@babylonjs/core 8.23.0 → 8.23.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Bones/skeleton.d.ts +4 -0
- package/Bones/skeleton.js +12 -0
- package/Bones/skeleton.js.map +1 -1
- package/Buffers/storageBuffer.d.ts +6 -0
- package/Buffers/storageBuffer.js +8 -0
- package/Buffers/storageBuffer.js.map +1 -1
- package/Engines/Extensions/engine.multiRender.d.ts +2 -1
- package/Engines/Extensions/engine.multiRender.js +12 -7
- package/Engines/Extensions/engine.multiRender.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.multiRender.d.ts +2 -1
- package/Engines/WebGPU/Extensions/engine.multiRender.js +12 -7
- package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
- package/Engines/WebGPU/webgpuDrawContext.d.ts +6 -0
- package/Engines/WebGPU/webgpuDrawContext.js +9 -0
- package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/engineCapabilities.d.ts +4 -0
- package/Engines/engineCapabilities.js.map +1 -1
- package/Engines/nativeEngine.js +2 -0
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/nullEngine.js +2 -0
- package/Engines/nullEngine.js.map +1 -1
- package/Engines/thinEngine.js +15 -0
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.d.ts +7 -0
- package/Engines/webgpuEngine.js +12 -1
- package/Engines/webgpuEngine.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.d.ts +12 -0
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +52 -0
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js +0 -3
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js.map +1 -1
- package/FrameGraph/Node/nodeRenderGraph.js +7 -2
- package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
- package/FrameGraph/Tasks/Layers/baseLayerTask.js +1 -1
- package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -1
- package/FrameGraph/Tasks/Misc/cullObjectsTask.js +11 -2
- package/FrameGraph/Tasks/Misc/cullObjectsTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +6 -6
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +27 -1
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js +76 -8
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Texture/clearTextureTask.js +2 -1
- package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -1
- package/FrameGraph/frameGraph.js +0 -7
- package/FrameGraph/frameGraph.js.map +1 -1
- package/FrameGraph/frameGraphRenderTarget.js +1 -1
- package/FrameGraph/frameGraphRenderTarget.js.map +1 -1
- package/Lights/Clustered/clusteredLightContainer.d.ts +90 -0
- package/Lights/Clustered/clusteredLightContainer.js +401 -0
- package/Lights/Clustered/clusteredLightContainer.js.map +1 -0
- package/Lights/Clustered/clusteredLightingSceneComponent.d.ts +34 -0
- package/Lights/Clustered/clusteredLightingSceneComponent.js +47 -0
- package/Lights/Clustered/clusteredLightingSceneComponent.js.map +1 -0
- package/Lights/Clustered/index.d.ts +6 -0
- package/Lights/Clustered/index.js +7 -0
- package/Lights/Clustered/index.js.map +1 -0
- package/Lights/Shadows/shadowGenerator.js +9 -8
- package/Lights/Shadows/shadowGenerator.js.map +1 -1
- package/Lights/index.d.ts +1 -0
- package/Lights/index.js +1 -0
- package/Lights/index.js.map +1 -1
- package/Lights/light.d.ts +2 -1
- package/Lights/light.js +2 -1
- package/Lights/light.js.map +1 -1
- package/Lights/lightConstants.d.ts +4 -0
- package/Lights/lightConstants.js +4 -0
- package/Lights/lightConstants.js.map +1 -1
- package/Lights/spotLight.d.ts +6 -3
- package/Lights/spotLight.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.js +1 -1
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/materialHelper.functions.d.ts +2 -1
- package/Materials/materialHelper.functions.js +9 -3
- package/Materials/materialHelper.functions.js.map +1 -1
- package/Materials/standardMaterial.js +2 -2
- package/Materials/standardMaterial.js.map +1 -1
- package/Materials/uniformBuffer.d.ts +1 -1
- package/Materials/uniformBuffer.js +2 -2
- package/Materials/uniformBuffer.js.map +1 -1
- package/Meshes/abstractMesh.d.ts +4 -0
- package/Meshes/abstractMesh.js +4 -0
- package/Meshes/abstractMesh.js.map +1 -1
- package/Meshes/csg2.js +1 -1
- package/Meshes/csg2.js.map +1 -1
- package/Meshes/geometry.js +1 -1
- package/Meshes/geometry.js.map +1 -1
- package/Meshes/mesh.js +2 -7
- package/Meshes/mesh.js.map +1 -1
- package/Misc/dumpTools.d.ts +1 -1
- package/Misc/dumpTools.js +23 -14
- package/Misc/dumpTools.js.map +1 -1
- package/Misc/fileTools.js +7 -0
- package/Misc/fileTools.js.map +1 -1
- package/Misc/index.d.ts +1 -0
- package/Misc/index.js +1 -0
- package/Misc/index.js.map +1 -1
- package/Misc/lazy.d.ts +16 -0
- package/Misc/lazy.js +25 -0
- package/Misc/lazy.js.map +1 -0
- package/Morph/morphTargetManager.d.ts +4 -0
- package/Morph/morphTargetManager.js +12 -0
- package/Morph/morphTargetManager.js.map +1 -1
- package/Particles/Node/Blocks/Emitters/createParticleBlock.d.ts +4 -0
- package/Particles/Node/Blocks/Emitters/createParticleBlock.js +13 -2
- package/Particles/Node/Blocks/Emitters/createParticleBlock.js.map +1 -1
- package/Particles/Node/Blocks/Emitters/meshShapeBlock.d.ts +4 -0
- package/Particles/Node/Blocks/Emitters/meshShapeBlock.js +18 -0
- package/Particles/Node/Blocks/Emitters/meshShapeBlock.js.map +1 -1
- package/Particles/Node/Blocks/Update/basicColorUpdateBlock.d.ts +31 -0
- package/Particles/Node/Blocks/Update/basicColorUpdateBlock.js +67 -0
- package/Particles/Node/Blocks/Update/basicColorUpdateBlock.js.map +1 -0
- package/Particles/Node/Blocks/index.d.ts +1 -0
- package/Particles/Node/Blocks/index.js +1 -0
- package/Particles/Node/Blocks/index.js.map +1 -1
- package/Particles/Node/Blocks/particleInputBlock.js +2 -0
- package/Particles/Node/Blocks/particleInputBlock.js.map +1 -1
- package/Particles/Node/Blocks/particleSourceTextureBlock.d.ts +2 -2
- package/Particles/Node/Blocks/particleSourceTextureBlock.js +3 -3
- package/Particles/Node/Blocks/particleSourceTextureBlock.js.map +1 -1
- package/Particles/Node/Enums/nodeParticleContextualSources.d.ts +5 -1
- package/Particles/Node/Enums/nodeParticleContextualSources.js +4 -0
- package/Particles/Node/Enums/nodeParticleContextualSources.js.map +1 -1
- package/Particles/Node/nodeParticleBuildState.js +4 -0
- package/Particles/Node/nodeParticleBuildState.js.map +1 -1
- package/Particles/Node/nodeParticleSystemSet.helper.d.ts +2 -1
- package/Particles/Node/nodeParticleSystemSet.helper.js +88 -61
- package/Particles/Node/nodeParticleSystemSet.helper.js.map +1 -1
- package/Particles/gpuParticleSystem.d.ts +4 -0
- package/Particles/gpuParticleSystem.js +10 -0
- package/Particles/gpuParticleSystem.js.map +1 -1
- package/Particles/particle.d.ts +4 -0
- package/Particles/particle.js +5 -0
- package/Particles/particle.js.map +1 -1
- package/Particles/particleSystem.d.ts +4 -0
- package/Particles/particleSystem.js +10 -0
- package/Particles/particleSystem.js.map +1 -1
- package/Rendering/objectRenderer.d.ts +17 -3
- package/Rendering/objectRenderer.js +111 -26
- package/Rendering/objectRenderer.js.map +1 -1
- package/Shaders/ShadersInclude/clusteredLightingFunctions.d.ts +5 -0
- package/Shaders/ShadersInclude/clusteredLightingFunctions.js +18 -0
- package/Shaders/ShadersInclude/clusteredLightingFunctions.js.map +1 -0
- package/Shaders/ShadersInclude/helperFunctions.js +5 -1
- package/Shaders/ShadersInclude/helperFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/lightFragment.js +33 -1
- package/Shaders/ShadersInclude/lightFragment.js.map +1 -1
- package/Shaders/ShadersInclude/lightFragmentDeclaration.js +3 -0
- package/Shaders/ShadersInclude/lightFragmentDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/lightUboDeclaration.js +5 -0
- package/Shaders/ShadersInclude/lightUboDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/lightVxUboDeclaration.js +2 -0
- package/Shaders/ShadersInclude/lightVxUboDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/lightsFragmentFunctions.d.ts +1 -0
- package/Shaders/ShadersInclude/lightsFragmentFunctions.js +20 -0
- package/Shaders/ShadersInclude/lightsFragmentFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockPrePass.js +3 -1
- package/Shaders/ShadersInclude/pbrBlockPrePass.js.map +1 -1
- package/Shaders/ShadersInclude/pbrClusteredLightingFunctions.d.ts +7 -0
- package/Shaders/ShadersInclude/pbrClusteredLightingFunctions.js +125 -0
- package/Shaders/ShadersInclude/pbrClusteredLightingFunctions.js.map +1 -0
- package/Shaders/default.fragment.js +2 -0
- package/Shaders/default.fragment.js.map +1 -1
- package/Shaders/lightProxy.fragment.d.ts +5 -0
- package/Shaders/lightProxy.fragment.js +13 -0
- package/Shaders/lightProxy.fragment.js.map +1 -0
- package/Shaders/lightProxy.vertex.d.ts +8 -0
- package/Shaders/lightProxy.vertex.js +19 -0
- package/Shaders/lightProxy.vertex.js.map +1 -0
- package/Shaders/pbr.fragment.d.ts +1 -0
- package/Shaders/pbr.fragment.js +4 -0
- package/Shaders/pbr.fragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/clusteredLightingFunctions.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/clusteredLightingFunctions.js +23 -0
- package/ShadersWGSL/ShadersInclude/clusteredLightingFunctions.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/lightFragment.js +33 -1
- package/ShadersWGSL/ShadersInclude/lightFragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/lightUboDeclaration.js +5 -0
- package/ShadersWGSL/ShadersInclude/lightUboDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/lightVxUboDeclaration.js +2 -0
- package/ShadersWGSL/ShadersInclude/lightVxUboDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.d.ts +1 -0
- package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js +21 -1
- package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockPrePass.js +3 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockPrePass.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.d.ts +2 -0
- package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js +114 -0
- package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
- package/ShadersWGSL/default.fragment.js +2 -0
- package/ShadersWGSL/default.fragment.js.map +1 -1
- package/ShadersWGSL/lightProxy.fragment.d.ts +5 -0
- package/ShadersWGSL/lightProxy.fragment.js +13 -0
- package/ShadersWGSL/lightProxy.fragment.js.map +1 -0
- package/ShadersWGSL/lightProxy.vertex.d.ts +7 -0
- package/ShadersWGSL/lightProxy.vertex.js +19 -0
- package/ShadersWGSL/lightProxy.vertex.js.map +1 -0
- package/package.json +1 -1
- package/scene.d.ts +1 -0
- package/scene.js +140 -30
- package/scene.js.map +1 -1
- package/sceneComponent.d.ts +2 -0
- package/sceneComponent.js +2 -0
- package/sceneComponent.js.map +1 -1
package/Particles/particle.d.ts
CHANGED
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@@ -34,6 +34,10 @@ export declare class Particle {
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* The color change of the particle per step.
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*/
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colorStep: Color4;
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/**
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* The creation color of the particle.
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*/
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initialColor: Color4;
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/**
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* Defines how long will the life of the particle be.
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*/
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package/Particles/particle.js
CHANGED
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@@ -32,6 +32,10 @@ export class Particle {
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* The color change of the particle per step.
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*/
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this.colorStep = new Color4(0, 0, 0, 0);
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/**
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* The creation color of the particle.
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*/
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this.initialColor = new Color4(0, 0, 0, 0);
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/**
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* Defines how long will the life of the particle be.
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*/
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@@ -194,6 +198,7 @@ export class Particle {
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}
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other.color.copyFrom(this.color);
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other.colorStep.copyFrom(this.colorStep);
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other.initialColor.copyFrom(this.initialColor);
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other.lifeTime = this.lifeTime;
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other.age = this.age;
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other._randomCellOffset = this._randomCellOffset;
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"particle.js","sourceRoot":"","sources":["../../../../dev/core/src/Particles/particle.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,OAAO,EAAE,OAAO,EAAE,UAAU,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AAC7E,OAAO,EAAE,MAAM,EAAE,MAAM,qBAAqB,CAAC;AAM7C,OAAO,EAAE,KAAK,EAAE,MAAM,gCAAgC,CAAC;AAEvD;;;GAGG;AACH,MAAM,OAAO,QAAQ;IAoIjB;;;OAGG;IACH;IACI;;OAEG;IACI,cAAkC;QAAlC,mBAAc,GAAd,cAAc,CAAoB;QAtI7C;;WAEG;QACI,aAAQ,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC;QAEjC;;WAEG;QACI,cAAS,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC;QAElC;;WAEG;QACI,UAAK,GAAG,IAAI,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAEtC;;WAEG;QACI,cAAS,GAAG,IAAI,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAE1C;;WAEG;QACI,aAAQ,GAAG,GAAG,CAAC;QAEtB;;WAEG;QACI,QAAG,GAAG,CAAC,CAAC;QAEf;;WAEG;QACI,SAAI,GAAG,CAAC,CAAC;QAEhB;;WAEG;QACI,UAAK,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;QAEjC;;WAEG;QACI,UAAK,GAAG,CAAC,CAAC;QAEjB;;WAEG;QACI,iBAAY,GAAG,CAAC,CAAC;QAExB;;WAEG;QACI,cAAS,GAAW,CAAC,CAAC;QAa7B,gBAAgB;QACT,yBAAoB,GAAgC,IAAI,CAAC;QAWhE,gBAAgB;QACT,mBAAc,GAAG,IAAI,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAC/C,gBAAgB;QACT,mBAAc,GAAG,IAAI,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAI/C,gBAAgB;QACT,kBAAa,GAAG,CAAC,CAAC;QACzB,gBAAgB;QACT,kBAAa,GAAG,CAAC,CAAC;QAIzB,gBAAgB;QACT,0BAAqB,GAAG,CAAC,CAAC;QACjC,gBAAgB;QACT,0BAAqB,GAAG,CAAC,CAAC;QAIjC,gBAAgB;QACT,sBAAiB,GAAG,CAAC,CAAC;QAC7B,gBAAgB;QACT,sBAAiB,GAAG,CAAC,CAAC;QAI7B,gBAAgB;QACT,2BAAsB,GAAG,CAAC,CAAC;QAClC,gBAAgB;QACT,2BAAsB,GAAG,CAAC,CAAC;QAIlC,gBAAgB;QACT,kBAAa,GAAG,CAAC,CAAC;QACzB,gBAAgB;QACT,kBAAa,GAAG,CAAC,CAAC;QAoBrB,IAAI,CAAC,EAAE,GAAG,QAAQ,CAAC,MAAM,EAAE,CAAC;QAC5B,IAAI,CAAC,IAAI,CAAC,cAAc,CAAC,uBAAuB,EAAE,CAAC;YAC/C,OAAO;QACX,CAAC;QAED,IAAI,CAAC,yBAAyB,EAAE,CAAC;IACrC,CAAC;IAEO,yBAAyB;QAC7B,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,cAAc,CAAC,iBAAiB,CAAC;IAC3D,CAAC;IAED;;OAEG;IACI,eAAe;QAClB,IAAI,SAAS,GAAG,IAAI,CAAC,GAAG,CAAC;QACzB,IAAI,WAAW,GAAG,IAAI,CAAC,cAAc,CAAC,qBAAqB,CAAC;QAE5D,IAAI,IAAI,CAAC,cAAc,CAAC,qBAAqB,EAAE,CAAC;YAC5C,IAAI,IAAI,CAAC,iBAAiB,KAAK,SAAS,EAAE,CAAC;gBACvC,IAAI,CAAC,iBAAiB,GAAG,IAAI,CAAC,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;YAC3D,CAAC;YAED,IAAI,WAAW,KAAK,CAAC,EAAE,CAAC;gBACpB,sEAAsE;gBACtE,WAAW,GAAG,CAAC,CAAC;gBAChB,SAAS,GAAG,IAAI,CAAC,iBAAiB,CAAC;YACvC,CAAC;iBAAM,CAAC;gBACJ,SAAS,IAAI,IAAI,CAAC,iBAAiB,CAAC;YACxC,CAAC;QACL,CAAC;QAED,MAAM,IAAI,GAAG,IAAI,CAAC,uBAAuB,GAAG,IAAI,CAAC,yBAAyB,GAAG,CAAC,CAAC;QAC/E,IAAI,KAAa,CAAC;QAClB,IAAI,IAAI,CAAC,sBAAsB,EAAE,CAAC;YAC9B,KAAK,GAAG,KAAK,CAAC,CAAC,CAAC,SAAS,GAAG,WAAW,CAAC,GAAG,IAAI,CAAC,QAAQ,CAAC,GAAG,IAAI,CAAC,QAAQ,CAAC,CAAC;QAC/E,CAAC;aAAM,CAAC;YACJ,KAAK,GAAG,KAAK,CAAC,CAAC,SAAS,GAAG,WAAW,CAAC,GAAG,IAAI,CAAC,QAAQ,CAAC,CAAC;QAC7D,CAAC;QACD,IAAI,CAAC,SAAS,GAAG,CAAC,IAAI,CAAC,yBAAyB,GAAG,KAAK,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC;IACzE,CAAC;IAED;;OAEG;IACI,gCAAgC,CAAC,UAAsB;QAC1D,IAAmB,UAAU,CAAC,cAAc,CAAC,OAAQ,CAAC,QAAQ,EAAE,CAAC;YAC7D,MAAM,WAAW,GAAiB,UAAU,CAAC,cAAc,CAAC,OAAO,CAAC;YACpE,WAAW,CAAC,QAAQ,CAAC,QAAQ,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;YAC7C,IAAI,UAAU,CAAC,gBAAgB,EAAE,CAAC;gBAC9B,MAAM,IAAI,GAAG,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;gBACnC,IAAI,CAAC,SAAS,CAAC,cAAc,CAAC,IAAI,CAAC,CAAC;gBACpC,WAAW,CAAC,YAAY,CAAC,IAAI,EAAE,CAAC,EAAE,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC;YACnD,CAAC;QACL,CAAC;aAAM,CAAC;YACJ,MAAM,eAAe,GAAY,UAAU,CAAC,cAAc,CAAC,OAAO,CAAC;YACnE,eAAe,CAAC,QAAQ,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QAC5C,CAAC;QACD,wEAAwE;QACxE,IAAI,CAAC,SAAS,CAAC,UAAU,CAAC,UAAU,CAAC,uBAAuB,GAAG,CAAC,EAAE,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC;QACzF,UAAU,CAAC,cAAc,CAAC,wBAAwB,CAAC,QAAQ,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC;IACvF,CAAC;IAED,gBAAgB;IACT,iCAAiC;QACpC,IAAI,IAAI,CAAC,oBAAoB,IAAI,IAAI,CAAC,oBAAoB,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;YACpE,KAAK,MAAM,UAAU,IAAI,IAAI,CAAC,oBAAoB,EAAE,CAAC;gBACjD,IAAI,CAAC,gCAAgC,CAAC,UAAU,CAAC,CAAC;YACtD,CAAC;QACL,CAAC;IACL,CAAC;IAED,gBAAgB;IACT,MAAM;QACT,IAAI,CAAC,GAAG,GAAG,CAAC,CAAC;QACb,IAAI,CAAC,EAAE,GAAG,QAAQ,CAAC,MAAM,EAAE,CAAC;QAC5B,IAAI,CAAC,qBAAqB,GAAG,IAAI,CAAC;QAClC,IAAI,CAAC,oBAAoB,GAAG,IAAI,CAAC;QACjC,IAAI,CAAC,4BAA4B,GAAG,IAAI,CAAC;QACzC,IAAI,CAAC,wBAAwB,GAAG,IAAI,CAAC;QACrC,IAAI,CAAC,6BAA6B,GAAG,IAAI,CAAC;QAC1C,IAAI,CAAC,oBAAoB,GAAG,IAAI,CAAC;QACjC,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,cAAc,CAAC,iBAAiB,CAAC;QACvD,IAAI,CAAC,iBAAiB,GAAG,SAAS,CAAC;IACvC,CAAC;IAED;;;OAGG;IACI,MAAM,CAAC,KAAe;QACzB,KAAK,CAAC,QAAQ,CAAC,QAAQ,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QACvC,IAAI,IAAI,CAAC,iBAAiB,EAAE,CAAC;YACzB,IAAI,KAAK,CAAC,iBAAiB,EAAE,CAAC;gBAC1B,KAAK,CAAC,iBAAiB,CAAC,QAAQ,CAAC,IAAI,CAAC,iBAAiB,CAAC,CAAC;YAC7D,CAAC;iBAAM,CAAC;gBACJ,KAAK,CAAC,iBAAiB,GAAG,IAAI,CAAC,iBAAiB,CAAC,KAAK,EAAE,CAAC;YAC7D,CAAC;QACL,CAAC;aAAM,CAAC;YACJ,KAAK,CAAC,iBAAiB,GAAG,IAAI,CAAC;QACnC,CAAC;QACD,KAAK,CAAC,SAAS,CAAC,QAAQ,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;QACzC,IAAI,IAAI,CAAC,cAAc,EAAE,CAAC;YACtB,IAAI,KAAK,CAAC,cAAc,EAAE,CAAC;gBACvB,KAAK,CAAC,cAAc,CAAC,QAAQ,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC;YACvD,CAAC;iBAAM,CAAC;gBACJ,KAAK,CAAC,cAAc,GAAG,IAAI,CAAC,cAAc,CAAC,KAAK,EAAE,CAAC;YACvD,CAAC;QACL,CAAC;QACD,KAAK,CAAC,KAAK,CAAC,QAAQ,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC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type { Nullable } from \"../types\";\r\nimport { Vector2, Vector3, TmpVectors, Vector4 } from \"../Maths/math.vector\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport type { SubEmitter } from \"./subEmitter\";\r\nimport type { ColorGradient, FactorGradient } from \"../Misc/gradients\";\r\n\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { ThinParticleSystem } from \"./thinParticleSystem\";\r\nimport { Clamp } from \"../Maths/math.scalar.functions\";\r\n\r\n/**\r\n * A particle represents one of the element emitted by a particle system.\r\n * This is mainly define by its coordinates, direction, velocity and age.\r\n */\r\nexport class Particle {\r\n private static _Count = 0;\r\n /**\r\n * Unique ID of the particle\r\n */\r\n public id: number;\r\n /**\r\n * The world position of the particle in the scene.\r\n */\r\n public position = Vector3.Zero();\r\n\r\n /**\r\n * The world direction of the particle in the scene.\r\n */\r\n public direction = Vector3.Zero();\r\n\r\n /**\r\n * The color of the particle.\r\n */\r\n public color = new Color4(0, 0, 0, 0);\r\n\r\n /**\r\n * The color change of the particle per step.\r\n */\r\n public colorStep = new Color4(0, 0, 0, 0);\r\n\r\n /**\r\n * Defines how long will the life of the particle be.\r\n */\r\n public lifeTime = 1.0;\r\n\r\n /**\r\n * The current age of the particle.\r\n */\r\n public age = 0;\r\n\r\n /**\r\n * The current size of the particle.\r\n */\r\n public size = 0;\r\n\r\n /**\r\n * The current scale of the particle.\r\n */\r\n public scale = new Vector2(1, 1);\r\n\r\n /**\r\n * The current angle of the particle.\r\n */\r\n public angle = 0;\r\n\r\n /**\r\n * Defines how fast is the angle changing.\r\n */\r\n public angularSpeed = 0;\r\n\r\n /**\r\n * Defines the cell index used by the particle to be rendered from a sprite.\r\n */\r\n public cellIndex: number = 0;\r\n\r\n /**\r\n * The information required to support color remapping\r\n */\r\n public remapData: Vector4;\r\n\r\n /** @internal */\r\n public _randomCellOffset?: number;\r\n\r\n /** @internal */\r\n public _initialDirection: Nullable<Vector3>;\r\n\r\n /** @internal */\r\n public _attachedSubEmitters: Nullable<Array<SubEmitter>> = null;\r\n\r\n /** @internal */\r\n public _initialStartSpriteCellId: number;\r\n /** @internal */\r\n public _initialEndSpriteCellId: number;\r\n /** @internal */\r\n public _initialSpriteCellLoop: boolean;\r\n\r\n /** @internal */\r\n public _currentColorGradient: Nullable<ColorGradient>;\r\n /** @internal */\r\n public _currentColor1 = new Color4(0, 0, 0, 0);\r\n /** @internal */\r\n public _currentColor2 = new Color4(0, 0, 0, 0);\r\n\r\n /** @internal */\r\n public _currentSizeGradient: Nullable<FactorGradient>;\r\n /** @internal */\r\n public _currentSize1 = 0;\r\n /** @internal */\r\n public _currentSize2 = 0;\r\n\r\n /** @internal */\r\n public _currentAngularSpeedGradient: Nullable<FactorGradient>;\r\n /** @internal */\r\n public _currentAngularSpeed1 = 0;\r\n /** @internal */\r\n public _currentAngularSpeed2 = 0;\r\n\r\n /** @internal */\r\n public _currentVelocityGradient: Nullable<FactorGradient>;\r\n /** @internal */\r\n public _currentVelocity1 = 0;\r\n /** @internal */\r\n public _currentVelocity2 = 0;\r\n\r\n /** @internal */\r\n public _currentLimitVelocityGradient: Nullable<FactorGradient>;\r\n /** @internal */\r\n public _currentLimitVelocity1 = 0;\r\n /** @internal */\r\n public _currentLimitVelocity2 = 0;\r\n\r\n /** @internal */\r\n public _currentDragGradient: Nullable<FactorGradient>;\r\n /** @internal */\r\n public _currentDrag1 = 0;\r\n /** @internal */\r\n public _currentDrag2 = 0;\r\n\r\n /** @internal */\r\n public _randomNoiseCoordinates1: Vector3;\r\n /** @internal */\r\n public _randomNoiseCoordinates2: Vector3;\r\n\r\n /** @internal */\r\n public _localPosition?: Vector3;\r\n\r\n /**\r\n * Creates a new instance Particle\r\n * @param particleSystem the particle system the particle belongs to\r\n */\r\n constructor(\r\n /**\r\n * The particle system the particle belongs to.\r\n */\r\n public particleSystem: ThinParticleSystem\r\n ) {\r\n this.id = Particle._Count++;\r\n if (!this.particleSystem.isAnimationSheetEnabled) {\r\n return;\r\n }\r\n\r\n this._updateCellInfoFromSystem();\r\n }\r\n\r\n private _updateCellInfoFromSystem(): void {\r\n this.cellIndex = this.particleSystem.startSpriteCellID;\r\n }\r\n\r\n /**\r\n * Defines how the sprite cell index is updated for the particle\r\n */\r\n public updateCellIndex(): void {\r\n let offsetAge = this.age;\r\n let changeSpeed = this.particleSystem.spriteCellChangeSpeed;\r\n\r\n if (this.particleSystem.spriteRandomStartCell) {\r\n if (this._randomCellOffset === undefined) {\r\n this._randomCellOffset = Math.random() * this.lifeTime;\r\n }\r\n\r\n if (changeSpeed === 0) {\r\n // Special case when speed = 0 meaning we want to stay on initial cell\r\n changeSpeed = 1;\r\n offsetAge = this._randomCellOffset;\r\n } else {\r\n offsetAge += this._randomCellOffset;\r\n }\r\n }\r\n\r\n const dist = this._initialEndSpriteCellId - this._initialStartSpriteCellId + 1;\r\n let ratio: number;\r\n if (this._initialSpriteCellLoop) {\r\n ratio = Clamp(((offsetAge * changeSpeed) % this.lifeTime) / this.lifeTime);\r\n } else {\r\n ratio = Clamp((offsetAge * changeSpeed) / this.lifeTime);\r\n }\r\n this.cellIndex = (this._initialStartSpriteCellId + ratio * dist) | 0;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter) {\r\n if ((<AbstractMesh>subEmitter.particleSystem.emitter).position) {\r\n const emitterMesh = <AbstractMesh>subEmitter.particleSystem.emitter;\r\n emitterMesh.position.copyFrom(this.position);\r\n if (subEmitter.inheritDirection) {\r\n const temp = TmpVectors.Vector3[0];\r\n this.direction.normalizeToRef(temp);\r\n emitterMesh.setDirection(temp, 0, Math.PI / 2);\r\n }\r\n } else {\r\n const emitterPosition = <Vector3>subEmitter.particleSystem.emitter;\r\n emitterPosition.copyFrom(this.position);\r\n }\r\n // Set inheritedVelocityOffset to be used when new particles are created\r\n this.direction.scaleToRef(subEmitter.inheritedVelocityAmount / 2, TmpVectors.Vector3[0]);\r\n subEmitter.particleSystem._inheritedVelocityOffset.copyFrom(TmpVectors.Vector3[0]);\r\n }\r\n\r\n /** @internal */\r\n public _inheritParticleInfoToSubEmitters() {\r\n if (this._attachedSubEmitters && this._attachedSubEmitters.length > 0) {\r\n for (const subEmitter of this._attachedSubEmitters) {\r\n this._inheritParticleInfoToSubEmitter(subEmitter);\r\n }\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _reset() {\r\n this.age = 0;\r\n this.id = Particle._Count++;\r\n this._currentColorGradient = null;\r\n this._currentSizeGradient = null;\r\n this._currentAngularSpeedGradient = null;\r\n this._currentVelocityGradient = null;\r\n this._currentLimitVelocityGradient = null;\r\n this._currentDragGradient = null;\r\n this.cellIndex = this.particleSystem.startSpriteCellID;\r\n this._randomCellOffset = undefined;\r\n }\r\n\r\n /**\r\n * Copy the properties of particle to another one.\r\n * @param other the particle to copy the information to.\r\n */\r\n public copyTo(other: Particle) {\r\n other.position.copyFrom(this.position);\r\n if (this._initialDirection) {\r\n if (other._initialDirection) {\r\n other._initialDirection.copyFrom(this._initialDirection);\r\n } else {\r\n other._initialDirection = this._initialDirection.clone();\r\n }\r\n } else {\r\n other._initialDirection = null;\r\n }\r\n other.direction.copyFrom(this.direction);\r\n if (this._localPosition) {\r\n if (other._localPosition) {\r\n other._localPosition.copyFrom(this._localPosition);\r\n } else {\r\n other._localPosition = this._localPosition.clone();\r\n }\r\n }\r\n other.color.copyFrom(this.color);\r\n other.colorStep.copyFrom(this.colorStep);\r\n other.lifeTime = this.lifeTime;\r\n other.age = this.age;\r\n other._randomCellOffset = this._randomCellOffset;\r\n other.size = this.size;\r\n other.scale.copyFrom(this.scale);\r\n other.angle = this.angle;\r\n other.angularSpeed = this.angularSpeed;\r\n other.particleSystem = this.particleSystem;\r\n other.cellIndex = this.cellIndex;\r\n other.id = this.id;\r\n other._attachedSubEmitters = this._attachedSubEmitters;\r\n if (this._currentColorGradient) {\r\n other._currentColorGradient = this._currentColorGradient;\r\n other._currentColor1.copyFrom(this._currentColor1);\r\n other._currentColor2.copyFrom(this._currentColor2);\r\n }\r\n if (this._currentSizeGradient) {\r\n other._currentSizeGradient = this._currentSizeGradient;\r\n other._currentSize1 = this._currentSize1;\r\n other._currentSize2 = this._currentSize2;\r\n }\r\n if (this._currentAngularSpeedGradient) {\r\n other._currentAngularSpeedGradient = this._currentAngularSpeedGradient;\r\n other._currentAngularSpeed1 = this._currentAngularSpeed1;\r\n other._currentAngularSpeed2 = this._currentAngularSpeed2;\r\n }\r\n if (this._currentVelocityGradient) {\r\n other._currentVelocityGradient = this._currentVelocityGradient;\r\n other._currentVelocity1 = this._currentVelocity1;\r\n other._currentVelocity2 = this._currentVelocity2;\r\n }\r\n if (this._currentLimitVelocityGradient) {\r\n other._currentLimitVelocityGradient = this._currentLimitVelocityGradient;\r\n other._currentLimitVelocity1 = this._currentLimitVelocity1;\r\n other._currentLimitVelocity2 = this._currentLimitVelocity2;\r\n }\r\n if (this._currentDragGradient) {\r\n other._currentDragGradient = this._currentDragGradient;\r\n other._currentDrag1 = this._currentDrag1;\r\n other._currentDrag2 = this._currentDrag2;\r\n }\r\n if (this.particleSystem.isAnimationSheetEnabled) {\r\n other._initialStartSpriteCellId = this._initialStartSpriteCellId;\r\n other._initialEndSpriteCellId = this._initialEndSpriteCellId;\r\n other._initialSpriteCellLoop = this._initialSpriteCellLoop;\r\n }\r\n if (this.particleSystem.useRampGradients) {\r\n if (other.remapData && this.remapData) {\r\n other.remapData.copyFrom(this.remapData);\r\n } else {\r\n other.remapData = new Vector4(0, 0, 0, 0);\r\n }\r\n }\r\n if (this._randomNoiseCoordinates1) {\r\n if (other._randomNoiseCoordinates1) {\r\n other._randomNoiseCoordinates1.copyFrom(this._randomNoiseCoordinates1);\r\n other._randomNoiseCoordinates2.copyFrom(this._randomNoiseCoordinates2);\r\n } else {\r\n other._randomNoiseCoordinates1 = this._randomNoiseCoordinates1.clone();\r\n other._randomNoiseCoordinates2 = this._randomNoiseCoordinates2.clone();\r\n }\r\n }\r\n }\r\n}\r\n"]}
|
|
1
|
+
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type { Nullable } from \"../types\";\r\nimport { Vector2, Vector3, TmpVectors, Vector4 } from \"../Maths/math.vector\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport type { SubEmitter } from \"./subEmitter\";\r\nimport type { ColorGradient, FactorGradient } from \"../Misc/gradients\";\r\n\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { ThinParticleSystem } from \"./thinParticleSystem\";\r\nimport { Clamp } from \"../Maths/math.scalar.functions\";\r\n\r\n/**\r\n * A particle represents one of the element emitted by a particle system.\r\n * This is mainly define by its coordinates, direction, velocity and age.\r\n */\r\nexport class Particle {\r\n private static _Count = 0;\r\n /**\r\n * Unique ID of the particle\r\n */\r\n public id: number;\r\n /**\r\n * The world position of the particle in the scene.\r\n */\r\n public position = Vector3.Zero();\r\n\r\n /**\r\n * The world direction of the particle in the scene.\r\n */\r\n public direction = Vector3.Zero();\r\n\r\n /**\r\n * The color of the particle.\r\n */\r\n public color = new Color4(0, 0, 0, 0);\r\n\r\n /**\r\n * The color change of the particle per step.\r\n */\r\n public colorStep = new Color4(0, 0, 0, 0);\r\n\r\n /**\r\n * The creation color of the particle.\r\n */\r\n public initialColor = new Color4(0, 0, 0, 0);\r\n\r\n /**\r\n * Defines how long will the life of the particle be.\r\n */\r\n public lifeTime = 1.0;\r\n\r\n /**\r\n * The current age of the particle.\r\n */\r\n public age = 0;\r\n\r\n /**\r\n * The current size of the particle.\r\n */\r\n public size = 0;\r\n\r\n /**\r\n * The current scale of the particle.\r\n */\r\n public scale = new Vector2(1, 1);\r\n\r\n /**\r\n * The current angle of the particle.\r\n */\r\n public angle = 0;\r\n\r\n /**\r\n * Defines how fast is the angle changing.\r\n */\r\n public angularSpeed = 0;\r\n\r\n /**\r\n * Defines the cell index used by the particle to be rendered from a sprite.\r\n */\r\n public cellIndex: number = 0;\r\n\r\n /**\r\n * The information required to support color remapping\r\n */\r\n public remapData: Vector4;\r\n\r\n /** @internal */\r\n public _randomCellOffset?: number;\r\n\r\n /** @internal */\r\n public _initialDirection: Nullable<Vector3>;\r\n\r\n /** @internal */\r\n public _attachedSubEmitters: Nullable<Array<SubEmitter>> = null;\r\n\r\n /** @internal */\r\n public _initialStartSpriteCellId: number;\r\n /** @internal */\r\n public _initialEndSpriteCellId: number;\r\n /** @internal */\r\n public _initialSpriteCellLoop: boolean;\r\n\r\n /** @internal */\r\n public _currentColorGradient: Nullable<ColorGradient>;\r\n /** @internal */\r\n public _currentColor1 = new Color4(0, 0, 0, 0);\r\n /** @internal */\r\n public _currentColor2 = new Color4(0, 0, 0, 0);\r\n\r\n /** @internal */\r\n public _currentSizeGradient: Nullable<FactorGradient>;\r\n /** @internal */\r\n public _currentSize1 = 0;\r\n /** @internal */\r\n public _currentSize2 = 0;\r\n\r\n /** @internal */\r\n public _currentAngularSpeedGradient: Nullable<FactorGradient>;\r\n /** @internal */\r\n public _currentAngularSpeed1 = 0;\r\n /** @internal */\r\n public _currentAngularSpeed2 = 0;\r\n\r\n /** @internal */\r\n public _currentVelocityGradient: Nullable<FactorGradient>;\r\n /** @internal */\r\n public _currentVelocity1 = 0;\r\n /** @internal */\r\n public _currentVelocity2 = 0;\r\n\r\n /** @internal */\r\n public _currentLimitVelocityGradient: Nullable<FactorGradient>;\r\n /** @internal */\r\n public _currentLimitVelocity1 = 0;\r\n /** @internal */\r\n public _currentLimitVelocity2 = 0;\r\n\r\n /** @internal */\r\n public _currentDragGradient: Nullable<FactorGradient>;\r\n /** @internal */\r\n public _currentDrag1 = 0;\r\n /** @internal */\r\n public _currentDrag2 = 0;\r\n\r\n /** @internal */\r\n public _randomNoiseCoordinates1: Vector3;\r\n /** @internal */\r\n public _randomNoiseCoordinates2: Vector3;\r\n\r\n /** @internal */\r\n public _localPosition?: Vector3;\r\n\r\n /**\r\n * Creates a new instance Particle\r\n * @param particleSystem the particle system the particle belongs to\r\n */\r\n constructor(\r\n /**\r\n * The particle system the particle belongs to.\r\n */\r\n public particleSystem: ThinParticleSystem\r\n ) {\r\n this.id = Particle._Count++;\r\n if (!this.particleSystem.isAnimationSheetEnabled) {\r\n return;\r\n }\r\n\r\n this._updateCellInfoFromSystem();\r\n }\r\n\r\n private _updateCellInfoFromSystem(): void {\r\n this.cellIndex = this.particleSystem.startSpriteCellID;\r\n }\r\n\r\n /**\r\n * Defines how the sprite cell index is updated for the particle\r\n */\r\n public updateCellIndex(): void {\r\n let offsetAge = this.age;\r\n let changeSpeed = this.particleSystem.spriteCellChangeSpeed;\r\n\r\n if (this.particleSystem.spriteRandomStartCell) {\r\n if (this._randomCellOffset === undefined) {\r\n this._randomCellOffset = Math.random() * this.lifeTime;\r\n }\r\n\r\n if (changeSpeed === 0) {\r\n // Special case when speed = 0 meaning we want to stay on initial cell\r\n changeSpeed = 1;\r\n offsetAge = this._randomCellOffset;\r\n } else {\r\n offsetAge += this._randomCellOffset;\r\n }\r\n }\r\n\r\n const dist = this._initialEndSpriteCellId - this._initialStartSpriteCellId + 1;\r\n let ratio: number;\r\n if (this._initialSpriteCellLoop) {\r\n ratio = Clamp(((offsetAge * changeSpeed) % this.lifeTime) / this.lifeTime);\r\n } else {\r\n ratio = Clamp((offsetAge * changeSpeed) / this.lifeTime);\r\n }\r\n this.cellIndex = (this._initialStartSpriteCellId + ratio * dist) | 0;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter) {\r\n if ((<AbstractMesh>subEmitter.particleSystem.emitter).position) {\r\n const emitterMesh = <AbstractMesh>subEmitter.particleSystem.emitter;\r\n emitterMesh.position.copyFrom(this.position);\r\n if (subEmitter.inheritDirection) {\r\n const temp = TmpVectors.Vector3[0];\r\n this.direction.normalizeToRef(temp);\r\n emitterMesh.setDirection(temp, 0, Math.PI / 2);\r\n }\r\n } else {\r\n const emitterPosition = <Vector3>subEmitter.particleSystem.emitter;\r\n emitterPosition.copyFrom(this.position);\r\n }\r\n // Set inheritedVelocityOffset to be used when new particles are created\r\n this.direction.scaleToRef(subEmitter.inheritedVelocityAmount / 2, TmpVectors.Vector3[0]);\r\n subEmitter.particleSystem._inheritedVelocityOffset.copyFrom(TmpVectors.Vector3[0]);\r\n }\r\n\r\n /** @internal */\r\n public _inheritParticleInfoToSubEmitters() {\r\n if (this._attachedSubEmitters && this._attachedSubEmitters.length > 0) {\r\n for (const subEmitter of this._attachedSubEmitters) {\r\n this._inheritParticleInfoToSubEmitter(subEmitter);\r\n }\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _reset() {\r\n this.age = 0;\r\n this.id = Particle._Count++;\r\n this._currentColorGradient = null;\r\n this._currentSizeGradient = null;\r\n this._currentAngularSpeedGradient = null;\r\n this._currentVelocityGradient = null;\r\n this._currentLimitVelocityGradient = null;\r\n this._currentDragGradient = null;\r\n this.cellIndex = this.particleSystem.startSpriteCellID;\r\n this._randomCellOffset = undefined;\r\n }\r\n\r\n /**\r\n * Copy the properties of particle to another one.\r\n * @param other the particle to copy the information to.\r\n */\r\n public copyTo(other: Particle) {\r\n other.position.copyFrom(this.position);\r\n if (this._initialDirection) {\r\n if (other._initialDirection) {\r\n other._initialDirection.copyFrom(this._initialDirection);\r\n } else {\r\n other._initialDirection = this._initialDirection.clone();\r\n }\r\n } else {\r\n other._initialDirection = null;\r\n }\r\n other.direction.copyFrom(this.direction);\r\n if (this._localPosition) {\r\n if (other._localPosition) {\r\n other._localPosition.copyFrom(this._localPosition);\r\n } else {\r\n other._localPosition = this._localPosition.clone();\r\n }\r\n }\r\n other.color.copyFrom(this.color);\r\n other.colorStep.copyFrom(this.colorStep);\r\n other.initialColor.copyFrom(this.initialColor);\r\n other.lifeTime = this.lifeTime;\r\n other.age = this.age;\r\n other._randomCellOffset = this._randomCellOffset;\r\n other.size = this.size;\r\n other.scale.copyFrom(this.scale);\r\n other.angle = this.angle;\r\n other.angularSpeed = this.angularSpeed;\r\n other.particleSystem = this.particleSystem;\r\n other.cellIndex = this.cellIndex;\r\n other.id = this.id;\r\n other._attachedSubEmitters = this._attachedSubEmitters;\r\n if (this._currentColorGradient) {\r\n other._currentColorGradient = this._currentColorGradient;\r\n other._currentColor1.copyFrom(this._currentColor1);\r\n other._currentColor2.copyFrom(this._currentColor2);\r\n }\r\n if (this._currentSizeGradient) {\r\n other._currentSizeGradient = this._currentSizeGradient;\r\n other._currentSize1 = this._currentSize1;\r\n other._currentSize2 = this._currentSize2;\r\n }\r\n if (this._currentAngularSpeedGradient) {\r\n other._currentAngularSpeedGradient = this._currentAngularSpeedGradient;\r\n other._currentAngularSpeed1 = this._currentAngularSpeed1;\r\n other._currentAngularSpeed2 = this._currentAngularSpeed2;\r\n }\r\n if (this._currentVelocityGradient) {\r\n other._currentVelocityGradient = this._currentVelocityGradient;\r\n other._currentVelocity1 = this._currentVelocity1;\r\n other._currentVelocity2 = this._currentVelocity2;\r\n }\r\n if (this._currentLimitVelocityGradient) {\r\n other._currentLimitVelocityGradient = this._currentLimitVelocityGradient;\r\n other._currentLimitVelocity1 = this._currentLimitVelocity1;\r\n other._currentLimitVelocity2 = this._currentLimitVelocity2;\r\n }\r\n if (this._currentDragGradient) {\r\n other._currentDragGradient = this._currentDragGradient;\r\n other._currentDrag1 = this._currentDrag1;\r\n other._currentDrag2 = this._currentDrag2;\r\n }\r\n if (this.particleSystem.isAnimationSheetEnabled) {\r\n other._initialStartSpriteCellId = this._initialStartSpriteCellId;\r\n other._initialEndSpriteCellId = this._initialEndSpriteCellId;\r\n other._initialSpriteCellLoop = this._initialSpriteCellLoop;\r\n }\r\n if (this.particleSystem.useRampGradients) {\r\n if (other.remapData && this.remapData) {\r\n other.remapData.copyFrom(this.remapData);\r\n } else {\r\n other.remapData = new Vector4(0, 0, 0, 0);\r\n }\r\n }\r\n if (this._randomNoiseCoordinates1) {\r\n if (other._randomNoiseCoordinates1) {\r\n other._randomNoiseCoordinates1.copyFrom(this._randomNoiseCoordinates1);\r\n other._randomNoiseCoordinates2.copyFrom(this._randomNoiseCoordinates2);\r\n } else {\r\n other._randomNoiseCoordinates1 = this._randomNoiseCoordinates1.clone();\r\n other._randomNoiseCoordinates2 = this._randomNoiseCoordinates2.clone();\r\n }\r\n }\r\n }\r\n}\r\n"]}
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@@ -94,6 +94,10 @@ export declare class ParticleSystem extends ThinParticleSystem {
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* Please note that this is a copy of the internal array. If you want to modify it, please use the addAttractor and removeAttractor methods.
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*/
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get attractors(): Attractor[];
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/**
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* Gets or sets an object used to store user defined information for the particle system
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*/
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metadata: any;
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/**
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* Add an attractor to the particle system. Attractors are used to change the direction of the particles in the system.
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* @param attractor The attractor to add to the particle system
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@@ -50,6 +50,10 @@ export class ParticleSystem extends ThinParticleSystem {
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/** Attractors */
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this._attractors = [];
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this._attractorUpdate = null;
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/**
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* Gets or sets an object used to store user defined information for the particle system
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*/
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this.metadata = null;
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/** @internal */
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this._emitFromParticle = (particle) => {
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if (!this._subEmitters || this._subEmitters.length === 0) {
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@@ -642,6 +646,9 @@ export class ParticleSystem extends ThinParticleSystem {
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if (parsedParticleSystem.preventAutoStart) {
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particleSystem.preventAutoStart = parsedParticleSystem.preventAutoStart;
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}
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if (parsedParticleSystem.metadata) {
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particleSystem.metadata = parsedParticleSystem.metadata;
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}
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if (!doNotStart && !particleSystem.preventAutoStart) {
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particleSystem.start();
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}
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@@ -659,6 +666,9 @@ export class ParticleSystem extends ThinParticleSystem {
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serializationObject.customShader = this.customShader;
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serializationObject.preventAutoStart = this.preventAutoStart;
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serializationObject.worldOffset = this.worldOffset.asArray();
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if (this.metadata) {
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serializationObject.metadata = this.metadata;
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}
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// SubEmitters
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if (this.subEmitters) {
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serializationObject.subEmitters = [];
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