@babylonjs/core 5.0.0-beta.11 → 5.0.0-beta.12

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@@ -1,7 +1,8 @@
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- import { Nullable } from "../types";
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+ import { Immutable, Nullable } from "../types";
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  import { FactorGradient, Color3Gradient } from "../Misc/gradients";
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  import { Observable } from "../Misc/observable";
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  import { Vector3, Matrix } from "../Maths/math.vector";
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+ import { VertexBuffer } from "../Buffers/buffer";
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  import { Effect } from "../Materials/effect";
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  import { IDisposable } from "../scene";
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  import { IParticleSystem } from "./IParticleSystem";
@@ -11,6 +12,7 @@ import { SubEmitter } from "./subEmitter";
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  import { IAnimatable } from '../Animations/animatable.interface';
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  import "../Shaders/particles.fragment";
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  import "../Shaders/particles.vertex";
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+ import { DataBuffer } from '../Buffers/dataBuffer';
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  import { Color4, Color3 } from '../Maths/math.color';
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  import { ThinEngine } from '../Engines/thinEngine';
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  import "../Engines/Extensions/engine.alpha";
@@ -180,6 +182,16 @@ export declare class ParticleSystem extends BaseParticleSystem implements IDispo
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  * Gets the name of the particle vertex shader
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  */
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  get vertexShaderName(): string;
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+ /**
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+ * Gets the vertex buffers used by the particle system
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+ */
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+ get vertexBuffers(): Immutable<{
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+ [key: string]: VertexBuffer;
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+ }>;
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+ /**
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+ * Gets the index buffer used by the particle system (or null if no index buffer is used (if _useInstancing=true))
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+ */
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+ get indexBuffer(): Nullable<DataBuffer>;
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  /**
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  * Instantiates a particle system.
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  * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
@@ -453,6 +453,26 @@ var ParticleSystem = /** @class */ (function (_super) {
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  enumerable: false,
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  configurable: true
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  });
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+ Object.defineProperty(ParticleSystem.prototype, "vertexBuffers", {
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+ /**
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+ * Gets the vertex buffers used by the particle system
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+ */
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+ get: function () {
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+ return this._vertexBuffers;
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+ },
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+ enumerable: false,
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+ configurable: true
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+ });
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+ Object.defineProperty(ParticleSystem.prototype, "indexBuffer", {
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+ /**
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+ * Gets the index buffer used by the particle system (or null if no index buffer is used (if _useInstancing=true))
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+ */
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+ get: function () {
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+ return this._indexBuffer;
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+ },
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+ enumerable: false,
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+ configurable: true
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+ });
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  ParticleSystem.prototype._addFactorGradient = function (factorGradients, gradient, factor, factor2) {
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  var newGradient = new FactorGradient(gradient, factor, factor2);
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  factorGradients.push(newGradient);