@babylonjs/core 7.12.0 → 7.13.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (510) hide show
  1. package/Animations/animation.js +1 -2
  2. package/Animations/animation.js.map +1 -1
  3. package/Animations/animationGroupMask.d.ts +1 -1
  4. package/Animations/animationGroupMask.js +2 -2
  5. package/Animations/animationGroupMask.js.map +1 -1
  6. package/Animations/animationKey.d.ts +1 -1
  7. package/Animations/animationKey.js.map +1 -1
  8. package/Behaviors/Meshes/handConstraintBehavior.d.ts +3 -3
  9. package/Behaviors/Meshes/handConstraintBehavior.js +16 -17
  10. package/Behaviors/Meshes/handConstraintBehavior.js.map +1 -1
  11. package/Behaviors/Meshes/sixDofDragBehavior.js +2 -3
  12. package/Behaviors/Meshes/sixDofDragBehavior.js.map +1 -1
  13. package/Bones/bone.js +31 -32
  14. package/Bones/bone.js.map +1 -1
  15. package/Bones/boneIKController.js +5 -6
  16. package/Bones/boneIKController.js.map +1 -1
  17. package/Bones/boneLookController.js +13 -13
  18. package/Bones/boneLookController.js.map +1 -1
  19. package/Cameras/Inputs/freeCameraMouseWheelInput.js +5 -6
  20. package/Cameras/Inputs/freeCameraMouseWheelInput.js.map +1 -1
  21. package/Cameras/Inputs/freeCameraVirtualJoystickInput.js +5 -5
  22. package/Cameras/Inputs/freeCameraVirtualJoystickInput.js.map +1 -1
  23. package/Cameras/VR/vrExperienceHelper.js +8 -10
  24. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  25. package/Compute/computeEffect.js +2 -3
  26. package/Compute/computeEffect.js.map +1 -1
  27. package/Compute/computeShader.js +19 -20
  28. package/Compute/computeShader.js.map +1 -1
  29. package/Culling/Helper/IBoundingInfoHelperPlatform.d.ts +4 -0
  30. package/Culling/Helper/IBoundingInfoHelperPlatform.js.map +1 -1
  31. package/Culling/Helper/boundingInfoHelper.d.ts +26 -4
  32. package/Culling/Helper/boundingInfoHelper.js +41 -10
  33. package/Culling/Helper/boundingInfoHelper.js.map +1 -1
  34. package/Culling/Helper/computeShaderBoundingHelper.d.ts +12 -3
  35. package/Culling/Helper/computeShaderBoundingHelper.js +164 -76
  36. package/Culling/Helper/computeShaderBoundingHelper.js.map +1 -1
  37. package/Culling/Helper/transformFeedbackBoundingHelper.d.ts +11 -0
  38. package/Culling/Helper/transformFeedbackBoundingHelper.js +46 -14
  39. package/Culling/Helper/transformFeedbackBoundingHelper.js.map +1 -1
  40. package/Debug/debugLayer.d.ts +1 -1
  41. package/Debug/debugLayer.js.map +1 -1
  42. package/Decorators/nodeDecorator.d.ts +1 -1
  43. package/Decorators/nodeDecorator.js +1 -1
  44. package/Decorators/nodeDecorator.js.map +1 -1
  45. package/DeviceInput/InputDevices/deviceEnums.d.ts +5 -5
  46. package/DeviceInput/InputDevices/deviceEnums.js.map +1 -1
  47. package/DeviceInput/eventFactory.js +3 -3
  48. package/DeviceInput/eventFactory.js.map +1 -1
  49. package/Engines/AbstractEngine/abstractEngine.cubeTexture.js +2 -2
  50. package/Engines/AbstractEngine/abstractEngine.cubeTexture.js.map +1 -1
  51. package/Engines/Extensions/engine.computeShader.d.ts +1 -1
  52. package/Engines/Extensions/engine.computeShader.js.map +1 -1
  53. package/Engines/Extensions/engine.cubeTexture.js +2 -2
  54. package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
  55. package/Engines/Extensions/engine.dynamicTexture.js +2 -2
  56. package/Engines/Extensions/engine.dynamicTexture.js.map +1 -1
  57. package/Engines/Extensions/engine.multiRender.js +3 -3
  58. package/Engines/Extensions/engine.multiRender.js.map +1 -1
  59. package/Engines/Extensions/engine.multiview.js +2 -2
  60. package/Engines/Extensions/engine.multiview.js.map +1 -1
  61. package/Engines/Extensions/engine.prefilteredCubeTexture.js +3 -3
  62. package/Engines/Extensions/engine.prefilteredCubeTexture.js.map +1 -1
  63. package/Engines/Extensions/engine.rawTexture.js +4 -4
  64. package/Engines/Extensions/engine.rawTexture.js.map +1 -1
  65. package/Engines/Extensions/engine.renderTarget.js +3 -3
  66. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  67. package/Engines/Extensions/engine.renderTargetCube.js +2 -2
  68. package/Engines/Extensions/engine.renderTargetCube.js.map +1 -1
  69. package/Engines/Native/nativeShaderProcessors.js +1 -2
  70. package/Engines/Native/nativeShaderProcessors.js.map +1 -1
  71. package/Engines/Processors/shaderProcessor.js +2 -3
  72. package/Engines/Processors/shaderProcessor.js.map +1 -1
  73. package/Engines/WebGL/webGL2ShaderProcessors.js +1 -2
  74. package/Engines/WebGL/webGL2ShaderProcessors.js.map +1 -1
  75. package/Engines/WebGL/webGLShaderProcessors.js +1 -2
  76. package/Engines/WebGL/webGLShaderProcessors.js.map +1 -1
  77. package/Engines/WebGPU/Extensions/engine.computeShader.js +1 -2
  78. package/Engines/WebGPU/Extensions/engine.computeShader.js.map +1 -1
  79. package/Engines/WebGPU/Extensions/engine.cubeTexture.js +2 -2
  80. package/Engines/WebGPU/Extensions/engine.cubeTexture.js.map +1 -1
  81. package/Engines/WebGPU/Extensions/engine.dynamicTexture.js +2 -2
  82. package/Engines/WebGPU/Extensions/engine.dynamicTexture.js.map +1 -1
  83. package/Engines/WebGPU/Extensions/engine.multiRender.js +2 -2
  84. package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
  85. package/Engines/WebGPU/Extensions/engine.rawTexture.js +5 -5
  86. package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
  87. package/Engines/WebGPU/Extensions/engine.renderTarget.js +3 -3
  88. package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
  89. package/Engines/WebGPU/Extensions/engine.renderTargetCube.js +2 -2
  90. package/Engines/WebGPU/Extensions/engine.renderTargetCube.js.map +1 -1
  91. package/Engines/WebGPU/webgpuBufferManager.js +1 -1
  92. package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
  93. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +81 -82
  94. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  95. package/Engines/WebGPU/webgpuCacheSampler.js +60 -64
  96. package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
  97. package/Engines/WebGPU/webgpuClearQuad.js +1 -2
  98. package/Engines/WebGPU/webgpuClearQuad.js.map +1 -1
  99. package/Engines/WebGPU/webgpuComputeContext.js +13 -15
  100. package/Engines/WebGPU/webgpuComputeContext.js.map +1 -1
  101. package/Engines/WebGPU/webgpuConstants.d.ts +39 -39
  102. package/Engines/WebGPU/webgpuConstants.js.map +1 -1
  103. package/Engines/WebGPU/webgpuHardwareTexture.js +6 -8
  104. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  105. package/Engines/WebGPU/webgpuOcclusionQuery.js +1 -2
  106. package/Engines/WebGPU/webgpuOcclusionQuery.js.map +1 -1
  107. package/Engines/WebGPU/webgpuQuerySet.js +3 -3
  108. package/Engines/WebGPU/webgpuQuerySet.js.map +1 -1
  109. package/Engines/WebGPU/webgpuShaderProcessor.js +15 -19
  110. package/Engines/WebGPU/webgpuShaderProcessor.js.map +1 -1
  111. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +8 -10
  112. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
  113. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +26 -28
  114. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
  115. package/Engines/WebGPU/webgpuTextureHelper.js +413 -416
  116. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  117. package/Engines/WebGPU/webgpuTextureManager.js +50 -51
  118. package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
  119. package/Engines/WebGPU/webgpuTimestampQuery.js +1 -2
  120. package/Engines/WebGPU/webgpuTimestampQuery.js.map +1 -1
  121. package/Engines/abstractEngine.js +4 -4
  122. package/Engines/abstractEngine.js.map +1 -1
  123. package/Engines/engine.js +2 -2
  124. package/Engines/engine.js.map +1 -1
  125. package/Engines/nativeEngine.js +9 -9
  126. package/Engines/nativeEngine.js.map +1 -1
  127. package/Engines/nullEngine.js +5 -5
  128. package/Engines/nullEngine.js.map +1 -1
  129. package/Engines/renderTargetWrapper.js +1 -2
  130. package/Engines/renderTargetWrapper.js.map +1 -1
  131. package/Engines/shaderStore.js +6 -7
  132. package/Engines/shaderStore.js.map +1 -1
  133. package/Engines/thinEngine.js +4 -5
  134. package/Engines/thinEngine.js.map +1 -1
  135. package/Engines/webgpuEngine.d.ts +11 -0
  136. package/Engines/webgpuEngine.js +91 -72
  137. package/Engines/webgpuEngine.js.map +1 -1
  138. package/Events/deviceInputEvents.d.ts +1 -1
  139. package/Events/deviceInputEvents.js.map +1 -1
  140. package/FlowGraph/flowGraph.d.ts +1 -1
  141. package/FlowGraph/flowGraph.js +5 -5
  142. package/FlowGraph/flowGraph.js.map +1 -1
  143. package/FlowGraph/flowGraphBlock.js +2 -3
  144. package/FlowGraph/flowGraphBlock.js.map +1 -1
  145. package/FlowGraph/flowGraphConnection.d.ts +1 -1
  146. package/FlowGraph/flowGraphConnection.js.map +1 -1
  147. package/FlowGraph/flowGraphDataConnection.js +3 -3
  148. package/FlowGraph/flowGraphDataConnection.js.map +1 -1
  149. package/FlowGraph/flowGraphExecutionBlock.js +2 -3
  150. package/FlowGraph/flowGraphExecutionBlock.js.map +1 -1
  151. package/FlowGraph/flowGraphSignalConnection.js +3 -3
  152. package/FlowGraph/flowGraphSignalConnection.js.map +1 -1
  153. package/Gamepads/dualShockGamepad.d.ts +2 -2
  154. package/Gamepads/dualShockGamepad.js +14 -14
  155. package/Gamepads/dualShockGamepad.js.map +1 -1
  156. package/Gamepads/xboxGamepad.d.ts +2 -2
  157. package/Gamepads/xboxGamepad.js +14 -14
  158. package/Gamepads/xboxGamepad.js.map +1 -1
  159. package/Gizmos/gizmo.d.ts +2 -2
  160. package/Gizmos/gizmo.js +4 -4
  161. package/Gizmos/gizmo.js.map +1 -1
  162. package/Gizmos/gizmoManager.js +2 -2
  163. package/Gizmos/gizmoManager.js.map +1 -1
  164. package/Gizmos/scaleGizmo.js +3 -3
  165. package/Gizmos/scaleGizmo.js.map +1 -1
  166. package/Loading/sceneLoader.d.ts +1 -1
  167. package/Loading/sceneLoader.js +6 -6
  168. package/Loading/sceneLoader.js.map +1 -1
  169. package/Materials/GreasedLine/greasedLineMaterialInterfaces.d.ts +3 -3
  170. package/Materials/GreasedLine/greasedLineMaterialInterfaces.js.map +1 -1
  171. package/Materials/GreasedLine/greasedLinePluginMaterial.js +10 -11
  172. package/Materials/GreasedLine/greasedLinePluginMaterial.js.map +1 -1
  173. package/Materials/GreasedLine/greasedLineSimpleMaterial.js +8 -9
  174. package/Materials/GreasedLine/greasedLineSimpleMaterial.js.map +1 -1
  175. package/Materials/Node/Blocks/Dual/currentScreenBlock.js +3 -4
  176. package/Materials/Node/Blocks/Dual/currentScreenBlock.js.map +1 -1
  177. package/Materials/Node/Blocks/Dual/fogBlock.js +2 -3
  178. package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
  179. package/Materials/Node/Blocks/Dual/imageSourceBlock.js +1 -2
  180. package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
  181. package/Materials/Node/Blocks/Dual/lightBlock.js +5 -6
  182. package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
  183. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +4 -5
  184. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
  185. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js +7 -8
  186. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
  187. package/Materials/Node/Blocks/Dual/textureBlock.js +4 -6
  188. package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
  189. package/Materials/Node/Blocks/Fragment/TBNBlock.js +2 -4
  190. package/Materials/Node/Blocks/Fragment/TBNBlock.js.map +1 -1
  191. package/Materials/Node/Blocks/Fragment/derivativeBlock.js +1 -2
  192. package/Materials/Node/Blocks/Fragment/derivativeBlock.js.map +1 -1
  193. package/Materials/Node/Blocks/Fragment/fragCoordBlock.js +1 -2
  194. package/Materials/Node/Blocks/Fragment/fragCoordBlock.js.map +1 -1
  195. package/Materials/Node/Blocks/Fragment/fragDepthBlock.js +1 -2
  196. package/Materials/Node/Blocks/Fragment/fragDepthBlock.js.map +1 -1
  197. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +5 -6
  198. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  199. package/Materials/Node/Blocks/Fragment/frontFacingBlock.js +1 -2
  200. package/Materials/Node/Blocks/Fragment/frontFacingBlock.js.map +1 -1
  201. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js +5 -6
  202. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js.map +1 -1
  203. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js +3 -4
  204. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
  205. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +7 -9
  206. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
  207. package/Materials/Node/Blocks/Fragment/screenSizeBlock.js +1 -2
  208. package/Materials/Node/Blocks/Fragment/screenSizeBlock.js.map +1 -1
  209. package/Materials/Node/Blocks/Input/inputBlock.js +19 -21
  210. package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
  211. package/Materials/Node/Blocks/Input/prePassTextureBlock.js +3 -4
  212. package/Materials/Node/Blocks/Input/prePassTextureBlock.js.map +1 -1
  213. package/Materials/Node/Blocks/PBR/anisotropyBlock.js +2 -3
  214. package/Materials/Node/Blocks/PBR/anisotropyBlock.js.map +1 -1
  215. package/Materials/Node/Blocks/PBR/clearCoatBlock.js +4 -5
  216. package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
  217. package/Materials/Node/Blocks/PBR/iridescenceBlock.js +1 -2
  218. package/Materials/Node/Blocks/PBR/iridescenceBlock.js.map +1 -1
  219. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +28 -29
  220. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  221. package/Materials/Node/Blocks/PBR/reflectionBlock.js +4 -5
  222. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  223. package/Materials/Node/Blocks/PBR/refractionBlock.js +5 -6
  224. package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
  225. package/Materials/Node/Blocks/PBR/sheenBlock.js +4 -5
  226. package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
  227. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js +2 -3
  228. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
  229. package/Materials/Node/Blocks/Vertex/instancesBlock.js +1 -2
  230. package/Materials/Node/Blocks/Vertex/instancesBlock.js.map +1 -1
  231. package/Materials/Node/Blocks/Vertex/lightInformationBlock.js +1 -2
  232. package/Materials/Node/Blocks/Vertex/lightInformationBlock.js.map +1 -1
  233. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +1 -2
  234. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
  235. package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js +1 -2
  236. package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js.map +1 -1
  237. package/Materials/Node/Blocks/arcTan2Block.js +1 -2
  238. package/Materials/Node/Blocks/arcTan2Block.js.map +1 -1
  239. package/Materials/Node/Blocks/biPlanarBlock.js +3 -4
  240. package/Materials/Node/Blocks/biPlanarBlock.js.map +1 -1
  241. package/Materials/Node/Blocks/clampBlock.js +4 -5
  242. package/Materials/Node/Blocks/clampBlock.js.map +1 -1
  243. package/Materials/Node/Blocks/cloudBlock.js +3 -4
  244. package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
  245. package/Materials/Node/Blocks/curveBlock.js +1 -2
  246. package/Materials/Node/Blocks/curveBlock.js.map +1 -1
  247. package/Materials/Node/Blocks/customBlock.js +1 -2
  248. package/Materials/Node/Blocks/customBlock.js.map +1 -1
  249. package/Materials/Node/Blocks/matrixBuilderBlock.js +1 -2
  250. package/Materials/Node/Blocks/matrixBuilderBlock.js.map +1 -1
  251. package/Materials/Node/Blocks/meshAttributeExistsBlock.d.ts +1 -1
  252. package/Materials/Node/Blocks/meshAttributeExistsBlock.js +35 -35
  253. package/Materials/Node/Blocks/meshAttributeExistsBlock.js.map +1 -1
  254. package/Materials/Node/Blocks/modBlock.js +1 -2
  255. package/Materials/Node/Blocks/modBlock.js.map +1 -1
  256. package/Materials/Node/Blocks/remapBlock.js +3 -3
  257. package/Materials/Node/Blocks/remapBlock.js.map +1 -1
  258. package/Materials/Node/Blocks/simplexPerlin3DBlock.js +1 -2
  259. package/Materials/Node/Blocks/simplexPerlin3DBlock.js.map +1 -1
  260. package/Materials/Node/Blocks/transformBlock.js +1 -2
  261. package/Materials/Node/Blocks/transformBlock.js.map +1 -1
  262. package/Materials/Node/Blocks/triPlanarBlock.js +10 -12
  263. package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
  264. package/Materials/Node/Blocks/voronoiNoiseBlock.js +3 -4
  265. package/Materials/Node/Blocks/voronoiNoiseBlock.js.map +1 -1
  266. package/Materials/Node/Blocks/waveBlock.d.ts +1 -1
  267. package/Materials/Node/Blocks/waveBlock.js +4 -4
  268. package/Materials/Node/Blocks/waveBlock.js.map +1 -1
  269. package/Materials/Node/Blocks/worleyNoise3DBlock.js +3 -4
  270. package/Materials/Node/Blocks/worleyNoise3DBlock.js.map +1 -1
  271. package/Materials/Node/Enums/nodeMaterialBlockConnectionPointMode.d.ts +1 -1
  272. package/Materials/Node/Enums/nodeMaterialBlockConnectionPointMode.js.map +1 -1
  273. package/Materials/Node/nodeMaterial.js +3 -4
  274. package/Materials/Node/nodeMaterial.js.map +1 -1
  275. package/Materials/Node/nodeMaterialBlock.js +5 -6
  276. package/Materials/Node/nodeMaterialBlock.js.map +1 -1
  277. package/Materials/Node/nodeMaterialBlockConnectionPoint.d.ts +2 -2
  278. package/Materials/Node/nodeMaterialBlockConnectionPoint.js +10 -10
  279. package/Materials/Node/nodeMaterialBlockConnectionPoint.js.map +1 -1
  280. package/Materials/Node/nodeMaterialBuildState.js +18 -19
  281. package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
  282. package/Materials/Node/nodeMaterialConnectionPointCustomObject.js +3 -3
  283. package/Materials/Node/nodeMaterialConnectionPointCustomObject.js.map +1 -1
  284. package/Materials/PBR/pbrBaseMaterial.js +3 -4
  285. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  286. package/Materials/Textures/internalTexture.d.ts +1 -1
  287. package/Materials/Textures/internalTexture.js +13 -13
  288. package/Materials/Textures/internalTexture.js.map +1 -1
  289. package/Materials/Textures/ktx2decoderTypes.d.ts +1 -1
  290. package/Materials/Textures/ktx2decoderTypes.js.map +1 -1
  291. package/Materials/Textures/rawCubeTexture.js +1 -2
  292. package/Materials/Textures/rawCubeTexture.js.map +1 -1
  293. package/Materials/effect.functions.js +2 -3
  294. package/Materials/effect.functions.js.map +1 -1
  295. package/Materials/effect.js +3 -4
  296. package/Materials/effect.js.map +1 -1
  297. package/Materials/effect.webgl.functions.js +1 -2
  298. package/Materials/effect.webgl.functions.js.map +1 -1
  299. package/Materials/material.js +7 -9
  300. package/Materials/material.js.map +1 -1
  301. package/Materials/materialPluginEvent.d.ts +1 -1
  302. package/Materials/materialPluginEvent.js.map +1 -1
  303. package/Materials/materialPluginManager.js +9 -11
  304. package/Materials/materialPluginManager.js.map +1 -1
  305. package/Materials/meshDebugPluginMaterial.d.ts +1 -1
  306. package/Materials/meshDebugPluginMaterial.js +2 -2
  307. package/Materials/meshDebugPluginMaterial.js.map +1 -1
  308. package/Materials/shaderLanguage.d.ts +1 -1
  309. package/Materials/shaderLanguage.js.map +1 -1
  310. package/Materials/shadowDepthWrapper.js +1 -2
  311. package/Materials/shadowDepthWrapper.js.map +1 -1
  312. package/Materials/standardMaterial.js +2 -3
  313. package/Materials/standardMaterial.js.map +1 -1
  314. package/Maths/math.axis.d.ts +2 -2
  315. package/Maths/math.axis.js.map +1 -1
  316. package/Maths/math.path.d.ts +1 -1
  317. package/Maths/math.path.js +3 -3
  318. package/Maths/math.path.js.map +1 -1
  319. package/Meshes/Builders/greasedLineBuilder.d.ts +2 -2
  320. package/Meshes/Builders/greasedLineBuilder.js +21 -23
  321. package/Meshes/Builders/greasedLineBuilder.js.map +1 -1
  322. package/Meshes/GreasedLine/greasedLineBaseMesh.d.ts +3 -3
  323. package/Meshes/GreasedLine/greasedLineBaseMesh.js.map +1 -1
  324. package/Meshes/GreasedLine/greasedLineRibbonMesh.js +14 -14
  325. package/Meshes/GreasedLine/greasedLineRibbonMesh.js.map +1 -1
  326. package/Meshes/Node/Blocks/Instances/instantiateBaseBlock.js +2 -2
  327. package/Meshes/Node/Blocks/Instances/instantiateBaseBlock.js.map +1 -1
  328. package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js +2 -2
  329. package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js.map +1 -1
  330. package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.js +3 -3
  331. package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.js.map +1 -1
  332. package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.js +3 -3
  333. package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.js.map +1 -1
  334. package/Meshes/Node/Blocks/Set/setColorsBlock.js +2 -2
  335. package/Meshes/Node/Blocks/Set/setColorsBlock.js.map +1 -1
  336. package/Meshes/Node/Blocks/Set/setMaterialIDBlock.js +2 -2
  337. package/Meshes/Node/Blocks/Set/setMaterialIDBlock.js.map +1 -1
  338. package/Meshes/Node/Blocks/Set/setNormalsBlock.js +2 -2
  339. package/Meshes/Node/Blocks/Set/setNormalsBlock.js.map +1 -1
  340. package/Meshes/Node/Blocks/Set/setPositionsBlock.js +2 -2
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{ ThinParticleSystem } from \"./thinParticleSystem\";\r\nimport type { IParticleEmitterType } from \"./EmitterTypes/IParticleEmitterType\";\r\nimport { SubEmitter, SubEmitterType } from \"./subEmitter\";\r\nimport { Color3, Color4 } from \"../Maths/math.color\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport type { IParticleSystem } from \"./IParticleSystem\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\nimport { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport { GetClass } from \"../Misc/typeStore\";\r\nimport type { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport type { Particle } from \"./particle\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { SerializationHelper } from \"../Misc/decorators.serialization\";\r\nimport { MeshParticleEmitter } from \"./EmitterTypes/meshParticleEmitter\";\r\nimport { CustomParticleEmitter } from \"./EmitterTypes/customParticleEmitter\";\r\nimport { BoxParticleEmitter } from \"./EmitterTypes/boxParticleEmitter\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport { PointParticleEmitter } from \"./EmitterTypes/pointParticleEmitter\";\r\nimport { HemisphericParticleEmitter } from \"./EmitterTypes/hemisphericParticleEmitter\";\r\nimport { SphereDirectedParticleEmitter, SphereParticleEmitter } from \"./EmitterTypes/sphereParticleEmitter\";\r\nimport { CylinderDirectedParticleEmitter, CylinderParticleEmitter } from \"./EmitterTypes/cylinderParticleEmitter\";\r\nimport { ConeDirectedParticleEmitter, ConeParticleEmitter } from \"./EmitterTypes/coneParticleEmitter\";\r\nimport {\r\n CreateConeEmitter,\r\n CreateCylinderEmitter,\r\n CreateDirectedCylinderEmitter,\r\n CreateDirectedSphereEmitter,\r\n CreateDirectedConeEmitter,\r\n CreateHemisphericEmitter,\r\n CreatePointEmitter,\r\n CreateSphereEmitter,\r\n} from \"./particleSystem.functions\";\r\n\r\n/**\r\n * This represents a particle system in Babylon.\r\n * 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.\r\n * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.\r\n * @example https://doc.babylonjs.com/features/featuresDeepDive/particles/particle_system/particle_system_intro\r\n */\r\nexport class ParticleSystem extends ThinParticleSystem {\r\n /**\r\n * Billboard mode will only apply to Y axis\r\n */\r\n public static readonly BILLBOARDMODE_Y = Constants.PARTICLES_BILLBOARDMODE_Y;\r\n /**\r\n * Billboard mode will apply to all axes\r\n */\r\n public static readonly BILLBOARDMODE_ALL = Constants.PARTICLES_BILLBOARDMODE_ALL;\r\n /**\r\n * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction\r\n */\r\n public static readonly BILLBOARDMODE_STRETCHED = Constants.PARTICLES_BILLBOARDMODE_STRETCHED;\r\n /**\r\n * Special billboard mode where the particle will be billboard to the camera but only around the axis of the direction of particle emission\r\n */\r\n public static readonly BILLBOARDMODE_STRETCHED_LOCAL = Constants.PARTICLES_BILLBOARDMODE_STRETCHED_LOCAL;\r\n\r\n // Sub-emitters\r\n private _rootParticleSystem: Nullable<ParticleSystem>;\r\n\r\n /**\r\n * The Sub-emitters templates that will be used to generate the sub particle system to be associated with the system, this property is used by the root particle system only.\r\n * When a particle is spawned, an array will be chosen at random and all the emitters in that array will be attached to the particle. (Default: [])\r\n */\r\n public subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;\r\n // the subEmitters field above converted to a constant type\r\n private _subEmitters: Array<Array<SubEmitter>>;\r\n /**\r\n * @internal\r\n * If the particle systems emitter should be disposed when the particle system is disposed\r\n */\r\n public _disposeEmitterOnDispose = false;\r\n /**\r\n * The current active Sub-systems, this property is used by the root particle system only.\r\n */\r\n public activeSubSystems: Array<ParticleSystem>;\r\n /**\r\n * Creates a Point Emitter for the particle system (emits directly from the emitter position)\r\n * @param direction1 Particles are emitted between the direction1 and direction2 from within the box\r\n * @param direction2 Particles are emitted between the direction1 and direction2 from within the box\r\n * @returns the emitter\r\n */\r\n public override createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter {\r\n const particleEmitter = CreatePointEmitter(direction1, direction2);\r\n this.particleEmitterType = particleEmitter;\r\n return particleEmitter;\r\n }\r\n\r\n /**\r\n * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)\r\n * @param radius The radius of the hemisphere to emit from\r\n * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius\r\n * @returns the emitter\r\n */\r\n public override createHemisphericEmitter(radius = 1, radiusRange = 1): HemisphericParticleEmitter {\r\n const particleEmitter = CreateHemisphericEmitter(radius, radiusRange);\r\n this.particleEmitterType = particleEmitter;\r\n return particleEmitter;\r\n }\r\n\r\n /**\r\n * Creates a Sphere Emitter for the particle system (emits along the sphere radius)\r\n * @param radius The radius of the sphere to emit from\r\n * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius\r\n * @returns the emitter\r\n */\r\n public override createSphereEmitter(radius = 1, radiusRange = 1): SphereParticleEmitter {\r\n const particleEmitter = CreateSphereEmitter(radius, radiusRange);\r\n this.particleEmitterType = particleEmitter;\r\n return particleEmitter;\r\n }\r\n\r\n /**\r\n * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)\r\n * @param radius The radius of the sphere to emit from\r\n * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere\r\n * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere\r\n * @returns the emitter\r\n */\r\n public override createDirectedSphereEmitter(radius = 1, direction1 = new Vector3(0, 1.0, 0), direction2 = new Vector3(0, 1.0, 0)): SphereDirectedParticleEmitter {\r\n const particleEmitter = CreateDirectedSphereEmitter(radius, direction1, direction2);\r\n this.particleEmitterType = particleEmitter;\r\n return particleEmitter;\r\n }\r\n\r\n /**\r\n * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)\r\n * @param radius The radius of the emission cylinder\r\n * @param height The height of the emission cylinder\r\n * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius\r\n * @param directionRandomizer How much to randomize the particle direction [0-1]\r\n * @returns the emitter\r\n */\r\n public override createCylinderEmitter(radius = 1, height = 1, radiusRange = 1, directionRandomizer = 0): CylinderParticleEmitter {\r\n const particleEmitter = CreateCylinderEmitter(radius, height, radiusRange, directionRandomizer);\r\n this.particleEmitterType = particleEmitter;\r\n return particleEmitter;\r\n }\r\n\r\n /**\r\n * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)\r\n * @param radius The radius of the cylinder to emit from\r\n * @param height The height of the emission cylinder\r\n * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)\r\n * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder\r\n * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder\r\n * @returns the emitter\r\n */\r\n public override createDirectedCylinderEmitter(\r\n radius = 1,\r\n height = 1,\r\n radiusRange = 1,\r\n direction1 = new Vector3(0, 1.0, 0),\r\n direction2 = new Vector3(0, 1.0, 0)\r\n ): CylinderDirectedParticleEmitter {\r\n const particleEmitter = CreateDirectedCylinderEmitter(radius, height, radiusRange, direction1, direction2);\r\n this.particleEmitterType = particleEmitter;\r\n return particleEmitter;\r\n }\r\n\r\n /**\r\n * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)\r\n * @param radius The radius of the cone to emit from\r\n * @param angle The base angle of the cone\r\n * @returns the emitter\r\n */\r\n public override createConeEmitter(radius = 1, angle = Math.PI / 4): ConeParticleEmitter {\r\n const particleEmitter = CreateConeEmitter(radius, angle);\r\n this.particleEmitterType = particleEmitter;\r\n return particleEmitter;\r\n }\r\n public override createDirectedConeEmitter(\r\n radius = 1,\r\n angle = Math.PI / 4,\r\n direction1 = new Vector3(0, 1.0, 0),\r\n direction2 = new Vector3(0, 1.0, 0)\r\n ): ConeDirectedParticleEmitter {\r\n const particleEmitter = CreateDirectedConeEmitter(radius, angle, direction1, direction2);\r\n this.particleEmitterType = particleEmitter;\r\n return particleEmitter;\r\n }\r\n\r\n /**\r\n * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)\r\n * @param direction1 Particles are emitted between the direction1 and direction2 from within the box\r\n * @param direction2 Particles are emitted between the direction1 and direction2 from within the box\r\n * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox\r\n * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox\r\n * @returns the emitter\r\n */\r\n public override createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter {\r\n const particleEmitter = new BoxParticleEmitter();\r\n this.particleEmitterType = particleEmitter;\r\n this.direction1 = direction1;\r\n this.direction2 = direction2;\r\n this.minEmitBox = minEmitBox;\r\n this.maxEmitBox = maxEmitBox;\r\n return particleEmitter;\r\n }\r\n\r\n private _prepareSubEmitterInternalArray() {\r\n this._subEmitters = new Array<Array<SubEmitter>>();\r\n if (this.subEmitters) {\r\n this.subEmitters.forEach((subEmitter) => {\r\n if (subEmitter instanceof ParticleSystem) {\r\n this._subEmitters.push([new SubEmitter(subEmitter)]);\r\n } else if (subEmitter instanceof SubEmitter) {\r\n this._subEmitters.push([subEmitter]);\r\n } else if (subEmitter instanceof Array) {\r\n this._subEmitters.push(subEmitter);\r\n }\r\n });\r\n }\r\n }\r\n\r\n private _stopSubEmitters(): void {\r\n if (!this.activeSubSystems) {\r\n return;\r\n }\r\n this.activeSubSystems.forEach((subSystem) => {\r\n subSystem.stop(true);\r\n });\r\n this.activeSubSystems = [] as ParticleSystem[];\r\n }\r\n\r\n private _removeFromRoot(): void {\r\n if (!this._rootParticleSystem) {\r\n return;\r\n }\r\n\r\n const index = this._rootParticleSystem.activeSubSystems.indexOf(this);\r\n if (index !== -1) {\r\n this._rootParticleSystem.activeSubSystems.splice(index, 1);\r\n }\r\n\r\n this._rootParticleSystem = null;\r\n }\r\n\r\n public override _emitFromParticle: (particle: Particle) => void = (particle) => {\r\n if (!this._subEmitters || this._subEmitters.length === 0) {\r\n return;\r\n }\r\n const templateIndex = Math.floor(Math.random() * this._subEmitters.length);\r\n\r\n this._subEmitters[templateIndex].forEach((subEmitter) => {\r\n if (subEmitter.type === SubEmitterType.END) {\r\n const subSystem = subEmitter.clone();\r\n particle._inheritParticleInfoToSubEmitter(subSystem);\r\n subSystem.particleSystem._rootParticleSystem = this;\r\n this.activeSubSystems.push(subSystem.particleSystem);\r\n subSystem.particleSystem.start();\r\n }\r\n });\r\n };\r\n\r\n public override _preStart() {\r\n // Convert the subEmitters field to the constant type field _subEmitters\r\n this._prepareSubEmitterInternalArray();\r\n\r\n if (this._subEmitters && this._subEmitters.length != 0) {\r\n this.activeSubSystems = [] as ParticleSystem[];\r\n }\r\n }\r\n\r\n public override _postStop(stopSubEmitters: boolean) {\r\n if (stopSubEmitters) {\r\n this._stopSubEmitters();\r\n }\r\n }\r\n\r\n public override _prepareParticle(particle: Particle): void {\r\n // Attach emitters\r\n if (this._subEmitters && this._subEmitters.length > 0) {\r\n const subEmitters = this._subEmitters[Math.floor(Math.random() * this._subEmitters.length)];\r\n particle._attachedSubEmitters = [];\r\n subEmitters.forEach((subEmitter) => {\r\n if (subEmitter.type === SubEmitterType.ATTACHED) {\r\n const newEmitter = subEmitter.clone();\r\n (<Array<SubEmitter>>particle._attachedSubEmitters).push(newEmitter);\r\n newEmitter.particleSystem.start();\r\n }\r\n });\r\n }\r\n }\r\n\r\n /** @internal */\r\n public override _onDispose(disposeAttachedSubEmitters = false, disposeEndSubEmitters = false) {\r\n this._removeFromRoot();\r\n\r\n if (this.subEmitters && !this._subEmitters) {\r\n this._prepareSubEmitterInternalArray();\r\n }\r\n\r\n if (disposeAttachedSubEmitters) {\r\n this.particles?.forEach((particle) => {\r\n if (particle._attachedSubEmitters) {\r\n for (let i = particle._attachedSubEmitters.length - 1; i >= 0; i -= 1) {\r\n particle._attachedSubEmitters[i].dispose();\r\n }\r\n }\r\n });\r\n }\r\n\r\n if (disposeEndSubEmitters) {\r\n if (this.activeSubSystems) {\r\n for (let i = this.activeSubSystems.length - 1; i >= 0; i -= 1) {\r\n this.activeSubSystems[i].dispose();\r\n }\r\n }\r\n }\r\n\r\n if (this._subEmitters && this._subEmitters.length) {\r\n for (let index = 0; index < this._subEmitters.length; index++) {\r\n for (const subEmitter of this._subEmitters[index]) {\r\n subEmitter.dispose();\r\n }\r\n }\r\n\r\n this._subEmitters = [];\r\n this.subEmitters = [];\r\n }\r\n\r\n if (this._disposeEmitterOnDispose && this.emitter && (this.emitter as AbstractMesh).dispose) {\r\n (<AbstractMesh>this.emitter).dispose(true);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, sceneOrEngine: Scene | AbstractEngine, rootUrl: string) {\r\n let scene: Nullable<Scene>;\r\n\r\n if (sceneOrEngine instanceof AbstractEngine) {\r\n scene = null;\r\n } else {\r\n scene = sceneOrEngine as Scene;\r\n }\r\n\r\n const internalClass = GetClass(\"BABYLON.Texture\");\r\n if (internalClass && scene) {\r\n // Texture\r\n if (parsedParticleSystem.texture) {\r\n particleSystem.particleTexture = internalClass.Parse(parsedParticleSystem.texture, scene, rootUrl) as BaseTexture;\r\n } else if (parsedParticleSystem.textureName) {\r\n particleSystem.particleTexture = new internalClass(\r\n rootUrl + parsedParticleSystem.textureName,\r\n scene,\r\n false,\r\n parsedParticleSystem.invertY !== undefined ? parsedParticleSystem.invertY : true\r\n );\r\n particleSystem.particleTexture!.name = parsedParticleSystem.textureName;\r\n }\r\n }\r\n\r\n // Emitter\r\n if (!parsedParticleSystem.emitterId && parsedParticleSystem.emitterId !== 0 && parsedParticleSystem.emitter === undefined) {\r\n particleSystem.emitter = Vector3.Zero();\r\n } else if (parsedParticleSystem.emitterId && scene) {\r\n particleSystem.emitter = scene.getLastMeshById(parsedParticleSystem.emitterId);\r\n } else {\r\n particleSystem.emitter = Vector3.FromArray(parsedParticleSystem.emitter);\r\n }\r\n\r\n particleSystem.isLocal = !!parsedParticleSystem.isLocal;\r\n\r\n // Misc.\r\n if (parsedParticleSystem.renderingGroupId !== undefined) {\r\n particleSystem.renderingGroupId = parsedParticleSystem.renderingGroupId;\r\n }\r\n\r\n if (parsedParticleSystem.isBillboardBased !== undefined) {\r\n particleSystem.isBillboardBased = parsedParticleSystem.isBillboardBased;\r\n }\r\n\r\n if (parsedParticleSystem.billboardMode !== undefined) {\r\n particleSystem.billboardMode = parsedParticleSystem.billboardMode;\r\n }\r\n\r\n if (parsedParticleSystem.useLogarithmicDepth !== undefined) {\r\n particleSystem.useLogarithmicDepth = parsedParticleSystem.useLogarithmicDepth;\r\n }\r\n\r\n // Animations\r\n if (parsedParticleSystem.animations) {\r\n for (let animationIndex = 0; animationIndex < parsedParticleSystem.animations.length; animationIndex++) {\r\n const parsedAnimation = parsedParticleSystem.animations[animationIndex];\r\n const internalClass = GetClass(\"BABYLON.Animation\");\r\n if (internalClass) {\r\n particleSystem.animations.push(internalClass.Parse(parsedAnimation));\r\n }\r\n }\r\n particleSystem.beginAnimationOnStart = parsedParticleSystem.beginAnimationOnStart;\r\n particleSystem.beginAnimationFrom = parsedParticleSystem.beginAnimationFrom;\r\n particleSystem.beginAnimationTo = parsedParticleSystem.beginAnimationTo;\r\n particleSystem.beginAnimationLoop = parsedParticleSystem.beginAnimationLoop;\r\n }\r\n\r\n if (parsedParticleSystem.autoAnimate && scene) {\r\n scene.beginAnimation(\r\n particleSystem,\r\n parsedParticleSystem.autoAnimateFrom,\r\n parsedParticleSystem.autoAnimateTo,\r\n parsedParticleSystem.autoAnimateLoop,\r\n parsedParticleSystem.autoAnimateSpeed || 1.0\r\n );\r\n }\r\n\r\n // Particle system\r\n particleSystem.startDelay = parsedParticleSystem.startDelay | 0;\r\n particleSystem.minAngularSpeed = parsedParticleSystem.minAngularSpeed;\r\n particleSystem.maxAngularSpeed = parsedParticleSystem.maxAngularSpeed;\r\n particleSystem.minSize = parsedParticleSystem.minSize;\r\n particleSystem.maxSize = parsedParticleSystem.maxSize;\r\n\r\n if (parsedParticleSystem.minScaleX) {\r\n particleSystem.minScaleX = parsedParticleSystem.minScaleX;\r\n particleSystem.maxScaleX = parsedParticleSystem.maxScaleX;\r\n particleSystem.minScaleY = parsedParticleSystem.minScaleY;\r\n particleSystem.maxScaleY = parsedParticleSystem.maxScaleY;\r\n }\r\n\r\n if (parsedParticleSystem.preWarmCycles !== undefined) {\r\n particleSystem.preWarmCycles = parsedParticleSystem.preWarmCycles;\r\n particleSystem.preWarmStepOffset = parsedParticleSystem.preWarmStepOffset;\r\n }\r\n\r\n if (parsedParticleSystem.minInitialRotation !== undefined) {\r\n particleSystem.minInitialRotation = parsedParticleSystem.minInitialRotation;\r\n particleSystem.maxInitialRotation = parsedParticleSystem.maxInitialRotation;\r\n }\r\n\r\n particleSystem.minLifeTime = parsedParticleSystem.minLifeTime;\r\n particleSystem.maxLifeTime = parsedParticleSystem.maxLifeTime;\r\n particleSystem.minEmitPower = parsedParticleSystem.minEmitPower;\r\n particleSystem.maxEmitPower = parsedParticleSystem.maxEmitPower;\r\n particleSystem.emitRate = parsedParticleSystem.emitRate;\r\n particleSystem.gravity = Vector3.FromArray(parsedParticleSystem.gravity);\r\n if (parsedParticleSystem.noiseStrength) {\r\n particleSystem.noiseStrength = Vector3.FromArray(parsedParticleSystem.noiseStrength);\r\n }\r\n particleSystem.color1 = Color4.FromArray(parsedParticleSystem.color1);\r\n particleSystem.color2 = Color4.FromArray(parsedParticleSystem.color2);\r\n particleSystem.colorDead = Color4.FromArray(parsedParticleSystem.colorDead);\r\n particleSystem.updateSpeed = parsedParticleSystem.updateSpeed;\r\n particleSystem.targetStopDuration = parsedParticleSystem.targetStopDuration;\r\n particleSystem.blendMode = parsedParticleSystem.blendMode;\r\n\r\n if (parsedParticleSystem.colorGradients) {\r\n for (const colorGradient of parsedParticleSystem.colorGradients) {\r\n particleSystem.addColorGradient(\r\n colorGradient.gradient,\r\n Color4.FromArray(colorGradient.color1),\r\n colorGradient.color2 ? Color4.FromArray(colorGradient.color2) : undefined\r\n );\r\n }\r\n }\r\n\r\n if (parsedParticleSystem.rampGradients) {\r\n for (const rampGradient of parsedParticleSystem.rampGradients) {\r\n particleSystem.addRampGradient(rampGradient.gradient, Color3.FromArray(rampGradient.color));\r\n }\r\n particleSystem.useRampGradients = parsedParticleSystem.useRampGradients;\r\n }\r\n\r\n if (parsedParticleSystem.colorRemapGradients) {\r\n for (const colorRemapGradient of parsedParticleSystem.colorRemapGradients) {\r\n particleSystem.addColorRemapGradient(\r\n colorRemapGradient.gradient,\r\n colorRemapGradient.factor1 !== undefined ? colorRemapGradient.factor1 : colorRemapGradient.factor,\r\n colorRemapGradient.factor2\r\n );\r\n }\r\n }\r\n\r\n if (parsedParticleSystem.alphaRemapGradients) {\r\n for (const alphaRemapGradient of parsedParticleSystem.alphaRemapGradients) {\r\n particleSystem.addAlphaRemapGradient(\r\n alphaRemapGradient.gradient,\r\n alphaRemapGradient.factor1 !== undefined ? alphaRemapGradient.factor1 : alphaRemapGradient.factor,\r\n alphaRemapGradient.factor2\r\n );\r\n }\r\n }\r\n\r\n if (parsedParticleSystem.sizeGradients) {\r\n for (const sizeGradient of parsedParticleSystem.sizeGradients) {\r\n particleSystem.addSizeGradient(sizeGradient.gradient, sizeGradient.factor1 !== undefined ? sizeGradient.factor1 : sizeGradient.factor, sizeGradient.factor2);\r\n }\r\n }\r\n\r\n if (parsedParticleSystem.angularSpeedGradients) {\r\n for (const angularSpeedGradient of parsedParticleSystem.angularSpeedGradients) {\r\n particleSystem.addAngularSpeedGradient(\r\n angularSpeedGradient.gradient,\r\n angularSpeedGradient.factor1 !== undefined ? angularSpeedGradient.factor1 : angularSpeedGradient.factor,\r\n angularSpeedGradient.factor2\r\n );\r\n }\r\n }\r\n\r\n if (parsedParticleSystem.velocityGradients) {\r\n for (const velocityGradient of parsedParticleSystem.velocityGradients) {\r\n particleSystem.addVelocityGradient(\r\n velocityGradient.gradient,\r\n velocityGradient.factor1 !== undefined ? velocityGradient.factor1 : velocityGradient.factor,\r\n velocityGradient.factor2\r\n );\r\n }\r\n }\r\n\r\n if (parsedParticleSystem.dragGradients) {\r\n for (const dragGradient of parsedParticleSystem.dragGradients) {\r\n particleSystem.addDragGradient(dragGradient.gradient, dragGradient.factor1 !== undefined ? dragGradient.factor1 : dragGradient.factor, dragGradient.factor2);\r\n }\r\n }\r\n\r\n if (parsedParticleSystem.emitRateGradients) {\r\n for (const emitRateGradient of parsedParticleSystem.emitRateGradients) {\r\n particleSystem.addEmitRateGradient(\r\n emitRateGradient.gradient,\r\n emitRateGradient.factor1 !== undefined ? emitRateGradient.factor1 : emitRateGradient.factor,\r\n emitRateGradient.factor2\r\n );\r\n }\r\n }\r\n\r\n if (parsedParticleSystem.startSizeGradients) {\r\n for (const startSizeGradient of parsedParticleSystem.startSizeGradients) {\r\n particleSystem.addStartSizeGradient(\r\n startSizeGradient.gradient,\r\n startSizeGradient.factor1 !== undefined ? startSizeGradient.factor1 : startSizeGradient.factor,\r\n startSizeGradient.factor2\r\n );\r\n }\r\n }\r\n\r\n if (parsedParticleSystem.lifeTimeGradients) {\r\n for (const lifeTimeGradient of parsedParticleSystem.lifeTimeGradients) {\r\n particleSystem.addLifeTimeGradient(\r\n lifeTimeGradient.gradient,\r\n lifeTimeGradient.factor1 !== undefined ? lifeTimeGradient.factor1 : lifeTimeGradient.factor,\r\n lifeTimeGradient.factor2\r\n );\r\n }\r\n }\r\n\r\n if (parsedParticleSystem.limitVelocityGradients) {\r\n for (const limitVelocityGradient of parsedParticleSystem.limitVelocityGradients) {\r\n particleSystem.addLimitVelocityGradient(\r\n limitVelocityGradient.gradient,\r\n limitVelocityGradient.factor1 !== undefined ? limitVelocityGradient.factor1 : limitVelocityGradient.factor,\r\n limitVelocityGradient.factor2\r\n );\r\n }\r\n particleSystem.limitVelocityDamping = parsedParticleSystem.limitVelocityDamping;\r\n }\r\n\r\n if (parsedParticleSystem.noiseTexture && scene) {\r\n const internalClass = GetClass(\"BABYLON.ProceduralTexture\");\r\n particleSystem.noiseTexture = internalClass.Parse(parsedParticleSystem.noiseTexture, scene, rootUrl);\r\n }\r\n\r\n // Emitter\r\n let emitterType: IParticleEmitterType;\r\n if (parsedParticleSystem.particleEmitterType) {\r\n switch (parsedParticleSystem.particleEmitterType.type) {\r\n case \"SphereParticleEmitter\":\r\n emitterType = new SphereParticleEmitter();\r\n break;\r\n case \"SphereDirectedParticleEmitter\":\r\n emitterType = new SphereDirectedParticleEmitter();\r\n break;\r\n case \"ConeEmitter\":\r\n case \"ConeParticleEmitter\":\r\n emitterType = new ConeParticleEmitter();\r\n break;\r\n case \"ConeDirectedParticleEmitter\":\r\n emitterType = new ConeDirectedParticleEmitter();\r\n break;\r\n case \"CylinderParticleEmitter\":\r\n emitterType = new CylinderParticleEmitter();\r\n break;\r\n case \"CylinderDirectedParticleEmitter\":\r\n emitterType = new CylinderDirectedParticleEmitter();\r\n break;\r\n case \"HemisphericParticleEmitter\":\r\n emitterType = new HemisphericParticleEmitter();\r\n break;\r\n case \"PointParticleEmitter\":\r\n emitterType = new PointParticleEmitter();\r\n break;\r\n case \"MeshParticleEmitter\":\r\n emitterType = new MeshParticleEmitter();\r\n break;\r\n case \"CustomParticleEmitter\":\r\n emitterType = new CustomParticleEmitter();\r\n break;\r\n case \"BoxEmitter\":\r\n case \"BoxParticleEmitter\":\r\n default:\r\n emitterType = new BoxParticleEmitter();\r\n break;\r\n }\r\n\r\n emitterType.parse(parsedParticleSystem.particleEmitterType, scene);\r\n } else {\r\n emitterType = new BoxParticleEmitter();\r\n emitterType.parse(parsedParticleSystem, scene);\r\n }\r\n particleSystem.particleEmitterType = emitterType;\r\n\r\n // Animation sheet\r\n particleSystem.startSpriteCellID = parsedParticleSystem.startSpriteCellID;\r\n particleSystem.endSpriteCellID = parsedParticleSystem.endSpriteCellID;\r\n particleSystem.spriteCellLoop = parsedParticleSystem.spriteCellLoop ?? true;\r\n particleSystem.spriteCellWidth = parsedParticleSystem.spriteCellWidth;\r\n particleSystem.spriteCellHeight = parsedParticleSystem.spriteCellHeight;\r\n particleSystem.spriteCellChangeSpeed = parsedParticleSystem.spriteCellChangeSpeed;\r\n particleSystem.spriteRandomStartCell = parsedParticleSystem.spriteRandomStartCell;\r\n\r\n particleSystem.disposeOnStop = parsedParticleSystem.disposeOnStop ?? false;\r\n particleSystem.manualEmitCount = parsedParticleSystem.manualEmitCount ?? -1;\r\n }\r\n\r\n /**\r\n * Parses a JSON object to create a particle system.\r\n * @param parsedParticleSystem The JSON object to parse\r\n * @param sceneOrEngine The scene or the engine to create the particle system in\r\n * @param rootUrl The root url to use to load external dependencies like texture\r\n * @param doNotStart Ignore the preventAutoStart attribute and does not start\r\n * @param capacity defines the system capacity (if null or undefined the sotred capacity will be used)\r\n * @returns the Parsed particle system\r\n */\r\n public static Parse(parsedParticleSystem: any, sceneOrEngine: Scene | AbstractEngine, rootUrl: string, doNotStart = false, capacity?: number): ParticleSystem {\r\n const name = parsedParticleSystem.name;\r\n let custom: Nullable<Effect> = null;\r\n let program: any = null;\r\n let engine: AbstractEngine;\r\n let scene: Nullable<Scene>;\r\n\r\n if (sceneOrEngine instanceof AbstractEngine) {\r\n engine = sceneOrEngine;\r\n } else {\r\n scene = sceneOrEngine as Scene;\r\n engine = scene.getEngine();\r\n }\r\n\r\n if (parsedParticleSystem.customShader && (engine as any).createEffectForParticles) {\r\n program = parsedParticleSystem.customShader;\r\n const defines: string = program.shaderOptions.defines.length > 0 ? program.shaderOptions.defines.join(\"\\n\") : \"\";\r\n custom = (engine as any).createEffectForParticles(program.shaderPath.fragmentElement, program.shaderOptions.uniforms, program.shaderOptions.samplers, defines);\r\n }\r\n const particleSystem = new ParticleSystem(name, capacity || parsedParticleSystem.capacity, sceneOrEngine, custom, parsedParticleSystem.isAnimationSheetEnabled);\r\n particleSystem.customShader = program;\r\n particleSystem._rootUrl = rootUrl;\r\n\r\n if (parsedParticleSystem.id) {\r\n particleSystem.id = parsedParticleSystem.id;\r\n }\r\n\r\n // SubEmitters\r\n if (parsedParticleSystem.subEmitters) {\r\n particleSystem.subEmitters = [];\r\n for (const cell of parsedParticleSystem.subEmitters) {\r\n const cellArray = [];\r\n for (const sub of cell) {\r\n cellArray.push(SubEmitter.Parse(sub, sceneOrEngine, rootUrl));\r\n }\r\n\r\n particleSystem.subEmitters.push(cellArray);\r\n }\r\n }\r\n\r\n ParticleSystem._Parse(parsedParticleSystem, particleSystem, sceneOrEngine, rootUrl);\r\n\r\n if (parsedParticleSystem.textureMask) {\r\n particleSystem.textureMask = Color4.FromArray(parsedParticleSystem.textureMask);\r\n }\r\n\r\n if (parsedParticleSystem.worldOffset) {\r\n particleSystem.worldOffset = Vector3.FromArray(parsedParticleSystem.worldOffset);\r\n }\r\n\r\n // Auto start\r\n if (parsedParticleSystem.preventAutoStart) {\r\n particleSystem.preventAutoStart = parsedParticleSystem.preventAutoStart;\r\n }\r\n\r\n if (!doNotStart && !particleSystem.preventAutoStart) {\r\n particleSystem.start();\r\n }\r\n\r\n return particleSystem;\r\n }\r\n\r\n /**\r\n * Serializes the particle system to a JSON object\r\n * @param serializeTexture defines if the texture must be serialized as well\r\n * @returns the JSON object\r\n */\r\n public override serialize(serializeTexture = false): any {\r\n const serializationObject: any = {};\r\n\r\n ParticleSystem._Serialize(serializationObject, this, serializeTexture);\r\n\r\n serializationObject.textureMask = this.textureMask.asArray();\r\n serializationObject.customShader = this.customShader;\r\n serializationObject.preventAutoStart = this.preventAutoStart;\r\n serializationObject.worldOffset = this.worldOffset.asArray();\r\n\r\n // SubEmitters\r\n if (this.subEmitters) {\r\n serializationObject.subEmitters = [];\r\n\r\n if (!this._subEmitters) {\r\n this._prepareSubEmitterInternalArray();\r\n }\r\n\r\n for (const subs of this._subEmitters) {\r\n const cell = [];\r\n for (const sub of subs) {\r\n cell.push(sub.serialize(serializeTexture));\r\n }\r\n\r\n serializationObject.subEmitters.push(cell);\r\n }\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _Serialize(serializationObject: any, particleSystem: IParticleSystem, serializeTexture: boolean) {\r\n serializationObject.name = particleSystem.name;\r\n serializationObject.id = particleSystem.id;\r\n\r\n serializationObject.capacity = particleSystem.getCapacity();\r\n\r\n serializationObject.disposeOnStop = particleSystem.disposeOnStop;\r\n serializationObject.manualEmitCount = particleSystem.manualEmitCount;\r\n\r\n // Emitter\r\n if ((<AbstractMesh>particleSystem.emitter).position) {\r\n const emitterMesh = <AbstractMesh>particleSystem.emitter;\r\n serializationObject.emitterId = emitterMesh.id;\r\n } else {\r\n const emitterPosition = <Vector3>particleSystem.emitter;\r\n serializationObject.emitter = emitterPosition.asArray();\r\n }\r\n\r\n // Emitter\r\n if (particleSystem.particleEmitterType) {\r\n serializationObject.particleEmitterType = particleSystem.particleEmitterType.serialize();\r\n }\r\n\r\n if (particleSystem.particleTexture) {\r\n if (serializeTexture) {\r\n serializationObject.texture = particleSystem.particleTexture.serialize();\r\n } else {\r\n serializationObject.textureName = particleSystem.particleTexture.name;\r\n serializationObject.invertY = !!(particleSystem.particleTexture as any)._invertY;\r\n }\r\n }\r\n\r\n serializationObject.isLocal = particleSystem.isLocal;\r\n\r\n // Animations\r\n SerializationHelper.AppendSerializedAnimations(particleSystem, serializationObject);\r\n serializationObject.beginAnimationOnStart = particleSystem.beginAnimationOnStart;\r\n serializationObject.beginAnimationFrom = particleSystem.beginAnimationFrom;\r\n serializationObject.beginAnimationTo = particleSystem.beginAnimationTo;\r\n serializationObject.beginAnimationLoop = particleSystem.beginAnimationLoop;\r\n\r\n // Particle system\r\n serializationObject.startDelay = particleSystem.startDelay;\r\n serializationObject.renderingGroupId = particleSystem.renderingGroupId;\r\n serializationObject.isBillboardBased = particleSystem.isBillboardBased;\r\n serializationObject.billboardMode = particleSystem.billboardMode;\r\n serializationObject.minAngularSpeed = particleSystem.minAngularSpeed;\r\n serializationObject.maxAngularSpeed = particleSystem.maxAngularSpeed;\r\n serializationObject.minSize = particleSystem.minSize;\r\n serializationObject.maxSize = particleSystem.maxSize;\r\n serializationObject.minScaleX = particleSystem.minScaleX;\r\n serializationObject.maxScaleX = particleSystem.maxScaleX;\r\n serializationObject.minScaleY = particleSystem.minScaleY;\r\n serializationObject.maxScaleY = particleSystem.maxScaleY;\r\n serializationObject.minEmitPower = particleSystem.minEmitPower;\r\n serializationObject.maxEmitPower = particleSystem.maxEmitPower;\r\n serializationObject.minLifeTime = particleSystem.minLifeTime;\r\n serializationObject.maxLifeTime = particleSystem.maxLifeTime;\r\n serializationObject.emitRate = particleSystem.emitRate;\r\n serializationObject.gravity = particleSystem.gravity.asArray();\r\n serializationObject.noiseStrength = particleSystem.noiseStrength.asArray();\r\n serializationObject.color1 = particleSystem.color1.asArray();\r\n serializationObject.color2 = particleSystem.color2.asArray();\r\n serializationObject.colorDead = particleSystem.colorDead.asArray();\r\n serializationObject.updateSpeed = particleSystem.updateSpeed;\r\n serializationObject.targetStopDuration = particleSystem.targetStopDuration;\r\n serializationObject.blendMode = particleSystem.blendMode;\r\n serializationObject.preWarmCycles = particleSystem.preWarmCycles;\r\n serializationObject.preWarmStepOffset = particleSystem.preWarmStepOffset;\r\n serializationObject.minInitialRotation = particleSystem.minInitialRotation;\r\n serializationObject.maxInitialRotation = particleSystem.maxInitialRotation;\r\n serializationObject.startSpriteCellID = particleSystem.startSpriteCellID;\r\n serializationObject.spriteCellLoop = particleSystem.spriteCellLoop;\r\n serializationObject.endSpriteCellID = particleSystem.endSpriteCellID;\r\n serializationObject.spriteCellChangeSpeed = particleSystem.spriteCellChangeSpeed;\r\n serializationObject.spriteCellWidth = particleSystem.spriteCellWidth;\r\n serializationObject.spriteCellHeight = particleSystem.spriteCellHeight;\r\n serializationObject.spriteRandomStartCell = particleSystem.spriteRandomStartCell;\r\n serializationObject.isAnimationSheetEnabled = particleSystem.isAnimationSheetEnabled;\r\n serializationObject.useLogarithmicDepth = particleSystem.useLogarithmicDepth;\r\n\r\n const colorGradients = particleSystem.getColorGradients();\r\n if (colorGradients) {\r\n serializationObject.colorGradients = [];\r\n for (const colorGradient of colorGradients) {\r\n const serializedGradient: any = {\r\n gradient: colorGradient.gradient,\r\n color1: colorGradient.color1.asArray(),\r\n };\r\n\r\n if (colorGradient.color2) {\r\n serializedGradient.color2 = colorGradient.color2.asArray();\r\n } else {\r\n serializedGradient.color2 = colorGradient.color1.asArray();\r\n }\r\n\r\n serializationObject.colorGradients.push(serializedGradient);\r\n }\r\n }\r\n\r\n const rampGradients = particleSystem.getRampGradients();\r\n if (rampGradients) {\r\n serializationObject.rampGradients = [];\r\n for (const rampGradient of rampGradients) {\r\n const serializedGradient: any = {\r\n gradient: rampGradient.gradient,\r\n color: rampGradient.color.asArray(),\r\n };\r\n\r\n serializationObject.rampGradients.push(serializedGradient);\r\n }\r\n serializationObject.useRampGradients = particleSystem.useRampGradients;\r\n }\r\n\r\n const colorRemapGradients = particleSystem.getColorRemapGradients();\r\n if (colorRemapGradients) {\r\n serializationObject.colorRemapGradients = [];\r\n for (const colorRemapGradient of colorRemapGradients) {\r\n const serializedGradient: any = {\r\n gradient: colorRemapGradient.gradient,\r\n factor1: colorRemapGradient.factor1,\r\n };\r\n\r\n if (colorRemapGradient.factor2 !== undefined) {\r\n serializedGradient.factor2 = colorRemapGradient.factor2;\r\n } else {\r\n serializedGradient.factor2 = colorRemapGradient.factor1;\r\n }\r\n\r\n serializationObject.colorRemapGradients.push(serializedGradient);\r\n }\r\n }\r\n\r\n const alphaRemapGradients = particleSystem.getAlphaRemapGradients();\r\n if (alphaRemapGradients) {\r\n serializationObject.alphaRemapGradients = [];\r\n for (const alphaRemapGradient of alphaRemapGradients) {\r\n const serializedGradient: any = {\r\n gradient: alphaRemapGradient.gradient,\r\n factor1: alphaRemapGradient.factor1,\r\n };\r\n\r\n if (alphaRemapGradient.factor2 !== undefined) {\r\n serializedGradient.factor2 = alphaRemapGradient.factor2;\r\n } else {\r\n serializedGradient.factor2 = alphaRemapGradient.factor1;\r\n }\r\n\r\n serializationObject.alphaRemapGradients.push(serializedGradient);\r\n }\r\n }\r\n\r\n const sizeGradients = particleSystem.getSizeGradients();\r\n if (sizeGradients) {\r\n serializationObject.sizeGradients = [];\r\n for (const sizeGradient of sizeGradients) {\r\n const serializedGradient: any = {\r\n gradient: sizeGradient.gradient,\r\n factor1: sizeGradient.factor1,\r\n };\r\n\r\n if (sizeGradient.factor2 !== undefined) {\r\n serializedGradient.factor2 = sizeGradient.factor2;\r\n } else {\r\n serializedGradient.factor2 = sizeGradient.factor1;\r\n }\r\n\r\n serializationObject.sizeGradients.push(serializedGradient);\r\n }\r\n }\r\n\r\n const angularSpeedGradients = particleSystem.getAngularSpeedGradients();\r\n if (angularSpeedGradients) {\r\n serializationObject.angularSpeedGradients = [];\r\n for (const angularSpeedGradient of angularSpeedGradients) {\r\n const serializedGradient: any = {\r\n gradient: angularSpeedGradient.gradient,\r\n factor1: angularSpeedGradient.factor1,\r\n };\r\n\r\n if (angularSpeedGradient.factor2 !== undefined) {\r\n serializedGradient.factor2 = angularSpeedGradient.factor2;\r\n } else {\r\n serializedGradient.factor2 = angularSpeedGradient.factor1;\r\n }\r\n\r\n serializationObject.angularSpeedGradients.push(serializedGradient);\r\n }\r\n }\r\n\r\n const velocityGradients = particleSystem.getVelocityGradients();\r\n if (velocityGradients) {\r\n serializationObject.velocityGradients = [];\r\n for (const velocityGradient of velocityGradients) {\r\n const serializedGradient: any = {\r\n gradient: velocityGradient.gradient,\r\n factor1: velocityGradient.factor1,\r\n };\r\n\r\n if (velocityGradient.factor2 !== undefined) {\r\n serializedGradient.factor2 = velocityGradient.factor2;\r\n } else {\r\n serializedGradient.factor2 = velocityGradient.factor1;\r\n }\r\n\r\n serializationObject.velocityGradients.push(serializedGradient);\r\n }\r\n }\r\n\r\n const dragGradients = particleSystem.getDragGradients();\r\n if (dragGradients) {\r\n serializationObject.dragGradients = [];\r\n for (const dragGradient of dragGradients) {\r\n const serializedGradient: any = {\r\n gradient: dragGradient.gradient,\r\n factor1: dragGradient.factor1,\r\n };\r\n\r\n if (dragGradient.factor2 !== undefined) {\r\n serializedGradient.factor2 = dragGradient.factor2;\r\n } else {\r\n serializedGradient.factor2 = dragGradient.factor1;\r\n }\r\n\r\n serializationObject.dragGradients.push(serializedGradient);\r\n }\r\n }\r\n\r\n const emitRateGradients = particleSystem.getEmitRateGradients();\r\n if (emitRateGradients) {\r\n serializationObject.emitRateGradients = [];\r\n for (const emitRateGradient of emitRateGradients) {\r\n const serializedGradient: any = {\r\n gradient: emitRateGradient.gradient,\r\n factor1: emitRateGradient.factor1,\r\n };\r\n\r\n if (emitRateGradient.factor2 !== undefined) {\r\n serializedGradient.factor2 = emitRateGradient.factor2;\r\n } else {\r\n serializedGradient.factor2 = emitRateGradient.factor1;\r\n }\r\n\r\n serializationObject.emitRateGradients.push(serializedGradient);\r\n }\r\n }\r\n\r\n const startSizeGradients = particleSystem.getStartSizeGradients();\r\n if (startSizeGradients) {\r\n serializationObject.startSizeGradients = [];\r\n for (const startSizeGradient of startSizeGradients) {\r\n const serializedGradient: any = {\r\n gradient: startSizeGradient.gradient,\r\n factor1: startSizeGradient.factor1,\r\n };\r\n\r\n if (startSizeGradient.factor2 !== undefined) {\r\n serializedGradient.factor2 = startSizeGradient.factor2;\r\n } else {\r\n serializedGradient.factor2 = startSizeGradient.factor1;\r\n }\r\n\r\n serializationObject.startSizeGradients.push(serializedGradient);\r\n }\r\n }\r\n\r\n const lifeTimeGradients = particleSystem.getLifeTimeGradients();\r\n if (lifeTimeGradients) {\r\n serializationObject.lifeTimeGradients = [];\r\n for (const lifeTimeGradient of lifeTimeGradients) {\r\n const serializedGradient: any = {\r\n gradient: lifeTimeGradient.gradient,\r\n factor1: lifeTimeGradient.factor1,\r\n };\r\n\r\n if (lifeTimeGradient.factor2 !== undefined) {\r\n serializedGradient.factor2 = lifeTimeGradient.factor2;\r\n } else {\r\n serializedGradient.factor2 = lifeTimeGradient.factor1;\r\n }\r\n\r\n serializationObject.lifeTimeGradients.push(serializedGradient);\r\n }\r\n }\r\n\r\n const limitVelocityGradients = particleSystem.getLimitVelocityGradients();\r\n if (limitVelocityGradients) {\r\n serializationObject.limitVelocityGradients = [];\r\n for (const limitVelocityGradient of limitVelocityGradients) {\r\n const serializedGradient: any = {\r\n gradient: limitVelocityGradient.gradient,\r\n factor1: limitVelocityGradient.factor1,\r\n };\r\n\r\n if (limitVelocityGradient.factor2 !== undefined) {\r\n serializedGradient.factor2 = limitVelocityGradient.factor2;\r\n } else {\r\n serializedGradient.factor2 = limitVelocityGradient.factor1;\r\n }\r\n\r\n serializationObject.limitVelocityGradients.push(serializedGradient);\r\n }\r\n\r\n serializationObject.limitVelocityDamping = particleSystem.limitVelocityDamping;\r\n }\r\n\r\n if (particleSystem.noiseTexture) {\r\n serializationObject.noiseTexture = particleSystem.noiseTexture.serialize();\r\n }\r\n }\r\n\r\n // Clone\r\n /**\r\n * Clones the particle system.\r\n * @param name The name of the cloned object\r\n * @param newEmitter The new emitter to use\r\n * @param cloneTexture Also clone the textures if true\r\n * @returns the cloned particle system\r\n */\r\n public override clone(name: string, newEmitter: any, cloneTexture = false): ParticleSystem {\r\n const custom = { ...this._customWrappers };\r\n let program: any = null;\r\n const engine = this._engine as Engine;\r\n if (engine.createEffectForParticles) {\r\n if (this.customShader != null) {\r\n program = this.customShader;\r\n const defines: string = program.shaderOptions.defines.length > 0 ? program.shaderOptions.defines.join(\"\\n\") : \"\";\r\n const effect = engine.createEffectForParticles(program.shaderPath.fragmentElement, program.shaderOptions.uniforms, program.shaderOptions.samplers, defines);\r\n if (!custom[0]) {\r\n this.setCustomEffect(effect, 0);\r\n } else {\r\n custom[0].effect = effect;\r\n }\r\n }\r\n }\r\n\r\n const serialization = this.serialize(cloneTexture);\r\n const result = ParticleSystem.Parse(serialization, this._scene || this._engine, this._rootUrl);\r\n result.name = name;\r\n result.customShader = program;\r\n result._customWrappers = custom;\r\n\r\n if (newEmitter === undefined) {\r\n newEmitter = this.emitter;\r\n }\r\n\r\n if (this.noiseTexture) {\r\n result.noiseTexture = this.noiseTexture.clone();\r\n }\r\n\r\n result.emitter = newEmitter;\r\n if (!this.preventAutoStart) {\r\n result.start();\r\n }\r\n\r\n return result;\r\n }\r\n}\r\n\r\nSubEmitter._ParseParticleSystem = ParticleSystem.Parse;\r\n"]}
1
+ 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{ ThinParticleSystem } from \"./thinParticleSystem\";\r\nimport type { IParticleEmitterType } from \"./EmitterTypes/IParticleEmitterType\";\r\nimport { SubEmitter, SubEmitterType } from \"./subEmitter\";\r\nimport { Color3, Color4 } from \"../Maths/math.color\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport type { IParticleSystem } from \"./IParticleSystem\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\nimport { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport { GetClass } from \"../Misc/typeStore\";\r\nimport type { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport type { Particle } from \"./particle\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { SerializationHelper } from \"../Misc/decorators.serialization\";\r\nimport { MeshParticleEmitter } from \"./EmitterTypes/meshParticleEmitter\";\r\nimport { CustomParticleEmitter } from \"./EmitterTypes/customParticleEmitter\";\r\nimport { BoxParticleEmitter } from \"./EmitterTypes/boxParticleEmitter\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport { PointParticleEmitter } from \"./EmitterTypes/pointParticleEmitter\";\r\nimport { HemisphericParticleEmitter } from \"./EmitterTypes/hemisphericParticleEmitter\";\r\nimport { SphereDirectedParticleEmitter, SphereParticleEmitter } from \"./EmitterTypes/sphereParticleEmitter\";\r\nimport { CylinderDirectedParticleEmitter, CylinderParticleEmitter } from \"./EmitterTypes/cylinderParticleEmitter\";\r\nimport { ConeDirectedParticleEmitter, ConeParticleEmitter } from \"./EmitterTypes/coneParticleEmitter\";\r\nimport {\r\n CreateConeEmitter,\r\n CreateCylinderEmitter,\r\n CreateDirectedCylinderEmitter,\r\n CreateDirectedSphereEmitter,\r\n CreateDirectedConeEmitter,\r\n CreateHemisphericEmitter,\r\n CreatePointEmitter,\r\n CreateSphereEmitter,\r\n} from \"./particleSystem.functions\";\r\n\r\n/**\r\n * This represents a particle system in Babylon.\r\n * 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.\r\n * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.\r\n * @example https://doc.babylonjs.com/features/featuresDeepDive/particles/particle_system/particle_system_intro\r\n */\r\nexport class ParticleSystem extends ThinParticleSystem {\r\n /**\r\n * Billboard mode will only apply to Y axis\r\n */\r\n public static readonly BILLBOARDMODE_Y = Constants.PARTICLES_BILLBOARDMODE_Y;\r\n /**\r\n * Billboard mode will apply to all axes\r\n */\r\n public static readonly BILLBOARDMODE_ALL = Constants.PARTICLES_BILLBOARDMODE_ALL;\r\n /**\r\n * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction\r\n */\r\n public static readonly BILLBOARDMODE_STRETCHED = Constants.PARTICLES_BILLBOARDMODE_STRETCHED;\r\n /**\r\n * Special billboard mode where the particle will be billboard to the camera but only around the axis of the direction of particle emission\r\n */\r\n public static readonly BILLBOARDMODE_STRETCHED_LOCAL = Constants.PARTICLES_BILLBOARDMODE_STRETCHED_LOCAL;\r\n\r\n // Sub-emitters\r\n private _rootParticleSystem: Nullable<ParticleSystem>;\r\n\r\n /**\r\n * The Sub-emitters templates that will be used to generate the sub particle system to be associated with the system, this property is used by the root particle system only.\r\n * When a particle is spawned, an array will be chosen at random and all the emitters in that array will be attached to the particle. (Default: [])\r\n */\r\n public subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;\r\n // the subEmitters field above converted to a constant type\r\n private _subEmitters: Array<Array<SubEmitter>>;\r\n /**\r\n * @internal\r\n * If the particle systems emitter should be disposed when the particle system is disposed\r\n */\r\n public _disposeEmitterOnDispose = false;\r\n /**\r\n * The current active Sub-systems, this property is used by the root particle system only.\r\n */\r\n public activeSubSystems: Array<ParticleSystem>;\r\n /**\r\n * Creates a Point Emitter for the particle system (emits directly from the emitter position)\r\n * @param direction1 Particles are emitted between the direction1 and direction2 from within the box\r\n * @param direction2 Particles are emitted between the direction1 and direction2 from within the box\r\n * @returns the emitter\r\n */\r\n public override createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter {\r\n const particleEmitter = CreatePointEmitter(direction1, direction2);\r\n this.particleEmitterType = particleEmitter;\r\n return particleEmitter;\r\n }\r\n\r\n /**\r\n * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)\r\n * @param radius The radius of the hemisphere to emit from\r\n * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius\r\n * @returns the emitter\r\n */\r\n public override createHemisphericEmitter(radius = 1, radiusRange = 1): HemisphericParticleEmitter {\r\n const particleEmitter = CreateHemisphericEmitter(radius, radiusRange);\r\n this.particleEmitterType = particleEmitter;\r\n return particleEmitter;\r\n }\r\n\r\n /**\r\n * Creates a Sphere Emitter for the particle system (emits along the sphere radius)\r\n * @param radius The radius of the sphere to emit from\r\n * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius\r\n * @returns the emitter\r\n */\r\n public override createSphereEmitter(radius = 1, radiusRange = 1): SphereParticleEmitter {\r\n const particleEmitter = CreateSphereEmitter(radius, radiusRange);\r\n this.particleEmitterType = particleEmitter;\r\n return particleEmitter;\r\n }\r\n\r\n /**\r\n * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)\r\n * @param radius The radius of the sphere to emit from\r\n * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere\r\n * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere\r\n * @returns the emitter\r\n */\r\n public override createDirectedSphereEmitter(radius = 1, direction1 = new Vector3(0, 1.0, 0), direction2 = new Vector3(0, 1.0, 0)): SphereDirectedParticleEmitter {\r\n const particleEmitter = CreateDirectedSphereEmitter(radius, direction1, direction2);\r\n this.particleEmitterType = particleEmitter;\r\n return particleEmitter;\r\n }\r\n\r\n /**\r\n * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)\r\n * @param radius The radius of the emission cylinder\r\n * @param height The height of the emission cylinder\r\n * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius\r\n * @param directionRandomizer How much to randomize the particle direction [0-1]\r\n * @returns the emitter\r\n */\r\n public override createCylinderEmitter(radius = 1, height = 1, radiusRange = 1, directionRandomizer = 0): CylinderParticleEmitter {\r\n const particleEmitter = CreateCylinderEmitter(radius, height, radiusRange, directionRandomizer);\r\n this.particleEmitterType = particleEmitter;\r\n return particleEmitter;\r\n }\r\n\r\n /**\r\n * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)\r\n * @param radius The radius of the cylinder to emit from\r\n * @param height The height of the emission cylinder\r\n * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)\r\n * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder\r\n * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder\r\n * @returns the emitter\r\n */\r\n public override createDirectedCylinderEmitter(\r\n radius = 1,\r\n height = 1,\r\n radiusRange = 1,\r\n direction1 = new Vector3(0, 1.0, 0),\r\n direction2 = new Vector3(0, 1.0, 0)\r\n ): CylinderDirectedParticleEmitter {\r\n const particleEmitter = CreateDirectedCylinderEmitter(radius, height, radiusRange, direction1, direction2);\r\n this.particleEmitterType = particleEmitter;\r\n return particleEmitter;\r\n }\r\n\r\n /**\r\n * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)\r\n * @param radius The radius of the cone to emit from\r\n * @param angle The base angle of the cone\r\n * @returns the emitter\r\n */\r\n public override createConeEmitter(radius = 1, angle = Math.PI / 4): ConeParticleEmitter {\r\n const particleEmitter = CreateConeEmitter(radius, angle);\r\n this.particleEmitterType = particleEmitter;\r\n return particleEmitter;\r\n }\r\n public override createDirectedConeEmitter(\r\n radius = 1,\r\n angle = Math.PI / 4,\r\n direction1 = new Vector3(0, 1.0, 0),\r\n direction2 = new Vector3(0, 1.0, 0)\r\n ): ConeDirectedParticleEmitter {\r\n const particleEmitter = CreateDirectedConeEmitter(radius, angle, direction1, direction2);\r\n this.particleEmitterType = particleEmitter;\r\n return particleEmitter;\r\n }\r\n\r\n /**\r\n * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)\r\n * @param direction1 Particles are emitted between the direction1 and direction2 from within the box\r\n * @param direction2 Particles are emitted between the direction1 and direction2 from within the box\r\n * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox\r\n * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox\r\n * @returns the emitter\r\n */\r\n public override createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter {\r\n const particleEmitter = new BoxParticleEmitter();\r\n this.particleEmitterType = particleEmitter;\r\n this.direction1 = direction1;\r\n this.direction2 = direction2;\r\n this.minEmitBox = minEmitBox;\r\n this.maxEmitBox = maxEmitBox;\r\n return particleEmitter;\r\n }\r\n\r\n private _prepareSubEmitterInternalArray() {\r\n this._subEmitters = new Array<Array<SubEmitter>>();\r\n if (this.subEmitters) {\r\n this.subEmitters.forEach((subEmitter) => {\r\n if (subEmitter instanceof ParticleSystem) {\r\n this._subEmitters.push([new SubEmitter(subEmitter)]);\r\n } else if (subEmitter instanceof SubEmitter) {\r\n this._subEmitters.push([subEmitter]);\r\n } else if (subEmitter instanceof Array) {\r\n this._subEmitters.push(subEmitter);\r\n }\r\n });\r\n }\r\n }\r\n\r\n private _stopSubEmitters(): void {\r\n if (!this.activeSubSystems) {\r\n return;\r\n }\r\n this.activeSubSystems.forEach((subSystem) => {\r\n subSystem.stop(true);\r\n });\r\n this.activeSubSystems = [] as ParticleSystem[];\r\n }\r\n\r\n private _removeFromRoot(): void {\r\n if (!this._rootParticleSystem) {\r\n return;\r\n }\r\n\r\n const index = this._rootParticleSystem.activeSubSystems.indexOf(this);\r\n if (index !== -1) {\r\n this._rootParticleSystem.activeSubSystems.splice(index, 1);\r\n }\r\n\r\n this._rootParticleSystem = null;\r\n }\r\n\r\n public override _emitFromParticle: (particle: Particle) => void = (particle) => {\r\n if (!this._subEmitters || this._subEmitters.length === 0) {\r\n return;\r\n }\r\n const templateIndex = Math.floor(Math.random() * this._subEmitters.length);\r\n\r\n this._subEmitters[templateIndex].forEach((subEmitter) => {\r\n if (subEmitter.type === SubEmitterType.END) {\r\n const subSystem = subEmitter.clone();\r\n particle._inheritParticleInfoToSubEmitter(subSystem);\r\n subSystem.particleSystem._rootParticleSystem = this;\r\n this.activeSubSystems.push(subSystem.particleSystem);\r\n subSystem.particleSystem.start();\r\n }\r\n });\r\n };\r\n\r\n public override _preStart() {\r\n // Convert the subEmitters field to the constant type field _subEmitters\r\n this._prepareSubEmitterInternalArray();\r\n\r\n if (this._subEmitters && this._subEmitters.length != 0) {\r\n this.activeSubSystems = [] as ParticleSystem[];\r\n }\r\n }\r\n\r\n public override _postStop(stopSubEmitters: boolean) {\r\n if (stopSubEmitters) {\r\n this._stopSubEmitters();\r\n }\r\n }\r\n\r\n public override _prepareParticle(particle: Particle): void {\r\n // Attach emitters\r\n if (this._subEmitters && this._subEmitters.length > 0) {\r\n const subEmitters = this._subEmitters[Math.floor(Math.random() * this._subEmitters.length)];\r\n particle._attachedSubEmitters = [];\r\n subEmitters.forEach((subEmitter) => {\r\n if (subEmitter.type === SubEmitterType.ATTACHED) {\r\n const newEmitter = subEmitter.clone();\r\n (<Array<SubEmitter>>particle._attachedSubEmitters).push(newEmitter);\r\n newEmitter.particleSystem.start();\r\n }\r\n });\r\n }\r\n }\r\n\r\n /** @internal */\r\n public override _onDispose(disposeAttachedSubEmitters = false, disposeEndSubEmitters = false) {\r\n this._removeFromRoot();\r\n\r\n if (this.subEmitters && !this._subEmitters) {\r\n this._prepareSubEmitterInternalArray();\r\n }\r\n\r\n if (disposeAttachedSubEmitters) {\r\n this.particles?.forEach((particle) => {\r\n if (particle._attachedSubEmitters) {\r\n for (let i = particle._attachedSubEmitters.length - 1; i >= 0; i -= 1) {\r\n particle._attachedSubEmitters[i].dispose();\r\n }\r\n }\r\n });\r\n }\r\n\r\n if (disposeEndSubEmitters) {\r\n if (this.activeSubSystems) {\r\n for (let i = this.activeSubSystems.length - 1; i >= 0; i -= 1) {\r\n this.activeSubSystems[i].dispose();\r\n }\r\n }\r\n }\r\n\r\n if (this._subEmitters && this._subEmitters.length) {\r\n for (let index = 0; index < this._subEmitters.length; index++) {\r\n for (const subEmitter of this._subEmitters[index]) {\r\n subEmitter.dispose();\r\n }\r\n }\r\n\r\n this._subEmitters = [];\r\n this.subEmitters = [];\r\n }\r\n\r\n if (this._disposeEmitterOnDispose && this.emitter && (this.emitter as AbstractMesh).dispose) {\r\n (<AbstractMesh>this.emitter).dispose(true);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, sceneOrEngine: Scene | AbstractEngine, rootUrl: string) {\r\n let scene: Nullable<Scene>;\r\n\r\n if (sceneOrEngine instanceof AbstractEngine) {\r\n scene = null;\r\n } else {\r\n scene = sceneOrEngine as Scene;\r\n }\r\n\r\n const internalClass = GetClass(\"BABYLON.Texture\");\r\n if (internalClass && scene) {\r\n // Texture\r\n if (parsedParticleSystem.texture) {\r\n particleSystem.particleTexture = internalClass.Parse(parsedParticleSystem.texture, scene, rootUrl) as BaseTexture;\r\n } else if (parsedParticleSystem.textureName) {\r\n particleSystem.particleTexture = new internalClass(\r\n rootUrl + parsedParticleSystem.textureName,\r\n scene,\r\n false,\r\n parsedParticleSystem.invertY !== undefined ? parsedParticleSystem.invertY : true\r\n );\r\n particleSystem.particleTexture!.name = parsedParticleSystem.textureName;\r\n }\r\n }\r\n\r\n // Emitter\r\n if (!parsedParticleSystem.emitterId && parsedParticleSystem.emitterId !== 0 && parsedParticleSystem.emitter === undefined) {\r\n particleSystem.emitter = Vector3.Zero();\r\n } else if (parsedParticleSystem.emitterId && scene) {\r\n particleSystem.emitter = scene.getLastMeshById(parsedParticleSystem.emitterId);\r\n } else {\r\n particleSystem.emitter = Vector3.FromArray(parsedParticleSystem.emitter);\r\n }\r\n\r\n particleSystem.isLocal = !!parsedParticleSystem.isLocal;\r\n\r\n // Misc.\r\n if (parsedParticleSystem.renderingGroupId !== undefined) {\r\n particleSystem.renderingGroupId = parsedParticleSystem.renderingGroupId;\r\n }\r\n\r\n if (parsedParticleSystem.isBillboardBased !== undefined) {\r\n particleSystem.isBillboardBased = parsedParticleSystem.isBillboardBased;\r\n }\r\n\r\n if (parsedParticleSystem.billboardMode !== undefined) {\r\n particleSystem.billboardMode = parsedParticleSystem.billboardMode;\r\n }\r\n\r\n if (parsedParticleSystem.useLogarithmicDepth !== undefined) {\r\n particleSystem.useLogarithmicDepth = parsedParticleSystem.useLogarithmicDepth;\r\n }\r\n\r\n // Animations\r\n if (parsedParticleSystem.animations) {\r\n for (let animationIndex = 0; animationIndex < parsedParticleSystem.animations.length; animationIndex++) {\r\n const parsedAnimation = parsedParticleSystem.animations[animationIndex];\r\n const internalClass = GetClass(\"BABYLON.Animation\");\r\n if (internalClass) {\r\n particleSystem.animations.push(internalClass.Parse(parsedAnimation));\r\n }\r\n }\r\n particleSystem.beginAnimationOnStart = parsedParticleSystem.beginAnimationOnStart;\r\n particleSystem.beginAnimationFrom = parsedParticleSystem.beginAnimationFrom;\r\n particleSystem.beginAnimationTo = parsedParticleSystem.beginAnimationTo;\r\n particleSystem.beginAnimationLoop = parsedParticleSystem.beginAnimationLoop;\r\n }\r\n\r\n if (parsedParticleSystem.autoAnimate && scene) {\r\n scene.beginAnimation(\r\n particleSystem,\r\n parsedParticleSystem.autoAnimateFrom,\r\n parsedParticleSystem.autoAnimateTo,\r\n parsedParticleSystem.autoAnimateLoop,\r\n parsedParticleSystem.autoAnimateSpeed || 1.0\r\n );\r\n }\r\n\r\n // Particle system\r\n particleSystem.startDelay = parsedParticleSystem.startDelay | 0;\r\n particleSystem.minAngularSpeed = parsedParticleSystem.minAngularSpeed;\r\n particleSystem.maxAngularSpeed = parsedParticleSystem.maxAngularSpeed;\r\n particleSystem.minSize = parsedParticleSystem.minSize;\r\n particleSystem.maxSize = parsedParticleSystem.maxSize;\r\n\r\n if (parsedParticleSystem.minScaleX) {\r\n particleSystem.minScaleX = parsedParticleSystem.minScaleX;\r\n particleSystem.maxScaleX = parsedParticleSystem.maxScaleX;\r\n particleSystem.minScaleY = parsedParticleSystem.minScaleY;\r\n particleSystem.maxScaleY = parsedParticleSystem.maxScaleY;\r\n }\r\n\r\n if (parsedParticleSystem.preWarmCycles !== undefined) {\r\n particleSystem.preWarmCycles = parsedParticleSystem.preWarmCycles;\r\n particleSystem.preWarmStepOffset = parsedParticleSystem.preWarmStepOffset;\r\n }\r\n\r\n if (parsedParticleSystem.minInitialRotation !== undefined) {\r\n particleSystem.minInitialRotation = parsedParticleSystem.minInitialRotation;\r\n particleSystem.maxInitialRotation = parsedParticleSystem.maxInitialRotation;\r\n }\r\n\r\n particleSystem.minLifeTime = parsedParticleSystem.minLifeTime;\r\n particleSystem.maxLifeTime = parsedParticleSystem.maxLifeTime;\r\n particleSystem.minEmitPower = parsedParticleSystem.minEmitPower;\r\n particleSystem.maxEmitPower = parsedParticleSystem.maxEmitPower;\r\n particleSystem.emitRate = parsedParticleSystem.emitRate;\r\n particleSystem.gravity = Vector3.FromArray(parsedParticleSystem.gravity);\r\n if (parsedParticleSystem.noiseStrength) {\r\n particleSystem.noiseStrength = Vector3.FromArray(parsedParticleSystem.noiseStrength);\r\n }\r\n particleSystem.color1 = Color4.FromArray(parsedParticleSystem.color1);\r\n particleSystem.color2 = Color4.FromArray(parsedParticleSystem.color2);\r\n particleSystem.colorDead = Color4.FromArray(parsedParticleSystem.colorDead);\r\n particleSystem.updateSpeed = parsedParticleSystem.updateSpeed;\r\n particleSystem.targetStopDuration = parsedParticleSystem.targetStopDuration;\r\n particleSystem.blendMode = parsedParticleSystem.blendMode;\r\n\r\n if (parsedParticleSystem.colorGradients) {\r\n for (const colorGradient of parsedParticleSystem.colorGradients) {\r\n particleSystem.addColorGradient(\r\n colorGradient.gradient,\r\n Color4.FromArray(colorGradient.color1),\r\n colorGradient.color2 ? Color4.FromArray(colorGradient.color2) : undefined\r\n );\r\n }\r\n }\r\n\r\n if (parsedParticleSystem.rampGradients) {\r\n for (const rampGradient of parsedParticleSystem.rampGradients) {\r\n particleSystem.addRampGradient(rampGradient.gradient, Color3.FromArray(rampGradient.color));\r\n }\r\n particleSystem.useRampGradients = parsedParticleSystem.useRampGradients;\r\n }\r\n\r\n if (parsedParticleSystem.colorRemapGradients) {\r\n for (const colorRemapGradient of parsedParticleSystem.colorRemapGradients) {\r\n particleSystem.addColorRemapGradient(\r\n colorRemapGradient.gradient,\r\n colorRemapGradient.factor1 !== undefined ? colorRemapGradient.factor1 : colorRemapGradient.factor,\r\n colorRemapGradient.factor2\r\n );\r\n }\r\n }\r\n\r\n if (parsedParticleSystem.alphaRemapGradients) {\r\n for (const alphaRemapGradient of parsedParticleSystem.alphaRemapGradients) {\r\n particleSystem.addAlphaRemapGradient(\r\n alphaRemapGradient.gradient,\r\n alphaRemapGradient.factor1 !== undefined ? alphaRemapGradient.factor1 : alphaRemapGradient.factor,\r\n alphaRemapGradient.factor2\r\n );\r\n }\r\n }\r\n\r\n if (parsedParticleSystem.sizeGradients) {\r\n for (const sizeGradient of parsedParticleSystem.sizeGradients) {\r\n particleSystem.addSizeGradient(sizeGradient.gradient, sizeGradient.factor1 !== undefined ? sizeGradient.factor1 : sizeGradient.factor, sizeGradient.factor2);\r\n }\r\n }\r\n\r\n if (parsedParticleSystem.angularSpeedGradients) {\r\n for (const angularSpeedGradient of parsedParticleSystem.angularSpeedGradients) {\r\n particleSystem.addAngularSpeedGradient(\r\n angularSpeedGradient.gradient,\r\n angularSpeedGradient.factor1 !== undefined ? angularSpeedGradient.factor1 : angularSpeedGradient.factor,\r\n angularSpeedGradient.factor2\r\n );\r\n }\r\n }\r\n\r\n if (parsedParticleSystem.velocityGradients) {\r\n for (const velocityGradient of parsedParticleSystem.velocityGradients) {\r\n particleSystem.addVelocityGradient(\r\n velocityGradient.gradient,\r\n velocityGradient.factor1 !== undefined ? velocityGradient.factor1 : velocityGradient.factor,\r\n velocityGradient.factor2\r\n );\r\n }\r\n }\r\n\r\n if (parsedParticleSystem.dragGradients) {\r\n for (const dragGradient of parsedParticleSystem.dragGradients) {\r\n particleSystem.addDragGradient(dragGradient.gradient, dragGradient.factor1 !== undefined ? dragGradient.factor1 : dragGradient.factor, dragGradient.factor2);\r\n }\r\n }\r\n\r\n if (parsedParticleSystem.emitRateGradients) {\r\n for (const emitRateGradient of parsedParticleSystem.emitRateGradients) {\r\n particleSystem.addEmitRateGradient(\r\n emitRateGradient.gradient,\r\n emitRateGradient.factor1 !== undefined ? emitRateGradient.factor1 : emitRateGradient.factor,\r\n emitRateGradient.factor2\r\n );\r\n }\r\n }\r\n\r\n if (parsedParticleSystem.startSizeGradients) {\r\n for (const startSizeGradient of parsedParticleSystem.startSizeGradients) {\r\n particleSystem.addStartSizeGradient(\r\n startSizeGradient.gradient,\r\n startSizeGradient.factor1 !== undefined ? startSizeGradient.factor1 : startSizeGradient.factor,\r\n startSizeGradient.factor2\r\n );\r\n }\r\n }\r\n\r\n if (parsedParticleSystem.lifeTimeGradients) {\r\n for (const lifeTimeGradient of parsedParticleSystem.lifeTimeGradients) {\r\n particleSystem.addLifeTimeGradient(\r\n lifeTimeGradient.gradient,\r\n lifeTimeGradient.factor1 !== undefined ? lifeTimeGradient.factor1 : lifeTimeGradient.factor,\r\n lifeTimeGradient.factor2\r\n );\r\n }\r\n }\r\n\r\n if (parsedParticleSystem.limitVelocityGradients) {\r\n for (const limitVelocityGradient of parsedParticleSystem.limitVelocityGradients) {\r\n particleSystem.addLimitVelocityGradient(\r\n limitVelocityGradient.gradient,\r\n limitVelocityGradient.factor1 !== undefined ? limitVelocityGradient.factor1 : limitVelocityGradient.factor,\r\n limitVelocityGradient.factor2\r\n );\r\n }\r\n particleSystem.limitVelocityDamping = parsedParticleSystem.limitVelocityDamping;\r\n }\r\n\r\n if (parsedParticleSystem.noiseTexture && scene) {\r\n const internalClass = GetClass(\"BABYLON.ProceduralTexture\");\r\n particleSystem.noiseTexture = internalClass.Parse(parsedParticleSystem.noiseTexture, scene, rootUrl);\r\n }\r\n\r\n // Emitter\r\n let emitterType: IParticleEmitterType;\r\n if (parsedParticleSystem.particleEmitterType) {\r\n switch (parsedParticleSystem.particleEmitterType.type) {\r\n case \"SphereParticleEmitter\":\r\n emitterType = new SphereParticleEmitter();\r\n break;\r\n case \"SphereDirectedParticleEmitter\":\r\n emitterType = new SphereDirectedParticleEmitter();\r\n break;\r\n case \"ConeEmitter\":\r\n case \"ConeParticleEmitter\":\r\n emitterType = new ConeParticleEmitter();\r\n break;\r\n case \"ConeDirectedParticleEmitter\":\r\n emitterType = new ConeDirectedParticleEmitter();\r\n break;\r\n case \"CylinderParticleEmitter\":\r\n emitterType = new CylinderParticleEmitter();\r\n break;\r\n case \"CylinderDirectedParticleEmitter\":\r\n emitterType = new CylinderDirectedParticleEmitter();\r\n break;\r\n case \"HemisphericParticleEmitter\":\r\n emitterType = new HemisphericParticleEmitter();\r\n break;\r\n case \"PointParticleEmitter\":\r\n emitterType = new PointParticleEmitter();\r\n break;\r\n case \"MeshParticleEmitter\":\r\n emitterType = new MeshParticleEmitter();\r\n break;\r\n case \"CustomParticleEmitter\":\r\n emitterType = new CustomParticleEmitter();\r\n break;\r\n case \"BoxEmitter\":\r\n case \"BoxParticleEmitter\":\r\n default:\r\n emitterType = new BoxParticleEmitter();\r\n break;\r\n }\r\n\r\n emitterType.parse(parsedParticleSystem.particleEmitterType, scene);\r\n } else {\r\n emitterType = new BoxParticleEmitter();\r\n emitterType.parse(parsedParticleSystem, scene);\r\n }\r\n particleSystem.particleEmitterType = emitterType;\r\n\r\n // Animation sheet\r\n particleSystem.startSpriteCellID = parsedParticleSystem.startSpriteCellID;\r\n particleSystem.endSpriteCellID = parsedParticleSystem.endSpriteCellID;\r\n particleSystem.spriteCellLoop = parsedParticleSystem.spriteCellLoop ?? true;\r\n particleSystem.spriteCellWidth = parsedParticleSystem.spriteCellWidth;\r\n particleSystem.spriteCellHeight = parsedParticleSystem.spriteCellHeight;\r\n particleSystem.spriteCellChangeSpeed = parsedParticleSystem.spriteCellChangeSpeed;\r\n particleSystem.spriteRandomStartCell = parsedParticleSystem.spriteRandomStartCell;\r\n\r\n particleSystem.disposeOnStop = parsedParticleSystem.disposeOnStop ?? false;\r\n particleSystem.manualEmitCount = parsedParticleSystem.manualEmitCount ?? -1;\r\n }\r\n\r\n /**\r\n * Parses a JSON object to create a particle system.\r\n * @param parsedParticleSystem The JSON object to parse\r\n * @param sceneOrEngine The scene or the engine to create the particle system in\r\n * @param rootUrl The root url to use to load external dependencies like texture\r\n * @param doNotStart Ignore the preventAutoStart attribute and does not start\r\n * @param capacity defines the system capacity (if null or undefined the sotred capacity will be used)\r\n * @returns the Parsed particle system\r\n */\r\n public static Parse(parsedParticleSystem: any, sceneOrEngine: Scene | AbstractEngine, rootUrl: string, doNotStart = false, capacity?: number): ParticleSystem {\r\n const name = parsedParticleSystem.name;\r\n let custom: Nullable<Effect> = null;\r\n let program: any = null;\r\n let engine: AbstractEngine;\r\n let scene: Nullable<Scene>;\r\n\r\n if (sceneOrEngine instanceof AbstractEngine) {\r\n engine = sceneOrEngine;\r\n } else {\r\n scene = sceneOrEngine as Scene;\r\n engine = scene.getEngine();\r\n }\r\n\r\n if (parsedParticleSystem.customShader && (engine as any).createEffectForParticles) {\r\n program = parsedParticleSystem.customShader;\r\n const defines: string = program.shaderOptions.defines.length > 0 ? program.shaderOptions.defines.join(\"\\n\") : \"\";\r\n custom = (engine as any).createEffectForParticles(program.shaderPath.fragmentElement, program.shaderOptions.uniforms, program.shaderOptions.samplers, defines);\r\n }\r\n const particleSystem = new ParticleSystem(name, capacity || parsedParticleSystem.capacity, sceneOrEngine, custom, parsedParticleSystem.isAnimationSheetEnabled);\r\n particleSystem.customShader = program;\r\n particleSystem._rootUrl = rootUrl;\r\n\r\n if (parsedParticleSystem.id) {\r\n particleSystem.id = parsedParticleSystem.id;\r\n }\r\n\r\n // SubEmitters\r\n if (parsedParticleSystem.subEmitters) {\r\n particleSystem.subEmitters = [];\r\n for (const cell of parsedParticleSystem.subEmitters) {\r\n const cellArray = [];\r\n for (const sub of cell) {\r\n cellArray.push(SubEmitter.Parse(sub, sceneOrEngine, rootUrl));\r\n }\r\n\r\n particleSystem.subEmitters.push(cellArray);\r\n }\r\n }\r\n\r\n ParticleSystem._Parse(parsedParticleSystem, particleSystem, sceneOrEngine, rootUrl);\r\n\r\n if (parsedParticleSystem.textureMask) {\r\n particleSystem.textureMask = Color4.FromArray(parsedParticleSystem.textureMask);\r\n }\r\n\r\n if (parsedParticleSystem.worldOffset) {\r\n particleSystem.worldOffset = Vector3.FromArray(parsedParticleSystem.worldOffset);\r\n }\r\n\r\n // Auto start\r\n if (parsedParticleSystem.preventAutoStart) {\r\n particleSystem.preventAutoStart = parsedParticleSystem.preventAutoStart;\r\n }\r\n\r\n if (!doNotStart && !particleSystem.preventAutoStart) {\r\n particleSystem.start();\r\n }\r\n\r\n return particleSystem;\r\n }\r\n\r\n /**\r\n * Serializes the particle system to a JSON object\r\n * @param serializeTexture defines if the texture must be serialized as well\r\n * @returns the JSON object\r\n */\r\n public override serialize(serializeTexture = false): any {\r\n const serializationObject: any = {};\r\n\r\n ParticleSystem._Serialize(serializationObject, this, serializeTexture);\r\n\r\n serializationObject.textureMask = this.textureMask.asArray();\r\n serializationObject.customShader = this.customShader;\r\n serializationObject.preventAutoStart = this.preventAutoStart;\r\n serializationObject.worldOffset = this.worldOffset.asArray();\r\n\r\n // SubEmitters\r\n if (this.subEmitters) {\r\n serializationObject.subEmitters = [];\r\n\r\n if (!this._subEmitters) {\r\n this._prepareSubEmitterInternalArray();\r\n }\r\n\r\n for (const subs of this._subEmitters) {\r\n const cell = [];\r\n for (const sub of subs) {\r\n cell.push(sub.serialize(serializeTexture));\r\n }\r\n\r\n serializationObject.subEmitters.push(cell);\r\n }\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _Serialize(serializationObject: any, particleSystem: IParticleSystem, serializeTexture: boolean) {\r\n serializationObject.name = particleSystem.name;\r\n serializationObject.id = particleSystem.id;\r\n\r\n serializationObject.capacity = particleSystem.getCapacity();\r\n\r\n serializationObject.disposeOnStop = particleSystem.disposeOnStop;\r\n serializationObject.manualEmitCount = particleSystem.manualEmitCount;\r\n\r\n // Emitter\r\n if ((<AbstractMesh>particleSystem.emitter).position) {\r\n const emitterMesh = <AbstractMesh>particleSystem.emitter;\r\n serializationObject.emitterId = emitterMesh.id;\r\n } else {\r\n const emitterPosition = <Vector3>particleSystem.emitter;\r\n serializationObject.emitter = emitterPosition.asArray();\r\n }\r\n\r\n // Emitter\r\n if (particleSystem.particleEmitterType) {\r\n serializationObject.particleEmitterType = particleSystem.particleEmitterType.serialize();\r\n }\r\n\r\n if (particleSystem.particleTexture) {\r\n if (serializeTexture) {\r\n serializationObject.texture = particleSystem.particleTexture.serialize();\r\n } else {\r\n serializationObject.textureName = particleSystem.particleTexture.name;\r\n serializationObject.invertY = !!(particleSystem.particleTexture as any)._invertY;\r\n }\r\n }\r\n\r\n serializationObject.isLocal = particleSystem.isLocal;\r\n\r\n // Animations\r\n SerializationHelper.AppendSerializedAnimations(particleSystem, serializationObject);\r\n serializationObject.beginAnimationOnStart = particleSystem.beginAnimationOnStart;\r\n serializationObject.beginAnimationFrom = particleSystem.beginAnimationFrom;\r\n serializationObject.beginAnimationTo = particleSystem.beginAnimationTo;\r\n serializationObject.beginAnimationLoop = particleSystem.beginAnimationLoop;\r\n\r\n // Particle system\r\n serializationObject.startDelay = particleSystem.startDelay;\r\n serializationObject.renderingGroupId = particleSystem.renderingGroupId;\r\n serializationObject.isBillboardBased = particleSystem.isBillboardBased;\r\n serializationObject.billboardMode = particleSystem.billboardMode;\r\n serializationObject.minAngularSpeed = particleSystem.minAngularSpeed;\r\n serializationObject.maxAngularSpeed = particleSystem.maxAngularSpeed;\r\n serializationObject.minSize = particleSystem.minSize;\r\n serializationObject.maxSize = particleSystem.maxSize;\r\n serializationObject.minScaleX = particleSystem.minScaleX;\r\n serializationObject.maxScaleX = particleSystem.maxScaleX;\r\n serializationObject.minScaleY = particleSystem.minScaleY;\r\n serializationObject.maxScaleY = particleSystem.maxScaleY;\r\n serializationObject.minEmitPower = particleSystem.minEmitPower;\r\n serializationObject.maxEmitPower = particleSystem.maxEmitPower;\r\n serializationObject.minLifeTime = particleSystem.minLifeTime;\r\n serializationObject.maxLifeTime = particleSystem.maxLifeTime;\r\n serializationObject.emitRate = particleSystem.emitRate;\r\n serializationObject.gravity = particleSystem.gravity.asArray();\r\n serializationObject.noiseStrength = particleSystem.noiseStrength.asArray();\r\n serializationObject.color1 = particleSystem.color1.asArray();\r\n serializationObject.color2 = particleSystem.color2.asArray();\r\n serializationObject.colorDead = particleSystem.colorDead.asArray();\r\n serializationObject.updateSpeed = particleSystem.updateSpeed;\r\n serializationObject.targetStopDuration = particleSystem.targetStopDuration;\r\n serializationObject.blendMode = particleSystem.blendMode;\r\n serializationObject.preWarmCycles = particleSystem.preWarmCycles;\r\n serializationObject.preWarmStepOffset = particleSystem.preWarmStepOffset;\r\n serializationObject.minInitialRotation = particleSystem.minInitialRotation;\r\n serializationObject.maxInitialRotation = particleSystem.maxInitialRotation;\r\n serializationObject.startSpriteCellID = particleSystem.startSpriteCellID;\r\n serializationObject.spriteCellLoop = particleSystem.spriteCellLoop;\r\n serializationObject.endSpriteCellID = particleSystem.endSpriteCellID;\r\n serializationObject.spriteCellChangeSpeed = particleSystem.spriteCellChangeSpeed;\r\n serializationObject.spriteCellWidth = particleSystem.spriteCellWidth;\r\n serializationObject.spriteCellHeight = particleSystem.spriteCellHeight;\r\n serializationObject.spriteRandomStartCell = particleSystem.spriteRandomStartCell;\r\n serializationObject.isAnimationSheetEnabled = particleSystem.isAnimationSheetEnabled;\r\n serializationObject.useLogarithmicDepth = particleSystem.useLogarithmicDepth;\r\n\r\n const colorGradients = particleSystem.getColorGradients();\r\n if (colorGradients) {\r\n serializationObject.colorGradients = [];\r\n for (const colorGradient of colorGradients) {\r\n const serializedGradient: any = {\r\n gradient: colorGradient.gradient,\r\n color1: colorGradient.color1.asArray(),\r\n };\r\n\r\n if (colorGradient.color2) {\r\n serializedGradient.color2 = colorGradient.color2.asArray();\r\n } else {\r\n serializedGradient.color2 = colorGradient.color1.asArray();\r\n }\r\n\r\n serializationObject.colorGradients.push(serializedGradient);\r\n }\r\n }\r\n\r\n const rampGradients = particleSystem.getRampGradients();\r\n if (rampGradients) {\r\n serializationObject.rampGradients = [];\r\n for (const rampGradient of rampGradients) {\r\n const serializedGradient: any = {\r\n gradient: rampGradient.gradient,\r\n color: rampGradient.color.asArray(),\r\n };\r\n\r\n serializationObject.rampGradients.push(serializedGradient);\r\n }\r\n serializationObject.useRampGradients = particleSystem.useRampGradients;\r\n }\r\n\r\n const colorRemapGradients = particleSystem.getColorRemapGradients();\r\n if (colorRemapGradients) {\r\n serializationObject.colorRemapGradients = [];\r\n for (const colorRemapGradient of colorRemapGradients) {\r\n const serializedGradient: any = {\r\n gradient: colorRemapGradient.gradient,\r\n factor1: colorRemapGradient.factor1,\r\n };\r\n\r\n if (colorRemapGradient.factor2 !== undefined) {\r\n serializedGradient.factor2 = colorRemapGradient.factor2;\r\n } else {\r\n serializedGradient.factor2 = colorRemapGradient.factor1;\r\n }\r\n\r\n serializationObject.colorRemapGradients.push(serializedGradient);\r\n }\r\n }\r\n\r\n const alphaRemapGradients = particleSystem.getAlphaRemapGradients();\r\n if (alphaRemapGradients) {\r\n serializationObject.alphaRemapGradients = [];\r\n for (const alphaRemapGradient of alphaRemapGradients) {\r\n const serializedGradient: any = {\r\n gradient: alphaRemapGradient.gradient,\r\n factor1: alphaRemapGradient.factor1,\r\n };\r\n\r\n if (alphaRemapGradient.factor2 !== undefined) {\r\n serializedGradient.factor2 = alphaRemapGradient.factor2;\r\n } else {\r\n serializedGradient.factor2 = alphaRemapGradient.factor1;\r\n }\r\n\r\n serializationObject.alphaRemapGradients.push(serializedGradient);\r\n }\r\n }\r\n\r\n const sizeGradients = particleSystem.getSizeGradients();\r\n if (sizeGradients) {\r\n serializationObject.sizeGradients = [];\r\n for (const sizeGradient of sizeGradients) {\r\n const serializedGradient: any = {\r\n gradient: sizeGradient.gradient,\r\n factor1: sizeGradient.factor1,\r\n };\r\n\r\n if (sizeGradient.factor2 !== undefined) {\r\n serializedGradient.factor2 = sizeGradient.factor2;\r\n } else {\r\n serializedGradient.factor2 = sizeGradient.factor1;\r\n }\r\n\r\n serializationObject.sizeGradients.push(serializedGradient);\r\n }\r\n }\r\n\r\n const angularSpeedGradients = particleSystem.getAngularSpeedGradients();\r\n if (angularSpeedGradients) {\r\n serializationObject.angularSpeedGradients = [];\r\n for (const angularSpeedGradient of angularSpeedGradients) {\r\n const serializedGradient: any = {\r\n gradient: angularSpeedGradient.gradient,\r\n factor1: angularSpeedGradient.factor1,\r\n };\r\n\r\n if (angularSpeedGradient.factor2 !== undefined) {\r\n serializedGradient.factor2 = angularSpeedGradient.factor2;\r\n } else {\r\n serializedGradient.factor2 = angularSpeedGradient.factor1;\r\n }\r\n\r\n serializationObject.angularSpeedGradients.push(serializedGradient);\r\n }\r\n }\r\n\r\n const velocityGradients = particleSystem.getVelocityGradients();\r\n if (velocityGradients) {\r\n serializationObject.velocityGradients = [];\r\n for (const velocityGradient of velocityGradients) {\r\n const serializedGradient: any = {\r\n gradient: velocityGradient.gradient,\r\n factor1: velocityGradient.factor1,\r\n };\r\n\r\n if (velocityGradient.factor2 !== undefined) {\r\n serializedGradient.factor2 = velocityGradient.factor2;\r\n } else {\r\n serializedGradient.factor2 = velocityGradient.factor1;\r\n }\r\n\r\n serializationObject.velocityGradients.push(serializedGradient);\r\n }\r\n }\r\n\r\n const dragGradients = particleSystem.getDragGradients();\r\n if (dragGradients) {\r\n serializationObject.dragGradients = [];\r\n for (const dragGradient of dragGradients) {\r\n const serializedGradient: any = {\r\n gradient: dragGradient.gradient,\r\n factor1: dragGradient.factor1,\r\n };\r\n\r\n if (dragGradient.factor2 !== undefined) {\r\n serializedGradient.factor2 = dragGradient.factor2;\r\n } else {\r\n serializedGradient.factor2 = dragGradient.factor1;\r\n }\r\n\r\n serializationObject.dragGradients.push(serializedGradient);\r\n }\r\n }\r\n\r\n const emitRateGradients = particleSystem.getEmitRateGradients();\r\n if (emitRateGradients) {\r\n serializationObject.emitRateGradients = [];\r\n for (const emitRateGradient of emitRateGradients) {\r\n const serializedGradient: any = {\r\n gradient: emitRateGradient.gradient,\r\n factor1: emitRateGradient.factor1,\r\n };\r\n\r\n if (emitRateGradient.factor2 !== undefined) {\r\n serializedGradient.factor2 = emitRateGradient.factor2;\r\n } else {\r\n serializedGradient.factor2 = emitRateGradient.factor1;\r\n }\r\n\r\n serializationObject.emitRateGradients.push(serializedGradient);\r\n }\r\n }\r\n\r\n const startSizeGradients = particleSystem.getStartSizeGradients();\r\n if (startSizeGradients) {\r\n serializationObject.startSizeGradients = [];\r\n for (const startSizeGradient of startSizeGradients) {\r\n const serializedGradient: any = {\r\n gradient: startSizeGradient.gradient,\r\n factor1: startSizeGradient.factor1,\r\n };\r\n\r\n if (startSizeGradient.factor2 !== undefined) {\r\n serializedGradient.factor2 = startSizeGradient.factor2;\r\n } else {\r\n serializedGradient.factor2 = startSizeGradient.factor1;\r\n }\r\n\r\n serializationObject.startSizeGradients.push(serializedGradient);\r\n }\r\n }\r\n\r\n const lifeTimeGradients = particleSystem.getLifeTimeGradients();\r\n if (lifeTimeGradients) {\r\n serializationObject.lifeTimeGradients = [];\r\n for (const lifeTimeGradient of lifeTimeGradients) {\r\n const serializedGradient: any = {\r\n gradient: lifeTimeGradient.gradient,\r\n factor1: lifeTimeGradient.factor1,\r\n };\r\n\r\n if (lifeTimeGradient.factor2 !== undefined) {\r\n serializedGradient.factor2 = lifeTimeGradient.factor2;\r\n } else {\r\n serializedGradient.factor2 = lifeTimeGradient.factor1;\r\n }\r\n\r\n serializationObject.lifeTimeGradients.push(serializedGradient);\r\n }\r\n }\r\n\r\n const limitVelocityGradients = particleSystem.getLimitVelocityGradients();\r\n if (limitVelocityGradients) {\r\n serializationObject.limitVelocityGradients = [];\r\n for (const limitVelocityGradient of limitVelocityGradients) {\r\n const serializedGradient: any = {\r\n gradient: limitVelocityGradient.gradient,\r\n factor1: limitVelocityGradient.factor1,\r\n };\r\n\r\n if (limitVelocityGradient.factor2 !== undefined) {\r\n serializedGradient.factor2 = limitVelocityGradient.factor2;\r\n } else {\r\n serializedGradient.factor2 = limitVelocityGradient.factor1;\r\n }\r\n\r\n serializationObject.limitVelocityGradients.push(serializedGradient);\r\n }\r\n\r\n serializationObject.limitVelocityDamping = particleSystem.limitVelocityDamping;\r\n }\r\n\r\n if (particleSystem.noiseTexture) {\r\n serializationObject.noiseTexture = particleSystem.noiseTexture.serialize();\r\n }\r\n }\r\n\r\n // Clone\r\n /**\r\n * Clones the particle system.\r\n * @param name The name of the cloned object\r\n * @param newEmitter The new emitter to use\r\n * @param cloneTexture Also clone the textures if true\r\n * @returns the cloned particle system\r\n */\r\n public override clone(name: string, newEmitter: any, cloneTexture = false): ParticleSystem {\r\n const custom = { ...this._customWrappers };\r\n let program: any = null;\r\n const engine = this._engine as Engine;\r\n if (engine.createEffectForParticles) {\r\n if (this.customShader != null) {\r\n program = this.customShader;\r\n const defines: string = program.shaderOptions.defines.length > 0 ? program.shaderOptions.defines.join(\"\\n\") : \"\";\r\n const effect = engine.createEffectForParticles(program.shaderPath.fragmentElement, program.shaderOptions.uniforms, program.shaderOptions.samplers, defines);\r\n if (!custom[0]) {\r\n this.setCustomEffect(effect, 0);\r\n } else {\r\n custom[0].effect = effect;\r\n }\r\n }\r\n }\r\n\r\n const serialization = this.serialize(cloneTexture);\r\n const result = ParticleSystem.Parse(serialization, this._scene || this._engine, this._rootUrl);\r\n result.name = name;\r\n result.customShader = program;\r\n result._customWrappers = custom;\r\n\r\n if (newEmitter === undefined) {\r\n newEmitter = this.emitter;\r\n }\r\n\r\n if (this.noiseTexture) {\r\n result.noiseTexture = this.noiseTexture.clone();\r\n }\r\n\r\n result.emitter = newEmitter;\r\n if (!this.preventAutoStart) {\r\n result.start();\r\n }\r\n\r\n return result;\r\n }\r\n}\r\n\r\nSubEmitter._ParseParticleSystem = ParticleSystem.Parse;\r\n"]}
@@ -5,7 +5,6 @@ import { ParticleSystem } from "./particleSystem.js";
5
5
  import { SceneComponentConstants } from "../sceneComponent.js";
6
6
  import "../Shaders/particles.vertex.js";
7
7
  import { AbstractEngine } from "../Engines/abstractEngine.js";
8
- import { ShaderLanguage } from "../Materials/shaderLanguage.js";
9
8
  // Adds the parsers to the scene parsers.
10
9
  AbstractScene.AddParser(SceneComponentConstants.NAME_PARTICLESYSTEM, (parsedData, scene, container, rootUrl) => {
11
10
  const individualParser = AbstractScene.GetIndividualParser(SceneComponentConstants.NAME_PARTICLESYSTEM);
@@ -30,7 +29,7 @@ AbstractScene.AddIndividualParser(SceneComponentConstants.NAME_PARTICLESYSTEM, (
30
29
  return ps;
31
30
  }
32
31
  });
33
- AbstractEngine.prototype.createEffectForParticles = function (fragmentName, uniformsNames = [], samplers = [], defines = "", fallbacks, onCompiled, onError, particleSystem, shaderLanguage = ShaderLanguage.GLSL) {
32
+ AbstractEngine.prototype.createEffectForParticles = function (fragmentName, uniformsNames = [], samplers = [], defines = "", fallbacks, onCompiled, onError, particleSystem, shaderLanguage = 0 /* ShaderLanguage.GLSL */) {
34
33
  let attributesNamesOrOptions = [];
35
34
  let effectCreationOption = [];
36
35
  const allSamplers = [];
@@ -1 +1 @@
1
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index < cache; index++) {\r\n const parsedParticleSystem = parsedData.particleSystems[index];\r\n container.particleSystems.push(individualParser(parsedParticleSystem, scene, rootUrl));\r\n }\r\n }\r\n});\r\n\r\nAbstractScene.AddIndividualParser(SceneComponentConstants.NAME_PARTICLESYSTEM, (parsedParticleSystem: any, scene: Scene, rootUrl: string) => {\r\n if (parsedParticleSystem.activeParticleCount) {\r\n const ps = GPUParticleSystem.Parse(parsedParticleSystem, scene, rootUrl);\r\n return ps;\r\n } else {\r\n const ps = ParticleSystem.Parse(parsedParticleSystem, scene, rootUrl);\r\n return ps;\r\n }\r\n});\r\n\r\ndeclare module \"../Engines/abstractEngine\" {\r\n export interface AbstractEngine {\r\n /**\r\n * Create an effect to use with particle systems.\r\n * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration, except if you pass\r\n * the particle system for which you want to create a custom effect in the last parameter\r\n * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)\r\n * @param uniformsNames defines a list of attribute names\r\n * @param samplers defines an array of string used to represent textures\r\n * @param defines defines the string containing the defines to use to compile the shaders\r\n * @param fallbacks defines the list of potential fallbacks to use if shader compilation fails\r\n * @param onCompiled defines a function to call when the effect creation is successful\r\n * @param onError defines a function to call when the effect creation has failed\r\n * @param particleSystem the particle system you want to create the effect for\r\n * @param shaderLanguage defines the shader language to use\r\n * @returns the new Effect\r\n */\r\n createEffectForParticles(\r\n fragmentName: string,\r\n uniformsNames: string[],\r\n samplers: string[],\r\n defines: string,\r\n fallbacks?: EffectFallbacks,\r\n onCompiled?: (effect: Effect) => void,\r\n onError?: (effect: Effect, errors: string) => void,\r\n particleSystem?: IParticleSystem,\r\n shaderLanguage?: ShaderLanguage\r\n ): Effect;\r\n }\r\n}\r\n\r\nAbstractEngine.prototype.createEffectForParticles = function (\r\n fragmentName: string,\r\n uniformsNames: string[] = [],\r\n samplers: string[] = [],\r\n defines = \"\",\r\n fallbacks?: EffectFallbacks,\r\n onCompiled?: (effect: Effect) => void,\r\n onError?: (effect: Effect, errors: string) => void,\r\n particleSystem?: IParticleSystem,\r\n shaderLanguage = ShaderLanguage.GLSL\r\n): Effect {\r\n let attributesNamesOrOptions: Array<string> = [];\r\n let effectCreationOption: Array<string> = [];\r\n const allSamplers: Array<string> = [];\r\n\r\n if (particleSystem) {\r\n particleSystem.fillUniformsAttributesAndSamplerNames(effectCreationOption, attributesNamesOrOptions, allSamplers);\r\n } else {\r\n attributesNamesOrOptions = ParticleSystem._GetAttributeNamesOrOptions();\r\n effectCreationOption = ParticleSystem._GetEffectCreationOptions();\r\n }\r\n\r\n if (defines.indexOf(\" BILLBOARD\") === -1) {\r\n defines += \"\\n#define BILLBOARD\\n\";\r\n }\r\n\r\n if (particleSystem?.isAnimationSheetEnabled) {\r\n if (defines.indexOf(\" ANIMATESHEET\") === -1) {\r\n defines += \"\\n#define ANIMATESHEET\\n\";\r\n }\r\n }\r\n\r\n if (samplers.indexOf(\"diffuseSampler\") === -1) {\r\n samplers.push(\"diffuseSampler\");\r\n }\r\n\r\n return this.createEffect(\r\n {\r\n vertex: particleSystem?.vertexShaderName ?? \"particles\",\r\n fragmentElement: fragmentName,\r\n },\r\n attributesNamesOrOptions,\r\n effectCreationOption.concat(uniformsNames),\r\n allSamplers.concat(samplers),\r\n defines,\r\n fallbacks,\r\n onCompiled,\r\n onError,\r\n undefined,\r\n shaderLanguage\r\n );\r\n};\r\n\r\ndeclare module \"../Meshes/mesh\" {\r\n export interface Mesh {\r\n /**\r\n * Returns an array populated with IParticleSystem objects whose the mesh is the emitter\r\n * @returns an array of IParticleSystem\r\n */\r\n getEmittedParticleSystems(): IParticleSystem[];\r\n\r\n /**\r\n * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter\r\n * @returns an array of IParticleSystem\r\n */\r\n getHierarchyEmittedParticleSystems(): IParticleSystem[];\r\n }\r\n}\r\n\r\nMesh.prototype.getEmittedParticleSystems = function (): IParticleSystem[] {\r\n const results: IParticleSystem[] = [];\r\n for (let index = 0; index < this.getScene().particleSystems.length; index++) {\r\n const particleSystem = this.getScene().particleSystems[index];\r\n if (particleSystem.emitter === this) {\r\n results.push(particleSystem);\r\n }\r\n }\r\n return results;\r\n};\r\n\r\nMesh.prototype.getHierarchyEmittedParticleSystems = function (): IParticleSystem[] {\r\n const results: IParticleSystem[] = [];\r\n const descendants = this.getDescendants();\r\n descendants.push(this);\r\n\r\n for (let index = 0; index < this.getScene().particleSystems.length; index++) {\r\n const particleSystem = this.getScene().particleSystems[index];\r\n const emitter: any = particleSystem.emitter;\r\n\r\n if (emitter.position && descendants.indexOf(emitter) !== -1) {\r\n results.push(particleSystem);\r\n }\r\n }\r\n\r\n return results;\r\n};\r\n"]}
1
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index < cache; index++) {\r\n const parsedParticleSystem = parsedData.particleSystems[index];\r\n container.particleSystems.push(individualParser(parsedParticleSystem, scene, rootUrl));\r\n }\r\n }\r\n});\r\n\r\nAbstractScene.AddIndividualParser(SceneComponentConstants.NAME_PARTICLESYSTEM, (parsedParticleSystem: any, scene: Scene, rootUrl: string) => {\r\n if (parsedParticleSystem.activeParticleCount) {\r\n const ps = GPUParticleSystem.Parse(parsedParticleSystem, scene, rootUrl);\r\n return ps;\r\n } else {\r\n const ps = ParticleSystem.Parse(parsedParticleSystem, scene, rootUrl);\r\n return ps;\r\n }\r\n});\r\n\r\ndeclare module \"../Engines/abstractEngine\" {\r\n export interface AbstractEngine {\r\n /**\r\n * Create an effect to use with particle systems.\r\n * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration, except if you pass\r\n * the particle system for which you want to create a custom effect in the last parameter\r\n * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)\r\n * @param uniformsNames defines a list of attribute names\r\n * @param samplers defines an array of string used to represent textures\r\n * @param defines defines the string containing the defines to use to compile the shaders\r\n * @param fallbacks defines the list of potential fallbacks to use if shader compilation fails\r\n * @param onCompiled defines a function to call when the effect creation is successful\r\n * @param onError defines a function to call when the effect creation has failed\r\n * @param particleSystem the particle system you want to create the effect for\r\n * @param shaderLanguage defines the shader language to use\r\n * @returns the new Effect\r\n */\r\n createEffectForParticles(\r\n fragmentName: string,\r\n uniformsNames: string[],\r\n samplers: string[],\r\n defines: string,\r\n fallbacks?: EffectFallbacks,\r\n onCompiled?: (effect: Effect) => void,\r\n onError?: (effect: Effect, errors: string) => void,\r\n particleSystem?: IParticleSystem,\r\n shaderLanguage?: ShaderLanguage\r\n ): Effect;\r\n }\r\n}\r\n\r\nAbstractEngine.prototype.createEffectForParticles = function (\r\n fragmentName: string,\r\n uniformsNames: string[] = [],\r\n samplers: string[] = [],\r\n defines = \"\",\r\n fallbacks?: EffectFallbacks,\r\n onCompiled?: (effect: Effect) => void,\r\n onError?: (effect: Effect, errors: string) => void,\r\n particleSystem?: IParticleSystem,\r\n shaderLanguage = ShaderLanguage.GLSL\r\n): Effect {\r\n let attributesNamesOrOptions: Array<string> = [];\r\n let effectCreationOption: Array<string> = [];\r\n const allSamplers: Array<string> = [];\r\n\r\n if (particleSystem) {\r\n particleSystem.fillUniformsAttributesAndSamplerNames(effectCreationOption, attributesNamesOrOptions, allSamplers);\r\n } else {\r\n attributesNamesOrOptions = ParticleSystem._GetAttributeNamesOrOptions();\r\n effectCreationOption = ParticleSystem._GetEffectCreationOptions();\r\n }\r\n\r\n if (defines.indexOf(\" BILLBOARD\") === -1) {\r\n defines += \"\\n#define BILLBOARD\\n\";\r\n }\r\n\r\n if (particleSystem?.isAnimationSheetEnabled) {\r\n if (defines.indexOf(\" ANIMATESHEET\") === -1) {\r\n defines += \"\\n#define ANIMATESHEET\\n\";\r\n }\r\n }\r\n\r\n if (samplers.indexOf(\"diffuseSampler\") === -1) {\r\n samplers.push(\"diffuseSampler\");\r\n }\r\n\r\n return this.createEffect(\r\n {\r\n vertex: particleSystem?.vertexShaderName ?? \"particles\",\r\n fragmentElement: fragmentName,\r\n },\r\n attributesNamesOrOptions,\r\n effectCreationOption.concat(uniformsNames),\r\n allSamplers.concat(samplers),\r\n defines,\r\n fallbacks,\r\n onCompiled,\r\n onError,\r\n undefined,\r\n shaderLanguage\r\n );\r\n};\r\n\r\ndeclare module \"../Meshes/mesh\" {\r\n export interface Mesh {\r\n /**\r\n * Returns an array populated with IParticleSystem objects whose the mesh is the emitter\r\n * @returns an array of IParticleSystem\r\n */\r\n getEmittedParticleSystems(): IParticleSystem[];\r\n\r\n /**\r\n * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter\r\n * @returns an array of IParticleSystem\r\n */\r\n getHierarchyEmittedParticleSystems(): IParticleSystem[];\r\n }\r\n}\r\n\r\nMesh.prototype.getEmittedParticleSystems = function (): IParticleSystem[] {\r\n const results: IParticleSystem[] = [];\r\n for (let index = 0; index < this.getScene().particleSystems.length; index++) {\r\n const particleSystem = this.getScene().particleSystems[index];\r\n if (particleSystem.emitter === this) {\r\n results.push(particleSystem);\r\n }\r\n }\r\n return results;\r\n};\r\n\r\nMesh.prototype.getHierarchyEmittedParticleSystems = function (): IParticleSystem[] {\r\n const results: IParticleSystem[] = [];\r\n const descendants = this.getDescendants();\r\n descendants.push(this);\r\n\r\n for (let index = 0; index < this.getScene().particleSystems.length; index++) {\r\n const particleSystem = this.getScene().particleSystems[index];\r\n const emitter: any = particleSystem.emitter;\r\n\r\n if (emitter.position && descendants.indexOf(emitter) !== -1) {\r\n results.push(particleSystem);\r\n }\r\n }\r\n\r\n return results;\r\n};\r\n"]}
@@ -4,7 +4,7 @@ import type { Scene, IDisposable } from "../scene";
4
4
  import { CloudPoint } from "./cloudPoint";
5
5
  import type { Material } from "../Materials/material";
6
6
  /** Defines the 4 color options */
7
- export declare enum PointColor {
7
+ export declare const enum PointColor {
8
8
  /** color value */
9
9
  Color = 2,
10
10
  /** uv value */
@@ -579,32 +579,32 @@ export class PointsCloudSystem {
579
579
  * @returns the number of groups in the system
580
580
  */
581
581
  addSurfacePoints(mesh, nb, colorWith, color, range) {
582
- let colored = colorWith ? colorWith : PointColor.Random;
582
+ let colored = colorWith ? colorWith : 0 /* PointColor.Random */;
583
583
  if (isNaN(colored) || colored < 0 || colored > 3) {
584
- colored = PointColor.Random;
584
+ colored = 0 /* PointColor.Random */;
585
585
  }
586
586
  const meshPos = mesh.getVerticesData(VertexBuffer.PositionKind);
587
587
  const meshInd = mesh.getIndices();
588
588
  this._groups.push(this._groupCounter);
589
589
  const pointsGroup = new PointsGroup(this._groupCounter, null);
590
590
  pointsGroup._groupDensity = this._calculateDensity(nb, meshPos, meshInd);
591
- if (colored === PointColor.Color) {
591
+ if (colored === 2 /* PointColor.Color */) {
592
592
  pointsGroup._textureNb = color ? color : 0;
593
593
  }
594
594
  else {
595
595
  color = color ? color : new Color4(1, 1, 1, 1);
596
596
  }
597
597
  switch (colored) {
598
- case PointColor.Color:
598
+ case 2 /* PointColor.Color */:
599
599
  this._colorFromTexture(mesh, pointsGroup, false);
600
600
  break;
601
- case PointColor.UV:
601
+ case 1 /* PointColor.UV */:
602
602
  this._setPointsColorOrUV(mesh, pointsGroup, false, false, false);
603
603
  break;
604
- case PointColor.Random:
604
+ case 0 /* PointColor.Random */:
605
605
  this._setPointsColorOrUV(mesh, pointsGroup, false);
606
606
  break;
607
- case PointColor.Stated:
607
+ case 3 /* PointColor.Stated */:
608
608
  this._setPointsColorOrUV(mesh, pointsGroup, false, undefined, undefined, color, range);
609
609
  break;
610
610
  }
@@ -622,32 +622,32 @@ export class PointsCloudSystem {
622
622
  * @returns the number of groups in the system
623
623
  */
624
624
  addVolumePoints(mesh, nb, colorWith, color, range) {
625
- let colored = colorWith ? colorWith : PointColor.Random;
625
+ let colored = colorWith ? colorWith : 0 /* PointColor.Random */;
626
626
  if (isNaN(colored) || colored < 0 || colored > 3) {
627
- colored = PointColor.Random;
627
+ colored = 0 /* PointColor.Random */;
628
628
  }
629
629
  const meshPos = mesh.getVerticesData(VertexBuffer.PositionKind);
630
630
  const meshInd = mesh.getIndices();
631
631
  this._groups.push(this._groupCounter);
632
632
  const pointsGroup = new PointsGroup(this._groupCounter, null);
633
633
  pointsGroup._groupDensity = this._calculateDensity(nb, meshPos, meshInd);
634
- if (colored === PointColor.Color) {
634
+ if (colored === 2 /* PointColor.Color */) {
635
635
  pointsGroup._textureNb = color ? color : 0;
636
636
  }
637
637
  else {
638
638
  color = color ? color : new Color4(1, 1, 1, 1);
639
639
  }
640
640
  switch (colored) {
641
- case PointColor.Color:
641
+ case 2 /* PointColor.Color */:
642
642
  this._colorFromTexture(mesh, pointsGroup, true);
643
643
  break;
644
- case PointColor.UV:
644
+ case 1 /* PointColor.UV */:
645
645
  this._setPointsColorOrUV(mesh, pointsGroup, true, false, false);
646
646
  break;
647
- case PointColor.Random:
647
+ case 0 /* PointColor.Random */:
648
648
  this._setPointsColorOrUV(mesh, pointsGroup, true);
649
649
  break;
650
- case PointColor.Stated:
650
+ case 3 /* PointColor.Stated */:
651
651
  this._setPointsColorOrUV(mesh, pointsGroup, true, undefined, undefined, color, range);
652
652
  break;
653
653
  }