrixEleme[11])) + matrixEleme[15];
			Vector3.transformV3ToV3(out, matrix, out);
			if (a !== 1.0) {
				out.x = out.x / a;
				out.y = out.y / a;
				out.z = out.z / a;
			}
		}
		unprojectFromWVP(source, projection, view, world, out) {
			Matrix4x4.multiply(projection, view, Viewport._tempMatrix4x4);
			(world) && (Matrix4x4.multiply(Viewport._tempMatrix4x4, world, Viewport._tempMatrix4x4));
			Viewport._tempMatrix4x4.invert(Viewport._tempMatrix4x4);
			this.unprojectFromMat(source, Viewport._tempMatrix4x4, out);
		}
		cloneTo(out) {
			out.x = this.x;
			out.y = this.y;
			out.width = this.width;
			out.height = this.height;
			out.minDepth = this.minDepth;
			out.maxDepth = this.maxDepth;
		}
	}
	Viewport._tempMatrix4x4 = new Matrix4x4();

	class Picker {
		constructor() {
		}
		static calculateCursorRay(point, viewPort, projectionMatrix, viewMatrix, world, out) {
			var x = point.x;
			var y = point.y;
			var nearSource = Picker._tempVector30;
			var nerSourceE = nearSource;
			nerSourceE.x = x;
			nerSourceE.y = y;
			nerSourceE.z = viewPort.minDepth;
			var farSource = Picker._tempVector31;
			var farSourceE = farSource;
			farSourceE.x = x;
			farSourceE.y = y;
			farSourceE.z = viewPort.maxDepth;
			var nearPoint = out.origin;
			var farPoint = Picker._tempVector32;
			viewPort.unprojectFromWVP(nearSource, projectionMatrix, viewMatrix, world, nearPoint);
			viewPort.unprojectFromWVP(farSource, projectionMatrix, viewMatrix, world, farPoint);
			var outDire = out.direction;
			outDire.x = farPoint.x - nearPoint.x;
			outDire.y = farPoint.y - nearPoint.y;
			outDire.z = farPoint.z - nearPoint.z;
			Vector3.normalize(out.direction, out.direction);
		}
		static rayIntersectsTriangle(ray, vertex1, vertex2, vertex3) {
			var result;
			var edge1 = Picker._tempVector30, edge2 = Picker._tempVector31;
			Vector3.subtract(vertex2, vertex1, edge1);
			Vector3.subtract(vertex3, vertex1, edge2);
			var directionCrossEdge2 = Picker._tempVector32;
			Vector3.cross(ray.direction, edge2, directionCrossEdge2);
			var determinant;
			determinant = Vector3.dot(edge1, directionCrossEdge2);
			if (determinant > -Number.MIN_VALUE && determinant < Number.MIN_VALUE) {
				result = Number.NaN;
				return result;
			}
			var inverseDeterminant = 1.0 / determinant;
			var distanceVector = Picker._tempVector33;
			Vector3.subtract(ray.origin, vertex1, distanceVector);
			var triangleU;
			triangleU = Vector3.dot(distanceVector, directionCrossEdge2);
			triangleU *= inverseDeterminant;
			if (triangleU < 0 || triangleU > 1) {
				result = Number.NaN;
				return result;
			}
			var distanceCrossEdge1 = Picker._tempVector34;
			Vector3.cross(distanceVector, edge1, distanceCrossEdge1);
			var triangleV;
			triangleV = Vector3.dot(ray.direction, distanceCrossEdge1);
			triangleV *= inverseDeterminant;
			if (triangleV < 0 || triangleU + triangleV > 1) {
				result = Number.NaN;
				return result;
			}
			var rayDistance;
			rayDistance = Vector3.dot(edge2, distanceCrossEdge1);
			rayDistance *= inverseDeterminant;
			if (rayDistance < 0) {
				result = Number.NaN;
				return result;
			}
			result = rayDistance;
			return result;
		}
	}
	Picker._tempVector30 = new Vector3();
	Picker._tempVector31 = new Vector3();
	Picker._tempVector32 = new Vector3();
	Picker._tempVector33 = new Vector3();
	Picker._tempVector34 = new Vector3();

	class BufferState extends Laya.BufferStateBase {
		constructor() {
			super();
		}
		applyVertexBuffer(vertexBuffer) {
			if (Laya.BufferStateBase._curBindedBufferState === this) {
				var gl = Laya.LayaGL.instance;
				var verDec = vertexBuffer.vertexDeclaration;
				var valueData = verDec._shaderValues.getData();
				this.vertexDeclaration = verDec;
				vertexBuffer.bind();
				for (var k in valueData) {
					var loc = parseInt(k);
					var attribute = valueData[k];
					gl.enableVertexAttribArray(loc);
					gl.vertexAttribPointer(loc, attribute[0], attribute[1], !!attribute[2], attribute[3], attribute[4]);
				}
			}
			else {
				throw "BufferState: must call bind() function first.";
			}
		}
		applyVertexBuffers(vertexBuffers) {
			if (Laya.BufferStateBase._curBindedBufferState === this) {
				var gl = Laya.LayaGL.instance;
				for (var i = 0, n = vertexBuffers.length; i < n; i++) {
					var verBuf = vertexBuffers[i];
					var verDec = verBuf.vertexDeclaration;
					var valueData = verDec._shaderValues.getData();
					verBuf.bind();
					for (var k in valueData) {
						var loc = parseInt(k);
						var attribute = valueData[k];
						gl.enableVertexAttribArray(loc);
						gl.vertexAttribPointer(loc, attribute[0], attribute[1], !!attribute[2], attribute[3], attribute[4]);
					}
				}
			}
			else {
				throw "BufferState: must call bind() function first.";
			}
		}
		applyInstanceVertexBuffer(vertexBuffer) {
			if (Laya.LayaGL.layaGPUInstance.supportInstance()) {
				if (Laya.BufferStateBase._curBindedBufferState === this) {
					var gl = Laya.LayaGL.instance;
					var verDec = vertexBuffer.vertexDeclaration;
					var valueData = verDec._shaderValues.getData();
					vertexBuffer.bind();
					for (var k in valueData) {
						var loc = parseInt(k);
						var attribute = valueData[k];
						gl.enableVertexAttribArray(loc);
						gl.vertexAttribPointer(loc, attribute[0], attribute[1], !!attribute[2], attribute[3], attribute[4]);
						Laya.LayaGL.layaGPUInstance.vertexAttribDivisor(loc, 1);
					}
				}
				else {
					throw "BufferState: must call bind() function first.";
				}
			}
		}
		applyIndexBuffer(indexBuffer) {
			if (Laya.BufferStateBase._curBindedBufferState === this) {
				if (this._bindedIndexBuffer !== indexBuffer) {
					indexBuffer._bindForVAO();
					this._bindedIndexBuffer = indexBuffer;
				}
			}
			else {
				throw "BufferState: must call bind() function first.";
			}
		}
	}

	(function (IndexFormat) {
		IndexFormat[IndexFormat["UInt8"] = 0] = "UInt8";
		IndexFormat[IndexFormat["UInt16"] = 1] = "UInt16";
		IndexFormat[IndexFormat["UInt32"] = 2] = "UInt32";
	})(exports.IndexFormat || (exports.IndexFormat = {}));

	class IndexBuffer3D extends Laya.Buffer {
		constructor(indexType, indexCount, bufferUsage = 0x88E4, canRead = false) {
			super();
			this._indexType = indexType;
			this._indexCount = indexCount;
			this._bufferUsage = bufferUsage;
			this._bufferType = Laya.LayaGL.instance.ELEMENT_ARRAY_BUFFER;
			this._canRead = canRead;
			switch (indexType) {
				case exports.IndexFormat.UInt32:
					this._indexTypeByteCount = 4;
					break;
				case exports.IndexFormat.UInt16:
					this._indexTypeByteCount = 2;
					break;
				case exports.IndexFormat.UInt8:
					this._indexTypeByteCount = 1;
					break;
				default:
					throw new Error("unidentification index type.");
			}
			var byteLength = this._indexTypeByteCount * indexCount;
			var curBufSta = Laya.BufferStateBase._curBindedBufferState;
			this._byteLength = byteLength;
			if (curBufSta) {
				if (curBufSta._bindedIndexBuffer === this) {
					Laya.LayaGL.instance.bufferData(this._bufferType, byteLength, this._bufferUsage);
				}
				else {
					curBufSta.unBind();
					this.bind();
					Laya.LayaGL.instance.bufferData(this._bufferType, byteLength, this._bufferUsage);
					curBufSta.bind();
				}
			}
			else {
				this.bind();
				Laya.LayaGL.instance.bufferData(this._bufferType, byteLength, this._bufferUsage);
			}
			if (canRead) {
				switch (indexType) {
					case exports.IndexFormat.UInt32:
						this._buffer = new Uint32Array(indexCount);
						break;
					case exports.IndexFormat.UInt16:
						this._buffer = new Uint16Array(indexCount);
						break;
					case exports.IndexFormat.UInt8:
						this._buffer = new Uint8Array(indexCount);
						break;
				}
			}
		}
		get indexType() {
			return this._indexType;
		}
		get indexTypeByteCount() {
			return this._indexTypeByteCount;
		}
		get indexCount() {
			return this._indexCount;
		}
		get canRead() {
			return this._canRead;
		}
		_bindForVAO() {
			if (Laya.BufferStateBase._curBindedBufferState) {
				var gl = Laya.LayaGL.instance;
				gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this._glBuffer);
			}
			else {
				throw "IndexBuffer3D: must bind current BufferState.";
			}
		}
		bind() {
			if (Laya.BufferStateBase._curBindedBufferState) {
				throw "IndexBuffer3D: must unbind current BufferState.";
			}
			else {
				if (Laya.Buffer._bindedIndexBuffer !== this._glBuffer) {
					var gl = Laya.LayaGL.instance;
					gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this._glBuffer);
					Laya.Buffer._bindedIndexBuffer = this._glBuffer;
					return true;
				}
				else {
					return false;
				}
			}
		}
		setData(data, bufferOffset = 0, dataStartIndex = 0, dataCount = 4294967295) {
			var byteCount = this._indexTypeByteCount;
			if (dataStartIndex !== 0 || dataCount !== 4294967295) {
				switch (this._indexType) {
					case exports.IndexFormat.UInt32:
						data = new Uint32Array(data.buffer, dataStartIndex * byteCount, dataCount);
						break;
					case exports.IndexFormat.UInt16:
						data = new Uint16Array(data.buffer, dataStartIndex * byteCount, dataCount);
						break;
					case exports.IndexFormat.UInt8:
						data = new Uint8Array(data.buffer, dataStartIndex * byteCount, dataCount);
						break;
				}
			}
			var curBufSta = Laya.BufferStateBase._curBindedBufferState;
			if (curBufSta) {
				if (curBufSta._bindedIndexBuffer === this) {
					Laya.LayaGL.instance.bufferSubData(this._bufferType, bufferOffset * byteCount, data);
				}
				else {
					curBufSta.unBind();
					this.bind();
					Laya.LayaGL.instance.bufferSubData(this._bufferType, bufferOffset * byteCount, data);
					curBufSta.bind();
				}
			}
			else {
				this.bind();
				Laya.LayaGL.instance.bufferSubData(this._bufferType, bufferOffset * byteCount, data);
			}
			if (this._canRead) {
				if (bufferOffset !== 0 || dataStartIndex !== 0 || dataCount !== 4294967295) {
					var maxLength = this._buffer.length - bufferOffset;
					if (dataCount > maxLength)
						dataCount = maxLength;
					for (var i = 0; i < dataCount; i++)
						this._buffer[bufferOffset + i] = data[i];
				}
				else {
					this._buffer = data;
				}
			}
		}
		getData() {
			if (this._canRead)
				return this._buffer;
			else
				throw new Error("Can't read data from VertexBuffer with only write flag!");
		}
		destroy() {
			super.destroy();
			this._buffer = null;
			this._byteLength = 0;
			this._indexCount = 0;
		}
	}

	class VertexElementFormat {
		static __init__() {
			var gl = Laya.LayaGL.instance;
			VertexElementFormat._elementInfos = {
				"single": [1, gl.FLOAT, 0],
				"vector2": [2, gl.FLOAT, 0],
				"vector3": [3, gl.FLOAT, 0],
				"vector4": [4, gl.FLOAT, 0],
				"color": [4, gl.FLOAT, 0],
				"byte4": [4, gl.UNSIGNED_BYTE, 0],
				"short2": [2, gl.FLOAT, 0],
				"short4": [4, gl.FLOAT, 0],
				"normalizedshort2": [2, gl.FLOAT, 0],
				"normalizedshort4": [4, gl.FLOAT, 0],
				"halfvector2": [2, gl.FLOAT, 0],
				"halfvector4": [4, gl.FLOAT, 0]
			};
		}
		static getElementInfos(element) {
			var info = VertexElementFormat._elementInfos[element];
			if (info)
				return info;
			else
				throw "VertexElementFormat: this vertexElementFormat is not implement.";
		}
	}
	VertexElementFormat.Single = "single";
	VertexElementFormat.Vector2 = "vector2";
	VertexElementFormat.Vector3 = "vector3";
	VertexElementFormat.Vector4 = "vector4";
	VertexElementFormat.Color = "color";
	VertexElementFormat.Byte4 = "byte4";
	VertexElementFormat.Short2 = "short2";
	VertexElementFormat.Short4 = "short4";
	VertexElementFormat.NormalizedShort2 = "normalizedshort2";
	VertexElementFormat.NormalizedShort4 = "normalizedshort4";
	VertexElementFormat.HalfVector2 = "halfvector2";
	VertexElementFormat.HalfVector4 = "halfvector4";

	class VertexDeclaration {
		constructor(vertexStride, vertexElements) {
			this._id = ++VertexDeclaration._uniqueIDCounter;
			this._vertexElementsDic = {};
			this._vertexStride = vertexStride;
			this._vertexElements = vertexElements;
			var count = vertexElements.length;
			this._shaderValues = new ShaderData(null);
			for (var j = 0; j < count; j++) {
				var vertexElement = vertexElements[j];
				var name = vertexElement._elementUsage;
				this._vertexElementsDic[name] = vertexElement;
				var value = new Int32Array(5);
				var elmentInfo = VertexElementFormat.getElementInfos(vertexElement._elementFormat);
				value[0] = elmentInfo[0];
				value[1] = elmentInfo[1];
				value[2] = elmentInfo[2];
				value[3] = this._vertexStride;
				value[4] = vertexElement._offset;
				this._shaderValues.setAttribute(name, value);
			}
		}
		get id() {
			return this._id;
		}
		get vertexStride() {
			return this._vertexStride;
		}
		get vertexElementCount() {
			return this._vertexElements.length;
		}
		getVertexElementByIndex(index) {
			return this._vertexElements[index];
		}
		getVertexElementByUsage(usage) {
			return this._vertexElementsDic[usage];
		}
	}
	VertexDeclaration._uniqueIDCounter = 1;

	class VertexElement {
		constructor(offset, elementFormat, elementUsage) {
			this._offset = offset;
			this._elementFormat = elementFormat;
			this._elementUsage = elementUsage;
		}
		get offset() {
			return this._offset;
		}
		get elementFormat() {
			return this._elementFormat;
		}
		get elementUsage() {
			return this._elementUsage;
		}
	}

	class VertexMesh {
		static __init__() {
			VertexMesh.instanceWorldMatrixDeclaration = new VertexDeclaration(64, [new VertexElement(0, VertexElementFormat.Vector4, VertexMesh.MESH_WORLDMATRIX_ROW0),
			new VertexElement(16, VertexElementFormat.Vector4, VertexMesh.MESH_WORLDMATRIX_ROW1),
			new VertexElement(32, VertexElementFormat.Vector4, VertexMesh.MESH_WORLDMATRIX_ROW2),
			new VertexElement(48, VertexElementFormat.Vector4, VertexMesh.MESH_WORLDMATRIX_ROW3)]);
			VertexMesh.instanceMVPMatrixDeclaration = new VertexDeclaration(64, [new VertexElement(0, VertexElementFormat.Vector4, VertexMesh.MESH_MVPMATRIX_ROW0),
			new VertexElement(16, VertexElementFormat.Vector4, VertexMesh.MESH_MVPMATRIX_ROW1),
			new VertexElement(32, VertexElementFormat.Vector4, VertexMesh.MESH_MVPMATRIX_ROW2),
			new VertexElement(48, VertexElementFormat.Vector4, VertexMesh.MESH_MVPMATRIX_ROW3)]);
			VertexMesh.instanceSimpleAnimatorDeclaration = new VertexDeclaration(16, [new VertexElement(0, VertexElementFormat.Vector4, VertexMesh.MESH_SIMPLEANIMATOR)]);
		}
		static getVertexDeclaration(vertexFlag, compatible = true) {
			var verDec = VertexMesh._vertexDeclarationMap[vertexFlag + (compatible ? "_0" : "_1")];
			if (!verDec) {
				var subFlags = vertexFlag.split(",");
				var offset = 0;
				var elements = [];
				for (var i = 0, n = subFlags.length; i < n; i++) {
					var element;
					switch (subFlags[i]) {
						case "POSITION":
							element = new VertexElement(offset, VertexElementFormat.Vector3, VertexMesh.MESH_POSITION0);
							offset += 12;
							break;
						case "NORMAL":
							element = new VertexElement(offset, VertexElementFormat.Vector3, VertexMesh.MESH_NORMAL0);
							offset += 12;
							break;
						case "COLOR":
							element = new VertexElement(offset, VertexElementFormat.Vector4, VertexMesh.MESH_COLOR0);
							offset += 16;
							break;
						case "UV":
							element = new VertexElement(offset, VertexElementFormat.Vector2, VertexMesh.MESH_TEXTURECOORDINATE0);
							offset += 8;
							break;
						case "UV1":
							element = new VertexElement(offset, VertexElementFormat.Vector2, VertexMesh.MESH_TEXTURECOORDINATE1);
							offset += 8;
							break;
						case "BLENDWEIGHT":
							element = new VertexElement(offset, VertexElementFormat.Vector4, VertexMesh.MESH_BLENDWEIGHT0);
							offset += 16;
							break;
						case "BLENDINDICES":
							if (compatible) {
								element = new VertexElement(offset, VertexElementFormat.Vector4, VertexMesh.MESH_BLENDINDICES0);
								offset += 16;
							}
							else {
								element = new VertexElement(offset, VertexElementFormat.Byte4, VertexMesh.MESH_BLENDINDICES0);
								offset += 4;
							}
							break;
						case "TANGENT":
							element = new VertexElement(offset, VertexElementFormat.Vector4, VertexMesh.MESH_TANGENT0);
							offset += 16;
							break;
						default:
							throw "VertexMesh: unknown vertex flag.";
					}
					elements.push(element);
				}
				verDec = new VertexDeclaration(offset, elements);
				VertexMesh._vertexDeclarationMap[vertexFlag + (compatible ? "_0" : "_1")] = verDec;
			}
			return verDec;
		}
	}
	VertexMesh.MESH_POSITION0 = 0;
	VertexMesh.MESH_COLOR0 = 1;
	VertexMesh.MESH_TEXTURECOORDINATE0 = 2;
	VertexMesh.MESH_NORMAL0 = 3;
	VertexMesh.MESH_TANGENT0 = 4;
	VertexMesh.MESH_BLENDINDICES0 = 5;
	VertexMesh.MESH_BLENDWEIGHT0 = 6;
	VertexMesh.MESH_TEXTURECOORDINATE1 = 7;
	VertexMesh.MESH_WORLDMATRIX_ROW0 = 8;
	VertexMesh.MESH_WORLDMATRIX_ROW1 = 9;
	VertexMesh.MESH_WORLDMATRIX_ROW2 = 10;
	VertexMesh.MESH_WORLDMATRIX_ROW3 = 11;
	VertexMesh.MESH_MVPMATRIX_ROW0 = 12;
	VertexMesh.MESH_MVPMATRIX_ROW1 = 13;
	VertexMesh.MESH_MVPMATRIX_ROW2 = 14;
	VertexMesh.MESH_MVPMATRIX_ROW3 = 15;
	VertexMesh.MESH_SIMPLEANIMATOR = 7;
	VertexMesh._vertexDeclarationMap = {};

	class VertexBuffer3D extends Laya.Buffer {
		constructor(byteLength, bufferUsage, canRead = false) {
			super();
			this._vertexDeclaration = null;
			this._float32Reader = null;
			var gl = Laya.LayaGL.instance;
			this._bufferUsage = bufferUsage;
			this._bufferType = gl.ARRAY_BUFFER;
			this._canRead = canRead;
			this._byteLength = byteLength;
			this.bind();
			gl.bufferData(this._bufferType, this._byteLength, this._bufferUsage);
			if (canRead) {
				this._buffer = new Uint8Array(byteLength);
				this._float32Reader = new Float32Array(this._buffer.buffer);
			}
		}
		get vertexDeclaration() {
			return this._vertexDeclaration;
		}
		set vertexDeclaration(value) {
			this._vertexDeclaration = value;
		}
		get canRead() {
			return this._canRead;
		}
		bind() {
			if (Laya.Buffer._bindedVertexBuffer !== this._glBuffer) {
				var gl = Laya.LayaGL.instance;
				gl.bindBuffer(gl.ARRAY_BUFFER, this._glBuffer);
				Laya.Buffer._bindedVertexBuffer = this._glBuffer;
				return true;
			}
			else {
				return false;
			}
		}
		orphanStorage() {
			this.bind();
			Laya.LayaGL.instance.bufferData(this._bufferType, this._byteLength, this._bufferUsage);
		}
		setData(buffer, bufferOffset = 0, dataStartIndex = 0, dataCount = Number.MAX_SAFE_INTEGER) {
			this.bind();
			var needSubData = dataStartIndex !== 0 || dataCount !== Number.MAX_SAFE_INTEGER;
			if (needSubData) {
				var subData = new Uint8Array(buffer, dataStartIndex, dataCount);
				Laya.LayaGL.instance.bufferSubData(this._bufferType, bufferOffset, subData);
				if (this._canRead)
					this._buffer.set(subData, bufferOffset);
			}
			else {
				Laya.LayaGL.instance.bufferSubData(this._bufferType, bufferOffset, buffer);
				if (this._canRead)
					this._buffer.set(new Uint8Array(buffer), bufferOffset);
			}
		}
		getUint8Data() {
			if (this._canRead)
				return this._buffer;
			else
				throw new Error("Can't read data from VertexBuffer with only write flag!");
		}
		getFloat32Data() {
			if (this._canRead)
				return this._float32Reader;
			else
				throw new Error("Can't read data from VertexBuffer with only write flag!");
		}
		markAsUnreadbale() {
			this._canRead = false;
			this._buffer = null;
			this._float32Reader = null;
		}
		destroy() {
			super.destroy();
			this._buffer = null;
			this._float32Reader = null;
			this._vertexDeclaration = null;
			this._byteLength = 0;
		}
	}
	VertexBuffer3D.DATATYPE_FLOAT32ARRAY = 0;
	VertexBuffer3D.DATATYPE_UINT8ARRAY = 1;

	class SkyMesh {
		constructor() {
		}
		_render(state) {
		}
	}

	class SkyBox extends SkyMesh {
		constructor() {
			super();
			var gl = Laya.LayaGL.instance;
			var halfHeight = 1.0;
			var halfWidth = 1.0;
			var halfDepth = 1.0;
			var vertices = new Float32Array([-halfDepth, halfHeight, -halfWidth, halfDepth, halfHeight, -halfWidth, halfDepth, halfHeight, halfWidth, -halfDepth, halfHeight, halfWidth,
			-halfDepth, -halfHeight, -halfWidth, halfDepth, -halfHeight, -halfWidth, halfDepth, -halfHeight, halfWidth, -halfDepth, -halfHeight, halfWidth]);
			var indices = new Uint8Array([
				0, 1, 2, 2, 3, 0,
				4, 7, 6, 6, 5, 4,
				0, 3, 7, 7, 4, 0,
				1, 5, 6, 6, 2, 1,
				3, 2, 6, 6, 7, 3,
				0, 4, 5, 5, 1, 0
			]);
			var verDec = VertexMesh.getVertexDeclaration("POSITION");
			this._vertexBuffer = new VertexBuffer3D(verDec.vertexStride * 8, gl.STATIC_DRAW, false);
			this._vertexBuffer.vertexDeclaration = verDec;
			this._indexBuffer = new IndexBuffer3D(exports.IndexFormat.UInt8, 36, gl.STATIC_DRAW, false);
			this._vertexBuffer.setData(vertices.buffer);
			this._indexBuffer.setData(indices);
			var bufferState = new BufferState();
			bufferState.bind();
			bufferState.applyVertexBuffer(this._vertexBuffer);
			bufferState.applyIndexBuffer(this._indexBuffer);
			bufferState.unBind();
			this._bufferState = bufferState;
		}
		static __init__() {
			SkyBox.instance = new SkyBox();
		}
		_render(state) {
			var gl = Laya.LayaGL.instance;
			gl.drawElements(gl.TRIANGLES, 36, gl.UNSIGNED_BYTE, 0);
			Laya.Stat.trianglesFaces += 12;
			Laya.Stat.renderBatches++;
		}
	}

	class SkyRenderer {
		constructor() {
			this._mesh = SkyBox.instance;
		}
		get material() {
			return this._material;
		}
		set material(value) {
			if (this._material !== value) {
				(this._material) && (this._material._removeReference());
				(value) && (value._addReference());
				this._material = value;
			}
		}
		get mesh() {
			return this._mesh;
		}
		set mesh(value) {
			if (this._mesh !== value) {
				this._mesh = value;
			}
		}
		_isAvailable() {
			return this._material && this._mesh ? true : false;
		}
		_render(context) {
			if (this._material && this._mesh) {
				var gl = Laya.LayaGL.instance;
				var scene = context.scene;
				var cameraShaderValue = context.cameraShaderValue;
				var camera = context.camera;
				var noteValue = ShaderData._SET_RUNTIME_VALUE_MODE_REFERENCE_;
				Laya.ILaya.Render.supportWebGLPlusRendering && ShaderData.setRuntimeValueMode(false);
				Laya.WebGLContext.setCullFace(gl, false);
				Laya.WebGLContext.setDepthFunc(gl, gl.LEQUAL);
				Laya.WebGLContext.setDepthMask(gl, false);
				var comDef = SkyRenderer._compileDefine;
				this._material._shaderValues._defineDatas.cloneTo(comDef);
				var shader = context.shader = this._material._shader.getSubShaderAt(0)._passes[0].withCompile(comDef);
				var switchShader = shader.bind();
				var switchShaderLoop = (Laya.Stat.loopCount !== shader._uploadMark);
				var uploadScene = (shader._uploadScene !== scene) || switchShaderLoop;
				if (uploadScene || switchShader) {
					shader.uploadUniforms(shader._sceneUniformParamsMap, scene._shaderValues, uploadScene);
					shader._uploadScene = scene;
				}
				var renderTex = camera._getRenderTexture();
				var uploadCamera = (shader._uploadCameraShaderValue !== cameraShaderValue) || switchShaderLoop;
				if (uploadCamera || switchShader) {
					var viewMatrix = SkyRenderer._tempMatrix0;
					var projectionMatrix = SkyRenderer._tempMatrix1;
					camera.viewMatrix.cloneTo(viewMatrix);
					camera.projectionMatrix.cloneTo(projectionMatrix);
					viewMatrix.setTranslationVector(Vector3._ZERO);
					if (camera.orthographic)
						Matrix4x4.createPerspective(camera.fieldOfView, camera.aspectRatio, camera.nearPlane, camera.farPlane, projectionMatrix);
					var epsilon = 1e-6;
					var yScale = 1.0 / Math.tan(3.1416 * camera.fieldOfView / 180 * 0.5);
					projectionMatrix.elements[0] = yScale / camera.aspectRatio;
					projectionMatrix.elements[5] = yScale;
					projectionMatrix.elements[10] = epsilon - 1.0;
					projectionMatrix.elements[11] = -1.0;
					projectionMatrix.elements[14] = -0;
					camera._applyViewProject(context, viewMatrix, projectionMatrix);
					shader.uploadUniforms(shader._cameraUniformParamsMap, cameraShaderValue, uploadCamera);
					shader._uploadCameraShaderValue = cameraShaderValue;
				}
				var uploadMaterial = (shader._uploadMaterial !== this._material) || switchShaderLoop;
				if (uploadMaterial || switchShader) {
					shader.uploadUniforms(shader._materialUniformParamsMap, this._material._shaderValues, uploadMaterial);
					shader._uploadMaterial = this._material;
				}
				this._mesh._bufferState.bind();
				this._mesh._render(context);
				Laya.ILaya.Render.supportWebGLPlusRendering && ShaderData.setRuntimeValueMode(noteValue);
				Laya.WebGLContext.setDepthFunc(gl, gl.LESS);
				Laya.WebGLContext.setDepthMask(gl, true);
				camera._applyViewProject(context, camera.viewMatrix, camera.projectionMatrix);
			}
		}
		destroy() {
			if (this._material) {
				this._material._removeReference();
				this._material = null;
			}
		}
	}
	SkyRenderer._tempMatrix0 = new Matrix4x4();
	SkyRenderer._tempMatrix1 = new Matrix4x4();
	SkyRenderer._compileDefine = new DefineDatas();

	class Sprite3D extends Laya.Node {
		constructor(name = null, isStatic = false) {
			super();
			this._needProcessCollisions = false;
			this._needProcessTriggers = false;
			this._id = ++Sprite3D._uniqueIDCounter;
			this._transform = new Transform3D(this);
			this._isStatic = isStatic;
			this.layer = 0;
			this.name = name ? name : "New Sprite3D";
		}
		static __init__() {
		}
		static instantiate(original, parent = null, worldPositionStays = true, position = null, rotation = null) {
			var destSprite3D = original.clone();
			(parent) && (parent.addChild(destSprite3D));
			var transform = destSprite3D.transform;
			if (worldPositionStays) {
				var worldMatrix = transform.worldMatrix;
				original.transform.worldMatrix.cloneTo(worldMatrix);
				transform.worldMatrix = worldMatrix;
			}
			else {
				(position) && (transform.position = position);
				(rotation) && (transform.rotation = rotation);
			}
			return destSprite3D;
		}
		static load(url, complete) {
			Laya.Laya.loader.create(url, complete, null, Sprite3D.HIERARCHY);
		}
		get id() {
			return this._id;
		}
		get layer() {
			return this._layer;
		}
		set layer(value) {
			if (this._layer !== value) {
				if (value >= 0 && value <= 30) {
					this._layer = value;
				}
				else {
					throw new Error("Layer value must be 0-30.");
				}
			}
		}
		get url() {
			return this._url;
		}
		get isStatic() {
			return this._isStatic;
		}
		get transform() {
			return this._transform;
		}
		_setCreateURL(url) {
			this._url = Laya.URL.formatURL(url);
		}
		_changeAnimatorsToLinkSprite3D(sprite3D, isLink, path) {
			var animator = this.getComponent(Animator);
			if (animator) {
				if (!animator.avatar)
					sprite3D._changeAnimatorToLinkSprite3DNoAvatar(animator, isLink, path);
			}
			if (this._parent && this._parent instanceof Sprite3D) {
				path.unshift(this._parent.name);
				var p = this._parent;
				(p._hierarchyAnimator) && (p._changeAnimatorsToLinkSprite3D(sprite3D, isLink, path));
			}
		}
		_setHierarchyAnimator(animator, parentAnimator) {
			this._changeHierarchyAnimator(animator);
			this._changeAnimatorAvatar(animator.avatar);
			for (var i = 0, n = this._children.length; i < n; i++) {
				var child = this._children[i];
				(child._hierarchyAnimator == parentAnimator) && (child._setHierarchyAnimator(animator, parentAnimator));
			}
		}
		_clearHierarchyAnimator(animator, parentAnimator) {
			this._changeHierarchyAnimator(parentAnimator);
			this._changeAnimatorAvatar(parentAnimator ? parentAnimator.avatar : null);
			for (var i = 0, n = this._children.length; i < n; i++) {
				var child = this._children[i];
				(child._hierarchyAnimator == animator) && (child._clearHierarchyAnimator(animator, parentAnimator));
			}
		}
		_changeHierarchyAnimatorAvatar(animator, avatar) {
			this._changeAnimatorAvatar(avatar);
			for (var i = 0, n = this._children.length; i < n; i++) {
				var child = this._children[i];
				(child._hierarchyAnimator == animator) && (child._changeHierarchyAnimatorAvatar(animator, avatar));
			}
		}
		_changeAnimatorToLinkSprite3DNoAvatar(animator, isLink, path) {
			animator._handleSpriteOwnersBySprite(isLink, path, this);
			for (var i = 0, n = this._children.length; i < n; i++) {
				var child = this._children[i];
				var index = path.length;
				path.push(child.name);
				child._changeAnimatorToLinkSprite3DNoAvatar(animator, isLink, path);
				path.splice(index, 1);
			}
		}
		_changeHierarchyAnimator(animator) {
			this._hierarchyAnimator = animator;
		}
		_changeAnimatorAvatar(avatar) {
		}
		_onAdded() {
			if (this._parent instanceof Sprite3D) {
				var parent3D = this._parent;
				this.transform._setParent(parent3D.transform);
				if (parent3D._hierarchyAnimator) {
					(!this._hierarchyAnimator) && (this._setHierarchyAnimator(parent3D._hierarchyAnimator, null));
					parent3D._changeAnimatorsToLinkSprite3D(this, true, [this.name]);
				}
			}
			super._onAdded();
		}
		_onRemoved() {
			super._onRemoved();
			if (this._parent instanceof Sprite3D) {
				var parent3D = this._parent;
				this.transform._setParent(null);
				if (parent3D._hierarchyAnimator) {
					(this._hierarchyAnimator == parent3D._hierarchyAnimator) && (this._clearHierarchyAnimator(parent3D._hierarchyAnimator, null));
					parent3D._changeAnimatorsToLinkSprite3D(this, false, [this.name]);
				}
			}
		}
		_parse(data, spriteMap) {
			(data.isStatic !== undefined) && (this._isStatic = data.isStatic);
			(data.active !== undefined) && (this.active = data.active);
			(data.name != undefined) && (this.name = data.name);
			if (data.position !== undefined) {
				var loccalPosition = this.transform.localPosition;
				loccalPosition.fromArray(data.position);
				this.transform.localPosition = loccalPosition;
			}
			if (data.rotationEuler !== undefined) {
				var localRotationEuler = this.transform.localRotationEuler;
				localRotationEuler.fromArray(data.rotationEuler);
				this.transform.localRotationEuler = localRotationEuler;
			}
			if (data.rotation !== undefined) {
				var localRotation = this.transform.localRotation;
				localRotation.fromArray(data.rotation);
				this.transform.localRotation = localRotation;
			}
			if (data.scale !== undefined) {
				var localScale = this.transform.localScale;
				localScale.fromArray(data.scale);
				this.transform.localScale = localScale;
			}
			(data.layer != undefined) && (this.layer = data.layer);
		}
		_cloneTo(destObject, srcRoot, dstRoot) {
			if (this.destroyed)
				throw new Error("Sprite3D: Can't be cloned if the Sprite3D has destroyed.");
			var destSprite3D = destObject;
			var trans = this._transform;
			var destTrans = destSprite3D._transform;
			destSprite3D.name = this.name;
			destSprite3D.destroyed = this.destroyed;
			destSprite3D.active = this.active;
			destTrans.localPosition = trans.localPosition;
			destTrans.localRotation = trans.localRotation;
			destTrans.localScale = trans.localScale;
			destSprite3D._isStatic = this._isStatic;
			destSprite3D.layer = this.layer;
			super._cloneTo(destSprite3D, srcRoot, dstRoot);
		}
		static _createSprite3DInstance(scrSprite) {
			var node = scrSprite._create();
			var children = scrSprite._children;
			for (var i = 0, n = children.length; i < n; i++) {
				var child = Sprite3D._createSprite3DInstance(children[i]);
				node.addChild(child);
			}
			return node;
		}
		static _parseSprite3DInstance(srcRoot, dstRoot, scrSprite, dstSprite) {
			var srcChildren = scrSprite._children;
			var dstChildren = dstSprite._children;
			for (var i = 0, n = srcChildren.length; i < n; i++)
				Sprite3D._parseSprite3DInstance(srcRoot, dstRoot, srcChildren[i], dstChildren[i]);
			scrSprite._cloneTo(dstSprite, srcRoot, dstRoot);
		}
		clone() {
			var dstSprite3D = Sprite3D._createSprite3DInstance(this);
			Sprite3D._parseSprite3DInstance(this, dstSprite3D, this, dstSprite3D);
			return dstSprite3D;
		}
		// 2021-12-14 耿骁霄 扩展卸载回调
		registerOnDestroyCallback(callback) {
			this.__onDestroyCallback = callback;
		}
		destroy(destroyChild = true) {
			if (this.destroyed)
				return;
			super.destroy(destroyChild);
			this._transform = null;
			this._scripts = null;
			this._url && Laya.Loader.clearRes(this._url);

			if (this.__onDestroyCallback) {
				this.__onDestroyCallback();
			}
		}
		_create() {
			return new Sprite3D();
		}
	}
	Sprite3D.HIERARCHY = "HIERARCHY";
	Sprite3D.WORLDMATRIX = Shader3D.propertyNameToID("u_WorldMat");
	Sprite3D.MVPMATRIX = Shader3D.propertyNameToID("u_MvpMatrix");
	Sprite3D._uniqueIDCounter = 0;

	class BaseCamera extends Sprite3D {
		constructor(nearPlane = 0.3, farPlane = 1000) {
			super();
			this._skyRenderer = new SkyRenderer();
			this._forward = new Vector3();
			this._up = new Vector3();
			this.clearColor = new Vector4(100 / 255, 149 / 255, 237 / 255, 255 / 255);
			this._shaderValues = new ShaderData(null);
			this._fieldOfView = 60;
			this._useUserProjectionMatrix = false;
			this._orthographic = false;
			this._orthographicVerticalSize = 10;
			this.renderingOrder = 0;
			this._nearPlane = nearPlane;
			this._farPlane = farPlane;
			this.cullingMask = 2147483647;
			this.useOcclusionCulling = true;
		}
		get skyRenderer() {
			return this._skyRenderer;
		}
		get fieldOfView() {
			return this._fieldOfView;
		}
		set fieldOfView(value) {
			this._fieldOfView = value;
			this._calculateProjectionMatrix();
		}
		get nearPlane() {
			return this._nearPlane;
		}
		set nearPlane(value) {
			this._nearPlane = value;
			this._calculateProjectionMatrix();
		}
		get farPlane() {
			return this._farPlane;
		}
		set farPlane(vaule) {
			this._farPlane = vaule;
			this._calculateProjectionMatrix();
		}
		get orthographic() {
			return this._orthographic;
		}
		set orthographic(vaule) {
			this._orthographic = vaule;
			this._calculateProjectionMatrix();
		}
		get orthographicVerticalSize() {
			return this._orthographicVerticalSize;
		}
		set orthographicVerticalSize(vaule) {
			this._orthographicVerticalSize = vaule;
			this._calculateProjectionMatrix();
		}
		get renderingOrder() {
			return this._renderingOrder;
		}
		set renderingOrder(value) {
			this._renderingOrder = value;
			this._sortCamerasByRenderingOrder();
		}
		_sortCamerasByRenderingOrder() {
			if (this.displayedInStage) {
				var cameraPool = this.scene._cameraPool;
				var n = cameraPool.length - 1;
				for (var i = 0; i < n; i++) {
					if (cameraPool[i].renderingOrder > cameraPool[n].renderingOrder) {
						var tempCamera = cameraPool[i];
						cameraPool[i] = cameraPool[n];
						cameraPool[n] = tempCamera;
					}
				}
			}
		}
		_calculateProjectionMatrix() {
		}
		_onScreenSizeChanged() {
			this._calculateProjectionMatrix();
		}
		_prepareCameraToRender() {
			var cameraSV = this._shaderValues;
			this.transform.getForward(this._forward);
			this.transform.getUp(this._up);
			cameraSV.setVector3(BaseCamera.CAMERAPOS, this.transform.position);
			cameraSV.setVector3(BaseCamera.CAMERADIRECTION, this._forward);
			cameraSV.setVector3(BaseCamera.CAMERAUP, this._up);
		}
		render(shader = null, replacementTag = null) {
		}
		addLayer(layer) {
			this.cullingMask |= Math.pow(2, layer);
		}
		removeLayer(layer) {
			this.cullingMask &= ~Math.pow(2, layer);
		}
		addAllLayers() {
			this.cullingMask = 2147483647;
		}
		removeAllLayers() {
			this.cullingMask = 0;
		}
		resetProjectionMatrix() {
			this._useUserProjectionMatrix = false;
			this._calculateProjectionMatrix();
		}
		_onActive() {
			this._scene._addCamera(this);
			super._onActive();
		}
		_onInActive() {
			this._scene._removeCamera(this);
			super._onInActive();
		}
		_parse(data, spriteMap) {
			super._parse(data, spriteMap);
			this.orthographic = data.orthographic;
			(data.orthographicVerticalSize !== undefined) && (this.orthographicVerticalSize = data.orthographicVerticalSize);
			(data.fieldOfView !== undefined) && (this.fieldOfView = data.fieldOfView);
			this.nearPlane = data.nearPlane;
			this.farPlane = data.farPlane;
			var color = data.clearColor;
			this.clearColor = new Vector4(color[0], color[1], color[2], color[3]);
			var skyboxMaterial = data.skyboxMaterial;
			if (skyboxMaterial) {
				this._skyRenderer.material = Laya.Loader.getRes(skyboxMaterial.path);
			}
		}
		destroy(destroyChild = true) {
			if (this.destroyed) return;
			this._skyRenderer.destroy();
			this._skyRenderer = null;
			Laya.Laya.stage.off(Laya.Event.RESIZE, this, this._onScreenSizeChanged);
			super.destroy(destroyChild);
		}
		_create() {
			return new BaseCamera();
		}
	}
	BaseCamera._tempMatrix4x40 = new Matrix4x4();
	BaseCamera.CAMERAPOS = Shader3D.propertyNameToID("u_CameraPos");
	BaseCamera.VIEWMATRIX = Shader3D.propertyNameToID("u_View");
	BaseCamera.PROJECTMATRIX = Shader3D.propertyNameToID("u_Projection");
	BaseCamera.VIEWPROJECTMATRIX = Shader3D.propertyNameToID("u_ViewProjection");
	BaseCamera.CAMERADIRECTION = Shader3D.propertyNameToID("u_CameraDirection");
	BaseCamera.CAMERAUP = Shader3D.propertyNameToID("u_CameraUp");
	BaseCamera.VIEWPORT = Shader3D.propertyNameToID("u_Viewport");
	BaseCamera.PROJECTION_PARAMS = Shader3D.propertyNameToID("u_ProjectionParams");
	BaseCamera.RENDERINGTYPE_DEFERREDLIGHTING = "DEFERREDLIGHTING";
	BaseCamera.RENDERINGTYPE_FORWARDRENDERING = "FORWARDRENDERING";
	BaseCamera._invertYScaleMatrix = new Matrix4x4(1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
	BaseCamera._invertYProjectionMatrix = new Matrix4x4();
	BaseCamera._invertYProjectionViewMatrix = new Matrix4x4();
	BaseCamera.CLEARFLAG_SOLIDCOLOR = 0;
	BaseCamera.CLEARFLAG_SKY = 1;
	BaseCamera.CLEARFLAG_DEPTHONLY = 2;
	BaseCamera.CLEARFLAG_NONE = 3;

	(function (ShadowMode) {
		ShadowMode[ShadowMode["None"] = 0] = "None";
		ShadowMode[ShadowMode["Hard"] = 1] = "Hard";
		ShadowMode[ShadowMode["SoftLow"] = 2] = "SoftLow";
		ShadowMode[ShadowMode["SoftHigh"] = 3] = "SoftHigh";
	})(exports.ShadowMode || (exports.ShadowMode = {}));

	class ScreenQuad extends Laya.Resource {
		constructor() {
			super();
			this._bufferState = new BufferState();
			this._bufferStateInvertUV = new BufferState();
			var gl = Laya.LayaGL.instance;
			this._vertexBuffer = new VertexBuffer3D(16 * 4, gl.STATIC_DRAW, false);
			this._vertexBuffer.vertexDeclaration = ScreenQuad._vertexDeclaration;
			this._vertexBuffer.setData(ScreenQuad._vertices.buffer);
			this._bufferState.bind();
			this._bufferState.applyVertexBuffer(this._vertexBuffer);
			this._bufferState.unBind();
			this._vertexBufferInvertUV = new VertexBuffer3D(16 * 4, gl.STATIC_DRAW, false);
			this._vertexBufferInvertUV.vertexDeclaration = ScreenQuad._vertexDeclaration;
			this._vertexBufferInvertUV.setData(ScreenQuad._verticesInvertUV.buffer);
			this._bufferStateInvertUV.bind();
			this._bufferStateInvertUV.applyVertexBuffer(this._vertexBufferInvertUV);
			this._bufferStateInvertUV.unBind();
			this._setGPUMemory(this._vertexBuffer._byteLength + this._vertexBufferInvertUV._byteLength);
		}
		static __init__() {
			ScreenQuad._vertexDeclaration = new VertexDeclaration(16, [new VertexElement(0, VertexElementFormat.Vector4, ScreenQuad.SCREENQUAD_POSITION_UV)]);
			ScreenQuad.instance = new ScreenQuad();
			ScreenQuad.instance.lock = true;
		}
		render() {
			var gl = Laya.LayaGL.instance;
			this._bufferState.bind();
			gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
			Laya.Stat.renderBatches++;
		}
		renderInvertUV() {
			var gl = Laya.LayaGL.instance;
			this._bufferStateInvertUV.bind();
			gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
			Laya.Stat.renderBatches++;
		}
		destroy() {
			if (this._destroyed) return;
			super.destroy();
			this._bufferState.destroy();
			this._vertexBuffer.destroy();
			this._bufferStateInvertUV.destroy();
			this._vertexBufferInvertUV.destroy();
			this._setGPUMemory(0);
		}
	}
	ScreenQuad.SCREENQUAD_POSITION_UV = 0;
	ScreenQuad._vertices = new Float32Array([1, 1, 1, 1, 1, -1, 1, 0, -1, 1, 0, 1, -1, -1, 0, 0]);
	ScreenQuad._verticesInvertUV = new Float32Array([1, 1, 1, 0, 1, -1, 1, 1, -1, 1, 0, 0, -1, -1, 0, 1]);

	class ScreenTriangle extends Laya.Resource {
		constructor() {
			super();
			this._bufferState = new BufferState();
			this._bufferStateInvertUV = new BufferState();
			var gl = Laya.LayaGL.instance;
			this._vertexBuffer = new VertexBuffer3D(12 * 4, gl.STATIC_DRAW, false);
			this._vertexBuffer.vertexDeclaration = ScreenTriangle._vertexDeclaration;
			this._vertexBuffer.setData(ScreenTriangle._vertices.buffer);
			this._bufferState.bind();
			this._bufferState.applyVertexBuffer(this._vertexBuffer);
			this._bufferState.unBind();
			this._vertexBufferInvertUV = new VertexBuffer3D(12 * 4, gl.STATIC_DRAW, false);
			this._vertexBufferInvertUV.vertexDeclaration = ScreenTriangle._vertexDeclaration;
			this._vertexBufferInvertUV.setData(ScreenTriangle._verticesInvertUV.buffer);
			this._bufferStateInvertUV.bind();
			this._bufferStateInvertUV.applyVertexBuffer(this._vertexBufferInvertUV);
			this._bufferStateInvertUV.unBind();
			this._setGPUMemory(this._vertexBuffer._byteLength + this._vertexBufferInvertUV._byteLength);
		}
		static __init__() {
			ScreenTriangle._vertexDeclaration = new VertexDeclaration(16, [new VertexElement(0, VertexElementFormat.Vector4, ScreenTriangle.SCREENTRIANGLE_POSITION_UV)]);
			ScreenTriangle.instance = new ScreenTriangle();
			ScreenTriangle.instance.lock = true;
		}
		render() {
			var gl = Laya.LayaGL.instance;
			this._bufferState.bind();
			gl.drawArrays(gl.TRIANGLES, 0, 3);
			Laya.Stat.renderBatches++;
		}
		renderInvertUV() {
			var gl = Laya.LayaGL.instance;
			this._bufferStateInvertUV.bind();
			gl.drawArrays(gl.TRIANGLES, 0, 3);
			Laya.Stat.renderBatches++;
		}
		destroy() {
			if (this._destroyed) return;
			super.destroy();
			this._bufferState.destroy();
			this._vertexBuffer.destroy();
			this._bufferStateInvertUV.destroy();
			this._vertexBufferInvertUV.destroy();
			this._setGPUMemory(0);
		}
	}
	ScreenTriangle.SCREENTRIANGLE_POSITION_UV = 0;
	ScreenTriangle._vertices = new Float32Array([-1, -1, 0, 0, -1, 3, 0, 2, 3, -1, 2, 0]);
	ScreenTriangle._verticesInvertUV = new Float32Array([-1, -1, 0, 1, -1, 3, 0, -1, 3, -1, 2, 1]);

	class Command {
		constructor() {
			this._commandBuffer = null;
		}
		static __init__() {
			Command._screenShaderData = new ShaderData();
			Command._screenShader = Shader3D.find("BlitScreen");
		}
		run() {
		}
		recover() {
			this._commandBuffer = null;
		}
	}
	Command.SCREENTEXTURE_NAME = "u_MainTex";
	Command.SCREENTEXTUREOFFSETSCALE_NAME = "u_OffsetScale";
	Command.MAINTEXTURE_TEXELSIZE_NAME = "u_MainTex_TexelSize";
	Command.SCREENTEXTURE_ID = Shader3D.propertyNameToID(Command.SCREENTEXTURE_NAME);
	Command.SCREENTEXTUREOFFSETSCALE_ID = Shader3D.propertyNameToID(Command.SCREENTEXTUREOFFSETSCALE_NAME);
	Command.MAINTEXTURE_TEXELSIZE_ID = Shader3D.propertyNameToID(Command.MAINTEXTURE_TEXELSIZE_NAME);

	class BlitScreenQuadCMD extends Command {
		constructor() {
			super(...arguments);
			this._source = null;
			this._dest = null;
			this._offsetScale = null;
			this._shader = null;
			this._shaderData = null;
			this._subShader = 0;
			this._sourceTexelSize = new Vector4();
			this._screenType = 0;
		}
		static create(source, dest, offsetScale = null, shader = null, shaderData = null, subShader = 0, screenType = BlitScreenQuadCMD._SCREENTYPE_QUAD) {
			var cmd;
			cmd = BlitScreenQuadCMD._pool.length > 0 ? BlitScreenQuadCMD._pool.pop() : new BlitScreenQuadCMD();
			cmd._source = source;
			cmd._dest = dest;
			cmd._offsetScale = offsetScale;
			cmd._shader = shader;
			cmd._shaderData = shaderData;
			cmd._subShader = subShader;
			cmd._screenType = screenType;
			return cmd;
		}
		run() {
			var shader = this._shader || Command._screenShader;
			var shaderData = this._shaderData || Command._screenShaderData;
			var dest = this._dest;
			Laya.LayaGL.instance.viewport(0, 0, dest ? dest.width : RenderContext3D.clientWidth, dest ? dest.height : RenderContext3D.clientHeight);
			shaderData.setTexture(Command.SCREENTEXTURE_ID, this._source);
			shaderData.setVector(Command.SCREENTEXTUREOFFSETSCALE_ID, this._offsetScale || BlitScreenQuadCMD._defaultOffsetScale);
			this._sourceTexelSize.setValue(1.0 / this._source.width, 1.0 / this._source.height, this._source.width, this._source.height);
			shaderData.setVector(Command.MAINTEXTURE_TEXELSIZE_ID, this._sourceTexelSize);
			(dest) && (dest._start());
			var subShader = shader.getSubShaderAt(this._subShader);
			var passes = subShader._passes;
			for (var i = 0, n = passes.length; i < n; i++) {
				var comDef = BlitScreenQuadCMD._compileDefine;
				shaderData._defineDatas.cloneTo(comDef);
				var shaderPass = passes[i].withCompile(comDef);
				shaderPass.bind();
				shaderPass.uploadUniforms(shaderPass._materialUniformParamsMap, shaderData, true);
				shaderPass.uploadRenderStateBlendDepth(shaderData);
				shaderPass.uploadRenderStateFrontFace(shaderData, false, null);
				switch (this._screenType) {
					case BlitScreenQuadCMD._SCREENTYPE_QUAD:
						RenderContext3D._instance.invertY ? ScreenQuad.instance.renderInvertUV() : ScreenQuad.instance.render();
						break;
					case BlitScreenQuadCMD._SCREENTYPE_TRIANGLE:
						RenderContext3D._instance.invertY ? ScreenTriangle.instance.renderInvertUV() : ScreenTriangle.instance.render();
						break;
					default:
						throw "BlitScreenQuadCMD:unknown screen Type.";
				}
			}
			(dest) && (dest._end());
		}
		recover() {
			BlitScreenQuadCMD._pool.push(this);
			this._source = null;
			this._dest = null;
			this._offsetScale = null;
			this._shader = null;
			this._shaderData = null;
			super.recover();
		}
	}
	BlitScreenQuadCMD._SCREENTYPE_QUAD = 0;
	BlitScreenQuadCMD._SCREENTYPE_TRIANGLE = 1;
	BlitScreenQuadCMD._compileDefine = new DefineDatas();
	BlitScreenQuadCMD._pool = [];
	BlitScreenQuadCMD._defaultOffsetScale = new Vector4(0, 0, 1, 1);

	class SetRenderTargetCMD extends Command {
		constructor() {
			super(...arguments);
			this._renderTexture = null;
		}
		static create(renderTexture) {
			var cmd;
			cmd = SetRenderTargetCMD._pool.length > 0 ? SetRenderTargetCMD._pool.pop() : new SetRenderTargetCMD();
			cmd._renderTexture = renderTexture;
			return cmd;
		}
		run() {
			this._renderTexture._start();
		}
		recover() {
			SetRenderTargetCMD._pool.push(this);
			this._renderTexture = null;
		}
	}
	SetRenderTargetCMD._pool = [];

	class SetShaderDataTextureCMD extends Command {
		constructor() {
			super(...arguments);
			this._shaderData = null;
			this._nameID = 0;
			this._texture = null;
		}
		static create(shaderData, nameID, texture) {
			var cmd;
			cmd = SetShaderDataTextureCMD._pool.length > 0 ? SetShaderDataTextureCMD._pool.pop() : new SetShaderDataTextureCMD();
			cmd._shaderData = shaderData;
			cmd._nameID = nameID;
			cmd._texture = texture;
			return cmd;
		}
		run() {
			this._shaderData.setTexture(this._nameID, this._texture);
		}
		recover() {
			SetShaderDataTextureCMD._pool.push(this);
			this._shaderData = null;
			this._nameID = 0;
			this._texture = null;
		}
	}
	SetShaderDataTextureCMD._pool = [];

	class CommandBuffer {
		constructor() {
			this._camera = null;
			this._commands = [];
		}
		_apply() {
			for (var i = 0, n = this._commands.length; i < n; i++)
				this._commands[i].run();
		}
		setShaderDataTexture(shaderData, nameID, source) {
			this._commands.push(SetShaderDataTextureCMD.create(shaderData, nameID, source));
		}
		blitScreenQuad(source, dest, offsetScale = null, shader = null, shaderData = null, subShader = 0) {
			this._commands.push(BlitScreenQuadCMD.create(source, dest, offsetScale, shader, shaderData, subShader, BlitScreenQuadCMD._SCREENTYPE_QUAD));
		}
		blitScreenTriangle(source, dest, offsetScale = null, shader = null, shaderData = null, subShader = 0) {
			this._commands.push(BlitScreenQuadCMD.create(source, dest, offsetScale, shader, shaderData, subShader, BlitScreenQuadCMD._SCREENTYPE_TRIANGLE));
		}
		setRenderTarget(renderTexture) {
			this._commands.push(SetRenderTargetCMD.create(renderTexture));
		}
		clear() {
			for (var i = 0, n = this._commands.length; i < n; i++)
				this._commands[i].recover();
			this._commands.length = 0;
		}
	}

	class Scene3DShaderDeclaration {
	}

	(function (LightType) {
		LightType[LightType["Directional"] = 0] = "Directional";
		LightType[LightType["Spot"] = 1] = "Spot";
		LightType[LightType["Point"] = 2] = "Point";
	})(exports.LightType || (exports.LightType = {}));
	class LightSprite extends Sprite3D {
		constructor() {
			super();
			this._shadowMode = exports.ShadowMode.None;
			this._isAlternate = false;
			this._shadowResolution = 2048;
			this._shadowDistance = 50.0;
			this._shadowDepthBias = 1.0;
			this._shadowNormalBias = 1.0;
			this._shadowNearPlane = 0.1;
			this._shadowStrength = 1.0;
			this._lightWoldMatrix = new Matrix4x4();
			this._intensity = 1.0;
			this._intensityColor = new Vector3();
			this.color = new Vector3(1.0, 1.0, 1.0);
			this._lightmapBakedType = LightSprite.LIGHTMAPBAKEDTYPE_REALTIME;
		}
		get intensity() {
			return this._intensity;
		}
		set intensity(value) {
			this._intensity = value;
		}
		get shadowMode() {
			return this._shadowMode;
		}
		set shadowMode(value) {
			this._shadowMode = value;
		}
		get shadowDistance() {
			return this._shadowDistance;
		}
		set shadowDistance(value) {
			this._shadowDistance = value;
		}
		get shadowResolution() {
			return this._shadowResolution;
		}
		set shadowResolution(value) {
			this._shadowResolution = value;
		}
		get shadowDepthBias() {
			return this._shadowDepthBias;
		}
		set shadowDepthBias(value) {
			this._shadowDepthBias = value;
		}
		get shadowNormalBias() {
			return this._shadowNormalBias;
		}
		set shadowNormalBias(value) {
			this._shadowNormalBias = value;
		}
		get shadowStrength() {
			return this._shadowStrength;
		}
		set shadowStrength(value) {
			this._shadowStrength = value;
		}
		get shadowNearPlane() {
			return this._shadowNearPlane;
		}
		set shadowNearPlane(value) {
			this._shadowNearPlane = value;
		}
		get lightmapBakedType() {
			return this._lightmapBakedType;
		}
		set lightmapBakedType(value) {
			if (this._lightmapBakedType !== value) {
				this._lightmapBakedType = value;
				if (this.activeInHierarchy) {
					if (value !== LightSprite.LIGHTMAPBAKEDTYPE_BAKED)
						this._addToScene();
					else
						this._removeFromScene();
				}
			}
		}
		get lightWorldMatrix() {
			var position = this.transform.position;
			var quaterian = this.transform.rotation;
			Matrix4x4.createAffineTransformation(position, quaterian, Vector3._ONE, this._lightWoldMatrix);
			return this._lightWoldMatrix;
		}
		_parse(data, spriteMap) {
			super._parse(data, spriteMap);
			var colorData = data.color;
			this.color.fromArray(colorData);
			this.intensity = data.intensity;
			this.lightmapBakedType = data.lightmapBakedType;
		}
		_addToScene() {
			var scene = this._scene;
			var maxLightCount = Config3D._config.maxLightCount;
			if (scene._lightCount < maxLightCount) {
				scene._lightCount++;
				this._addToLightQueue();
				this._isAlternate = false;
			}
			else {
				scene._alternateLights.add(this);
				this._isAlternate = true;
				console.warn("LightSprite:light count has large than maxLightCount,the latest added light will be ignore.");
			}
		}
		_removeFromScene() {
			var scene = this._scene;
			if (this._isAlternate) {
				scene._alternateLights.remove(this);
			}
			else {
				scene._lightCount--;
				this._removeFromLightQueue();
				if (scene._alternateLights._length > 0) {
					var alternateLight = scene._alternateLights.shift();
					alternateLight._addToLightQueue();
					alternateLight._isAlternate = false;
					scene._lightCount++;
				}
			}
		}
		_addToLightQueue() {
		}
		_removeFromLightQueue() {
		}
		_onActive() {
			super._onActive();
			(this.lightmapBakedType !== LightSprite.LIGHTMAPBAKEDTYPE_BAKED) && (this._addToScene());
		}
		_onInActive() {
			super._onInActive();
			(this.lightmapBakedType !== LightSprite.LIGHTMAPBAKEDTYPE_BAKED) && (this._removeFromScene());
		}
		_create() {
			return new LightSprite();
		}
		get diffuseColor() {
			console.log("LightSprite: discard property,please use color property instead.");
			return this.color;
		}
		set diffuseColor(value) {
			console.log("LightSprite: discard property,please use color property instead.");
			this.color = value;
		}
	}
	LightSprite.LIGHTMAPBAKEDTYPE_REALTIME = 0;
	LightSprite.LIGHTMAPBAKEDTYPE_MIXED = 1;
	LightSprite.LIGHTMAPBAKEDTYPE_BAKED = 2;

	(function (ShadowCascadesMode) {
		ShadowCascadesMode[ShadowCascadesMode["NoCascades"] = 0] = "NoCascades";
		ShadowCascadesMode[ShadowCascadesMode["TwoCascades"] = 1] = "TwoCascades";
		ShadowCascadesMode[ShadowCascadesMode["FourCascades"] = 2] = "FourCascades";
	})(exports.ShadowCascadesMode || (exports.ShadowCascadesMode = {}));

	var FrustumFace;
	(function (FrustumFace) {
		FrustumFace[FrustumFace["Near"] = 0] = "Near";
		FrustumFace[FrustumFace["Far"] = 1] = "Far";
		FrustumFace[FrustumFace["Left"] = 2] = "Left";
		FrustumFace[FrustumFace["Right"] = 3] = "Right";
		FrustumFace[FrustumFace["Bottom"] = 4] = "Bottom";
		FrustumFace[FrustumFace["Top"] = 5] = "Top";
	})(FrustumFace || (FrustumFace = {}));
	class ShadowUtils {
		static supportShadow() {
			return Laya.LayaGL.layaGPUInstance._isWebGL2 || Laya.SystemUtils.supportRenderTextureFormat(Laya.RenderTextureFormat.Depth);
		}
		static init() {
			if (Laya.LayaGL.layaGPUInstance._isWebGL2)
				ShadowUtils._shadowTextureFormat = Laya.RenderTextureFormat.ShadowMap;
			else
				ShadowUtils._shadowTextureFormat = Laya.RenderTextureFormat.Depth;
		}
		static getTemporaryShadowTexture(witdh, height, depthFormat) {
			var shadowMap = RenderTexture.createFromPool(witdh, height, ShadowUtils._shadowTextureFormat, depthFormat);
			shadowMap.filterMode = Laya.FilterMode.Bilinear;
			shadowMap.wrapModeU = Laya.WarpMode.Clamp;
			shadowMap.wrapModeV = Laya.WarpMode.Clamp;
			return shadowMap;
		}
		static getShadowBias(light, shadowProjectionMatrix, shadowResolution, out) {
			var frustumSize;
			if (light._lightType == exports.LightType.Directional) {
				frustumSize = 2.0 / shadowProjectionMatrix.elements[0];
			}
			else if (light._lightType == exports.LightType.Spot) {
				frustumSize = Math.tan(light.spotAngle * 0.5 * MathUtils3D.Deg2Rad) * light.range;
			}
			else {
				console.warn("ShadowUtils:Only spot and directional shadow casters are supported now.");
				frustumSize = 0.0;
			}
			var texelSize = frustumSize / shadowResolution;
			var depthBias = -light._shadowDepthBias * texelSize;
			var normalBias = -light._shadowNormalBias * texelSize;
			if (light.shadowMode == exports.ShadowMode.SoftHigh) {
				const kernelRadius = 2.5;
				depthBias *= kernelRadius;
				normalBias *= kernelRadius;
			}
			out.setValue(depthBias, normalBias, 0.0, 0.0);
		}
		static getCameraFrustumPlanes(cameraViewProjectMatrix, frustumPlanes) {
			BoundFrustum.getPlanesFromMatrix(cameraViewProjectMatrix, frustumPlanes[FrustumFace.Near], frustumPlanes[FrustumFace.Far], frustumPlanes[FrustumFace.Left], frustumPlanes[FrustumFace.Right], frustumPlanes[FrustumFace.Top], frustumPlanes[FrustumFace.Bottom]);
		}
		static getFarWithRadius(radius, denominator) {
			return Math.sqrt(radius * radius / denominator);
		}
		static getCascadesSplitDistance(twoSplitRatio, fourSplitRatio, cameraNear, shadowFar, fov, aspectRatio, cascadesMode, out) {
			out[0] = cameraNear;
			var range = shadowFar - cameraNear;
			var tFov = Math.tan(fov * 0.5);
			var denominator = 1.0 + tFov * tFov * (aspectRatio * aspectRatio + 1.0);
			switch (cascadesMode) {
				case exports.ShadowCascadesMode.NoCascades:
					out[1] = ShadowUtils.getFarWithRadius(shadowFar, denominator);
					break;
				case exports.ShadowCascadesMode.TwoCascades:
					out[1] = ShadowUtils.getFarWithRadius(cameraNear + range * twoSplitRatio, denominator);
					out[2] = ShadowUtils.getFarWithRadius(shadowFar, denominator);
					break;
				case exports.ShadowCascadesMode.FourCascades:
					out[1] = ShadowUtils.getFarWithRadius(cameraNear + range * fourSplitRatio.x, denominator);
					out[2] = ShadowUtils.getFarWithRadius(cameraNear + range * fourSplitRatio.y, denominator);
					out[3] = ShadowUtils.getFarWithRadius(cameraNear + range * fourSplitRatio.z, denominator);
					out[4] = ShadowUtils.getFarWithRadius(shadowFar, denominator);
					break;
			}
		}
		static applySliceTransform(shadowSliceData, atlasWidth, atlasHeight, cascadeIndex, outShadowMatrices) {
			var sliceE = ShadowUtils._tempMatrix0.elements;
			var oneOverAtlasWidth = 1.0 / atlasWidth;
			var oneOverAtlasHeight = 1.0 / atlasHeight;
			sliceE[0] = shadowSliceData.resolution * oneOverAtlasWidth;
			sliceE[5] = shadowSliceData.resolution * oneOverAtlasHeight;
			sliceE[12] = shadowSliceData.offsetX * oneOverAtlasWidth;
			sliceE[13] = shadowSliceData.offsetY * oneOverAtlasHeight;
			sliceE[1] = sliceE[2] = sliceE[2] = sliceE[4] = sliceE[6] = sliceE[7] = sliceE[8] = sliceE[9] = sliceE[11] = sliceE[14] = 0;
			sliceE[10] = sliceE[15] = 1;
			var offset = cascadeIndex * 16;
			Utils3D._mulMatrixArray(sliceE, outShadowMatrices, offset, outShadowMatrices, offset);
		}
		static getDirectionLightShadowCullPlanes(cameraFrustumPlanes, cascadeIndex, splitDistance, cameraNear, direction, shadowSliceData) {
			var frustumCorners = ShadowUtils._frustumCorners;
			var backPlaneFaces = ShadowUtils._backPlaneFaces;
			var planeNeighbors = ShadowUtils._frustumPlaneNeighbors;
			var twoPlaneCorners = ShadowUtils._frustumTwoPlaneCorners;
			var edgePlanePoint2 = ShadowUtils._edgePlanePoint2;
			var out = shadowSliceData.cullPlanes;
			var near = cameraFrustumPlanes[FrustumFace.Near], far = cameraFrustumPlanes[FrustumFace.Far];
			var left = cameraFrustumPlanes[FrustumFace.Left], right = cameraFrustumPlanes[FrustumFace.Right];
			var bottom = cameraFrustumPlanes[FrustumFace.Bottom], top = cameraFrustumPlanes[FrustumFace.Top];
			var splitNearDistance = splitDistance[cascadeIndex] - cameraNear;
			var splitNear = ShadowUtils._adjustNearPlane;
			var splitFar = ShadowUtils._adjustFarPlane;
			near.normal.cloneTo(splitNear.normal);
			far.normal.cloneTo(splitFar.normal);
			splitNear.distance = near.distance - splitNearDistance;
			splitFar.distance = Math.min(-near.distance + shadowSliceData.sphereCenterZ + shadowSliceData.splitBoundSphere.radius, far.distance);
			BoundFrustum.get3PlaneInterPoint(splitNear, bottom, right, frustumCorners[exports.FrustumCorner.nearBottomRight]);
			BoundFrustum.get3PlaneInterPoint(splitNear, top, right, frustumCorners[exports.FrustumCorner.nearTopRight]);
			BoundFrustum.get3PlaneInterPoint(splitNear, top, left, frustumCorners[exports.FrustumCorner.nearTopLeft]);
			BoundFrustum.get3PlaneInterPoint(splitNear, bottom, left, frustumCorners[exports.FrustumCorner.nearBottomLeft]);
			BoundFrustum.get3PlaneInterPoint(splitFar, bottom, right, frustumCorners[exports.FrustumCorner.FarBottomRight]);
			BoundFrustum.get3PlaneInterPoint(splitFar, top, right, frustumCorners[exports.FrustumCorner.FarTopRight]);
			BoundFrustum.get3PlaneInterPoint(splitFar, top, left, frustumCorners[exports.FrustumCorner.FarTopLeft]);
			BoundFrustum.get3PlaneInterPoint(splitFar, bottom, left, frustumCorners[exports.FrustumCorner.FarBottomLeft]);
			var backIndex = 0;
			for (var i = 0; i < 6; i++) {
				var plane;
				switch (i) {
					case FrustumFace.Near:
						plane = splitNear;
						break;
					case FrustumFace.Far:
						plane = splitFar;
						break;
					default:
						plane = cameraFrustumPlanes[i];
						break;
				}
				if (Vector3.dot(plane.normal, direction) < 0.0) {
					plane.cloneTo(out[backIndex]);
					backPlaneFaces[backIndex] = i;
					backIndex++;
				}
			}
			var edgeIndex = backIndex;
			for (var i = 0; i < backIndex; i++) {
				var backFace = backPlaneFaces[i];
				var neighborFaces = planeNeighbors[backFace];
				for (var j = 0; j < 4; j++) {
					var neighborFace = neighborFaces[j];
					var notBackFace = true;
					for (var k = 0; k < backIndex; k++)
						if (neighborFace == backPlaneFaces[k]) {
							notBackFace = false;
							break;
						}
					if (notBackFace) {
						var corners = twoPlaneCorners[backFace][neighborFace];
						var point0 = frustumCorners[corners[0]];
						var point1 = frustumCorners[corners[1]];
						Vector3.add(point0, direction, edgePlanePoint2);
						Plane.createPlaneBy3P(point0, point1, edgePlanePoint2, out[edgeIndex++]);
					}
				}
			}
			shadowSliceData.cullPlaneCount = edgeIndex;
		}
		static getBoundSphereByFrustum(near, far, fov, aspectRatio, cameraPos, forward, outBoundSphere) {
			var centerZ;
			var radius;
			var k = Math.sqrt(1.0 + aspectRatio * aspectRatio) * Math.tan(fov / 2.0);
			var k2 = k * k;
			var farSNear = far - near;
			var farANear = far + near;
			if (k2 > farSNear / farANear) {
				centerZ = far;
				radius = far * k;
			}
			else {
				centerZ = 0.5 * farANear * (1 + k2);
				radius = 0.5 * Math.sqrt(farSNear * farSNear + 2.0 * (far * far + near * near) * k2 + farANear * farANear * k2 * k2);
			}
			var center = outBoundSphere.center;
			outBoundSphere.radius = radius;
			Vector3.scale(forward, centerZ, center);
			Vector3.add(cameraPos, center, center);
			return centerZ;
		}
		static getMaxTileResolutionInAtlas(atlasWidth, atlasHeight, tileCount) {
			var resolution = Math.min(atlasWidth, atlasHeight);
			var currentTileCount = Math.floor(atlasWidth / resolution) * Math.floor(atlasHeight / resolution);
			while (currentTileCount < tileCount) {
				resolution = Math.floor(resolution >> 1);
				currentTileCount = Math.floor(atlasWidth / resolution) * Math.floor(atlasHeight / resolution);
			}
			return resolution;
		}
		static getDirectionalLightMatrices(lightUp, lightSide, lightForward, cascadeIndex, nearPlane, shadowResolution, shadowSliceData, shadowMatrices) {
			var boundSphere = shadowSliceData.splitBoundSphere;
			var center = boundSphere.center;
			var radius = boundSphere.radius;
			var halfShadowResolution = shadowResolution / 2;
			var borderRadius = radius * halfShadowResolution / (halfShadowResolution - ShadowUtils.atlasBorderSize);
			var borderDiam = borderRadius * 2.0;
			var sizeUnit = shadowResolution / borderDiam;
			var radiusUnit = borderDiam / shadowResolution;
			var upLen = Math.ceil(Vector3.dot(center, lightUp) * sizeUnit) * radiusUnit;
			var sideLen = Math.ceil(Vector3.dot(center, lightSide) * sizeUnit) * radiusUnit;
			var forwardLen = Vector3.dot(center, lightForward);
			center.x = lightUp.x * upLen + lightSide.x * sideLen + lightForward.x * forwardLen;
			center.y = lightUp.y * upLen + lightSide.y * sideLen + lightForward.y * forwardLen;
			center.z = lightUp.z * upLen + lightSide.z * sideLen + lightForward.z * forwardLen;
			var origin = shadowSliceData.position;
			var viewMatrix = shadowSliceData.viewMatrix;
			var projectMatrix = shadowSliceData.projectionMatrix;
			var viewProjectMatrix = shadowSliceData.viewProjectMatrix;
			shadowSliceData.resolution = shadowResolution;
			shadowSliceData.offsetX = (cascadeIndex % 2) * shadowResolution;
			shadowSliceData.offsetY = Math.floor(cascadeIndex / 2) * shadowResolution;
			Vector3.scale(lightForward, radius + nearPlane, origin);
			Vector3.subtract(center, origin, origin);
			Matrix4x4.createLookAt(origin, center, lightUp, viewMatrix);
			Matrix4x4.createOrthoOffCenter(-borderRadius, borderRadius, -borderRadius, borderRadius, 0.0, radius * 2.0 + nearPlane, projectMatrix);
			Matrix4x4.multiply(projectMatrix, viewMatrix, viewProjectMatrix);
			Utils3D._mulMatrixArray(ShadowUtils._shadowMapScaleOffsetMatrix.elements, viewProjectMatrix.elements, 0, shadowMatrices, cascadeIndex * 16);
		}
		static getSpotLightShadowData(shadowSpotData, spotLight, resolution, shadowParams, shadowSpotMatrices, shadowMapSize) {
			var out = shadowSpotData.position = spotLight.transform.position;
			shadowSpotData.resolution = resolution;
			shadowMapSize.setValue(1.0 / resolution, 1.0 / resolution, resolution, resolution);
			shadowSpotData.offsetX = 0;
			shadowSpotData.offsetY = 0;
			var spotWorldMatrix = spotLight.lightWorldMatrix;
			var viewMatrix = shadowSpotData.viewMatrix;
			var projectMatrix = shadowSpotData.projectionMatrix;
			var viewProjectMatrix = shadowSpotData.viewProjectMatrix;
			var BoundFrustum = shadowSpotData.cameraCullInfo.boundFrustum;
			spotWorldMatrix.invert(viewMatrix);
			Matrix4x4.createPerspective(3.1416 * spotLight.spotAngle / 180.0, 1, 0.1, spotLight.range, projectMatrix);
			shadowParams.y = spotLight.shadowStrength;
			Matrix4x4.multiply(projectMatrix, viewMatrix, viewProjectMatrix);
			BoundFrustum.matrix = viewProjectMatrix;
			viewProjectMatrix.cloneTo(shadowSpotMatrices);
			shadowSpotData.cameraCullInfo.position = out;
		}
		static prepareShadowReceiverShaderValues(light, shadowMapWidth, shadowMapHeight, shadowSliceDatas, cascadeCount, shadowMapSize, shadowParams, shadowMatrices, splitBoundSpheres) {
			shadowMapSize.setValue(1.0 / shadowMapWidth, 1.0 / shadowMapHeight, shadowMapWidth, shadowMapHeight);
			shadowParams.setValue(light._shadowStrength, 0.0, 0.0, 0.0);
			if (cascadeCount > 1) {
				const matrixFloatCount = 16;
				for (var i = cascadeCount * matrixFloatCount, n = 4 * matrixFloatCount; i < n; i++)
					shadowMatrices[i] = 0.0;
				for (var i = 0; i < cascadeCount; i++) {
					var boundSphere = shadowSliceDatas[i].splitBoundSphere;
					var center = boundSphere.center;
					var radius = boundSphere.radius;
					var offset = i * 4;
					splitBoundSpheres[offset] = center.x;
					splitBoundSpheres[offset + 1] = center.y;
					splitBoundSpheres[offset + 2] = center.z;
					splitBoundSpheres[offset + 3] = radius * radius;
				}
				const sphereFloatCount = 4;
				for (var i = cascadeCount * sphereFloatCount, n = 4 * sphereFloatCount; i < n; i++)
					splitBoundSpheres[i] = 0.0;
			}
		}
	}
	ShadowUtils._tempMatrix0 = new Matrix4x4();
	ShadowUtils._shadowMapScaleOffsetMatrix = new Matrix4x4(0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.5, 0.5, 0.0, 1.0);
	ShadowUtils._frustumCorners = [new Vector3(), new Vector3(), new Vector3(), new Vector3(), new Vector3(), new Vector3(), new Vector3(), new Vector3()];
	ShadowUtils._adjustNearPlane = new Plane(new Vector3());
	ShadowUtils._adjustFarPlane = new Plane(new Vector3());
	ShadowUtils._backPlaneFaces = new Array(5);
	ShadowUtils._edgePlanePoint2 = new Vector3();
	ShadowUtils._frustumPlaneNeighbors = [
		[FrustumFace.Left, FrustumFace.Right, FrustumFace.Top, FrustumFace.Bottom],
		[FrustumFace.Left, FrustumFace.Right, FrustumFace.Top, FrustumFace.Bottom],
		[FrustumFace.Near, FrustumFace.Far, FrustumFace.Top, FrustumFace.Bottom],
		[FrustumFace.Near, FrustumFace.Far, FrustumFace.Top, FrustumFace.Bottom],
		[FrustumFace.Near, FrustumFace.Far, FrustumFace.Left, FrustumFace.Right],
		[FrustumFace.Near, FrustumFace.Far, FrustumFace.Left, FrustumFace.Right]
	];
	ShadowUtils._frustumTwoPlaneCorners = [
		[[exports.FrustumCorner.unknown, exports.FrustumCorner.unknown], [exports.FrustumCorner.unknown, exports.FrustumCorner.unknown], [exports.FrustumCorner.nearBottomLeft, exports.FrustumCorner.nearTopLeft], [exports.FrustumCorner.nearTopRight, exports.FrustumCorner.nearBottomRight], [exports.FrustumCorner.nearBottomRight, exports.FrustumCorner.nearBottomLeft], [exports.FrustumCorner.nearTopLeft, exports.FrustumCorner.nearTopRight]],
		[[exports.FrustumCorner.unknown, exports.FrustumCorner.unknown], [exports.FrustumCorner.unknown, exports.FrustumCorner.unknown], [exports.FrustumCorner.FarTopLeft, exports.FrustumCorner.FarBottomLeft], [exports.FrustumCorner.FarBottomRight, exports.FrustumCorner.FarTopRight], [exports.FrustumCorner.FarBottomLeft, exports.FrustumCorner.FarBottomRight], [exports.FrustumCorner.FarTopRight, exports.FrustumCorner.FarTopLeft]],
		[[exports.FrustumCorner.nearTopLeft, exports.FrustumCorner.nearBottomLeft], [exports.FrustumCorner.FarBottomLeft, exports.FrustumCorner.FarTopLeft], [exports.FrustumCorner.unknown, exports.FrustumCorner.unknown], [exports.FrustumCorner.unknown, exports.FrustumCorner.unknown], [exports.FrustumCorner.nearBottomLeft, exports.FrustumCorner.FarBottomLeft], [exports.FrustumCorner.FarTopLeft, exports.FrustumCorner.nearTopLeft]],
		[[exports.FrustumCorner.nearBottomRight, exports.FrustumCorner.nearTopRight], [exports.FrustumCorner.FarTopRight, exports.FrustumCorner.FarBottomRight], [exports.FrustumCorner.unknown, exports.FrustumCorner.unknown], [exports.FrustumCorner.unknown, exports.FrustumCorner.unknown], [exports.FrustumCorner.FarBottomRight, exports.FrustumCorner.nearBottomRight], [exports.FrustumCorner.nearTopRight, exports.FrustumCorner.FarTopRight]],
		[[exports.FrustumCorner.nearBottomLeft, exports.FrustumCorner.nearBottomRight], [exports.FrustumCorner.FarBottomRight, exports.FrustumCorner.FarBottomLeft], [exports.FrustumCorner.FarBottomLeft, exports.FrustumCorner.nearBottomLeft], [exports.FrustumCorner.nearBottomRight, exports.FrustumCorner.FarBottomRight], [exports.FrustumCorner.unknown, exports.FrustumCorner.unknown], [exports.FrustumCorner.unknown, exports.FrustumCorner.unknown]],
		[[exports.FrustumCorner.nearTopRight, exports.FrustumCorner.nearTopLeft], [exports.FrustumCorner.FarTopLeft, exports.FrustumCorner.FarTopRight], [exports.FrustumCorner.nearTopLeft, exports.FrustumCorner.FarTopLeft], [exports.FrustumCorner.FarTopRight, exports.FrustumCorner.nearTopRight], [exports.FrustumCorner.unknown, exports.FrustumCorner.unknown], [exports.FrustumCorner.unknown, exports.FrustumCorner.unknown]]
	];
	ShadowUtils.atlasBorderSize = 4.0;

	(function (CameraClearFlags) {
		CameraClearFlags[CameraClearFlags["SolidColor"] = 0] = "SolidColor";
		CameraClearFlags[CameraClearFlags["Sky"] = 1] = "Sky";
		CameraClearFlags[CameraClearFlags["DepthOnly"] = 2] = "DepthOnly";
		CameraClearFlags[CameraClearFlags["Nothing"] = 3] = "Nothing";
	})(exports.CameraClearFlags || (exports.CameraClearFlags = {}));
	class Camera extends BaseCamera {
		constructor(aspectRatio = 0, nearPlane = 0.3, farPlane = 1000) {
			super(nearPlane, farPlane);
			this._updateViewMatrix = true;
			this._postProcess = null;
			this._enableHDR = false;
			this._viewportParams = new Vector4();
			this._projectionParams = new Vector4();
			this._offScreenRenderTexture = null;
			this._internalRenderTexture = null;
			this._postProcessCommandBuffers = [];
			this._clusterPlaneCacheFlag = new Vector2(-1, -1);
			this._screenOffsetScale = new Vector4();
			this.enableRender = true;
			this.clearFlag = exports.CameraClearFlags.SolidColor;
			this._viewMatrix = new Matrix4x4();
			this._projectionMatrix = new Matrix4x4();
			this._projectionViewMatrix = new Matrix4x4();
			this._viewport = new Viewport(0, 0, 0, 0);
			this._normalizedViewport = new Viewport(0, 0, 1, 1);
			this._aspectRatio = aspectRatio;
			this._boundFrustum = new BoundFrustum(new Matrix4x4());
			if (Laya.Render.supportWebGLPlusCulling)
				this._boundFrustumBuffer = new Float32Array(24);
			this._calculateProjectionMatrix();
			Laya.Laya.stage.on(Laya.Event.RESIZE, this, this._onScreenSizeChanged);
			this.transform.on(Laya.Event.TRANSFORM_CHANGED, this, this._onTransformChanged);
		}
		get aspectRatio() {
			if (this._aspectRatio === 0) {
				var vp = this.viewport;
				return vp.width / vp.height;
			}
			return this._aspectRatio;
		}
		set aspectRatio(value) {
			if (value < 0)
				throw new Error("Camera: the aspect ratio has to be a positive real number.");
			this._aspectRatio = value;
			this._calculateProjectionMatrix();
		}
		get viewport() {
			if (this._offScreenRenderTexture)
				this._calculationViewport(this._normalizedViewport, this._offScreenRenderTexture.width, this._offScreenRenderTexture.height);
			else
				this._calculationViewport(this._normalizedViewport, RenderContext3D.clientWidth, RenderContext3D.clientHeight);
			return this._viewport;
		}
		set viewport(value) {
			var width;
			var height;
			if (this._offScreenRenderTexture) {
				width = this._offScreenRenderTexture.width;
				height = this._offScreenRenderTexture.height;
			}
			else {
				width = RenderContext3D.clientWidth;
				height = RenderContext3D.clientHeight;
			}
			this._normalizedViewport.x = value.x / width;
			this._normalizedViewport.y = value.y / height;
			this._normalizedViewport.width = value.width / width;
			this._normalizedViewport.height = value.height / height;
			this._calculationViewport(this._normalizedViewport, width, height);
			this._calculateProjectionMatrix();
		}
		get normalizedViewport() {
			return this._normalizedViewport;
		}
		set normalizedViewport(value) {
			var width;
			var height;
			if (this._offScreenRenderTexture) {
				width = this._offScreenRenderTexture.width;
				height = this._offScreenRenderTexture.height;
			}
			else {
				width = RenderContext3D.clientWidth;
				height = RenderContext3D.clientHeight;
			}
			if (this._normalizedViewport !== value)
				value.cloneTo(this._normalizedViewport);
			this._calculationViewport(value, width, height);
			this._calculateProjectionMatrix();
		}
		get viewMatrix() {
			if (this._updateViewMatrix) {
				var scale = this.transform.getWorldLossyScale();
				var scaleX = scale.x;
				var scaleY = scale.y;
				var scaleZ = scale.z;
				var viewMatE = this._viewMatrix.elements;
				this.transform.worldMatrix.cloneTo(this._viewMatrix);
				viewMatE[0] /= scaleX;
				viewMatE[1] /= scaleX;
				viewMatE[2] /= scaleX;
				viewMatE[4] /= scaleY;
				viewMatE[5] /= scaleY;
				viewMatE[6] /= scaleY;
				viewMatE[8] /= scaleZ;
				viewMatE[9] /= scaleZ;
				viewMatE[10] /= scaleZ;
				this._viewMatrix.invert(this._viewMatrix);
				this._updateViewMatrix = false;
			}
			return this._viewMatrix;
		}
		get projectionMatrix() {
			return this._projectionMatrix;
		}
		set projectionMatrix(value) {
			this._projectionMatrix = value;
			this._useUserProjectionMatrix = true;
		}
		get projectionViewMatrix() {
			Matrix4x4.multiply(this.projectionMatrix, this.viewMatrix, this._projectionViewMatrix);
			return this._projectionViewMatrix;
		}
		get boundFrustum() {
			this._boundFrustum.matrix = this.projectionViewMatrix;
			if (Laya.Render.supportWebGLPlusCulling) {
				var near = this._boundFrustum.near;
				var far = this._boundFrustum.far;
				var left = this._boundFrustum.left;
				var right = this._boundFrustum.right;
				var top = this._boundFrustum.top;
				var bottom = this._boundFrustum.bottom;
				var nearNE = near.normal;
				var farNE = far.normal;
				var leftNE = left.normal;
				var rightNE = right.normal;
				var topNE = top.normal;
				var bottomNE = bottom.normal;
				var buffer = this._boundFrustumBuffer;
				buffer[0] = nearNE.x, buffer[1] = nearNE.y, buffer[2] = nearNE.z, buffer[3] = near.distance;
				buffer[4] = farNE.x, buffer[5] = farNE.y, buffer[6] = farNE.z, buffer[7] = far.distance;
				buffer[8] = leftNE.x, buffer[9] = leftNE.y, buffer[10] = leftNE.z, buffer[11] = left.distance;
				buffer[12] = rightNE.x, buffer[13] = rightNE.y, buffer[14] = rightNE.z, buffer[15] = right.distance;
				buffer[16] = topNE.x, buffer[17] = topNE.y, buffer[18] = topNE.z, buffer[19] = top.distance;
				buffer[20] = bottomNE.x, buffer[21] = bottomNE.y, buffer[22] = bottomNE.z, buffer[23] = bottom.distance;
			}
			return this._boundFrustum;
		}
		get renderTarget() {
			return this._offScreenRenderTexture;
		}
		set renderTarget(value) {
			var lastValue = this._offScreenRenderTexture;
			if (lastValue !== value) {
				(lastValue) && (lastValue._isCameraTarget = false);
				(value) && (value._isCameraTarget = true);
				this._offScreenRenderTexture = value;
				this._calculateProjectionMatrix();
			}
		}
		get postProcess() {
			return this._postProcess;
		}
		set postProcess(value) {
			this._postProcess = value;
			var postProcessCommandBuffer = new CommandBuffer();
			this.addCommandBuffer(Camera.CAMERAEVENT_POSTPROCESS, postProcessCommandBuffer);
			value._init(this, postProcessCommandBuffer);
		}
		get enableHDR() {
			return this._enableHDR;
		}
		set enableHDR(value) {
			if (value && !Laya.SystemUtils.supportRenderTextureFormat(Laya.RenderTextureFormat.R16G16B16A16)) {
				console.warn("Camera:can't enable HDR in this device.");
				return;
			}
			this._enableHDR = value;
		}
		_calculationViewport(normalizedViewport, width, height) {
			var lx = normalizedViewport.x * width;
			var ly = normalizedViewport.y * height;
			var rx = lx + Math.max(normalizedViewport.width * width, 0);
			var ry = ly + Math.max(normalizedViewport.height * height, 0);
			var ceilLeftX = Math.ceil(lx);
			var ceilLeftY = Math.ceil(ly);
			var floorRightX = Math.floor(rx);
			var floorRightY = Math.floor(ry);
			var pixelLeftX = ceilLeftX - lx >= 0.5 ? Math.floor(lx) : ceilLeftX;
			var pixelLeftY = ceilLeftY - ly >= 0.5 ? Math.floor(ly) : ceilLeftY;
			var pixelRightX = rx - floorRightX >= 0.5 ? Math.ceil(rx) : floorRightX;
			var pixelRightY = ry - floorRightY >= 0.5 ? Math.ceil(ry) : floorRightY;
			this._viewport.x = pixelLeftX;
			this._viewport.y = pixelLeftY;
			this._viewport.width = pixelRightX - pixelLeftX;
			this._viewport.height = pixelRightY - pixelLeftY;
		}
		_calculateProjectionMatrix() {
			if (!this._useUserProjectionMatrix) {
				if (this._orthographic) {
					var halfHeight = this.orthographicVerticalSize * 0.5;
					var halfWidth = halfHeight * this.aspectRatio;
					Matrix4x4.createOrthoOffCenter(-halfWidth, halfWidth, -halfHeight, halfHeight, this.nearPlane, this.farPlane, this._projectionMatrix);
				}
				else {
					Matrix4x4.createPerspective(3.1416 * this.fieldOfView / 180.0, this.aspectRatio, this.nearPlane, this.farPlane, this._projectionMatrix);
				}
			}
		}
		_isLayerVisible(layer) {
			return (Math.pow(2, layer) & this.cullingMask) != 0;
		}
		_onTransformChanged(flag) {
			flag &= Transform3D.TRANSFORM_WORLDMATRIX;
			(flag) && (this._updateViewMatrix = true);
		}
		_parse(data, spriteMap) {
			super._parse(data, spriteMap);
			var clearFlagData = data.clearFlag;
			(clearFlagData !== undefined) && (this.clearFlag = clearFlagData);
			var viewport = data.viewport;
			this.normalizedViewport = new Viewport(viewport[0], viewport[1], viewport[2], viewport[3]);
			var enableHDR = data.enableHDR;
			(enableHDR !== undefined) && (this.enableHDR = enableHDR);
		}
		_getCanvasWidth() {
			if (this._offScreenRenderTexture)
				return this._offScreenRenderTexture.width;
			else
				return RenderContext3D.clientWidth;
		}
		_getCanvasHeight() {
			if (this._offScreenRenderTexture)
				return this._offScreenRenderTexture.height;
			else
				return RenderContext3D.clientHeight;
		}
		_getRenderTexture() {
			return this._internalRenderTexture || this._offScreenRenderTexture;
		}
		_needInternalRenderTexture() {
			return this._postProcess || this._enableHDR ? true : false;
		}
		_applyPostProcessCommandBuffers() {
			for (var i = 0, n = this._postProcessCommandBuffers.length; i < n; i++)
				this._postProcessCommandBuffers[i]._apply();
		}
		_getRenderTextureFormat() {
			if (this._enableHDR)
				return Laya.RenderTextureFormat.R16G16B16A16;
			else
				return Laya.RenderTextureFormat.R8G8B8;
		}
		_prepareCameraToRender() {
			super._prepareCameraToRender();
			var vp = this.viewport;
			this._viewportParams.setValue(vp.x, vp.y, vp.width, vp.height);
			this._projectionParams.setValue(this._nearPlane, this._farPlane, RenderContext3D._instance.invertY ? -1 : 1, 0);
			this._shaderValues.setVector(BaseCamera.VIEWPORT, this._viewportParams);
			this._shaderValues.setVector(BaseCamera.PROJECTION_PARAMS, this._projectionParams);
		}
		_applyViewProject(context, viewMat, proMat) {
			var projectView;
			var shaderData = this._shaderValues;
			if (context.invertY) {
				Matrix4x4.multiply(BaseCamera._invertYScaleMatrix, proMat, BaseCamera._invertYProjectionMatrix);
				Matrix4x4.multiply(BaseCamera._invertYProjectionMatrix, viewMat, BaseCamera._invertYProjectionViewMatrix);
				proMat = BaseCamera._invertYProjectionMatrix;
				projectView = BaseCamera._invertYProjectionViewMatrix;
			}
			else {
				Matrix4x4.multiply(proMat, viewMat, this._projectionViewMatrix);
				projectView = this._projectionViewMatrix;
			}
			context.viewMatrix = viewMat;
			context.projectionMatrix = proMat;
			context.projectionViewMatrix = projectView;
			shaderData.setMatrix4x4(BaseCamera.VIEWMATRIX, viewMat);
			shaderData.setMatrix4x4(BaseCamera.PROJECTMATRIX, proMat);
			shaderData.setMatrix4x4(BaseCamera.VIEWPROJECTMATRIX, projectView);
		}
		_updateClusterPlaneXY() {
			var fieldOfView = this.fieldOfView;
			var aspectRatio = this.aspectRatio;
			if (this._clusterPlaneCacheFlag.x !== fieldOfView || this._clusterPlaneCacheFlag.y !== aspectRatio) {
				var clusterCount = Config3D._config.lightClusterCount;
				var xSlixe = clusterCount.x, ySlice = clusterCount.y;
				var xCount = xSlixe + 1, yCount = ySlice + 1;
				var xPlanes = this._clusterXPlanes, yPlanes = this._clusterYPlanes;
				if (!xPlanes) {
					xPlanes = this._clusterXPlanes = new Array(xCount);
					yPlanes = this._clusterYPlanes = new Array(yCount);
					for (var i = 0; i < xCount; i++)
						xPlanes[i] = new Vector3();
					for (var i = 0; i < yCount; i++)
						yPlanes[i] = new Vector3();
				}
				var halfY = Math.tan((this.fieldOfView / 2) * Math.PI / 180);
				var halfX = this.aspectRatio * halfY;
				var yLengthPerCluster = 2 * halfY / xSlixe;
				var xLengthPerCluster = 2 * halfX / ySlice;
				for (var i = 0; i < xCount; i++) {
					var angle = -halfX + xLengthPerCluster * i;
					var bigHypot = Math.sqrt(1 + angle * angle);
					var normX = 1 / bigHypot;
					var xPlane = xPlanes[i];
					xPlane.setValue(normX, 0, -angle * normX);
				}
				for (var i = 0; i < yCount; i++) {
					var angle = halfY - yLengthPerCluster * i;
					var bigHypot = Math.sqrt(1 + angle * angle);
					var normY = -1 / bigHypot;
					var yPlane = yPlanes[i];
					yPlane.setValue(0, normY, -angle * normY);
				}
				this._clusterPlaneCacheFlag.x = fieldOfView;
				this._clusterPlaneCacheFlag.y = aspectRatio;
			}
		}
		render(shader = null, replacementTag = null) {
			if (!this.activeInHierarchy)
				return;
			var viewport = this.viewport;
			var needInternalRT = this._needInternalRenderTexture();
			var gl = Laya.LayaGL.instance;
			var context = RenderContext3D._instance;
			var scene = context.scene = this._scene;
			context.pipelineMode = "Forward";
			if (needInternalRT) {
				this._internalRenderTexture = RenderTexture.createFromPool(viewport.width, viewport.height, this._getRenderTextureFormat(), Laya.RenderTextureDepthFormat.DEPTH_16);
				this._internalRenderTexture.filterMode = Laya.FilterMode.Bilinear;
			}
			else {
				this._internalRenderTexture = null;
			}
			var shadowCasterPass;
			var mainDirectLight = scene._mainDirectionLight;
			var needShadowCasterPass = mainDirectLight && mainDirectLight.shadowMode !== exports.ShadowMode.None && ShadowUtils.supportShadow();
			if (needShadowCasterPass) {
				scene._shaderValues.removeDefine(Scene3DShaderDeclaration.SHADERDEFINE_SHADOW_SPOT);
				scene._shaderValues.addDefine(Scene3DShaderDeclaration.SHADERDEFINE_SHADOW);
				shadowCasterPass = ILaya3D.Scene3D._shadowCasterPass;
				shadowCasterPass.update(this, mainDirectLight, ILaya3D.ShadowLightType.DirectionLight);
				shadowCasterPass.render(context, scene, ILaya3D.ShadowLightType.DirectionLight);
			}
			else {
				scene._shaderValues.removeDefine(Scene3DShaderDeclaration.SHADERDEFINE_SHADOW);
			}
			var spotMainLight = scene._mainSpotLight;
			var spotneedShadowCasterPass = spotMainLight && spotMainLight.shadowMode !== exports.ShadowMode.None && ShadowUtils.supportShadow();
			if (spotneedShadowCasterPass) {
				scene._shaderValues.removeDefine(Scene3DShaderDeclaration.SHADERDEFINE_SHADOW);
				scene._shaderValues.addDefine(Scene3DShaderDeclaration.SHADERDEFINE_SHADOW_SPOT);
				shadowCasterPass = ILaya3D.Scene3D._shadowCasterPass;
				shadowCasterPass.update(this, spotMainLight, ILaya3D.ShadowLightType.SpotLight);
				shadowCasterPass.render(context, scene, ILaya3D.ShadowLightType.SpotLight);
			}
			else {
				scene._shaderValues.removeDefine(Scene3DShaderDeclaration.SHADERDEFINE_SHADOW_SPOT);
			}
			if (needShadowCasterPass)
				scene._shaderValues.addDefine(Scene3DShaderDeclaration.SHADERDEFINE_SHADOW);
			if (spotneedShadowCasterPass)
				scene._shaderValues.addDefine(Scene3DShaderDeclaration.SHADERDEFINE_SHADOW_SPOT);
			context.camera = this;
			context.cameraShaderValue = this._shaderValues;
			Camera._updateMark++;
			scene._preRenderScript();
			if (needInternalRT && !this._offScreenRenderTexture && (this.clearFlag == exports.CameraClearFlags.DepthOnly || this.clearFlag == exports.CameraClearFlags.Nothing)) {
				if (this._enableHDR) {
					var grabTexture = RenderTexture.createFromPool(viewport.width, viewport.height, Laya.RenderTextureFormat.R8G8B8, Laya.RenderTextureDepthFormat.DEPTH_16);
					grabTexture.filterMode = Laya.FilterMode.Bilinear;
					Laya.WebGLContext.bindTexture(gl, gl.TEXTURE_2D, grabTexture._getSource());
					gl.copyTexSubImage2D(gl.TEXTURE_2D, 0, 0, 0, viewport.x, RenderContext3D.clientHeight - (viewport.y + viewport.height), viewport.width, viewport.height);
					var blit = BlitScreenQuadCMD.create(grabTexture, this._internalRenderTexture);
					blit.run();
					blit.recover();
					RenderTexture.recoverToPool(grabTexture);
				}
				else {
					Laya.WebGLContext.bindTexture(gl, gl.TEXTURE_2D, this._internalRenderTexture._getSource());
					gl.copyTexSubImage2D(gl.TEXTURE_2D, 0, 0, 0, viewport.x, RenderContext3D.clientHeight - (viewport.y + viewport.height), viewport.width, viewport.height);
				}
			}
			var renderTex = this._getRenderTexture();
			(renderTex) && (renderTex._start());
			context.viewport = viewport;
			this._prepareCameraToRender();
			var multiLighting = Config3D._config._multiLighting;
			(multiLighting) && (Cluster.instance.update(this, (this._scene)));
			this._applyViewProject(context, this.viewMatrix, this._projectionMatrix);
			scene._preCulling(context, this, shader, replacementTag);
			scene._clear(gl, context);
			scene._renderScene(context);
			scene._postRenderScript();
			(renderTex) && (renderTex._end());
			if (needInternalRT) {
				if (this._postProcess) {
					this._postProcess._render();
					this._applyPostProcessCommandBuffers();
				}
				else if (this._enableHDR) {
					var canvasWidth = this._getCanvasWidth(), canvasHeight = this._getCanvasHeight();
					this._screenOffsetScale.setValue(viewport.x / canvasWidth, viewport.y / canvasHeight, viewport.width / canvasWidth, viewport.height / canvasHeight);
					var blit = BlitScreenQuadCMD.create(this._internalRenderTexture, this._offScreenRenderTexture ? this._offScreenRenderTexture : null, this._screenOffsetScale);
					blit.run();
					blit.recover();
				}
				RenderTexture.recoverToPool(this._internalRenderTexture);
			}
			if (needShadowCasterPass || spotneedShadowCasterPass)
				shadowCasterPass.cleanUp();
		}
		viewportPointToRay(point, out) {
			Picker.calculateCursorRay(point, this.viewport, this._projectionMatrix, this.viewMatrix, null, out);
		}
		normalizedViewportPointToRay(point, out) {
			var finalPoint = Camera._tempVector20;
			var vp = this.viewport;
			finalPoint.x = point.x * vp.width;
			finalPoint.y = point.y * vp.height;
			Picker.calculateCursorRay(finalPoint, this.viewport, this._projectionMatrix, this.viewMatrix, null, out);
		}
		worldToViewportPoint(position, out) {
			Matrix4x4.multiply(this._projectionMatrix, this._viewMatrix, this._projectionViewMatrix);
			this.viewport.project(position, this._projectionViewMatrix, out);
			out.x = out.x / Laya.Laya.stage.clientScaleX;
			out.y = out.y / Laya.Laya.stage.clientScaleY;
		}
		worldToNormalizedViewportPoint(position, out) {
			Matrix4x4.multiply(this._projectionMatrix, this._viewMatrix, this._projectionViewMatrix);
			this.normalizedViewport.project(position, this._projectionViewMatrix, out);
			out.x = out.x / Laya.Laya.stage.clientScaleX;
			out.y = out.y / Laya.Laya.stage.clientScaleY;
		}
		convertScreenCoordToOrthographicCoord(source, out) {
			if (this._orthographic) {
				var clientWidth = RenderContext3D.clientWidth;
				var clientHeight = RenderContext3D.clientHeight;
				var ratioX = this.orthographicVerticalSize * this.aspectRatio / clientWidth;
				var ratioY = this.orthographicVerticalSize / clientHeight;
				out.x = (-clientWidth / 2 + source.x * Laya.Laya.stage.clientScaleX) * ratioX;
				out.y = (clientHeight / 2 - source.y * Laya.Laya.stage.clientScaleY) * ratioY;
				out.z = (this.nearPlane - this.farPlane) * (source.z + 1) / 2 - this.nearPlane;
				Vector3.transformCoordinate(out, this.transform.worldMatrix, out);
				return true;
			}
			else {
				return false;
			}
		}
		destroy(destroyChild = true) {
			if (this.destroyed) return;

			this._offScreenRenderTexture = null;
			this.transform.off(Laya.Event.TRANSFORM_CHANGED, this, this._onTransformChanged);
			super.destroy(destroyChild);
		}
		addCommandBuffer(event, commandBuffer) {
			switch (event) {
				case Camera.CAMERAEVENT_POSTPROCESS:
					this._postProcessCommandBuffers.push(commandBuffer);
					commandBuffer._camera = this;
					break;
				default:
					throw "Camera:unknown event.";
			}
		}
		removeCommandBuffer(event, commandBuffer) {
			switch (event) {
				case Camera.CAMERAEVENT_POSTPROCESS:
					var index = this._postProcessCommandBuffers.indexOf(commandBuffer);
					if (index !== -1)
						this._postProcessCommandBuffers.splice(index, 1);
					break;
				default:
					throw "Camera:unknown event.";
			}
		}
		removeCommandBuffers(event) {
			switch (event) {
				case Camera.CAMERAEVENT_POSTPROCESS:
					this._postProcessCommandBuffers.length = 0;
					break;
				default:
					throw "Camera:unknown event.";
			}
		}
		_create() {
			return new Camera();
		}
	}
	Camera.CAMERAEVENT_POSTPROCESS = 0;
	Camera._tempVector20 = new Vector2();
	Camera._updateMark = 0;

	class Input3D {
		constructor() {
			this._eventList = [];
			this._mouseTouch = new MouseTouch();
			this._touchPool = [];
			this._touches = new SimpleSingletonList();
			this._multiTouchEnabled = true;
			this._pushEventList = ((e) => {
				(e.cancelable) && (e.preventDefault());
				(e.cancelable) && this._eventList.push(e);
			}).bind(this);
		}
		__init__(canvas, scene) {
			this._scene = scene;
			canvas.oncontextmenu = function (e) {
				return false;
			};
		}
		_onCanvasEvent(canvas) {
			canvas.addEventListener('mousedown', this._pushEventList);
			canvas.addEventListener('mouseup', this._pushEventList, true);
			canvas.addEventListener('mousemove', this._pushEventList, true);
			canvas.addEventListener("touchstart", this._pushEventList);
			canvas.addEventListener("touchend", this._pushEventList, true);
			canvas.addEventListener("touchmove", this._pushEventList, true);
			canvas.addEventListener("touchcancel", this._pushEventList, true);
		}
		_offCanvasEvent(canvas) {
			canvas.removeEventListener('mousedown', this._pushEventList);
			canvas.removeEventListener('mouseup', this._pushEventList, true);
			canvas.removeEventListener('mousemove', this._pushEventList, true);
			canvas.removeEventListener("touchstart", this._pushEventList);
			canvas.removeEventListener("touchend", this._pushEventList, true);
			canvas.removeEventListener("touchmove", this._pushEventList, true);
			canvas.removeEventListener("touchcancel", this._pushEventList, true);
			this._eventList.length = 0;
			this._touches.clear();
		}
		touchCount() {
			return this._touches.length;
		}
		get multiTouchEnabled() {
			return this._multiTouchEnabled;
		}
		set multiTouchEnabled(value) {
			this._multiTouchEnabled = value;
		}
		_getTouch(touchID, type) {
			var touch = this._touchPool[touchID];
			if ((type == 0 && touch && touch._getIndexInList() != -1))
				return null;
			if (type == 1 && touch && (touch._getIndexInList() == -1))
				return null;
			if (!touch) {
				touch = new Touch();
				this._touchPool[touchID] = touch;
				touch._identifier = touchID;
			}
			return touch;
		}
		_mouseTouchDown() {
			var touch = this._mouseTouch;
			var sprite = touch.sprite;
			touch._pressedSprite = sprite;
			touch._pressedLoopCount = Laya.Stat.loopCount;
			if (sprite) {
				var scripts = sprite._scripts;
				if (scripts) {
					for (var i = 0, n = scripts.length; i < n; i++)
						scripts[i].onMouseDown();
				}
			}
		}
		_mouseTouchUp() {
			var i, n;
			var touch = this._mouseTouch;
			var lastPressedSprite = touch._pressedSprite;
			touch._pressedSprite = null;
			touch._pressedLoopCount = -1;
			var sprite = touch.sprite;
			if (sprite) {
				if (sprite === lastPressedSprite) {
					var scripts = sprite._scripts;
					if (scripts) {
						for (i = 0, n = scripts.length; i < n; i++)
							scripts[i].onMouseClick();
					}
				}
			}
			if (lastPressedSprite) {
				var lastScripts = lastPressedSprite._scripts;
				if (lastScripts) {
					for (i = 0, n = lastScripts.length; i < n; i++)
						lastScripts[i].onMouseUp();
				}
			}
		}
		_mouseTouchRayCast(cameras) {
			var touchHitResult = Input3D._tempHitResult0;
			var touchPos = Input3D._tempVector20;
			var touchRay = Input3D._tempRay0;
			touchHitResult.succeeded = false;
			var x = this._mouseTouch.mousePositionX;
			var y = this._mouseTouch.mousePositionY;
			touchPos.x = x;
			touchPos.y = y;
			for (var i = cameras.length - 1; i >= 0; i--) {
				var camera = cameras[i];
				var viewport = camera.viewport;
				if (touchPos.x >= viewport.x && touchPos.y >= viewport.y && touchPos.x <= viewport.width && touchPos.y <= viewport.height) {
					camera.viewportPointToRay(touchPos, touchRay);
					var sucess = this._scene._physicsSimulation.rayCast(touchRay, touchHitResult);
					if (sucess || (camera.clearFlag === exports.CameraClearFlags.SolidColor || camera.clearFlag === exports.CameraClearFlags.Sky))
						break;
				}
			}
			var touch = this._mouseTouch;
			var lastSprite = touch.sprite;
			if (touchHitResult.succeeded) {
				var touchSprite = touchHitResult.collider.owner;
				touch.sprite = touchSprite;
				var scripts = touchSprite._scripts;
				if (lastSprite !== touchSprite) {
					if (scripts) {
						for (var j = 0, m = scripts.length; j < m; j++)
							scripts[j].onMouseEnter();
					}
				}
			}
			else {
				touch.sprite = null;
			}
			if (lastSprite && (lastSprite !== touchSprite)) {
				var outScripts = lastSprite._scripts;
				if (outScripts) {
					for (j = 0, m = outScripts.length; j < m; j++)
						outScripts[j].onMouseOut();
				}
			}
		}
		_changeTouches(changedTouches, flag) {
			var offsetX = 0, offsetY = 0;
			var lastCount = this._touches.length;
			for (var j = 0, m = changedTouches.length; j < m; j++) {
				var nativeTouch = changedTouches[j];
				var identifier = nativeTouch.identifier;
				if (!this._multiTouchEnabled && identifier !== 0)
					continue;
				var touch = this._getTouch(identifier, flag);
				var pos = this._touchPool[identifier]._position;
				var mousePoint = Input3D._tempPoint;
				mousePoint.setTo(nativeTouch.pageX, nativeTouch.pageY);
				Laya.ILaya.stage._canvasTransform.invertTransformPoint(mousePoint);
				var posX = mousePoint.x;
				var posY = mousePoint.y;
				switch (flag) {
					case 0:
						if (!!touch)
							this._touches.add(touch);
						offsetX += posX;
						offsetY += posY;
						break;
					case 1:
						if (!!touch)
							this._touches.remove(touch);
						offsetX -= posX;
						offsetY -= posY;
						break;
					case 2:
						offsetX = posX - pos.x;
						offsetY = posY - pos.y;
						break;
				}
				pos.x = posX;
				pos.y = posY;
			}
			var touchCount = this._touches.length;
			if (touchCount === 0) {
				this._mouseTouch.mousePositionX = 0;
				this._mouseTouch.mousePositionY = 0;
			}
			else {
				this._mouseTouch.mousePositionX = (this._mouseTouch.mousePositionX * lastCount + offsetX) / touchCount;
				this._mouseTouch.mousePositionY = (this._mouseTouch.mousePositionY * lastCount + offsetY) / touchCount;
			}
		}
		_update() {
			var enablePhysics = Physics3D._enablePhysics && !PhysicsSimulation.disableSimulation;
			var i, n, j, m;
			n = this._eventList.length;
			var cameras = this._scene._cameraPool;
			if (n > 0) {
				var rayCast = false;
				for (i = 0; i < n; i++) {
					var e = this._eventList[i];
					switch (e.type) {
						case "mousedown":
							(enablePhysics) && (this._mouseTouchDown());
							break;
						case "mouseup":
							(enablePhysics) && (this._mouseTouchUp());
							break;
						case "mousemove":
							var mousePoint = Input3D._tempPoint;
							mousePoint.setTo(e.pageX, e.pageY);
							Laya.ILaya.stage._canvasTransform.invertTransformPoint(mousePoint);
							this._mouseTouch.mousePositionX = mousePoint.x;
							this._mouseTouch.mousePositionY = mousePoint.y;
							(enablePhysics) && (rayCast = true);
							break;
						case "touchstart":
							var lastLength = this._touches.length;
							this._changeTouches(e.changedTouches, 0);
							if (enablePhysics) {
								(!Config3D._config.isUseCannonPhysicsEngine) && (this._mouseTouchRayCast(cameras));
								(lastLength === 0) && (this._mouseTouchDown());
							}
							break;
						case "touchend":
						case "touchcancel":
							this._changeTouches(e.changedTouches, 1);
							(enablePhysics && this._touches.length === 0) && (this._mouseTouchUp());
							break;
						case "touchmove":
							this._changeTouches(e.changedTouches, 2);
							(enablePhysics) && (rayCast = true);
							break;
						default:
							throw "Input3D:unkonwn event type.";
					}
				}
				(rayCast) && (!Config3D._config.isUseCannonPhysicsEngine) && (this._mouseTouchRayCast(cameras));
				this._eventList.length = 0;
			}
			if (enablePhysics) {
				var mouseTouch = this._mouseTouch;
				var pressedSprite = mouseTouch._pressedSprite;
				if (pressedSprite && (Laya.Stat.loopCount > mouseTouch._pressedLoopCount)) {
					var pressedScripts = pressedSprite._scripts;
					if (pressedScripts) {
						for (j = 0, m = pressedScripts.length; j < m; j++)
							pressedScripts[j].onMouseDrag();
					}
				}
				var touchSprite = mouseTouch.sprite;
				if (touchSprite) {
					var scripts = touchSprite._scripts;
					if (scripts) {
						for (j = 0, m = scripts.length; j < m; j++)
							scripts[j].onMouseOver();
					}
				}
			}
		}
		getTouch(index) {
			if (index < this._touches.length) {
				return this._touches.elements[index];
			}
			else {
				return null;
			}
		}
	}
	Input3D._tempPoint = new Laya.Point();
	Input3D._tempVector20 = new Vector2();
	Input3D._tempRay0 = new Ray(new Vector3(), new Vector3());
	Input3D._tempHitResult0 = new HitResult();

	class PhysicsSettings {
		constructor() {
			this.flags = 0;
			this.maxSubSteps = 1;
			this.fixedTimeStep = 1.0 / 60.0;
		}
	}

	class VertexPositionTexture0 {
		constructor(position, textureCoordinate0) {
			this._position = position;
			this._textureCoordinate0 = textureCoordinate0;
		}
		static get vertexDeclaration() {
			return VertexPositionTexture0._vertexDeclaration;
		}
		static __init__() {
			VertexPositionTexture0._vertexDeclaration = new VertexDeclaration(20, [new VertexElement(0, VertexElementFormat.Vector3, VertexMesh.MESH_POSITION0),
			new VertexElement(12, VertexElementFormat.Vector2, VertexMesh.MESH_TEXTURECOORDINATE0)]);
		}
		get position() {
			return this._position;
		}
		get textureCoordinate0() {
			return this._textureCoordinate0;
		}
		get vertexDeclaration() {
			return VertexPositionTexture0._vertexDeclaration;
		}
	}

	class SkyDome extends SkyMesh {
		constructor(stacks = 48, slices = 48) {
			super();
			var gl = Laya.LayaGL.instance;
			this._stacks = stacks;
			this._slices = slices;
			var vertexDeclaration = VertexPositionTexture0.vertexDeclaration;
			var vertexFloatCount = vertexDeclaration.vertexStride / 4;
			var numberVertices = (this._stacks + 1) * (this._slices + 1);
			var numberIndices = (3 * this._stacks * (this._slices + 1)) * 2;
			var vertices = new Float32Array(numberVertices * vertexFloatCount);
			var indices = new Uint16Array(numberIndices);
			var stackAngle = Math.PI / this._stacks;
			var sliceAngle = (Math.PI * 2.0) / this._slices;
			var vertexIndex = 0;
			var vertexCount = 0;
			var indexCount = 0;
			for (var stack = 0; stack < (this._stacks + 1); stack++) {
				var r = Math.sin(stack * stackAngle);
				var y = Math.cos(stack * stackAngle);
				for (var slice = 0; slice < (this._slices + 1); slice++) {
					var x = r * Math.sin(slice * sliceAngle);
					var z = r * Math.cos(slice * sliceAngle);
					vertices[vertexCount + 0] = x * SkyDome._radius;
					vertices[vertexCount + 1] = y * SkyDome._radius;
					vertices[vertexCount + 2] = z * SkyDome._radius;
					vertices[vertexCount + 3] = -(slice / this._slices) + 0.75;
					vertices[vertexCount + 4] = stack / this._stacks;
					vertexCount += vertexFloatCount;
					if (stack != (this._stacks - 1)) {
						indices[indexCount++] = vertexIndex + 1;
						indices[indexCount++] = vertexIndex;
						indices[indexCount++] = vertexIndex + (this._slices + 1);
						indices[indexCount++] = vertexIndex + (this._slices + 1);
						indices[indexCount++] = vertexIndex;
						indices[indexCount++] = vertexIndex + (this._slices);
						vertexIndex++;
					}
				}
			}
			this._vertexBuffer = new VertexBuffer3D(vertices.length * 4, gl.STATIC_DRAW, false);
			this._vertexBuffer.vertexDeclaration = vertexDeclaration;
			this._indexBuffer = new IndexBuffer3D(exports.IndexFormat.UInt16, indices.length, gl.STATIC_DRAW, false);
			this._vertexBuffer.setData(vertices.buffer);
			this._indexBuffer.setData(indices);
			var bufferState = new BufferState();
			bufferState.bind();
			bufferState.applyVertexBuffer(this._vertexBuffer);
			bufferState.applyIndexBuffer(this._indexBuffer);
			bufferState.unBind();
			this._bufferState = bufferState;
		}
		static __init__() {
			SkyDome.instance = new SkyDome();
		}
		get stacks() {
			return this._stacks;
		}
		get slices() {
			return this._slices;
		}
		_render(state) {
			var gl = Laya.LayaGL.instance;
			var indexCount = this._indexBuffer.indexCount;
			gl.drawElements(gl.TRIANGLES, indexCount, gl.UNSIGNED_SHORT, 0);
			Laya.Stat.trianglesFaces += indexCount / 3;
			Laya.Stat.renderBatches++;
		}
	}
	SkyDome._radius = 1;

	(function (TextureCubeFace) {
		TextureCubeFace[TextureCubeFace["PositiveX"] = 0] = "PositiveX";
		TextureCubeFace[TextureCubeFace["NegativeX"] = 1] = "NegativeX";
		TextureCubeFace[TextureCubeFace["PositiveY"] = 2] = "PositiveY";
		TextureCubeFace[TextureCubeFace["NegativeY"] = 3] = "NegativeY";
		TextureCubeFace[TextureCubeFace["PositiveZ"] = 4] = "PositiveZ";
		TextureCubeFace[TextureCubeFace["NegativeZ"] = 5] = "NegativeZ";
	})(exports.TextureCubeFace || (exports.TextureCubeFace = {}));
	class TextureCube extends Laya.BaseTexture {
		constructor(size, format = Laya.TextureFormat.R8G8B8, mipmap = false) {
			super(format, mipmap);
			this._glTextureType = Laya.LayaGL.instance.TEXTURE_CUBE_MAP;
			this._width = size;
			this._height = size;
			var gl = Laya.LayaGL.instance;
			this._setWarpMode(gl.TEXTURE_WRAP_S, this._wrapModeU);
			this._setWarpMode(gl.TEXTURE_WRAP_T, this._wrapModeV);
			this._setFilterMode(this._filterMode);
			this._setAnisotropy(this._anisoLevel);
			if (this._mipmap) {
				this._mipmapCount = Math.ceil(Math.log2(size)) + 1;
				for (var i = 0; i < this._mipmapCount; i++)
					this._setPixels([], i, Math.max(size >> i, 1), Math.max(size >> i, 1));
				this._setGPUMemory(size * size * 4 * (1 + 1 / 3) * 6);
			}
			else {
				this._mipmapCount = 1;
				this._setGPUMemory(size * size * 4 * 6);
			}
		}
		static get blackTexture() {
			return TextureCube._blackTexture;
		}
		static get grayTexture() {
			return TextureCube._grayTexture;
		}
		static __init__() {
			var blackTexture = new TextureCube(1, Laya.TextureFormat.R8G8B8, false);
			var grayTexture = new TextureCube(1, Laya.TextureFormat.R8G8B8, false);
			var pixels = new Uint8Array(3);
			pixels[0] = 0, pixels[1] = 0, pixels[2] = 0;
			blackTexture.setSixSidePixels([pixels, pixels, pixels, pixels, pixels, pixels]);
			blackTexture.lock = true;
			pixels[0] = 128, pixels[1] = 128, pixels[2] = 128;
			grayTexture.setSixSidePixels([pixels, pixels, pixels, pixels, pixels, pixels]);
			grayTexture.lock = true;
			TextureCube._grayTexture = grayTexture;
			TextureCube._blackTexture = blackTexture;
		}
		static _parse(data, propertyParams = null, constructParams = null) {
			var texture = constructParams ? new TextureCube(0, constructParams[0], constructParams[1]) : new TextureCube(0);
			texture.setSixSideImageSources(data);
			return texture;
		}
		static _parseBin(data, propertyParams = null, constructParams = null) {
			var texture = constructParams ? new TextureCube(0, constructParams[0], constructParams[1]) : new TextureCube(0);
			texture.setSixSideImageSources(data);
			return texture;
		}
		static load(url, complete) {
			Laya.ILaya.loader.create(url, complete, null, TextureCube.TEXTURECUBE);
		}
		get defaulteTexture() {
			return TextureCube.grayTexture;
		}
		_setPixels(pixels, miplevel, width, height) {
			var gl = Laya.LayaGL.instance;
			var glFormat = this._getGLFormat();
			Laya.WebGLContext.bindTexture(gl, this._glTextureType, this._glTexture);
			if (this.format === Laya.TextureFormat.R8G8B8) {
				gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
				gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_Z, miplevel, glFormat, width, height, 0, glFormat, gl.UNSIGNED_BYTE, pixels[0]);
				gl.texImage2D(gl.TEXTURE_CUBE_MAP_NEGATIVE_Z, miplevel, glFormat, width, height, 0, glFormat, gl.UNSIGNED_BYTE, pixels[1]);
				gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X, miplevel, glFormat, width, height, 0, glFormat, gl.UNSIGNED_BYTE, pixels[2]);
				gl.texImage2D(gl.TEXTURE_CUBE_MAP_NEGATIVE_X, miplevel, glFormat, width, height, 0, glFormat, gl.UNSIGNED_BYTE, pixels[3]);
				gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_Y, miplevel, glFormat, width, height, 0, glFormat, gl.UNSIGNED_BYTE, pixels[4]);
				gl.texImage2D(gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, miplevel, glFormat, width, height, 0, glFormat, gl.UNSIGNED_BYTE, pixels[5]);
				gl.pixelStorei(gl.UNPACK_ALIGNMENT, 4);
			}
			else {
				gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_Z, miplevel, glFormat, width, height, 0, glFormat, gl.UNSIGNED_BYTE, pixels[0]);
				gl.texImage2D(gl.TEXTURE_CUBE_MAP_NEGATIVE_Z, miplevel, glFormat, width, height, 0, glFormat, gl.UNSIGNED_BYTE, pixels[1]);
				gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X, miplevel, glFormat, width, height, 0, glFormat, gl.UNSIGNED_BYTE, pixels[2]);
				gl.texImage2D(gl.TEXTURE_CUBE_MAP_NEGATIVE_X, miplevel, glFormat, width, height, 0, glFormat, gl.UNSIGNED_BYTE, pixels[3]);
				gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_Y, miplevel, glFormat, width, height, 0, glFormat, gl.UNSIGNED_BYTE, pixels[4]);
				gl.texImage2D(gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, miplevel, glFormat, width, height, 0, glFormat, gl.UNSIGNED_BYTE, pixels[5]);
			}
		}
		setSixSideImageSources(source, premultiplyAlpha = false) {
			var width;
			var height;
			for (var i = 0; i < 6; i++) {
				var img = source[i];
				if (!img) {
					console.log("TextureCube: image Source can't be null.");
					return;
				}
				var nextWidth = img.width;
				var nextHeight = img.height;
				if (i > 0) {
					if (width !== nextWidth) {
						console.log("TextureCube: each side image's width and height must same.");
						return;
					}
				}
				width = nextWidth;
				height = nextHeight;
				if (width !== height) {
					console.log("TextureCube: each side image's width and height must same.");
					return;
				}
			}
			this._width = width;
			this._height = height;
			var gl = Laya.LayaGL.instance;
			Laya.WebGLContext.bindTexture(gl, this._glTextureType, this._glTexture);
			var glFormat = this._getGLFormat();
			if (!Laya.Render.isConchApp) {
				(premultiplyAlpha) && (gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true));
				gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_Z, 0, glFormat, glFormat, gl.UNSIGNED_BYTE, source[0]);
				gl.texImage2D(gl.TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, glFormat, glFormat, gl.UNSIGNED_BYTE, source[1]);
				gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X, 0, glFormat, glFormat, gl.UNSIGNED_BYTE, source[2]);
				gl.texImage2D(gl.TEXTURE_CUBE_MAP_NEGATIVE_X, 0, glFormat, glFormat, gl.UNSIGNED_BYTE, source[3]);
				gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_Y, 0, glFormat, glFormat, gl.UNSIGNED_BYTE, source[4]);
				gl.texImage2D(gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, glFormat, glFormat, gl.UNSIGNED_BYTE, source[5]);
				(premultiplyAlpha) && (gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false));
			}
			else {
				if (premultiplyAlpha == true) {
					for (var j = 0; j < 6; j++)
						source[j].setPremultiplyAlpha(premultiplyAlpha);
				}
				gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_Z, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, source[0]);
				gl.texImage2D(gl.TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, source[1]);
				gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, source[2]);
				gl.texImage2D(gl.TEXTURE_CUBE_MAP_NEGATIVE_X, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, source[3]);
				gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_Y, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, source[4]);
				gl.texImage2D(gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, source[5]);
			}
			if (this._mipmap && this._isPot(width) && this._isPot(height)) {
				gl.generateMipmap(this._glTextureType);
				this._setGPUMemory(width * height * 4 * (1 + 1 / 3) * 6);
			}
			else {
				this._setGPUMemory(width * height * 4 * 6);
			}
			this._setWarpMode(gl.TEXTURE_WRAP_S, this._wrapModeU);
			this._setWarpMode(gl.TEXTURE_WRAP_T, this._wrapModeV);
			this._setFilterMode(this._filterMode);
			this._readyed = true;
			this._activeResource();
		}
		setSixSidePixels(pixels, miplevel = 0) {
			if (!pixels)
				throw new Error("TextureCube:pixels can't be null.");
			var width = Math.max(this._width >> miplevel, 1);
			var height = Math.max(this._height >> miplevel, 1);
			var pixelsCount = width * height * this._getFormatByteCount();
			if (pixels[0].length < pixelsCount)
				throw "TextureCube:pixels length should at least " + pixelsCount + ".";
			this._setPixels(pixels, miplevel, width, height);
			if (miplevel === 0) {
				var gl = Laya.LayaGL.instance;
				this._setWarpMode(gl.TEXTURE_WRAP_S, this._wrapModeU);
				this._setWarpMode(gl.TEXTURE_WRAP_T, this._wrapModeV);
			}
			this._readyed = true;
			this._activeResource();
		}
		setImageSource(face, imageSource, miplevel = 0) {
			var width = this._width;
			var height = this._height;
			if (imageSource) {
				if (width !== imageSource.width || height !== imageSource.height) {
					console.log("TextureCube: imageSource's width and height must same.");
					return;
				}
			}
			var gl = Laya.LayaGL.instance;
			Laya.WebGLContext.bindTexture(gl, this._glTextureType, this._glTexture);
			var glFormat = this._getGLFormat();
			switch (face) {
				case exports.TextureCubeFace.NegativeX:
					gl.texImage2D(gl.TEXTURE_CUBE_MAP_NEGATIVE_X, miplevel, glFormat, glFormat, gl.UNSIGNED_BYTE, imageSource);
					break;
				case exports.TextureCubeFace.PositiveX:
					gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X, miplevel, glFormat, glFormat, gl.UNSIGNED_BYTE, imageSource);
					break;
				case exports.TextureCubeFace.NegativeY:
					gl.texImage2D(gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, miplevel, glFormat, glFormat, gl.UNSIGNED_BYTE, imageSource);
					break;
				case exports.TextureCubeFace.PositiveY:
					gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_Y, miplevel, glFormat, glFormat, gl.UNSIGNED_BYTE, imageSource);
					break;
				case exports.TextureCubeFace.NegativeZ:
					gl.texImage2D(gl.TEXTURE_CUBE_MAP_NEGATIVE_Z, miplevel, glFormat, glFormat, gl.UNSIGNED_BYTE, imageSource);
					break;
				case exports.TextureCubeFace.PositiveZ:
					gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_Z, miplevel, glFormat, glFormat, gl.UNSIGNED_BYTE, imageSource);
					break;
			}
			if (this._mipmap && this._isPot(width) && this._isPot(height)) {
				gl.generateMipmap(this._glTextureType);
				this._setGPUMemory(width * height * 4 * (1 + 1 / 3) * 6);
			}
			else {
				this._setGPUMemory(width * height * 4 * 6);
			}
			this._setWarpMode(gl.TEXTURE_WRAP_S, this._wrapModeU);
			this._setWarpMode(gl.TEXTURE_WRAP_T, this._wrapModeV);
			this._setFilterMode(this._filterMode);
			this._readyed = true;
		}
	}
	TextureCube.TEXTURECUBE = "TEXTURECUBE";

	class LightQueue {
		constructor() {
			this._length = 0;
			this._elements = [];
		}
		add(light) {
			if (this._length === this._elements.length)
				this._elements.push(light);
			else
				this._elements[this._length] = light;
			this._length++;
		}
		remove(light) {
			var index = this._elements.indexOf(light);
			this._length--;
			if (index !== this._length) {
				var end = this._elements[this._length];
				this._elements[index] = end;
			}
		}
		shift() {
			this._length--;
			return this._elements.shift();
		}
		getBrightestLight() {
			var maxIntIndex;
			var maxIntensity = -1;
			var elements = this._elements;
			for (var i = 0; i < this._length; i++) {
				var intensity = elements[i]._intensity;
				if (maxIntensity < intensity) {
					maxIntensity = intensity;
					maxIntIndex = i;
				}
			}
			return maxIntIndex;
		}
		normalLightOrdering(brightestIndex) {
			var slements = this._elements;
			var firstLight = this._elements[0];
			this._elements[0] = this._elements[brightestIndex];
			this._elements[brightestIndex] = firstLight;
		}
	}
	class AlternateLightQueue extends LightQueue {
		remove(light) {
			var index = this._elements.indexOf(light);
			this._elements.splice(index, 1);
			this._length--;
		}
	}

	class PixelLineMaterial extends Material {
		constructor() {
			super();
			this.setShaderName("LineShader");
			this._shaderValues.setVector(PixelLineMaterial.COLOR, new Vector4(1.0, 1.0, 1.0, 1.0));
		}
		static __initDefine__() {
		}
		get color() {
			return this._shaderValues.getVector(PixelLineMaterial.COLOR);
		}
		set color(value) {
			this._shaderValues.setVector(PixelLineMaterial.COLOR, value);
		}
		set depthWrite(value) {
			this._shaderValues.setBool(PixelLineMaterial.DEPTH_WRITE, value);
		}
		get depthWrite() {
			return this._shaderValues.getBool(PixelLineMaterial.DEPTH_WRITE);
		}
		set cull(value) {
			this._shaderValues.setInt(PixelLineMaterial.CULL, value);
		}
		get cull() {
			return this._shaderValues.getInt(PixelLineMaterial.CULL);
		}
		set blend(value) {
			this._shaderValues.setInt(PixelLineMaterial.BLEND, value);
		}
		get blend() {
			return this._shaderValues.getInt(PixelLineMaterial.BLEND);
		}
		set blendSrc(value) {
			this._shaderValues.setInt(PixelLineMaterial.BLEND_SRC, value);
		}
		get blendSrc() {
			return this._shaderValues.getInt(PixelLineMaterial.BLEND_SRC);
		}
		set blendDst(value) {
			this._shaderValues.setInt(PixelLineMaterial.BLEND_DST, value);
		}
		get blendDst() {
			return this._shaderValues.getInt(PixelLineMaterial.BLEND_DST);
		}
		set depthTest(value) {
			this._shaderValues.setInt(PixelLineMaterial.DEPTH_TEST, value);
		}
		get depthTest() {
			return this._shaderValues.getInt(PixelLineMaterial.DEPTH_TEST);
		}
		clone() {
			var dest = new PixelLineMaterial();
			this.cloneTo(dest);
			return dest;
		}
	}
	PixelLineMaterial.COLOR = Shader3D.propertyNameToID("u_Color");
	PixelLineMaterial.CULL = Shader3D.propertyNameToID("s_Cull");
	PixelLineMaterial.BLEND = Shader3D.propertyNameToID("s_Blend");
	PixelLineMaterial.BLEND_SRC = Shader3D.propertyNameToID("s_BlendSrc");
	PixelLineMaterial.BLEND_DST = Shader3D.propertyNameToID("s_BlendDst");
	PixelLineMaterial.DEPTH_TEST = Shader3D.propertyNameToID("s_DepthTest");
	PixelLineMaterial.DEPTH_WRITE = Shader3D.propertyNameToID("s_DepthWrite");

	class BoundBox {
		constructor(min, max) {
			this.min = min;
			this.max = max;
		}
		_rotateExtents(extents, rotation, out) {
			var extentsX = extents.x;
			var extentsY = extents.y;
			var extentsZ = extents.z;
			var matElements = rotation.elements;
			out.x = Math.abs(matElements[0] * extentsX) + Math.abs(matElements[4] * extentsY) + Math.abs(matElements[8] * extentsZ);
			out.y = Math.abs(matElements[1] * extentsX) + Math.abs(matElements[5] * extentsY) + Math.abs(matElements[9] * extentsZ);
			out.z = Math.abs(matElements[2] * extentsX) + Math.abs(matElements[6] * extentsY) + Math.abs(matElements[10] * extentsZ);
		}
		getCorners(corners) {
			corners.length = 8;
			var minX = this.min.x;
			var minY = this.min.y;
			var minZ = this.min.z;
			var maxX = this.max.x;
			var maxY = this.max.y;
			var maxZ = this.max.z;
			corners[0] = new Vector3(minX, maxY, maxZ);
			corners[1] = new Vector3(maxX, maxY, maxZ);
			corners[2] = new Vector3(maxX, minY, maxZ);
			corners[3] = new Vector3(minX, minY, maxZ);
			corners[4] = new Vector3(minX, maxY, minZ);
			corners[5] = new Vector3(maxX, maxY, minZ);
			corners[6] = new Vector3(maxX, minY, minZ);
			corners[7] = new Vector3(minX, minY, minZ);
		}
		getCenter(out) {
			Vector3.add(this.min, this.max, out);
			Vector3.scale(out, 0.5, out);
		}
		getExtent(out) {
			Vector3.subtract(this.max, this.min, out);
			Vector3.scale(out, 0.5, out);
		}
		setCenterAndExtent(center, extent) {
			Vector3.subtract(center, extent, this.min);
			Vector3.add(center, extent, this.max);
		}
		tranform(matrix, out) {
			var center = BoundBox._tempVector30;
			var extent = BoundBox._tempVector31;
			this.getCenter(center);
			this.getExtent(extent);
			Vector3.transformCoordinate(center, matrix, center);
			this._rotateExtents(extent, matrix, extent);
			out.setCenterAndExtent(center, extent);
		}
		toDefault() {
			this.min.toDefault();
			this.max.toDefault();
		}
		static createfromPoints(points, out) {
			if (points == null)
				throw new Error("points");
			var min = out.min;
			var max = out.max;
			min.x = Number.MAX_VALUE;
			min.y = Number.MAX_VALUE;
			min.z = Number.MAX_VALUE;
			max.x = -Number.MAX_VALUE;
			max.y = -Number.MAX_VALUE;
			max.z = -Number.MAX_VALUE;
			for (var i = 0, n = points.length; i < n; ++i) {
				Vector3.min(min, points[i], min);
				Vector3.max(max, points[i], max);
			}
		}
		static merge(box1, box2, out) {
			Vector3.min(box1.min, box2.min, out.min);
			Vector3.max(box1.max, box2.max, out.max);
		}
		cloneTo(destObject) {
			var dest = destObject;
			this.min.cloneTo(dest.min);
			this.max.cloneTo(dest.max);
		}
		clone() {
			var dest = new BoundBox(new Vector3(), new Vector3());
			this.cloneTo(dest);
			return dest;
		}
	}
	BoundBox._tempVector30 = new Vector3();
	BoundBox._tempVector31 = new Vector3();

	class Bounds {
		constructor(min, max) {
			this._updateFlag = 0;
			this._center = new Vector3();
			this._extent = new Vector3();
			this._boundBox = new BoundBox(new Vector3(), new Vector3());
			min.cloneTo(this._boundBox.min);
			max.cloneTo(this._boundBox.max);
			this._setUpdateFlag(Bounds._UPDATE_CENTER | Bounds._UPDATE_EXTENT, true);
		}
		setMin(value) {
			var min = this._boundBox.min;
			if (value !== min)
				value.cloneTo(min);
			this._setUpdateFlag(Bounds._UPDATE_CENTER | Bounds._UPDATE_EXTENT, true);
			this._setUpdateFlag(Bounds._UPDATE_MIN, false);
		}
		getMin() {
			var min = this._boundBox.min;
			if (this._getUpdateFlag(Bounds._UPDATE_MIN)) {
				this._getMin(this.getCenter(), this.getExtent(), min);
				this._setUpdateFlag(Bounds._UPDATE_MIN, false);
			}
			return min;
		}
		setMax(value) {
			var max = this._boundBox.max;
			if (value !== max)
				value.cloneTo(max);
			this._setUpdateFlag(Bounds._UPDATE_CENTER | Bounds._UPDATE_EXTENT, true);
			this._setUpdateFlag(Bounds._UPDATE_MAX, false);
		}
		getMax() {
			var max = this._boundBox.max;
			if (this._getUpdateFlag(Bounds._UPDATE_MAX)) {
				this._getMax(this.getCenter(), this.getExtent(), max);
				this._setUpdateFlag(Bounds._UPDATE_MAX, false);
			}
			return max;
		}
		setCenter(value) {
			if (value !== this._center)
				value.cloneTo(this._center);
			this._setUpdateFlag(Bounds._UPDATE_MIN | Bounds._UPDATE_MAX, true);
			this._setUpdateFlag(Bounds._UPDATE_CENTER, false);
		}
		getCenter() {
			if (this._getUpdateFlag(Bounds._UPDATE_CENTER)) {
				this._getCenter(this.getMin(), this.getMax(), this._center);
				this._setUpdateFlag(Bounds._UPDATE_CENTER, false);
			}
			return this._center;
		}
		setExtent(value) {
			if (value !== this._extent)
				value.cloneTo(this._extent);
			this._setUpdateFlag(Bounds._UPDATE_MIN | Bounds._UPDATE_MAX, true);
			this._setUpdateFlag(Bounds._UPDATE_EXTENT, false);
		}
		getExtent() {
			if (this._getUpdateFlag(Bounds._UPDATE_EXTENT)) {
				this._getExtent(this.getMin(), this.getMax(), this._extent);
				this._setUpdateFlag(Bounds._UPDATE_EXTENT, false);
			}
			return this._extent;
		}
		_getUpdateFlag(type) {
			return (this._updateFlag & type) != 0;
		}
		_setUpdateFlag(type, value) {
			if (value)
				this._updateFlag |= type;
			else
				this._updateFlag &= ~type;
		}
		_getCenter(min, max, out) {
			Vector3.add(min, max, out);
			Vector3.scale(out, 0.5, out);
		}
		_getExtent(min, max, out) {
			Vector3.subtract(max, min, out);
			Vector3.scale(out, 0.5, out);
		}
		_getMin(center, extent, out) {
			Vector3.subtract(center, extent, out);
		}
		_getMax(center, extent, out) {
			Vector3.add(center, extent, out);
		}
		_rotateExtents(extents, rotation, out) {
			var extentsX = extents.x;
			var extentsY = extents.y;
			var extentsZ = extents.z;
			var matE = rotation.elements;
			out.x = Math.abs(matE[0] * extentsX) + Math.abs(matE[4] * extentsY) + Math.abs(matE[8] * extentsZ);
			out.y = Math.abs(matE[1] * extentsX) + Math.abs(matE[5] * extentsY) + Math.abs(matE[9] * extentsZ);
			out.z = Math.abs(matE[2] * extentsX) + Math.abs(matE[6] * extentsY) + Math.abs(matE[10] * extentsZ);
		}
		_tranform(matrix, out) {
			var outCen = out._center;
			var outExt = out._extent;
			Vector3.transformCoordinate(this.getCenter(), matrix, outCen);
			this._rotateExtents(this.getExtent(), matrix, outExt);
			out._boundBox.setCenterAndExtent(outCen, outExt);
			out._updateFlag = 0;
		}
		_getBoundBox() {
			if (this._updateFlag & Bounds._UPDATE_MIN) {
				var min = this._boundBox.min;
				this._getMin(this.getCenter(), this.getExtent(), min);
				this._setUpdateFlag(Bounds._UPDATE_MIN, false);
			}
			if (this._updateFlag & Bounds._UPDATE_MAX) {
				var max = this._boundBox.max;
				this._getMax(this.getCenter(), this.getExtent(), max);
				this._setUpdateFlag(Bounds._UPDATE_MAX, false);
			}
			return this._boundBox;
		}
		cloneTo(destObject) {
			var destBounds = destObject;
			this.getMin().cloneTo(destBounds._boundBox.min);
			this.getMax().cloneTo(destBounds._boundBox.max);
			this.getCenter().cloneTo(destBounds._center);
			this.getExtent().cloneTo(destBounds._extent);
			destBounds._updateFlag = 0;
		}
		clone() {
			var dest = new Bounds(new Vector3(), new Vector3());
			this.cloneTo(dest);
			return dest;
		}
	}
	Bounds._UPDATE_MIN = 0x01;
	Bounds._UPDATE_MAX = 0x02;
	Bounds._UPDATE_CENTER = 0x04;
	Bounds._UPDATE_EXTENT = 0x08;

	class GeometryElement {
		constructor() {
			this._destroyed = false;
		}
		get destroyed() {
			return this._destroyed;
		}
		_getType() {
			throw "GeometryElement:must override it.";
		}
		_prepareRender(state) {
			return true;
		}
		_render(state) {
			throw "GeometryElement:must override it.";
		}
		destroy() {
			if (this._destroyed)
				return;
			this._destroyed = true;
		}
	}
	GeometryElement._typeCounter = 0;

	class PixelLineVertex {
		constructor() {
		}
		static get vertexDeclaration() {
			return PixelLineVertex._vertexDeclaration;
		}
		static __init__() {
			PixelLineVertex._vertexDeclaration = new VertexDeclaration(28, [new VertexElement(0, VertexElementFormat.Vector3, VertexMesh.MESH_POSITION0),
			new VertexElement(12, VertexElementFormat.Vector4, VertexMesh.MESH_COLOR0)]);
		}
		get vertexDeclaration() {
			return PixelLineVertex._vertexDeclaration;
		}
	}

	class PixelLineFilter extends GeometryElement {
		constructor(owner, maxLineCount) {
			super();
			this._floatCountPerVertices = 7;
			this._minUpdate = Number.MAX_VALUE;
			this._maxUpdate = Number.MIN_VALUE;
			this._bufferState = new BufferState();
			this._floatBound = new Float32Array(6);
			this._calculateBound = false;
			this._maxLineCount = 0;
			this._lineCount = 0;
			var pointCount = maxLineCount * 2;
			this._owner = owner;
			this._maxLineCount = maxLineCount;
			this._vertices = new Float32Array(pointCount * this._floatCountPerVertices);
			this._vertexBuffer = new VertexBuffer3D(PixelLineVertex.vertexDeclaration.vertexStride * pointCount, Laya.LayaGL.instance.STATIC_DRAW, false);
			this._vertexBuffer.vertexDeclaration = PixelLineVertex.vertexDeclaration;
			this._bufferState.bind();
			this._bufferState.applyVertexBuffer(this._vertexBuffer);
			this._bufferState.unBind();
			var min = PixelLineFilter._tempVector0;
			var max = PixelLineFilter._tempVector1;
			min.setValue(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
			max.setValue(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
			this._bounds = new Bounds(min, max);
		}
		_getType() {
			return PixelLineFilter._type;
		}
		_resizeLineData(maxCount) {
			var pointCount = maxCount * 2;
			var lastVertices = this._vertices;
			this._vertexBuffer.destroy();
			this._maxLineCount = maxCount;
			var vertexCount = pointCount * this._floatCountPerVertices;
			this._vertices = new Float32Array(vertexCount);
			this._vertexBuffer = new VertexBuffer3D(PixelLineVertex.vertexDeclaration.vertexStride * pointCount, Laya.LayaGL.instance.STATIC_DRAW, false);
			this._vertexBuffer.vertexDeclaration = PixelLineVertex.vertexDeclaration;
			if (vertexCount < lastVertices.length) {
				this._vertices.set(new Float32Array(lastVertices.buffer, 0, vertexCount));
				this._vertexBuffer.setData(this._vertices.buffer, 0, 0, vertexCount * 4);
			}
			else {
				this._vertices.set(lastVertices);
				this._vertexBuffer.setData(this._vertices.buffer, 0, 0, lastVertices.length * 4);
			}
			this._bufferState.bind();
			this._bufferState.applyVertexBuffer(this._vertexBuffer);
			this._bufferState.unBind();
		}
		_updateLineVertices(offset, startPosition, endPosition, startColor, endColor) {
			if (startPosition) {
				this._vertices[offset + 0] = startPosition.x;
				this._vertices[offset + 1] = startPosition.y;
				this._vertices[offset + 2] = startPosition.z;
			}
			if (startColor) {
				this._vertices[offset + 3] = startColor.r;
				this._vertices[offset + 4] = startColor.g;
				this._vertices[offset + 5] = startColor.b;
				this._vertices[offset + 6] = startColor.a;
			}
			if (endPosition) {
				this._vertices[offset + 7] = endPosition.x;
				this._vertices[offset + 8] = endPosition.y;
				this._vertices[offset + 9] = endPosition.z;
			}
			if (endColor) {
				this._vertices[offset + 10] = endColor.r;
				this._vertices[offset + 11] = endColor.g;
				this._vertices[offset + 12] = endColor.b;
				this._vertices[offset + 13] = endColor.a;
			}
			this._minUpdate = Math.min(this._minUpdate, offset);
			this._maxUpdate = Math.max(this._maxUpdate, offset + this._floatCountPerVertices * 2);
			var bounds = this._bounds;
			var floatBound = this._floatBound;
			var min = bounds.getMin(), max = bounds.getMax();
			Vector3.min(min, startPosition, min);
			Vector3.min(min, endPosition, min);
			Vector3.max(max, startPosition, max);
			Vector3.max(max, endPosition, max);
			bounds.setMin(min);
			bounds.setMax(max);
			floatBound[0] = min.x, floatBound[1] = min.y, floatBound[2] = min.z;
			floatBound[3] = max.x, floatBound[4] = max.y, floatBound[5] = max.z;
		}
		_reCalculateBound() {
			if (this._calculateBound) {
				var vertices = this._vertices;
				var min = PixelLineFilter._tempVector0;
				var max = PixelLineFilter._tempVector1;
				min.setValue(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
				max.setValue(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
				for (var i = 0; i < this._lineCount * 2; ++i) {
					var offset = this._floatCountPerVertices * i;
					var x = vertices[offset + 0], y = vertices[offset + 1], z = vertices[offset + 2];
					min.x = Math.min(x, min.x);
					min.y = Math.min(y, min.y);
					min.z = Math.min(z, min.z);
					max.x = Math.max(x, max.x);
					max.y = Math.max(y, max.y);
					max.z = Math.max(z, max.z);
				}
				this._bounds.setMin(min);
				this._bounds.setMax(max);
				var floatBound = this._floatBound;
				floatBound[0] = min.x, floatBound[1] = min.y, floatBound[2] = min.z;
				floatBound[3] = max.x, floatBound[4] = max.y, floatBound[5] = max.z;
				this._calculateBound = false;
			}
		}
		_removeLineData(index) {
			var floatCount = this._floatCountPerVertices * 2;
			var nextIndex = index + 1;
			var offset = index * floatCount;
			var vertices = this._vertices;
			var rightPartVertices = new Float32Array(vertices.buffer, nextIndex * floatCount * 4, (this._lineCount - nextIndex) * floatCount);
			vertices.set(rightPartVertices, offset);
			this._minUpdate = Math.min(this._minUpdate, offset);
			this._maxUpdate = Math.max(this._maxUpdate, offset + rightPartVertices.length);
			this._lineCount--;
			var floatBound = this._floatBound;
			var startX = vertices[offset], startY = vertices[offset + 1], startZ = vertices[offset + 2];
			var endX = vertices[offset + 7], endY = vertices[offset + 8], endZ = vertices[offset + 9];
			var minX = floatBound[0], minY = floatBound[1], minZ = floatBound[2];
			var maxX = floatBound[3], maxY = floatBound[4], maxZ = floatBound[5];
			if ((startX === minX) || (startX === maxX) || (startY === minY) || (startY === maxY) || (startZ === minZ) || (startZ === maxZ) ||
				(endX === minX) || (endX === maxX) || (endY === minY) || (endY === maxY) || (endZ === minZ) || (endZ === maxZ))
				this._calculateBound = true;
		}
		_updateLineData(index, startPosition, endPosition, startColor, endColor) {
			var floatCount = this._floatCountPerVertices * 2;
			this._updateLineVertices(index * floatCount, startPosition, endPosition, startColor, endColor);
		}
		_updateLineDatas(index, data) {
			var floatCount = this._floatCountPerVertices * 2;
			var count = data.length;
			for (var i = 0; i < count; i++) {
				var line = data[i];
				this._updateLineVertices((index + i) * floatCount, line.startPosition, line.endPosition, line.startColor, line.endColor);
			}
		}
		_getLineData(index, out) {
			var startPosition = out.startPosition;
			var startColor = out.startColor;
			var endPosition = out.endPosition;
			var endColor = out.endColor;
			var vertices = this._vertices;
			var offset = index * this._floatCountPerVertices * 2;
			startPosition.x = vertices[offset + 0];
			startPosition.y = vertices[offset + 1];
			startPosition.z = vertices[offset + 2];
			startColor.r = vertices[offset + 3];
			startColor.g = vertices[offset + 4];
			startColor.b = vertices[offset + 5];
			startColor.a = vertices[offset + 6];
			endPosition.x = vertices[offset + 7];
			endPosition.y = vertices[offset + 8];
			endPosition.z = vertices[offset + 9];
			endColor.r = vertices[offset + 10];
			endColor.g = vertices[offset + 11];
			endColor.b = vertices[offset + 12];
			endColor.a = vertices[offset + 13];
		}
		_prepareRender(state) {
			return true;
		}
		_render(state) {
			if (this._minUpdate !== Number.MAX_VALUE && this._maxUpdate !== Number.MIN_VALUE) {
				this._vertexBuffer.setData(this._vertices.buffer, this._minUpdate * 4, this._minUpdate * 4, (this._maxUpdate - this._minUpdate) * 4);
				this._minUpdate = Number.MAX_VALUE;
				this._maxUpdate = Number.MIN_VALUE;
			}
			if (this._lineCount > 0) {
				this._bufferState.bind();
				var gl = Laya.LayaGL.instance;
				gl.drawArrays(gl.LINES, 0, this._lineCount * 2);
				Laya.Stat.renderBatches++;
			}
		}
		destroy() {
			if (this._destroyed)
				return;
			super.destroy();
			this._bufferState.destroy();
			this._vertexBuffer.destroy();
			this._bufferState = null;
			this._vertexBuffer = null;
			this._vertices = null;
		}
	}
	PixelLineFilter._tempVector0 = new Vector3();
	PixelLineFilter._tempVector1 = new Vector3();
	PixelLineFilter._type = GeometryElement._typeCounter++;

	class RenderableSprite3D extends Sprite3D {
		constructor(name) {
			super(name);
		}
		static __init__() {
			RenderableSprite3D.SHADERDEFINE_RECEIVE_SHADOW = Shader3D.getDefineByName("RECEIVESHADOW");
			RenderableSprite3D.SAHDERDEFINE_LIGHTMAP = Shader3D.getDefineByName("LIGHTMAP");
			RenderableSprite3D.SHADERDEFINE_LIGHTMAP_DIRECTIONAL = Shader3D.getDefineByName("LIGHTMAP_DIRECTIONAL");
		}
		_onInActive() {
			super._onInActive();
			this._scene._removeRenderObject(this._render);
		}
		_onActive() {
			super._onActive();
			this._scene._addRenderObject(this._render);
		}
		_onActiveInScene() {
			super._onActiveInScene();
			if (ILaya3D.Laya3D._editerEnvironment) {
				var scene = this._scene;
				var pickColor = new Vector4();
				scene._allotPickColorByID(this.id, pickColor);
				scene._pickIdToSprite[this.id] = this;
				this._render._shaderValues.setVector(RenderableSprite3D.PICKCOLOR, pickColor);
			}
		}
		_addToInitStaticBatchManager() {
		}
		_setBelongScene(scene) {
			super._setBelongScene(scene);
			this._render._setBelongScene(scene);
		}
		_setUnBelongScene() {
			this._render._shaderValues.removeDefine(RenderableSprite3D.SAHDERDEFINE_LIGHTMAP);
			// 2021-12-14 耿骁霄 同步laya官方修复scene泄漏代码
			this._render._setUnBelongScene();
			super._setUnBelongScene();
		}
		_changeHierarchyAnimator(animator) {
			if (this._hierarchyAnimator) {
				var renderableSprites = this._hierarchyAnimator._renderableSprites;
				renderableSprites.splice(renderableSprites.indexOf(this), 1);
			}
			if (animator)
				animator._renderableSprites.push(this);
			super._changeHierarchyAnimator(animator);
		}
		destroy(destroyChild = true) {
			if (this.destroyed) return;
			super.destroy(destroyChild);
			this._render._destroy();
			this._render = null;
		}
		_create() {
			return new RenderableSprite3D(this.name);
		}
	}
	RenderableSprite3D.LIGHTMAPSCALEOFFSET = Shader3D.propertyNameToID("u_LightmapScaleOffset");
	RenderableSprite3D.LIGHTMAP = Shader3D.propertyNameToID("u_LightMap");
	RenderableSprite3D.LIGHTMAP_DIRECTION = Shader3D.propertyNameToID("u_LightMapDirection");
	RenderableSprite3D.PICKCOLOR = Shader3D.propertyNameToID("u_PickColor");

	class BatchMark {
		constructor() {
			this.updateMark = -1;
			this.indexInList = -1;
			this.batched = false;
		}
	}

	class SubMeshInstanceBatch extends GeometryElement {
		constructor() {
			super();
			this.maxInstanceCount = 1024;
			this.instanceWorldMatrixData = new Float32Array(this.maxInstanceCount * 16);
			this.instanceMVPMatrixData = new Float32Array(this.maxInstanceCount * 16);
			this.instanceSimpleAnimatorData = new Float32Array(this.maxInstanceCount * 4);
			var gl = Laya.LayaGL.instance;
			this.instanceWorldMatrixBuffer = new VertexBuffer3D(this.instanceWorldMatrixData.length * 4, gl.DYNAMIC_DRAW);
			this.instanceMVPMatrixBuffer = new VertexBuffer3D(this.instanceMVPMatrixData.length * 4, gl.DYNAMIC_DRAW);
			this.instanceWorldMatrixBuffer.vertexDeclaration = VertexMesh.instanceWorldMatrixDeclaration;
			this.instanceMVPMatrixBuffer.vertexDeclaration = VertexMesh.instanceMVPMatrixDeclaration;
			this.instanceSimpleAnimatorBuffer = new VertexBuffer3D(this.instanceSimpleAnimatorData.length * 4, gl.DYNAMIC_DRAW);
			this.instanceSimpleAnimatorBuffer.vertexDeclaration = VertexMesh.instanceSimpleAnimatorDeclaration;
		}
		static __init__() {
			SubMeshInstanceBatch.instance = new SubMeshInstanceBatch();
		}
		_render(state) {
			var gl = Laya.LayaGL.instance;
			var element = state.renderElement;
			var subMesh = element.instanceSubMesh;
			var count = element.instanceBatchElementList.length;
			var indexCount = subMesh._indexCount;
			subMesh._mesh._instanceBufferState.bind();
			Laya.LayaGL.layaGPUInstance.drawElementsInstanced(gl.TRIANGLES, indexCount, gl.UNSIGNED_SHORT, subMesh._indexStart * 2, count);
			Laya.Stat.renderBatches++;
			Laya.Stat.savedRenderBatches += count - 1;
			Laya.Stat.trianglesFaces += indexCount * count / 3;
		}
	}

	class RenderElement {
		constructor() {
			this.renderSubShader = null;
			this.renderType = RenderElement.RENDERTYPE_NORMAL;
		}
		getInvertFront() {
			return this._transform._isFrontFaceInvert;
		}
		setTransform(transform) {
			this._transform = transform;
		}
		setGeometry(geometry) {
			this._geometry = geometry;
		}
		addToOpaqueRenderQueue(context, queue) {
			queue.elements.add(this);
		}
		addToTransparentRenderQueue(context, queue) {
			queue.elements.add(this);
			queue.lastTransparentBatched = false;
			queue.lastTransparentRenderElement = this;
		}
		_update(scene, context, customShader, replacementTag) {
			if (this.material) {
				var subShader = this.material._shader.getSubShaderAt(0);
				this.renderSubShader = null;
				if (customShader) {
					if (replacementTag) {
						var oriTag = subShader.getFlag(replacementTag);
						if (oriTag) {
							var customSubShaders = customShader._subShaders;
							for (var k = 0, p = customSubShaders.length; k < p; k++) {
								var customSubShader = customSubShaders[k];
								if (oriTag === customSubShader.getFlag(replacementTag)) {
									this.renderSubShader = customSubShader;
									break;
								}
							}
							if (!this.renderSubShader)
								return;
						}
						else {
							return;
						}
					}
					else {
						this.renderSubShader = customShader.getSubShaderAt(0);
					}
				}
				else {
					this.renderSubShader = subShader;
				}
				var renderQueue = scene._getRenderQueue(this.material.renderQueue);
				if (renderQueue.isTransparent)
					this.addToTransparentRenderQueue(context, renderQueue);
				else
					this.addToOpaqueRenderQueue(context, renderQueue);
			}
		}
		_render(context) {
			var forceInvertFace = context.invertY;
			var lastStateMaterial, lastStateShaderInstance, lastStateRender;
			var updateMark = Camera._updateMark;
			var scene = context.scene;
			var cameraShaderValue = context.cameraShaderValue;
			var transform = this._transform;
			var geometry = this._geometry;
			context.renderElement = this;
			var updateRender = updateMark !== this.render._updateMark || this.renderType !== this.render._updateRenderType;
			if (updateRender) {
				this.render._renderUpdate(context, transform);
				this.render._renderUpdateWithCamera(context, transform);
				this.render._updateMark = updateMark;
				this.render._updateRenderType = this.renderType;
			}
			else {
				if (this.renderType == RenderElement.RENDERTYPE_INSTANCEBATCH) {
					this.render._renderUpdate(context, transform);
					this.render._renderUpdateWithCamera(context, transform);
				}
			}
			var currentPipelineMode = context.pipelineMode;
			if (geometry._prepareRender(context)) {
				var passes = this.renderSubShader._passes;
				for (var j = 0, m = passes.length; j < m; j++) {
					var pass = passes[j];
					if (pass._pipelineMode !== currentPipelineMode)
						continue;
					var comDef = RenderElement._compileDefine;
					scene._shaderValues._defineDatas.cloneTo(comDef);
					comDef.addDefineDatas(this.render._shaderValues._defineDatas);
					comDef.addDefineDatas(this.material._shaderValues._defineDatas);
					var shaderIns = context.shader = pass.withCompile(comDef);
					var switchShader = shaderIns.bind();
					var switchUpdateMark = (updateMark !== shaderIns._uploadMark);
					var uploadScene = (shaderIns._uploadScene !== scene) || switchUpdateMark;
					if (uploadScene || switchShader) {
						shaderIns.uploadUniforms(shaderIns._sceneUniformParamsMap, scene._shaderValues, uploadScene);
						shaderIns._uploadScene = scene;
					}
					var uploadSprite3D = (shaderIns._uploadRender !== this.render || shaderIns._uploadRenderType !== this.renderType) || switchUpdateMark;
					if (uploadSprite3D || switchShader) {
						shaderIns.uploadUniforms(shaderIns._spriteUniformParamsMap, this.render._shaderValues, uploadSprite3D);
						shaderIns._uploadRender = this.render;
						shaderIns._uploadRenderType = this.renderType;
					}
					var uploadCamera = shaderIns._uploadCameraShaderValue !== cameraShaderValue || switchUpdateMark;
					if (uploadCamera || switchShader) {
						shaderIns.uploadUniforms(shaderIns._cameraUniformParamsMap, cameraShaderValue, uploadCamera);
						shaderIns._uploadCameraShaderValue = cameraShaderValue;
					}
					var uploadMaterial = (shaderIns._uploadMaterial !== this.material) || switchUpdateMark;
					if (uploadMaterial || switchShader) {
						shaderIns.uploadUniforms(shaderIns._materialUniformParamsMap, this.material._shaderValues, uploadMaterial);
						shaderIns._uploadMaterial = this.material;
					}
					var matValues = this.material._shaderValues;
					if (lastStateMaterial !== this.material || lastStateShaderInstance !== shaderIns) {
						shaderIns.uploadRenderStateBlendDepth(matValues);
						shaderIns.uploadRenderStateFrontFace(matValues, forceInvertFace, this.getInvertFront());
						lastStateMaterial = this.material;
						lastStateShaderInstance = shaderIns;
						lastStateRender = this.render;
					}
					else {
						if (lastStateRender !== this.render) {
							shaderIns.uploadRenderStateFrontFace(matValues, forceInvertFace, this.getInvertFront());
							lastStateRender = this.render;
						}
					}
					geometry._render(context);
					shaderIns._uploadMark = updateMark;
				}
			}
			if (this.renderType !== RenderElement.RENDERTYPE_NORMAL)
				this.render._revertBatchRenderUpdate(context);
		}
		destroy() {
			this._transform = null;
			this._geometry = null;
			this.material = null;
			this.render = null;
		}
	}
	RenderElement.RENDERTYPE_NORMAL = 0;
	RenderElement.RENDERTYPE_STATICBATCH = 1;
	RenderElement.RENDERTYPE_INSTANCEBATCH = 2;
	RenderElement.RENDERTYPE_VERTEXBATCH = 3;
	RenderElement._compileDefine = new DefineDatas();

	class SubMeshRenderElement extends RenderElement {
		constructor() {
			super();
			this._dynamicWorldPositionNormalNeedUpdate = true;
		}
		_onWorldMatrixChanged() {
			this._dynamicWorldPositionNormalNeedUpdate = true;
		}
		_computeWorldPositionsAndNormals(positionOffset, normalOffset, multiSubMesh, vertexCount) {
			if (this._dynamicWorldPositionNormalNeedUpdate) {
				var subMesh = this._geometry;
				var vertexBuffer = subMesh._vertexBuffer;
				var vertexFloatCount = vertexBuffer.vertexDeclaration.vertexStride / 4;
				var oriVertexes = vertexBuffer.getFloat32Data();
				var worldMat = this._transform.worldMatrix;
				var rotation = this._transform.rotation;
				var indices = subMesh._indices;
				for (var i = 0; i < vertexCount; i++) {
					var index = multiSubMesh ? indices[i] : i;
					var oriOffset = index * vertexFloatCount;
					var bakeOffset = i * 3;
					Utils3D.transformVector3ArrayToVector3ArrayCoordinate(oriVertexes, oriOffset + positionOffset, worldMat, this._dynamicWorldPositions, bakeOffset);
					(normalOffset !== -1) && (Utils3D.transformVector3ArrayByQuat(oriVertexes, oriOffset + normalOffset, rotation, this._dynamicWorldNormals, bakeOffset));
				}
				this._dynamicWorldPositionNormalNeedUpdate = false;
			}
		}
		setTransform(transform) {
			if (this._transform !== transform) {
				(this._transform) && (this._transform.off(Laya.Event.TRANSFORM_CHANGED, this, this._onWorldMatrixChanged));
				(transform) && (transform.on(Laya.Event.TRANSFORM_CHANGED, this, this._onWorldMatrixChanged));
				this._dynamicWorldPositionNormalNeedUpdate = true;
				this._transform = transform;
			}
		}
		setGeometry(geometry) {
			if (this._geometry !== geometry) {
				var subMesh = geometry;
				var mesh = subMesh._mesh;
				if (mesh) {
					var multiSubMesh = mesh._subMeshes.length > 1;
					var dynBatVerCount = multiSubMesh ? subMesh._indexCount : mesh._vertexCount;
					if (dynBatVerCount <= ILaya3D.SubMeshDynamicBatch.maxAllowVertexCount) {
						var length = dynBatVerCount * 3;
						this._dynamicVertexBatch = true;
						this._dynamicWorldPositions = new Float32Array(length);
						this._dynamicWorldNormals = new Float32Array(length);
						this._dynamicVertexCount = dynBatVerCount;
						this._dynamicMultiSubMesh = multiSubMesh;
					}
					else {
						this._dynamicVertexBatch = false;
					}
				}
				this._geometry = geometry;
			}
		}
		addToOpaqueRenderQueue(context, queue) {
			var subMeshStaticBatch = this.staticBatch;
			var queueElements = queue.elements;
			var elements = queueElements.elements;
			if (subMeshStaticBatch) {
				var staManager = ILaya3D.MeshRenderStaticBatchManager.instance;
				var staBatchMarks = staManager.getBatchOpaquaMark(this.render.lightmapIndex + 1, this.render.receiveShadow, this.material.id, subMeshStaticBatch._batchID);
				if (staManager._updateCountMark === staBatchMarks.updateMark) {
					var staBatchIndex = staBatchMarks.indexInList;
					if (staBatchMarks.batched) {
						elements[staBatchIndex].staticBatchElementList.add(this);
					}
					else {
						var staOriElement = elements[staBatchIndex];
						var staOriRender = staOriElement.render;
						var staBatchElement = staManager._getBatchRenderElementFromPool();
						staBatchElement.renderType = RenderElement.RENDERTYPE_STATICBATCH;
						staBatchElement.setGeometry(subMeshStaticBatch);
						staBatchElement.material = staOriElement.material;
						var staRootOwner = subMeshStaticBatch.batchOwner;
						var staBatchTransform = staRootOwner ? staRootOwner._transform : null;
						staBatchElement.setTransform(staBatchTransform);
						staBatchElement.render = staOriRender;
						staBatchElement.renderSubShader = staOriElement.renderSubShader;
						var staBatchList = staBatchElement.staticBatchElementList;
						staBatchList.length = 0;
						staBatchList.add(staOriElement);
						staBatchList.add(this);
						elements[staBatchIndex] = staBatchElement;
						staBatchMarks.batched = true;
					}
				}
				else {
					staBatchMarks.updateMark = staManager._updateCountMark;
					staBatchMarks.indexInList = queueElements.length;
					staBatchMarks.batched = false;
					queueElements.add(this);
				}
			}
			else if (this.renderSubShader._owner._enableInstancing && Laya.LayaGL.layaGPUInstance.supportInstance() && this.render.lightmapIndex < 0) {
				var subMesh = this._geometry;
				var insManager = ILaya3D.MeshRenderDynamicBatchManager.instance;
				var insBatchMarks = insManager.getInstanceBatchOpaquaMark(this.render.receiveShadow, this.material.id, subMesh._id, this._transform._isFrontFaceInvert);
				if (insManager._updateCountMark === insBatchMarks.updateMark) {
					var insBatchIndex = insBatchMarks.indexInList;
					if (insBatchMarks.batched) {
						var instanceBatchElementList = elements[insBatchIndex].instanceBatchElementList;
						if (instanceBatchElementList.length === SubMeshInstanceBatch.instance.maxInstanceCount) {
							insBatchMarks.updateMark = insManager._updateCountMark;
							insBatchMarks.indexInList = queueElements.length;
							insBatchMarks.batched = false;
							queueElements.add(this);
						}
						else {
							instanceBatchElementList.add(this);
						}
					}
					else {
						var insOriElement = elements[insBatchIndex];
						var insOriRender = insOriElement.render;
						var insBatchElement = insManager._getBatchRenderElementFromPool();
						insBatchElement.renderType = RenderElement.RENDERTYPE_INSTANCEBATCH;
						insBatchElement.setGeometry(SubMeshInstanceBatch.instance);
						insBatchElement.material = insOriElement.material;
						insBatchElement.setTransform(null);
						insBatchElement.render = insOriRender;
						insBatchElement.instanceSubMesh = subMesh;
						insBatchElement.renderSubShader = insOriElement.renderSubShader;
						var insBatchList = insBatchElement.instanceBatchElementList;
						insBatchList.length = 0;
						insBatchList.add(insOriElement);
						insBatchList.add(this);
						elements[insBatchIndex] = insBatchElement;
						insBatchMarks.batched = true;
					}
				}
				else {
					insBatchMarks.updateMark = insManager._updateCountMark;
					insBatchMarks.indexInList = queueElements.length;
					insBatchMarks.batched = false;
					queueElements.add(this);
				}
			}
			else if (this._dynamicVertexBatch) {
				var verDec = this._geometry._vertexBuffer.vertexDeclaration;
				var dynManager = ILaya3D.MeshRenderDynamicBatchManager.instance;
				var dynBatchMarks = dynManager.getVertexBatchOpaquaMark(this.render.lightmapIndex + 1, this.render.receiveShadow, this.material.id, verDec.id);
				if (dynManager._updateCountMark === dynBatchMarks.updateMark) {
					var dynBatchIndex = dynBatchMarks.indexInList;
					if (dynBatchMarks.batched) {
						elements[dynBatchIndex].vertexBatchElementList.add(this);
					}
					else {
						var dynOriElement = elements[dynBatchIndex];
						var dynOriRender = dynOriElement.render;
						var dynBatchElement = dynManager._getBatchRenderElementFromPool();
						dynBatchElement.renderType = RenderElement.RENDERTYPE_VERTEXBATCH;
						dynBatchElement.setGeometry(ILaya3D.SubMeshDynamicBatch.instance);
						dynBatchElement.material = dynOriElement.material;
						dynBatchElement.setTransform(null);
						dynBatchElement.render = dynOriRender;
						dynBatchElement.vertexBatchVertexDeclaration = verDec;
						dynBatchElement.renderSubShader = dynOriElement.renderSubShader;
						var dynBatchList = dynBatchElement.vertexBatchElementList;
						dynBatchList.length = 0;
						dynBatchList.add(dynOriElement);
						dynBatchList.add(this);
						elements[dynBatchIndex] = dynBatchElement;
						dynBatchMarks.batched = true;
					}
				}
				else {
					dynBatchMarks.updateMark = dynManager._updateCountMark;
					dynBatchMarks.indexInList = queueElements.length;
					dynBatchMarks.batched = false;
					queueElements.add(this);
				}
			}
			else {
				queueElements.add(this);
			}
		}
		addToTransparentRenderQueue(context, queue) {
			var subMeshStaticBatch = this.staticBatch;
			var queueElements = queue.elements;
			var elements = queueElements.elements;
			if (subMeshStaticBatch) {
				var staManager = ILaya3D.MeshRenderStaticBatchManager.instance;
				var staLastElement = queue.lastTransparentRenderElement;
				if (staLastElement) {
					var staLastRender = staLastElement.render;
					if (staLastElement._geometry._getType() !== this._geometry._getType() || staLastElement.staticBatch !== subMeshStaticBatch || staLastElement.material !== this.material || staLastRender.receiveShadow !== this.render.receiveShadow || staLastRender.lightmapIndex !== this.render.lightmapIndex) {
						queueElements.add(this);
						queue.lastTransparentBatched = false;
					}
					else {
						if (queue.lastTransparentBatched) {
							elements[queueElements.length - 1].staticBatchElementList.add((this));
						}
						else {
							var staBatchElement = staManager._getBatchRenderElementFromPool();
							staBatchElement.renderType = RenderElement.RENDERTYPE_STATICBATCH;
							staBatchElement.setGeometry(subMeshStaticBatch);
							staBatchElement.material = staLastElement.material;
							var staRootOwner = subMeshStaticBatch.batchOwner;
							var staBatchTransform = staRootOwner ? staRootOwner._transform : null;
							staBatchElement.setTransform(staBatchTransform);
							staBatchElement.render = this.render;
							staBatchElement.renderSubShader = staLastElement.renderSubShader;
							var staBatchList = staBatchElement.staticBatchElementList;
							staBatchList.length = 0;
							staBatchList.add(staLastElement);
							staBatchList.add(this);
							elements[queueElements.length - 1] = staBatchElement;
						}
						queue.lastTransparentBatched = true;
					}
				}
				else {
					queueElements.add(this);
					queue.lastTransparentBatched = false;
				}
			}
			else if (this.renderSubShader._owner._enableInstancing && Laya.LayaGL.layaGPUInstance.supportInstance() && this.render.lightmapIndex < 0) {
				var subMesh = this._geometry;
				var insManager = ILaya3D.MeshRenderDynamicBatchManager.instance;
				var insLastElement = queue.lastTransparentRenderElement;
				if (insLastElement) {
					var insLastRender = insLastElement.render;
					if (insLastElement._geometry._getType() !== this._geometry._getType() || insLastElement._geometry !== subMesh || insLastElement.material !== this.material || insLastRender.receiveShadow !== this.render.receiveShadow) {
						queueElements.add(this);
						queue.lastTransparentBatched = false;
					}
					else {
						if (queue.lastTransparentBatched) {
							var instanceBatchElementList = elements[queueElements.length - 1].instanceBatchElementList;
							if (instanceBatchElementList.length === SubMeshInstanceBatch.instance.maxInstanceCount) {
								queueElements.add(this);
								queue.lastTransparentBatched = false;
							}
							else {
								instanceBatchElementList.add(this);
								queue.lastTransparentBatched = true;
							}
						}
						else {
							var insBatchElement = insManager._getBatchRenderElementFromPool();
							insBatchElement.renderType = RenderElement.RENDERTYPE_INSTANCEBATCH;
							insBatchElement.setGeometry(SubMeshInstanceBatch.instance);
							insBatchElement.material = insLastElement.material;
							insBatchElement.setTransform(null);
							insBatchElement.render = this.render;
							insBatchElement.instanceSubMesh = subMesh;
							insBatchElement.renderSubShader = insLastElement.renderSubShader;
							var insBatchList = insBatchElement.instanceBatchElementList;
							insBatchList.length = 0;
							insBatchList.add(insLastElement);
							insBatchList.add(this);
							elements[queueElements.length - 1] = insBatchElement;
							queue.lastTransparentBatched = true;
						}
					}
				}
				else {
					queueElements.add(this);
					queue.lastTransparentBatched = false;
				}
			}
			else if (this._dynamicVertexBatch) {
				var verDec = this._geometry._vertexBuffer.vertexDeclaration;
				var dynManager = ILaya3D.MeshRenderDynamicBatchManager.instance;
				var dynLastElement = queue.lastTransparentRenderElement;
				if (dynLastElement) {
					var dynLastRender = dynLastElement.render;
					if (!dynLastElement._dynamicVertexBatch || dynLastElement._geometry._getType() !== this._geometry._getType() || dynLastElement._geometry._vertexBuffer._vertexDeclaration !== verDec || dynLastElement.material !== this.material || dynLastRender.receiveShadow !== this.render.receiveShadow || dynLastRender.lightmapIndex !== this.render.lightmapIndex) {
						queueElements.add(this);
						queue.lastTransparentBatched = false;
					}
					else {
						if (queue.lastTransparentBatched) {
							elements[queueElements.length - 1].vertexBatchElementList.add((this));
						}
						else {
							var dynBatchElement = dynManager._getBatchRenderElementFromPool();
							dynBatchElement.renderType = RenderElement.RENDERTYPE_VERTEXBATCH;
							dynBatchElement.setGeometry(ILaya3D.SubMeshDynamicBatch.instance);
							dynBatchElement.material = dynLastElement.material;
							dynBatchElement.setTransform(null);
							dynBatchElement.render = this.render;
							dynBatchElement.vertexBatchVertexDeclaration = verDec;
							dynBatchElement.renderSubShader = dynLastElement.renderSubShader;
							var dynBatchList = dynBatchElement.vertexBatchElementList;
							dynBatchList.length = 0;
							dynBatchList.add(dynLastElement);
							dynBatchList.add(this);
							elements[queueElements.length - 1] = dynBatchElement;
						}
						queue.lastTransparentBatched = true;
					}
				}
				else {
					queueElements.add(this);
					queue.lastTransparentBatched = false;
				}
			}
			else {
				queueElements.add(this);
			}
			queue.lastTransparentRenderElement = this;
		}
		getInvertFront() {
			switch (this.renderType) {
				case RenderElement.RENDERTYPE_NORMAL:
					return this._transform._isFrontFaceInvert;
				case RenderElement.RENDERTYPE_STATICBATCH:
				case RenderElement.RENDERTYPE_VERTEXBATCH:
					return false;
				case RenderElement.RENDERTYPE_INSTANCEBATCH:
					return this.instanceBatchElementList.elements[0]._transform._isFrontFaceInvert;
				default:
					throw "SubMeshRenderElement: unknown renderType";
			}
		}
		destroy() {
			super.destroy();
			this._dynamicWorldPositions = null;
			this._dynamicWorldNormals = null;
			this.staticBatch = null;
			this.staticBatchElementList = null;
			this.vertexBatchElementList = null;
			this.vertexBatchVertexDeclaration = null;
		}
	}

	class StaticBatchManager {
		constructor() {
			this._initBatchSprites = [];
			this._staticBatches = {};
			this._batchRenderElementPoolIndex = 0;
			this._batchRenderElementPool = [];
		}
		static _addToStaticBatchQueue(sprite3D, renderableSprite3D) {
			if (sprite3D instanceof RenderableSprite3D)
				renderableSprite3D.push(sprite3D);
			for (var i = 0, n = sprite3D.numChildren; i < n; i++)
				StaticBatchManager._addToStaticBatchQueue(sprite3D._children[i], renderableSprite3D);
		}
		static _registerManager(manager) {
			StaticBatchManager._managers.push(manager);
		}
		static combine(staticBatchRoot, renderableSprite3Ds = null) {
			if (!renderableSprite3Ds) {
				renderableSprite3Ds = [];
				if (staticBatchRoot)
					StaticBatchManager._addToStaticBatchQueue(staticBatchRoot, renderableSprite3Ds);
			}
			var batchSpritesCount = renderableSprite3Ds.length;
			if (batchSpritesCount > 0) {
				for (var i = 0; i < batchSpritesCount; i++) {
					var sprite = renderableSprite3Ds[i];
					if (!sprite.destroyed) {
						if (sprite._render._isPartOfStaticBatch)
							console.warn("StaticBatchManager: Sprite " + sprite.name + " has a part of Static Batch,it will be ignore.");
						else
							sprite._addToInitStaticBatchManager();
					}
				}
				for (var k = 0, m = StaticBatchManager._managers.length; k < m; k++) {
					var manager = StaticBatchManager._managers[k];
					manager._initStaticBatchs(staticBatchRoot);
				}
			}
		}
		_partition(items, left, right) {
			var pivot = items[Math.floor((right + left) / 2)];
			while (left <= right) {
				while (this._compare(items[left], pivot) < 0)
					left++;
				while (this._compare(items[right], pivot) > 0)
					right--;
				if (left < right) {
					var temp = items[left];
					items[left] = items[right];
					items[right] = temp;
					left++;
					right--;
				}
				else if (left === right) {
					left++;
					break;
				}
			}
			return left;
		}
		_quickSort(items, left, right) {
			if (items.length > 1) {
				var index = this._partition(items, left, right);
				var leftIndex = index - 1;
				if (left < leftIndex)
					this._quickSort(items, left, leftIndex);
				if (index < right)
					this._quickSort(items, index, right);
			}
		}
		_compare(left, right) {
			throw "StaticBatch:must override this function.";
		}
		_initStaticBatchs(rootSprite) {
			throw "StaticBatch:must override this function.";
		}
		_getBatchRenderElementFromPool() {
			throw "StaticBatch:must override this function.";
		}
		_addBatchSprite(renderableSprite3D) {
			this._initBatchSprites.push(renderableSprite3D);
		}
		_clear() {
			this._batchRenderElementPoolIndex = 0;
		}
		_garbageCollection() {
			throw "StaticBatchManager: must override it.";
		}
		dispose() {
			this._staticBatches = null;
		}
	}
	StaticBatchManager._managers = [];

	class SubMeshStaticBatch extends GeometryElement {
		constructor(batchOwner, vertexDeclaration) {
			super();
			this._bufferState = new BufferState();
			this._batchID = SubMeshStaticBatch._batchIDCounter++;
			this._batchElements = [];
			this._currentBatchVertexCount = 0;
			this._currentBatchIndexCount = 0;
			this._vertexDeclaration = vertexDeclaration;
			this.batchOwner = batchOwner;
		}
		_getStaticBatchBakedVertexs(batchVertices, batchOffset, batchOwnerTransform, transform, render, mesh) {
			var vertexBuffer = mesh._vertexBuffer;
			var vertexDeclaration = vertexBuffer.vertexDeclaration;
			var positionOffset = vertexDeclaration.getVertexElementByUsage(VertexMesh.MESH_POSITION0)._offset / 4;
			var normalElement = vertexDeclaration.getVertexElementByUsage(VertexMesh.MESH_NORMAL0);
			var normalOffset = normalElement ? normalElement._offset / 4 : -1;
			var colorElement = vertexDeclaration.getVertexElementByUsage(VertexMesh.MESH_COLOR0);
			var colorOffset = colorElement ? colorElement._offset / 4 : -1;
			var uv0Element = vertexDeclaration.getVertexElementByUsage(VertexMesh.MESH_TEXTURECOORDINATE0);
			var uv0Offset = uv0Element ? uv0Element._offset / 4 : -1;
			var uv1Element = vertexDeclaration.getVertexElementByUsage(VertexMesh.MESH_TEXTURECOORDINATE1);
			var uv1Offset = uv1Element ? uv1Element._offset / 4 : -1;
			var tangentElement = vertexDeclaration.getVertexElementByUsage(VertexMesh.MESH_TANGENT0);
			var sTangentOffset = tangentElement ? tangentElement._offset / 4 : -1;
			var bakeVertexFloatCount = 18;
			var oriVertexFloatCount = vertexDeclaration.vertexStride / 4;
			var oriVertexes = vertexBuffer.getFloat32Data();
			var worldMat;
			if (batchOwnerTransform) {
				var rootMat = batchOwnerTransform.worldMatrix;
				rootMat.invert(SubMeshStaticBatch._tempMatrix4x40);
				worldMat = SubMeshStaticBatch._tempMatrix4x41;
				Matrix4x4.multiply(SubMeshStaticBatch._tempMatrix4x40, transform.worldMatrix, worldMat);
			}
			else {
				worldMat = transform.worldMatrix;
			}
			var normalMat = SubMeshStaticBatch._tempMatrix4x42;
			worldMat.invert(normalMat);
			normalMat.transpose();
			var rotation = SubMeshStaticBatch._tempQuaternion0;
			worldMat.decomposeTransRotScale(SubMeshStaticBatch._tempVector30, rotation, SubMeshStaticBatch._tempVector31);
			var lightmapScaleOffset = render.lightmapScaleOffset;
			var vertexCount = mesh.vertexCount;
			for (var i = 0; i < vertexCount; i++) {
				var oriOffset = i * oriVertexFloatCount;
				var bakeOffset = (i + batchOffset) * bakeVertexFloatCount;
				Utils3D.transformVector3ArrayToVector3ArrayCoordinate(oriVertexes, oriOffset + positionOffset, worldMat, batchVertices, bakeOffset + 0);
				if (normalOffset !== -1)
					Utils3D.transformVector3ArrayToVector3ArrayNormal(oriVertexes, oriOffset + normalOffset, normalMat, batchVertices, bakeOffset + 3);
				var j, m;
				var bakOff = bakeOffset + 6;
				if (colorOffset !== -1) {
					var oriOff = oriOffset + colorOffset;
					for (j = 0, m = 4; j < m; j++)
						batchVertices[bakOff + j] = oriVertexes[oriOff + j];
				}
				else {
					for (j = 0, m = 4; j < m; j++)
						batchVertices[bakOff + j] = 1.0;
				}
				if (uv0Offset !== -1) {
					var absUv0Offset = oriOffset + uv0Offset;
					batchVertices[bakeOffset + 10] = oriVertexes[absUv0Offset];
					batchVertices[bakeOffset + 11] = oriVertexes[absUv0Offset + 1];
				}
				if (lightmapScaleOffset) {
					if (uv1Offset !== -1)
						Utils3D.transformLightingMapTexcoordArray(oriVertexes, oriOffset + uv1Offset, lightmapScaleOffset, batchVertices, bakeOffset + 12);
					else
						Utils3D.transformLightingMapTexcoordArray(oriVertexes, oriOffset + uv0Offset, lightmapScaleOffset, batchVertices, bakeOffset + 12);
				}
				if (sTangentOffset !== -1) {
					var absSTanegntOffset = oriOffset + sTangentOffset;
					batchVertices[bakeOffset + 14] = oriVertexes[absSTanegntOffset];
					batchVertices[bakeOffset + 15] = oriVertexes[absSTanegntOffset + 1];
					batchVertices[bakeOffset + 16] = oriVertexes[absSTanegntOffset + 2];
					batchVertices[bakeOffset + 17] = oriVertexes[absSTanegntOffset + 3];
				}
			}
			return vertexCount;
		}
		addTest(sprite) {
			var vertexCount;
			var subMeshVertexCount = sprite.meshFilter.sharedMesh.vertexCount;
			vertexCount = this._currentBatchVertexCount + subMeshVertexCount;
			if (vertexCount > SubMeshStaticBatch.maxBatchVertexCount)
				return false;
			return true;
		}
		add(sprite) {
			var mesh = sprite.meshFilter.sharedMesh;
			var subMeshVertexCount = mesh.vertexCount;
			this._batchElements.push(sprite);
			var render = sprite._render;
			render._isPartOfStaticBatch = true;
			render._staticBatch = this;
			var renderElements = render._renderElements;
			for (var i = 0, n = renderElements.length; i < n; i++)
				renderElements[i].staticBatch = this;
			this._currentBatchIndexCount += mesh._indexBuffer.indexCount;
			this._currentBatchVertexCount += subMeshVertexCount;
		}
		remove(sprite) {
			var mesh = sprite.meshFilter.sharedMesh;
			var index = this._batchElements.indexOf(sprite);
			if (index !== -1) {
				this._batchElements.splice(index, 1);
				var renderElements = sprite._render._renderElements;
				for (var i = 0, n = renderElements.length; i < n; i++)
					renderElements[i].staticBatch = null;
				this._currentBatchIndexCount = this._currentBatchIndexCount - mesh._indexBuffer.indexCount;
				this._currentBatchVertexCount = this._currentBatchVertexCount - mesh.vertexCount;
				sprite._render._isPartOfStaticBatch = false;
			}
		}
		finishInit() {
			if (this._vertexBuffer) {
				this._vertexBuffer.destroy();
				this._indexBuffer.destroy();
				Laya.Resource._addGPUMemory(-(this._vertexBuffer._byteLength + this._indexBuffer._byteLength));
			}
			var gl = Laya.LayaGL.instance;
			var batchVertexCount = 0;
			var batchIndexCount = 0;
			var rootOwner = this.batchOwner;
			var floatStride = this._vertexDeclaration.vertexStride / 4;
			var vertexDatas = new Float32Array(floatStride * this._currentBatchVertexCount);
			var indexDatas = new Uint16Array(this._currentBatchIndexCount);
			this._vertexBuffer = new VertexBuffer3D(this._vertexDeclaration.vertexStride * this._currentBatchVertexCount, gl.STATIC_DRAW);
			this._vertexBuffer.vertexDeclaration = this._vertexDeclaration;
			this._indexBuffer = new IndexBuffer3D(exports.IndexFormat.UInt16, this._currentBatchIndexCount, gl.STATIC_DRAW);
			for (var i = 0, n = this._batchElements.length; i < n; i++) {
				var sprite = this._batchElements[i];
				var mesh = sprite.meshFilter.sharedMesh;
				var meshVerCount = this._getStaticBatchBakedVertexs(vertexDatas, batchVertexCount, rootOwner ? rootOwner._transform : null, sprite._transform, sprite._render, mesh);
				var indices = mesh._indexBuffer.getData();
				var indexOffset = batchVertexCount;
				var indexEnd = batchIndexCount + indices.length;
				var elements = sprite._render._renderElements;
				for (var j = 0, m = mesh.subMeshCount; j < m; j++) {
					var subMesh = mesh._subMeshes[j];
					var start = batchIndexCount + subMesh._indexStart;
					var element = elements[j];
					element.staticBatchIndexStart = start;
					element.staticBatchIndexEnd = start + subMesh._indexCount;
				}
				indexDatas.set(indices, batchIndexCount);
				var k;
				var isInvert = rootOwner ? (sprite._transform._isFrontFaceInvert !== rootOwner.transform._isFrontFaceInvert) : sprite._transform._isFrontFaceInvert;
				if (isInvert) {
					for (k = batchIndexCount; k < indexEnd; k += 3) {
						indexDatas[k] = indexOffset + indexDatas[k];
						var index1 = indexDatas[k + 1];
						var index2 = indexDatas[k + 2];
						indexDatas[k + 1] = indexOffset + index2;
						indexDatas[k + 2] = indexOffset + index1;
					}
				}
				else {
					for (k = batchIndexCount; k < indexEnd; k += 3) {
						indexDatas[k] = indexOffset + indexDatas[k];
						indexDatas[k + 1] = indexOffset + indexDatas[k + 1];
						indexDatas[k + 2] = indexOffset + indexDatas[k + 2];
					}
				}
				batchIndexCount += indices.length;
				batchVertexCount += meshVerCount;
			}
			this._vertexBuffer.setData(vertexDatas.buffer);
			this._indexBuffer.setData(indexDatas);
			var memorySize = this._vertexBuffer._byteLength + this._indexBuffer._byteLength;
			Laya.Resource._addGPUMemory(memorySize);
			this._bufferState.bind();
			this._bufferState.applyVertexBuffer(this._vertexBuffer);
			this._bufferState.applyIndexBuffer(this._indexBuffer);
			this._bufferState.unBind();
		}
		_render(state) {
			this._bufferState.bind();
			var gl = Laya.LayaGL.instance;
			var element = state.renderElement;
			var staticBatchElementList = element.staticBatchElementList;
			var batchElementList = staticBatchElementList.elements;
			var from = 0;
			var end = 0;
			var count = staticBatchElementList.length;
			for (var i = 1; i < count; i++) {
				var lastElement = batchElementList[i - 1];
				if (lastElement.staticBatchIndexEnd === batchElementList[i].staticBatchIndexStart) {
					end++;
					continue;
				}
				else {
					var start = batchElementList[from].staticBatchIndexStart;
					var indexCount = batchElementList[end].staticBatchIndexEnd - start;
					gl.drawElements(gl.TRIANGLES, indexCount, gl.UNSIGNED_SHORT, start * 2);
					from = ++end;
					Laya.Stat.trianglesFaces += indexCount / 3;
				}
			}
			start = batchElementList[from].staticBatchIndexStart;
			indexCount = batchElementList[end].staticBatchIndexEnd - start;
			gl.drawElements(gl.TRIANGLES, indexCount, gl.UNSIGNED_SHORT, start * 2);
			Laya.Stat.renderBatches++;
			Laya.Stat.savedRenderBatches += count - 1;
			Laya.Stat.trianglesFaces += indexCount / 3;
		}
		dispose() {
			var memorySize = this._vertexBuffer._byteLength + this._indexBuffer._byteLength;
			Laya.Resource._addGPUMemory(-memorySize);
			this._batchElements = null;
			this.batchOwner = null;
			this._vertexDeclaration = null;
			this._bufferState.destroy();
			this._vertexBuffer.destroy();
			this._indexBuffer.destroy();
			this._vertexBuffer = null;
			this._indexBuffer = null;
			this._bufferState = null;
		}
	}
	SubMeshStaticBatch._tempVector30 = new Vector3();
	SubMeshStaticBatch._tempVector31 = new Vector3();
	SubMeshStaticBatch._tempQuaternion0 = new Quaternion();
	SubMeshStaticBatch._tempMatrix4x40 = new Matrix4x4();
	SubMeshStaticBatch._tempMatrix4x41 = new Matrix4x4();
	SubMeshStaticBatch._tempMatrix4x42 = new Matrix4x4();
	SubMeshStaticBatch.maxBatchVertexCount = 65535;
	SubMeshStaticBatch._batchIDCounter = 0;

	class MeshRenderStaticBatchManager extends StaticBatchManager {
		constructor() {
			super();
			this._opaqueBatchMarks = [];
			this._updateCountMark = 0;
		}
		static __init__() {
			MeshRenderStaticBatchManager._verDec = VertexMesh.getVertexDeclaration("POSITION,NORMAL,COLOR,UV,UV1,TANGENT");
		}
		_compare(left, right) {
			var lRender = left._render, rRender = right._render;
			var leftGeo = left.meshFilter.sharedMesh, rightGeo = right.meshFilter.sharedMesh;
			var lightOffset = lRender.lightmapIndex - rRender.lightmapIndex;
			if (lightOffset === 0) {
				var receiveShadowOffset = (lRender.receiveShadow ? 1 : 0) - (rRender.receiveShadow ? 1 : 0);
				if (receiveShadowOffset === 0) {
					var materialOffset = (lRender.sharedMaterial && rRender.sharedMaterial) ? lRender.sharedMaterial.id - rRender.sharedMaterial.id : 0;
					if (materialOffset === 0) {
						var verDec = leftGeo._vertexBuffer.vertexDeclaration.id - rightGeo._vertexBuffer.vertexDeclaration.id;
						if (verDec === 0) {
							return rightGeo._indexBuffer.indexCount - leftGeo._indexBuffer.indexCount;
						}
						else {
							return verDec;
						}
					}
					else {
						return materialOffset;
					}
				}
				else {
					return receiveShadowOffset;
				}
			}
			else {
				return lightOffset;
			}
		}
		_getBatchRenderElementFromPool() {
			var renderElement = this._batchRenderElementPool[this._batchRenderElementPoolIndex++];
			if (!renderElement) {
				renderElement = new SubMeshRenderElement();
				this._batchRenderElementPool[this._batchRenderElementPoolIndex - 1] = renderElement;
				renderElement.staticBatchElementList = new SingletonList();
			}
			return renderElement;
		}
		_getStaticBatch(staticBatches, rootOwner, number) {
			var subMeshStaticBatch = staticBatches[number];
			if (!subMeshStaticBatch) {
				subMeshStaticBatch = staticBatches[number] = new SubMeshStaticBatch(rootOwner, MeshRenderStaticBatchManager._verDec);
				this._staticBatches[subMeshStaticBatch._batchID] = subMeshStaticBatch;
			}
			return subMeshStaticBatch;
		}
		_initStaticBatchs(rootOwner) {
			var initBatchSprites = this._initBatchSprites;
			this._quickSort(initBatchSprites, 0, initBatchSprites.length - 1);
			var staticBatches = [];
			var lastCanMerage = false;
			var curStaticBatch;
			var batchNumber = 0;
			for (var i = 0, n = initBatchSprites.length; i < n; i++) {
				var sprite = initBatchSprites[i];
				if (lastCanMerage) {
					if (curStaticBatch.addTest(sprite)) {
						curStaticBatch.add(sprite);
					}
					else {
						lastCanMerage = false;
						batchNumber++;
					}
				}
				else {
					var lastIndex = n - 1;
					if (i !== lastIndex) {
						curStaticBatch = this._getStaticBatch(staticBatches, rootOwner, batchNumber);
						curStaticBatch.add(sprite);
						lastCanMerage = true;
					}
				}
			}
			for (i = 0, n = staticBatches.length; i < n; i++) {
				var staticBatch = staticBatches[i];
				staticBatch && staticBatch.finishInit();
			}
			this._initBatchSprites.length = 0;
		}
		_removeRenderSprite(sprite) {
			var render = sprite._render;
			var staticBatch = render._staticBatch;
			var batchElements = staticBatch._batchElements;
			var index = batchElements.indexOf(sprite);
			if (index !== -1) {
				batchElements.splice(index, 1);
				render._staticBatch = null;
				var renderElements = render._renderElements;
				for (var i = 0, n = renderElements.length; i < n; i++)
					renderElements[i].staticBatch = null;
			}
			if (batchElements.length === 0) {
				delete this._staticBatches[staticBatch._batchID];
				staticBatch.dispose();
			}
		}
		_clear() {
			super._clear();
			this._updateCountMark++;
		}
		_garbageCollection() {
			for (var key in this._staticBatches) {
				var staticBatch = this._staticBatches[key];
				if (staticBatch._batchElements.length === 0) {
					staticBatch.dispose();
					delete this._staticBatches[key];
				}
			}
		}
		getBatchOpaquaMark(lightMapIndex, receiveShadow, materialID, staticBatchID) {
			var receiveShadowIndex = receiveShadow ? 1 : 0;
			var staLightMapMarks = (this._opaqueBatchMarks[lightMapIndex]) || (this._opaqueBatchMarks[lightMapIndex] = []);
			var staReceiveShadowMarks = (staLightMapMarks[receiveShadowIndex]) || (staLightMapMarks[receiveShadowIndex] = []);
			var staMaterialMarks = (staReceiveShadowMarks[materialID]) || (staReceiveShadowMarks[materialID] = []);
			return (staMaterialMarks[staticBatchID]) || (staMaterialMarks[staticBatchID] = new BatchMark);
		}
	}
	MeshRenderStaticBatchManager.instance = new MeshRenderStaticBatchManager();

	class BaseRender extends Laya.EventDispatcher {
		constructor(owner) {
			super();
			this._lightmapScaleOffset = new Vector4(1, 1, 0, 0);
			this._indexInList = -1;
			this._indexInCastShadowList = -1;
			this._boundsChange = true;
			this._castShadow = false;
			this._supportOctree = true;
			this._sharedMaterials = [];
			this._renderMark = -1;
			this._indexInOctreeMotionList = -1;
			this._updateMark = -1;
			this._updateRenderType = -1;
			this._isPartOfStaticBatch = false;
			this._staticBatch = null;
			this._id = ++BaseRender._uniqueIDCounter;
			this._indexInCastShadowList = -1;
			this._bounds = new Bounds(Vector3._ZERO, Vector3._ZERO);
			if (Laya.Render.supportWebGLPlusCulling) {
				var length = FrustumCulling._cullingBufferLength;
				this._cullingBufferIndex = length;
				var cullingBuffer = FrustumCulling._cullingBuffer;
				var resizeLength = length + 7;
				if (resizeLength >= cullingBuffer.length) {
					var temp = cullingBuffer;
					cullingBuffer = FrustumCulling._cullingBuffer = new Float32Array(cullingBuffer.length + 4096);
					cullingBuffer.set(temp, 0);
				}
				cullingBuffer[length] = 2;
				FrustumCulling._cullingBufferLength = resizeLength;
			}
			this._renderElements = [];
			this._owner = owner;
			this._enable = true;
			this._materialsInstance = [];
			this._shaderValues = new ShaderData(null);
			this.lightmapIndex = -1;
			this.receiveShadow = false;
			this.sortingFudge = 0.0;
			this._destroyed = false;
			(owner) && (this._owner.transform.on(Laya.Event.TRANSFORM_CHANGED, this, this._onWorldMatNeedChange));
		}
		get id() {
			return this._id;
		}
		get lightmapIndex() {
			return this._lightmapIndex;
		}
		set lightmapIndex(value) {
			this._lightmapIndex = value;
		}
		get lightmapScaleOffset() {
			return this._lightmapScaleOffset;
		}
		set lightmapScaleOffset(value) {
			if (!value)
				throw "BaseRender: lightmapScaleOffset can't be null.";
			this._lightmapScaleOffset = value;
			this._shaderValues.setVector(RenderableSprite3D.LIGHTMAPSCALEOFFSET, value);
		}
		get enable() {
			return this._enable;
		}
		set enable(value) {
			this._enable = !!value;
		}
		get material() {
			var material = this._sharedMaterials[0];
			if (material && !this._materialsInstance[0]) {
				var insMat = this._getInstanceMaterial(material, 0);
				var renderElement = this._renderElements[0];
				(renderElement) && (renderElement.material = insMat);
			}
			return this._sharedMaterials[0];
		}
		set material(value) {
			this.sharedMaterial = value;
		}
		get materials() {
			for (var i = 0, n = this._sharedMaterials.length; i < n; i++) {
				if (!this._materialsInstance[i]) {
					var insMat = this._getInstanceMaterial(this._sharedMaterials[i], i);
					var renderElement = this._renderElements[i];
					(renderElement) && (renderElement.material = insMat);
				}
			}
			return this._sharedMaterials.slice();
		}
		set materials(value) {
			this.sharedMaterials = value;
		}
		get sharedMaterial() {
			return this._sharedMaterials[0];
		}
		set sharedMaterial(value) {
			var lastValue = this._sharedMaterials[0];
			if (lastValue !== value) {
				this._sharedMaterials[0] = value;
				this._materialsInstance[0] = false;
				this._changeMaterialReference(lastValue, value);
				var renderElement = this._renderElements[0];
				(renderElement) && (renderElement.material = value);
			}
		}
		get sharedMaterials() {
			return this._sharedMaterials.slice();
		}
		set sharedMaterials(value) {
			var materialsInstance = this._materialsInstance;
			var sharedMats = this._sharedMaterials;
			for (var i = 0, n = sharedMats.length; i < n; i++) {
				var lastMat = sharedMats[i];
				(lastMat) && (lastMat._removeReference());
			}
			if (value) {
				var count = value.length;
				materialsInstance.length = count;
				sharedMats.length = count;
				for (i = 0; i < count; i++) {
					lastMat = sharedMats[i];
					var mat = value[i];
					if (lastMat !== mat) {
						materialsInstance[i] = false;
						var renderElement = this._renderElements[i];
						(renderElement) && (renderElement.material = mat);
					}
					if (mat) {
						mat._addReference();
					}
					sharedMats[i] = mat;
				}
			}
			else {
				throw new Error("BaseRender: shadredMaterials value can't be null.");
			}
		}
		get bounds() {
			if (this._boundsChange) {
				this._calculateBoundingBox();
				this._boundsChange = false;
			}
			return this._bounds;
		}
		set receiveShadow(value) {
			if (this._receiveShadow !== value) {
				this._receiveShadow = value;
				if (value)
					this._shaderValues.addDefine(RenderableSprite3D.SHADERDEFINE_RECEIVE_SHADOW);
				else
					this._shaderValues.removeDefine(RenderableSprite3D.SHADERDEFINE_RECEIVE_SHADOW);
			}
		}
		get receiveShadow() {
			return this._receiveShadow;
		}
		get castShadow() {
			return this._castShadow;
		}
		set castShadow(value) {
			this._castShadow = value;
		}
		get isPartOfStaticBatch() {
			return this._isPartOfStaticBatch;
		}
		get isRender() {
			return this._renderMark == -1 || this._renderMark == (Laya.Stat.loopCount - 1);
		}
		_getOctreeNode() {
			return this._octreeNode;
		}
		_setOctreeNode(value) {
			this._octreeNode = value;
		}
		_getIndexInMotionList() {
			return this._indexInOctreeMotionList;
		}
		_setIndexInMotionList(value) {
			this._indexInOctreeMotionList = value;
		}
		_changeMaterialReference(lastValue, value) {
			(lastValue) && (lastValue._removeReference());
			value._addReference();
		}
		_getInstanceMaterial(material, index) {
			var insMat = material.clone();
			insMat.name = insMat.name + "(Instance)";
			this._materialsInstance[index] = true;
			this._changeMaterialReference(this._sharedMaterials[index], insMat);
			this._sharedMaterials[index] = insMat;
			return insMat;
		}
		_applyLightMapParams() {
			var lightMaps = this._scene.lightmaps;
			var shaderValues = this._shaderValues;
			var lightmapIndex = this._lightmapIndex;
			if (lightmapIndex >= 0 && lightmapIndex < lightMaps.length) {
				var lightMap = lightMaps[lightmapIndex];
				shaderValues.setTexture(RenderableSprite3D.LIGHTMAP, lightMap.lightmapColor);
				shaderValues.addDefine(RenderableSprite3D.SAHDERDEFINE_LIGHTMAP);
				if (lightMap.lightmapDirection) {
					shaderValues.setTexture(RenderableSprite3D.LIGHTMAP_DIRECTION, lightMap.lightmapDirection);
					shaderValues.addDefine(RenderableSprite3D.SHADERDEFINE_LIGHTMAP_DIRECTIONAL);
				}
				else {
					shaderValues.removeDefine(RenderableSprite3D.SHADERDEFINE_LIGHTMAP_DIRECTIONAL);
				}
			}
			else {
				shaderValues.removeDefine(RenderableSprite3D.SAHDERDEFINE_LIGHTMAP);
				shaderValues.removeDefine(RenderableSprite3D.SHADERDEFINE_LIGHTMAP_DIRECTIONAL);
			}
		}
		_onWorldMatNeedChange(flag) {
			this._boundsChange = true;
			if (this._octreeNode) {
				flag &= Transform3D.TRANSFORM_WORLDPOSITION | Transform3D.TRANSFORM_WORLDQUATERNION | Transform3D.TRANSFORM_WORLDSCALE;
				if (flag) {
					if (this._indexInOctreeMotionList === -1)
						this._octreeNode._octree.addMotionObject(this);
				}
			}
		}
		_calculateBoundingBox() {
			throw ("BaseRender: must override it.");
		}
		_getIndexInList() {
			return this._indexInList;
		}
		_setIndexInList(index) {
			this._indexInList = index;
		}
		_setBelongScene(scene) {
			this._scene = scene;
		}
		// 2021-12-14 耿骁霄 同步laya官方修复scene泄漏代码
		_setUnBelongScene() {
			this._scene = null;
		}
		_needRender(boundFrustum, context) {
			return true;
		}
		_renderUpdate(context, transform) {
		}
		_renderUpdateWithCamera(context, transform) {
		}
		_revertBatchRenderUpdate(context) {
		}
		_destroy() {
			if (this._destroyed) return;
			this._destroyed = true;
			(this._indexInOctreeMotionList !== -1) && (this._octreeNode._octree.removeMotionObject(this));
			this.offAll();
			var i = 0, n = 0;
			for (i = 0, n = this._renderElements.length; i < n; i++)
				this._renderElements[i].destroy();
			for (i = 0, n = this._sharedMaterials.length; i < n; i++)
				(this._sharedMaterials[i].destroyed) || (this._sharedMaterials[i]._removeReference());
			this._renderElements = null;
			this._owner = null;
			this._sharedMaterials = null;
			this._bounds = null;
			this._lightmapScaleOffset = null;
		}
		markAsUnStatic() {
			if (this._isPartOfStaticBatch) {
				MeshRenderStaticBatchManager.instance._removeRenderSprite(this._owner);
				this._isPartOfStaticBatch = false;
			}
		}
	}
	BaseRender._tempBoundBoxCorners = [new Vector3(), new Vector3(), new Vector3(), new Vector3(), new Vector3(), new Vector3(), new Vector3(), new Vector3()];
	BaseRender._uniqueIDCounter = 0;
	BaseRender._defaultLightmapScaleOffset = new Vector4(1.0, 1.0, 0.0, 0.0);

	class PixelLineRenderer extends BaseRender {
		constructor(owner) {
			super(owner);
			this._projectionViewWorldMatrix = new Matrix4x4();
		}
		_calculateBoundingBox() {
			var worldMat = this._owner.transform.worldMatrix;
			var lineFilter = this._owner._geometryFilter;
			lineFilter._reCalculateBound();
			lineFilter._bounds._tranform(worldMat, this._bounds);
			if (Laya.Render.supportWebGLPlusCulling) {
				var min = this._bounds.getMin();
				var max = this._bounds.getMax();
				var buffer = FrustumCulling._cullingBuffer;
				buffer[this._cullingBufferIndex + 1] = min.x;
				buffer[this._cullingBufferIndex + 2] = min.y;
				buffer[this._cullingBufferIndex + 3] = min.z;
				buffer[this._cullingBufferIndex + 4] = max.x;
				buffer[this._cullingBufferIndex + 5] = max.y;
				buffer[this._cullingBufferIndex + 6] = max.z;
			}
		}
		_renderUpdateWithCamera(context, transform) {
			var projectionView = context.projectionViewMatrix;
			var sv = this._shaderValues;
			if (transform) {
				var worldMat = transform.worldMatrix;
				sv.setMatrix4x4(Sprite3D.WORLDMATRIX, worldMat);
				Matrix4x4.multiply(projectionView, worldMat, this._projectionViewWorldMatrix);
				sv.setMatrix4x4(Sprite3D.MVPMATRIX, this._projectionViewWorldMatrix);
			}
			else {
				sv.setMatrix4x4(Sprite3D.WORLDMATRIX, Matrix4x4.DEFAULT);
				sv.setMatrix4x4(Sprite3D.MVPMATRIX, projectionView);
			}
		}
	}

	class PixelLineSprite3D extends RenderableSprite3D {
		constructor(maxCount = 2, name = null) {
			super(name);
			this._geometryFilter = new PixelLineFilter(this, maxCount);
			this._render = new PixelLineRenderer(this);
			this._changeRenderObjects(this._render, 0, PixelLineMaterial.defaultMaterial);
		}
		get maxLineCount() {
			return this._geometryFilter._maxLineCount;
		}
		set maxLineCount(value) {
			this._geometryFilter._resizeLineData(value);
			this._geometryFilter._lineCount = Math.min(this._geometryFilter._lineCount, value);
		}
		get lineCount() {
			return this._geometryFilter._lineCount;
		}
		set lineCount(value) {
			if (value > this.maxLineCount)
				throw "PixelLineSprite3D: lineCount can't large than maxLineCount";
			else
				this._geometryFilter._lineCount = value;
		}
		get pixelLineRenderer() {
			return this._render;
		}
		_changeRenderObjects(sender, index, material) {
			var renderObjects = this._render._renderElements;
			(material) || (material = PixelLineMaterial.defaultMaterial);
			var renderElement = renderObjects[index];
			(renderElement) || (renderElement = renderObjects[index] = new RenderElement());
			renderElement.setTransform(this._transform);
			renderElement.setGeometry(this._geometryFilter);
			renderElement.render = this._render;
			renderElement.material = material;
		}
		addLine(startPosition, endPosition, startColor, endColor) {
			if (this._geometryFilter._lineCount !== this._geometryFilter._maxLineCount)
				this._geometryFilter._updateLineData(this._geometryFilter._lineCount++, startPosition, endPosition, startColor, endColor);
			else
				throw "PixelLineSprite3D: lineCount has equal with maxLineCount.";
		}
		addLines(lines) {
			var lineCount = this._geometryFilter._lineCount;
			var addCount = lines.length;
			if (lineCount + addCount > this._geometryFilter._maxLineCount) {
				throw "PixelLineSprite3D: lineCount plus lines count must less than maxLineCount.";
			}
			else {
				this._geometryFilter._updateLineDatas(lineCount, lines);
				this._geometryFilter._lineCount += addCount;
			}
		}
		removeLine(index) {
			if (index < this._geometryFilter._lineCount)
				this._geometryFilter._removeLineData(index);
			else
				throw "PixelLineSprite3D: index must less than lineCount.";
		}
		setLine(index, startPosition, endPosition, startColor, endColor) {
			if (index < this._geometryFilter._lineCount)
				this._geometryFilter._updateLineData(index, startPosition, endPosition, startColor, endColor);
			else
				throw "PixelLineSprite3D: index must less than lineCount.";
		}
		getLine(index, out) {
			if (index < this.lineCount)
				this._geometryFilter._getLineData(index, out);
			else
				throw "PixelLineSprite3D: index must less than lineCount.";
		}
		clear() {
			this._geometryFilter._lineCount = 0;
		}
		_create() {
			return new PixelLineSprite3D();
		}
	}

	class RenderQueue {
		constructor(isTransparent = false) {
			this.isTransparent = false;
			this.elements = new SingletonList();
			this.lastTransparentRenderElement = null;
			this.lastTransparentBatched = false;
			this.isTransparent = isTransparent;
		}
		_compare(left, right) {
			var renderQueue = left.material.renderQueue - right.material.renderQueue;
			if (renderQueue === 0) {
				var sort = this.isTransparent ? right.render._distanceForSort - left.render._distanceForSort : left.render._distanceForSort - right.render._distanceForSort;
				return sort + right.render.sortingFudge - left.render.sortingFudge;
			}
			else {
				return renderQueue;
			}
		}
		_partitionRenderObject(left, right) {
			var elements = this.elements.elements;
			var pivot = elements[Math.floor((right + left) / 2)];
			while (left <= right) {
				while (this._compare(elements[left], pivot) < 0)
					left++;
				while (this._compare(elements[right], pivot) > 0)
					right--;
				if (left < right) {
					var temp = elements[left];
					elements[left] = elements[right];
					elements[right] = temp;
					left++;
					right--;
				}
				else if (left === right) {
					left++;
					break;
				}
			}
			return left;
		}
		_quickSort(left, right) {
			if (this.elements.length > 1) {
				var index = this._partitionRenderObject(left, right);
				var leftIndex = index - 1;
				if (left < leftIndex)
					this._quickSort(left, leftIndex);
				if (index < right)
					this._quickSort(index, right);
			}
		}
		_render(context) {
			var elements = this.elements.elements;
			for (var i = 0, n = this.elements.length; i < n; i++)
				elements[i]._render(context);
		}
		clear() {
			this.elements.length = 0;
			this.lastTransparentRenderElement = null;
			this.lastTransparentBatched = false;
		}
	}

	class BoundsOctreeNode {
		constructor(octree, parent, baseLength, center) {
			this._bounds = new BoundBox(new Vector3(), new Vector3());
			this._objects = [];
			this._isContaion = false;
			this.center = new Vector3();
			this.baseLength = 0.0;
			this._setValues(octree, parent, baseLength, center);
		}
		static _encapsulates(outerBound, innerBound) {
			return CollisionUtils.boxContainsBox(outerBound, innerBound) == ContainmentType.Contains;
		}
		_setValues(octree, parent, baseLength, center) {
			this._octree = octree;
			this._parent = parent;
			this.baseLength = baseLength;
			center.cloneTo(this.center);
			var min = this._bounds.min;
			var max = this._bounds.max;
			var halfSize = (octree._looseness * baseLength) / 2;
			min.setValue(center.x - halfSize, center.y - halfSize, center.z - halfSize);
			max.setValue(center.x + halfSize, center.y + halfSize, center.z + halfSize);
		}
		_getChildBound(index) {
			if (this._children != null && this._children[index]) {
				return this._children[index]._bounds;
			}
			else {
				var quarter = this.baseLength / 4;
				var halfChildSize = ((this.baseLength / 2) * this._octree._looseness) / 2;
				var bounds = BoundsOctreeNode._tempBoundBox;
				var min = bounds.min;
				var max = bounds.max;
				switch (index) {
					case 0:
						min.x = this.center.x - quarter - halfChildSize;
						min.y = this.center.y + quarter - halfChildSize;
						min.z = this.center.z - quarter - halfChildSize;
						max.x = this.center.x - quarter + halfChildSize;
						max.y = this.center.y + quarter + halfChildSize;
						max.z = this.center.z - quarter + halfChildSize;
						break;
					case 1:
						min.x = this.center.x + quarter - halfChildSize;
						min.y = this.center.y + quarter - halfChildSize;
						min.z = this.center.z - quarter - halfChildSize;
						max.x = this.center.x + quarter + halfChildSize;
						max.y = this.center.y + quarter + halfChildSize;
						max.z = this.center.z - quarter + halfChildSize;
						break;
					case 2:
						min.x = this.center.x - quarter - halfChildSize;
						min.y = this.center.y + quarter - halfChildSize;
						min.z = this.center.z + quarter - halfChildSize;
						max.x = this.center.x - quarter + halfChildSize;
						max.y = this.center.y + quarter + halfChildSize;
						max.z = this.center.z + quarter + halfChildSize;
						break;
					case 3:
						min.x = this.center.x + quarter - halfChildSize;
						min.y = this.center.y + quarter - halfChildSize;
						min.z = this.center.z + quarter - halfChildSize;
						max.x = this.center.x + quarter + halfChildSize;
						max.y = this.center.y + quarter + halfChildSize;
						max.z = this.center.z + quarter + halfChildSize;
						break;
					case 4:
						min.x = this.center.x - quarter - halfChildSize;
						min.y = this.center.y - quarter - halfChildSize;
						min.z = this.center.z - quarter - halfChildSize;
						max.x = this.center.x - quarter + halfChildSize;
						max.y = this.center.y - quarter + halfChildSize;
						max.z = this.center.z - quarter + halfChildSize;
						break;
					case 5:
						min.x = this.center.x + quarter - halfChildSize;
						min.y = this.center.y - quarter - halfChildSize;
						min.z = this.center.z - quarter - halfChildSize;
						max.x = this.center.x + quarter + halfChildSize;
						max.y = this.center.y - quarter + halfChildSize;
						max.z = this.center.z - quarter + halfChildSize;
						break;
					case 6:
						min.x = this.center.x - quarter - halfChildSize;
						min.y = this.center.y - quarter - halfChildSize;
						min.z = this.center.z + quarter - halfChildSize;
						max.x = this.center.x - quarter + halfChildSize;
						max.y = this.center.y - quarter + halfChildSize;
						max.z = this.center.z + quarter + halfChildSize;
						break;
					case 7:
						min.x = this.center.x + quarter - halfChildSize;
						min.y = this.center.y - quarter - halfChildSize;
						min.z = this.center.z + quarter - halfChildSize;
						max.x = this.center.x + quarter + halfChildSize;
						max.y = this.center.y - quarter + halfChildSize;
						max.z = this.center.z + quarter + halfChildSize;
						break;
					default:
				}
				return bounds;
			}
		}
		_getChildCenter(index) {
			if (this._children != null) {
				return this._children[index].center;
			}
			else {
				var quarter = this.baseLength / 4;
				var childCenter = BoundsOctreeNode._tempVector30;
				switch (index) {
					case 0:
						childCenter.x = this.center.x - quarter;
						childCenter.y = this.center.y + quarter;
						childCenter.z = this.center.z - quarter;
						break;
					case 1:
						childCenter.x = this.center.x + quarter;
						childCenter.y = this.center.y + quarter;
						childCenter.z = this.center.z - quarter;
						break;
					case 2:
						childCenter.x = this.center.x - quarter;
						childCenter.y = this.center.y + quarter;
						childCenter.z = this.center.z + quarter;
						break;
					case 3:
						childCenter.x = this.center.x + quarter;
						childCenter.y = this.center.y + quarter;
						childCenter.z = this.center.z + quarter;
						break;
					case 4:
						childCenter.x = this.center.x - quarter;
						childCenter.y = this.center.y - quarter;
						childCenter.z = this.center.z - quarter;
						break;
					case 5:
						childCenter.x = this.center.x + quarter;
						childCenter.y = this.center.y - quarter;
						childCenter.z = this.center.z - quarter;
						break;
					case 6:
						childCenter.x = this.center.x - quarter;
						childCenter.y = this.center.y - quarter;
						childCenter.z = this.center.z + quarter;
						break;
					case 7:
						childCenter.x = this.center.x + quarter;
						childCenter.y = this.center.y - quarter;
						childCenter.z = this.center.z + quarter;
						break;
					default:
				}
				return childCenter;
			}
		}
		_getChild(index) {
			var quarter = this.baseLength / 4;
			this._children || (this._children = []);
			switch (index) {
				case 0:
					return this._children[0] || (this._children[0] = new BoundsOctreeNode(this._octree, this, this.baseLength / 2, new Vector3(this.center.x + -quarter, this.center.y + quarter, this.center.z - quarter)));
				case 1:
					return this._children[1] || (this._children[1] = new BoundsOctreeNode(this._octree, this, this.baseLength / 2, new Vector3(this.center.x + quarter, this.center.y + quarter, this.center.z - quarter)));
				case 2:
					return this._children[2] || (this._children[2] = new BoundsOctreeNode(this._octree, this, this.baseLength / 2, new Vector3(this.center.x - quarter, this.center.y + quarter, this.center.z + quarter)));
				case 3:
					return this._children[3] || (this._children[3] = new BoundsOctreeNode(this._octree, this, this.baseLength / 2, new Vector3(this.center.x + quarter, this.center.y + quarter, this.center.z + quarter)));
				case 4:
					return this._children[4] || (this._children[4] = new BoundsOctreeNode(this._octree, this, this.baseLength / 2, new Vector3(this.center.x - quarter, this.center.y - quarter, this.center.z - quarter)));
				case 5:
					return this._children[5] || (this._children[5] = new BoundsOctreeNode(this._octree, this, this.baseLength / 2, new Vector3(this.center.x + quarter, this.center.y - quarter, this.center.z - quarter)));
				case 6:
					return this._children[6] || (this._children[6] = new BoundsOctreeNode(this._octree, this, this.baseLength / 2, new Vector3(this.center.x - quarter, this.center.y - quarter, this.center.z + quarter)));
				case 7:
					return this._children[7] || (this._children[7] = new BoundsOctreeNode(this._octree, this, this.baseLength / 2, new Vector3(this.center.x + quarter, this.center.y - quarter, this.center.z + quarter)));
				default:
					throw "BoundsOctreeNode: unknown index.";
			}
		}
		_shouldMerge() {
			var objectCount = this._objects.length;
			for (var i = 0; i < 8; i++) {
				var child = this._children[i];
				if (child) {
					if (child._children != null)
						return false;
					objectCount += child._objects.length;
				}
			}
			return objectCount <= BoundsOctreeNode._NUM_OBJECTS_ALLOWED;
		}
		_mergeChildren() {
			for (var i = 0; i < 8; i++) {
				var child = this._children[i];
				if (child) {
					child._parent = null;
					var childObjects = child._objects;
					for (var j = childObjects.length - 1; j >= 0; j--) {
						var childObject = childObjects[j];
						this._objects.push(childObject);
						childObject._setOctreeNode(this);
					}
				}
			}
			this._children = null;
		}
		_merge() {
			if (this._children === null) {
				var parent = this._parent;
				if (parent && parent._shouldMerge()) {
					parent._mergeChildren();
					parent._merge();
				}
			}
		}
		_checkAddNode(object) {
			if (this._children == null) {
				if (this._objects.length < BoundsOctreeNode._NUM_OBJECTS_ALLOWED || (this.baseLength / 2) < this._octree._minSize) {
					return this;
				}
				for (var i = this._objects.length - 1; i >= 0; i--) {
					var existObject = this._objects[i];
					var fitChildIndex = this._bestFitChild(existObject.bounds.getCenter());
					if (BoundsOctreeNode._encapsulates(this._getChildBound(fitChildIndex), existObject.bounds._getBoundBox())) {
						this._objects.splice(this._objects.indexOf(existObject), 1);
						this._getChild(fitChildIndex)._add(existObject);
					}
				}
			}
			var newFitChildIndex = this._bestFitChild(object.bounds.getCenter());
			if (BoundsOctreeNode._encapsulates(this._getChildBound(newFitChildIndex), object.bounds._getBoundBox()))
				return this._getChild(newFitChildIndex)._checkAddNode(object);
			else
				return this;
		}
		_add(object) {
			var addNode = this._checkAddNode(object);
			addNode._objects.push(object);
			object._setOctreeNode(addNode);
		}
		_remove(object) {
			var index = this._objects.indexOf(object);
			this._objects.splice(index, 1);
			object._setOctreeNode(null);
			this._merge();
		}
		_addUp(object) {
			if ((CollisionUtils.boxContainsBox(this._bounds, object.bounds._getBoundBox()) === ContainmentType.Contains)) {
				this._add(object);
				return true;
			}
			else {
				if (this._parent)
					return this._parent._addUp(object);
				else
					return false;
			}
		}
		_getCollidingWithFrustum(cameraCullInfo, context, testVisible, customShader, replacementTag, isShadowCasterCull) {
			var frustum = cameraCullInfo.boundFrustum;
			var camPos = cameraCullInfo.position;
			var cullMask = cameraCullInfo.cullingMask;
			if (testVisible) {
				var type = frustum.containsBoundBox(this._bounds);
				Laya.Stat.octreeNodeCulling++;
				if (type === ContainmentType.Disjoint)
					return;
				testVisible = (type === ContainmentType.Intersects);
			}
			this._isContaion = !testVisible;
			var scene = context.scene;
			var loopCount = Laya.Stat.loopCount;
			for (var i = 0, n = this._objects.length; i < n; i++) {
				var render = this._objects[i];
				var canPass;
				if (isShadowCasterCull)
					canPass = render._castShadow && render._enable;
				else
					canPass = (((Math.pow(2, render._owner._layer) & cullMask) != 0)) && render._enable;
				if (canPass) {
					if (testVisible) {
						Laya.Stat.frustumCulling++;
						if (!render._needRender(frustum, context))
							continue;
					}
					render._renderMark = loopCount;
					// 2021-12-14 耿骁霄 使用平方根举例优化检测算法
					render._distanceForSort = Vector3.distanceSquared(render.bounds.getCenter(), camPos);
					var elements = render._renderElements;
					for (var j = 0, m = elements.length; j < m; j++) {
						var element = elements[j];
						element._update(scene, context, customShader, replacementTag);
					}
				}
			}
			if (this._children != null) {
				for (i = 0; i < 8; i++) {
					var child = this._children[i];
					child && child._getCollidingWithFrustum(cameraCullInfo, context, testVisible, customShader, replacementTag, isShadowCasterCull);
				}
			}
		}
		_getCollidingWithBoundBox(checkBound, testVisible, result) {
			if (testVisible) {
				var type = CollisionUtils.boxContainsBox(this._bounds, checkBound);
				if (type === ContainmentType.Disjoint)
					return;
				testVisible = (type === ContainmentType.Intersects);
			}
			if (testVisible) {
				for (var i = 0, n = this._objects.length; i < n; i++) {
					var object = this._objects[i];
					if (CollisionUtils.intersectsBoxAndBox(object.bounds._getBoundBox(), checkBound)) {
						result.push(object);
					}
				}
			}
			if (this._children != null) {
				for (i = 0; i < 8; i++) {
					var child = this._children[i];
					child._getCollidingWithBoundBox(checkBound, testVisible, result);
				}
			}
		}
		_bestFitChild(boundCenter) {
			return (boundCenter.x <= this.center.x ? 0 : 1) + (boundCenter.y >= this.center.y ? 0 : 4) + (boundCenter.z <= this.center.z ? 0 : 2);
		}
		_update(object) {
			if (CollisionUtils.boxContainsBox(this._bounds, object.bounds._getBoundBox()) === ContainmentType.Contains) {
				var addNode = this._checkAddNode(object);
				if (addNode !== object._getOctreeNode()) {
					addNode._objects.push(object);
					object._setOctreeNode(addNode);
					var index = this._objects.indexOf(object);
					this._objects.splice(index, 1);
					this._merge();
				}
				return true;
			}
			else {
				if (this._parent) {
					var sucess = this._parent._addUp(object);
					if (sucess) {
						index = this._objects.indexOf(object);
						this._objects.splice(index, 1);
						this._merge();
					}
					return sucess;
				}
				else {
					return false;
				}
			}
		}
		add(object) {
			if (!BoundsOctreeNode._encapsulates(this._bounds, object.bounds._getBoundBox()))
				return false;
			this._add(object);
			return true;
		}
		remove(object) {
			if (object._getOctreeNode() !== this)
				return false;
			this._remove(object);
			return true;
		}
		update(object) {
			if (object._getOctreeNode() !== this)
				return false;
			return this._update(object);
		}
		shrinkIfPossible(minLength) {
			if (this.baseLength < minLength * 2)
				return this;
			var bestFit = -1;
			for (var i = 0, n = this._objects.length; i < n; i++) {
				var object = this._objects[i];
				var newBestFit = this._bestFitChild(object.bounds.getCenter());
				if (i == 0 || newBestFit == bestFit) {
					var childBounds = this._getChildBound(newBestFit);
					if (BoundsOctreeNode._encapsulates(childBounds, object.bounds._getBoundBox()))
						(i == 0) && (bestFit = newBestFit);
					else
						return this;
				}
				else {
					return this;
				}
			}
			if (this._children != null) {
				var childHadContent = false;
				for (i = 0, n = this._children.length; i < n; i++) {
					var child = this._children[i];
					if (child && child.hasAnyObjects()) {
						if (childHadContent)
							return this;
						if (bestFit >= 0 && bestFit != i)
							return this;
						childHadContent = true;
						bestFit = i;
					}
				}
			}
			else {
				if (bestFit != -1) {
					var childCenter = this._getChildCenter(bestFit);
					this._setValues(this._octree, null, this.baseLength / 2, childCenter);
				}
				return this;
			}
			if (bestFit != -1) {
				var newRoot = this._children[bestFit];
				newRoot._parent = null;
				return newRoot;
			}
			else {
				return this;
			}
		}
		hasAnyObjects() {
			if (this._objects.length > 0)
				return true;
			if (this._children != null) {
				for (var i = 0; i < 8; i++) {
					var child = this._children[i];
					if (child && child.hasAnyObjects())
						return true;
				}
			}
			return false;
		}
		getCollidingWithBoundBox(checkBound, result) {
			this._getCollidingWithBoundBox(checkBound, true, result);
		}
		getCollidingWithRay(ray, result, maxDistance = Number.MAX_VALUE) {
			var distance = CollisionUtils.intersectsRayAndBoxRD(ray, this._bounds);
			if (distance == -1 || distance > maxDistance)
				return;
			for (var i = 0, n = this._objects.length; i < n; i++) {
				var object = this._objects[i];
				distance = CollisionUtils.intersectsRayAndBoxRD(ray, object.bounds._getBoundBox());
				if (distance !== -1 && distance <= maxDistance)
					result.push(object);
			}
			if (this._children != null) {
				for (i = 0; i < 8; i++) {
					var child = this._children[i];
					child.getCollidingWithRay(ray, result, maxDistance);
				}
			}
		}
		getCollidingWithFrustum(cameraCullInfo, context, customShader, replacementTag, isShadowCasterCull) {
			this._getCollidingWithFrustum(cameraCullInfo, context, true, customShader, replacementTag, isShadowCasterCull);
		}
		isCollidingWithBoundBox(checkBound) {
			if (!(CollisionUtils.intersectsBoxAndBox(this._bounds, checkBound)))
				return false;
			for (var i = 0, n = this._objects.length; i < n; i++) {
				var object = this._objects[i];
				if (CollisionUtils.intersectsBoxAndBox(object.bounds._getBoundBox(), checkBound))
					return true;
			}
			if (this._children != null) {
				for (i = 0; i < 8; i++) {
					var child = this._children[i];
					if (child.isCollidingWithBoundBox(checkBound))
						return true;
				}
			}
			return false;
		}
		isCollidingWithRay(ray, maxDistance = Number.MAX_VALUE) {
			var distance = CollisionUtils.intersectsRayAndBoxRD(ray, this._bounds);
			if (distance == -1 || distance > maxDistance)
				return false;
			for (var i = 0, n = this._objects.length; i < n; i++) {
				var object = this._objects[i];
				distance = CollisionUtils.intersectsRayAndBoxRD(ray, object.bounds._getBoundBox());
				if (distance !== -1 && distance <= maxDistance)
					return true;
			}
			if (this._children != null) {
				for (i = 0; i < 8; i++) {
					var child = this._children[i];
					if (child.isCollidingWithRay(ray, maxDistance))
						return true;
				}
			}
			return false;
		}
		getBound() {
			return this._bounds;
		}
		drawAllBounds(debugLine, currentDepth, maxDepth) {
			if (this._children === null && this._objects.length == 0)
				return;
			currentDepth++;
			var color = BoundsOctreeNode._tempColor0;
			if (this._isContaion) {
				color.r = 0.0;
				color.g = 0.0;
				color.b = 1.0;
			}
			else {
				var tint = maxDepth ? currentDepth / maxDepth : 0;
				color.r = 1.0 - tint;
				color.g = tint;
				color.b = 0.0;
			}
			color.a = 0.3;
			Utils3D._drawBound(debugLine, this._bounds, color);
			if (this._children != null) {
				for (var i = 0; i < 8; i++) {
					var child = this._children[i];
					child && child.drawAllBounds(debugLine, currentDepth, maxDepth);
				}
			}
		}
		drawAllObjects(debugLine, currentDepth, maxDepth) {
			currentDepth++;
			var color = BoundsOctreeNode._tempColor0;
			if (this._isContaion) {
				color.r = 0.0;
				color.g = 0.0;
				color.b = 1.0;
			}
			else {
				var tint = maxDepth ? currentDepth / maxDepth : 0;
				color.r = 1.0 - tint;
				color.g = tint;
				color.b = 0.0;
			}
			color.a = 1.0;
			for (var i = 0, n = this._objects.length; i < n; i++)
				Utils3D._drawBound(debugLine, this._objects[i].bounds._getBoundBox(), color);
			if (this._children != null) {
				for (i = 0; i < 8; i++) {
					var child = this._children[i];
					child && child.drawAllObjects(debugLine, currentDepth, maxDepth);
				}
			}
		}
	}
	BoundsOctreeNode._tempVector3 = new Vector3();
	BoundsOctreeNode._tempVector30 = new Vector3();
	BoundsOctreeNode._tempVector31 = new Vector3();
	BoundsOctreeNode._tempColor0 = new Color();
	BoundsOctreeNode._tempBoundBox = new BoundBox(new Vector3(), new Vector3());
	BoundsOctreeNode._NUM_OBJECTS_ALLOWED = 8;

	class OctreeMotionList extends SingletonList {
		constructor() {
			super();
		}
		add(element) {
			var index = element._getIndexInMotionList();
			if (index !== -1)
				throw "OctreeMotionList:element has  in  PhysicsUpdateList.";
			this._add(element);
			element._setIndexInMotionList(this.length++);
		}
		remove(element) {
			var index = element._getIndexInMotionList();
			this.length--;
			if (index !== this.length) {
				var end = this.elements[this.length];
				this.elements[index] = end;
				end._setIndexInMotionList(index);
			}
			element._setIndexInMotionList(-1);
		}
	}

	class BoundsOctree {
		constructor(initialWorldSize, initialWorldPos, minNodeSize, looseness) {
			this._motionObjects = new OctreeMotionList();
			this.count = 0;
			if (minNodeSize > initialWorldSize) {
				console.warn("Minimum node size must be at least as big as the initial world size. Was: " + minNodeSize + " Adjusted to: " + initialWorldSize);
				minNodeSize = initialWorldSize;
			}
			this._initialSize = initialWorldSize;
			this._minSize = minNodeSize;
			this._looseness = Math.min(Math.max(looseness, 1.0), 2.0);
			this._rootNode = new BoundsOctreeNode(this, null, initialWorldSize, initialWorldPos);
		}
		_getMaxDepth(node, depth) {
			depth++;
			var children = node._children;
			if (children != null) {
				var curDepth = depth;
				for (var i = 0, n = children.length; i < n; i++) {
					var child = children[i];
					child && (depth = Math.max(this._getMaxDepth(child, curDepth), depth));
				}
			}
			return depth;
		}
		_grow(growObjectCenter) {
			var xDirection = growObjectCenter.x >= 0 ? 1 : -1;
			var yDirection = growObjectCenter.y >= 0 ? 1 : -1;
			var zDirection = growObjectCenter.z >= 0 ? 1 : -1;
			var oldRoot = this._rootNode;
			var half = this._rootNode.baseLength / 2;
			var newLength = this._rootNode.baseLength * 2;
			var rootCenter = this._rootNode.center;
			var newCenter = new Vector3(rootCenter.x + xDirection * half, rootCenter.y + yDirection * half, rootCenter.z + zDirection * half);
			this._rootNode = new BoundsOctreeNode(this, null, newLength, newCenter);
			if (oldRoot.hasAnyObjects()) {
				var rootPos = this._rootNode._bestFitChild(oldRoot.center);
				var children = [];
				for (var i = 0; i < 8; i++) {
					if (i == rootPos) {
						oldRoot._parent = this._rootNode;
						children[i] = oldRoot;
					}
				}
				this._rootNode._children = children;
			}
		}
		add(object) {
			var count = 0;
			while (!this._rootNode.add(object)) {
				var growCenter = BoundsOctree._tempVector30;
				Vector3.subtract(object.bounds.getCenter(), this._rootNode.center, growCenter);
				this._grow(growCenter);
				if (++count > 20) {
					throw "Aborted Add operation as it seemed to be going on forever (" + (count - 1) + ") attempts at growing the octree.";
				}
			}
			this.count++;
		}
		remove(object) {
			var removed = object._getOctreeNode().remove(object);
			if (removed) {
				this.count--;
			}
			return removed;
		}
		update(object) {
			var count = 0;
			var octreeNode = object._getOctreeNode();
			if (octreeNode) {
				while (!octreeNode._update(object)) {
					var growCenter = BoundsOctree._tempVector30;
					Vector3.subtract(object.bounds.getCenter(), this._rootNode.center, growCenter);
					this._grow(growCenter);
					if (++count > 20) {
						throw "Aborted Add operation as it seemed to be going on forever (" + (count - 1) + ") attempts at growing the octree.";
					}
				}
				return true;
			}
			else {
				return false;
			}
		}
		shrinkRootIfPossible() {
			this._rootNode = this._rootNode.shrinkIfPossible(this._initialSize);
		}
		addMotionObject(object) {
			this._motionObjects.add(object);
		}
		removeMotionObject(object) {
			this._motionObjects.remove(object);
		}
		updateMotionObjects() {
			var elements = this._motionObjects.elements;
			for (var i = 0, n = this._motionObjects.length; i < n; i++) {
				var object = elements[i];
				this.update(object);
				object._setIndexInMotionList(-1);
			}
			this._motionObjects.length = 0;
		}
		isCollidingWithBoundBox(checkBounds) {
			return this._rootNode.isCollidingWithBoundBox(checkBounds);
		}
		isCollidingWithRay(ray, maxDistance = Number.MAX_VALUE) {
			return this._rootNode.isCollidingWithRay(ray, maxDistance);
		}
		getCollidingWithBoundBox(checkBound, result) {
			this._rootNode.getCollidingWithBoundBox(checkBound, result);
		}
		getCollidingWithRay(ray, result, maxDistance = Number.MAX_VALUE) {
			this._rootNode.getCollidingWithRay(ray, result, maxDistance);
		}
		getCollidingWithFrustum(cameraCullInfo, context, shader, replacementTag, isShadowCasterCull) {
			this._rootNode.getCollidingWithFrustum(cameraCullInfo, context, shader, replacementTag, isShadowCasterCull);
		}
		getMaxBounds() {
			return this._rootNode.getBound();
		}
		drawAllBounds(pixelLine) {
			var maxDepth = this._getMaxDepth(this._rootNode, -1);
			this._rootNode.drawAllBounds(pixelLine, -1, maxDepth);
		}
		drawAllObjects(pixelLine) {
			var maxDepth = this._getMaxDepth(this._rootNode, -1);
			this._rootNode.drawAllObjects(pixelLine, -1, maxDepth);
		}
	}
	BoundsOctree._tempVector30 = new Vector3();

	class Lightmap {
	}

	class BoundSphere {
		constructor(center, radius) {
			this.center = center;
			this.radius = radius;
		}
		toDefault() {
			this.center.toDefault();
			this.radius = 0;
		}
		static createFromSubPoints(points, start, count, out) {
			if (points == null) {
				throw new Error("points");
			}
			if (start < 0 || start >= points.length) {
				throw new Error("start" + start + "Must be in the range [0, " + (points.length - 1) + "]");
			}
			if (count < 0 || (start + count) > points.length) {
				throw new Error("count" + count + "Must be in the range <= " + points.length + "}");
			}
			var upperEnd = start + count;
			var center = BoundSphere._tempVector3;
			center.x = 0;
			center.y = 0;
			center.z = 0;
			for (var i = start; i < upperEnd; ++i) {
				Vector3.add(points[i], center, center);
			}
			var outCenter = out.center;
			Vector3.scale(center, 1 / count, outCenter);
			var radius = 0.0;
			for (i = start; i < upperEnd; ++i) {
				var distance = Vector3.distanceSquared(outCenter, points[i]);
				if (distance > radius)
					radius = distance;
			}
			out.radius = Math.sqrt(radius);
		}
		static createfromPoints(points, out) {
			if (points == null) {
				throw new Error("points");
			}
			BoundSphere.createFromSubPoints(points, 0, points.length, out);
		}
		intersectsRayDistance(ray) {
			return CollisionUtils.intersectsRayAndSphereRD(ray, this);
		}
		intersectsRayPoint(ray, outPoint) {
			return CollisionUtils.intersectsRayAndSphereRP(ray, this, outPoint);
		}
		cloneTo(destObject) {
			var dest = destObject;
			this.center.cloneTo(dest.center);
			dest.radius = this.radius;
		}
		clone() {
			var dest = new BoundSphere(new Vector3(), 0);
			this.cloneTo(dest);
			return dest;
		}
	}
	BoundSphere._tempVector3 = new Vector3();

	class ShadowSliceData {
		constructor() {
			this.cameraShaderValue = new ShaderData();
			this.position = new Vector3();
			this.viewMatrix = new Matrix4x4();
			this.projectionMatrix = new Matrix4x4();
			this.viewProjectMatrix = new Matrix4x4();
			this.cullPlanes = [new Plane(new Vector3()), new Plane(new Vector3()), new Plane(new Vector3()), new Plane(new Vector3()), new Plane(new Vector3()), new Plane(new Vector3()), new Plane(new Vector3()), new Plane(new Vector3()), new Plane(new Vector3()), new Plane(new Vector3())];
			this.splitBoundSphere = new BoundSphere(new Vector3(), 0.0);
		}
	}
	class ShadowSpotData {
		constructor() {
			this.cameraShaderValue = new ShaderData();
			this.position = new Vector3;
			this.viewMatrix = new Matrix4x4();
			this.projectionMatrix = new Matrix4x4();
			this.viewProjectMatrix = new Matrix4x4();
			this.cameraCullInfo = new CameraCullInfo();
		}
	}

	(function (ShadowLightType) {
		ShadowLightType[ShadowLightType["DirectionLight"] = 0] = "DirectionLight";
		ShadowLightType[ShadowLightType["SpotLight"] = 1] = "SpotLight";
		ShadowLightType[ShadowLightType["PointLight"] = 2] = "PointLight";
	})(exports.ShadowLightType || (exports.ShadowLightType = {}));
	class ShadowCasterPass {
		constructor() {
			this._shadowBias = new Vector4();
			this._shadowParams = new Vector4();
			this._shadowMapSize = new Vector4();
			this._shadowMatrices = new Float32Array(16 * (ShadowCasterPass._maxCascades));
			this._shadowSpotMatrices = new Matrix4x4();
			this._splitBoundSpheres = new Float32Array(ShadowCasterPass._maxCascades * 4);
			this._cascadeCount = 0;
			this._shadowMapWidth = 0;
			this._shadowMapHeight = 0;
			this._shadowSliceDatas = [new ShadowSliceData(), new ShadowSliceData(), new ShadowSliceData(), new ShadowSliceData()];
			this._shadowSpotData = new ShadowSpotData();
			this._lightUp = new Vector3();
			this._lightSide = new Vector3();
			this._lightForward = new Vector3();
			this._shadowSpotData.cameraCullInfo.boundFrustum = new BoundFrustum(new Matrix4x4());
		}
		_setupShadowCasterShaderValues(context, shaderValues, shadowSliceData, LightParam, shadowparams, shadowBias, lightType) {
			shaderValues.setVector(ShadowCasterPass.SHADOW_BIAS, shadowBias);
			switch (lightType) {
				case exports.LightType.Directional:
					shaderValues.setVector3(ShadowCasterPass.SHADOW_LIGHT_DIRECTION, LightParam);
					break;
				case exports.LightType.Spot:
					shaderValues.setVector(ShadowCasterPass.SHADOW_PARAMS, shadowparams);
					break;
				case exports.LightType.Point:
					break;
			}
			var cameraSV = shadowSliceData.cameraShaderValue;
			cameraSV.setMatrix4x4(BaseCamera.VIEWMATRIX, shadowSliceData.viewMatrix);
			cameraSV.setMatrix4x4(BaseCamera.PROJECTMATRIX, shadowSliceData.projectionMatrix);
			cameraSV.setMatrix4x4(BaseCamera.VIEWPROJECTMATRIX, shadowSliceData.viewProjectMatrix);
			context.viewMatrix = shadowSliceData.viewMatrix;
			context.projectionMatrix = shadowSliceData.projectionMatrix;
			context.projectionViewMatrix = shadowSliceData.viewProjectMatrix;
		}
		_setupShadowReceiverShaderValues(shaderValues) {
			var light = this._light;
			if (light.shadowCascadesMode !== exports.ShadowCascadesMode.NoCascades)
				shaderValues.addDefine(Scene3DShaderDeclaration.SHADERDEFINE_SHADOW_CASCADE);
			else
				shaderValues.removeDefine(Scene3DShaderDeclaration.SHADERDEFINE_SHADOW_CASCADE);
			switch (light.shadowMode) {
				case exports.ShadowMode.Hard:
					shaderValues.removeDefine(Scene3DShaderDeclaration.SHADERDEFINE_SHADOW_SOFT_SHADOW_LOW);
					shaderValues.removeDefine(Scene3DShaderDeclaration.SHADERDEFINE_SHADOW_SOFT_SHADOW_HIGH);
					break;
				case exports.ShadowMode.SoftLow:
					shaderValues.addDefine(Scene3DShaderDeclaration.SHADERDEFINE_SHADOW_SOFT_SHADOW_LOW);
					shaderValues.removeDefine(Scene3DShaderDeclaration.SHADERDEFINE_SHADOW_SOFT_SHADOW_HIGH);
					break;
				case exports.ShadowMode.SoftHigh:
					shaderValues.addDefine(Scene3DShaderDeclaration.SHADERDEFINE_SHADOW_SOFT_SHADOW_HIGH);
					shaderValues.removeDefine(Scene3DShaderDeclaration.SHADERDEFINE_SHADOW_SOFT_SHADOW_LOW);
					break;
			}
			shaderValues.setTexture(ShadowCasterPass.SHADOW_MAP, this._shadowDirectLightMap);
			shaderValues.setBuffer(ShadowCasterPass.SHADOW_MATRICES, this._shadowMatrices);
			shaderValues.setVector(ShadowCasterPass.SHADOW_MAP_SIZE, this._shadowMapSize);
			shaderValues.setVector(ShadowCasterPass.SHADOW_PARAMS, this._shadowParams);
			shaderValues.setBuffer(ShadowCasterPass.SHADOW_SPLIT_SPHERES, this._splitBoundSpheres);
		}
		_setupSpotShadowReceiverShaderValues(shaderValues) {
			var spotLight = this._light;
			switch (spotLight.shadowMode) {
				case exports.ShadowMode.Hard:
					shaderValues.removeDefine(Scene3DShaderDeclaration.SHADERDEFINE_SHADOW_SPOT_SOFT_SHADOW_HIGH);
					shaderValues.removeDefine(Scene3DShaderDeclaration.SHADERDEFINE_SHADOW_SPOT_SOFT_SHADOW_LOW);
					break;
				case exports.ShadowMode.SoftLow:
					shaderValues.addDefine(Scene3DShaderDeclaration.SHADERDEFINE_SHADOW_SPOT_SOFT_SHADOW_LOW);
					shaderValues.removeDefine(Scene3DShaderDeclaration.SHADERDEFINE_SHADOW_SPOT_SOFT_SHADOW_HIGH);
					break;
				case exports.ShadowMode.SoftHigh:
					shaderValues.addDefine(Scene3DShaderDeclaration.SHADERDEFINE_SHADOW_SPOT_SOFT_SHADOW_HIGH);
					shaderValues.removeDefine(Scene3DShaderDeclaration.SHADERDEFINE_SHADOW_SPOT_SOFT_SHADOW_LOW);
					break;
			}
			shaderValues.setTexture(ShadowCasterPass.SHADOW_SPOTMAP, this._shadowSpotLightMap);
			shaderValues.setMatrix4x4(ShadowCasterPass.SHADOW_SPOTMATRICES, this._shadowSpotMatrices);
			shaderValues.setVector(ShadowCasterPass.SHADOW_MAP_SIZE, this._shadowMapSize);
			shaderValues.setVector(ShadowCasterPass.SHADOW_PARAMS, this._shadowParams);
		}
		update(camera, light, lightType) {
			switch (lightType) {
				case exports.ShadowLightType.DirectionLight:
					this._light = light;
					var lightWorld = ShadowCasterPass._tempMatrix0;
					var lightWorldE = lightWorld.elements;
					var lightUp = this._lightUp;
					var lightSide = this._lightSide;
					var lightForward = this._lightForward;
					Matrix4x4.createFromQuaternion(light._transform.rotation, lightWorld);
					lightSide.setValue(lightWorldE[0], lightWorldE[1], lightWorldE[2]);
					lightUp.setValue(lightWorldE[4], lightWorldE[5], lightWorldE[6]);
					lightForward.setValue(-lightWorldE[8], -lightWorldE[9], -lightWorldE[10]);
					var atlasResolution = light._shadowResolution;
					var cascadesMode = light._shadowCascadesMode;
					var cascadesCount;
					var shadowTileResolution;
					var shadowMapWidth, shadowMapHeight;
					if (cascadesMode == exports.ShadowCascadesMode.NoCascades) {
						cascadesCount = 1;
						shadowTileResolution = atlasResolution;
						shadowMapWidth = atlasResolution;
						shadowMapHeight = atlasResolution;
					}
					else {
						cascadesCount = cascadesMode == exports.ShadowCascadesMode.TwoCascades ? 2 : 4;
						shadowTileResolution = ShadowUtils.getMaxTileResolutionInAtlas(atlasResolution, atlasResolution, cascadesCount);
						shadowMapWidth = shadowTileResolution * 2;
						shadowMapHeight = cascadesMode == exports.ShadowCascadesMode.TwoCascades ? shadowTileResolution : shadowTileResolution * 2;
					}
					this._cascadeCount = cascadesCount;
					this._shadowMapWidth = shadowMapWidth;
					this._shadowMapHeight = shadowMapHeight;
					var splitDistance = ShadowCasterPass._cascadesSplitDistance;
					var frustumPlanes = ShadowCasterPass._frustumPlanes;
					var cameraNear = camera.nearPlane;
					var shadowFar = Math.min(camera.farPlane, light._shadowDistance);
					var shadowMatrices = this._shadowMatrices;
					var boundSpheres = this._splitBoundSpheres;
					ShadowUtils.getCascadesSplitDistance(light._shadowTwoCascadeSplits, light._shadowFourCascadeSplits, cameraNear, shadowFar, camera.fieldOfView * MathUtils3D.Deg2Rad, camera.aspectRatio, cascadesMode, splitDistance);
					ShadowUtils.getCameraFrustumPlanes(camera.projectionViewMatrix, frustumPlanes);
					var forward = ShadowCasterPass._tempVector30;
					camera._transform.getForward(forward);
					Vector3.normalize(forward, forward);
					for (var i = 0; i < cascadesCount; i++) {
						var sliceData = this._shadowSliceDatas[i];
						sliceData.sphereCenterZ = ShadowUtils.getBoundSphereByFrustum(splitDistance[i], splitDistance[i + 1], camera.fieldOfView * MathUtils3D.Deg2Rad, camera.aspectRatio, camera._transform.position, forward, sliceData.splitBoundSphere);
						ShadowUtils.getDirectionLightShadowCullPlanes(frustumPlanes, i, splitDistance, cameraNear, lightForward, sliceData);
						ShadowUtils.getDirectionalLightMatrices(lightUp, lightSide, lightForward, i, light._shadowNearPlane, shadowTileResolution, sliceData, shadowMatrices);
						if (cascadesCount > 1)
							ShadowUtils.applySliceTransform(sliceData, shadowMapWidth, shadowMapHeight, i, shadowMatrices);
					}
					ShadowUtils.prepareShadowReceiverShaderValues(light, shadowMapWidth, shadowMapHeight, this._shadowSliceDatas, cascadesCount, this._shadowMapSize, this._shadowParams, shadowMatrices, boundSpheres);
					break;
				case exports.ShadowLightType.SpotLight:
					this._light = light;
					var lightWorld = ShadowCasterPass._tempMatrix0;
					var lightForward = this._lightForward;
					var shadowResolution = this._light._shadowResolution;
					this._shadowMapWidth = shadowResolution;
					this._shadowMapHeight = shadowResolution;
					var shadowSpotData = this._shadowSpotData;
					ShadowUtils.getSpotLightShadowData(shadowSpotData, this._light, shadowResolution, this._shadowParams, this._shadowSpotMatrices, this._shadowMapSize);
					break;
				case exports.ShadowLightType.PointLight:
					break;
				default:
					throw ("There is no shadow of this type");
					break;
			}
		}
		render(context, scene, lightType) {
			switch (lightType) {
				case exports.ShadowLightType.DirectionLight:
					var shaderValues = scene._shaderValues;
					context.pipelineMode = "ShadowCaster";
					ShaderData.setRuntimeValueMode(false);
					var shadowMap = this._shadowDirectLightMap = ShadowUtils.getTemporaryShadowTexture(this._shadowMapWidth, this._shadowMapHeight, Laya.RenderTextureDepthFormat.DEPTH_16);
					shadowMap._start();
					var light = this._light;
					for (var i = 0, n = this._cascadeCount; i < n; i++) {
						var sliceData = this._shadowSliceDatas[i];
						ShadowUtils.getShadowBias(light, sliceData.projectionMatrix, sliceData.resolution, this._shadowBias);
						this._setupShadowCasterShaderValues(context, shaderValues, sliceData, this._lightForward, this._shadowParams, this._shadowBias, exports.LightType.Directional);
						var shadowCullInfo = FrustumCulling._shadowCullInfo;
						shadowCullInfo.position = sliceData.position;
						shadowCullInfo.cullPlanes = sliceData.cullPlanes;
						shadowCullInfo.cullPlaneCount = sliceData.cullPlaneCount;
						shadowCullInfo.cullSphere = sliceData.splitBoundSphere;
						shadowCullInfo.direction = this._lightForward;
						var needRender = FrustumCulling.cullingShadow(shadowCullInfo, scene, context);
						context.cameraShaderValue = sliceData.cameraShaderValue;
						Camera._updateMark++;
						var gl = Laya.LayaGL.instance;
						var resolution = sliceData.resolution;
						var offsetX = sliceData.offsetX;
						var offsetY = sliceData.offsetY;
						gl.enable(gl.SCISSOR_TEST);
						gl.viewport(offsetX, offsetY, resolution, resolution);
						gl.scissor(offsetX, offsetY, resolution, resolution);
						gl.clear(gl.DEPTH_BUFFER_BIT);
						if (needRender) {
							gl.scissor(offsetX + 1, offsetY + 1, resolution - 2, resolution - 2);
							scene._opaqueQueue._render(context);
						}
					}
					shadowMap._end();
					this._setupShadowReceiverShaderValues(shaderValues);
					ShaderData.setRuntimeValueMode(true);
					context.pipelineMode = "Forward";
					break;
				case exports.ShadowLightType.SpotLight:
					var shaderValues = scene._shaderValues;
					context.pipelineMode = "ShadowCaster";
					ShaderData.setRuntimeValueMode(false);
					var spotlight = this._light;
					var shadowMap = this._shadowSpotLightMap = ShadowUtils.getTemporaryShadowTexture(this._shadowMapWidth, this._shadowMapHeight, Laya.RenderTextureDepthFormat.DEPTH_16);
					shadowMap._start();
					var shadowSpotData = this._shadowSpotData;
					ShadowUtils.getShadowBias(spotlight, shadowSpotData.projectionMatrix, shadowSpotData.resolution, this._shadowBias);
					this._setupShadowCasterShaderValues(context, shaderValues, shadowSpotData, this._light.transform.position, this._shadowParams, this._shadowBias, exports.LightType.Spot);
					var needRender = FrustumCulling.cullingSpotShadow(shadowSpotData.cameraCullInfo, scene, context);
					context.cameraShaderValue = shadowSpotData.cameraShaderValue;
					Camera._updateMark++;
					var gl = Laya.LayaGL.instance;
					gl.enable(gl.SCISSOR_TEST);
					gl.viewport(shadowSpotData.offsetX, shadowSpotData.offsetY, shadowSpotData.resolution, shadowSpotData.resolution);
					gl.scissor(shadowSpotData.offsetX, shadowSpotData.offsetY, shadowSpotData.resolution, shadowSpotData.resolution);
					gl.clear(gl.DEPTH_BUFFER_BIT);
					if (needRender) {
						gl.scissor(shadowSpotData.offsetX, shadowSpotData.offsetY, shadowSpotData.resolution, shadowSpotData.resolution);
						scene._opaqueQueue._render(context);
					}
					shadowMap._end();
					this._setupSpotShadowReceiverShaderValues(shaderValues);
					ShaderData.setRuntimeValueMode(true);
					context.pipelineMode = "Forward";
					break;
				case exports.ShadowLightType.PointLight:
					break;
				default:
					throw ("There is no shadow of this type");
					break;
			}
		}
		cleanUp() {
			this._shadowDirectLightMap && RenderTexture.recoverToPool(this._shadowDirectLightMap);
			this._shadowSpotLightMap && RenderTexture.recoverToPool(this._shadowSpotLightMap);
			this._shadowDirectLightMap = null;
			this._shadowSpotLightMap = null;
			this._light = null;
		}
	}
	ShadowCasterPass._tempVector30 = new Vector3();
	ShadowCasterPass._tempMatrix0 = new Matrix4x4();
	ShadowCasterPass.SHADOW_BIAS = Shader3D.propertyNameToID("u_ShadowBias");
	ShadowCasterPass.SHADOW_LIGHT_DIRECTION = Shader3D.propertyNameToID("u_ShadowLightDirection");
	ShadowCasterPass.SHADOW_SPLIT_SPHERES = Shader3D.propertyNameToID("u_ShadowSplitSpheres");
	ShadowCasterPass.SHADOW_MATRICES = Shader3D.propertyNameToID("u_ShadowMatrices");
	ShadowCasterPass.SHADOW_MAP_SIZE = Shader3D.propertyNameToID("u_ShadowMapSize");
	ShadowCasterPass.SHADOW_MAP = Shader3D.propertyNameToID("u_ShadowMap");
	ShadowCasterPass.SHADOW_PARAMS = Shader3D.propertyNameToID("u_ShadowParams");
	ShadowCasterPass.SHADOW_SPOTMAP = Shader3D.propertyNameToID("u_SpotShadowMap");
	ShadowCasterPass.SHADOW_SPOTMATRICES = Shader3D.propertyNameToID("u_SpotViewProjectMatrix");
	ShadowCasterPass._maxCascades = 4;
	ShadowCasterPass._cascadesSplitDistance = new Array(ShadowCasterPass._maxCascades + 1);
	ShadowCasterPass._frustumPlanes = new Array(new Plane(new Vector3()), new Plane(new Vector3()), new Plane(new Vector3()), new Plane(new Vector3()), new Plane(new Vector3()), new Plane(new Vector3()));

	class DynamicBatchManager {
		constructor() {
			this._batchRenderElementPool = [];
		}
		static _registerManager(manager) {
			DynamicBatchManager._managers.push(manager);
		}
		_clear() {
			this._batchRenderElementPoolIndex = 0;
		}
		_getBatchRenderElementFromPool() {
			throw "StaticBatch:must override this function.";
		}
		dispose() {
		}
	}
	DynamicBatchManager._managers = [];

	(function (AmbientMode) {
		AmbientMode[AmbientMode["SolidColor"] = 0] = "SolidColor";
		AmbientMode[AmbientMode["SphericalHarmonics"] = 1] = "SphericalHarmonics";
	})(exports.AmbientMode || (exports.AmbientMode = {}));
	class Scene3D extends Laya.Sprite {
		constructor() {
			super();
			this._lightCount = 0;
			this._pointLights = new LightQueue();
			this._spotLights = new LightQueue();
			this._directionLights = new LightQueue();
			this._alternateLights = new AlternateLightQueue();
			this._lightmaps = [];
			this._skyRenderer = new SkyRenderer();
			this._input = new Input3D();
			this._timer = Laya.ILaya.timer;
			this._time = 0;
			this._shCoefficients = new Array(7);
			this._ambientMode = exports.AmbientMode.SolidColor;
			this._ambientSphericalHarmonics = new SphericalHarmonicsL2();
			this._ambientSphericalHarmonicsIntensity = 1.0;
			this._reflectionDecodeFormat = Laya.TextureDecodeFormat.Normal;
			this._reflectionIntensity = 1.0;
			this._collsionTestList = [];
			this._renders = new SimpleSingletonList();
			this._opaqueQueue = new RenderQueue(false);
			this._transparentQueue = new RenderQueue(true);
			this._cameraPool = [];
			this._animatorPool = new SimpleSingletonList();
			this._scriptPool = new Array();
			this._tempScriptPool = new Array();
			this._needClearScriptPool = false;
			this._reflectionCubeHDRParams = new Vector4();
			this.currentCreationLayer = Math.pow(2, 0);
			this.enableLight = true;
			this._key = new Laya.SubmitKey();
			this._pickIdToSprite = new Object();
			this._reflectionMode = 0;
			if (!Config3D._config.isUseCannonPhysicsEngine && Physics3D._bullet)
				this._physicsSimulation = new PhysicsSimulation(Scene3D.physicsSettings);
			else if (Physics3D._cannon) {
				this._cannonPhysicsSimulation = new Laya.CannonPhysicsSimulation(Scene3D.cannonPhysicsSettings);
			}
			this._shaderValues = new ShaderData(null);
			this.enableFog = false;
			this.fogStart = 300;
			this.fogRange = 1000;
			this.fogColor = new Vector3(0.7, 0.7, 0.7);
			this.ambientColor = new Vector3(0.212, 0.227, 0.259);
			this.reflectionIntensity = 1.0;
			this.reflection = TextureCube.blackTexture;
			for (var i = 0; i < 7; i++)
				this._shCoefficients[i] = new Vector4();
			this._shaderValues.setVector(Scene3D.REFLECTIONCUBE_HDR_PARAMS, this._reflectionCubeHDRParams);
			if (Laya.Render.supportWebGLPlusCulling) {
				this._cullingBufferIndices = new Int32Array(1024);
				this._cullingBufferResult = new Int32Array(1024);
			}
			this._scene = this;
			this._input.__init__(Laya.Render.canvas, this);
			if (Scene3D.octreeCulling)
				this._octree = new BoundsOctree(Scene3D.octreeInitialSize, Scene3D.octreeInitialCenter, Scene3D.octreeMinNodeSize, Scene3D.octreeLooseness);
			if (FrustumCulling.debugFrustumCulling) {
				this._debugTool = new PixelLineSprite3D();
				var lineMaterial = new PixelLineMaterial();
				lineMaterial.renderQueue = Material.RENDERQUEUE_TRANSPARENT;
				lineMaterial.alphaTest = false;
				lineMaterial.depthWrite = false;
				lineMaterial.cull = RenderState.CULL_BACK;
				lineMaterial.blend = RenderState.BLEND_ENABLE_ALL;
				lineMaterial.blendSrc = RenderState.BLENDPARAM_SRC_ALPHA;
				lineMaterial.blendDst = RenderState.BLENDPARAM_ONE_MINUS_SRC_ALPHA;
				lineMaterial.depthTest = RenderState.DEPTHTEST_LESS;
				this._debugTool.pixelLineRenderer.sharedMaterial = lineMaterial;
			}
		}
		static __init__() {
			var con = Config3D._config;
			var multiLighting = con._multiLighting;
			if (multiLighting) {
				const width = 4;
				var maxLightCount = con.maxLightCount;
				var clusterSlices = con.lightClusterCount;
				Cluster.instance = new Cluster(clusterSlices.x, clusterSlices.y, clusterSlices.z, Math.min(con.maxLightCount, con._maxAreaLightCountPerClusterAverage));
				Scene3D._lightTexture = Utils3D._createFloatTextureBuffer(width, maxLightCount);
				Scene3D._lightTexture.lock = true;
				Scene3D._lightPixles = new Float32Array(maxLightCount * width * 4);
			}
			Scene3DShaderDeclaration.SHADERDEFINE_FOG = Shader3D.getDefineByName("FOG");
			Scene3DShaderDeclaration.SHADERDEFINE_DIRECTIONLIGHT = Shader3D.getDefineByName("DIRECTIONLIGHT");
			Scene3DShaderDeclaration.SHADERDEFINE_POINTLIGHT = Shader3D.getDefineByName("POINTLIGHT");
			Scene3DShaderDeclaration.SHADERDEFINE_SPOTLIGHT = Shader3D.getDefineByName("SPOTLIGHT");
			Scene3DShaderDeclaration.SHADERDEFINE_SHADOW = Shader3D.getDefineByName("SHADOW");
			Scene3DShaderDeclaration.SHADERDEFINE_SHADOW_CASCADE = Shader3D.getDefineByName("SHADOW_CASCADE");
			Scene3DShaderDeclaration.SHADERDEFINE_SHADOW_SOFT_SHADOW_LOW = Shader3D.getDefineByName("SHADOW_SOFT_SHADOW_LOW");
			Scene3DShaderDeclaration.SHADERDEFINE_SHADOW_SOFT_SHADOW_HIGH = Shader3D.getDefineByName("SHADOW_SOFT_SHADOW_HIGH");
			Scene3DShaderDeclaration.SHADERDEFINE_GI_AMBIENT_SH = Shader3D.getDefineByName("GI_AMBIENT_SH");
			Scene3DShaderDeclaration.SHADERDEFINE_SHADOW_SPOT = Shader3D.getDefineByName("SHADOW_SPOT");
			Scene3DShaderDeclaration.SHADERDEFINE_SHADOW_SPOT_SOFT_SHADOW_LOW = Shader3D.getDefineByName("SHADOW_SPOT_SOFT_SHADOW_LOW");
			Scene3DShaderDeclaration.SHADERDEFINE_SHADOW_SPOT_SOFT_SHADOW_HIGH = Shader3D.getDefineByName("SHADOW_SPOT_SOFT_SHADOW_HIGH");
			var config = Config3D._config;
			var configShaderValue = Scene3D._configDefineValues;
			(config._multiLighting) || (configShaderValue.add(Shader3D.SHADERDEFINE_LEGACYSINGALLIGHTING));
			if (Laya.LayaGL.layaGPUInstance._isWebGL2)
				configShaderValue.add(Shader3D.SHADERDEFINE_GRAPHICS_API_GLES3);
			else
				configShaderValue.add(Shader3D.SHADERDEFINE_GRAPHICS_API_GLES2);
			switch (config.pbrRenderQuality) {
				case exports.PBRRenderQuality.High:
					configShaderValue.add(PBRMaterial.SHADERDEFINE_LAYA_PBR_BRDF_HIGH);
					break;
				case exports.PBRRenderQuality.Low:
					configShaderValue.add(PBRMaterial.SHADERDEFINE_LAYA_PBR_BRDF_LOW);
					break;
				default:
					throw "Scene3D:unknown shader quality.";
			}
			if (config.isUseCannonPhysicsEngine) {
				Scene3D.cannonPhysicsSettings = new Laya.CannonPhysicsSettings();
			}
			else {
				Scene3D.physicsSettings = new PhysicsSettings();
			}
		}
		static load(url, complete) {
			Laya.ILaya.loader.create(url, complete, null, Scene3D.HIERARCHY);
		}
		get url() {
			return this._url;
		}
		get enableFog() {
			return this._enableFog;
		}
		set enableFog(value) {
			if (this._enableFog !== value) {
				this._enableFog = value;
				if (value) {
					this._shaderValues.addDefine(Scene3DShaderDeclaration.SHADERDEFINE_FOG);
				}
				else
					this._shaderValues.removeDefine(Scene3DShaderDeclaration.SHADERDEFINE_FOG);
			}
		}
		get fogColor() {
			return this._shaderValues.getVector3(Scene3D.FOGCOLOR);
		}
		set fogColor(value) {
			this._shaderValues.setVector3(Scene3D.FOGCOLOR, value);
		}
		get fogStart() {
			return this._shaderValues.getNumber(Scene3D.FOGSTART);
		}
		set fogStart(value) {
			this._shaderValues.setNumber(Scene3D.FOGSTART, value);
		}
		get fogRange() {
			return this._shaderValues.getNumber(Scene3D.FOGRANGE);
		}
		set fogRange(value) {
			this._shaderValues.setNumber(Scene3D.FOGRANGE, value);
		}
		get ambientMode() {
			return this._ambientMode;
		}
		set ambientMode(value) {
			if (this._ambientMode !== value) {
				switch (value) {
					case exports.AmbientMode.SolidColor:
						this._shaderValues.removeDefine(Scene3DShaderDeclaration.SHADERDEFINE_GI_AMBIENT_SH);
						break;
					case exports.AmbientMode.SphericalHarmonics:
						this._shaderValues.addDefine(Scene3DShaderDeclaration.SHADERDEFINE_GI_AMBIENT_SH);
						break;
					default:
						throw "Scene3D: unknown ambientMode.";
				}
				this._ambientMode = value;
			}
		}
		get ambientColor() {
			return this._shaderValues.getVector3(Scene3D.AMBIENTCOLOR);
		}
		set ambientColor(value) {
			this._shaderValues.setVector3(Scene3D.AMBIENTCOLOR, value);
		}
		get ambientSphericalHarmonics() {
			return this._ambientSphericalHarmonics;
		}
		set ambientSphericalHarmonics(value) {
			var originalSH = value || SphericalHarmonicsL2._default;
			this._applySHCoefficients(originalSH, Math.pow(this._ambientSphericalHarmonicsIntensity, 2.2));
			if (this._ambientSphericalHarmonics != value)
				value.cloneTo(this._ambientSphericalHarmonics);
		}
		get ambientSphericalHarmonicsIntensity() {
			return this._ambientSphericalHarmonicsIntensity;
		}
		set ambientSphericalHarmonicsIntensity(value) {
			value = Math.max(Math.min(value, 8.0), 0.0);
			if (this._ambientSphericalHarmonicsIntensity !== value) {
				var originalSH = this._ambientSphericalHarmonics || SphericalHarmonicsL2._default;
				this._applySHCoefficients(originalSH, Math.pow(value, 2.2));
				this._ambientSphericalHarmonicsIntensity = value;
			}
		}
		get reflection() {
			return this._reflection;
		}
		set reflection(value) {
			if (this._reflection != value) {
				value._addReference();
				this._shaderValues.setTexture(Scene3D.REFLECTIONTEXTURE, value || TextureCube.blackTexture);
				this._reflection = value;
			}
		}
		get reflectionDecodingFormat() {
			return this._reflectionDecodeFormat;
		}
		set reflectionDecodingFormat(value) {
			if (this._reflectionDecodeFormat != value) {
				this._reflectionCubeHDRParams.x = this._reflectionIntensity;
				if (this._reflectionDecodeFormat == Laya.TextureDecodeFormat.RGBM)
					this._reflectionCubeHDRParams.x *= 5.0;
				this._reflectionDecodeFormat = value;
			}
		}
		get reflectionIntensity() {
			return this._reflectionIntensity;
		}
		set reflectionIntensity(value) {
			value = Math.max(Math.min(value, 1.0), 0.0);
			this._reflectionCubeHDRParams.x = value;
			if (this._reflectionDecodeFormat == Laya.TextureDecodeFormat.RGBM)
				this._reflectionCubeHDRParams.x *= 5.0;
			this._reflectionIntensity = value;
		}
		get skyRenderer() {
			return this._skyRenderer;
		}
		get physicsSimulation() {
			return this._physicsSimulation;
		}
		get cannonPhysicsSimulation() {
			return this._cannonPhysicsSimulation;
		}
		get timer() {
			return this._timer;
		}
		set timer(value) {
			this._timer = value;
		}
		get input() {
			return this._input;
		}
		get lightmaps() {
			return this._lightmaps.slice();
		}
		set lightmaps(value) {
			var maps = this._lightmaps;
			if (maps) {
				for (var i = 0, n = maps.length; i < n; i++) {
					var map = maps[i];
					map.lightmapColor._removeReference();
					map.lightmapDirection._removeReference();
				}
			}
			if (value) {
				var count = value.length;
				maps.length = count;
				for (i = 0; i < count; i++) {
					var map = value[i];
					map.lightmapColor && map.lightmapColor._addReference();
					map.lightmapDirection && map.lightmapDirection._addReference();
					maps[i] = map;
				}
			}
			else {
				maps.length = 0;
			}
		}
		_applySHCoefficients(originalSH, intensity) {
			var optSH = this._shCoefficients;
			for (var i = 0; i < 3; i++) {
				var shaderSHA = optSH[i];
				var shaderSHB = optSH[i + 3];
				shaderSHA.setValue(originalSH.getCoefficient(i, 3) * intensity, originalSH.getCoefficient(i, 1) * intensity, originalSH.getCoefficient(i, 2) * intensity, (originalSH.getCoefficient(i, 0) - originalSH.getCoefficient(i, 6)) * intensity);
				shaderSHB.setValue(originalSH.getCoefficient(i, 4) * intensity, originalSH.getCoefficient(i, 5) * intensity, originalSH.getCoefficient(i, 6) * 3 * intensity, originalSH.getCoefficient(i, 7) * intensity);
			}
			optSH[6].setValue(originalSH.getCoefficient(0, 8) * intensity, originalSH.getCoefficient(1, 8) * intensity, originalSH.getCoefficient(2, 8) * intensity, 1);
			var shaderValues = this._shaderValues;
			shaderValues.setVector(Scene3D.AMBIENTSHAR, optSH[0]);
			shaderValues.setVector(Scene3D.AMBIENTSHAG, optSH[1]);
			shaderValues.setVector(Scene3D.AMBIENTSHAB, optSH[2]);
			shaderValues.setVector(Scene3D.AMBIENTSHBR, optSH[3]);
			shaderValues.setVector(Scene3D.AMBIENTSHBG, optSH[4]);
			shaderValues.setVector(Scene3D.AMBIENTSHBB, optSH[5]);
			shaderValues.setVector(Scene3D.AMBIENTSHC, optSH[6]);
		}
		_update() {
			var delta = this.timer._delta / 1000;
			this._time += delta;
			this._shaderValues.setNumber(Scene3D.TIME, this._time);
			var simulation = this._physicsSimulation;
			if (Physics3D._enablePhysics && !PhysicsSimulation.disableSimulation && !Config3D._config.isUseCannonPhysicsEngine) {
				simulation._updatePhysicsTransformFromRender();
				PhysicsComponent._addUpdateList = false;
				simulation._simulate(delta);
				simulation._updateCharacters();
				PhysicsComponent._addUpdateList = true;
				simulation._updateCollisions();
				simulation._eventScripts();
			}
			if (Physics3D._cannon && Config3D._config.isUseCannonPhysicsEngine) {
				var cannonSimulation = this._cannonPhysicsSimulation;
				cannonSimulation._updatePhysicsTransformFromRender();
				Laya.CannonPhysicsComponent._addUpdateList = false;
				cannonSimulation._simulate(delta);
				Laya.CannonPhysicsComponent._addUpdateList = true;
				cannonSimulation._updateCollisions();
				cannonSimulation._eventScripts();
			}
			this._input._update();
			this._clearScript();
			this._updateScript();
			Animator._update(this);
			Laya.VideoTexture._update();
			this._lateUpdateScript();
		}
		_binarySearchIndexInCameraPool(camera) {
			var start = 0;
			var end = this._cameraPool.length - 1;
			var mid;
			while (start <= end) {
				mid = Math.floor((start + end) / 2);
				var midValue = this._cameraPool[mid]._renderingOrder;
				if (midValue == camera._renderingOrder)
					return mid;
				else if (midValue > camera._renderingOrder)
					end = mid - 1;
				else
					start = mid + 1;
			}
			return start;
		}
		_allotPickColorByID(id, pickColor) {
			var pickColorR = Math.floor(id / (255 * 255));
			id -= pickColorR * 255 * 255;
			var pickColorG = Math.floor(id / 255);
			id -= pickColorG * 255;
			var pickColorB = id;
			pickColor.x = pickColorR / 255;
			pickColor.y = pickColorG / 255;
			pickColor.z = pickColorB / 255;
			pickColor.w = 1.0;
		}
		_searchIDByPickColor(pickColor) {
			var id = pickColor.x * 255 * 255 + pickColor.y * 255 + pickColor.z;
			return id;
		}
		onEnable() {
			this._input._onCanvasEvent(Laya.Render.canvas);
		}
		onDisable() {
			this._input._offCanvasEvent(Laya.Render.canvas);
		}
		_setCreateURL(url) {
			this._url = Laya.URL.formatURL(url);
		}
		_getGroup() {
			return this._group;
		}
		_setGroup(value) {
			this._group = value;
		}
		_clearScript() {
			if (this._needClearScriptPool) {
				var scripts = this._scriptPool;
				for (var i = 0, n = scripts.length; i < n; i++) {
					var script = scripts[i];
					if (script) {
						script._indexInPool = this._tempScriptPool.length;
						this._tempScriptPool.push(script);
					}
				}
				this._scriptPool = this._tempScriptPool;
				scripts.length = 0;
				this._tempScriptPool = scripts;
				this._needClearScriptPool = false;
			}
		}
		_updateScript() {
			var scripts = this._scriptPool;
			for (var i = 0, n = scripts.length; i < n; i++) {
				var script = scripts[i];
				(script && script.enabled) && (script.onUpdate());
			}
		}
		_lateUpdateScript() {
			var scripts = this._scriptPool;
			for (var i = 0, n = scripts.length; i < n; i++) {
				var script = scripts[i];
				(script && script.enabled) && (script.onLateUpdate());
			}
		}
		_onActive() {
			super._onActive();
			Laya.ILaya.stage._scene3Ds.push(this);
		}
		_onInActive() {
			super._onInActive();
			var scenes = Laya.ILaya.stage._scene3Ds;
			scenes.splice(scenes.indexOf(this), 1);
		}
		_prepareSceneToRender() {
			var shaderValues = this._shaderValues;
			var multiLighting = Config3D._config._multiLighting;
			if (multiLighting) {
				var ligTex = Scene3D._lightTexture;
				var ligPix = Scene3D._lightPixles;
				const pixelWidth = ligTex.width;
				const floatWidth = pixelWidth * 4;
				var curCount = 0;
				var dirCount = this._directionLights._length;
				var dirElements = this._directionLights._elements;
				if (dirCount > 0) {
					var sunLightIndex = this._directionLights.getBrightestLight();
					this._mainDirectionLight = dirElements[sunLightIndex];
					this._directionLights.normalLightOrdering(sunLightIndex);
					for (var i = 0; i < dirCount; i++, curCount++) {
						var dirLight = dirElements[i];
						var dir = dirLight._direction;
						var intCor = dirLight._intensityColor;
						var off = floatWidth * curCount;
						Vector3.scale(dirLight.color, dirLight._intensity, intCor);
						dirLight.transform.worldMatrix.getForward(dir);
						Vector3.normalize(dir, dir);
						ligPix[off] = intCor.x;
						ligPix[off + 1] = intCor.y;
						ligPix[off + 2] = intCor.z;
						ligPix[off + 4] = dir.x;
						ligPix[off + 5] = dir.y;
						ligPix[off + 6] = dir.z;
						if (i == 0) {
							shaderValues.setVector3(Scene3D.SUNLIGHTDIRCOLOR, intCor);
							shaderValues.setVector3(Scene3D.SUNLIGHTDIRECTION, dir);
						}
					}
					shaderValues.addDefine(Scene3DShaderDeclaration.SHADERDEFINE_DIRECTIONLIGHT);
				}
				else {
					shaderValues.removeDefine(Scene3DShaderDeclaration.SHADERDEFINE_DIRECTIONLIGHT);
				}
				var poiCount = this._pointLights._length;
				if (poiCount > 0) {
					var poiElements = this._pointLights._elements;
					var mainPointLightIndex = this._pointLights.getBrightestLight();
					this._mainPointLight = poiElements[mainPointLightIndex];
					this._pointLights.normalLightOrdering(mainPointLightIndex);
					for (var i = 0; i < poiCount; i++, curCount++) {
						var poiLight = poiElements[i];
						var pos = poiLight.transform.position;
						var intCor = poiLight._intensityColor;
						var off = floatWidth * curCount;
						Vector3.scale(poiLight.color, poiLight._intensity, intCor);
						ligPix[off] = intCor.x;
						ligPix[off + 1] = intCor.y;
						ligPix[off + 2] = intCor.z;
						ligPix[off + 3] = poiLight.range;
						ligPix[off + 4] = pos.x;
						ligPix[off + 5] = pos.y;
						ligPix[off + 6] = pos.z;
					}
					shaderValues.addDefine(Scene3DShaderDeclaration.SHADERDEFINE_POINTLIGHT);
				}
				else {
					shaderValues.removeDefine(Scene3DShaderDeclaration.SHADERDEFINE_POINTLIGHT);
				}
				var spoCount = this._spotLights._length;
				if (spoCount > 0) {
					var spoElements = this._spotLights._elements;
					var mainSpotLightIndex = this._spotLights.getBrightestLight();
					this._mainSpotLight = spoElements[mainSpotLightIndex];
					this._spotLights.normalLightOrdering(mainSpotLightIndex);
					for (var i = 0; i < spoCount; i++, curCount++) {
						var spoLight = spoElements[i];
						var dir = spoLight._direction;
						var pos = spoLight.transform.position;
						var intCor = spoLight._intensityColor;
						var off = floatWidth * curCount;
						Vector3.scale(spoLight.color, spoLight._intensity, intCor);
						spoLight.transform.worldMatrix.getForward(dir);
						Vector3.normalize(dir, dir);
						ligPix[off] = intCor.x;
						ligPix[off + 1] = intCor.y;
						ligPix[off + 2] = intCor.z;
						ligPix[off + 3] = spoLight.range;
						ligPix[off + 4] = pos.x;
						ligPix[off + 5] = pos.y;
						ligPix[off + 6] = pos.z;
						ligPix[off + 7] = spoLight.spotAngle * Math.PI / 180;
						ligPix[off + 8] = dir.x;
						ligPix[off + 9] = dir.y;
						ligPix[off + 10] = dir.z;
					}
					shaderValues.addDefine(Scene3DShaderDeclaration.SHADERDEFINE_SPOTLIGHT);
				}
				else {
					shaderValues.removeDefine(Scene3DShaderDeclaration.SHADERDEFINE_SPOTLIGHT);
				}
				(curCount > 0) && (ligTex.setSubPixels(0, 0, pixelWidth, curCount, ligPix, 0));
				shaderValues.setTexture(Scene3D.LIGHTBUFFER, ligTex);
				shaderValues.setInt(Scene3D.DIRECTIONLIGHTCOUNT, this._directionLights._length);
				shaderValues.setTexture(Scene3D.CLUSTERBUFFER, Cluster.instance._clusterTexture);
			}
			else {
				if (this._directionLights._length > 0) {
					var dirLight = this._directionLights._elements[0];
					this._mainDirectionLight = dirLight;
					Vector3.scale(dirLight.color, dirLight._intensity, dirLight._intensityColor);
					dirLight.transform.worldMatrix.getForward(dirLight._direction);
					Vector3.normalize(dirLight._direction, dirLight._direction);
					shaderValues.setVector3(Scene3D.LIGHTDIRCOLOR, dirLight._intensityColor);
					shaderValues.setVector3(Scene3D.LIGHTDIRECTION, dirLight._direction);
					shaderValues.setVector3(Scene3D.SUNLIGHTDIRCOLOR, dirLight._intensityColor);
					shaderValues.setVector3(Scene3D.SUNLIGHTDIRECTION, dirLight._direction);
					shaderValues.addDefine(Scene3DShaderDeclaration.SHADERDEFINE_DIRECTIONLIGHT);
				}
				else {
					shaderValues.removeDefine(Scene3DShaderDeclaration.SHADERDEFINE_DIRECTIONLIGHT);
				}
				if (this._pointLights._length > 0) {
					var poiLight = this._pointLights._elements[0];
					this._mainPointLight = poiLight;
					Vector3.scale(poiLight.color, poiLight._intensity, poiLight._intensityColor);
					shaderValues.setVector3(Scene3D.POINTLIGHTCOLOR, poiLight._intensityColor);
					shaderValues.setVector3(Scene3D.POINTLIGHTPOS, poiLight.transform.position);
					shaderValues.setNumber(Scene3D.POINTLIGHTRANGE, poiLight.range);
					shaderValues.addDefine(Scene3DShaderDeclaration.SHADERDEFINE_POINTLIGHT);
				}
				else {
					shaderValues.removeDefine(Scene3DShaderDeclaration.SHADERDEFINE_POINTLIGHT);
				}
				if (this._spotLights._length > 0) {
					var spotLight = this._spotLights._elements[0];
					this._mainSpotLight = spotLight;
					Vector3.scale(spotLight.color, spotLight._intensity, spotLight._intensityColor);
					shaderValues.setVector3(Scene3D.SPOTLIGHTCOLOR, spotLight._intensityColor);
					shaderValues.setVector3(Scene3D.SPOTLIGHTPOS, spotLight.transform.position);
					spotLight.transform.worldMatrix.getForward(spotLight._direction);
					Vector3.normalize(spotLight._direction, spotLight._direction);
					shaderValues.setVector3(Scene3D.SPOTLIGHTDIRECTION, spotLight._direction);
					shaderValues.setNumber(Scene3D.SPOTLIGHTRANGE, spotLight.range);
					shaderValues.setNumber(Scene3D.SPOTLIGHTSPOTANGLE, spotLight.spotAngle * Math.PI / 180);
					shaderValues.addDefine(Scene3DShaderDeclaration.SHADERDEFINE_SPOTLIGHT);
				}
				else {
					shaderValues.removeDefine(Scene3DShaderDeclaration.SHADERDEFINE_SPOTLIGHT);
				}
			}
		}
		_addScript(script) {
			var scripts = this._scriptPool;
			script._indexInPool = scripts.length;
			scripts.push(script);
		}
		_removeScript(script) {
			this._scriptPool[script._indexInPool] = null;
			script._indexInPool = -1;
			this._needClearScriptPool = true;
		}
		_preRenderScript() {
			var scripts = this._scriptPool;
			for (var i = 0, n = scripts.length; i < n; i++) {
				var script = scripts[i];
				(script && script.enabled) && (script.onPreRender());
			}
		}
		_postRenderScript() {
			var scripts = this._scriptPool;
			for (var i = 0, n = scripts.length; i < n; i++) {
				var script = scripts[i];
				(script && script.enabled) && (script.onPostRender());
			}
		}
		_addCamera(camera) {
			var index = this._binarySearchIndexInCameraPool(camera);
			var order = camera._renderingOrder;
			var count = this._cameraPool.length;
			while (index < count && this._cameraPool[index]._renderingOrder <= order)
				index++;
			this._cameraPool.splice(index, 0, camera);
		}
		_removeCamera(camera) {
			this._cameraPool.splice(this._cameraPool.indexOf(camera), 1);
		}
		_preCulling(context, camera, shader, replacementTag) {
			var cameraCullInfo = FrustumCulling._cameraCullInfo;
			cameraCullInfo.position = camera._transform.position;
			cameraCullInfo.cullingMask = camera.cullingMask;
			cameraCullInfo.boundFrustum = camera.boundFrustum;
			cameraCullInfo.useOcclusionCulling = camera.useOcclusionCulling;
			FrustumCulling.renderObjectCulling(cameraCullInfo, this, context, shader, replacementTag, false);
		}
		_clear(gl, state) {
			var viewport = state.viewport;
			var camera = state.camera;
			var renderTex = camera._getRenderTexture();
			var vpX, vpY;
			var vpW = viewport.width;
			var vpH = viewport.height;
			if (camera._needInternalRenderTexture()) {
				vpX = 0;
				vpY = 0;
			}
			else {
				vpX = viewport.x;
				vpY = camera._getCanvasHeight() - viewport.y - vpH;
			}
			gl.viewport(vpX, vpY, vpW, vpH);
			var flag;
			var clearFlag = camera.clearFlag;
			if (clearFlag === exports.CameraClearFlags.Sky && !(camera.skyRenderer._isAvailable() || this._skyRenderer._isAvailable()))
				clearFlag = exports.CameraClearFlags.SolidColor;
			switch (clearFlag) {
				case exports.CameraClearFlags.SolidColor:
					var clearColor = camera.clearColor;
					gl.enable(gl.SCISSOR_TEST);
					gl.scissor(vpX, vpY, vpW, vpH);
					if (clearColor)
						gl.clearColor(clearColor.x, clearColor.y, clearColor.z, clearColor.w);
					else
						gl.clearColor(0, 0, 0, 0);
					if (renderTex) {
						flag = gl.COLOR_BUFFER_BIT;
						switch (renderTex.depthStencilFormat) {
							case Laya.RenderTextureDepthFormat.DEPTH_16:
								flag |= gl.DEPTH_BUFFER_BIT;
								break;
							case Laya.RenderTextureDepthFormat.STENCIL_8:
								flag |= gl.STENCIL_BUFFER_BIT;
								break;
							case Laya.RenderTextureDepthFormat.DEPTHSTENCIL_24_8:
								flag |= gl.DEPTH_BUFFER_BIT;
								flag |= gl.STENCIL_BUFFER_BIT;
								break;
						}
					}
					else {
						flag = gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT;
					}
					Laya.WebGLContext.setDepthMask(gl, true);
					gl.clear(flag);
					gl.disable(gl.SCISSOR_TEST);
					break;
				case exports.CameraClearFlags.Sky:
				case exports.CameraClearFlags.DepthOnly:
					gl.enable(gl.SCISSOR_TEST);
					gl.scissor(vpX, vpY, vpW, vpH);
					if (renderTex) {
						switch (renderTex.depthStencilFormat) {
							case Laya.RenderTextureDepthFormat.DEPTH_16:
								flag = gl.DEPTH_BUFFER_BIT;
								break;
							case Laya.RenderTextureDepthFormat.STENCIL_8:
								flag = gl.STENCIL_BUFFER_BIT;
								break;
							case Laya.RenderTextureDepthFormat.DEPTHSTENCIL_24_8:
								flag = gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT;
								break;
						}
					}
					else {
						flag = gl.DEPTH_BUFFER_BIT;
					}
					Laya.WebGLContext.setDepthMask(gl, true);
					gl.clear(flag);
					gl.disable(gl.SCISSOR_TEST);
					break;
				case exports.CameraClearFlags.Nothing:
					break;
				default:
					throw new Error("Scene3D:camera clearFlag invalid.");
			}
		}
		_renderScene(context) {
			var camera = context.camera;
			this._opaqueQueue._render(context);
			if (camera.clearFlag === exports.CameraClearFlags.Sky) {
				if (camera.skyRenderer._isAvailable())
					camera.skyRenderer._render(context);
				else if (this._skyRenderer._isAvailable())
					this._skyRenderer._render(context);
			}
			this._transparentQueue._render(context);
			if (FrustumCulling.debugFrustumCulling) {
				var renderElements = this._debugTool._render._renderElements;
				for (var i = 0, n = renderElements.length; i < n; i++) {
					renderElements[i]._update(this, context, null, null);
					renderElements[i]._render(context);
				}
			}
		}
		_parse(data, spriteMap) {
			var lightMapsData = data.lightmaps;
			if (lightMapsData) {
				var lightMapCount = lightMapsData.length;
				var lightmaps = new Array(lightMapCount);
				for (var i = 0; i < lightMapCount; i++) {
					var lightMap = new Lightmap();
					var lightMapData = lightMapsData[i];
					if (lightMapData.path) {
						lightMap.lightmapColor = Laya.Loader.getRes(lightMapData.path);
					}
					else {
						lightMap.lightmapColor = Laya.Loader.getRes(lightMapData.color.path);
						if (lightMapData.direction)
							lightMap.lightmapDirection = Laya.Loader.getRes(lightMapData.direction.path);
					}
					lightmaps[i] = lightMap;
				}
				this.lightmaps = lightmaps;
			}
			var ambientColorData = data.ambientColor;
			if (ambientColorData) {
				var ambCol = this.ambientColor;
				ambCol.fromArray(ambientColorData);
				this.ambientColor = ambCol;
			}
			var skyData = data.sky;
			if (skyData) {
				this._skyRenderer.material = Laya.Loader.getRes(skyData.material.path);
				switch (skyData.mesh) {
					case "SkyBox":
						this._skyRenderer.mesh = SkyBox.instance;
						break;
					case "SkyDome":
						this._skyRenderer.mesh = SkyDome.instance;
						break;
					default:
						this.skyRenderer.mesh = SkyBox.instance;
				}
			}
			this.enableFog = data.enableFog;
			this.fogStart = data.fogStart;
			this.fogRange = data.fogRange;
			var fogColorData = data.fogColor;
			if (fogColorData) {
				var fogCol = this.fogColor;
				fogCol.fromArray(fogColorData);
				this.fogColor = fogCol;
			}
			var ambientSphericalHarmonicsData = data.ambientSphericalHarmonics;
			if (ambientSphericalHarmonicsData) {
				var ambientSH = this.ambientSphericalHarmonics;
				for (var i = 0; i < 3; i++) {
					var off = i * 9;
					ambientSH.setCoefficients(i, ambientSphericalHarmonicsData[off], ambientSphericalHarmonicsData[off + 1], ambientSphericalHarmonicsData[off + 2], ambientSphericalHarmonicsData[off + 3], ambientSphericalHarmonicsData[off + 4], ambientSphericalHarmonicsData[off + 5], ambientSphericalHarmonicsData[off + 6], ambientSphericalHarmonicsData[off + 7], ambientSphericalHarmonicsData[off + 8]);
				}
				this.ambientSphericalHarmonics = ambientSH;
			}
			var reflectionData = data.reflection;
			(reflectionData != undefined) && (this.reflection = Laya.Loader.getRes(reflectionData));
			var reflectionDecodingFormatData = data.reflectionDecodingFormat;
			(reflectionDecodingFormatData != undefined) && (this.reflectionDecodingFormat = reflectionDecodingFormatData);
			var ambientModeData = data.ambientMode;
			(ambientModeData != undefined) && (this.ambientMode = ambientModeData);
			var ambientSphericalHarmonicsIntensityData = data.ambientSphericalHarmonicsIntensity;
			(ambientSphericalHarmonicsIntensityData != undefined) && (this.ambientSphericalHarmonicsIntensity = ambientSphericalHarmonicsIntensityData);
			var reflectionIntensityData = data.reflectionIntensity;
			(reflectionIntensityData != undefined) && (this.reflectionIntensity = reflectionIntensityData);
		}
		_addRenderObject(render) {
			if (this._octree && render._supportOctree) {
				this._octree.add(render);
			}
			else {
				this._renders.add(render);
				if (Laya.Render.supportWebGLPlusCulling) {
					var indexInList = render._getIndexInList();
					var length = this._cullingBufferIndices.length;
					if (indexInList >= length) {
						var tempIndices = this._cullingBufferIndices;
						var tempResult = this._cullingBufferResult;
						this._cullingBufferIndices = new Int32Array(length + 1024);
						this._cullingBufferResult = new Int32Array(length + 1024);
						this._cullingBufferIndices.set(tempIndices, 0);
						this._cullingBufferResult.set(tempResult, 0);
					}
					this._cullingBufferIndices[indexInList] = render._cullingBufferIndex;
				}
			}
		}
		_removeRenderObject(render) {
			if (this._octree && render._supportOctree) {
				this._octree.remove(render);
			}
			else {
				var endRender;
				if (Laya.Render.supportWebGLPlusCulling) {
					endRender = this._renders.elements[this._renders.length - 1];
				}
				this._renders.remove(render);
				if (Laya.Render.supportWebGLPlusCulling) {
					this._cullingBufferIndices[endRender._getIndexInList()] = endRender._cullingBufferIndex;
				}
			}
		}
		_getRenderQueue(index) {
			if (index <= 2500)
				return this._opaqueQueue;
			else
				return this._transparentQueue;
		}
		_clearRenderQueue() {
			this._opaqueQueue.clear();
			this._transparentQueue.clear();
			var staticBatchManagers = StaticBatchManager._managers;
			for (var i = 0, n = staticBatchManagers.length; i < n; i++)
				staticBatchManagers[i]._clear();
			var dynamicBatchManagers = DynamicBatchManager._managers;
			for (var i = 0, n = dynamicBatchManagers.length; i < n; i++)
				dynamicBatchManagers[i]._clear();
		}
		destroy(destroyChild = true) {
			if (this.destroyed)
				return;
			super.destroy(destroyChild);
			this._skyRenderer.destroy();
			this._skyRenderer = null;
			this._directionLights = null;
			this._pointLights = null;
			this._spotLights = null;
			this._alternateLights = null;
			this._shaderValues = null;
			// 2021-12-14 耿骁霄 同步laya官方修复scene泄漏代码
			this._renders.clearElement();
			this._animatorPool.clearElement();
			this._animatorPool = null;
			this._renders = null;
			this._cameraPool = null;
			this._octree = null;
			this._physicsSimulation && this._physicsSimulation._destroy();
			this._reflection._removeReference();
			this._reflection = null;
			var maps = this._lightmaps;
			if (maps) {
				for (var i = 0, n = maps.length; i < n; i++) {
					var map = maps[i];
					map.lightmapColor && map.lightmapColor._removeReference();
					map.lightmapDirection && map.lightmapDirection._removeReference();
				}
			}
			this._lightmaps = null;
			Laya.Loader.clearRes(this.url);
		}
		render(ctx, x, y) {
			ctx._curSubmit = Laya.SubmitBase.RENDERBASE;
			this._children.length > 0 && ctx.addRenderObject(this);
		}
		renderSubmit() {
			var gl = Laya.LayaGL.instance;
			this._prepareSceneToRender();
			var i, n, n1;
			for (i = 0, n = this._cameraPool.length, n1 = n - 1; i < n; i++) {
				if (Laya.Render.supportWebGLPlusRendering)
					ShaderData.setRuntimeValueMode((i == n1) ? true : false);
				var camera = this._cameraPool[i];
				camera.enableRender && camera.render();
			}
			Laya.Context.set2DRenderConfig();
			return 1;
		}
		getRenderType() {
			return 0;
		}
		releaseRender() {
		}
		reUse(context, pos) {
			return 0;
		}
		get customReflection() {
			return this._reflection;
		}
		set customReflection(value) {
			if (this._reflection != value) {
				this._shaderValues.setTexture(Scene3D.REFLECTIONTEXTURE, value || TextureCube.blackTexture);
				this._reflection = value;
			}
		}
		get reflectionMode() {
			return this._reflectionMode;
		}
		set reflectionMode(value) {
			this._reflectionMode = value;
		}
		setlightmaps(value) {
			var maps = this._lightmaps;
			for (var i = 0, n = maps.length; i < n; i++)
				maps[i].lightmapColor._removeReference();
			if (value) {
				var count = value.length;
				maps.length = count;
				for (i = 0; i < count; i++) {
					var lightMap = value[i];
					lightMap._addReference();
					(maps[i]) || (maps[i] = new Lightmap());
					maps[i].lightmapColor = lightMap;
				}
			}
			else {
				throw new Error("Scene3D: value value can't be null.");
			}
		}
		getlightmaps() {
			var lightmapColors = new Array(this._lightmaps.length);
			for (var i = 0; i < this._lightmaps.length; i++) {
				lightmapColors[i] = this._lightmaps[i].lightmapColor;
			}
			return lightmapColors;
		}
	}
	Scene3D._shadowCasterPass = new ShadowCasterPass();
	Scene3D.HIERARCHY = "HIERARCHY";
	Scene3D.octreeCulling = false;
	Scene3D.octreeInitialSize = 64.0;
	Scene3D.octreeInitialCenter = new Vector3(0, 0, 0);
	Scene3D.octreeMinNodeSize = 2.0;
	Scene3D.octreeLooseness = 1.25;
	Scene3D.REFLECTIONMODE_SKYBOX = 0;
	Scene3D.REFLECTIONMODE_CUSTOM = 1;
	Scene3D.FOGCOLOR = Shader3D.propertyNameToID("u_FogColor");
	Scene3D.FOGSTART = Shader3D.propertyNameToID("u_FogStart");
	Scene3D.FOGRANGE = Shader3D.propertyNameToID("u_FogRange");
	Scene3D.DIRECTIONLIGHTCOUNT = Shader3D.propertyNameToID("u_DirationLightCount");
	Scene3D.LIGHTBUFFER = Shader3D.propertyNameToID("u_LightBuffer");
	Scene3D.CLUSTERBUFFER = Shader3D.propertyNameToID("u_LightClusterBuffer");
	Scene3D.SUNLIGHTDIRECTION = Shader3D.propertyNameToID("u_SunLight.direction");
	Scene3D.SUNLIGHTDIRCOLOR = Shader3D.propertyNameToID("u_SunLight.color");
	Scene3D.AMBIENTSHAR = Shader3D.propertyNameToID("u_AmbientSHAr");
	Scene3D.AMBIENTSHAG = Shader3D.propertyNameToID("u_AmbientSHAg");
	Scene3D.AMBIENTSHAB = Shader3D.propertyNameToID("u_AmbientSHAb");
	Scene3D.AMBIENTSHBR = Shader3D.propertyNameToID("u_AmbientSHBr");
	Scene3D.AMBIENTSHBG = Shader3D.propertyNameToID("u_AmbientSHBg");
	Scene3D.AMBIENTSHBB = Shader3D.propertyNameToID("u_AmbientSHBb");
	Scene3D.AMBIENTSHC = Shader3D.propertyNameToID("u_AmbientSHC");
	Scene3D.REFLECTIONPROBE = Shader3D.propertyNameToID("u_ReflectionProbe");
	Scene3D.REFLECTIONCUBE_HDR_PARAMS = Shader3D.propertyNameToID("u_ReflectCubeHDRParams");
	Scene3D.LIGHTDIRECTION = Shader3D.propertyNameToID("u_DirectionLight.direction");
	Scene3D.LIGHTDIRCOLOR = Shader3D.propertyNameToID("u_DirectionLight.color");
	Scene3D.POINTLIGHTPOS = Shader3D.propertyNameToID("u_PointLight.position");
	Scene3D.POINTLIGHTRANGE = Shader3D.propertyNameToID("u_PointLight.range");
	Scene3D.POINTLIGHTATTENUATION = Shader3D.propertyNameToID("u_PointLight.attenuation");
	Scene3D.POINTLIGHTCOLOR = Shader3D.propertyNameToID("u_PointLight.color");
	Scene3D.SPOTLIGHTPOS = Shader3D.propertyNameToID("u_SpotLight.position");
	Scene3D.SPOTLIGHTDIRECTION = Shader3D.propertyNameToID("u_SpotLight.direction");
	Scene3D.SPOTLIGHTSPOTANGLE = Shader3D.propertyNameToID("u_SpotLight.spot");
	Scene3D.SPOTLIGHTRANGE = Shader3D.propertyNameToID("u_SpotLight.range");
	Scene3D.SPOTLIGHTCOLOR = Shader3D.propertyNameToID("u_SpotLight.color");
	Scene3D.AMBIENTCOLOR = Shader3D.propertyNameToID("u_AmbientColor");
	Scene3D.REFLECTIONTEXTURE = Shader3D.propertyNameToID("u_ReflectTexture");
	Scene3D.TIME = Shader3D.propertyNameToID("u_Time");
	Scene3D._configDefineValues = new DefineDatas();

	class ShaderPass extends Laya.ShaderCompile {
		constructor(owner, vs, ps, stateMap) {
			super(vs, ps, null);
			this._cacheSharders = {};
			this._cacheShaderHierarchy = 1;
			this._renderState = new RenderState();
			this._validDefine = new DefineDatas();
			this._tags = {};
			this._owner = owner;
			this._stateMap = stateMap;
			for (var k in this.defs)
				this._validDefine.add(Shader3D.getDefineByName(k));
		}
		get renderState() {
			return this._renderState;
		}
		_compileToTree(parent, lines, start, includefiles, defs) {
			var node, preNode;
			var text, name, fname;
			var ofs, words, noUseNode;
			var i, n, j;
			for (i = start; i < lines.length; i++) {
				text = lines[i];
				if (text.length < 1)
					continue;
				ofs = text.indexOf("//");
				if (ofs === 0)
					continue;
				if (ofs >= 0)
					text = text.substr(0, ofs);
				node = noUseNode || new Laya.ShaderNode(includefiles);
				noUseNode = null;
				node.text = text;
				if ((ofs = text.indexOf("#")) >= 0) {
					name = "#";
					for (j = ofs + 1, n = text.length; j < n; j++) {
						var c = text.charAt(j);
						if (c === ' ' || c === '\t' || c === '?')
							break;
						name += c;
					}
					node.name = name;
					switch (name) {
						case "#ifdef":
						case "#ifndef":
							node.setParent(parent);
							parent = node;
							if (defs) {
								words = text.substr(j).split(Laya.ShaderCompile._splitToWordExps3);
								for (j = 0; j < words.length; j++) {
									text = words[j];
									text.length && (defs[text] = true);
								}
							}
							continue;
						case "#if":
						case "#elif":
							node.setParent(parent);
							parent = node;
							if (defs) {
								words = text.substr(j).split(Laya.ShaderCompile._splitToWordExps3);
								for (j = 0; j < words.length; j++) {
									text = words[j];
									text.length && text != "defined" && (defs[text] = true);
								}
							}
							continue;
						case "#else":
							parent = parent.parent;
							preNode = parent.childs[parent.childs.length - 1];
							node.setParent(parent);
							parent = node;
							continue;
						case "#endif":
							parent = parent.parent;
							preNode = parent.childs[parent.childs.length - 1];
							node.setParent(parent);
							continue;
						case "#include":
							words = Laya.ShaderCompile.splitToWords(text, null);
							var inlcudeFile = Laya.ShaderCompile.includes[words[1]];
							if (!inlcudeFile) {
								throw "ShaderCompile error no this include file:" + words[1];
							}
							if ((ofs = words[0].indexOf("?")) < 0) {
								node.setParent(parent);
								text = inlcudeFile.getWith(words[2] == 'with' ? words[3] : null);
								this._compileToTree(node, text.split('\n'), 0, includefiles, defs);
								node.text = "";
								continue;
							}
							node.setCondition(words[0].substr(ofs + 1), Laya.ShaderCompile.IFDEF_YES);
							node.text = inlcudeFile.getWith(words[2] == 'with' ? words[3] : null);
							break;
						case "#import":
							words = Laya.ShaderCompile.splitToWords(text, null);
							fname = words[1];
							includefiles.push({ node: node, file: Laya.ShaderCompile.includes[fname], ofs: node.text.length });
							continue;
					}
				}
				else {
					preNode = parent.childs[parent.childs.length - 1];
					if (preNode && !preNode.name) {
						includefiles.length > 0 && Laya.ShaderCompile.splitToWords(text, preNode);
						noUseNode = node;
						preNode.text += "\n" + text;
						continue;
					}
					includefiles.length > 0 && Laya.ShaderCompile.splitToWords(text, node);
				}
				node.setParent(parent);
			}
		}
		_resizeCacheShaderMap(cacheMap, hierarchy, resizeLength) {
			var end = this._cacheShaderHierarchy - 1;
			if (hierarchy == end) {
				for (var k in cacheMap) {
					var shader = cacheMap[k];
					for (var i = 0, n = resizeLength - end; i < n; i++) {
						if (i == n - 1)
							cacheMap[0] = shader;
						else
							cacheMap = cacheMap[i == 0 ? k : 0] = {};
					}
				}
				this._cacheShaderHierarchy = resizeLength;
			}
			else if (hierarchy < end) {
				for (var k in cacheMap)
					this._resizeCacheShaderMap(cacheMap[k], ++hierarchy, resizeLength);
			}
		}
		_addDebugShaderVariantCollection(compileDefine, outDebugDefines, outDebugDefineMask) {
			var dbugShaderVariantInfo = Shader3D._debugShaderVariantInfo;
			var debugSubShader = this._owner;
			var debugShader = debugSubShader._owner;
			var mask = compileDefine._mask;
			Shader3D._getNamesByDefineData(compileDefine, outDebugDefines);
			outDebugDefineMask.length = mask.length;
			for (var i = 0, n = mask.length; i < n; i++)
				outDebugDefineMask[i] = mask[i];
			if (dbugShaderVariantInfo)
				dbugShaderVariantInfo.setValue(debugShader, debugShader._subShaders.indexOf(debugSubShader), debugSubShader._passes.indexOf(this), outDebugDefines);
			else
				Shader3D._debugShaderVariantInfo = dbugShaderVariantInfo = new ShaderVariant(debugShader, debugShader._subShaders.indexOf(debugSubShader), debugSubShader._passes.indexOf(this), outDebugDefines);
			Shader3D.debugShaderVariantCollection.add(dbugShaderVariantInfo);
		}
		withCompile(compileDefine) {
			let startTime = new Date().getTime()
			var debugDefineString = ShaderPass._debugDefineString;
			var debugDefineMask = ShaderPass._debugDefineMask;
			var debugMaskLength;
			compileDefine._intersectionDefineDatas(this._validDefine);
			if (Shader3D.debugMode) {
				debugMaskLength = compileDefine._length;
				this._addDebugShaderVariantCollection(compileDefine, debugDefineString, debugDefineMask);
			}
			compileDefine.addDefineDatas(Scene3D._configDefineValues);
			var cacheShaders = this._cacheSharders;
			var maskLength = compileDefine._length;
			if (maskLength > this._cacheShaderHierarchy) {
				this._resizeCacheShaderMap(cacheShaders, 0, maskLength);
				this._cacheShaderHierarchy = maskLength;
			}
			var mask = compileDefine._mask;
			var endIndex = compileDefine._length - 1;
			var maxEndIndex = this._cacheShaderHierarchy - 1;
			for (var i = 0; i < maxEndIndex; i++) {
				var subMask = endIndex < i ? 0 : mask[i];
				var subCacheShaders = cacheShaders[subMask];
				(subCacheShaders) || (cacheShaders[subMask] = subCacheShaders = {});
				cacheShaders = subCacheShaders;
			}
			var cacheKey = endIndex < maxEndIndex ? 0 : mask[maxEndIndex];
			var shader = cacheShaders[cacheKey];
			if (shader)
				return shader;
			var defineString = ShaderPass._defineString;
			Shader3D._getNamesByDefineData(compileDefine, defineString);
			var config = Config3D._config;
			var clusterSlices = config.lightClusterCount;
			var defMap = {};
			var vertexHead;
			var fragmentHead;
			var defineStr = "";
			if (Laya.WebGL._isWebGL2) {
				vertexHead =
					`#version 300 es\n
				#define attribute in
				#define varying out
				#define texture2D texture\n`;
				fragmentHead =
					`#version 300 es\n
				#define varying in
				out highp vec4 pc_fragColor;
				#define gl_FragColor pc_fragColor
				#define gl_FragDepthEXT gl_FragDepth
				#define texture2D texture
				#define textureCube texture
				#define texture2DProj textureProj
				#define texture2DLodEXT textureLod
				#define texture2DProjLodEXT textureProjLod
				#define textureCubeLodEXT textureLod
				#define texture2DGradEXT textureGrad
				#define texture2DProjGradEXT textureProjGrad
				#define textureCubeGradEXT textureGrad\n`;
			}
			else {
				vertexHead = "";
				fragmentHead =
					`#ifdef GL_EXT_shader_texture_lod
					#extension GL_EXT_shader_texture_lod : enable
				#endif
				#if !defined(GL_EXT_shader_texture_lod)
					#define texture1DLodEXT texture1D
					#define texture2DLodEXT texture2D
					#define texture2DProjLodEXT texture2DProj
					#define texture3DLodEXT texture3D
					#define textureCubeLodEXT textureCube
				#endif\n`;
			}
			defineStr += "#define MAX_LIGHT_COUNT " + config.maxLightCount + "\n";
			defineStr += "#define MAX_LIGHT_COUNT_PER_CLUSTER " + config._maxAreaLightCountPerClusterAverage + "\n";
			defineStr += "#define CLUSTER_X_COUNT " + clusterSlices.x + "\n";
			defineStr += "#define CLUSTER_Y_COUNT " + clusterSlices.y + "\n";
			defineStr += "#define CLUSTER_Z_COUNT " + clusterSlices.z + "\n";
			defineStr += "#define SHADER_CAPAILITY_LEVEL " + Laya.SystemUtils._shaderCapailityLevel + "\n";
			for (var i = 0, n = defineString.length; i < n; i++) {
				var def = defineString[i];
				defineStr += "#define " + def + "\n";
				defMap[def] = true;
			}
			var vs = this._VS.toscript(defMap, []);
			var vsVersion = '';
			if (vs[0].indexOf('#version') == 0) {
				vsVersion = vs[0] + '\n';
				vs.shift();
			}
			var ps = this._PS.toscript(defMap, []);
			var psVersion = '';
			if (ps[0].indexOf('#version') == 0) {
				psVersion = ps[0] + '\n';
				ps.shift();
			}
			var attibuteMap = Shader3D.getAttributeMapByDefine(defineString, this._owner._attributeMap);
			shader = new ShaderInstance(vsVersion + vertexHead + defineStr + vs.join('\n'), psVersion + fragmentHead + defineStr + ps.join('\n'), attibuteMap, this._owner._uniformMap || this._owner._owner._uniformMap, this);
			cacheShaders[cacheKey] = shader;
			if (Shader3D.debugMode) {
				var defStr = "";
				var defMask = "";
				for (var i = 0, n = debugMaskLength; i < n; i++)
					(i == n - 1) ? defMask += debugDefineMask[i] : defMask += debugDefineMask[i] + ",";
				for (var i = 0, n = debugDefineString.length; i < n; i++)
					(i == n - 1) ? defStr += debugDefineString[i] : defStr += debugDefineString[i] + ",";
				console.log("%cLayaAir: Shader Compile Information---ShaderName:" + this._owner._owner._name + " SubShaderIndex:" + this._owner._owner._subShaders.indexOf(this._owner) + " PassIndex:" + this._owner._passes.indexOf(this) + " DefineMask:[" + defMask + "]" + " DefineNames:[" + defStr + "]", "color:green");
			}
			console.warn("---------------withCompile cost time=", this._owner._owner._name, new Date().getTime() - startTime)
			return shader;
		}
		setTag(key, value) {
			if (value)
				this._tags[key] = value;
			else
				delete this._tags[key];
		}
		getTag(key) {
			return this._tags[key];
		}
	}
	ShaderPass._defineString = [];
	ShaderPass._debugDefineString = [];
	ShaderPass._debugDefineMask = [];

	class SubShader {
		constructor(attributeMap, uniformMap) {
			this._flags = {};
			this._passes = [];
			this._attributeMap = attributeMap;
			this._uniformMap = uniformMap;
		}
		setFlag(key, value) {
			if (value)
				this._flags[key] = value;
			else
				delete this._flags[key];
		}
		getFlag(key) {
			return this._flags[key];
		}
		addShaderPass(vs, ps, stateMap = null, pipelineMode = "Forward") {
			var shaderPass = new ShaderPass(this, vs, ps, stateMap);
			shaderPass._pipelineMode = pipelineMode;
			this._passes.push(shaderPass);
			return shaderPass;
		}
	}

	(function (PBRSpecularSmoothnessSource) {
		PBRSpecularSmoothnessSource[PBRSpecularSmoothnessSource["SpecularTextureAlpha"] = 0] = "SpecularTextureAlpha";
		PBRSpecularSmoothnessSource[PBRSpecularSmoothnessSource["AlbedoTextureAlpha"] = 1] = "AlbedoTextureAlpha";
	})(exports.PBRSpecularSmoothnessSource || (exports.PBRSpecularSmoothnessSource = {}));
	class PBRSpecularMaterial extends PBRMaterial {
		constructor() {
			super();
			this.setShaderName("PBRSpecular");
			this._shaderValues.setVector(PBRSpecularMaterial.SPECULARCOLOR, new Vector4(0.2, 0.2, 0.2, 1.0));
		}
		static __init__() {
			PBRSpecularMaterial.SHADERDEFINE_SPECULARGLOSSTEXTURE = Shader3D.getDefineByName("SPECULARGLOSSTEXTURE");
			PBRSpecularMaterial.SHADERDEFINE_SMOOTHNESSSOURCE_ALBEDOTEXTURE_ALPHA = Shader3D.getDefineByName("SMOOTHNESSSOURCE_ALBEDOTEXTURE_ALPHA");
			var attributeMap = {
				'a_Position': VertexMesh.MESH_POSITION0,
				'a_Normal': VertexMesh.MESH_NORMAL0,
				'a_Tangent0': VertexMesh.MESH_TANGENT0,
				'a_Texcoord0': VertexMesh.MESH_TEXTURECOORDINATE0,
				'a_Texcoord1': VertexMesh.MESH_TEXTURECOORDINATE1,
				'a_BoneWeights': VertexMesh.MESH_BLENDWEIGHT0,
				'a_BoneIndices': VertexMesh.MESH_BLENDINDICES0,
				'a_MvpMatrix': VertexMesh.MESH_MVPMATRIX_ROW0,
				'a_WorldMat': VertexMesh.MESH_WORLDMATRIX_ROW0
			};
			var uniformMap = {
				'u_Bones': Shader3D.PERIOD_CUSTOM,
				'u_MvpMatrix': Shader3D.PERIOD_SPRITE,
				'u_WorldMat': Shader3D.PERIOD_SPRITE,
				'u_LightmapScaleOffset': Shader3D.PERIOD_SPRITE,
				'u_LightMap': Shader3D.PERIOD_SPRITE,
				'u_LightMapDirection': Shader3D.PERIOD_SPRITE,
				'u_SimpleAnimatorTexture': Shader3D.PERIOD_SPRITE,
				'u_SimpleAnimatorParams': Shader3D.PERIOD_SPRITE,
				'u_SimpleAnimatorTextureSize': Shader3D.PERIOD_SPRITE,
				'u_CameraPos': Shader3D.PERIOD_CAMERA,
				'u_View': Shader3D.PERIOD_CAMERA,
				'u_ProjectionParams': Shader3D.PERIOD_CAMERA,
				'u_Viewport': Shader3D.PERIOD_CAMERA,
				'u_ViewProjection': Shader3D.PERIOD_CAMERA,
				'u_AlphaTestValue': Shader3D.PERIOD_MATERIAL,
				'u_AlbedoColor': Shader3D.PERIOD_MATERIAL,
				'u_EmissionColor': Shader3D.PERIOD_MATERIAL,
				'u_AlbedoTexture': Shader3D.PERIOD_MATERIAL,
				'u_NormalTexture': Shader3D.PERIOD_MATERIAL,
				'u_ParallaxTexture': Shader3D.PERIOD_MATERIAL,
				'u_OcclusionTexture': Shader3D.PERIOD_MATERIAL,
				'u_EmissionTexture': Shader3D.PERIOD_MATERIAL,
				'u_Smoothness': Shader3D.PERIOD_MATERIAL,
				'u_SmoothnessScale': Shader3D.PERIOD_MATERIAL,
				'u_occlusionStrength': Shader3D.PERIOD_MATERIAL,
				'u_NormalScale': Shader3D.PERIOD_MATERIAL,
				'u_ParallaxScale': Shader3D.PERIOD_MATERIAL,
				'u_TilingOffset': Shader3D.PERIOD_MATERIAL,
				'u_SpecGlossTexture': Shader3D.PERIOD_MATERIAL,
				'u_SpecularColor': Shader3D.PERIOD_MATERIAL,
				'u_ReflectTexture': Shader3D.PERIOD_SCENE,
				'u_ReflectIntensity': Shader3D.PERIOD_SCENE,
				'u_AmbientColor': Shader3D.PERIOD_SCENE,
				'u_FogStart': Shader3D.PERIOD_SCENE,
				'u_FogRange': Shader3D.PERIOD_SCENE,
				'u_FogColor': Shader3D.PERIOD_SCENE,
				'u_DirationLightCount': Shader3D.PERIOD_SCENE,
				'u_LightBuffer': Shader3D.PERIOD_SCENE,
				'u_LightClusterBuffer': Shader3D.PERIOD_SCENE,
				'u_ShadowBias': Shader3D.PERIOD_SCENE,
				'u_ShadowLightDirection': Shader3D.PERIOD_SCENE,
				'u_ShadowMap': Shader3D.PERIOD_SCENE,
				'u_ShadowParams': Shader3D.PERIOD_SCENE,
				'u_ShadowSplitSpheres': Shader3D.PERIOD_SCENE,
				'u_ShadowMatrices': Shader3D.PERIOD_SCENE,
				'u_ShadowMapSize': Shader3D.PERIOD_SCENE,
				'u_SpotShadowMap': Shader3D.PERIOD_SCENE,
				'u_SpotViewProjectMatrix': Shader3D.PERIOD_SCENE,
				'u_ShadowLightPosition': Shader3D.PERIOD_SCENE,
				'u_AmbientSHAr': Shader3D.PERIOD_SCENE,
				'u_AmbientSHAg': Shader3D.PERIOD_SCENE,
				'u_AmbientSHAb': Shader3D.PERIOD_SCENE,
				'u_AmbientSHBr': Shader3D.PERIOD_SCENE,
				'u_AmbientSHBg': Shader3D.PERIOD_SCENE,
				'u_AmbientSHBb': Shader3D.PERIOD_SCENE,
				'u_AmbientSHC': Shader3D.PERIOD_SCENE,
				'u_ReflectionProbe': Shader3D.PERIOD_SCENE,
				'u_ReflectCubeHDRParams': Shader3D.PERIOD_SCENE,
				'u_DirectionLight.direction': Shader3D.PERIOD_SCENE,
				'u_DirectionLight.color': Shader3D.PERIOD_SCENE,
				'u_PointLight.position': Shader3D.PERIOD_SCENE,
				'u_PointLight.range': Shader3D.PERIOD_SCENE,
				'u_PointLight.color': Shader3D.PERIOD_SCENE,
				'u_SpotLight.position': Shader3D.PERIOD_SCENE,
				'u_SpotLight.direction': Shader3D.PERIOD_SCENE,
				'u_SpotLight.range': Shader3D.PERIOD_SCENE,
				'u_SpotLight.spot': Shader3D.PERIOD_SCENE,
				'u_SpotLight.color': Shader3D.PERIOD_SCENE
			};
			var stateMap = {
				's_Cull': Shader3D.RENDER_STATE_CULL,
				's_Blend': Shader3D.RENDER_STATE_BLEND,
				's_BlendSrc': Shader3D.RENDER_STATE_BLEND_SRC,
				's_BlendDst': Shader3D.RENDER_STATE_BLEND_DST,
				's_DepthTest': Shader3D.RENDER_STATE_DEPTH_TEST,
				's_DepthWrite': Shader3D.RENDER_STATE_DEPTH_WRITE
			};
			var shader = Shader3D.add("PBRSpecular", attributeMap, uniformMap, true);
			var subShader = new SubShader(attributeMap, uniformMap);
			shader.addSubShader(subShader);
			subShader.addShaderPass(PBRVS, PBRPS, stateMap, "Forward");
			subShader.addShaderPass(PBRShadowCasterVS, PBRShadowCasterPS, stateMap, "ShadowCaster");
		}
		get specularTexture() {
			return this._shaderValues.getTexture(PBRSpecularMaterial.SPECULARTEXTURE);
		}
		set specularTexture(value) {
			if (value)
				this._shaderValues.addDefine(PBRSpecularMaterial.SHADERDEFINE_SPECULARGLOSSTEXTURE);
			else
				this._shaderValues.removeDefine(PBRSpecularMaterial.SHADERDEFINE_SPECULARGLOSSTEXTURE);
			this._shaderValues.setTexture(PBRSpecularMaterial.SPECULARTEXTURE, value);
		}
		get specularColor() {
			return this._shaderValues.getVector(PBRSpecularMaterial.SPECULARCOLOR);
		}
		set specularColor(value) {
			this._shaderValues.setVector(PBRSpecularMaterial.SPECULARCOLOR, value);
		}
		clone() {
			var dest = new PBRSpecularMaterial();
			this.cloneTo(dest);
			return dest;
		}
	}
	PBRSpecularMaterial.SPECULARTEXTURE = Shader3D.propertyNameToID("u_SpecGlossTexture");
	PBRSpecularMaterial.SPECULARCOLOR = Shader3D.propertyNameToID("u_SpecularColor");

	var PBRPS$1 = "#ifdef GL_FRAGMENT_PRECISION_HIGH\r\n\tprecision highp float;\r\n\tprecision highp int;\r\n#else\r\n\tprecision mediump float;\r\n\tprecision mediump int;\r\n#endif\r\n\r\n#include \"Lighting.glsl\";\r\n#include \"Shadow.glsl\"\r\n#include \"PBRFSInput.glsl\";\r\n#include \"LayaPBRBRDF.glsl\";\r\n#include \"GlobalIllumination.glsl\";\r\n#include \"PBRCore.glsl\";\r\n\r\nvoid main()\r\n{\r\n\tfragmentForward();\r\n}";

	var PBRVS$1 = "#include \"Lighting.glsl\";\r\n#include \"Shadow.glsl\"\r\n#include \"PBRVSInput.glsl\";\r\n#include \"PBRVertex.glsl\";\r\n\r\nvoid main()\r\n{\r\n\tvertexForward();\r\n\tgl_Position=remapGLPositionZ(gl_Position);\r\n}";

	var PBRShadowCasterPS$1 = "#ifdef GL_FRAGMENT_PRECISION_HIGH\r\n\tprecision highp float;\r\n\tprecision highp int;\r\n#else\r\n\tprecision mediump float;\r\n\tprecision mediump int;\r\n#endif\r\n\r\n#include \"ShadowCasterFS.glsl\"\r\n\r\nvoid main()\r\n{\r\n\tgl_FragColor=shadowCasterFragment();\r\n}";

	var PBRShadowCasterVS$1 = "#include \"ShadowCasterVS.glsl\"\r\n\r\nvoid main()\r\n{\r\n\tvec4 positionCS =  shadowCasterVertex();\r\n\tgl_Position=remapGLPositionZ(positionCS);\r\n}";

	(function (PBRMetallicSmoothnessSource) {
		PBRMetallicSmoothnessSource[PBRMetallicSmoothnessSource["MetallicGlossTextureAlpha"] = 0] = "MetallicGlossTextureAlpha";
		PBRMetallicSmoothnessSource[PBRMetallicSmoothnessSource["AlbedoTextureAlpha"] = 1] = "AlbedoTextureAlpha";
	})(exports.PBRMetallicSmoothnessSource || (exports.PBRMetallicSmoothnessSource = {}));
	class PBRStandardMaterial extends PBRMaterial {
		constructor() {
			super();
			this._smoothnessSource = 0;
			this.setShaderName("PBR");
			this._shaderValues.setNumber(PBRStandardMaterial.METALLIC, 0.0);
		}
		static __init__() {
			PBRStandardMaterial.SHADERDEFINE_METALLICGLOSSTEXTURE = Shader3D.getDefineByName("METALLICGLOSSTEXTURE");
			PBRStandardMaterial.SHADERDEFINE_SMOOTHNESSSOURCE_ALBEDOTEXTURE_ALPHA = Shader3D.getDefineByName("SMOOTHNESSSOURCE_ALBEDOTEXTURE_ALPHA");
			var attributeMap = {
				'a_Position': VertexMesh.MESH_POSITION0,
				'a_Normal': VertexMesh.MESH_NORMAL0,
				'a_Tangent0': VertexMesh.MESH_TANGENT0,
				'a_Texcoord0': VertexMesh.MESH_TEXTURECOORDINATE0,
				'a_Texcoord1': VertexMesh.MESH_TEXTURECOORDINATE1,
				'a_BoneWeights': VertexMesh.MESH_BLENDWEIGHT0,
				'a_BoneIndices': VertexMesh.MESH_BLENDINDICES0,
				'a_MvpMatrix': VertexMesh.MESH_MVPMATRIX_ROW0,
				'a_WorldMat': VertexMesh.MESH_WORLDMATRIX_ROW0
			};
			var uniformMap = {
				'u_Bones': Shader3D.PERIOD_CUSTOM,
				'u_MvpMatrix': Shader3D.PERIOD_SPRITE,
				'u_WorldMat': Shader3D.PERIOD_SPRITE,
				'u_LightmapScaleOffset': Shader3D.PERIOD_SPRITE,
				'u_LightMap': Shader3D.PERIOD_SPRITE,
				'u_LightMapDirection': Shader3D.PERIOD_SPRITE,
				'u_SimpleAnimatorTexture': Shader3D.PERIOD_SPRITE,
				'u_SimpleAnimatorParams': Shader3D.PERIOD_SPRITE,
				'u_SimpleAnimatorTextureSize': Shader3D.PERIOD_SPRITE,
				'u_CameraPos': Shader3D.PERIOD_CAMERA,
				'u_View': Shader3D.PERIOD_CAMERA,
				'u_ProjectionParams': Shader3D.PERIOD_CAMERA,
				'u_Viewport': Shader3D.PERIOD_CAMERA,
				'u_ViewProjection': Shader3D.PERIOD_CAMERA,
				'u_AlphaTestValue': Shader3D.PERIOD_MATERIAL,
				'u_AlbedoColor': Shader3D.PERIOD_MATERIAL,
				'u_EmissionColor': Shader3D.PERIOD_MATERIAL,
				'u_AlbedoTexture': Shader3D.PERIOD_MATERIAL,
				'u_NormalTexture': Shader3D.PERIOD_MATERIAL,
				'u_ParallaxTexture': Shader3D.PERIOD_MATERIAL,
				'u_OcclusionTexture': Shader3D.PERIOD_MATERIAL,
				'u_EmissionTexture': Shader3D.PERIOD_MATERIAL,
				'u_Smoothness': Shader3D.PERIOD_MATERIAL,
				'u_SmoothnessScale': Shader3D.PERIOD_MATERIAL,
				'u_occlusionStrength': Shader3D.PERIOD_MATERIAL,
				'u_NormalScale': Shader3D.PERIOD_MATERIAL,
				'u_ParallaxScale': Shader3D.PERIOD_MATERIAL,
				'u_TilingOffset': Shader3D.PERIOD_MATERIAL,
				'u_MetallicGlossTexture': Shader3D.PERIOD_MATERIAL,
				'u_Metallic': Shader3D.PERIOD_MATERIAL,
				'u_ReflectTexture': Shader3D.PERIOD_SCENE,
				'u_ReflectIntensity': Shader3D.PERIOD_SCENE,
				'u_AmbientColor': Shader3D.PERIOD_SCENE,
				'u_FogStart': Shader3D.PERIOD_SCENE,
				'u_FogRange': Shader3D.PERIOD_SCENE,
				'u_FogColor': Shader3D.PERIOD_SCENE,
				'u_DirationLightCount': Shader3D.PERIOD_SCENE,
				'u_LightBuffer': Shader3D.PERIOD_SCENE,
				'u_LightClusterBuffer': Shader3D.PERIOD_SCENE,
				'u_ShadowBias': Shader3D.PERIOD_SCENE,
				'u_ShadowLightDirection': Shader3D.PERIOD_SCENE,
				'u_ShadowMap': Shader3D.PERIOD_SCENE,
				'u_ShadowParams': Shader3D.PERIOD_SCENE,
				'u_ShadowSplitSpheres': Shader3D.PERIOD_SCENE,
				'u_ShadowMatrices': Shader3D.PERIOD_SCENE,
				'u_ShadowMapSize': Shader3D.PERIOD_SCENE,
				'u_SpotShadowMap': Shader3D.PERIOD_SCENE,
				'u_SpotViewProjectMatrix': Shader3D.PERIOD_SCENE,
				'u_ShadowLightPosition': Shader3D.PERIOD_SCENE,
				'u_AmbientSHAr': Shader3D.PERIOD_SCENE,
				'u_AmbientSHAg': Shader3D.PERIOD_SCENE,
				'u_AmbientSHAb': Shader3D.PERIOD_SCENE,
				'u_AmbientSHBr': Shader3D.PERIOD_SCENE,
				'u_AmbientSHBg': Shader3D.PERIOD_SCENE,
				'u_AmbientSHBb': Shader3D.PERIOD_SCENE,
				'u_AmbientSHC': Shader3D.PERIOD_SCENE,
				'u_ReflectionProbe': Shader3D.PERIOD_SCENE,
				'u_ReflectCubeHDRParams': Shader3D.PERIOD_SCENE,
				'u_DirectionLight.direction': Shader3D.PERIOD_SCENE,
				'u_DirectionLight.color': Shader3D.PERIOD_SCENE,
				'u_PointLight.position': Shader3D.PERIOD_SCENE,
				'u_PointLight.range': Shader3D.PERIOD_SCENE,
				'u_PointLight.color': Shader3D.PERIOD_SCENE,
				'u_SpotLight.position': Shader3D.PERIOD_SCENE,
				'u_SpotLight.direction': Shader3D.PERIOD_SCENE,
				'u_SpotLight.range': Shader3D.PERIOD_SCENE,
				'u_SpotLight.spot': Shader3D.PERIOD_SCENE,
				'u_SpotLight.color': Shader3D.PERIOD_SCENE
			};
			var stateMap = {
				's_Cull': Shader3D.RENDER_STATE_CULL,
				's_Blend': Shader3D.RENDER_STATE_BLEND,
				's_BlendSrc': Shader3D.RENDER_STATE_BLEND_SRC,
				's_BlendDst': Shader3D.RENDER_STATE_BLEND_DST,
				's_DepthTest': Shader3D.RENDER_STATE_DEPTH_TEST,
				's_DepthWrite': Shader3D.RENDER_STATE_DEPTH_WRITE
			};
			var shader = Shader3D.add("PBR", attributeMap, uniformMap, true);
			var subShader = new SubShader(attributeMap, uniformMap);
			shader.addSubShader(subShader);
			subShader.addShaderPass(PBRVS$1, PBRPS$1, stateMap, "Forward");
			subShader.addShaderPass(PBRShadowCasterVS$1, PBRShadowCasterPS$1, stateMap, "ShadowCaster");
		}
		get metallicGlossTexture() {
			return this._shaderValues.getTexture(PBRStandardMaterial.METALLICGLOSSTEXTURE);
		}
		set metallicGlossTexture(value) {
			if (value)
				this._shaderValues.addDefine(PBRStandardMaterial.SHADERDEFINE_METALLICGLOSSTEXTURE);
			else
				this._shaderValues.removeDefine(PBRStandardMaterial.SHADERDEFINE_METALLICGLOSSTEXTURE);
			this._shaderValues.setTexture(PBRStandardMaterial.METALLICGLOSSTEXTURE, value);
		}
		get metallic() {
			return this._shaderValues.getNumber(PBRStandardMaterial.METALLIC);
		}
		set metallic(value) {
			this._shaderValues.setNumber(PBRStandardMaterial.METALLIC, Math.max(0.0, Math.min(1.0, value)));
		}
		get smoothnessSource() {
			return this._smoothnessSource;
		}
		set smoothnessSource(value) {
			if (value)
				this._shaderValues.addDefine(PBRStandardMaterial.SHADERDEFINE_SMOOTHNESSSOURCE_ALBEDOTEXTURE_ALPHA);
			else
				this._shaderValues.removeDefine(PBRStandardMaterial.SHADERDEFINE_SMOOTHNESSSOURCE_ALBEDOTEXTURE_ALPHA);
			this._smoothnessSource = value;
		}
		clone() {
			var dest = new PBRStandardMaterial();
			this.cloneTo(dest);
			return dest;
		}
	}
	PBRStandardMaterial.METALLICGLOSSTEXTURE = Shader3D.propertyNameToID("u_MetallicGlossTexture");
	PBRStandardMaterial.METALLIC = Shader3D.propertyNameToID("u_Metallic");

	class SkyBoxMaterial extends Material {
		constructor() {
			super();
			this.setShaderName("SkyBox");
			this.tintColor = new Vector4(0.5, 0.5, 0.5, 0.5);
			this.exposure = 1.0;
			this.rotation = 0;
		}
		static __initDefine__() {
		}
		get tintColor() {
			return this._shaderValues.getVector(SkyBoxMaterial.TINTCOLOR);
		}
		set tintColor(value) {
			this._shaderValues.setVector(SkyBoxMaterial.TINTCOLOR, value);
		}
		get exposure() {
			return this._shaderValues.getNumber(SkyBoxMaterial.EXPOSURE);
		}
		set exposure(value) {
			this._shaderValues.setNumber(SkyBoxMaterial.EXPOSURE, value);
		}
		get rotation() {
			return this._shaderValues.getNumber(SkyBoxMaterial.ROTATION);
		}
		set rotation(value) {
			this._shaderValues.setNumber(SkyBoxMaterial.ROTATION, value);
		}
		get textureCube() {
			return this._shaderValues.getTexture(SkyBoxMaterial.TEXTURECUBE);
		}
		set textureCube(value) {
			this._shaderValues.setTexture(SkyBoxMaterial.TEXTURECUBE, value);
		}
		clone() {
			var dest = new SkyBoxMaterial();
			this.cloneTo(dest);
			return dest;
		}
	}
	SkyBoxMaterial.TINTCOLOR = Shader3D.propertyNameToID("u_TintColor");
	SkyBoxMaterial.EXPOSURE = Shader3D.propertyNameToID("u_Exposure");
	SkyBoxMaterial.ROTATION = Shader3D.propertyNameToID("u_Rotation");
	SkyBoxMaterial.TEXTURECUBE = Shader3D.propertyNameToID("u_CubeTexture");

	class SkyProceduralMaterial extends Material {
		constructor() {
			super();
			this.setShaderName("SkyBoxProcedural");
			this.sunDisk = SkyProceduralMaterial.SUN_HIGH_QUALITY;
			this.sunSize = 0.04;
			this.sunSizeConvergence = 5;
			this.atmosphereThickness = 1.0;
			this.skyTint = new Vector4(0.5, 0.5, 0.5, 1.0);
			this.groundTint = new Vector4(0.369, 0.349, 0.341, 1.0);
			this.exposure = 1.3;
		}
		static __initDefine__() {
			SkyProceduralMaterial.SHADERDEFINE_SUN_HIGH_QUALITY = Shader3D.getDefineByName("SUN_HIGH_QUALITY");
			SkyProceduralMaterial.SHADERDEFINE_SUN_SIMPLE = Shader3D.getDefineByName("SUN_SIMPLE");
		}
		get sunDisk() {
			return this._sunDisk;
		}
		set sunDisk(value) {
			switch (value) {
				case SkyProceduralMaterial.SUN_HIGH_QUALITY:
					this._shaderValues.removeDefine(SkyProceduralMaterial.SHADERDEFINE_SUN_SIMPLE);
					this._shaderValues.addDefine(SkyProceduralMaterial.SHADERDEFINE_SUN_HIGH_QUALITY);
					break;
				case SkyProceduralMaterial.SUN_SIMPLE:
					this._shaderValues.removeDefine(SkyProceduralMaterial.SHADERDEFINE_SUN_HIGH_QUALITY);
					this._shaderValues.addDefine(SkyProceduralMaterial.SHADERDEFINE_SUN_SIMPLE);
					break;
				case SkyProceduralMaterial.SUN_NODE:
					this._shaderValues.removeDefine(SkyProceduralMaterial.SHADERDEFINE_SUN_HIGH_QUALITY);
					this._shaderValues.removeDefine(SkyProceduralMaterial.SHADERDEFINE_SUN_SIMPLE);
					break;
				default:
					throw "SkyBoxProceduralMaterial: unknown sun value.";
			}
			this._sunDisk = value;
		}
		get sunSize() {
			return this._shaderValues.getNumber(SkyProceduralMaterial.SUNSIZE);
		}
		set sunSize(value) {
			value = Math.min(Math.max(0.0, value), 1.0);
			this._shaderValues.setNumber(SkyProceduralMaterial.SUNSIZE, value);
		}
		get sunSizeConvergence() {
			return this._shaderValues.getNumber(SkyProceduralMaterial.SUNSIZECONVERGENCE);
		}
		set sunSizeConvergence(value) {
			value = Math.min(Math.max(0.0, value), 20.0);
			this._shaderValues.setNumber(SkyProceduralMaterial.SUNSIZECONVERGENCE, value);
		}
		get atmosphereThickness() {
			return this._shaderValues.getNumber(SkyProceduralMaterial.ATMOSPHERETHICKNESS);
		}
		set atmosphereThickness(value) {
			value = Math.min(Math.max(0.0, value), 5.0);
			this._shaderValues.setNumber(SkyProceduralMaterial.ATMOSPHERETHICKNESS, value);
		}
		get skyTint() {
			return this._shaderValues.getVector(SkyProceduralMaterial.SKYTINT);
		}
		set skyTint(value) {
			this._shaderValues.setVector(SkyProceduralMaterial.SKYTINT, value);
		}
		get groundTint() {
			return this._shaderValues.getVector(SkyProceduralMaterial.GROUNDTINT);
		}
		set groundTint(value) {
			this._shaderValues.setVector(SkyProceduralMaterial.GROUNDTINT, value);
		}
		get exposure() {
			return this._shaderValues.getNumber(SkyProceduralMaterial.EXPOSURE);
		}
		set exposure(value) {
			value = Math.min(Math.max(0.0, value), 8.0);
			this._shaderValues.setNumber(SkyProceduralMaterial.EXPOSURE, value);
		}
		clone() {
			var dest = new SkyProceduralMaterial();
			this.cloneTo(dest);
			return dest;
		}
	}
	SkyProceduralMaterial.SUN_NODE = 0;
	SkyProceduralMaterial.SUN_SIMPLE = 1;
	SkyProceduralMaterial.SUN_HIGH_QUALITY = 2;
	SkyProceduralMaterial.SUNSIZE = Shader3D.propertyNameToID("u_SunSize");
	SkyProceduralMaterial.SUNSIZECONVERGENCE = Shader3D.propertyNameToID("u_SunSizeConvergence");
	SkyProceduralMaterial.ATMOSPHERETHICKNESS = Shader3D.propertyNameToID("u_AtmosphereThickness");
	SkyProceduralMaterial.SKYTINT = Shader3D.propertyNameToID("u_SkyTint");
	SkyProceduralMaterial.GROUNDTINT = Shader3D.propertyNameToID("u_GroundTint");
	SkyProceduralMaterial.EXPOSURE = Shader3D.propertyNameToID("u_Exposure");

	class UnlitMaterial extends Material {
		constructor() {
			super();
			this._albedoColor = new Vector4(1.0, 1.0, 1.0, 1.0);
			this._albedoIntensity = 1.0;
			this._enableVertexColor = false;
			this.setShaderName("Unlit");
			this._shaderValues.setVector(UnlitMaterial.ALBEDOCOLOR, new Vector4(1.0, 1.0, 1.0, 1.0));
			this.renderMode = UnlitMaterial.RENDERMODE_OPAQUE;
		}
		static __initDefine__() {
			UnlitMaterial.SHADERDEFINE_ALBEDOTEXTURE = Shader3D.getDefineByName("ALBEDOTEXTURE");
			UnlitMaterial.SHADERDEFINE_TILINGOFFSET = Shader3D.getDefineByName("TILINGOFFSET");
			UnlitMaterial.SHADERDEFINE_ENABLEVERTEXCOLOR = Shader3D.getDefineByName("ENABLEVERTEXCOLOR");
		}
		get _ColorR() {
			return this._albedoColor.x;
		}
		set _ColorR(value) {
			this._albedoColor.x = value;
			this.albedoColor = this._albedoColor;
		}
		get _ColorG() {
			return this._albedoColor.y;
		}
		set _ColorG(value) {
			this._albedoColor.y = value;
			this.albedoColor = this._albedoColor;
		}
		get _ColorB() {
			return this._albedoColor.z;
		}
		set _ColorB(value) {
			this._albedoColor.z = value;
			this.albedoColor = this._albedoColor;
		}
		get _ColorA() {
			return this._albedoColor.w;
		}
		set _ColorA(value) {
			this._albedoColor.w = value;
			this.albedoColor = this._albedoColor;
		}
		get _Color() {
			return this._shaderValues.getVector(UnlitMaterial.ALBEDOCOLOR);
		}
		set _Color(value) {
			this.albedoColor = value;
		}
		get _AlbedoIntensity() {
			return this._albedoIntensity;
		}
		set _AlbedoIntensity(value) {
			if (this._albedoIntensity !== value) {
				var finalAlbedo = this._shaderValues.getVector(UnlitMaterial.ALBEDOCOLOR);
				Vector4.scale(this._albedoColor, value, finalAlbedo);
				this._albedoIntensity = value;
				this._shaderValues.setVector(UnlitMaterial.ALBEDOCOLOR, finalAlbedo);
			}
		}
		get _MainTex_STX() {
			return this._shaderValues.getVector(UnlitMaterial.TILINGOFFSET).x;
		}
		set _MainTex_STX(x) {
			var tilOff = this._shaderValues.getVector(UnlitMaterial.TILINGOFFSET);
			tilOff.x = x;
			this.tilingOffset = tilOff;
		}
		get _MainTex_STY() {
			return this._shaderValues.getVector(UnlitMaterial.TILINGOFFSET).y;
		}
		set _MainTex_STY(y) {
			var tilOff = this._shaderValues.getVector(UnlitMaterial.TILINGOFFSET);
			tilOff.y = y;
			this.tilingOffset = tilOff;
		}
		get _MainTex_STZ() {
			return this._shaderValues.getVector(UnlitMaterial.TILINGOFFSET).z;
		}
		set _MainTex_STZ(z) {
			var tilOff = this._shaderValues.getVector(UnlitMaterial.TILINGOFFSET);
			tilOff.z = z;
			this.tilingOffset = tilOff;
		}
		get _MainTex_STW() {
			return this._shaderValues.getVector(UnlitMaterial.TILINGOFFSET).w;
		}
		set _MainTex_STW(w) {
			var tilOff = this._shaderValues.getVector(UnlitMaterial.TILINGOFFSET);
			tilOff.w = w;
			this.tilingOffset = tilOff;
		}
		get _MainTex_ST() {
			return this._shaderValues.getVector(UnlitMaterial.TILINGOFFSET);
		}
		set _MainTex_ST(value) {
			this.tilingOffset = value;
		}
		get _Cutoff() {
			return this.alphaTestValue;
		}
		set _Cutoff(value) {
			this.alphaTestValue = value;
		}
		get albedoColorR() {
			return this._ColorR;
		}
		set albedoColorR(value) {
			this._ColorR = value;
		}
		get albedoColorG() {
			return this._ColorG;
		}
		set albedoColorG(value) {
			this._ColorG = value;
		}
		get albedoColorB() {
			return this._ColorB;
		}
		set albedoColorB(value) {
			this._ColorB = value;
		}
		get albedoColorA() {
			return this._ColorA;
		}
		set albedoColorA(value) {
			this._ColorA = value;
		}
		get albedoColor() {
			return this._albedoColor;
		}
		set albedoColor(value) {
			var finalAlbedo = this._shaderValues.getVector(UnlitMaterial.ALBEDOCOLOR);
			Vector4.scale(value, this._albedoIntensity, finalAlbedo);
			this._albedoColor = value;
			this._shaderValues.setVector(UnlitMaterial.ALBEDOCOLOR, finalAlbedo);
		}
		get albedoIntensity() {
			return this._albedoIntensity;
		}
		set albedoIntensity(value) {
			this._AlbedoIntensity = value;
		}
		get albedoTexture() {
			return this._shaderValues.getTexture(UnlitMaterial.ALBEDOTEXTURE);
		}
		set albedoTexture(value) {
			if (value)
				this._shaderValues.addDefine(UnlitMaterial.SHADERDEFINE_ALBEDOTEXTURE);
			else
				this._shaderValues.removeDefine(UnlitMaterial.SHADERDEFINE_ALBEDOTEXTURE);
			this._shaderValues.setTexture(UnlitMaterial.ALBEDOTEXTURE, value);
		}
		get tilingOffsetX() {
			return this._MainTex_STX;
		}
		set tilingOffsetX(x) {
			this._MainTex_STX = x;
		}
		get tilingOffsetY() {
			return this._MainTex_STY;
		}
		set tilingOffsetY(y) {
			this._MainTex_STY = y;
		}
		get tilingOffsetZ() {
			return this._MainTex_STZ;
		}
		set tilingOffsetZ(z) {
			this._MainTex_STZ = z;
		}
		get tilingOffsetW() {
			return this._MainTex_STW;
		}
		set tilingOffsetW(w) {
			this._MainTex_STW = w;
		}
		get tilingOffset() {
			return this._shaderValues.getVector(UnlitMaterial.TILINGOFFSET);
		}
		set tilingOffset(value) {
			if (value) {
				if (value.x != 1 || value.y != 1 || value.z != 0 || value.w != 0)
					this._shaderValues.addDefine(UnlitMaterial.SHADERDEFINE_TILINGOFFSET);
				else
					this._shaderValues.removeDefine(UnlitMaterial.SHADERDEFINE_TILINGOFFSET);
			}
			else {
				this._shaderValues.removeDefine(UnlitMaterial.SHADERDEFINE_TILINGOFFSET);
			}
			this._shaderValues.setVector(UnlitMaterial.TILINGOFFSET, value);
		}
		get enableVertexColor() {
			return this._enableVertexColor;
		}
		set enableVertexColor(value) {
			this._enableVertexColor = value;
			if (value)
				this._shaderValues.addDefine(UnlitMaterial.SHADERDEFINE_ENABLEVERTEXCOLOR);
			else
				this._shaderValues.removeDefine(UnlitMaterial.SHADERDEFINE_ENABLEVERTEXCOLOR);
		}
		set renderMode(value) {
			switch (value) {
				case UnlitMaterial.RENDERMODE_OPAQUE:
					this.alphaTest = false;
					this.renderQueue = Material.RENDERQUEUE_OPAQUE;
					this.depthWrite = true;
					this.cull = RenderState.CULL_BACK;
					this.blend = RenderState.BLEND_DISABLE;
					this.depthTest = RenderState.DEPTHTEST_LESS;
					break;
				case UnlitMaterial.RENDERMODE_CUTOUT:
					this.renderQueue = Material.RENDERQUEUE_ALPHATEST;
					this.alphaTest = true;
					this.depthWrite = true;
					this.cull = RenderState.CULL_BACK;
					this.blend = RenderState.BLEND_DISABLE;
					this.depthTest = RenderState.DEPTHTEST_LESS;
					break;
				case UnlitMaterial.RENDERMODE_TRANSPARENT:
					this.renderQueue = Material.RENDERQUEUE_TRANSPARENT;
					this.alphaTest = false;
					this.depthWrite = false;
					this.cull = RenderState.CULL_BACK;
					this.blend = RenderState.BLEND_ENABLE_ALL;
					this.blendSrc = RenderState.BLENDPARAM_SRC_ALPHA;
					this.blendDst = RenderState.BLENDPARAM_ONE_MINUS_SRC_ALPHA;
					this.depthTest = RenderState.DEPTHTEST_LESS;
					break;
				default:
					throw new Error("UnlitMaterial : renderMode value error.");
			}
		}
		get depthWrite() {
			return this._shaderValues.getBool(UnlitMaterial.DEPTH_WRITE);
		}
		set depthWrite(value) {
			this._shaderValues.setBool(UnlitMaterial.DEPTH_WRITE, value);
		}
		get cull() {
			return this._shaderValues.getInt(UnlitMaterial.CULL);
		}
		set cull(value) {
			this._shaderValues.setInt(UnlitMaterial.CULL, value);
		}
		get blend() {
			return this._shaderValues.getInt(UnlitMaterial.BLEND);
		}
		set blend(value) {
			this._shaderValues.setInt(UnlitMaterial.BLEND, value);
		}
		get blendSrc() {
			return this._shaderValues.getInt(UnlitMaterial.BLEND_SRC);
		}
		set blendSrc(value) {
			this._shaderValues.setInt(UnlitMaterial.BLEND_SRC, value);
		}
		get blendDst() {
			return this._shaderValues.getInt(UnlitMaterial.BLEND_DST);
		}
		set blendDst(value) {
			this._shaderValues.setInt(UnlitMaterial.BLEND_DST, value);
		}
		get depthTest() {
			return this._shaderValues.getInt(UnlitMaterial.DEPTH_TEST);
		}
		set depthTest(value) {
			this._shaderValues.setInt(UnlitMaterial.DEPTH_TEST, value);
		}
		clone() {
			var dest = new UnlitMaterial();
			this.cloneTo(dest);
			return dest;
		}
	}
	UnlitMaterial.RENDERMODE_OPAQUE = 0;
	UnlitMaterial.RENDERMODE_CUTOUT = 1;
	UnlitMaterial.RENDERMODE_TRANSPARENT = 2;
	UnlitMaterial.RENDERMODE_ADDTIVE = 3;
	UnlitMaterial.ALBEDOTEXTURE = Shader3D.propertyNameToID("u_AlbedoTexture");
	UnlitMaterial.ALBEDOCOLOR = Shader3D.propertyNameToID("u_AlbedoColor");
	UnlitMaterial.TILINGOFFSET = Shader3D.propertyNameToID("u_TilingOffset");
	UnlitMaterial.CULL = Shader3D.propertyNameToID("s_Cull");
	UnlitMaterial.BLEND = Shader3D.propertyNameToID("s_Blend");
	UnlitMaterial.BLEND_SRC = Shader3D.propertyNameToID("s_BlendSrc");
	UnlitMaterial.BLEND_DST = Shader3D.propertyNameToID("s_BlendDst");
	UnlitMaterial.DEPTH_TEST = Shader3D.propertyNameToID("s_DepthTest");
	UnlitMaterial.DEPTH_WRITE = Shader3D.propertyNameToID("s_DepthWrite");

	class WaterPrimaryMaterial extends Material {
		constructor() {
			super();
			this.setShaderName("WaterPrimary");
			this._shaderValues.setVector(WaterPrimaryMaterial.HORIZONCOLOR, new Vector4(0.172, 0.463, 0.435, 0));
			this._shaderValues.setNumber(WaterPrimaryMaterial.WAVESCALE, 0.15);
			this._shaderValues.setVector(WaterPrimaryMaterial.WAVESPEED, new Vector4(19, 9, -16, -7));
		}
		static __initDefine__() {
			WaterPrimaryMaterial.SHADERDEFINE_MAINTEXTURE = Shader3D.getDefineByName("MAINTEXTURE");
			WaterPrimaryMaterial.SHADERDEFINE_NORMALTEXTURE = Shader3D.getDefineByName("NORMALTEXTURE");
		}
		get horizonColor() {
			return this._shaderValues.getVector(WaterPrimaryMaterial.HORIZONCOLOR);
		}
		set horizonColor(value) {
			this._shaderValues.setVector(WaterPrimaryMaterial.HORIZONCOLOR, value);
		}
		get mainTexture() {
			return this._shaderValues.getTexture(WaterPrimaryMaterial.MAINTEXTURE);
		}
		set mainTexture(value) {
			if (value)
				this._shaderValues.addDefine(WaterPrimaryMaterial.SHADERDEFINE_MAINTEXTURE);
			else
				this._shaderValues.removeDefine(WaterPrimaryMaterial.SHADERDEFINE_MAINTEXTURE);
			this._shaderValues.setTexture(WaterPrimaryMaterial.MAINTEXTURE, value);
		}
		get normalTexture() {
			return this._shaderValues.getTexture(WaterPrimaryMaterial.NORMALTEXTURE);
		}
		set normalTexture(value) {
			if (value)
				this._shaderValues.addDefine(WaterPrimaryMaterial.SHADERDEFINE_NORMALTEXTURE);
			else
				this._shaderValues.removeDefine(WaterPrimaryMaterial.SHADERDEFINE_NORMALTEXTURE);
			this._shaderValues.setTexture(WaterPrimaryMaterial.NORMALTEXTURE, value);
		}
		get waveScale() {
			return this._shaderValues.getNumber(WaterPrimaryMaterial.WAVESCALE);
		}
		set waveScale(value) {
			this._shaderValues.setNumber(WaterPrimaryMaterial.WAVESCALE, value);
		}
		get waveSpeed() {
			return this._shaderValues.getVector(WaterPrimaryMaterial.WAVESPEED);
		}
		set waveSpeed(value) {
			this._shaderValues.setVector(WaterPrimaryMaterial.WAVESPEED, value);
		}
		clone() {
			var dest = new WaterPrimaryMaterial();
			this.cloneTo(dest);
			return dest;
		}
	}
	WaterPrimaryMaterial.HORIZONCOLOR = Shader3D.propertyNameToID("u_HorizonColor");
	WaterPrimaryMaterial.MAINTEXTURE = Shader3D.propertyNameToID("u_MainTexture");
	WaterPrimaryMaterial.NORMALTEXTURE = Shader3D.propertyNameToID("u_NormalTexture");
	WaterPrimaryMaterial.WAVESCALE = Shader3D.propertyNameToID("u_WaveScale");
	WaterPrimaryMaterial.WAVESPEED = Shader3D.propertyNameToID("u_WaveSpeed");

	class MeshSprite3DShaderDeclaration {
	}

	class MeshRenderer extends BaseRender {
		constructor(owner) {
			super(owner);
			this._revertStaticBatchDefineUV1 = false;
			this._projectionViewWorldMatrix = new Matrix4x4();
		}
		_createRenderElement() {
			return new SubMeshRenderElement();
		}
		_onMeshChange(mesh) {
			if (mesh) {
				var count = mesh.subMeshCount;
				this._renderElements.length = count;
				for (var i = 0; i < count; i++) {
					var renderElement = this._renderElements[i];
					if (!renderElement) {
						var material = this.sharedMaterials[i];
						renderElement = this._renderElements[i] = this._createRenderElement();
						renderElement.setTransform(this._owner._transform);
						renderElement.render = this;
						renderElement.material = material ? material : BlinnPhongMaterial.defaultMaterial;
					}
					renderElement.setGeometry(mesh.getSubMesh(i));
				}
			}
			else {
				this._renderElements.length = 0;
			}
			this._boundsChange = true;
		}
		_calculateBoundingBox() {
			var sharedMesh = this._owner.meshFilter.sharedMesh;
			if (sharedMesh) {
				var worldMat = this._owner.transform.worldMatrix;
				sharedMesh.bounds._tranform(worldMat, this._bounds);
			}
			if (Laya.Render.supportWebGLPlusCulling) {
				var min = this._bounds.getMin();
				var max = this._bounds.getMax();
				var buffer = FrustumCulling._cullingBuffer;
				buffer[this._cullingBufferIndex + 1] = min.x;
				buffer[this._cullingBufferIndex + 2] = min.y;
				buffer[this._cullingBufferIndex + 3] = min.z;
				buffer[this._cullingBufferIndex + 4] = max.x;
				buffer[this._cullingBufferIndex + 5] = max.y;
				buffer[this._cullingBufferIndex + 6] = max.z;
			}
		}
		_needRender(boundFrustum, context) {
			if (boundFrustum)
				return boundFrustum.intersects(this.bounds._getBoundBox());
			else
				return true;
		}
		_renderUpdate(context, transform) {
			this._applyLightMapParams();
			var element = context.renderElement;
			switch (element.renderType) {
				case RenderElement.RENDERTYPE_NORMAL:
					this._shaderValues.setMatrix4x4(Sprite3D.WORLDMATRIX, transform.worldMatrix);
					break;
				case RenderElement.RENDERTYPE_STATICBATCH:
					if (transform)
						this._shaderValues.setMatrix4x4(Sprite3D.WORLDMATRIX, transform.worldMatrix);
					else
						this._shaderValues.setMatrix4x4(Sprite3D.WORLDMATRIX, Matrix4x4.DEFAULT);
					if (!this._shaderValues.hasDefine(MeshSprite3DShaderDeclaration.SHADERDEFINE_UV1)) {
						this._shaderValues.addDefine(MeshSprite3DShaderDeclaration.SHADERDEFINE_UV1);
						this._revertStaticBatchDefineUV1 = true;
					}
					else {
						this._revertStaticBatchDefineUV1 = false;
					}
					this._shaderValues.setVector(RenderableSprite3D.LIGHTMAPSCALEOFFSET, BaseRender._defaultLightmapScaleOffset);
					break;
				case RenderElement.RENDERTYPE_VERTEXBATCH:
					this._shaderValues.setMatrix4x4(Sprite3D.WORLDMATRIX, Matrix4x4.DEFAULT);
					break;
				case RenderElement.RENDERTYPE_INSTANCEBATCH:
					var worldMatrixData = SubMeshInstanceBatch.instance.instanceWorldMatrixData;
					var insBatches = element.instanceBatchElementList;
					var elements = insBatches.elements;
					var count = insBatches.length;
					for (var i = 0; i < count; i++)
						worldMatrixData.set(elements[i]._transform.worldMatrix.elements, i * 16);
					var worldBuffer = SubMeshInstanceBatch.instance.instanceWorldMatrixBuffer;
					worldBuffer.orphanStorage();
					worldBuffer.setData(worldMatrixData.buffer, 0, 0, count * 16 * 4);
					this._shaderValues.addDefine(MeshSprite3DShaderDeclaration.SHADERDEFINE_GPU_INSTANCE);
					break;
			}
		}
		_renderUpdateWithCamera(context, transform) {
			var projectionView = context.projectionViewMatrix;
			if (projectionView) {
				var element = context.renderElement;
				switch (element.renderType) {
					case RenderElement.RENDERTYPE_NORMAL:
					case RenderElement.RENDERTYPE_STATICBATCH:
					case RenderElement.RENDERTYPE_VERTEXBATCH:
						if (transform) {
							Matrix4x4.multiply(projectionView, transform.worldMatrix, this._projectionViewWorldMatrix);
							this._shaderValues.setMatrix4x4(Sprite3D.MVPMATRIX, this._projectionViewWorldMatrix);
						}
						else {
							this._shaderValues.setMatrix4x4(Sprite3D.MVPMATRIX, projectionView);
						}
						break;
					case RenderElement.RENDERTYPE_INSTANCEBATCH:
						var mvpMatrixData = SubMeshInstanceBatch.instance.instanceMVPMatrixData;
						var insBatches = element.instanceBatchElementList;
						var elements = insBatches.elements;
						var count = insBatches.length;
						for (var i = 0; i < count; i++) {
							var worldMat = elements[i]._transform.worldMatrix;
							Utils3D.mulMatrixByArray(projectionView.elements, 0, worldMat.elements, 0, mvpMatrixData, i * 16);
						}
						var mvpBuffer = SubMeshInstanceBatch.instance.instanceMVPMatrixBuffer;
						mvpBuffer.orphanStorage();
						mvpBuffer.setData(mvpMatrixData.buffer, 0, 0, count * 16 * 4);
						break;
				}
			}
		}
		_revertBatchRenderUpdate(context) {
			var element = context.renderElement;
			switch (element.renderType) {
				case RenderElement.RENDERTYPE_STATICBATCH:
					if (this._revertStaticBatchDefineUV1)
						this._shaderValues.removeDefine(MeshSprite3DShaderDeclaration.SHADERDEFINE_UV1);
					this._shaderValues.setVector(RenderableSprite3D.LIGHTMAPSCALEOFFSET, this.lightmapScaleOffset);
					break;
				case RenderElement.RENDERTYPE_INSTANCEBATCH:
					this._shaderValues.removeDefine(MeshSprite3DShaderDeclaration.SHADERDEFINE_GPU_INSTANCE);
					break;
			}
		}
		_destroy() {
			if (this._destroyed) return;
			(this._isPartOfStaticBatch) && (MeshRenderStaticBatchManager.instance._removeRenderSprite(this._owner));
			super._destroy();
		}
	}

	class MeshFilter {
		constructor(owner) {
			this._owner = owner;
		}
		get sharedMesh() {
			return this._sharedMesh;
		}
		set sharedMesh(value) {
			if (this._sharedMesh !== value) {
				var defineDatas = this._owner._render._shaderValues;
				var lastValue = this._sharedMesh;
				if (lastValue) {
					lastValue._removeReference();
					this._getMeshDefine(lastValue, MeshFilter._meshVerticeDefine);
					for (var i = 0, n = MeshFilter._meshVerticeDefine.length; i < n; i++)
						defineDatas.removeDefine(MeshFilter._meshVerticeDefine[i]);
				}
				if (value) {
					value._addReference();
					this._getMeshDefine(value, MeshFilter._meshVerticeDefine);
					for (var i = 0, n = MeshFilter._meshVerticeDefine.length; i < n; i++)
						defineDatas.addDefine(MeshFilter._meshVerticeDefine[i]);
				}
				this._owner._render._onMeshChange(value);
				this._sharedMesh = value;
			}
		}
		_getMeshDefine(mesh, out) {
			out.length = 0;
			var define;
			for (var i = 0, n = mesh._subMeshes.length; i < n; i++) {
				var subMesh = mesh.getSubMesh(i);
				var vertexElements = subMesh._vertexBuffer._vertexDeclaration._vertexElements;
				for (var j = 0, m = vertexElements.length; j < m; j++) {
					var vertexElement = vertexElements[j];
					var name = vertexElement._elementUsage;
					switch (name) {
						case VertexMesh.MESH_COLOR0:
							out.push(MeshSprite3DShaderDeclaration.SHADERDEFINE_COLOR);
							break;
						case VertexMesh.MESH_TEXTURECOORDINATE0:
							out.push(MeshSprite3DShaderDeclaration.SHADERDEFINE_UV0);
							break;
						case VertexMesh.MESH_TEXTURECOORDINATE1:
							out.push(MeshSprite3DShaderDeclaration.SHADERDEFINE_UV1);
							break;
					}
				}
			}
			return define;
		}
		destroy() {
			this._owner = null;
			(this._sharedMesh) && (this._sharedMesh._removeReference(), this._sharedMesh = null);
		}
	}
	MeshFilter._meshVerticeDefine = [];

	class SubMeshDynamicBatch extends GeometryElement {
		constructor() {
			super();
			this._bufferState = new BufferState();
			var gl = Laya.LayaGL.instance;
			var maxVerDec = VertexMesh.getVertexDeclaration("POSITION,NORMAL,COLOR,UV,UV1,TANGENT");
			var maxByteCount = maxVerDec.vertexStride * SubMeshDynamicBatch.maxIndicesCount;
			this._vertices = new Float32Array(maxByteCount / 4);
			this._vertexBuffer = new VertexBuffer3D(maxByteCount, gl.DYNAMIC_DRAW);
			this._indices = new Int16Array(SubMeshDynamicBatch.maxIndicesCount);
			this._indexBuffer = new IndexBuffer3D(exports.IndexFormat.UInt16, this._indices.length, gl.DYNAMIC_DRAW);
			var memorySize = this._vertexBuffer._byteLength + this._indexBuffer._byteLength;
			Laya.Resource._addMemory(memorySize, memorySize);
		}
		static __init__() {
			SubMeshDynamicBatch.instance = new SubMeshDynamicBatch();
		}
		_getBatchVertices(vertexDeclaration, batchVertices, batchOffset, transform, element, subMesh) {
			var vertexFloatCount = vertexDeclaration.vertexStride / 4;
			var oriVertexes = subMesh._vertexBuffer.getFloat32Data();
			var lightmapScaleOffset = element.render.lightmapScaleOffset;
			var multiSubMesh = element._dynamicMultiSubMesh;
			var vertexCount = element._dynamicVertexCount;
			element._computeWorldPositionsAndNormals(this._positionOffset, this._normalOffset, multiSubMesh, vertexCount);
			var worldPositions = element._dynamicWorldPositions;
			var worldNormals = element._dynamicWorldNormals;
			var indices = subMesh._indices;
			for (var i = 0; i < vertexCount; i++) {
				var index = multiSubMesh ? indices[i] : i;
				var oriOffset = index * vertexFloatCount;
				var bakeOffset = (i + batchOffset) * vertexFloatCount;
				var oriOff = i * 3;
				var bakOff = bakeOffset + this._positionOffset;
				batchVertices[bakOff] = worldPositions[oriOff];
				batchVertices[bakOff + 1] = worldPositions[oriOff + 1];
				batchVertices[bakOff + 2] = worldPositions[oriOff + 2];
				if (this._normalOffset !== -1) {
					bakOff = bakeOffset + this._normalOffset;
					batchVertices[bakOff] = worldNormals[oriOff];
					batchVertices[bakOff + 1] = worldNormals[oriOff + 1];
					batchVertices[bakOff + 2] = worldNormals[oriOff + 2];
				}
				if (this._colorOffset !== -1) {
					bakOff = bakeOffset + this._colorOffset;
					oriOff = oriOffset + this._colorOffset;
					batchVertices[bakOff] = oriVertexes[oriOff];
					batchVertices[bakOff + 1] = oriVertexes[oriOff + 1];
					batchVertices[bakOff + 2] = oriVertexes[oriOff + 2];
					batchVertices[bakOff + 3] = oriVertexes[oriOff + 3];
				}
				if (this._uv0Offset !== -1) {
					bakOff = bakeOffset + this._uv0Offset;
					oriOff = oriOffset + this._uv0Offset;
					batchVertices[bakOff] = oriVertexes[oriOff];
					batchVertices[bakOff + 1] = oriVertexes[oriOff + 1];
				}
				if (this._sTangentOffset !== -1) {
					bakOff = bakeOffset + this._sTangentOffset;
					oriOff = oriOffset + this._sTangentOffset;
					batchVertices[bakOff] = oriVertexes[oriOff];
					batchVertices[bakOff + 1] = oriVertexes[oriOff + 1];
					batchVertices[bakOff + 2] = oriVertexes[oriOff + 2];
					batchVertices[bakOff + 3] = oriVertexes[oriOff + 3];
					bakOff = bakeOffset + this._sTangentOffset;
					oriOff = oriOffset + this._sTangentOffset;
					batchVertices[bakOff] = oriVertexes[oriOff];
					batchVertices[bakOff + 1] = oriVertexes[oriOff + 1];
					batchVertices[bakOff + 2] = oriVertexes[oriOff + 2];
					batchVertices[bakOff + 3] = oriVertexes[oriOff + 3];
				}
			}
		}
		_getBatchIndices(batchIndices, batchIndexCount, batchVertexCount, transform, subMesh, multiSubMesh) {
			var subIndices = subMesh._indices;
			var k, m, batchOffset;
			var isInvert = transform._isFrontFaceInvert;
			if (multiSubMesh) {
				if (isInvert) {
					for (k = 0, m = subIndices.length; k < m; k += 3) {
						batchOffset = batchIndexCount + k;
						var index = batchVertexCount + k;
						batchIndices[batchOffset] = index;
						batchIndices[batchOffset + 1] = index + 2;
						batchIndices[batchOffset + 2] = index + 1;
					}
				}
				else {
					for (k = 0, m = subIndices.length; k < m; k += 3) {
						batchOffset = batchIndexCount + k;
						index = batchVertexCount + k;
						batchIndices[batchOffset] = index;
						batchIndices[batchOffset + 1] = index + 1;
						batchIndices[batchOffset + 2] = index + 2;
					}
				}
			}
			else {
				if (isInvert) {
					for (k = 0, m = subIndices.length; k < m; k += 3) {
						batchOffset = batchIndexCount + k;
						batchIndices[batchOffset] = batchVertexCount + subIndices[k];
						batchIndices[batchOffset + 1] = batchVertexCount + subIndices[k + 2];
						batchIndices[batchOffset + 2] = batchVertexCount + subIndices[k + 1];
					}
				}
				else {
					for (k = 0, m = subIndices.length; k < m; k += 3) {
						batchOffset = batchIndexCount + k;
						batchIndices[batchOffset] = batchVertexCount + subIndices[k];
						batchIndices[batchOffset + 1] = batchVertexCount + subIndices[k + 1];
						batchIndices[batchOffset + 2] = batchVertexCount + subIndices[k + 2];
					}
				}
			}
		}
		_flush(vertexCount, indexCount) {
			var gl = Laya.LayaGL.instance;
			this._vertexBuffer.setData(this._vertices.buffer, 0, 0, vertexCount * (this._bufferState.vertexDeclaration.vertexStride));
			this._indexBuffer.setData(this._indices, 0, 0, indexCount);
			gl.drawElements(gl.TRIANGLES, indexCount, gl.UNSIGNED_SHORT, 0);
		}
		_prepareRender(state) {
			var element = state.renderElement;
			var vertexDeclaration = element.vertexBatchVertexDeclaration;
			this._bufferState = ILaya3D.MeshRenderDynamicBatchManager.instance._getBufferState(vertexDeclaration);
			this._positionOffset = vertexDeclaration.getVertexElementByUsage(VertexMesh.MESH_POSITION0)._offset / 4;
			var normalElement = vertexDeclaration.getVertexElementByUsage(VertexMesh.MESH_NORMAL0);
			this._normalOffset = normalElement ? normalElement._offset / 4 : -1;
			var colorElement = vertexDeclaration.getVertexElementByUsage(VertexMesh.MESH_COLOR0);
			this._colorOffset = colorElement ? colorElement._offset / 4 : -1;
			var uv0Element = vertexDeclaration.getVertexElementByUsage(VertexMesh.MESH_TEXTURECOORDINATE0);
			this._uv0Offset = uv0Element ? uv0Element._offset / 4 : -1;
			var uv1Element = vertexDeclaration.getVertexElementByUsage(VertexMesh.MESH_TEXTURECOORDINATE1);
			this._uv1Offset = uv1Element ? uv1Element._offset / 4 : -1;
			var tangentElement = vertexDeclaration.getVertexElementByUsage(VertexMesh.MESH_TANGENT0);
			this._sTangentOffset = tangentElement ? tangentElement._offset / 4 : -1;
			return true;
		}
		_render(context) {
			this._bufferState.bind();
			var element = context.renderElement;
			var vertexDeclaration = element.vertexBatchVertexDeclaration;
			var batchElements = element.vertexBatchElementList;
			var batchVertexCount = 0;
			var batchIndexCount = 0;
			var floatStride = vertexDeclaration.vertexStride / 4;
			var renderBatchCount = 0;
			var elementCount = batchElements.length;
			var elements = batchElements.elements;
			for (var i = 0; i < elementCount; i++) {
				var subElement = elements[i];
				var subMesh = subElement._geometry;
				var indexCount = subMesh._indexCount;
				if (batchIndexCount + indexCount > SubMeshDynamicBatch.maxIndicesCount) {
					this._flush(batchVertexCount, batchIndexCount);
					renderBatchCount++;
					Laya.Stat.trianglesFaces += batchIndexCount / 3;
					batchVertexCount = batchIndexCount = 0;
				}
				var transform = subElement._transform;
				this._getBatchVertices(vertexDeclaration, this._vertices, batchVertexCount, transform, subElement, subMesh);
				this._getBatchIndices(this._indices, batchIndexCount, batchVertexCount, transform, subMesh, subElement._dynamicMultiSubMesh);
				batchVertexCount += subElement._dynamicVertexCount;
				batchIndexCount += indexCount;
			}
			this._flush(batchVertexCount, batchIndexCount);
			renderBatchCount++;
			Laya.Stat.renderBatches += renderBatchCount;
			Laya.Stat.savedRenderBatches += elementCount - renderBatchCount;
			Laya.Stat.trianglesFaces += batchIndexCount / 3;
		}
	}
	SubMeshDynamicBatch.maxAllowVertexCount = 10;
	SubMeshDynamicBatch.maxAllowAttribueCount = 900;
	SubMeshDynamicBatch.maxIndicesCount = 32000;

	class MeshRenderDynamicBatchManager extends DynamicBatchManager {
		constructor() {
			super();
			this._instanceBatchOpaqueMarks = [];
			this._vertexBatchOpaqueMarks = [];
			this._cacheBufferStates = [];
			this._updateCountMark = 0;
		}
		getInstanceBatchOpaquaMark(receiveShadow, materialID, subMeshID, invertFace) {
			var instanceReceiveShadowMarks = (this._instanceBatchOpaqueMarks[receiveShadow ? 0 : 1]) || (this._instanceBatchOpaqueMarks[receiveShadow ? 0 : 1] = []);
			var instanceMaterialMarks = (instanceReceiveShadowMarks[materialID]) || (instanceReceiveShadowMarks[materialID] = []);
			var instancSubMeshMarks = (instanceMaterialMarks[subMeshID]) || (instanceMaterialMarks[subMeshID] = []);
			return instancSubMeshMarks[invertFace ? 1 : 0] || (instancSubMeshMarks[invertFace ? 1 : 0] = new BatchMark());
		}
		getVertexBatchOpaquaMark(lightMapIndex, receiveShadow, materialID, verDecID) {
			var dynLightMapMarks = (this._vertexBatchOpaqueMarks[lightMapIndex]) || (this._vertexBatchOpaqueMarks[lightMapIndex] = []);
			var dynReceiveShadowMarks = (dynLightMapMarks[receiveShadow ? 0 : 1]) || (dynLightMapMarks[receiveShadow ? 0 : 1] = []);
			var dynMaterialMarks = (dynReceiveShadowMarks[materialID]) || (dynReceiveShadowMarks[materialID] = []);
			return dynMaterialMarks[verDecID] || (dynMaterialMarks[verDecID] = new BatchMark());
		}
		_getBufferState(vertexDeclaration) {
			var bufferState = this._cacheBufferStates[vertexDeclaration.id];
			if (!bufferState) {
				var instance = SubMeshDynamicBatch.instance;
				bufferState = new BufferState();
				bufferState.bind();
				var vertexBuffer = instance._vertexBuffer;
				vertexBuffer.vertexDeclaration = vertexDeclaration;
				bufferState.applyVertexBuffer(vertexBuffer);
				bufferState.applyIndexBuffer(instance._indexBuffer);
				bufferState.unBind();
				this._cacheBufferStates[vertexDeclaration.id] = bufferState;
			}
			return bufferState;
		}
		_getBatchRenderElementFromPool() {
			var renderElement = this._batchRenderElementPool[this._batchRenderElementPoolIndex++];
			if (!renderElement) {
				renderElement = new SubMeshRenderElement();
				this._batchRenderElementPool[this._batchRenderElementPoolIndex - 1] = renderElement;
				renderElement.vertexBatchElementList = new SingletonList();
				renderElement.instanceBatchElementList = new SingletonList();
			}
			return renderElement;
		}
		_clear() {
			super._clear();
			this._updateCountMark++;

			// 2021-12-14 耿骁霄 清理内存泄漏
			// 每1000帧释放一次
			if (this._updateCountMark % 1000 == 0) {
				this._instanceBatchOpaqueMarks = [];
				this._vertexBatchOpaqueMarks = [];
				this._cacheBufferStates = [];
			}
		}
	}
	MeshRenderDynamicBatchManager.instance = new MeshRenderDynamicBatchManager();

	class MeshSprite3D extends RenderableSprite3D {
		constructor(mesh = null, name = null) {
			super(name);
			this._meshFilter = new MeshFilter(this);
			this._render = new MeshRenderer(this);
			(mesh) && (this._meshFilter.sharedMesh = mesh);
		}
		static __init__() {
			MeshSprite3DShaderDeclaration.SHADERDEFINE_UV0 = Shader3D.getDefineByName("UV");
			MeshSprite3DShaderDeclaration.SHADERDEFINE_COLOR = Shader3D.getDefineByName("COLOR");
			MeshSprite3DShaderDeclaration.SHADERDEFINE_UV1 = Shader3D.getDefineByName("UV1");
			MeshSprite3DShaderDeclaration.SHADERDEFINE_GPU_INSTANCE = Shader3D.getDefineByName("GPU_INSTANCE");
			StaticBatchManager._registerManager(MeshRenderStaticBatchManager.instance);
			DynamicBatchManager._registerManager(MeshRenderDynamicBatchManager.instance);
		}
		get meshFilter() {
			return this._meshFilter;
		}
		get meshRenderer() {
			return this._render;
		}
		_parse(data, spriteMap) {
			super._parse(data, spriteMap);
			var render = this.meshRenderer;
			var lightmapIndex = data.lightmapIndex;
			(lightmapIndex != null) && (render.lightmapIndex = lightmapIndex);
			var lightmapScaleOffsetArray = data.lightmapScaleOffset;
			(lightmapScaleOffsetArray) && (render.lightmapScaleOffset = new Vector4(lightmapScaleOffsetArray[0], lightmapScaleOffsetArray[1], lightmapScaleOffsetArray[2], lightmapScaleOffsetArray[3]));
			(data.meshPath != undefined) && (this.meshFilter.sharedMesh = Laya.Loader.getRes(data.meshPath));
			(data.enableRender != undefined) && (render.enable = data.enableRender);
			(data.receiveShadows != undefined) && (render.receiveShadow = data.receiveShadows);
			(data.castShadow != undefined) && (render.castShadow = data.castShadow);
			var materials = data.materials;
			if (materials) {
				var sharedMaterials = render.sharedMaterials;
				var materialCount = materials.length;
				sharedMaterials.length = materialCount;
				for (var i = 0; i < materialCount; i++) {
					sharedMaterials[i] = Laya.Loader.getRes(materials[i].path);
				}
				render.sharedMaterials = sharedMaterials;
			}
		}
		_addToInitStaticBatchManager() {
			if (this.meshFilter.sharedMesh)
				MeshRenderStaticBatchManager.instance._addBatchSprite(this);
		}
		_cloneTo(destObject, rootSprite, dstSprite) {
			var meshSprite3D = destObject;
			meshSprite3D._meshFilter.sharedMesh = this._meshFilter.sharedMesh;
			var meshRender = this._render;
			var destMeshRender = meshSprite3D._render;
			destMeshRender.enable = meshRender.enable;
			destMeshRender.sharedMaterials = meshRender.sharedMaterials;
			destMeshRender.castShadow = meshRender.castShadow;
			var lightmapScaleOffset = meshRender.lightmapScaleOffset;
			lightmapScaleOffset && (destMeshRender.lightmapScaleOffset = lightmapScaleOffset.clone());
			destMeshRender.lightmapIndex = meshRender.lightmapIndex;
			destMeshRender.receiveShadow = meshRender.receiveShadow;
			destMeshRender.sortingFudge = meshRender.sortingFudge;
			super._cloneTo(destObject, rootSprite, dstSprite);
		}
		destroy(destroyChild = true) {
			if (this.destroyed)
				return;
			super.destroy(destroyChild);
			this._meshFilter.destroy();
		}
		_create() {
			return new MeshSprite3D();
		}
	}

	class GradientMode {
	}
	GradientMode.Blend = 0;
	GradientMode.Fixed = 1;

	class Gradient {
		constructor(maxColorRGBKeyCount, maxColorAlphaKeyCount) {
			this._mode = 0;
			this._maxColorRGBKeysCount = 0;
			this._maxColorAlphaKeysCount = 0;
			this._colorRGBKeysCount = 0;
			this._colorAlphaKeysCount = 0;
			this._alphaElements = null;
			this._rgbElements = null;
			this._maxColorRGBKeysCount = maxColorRGBKeyCount;
			this._maxColorAlphaKeysCount = maxColorAlphaKeyCount;
			this._rgbElements = new Float32Array(maxColorRGBKeyCount * 4);
			this._alphaElements = new Float32Array(maxColorAlphaKeyCount * 2);
		}
		get mode() {
			return this._mode;
		}
		set mode(value) {
			this._mode = value;
		}
		get colorRGBKeysCount() {
			return this._colorRGBKeysCount;
		}
		get colorAlphaKeysCount() {
			return this._colorAlphaKeysCount;
		}
		get maxColorRGBKeysCount() {
			return this._maxColorRGBKeysCount;
		}
		get maxColorAlphaKeysCount() {
			return this._maxColorAlphaKeysCount;
		}
		addColorRGB(key, value) {
			if (this._colorRGBKeysCount < this._maxColorRGBKeysCount) {
				var offset = this._colorRGBKeysCount * 4;
				this._rgbElements[offset] = key;
				this._rgbElements[offset + 1] = value.r;
				this._rgbElements[offset + 2] = value.g;
				this._rgbElements[offset + 3] = value.b;
				this._colorRGBKeysCount++;
			}
			else {
				console.warn("Gradient:warning:data count must lessEqual than " + this._maxColorRGBKeysCount);
			}
		}
		addColorAlpha(key, value) {
			if (this._colorAlphaKeysCount < this._maxColorAlphaKeysCount) {
				var offset = this._colorAlphaKeysCount * 2;
				this._alphaElements[offset] = key;
				this._alphaElements[offset + 1] = value;
				this._colorAlphaKeysCount++;
			}
			else {
				console.warn("Gradient:warning:data count must lessEqual than " + this._maxColorAlphaKeysCount);
			}
		}
		updateColorRGB(index, key, value) {
			if (index < this._colorRGBKeysCount) {
				var offset = index * 4;
				this._rgbElements[offset] = key;
				this._rgbElements[offset + 1] = value.r;
				this._rgbElements[offset + 2] = value.g;
				this._rgbElements[offset + 3] = value.b;
			}
			else {
				console.warn("Gradient:warning:index must lessEqual than colorRGBKeysCount:" + this._colorRGBKeysCount);
			}
		}
		updateColorAlpha(index, key, value) {
			if (index < this._colorAlphaKeysCount) {
				var offset = index * 2;
				this._alphaElements[offset] = key;
				this._alphaElements[offset + 1] = value;
			}
			else {
				console.warn("Gradient:warning:index must lessEqual than colorAlphaKeysCount:" + this._colorAlphaKeysCount);
			}
		}
		evaluateColorRGB(lerpFactor, out, startSearchIndex = 0, reverseSearch = false) {
			lerpFactor = Math.min(Math.max(lerpFactor, 0.0), 1.0);
			var rgbElements = this._rgbElements;
			var curIndex = startSearchIndex;
			if (reverseSearch) {
				for (var i = curIndex; i >= 0; i--) {
					var offset = i * 4;
					var left = rgbElements[offset];
					if (lerpFactor === left) {
						out.r = rgbElements[offset + 1];
						out.g = rgbElements[offset + 2];
						out.b = rgbElements[offset + 3];
						return curIndex;
					}
					switch (this._mode) {
						case GradientMode.Blend:
							if (lerpFactor > left) {
								var right = rgbElements[offset + 4];
								if (lerpFactor > right)
									throw "Gradient:wrong startSearchIndex.";
								var diff = right - left;
								var y1 = right - lerpFactor;
								var y2 = lerpFactor - left;
								out.r = (y1 * rgbElements[offset + 1] + y2 * rgbElements[offset + 5]) / diff;
								out.g = (y1 * rgbElements[offset + 2] + y2 * rgbElements[offset + 6]) / diff;
								out.b = (y1 * rgbElements[offset + 3] + y2 * rgbElements[offset + 7]) / diff;
								return curIndex;
							}
							else {
								curIndex--;
								continue;
							}
						case GradientMode.Fixed:
							if (lerpFactor > left) {
								if (lerpFactor > rgbElements[offset + 4])
									throw "Gradient:wrong startSearchIndex.";
								out.r = rgbElements[offset + 5];
								out.g = rgbElements[offset + 6];
								out.b = rgbElements[offset + 7];
								return curIndex;
							}
							else {
								curIndex--;
								continue;
							}
						default:
							throw "Gradient:unknown mode.";
					}
				}
			}
			else {
				for (var i = 0, n = this._rgbElements.length; i < n; i++) {
					offset = i * 4;
					var right = rgbElements[offset];
					if (lerpFactor === right) {
						out.r = rgbElements[offset + 1];
						out.g = rgbElements[offset + 2];
						out.b = rgbElements[offset + 3];
						return curIndex;
					}
					switch (this._mode) {
						case GradientMode.Blend:
							if (lerpFactor < right) {
								var left = rgbElements[offset - 4];
								if (lerpFactor < left)
									throw "Gradient:wrong startSearchIndex.";
								var diff = right - left;
								var y1 = right - lerpFactor;
								var y2 = lerpFactor - left;
								out.r = (y1 * rgbElements[offset - 3] + y2 * rgbElements[offset + 1]) / diff;
								out.g = (y1 * rgbElements[offset - 2] + y2 * rgbElements[offset + 2]) / diff;
								out.b = (y1 * rgbElements[offset - 1] + y2 * rgbElements[offset + 3]) / diff;
								return curIndex;
							}
							else {
								curIndex++;
								continue;
							}
						case GradientMode.Fixed:
							if (lerpFactor < right) {
								if (lerpFactor < rgbElements[offset - 4])
									throw "Gradient:wrong startSearchIndex.";
								out.r = rgbElements[offset + 1];
								out.g = rgbElements[offset + 2];
								out.b = rgbElements[offset + 3];
								return curIndex;
							}
							else {
								curIndex++;
								continue;
							}
						default:
							throw "Gradient:unknown mode.";
					}
				}
			}
			return curIndex;
		}
		evaluateColorAlpha(lerpFactor, outColor, startSearchIndex = 0, reverseSearch = false) {
			lerpFactor = Math.min(Math.max(lerpFactor, 0.0), 1.0);
			var alphaElements = this._alphaElements;
			var curIndex = startSearchIndex;
			if (reverseSearch) {
				for (var i = curIndex; i >= 0; i--) {
					var offset = i * 2;
					var left = alphaElements[offset];
					if (lerpFactor === left) {
						outColor.a = alphaElements[offset + 1];
						return curIndex;
					}
					switch (this._mode) {
						case GradientMode.Blend:
							if (lerpFactor > left) {
								var right = alphaElements[offset + 2];
								if (lerpFactor > right)
									throw "Gradient:wrong startSearchIndex.";
								var diff = right - left;
								var x1 = right - lerpFactor;
								var x2 = lerpFactor - left;
								outColor.a = (x1 * alphaElements[offset + 1] + x2 * alphaElements[offset + 3]) / diff;
								return curIndex;
							}
							else {
								curIndex--;
								continue;
							}
						case GradientMode.Fixed:
							if (lerpFactor > left) {
								if (lerpFactor > alphaElements[offset + 2])
									throw "Gradient:wrong startSearchIndex.";
								outColor.a = alphaElements[offset + 3];
								return curIndex;
							}
							else {
								curIndex--;
								continue;
							}
						default:
							throw "Gradient:unknown mode.";
					}
				}
			}
			else {
				for (var i = curIndex, n = this._alphaElements.length; i < n; i++) {
					var offset = i * 2;
					var right = alphaElements[offset];
					if (lerpFactor === right) {
						outColor.a = alphaElements[offset + 1];
						return curIndex;
					}
					switch (this._mode) {
						case GradientMode.Blend:
							if (lerpFactor < right) {
								var left = alphaElements[offset - 2];
								if (lerpFactor < left)
									throw "Gradient:wrong startSearchIndex.";
								var diff = right - left;
								var x1 = right - lerpFactor;
								var x2 = lerpFactor - left;
								outColor.a = (x1 * alphaElements[offset - 1] + x2 * alphaElements[offset + 1]) / diff;
								return curIndex;
							}
							else {
								curIndex++;
								continue;
							}
						case GradientMode.Fixed:
							if (lerpFactor < right) {
								if (lerpFactor < alphaElements[offset - 2])
									throw "Gradient:wrong startSearchIndex.";
								outColor.a = alphaElements[offset + 1];
								return curIndex;
							}
							else {
								curIndex++;
								continue;
							}
						default:
							throw "Gradient:unknown mode.";
					}
				}
			}
			return curIndex;
		}
		cloneTo(destObject) {
			var destGradientDataColor = destObject;
			var i, n;
			destGradientDataColor._colorAlphaKeysCount = this._colorAlphaKeysCount;
			var destAlphaElements = destGradientDataColor._alphaElements;
			for (i = 0, n = this._alphaElements.length; i < n; i++)
				destAlphaElements[i] = this._alphaElements[i];
			destGradientDataColor._colorRGBKeysCount = this._colorRGBKeysCount;
			var destRGBElements = destGradientDataColor._rgbElements;
			for (i = 0, n = this._rgbElements.length; i < n; i++)
				destRGBElements[i] = this._rgbElements[i];
		}
		clone() {
			var destGradientDataColor = new Gradient(this._maxColorRGBKeysCount, this._maxColorAlphaKeysCount);
			this.cloneTo(destGradientDataColor);
			return destGradientDataColor;
		}
	}

	class Burst {
		constructor(time, minCount, maxCount) {
			this._time = time;
			this._minCount = minCount;
			this._maxCount = maxCount;
		}
		get time() {
			return this._time;
		}
		get minCount() {
			return this._minCount;
		}
		get maxCount() {
			return this._maxCount;
		}
		cloneTo(destObject) {
			var destBurst = destObject;
			destBurst._time = this._time;
			destBurst._minCount = this._minCount;
			destBurst._maxCount = this._maxCount;
		}
		clone() {
			var destBurst = new Burst(this._time, this._minCount, this._maxCount);
			this.cloneTo(destBurst);
			return destBurst;
		}
	}

	class GradientColor {
		constructor() {
			this._type = 0;
			this._constant = null;
			this._constantMin = null;
			this._constantMax = null;
			this._gradient = null;
			this._gradientMin = null;
			this._gradientMax = null;
		}
		static createByConstant(constant) {
			var gradientColor = new GradientColor();
			gradientColor._type = 0;
			gradientColor._constant = constant;
			return gradientColor;
		}
		static createByGradient(gradient) {
			var gradientColor = new GradientColor();
			gradientColor._type = 1;
			gradientColor._gradient = gradient;
			return gradientColor;
		}
		static createByRandomTwoConstant(minConstant, maxConstant) {
			var gradientColor = new GradientColor();
			gradientColor._type = 2;
			gradientColor._constantMin = minConstant;
			gradientColor._constantMax = maxConstant;
			return gradientColor;
		}
		static createByRandomTwoGradient(minGradient, maxGradient) {
			var gradientColor = new GradientColor();
			gradientColor._type = 3;
			gradientColor._gradientMin = minGradient;
			gradientColor._gradientMax = maxGradient;
			return gradientColor;
		}
		get type() {
			return this._type;
		}
		get constant() {
			return this._constant;
		}
		get constantMin() {
			return this._constantMin;
		}
		get constantMax() {
			return this._constantMax;
		}
		get gradient() {
			return this._gradient;
		}
		get gradientMin() {
			return this._gradientMin;
		}
		get gradientMax() {
			return this._gradientMax;
		}
		cloneTo(destObject) {
			var destGradientColor = destObject;
			destGradientColor._type = this._type;
			this._constant.cloneTo(destGradientColor._constant);
			this._constantMin.cloneTo(destGradientColor._constantMin);
			this._constantMax.cloneTo(destGradientColor._constantMax);
			this._gradient.cloneTo(destGradientColor._gradient);
			this._gradientMin.cloneTo(destGradientColor._gradientMin);
			this._gradientMax.cloneTo(destGradientColor._gradientMax);
		}
		clone() {
			var destGradientColor = new GradientColor();
			this.cloneTo(destGradientColor);
			return destGradientColor;
		}
	}

	class ColorOverLifetime {
		constructor(color) {
			this._color = color;
		}
		get color() {
			return this._color;
		}
		cloneTo(destObject) {
			var destColorOverLifetime = destObject;
			this._color.cloneTo(destColorOverLifetime._color);
			destColorOverLifetime.enable = this.enable;
		}
		clone() {
			var destColor;
			switch (this._color.type) {
				case 0:
					destColor = GradientColor.createByConstant(this._color.constant.clone());
					break;
				case 1:
					destColor = GradientColor.createByGradient(this._color.gradient.clone());
					break;
				case 2:
					destColor = GradientColor.createByRandomTwoConstant(this._color.constantMin.clone(), this._color.constantMax.clone());
					break;
				case 3:
					destColor = GradientColor.createByRandomTwoGradient(this._color.gradientMin.clone(), this._color.gradientMax.clone());
					break;
			}
			var destColorOverLifetime = new ColorOverLifetime(destColor);
			destColorOverLifetime.enable = this.enable;
			return destColorOverLifetime;
		}
	}

	class FrameOverTime {
		constructor() {
			this._type = 0;
			this._constant = 0;
			this._overTime = null;
			this._constantMin = 0;
			this._constantMax = 0;
			this._overTimeMin = null;
			this._overTimeMax = null;
		}
		static createByConstant(constant = 0) {
			var rotationOverLifetime = new FrameOverTime();
			rotationOverLifetime._type = 0;
			rotationOverLifetime._constant = constant;
			return rotationOverLifetime;
		}
		static createByOverTime(overTime) {
			var rotationOverLifetime = new FrameOverTime();
			rotationOverLifetime._type = 1;
			rotationOverLifetime._overTime = overTime;
			return rotationOverLifetime;
		}
		static createByRandomTwoConstant(constantMin = 0, constantMax = 0) {
			var rotationOverLifetime = new FrameOverTime();
			rotationOverLifetime._type = 2;
			rotationOverLifetime._constantMin = constantMin;
			rotationOverLifetime._constantMax = constantMax;
			return rotationOverLifetime;
		}
		static createByRandomTwoOverTime(gradientFrameMin, gradientFrameMax) {
			var rotationOverLifetime = new FrameOverTime();
			rotationOverLifetime._type = 3;
			rotationOverLifetime._overTimeMin = gradientFrameMin;
			rotationOverLifetime._overTimeMax = gradientFrameMax;
			return rotationOverLifetime;
		}
		get type() {
			return this._type;
		}
		get constant() {
			return this._constant;
		}
		get frameOverTimeData() {
			return this._overTime;
		}
		get constantMin() {
			return this._constantMin;
		}
		get constantMax() {
			return this._constantMax;
		}
		get frameOverTimeDataMin() {
			return this._overTimeMin;
		}
		get frameOverTimeDataMax() {
			return this._overTimeMax;
		}
		cloneTo(destObject) {
			var destFrameOverTime = destObject;
			destFrameOverTime._type = this._type;
			destFrameOverTime._constant = this._constant;
			(this._overTime) && (this._overTime.cloneTo(destFrameOverTime._overTime));
			destFrameOverTime._constantMin = this._constantMin;
			destFrameOverTime._constantMax = this._constantMax;
			(this._overTimeMin) && (this._overTimeMin.cloneTo(destFrameOverTime._overTimeMin));
			(this._overTimeMax) && (this._overTimeMax.cloneTo(destFrameOverTime._overTimeMax));
		}
		clone() {
			var destFrameOverTime = new FrameOverTime();
			this.cloneTo(destFrameOverTime);
			return destFrameOverTime;
		}
	}

	class GradientAngularVelocity {
		constructor() {
			this._type = 0;
			this._separateAxes = false;
			this._constant = 0;
			this._constantSeparate = null;
			this._gradient = null;
			this._gradientX = null;
			this._gradientY = null;
			this._gradientZ = null;
			this._gradientW = null;
			this._constantMin = 0;
			this._constantMax = 0;
			this._constantMinSeparate = null;
			this._constantMaxSeparate = null;
			this._gradientMin = null;
			this._gradientMax = null;
			this._gradientXMin = null;
			this._gradientXMax = null;
			this._gradientYMin = null;
			this._gradientYMax = null;
			this._gradientZMin = null;
			this._gradientZMax = null;
			this._gradientWMin = null;
			this._gradientWMax = null;
		}
		static createByConstant(constant) {
			var gradientAngularVelocity = new GradientAngularVelocity();
			gradientAngularVelocity._type = 0;
			gradientAngularVelocity._separateAxes = false;
			gradientAngularVelocity._constant = constant;
			return gradientAngularVelocity;
		}
		static createByConstantSeparate(separateConstant) {
			var gradientAngularVelocity = new GradientAngularVelocity();
			gradientAngularVelocity._type = 0;
			gradientAngularVelocity._separateAxes = true;
			gradientAngularVelocity._constantSeparate = separateConstant;
			return gradientAngularVelocity;
		}
		static createByGradient(gradient) {
			var gradientAngularVelocity = new GradientAngularVelocity();
			gradientAngularVelocity._type = 1;
			gradientAngularVelocity._separateAxes = false;
			gradientAngularVelocity._gradient = gradient;
			return gradientAngularVelocity;
		}
		static createByGradientSeparate(gradientX, gradientY, gradientZ) {
			var gradientAngularVelocity = new GradientAngularVelocity();
			gradientAngularVelocity._type = 1;
			gradientAngularVelocity._separateAxes = true;
			gradientAngularVelocity._gradientX = gradientX;
			gradientAngularVelocity._gradientY = gradientY;
			gradientAngularVelocity._gradientZ = gradientZ;
			return gradientAngularVelocity;
		}
		static createByRandomTwoConstant(constantMin, constantMax) {
			var gradientAngularVelocity = new GradientAngularVelocity();
			gradientAngularVelocity._type = 2;
			gradientAngularVelocity._separateAxes = false;
			gradientAngularVelocity._constantMin = constantMin;
			gradientAngularVelocity._constantMax = constantMax;
			return gradientAngularVelocity;
		}
		static createByRandomTwoConstantSeparate(separateConstantMin, separateConstantMax) {
			var gradientAngularVelocity = new GradientAngularVelocity();
			gradientAngularVelocity._type = 2;
			gradientAngularVelocity._separateAxes = true;
			gradientAngularVelocity._constantMinSeparate = separateConstantMin;
			gradientAngularVelocity._constantMaxSeparate = separateConstantMax;
			return gradientAngularVelocity;
		}
		static createByRandomTwoGradient(gradientMin, gradientMax) {
			var gradientAngularVelocity = new GradientAngularVelocity();
			gradientAngularVelocity._type = 3;
			gradientAngularVelocity._separateAxes = false;
			gradientAngularVelocity._gradientMin = gradientMin;
			gradientAngularVelocity._gradientMax = gradientMax;
			return gradientAngularVelocity;
		}
		static createByRandomTwoGradientSeparate(gradientXMin, gradientXMax, gradientYMin, gradientYMax, gradientZMin, gradientZMax, gradientWMin, gradientWMax) {
			var gradientAngularVelocity = new GradientAngularVelocity();
			gradientAngularVelocity._type = 3;
			gradientAngularVelocity._separateAxes = true;
			gradientAngularVelocity._gradientXMin = gradientXMin;
			gradientAngularVelocity._gradientXMax = gradientXMax;
			gradientAngularVelocity._gradientYMin = gradientYMin;
			gradientAngularVelocity._gradientYMax = gradientYMax;
			gradientAngularVelocity._gradientZMin = gradientZMin;
			gradientAngularVelocity._gradientZMax = gradientZMax;
			gradientAngularVelocity._gradientWMin = gradientWMin;
			gradientAngularVelocity._gradientWMax = gradientWMax;
			return gradientAngularVelocity;
		}
		get type() {
			return this._type;
		}
		get separateAxes() {
			return this._separateAxes;
		}
		get constant() {
			return this._constant;
		}
		get constantSeparate() {
			return this._constantSeparate;
		}
		get gradient() {
			return this._gradient;
		}
		get gradientX() {
			return this._gradientX;
		}
		get gradientY() {
			return this._gradientY;
		}
		get gradientZ() {
			return this._gradientZ;
		}
		get gradientW() {
			return this._gradientW;
		}
		get constantMin() {
			return this._constantMin;
		}
		get constantMax() {
			return this._constantMax;
		}
		get constantMinSeparate() {
			return this._constantMinSeparate;
		}
		get constantMaxSeparate() {
			return this._constantMaxSeparate;
		}
		get gradientMin() {
			return this._gradientMin;
		}
		get gradientMax() {
			return this._gradientMax;
		}
		get gradientXMin() {
			return this._gradientXMin;
		}
		get gradientXMax() {
			return this._gradientXMax;
		}
		get gradientYMin() {
			return this._gradientYMin;
		}
		get gradientYMax() {
			return this._gradientYMax;
		}
		get gradientZMin() {
			return this._gradientZMin;
		}
		get gradientZMax() {
			return this._gradientZMax;
		}
		get gradientWMin() {
			return this._gradientWMin;
		}
		get gradientWMax() {
			return this._gradientWMax;
		}
		cloneTo(destObject) {
			var destGradientAngularVelocity = destObject;
			destGradientAngularVelocity._type = this._type;
			destGradientAngularVelocity._separateAxes = this._separateAxes;
			destGradientAngularVelocity._constant = this._constant;
			this._constantSeparate.cloneTo(destGradientAngularVelocity._constantSeparate);
			this._gradient.cloneTo(destGradientAngularVelocity._gradient);
			this._gradientX.cloneTo(destGradientAngularVelocity._gradientX);
			this._gradientY.cloneTo(destGradientAngularVelocity._gradientY);
			this._gradientZ.cloneTo(destGradientAngularVelocity._gradientZ);
			destGradientAngularVelocity._constantMin = this._constantMin;
			destGradientAngularVelocity._constantMax = this._constantMax;
			this._constantMinSeparate.cloneTo(destGradientAngularVelocity._constantMinSeparate);
			this._constantMaxSeparate.cloneTo(destGradientAngularVelocity._constantMaxSeparate);
			this._gradientMin.cloneTo(destGradientAngularVelocity._gradientMin);
			this._gradientMax.cloneTo(destGradientAngularVelocity._gradientMax);
			this._gradientXMin.cloneTo(destGradientAngularVelocity._gradientXMin);
			this._gradientXMax.cloneTo(destGradientAngularVelocity._gradientXMax);
			this._gradientYMin.cloneTo(destGradientAngularVelocity._gradientYMin);
			this._gradientYMax.cloneTo(destGradientAngularVelocity._gradientYMax);
			this._gradientZMin.cloneTo(destGradientAngularVelocity._gradientZMin);
			this._gradientZMax.cloneTo(destGradientAngularVelocity._gradientZMax);
		}
		clone() {
			var destGradientAngularVelocity = new GradientAngularVelocity();
			this.cloneTo(destGradientAngularVelocity);
			return destGradientAngularVelocity;
		}
	}

	class GradientDataInt {
		constructor() {
			this._currentLength = 0;
			this._elements = new Float32Array(8);
		}
		get gradientCount() {
			return this._currentLength / 2;
		}
		add(key, value) {
			if (this._currentLength < 8) {
				if ((this._currentLength === 6) && ((key !== 1))) {
					key = 1;
					console.log("Warning:the forth key is  be force set to 1.");
				}
				this._elements[this._currentLength++] = key;
				this._elements[this._currentLength++] = value;
			}
			else {
				console.log("Warning:data count must lessEqual than 4");
			}
		}
		cloneTo(destObject) {
			var destGradientDataInt = destObject;
			destGradientDataInt._currentLength = this._currentLength;
			var destElements = destGradientDataInt._elements;
			for (var i = 0, n = this._elements.length; i < n; i++) {
				destElements[i] = this._elements[i];
			}
		}
		clone() {
			var destGradientDataInt = new GradientDataInt();
			this.cloneTo(destGradientDataInt);
			return destGradientDataInt;
		}
	}

	class GradientDataNumber {
		constructor() {
			this._currentLength = 0;
			this._elements = new Float32Array(8);
		}
		get gradientCount() {
			return this._currentLength / 2;
		}
		add(key, value) {
			if (this._currentLength < 8) {
				if ((this._currentLength === 6) && ((key !== 1))) {
					key = 1;
					console.log("GradientDataNumber warning:the forth key is  be force set to 1.");
				}
				this._elements[this._currentLength++] = key;
				this._elements[this._currentLength++] = value;
			}
			else {
				console.log("GradientDataNumber warning:data count must lessEqual than 4");
			}
		}
		getKeyByIndex(index) {
			return this._elements[index * 2];
		}
		getValueByIndex(index) {
			return this._elements[index * 2 + 1];
		}
		getAverageValue() {
			var total = 0;
			var count = 0;
			for (var i = 0, n = this._currentLength - 2; i < n; i += 2) {
				var subValue = this._elements[i + 1];
				subValue += this._elements[i + 3];
				subValue = subValue * (this._elements[i + 2] - this._elements[i]);
				total += subValue;
				count++;
			}
			return total / count;
		}
		cloneTo(destObject) {
			var destGradientDataNumber = destObject;
			destGradientDataNumber._currentLength = this._currentLength;
			var destElements = destGradientDataNumber._elements;
			for (var i = 0, n = this._elements.length; i < n; i++)
				destElements[i] = this._elements[i];
		}
		clone() {
			var destGradientDataNumber = new GradientDataNumber();
			this.cloneTo(destGradientDataNumber);
			return destGradientDataNumber;
		}
	}

	class GradientSize {
		constructor() {
			this._type = 0;
			this._separateAxes = false;
			this._gradient = null;
			this._gradientX = null;
			this._gradientY = null;
			this._gradientZ = null;
			this._constantMin = 0;
			this._constantMax = 0;
			this._constantMinSeparate = null;
			this._constantMaxSeparate = null;
			this._gradientMin = null;
			this._gradientMax = null;
			this._gradientXMin = null;
			this._gradientXMax = null;
			this._gradientYMin = null;
			this._gradientYMax = null;
			this._gradientZMin = null;
			this._gradientZMax = null;
		}
		static createByGradient(gradient) {
			var gradientSize = new GradientSize();
			gradientSize._type = 0;
			gradientSize._separateAxes = false;
			gradientSize._gradient = gradient;
			return gradientSize;
		}
		static createByGradientSeparate(gradientX, gradientY, gradientZ) {
			var gradientSize = new GradientSize();
			gradientSize._type = 0;
			gradientSize._separateAxes = true;
			gradientSize._gradientX = gradientX;
			gradientSize._gradientY = gradientY;
			gradientSize._gradientZ = gradientZ;
			return gradientSize;
		}
		static createByRandomTwoConstant(constantMin, constantMax) {
			var gradientSize = new GradientSize();
			gradientSize._type = 1;
			gradientSize._separateAxes = false;
			gradientSize._constantMin = constantMin;
			gradientSize._constantMax = constantMax;
			return gradientSize;
		}
		static createByRandomTwoConstantSeparate(constantMinSeparate, constantMaxSeparate) {
			var gradientSize = new GradientSize();
			gradientSize._type = 1;
			gradientSize._separateAxes = true;
			gradientSize._constantMinSeparate = constantMinSeparate;
			gradientSize._constantMaxSeparate = constantMaxSeparate;
			return gradientSize;
		}
		static createByRandomTwoGradient(gradientMin, gradientMax) {
			var gradientSize = new GradientSize();
			gradientSize._type = 2;
			gradientSize._separateAxes = false;
			gradientSize._gradientMin = gradientMin;
			gradientSize._gradientMax = gradientMax;
			return gradientSize;
		}
		static createByRandomTwoGradientSeparate(gradientXMin, gradientXMax, gradientYMin, gradientYMax, gradientZMin, gradientZMax) {
			var gradientSize = new GradientSize();
			gradientSize._type = 2;
			gradientSize._separateAxes = true;
			gradientSize._gradientXMin = gradientXMin;
			gradientSize._gradientXMax = gradientXMax;
			gradientSize._gradientYMin = gradientYMin;
			gradientSize._gradientYMax = gradientYMax;
			gradientSize._gradientZMin = gradientZMin;
			gradientSize._gradientZMax = gradientZMax;
			return gradientSize;
		}
		get type() {
			return this._type;
		}
		get separateAxes() {
			return this._separateAxes;
		}
		get gradient() {
			return this._gradient;
		}
		get gradientX() {
			return this._gradientX;
		}
		get gradientY() {
			return this._gradientY;
		}
		get gradientZ() {
			return this._gradientZ;
		}
		get constantMin() {
			return this._constantMin;
		}
		get constantMax() {
			return this._constantMax;
		}
		get constantMinSeparate() {
			return this._constantMinSeparate;
		}
		get constantMaxSeparate() {
			return this._constantMaxSeparate;
		}
		get gradientMin() {
			return this._gradientMin;
		}
		get gradientMax() {
			return this._gradientMax;
		}
		get gradientXMin() {
			return this._gradientXMin;
		}
		get gradientXMax() {
			return this._gradientXMax;
		}
		get gradientYMin() {
			return this._gradientYMin;
		}
		get gradientYMax() {
			return this._gradientYMax;
		}
		get gradientZMin() {
			return this._gradientZMin;
		}
		get gradientZMax() {
			return this._gradientZMax;
		}
		getMaxSizeInGradient(meshMode = false) {
			var i, n;
			var maxSize = -Number.MAX_VALUE;
			switch (this._type) {
				case 0:
					if (this._separateAxes) {
						for (i = 0, n = this._gradientX.gradientCount; i < n; i++)
							maxSize = Math.max(maxSize, this._gradientX.getValueByIndex(i));
						for (i = 0, n = this._gradientY.gradientCount; i < n; i++)
							maxSize = Math.max(maxSize, this._gradientY.getValueByIndex(i));
						if (meshMode) {
							for (i = 0, n = this._gradientZ.gradientCount; i < n; i++) {
								maxSize = Math.max(maxSize, this._gradientZ.getValueByIndex(i));
							}
						}
					}
					else {
						for (i = 0, n = this._gradient.gradientCount; i < n; i++)
							maxSize = Math.max(maxSize, this._gradient.getValueByIndex(i));
					}
					break;
				case 1:
					if (this._separateAxes) {
						maxSize = Math.max(this._constantMinSeparate.x, this._constantMaxSeparate.x);
						maxSize = Math.max(maxSize, this._constantMinSeparate.y);
						if (meshMode) {
							maxSize = maxSize = Math.max(maxSize, this._constantMaxSeparate.z);
						}
					}
					else {
						maxSize = Math.max(this._constantMin, this._constantMax);
					}
					break;
				case 2:
					if (this._separateAxes) {
						for (i = 0, n = this._gradientXMin.gradientCount; i < n; i++)
							maxSize = Math.max(maxSize, this._gradientXMin.getValueByIndex(i));
						for (i = 0, n = this._gradientXMax.gradientCount; i < n; i++)
							maxSize = Math.max(maxSize, this._gradientXMax.getValueByIndex(i));
						for (i = 0, n = this._gradientYMin.gradientCount; i < n; i++)
							maxSize = Math.max(maxSize, this._gradientYMin.getValueByIndex(i));
						for (i = 0, n = this._gradientZMax.gradientCount; i < n; i++)
							maxSize = Math.max(maxSize, this._gradientZMax.getValueByIndex(i));
						if (meshMode) {
							for (i = 0, n = this._gradientZMin.gradientCount; i < n; i++) {
								maxSize = Math.max(maxSize, this._gradientZMin.getValueByIndex(i));
							}
							for (i = 0, n = this._gradientZMax.gradientCount; i < n; i++) {
								maxSize = Math.max(maxSize, this._gradientZMax.getValueByIndex(i));
							}
						}
					}
					else {
						for (i = 0, n = this._gradientMin.gradientCount; i < n; i++)
							maxSize = Math.max(maxSize, this._gradientMin.getValueByIndex(i));
						for (i = 0, n = this._gradientMax.gradientCount; i < n; i++)
							maxSize = Math.max(maxSize, this._gradientMax.getValueByIndex(i));
					}
					break;
			}
			return maxSize;
		}
		cloneTo(destObject) {
			var destGradientSize = destObject;
			destGradientSize._type = this._type;
			destGradientSize._separateAxes = this._separateAxes;
			this._gradient.cloneTo(destGradientSize._gradient);
			this._gradientX.cloneTo(destGradientSize._gradientX);
			this._gradientY.cloneTo(destGradientSize._gradientY);
			this._gradientZ.cloneTo(destGradientSize._gradientZ);
			destGradientSize._constantMin = this._constantMin;
			destGradientSize._constantMax = this._constantMax;
			this._constantMinSeparate.cloneTo(destGradientSize._constantMinSeparate);
			this._constantMaxSeparate.cloneTo(destGradientSize._constantMaxSeparate);
			this._gradientMin.cloneTo(destGradientSize._gradientMin);
			this._gradientMax.cloneTo(destGradientSize._gradientMax);
			this._gradientXMin.cloneTo(destGradientSize._gradientXMin);
			this._gradientXMax.cloneTo(destGradientSize._gradientXMax);
			this._gradientYMin.cloneTo(destGradientSize._gradientYMin);
			this._gradientYMax.cloneTo(destGradientSize._gradientYMax);
			this._gradientZMin.cloneTo(destGradientSize._gradientZMin);
			this._gradientZMax.cloneTo(destGradientSize._gradientZMax);
		}
		clone() {
			var destGradientSize = new GradientSize();
			this.cloneTo(destGradientSize);
			return destGradientSize;
		}
	}

	class GradientVelocity {
		constructor() {
			this._type = 0;
			this._constant = null;
			this._gradientX = null;
			this._gradientY = null;
			this._gradientZ = null;
			this._constantMin = null;
			this._constantMax = null;
			this._gradientXMin = null;
			this._gradientXMax = null;
			this._gradientYMin = null;
			this._gradientYMax = null;
			this._gradientZMin = null;
			this._gradientZMax = null;
		}
		static createByConstant(constant) {
			var gradientVelocity = new GradientVelocity();
			gradientVelocity._type = 0;
			gradientVelocity._constant = constant;
			return gradientVelocity;
		}
		static createByGradient(gradientX, gradientY, gradientZ) {
			var gradientVelocity = new GradientVelocity();
			gradientVelocity._type = 1;
			gradientVelocity._gradientX = gradientX;
			gradientVelocity._gradientY = gradientY;
			gradientVelocity._gradientZ = gradientZ;
			return gradientVelocity;
		}
		static createByRandomTwoConstant(constantMin, constantMax) {
			var gradientVelocity = new GradientVelocity();
			gradientVelocity._type = 2;
			gradientVelocity._constantMin = constantMin;
			gradientVelocity._constantMax = constantMax;
			return gradientVelocity;
		}
		static createByRandomTwoGradient(gradientXMin, gradientXMax, gradientYMin, gradientYMax, gradientZMin, gradientZMax) {
			var gradientVelocity = new GradientVelocity();
			gradientVelocity._type = 3;
			gradientVelocity._gradientXMin = gradientXMin;
			gradientVelocity._gradientXMax = gradientXMax;
			gradientVelocity._gradientYMin = gradientYMin;
			gradientVelocity._gradientYMax = gradientYMax;
			gradientVelocity._gradientZMin = gradientZMin;
			gradientVelocity._gradientZMax = gradientZMax;
			return gradientVelocity;
		}
		get type() {
			return this._type;
		}
		get constant() {
			return this._constant;
		}
		get gradientX() {
			return this._gradientX;
		}
		get gradientY() {
			return this._gradientY;
		}
		get gradientZ() {
			return this._gradientZ;
		}
		get constantMin() {
			return this._constantMin;
		}
		get constantMax() {
			return this._constantMax;
		}
		get gradientXMin() {
			return this._gradientXMin;
		}
		get gradientXMax() {
			return this._gradientXMax;
		}
		get gradientYMin() {
			return this._gradientYMin;
		}
		get gradientYMax() {
			return this._gradientYMax;
		}
		get gradientZMin() {
			return this._gradientZMin;
		}
		get gradientZMax() {
			return this._gradientZMax;
		}
		cloneTo(destObject) {
			var destGradientVelocity = destObject;
			destGradientVelocity._type = this._type;
			this._constant.cloneTo(destGradientVelocity._constant);
			this._gradientX.cloneTo(destGradientVelocity._gradientX);
			this._gradientY.cloneTo(destGradientVelocity._gradientY);
			this._gradientZ.cloneTo(destGradientVelocity._gradientZ);
			this._constantMin.cloneTo(destGradientVelocity._constantMin);
			this._constantMax.cloneTo(destGradientVelocity._constantMax);
			this._gradientXMin.cloneTo(destGradientVelocity._gradientXMin);
			this._gradientXMax.cloneTo(destGradientVelocity._gradientXMax);
			this._gradientYMin.cloneTo(destGradientVelocity._gradientYMin);
			this._gradientYMax.cloneTo(destGradientVelocity._gradientYMax);
			this._gradientZMin.cloneTo(destGradientVelocity._gradientZMin);
			this._gradientZMax.cloneTo(destGradientVelocity._gradientZMax);
		}
		clone() {
			var destGradientVelocity = new GradientVelocity();
			this.cloneTo(destGradientVelocity);
			return destGradientVelocity;
		}
	}

	class RotationOverLifetime {
		constructor(angularVelocity) {
			this._angularVelocity = angularVelocity;
		}
		get angularVelocity() {
			return this._angularVelocity;
		}
		cloneTo(destObject) {
			var destRotationOverLifetime = destObject;
			this._angularVelocity.cloneTo(destRotationOverLifetime._angularVelocity);
			destRotationOverLifetime.enable = this.enable;
		}
		clone() {
			var destAngularVelocity;
			switch (this._angularVelocity.type) {
				case 0:
					if (this._angularVelocity.separateAxes)
						destAngularVelocity = GradientAngularVelocity.createByConstantSeparate(this._angularVelocity.constantSeparate.clone());
					else
						destAngularVelocity = GradientAngularVelocity.createByConstant(this._angularVelocity.constant);
					break;
				case 1:
					if (this._angularVelocity.separateAxes)
						destAngularVelocity = GradientAngularVelocity.createByGradientSeparate(this._angularVelocity.gradientX.clone(), this._angularVelocity.gradientY.clone(), this._angularVelocity.gradientZ.clone());
					else
						destAngularVelocity = GradientAngularVelocity.createByGradient(this._angularVelocity.gradient.clone());
					break;
				case 2:
					if (this._angularVelocity.separateAxes)
						destAngularVelocity = GradientAngularVelocity.createByRandomTwoConstantSeparate(this._angularVelocity.constantMinSeparate.clone(), this._angularVelocity.constantMaxSeparate.clone());
					else
						destAngularVelocity = GradientAngularVelocity.createByRandomTwoConstant(this._angularVelocity.constantMin, this._angularVelocity.constantMax);
					break;
				case 3:
					if (this._angularVelocity.separateAxes)
						destAngularVelocity = GradientAngularVelocity.createByRandomTwoGradientSeparate(this._angularVelocity.gradientXMin.clone(), this._angularVelocity.gradientYMin.clone(), this._angularVelocity.gradientZMin.clone(), this._angularVelocity.gradientWMin.clone(), this._angularVelocity.gradientXMax.clone(), this._angularVelocity.gradientYMax.clone(), this._angularVelocity.gradientZMax.clone(), this._angularVelocity.gradientWMax.clone());
					else
						destAngularVelocity = GradientAngularVelocity.createByRandomTwoGradient(this._angularVelocity.gradientMin.clone(), this._angularVelocity.gradientMax.clone());
					break;
			}
			var destRotationOverLifetime = new RotationOverLifetime(destAngularVelocity);
			destRotationOverLifetime.enable = this.enable;
			return destRotationOverLifetime;
		}
	}

	(function (ParticleSystemShapeType) {
		ParticleSystemShapeType[ParticleSystemShapeType["Box"] = 0] = "Box";
		ParticleSystemShapeType[ParticleSystemShapeType["Circle"] = 1] = "Circle";
		ParticleSystemShapeType[ParticleSystemShapeType["Cone"] = 2] = "Cone";
		ParticleSystemShapeType[ParticleSystemShapeType["Hemisphere"] = 3] = "Hemisphere";
		ParticleSystemShapeType[ParticleSystemShapeType["Sphere"] = 4] = "Sphere";
	})(exports.ParticleSystemShapeType || (exports.ParticleSystemShapeType = {}));
	class BaseShape {
		constructor() {
			this.enable = true;
			this.randomDirection = 0;
		}
		_getShapeBoundBox(boundBox) {
			throw new Error("BaseShape: must override it.");
		}
		_getSpeedBoundBox(boundBox) {
			throw new Error("BaseShape: must override it.");
		}
		generatePositionAndDirection(position, direction, rand = null, randomSeeds = null) {
			throw new Error("BaseShape: must override it.");
		}
		_calculateProceduralBounds(boundBox, emitterPosScale, minMaxBounds) {
			this._getShapeBoundBox(boundBox);
			var min = boundBox.min;
			var max = boundBox.max;
			Vector3.multiply(min, emitterPosScale, min);
			Vector3.multiply(max, emitterPosScale, max);
			var speedBounds = new BoundBox(new Vector3(), new Vector3());
			if (this.randomDirection) {
				speedBounds.min = new Vector3(-1, -1, -1);
				speedBounds.max = new Vector3(1, 1, 1);
			}
			else {
				this._getSpeedBoundBox(speedBounds);
			}
			var maxSpeedBound = new BoundBox(new Vector3(), new Vector3());
			var maxSpeedMin = maxSpeedBound.min;
			var maxSpeedMax = maxSpeedBound.max;
			Vector3.scale(speedBounds.min, minMaxBounds.y, maxSpeedMin);
			Vector3.scale(speedBounds.max, minMaxBounds.y, maxSpeedMax);
			Vector3.add(boundBox.min, maxSpeedMin, maxSpeedMin);
			Vector3.add(boundBox.max, maxSpeedMax, maxSpeedMax);
			Vector3.min(boundBox.min, maxSpeedMin, boundBox.min);
			Vector3.max(boundBox.max, maxSpeedMin, boundBox.max);
			var minSpeedBound = new BoundBox(new Vector3(), new Vector3());
			var minSpeedMin = minSpeedBound.min;
			var minSpeedMax = minSpeedBound.max;
			Vector3.scale(speedBounds.min, minMaxBounds.x, minSpeedMin);
			Vector3.scale(speedBounds.max, minMaxBounds.x, minSpeedMax);
			Vector3.min(minSpeedBound.min, minSpeedMax, maxSpeedMin);
			Vector3.max(minSpeedBound.min, minSpeedMax, maxSpeedMax);
			Vector3.min(boundBox.min, maxSpeedMin, boundBox.min);
			Vector3.max(boundBox.max, maxSpeedMin, boundBox.max);
		}
		cloneTo(destObject) {
			var destShape = destObject;
			destShape.enable = this.enable;
		}
		clone() {
			var destShape = new BaseShape();
			this.cloneTo(destShape);
			return destShape;
		}
	}

	class ShapeUtils {
		static _randomPointUnitArcCircle(arc, out, rand = null) {
			var angle;
			if (rand)
				angle = rand.getFloat() * arc;
			else
				angle = Math.random() * arc;
			out.x = Math.cos(angle);
			out.y = Math.sin(angle);
		}
		static _randomPointInsideUnitArcCircle(arc, out, rand = null) {
			ShapeUtils._randomPointUnitArcCircle(arc, out, rand);
			var range;
			if (rand)
				range = Math.pow(rand.getFloat(), 1.0 / 2.0);
			else
				range = Math.pow(Math.random(), 1.0 / 2.0);
			out.x = out.x * range;
			out.y = out.y * range;
		}
		static _randomPointUnitCircle(out, rand = null) {
			var angle;
			if (rand)
				angle = rand.getFloat() * Math.PI * 2;
			else
				angle = Math.random() * Math.PI * 2;
			out.x = Math.cos(angle);
			out.y = Math.sin(angle);
		}
		static _randomPointInsideUnitCircle(out, rand = null) {
			ShapeUtils._randomPointUnitCircle(out);
			var range;
			if (rand)
				range = Math.pow(rand.getFloat(), 1.0 / 2.0);
			else
				range = Math.pow(Math.random(), 1.0 / 2.0);
			out.x = out.x * range;
			out.y = out.y * range;
		}
		static _randomPointUnitSphere(out, rand = null) {
			var z;
			var a;
			if (rand) {
				z = out.z = rand.getFloat() * 2 - 1.0;
				a = rand.getFloat() * Math.PI * 2;
			}
			else {
				z = out.z = Math.random() * 2 - 1.0;
				a = Math.random() * Math.PI * 2;
			}
			var r = Math.sqrt(1.0 - z * z);
			out.x = r * Math.cos(a);
			out.y = r * Math.sin(a);
		}
		static _randomPointInsideUnitSphere(out, rand = null) {
			ShapeUtils._randomPointUnitSphere(out);
			var range;
			if (rand)
				range = Math.pow(rand.getFloat(), 1.0 / 3.0);
			else
				range = Math.pow(Math.random(), 1.0 / 3.0);
			out.x = out.x * range;
			out.y = out.y * range;
			out.z = out.z * range;
		}
		static _randomPointInsideHalfUnitBox(out, rand = null) {
			if (rand) {
				out.x = (rand.getFloat() - 0.5);
				out.y = (rand.getFloat() - 0.5);
				out.z = (rand.getFloat() - 0.5);
			}
			else {
				out.x = (Math.random() - 0.5);
				out.y = (Math.random() - 0.5);
				out.z = (Math.random() - 0.5);
			}
		}
		constructor() {
		}
	}

	class BoxShape extends BaseShape {
		constructor() {
			super();
			this.shapeType = exports.ParticleSystemShapeType.Box;
			this.x = 1.0;
			this.y = 1.0;
			this.z = 1.0;
		}
		_getShapeBoundBox(boundBox) {
			var min = boundBox.min;
			min.x = -this.x * 0.5;
			min.y = -this.y * 0.5;
			min.z = -this.z * 0.5;
			var max = boundBox.max;
			max.x = this.x * 0.5;
			max.y = this.y * 0.5;
			max.z = this.z * 0.5;
		}
		_getSpeedBoundBox(boundBox) {
			var min = boundBox.min;
			min.x = 0.0;
			min.y = 0.0;
			min.z = 0.0;
			var max = boundBox.max;
			max.x = 0.0;
			max.y = 1.0;
			max.z = 0.0;
		}
		generatePositionAndDirection(position, direction, rand = null, randomSeeds = null) {
			if (rand) {
				rand.seed = randomSeeds[16];
				ShapeUtils._randomPointInsideHalfUnitBox(position, rand);
				randomSeeds[16] = rand.seed;
			}
			else {
				ShapeUtils._randomPointInsideHalfUnitBox(position);
			}
			position.x = this.x * position.x;
			position.y = this.y * position.y;
			position.z = this.z * position.z;
			if (this.randomDirection) {
				if (rand) {
					rand.seed = randomSeeds[17];
					ShapeUtils._randomPointUnitSphere(direction, rand);
					randomSeeds[17] = rand.seed;
				}
				else {
					ShapeUtils._randomPointUnitSphere(direction);
				}
			}
			else {
				direction.x = 0.0;
				direction.y = 0.0;
				direction.z = 1.0;
			}
		}
		cloneTo(destObject) {
			super.cloneTo(destObject);
			var destShape = destObject;
			destShape.x = this.x;
			destShape.y = this.y;
			destShape.z = this.z;
			destShape.randomDirection = this.randomDirection;
		}
		clone() {
			var destShape = new BoxShape();
			this.cloneTo(destShape);
			return destShape;
		}
	}

	class CircleShape extends BaseShape {
		constructor() {
			super();
			this.shapeType = exports.ParticleSystemShapeType.Circle;
			this.radius = 1.0;
			this.arc = 360.0 / 180.0 * Math.PI;
			this.emitFromEdge = false;
		}
		_getShapeBoundBox(boundBox) {
			var min = boundBox.min;
			min.x = min.z = -this.radius;
			min.y = 0;
			var max = boundBox.max;
			max.x = max.z = this.radius;
			max.y = 0;
		}
		_getSpeedBoundBox(boundBox) {
			var min = boundBox.min;
			min.x = min.y = -1;
			min.z = 0;
			var max = boundBox.max;
			max.x = max.y = 1;
			max.z = 0;
		}
		generatePositionAndDirection(position, direction, rand = null, randomSeeds = null) {
			var positionPoint = CircleShape._tempPositionPoint;
			if (rand) {
				rand.seed = randomSeeds[16];
				if (this.emitFromEdge)
					ShapeUtils._randomPointUnitArcCircle(this.arc, CircleShape._tempPositionPoint, rand);
				else
					ShapeUtils._randomPointInsideUnitArcCircle(this.arc, CircleShape._tempPositionPoint, rand);
				randomSeeds[16] = rand.seed;
			}
			else {
				if (this.emitFromEdge)
					ShapeUtils._randomPointUnitArcCircle(this.arc, CircleShape._tempPositionPoint);
				else
					ShapeUtils._randomPointInsideUnitArcCircle(this.arc, CircleShape._tempPositionPoint);
			}
			position.x = -positionPoint.x;
			position.y = positionPoint.y;
			position.z = 0;
			Vector3.scale(position, this.radius, position);
			if (this.randomDirection) {
				if (rand) {
					rand.seed = randomSeeds[17];
					ShapeUtils._randomPointUnitSphere(direction, rand);
					randomSeeds[17] = rand.seed;
				}
				else {
					ShapeUtils._randomPointUnitSphere(direction);
				}
			}
			else {
				position.cloneTo(direction);
			}
		}
		cloneTo(destObject) {
			super.cloneTo(destObject);
			var destShape = destObject;
			destShape.radius = this.radius;
			destShape.arc = this.arc;
			destShape.emitFromEdge = this.emitFromEdge;
			destShape.randomDirection = this.randomDirection;
		}
		clone() {
			var destShape = new CircleShape();
			this.cloneTo(destShape);
			return destShape;
		}
	}
	CircleShape._tempPositionPoint = new Vector2();

	class ConeShape extends BaseShape {
		constructor() {
			super();
			this.shapeType = exports.ParticleSystemShapeType.Cone;
			this.angle = 25.0 / 180.0 * Math.PI;
			this.radius = 1.0;
			this.length = 5.0;
			this.emitType = 0;
		}
		_getShapeBoundBox(boundBox) {
			const coneRadius2 = this.radius + this.length * Math.sin(this.angle);
			const coneLength = this.length * Math.cos(this.angle);
			var min = boundBox.min;
			min.x = min.y = -coneRadius2;
			min.z = 0;
			var max = boundBox.max;
			max.x = max.y = coneRadius2;
			max.z = coneLength;
		}
		_getSpeedBoundBox(boundBox) {
			const sinA = Math.sin(this.angle);
			var min = boundBox.min;
			min.x = min.y = -sinA;
			min.z = 0;
			var max = boundBox.max;
			max.x = max.y = sinA;
			max.z = 1;
		}
		generatePositionAndDirection(position, direction, rand = null, randomSeeds = null) {
			var positionPointE = ConeShape._tempPositionPoint;
			var positionX;
			var positionY;
			var directionPointE;
			var dirCosA = Math.cos(this.angle);
			var dirSinA = Math.sin(this.angle);
			switch (this.emitType) {
				case 0:
					if (rand) {
						rand.seed = randomSeeds[16];
						ShapeUtils._randomPointInsideUnitCircle(ConeShape._tempPositionPoint, rand);
						randomSeeds[16] = rand.seed;
					}
					else {
						ShapeUtils._randomPointInsideUnitCircle(ConeShape._tempPositionPoint);
					}
					positionX = positionPointE.x;
					positionY = positionPointE.y;
					position.x = positionX * this.radius;
					position.y = positionY * this.radius;
					position.z = 0;
					if (this.randomDirection) {
						if (rand) {
							rand.seed = randomSeeds[17];
							ShapeUtils._randomPointInsideUnitCircle(ConeShape._tempDirectionPoint, rand);
							randomSeeds[17] = rand.seed;
						}
						else {
							ShapeUtils._randomPointInsideUnitCircle(ConeShape._tempDirectionPoint);
						}
						directionPointE = ConeShape._tempDirectionPoint;
						direction.x = directionPointE.x * dirSinA;
						direction.y = directionPointE.y * dirSinA;
					}
					else {
						direction.x = positionX * dirSinA;
						direction.y = positionY * dirSinA;
					}
					direction.z = dirCosA;
					break;
				case 1:
					if (rand) {
						rand.seed = randomSeeds[16];
						ShapeUtils._randomPointUnitCircle(ConeShape._tempPositionPoint, rand);
						randomSeeds[16] = rand.seed;
					}
					else {
						ShapeUtils._randomPointUnitCircle(ConeShape._tempPositionPoint);
					}
					positionX = positionPointE.x;
					positionY = positionPointE.y;
					position.x = positionX * this.radius;
					position.y = positionY * this.radius;
					position.z = 0;
					if (this.randomDirection) {
						if (rand) {
							rand.seed = randomSeeds[17];
							ShapeUtils._randomPointInsideUnitCircle(ConeShape._tempDirectionPoint, rand);
							randomSeeds[17] = rand.seed;
						}
						else {
							ShapeUtils._randomPointInsideUnitCircle(ConeShape._tempDirectionPoint);
						}
						directionPointE = ConeShape._tempDirectionPoint;
						direction.x = directionPointE.x * dirSinA;
						direction.y = directionPointE.y * dirSinA;
					}
					else {
						direction.x = positionX * dirSinA;
						direction.y = positionY * dirSinA;
					}
					direction.z = dirCosA;
					break;
				case 2:
					if (rand) {
						rand.seed = randomSeeds[16];
						ShapeUtils._randomPointInsideUnitCircle(ConeShape._tempPositionPoint, rand);
					}
					else {
						ShapeUtils._randomPointInsideUnitCircle(ConeShape._tempPositionPoint);
					}
					positionX = positionPointE.x;
					positionY = positionPointE.y;
					position.x = positionX * this.radius;
					position.y = positionY * this.radius;
					position.z = 0;
					direction.x = positionX * dirSinA;
					direction.y = positionY * dirSinA;
					direction.z = dirCosA;
					Vector3.normalize(direction, direction);
					if (rand) {
						Vector3.scale(direction, this.length * rand.getFloat(), direction);
						randomSeeds[16] = rand.seed;
					}
					else {
						Vector3.scale(direction, this.length * Math.random(), direction);
					}
					Vector3.add(position, direction, position);
					if (this.randomDirection) {
						if (rand) {
							rand.seed = randomSeeds[17];
							ShapeUtils._randomPointUnitSphere(direction, rand);
							randomSeeds[17] = rand.seed;
						}
						else {
							ShapeUtils._randomPointUnitSphere(direction);
						}
					}
					break;
				case 3:
					if (rand) {
						rand.seed = randomSeeds[16];
						ShapeUtils._randomPointUnitCircle(ConeShape._tempPositionPoint, rand);
					}
					else {
						ShapeUtils._randomPointUnitCircle(ConeShape._tempPositionPoint);
					}
					positionX = positionPointE.x;
					positionY = positionPointE.y;
					position.x = positionX * this.radius;
					position.y = positionY * this.radius;
					position.z = 0;
					direction.x = positionX * dirSinA;
					direction.y = positionY * dirSinA;
					direction.z = dirCosA;
					Vector3.normalize(direction, direction);
					if (rand) {
						Vector3.scale(direction, this.length * rand.getFloat(), direction);
						randomSeeds[16] = rand.seed;
					}
					else {
						Vector3.scale(direction, this.length * Math.random(), direction);
					}
					Vector3.add(position, direction, position);
					if (this.randomDirection) {
						if (rand) {
							rand.seed = randomSeeds[17];
							ShapeUtils._randomPointUnitSphere(direction, rand);
							randomSeeds[17] = rand.seed;
						}
						else {
							ShapeUtils._randomPointUnitSphere(direction);
						}
					}
					break;
				default:
					throw new Error("ConeShape:emitType is invalid.");
			}
		}
		cloneTo(destObject) {
			super.cloneTo(destObject);
			var destShape = destObject;
			destShape.angle = this.angle;
			destShape.radius = this.radius;
			destShape.length = this.length;
			destShape.emitType = this.emitType;
			destShape.randomDirection = this.randomDirection;
		}
		clone() {
			var destShape = new ConeShape();
			this.cloneTo(destShape);
			return destShape;
		}
	}
	ConeShape._tempPositionPoint = new Vector2();
	ConeShape._tempDirectionPoint = new Vector2();

	class HemisphereShape extends BaseShape {
		constructor() {
			super();
			this.shapeType = exports.ParticleSystemShapeType.Hemisphere;
			this.radius = 1.0;
			this.emitFromShell = false;
		}
		_getShapeBoundBox(boundBox) {
			var min = boundBox.min;
			min.x = min.y = min.z = -this.radius;
			var max = boundBox.max;
			max.x = max.y = this.radius;
			max.z = 0;
		}
		_getSpeedBoundBox(boundBox) {
			var min = boundBox.min;
			min.x = min.y = -1;
			min.z = 0;
			var max = boundBox.max;
			max.x = max.y = max.z = 1;
		}
		generatePositionAndDirection(position, direction, rand = null, randomSeeds = null) {
			if (rand) {
				rand.seed = randomSeeds[16];
				if (this.emitFromShell)
					ShapeUtils._randomPointUnitSphere(position, rand);
				else
					ShapeUtils._randomPointInsideUnitSphere(position, rand);
				randomSeeds[16] = rand.seed;
			}
			else {
				if (this.emitFromShell)
					ShapeUtils._randomPointUnitSphere(position);
				else
					ShapeUtils._randomPointInsideUnitSphere(position);
			}
			Vector3.scale(position, this.radius, position);
			var z = position.z;
			(z < 0.0) && (position.z = z * -1.0);
			if (this.randomDirection) {
				if (rand) {
					rand.seed = randomSeeds[17];
					ShapeUtils._randomPointUnitSphere(direction, rand);
					randomSeeds[17] = rand.seed;
				}
				else {
					ShapeUtils._randomPointUnitSphere(direction);
				}
			}
			else {
				position.cloneTo(direction);
			}
		}
		cloneTo(destObject) {
			super.cloneTo(destObject);
			var destShape = destObject;
			destShape.radius = this.radius;
			destShape.emitFromShell = this.emitFromShell;
			destShape.randomDirection = this.randomDirection;
		}
		clone() {
			var destShape = new HemisphereShape();
			this.cloneTo(destShape);
			return destShape;
		}
	}

	class SphereShape extends BaseShape {
		constructor() {
			super();
			this.shapeType = exports.ParticleSystemShapeType.Sphere;
			this.radius = 1.0;
			this.emitFromShell = false;
		}
		_getShapeBoundBox(boundBox) {
			var min = boundBox.min;
			min.x = min.y = min.z = -this.radius;
			var max = boundBox.max;
			max.x = max.y = max.z = this.radius;
		}
		_getSpeedBoundBox(boundBox) {
			var min = boundBox.min;
			min.x = min.y = min.z = -1;
			var max = boundBox.max;
			max.x = max.y = max.z = 1;
		}
		generatePositionAndDirection(position, direction, rand = null, randomSeeds = null) {
			if (rand) {
				rand.seed = randomSeeds[16];
				if (this.emitFromShell)
					ShapeUtils._randomPointUnitSphere(position, rand);
				else
					ShapeUtils._randomPointInsideUnitSphere(position, rand);
				randomSeeds[16] = rand.seed;
			}
			else {
				if (this.emitFromShell)
					ShapeUtils._randomPointUnitSphere(position);
				else
					ShapeUtils._randomPointInsideUnitSphere(position);
			}
			Vector3.scale(position, this.radius, position);
			if (this.randomDirection) {
				if (rand) {
					rand.seed = randomSeeds[17];
					ShapeUtils._randomPointUnitSphere(direction, rand);
					randomSeeds[17] = rand.seed;
				}
				else {
					ShapeUtils._randomPointUnitSphere(direction);
				}
			}
			else {
				position.cloneTo(direction);
			}
		}
		cloneTo(destObject) {
			super.cloneTo(destObject);
			var destShape = destObject;
			destShape.radius = this.radius;
			destShape.emitFromShell = this.emitFromShell;
			destShape.randomDirection = this.randomDirection;
		}
		clone() {
			var destShape = new SphereShape();
			this.cloneTo(destShape);
			return destShape;
		}
	}

	class SizeOverLifetime {
		constructor(size) {
			this._size = size;
		}
		get size() {
			return this._size;
		}
		cloneTo(destObject) {
			var destSizeOverLifetime = destObject;
			this._size.cloneTo(destSizeOverLifetime._size);
			destSizeOverLifetime.enable = this.enable;
		}
		clone() {
			var destSize;
			switch (this._size.type) {
				case 0:
					if (this._size.separateAxes)
						destSize = GradientSize.createByGradientSeparate(this._size.gradientX.clone(), this._size.gradientY.clone(), this._size.gradientZ.clone());
					else
						destSize = GradientSize.createByGradient(this._size.gradient.clone());
					break;
				case 1:
					if (this._size.separateAxes)
						destSize = GradientSize.createByRandomTwoConstantSeparate(this._size.constantMinSeparate.clone(), this._size.constantMaxSeparate.clone());
					else
						destSize = GradientSize.createByRandomTwoConstant(this._size.constantMin, this._size.constantMax);
					break;
				case 2:
					if (this._size.separateAxes)
						destSize = GradientSize.createByRandomTwoGradientSeparate(this._size.gradientXMin.clone(), this._size.gradientYMin.clone(), this._size.gradientZMin.clone(), this._size.gradientXMax.clone(), this._size.gradientYMax.clone(), this._size.gradientZMax.clone());
					else
						destSize = GradientSize.createByRandomTwoGradient(this._size.gradientMin.clone(), this._size.gradientMax.clone());
					break;
			}
			var destSizeOverLifetime = new SizeOverLifetime(destSize);
			destSizeOverLifetime.enable = this.enable;
			return destSizeOverLifetime;
		}
	}

	class StartFrame {
		constructor() {
			this._type = 0;
			this._constant = 0;
			this._constantMin = 0;
			this._constantMax = 0;
		}
		static createByConstant(constant = 0) {
			var rotationOverLifetime = new StartFrame();
			rotationOverLifetime._type = 0;
			rotationOverLifetime._constant = constant;
			return rotationOverLifetime;
		}
		static createByRandomTwoConstant(constantMin = 0, constantMax = 0) {
			var rotationOverLifetime = new StartFrame();
			rotationOverLifetime._type = 1;
			rotationOverLifetime._constantMin = constantMin;
			rotationOverLifetime._constantMax = constantMax;
			return rotationOverLifetime;
		}
		get type() {
			return this._type;
		}
		get constant() {
			return this._constant;
		}
		get constantMin() {
			return this._constantMin;
		}
		get constantMax() {
			return this._constantMax;
		}
		cloneTo(destObject) {
			var destStartFrame = destObject;
			destStartFrame._type = this._type;
			destStartFrame._constant = this._constant;
			destStartFrame._constantMin = this._constantMin;
			destStartFrame._constantMax = this._constantMax;
		}
		clone() {
			var destStartFrame = new StartFrame();
			this.cloneTo(destStartFrame);
			return destStartFrame;
		}
	}

	class TextureSheetAnimation {
		constructor(frame, startFrame) {
			this.type = 0;
			this.randomRow = false;
			this.rowIndex = 0;
			this.cycles = 0;
			this.enableUVChannels = 0;
			this.enable = false;
			this.tiles = new Vector2(1, 1);
			this.type = 0;
			this.randomRow = true;
			this.rowIndex = 0;
			this.cycles = 1;
			this.enableUVChannels = 1;
			this._frame = frame;
			this._startFrame = startFrame;
		}
		get frame() {
			return this._frame;
		}
		get startFrame() {
			return this._startFrame;
		}
		cloneTo(destObject) {
			var destTextureSheetAnimation = destObject;
			this.tiles.cloneTo(destTextureSheetAnimation.tiles);
			destTextureSheetAnimation.type = this.type;
			destTextureSheetAnimation.randomRow = this.randomRow;
			destTextureSheetAnimation.rowIndex = this.rowIndex;
			destTextureSheetAnimation.cycles = this.cycles;
			destTextureSheetAnimation.enableUVChannels = this.enableUVChannels;
			destTextureSheetAnimation.enable = this.enable;
			this._frame.cloneTo(destTextureSheetAnimation._frame);
			this._startFrame.cloneTo(destTextureSheetAnimation._startFrame);
		}
		clone() {
			var destFrame;
			switch (this._frame.type) {
				case 0:
					destFrame = FrameOverTime.createByConstant(this._frame.constant);
					break;
				case 1:
					destFrame = FrameOverTime.createByOverTime(this._frame.frameOverTimeData.clone());
					break;
				case 2:
					destFrame = FrameOverTime.createByRandomTwoConstant(this._frame.constantMin, this._frame.constantMax);
					break;
				case 3:
					destFrame = FrameOverTime.createByRandomTwoOverTime(this._frame.frameOverTimeDataMin.clone(), this._frame.frameOverTimeDataMax.clone());
					break;
			}
			var destStartFrame;
			switch (this._startFrame.type) {
				case 0:
					destStartFrame = StartFrame.createByConstant(this._startFrame.constant);
					break;
				case 1:
					destStartFrame = StartFrame.createByRandomTwoConstant(this._startFrame.constantMin, this._startFrame.constantMax);
					break;
			}
			var destTextureSheetAnimation = new TextureSheetAnimation(destFrame, destStartFrame);
			this.cloneTo(destTextureSheetAnimation);
			return destTextureSheetAnimation;
		}
	}

	class VelocityOverLifetime {
		constructor(velocity) {
			this.enable = false;
			this.space = 0;
			this._velocity = velocity;
		}
		get velocity() {
			return this._velocity;
		}
		cloneTo(destObject) {
			var destVelocityOverLifetime = destObject;
			this._velocity.cloneTo(destVelocityOverLifetime._velocity);
			destVelocityOverLifetime.enable = this.enable;
			destVelocityOverLifetime.space = this.space;
		}
		clone() {
			var destVelocity;
			switch (this._velocity.type) {
				case 0:
					destVelocity = GradientVelocity.createByConstant(this._velocity.constant.clone());
					break;
				case 1:
					destVelocity = GradientVelocity.createByGradient(this._velocity.gradientX.clone(), this._velocity.gradientY.clone(), this._velocity.gradientZ.clone());
					break;
				case 2:
					destVelocity = GradientVelocity.createByRandomTwoConstant(this._velocity.constantMin.clone(), this._velocity.constantMax.clone());
					break;
				case 3:
					destVelocity = GradientVelocity.createByRandomTwoGradient(this._velocity.gradientXMin.clone(), this._velocity.gradientYMin.clone(), this._velocity.gradientZMin.clone(), this._velocity.gradientXMax.clone(), this._velocity.gradientYMax.clone(), this._velocity.gradientZMax.clone());
					break;
			}
			var destVelocityOverLifetime = new VelocityOverLifetime(destVelocity);
			destVelocityOverLifetime.enable = this.enable;
			destVelocityOverLifetime.space = this.space;
			return destVelocityOverLifetime;
		}
	}

	class ShuriKenParticle3DShaderDeclaration {
	}
	ShuriKenParticle3DShaderDeclaration.WORLDPOSITION = Shader3D.propertyNameToID("u_WorldPosition");
	ShuriKenParticle3DShaderDeclaration.WORLDROTATION = Shader3D.propertyNameToID("u_WorldRotation");
	ShuriKenParticle3DShaderDeclaration.POSITIONSCALE = Shader3D.propertyNameToID("u_PositionScale");
	ShuriKenParticle3DShaderDeclaration.SIZESCALE = Shader3D.propertyNameToID("u_SizeScale");
	ShuriKenParticle3DShaderDeclaration.SCALINGMODE = Shader3D.propertyNameToID("u_ScalingMode");
	ShuriKenParticle3DShaderDeclaration.GRAVITY = Shader3D.propertyNameToID("u_Gravity");
	ShuriKenParticle3DShaderDeclaration.THREEDSTARTROTATION = Shader3D.propertyNameToID("u_ThreeDStartRotation");
	ShuriKenParticle3DShaderDeclaration.STRETCHEDBILLBOARDLENGTHSCALE = Shader3D.propertyNameToID("u_StretchedBillboardLengthScale");
	ShuriKenParticle3DShaderDeclaration.STRETCHEDBILLBOARDSPEEDSCALE = Shader3D.propertyNameToID("u_StretchedBillboardSpeedScale");
	ShuriKenParticle3DShaderDeclaration.SIMULATIONSPACE = Shader3D.propertyNameToID("u_SimulationSpace");
	ShuriKenParticle3DShaderDeclaration.CURRENTTIME = Shader3D.propertyNameToID("u_CurrentTime");
	ShuriKenParticle3DShaderDeclaration.VOLVELOCITYCONST = Shader3D.propertyNameToID("u_VOLVelocityConst");
	ShuriKenParticle3DShaderDeclaration.VOLVELOCITYGRADIENTX = Shader3D.propertyNameToID("u_VOLVelocityGradientX");
	ShuriKenParticle3DShaderDeclaration.VOLVELOCITYGRADIENTY = Shader3D.propertyNameToID("u_VOLVelocityGradientY");
	ShuriKenParticle3DShaderDeclaration.VOLVELOCITYGRADIENTZ = Shader3D.propertyNameToID("u_VOLVelocityGradientZ");
	ShuriKenParticle3DShaderDeclaration.VOLVELOCITYCONSTMAX = Shader3D.propertyNameToID("u_VOLVelocityConstMax");
	ShuriKenParticle3DShaderDeclaration.VOLVELOCITYGRADIENTXMAX = Shader3D.propertyNameToID("u_VOLVelocityGradientMaxX");
	ShuriKenParticle3DShaderDeclaration.VOLVELOCITYGRADIENTYMAX = Shader3D.propertyNameToID("u_VOLVelocityGradientMaxY");
	ShuriKenParticle3DShaderDeclaration.VOLVELOCITYGRADIENTZMAX = Shader3D.propertyNameToID("u_VOLVelocityGradientMaxZ");
	ShuriKenParticle3DShaderDeclaration.VOLSPACETYPE = Shader3D.propertyNameToID("u_VOLSpaceType");
	ShuriKenParticle3DShaderDeclaration.COLOROVERLIFEGRADIENTALPHAS = Shader3D.propertyNameToID("u_ColorOverLifeGradientAlphas");
	ShuriKenParticle3DShaderDeclaration.COLOROVERLIFEGRADIENTCOLORS = Shader3D.propertyNameToID("u_ColorOverLifeGradientColors");
	ShuriKenParticle3DShaderDeclaration.MAXCOLOROVERLIFEGRADIENTALPHAS = Shader3D.propertyNameToID("u_MaxColorOverLifeGradientAlphas");
	ShuriKenParticle3DShaderDeclaration.MAXCOLOROVERLIFEGRADIENTCOLORS = Shader3D.propertyNameToID("u_MaxColorOverLifeGradientColors");
	ShuriKenParticle3DShaderDeclaration.SOLSIZEGRADIENT = Shader3D.propertyNameToID("u_SOLSizeGradient");
	ShuriKenParticle3DShaderDeclaration.SOLSIZEGRADIENTX = Shader3D.propertyNameToID("u_SOLSizeGradientX");
	ShuriKenParticle3DShaderDeclaration.SOLSIZEGRADIENTY = Shader3D.propertyNameToID("u_SOLSizeGradientY");
	ShuriKenParticle3DShaderDeclaration.SOLSizeGradientZ = Shader3D.propertyNameToID("u_SOLSizeGradientZ");
	ShuriKenParticle3DShaderDeclaration.SOLSizeGradientMax = Shader3D.propertyNameToID("u_SOLSizeGradientMax");
	ShuriKenParticle3DShaderDeclaration.SOLSIZEGRADIENTXMAX = Shader3D.propertyNameToID("u_SOLSizeGradientMaxX");
	ShuriKenParticle3DShaderDeclaration.SOLSIZEGRADIENTYMAX = Shader3D.propertyNameToID("u_SOLSizeGradientMaxY");
	ShuriKenParticle3DShaderDeclaration.SOLSizeGradientZMAX = Shader3D.propertyNameToID("u_SOLSizeGradientMaxZ");
	ShuriKenParticle3DShaderDeclaration.ROLANGULARVELOCITYCONST = Shader3D.propertyNameToID("u_ROLAngularVelocityConst");
	ShuriKenParticle3DShaderDeclaration.ROLANGULARVELOCITYCONSTSEPRARATE = Shader3D.propertyNameToID("u_ROLAngularVelocityConstSeprarate");
	ShuriKenParticle3DShaderDeclaration.ROLANGULARVELOCITYGRADIENT = Shader3D.propertyNameToID("u_ROLAngularVelocityGradient");
	ShuriKenParticle3DShaderDeclaration.ROLANGULARVELOCITYGRADIENTX = Shader3D.propertyNameToID("u_ROLAngularVelocityGradientX");
	ShuriKenParticle3DShaderDeclaration.ROLANGULARVELOCITYGRADIENTY = Shader3D.propertyNameToID("u_ROLAngularVelocityGradientY");
	ShuriKenParticle3DShaderDeclaration.ROLANGULARVELOCITYGRADIENTZ = Shader3D.propertyNameToID("u_ROLAngularVelocityGradientZ");
	ShuriKenParticle3DShaderDeclaration.ROLANGULARVELOCITYCONSTMAX = Shader3D.propertyNameToID("u_ROLAngularVelocityConstMax");
	ShuriKenParticle3DShaderDeclaration.ROLANGULARVELOCITYCONSTMAXSEPRARATE = Shader3D.propertyNameToID("u_ROLAngularVelocityConstMaxSeprarate");
	ShuriKenParticle3DShaderDeclaration.ROLANGULARVELOCITYGRADIENTMAX = Shader3D.propertyNameToID("u_ROLAngularVelocityGradientMax");
	ShuriKenParticle3DShaderDeclaration.ROLANGULARVELOCITYGRADIENTXMAX = Shader3D.propertyNameToID("u_ROLAngularVelocityGradientMaxX");
	ShuriKenParticle3DShaderDeclaration.ROLANGULARVELOCITYGRADIENTYMAX = Shader3D.propertyNameToID("u_ROLAngularVelocityGradientMaxY");
	ShuriKenParticle3DShaderDeclaration.ROLANGULARVELOCITYGRADIENTZMAX = Shader3D.propertyNameToID("u_ROLAngularVelocityGradientMaxZ");
	ShuriKenParticle3DShaderDeclaration.ROLANGULARVELOCITYGRADIENTWMAX = Shader3D.propertyNameToID("u_ROLAngularVelocityGradientMaxW");
	ShuriKenParticle3DShaderDeclaration.TEXTURESHEETANIMATIONCYCLES = Shader3D.propertyNameToID("u_TSACycles");
	ShuriKenParticle3DShaderDeclaration.TEXTURESHEETANIMATIONSUBUVLENGTH = Shader3D.propertyNameToID("u_TSASubUVLength");
	ShuriKenParticle3DShaderDeclaration.TEXTURESHEETANIMATIONGRADIENTUVS = Shader3D.propertyNameToID("u_TSAGradientUVs");
	ShuriKenParticle3DShaderDeclaration.TEXTURESHEETANIMATIONGRADIENTMAXUVS = Shader3D.propertyNameToID("u_TSAMaxGradientUVs");

	class ShurikenParticleMaterial extends Material {
		constructor() {
			super();
			this.setShaderName("PARTICLESHURIKEN");
			this._color = new Vector4(1.0, 1.0, 1.0, 1.0);
			this.renderMode = ShurikenParticleMaterial.RENDERMODE_ALPHABLENDED;
		}
		static __initDefine__() {
			ShurikenParticleMaterial.SHADERDEFINE_DIFFUSEMAP = Shader3D.getDefineByName("DIFFUSEMAP");
			ShurikenParticleMaterial.SHADERDEFINE_TINTCOLOR = Shader3D.getDefineByName("TINTCOLOR");
			ShurikenParticleMaterial.SHADERDEFINE_ADDTIVEFOG = Shader3D.getDefineByName("ADDTIVEFOG");
			ShurikenParticleMaterial.SHADERDEFINE_TILINGOFFSET = Shader3D.getDefineByName("TILINGOFFSET");
		}
		get _TintColor() {
			return this.color;
		}
		set _TintColor(value) {
			this.color = value;
		}
		get _TintColorR() {
			return this._color.x;
		}
		set _TintColorR(value) {
			this._color.x = value;
			this.color = this._color;
		}
		get _TintColorG() {
			return this._color.y;
		}
		set _TintColorG(value) {
			this._color.y = value;
			this.color = this._color;
		}
		get _TintColorB() {
			return this._color.z;
		}
		set _TintColorB(value) {
			this._color.z = value;
			this.color = this._color;
		}
		get _TintColorA() {
			return this._color.w;
		}
		set _TintColorA(value) {
			this._color.w = value;
			this.color = this._color;
		}
		get _MainTex_ST() {
			return this._shaderValues.getVector(ShurikenParticleMaterial.TILINGOFFSET);
		}
		set _MainTex_ST(value) {
			var tilOff = this._shaderValues.getVector(ShurikenParticleMaterial.TILINGOFFSET);
			tilOff.setValue(value.x, value.y, value.z, value.w);
			this.tilingOffset = tilOff;
		}
		get _MainTex_STX() {
			return this._shaderValues.getVector(ShurikenParticleMaterial.TILINGOFFSET).x;
		}
		set _MainTex_STX(x) {
			var tilOff = this._shaderValues.getVector(ShurikenParticleMaterial.TILINGOFFSET);
			tilOff.x = x;
			this.tilingOffset = tilOff;
		}
		get _MainTex_STY() {
			return this._shaderValues.getVector(ShurikenParticleMaterial.TILINGOFFSET).y;
		}
		set _MainTex_STY(y) {
			var tilOff = this._shaderValues.getVector(ShurikenParticleMaterial.TILINGOFFSET);
			tilOff.y = y;
			this.tilingOffset = tilOff;
		}
		get _MainTex_STZ() {
			return this._shaderValues.getVector(ShurikenParticleMaterial.TILINGOFFSET).z;
		}
		set _MainTex_STZ(z) {
			var tilOff = this._shaderValues.getVector(ShurikenParticleMaterial.TILINGOFFSET);
			tilOff.z = z;
			this.tilingOffset = tilOff;
		}
		get _MainTex_STW() {
			return this._shaderValues.getVector(ShurikenParticleMaterial.TILINGOFFSET).w;
		}
		set _MainTex_STW(w) {
			var tilOff = this._shaderValues.getVector(ShurikenParticleMaterial.TILINGOFFSET);
			tilOff.w = w;
			this.tilingOffset = tilOff;
		}
		set renderMode(value) {
			switch (value) {
				case ShurikenParticleMaterial.RENDERMODE_ADDTIVE:
					this.renderQueue = Material.RENDERQUEUE_TRANSPARENT;
					this.depthWrite = false;
					this.cull = RenderState.CULL_NONE;
					this.blend = RenderState.BLEND_ENABLE_ALL;
					this.blendSrc = RenderState.BLENDPARAM_SRC_ALPHA;
					this.blendDst = RenderState.BLENDPARAM_ONE;
					this.alphaTest = false;
					this._shaderValues.addDefine(ShurikenParticleMaterial.SHADERDEFINE_ADDTIVEFOG);
					break;
				case ShurikenParticleMaterial.RENDERMODE_ALPHABLENDED:
					this.renderQueue = Material.RENDERQUEUE_TRANSPARENT;
					this.depthWrite = false;
					this.cull = RenderState.CULL_NONE;
					this.blend = RenderState.BLEND_ENABLE_ALL;
					this.blendSrc = RenderState.BLENDPARAM_SRC_ALPHA;
					this.blendDst = RenderState.BLENDPARAM_ONE_MINUS_SRC_ALPHA;
					this.alphaTest = false;
					this._shaderValues.removeDefine(ShurikenParticleMaterial.SHADERDEFINE_ADDTIVEFOG);
					break;
				default:
					throw new Error("ShurikenParticleMaterial : renderMode value error.");
			}
		}
		get colorR() {
			return this._TintColorR;
		}
		set colorR(value) {
			this._TintColorR = value;
		}
		get colorG() {
			return this._TintColorG;
		}
		set colorG(value) {
			this._TintColorG = value;
		}
		get colorB() {
			return this._TintColorB;
		}
		set colorB(value) {
			this._TintColorB = value;
		}
		get colorA() {
			return this._TintColorA;
		}
		set colorA(value) {
			this._TintColorA = value;
		}
		get color() {
			return this._shaderValues.getVector(ShurikenParticleMaterial.TINTCOLOR);
		}
		set color(value) {
			if (value)
				this._shaderValues.addDefine(ShurikenParticleMaterial.SHADERDEFINE_TINTCOLOR);
			else
				this._shaderValues.removeDefine(ShurikenParticleMaterial.SHADERDEFINE_TINTCOLOR);
			this._shaderValues.setVector(ShurikenParticleMaterial.TINTCOLOR, value);
		}
		get tilingOffsetX() {
			return this._MainTex_STX;
		}
		set tilingOffsetX(x) {
			this._MainTex_STX = x;
		}
		get tilingOffsetY() {
			return this._MainTex_STY;
		}
		set tilingOffsetY(y) {
			this._MainTex_STY = y;
		}
		get tilingOffsetZ() {
			return this._MainTex_STZ;
		}
		set tilingOffsetZ(z) {
			this._MainTex_STZ = z;
		}
		get tilingOffsetW() {
			return this._MainTex_STW;
		}
		set tilingOffsetW(w) {
			this._MainTex_STW = w;
		}
		get tilingOffset() {
			return this._shaderValues.getVector(ShurikenParticleMaterial.TILINGOFFSET);
		}
		set tilingOffset(value) {
			if (value) {
				if (value.x != 1 || value.y != 1 || value.z != 0 || value.w != 0)
					this._shaderValues.addDefine(ShurikenParticleMaterial.SHADERDEFINE_TILINGOFFSET);
				else
					this._shaderValues.removeDefine(ShurikenParticleMaterial.SHADERDEFINE_TILINGOFFSET);
			}
			else {
				this._shaderValues.removeDefine(ShurikenParticleMaterial.SHADERDEFINE_TILINGOFFSET);
			}
			this._shaderValues.setVector(ShurikenParticleMaterial.TILINGOFFSET, value);
		}
		get texture() {
			return this._shaderValues.getTexture(ShurikenParticleMaterial.DIFFUSETEXTURE);
		}
		set texture(value) {
			if (value)
				this._shaderValues.addDefine(ShurikenParticleMaterial.SHADERDEFINE_DIFFUSEMAP);
			else
				this._shaderValues.removeDefine(ShurikenParticleMaterial.SHADERDEFINE_DIFFUSEMAP);
			this._shaderValues.setTexture(ShurikenParticleMaterial.DIFFUSETEXTURE, value);
		}
		get depthWrite() {
			return this._shaderValues.getBool(ShurikenParticleMaterial.DEPTH_WRITE);
		}
		set depthWrite(value) {
			this._shaderValues.setBool(ShurikenParticleMaterial.DEPTH_WRITE, value);
		}
		get cull() {
			return this._shaderValues.getInt(ShurikenParticleMaterial.CULL);
		}
		set cull(value) {
			this._shaderValues.setInt(ShurikenParticleMaterial.CULL, value);
		}
		get blend() {
			return this._shaderValues.getInt(ShurikenParticleMaterial.BLEND);
		}
		set blend(value) {
			this._shaderValues.setInt(ShurikenParticleMaterial.BLEND, value);
		}
		get blendSrc() {
			return this._shaderValues.getInt(ShurikenParticleMaterial.BLEND_SRC);
		}
		set blendSrc(value) {
			this._shaderValues.setInt(ShurikenParticleMaterial.BLEND_SRC, value);
		}
		get blendDst() {
			return this._shaderValues.getInt(ShurikenParticleMaterial.BLEND_DST);
		}
		set blendDst(value) {
			this._shaderValues.setInt(ShurikenParticleMaterial.BLEND_DST, value);
		}
		get depthTest() {
			return this._shaderValues.getInt(ShurikenParticleMaterial.DEPTH_TEST);
		}
		set depthTest(value) {
			this._shaderValues.setInt(ShurikenParticleMaterial.DEPTH_TEST, value);
		}
		clone() {
			var dest = new ShurikenParticleMaterial();
			this.cloneTo(dest);
			return dest;
		}
	}
	ShurikenParticleMaterial.RENDERMODE_ALPHABLENDED = 0;
	ShurikenParticleMaterial.RENDERMODE_ADDTIVE = 1;
	ShurikenParticleMaterial.DIFFUSETEXTURE = Shader3D.propertyNameToID("u_texture");
	ShurikenParticleMaterial.TINTCOLOR = Shader3D.propertyNameToID("u_Tintcolor");
	ShurikenParticleMaterial.TILINGOFFSET = Shader3D.propertyNameToID("u_TilingOffset");
	ShurikenParticleMaterial.CULL = Shader3D.propertyNameToID("s_Cull");
	ShurikenParticleMaterial.BLEND = Shader3D.propertyNameToID("s_Blend");
	ShurikenParticleMaterial.BLEND_SRC = Shader3D.propertyNameToID("s_BlendSrc");
	ShurikenParticleMaterial.BLEND_DST = Shader3D.propertyNameToID("s_BlendDst");
	ShurikenParticleMaterial.DEPTH_TEST = Shader3D.propertyNameToID("s_DepthTest");
	ShurikenParticleMaterial.DEPTH_WRITE = Shader3D.propertyNameToID("s_DepthWrite");

	class ShurikenParticleRenderer extends BaseRender {
	    constructor(owner) {
	        super(owner);
	        this._finalGravity = new Vector3();
	        this._tempRotationMatrix = new Matrix4x4();
			this._mesh = null;
			this.stretchedBillboardCameraSpeedScale = 0;
			this.stretchedBillboardSpeedScale = 0;
			this.stretchedBillboardLengthScale = 2;
			this._defaultBoundBox = new BoundBox(new Vector3(), new Vector3());
			this.renderMode = 0;
			this._supportOctree = false;
		}
		get renderMode() {
			return this._renderMode;
		}
		set renderMode(value) {
			if (this._renderMode !== value) {
				var defineDatas = this._shaderValues;
				switch (this._renderMode) {
					case 0:
						defineDatas.removeDefine(ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_RENDERMODE_BILLBOARD);
						break;
					case 1:
						defineDatas.removeDefine(ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_RENDERMODE_STRETCHEDBILLBOARD);
						break;
					case 2:
						defineDatas.removeDefine(ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_RENDERMODE_HORIZONTALBILLBOARD);
						break;
					case 3:
						defineDatas.removeDefine(ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_RENDERMODE_VERTICALBILLBOARD);
						break;
					case 4:
						defineDatas.removeDefine(ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_RENDERMODE_MESH);
						break;
				}
				this._renderMode = value;
				switch (value) {
					case 0:
						defineDatas.addDefine(ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_RENDERMODE_BILLBOARD);
						break;
					case 1:
						defineDatas.addDefine(ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_RENDERMODE_STRETCHEDBILLBOARD);
						break;
					case 2:
						defineDatas.addDefine(ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_RENDERMODE_HORIZONTALBILLBOARD);
						break;
					case 3:
						defineDatas.addDefine(ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_RENDERMODE_VERTICALBILLBOARD);
						break;
					case 4:
						defineDatas.addDefine(ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_RENDERMODE_MESH);
						break;
					default:
						throw new Error("ShurikenParticleRender: unknown renderMode Value.");
				}
				var parSys = this._owner.particleSystem;
				(parSys) && (parSys._initBufferDatas());
			}
		}
		get mesh() {
			return this._mesh;
		}
		set mesh(value) {
			if (this._mesh !== value) {
				(this._mesh) && (this._mesh._removeReference());
				this._mesh = value;
				(value) && (value._addReference());
				this._owner.particleSystem._initBufferDatas();
			}
		}
		_calculateBoundingBox() {
			var particleSystem = this._owner.particleSystem;
			var bounds;
			if (particleSystem._useCustomBounds) {
				bounds = particleSystem.customBounds;
				bounds._tranform(this._owner.transform.worldMatrix, this._bounds);
			}
			else if (particleSystem._simulationSupported()) {
				particleSystem._generateBounds();
				bounds = particleSystem._bounds;
				bounds._tranform(this._owner.transform.worldMatrix, this._bounds);
				if (particleSystem.gravityModifier != 0) {
					var max = this._bounds.getMax();
					var min = this._bounds.getMin();
					var gravityOffset = particleSystem._gravityOffset;
					max.y -= gravityOffset.x;
					min.y -= gravityOffset.y;
					this._bounds.setMax(max);
					this._bounds.setMin(min);
				}
			}
			else {
				var min = this._bounds.getMin();
				min.setValue(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
				this._bounds.setMin(min);
				var max = this._bounds.getMax();
				max.setValue(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
				this._bounds.setMax(max);
			}
		}
		_needRender(boundFrustum, context) {
			if (boundFrustum) {
				if (boundFrustum.intersects(this.bounds._getBoundBox())) {
					if (this._owner.particleSystem.isAlive)
						return true;
					else
						return false;
				}
				else {
					return false;
				}
			}
			else {
				return true;
			}
		}
		_renderUpdate(context, transfrom) {
			var particleSystem = this._owner.particleSystem;
			var sv = this._shaderValues;
			var transform = this._owner.transform;
			switch (particleSystem.simulationSpace) {
				case 0:
					break;
				case 1:
					sv.setVector3(ShuriKenParticle3DShaderDeclaration.WORLDPOSITION, transform.position);
					sv.setQuaternion(ShuriKenParticle3DShaderDeclaration.WORLDROTATION, transform.rotation);
					break;
				default:
					throw new Error("ShurikenParticleMaterial: SimulationSpace value is invalid.");
			}
			switch (particleSystem.scaleMode) {
				case 0:
					var scale = transform.getWorldLossyScale();
					sv.setVector3(ShuriKenParticle3DShaderDeclaration.POSITIONSCALE, scale);
					sv.setVector3(ShuriKenParticle3DShaderDeclaration.SIZESCALE, scale);
					break;
				case 1:
					var localScale = transform.localScale;
					sv.setVector3(ShuriKenParticle3DShaderDeclaration.POSITIONSCALE, localScale);
					sv.setVector3(ShuriKenParticle3DShaderDeclaration.SIZESCALE, localScale);
					break;
				case 2:
					sv.setVector3(ShuriKenParticle3DShaderDeclaration.POSITIONSCALE, transform.getWorldLossyScale());
					sv.setVector3(ShuriKenParticle3DShaderDeclaration.SIZESCALE, Vector3._ONE);
					break;
			}
			Vector3.scale(Physics3DUtils.gravity, particleSystem.gravityModifier, this._finalGravity);
			sv.setVector3(ShuriKenParticle3DShaderDeclaration.GRAVITY, this._finalGravity);
			sv.setInt(ShuriKenParticle3DShaderDeclaration.SIMULATIONSPACE, particleSystem.simulationSpace);
			sv.setBool(ShuriKenParticle3DShaderDeclaration.THREEDSTARTROTATION, particleSystem.threeDStartRotation);
			sv.setInt(ShuriKenParticle3DShaderDeclaration.SCALINGMODE, particleSystem.scaleMode);
			sv.setNumber(ShuriKenParticle3DShaderDeclaration.STRETCHEDBILLBOARDLENGTHSCALE, this.stretchedBillboardLengthScale);
			sv.setNumber(ShuriKenParticle3DShaderDeclaration.STRETCHEDBILLBOARDSPEEDSCALE, this.stretchedBillboardSpeedScale);
			sv.setNumber(ShuriKenParticle3DShaderDeclaration.CURRENTTIME, particleSystem._currentTime);
		}
		get bounds() {
			if (this._boundsChange) {
				this._calculateBoundingBox();
				this._boundsChange = false;
			}
			return this._bounds;
		}
		_destroy() {
			super._destroy();
			(this._mesh) && (this._mesh._removeReference(), this._mesh = null);
		}
	}

	class VertexShuriKenParticle {
		constructor() {
		}
	}
	VertexShuriKenParticle.PARTICLE_CORNERTEXTURECOORDINATE0 = 5;
	VertexShuriKenParticle.PARTICLE_POSITION0 = 1;
	VertexShuriKenParticle.PARTICLE_COLOR0 = 2;
	VertexShuriKenParticle.PARTICLE_TEXTURECOORDINATE0 = 3;
	VertexShuriKenParticle.PARTICLE_SHAPEPOSITIONSTARTLIFETIME = 4;
	VertexShuriKenParticle.PARTICLE_DIRECTIONTIME = 0;
	VertexShuriKenParticle.PARTICLE_STARTCOLOR0 = 6;
	VertexShuriKenParticle.PARTICLE_ENDCOLOR0 = 7;
	VertexShuriKenParticle.PARTICLE_STARTSIZE = 8;
	VertexShuriKenParticle.PARTICLE_STARTROTATION = 9;
	VertexShuriKenParticle.PARTICLE_STARTSPEED = 10;
	VertexShuriKenParticle.PARTICLE_RANDOM0 = 11;
	VertexShuriKenParticle.PARTICLE_RANDOM1 = 12;
	VertexShuriKenParticle.PARTICLE_SIMULATIONWORLDPOSTION = 13;
	VertexShuriKenParticle.PARTICLE_SIMULATIONWORLDROTATION = 14;

	class VertexShurikenParticleBillboard extends VertexShuriKenParticle {
		constructor(cornerTextureCoordinate, positionStartLifeTime, velocity, startColor, startSize, startRotation0, startRotation1, startRotation2, ageAddScale, time, startSpeed, randoms0, randoms1, simulationWorldPostion) {
			super();
			this._cornerTextureCoordinate = cornerTextureCoordinate;
			this._positionStartLifeTime = positionStartLifeTime;
			this._velocity = velocity;
			this._startColor = startColor;
			this._startSize = startSize;
			this._startRotation0 = startRotation0;
			this._startRotation1 = startRotation1;
			this._startRotation2 = startRotation2;
			this._startLifeTime = ageAddScale;
			this._time = time;
			this._startSpeed = startSpeed;
			this._randoms0 = this.random0;
			this._randoms1 = this.random1;
			this._simulationWorldPostion = simulationWorldPostion;
		}
		static get vertexDeclaration() {
			return VertexShurikenParticleBillboard._vertexDeclaration;
		}
		static __init__() {
			VertexShurikenParticleBillboard._vertexDeclaration = new VertexDeclaration(152, [new VertexElement(0, VertexElementFormat.Vector4, VertexShuriKenParticle.PARTICLE_CORNERTEXTURECOORDINATE0),
			new VertexElement(16, VertexElementFormat.Vector4, VertexShuriKenParticle.PARTICLE_SHAPEPOSITIONSTARTLIFETIME),
			new VertexElement(32, VertexElementFormat.Vector4, VertexShuriKenParticle.PARTICLE_DIRECTIONTIME),
			new VertexElement(48, VertexElementFormat.Vector4, VertexShuriKenParticle.PARTICLE_STARTCOLOR0),
			new VertexElement(64, VertexElementFormat.Vector3, VertexShuriKenParticle.PARTICLE_STARTSIZE),
			new VertexElement(76, VertexElementFormat.Vector3, VertexShuriKenParticle.PARTICLE_STARTROTATION),
			new VertexElement(88, VertexElementFormat.Single, VertexShuriKenParticle.PARTICLE_STARTSPEED),
			new VertexElement(92, VertexElementFormat.Vector4, VertexShuriKenParticle.PARTICLE_RANDOM0),
			new VertexElement(108, VertexElementFormat.Vector4, VertexShuriKenParticle.PARTICLE_RANDOM1),
			new VertexElement(124, VertexElementFormat.Vector3, VertexShuriKenParticle.PARTICLE_SIMULATIONWORLDPOSTION),
			new VertexElement(136, VertexElementFormat.Vector4, VertexShuriKenParticle.PARTICLE_SIMULATIONWORLDROTATION)]);
		}
		get cornerTextureCoordinate() {
			return this._cornerTextureCoordinate;
		}
		get positionStartLifeTime() {
			return this._positionStartLifeTime;
		}
		get velocity() {
			return this._velocity;
		}
		get startColor() {
			return this._startColor;
		}
		get startSize() {
			return this._startSize;
		}
		get startRotation0() {
			return this._startRotation0;
		}
		get startRotation1() {
			return this._startRotation1;
		}
		get startRotation2() {
			return this._startRotation2;
		}
		get startLifeTime() {
			return this._startLifeTime;
		}
		get time() {
			return this._time;
		}
		get startSpeed() {
			return this._startSpeed;
		}
		get random0() {
			return this._randoms0;
		}
		get random1() {
			return this._randoms1;
		}
		get simulationWorldPostion() {
			return this._simulationWorldPostion;
		}
	}

	class VertexShurikenParticleMesh extends VertexShuriKenParticle {
		constructor(cornerTextureCoordinate, positionStartLifeTime, velocity, startColor, startSize, startRotation0, startRotation1, startRotation2, ageAddScale, time, startSpeed, randoms0, randoms1, simulationWorldPostion) {
			super();
			this._cornerTextureCoordinate = cornerTextureCoordinate;
			this._positionStartLifeTime = positionStartLifeTime;
			this._velocity = velocity;
			this._startColor = startColor;
			this._startSize = startSize;
			this._startRotation0 = startRotation0;
			this._startRotation1 = startRotation1;
			this._startRotation2 = startRotation2;
			this._startLifeTime = ageAddScale;
			this._time = time;
			this._startSpeed = startSpeed;
			this._randoms0 = this.random0;
			this._randoms1 = this.random1;
			this._simulationWorldPostion = simulationWorldPostion;
		}
		static __init__() {
			VertexShurikenParticleMesh._vertexDeclaration = new VertexDeclaration(172, [new VertexElement(0, VertexElementFormat.Vector3, VertexShuriKenParticle.PARTICLE_POSITION0),
			new VertexElement(12, VertexElementFormat.Vector4, VertexShuriKenParticle.PARTICLE_COLOR0),
			new VertexElement(28, VertexElementFormat.Vector2, VertexShuriKenParticle.PARTICLE_TEXTURECOORDINATE0),
			new VertexElement(36, VertexElementFormat.Vector4, VertexShuriKenParticle.PARTICLE_SHAPEPOSITIONSTARTLIFETIME),
			new VertexElement(52, VertexElementFormat.Vector4, VertexShuriKenParticle.PARTICLE_DIRECTIONTIME),
			new VertexElement(68, VertexElementFormat.Vector4, VertexShuriKenParticle.PARTICLE_STARTCOLOR0),
			new VertexElement(84, VertexElementFormat.Vector3, VertexShuriKenParticle.PARTICLE_STARTSIZE),
			new VertexElement(96, VertexElementFormat.Vector3, VertexShuriKenParticle.PARTICLE_STARTROTATION),
			new VertexElement(108, VertexElementFormat.Single, VertexShuriKenParticle.PARTICLE_STARTSPEED),
			new VertexElement(112, VertexElementFormat.Vector4, VertexShuriKenParticle.PARTICLE_RANDOM0),
			new VertexElement(128, VertexElementFormat.Vector4, VertexShuriKenParticle.PARTICLE_RANDOM1),
			new VertexElement(144, VertexElementFormat.Vector3, VertexShuriKenParticle.PARTICLE_SIMULATIONWORLDPOSTION),
			new VertexElement(156, VertexElementFormat.Vector4, VertexShuriKenParticle.PARTICLE_SIMULATIONWORLDROTATION)]);
		}
		static get vertexDeclaration() {
			return VertexShurikenParticleMesh._vertexDeclaration;
		}
		get cornerTextureCoordinate() {
			return this._cornerTextureCoordinate;
		}
		get position() {
			return this._positionStartLifeTime;
		}
		get velocity() {
			return this._velocity;
		}
		get startColor() {
			return this._startColor;
		}
		get startSize() {
			return this._startSize;
		}
		get startRotation0() {
			return this._startRotation0;
		}
		get startRotation1() {
			return this._startRotation1;
		}
		get startRotation2() {
			return this._startRotation2;
		}
		get startLifeTime() {
			return this._startLifeTime;
		}
		get time() {
			return this._time;
		}
		get startSpeed() {
			return this._startSpeed;
		}
		get random0() {
			return this._randoms0;
		}
		get random1() {
			return this._randoms1;
		}
		get simulationWorldPostion() {
			return this._simulationWorldPostion;
		}
	}

	class Rand {
		constructor(seed) {
			this._temp = new Uint32Array(1);
			this.seeds = new Uint32Array(4);
			this.seeds[0] = seed;
			this.seeds[1] = this.seeds[0] * 0x6C078965 + 1;
			this.seeds[2] = this.seeds[1] * 0x6C078965 + 1;
			this.seeds[3] = this.seeds[2] * 0x6C078965 + 1;
		}
		static getFloatFromInt(v) {
			return (v & 0x007FFFFF) * (1.0 / 8388607.0);
		}
		static getByteFromInt(v) {
			return (v & 0x007FFFFF) >>> 15;
		}
		get seed() {
			return this.seeds[0];
		}
		set seed(seed) {
			this.seeds[0] = seed;
			this.seeds[1] = this.seeds[0] * 0x6C078965 + 1;
			this.seeds[2] = this.seeds[1] * 0x6C078965 + 1;
			this.seeds[3] = this.seeds[2] * 0x6C078965 + 1;
		}
		getUint() {
			this._temp[0] = this.seeds[0] ^ (this.seeds[0] << 11);
			this.seeds[0] = this.seeds[1];
			this.seeds[1] = this.seeds[2];
			this.seeds[2] = this.seeds[3];
			this.seeds[3] = (this.seeds[3] ^ (this.seeds[3] >>> 19)) ^ (this._temp[0] ^ (this._temp[0] >>> 8));
			return this.seeds[3];
		}
		getFloat() {
			this.getUint();
			return (this.seeds[3] & 0x007FFFFF) * (1.0 / 8388607.0);
		}
		getSignedFloat() {
			return this.getFloat() * 2.0 - 1.0;
		}
	}

	class Emission {
		constructor() {
			this._emissionRate = 10;
			this._destroyed = false;
			this._bursts = [];
		}
		set emissionRate(value) {
			if (value < 0)
				throw new Error("ParticleBaseShape:emissionRate value must large or equal than 0.");
			this._emissionRate = value;
		}
		get emissionRate() {
			return this._emissionRate;
		}
		get destroyed() {
			return this._destroyed;
		}
		destroy() {
			this._bursts = null;
			this._destroyed = true;
		}
		getBurstsCount() {
			return this._bursts.length;
		}
		getBurstByIndex(index) {
			return this._bursts[index];
		}
		addBurst(burst) {
			var burstsCount = this._bursts.length;
			if (burstsCount > 0)
				for (var i = 0; i < burstsCount; i++) {
					if (this._bursts[i].time > burst.time)
						this._bursts.splice(i, 0, burst);
				}
			this._bursts.push(burst);
		}
		removeBurst(burst) {
			var index = this._bursts.indexOf(burst);
			if (index !== -1) {
				this._bursts.splice(index, 1);
			}
		}
		removeBurstByIndex(index) {
			this._bursts.splice(index, 1);
		}
		clearBurst() {
			this._bursts.length = 0;
		}
		cloneTo(destObject) {
			var destEmission = destObject;
			var destBursts = destEmission._bursts;
			destBursts.length = this._bursts.length;
			for (var i = 0, n = this._bursts.length; i < n; i++) {
				var destBurst = destBursts[i];
				if (destBurst)
					this._bursts[i].cloneTo(destBurst);
				else
					destBursts[i] = this._bursts[i].clone();
			}
			destEmission._emissionRate = this._emissionRate;
			destEmission.enable = this.enable;
		}
		clone() {
			var destEmission = new Emission();
			this.cloneTo(destEmission);
			return destEmission;
		}
	}

	class ShurikenParticleData {
		constructor() {
		}
		static _getStartLifetimeFromGradient(startLifeTimeGradient, emissionTime) {
			for (var i = 1, n = startLifeTimeGradient.gradientCount; i < n; i++) {
				var key = startLifeTimeGradient.getKeyByIndex(i);
				if (key >= emissionTime) {
					var lastKey = startLifeTimeGradient.getKeyByIndex(i - 1);
					var age = (emissionTime - lastKey) / (key - lastKey);
					return Laya.MathUtil.lerp(startLifeTimeGradient.getValueByIndex(i - 1), startLifeTimeGradient.getValueByIndex(i), age);
				}
			}
			throw new Error("ShurikenParticleData: can't get value foam startLifeTimeGradient.");
		}
		static _randomInvertRoationArray(rotatonE, outE, randomizeRotationDirection, rand, randomSeeds) {
			var randDic;
			if (rand) {
				rand.seed = randomSeeds[6];
				randDic = rand.getFloat();
				randomSeeds[6] = rand.seed;
			}
			else {
				randDic = Math.random();
			}
			if (randDic < randomizeRotationDirection) {
				outE.x = -rotatonE.x;
				outE.y = -rotatonE.y;
				outE.z = -rotatonE.z;
			}
			else {
				outE.x = rotatonE.x;
				outE.y = rotatonE.y;
				outE.z = rotatonE.z;
			}
		}
		static _randomInvertRoation(rotaton, randomizeRotationDirection, rand, randomSeeds) {
			var randDic;
			if (rand) {
				rand.seed = randomSeeds[6];
				randDic = rand.getFloat();
				randomSeeds[6] = rand.seed;
			}
			else {
				randDic = Math.random();
			}
			if (randDic < randomizeRotationDirection)
				rotaton = -rotaton;
			return rotaton;
		}
		static create(particleSystem, particleRender, transform) {
			var autoRandomSeed = particleSystem.autoRandomSeed;
			var rand = particleSystem._rand;
			var randomSeeds = particleSystem._randomSeeds;
			switch (particleSystem.startColorType) {
				case 0:
					var constantStartColor = particleSystem.startColorConstant;
					ShurikenParticleData.startColor.x = constantStartColor.x;
					ShurikenParticleData.startColor.y = constantStartColor.y;
					ShurikenParticleData.startColor.z = constantStartColor.z;
					ShurikenParticleData.startColor.w = constantStartColor.w;
					break;
				case 2:
					if (autoRandomSeed) {
						Vector4.lerp(particleSystem.startColorConstantMin, particleSystem.startColorConstantMax, Math.random(), ShurikenParticleData.startColor);
					}
					else {
						rand.seed = randomSeeds[3];
						Vector4.lerp(particleSystem.startColorConstantMin, particleSystem.startColorConstantMax, rand.getFloat(), ShurikenParticleData.startColor);
						randomSeeds[3] = rand.seed;
					}
					break;
			}
			var colorOverLifetime = particleSystem.colorOverLifetime;
			if (colorOverLifetime && colorOverLifetime.enable) {
				var color = colorOverLifetime.color;
				switch (color.type) {
					case 0:
						ShurikenParticleData.startColor.x = ShurikenParticleData.startColor.x * color.constant.x;
						ShurikenParticleData.startColor.y = ShurikenParticleData.startColor.y * color.constant.y;
						ShurikenParticleData.startColor.z = ShurikenParticleData.startColor.z * color.constant.z;
						ShurikenParticleData.startColor.w = ShurikenParticleData.startColor.w * color.constant.w;
						break;
					case 2:
						var colorRandom;
						if (autoRandomSeed) {
							colorRandom = Math.random();
						}
						else {
							rand.seed = randomSeeds[10];
							colorRandom = rand.getFloat();
							randomSeeds[10] = rand.seed;
						}
						var minConstantColor = color.constantMin;
						var maxConstantColor = color.constantMax;
						ShurikenParticleData.startColor.x = ShurikenParticleData.startColor.x * Laya.MathUtil.lerp(minConstantColor.x, maxConstantColor.x, colorRandom);
						ShurikenParticleData.startColor.y = ShurikenParticleData.startColor.y * Laya.MathUtil.lerp(minConstantColor.y, maxConstantColor.y, colorRandom);
						ShurikenParticleData.startColor.z = ShurikenParticleData.startColor.z * Laya.MathUtil.lerp(minConstantColor.z, maxConstantColor.z, colorRandom);
						ShurikenParticleData.startColor.w = ShurikenParticleData.startColor.w * Laya.MathUtil.lerp(minConstantColor.w, maxConstantColor.w, colorRandom);
						break;
				}
			}
			var particleSize = ShurikenParticleData.startSize;
			switch (particleSystem.startSizeType) {
				case 0:
					if (particleSystem.threeDStartSize) {
						var startSizeConstantSeparate = particleSystem.startSizeConstantSeparate;
						particleSize[0] = startSizeConstantSeparate.x;
						particleSize[1] = startSizeConstantSeparate.y;
						particleSize[2] = startSizeConstantSeparate.z;
					}
					else {
						particleSize[0] = particleSize[1] = particleSize[2] = particleSystem.startSizeConstant;
					}
					break;
				case 2:
					if (particleSystem.threeDStartSize) {
						var startSizeConstantMinSeparate = particleSystem.startSizeConstantMinSeparate;
						var startSizeConstantMaxSeparate = particleSystem.startSizeConstantMaxSeparate;
						if (autoRandomSeed) {
							particleSize[0] = Laya.MathUtil.lerp(startSizeConstantMinSeparate.x, startSizeConstantMaxSeparate.x, Math.random());
							particleSize[1] = Laya.MathUtil.lerp(startSizeConstantMinSeparate.y, startSizeConstantMaxSeparate.y, Math.random());
							particleSize[2] = Laya.MathUtil.lerp(startSizeConstantMinSeparate.z, startSizeConstantMaxSeparate.z, Math.random());
						}
						else {
							rand.seed = randomSeeds[4];
							particleSize[0] = Laya.MathUtil.lerp(startSizeConstantMinSeparate.x, startSizeConstantMaxSeparate.x, rand.getFloat());
							particleSize[1] = Laya.MathUtil.lerp(startSizeConstantMinSeparate.y, startSizeConstantMaxSeparate.y, rand.getFloat());
							particleSize[2] = Laya.MathUtil.lerp(startSizeConstantMinSeparate.z, startSizeConstantMaxSeparate.z, rand.getFloat());
							randomSeeds[4] = rand.seed;
						}
					}
					else {
						if (autoRandomSeed) {
							particleSize[0] = particleSize[1] = particleSize[2] = Laya.MathUtil.lerp(particleSystem.startSizeConstantMin, particleSystem.startSizeConstantMax, Math.random());
						}
						else {
							rand.seed = randomSeeds[4];
							particleSize[0] = particleSize[1] = particleSize[2] = Laya.MathUtil.lerp(particleSystem.startSizeConstantMin, particleSystem.startSizeConstantMax, rand.getFloat());
							randomSeeds[4] = rand.seed;
						}
					}
					break;
			}
			var sizeOverLifetime = particleSystem.sizeOverLifetime;
			if (sizeOverLifetime && sizeOverLifetime.enable && sizeOverLifetime.size.type === 1) {
				var size = sizeOverLifetime.size;
				if (size.separateAxes) {
					if (autoRandomSeed) {
						particleSize[0] = particleSize[0] * Laya.MathUtil.lerp(size.constantMinSeparate.x, size.constantMaxSeparate.x, Math.random());
						particleSize[1] = particleSize[1] * Laya.MathUtil.lerp(size.constantMinSeparate.y, size.constantMaxSeparate.y, Math.random());
						particleSize[2] = particleSize[2] * Laya.MathUtil.lerp(size.constantMinSeparate.z, size.constantMaxSeparate.z, Math.random());
					}
					else {
						rand.seed = randomSeeds[11];
						particleSize[0] = particleSize[0] * Laya.MathUtil.lerp(size.constantMinSeparate.x, size.constantMaxSeparate.x, rand.getFloat());
						particleSize[1] = particleSize[1] * Laya.MathUtil.lerp(size.constantMinSeparate.y, size.constantMaxSeparate.y, rand.getFloat());
						particleSize[2] = particleSize[2] * Laya.MathUtil.lerp(size.constantMinSeparate.z, size.constantMaxSeparate.z, rand.getFloat());
						randomSeeds[11] = rand.seed;
					}
				}
				else {
					var randomSize;
					if (autoRandomSeed) {
						randomSize = Laya.MathUtil.lerp(size.constantMin, size.constantMax, Math.random());
					}
					else {
						rand.seed = randomSeeds[11];
						randomSize = Laya.MathUtil.lerp(size.constantMin, size.constantMax, rand.getFloat());
						randomSeeds[11] = rand.seed;
					}
					particleSize[0] = particleSize[0] * randomSize;
					particleSize[1] = particleSize[1] * randomSize;
					particleSize[2] = particleSize[2] * randomSize;
				}
			}
			var renderMode = particleRender.renderMode;
			if (renderMode !== 1) {
				switch (particleSystem.startRotationType) {
					case 0:
						if (particleSystem.threeDStartRotation) {
							var startRotationConstantSeparate = particleSystem.startRotationConstantSeparate;
							var randomRotationE = ShurikenParticleData._tempVector30;
							ShurikenParticleData._randomInvertRoationArray(startRotationConstantSeparate, randomRotationE, particleSystem.randomizeRotationDirection, autoRandomSeed ? null : rand, randomSeeds);
							ShurikenParticleData.startRotation[0] = randomRotationE.x;
							ShurikenParticleData.startRotation[1] = randomRotationE.y;
							if (renderMode !== 4)
								ShurikenParticleData.startRotation[2] = -randomRotationE.z;
							else
								ShurikenParticleData.startRotation[2] = randomRotationE.z;
						}
						else {
							ShurikenParticleData.startRotation[0] = ShurikenParticleData._randomInvertRoation(particleSystem.startRotationConstant, particleSystem.randomizeRotationDirection, autoRandomSeed ? null : rand, randomSeeds);
							ShurikenParticleData.startRotation[1] = 0;
							ShurikenParticleData.startRotation[2] = 0;
						}
						break;
					case 2:
						if (particleSystem.threeDStartRotation) {
							var startRotationConstantMinSeparate = particleSystem.startRotationConstantMinSeparate;
							var startRotationConstantMaxSeparate = particleSystem.startRotationConstantMaxSeparate;
							var lerpRoationE = ShurikenParticleData._tempVector30;
							if (autoRandomSeed) {
								lerpRoationE.x = Laya.MathUtil.lerp(startRotationConstantMinSeparate.x, startRotationConstantMaxSeparate.x, Math.random());
								lerpRoationE.y = Laya.MathUtil.lerp(startRotationConstantMinSeparate.y, startRotationConstantMaxSeparate.y, Math.random());
								lerpRoationE.z = Laya.MathUtil.lerp(startRotationConstantMinSeparate.z, startRotationConstantMaxSeparate.z, Math.random());
							}
							else {
								rand.seed = randomSeeds[5];
								lerpRoationE.x = Laya.MathUtil.lerp(startRotationConstantMinSeparate.x, startRotationConstantMaxSeparate.x, rand.getFloat());
								lerpRoationE.y = Laya.MathUtil.lerp(startRotationConstantMinSeparate.y, startRotationConstantMaxSeparate.y, rand.getFloat());
								lerpRoationE.z = Laya.MathUtil.lerp(startRotationConstantMinSeparate.z, startRotationConstantMaxSeparate.z, rand.getFloat());
								randomSeeds[5] = rand.seed;
							}
							ShurikenParticleData._randomInvertRoationArray(lerpRoationE, lerpRoationE, particleSystem.randomizeRotationDirection, autoRandomSeed ? null : rand, randomSeeds);
							ShurikenParticleData.startRotation[0] = lerpRoationE.x;
							ShurikenParticleData.startRotation[1] = lerpRoationE.y;
							if (renderMode !== 4)
								ShurikenParticleData.startRotation[2] = -lerpRoationE.z;
							else
								ShurikenParticleData.startRotation[2] = lerpRoationE.z;
						}
						else {
							if (autoRandomSeed) {
								ShurikenParticleData.startRotation[0] = ShurikenParticleData._randomInvertRoation(Laya.MathUtil.lerp(particleSystem.startRotationConstantMin, particleSystem.startRotationConstantMax, Math.random()), particleSystem.randomizeRotationDirection, autoRandomSeed ? null : rand, randomSeeds);
							}
							else {
								rand.seed = randomSeeds[5];
								ShurikenParticleData.startRotation[0] = ShurikenParticleData._randomInvertRoation(Laya.MathUtil.lerp(particleSystem.startRotationConstantMin, particleSystem.startRotationConstantMax, rand.getFloat()), particleSystem.randomizeRotationDirection, autoRandomSeed ? null : rand, randomSeeds);
								randomSeeds[5] = rand.seed;
							}
						}
						break;
				}
			}
			switch (particleSystem.startLifetimeType) {
				case 0:
					ShurikenParticleData.startLifeTime = particleSystem.startLifetimeConstant;
					break;
				case 1:
					ShurikenParticleData.startLifeTime = ShurikenParticleData._getStartLifetimeFromGradient(particleSystem.startLifeTimeGradient, particleSystem.emissionTime);
					break;
				case 2:
					if (autoRandomSeed) {
						ShurikenParticleData.startLifeTime = Laya.MathUtil.lerp(particleSystem.startLifetimeConstantMin, particleSystem.startLifetimeConstantMax, Math.random());
					}
					else {
						rand.seed = randomSeeds[7];
						ShurikenParticleData.startLifeTime = Laya.MathUtil.lerp(particleSystem.startLifetimeConstantMin, particleSystem.startLifetimeConstantMax, rand.getFloat());
						randomSeeds[7] = rand.seed;
					}
					break;
				case 3:
					var emissionTime = particleSystem.emissionTime;
					if (autoRandomSeed) {
						ShurikenParticleData.startLifeTime = Laya.MathUtil.lerp(ShurikenParticleData._getStartLifetimeFromGradient(particleSystem.startLifeTimeGradientMin, emissionTime), ShurikenParticleData._getStartLifetimeFromGradient(particleSystem.startLifeTimeGradientMax, emissionTime), Math.random());
					}
					else {
						rand.seed = randomSeeds[7];
						ShurikenParticleData.startLifeTime = Laya.MathUtil.lerp(ShurikenParticleData._getStartLifetimeFromGradient(particleSystem.startLifeTimeGradientMin, emissionTime), ShurikenParticleData._getStartLifetimeFromGradient(particleSystem.startLifeTimeGradientMax, emissionTime), rand.getFloat());
						randomSeeds[7] = rand.seed;
					}
					break;
			}
			var textureSheetAnimation = particleSystem.textureSheetAnimation;
			var enableSheetAnimation = textureSheetAnimation && textureSheetAnimation.enable;
			if (enableSheetAnimation) {
				var title = textureSheetAnimation.tiles;
				var titleX = title.x, titleY = title.y;
				var subU = 1.0 / titleX, subV = 1.0 / titleY;
				var startFrameCount;
				var startFrame = textureSheetAnimation.startFrame;
				switch (startFrame.type) {
					case 0:
						startFrameCount = startFrame.constant;
						break;
					case 1:
						if (autoRandomSeed) {
							startFrameCount = Laya.MathUtil.lerp(startFrame.constantMin, startFrame.constantMax, Math.random());
						}
						else {
							rand.seed = randomSeeds[14];
							startFrameCount = Laya.MathUtil.lerp(startFrame.constantMin, startFrame.constantMax, rand.getFloat());
							randomSeeds[14] = rand.seed;
						}
						break;
				}
				var frame = textureSheetAnimation.frame;
				var cycles = textureSheetAnimation.cycles;
				switch (frame.type) {
					case 0:
						startFrameCount += frame.constant * cycles;
						break;
					case 2:
						if (autoRandomSeed) {
							startFrameCount += Laya.MathUtil.lerp(frame.constantMin, frame.constantMax, Math.random()) * cycles;
						}
						else {
							rand.seed = randomSeeds[15];
							startFrameCount += Laya.MathUtil.lerp(frame.constantMin, frame.constantMax, rand.getFloat()) * cycles;
							randomSeeds[15] = rand.seed;
						}
						break;
				}
				var startRow = 0;
				switch (textureSheetAnimation.type) {
					case 0:
						startRow = Math.floor(startFrameCount / titleX);
						break;
					case 1:
						if (textureSheetAnimation.randomRow) {
							if (autoRandomSeed) {
								startRow = Math.floor(Math.random() * titleY);
							}
							else {
								rand.seed = randomSeeds[13];
								startRow = Math.floor(rand.getFloat() * titleY);
								randomSeeds[13] = rand.seed;
							}
						}
						else {
							startRow = textureSheetAnimation.rowIndex;
						}
						break;
				}
				var startCol = Math.floor(startFrameCount % titleX);
				ShurikenParticleData.startUVInfo = ShurikenParticleData.startUVInfo;
				ShurikenParticleData.startUVInfo[0] = subU;
				ShurikenParticleData.startUVInfo[1] = subV;
				ShurikenParticleData.startUVInfo[2] = startCol * subU;
				ShurikenParticleData.startUVInfo[3] = startRow * subV;
			}
			else {
				ShurikenParticleData.startUVInfo = ShurikenParticleData.startUVInfo;
				ShurikenParticleData.startUVInfo[0] = 1.0;
				ShurikenParticleData.startUVInfo[1] = 1.0;
				ShurikenParticleData.startUVInfo[2] = 0.0;
				ShurikenParticleData.startUVInfo[3] = 0.0;
			}
		}
	}
	ShurikenParticleData._tempVector30 = new Vector3();
	ShurikenParticleData.startColor = new Vector4();
	ShurikenParticleData.startSize = new Float32Array(3);
	ShurikenParticleData.startRotation = new Float32Array(3);
	ShurikenParticleData.startUVInfo = new Float32Array(4);

	class ShurikenParticleSystem extends GeometryElement {
		constructor(owner) {
			super();
			this._boundingSphere = null;
			this._boundingBox = null;
			this._boundingBoxCorners = null;
			this._bounds = null;
			this._gravityOffset = new Vector2();
			this._customBounds = null;
			this._useCustomBounds = false;
			this._owner = null;
			this._ownerRender = null;
			this._vertices = null;
			this._floatCountPerVertex = 0;
			this._startLifeTimeIndex = 0;
			this._timeIndex = 0;
			this._simulateUpdate = false;
			this._firstActiveElement = 0;
			this._firstNewElement = 0;
			this._firstFreeElement = 0;
			this._firstRetiredElement = 0;
			this._drawCounter = 0;
			this._bufferMaxParticles = 0;
			this._emission = null;
			this._shape = null;
			this._isEmitting = false;
			this._isPlaying = false;
			this._isPaused = false;
			this._playStartDelay = 0;
			this._frameRateTime = 0;
			this._emissionTime = 0;
			this._totalDelayTime = 0;
			this._burstsIndex = 0;
			this._velocityOverLifetime = null;
			this._colorOverLifetime = null;
			this._sizeOverLifetime = null;
			this._rotationOverLifetime = null;
			this._textureSheetAnimation = null;
			this._startLifetimeType = 0;
			this._startLifetimeConstant = 0;
			this._startLifeTimeGradient = null;
			this._startLifetimeConstantMin = 0;
			this._startLifetimeConstantMax = 0;
			this._startLifeTimeGradientMin = null;
			this._startLifeTimeGradientMax = null;
			this._maxStartLifetime = 0;
			this._uvLength = new Vector2();
			this._vertexStride = 0;
			this._indexStride = 0;
			this._vertexBuffer = null;
			this._indexBuffer = null;
			this._bufferState = new BufferState();
			this._updateMask = 0;
			this._currentTime = 0;
			this._startUpdateLoopCount = 0;
			this._rand = null;
			this._randomSeeds = null;
			this.duration = 0;
			this.looping = false;
			this.prewarm = false;
			this.startDelayType = 0;
			this.startDelay = 0;
			this.startDelayMin = 0;
			this.startDelayMax = 0;
			this.startSpeedType = 0;
			this.startSpeedConstant = 0;
			this.startSpeedConstantMin = 0;
			this.startSpeedConstantMax = 0;
			this.threeDStartSize = false;
			this.startSizeType = 0;
			this.startSizeConstant = 0;
			this.startSizeConstantSeparate = null;
			this.startSizeConstantMin = 0;
			this.startSizeConstantMax = 0;
			this.startSizeConstantMinSeparate = null;
			this.startSizeConstantMaxSeparate = null;
			this.threeDStartRotation = false;
			this.startRotationType = 0;
			this.startRotationConstant = 0;
			this.startRotationConstantSeparate = null;
			this.startRotationConstantMin = 0;
			this.startRotationConstantMax = 0;
			this.startRotationConstantMinSeparate = null;
			this.startRotationConstantMaxSeparate = null;
			this.randomizeRotationDirection = 0;
			this.startColorType = 0;
			this.startColorConstant = new Vector4(1, 1, 1, 1);
			this.startColorConstantMin = new Vector4(0, 0, 0, 0);
			this.startColorConstantMax = new Vector4(1, 1, 1, 1);
			this.gravityModifier = 0;
			this.simulationSpace = 0;
			this.simulationSpeed = 1.0;
			this.scaleMode = 1;
			this.playOnAwake = false;
			this.randomSeed = null;
			this.autoRandomSeed = false;
			this.isPerformanceMode = false;
			this._firstActiveElement = 0;
			this._firstNewElement = 0;
			this._firstFreeElement = 0;
			this._firstRetiredElement = 0;
			this._owner = owner;
			this._ownerRender = owner.particleRenderer;
			this._boundingBoxCorners = [];
			this._boundingSphere = new BoundSphere(new Vector3(), Number.MAX_VALUE);
			this._boundingBox = new BoundBox(new Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE), new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE));
			this._bounds = new Bounds(this._boundingBox.min, this._boundingBox.max);
			this._useCustomBounds = false;
			this._currentTime = 0;
			this._isEmitting = false;
			this._isPlaying = false;
			this._isPaused = false;
			this._burstsIndex = 0;
			this._frameRateTime = 0;
			this._emissionTime = 0;
			this._totalDelayTime = 0;
			this._simulateUpdate = false;
			this._bufferMaxParticles = 1;
			this.duration = 5.0;
			this.looping = true;
			this.prewarm = false;
			this.startDelayType = 0;
			this.startDelay = 0.0;
			this.startDelayMin = 0.0;
			this.startDelayMax = 0.0;
			this._startLifetimeType = 0;
			this._startLifetimeConstant = 5.0;
			this._startLifeTimeGradient = new GradientDataNumber();
			this._startLifetimeConstantMin = 0.0;
			this._startLifetimeConstantMax = 5.0;
			this._startLifeTimeGradientMin = new GradientDataNumber();
			this._startLifeTimeGradientMax = new GradientDataNumber();
			this._maxStartLifetime = 5.0;
			this.startSpeedType = 0;
			this.startSpeedConstant = 5.0;
			this.startSpeedConstantMin = 0.0;
			this.startSpeedConstantMax = 5.0;
			this.threeDStartSize = false;
			this.startSizeType = 0;
			this.startSizeConstant = 1;
			this.startSizeConstantSeparate = new Vector3(1, 1, 1);
			this.startSizeConstantMin = 0;
			this.startSizeConstantMax = 1;
			this.startSizeConstantMinSeparate = new Vector3(0, 0, 0);
			this.startSizeConstantMaxSeparate = new Vector3(1, 1, 1);
			this.threeDStartRotation = false;
			this.startRotationType = 0;
			this.startRotationConstant = 0;
			this.startRotationConstantSeparate = new Vector3(0, 0, 0);
			this.startRotationConstantMin = 0.0;
			this.startRotationConstantMax = 0.0;
			this.startRotationConstantMinSeparate = new Vector3(0, 0, 0);
			this.startRotationConstantMaxSeparate = new Vector3(0, 0, 0);
			this.gravityModifier = 0.0;
			this.simulationSpace = 1;
			this.scaleMode = 1;
			this.playOnAwake = true;
			this._rand = new Rand(0);
			this.autoRandomSeed = true;
			this.randomSeed = new Uint32Array(1);
			this._randomSeeds = new Uint32Array(ShurikenParticleSystem._RANDOMOFFSET.length);
			this.isPerformanceMode = true;
			this._emission = new Emission();
			this._emission.enable = true;
		}
		;
		get maxParticles() {
			return this._bufferMaxParticles - 1;
		}
		set maxParticles(value) {
			var newMaxParticles = value + 1;
			if (newMaxParticles !== this._bufferMaxParticles) {
				this._bufferMaxParticles = newMaxParticles;
				this._initBufferDatas();
			}
		}
		get emission() {
			return this._emission;
		}
		get aliveParticleCount() {
			if (this._firstNewElement >= this._firstRetiredElement)
				return this._firstNewElement - this._firstRetiredElement;
			else
				return this._bufferMaxParticles - this._firstRetiredElement + this._firstNewElement;
		}
		get emissionTime() {
			return this._emissionTime > this.duration ? this.duration : this._emissionTime;
		}
		get shape() {
			return this._shape;
		}
		set shape(value) {
			if (this._shape !== value) {
				if (value && value.enable)
					this._owner._render._shaderValues.addDefine(ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_SHAPE);
				else
					this._owner._render._shaderValues.removeDefine(ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_SHAPE);
				this._shape = value;
			}
		}
		get isAlive() {
			if (this._isPlaying || this.aliveParticleCount > 0)
				return true;
			return false;
		}
		get isEmitting() {
			return this._isEmitting;
		}
		get isPlaying() {
			return this._isPlaying;
		}
		get isPaused() {
			return this._isPaused;
		}
		get startLifetimeType() {
			return this._startLifetimeType;
		}
		set startLifetimeType(value) {
			var i, n;
			switch (this.startLifetimeType) {
				case 0:
					this._maxStartLifetime = this.startLifetimeConstant;
					break;
				case 1:
					this._maxStartLifetime = -Number.MAX_VALUE;
					var startLifeTimeGradient = startLifeTimeGradient;
					for (i = 0, n = startLifeTimeGradient.gradientCount; i < n; i++)
						this._maxStartLifetime = Math.max(this._maxStartLifetime, startLifeTimeGradient.getValueByIndex(i));
					break;
				case 2:
					this._maxStartLifetime = Math.max(this.startLifetimeConstantMin, this.startLifetimeConstantMax);
					break;
				case 3:
					this._maxStartLifetime = -Number.MAX_VALUE;
					var startLifeTimeGradientMin = startLifeTimeGradientMin;
					for (i = 0, n = startLifeTimeGradientMin.gradientCount; i < n; i++)
						this._maxStartLifetime = Math.max(this._maxStartLifetime, startLifeTimeGradientMin.getValueByIndex(i));
					var startLifeTimeGradientMax = startLifeTimeGradientMax;
					for (i = 0, n = startLifeTimeGradientMax.gradientCount; i < n; i++)
						this._maxStartLifetime = Math.max(this._maxStartLifetime, startLifeTimeGradientMax.getValueByIndex(i));
					break;
			}
			this._startLifetimeType = value;
		}
		get startLifetimeConstant() {
			return this._startLifetimeConstant;
		}
		set startLifetimeConstant(value) {
			if (this._startLifetimeType === 0)
				this._maxStartLifetime = value;
			this._startLifetimeConstant = value;
		}
		get startLifeTimeGradient() {
			return this._startLifeTimeGradient;
		}
		set startLifeTimeGradient(value) {
			if (this._startLifetimeType === 1) {
				this._maxStartLifetime = -Number.MAX_VALUE;
				for (var i = 0, n = value.gradientCount; i < n; i++)
					this._maxStartLifetime = Math.max(this._maxStartLifetime, value.getValueByIndex(i));
			}
			this._startLifeTimeGradient = value;
		}
		get startLifetimeConstantMin() {
			return this._startLifetimeConstantMin;
		}
		set startLifetimeConstantMin(value) {
			if (this._startLifetimeType === 2)
				this._maxStartLifetime = Math.max(value, this._startLifetimeConstantMax);
			this._startLifetimeConstantMin = value;
		}
		get startLifetimeConstantMax() {
			return this._startLifetimeConstantMax;
		}
		set startLifetimeConstantMax(value) {
			if (this._startLifetimeType === 2)
				this._maxStartLifetime = Math.max(this._startLifetimeConstantMin, value);
			this._startLifetimeConstantMax = value;
		}
		get startLifeTimeGradientMin() {
			return this._startLifeTimeGradientMin;
		}
		set startLifeTimeGradientMin(value) {
			if (this._startLifetimeType === 3) {
				var i, n;
				this._maxStartLifetime = -Number.MAX_VALUE;
				for (i = 0, n = value.gradientCount; i < n; i++)
					this._maxStartLifetime = Math.max(this._maxStartLifetime, value.getValueByIndex(i));
				for (i = 0, n = this._startLifeTimeGradientMax.gradientCount; i < n; i++)
					this._maxStartLifetime = Math.max(this._maxStartLifetime, this._startLifeTimeGradientMax.getValueByIndex(i));
			}
			this._startLifeTimeGradientMin = value;
		}
		get startLifeTimeGradientMax() {
			return this._startLifeTimeGradientMax;
		}
		set startLifeTimeGradientMax(value) {
			if (this._startLifetimeType === 3) {
				var i, n;
				this._maxStartLifetime = -Number.MAX_VALUE;
				for (i = 0, n = this._startLifeTimeGradientMin.gradientCount; i < n; i++)
					this._maxStartLifetime = Math.max(this._maxStartLifetime, this._startLifeTimeGradientMin.getValueByIndex(i));
				for (i = 0, n = value.gradientCount; i < n; i++)
					this._maxStartLifetime = Math.max(this._maxStartLifetime, value.getValueByIndex(i));
			}
			this._startLifeTimeGradientMax = value;
		}
		get velocityOverLifetime() {
			return this._velocityOverLifetime;
		}
		set velocityOverLifetime(value) {
			var shaDat = this._owner._render._shaderValues;
			if (value) {
				var velocity = value.velocity;
				var velocityType = velocity.type;
				if (value.enable) {
					switch (velocityType) {
						case 0:
							shaDat.addDefine(ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_VELOCITYOVERLIFETIMECONSTANT);
							break;
						case 1:
							shaDat.addDefine(ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_VELOCITYOVERLIFETIMECURVE);
							break;
						case 2:
							shaDat.addDefine(ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_VELOCITYOVERLIFETIMERANDOMCONSTANT);
							break;
						case 3:
							shaDat.addDefine(ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_VELOCITYOVERLIFETIMERANDOMCURVE);
							break;
					}
				}
				else {
					shaDat.removeDefine(ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_VELOCITYOVERLIFETIMECONSTANT);
					shaDat.removeDefine(ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_VELOCITYOVERLIFETIMECURVE);
					shaDat.removeDefine(ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_VELOCITYOVERLIFETIMERANDOMCONSTANT);
					shaDat.removeDefine(ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_VELOCITYOVERLIFETIMERANDOMCURVE);
				}
				switch (velocityType) {
					case 0:
						shaDat.setVector3(ShuriKenParticle3DShaderDeclaration.VOLVELOCITYCONST, velocity.constant);
						break;
					case 1:
						shaDat.setBuffer(ShuriKenParticle3DShaderDeclaration.VOLVELOCITYGRADIENTX, velocity.gradientX._elements);
						shaDat.setBuffer(ShuriKenParticle3DShaderDeclaration.VOLVELOCITYGRADIENTY, velocity.gradientY._elements);
						shaDat.setBuffer(ShuriKenParticle3DShaderDeclaration.VOLVELOCITYGRADIENTZ, velocity.gradientZ._elements);
						break;
					case 2:
						shaDat.setVector3(ShuriKenParticle3DShaderDeclaration.VOLVELOCITYCONST, velocity.constantMin);
						shaDat.setVector3(ShuriKenParticle3DShaderDeclaration.VOLVELOCITYCONSTMAX, velocity.constantMax);
						break;
					case 3:
						shaDat.setBuffer(ShuriKenParticle3DShaderDeclaration.VOLVELOCITYGRADIENTX, velocity.gradientXMin._elements);
						shaDat.setBuffer(ShuriKenParticle3DShaderDeclaration.VOLVELOCITYGRADIENTXMAX, velocity.gradientXMax._elements);
						shaDat.setBuffer(ShuriKenParticle3DShaderDeclaration.VOLVELOCITYGRADIENTY, velocity.gradientYMin._elements);
						shaDat.setBuffer(ShuriKenParticle3DShaderDeclaration.VOLVELOCITYGRADIENTYMAX, velocity.gradientYMax._elements);
						shaDat.setBuffer(ShuriKenParticle3DShaderDeclaration.VOLVELOCITYGRADIENTZ, velocity.gradientZMin._elements);
						shaDat.setBuffer(ShuriKenParticle3DShaderDeclaration.VOLVELOCITYGRADIENTZMAX, velocity.gradientZMax._elements);
						break;
				}
				shaDat.setInt(ShuriKenParticle3DShaderDeclaration.VOLSPACETYPE, value.space);
			}
			else {
				shaDat.removeDefine(ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_VELOCITYOVERLIFETIMECONSTANT);
				shaDat.removeDefine(ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_VELOCITYOVERLIFETIMECURVE);
				shaDat.removeDefine(ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_VELOCITYOVERLIFETIMERANDOMCONSTANT);
				shaDat.removeDefine(ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_VELOCITYOVERLIFETIMERANDOMCURVE);
			}
			this._velocityOverLifetime = value;
		}
		get colorOverLifetime() {
			return this._colorOverLifetime;
		}
		set colorOverLifetime(value) {
			var shaDat = this._owner._render._shaderValues;
			if (value) {
				var color = value.color;
				if (value.enable) {
					switch (color.type) {
						case 1:
							shaDat.addDefine(ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_COLOROVERLIFETIME);
							break;
						case 3:
							shaDat.addDefine(ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_RANDOMCOLOROVERLIFETIME);
							break;
					}
				}
				else {
					shaDat.removeDefine(ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_COLOROVERLIFETIME);
					shaDat.removeDefine(ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_RANDOMCOLOROVERLIFETIME);
				}
				switch (color.type) {
					case 1:
						var gradientColor = color.gradient;
						shaDat.setBuffer(ShuriKenParticle3DShaderDeclaration.COLOROVERLIFEGRADIENTALPHAS, gradientColor._alphaElements);
						shaDat.setBuffer(ShuriKenParticle3DShaderDeclaration.COLOROVERLIFEGRADIENTCOLORS, gradientColor._rgbElements);
						break;
					case 3:
						var minGradientColor = color.gradientMin;
						var maxGradientColor = color.gradientMax;
						shaDat.setBuffer(ShuriKenParticle3DShaderDeclaration.COLOROVERLIFEGRADIENTALPHAS, minGradientColor._alphaElements);
						shaDat.setBuffer(ShuriKenParticle3DShaderDeclaration.COLOROVERLIFEGRADIENTCOLORS, minGradientColor._rgbElements);
						shaDat.setBuffer(ShuriKenParticle3DShaderDeclaration.MAXCOLOROVERLIFEGRADIENTALPHAS, maxGradientColor._alphaElements);
						shaDat.setBuffer(ShuriKenParticle3DShaderDeclaration.MAXCOLOROVERLIFEGRADIENTCOLORS, maxGradientColor._rgbElements);
						break;
				}
			}
			else {
				shaDat.removeDefine(ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_COLOROVERLIFETIME);
				shaDat.removeDefine(ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_RANDOMCOLOROVERLIFETIME);
				shaDat.setBuffer(ShuriKenParticle3DShaderDeclaration.COLOROVERLIFEGRADIENTALPHAS, gradientColor._alphaElements);
				shaDat.setBuffer(ShuriKenParticle3DShaderDeclaration.COLOROVERLIFEGRADIENTCOLORS, gradientColor._rgbElements);
				shaDat.setBuffer(ShuriKenParticle3DShaderDeclaration.COLOROVERLIFEGRADIENTALPHAS, minGradientColor._alphaElements);
				shaDat.setBuffer(ShuriKenParticle3DShaderDeclaration.COLOROVERLIFEGRADIENTCOLORS, minGradientColor._rgbElements);
				shaDat.setBuffer(ShuriKenParticle3DShaderDeclaration.MAXCOLOROVERLIFEGRADIENTALPHAS, maxGradientColor._alphaElements);
				shaDat.setBuffer(ShuriKenParticle3DShaderDeclaration.MAXCOLOROVERLIFEGRADIENTCOLORS, maxGradientColor._rgbElements);
			}
			this._colorOverLifetime = value;
		}
		get sizeOverLifetime() {
			return this._sizeOverLifetime;
		}
		set sizeOverLifetime(value) {
			var shaDat = this._owner._render._shaderValues;
			if (value) {
				var size = value.size;
				var sizeSeparate = size.separateAxes;
				var sizeType = size.type;
				if (value.enable) {
					switch (sizeType) {
						case 0:
							if (sizeSeparate)
								shaDat.addDefine(ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_SIZEOVERLIFETIMECURVESEPERATE);
							else
								shaDat.addDefine(ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_SIZEOVERLIFETIMECURVE);
							break;
						case 2:
							if (sizeSeparate)
								shaDat.addDefine(ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_SIZEOVERLIFETIMERANDOMCURVESSEPERATE);
							else
								shaDat.addDefine(ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_SIZEOVERLIFETIMERANDOMCURVES);
							break;
					}
				}
				else {
					shaDat.removeDefine(ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_SIZEOVERLIFETIMECURVE);
					shaDat.removeDefine(ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_SIZEOVERLIFETIMECURVESEPERATE);
					shaDat.removeDefine(ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_SIZEOVERLIFETIMERANDOMCURVES);
					shaDat.removeDefine(ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_SIZEOVERLIFETIMERANDOMCURVESSEPERATE);
				}
				switch (sizeType) {
					case 0:
						if (sizeSeparate) {
							shaDat.setBuffer(ShuriKenParticle3DShaderDeclaration.SOLSIZEGRADIENTX, size.gradientX._elements);
							shaDat.setBuffer(ShuriKenParticle3DShaderDeclaration.SOLSIZEGRADIENTY, size.gradientY._elements);
							shaDat.setBuffer(ShuriKenParticle3DShaderDeclaration.SOLSizeGradientZ, size.gradientZ._elements);
						}
						else {
							shaDat.setBuffer(ShuriKenParticle3DShaderDeclaration.SOLSIZEGRADIENT, size.gradient._elements);
						}
						break;
					case 2:
						if (sizeSeparate) {
							shaDat.setBuffer(ShuriKenParticle3DShaderDeclaration.SOLSIZEGRADIENTX, size.gradientXMin._elements);
							shaDat.setBuffer(ShuriKenParticle3DShaderDeclaration.SOLSIZEGRADIENTXMAX, size.gradientXMax._elements);
							shaDat.setBuffer(ShuriKenParticle3DShaderDeclaration.SOLSIZEGRADIENTY, size.gradientYMin._elements);
							shaDat.setBuffer(ShuriKenParticle3DShaderDeclaration.SOLSIZEGRADIENTYMAX, size.gradientYMax._elements);
							shaDat.setBuffer(ShuriKenParticle3DShaderDeclaration.SOLSizeGradientZ, size.gradientZMin._elements);
							shaDat.setBuffer(ShuriKenParticle3DShaderDeclaration.SOLSizeGradientZMAX, size.gradientZMax._elements);
						}
						else {
							shaDat.setBuffer(ShuriKenParticle3DShaderDeclaration.SOLSIZEGRADIENT, size.gradientMin._elements);
							shaDat.setBuffer(ShuriKenParticle3DShaderDeclaration.SOLSizeGradientMax, size.gradientMax._elements);
						}
						break;
				}
			}
			else {
				shaDat.removeDefine(ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_SIZEOVERLIFETIMECURVE);
				shaDat.removeDefine(ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_SIZEOVERLIFETIMECURVESEPERATE);
				shaDat.removeDefine(ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_SIZEOVERLIFETIMERANDOMCURVES);
				shaDat.removeDefine(ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_SIZEOVERLIFETIMERANDOMCURVESSEPERATE);
			}
			this._sizeOverLifetime = value;
		}
		get rotationOverLifetime() {
			return this._rotationOverLifetime;
		}
		set rotationOverLifetime(value) {
			var shaDat = this._owner._render._shaderValues;
			if (value) {
				var rotation = value.angularVelocity;
				if (!rotation)
					return;
				var rotationSeparate = rotation.separateAxes;
				var rotationType = rotation.type;
				if (value.enable) {
					if (rotationSeparate)
						shaDat.addDefine(ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_ROTATIONOVERLIFETIMESEPERATE);
					else
						shaDat.addDefine(ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_ROTATIONOVERLIFETIME);
					switch (rotationType) {
						case 0:
							shaDat.addDefine(ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_ROTATIONOVERLIFETIMECONSTANT);
							break;
						case 1:
							shaDat.addDefine(ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_ROTATIONOVERLIFETIMECURVE);
							break;
						case 2:
							shaDat.addDefine(ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_ROTATIONOVERLIFETIMERANDOMCONSTANTS);
							break;
						case 3:
							shaDat.addDefine(ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_ROTATIONOVERLIFETIMERANDOMCURVES);
							break;
					}
				}
				else {
					shaDat.removeDefine(ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_ROTATIONOVERLIFETIME);
					shaDat.removeDefine(ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_ROTATIONOVERLIFETIMESEPERATE);
					shaDat.removeDefine(ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_ROTATIONOVERLIFETIMECONSTANT);
					shaDat.removeDefine(ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_ROTATIONOVERLIFETIMECURVE);
					shaDat.removeDefine(ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_ROTATIONOVERLIFETIMERANDOMCONSTANTS);
					shaDat.removeDefine(ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_ROTATIONOVERLIFETIMERANDOMCURVES);
				}
				switch (rotationType) {
					case 0:
						if (rotationSeparate) {
							shaDat.setVector3(ShuriKenParticle3DShaderDeclaration.ROLANGULARVELOCITYCONSTSEPRARATE, rotation.constantSeparate);
						}
						else {
							shaDat.setNumber(ShuriKenParticle3DShaderDeclaration.ROLANGULARVELOCITYCONST, rotation.constant);
						}
						break;
					case 1:
						if (rotationSeparate) {
							shaDat.setBuffer(ShuriKenParticle3DShaderDeclaration.ROLANGULARVELOCITYGRADIENTX, rotation.gradientX._elements);
							shaDat.setBuffer(ShuriKenParticle3DShaderDeclaration.ROLANGULARVELOCITYGRADIENTY, rotation.gradientY._elements);
							shaDat.setBuffer(ShuriKenParticle3DShaderDeclaration.ROLANGULARVELOCITYGRADIENTZ, rotation.gradientZ._elements);
						}
						else {
							shaDat.setBuffer(ShuriKenParticle3DShaderDeclaration.ROLANGULARVELOCITYGRADIENT, rotation.gradient._elements);
						}
						break;
					case 2:
						if (rotationSeparate) {
							shaDat.setVector3(ShuriKenParticle3DShaderDeclaration.ROLANGULARVELOCITYCONSTSEPRARATE, rotation.constantMinSeparate);
							shaDat.setVector3(ShuriKenParticle3DShaderDeclaration.ROLANGULARVELOCITYCONSTMAXSEPRARATE, rotation.constantMaxSeparate);
						}
						else {
							shaDat.setNumber(ShuriKenParticle3DShaderDeclaration.ROLANGULARVELOCITYCONST, rotation.constantMin);
							shaDat.setNumber(ShuriKenParticle3DShaderDeclaration.ROLANGULARVELOCITYCONSTMAX, rotation.constantMax);
						}
						break;
					case 3:
						if (rotationSeparate) {
							shaDat.setBuffer(ShuriKenParticle3DShaderDeclaration.ROLANGULARVELOCITYGRADIENTX, rotation.gradientXMin._elements);
							shaDat.setBuffer(ShuriKenParticle3DShaderDeclaration.ROLANGULARVELOCITYGRADIENTXMAX, rotation.gradientXMax._elements);
							shaDat.setBuffer(ShuriKenParticle3DShaderDeclaration.ROLANGULARVELOCITYGRADIENTY, rotation.gradientYMin._elements);
							shaDat.setBuffer(ShuriKenParticle3DShaderDeclaration.ROLANGULARVELOCITYGRADIENTYMAX, rotation.gradientYMax._elements);
							shaDat.setBuffer(ShuriKenParticle3DShaderDeclaration.ROLANGULARVELOCITYGRADIENTZ, rotation.gradientZMin._elements);
							shaDat.setBuffer(ShuriKenParticle3DShaderDeclaration.ROLANGULARVELOCITYGRADIENTZMAX, rotation.gradientZMax._elements);
						}
						else {
							shaDat.setBuffer(ShuriKenParticle3DShaderDeclaration.ROLANGULARVELOCITYGRADIENT, rotation.gradientMin._elements);
							shaDat.setBuffer(ShuriKenParticle3DShaderDeclaration.ROLANGULARVELOCITYGRADIENTMAX, rotation.gradientMax._elements);
						}
						break;
				}
			}
			else {
				shaDat.removeDefine(ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_ROTATIONOVERLIFETIME);
				shaDat.removeDefine(ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_ROTATIONOVERLIFETIMESEPERATE);
				shaDat.removeDefine(ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_ROTATIONOVERLIFETIMECONSTANT);
				shaDat.removeDefine(ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_ROTATIONOVERLIFETIMECURVE);
				shaDat.removeDefine(ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_ROTATIONOVERLIFETIMERANDOMCONSTANTS);
				shaDat.removeDefine(ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_ROTATIONOVERLIFETIMERANDOMCURVES);
			}
			this._rotationOverLifetime = value;
		}
		get textureSheetAnimation() {
			return this._textureSheetAnimation;
		}
		set textureSheetAnimation(value) {
			var shaDat = this._owner._render._shaderValues;
			if (value) {
				var frameOverTime = value.frame;
				var textureAniType = frameOverTime.type;
				if (value.enable) {
					switch (textureAniType) {
						case 1:
							shaDat.addDefine(ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_TEXTURESHEETANIMATIONCURVE);
							break;
						case 3:
							shaDat.addDefine(ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_TEXTURESHEETANIMATIONRANDOMCURVE);
							break;
					}
				}
				else {
					shaDat.removeDefine(ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_TEXTURESHEETANIMATIONCURVE);
					shaDat.removeDefine(ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_TEXTURESHEETANIMATIONRANDOMCURVE);
				}
				if (textureAniType === 1 || textureAniType === 3) {
					shaDat.setNumber(ShuriKenParticle3DShaderDeclaration.TEXTURESHEETANIMATIONCYCLES, value.cycles);
					var title = value.tiles;
					var _uvLengthE = this._uvLength;
					_uvLengthE.x = 1.0 / title.x;
					_uvLengthE.y = 1.0 / title.y;
					shaDat.setVector2(ShuriKenParticle3DShaderDeclaration.TEXTURESHEETANIMATIONSUBUVLENGTH, this._uvLength);
				}
				switch (textureAniType) {
					case 1:
						shaDat.setBuffer(ShuriKenParticle3DShaderDeclaration.TEXTURESHEETANIMATIONGRADIENTUVS, frameOverTime.frameOverTimeData._elements);
						break;
					case 3:
						shaDat.setBuffer(ShuriKenParticle3DShaderDeclaration.TEXTURESHEETANIMATIONGRADIENTUVS, frameOverTime.frameOverTimeDataMin._elements);
						shaDat.setBuffer(ShuriKenParticle3DShaderDeclaration.TEXTURESHEETANIMATIONGRADIENTMAXUVS, frameOverTime.frameOverTimeDataMax._elements);
						break;
				}
			}
			else {
				shaDat.removeDefine(ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_TEXTURESHEETANIMATIONCURVE);
				shaDat.removeDefine(ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_TEXTURESHEETANIMATIONRANDOMCURVE);
			}
			this._textureSheetAnimation = value;
		}
		_getVertexBuffer(index = 0) {
			if (index === 0)
				return this._vertexBuffer;
			else
				return null;
		}
		_getIndexBuffer() {
			return this._indexBuffer;
		}
		_generateBoundingSphere() {
			var centerE = this._boundingSphere.center;
			centerE.x = 0;
			centerE.y = 0;
			centerE.z = 0;
			this._boundingSphere.radius = Number.MAX_VALUE;
		}
		_generateBoundingBox() {
			var particle = this._owner;
			var particleRender = particle.particleRenderer;
			var boundMin = this._boundingBox.min;
			var boundMax = this._boundingBox.max;
			var i, n;
			var maxStartLifeTime;
			switch (this.startLifetimeType) {
				case 0:
					maxStartLifeTime = this.startLifetimeConstant;
					break;
				case 1:
					maxStartLifeTime = -Number.MAX_VALUE;
					var startLifeTimeGradient = startLifeTimeGradient;
					for (i = 0, n = startLifeTimeGradient.gradientCount; i < n; i++)
						maxStartLifeTime = Math.max(maxStartLifeTime, startLifeTimeGradient.getValueByIndex(i));
					break;
				case 2:
					maxStartLifeTime = Math.max(this.startLifetimeConstantMin, this.startLifetimeConstantMax);
					break;
				case 3:
					maxStartLifeTime = -Number.MAX_VALUE;
					var startLifeTimeGradientMin = startLifeTimeGradientMin;
					for (i = 0, n = startLifeTimeGradientMin.gradientCount; i < n; i++)
						maxStartLifeTime = Math.max(maxStartLifeTime, startLifeTimeGradientMin.getValueByIndex(i));
					var startLifeTimeGradientMax = startLifeTimeGradientMax;
					for (i = 0, n = startLifeTimeGradientMax.gradientCount; i < n; i++)
						maxStartLifeTime = Math.max(maxStartLifeTime, startLifeTimeGradientMax.getValueByIndex(i));
					break;
			}
			var minStartSpeed, maxStartSpeed;
			switch (this.startSpeedType) {
				case 0:
					minStartSpeed = maxStartSpeed = this.startSpeedConstant;
					break;
				case 1:
					break;
				case 2:
					minStartSpeed = this.startLifetimeConstantMin;
					maxStartSpeed = this.startLifetimeConstantMax;
					break;
				case 3:
					break;
			}
			var minPosition, maxPosition, minDirection, maxDirection;
			if (this._shape && this._shape.enable);
			else {
				minPosition = maxPosition = Vector3._ZERO;
				minDirection = Vector3._ZERO;
				maxDirection = Vector3._UnitZ;
			}
			var startMinVelocity = new Vector3(minDirection.x * minStartSpeed, minDirection.y * minStartSpeed, minDirection.z * minStartSpeed);
			var startMaxVelocity = new Vector3(maxDirection.x * maxStartSpeed, maxDirection.y * maxStartSpeed, maxDirection.z * maxStartSpeed);
			if (this._velocityOverLifetime && this._velocityOverLifetime.enable) {
				var lifeMinVelocity;
				var lifeMaxVelocity;
				var velocity = this._velocityOverLifetime.velocity;
				switch (velocity.type) {
					case 0:
						lifeMinVelocity = lifeMaxVelocity = velocity.constant;
						break;
					case 1:
						lifeMinVelocity = lifeMaxVelocity = new Vector3(velocity.gradientX.getAverageValue(), velocity.gradientY.getAverageValue(), velocity.gradientZ.getAverageValue());
						break;
					case 2:
						lifeMinVelocity = velocity.constantMin;
						lifeMaxVelocity = velocity.constantMax;
						break;
					case 3:
						lifeMinVelocity = new Vector3(velocity.gradientXMin.getAverageValue(), velocity.gradientYMin.getAverageValue(), velocity.gradientZMin.getAverageValue());
						lifeMaxVelocity = new Vector3(velocity.gradientXMax.getAverageValue(), velocity.gradientYMax.getAverageValue(), velocity.gradientZMax.getAverageValue());
						break;
				}
			}
			var positionScale, velocityScale;
			var transform = this._owner.transform;
			var worldPosition = transform.position;
			var sizeScale = ShurikenParticleSystem._tempVector39;
			var renderMode = particleRender.renderMode;
			switch (this.scaleMode) {
				case 0:
					var scale = transform.getWorldLossyScale();
					positionScale = scale;
					sizeScale.x = scale.x;
					sizeScale.y = scale.z;
					sizeScale.z = scale.y;
					(renderMode === 1) && (velocityScale = scale);
					break;
				case 1:
					var localScale = transform.localScale;
					positionScale = localScale;
					sizeScale.x = localScale.x;
					sizeScale.y = localScale.z;
					sizeScale.z = localScale.y;
					(renderMode === 1) && (velocityScale = localScale);
					break;
				case 2:
					positionScale = transform.getWorldLossyScale();
					sizeScale.x = sizeScale.y = sizeScale.z = 1;
					(renderMode === 1) && (velocityScale = Vector3._ONE);
					break;
			}
			var minStratPosition, maxStratPosition;
			if (this._velocityOverLifetime && this._velocityOverLifetime.enable);
			else {
				minStratPosition = new Vector3(startMinVelocity.x * maxStartLifeTime, startMinVelocity.y * maxStartLifeTime, startMinVelocity.z * maxStartLifeTime);
				maxStratPosition = new Vector3(startMaxVelocity.x * maxStartLifeTime, startMaxVelocity.y * maxStartLifeTime, startMaxVelocity.z * maxStartLifeTime);
				if (this.scaleMode != 2) {
					Vector3.add(minPosition, minStratPosition, boundMin);
					Vector3.multiply(positionScale, boundMin, boundMin);
					Vector3.add(maxPosition, maxStratPosition, boundMax);
					Vector3.multiply(positionScale, boundMax, boundMax);
				}
				else {
					Vector3.multiply(positionScale, minPosition, boundMin);
					Vector3.add(boundMin, minStratPosition, boundMin);
					Vector3.multiply(positionScale, maxPosition, boundMax);
					Vector3.add(boundMax, maxStratPosition, boundMax);
				}
			}
			switch (this.simulationSpace) {
				case 0:
					break;
				case 1:
					Vector3.add(boundMin, worldPosition, boundMin);
					Vector3.add(boundMax, worldPosition, boundMax);
					break;
			}
			var maxSize, maxSizeY;
			switch (this.startSizeType) {
				case 0:
					if (this.threeDStartSize) {
						var startSizeConstantSeparate = startSizeConstantSeparate;
						maxSize = Math.max(startSizeConstantSeparate.x, startSizeConstantSeparate.y);
						if (renderMode === 1)
							maxSizeY = startSizeConstantSeparate.y;
					}
					else {
						maxSize = this.startSizeConstant;
						if (renderMode === 1)
							maxSizeY = this.startSizeConstant;
					}
					break;
				case 1:
					break;
				case 2:
					if (this.threeDStartSize) {
						var startSizeConstantMaxSeparate = startSizeConstantMaxSeparate;
						maxSize = Math.max(startSizeConstantMaxSeparate.x, startSizeConstantMaxSeparate.y);
						if (renderMode === 1)
							maxSizeY = startSizeConstantMaxSeparate.y;
					}
					else {
						maxSize = this.startSizeConstantMax;
						if (renderMode === 1)
							maxSizeY = this.startSizeConstantMax;
					}
					break;
				case 3:
					break;
			}
			if (this._sizeOverLifetime && this._sizeOverLifetime.enable) {
				var size = this._sizeOverLifetime.size;
				maxSize *= this._sizeOverLifetime.size.getMaxSizeInGradient();
			}
			var threeDMaxSize = ShurikenParticleSystem._tempVector30;
			var rotSize, nonRotSize;
			switch (renderMode) {
				case 0:
					rotSize = maxSize * ShurikenParticleSystem.halfKSqrtOf2;
					Vector3.scale(sizeScale, maxSize, threeDMaxSize);
					Vector3.subtract(boundMin, threeDMaxSize, boundMin);
					Vector3.add(boundMax, threeDMaxSize, boundMax);
					break;
				case 1:
					var maxStretchPosition = ShurikenParticleSystem._tempVector31;
					var maxStretchVelocity = ShurikenParticleSystem._tempVector32;
					var minStretchVelocity = ShurikenParticleSystem._tempVector33;
					var minStretchPosition = ShurikenParticleSystem._tempVector34;
					if (this._velocityOverLifetime && this._velocityOverLifetime.enable);
					else {
						Vector3.multiply(velocityScale, startMaxVelocity, maxStretchVelocity);
						Vector3.multiply(velocityScale, startMinVelocity, minStretchVelocity);
					}
					var sizeStretch = maxSizeY * particleRender.stretchedBillboardLengthScale;
					var maxStretchLength = Vector3.scalarLength(maxStretchVelocity) * particleRender.stretchedBillboardSpeedScale + sizeStretch;
					var minStretchLength = Vector3.scalarLength(minStretchVelocity) * particleRender.stretchedBillboardSpeedScale + sizeStretch;
					var norMaxStretchVelocity = ShurikenParticleSystem._tempVector35;
					var norMinStretchVelocity = ShurikenParticleSystem._tempVector36;
					Vector3.normalize(maxStretchVelocity, norMaxStretchVelocity);
					Vector3.scale(norMaxStretchVelocity, maxStretchLength, minStretchPosition);
					Vector3.subtract(maxStratPosition, minStretchPosition, minStretchPosition);
					Vector3.normalize(minStretchVelocity, norMinStretchVelocity);
					Vector3.scale(norMinStretchVelocity, minStretchLength, maxStretchPosition);
					Vector3.add(minStratPosition, maxStretchPosition, maxStretchPosition);
					rotSize = maxSize * ShurikenParticleSystem.halfKSqrtOf2;
					Vector3.scale(sizeScale, rotSize, threeDMaxSize);
					var halfNorMaxStretchVelocity = ShurikenParticleSystem._tempVector37;
					var halfNorMinStretchVelocity = ShurikenParticleSystem._tempVector38;
					Vector3.scale(norMaxStretchVelocity, 0.5, halfNorMaxStretchVelocity);
					Vector3.scale(norMinStretchVelocity, 0.5, halfNorMinStretchVelocity);
					Vector3.multiply(halfNorMaxStretchVelocity, sizeScale, halfNorMaxStretchVelocity);
					Vector3.multiply(halfNorMinStretchVelocity, sizeScale, halfNorMinStretchVelocity);
					Vector3.add(boundMin, halfNorMinStretchVelocity, boundMin);
					Vector3.min(boundMin, minStretchPosition, boundMin);
					Vector3.subtract(boundMin, threeDMaxSize, boundMin);
					Vector3.subtract(boundMax, halfNorMaxStretchVelocity, boundMax);
					Vector3.max(boundMax, maxStretchPosition, boundMax);
					Vector3.add(boundMax, threeDMaxSize, boundMax);
					break;
				case 2:
					maxSize *= Math.cos(0.78539816339744830961566084581988);
					nonRotSize = maxSize * 0.5;
					threeDMaxSize.x = sizeScale.x * nonRotSize;
					threeDMaxSize.y = sizeScale.z * nonRotSize;
					Vector3.subtract(boundMin, threeDMaxSize, boundMin);
					Vector3.add(boundMax, threeDMaxSize, boundMax);
					break;
				case 3:
					maxSize *= Math.cos(0.78539816339744830961566084581988);
					nonRotSize = maxSize * 0.5;
					Vector3.scale(sizeScale, nonRotSize, threeDMaxSize);
					Vector3.subtract(boundMin, threeDMaxSize, boundMin);
					Vector3.add(boundMax, threeDMaxSize, boundMax);
					break;
			}
			this._boundingBox.getCorners(this._boundingBoxCorners);
		}
		_generateBounds() {
			var particle = this._owner;
			var particleRender = particle.particleRenderer;
			var boundsMin = this._bounds.getMin();
			var boundsMax = this._bounds.getMax();
			var time = 0;
			switch (this.startLifetimeType) {
				case 0:
					time = this._startLifetimeConstant;
					break;
				case 2:
					time = this._startLifetimeConstantMax;
					break;
				case 1:
				case 3:
				default:
					break;
			}
			var speedOrigan = 0;
			switch (this.startSpeedType) {
				case 0:
					speedOrigan = this.startSpeedConstant;
					break;
				case 2:
					speedOrigan = this.startSpeedConstantMax;
					break;
				case 1:
				case 3:
				default:
					break;
			}
			var maxSizeScale = 0;
			if (this.threeDStartSize) {
				switch (this.startSizeType) {
					case 0:
						maxSizeScale = Math.max(this.startSizeConstantSeparate.x, this.startSizeConstantSeparate.y, this.startSizeConstantSeparate.z);
						break;
					case 2:
						maxSizeScale = Math.max(this.startSizeConstantMaxSeparate.x, this.startSizeConstantMaxSeparate.y, this.startSizeConstantMaxSeparate.z);
						break;
					case 1:
					case 3:
					default:
						break;
				}
			}
			else {
				switch (this.startSizeType) {
					case 0:
						maxSizeScale = this.startSizeConstant;
						break;
					case 2:
						maxSizeScale = this.startSizeConstantMax;
						break;
					case 1:
					case 3:
					default:
						break;
				}
			}
			var zDirectionSpeed = ShurikenParticleSystem._tempVector30;
			var fDirectionSpeed = ShurikenParticleSystem._tempVector31;
			var zEmisionOffsetXYZ = ShurikenParticleSystem._tempVector32;
			var fEmisionOffsetXYZ = ShurikenParticleSystem._tempVector33;
			zDirectionSpeed.setValue(0, 0, 1);
			fDirectionSpeed.setValue(0, 0, 0);
			zEmisionOffsetXYZ.setValue(0, 0, 0);
			fEmisionOffsetXYZ.setValue(0, 0, 0);
			if (this.shape && this.shape.enable) {
				switch (this.shape.shapeType) {
					case exports.ParticleSystemShapeType.Sphere:
						var sphere = this.shape;
						zDirectionSpeed.setValue(1, 1, 1);
						fDirectionSpeed.setValue(1, 1, 1);
						zEmisionOffsetXYZ.setValue(sphere.radius, sphere.radius, sphere.radius);
						fEmisionOffsetXYZ.setValue(sphere.radius, sphere.radius, sphere.radius);
						break;
					case exports.ParticleSystemShapeType.Hemisphere:
						var hemiShpere = this.shape;
						zDirectionSpeed.setValue(1, 1, 1);
						fDirectionSpeed.setValue(1, 1, 1);
						zEmisionOffsetXYZ.setValue(hemiShpere.radius, hemiShpere.radius, hemiShpere.radius);
						fEmisionOffsetXYZ.setValue(hemiShpere.radius, hemiShpere.radius, 0.0);
						break;
					case exports.ParticleSystemShapeType.Cone:
						var cone = this.shape;
						if (cone.emitType == 0 || cone.emitType == 1) {
							var angle = cone.angle;
							var sinAngle = Math.sin(angle);
							zDirectionSpeed.setValue(sinAngle, sinAngle, 1.0);
							fDirectionSpeed.setValue(sinAngle, sinAngle, 0.0);
							zEmisionOffsetXYZ.setValue(cone.radius, cone.radius, 0.0);
							fEmisionOffsetXYZ.setValue(cone.radius, cone.radius, 0.0);
							break;
						}
						else if (cone.emitType == 2 || cone.emitType == 3) {
							var angle = cone.angle;
							var sinAngle = Math.sin(angle);
							var coneLength = cone.length;
							zDirectionSpeed.setValue(sinAngle, sinAngle, 1.0);
							fDirectionSpeed.setValue(sinAngle, sinAngle, 0.0);
							var tanAngle = Math.tan(angle);
							var rPLCT = cone.radius + coneLength * tanAngle;
							zEmisionOffsetXYZ.setValue(rPLCT, rPLCT, coneLength);
							fEmisionOffsetXYZ.setValue(rPLCT, rPLCT, 0.0);
						}
						break;
					case exports.ParticleSystemShapeType.Box:
						var box = this.shape;
						if (this.shape.randomDirection != 0) {
							zDirectionSpeed.setValue(1, 1, 1);
							fDirectionSpeed.setValue(1, 1, 1);
						}
						zEmisionOffsetXYZ.setValue(box.x / 2, box.y / 2, box.z / 2);
						fEmisionOffsetXYZ.setValue(box.x / 2, box.y / 2, box.z / 2);
						break;
					case exports.ParticleSystemShapeType.Circle:
						var circle = this.shape;
						zDirectionSpeed.setValue(1, 1, 1);
						fDirectionSpeed.setValue(1, 1, 1);
						zEmisionOffsetXYZ.setValue(circle.radius, circle.radius, 0);
						fEmisionOffsetXYZ.setValue(circle.radius, circle.radius, 0);
						break;
					default:
						break;
				}
			}
			var meshSize = 0;
			var meshMode = particleRender.renderMode == 4;
			switch (particleRender.renderMode) {
				case 0:
				case 1:
				case 2:
				case 3:
					meshSize = ShurikenParticleSystem.halfKSqrtOf2;
					break;
				case 4:
					var meshBounds = particleRender.mesh.bounds;
					meshSize = Math.sqrt(Math.pow(meshBounds.getExtent().x, 2.0) + Math.pow(meshBounds.getExtent().y, 2.0) + Math.pow(meshBounds.getExtent().z, 2.0));
					break;
				default:
					break;
			}
			var endSizeOffset = ShurikenParticleSystem._tempVector36;
			endSizeOffset.setValue(1, 1, 1);
			if (this.sizeOverLifetime && this.sizeOverLifetime.enable) {
				var gradientSize = this.sizeOverLifetime.size;
				var maxSize = gradientSize.getMaxSizeInGradient(meshMode);
				endSizeOffset.setValue(maxSize, maxSize, maxSize);
			}
			var offsetSize = meshSize * maxSizeScale;
			Vector3.scale(endSizeOffset, offsetSize, endSizeOffset);
			var speedZOffset = ShurikenParticleSystem._tempVector34;
			var speedFOffset = ShurikenParticleSystem._tempVector35;
			if (speedOrigan > 0) {
				Vector3.scale(zDirectionSpeed, speedOrigan, speedZOffset);
				Vector3.scale(fDirectionSpeed, speedOrigan, speedFOffset);
			}
			else {
				Vector3.scale(zDirectionSpeed, -speedOrigan, speedFOffset);
				Vector3.scale(fDirectionSpeed, -speedOrigan, speedZOffset);
			}
			if (this.velocityOverLifetime && this.velocityOverLifetime.enable) {
				var gradientVelocity = this.velocityOverLifetime.velocity;
				var velocitySpeedOffset = ShurikenParticleSystem._tempVector37;
				velocitySpeedOffset.setValue(0, 0, 0);
				switch (gradientVelocity.type) {
					case 0:
						gradientVelocity.constant.cloneTo(velocitySpeedOffset);
						break;
					case 2:
						gradientVelocity.constantMax.cloneTo(velocitySpeedOffset);
						break;
					case 1:
						var curveX = gradientVelocity.gradientX.getAverageValue();
						var curveY = gradientVelocity.gradientY.getAverageValue();
						var curveZ = gradientVelocity.gradientZ.getAverageValue();
						velocitySpeedOffset.setValue(curveX, curveY, curveZ);
						break;
					case 3:
						var xMax = gradientVelocity.gradientXMax.getAverageValue();
						var yMax = gradientVelocity.gradientYMax.getAverageValue();
						var zMax = gradientVelocity.gradientZMax.getAverageValue();
						velocitySpeedOffset.setValue(xMax, yMax, zMax);
						break;
					default:
						break;
				}
				if (this.velocityOverLifetime.space == 1) {
					Vector3.transformV3ToV3(velocitySpeedOffset, this._owner.transform.worldMatrix, velocitySpeedOffset);
				}
				Vector3.add(speedZOffset, velocitySpeedOffset, speedZOffset);
				Vector3.subtract(speedFOffset, velocitySpeedOffset, speedFOffset);
				Vector3.max(speedZOffset, Vector3._ZERO, speedZOffset);
				Vector3.max(speedFOffset, Vector3._ZERO, speedFOffset);
			}
			Vector3.scale(speedZOffset, time, speedZOffset);
			Vector3.scale(speedFOffset, time, speedFOffset);
			var gravity = this.gravityModifier;
			if (gravity != 0) {
				var gravityOffset = 0.5 * ShurikenParticleSystem.g * gravity * time * time;
				var speedZOffsetY = speedZOffset.y - gravityOffset;
				var speedFOffsetY = speedFOffset.y + gravityOffset;
				speedZOffsetY = speedZOffsetY > 0 ? speedZOffsetY : 0;
				speedFOffsetY = speedFOffsetY > 0 ? speedFOffsetY : 0;
				this._gravityOffset.setValue(speedZOffset.y - speedZOffsetY, speedFOffsetY - speedFOffset.y);
			}
			Vector3.add(speedZOffset, endSizeOffset, boundsMax);
			Vector3.add(boundsMax, zEmisionOffsetXYZ, boundsMax);
			Vector3.add(speedFOffset, endSizeOffset, boundsMin);
			Vector3.add(boundsMin, fEmisionOffsetXYZ, boundsMin);
			Vector3.scale(boundsMin, -1, boundsMin);
			this._bounds.setMin(boundsMin);
			this._bounds.setMax(boundsMax);
		}
		get customBounds() {
			return this._customBounds;
		}
		set customBounds(value) {
			if (value) {
				this._useCustomBounds = true;
			}
			else {
				this._useCustomBounds = false;
			}
			this._customBounds = value;
		}
		_simulationSupported() {
			if (this.simulationSpace == 0) {
				return false;
			}
			return true;
		}
		_updateEmission() {
			if (!this.isAlive)
				return;
			if (this._simulateUpdate) {
				this._simulateUpdate = false;
			}
			else {
				var elapsedTime = (this._startUpdateLoopCount !== Laya.Stat.loopCount && !this._isPaused) ? this._owner._scene.timer._delta / 1000.0 : 0;
				elapsedTime = Math.min(ShurikenParticleSystem._maxElapsedTime, elapsedTime * this.simulationSpeed);
				this._updateParticles(elapsedTime);
			}
		}
		_updateParticles(elapsedTime) {
			if (this._ownerRender.renderMode === 4 && !this._ownerRender.mesh)
				return;
			this._currentTime += elapsedTime;
			this._retireActiveParticles();
			this._freeRetiredParticles();
			this._totalDelayTime += elapsedTime;
			if (this._totalDelayTime < this._playStartDelay) {
				return;
			}
			if (this._emission.enable && this._isEmitting && !this._isPaused)
				this._advanceTime(elapsedTime, this._currentTime);
		}
		_updateParticlesSimulationRestart(time) {
			this._firstActiveElement = 0;
			this._firstNewElement = 0;
			this._firstFreeElement = 0;
			this._firstRetiredElement = 0;
			this._burstsIndex = 0;
			this._frameRateTime = time;
			this._emissionTime = 0;
			this._totalDelayTime = 0;
			this._currentTime = time;
			var delayTime = time;
			if (delayTime < this._playStartDelay) {
				this._totalDelayTime = delayTime;
				return;
			}
			if (this._emission.enable)
				this._advanceTime(time, time);
		}
		_retireActiveParticles() {
			const epsilon = 0.0001;
			while (this._firstActiveElement != this._firstNewElement) {
				var index = this._firstActiveElement * this._floatCountPerVertex * this._vertexStride;
				var timeIndex = index + this._timeIndex;
				var particleAge = this._currentTime - this._vertices[timeIndex];
				if (particleAge + epsilon < this._vertices[index + this._startLifeTimeIndex])
					break;
				this._vertices[timeIndex] = this._drawCounter;
				this._firstActiveElement++;
				if (this._firstActiveElement >= this._bufferMaxParticles)
					this._firstActiveElement = 0;
			}
		}
		_freeRetiredParticles() {
			while (this._firstRetiredElement != this._firstActiveElement) {
				var age = this._drawCounter - this._vertices[this._firstRetiredElement * this._floatCountPerVertex * this._vertexStride + this._timeIndex];
				if (this.isPerformanceMode)
					if (age < 3)
						break;
				this._firstRetiredElement++;
				if (this._firstRetiredElement >= this._bufferMaxParticles)
					this._firstRetiredElement = 0;
			}
		}
		_burst(fromTime, toTime) {
			var totalEmitCount = 0;
			var bursts = this._emission._bursts;
			for (var n = bursts.length; this._burstsIndex < n; this._burstsIndex++) {
				var burst = bursts[this._burstsIndex];
				var burstTime = burst.time;
				if (fromTime <= burstTime && burstTime < toTime) {
					var emitCount;
					if (this.autoRandomSeed) {
						emitCount = Laya.MathUtil.lerp(burst.minCount, burst.maxCount, Math.random());
					}
					else {
						this._rand.seed = this._randomSeeds[0];
						emitCount = Laya.MathUtil.lerp(burst.minCount, burst.maxCount, this._rand.getFloat());
						this._randomSeeds[0] = this._rand.seed;
					}
					totalEmitCount += emitCount;
				}
				else {
					break;
				}
			}
			return totalEmitCount;
		}
		_advanceTime(elapsedTime, emitTime) {
			var i;
			var lastEmissionTime = this._emissionTime;
			this._emissionTime += elapsedTime;
			var totalEmitCount = 0;
			if (this._emissionTime > this.duration) {
				if (this.looping) {
					totalEmitCount += this._burst(lastEmissionTime, this._emissionTime);
					this._emissionTime -= this.duration;
					this._burstsIndex = 0;
					totalEmitCount += this._burst(0, this._emissionTime);
				}
				else {
					totalEmitCount = Math.min(this.maxParticles - this.aliveParticleCount, totalEmitCount);
					for (i = 0; i < totalEmitCount; i++)
						this.emit(emitTime);
					this._isPlaying = false;
					this.stop();
					return;
				}
			}
			else {
				totalEmitCount += this._burst(lastEmissionTime, this._emissionTime);
			}
			totalEmitCount = Math.min(this.maxParticles - this.aliveParticleCount, totalEmitCount);
			for (i = 0; i < totalEmitCount; i++)
				this.emit(emitTime);
			var emissionRate = this.emission.emissionRate;
			if (emissionRate > 0) {
				var minEmissionTime = 1 / emissionRate;
				this._frameRateTime += minEmissionTime;
				this._frameRateTime = this._currentTime - (this._currentTime - this._frameRateTime) % this._maxStartLifetime;
				while (this._frameRateTime <= emitTime) {
					if (this.emit(this._frameRateTime))
						this._frameRateTime += minEmissionTime;
					else
						break;
				}
				this._frameRateTime = Math.floor(emitTime / minEmissionTime) * minEmissionTime;
			}
		}
		_initBufferDatas() {
			if (this._vertexBuffer) {
				var memorySize = this._vertexBuffer._byteLength + this._indexBuffer.indexCount * 2;
				this._vertexBuffer.destroy();
				this._indexBuffer.destroy();
				Laya.Resource._addMemory(-memorySize, -memorySize);
			}
			var gl = Laya.LayaGL.instance;
			var render = this._ownerRender;
			var renderMode = render.renderMode;
			if (renderMode !== -1 && this.maxParticles > 0) {
				var indices, i, j, m, indexOffset, perPartOffset, vertexDeclaration;
				var vbMemorySize = 0, memorySize = 0;
				var mesh = render.mesh;
				if (renderMode === 4) {
					if (mesh) {
						vertexDeclaration = VertexShurikenParticleMesh.vertexDeclaration;
						this._floatCountPerVertex = vertexDeclaration.vertexStride / 4;
						this._startLifeTimeIndex = 12;
						this._timeIndex = 16;
						this._vertexStride = mesh._vertexCount;
						var totalVertexCount = this._bufferMaxParticles * this._vertexStride;
						var vbCount = Math.floor(totalVertexCount / 65535) + 1;
						var lastVBVertexCount = totalVertexCount % 65535;
						if (vbCount > 1) {
							throw new Error("ShurikenParticleSystem:the maxParticleCount multiply mesh vertexCount is large than 65535.");
						}
						vbMemorySize = vertexDeclaration.vertexStride * lastVBVertexCount;
						this._vertexBuffer = new VertexBuffer3D(vbMemorySize, gl.DYNAMIC_DRAW);
						this._vertexBuffer.vertexDeclaration = vertexDeclaration;
						this._vertices = new Float32Array(this._floatCountPerVertex * lastVBVertexCount);
						this._indexStride = mesh._indexBuffer.indexCount;
						var indexDatas = mesh._indexBuffer.getData();
						var indexCount = this._bufferMaxParticles * this._indexStride;
						this._indexBuffer = new IndexBuffer3D(exports.IndexFormat.UInt16, indexCount, gl.STATIC_DRAW);
						indices = new Uint16Array(indexCount);
						memorySize = vbMemorySize + indexCount * 2;
						indexOffset = 0;
						for (i = 0; i < this._bufferMaxParticles; i++) {
							var indexValueOffset = i * this._vertexStride;
							for (j = 0, m = indexDatas.length; j < m; j++)
								indices[indexOffset++] = indexValueOffset + indexDatas[j];
						}
						this._indexBuffer.setData(indices);
						this._bufferState.bind();
						this._bufferState.applyVertexBuffer(this._vertexBuffer);
						this._bufferState.applyIndexBuffer(this._indexBuffer);
						this._bufferState.unBind();
					}
				}
				else {
					vertexDeclaration = VertexShurikenParticleBillboard.vertexDeclaration;
					this._floatCountPerVertex = vertexDeclaration.vertexStride / 4;
					this._startLifeTimeIndex = 7;
					this._timeIndex = 11;
					this._vertexStride = 4;
					vbMemorySize = vertexDeclaration.vertexStride * this._bufferMaxParticles * this._vertexStride;
					this._vertexBuffer = new VertexBuffer3D(vbMemorySize, gl.DYNAMIC_DRAW);
					this._vertexBuffer.vertexDeclaration = vertexDeclaration;
					this._vertices = new Float32Array(this._floatCountPerVertex * this._bufferMaxParticles * this._vertexStride);
					for (i = 0; i < this._bufferMaxParticles; i++) {
						perPartOffset = i * this._floatCountPerVertex * this._vertexStride;
						this._vertices[perPartOffset] = -0.5;
						this._vertices[perPartOffset + 1] = -0.5;
						this._vertices[perPartOffset + 2] = 0;
						this._vertices[perPartOffset + 3] = 1;
						perPartOffset += this._floatCountPerVertex;
						this._vertices[perPartOffset] = 0.5;
						this._vertices[perPartOffset + 1] = -0.5;
						this._vertices[perPartOffset + 2] = 1;
						this._vertices[perPartOffset + 3] = 1;
						perPartOffset += this._floatCountPerVertex;
						this._vertices[perPartOffset] = 0.5;
						this._vertices[perPartOffset + 1] = 0.5;
						this._vertices[perPartOffset + 2] = 1;
						this._vertices[perPartOffset + 3] = 0;
						perPartOffset += this._floatCountPerVertex;
						this._vertices[perPartOffset] = -0.5;
						this._vertices[perPartOffset + 1] = 0.5;
						this._vertices[perPartOffset + 2] = 0;
						this._vertices[perPartOffset + 3] = 0;
					}
					this._indexStride = 6;
					this._indexBuffer = new IndexBuffer3D(exports.IndexFormat.UInt16, this._bufferMaxParticles * 6, gl.STATIC_DRAW);
					indices = new Uint16Array(this._bufferMaxParticles * 6);
					for (i = 0; i < this._bufferMaxParticles; i++) {
						indexOffset = i * 6;
						var firstVertex = i * this._vertexStride, secondVertex = firstVertex + 2;
						indices[indexOffset++] = firstVertex;
						indices[indexOffset++] = secondVertex;
						indices[indexOffset++] = firstVertex + 1;
						indices[indexOffset++] = firstVertex;
						indices[indexOffset++] = firstVertex + 3;
						indices[indexOffset++] = secondVertex;
					}
					this._indexBuffer.setData(indices);
					memorySize = vbMemorySize + this._bufferMaxParticles * 6 * 2;
					this._bufferState.bind();
					this._bufferState.applyVertexBuffer(this._vertexBuffer);
					this._bufferState.applyIndexBuffer(this._indexBuffer);
					this._bufferState.unBind();
				}
				Laya.Resource._addMemory(memorySize, memorySize);
			}
		}
		destroy() {
			if (this._destroyed) return;
			super.destroy();
			if (this._vertexBuffer && this._indexBuffer) {
				var memorySize = this._vertexBuffer._byteLength + this._indexBuffer.indexCount * 2;
				Laya.Resource._addMemory(-memorySize, -memorySize);
			}
			if (this._bufferState) this._bufferState.destroy();
			if (this._vertexBuffer) this._vertexBuffer.destroy();
			if (this._indexBuffer) this._indexBuffer.destroy();
			if (this._emission) this._emission.destroy();
			if (!this._vertexBuffer) { //这里有粒子重复删除的bug
				return;
			}
			this._boundingBox = null;
			this._boundingSphere = null;
			this._boundingBoxCorners = null;
			this._bounds = null;
			this._customBounds = null;
			this._bufferState = null;
			this._vertexBuffer = null;
			this._indexBuffer = null;
			this._owner = null;
			this._vertices = null;
			this._indexBuffer = null;
			this._emission = null;
			this._shape = null;
			this.startLifeTimeGradient = null;
			this.startLifeTimeGradientMin = null;
			this.startLifeTimeGradientMax = null;
			this.startSizeConstantSeparate = null;
			this.startSizeConstantMinSeparate = null;
			this.startSizeConstantMaxSeparate = null;
			this.startRotationConstantSeparate = null;
			this.startRotationConstantMinSeparate = null;
			this.startRotationConstantMaxSeparate = null;
			this.startColorConstant = null;
			this.startColorConstantMin = null;
			this.startColorConstantMax = null;
			this._velocityOverLifetime = null;
			this._colorOverLifetime = null;
			this._sizeOverLifetime = null;
			this._rotationOverLifetime = null;
			this._textureSheetAnimation = null;
		}
		emit(time) {
			var position = ShurikenParticleSystem._tempPosition;
			var direction = ShurikenParticleSystem._tempDirection;
			if (this._shape && this._shape.enable) {
				if (this.autoRandomSeed)
					this._shape.generatePositionAndDirection(position, direction);
				else
					this._shape.generatePositionAndDirection(position, direction, this._rand, this._randomSeeds);
			}
			else {
				position.x = position.y = position.z = 0;
				direction.x = direction.y = 0;
				direction.z = 1;
			}
			return this.addParticle(position, direction, time);
		}
		addParticle(position, direction, time) {
			Vector3.normalize(direction, direction);
			var nextFreeParticle = this._firstFreeElement + 1;
			if (nextFreeParticle >= this._bufferMaxParticles)
				nextFreeParticle = 0;
			if (nextFreeParticle === this._firstRetiredElement)
				return false;
			var transform = this._owner.transform;
			ShurikenParticleData.create(this, this._ownerRender, transform);
			var particleAge = this._currentTime - time;
			if (particleAge >= ShurikenParticleData.startLifeTime)
				return true;
			var pos, rot;
			if (this.simulationSpace == 0) {
				pos = transform.position;
				rot = transform.rotation;
			}
			var startSpeed;
			switch (this.startSpeedType) {
				case 0:
					startSpeed = this.startSpeedConstant;
					break;
				case 2:
					if (this.autoRandomSeed) {
						startSpeed = Laya.MathUtil.lerp(this.startSpeedConstantMin, this.startSpeedConstantMax, Math.random());
					}
					else {
						this._rand.seed = this._randomSeeds[8];
						startSpeed = Laya.MathUtil.lerp(this.startSpeedConstantMin, this.startSpeedConstantMax, this._rand.getFloat());
						this._randomSeeds[8] = this._rand.seed;
					}
					break;
			}
			var randomVelocityX, randomVelocityY, randomVelocityZ, randomColor, randomSize, randomRotation, randomTextureAnimation;
			var needRandomVelocity = this._velocityOverLifetime && this._velocityOverLifetime.enable;
			if (needRandomVelocity) {
				var velocityType = this._velocityOverLifetime.velocity.type;
				if (velocityType === 2 || velocityType === 3) {
					if (this.autoRandomSeed) {
						randomVelocityX = Math.random();
						randomVelocityY = Math.random();
						randomVelocityZ = Math.random();
					}
					else {
						this._rand.seed = this._randomSeeds[9];
						randomVelocityX = this._rand.getFloat();
						randomVelocityY = this._rand.getFloat();
						randomVelocityZ = this._rand.getFloat();
						this._randomSeeds[9] = this._rand.seed;
					}
				}
				else {
					needRandomVelocity = false;
				}
			}
			else {
				needRandomVelocity = false;
			}
			var needRandomColor = this._colorOverLifetime && this._colorOverLifetime.enable;
			if (needRandomColor) {
				var colorType = this._colorOverLifetime.color.type;
				if (colorType === 3) {
					if (this.autoRandomSeed) {
						randomColor = Math.random();
					}
					else {
						this._rand.seed = this._randomSeeds[10];
						randomColor = this._rand.getFloat();
						this._randomSeeds[10] = this._rand.seed;
					}
				}
				else {
					needRandomColor = false;
				}
			}
			else {
				needRandomColor = false;
			}
			var needRandomSize = this._sizeOverLifetime && this._sizeOverLifetime.enable;
			if (needRandomSize) {
				var sizeType = this._sizeOverLifetime.size.type;
				if (sizeType === 3) {
					if (this.autoRandomSeed) {
						randomSize = Math.random();
					}
					else {
						this._rand.seed = this._randomSeeds[11];
						randomSize = this._rand.getFloat();
						this._randomSeeds[11] = this._rand.seed;
					}
				}
				else {
					needRandomSize = false;
				}
			}
			else {
				needRandomSize = false;
			}
			var needRandomRotation = this._rotationOverLifetime && this._rotationOverLifetime.enable;
			if (needRandomRotation) {
				var rotationType = this._rotationOverLifetime.angularVelocity.type;
				if (rotationType === 2 || rotationType === 3) {
					if (this.autoRandomSeed) {
						randomRotation = Math.random();
					}
					else {
						this._rand.seed = this._randomSeeds[12];
						randomRotation = this._rand.getFloat();
						this._randomSeeds[12] = this._rand.seed;
					}
				}
				else {
					needRandomRotation = false;
				}
			}
			else {
				needRandomRotation = false;
			}
			var needRandomTextureAnimation = this._textureSheetAnimation && this._textureSheetAnimation.enable;
			if (needRandomTextureAnimation) {
				var textureAnimationType = this._textureSheetAnimation.frame.type;
				if (textureAnimationType === 3) {
					if (this.autoRandomSeed) {
						randomTextureAnimation = Math.random();
					}
					else {
						this._rand.seed = this._randomSeeds[15];
						randomTextureAnimation = this._rand.getFloat();
						this._randomSeeds[15] = this._rand.seed;
					}
				}
				else {
					needRandomTextureAnimation = false;
				}
			}
			else {
				needRandomTextureAnimation = false;
			}
			var startIndex = this._firstFreeElement * this._floatCountPerVertex * this._vertexStride;
			var subU = ShurikenParticleData.startUVInfo[0];
			var subV = ShurikenParticleData.startUVInfo[1];
			var startU = ShurikenParticleData.startUVInfo[2];
			var startV = ShurikenParticleData.startUVInfo[3];
			var meshVertices, meshVertexStride, meshPosOffset, meshCorOffset, meshUVOffset, meshVertexIndex;
			var render = this._ownerRender;
			if (render.renderMode === 4) {
				var meshVB = render.mesh._vertexBuffer;
				meshVertices = meshVB.getFloat32Data();
				var meshVertexDeclaration = meshVB.vertexDeclaration;
				meshPosOffset = meshVertexDeclaration.getVertexElementByUsage(VertexMesh.MESH_POSITION0)._offset / 4;
				var colorElement = meshVertexDeclaration.getVertexElementByUsage(VertexMesh.MESH_COLOR0);
				meshCorOffset = colorElement ? colorElement._offset / 4 : -1;
				var uvElement = meshVertexDeclaration.getVertexElementByUsage(VertexMesh.MESH_TEXTURECOORDINATE0);
				meshUVOffset = uvElement ? uvElement._offset / 4 : -1;
				meshVertexStride = meshVertexDeclaration.vertexStride / 4;
				meshVertexIndex = 0;
			}
			else {
				this._vertices[startIndex + 2] = startU;
				this._vertices[startIndex + 3] = startV + subV;
				var secondOffset = startIndex + this._floatCountPerVertex;
				this._vertices[secondOffset + 2] = startU + subU;
				this._vertices[secondOffset + 3] = startV + subV;
				var thirdOffset = secondOffset + this._floatCountPerVertex;
				this._vertices[thirdOffset + 2] = startU + subU;
				this._vertices[thirdOffset + 3] = startV;
				var fourthOffset = thirdOffset + this._floatCountPerVertex;
				this._vertices[fourthOffset + 2] = startU;
				this._vertices[fourthOffset + 3] = startV;
			}
			for (var i = startIndex, n = startIndex + this._floatCountPerVertex * this._vertexStride; i < n; i += this._floatCountPerVertex) {
				var offset;
				if (render.renderMode === 4) {
					offset = i;
					var vertexOffset = meshVertexStride * (meshVertexIndex++);
					var meshOffset = vertexOffset + meshPosOffset;
					this._vertices[offset++] = meshVertices[meshOffset++];
					this._vertices[offset++] = meshVertices[meshOffset++];
					this._vertices[offset++] = meshVertices[meshOffset];
					if (meshCorOffset === -1) {
						this._vertices[offset++] = 1.0;
						this._vertices[offset++] = 1.0;
						this._vertices[offset++] = 1.0;
						this._vertices[offset++] = 1.0;
					}
					else {
						meshOffset = vertexOffset + meshCorOffset;
						this._vertices[offset++] = meshVertices[meshOffset++];
						this._vertices[offset++] = meshVertices[meshOffset++];
						this._vertices[offset++] = meshVertices[meshOffset++];
						this._vertices[offset++] = meshVertices[meshOffset];
					}
					if (meshUVOffset === -1) {
						this._vertices[offset++] = 0.0;
						this._vertices[offset++] = 0.0;
					}
					else {
						meshOffset = vertexOffset + meshUVOffset;
						this._vertices[offset++] = startU + meshVertices[meshOffset++] * subU;
						this._vertices[offset++] = startV + meshVertices[meshOffset] * subV;
					}
				}
				else {
					offset = i + 4;
				}
				this._vertices[offset++] = position.x;
				this._vertices[offset++] = position.y;
				this._vertices[offset++] = position.z;
				this._vertices[offset++] = ShurikenParticleData.startLifeTime;
				this._vertices[offset++] = direction.x;
				this._vertices[offset++] = direction.y;
				this._vertices[offset++] = direction.z;
				this._vertices[offset++] = time;
				this._vertices[offset++] = ShurikenParticleData.startColor.x;
				this._vertices[offset++] = ShurikenParticleData.startColor.y;
				this._vertices[offset++] = ShurikenParticleData.startColor.z;
				this._vertices[offset++] = ShurikenParticleData.startColor.w;
				this._vertices[offset++] = ShurikenParticleData.startSize[0];
				this._vertices[offset++] = ShurikenParticleData.startSize[1];
				this._vertices[offset++] = ShurikenParticleData.startSize[2];
				this._vertices[offset++] = ShurikenParticleData.startRotation[0];
				this._vertices[offset++] = ShurikenParticleData.startRotation[1];
				this._vertices[offset++] = ShurikenParticleData.startRotation[2];
				this._vertices[offset++] = startSpeed;
				needRandomColor && (this._vertices[offset + 1] = randomColor);
				needRandomSize && (this._vertices[offset + 2] = randomSize);
				needRandomRotation && (this._vertices[offset + 3] = randomRotation);
				needRandomTextureAnimation && (this._vertices[offset + 4] = randomTextureAnimation);
				if (needRandomVelocity) {
					this._vertices[offset + 5] = randomVelocityX;
					this._vertices[offset + 6] = randomVelocityY;
					this._vertices[offset + 7] = randomVelocityZ;
				}
				switch (this.simulationSpace) {
					case 0:
						offset += 8;
						this._vertices[offset++] = pos.x;
						this._vertices[offset++] = pos.y;
						this._vertices[offset++] = pos.z;
						this._vertices[offset++] = rot.x;
						this._vertices[offset++] = rot.y;
						this._vertices[offset++] = rot.z;
						this._vertices[offset++] = rot.w;
						break;
					case 1:
						break;
					default:
						throw new Error("ShurikenParticleMaterial: SimulationSpace value is invalid.");
				}
			}
			this._firstFreeElement = nextFreeParticle;
			return true;
		}
		addNewParticlesToVertexBuffer() {
			var start;
			var byteStride = this._vertexStride * this._floatCountPerVertex * 4;
			if (this._firstNewElement < this._firstFreeElement) {
				start = this._firstNewElement * byteStride;
				this._vertexBuffer.setData(this._vertices.buffer, start, start, (this._firstFreeElement - this._firstNewElement) * byteStride);
			}
			else {
				start = this._firstNewElement * byteStride;
				this._vertexBuffer.setData(this._vertices.buffer, start, start, (this._bufferMaxParticles - this._firstNewElement) * byteStride);
				if (this._firstFreeElement > 0) {
					this._vertexBuffer.setData(this._vertices.buffer, 0, 0, this._firstFreeElement * byteStride);
				}
			}
			this._firstNewElement = this._firstFreeElement;
		}
		_getType() {
			return ShurikenParticleSystem._type;
		}
		_prepareRender(state) {
			if (this._updateMask != Laya.Stat.loopCount) {
				this._updateMask = Laya.Stat.loopCount;
				this._updateEmission();
				if (this._firstNewElement != this._firstFreeElement)
					this.addNewParticlesToVertexBuffer();
				this._drawCounter++;
			}
			if (this._firstActiveElement != this._firstFreeElement)
				return true;
			else
				return false;
		}
		_render(state) {
			this._bufferState.bind();
			var indexCount;
			var gl = Laya.LayaGL.instance;
			if (this._firstActiveElement < this._firstFreeElement) {
				indexCount = (this._firstFreeElement - this._firstActiveElement) * this._indexStride;
				gl.drawElements(gl.TRIANGLES, indexCount, gl.UNSIGNED_SHORT, 2 * this._firstActiveElement * this._indexStride);
				Laya.Stat.trianglesFaces += indexCount / 3;
				Laya.Stat.renderBatches++;
			}
			else {
				indexCount = (this._bufferMaxParticles - this._firstActiveElement) * this._indexStride;
				gl.drawElements(gl.TRIANGLES, indexCount, gl.UNSIGNED_SHORT, 2 * this._firstActiveElement * this._indexStride);
				Laya.Stat.trianglesFaces += indexCount / 3;
				Laya.Stat.renderBatches++;
				if (this._firstFreeElement > 0) {
					indexCount = this._firstFreeElement * this._indexStride;
					gl.drawElements(gl.TRIANGLES, indexCount, gl.UNSIGNED_SHORT, 0);
					Laya.Stat.trianglesFaces += indexCount / 3;
					Laya.Stat.renderBatches++;
				}
			}
		}
		play() {
			this._burstsIndex = 0;
			this._isEmitting = true;
			this._isPlaying = true;
			this._isPaused = false;
			this._emissionTime = 0;
			this._totalDelayTime = 0;
			if (!this.autoRandomSeed) {
				for (var i = 0, n = this._randomSeeds.length; i < n; i++)
					this._randomSeeds[i] = this.randomSeed[0] + ShurikenParticleSystem._RANDOMOFFSET[i];
			}
			switch (this.startDelayType) {
				case 0:
					this._playStartDelay = this.startDelay;
					break;
				case 1:
					if (this.autoRandomSeed) {
						this._playStartDelay = Laya.MathUtil.lerp(this.startDelayMin, this.startDelayMax, Math.random());
					}
					else {
						this._rand.seed = this._randomSeeds[2];
						this._playStartDelay = Laya.MathUtil.lerp(this.startDelayMin, this.startDelayMax, this._rand.getFloat());
						this._randomSeeds[2] = this._rand.seed;
					}
					break;
				default:
					throw new Error("Utils3D: startDelayType is invalid.");
			}
			this._frameRateTime = this._currentTime + this._playStartDelay;
			this._startUpdateLoopCount = Laya.Stat.loopCount;
		}
		pause() {
			this._isPaused = true;
		}
		simulate(time, restart = true) {
			this._simulateUpdate = true;
			if (restart) {
				this._updateParticlesSimulationRestart(time);
			}
			else {
				this._isPaused = false;
				this._updateParticles(time);
			}
			this.pause();
		}
		stop() {
			this._burstsIndex = 0;
			this._isEmitting = false;
			this._emissionTime = 0;
		}
		cloneTo(destObject) {
			var dest = destObject;
			dest._useCustomBounds = this._useCustomBounds;
			(this._customBounds) && (this._customBounds.cloneTo(dest._customBounds));
			dest.duration = this.duration;
			dest.looping = this.looping;
			dest.prewarm = this.prewarm;
			dest.startDelayType = this.startDelayType;
			dest.startDelay = this.startDelay;
			dest.startDelayMin = this.startDelayMin;
			dest.startDelayMax = this.startDelayMax;
			dest._maxStartLifetime = this._maxStartLifetime;
			dest.startLifetimeType = this.startLifetimeType;
			dest.startLifetimeConstant = this.startLifetimeConstant;
			this.startLifeTimeGradient.cloneTo(dest.startLifeTimeGradient);
			dest.startLifetimeConstantMin = this.startLifetimeConstantMin;
			dest.startLifetimeConstantMax = this.startLifetimeConstantMax;
			this.startLifeTimeGradientMin.cloneTo(dest.startLifeTimeGradientMin);
			this.startLifeTimeGradientMax.cloneTo(dest.startLifeTimeGradientMax);
			dest.startSpeedType = this.startSpeedType;
			dest.startSpeedConstant = this.startSpeedConstant;
			dest.startSpeedConstantMin = this.startSpeedConstantMin;
			dest.startSpeedConstantMax = this.startSpeedConstantMax;
			dest.threeDStartSize = this.threeDStartSize;
			dest.startSizeType = this.startSizeType;
			dest.startSizeConstant = this.startSizeConstant;
			this.startSizeConstantSeparate.cloneTo(dest.startSizeConstantSeparate);
			dest.startSizeConstantMin = this.startSizeConstantMin;
			dest.startSizeConstantMax = this.startSizeConstantMax;
			this.startSizeConstantMinSeparate.cloneTo(dest.startSizeConstantMinSeparate);
			this.startSizeConstantMaxSeparate.cloneTo(dest.startSizeConstantMaxSeparate);
			dest.threeDStartRotation = this.threeDStartRotation;
			dest.startRotationType = this.startRotationType;
			dest.startRotationConstant = this.startRotationConstant;
			this.startRotationConstantSeparate.cloneTo(dest.startRotationConstantSeparate);
			dest.startRotationConstantMin = this.startRotationConstantMin;
			dest.startRotationConstantMax = this.startRotationConstantMax;
			this.startRotationConstantMinSeparate.cloneTo(dest.startRotationConstantMinSeparate);
			this.startRotationConstantMaxSeparate.cloneTo(dest.startRotationConstantMaxSeparate);
			dest.randomizeRotationDirection = this.randomizeRotationDirection;
			dest.startColorType = this.startColorType;
			this.startColorConstant.cloneTo(dest.startColorConstant);
			this.startColorConstantMin.cloneTo(dest.startColorConstantMin);
			this.startColorConstantMax.cloneTo(dest.startColorConstantMax);
			dest.gravityModifier = this.gravityModifier;
			dest.simulationSpace = this.simulationSpace;
			dest.scaleMode = this.scaleMode;
			dest.playOnAwake = this.playOnAwake;
			dest.autoRandomSeed = this.autoRandomSeed;
			dest.randomSeed[0] = this.randomSeed[0];
			dest.maxParticles = this.maxParticles;
			(this._emission) && (dest._emission = this._emission.clone());
			(this.shape) && (dest.shape = this.shape.clone());
			(this.velocityOverLifetime) && (dest.velocityOverLifetime = this.velocityOverLifetime.clone());
			(this.colorOverLifetime) && (dest.colorOverLifetime = this.colorOverLifetime.clone());
			(this.sizeOverLifetime) && (dest.sizeOverLifetime = this.sizeOverLifetime.clone());
			(this.rotationOverLifetime) && (dest.rotationOverLifetime = this.rotationOverLifetime.clone());
			(this.textureSheetAnimation) && (dest.textureSheetAnimation = this.textureSheetAnimation.clone());
			dest.isPerformanceMode = this.isPerformanceMode;
			dest._isEmitting = this._isEmitting;
			dest._isPlaying = this._isPlaying;
			dest._isPaused = this._isPaused;
			dest._playStartDelay = this._playStartDelay;
			dest._frameRateTime = this._frameRateTime;
			dest._emissionTime = this._emissionTime;
			dest._totalDelayTime = this._totalDelayTime;
			dest._burstsIndex = this._burstsIndex;
		}
		clone() {
			var dest = new ShurikenParticleSystem(null);
			this.cloneTo(dest);
			return dest;
		}
	}
	ShurikenParticleSystem._RANDOMOFFSET = new Uint32Array([0x23571a3e, 0xc34f56fe, 0x13371337, 0x12460f3b, 0x6aed452e, 0xdec4aea1, 0x96aa4de3, 0x8d2c8431, 0xf3857f6f, 0xe0fbd834, 0x13740583, 0x591bc05c, 0x40eb95e4, 0xbc524e5f, 0xaf502044, 0xa614b381, 0x1034e524, 0xfc524e5f]);
	ShurikenParticleSystem.halfKSqrtOf2 = 1.42 * 0.5;
	ShurikenParticleSystem.g = 9.8;
	ShurikenParticleSystem._maxElapsedTime = 1.0 / 3.0;
	ShurikenParticleSystem._tempVector30 = new Vector3();
	ShurikenParticleSystem._tempVector31 = new Vector3();
	ShurikenParticleSystem._tempVector32 = new Vector3();
	ShurikenParticleSystem._tempVector33 = new Vector3();
	ShurikenParticleSystem._tempVector34 = new Vector3();
	ShurikenParticleSystem._tempVector35 = new Vector3();
	ShurikenParticleSystem._tempVector36 = new Vector3();
	ShurikenParticleSystem._tempVector37 = new Vector3();
	ShurikenParticleSystem._tempVector38 = new Vector3();
	ShurikenParticleSystem._tempVector39 = new Vector3();
	ShurikenParticleSystem._tempPosition = new Vector3();
	ShurikenParticleSystem._tempDirection = new Vector3();
	ShurikenParticleSystem._type = GeometryElement._typeCounter++;

	class ShuriKenParticle3D extends RenderableSprite3D {
		constructor() {
			super(null);
			this._render = new ShurikenParticleRenderer(this);
			this._particleSystem = new ShurikenParticleSystem(this);
			var elements = this._render._renderElements;
			var element = elements[0] = new RenderElement();
			element.setTransform(this._transform);
			element.render = this._render;
			element.setGeometry(this._particleSystem);
			element.material = ShurikenParticleMaterial.defaultMaterial;
		}
		static __init__() {
			ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_RENDERMODE_BILLBOARD = Shader3D.getDefineByName("SPHERHBILLBOARD");
			ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_RENDERMODE_STRETCHEDBILLBOARD = Shader3D.getDefineByName("STRETCHEDBILLBOARD");
			ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_RENDERMODE_HORIZONTALBILLBOARD = Shader3D.getDefineByName("HORIZONTALBILLBOARD");
			ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_RENDERMODE_VERTICALBILLBOARD = Shader3D.getDefineByName("VERTICALBILLBOARD");
			ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_COLOROVERLIFETIME = Shader3D.getDefineByName("COLOROVERLIFETIME");
			ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_RANDOMCOLOROVERLIFETIME = Shader3D.getDefineByName("RANDOMCOLOROVERLIFETIME");
			ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_VELOCITYOVERLIFETIMECONSTANT = Shader3D.getDefineByName("VELOCITYOVERLIFETIMECONSTANT");
			ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_VELOCITYOVERLIFETIMECURVE = Shader3D.getDefineByName("VELOCITYOVERLIFETIMECURVE");
			ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_VELOCITYOVERLIFETIMERANDOMCONSTANT = Shader3D.getDefineByName("VELOCITYOVERLIFETIMERANDOMCONSTANT");
			ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_VELOCITYOVERLIFETIMERANDOMCURVE = Shader3D.getDefineByName("VELOCITYOVERLIFETIMERANDOMCURVE");
			ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_TEXTURESHEETANIMATIONCURVE = Shader3D.getDefineByName("TEXTURESHEETANIMATIONCURVE");
			ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_TEXTURESHEETANIMATIONRANDOMCURVE = Shader3D.getDefineByName("TEXTURESHEETANIMATIONRANDOMCURVE");
			ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_ROTATIONOVERLIFETIME = Shader3D.getDefineByName("ROTATIONOVERLIFETIME");
			ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_ROTATIONOVERLIFETIMESEPERATE = Shader3D.getDefineByName("ROTATIONOVERLIFETIMESEPERATE");
			ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_ROTATIONOVERLIFETIMECONSTANT = Shader3D.getDefineByName("ROTATIONOVERLIFETIMECONSTANT");
			ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_ROTATIONOVERLIFETIMECURVE = Shader3D.getDefineByName("ROTATIONOVERLIFETIMECURVE");
			ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_ROTATIONOVERLIFETIMERANDOMCONSTANTS = Shader3D.getDefineByName("ROTATIONOVERLIFETIMERANDOMCONSTANTS");
			ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_ROTATIONOVERLIFETIMERANDOMCURVES = Shader3D.getDefineByName("ROTATIONOVERLIFETIMERANDOMCURVES");
			ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_SIZEOVERLIFETIMECURVE = Shader3D.getDefineByName("SIZEOVERLIFETIMECURVE");
			ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_SIZEOVERLIFETIMECURVESEPERATE = Shader3D.getDefineByName("SIZEOVERLIFETIMECURVESEPERATE");
			ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_SIZEOVERLIFETIMERANDOMCURVES = Shader3D.getDefineByName("SIZEOVERLIFETIMERANDOMCURVES");
			ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_SIZEOVERLIFETIMERANDOMCURVESSEPERATE = Shader3D.getDefineByName("SIZEOVERLIFETIMERANDOMCURVESSEPERATE");
			ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_RENDERMODE_MESH = Shader3D.getDefineByName("RENDERMODE_MESH");
			ShuriKenParticle3DShaderDeclaration.SHADERDEFINE_SHAPE = Shader3D.getDefineByName("SHAPE");
		}
		get particleSystem() {
			return this._particleSystem;
		}
		get particleRenderer() {
			return this._render;
		}
		_parseModule(module, moduleData) {
			for (var t in moduleData) {
				switch (t) {
					case "bases":
						var bases = moduleData.bases;
						for (var k in bases)
							module[k] = bases[k];
						break;
					case "vector2s":
						var vector2s = moduleData.vector2s;
						for (var k in vector2s) {
							var vec2 = module[k];
							var vec2Data = vector2s[k];
							vec2.setValue(vec2Data[0], vec2Data[1]);
							module[k] = vec2;
						}
						break;
					case "vector3s":
						var vector3s = moduleData.vector3s;
						for (var k in vector3s) {
							var vec3 = module[k];
							var vec3Data = vector3s[k];
							vec3.setValue(vec3Data[0], vec3Data[1], vec3Data[2]);
							module[k] = vec3;
						}
						break;
					case "vector4s":
						var vector4s = moduleData.vector4s;
						for (var k in vector4s) {
							var vec4 = module[k];
							var vec4Data = vector4s[k];
							vec4.setValue(vec4Data[0], vec4Data[1], vec4Data[2], vec4Data[3]);
							module[k] = vec4;
						}
						break;
					case "gradientDataNumbers":
						var gradientDataNumbers = moduleData.gradientDataNumbers;
						for (var k in gradientDataNumbers) {
							var gradientNumber = module[k];
							var gradientNumberData = moduleData[k];
							for (var i = 0, n = gradientNumberData.length; i < n; i++) {
								var valueData = gradientNumberData[i];
								gradientNumber.add(valueData.key, valueData.value);
							}
							module[k] = gradientNumber;
						}
						break;
					case "resources":
						var resources = moduleData.resources;
						for (var k in resources)
							module[k] = Laya.Loader.getRes(resources[k]);
						break;
					case "bursts":
						var burstsData = moduleData.bursts;
						for (var i = 0, n = burstsData.length; i < n; i++) {
							var brust = burstsData[i];
							module.addBurst(new Burst(brust.time, brust.min, brust.max));
						}
						break;
					case "randomSeed":
						module.randomSeed[0] = moduleData.randomSeed;
						break;
					case "shapeType":
					case "type":
					case "color":
					case "size":
					case "frame":
					case "startFrame":
					case "angularVelocity":
					case "velocity":
						break;
					default:
						throw "ShurikenParticle3D:unknown type.";
				}
			}
		}
		_parse(data, spriteMap) {
			super._parse(data, spriteMap);
			if (data.main) {
				var particleSystem = this.particleSystem;
				var particleRender = this.particleRenderer;
				this._parseModule(particleRender, data.renderer);
				this._parseModule(particleSystem, data.main);
				this._parseModule(particleSystem.emission, data.emission);
				var shapeData = data.shape;
				if (shapeData) {
					var shape;
					switch (shapeData.shapeType) {
						case 0:
							shape = new SphereShape();
							break;
						case 1:
							shape = new HemisphereShape();
							break;
						case 2:
							shape = new ConeShape();
							break;
						case 3:
							shape = new BoxShape();
							break;
						case 7:
							shape = new CircleShape();
							break;
						default:
							throw "ShuriKenParticle3D:unknown shape type.";
					}
					this._parseModule(shape, shapeData);
					particleSystem.shape = shape;
				}
				var velocityOverLifetimeData = data.velocityOverLifetime;
				if (velocityOverLifetimeData) {
					var velocityData = velocityOverLifetimeData.velocity;
					var velocity;
					switch (velocityData.type) {
						case 0:
							var constantData = velocityData.constant;
							velocity = GradientVelocity.createByConstant(constantData ? new Vector3(constantData[0], constantData[1], constantData[2]) : new Vector3(0, 0, 0));
							break;
						case 1:
							velocity = GradientVelocity.createByGradient(this._initParticleVelocity(velocityData.gradientX), this._initParticleVelocity(velocityData.gradientY), this._initParticleVelocity(velocityData.gradientZ));
							break;
						case 2:
							var constantMinData = velocityData.constantMin;
							var constantMaxData = velocityData.constantMax;
							velocity = GradientVelocity.createByRandomTwoConstant(constantMinData ? new Vector3(constantMinData[0], constantMinData[1], constantMinData[2]) : new Vector3(0, 0, 0), constantMaxData ? new Vector3(constantMaxData[0], constantMaxData[1], constantMaxData[2]) : new Vector3(0, 0, 0));
							break;
						case 3:
							velocity = GradientVelocity.createByRandomTwoGradient(this._initParticleVelocity(velocityData.gradientXMin), this._initParticleVelocity(velocityData.gradientXMax), this._initParticleVelocity(velocityData.gradientYMin), this._initParticleVelocity(velocityData.gradientYMax), this._initParticleVelocity(velocityData.gradientZMin), this._initParticleVelocity(velocityData.gradientZMax));
							break;
					}
					var velocityOverLifetime = new VelocityOverLifetime(velocity);
					this._parseModule(velocityOverLifetime, velocityOverLifetimeData);
					particleSystem.velocityOverLifetime = velocityOverLifetime;
				}
				var colorOverLifetimeData = data.colorOverLifetime;
				if (colorOverLifetimeData) {
					var colorData = colorOverLifetimeData.color;
					var color;
					switch (colorData.type) {
						case 0:
							var constColorData = colorData.constant;
							color = GradientColor.createByConstant(constColorData ? new Vector4(constColorData[0], constColorData[1], constColorData[2], constColorData[3]) : new Vector4(0, 0, 0, 0));
							break;
						case 1:
							color = GradientColor.createByGradient(this._initParticleColor(colorData.gradient));
							break;
						case 2:
							var minConstColorData = colorData.constantMin;
							var maxConstColorData = colorData.constantMax;
							color = GradientColor.createByRandomTwoConstant(minConstColorData ? new Vector4(minConstColorData[0], minConstColorData[1], minConstColorData[2], minConstColorData[3]) : new Vector4(0, 0, 0, 0), minConstColorData ? new Vector4(maxConstColorData[0], maxConstColorData[1], maxConstColorData[2], maxConstColorData[3]) : new Vector4(0, 0, 0, 0));
							break;
						case 3:
							color = GradientColor.createByRandomTwoGradient(this._initParticleColor(colorData.gradientMin), this._initParticleColor(colorData.gradientMax));
							break;
					}
					var colorOverLifetime = new ColorOverLifetime(color);
					this._parseModule(colorOverLifetime, colorOverLifetimeData);
					particleSystem.colorOverLifetime = colorOverLifetime;
				}
				var sizeOverLifetimeData = data.sizeOverLifetime;
				if (sizeOverLifetimeData) {
					var sizeData = sizeOverLifetimeData.size;
					var size;
					switch (sizeData.type) {
						case 0:
							if (sizeData.separateAxes) {
								size = GradientSize.createByGradientSeparate(this._initParticleSize(sizeData.gradientX), this._initParticleSize(sizeData.gradientY), this._initParticleSize(sizeData.gradientZ));
							}
							else {
								size = GradientSize.createByGradient(this._initParticleSize(sizeData.gradient));
							}
							break;
						case 1:
							if (sizeData.separateAxes) {
								var constantMinSeparateData = sizeData.constantMinSeparate;
								var constantMaxSeparateData = sizeData.constantMaxSeparate;
								size = GradientSize.createByRandomTwoConstantSeparate(constantMinSeparateData ? new Vector3(constantMinSeparateData[0], constantMinSeparateData[1], constantMinSeparateData[2]) : new Vector3(0, 0, 0), constantMaxSeparateData ? new Vector3(constantMaxSeparateData[0], constantMaxSeparateData[1], constantMaxSeparateData[2]) : new Vector3(0, 0, 0));
							}
							else {
								size = GradientSize.createByRandomTwoConstant(sizeData.constantMin || 0, sizeData.constantMax || 0);
							}
							break;
						case 2:
							if (sizeData.separateAxes) {
								size = GradientSize.createByRandomTwoGradientSeparate(this._initParticleSize(sizeData.gradientXMin), this._initParticleSize(sizeData.gradientYMin), this._initParticleSize(sizeData.gradientZMin), this._initParticleSize(sizeData.gradientXMax), this._initParticleSize(sizeData.gradientYMax), this._initParticleSize(sizeData.gradientZMax));
							}
							else {
								size = GradientSize.createByRandomTwoGradient(this._initParticleSize(sizeData.gradientMin), this._initParticleSize(sizeData.gradientMax));
							}
							break;
					}
					var sizeOverLifetime = new SizeOverLifetime(size);
					this._parseModule(sizeOverLifetime, sizeOverLifetimeData);
					particleSystem.sizeOverLifetime = sizeOverLifetime;
				}
				var rotationOverLifetimeData = data.rotationOverLifetime;
				if (rotationOverLifetimeData) {
					var angularVelocityData = rotationOverLifetimeData.angularVelocity;
					var angularVelocity;
					switch (angularVelocityData.type) {
						case 0:
							if (angularVelocityData.separateAxes) {
								var conSep = angularVelocityData.constantSeparate;
								angularVelocity = GradientAngularVelocity.createByConstantSeparate(conSep ? new Vector3(conSep[0], conSep[1], conSep[2]) : new Vector3(0, 0, Math.PI / 4));
							}
							else {
								angularVelocity = GradientAngularVelocity.createByConstant(angularVelocityData.constant || Math.PI / 4);
							}
							break;
						case 1:
							if (angularVelocityData.separateAxes) {
								angularVelocity = GradientAngularVelocity.createByGradientSeparate(this._initParticleRotation(angularVelocityData.gradientX), this._initParticleRotation(angularVelocityData.gradientY), this._initParticleRotation(angularVelocityData.gradientZ));
							}
							else {
								angularVelocity = GradientAngularVelocity.createByGradient(this._initParticleRotation(angularVelocityData.gradient));
							}
							break;
						case 2:
							if (angularVelocityData.separateAxes) {
								var minSep = angularVelocityData.constantMinSeparate;
								var maxSep = angularVelocityData.constantMaxSeparate;
								angularVelocity = GradientAngularVelocity.createByRandomTwoConstantSeparate(minSep ? new Vector3(minSep[0], minSep[1], minSep[2]) : new Vector3(0, 0, 0), maxSep ? new Vector3(maxSep[0], maxSep[1], maxSep[2]) : new Vector3(0, 0, Math.PI / 4));
							}
							else {
								angularVelocity = GradientAngularVelocity.createByRandomTwoConstant(angularVelocityData.constantMin || 0, angularVelocityData.constantMax || Math.PI / 4);
							}
							break;
						case 3:
							if (angularVelocityData.separateAxes);
							else {
								angularVelocity = GradientAngularVelocity.createByRandomTwoGradient(this._initParticleRotation(angularVelocityData.gradientMin), this._initParticleRotation(angularVelocityData.gradientMax));
							}
							break;
					}
					var rotationOverLifetime = new RotationOverLifetime(angularVelocity);
					this._parseModule(rotationOverLifetime, rotationOverLifetimeData);
					particleSystem.rotationOverLifetime = rotationOverLifetime;
				}
				var textureSheetAnimationData = data.textureSheetAnimation;
				if (textureSheetAnimationData) {
					var frameData = textureSheetAnimationData.frame;
					var frameOverTime;
					switch (frameData.type) {
						case 0:
							frameOverTime = FrameOverTime.createByConstant(frameData.constant);
							break;
						case 1:
							frameOverTime = FrameOverTime.createByOverTime(this._initParticleFrame(frameData.overTime));
							break;
						case 2:
							frameOverTime = FrameOverTime.createByRandomTwoConstant(frameData.constantMin, frameData.constantMax);
							break;
						case 3:
							frameOverTime = FrameOverTime.createByRandomTwoOverTime(this._initParticleFrame(frameData.overTimeMin), this._initParticleFrame(frameData.overTimeMax));
							break;
					}
					var startFrameData = textureSheetAnimationData.startFrame;
					var startFrame;
					switch (startFrameData.type) {
						case 0:
							startFrame = StartFrame.createByConstant(startFrameData.constant);
							break;
						case 1:
							startFrame = StartFrame.createByRandomTwoConstant(startFrameData.constantMin, startFrameData.constantMax);
							break;
					}
					var textureSheetAnimation = new TextureSheetAnimation(frameOverTime, startFrame);
					this._parseModule(textureSheetAnimation, textureSheetAnimationData);
					particleSystem.textureSheetAnimation = textureSheetAnimation;
				}
			}
			else {
				this._parseOld(data);
			}
		}
		_activeHierarchy(activeChangeComponents) {
			super._activeHierarchy(activeChangeComponents);
			(this.particleSystem.playOnAwake) && (this.particleSystem.play());
		}
		_inActiveHierarchy(activeChangeComponents) {
			super._inActiveHierarchy(activeChangeComponents);
			(this.particleSystem.isAlive) && (this.particleSystem.simulate(0, true));
		}
		_cloneTo(destObject, srcSprite, dstSprite) {
			var destShuriKenParticle3D = destObject;
			var destParticleSystem = destShuriKenParticle3D._particleSystem;
			this._particleSystem.cloneTo(destParticleSystem);
			var destParticleRender = destShuriKenParticle3D._render;
			var particleRender = this._render;
			destParticleRender.sharedMaterials = particleRender.sharedMaterials;
			destParticleRender.enable = particleRender.enable;
			destParticleRender.renderMode = particleRender.renderMode;
			destParticleRender.mesh = particleRender.mesh;
			destParticleRender.stretchedBillboardCameraSpeedScale = particleRender.stretchedBillboardCameraSpeedScale;
			destParticleRender.stretchedBillboardSpeedScale = particleRender.stretchedBillboardSpeedScale;
			destParticleRender.stretchedBillboardLengthScale = particleRender.stretchedBillboardLengthScale;
			destParticleRender.sortingFudge = particleRender.sortingFudge;
			super._cloneTo(destObject, srcSprite, dstSprite);
		}
		destroy(destroyChild = true) {
			if (this.destroyed)
				return;
			super.destroy(destroyChild);
			this._particleSystem.destroy();
			this._particleSystem = null;
		}
		_create() {
			return new ShuriKenParticle3D();
		}
		_parseOld(data) {
			const anglelToRad = Math.PI / 180.0;
			var i, n;
			var particleRender = this.particleRenderer;
			var material;
			var materialData = data.material;
			(materialData) && (material = Laya.Loader.getRes(materialData.path));
			particleRender.sharedMaterial = material;
			var meshPath = data.meshPath;
			(meshPath) && (particleRender.mesh = Laya.Loader.getRes(meshPath));
			particleRender.renderMode = data.renderMode;
			particleRender.stretchedBillboardCameraSpeedScale = data.stretchedBillboardCameraSpeedScale;
			particleRender.stretchedBillboardSpeedScale = data.stretchedBillboardSpeedScale;
			particleRender.stretchedBillboardLengthScale = data.stretchedBillboardLengthScale;
			particleRender.sortingFudge = data.sortingFudge ? data.sortingFudge : 0.0;
			var particleSystem = this.particleSystem;
			particleSystem.isPerformanceMode = data.isPerformanceMode;
			particleSystem.duration = data.duration;
			particleSystem.looping = data.looping;
			particleSystem.prewarm = data.prewarm;
			particleSystem.startDelayType = data.startDelayType;
			particleSystem.startDelay = data.startDelay;
			particleSystem.startDelayMin = data.startDelayMin;
			particleSystem.startDelayMax = data.startDelayMax;
			particleSystem.startLifetimeType = data.startLifetimeType;
			particleSystem.startLifetimeConstant = data.startLifetimeConstant;
			particleSystem.startLifeTimeGradient = ShuriKenParticle3D._initStartLife(data.startLifetimeGradient);
			particleSystem.startLifetimeConstantMin = data.startLifetimeConstantMin;
			particleSystem.startLifetimeConstantMax = data.startLifetimeConstantMax;
			particleSystem.startLifeTimeGradientMin = ShuriKenParticle3D._initStartLife(data.startLifetimeGradientMin);
			particleSystem.startLifeTimeGradientMax = ShuriKenParticle3D._initStartLife(data.startLifetimeGradientMax);
			particleSystem.startSpeedType = data.startSpeedType;
			particleSystem.startSpeedConstant = data.startSpeedConstant;
			particleSystem.startSpeedConstantMin = data.startSpeedConstantMin;
			particleSystem.startSpeedConstantMax = data.startSpeedConstantMax;
			particleSystem.threeDStartSize = data.threeDStartSize;
			particleSystem.startSizeType = data.startSizeType;
			particleSystem.startSizeConstant = data.startSizeConstant;
			var startSizeConstantSeparateArray = data.startSizeConstantSeparate;
			var startSizeConstantSeparateElement = particleSystem.startSizeConstantSeparate;
			startSizeConstantSeparateElement.x = startSizeConstantSeparateArray[0];
			startSizeConstantSeparateElement.y = startSizeConstantSeparateArray[1];
			startSizeConstantSeparateElement.z = startSizeConstantSeparateArray[2];
			particleSystem.startSizeConstantMin = data.startSizeConstantMin;
			particleSystem.startSizeConstantMax = data.startSizeConstantMax;
			var startSizeConstantMinSeparateArray = data.startSizeConstantMinSeparate;
			var startSizeConstantMinSeparateElement = particleSystem.startSizeConstantMinSeparate;
			startSizeConstantMinSeparateElement.x = startSizeConstantMinSeparateArray[0];
			startSizeConstantMinSeparateElement.y = startSizeConstantMinSeparateArray[1];
			startSizeConstantMinSeparateElement.z = startSizeConstantMinSeparateArray[2];
			var startSizeConstantMaxSeparateArray = data.startSizeConstantMaxSeparate;
			var startSizeConstantMaxSeparateElement = particleSystem.startSizeConstantMaxSeparate;
			startSizeConstantMaxSeparateElement.x = startSizeConstantMaxSeparateArray[0];
			startSizeConstantMaxSeparateElement.y = startSizeConstantMaxSeparateArray[1];
			startSizeConstantMaxSeparateElement.z = startSizeConstantMaxSeparateArray[2];
			particleSystem.threeDStartRotation = data.threeDStartRotation;
			particleSystem.startRotationType = data.startRotationType;
			particleSystem.startRotationConstant = data.startRotationConstant * anglelToRad;
			var startRotationConstantSeparateArray = data.startRotationConstantSeparate;
			var startRotationConstantSeparateElement = particleSystem.startRotationConstantSeparate;
			startRotationConstantSeparateElement.x = startRotationConstantSeparateArray[0] * anglelToRad;
			startRotationConstantSeparateElement.y = startRotationConstantSeparateArray[1] * anglelToRad;
			startRotationConstantSeparateElement.z = startRotationConstantSeparateArray[2] * anglelToRad;
			particleSystem.startRotationConstantMin = data.startRotationConstantMin * anglelToRad;
			particleSystem.startRotationConstantMax = data.startRotationConstantMax * anglelToRad;
			var startRotationConstantMinSeparateArray = data.startRotationConstantMinSeparate;
			var startRotationConstantMinSeparateElement = particleSystem.startRotationConstantMinSeparate;
			startRotationConstantMinSeparateElement.x = startRotationConstantMinSeparateArray[0] * anglelToRad;
			startRotationConstantMinSeparateElement.y = startRotationConstantMinSeparateArray[1] * anglelToRad;
			startRotationConstantMinSeparateElement.z = startRotationConstantMinSeparateArray[2] * anglelToRad;
			var startRotationConstantMaxSeparateArray = data.startRotationConstantMaxSeparate;
			var startRotationConstantMaxSeparateElement = particleSystem.startRotationConstantMaxSeparate;
			startRotationConstantMaxSeparateElement.x = startRotationConstantMaxSeparateArray[0] * anglelToRad;
			startRotationConstantMaxSeparateElement.y = startRotationConstantMaxSeparateArray[1] * anglelToRad;
			startRotationConstantMaxSeparateElement.z = startRotationConstantMaxSeparateArray[2] * anglelToRad;
			particleSystem.randomizeRotationDirection = data.randomizeRotationDirection;
			particleSystem.startColorType = data.startColorType;
			var startColorConstantArray = data.startColorConstant;
			var startColorConstantElement = particleSystem.startColorConstant;
			startColorConstantElement.x = startColorConstantArray[0];
			startColorConstantElement.y = startColorConstantArray[1];
			startColorConstantElement.z = startColorConstantArray[2];
			startColorConstantElement.w = startColorConstantArray[3];
			var startColorConstantMinArray = data.startColorConstantMin;
			var startColorConstantMinElement = particleSystem.startColorConstantMin;
			startColorConstantMinElement.x = startColorConstantMinArray[0];
			startColorConstantMinElement.y = startColorConstantMinArray[1];
			startColorConstantMinElement.z = startColorConstantMinArray[2];
			startColorConstantMinElement.w = startColorConstantMinArray[3];
			var startColorConstantMaxArray = data.startColorConstantMax;
			var startColorConstantMaxElement = particleSystem.startColorConstantMax;
			startColorConstantMaxElement.x = startColorConstantMaxArray[0];
			startColorConstantMaxElement.y = startColorConstantMaxArray[1];
			startColorConstantMaxElement.z = startColorConstantMaxArray[2];
			startColorConstantMaxElement.w = startColorConstantMaxArray[3];
			particleSystem.gravityModifier = data.gravityModifier;
			particleSystem.simulationSpace = data.simulationSpace;
			(data.simulationSpeed !== undefined) && (particleSystem.simulationSpeed = data.simulationSpeed);
			particleSystem.scaleMode = data.scaleMode;
			particleSystem.playOnAwake = data.playOnAwake;
			particleSystem.maxParticles = data.maxParticles;
			var autoRandomSeed = data.autoRandomSeed;
			(autoRandomSeed != null) && (particleSystem.autoRandomSeed = autoRandomSeed);
			var randomSeed = data.randomSeed;
			(randomSeed != null) && (particleSystem.randomSeed[0] = randomSeed);
			var emissionData = data.emission;
			var emission = particleSystem.emission;
			if (emissionData) {
				emission.emissionRate = emissionData.emissionRate;
				var burstsData = emissionData.bursts;
				if (burstsData)
					for (i = 0, n = burstsData.length; i < n; i++) {
						var brust = burstsData[i];
						emission.addBurst(new Burst(brust.time, brust.min, brust.max));
					}
				emission.enable = emissionData.enable;
			}
			else {
				emission.enable = false;
			}
			var shapeData = data.shape;
			if (shapeData) {
				var shape;
				switch (shapeData.shapeType) {
					case 0:
						var sphereShape;
						shape = sphereShape = new SphereShape();
						sphereShape.radius = shapeData.sphereRadius;
						sphereShape.emitFromShell = shapeData.sphereEmitFromShell;
						sphereShape.randomDirection = shapeData.sphereRandomDirection;
						break;
					case 1:
						var hemiSphereShape;
						shape = hemiSphereShape = new HemisphereShape();
						hemiSphereShape.radius = shapeData.hemiSphereRadius;
						hemiSphereShape.emitFromShell = shapeData.hemiSphereEmitFromShell;
						hemiSphereShape.randomDirection = shapeData.hemiSphereRandomDirection;
						break;
					case 2:
						var coneShape;
						shape = coneShape = new ConeShape();
						coneShape.angle = shapeData.coneAngle * anglelToRad;
						coneShape.radius = shapeData.coneRadius;
						coneShape.length = shapeData.coneLength;
						coneShape.emitType = shapeData.coneEmitType;
						coneShape.randomDirection = shapeData.coneRandomDirection;
						break;
					case 3:
						var boxShape;
						shape = boxShape = new BoxShape();
						boxShape.x = shapeData.boxX;
						boxShape.y = shapeData.boxY;
						boxShape.z = shapeData.boxZ;
						boxShape.randomDirection = shapeData.boxRandomDirection;
						break;
					case 7:
						var circleShape;
						shape = circleShape = new CircleShape();
						circleShape.radius = shapeData.circleRadius;
						circleShape.arc = shapeData.circleArc * anglelToRad;
						circleShape.emitFromEdge = shapeData.circleEmitFromEdge;
						circleShape.randomDirection = shapeData.circleRandomDirection;
						break;
					default:
						var tempShape;
						shape = tempShape = new CircleShape();
						tempShape.radius = shapeData.circleRadius;
						tempShape.arc = shapeData.circleArc * anglelToRad;
						tempShape.emitFromEdge = shapeData.circleEmitFromEdge;
						tempShape.randomDirection = shapeData.circleRandomDirection;
						break;
				}
				shape.enable = shapeData.enable;
				particleSystem.shape = shape;
			}
			var velocityOverLifetimeData = data.velocityOverLifetime;
			if (velocityOverLifetimeData) {
				var velocityData = velocityOverLifetimeData.velocity;
				var velocity;
				switch (velocityData.type) {
					case 0:
						var constantData = velocityData.constant;
						velocity = GradientVelocity.createByConstant(new Vector3(constantData[0], constantData[1], constantData[2]));
						break;
					case 1:
						velocity = GradientVelocity.createByGradient(this._initParticleVelocity(velocityData.gradientX), this._initParticleVelocity(velocityData.gradientY), this._initParticleVelocity(velocityData.gradientZ));
						break;
					case 2:
						var constantMinData = velocityData.constantMin;
						var constantMaxData = velocityData.constantMax;
						velocity = GradientVelocity.createByRandomTwoConstant(new Vector3(constantMinData[0], constantMinData[1], constantMinData[2]), new Vector3(constantMaxData[0], constantMaxData[1], constantMaxData[2]));
						break;
					case 3:
						velocity = GradientVelocity.createByRandomTwoGradient(this._initParticleVelocity(velocityData.gradientXMin), this._initParticleVelocity(velocityData.gradientXMax), this._initParticleVelocity(velocityData.gradientYMin), this._initParticleVelocity(velocityData.gradientYMax), this._initParticleVelocity(velocityData.gradientZMin), this._initParticleVelocity(velocityData.gradientZMax));
						break;
				}
				var velocityOverLifetime = new VelocityOverLifetime(velocity);
				velocityOverLifetime.space = velocityOverLifetimeData.space;
				velocityOverLifetime.enable = velocityOverLifetimeData.enable;
				particleSystem.velocityOverLifetime = velocityOverLifetime;
			}
			var colorOverLifetimeData = data.colorOverLifetime;
			if (colorOverLifetimeData) {
				var colorData = colorOverLifetimeData.color;
				var color;
				switch (colorData.type) {
					case 0:
						var constColorData = colorData.constant;
						color = GradientColor.createByConstant(new Vector4(constColorData[0], constColorData[1], constColorData[2], constColorData[3]));
						break;
					case 1:
						color = GradientColor.createByGradient(this._initParticleColor(colorData.gradient));
						break;
					case 2:
						var minConstColorData = colorData.constantMin;
						var maxConstColorData = colorData.constantMax;
						color = GradientColor.createByRandomTwoConstant(new Vector4(minConstColorData[0], minConstColorData[1], minConstColorData[2], minConstColorData[3]), new Vector4(maxConstColorData[0], maxConstColorData[1], maxConstColorData[2], maxConstColorData[3]));
						break;
					case 3:
						color = GradientColor.createByRandomTwoGradient(this._initParticleColor(colorData.gradientMin), this._initParticleColor(colorData.gradientMax));
						break;
				}
				var colorOverLifetime = new ColorOverLifetime(color);
				colorOverLifetime.enable = colorOverLifetimeData.enable;
				particleSystem.colorOverLifetime = colorOverLifetime;
			}
			var sizeOverLifetimeData = data.sizeOverLifetime;
			if (sizeOverLifetimeData) {
				var sizeData = sizeOverLifetimeData.size;
				var size;
				switch (sizeData.type) {
					case 0:
						if (sizeData.separateAxes) {
							size = GradientSize.createByGradientSeparate(this._initParticleSize(sizeData.gradientX), this._initParticleSize(sizeData.gradientY), this._initParticleSize(sizeData.gradientZ));
						}
						else {
							size = GradientSize.createByGradient(this._initParticleSize(sizeData.gradient));
						}
						break;
					case 1:
						if (sizeData.separateAxes) {
							var constantMinSeparateData = sizeData.constantMinSeparate;
							var constantMaxSeparateData = sizeData.constantMaxSeparate;
							size = GradientSize.createByRandomTwoConstantSeparate(new Vector3(constantMinSeparateData[0], constantMinSeparateData[1], constantMinSeparateData[2]), new Vector3(constantMaxSeparateData[0], constantMaxSeparateData[1], constantMaxSeparateData[2]));
						}
						else {
							size = GradientSize.createByRandomTwoConstant(sizeData.constantMin, sizeData.constantMax);
						}
						break;
					case 2:
						if (sizeData.separateAxes) {
							size = GradientSize.createByRandomTwoGradientSeparate(this._initParticleSize(sizeData.gradientXMin), this._initParticleSize(sizeData.gradientYMin), this._initParticleSize(sizeData.gradientZMin), this._initParticleSize(sizeData.gradientXMax), this._initParticleSize(sizeData.gradientYMax), this._initParticleSize(sizeData.gradientZMax));
						}
						else {
							size = GradientSize.createByRandomTwoGradient(this._initParticleSize(sizeData.gradientMin), this._initParticleSize(sizeData.gradientMax));
						}
						break;
				}
				var sizeOverLifetime = new SizeOverLifetime(size);
				sizeOverLifetime.enable = sizeOverLifetimeData.enable;
				particleSystem.sizeOverLifetime = sizeOverLifetime;
			}
			var rotationOverLifetimeData = data.rotationOverLifetime;
			if (rotationOverLifetimeData) {
				var angularVelocityData = rotationOverLifetimeData.angularVelocity;
				var angularVelocity;
				switch (angularVelocityData.type) {
					case 0:
						if (angularVelocityData.separateAxes) {
							var conSep = angularVelocityData.constantSeparate;
							angularVelocity = GradientAngularVelocity.createByConstantSeparate(new Vector3(conSep[0] * anglelToRad, conSep[1] * anglelToRad, conSep[2] * anglelToRad));
						}
						else {
							angularVelocity = GradientAngularVelocity.createByConstant(angularVelocityData.constant * anglelToRad);
						}
						break;
					case 1:
						if (angularVelocityData.separateAxes) {
							angularVelocity = GradientAngularVelocity.createByGradientSeparate(this._initParticleRotation(angularVelocityData.gradientX), this._initParticleRotation(angularVelocityData.gradientY), this._initParticleRotation(angularVelocityData.gradientZ));
						}
						else {
							angularVelocity = GradientAngularVelocity.createByGradient(this._initParticleRotation(angularVelocityData.gradient));
						}
						break;
					case 2:
						if (angularVelocityData.separateAxes) {
							var minSep = angularVelocityData.constantMinSeparate;
							var maxSep = angularVelocityData.constantMaxSeparate;
							angularVelocity = GradientAngularVelocity.createByRandomTwoConstantSeparate(new Vector3(minSep[0] * anglelToRad, minSep[1] * anglelToRad, minSep[2] * anglelToRad), new Vector3(maxSep[0] * anglelToRad, maxSep[1] * anglelToRad, maxSep[2] * anglelToRad));
						}
						else {
							angularVelocity = GradientAngularVelocity.createByRandomTwoConstant(angularVelocityData.constantMin * anglelToRad, angularVelocityData.constantMax * anglelToRad);
						}
						break;
					case 3:
						if (angularVelocityData.separateAxes);
						else {
							angularVelocity = GradientAngularVelocity.createByRandomTwoGradient(this._initParticleRotation(angularVelocityData.gradientMin), this._initParticleRotation(angularVelocityData.gradientMax));
						}
						break;
				}
				var rotationOverLifetime = new RotationOverLifetime(angularVelocity);
				rotationOverLifetime.enable = rotationOverLifetimeData.enable;
				particleSystem.rotationOverLifetime = rotationOverLifetime;
			}
			var textureSheetAnimationData = data.textureSheetAnimation;
			if (textureSheetAnimationData) {
				var frameData = textureSheetAnimationData.frame;
				var frameOverTime;
				switch (frameData.type) {
					case 0:
						frameOverTime = FrameOverTime.createByConstant(frameData.constant);
						break;
					case 1:
						frameOverTime = FrameOverTime.createByOverTime(this._initParticleFrame(frameData.overTime));
						break;
					case 2:
						frameOverTime = FrameOverTime.createByRandomTwoConstant(frameData.constantMin, frameData.constantMax);
						break;
					case 3:
						frameOverTime = FrameOverTime.createByRandomTwoOverTime(this._initParticleFrame(frameData.overTimeMin), this._initParticleFrame(frameData.overTimeMax));
						break;
				}
				var startFrameData = textureSheetAnimationData.startFrame;
				var startFrame;
				switch (startFrameData.type) {
					case 0:
						startFrame = StartFrame.createByConstant(startFrameData.constant);
						break;
					case 1:
						startFrame = StartFrame.createByRandomTwoConstant(startFrameData.constantMin, startFrameData.constantMax);
						break;
				}
				var textureSheetAnimation = new TextureSheetAnimation(frameOverTime, startFrame);
				textureSheetAnimation.enable = textureSheetAnimationData.enable;
				var tilesData = textureSheetAnimationData.tiles;
				textureSheetAnimation.tiles = new Vector2(tilesData[0], tilesData[1]);
				textureSheetAnimation.type = textureSheetAnimationData.type;
				textureSheetAnimation.randomRow = textureSheetAnimationData.randomRow;
				var rowIndex = textureSheetAnimationData.rowIndex;
				(rowIndex !== undefined) && (textureSheetAnimation.rowIndex = rowIndex);
				textureSheetAnimation.cycles = textureSheetAnimationData.cycles;
				particleSystem.textureSheetAnimation = textureSheetAnimation;
			}
		}
		_initParticleColor(gradientColorData) {
			var gradientColor = new Gradient(4, 4);
			if (!gradientColorData) {
				gradientColor.addColorAlpha(0, 1);
				gradientColor.addColorAlpha(1, 1);
				gradientColor.addColorRGB(0, new Color(1.0, 1.0, 1.0, 1.0));
				gradientColor.addColorRGB(1, new Color(1.0, 1.0, 1.0, 1.0));
			}
			else {
				var alphasData = gradientColorData.alphas;
				var i, n;
				if (!alphasData) {
					gradientColor.addColorAlpha(0, 1);
					gradientColor.addColorAlpha(1, 1);
				}
				else {
					for (i = 0, n = alphasData.length; i < n; i++) {
						if (i == 3 && n > 4) {
							i = n - 1;
							console.warn("GradientDataColor warning:alpha data length is large than 4, will ignore the middle data.");
						}
						var alphaData = alphasData[i];
						gradientColor.addColorAlpha(alphaData.key, alphaData.value);
					}
				}
				var rgbsData = gradientColorData.rgbs;
				if (!rgbsData) {
					gradientColor.addColorRGB(0, new Color(1.0, 1.0, 1.0, 1.0));
					gradientColor.addColorRGB(1, new Color(1.0, 1.0, 1.0, 1.0));
				}
				else {
					for (i = 0, n = rgbsData.length; i < n; i++) {
						if (i == 3 && n > 4) {
							i = n - 1;
							console.warn("GradientDataColor warning:rgb data length is large than 4, will ignore the middle data.");
						}
						var rgbData = rgbsData[i];
						var rgbValue = rgbData.value;
						gradientColor.addColorRGB(rgbData.key, new Color(rgbValue[0], rgbValue[1], rgbValue[2], 1.0));
					}
				}
			}
			return gradientColor;
		}
		_initParticleFrame(overTimeFramesData) {
			var overTimeFrame = new GradientDataInt();
			if (overTimeFramesData) {
				var framesData = overTimeFramesData.frames;
				for (var i = 0, n = framesData.length; i < n; i++) {
					var frameData = framesData[i];
					overTimeFrame.add(frameData.key, frameData.value);
				}
			}
			else {
				overTimeFrame.add(0, 0);
				overTimeFrame.add(1, 1);
			}
			return overTimeFrame;
		}
		static _initStartLife(gradientData) {
			var gradient = new GradientDataNumber();
			var startLifetimesData = gradientData.startLifetimes;
			for (var i = 0, n = startLifetimesData.length; i < n; i++) {
				var valueData = startLifetimesData[i];
				gradient.add(valueData.key, valueData.value);
			}
			return gradient;
		}
		_initParticleVelocity(gradientData) {
			var gradient = new GradientDataNumber();
			var velocitysData = gradientData.velocitys;
			for (var i = 0, n = velocitysData.length; i < n; i++) {
				var valueData = velocitysData[i];
				gradient.add(valueData.key, valueData.value);
			}
			return gradient;
		}
		_initParticleSize(gradientSizeData) {
			var gradientSize = new GradientDataNumber();
			if (gradientSizeData) {
				var sizesData = gradientSizeData.sizes;
				for (var i = 0, n = sizesData.length; i < n; i++) {
					var valueData = sizesData[i];
					gradientSize.add(valueData.key, valueData.value);
				}
			}
			else {
				gradientSize.add(0, 0);
				gradientSize.add(1, 1);
			}
			return gradientSize;
		}
		_initParticleRotation(gradientData) {
			var gradient = new GradientDataNumber();
			var angularVelocitysData = gradientData.angularVelocitys;
			for (var i = 0, n = angularVelocitysData.length; i < n; i++) {
				var valueData = angularVelocitysData[i];
				gradient.add(valueData.key, valueData.value / 180.0 * Math.PI);
			}
			return gradient;
		}
	}

	class SkinnedMeshSprite3DShaderDeclaration {
	}

	class SkinnedMeshRenderer extends MeshRenderer {
		constructor(owner) {
			super(owner);
			this._bones = [];
			this._skinnedDataLoopMarks = [];
			this._localBounds = new Bounds(Vector3._ZERO, Vector3._ZERO);
			this._cacheAnimationNode = [];
		}
		get localBounds() {
			return this._localBounds;
		}
		set localBounds(value) {
			this._localBounds = value;
		}
		get rootBone() {
			return this._cacheRootBone;
		}
		set rootBone(value) {
			if (this._cacheRootBone != value) {
				if (this._cacheRootBone)
					this._cacheRootBone.transform.off(Laya.Event.TRANSFORM_CHANGED, this, this._onWorldMatNeedChange);
				else
					this._owner.transform.off(Laya.Event.TRANSFORM_CHANGED, this, this._onWorldMatNeedChange);
				if (value)
					value.transform.on(Laya.Event.TRANSFORM_CHANGED, this, this._onWorldMatNeedChange);
				else
					this._owner.transform.on(Laya.Event.TRANSFORM_CHANGED, this, this._onWorldMatNeedChange);
				this._cacheRootBone = value;
				this._onWorldMatNeedChange(Transform3D.TRANSFORM_WORLDPOSITION | Transform3D.TRANSFORM_WORLDQUATERNION | Transform3D.TRANSFORM_WORLDSCALE);
			}
		}
		get bones() {
			return this._bones;
		}
		_computeSkinnedData() {
			if (this._cacheMesh && this._cacheAvatar || this._cacheMesh && !this._cacheAvatar) {
				var bindPoses = this._cacheMesh._inverseBindPoses;
				var pathMarks = this._cacheMesh._skinnedMatrixCaches;
				for (var i = 0, n = this._cacheMesh.subMeshCount; i < n; i++) {
					var subMeshBoneIndices = this._cacheMesh.getSubMesh(i)._boneIndicesList;
					var subData = this._skinnedData[i];
					for (var j = 0, m = subMeshBoneIndices.length; j < m; j++) {
						var boneIndices = subMeshBoneIndices[j];
						this._computeSubSkinnedData(bindPoses, boneIndices, subData[j], pathMarks);
					}
				}
			}
		}
		_computeSubSkinnedData(bindPoses, boneIndices, data, matrixCaches) {
			for (var k = 0, q = boneIndices.length; k < q; k++) {
				var index = boneIndices[k];
				if (this._skinnedDataLoopMarks[index] === Laya.Stat.loopCount) {
					var c = matrixCaches[index];
					var preData = this._skinnedData[c.subMeshIndex][c.batchIndex];
					var srcIndex = c.batchBoneIndex * 16;
					var dstIndex = k * 16;
					for (var d = 0; d < 16; d++)
						data[dstIndex + d] = preData[srcIndex + d];
				}
				else {
					if (!this._cacheAvatar) {
						try {
							Utils3D._mulMatrixArray(this._bones[index].transform.worldMatrix.elements, bindPoses[index].elements, 0, data, k * 16);
						}
						catch (error) {
							console.error(`骨骼删除错误: ${this._bones[index].name}`);
						}
					}
					else {
						Utils3D._mulMatrixArray(this._cacheAnimationNode[index].transform.getWorldMatrix(), bindPoses[index].elements, 0, data, k * 16);
					}
					this._skinnedDataLoopMarks[index] = Laya.Stat.loopCount;
				}
			}
		}
		_onWorldMatNeedChange(flag) {
			this._boundsChange = true;
			if (this._octreeNode) {
				if (this._cacheAvatar) {
					if (this._indexInOctreeMotionList === -1)
						this._octreeNode._octree.addMotionObject(this);
				}
				else {
					flag &= Transform3D.TRANSFORM_WORLDPOSITION | Transform3D.TRANSFORM_WORLDQUATERNION | Transform3D.TRANSFORM_WORLDSCALE;
					if (flag) {
						if (this._indexInOctreeMotionList === -1)
							this._octreeNode._octree.addMotionObject(this);
					}
				}
			}
		}
		_createRenderElement() {
			return new RenderElement();
		}
		_onMeshChange(value) {
			super._onMeshChange(value);
			this._cacheMesh = value;
			var subMeshCount = value.subMeshCount;
			this._skinnedData = [];
			this._skinnedDataLoopMarks.length = value._inverseBindPoses.length;
			for (var i = 0; i < subMeshCount; i++) {
				var subBoneIndices = value.getSubMesh(i)._boneIndicesList;
				var subCount = subBoneIndices.length;
				var subData = this._skinnedData[i] = [];
				for (var j = 0; j < subCount; j++)
					subData[j] = new Float32Array(subBoneIndices[j].length * 16);
			}
			(this._cacheAvatar && value) && (this._getCacheAnimationNodes());
		}
		_setCacheAnimator(animator) {
			this._cacheAnimator = animator;
			this._shaderValues.addDefine(SkinnedMeshSprite3DShaderDeclaration.SHADERDEFINE_BONE);
			this._setRootNode();
		}
		_calculateBoundingBox() {
			if (!this._cacheAvatar) {
				if (this._cacheRootBone)
					this._localBounds._tranform(this._cacheRootBone.transform.worldMatrix, this._bounds);
				else
					this._localBounds._tranform(this._owner.transform.worldMatrix, this._bounds);
			}
			else {
				if (this._cacheAnimator && this._rootBone) {
					var worldMat = SkinnedMeshRenderer._tempMatrix4x4;
					Utils3D.matrix4x4MultiplyMFM(this._cacheAnimator.owner.transform.worldMatrix, this._cacheRootAnimationNode.transform.getWorldMatrix(), worldMat);
					this._localBounds._tranform(worldMat, this._bounds);
				}
				else {
					super._calculateBoundingBox();
				}
			}
			if (Laya.Render.supportWebGLPlusCulling) {
				var min = this._bounds.getMin();
				var max = this._bounds.getMax();
				var buffer = FrustumCulling._cullingBuffer;
				buffer[this._cullingBufferIndex + 1] = min.x;
				buffer[this._cullingBufferIndex + 2] = min.y;
				buffer[this._cullingBufferIndex + 3] = min.z;
				buffer[this._cullingBufferIndex + 4] = max.x;
				buffer[this._cullingBufferIndex + 5] = max.y;
				buffer[this._cullingBufferIndex + 6] = max.z;
			}
		}
		_renderUpdate(context, transform) {
			if (this._cacheAnimator) {
				this._computeSkinnedData();
				if (!this._cacheAvatar) {
					this._shaderValues.setMatrix4x4(Sprite3D.WORLDMATRIX, Matrix4x4.DEFAULT);
				}
				else {
					var aniOwnerTrans = this._cacheAnimator.owner._transform;
					this._shaderValues.setMatrix4x4(Sprite3D.WORLDMATRIX, aniOwnerTrans.worldMatrix);
				}
			}
			else {
				this._shaderValues.setMatrix4x4(Sprite3D.WORLDMATRIX, transform.worldMatrix);
			}
		}
		_renderUpdateWithCamera(context, transform) {
			var projectionView = context.projectionViewMatrix;
			if (this._cacheAnimator) {
				if (!this._cacheAvatar) {
					this._shaderValues.setMatrix4x4(Sprite3D.MVPMATRIX, projectionView);
				}
				else {
					var aniOwnerTrans = this._cacheAnimator.owner._transform;
					Matrix4x4.multiply(projectionView, aniOwnerTrans.worldMatrix, this._projectionViewWorldMatrix);
					this._shaderValues.setMatrix4x4(Sprite3D.MVPMATRIX, this._projectionViewWorldMatrix);
				}
			}
			else {
				Matrix4x4.multiply(projectionView, transform.worldMatrix, this._projectionViewWorldMatrix);
				this._shaderValues.setMatrix4x4(Sprite3D.MVPMATRIX, this._projectionViewWorldMatrix);
			}
		}
		_destroy() {
			if (this._destroyed) return;
			super._destroy();
			if (!this._cacheAvatar) {
				if (this._cacheRootBone)
					(!this._cacheRootBone.destroyed) && (this._cacheRootBone.transform.off(Laya.Event.TRANSFORM_CHANGED, this, this._onWorldMatNeedChange));
				else
					(this._owner && !this._owner.destroyed) && (this._owner.transform.off(Laya.Event.TRANSFORM_CHANGED, this, this._onWorldMatNeedChange));
			}
			else {
				if (this._cacheRootAnimationNode)
					this._cacheRootAnimationNode.transform.off(Laya.Event.TRANSFORM_CHANGED, this, this._onWorldMatNeedChange);
			}
		}
		get bounds() {
			if (this._boundsChange || this._cacheAvatar) {
				this._calculateBoundingBox();
				this._boundsChange = false;
			}
			return this._bounds;
		}
		_setRootBone(name) {
			this._rootBone = name;
			this._setRootNode();
		}
		_setRootNode() {
			var rootNode;
			if (this._cacheAnimator && this._rootBone && this._cacheAvatar)
				rootNode = this._cacheAnimator._avatarNodeMap[this._rootBone];
			else
				rootNode = null;
			if (this._cacheRootAnimationNode != rootNode) {
				this._onWorldMatNeedChange(Transform3D.TRANSFORM_WORLDPOSITION | Transform3D.TRANSFORM_WORLDQUATERNION | Transform3D.TRANSFORM_WORLDSCALE);
				this._owner.transform.off(Laya.Event.TRANSFORM_CHANGED, this, this._onWorldMatNeedChange);
				if (this._cacheRootAnimationNode)
					this._cacheRootAnimationNode.transform.off(Laya.Event.TRANSFORM_CHANGED, this, this._onWorldMatNeedChange);
				(rootNode) && (rootNode.transform.on(Laya.Event.TRANSFORM_CHANGED, this, this._onWorldMatNeedChange));
				this._cacheRootAnimationNode = rootNode;
			}
		}
		_getCacheAnimationNodes() {
			var meshBoneNames = this._cacheMesh._boneNames;
			var innerBindPoseCount = this._cacheMesh._inverseBindPoses.length;
			if (!Laya.Render.supportWebGLPlusAnimation) {
				this._cacheAnimationNode.length = innerBindPoseCount;
				var nodeMap = this._cacheAnimator._avatarNodeMap;
				for (var i = 0; i < innerBindPoseCount; i++) {
					var node = nodeMap[meshBoneNames[i]];
					this._cacheAnimationNode[i] = node;
				}
			}
			else {
				this._cacheAnimationNodeIndices = new Uint16Array(innerBindPoseCount);
				var nodeMapC = this._cacheAnimator._avatarNodeMap;
				for (i = 0; i < innerBindPoseCount; i++) {
					var nodeC = nodeMapC[meshBoneNames[i]];
					this._cacheAnimationNodeIndices[i] = nodeC ? nodeC._worldMatrixIndex : 0;
				}
			}
		}
		_setCacheAvatar(value) {
			if (this._cacheAvatar !== value) {
				if (this._cacheMesh) {
					this._cacheAvatar = value;
					if (value) {
						this._shaderValues.addDefine(SkinnedMeshSprite3DShaderDeclaration.SHADERDEFINE_BONE);
						this._getCacheAnimationNodes();
					}
				}
				else {
					this._cacheAvatar = value;
				}
				this._setRootNode();
			}
		}
		_computeSubSkinnedDataNative(worldMatrixs, cacheAnimationNodeIndices, inverseBindPosesBuffer, boneIndices, data) {
			Laya.LayaGL.instance.computeSubSkinnedData(worldMatrixs, cacheAnimationNodeIndices, inverseBindPosesBuffer, boneIndices, data);
		}
		_computeSkinnedDataForNative() {
			if (this._cacheMesh && this._cacheAvatar || this._cacheMesh && !this._cacheAvatar) {
				var bindPoses = this._cacheMesh._inverseBindPoses;
				var pathMarks = this._cacheMesh._skinnedMatrixCaches;
				for (var i = 0, n = this._cacheMesh.subMeshCount; i < n; i++) {
					var subMeshBoneIndices = this._cacheMesh.getSubMesh(i)._boneIndicesList;
					var subData = this._skinnedData[i];
					for (var j = 0, m = subMeshBoneIndices.length; j < m; j++) {
						var boneIndices = subMeshBoneIndices[j];
						if (this._cacheAvatar && Laya.Render.supportWebGLPlusAnimation)
							this._computeSubSkinnedDataNative(this._cacheAnimator._animationNodeWorldMatrixs, this._cacheAnimationNodeIndices, this._cacheMesh._inverseBindPosesBuffer, boneIndices, subData[j]);
						else
							this._computeSubSkinnedData(bindPoses, boneIndices, subData[j], pathMarks);
					}
				}
			}
		}
	}
	SkinnedMeshRenderer._tempMatrix4x4 = new Matrix4x4();

	class SkinnedMeshSprite3D extends RenderableSprite3D {
		constructor(mesh = null, name = null) {
			super(name);
			this._meshFilter = new MeshFilter(this);
			this._render = new SkinnedMeshRenderer(this);
			(mesh) && (this._meshFilter.sharedMesh = mesh);
		}
		static __init__() {
			SkinnedMeshSprite3DShaderDeclaration.SHADERDEFINE_BONE = Shader3D.getDefineByName("BONE");
			SkinnedMeshSprite3DShaderDeclaration.SHADERDEFINE_SIMPLEBONE = Shader3D.getDefineByName("SIMPLEBONE");
		}
		get meshFilter() {
			return this._meshFilter;
		}
		get skinnedMeshRenderer() {
			return this._render;
		}
		_parse(data, spriteMap) {
			super._parse(data, spriteMap);
			var render = this.skinnedMeshRenderer;
			var lightmapIndex = data.lightmapIndex;
			(lightmapIndex != null) && (render.lightmapIndex = lightmapIndex);
			var lightmapScaleOffsetArray = data.lightmapScaleOffset;
			(lightmapScaleOffsetArray) && (render.lightmapScaleOffset = new Vector4(lightmapScaleOffsetArray[0], lightmapScaleOffsetArray[1], lightmapScaleOffsetArray[2], lightmapScaleOffsetArray[3]));
			(data.enableRender != undefined) && (render.enable = data.enableRender);
			(data.receiveShadows != undefined) && (render.receiveShadow = data.receiveShadows);
			(data.castShadow != undefined) && (render.castShadow = data.castShadow);
			var meshPath;
			meshPath = data.meshPath;
			if (meshPath) {
				var mesh = Laya.Loader.getRes(meshPath);
				(mesh) && (this.meshFilter.sharedMesh = mesh);
			}
			var materials = data.materials;
			if (materials) {
				var sharedMaterials = render.sharedMaterials;
				var materialCount = materials.length;
				sharedMaterials.length = materialCount;
				for (var i = 0; i < materialCount; i++) {
					sharedMaterials[i] = Laya.Loader.getRes(materials[i].path);
				}
				render.sharedMaterials = sharedMaterials;
			}
			var boundBox = data.boundBox;
			var min = boundBox.min;
			var max = boundBox.max;
			render.localBounds.setMin(new Vector3(min[0], min[1], min[2]));
			render.localBounds.setMax(new Vector3(max[0], max[1], max[2]));
			if (spriteMap) {
				var rootBoneData = data.rootBone;
				render.rootBone = spriteMap[rootBoneData];
				var bonesData = data.bones;
				var n;
				for (i = 0, n = bonesData.length; i < n; i++)
					render.bones.push(spriteMap[bonesData[i]]);
			}
			else {
				(data.rootBone) && (render._setRootBone(data.rootBone));
			}
		}
		_changeHierarchyAnimator(animator) {
			super._changeHierarchyAnimator(animator);
			this.skinnedMeshRenderer._setCacheAnimator(animator);
		}
		_changeAnimatorAvatar(avatar) {
			this.skinnedMeshRenderer._setCacheAvatar(avatar);
		}
		_cloneTo(destObject, srcRoot, dstRoot) {
			var meshSprite3D = destObject;
			meshSprite3D.meshFilter.sharedMesh = this.meshFilter.sharedMesh;
			var meshRender = this._render;
			var destMeshRender = meshSprite3D._render;
			destMeshRender.enable = meshRender.enable;
			destMeshRender.sharedMaterials = meshRender.sharedMaterials;
			destMeshRender.castShadow = meshRender.castShadow;
			var lightmapScaleOffset = meshRender.lightmapScaleOffset;
			lightmapScaleOffset && (destMeshRender.lightmapScaleOffset = lightmapScaleOffset.clone());
			destMeshRender.receiveShadow = meshRender.receiveShadow;
			destMeshRender.sortingFudge = meshRender.sortingFudge;
			destMeshRender._rootBone = meshRender._rootBone;
			var bones = meshRender.bones;
			var destBones = destMeshRender.bones;
			var bonesCount = bones.length;
			destBones.length = bonesCount;
			var rootBone = meshRender.rootBone;
			if (rootBone) {
				var pathes = Utils3D._getHierarchyPath(srcRoot, rootBone, SkinnedMeshSprite3D._tempArray0);
				if (pathes)
					destMeshRender.rootBone = Utils3D._getNodeByHierarchyPath(dstRoot, pathes);
				else
					destMeshRender.rootBone = rootBone;
			}
			for (var i = 0; i < bones.length; i++) {
				pathes = Utils3D._getHierarchyPath(srcRoot, bones[i], SkinnedMeshSprite3D._tempArray0);
				if (pathes)
					destBones[i] = Utils3D._getNodeByHierarchyPath(dstRoot, pathes);
				else
					destBones[i] = bones[i];
			}
			var lbb = meshRender.localBounds;
			(lbb) && (lbb.cloneTo(destMeshRender.localBounds));
			super._cloneTo(destObject, srcRoot, dstRoot);
		}
		destroy(destroyChild = true) {
			if (this.destroyed)
				return;
			super.destroy(destroyChild);
			this._meshFilter.destroy();
		}
		_create() {
			return new SkinnedMeshSprite3D();
		}
	}
	SkinnedMeshSprite3D._tempArray0 = [];
	SkinnedMeshSprite3D.BONES = Shader3D.propertyNameToID("u_Bones");
	SkinnedMeshSprite3D.SIMPLE_SIMPLEANIMATORTEXTURE = Shader3D.propertyNameToID("u_SimpleAnimatorTexture");
	SkinnedMeshSprite3D.SIMPLE_SIMPLEANIMATORPARAMS = Shader3D.propertyNameToID("u_SimpleAnimatorParams");
	SkinnedMeshSprite3D.SIMPLE_SIMPLEANIMATORTEXTURESIZE = Shader3D.propertyNameToID("u_SimpleAnimatorTextureSize");

	class TrailMaterial extends Material {
		constructor() {
			super();
			this.setShaderName("Trail");
			this._color = new Vector4(1.0, 1.0, 1.0, 1.0);
			this._shaderValues.setVector(TrailMaterial.TINTCOLOR, new Vector4(1.0, 1.0, 1.0, 1.0));
			this.renderMode = TrailMaterial.RENDERMODE_ALPHABLENDED;
		}
		static __initDefine__() {
			TrailMaterial.SHADERDEFINE_MAINTEXTURE = Shader3D.getDefineByName("MAINTEXTURE");
			TrailMaterial.SHADERDEFINE_TILINGOFFSET = Shader3D.getDefineByName("TILINGOFFSET");
			TrailMaterial.SHADERDEFINE_ADDTIVEFOG = Shader3D.getDefineByName("ADDTIVEFOG");
		}
		get _TintColorR() {
			return this._color.x;
		}
		set _TintColorR(value) {
			this._color.x = value;
			this.color = this._color;
		}
		get _TintColorG() {
			return this._color.y;
		}
		set _TintColorG(value) {
			this._color.y = value;
			this.color = this._color;
		}
		get _TintColorB() {
			return this._color.z;
		}
		set _TintColorB(value) {
			this._color.z = value;
			this.color = this._color;
		}
		get _TintColorA() {
			return this._color.w;
		}
		set _TintColorA(value) {
			this._color.w = value;
			this.color = this._color;
		}
		get _MainTex_STX() {
			return this._shaderValues.getVector(TrailMaterial.TILINGOFFSET).x;
		}
		set _MainTex_STX(x) {
			var tilOff = this._shaderValues.getVector(TrailMaterial.TILINGOFFSET);
			tilOff.x = x;
			this.tilingOffset = tilOff;
		}
		get _MainTex_STY() {
			return this._shaderValues.getVector(TrailMaterial.TILINGOFFSET).y;
		}
		set _MainTex_STY(y) {
			var tilOff = this._shaderValues.getVector(TrailMaterial.TILINGOFFSET);
			tilOff.y = y;
			this.tilingOffset = tilOff;
		}
		get _MainTex_STZ() {
			return this._shaderValues.getVector(TrailMaterial.TILINGOFFSET).z;
		}
		set _MainTex_STZ(z) {
			var tilOff = this._shaderValues.getVector(TrailMaterial.TILINGOFFSET);
			tilOff.z = z;
			this.tilingOffset = tilOff;
		}
		get _MainTex_STW() {
			return this._shaderValues.getVector(TrailMaterial.TILINGOFFSET).w;
		}
		set _MainTex_STW(w) {
			var tilOff = this._shaderValues.getVector(TrailMaterial.TILINGOFFSET);
			tilOff.w = w;
			this.tilingOffset = tilOff;
		}
		set renderMode(value) {
			switch (value) {
				case TrailMaterial.RENDERMODE_ADDTIVE:
					this.renderQueue = Material.RENDERQUEUE_TRANSPARENT;
					this.alphaTest = false;
					this.depthWrite = false;
					this.cull = RenderState.CULL_NONE;
					this.blend = RenderState.BLEND_ENABLE_ALL;
					this.blendSrc = RenderState.BLENDPARAM_SRC_ALPHA;
					this.blendDst = RenderState.BLENDPARAM_ONE;
					this.depthTest = RenderState.DEPTHTEST_LESS;
					this._shaderValues.addDefine(TrailMaterial.SHADERDEFINE_ADDTIVEFOG);
					break;
				case TrailMaterial.RENDERMODE_ALPHABLENDED:
					this.renderQueue = Material.RENDERQUEUE_TRANSPARENT;
					this.alphaTest = false;
					this.depthWrite = false;
					this.cull = RenderState.CULL_NONE;
					this.blend = RenderState.BLEND_ENABLE_ALL;
					this.blendSrc = RenderState.BLENDPARAM_SRC_ALPHA;
					this.blendDst = RenderState.BLENDPARAM_ONE_MINUS_SRC_ALPHA;
					this.depthTest = RenderState.DEPTHTEST_LESS;
					this._shaderValues.removeDefine(TrailMaterial.SHADERDEFINE_ADDTIVEFOG);
					break;
				default:
					throw new Error("TrailMaterial : renderMode value error.");
			}
		}
		get colorR() {
			return this._TintColorR;
		}
		set colorR(value) {
			this._TintColorR = value;
		}
		get colorG() {
			return this._TintColorG;
		}
		set colorG(value) {
			this._TintColorG = value;
		}
		get colorB() {
			return this._TintColorB;
		}
		set colorB(value) {
			this._TintColorB = value;
		}
		get colorA() {
			return this._TintColorA;
		}
		set colorA(value) {
			this._TintColorA = value;
		}
		get color() {
			return this._shaderValues.getVector(TrailMaterial.TINTCOLOR);
		}
		set color(value) {
			this._shaderValues.setVector(TrailMaterial.TINTCOLOR, value);
		}
		get texture() {
			return this._shaderValues.getTexture(TrailMaterial.MAINTEXTURE);
		}
		set texture(value) {
			if (value)
				this._shaderValues.addDefine(TrailMaterial.SHADERDEFINE_MAINTEXTURE);
			else
				this._shaderValues.removeDefine(TrailMaterial.SHADERDEFINE_MAINTEXTURE);
			this._shaderValues.setTexture(TrailMaterial.MAINTEXTURE, value);
		}
		get tilingOffsetX() {
			return this._MainTex_STX;
		}
		set tilingOffsetX(x) {
			this._MainTex_STX = x;
		}
		get tilingOffsetY() {
			return this._MainTex_STY;
		}
		set tilingOffsetY(y) {
			this._MainTex_STY = y;
		}
		get tilingOffsetZ() {
			return this._MainTex_STZ;
		}
		set tilingOffsetZ(z) {
			this._MainTex_STZ = z;
		}
		get tilingOffsetW() {
			return this._MainTex_STW;
		}
		set tilingOffsetW(w) {
			this._MainTex_STW = w;
		}
		get tilingOffset() {
			return this._shaderValues.getVector(TrailMaterial.TILINGOFFSET);
		}
		set tilingOffset(value) {
			if (value) {
				if (value.x != 1 || value.y != 1 || value.z != 0 || value.w != 0)
					this._shaderValues.addDefine(TrailMaterial.SHADERDEFINE_TILINGOFFSET);
				else
					this._shaderValues.removeDefine(TrailMaterial.SHADERDEFINE_TILINGOFFSET);
			}
			else {
				this._shaderValues.removeDefine(TrailMaterial.SHADERDEFINE_TILINGOFFSET);
			}
			this._shaderValues.setVector(TrailMaterial.TILINGOFFSET, value);
		}
		set depthWrite(value) {
			this._shaderValues.setBool(TrailMaterial.DEPTH_WRITE, value);
		}
		get depthWrite() {
			return this._shaderValues.getBool(TrailMaterial.DEPTH_WRITE);
		}
		set cull(value) {
			this._shaderValues.setInt(TrailMaterial.CULL, value);
		}
		get cull() {
			return this._shaderValues.getInt(TrailMaterial.CULL);
		}
		set blend(value) {
			this._shaderValues.setInt(TrailMaterial.BLEND, value);
		}
		get blend() {
			return this._shaderValues.getInt(TrailMaterial.BLEND);
		}
		set blendSrc(value) {
			this._shaderValues.setInt(TrailMaterial.BLEND_SRC, value);
		}
		get blendSrc() {
			return this._shaderValues.getInt(TrailMaterial.BLEND_SRC);
		}
		set blendDst(value) {
			this._shaderValues.setInt(TrailMaterial.BLEND_DST, value);
		}
		get blendDst() {
			return this._shaderValues.getInt(TrailMaterial.BLEND_DST);
		}
		set depthTest(value) {
			this._shaderValues.setInt(TrailMaterial.DEPTH_TEST, value);
		}
		get depthTest() {
			return this._shaderValues.getInt(TrailMaterial.DEPTH_TEST);
		}
		clone() {
			var dest = new TrailMaterial();
			this.cloneTo(dest);
			return dest;
		}
	}
	TrailMaterial.RENDERMODE_ALPHABLENDED = 0;
	TrailMaterial.RENDERMODE_ADDTIVE = 1;
	TrailMaterial.MAINTEXTURE = Shader3D.propertyNameToID("u_MainTexture");
	TrailMaterial.TINTCOLOR = Shader3D.propertyNameToID("u_MainColor");
	TrailMaterial.TILINGOFFSET = Shader3D.propertyNameToID("u_TilingOffset");
	TrailMaterial.CULL = Shader3D.propertyNameToID("s_Cull");
	TrailMaterial.BLEND = Shader3D.propertyNameToID("s_Blend");
	TrailMaterial.BLEND_SRC = Shader3D.propertyNameToID("s_BlendSrc");
	TrailMaterial.BLEND_DST = Shader3D.propertyNameToID("s_BlendDst");
	TrailMaterial.DEPTH_TEST = Shader3D.propertyNameToID("s_DepthTest");
	TrailMaterial.DEPTH_WRITE = Shader3D.propertyNameToID("s_DepthWrite");

	class TextureMode {
	}
	TextureMode.Stretch = 0;
	TextureMode.Tile = 1;

	(function (TrailAlignment) {
		TrailAlignment[TrailAlignment["View"] = 0] = "View";
		TrailAlignment[TrailAlignment["TransformZ"] = 1] = "TransformZ";
	})(exports.TrailAlignment || (exports.TrailAlignment = {}));

	class VertexTrail {
		static get vertexDeclaration1() {
			return VertexTrail._vertexDeclaration1;
		}
		static get vertexDeclaration2() {
			return VertexTrail._vertexDeclaration2;
		}
		get vertexDeclaration() {
			return VertexTrail._vertexDeclaration1;
		}
		static __init__() {
			VertexTrail._vertexDeclaration1 = new VertexDeclaration(32, [new VertexElement(0, VertexElementFormat.Vector3, VertexTrail.TRAIL_POSITION0),
			new VertexElement(12, VertexElementFormat.Vector3, VertexTrail.TRAIL_OFFSETVECTOR),
			new VertexElement(24, VertexElementFormat.Single, VertexTrail.TRAIL_TIME0),
			new VertexElement(28, VertexElementFormat.Single, VertexTrail.TRAIL_TEXTURECOORDINATE0Y)]);
			VertexTrail._vertexDeclaration2 = new VertexDeclaration(20, [new VertexElement(0, VertexElementFormat.Single, VertexTrail.TRAIL_TEXTURECOORDINATE0X),
			new VertexElement(4, VertexElementFormat.Color, VertexTrail.TRAIL_COLOR)]);
		}
	}
	VertexTrail.TRAIL_POSITION0 = 0;
	VertexTrail.TRAIL_OFFSETVECTOR = 1;
	VertexTrail.TRAIL_TIME0 = 2;
	VertexTrail.TRAIL_TEXTURECOORDINATE0Y = 3;
	VertexTrail.TRAIL_TEXTURECOORDINATE0X = 4;
	VertexTrail.TRAIL_COLOR = 5;

	class TrailGeometry extends GeometryElement {
		constructor(owner) {
			super();
			this._floatCountPerVertices1 = 8;
			this._floatCountPerVertices2 = 5;
			this._increaseSegementCount = 16;
			this._activeIndex = 0;
			this._endIndex = 0;
			this._needAddFirstVertex = false;
			this._isTempEndVertex = false;
			this._vertices1 = null;
			this._vertices2 = null;
			this._lastFixedVertexPosition = new Vector3();
			this._bufferState = new BufferState();
			this.tmpColor = new Color();
			this._disappearBoundsMode = false;
			this._owner = owner;
			this._segementCount = this._increaseSegementCount;
			this._resizeData(this._segementCount, this._bufferState);
			var bounds = this._owner._owner.trailRenderer.bounds;
			var sprite3dPosition = this._owner._owner.transform.position;
			bounds.setMin(sprite3dPosition);
			bounds.setMax(sprite3dPosition);
			Laya.Render.supportWebGLPlusCulling && this._calculateBoundingBoxForNative();
		}
		_resizeData(segementCount, bufferState) {
			this._subBirthTime = new Float32Array(segementCount);
			this._subDistance = new Float64Array(segementCount);
			var gl = Laya.LayaGL.instance;
			var vertexCount = segementCount * 2;
			var vertexDeclaration1 = VertexTrail.vertexDeclaration1;
			var vertexDeclaration2 = VertexTrail.vertexDeclaration2;
			var vertexBuffers = [];
			var vertexbuffer1Size = vertexCount * vertexDeclaration1.vertexStride;
			var vertexbuffer2Size = vertexCount * vertexDeclaration2.vertexStride;
			var memorySize = vertexbuffer1Size + vertexbuffer2Size;
			this._vertices1 = new Float32Array(vertexCount * this._floatCountPerVertices1);
			this._vertices2 = new Float32Array(vertexCount * this._floatCountPerVertices2);
			this._vertexBuffer1 = new VertexBuffer3D(vertexbuffer1Size, gl.STATIC_DRAW, false);
			this._vertexBuffer1.vertexDeclaration = vertexDeclaration1;
			this._vertexBuffer2 = new VertexBuffer3D(vertexbuffer2Size, gl.DYNAMIC_DRAW, false);
			this._vertexBuffer2.vertexDeclaration = vertexDeclaration2;
			vertexBuffers.push(this._vertexBuffer1);
			vertexBuffers.push(this._vertexBuffer2);
			bufferState.bind();
			bufferState.applyVertexBuffers(vertexBuffers);
			bufferState.unBind();
			Laya.Resource._addMemory(memorySize, memorySize);
		}
		_resetData() {
			var count = this._endIndex - this._activeIndex;
			var oldVertices1 = new Float32Array(this._vertices1.buffer, this._floatCountPerVertices1 * 2 * this._activeIndex * 4, this._floatCountPerVertices1 * 2 * count);
			var oldVertices2 = new Float32Array(this._vertices2.buffer, this._floatCountPerVertices2 * 2 * this._activeIndex * 4, this._floatCountPerVertices2 * 2 * count);
			var oldSubDistance = new Float64Array(this._subDistance.buffer, this._activeIndex * 8, count);
			var oldSubBirthTime = new Float32Array(this._subBirthTime.buffer, this._activeIndex * 4, count);
			if (count === this._segementCount) {
				// 2021-12-14 耿骁霄 修复_addMemory统一错误。需要在执行buffer.destroy之前获取byteLength，通知Resource记录已释放的内存。
				var memorySize = this._vertexBuffer1._byteLength + this._vertexBuffer2._byteLength;
				Laya.Resource._addMemory(-memorySize, -memorySize);
				this._vertexBuffer1.destroy();
				this._vertexBuffer2.destroy();
				this._segementCount += this._increaseSegementCount;
				this._resizeData(this._segementCount, this._bufferState);
			}
			this._vertices1.set(oldVertices1, 0);
			this._vertices2.set(oldVertices2, 0);
			this._subDistance.set(oldSubDistance, 0);
			this._subBirthTime.set(oldSubBirthTime, 0);
			this._endIndex = count;
			this._activeIndex = 0;
			this._vertexBuffer1.setData(this._vertices1.buffer, 0, this._floatCountPerVertices1 * 2 * this._activeIndex * 4, this._floatCountPerVertices1 * 2 * count * 4);
			this._vertexBuffer2.setData(this._vertices2.buffer, 0, this._floatCountPerVertices2 * 2 * this._activeIndex * 4, this._floatCountPerVertices2 * 2 * count * 4);
		}
		_updateTrail(camera, lastPosition, position) {
			if (!Vector3.equals(lastPosition, position)) {
				if ((this._endIndex - this._activeIndex) === 0)
					this._addTrailByFirstPosition(camera, position);
				else
					this._addTrailByNextPosition(camera, position);
			}
		}
		_addTrailByFirstPosition(camera, position) {
			(this._endIndex === this._segementCount) && (this._resetData());
			this._subDistance[this._endIndex] = 0;
			this._subBirthTime[this._endIndex] = this._owner._curtime;
			this._endIndex++;
			position.cloneTo(this._lastFixedVertexPosition);
			this._needAddFirstVertex = true;
		}
		_addTrailByNextPosition(camera, position) {
			var delVector3 = TrailGeometry._tempVector30;
			var pointAtoBVector3 = TrailGeometry._tempVector31;
			switch (this._owner.alignment) {
				case exports.TrailAlignment.View:
					var cameraMatrix = camera.viewMatrix;
					Vector3.transformCoordinate(position, cameraMatrix, TrailGeometry._tempVector33);
					Vector3.transformCoordinate(this._lastFixedVertexPosition, cameraMatrix, TrailGeometry._tempVector34);
					Vector3.subtract(TrailGeometry._tempVector33, TrailGeometry._tempVector34, delVector3);
					Vector3.cross(TrailGeometry._tempVector33, delVector3, pointAtoBVector3);
					break;
				case exports.TrailAlignment.TransformZ:
					Vector3.subtract(position, this._lastFixedVertexPosition, delVector3);
					var forward = TrailGeometry._tempVector32;
					this._owner._owner.transform.getForward(forward);
					Vector3.cross(delVector3, forward, pointAtoBVector3);
					break;
			}
			Vector3.normalize(pointAtoBVector3, pointAtoBVector3);
			Vector3.scale(pointAtoBVector3, this._owner.widthMultiplier / 2, pointAtoBVector3);
			var delLength = Vector3.scalarLength(delVector3);
			var tempEndIndex;
			var offset;
			if (this._needAddFirstVertex) {
				this._updateVerticesByPositionData(position, pointAtoBVector3, this._endIndex - 1);
				this._needAddFirstVertex = false;
			}
			if (delLength - this._owner.minVertexDistance >= MathUtils3D.zeroTolerance) {
				if (this._isTempEndVertex) {
					tempEndIndex = this._endIndex - 1;
					offset = delLength - this._subDistance[tempEndIndex];
					this._updateVerticesByPosition(position, pointAtoBVector3, delLength, tempEndIndex);
					this._owner._totalLength += offset;
				}
				else {
					(this._endIndex === this._segementCount) && (this._resetData());
					this._updateVerticesByPosition(position, pointAtoBVector3, delLength, this._endIndex);
					this._owner._totalLength += delLength;
					this._endIndex++;
				}
				position.cloneTo(this._lastFixedVertexPosition);
				this._isTempEndVertex = false;
			}
			else {
				if (this._isTempEndVertex) {
					tempEndIndex = this._endIndex - 1;
					offset = delLength - this._subDistance[tempEndIndex];
					this._updateVerticesByPosition(position, pointAtoBVector3, delLength, tempEndIndex);
					this._owner._totalLength += offset;
				}
				else {
					(this._endIndex === this._segementCount) && (this._resetData());
					this._updateVerticesByPosition(position, pointAtoBVector3, delLength, this._endIndex);
					this._owner._totalLength += delLength;
					this._endIndex++;
				}
				this._isTempEndVertex = true;
			}
		}
		_updateVerticesByPositionData(position, pointAtoBVector3, index) {
			var vertexOffset = this._floatCountPerVertices1 * 2 * index;
			var curtime = this._owner._curtime;
			this._vertices1[vertexOffset] = position.x;
			this._vertices1[vertexOffset + 1] = position.y;
			this._vertices1[vertexOffset + 2] = position.z;
			this._vertices1[vertexOffset + 3] = -pointAtoBVector3.x;
			this._vertices1[vertexOffset + 4] = -pointAtoBVector3.y;
			this._vertices1[vertexOffset + 5] = -pointAtoBVector3.z;
			this._vertices1[vertexOffset + 6] = curtime;
			this._vertices1[vertexOffset + 7] = 1.0;
			this._vertices1[vertexOffset + 8] = position.x;
			this._vertices1[vertexOffset + 9] = position.y;
			this._vertices1[vertexOffset + 10] = position.z;
			this._vertices1[vertexOffset + 11] = pointAtoBVector3.x;
			this._vertices1[vertexOffset + 12] = pointAtoBVector3.y;
			this._vertices1[vertexOffset + 13] = pointAtoBVector3.z;
			this._vertices1[vertexOffset + 14] = curtime;
			this._vertices1[vertexOffset + 15] = 0.0;
			var bounds = this._owner._owner.trailRenderer.bounds;
			var min = bounds.getMin();
			var max = bounds.getMax();
			var up = TrailGeometry._tempVector35;
			var down = TrailGeometry._tempVector36;
			var out = TrailGeometry._tempVector32;
			Vector3.add(position, pointAtoBVector3, up);
			Vector3.subtract(position, pointAtoBVector3, down);
			Vector3.min(down, up, out);
			Vector3.min(min, out, min);
			bounds.setMin(min);
			Vector3.max(up, down, out);
			Vector3.max(max, out, max);
			bounds.setMax(max);
			Laya.Render.supportWebGLPlusCulling && this._calculateBoundingBoxForNative();
			var floatCount = this._floatCountPerVertices1 * 2;
			this._vertexBuffer1.setData(this._vertices1.buffer, vertexOffset * 4, vertexOffset * 4, floatCount * 4);
		}
		_updateVerticesByPosition(position, pointAtoBVector3, delDistance, index) {
			this._updateVerticesByPositionData(position, pointAtoBVector3, index);
			this._subDistance[index] = delDistance;
			this._subBirthTime[index] = this._owner._curtime;
		}
		_updateVertexBufferUV() {
			var bounds;
			var min, max;
			if (this._disappearBoundsMode) {
				bounds = this._owner._owner.trailRenderer.bounds;
				var sprite3dPosition = this._owner._owner.transform.position;
				bounds.setMin(sprite3dPosition);
				bounds.setMax(sprite3dPosition);
				min = bounds.getMin();
				max = bounds.getMax();
				Laya.Render.supportWebGLPlusCulling && this._calculateBoundingBoxForNative();
			}
			var vertexCount = this._endIndex;
			var curLength = 0;
			var gradient = this._owner.colorGradient;
			var startAlphaIndex = gradient.colorAlphaKeysCount - 1;
			var startColorIndex = gradient.colorRGBKeysCount - 1;
			var totalLength = this._owner._totalLength;
			var stride = this._floatCountPerVertices2 * 2;
			for (var i = this._activeIndex; i < vertexCount; i++) {
				(i !== this._activeIndex) && (curLength += this._subDistance[i]);
				var uvX;
				var lerpFactor;
				if (this._owner.textureMode == TextureMode.Stretch) {
					uvX = 1.0 - curLength / totalLength;
					lerpFactor = uvX;
				}
				else {
					lerpFactor = 1.0 - curLength / totalLength;
					uvX = 1.0 - (totalLength - curLength);
				}
				startColorIndex = gradient.evaluateColorRGB(lerpFactor, this.tmpColor, startColorIndex, true);
				startAlphaIndex = gradient.evaluateColorAlpha(lerpFactor, this.tmpColor, startAlphaIndex, true);
				var index = i * stride;
				this._vertices2[index + 0] = uvX;
				this._vertices2[index + 1] = this.tmpColor.r;
				this._vertices2[index + 2] = this.tmpColor.g;
				this._vertices2[index + 3] = this.tmpColor.b;
				this._vertices2[index + 4] = this.tmpColor.a;
				this._vertices2[index + 5] = uvX;
				this._vertices2[index + 6] = this.tmpColor.r;
				this._vertices2[index + 7] = this.tmpColor.g;
				this._vertices2[index + 8] = this.tmpColor.b;
				this._vertices2[index + 9] = this.tmpColor.a;
				if (this._disappearBoundsMode) {
					var posOffset = this._floatCountPerVertices1 * 2 * i;
					var pos = TrailGeometry._tempVector32;
					var up = TrailGeometry._tempVector33;
					var side = TrailGeometry._tempVector34;
					pos.setValue(this._vertices1[posOffset + 0], this._vertices1[posOffset + 1], this._vertices1[posOffset + 2]);
					up.setValue(this._vertices1[posOffset + 3], this._vertices1[posOffset + 4], this._vertices1[posOffset + 5]);
					Vector3.add(pos, up, side);
					Vector3.min(side, min, min);
					Vector3.max(side, max, max);
					Vector3.subtract(pos, up, side);
					Vector3.min(side, min, min);
					Vector3.max(side, max, max);
				}
			}
			if (this._disappearBoundsMode) {
				bounds.setMin(min);
				bounds.setMax(max);
				this._disappearBoundsMode = false;
				Laya.Render.supportWebGLPlusCulling && this._calculateBoundingBoxForNative();
			}
			var offset = this._activeIndex * stride;
			this._vertexBuffer2.setData(this._vertices2.buffer, offset * 4, offset * 4, (vertexCount * stride - offset) * 4);
		}
		_updateDisappear() {
			var count = this._endIndex;
			for (var i = this._activeIndex; i < count; i++) {
				if (this._owner._curtime - this._subBirthTime[i] >= this._owner.time + MathUtils3D.zeroTolerance) {
					var nextIndex = i + 1;
					if (nextIndex !== count)
						this._owner._totalLength -= this._subDistance[nextIndex];
					if (this._isTempEndVertex && (nextIndex === count - 1)) {
						var offset = this._floatCountPerVertices1 * i * 2;
						var fixedPos = this._lastFixedVertexPosition;
						fixedPos.x = this._vertices1[0];
						fixedPos.y = this._vertices1[1];
						fixedPos.z = this._vertices1[2];
						this._isTempEndVertex = false;
					}
					this._activeIndex++;
					this._disappearBoundsMode = true;
				}
				else {
					break;
				}
			}
		}
		_getType() {
			return TrailGeometry._type;
		}
		_prepareRender(state) {
			return this._endIndex - this._activeIndex > 1;
		}
		_render(state) {
			this._bufferState.bind();
			var gl = Laya.LayaGL.instance;
			var start = this._activeIndex * 2;
			var count = this._endIndex * 2 - start;
			gl.drawArrays(gl.TRIANGLE_STRIP, start, count);
			Laya.Stat.renderBatches++;
			Laya.Stat.trianglesFaces += count - 2;
		}
		destroy() {
			if (this._destroyed)
				return;
			super.destroy();
			var memorySize = this._vertexBuffer1._byteLength + this._vertexBuffer2._byteLength;
			Laya.Resource._addMemory(-memorySize, -memorySize);
			this._bufferState.destroy();
			this._vertexBuffer1.destroy();
			this._vertexBuffer2.destroy();
			this._bufferState = null;
			this._vertices1 = null;
			this._vertexBuffer1 = null;
			this._vertices2 = null;
			this._vertexBuffer2 = null;
			this._subBirthTime = null;
			this._subDistance = null;
			this._lastFixedVertexPosition = null;
			this._disappearBoundsMode = false;
		}
		_calculateBoundingBoxForNative() {
			var trail = this._owner._owner.trailRenderer;
			var bounds = trail.bounds;
			var min = bounds.getMin();
			var max = bounds.getMax();
			var buffer = FrustumCulling._cullingBuffer;
			buffer[trail._cullingBufferIndex + 1] = min.x;
			buffer[trail._cullingBufferIndex + 2] = min.y;
			buffer[trail._cullingBufferIndex + 3] = min.z;
			buffer[trail._cullingBufferIndex + 4] = max.x;
			buffer[trail._cullingBufferIndex + 5] = max.y;
			buffer[trail._cullingBufferIndex + 6] = max.z;
		}
		clear() {
			this._activeIndex = 0;
			this._endIndex = 0;
			this._disappearBoundsMode = false;
			this._subBirthTime.fill(0);
			this._subDistance.fill(0);
			this._segementCount = 0;
			this._isTempEndVertex = false;
			this._needAddFirstVertex = false;
			this._lastFixedVertexPosition.setValue(0, 0, 0);
		}
	}
	TrailGeometry.ALIGNMENT_VIEW = 0;
	TrailGeometry.ALIGNMENT_TRANSFORM_Z = 1;
	TrailGeometry._tempVector30 = new Vector3();
	TrailGeometry._tempVector31 = new Vector3();
	TrailGeometry._tempVector32 = new Vector3();
	TrailGeometry._tempVector33 = new Vector3();
	TrailGeometry._tempVector34 = new Vector3();
	TrailGeometry._tempVector35 = new Vector3();
	TrailGeometry._tempVector36 = new Vector3();
	TrailGeometry._type = GeometryElement._typeCounter++;

	class TrailFilter {
		constructor(owner) {
			this._totalLength = 0;
			this._lastPosition = new Vector3();
			this._curtime = 0;
			this.alignment = TrailFilter.ALIGNMENT_VIEW;
			this._owner = owner;
			this._initDefaultData();
			this.addRenderElement();
		}
		get time() {
			return this._time;
		}
		set time(value) {
			this._time = value;
			this._owner._render._shaderValues.setNumber(TrailFilter.LIFETIME, value);
		}
		get minVertexDistance() {
			return this._minVertexDistance;
		}
		set minVertexDistance(value) {
			this._minVertexDistance = value;
		}
		get widthMultiplier() {
			return this._widthMultiplier;
		}
		set widthMultiplier(value) {
			this._widthMultiplier = value;
		}
		get widthCurve() {
			return this._widthCurve;
		}
		set widthCurve(value) {
			this._widthCurve = value;
			var widthCurveFloatArray = new Float32Array(value.length * 4);
			var i, j, index = 0;
			for (i = 0, j = value.length; i < j; i++) {
				widthCurveFloatArray[index++] = value[i].time;
				widthCurveFloatArray[index++] = value[i].inTangent;
				widthCurveFloatArray[index++] = value[i].outTangent;
				widthCurveFloatArray[index++] = value[i].value;
			}
			this._owner._render._shaderValues.setBuffer(TrailFilter.WIDTHCURVE, widthCurveFloatArray);
			this._owner._render._shaderValues.setInt(TrailFilter.WIDTHCURVEKEYLENGTH, value.length);
		}
		get colorGradient() {
			return this._colorGradient;
		}
		set colorGradient(value) {
			this._colorGradient = value;
		}
		get textureMode() {
			return this._textureMode;
		}
		set textureMode(value) {
			this._textureMode = value;
		}
		addRenderElement() {
			var render = this._owner._render;
			var elements = render._renderElements;
			var material = render.sharedMaterials[0];
			(material) || (material = TrailMaterial.defaultMaterial);
			var element = new RenderElement();
			element.setTransform(this._owner._transform);
			element.render = render;
			element.material = material;
			this._trialGeometry = new TrailGeometry(this);
			element.setGeometry(this._trialGeometry);
			elements.push(element);
		}
		_update(state) {
			var render = this._owner._render;
			this._curtime += state.scene.timer._delta / 1000;
			render._shaderValues.setNumber(TrailFilter.CURTIME, this._curtime);
			var curPos = this._owner.transform.position;
			var element = render._renderElements[0]._geometry;
			element._updateDisappear();
			element._updateTrail(state.camera, this._lastPosition, curPos);
			element._updateVertexBufferUV();
			curPos.cloneTo(this._lastPosition);
		}
		_initDefaultData() {
			this.time = 5.0;
			this.minVertexDistance = 0.1;
			this.widthMultiplier = 1;
			this.textureMode = TextureMode.Stretch;
			var widthKeyFrames = [];
			var widthKeyFrame1 = new FloatKeyframe();
			widthKeyFrame1.time = 0;
			widthKeyFrame1.inTangent = 0;
			widthKeyFrame1.outTangent = 0;
			widthKeyFrame1.value = 1;
			widthKeyFrames.push(widthKeyFrame1);
			var widthKeyFrame2 = new FloatKeyframe();
			widthKeyFrame2.time = 1;
			widthKeyFrame2.inTangent = 0;
			widthKeyFrame2.outTangent = 0;
			widthKeyFrame2.value = 1;
			widthKeyFrames.push(widthKeyFrame2);
			this.widthCurve = widthKeyFrames;
			var gradient = new Gradient(2, 2);
			gradient.mode = GradientMode.Blend;
			gradient.addColorRGB(0, Color.WHITE);
			gradient.addColorRGB(1, Color.WHITE);
			gradient.addColorAlpha(0, 1);
			gradient.addColorAlpha(1, 1);
			this.colorGradient = gradient;
		}
		destroy() {
			if (this._trialGeometry) {
				this._trialGeometry.destroy();
				this._trialGeometry = null;
			}
			this._widthCurve = null;
			this._colorGradient = null;
		}
		clear() {
			this._trialGeometry.clear();
			this._lastPosition.setValue(0, 0, 0);
			this._curtime = 0;
			this._totalLength = 0;
		}
	}
	TrailFilter.CURTIME = Shader3D.propertyNameToID("u_CurTime");
	TrailFilter.LIFETIME = Shader3D.propertyNameToID("u_LifeTime");
	TrailFilter.WIDTHCURVE = Shader3D.propertyNameToID("u_WidthCurve");
	TrailFilter.WIDTHCURVEKEYLENGTH = Shader3D.propertyNameToID("u_WidthCurveKeyLength");
	TrailFilter.ALIGNMENT_VIEW = 0;
	TrailFilter.ALIGNMENT_TRANSFORM_Z = 1;

	class TrailRenderer extends BaseRender {
		constructor(owner) {
			super(owner);
			this._projectionViewWorldMatrix = new Matrix4x4();
		}
		_calculateBoundingBox() {
		}
		_needRender(boundFrustum, context) {
			this._owner.trailFilter._update(context);
			if (boundFrustum)
				return boundFrustum.intersects(this.bounds._getBoundBox());
			else
				return true;
		}
		_updateForNative(context) {
			this._owner.trailFilter._update(context);
		}
		_renderUpdate(state, transform) {
			super._renderUpdate(state, transform);
		}
		_renderUpdateWithCamera(context, transform) {
			var projectionView = context.projectionViewMatrix;
			if (transform) {
				Matrix4x4.multiply(projectionView, transform.worldMatrix, this._projectionViewWorldMatrix);
				this._shaderValues.setMatrix4x4(Sprite3D.MVPMATRIX, this._projectionViewWorldMatrix);
			}
			else {
				this._shaderValues.setMatrix4x4(Sprite3D.MVPMATRIX, projectionView);
			}
		}
	}

	class TrailSprite3D extends RenderableSprite3D {
		constructor(name = null) {
			super(name);
			this._render = new TrailRenderer(this);
			this._geometryFilter = new TrailFilter(this);
		}
		static __init__() {
		}
		get trailFilter() {
			return this._geometryFilter;
		}
		get trailRenderer() {
			return this._render;
		}
		_parse(data, spriteMap) {
			super._parse(data, spriteMap);
			var render = this._render;
			var filter = this._geometryFilter;
			var i, j;
			var materials = data.materials;
			if (materials) {
				var sharedMaterials = render.sharedMaterials;
				var materialCount = materials.length;
				sharedMaterials.length = materialCount;
				for (i = 0; i < materialCount; i++)
					sharedMaterials[i] = Laya.Loader.getRes(materials[i].path);
				render.sharedMaterials = sharedMaterials;
			}
			filter.time = data.time;
			filter.minVertexDistance = data.minVertexDistance;
			filter.widthMultiplier = data.widthMultiplier;
			filter.textureMode = data.textureMode;
			(data.alignment != null) && (filter.alignment = data.alignment);
			var widthCurve = [];
			var widthCurveData = data.widthCurve;
			for (i = 0, j = widthCurveData.length; i < j; i++) {
				var trailkeyframe = new FloatKeyframe();
				trailkeyframe.time = widthCurveData[i].time;
				trailkeyframe.inTangent = widthCurveData[i].inTangent;
				trailkeyframe.outTangent = widthCurveData[i].outTangent;
				trailkeyframe.value = widthCurveData[i].value;
				widthCurve.push(trailkeyframe);
			}
			filter.widthCurve = widthCurve;
			var colorGradientData = data.colorGradient;
			var colorKeys = colorGradientData.colorKeys;
			var alphaKeys = colorGradientData.alphaKeys;
			var colorGradient = new Gradient(colorKeys.length, alphaKeys.length);
			colorGradient.mode = colorGradientData.mode;
			for (i = 0, j = colorKeys.length; i < j; i++) {
				var colorKey = colorKeys[i];
				colorGradient.addColorRGB(colorKey.time, new Color(colorKey.value[0], colorKey.value[1], colorKey.value[2], 1.0));
			}
			for (i = 0, j = alphaKeys.length; i < j; i++) {
				var alphaKey = alphaKeys[i];
				colorGradient.addColorAlpha(alphaKey.time, alphaKey.value);
			}
			filter.colorGradient = colorGradient;
		}
		_onActive() {
			super._onActive();
			this._transform.position.cloneTo(this._geometryFilter._lastPosition);
		}
		_cloneTo(destObject, srcSprite, dstSprite) {
			super._cloneTo(destObject, srcSprite, dstSprite);
			var i, j;
			var destTrailSprite3D = destObject;
			var destTrailFilter = destTrailSprite3D.trailFilter;
			destTrailFilter.time = this.trailFilter.time;
			destTrailFilter.minVertexDistance = this.trailFilter.minVertexDistance;
			destTrailFilter.widthMultiplier = this.trailFilter.widthMultiplier;
			destTrailFilter.textureMode = this.trailFilter.textureMode;
			destTrailFilter.alignment = this.trailFilter.alignment;
			var widthCurveData = this.trailFilter.widthCurve;
			var widthCurve = [];
			for (i = 0, j = widthCurveData.length; i < j; i++) {
				var keyFrame = new FloatKeyframe();
				widthCurveData[i].cloneTo(keyFrame);
				widthCurve.push(keyFrame);
			}
			destTrailFilter.widthCurve = widthCurve;
			var destColorGradient = new Gradient(this.trailFilter.colorGradient.maxColorRGBKeysCount, this.trailFilter.colorGradient.maxColorAlphaKeysCount);
			this.trailFilter.colorGradient.cloneTo(destColorGradient);
			destTrailFilter.colorGradient = destColorGradient;
			var destTrailRender = destTrailSprite3D.trailRenderer;
			destTrailRender.sharedMaterial = this.trailRenderer.sharedMaterial;
		}
		destroy(destroyChild = true) {
			if (this.destroyed)
				return;
			super.destroy(destroyChild);
			this._geometryFilter.destroy();
			this._geometryFilter = null;
		}
		clear() {
			this._geometryFilter.clear();
		}
		_create() {
			return new TrailSprite3D();
		}
	}

	class VertexPositionTerrain {
		constructor(position, normal, textureCoord0, textureCoord1) {
			this._position = position;
			this._normal = normal;
			this._textureCoord0 = textureCoord0;
			this._textureCoord1 = textureCoord1;
		}
		static __init__() {
			VertexPositionTerrain._vertexDeclaration = new VertexDeclaration(40, [new VertexElement(0, VertexElementFormat.Vector3, VertexPositionTerrain.TERRAIN_POSITION0),
			new VertexElement(12, VertexElementFormat.Vector3, VertexPositionTerrain.TERRAIN_NORMAL0),
			new VertexElement(24, VertexElementFormat.Vector2, VertexPositionTerrain.TERRAIN_TEXTURECOORDINATE0),
			new VertexElement(32, VertexElementFormat.Vector2, VertexPositionTerrain.TERRAIN_TEXTURECOORDINATE1)]);
		}
		static get vertexDeclaration() {
			return VertexPositionTerrain._vertexDeclaration;
		}
		get position() {
			return this._position;
		}
		get normal() {
			return this._normal;
		}
		get textureCoord0() {
			return this._textureCoord0;
		}
		get textureCoord1() {
			return this._textureCoord1;
		}
		get vertexDeclaration() {
			return VertexPositionTerrain._vertexDeclaration;
		}
	}
	VertexPositionTerrain.TERRAIN_POSITION0 = 0;
	VertexPositionTerrain.TERRAIN_NORMAL0 = 1;
	VertexPositionTerrain.TERRAIN_TEXTURECOORDINATE0 = 2;
	VertexPositionTerrain.TERRAIN_TEXTURECOORDINATE1 = 3;

	class BulletInteractive {
	}
	BulletInteractive._interactive = {
		"getWorldTransform": (rigidBodyID, worldTransPointer) => {
		},
		"setWorldTransform": (rigidBodyID, worldTransPointer) => {
			var rigidBody = PhysicsComponent._physicObjectsMap[rigidBodyID];
			rigidBody._simulation._updatedRigidbodies++;
			rigidBody._updateTransformComponent(worldTransPointer);
		}
	};

	class PhysicsCollider extends PhysicsTriggerComponent {
		constructor(collisionGroup = Physics3DUtils.COLLISIONFILTERGROUP_DEFAULTFILTER, canCollideWith = Physics3DUtils.COLLISIONFILTERGROUP_ALLFILTER) {
			super(collisionGroup, canCollideWith);
			this._enableProcessCollisions = false;
		}
		_addToSimulation() {
			this._simulation._addPhysicsCollider(this, this._collisionGroup, this._canCollideWith);
		}
		_removeFromSimulation() {
			this._simulation._removePhysicsCollider(this);
		}
		_parse(data) {
			(data.friction != null) && (this.friction = data.friction);
			(data.rollingFriction != null) && (this.rollingFriction = data.rollingFriction);
			(data.restitution != null) && (this.restitution = data.restitution);
			(data.isTrigger != null) && (this.isTrigger = data.isTrigger);
			super._parse(data);
			this._parseShape(data.shapes);
		}
		_onAdded() {
			var bt = Physics3D._bullet;
			var btColObj = bt.btCollisionObject_create();
			bt.btCollisionObject_setUserIndex(btColObj, this.id);
			bt.btCollisionObject_forceActivationState(btColObj, PhysicsComponent.ACTIVATIONSTATE_DISABLE_SIMULATION);
			var flags = bt.btCollisionObject_getCollisionFlags(btColObj);
			if (this.owner.isStatic) {
				if ((flags & PhysicsComponent.COLLISIONFLAGS_KINEMATIC_OBJECT) > 0)
					flags = flags ^ PhysicsComponent.COLLISIONFLAGS_KINEMATIC_OBJECT;
				flags = flags | PhysicsComponent.COLLISIONFLAGS_STATIC_OBJECT;
			}
			else {
				if ((flags & PhysicsComponent.COLLISIONFLAGS_STATIC_OBJECT) > 0)
					flags = flags ^ PhysicsComponent.COLLISIONFLAGS_STATIC_OBJECT;
				flags = flags | PhysicsComponent.COLLISIONFLAGS_KINEMATIC_OBJECT;
			}
			bt.btCollisionObject_setCollisionFlags(btColObj, flags);
			this._btColliderObject = btColObj;
			super._onAdded();
		}
	}

	class SubMesh extends GeometryElement {
		constructor(mesh) {
			super();
			this._id = ++SubMesh._uniqueIDCounter;
			this._mesh = mesh;
			this._boneIndicesList = [];
			this._subIndexBufferStart = [];
			this._subIndexBufferCount = [];
		}
		get indexCount() {
			return this._indexCount;
		}
		_setIndexRange(indexStart, indexCount) {
			this._indexStart = indexStart;
			this._indexCount = indexCount;
			this._indices = new Uint16Array(this._indexBuffer.getData().buffer, indexStart * 2, indexCount);
		}
		_getType() {
			return SubMesh._type;
		}
		_prepareRender(state) {
			this._mesh._uploadVerticesData();
			return true;
		}
		_render(state) {
			var mesh = this._mesh;
			if (mesh.indexFormat === exports.IndexFormat.UInt32 && !Laya.LayaGL.layaGPUInstance.supportElementIndexUint32()) {
				console.warn("SubMesh:this device do not support IndexFormat.UInt32.");
				return;
			}
			var gl = Laya.LayaGL.instance;
			var skinnedDatas = state.renderElement.render._skinnedData;
			var glIndexFormat;
			var byteCount;
			switch (mesh.indexFormat) {
				case exports.IndexFormat.UInt32:
					glIndexFormat = gl.UNSIGNED_INT;
					byteCount = 4;
					break;
				case exports.IndexFormat.UInt16:
					glIndexFormat = gl.UNSIGNED_SHORT;
					byteCount = 2;
					break;
				case exports.IndexFormat.UInt8:
					glIndexFormat = gl.UNSIGNED_BYTE;
					byteCount = 1;
					break;
			}
			mesh._bufferState.bind();
			if (skinnedDatas) {
				var subSkinnedDatas = skinnedDatas[this._indexInMesh];
				for (var i = 0, n = this._boneIndicesList.length; i < n; i++) {
					state.shader.uploadCustomUniform(SkinnedMeshSprite3D.BONES, subSkinnedDatas[i]);
					gl.drawElements(gl.TRIANGLES, this._subIndexBufferCount[i], glIndexFormat, this._subIndexBufferStart[i] * byteCount);
				}
			}
			else {
				gl.drawElements(gl.TRIANGLES, this._indexCount, glIndexFormat, this._indexStart * byteCount);
			}
			Laya.Stat.trianglesFaces += this._indexCount / 3;
			Laya.Stat.renderBatches++;
		}
		getIndices() {
			if (this._mesh._isReadable)
				return this._indices.slice();
			else
				throw "SubMesh:can't get indices on subMesh,mesh's isReadable must be true.";
		}
		setIndices(indices) {
			this._indexBuffer.setData(indices, this._indexStart, 0, this._indexCount);
		}
		destroy() {
			if (this._destroyed)
				return;
			super.destroy();
			this._indexBuffer.destroy();
			this._indexBuffer = null;
			this._mesh = null;
			this._boneIndicesList = null;
			this._subIndexBufferStart = null;
			this._subIndexBufferCount = null;
			this._skinAnimationDatas = null;
		}
	}
	SubMesh._uniqueIDCounter = 0;
	SubMesh._type = GeometryElement._typeCounter++;

	class skinnedMatrixCache {
		constructor(subMeshIndex, batchIndex, batchBoneIndex) {
			this.subMeshIndex = subMeshIndex;
			this.batchIndex = batchIndex;
			this.batchBoneIndex = batchBoneIndex;
		}
	}
	class Mesh extends Laya.Resource {
		constructor(isReadable = true) {
			super();
			this._tempVector30 = new Vector3();
			this._tempVector31 = new Vector3();
			this._tempVector32 = new Vector3();
			this._minVerticesUpdate = -1;
			this._maxVerticesUpdate = -1;
			this._needUpdateBounds = true;
			this._bounds = new Bounds(new Vector3(), new Vector3());
			this._bufferState = new BufferState();
			this._instanceBufferState = new BufferState();
			this._instanceBufferStateType = 0;
			this._vertexBuffer = null;
			this._indexBuffer = null;
			this._skinnedMatrixCaches = [];
			this._vertexCount = 0;
			this._indexFormat = exports.IndexFormat.UInt16;
			this._isReadable = isReadable;
			this._subMeshes = [];
		}
		static __init__() {
			var physics3D = Physics3D._bullet;
			if (physics3D) {
				Mesh._nativeTempVector30 = physics3D.btVector3_create(0, 0, 0);
				Mesh._nativeTempVector31 = physics3D.btVector3_create(0, 0, 0);
				Mesh._nativeTempVector32 = physics3D.btVector3_create(0, 0, 0);
			}
		}
		static load(url, complete) {
			Laya.ILaya.loader.create(url, complete, null, Mesh.MESH);
		}
		get inverseAbsoluteBindPoses() {
			return this._inverseBindPoses;
		}
		get vertexCount() {
			return this._vertexCount;
		}
		get indexCount() {
			return this._indexBuffer.indexCount;
		}
		get subMeshCount() {
			return this._subMeshes.length;
		}
		get bounds() {
			return this._bounds;
		}
		set bounds(value) {
			if (this._bounds !== value)
				value.cloneTo(this._bounds);
		}
		get indexFormat() {
			return this._indexFormat;
		}
		_getPositionElement(vertexBuffer) {
			var vertexElements = vertexBuffer.vertexDeclaration._vertexElements;
			for (var i = 0, n = vertexElements.length; i < n; i++) {
				var vertexElement = vertexElements[i];
				if (vertexElement._elementFormat === VertexElementFormat.Vector3 && vertexElement._elementUsage === VertexMesh.MESH_POSITION0)
					return vertexElement;
			}
			return null;
		}
		_getVerticeElementData(data, elementUsage) {
			data.length = this._vertexCount;
			var verDec = this._vertexBuffer.vertexDeclaration;
			var element = verDec.getVertexElementByUsage(elementUsage);
			if (element) {
				var uint8Vertices = this._vertexBuffer.getUint8Data();
				var floatVertices = this._vertexBuffer.getFloat32Data();
				var uint8VerStr = verDec.vertexStride;
				var floatVerStr = uint8VerStr / 4;
				var uint8EleOffset = element._offset;
				var floatEleOffset = uint8EleOffset / 4;
				switch (elementUsage) {
					case VertexMesh.MESH_TEXTURECOORDINATE0:
					case VertexMesh.MESH_TEXTURECOORDINATE1:
						for (var i = 0; i < this._vertexCount; i++) {
							var offset = floatVerStr * i + floatEleOffset;
							data[i] = new Vector2(floatVertices[offset], floatVertices[offset + 1]);
						}
						break;
					case VertexMesh.MESH_POSITION0:
					case VertexMesh.MESH_NORMAL0:
						for (var i = 0; i < this._vertexCount; i++) {
							var offset = floatVerStr * i + floatEleOffset;
							data[i] = new Vector3(floatVertices[offset], floatVertices[offset + 1], floatVertices[offset + 2]);
						}
						break;
					case VertexMesh.MESH_TANGENT0:
					case VertexMesh.MESH_BLENDWEIGHT0:
						for (var i = 0; i < this._vertexCount; i++) {
							var offset = floatVerStr * i + floatEleOffset;
							data[i] = new Vector4(floatVertices[offset], floatVertices[offset + 1], floatVertices[offset + 2], floatVertices[offset + 3]);
						}
						break;
					case VertexMesh.MESH_COLOR0:
						for (var i = 0; i < this._vertexCount; i++) {
							var offset = floatVerStr * i + floatEleOffset;
							data[i] = new Color(floatVertices[offset], floatVertices[offset + 1], floatVertices[offset + 2], floatVertices[offset + 3]);
						}
						break;
					case VertexMesh.MESH_BLENDINDICES0:
						for (var i = 0; i < this._vertexCount; i++) {
							var offset = uint8VerStr * i + uint8EleOffset;
							data[i] = new Vector4(uint8Vertices[offset], uint8Vertices[offset + 1], uint8Vertices[offset + 2], uint8Vertices[offset + 3]);
						}
						break;
					default:
						throw "Mesh:Unknown elementUsage.";
				}
			}
		}
		_setVerticeElementData(data, elementUsage) {
			var verDec = this._vertexBuffer.vertexDeclaration;
			var element = verDec.getVertexElementByUsage(elementUsage);
			if (element) {
				var uint8Vertices = this._vertexBuffer.getUint8Data();
				var floatVertices = this._vertexBuffer.getFloat32Data();
				var uint8VerStr = verDec.vertexStride;
				var float8VerStr = uint8VerStr / 4;
				var uint8EleOffset = element._offset;
				var floatEleOffset = uint8EleOffset / 4;
				switch (elementUsage) {
					case VertexMesh.MESH_TEXTURECOORDINATE0:
					case VertexMesh.MESH_TEXTURECOORDINATE1:
						for (var i = 0, n = data.length; i < n; i++) {
							var offset = float8VerStr * i + floatEleOffset;
							var vec2 = data[i];
							floatVertices[offset] = vec2.x;
							floatVertices[offset + 1] = vec2.y;
						}
						break;
					case VertexMesh.MESH_POSITION0:
					case VertexMesh.MESH_NORMAL0:
						for (var i = 0, n = data.length; i < n; i++) {
							var offset = float8VerStr * i + floatEleOffset;
							var vec3 = data[i];
							floatVertices[offset] = vec3.x;
							floatVertices[offset + 1] = vec3.y;
							floatVertices[offset + 2] = vec3.z;
						}
						break;
					case VertexMesh.MESH_TANGENT0:
					case VertexMesh.MESH_BLENDWEIGHT0:
						for (var i = 0, n = data.length; i < n; i++) {
							var offset = float8VerStr * i + floatEleOffset;
							var vec4 = data[i];
							floatVertices[offset] = vec4.x;
							floatVertices[offset + 1] = vec4.y;
							floatVertices[offset + 2] = vec4.z;
							floatVertices[offset + 3] = vec4.w;
						}
						break;
					case VertexMesh.MESH_COLOR0:
						for (var i = 0, n = data.length; i < n; i++) {
							var offset = float8VerStr * i + floatEleOffset;
							var cor = data[i];
							floatVertices[offset] = cor.r;
							floatVertices[offset + 1] = cor.g;
							floatVertices[offset + 2] = cor.b;
							floatVertices[offset + 3] = cor.a;
						}
						break;
					case VertexMesh.MESH_BLENDINDICES0:
						for (var i = 0, n = data.length; i < n; i++) {
							var offset = uint8VerStr * i + uint8EleOffset;
							var vec4 = data[i];
							uint8Vertices[offset] = vec4.x;
							uint8Vertices[offset + 1] = vec4.y;
							uint8Vertices[offset + 2] = vec4.z;
							uint8Vertices[offset + 3] = vec4.w;
						}
						break;
					default:
						throw "Mesh:Unknown elementUsage.";
				}
				this._minVerticesUpdate = 0;
				this._maxVerticesUpdate = Number.MAX_SAFE_INTEGER;
			}
			else {
				console.warn("Mesh: the mesh don't have  this VertexElement.");
			}
		}
		_disposeResource() {
			for (var i = 0, n = this._subMeshes.length; i < n; i++)
				this._subMeshes[i].destroy();
			this._btTriangleMesh && Physics3D._bullet.btStridingMeshInterface_destroy(this._btTriangleMesh);
			this._vertexBuffer.destroy();
			this._indexBuffer.destroy();
			this._bufferState.destroy();
			this._instanceBufferState.destroy();
			this._setCPUMemory(0);
			this._setGPUMemory(0);
			this._bufferState = null;
			this._instanceBufferState = null;
			this._vertexBuffer = null;
			this._indexBuffer = null;
			this._subMeshes = null;
			this._btTriangleMesh = null;
			this._indexBuffer = null;
			this._boneNames = null;
			this._inverseBindPoses = null;
		}
		_setSubMeshes(subMeshes) {
			this._subMeshes = subMeshes;
			for (var i = 0, n = subMeshes.length; i < n; i++)
				subMeshes[i]._indexInMesh = i;
		}
		_setBuffer(vertexBuffer, indexBuffer) {
			var bufferState = this._bufferState;
			bufferState.bind();
			bufferState.applyVertexBuffer(vertexBuffer);
			bufferState.applyIndexBuffer(indexBuffer);
			bufferState.unBind();
		}
		_setInstanceBuffer(instanceBufferStateType) {
			var instanceBufferState = this._instanceBufferState;
			instanceBufferState.bind();
			instanceBufferState.applyVertexBuffer(this._vertexBuffer);
			instanceBufferState.applyInstanceVertexBuffer(SubMeshInstanceBatch.instance.instanceWorldMatrixBuffer);
			instanceBufferState.applyInstanceVertexBuffer(SubMeshInstanceBatch.instance.instanceMVPMatrixBuffer);
			switch (instanceBufferStateType) {
				case Mesh.MESH_INSTANCEBUFFER_TYPE_SIMPLEANIMATOR:
					instanceBufferState.applyInstanceVertexBuffer(SubMeshInstanceBatch.instance.instanceSimpleAnimatorBuffer);
					break;
			}
			instanceBufferState.applyIndexBuffer(this._indexBuffer);
			instanceBufferState.unBind();
		}
		_getPhysicMesh() {
			if (!this._btTriangleMesh) {
				var bt = Physics3D._bullet;
				var triangleMesh = bt.btTriangleMesh_create();
				var nativePositio0 = Mesh._nativeTempVector30;
				var nativePositio1 = Mesh._nativeTempVector31;
				var nativePositio2 = Mesh._nativeTempVector32;
				var position0 = this._tempVector30;
				var position1 = this._tempVector31;
				var position2 = this._tempVector32;
				var vertexBuffer = this._vertexBuffer;
				var positionElement = this._getPositionElement(vertexBuffer);
				var verticesData = vertexBuffer.getFloat32Data();
				var floatCount = vertexBuffer.vertexDeclaration.vertexStride / 4;
				var posOffset = positionElement._offset / 4;
				var indices = this._indexBuffer.getData();
				for (var i = 0, n = indices.length; i < n; i += 3) {
					var p0Index = indices[i] * floatCount + posOffset;
					var p1Index = indices[i + 1] * floatCount + posOffset;
					var p2Index = indices[i + 2] * floatCount + posOffset;
					position0.setValue(verticesData[p0Index], verticesData[p0Index + 1], verticesData[p0Index + 2]);
					position1.setValue(verticesData[p1Index], verticesData[p1Index + 1], verticesData[p1Index + 2]);
					position2.setValue(verticesData[p2Index], verticesData[p2Index + 1], verticesData[p2Index + 2]);
					Utils3D._convertToBulletVec3(position0, nativePositio0, true);
					Utils3D._convertToBulletVec3(position1, nativePositio1, true);
					Utils3D._convertToBulletVec3(position2, nativePositio2, true);
					bt.btTriangleMesh_addTriangle(triangleMesh, nativePositio0, nativePositio1, nativePositio2, true);
				}
				this._btTriangleMesh = triangleMesh;
			}
			return this._btTriangleMesh;
		}
		_uploadVerticesData() {
			var min = this._minVerticesUpdate;
			var max = this._maxVerticesUpdate;
			if (min !== -1 && max !== -1) {
				var offset = min;
				this._vertexBuffer.setData(this._vertexBuffer.getUint8Data().buffer, offset, offset, max - min);
				this._minVerticesUpdate = -1;
				this._maxVerticesUpdate = -1;
			}
		}
		getSubMesh(index) {
			return this._subMeshes[index];
		}
		getPositions(positions) {
			if (this._isReadable)
				this._getVerticeElementData(positions, VertexMesh.MESH_POSITION0);
			else
				throw "Mesh:can't get positions on mesh,isReadable must be true.";
		}
		setPositions(positions) {
			if (this._isReadable) {
				this._setVerticeElementData(positions, VertexMesh.MESH_POSITION0);
				this._needUpdateBounds = true;
			}
			else {
				throw "Mesh:setPosition() need isReadable must be true or use setVertices().";
			}
		}
		getColors(colors) {
			if (this._isReadable)
				this._getVerticeElementData(colors, VertexMesh.MESH_COLOR0);
			else
				throw "Mesh:can't get colors on mesh,isReadable must be true.";
		}
		setColors(colors) {
			if (this._isReadable)
				this._setVerticeElementData(colors, VertexMesh.MESH_COLOR0);
			else
				throw "Mesh:setColors() need isReadable must be true or use setVertices().";
		}
		getUVs(uvs, channel = 0) {
			if (this._isReadable) {
				switch (channel) {
					case 0:
						this._getVerticeElementData(uvs, VertexMesh.MESH_TEXTURECOORDINATE0);
						break;
					case 1:
						this._getVerticeElementData(uvs, VertexMesh.MESH_TEXTURECOORDINATE1);
						break;
					default:
						throw "Mesh:Invalid channel.";
				}
			}
			else {
				throw "Mesh:can't get uvs on mesh,isReadable must be true.";
			}
		}
		setUVs(uvs, channel = 0) {
			if (this._isReadable) {
				switch (channel) {
					case 0:
						this._setVerticeElementData(uvs, VertexMesh.MESH_TEXTURECOORDINATE0);
						break;
					case 1:
						this._setVerticeElementData(uvs, VertexMesh.MESH_TEXTURECOORDINATE1);
						break;
					default:
						throw "Mesh:Invalid channel.";
				}
			}
			else {
				throw "Mesh:setUVs() need isReadable must be true or use setVertices().";
			}
		}
		getNormals(normals) {
			if (this._isReadable)
				this._getVerticeElementData(normals, VertexMesh.MESH_NORMAL0);
			else
				throw "Mesh:can't get colors on mesh,isReadable must be true.";
		}
		setNormals(normals) {
			if (this._isReadable)
				this._setVerticeElementData(normals, VertexMesh.MESH_NORMAL0);
			else
				throw "Mesh:setNormals() need must be true or use setVertices().";
		}
		getTangents(tangents) {
			if (this._isReadable)
				this._getVerticeElementData(tangents, VertexMesh.MESH_TANGENT0);
			else
				throw "Mesh:can't get colors on mesh,isReadable must be true.";
		}
		setTangents(tangents) {
			if (this._isReadable)
				this._setVerticeElementData(tangents, VertexMesh.MESH_TANGENT0);
			else
				throw "Mesh:setTangents() need isReadable must be true or use setVertices().";
		}
		getBoneWeights(boneWeights) {
			if (this._isReadable)
				this._getVerticeElementData(boneWeights, VertexMesh.MESH_BLENDWEIGHT0);
			else
				throw "Mesh:can't get boneWeights on mesh,isReadable must be true.";
		}
		setBoneWeights(boneWeights) {
			if (this._isReadable)
				this._setVerticeElementData(boneWeights, VertexMesh.MESH_BLENDWEIGHT0);
			else
				throw "Mesh:setBoneWeights() need isReadable must be true or use setVertices().";
		}
		getBoneIndices(boneIndices) {
			if (this._isReadable)
				this._getVerticeElementData(boneIndices, VertexMesh.MESH_BLENDINDICES0);
			else
				throw "Mesh:can't get boneIndices on mesh,isReadable must be true.";
		}
		setBoneIndices(boneIndices) {
			if (this._isReadable)
				this._setVerticeElementData(boneIndices, VertexMesh.MESH_BLENDINDICES0);
			else
				throw "Mesh:setBoneIndices() need isReadable must be true or use setVertices().";
		}
		markAsUnreadbale() {
			this._uploadVerticesData();
			this._vertexBuffer.markAsUnreadbale();
			this._isReadable = false;
		}
		getVertexDeclaration() {
			return this._vertexBuffer._vertexDeclaration;
		}
		getVertices() {
			if (this._isReadable)
				return this._vertexBuffer.getUint8Data().buffer.slice(0);
			else
				throw "Mesh:can't get vertices on mesh,isReadable must be true.";
		}
		setVertices(vertices) {
			this._vertexBuffer.setData(vertices);
			this._needUpdateBounds = true;
		}
		getIndices() {
			if (this._isReadable)
				return this._indexBuffer.getData().slice();
			else
				throw "Mesh:can't get indices on subMesh,mesh's isReadable must be true.";
		}
		setIndices(indices) {
			var format;
			if (indices instanceof Uint32Array)
				format = exports.IndexFormat.UInt32;
			else if (indices instanceof Uint16Array)
				format = exports.IndexFormat.UInt16;
			else if (indices instanceof Uint8Array)
				format = exports.IndexFormat.UInt8;
			var indexBuffer = this._indexBuffer;
			if (this._indexFormat !== format || indexBuffer.indexCount !== indices.length) {
				indexBuffer.destroy();
				this._indexBuffer = indexBuffer = new IndexBuffer3D(format, indices.length, Laya.LayaGL.instance.STATIC_DRAW, this._isReadable);
			}
			indexBuffer.setData(indices);
			this._indexFormat = format;
		}
		calculateBounds() {
			if (this._isReadable) {
				if (this._needUpdateBounds) {
					var min = this._tempVector30;
					var max = this._tempVector31;
					min.x = min.y = min.z = Number.MAX_VALUE;
					max.x = max.y = max.z = -Number.MAX_VALUE;
					var vertexBuffer = this._vertexBuffer;
					var positionElement = this._getPositionElement(vertexBuffer);
					var verticesData = vertexBuffer.getFloat32Data();
					var floatCount = vertexBuffer.vertexDeclaration.vertexStride / 4;
					var posOffset = positionElement._offset / 4;
					for (var j = 0, m = verticesData.length; j < m; j += floatCount) {
						var ofset = j + posOffset;
						var pX = verticesData[ofset];
						var pY = verticesData[ofset + 1];
						var pZ = verticesData[ofset + 2];
						min.x = Math.min(min.x, pX);
						min.y = Math.min(min.y, pY);
						min.z = Math.min(min.z, pZ);
						max.x = Math.max(max.x, pX);
						max.y = Math.max(max.y, pY);
						max.z = Math.max(max.z, pZ);
					}
					this._bounds.setMin(min);
					this._bounds.setMax(max);
					this._needUpdateBounds = false;
				}
			}
			else {
				throw "Mesh:can't calculate bounds on subMesh,mesh's isReadable must be true.";
			}
		}
		cloneTo(destObject) {
			var destMesh = destObject;
			var vb = this._vertexBuffer;
			var destVB = new VertexBuffer3D(vb._byteLength, vb.bufferUsage, vb.canRead);
			destVB.vertexDeclaration = vb.vertexDeclaration;
			destVB.setData(vb.getUint8Data().slice().buffer);
			destMesh._vertexBuffer = destVB;
			destMesh._vertexCount = this._vertexCount;
			var ib = this._indexBuffer;
			var destIB = new IndexBuffer3D(exports.IndexFormat.UInt16, ib.indexCount, ib.bufferUsage, ib.canRead);
			destIB.setData(ib.getData().slice());
			destMesh._indexBuffer = destIB;
			destMesh._setBuffer(destMesh._vertexBuffer, destIB);
			destMesh._setInstanceBuffer(this._instanceBufferStateType);
			destMesh._setCPUMemory(this.cpuMemory);
			destMesh._setGPUMemory(this.gpuMemory);
			var i;
			var boneNames = this._boneNames;
			if (boneNames) {
				var destBoneNames = destMesh._boneNames = [];
				for (i = 0; i < boneNames.length; i++)
					destBoneNames[i] = boneNames[i];
			}
			var inverseBindPoses = this._inverseBindPoses;
			if (inverseBindPoses) {
				var destInverseBindPoses = destMesh._inverseBindPoses = [];
				for (i = 0; i < inverseBindPoses.length; i++)
					destInverseBindPoses[i] = inverseBindPoses[i];
			}
			var cacheLength = this._skinnedMatrixCaches.length;
			destMesh._skinnedMatrixCaches.length = cacheLength;
			for (i = 0; i < cacheLength; i++) {
				var skinnedCache = this._skinnedMatrixCaches[i];
				destMesh._skinnedMatrixCaches[i] = new skinnedMatrixCache(skinnedCache.subMeshIndex, skinnedCache.batchIndex, skinnedCache.batchBoneIndex);
			}
			for (i = 0; i < this.subMeshCount; i++) {
				var subMesh = this._subMeshes[i];
				var subIndexBufferStart = subMesh._subIndexBufferStart;
				var subIndexBufferCount = subMesh._subIndexBufferCount;
				var boneIndicesList = subMesh._boneIndicesList;
				var destSubmesh = new SubMesh(destMesh);
				destSubmesh._subIndexBufferStart.length = subIndexBufferStart.length;
				destSubmesh._subIndexBufferCount.length = subIndexBufferCount.length;
				destSubmesh._boneIndicesList.length = boneIndicesList.length;
				for (var j = 0; j < subIndexBufferStart.length; j++)
					destSubmesh._subIndexBufferStart[j] = subIndexBufferStart[j];
				for (j = 0; j < subIndexBufferCount.length; j++)
					destSubmesh._subIndexBufferCount[j] = subIndexBufferCount[j];
				for (j = 0; j < boneIndicesList.length; j++)
					destSubmesh._boneIndicesList[j] = new Uint16Array(boneIndicesList[j]);
				destSubmesh._indexBuffer = destIB;
				destSubmesh._indexStart = subMesh._indexStart;
				destSubmesh._indexCount = subMesh._indexCount;
				destSubmesh._indices = new Uint16Array(destIB.getData().buffer, subMesh._indexStart * 2, subMesh._indexCount);
				var vertexBuffer = destMesh._vertexBuffer;
				destSubmesh._vertexBuffer = vertexBuffer;
				destMesh._subMeshes.push(destSubmesh);
			}
			destMesh._setSubMeshes(destMesh._subMeshes);
		}
		clone() {
			var dest = new Mesh();
			this.cloneTo(dest);
			return dest;
		}
	}
	Mesh.MESH = "MESH";
	Mesh.MESH_INSTANCEBUFFER_TYPE_NORMAL = 0;
	Mesh.MESH_INSTANCEBUFFER_TYPE_SIMPLEANIMATOR = 1;

	class PrimitiveMesh {
		static __init__() {
		}
		static _createMesh(vertexDeclaration, vertices, indices) {
			var gl = Laya.LayaGL.instance;
			var mesh = new Mesh();
			var subMesh = new SubMesh(mesh);
			var vertexBuffer = new VertexBuffer3D(vertices.length * 4, gl.STATIC_DRAW, true);
			vertexBuffer.vertexDeclaration = vertexDeclaration;
			vertexBuffer.setData(vertices.buffer);
			mesh._vertexBuffer = vertexBuffer;
			mesh._vertexCount = vertexBuffer._byteLength / vertexDeclaration.vertexStride;
			var indexBuffer = new IndexBuffer3D(exports.IndexFormat.UInt16, indices.length, gl.STATIC_DRAW, true);
			indexBuffer.setData(indices);
			mesh._indexBuffer = indexBuffer;
			mesh._setBuffer(vertexBuffer, indexBuffer);
			mesh._setInstanceBuffer(mesh._instanceBufferStateType);
			subMesh._vertexBuffer = vertexBuffer;
			subMesh._indexBuffer = indexBuffer;
			subMesh._setIndexRange(0, indexBuffer.indexCount);
			var subIndexBufferStart = subMesh._subIndexBufferStart;
			var subIndexBufferCount = subMesh._subIndexBufferCount;
			var boneIndicesList = subMesh._boneIndicesList;
			subIndexBufferStart.length = 1;
			subIndexBufferCount.length = 1;
			boneIndicesList.length = 1;
			subIndexBufferStart[0] = 0;
			subIndexBufferCount[0] = indexBuffer.indexCount;
			var subMeshes = [];
			subMeshes.push(subMesh);
			mesh._setSubMeshes(subMeshes);
			mesh.calculateBounds();
			var memorySize = vertexBuffer._byteLength + indexBuffer._byteLength;
			mesh._setCPUMemory(memorySize);
			mesh._setGPUMemory(memorySize);
			return mesh;
		}
		static createBox(long = 1, height = 1, width = 1) {
			var vertexDeclaration = VertexMesh.getVertexDeclaration("POSITION,NORMAL,UV");
			var halfLong = long / 2;
			var halfHeight = height / 2;
			var halfWidth = width / 2;
			var vertices = new Float32Array([
				-halfLong, halfHeight, -halfWidth, 0, 1, 0, 0, 0, halfLong, halfHeight, -halfWidth, 0, 1, 0, 1, 0, halfLong, halfHeight, halfWidth, 0, 1, 0, 1, 1, -halfLong, halfHeight, halfWidth, 0, 1, 0, 0, 1,
				-halfLong, -halfHeight, -halfWidth, 0, -1, 0, 0, 1, halfLong, -halfHeight, -halfWidth, 0, -1, 0, 1, 1, halfLong, -halfHeight, halfWidth, 0, -1, 0, 1, 0, -halfLong, -halfHeight, halfWidth, 0, -1, 0, 0, 0,
				-halfLong, halfHeight, -halfWidth, -1, 0, 0, 0, 0, -halfLong, halfHeight, halfWidth, -1, 0, 0, 1, 0, -halfLong, -halfHeight, halfWidth, -1, 0, 0, 1, 1, -halfLong, -halfHeight, -halfWidth, -1, 0, 0, 0, 1,
				halfLong, halfHeight, -halfWidth, 1, 0, 0, 1, 0, halfLong, halfHeight, halfWidth, 1, 0, 0, 0, 0, halfLong, -halfHeight, halfWidth, 1, 0, 0, 0, 1, halfLong, -halfHeight, -halfWidth, 1, 0, 0, 1, 1,
				-halfLong, halfHeight, halfWidth, 0, 0, 1, 0, 0, halfLong, halfHeight, halfWidth, 0, 0, 1, 1, 0, halfLong, -halfHeight, halfWidth, 0, 0, 1, 1, 1, -halfLong, -halfHeight, halfWidth, 0, 0, 1, 0, 1,
				-halfLong, halfHeight, -halfWidth, 0, 0, -1, 1, 0, halfLong, halfHeight, -halfWidth, 0, 0, -1, 0, 0, halfLong, -halfHeight, -halfWidth, 0, 0, -1, 0, 1, -halfLong, -halfHeight, -halfWidth, 0, 0, -1, 1, 1
			]);
			var indices = new Uint16Array([
				0, 1, 2, 2, 3, 0,
				4, 7, 6, 6, 5, 4,
				8, 9, 10, 10, 11, 8,
				12, 15, 14, 14, 13, 12,
				16, 17, 18, 18, 19, 16,
				20, 23, 22, 22, 21, 20
			]);
			return PrimitiveMesh._createMesh(vertexDeclaration, vertices, indices);
		}
		static createCapsule(radius = 0.5, height = 2, stacks = 16, slices = 32) {
			var vertexCount = (stacks + 1) * (slices + 1) * 2 + (slices + 1) * 2;
			var indexCount = (3 * stacks * (slices + 1)) * 2 * 2 + 2 * slices * 3;
			var vertexDeclaration = VertexMesh.getVertexDeclaration("POSITION,NORMAL,UV");
			var vertexFloatStride = vertexDeclaration.vertexStride / 4;
			var vertices = new Float32Array(vertexCount * vertexFloatStride);
			var indices = new Uint16Array(indexCount);
			var stackAngle = (Math.PI / 2.0) / stacks;
			var sliceAngle = (Math.PI * 2.0) / slices;
			var hcHeight = height / 2 - radius;
			var posX = 0;
			var posY = 0;
			var posZ = 0;
			var vc = 0;
			var ic = 0;
			var verticeCount = 0;
			var stack, slice;
			for (stack = 0; stack <= stacks; stack++) {
				for (slice = 0; slice <= slices; slice++) {
					posX = radius * Math.cos(stack * stackAngle) * Math.cos(slice * sliceAngle + Math.PI);
					posY = radius * Math.sin(stack * stackAngle);
					posZ = radius * Math.cos(stack * stackAngle) * Math.sin(slice * sliceAngle + Math.PI);
					vertices[vc++] = posX;
					vertices[vc++] = posY + hcHeight;
					vertices[vc++] = posZ;
					vertices[vc++] = posX;
					vertices[vc++] = posY;
					vertices[vc++] = posZ;
					vertices[vc++] = 1 - slice / slices;
					vertices[vc++] = (1 - stack / stacks) * ((Math.PI * radius / 2) / (height + Math.PI * radius));
					if (stack < stacks) {
						indices[ic++] = (stack * (slices + 1)) + slice + (slices + 1);
						indices[ic++] = (stack * (slices + 1)) + slice;
						indices[ic++] = (stack * (slices + 1)) + slice + 1;
						indices[ic++] = (stack * (slices + 1)) + slice + (slices);
						indices[ic++] = (stack * (slices + 1)) + slice;
						indices[ic++] = (stack * (slices + 1)) + slice + (slices + 1);
					}
				}
			}
			verticeCount += (stacks + 1) * (slices + 1);
			for (stack = 0; stack <= stacks; stack++) {
				for (slice = 0; slice <= slices; slice++) {
					posX = radius * Math.cos(stack * stackAngle) * Math.cos(slice * sliceAngle + Math.PI);
					posY = radius * Math.sin(-stack * stackAngle);
					posZ = radius * Math.cos(stack * stackAngle) * Math.sin(slice * sliceAngle + Math.PI);
					vertices[vc++] = posX;
					vertices[vc++] = posY - hcHeight;
					vertices[vc++] = posZ;
					vertices[vc++] = posX;
					vertices[vc++] = posY;
					vertices[vc++] = posZ;
					vertices[vc++] = 1 - slice / slices;
					vertices[vc++] = ((stack / stacks) * (Math.PI * radius / 2) + (height + Math.PI * radius / 2)) / (height + Math.PI * radius);
					if (stack < stacks) {
						indices[ic++] = verticeCount + (stack * (slices + 1)) + slice;
						indices[ic++] = verticeCount + (stack * (slices + 1)) + slice + (slices + 1);
						indices[ic++] = verticeCount + (stack * (slices + 1)) + slice + 1;
						indices[ic++] = verticeCount + (stack * (slices + 1)) + slice;
						indices[ic++] = verticeCount + (stack * (slices + 1)) + slice + (slices);
						indices[ic++] = verticeCount + (stack * (slices + 1)) + slice + (slices + 1);
					}
				}
			}
			verticeCount += (stacks + 1) * (slices + 1);
			for (slice = 0; slice <= slices; slice++) {
				posX = radius * Math.cos(slice * sliceAngle + Math.PI);
				posY = hcHeight;
				posZ = radius * Math.sin(slice * sliceAngle + Math.PI);
				vertices[vc++] = posX;
				vertices[vc + (slices + 1) * 8 - 1] = posX;
				vertices[vc++] = posY;
				vertices[vc + (slices + 1) * 8 - 1] = -posY;
				vertices[vc++] = posZ;
				vertices[vc + (slices + 1) * 8 - 1] = posZ;
				vertices[vc++] = posX;
				vertices[vc + (slices + 1) * 8 - 1] = posX;
				vertices[vc++] = 0;
				vertices[vc + (slices + 1) * 8 - 1] = 0;
				vertices[vc++] = posZ;
				vertices[vc + (slices + 1) * 8 - 1] = posZ;
				vertices[vc++] = 1 - slice * 1 / slices;
				vertices[vc + (slices + 1) * 8 - 1] = 1 - slice * 1 / slices;
				vertices[vc++] = (Math.PI * radius / 2) / (height + Math.PI * radius);
				vertices[vc + (slices + 1) * 8 - 1] = (Math.PI * radius / 2 + height) / (height + Math.PI * radius);
			}
			for (slice = 0; slice < slices; slice++) {
				indices[ic++] = slice + verticeCount + (slices + 1);
				indices[ic++] = slice + verticeCount + 1;
				indices[ic++] = slice + verticeCount;
				indices[ic++] = slice + verticeCount + (slices + 1);
				indices[ic++] = slice + verticeCount + (slices + 1) + 1;
				indices[ic++] = slice + verticeCount + 1;
			}
			verticeCount += 2 * (slices + 1);
			return PrimitiveMesh._createMesh(vertexDeclaration, vertices, indices);
		}
		static createCone(radius = 0.5, height = 1, slices = 32) {
			var vertexCount = (slices + 1 + 1) + (slices + 1) * 2;
			var indexCount = 6 * slices + 3 * slices;
			var vertexDeclaration = VertexMesh.getVertexDeclaration("POSITION,NORMAL,UV");
			var vertexFloatStride = vertexDeclaration.vertexStride / 4;
			var vertices = new Float32Array(vertexCount * vertexFloatStride);
			var indices = new Uint16Array(indexCount);
			var sliceAngle = (Math.PI * 2.0) / slices;
			var halfHeight = height / 2;
			var curAngle = 0;
			var verticeCount = 0;
			var posX = 0;
			var posY = 0;
			var posZ = 0;
			var normal = new Vector3();
			var downV3 = new Vector3(0, -1, 0);
			var upPoint = new Vector3(0, halfHeight, 0);
			var downPoint = new Vector3();
			var v3 = new Vector3();
			var q4 = new Quaternion();
			var rotateAxis = new Vector3();
			var rotateRadius;
			var vc = 0;
			var ic = 0;
			for (var rv = 0; rv <= slices; rv++) {
				curAngle = rv * sliceAngle;
				posX = Math.cos(curAngle + Math.PI) * radius;
				posY = halfHeight;
				posZ = Math.sin(curAngle + Math.PI) * radius;
				vertices[vc++] = 0;
				vertices[vc + (slices + 1) * 8 - 1] = posX;
				vertices[vc++] = posY;
				vertices[vc + (slices + 1) * 8 - 1] = -posY;
				vertices[vc++] = 0;
				vertices[vc + (slices + 1) * 8 - 1] = posZ;
				normal.x = posX;
				normal.y = 0;
				normal.z = posZ;
				downPoint.x = posX;
				downPoint.y = -posY;
				downPoint.z = posZ;
				Vector3.subtract(downPoint, upPoint, v3);
				Vector3.normalize(v3, v3);
				rotateRadius = Math.acos(Vector3.dot(downV3, v3));
				Vector3.cross(downV3, v3, rotateAxis);
				Vector3.normalize(rotateAxis, rotateAxis);
				Quaternion.createFromAxisAngle(rotateAxis, rotateRadius, q4);
				Vector3.normalize(normal, normal);
				Vector3.transformQuat(normal, q4, normal);
				Vector3.normalize(normal, normal);
				vertices[vc++] = normal.x;
				vertices[vc + (slices + 1) * 8 - 1] = normal.x;
				vertices[vc++] = normal.y;
				vertices[vc + (slices + 1) * 8 - 1] = normal.y;
				vertices[vc++] = normal.z;
				vertices[vc + (slices + 1) * 8 - 1] = normal.z;
				vertices[vc++] = 1 - rv * 1 / slices;
				vertices[vc + (slices + 1) * 8 - 1] = 1 - rv * 1 / slices;
				vertices[vc++] = 0;
				vertices[vc + (slices + 1) * 8 - 1] = 1;
			}
			vc += (slices + 1) * 8;
			for (var ri = 0; ri < slices; ri++) {
				indices[ic++] = ri + verticeCount + (slices + 1);
				indices[ic++] = ri + verticeCount + 1;
				indices[ic++] = ri + verticeCount;
				indices[ic++] = ri + verticeCount + (slices + 1);
				indices[ic++] = ri + verticeCount + (slices + 1) + 1;
				indices[ic++] = ri + verticeCount + 1;
			}
			verticeCount += 2 * (slices + 1);
			for (var bv = 0; bv <= slices; bv++) {
				if (bv === 0) {
					vertices[vc++] = 0;
					vertices[vc++] = -halfHeight;
					vertices[vc++] = 0;
					vertices[vc++] = 0;
					vertices[vc++] = -1;
					vertices[vc++] = 0;
					vertices[vc++] = 0.5;
					vertices[vc++] = 0.5;
				}
				curAngle = bv * sliceAngle;
				posX = Math.cos(curAngle + Math.PI) * radius;
				posY = -halfHeight;
				posZ = Math.sin(curAngle + Math.PI) * radius;
				vertices[vc++] = posX;
				vertices[vc++] = posY;
				vertices[vc++] = posZ;
				vertices[vc++] = 0;
				vertices[vc++] = -1;
				vertices[vc++] = 0;
				vertices[vc++] = 0.5 + Math.cos(curAngle) * 0.5;
				vertices[vc++] = 0.5 + Math.sin(curAngle) * 0.5;
			}
			for (var bi = 0; bi < slices; bi++) {
				indices[ic++] = 0 + verticeCount;
				indices[ic++] = bi + 2 + verticeCount;
				indices[ic++] = bi + 1 + verticeCount;
			}
			verticeCount += slices + 1 + 1;
			return PrimitiveMesh._createMesh(vertexDeclaration, vertices, indices);
		}
		static createCylinder(radius = 0.5, height = 2, slices = 32) {
			var vertexCount = (slices + 1 + 1) + (slices + 1) * 2 + (slices + 1 + 1);
			var indexCount = 3 * slices + 6 * slices + 3 * slices;
			var vertexDeclaration = VertexMesh.getVertexDeclaration("POSITION,NORMAL,UV");
			var vertexFloatStride = vertexDeclaration.vertexStride / 4;
			var vertices = new Float32Array(vertexCount * vertexFloatStride);
			var indices = new Uint16Array(indexCount);
			var sliceAngle = (Math.PI * 2.0) / slices;
			var halfHeight = height / 2;
			var curAngle = 0;
			var verticeCount = 0;
			var posX = 0;
			var posY = 0;
			var posZ = 0;
			var vc = 0;
			var ic = 0;
			for (var tv = 0; tv <= slices; tv++) {
				if (tv === 0) {
					vertices[vc++] = 0;
					vertices[vc++] = halfHeight;
					vertices[vc++] = 0;
					vertices[vc++] = 0;
					vertices[vc++] = 1;
					vertices[vc++] = 0;
					vertices[vc++] = 0.5;
					vertices[vc++] = 0.5;
				}
				curAngle = tv * sliceAngle;
				posX = Math.cos(curAngle) * radius;
				posY = halfHeight;
				posZ = Math.sin(curAngle) * radius;
				vertices[vc++] = posX;
				vertices[vc++] = posY;
				vertices[vc++] = posZ;
				vertices[vc++] = 0;
				vertices[vc++] = 1;
				vertices[vc++] = 0;
				vertices[vc++] = 0.5 + Math.cos(curAngle) * 0.5;
				vertices[vc++] = 0.5 + Math.sin(curAngle) * 0.5;
			}
			for (var ti = 0; ti < slices; ti++) {
				indices[ic++] = 0;
				indices[ic++] = ti + 1;
				indices[ic++] = ti + 2;
			}
			verticeCount += slices + 1 + 1;
			for (var rv = 0; rv <= slices; rv++) {
				curAngle = rv * sliceAngle;
				posX = Math.cos(curAngle + Math.PI) * radius;
				posY = halfHeight;
				posZ = Math.sin(curAngle + Math.PI) * radius;
				vertices[vc++] = posX;
				vertices[vc + (slices + 1) * 8 - 1] = posX;
				vertices[vc++] = posY;
				vertices[vc + (slices + 1) * 8 - 1] = -posY;
				vertices[vc++] = posZ;
				vertices[vc + (slices + 1) * 8 - 1] = posZ;
				vertices[vc++] = posX;
				vertices[vc + (slices + 1) * 8 - 1] = posX;
				vertices[vc++] = 0;
				vertices[vc + (slices + 1) * 8 - 1] = 0;
				vertices[vc++] = posZ;
				vertices[vc + (slices + 1) * 8 - 1] = posZ;
				vertices[vc++] = 1 - rv * 1 / slices;
				vertices[vc + (slices + 1) * 8 - 1] = 1 - rv * 1 / slices;
				vertices[vc++] = 0;
				vertices[vc + (slices + 1) * 8 - 1] = 1;
			}
			vc += (slices + 1) * 8;
			for (var ri = 0; ri < slices; ri++) {
				indices[ic++] = ri + verticeCount + (slices + 1);
				indices[ic++] = ri + verticeCount + 1;
				indices[ic++] = ri + verticeCount;
				indices[ic++] = ri + verticeCount + (slices + 1);
				indices[ic++] = ri + verticeCount + (slices + 1) + 1;
				indices[ic++] = ri + verticeCount + 1;
			}
			verticeCount += 2 * (slices + 1);
			for (var bv = 0; bv <= slices; bv++) {
				if (bv === 0) {
					vertices[vc++] = 0;
					vertices[vc++] = -halfHeight;
					vertices[vc++] = 0;
					vertices[vc++] = 0;
					vertices[vc++] = -1;
					vertices[vc++] = 0;
					vertices[vc++] = 0.5;
					vertices[vc++] = 0.5;
				}
				curAngle = bv * sliceAngle;
				posX = Math.cos(curAngle + Math.PI) * radius;
				posY = -halfHeight;
				posZ = Math.sin(curAngle + Math.PI) * radius;
				vertices[vc++] = posX;
				vertices[vc++] = posY;
				vertices[vc++] = posZ;
				vertices[vc++] = 0;
				vertices[vc++] = -1;
				vertices[vc++] = 0;
				vertices[vc++] = 0.5 + Math.cos(curAngle) * 0.5;
				vertices[vc++] = 0.5 + Math.sin(curAngle) * 0.5;
			}
			for (var bi = 0; bi < slices; bi++) {
				indices[ic++] = 0 + verticeCount;
				indices[ic++] = bi + 2 + verticeCount;
				indices[ic++] = bi + 1 + verticeCount;
			}
			verticeCount += slices + 1 + 1;
			return PrimitiveMesh._createMesh(vertexDeclaration, vertices, indices);
		}
		static createPlane(long = 10, width = 10, stacks = 10, slices = 10) {
			var vertexCount = (stacks + 1) * (slices + 1);
			var indexCount = stacks * slices * 2 * 3;
			var indices = new Uint16Array(indexCount);
			var vertexDeclaration = VertexMesh.getVertexDeclaration("POSITION,NORMAL,UV");
			var vertexFloatStride = vertexDeclaration.vertexStride / 4;
			var vertices = new Float32Array(vertexCount * vertexFloatStride);
			var halfLong = long / 2;
			var halfWidth = width / 2;
			var stacksLong = long / stacks;
			var slicesWidth = width / slices;
			var verticeCount = 0;
			for (var i = 0; i <= slices; i++) {
				for (var j = 0; j <= stacks; j++) {
					vertices[verticeCount++] = j * stacksLong - halfLong;
					vertices[verticeCount++] = 0;
					vertices[verticeCount++] = i * slicesWidth - halfWidth;
					vertices[verticeCount++] = 0;
					vertices[verticeCount++] = 1;
					vertices[verticeCount++] = 0;
					vertices[verticeCount++] = j * 1 / stacks;
					vertices[verticeCount++] = i * 1 / slices;
				}
			}
			var indiceIndex = 0;
			for (i = 0; i < slices; i++) {
				for (j = 0; j < stacks; j++) {
					indices[indiceIndex++] = (i + 1) * (stacks + 1) + j;
					indices[indiceIndex++] = i * (stacks + 1) + j;
					indices[indiceIndex++] = (i + 1) * (stacks + 1) + j + 1;
					indices[indiceIndex++] = i * (stacks + 1) + j;
					indices[indiceIndex++] = i * (stacks + 1) + j + 1;
					indices[indiceIndex++] = (i + 1) * (stacks + 1) + j + 1;
				}
			}
			return PrimitiveMesh._createMesh(vertexDeclaration, vertices, indices);
		}
		static createQuad(long = 1, width = 1) {
			var vertexDeclaration = VertexMesh.getVertexDeclaration("POSITION,NORMAL,UV");
			var halfLong = long / 2;
			var halfWidth = width / 2;
			var vertices = new Float32Array([-halfLong, halfWidth, 0, 0, 0, 1, 0, 0, halfLong, halfWidth, 0, 0, 0, 1, 1, 0, -halfLong, -halfWidth, 0, 0, 0, 1, 0, 1, halfLong, -halfWidth, 0, 0, 0, 1, 1, 1]);
			var indices = new Uint16Array([0, 1, 2, 3, 2, 1]);
			return PrimitiveMesh._createMesh(vertexDeclaration, vertices, indices);
		}
		static createSphere(radius = 0.5, stacks = 32, slices = 32) {
			var vertexCount = (stacks + 1) * (slices + 1);
			var indexCount = (3 * stacks * (slices + 1)) * 2;
			var indices = new Uint16Array(indexCount);
			var vertexDeclaration = VertexMesh.getVertexDeclaration("POSITION,NORMAL,UV");
			var vertexFloatStride = vertexDeclaration.vertexStride / 4;
			var vertices = new Float32Array(vertexCount * vertexFloatStride);
			var stackAngle = Math.PI / stacks;
			var sliceAngle = (Math.PI * 2.0) / slices;
			var vertexIndex = 0;
			vertexCount = 0;
			indexCount = 0;
			for (var stack = 0; stack < (stacks + 1); stack++) {
				var r = Math.sin(stack * stackAngle);
				var y = Math.cos(stack * stackAngle);
				for (var slice = 0; slice < (slices + 1); slice++) {
					var x = r * Math.sin(slice * sliceAngle + Math.PI * 1 / 2);
					var z = r * Math.cos(slice * sliceAngle + Math.PI * 1 / 2);
					vertices[vertexCount + 0] = x * radius;
					vertices[vertexCount + 1] = y * radius;
					vertices[vertexCount + 2] = z * radius;
					vertices[vertexCount + 3] = x;
					vertices[vertexCount + 4] = y;
					vertices[vertexCount + 5] = z;
					vertices[vertexCount + 6] = slice / slices;
					vertices[vertexCount + 7] = stack / stacks;
					vertexCount += vertexFloatStride;
					if (stack != (stacks - 1)) {
						indices[indexCount++] = vertexIndex + (slices + 1);
						indices[indexCount++] = vertexIndex;
						indices[indexCount++] = vertexIndex + 1;
						indices[indexCount++] = vertexIndex + (slices);
						indices[indexCount++] = vertexIndex;
						indices[indexCount++] = vertexIndex + (slices + 1);
						vertexIndex++;
					}
				}
			}
			return PrimitiveMesh._createMesh(vertexDeclaration, vertices, indices);
		}
	}

	var BlitScreenPS = "#ifdef GL_FRAGMENT_PRECISION_HIGH\r\n\tprecision highp float;\r\n#else\r\n\tprecision mediump float;\r\n#endif\r\n\r\nuniform sampler2D u_MainTex;\r\nvarying vec2 v_Texcoord0;\r\n\r\nvoid main() {\r\n\tgl_FragColor = texture2D(u_MainTex, v_Texcoord0);\r\n}\r\n\r\n";

	var BlitScreenVS = "#include \"Lighting.glsl\";\r\n\r\nattribute vec4 a_PositionTexcoord;\r\nuniform vec4 u_OffsetScale;\r\nvarying vec2 v_Texcoord0;\r\n\r\nvoid main() {\t\r\n\tgl_Position = vec4(u_OffsetScale.x*2.0-1.0+(a_PositionTexcoord.x+1.0)*u_OffsetScale.z,(1.0-((u_OffsetScale.y*2.0-1.0+(-a_PositionTexcoord.y+1.0)*u_OffsetScale.w)+1.0)/2.0)*2.0-1.0, 0.0, 1.0);\t\r\n\tv_Texcoord0 = a_PositionTexcoord.zw;\r\n\tgl_Position = remapGLPositionZ(gl_Position);\r\n}";

	var EffectPS = "#ifdef GL_FRAGMENT_PRECISION_HIGH\r\n\tprecision highp float;\r\n#else\r\n\tprecision mediump float;\r\n#endif\r\n\r\n#ifdef COLOR\r\n\tvarying vec4 v_Color;\r\n#endif\r\nvarying vec2 v_Texcoord0;\r\n\r\n#ifdef MAINTEXTURE\r\n\tuniform sampler2D u_AlbedoTexture;\r\n#endif\r\n\r\nuniform vec4 u_AlbedoColor;\r\n\r\n#ifdef FOG\r\n\tuniform float u_FogStart;\r\n\tuniform float u_FogRange;\r\n\t#ifdef ADDTIVEFOG\r\n\t#else\r\n\t\tuniform vec3 u_FogColor;\r\n\t#endif\r\n#endif\r\n\r\nvoid main()\r\n{\r\n\tvec4 color =  2.0 * u_AlbedoColor;\r\n\t#ifdef COLOR\r\n\t\tcolor *= v_Color;\r\n\t#endif\r\n\t#ifdef MAINTEXTURE\r\n\t\tcolor *= texture2D(u_AlbedoTexture, v_Texcoord0);\r\n\t#endif\r\n\t\r\n\tgl_FragColor = color;\r\n\t\r\n\t#ifdef FOG\r\n\t\tfloat lerpFact = clamp((1.0 / gl_FragCoord.w - u_FogStart) / u_FogRange, 0.0, 1.0);\r\n\t\t#ifdef ADDTIVEFOG\r\n\t\t\tgl_FragColor.rgb = mix(gl_FragColor.rgb, vec3(0.0), lerpFact);\r\n\t\t#else\r\n\t\t\tgl_FragColor.rgb = mix(gl_FragColor.rgb, u_FogColor, lerpFact);\r\n\t\t#endif\r\n\t#endif\r\n}\r\n\r\n";

	var EffectVS = "#include \"Lighting.glsl\";\r\n\r\nattribute vec4 a_Position;\r\nattribute vec4 a_Color;\r\nattribute vec2 a_Texcoord0;\r\n\r\n#ifdef GPU_INSTANCE\r\n\tattribute mat4 a_MvpMatrix;\r\n#else\r\n\tuniform mat4 u_MvpMatrix;\r\n#endif\r\n\r\n#ifdef COLOR\r\n\tvarying vec4 v_Color;\r\n#endif\r\nvarying vec2 v_Texcoord0;\r\n\r\n#ifdef TILINGOFFSET\r\n\tuniform vec4 u_TilingOffset;\r\n#endif\r\n\r\n#ifdef BONE\r\n\tconst int c_MaxBoneCount = 24;\r\n\tattribute vec4 a_BoneIndices;\r\n\tattribute vec4 a_BoneWeights;\r\n\tuniform mat4 u_Bones[c_MaxBoneCount];\r\n#endif\r\n\r\nvoid main()\r\n{\r\n\tvec4 position;\r\n\t#ifdef BONE\r\n\t\tmat4 skinTransform;\r\n\t \t#ifdef SIMPLEBONE\r\n\t\t\tfloat currentPixelPos;\r\n\t\t\t#ifdef GPU_INSTANCE\r\n\t\t\t\tcurrentPixelPos = a_SimpleTextureParams.x+a_SimpleTextureParams.y;\r\n\t\t\t#else\r\n\t\t\t\tcurrentPixelPos = u_SimpleAnimatorParams.x+u_SimpleAnimatorParams.y;\r\n\t\t\t#endif\r\n\t\t\tfloat offset = 1.0/u_SimpleAnimatorTextureSize;\r\n\t\t\tskinTransform =  loadMatFromTexture(currentPixelPos,int(a_BoneIndices.x),offset) * a_BoneWeights.x;\r\n\t\t\tskinTransform += loadMatFromTexture(currentPixelPos,int(a_BoneIndices.y),offset) * a_BoneWeights.y;\r\n\t\t\tskinTransform += loadMatFromTexture(currentPixelPos,int(a_BoneIndices.z),offset) * a_BoneWeights.z;\r\n\t\t\tskinTransform += loadMatFromTexture(currentPixelPos,int(a_BoneIndices.w),offset) * a_BoneWeights.w;\r\n\t\t#else\r\n\t\t\tskinTransform =  u_Bones[int(a_BoneIndices.x)] * a_BoneWeights.x;\r\n\t\t\tskinTransform += u_Bones[int(a_BoneIndices.y)] * a_BoneWeights.y;\r\n\t\t\tskinTransform += u_Bones[int(a_BoneIndices.z)] * a_BoneWeights.z;\r\n\t\t\tskinTransform += u_Bones[int(a_BoneIndices.w)] * a_BoneWeights.w;\r\n\t\t#endif\r\n\t\tposition=skinTransform*a_Position;\r\n\t#else\r\n\t\tposition=a_Position;\r\n\t#endif\r\n\t#ifdef GPU_INSTANCE\r\n\t\tgl_Position = a_MvpMatrix * position;\r\n\t#else\r\n\t\tgl_Position = u_MvpMatrix * position;\r\n\t#endif\r\n\t\r\n\t#ifdef TILINGOFFSET\r\n\t\tv_Texcoord0=TransformUV(a_Texcoord0,u_TilingOffset);\r\n\t#else\r\n\t\tv_Texcoord0=a_Texcoord0;\r\n\t#endif\r\n\t\t\r\n\t#ifdef COLOR\r\n\t\tv_Color = a_Color;\r\n\t#endif\r\n\tgl_Position=remapGLPositionZ(gl_Position);\r\n}";

	var extendTerrainPS = "#ifdef GL_FRAGMENT_PRECISION_HIGH\r\n\tprecision highp float;\r\n#else\r\n\tprecision mediump float;\r\n#endif\r\n\r\n#include \"Lighting.glsl\";\r\n\r\n#if defined(DIRECTIONLIGHT)||defined(POINTLIGHT)||defined(SPOTLIGHT)||defined(FOG)\r\n\tuniform vec3 u_CameraPos;\r\n\tvarying vec3 v_Normal;\r\n\tvarying vec3 v_PositionWorld;\r\n#endif\r\n\r\n#ifdef FOG\r\n\tuniform float u_FogStart;\r\n\tuniform float u_FogRange;\r\n\tuniform vec3 u_FogColor;\r\n#endif\r\n\r\n#if defined(DIRECTIONLIGHT)||defined(POINTLIGHT)||defined(SPOTLIGHT)\r\n\t#ifdef LEGACYSINGLELIGHTING\r\n\t\t#ifdef DIRECTIONLIGHT\r\n\t\t\tuniform DirectionLight u_DirectionLight;\r\n\t\t#endif\r\n\t\t#ifdef POINTLIGHT\r\n\t\t\tuniform PointLight u_PointLight;\r\n\t\t#endif\r\n\t\t#ifdef SPOTLIGHT\r\n\t\t\tuniform SpotLight u_SpotLight;\r\n\t\t#endif\r\n\t#else\r\n\t\tuniform mat4 u_View;\r\n\t\tuniform vec4 u_ProjectionParams;\r\n\t\tuniform vec4 u_Viewport;\r\n\t\tuniform int u_DirationLightCount;\r\n\t\tuniform sampler2D u_LightBuffer;\r\n\t\tuniform sampler2D u_LightClusterBuffer;\r\n\t#endif\r\n#endif\r\n\r\n#include \"Shadow.glsl\"\r\n#ifdef CALCULATE_SHADOWS\r\n\tvarying vec4 v_ShadowCoord;\r\n#endif\r\nvarying float v_posViewZ;\r\n\r\nuniform vec3 u_AmbientColor;\r\n\r\nuniform sampler2D u_SplatAlphaTexture;\r\n\r\nuniform sampler2D u_DiffuseTexture1;\r\nuniform sampler2D u_DiffuseTexture2;\r\nuniform sampler2D u_DiffuseTexture3;\r\nuniform sampler2D u_DiffuseTexture4;\r\nuniform sampler2D u_DiffuseTexture5;\r\n\r\nuniform vec4 u_DiffuseScaleOffset1;\r\nuniform vec4 u_DiffuseScaleOffset2;\r\nuniform vec4 u_DiffuseScaleOffset3;\r\nuniform vec4 u_DiffuseScaleOffset4;\r\nuniform vec4 u_DiffuseScaleOffset5;\r\n\r\nvarying vec2 v_Texcoord0;\r\n\r\n#ifdef LIGHTMAP\r\n\tuniform sampler2D u_LightMap;\r\n\tvarying vec2 v_LightMapUV;\r\n#endif\r\n\r\nvoid main()\r\n{\r\n\tvec4 splatAlpha = vec4(1.0);\r\n\t#ifdef ExtendTerrain_DETAIL_NUM1\r\n\t\tsplatAlpha = texture2D(u_SplatAlphaTexture, v_Texcoord0);\r\n\t\tvec4 color1 = texture2D(u_DiffuseTexture1, v_Texcoord0 * u_DiffuseScaleOffset1.xy);\r\n\t\tgl_FragColor.xyz = color1.xyz * splatAlpha.r;\r\n\t#endif\r\n\t#ifdef ExtendTerrain_DETAIL_NUM2\r\n\t\tsplatAlpha = texture2D(u_SplatAlphaTexture, v_Texcoord0);\r\n\t\tvec4 color1 = texture2D(u_DiffuseTexture1, v_Texcoord0 * u_DiffuseScaleOffset1.xy);\r\n\t\tvec4 color2 = texture2D(u_DiffuseTexture2, v_Texcoord0 * u_DiffuseScaleOffset2.xy);\r\n\t\tgl_FragColor.xyz = color1.xyz * splatAlpha.r + color2.xyz * (1.0 - splatAlpha.r);\r\n\t#endif\r\n\t#ifdef ExtendTerrain_DETAIL_NUM3\r\n\t\tsplatAlpha = texture2D(u_SplatAlphaTexture, v_Texcoord0);\r\n\t\tvec4 color1 = texture2D(u_DiffuseTexture1, v_Texcoord0 * u_DiffuseScaleOffset1.xy);\r\n\t\tvec4 color2 = texture2D(u_DiffuseTexture2, v_Texcoord0 * u_DiffuseScaleOffset2.xy);\r\n\t\tvec4 color3 = texture2D(u_DiffuseTexture3, v_Texcoord0 * u_DiffuseScaleOffset3.xy);\r\n\t\tgl_FragColor.xyz = color1.xyz * splatAlpha.r  + color2.xyz * splatAlpha.g + color3.xyz * (1.0 - splatAlpha.r - splatAlpha.g);\r\n\t#endif\r\n\t#ifdef ExtendTerrain_DETAIL_NUM4\r\n\t\tsplatAlpha = texture2D(u_SplatAlphaTexture, v_Texcoord0);\r\n\t\tvec4 color1 = texture2D(u_DiffuseTexture1, v_Texcoord0 * u_DiffuseScaleOffset1.xy);\r\n\t\tvec4 color2 = texture2D(u_DiffuseTexture2, v_Texcoord0 * u_DiffuseScaleOffset2.xy);\r\n\t\tvec4 color3 = texture2D(u_DiffuseTexture3, v_Texcoord0 * u_DiffuseScaleOffset3.xy);\r\n\t\tvec4 color4 = texture2D(u_DiffuseTexture4, v_Texcoord0 * u_DiffuseScaleOffset4.xy);\r\n\t\tgl_FragColor.xyz = color1.xyz * splatAlpha.r  + color2.xyz * splatAlpha.g + color3.xyz * splatAlpha.b + color4.xyz * (1.0 - splatAlpha.r - splatAlpha.g - splatAlpha.b);\r\n\t#endif\r\n\t#ifdef ExtendTerrain_DETAIL_NUM5\r\n\t\tsplatAlpha = texture2D(u_SplatAlphaTexture, v_Texcoord0);\r\n\t\tvec4 color1 = texture2D(u_DiffuseTexture1, v_Texcoord0 * u_DiffuseScaleOffset1.xy);\r\n\t\tvec4 color2 = texture2D(u_DiffuseTexture2, v_Texcoord0 * u_DiffuseScaleOffset2.xy);\r\n\t\tvec4 color3 = texture2D(u_DiffuseTexture3, v_Texcoord0 * u_DiffuseScaleOffset3.xy);\r\n\t\tvec4 color4 = texture2D(u_DiffuseTexture4, v_Texcoord0 * u_DiffuseScaleOffset4.xy);\r\n\t\tvec4 color5 = texture2D(u_DiffuseTexture5, v_Texcoord0 * u_DiffuseScaleOffset5.xy);\r\n\t\tgl_FragColor.xyz = color1.xyz * splatAlpha.r  + color2.xyz * splatAlpha.g + color3.xyz * splatAlpha.b + color4.xyz * splatAlpha.a + color5.xyz * (1.0 - splatAlpha.r - splatAlpha.g - splatAlpha.b - splatAlpha.a);\r\n\t#endif\r\n\t\tgl_FragColor.w = splatAlpha.a;\r\n\t\t\r\n\t#if defined(DIRECTIONLIGHT)||defined(POINTLIGHT)||defined(SPOTLIGHT)\r\n\t\tvec3 normal = v_Normal;\r\n\t\tvec3 dif, spe;\r\n\t#endif\r\n\r\n\tvec3 diffuse = vec3(0.0);\r\n\tvec3 specular= vec3(0.0);\r\n\t#if defined(DIRECTIONLIGHT)||defined(POINTLIGHT)||defined(SPOTLIGHT)||defined(FOG)\r\n\t\tvec3 toEye;\r\n\t\t#ifdef FOG\r\n\t\t\ttoEye=u_CameraPos-v_PositionWorld;\r\n\t\t\tfloat toEyeLength=length(toEye);\r\n\t\t\ttoEye/=toEyeLength;\r\n\t\t#else\r\n\t\t\ttoEye=normalize(u_CameraPos-v_PositionWorld);\r\n\t\t#endif\r\n\t#endif\r\n\r\n\t#ifdef LEGACYSINGLELIGHTING\r\n\t\t#ifdef DIRECTIONLIGHT\r\n\t\t\tLayaAirBlinnPhongDiectionLight(vec3(0.0),1.0,normal,vec3(1.0),toEye,u_DirectionLight,dif,spe);\r\n\t\t\tdiffuse+=dif;\r\n\t\t\tspecular+=spe;\r\n\t\t#endif\r\n\t\r\n\t\t#ifdef POINTLIGHT\r\n\t\t\tLayaAirBlinnPhongPointLight(v_PositionWorld,vec3(0.0),1.0,normal,vec3(1.0),toEye,u_PointLight,dif,spe);\r\n\t\t\tdiffuse+=dif;\r\n\t\t\tspecular+=spe;\r\n\t\t#endif\r\n\r\n\t\t#ifdef SPOTLIGHT\r\n\t\t\tLayaAirBlinnPhongSpotLight(v_PositionWorld,vec3(0.0),1.0,normal,vec3(1.0),toEye,u_SpotLight,dif,spe);\r\n\t\t\tdiffuse+=dif;\r\n\t\t\tspecular+=spe;\r\n\t\t#endif\r\n\t#else\r\n\t\t#ifdef DIRECTIONLIGHT\r\n\t\t\tfor (int i = 0; i < MAX_LIGHT_COUNT; i++) \r\n\t\t\t{\r\n\t\t\t\tif(i >= u_DirationLightCount)\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tDirectionLight directionLight = getDirectionLight(u_LightBuffer,i);\r\n\t\t\t\tLayaAirBlinnPhongDiectionLight(vec3(0.0),1.0,normal,vec3(1.0),toEye,directionLight,dif,spe);\r\n\t\t\t\tdiffuse+=dif;\r\n\t\t\t\tspecular+=spe;\r\n\t\t\t}\r\n\t\t#endif\r\n\t\t#if defined(POINTLIGHT)||defined(SPOTLIGHT)\r\n\t\t\tivec4 clusterInfo =getClusterInfo(u_LightClusterBuffer,u_View,u_Viewport, v_PositionWorld,gl_FragCoord,u_ProjectionParams);\r\n\t\t\t#ifdef POINTLIGHT\r\n\t\t\t\tfor (int i = 0; i < MAX_LIGHT_COUNT; i++) \r\n\t\t\t\t{\r\n\t\t\t\t\tif(i >= clusterInfo.x)//PointLightCount\r\n\t\t\t\t\t\tbreak;\r\n\t\t\t\t\tPointLight pointLight = getPointLight(u_LightBuffer,u_LightClusterBuffer,clusterInfo,i);\r\n\t\t\t\t\tLayaAirBlinnPhongPointLight(v_PositionWorld,vec3(0.0),1.0,normal,vec3(1.0),toEye,pointLight,dif,spe);\r\n\t\t\t\t\tdiffuse+=dif;\r\n\t\t\t\t\tspecular+=spe;\r\n\t\t\t\t}\r\n\t\t\t#endif\r\n\t\t\t#ifdef SPOTLIGHT\r\n\t\t\t\tfor (int i = 0; i < MAX_LIGHT_COUNT; i++) \r\n\t\t\t\t{\r\n\t\t\t\t\tif(i >= clusterInfo.y)//SpotLightCount\r\n\t\t\t\t\t\tbreak;\r\n\t\t\t\t\tSpotLight spotLight = getSpotLight(u_LightBuffer,u_LightClusterBuffer,clusterInfo,i);\r\n\t\t\t\t\tLayaAirBlinnPhongSpotLight(v_PositionWorld,vec3(0.0),1.0,normal,vec3(1.0),toEye\t,spotLight,dif,spe);\r\n\t\t\t\t\tdiffuse+=dif;\r\n\t\t\t\t\tspecular+=spe;\r\n\t\t\t\t}\r\n\t\t\t#endif\r\n\t\t#endif\r\n\t#endif\r\n\r\nvec3 globalDiffuse = u_AmbientColor;\r\n#ifdef LIGHTMAP\r\n\tglobalDiffuse += decodeHDR(texture2D(u_LightMap, v_LightMapUV),5.0);\r\n#endif\r\n\r\n#ifdef CALCULATE_SHADOWS\r\n\tfloat shadowValue = shadowValue = sampleShadowmap(v_ShadowCoord);\r\n\tgl_FragColor = vec4(gl_FragColor.rgb * (globalDiffuse + diffuse) * shadowValue, gl_FragColor.a);\r\n#else\r\n\tgl_FragColor = vec4(gl_FragColor.rgb * (globalDiffuse + diffuse), gl_FragColor.a);\r\n#endif\r\n\r\n#if defined(DIRECTIONLIGHT)||defined(POINTLIGHT)||defined(SPOTLIGHT)\r\n\t#ifdef CALCULATE_SHADOWS\r\n\t\tgl_FragColor.rgb += specular * shadowValue;\r\n\t#else\r\n\t\tgl_FragColor.rgb += specular;\r\n\t#endif\r\n#endif\r\n\r\n#ifdef FOG\r\n\tfloat lerpFact=clamp((toEyeLength-u_FogStart)/u_FogRange,0.0,1.0);\r\n\tgl_FragColor.rgb=mix(gl_FragColor.rgb,u_FogColor,lerpFact);\r\n#endif\r\n}\r\n\r\n\r\n\r\n\r\n\r\n";

	var extendTerrainVS = "#include \"Lighting.glsl\";\r\n\r\nattribute vec4 a_Position;\r\nattribute vec2 a_Texcoord0;\r\n\r\nuniform mat4 u_MvpMatrix;\r\n\r\nvarying vec2 v_Texcoord0;\r\n\r\n#if defined(DIRECTIONLIGHT)||defined(POINTLIGHT)||defined(SPOTLIGHT)||defined(LIGHTMAP)\r\n\tattribute vec3 a_Normal;\r\n\tvarying vec3 v_Normal;\r\n#endif\r\n\r\n#if defined(DIRECTIONLIGHT)||defined(POINTLIGHT)||defined(SPOTLIGHT)||defined(FOG)||(defined(CALCULATE_SHADOWS)&&defined(SHADOWMAP_PSSM1))\r\n\tuniform mat4 u_WorldMat;\r\n\tvarying vec3 v_PositionWorld;\r\n#endif\r\n\r\n#ifdef LIGHTMAP\r\n\tvarying vec2 v_LightMapUV;\r\n\tuniform vec4 u_LightmapScaleOffset;\r\n#endif\r\n\r\n#ifdef CALCULATE_SHADOWS\r\n\tvarying vec4 v_ShadowCoord;\r\n#endif\r\n\r\nvoid main()\r\n{\r\n\tgl_Position = u_MvpMatrix * a_Position;\r\n  \r\n\tv_Texcoord0 = a_Texcoord0;\r\n  \r\n\t#ifdef LIGHTMAP\r\n\t\tv_LightMapUV = vec2(a_Texcoord0.x, 1.0 - a_Texcoord0.y) * u_LightmapScaleOffset.xy + u_LightmapScaleOffset.zw;\r\n\t\tv_LightMapUV.y = 1.0 - v_LightMapUV.y;\r\n\t#endif\r\n  \r\n\t#if defined(DIRECTIONLIGHT)||defined(POINTLIGHT)||defined(SPOTLIGHT)\r\n\t\tv_Normal = a_Normal;\r\n\t#endif\r\n\r\n\t#if defined(DIRECTIONLIGHT)||defined(POINTLIGHT)||defined(SPOTLIGHT)||defined(FOG)||(defined(CALCULATE_SHADOWS)&&defined(SHADOWMAP_PSSM1))\r\n\t\tv_PositionWorld=(u_WorldMat*a_Position).xyz;\r\n\t#endif\r\n\r\n\t#ifdef CALCULATE_SHADOWS\r\n\t\tv_ShadowCoord = getShadowCoord(vec4(v_PositionWorld));\r\n\t#endif\r\n\tgl_Position=remapGLPositionZ(gl_Position);\r\n}";

	var GlobalIllumination = "struct LayaGIInput\r\n{\r\n\tvec2 lightmapUV;\r\n};\r\n\r\n#define LAYA_SPECCUBE_LOD_STEPS 6.0\r\n\r\nuniform vec3 u_AmbientColor;\r\n\r\n#if defined(GI_AMBIENT_SH)\r\n\tuniform vec4 u_AmbientSHAr;\r\n\tuniform vec4 u_AmbientSHAg;\r\n\tuniform vec4 u_AmbientSHAb;\r\n\tuniform vec4 u_AmbientSHBr;\r\n\tuniform vec4 u_AmbientSHBg;\r\n\tuniform vec4 u_AmbientSHBb;\r\n\tuniform vec4 u_AmbientSHC;\r\n#endif\r\n\r\nuniform samplerCube u_ReflectTexture;\r\nuniform vec4 u_ReflectCubeHDRParams;\r\n\r\n\r\n#ifdef GI_AMBIENT_SH\r\n\tmediump vec3 shEvalLinearL0L1(mediump vec4 normal)\r\n\t{\r\n\t\tmediump vec3 x;\r\n\t\t// Linear (L1) + constant (L0) polynomial terms\r\n\t\tx.r = dot(u_AmbientSHAr, normal);\r\n\t\tx.g = dot(u_AmbientSHAg, normal);\r\n\t\tx.b = dot(u_AmbientSHAb, normal);\r\n\t\treturn x;\r\n\t}\r\n\r\n\tmediump vec3 shEvalLinearL2(mediump vec4 normal)\r\n\t{\r\n\t\tmediump vec3 x1,x2;\r\n\t\t// 4 of the quadratic (L2) polynomials\r\n\t\tmediump vec4 vB = normal.xyzz * normal.yzzx;\r\n\t\tx1.r = dot(u_AmbientSHBr, vB);\r\n\t\tx1.g = dot(u_AmbientSHBg, vB);\r\n\t\tx1.b = dot(u_AmbientSHBb, vB);\r\n\r\n\t\t// Final (5th) quadratic (L2) polynomial\r\n\t\tmediump float vC = normal.x*normal.x - normal.y*normal.y;\r\n\t\tx2 = u_AmbientSHC.rgb * vC;\r\n\r\n\t\treturn x1 + x2;\r\n\t}\r\n\t\r\n\tmediump vec3 shadeSHPerPixel(mediump vec3 normal)\r\n\t{\r\n\t\tmediump vec3 ambientContrib;\r\n\t\tmediump vec4 normalV4=vec4(-normal.x,normal.yz, 1.0);//Note:SH Data is left-hand,so x need inverse\r\n\t\tambientContrib = shEvalLinearL0L1(normalV4);\r\n\t\tambientContrib += shEvalLinearL2(normalV4);\r\n\t\tmediump vec3 ambient = max(vec3(0.0), ambientContrib);\r\n\t\tambient = layaLinearToGammaSpace(ambient);\r\n\t\treturn ambient;\r\n\t}\r\n#endif\r\n\r\nmediump vec3 layaDecodeDirectionalLightmap (mediump vec3 color, lowp vec4 dirTex, mediump vec3 normalWorld)\r\n{\r\n    // In directional (non-specular) mode Enlighten bakes dominant light direction\r\n    // in a way, that using it for half Lambert and then dividing by a \"rebalancing coefficient\"\r\n    // gives a result close to plain diffuse response lightmaps, but normalmapped.\r\n\r\n    // Note that dir is not unit length on purpose. Its length is \"directionality\", like\r\n    // for the directional specular lightmaps.\r\n\tlowp vec3 directional=dirTex.xyz - 0.5;\r\n\tdirectional.x=-directional.x;//NOTE:because coord System\r\n    mediump float halfLambert = dot(normalWorld,directional) + 0.5;\r\n\r\n    return color * halfLambert / max(1e-4, dirTex.w);\r\n}\r\n\r\nvec3 layaGIBase(LayaGIInput giInput,mediump float occlusion, mediump vec3 normalWorld)\r\n{\r\n\tvec3 indirectDiffuse;\r\n\t#ifdef LIGHTMAP\t\r\n\t\tmediump vec3 bakedColor =decodeHDR(texture2D(u_LightMap, giInput.lightmapUV),5.0);\r\n\t\t#ifdef LIGHTMAP_DIRECTIONAL\r\n\t\t\tlowp vec4 bakedDirTex = texture2D (u_LightMapDirection, giInput.lightmapUV);\r\n            indirectDiffuse = layaDecodeDirectionalLightmap (bakedColor, bakedDirTex, normalWorld);\r\n\t\t#else //unDirectional lightmap\r\n\t\t\tindirectDiffuse = bakedColor;\r\n\t\t#endif\r\n\t#else\r\n\t\t#ifdef GI_AMBIENT_SH\r\n\t\t\tindirectDiffuse = shadeSHPerPixel(normalWorld);\r\n\t\t#else\r\n\t\t\tindirectDiffuse = u_AmbientColor; //already in gamma space\r\n\t\t#endif\r\n\t#endif\r\n\r\n\tindirectDiffuse*=occlusion;\r\n\treturn indirectDiffuse;\r\n}\r\n\r\nmediump vec3 layaGlossyEnvironment(mediump vec4 glossIn)\r\n{\r\n\tmediump float perceptualRoughness = glossIn.a;\r\n\r\n\t// use approximation to solve,below is more reasonable,but maybe slow. \r\n\t// float m = perceptualRoughnessToRoughness(perceptualRoughness); // m is the real roughness parameter\r\n    // const float fEps = 1.192092896e-07F;        // smallest such that 1.0+FLT_EPSILON != 1.0  (+1e-4h is NOT good here. is visibly very wrong)\r\n    // float n =  (2.0/max(fEps, m*m))-2.0;        // remap to spec power. See eq. 21 in --> https://dl.dropboxusercontent.com/u/55891920/papers/mm_brdf.pdf\r\n    // n /= 4;                                     // remap from n_dot_h formulatino to n_dot_r. See section \"Pre-convolved Cube Maps vs Path Tracers\" --> https://s3.amazonaws.com/docs.knaldtech.com/knald/1.0.0/lys_power_drops.html\r\n    // perceptualRoughness = pow( 2/(n+2), 0.25);  // remap back to square root of real roughness (0.25 include both the sqrt root of the conversion and sqrt for going from roughness to perceptualRoughness)\r\n\tperceptualRoughness = perceptualRoughness * (1.7 - 0.7*perceptualRoughness);//just a approximation,but fast.\r\n \r\n\tmediump float mip = perceptualRoughness * LAYA_SPECCUBE_LOD_STEPS;\r\n\tmediump vec3 uvw = glossIn.rgb;\r\n\tuvw.x=-uvw.x;//Note:reflectCube is left-hand,so x need inverse\r\n\tmediump vec4 rgbm=textureCubeLodEXT(u_ReflectTexture,uvw,mip);\r\n\treturn decodeHDR(rgbm,u_ReflectCubeHDRParams.x);\r\n}\r\n\r\nmediump vec3 layaGIIndirectSpecular(LayaGIInput giInput,mediump float occlusion, vec4 glossIn)\r\n{\r\n\tmediump vec3 specular = layaGlossyEnvironment(glossIn);\r\n\treturn specular * occlusion;\r\n}\r\n\r\n\r\nLayaGI layaGlobalIllumination(LayaGIInput giInput,mediump float occlusion, mediump vec3 normalWorld,mediump vec4 uvwRoughness)\r\n{\r\n\tLayaGI gi;\r\n\tgi.diffuse = layaGIBase(giInput,occlusion, normalWorld);\r\n\tgi.specular = layaGIIndirectSpecular(giInput,occlusion, uvwRoughness);\r\n\treturn gi;\r\n}\r\n\r\n\r\n";

	var LightingGLSL = "#ifdef GRAPHICS_API_GLES3\r\n\t#define INVERSE_MAT(mat) inverse(mat)\r\n#else\r\n\t#define INVERSE_MAT(mat) inverseMat(mat)\r\n#endif\r\n\r\nstruct DirectionLight {\r\n\tvec3 color;\r\n\tvec3 direction;\r\n};\r\n\r\nstruct PointLight {\r\n\tvec3 color;\r\n\tvec3 position;\r\n\tfloat range;\r\n};\r\n\r\nstruct SpotLight {\r\n\tvec3 color;\r\n\tvec3 position;\r\n\tfloat range;\r\n\tvec3 direction;\r\n\tfloat spot;\r\n};\r\n\r\nstruct LayaGI{\r\n\tvec3 diffuse;\r\n\tvec3 specular;\r\n};\r\n\r\nstruct LayaLight{\r\n\tvec3 color;\r\n\tvec3 dir;\r\n};\r\n\r\nconst int c_ClusterBufferWidth = CLUSTER_X_COUNT*CLUSTER_Y_COUNT;\r\nconst int c_ClusterBufferHeight = CLUSTER_Z_COUNT*(1+int(ceil(float(MAX_LIGHT_COUNT_PER_CLUSTER)/4.0)));\r\nconst int c_ClusterBufferFloatWidth = c_ClusterBufferWidth*4;\r\n\r\n#ifndef GRAPHICS_API_GLES3\r\n\tmat3 inverseMat(mat3 m) {\r\n\t\tfloat a00 = m[0][0], a01 = m[0][1], a02 = m[0][2];\r\n\t\tfloat a10 = m[1][0], a11 = m[1][1], a12 = m[1][2];\r\n\t\tfloat a20 = m[2][0], a21 = m[2][1], a22 = m[2][2];\r\n\r\n\t\tfloat b01 = a22 * a11 - a12 * a21;\r\n\t\tfloat b11 = -a22 * a10 + a12 * a20;\r\n\t\tfloat b21 = a21 * a10 - a11 * a20;\r\n\r\n\t\tfloat det = a00 * b01 + a01 * b11 + a02 * b21;\r\n\r\n\t\treturn mat3(b01, (-a22 * a01 + a02 * a21), (a12 * a01 - a02 * a11),\r\n\t\t\t\t\tb11, (a22 * a00 - a02 * a20), (-a12 * a00 + a02 * a10),\r\n\t\t\t\t\tb21, (-a21 * a00 + a01 * a20), (a11 * a00 - a01 * a10)) / det;\r\n\t}\r\n#endif\r\n\r\nivec4 getClusterInfo(sampler2D clusterBuffer,mat4 viewMatrix,vec4 viewport,vec3 position,vec4 fragCoord,vec4 projectParams)\r\n{\r\n\tvec3 viewPos = vec3(viewMatrix*vec4(position, 1.0)); //position in viewspace\r\n\r\n\tint clusterXIndex = int(floor(fragCoord.x/ (float(viewport.z)/float(CLUSTER_X_COUNT))));\r\n    int clusterYIndex = int(floor((viewport.w * (projectParams.z <0.0? 0.0 : 1.0) - fragCoord.y * projectParams.z)/ (float(viewport.w)/float(CLUSTER_Y_COUNT))));//Maybe Flipped ProjectMatrix\r\n\tfloat zSliceParam =float(CLUSTER_Z_COUNT)/log2(projectParams.y / projectParams.x);\r\n \tint clusterZIndex = int(floor(log2(-viewPos.z) * zSliceParam- log2(projectParams.x) * zSliceParam));//projectParams x:cameraNear y:cameraFar\r\n\r\n\tvec2 uv= vec2((float(clusterXIndex + clusterYIndex * CLUSTER_X_COUNT)+0.5)/float(c_ClusterBufferWidth),\r\n\t\t\t\t(float(clusterZIndex)+0.5)/float(c_ClusterBufferHeight));\r\n\tvec4 clusterPixel=texture2D(clusterBuffer, uv);\r\n\treturn ivec4(clusterPixel);//X:Point Count Y:Spot Count Z、W:Light Offset\r\n}\r\n\r\n\r\nint getLightIndex(sampler2D clusterBuffer,int offset,int index) \r\n{\r\n\tint totalOffset=offset+index;\r\n\tint row=totalOffset/c_ClusterBufferFloatWidth;\r\n\tint lastRowFloat=totalOffset-row*c_ClusterBufferFloatWidth;\r\n\tint col=lastRowFloat/4;\r\n\tvec2 uv=vec2((float(col)+0.5)/float(c_ClusterBufferWidth),\r\n\t\t\t\t(float(row)+0.5)/float(c_ClusterBufferHeight));\r\n\tvec4 texel = texture2D(clusterBuffer, uv);\r\n    int pixelComponent = lastRowFloat-col*4;\r\n    if (pixelComponent == 0) \r\n      return int(texel.x);\r\n    else if (pixelComponent == 1) \r\n      return int(texel.y);\r\n    else if (pixelComponent == 2) \r\n      return int(texel.z);\r\n    else //pixelComponent==3\r\n      return int(texel.w);\r\n}\r\n\r\nDirectionLight getDirectionLight(sampler2D lightBuffer,int index) \r\n{\r\n    DirectionLight light;\r\n    float v = (float(index)+0.5)/ float(MAX_LIGHT_COUNT);\r\n    vec4 p1 = texture2D(lightBuffer, vec2(0.125,v));\r\n    vec4 p2 = texture2D(lightBuffer, vec2(0.375,v));\r\n\tlight.color=p1.rgb;\r\n    light.direction = p2.rgb;\r\n    return light;\r\n}\r\n\r\nPointLight getPointLight(sampler2D lightBuffer,sampler2D clusterBuffer,ivec4 clusterInfo,int index) \r\n{\r\n    PointLight light;\r\n\tint pointIndex=getLightIndex(clusterBuffer,clusterInfo.z*c_ClusterBufferFloatWidth+clusterInfo.w,index);\r\n    float v = (float(pointIndex)+0.5)/ float(MAX_LIGHT_COUNT);\r\n    vec4 p1 = texture2D(lightBuffer, vec2(0.125,v));\r\n    vec4 p2 = texture2D(lightBuffer, vec2(0.375,v));\r\n\tlight.color=p1.rgb;\r\n\tlight.range = p1.a;\r\n    light.position = p2.rgb;\r\n    return light;\r\n}\r\n\r\nSpotLight getSpotLight(sampler2D lightBuffer,sampler2D clusterBuffer,ivec4 clusterInfo,int index) \r\n{\r\n    SpotLight light;\r\n\tint spoIndex=getLightIndex(clusterBuffer,clusterInfo.z*c_ClusterBufferFloatWidth+clusterInfo.w,clusterInfo.x+index);\r\n    float v = (float(spoIndex)+0.5)/ float(MAX_LIGHT_COUNT);\r\n    vec4 p1 = texture2D(lightBuffer, vec2(0.125,v));\r\n    vec4 p2 = texture2D(lightBuffer, vec2(0.375,v));\r\n\tvec4 p3 = texture2D(lightBuffer, vec2(0.625,v));\r\n    light.color = p1.rgb;\r\n\tlight.range=p1.a;\r\n    light.position = p2.rgb;\r\n\tlight.spot = p2.a;\r\n\tlight.direction = p3.rgb;\r\n    return light;\r\n}\r\n\r\n// Laya中使用衰减纹理\r\nfloat LayaAttenuation(in vec3 L,in float invLightRadius) {\r\n\tfloat fRatio = clamp(length(L) * invLightRadius,0.0,1.0);\r\n\tfRatio *= fRatio;\r\n\treturn 1.0 / (1.0 + 25.0 * fRatio)* clamp(4.0*(1.0 - fRatio),0.0,1.0); //fade to black as if 4 pixel texture\r\n}\r\n\r\n// Same as Just Cause 2 and Crysis 2 (you can read GPU Pro 1 book for more information)\r\nfloat BasicAttenuation(in vec3 L,in float invLightRadius) {\r\n\tvec3 distance = L * invLightRadius;\r\n\tfloat attenuation = clamp(1.0 - dot(distance, distance),0.0,1.0); // Equals float attenuation = saturate(1.0f - dot(L, L) / (lightRadius *  lightRadius));\r\n\treturn attenuation * attenuation;\r\n}\r\n\r\n// Inspired on http://fools.slindev.com/viewtopic.php?f=11&t=21&view=unread#unread\r\nfloat NaturalAttenuation(in vec3 L,in float invLightRadius) {\r\n\tfloat attenuationFactor = 30.0;\r\n\tvec3 distance = L * invLightRadius;\r\n\tfloat attenuation = dot(distance, distance); // Equals float attenuation = dot(L, L) / (lightRadius *  lightRadius);\r\n\tattenuation = 1.0 / (attenuation * attenuationFactor + 1.0);\r\n\t// Second we move down the function therewith it reaches zero at abscissa 1:\r\n\tattenuationFactor = 1.0 / (attenuationFactor + 1.0); //attenuationFactor contains now the value we have to subtract\r\n\tattenuation = max(attenuation - attenuationFactor, 0.0); // The max fixes a bug.\r\n\t// Finally we expand the equation along the y-axis so that it starts with a function value of 1 again.\r\n\tattenuation /= 1.0 - attenuationFactor;\r\n\treturn attenuation;\r\n}\r\n\r\nvoid LayaAirBlinnPhongLight (in vec3 specColor,in float specColorIntensity,in vec3 normal,in vec3 gloss, in vec3 viewDir,in vec3 lightColor, in vec3 lightVec,out vec3 diffuseColor,out vec3 specularColor) {\r\n\tmediump vec3 h = normalize(viewDir-lightVec);\r\n\tlowp float ln = max (0.0, dot (-lightVec,normal));\r\n\tfloat nh = max (0.0, dot (h,normal));\r\n\tdiffuseColor=lightColor * ln;\r\n\tspecularColor=lightColor *specColor*pow (nh, specColorIntensity*128.0) * gloss;\r\n}\r\n\r\nvoid LayaAirBlinnPhongDiectionLight (in vec3 specColor,in float specColorIntensity,in vec3 normal,in vec3 gloss, in vec3 viewDir, in DirectionLight light,out vec3 diffuseColor,out vec3 specularColor) {\r\n\tvec3 lightVec=normalize(light.direction);\r\n\tLayaAirBlinnPhongLight(specColor,specColorIntensity,normal,gloss,viewDir,light.color,lightVec,diffuseColor,specularColor);\r\n}\r\n\r\nvoid LayaAirBlinnPhongPointLight (in vec3 pos,in vec3 specColor,in float specColorIntensity,in vec3 normal,in vec3 gloss, in vec3 viewDir, in PointLight light,out vec3 diffuseColor,out vec3 specularColor) {\r\n\tvec3 lightVec =  pos-light.position;\r\n\tLayaAirBlinnPhongLight(specColor,specColorIntensity,normal,gloss,viewDir,light.color,lightVec/length(lightVec),diffuseColor,specularColor);\r\n\tfloat attenuate = LayaAttenuation(lightVec, 1.0/light.range);\r\n\tdiffuseColor *= attenuate;\r\n\tspecularColor*= attenuate;\r\n}\r\n\r\nvoid LayaAirBlinnPhongSpotLight (in vec3 pos,in vec3 specColor,in float specColorIntensity,in vec3 normal,in vec3 gloss, in vec3 viewDir, in SpotLight light,out vec3 diffuseColor,out vec3 specularColor) {\r\n\tvec3 lightVec =  pos-light.position;\r\n\tvec3 normalLightVec=lightVec/length(lightVec);\r\n\tLayaAirBlinnPhongLight(specColor,specColorIntensity,normal,gloss,viewDir,light.color,normalLightVec,diffuseColor,specularColor);\r\n\tvec2 cosAngles=cos(vec2(light.spot,light.spot*0.5)*0.5);//ConeAttenuation\r\n\tfloat dl=dot(normalize(light.direction),normalLightVec);\r\n\tdl*=smoothstep(cosAngles[0],cosAngles[1],dl);\r\n\tfloat attenuate = LayaAttenuation(lightVec, 1.0/light.range)*dl;\r\n\tdiffuseColor *=attenuate;\r\n\tspecularColor *=attenuate;\r\n}\r\n\r\nvec3 NormalSampleToWorldSpace(vec3 normalMapSample, vec3 unitNormal, vec3 tangent,vec3 binormal) {\r\n\tvec3 normalT =vec3(2.0*normalMapSample.x - 1.0,1.0-2.0*normalMapSample.y,2.0*normalMapSample.z - 1.0);\r\n\tmediump vec3 N = unitNormal;\r\n\tmediump vec3 T = tangent;\r\n\tmediump vec3 B = binormal;\r\n\tmat3 TBN = mat3(T, B, N);\r\n\r\n\t// Transform from tangent space to world space.\r\n\tvec3 bumpedNormal =normalize(TBN*normalT);\r\n\treturn bumpedNormal;\r\n}\r\n\r\nvec3 NormalSampleToWorldSpace1(vec4 normalMapSample, vec3 tangent, vec3 binormal, vec3 unitNormal) {\r\n\tvec3 normalT;\r\n\tnormalT.x = 2.0 * normalMapSample.x - 1.0;\r\n\tnormalT.y = 1.0 - 2.0 * normalMapSample.y;\r\n\tnormalT.z = sqrt(1.0 - clamp(dot(normalT.xy, normalT.xy), 0.0, 1.0));\r\n\r\n\tvec3 T = normalize(tangent);\r\n\tvec3 B = normalize(binormal);\r\n\tvec3 N = normalize(unitNormal);\r\n\tmat3 TBN = mat3(T, B, N);\r\n\r\n\t// Transform from tangent space to world space.\r\n\tvec3 bumpedNormal = TBN * normalize(normalT);\r\n\r\n\treturn bumpedNormal;\r\n}\r\n\r\nvec3 DecodeLightmap(vec4 color) {\r\n\treturn color.rgb*color.a*5.0;\r\n}\r\n\r\nvec3 decodeHDR(vec4 color,float range) {\r\n\treturn color.rgb*color.a*range;\r\n}\r\n\r\nvec2 TransformUV(vec2 texcoord,vec4 tilingOffset) {\r\n\tvec2 transTexcoord=vec2(texcoord.x,texcoord.y-1.0)*tilingOffset.xy+vec2(tilingOffset.z,-tilingOffset.w);\r\n\ttransTexcoord.y+=1.0;\r\n\treturn transTexcoord;\r\n}\r\n\r\nvec4 remapGLPositionZ(vec4 position) {\r\n\tposition.z=position.z * 2.0 - position.w;\r\n\treturn position;\r\n}\r\n\r\nmediump vec3 layaLinearToGammaSpace (mediump vec3 linRGB)\r\n{\r\n    linRGB = max(linRGB, vec3(0.0));\r\n    // An almost-perfect approximation from http://chilliant.blogspot.com.au/2012/08/srgb-approximations-for-hlsl.html?m=1\r\n    return max(1.055 * pow(linRGB,vec3(0.416666667)) - 0.055, 0.0);   \r\n}\r\n\r\nLayaLight layaDirectionLightToLight(in DirectionLight light,in float attenuate)\r\n{\r\n\tLayaLight relight;\r\n\trelight.color = light.color*attenuate;\r\n\trelight.dir = light.direction;\r\n\treturn relight;\r\n}\r\n\r\nLayaLight layaPointLightToLight(in vec3 pos,in vec3 normal, in PointLight light,in float attenuate)\r\n{\r\n\tLayaLight relight;\r\n\tvec3 lightVec =  pos-light.position;\r\n\tattenuate *= LayaAttenuation(lightVec, 1.0/light.range);\r\n\trelight.color = light.color*attenuate;\r\n\trelight.dir = normalize(lightVec);\r\n\treturn relight;\r\n}\r\n\r\nLayaLight layaSpotLightToLight(in vec3 pos,in vec3 normal, in SpotLight light,in float attenuate)\r\n{\r\n\tLayaLight relight;\r\n\tvec3 lightVec =  pos-light.position;\r\n\tvec3 normalLightVec=lightVec/length(lightVec);\r\n\tvec2 cosAngles=cos(vec2(light.spot,light.spot*0.5)*0.5);//ConeAttenuation\r\n\tfloat dl=dot(normalize(light.direction),normalLightVec);\r\n\tdl*=smoothstep(cosAngles[0],cosAngles[1],dl);\r\n\tattenuate *= LayaAttenuation(lightVec, 1.0/light.range)*dl;\r\n\trelight.dir = normalLightVec;\r\n\trelight.color = light.color*attenuate;\r\n\treturn relight;\r\n}\r\n\r\n\r\n\r\n\r\n";

	var ShadowSampleTentGLSL = "// ------------------------------------------------------------------\r\n//  PCF Filtering Tent Functions\r\n// ------------------------------------------------------------------\r\n\r\n// Assuming a isoceles right angled triangle of height \"triangleHeight\" (as drawn below).\r\n// This function return the area of the triangle above the first texel(in Y the first texel).\r\n//\r\n// |\\      <-- 45 degree slop isosceles right angled triangle\r\n// | \\\r\n// ----    <-- length of this side is \"triangleHeight\"\r\n// _ _ _ _ <-- texels\r\nfloat sampleShadowGetIRTriangleTexelArea(float triangleHeight)\r\n{\r\n    return triangleHeight - 0.5;\r\n}\r\n\r\n// Assuming a isoceles triangle of 1.5 texels height and 3 texels wide lying on 4 texels.\r\n// This function return the area of the triangle above each of those texels.\r\n//    |    <-- offset from -0.5 to 0.5, 0 meaning triangle is exactly in the center\r\n//   / \\   <-- 45 degree slop isosceles triangle (ie tent projected in 2D)\r\n//  /   \\\r\n// _ _ _ _ <-- texels\r\n// X Y Z W <-- result indices (in computedArea.xyzw and computedAreaUncut.xyzw)\r\n// Top point at (right,top) in a texel,left bottom point at (middle,middle) in a texel,right bottom point at (middle,middle) in a texel.\r\nvoid sampleShadowGetTexelAreasTent3x3(float offset, out vec4 computedArea, out vec4 computedAreaUncut)\r\n{\r\n    // Compute the exterior areas,a and h is same.\r\n    float a = offset + 0.5;\r\n    float offsetSquaredHalved = a * a * 0.5;\r\n    computedAreaUncut.x = computedArea.x = offsetSquaredHalved - offset;\r\n    computedAreaUncut.w = computedArea.w = offsetSquaredHalved;\r\n\r\n    // Compute the middle areas\r\n    // For Y : We find the area in Y of as if the left section of the isoceles triangle would\r\n    // intersect the axis between Y and Z (ie where offset = 0).\r\n    computedAreaUncut.y = sampleShadowGetIRTriangleTexelArea(1.5 - offset);\r\n    // This area is superior to the one we are looking for if (offset < 0) thus we need to\r\n    // subtract the area of the triangle defined by (0,1.5-offset), (0,1.5+offset), (-offset,1.5).\r\n    float clampedOffsetLeft = min(offset,0.0);\r\n    float areaOfSmallLeftTriangle = clampedOffsetLeft * clampedOffsetLeft;\r\n    computedArea.y = computedAreaUncut.y - areaOfSmallLeftTriangle;\r\n\r\n    // We do the same for the Z but with the right part of the isoceles triangle\r\n    computedAreaUncut.z = sampleShadowGetIRTriangleTexelArea(1.5 + offset);\r\n    float clampedOffsetRight = max(offset,0.0);\r\n    float areaOfSmallRightTriangle = clampedOffsetRight * clampedOffsetRight;\r\n    computedArea.z = computedAreaUncut.z - areaOfSmallRightTriangle;\r\n}\r\n\r\n// Assuming a isoceles triangle of 2.5 texel height and 5 texels wide lying on 6 texels.\r\n// This function return the weight of each texels area relative to the full triangle area.\r\n//  /       \\\r\n// _ _ _ _ _ _ <-- texels\r\n// 0 1 2 3 4 5 <-- computed area indices (in texelsWeights[])\r\n// Top point at (right,top) in a texel,left bottom point at (middle,middle) in a texel,right bottom point at (middle,middle) in a texel.\r\nvoid sampleShadowGetTexelWeightsTent5x5(float offset, out vec3 texelsWeightsA, out vec3 texelsWeightsB)\r\n{\r\n    vec4 areaFrom3texelTriangle;\r\n    vec4 areaUncutFrom3texelTriangle;\r\n    sampleShadowGetTexelAreasTent3x3(offset, areaFrom3texelTriangle, areaUncutFrom3texelTriangle);\r\n\r\n    // Triangle slope is 45 degree thus we can almost reuse the result of the 3 texel wide computation.\r\n    // the 5 texel wide triangle can be seen as the 3 texel wide one but shifted up by one unit/texel.\r\n    // 0.16 is 1/(the triangle area)\r\n    texelsWeightsA.x = 0.16 * (areaFrom3texelTriangle.x);\r\n    texelsWeightsA.y = 0.16 * (areaUncutFrom3texelTriangle.y);\r\n    texelsWeightsA.z = 0.16 * (areaFrom3texelTriangle.y + 1.0);\r\n    texelsWeightsB.x = 0.16 * (areaFrom3texelTriangle.z + 1.0);\r\n    texelsWeightsB.y = 0.16 * (areaUncutFrom3texelTriangle.z);\r\n    texelsWeightsB.z = 0.16 * (areaFrom3texelTriangle.w);\r\n}\r\n\r\n// 5x5 Tent filter (45 degree sloped triangles in U and V)\r\nvoid sampleShadowComputeSamplesTent5x5(vec4 shadowMapTextureTexelSize, vec2 coord, out float fetchesWeights[9], out vec2 fetchesUV[9])\r\n{\r\n    // tent base is 5x5 base thus covering from 25 to 36 texels, thus we need 9 bilinear PCF fetches\r\n    vec2 tentCenterInTexelSpace = coord.xy * shadowMapTextureTexelSize.zw;\r\n    vec2 centerOfFetchesInTexelSpace = floor(tentCenterInTexelSpace + 0.5);\r\n    vec2 offsetFromTentCenterToCenterOfFetches = tentCenterInTexelSpace - centerOfFetchesInTexelSpace;\r\n\r\n    // find the weight of each texel based on the area of a 45 degree slop tent above each of them.\r\n    vec3 texelsWeightsUA, texelsWeightsUB;\r\n    vec3 texelsWeightsVA, texelsWeightsVB;\r\n    sampleShadowGetTexelWeightsTent5x5(offsetFromTentCenterToCenterOfFetches.x, texelsWeightsUA, texelsWeightsUB);\r\n    sampleShadowGetTexelWeightsTent5x5(offsetFromTentCenterToCenterOfFetches.y, texelsWeightsVA, texelsWeightsVB);\r\n\r\n    // each fetch will cover a group of 2x2 texels, the weight of each group is the sum of the weights of the texels\r\n    vec3 fetchesWeightsU = vec3(texelsWeightsUA.xz, texelsWeightsUB.y) + vec3(texelsWeightsUA.y, texelsWeightsUB.xz);\r\n    vec3 fetchesWeightsV = vec3(texelsWeightsVA.xz, texelsWeightsVB.y) + vec3(texelsWeightsVA.y, texelsWeightsVB.xz);\r\n\r\n    // move the PCF bilinear fetches to respect texels weights\r\n    vec3 fetchesOffsetsU = vec3(texelsWeightsUA.y, texelsWeightsUB.xz) / fetchesWeightsU.xyz + vec3(-2.5,-0.5,1.5);\r\n    vec3 fetchesOffsetsV = vec3(texelsWeightsVA.y, texelsWeightsVB.xz) / fetchesWeightsV.xyz + vec3(-2.5,-0.5,1.5);\r\n    fetchesOffsetsU *= shadowMapTextureTexelSize.xxx;\r\n    fetchesOffsetsV *= shadowMapTextureTexelSize.yyy;\r\n\r\n    vec2 bilinearFetchOrigin = centerOfFetchesInTexelSpace * shadowMapTextureTexelSize.xy;\r\n    fetchesUV[0] = bilinearFetchOrigin + vec2(fetchesOffsetsU.x, fetchesOffsetsV.x);\r\n    fetchesUV[1] = bilinearFetchOrigin + vec2(fetchesOffsetsU.y, fetchesOffsetsV.x);\r\n    fetchesUV[2] = bilinearFetchOrigin + vec2(fetchesOffsetsU.z, fetchesOffsetsV.x);\r\n    fetchesUV[3] = bilinearFetchOrigin + vec2(fetchesOffsetsU.x, fetchesOffsetsV.y);\r\n    fetchesUV[4] = bilinearFetchOrigin + vec2(fetchesOffsetsU.y, fetchesOffsetsV.y);\r\n    fetchesUV[5] = bilinearFetchOrigin + vec2(fetchesOffsetsU.z, fetchesOffsetsV.y);\r\n    fetchesUV[6] = bilinearFetchOrigin + vec2(fetchesOffsetsU.x, fetchesOffsetsV.z);\r\n    fetchesUV[7] = bilinearFetchOrigin + vec2(fetchesOffsetsU.y, fetchesOffsetsV.z);\r\n    fetchesUV[8] = bilinearFetchOrigin + vec2(fetchesOffsetsU.z, fetchesOffsetsV.z);\r\n\r\n    fetchesWeights[0] = fetchesWeightsU.x * fetchesWeightsV.x;\r\n    fetchesWeights[1] = fetchesWeightsU.y * fetchesWeightsV.x;\r\n    fetchesWeights[2] = fetchesWeightsU.z * fetchesWeightsV.x;\r\n    fetchesWeights[3] = fetchesWeightsU.x * fetchesWeightsV.y;\r\n    fetchesWeights[4] = fetchesWeightsU.y * fetchesWeightsV.y;\r\n    fetchesWeights[5] = fetchesWeightsU.z * fetchesWeightsV.y;\r\n    fetchesWeights[6] = fetchesWeightsU.x * fetchesWeightsV.z;\r\n    fetchesWeights[7] = fetchesWeightsU.y * fetchesWeightsV.z;\r\n    fetchesWeights[8] = fetchesWeightsU.z * fetchesWeightsV.z;\r\n}";

	var linePS = "#ifdef GL_FRAGMENT_PRECISION_HIGH\r\nprecision highp float;\r\n#else\r\nprecision mediump float;\r\n#endif\r\n\r\nvarying vec4 v_Color;\r\nuniform vec4 u_Color;\r\n\r\nvoid main()\r\n{\r\n  gl_FragColor = v_Color * u_Color; \r\n}\r\n\r\n";

	var lineVS = "#include \"Lighting.glsl\";\r\n\r\nattribute vec4 a_Position;\r\nuniform mat4 u_MvpMatrix;\r\nuniform vec4 u_Color;\r\nattribute vec4 a_Color;\r\nvarying vec4 v_Color;\r\n\r\n\r\nvoid main()\r\n{\r\n\tgl_Position = u_MvpMatrix * a_Position;\r\n\tv_Color=a_Color*u_Color;\r\n\tgl_Position=remapGLPositionZ(gl_Position);\r\n}";

	var MeshBlinnPhongPS = "#ifdef GL_FRAGMENT_PRECISION_HIGH\r\n\tprecision highp float;\r\n\tprecision highp int;\r\n#else\r\n\tprecision mediump float;\r\n\tprecision mediump int;\r\n#endif\r\n\r\n#include \"Lighting.glsl\";\r\n#include \"Shadow.glsl\"\r\n\r\nuniform vec4 u_DiffuseColor;\r\n\r\n#if defined(COLOR)&&defined(ENABLEVERTEXCOLOR)\r\n\tvarying vec4 v_Color;\r\n#endif\r\n\r\n#ifdef ALPHATEST\r\n\tuniform float u_AlphaTestValue;\r\n#endif\r\n\r\n#ifdef DIFFUSEMAP\r\n\tuniform sampler2D u_DiffuseTexture;\r\n#endif\r\n\r\n\r\n#if defined(DIFFUSEMAP)||((defined(DIRECTIONLIGHT)||defined(POINTLIGHT)||defined(SPOTLIGHT))&&(defined(SPECULARMAP)||defined(NORMALMAP)))\r\n\tvarying vec2 v_Texcoord0;\r\n#endif\r\n\r\n#ifdef LIGHTMAP\r\n\tvarying vec2 v_LightMapUV;\r\n\tuniform sampler2D u_LightMap;\r\n#endif\r\n\r\nvarying vec3 v_Normal;\r\n#if defined(DIRECTIONLIGHT)||defined(POINTLIGHT)||defined(SPOTLIGHT)\r\n\tvarying vec3 v_ViewDir; \r\n\r\n\tuniform vec3 u_MaterialSpecular;\r\n\tuniform float u_Shininess;\r\n\r\n\t#ifdef LEGACYSINGLELIGHTING\r\n\t\t#ifdef DIRECTIONLIGHT\r\n\t\t\tuniform DirectionLight u_DirectionLight;\r\n\t\t#endif\r\n\t\t#ifdef POINTLIGHT\r\n\t\t\tuniform PointLight u_PointLight;\r\n\t\t#endif\r\n\t\t#ifdef SPOTLIGHT\r\n\t\t\tuniform SpotLight u_SpotLight;\r\n\t\t#endif\r\n\t#else\r\n\t\tuniform mat4 u_View;\r\n\t\tuniform vec4 u_ProjectionParams;\r\n\t\tuniform vec4 u_Viewport;\r\n\t\tuniform int u_DirationLightCount;\r\n\t\tuniform sampler2D u_LightBuffer;\r\n\t\tuniform sampler2D u_LightClusterBuffer;\r\n\t#endif\r\n\r\n\t#ifdef SPECULARMAP \r\n\t\tuniform sampler2D u_SpecularTexture;\r\n\t#endif\r\n#endif\r\n\r\n#ifdef NORMALMAP \r\n\tuniform sampler2D u_NormalTexture;\r\n\tvarying vec3 v_Tangent;\r\n\tvarying vec3 v_Binormal;\r\n#endif\r\n\r\n#ifdef FOG\r\n\tuniform float u_FogStart;\r\n\tuniform float u_FogRange;\r\n\tuniform vec3 u_FogColor;\r\n#endif\r\n\r\n#if defined(POINTLIGHT)||defined(SPOTLIGHT)||(defined(CALCULATE_SHADOWS)&&defined(SHADOW_CASCADE))||defined(CALCULATE_SPOTSHADOWS)\r\n\tvarying vec3 v_PositionWorld;\r\n#endif\r\n\r\n\r\n#include \"GlobalIllumination.glsl\";//\"GlobalIllumination.glsl use uniform should at front of this\r\n\r\n#if defined(CALCULATE_SHADOWS)&&!defined(SHADOW_CASCADE)\r\n\tvarying vec4 v_ShadowCoord;\r\n#endif\r\n\r\n#ifdef CALCULATE_SPOTSHADOWS\r\n\tvarying vec4 v_SpotShadowCoord;\r\n#endif\r\n\r\n\r\nvoid main()\r\n{\r\n\tvec3 normal;//light and SH maybe use normal\r\n\t#if defined(NORMALMAP)\r\n\t\tvec3 normalMapSample = texture2D(u_NormalTexture, v_Texcoord0).rgb;\r\n\t\tnormal = normalize(NormalSampleToWorldSpace(normalMapSample, v_Normal, v_Tangent,v_Binormal));\r\n\t#else\r\n\t\tnormal = normalize(v_Normal);\r\n\t#endif\r\n\r\n\t#if defined(DIRECTIONLIGHT)||defined(POINTLIGHT)||defined(SPOTLIGHT)\r\n\t\tvec3 viewDir= normalize(v_ViewDir);\r\n\t#endif\r\n\r\n\tLayaGIInput giInput;\r\n\t#ifdef LIGHTMAP\t\r\n\t\tgiInput.lightmapUV=v_LightMapUV;\r\n\t#endif\r\n\tvec3 globalDiffuse=layaGIBase(giInput,1.0,normal);\r\n\t\r\n\tvec4 mainColor=u_DiffuseColor;\r\n\t#ifdef DIFFUSEMAP\r\n\t\tvec4 difTexColor=texture2D(u_DiffuseTexture, v_Texcoord0);\r\n\t\tmainColor=mainColor*difTexColor;\r\n\t#endif \r\n\t#if defined(COLOR)&&defined(ENABLEVERTEXCOLOR)\r\n\t\tmainColor=mainColor*v_Color;\r\n\t#endif \r\n    \r\n\t#ifdef ALPHATEST\r\n\t\tif(mainColor.a<u_AlphaTestValue)\r\n\t\t\tdiscard;\r\n\t#endif\r\n  \r\n\t\r\n\tvec3 diffuse = vec3(0.0);\r\n\tvec3 specular= vec3(0.0);\r\n\t#if defined(DIRECTIONLIGHT)||defined(POINTLIGHT)||defined(SPOTLIGHT)\r\n\t\tvec3 dif,spe;\r\n\t\t#ifdef SPECULARMAP\r\n\t\t\tvec3 gloss=texture2D(u_SpecularTexture, v_Texcoord0).rgb;\r\n\t\t#else\r\n\t\t\t#ifdef DIFFUSEMAP\r\n\t\t\t\tvec3 gloss=vec3(difTexColor.a);\r\n\t\t\t#else\r\n\t\t\t\tvec3 gloss=vec3(1.0);\r\n\t\t\t#endif\r\n\t\t#endif\r\n\t#endif\r\n\r\n\t\r\n\t\r\n\t#ifdef LEGACYSINGLELIGHTING\r\n\t\t#ifdef DIRECTIONLIGHT\r\n\t\t\tLayaAirBlinnPhongDiectionLight(u_MaterialSpecular,u_Shininess,normal,gloss,viewDir,u_DirectionLight,dif,spe);\r\n\t\t\t#ifdef CALCULATE_SHADOWS\r\n\t\t\t\t#ifdef SHADOW_CASCADE\r\n\t\t\t\t\tvec4 shadowCoord = getShadowCoord(vec4(v_PositionWorld,1.0));\r\n\t\t\t\t#else\r\n\t\t\t\t\tvec4 shadowCoord = v_ShadowCoord;\r\n\t\t\t\t#endif\r\n\t\t\t\tfloat shadowAttenuation=sampleShadowmap(shadowCoord);\r\n\t\t\t\tdif *= shadowAttenuation;\r\n\t\t\t\tspe *= shadowAttenuation;\r\n\t\t\t#endif\r\n\t\t\tdiffuse+=dif;\r\n\t\t\tspecular+=spe;\r\n\t\t#endif\r\n\t\r\n\t\t#ifdef POINTLIGHT\r\n\t\t\tLayaAirBlinnPhongPointLight(v_PositionWorld,u_MaterialSpecular,u_Shininess,normal,gloss,viewDir,u_PointLight,dif,spe);\r\n\t\t\tdiffuse+=dif;\r\n\t\t\tspecular+=spe;\r\n\t\t#endif\r\n\r\n\t\t#ifdef SPOTLIGHT\r\n\t\t\tLayaAirBlinnPhongSpotLight(v_PositionWorld,u_MaterialSpecular,u_Shininess,normal,gloss,viewDir,u_SpotLight,dif,spe);\r\n\t\t\t#ifdef CALCULATE_SPOTSHADOWS\r\n\t\t\t\tvec4 spotShadowcoord = v_SpotShadowCoord;\r\n\t\t\t\tfloat spotShadowAttenuation = sampleSpotShadowmap(spotShadowcoord);\r\n\t\t\t\tdif *= spotShadowAttenuation;\r\n\t\t\t\tspe *= spotShadowAttenuation;\r\n\t\t\t#endif\r\n\t\t\tdiffuse+=dif;\r\n\t\t\tspecular+=spe;\r\n\t\t#endif\r\n\t#else\r\n\t\t#ifdef DIRECTIONLIGHT\r\n\t\t\tfor (int i = 0; i < MAX_LIGHT_COUNT; i++) \r\n\t\t\t{\r\n\t\t\t\tif(i >= u_DirationLightCount)\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tDirectionLight directionLight = getDirectionLight(u_LightBuffer,i);\r\n\t\t\t\t#ifdef CALCULATE_SHADOWS\r\n\t\t\t\t\tif(i == 0)\r\n\t\t\t\t\t{\r\n\t\t\t\t\t\t#ifdef SHADOW_CASCADE\r\n\t\t\t\t\t\t\tvec4 shadowCoord = getShadowCoord(vec4(v_PositionWorld,1.0));\r\n\t\t\t\t\t\t#else\r\n\t\t\t\t\t\t\tvec4 shadowCoord = v_ShadowCoord;\r\n\t\t\t\t\t\t#endif\r\n\t\t\t\t\t\tdirectionLight.color *= sampleShadowmap(shadowCoord);\r\n\t\t\t\t\t}\r\n\t\t\t\t#endif\r\n\t\t\t\tLayaAirBlinnPhongDiectionLight(u_MaterialSpecular,u_Shininess,normal,gloss,viewDir,directionLight,dif,spe);\r\n\t\t\t\tdiffuse+=dif;\r\n\t\t\t\tspecular+=spe;\r\n\t\t\t}\r\n\t\t#endif\r\n\t\t#if defined(POINTLIGHT)||defined(SPOTLIGHT)\r\n\t\t\tivec4 clusterInfo =getClusterInfo(u_LightClusterBuffer,u_View,u_Viewport, v_PositionWorld,gl_FragCoord,u_ProjectionParams);\r\n\t\t\t#ifdef POINTLIGHT\r\n\t\t\t\tfor (int i = 0; i < MAX_LIGHT_COUNT; i++) \r\n\t\t\t\t{\r\n\t\t\t\t\tif(i >= clusterInfo.x)//PointLightCount\r\n\t\t\t\t\t\tbreak;\r\n\t\t\t\t\tPointLight pointLight = getPointLight(u_LightBuffer,u_LightClusterBuffer,clusterInfo,i);\r\n\t\t\t\t\tLayaAirBlinnPhongPointLight(v_PositionWorld,u_MaterialSpecular,u_Shininess,normal,gloss,viewDir,pointLight,dif,spe);\r\n\t\t\t\t\tdiffuse+=dif;\r\n\t\t\t\t\tspecular+=spe;\r\n\t\t\t\t}\r\n\t\t\t#endif\r\n\t\t\t#ifdef SPOTLIGHT\r\n\t\t\t\tfor (int i = 0; i < MAX_LIGHT_COUNT; i++) \r\n\t\t\t\t{\r\n\t\t\t\t\tif(i >= clusterInfo.y)//SpotLightCount\r\n\t\t\t\t\t\tbreak;\r\n\t\t\t\t\tSpotLight spotLight = getSpotLight(u_LightBuffer,u_LightClusterBuffer,clusterInfo,i);\r\n\t\t\t\t\t#ifdef CALCULATE_SPOTSHADOWS\r\n\t\t\t\t\t\tif(i == 0)\r\n\t\t\t\t\t\t{\r\n\t\t\t\t\t\t\tvec4 spotShadowcoord = v_SpotShadowCoord;\r\n\t\t\t\t\t\t\tspotLight.color *= sampleSpotShadowmap(spotShadowcoord);\r\n\t\t\t\t\t\t}\r\n\t\t\t\t\t#endif\r\n\t\t\t\t\tLayaAirBlinnPhongSpotLight(v_PositionWorld,u_MaterialSpecular,u_Shininess,normal,gloss,viewDir,spotLight,dif,spe);\r\n\t\t\t\t\tdiffuse+=dif;\r\n\t\t\t\t\tspecular+=spe;\r\n\t\t\t\t}\r\n\t\t\t#endif\r\n\t\t#endif\r\n\t#endif\r\n\r\n\tgl_FragColor =vec4(mainColor.rgb*(globalDiffuse + diffuse),mainColor.a);\r\n\r\n\t#if defined(DIRECTIONLIGHT)||defined(POINTLIGHT)||defined(SPOTLIGHT)\r\n\t\tgl_FragColor.rgb+=specular;\r\n\t#endif\r\n\t  \r\n\t#ifdef FOG\r\n\t\tfloat lerpFact=clamp((1.0/gl_FragCoord.w-u_FogStart)/u_FogRange,0.0,1.0);\r\n\t\tgl_FragColor.rgb=mix(gl_FragColor.rgb,u_FogColor,lerpFact);\r\n\t#endif\r\n}\r\n\r\n";

	var MeshBlinnPhongVS = "#include \"Lighting.glsl\";\r\n#include \"Shadow.glsl\";\r\n\r\nattribute vec4 a_Position;\r\n\r\n#ifdef GPU_INSTANCE\r\n\tattribute mat4 a_MvpMatrix;\r\n#else\r\n\tuniform mat4 u_MvpMatrix;\r\n#endif\r\n\r\n#if defined(DIFFUSEMAP)||((defined(DIRECTIONLIGHT)||defined(POINTLIGHT)||defined(SPOTLIGHT))&&(defined(SPECULARMAP)||defined(NORMALMAP)))||(defined(LIGHTMAP)&&defined(UV))\r\n\tattribute vec2 a_Texcoord0;\r\n\tvarying vec2 v_Texcoord0;\r\n#endif\r\n\r\n#if defined(LIGHTMAP)&&defined(UV1)\r\n\tattribute vec2 a_Texcoord1;\r\n#endif\r\n\r\n#ifdef LIGHTMAP\r\n\tuniform vec4 u_LightmapScaleOffset;\r\n\tvarying vec2 v_LightMapUV;\r\n#endif\r\n\r\n#ifdef COLOR\r\n\tattribute vec4 a_Color;\r\n\tvarying vec4 v_Color;\r\n#endif\r\n\r\n#ifdef BONE\r\n\tconst int c_MaxBoneCount = 24;\r\n\tattribute vec4 a_BoneIndices;\r\n\tattribute vec4 a_BoneWeights;\r\n\tuniform mat4 u_Bones[c_MaxBoneCount];\r\n#endif\r\n\r\nattribute vec3 a_Normal;\r\nvarying vec3 v_Normal; \r\n\r\n#if defined(DIRECTIONLIGHT)||defined(POINTLIGHT)||defined(SPOTLIGHT)\r\n\tuniform vec3 u_CameraPos;\r\n\tvarying vec3 v_ViewDir; \r\n#endif\r\n\r\n#if defined(NORMALMAP)\r\n\tattribute vec4 a_Tangent0;\r\n\tvarying vec3 v_Tangent;\r\n\tvarying vec3 v_Binormal;\r\n#endif\r\n\r\n#ifdef GPU_INSTANCE\r\n\tattribute mat4 a_WorldMat;\r\n#else\r\n\tuniform mat4 u_WorldMat;\r\n#endif\r\n\r\n#if defined(POINTLIGHT)||defined(SPOTLIGHT)||(defined(CALCULATE_SHADOWS)&&defined(SHADOW_CASCADE))||defined(CALCULATE_SPOTSHADOWS)\r\n\tvarying vec3 v_PositionWorld;\r\n#endif\r\n\r\n#if defined(CALCULATE_SHADOWS)&&!defined(SHADOW_CASCADE)\r\n\tvarying vec4 v_ShadowCoord;\r\n#endif\r\n\r\n#ifdef CALCULATE_SPOTSHADOWS\r\n\tvarying vec4 v_SpotShadowCoord;\r\n#endif\r\n\r\n#ifdef TILINGOFFSET\r\n\tuniform vec4 u_TilingOffset;\r\n#endif\r\n\r\n#ifdef SIMPLEBONE\r\n\t#ifdef GPU_INSTANCE\r\n\t\tattribute vec4 a_SimpleTextureParams;\r\n\t#else\r\n\t\tuniform vec4 u_SimpleAnimatorParams;\r\n\t#endif\r\n\tuniform sampler2D u_SimpleAnimatorTexture;\r\n\r\n\tuniform float u_SimpleAnimatorTextureSize; \r\n#endif\r\n\r\n\r\n#ifdef SIMPLEBONE\r\nmat4 loadMatFromTexture(float FramePos,int boneIndices,float offset)\r\n{\r\n\tvec2 uv;\r\n\tfloat PixelPos = FramePos+float(boneIndices)*4.0;\r\n\tfloat halfOffset = offset * 0.5;\r\n\tfloat uvoffset = PixelPos/u_SimpleAnimatorTextureSize;\r\n\tuv.y = floor(uvoffset)*offset+halfOffset;\r\n\tuv.x = mod(float(PixelPos),u_SimpleAnimatorTextureSize)*offset+halfOffset;\r\n\tvec4 mat0row = texture2D(u_SimpleAnimatorTexture,uv);\r\n\tuv.x+=offset;\r\n\tvec4 mat1row = texture2D(u_SimpleAnimatorTexture,uv);\r\n\tuv.x+=offset;\r\n\tvec4 mat2row = texture2D(u_SimpleAnimatorTexture,uv);\r\n\tuv.x+=offset;\r\n\tvec4 mat3row = texture2D(u_SimpleAnimatorTexture,uv);\r\n\tmat4 m =mat4(mat0row.x,mat0row.y,mat0row.z,mat0row.w,\r\n\t\t\t  mat1row.x,mat1row.y,mat1row.z,mat1row.w,\r\n\t\t\t  mat2row.x,mat2row.y,mat2row.z,mat2row.w,\r\n\t\t\t  mat3row.x,mat3row.y,mat3row.z,mat3row.w);\r\n\treturn m;\r\n}\r\n#endif\r\n\r\nvoid main()\r\n{\r\n\tvec4 position;\r\n\t#ifdef BONE\r\n\t\tmat4 skinTransform;\r\n\t \t#ifdef SIMPLEBONE\r\n\t\t\tfloat currentPixelPos;\r\n\t\t\t#ifdef GPU_INSTANCE\r\n\t\t\t\tcurrentPixelPos = a_SimpleTextureParams.x+a_SimpleTextureParams.y;\r\n\t\t\t#else\r\n\t\t\t\tcurrentPixelPos = u_SimpleAnimatorParams.x+u_SimpleAnimatorParams.y;\r\n\t\t\t#endif\r\n\t\t\tfloat offset = 1.0/u_SimpleAnimatorTextureSize;\r\n\t\t\tskinTransform =  loadMatFromTexture(currentPixelPos,int(a_BoneIndices.x),offset) * a_BoneWeights.x;\r\n\t\t\tskinTransform += loadMatFromTexture(currentPixelPos,int(a_BoneIndices.y),offset) * a_BoneWeights.y;\r\n\t\t\tskinTransform += loadMatFromTexture(currentPixelPos,int(a_BoneIndices.z),offset) * a_BoneWeights.z;\r\n\t\t\tskinTransform += loadMatFromTexture(currentPixelPos,int(a_BoneIndices.w),offset) * a_BoneWeights.w;\r\n\t\t#else\r\n\t\t\tskinTransform =  u_Bones[int(a_BoneIndices.x)] * a_BoneWeights.x;\r\n\t\t\tskinTransform += u_Bones[int(a_BoneIndices.y)] * a_BoneWeights.y;\r\n\t\t\tskinTransform += u_Bones[int(a_BoneIndices.z)] * a_BoneWeights.z;\r\n\t\t\tskinTransform += u_Bones[int(a_BoneIndices.w)] * a_BoneWeights.w;\r\n\t\t#endif\r\n\t\tposition=skinTransform*a_Position;\r\n\t #else\r\n\t\tposition=a_Position;\r\n\t#endif\r\n\r\n\t#ifdef GPU_INSTANCE\r\n\t\tgl_Position = a_MvpMatrix * position;\r\n\t#else\r\n\t\tgl_Position = u_MvpMatrix * position;\r\n\t#endif\r\n\t\r\n\tmat4 worldMat;\r\n\t#ifdef GPU_INSTANCE\r\n\t\tworldMat = a_WorldMat;\r\n\t#else\r\n\t\tworldMat = u_WorldMat;\r\n\t#endif\r\n\r\n\tmat3 worldInvMat;\r\n\t#ifdef BONE\r\n\t\tworldInvMat=INVERSE_MAT(mat3(worldMat*skinTransform));\r\n\t#else\r\n\t\tworldInvMat=INVERSE_MAT(mat3(worldMat));\r\n\t#endif  \r\n\tv_Normal=normalize(a_Normal*worldInvMat);\r\n\t#if defined(NORMALMAP)\r\n\t\tv_Tangent=normalize(a_Tangent0.xyz*worldInvMat);\r\n\t\tv_Binormal=cross(v_Normal,v_Tangent)*a_Tangent0.w;\r\n\t#endif\r\n\r\n\t#if defined(DIRECTIONLIGHT)||defined(POINTLIGHT)||defined(SPOTLIGHT)||(defined(CALCULATE_SHADOWS)&&defined(SHADOW_CASCADE))||defined(CALCULATE_SPOTSHADOWS)\r\n\t\tvec3 positionWS=(worldMat*position).xyz;\r\n\t\t#if defined(DIRECTIONLIGHT)||defined(POINTLIGHT)||defined(SPOTLIGHT)\r\n\t\t\tv_ViewDir = u_CameraPos-positionWS;\r\n\t\t#endif\r\n\t\t#if defined(POINTLIGHT)||defined(SPOTLIGHT)||(defined(CALCULATE_SHADOWS)&&defined(SHADOW_CASCADE))||defined(CALCULATE_SPOTSHADOWS)\r\n\t\t\tv_PositionWorld = positionWS;\r\n\t\t#endif\r\n\t#endif\r\n\r\n\t#if defined(DIFFUSEMAP)||((defined(DIRECTIONLIGHT)||defined(POINTLIGHT)||defined(SPOTLIGHT))&&(defined(SPECULARMAP)||defined(NORMALMAP)))\r\n\t\t#ifdef TILINGOFFSET\r\n\t\t\tv_Texcoord0=TransformUV(a_Texcoord0,u_TilingOffset);\r\n\t\t#else\r\n\t\t\tv_Texcoord0=a_Texcoord0;\r\n\t\t#endif\r\n\t#endif\r\n\r\n\t#ifdef LIGHTMAP\r\n\t\t#ifdef UV1\r\n\t\t\tv_LightMapUV=vec2(a_Texcoord1.x,1.0-a_Texcoord1.y)*u_LightmapScaleOffset.xy+u_LightmapScaleOffset.zw;\r\n\t\t#else\r\n\t\t\tv_LightMapUV=vec2(a_Texcoord0.x,1.0-a_Texcoord0.y)*u_LightmapScaleOffset.xy+u_LightmapScaleOffset.zw;\r\n\t\t#endif \r\n\t\tv_LightMapUV.y=1.0-v_LightMapUV.y;\r\n\t#endif\r\n\r\n\t#if defined(COLOR)&&defined(ENABLEVERTEXCOLOR)\r\n\t\tv_Color=a_Color;\r\n\t#endif\r\n\r\n\t#if defined(CALCULATE_SHADOWS)&&!defined(SHADOW_CASCADE)\r\n\t\tv_ShadowCoord =getShadowCoord(vec4(positionWS,1.0));\r\n\t#endif\r\n\r\n\t#ifdef CALCULATE_SPOTSHADOWS\r\n\t\tv_SpotShadowCoord = u_SpotViewProjectMatrix*vec4(positionWS,1.0);\r\n\t#endif\r\n\r\n\tgl_Position=remapGLPositionZ(gl_Position);\r\n}";

	var MeshBlinnPhongShadowCasterPS = "#ifdef GL_FRAGMENT_PRECISION_HIGH\r\n\tprecision highp float;\r\n\tprecision highp int;\r\n#else\r\n\tprecision mediump float;\r\n\tprecision mediump int;\r\n#endif\r\n\r\n#include \"ShadowCasterFS.glsl\"\r\n\r\nvoid main()\r\n{\r\n\tgl_FragColor=shadowCasterFragment();\r\n}";

	var MeshBlinnPhongShadowCasterVS = "#include \"ShadowCasterVS.glsl\"\r\n\r\nvoid main()\r\n{\r\n\tvec4 positionCS =  shadowCasterVertex();\r\n\tgl_Position=remapGLPositionZ(positionCS);\r\n}";

	var ParticleShuriKenPS = "#ifdef GL_FRAGMENT_PRECISION_HIGH\r\n  precision highp float;\r\n#else\r\n  precision mediump float;\r\n#endif\r\n\r\nvarying vec4 v_Color;\r\nvarying vec2 v_TextureCoordinate;\r\nuniform sampler2D u_texture;\r\nuniform vec4 u_Tintcolor;\r\n\r\n#ifdef RENDERMODE_MESH\r\n\tvarying vec4 v_MeshColor;\r\n#endif\r\n\r\n#ifdef FOG\r\n\tuniform float u_FogStart;\r\n\tuniform float u_FogRange;\r\n\t#ifdef ADDTIVEFOG\r\n\t#else\r\n\t\tuniform vec3 u_FogColor;\r\n\t#endif\r\n#endif\r\n\r\n\r\nvoid main()\r\n{\t\r\n\t#ifdef RENDERMODE_MESH\r\n\t\tgl_FragColor=v_MeshColor;\r\n\t#else\r\n\t\tgl_FragColor=vec4(1.0);\t\r\n\t#endif\r\n\t\t\r\n\t#ifdef DIFFUSEMAP\r\n\t\t#ifdef TINTCOLOR\r\n\t\t\tgl_FragColor*=texture2D(u_texture,v_TextureCoordinate)*u_Tintcolor*2.0*v_Color;\r\n\t\t#else\r\n\t\t\tgl_FragColor*=texture2D(u_texture,v_TextureCoordinate)*v_Color;\r\n\t\t#endif\r\n\t#else\r\n\t\t#ifdef TINTCOLOR\r\n\t\t\tgl_FragColor*=u_Tintcolor*2.0*v_Color;\r\n\t\t#else\r\n\t\t\tgl_FragColor*=v_Color;\r\n\t\t#endif\r\n\t#endif\r\n\t\r\n\t#ifdef FOG\r\n\t\tfloat lerpFact=clamp((1.0/gl_FragCoord.w-u_FogStart)/u_FogRange,0.0,1.0);\r\n\t\t#ifdef ADDTIVEFOG\r\n\t\t\tgl_FragColor.rgb=mix(gl_FragColor.rgb,vec3(0.0,0.0,0.0),lerpFact);\r\n\t\t#else\r\n\t\t\tgl_FragColor.rgb=mix(gl_FragColor.rgb,u_FogColor,lerpFact);\r\n\t\t#endif\r\n\t#endif\r\n}";

	var ParticleShuriKenVS = "#include \"Lighting.glsl\";\r\n\r\n#ifdef GL_FRAGMENT_PRECISION_HIGH\r\n  precision highp float;\r\n#else\r\n  precision mediump float;\r\n#endif\r\n\r\n#if defined(SPHERHBILLBOARD)||defined(STRETCHEDBILLBOARD)||defined(HORIZONTALBILLBOARD)||defined(VERTICALBILLBOARD)\r\n\tattribute vec4 a_CornerTextureCoordinate;\r\n#endif\r\n#ifdef RENDERMODE_MESH\r\n\tattribute vec3 a_MeshPosition;\r\n\tattribute vec4 a_MeshColor;\r\n\tattribute vec2 a_MeshTextureCoordinate;\r\n\tvarying vec4 v_MeshColor;\r\n#endif\r\n\r\nattribute vec4 a_ShapePositionStartLifeTime;\r\nattribute vec4 a_DirectionTime;\r\nattribute vec4 a_StartColor;\r\nattribute vec3 a_StartSize;\r\nattribute vec3 a_StartRotation0;\r\nattribute float a_StartSpeed;\r\n#if defined(COLOROVERLIFETIME)||defined(RANDOMCOLOROVERLIFETIME)||defined(SIZEOVERLIFETIMERANDOMCURVES)||defined(SIZEOVERLIFETIMERANDOMCURVESSEPERATE)||defined(ROTATIONOVERLIFETIMERANDOMCONSTANTS)||defined(ROTATIONOVERLIFETIMERANDOMCURVES)\r\n  attribute vec4 a_Random0;\r\n#endif\r\n#if defined(TEXTURESHEETANIMATIONRANDOMCURVE)||defined(VELOCITYOVERLIFETIMERANDOMCONSTANT)||defined(VELOCITYOVERLIFETIMERANDOMCURVE)\r\n  attribute vec4 a_Random1;\r\n#endif\r\nattribute vec3 a_SimulationWorldPostion;\r\nattribute vec4 a_SimulationWorldRotation;\r\n\r\nvarying vec4 v_Color;\r\n#ifdef DIFFUSEMAP\r\n\tvarying vec2 v_TextureCoordinate;\r\n#endif\r\n\r\nuniform float u_CurrentTime;\r\nuniform vec3 u_Gravity;\r\n\r\nuniform vec3 u_WorldPosition;\r\nuniform vec4 u_WorldRotation;\r\nuniform bool u_ThreeDStartRotation;\r\nuniform int u_ScalingMode;\r\nuniform vec3 u_PositionScale;\r\nuniform vec3 u_SizeScale;\r\nuniform mat4 u_View;\r\nuniform mat4 u_Projection;\r\n\r\n#ifdef STRETCHEDBILLBOARD\r\n\tuniform vec3 u_CameraPos;\r\n#endif\r\nuniform vec3 u_CameraDirection;//TODO:只有几种广告牌模式需要用\r\nuniform vec3 u_CameraUp;\r\n\r\nuniform  float u_StretchedBillboardLengthScale;\r\nuniform  float u_StretchedBillboardSpeedScale;\r\nuniform int u_SimulationSpace;\r\n\r\n#if defined(VELOCITYOVERLIFETIMECONSTANT)||defined(VELOCITYOVERLIFETIMECURVE)||defined(VELOCITYOVERLIFETIMERANDOMCONSTANT)||defined(VELOCITYOVERLIFETIMERANDOMCURVE)\r\n  uniform  int  u_VOLSpaceType;\r\n#endif\r\n#if defined(VELOCITYOVERLIFETIMECONSTANT)||defined(VELOCITYOVERLIFETIMERANDOMCONSTANT)\r\n  uniform  vec3 u_VOLVelocityConst;\r\n#endif\r\n#if defined(VELOCITYOVERLIFETIMECURVE)||defined(VELOCITYOVERLIFETIMERANDOMCURVE)\r\n  uniform  vec2 u_VOLVelocityGradientX[4];//x为key,y为速度\r\n  uniform  vec2 u_VOLVelocityGradientY[4];//x为key,y为速度\r\n  uniform  vec2 u_VOLVelocityGradientZ[4];//x为key,y为速度\r\n#endif\r\n#ifdef VELOCITYOVERLIFETIMERANDOMCONSTANT\r\n  uniform  vec3 u_VOLVelocityConstMax;\r\n#endif\r\n#ifdef VELOCITYOVERLIFETIMERANDOMCURVE\r\n  uniform  vec2 u_VOLVelocityGradientMaxX[4];//x为key,y为速度\r\n  uniform  vec2 u_VOLVelocityGradientMaxY[4];//x为key,y为速度\r\n  uniform  vec2 u_VOLVelocityGradientMaxZ[4];//x为key,y为速度\r\n#endif\r\n\r\n#ifdef COLOROVERLIFETIME\r\n  uniform  vec4 u_ColorOverLifeGradientColors[4];//x为key,yzw为Color\r\n  uniform  vec2 u_ColorOverLifeGradientAlphas[4];//x为key,y为Alpha\r\n#endif\r\n#ifdef RANDOMCOLOROVERLIFETIME\r\n  uniform  vec4 u_ColorOverLifeGradientColors[4];//x为key,yzw为Color\r\n  uniform  vec2 u_ColorOverLifeGradientAlphas[4];//x为key,y为Alpha\r\n  uniform  vec4 u_MaxColorOverLifeGradientColors[4];//x为key,yzw为Color\r\n  uniform  vec2 u_MaxColorOverLifeGradientAlphas[4];//x为key,y为Alpha\r\n#endif\r\n\r\n\r\n#if defined(SIZEOVERLIFETIMECURVE)||defined(SIZEOVERLIFETIMERANDOMCURVES)\r\n  uniform  vec2 u_SOLSizeGradient[4];//x为key,y为尺寸\r\n#endif\r\n#ifdef SIZEOVERLIFETIMERANDOMCURVES\r\n  uniform  vec2 u_SOLSizeGradientMax[4];//x为key,y为尺寸\r\n#endif\r\n#if defined(SIZEOVERLIFETIMECURVESEPERATE)||defined(SIZEOVERLIFETIMERANDOMCURVESSEPERATE)\r\n  uniform  vec2 u_SOLSizeGradientX[4];//x为key,y为尺寸\r\n  uniform  vec2 u_SOLSizeGradientY[4];//x为key,y为尺寸\r\n  uniform  vec2 u_SOLSizeGradientZ[4];//x为key,y为尺寸\r\n#endif\r\n#ifdef SIZEOVERLIFETIMERANDOMCURVESSEPERATE\r\n  uniform  vec2 u_SOLSizeGradientMaxX[4];//x为key,y为尺寸\r\n  uniform  vec2 u_SOLSizeGradientMaxY[4];//x为key,y为尺寸\r\n  uniform  vec2 u_SOLSizeGradientMaxZ[4];//x为key,y为尺寸\r\n#endif\r\n\r\n\r\n#ifdef ROTATIONOVERLIFETIME\r\n  #if defined(ROTATIONOVERLIFETIMECONSTANT)||defined(ROTATIONOVERLIFETIMERANDOMCONSTANTS)\r\n    uniform  float u_ROLAngularVelocityConst;\r\n  #endif\r\n  #ifdef ROTATIONOVERLIFETIMERANDOMCONSTANTS\r\n    uniform  float u_ROLAngularVelocityConstMax;\r\n  #endif\r\n  #if defined(ROTATIONOVERLIFETIMECURVE)||defined(ROTATIONOVERLIFETIMERANDOMCURVES)\r\n    uniform  vec2 u_ROLAngularVelocityGradient[4];//x为key,y为旋转\r\n  #endif\r\n  #ifdef ROTATIONOVERLIFETIMERANDOMCURVES\r\n    uniform  vec2 u_ROLAngularVelocityGradientMax[4];//x为key,y为旋转\r\n  #endif\r\n#endif\r\n#ifdef ROTATIONOVERLIFETIMESEPERATE\r\n  #if defined(ROTATIONOVERLIFETIMECONSTANT)||defined(ROTATIONOVERLIFETIMERANDOMCONSTANTS)\r\n    uniform  vec3 u_ROLAngularVelocityConstSeprarate;\r\n  #endif\r\n  #ifdef ROTATIONOVERLIFETIMERANDOMCONSTANTS\r\n    uniform  vec3 u_ROLAngularVelocityConstMaxSeprarate;\r\n  #endif\r\n  #if defined(ROTATIONOVERLIFETIMECURVE)||defined(ROTATIONOVERLIFETIMERANDOMCURVES)\r\n    uniform  vec2 u_ROLAngularVelocityGradientX[4];\r\n    uniform  vec2 u_ROLAngularVelocityGradientY[4];\r\n    uniform  vec2 u_ROLAngularVelocityGradientZ[4];\r\n  #endif\r\n  #ifdef ROTATIONOVERLIFETIMERANDOMCURVES\r\n    uniform  vec2 u_ROLAngularVelocityGradientMaxX[4];\r\n    uniform  vec2 u_ROLAngularVelocityGradientMaxY[4];\r\n    uniform  vec2 u_ROLAngularVelocityGradientMaxZ[4];\r\n\tuniform  vec2 u_ROLAngularVelocityGradientMaxW[4];\r\n  #endif\r\n#endif\r\n\r\n#if defined(TEXTURESHEETANIMATIONCURVE)||defined(TEXTURESHEETANIMATIONRANDOMCURVE)\r\n  uniform  float u_TSACycles;\r\n  uniform  vec2 u_TSASubUVLength;\r\n  uniform  vec2 u_TSAGradientUVs[4];//x为key,y为frame\r\n#endif\r\n#ifdef TEXTURESHEETANIMATIONRANDOMCURVE\r\n  uniform  vec2 u_TSAMaxGradientUVs[4];//x为key,y为frame\r\n#endif\r\n\r\n#ifdef TILINGOFFSET\r\n\tuniform vec4 u_TilingOffset;\r\n#endif\r\n\r\nvec3 rotationByEuler(in vec3 vector,in vec3 rot)\r\n{\r\n\tfloat halfRoll = rot.z * 0.5;\r\n    float halfPitch = rot.x * 0.5;\r\n\tfloat halfYaw = rot.y * 0.5;\r\n\r\n\tfloat sinRoll = sin(halfRoll);\r\n\tfloat cosRoll = cos(halfRoll);\r\n\tfloat sinPitch = sin(halfPitch);\r\n\tfloat cosPitch = cos(halfPitch);\r\n\tfloat sinYaw = sin(halfYaw);\r\n\tfloat cosYaw = cos(halfYaw);\r\n\r\n\tfloat quaX = (cosYaw * sinPitch * cosRoll) + (sinYaw * cosPitch * sinRoll);\r\n\tfloat quaY = (sinYaw * cosPitch * cosRoll) - (cosYaw * sinPitch * sinRoll);\r\n\tfloat quaZ = (cosYaw * cosPitch * sinRoll) - (sinYaw * sinPitch * cosRoll);\r\n\tfloat quaW = (cosYaw * cosPitch * cosRoll) + (sinYaw * sinPitch * sinRoll);\r\n\t\r\n\t//vec4 q=vec4(quaX,quaY,quaZ,quaW);\r\n\t//vec3 temp = cross(q.xyz, vector) + q.w * vector;\r\n\t//return (cross(temp, -q.xyz) + dot(q.xyz,vector) * q.xyz + q.w * temp);\r\n\t\r\n\tfloat x = quaX + quaX;\r\n    float y = quaY + quaY;\r\n    float z = quaZ + quaZ;\r\n    float wx = quaW * x;\r\n    float wy = quaW * y;\r\n    float wz = quaW * z;\r\n\tfloat xx = quaX * x;\r\n    float xy = quaX * y;\r\n\tfloat xz = quaX * z;\r\n    float yy = quaY * y;\r\n    float yz = quaY * z;\r\n    float zz = quaZ * z;\r\n\r\n    return vec3(((vector.x * ((1.0 - yy) - zz)) + (vector.y * (xy - wz))) + (vector.z * (xz + wy)),\r\n                ((vector.x * (xy + wz)) + (vector.y * ((1.0 - xx) - zz))) + (vector.z * (yz - wx)),\r\n                ((vector.x * (xz - wy)) + (vector.y * (yz + wx))) + (vector.z * ((1.0 - xx) - yy)));\r\n\t\r\n}\r\n\r\n//假定axis已经归一化\r\nvec3 rotationByAxis(in vec3 vector,in vec3 axis, in float angle)\r\n{\r\n\tfloat halfAngle = angle * 0.5;\r\n\tfloat sin = sin(halfAngle);\r\n\t\r\n\tfloat quaX = axis.x * sin;\r\n\tfloat quaY = axis.y * sin;\r\n\tfloat quaZ = axis.z * sin;\r\n\tfloat quaW = cos(halfAngle);\r\n\t\r\n\t//vec4 q=vec4(quaX,quaY,quaZ,quaW);\r\n\t//vec3 temp = cross(q.xyz, vector) + q.w * vector;\r\n\t//return (cross(temp, -q.xyz) + dot(q.xyz,vector) * q.xyz + q.w * temp);\r\n\t\r\n\tfloat x = quaX + quaX;\r\n    float y = quaY + quaY;\r\n    float z = quaZ + quaZ;\r\n    float wx = quaW * x;\r\n    float wy = quaW * y;\r\n    float wz = quaW * z;\r\n\tfloat xx = quaX * x;\r\n    float xy = quaX * y;\r\n\tfloat xz = quaX * z;\r\n    float yy = quaY * y;\r\n    float yz = quaY * z;\r\n    float zz = quaZ * z;\r\n\r\n    return vec3(((vector.x * ((1.0 - yy) - zz)) + (vector.y * (xy - wz))) + (vector.z * (xz + wy)),\r\n                ((vector.x * (xy + wz)) + (vector.y * ((1.0 - xx) - zz))) + (vector.z * (yz - wx)),\r\n                ((vector.x * (xz - wy)) + (vector.y * (yz + wx))) + (vector.z * ((1.0 - xx) - yy)));\r\n\t\r\n}\r\n\r\nvec3 rotationByQuaternions(in vec3 v,in vec4 q) \r\n{\r\n\treturn v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);\r\n}\r\n\r\n \r\n#if defined(VELOCITYOVERLIFETIMECURVE)||defined(VELOCITYOVERLIFETIMERANDOMCURVE)||defined(SIZEOVERLIFETIMECURVE)||defined(SIZEOVERLIFETIMECURVESEPERATE)||defined(SIZEOVERLIFETIMERANDOMCURVES)||defined(SIZEOVERLIFETIMERANDOMCURVESSEPERATE)\r\nfloat getCurValueFromGradientFloat(in vec2 gradientNumbers[4],in float normalizedAge)\r\n{\r\n\tfloat curValue;\r\n\tfor(int i=1;i<4;i++)\r\n\t{\r\n\t\tvec2 gradientNumber=gradientNumbers[i];\r\n\t\tfloat key=gradientNumber.x;\r\n\t\tif(key>=normalizedAge)\r\n\t\t{\r\n\t\t\tvec2 lastGradientNumber=gradientNumbers[i-1];\r\n\t\t\tfloat lastKey=lastGradientNumber.x;\r\n\t\t\tfloat age=(normalizedAge-lastKey)/(key-lastKey);\r\n\t\t\tcurValue=mix(lastGradientNumber.y,gradientNumber.y,age);\r\n\t\t\tbreak;\r\n\t\t}\r\n\t}\r\n\treturn curValue;\r\n}\r\n#endif\r\n\r\n#if defined(VELOCITYOVERLIFETIMECURVE)||defined(VELOCITYOVERLIFETIMERANDOMCURVE)||defined(ROTATIONOVERLIFETIMECURVE)||defined(ROTATIONOVERLIFETIMERANDOMCURVES)\r\nfloat getTotalValueFromGradientFloat(in vec2 gradientNumbers[4],in float normalizedAge)\r\n{\r\n\tfloat totalValue=0.0;\r\n\tfor(int i=1;i<4;i++)\r\n\t{\r\n\t\tvec2 gradientNumber=gradientNumbers[i];\r\n\t\tfloat key=gradientNumber.x;\r\n\t\tvec2 lastGradientNumber=gradientNumbers[i-1];\r\n\t\tfloat lastValue=lastGradientNumber.y;\r\n\t\t\r\n\t\tif(key>=normalizedAge){\r\n\t\t\tfloat lastKey=lastGradientNumber.x;\r\n\t\t\tfloat age=(normalizedAge-lastKey)/(key-lastKey);\r\n\t\t\ttotalValue+=(lastValue+mix(lastValue,gradientNumber.y,age))/2.0*a_ShapePositionStartLifeTime.w*(normalizedAge-lastKey);\r\n\t\t\tbreak;\r\n\t\t}\r\n\t\telse{\r\n\t\t\ttotalValue+=(lastValue+gradientNumber.y)/2.0*a_ShapePositionStartLifeTime.w*(key-lastGradientNumber.x);\r\n\t\t}\r\n\t}\r\n\treturn totalValue;\r\n}\r\n#endif\r\n\r\n#if defined(COLOROVERLIFETIME)||defined(RANDOMCOLOROVERLIFETIME)\r\nvec4 getColorFromGradient(in vec2 gradientAlphas[4],in vec4 gradientColors[4],in float normalizedAge)\r\n{\r\n\tvec4 overTimeColor;\r\n\tfor(int i=1;i<4;i++)\r\n\t{\r\n\t\tvec2 gradientAlpha=gradientAlphas[i];\r\n\t\tfloat alphaKey=gradientAlpha.x;\r\n\t\tif(alphaKey>=normalizedAge)\r\n\t\t{\r\n\t\t\tvec2 lastGradientAlpha=gradientAlphas[i-1];\r\n\t\t\tfloat lastAlphaKey=lastGradientAlpha.x;\r\n\t\t\tfloat age=(normalizedAge-lastAlphaKey)/(alphaKey-lastAlphaKey);\r\n\t\t\toverTimeColor.a=mix(lastGradientAlpha.y,gradientAlpha.y,age);\r\n\t\t\tbreak;\r\n\t\t}\r\n\t}\r\n\t\r\n\tfor(int i=1;i<4;i++)\r\n\t{\r\n\t\tvec4 gradientColor=gradientColors[i];\r\n\t\tfloat colorKey=gradientColor.x;\r\n\t\tif(colorKey>=normalizedAge)\r\n\t\t{\r\n\t\t\tvec4 lastGradientColor=gradientColors[i-1];\r\n\t\t\tfloat lastColorKey=lastGradientColor.x;\r\n\t\t\tfloat age=(normalizedAge-lastColorKey)/(colorKey-lastColorKey);\r\n\t\t\toverTimeColor.rgb=mix(gradientColors[i-1].yzw,gradientColor.yzw,age);\r\n\t\t\tbreak;\r\n\t\t}\r\n\t}\r\n\treturn overTimeColor;\r\n}\r\n#endif\r\n\r\n\r\n#if defined(TEXTURESHEETANIMATIONCURVE)||defined(TEXTURESHEETANIMATIONRANDOMCURVE)\r\nfloat getFrameFromGradient(in vec2 gradientFrames[4],in float normalizedAge)\r\n{\r\n\tfloat overTimeFrame;\r\n\tfor(int i=1;i<4;i++)\r\n\t{\r\n\t\tvec2 gradientFrame=gradientFrames[i];\r\n\t\tfloat key=gradientFrame.x;\r\n\t\tif(key>=normalizedAge)\r\n\t\t{\r\n\t\t\tvec2 lastGradientFrame=gradientFrames[i-1];\r\n\t\t\tfloat lastKey=lastGradientFrame.x;\r\n\t\t\tfloat age=(normalizedAge-lastKey)/(key-lastKey);\r\n\t\t\toverTimeFrame=mix(lastGradientFrame.y,gradientFrame.y,age);\r\n\t\t\tbreak;\r\n\t\t}\r\n\t}\r\n\treturn floor(overTimeFrame);\r\n}\r\n#endif\r\n\r\n#if defined(VELOCITYOVERLIFETIMECONSTANT)||defined(VELOCITYOVERLIFETIMECURVE)||defined(VELOCITYOVERLIFETIMERANDOMCONSTANT)||defined(VELOCITYOVERLIFETIMERANDOMCURVE)\r\nvec3 computeParticleLifeVelocity(in float normalizedAge)\r\n{\r\n  vec3 outLifeVelocity;\r\n  #ifdef VELOCITYOVERLIFETIMECONSTANT\r\n\t outLifeVelocity=u_VOLVelocityConst; \r\n  #endif\r\n  #ifdef VELOCITYOVERLIFETIMECURVE\r\n     outLifeVelocity= vec3(getCurValueFromGradientFloat(u_VOLVelocityGradientX,normalizedAge),getCurValueFromGradientFloat(u_VOLVelocityGradientY,normalizedAge),getCurValueFromGradientFloat(u_VOLVelocityGradientZ,normalizedAge));\r\n  #endif\r\n  #ifdef VELOCITYOVERLIFETIMERANDOMCONSTANT\r\n\t outLifeVelocity=mix(u_VOLVelocityConst,u_VOLVelocityConstMax,vec3(a_Random1.y,a_Random1.z,a_Random1.w)); \r\n  #endif\r\n  #ifdef VELOCITYOVERLIFETIMERANDOMCURVE\r\n     outLifeVelocity=vec3(mix(getCurValueFromGradientFloat(u_VOLVelocityGradientX,normalizedAge),getCurValueFromGradientFloat(u_VOLVelocityGradientMaxX,normalizedAge),a_Random1.y),\r\n\t                 mix(getCurValueFromGradientFloat(u_VOLVelocityGradientY,normalizedAge),getCurValueFromGradientFloat(u_VOLVelocityGradientMaxY,normalizedAge),a_Random1.z),\r\n\t\t\t\t\t mix(getCurValueFromGradientFloat(u_VOLVelocityGradientZ,normalizedAge),getCurValueFromGradientFloat(u_VOLVelocityGradientMaxZ,normalizedAge),a_Random1.w));\r\n  #endif\r\n\t\t\t\t\t\r\n  return outLifeVelocity;\r\n} \r\n#endif\r\n\r\nvec3 computeParticlePosition(in vec3 startVelocity, in vec3 lifeVelocity,in float age,in float normalizedAge,vec3 gravityVelocity,vec4 worldRotation)\r\n{\r\n   vec3 startPosition;\r\n   vec3 lifePosition;\r\n   #if defined(VELOCITYOVERLIFETIMECONSTANT)||defined(VELOCITYOVERLIFETIMECURVE)||defined(VELOCITYOVERLIFETIMERANDOMCONSTANT)||defined(VELOCITYOVERLIFETIMERANDOMCURVE)\r\n\t#ifdef VELOCITYOVERLIFETIMECONSTANT\r\n\t\t  startPosition=startVelocity*age;\r\n\t\t  lifePosition=lifeVelocity*age;\r\n\t#endif\r\n\t#ifdef VELOCITYOVERLIFETIMECURVE\r\n\t\t  startPosition=startVelocity*age;\r\n\t\t  lifePosition=vec3(getTotalValueFromGradientFloat(u_VOLVelocityGradientX,normalizedAge),getTotalValueFromGradientFloat(u_VOLVelocityGradientY,normalizedAge),getTotalValueFromGradientFloat(u_VOLVelocityGradientZ,normalizedAge));\r\n\t#endif\r\n\t#ifdef VELOCITYOVERLIFETIMERANDOMCONSTANT\r\n\t\t  startPosition=startVelocity*age;\r\n\t\t  lifePosition=lifeVelocity*age;\r\n\t#endif\r\n\t#ifdef VELOCITYOVERLIFETIMERANDOMCURVE\r\n\t\t  startPosition=startVelocity*age;\r\n\t\t  lifePosition=vec3(mix(getTotalValueFromGradientFloat(u_VOLVelocityGradientX,normalizedAge),getTotalValueFromGradientFloat(u_VOLVelocityGradientMaxX,normalizedAge),a_Random1.y)\r\n\t      ,mix(getTotalValueFromGradientFloat(u_VOLVelocityGradientY,normalizedAge),getTotalValueFromGradientFloat(u_VOLVelocityGradientMaxY,normalizedAge),a_Random1.z)\r\n\t      ,mix(getTotalValueFromGradientFloat(u_VOLVelocityGradientZ,normalizedAge),getTotalValueFromGradientFloat(u_VOLVelocityGradientMaxZ,normalizedAge),a_Random1.w));\r\n\t#endif\r\n\t\r\n\tvec3 finalPosition;\r\n\tif(u_VOLSpaceType==0){\r\n\t  if(u_ScalingMode!=2)\r\n\t   finalPosition =rotationByQuaternions(u_PositionScale*(a_ShapePositionStartLifeTime.xyz+startPosition+lifePosition),worldRotation);\r\n\t  else\r\n\t   finalPosition =rotationByQuaternions(u_PositionScale*a_ShapePositionStartLifeTime.xyz+startPosition+lifePosition,worldRotation);\r\n\t}\r\n\telse{\r\n\t  if(u_ScalingMode!=2)\r\n\t    finalPosition = rotationByQuaternions(u_PositionScale*(a_ShapePositionStartLifeTime.xyz+startPosition),worldRotation)+lifePosition;\r\n\t  else\r\n\t    finalPosition = rotationByQuaternions(u_PositionScale*a_ShapePositionStartLifeTime.xyz+startPosition,worldRotation)+lifePosition;\r\n\t}\r\n  #else\r\n\t startPosition=startVelocity*age;\r\n\t vec3 finalPosition;\r\n\t if(u_ScalingMode!=2)\r\n\t\t\tfinalPosition = rotationByQuaternions(u_PositionScale*(a_ShapePositionStartLifeTime.xyz+startPosition),worldRotation);\r\n\t else\r\n\t   \tfinalPosition = rotationByQuaternions(u_PositionScale*a_ShapePositionStartLifeTime.xyz+startPosition,worldRotation);\r\n  #endif\r\n  \r\n  if(u_SimulationSpace==0)\r\n    finalPosition=finalPosition+a_SimulationWorldPostion;\r\n  else if(u_SimulationSpace==1) \r\n    finalPosition=finalPosition+u_WorldPosition;\r\n  \r\n  finalPosition+=0.5*gravityVelocity*age;\r\n \r\n  return  finalPosition;\r\n}\r\n\r\n\r\nvec4 computeParticleColor(in vec4 color,in float normalizedAge)\r\n{\r\n\t#ifdef COLOROVERLIFETIME\r\n\t  color*=getColorFromGradient(u_ColorOverLifeGradientAlphas,u_ColorOverLifeGradientColors,normalizedAge);\r\n\t#endif\r\n\t\r\n\t#ifdef RANDOMCOLOROVERLIFETIME\r\n\t  color*=mix(getColorFromGradient(u_ColorOverLifeGradientAlphas,u_ColorOverLifeGradientColors,normalizedAge),getColorFromGradient(u_MaxColorOverLifeGradientAlphas,u_MaxColorOverLifeGradientColors,normalizedAge),a_Random0.y);\r\n\t#endif\r\n\r\n    return color;\r\n}\r\n\r\nvec2 computeParticleSizeBillbard(in vec2 size,in float normalizedAge)\r\n{\r\n\t#ifdef SIZEOVERLIFETIMECURVE\r\n\t\tsize*=getCurValueFromGradientFloat(u_SOLSizeGradient,normalizedAge);\r\n\t#endif\r\n\t#ifdef SIZEOVERLIFETIMERANDOMCURVES\r\n\t    size*=mix(getCurValueFromGradientFloat(u_SOLSizeGradient,normalizedAge),getCurValueFromGradientFloat(u_SOLSizeGradientMax,normalizedAge),a_Random0.z); \r\n\t#endif\r\n\t#ifdef SIZEOVERLIFETIMECURVESEPERATE\r\n\t\tsize*=vec2(getCurValueFromGradientFloat(u_SOLSizeGradientX,normalizedAge),getCurValueFromGradientFloat(u_SOLSizeGradientY,normalizedAge));\r\n\t#endif\r\n\t#ifdef SIZEOVERLIFETIMERANDOMCURVESSEPERATE\r\n\t    size*=vec2(mix(getCurValueFromGradientFloat(u_SOLSizeGradientX,normalizedAge),getCurValueFromGradientFloat(u_SOLSizeGradientMaxX,normalizedAge),a_Random0.z)\r\n\t    ,mix(getCurValueFromGradientFloat(u_SOLSizeGradientY,normalizedAge),getCurValueFromGradientFloat(u_SOLSizeGradientMaxY,normalizedAge),a_Random0.z));\r\n\t#endif\r\n\treturn size;\r\n}\r\n\r\n#ifdef RENDERMODE_MESH\r\nvec3 computeParticleSizeMesh(in vec3 size,in float normalizedAge)\r\n{\r\n\t#ifdef SIZEOVERLIFETIMECURVE\r\n\t\tsize*=getCurValueFromGradientFloat(u_SOLSizeGradient,normalizedAge);\r\n\t#endif\r\n\t#ifdef SIZEOVERLIFETIMERANDOMCURVES\r\n\t    size*=mix(getCurValueFromGradientFloat(u_SOLSizeGradient,normalizedAge),getCurValueFromGradientFloat(u_SOLSizeGradientMax,normalizedAge),a_Random0.z); \r\n\t#endif\r\n\t#ifdef SIZEOVERLIFETIMECURVESEPERATE\r\n\t\tsize*=vec3(getCurValueFromGradientFloat(u_SOLSizeGradientX,normalizedAge),getCurValueFromGradientFloat(u_SOLSizeGradientY,normalizedAge),getCurValueFromGradientFloat(u_SOLSizeGradientZ,normalizedAge));\r\n\t#endif\r\n\t#ifdef SIZEOVERLIFETIMERANDOMCURVESSEPERATE\r\n\t    size*=vec3(mix(getCurValueFromGradientFloat(u_SOLSizeGradientX,normalizedAge),getCurValueFromGradientFloat(u_SOLSizeGradientMaxX,normalizedAge),a_Random0.z)\r\n\t    ,mix(getCurValueFromGradientFloat(u_SOLSizeGradientY,normalizedAge),getCurValueFromGradientFloat(u_SOLSizeGradientMaxY,normalizedAge),a_Random0.z)\r\n\t\t,mix(getCurValueFromGradientFloat(u_SOLSizeGradientZ,normalizedAge),getCurValueFromGradientFloat(u_SOLSizeGradientMaxZ,normalizedAge),a_Random0.z));\r\n\t#endif\r\n\treturn size;\r\n}\r\n#endif\r\n\r\nfloat computeParticleRotationFloat(in float rotation,in float age,in float normalizedAge)\r\n{ \r\n\t#ifdef ROTATIONOVERLIFETIME\r\n\t\t#ifdef ROTATIONOVERLIFETIMECONSTANT\r\n\t\t\tfloat ageRot=u_ROLAngularVelocityConst*age;\r\n\t        rotation+=ageRot;\r\n\t\t#endif\r\n\t\t#ifdef ROTATIONOVERLIFETIMECURVE\r\n\t\t\trotation+=getTotalValueFromGradientFloat(u_ROLAngularVelocityGradient,normalizedAge);\r\n\t\t#endif\r\n\t\t#ifdef ROTATIONOVERLIFETIMERANDOMCONSTANTS\r\n\t\t\tfloat ageRot=mix(u_ROLAngularVelocityConst,u_ROLAngularVelocityConstMax,a_Random0.w)*age;\r\n\t        rotation+=ageRot;\r\n\t    #endif\r\n\t\t#ifdef ROTATIONOVERLIFETIMERANDOMCURVES\r\n\t\t\trotation+=mix(getTotalValueFromGradientFloat(u_ROLAngularVelocityGradient,normalizedAge),getTotalValueFromGradientFloat(u_ROLAngularVelocityGradientMax,normalizedAge),a_Random0.w);\r\n\t\t#endif\r\n\t#endif\r\n\t#ifdef ROTATIONOVERLIFETIMESEPERATE\r\n\t\t#ifdef ROTATIONOVERLIFETIMECONSTANT\r\n\t\t\tfloat ageRot=u_ROLAngularVelocityConstSeprarate.z*age;\r\n\t        rotation+=ageRot;\r\n\t\t#endif\r\n\t\t#ifdef ROTATIONOVERLIFETIMECURVE\r\n\t\t\trotation+=getTotalValueFromGradientFloat(u_ROLAngularVelocityGradientZ,normalizedAge);\r\n\t\t#endif\r\n\t\t#ifdef ROTATIONOVERLIFETIMERANDOMCONSTANTS\r\n\t\t\tfloat ageRot=mix(u_ROLAngularVelocityConstSeprarate.z,u_ROLAngularVelocityConstMaxSeprarate.z,a_Random0.w)*age;\r\n\t        rotation+=ageRot;\r\n\t    #endif\r\n\t\t#ifdef ROTATIONOVERLIFETIMERANDOMCURVES\r\n\t\t\trotation+=mix(getTotalValueFromGradientFloat(u_ROLAngularVelocityGradientZ,normalizedAge),getTotalValueFromGradientFloat(u_ROLAngularVelocityGradientMaxZ,normalizedAge),a_Random0.w));\r\n\t\t#endif\r\n\t#endif\r\n\treturn rotation;\r\n}\r\n\r\n#if defined(RENDERMODE_MESH)&&(defined(ROTATIONOVERLIFETIME)||defined(ROTATIONOVERLIFETIMESEPERATE))\r\nvec3 computeParticleRotationVec3(in vec3 rotation,in float age,in float normalizedAge)\r\n{ \r\n\t#ifdef ROTATIONOVERLIFETIME\r\n\t#ifdef ROTATIONOVERLIFETIMECONSTANT\r\n\t\t\tfloat ageRot=u_ROLAngularVelocityConst*age;\r\n\t        rotation+=ageRot;\r\n\t\t#endif\r\n\t\t#ifdef ROTATIONOVERLIFETIMECURVE\r\n\t\t\trotation+=getTotalValueFromGradientFloat(u_ROLAngularVelocityGradient,normalizedAge);\r\n\t\t#endif\r\n\t\t#ifdef ROTATIONOVERLIFETIMERANDOMCONSTANTS\r\n\t\t\tfloat ageRot=mix(u_ROLAngularVelocityConst,u_ROLAngularVelocityConstMax,a_Random0.w)*age;\r\n\t        rotation+=ageRot;\r\n\t    #endif\r\n\t\t#ifdef ROTATIONOVERLIFETIMERANDOMCURVES\r\n\t\t\trotation+=mix(getTotalValueFromGradientFloat(u_ROLAngularVelocityGradient,normalizedAge),getTotalValueFromGradientFloat(u_ROLAngularVelocityGradientMax,normalizedAge),a_Random0.w);\r\n\t\t#endif\r\n\t#endif\r\n\t#ifdef ROTATIONOVERLIFETIMESEPERATE\r\n\t\t#ifdef ROTATIONOVERLIFETIMECONSTANT\r\n\t\t\tvec3 ageRot=u_ROLAngularVelocityConstSeprarate*age;\r\n\t        rotation+=ageRot;\r\n\t\t#endif\r\n\t\t#ifdef ROTATIONOVERLIFETIMECURVE\r\n\t\t\trotation+=vec3(getTotalValueFromGradientFloat(u_ROLAngularVelocityGradientX,normalizedAge),getTotalValueFromGradientFloat(u_ROLAngularVelocityGradientY,normalizedAge),getTotalValueFromGradientFloat(u_ROLAngularVelocityGradientZ,normalizedAge));\r\n\t\t#endif\r\n\t\t#ifdef ROTATIONOVERLIFETIMERANDOMCONSTANTS\r\n\t\t\tvec3 ageRot=mix(u_ROLAngularVelocityConstSeprarate,u_ROLAngularVelocityConstMaxSeprarate,a_Random0.w)*age;\r\n\t        rotation+=ageRot;\r\n\t    #endif\r\n\t\t#ifdef ROTATIONOVERLIFETIMERANDOMCURVES\r\n\t\t\trotation+=vec3(mix(getTotalValueFromGradientFloat(u_ROLAngularVelocityGradientX,normalizedAge),getTotalValueFromGradientFloat(u_ROLAngularVelocityGradientMaxX,normalizedAge),a_Random0.w)\r\n\t        ,mix(getTotalValueFromGradientFloat(u_ROLAngularVelocityGradientY,normalizedAge),getTotalValueFromGradientFloat(u_ROLAngularVelocityGradientMaxY,normalizedAge),a_Random0.w)\r\n\t        ,mix(getTotalValueFromGradientFloat(u_ROLAngularVelocityGradientZ,normalizedAge),getTotalValueFromGradientFloat(u_ROLAngularVelocityGradientMaxZ,normalizedAge),a_Random0.w));\r\n\t\t#endif\r\n\t#endif\r\n\treturn rotation;\r\n}\r\n#endif\r\n\r\nvec2 computeParticleUV(in vec2 uv,in float normalizedAge)\r\n{ \r\n\t#ifdef TEXTURESHEETANIMATIONCURVE\r\n\t\tfloat cycleNormalizedAge=normalizedAge*u_TSACycles;\r\n\t\tfloat frame=getFrameFromGradient(u_TSAGradientUVs,cycleNormalizedAge-floor(cycleNormalizedAge));\r\n\t\tfloat totalULength=frame*u_TSASubUVLength.x;\r\n\t\tfloat floorTotalULength=floor(totalULength);\r\n\t    uv.x+=totalULength-floorTotalULength;\r\n\t\tuv.y+=floorTotalULength*u_TSASubUVLength.y;\r\n    #endif\r\n\t#ifdef TEXTURESHEETANIMATIONRANDOMCURVE\r\n\t\tfloat cycleNormalizedAge=normalizedAge*u_TSACycles;\r\n\t\tfloat uvNormalizedAge=cycleNormalizedAge-floor(cycleNormalizedAge);\r\n\t    float frame=floor(mix(getFrameFromGradient(u_TSAGradientUVs,uvNormalizedAge),getFrameFromGradient(u_TSAMaxGradientUVs,uvNormalizedAge),a_Random1.x));\r\n\t\tfloat totalULength=frame*u_TSASubUVLength.x;\r\n\t\tfloat floorTotalULength=floor(totalULength);\r\n\t    uv.x+=totalULength-floorTotalULength;\r\n\t\tuv.y+=floorTotalULength*u_TSASubUVLength.y;\r\n    #endif\r\n\treturn uv;\r\n}\r\n\r\nvoid main()\r\n{\r\n\tfloat age = u_CurrentTime - a_DirectionTime.w;\r\n\tfloat normalizedAge = age/a_ShapePositionStartLifeTime.w;\r\n\tvec3 lifeVelocity;\r\n\tif(normalizedAge<1.0)\r\n\t{ \r\n\t\tvec3 startVelocity=a_DirectionTime.xyz*a_StartSpeed;\r\n\t\t#if defined(VELOCITYOVERLIFETIMECONSTANT)||defined(VELOCITYOVERLIFETIMECURVE)||defined(VELOCITYOVERLIFETIMERANDOMCONSTANT)||defined(VELOCITYOVERLIFETIMERANDOMCURVE)\r\n\t\t\tlifeVelocity= computeParticleLifeVelocity(normalizedAge);//计算粒子生命周期速度\r\n\t\t#endif \r\n\t\tvec3 gravityVelocity=u_Gravity*age;\r\n\t\t\r\n\t\tvec4 worldRotation;\r\n\t\tif(u_SimulationSpace==0)\r\n\t\t\tworldRotation=a_SimulationWorldRotation;\r\n\t\telse\r\n\t\t\tworldRotation=u_WorldRotation;\r\n\t\t\r\n\t\tvec3 center=computeParticlePosition(startVelocity, lifeVelocity, age, normalizedAge,gravityVelocity,worldRotation);//计算粒子位置\r\n\t\r\n\t\r\n\t\t#ifdef SPHERHBILLBOARD\r\n\t\t\tvec2 corner=a_CornerTextureCoordinate.xy;//Billboard模式z轴无效\r\n\t\t\tvec3 cameraUpVector =normalize(u_CameraUp);//TODO:是否外面归一化\r\n\t\t\tvec3 sideVector = normalize(cross(u_CameraDirection,cameraUpVector));\r\n\t\t\tvec3 upVector = normalize(cross(sideVector,u_CameraDirection));\r\n\t\t\tcorner*=computeParticleSizeBillbard(a_StartSize.xy,normalizedAge);\r\n\t\t\t#if defined(ROTATIONOVERLIFETIME)||defined(ROTATIONOVERLIFETIMESEPERATE)\r\n\t\t\t\tif(u_ThreeDStartRotation){\r\n\t\t\t\t\tvec3 rotation=vec3(a_StartRotation0.xy,computeParticleRotationFloat(a_StartRotation0.z,age,normalizedAge));\r\n\t\t\t\t\tcenter += u_SizeScale.xzy*rotationByEuler(corner.x*sideVector+corner.y*upVector,rotation);\r\n\t\t\t\t}\r\n\t\t\t\telse{\r\n\t\t\t\t\tfloat rot = computeParticleRotationFloat(a_StartRotation0.x, age,normalizedAge);\r\n\t\t\t\t\tfloat c = cos(rot);\r\n\t\t\t\t\tfloat s = sin(rot);\r\n\t\t\t\t\tmat2 rotation= mat2(c, -s, s, c);\r\n\t\t\t\t\tcorner=rotation*corner;\r\n\t\t\t\t\tcenter += u_SizeScale.xzy*(corner.x*sideVector+corner.y*upVector);\r\n\t\t\t\t}\r\n\t\t\t#else\r\n\t\t\t\tif(u_ThreeDStartRotation){\r\n\t\t\t\t\tcenter += u_SizeScale.xzy*rotationByEuler(corner.x*sideVector+corner.y*upVector,a_StartRotation0);\r\n\t\t\t\t}\r\n\t\t\t\telse{\r\n\t\t\t\t\tfloat c = cos(a_StartRotation0.x);\r\n\t\t\t\t\tfloat s = sin(a_StartRotation0.x);\r\n\t\t\t\t\tmat2 rotation= mat2(c, -s, s, c);\r\n\t\t\t\t\tcorner=rotation*corner;\r\n\t\t\t\t\tcenter += u_SizeScale.xzy*(corner.x*sideVector+corner.y*upVector);\r\n\t\t\t\t}\r\n\t\t\t#endif\r\n\t\t#endif\r\n\t\r\n\t\t#ifdef STRETCHEDBILLBOARD\r\n\t\t\tvec2 corner=a_CornerTextureCoordinate.xy;//Billboard模式z轴无效\r\n\t\t\tvec3 velocity;\r\n\t\t\t#if defined(VELOCITYOVERLIFETIMECONSTANT)||defined(VELOCITYOVERLIFETIMECURVE)||defined(VELOCITYOVERLIFETIMERANDOMCONSTANT)||defined(VELOCITYOVERLIFETIMERANDOMCURVE)\r\n\t\t\t\tif(u_VOLSpaceType==0)\r\n\t\t\t\tvelocity=rotationByQuaternions(u_SizeScale*(startVelocity+lifeVelocity),worldRotation)+gravityVelocity;\r\n\t\t\t\telse\r\n\t\t\t\tvelocity=rotationByQuaternions(u_SizeScale*startVelocity,worldRotation)+lifeVelocity+gravityVelocity;\r\n\t\t\t#else\r\n\t\t\t\tvelocity= rotationByQuaternions(u_SizeScale*startVelocity,worldRotation)+gravityVelocity;\r\n\t\t\t#endif\t\r\n\t\t\tvec3 cameraUpVector = normalize(velocity);\r\n\t\t\tvec3 direction = normalize(center-u_CameraPos);\r\n\t\t\tvec3 sideVector = normalize(cross(direction,normalize(velocity)));\r\n\t\t\t\r\n\t\t\tsideVector=u_SizeScale.xzy*sideVector;\r\n\t\t\tcameraUpVector=length(vec3(u_SizeScale.x,0.0,0.0))*cameraUpVector;\r\n\t\t\t\r\n\t\t\tvec2 size=computeParticleSizeBillbard(a_StartSize.xy,normalizedAge);\r\n\t\t\t\r\n\t\t\tconst mat2 rotaionZHalfPI=mat2(0.0, -1.0, 1.0, 0.0);\r\n\t\t\tcorner=rotaionZHalfPI*corner;\r\n\t\t\tcorner.y=corner.y-abs(corner.y);\r\n\t\t\t\r\n\t\t\tfloat speed=length(velocity);//TODO:\r\n\t\t\tcenter +=sign(u_SizeScale.x)*(sign(u_StretchedBillboardLengthScale)*size.x*corner.x*sideVector+(speed*u_StretchedBillboardSpeedScale+size.y*u_StretchedBillboardLengthScale)*corner.y*cameraUpVector);\r\n\t\t#endif\r\n\t\r\n\t\t#ifdef HORIZONTALBILLBOARD\r\n\t\t\tvec2 corner=a_CornerTextureCoordinate.xy;//Billboard模式z轴无效\r\n\t\t\tconst vec3 cameraUpVector=vec3(0.0,0.0,1.0);\r\n\t\t\tconst vec3 sideVector = vec3(-1.0,0.0,0.0);\r\n\t\t\t\r\n\t\t\tfloat rot = computeParticleRotationFloat(a_StartRotation0.x, age,normalizedAge);\r\n\t\t\tfloat c = cos(rot);\r\n\t\t\tfloat s = sin(rot);\r\n\t\t\tmat2 rotation= mat2(c, -s, s, c);\r\n\t\t\tcorner=rotation*corner*cos(0.78539816339744830961566084581988);//TODO:临时缩小cos45,不确定U3D原因\r\n\t\t\tcorner*=computeParticleSizeBillbard(a_StartSize.xy,normalizedAge);\r\n\t\t\tcenter +=u_SizeScale.xzy*(corner.x*sideVector+ corner.y*cameraUpVector);\r\n\t\t#endif\r\n\t\r\n\t\t#ifdef VERTICALBILLBOARD\r\n\t\t\tvec2 corner=a_CornerTextureCoordinate.xy;//Billboard模式z轴无效\r\n\t\t\tconst vec3 cameraUpVector =vec3(0.0,1.0,0.0);\r\n\t\t\tvec3 sideVector = normalize(cross(u_CameraDirection,cameraUpVector));\r\n\t\t\t\r\n\t\t\tfloat rot = computeParticleRotationFloat(a_StartRotation0.x, age,normalizedAge);\r\n\t\t\tfloat c = cos(rot);\r\n\t\t\tfloat s = sin(rot);\r\n\t\t\tmat2 rotation= mat2(c, -s, s, c);\r\n\t\t\tcorner=rotation*corner*cos(0.78539816339744830961566084581988);//TODO:临时缩小cos45,不确定U3D原因\r\n\t\t\tcorner*=computeParticleSizeBillbard(a_StartSize.xy,normalizedAge);\r\n\t\t\tcenter +=u_SizeScale.xzy*(corner.x*sideVector+ corner.y*cameraUpVector);\r\n\t\t#endif\r\n\t\r\n\t\t#ifdef RENDERMODE_MESH\r\n\t\t\tvec3 size=computeParticleSizeMesh(a_StartSize,normalizedAge);\r\n\t\t\t#if defined(ROTATIONOVERLIFETIME)||defined(ROTATIONOVERLIFETIMESEPERATE)\r\n\t\t\t\tif(u_ThreeDStartRotation){\r\n\t\t\t\t\tvec3 rotation=vec3(a_StartRotation0.xy,computeParticleRotationFloat(a_StartRotation0.z, age,normalizedAge));\r\n\t\t\t\t\tcenter+= rotationByQuaternions(u_SizeScale*rotationByEuler(a_MeshPosition*size,rotation),worldRotation);\r\n\t\t\t\t}\r\n\t\t\t\telse{\r\n\t\t\t\t\t#ifdef ROTATIONOVERLIFETIME\r\n\t\t\t\t\t\tfloat angle=computeParticleRotationFloat(a_StartRotation0.x, age,normalizedAge);\r\n\t\t\t\t\t\tif(a_ShapePositionStartLifeTime.x!=0.0||a_ShapePositionStartLifeTime.y!=0.0){\r\n\t\t\t\t\t\t\tcenter+= (rotationByQuaternions(rotationByAxis(u_SizeScale*a_MeshPosition*size,normalize(cross(vec3(0.0,0.0,1.0),vec3(a_ShapePositionStartLifeTime.xy,0.0))),angle),worldRotation));//已验证\r\n\t\t\t\t\t\t}\r\n\t\t\t\t\t\telse{\r\n\t\t\t\t\t\t\t#ifdef SHAPE\r\n\t\t\t\t\t\t\t\tcenter+= u_SizeScale.xzy*(rotationByQuaternions(rotationByAxis(a_MeshPosition*size,vec3(0.0,-1.0,0.0),angle),worldRotation));\r\n\t\t\t\t\t\t\t#else\r\n\t\t\t\t\t\t\t\tif(u_SimulationSpace==0)\r\n\t\t\t\t\t\t\t\t\tcenter+=rotationByAxis(u_SizeScale*a_MeshPosition*size,vec3(0.0,0.0,-1.0),angle);//已验证\r\n\t\t\t\t\t\t\t\telse if(u_SimulationSpace==1)\r\n\t\t\t\t\t\t\t\t\tcenter+=rotationByQuaternions(u_SizeScale*rotationByAxis(a_MeshPosition*size,vec3(0.0,0.0,-1.0),angle),worldRotation);//已验证\r\n\t\t\t\t\t\t\t#endif\r\n\t\t\t\t\t\t}\r\n\t\t\t\t\t#endif\r\n\t\t\t\t\t#ifdef ROTATIONOVERLIFETIMESEPERATE\r\n\t\t\t\t\t\t//TODO:是否应合并if(u_ThreeDStartRotation)分支代码,待测试\r\n\t\t\t\t\t\tvec3 angle=computeParticleRotationVec3(vec3(0.0,0.0,-a_StartRotation0.x), age,normalizedAge);\r\n\t\t\t\t\t\tcenter+= (rotationByQuaternions(rotationByEuler(u_SizeScale*a_MeshPosition*size,vec3(angle.x,angle.y,angle.z)),worldRotation));//已验证\r\n\t\t\t\t\t#endif\t\t\r\n\t\t\t\t}\r\n\t\t\t#else\r\n\t\t\t\tif(u_ThreeDStartRotation){\r\n\t\t\t\t\tcenter+= rotationByQuaternions(u_SizeScale*rotationByEuler(a_MeshPosition*size,a_StartRotation0),worldRotation);//已验证\r\n\t\t\t\t}\r\n\t\t\t\telse{\r\n\t\t\t\t\tif(a_ShapePositionStartLifeTime.x!=0.0||a_ShapePositionStartLifeTime.y!=0.0){\r\n\t\t\t\t\t\tif(u_SimulationSpace==0)\r\n\t\t\t\t\t\t\tcenter+= rotationByAxis(u_SizeScale*a_MeshPosition*size,normalize(cross(vec3(0.0,0.0,1.0),vec3(a_ShapePositionStartLifeTime.xy,0.0))),a_StartRotation0.x);\r\n\t\t\t\t\t\telse if(u_SimulationSpace==1)\r\n\t\t\t\t\t\t\tcenter+= (rotationByQuaternions(u_SizeScale*rotationByAxis(a_MeshPosition*size,normalize(cross(vec3(0.0,0.0,1.0),vec3(a_ShapePositionStartLifeTime.xy,0.0))),a_StartRotation0.x),worldRotation));//已验证\r\n\t\t\t\t\t}\r\n\t\t\t\t\telse{\r\n\t\t\t\t\t\t#ifdef SHAPE\r\n\t\t\t\t\t\t\tif(u_SimulationSpace==0)\r\n\t\t\t\t\t\t\t\tcenter+= u_SizeScale*rotationByAxis(a_MeshPosition*size,vec3(0.0,-1.0,0.0),a_StartRotation0.x);\r\n\t\t\t\t\t\t\telse if(u_SimulationSpace==1)\r\n\t\t\t\t\t\t\t\tcenter+= rotationByQuaternions(u_SizeScale*rotationByAxis(a_MeshPosition*size,vec3(0.0,-1.0,0.0),a_StartRotation0.x),worldRotation);\t\r\n\t\t\t\t\t\t#else\r\n\t\t\t\t\t\t\tif(u_SimulationSpace==0)\r\n\t\t\t\t\t\t\t\tcenter+= rotationByAxis(u_SizeScale*a_MeshPosition*size,vec3(0.0,0.0,-1.0),a_StartRotation0.x);\r\n\t\t\t\t\t\t\telse if(u_SimulationSpace==1)\r\n\t\t\t\t\t\t\t\tcenter+= rotationByQuaternions(u_SizeScale*rotationByAxis(a_MeshPosition*size,vec3(0.0,0.0,-1.0),a_StartRotation0.x),worldRotation);//已验证\r\n\t\t\t\t\t\t#endif\r\n\t\t\t\t\t}\r\n\t\t\t\t}\r\n\t\t\t#endif\r\n\t\t\tv_MeshColor=a_MeshColor;\r\n\t\t#endif\r\n\t\r\n\t\tgl_Position=u_Projection*u_View*vec4(center,1.0);\r\n\t\tv_Color = computeParticleColor(a_StartColor, normalizedAge);\r\n\t\t#ifdef DIFFUSEMAP\r\n\t\t\t#if defined(SPHERHBILLBOARD)||defined(STRETCHEDBILLBOARD)||defined(HORIZONTALBILLBOARD)||defined(VERTICALBILLBOARD)\r\n\t\t\t\tv_TextureCoordinate =computeParticleUV(a_CornerTextureCoordinate.zw, normalizedAge);\r\n\t\t\t#endif\r\n\t\t\t#ifdef RENDERMODE_MESH\r\n\t\t\t\tv_TextureCoordinate =computeParticleUV(a_MeshTextureCoordinate, normalizedAge);\r\n\t\t\t#endif\r\n\t\t\t\r\n\t\t\t#ifdef TILINGOFFSET\r\n\t\t\t\tv_TextureCoordinate=TransformUV(v_TextureCoordinate,u_TilingOffset);\r\n\t\t\t#endif\r\n\t\t#endif\r\n   \t}\r\n   \telse\r\n\t{\r\n\t\tgl_Position=vec4(2.0,2.0,2.0,1.0);//Discard use out of X(-1,1),Y(-1,1),Z(0,1)\r\n\t}\r\n\tgl_Position=remapGLPositionZ(gl_Position);\r\n}\r\n\r\n";

	var LayaPBRBRDF = "// allow to explicitly override LAYA_BRDF_GI and LAYA_BRDF_LIGHT in custom shader,default is layaBRDFHighGI and layaBRDFHighLight\r\n#if !defined (LAYA_BRDF_GI) \r\n\t#if defined(LAYA_PBR_BRDF_LOW)\r\n\t\t#define LAYA_BRDF_GI layaBRDFLowGI\r\n\t#elif defined(LAYA_PBR_BRDF_HIGH)\r\n\t\t#define LAYA_BRDF_GI layaBRDFHighGI\r\n\t#endif\r\n#endif\r\n#if !defined (LAYA_BRDF_LIGHT)\r\n\t#if defined(LAYA_PBR_BRDF_LOW)\r\n\t\t#define LAYA_BRDF_LIGHT layaBRDFLowLight\r\n\t#elif defined(LAYA_PBR_BRDF_HIGH)\r\n\t\t#define LAYA_BRDF_LIGHT layaBRDFHighLight\r\n\t#endif\r\n#endif\r\n\r\n#define PI 3.14159265359\r\n#define INV_PI 0.31830988618\r\n\r\nmediump float pow4(mediump float x)\r\n{\r\n\treturn x * x * x * x;\r\n}\r\n\r\nmediump float pow5(mediump float x)\r\n{\r\n\treturn x * x * x * x * x;\r\n}\r\n\r\nmediump vec3 fresnelLerp(mediump vec3 F0,mediump vec3 F90,mediump float cosA)\r\n{\r\n\tfloat t = pow5(1.0 - cosA);   // ala Schlick interpoliation\r\n\treturn mix(F0, F90, t);\r\n}\r\n\r\nmediump vec3 fresnelTerm(mediump vec3 F0,mediump float cosA)\r\n{\r\n\tfloat t = pow5(1.0 - cosA);   // ala Schlick interpoliation\r\n\treturn F0 + (vec3(1.0) - F0) * t;\r\n}\r\n\r\n// approximage Schlick with ^4 instead of ^5\r\nmediump vec3 fresnelLerpFast (mediump vec3 F0, mediump vec3 F90,mediump float cosA)\r\n{\r\n    mediump float t = pow4 (1.0 - cosA);\r\n    return mix (F0, F90, t);\r\n}\r\n\r\nfloat smoothnessToPerceptualRoughness(float smoothness)\r\n{\r\n    return 1.0 - smoothness;\r\n}\r\n\r\nfloat perceptualRoughnessToRoughness(float perceptualRoughness)\r\n{\r\n    return perceptualRoughness * perceptualRoughness;\r\n}\r\n\r\nvec3 safeNormalize(vec3 inVec)\r\n{\r\n\tfloat dp3 = max(0.001,dot(inVec,inVec));\r\n\treturn inVec * inversesqrt(dp3);\r\n}\r\n\r\n// Note: Disney diffuse must be multiply by diffuseAlbedo / PI. This is done outside of this function.\r\nmediump float disneyDiffuse(mediump float NdotV,mediump float NdotL,mediump float LdotH,mediump float perceptualRoughness)\r\n{\r\n\t//https://www.cnblogs.com/herenzhiming/articles/5790389.html\r\n\tmediump float fd90 = 0.5 + 2.0 * LdotH * LdotH * perceptualRoughness;\r\n\t// Two schlick fresnel term\r\n\tmediump float lightScatter = (1.0 + (fd90 - 1.0) * pow5(1.0 - NdotL));\r\n\tmediump float viewScatter = (1.0 + (fd90 - 1.0) * pow5(1.0 - NdotV));\r\n\r\n\treturn lightScatter * viewScatter;\r\n}\r\n\r\n// Ref: http://jcgt.org/published/0003/02/03/paper.pdf\r\nfloat smithJointGGXVisibilityTerm(float NdotL, float NdotV, float roughness)\r\n{\r\n\t// Original formulation:\r\n    // lambda_v    = (-1 + sqrt(a2 * (1 - NdotL2) / NdotL2 + 1)) * 0.5f;\r\n    // lambda_l    = (-1 + sqrt(a2 * (1 - NdotV2) / NdotV2 + 1)) * 0.5f;\r\n    // G           = 1 / (1 + lambda_v + lambda_l);\r\n\r\n\t// scientific code implement:\r\n\t// Reorder code to be more optimal\r\n    // half a          = roughness;\r\n    // half a2         = a * a;\r\n\r\n    // half lambdaV    = NdotL * sqrt((-NdotV * a2 + NdotV) * NdotV + a2);\r\n    // half lambdaL    = NdotV * sqrt((-NdotL * a2 + NdotL) * NdotL + a2);\r\n\r\n    // Simplify visibility term: (2.0f * NdotL * NdotV) /  ((4.0f * NdotL * NdotV) * (lambda_v + lambda_l + 1e-5f));\r\n    // return 0.5f / (lambdaV + lambdaL + 1e-5f);  \r\n\t// This function is not intended to be running on Mobile,therefore epsilon is smaller than can be represented by half\r\n\r\n\t// Approximation of the above formulation (simplify the sqrt, not mathematically correct but close enough)\r\n\tfloat a = roughness;\r\n\tfloat lambdaV = NdotL * (NdotV * (1.0 - a) + a);\r\n\tfloat lambdaL = NdotV * (NdotL * (1.0 - a) + a);\r\n\treturn 0.5 / (lambdaV + lambdaL + 1e-5);\r\n}\r\n\r\nfloat ggxTerm(float NdotH, float roughness)\r\n{\r\n\tfloat a2 = roughness * roughness;\r\n\tfloat d = (NdotH * a2 - NdotH) * NdotH + 1.0; // 2 mad\r\n\treturn INV_PI * a2 / (d * d + 1e-7); // This function is not intended to be running on Mobile,therefore epsilon is smaller than what can be represented by half//返回值小用half来返回\r\n}\r\n\r\n// BRDF1-------------------------------------------------------------------------------------\r\n\r\n// Note: BRDF entry points use smoothness and oneMinusReflectivity for optimization purposes,\r\n// mostly for DX9 SM2.0 level. Most of the math is being done on these (1-x) values, and that saves a few precious ALU slots.\r\n\r\n// Main Physically Based BRDF\r\n// Derived from Disney work and based on Torrance-Sparrow micro-facet model\r\n//\r\n// BRDF = kD / pi + kS * (D * V * F) / 4\r\n// I = BRDF * NdotL\r\n//\r\n// *NDF GGX:\r\n// *Smith for Visiblity term\r\n// *Schlick approximation for Fresnel\r\nmediump vec4 layaBRDFHighLight(mediump vec3 diffColor, mediump vec3 specColor, mediump float oneMinusReflectivity, float perceptualRoughness,float roughness,mediump float nv,vec3 normal, vec3 viewDir,LayaLight light)\r\n{\r\n\tvec3 halfDir = safeNormalize(viewDir-light.dir);\r\n\r\n\tfloat nl = clamp(dot(normal, -light.dir),0.0,1.0);\r\n\tfloat nh = clamp(dot(normal, halfDir),0.0,1.0);\r\n\tmediump float lv = clamp(dot(light.dir, viewDir),0.0,1.0);\r\n\tmediump float lh = clamp(dot(light.dir, -halfDir),0.0,1.0);\r\n\r\n\t// Diffuse term\r\n\tmediump float diffuseTerm = disneyDiffuse(nv, nl, lh, perceptualRoughness) * nl;\r\n\r\n\t// Specular term\r\n    // HACK: theoretically we should divide diffuseTerm by Pi and not multiply specularTerm!\r\n    // BUT that will make shader look significantly darker than Legacy ones\r\n\r\n\t// GGX with roughtness to 0 would mean no specular at all, using max(roughness, 0.002) here to match HDrenderloop roughtness remapping.\r\n\troughness = max(roughness, 0.002);\r\n\tfloat V = smithJointGGXVisibilityTerm(nl, nv, roughness);\r\n\tfloat D = ggxTerm(nh, roughness);\r\n\r\n\tfloat specularTerm = V * D * PI; // Torrance-Sparrow model, Fresnel is applied later\r\n\r\n\t//#ifdef LAYA_COLORSPACE_GAMMA\r\n\tspecularTerm = sqrt(max(1e-4, specularTerm));\r\n\t//#endif\r\n\tspecularTerm = max(0.0, specularTerm * nl);\r\n\t\t\r\n\tmediump vec3 color = diffColor * light.color * diffuseTerm + specularTerm * light.color * fresnelTerm(specColor, lh);\r\n\treturn vec4(color, 1.0);\r\n}\r\n\r\nvec4 layaBRDFHighGI(mediump vec3 diffColor,mediump vec3 specColor,mediump float oneMinusReflectivity,float smoothness ,float perceptualRoughness,float roughness,mediump float nv,vec3 normal, vec3 viewDir,LayaGI gi)\r\n{\r\n\t// surfaceReduction = Int D(NdotH) * NdotH * Id(NdotL>0) dH = 1/(roughness^2+1)\r\n\tfloat surfaceReduction;\r\n\tsurfaceReduction = 1.0 - 0.28*roughness*perceptualRoughness;// 1-0.28*x^3 as approximation for (1/(x^4+1))^(1/2.2) on the domain [0;1]\r\n\tfloat grazingTerm = clamp(smoothness + (1.0 - oneMinusReflectivity),0.0,1.0);\r\n\tmediump vec3 color =diffColor * gi.diffuse + surfaceReduction * gi.specular * fresnelLerp(specColor,vec3(grazingTerm), nv);\r\n\treturn vec4(color,1.0);\r\n}\r\n// BRDF1-------------------------------------------------------------------------------------\r\n\r\n\r\n// BRDF2-------------------------------------------------------------------------------------\r\n// Based on Minimalist CookTorrance BRDF\r\n// Implementation is slightly different from original derivation: http://www.thetenthplanet.de/archives/255\r\n//\r\n// *NDF [Modified] GGX:\r\n// *Modified Kelemen and Szirmay-​Kalos for Visibility term\r\n// *Fresnel approximated with 1/LdotH\r\nmediump vec4 layaBRDFLowLight (mediump vec3 diffColor, mediump vec3 specColor,mediump float oneMinusReflectivity,float perceptualRoughness,float roughness,mediump float nv,vec3 normal,vec3 viewDir,LayaLight light)\r\n{\r\n    vec3 halfDir = safeNormalize (viewDir-light.dir);\r\n    mediump float nl = clamp(dot(normal, -light.dir),0.0,1.0);\r\n    float nh = clamp(dot(normal, halfDir),0.0,1.0);\r\n    float lh = clamp(dot(-light.dir, halfDir),0.0,1.0);\r\n\r\n    // GGX Distribution multiplied by combined approximation of Visibility and Fresnel\r\n    // See \"Optimizing PBR for Mobile\" from Siggraph 2015 moving mobile graphics course\r\n    // https://community.arm.com/events/1155\r\n    mediump float a = roughness;\r\n    float a2 = a*a;\r\n\r\n    float d = nh * nh * (a2 - 1.0) + 1.00001;\r\n\t// #ifdef LAYA_COLORSPACE_GAMMA\r\n\t\t// Tighter approximation for Gamma only rendering mode!\r\n\t\t// DVF = sqrt(DVF);\r\n\t\t// DVF = (a * sqrt(.25)) / (max(sqrt(0.1), lh)*sqrt(roughness + .5) * d);\r\n\t\tfloat specularTerm = a / (max(0.32, lh) * (1.5 + roughness) * d);\r\n\t// #else\r\n\t// \tfloat specularTerm = a2 / (max(0.1f, lh*lh) * (roughness + 0.5f) * (d * d) * 4);\r\n\t// #endif\r\n\r\n    // on mobiles (where half actually means something) denominator have risk of overflow\r\n    // clamp below was added specifically to \"fix\" that, but dx compiler (we convert bytecode to metal/gles)\r\n    // sees that specularTerm have only non-negative terms, so it skips max(0,..) in clamp (leaving only min(100,...))\r\n\r\n\t//#if defined (SHADER_API_MOBILE)\r\n    specularTerm = specularTerm - 1e-4;\r\n\t//#endif\r\n\r\n\t// #else\r\n\t\t// // Legacy\r\n\t\t// half specularPower = PerceptualRoughnessToSpecPower(perceptualRoughness);\r\n\t\t// // Modified with approximate Visibility function that takes roughness into account\r\n\t\t// // Original ((n+1)*N.H^n) / (8*Pi * L.H^3) didn't take into account roughness\r\n\t\t// // and produced extremely bright specular at grazing angles\r\n\r\n\t\t// half invV = lh * lh * smoothness + perceptualRoughness * perceptualRoughness; // approx ModifiedKelemenVisibilityTerm(lh, perceptualRoughness);\r\n\t\t// half invF = lh;\r\n\r\n\t\t// half specularTerm = ((specularPower + 1) * pow (nh, specularPower)) / (8 * invV * invF + 1e-4h);\r\n\r\n\t\t// #ifdef LAYA_COLORSPACE_GAMMA\r\n\t\t// \tspecularTerm = sqrt(max(1e-4f, specularTerm));\r\n\t\t// #endif\r\n\t// #endif\r\n\r\n\t// #if defined (SHADER_API_MOBILE)\r\n\t\tspecularTerm = clamp(specularTerm, 0.0, 100.0); // Prevent FP16 overflow on mobiles\r\n\t// #endif\r\n    \r\n    mediump vec3 color = (diffColor + specularTerm * specColor) * light.color * nl;\r\n\r\n    return vec4(color, 1.0);\r\n}\r\n\r\nmediump vec4 layaBRDFLowGI (mediump vec3 diffColor, mediump vec3 specColor,mediump float oneMinusReflectivity,mediump float smoothness,float perceptualRoughness,float roughness,mediump float nv,vec3 normal,vec3 viewDir,LayaGI gi)\r\n{\r\n\t// surfaceReduction = Int D(NdotH) * NdotH * Id(NdotL>0) dH = 1/(realRoughness^2+1)\r\n\r\n    // 1-0.28*x^3 as approximation for (1/(x^4+1))^(1/2.2) on the domain [0;1]\r\n    // 1-x^3*(0.6-0.08*x)   approximation for 1/(x^4+1)\r\n\t// #ifdef LAYA_COLORSPACE_GAMMA\r\n\t\tmediump float surfaceReduction = 0.28;\r\n\t// #else\r\n\t\t// mediump float surfaceReduction = (0.6-0.08*perceptualRoughness);\r\n\t// #endif\r\n\r\n    surfaceReduction = 1.0 - roughness*perceptualRoughness*surfaceReduction;\r\n\r\n\tmediump float grazingTerm = clamp(smoothness + (1.0-oneMinusReflectivity),0.0,1.0);\r\n\tmediump vec3 color =gi.diffuse * diffColor+ surfaceReduction * gi.specular * fresnelLerpFast (specColor, vec3(grazingTerm), nv);\r\n\r\n    return vec4(color, 1.0);\r\n}\r\n// BRDF2-------------------------------------------------------------------------------------";

	var PBRCore = "struct FragmentCommonData{\r\n\tvec3 diffColor;\r\n\tvec3 specColor;\r\n\tfloat oneMinusReflectivity;\r\n\tfloat smoothness;\r\n\t//vec3 eyeVec;TODO:maybe can remove\r\n\t//float alpha;\r\n\t//vec3 reflUVW;\r\n};\r\n\r\n#ifndef SETUP_BRDF_INPUT\r\n    #define SETUP_BRDF_INPUT metallicSetup//default is metallicSetup,also can be other. \r\n#endif\r\n\r\nconst mediump vec4 dielectricSpecularColor = vec4(0.220916301, 0.220916301, 0.220916301, 1.0 - 0.220916301);\r\n\r\nmediump vec3 diffuseAndSpecularFromMetallic(mediump vec3 albedo,mediump float metallic, out mediump vec3 specColor, out mediump float oneMinusReflectivity)\r\n{\r\n\tspecColor = mix(dielectricSpecularColor.rgb, albedo, metallic);\r\n\toneMinusReflectivity= dielectricSpecularColor.a*(1.0-metallic);//diffuse proportion\r\n\treturn albedo * oneMinusReflectivity;\r\n}\r\n\r\nmediump float specularStrength(mediump vec3 specular)\r\n{\r\n    return max (max (specular.r, specular.g), specular.b);\r\n}\r\n\r\n// Diffuse/Spec Energy conservation\r\nmediump vec3 energyConservationBetweenDiffuseAndSpecular (mediump vec3 albedo, mediump vec3 specColor, out mediump float oneMinusReflectivity)\r\n{\r\n\toneMinusReflectivity = 1.0 - specularStrength(specColor);\r\n    return albedo * (vec3(1.0) - specColor);\r\n}\r\n\r\n#ifdef TRANSPARENTBLEND\r\n\tmediump vec3 preMultiplyAlpha (mediump vec3 diffColor, mediump float alpha, mediump float oneMinusReflectivity,out mediump float modifiedAlpha)\r\n\t{\r\n\t\t// Transparency 'removes' from Diffuse component\r\n\t\tdiffColor *= alpha;\r\n\t\t// Reflectivity 'removes' from the rest of components, including Transparency\r\n\t\t// modifiedAlpha = 1.0-(1.0-alpha)*(1.0-reflectivity) = 1.0-(oneMinusReflectivity - alpha*oneMinusReflectivity) = 1.0-oneMinusReflectivity + alpha*oneMinusReflectivity\r\n\t\tmodifiedAlpha = 1.0 - oneMinusReflectivity + alpha*oneMinusReflectivity;\r\n\t\treturn diffColor;\r\n\t}\r\n#endif\r\n\r\nFragmentCommonData metallicSetup(vec2 uv)\r\n{\r\n\tmediump vec2 metallicGloss = getMetallicGloss(uv);\r\n\tmediump float metallic = metallicGloss.x;\r\n\tmediump float smoothness = metallicGloss.y; // this is 1 minus the square root of real roughness m.\r\n\tmediump float oneMinusReflectivity;\r\n\tmediump vec3 specColor;\r\n\tmediump vec3 diffColor = diffuseAndSpecularFromMetallic(albedo(uv), metallic,/*out*/specColor,/*out*/oneMinusReflectivity);\r\n\r\n\tFragmentCommonData o;\r\n\to.diffColor = diffColor;\r\n\to.specColor = specColor;\r\n\to.oneMinusReflectivity = oneMinusReflectivity;\r\n\to.smoothness = smoothness;\r\n\treturn o;\r\n}\r\n\r\nFragmentCommonData specularSetup(vec2 uv)\r\n{\r\n    mediump vec4 specGloss = specularGloss(uv);\r\n    mediump vec3 specColor = specGloss.rgb;\r\n    mediump float smoothness = specGloss.a;\r\n\r\n    mediump float oneMinusReflectivity;\r\n    mediump vec3 diffColor = energyConservationBetweenDiffuseAndSpecular (albedo(uv), specColor, /*out*/ oneMinusReflectivity);\r\n\r\n    FragmentCommonData o;\r\n    o.diffColor = diffColor;\r\n    o.specColor = specColor;\r\n    o.oneMinusReflectivity = oneMinusReflectivity;\r\n    o.smoothness = smoothness;\r\n    return o;\r\n}\r\n\r\nLayaGI fragmentGI(float smoothness,vec3 eyeVec,mediump float occlusion,mediump vec2 lightmapUV,vec3 worldnormal)\r\n{\r\n\tLayaGIInput giInput;\r\n\t#ifdef LIGHTMAP\r\n\t\tgiInput.lightmapUV=lightmapUV;\r\n\t#endif\r\n\r\n\tvec3 worldViewDir = -eyeVec;\r\n\tmediump vec4 uvwRoughness;\r\n\tuvwRoughness.rgb = reflect(worldViewDir, worldnormal);//reflectUVW\r\n\tuvwRoughness.a= smoothnessToPerceptualRoughness(smoothness);//perceptualRoughness\r\n\r\n\treturn layaGlobalIllumination(giInput,occlusion, worldnormal, uvwRoughness);\r\n}\r\n\r\n\r\nvec3 perPixelWorldNormal(vec2 uv,vec3 normal,vec3 binormal,vec3 tangent)\r\n{\r\n\t#ifdef NORMALTEXTURE\r\n\t\tmediump vec3 normalTangent=normalInTangentSpace(uv);\r\n\t\tvec3 normalWorld = normalize(tangent * normalTangent.x + binormal * normalTangent.y + normal * normalTangent.z);\r\n\t#else\r\n\t\tvec3 normalWorld = normalize(normal);\r\n\t#endif\r\n\t\treturn normalWorld;\r\n}\r\n\r\nvoid fragmentForward()\r\n{\r\n\tvec2 uv;\r\n\t#if defined(ALBEDOTEXTURE)||defined(METALLICGLOSSTEXTURE)||defined(NORMALTEXTURE)||defined(EMISSIONTEXTURE)||defined(OCCLUSIONTEXTURE)||defined(PARALLAXTEXTURE)\r\n\t\t#ifdef PARALLAXTEXTURE\r\n\t\t\tuv = parallax(v_Texcoord0,normalize(v_ViewDirForParallax));\r\n\t\t#else\r\n\t\t\tuv = v_Texcoord0;\r\n\t\t#endif\r\n\t#endif\r\n\r\n\tmediump float alpha = getAlpha(uv);\r\n\t#ifdef ALPHATEST\r\n\t\tif(alpha<u_AlphaTestValue)\r\n\t\t\tdiscard;\r\n\t#endif\r\n\r\n\tFragmentCommonData o = SETUP_BRDF_INPUT(uv);\r\n\t\r\n\tvec3 binormal;\r\n\tvec3 tangent;\r\n\t#ifdef NORMALTEXTURE\r\n\t\ttangent = v_Tangent;\r\n\t\tbinormal = v_Binormal;\r\n\t#endif\r\n\r\n\tvec3 normal = v_Normal;\r\n\tvec3 normalWorld = perPixelWorldNormal(uv,normal,binormal,tangent);//In FS if the normal use mediump before normalize will cause precision prolem in mobile device.\r\n\tvec3 eyeVec = normalize(v_EyeVec);\r\n\tvec3 posworld = v_PositionWorld;\r\n\r\n\t#ifdef TRANSPARENTBLEND\r\n\t\to.diffColor=preMultiplyAlpha(o.diffColor,alpha,o.oneMinusReflectivity,/*out*/alpha);// shader relies on pre-multiply alpha-blend (srcBlend = One, dstBlend = OneMinusSrcAlpha)\r\n\t#endif\r\n\r\n\tmediump float occlusion = getOcclusion(uv);\r\n\tmediump vec2 lightMapUV;\r\n\t#ifdef LIGHTMAP\r\n\t\tlightMapUV=v_LightMapUV;\r\n\t#endif\r\n\tfloat perceptualRoughness = smoothnessToPerceptualRoughness(o.smoothness);\r\n\tfloat roughness = perceptualRoughnessToRoughness(perceptualRoughness);\r\n\tfloat nv = abs(dot(normalWorld, eyeVec));\r\n\tLayaGI gi =fragmentGI(o.smoothness,eyeVec,occlusion,lightMapUV,normalWorld);\r\n\tvec4 color = LAYA_BRDF_GI(o.diffColor,o.specColor,o.oneMinusReflectivity,o.smoothness,perceptualRoughness,roughness,nv,normalWorld,eyeVec,gi);\r\n\t\r\n\tfloat shadowAttenuation = 1.0;\r\n\t#ifdef LEGACYSINGLELIGHTING\r\n\t\t#ifdef DIRECTIONLIGHT\r\n\t\t\t#ifdef CALCULATE_SHADOWS\r\n\t\t\t\t#ifdef SHADOW_CASCADE\r\n\t\t\t\t\tvec4 shadowCoord = getShadowCoord(vec4(v_PositionWorld,1.0));\r\n\t\t\t\t#else\r\n\t\t\t\t\tvec4 shadowCoord = v_ShadowCoord;\r\n\t\t\t\t#endif\r\n\t\t\t\tshadowAttenuation=sampleShadowmap(shadowCoord);\r\n\t\t\t#endif\r\n\t\t\tLayaLight dirLight = layaDirectionLightToLight(u_DirectionLight,shadowAttenuation);\r\n\t\t\tcolor+= LAYA_BRDF_LIGHT(o.diffColor,o.specColor,o.oneMinusReflectivity,perceptualRoughness,roughness,nv,normalWorld,eyeVec,dirLight);\r\n\t\t#endif\r\n\t\r\n\t\t#ifdef POINTLIGHT\r\n\t\t\tshadowAttenuation = 1.0;\r\n\t\t\tLayaLight poiLight = layaPointLightToLight(posworld,normalWorld,u_PointLight,shadowAttenuation);\r\n\t\t\tcolor+= LAYA_BRDF_LIGHT(o.diffColor,o.specColor,o.oneMinusReflectivity,perceptualRoughness,roughness,nv,normalWorld,eyeVec,poiLight);\r\n\t\t#endif\r\n\t\t\r\n\t\t#ifdef SPOTLIGHT\r\n\t\t\tshadowAttenuation = 1.0;\r\n\t\t\t#ifdef CALCULATE_SPOTSHADOWS\r\n\t\t\t\tvec4 spotShadowcoord = v_SpotShadowCoord;\r\n\t\t\t\tshadowAttenuation = sampleSpotShadowmap(spotShadowcoord);\r\n\t\t\t#endif\r\n\t\t    LayaLight spoLight = layaSpotLightToLight(posworld,normalWorld,u_SpotLight,shadowAttenuation);\r\n\t\t\tcolor+= LAYA_BRDF_LIGHT(o.diffColor,o.specColor,o.oneMinusReflectivity,perceptualRoughness,roughness,nv,normalWorld,eyeVec,spoLight);\r\n\t\t#endif\r\n\t#else\r\n\t \t#ifdef DIRECTIONLIGHT\r\n\t\t\tfor (int i = 0; i < MAX_LIGHT_COUNT; i++) \r\n\t\t\t{\r\n\t\t\t\tshadowAttenuation = 1.0;\r\n\t\t\t\tif(i >= u_DirationLightCount)\r\n\t\t\t\t\tbreak;\r\n\t\t\t\t#ifdef CALCULATE_SHADOWS\r\n\t\t\t\t\tif(i == 0)\r\n\t\t\t\t\t{\r\n\t\t\t\t\t\t#ifdef SHADOW_CASCADE\r\n\t\t\t\t\t\t\tvec4 shadowCoord = getShadowCoord(vec4(v_PositionWorld,1.0));\r\n\t\t\t\t\t\t#else\r\n\t\t\t\t\t\t\tvec4 shadowCoord = v_ShadowCoord;\r\n\t\t\t\t\t\t#endif\r\n\t\t\t\t\t\tshadowAttenuation *= sampleShadowmap(shadowCoord);\r\n\t\t\t\t\t}\r\n\t\t\t\t#endif\r\n\t\t\t\tDirectionLight directionLight = getDirectionLight(u_LightBuffer,i);\r\n\t\t\t\tLayaLight dirLight = layaDirectionLightToLight(directionLight,shadowAttenuation);\r\n\t\t\t \tcolor+=LAYA_BRDF_LIGHT(o.diffColor,o.specColor,o.oneMinusReflectivity,perceptualRoughness,roughness,nv,normalWorld,eyeVec,dirLight);\r\n\t\t\t}\r\n\t \t#endif\r\n\t\t#if defined(POINTLIGHT)||defined(SPOTLIGHT)\r\n\t\t\tivec4 clusterInfo =getClusterInfo(u_LightClusterBuffer,u_View,u_Viewport, v_PositionWorld,gl_FragCoord,u_ProjectionParams);\r\n\t\t\t#ifdef POINTLIGHT\r\n\t\t\t\tfor (int i = 0; i < MAX_LIGHT_COUNT; i++) \r\n\t\t\t\t{\r\n\t\t\t\t\tshadowAttenuation = 1.0;\r\n\t\t\t\t\tif(i >= clusterInfo.x)//PointLightCount\r\n\t\t\t\t\t\tbreak;\r\n\t\t\t\t\tPointLight pointLight = getPointLight(u_LightBuffer,u_LightClusterBuffer,clusterInfo,i);\r\n\t\t\t\t\tLayaLight poiLight = layaPointLightToLight(posworld,normalWorld,pointLight,shadowAttenuation);\r\n\t\t\t\t\tcolor+= LAYA_BRDF_LIGHT(o.diffColor,o.specColor,o.oneMinusReflectivity,perceptualRoughness,roughness,nv,normalWorld,eyeVec,poiLight);\r\n\t\t\t\t}\r\n\t\t\t#endif\r\n\t\t\t#ifdef SPOTLIGHT\r\n\t\t\t\tfor (int i = 0; i < MAX_LIGHT_COUNT; i++) \r\n\t\t\t\t{\r\n\t\t\t\t\tshadowAttenuation = 1.0;\r\n\t\t\t\t\tif(i >= clusterInfo.y)//SpotLightCount\r\n\t\t\t\t\t\tbreak;\r\n\t\t\t\t\t#ifdef CALCULATE_SPOTSHADOWS\r\n\t\t\t\t\t\tif(i == 0)\r\n\t\t\t\t\t\t{\r\n\t\t\t\t\t\t\tvec4 spotShadowcoord = v_SpotShadowCoord;\r\n\t\t\t\t\t\t\tshadowAttenuation= sampleSpotShadowmap(spotShadowcoord);\r\n\t\t\t\t\t\t}\r\n\t\t\t\t\t#endif\r\n\t\t\t\t\tSpotLight spotLight = getSpotLight(u_LightBuffer,u_LightClusterBuffer,clusterInfo,i);\r\n\t\t\t\t\tLayaLight spoLight = layaSpotLightToLight(posworld,normalWorld,spotLight,shadowAttenuation);\r\n\t\t\t\t\tcolor+= LAYA_BRDF_LIGHT(o.diffColor,o.specColor,o.oneMinusReflectivity,perceptualRoughness,roughness,nv,normalWorld,eyeVec,spoLight);\r\n\t\t\t\t}\r\n\t\t\t#endif\r\n\t\t#endif\r\n\t #endif\r\n\r\n\t#ifdef EMISSION\r\n\t\tcolor.rgb += emission(uv);\r\n\t#endif\r\n\r\n\t#ifdef FOG\r\n\t\tfloat lerpFact=clamp((1.0/gl_FragCoord.w-u_FogStart)/u_FogRange,0.0,1.0);\r\n\t\tcolor.rgb=mix(color.rgb,u_FogColor,lerpFact);\r\n\t#endif\r\n\t\r\n\tgl_FragColor=vec4(color.rgb,alpha);\r\n}\r\n\r\n\r\n";

	var PBRVSInput = "attribute vec4 a_Position;\r\n\r\n#ifdef GPU_INSTANCE\r\n\tattribute mat4 a_MvpMatrix;\r\n\tattribute mat4 a_WorldMat;\r\n#else\r\n\tuniform mat4 u_MvpMatrix;\r\n\tuniform mat4 u_WorldMat;\r\n#endif\r\n\r\n#ifdef BONE\r\n\tconst int c_MaxBoneCount = 24;\r\n\tattribute vec4 a_BoneIndices;\r\n\tattribute vec4 a_BoneWeights;\r\n\tuniform mat4 u_Bones[c_MaxBoneCount];\r\n#endif\r\n\r\nattribute vec3 a_Normal;\r\nvarying vec3 v_Normal; \r\n\r\n#if defined(NORMALTEXTURE)||defined(PARALLAXTEXTURE)\r\n\tattribute vec4 a_Tangent0;\r\n\tvarying vec3 v_Tangent;\r\n\tvarying vec3 v_Binormal;\r\n    #ifdef PARALLAXTEXTURE\r\n\t    varying vec3 v_ViewDirForParallax;\r\n    #endif\r\n#endif\r\n\r\n#if defined(ALBEDOTEXTURE)||defined(METALLICGLOSSTEXTURE)||defined(NORMALTEXTURE)||defined(EMISSIONTEXTURE)||defined(OCCLUSIONTEXTURE)||defined(PARALLAXTEXTURE)||(defined(LIGHTMAP)&&defined(UV))\r\n\tattribute vec2 a_Texcoord0;\r\n\tvarying vec2 v_Texcoord0;\r\n#endif\r\n\r\n#if defined(LIGHTMAP)&&defined(UV1)\r\n\tattribute vec2 a_Texcoord1;\r\n#endif\r\n\r\n#ifdef LIGHTMAP\r\n\tuniform vec4 u_LightmapScaleOffset;\r\n\tvarying vec2 v_LightMapUV;\r\n#endif\r\n\r\nuniform vec3 u_CameraPos;\r\nvarying vec3 v_EyeVec;\r\nvarying vec3 v_PositionWorld;\r\nvarying float v_posViewZ;\r\n\r\n#if defined(CALCULATE_SHADOWS)&&!defined(SHADOW_CASCADE)\r\n\tvarying vec4 v_ShadowCoord;\r\n#endif\r\n\r\n#ifdef CALCULATE_SPOTSHADOWS\r\n\tvarying vec4 v_SpotShadowCoord;\r\n#endif\r\n\r\n#ifdef TILINGOFFSET\r\n\tuniform vec4 u_TilingOffset;\r\n#endif\r\n\r\n\r\n#ifdef SIMPLEBONE\r\n\t#ifdef GPU_INSTANCE\r\n\t\tattribute vec4 a_SimpleTextureParams;\r\n\t#else\r\n\t\tuniform vec4 u_SimpleAnimatorParams;\r\n\t#endif\r\n\tuniform sampler2D u_SimpleAnimatorTexture;\r\n\r\n\tuniform float u_SimpleAnimatorTextureSize; \r\n#endif\r\n\r\n\r\n#ifdef SIMPLEBONE\r\nmat4 loadMatFromTexture(float FramePos,int boneIndices,float offset)\r\n{\r\n\tvec2 uv;\r\n\tfloat PixelPos = FramePos+float(boneIndices)*4.0;\r\n\tfloat halfOffset = offset * 0.5;\r\n\tfloat uvoffset = PixelPos/u_SimpleAnimatorTextureSize;\r\n\tuv.y = floor(uvoffset)*offset+halfOffset;\r\n\tuv.x = mod(float(PixelPos),u_SimpleAnimatorTextureSize)*offset+halfOffset;\r\n\tvec4 mat0row = texture2D(u_SimpleAnimatorTexture,uv);\r\n\tuv.x+=offset;\r\n\tvec4 mat1row = texture2D(u_SimpleAnimatorTexture,uv);\r\n\tuv.x+=offset;\r\n\tvec4 mat2row = texture2D(u_SimpleAnimatorTexture,uv);\r\n\tuv.x+=offset;\r\n\tvec4 mat3row = texture2D(u_SimpleAnimatorTexture,uv);\r\n\tmat4 m =mat4(mat0row.x,mat0row.y,mat0row.z,mat0row.w,\r\n\t\t\t  mat1row.x,mat1row.y,mat1row.z,mat1row.w,\r\n\t\t\t  mat2row.x,mat2row.y,mat2row.z,mat2row.w,\r\n\t\t\t  mat3row.x,mat3row.y,mat3row.z,mat3row.w);\r\n\treturn m;\r\n}\r\n#endif";

	var PBRFSInput = "#ifdef ALPHATEST\r\n\tuniform float u_AlphaTestValue;\r\n#endif\r\n\r\nuniform vec4 u_AlbedoColor;\r\n\r\n#ifdef NORMALTEXTURE\r\n\tuniform sampler2D u_NormalTexture;\r\n\tuniform float u_NormalScale;\r\n#endif\r\n\r\n#ifdef ALBEDOTEXTURE\r\n\tuniform sampler2D u_AlbedoTexture;\r\n#endif\r\n\r\n#ifdef METALLICGLOSSTEXTURE\r\n\tuniform sampler2D u_MetallicGlossTexture;\r\n#endif\r\nuniform float u_Metallic;\r\n\r\n#ifdef SPECULARGLOSSTEXTURE\r\n\tuniform sampler2D u_SpecGlossTexture;\r\n#endif\r\nuniform vec3 u_SpecularColor;\r\n\r\nuniform float u_Smoothness;\r\nuniform float u_SmoothnessScale;\r\n\r\n#ifdef PARALLAXTEXTURE\r\n\tuniform sampler2D u_ParallaxTexture;\r\n\tuniform float u_ParallaxScale;\r\n\tvarying vec3 v_ViewDirForParallax;\r\n#endif\r\n\r\n#ifdef OCCLUSIONTEXTURE\r\n\tuniform sampler2D u_OcclusionTexture;\r\n\tuniform float u_occlusionStrength;\r\n#endif\r\n\r\n#ifdef EMISSION \r\n\t#ifdef EMISSIONTEXTURE\r\n\t\tuniform sampler2D u_EmissionTexture;\r\n\t#endif\r\n\tuniform vec4 u_EmissionColor;\r\n#endif\r\n\r\n#if defined(ALBEDOTEXTURE)||defined(METALLICGLOSSTEXTURE)||defined(NORMALTEXTURE)||defined(EMISSIONTEXTURE)||defined(OCCLUSIONTEXTURE)||defined(PARALLAXTEXTURE)\r\n\tvarying vec2 v_Texcoord0;\r\n#endif\r\n\r\n#ifdef LIGHTMAP\r\n\tvarying vec2 v_LightMapUV;\r\n\tuniform sampler2D u_LightMap;\r\n\t#ifdef LIGHTMAP_DIRECTIONAL\r\n\t\tuniform sampler2D u_LightMapDirection;\r\n\t#endif\r\n#endif\r\n\r\nvarying vec3 v_Normal; \r\n\r\n#if defined(DIRECTIONLIGHT)||defined(POINTLIGHT)||defined(SPOTLIGHT)\r\n\t#ifdef LEGACYSINGLELIGHTING\r\n\t\t#ifdef DIRECTIONLIGHT\r\n\t\t\tuniform DirectionLight u_DirectionLight;\r\n\t\t#endif\r\n\t\t#ifdef POINTLIGHT\r\n\t\t\tuniform PointLight u_PointLight;\r\n\t\t#endif\r\n\t\t#ifdef SPOTLIGHT\r\n\t\t\tuniform SpotLight u_SpotLight;\r\n\t\t#endif\r\n\t#else\r\n\t\tuniform mat4 u_View;\r\n\t\tuniform vec4 u_ProjectionParams;\r\n\t\tuniform vec4 u_Viewport;\r\n\t\tuniform int u_DirationLightCount;\r\n\t\tuniform sampler2D u_LightBuffer;\r\n\t\tuniform sampler2D u_LightClusterBuffer;\r\n\t#endif\r\n#endif\r\n\r\nvarying vec3 v_EyeVec;\r\n\r\n#ifdef NORMALTEXTURE\r\n\tvarying vec3 v_Tangent;\r\n\tvarying vec3 v_Binormal;\r\n#endif\r\n\r\n#ifdef FOG\r\n\tuniform float u_FogStart;\r\n\tuniform float u_FogRange;\r\n\tuniform vec3 u_FogColor;\r\n#endif\r\n\r\n\r\n//后面考虑宏TODO\r\nvarying vec3 v_PositionWorld;\r\n\r\n#if defined(CALCULATE_SHADOWS)&&!defined(SHADOW_CASCADE)\r\n\tvarying vec4 v_ShadowCoord;\r\n#endif\r\n\r\n#ifdef CALCULATE_SPOTSHADOWS\r\n\tvarying vec4 v_SpotShadowCoord;\r\n#endif\r\n\r\nmediump float lerpOneTo(mediump float b, mediump float t)\r\n{\r\n    mediump float oneMinusT = 1.0 - t;\r\n    return oneMinusT + b * t;\r\n}\r\n\r\n#ifdef EMISSION \r\n\tvec3 emission(vec2 uv)\r\n\t{\r\n\t\t#ifdef EMISSIONTEXTURE\r\n\t\t\treturn texture2D(u_EmissionTexture, uv).rgb * u_EmissionColor.rgb;\r\n\t\t#else\r\n\t\t\treturn u_EmissionColor.rgb;\r\n\t\t#endif\r\n\t}\r\n#endif\r\n\r\nmediump float getAlpha(vec2 uv)\r\n{\r\n\t#ifdef SMOOTHNESSSOURCE_ALBEDOTEXTURE_ALPHA\r\n\t\treturn u_AlbedoColor.a;\r\n\t#else\r\n\t\t#ifdef ALBEDOTEXTURE\r\n\t\t\treturn texture2D(u_AlbedoTexture, uv).a * u_AlbedoColor.a;\r\n\t\t#else\r\n\t\t\treturn u_AlbedoColor.a;\r\n\t\t#endif\r\n\t#endif\r\n}\r\n\r\nmediump float getOcclusion(vec2 uv)\r\n{\r\n\t#ifdef OCCLUSIONTEXTURE\r\n\t\tmediump float occ = texture2D(u_OcclusionTexture, uv).g;\r\n\t\treturn lerpOneTo(occ, u_occlusionStrength);\r\n\t#else\r\n\t\treturn 1.0;\r\n\t#endif\r\n}\r\n\r\nmediump vec3 albedo(vec2 uv)\r\n{\r\n\t#ifdef ALBEDOTEXTURE\r\n\t\treturn u_AlbedoColor.rgb * texture2D(u_AlbedoTexture, uv).rgb;\r\n\t#else\r\n\t\treturn u_AlbedoColor.rgb;\r\n\t#endif\r\n\t//TODO:Detail Texture\r\n}\r\n\r\nmediump vec2 getMetallicGloss(vec2 uv)\r\n{\r\n\tmediump vec2 ms;//x is metallic,y is smoothness\r\n\t#ifdef METALLICGLOSSTEXTURE\r\n\t\t#ifdef SMOOTHNESSSOURCE_ALBEDOTEXTURE_ALPHA\r\n\t\t\tms.x = texture2D(u_MetallicGlossTexture, uv).r;\r\n\t\t\t#ifdef ALBEDOTEXTURE\r\n\t\t\t\tms.y = texture2D(u_AlbedoTexture, uv).a*u_SmoothnessScale;\r\n\t\t\t#else\r\n\t\t\t\tms.y = u_SmoothnessScale;\r\n\t\t\t#endif\r\n\t\t#else\r\n\t\t\tms = texture2D(u_MetallicGlossTexture, uv).ra;\r\n\t\t\tms.y *= u_SmoothnessScale;\r\n\t\t#endif\r\n\t#else\r\n\t\tms.x = u_Metallic;\r\n\t\t#ifdef SMOOTHNESSSOURCE_ALBEDOTEXTURE_ALPHA\r\n\t\t\t#ifdef ALBEDOTEXTURE\r\n\t\t\t\tms.y = texture2D(u_AlbedoTexture, uv).a * u_SmoothnessScale;\r\n\t\t\t#else\r\n\t\t\t\tms.y = u_SmoothnessScale;\r\n\t\t\t#endif\r\n\t\t#else\r\n\t\t\tms.y = u_Smoothness;\r\n\t\t#endif\r\n\t#endif\r\n\treturn ms;\r\n}\r\n\r\nmediump vec4 specularGloss(vec2 uv)\r\n{\r\n\tmediump vec4 sg;\r\n\t#ifdef SPECULARGLOSSTEXTURE\r\n\t\t#ifdef SMOOTHNESSSOURCE_ALBEDOTEXTURE_ALPHA\r\n\t\t\tsg.rgb = texture2D(u_SpecGlossTexture, uv).rgb;\r\n\t\t\t#ifdef ALBEDOTEXTURE\r\n\t\t\t\tsg.a = texture2D(u_AlbedoTexture, uv).a*u_SmoothnessScale;\r\n\t\t\t#else\r\n\t\t\t\tsg.a = u_SmoothnessScale;\r\n\t\t\t#endif\r\n\t\t#else\r\n\t\t\tsg = texture2D(u_SpecGlossTexture, uv);\r\n\t\t\tsg.a *= u_SmoothnessScale;\r\n\t\t#endif\r\n\t#else\r\n\t\tsg.rgb = u_SpecularColor.rgb;\r\n\t\t#ifdef SMOOTHNESSSOURCE_ALBEDOTEXTURE_ALPHA\r\n\t\t\t#ifdef ALBEDOTEXTURE\r\n\t\t\t\tsg.a = texture2D(u_AlbedoTexture, uv).a * u_SmoothnessScale;\r\n\t\t\t#else\r\n\t\t\t\tsg.a = u_SmoothnessScale;\r\n\t\t\t#endif\r\n\t\t#else\r\n\t\t\tsg.a = u_Smoothness;\r\n\t\t#endif\r\n\t#endif\r\n\t\treturn sg;\r\n}\r\n\r\n\r\n#ifdef NORMALTEXTURE\r\n\tmediump vec3 unpackScaleNormal(mediump vec3 packednormal, mediump float bumpScale)\r\n\t{\r\n\t\tmediump vec3 normal = packednormal.xyz * 2.0 - 1.0;\r\n\t\tnormal.y=-normal.y;//NOTE:because unity to LayaAir coordSystem.\r\n\t\tnormal.xy *= bumpScale;\r\n\t\treturn normal;\r\n\t}\r\n\t\r\n\tmediump vec3 normalInTangentSpace(vec2 texcoords)\r\n\t{\r\n\t\tmediump vec3 normalTangent = unpackScaleNormal(texture2D(u_NormalTexture, texcoords).rgb,u_NormalScale);\r\n\t\treturn normalTangent;\r\n\t}\r\n#endif\r\n\r\n#ifdef PARALLAXTEXTURE\r\n\tmediump vec2 parallaxOffset1Step(mediump float h, mediump float height, mediump vec3 viewDir)\r\n\t{\r\n\t\th = h * height - height / 2.0;\r\n\t\tviewDir.z += 0.42;\r\n\t\treturn h * (viewDir.xy / viewDir.z);\r\n\t}\r\n\r\n\tvec2 parallax(vec2 texcoords, mediump vec3 viewDir)\r\n\t{\r\n\t\tmediump float h = texture2D(u_ParallaxTexture, texcoords.xy).g;\r\n\t\tvec2 offset = parallaxOffset1Step(h, u_ParallaxScale, viewDir);\r\n\t\treturn texcoords+offset;\r\n\t}\r\n#endif\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n";

	var PBRVertex = "vec2 transformLightMapUV(in vec2 texcoord,in vec4 lightmapScaleOffset)\r\n{\r\n\tvec2 lightMapUV=vec2(texcoord.x,1.0-texcoord.y)*lightmapScaleOffset.xy+lightmapScaleOffset.zw;\r\n\tlightMapUV.y=1.0-lightMapUV.y;\r\n\treturn lightMapUV; \r\n}\r\n\r\nvoid vertexForward()\r\n{\r\n\tvec4 position;\r\n\t#ifdef BONE\r\n\t\tmat4 skinTransform;\r\n\t \t#ifdef SIMPLEBONE\r\n\t\t\tfloat currentPixelPos;\r\n\t\t\t#ifdef GPU_INSTANCE\r\n\t\t\t\tcurrentPixelPos = a_SimpleTextureParams.x+a_SimpleTextureParams.y;\r\n\t\t\t#else\r\n\t\t\t\tcurrentPixelPos = u_SimpleAnimatorParams.x+u_SimpleAnimatorParams.y;\r\n\t\t\t#endif\r\n\t\t\tfloat offset = 1.0/u_SimpleAnimatorTextureSize;\r\n\t\t\tskinTransform =  loadMatFromTexture(currentPixelPos,int(a_BoneIndices.x),offset) * a_BoneWeights.x;\r\n\t\t\tskinTransform += loadMatFromTexture(currentPixelPos,int(a_BoneIndices.y),offset) * a_BoneWeights.y;\r\n\t\t\tskinTransform += loadMatFromTexture(currentPixelPos,int(a_BoneIndices.z),offset) * a_BoneWeights.z;\r\n\t\t\tskinTransform += loadMatFromTexture(currentPixelPos,int(a_BoneIndices.w),offset) * a_BoneWeights.w;\r\n\t\t#else\r\n\t\t\tskinTransform =  u_Bones[int(a_BoneIndices.x)] * a_BoneWeights.x;\r\n\t\t\tskinTransform += u_Bones[int(a_BoneIndices.y)] * a_BoneWeights.y;\r\n\t\t\tskinTransform += u_Bones[int(a_BoneIndices.z)] * a_BoneWeights.z;\r\n\t\t\tskinTransform += u_Bones[int(a_BoneIndices.w)] * a_BoneWeights.w;\r\n\t\t#endif\r\n\t\tposition=skinTransform*a_Position;\r\n\t #else\r\n\t\tposition=a_Position;\r\n\t#endif\r\n\r\n\t#ifdef GPU_INSTANCE\r\n\t\tgl_Position = a_MvpMatrix * position;\r\n\t#else\r\n\t\tgl_Position = u_MvpMatrix * position;\r\n\t#endif\r\n\r\n\tmat4 worldMat;\r\n\t#ifdef GPU_INSTANCE\r\n\t\tworldMat = a_WorldMat;\r\n\t#else\r\n\t\tworldMat = u_WorldMat;\r\n\t#endif\r\n\r\n\tv_PositionWorld=(worldMat*position).xyz;\r\n\r\n\t#if defined(ALBEDOTEXTURE)||defined(METALLICGLOSSTEXTURE)||defined(NORMALTEXTURE)||defined(EMISSIONTEXTURE)||defined(OCCLUSIONTEXTURE)||defined(PARALLAXTEXTURE)\r\n\t\t#ifdef TILINGOFFSET\r\n\t\t\tv_Texcoord0=TransformUV(a_Texcoord0,u_TilingOffset);\r\n\t\t#else\r\n\t\t\tv_Texcoord0=a_Texcoord0;\r\n\t\t#endif\r\n\t#endif\r\n\r\n\tv_EyeVec =u_CameraPos-v_PositionWorld;//will normalize per-pixel\r\n\r\n\t#ifdef LIGHTMAP\r\n\t\tvec2 texcoord;\r\n\t\t#ifdef UV1\r\n\t\t\ttexcoord=a_Texcoord1;\r\n\t\t#else\r\n\t\t\ttexcoord=a_Texcoord0;\r\n\t\t#endif\r\n\t\tv_LightMapUV=transformLightMapUV(texcoord,u_LightmapScaleOffset);\r\n\t#endif\r\n\r\n\tmat3 worldInvMat;\r\n\t#ifdef BONE\r\n\t\tworldInvMat=INVERSE_MAT(mat3(worldMat*skinTransform));\r\n\t#else\r\n\t\tworldInvMat=INVERSE_MAT(mat3(worldMat));\r\n\t#endif\r\n\r\n\tv_Normal=normalize(a_Normal*worldInvMat);//if no normalize will cause precision problem.\r\n\r\n\t#ifdef NORMALTEXTURE\r\n\t\tv_Tangent=normalize(a_Tangent0.xyz*worldInvMat);\r\n\t\tv_Binormal=cross(v_Normal,v_Tangent)*a_Tangent0.w;\r\n\t#endif\r\n\r\n\t#ifdef PARALLAXTEXTURE\r\n\t\tvec3 binormal = cross(a_Normal, a_Tangent0.xyz)*a_Tangent0.w;\r\n\t\tmat3 objectTBN = mat3(a_Tangent0.xyz, binormal, a_Normal);\r\n\t\tv_ViewDirForParallax=(worldInvMat*u_CameraPos-position.xyz)*objectTBN;\r\n\t#endif\r\n\r\n\t#if defined(CALCULATE_SHADOWS)&&!defined(SHADOW_CASCADE)\r\n\t\tv_ShadowCoord = getShadowCoord(vec4(v_PositionWorld,1.0));\r\n\t#endif\r\n\r\n\t#ifdef CALCULATE_SPOTSHADOWS\r\n\t\tv_SpotShadowCoord = u_SpotViewProjectMatrix*vec4(v_PositionWorld,1.0);\r\n\t#endif\r\n}";

	var BloomVS = "#include \"Lighting.glsl\";\r\n\r\nattribute vec4 a_PositionTexcoord;\r\nvarying vec2 v_Texcoord0;\r\n\r\nvoid main() {\r\n\tgl_Position = vec4(a_PositionTexcoord.xy, 0.0, 1.0);\r\n\tv_Texcoord0 = a_PositionTexcoord.zw;\r\n\tgl_Position = remapGLPositionZ(gl_Position);\r\n}";

	var BloomDownsample13PS = "#ifdef GL_FRAGMENT_PRECISION_HIGH\r\n\tprecision highp float;\r\n#else\r\n\tprecision mediump float;\r\n#endif\r\n\r\n#include \"Colors.glsl\";\r\n#include \"Sampling.glsl\";\r\n\r\nvarying vec2 v_Texcoord0;\r\n\r\nuniform sampler2D u_MainTex;\r\nuniform vec4 u_MainTex_TexelSize;\r\n\r\nvoid fragDownsample13() {\r\n\tmediump vec4 color = downsampleBox13Tap(u_MainTex, v_Texcoord0, u_MainTex_TexelSize.xy);\r\n\tgl_FragColor = color;\r\n}\r\n\r\nvoid main() {\r\n\tfragDownsample13();\r\n}";

	var BloomDownsample4PS = "#ifdef GL_FRAGMENT_PRECISION_HIGH\r\n\tprecision highp float;\r\n#else\r\n\tprecision mediump float;\r\n#endif\r\n\r\n#include \"Colors.glsl\";\r\n#include \"Sampling.glsl\";\r\n\r\nvarying vec2 v_Texcoord0;\r\n\r\nuniform sampler2D u_MainTex;\r\nuniform vec4 u_MainTex_TexelSize;\r\n\r\nvoid fragDownsample4() {\r\n\tmediump vec4 color = downsampleBox4Tap(u_MainTex, v_Texcoord0, u_MainTex_TexelSize.xy);\r\n\tgl_FragColor = color;\r\n}\r\n\r\nvoid main() {\r\n\tfragDownsample4();\r\n}";

	var BloomPrefilter13PS = "#ifdef GL_FRAGMENT_PRECISION_HIGH\r\n\tprecision highp float;\r\n#else\r\n\tprecision mediump float;\r\n#endif\r\n\r\n#include \"Colors.glsl\";\r\n#include \"Sampling.glsl\";\r\n\r\nvarying vec2 v_Texcoord0;\r\n\r\nuniform sampler2D u_MainTex;\r\nuniform sampler2D u_AutoExposureTex;\r\nuniform vec4 u_MainTex_TexelSize;\r\nuniform vec4 u_Threshold; // x: threshold value (linear), y: threshold - knee, z: knee * 2, w: 0.25 / knee\r\nuniform vec4 u_Params; // x: clamp, yzw: unused\r\n\r\nmediump vec4 prefilter(mediump vec4 color, vec2 uv) {\r\n\tmediump float autoExposure = texture2D(u_AutoExposureTex, uv).r;\r\n\tcolor *= autoExposure;\r\n\tcolor = min(vec4(u_Params.x), color); // clamp to max\r\n\tcolor = quadraticThreshold(color, u_Threshold.x, u_Threshold.yzw);\r\n\treturn color;\r\n}\r\n\r\nvoid fragPrefilter13() {\r\n\tmediump vec4 color = downsampleBox13Tap(u_MainTex, v_Texcoord0, u_MainTex_TexelSize.xy);\r\n\tgl_FragColor = prefilter(safeHDR(color), v_Texcoord0);\r\n}\r\n\r\nvoid main() {\r\n\tfragPrefilter13();\r\n}";

	var BloomPrefilter4PS = "#ifdef GL_FRAGMENT_PRECISION_HIGH\r\n\tprecision highp float;\r\n#else\r\n\tprecision mediump float;\r\n#endif\r\n\r\n#include \"Colors.glsl\";\r\n#include \"Sampling.glsl\";\r\n\r\nvarying vec2 v_Texcoord0;\r\n\r\nuniform sampler2D u_MainTex;\r\nuniform sampler2D u_AutoExposureTex;\r\nuniform vec4 u_MainTex_TexelSize;\r\nuniform vec4 u_Threshold; // x: threshold value (linear), y: threshold - knee, z: knee * 2, w: 0.25 / knee\r\nuniform vec4 u_Params; // x: clamp, yzw: unused\r\n\r\nmediump vec4 prefilter(mediump vec4 color, vec2 uv) {\r\n\tmediump float autoExposure = texture2D(u_AutoExposureTex, uv).r;\r\n\tcolor *= autoExposure;\r\n\tcolor = min(vec4(u_Params.x), color); // clamp to max\r\n\tcolor = quadraticThreshold(color, u_Threshold.x, u_Threshold.yzw);\r\n\treturn color;\r\n}\r\n\r\nvoid fragPrefilter4() {\r\n\tmediump vec4 color = downsampleBox4Tap(u_MainTex, v_Texcoord0, u_MainTex_TexelSize.xy);\r\n\tgl_FragColor = prefilter(safeHDR(color), v_Texcoord0);\r\n}\r\n\r\nvoid main() {\r\n\tfragPrefilter4();\r\n}";

	var BloomUpsampleBoxPS = "#ifdef GL_FRAGMENT_PRECISION_HIGH\r\n\tprecision highp float;\r\n#else\r\n\tprecision mediump float;\r\n#endif\r\n\r\n#include \"Colors.glsl\";\r\n#include \"Sampling.glsl\";\r\n\r\nvarying vec2 v_Texcoord0;\r\n\r\nuniform sampler2D u_MainTex;\r\nuniform sampler2D u_BloomTex;\r\n\r\nuniform vec4 u_MainTex_TexelSize;\r\nuniform float u_SampleScale;\r\n\r\nmediump vec4 combine(mediump vec4 bloom, vec2 uv) {\r\n\tmediump vec4 color = texture2D(u_BloomTex, uv);\r\n\treturn bloom + color;\r\n}\r\n\r\nvoid fragUpsampleBox() {\r\n\tmediump vec4 bloom = upsampleBox(u_MainTex, v_Texcoord0, u_MainTex_TexelSize.xy, vec4(u_SampleScale));\r\n\tgl_FragColor = combine(bloom, v_Texcoord0);\r\n}\r\n\r\nvoid main() {\r\n\tfragUpsampleBox();\r\n}";

	var BloomUpsampleTentPS = "#ifdef GL_FRAGMENT_PRECISION_HIGH\r\n\tprecision highp float;\r\n#else\r\n\tprecision mediump float;\r\n#endif\r\n\r\n#include \"Colors.glsl\";\r\n#include \"Sampling.glsl\";\r\n\r\nvarying vec2 v_Texcoord0;\r\n\r\nuniform sampler2D u_MainTex;\r\nuniform sampler2D u_BloomTex;\r\n\r\nuniform vec4 u_MainTex_TexelSize;\r\nuniform float u_SampleScale;\r\n\r\nmediump vec4 combine(mediump vec4 bloom, vec2 uv) {\r\n\tmediump vec4 color = texture2D(u_BloomTex, uv);\r\n\treturn bloom + color;\r\n}\r\n\r\nvoid fragUpsampleTent() {\r\n\tmediump vec4 bloom = upsampleTent(u_MainTex, v_Texcoord0, u_MainTex_TexelSize.xy, vec4(u_SampleScale));\r\n\tgl_FragColor = combine(bloom, v_Texcoord0);\r\n}\r\n\r\nvoid main() {\r\n\tfragUpsampleTent();\r\n}";

	var ColorsGLSL = "#include \"StdLib.glsl\";\r\n\r\n#define EPSILON 1.0e-4\r\n\r\n// Quadratic color thresholding\r\n// curve = (threshold - knee, knee * 2, 0.25 / knee)\r\nmediump vec4 quadraticThreshold(mediump vec4 color, mediump float threshold, mediump vec3 curve) {\r\n\t// Pixel brightness\r\n\tmediump float br = max3(color.r, color.g, color.b);\r\n\r\n\t// Under-threshold part: quadratic curve\r\n\tmediump float rq = clamp(br - curve.x, 0.0, curve.y);\r\n\trq = curve.z * rq * rq;\r\n\r\n\t// Combine and apply the brightness response curve.\r\n\tcolor *= max(rq, br - threshold) / max(br, EPSILON);\r\n\r\n\treturn color;\r\n}\r\n\r\n\r\n\r\n//\r\n// sRGB transfer functions\r\n// Fast path ref: http://chilliant.blogspot.com.au/2012/08/srgb-approximations-for-hlsl.html?m=1\r\n//\r\nmediump vec3 sRGBToLinear(mediump vec3 c) {\r\n\t#ifdef USE_VERY_FAST_SRGB\r\n\t\treturn c * c;\r\n\t#elif defined(USE_FAST_SRGB)\r\n\t\treturn c * (c * (c * 0.305306011 + 0.682171111) + 0.012522878);\r\n\t#else\r\n\t\tmediump vec3 linearRGBLo = c / 12.92;\r\n\t\tmediump vec3 power=vec3(2.4, 2.4, 2.4);\r\n\t\tmediump vec3 linearRGBHi = positivePow((c + 0.055) / 1.055, power);\r\n\t\tmediump vec3 linearRGB =vec3((c.r<=0.04045) ? linearRGBLo.r : linearRGBHi.r,(c.g<=0.04045) ? linearRGBLo.g : linearRGBHi.g,(c.b<=0.04045) ? linearRGBLo.b : linearRGBHi.b);\r\n\t\treturn linearRGB;\r\n\t#endif\r\n}\r\n\r\nmediump vec4 sRGBToLinear(mediump vec4 c){\r\n    return vec4(sRGBToLinear(c.rgb), c.a);\r\n}\r\n\r\n\r\n\r\nmediump vec3 linearToSRGB(mediump vec3 c) {\r\n\t#ifdef USE_VERY_FAST_SRGB\r\n\t\treturn sqrt(c);\r\n\t#elif defined(USE_FAST_SRGB)\r\n\t\treturn max(1.055 * PositivePow(c, 0.416666667) - 0.055, 0.0);\r\n\t#else\r\n\t\tmediump vec3 sRGBLo = c * 12.92;\r\n\t\tmediump vec3 power=vec3(1.0 / 2.4, 1.0 / 2.4, 1.0 / 2.4);\r\n\t\tmediump vec3 sRGBHi = (positivePow(c, power) * 1.055) - 0.055;\r\n\t\tmediump vec3 sRGB =vec3((c.r<=0.0031308) ? sRGBLo.r : sRGBHi.r,(c.g<=0.0031308) ? sRGBLo.g : sRGBHi.g,(c.b<=0.0031308) ? sRGBLo.b : sRGBHi.b);\r\n\t\treturn sRGB;\r\n\t#endif\r\n}\r\n\r\nmediump vec4 linearToSRGB(mediump vec4 c){\r\n    return vec4(linearToSRGB(c.rgb), c.a);\r\n}";

	var CompositePS = "#ifdef GL_FRAGMENT_PRECISION_HIGH\r\n\tprecision highp float;\r\n#else\r\n\tprecision mediump float;\r\n#endif\r\n\r\n#include \"Colors.glsl\";\r\n#include \"Sampling.glsl\";\r\n\r\nvarying vec2 v_Texcoord0;\r\n\r\nuniform sampler2D u_MainTex;\r\nuniform sampler2D u_BloomTex;\r\n\r\nuniform sampler2D u_AutoExposureTex;\r\nuniform sampler2D u_Bloom_DirtTex;\r\nuniform vec4 u_BloomTex_TexelSize;\r\nuniform vec4 u_Bloom_DirtTileOffset; // xy: tiling, zw: offset\r\nuniform mediump vec3 u_Bloom_Settings;// x: sampleScale, y: intensity, z: dirt intensity\r\nuniform mediump vec3 u_Bloom_Color;\r\n\r\nvoid main() {\r\n\tmediump float autoExposure = texture2D(u_AutoExposureTex, v_Texcoord0).r;\r\n\tmediump vec4 color=vec4(0.0);\r\n\tcolor = texture2D(u_MainTex, v_Texcoord0);\r\n\t\r\n\tcolor = sRGBToLinear(color);\r\n\tcolor.rgb *= autoExposure;\r\n\t\r\n\t#if defined(BLOOM)||defined(BLOOM_LOW)\r\n\t\t#ifdef BLOOM\r\n\t\t\tmediump vec4 bloom = upsampleTent(u_BloomTex, v_Texcoord0, u_BloomTex_TexelSize.xy, vec4(u_Bloom_Settings.x));\r\n\t\t#else\r\n\t\t\tmediump vec4 bloom = upsampleBox(u_BloomTex, v_Texcoord0, u_BloomTex_TexelSize.xy, vec4(u_Bloom_Settings.x));\r\n\t\t#endif\r\n\r\n\t\t// UVs should be Distort(uv * u_Bloom_DirtTileOffset.xy + u_Bloom_DirtTileOffset.zw)\r\n\t\t// but considering we use a cover-style scale on the dirt texture the difference\r\n\t\t// isn't massive so we chose to save a few ALUs here instead in case lens distortion\r\n\t\t// is active\r\n\t\tmediump vec4 dirt =vec4(texture2D(u_Bloom_DirtTex, v_Texcoord0 * u_Bloom_DirtTileOffset.xy + u_Bloom_DirtTileOffset.zw).rgb, 0.0);\r\n\r\n\t\t// Additive bloom (artist friendly)\r\n\t\tbloom *= u_Bloom_Settings.y;\r\n\t\tdirt *= u_Bloom_Settings.z;\r\n\t\tmediump vec4 bloomColor=vec4(u_Bloom_Color, 1.0);\r\n\t\tcolor += bloom * bloomColor;\r\n\t\tcolor += dirt * bloom;\r\n\t#endif\r\n\t\r\n\tmediump vec4 finalColor = color;\r\n\tfinalColor = linearToSRGB(finalColor);\r\n\t//finalColor.rgb = Dither(finalColor.rgb, v_Texcoord0);//TODO:抖动\r\n\tgl_FragColor = finalColor;\r\n}";

	var CompositeVS = "#include \"Lighting.glsl\";\r\n\r\nattribute vec4 a_PositionTexcoord;\r\nvarying vec2 v_Texcoord0;\r\n\r\nvoid main() {\r\n\tgl_Position = vec4(a_PositionTexcoord.xy, 0.0, 1.0);\r\n\tv_Texcoord0 = a_PositionTexcoord.zw;\r\n\tgl_Position = remapGLPositionZ(gl_Position);\r\n}";

	var SamplingGLSL = "// Better, temporally stable box filtering\r\n// [Jimenez14] http://goo.gl/eomGso\r\n// . . . . . . .\r\n// . A . B . C .\r\n// . . D . E . .\r\n// . F . G . H .\r\n// . . I . J . .\r\n// . K . L . M .\r\n// . . . . . . .\r\nmediump vec4 downsampleBox13Tap(sampler2D tex, vec2 uv, vec2 texelSize)\r\n{\r\n    mediump vec4 A = texture2D(tex, uv + texelSize * vec2(-1.0, -1.0));\r\n    mediump vec4 B = texture2D(tex, uv + texelSize * vec2( 0.0, -1.0));\r\n    mediump vec4 C = texture2D(tex, uv + texelSize * vec2( 1.0, -1.0));\r\n    mediump vec4 D = texture2D(tex, uv + texelSize * vec2(-0.5, -0.5));\r\n    mediump vec4 E = texture2D(tex, uv + texelSize * vec2( 0.5, -0.5));\r\n    mediump vec4 F = texture2D(tex, uv + texelSize * vec2(-1.0,  0.0));\r\n    mediump vec4 G = texture2D(tex, uv);\r\n    mediump vec4 H = texture2D(tex, uv + texelSize * vec2( 1.0,  0.0));\r\n    mediump vec4 I = texture2D(tex, uv + texelSize * vec2(-0.5,  0.5));\r\n    mediump vec4 J = texture2D(tex, uv + texelSize * vec2( 0.5,  0.5));\r\n    mediump vec4 K = texture2D(tex, uv + texelSize * vec2(-1.0,  1.0));\r\n    mediump vec4 L = texture2D(tex, uv + texelSize * vec2( 0.0,  1.0));\r\n    mediump vec4 M = texture2D(tex, uv + texelSize * vec2( 1.0,  1.0));\r\n\r\n\tmediump vec2 scale= vec2(0.5, 0.125);\r\n    mediump vec2 div = (1.0 / 4.0) * scale;\r\n\r\n    mediump vec4 o = (D + E + I + J) * div.x;\r\n    o += (A + B + G + F) * div.y;\r\n    o += (B + C + H + G) * div.y;\r\n    o += (F + G + L + K) * div.y;\r\n    o += (G + H + M + L) * div.y;\r\n\r\n    return o;\r\n}\r\n\r\n// Standard box filtering\r\nmediump vec4 downsampleBox4Tap(sampler2D tex, vec2 uv, vec2 texelSize)\r\n{\r\n    vec4 d = texelSize.xyxy * vec4(-1.0, -1.0, 1.0, 1.0);\r\n\r\n    mediump vec4 s =  texture2D(tex, uv + d.xy);\r\n    s += texture2D(tex, uv + d.zy);\r\n    s += texture2D(tex, uv + d.xw);\r\n    s += texture2D(tex, uv + d.zw);\r\n\r\n    return s * (1.0 / 4.0);\r\n}\r\n\r\n// 9-tap bilinear upsampler (tent filter)\r\n// . . . . . . .\r\n// . 1 . 2 . 1 .\r\n// . . . . . . .\r\n// . 2 . 4 . 2 .\r\n// . . . . . . .\r\n// . 1 . 2 . 1 .\r\n// . . . . . . .\r\nmediump vec4 upsampleTent(sampler2D tex, vec2 uv, vec2 texelSize, vec4 sampleScale)\r\n{\r\n    vec4 d = texelSize.xyxy * vec4(1.0, 1.0, -1.0, 0.0) * sampleScale;\r\n\r\n    mediump vec4 s =  texture2D(tex, uv - d.xy);\r\n    s += texture2D(tex, uv - d.wy) * 2.0;\r\n    s += texture2D(tex, uv - d.zy);\r\n\r\n    s += texture2D(tex, uv + d.zw) * 2.0;\r\n    s += texture2D(tex, uv) * 4.0;\r\n    s += texture2D(tex,\tuv + d.xw) * 2.0;\r\n\r\n    s += texture2D(tex, uv + d.zy);\r\n    s += texture2D(tex, uv + d.wy) * 2.0;\r\n    s += texture2D(tex, uv + d.xy);\r\n\r\n    return s * (1.0 / 16.0);\r\n}\r\n\r\n// Standard box filtering\r\nmediump vec4 upsampleBox(sampler2D tex, vec2 uv, vec2 texelSize, vec4 sampleScale)\r\n{\r\n    vec4 d = texelSize.xyxy * vec4(-1.0, -1.0, 1.0, 1.0) * 0.5 * sampleScale;\r\n\r\n    mediump vec4 s =  texture2D(tex, uv + d.xy);\r\n    s += texture2D(tex, uv + d.zy);\r\n    s += texture2D(tex, uv + d.xw);\r\n    s += texture2D(tex, uv + d.zw);\r\n\r\n    return s * (1.0 / 4.0);\r\n}";

	var StdLibGLSL = "#define HALF_MAX       65504.0 // (2 - 2^-10) * 2^15\r\n\r\n#define FLT_EPSILON    1.192092896e-07 // Smallest positive number, such that 1.0 + FLT_EPSILON != 1.0\r\n\r\nmediump vec4 safeHDR(mediump vec4 c)\r\n{\r\n    return min(c, HALF_MAX);\r\n}\r\n\r\nfloat max3(float a, float b, float c)\r\n{\r\n    return max(max(a, b), c);\r\n}\r\n\r\nvec3 positivePow(vec3 base, vec3 power)\r\n{\r\n    return pow(max(abs(base), vec3(FLT_EPSILON, FLT_EPSILON, FLT_EPSILON)), power);\r\n}";

	var ShadowGLSL = "#ifndef GRAPHICS_API_GLES3\r\n\t#define NO_NATIVE_SHADOWMAP\r\n#endif\r\n\r\n#ifdef NO_NATIVE_SHADOWMAP\r\n\t#define TEXTURE2D_SHADOW(textureName) uniform mediump sampler2D textureName\r\n\t#define SAMPLE_TEXTURE2D_SHADOW(textureName, coord3) (texture2D(textureName,coord3.xy).r<coord3.z?0.0:1.0)\r\n\t#define TEXTURE2D_SHADOW_PARAM(shadowMap) mediump sampler2D shadowMap\r\n#else\r\n\t#define TEXTURE2D_SHADOW(textureName) uniform mediump sampler2DShadow textureName\r\n\t#define SAMPLE_TEXTURE2D_SHADOW(textureName, coord3) textureLod(textureName,coord3,0.0)\r\n\t#define TEXTURE2D_SHADOW_PARAM(shadowMap) mediump sampler2DShadow shadowMap\r\n#endif\r\n\r\n#if defined(RECEIVESHADOW)&&defined(SHADOW)\r\n    #define CALCULATE_SHADOWS\r\n#endif\r\n\r\n#if defined(RECEIVESHADOW)&&defined(SHADOW_SPOT)\r\n\t#define CALCULATE_SPOTSHADOWS\r\n#endif\r\n\r\nuniform vec4 u_ShadowBias; // x: depth bias, y: normal bias\r\n\r\n#if defined(CALCULATE_SHADOWS)||defined(CALCULATE_SPOTSHADOWS)\r\n\t#include \"ShadowSampleTent.glsl\"\r\n\tuniform vec4 u_ShadowMapSize;\r\n\tuniform vec4 u_ShadowParams; // x: shadowStrength y: ShadowSpotLightStrength\r\n\r\n\t\r\n\tfloat sampleShdowMapFiltered4(TEXTURE2D_SHADOW_PARAM(shadowMap),vec3 shadowCoord,vec4 shadowMapSize)\r\n\t{\r\n\t\tfloat attenuation;\r\n\t\tvec4 attenuation4;\r\n\t\tvec2 offset=shadowMapSize.xy/2.0;\r\n\t\tvec3 shadowCoord0=shadowCoord + vec3(-offset,0.0);\r\n\t\tvec3 shadowCoord1=shadowCoord + vec3(offset.x,-offset.y,0.0);\r\n\t\tvec3 shadowCoord2=shadowCoord + vec3(-offset.x,offset.y,0.0);\r\n\t\tvec3 shadowCoord3=shadowCoord + vec3(offset,0.0);\r\n\t\tattenuation4.x = SAMPLE_TEXTURE2D_SHADOW(shadowMap, shadowCoord0);\r\n\t\tattenuation4.y = SAMPLE_TEXTURE2D_SHADOW(shadowMap, shadowCoord1);\r\n\t\tattenuation4.z = SAMPLE_TEXTURE2D_SHADOW(shadowMap, shadowCoord2);\r\n\t\tattenuation4.w = SAMPLE_TEXTURE2D_SHADOW(shadowMap, shadowCoord3);\r\n\t\tattenuation = dot(attenuation4, vec4(0.25));\r\n\t\treturn attenuation;\r\n\t}\r\n\r\n\tfloat sampleShdowMapFiltered9(TEXTURE2D_SHADOW_PARAM(shadowMap),vec3 shadowCoord,vec4 shadowmapSize)\r\n\t{\r\n\t\tfloat attenuation;\r\n\t\tfloat fetchesWeights[9];\r\n\t\tvec2 fetchesUV[9];\r\n\t\tsampleShadowComputeSamplesTent5x5(shadowmapSize, shadowCoord.xy, fetchesWeights, fetchesUV);\r\n\t\tattenuation = fetchesWeights[0] * SAMPLE_TEXTURE2D_SHADOW(shadowMap, vec3(fetchesUV[0].xy, shadowCoord.z));\r\n\t\tattenuation += fetchesWeights[1] * SAMPLE_TEXTURE2D_SHADOW(shadowMap, vec3(fetchesUV[1].xy, shadowCoord.z));\r\n\t\tattenuation += fetchesWeights[2] * SAMPLE_TEXTURE2D_SHADOW(shadowMap, vec3(fetchesUV[2].xy, shadowCoord.z));\r\n\t\tattenuation += fetchesWeights[3] * SAMPLE_TEXTURE2D_SHADOW(shadowMap, vec3(fetchesUV[3].xy, shadowCoord.z));\r\n\t\tattenuation += fetchesWeights[4] * SAMPLE_TEXTURE2D_SHADOW(shadowMap, vec3(fetchesUV[4].xy, shadowCoord.z));\r\n\t\tattenuation += fetchesWeights[5] * SAMPLE_TEXTURE2D_SHADOW(shadowMap, vec3(fetchesUV[5].xy, shadowCoord.z));\r\n\t\tattenuation += fetchesWeights[6] * SAMPLE_TEXTURE2D_SHADOW(shadowMap, vec3(fetchesUV[6].xy, shadowCoord.z));\r\n\t\tattenuation += fetchesWeights[7] * SAMPLE_TEXTURE2D_SHADOW(shadowMap, vec3(fetchesUV[7].xy, shadowCoord.z));\r\n\t\tattenuation += fetchesWeights[8] * SAMPLE_TEXTURE2D_SHADOW(shadowMap, vec3(fetchesUV[8].xy, shadowCoord.z));\r\n\t\treturn attenuation;\r\n\t}\r\n\r\n#endif\r\n\r\n\r\n\r\n\r\n#ifdef CALCULATE_SHADOWS\r\n\r\n\tTEXTURE2D_SHADOW(u_ShadowMap);\r\n\r\n\tuniform mat4 u_ShadowMatrices[4];\r\n\tuniform vec4 u_ShadowSplitSpheres[4];// max cascade is 4\r\n\r\n\tmediump int computeCascadeIndex(vec3 positionWS)\r\n\t{\r\n\t\tvec3 fromCenter0 = positionWS - u_ShadowSplitSpheres[0].xyz;\r\n\t\tvec3 fromCenter1 = positionWS - u_ShadowSplitSpheres[1].xyz;\r\n\t\tvec3 fromCenter2 = positionWS - u_ShadowSplitSpheres[2].xyz;\r\n\t\tvec3 fromCenter3 = positionWS - u_ShadowSplitSpheres[3].xyz;\r\n\r\n\t\tmediump vec4 comparison = vec4(\r\n\t\t\tdot(fromCenter0, fromCenter0)<u_ShadowSplitSpheres[0].w,\r\n\t\t\tdot(fromCenter1, fromCenter1)<u_ShadowSplitSpheres[1].w,\r\n\t\t\tdot(fromCenter2, fromCenter2)<u_ShadowSplitSpheres[2].w,\r\n\t\t\tdot(fromCenter3, fromCenter3)<u_ShadowSplitSpheres[3].w);\r\n\t\tcomparison.yzw = clamp(comparison.yzw - comparison.xyz,0.0,1.0);//keep the nearest\r\n\t\tmediump vec4 indexCoefficient = vec4(4.0,3.0,2.0,1.0);\r\n\t\tmediump int index = 4 - int(dot(comparison, indexCoefficient));\r\n\t\treturn index;\r\n\t}\r\n\r\n\tvec4 getShadowCoord(vec4 positionWS)\r\n\t{\r\n\t\t#ifdef SHADOW_CASCADE\r\n\t\t\tmediump int cascadeIndex = computeCascadeIndex(positionWS.xyz);\r\n\t\t\tif(cascadeIndex > 3)// out of shadow range cascadeIndex is 4.\r\n\t\t\t\treturn vec4(0.0);\r\n\t\t\t\r\n\t\t\t#ifdef GRAPHICS_API_GLES3\r\n\t\t\t\treturn u_ShadowMatrices[cascadeIndex] * positionWS;\r\n\t\t\t#else\r\n\t\t\t\tmat4 shadowMat;\r\n\t\t\t\tif(cascadeIndex == 0)\r\n\t\t\t\t\tshadowMat = u_ShadowMatrices[0];\r\n\t\t\t\telse if(cascadeIndex == 1)\r\n\t\t\t\t\tshadowMat = u_ShadowMatrices[1];\r\n\t\t\t\telse if(cascadeIndex == 2)\r\n\t\t\t\t\tshadowMat = u_ShadowMatrices[2];\r\n\t\t\t\telse\r\n\t\t\t\t\tshadowMat = u_ShadowMatrices[3];\r\n\t\t\t\treturn shadowMat * positionWS;\r\n\t\t\t#endif\r\n\t\t#else\r\n\t\t\treturn u_ShadowMatrices[0] * positionWS;\r\n\t\t#endif\r\n\t}\r\n\r\n\tfloat sampleShadowmap(vec4 shadowCoord)\r\n\t{\r\n\t\tshadowCoord.xyz /= shadowCoord.w;\r\n\t\tfloat attenuation = 1.0;\r\n\t\tif(shadowCoord.z > 0.0 && shadowCoord.z < 1.0)\r\n\t\t{\r\n\t\t\t#if defined(SHADOW_SOFT_SHADOW_HIGH)\r\n\t\t\t\tattenuation = sampleShdowMapFiltered9(u_ShadowMap,shadowCoord.xyz,u_ShadowMapSize);\r\n\t\t\t#elif defined(SHADOW_SOFT_SHADOW_LOW)\r\n\t\t\t\tattenuation = sampleShdowMapFiltered4(u_ShadowMap,shadowCoord.xyz,u_ShadowMapSize);\r\n\t\t\t#else\r\n\t\t\t\tattenuation = SAMPLE_TEXTURE2D_SHADOW(u_ShadowMap,shadowCoord.xyz);\r\n\t\t\t#endif\r\n\t\t\tattenuation = mix(1.0,attenuation,u_ShadowParams.x);//shadowParams.x:shadow strength\r\n\t\t}\r\n\t\treturn attenuation;\r\n\t}\r\n#endif\r\n\r\n#ifdef CALCULATE_SPOTSHADOWS\r\n\tTEXTURE2D_SHADOW(u_SpotShadowMap);\r\n\tuniform mat4 u_SpotViewProjectMatrix;\r\n\tfloat sampleSpotShadowmap(vec4 shadowCoord)\r\n\t{\r\n\t\tshadowCoord.xyz /= shadowCoord.w;\r\n\t\tfloat attenuation = 1.0;\r\n\t\tshadowCoord.xy +=1.0;\r\n\t\tshadowCoord.xy/=2.0; \r\n\t\tif(shadowCoord.z > 0.0 && shadowCoord.z < 1.0)\r\n\t\t{\r\n\t\t\t#if defined(SHADOW_SPOT_SOFT_SHADOW_HIGH)\r\n\t\t\t\tattenuation = sampleShdowMapFiltered9(u_SpotShadowMap,shadowCoord.xyz,u_ShadowMapSize);\r\n\t\t\t#elif defined(SHADOW_SPOT_SOFT_SHADOW_LOW)\r\n\t\t\t\tattenuation = sampleShdowMapFiltered4(u_SpotShadowMap,shadowCoord.xyz,u_ShadowMapSize);\r\n\t\t\t#else\r\n\t\t\t\tattenuation = SAMPLE_TEXTURE2D_SHADOW(u_SpotShadowMap,shadowCoord.xyz);\r\n\t\t\t#endif\r\n\t\t\tattenuation = mix(1.0,attenuation,u_ShadowParams.y);//shadowParams.y:shadow strength\r\n\t\t}\r\n\t\treturn attenuation;\r\n\t}\r\n#endif\r\n\r\nvec3 applyShadowBias(vec3 positionWS, vec3 normalWS, vec3 lightDirection)\r\n{\r\n    float invNdotL = 1.0 - clamp(dot(-lightDirection, normalWS),0.0,1.0);\r\n    float scale = invNdotL * u_ShadowBias.y;\r\n\r\n    // normal bias is negative since we want to apply an inset normal offset\r\n    positionWS += -lightDirection * u_ShadowBias.xxx;\r\n    positionWS += normalWS * vec3(scale);\r\n    return positionWS;\r\n}\r\n";

	var ShadowCasterVSGLSL = "#include \"Lighting.glsl\";\r\n#include \"Shadow.glsl\"\r\n\r\nattribute vec4 a_Position;\r\nattribute vec3 a_Normal;\r\n\r\n#ifdef BONE\r\n\tconst int c_MaxBoneCount = 24;\r\n\tattribute vec4 a_BoneIndices;\r\n\tattribute vec4 a_BoneWeights;\r\n\tuniform mat4 u_Bones[c_MaxBoneCount];\r\n#endif\r\n\r\n#ifdef GPU_INSTANCE\r\n\tattribute mat4 a_WorldMat;\r\n#else\r\n\tuniform mat4 u_WorldMat;\r\n#endif\r\n\r\nuniform mat4 u_ViewProjection;\r\n\r\n#ifdef SHADOW\r\n\tuniform vec3 u_ShadowLightDirection;\r\n#endif\r\n\r\n\r\n\r\n#if defined(DIFFUSEMAP)||((defined(DIRECTIONLIGHT)||defined(POINTLIGHT)||defined(SPOTLIGHT))&&(defined(SPECULARMAP)||defined(NORMALMAP)))||(defined(LIGHTMAP)&&defined(UV))\r\n\tattribute vec2 a_Texcoord0;\r\n\tvarying vec2 v_Texcoord0;\r\n#endif\r\n\r\nvec4 shadowCasterVertex()\r\n{\r\n\tmat4 worldMat;\r\n\t#ifdef GPU_INSTANCE\r\n\t\tworldMat = a_WorldMat;\r\n\t#else\r\n\t\tworldMat = u_WorldMat;\r\n\t#endif\r\n\t\r\n\t#ifdef BONE\r\n\t\tmat4 skinTransform;\r\n\t \t#ifdef SIMPLEBONE\r\n\t\t\tfloat currentPixelPos;\r\n\t\t\t#ifdef GPU_INSTANCE\r\n\t\t\t\tcurrentPixelPos = a_SimpleTextureParams.x+a_SimpleTextureParams.y;\r\n\t\t\t#else\r\n\t\t\t\tcurrentPixelPos = u_SimpleAnimatorParams.x+u_SimpleAnimatorParams.y;\r\n\t\t\t#endif\r\n\t\t\tfloat offset = 1.0/u_SimpleAnimatorTextureSize;\r\n\t\t\tskinTransform =  loadMatFromTexture(currentPixelPos,int(a_BoneIndices.x),offset) * a_BoneWeights.x;\r\n\t\t\tskinTransform += loadMatFromTexture(currentPixelPos,int(a_BoneIndices.y),offset) * a_BoneWeights.y;\r\n\t\t\tskinTransform += loadMatFromTexture(currentPixelPos,int(a_BoneIndices.z),offset) * a_BoneWeights.z;\r\n\t\t\tskinTransform += loadMatFromTexture(currentPixelPos,int(a_BoneIndices.w),offset) * a_BoneWeights.w;\r\n\t\t#else\r\n\t\t\tskinTransform =  u_Bones[int(a_BoneIndices.x)] * a_BoneWeights.x;\r\n\t\t\tskinTransform += u_Bones[int(a_BoneIndices.y)] * a_BoneWeights.y;\r\n\t\t\tskinTransform += u_Bones[int(a_BoneIndices.z)] * a_BoneWeights.z;\r\n\t\t\tskinTransform += u_Bones[int(a_BoneIndices.w)] * a_BoneWeights.w;\r\n\t\t#endif\r\n\t\tworldMat = worldMat * skinTransform;\r\n\t#endif\r\n\r\n\tvec4 positionWS = worldMat * a_Position;\r\n\tvec3 normalWS = normalize(a_Normal*INVERSE_MAT(mat3(worldMat)));//if no normalize will cause precision problem\r\n\r\n\t#ifdef SHADOW\r\n\t\tpositionWS.xyz = applyShadowBias(positionWS.xyz,normalWS,u_ShadowLightDirection);\r\n\t#endif\r\n\r\n\tvec4 positionCS = u_ViewProjection * positionWS;\r\n\t#ifdef SHADOW_SPOT\r\n\t\tpositionCS.z = positionCS.z-u_ShadowBias.x/positionCS.w;\r\n\t#endif\r\n\tpositionCS.z = max(positionCS.z, 0.0);//min ndc z is 0.0\r\n\t\r\n\t// //TODO没考虑UV动画呢\r\n\t// #if defined(DIFFUSEMAP)&&defined(ALPHATEST)\r\n\t// \tv_Texcoord0=a_Texcoord0;\r\n\t// #endif\r\n    return positionCS;\r\n}\r\n";

	var ShadowCasterFSGLSL = "// #ifdef ALPHATEST\r\n// \tuniform float u_AlphaTestValue;\r\n// #endif\r\n\r\n// #ifdef DIFFUSEMAP\r\n// \tuniform sampler2D u_DiffuseTexture;\r\n// #endif\r\n\r\n// #if defined(DIFFUSEMAP)||((defined(DIRECTIONLIGHT)||defined(POINTLIGHT)||defined(SPOTLIGHT))&&(defined(SPECULARMAP)||defined(NORMALMAP)))\r\n// \tvarying vec2 v_Texcoord0;\r\n// #endif\r\n\r\nvec4 shadowCasterFragment()\r\n{\r\n    return vec4(0.0);\r\n    // #if defined(DIFFUSEMAP)&&defined(ALPHATEST)\r\n\t// \tfloat alpha = texture2D(u_DiffuseTexture,v_Texcoord0).w;\r\n\t// \tif( alpha < u_AlphaTestValue )\r\n\t// \t{\r\n\t// \t\tdiscard;\r\n\t// \t}\r\n\t// #endif\r\n}\r\n";

	var SkyBoxPS = "#ifdef GL_FRAGMENT_PRECISION_HIGH\r\nprecision highp float;\r\n#else\r\nprecision mediump float;\r\n#endif\r\n\r\nvarying vec3 v_Texcoord;\r\n\r\nuniform samplerCube u_CubeTexture;\r\nuniform float u_Exposure;\r\nuniform vec4 u_TintColor;\r\n\r\n\r\nvoid main()\r\n{\t\r\n\tvec3 color=textureCube(u_CubeTexture, v_Texcoord).rgb*u_TintColor.rgb*u_Exposure*2.0;\r\n\tgl_FragColor=vec4(color,1.0);\r\n}\r\n\r\n";

	var SkyBoxVS = "#include \"Lighting.glsl\";\r\n\r\nattribute vec4 a_Position;\r\nuniform mat4 u_ViewProjection;\r\nuniform float u_Rotation;\r\nvarying vec3 v_Texcoord;\r\n\r\n\r\nvec4 rotateAroundYInDegrees (vec4 vertex, float degrees)\r\n{\r\n\tfloat angle = degrees * 3.141593 / 180.0;\r\n\tfloat sina=sin(angle);\r\n\tfloat cosa=cos(angle);\r\n\tmat2 m = mat2(cosa, -sina, sina, cosa);\r\n\treturn vec4(m*vertex.xz, vertex.yw).xzyw;\r\n}\r\n\t\t\r\nvoid main()\r\n{\r\n\tvec4 position=rotateAroundYInDegrees(a_Position,u_Rotation);\r\n\tgl_Position = u_ViewProjection*position;\r\n\tv_Texcoord=vec3(-a_Position.x,a_Position.yz);//转换坐标系\r\n\tgl_Position=remapGLPositionZ(gl_Position);\r\n}\r\n";

	var SkyBoxProceduralPS = "#ifdef GL_FRAGMENT_PRECISION_HIGH\r\n\tprecision highp float;\r\n#else\r\n\tprecision mediump float;\r\n#endif\r\n\r\n#include \"Lighting.glsl\";\r\n\r\nconst float MIE_G = -0.990;\r\nconst float MIE_G2 = 0.9801;\r\nconst float SKY_GROUND_THRESHOLD = 0.02;\r\n\r\nuniform float u_SunSize;\r\nuniform float u_SunSizeConvergence;\r\nuniform DirectionLight u_SunLight;\r\n\r\n\r\nvarying vec3 v_GroundColor;\r\nvarying vec3 v_SkyColor;\r\n\r\n\r\n#ifdef SUN_HIGH_QUALITY\r\n\tvarying vec3 v_Vertex;\r\n#elif defined(SUN_SIMPLE)\r\n\tvarying vec3 v_RayDir;\r\n#else\r\n\tvarying float v_SkyGroundFactor;\r\n#endif\r\n\r\n#if defined(SUN_HIGH_QUALITY)||defined(SUN_SIMPLE)\r\n\tvarying vec3 v_SunColor;\r\n#endif\r\n\r\n// Calculates the Mie phase function\r\nfloat getMiePhase(float eyeCos, float eyeCos2) {\r\n\tfloat temp = 1.0 + MIE_G2 - 2.0 * MIE_G * eyeCos;\r\n\ttemp = pow(temp, pow(u_SunSize,0.65) * 10.0);\r\n\ttemp = max(temp,1.0e-4); // prevent division by zero, esp. in half precision\r\n\ttemp = 1.5 * ((1.0 - MIE_G2) / (2.0 + MIE_G2)) * (1.0 + eyeCos2) / temp;\r\n\treturn temp;\r\n}\r\n\r\n// Calculates the sun shape\r\nfloat calcSunAttenuation(vec3 lightPos, vec3 ray) {\r\n\t#ifdef SUN_HIGH_QUALITY\r\n\t\tfloat focusedEyeCos = pow(clamp(dot(lightPos, ray),0.0,1.0), u_SunSizeConvergence);\r\n\t\treturn getMiePhase(-focusedEyeCos, focusedEyeCos * focusedEyeCos);\r\n\t#else //SUN_SIMPLE\r\n\t\tvec3 delta = lightPos - ray;\r\n\t\tfloat dist = length(delta);\r\n\t\tfloat spot = 1.0 - smoothstep(0.0, u_SunSize, dist);\r\n\t\treturn spot * spot;\r\n\t#endif\r\n}\r\n\r\nvoid main() {\r\n\t// if y > 1 [eyeRay.y < -SKY_GROUND_THRESHOLD] - ground\r\n\t// if y >= 0 and < 1 [eyeRay.y <= 0 and > -SKY_GROUND_THRESHOLD] - horizon\r\n\t// if y < 0 [eyeRay.y > 0] - sky\r\n\tvec3 col = vec3(0.0, 0.0, 0.0);\r\n\r\n\t#ifdef SUN_HIGH_QUALITY\r\n\t\tvec3 ray = normalize(v_Vertex);\r\n\t\tfloat y = ray.y / SKY_GROUND_THRESHOLD;\r\n\t#elif defined(SUN_SIMPLE) \r\n\t\tvec3 ray = v_RayDir;\r\n\t\tfloat y = ray.y / SKY_GROUND_THRESHOLD;\t\r\n\t#else\r\n\t\tfloat y = v_SkyGroundFactor;\r\n\t#endif\r\n\r\n\t// if we did precalculate color in vprog: just do lerp between them\r\n\tcol = mix(v_SkyColor, v_GroundColor, clamp(y,0.0,1.0));\r\n\r\n\t#if defined(SUN_HIGH_QUALITY)||defined(SUN_SIMPLE)\r\n\t\tif (y < 0.0)\r\n\t\t\tcol += v_SunColor * calcSunAttenuation(-u_SunLight.direction, -ray);\r\n\t#endif\r\n\r\n\tcol = sqrt(col);//linear space convert to gamma space\r\n\tgl_FragColor=vec4(col,1.0);\r\n}\r\n\r\n";

	var SkyBoxProceduralVS = "#ifdef GL_FRAGMENT_PRECISION_HIGH\r\n\tprecision highp float;\r\n#else\r\n\tprecision mediump float;\r\n#endif\r\n\r\n#include \"Lighting.glsl\";\r\n\r\n#define OUTER_RADIUS 1.025\r\n#define RAYLEIGH (mix(0.0, 0.0025, pow(u_AtmosphereThickness,2.5)))// Rayleigh constant Rayleigh为夜空光和极光亮度单位\r\n#define MIE 0.0010             // Mie constant 米氏散射\r\n#define SUN_BRIGHTNESS 20.0    // Sun brightness\r\n#define MAX_SCATTER 50.0 // Maximum scattering value, to prevent math overflows on Adrenos\r\n\r\nconst float SKY_GROUND_THRESHOLD = 0.02;\r\nconst float outerRadius = OUTER_RADIUS;\r\nconst float outerRadius2 = OUTER_RADIUS*OUTER_RADIUS;\r\nconst float innerRadius = 1.0;\r\nconst float innerRadius2 = 1.0;\r\nconst float cameraHeight = 0.0001;\r\n\r\nconst float HDSundiskIntensityFactor = 15.0;\r\nconst float simpleSundiskIntensityFactor = 27.0;\r\n\r\nconst float sunScale = 400.0 * SUN_BRIGHTNESS;\r\nconst float kmESun = MIE * SUN_BRIGHTNESS;\r\nconst float km4PI = MIE * 4.0 * 3.14159265;\r\nconst float scale = 1.0 / (OUTER_RADIUS - 1.0);\r\nconst float scaleDepth = 0.25;\r\nconst float scaleOverScaleDepth = (1.0 / (OUTER_RADIUS - 1.0)) / 0.25;\r\nconst float samples = 2.0; // THIS IS UNROLLED MANUALLY, DON'T TOUCH\r\n\r\n// RGB wavelengths        .35 (.62=158), .43 (.68=174), .525 (.75=190)\r\nconst vec3 c_DefaultScatteringWavelength = vec3(0.65, 0.57, 0.475);//默认散射波长\r\nconst vec3 c_VariableRangeForScatteringWavelength = vec3(0.15, 0.15, 0.15);//散射播放的可变范围\r\n\r\nattribute vec4 a_Position;\r\n\r\nuniform mat4 u_ViewProjection;\r\nuniform vec3 u_SkyTint;\r\nuniform vec3 u_GroundTint;\r\nuniform float u_Exposure;\r\nuniform float u_AtmosphereThickness;\r\nuniform DirectionLight u_SunLight;\r\n\r\nvarying vec3 v_GroundColor;\r\nvarying vec3 v_SkyColor;\r\n\r\n#ifdef SUN_HIGH_QUALITY\r\n\tvarying vec3 v_Vertex;\r\n#elif defined(SUN_SIMPLE)\r\n\tvarying vec3 v_RayDir;\r\n#else\r\n\tvarying float v_SkyGroundFactor;\r\n#endif\r\n\r\n#if defined(SUN_HIGH_QUALITY)||defined(SUN_SIMPLE)\r\n\tvarying vec3 v_SunColor;\r\n#endif\r\n\r\n// Calculates the Rayleigh phase function\r\nfloat getRayleighPhase(vec3 light, vec3 ray) \r\n{\r\n\tfloat eyeCos = dot(light, ray);\r\n\treturn 0.75 + 0.75*eyeCos*eyeCos;\r\n}\r\n\r\nfloat scaleAngle(float inCos)\r\n{\r\n\tfloat x = 1.0 - inCos;\r\n\treturn 0.25 * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25))));\r\n}\r\n\r\n\r\nvoid main () {\r\n\tgl_Position = u_ViewProjection*a_Position;\r\n\r\n\tvec3 skyTintInGammaSpace = u_SkyTint;//支持非GAMMA空间后要调整\r\n\tvec3 scatteringWavelength = mix(c_DefaultScatteringWavelength-c_VariableRangeForScatteringWavelength,c_DefaultScatteringWavelength+c_VariableRangeForScatteringWavelength,vec3(1.0) - skyTintInGammaSpace); // using Tint in sRGB+ gamma allows for more visually linear interpolation and to keep (0.5) at (128, gray in sRGB) point\r\n\tvec3 invWavelength = 1.0 / pow(scatteringWavelength, vec3(4.0));\r\n\r\n\tfloat krESun = RAYLEIGH * SUN_BRIGHTNESS;\r\n\tfloat kr4PI = RAYLEIGH * 4.0 * 3.14159265;\r\n\r\n\tvec3 cameraPos = vec3(0.0,innerRadius + cameraHeight,0.0); // The camera's current position\r\n\r\n\t// Get the ray from the camera to the vertex and its length (which is the far point of the ray passing through the atmosphere)\r\n\tvec3 eyeRay = normalize(a_Position.xyz);\r\n\r\n\tfloat far = 0.0;\r\n\tvec3 cIn, cOut;\r\n\tif (eyeRay.y >= 0.0) {// Sky\r\n\t\t// Calculate the length of the \"atmosphere\"\r\n\t\tfar = sqrt(outerRadius2 + innerRadius2 * eyeRay.y * eyeRay.y - innerRadius2) - innerRadius * eyeRay.y;\r\n\r\n\t\t// Calculate the ray's starting position, then calculate its scattering offset\r\n\t\tfloat height = innerRadius + cameraHeight;\r\n\t\tfloat depth = exp(scaleOverScaleDepth * -cameraHeight);\r\n\t\tfloat startAngle = dot(eyeRay, cameraPos) / height;\r\n\t\tfloat startOffset = depth*scaleAngle(startAngle);\r\n\r\n\t\t// Initialize the scattering loop variables\r\n\t\tfloat sampleLength = far / samples;\r\n\t\tfloat scaledLength = sampleLength * scale;\r\n\t\tvec3 sampleRay = eyeRay * sampleLength;\r\n\t\tvec3 samplePoint = cameraPos + sampleRay * 0.5;\r\n\r\n\t\tvec3 frontColor = vec3(0.0);\r\n\t\t//unrolling this manually to avoid some platform for loop slow\r\n\t\t{\r\n\t\t\tfloat height = length(samplePoint);\r\n\t\t\tfloat depth = exp(scaleOverScaleDepth * (innerRadius - height));\r\n\t\t\tfloat lightAngle = dot(-u_SunLight.direction, samplePoint) / height;\r\n\t\t\tfloat cameraAngle = dot(eyeRay, samplePoint) / height;\r\n\t\t\tfloat scatter = (startOffset + depth*(scaleAngle(lightAngle) - scaleAngle(cameraAngle)));\r\n\t\t\tvec3 attenuate = exp(-clamp(scatter, 0.0, MAX_SCATTER) * (invWavelength * kr4PI + km4PI));\r\n\r\n\t\t\tfrontColor += attenuate * (depth * scaledLength);\r\n\t\t\tsamplePoint += sampleRay;\r\n\t\t}\r\n\t\t{\r\n\t\t\tfloat height = length(samplePoint);\r\n\t\t\tfloat depth = exp(scaleOverScaleDepth * (innerRadius - height));\r\n\t\t\tfloat lightAngle = dot(-u_SunLight.direction, samplePoint) / height;\r\n\t\t\tfloat cameraAngle = dot(eyeRay, samplePoint) / height;\r\n\t\t\tfloat scatter = (startOffset + depth*(scaleAngle(lightAngle) - scaleAngle(cameraAngle)));\r\n\t\t\tvec3 attenuate = exp(-clamp(scatter, 0.0, MAX_SCATTER) * (invWavelength * kr4PI + km4PI));\r\n\r\n\t\t\tfrontColor += attenuate * (depth * scaledLength);\r\n\t\t\tsamplePoint += sampleRay;\r\n\t\t}\r\n\r\n\t\t// Finally, scale the Mie and Rayleigh colors and set up the varying variables for the pixel shader\r\n\t\tcIn = frontColor * (invWavelength * krESun);\r\n\t\tcOut = frontColor * kmESun;\r\n\t} else {// Ground\r\n\t\tfar = (-cameraHeight) / (min(-0.001, eyeRay.y));\r\n\t\tvec3 pos = cameraPos + far * eyeRay;\r\n\r\n\t\t// Calculate the ray's starting position, then calculate its scattering offset\r\n\t\tfloat depth = exp((-cameraHeight) * (1.0/scaleDepth));\r\n\t\tfloat cameraAngle = dot(-eyeRay, pos);\r\n\t\tfloat lightAngle = dot(-u_SunLight.direction, pos);\r\n\t\tfloat cameraScale = scaleAngle(cameraAngle);\r\n\t\tfloat lightScale = scaleAngle(lightAngle);\r\n\t\tfloat cameraOffset = depth*cameraScale;\r\n\t\tfloat temp = lightScale + cameraScale;\r\n\r\n\t\t// Initialize the scattering loop variables\r\n\t\tfloat sampleLength = far / samples;\r\n\t\tfloat scaledLength = sampleLength * scale;\r\n\t\tvec3 sampleRay = eyeRay * sampleLength;\r\n\t\tvec3 samplePoint = cameraPos + sampleRay * 0.5;\r\n\r\n\t\t// Now loop through the sample rays\r\n\t\tvec3 frontColor = vec3(0.0, 0.0, 0.0);\r\n\t\tvec3 attenuate;\r\n\r\n\t\t// Loop removed because we kept hitting SM2.0 temp variable limits. Doesn't affect the image too much.\r\n\t\t{\r\n\t\t\tfloat height = length(samplePoint);\r\n\t\t\tfloat depth = exp(scaleOverScaleDepth * (innerRadius - height));\r\n\t\t\tfloat scatter = depth*temp - cameraOffset;\r\n\t\t\tattenuate = exp(-clamp(scatter, 0.0, MAX_SCATTER) * (invWavelength * kr4PI + km4PI));\r\n\t\t\tfrontColor += attenuate * (depth * scaledLength);\r\n\t\t\tsamplePoint += sampleRay;\r\n\t\t}\r\n\r\n\t\tcIn = frontColor * (invWavelength * krESun + kmESun);\r\n\t\tcOut = clamp(attenuate, 0.0, 1.0);\r\n\t}\r\n\r\n\t#ifdef SUN_HIGH_QUALITY\r\n\t\tv_Vertex = -a_Position.xyz;\r\n\t#elif defined(SUN_SIMPLE) \r\n\t\tv_RayDir = -eyeRay;\r\n\t#else\r\n\t\tv_SkyGroundFactor = -eyeRay.y / SKY_GROUND_THRESHOLD;\r\n\t#endif\r\n\r\n\t// if we want to calculate color in vprog:\r\n\t// in case of linear: multiply by _Exposure in here (even in case of lerp it will be common multiplier, so we can skip mul in fshader)\r\n\tv_GroundColor = u_Exposure * (cIn + u_GroundTint*u_GroundTint * cOut);//u_GroundColor*u_GroundColor is gamma space convert to linear space\r\n\tv_SkyColor    = u_Exposure * (cIn * getRayleighPhase(-u_SunLight.direction, -eyeRay));\r\n\r\n\t\r\n\t// The sun should have a stable intensity in its course in the sky. Moreover it should match the highlight of a purely specular material.\r\n\t// This matching was done using the Unity3D standard shader BRDF1 on the 5/31/2017\r\n\t// Finally we want the sun to be always bright even in LDR thus the normalization of the lightColor for low intensity.\r\n\tfloat lightColorIntensity = clamp(length(u_SunLight.color), 0.25, 1.0);\r\n\r\n\t#ifdef SUN_HIGH_QUALITY \r\n\t\tv_SunColor = HDSundiskIntensityFactor * clamp(cOut,0.0,1.0) * u_SunLight.color / lightColorIntensity;\r\n\t#elif defined(SUN_SIMPLE) \r\n\t\tv_SunColor = simpleSundiskIntensityFactor * clamp(cOut * sunScale,0.0,1.0) * u_SunLight.color / lightColorIntensity;\r\n\t#endif\r\n\tgl_Position=remapGLPositionZ(gl_Position);\r\n}\r\n";

	var TrailPS = "#ifdef GL_FRAGMENT_PRECISION_HIGH\r\n\tprecision highp float;\r\n#else\r\n\tprecision mediump float;\r\n#endif\r\n\r\nuniform sampler2D u_MainTexture;\r\nuniform vec4 u_MainColor;\r\n\r\nvarying vec2 v_Texcoord0;\r\nvarying vec4 v_Color;\r\n\r\nvoid main()\r\n{\r\n\tvec4 color = 2.0 * u_MainColor * v_Color;\r\n\t#ifdef MAINTEXTURE\r\n\t\tvec4 mainTextureColor = texture2D(u_MainTexture, v_Texcoord0);\r\n\t\tcolor *= mainTextureColor;\r\n\t#endif\r\n\tgl_FragColor = color;\r\n}\r\n\r\n     ";

	var TrailVS = "#include \"Lighting.glsl\";\r\n\r\nattribute vec3 a_Position;\r\nattribute vec3 a_OffsetVector;\r\nattribute vec4 a_Color;\r\nattribute float a_Texcoord0X;\r\nattribute float a_Texcoord0Y;\r\nattribute float a_BirthTime;\r\n\r\nuniform mat4 u_View;\r\nuniform mat4 u_Projection;\r\n\r\nuniform vec4 u_TilingOffset;\r\n\r\nuniform float u_CurTime;\r\nuniform float u_LifeTime;\r\nuniform vec4 u_WidthCurve[10];\r\nuniform int u_WidthCurveKeyLength;\r\n\r\nvarying vec2 v_Texcoord0;\r\nvarying vec4 v_Color;\r\n\r\nfloat hermiteInterpolate(float t, float outTangent, float inTangent, float duration, float value1, float value2)\r\n{\r\n\tfloat t2 = t * t;\r\n\tfloat t3 = t2 * t;\r\n\tfloat a = 2.0 * t3 - 3.0 * t2 + 1.0;\r\n\tfloat b = t3 - 2.0 * t2 + t;\r\n\tfloat c = t3 - t2;\r\n\tfloat d = -2.0 * t3 + 3.0 * t2;\r\n\treturn a * value1 + b * outTangent * duration + c * inTangent * duration + d * value2;\r\n}\r\n\r\nfloat getCurWidth(in float normalizeTime)\r\n{\r\n\tfloat width;\r\n\tif(normalizeTime == 0.0){\r\n\t\twidth=u_WidthCurve[0].w;\r\n\t}\r\n\telse if(normalizeTime >= 1.0){\r\n\t\twidth=u_WidthCurve[u_WidthCurveKeyLength - 1].w;\r\n\t}\r\n\telse{\r\n\t\tfor(int i = 0; i < 10; i ++ )\r\n\t\t{\r\n\t\t\tif(normalizeTime == u_WidthCurve[i].x){\r\n\t\t\t\twidth=u_WidthCurve[i].w;\r\n\t\t\t\tbreak;\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tvec4 lastFrame = u_WidthCurve[i];\r\n\t\t\tvec4 nextFrame = u_WidthCurve[i + 1];\r\n\t\t\tif(normalizeTime > lastFrame.x && normalizeTime < nextFrame.x)\r\n\t\t\t{\r\n\t\t\t\tfloat duration = nextFrame.x - lastFrame.x;\r\n\t\t\t\tfloat t = (normalizeTime - lastFrame.x) / duration;\r\n\t\t\t\tfloat outTangent = lastFrame.z;\r\n\t\t\t\tfloat inTangent = nextFrame.y;\r\n\t\t\t\tfloat value1 = lastFrame.w;\r\n\t\t\t\tfloat value2 = nextFrame.w;\r\n\t\t\t\twidth=hermiteInterpolate(t, outTangent, inTangent, duration, value1, value2);\r\n\t\t\t\tbreak;\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n\treturn width;\r\n}\t\r\n\r\nvoid main()\r\n{\r\n\tfloat normalizeTime = (u_CurTime - a_BirthTime) / u_LifeTime;\r\n\t\r\n\t#ifdef TILINGOFFSET\r\n\t\tv_Texcoord0 = vec2(a_Texcoord0X, 1.0 - a_Texcoord0Y) * u_TilingOffset.xy + u_TilingOffset.zw;\r\n\t#else\r\n\t\tv_Texcoord0 = vec2(a_Texcoord0X, a_Texcoord0Y);\r\n\t#endif\r\n\t\r\n\tv_Color = a_Color;\r\n\t\r\n\tgl_Position = u_Projection * u_View * vec4(a_Position + a_OffsetVector * getCurWidth(normalizeTime),1.0);\r\n\tgl_Position=remapGLPositionZ(gl_Position);\r\n}\r\n";

	var UnlitPS = "#ifdef GL_FRAGMENT_PRECISION_HIGH\r\n\tprecision highp float;\r\n#else\r\n\tprecision mediump float;\r\n#endif\r\n\r\n#if defined(COLOR)&&defined(ENABLEVERTEXCOLOR)\r\n\tvarying vec4 v_Color;\r\n#endif\r\n\r\n#ifdef ALBEDOTEXTURE\r\n\tuniform sampler2D u_AlbedoTexture;\r\n\tvarying vec2 v_Texcoord0;\r\n#endif\r\n\r\nuniform vec4 u_AlbedoColor;\r\n\r\n#ifdef ALPHATEST\r\n\tuniform float u_AlphaTestValue;\r\n#endif\r\n\r\n#ifdef FOG\r\n\tuniform float u_FogStart;\r\n\tuniform float u_FogRange;\r\n\t#ifdef ADDTIVEFOG\r\n\t#else\r\n\t\tuniform vec3 u_FogColor;\r\n\t#endif\r\n#endif\r\n\r\nvoid main()\r\n{\r\n\tvec4 color =  u_AlbedoColor;\r\n\t#ifdef ALBEDOTEXTURE\r\n\t\tcolor *= texture2D(u_AlbedoTexture, v_Texcoord0);\r\n\t#endif\r\n\t#if defined(COLOR)&&defined(ENABLEVERTEXCOLOR)\r\n\t\tcolor *= v_Color;\r\n\t#endif\r\n\t\r\n\t#ifdef ALPHATEST\r\n\t\tif(color.a < u_AlphaTestValue)\r\n\t\t\tdiscard;\r\n\t#endif\r\n\t\r\n\tgl_FragColor = color;\r\n\t\r\n\t#ifdef FOG\r\n\t\tfloat lerpFact = clamp((1.0 / gl_FragCoord.w - u_FogStart) / u_FogRange, 0.0, 1.0);\r\n\t\t#ifdef ADDTIVEFOG\r\n\t\t\tgl_FragColor.rgb = mix(gl_FragColor.rgb, vec3(0.0), lerpFact);\r\n\t\t#else\r\n\t\t\tgl_FragColor.rgb = mix(gl_FragColor.rgb, u_FogColor, lerpFact);\r\n\t\t#endif\r\n\t#endif\r\n\t\r\n}\r\n\r\n";

	var UnlitVS = "#include \"Lighting.glsl\";\r\n\r\nattribute vec4 a_Position;\r\n\r\nattribute vec2 a_Texcoord0;\r\n\r\n#ifdef GPU_INSTANCE\r\n\tattribute mat4 a_MvpMatrix;\r\n#else\r\n\tuniform mat4 u_MvpMatrix;\r\n#endif\r\n\r\nattribute vec4 a_Color;\r\nvarying vec4 v_Color;\r\nvarying vec2 v_Texcoord0;\r\n\r\n#ifdef TILINGOFFSET\r\n\tuniform vec4 u_TilingOffset;\r\n#endif\r\n\r\n#ifdef BONE\r\n\tconst int c_MaxBoneCount = 24;\r\n\tattribute vec4 a_BoneIndices;\r\n\tattribute vec4 a_BoneWeights;\r\n\tuniform mat4 u_Bones[c_MaxBoneCount];\r\n#endif\r\n\r\n#ifdef SIMPLEBONE\r\n\t#ifdef GPU_INSTANCE\r\n\t\tattribute vec4 a_SimpleTextureParams;\r\n\t#else\r\n\t\tuniform vec4 u_SimpleAnimatorParams;\r\n\t#endif\r\n\tuniform sampler2D u_SimpleAnimatorTexture;\r\n\r\n\tuniform float u_SimpleAnimatorTextureSize; \r\n#endif\r\n\r\n\r\n#ifdef SIMPLEBONE\r\nmat4 loadMatFromTexture(float FramePos,int boneIndices,float offset)\r\n{\r\n\tvec2 uv;\r\n\tfloat PixelPos = FramePos+float(boneIndices)*4.0;\r\n\tfloat halfOffset = offset * 0.5;\r\n\tfloat uvoffset = PixelPos/u_SimpleAnimatorTextureSize;\r\n\tuv.y = floor(uvoffset)*offset+halfOffset;\r\n\tuv.x = mod(float(PixelPos),u_SimpleAnimatorTextureSize)*offset+halfOffset;\r\n\tvec4 mat0row = texture2D(u_SimpleAnimatorTexture,uv);\r\n\tuv.x+=offset;\r\n\tvec4 mat1row = texture2D(u_SimpleAnimatorTexture,uv);\r\n\tuv.x+=offset;\r\n\tvec4 mat2row = texture2D(u_SimpleAnimatorTexture,uv);\r\n\tuv.x+=offset;\r\n\tvec4 mat3row = texture2D(u_SimpleAnimatorTexture,uv);\r\n\tmat4 m =mat4(mat0row.x,mat0row.y,mat0row.z,mat0row.w,\r\n\t\t\t  mat1row.x,mat1row.y,mat1row.z,mat1row.w,\r\n\t\t\t  mat2row.x,mat2row.y,mat2row.z,mat2row.w,\r\n\t\t\t  mat3row.x,mat3row.y,mat3row.z,mat3row.w);\r\n\treturn m;\r\n}\r\n#endif\r\nvoid main() {\r\n\tvec4 position;\r\n\t#ifdef BONE\r\n\t\tmat4 skinTransform;\r\n\t \t#ifdef SIMPLEBONE\r\n\t\t\tfloat currentPixelPos;\r\n\t\t\t#ifdef GPU_INSTANCE\r\n\t\t\t\tcurrentPixelPos = a_SimpleTextureParams.x+a_SimpleTextureParams.y;\r\n\t\t\t#else\r\n\t\t\t\tcurrentPixelPos = u_SimpleAnimatorParams.x+u_SimpleAnimatorParams.y;\r\n\t\t\t#endif\r\n\t\t\tfloat offset = 1.0/u_SimpleAnimatorTextureSize;\r\n\t\t\tskinTransform =  loadMatFromTexture(currentPixelPos,int(a_BoneIndices.x),offset) * a_BoneWeights.x;\r\n\t\t\tskinTransform += loadMatFromTexture(currentPixelPos,int(a_BoneIndices.y),offset) * a_BoneWeights.y;\r\n\t\t\tskinTransform += loadMatFromTexture(currentPixelPos,int(a_BoneIndices.z),offset) * a_BoneWeights.z;\r\n\t\t\tskinTransform += loadMatFromTexture(currentPixelPos,int(a_BoneIndices.w),offset) * a_BoneWeights.w;\r\n\t\t#else\r\n\t\t\tskinTransform =  u_Bones[int(a_BoneIndices.x)] * a_BoneWeights.x;\r\n\t\t\tskinTransform += u_Bones[int(a_BoneIndices.y)] * a_BoneWeights.y;\r\n\t\t\tskinTransform += u_Bones[int(a_BoneIndices.z)] * a_BoneWeights.z;\r\n\t\t\tskinTransform += u_Bones[int(a_BoneIndices.w)] * a_BoneWeights.w;\r\n\t\t#endif\r\n\t\tposition=skinTransform*a_Position;\r\n\t #else\r\n\t\tposition=a_Position;\r\n\t#endif\r\n\t#ifdef GPU_INSTANCE\r\n\t\tgl_Position = a_MvpMatrix * position;\r\n\t#else\r\n\t\tgl_Position = u_MvpMatrix * position;\r\n\t#endif\r\n\r\n\t#ifdef TILINGOFFSET\r\n\t\tv_Texcoord0=TransformUV(a_Texcoord0,u_TilingOffset);\r\n\t#else\r\n\t\tv_Texcoord0=a_Texcoord0;\r\n\t#endif\r\n\r\n\t#if defined(COLOR)&&defined(ENABLEVERTEXCOLOR)\r\n\t\tv_Color = a_Color;\r\n\t#endif\r\n\tgl_Position=remapGLPositionZ(gl_Position);\r\n}";

	var WaterPrimaryPS = "#ifdef GL_FRAGMENT_PRECISION_HIGH\r\n\tprecision highp float;\r\n#else\r\n\tprecision mediump float;\r\n#endif\r\n\r\n#ifdef MAINTEXTURE\r\n\tuniform sampler2D u_MainTexture;\r\n#endif\r\n\r\n#ifdef NORMALTEXTURE\r\n\tuniform sampler2D u_NormalTexture;\r\n#endif\r\n\r\nuniform vec4 u_HorizonColor;\r\n\r\nvarying vec3 v_Normal;\r\nvarying vec3 v_Tangent;\r\nvarying vec3 v_Binormal;\r\nvarying vec3 v_ViewDir;\r\nvarying vec2 v_Texcoord0;\r\nvarying vec2 v_Texcoord1;\r\n\r\n\r\n#include \"Lighting.glsl\"\r\n\r\n\r\n\r\nvec3 NormalSampleToWorldSpace(vec4 normalMapSample) {\r\n\tvec3 normalT;\r\n\tnormalT.x = 2.0 * normalMapSample.x - 1.0;\r\n\tnormalT.y = 1.0 - 2.0 * normalMapSample.y;\r\n\tnormalT.z = sqrt(1.0 - clamp(dot(normalT.xy, normalT.xy), 0.0, 1.0));\r\n\r\n\tvec3 bumpedNormal = normalize(normalT);\r\n\r\n\treturn bumpedNormal;\r\n}\r\n\r\n\r\nvoid main()\r\n{\r\n\tvec4 bumpColor1 = texture2D(u_NormalTexture, v_Texcoord0);\r\n\tvec4 bumpColor2 = texture2D(u_NormalTexture, v_Texcoord1);\r\n\r\n\tvec3 normal1 = NormalSampleToWorldSpace(bumpColor1);\r\n\tvec3 normal2 = NormalSampleToWorldSpace(bumpColor2);\r\n\t\r\n\tvec3 normal = normalize((normal1 + normal2) * 0.5);\r\n\tvec3 viewDir = normalize(v_ViewDir);\r\n\tfloat fresnel = dot(viewDir, normal);\r\n\t\r\n\tvec4 waterColor = texture2D(u_MainTexture, vec2(fresnel, fresnel));\r\n\t\r\n\tvec4 color;\r\n\tcolor.rgb = mix(waterColor.rgb, u_HorizonColor.rgb, vec3(waterColor.a));\r\n\tcolor.a = u_HorizonColor.a;\r\n\t\r\n\tgl_FragColor = color;\r\n}\r\n\r\n\r\n";

	var WaterPrimaryVS = "#include \"Lighting.glsl\";\r\n\r\nattribute vec4 a_Position;\r\nattribute vec3 a_Normal;\r\nattribute vec4 a_Tangent0;\r\n\r\nuniform mat4 u_MvpMatrix;\r\nuniform mat4 u_WorldMat;\r\nuniform vec3 u_CameraPos;\r\nuniform float u_WaveScale;\r\nuniform vec4 u_WaveSpeed;\r\nuniform float u_Time;\r\n\r\nvarying vec3 v_Normal;\r\nvarying vec3 v_Tangent;\r\nvarying vec3 v_Binormal;\r\nvarying vec3 v_ViewDir;\r\nvarying vec2 v_Texcoord0;\r\nvarying vec2 v_Texcoord1;\r\n\r\nvoid main()\r\n{\r\n\tvec4 positionWorld = u_WorldMat * a_Position;\r\n\tvec4 position = u_MvpMatrix * a_Position;\r\n\t\r\n\tvec4 temp = vec4(positionWorld.x, positionWorld.z, positionWorld.x, positionWorld.z) * u_WaveScale + u_WaveSpeed * u_WaveScale * u_Time;\r\n\t\r\n\tv_Texcoord0 = temp.xy * vec2(0.4, 0.45);\r\n\tv_Texcoord1 = temp.wz;\r\n\t\r\n\tmat3 worldMat = mat3(u_WorldMat);\r\n\tv_Normal = worldMat * a_Normal;\r\n\tv_Tangent = worldMat * a_Tangent0.xyz;\r\n\tv_Binormal = cross(v_Normal, v_Tangent) * a_Tangent0.w;\r\n\t\r\n\tv_ViewDir = u_CameraPos - positionWorld.xyz;\r\n\tgl_Position = position;\r\n\tgl_Position=remapGLPositionZ(gl_Position);\r\n}";

	class ShaderInit3D {
		constructor() {
		}
		static __init__() {
			Shader3D.SHADERDEFINE_LEGACYSINGALLIGHTING = Shader3D.getDefineByName("LEGACYSINGLELIGHTING");
			Shader3D.SHADERDEFINE_GRAPHICS_API_GLES2 = Shader3D.getDefineByName("GRAPHICS_API_GLES2");
			Shader3D.SHADERDEFINE_GRAPHICS_API_GLES3 = Shader3D.getDefineByName("GRAPHICS_API_GLES3");
			Shader3D.addInclude("Lighting.glsl", LightingGLSL);
			Shader3D.addInclude("ShadowSampleTent.glsl", ShadowSampleTentGLSL);
			Shader3D.addInclude("GlobalIllumination.glsl", GlobalIllumination);
			Shader3D.addInclude("Shadow.glsl", ShadowGLSL);
			Shader3D.addInclude("ShadowCasterVS.glsl", ShadowCasterVSGLSL);
			Shader3D.addInclude("ShadowCasterFS.glsl", ShadowCasterFSGLSL);
			Shader3D.addInclude("Colors.glsl", ColorsGLSL);
			Shader3D.addInclude("Sampling.glsl", SamplingGLSL);
			Shader3D.addInclude("StdLib.glsl", StdLibGLSL);
			Shader3D.addInclude("PBRVSInput.glsl", PBRVSInput);
			Shader3D.addInclude("PBRFSInput.glsl", PBRFSInput);
			Shader3D.addInclude("LayaPBRBRDF.glsl", LayaPBRBRDF);
			Shader3D.addInclude("PBRCore.glsl", PBRCore);
			Shader3D.addInclude("PBRVertex.glsl", PBRVertex);
			var attributeMap = {
				'a_Position': VertexMesh.MESH_POSITION0,
				'a_Color': VertexMesh.MESH_COLOR0,
				'a_Normal': VertexMesh.MESH_NORMAL0,
				'a_Texcoord0': VertexMesh.MESH_TEXTURECOORDINATE0,
				'a_Texcoord1': VertexMesh.MESH_TEXTURECOORDINATE1,
				'a_BoneWeights': VertexMesh.MESH_BLENDWEIGHT0,
				'a_BoneIndices': VertexMesh.MESH_BLENDINDICES0,
				'a_Tangent0': VertexMesh.MESH_TANGENT0,
				'a_MvpMatrix': VertexMesh.MESH_MVPMATRIX_ROW0,
				'a_WorldMat': VertexMesh.MESH_WORLDMATRIX_ROW0
			};
			var uniformMap = {
				'u_Bones': Shader3D.PERIOD_CUSTOM,
				'u_DiffuseTexture': Shader3D.PERIOD_MATERIAL,
				'u_SpecularTexture': Shader3D.PERIOD_MATERIAL,
				'u_NormalTexture': Shader3D.PERIOD_MATERIAL,
				'u_AlphaTestValue': Shader3D.PERIOD_MATERIAL,
				'u_DiffuseColor': Shader3D.PERIOD_MATERIAL,
				'u_MaterialSpecular': Shader3D.PERIOD_MATERIAL,
				'u_Shininess': Shader3D.PERIOD_MATERIAL,
				'u_TilingOffset': Shader3D.PERIOD_MATERIAL,
				'u_WorldMat': Shader3D.PERIOD_SPRITE,
				'u_MvpMatrix': Shader3D.PERIOD_SPRITE,
				'u_LightmapScaleOffset': Shader3D.PERIOD_SPRITE,
				'u_LightMap': Shader3D.PERIOD_SPRITE,
				'u_LightMapDirection': Shader3D.PERIOD_SPRITE,
				'u_SimpleAnimatorTexture': Shader3D.PERIOD_SPRITE,
				'u_SimpleAnimatorParams': Shader3D.PERIOD_SPRITE,
				'u_SimpleAnimatorTextureSize': Shader3D.PERIOD_SPRITE,
				'u_CameraPos': Shader3D.PERIOD_CAMERA,
				'u_Viewport': Shader3D.PERIOD_CAMERA,
				'u_ProjectionParams': Shader3D.PERIOD_CAMERA,
				'u_View': Shader3D.PERIOD_CAMERA,
				'u_ViewProjection': Shader3D.PERIOD_CAMERA,
				'u_ReflectTexture': Shader3D.PERIOD_SCENE,
				'u_ReflectIntensity': Shader3D.PERIOD_SCENE,
				'u_FogStart': Shader3D.PERIOD_SCENE,
				'u_FogRange': Shader3D.PERIOD_SCENE,
				'u_FogColor': Shader3D.PERIOD_SCENE,
				'u_DirationLightCount': Shader3D.PERIOD_SCENE,
				'u_LightBuffer': Shader3D.PERIOD_SCENE,
				'u_LightClusterBuffer': Shader3D.PERIOD_SCENE,
				'u_AmbientColor': Shader3D.PERIOD_SCENE,
				'u_ShadowBias': Shader3D.PERIOD_SCENE,
				'u_ShadowLightDirection': Shader3D.PERIOD_SCENE,
				'u_ShadowMap': Shader3D.PERIOD_SCENE,
				'u_ShadowParams': Shader3D.PERIOD_SCENE,
				'u_ShadowSplitSpheres': Shader3D.PERIOD_SCENE,
				'u_ShadowMatrices': Shader3D.PERIOD_SCENE,
				'u_ShadowMapSize': Shader3D.PERIOD_SCENE,
				'u_SpotShadowMap': Shader3D.PERIOD_SCENE,
				'u_SpotViewProjectMatrix': Shader3D.PERIOD_SCENE,
				'u_ShadowLightPosition': Shader3D.PERIOD_SCENE,
				'u_AmbientSHAr': Shader3D.PERIOD_SCENE,
				'u_AmbientSHAg': Shader3D.PERIOD_SCENE,
				'u_AmbientSHAb': Shader3D.PERIOD_SCENE,
				'u_AmbientSHBr': Shader3D.PERIOD_SCENE,
				'u_AmbientSHBg': Shader3D.PERIOD_SCENE,
				'u_AmbientSHBb': Shader3D.PERIOD_SCENE,
				'u_AmbientSHC': Shader3D.PERIOD_SCENE,
				'u_DirectionLight.color': Shader3D.PERIOD_SCENE,
				'u_DirectionLight.direction': Shader3D.PERIOD_SCENE,
				'u_PointLight.position': Shader3D.PERIOD_SCENE,
				'u_PointLight.range': Shader3D.PERIOD_SCENE,
				'u_PointLight.color': Shader3D.PERIOD_SCENE,
				'u_SpotLight.position': Shader3D.PERIOD_SCENE,
				'u_SpotLight.direction': Shader3D.PERIOD_SCENE,
				'u_SpotLight.range': Shader3D.PERIOD_SCENE,
				'u_SpotLight.spot': Shader3D.PERIOD_SCENE,
				'u_SpotLight.color': Shader3D.PERIOD_SCENE
			};
			var stateMap = {
				's_Cull': Shader3D.RENDER_STATE_CULL,
				's_Blend': Shader3D.RENDER_STATE_BLEND,
				's_BlendSrc': Shader3D.RENDER_STATE_BLEND_SRC,
				's_BlendDst': Shader3D.RENDER_STATE_BLEND_DST,
				's_DepthTest': Shader3D.RENDER_STATE_DEPTH_TEST,
				's_DepthWrite': Shader3D.RENDER_STATE_DEPTH_WRITE
			};
			var shader = Shader3D.add("BLINNPHONG", null, null, true);
			var subShader = new SubShader(attributeMap, uniformMap);
			shader.addSubShader(subShader);
			subShader.addShaderPass(MeshBlinnPhongVS, MeshBlinnPhongPS, stateMap, "Forward");
			var shaderPass = subShader.addShaderPass(MeshBlinnPhongShadowCasterVS, MeshBlinnPhongShadowCasterPS, stateMap, "ShadowCaster");
			attributeMap = {
				'a_Position': VertexMesh.MESH_POSITION0,
				'a_Color': VertexMesh.MESH_COLOR0
			};
			uniformMap = {
				'u_MvpMatrix': Shader3D.PERIOD_SPRITE,
				'u_Color': Shader3D.PERIOD_MATERIAL
			};
			stateMap = {
				's_Cull': Shader3D.RENDER_STATE_CULL,
				's_Blend': Shader3D.RENDER_STATE_BLEND,
				's_BlendSrc': Shader3D.RENDER_STATE_BLEND_SRC,
				's_BlendDst': Shader3D.RENDER_STATE_BLEND_DST,
				's_DepthTest': Shader3D.RENDER_STATE_DEPTH_TEST,
				's_DepthWrite': Shader3D.RENDER_STATE_DEPTH_WRITE
			};
			shader = Shader3D.add("LineShader");
			subShader = new SubShader(attributeMap, uniformMap);
			shader.addSubShader(subShader);
			subShader.addShaderPass(lineVS, linePS, stateMap);
			attributeMap = {
				'a_Position': VertexMesh.MESH_POSITION0,
				'a_Color': VertexMesh.MESH_COLOR0,
				'a_Texcoord0': VertexMesh.MESH_TEXTURECOORDINATE0,
				'a_BoneWeights': VertexMesh.MESH_BLENDWEIGHT0,
				'a_BoneIndices': VertexMesh.MESH_BLENDINDICES0,
				'a_MvpMatrix': VertexMesh.MESH_MVPMATRIX_ROW0
			};
			uniformMap = {
				'u_Bones': Shader3D.PERIOD_CUSTOM,
				'u_AlbedoTexture': Shader3D.PERIOD_MATERIAL,
				'u_AlbedoColor': Shader3D.PERIOD_MATERIAL,
				'u_TilingOffset': Shader3D.PERIOD_MATERIAL,
				'u_AlphaTestValue': Shader3D.PERIOD_MATERIAL,
				'u_MvpMatrix': Shader3D.PERIOD_SPRITE,
				'u_SimpleAnimatorTexture': Shader3D.PERIOD_SPRITE,
				'u_SimpleAnimatorParams': Shader3D.PERIOD_SPRITE,
				'u_SimpleAnimatorTextureSize': Shader3D.PERIOD_SPRITE,
				'u_FogStart': Shader3D.PERIOD_SCENE,
				'u_FogRange': Shader3D.PERIOD_SCENE,
				'u_FogColor': Shader3D.PERIOD_SCENE
			};
			stateMap = {
				's_Cull': Shader3D.RENDER_STATE_CULL,
				's_Blend': Shader3D.RENDER_STATE_BLEND,
				's_BlendSrc': Shader3D.RENDER_STATE_BLEND_SRC,
				's_BlendDst': Shader3D.RENDER_STATE_BLEND_DST,
				's_DepthTest': Shader3D.RENDER_STATE_DEPTH_TEST,
				's_DepthWrite': Shader3D.RENDER_STATE_DEPTH_WRITE
			};
			shader = Shader3D.add("Unlit", null, null, true);
			subShader = new SubShader(attributeMap, uniformMap);
			shader.addSubShader(subShader);
			subShader.addShaderPass(UnlitVS, UnlitPS, stateMap);
			attributeMap = {
				'a_Position': VertexMesh.MESH_POSITION0,
				'a_Texcoord0': VertexMesh.MESH_TEXTURECOORDINATE0,
				'a_BoneWeights': VertexMesh.MESH_BLENDWEIGHT0,
				'a_BoneIndices': VertexMesh.MESH_BLENDINDICES0,
				'a_MvpMatrix': VertexMesh.MESH_MVPMATRIX_ROW0
			};
			uniformMap = {
				'u_Bones': Shader3D.PERIOD_CUSTOM,
				'u_AlbedoTexture': Shader3D.PERIOD_MATERIAL,
				'u_AlbedoColor': Shader3D.PERIOD_MATERIAL,
				'u_TilingOffset': Shader3D.PERIOD_MATERIAL,
				'u_AlphaTestValue': Shader3D.PERIOD_MATERIAL,
				'u_MvpMatrix': Shader3D.PERIOD_SPRITE,
				'u_SimpleAnimatorTexture': Shader3D.PERIOD_SPRITE,
				'u_SimpleAnimatorParams': Shader3D.PERIOD_SPRITE,
				'u_SimpleAnimatorTextureSize': Shader3D.PERIOD_SPRITE,
				'u_FogStart': Shader3D.PERIOD_SCENE,
				'u_FogRange': Shader3D.PERIOD_SCENE,
				'u_FogColor': Shader3D.PERIOD_SCENE
			};
			stateMap = {
				's_Cull': Shader3D.RENDER_STATE_CULL,
				's_Blend': Shader3D.RENDER_STATE_BLEND,
				's_BlendSrc': Shader3D.RENDER_STATE_BLEND_SRC,
				's_BlendDst': Shader3D.RENDER_STATE_BLEND_DST,
				's_DepthTest': Shader3D.RENDER_STATE_DEPTH_TEST,
				's_DepthWrite': Shader3D.RENDER_STATE_DEPTH_WRITE
			};
			shader = Shader3D.add("Effect", null, null, true);
			subShader = new SubShader(attributeMap, uniformMap);
			shader.addSubShader(subShader);
			subShader.addShaderPass(EffectVS, EffectPS, stateMap);
			attributeMap = {
				'a_CornerTextureCoordinate': VertexShuriKenParticle.PARTICLE_CORNERTEXTURECOORDINATE0,
				'a_MeshPosition': VertexShuriKenParticle.PARTICLE_POSITION0,
				'a_MeshColor': VertexShuriKenParticle.PARTICLE_COLOR0,
				'a_MeshTextureCoordinate': VertexShuriKenParticle.PARTICLE_TEXTURECOORDINATE0,
				'a_ShapePositionStartLifeTime': VertexShuriKenParticle.PARTICLE_SHAPEPOSITIONSTARTLIFETIME,
				'a_DirectionTime': VertexShuriKenParticle.PARTICLE_DIRECTIONTIME,
				'a_StartColor': VertexShuriKenParticle.PARTICLE_STARTCOLOR0,
				'a_EndColor': VertexShuriKenParticle.PARTICLE_ENDCOLOR0,
				'a_StartSize': VertexShuriKenParticle.PARTICLE_STARTSIZE,
				'a_StartRotation0': VertexShuriKenParticle.PARTICLE_STARTROTATION,
				'a_StartSpeed': VertexShuriKenParticle.PARTICLE_STARTSPEED,
				'a_Random0': VertexShuriKenParticle.PARTICLE_RANDOM0,
				'a_Random1': VertexShuriKenParticle.PARTICLE_RANDOM1,
				'a_SimulationWorldPostion': VertexShuriKenParticle.PARTICLE_SIMULATIONWORLDPOSTION,
				'a_SimulationWorldRotation': VertexShuriKenParticle.PARTICLE_SIMULATIONWORLDROTATION
			};
			uniformMap = {
				'u_Tintcolor': Shader3D.PERIOD_MATERIAL,
				'u_TilingOffset': Shader3D.PERIOD_MATERIAL,
				'u_texture': Shader3D.PERIOD_MATERIAL,
				'u_WorldPosition': Shader3D.PERIOD_SPRITE,
				'u_WorldRotation': Shader3D.PERIOD_SPRITE,
				'u_PositionScale': Shader3D.PERIOD_SPRITE,
				'u_SizeScale': Shader3D.PERIOD_SPRITE,
				'u_ScalingMode': Shader3D.PERIOD_SPRITE,
				'u_Gravity': Shader3D.PERIOD_SPRITE,
				'u_ThreeDStartRotation': Shader3D.PERIOD_SPRITE,
				'u_StretchedBillboardLengthScale': Shader3D.PERIOD_SPRITE,
				'u_StretchedBillboardSpeedScale': Shader3D.PERIOD_SPRITE,
				'u_SimulationSpace': Shader3D.PERIOD_SPRITE,
				'u_CurrentTime': Shader3D.PERIOD_SPRITE,
				'u_ColorOverLifeGradientAlphas': Shader3D.PERIOD_SPRITE,
				'u_ColorOverLifeGradientColors': Shader3D.PERIOD_SPRITE,
				'u_MaxColorOverLifeGradientAlphas': Shader3D.PERIOD_SPRITE,
				'u_MaxColorOverLifeGradientColors': Shader3D.PERIOD_SPRITE,
				'u_VOLVelocityConst': Shader3D.PERIOD_SPRITE,
				'u_VOLVelocityGradientX': Shader3D.PERIOD_SPRITE,
				'u_VOLVelocityGradientY': Shader3D.PERIOD_SPRITE,
				'u_VOLVelocityGradientZ': Shader3D.PERIOD_SPRITE,
				'u_VOLVelocityConstMax': Shader3D.PERIOD_SPRITE,
				'u_VOLVelocityGradientMaxX': Shader3D.PERIOD_SPRITE,
				'u_VOLVelocityGradientMaxY': Shader3D.PERIOD_SPRITE,
				'u_VOLVelocityGradientMaxZ': Shader3D.PERIOD_SPRITE,
				'u_VOLSpaceType': Shader3D.PERIOD_SPRITE,
				'u_SOLSizeGradient': Shader3D.PERIOD_SPRITE,
				'u_SOLSizeGradientX': Shader3D.PERIOD_SPRITE,
				'u_SOLSizeGradientY': Shader3D.PERIOD_SPRITE,
				'u_SOLSizeGradientZ': Shader3D.PERIOD_SPRITE,
				'u_SOLSizeGradientMax': Shader3D.PERIOD_SPRITE,
				'u_SOLSizeGradientMaxX': Shader3D.PERIOD_SPRITE,
				'u_SOLSizeGradientMaxY': Shader3D.PERIOD_SPRITE,
				'u_SOLSizeGradientMaxZ': Shader3D.PERIOD_SPRITE,
				'u_ROLAngularVelocityConst': Shader3D.PERIOD_SPRITE,
				'u_ROLAngularVelocityConstSeprarate': Shader3D.PERIOD_SPRITE,
				'u_ROLAngularVelocityGradient': Shader3D.PERIOD_SPRITE,
				'u_ROLAngularVelocityGradientX': Shader3D.PERIOD_SPRITE,
				'u_ROLAngularVelocityGradientY': Shader3D.PERIOD_SPRITE,
				'u_ROLAngularVelocityGradientZ': Shader3D.PERIOD_SPRITE,
				'u_ROLAngularVelocityConstMax': Shader3D.PERIOD_SPRITE,
				'u_ROLAngularVelocityConstMaxSeprarate': Shader3D.PERIOD_SPRITE,
				'u_ROLAngularVelocityGradientMax': Shader3D.PERIOD_SPRITE,
				'u_ROLAngularVelocityGradientMaxX': Shader3D.PERIOD_SPRITE,
				'u_ROLAngularVelocityGradientMaxY': Shader3D.PERIOD_SPRITE,
				'u_ROLAngularVelocityGradientMaxZ': Shader3D.PERIOD_SPRITE,
				'u_ROLAngularVelocityGradientMaxW': Shader3D.PERIOD_SPRITE,
				'u_TSACycles': Shader3D.PERIOD_SPRITE,
				'u_TSASubUVLength': Shader3D.PERIOD_SPRITE,
				'u_TSAGradientUVs': Shader3D.PERIOD_SPRITE,
				'u_TSAMaxGradientUVs': Shader3D.PERIOD_SPRITE,
				'u_CameraPos': Shader3D.PERIOD_CAMERA,
				'u_CameraDirection': Shader3D.PERIOD_CAMERA,
				'u_CameraUp': Shader3D.PERIOD_CAMERA,
				'u_View': Shader3D.PERIOD_CAMERA,
				'u_Projection': Shader3D.PERIOD_CAMERA,
				'u_FogStart': Shader3D.PERIOD_SCENE,
				'u_FogRange': Shader3D.PERIOD_SCENE,
				'u_FogColor': Shader3D.PERIOD_SCENE
			};
			stateMap = {
				's_Cull': Shader3D.RENDER_STATE_CULL,
				's_Blend': Shader3D.RENDER_STATE_BLEND,
				's_BlendSrc': Shader3D.RENDER_STATE_BLEND_SRC,
				's_BlendDst': Shader3D.RENDER_STATE_BLEND_DST,
				's_DepthTest': Shader3D.RENDER_STATE_DEPTH_TEST,
				's_DepthWrite': Shader3D.RENDER_STATE_DEPTH_WRITE
			};
			shader = Shader3D.add("PARTICLESHURIKEN");
			subShader = new SubShader(attributeMap, uniformMap);
			shader.addSubShader(subShader);
			subShader.addShaderPass(ParticleShuriKenVS, ParticleShuriKenPS, stateMap);
			attributeMap = {
				'a_Position': VertexMesh.MESH_POSITION0
			};
			uniformMap = {
				'u_TintColor': Shader3D.PERIOD_MATERIAL,
				'u_Exposure': Shader3D.PERIOD_MATERIAL,
				'u_Rotation': Shader3D.PERIOD_MATERIAL,
				'u_CubeTexture': Shader3D.PERIOD_MATERIAL,
				'u_ViewProjection': Shader3D.PERIOD_CAMERA
			};
			shader = Shader3D.add("SkyBox");
			subShader = new SubShader(attributeMap, uniformMap);
			shader.addSubShader(subShader);
			subShader.addShaderPass(SkyBoxVS, SkyBoxPS);
			attributeMap = {
				'a_Position': VertexMesh.MESH_POSITION0
			};
			uniformMap = {
				'u_SunSize': Shader3D.PERIOD_MATERIAL,
				'u_SunSizeConvergence': Shader3D.PERIOD_MATERIAL,
				'u_AtmosphereThickness': Shader3D.PERIOD_MATERIAL,
				'u_SkyTint': Shader3D.PERIOD_MATERIAL,
				'u_GroundTint': Shader3D.PERIOD_MATERIAL,
				'u_Exposure': Shader3D.PERIOD_MATERIAL,
				'u_ViewProjection': Shader3D.PERIOD_CAMERA,
				'u_SunLight.direction': Shader3D.PERIOD_SCENE,
				'u_SunLight.color': Shader3D.PERIOD_SCENE,
			};
			shader = Shader3D.add("SkyBoxProcedural");
			subShader = new SubShader(attributeMap, uniformMap);
			shader.addSubShader(subShader);
			subShader.addShaderPass(SkyBoxProceduralVS, SkyBoxProceduralPS);
			attributeMap = {
				'a_Position': VertexMesh.MESH_POSITION0,
				'a_Normal': VertexMesh.MESH_NORMAL0,
				'a_Texcoord0': VertexMesh.MESH_TEXTURECOORDINATE0
			};
			uniformMap = {
				'u_MvpMatrix': Shader3D.PERIOD_SPRITE,
				'u_WorldMat': Shader3D.PERIOD_SPRITE,
				'u_CameraPos': Shader3D.PERIOD_CAMERA,
				'u_Viewport': Shader3D.PERIOD_CAMERA,
				'u_ProjectionParams': Shader3D.PERIOD_CAMERA,
				'u_View': Shader3D.PERIOD_CAMERA,
				'u_LightmapScaleOffset': Shader3D.PERIOD_SPRITE,
				'u_LightMap': Shader3D.PERIOD_SPRITE,
				'u_SplatAlphaTexture': Shader3D.PERIOD_MATERIAL,
				'u_DiffuseTexture1': Shader3D.PERIOD_MATERIAL,
				'u_DiffuseTexture2': Shader3D.PERIOD_MATERIAL,
				'u_DiffuseTexture3': Shader3D.PERIOD_MATERIAL,
				'u_DiffuseTexture4': Shader3D.PERIOD_MATERIAL,
				'u_DiffuseTexture5': Shader3D.PERIOD_MATERIAL,
				'u_DiffuseScaleOffset1': Shader3D.PERIOD_MATERIAL,
				'u_DiffuseScaleOffset2': Shader3D.PERIOD_MATERIAL,
				'u_DiffuseScaleOffset3': Shader3D.PERIOD_MATERIAL,
				'u_DiffuseScaleOffset4': Shader3D.PERIOD_MATERIAL,
				'u_DiffuseScaleOffset5': Shader3D.PERIOD_MATERIAL,
				'u_FogStart': Shader3D.PERIOD_SCENE,
				'u_FogRange': Shader3D.PERIOD_SCENE,
				'u_FogColor': Shader3D.PERIOD_SCENE,
				'u_DirationLightCount': Shader3D.PERIOD_SCENE,
				'u_LightBuffer': Shader3D.PERIOD_SCENE,
				'u_LightClusterBuffer': Shader3D.PERIOD_SCENE,
				'u_AmbientColor': Shader3D.PERIOD_SCENE,
				'u_ShadowMap': Shader3D.PERIOD_SCENE,
				'u_shadowMap2': Shader3D.PERIOD_SCENE,
				'u_shadowMap3': Shader3D.PERIOD_SCENE,
				'u_ShadowSplitSpheres': Shader3D.PERIOD_SCENE,
				'u_ShadowMatrices': Shader3D.PERIOD_SCENE,
				'u_ShadowMapSize': Shader3D.PERIOD_SCENE,
				'u_DirectionLight.color': Shader3D.PERIOD_SCENE,
				'u_DirectionLight.direction': Shader3D.PERIOD_SCENE,
				'u_PointLight.position': Shader3D.PERIOD_SCENE,
				'u_PointLight.range': Shader3D.PERIOD_SCENE,
				'u_PointLight.color': Shader3D.PERIOD_SCENE,
				'u_SpotLight.position': Shader3D.PERIOD_SCENE,
				'u_SpotLight.direction': Shader3D.PERIOD_SCENE,
				'u_SpotLight.range': Shader3D.PERIOD_SCENE,
				'u_SpotLight.spot': Shader3D.PERIOD_SCENE,
				'u_SpotLight.color': Shader3D.PERIOD_SCENE
			};
			stateMap = {
				's_Cull': Shader3D.RENDER_STATE_CULL,
				's_Blend': Shader3D.RENDER_STATE_BLEND,
				's_BlendSrc': Shader3D.RENDER_STATE_BLEND_SRC,
				's_BlendDst': Shader3D.RENDER_STATE_BLEND_DST,
				's_DepthTest': Shader3D.RENDER_STATE_DEPTH_TEST,
				's_DepthWrite': Shader3D.RENDER_STATE_DEPTH_WRITE
			};
			shader = Shader3D.add("ExtendTerrain");
			subShader = new SubShader(attributeMap, uniformMap);
			shader.addSubShader(subShader);
			subShader.addShaderPass(extendTerrainVS, extendTerrainPS, stateMap);
			attributeMap = {
				'a_Position': VertexTrail.TRAIL_POSITION0,
				'a_OffsetVector': VertexTrail.TRAIL_OFFSETVECTOR,
				'a_Texcoord0X': VertexTrail.TRAIL_TEXTURECOORDINATE0X,
				'a_Texcoord0Y': VertexTrail.TRAIL_TEXTURECOORDINATE0Y,
				'a_BirthTime': VertexTrail.TRAIL_TIME0,
				'a_Color': VertexTrail.TRAIL_COLOR
			};
			uniformMap = {
				'u_MvpMatrix': Shader3D.PERIOD_SPRITE,
				'u_View': Shader3D.PERIOD_CAMERA,
				'u_Projection': Shader3D.PERIOD_CAMERA,
				'u_TilingOffset': Shader3D.PERIOD_MATERIAL,
				'u_MainTexture': Shader3D.PERIOD_MATERIAL,
				'u_MainColor': Shader3D.PERIOD_MATERIAL,
				'u_CurTime': Shader3D.PERIOD_SPRITE,
				'u_LifeTime': Shader3D.PERIOD_SPRITE,
				'u_WidthCurve': Shader3D.PERIOD_SPRITE,
				'u_WidthCurveKeyLength': Shader3D.PERIOD_SPRITE,
				'u_GradientColorkey': Shader3D.PERIOD_SPRITE,
				'u_GradientAlphakey': Shader3D.PERIOD_SPRITE
			};
			stateMap = {
				's_Cull': Shader3D.RENDER_STATE_CULL,
				's_Blend': Shader3D.RENDER_STATE_BLEND,
				's_BlendSrc': Shader3D.RENDER_STATE_BLEND_SRC,
				's_BlendDst': Shader3D.RENDER_STATE_BLEND_DST,
				's_DepthTest': Shader3D.RENDER_STATE_DEPTH_TEST,
				's_DepthWrite': Shader3D.RENDER_STATE_DEPTH_WRITE
			};
			shader = Shader3D.add("Trail");
			subShader = new SubShader(attributeMap, uniformMap);
			shader.addSubShader(subShader);
			subShader.addShaderPass(TrailVS, TrailPS, stateMap);
			attributeMap = {
				'a_Position': VertexMesh.MESH_POSITION0,
				'a_Normal': VertexMesh.MESH_NORMAL0,
				'a_Tangent0': VertexMesh.MESH_TANGENT0
			};
			uniformMap = {
				'u_MvpMatrix': Shader3D.PERIOD_SPRITE,
				'u_WorldMat': Shader3D.PERIOD_SPRITE,
				'u_CameraPos': Shader3D.PERIOD_CAMERA,
				'u_Time': Shader3D.PERIOD_SCENE,
				'u_MainTexture': Shader3D.PERIOD_MATERIAL,
				'u_NormalTexture': Shader3D.PERIOD_MATERIAL,
				'u_HorizonColor': Shader3D.PERIOD_MATERIAL,
				'u_WaveScale': Shader3D.PERIOD_MATERIAL,
				'u_WaveSpeed': Shader3D.PERIOD_MATERIAL
			};
			shader = Shader3D.add("WaterPrimary");
			subShader = new SubShader(attributeMap, uniformMap);
			shader.addSubShader(subShader);
			subShader.addShaderPass(WaterPrimaryVS, WaterPrimaryPS);
			attributeMap = {
				'a_PositionTexcoord': VertexMesh.MESH_POSITION0
			};
			uniformMap = {
				'u_MainTex': Shader3D.PERIOD_MATERIAL,
				'u_OffsetScale': Shader3D.PERIOD_MATERIAL
			};
			shader = Shader3D.add("BlitScreen");
			subShader = new SubShader(attributeMap, uniformMap);
			shader.addSubShader(subShader);
			var shaderPass = subShader.addShaderPass(BlitScreenVS, BlitScreenPS);
			var renderState = shaderPass.renderState;
			renderState.depthTest = RenderState.DEPTHTEST_ALWAYS;
			renderState.depthWrite = false;
			renderState.cull = RenderState.CULL_NONE;
			renderState.blend = RenderState.BLEND_DISABLE;
			attributeMap = {
				'a_PositionTexcoord': VertexMesh.MESH_POSITION0
			};
			uniformMap = {
				'u_MainTex': Shader3D.PERIOD_MATERIAL,
				'u_BloomTex': Shader3D.PERIOD_MATERIAL,
				'u_AutoExposureTex': Shader3D.PERIOD_MATERIAL,
				'u_MainTex_TexelSize': Shader3D.PERIOD_MATERIAL,
				'u_SampleScale': Shader3D.PERIOD_MATERIAL,
				'u_Threshold': Shader3D.PERIOD_MATERIAL,
				'u_Params': Shader3D.PERIOD_MATERIAL
			};
			shader = Shader3D.add("PostProcessBloom");
			subShader = new SubShader(attributeMap, uniformMap);
			shader.addSubShader(subShader);
			shaderPass = subShader.addShaderPass(BloomVS, BloomPrefilter13PS);
			renderState = shaderPass.renderState;
			renderState.depthTest = RenderState.DEPTHTEST_ALWAYS;
			renderState.depthWrite = false;
			renderState.cull = RenderState.CULL_NONE;
			renderState.blend = RenderState.BLEND_DISABLE;
			subShader = new SubShader(attributeMap, uniformMap);
			shader.addSubShader(subShader);
			shaderPass = subShader.addShaderPass(BloomVS, BloomPrefilter4PS);
			renderState = shaderPass.renderState;
			renderState.depthTest = RenderState.DEPTHTEST_ALWAYS;
			renderState.depthWrite = false;
			renderState.cull = RenderState.CULL_NONE;
			renderState.blend = RenderState.BLEND_DISABLE;
			subShader = new SubShader(attributeMap, uniformMap);
			shader.addSubShader(subShader);
			shaderPass = subShader.addShaderPass(BloomVS, BloomDownsample13PS);
			renderState = shaderPass.renderState;
			renderState.depthTest = RenderState.DEPTHTEST_ALWAYS;
			renderState.depthWrite = false;
			renderState.cull = RenderState.CULL_NONE;
			renderState.blend = RenderState.BLEND_DISABLE;
			subShader = new SubShader(attributeMap, uniformMap);
			shader.addSubShader(subShader);
			shaderPass = subShader.addShaderPass(BloomVS, BloomDownsample4PS);
			renderState = shaderPass.renderState;
			renderState.depthTest = RenderState.DEPTHTEST_ALWAYS;
			renderState.depthWrite = false;
			renderState.cull = RenderState.CULL_NONE;
			renderState.blend = RenderState.BLEND_DISABLE;
			subShader = new SubShader(attributeMap, uniformMap);
			shader.addSubShader(subShader);
			shaderPass = subShader.addShaderPass(BloomVS, BloomUpsampleTentPS);
			renderState = shaderPass.renderState;
			renderState.depthTest = RenderState.DEPTHTEST_ALWAYS;
			renderState.depthWrite = false;
			renderState.cull = RenderState.CULL_NONE;
			renderState.blend = RenderState.BLEND_DISABLE;
			subShader = new SubShader(attributeMap, uniformMap);
			shader.addSubShader(subShader);
			shaderPass = subShader.addShaderPass(BloomVS, BloomUpsampleBoxPS);
			renderState = shaderPass.renderState;
			renderState.depthTest = RenderState.DEPTHTEST_ALWAYS;
			renderState.depthWrite = false;
			renderState.cull = RenderState.CULL_NONE;
			renderState.blend = RenderState.BLEND_DISABLE;
			attributeMap = {
				'a_PositionTexcoord': VertexMesh.MESH_POSITION0
			};
			uniformMap = {
				'u_MainTex': Shader3D.PERIOD_MATERIAL,
				'u_BloomTex': Shader3D.PERIOD_MATERIAL,
				'u_AutoExposureTex': Shader3D.PERIOD_MATERIAL,
				'u_Bloom_DirtTileOffset': Shader3D.PERIOD_MATERIAL,
				'u_Bloom_DirtTex': Shader3D.PERIOD_MATERIAL,
				'u_BloomTex_TexelSize': Shader3D.PERIOD_MATERIAL,
				'u_Bloom_Settings': Shader3D.PERIOD_MATERIAL,
				'u_Bloom_Color': Shader3D.PERIOD_MATERIAL
			};
			shader = Shader3D.add("PostProcessComposite");
			subShader = new SubShader(attributeMap, uniformMap);
			shader.addSubShader(subShader);
			shaderPass = subShader.addShaderPass(CompositeVS, CompositePS);
			renderState = shaderPass.renderState;
			renderState.depthTest = RenderState.DEPTHTEST_ALWAYS;
			renderState.depthWrite = false;
			renderState.cull = RenderState.CULL_NONE;
			renderState.blend = RenderState.BLEND_DISABLE;
		}
	}

	class DirectionLight extends LightSprite {
		constructor() {
			super();
			this._direction = new Vector3();
			this._shadowCascadesMode = exports.ShadowCascadesMode.NoCascades;
			this._shadowTwoCascadeSplits = 1.0 / 3.0;
			this._shadowFourCascadeSplits = new Vector3(1.0 / 15, 3.0 / 15.0, 7.0 / 15.0);
			this._lightType = exports.LightType.Directional;
		}
		get shadowCascadesMode() {
			return this._shadowCascadesMode;
		}
		set shadowCascadesMode(value) {
			this._shadowCascadesMode = value;
		}
		get shadowTwoCascadeSplits() {
			return this._shadowTwoCascadeSplits;
		}
		set shadowTwoCascadeSplits(value) {
			this._shadowTwoCascadeSplits = value;
		}
		get shadowFourCascadeSplits() {
			return this._shadowFourCascadeSplits;
		}
		set shadowFourCascadeSplits(value) {
			if (value.x > value.y || value.y > value.z || value.z > 1.0)
				throw "DiretionLight:Invalid value.";
			value.cloneTo(this._shadowFourCascadeSplits);
		}
		_addToLightQueue() {
			this._scene._directionLights.add(this);
		}
		_removeFromLightQueue() {
			this._scene._directionLights.remove(this);
		}
	}

	class PointLight extends LightSprite {
		constructor() {
			super();
			this._range = 6.0;
			this._lightType = exports.LightType.Point;
		}
		get range() {
			return this._range;
		}
		set range(value) {
			this._range = value;
		}
		_addToLightQueue() {
			this._scene._pointLights.add(this);
		}
		_removeFromLightQueue() {
			this._scene._pointLights.remove(this);
		}
		_parse(data, spriteMap) {
			super._parse(data, spriteMap);
			this.range = data.range;
		}
	}

	class SpotLight extends LightSprite {
		constructor() {
			super();
			this._spotAngle = 30.0;
			this._range = 10.0;
			this._direction = new Vector3();
			this._lightType = exports.LightType.Spot;
		}
		get spotAngle() {
			return this._spotAngle;
		}
		set spotAngle(value) {
			this._spotAngle = Math.max(Math.min(value, 179), 0);
		}
		get range() {
			return this._range;
		}
		set range(value) {
			this._range = value;
		}
		_addToLightQueue() {
			this._scene._spotLights.add(this);
		}
		_removeFromLightQueue() {
			this._scene._spotLights.remove(this);
		}
		_parse(data, spriteMap) {
			super._parse(data, spriteMap);
			this.range = data.range;
			this.spotAngle = data.spotAngle;
		}
	}

	class SimpleSkinnedMeshRenderer extends SkinnedMeshRenderer {
		constructor(owner) {
			super(owner);
			this._simpleAnimatorParams = new Vector4();
			this._simpleAnimatorOffset = new Vector2();
			this._shaderValues.addDefine(SkinnedMeshSprite3DShaderDeclaration.SHADERDEFINE_SIMPLEBONE);
			this._shaderValues.addDefine(SkinnedMeshSprite3DShaderDeclaration.SHADERDEFINE_BONE);
		}
		get simpleAnimatorTexture() {
			return this._simpleAnimatorTexture;
		}
		set simpleAnimatorTexture(value) {
			this._simpleAnimatorTexture = value;
			this._simpleAnimatorTextureSize = value.width;
			this._shaderValues.setTexture(SimpleSkinnedMeshRenderer.SIMPLE_SIMPLEANIMATORTEXTURE, value);
			value._addReference();
			this._shaderValues.setNumber(SimpleSkinnedMeshRenderer.SIMPLE_SIMPLEANIMATORTEXTURESIZE, this._simpleAnimatorTextureSize);
		}
		get simpleAnimatorOffset() {
			return this._simpleAnimatorOffset;
		}
		set simpleAnimatorOffset(value) {
			value.cloneTo(this._simpleAnimatorOffset);
		}
		_computeAnimatorParamsData() {
			if (this._cacheMesh) {
				this._bonesNums = this.bones.length;
				this._simpleAnimatorParams.x = this._simpleAnimatorOffset.x;
				this._simpleAnimatorParams.y = Math.round(this._simpleAnimatorOffset.y) * this._bonesNums * 4;
			}
		}
		_createRenderElement() {
			return new SubMeshRenderElement();
		}
		_setCacheAnimator(animator) {
			this._cacheAnimator = animator;
			this._shaderValues.addDefine(SkinnedMeshSprite3DShaderDeclaration.SHADERDEFINE_SIMPLEBONE);
		}
		_onMeshChange(value) {
			super._onMeshChange(value);
			this._cacheMesh = value;
		}
		_renderUpdate(context, transform) {
			var element = context.renderElement;
			switch (element.renderType) {
				case RenderElement.RENDERTYPE_NORMAL:
					if (this._cacheAnimator) {
						var worldMat = this._cacheAnimator.owner.transform.worldMatrix;
						this._shaderValues.setMatrix4x4(Sprite3D.WORLDMATRIX, worldMat);
					}
					else {
						this._shaderValues.setMatrix4x4(Sprite3D.WORLDMATRIX, transform.worldMatrix);
					}
					this._computeAnimatorParamsData();
					this._shaderValues.setVector(SimpleSkinnedMeshRenderer.SIMPLE_SIMPLEANIMATORPARAMS, this._simpleAnimatorParams);
					break;
				case RenderElement.RENDERTYPE_INSTANCEBATCH:
					var worldMatrixData = SubMeshInstanceBatch.instance.instanceWorldMatrixData;
					var insBatches = element.instanceBatchElementList;
					var elements = insBatches.elements;
					var count = insBatches.length;
					if (this._cacheAnimator) {
						for (var i = 0; i < count; i++) {
							var mat = (elements[i].render)._cacheAnimator.owner._transform.worldMatrix;
							worldMatrixData.set(mat.elements, i * 16);
						}
					}
					else {
						for (var i = 0; i < count; i++)
							worldMatrixData.set(elements[i]._transform.worldMatrix.elements, i * 16);
					}
					var worldBuffer = SubMeshInstanceBatch.instance.instanceWorldMatrixBuffer;
					worldBuffer.orphanStorage();
					worldBuffer.setData(worldMatrixData.buffer, 0, 0, count * 16 * 4);
					this._shaderValues.addDefine(MeshSprite3DShaderDeclaration.SHADERDEFINE_GPU_INSTANCE);
					var simpleAnimatorData = SubMeshInstanceBatch.instance.instanceSimpleAnimatorData;
					if (this._cacheAnimator) {
						for (var i = 0; i < count; i++) {
							var render = (elements[i].render);
							render._computeAnimatorParamsData();
							var simpleAnimatorParams = render._simpleAnimatorParams;
							var offset = i * 4;
							simpleAnimatorData[offset] = simpleAnimatorParams.x;
							simpleAnimatorData[offset + 1] = simpleAnimatorParams.y;
						}
					}
					else {
						for (var i = 0; i < count; i++) {
							simpleAnimatorData[offset] = 0;
							simpleAnimatorData[offset + 1] = 0;
						}
					}
					var simpleAnimatorBuffer = SubMeshInstanceBatch.instance.instanceSimpleAnimatorBuffer;
					simpleAnimatorBuffer.orphanStorage();
					simpleAnimatorBuffer.setData(simpleAnimatorData.buffer, 0, 0, count * 4 * 4);
					break;
			}
		}
		_renderUpdateWithCamera(context, transform) {
			var projectionView = context.projectionViewMatrix;
			if (projectionView) {
				var element = context.renderElement;
				switch (element.renderType) {
					case RenderElement.RENDERTYPE_NORMAL:
						if (this._cacheAnimator) {
							var mat = this._cacheAnimator.owner._transform.worldMatrix;
							Matrix4x4.multiply(projectionView, mat, this._projectionViewWorldMatrix);
							this._shaderValues.setMatrix4x4(Sprite3D.MVPMATRIX, this._projectionViewWorldMatrix);
						}
						else {
							Matrix4x4.multiply(projectionView, transform.worldMatrix, this._projectionViewWorldMatrix);
							this._shaderValues.setMatrix4x4(Sprite3D.MVPMATRIX, this._projectionViewWorldMatrix);
						}
						break;
					case RenderElement.RENDERTYPE_INSTANCEBATCH:
						var mvpMatrixData = SubMeshInstanceBatch.instance.instanceMVPMatrixData;
						var insBatches = element.instanceBatchElementList;
						var elements = insBatches.elements;
						var count = insBatches.length;
						if (this._cacheAnimator) {
							for (var i = 0; i < count; i++) {
								var worldMat = (elements[i].render)._cacheAnimator.owner._transform.worldMatrix;
								Utils3D.mulMatrixByArray(projectionView.elements, 0, worldMat.elements, 0, mvpMatrixData, i * 16);
							}
						}
						else {
							for (var i = 0; i < count; i++) {
								var worldMat = elements[i]._transform.worldMatrix;
								Utils3D.mulMatrixByArray(projectionView.elements, 0, worldMat.elements, 0, mvpMatrixData, i * 16);
							}
						}
						var mvpBuffer = SubMeshInstanceBatch.instance.instanceMVPMatrixBuffer;
						mvpBuffer.orphanStorage();
						mvpBuffer.setData(mvpMatrixData.buffer, 0, 0, count * 16 * 4);
						break;
				}
			}
		}
		_destroy() {
			if (this._cacheRootBone)
				(!this._cacheRootBone.destroyed) && (this._cacheRootBone.transform.off(Laya.Event.TRANSFORM_CHANGED, this, this._onWorldMatNeedChange));
			(this._simpleAnimatorTexture) && this._simpleAnimatorTexture._removeReference();
			this._simpleAnimatorTexture = null;
		}
	}

	class SimpleSkinnedMeshSprite3D extends RenderableSprite3D {
		constructor(mesh = null, name = null) {
			super(name);
			this._meshFilter = new MeshFilter(this);
			this._render = new SimpleSkinnedMeshRenderer(this);
			(mesh) && (this._meshFilter.sharedMesh = mesh);
		}
		static __init__() {
			SimpleSkinnedMeshRenderer.SIMPLE_SIMPLEANIMATORPARAMS = SimpleSkinnedMeshSprite3D.SIMPLE_SIMPLEANIMATORPARAMS;
			SimpleSkinnedMeshRenderer.SIMPLE_SIMPLEANIMATORTEXTURE = SimpleSkinnedMeshSprite3D.SIMPLE_SIMPLEANIMATORTEXTURE;
			SimpleSkinnedMeshRenderer.SIMPLE_SIMPLEANIMATORTEXTURESIZE = SimpleSkinnedMeshSprite3D.SIMPLE_SIMPLEANIMATORTEXTURESIZE;
		}
		get meshFilter() {
			return this._meshFilter;
		}
		get simpleSkinnedMeshRenderer() {
			return this._render;
		}
		_parse(data, spriteMap) {
			super._parse(data, spriteMap);
			var render = this.simpleSkinnedMeshRenderer;
			var lightmapIndex = data.lightmapIndex;
			(lightmapIndex != null) && (render.lightmapIndex = lightmapIndex);
			var lightmapScaleOffsetArray = data.lightmapScaleOffset;
			(lightmapScaleOffsetArray) && (render.lightmapScaleOffset = new Vector4(lightmapScaleOffsetArray[0], lightmapScaleOffsetArray[1], lightmapScaleOffsetArray[2], lightmapScaleOffsetArray[3]));
			(data.enableRender != undefined) && (render.enable = data.enableRender);
			(data.receiveShadows != undefined) && (render.receiveShadow = data.receiveShadows);
			(data.castShadow != undefined) && (render.castShadow = data.castShadow);
			var meshPath;
			meshPath = data.meshPath;
			if (meshPath) {
				var mesh = Laya.Loader.getRes(meshPath);
				(mesh) && (this.meshFilter.sharedMesh = mesh);
			}
			var materials = data.materials;
			if (materials) {
				var sharedMaterials = render.sharedMaterials;
				var materialCount = materials.length;
				sharedMaterials.length = materialCount;
				for (var i = 0; i < materialCount; i++) {
					sharedMaterials[i] = Laya.Loader.getRes(materials[i].path);
				}
				render.sharedMaterials = sharedMaterials;
			}
			var boundBox = data.boundBox;
			var min = boundBox.min;
			var max = boundBox.max;
			render.localBounds.setMin(new Vector3(min[0], min[1], min[2]));
			render.localBounds.setMax(new Vector3(max[0], max[1], max[2]));
			if (spriteMap) {
				var rootBoneData = data.rootBone;
				render.rootBone = spriteMap[rootBoneData];
				var bonesData = data.bones;
				var n;
				for (i = 0, n = bonesData.length; i < n; i++)
					render.bones.push(spriteMap[bonesData[i]]);
			}
			else {
				(data.rootBone) && (render._setRootBone(data.rootBone));
			}
			var animatorTexture = data.animatorTexture;
			if (animatorTexture) {
				var animatortexture = Laya.Loader.getRes(animatorTexture);
				render.simpleAnimatorTexture = animatortexture;
			}
		}
		_changeHierarchyAnimator(animator) {
			super._changeHierarchyAnimator(animator);
			this.simpleSkinnedMeshRenderer._setCacheAnimator(animator);
		}
		_cloneTo(destObject, srcRoot, dstRoot) {
			var meshSprite3D = destObject;
			meshSprite3D.meshFilter.sharedMesh = this.meshFilter.sharedMesh;
			var meshRender = this._render;
			var destMeshRender = meshSprite3D._render;
			destMeshRender.enable = meshRender.enable;
			destMeshRender.sharedMaterials = meshRender.sharedMaterials;
			destMeshRender.castShadow = meshRender.castShadow;
			var lightmapScaleOffset = meshRender.lightmapScaleOffset;
			lightmapScaleOffset && (destMeshRender.lightmapScaleOffset = lightmapScaleOffset.clone());
			destMeshRender.receiveShadow = meshRender.receiveShadow;
			destMeshRender.sortingFudge = meshRender.sortingFudge;
			destMeshRender._rootBone = meshRender._rootBone;
			var bones = meshRender.bones;
			var destBones = destMeshRender.bones;
			var bonesCount = bones.length;
			destBones.length = bonesCount;
			var rootBone = meshRender.rootBone;
			if (rootBone) {
				var pathes = Utils3D._getHierarchyPath(srcRoot, rootBone, SimpleSkinnedMeshSprite3D._tempArray0);
				if (pathes)
					destMeshRender.rootBone = Utils3D._getNodeByHierarchyPath(dstRoot, pathes);
				else
					destMeshRender.rootBone = rootBone;
			}
			for (var i = 0; i < bones.length; i++) {
				pathes = Utils3D._getHierarchyPath(srcRoot, bones[i], SimpleSkinnedMeshSprite3D._tempArray0);
				if (pathes)
					destBones[i] = Utils3D._getNodeByHierarchyPath(dstRoot, pathes);
				else
					destBones[i] = bones[i];
			}
			var lbb = meshRender.localBounds;
			(lbb) && (lbb.cloneTo(destMeshRender.localBounds));
			destMeshRender.simpleAnimatorTexture = meshRender.simpleAnimatorTexture;
			super._cloneTo(destObject, srcRoot, dstRoot);
		}
		destroy(destroyChild = true) {
			if (this.destroyed)
				return;
			super.destroy(destroyChild);
			this._meshFilter.destroy();
		}
		_create() {
			return new SimpleSkinnedMeshSprite3D();
		}
	}
	SimpleSkinnedMeshSprite3D._tempArray0 = [];
	SimpleSkinnedMeshSprite3D.SIMPLE_SIMPLEANIMATORTEXTURE = Shader3D.propertyNameToID("u_SimpleAnimatorTexture");
	SimpleSkinnedMeshSprite3D.SIMPLE_SIMPLEANIMATORPARAMS = Shader3D.propertyNameToID("u_SimpleAnimatorParams");
	SimpleSkinnedMeshSprite3D.SIMPLE_SIMPLEANIMATORTEXTURESIZE = Shader3D.propertyNameToID("u_SimpleAnimatorTextureSize");

	class Scene3DUtils {
		static _createSprite3DInstance(nodeData, spriteMap, outBatchSprites) {
			var node;
			switch (nodeData.type) {
				case "Scene3D":
					node = new Scene3D();
					break;
				case "Sprite3D":
					node = new Sprite3D();
					break;
				case "MeshSprite3D":
					node = new MeshSprite3D();
					(outBatchSprites && nodeData.props.isStatic) && (outBatchSprites.push(node));
					break;
				case "SkinnedMeshSprite3D":
					node = new SkinnedMeshSprite3D();
					break;
				case "SimpleSkinnedMeshSprite3D":
					node = new SimpleSkinnedMeshSprite3D();
					break;
				case "ShuriKenParticle3D":
					node = new ShuriKenParticle3D();
					break;
				case "Camera":
					node = new Camera();
					break;
				case "DirectionLight":
					node = new DirectionLight();
					break;
				case "PointLight":
					node = new PointLight();
					break;
				case "SpotLight":
					node = new SpotLight();
					break;
				case "TrailSprite3D":
					node = new TrailSprite3D();
					break;
				default:
					throw new Error("Utils3D:unidentified class type in (.lh) file.");
			}
			var childData = nodeData.child;
			if (childData) {
				for (var i = 0, n = childData.length; i < n; i++) {
					var child = Scene3DUtils._createSprite3DInstance(childData[i], spriteMap, outBatchSprites);
					node.addChild(child);
				}
			}
			spriteMap[nodeData.instanceID] = node;
			return node;
		}
		static _createComponentInstance(nodeData, spriteMap, interactMap) {
			var node = spriteMap[nodeData.instanceID];
			node._parse(nodeData.props, spriteMap);
			var childData = nodeData.child;
			if (childData) {
				for (var i = 0, n = childData.length; i < n; i++)
					Scene3DUtils._createComponentInstance(childData[i], spriteMap, interactMap);
			}
			var componentsData = nodeData.components;
			if (componentsData) {
				for (var j = 0, m = componentsData.length; j < m; j++) {
					var data = componentsData[j];
					var clas = Laya.ClassUtils.getRegClass(data.type);
					if (clas) {
						var component = node.addComponent(clas);
						component._parse(data, interactMap);
					}
					else {
						console.warn("Unkown component type.");
					}
				}
			}
		}
		static _createNodeByJson02(nodeData, outBatchSprites) {
			var spriteMap = {};
			var interactMap = { component: [], data: [] };
			var node = Scene3DUtils._createSprite3DInstance(nodeData, spriteMap, outBatchSprites);
			Scene3DUtils._createComponentInstance(nodeData, spriteMap, interactMap);
			Scene3DUtils._createInteractInstance(interactMap, spriteMap);
			return node;
		}
		static _createInteractInstance(interatMap, spriteMap) {
			var components = interatMap.component;
			var data = interatMap.data;
			for (var i = 0, n = components.length; i < n; i++) {
				components[i]._parseInteractive(data[i], spriteMap);
			}
		}
		static _parse(data, propertyParams = null, constructParams = null) {
			var json = data.data;
			var outBatchSprits = [];
			var sprite;
			switch (data.version) {
				case "LAYAHIERARCHY:02":
					sprite = Scene3DUtils._createNodeByJson02(json, outBatchSprits);
					break;
				default:
					sprite = Scene3DUtils._createNodeByJson(json, outBatchSprits);
			}
			StaticBatchManager.combine(sprite, outBatchSprits);
			return sprite;
		}
		static _parseScene(data, propertyParams = null, constructParams = null) {
			var json = data.data;
			var outBatchSprits = [];
			var scene;
			switch (data.version) {
				case "LAYASCENE3D:02":
					scene = Scene3DUtils._createNodeByJson02(json, outBatchSprits);
					break;
				default:
					scene = Scene3DUtils._createNodeByJson(json, outBatchSprits);
			}
			StaticBatchManager.combine(null, outBatchSprits);
			return scene;
		}
		static _createNodeByJson(nodeData, outBatchSprites) {
			var node;
			switch (nodeData.type) {
				case "Scene3D":
					node = new Scene3D();
					break;
				case "Sprite3D":
					node = new Sprite3D();
					break;
				case "MeshSprite3D":
					node = new MeshSprite3D();
					(outBatchSprites && nodeData.props.isStatic) && (outBatchSprites.push(node));
					break;
				case "SkinnedMeshSprite3D":
					node = new SkinnedMeshSprite3D();
					break;
				case "ShuriKenParticle3D":
					node = new ShuriKenParticle3D();
					break;
				case "Camera":
					node = new Camera();
					break;
				case "DirectionLight":
					node = new DirectionLight();
					break;
				case "PointLight":
					node = new PointLight();
					break;
				case "SpotLight":
					node = new SpotLight();
					break;
				case "TrailSprite3D":
					node = new TrailSprite3D();
					break;
				default:
					throw new Error("Utils3D:unidentified class type in (.lh) file.");
			}
			var childData = nodeData.child;
			if (childData) {
				for (var i = 0, n = childData.length; i < n; i++) {
					var child = Scene3DUtils._createNodeByJson(childData[i], outBatchSprites);
					node.addChild(child);
				}
			}
			var componentsData = nodeData.components;
			if (componentsData) {
				for (var j = 0, m = componentsData.length; j < m; j++) {
					var data = componentsData[j];
					var clas = Laya.ClassUtils.getRegClass(data.type);
					if (clas) {
						var component = node.addComponent(clas);
						component._parse(data);
					}
					else {
						console.warn("Unkown component type.");
					}
				}
			}
			node._parse(nodeData.props, null);
			return node;
		}
	}

	class LoadModelV04 {
		static parse(readData, version, mesh, subMeshes) {
			LoadModelV04._mesh = mesh;
			LoadModelV04._subMeshes = subMeshes;
			LoadModelV04._version = version;
			LoadModelV04._readData = readData;
			LoadModelV04.READ_DATA();
			LoadModelV04.READ_BLOCK();
			LoadModelV04.READ_STRINGS();
			for (var i = 0, n = LoadModelV04._BLOCK.count; i < n; i++) {
				LoadModelV04._readData.pos = LoadModelV04._BLOCK.blockStarts[i];
				var index = LoadModelV04._readData.getUint16();
				var blockName = LoadModelV04._strings[index];
				var fn = LoadModelV04["READ_" + blockName];
				if (fn == null)
					throw new Error("model file err,no this function:" + index + " " + blockName);
				else
					fn.call(null);
			}
			LoadModelV04._strings.length = 0;
			LoadModelV04._readData = null;
			LoadModelV04._version = null;
			LoadModelV04._mesh = null;
			LoadModelV04._subMeshes = null;
		}
		static _readString() {
			return LoadModelV04._strings[LoadModelV04._readData.getUint16()];
		}
		static READ_DATA() {
			LoadModelV04._DATA.offset = LoadModelV04._readData.getUint32();
			LoadModelV04._DATA.size = LoadModelV04._readData.getUint32();
		}
		static READ_BLOCK() {
			var count = LoadModelV04._BLOCK.count = LoadModelV04._readData.getUint16();
			var blockStarts = LoadModelV04._BLOCK.blockStarts = [];
			var blockLengths = LoadModelV04._BLOCK.blockLengths = [];
			for (var i = 0; i < count; i++) {
				blockStarts.push(LoadModelV04._readData.getUint32());
				blockLengths.push(LoadModelV04._readData.getUint32());
			}
		}
		static READ_STRINGS() {
			var offset = LoadModelV04._readData.getUint32();
			var count = LoadModelV04._readData.getUint16();
			var prePos = LoadModelV04._readData.pos;
			LoadModelV04._readData.pos = offset + LoadModelV04._DATA.offset;
			for (var i = 0; i < count; i++)
				LoadModelV04._strings[i] = LoadModelV04._readData.readUTFString();
			LoadModelV04._readData.pos = prePos;
		}
		static READ_MESH() {
			var gl = Laya.LayaGL.instance;
			var name = LoadModelV04._readString();
			var arrayBuffer = LoadModelV04._readData.__getBuffer();
			var i;
			var memorySize = 0;
			var vertexBufferCount = LoadModelV04._readData.getInt16();
			var offset = LoadModelV04._DATA.offset;
			for (i = 0; i < vertexBufferCount; i++) {
				var vbStart = offset + LoadModelV04._readData.getUint32();
				var vbLength = LoadModelV04._readData.getUint32();
				var vbArrayBuffer = arrayBuffer.slice(vbStart, vbStart + vbLength);
				var vbDatas = new Float32Array(vbArrayBuffer);
				var bufferAttribute = LoadModelV04._readString();
				var vertexDeclaration;
				switch (LoadModelV04._version) {
					case "LAYAMODEL:0301":
					case "LAYAMODEL:0400":
						vertexDeclaration = VertexMesh.getVertexDeclaration(bufferAttribute);
						break;
					case "LAYAMODEL:0401":
						vertexDeclaration = VertexMesh.getVertexDeclaration(bufferAttribute, false);
						break;
					default:
						throw new Error("LoadModelV03: unknown version.");
				}
				if (!vertexDeclaration)
					throw new Error("LoadModelV03: unknown vertexDeclaration.");
				var vertexBuffer = new VertexBuffer3D(vbDatas.length * 4, gl.STATIC_DRAW, true);
				vertexBuffer.vertexDeclaration = vertexDeclaration;
				vertexBuffer.setData(vbDatas.buffer);
				LoadModelV04._mesh._vertexBuffer = vertexBuffer;
				LoadModelV04._mesh._vertexCount += vertexBuffer._byteLength / vertexDeclaration.vertexStride;
				memorySize += vbDatas.length * 4;
			}
			var ibStart = offset + LoadModelV04._readData.getUint32();
			var ibLength = LoadModelV04._readData.getUint32();
			var ibDatas = new Uint16Array(arrayBuffer.slice(ibStart, ibStart + ibLength));
			var indexBuffer = new IndexBuffer3D(exports.IndexFormat.UInt16, ibLength / 2, gl.STATIC_DRAW, true);
			indexBuffer.setData(ibDatas);
			LoadModelV04._mesh._indexBuffer = indexBuffer;
			memorySize += indexBuffer.indexCount * 2;
			LoadModelV04._mesh._setBuffer(LoadModelV04._mesh._vertexBuffer, indexBuffer);
			LoadModelV04._mesh._setCPUMemory(memorySize);
			LoadModelV04._mesh._setGPUMemory(memorySize);
			var boneNames = LoadModelV04._mesh._boneNames = [];
			var boneCount = LoadModelV04._readData.getUint16();
			boneNames.length = boneCount;
			for (i = 0; i < boneCount; i++)
				boneNames[i] = LoadModelV04._strings[LoadModelV04._readData.getUint16()];
			LoadModelV04._readData.pos += 8;
			var bindPoseDataStart = LoadModelV04._readData.getUint32();
			var bindPoseDataLength = LoadModelV04._readData.getUint32();
			var bindPoseDatas = new Float32Array(arrayBuffer.slice(offset + bindPoseDataStart, offset + bindPoseDataStart + bindPoseDataLength));
			var bindPoseFloatCount = bindPoseDatas.length;
			var bindPoseBuffer = LoadModelV04._mesh._inverseBindPosesBuffer = new ArrayBuffer(bindPoseFloatCount * 4);
			LoadModelV04._mesh._inverseBindPoses = [];
			if (bindPoseFloatCount != 0)
				LoadModelV04._mesh._instanceBufferStateType = Mesh.MESH_INSTANCEBUFFER_TYPE_SIMPLEANIMATOR;
			else
				LoadModelV04._mesh._instanceBufferStateType = Mesh.MESH_INSTANCEBUFFER_TYPE_NORMAL;
			LoadModelV04._mesh._setInstanceBuffer(LoadModelV04._mesh._instanceBufferStateType);
			for (i = 0; i < bindPoseFloatCount; i += 16) {
				var inverseGlobalBindPose = new Matrix4x4(bindPoseDatas[i + 0], bindPoseDatas[i + 1], bindPoseDatas[i + 2], bindPoseDatas[i + 3], bindPoseDatas[i + 4], bindPoseDatas[i + 5], bindPoseDatas[i + 6], bindPoseDatas[i + 7], bindPoseDatas[i + 8], bindPoseDatas[i + 9], bindPoseDatas[i + 10], bindPoseDatas[i + 11], bindPoseDatas[i + 12], bindPoseDatas[i + 13], bindPoseDatas[i + 14], bindPoseDatas[i + 15], new Float32Array(bindPoseBuffer, i * 4, 16));
				LoadModelV04._mesh._inverseBindPoses[i / 16] = inverseGlobalBindPose;
			}
			return true;
		}
		static READ_SUBMESH() {
			var arrayBuffer = LoadModelV04._readData.__getBuffer();
			var subMesh = new SubMesh(LoadModelV04._mesh);
			LoadModelV04._readData.getInt16();
			LoadModelV04._readData.getUint32();
			LoadModelV04._readData.getUint32();
			var ibStart = LoadModelV04._readData.getUint32();
			var ibCount = LoadModelV04._readData.getUint32();
			var indexBuffer = LoadModelV04._mesh._indexBuffer;
			subMesh._indexBuffer = indexBuffer;
			subMesh._setIndexRange(ibStart, ibCount);
			var vertexBuffer = LoadModelV04._mesh._vertexBuffer;
			subMesh._vertexBuffer = vertexBuffer;
			var offset = LoadModelV04._DATA.offset;
			var subIndexBufferStart = subMesh._subIndexBufferStart;
			var subIndexBufferCount = subMesh._subIndexBufferCount;
			var boneIndicesList = subMesh._boneIndicesList;
			var drawCount = LoadModelV04._readData.getUint16();
			subIndexBufferStart.length = drawCount;
			subIndexBufferCount.length = drawCount;
			boneIndicesList.length = drawCount;
			var skinnedCache = LoadModelV04._mesh._skinnedMatrixCaches;
			var subMeshIndex = LoadModelV04._subMeshes.length;
			skinnedCache.length = LoadModelV04._mesh._inverseBindPoses.length;
			for (var i = 0; i < drawCount; i++) {
				subIndexBufferStart[i] = LoadModelV04._readData.getUint32();
				subIndexBufferCount[i] = LoadModelV04._readData.getUint32();
				var boneDicofs = LoadModelV04._readData.getUint32();
				var boneDicCount = LoadModelV04._readData.getUint32();
				var boneIndices = boneIndicesList[i] = new Uint16Array(arrayBuffer.slice(offset + boneDicofs, offset + boneDicofs + boneDicCount));
				var boneIndexCount = boneIndices.length;
				for (var j = 0; j < boneIndexCount; j++) {
					var index = boneIndices[j];
					skinnedCache[index] || (skinnedCache[index] = new skinnedMatrixCache(subMeshIndex, i, j));
				}
			}
			LoadModelV04._subMeshes.push(subMesh);
			return true;
		}
	}
	LoadModelV04._BLOCK = { count: 0 };
	LoadModelV04._DATA = { offset: 0, size: 0 };
	LoadModelV04._strings = [];

	class LoadModelV05 {
		static parse(readData, version, mesh, subMeshes) {
			LoadModelV05._mesh = mesh;
			LoadModelV05._subMeshes = subMeshes;
			LoadModelV05._version = version;
			LoadModelV05._readData = readData;
			LoadModelV05.READ_DATA();
			LoadModelV05.READ_BLOCK();
			LoadModelV05.READ_STRINGS();
			for (var i = 0, n = LoadModelV05._BLOCK.count; i < n; i++) {
				LoadModelV05._readData.pos = LoadModelV05._BLOCK.blockStarts[i];
				var index = LoadModelV05._readData.getUint16();
				var blockName = LoadModelV05._strings[index];
				var fn = LoadModelV05["READ_" + blockName];
				if (fn == null)
					throw new Error("model file err,no this function:" + index + " " + blockName);
				else
					fn.call(null);
			}
			LoadModelV05._strings.length = 0;
			LoadModelV05._readData = null;
			LoadModelV05._version = null;
			LoadModelV05._mesh = null;
			LoadModelV05._subMeshes = null;
		}
		static _readString() {
			return LoadModelV05._strings[LoadModelV05._readData.getUint16()];
		}
		static READ_DATA() {
			LoadModelV05._DATA.offset = LoadModelV05._readData.getUint32();
			LoadModelV05._DATA.size = LoadModelV05._readData.getUint32();
		}
		static READ_BLOCK() {
			var count = LoadModelV05._BLOCK.count = LoadModelV05._readData.getUint16();
			var blockStarts = LoadModelV05._BLOCK.blockStarts = [];
			var blockLengths = LoadModelV05._BLOCK.blockLengths = [];
			for (var i = 0; i < count; i++) {
				blockStarts.push(LoadModelV05._readData.getUint32());
				blockLengths.push(LoadModelV05._readData.getUint32());
			}
		}
		static READ_STRINGS() {
			var offset = LoadModelV05._readData.getUint32();
			var count = LoadModelV05._readData.getUint16();
			var prePos = LoadModelV05._readData.pos;
			LoadModelV05._readData.pos = offset + LoadModelV05._DATA.offset;
			for (var i = 0; i < count; i++)
				LoadModelV05._strings[i] = LoadModelV05._readData.readUTFString();
			LoadModelV05._readData.pos = prePos;
		}
		static READ_MESH() {
			var gl = Laya.LayaGL.instance;
			var i;
			var memorySize = 0;
			var name = LoadModelV05._readString();
			var reader = LoadModelV05._readData;
			var arrayBuffer = reader.__getBuffer();
			var vertexBufferCount = reader.getInt16();
			var offset = LoadModelV05._DATA.offset;
			for (i = 0; i < vertexBufferCount; i++) {
				var vbStart = offset + reader.getUint32();
				var vertexCount = reader.getUint32();
				var vertexFlag = LoadModelV05._readString();
				var vertexDeclaration = VertexMesh.getVertexDeclaration(vertexFlag, false);
				var vertexStride = vertexDeclaration.vertexStride;
				var vertexData;
				var floatData;
				var uint8Data;
				var subVertexFlags = vertexFlag.split(",");
				var subVertexCount = subVertexFlags.length;
				var mesh = LoadModelV05._mesh;
				switch (LoadModelV05._version) {
					case "LAYAMODEL:05":
					case "LAYAMODEL:0501":
						vertexData = arrayBuffer.slice(vbStart, vbStart + vertexCount * vertexStride);
						floatData = new Float32Array(vertexData);
						uint8Data = new Uint8Array(vertexData);
						break;
					case "LAYAMODEL:COMPRESSION_05":
					case "LAYAMODEL:COMPRESSION_0501":
						vertexData = new ArrayBuffer(vertexStride * vertexCount);
						floatData = new Float32Array(vertexData);
						uint8Data = new Uint8Array(vertexData);
						var lastPosition = reader.pos;
						reader.pos = vbStart;
						for (var j = 0; j < vertexCount; j++) {
							var subOffset;
							var verOffset = j * vertexStride;
							for (var k = 0; k < subVertexCount; k++) {
								switch (subVertexFlags[k]) {
									case "POSITION":
										subOffset = verOffset / 4;
										floatData[subOffset] = HalfFloatUtils.convertToNumber(reader.getUint16());
										floatData[subOffset + 1] = HalfFloatUtils.convertToNumber(reader.getUint16());
										floatData[subOffset + 2] = HalfFloatUtils.convertToNumber(reader.getUint16());
										verOffset += 12;
										break;
									case "NORMAL":
										subOffset = verOffset / 4;
										floatData[subOffset] = reader.getUint8() / 127.5 - 1;
										floatData[subOffset + 1] = reader.getUint8() / 127.5 - 1;
										floatData[subOffset + 2] = reader.getUint8() / 127.5 - 1;
										verOffset += 12;
										break;
									case "COLOR":
										subOffset = verOffset / 4;
										floatData[subOffset] = reader.getUint8() / 255;
										floatData[subOffset + 1] = reader.getUint8() / 255;
										floatData[subOffset + 2] = reader.getUint8() / 255;
										floatData[subOffset + 3] = reader.getUint8() / 255;
										verOffset += 16;
										break;
									case "UV":
										subOffset = verOffset / 4;
										floatData[subOffset] = HalfFloatUtils.convertToNumber(reader.getUint16());
										floatData[subOffset + 1] = HalfFloatUtils.convertToNumber(reader.getUint16());
										verOffset += 8;
										break;
									case "UV1":
										subOffset = verOffset / 4;
										floatData[subOffset] = HalfFloatUtils.convertToNumber(reader.getUint16());
										floatData[subOffset + 1] = HalfFloatUtils.convertToNumber(reader.getUint16());
										verOffset += 8;
										break;
									case "BLENDWEIGHT":
										subOffset = verOffset / 4;
										floatData[subOffset] = reader.getUint8() / 255;
										floatData[subOffset + 1] = reader.getUint8() / 255;
										floatData[subOffset + 2] = reader.getUint8() / 255;
										floatData[subOffset + 3] = reader.getUint8() / 255;
										verOffset += 16;
										break;
									case "BLENDINDICES":
										uint8Data[verOffset] = reader.getUint8();
										uint8Data[verOffset + 1] = reader.getUint8();
										uint8Data[verOffset + 2] = reader.getUint8();
										uint8Data[verOffset + 3] = reader.getUint8();
										verOffset += 4;
										break;
									case "TANGENT":
										subOffset = verOffset / 4;
										floatData[subOffset] = reader.getUint8() / 127.5 - 1;
										floatData[subOffset + 1] = reader.getUint8() / 127.5 - 1;
										floatData[subOffset + 2] = reader.getUint8() / 127.5 - 1;
										floatData[subOffset + 3] = reader.getUint8() / 127.5 - 1;
										verOffset += 16;
										break;
								}
							}
						}
						reader.pos = lastPosition;
						break;
				}
				var vertexBuffer = new VertexBuffer3D(vertexData.byteLength, gl.STATIC_DRAW, true);
				vertexBuffer.vertexDeclaration = vertexDeclaration;
				vertexBuffer.setData(vertexData);
				var vertexCount = vertexBuffer._byteLength / vertexDeclaration.vertexStride;
				if (vertexCount > 65535)
					mesh._indexFormat = exports.IndexFormat.UInt32;
				else
					mesh._indexFormat = exports.IndexFormat.UInt16;
				mesh._vertexBuffer = vertexBuffer;
				mesh._vertexCount += vertexCount;
				memorySize += floatData.length * 4;
			}
			var ibStart = offset + reader.getUint32();
			var ibLength = reader.getUint32();
			var ibDatas;
			if (mesh.indexFormat == exports.IndexFormat.UInt32)
				ibDatas = new Uint32Array(arrayBuffer.slice(ibStart, ibStart + ibLength));
			else
				ibDatas = new Uint16Array(arrayBuffer.slice(ibStart, ibStart + ibLength));
			var indexBuffer = new IndexBuffer3D(mesh.indexFormat, ibDatas.length, gl.STATIC_DRAW, true);
			indexBuffer.setData(ibDatas);
			mesh._indexBuffer = indexBuffer;
			mesh._setBuffer(mesh._vertexBuffer, indexBuffer);
			memorySize += indexBuffer.indexCount * 2;
			mesh._setCPUMemory(memorySize);
			mesh._setGPUMemory(memorySize);
			if (LoadModelV05._version == "LAYAMODEL:0501" || LoadModelV05._version == "LAYAMODEL:COMPRESSION_0501") {
				var bounds = mesh.bounds;
				var min = bounds.getMin();
				var max = bounds.getMax();
				min.setValue(reader.getFloat32(), reader.getFloat32(), reader.getFloat32());
				max.setValue(reader.getFloat32(), reader.getFloat32(), reader.getFloat32());
				bounds.setMin(min);
				bounds.setMax(max);
				mesh.bounds = bounds;
			}
			var boneNames = mesh._boneNames = [];
			var boneCount = reader.getUint16();
			boneNames.length = boneCount;
			for (i = 0; i < boneCount; i++)
				boneNames[i] = LoadModelV05._strings[reader.getUint16()];
			var bindPoseDataStart = reader.getUint32();
			var bindPoseDataLength = reader.getUint32();
			var bindPoseDatas = new Float32Array(arrayBuffer.slice(offset + bindPoseDataStart, offset + bindPoseDataStart + bindPoseDataLength));
			var bindPoseFloatCount = bindPoseDatas.length;
			var bindPoseBuffer = mesh._inverseBindPosesBuffer = new ArrayBuffer(bindPoseFloatCount * 4);
			mesh._inverseBindPoses = [];
			if (bindPoseFloatCount != 0)
				mesh._instanceBufferStateType = Mesh.MESH_INSTANCEBUFFER_TYPE_SIMPLEANIMATOR;
			else
				mesh._instanceBufferStateType = Mesh.MESH_INSTANCEBUFFER_TYPE_NORMAL;
			mesh._setInstanceBuffer(mesh._instanceBufferStateType);
			for (i = 0; i < bindPoseFloatCount; i += 16) {
				var inverseGlobalBindPose = new Matrix4x4(bindPoseDatas[i + 0], bindPoseDatas[i + 1], bindPoseDatas[i + 2], bindPoseDatas[i + 3], bindPoseDatas[i + 4], bindPoseDatas[i + 5], bindPoseDatas[i + 6], bindPoseDatas[i + 7], bindPoseDatas[i + 8], bindPoseDatas[i + 9], bindPoseDatas[i + 10], bindPoseDatas[i + 11], bindPoseDatas[i + 12], bindPoseDatas[i + 13], bindPoseDatas[i + 14], bindPoseDatas[i + 15], new Float32Array(bindPoseBuffer, i * 4, 16));
				mesh._inverseBindPoses[i / 16] = inverseGlobalBindPose;
			}
			return true;
		}
		static READ_SUBMESH() {
			var reader = LoadModelV05._readData;
			var arrayBuffer = reader.__getBuffer();
			var subMesh = new SubMesh(LoadModelV05._mesh);
			reader.getInt16();
			var ibStart = reader.getUint32();
			var ibCount = reader.getUint32();
			var indexBuffer = LoadModelV05._mesh._indexBuffer;
			subMesh._indexBuffer = indexBuffer;
			subMesh._setIndexRange(ibStart, ibCount);
			var vertexBuffer = LoadModelV05._mesh._vertexBuffer;
			subMesh._vertexBuffer = vertexBuffer;
			var offset = LoadModelV05._DATA.offset;
			var subIndexBufferStart = subMesh._subIndexBufferStart;
			var subIndexBufferCount = subMesh._subIndexBufferCount;
			var boneIndicesList = subMesh._boneIndicesList;
			var drawCount = reader.getUint16();
			subIndexBufferStart.length = drawCount;
			subIndexBufferCount.length = drawCount;
			boneIndicesList.length = drawCount;
			var skinnedCache = LoadModelV05._mesh._skinnedMatrixCaches;
			var subMeshIndex = LoadModelV05._subMeshes.length;
			skinnedCache.length = LoadModelV05._mesh._inverseBindPoses.length;
			for (var i = 0; i < drawCount; i++) {
				subIndexBufferStart[i] = reader.getUint32();
				subIndexBufferCount[i] = reader.getUint32();
				var boneDicofs = reader.getUint32();
				var boneDicCount = reader.getUint32();
				var boneIndices = boneIndicesList[i] = new Uint16Array(arrayBuffer.slice(offset + boneDicofs, offset + boneDicofs + boneDicCount));
				for (var j = 0, m = boneIndices.length; j < m; j++) {
					var index = boneIndices[j];
					skinnedCache[index] || (skinnedCache[index] = new skinnedMatrixCache(subMeshIndex, i, j));
				}
			}
			LoadModelV05._subMeshes.push(subMesh);
			return true;
		}
	}
	LoadModelV05._BLOCK = { count: 0 };
	LoadModelV05._DATA = { offset: 0, size: 0 };
	LoadModelV05._strings = [];

	class MeshReader {
		static _parse(data, propertyParams = null, constructParams = null) {
			var mesh = new Mesh();
			MeshReader.read(data, mesh, mesh._subMeshes);
			return mesh;
		}
		static read(data, mesh, subMeshes) {
			var readData = new Laya.Byte(data);
			readData.pos = 0;
			var version = readData.readUTFString();
			switch (version) {
				case "LAYAMODEL:0301":
				case "LAYAMODEL:0400":
				case "LAYAMODEL:0401":
					LoadModelV04.parse(readData, version, mesh, subMeshes);
					break;
				case "LAYAMODEL:05":
				case "LAYAMODEL:COMPRESSION_05":
				case "LAYAMODEL:0501":
				case "LAYAMODEL:COMPRESSION_0501":
					LoadModelV05.parse(readData, version, mesh, subMeshes);
					break;
				default:
					throw new Error("MeshReader: unknown mesh version.");
			}
			mesh._setSubMeshes(subMeshes);
			if (version != "LAYAMODEL:0501" && version != "LAYAMODEL:COMPRESSION_0501")
				mesh.calculateBounds();
		}
	}

	var SkyPanoramicFS = "#ifdef GL_FRAGMENT_PRECISION_HIGH\r\n\tprecision highp float;\r\n#else\r\n\tprecision mediump float;\r\n#endif\r\n\r\n#define PI 3.14159265359\r\n#include \"Lighting.glsl\";\r\n\r\nuniform sampler2D u_Texture;\r\nuniform vec4 u_TextureHDRParams;\r\nuniform vec4 u_TintColor;\r\n\r\nvarying vec3 v_Texcoord;\r\nvarying vec2 v_Image180ScaleAndCutoff;\r\nvarying vec4 v_Layout3DScaleAndOffset;\r\n\r\nvec2 ToRadialCoords(vec3 coords)\r\n{\r\n\tvec3 normalizedCoords = normalize(coords);\r\n\tfloat latitude = acos(normalizedCoords.y);\r\n\tfloat longitude = atan(normalizedCoords.z,normalizedCoords.x);\r\n\tvec2 sphereCoords = vec2(longitude, latitude) * vec2(0.5/PI, 1.0/PI);\r\n\treturn vec2(0.5,1.0) - sphereCoords;\r\n}\r\n\r\n\r\nvoid main()\r\n{\t\r\n\tvec2 tc = ToRadialCoords(v_Texcoord);\r\n\tif (tc.x > v_Image180ScaleAndCutoff.y)\r\n\t\tgl_FragColor=vec4(0,0,0,1);\r\n\ttc.x = mod(tc.x*v_Image180ScaleAndCutoff.x, 1.0);\r\n\ttc = (tc + v_Layout3DScaleAndOffset.xy) * v_Layout3DScaleAndOffset.zw;\r\n\r\n\tmediump vec4 tex = texture2D (u_Texture, tc);\r\n\tmediump vec3 c = decodeHDR (tex, u_TextureHDRParams.x);\r\n\tc = c * u_TintColor.rgb * 2.0;//Gamma Space is 2.0,linear space is 4.59479380\r\n\tgl_FragColor=vec4(c, 1.0);\r\n}\r\n\r\n";

	var SkyPanoramicVS = "#include \"Lighting.glsl\";\r\n\r\n#define PI 3.14159265359\r\n\r\nattribute vec4 a_Position;\r\n\r\nuniform mat4 u_ViewProjection;\r\nuniform float u_Rotation;\r\n\r\nvarying vec3 v_Texcoord;\r\nvarying vec2 v_Image180ScaleAndCutoff;\r\nvarying vec4 v_Layout3DScaleAndOffset;\r\n\r\nvec4 rotateAroundYInDegrees (vec4 vertex, float degrees)\r\n{\r\n\tfloat angle = degrees * PI / 180.0;\r\n\tfloat sina=sin(angle);\r\n\tfloat cosa=cos(angle);\r\n\tmat2 m = mat2(cosa, -sina, sina, cosa);\r\n\treturn vec4(m*vertex.xz, vertex.yw).xzyw;\r\n}\r\n\r\n\t\t\r\nvoid main()\r\n{\r\n\tvec4 position = rotateAroundYInDegrees(a_Position, u_Rotation);\r\n\tgl_Position = u_ViewProjection*position;\r\n\r\n\tv_Texcoord=vec3(-a_Position.x,-a_Position.y,a_Position.z);// NOTE: -a_Position.x convert coords system\r\n\r\n\t// Calculate constant horizontal scale and cutoff for 180 (vs 360) image type\r\n\tv_Image180ScaleAndCutoff = vec2(1.0, 1.0);// 360 degree mode\r\n\r\n\t// Calculate constant scale and offset for 3D layouts\r\n\tv_Layout3DScaleAndOffset = vec4(0,0,1,1);\r\n}\r\n";

	class SkyPanoramicMaterial extends Material {
		constructor() {
			super();
			this._exposure = 1.0;
			this._textureDecodeFormat = Laya.TextureDecodeFormat.Normal;
			this._textureHDRParams = new Vector4(1.0, 0.0, 0.0, 1.0);
			this.setShaderName("SkyPanoramic");
			var shaderValues = this._shaderValues;
			shaderValues.setVector(SkyPanoramicMaterial.TINTCOLOR, new Vector4(0.5, 0.5, 0.5, 0.5));
			shaderValues.setNumber(SkyPanoramicMaterial.ROTATION, 0.0);
			shaderValues.setVector(SkyPanoramicMaterial.TEXTURE_HDR_PARAMS, this._textureHDRParams);
		}
		static __init__() {
			var attributeMap = {
				'a_Position': VertexMesh.MESH_POSITION0
			};
			var uniformMap = {
				'u_TintColor': Shader3D.PERIOD_MATERIAL,
				'u_TextureHDRParams': Shader3D.PERIOD_MATERIAL,
				'u_Rotation': Shader3D.PERIOD_MATERIAL,
				'u_Texture': Shader3D.PERIOD_MATERIAL,
				'u_ViewProjection': Shader3D.PERIOD_CAMERA
			};
			var shader = Shader3D.add("SkyPanoramic");
			var subShader = new SubShader(attributeMap, uniformMap);
			shader.addSubShader(subShader);
			subShader.addShaderPass(SkyPanoramicVS, SkyPanoramicFS);
		}
		get tintColor() {
			return this._shaderValues.getVector(SkyPanoramicMaterial.TINTCOLOR);
		}
		set tintColor(value) {
			this._shaderValues.setVector(SkyPanoramicMaterial.TINTCOLOR, value);
		}
		get exposure() {
			return this._exposure;
		}
		set exposure(value) {
			if (this._exposure !== value) {
				this._exposure = value;
				if (this._textureDecodeFormat == Laya.TextureDecodeFormat.RGBM)
					this._textureHDRParams.x = value * Laya.BaseTexture._rgbmRange;
				else
					this._textureHDRParams.x = value;
			}
		}
		get rotation() {
			return this._shaderValues.getNumber(SkyPanoramicMaterial.ROTATION);
		}
		set rotation(value) {
			this._shaderValues.setNumber(SkyPanoramicMaterial.ROTATION, value);
		}
		get panoramicTexture() {
			return this._shaderValues.getTexture(SkyPanoramicMaterial.TEXTURE);
		}
		set panoramicTexture(value) {
			this._shaderValues.setTexture(SkyPanoramicMaterial.TEXTURE, value);
		}
		get panoramicTextureDecodeFormat() {
			return this._textureDecodeFormat;
		}
		set panoramicTextureDecodeFormat(value) {
			if (this._textureDecodeFormat !== value) {
				this._textureDecodeFormat = value;
				if (value == Laya.TextureDecodeFormat.RGBM)
					this._textureHDRParams.x = this._exposure * Laya.BaseTexture._rgbmRange;
				else
					this._textureHDRParams.x = this._exposure;
			}
		}
	}
	SkyPanoramicMaterial.TINTCOLOR = Shader3D.propertyNameToID("u_TintColor");
	SkyPanoramicMaterial.EXPOSURE = Shader3D.propertyNameToID("u_Exposure");
	SkyPanoramicMaterial.ROTATION = Shader3D.propertyNameToID("u_Rotation");
	SkyPanoramicMaterial.TEXTURE = Shader3D.propertyNameToID("u_Texture");
	SkyPanoramicMaterial.TEXTURE_HDR_PARAMS = Shader3D.propertyNameToID("u_TextureHDRParams");

	class ConstraintComponent extends Laya.Component {
		constructor(constraintType) {
			super();
			this._anchor = new Vector3();
			this._connectAnchor = new Vector3();
			this._feedbackEnabled = false;
			this._getJointFeedBack = false;
			this._currentForce = new Vector3();
			this._currentTorque = new Vector3();
			this._constraintType = constraintType;
			var bt = Physics3D._bullet;
			this._btframATrans = bt.btTransform_create();
			this._btframBTrans = bt.btTransform_create();
			bt.btTransform_setIdentity(this._btframATrans);
			bt.btTransform_setIdentity(this._btframBTrans);
			this._btframAPos = bt.btVector3_create(0, 0, 0);
			this._btframBPos = bt.btVector3_create(0, 0, 0);
			bt.btTransform_setOrigin(this._btframATrans, this._btframAPos);
			bt.btTransform_setOrigin(this._btframBTrans, this._btframBPos);
			this._breakForce = -1;
			this._breakTorque = -1;
		}
		get enabled() {
			return super.enabled;
		}
		set enabled(value) {
			super.enabled = value;
		}
		get appliedImpulse() {
			if (!this._feedbackEnabled) {
				this._btConstraint.EnableFeedback(true);
				this._feedbackEnabled = true;
			}
			return this._btConstraint.AppliedImpulse;
		}
		set connectedBody(value) {
			this._connectedBody = value;
			value && (value.constaintRigidbodyB = this);
		}
		get connectedBody() {
			return this._connectedBody;
		}
		get ownBody() {
			return this._ownBody;
		}
		set ownBody(value) {
			this._ownBody = value;
			value.constaintRigidbodyA = this;
		}
		get currentForce() {
			if (!this._getJointFeedBack)
				this._getFeedBackInfo();
			return this._currentForce;
		}
		get currentTorque() {
			if (!this._getJointFeedBack)
				this._getFeedBackInfo();
			return this._currentTorque;
		}
		get breakForce() {
			return this._breakForce;
		}
		set breakForce(value) {
			this._breakForce = value;
		}
		get breakTorque() {
			return this._breakTorque;
		}
		set breakTorque(value) {
			this._breakTorque = value;
		}
		set anchor(value) {
			value.cloneTo(this._anchor);
			this.setFrames();
		}
		get anchor() {
			return this._anchor;
		}
		set connectAnchor(value) {
			value.cloneTo(this._connectAnchor);
			this.setFrames();
		}
		get connectAnchor() {
			return this._connectAnchor;
		}
		setOverrideNumSolverIterations(overideNumIterations) {
			var bt = Physics3D._bullet;
			bt.btTypedConstraint_setOverrideNumSolverIterations(this._btConstraint, overideNumIterations);
		}
		setConstraintEnabled(enable) {
			var bt = Physics3D._bullet;
			bt.btTypedConstraint_setEnabled(this._btConstraint, enable);
		}
		_onEnable() {
			super._onEnable();
			this.enabled = true;
		}
		_onDisable() {
			super._onDisable();
			this.enabled = false;
		}
		setFrames() {
			var bt = Physics3D._bullet;
			bt.btVector3_setValue(this._btframAPos, -this._anchor.x, this.anchor.y, this.anchor.z);
			bt.btVector3_setValue(this._btframBPos, -this._connectAnchor.x, this._connectAnchor.y, this._connectAnchor.z);
			bt.btTransform_setOrigin(this._btframATrans, this._btframAPos);
			bt.btTransform_setOrigin(this._btframBTrans, this._btframBPos);
		}
		_addToSimulation() {
		}
		_removeFromSimulation() {
		}
		_createConstraint() {
		}
		setConnectRigidBody(ownerRigid, connectRigidBody) {
			var ownerCanInSimulation = (ownerRigid) && (!!(ownerRigid._simulation && ownerRigid._enabled && ownerRigid.colliderShape));
			var connectCanInSimulation = (connectRigidBody) && (!!(connectRigidBody._simulation && connectRigidBody._enabled && connectRigidBody.colliderShape));
			if (!(ownerCanInSimulation && connectCanInSimulation))
				throw "ownerRigid or connectRigidBody is not in Simulation";
			if (ownerRigid != this._ownBody || connectRigidBody != this._connectedBody) {
				var canInSimulation = !!(this.enabled && this._simulation);
				canInSimulation && this._removeFromSimulation();
				this._ownBody = ownerRigid;
				this._connectedBody = connectRigidBody;
				this._ownBody.constaintRigidbodyA = this;
				this._connectedBody.constaintRigidbodyB = this;
				this._createConstraint();
			}
		}
		getcurrentForce(out) {
			if (!this._btJointFeedBackObj)
				throw "this Constraint is not simulation";
			var bt = Physics3D._bullet;
			var applyForce = bt.btJointFeedback_getAppliedForceBodyA(this._btJointFeedBackObj);
			out.setValue(bt.btVector3_x(applyForce), bt.btVector3_y(applyForce), bt.btVector3_z(applyForce));
			return;
		}
		getcurrentTorque(out) {
			if (!this._btJointFeedBackObj)
				throw "this Constraint is not simulation";
			var bt = Physics3D._bullet;
			var applyTorque = bt.btJointFeedback_getAppliedTorqueBodyA(this._btJointFeedBackObj);
			out.setValue(bt.btVector3_x(applyTorque), bt.btVector3_y(applyTorque), bt.btVector3_z(applyTorque));
			return;
		}
		_onDestroy() {
			var physics3D = Physics3D._bullet;
			this._removeFromSimulation();
			if (this._btConstraint && this._btJointFeedBackObj && this._simulation) {
				physics3D.btTypedConstraint_destroy(this._btConstraint);
				physics3D.btJointFeedback_destroy(this._btJointFeedBackObj);
				this._btJointFeedBackObj = null;
				this._btConstraint = null;
			}
			super._onDisable();
		}
		_isBreakConstrained() {
			this._getJointFeedBack = false;
			if (this.breakForce == -1 && this.breakTorque == -1)
				return false;
			this._getFeedBackInfo();
			var isBreakForce = this._breakForce != -1 && (Vector3.scalarLength(this._currentForce) > this._breakForce);
			var isBreakTorque = this._breakTorque != -1 && (Vector3.scalarLength(this._currentTorque) > this._breakTorque);
			if (isBreakForce || isBreakTorque) {
				this._breakConstrained();
				return true;
			}
			return false;
		}
		_parse(data) {
			this._anchor.fromArray(data.anchor);
			this._connectAnchor.fromArray(data.connectAnchor);
			this.setFrames();
		}
		_getFeedBackInfo() {
			var bt = Physics3D._bullet;
			var applyForce = bt.btJointFeedback_getAppliedForceBodyA(this._btJointFeedBackObj);
			var applyTorque = bt.btJointFeedback_getAppliedTorqueBodyA(this._btJointFeedBackObj);
			this._currentTorque.setValue(bt.btVector3_x(applyTorque), bt.btVector3_y(applyTorque), bt.btVector3_z(applyTorque));
			this._currentForce.setValue(bt.btVector3_x(applyForce), bt.btVector3_y(applyForce), bt.btVector3_z(applyForce));
			this._getJointFeedBack = true;
		}
		_breakConstrained() {
			this.ownBody.constaintRigidbodyA = null;
			this.connectedBody && (this.connectedBody.constaintRigidbodyB = null);
			this.destroy();
		}
	}
	ConstraintComponent.CONSTRAINT_POINT2POINT_CONSTRAINT_TYPE = 3;
	ConstraintComponent.CONSTRAINT_HINGE_CONSTRAINT_TYPE = 4;
	ConstraintComponent.CONSTRAINT_CONETWIST_CONSTRAINT_TYPE = 5;
	ConstraintComponent.CONSTRAINT_D6_CONSTRAINT_TYPE = 6;
	ConstraintComponent.CONSTRAINT_SLIDER_CONSTRAINT_TYPE = 7;
	ConstraintComponent.CONSTRAINT_CONTACT_CONSTRAINT_TYPE = 8;
	ConstraintComponent.CONSTRAINT_D6_SPRING_CONSTRAINT_TYPE = 9;
	ConstraintComponent.CONSTRAINT_GEAR_CONSTRAINT_TYPE = 10;
	ConstraintComponent.CONSTRAINT_FIXED_CONSTRAINT_TYPE = 11;
	ConstraintComponent.CONSTRAINT_MAX_CONSTRAINT_TYPE = 12;
	ConstraintComponent.CONSTRAINT_CONSTRAINT_ERP = 1;
	ConstraintComponent.CONSTRAINT_CONSTRAINT_STOP_ERP = 2;
	ConstraintComponent.CONSTRAINT_CONSTRAINT_CFM = 3;
	ConstraintComponent.CONSTRAINT_CONSTRAINT_STOP_CFM = 4;
	ConstraintComponent.tempForceV3 = new Vector3();

	class FixedConstraint extends ConstraintComponent {
		constructor() {
			super(ConstraintComponent.CONSTRAINT_FIXED_CONSTRAINT_TYPE);
			this.breakForce = -1;
			this.breakTorque = -1;
		}
		_addToSimulation() {
			this._simulation && this._simulation.addConstraint(this, this.enabled);
		}
		_removeFromSimulation() {
			this._simulation.removeConstraint(this);
			this._simulation = null;
		}
		_createConstraint() {
			if (this.ownBody && this.ownBody._simulation && this.connectedBody && this.connectedBody._simulation) {
				var bt = Physics3D._bullet;
				this._btConstraint = bt.btFixedConstraint_create(this.ownBody.btColliderObject, this._btframATrans, this.connectedBody.btColliderObject, this._btframBTrans);
				this._btJointFeedBackObj = bt.btJointFeedback_create(this._btConstraint);
				bt.btTypedConstraint_setJointFeedback(this._btConstraint, this._btJointFeedBackObj);
				this._simulation = this.owner._scene.physicsSimulation;
				this._addToSimulation();
				Physics3D._bullet.btTypedConstraint_setEnabled(this._btConstraint, true);
			}
		}
		_onAdded() {
			super._onAdded();
		}
		_onEnable() {
			if (!this._btConstraint)
				return;
			super._onEnable();
			if (this._btConstraint)
				Physics3D._bullet.btTypedConstraint_setEnabled(this._btConstraint, true);
		}
		_onDisable() {
			super._onDisable();
			if (!this.connectedBody)
				this._removeFromSimulation();
			if (this._btConstraint)
				Physics3D._bullet.btTypedConstraint_setEnabled(this._btConstraint, false);
		}
		_onDestroy() {
			super._onDestroy();
		}
		_parse(data, interactMap = null) {
			super._parse(data);
			if (data.rigidbodyID != -1 && data.connectRigidbodyID != -1) {
				interactMap.component.push(this);
				interactMap.data.push(data);
			}
			(data.breakForce != undefined) && (this.breakForce = data.breakForce);
			(data.breakTorque != undefined) && (this.breakTorque = data.breakTorque);
		}
		_parseInteractive(data = null, spriteMap = null) {
			var rigidBodySprite = spriteMap[data.rigidbodyID];
			var rigidBody = rigidBodySprite.getComponent(Rigidbody3D);
			var connectSprite = spriteMap[data.connectRigidbodyID];
			var connectRigidbody = connectSprite.getComponent(Rigidbody3D);
			this.ownBody = rigidBody;
			this.connectedBody = connectRigidbody;
		}
		_cloneTo(dest) {
		}
	}

	class ConfigurableConstraint extends ConstraintComponent {
		constructor() {
			super(ConstraintComponent.CONSTRAINT_D6_SPRING_CONSTRAINT_TYPE);
			this._axis = new Vector3();
			this._secondaryAxis = new Vector3();
			this._minLinearLimit = new Vector3();
			this._maxLinearLimit = new Vector3();
			this._minAngularLimit = new Vector3();
			this._maxAngularLimit = new Vector3();
			this._linearLimitSpring = new Vector3();
			this._angularLimitSpring = new Vector3();
			this._linearBounce = new Vector3();
			this._angularBounce = new Vector3();
			this._linearDamp = new Vector3();
			this._angularDamp = new Vector3();
			this._xMotion = 0;
			this._yMotion = 0;
			this._zMotion = 0;
			this._angularXMotion = 0;
			this._angularYMotion = 0;
			this._angularZMotion = 0;
			var bt = Physics3D._bullet;
			this._btAxis = bt.btVector3_create(-1.0, 0.0, 0.0);
			this._btSecondaryAxis = bt.btVector3_create(0.0, 1.0, 0.0);
		}
		get axis() {
			return this._axis;
		}
		get secondaryAxis() {
			return this._secondaryAxis;
		}
		set maxAngularLimit(value) {
			value.cloneTo(this._maxAngularLimit);
		}
		set minAngularLimit(value) {
			value.cloneTo(this._minAngularLimit);
		}
		get maxAngularLimit() {
			return this._maxAngularLimit;
		}
		get minAngularLimit() {
			return this._minAngularLimit;
		}
		set maxLinearLimit(value) {
			value.cloneTo(this._maxLinearLimit);
		}
		set minLinearLimit(value) {
			value.cloneTo(this._minLinearLimit);
		}
		get maxLinearLimit() {
			return this._maxLinearLimit;
		}
		get minLinearLimit() {
			return this._minLinearLimit;
		}
		set XMotion(value) {
			if (this._xMotion != value) {
				this._xMotion = value;
				this.setLimit(ConfigurableConstraint.MOTION_LINEAR_INDEX_X, value, -this._maxLinearLimit.x, -this._minLinearLimit.x);
			}
		}
		get XMotion() {
			return this._xMotion;
		}
		set YMotion(value) {
			if (this._yMotion != value) {
				this._yMotion = value;
				this.setLimit(ConfigurableConstraint.MOTION_LINEAR_INDEX_Y, value, this._minLinearLimit.y, this._maxLinearLimit.y);
			}
		}
		get YMotion() {
			return this._yMotion;
		}
		set ZMotion(value) {
			if (this._zMotion != value) {
				this._zMotion = value;
				this.setLimit(ConfigurableConstraint.MOTION_LINEAR_INDEX_Z, value, this._minLinearLimit.z, this._maxLinearLimit.z);
			}
		}
		get ZMotion() {
			return this._zMotion;
		}
		set angularXMotion(value) {
			if (this._angularXMotion != value) {
				this._angularXMotion = value;
				this.setLimit(ConfigurableConstraint.MOTION_ANGULAR_INDEX_X, value, -this._maxAngularLimit.x, -this._minAngularLimit.x);
			}
		}
		get angularXMotion() {
			return this._angularXMotion;
		}
		set angularYMotion(value) {
			if (this._angularYMotion != value) {
				this._angularYMotion = value;
				this.setLimit(ConfigurableConstraint.MOTION_ANGULAR_INDEX_Y, value, this._minAngularLimit.y, this._maxAngularLimit.y);
			}
		}
		get angularYMotion() {
			return this._angularYMotion;
		}
		set angularZMotion(value) {
			if (this._angularZMotion != value) {
				this._angularZMotion = value;
				this.setLimit(ConfigurableConstraint.MOTION_ANGULAR_INDEX_Z, value, this._minAngularLimit.z, this._maxAngularLimit.z);
			}
		}
		get angularZMotion() {
			return this._angularZMotion;
		}
		set linearLimitSpring(value) {
			if (!Vector3.equals(this._linearLimitSpring, value)) {
				value.cloneTo(this._linearLimitSpring);
				this.setSpring(ConfigurableConstraint.MOTION_LINEAR_INDEX_X, value.x);
				this.setSpring(ConfigurableConstraint.MOTION_LINEAR_INDEX_Y, value.y);
				this.setSpring(ConfigurableConstraint.MOTION_LINEAR_INDEX_Z, value.z);
			}
		}
		get linearLimitSpring() {
			return this._linearLimitSpring;
		}
		set angularLimitSpring(value) {
			if (!Vector3.equals(this._angularLimitSpring, value)) {
				value.cloneTo(this._angularLimitSpring);
				this.setSpring(ConfigurableConstraint.MOTION_ANGULAR_INDEX_X, value.x);
				this.setSpring(ConfigurableConstraint.MOTION_ANGULAR_INDEX_Y, value.y);
				this.setSpring(ConfigurableConstraint.MOTION_ANGULAR_INDEX_Z, value.z);
			}
		}
		get angularLimitSpring() {
			return this._angularLimitSpring;
		}
		set linearBounce(value) {
			if (!Vector3.equals(this._linearBounce, value)) {
				value.cloneTo(this._linearBounce);
				this.setBounce(ConfigurableConstraint.MOTION_LINEAR_INDEX_X, value.x);
				this.setBounce(ConfigurableConstraint.MOTION_LINEAR_INDEX_Y, value.y);
				this.setBounce(ConfigurableConstraint.MOTION_LINEAR_INDEX_Z, value.z);
			}
		}
		get linearBounce() {
			return this._linearBounce;
		}
		set angularBounce(value) {
			if (!Vector3.equals(this._angularBounce, value)) {
				value.cloneTo(this._angularBounce);
				this.setBounce(ConfigurableConstraint.MOTION_ANGULAR_INDEX_X, value.x);
				this.setBounce(ConfigurableConstraint.MOTION_ANGULAR_INDEX_Y, value.y);
				this.setBounce(ConfigurableConstraint.MOTION_ANGULAR_INDEX_Z, value.z);
			}
		}
		get angularBounce() {
			return this._angularBounce;
		}
		set linearDamp(value) {
			if (!Vector3.equals(this._linearDamp, value)) {
				value.cloneTo(this._linearDamp);
				this.setDamping(ConfigurableConstraint.MOTION_LINEAR_INDEX_X, value.x);
				this.setDamping(ConfigurableConstraint.MOTION_LINEAR_INDEX_Y, value.y);
				this.setDamping(ConfigurableConstraint.MOTION_LINEAR_INDEX_Z, value.z);
			}
		}
		get linearDamp() {
			return this._linearDamp;
		}
		set angularDamp(value) {
			if (!Vector3.equals(this._angularDamp, value)) {
				value.cloneTo(this._angularDamp);
				this.setDamping(ConfigurableConstraint.MOTION_ANGULAR_INDEX_X, value.x);
				this.setDamping(ConfigurableConstraint.MOTION_ANGULAR_INDEX_Y, value.y);
				this.setDamping(ConfigurableConstraint.MOTION_ANGULAR_INDEX_Z, value.z);
			}
		}
		get angularDamp() {
			return this._angularDamp;
		}
		set anchor(value) {
			value.cloneTo(this._anchor);
			this.setFrames();
		}
		get anchor() {
			return this._anchor;
		}
		set connectAnchor(value) {
			value.cloneTo(this._connectAnchor);
			this.setFrames();
		}
		get connectAnchor() {
			return this._connectAnchor;
		}
		setAxis(axis, secondaryAxis) {
			if (!this._btConstraint)
				return;
			var bt = Physics3D._bullet;
			this._axis.setValue(axis.x, axis.y, axis.y);
			this._secondaryAxis.setValue(secondaryAxis.x, secondaryAxis.y, secondaryAxis.z);
			this._btAxis = bt.btVector3_setValue(-axis.x, axis.y, axis.z);
			this._btSecondaryAxis = bt.btVector3_setValue(-secondaryAxis.x, secondaryAxis.y, secondaryAxis.z);
			bt.btGeneric6DofSpring2Constraint_setAxis(this._btConstraint, this._btAxis, this._btSecondaryAxis);
		}
		setLimit(axis, motionType, low, high) {
			if (!this._btConstraint)
				return;
			var bt = Physics3D._bullet;
			switch (motionType) {
				case ConfigurableConstraint.CONFIG_MOTION_TYPE_LOCKED:
					bt.btGeneric6DofSpring2Constraint_setLimit(this._btConstraint, axis, 0, 0);
					break;
				case ConfigurableConstraint.CONFIG_MOTION_TYPE_LIMITED:
					if (low < high)
						bt.btGeneric6DofSpring2Constraint_setLimit(this._btConstraint, axis, low, high);
					break;
				case ConfigurableConstraint.CONFIG_MOTION_TYPE_FREE:
					bt.btGeneric6DofSpring2Constraint_setLimit(this._btConstraint, axis, 1, 0);
					break;
				default:
					throw "No Type of Axis Motion";
			}
		}
		setSpring(axis, springValue, limitIfNeeded = true) {
			if (!this._btConstraint)
				return;
			var bt = Physics3D._bullet;
			var enableSpring = springValue > 0;
			bt.btGeneric6DofSpring2Constraint_enableSpring(this._btConstraint, axis, enableSpring);
			if (enableSpring)
				bt.btGeneric6DofSpring2Constraint_setStiffness(this._btConstraint, axis, springValue, limitIfNeeded);
		}
		setBounce(axis, bounce) {
			if (!this._btConstraint)
				return;
			var bt = Physics3D._bullet;
			bounce = bounce <= 0 ? 0 : bounce;
			bt.btGeneric6DofSpring2Constraint_setBounce(this._btConstraint, axis, bounce);
		}
		setDamping(axis, damp, limitIfNeeded = true) {
			if (!this._btConstraint)
				return;
			var bt = Physics3D._bullet;
			damp = damp <= 0 ? 0 : damp;
			bt.btGeneric6DofSpring2Constraint_setDamping(this._btConstraint, axis, damp, limitIfNeeded);
		}
		setEquilibriumPoint(axis, equilibriumPoint) {
			var bt = Physics3D._bullet;
			bt.btGeneric6DofSpring2Constraint_setEquilibriumPoint(this._btConstraint, axis, equilibriumPoint);
		}
		enableMotor(axis, isEnableMotor) {
			var bt = Physics3D._bullet;
			bt.btGeneric6DofSpring2Constraint_enableMotor(this._btConstraint, axis, isEnableMotor);
		}
		setServo(axis, onOff) {
			var bt = Physics3D._bullet;
			bt.btGeneric6DofSpring2Constraint_setServo(this._btConstraint, axis, onOff);
		}
		setTargetVelocity(axis, velocity) {
			var bt = Physics3D._bullet;
			bt.btGeneric6DofSpring2Constraint_setTargetVelocity(this._btConstraint, axis, velocity);
		}
		setTargetPosition(axis, target) {
			var bt = Physics3D._bullet;
			bt.btGeneric6DofSpring2Constraint_setServoTarget(this._btConstraint, axis, target);
		}
		setMaxMotorForce(axis, force) {
			var bt = Physics3D._bullet;
			bt.btGeneric6DofSpring2Constraint_setMaxMotorForce(this._btConstraint, axis, force);
		}
		setParam(axis, constraintParams, value) {
			var bt = Physics3D._bullet;
			bt.btTypedConstraint_setParam(this._btConstraint, axis, constraintParams, value);
		}
		setFrames() {
			super.setFrames();
			var bt = Physics3D._bullet;
			if (!this._btConstraint)
				return;
			bt.btGeneric6DofSpring2Constraint_setFrames(this._btConstraint, this._btframATrans, this._btframBTrans);
		}
		_addToSimulation() {
			this._simulation && this._simulation.addConstraint(this, this.enabled);
		}
		_removeFromSimulation() {
			this._simulation && this._simulation.removeConstraint(this);
			this._simulation = null;
		}
		_createConstraint() {
			var bt = Physics3D._bullet;
			this._btConstraint = bt.btGeneric6DofSpring2Constraint_create(this.ownBody.btColliderObject, this._btframAPos, this.connectedBody.btColliderObject, this._btframBPos, ConfigurableConstraint.RO_XYZ);
			this._btJointFeedBackObj = bt.btJointFeedback_create(this._btConstraint);
			bt.btTypedConstraint_setJointFeedback(this._btConstraint, this._btJointFeedBackObj);
			this._simulation = this.owner._scene.physicsSimulation;
			this._initAllConstraintInfo();
			this._addToSimulation();
			Physics3D._bullet.btTypedConstraint_setEnabled(this._btConstraint, true);
		}
		_initAllConstraintInfo() {
			this.setLimit(ConfigurableConstraint.MOTION_LINEAR_INDEX_X, this._xMotion, -this._maxLinearLimit.x, -this._minLinearLimit.x);
			this.setLimit(ConfigurableConstraint.MOTION_LINEAR_INDEX_Y, this._yMotion, this._minLinearLimit.y, this._maxLinearLimit.y);
			this.setLimit(ConfigurableConstraint.MOTION_LINEAR_INDEX_Z, this._zMotion, this._minLinearLimit.z, this._maxLinearLimit.z);
			this.setLimit(ConfigurableConstraint.MOTION_ANGULAR_INDEX_X, this._angularXMotion, -this._maxAngularLimit.x, -this._minAngularLimit.x);
			this.setLimit(ConfigurableConstraint.MOTION_ANGULAR_INDEX_Y, this._angularYMotion, this._minAngularLimit.y, this._maxAngularLimit.y);
			this.setLimit(ConfigurableConstraint.MOTION_ANGULAR_INDEX_Z, this._angularZMotion, this._minAngularLimit.z, this._maxAngularLimit.z);
			this.setSpring(ConfigurableConstraint.MOTION_LINEAR_INDEX_X, this._linearLimitSpring.x);
			this.setSpring(ConfigurableConstraint.MOTION_LINEAR_INDEX_Y, this._linearLimitSpring.y);
			this.setSpring(ConfigurableConstraint.MOTION_LINEAR_INDEX_Z, this._linearLimitSpring.z);
			this.setSpring(ConfigurableConstraint.MOTION_ANGULAR_INDEX_X, this._angularLimitSpring.x);
			this.setSpring(ConfigurableConstraint.MOTION_ANGULAR_INDEX_Y, this._angularLimitSpring.y);
			this.setSpring(ConfigurableConstraint.MOTION_ANGULAR_INDEX_Z, this._angularLimitSpring.z);
			this.setBounce(ConfigurableConstraint.MOTION_LINEAR_INDEX_X, this._linearBounce.x);
			this.setBounce(ConfigurableConstraint.MOTION_LINEAR_INDEX_Y, this._linearBounce.y);
			this.setBounce(ConfigurableConstraint.MOTION_LINEAR_INDEX_Z, this._linearBounce.z);
			this.setBounce(ConfigurableConstraint.MOTION_ANGULAR_INDEX_X, this._angularBounce.x);
			this.setBounce(ConfigurableConstraint.MOTION_ANGULAR_INDEX_Y, this._angularBounce.y);
			this.setBounce(ConfigurableConstraint.MOTION_ANGULAR_INDEX_Z, this._angularBounce.z);
			this.setDamping(ConfigurableConstraint.MOTION_LINEAR_INDEX_X, this._linearDamp.x);
			this.setDamping(ConfigurableConstraint.MOTION_LINEAR_INDEX_Y, this._linearDamp.y);
			this.setDamping(ConfigurableConstraint.MOTION_LINEAR_INDEX_Z, this._linearDamp.z);
			this.setDamping(ConfigurableConstraint.MOTION_ANGULAR_INDEX_X, this._angularDamp.x);
			this.setDamping(ConfigurableConstraint.MOTION_ANGULAR_INDEX_Y, this._angularDamp.y);
			this.setDamping(ConfigurableConstraint.MOTION_ANGULAR_INDEX_Z, this._angularDamp.z);
			this.setFrames();
			this.setEquilibriumPoint(0, 0);
		}
		_onAdded() {
			super._onAdded();
		}
		_onEnable() {
			if (!this._btConstraint)
				return;
			super._onEnable();
			if (this._btConstraint)
				Physics3D._bullet.btTypedConstraint_setEnabled(this._btConstraint, true);
		}
		_onDisable() {
			super._onDisable();
			if (!this.connectedBody)
				this._removeFromSimulation();
			if (this._btConstraint)
				Physics3D._bullet.btTypedConstraint_setEnabled(this._btConstraint, false);
		}
		_parse(data, interactMap = null) {
			super._parse(data);
			this._axis.fromArray(data.axis);
			this._secondaryAxis.fromArray(data.secondaryAxis);
			var limitlimit = data.linearLimit;
			this._minLinearLimit.setValue(-limitlimit, -limitlimit, -limitlimit);
			this._maxLinearLimit.setValue(limitlimit, limitlimit, limitlimit);
			var limitSpring = data.linearLimitSpring;
			this._linearLimitSpring.setValue(limitSpring, limitSpring, limitSpring);
			var limitDamp = data.linearLimitDamper;
			this._linearDamp.setValue(limitDamp, limitDamp, limitDamp);
			var limitBounciness = data.linearLimitBounciness;
			this._linearBounce.setValue(limitBounciness, limitBounciness, limitBounciness);
			var xlowAngularLimit = data.lowAngularXLimit;
			var xhighAngularLimit = data.highAngularXLimit;
			var yAngularLimit = data.angularYLimit;
			var zAngularLimit = data.angularZLimit;
			this._minAngularLimit.setValue(xlowAngularLimit, -yAngularLimit, -zAngularLimit);
			this._maxAngularLimit.setValue(xhighAngularLimit, yAngularLimit, zAngularLimit);
			var xhighAngularBounciness = data.highAngularXLimitBounciness;
			var ybounciness = data.angularYLimitBounciness;
			var zbounciness = data.angularZLimitBounciness;
			this._angularBounce.setValue(xhighAngularBounciness, ybounciness, zbounciness);
			var xAngularSpring = data.angularXLimitSpring;
			var yzAngularSpriny = data.angularYZLimitSpring;
			this._angularLimitSpring.setValue(xAngularSpring, yzAngularSpriny, yzAngularSpriny);
			var xAngularDamper = data.angularXLimitDamper;
			var yzAngularDamper = data.angularYZLimitDamper;
			this._angularDamp.setValue(xAngularDamper, yzAngularDamper, yzAngularDamper);
			this.XMotion = data.xMotion;
			this.YMotion = data.yMotion;
			this.ZMotion = data.zMotion;
			this.angularXMotion = data.angularXMotion;
			this.angularYMotion = data.angularYMotion;
			this.angularZMotion = data.angularZMotion;
			if (data.rigidbodyID != -1 && data.connectRigidbodyID != -1) {
				interactMap.component.push(this);
				interactMap.data.push(data);
			}
			(data.breakForce != undefined) && (this.breakForce = data.breakForce);
			(data.breakTorque != undefined) && (this.breakTorque = data.breakTorque);
		}
		_parseInteractive(data = null, spriteMap = null) {
			var rigidBodySprite = spriteMap[data.rigidbodyID];
			var rigidBody = rigidBodySprite.getComponent(Rigidbody3D);
			var connectSprite = spriteMap[data.connectRigidbodyID];
			var connectRigidbody = connectSprite.getComponent(Rigidbody3D);
			this.ownBody = rigidBody;
			this.connectedBody = connectRigidbody;
		}
		_onDestroy() {
			super._onDestroy();
		}
		_cloneTo(dest) {
		}
	}
	ConfigurableConstraint.CONFIG_MOTION_TYPE_LOCKED = 0;
	ConfigurableConstraint.CONFIG_MOTION_TYPE_LIMITED = 1;
	ConfigurableConstraint.CONFIG_MOTION_TYPE_FREE = 2;
	ConfigurableConstraint.MOTION_LINEAR_INDEX_X = 0;
	ConfigurableConstraint.MOTION_LINEAR_INDEX_Y = 1;
	ConfigurableConstraint.MOTION_LINEAR_INDEX_Z = 2;
	ConfigurableConstraint.MOTION_ANGULAR_INDEX_X = 3;
	ConfigurableConstraint.MOTION_ANGULAR_INDEX_Y = 4;
	ConfigurableConstraint.MOTION_ANGULAR_INDEX_Z = 5;
	ConfigurableConstraint.RO_XYZ = 0;
	ConfigurableConstraint.RO_XZY = 1;
	ConfigurableConstraint.RO_YXZ = 2;
	ConfigurableConstraint.RO_YZX = 3;
	ConfigurableConstraint.RO_ZXY = 4;
	ConfigurableConstraint.RO_ZYX = 5;

	class Laya3D {
		constructor() {
		}
		static get enablePhysics() {
			return Physics3D._enablePhysics;
		}
		static _cancelLoadByUrl(url) {
			Laya.Laya.loader.cancelLoadByUrl(url);
			Laya3D._innerFirstLevelLoaderManager.cancelLoadByUrl(url);
			Laya3D._innerSecondLevelLoaderManager.cancelLoadByUrl(url);
			Laya3D._innerThirdLevelLoaderManager.cancelLoadByUrl(url);
			Laya3D._innerFourthLevelLoaderManager.cancelLoadByUrl(url);
		}
		static _changeWebGLSize(width, height) {
			Laya.WebGL.onStageResize(width, height);
			RenderContext3D.clientWidth = width;
			RenderContext3D.clientHeight = height;
		}
		static __init__(width, height, config) {
			Laya.Config.isAntialias = config.isAntialias;
			Laya.Config.isAlpha = config.isAlpha;
			Laya.Config.premultipliedAlpha = config.premultipliedAlpha;
			Laya.Config.isStencil = config.isStencil;
			if (!Laya.WebGL.enable()) {
				alert("Laya3D init error,must support webGL!");
				return;
			}
			Laya.RunDriver.changeWebGLSize = Laya3D._changeWebGLSize;
			Laya.Render.is3DMode = true;
			Laya.Laya.init(width, height);
			if (!Laya.Render.supportWebGLPlusRendering) {
				Laya.LayaGL.instance = Laya.WebGLContext.mainContext;
				Laya.LayaGL.instance.createCommandEncoder = function (reserveSize = 128, adjustSize = 64, isSyncToRenderThread = false) {
					return new Laya.CommandEncoder(this, reserveSize, adjustSize, isSyncToRenderThread);
				};
			}
			config._multiLighting = config.enableMultiLight && Laya.SystemUtils.supportTextureFormat(Laya.TextureFormat.R32G32B32A32);
			ILaya3D.Shader3D = Shader3D;
			ILaya3D.Scene3D = Scene3D;
			ILaya3D.MeshRenderStaticBatchManager = MeshRenderStaticBatchManager;
			ILaya3D.MeshRenderDynamicBatchManager = MeshRenderDynamicBatchManager;
			ILaya3D.SubMeshDynamicBatch = SubMeshDynamicBatch;
			ILaya3D.Laya3D = Laya3D;
			ILaya3D.Matrix4x4 = Matrix4x4;
			ILaya3D.Physics3D = Physics3D;
			ILaya3D.ShadowLightType = exports.ShadowLightType;
			Laya3D.enableNative3D();
			if (config.isUseCannonPhysicsEngine)
				Physics3D.__cannoninit__();
			Physics3D.__bulletinit__();
			VertexElementFormat.__init__();
			VertexMesh.__init__();
			VertexShurikenParticleBillboard.__init__();
			VertexShurikenParticleMesh.__init__();
			VertexPositionTexture0.__init__();
			VertexTrail.__init__();
			VertexPositionTerrain.__init__();
			PixelLineVertex.__init__();
			SubMeshInstanceBatch.__init__();
			SubMeshDynamicBatch.__init__();
			ShaderInit3D.__init__();
			ShadowUtils.init();
			PBRMaterial.__init__();
			PBRStandardMaterial.__init__();
			PBRSpecularMaterial.__init__();
			SkyPanoramicMaterial.__init__();
			Mesh.__init__();
			PrimitiveMesh.__init__();
			Sprite3D.__init__();
			RenderableSprite3D.__init__();
			MeshSprite3D.__init__();
			SkinnedMeshSprite3D.__init__();
			SimpleSkinnedMeshSprite3D.__init__();
			ShuriKenParticle3D.__init__();
			TrailSprite3D.__init__();
			PostProcess.__init__();
			Scene3D.__init__();
			MeshRenderStaticBatchManager.__init__();
			Material.__initDefine__();
			BaseMaterial.__initDefine__();
			BlinnPhongMaterial.__initDefine__();
			SkyProceduralMaterial.__initDefine__();
			UnlitMaterial.__initDefine__();
			TrailMaterial.__initDefine__();
			EffectMaterial.__initDefine__();
			WaterPrimaryMaterial.__initDefine__();
			ShurikenParticleMaterial.__initDefine__();
			ExtendTerrainMaterial.__initDefine__();
			PixelLineMaterial.__initDefine__();
			SkyBoxMaterial.__initDefine__();
			Command.__init__();
			Laya.ClassUtils.regClass("Laya.SkyPanoramicMaterial", SkyPanoramicMaterial);
			Laya.ClassUtils.regClass("Laya.EffectMaterial", EffectMaterial);
			Laya.ClassUtils.regClass("Laya.UnlitMaterial", UnlitMaterial);
			Laya.ClassUtils.regClass("Laya.BlinnPhongMaterial", BlinnPhongMaterial);
			Laya.ClassUtils.regClass("Laya.SkyProceduralMaterial", SkyProceduralMaterial);
			Laya.ClassUtils.regClass("Laya.PBRStandardMaterial", PBRStandardMaterial);
			Laya.ClassUtils.regClass("Laya.PBRSpecularMaterial", PBRSpecularMaterial);
			Laya.ClassUtils.regClass("Laya.SkyBoxMaterial", SkyBoxMaterial);
			Laya.ClassUtils.regClass("Laya.WaterPrimaryMaterial", WaterPrimaryMaterial);
			Laya.ClassUtils.regClass("Laya.ExtendTerrainMaterial", ExtendTerrainMaterial);
			Laya.ClassUtils.regClass("Laya.ShurikenParticleMaterial", ShurikenParticleMaterial);
			Laya.ClassUtils.regClass("Laya.TrailMaterial", TrailMaterial);
			Laya.ClassUtils.regClass("Laya.PhysicsCollider", PhysicsCollider);
			Laya.ClassUtils.regClass("Laya.Rigidbody3D", Rigidbody3D);
			Laya.ClassUtils.regClass("Laya.CharacterController", CharacterController);
			Laya.ClassUtils.regClass("Laya.Animator", Animator);
			Laya.ClassUtils.regClass("PhysicsCollider", PhysicsCollider);
			Laya.ClassUtils.regClass("CharacterController", CharacterController);
			Laya.ClassUtils.regClass("Animator", Animator);
			Laya.ClassUtils.regClass("Rigidbody3D", Rigidbody3D);
			Laya.ClassUtils.regClass("FixedConstraint", FixedConstraint);
			Laya.ClassUtils.regClass("ConfigurableConstraint", ConfigurableConstraint);
			PixelLineMaterial.defaultMaterial = new PixelLineMaterial();
			BlinnPhongMaterial.defaultMaterial = new BlinnPhongMaterial();
			EffectMaterial.defaultMaterial = new EffectMaterial();
			UnlitMaterial.defaultMaterial = new UnlitMaterial();
			ShurikenParticleMaterial.defaultMaterial = new ShurikenParticleMaterial();
			TrailMaterial.defaultMaterial = new TrailMaterial();
			SkyProceduralMaterial.defaultMaterial = new SkyProceduralMaterial();
			SkyBoxMaterial.defaultMaterial = new SkyBoxMaterial();
			WaterPrimaryMaterial.defaultMaterial = new WaterPrimaryMaterial();
			PixelLineMaterial.defaultMaterial.lock = true;
			BlinnPhongMaterial.defaultMaterial.lock = true;
			EffectMaterial.defaultMaterial.lock = true;
			UnlitMaterial.defaultMaterial.lock = true;
			ShurikenParticleMaterial.defaultMaterial.lock = true;
			TrailMaterial.defaultMaterial.lock = true;
			SkyProceduralMaterial.defaultMaterial.lock = true;
			SkyBoxMaterial.defaultMaterial.lock = true;
			WaterPrimaryMaterial.defaultMaterial.lock = true;
			Laya.Texture2D.__init__();
			TextureCube.__init__();
			SkyBox.__init__();
			SkyDome.__init__();
			ScreenQuad.__init__();
			ScreenTriangle.__init__();
			FrustumCulling.__init__();
			HalfFloatUtils.__init__();
			var createMap = Laya.LoaderManager.createMap;
			createMap["lh"] = [Laya3D.HIERARCHY, Scene3DUtils._parse];
			createMap["ls"] = [Laya3D.HIERARCHY, Scene3DUtils._parseScene];
			createMap["lm"] = [Laya3D.MESH, MeshReader._parse];
			createMap["lmat"] = [Laya3D.MATERIAL, Material._parse];
			createMap["jpg"] = [Laya3D.TEXTURE2D, Laya.Texture2D._parse];
			createMap["jpeg"] = [Laya3D.TEXTURE2D, Laya.Texture2D._parse];
			createMap["bmp"] = [Laya3D.TEXTURE2D, Laya.Texture2D._parse];
			createMap["gif"] = [Laya3D.TEXTURE2D, Laya.Texture2D._parse];
			createMap["png"] = [Laya3D.TEXTURE2D, Laya.Texture2D._parse];
			createMap["dds"] = [Laya3D.TEXTURE2D, Laya.Texture2D._parse];
			createMap["ktx"] = [Laya3D.TEXTURE2D, Laya.Texture2D._parse];
			createMap["pvr"] = [Laya3D.TEXTURE2D, Laya.Texture2D._parse];
			createMap["lani"] = [Laya3D.ANIMATIONCLIP, AnimationClip._parse];
			createMap["lav"] = [Laya3D.AVATAR, Avatar._parse];
			createMap["ltc"] = [Laya3D.TEXTURECUBE, TextureCube._parse];
			createMap["ltcb"] = [Laya3D.TEXTURECUBEBIN, TextureCube._parseBin];
			createMap["ltcb.ls"] = [Laya3D.TEXTURECUBEBIN, TextureCube._parseBin];
			createMap["lanit.ls"] = [Laya3D.TEXTURE2D, Laya.Texture2D._SimpleAnimatorTextureParse];
			var parserMap = Laya.Loader.parserMap;
			parserMap[Laya3D.HIERARCHY] = Laya3D._loadHierarchy;
			parserMap[Laya3D.MESH] = Laya3D._loadMesh;
			parserMap[Laya3D.MATERIAL] = Laya3D._loadMaterial;
			parserMap[Laya3D.TEXTURECUBE] = Laya3D._loadTextureCube;
			parserMap[Laya3D.TEXTURECUBEBIN] = Laya3D._loadTextureCubeBin;
			parserMap[Laya3D.TEXTURE2D] = Laya3D._loadTexture2D;
			parserMap[Laya3D.ANIMATIONCLIP] = Laya3D._loadAnimationClip;
			parserMap[Laya3D.AVATAR] = Laya3D._loadAvatar;
			parserMap[Laya3D.SIMPLEANIMATORBIN] = Laya3D._loadSimpleAnimator;
			Laya3D._innerFirstLevelLoaderManager.on(Laya.Event.ERROR, null, Laya3D._eventLoadManagerError);
			Laya3D._innerSecondLevelLoaderManager.on(Laya.Event.ERROR, null, Laya3D._eventLoadManagerError);
			Laya3D._innerThirdLevelLoaderManager.on(Laya.Event.ERROR, null, Laya3D._eventLoadManagerError);
			Laya3D._innerFourthLevelLoaderManager.on(Laya.Event.ERROR, null, Laya3D._eventLoadManagerError);
		}
		static enableNative3D() {
			var shaderData = ShaderData;
			var shader3D = ShaderInstance;
			var skinnedMeshRender = SkinnedMeshRenderer;
			var avatar = Avatar;
			var frustumCulling = FrustumCulling;
			if (Laya.Render.supportWebGLPlusRendering) {
				shaderData.prototype._initData = shaderData.prototype._initDataForNative;
				shaderData.prototype.setBool = shaderData.prototype.setBoolForNative;
				shaderData.prototype.getBool = shaderData.prototype.getBoolForNative;
				shaderData.prototype.setInt = shaderData.prototype.setIntForNative;
				shaderData.prototype.getInt = shaderData.prototype.getIntForNative;
				shaderData.prototype.setNumber = shaderData.prototype.setNumberForNative;
				shaderData.prototype.getNumber = shaderData.prototype.getNumberForNative;
				shaderData.prototype.setVector = shaderData.prototype.setVectorForNative;
				shaderData.prototype.getVector = shaderData.prototype.getVectorForNative;
				shaderData.prototype.setVector2 = shaderData.prototype.setVector2ForNative;
				shaderData.prototype.getVector2 = shaderData.prototype.getVector2ForNative;
				shaderData.prototype.setVector3 = shaderData.prototype.setVector3ForNative;
				shaderData.prototype.getVector3 = shaderData.prototype.getVector3ForNative;
				shaderData.prototype.setQuaternion = shaderData.prototype.setQuaternionForNative;
				shaderData.prototype.getQuaternion = shaderData.prototype.getQuaternionForNative;
				shaderData.prototype.setMatrix4x4 = shaderData.prototype.setMatrix4x4ForNative;
				shaderData.prototype.getMatrix4x4 = shaderData.prototype.getMatrix4x4ForNative;
				shaderData.prototype.setBuffer = shaderData.prototype.setBufferForNative;
				shaderData.prototype.getBuffer = shaderData.prototype.getBufferForNative;
				shaderData.prototype.setTexture = shaderData.prototype.setTextureForNative;
				shaderData.prototype.getTexture = shaderData.prototype.getTextureForNative;
				shaderData.prototype.setAttribute = shaderData.prototype.setAttributeForNative;
				shaderData.prototype.getAttribute = shaderData.prototype.getAttributeForNative;
				shaderData.prototype.cloneTo = shaderData.prototype.cloneToForNative;
				shaderData.prototype.getData = shaderData.prototype.getDataForNative;
				shader3D.prototype._uniformMatrix2fv = shader3D.prototype._uniformMatrix2fvForNative;
				shader3D.prototype._uniformMatrix3fv = shader3D.prototype._uniformMatrix3fvForNative;
				shader3D.prototype._uniformMatrix4fv = shader3D.prototype._uniformMatrix4fvForNative;
				Laya.LayaGLRunner.uploadShaderUniforms = Laya.LayaGLRunner.uploadShaderUniformsForNative;
			}
			if (Laya.Render.supportWebGLPlusCulling) {
				frustumCulling.renderObjectCulling = FrustumCulling.renderObjectCullingNative;
			}
			if (Laya.Render.supportWebGLPlusAnimation) {
				avatar.prototype._cloneDatasToAnimator = avatar.prototype._cloneDatasToAnimatorNative;
				var animationClip = AnimationClip;
				animationClip.prototype._evaluateClipDatasRealTime = animationClip.prototype._evaluateClipDatasRealTimeForNative;
				skinnedMeshRender.prototype._computeSkinnedData = skinnedMeshRender.prototype._computeSkinnedDataForNative;
			}
		}
		static formatRelativePath(base, value) {
			var path;
			path = base + value;
			var char1 = value.charAt(0);
			if (char1 === ".") {
				var parts = path.split("/");
				for (var i = 0, len = parts.length; i < len; i++) {
					if (parts[i] == '..') {
						var index = i - 1;
						if (index > 0 && parts[index] !== '..') {
							parts.splice(index, 2);
							i -= 2;
						}
					}
				}
				path = parts.join('/');
			}
			return path;
		}
		static _endLoad(loader, content = null, subResous = null) {
			if (subResous) {
				for (var i = 0, n = subResous.length; i < n; i++) {
					var resou = Laya.Loader.getRes(subResous[i]);
					(resou) && (resou._removeReference());
				}
			}
			loader.endLoad(content);
		}
		static _eventLoadManagerError(msg) {
			Laya.Laya.loader.event(Laya.Event.ERROR, msg);
		}
		static _addHierarchyInnerUrls(urls, urlMap, urlVersion, hierarchyBasePath, path, type, constructParams = null, propertyParams = null) {
			var formatUrl = Laya3D.formatRelativePath(hierarchyBasePath, path);
			(urlVersion) && (formatUrl = formatUrl + urlVersion);
			urls.push({ url: formatUrl, type: type, constructParams: constructParams, propertyParams: propertyParams });
			urlMap.push(formatUrl);
			return formatUrl;
		}
		static _getSprite3DHierarchyInnerUrls(node, firstLevelUrls, secondLevelUrls, thirdLevelUrls, fourthLelUrls, subUrls, urlVersion, hierarchyBasePath) {
			var i, n;
			var props = node.props;
			switch (node.type) {
				case "Scene3D":
					var lightmaps = props.lightmaps;
					for (i = 0, n = lightmaps.length; i < n; i++) {
						var lightMap = lightmaps[i];
						if (lightMap.path) {
							lightMap.path = Laya3D._addHierarchyInnerUrls(fourthLelUrls, subUrls, urlVersion, hierarchyBasePath, lightMap.path, Laya3D.TEXTURE2D, lightMap.constructParams, lightMap.propertyParams);
						}
						else {
							var lightmapColorData = lightMap.color;
							lightmapColorData.path = Laya3D._addHierarchyInnerUrls(fourthLelUrls, subUrls, urlVersion, hierarchyBasePath, lightmapColorData.path, Laya3D.TEXTURE2D, lightmapColorData.constructParams, lightmapColorData.propertyParams);
							var lightmapDirectionData = lightMap.direction;
							if (lightmapDirectionData)
								lightmapDirectionData.path = Laya3D._addHierarchyInnerUrls(fourthLelUrls, subUrls, urlVersion, hierarchyBasePath, lightmapDirectionData.path, Laya3D.TEXTURE2D, lightmapDirectionData.constructParams, lightmapDirectionData.propertyParams);
						}
					}
					var reflectionTextureData = props.reflectionTexture;
					(reflectionTextureData) && (props.reflection = Laya3D._addHierarchyInnerUrls(thirdLevelUrls, subUrls, urlVersion, hierarchyBasePath, reflectionTextureData, Laya3D.TEXTURECUBE));
					var reflectionData = props.reflection;
					(reflectionData) && (props.reflection = Laya3D._addHierarchyInnerUrls(fourthLelUrls, subUrls, urlVersion, hierarchyBasePath, reflectionData, Laya3D.TEXTURECUBEBIN));
					if (props.sky) {
						var skyboxMaterial = props.sky.material;
						(skyboxMaterial) && (skyboxMaterial.path = Laya3D._addHierarchyInnerUrls(secondLevelUrls, subUrls, urlVersion, hierarchyBasePath, skyboxMaterial.path, Laya3D.MATERIAL));
					}
					break;
				case "Camera":
					var skyboxMatData = props.skyboxMaterial;
					(skyboxMatData) && (skyboxMatData.path = Laya3D._addHierarchyInnerUrls(secondLevelUrls, subUrls, urlVersion, hierarchyBasePath, skyboxMatData.path, Laya3D.MATERIAL));
					break;
				case "TrailSprite3D":
				case "MeshSprite3D":
				case "SkinnedMeshSprite3D":
				case "SimpleSkinnedMeshSprite3D":
					var meshPath = props.meshPath;
					(meshPath) && (props.meshPath = Laya3D._addHierarchyInnerUrls(firstLevelUrls, subUrls, urlVersion, hierarchyBasePath, meshPath, Laya3D.MESH));
					var materials = props.materials;
					if (materials)
						for (i = 0, n = materials.length; i < n; i++)
							materials[i].path = Laya3D._addHierarchyInnerUrls(secondLevelUrls, subUrls, urlVersion, hierarchyBasePath, materials[i].path, Laya3D.MATERIAL);
					if (node.type == "SimpleSkinnedMeshSprite3D")
						if (props.animatorTexture)
							props.animatorTexture = Laya3D._addHierarchyInnerUrls(fourthLelUrls, subUrls, urlVersion, hierarchyBasePath, props.animatorTexture, Laya3D.SIMPLEANIMATORBIN);
					break;
				case "ShuriKenParticle3D":
					if (props.main) {
						var resources = props.renderer.resources;
						if (resources == null) {
							console.error("ShuriKenParticle3D: Not found resources", node, props);
						}
						var mesh = resources.mesh;
						var material = resources.material;
						(mesh) && (resources.mesh = Laya3D._addHierarchyInnerUrls(firstLevelUrls, subUrls, urlVersion, hierarchyBasePath, mesh, Laya3D.MESH));
						(material) && (resources.material = Laya3D._addHierarchyInnerUrls(secondLevelUrls, subUrls, urlVersion, hierarchyBasePath, material, Laya3D.MATERIAL));
					}
					else {
						var parMeshPath = props.meshPath;
						(parMeshPath) && (props.meshPath = Laya3D._addHierarchyInnerUrls(firstLevelUrls, subUrls, urlVersion, hierarchyBasePath, parMeshPath, Laya3D.MESH));
						props.material.path = Laya3D._addHierarchyInnerUrls(secondLevelUrls, subUrls, urlVersion, hierarchyBasePath, props.material.path, Laya3D.MATERIAL);
					}
					break;
				case "Terrain":
					Laya3D._addHierarchyInnerUrls(fourthLelUrls, subUrls, urlVersion, hierarchyBasePath, props.dataPath, Laya3D.TERRAINRES);
					break;
			}
			var components = node.components;
			if (components) {
				for (var k = 0, p = components.length; k < p; k++) {
					var component = components[k];
					switch (component.type) {
						case "Animator":
							var avatarPath = component.avatarPath;
							var avatarData = component.avatar;
							(avatarData) && (avatarData.path = Laya3D._addHierarchyInnerUrls(fourthLelUrls, subUrls, urlVersion, hierarchyBasePath, avatarData.path, Laya3D.AVATAR));
							var clipPaths = component.clipPaths;
							if (!clipPaths) {
								var layersData = component.layers;
								for (i = 0; i < layersData.length; i++) {
									var states = layersData[i].states;
									for (var j = 0, m = states.length; j < m; j++) {
										var clipPath = states[j].clipPath;
										(clipPath) && (states[j].clipPath = Laya3D._addHierarchyInnerUrls(fourthLelUrls, subUrls, urlVersion, hierarchyBasePath, clipPath, Laya3D.ANIMATIONCLIP));
									}
								}
							}
							else {
								for (i = 0, n = clipPaths.length; i < n; i++)
									clipPaths[i] = Laya3D._addHierarchyInnerUrls(fourthLelUrls, subUrls, urlVersion, hierarchyBasePath, clipPaths[i], Laya3D.ANIMATIONCLIP);
							}
							break;
						case "PhysicsCollider":
						case "Rigidbody3D":
						case "CharacterController":
							var shapes = component.shapes;
							for (i = 0; i < shapes.length; i++) {
								var shape = shapes[i];
								if (shape.type === "MeshColliderShape") {
									var mesh = shape.mesh;
									(mesh) && (shape.mesh = Laya3D._addHierarchyInnerUrls(firstLevelUrls, subUrls, urlVersion, hierarchyBasePath, mesh, Laya3D.MESH));
								}
							}
							break;
					}
				}
			}
			var children = node.child;
			for (i = 0, n = children.length; i < n; i++)
				Laya3D._getSprite3DHierarchyInnerUrls(children[i], firstLevelUrls, secondLevelUrls, thirdLevelUrls, fourthLelUrls, subUrls, urlVersion, hierarchyBasePath);
		}
		static _loadHierarchy(loader) {
			loader._originType = loader.type;
			loader.on(Laya.Event.LOADED, null, Laya3D._onHierarchylhLoaded, [loader]);
			loader.load(loader.url, Laya.Loader.JSON, false, null, true);
		}
		static _onHierarchylhLoaded(loader, lhData) {
			var url = loader.url;
			var urlVersion = Utils3D.getURLVerion(url);
			var hierarchyBasePath = Laya.URL.getPath(url);
			var firstLevUrls = [];
			var secondLevUrls = [];
			var thirdLevUrls = [];
			var forthLevUrls = [];
			var subUrls = [];
			Laya3D._getSprite3DHierarchyInnerUrls(lhData.data, firstLevUrls, secondLevUrls, thirdLevUrls, forthLevUrls, subUrls, urlVersion, hierarchyBasePath);
			var urlCount = firstLevUrls.length + secondLevUrls.length + forthLevUrls.length;
			var totalProcessCount = urlCount + 1;
			var weight = 1 / totalProcessCount;
			Laya3D._onProcessChange(loader, 0, weight, 1.0);
			if (forthLevUrls.length > 0) {
				var processCeil = urlCount / totalProcessCount;
				var processHandler = Laya.Handler.create(null, Laya3D._onProcessChange, [loader, weight, processCeil], false);
				Laya3D._innerFourthLevelLoaderManager._create(forthLevUrls, false, Laya.Handler.create(null, Laya3D._onHierarchyInnerForthLevResouLoaded, [loader, processHandler, lhData, subUrls, firstLevUrls, secondLevUrls, thirdLevUrls, weight + processCeil * forthLevUrls.length, processCeil]), processHandler, null, null, null, 1, true);
			}
			else {
				Laya3D._onHierarchyInnerForthLevResouLoaded(loader, null, lhData, subUrls, firstLevUrls, secondLevUrls, thirdLevUrls, weight, processCeil);
			}
		}
		static _onHierarchyInnerForthLevResouLoaded(loader, processHandler, lhData, subUrls, firstLevUrls, secondLevUrls, thirdLevUrls, processOffset, processCeil) {
			(processHandler) && (processHandler.recover());
			if (thirdLevUrls.length > 0) {
				var process = Laya.Handler.create(null, Laya3D._onProcessChange, [loader, processOffset, processCeil], false);
				Laya3D._innerThirdLevelLoaderManager._create(thirdLevUrls, false, Laya.Handler.create(null, Laya3D._onHierarchyInnerThirdLevResouLoaded, [loader, process, lhData, subUrls, firstLevUrls, secondLevUrls, processOffset + processCeil * secondLevUrls.length, processCeil]), processHandler, null, null, null, 1, true);
			}
			else {
				Laya3D._onHierarchyInnerThirdLevResouLoaded(loader, null, lhData, subUrls, firstLevUrls, secondLevUrls, processOffset, processCeil);
			}
		}
		static _onHierarchyInnerThirdLevResouLoaded(loader, processHandler, lhData, subUrls, firstLevUrls, secondLevUrls, processOffset, processCeil) {
			(processHandler) && (processHandler.recover());
			if (secondLevUrls.length > 0) {
				var process = Laya.Handler.create(null, Laya3D._onProcessChange, [loader, processOffset, processCeil], false);
				Laya3D._innerSecondLevelLoaderManager._create(secondLevUrls, false, Laya.Handler.create(null, Laya3D._onHierarchyInnerSecondLevResouLoaded, [loader, process, lhData, subUrls, firstLevUrls, processOffset + processCeil * secondLevUrls.length, processCeil]), processHandler, null, null, null, 1, true);
			}
			else {
				Laya3D._onHierarchyInnerSecondLevResouLoaded(loader, null, lhData, subUrls, firstLevUrls, processOffset, processCeil);
			}
		}
		static _onHierarchyInnerSecondLevResouLoaded(loader, processHandler, lhData, subUrls, firstLevUrls, processOffset, processCeil) {
			(processHandler) && (processHandler.recover());
			if (firstLevUrls.length > 0) {
				var process = Laya.Handler.create(null, Laya3D._onProcessChange, [loader, processOffset, processCeil], false);
				Laya3D._innerFirstLevelLoaderManager._create(firstLevUrls, false, Laya.Handler.create(null, Laya3D._onHierarchyInnerFirstLevResouLoaded, [loader, process, lhData, subUrls]), processHandler, null, null, null, 1, true);
			}
			else {
				Laya3D._onHierarchyInnerFirstLevResouLoaded(loader, null, lhData, subUrls);
			}
		}
		static _onHierarchyInnerFirstLevResouLoaded(loader, processHandler, lhData, subUrls) {
			(processHandler) && (processHandler.recover());
			loader._cache = loader._createCache;
			var item = lhData.data.type === "Scene3D" ? Scene3DUtils._parseScene(lhData, loader._propertyParams, loader._constructParams) : Scene3DUtils._parse(lhData, loader._propertyParams, loader._constructParams);
			Laya3D._endLoad(loader, item, subUrls);
		}
		static _loadMesh(loader) {
			loader.on(Laya.Event.LOADED, null, Laya3D._onMeshLmLoaded, [loader]);
			loader.load(loader.url, Laya.Loader.BUFFER, false, null, true);
		}
		static _onMeshLmLoaded(loader, lmData) {
			loader._cache = loader._createCache;
			var mesh = MeshReader._parse(lmData, loader._propertyParams, loader._constructParams);
			Laya3D._endLoad(loader, mesh);
		}
		static _loadMaterial(loader) {
			loader.on(Laya.Event.LOADED, null, Laya3D._onMaterilLmatLoaded, [loader]);
			loader.load(loader.url, Laya.Loader.JSON, false, null, true);
		}
		static _onMaterilLmatLoaded(loader, lmatData) {
			var url = loader.url;
			var urlVersion = Utils3D.getURLVerion(url);
			var materialBasePath = Laya.URL.getPath(url);
			var urls = [];
			var subUrls = [];
			var customProps = lmatData.customProps;
			var formatSubUrl;
			var version = lmatData.version;
			switch (version) {
				case "LAYAMATERIAL:01":
				case "LAYAMATERIAL:02":
					var i, n;
					var textures = lmatData.props.textures;
					if (textures) {
						for (i = 0, n = textures.length; i < n; i++) {
							var tex2D = textures[i];
							var tex2DPath = tex2D.path;
							if (tex2DPath) {
								formatSubUrl = Laya3D.formatRelativePath(materialBasePath, tex2DPath);
								(urlVersion) && (formatSubUrl = formatSubUrl + urlVersion);
								urls.push({ url: formatSubUrl, constructParams: tex2D.constructParams, propertyParams: tex2D.propertyParams });
								subUrls.push(formatSubUrl);
								tex2D.path = formatSubUrl;
							}
						}
					}
					break;
				default:
					throw new Error("Laya3D:unkonwn version.");
			}
			var urlCount = urls.length;
			var totalProcessCount = urlCount + 1;
			var lmatWeight = 1 / totalProcessCount;
			Laya3D._onProcessChange(loader, 0, lmatWeight, 1.0);
			if (urlCount > 0) {
				var processHandler = Laya.Handler.create(null, Laya3D._onProcessChange, [loader, lmatWeight, urlCount / totalProcessCount], false);
				Laya3D._innerFourthLevelLoaderManager._create(urls, false, Laya.Handler.create(null, Laya3D._onMateialTexturesLoaded, [loader, processHandler, lmatData, subUrls]), processHandler, null, null, null, 1, true);
			}
			else {
				Laya3D._onMateialTexturesLoaded(loader, null, lmatData, null);
			}
		}
		static _onMateialTexturesLoaded(loader, processHandler, lmatData, subUrls) {
			loader._cache = loader._createCache;
			var mat = Material._parse(lmatData, loader._propertyParams, loader._constructParams);
			Laya3D._endLoad(loader, mat, subUrls);
			(processHandler) && (processHandler.recover());
		}
		static _loadAvatar(loader) {
			loader.on(Laya.Event.LOADED, null, function (data) {
				loader._cache = loader._createCache;
				var avatar = Avatar._parse(data, loader._propertyParams, loader._constructParams);
				Laya3D._endLoad(loader, avatar);
			});
			loader.load(loader.url, Laya.Loader.JSON, false, null, true);
		}
		static _loadSimpleAnimator(loader) {
			loader.on(Laya.Event.LOADED, null, function (data) {
				loader._cache = loader._createCache;
				var texture = Laya.Texture2D._SimpleAnimatorTextureParse(data, loader._propertyParams, loader._constructParams);
				Laya3D._endLoad(loader, texture);
			});
			loader.load(loader.url, Laya.Loader.BUFFER, false, null, true);
		}
		static _loadAnimationClip(loader) {
			loader.on(Laya.Event.LOADED, null, function (data) {
				loader._cache = loader._createCache;
				var clip = AnimationClip._parse(data, loader._propertyParams, loader._constructParams);
				Laya3D._endLoad(loader, clip);
			});
			loader.load(loader.url, Laya.Loader.BUFFER, false, null, true);
		}
		static _loadTexture2D(loader) {
			var url = loader.url;
			var index = url.lastIndexOf('.') + 1;
			var verIndex = url.indexOf('?');
			var endIndex = verIndex == -1 ? url.length : verIndex;
			var ext = url.substr(index, endIndex - index);
			var type;
			switch (ext) {
				case "jpg":
				case "jpeg":
				case "bmp":
				case "gif":
				case "png":
					type = "nativeimage";
					break;
				case "dds":
				case "ktx":
				case "pvr":
					type = Laya.Loader.BUFFER;
					break;
			}
			loader.on(Laya.Event.LOADED, null, function (image) {
				loader._cache = loader._createCache;
				var tex = Laya.Texture2D._parse(image, loader._propertyParams, loader._constructParams);
				Laya3D._endLoad(loader, tex);
			});
			loader.load(loader.url, type, false, null, true);
		}
		static _loadTextureCube(loader) {
			loader.on(Laya.Event.LOADED, null, Laya3D._onTextureCubeLtcLoaded, [loader]);
			loader.load(loader.url, Laya.Loader.JSON, false, null, true);
		}
		static _loadTextureCubeBin(loader) {
			loader.on(Laya.Event.LOADED, null, (data) => {
				loader._cache = loader._createCache;
				var byte = new Laya.Byte(data);
				var version = byte.readUTFString();
				if (version !== "LAYATEXTURECUBE:0000")
					throw "Laya3D:unknow version.";
				var format = byte.readUint8();
				var mipCount = byte.getUint8();
				var size = byte.readUint16();
				var filterMode = byte.getUint8();
				var warpModeU = byte.getUint8();
				var warpModev = byte.getUint8();
				var anisoLevel = byte.getUint8();
				var cubemap = new TextureCube(size, format, mipCount > 1 ? true : false);
				cubemap.filterMode = filterMode;
				cubemap.wrapModeU = warpModeU;
				cubemap.wrapModeV = warpModev;
				cubemap.anisoLevel = anisoLevel;
				var pos = byte.pos;
				var mipSize = size;
				for (var i = 0; i < mipCount; i++) {
					var uint8Arrays = new Array(6);
					var mipPixelLength = mipSize * mipSize * cubemap._getFormatByteCount();
					for (var j = 0; j < 6; j++) {
						uint8Arrays[j] = new Uint8Array(data, pos, mipPixelLength);
						pos += mipPixelLength;
					}
					cubemap.setSixSidePixels(uint8Arrays, i);
					mipSize /= 2;
				}
				Laya3D._endLoad(loader, cubemap);
			});
			loader.load(loader.url, Laya.Loader.BUFFER, false, null, true);
		}
		static _onTextureCubeLtcLoaded(loader, ltcData) {
			var ltcBasePath = Laya.URL.getPath(loader.url);
			var urls = [Laya3D.formatRelativePath(ltcBasePath, ltcData.front), Laya3D.formatRelativePath(ltcBasePath, ltcData.back), Laya3D.formatRelativePath(ltcBasePath, ltcData.left), Laya3D.formatRelativePath(ltcBasePath, ltcData.right), Laya3D.formatRelativePath(ltcBasePath, ltcData.up), Laya3D.formatRelativePath(ltcBasePath, ltcData.down)];
			var ltcWeight = 1.0 / 7.0;
			Laya3D._onProcessChange(loader, 0, ltcWeight, 1.0);
			var processHandler = Laya.Handler.create(null, Laya3D._onProcessChange, [loader, ltcWeight, 6 / 7], false);
			Laya3D._innerFourthLevelLoaderManager.load(urls, Laya.Handler.create(null, Laya3D._onTextureCubeImagesLoaded, [loader, urls, processHandler]), processHandler, "nativeimage");
		}
		static _onTextureCubeImagesLoaded(loader, urls, processHandler) {
			var images = new Array(6);
			for (var i = 0; i < 6; i++)
				images[i] = Laya.Loader.getRes(urls[i]);
			loader._cache = loader._createCache;
			var tex = TextureCube._parse(images, loader._propertyParams, loader._constructParams);
			processHandler.recover();
			for (i = 0; i < 6; i++)
				Laya.Loader.clearRes(urls[i]);
			Laya3D._endLoad(loader, tex);
		}
		static _onProcessChange(loader, offset, weight, process) {
			process = offset + process * weight;
			(process < 1.0) && (loader.event(Laya.Event.PROGRESS, process * 2 / 3 + 1 / 3));
		}
		static init(width, height, config = null, compolete = null) {
			if (Laya3D._isInit) {
				compolete && compolete.run();
				return;
			}
			Laya3D._isInit = true;
			(config) && (config.cloneTo(Config3D._config));
			config = Config3D._config;
			FrustumCulling.debugFrustumCulling = config.debugFrustumCulling;
			Laya3D._editerEnvironment = config._editerEnvironment;
			Scene3D.octreeCulling = config.octreeCulling;
			Scene3D.octreeInitialSize = config.octreeInitialSize;
			Scene3D.octreeInitialCenter = config.octreeInitialCenter;
			Scene3D.octreeMinNodeSize = config.octreeMinNodeSize;
			Scene3D.octreeLooseness = config.octreeLooseness;
			var physics3D = window.Physics3D;
			if (physics3D == null || config.isUseCannonPhysicsEngine) {
				Physics3D._enablePhysics = false;
				Laya3D.__init__(width, height, config);
				compolete && compolete.run();
			}
			else {
				Physics3D._enablePhysics = true;
				physics3D(config.defaultPhysicsMemory * 16, BulletInteractive._interactive).then(function () {
					Laya3D.__init__(width, height, config);
					compolete && compolete.run();
				});
			}
		}
	}
	Laya3D.HIERARCHY = "HIERARCHY";
	Laya3D.MESH = "MESH";
	Laya3D.MATERIAL = "MATERIAL";
	Laya3D.TEXTURE2D = "TEXTURE2D";
	Laya3D.TEXTURECUBE = "TEXTURECUBE";
	Laya3D.TEXTURECUBEBIN = "TEXTURECUBEBIN";
	Laya3D.ANIMATIONCLIP = "ANIMATIONCLIP";
	Laya3D.AVATAR = "AVATAR";
	Laya3D.TERRAINHEIGHTDATA = "TERRAINHEIGHTDATA";
	Laya3D.TERRAINRES = "TERRAIN";
	Laya3D.SIMPLEANIMATORBIN = "SIMPLEANIMATOR";
	Laya3D._innerFirstLevelLoaderManager = new Laya.LoaderManager();
	Laya3D._innerSecondLevelLoaderManager = new Laya.LoaderManager();
	Laya3D._innerThirdLevelLoaderManager = new Laya.LoaderManager();
	Laya3D._innerFourthLevelLoaderManager = new Laya.LoaderManager();
	Laya3D._isInit = false;
	Laya3D._editerEnvironment = false;
	Laya3D.physicsSettings = new PhysicsSettings();
	window.Laya3D = Laya3D;

	class CastShadowList extends SingletonList {
		constructor() {
			super();
		}
		add(element) {
			var index = element._indexInCastShadowList;
			if (index !== -1)
				throw "CastShadowList:element has  in  CastShadowList.";
			this._add(element);
			element._indexInCastShadowList = this.length++;
		}
		remove(element) {
			var index = element._indexInCastShadowList;
			this.length--;
			if (index !== this.length) {
				var end = this.elements[this.length];
				this.elements[index] = end;
				end._indexInCastShadowList = index;
			}
			element._indexInCastShadowList = -1;
		}
	}

	class AnimatorStateScript {
		constructor() {
		}
		onStateEnter() {
		}
		onStateUpdate() {
		}
		onStateExit() {
		}
	}

	class Script3D extends Laya.Component {
		constructor() {
			super(...arguments);
			this._indexInPool = -1;
		}
		get isSingleton() {
			return false;
		}
		_checkProcessTriggers() {
			var prototype = Script3D.prototype;
			if (this.onTriggerEnter !== prototype.onTriggerEnter)
				return true;
			if (this.onTriggerStay !== prototype.onTriggerStay)
				return true;
			if (this.onTriggerExit !== prototype.onTriggerExit)
				return true;
			return false;
		}
		_checkProcessCollisions() {
			var prototype = Script3D.prototype;
			if (this.onCollisionEnter !== prototype.onCollisionEnter)
				return true;
			if (this.onCollisionStay !== prototype.onCollisionStay)
				return true;
			if (this.onCollisionExit !== prototype.onCollisionExit)
				return true;
			return false;
		}
		_onAwake() {
			this.onAwake();
			if (this.onStart !== Script3D.prototype.onStart)
				Laya.Laya.startTimer.callLater(this, this.onStart);
		}
		_onEnable() {
			this.owner._scene._addScript(this);
			this.onEnable();
		}
		_onDisable() {
			this.owner._scene._removeScript(this);
			this.owner.offAllCaller(this);
			this.onDisable();
		}
		_onDestroy() {
			var scripts = this.owner._scripts;
			scripts.splice(scripts.indexOf(this), 1);
			var sprite = this.owner;
			sprite._needProcessTriggers = false;
			for (var i = 0, n = scripts.length; i < n; i++) {
				if (scripts[i]._checkProcessTriggers()) {
					sprite._needProcessTriggers = true;
					break;
				}
			}
			sprite._needProcessCollisions = false;
			for (i = 0, n = scripts.length; i < n; i++) {
				if (scripts[i]._checkProcessCollisions()) {
					sprite._needProcessCollisions = true;
					break;
				}
			}
			this.onDestroy();
		}
		_isScript() {
			return true;
		}
		_onAdded() {
			var sprite = this.owner;
			var scripts = sprite._scripts;
			scripts || (sprite._scripts = scripts = []);
			scripts.push(this);
			if (!sprite._needProcessCollisions)
				sprite._needProcessCollisions = this._checkProcessCollisions();
			if (!sprite._needProcessTriggers)
				sprite._needProcessTriggers = this._checkProcessTriggers();
		}
		onAwake() {
		}
		onEnable() {
		}
		onStart() {
		}
		onTriggerEnter(other) {
		}
		onTriggerStay(other) {
		}
		onTriggerExit(other) {
		}
		onCollisionEnter(collision) {
		}
		onCollisionStay(collision) {
		}
		onCollisionExit(collision) {
		}
		onJointBreak() {
		}
		onMouseDown() {
		}
		onMouseDrag() {
		}
		onMouseClick() {
		}
		onMouseUp() {
		}
		onMouseEnter() {
		}
		onMouseOver() {
		}
		onMouseOut() {
		}
		onUpdate() {
		}
		onLateUpdate() {
		}
		onPreRender() {
		}
		onPostRender() {
		}
		onDisable() {
		}
		onDestroy() {
		}
	}

	class HeightMap {
		constructor(width, height, minHeight, maxHeight) {
			this._datas = [];
			this._w = width;
			this._h = height;
			this._minHeight = minHeight;
			this._maxHeight = maxHeight;
		}
		static creatFromMesh(mesh, width, height, outCellSize) {
			var vertices = [];
			var indexs = [];
			var submesheCount = mesh.subMeshCount;
			for (var i = 0; i < submesheCount; i++) {
				var subMesh = mesh.getSubMesh(i);
				var vertexBuffer = subMesh._vertexBuffer;
				var verts = vertexBuffer.getFloat32Data();
				var subMeshVertices = [];
				for (var j = 0; j < verts.length; j += vertexBuffer.vertexDeclaration.vertexStride / 4) {
					var position = new Vector3(verts[j + 0], verts[j + 1], verts[j + 2]);
					subMeshVertices.push(position);
				}
				vertices.push(subMeshVertices);
				var ib = subMesh._indexBuffer;
				indexs.push(ib.getData());
			}
			var bounds = mesh.bounds;
			var minX = bounds.getMin().x;
			var minZ = bounds.getMin().z;
			var maxX = bounds.getMax().x;
			var maxZ = bounds.getMax().z;
			var minY = bounds.getMin().y;
			var maxY = bounds.getMax().y;
			var widthSize = maxX - minX;
			var heightSize = maxZ - minZ;
			var cellWidth = outCellSize.x = widthSize / (width - 1);
			var cellHeight = outCellSize.y = heightSize / (height - 1);
			var heightMap = new HeightMap(width, height, minY, maxY);
			var ray = HeightMap._tempRay;
			var rayDir = ray.direction;
			rayDir.x = 0;
			rayDir.y = -1;
			rayDir.z = 0;
			const heightOffset = 0.1;
			var rayY = maxY + heightOffset;
			ray.origin.y = rayY;
			for (var h = 0; h < height; h++) {
				var posZ = minZ + h * cellHeight;
				heightMap._datas[h] = [];
				for (var w = 0; w < width; w++) {
					var posX = minX + w * cellWidth;
					var rayOri = ray.origin;
					rayOri.x = posX;
					rayOri.z = posZ;
					var closestIntersection = HeightMap._getPosition(ray, vertices, indexs);
					heightMap._datas[h][w] = (closestIntersection === Number.MAX_VALUE) ? NaN : rayY - closestIntersection;
				}
			}
			return heightMap;
		}
		static createFromImage(texture, minHeight, maxHeight) {
			var textureWidth = texture.width;
			var textureHeight = texture.height;
			var heightMap = new HeightMap(textureWidth, textureHeight, minHeight, maxHeight);
			var compressionRatio = (maxHeight - minHeight) / 254;
			var pixelsInfo = texture.getPixels();
			var index = 0;
			for (var h = 0; h < textureHeight; h++) {
				var colDatas = heightMap._datas[h] = [];
				for (var w = 0; w < textureWidth; w++) {
					var r = pixelsInfo[index++];
					var g = pixelsInfo[index++];
					var b = pixelsInfo[index++];
					var a = pixelsInfo[index++];
					if (r == 255 && g == 255 && b == 255 && a == 255)
						colDatas[w] = NaN;
					else {
						colDatas[w] = (r + g + b) / 3 * compressionRatio + minHeight;
					}
				}
			}
			return heightMap;
		}
		static _getPosition(ray, vertices, indexs) {
			var closestIntersection = Number.MAX_VALUE;
			for (var i = 0; i < vertices.length; i++) {
				var subMeshVertices = vertices[i];
				var subMeshIndexes = indexs[i];
				for (var j = 0; j < subMeshIndexes.length; j += 3) {
					var vertex1 = subMeshVertices[subMeshIndexes[j + 0]];
					var vertex2 = subMeshVertices[subMeshIndexes[j + 1]];
					var vertex3 = subMeshVertices[subMeshIndexes[j + 2]];
					var intersection = Picker.rayIntersectsTriangle(ray, vertex1, vertex2, vertex3);
					if (!isNaN(intersection) && intersection < closestIntersection) {
						closestIntersection = intersection;
					}
				}
			}
			return closestIntersection;
		}
		get width() {
			return this._w;
		}
		get height() {
			return this._h;
		}
		get maxHeight() {
			return this._maxHeight;
		}
		get minHeight() {
			return this._minHeight;
		}
		_inBounds(row, col) {
			return row >= 0 && row < this._h && col >= 0 && col < this._w;
		}
		getHeight(row, col) {
			if (this._inBounds(row, col))
				return this._datas[row][col];
			else
				return NaN;
		}
	}
	HeightMap._tempRay = new Ray(new Vector3(), new Vector3());

	class MeshTerrainSprite3D extends MeshSprite3D {
		constructor(mesh, heightMap, name = null) {
			super(mesh, name);
			this._heightMap = heightMap;
			this._cellSize = new Vector2();
		}
		static createFromMesh(mesh, heightMapWidth, heightMapHeight, name = null) {
			var meshTerrainSprite3D = new MeshTerrainSprite3D(mesh, null, name);
			meshTerrainSprite3D._initCreateFromMesh(heightMapWidth, heightMapHeight);
			return meshTerrainSprite3D;
		}
		static createFromMeshAndHeightMap(mesh, texture, minHeight, maxHeight, name = null) {
			var meshTerrainSprite3D = new MeshTerrainSprite3D(mesh, null, name);
			meshTerrainSprite3D._initCreateFromMeshHeightMap(texture, minHeight, maxHeight);
			return meshTerrainSprite3D;
		}
		get minX() {
			var worldMat = this.transform.worldMatrix;
			var worldMatE = worldMat.elements;
			return this._minX * this._getScaleX() + worldMatE[12];
		}
		get minZ() {
			var worldMat = this.transform.worldMatrix;
			var worldMatE = worldMat.elements;
			return this._minZ * this._getScaleZ() + worldMatE[14];
		}
		get width() {
			return (this._heightMap.width - 1) * this._cellSize.x * this._getScaleX();
		}
		get depth() {
			return (this._heightMap.height - 1) * this._cellSize.y * this._getScaleZ();
		}
		_disableRotation() {
			var rotation = this.transform.rotation;
			rotation.x = 0;
			rotation.y = 0;
			rotation.z = 0;
			rotation.w = 1;
			this.transform.rotation = rotation;
		}
		_getScaleX() {
			var worldMat = this.transform.worldMatrix;
			var worldMatE = worldMat.elements;
			var m11 = worldMatE[0];
			var m12 = worldMatE[1];
			var m13 = worldMatE[2];
			return Math.sqrt((m11 * m11) + (m12 * m12) + (m13 * m13));
		}
		_getScaleZ() {
			var worldMat = this.transform.worldMatrix;
			var worldMatE = worldMat.elements;
			var m31 = worldMatE[8];
			var m32 = worldMatE[9];
			var m33 = worldMatE[10];
			return Math.sqrt((m31 * m31) + (m32 * m32) + (m33 * m33));
		}
		_initCreateFromMesh(heightMapWidth, heightMapHeight) {
			this._heightMap = HeightMap.creatFromMesh(this.meshFilter.sharedMesh, heightMapWidth, heightMapHeight, this._cellSize);
			var boundingBox = this.meshFilter.sharedMesh.bounds;
			var min = boundingBox.getMin();
			var max = boundingBox.getMax();
			this._minX = min.x;
			this._minZ = min.z;
		}
		_initCreateFromMeshHeightMap(texture, minHeight, maxHeight) {
			var boundingBox = this.meshFilter.sharedMesh.bounds;
			this._heightMap = HeightMap.createFromImage(texture, minHeight, maxHeight);
			this._computeCellSize(boundingBox);
			var min = boundingBox.getMin();
			var max = boundingBox.getMax();
			this._minX = min.x;
			this._minZ = min.z;
		}
		_computeCellSize(boundingBox) {
			var min = boundingBox.getMin();
			var max = boundingBox.getMax();
			var minX = min.x;
			var minZ = min.z;
			var maxX = max.x;
			var maxZ = max.z;
			var widthSize = maxX - minX;
			var heightSize = maxZ - minZ;
			this._cellSize.x = widthSize / (this._heightMap.width - 1);
			this._cellSize.y = heightSize / (this._heightMap.height - 1);
		}
		_update(state) {
			this._disableRotation();
		}
		getHeight(x, z) {
			MeshTerrainSprite3D._tempVector3.x = x;
			MeshTerrainSprite3D._tempVector3.y = 0;
			MeshTerrainSprite3D._tempVector3.z = z;
			this._disableRotation();
			var worldMat = this.transform.worldMatrix;
			worldMat.invert(MeshTerrainSprite3D._tempMatrix4x4);
			Vector3.transformCoordinate(MeshTerrainSprite3D._tempVector3, MeshTerrainSprite3D._tempMatrix4x4, MeshTerrainSprite3D._tempVector3);
			x = MeshTerrainSprite3D._tempVector3.x;
			z = MeshTerrainSprite3D._tempVector3.z;
			var c = (x - this._minX) / this._cellSize.x;
			var d = (z - this._minZ) / this._cellSize.y;
			var row = Math.floor(d);
			var col = Math.floor(c);
			var s = c - col;
			var t = d - row;
			var uy;
			var vy;
			var worldMatE = worldMat.elements;
			var m21 = worldMatE[4];
			var m22 = worldMatE[5];
			var m23 = worldMatE[6];
			var scaleY = Math.sqrt((m21 * m21) + (m22 * m22) + (m23 * m23));
			var translateY = worldMatE[13];
			var h01 = this._heightMap.getHeight(row, col + 1);
			var h10 = this._heightMap.getHeight((row + 1), col);
			if (isNaN(h01) || isNaN(h10))
				return NaN;
			if (s + t <= 1.0) {
				var h00 = this._heightMap.getHeight(row, col);
				if (isNaN(h00))
					return NaN;
				uy = h01 - h00;
				vy = h10 - h00;
				return (h00 + s * uy + t * vy) * scaleY + translateY;
			}
			else {
				var h11 = this._heightMap.getHeight((row + 1), col + 1);
				if (isNaN(h11))
					return NaN;
				uy = h10 - h11;
				vy = h01 - h11;
				return (h11 + (1.0 - s) * uy + (1.0 - t) * vy) * scaleY + translateY;
			}
		}
	}
	MeshTerrainSprite3D._tempVector3 = new Vector3();
	MeshTerrainSprite3D._tempMatrix4x4 = new Matrix4x4();

	class GradientDataVector2 {
		constructor() {
			this._currentLength = 0;
			this._elements = new Float32Array(12);
		}
		get gradientCount() {
			return this._currentLength / 3;
		}
		add(key, value) {
			if (this._currentLength < 8) {
				if ((this._currentLength === 6) && ((key !== 1))) {
					key = 1;
					console.log("GradientDataVector2 warning:the forth key is  be force set to 1.");
				}
				this._elements[this._currentLength++] = key;
				this._elements[this._currentLength++] = value.x;
				this._elements[this._currentLength++] = value.y;
			}
			else {
				console.log("GradientDataVector2 warning:data count must lessEqual than 4");
			}
		}
		cloneTo(destObject) {
			var destGradientDataVector2 = destObject;
			destGradientDataVector2._currentLength = this._currentLength;
			var destElements = destGradientDataVector2._elements;
			for (var i = 0, n = this._elements.length; i < n; i++) {
				destElements[i] = this._elements[i];
			}
		}
		clone() {
			var destGradientDataVector2 = new GradientDataVector2();
			this.cloneTo(destGradientDataVector2);
			return destGradientDataVector2;
		}
	}

	class PixelLineData {
		constructor() {
			this.startPosition = new Vector3();
			this.endPosition = new Vector3();
			this.startColor = new Color();
			this.endColor = new Color();
		}
		cloneTo(destObject) {
			this.startPosition.cloneTo(destObject.startPosition);
			this.endPosition.cloneTo(destObject.endPosition);
			this.startColor.cloneTo(destObject.startColor);
			this.endColor.cloneTo(destObject.endColor);
		}
	}

	class PostProcessEffect {
		constructor() {
		}
		render(context) {
		}
	}

	class BloomEffect extends PostProcessEffect {
		constructor() {
			super();
			this._shader = null;
			this._shaderData = new ShaderData();
			this._linearColor = new Color();
			this._bloomTextureTexelSize = new Vector4();
			this._shaderThreshold = new Vector4();
			this._shaderParams = new Vector4();
			this._pyramid = null;
			this._intensity = 0.0;
			this._threshold = 1.0;
			this._softKnee = 0.5;
			this._diffusion = 7.0;
			this._anamorphicRatio = 0.0;
			this._dirtIntensity = 0.0;
			this._shaderSetting = new Vector4();
			this._dirtTileOffset = new Vector4();
			this.clamp = 65472.0;
			this.color = new Color(1.0, 1.0, 1.0, 1.0);
			this.fastMode = false;
			this.dirtTexture = null;
			this._shader = Shader3D.find("PostProcessBloom");
			this._pyramid = new Array(BloomEffect.MAXPYRAMIDSIZE * 2);
		}
		get intensity() {
			return this._intensity;
		}
		set intensity(value) {
			this._intensity = Math.max(value, 0.0);
		}
		get threshold() {
			return this._threshold;
		}
		set threshold(value) {
			this._threshold = Math.max(value, 0.0);
		}
		get softKnee() {
			return this._softKnee;
		}
		set softKnee(value) {
			this._softKnee = Math.min(Math.max(value, 0.0), 1.0);
		}
		get diffusion() {
			return this._diffusion;
		}
		set diffusion(value) {
			this._diffusion = Math.min(Math.max(value, 1), 10);
		}
		get anamorphicRatio() {
			return this._anamorphicRatio;
		}
		set anamorphicRatio(value) {
			this._anamorphicRatio = Math.min(Math.max(value, -1.0), 1.0);
		}
		get dirtIntensity() {
			return this._dirtIntensity;
		}
		set dirtIntensity(value) {
			this._dirtIntensity = Math.max(value, 0.0);
		}
		render(context) {
			var cmd = context.command;
			var viewport = context.camera.viewport;
			this._shaderData.setTexture(BloomEffect.SHADERVALUE_AUTOEXPOSURETEX, Laya.Texture2D.whiteTexture);
			var ratio = this._anamorphicRatio;
			var rw = ratio < 0 ? -ratio : 0;
			var rh = ratio > 0 ? ratio : 0;
			var tw = Math.floor(viewport.width / (2 - rw));
			var th = Math.floor(viewport.height / (2 - rh));
			var s = Math.max(tw, th);
			var logs;
			logs = Math.log2(s) + this._diffusion - 10;
			var logsInt = Math.floor(logs);
			var iterations = Math.min(Math.max(logsInt, 1), BloomEffect.MAXPYRAMIDSIZE);
			var sampleScale = 0.5 + logs - logsInt;
			this._shaderData.setNumber(BloomEffect.SHADERVALUE_SAMPLESCALE, sampleScale);
			var lthresh = Color.gammaToLinearSpace(this.threshold);
			var knee = lthresh * this._softKnee + 1e-5;
			this._shaderThreshold.setValue(lthresh, lthresh - knee, knee * 2, 0.25 / knee);
			this._shaderData.setVector(BloomEffect.SHADERVALUE_THRESHOLD, this._shaderThreshold);
			var lclamp = Color.gammaToLinearSpace(this.clamp);
			this._shaderParams.setValue(lclamp, 0, 0, 0);
			this._shaderData.setVector(BloomEffect.SHADERVALUE_PARAMS, this._shaderParams);
			var qualityOffset = this.fastMode ? 1 : 0;
			var lastDownTexture = context.source;
			for (var i = 0; i < iterations; i++) {
				var downIndex = i * 2;
				var upIndex = downIndex + 1;
				var subShader = i == 0 ? BloomEffect.SUBSHADER_PREFILTER13 + qualityOffset : BloomEffect.SUBSHADER_DOWNSAMPLE13 + qualityOffset;
				var mipDownTexture = RenderTexture.createFromPool(tw, th, Laya.RenderTextureFormat.R8G8B8, Laya.RenderTextureDepthFormat.DEPTHSTENCIL_NONE);
				mipDownTexture.filterMode = Laya.FilterMode.Bilinear;
				this._pyramid[downIndex] = mipDownTexture;
				if (i !== iterations - 1) {
					var mipUpTexture = RenderTexture.createFromPool(tw, th, Laya.RenderTextureFormat.R8G8B8, Laya.RenderTextureDepthFormat.DEPTHSTENCIL_NONE);
					mipUpTexture.filterMode = Laya.FilterMode.Bilinear;
					this._pyramid[upIndex] = mipUpTexture;
				}
				cmd.blitScreenTriangle(lastDownTexture, mipDownTexture, null, this._shader, this._shaderData, subShader);
				lastDownTexture = mipDownTexture;
				tw = Math.max(Math.floor(tw / 2), 1);
				th = Math.max(Math.floor(th / 2), 1);
			}
			var lastUpTexture = this._pyramid[(iterations - 1) * 2];
			for (i = iterations - 2; i >= 0; i--) {
				downIndex = i * 2;
				upIndex = downIndex + 1;
				mipDownTexture = this._pyramid[downIndex];
				mipUpTexture = this._pyramid[upIndex];
				cmd.setShaderDataTexture(this._shaderData, BloomEffect.SHADERVALUE_BLOOMTEX, mipDownTexture);
				cmd.blitScreenTriangle(lastUpTexture, mipUpTexture, null, this._shader, this._shaderData, BloomEffect.SUBSHADER_UPSAMPLETENT + qualityOffset);
				lastUpTexture = mipUpTexture;
			}
			var linearColor = this._linearColor;
			this.color.toLinear(linearColor);
			var intensity = Math.pow(2, this._intensity / 10.0) - 1.0;
			var shaderSettings = this._shaderSetting;
			this._shaderSetting.setValue(sampleScale, intensity, this._dirtIntensity, iterations);
			var dirtTexture = this.dirtTexture ? this.dirtTexture : Laya.Texture2D.blackTexture;
			var dirtRatio = dirtTexture.width / dirtTexture.height;
			var screenRatio = viewport.width / viewport.height;
			var dirtTileOffset = this._dirtTileOffset;
			if (dirtRatio > screenRatio)
				dirtTileOffset.setValue(screenRatio / dirtRatio, 1.0, (1.0 - dirtTileOffset.x) * 0.5, 0.0);
			else if (dirtRatio < screenRatio)
				dirtTileOffset.setValue(1.0, dirtRatio / screenRatio, 0.0, (1.0 - dirtTileOffset.y) * 0.5);
			var compositeShaderData = context.compositeShaderData;
			if (this.fastMode)
				compositeShaderData.addDefine(PostProcess.SHADERDEFINE_BLOOM_LOW);
			else
				compositeShaderData.addDefine(PostProcess.SHADERDEFINE_BLOOM);
			this._bloomTextureTexelSize.setValue(1.0 / lastUpTexture.width, 1.0 / lastUpTexture.height, lastUpTexture.width, lastUpTexture.height);
			compositeShaderData.setVector(PostProcess.SHADERVALUE_BLOOM_DIRTTILEOFFSET, dirtTileOffset);
			compositeShaderData.setVector(PostProcess.SHADERVALUE_BLOOM_SETTINGS, shaderSettings);
			compositeShaderData.setVector(PostProcess.SHADERVALUE_BLOOM_COLOR, new Vector4(linearColor.r, linearColor.g, linearColor.b, linearColor.a));
			compositeShaderData.setTexture(PostProcess.SHADERVALUE_BLOOM_DIRTTEX, dirtTexture);
			compositeShaderData.setTexture(PostProcess.SHADERVALUE_BLOOMTEX, lastUpTexture);
			compositeShaderData.setVector(PostProcess.SHADERVALUE_BLOOMTEX_TEXELSIZE, this._bloomTextureTexelSize);
			for (i = 0; i < iterations; i++) {
				downIndex = i * 2;
				upIndex = downIndex + 1;
				RenderTexture.recoverToPool(this._pyramid[downIndex]);
				(i !== 0 && i !== iterations - 1) && (RenderTexture.recoverToPool(this._pyramid[upIndex]));
			}
			context.deferredReleaseTextures.push(lastUpTexture);
		}
	}
	BloomEffect.SHADERVALUE_MAINTEX = Shader3D.propertyNameToID("u_MainTex");
	BloomEffect.SHADERVALUE_AUTOEXPOSURETEX = Shader3D.propertyNameToID("u_AutoExposureTex");
	BloomEffect.SHADERVALUE_SAMPLESCALE = Shader3D.propertyNameToID("u_SampleScale");
	BloomEffect.SHADERVALUE_THRESHOLD = Shader3D.propertyNameToID("u_Threshold");
	BloomEffect.SHADERVALUE_PARAMS = Shader3D.propertyNameToID("u_Params");
	BloomEffect.SHADERVALUE_BLOOMTEX = Shader3D.propertyNameToID("u_BloomTex");
	BloomEffect.SUBSHADER_PREFILTER13 = 0;
	BloomEffect.SUBSHADER_PREFILTER4 = 1;
	BloomEffect.SUBSHADER_DOWNSAMPLE13 = 2;
	BloomEffect.SUBSHADER_DOWNSAMPLE4 = 3;
	BloomEffect.SUBSHADER_UPSAMPLETENT = 4;
	BloomEffect.SUBSHADER_UPSAMPLEBOX = 5;
	BloomEffect.MAXPYRAMIDSIZE = 16;

	class SceneManager {
		constructor() {
		}
	}

	class RandX {
		constructor(seed) {
			if (!(seed instanceof Array) || seed.length !== 4)
				throw new Error('Rand:Seed must be an array with 4 numbers');
			this._state0U = seed[0] | 0;
			this._state0L = seed[1] | 0;
			this._state1U = seed[2] | 0;
			this._state1L = seed[3] | 0;
		}
		randomint() {
			var s1U = this._state0U, s1L = this._state0L;
			var s0U = this._state1U, s0L = this._state1L;
			var sumL = (s0L >>> 0) + (s1L >>> 0);
			var resU = (s0U + s1U + (sumL / 2 >>> 31)) >>> 0;
			var resL = sumL >>> 0;
			this._state0U = s0U;
			this._state0L = s0L;
			var t1U = 0, t1L = 0;
			var t2U = 0, t2L = 0;
			var a1 = 23;
			var m1 = 0xFFFFFFFF << (32 - a1);
			t1U = (s1U << a1) | ((s1L & m1) >>> (32 - a1));
			t1L = s1L << a1;
			s1U = s1U ^ t1U;
			s1L = s1L ^ t1L;
			t1U = s1U ^ s0U;
			t1L = s1L ^ s0L;
			var a2 = 18;
			var m2 = 0xFFFFFFFF >>> (32 - a2);
			t2U = s1U >>> a2;
			t2L = (s1L >>> a2) | ((s1U & m2) << (32 - a2));
			t1U = t1U ^ t2U;
			t1L = t1L ^ t2L;
			var a3 = 5;
			var m3 = 0xFFFFFFFF >>> (32 - a3);
			t2U = s0U >>> a3;
			t2L = (s0L >>> a3) | ((s0U & m3) << (32 - a3));
			t1U = t1U ^ t2U;
			t1L = t1L ^ t2L;
			this._state1U = t1U;
			this._state1L = t1L;
			return [resU, resL];
		}
		random() {
			var t2 = this.randomint();
			var t2U = t2[0];
			var t2L = t2[1];
			var eU = 0x3FF << (52 - 32);
			var eL = 0;
			var a1 = 12;
			var m1 = 0xFFFFFFFF >>> (32 - a1);
			var sU = t2U >>> a1;
			var sL = (t2L >>> a1) | ((t2U & m1) << (32 - a1));
			var xU = eU | sU;
			var xL = eL | sL;
			RandX._CONVERTION_BUFFER.setUint32(0, xU, false);
			RandX._CONVERTION_BUFFER.setUint32(4, xL, false);
			var d = RandX._CONVERTION_BUFFER.getFloat64(0, false);
			return d - 1;
		}
	}
	RandX._CONVERTION_BUFFER = new DataView(new ArrayBuffer(8));
	RandX.defaultRand = new RandX([0, Date.now() / 65536, 0, Date.now() % 65536]);

	class Constraint3D {
		constructor() {
		}
	}

	class Point2PointConstraint {
		constructor() {
			this._pivotInA = new Vector3();
			this._pivotInB = new Vector3();
		}
		get pivotInA() {
			return this._pivotInA;
		}
		set pivotInA(value) {
			this._pivotInA = value;
		}
		get pivotInB() {
			return this._pivotInB;
		}
		set pivotInB(value) {
			this._pivotInB = value;
		}
		get damping() {
			return this._damping;
		}
		set damping(value) {
			this._damping = value;
		}
		get impulseClamp() {
			return this._impulseClamp;
		}
		set impulseClamp(value) {
			this._impulseClamp = value;
		}
		get tau() {
			return this._tau;
		}
		set tau(value) {
			this._tau = value;
		}
	}

	class HeightfieldColliderShape {
		constructor() {
		}
	}

	class TextMesh {
		constructor() {
		}
		get text() {
			return this._text;
		}
		set text(value) {
			this._text = value;
		}
		get fontSize() {
			return this._fontSize;
		}
		set fontSize(value) {
			this._fontSize = value;
		}
		get color() {
			return this._color;
		}
		set color(value) {
			this._color = value;
		}
		_createVertexBuffer(charCount) {
		}
		_resizeVertexBuffer(charCount) {
		}
		_addChar() {
		}
	}

	class Size {
		constructor(width, height) {
			this._width = 0;
			this._height = 0;
			this._width = width;
			this._height = height;
		}
		static get fullScreen() {
			return new Size(-1, -1);
		}
		get width() {
			if (this._width === -1)
				return RenderContext3D.clientWidth;
			return this._width;
		}
		get height() {
			if (this._height === -1)
				return RenderContext3D.clientHeight;
			return this._height;
		}
	}

	exports.AlternateLightQueue = AlternateLightQueue;
	exports.AnimationClip = AnimationClip;
	exports.AnimationClipParser03 = AnimationClipParser03;
	exports.AnimationClipParser04 = AnimationClipParser04;
	exports.AnimationEvent = AnimationEvent;
	exports.AnimationNode = AnimationNode;
	exports.AnimationTransform3D = AnimationTransform3D;
	exports.Animator = Animator;
	exports.AnimatorControllerLayer = AnimatorControllerLayer;
	exports.AnimatorPlayState = AnimatorPlayState;
	exports.AnimatorState = AnimatorState;
	exports.AnimatorStateScript = AnimatorStateScript;
	exports.Avatar = Avatar;
	exports.BaseCamera = BaseCamera;
	exports.BaseMaterial = BaseMaterial;
	exports.BaseRender = BaseRender;
	exports.BaseShape = BaseShape;
	exports.BatchMark = BatchMark;
	exports.BlinnPhongMaterial = BlinnPhongMaterial;
	exports.BlitScreenQuadCMD = BlitScreenQuadCMD;
	exports.BloomEffect = BloomEffect;
	exports.BoundBox = BoundBox;
	exports.BoundFrustum = BoundFrustum;
	exports.BoundSphere = BoundSphere;
	exports.Bounds = Bounds;
	exports.BoundsOctree = BoundsOctree;
	exports.BoundsOctreeNode = BoundsOctreeNode;
	exports.BoxColliderShape = BoxColliderShape;
	exports.BoxShape = BoxShape;
	exports.BufferState = BufferState;
	exports.BulletInteractive = BulletInteractive;
	exports.Burst = Burst;
	exports.Camera = Camera;
	exports.CameraCullInfo = CameraCullInfo;
	exports.CapsuleColliderShape = CapsuleColliderShape;
	exports.CastShadowList = CastShadowList;
	exports.CharacterController = CharacterController;
	exports.CircleShape = CircleShape;
	exports.Cluster = Cluster;
	exports.ColliderShape = ColliderShape;
	exports.Collision = Collision;
	exports.CollisionTool = CollisionTool;
	exports.CollisionUtils = CollisionUtils;
	exports.Color = Color;
	exports.ColorOverLifetime = ColorOverLifetime;
	exports.Command = Command;
	exports.CommandBuffer = CommandBuffer;
	exports.CompoundColliderShape = CompoundColliderShape;
	exports.ConchQuaternion = ConchQuaternion;
	exports.ConchVector3 = ConchVector3;
	exports.ConchVector4 = ConchVector4;
	exports.ConeColliderShape = ConeColliderShape;
	exports.ConeShape = ConeShape;
	exports.Config3D = Config3D;
	exports.ConfigurableConstraint = ConfigurableConstraint;
	exports.Constraint3D = Constraint3D;
	exports.ConstraintComponent = ConstraintComponent;
	exports.ContactPoint = ContactPoint;
	exports.ContainmentType = ContainmentType;
	exports.CylinderColliderShape = CylinderColliderShape;
	exports.DefineDatas = DefineDatas;
	exports.DirectionLight = DirectionLight;
	exports.DynamicBatchManager = DynamicBatchManager;
	exports.EffectMaterial = EffectMaterial;
	exports.Emission = Emission;
	exports.ExtendTerrainMaterial = ExtendTerrainMaterial;
	exports.FixedConstraint = FixedConstraint;
	exports.FloatKeyframe = FloatKeyframe;
	exports.FrameOverTime = FrameOverTime;
	exports.FrustumCulling = FrustumCulling;
	exports.GeometryElement = GeometryElement;
	exports.Gradient = Gradient;
	exports.GradientAngularVelocity = GradientAngularVelocity;
	exports.GradientColor = GradientColor;
	exports.GradientDataInt = GradientDataInt;
	exports.GradientDataNumber = GradientDataNumber;
	exports.GradientDataVector2 = GradientDataVector2;
	exports.GradientMode = GradientMode;
	exports.GradientSize = GradientSize;
	exports.GradientVelocity = GradientVelocity;
	exports.HalfFloatUtils = HalfFloatUtils;
	exports.HeightMap = HeightMap;
	exports.HeightfieldColliderShape = HeightfieldColliderShape;
	exports.HemisphereShape = HemisphereShape;
	exports.HitResult = HitResult;
	exports.ILaya3D = ILaya3D;
	exports.IndexBuffer3D = IndexBuffer3D;
	exports.Input3D = Input3D;
	exports.Keyframe = Keyframe;
	exports.KeyframeNode = KeyframeNode;
	exports.KeyframeNodeList = KeyframeNodeList;
	exports.KeyframeNodeOwner = KeyframeNodeOwner;
	exports.Laya3D = Laya3D;
	exports.LightQueue = LightQueue;
	exports.LightSprite = LightSprite;
	exports.Lightmap = Lightmap;
	exports.LoadModelV04 = LoadModelV04;
	exports.LoadModelV05 = LoadModelV05;
	exports.Material = Material;
	exports.MathUtils3D = MathUtils3D;
	exports.Matrix3x3 = Matrix3x3;
	exports.Matrix4x4 = Matrix4x4;
	exports.Mesh = Mesh;
	exports.MeshColliderShape = MeshColliderShape;
	exports.MeshFilter = MeshFilter;
	exports.MeshReader = MeshReader;
	exports.MeshRenderDynamicBatchManager = MeshRenderDynamicBatchManager;
	exports.MeshRenderStaticBatchManager = MeshRenderStaticBatchManager;
	exports.MeshRenderer = MeshRenderer;
	exports.MeshSprite3D = MeshSprite3D;
	exports.MeshSprite3DShaderDeclaration = MeshSprite3DShaderDeclaration;
	exports.MeshTerrainSprite3D = MeshTerrainSprite3D;
	exports.MouseTouch = MouseTouch;
	exports.OctreeMotionList = OctreeMotionList;
	exports.PBRMaterial = PBRMaterial;
	exports.PBRSpecularMaterial = PBRSpecularMaterial;
	exports.PBRStandardMaterial = PBRStandardMaterial;
	exports.Physics3D = Physics3D;
	exports.Physics3DUtils = Physics3DUtils;
	exports.PhysicsCollider = PhysicsCollider;
	exports.PhysicsComponent = PhysicsComponent;
	exports.PhysicsSettings = PhysicsSettings;
	exports.PhysicsSimulation = PhysicsSimulation;
	exports.PhysicsTriggerComponent = PhysicsTriggerComponent;
	exports.PhysicsUpdateList = PhysicsUpdateList;
	exports.Picker = Picker;
	exports.PixelLineData = PixelLineData;
	exports.PixelLineFilter = PixelLineFilter;
	exports.PixelLineMaterial = PixelLineMaterial;
	exports.PixelLineRenderer = PixelLineRenderer;
	exports.PixelLineSprite3D = PixelLineSprite3D;
	exports.PixelLineVertex = PixelLineVertex;
	exports.Plane = Plane;
	exports.Point2PointConstraint = Point2PointConstraint;
	exports.PointLight = PointLight;
	exports.PostProcess = PostProcess;
	exports.PostProcessEffect = PostProcessEffect;
	exports.PostProcessRenderContext = PostProcessRenderContext;
	exports.PrimitiveMesh = PrimitiveMesh;
	exports.Quaternion = Quaternion;
	exports.QuaternionKeyframe = QuaternionKeyframe;
	exports.Rand = Rand;
	exports.RandX = RandX;
	exports.Ray = Ray;
	exports.RenderContext3D = RenderContext3D;
	exports.RenderElement = RenderElement;
	exports.RenderQueue = RenderQueue;
	exports.RenderState = RenderState;
	exports.RenderTexture = RenderTexture;
	exports.RenderableSprite3D = RenderableSprite3D;
	exports.Rigidbody3D = Rigidbody3D;
	exports.RotationOverLifetime = RotationOverLifetime;
	exports.Scene3D = Scene3D;
	exports.Scene3DShaderDeclaration = Scene3DShaderDeclaration;
	exports.Scene3DUtils = Scene3DUtils;
	exports.SceneManager = SceneManager;
	exports.ScreenQuad = ScreenQuad;
	exports.ScreenTriangle = ScreenTriangle;
	exports.Script3D = Script3D;
	exports.SetRenderTargetCMD = SetRenderTargetCMD;
	exports.SetShaderDataTextureCMD = SetShaderDataTextureCMD;
	exports.Shader3D = Shader3D;
	exports.ShaderData = ShaderData;
	exports.ShaderDefine = ShaderDefine;
	exports.ShaderInit3D = ShaderInit3D;
	exports.ShaderInstance = ShaderInstance;
	exports.ShaderPass = ShaderPass;
	exports.ShaderVariable = ShaderVariable;
	exports.ShaderVariant = ShaderVariant;
	exports.ShaderVariantCollection = ShaderVariantCollection;
	exports.ShadowCasterPass = ShadowCasterPass;
	exports.ShadowCullInfo = ShadowCullInfo;
	exports.ShadowSliceData = ShadowSliceData;
	exports.ShadowSpotData = ShadowSpotData;
	exports.ShadowUtils = ShadowUtils;
	exports.ShapeUtils = ShapeUtils;
	exports.ShuriKenParticle3D = ShuriKenParticle3D;
	exports.ShuriKenParticle3DShaderDeclaration = ShuriKenParticle3DShaderDeclaration;
	exports.ShurikenParticleData = ShurikenParticleData;
	exports.ShurikenParticleMaterial = ShurikenParticleMaterial;
	exports.ShurikenParticleRenderer = ShurikenParticleRenderer;
	exports.ShurikenParticleSystem = ShurikenParticleSystem;
	exports.SimpleSingletonList = SimpleSingletonList;
	exports.SimpleSkinnedMeshRenderer = SimpleSkinnedMeshRenderer;
	exports.SimpleSkinnedMeshSprite3D = SimpleSkinnedMeshSprite3D;
	exports.SingletonList = SingletonList;
	exports.Size = Size;
	exports.SizeOverLifetime = SizeOverLifetime;
	exports.SkinnedMeshRenderer = SkinnedMeshRenderer;
	exports.SkinnedMeshSprite3D = SkinnedMeshSprite3D;
	exports.SkinnedMeshSprite3DShaderDeclaration = SkinnedMeshSprite3DShaderDeclaration;
	exports.SkyBox = SkyBox;
	exports.SkyBoxMaterial = SkyBoxMaterial;
	exports.SkyDome = SkyDome;
	exports.SkyMesh = SkyMesh;
	exports.SkyPanoramicMaterial = SkyPanoramicMaterial;
	exports.SkyProceduralMaterial = SkyProceduralMaterial;
	exports.SkyRenderer = SkyRenderer;
	exports.SphereColliderShape = SphereColliderShape;
	exports.SphereShape = SphereShape;
	exports.SphericalHarmonicsL2 = SphericalHarmonicsL2;
	exports.SpotLight = SpotLight;
	exports.Sprite3D = Sprite3D;
	exports.StartFrame = StartFrame;
	exports.StaticBatchManager = StaticBatchManager;
	exports.StaticPlaneColliderShape = StaticPlaneColliderShape;
	exports.SubMesh = SubMesh;
	exports.SubMeshDynamicBatch = SubMeshDynamicBatch;
	exports.SubMeshInstanceBatch = SubMeshInstanceBatch;
	exports.SubMeshRenderElement = SubMeshRenderElement;
	exports.SubMeshStaticBatch = SubMeshStaticBatch;
	exports.SubShader = SubShader;
	exports.TextMesh = TextMesh;
	exports.TextureCube = TextureCube;
	exports.TextureGenerator = TextureGenerator;
	exports.TextureMode = TextureMode;
	exports.TextureSheetAnimation = TextureSheetAnimation;
	exports.Touch = Touch;
	exports.TrailFilter = TrailFilter;
	exports.TrailGeometry = TrailGeometry;
	exports.TrailMaterial = TrailMaterial;
	exports.TrailRenderer = TrailRenderer;
	exports.TrailSprite3D = TrailSprite3D;
	exports.Transform3D = Transform3D;
	exports.UnlitMaterial = UnlitMaterial;
	exports.Utils3D = Utils3D;
	exports.Vector2 = Vector2;
	exports.Vector3 = Vector3;
	exports.Vector3Keyframe = Vector3Keyframe;
	exports.Vector4 = Vector4;
	exports.VelocityOverLifetime = VelocityOverLifetime;
	exports.VertexBuffer3D = VertexBuffer3D;
	exports.VertexDeclaration = VertexDeclaration;
	exports.VertexElement = VertexElement;
	exports.VertexElementFormat = VertexElementFormat;
	exports.VertexMesh = VertexMesh;
	exports.VertexPositionTerrain = VertexPositionTerrain;
	exports.VertexPositionTexture0 = VertexPositionTexture0;
	exports.VertexShuriKenParticle = VertexShuriKenParticle;
	exports.VertexShurikenParticleBillboard = VertexShurikenParticleBillboard;
	exports.VertexShurikenParticleMesh = VertexShurikenParticleMesh;
	exports.VertexTrail = VertexTrail;
	exports.Viewport = Viewport;
	exports.WaterPrimaryMaterial = WaterPrimaryMaterial;
	exports.skinnedMatrixCache = skinnedMatrixCache;

}(window.Laya = window.Laya || {}, Laya));
