@babylonjs/core 8.33.4 → 8.34.1

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Files changed (120) hide show
  1. package/AudioV2/abstractAudio/abstractSound.d.ts +4 -0
  2. package/AudioV2/abstractAudio/abstractSound.js +6 -0
  3. package/AudioV2/abstractAudio/abstractSound.js.map +1 -1
  4. package/AudioV2/abstractAudio/abstractSoundInstance.js +3 -0
  5. package/AudioV2/abstractAudio/abstractSoundInstance.js.map +1 -1
  6. package/AudioV2/webAudio/webAudioStreamingSound.js +4 -1
  7. package/AudioV2/webAudio/webAudioStreamingSound.js.map +1 -1
  8. package/AudioV2/webAudio/webAudioUnmuteUI.js +1 -1
  9. package/AudioV2/webAudio/webAudioUnmuteUI.js.map +1 -1
  10. package/Engines/abstractEngine.js +2 -2
  11. package/Engines/abstractEngine.js.map +1 -1
  12. package/FrameGraph/Tasks/PostProcesses/ssao2Task.d.ts +1 -0
  13. package/FrameGraph/Tasks/PostProcesses/ssao2Task.js +7 -0
  14. package/FrameGraph/Tasks/PostProcesses/ssao2Task.js.map +1 -1
  15. package/Materials/Background/backgroundMaterial.js +9 -5
  16. package/Materials/Background/backgroundMaterial.js.map +1 -1
  17. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +1 -1
  18. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
  19. package/Materials/PBR/openpbrMaterial.d.ts +14 -0
  20. package/Materials/PBR/openpbrMaterial.js +16 -0
  21. package/Materials/PBR/openpbrMaterial.js.map +1 -1
  22. package/Materials/Textures/index.d.ts +1 -0
  23. package/Materials/Textures/index.js +1 -0
  24. package/Materials/Textures/index.js.map +1 -1
  25. package/Materials/Textures/mirrorTexture.d.ts +4 -0
  26. package/Materials/Textures/mirrorTexture.js +9 -0
  27. package/Materials/Textures/mirrorTexture.js.map +1 -1
  28. package/Materials/Textures/textureMerger.d.ts +75 -0
  29. package/Materials/Textures/textureMerger.js +206 -0
  30. package/Materials/Textures/textureMerger.js.map +1 -0
  31. package/Materials/floatingOriginMatrixOverrides.js +3 -2
  32. package/Materials/floatingOriginMatrixOverrides.js.map +1 -1
  33. package/Meshes/mesh.js +1 -1
  34. package/Meshes/mesh.js.map +1 -1
  35. package/Misc/sceneSerializer.js +8 -2
  36. package/Misc/sceneSerializer.js.map +1 -1
  37. package/Particles/Node/Blocks/Emitters/boxShapeBlock.js.map +1 -1
  38. package/Particles/Node/Blocks/Emitters/coneShapeBlock.d.ts +57 -0
  39. package/Particles/Node/Blocks/Emitters/coneShapeBlock.js +163 -0
  40. package/Particles/Node/Blocks/Emitters/coneShapeBlock.js.map +1 -0
  41. package/Particles/Node/Blocks/Emitters/index.d.ts +5 -4
  42. package/Particles/Node/Blocks/Emitters/index.js +5 -4
  43. package/Particles/Node/Blocks/Emitters/index.js.map +1 -1
  44. package/Particles/Node/Blocks/particleInputBlock.js +2 -0
  45. package/Particles/Node/Blocks/particleInputBlock.js.map +1 -1
  46. package/Particles/Node/Blocks/systemBlock.d.ts +4 -0
  47. package/Particles/Node/Blocks/systemBlock.js +8 -0
  48. package/Particles/Node/Blocks/systemBlock.js.map +1 -1
  49. package/Particles/Node/Enums/nodeParticleContextualSources.d.ts +5 -1
  50. package/Particles/Node/Enums/nodeParticleContextualSources.js +4 -0
  51. package/Particles/Node/Enums/nodeParticleContextualSources.js.map +1 -1
  52. package/Particles/Node/nodeParticleBuildState.js +5 -0
  53. package/Particles/Node/nodeParticleBuildState.js.map +1 -1
  54. package/Particles/Node/nodeParticleSystemSet.helper.d.ts +4 -3
  55. package/Particles/Node/nodeParticleSystemSet.helper.js +182 -115
  56. package/Particles/Node/nodeParticleSystemSet.helper.js.map +1 -1
  57. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.d.ts +1 -0
  58. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js +8 -0
  59. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
  60. package/PostProcesses/postProcess.d.ts +4 -0
  61. package/PostProcesses/postProcess.js +4 -0
  62. package/PostProcesses/postProcess.js.map +1 -1
  63. package/PostProcesses/thinSSAO2PostProcess.d.ts +1 -0
  64. package/PostProcesses/thinSSAO2PostProcess.js +9 -4
  65. package/PostProcesses/thinSSAO2PostProcess.js.map +1 -1
  66. package/Shaders/ShadersInclude/gaussianSplatting.js +2 -10
  67. package/Shaders/ShadersInclude/gaussianSplatting.js.map +1 -1
  68. package/Shaders/ShadersInclude/openpbrBaseLayerData.js +1 -1
  69. package/Shaders/ShadersInclude/openpbrBaseLayerData.js.map +1 -1
  70. package/Shaders/ShadersInclude/openpbrCoatLayerData.js +4 -0
  71. package/Shaders/ShadersInclude/openpbrCoatLayerData.js.map +1 -1
  72. package/Shaders/ShadersInclude/openpbrDirectLighting.js +5 -2
  73. package/Shaders/ShadersInclude/openpbrDirectLighting.js.map +1 -1
  74. package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js +2 -2
  75. package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
  76. package/Shaders/ShadersInclude/openpbrFuzzLayerData.js +1 -1
  77. package/Shaders/ShadersInclude/openpbrFuzzLayerData.js.map +1 -1
  78. package/Shaders/ShadersInclude/pbrBRDFFunctions.js +1 -1
  79. package/Shaders/ShadersInclude/pbrBRDFFunctions.js.map +1 -1
  80. package/Shaders/default.fragment.js +1 -1
  81. package/Shaders/default.fragment.js.map +1 -1
  82. package/Shaders/gaussianSplattingDepth.fragment.js +7 -1
  83. package/Shaders/gaussianSplattingDepth.fragment.js.map +1 -1
  84. package/Shaders/gaussianSplattingDepth.vertex.js +2 -2
  85. package/Shaders/gaussianSplattingDepth.vertex.js.map +1 -1
  86. package/Shaders/particles.vertex.js +1 -1
  87. package/Shaders/particles.vertex.js.map +1 -1
  88. package/Shaders/textureMerger.fragment.d.ts +5 -0
  89. package/Shaders/textureMerger.fragment.js +94 -0
  90. package/Shaders/textureMerger.fragment.js.map +1 -0
  91. package/ShadersWGSL/ShadersInclude/gaussianSplatting.js +1 -7
  92. package/ShadersWGSL/ShadersInclude/gaussianSplatting.js.map +1 -1
  93. package/ShadersWGSL/ShadersInclude/openpbrBaseLayerData.js +1 -1
  94. package/ShadersWGSL/ShadersInclude/openpbrBaseLayerData.js.map +1 -1
  95. package/ShadersWGSL/ShadersInclude/openpbrCoatLayerData.js +4 -0
  96. package/ShadersWGSL/ShadersInclude/openpbrCoatLayerData.js.map +1 -1
  97. package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js +5 -2
  98. package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js.map +1 -1
  99. package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js +2 -2
  100. package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
  101. package/ShadersWGSL/ShadersInclude/openpbrFuzzLayerData.js +1 -1
  102. package/ShadersWGSL/ShadersInclude/openpbrFuzzLayerData.js.map +1 -1
  103. package/ShadersWGSL/default.fragment.js +1 -1
  104. package/ShadersWGSL/default.fragment.js.map +1 -1
  105. package/ShadersWGSL/gaussianSplattingDepth.fragment.d.ts +1 -0
  106. package/ShadersWGSL/gaussianSplattingDepth.fragment.js +15 -3
  107. package/ShadersWGSL/gaussianSplattingDepth.fragment.js.map +1 -1
  108. package/ShadersWGSL/gaussianSplattingDepth.vertex.js +2 -2
  109. package/ShadersWGSL/gaussianSplattingDepth.vertex.js.map +1 -1
  110. package/ShadersWGSL/particles.vertex.js +1 -1
  111. package/ShadersWGSL/particles.vertex.js.map +1 -1
  112. package/ShadersWGSL/textureMerger.fragment.d.ts +5 -0
  113. package/ShadersWGSL/textureMerger.fragment.js +86 -0
  114. package/ShadersWGSL/textureMerger.fragment.js.map +1 -0
  115. package/Sprites/spriteManager.d.ts +8 -0
  116. package/Sprites/spriteManager.js +4 -0
  117. package/Sprites/spriteManager.js.map +1 -1
  118. package/XR/features/WebXRAnchorSystem.js +14 -21
  119. package/XR/features/WebXRAnchorSystem.js.map +1 -1
  120. package/package.json +1 -1
@@ -295,7 +295,10 @@ export class SceneSerializer {
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  // Post processes
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  serializationObject.postProcesses = [];
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  for (index = 0; index < scene.postProcesses.length; index++) {
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- serializationObject.postProcesses.push(scene.postProcesses[index].serialize());
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+ const postProcess = scene.postProcesses[index];
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+ if (!postProcess.doNotSerialize) {
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+ serializationObject.postProcesses.push(postProcess.serialize());
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+ }
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  }
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  // Action Manager
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  if (scene.actionManager) {
@@ -309,7 +312,10 @@ export class SceneSerializer {
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  if (scene.spriteManagers) {
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  serializationObject.spriteManagers = [];
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  for (index = 0; index < scene.spriteManagers.length; index++) {
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- serializationObject.spriteManagers.push(scene.spriteManagers[index].serialize(true));
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+ const spriteManager = scene.spriteManagers[index];
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+ if (!spriteManager.doNotSerialize) {
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+ serializationObject.spriteManagers.push(spriteManager.serialize(true));
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+ }
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  }
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  }
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  return serializationObject;
@@ -1 +1 @@
1
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type { Geometry } from \"../Meshes/geometry\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { MultiMaterial } from \"../Materials/multiMaterial\";\r\nimport type { Material } from \"../Materials/material\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { Light } from \"../Lights/light\";\r\nimport { SerializationHelper } from \"./decorators.serialization\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport type { CubeTexture } from \"../Materials/Textures/cubeTexture\";\r\nimport type { Node } from \"../node\";\r\nimport type { TransformNode } from \"../Meshes/transformNode\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { Logger } from \"core/Misc/logger\";\r\n\r\nlet SerializedGeometries: Geometry[] = [];\r\nconst SerializeGeometry = (geometry: Geometry, serializationGeometries: any): any => {\r\n if (geometry.doNotSerialize) {\r\n return;\r\n }\r\n\r\n serializationGeometries.vertexData.push(geometry.serializeVerticeData());\r\n\r\n (<any>SerializedGeometries)[geometry.id] = true;\r\n};\r\n\r\nconst SerializeMesh = (mesh: Mesh, serializationScene: any): any => {\r\n const serializationObject: any = {};\r\n\r\n // Geometry\r\n const geometry = mesh._geometry;\r\n if (geometry) {\r\n if (!mesh.getScene().getGeometryById(geometry.id)) {\r\n // Geometry was in the memory but not added to the scene, nevertheless it's better to serialize to be able to reload the mesh with its geometry\r\n SerializeGeometry(geometry, serializationScene.geometries);\r\n }\r\n }\r\n\r\n // Custom\r\n if (mesh.serialize) {\r\n mesh.serialize(serializationObject);\r\n }\r\n\r\n return serializationObject;\r\n};\r\n\r\nconst FinalizeSingleNode = (node: Node, serializationObject: any) => {\r\n if ((node as Mesh)._isMesh) {\r\n const mesh = node as Mesh;\r\n //only works if the mesh is already loaded\r\n if (mesh.delayLoadState === Constants.DELAYLOADSTATE_LOADED || mesh.delayLoadState === Constants.DELAYLOADSTATE_NONE) {\r\n const serializeMaterial = (material: Material) => {\r\n serializationObject.materials = serializationObject.materials || [];\r\n if (mesh.material && !serializationObject.materials.some((mat: Material) => mat.id === (<Material>mesh.material).id)) {\r\n serializationObject.materials.push(material.serialize());\r\n }\r\n };\r\n\r\n //serialize material\r\n if (mesh.material && !mesh.material.doNotSerialize) {\r\n if (mesh.material instanceof MultiMaterial) {\r\n serializationObject.multiMaterials = serializationObject.multiMaterials || [];\r\n if (!serializationObject.multiMaterials.some((mat: Material) => mat.id === (<Material>mesh.material).id)) {\r\n serializationObject.multiMaterials.push(mesh.material.serialize());\r\n for (const submaterial of mesh.material.subMaterials) {\r\n if (submaterial) {\r\n serializeMaterial(submaterial);\r\n }\r\n }\r\n }\r\n } else {\r\n serializeMaterial(mesh.material);\r\n }\r\n } else if (!mesh.material) {\r\n serializeMaterial(mesh.getScene().defaultMaterial);\r\n }\r\n\r\n //serialize geometry\r\n const geometry = mesh._geometry;\r\n if (geometry) {\r\n if (!serializationObject.geometries) {\r\n serializationObject.geometries = {};\r\n\r\n serializationObject.geometries.boxes = [];\r\n serializationObject.geometries.spheres = [];\r\n serializationObject.geometries.cylinders = [];\r\n serializationObject.geometries.toruses = [];\r\n serializationObject.geometries.grounds = [];\r\n serializationObject.geometries.planes = [];\r\n serializationObject.geometries.torusKnots = [];\r\n serializationObject.geometries.vertexData = [];\r\n }\r\n\r\n SerializeGeometry(geometry, serializationObject.geometries);\r\n }\r\n // Skeletons\r\n if (mesh.skeleton && !mesh.skeleton.doNotSerialize) {\r\n serializationObject.skeletons = serializationObject.skeletons || [];\r\n serializationObject.skeletons.push(mesh.skeleton.serialize());\r\n }\r\n\r\n //serialize the actual mesh\r\n serializationObject.meshes = serializationObject.meshes || [];\r\n serializationObject.meshes.push(SerializeMesh(mesh, serializationObject));\r\n }\r\n } else if (node.getClassName() === \"TransformNode\") {\r\n const transformNode = node as TransformNode;\r\n serializationObject.transformNodes.push(transformNode.serialize());\r\n } else if (node.getClassName().indexOf(\"Camera\") !== -1) {\r\n const camera = node as Camera;\r\n serializationObject.cameras.push(camera.serialize());\r\n } else if (node.getClassName().indexOf(\"Light\") !== -1) {\r\n const light = node as Light;\r\n serializationObject.lights.push(light.serialize());\r\n }\r\n};\r\n\r\n/**\r\n * Class used to serialize a scene into a string\r\n */\r\nexport class SceneSerializer {\r\n /**\r\n * Clear cache used by a previous serialization\r\n */\r\n public static ClearCache(): void {\r\n SerializedGeometries = [];\r\n }\r\n\r\n /**\r\n * Serialize a scene into a JSON compatible object\r\n * Note that if the current engine does not support synchronous texture reading (like WebGPU), you should use SerializeAsync instead\r\n * as else you may not retrieve the proper base64 encoded texture data (when using the Texture.ForceSerializeBuffers flag)\r\n * @param scene defines the scene to serialize\r\n * @returns a JSON compatible object\r\n */\r\n public static Serialize(scene: Scene): any {\r\n return SceneSerializer._Serialize(scene);\r\n }\r\n\r\n private static _Serialize(scene: Scene, checkSyncReadSupported = true): any {\r\n const serializationObject: any = {};\r\n\r\n if (checkSyncReadSupported && !scene.getEngine()._features.supportSyncTextureRead && Texture.ForceSerializeBuffers) {\r\n Logger.Warn(\"The serialization object may not contain the proper base64 encoded texture data! You should use the SerializeAsync method instead.\");\r\n }\r\n\r\n SceneSerializer.ClearCache();\r\n\r\n // Scene\r\n serializationObject.useDelayedTextureLoading = scene.useDelayedTextureLoading;\r\n serializationObject.autoClear = scene.autoClear;\r\n serializationObject.clearColor = scene.clearColor.asArray();\r\n serializationObject.ambientColor = scene.ambientColor.asArray();\r\n serializationObject.gravity = scene.gravity.asArray();\r\n serializationObject.collisionsEnabled = scene.collisionsEnabled;\r\n serializationObject.useRightHandedSystem = scene.useRightHandedSystem;\r\n\r\n // Fog\r\n if (scene.fogMode !== undefined && scene.fogMode !== null) {\r\n serializationObject.fogMode = scene.fogMode;\r\n }\r\n if (scene.fogColor !== undefined && scene.fogColor !== null) {\r\n serializationObject.fogColor = scene.fogColor.asArray();\r\n }\r\n if (scene.fogStart !== undefined && scene.fogStart !== null) {\r\n serializationObject.fogStart = scene.fogStart;\r\n }\r\n if (scene.fogEnd !== undefined && scene.fogEnd !== null) {\r\n serializationObject.fogEnd = scene.fogEnd;\r\n }\r\n if (scene.fogDensity !== undefined && scene.fogDensity !== null) {\r\n serializationObject.fogDensity = scene.fogDensity;\r\n }\r\n\r\n //Physics\r\n if (scene.isPhysicsEnabled && scene.isPhysicsEnabled()) {\r\n const physicEngine = scene.getPhysicsEngine();\r\n\r\n if (physicEngine) {\r\n serializationObject.physicsEnabled = true;\r\n serializationObject.physicsGravity = physicEngine.gravity.asArray();\r\n serializationObject.physicsEngine = physicEngine.getPhysicsPluginName();\r\n }\r\n }\r\n\r\n // Metadata\r\n if (scene.metadata) {\r\n serializationObject.metadata = scene.metadata;\r\n }\r\n\r\n // Morph targets\r\n serializationObject.morphTargetManagers = [];\r\n for (const abstractMesh of scene.meshes) {\r\n const manager = (<Mesh>abstractMesh).morphTargetManager;\r\n\r\n if (manager) {\r\n serializationObject.morphTargetManagers.push(manager.serialize());\r\n }\r\n }\r\n\r\n // Lights\r\n serializationObject.lights = [];\r\n let index: number;\r\n let light: Light;\r\n for (index = 0; index < scene.lights.length; index++) {\r\n light = scene.lights[index];\r\n\r\n if (!light.doNotSerialize) {\r\n serializationObject.lights.push(light.serialize());\r\n }\r\n }\r\n\r\n // Cameras\r\n serializationObject.cameras = [];\r\n for (index = 0; index < scene.cameras.length; index++) {\r\n const camera = scene.cameras[index];\r\n\r\n if (!camera.doNotSerialize) {\r\n serializationObject.cameras.push(camera.serialize());\r\n }\r\n }\r\n\r\n if (scene.activeCamera) {\r\n serializationObject.activeCameraID = scene.activeCamera.id;\r\n }\r\n\r\n // Animations\r\n SerializationHelper.AppendSerializedAnimations(scene, serializationObject);\r\n\r\n // Animation Groups\r\n if (scene.animationGroups && scene.animationGroups.length > 0) {\r\n serializationObject.animationGroups = [];\r\n for (let animationGroupIndex = 0; animationGroupIndex < scene.animationGroups.length; animationGroupIndex++) {\r\n const animationGroup = scene.animationGroups[animationGroupIndex];\r\n\r\n serializationObject.animationGroups.push(animationGroup.serialize());\r\n }\r\n }\r\n\r\n // Reflection probes\r\n if (scene.reflectionProbes && scene.reflectionProbes.length > 0) {\r\n serializationObject.reflectionProbes = [];\r\n\r\n for (index = 0; index < scene.reflectionProbes.length; index++) {\r\n const reflectionProbe = scene.reflectionProbes[index];\r\n serializationObject.reflectionProbes.push(reflectionProbe.serialize());\r\n }\r\n }\r\n\r\n // Materials\r\n serializationObject.materials = [];\r\n serializationObject.multiMaterials = [];\r\n let material: Material;\r\n for (index = 0; index < scene.materials.length; index++) {\r\n material = scene.materials[index];\r\n if (!material.doNotSerialize) {\r\n serializationObject.materials.push(material.serialize());\r\n }\r\n }\r\n\r\n // MultiMaterials\r\n serializationObject.multiMaterials = [];\r\n for (index = 0; index < scene.multiMaterials.length; index++) {\r\n const multiMaterial = scene.multiMaterials[index];\r\n serializationObject.multiMaterials.push(multiMaterial.serialize());\r\n }\r\n\r\n // Environment texture\r\n if (scene.environmentTexture) {\r\n if ((scene.environmentTexture as CubeTexture)._files) {\r\n serializationObject.environmentTexture = scene.environmentTexture.serialize();\r\n } else {\r\n serializationObject.environmentTexture = scene.environmentTexture.name;\r\n serializationObject.environmentTextureRotationY = (scene.environmentTexture as CubeTexture).rotationY;\r\n }\r\n }\r\n\r\n // Environment Intensity\r\n serializationObject.environmentIntensity = scene.environmentIntensity;\r\n\r\n // IBL Intensity\r\n serializationObject.iblIntensity = scene.iblIntensity;\r\n\r\n // Skeletons\r\n serializationObject.skeletons = [];\r\n for (index = 0; index < scene.skeletons.length; index++) {\r\n const skeleton = scene.skeletons[index];\r\n if (!skeleton.doNotSerialize) {\r\n serializationObject.skeletons.push(skeleton.serialize());\r\n }\r\n }\r\n\r\n // Transform nodes\r\n serializationObject.transformNodes = [];\r\n for (index = 0; index < scene.transformNodes.length; index++) {\r\n if (!scene.transformNodes[index].doNotSerialize) {\r\n serializationObject.transformNodes.push(scene.transformNodes[index].serialize());\r\n }\r\n }\r\n\r\n // Geometries\r\n serializationObject.geometries = {};\r\n\r\n serializationObject.geometries.boxes = [];\r\n serializationObject.geometries.spheres = [];\r\n serializationObject.geometries.cylinders = [];\r\n serializationObject.geometries.toruses = [];\r\n serializationObject.geometries.grounds = [];\r\n serializationObject.geometries.planes = [];\r\n serializationObject.geometries.torusKnots = [];\r\n serializationObject.geometries.vertexData = [];\r\n\r\n SerializedGeometries = [];\r\n const geometries = scene.getGeometries();\r\n for (index = 0; index < geometries.length; index++) {\r\n const geometry = geometries[index];\r\n\r\n if (geometry.isReady()) {\r\n SerializeGeometry(geometry, serializationObject.geometries);\r\n }\r\n }\r\n\r\n // Meshes\r\n serializationObject.meshes = [];\r\n for (index = 0; index < scene.meshes.length; index++) {\r\n const abstractMesh = scene.meshes[index];\r\n\r\n if (abstractMesh instanceof Mesh) {\r\n const mesh = abstractMesh;\r\n if (!mesh.doNotSerialize) {\r\n if (mesh.delayLoadState === Constants.DELAYLOADSTATE_LOADED || mesh.delayLoadState === Constants.DELAYLOADSTATE_NONE) {\r\n serializationObject.meshes.push(SerializeMesh(mesh, serializationObject));\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Particles Systems\r\n serializationObject.particleSystems = [];\r\n for (index = 0; index < scene.particleSystems.length; index++) {\r\n const particleSystem = scene.particleSystems[index];\r\n if (!particleSystem.doNotSerialize) {\r\n serializationObject.particleSystems.push(particleSystem.serialize(false));\r\n }\r\n }\r\n\r\n // Post processes\r\n serializationObject.postProcesses = [];\r\n for (index = 0; index < scene.postProcesses.length; index++) {\r\n serializationObject.postProcesses.push(scene.postProcesses[index].serialize());\r\n }\r\n\r\n // Action Manager\r\n if (scene.actionManager) {\r\n serializationObject.actions = scene.actionManager.serialize(\"scene\");\r\n }\r\n\r\n // Components\r\n for (const component of scene._serializableComponents) {\r\n component.serialize(serializationObject);\r\n }\r\n\r\n // Sprites\r\n if (scene.spriteManagers) {\r\n serializationObject.spriteManagers = [];\r\n for (index = 0; index < scene.spriteManagers.length; index++) {\r\n serializationObject.spriteManagers.push(scene.spriteManagers[index].serialize(true));\r\n }\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Serialize a scene into a JSON compatible object\r\n * @param scene defines the scene to serialize\r\n * @returns a JSON promise compatible object\r\n */\r\n public static async SerializeAsync(scene: Scene): Promise<any> {\r\n const serializationObject = SceneSerializer._Serialize(scene, false);\r\n\r\n const promises: Array<Promise<any>> = [];\r\n\r\n this._CollectPromises(serializationObject, promises);\r\n\r\n await Promise.all(promises);\r\n return serializationObject;\r\n }\r\n\r\n private static _CollectPromises(obj: any, promises: Array<Promise<any>>): void {\r\n if (Array.isArray(obj)) {\r\n for (let i = 0; i < obj.length; ++i) {\r\n const o = obj[i];\r\n if (o instanceof Promise) {\r\n // eslint-disable-next-line @typescript-eslint/no-unsafe-return, github/no-then\r\n promises.push(o.then((res: any) => (obj[i] = res)));\r\n } else if (o instanceof Object || Array.isArray(o)) {\r\n this._CollectPromises(o, promises);\r\n }\r\n }\r\n } else if (obj instanceof Object) {\r\n for (const name in obj) {\r\n if (Object.prototype.hasOwnProperty.call(obj, name)) {\r\n const o = obj[name];\r\n if (o instanceof Promise) {\r\n // eslint-disable-next-line @typescript-eslint/no-unsafe-return, github/no-then\r\n promises.push(o.then((res: any) => (obj[name] = res)));\r\n } else if (o instanceof Object || Array.isArray(o)) {\r\n this._CollectPromises(o, promises);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Serialize a mesh into a JSON compatible object\r\n * @param toSerialize defines the mesh to serialize\r\n * @param withParents defines if parents must be serialized as well\r\n * @param withChildren defines if children must be serialized as well\r\n * @returns a JSON compatible object\r\n */\r\n public static SerializeMesh(toSerialize: any /* Mesh || Mesh[] */, withParents: boolean = false, withChildren: boolean = false): any {\r\n const serializationObject: any = {};\r\n serializationObject.meshes = [];\r\n serializationObject.transformNodes = [];\r\n serializationObject.cameras = [];\r\n serializationObject.lights = [];\r\n\r\n SceneSerializer.ClearCache();\r\n\r\n toSerialize = toSerialize instanceof Array ? toSerialize : [toSerialize];\r\n\r\n if (withParents || withChildren) {\r\n //deliberate for loop! not for each, appended should be processed as well.\r\n for (let i = 0; i < toSerialize.length; ++i) {\r\n if (withChildren) {\r\n const descendants = toSerialize[i].getDescendants();\r\n for (const node of descendants) {\r\n if (toSerialize.indexOf(node) < 0 && !node.doNotSerialize) {\r\n toSerialize.push(node);\r\n }\r\n }\r\n }\r\n //make sure the array doesn't contain the object already\r\n if (withParents && toSerialize[i].parent && toSerialize.indexOf(toSerialize[i].parent) < 0 && !toSerialize[i].parent.doNotSerialize) {\r\n toSerialize.push(toSerialize[i].parent);\r\n }\r\n }\r\n }\r\n\r\n for (const mesh of toSerialize) {\r\n FinalizeSingleNode(mesh, serializationObject);\r\n }\r\n\r\n return serializationObject;\r\n }\r\n}\r\n"]}
1
+ 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type { Geometry } from \"../Meshes/geometry\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { MultiMaterial } from \"../Materials/multiMaterial\";\r\nimport type { Material } from \"../Materials/material\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { Light } from \"../Lights/light\";\r\nimport { SerializationHelper } from \"./decorators.serialization\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport type { CubeTexture } from \"../Materials/Textures/cubeTexture\";\r\nimport type { Node } from \"../node\";\r\nimport type { TransformNode } from \"../Meshes/transformNode\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { Logger } from \"core/Misc/logger\";\r\n\r\nlet SerializedGeometries: Geometry[] = [];\r\nconst SerializeGeometry = (geometry: Geometry, serializationGeometries: any): any => {\r\n if (geometry.doNotSerialize) {\r\n return;\r\n }\r\n\r\n serializationGeometries.vertexData.push(geometry.serializeVerticeData());\r\n\r\n (<any>SerializedGeometries)[geometry.id] = true;\r\n};\r\n\r\nconst SerializeMesh = (mesh: Mesh, serializationScene: any): any => {\r\n const serializationObject: any = {};\r\n\r\n // Geometry\r\n const geometry = mesh._geometry;\r\n if (geometry) {\r\n if (!mesh.getScene().getGeometryById(geometry.id)) {\r\n // Geometry was in the memory but not added to the scene, nevertheless it's better to serialize to be able to reload the mesh with its geometry\r\n SerializeGeometry(geometry, serializationScene.geometries);\r\n }\r\n }\r\n\r\n // Custom\r\n if (mesh.serialize) {\r\n mesh.serialize(serializationObject);\r\n }\r\n\r\n return serializationObject;\r\n};\r\n\r\nconst FinalizeSingleNode = (node: Node, serializationObject: any) => {\r\n if ((node as Mesh)._isMesh) {\r\n const mesh = node as Mesh;\r\n //only works if the mesh is already loaded\r\n if (mesh.delayLoadState === Constants.DELAYLOADSTATE_LOADED || mesh.delayLoadState === Constants.DELAYLOADSTATE_NONE) {\r\n const serializeMaterial = (material: Material) => {\r\n serializationObject.materials = serializationObject.materials || [];\r\n if (mesh.material && !serializationObject.materials.some((mat: Material) => mat.id === (<Material>mesh.material).id)) {\r\n serializationObject.materials.push(material.serialize());\r\n }\r\n };\r\n\r\n //serialize material\r\n if (mesh.material && !mesh.material.doNotSerialize) {\r\n if (mesh.material instanceof MultiMaterial) {\r\n serializationObject.multiMaterials = serializationObject.multiMaterials || [];\r\n if (!serializationObject.multiMaterials.some((mat: Material) => mat.id === (<Material>mesh.material).id)) {\r\n serializationObject.multiMaterials.push(mesh.material.serialize());\r\n for (const submaterial of mesh.material.subMaterials) {\r\n if (submaterial) {\r\n serializeMaterial(submaterial);\r\n }\r\n }\r\n }\r\n } else {\r\n serializeMaterial(mesh.material);\r\n }\r\n } else if (!mesh.material) {\r\n serializeMaterial(mesh.getScene().defaultMaterial);\r\n }\r\n\r\n //serialize geometry\r\n const geometry = mesh._geometry;\r\n if (geometry) {\r\n if (!serializationObject.geometries) {\r\n serializationObject.geometries = {};\r\n\r\n serializationObject.geometries.boxes = [];\r\n serializationObject.geometries.spheres = [];\r\n serializationObject.geometries.cylinders = [];\r\n serializationObject.geometries.toruses = [];\r\n serializationObject.geometries.grounds = [];\r\n serializationObject.geometries.planes = [];\r\n serializationObject.geometries.torusKnots = [];\r\n serializationObject.geometries.vertexData = [];\r\n }\r\n\r\n SerializeGeometry(geometry, serializationObject.geometries);\r\n }\r\n // Skeletons\r\n if (mesh.skeleton && !mesh.skeleton.doNotSerialize) {\r\n serializationObject.skeletons = serializationObject.skeletons || [];\r\n serializationObject.skeletons.push(mesh.skeleton.serialize());\r\n }\r\n\r\n //serialize the actual mesh\r\n serializationObject.meshes = serializationObject.meshes || [];\r\n serializationObject.meshes.push(SerializeMesh(mesh, serializationObject));\r\n }\r\n } else if (node.getClassName() === \"TransformNode\") {\r\n const transformNode = node as TransformNode;\r\n serializationObject.transformNodes.push(transformNode.serialize());\r\n } else if (node.getClassName().indexOf(\"Camera\") !== -1) {\r\n const camera = node as Camera;\r\n serializationObject.cameras.push(camera.serialize());\r\n } else if (node.getClassName().indexOf(\"Light\") !== -1) {\r\n const light = node as Light;\r\n serializationObject.lights.push(light.serialize());\r\n }\r\n};\r\n\r\n/**\r\n * Class used to serialize a scene into a string\r\n */\r\nexport class SceneSerializer {\r\n /**\r\n * Clear cache used by a previous serialization\r\n */\r\n public static ClearCache(): void {\r\n SerializedGeometries = [];\r\n }\r\n\r\n /**\r\n * Serialize a scene into a JSON compatible object\r\n * Note that if the current engine does not support synchronous texture reading (like WebGPU), you should use SerializeAsync instead\r\n * as else you may not retrieve the proper base64 encoded texture data (when using the Texture.ForceSerializeBuffers flag)\r\n * @param scene defines the scene to serialize\r\n * @returns a JSON compatible object\r\n */\r\n public static Serialize(scene: Scene): any {\r\n return SceneSerializer._Serialize(scene);\r\n }\r\n\r\n private static _Serialize(scene: Scene, checkSyncReadSupported = true): any {\r\n const serializationObject: any = {};\r\n\r\n if (checkSyncReadSupported && !scene.getEngine()._features.supportSyncTextureRead && Texture.ForceSerializeBuffers) {\r\n Logger.Warn(\"The serialization object may not contain the proper base64 encoded texture data! You should use the SerializeAsync method instead.\");\r\n }\r\n\r\n SceneSerializer.ClearCache();\r\n\r\n // Scene\r\n serializationObject.useDelayedTextureLoading = scene.useDelayedTextureLoading;\r\n serializationObject.autoClear = scene.autoClear;\r\n serializationObject.clearColor = scene.clearColor.asArray();\r\n serializationObject.ambientColor = scene.ambientColor.asArray();\r\n serializationObject.gravity = scene.gravity.asArray();\r\n serializationObject.collisionsEnabled = scene.collisionsEnabled;\r\n serializationObject.useRightHandedSystem = scene.useRightHandedSystem;\r\n\r\n // Fog\r\n if (scene.fogMode !== undefined && scene.fogMode !== null) {\r\n serializationObject.fogMode = scene.fogMode;\r\n }\r\n if (scene.fogColor !== undefined && scene.fogColor !== null) {\r\n serializationObject.fogColor = scene.fogColor.asArray();\r\n }\r\n if (scene.fogStart !== undefined && scene.fogStart !== null) {\r\n serializationObject.fogStart = scene.fogStart;\r\n }\r\n if (scene.fogEnd !== undefined && scene.fogEnd !== null) {\r\n serializationObject.fogEnd = scene.fogEnd;\r\n }\r\n if (scene.fogDensity !== undefined && scene.fogDensity !== null) {\r\n serializationObject.fogDensity = scene.fogDensity;\r\n }\r\n\r\n //Physics\r\n if (scene.isPhysicsEnabled && scene.isPhysicsEnabled()) {\r\n const physicEngine = scene.getPhysicsEngine();\r\n\r\n if (physicEngine) {\r\n serializationObject.physicsEnabled = true;\r\n serializationObject.physicsGravity = physicEngine.gravity.asArray();\r\n serializationObject.physicsEngine = physicEngine.getPhysicsPluginName();\r\n }\r\n }\r\n\r\n // Metadata\r\n if (scene.metadata) {\r\n serializationObject.metadata = scene.metadata;\r\n }\r\n\r\n // Morph targets\r\n serializationObject.morphTargetManagers = [];\r\n for (const abstractMesh of scene.meshes) {\r\n const manager = (<Mesh>abstractMesh).morphTargetManager;\r\n\r\n if (manager) {\r\n serializationObject.morphTargetManagers.push(manager.serialize());\r\n }\r\n }\r\n\r\n // Lights\r\n serializationObject.lights = [];\r\n let index: number;\r\n let light: Light;\r\n for (index = 0; index < scene.lights.length; index++) {\r\n light = scene.lights[index];\r\n\r\n if (!light.doNotSerialize) {\r\n serializationObject.lights.push(light.serialize());\r\n }\r\n }\r\n\r\n // Cameras\r\n serializationObject.cameras = [];\r\n for (index = 0; index < scene.cameras.length; index++) {\r\n const camera = scene.cameras[index];\r\n\r\n if (!camera.doNotSerialize) {\r\n serializationObject.cameras.push(camera.serialize());\r\n }\r\n }\r\n\r\n if (scene.activeCamera) {\r\n serializationObject.activeCameraID = scene.activeCamera.id;\r\n }\r\n\r\n // Animations\r\n SerializationHelper.AppendSerializedAnimations(scene, serializationObject);\r\n\r\n // Animation Groups\r\n if (scene.animationGroups && scene.animationGroups.length > 0) {\r\n serializationObject.animationGroups = [];\r\n for (let animationGroupIndex = 0; animationGroupIndex < scene.animationGroups.length; animationGroupIndex++) {\r\n const animationGroup = scene.animationGroups[animationGroupIndex];\r\n\r\n serializationObject.animationGroups.push(animationGroup.serialize());\r\n }\r\n }\r\n\r\n // Reflection probes\r\n if (scene.reflectionProbes && scene.reflectionProbes.length > 0) {\r\n serializationObject.reflectionProbes = [];\r\n\r\n for (index = 0; index < scene.reflectionProbes.length; index++) {\r\n const reflectionProbe = scene.reflectionProbes[index];\r\n serializationObject.reflectionProbes.push(reflectionProbe.serialize());\r\n }\r\n }\r\n\r\n // Materials\r\n serializationObject.materials = [];\r\n serializationObject.multiMaterials = [];\r\n let material: Material;\r\n for (index = 0; index < scene.materials.length; index++) {\r\n material = scene.materials[index];\r\n if (!material.doNotSerialize) {\r\n serializationObject.materials.push(material.serialize());\r\n }\r\n }\r\n\r\n // MultiMaterials\r\n serializationObject.multiMaterials = [];\r\n for (index = 0; index < scene.multiMaterials.length; index++) {\r\n const multiMaterial = scene.multiMaterials[index];\r\n serializationObject.multiMaterials.push(multiMaterial.serialize());\r\n }\r\n\r\n // Environment texture\r\n if (scene.environmentTexture) {\r\n if ((scene.environmentTexture as CubeTexture)._files) {\r\n serializationObject.environmentTexture = scene.environmentTexture.serialize();\r\n } else {\r\n serializationObject.environmentTexture = scene.environmentTexture.name;\r\n serializationObject.environmentTextureRotationY = (scene.environmentTexture as CubeTexture).rotationY;\r\n }\r\n }\r\n\r\n // Environment Intensity\r\n serializationObject.environmentIntensity = scene.environmentIntensity;\r\n\r\n // IBL Intensity\r\n serializationObject.iblIntensity = scene.iblIntensity;\r\n\r\n // Skeletons\r\n serializationObject.skeletons = [];\r\n for (index = 0; index < scene.skeletons.length; index++) {\r\n const skeleton = scene.skeletons[index];\r\n if (!skeleton.doNotSerialize) {\r\n serializationObject.skeletons.push(skeleton.serialize());\r\n }\r\n }\r\n\r\n // Transform nodes\r\n serializationObject.transformNodes = [];\r\n for (index = 0; index < scene.transformNodes.length; index++) {\r\n if (!scene.transformNodes[index].doNotSerialize) {\r\n serializationObject.transformNodes.push(scene.transformNodes[index].serialize());\r\n }\r\n }\r\n\r\n // Geometries\r\n serializationObject.geometries = {};\r\n\r\n serializationObject.geometries.boxes = [];\r\n serializationObject.geometries.spheres = [];\r\n serializationObject.geometries.cylinders = [];\r\n serializationObject.geometries.toruses = [];\r\n serializationObject.geometries.grounds = [];\r\n serializationObject.geometries.planes = [];\r\n serializationObject.geometries.torusKnots = [];\r\n serializationObject.geometries.vertexData = [];\r\n\r\n SerializedGeometries = [];\r\n const geometries = scene.getGeometries();\r\n for (index = 0; index < geometries.length; index++) {\r\n const geometry = geometries[index];\r\n\r\n if (geometry.isReady()) {\r\n SerializeGeometry(geometry, serializationObject.geometries);\r\n }\r\n }\r\n\r\n // Meshes\r\n serializationObject.meshes = [];\r\n for (index = 0; index < scene.meshes.length; index++) {\r\n const abstractMesh = scene.meshes[index];\r\n\r\n if (abstractMesh instanceof Mesh) {\r\n const mesh = abstractMesh;\r\n if (!mesh.doNotSerialize) {\r\n if (mesh.delayLoadState === Constants.DELAYLOADSTATE_LOADED || mesh.delayLoadState === Constants.DELAYLOADSTATE_NONE) {\r\n serializationObject.meshes.push(SerializeMesh(mesh, serializationObject));\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Particles Systems\r\n serializationObject.particleSystems = [];\r\n for (index = 0; index < scene.particleSystems.length; index++) {\r\n const particleSystem = scene.particleSystems[index];\r\n if (!particleSystem.doNotSerialize) {\r\n serializationObject.particleSystems.push(particleSystem.serialize(false));\r\n }\r\n }\r\n\r\n // Post processes\r\n serializationObject.postProcesses = [];\r\n for (index = 0; index < scene.postProcesses.length; index++) {\r\n const postProcess = scene.postProcesses[index];\r\n if (!postProcess.doNotSerialize) {\r\n serializationObject.postProcesses.push(postProcess.serialize());\r\n }\r\n }\r\n\r\n // Action Manager\r\n if (scene.actionManager) {\r\n serializationObject.actions = scene.actionManager.serialize(\"scene\");\r\n }\r\n\r\n // Components\r\n for (const component of scene._serializableComponents) {\r\n component.serialize(serializationObject);\r\n }\r\n\r\n // Sprites\r\n if (scene.spriteManagers) {\r\n serializationObject.spriteManagers = [];\r\n for (index = 0; index < scene.spriteManagers.length; index++) {\r\n const spriteManager = scene.spriteManagers[index];\r\n if (!spriteManager.doNotSerialize) {\r\n serializationObject.spriteManagers.push(spriteManager.serialize(true));\r\n }\r\n }\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Serialize a scene into a JSON compatible object\r\n * @param scene defines the scene to serialize\r\n * @returns a JSON promise compatible object\r\n */\r\n public static async SerializeAsync(scene: Scene): Promise<any> {\r\n const serializationObject = SceneSerializer._Serialize(scene, false);\r\n\r\n const promises: Array<Promise<any>> = [];\r\n\r\n this._CollectPromises(serializationObject, promises);\r\n\r\n await Promise.all(promises);\r\n return serializationObject;\r\n }\r\n\r\n private static _CollectPromises(obj: any, promises: Array<Promise<any>>): void {\r\n if (Array.isArray(obj)) {\r\n for (let i = 0; i < obj.length; ++i) {\r\n const o = obj[i];\r\n if (o instanceof Promise) {\r\n // eslint-disable-next-line @typescript-eslint/no-unsafe-return, github/no-then\r\n promises.push(o.then((res: any) => (obj[i] = res)));\r\n } else if (o instanceof Object || Array.isArray(o)) {\r\n this._CollectPromises(o, promises);\r\n }\r\n }\r\n } else if (obj instanceof Object) {\r\n for (const name in obj) {\r\n if (Object.prototype.hasOwnProperty.call(obj, name)) {\r\n const o = obj[name];\r\n if (o instanceof Promise) {\r\n // eslint-disable-next-line @typescript-eslint/no-unsafe-return, github/no-then\r\n promises.push(o.then((res: any) => (obj[name] = res)));\r\n } else if (o instanceof Object || Array.isArray(o)) {\r\n this._CollectPromises(o, promises);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Serialize a mesh into a JSON compatible object\r\n * @param toSerialize defines the mesh to serialize\r\n * @param withParents defines if parents must be serialized as well\r\n * @param withChildren defines if children must be serialized as well\r\n * @returns a JSON compatible object\r\n */\r\n public static SerializeMesh(toSerialize: any /* Mesh || Mesh[] */, withParents: boolean = false, withChildren: boolean = false): any {\r\n const serializationObject: any = {};\r\n serializationObject.meshes = [];\r\n serializationObject.transformNodes = [];\r\n serializationObject.cameras = [];\r\n serializationObject.lights = [];\r\n\r\n SceneSerializer.ClearCache();\r\n\r\n toSerialize = toSerialize instanceof Array ? toSerialize : [toSerialize];\r\n\r\n if (withParents || withChildren) {\r\n //deliberate for loop! not for each, appended should be processed as well.\r\n for (let i = 0; i < toSerialize.length; ++i) {\r\n if (withChildren) {\r\n const descendants = toSerialize[i].getDescendants();\r\n for (const node of descendants) {\r\n if (toSerialize.indexOf(node) < 0 && !node.doNotSerialize) {\r\n toSerialize.push(node);\r\n }\r\n }\r\n }\r\n //make sure the array doesn't contain the object already\r\n if (withParents && toSerialize[i].parent && toSerialize.indexOf(toSerialize[i].parent) < 0 && !toSerialize[i].parent.doNotSerialize) {\r\n toSerialize.push(toSerialize[i].parent);\r\n }\r\n }\r\n }\r\n\r\n for (const mesh of toSerialize) {\r\n FinalizeSingleNode(mesh, serializationObject);\r\n }\r\n\r\n return serializationObject;\r\n }\r\n}\r\n"]}
@@ -1 +1 @@
1
- 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{ RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeParticleBlockConnectionPointTypes } from \"../../Enums/nodeParticleBlockConnectionPointTypes\";\r\nimport type { NodeParticleConnectionPoint } from \"../../nodeParticleBlockConnectionPoint\";\r\nimport { Vector3 } from \"core/Maths/math.vector\";\r\nimport type { NodeParticleBuildState } from \"../../nodeParticleBuildState\";\r\nimport { NodeParticleBlock } from \"../../nodeParticleBlock\";\r\nimport type { Particle } from \"core/Particles/particle\";\r\nimport { RandomRange } from \"core/Maths/math.scalar.functions\";\r\nimport type { IShapeBlock } from \"./IShapeBlock\";\r\n\r\n/**\r\n * Block used to provide a flow of particles emitted from a box shape.\r\n */\r\nexport class BoxShapeBlock extends NodeParticleBlock implements IShapeBlock {\r\n /**\r\n * Create a new BoxShapeBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"particle\", NodeParticleBlockConnectionPointTypes.Particle);\r\n this.registerInput(\"direction1\", NodeParticleBlockConnectionPointTypes.Vector3, true, new Vector3(0, 1.0, 0));\r\n this.registerInput(\"direction2\", NodeParticleBlockConnectionPointTypes.Vector3, true, new Vector3(0, 1.0, 0));\r\n this.registerInput(\"minEmitBox\", NodeParticleBlockConnectionPointTypes.Vector3, true, new Vector3(-0.5, -0.5, -0.5));\r\n this.registerInput(\"maxEmitBox\", NodeParticleBlockConnectionPointTypes.Vector3, true, new Vector3(0.5, 0.5, 0.5));\r\n this.registerOutput(\"output\", NodeParticleBlockConnectionPointTypes.Particle);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"BoxShapeBlock\";\r\n }\r\n\r\n /**\r\n * Gets the particle input component\r\n */\r\n public get particle(): NodeParticleConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the direction1 input component\r\n */\r\n public get direction1(): NodeParticleConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the direction2 input component\r\n */\r\n public get direction2(): NodeParticleConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the minEmitBox input component\r\n */\r\n public get minEmitBox(): NodeParticleConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the maxEmitBox input component\r\n */\r\n public get maxEmitBox(): NodeParticleConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeParticleConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Builds the block\r\n * @param state defines the build state\r\n */\r\n public override _build(state: NodeParticleBuildState) {\r\n const system = this.particle.getConnectedValue(state);\r\n\r\n system._directionCreation.process = (particle: Particle) => {\r\n state.particleContext = particle;\r\n state.systemContext = system;\r\n\r\n const direction1 = this.direction1.getConnectedValue(state) as Vector3;\r\n const direction2 = this.direction2.getConnectedValue(state) as Vector3;\r\n\r\n const randX = RandomRange(direction1.x, direction2.x);\r\n const randY = RandomRange(direction1.y, direction2.y);\r\n const randZ = RandomRange(direction1.z, direction2.z);\r\n\r\n if (state.isEmitterTransformNode) {\r\n Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, state.emitterWorldMatrix!, particle.direction);\r\n } else {\r\n particle.direction.copyFromFloats(randX, randY, randZ);\r\n }\r\n\r\n particle._initialDirection = particle.direction.clone();\r\n };\r\n\r\n system._positionCreation.process = (particle: Particle) => {\r\n state.particleContext = particle;\r\n state.systemContext = system;\r\n const minEmitBox = this.minEmitBox.getConnectedValue(state) as Vector3;\r\n const maxEmitBox = this.maxEmitBox.getConnectedValue(state) as Vector3;\r\n\r\n const randX = RandomRange(minEmitBox.x, maxEmitBox.x);\r\n const randY = RandomRange(minEmitBox.y, maxEmitBox.y);\r\n const randZ = RandomRange(minEmitBox.z, maxEmitBox.z);\r\n\r\n if (state.isEmitterTransformNode) {\r\n Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, state.emitterWorldMatrix!, particle.position);\r\n } else {\r\n particle.position.copyFromFloats(randX, randY, randZ);\r\n particle.position.addInPlace(state.emitterPosition!);\r\n }\r\n };\r\n\r\n this.output._storedValue = system;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.BoxShapeBlock\", BoxShapeBlock);\r\n"]}
1
+ 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{ RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeParticleBlockConnectionPointTypes } from \"../../Enums/nodeParticleBlockConnectionPointTypes\";\r\nimport type { NodeParticleConnectionPoint } from \"../../nodeParticleBlockConnectionPoint\";\r\nimport { Vector3 } from \"core/Maths/math.vector\";\r\nimport type { NodeParticleBuildState } from \"../../nodeParticleBuildState\";\r\nimport { NodeParticleBlock } from \"../../nodeParticleBlock\";\r\nimport type { Particle } from \"core/Particles/particle\";\r\nimport { RandomRange } from \"core/Maths/math.scalar.functions\";\r\nimport type { IShapeBlock } from \"./IShapeBlock\";\r\n\r\n/**\r\n * Block used to provide a flow of particles emitted from a box shape.\r\n */\r\nexport class BoxShapeBlock extends NodeParticleBlock implements IShapeBlock {\r\n /**\r\n * Create a new BoxShapeBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"particle\", NodeParticleBlockConnectionPointTypes.Particle);\r\n this.registerInput(\"direction1\", NodeParticleBlockConnectionPointTypes.Vector3, true, new Vector3(0, 1.0, 0));\r\n this.registerInput(\"direction2\", NodeParticleBlockConnectionPointTypes.Vector3, true, new Vector3(0, 1.0, 0));\r\n this.registerInput(\"minEmitBox\", NodeParticleBlockConnectionPointTypes.Vector3, true, new Vector3(-0.5, -0.5, -0.5));\r\n this.registerInput(\"maxEmitBox\", NodeParticleBlockConnectionPointTypes.Vector3, true, new Vector3(0.5, 0.5, 0.5));\r\n this.registerOutput(\"output\", NodeParticleBlockConnectionPointTypes.Particle);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"BoxShapeBlock\";\r\n }\r\n\r\n /**\r\n * Gets the particle input component\r\n */\r\n public get particle(): NodeParticleConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the direction1 input component\r\n */\r\n public get direction1(): NodeParticleConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the direction2 input component\r\n */\r\n public get direction2(): NodeParticleConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the minEmitBox input component\r\n */\r\n public get minEmitBox(): NodeParticleConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the maxEmitBox input component\r\n */\r\n public get maxEmitBox(): NodeParticleConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeParticleConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Builds the block\r\n * @param state defines the build state\r\n */\r\n public override _build(state: NodeParticleBuildState) {\r\n const system = this.particle.getConnectedValue(state);\r\n\r\n system._directionCreation.process = (particle: Particle) => {\r\n state.particleContext = particle;\r\n state.systemContext = system;\r\n\r\n const direction1 = this.direction1.getConnectedValue(state) as Vector3;\r\n const direction2 = this.direction2.getConnectedValue(state) as Vector3;\r\n\r\n const randX = RandomRange(direction1.x, direction2.x);\r\n const randY = RandomRange(direction1.y, direction2.y);\r\n const randZ = RandomRange(direction1.z, direction2.z);\r\n\r\n if (state.isEmitterTransformNode) {\r\n Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, state.emitterWorldMatrix!, particle.direction);\r\n } else {\r\n particle.direction.copyFromFloats(randX, randY, randZ);\r\n }\r\n\r\n particle._initialDirection = particle.direction.clone();\r\n };\r\n\r\n system._positionCreation.process = (particle: Particle) => {\r\n state.particleContext = particle;\r\n state.systemContext = system;\r\n\r\n const minEmitBox = this.minEmitBox.getConnectedValue(state) as Vector3;\r\n const maxEmitBox = this.maxEmitBox.getConnectedValue(state) as Vector3;\r\n\r\n const randX = RandomRange(minEmitBox.x, maxEmitBox.x);\r\n const randY = RandomRange(minEmitBox.y, maxEmitBox.y);\r\n const randZ = RandomRange(minEmitBox.z, maxEmitBox.z);\r\n\r\n if (state.isEmitterTransformNode) {\r\n Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, state.emitterWorldMatrix!, particle.position);\r\n } else {\r\n particle.position.copyFromFloats(randX, randY, randZ);\r\n particle.position.addInPlace(state.emitterPosition!);\r\n }\r\n };\r\n\r\n this.output._storedValue = system;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.BoxShapeBlock\", BoxShapeBlock);\r\n"]}
@@ -0,0 +1,57 @@
1
+ import type { IShapeBlock } from "./IShapeBlock.js";
2
+ import type { NodeParticleConnectionPoint } from "../../nodeParticleBlockConnectionPoint.js";
3
+ import type { NodeParticleBuildState } from "../../nodeParticleBuildState.js";
4
+ import { NodeParticleBlock } from "../../nodeParticleBlock.js";
5
+ /**
6
+ * Block used to provide a flow of particles emitted from a cone shape.
7
+ */
8
+ export declare class ConeShapeBlock extends NodeParticleBlock implements IShapeBlock {
9
+ /**
10
+ * Create a new ConeShapeBlock
11
+ * @param name defines the block name
12
+ */
13
+ constructor(name: string);
14
+ /**
15
+ * Gets the current class name
16
+ * @returns the class name
17
+ */
18
+ getClassName(): string;
19
+ /**
20
+ * Gets the particle input component
21
+ */
22
+ get particle(): NodeParticleConnectionPoint;
23
+ /**
24
+ * Gets the radius input component
25
+ */
26
+ get radius(): NodeParticleConnectionPoint;
27
+ /**
28
+ * Gets the angle input component
29
+ */
30
+ get angle(): NodeParticleConnectionPoint;
31
+ /**
32
+ * Gets the radiusRange input component
33
+ */
34
+ get radiusRange(): NodeParticleConnectionPoint;
35
+ /**
36
+ * Gets the heightRange input component
37
+ */
38
+ get heightRange(): NodeParticleConnectionPoint;
39
+ /**
40
+ * Gets the emitFromSpawnPointOnly input component
41
+ */
42
+ get emitFromSpawnPointOnly(): NodeParticleConnectionPoint;
43
+ /**
44
+ * Gets the directionRandomizer input component
45
+ */
46
+ get directionRandomizer(): NodeParticleConnectionPoint;
47
+ /**
48
+ * Gets the output component
49
+ */
50
+ get output(): NodeParticleConnectionPoint;
51
+ /**
52
+ * Builds the block
53
+ * @param state defines the build state
54
+ */
55
+ _build(state: NodeParticleBuildState): void;
56
+ private _calculateHeight;
57
+ }
@@ -0,0 +1,163 @@
1
+ import { RegisterClass } from "../../../../Misc/typeStore.js";
2
+ import { NodeParticleBlockConnectionPointTypes } from "../../Enums/nodeParticleBlockConnectionPointTypes.js";
3
+ import { NodeParticleBlock } from "../../nodeParticleBlock.js";
4
+ import { RandomRange } from "../../../../Maths/math.scalar.functions.js";
5
+ import { TmpVectors, Vector3 } from "../../../../Maths/math.vector.js";
6
+ /**
7
+ * Block used to provide a flow of particles emitted from a cone shape.
8
+ */
9
+ export class ConeShapeBlock extends NodeParticleBlock {
10
+ /**
11
+ * Create a new ConeShapeBlock
12
+ * @param name defines the block name
13
+ */
14
+ constructor(name) {
15
+ super(name);
16
+ this.registerInput("particle", NodeParticleBlockConnectionPointTypes.Particle);
17
+ this.registerInput("radius", NodeParticleBlockConnectionPointTypes.Float, true, 1);
18
+ this.registerInput("angle", NodeParticleBlockConnectionPointTypes.Float, true, Math.PI);
19
+ this.registerInput("radiusRange", NodeParticleBlockConnectionPointTypes.Float, true, 1);
20
+ this.registerInput("heightRange", NodeParticleBlockConnectionPointTypes.Float, true, 1);
21
+ this.registerInput("emitFromSpawnPointOnly", NodeParticleBlockConnectionPointTypes.Int, true, 0);
22
+ this.registerInput("directionRandomizer", NodeParticleBlockConnectionPointTypes.Float, true, 0);
23
+ this.registerOutput("output", NodeParticleBlockConnectionPointTypes.Particle);
24
+ }
25
+ /**
26
+ * Gets the current class name
27
+ * @returns the class name
28
+ */
29
+ getClassName() {
30
+ return "ConeShapeBlock";
31
+ }
32
+ /**
33
+ * Gets the particle input component
34
+ */
35
+ get particle() {
36
+ return this._inputs[0];
37
+ }
38
+ /**
39
+ * Gets the radius input component
40
+ */
41
+ get radius() {
42
+ return this._inputs[1];
43
+ }
44
+ /**
45
+ * Gets the angle input component
46
+ */
47
+ get angle() {
48
+ return this._inputs[2];
49
+ }
50
+ /**
51
+ * Gets the radiusRange input component
52
+ */
53
+ get radiusRange() {
54
+ return this._inputs[3];
55
+ }
56
+ /**
57
+ * Gets the heightRange input component
58
+ */
59
+ get heightRange() {
60
+ return this._inputs[4];
61
+ }
62
+ /**
63
+ * Gets the emitFromSpawnPointOnly input component
64
+ */
65
+ get emitFromSpawnPointOnly() {
66
+ return this._inputs[5];
67
+ }
68
+ /**
69
+ * Gets the directionRandomizer input component
70
+ */
71
+ get directionRandomizer() {
72
+ return this._inputs[6];
73
+ }
74
+ /**
75
+ * Gets the output component
76
+ */
77
+ get output() {
78
+ return this._outputs[0];
79
+ }
80
+ /**
81
+ * Builds the block
82
+ * @param state defines the build state
83
+ */
84
+ _build(state) {
85
+ const system = this.particle.getConnectedValue(state);
86
+ system._directionCreation.process = (particle) => {
87
+ state.particleContext = particle;
88
+ state.systemContext = system;
89
+ // Connected values
90
+ let directionRandomizer = this.directionRandomizer.getConnectedValue(state);
91
+ directionRandomizer = Math.max(0, Math.min(directionRandomizer, 1));
92
+ // Calculate create direction logic
93
+ if (system.isLocal) {
94
+ TmpVectors.Vector3[0].copyFrom(particle.position).normalize();
95
+ }
96
+ else {
97
+ particle.position.subtractToRef(state.emitterWorldMatrix.getTranslation(), TmpVectors.Vector3[0]).normalize();
98
+ }
99
+ const randX = RandomRange(0, directionRandomizer);
100
+ const randY = RandomRange(0, directionRandomizer);
101
+ const randZ = RandomRange(0, directionRandomizer);
102
+ const directionToUpdate = new Vector3();
103
+ directionToUpdate.x = TmpVectors.Vector3[0].x + randX;
104
+ directionToUpdate.y = TmpVectors.Vector3[0].y + randY;
105
+ directionToUpdate.z = TmpVectors.Vector3[0].z + randZ;
106
+ directionToUpdate.normalize();
107
+ if (system.isLocal) {
108
+ particle.direction.copyFromFloats(directionToUpdate.x, directionToUpdate.y, directionToUpdate.z);
109
+ }
110
+ else {
111
+ Vector3.TransformNormalFromFloatsToRef(directionToUpdate.x, directionToUpdate.y, directionToUpdate.z, state.emitterWorldMatrix, particle.direction);
112
+ }
113
+ particle._initialDirection = particle.direction.clone();
114
+ };
115
+ system._positionCreation.process = (particle) => {
116
+ state.particleContext = particle;
117
+ state.systemContext = system;
118
+ // Connected values
119
+ const radius = this.radius.getConnectedValue(state);
120
+ const angle = this.angle.getConnectedValue(state);
121
+ let radiusRange = this.radiusRange.getConnectedValue(state);
122
+ radiusRange = Math.max(0, Math.min(radiusRange, 1));
123
+ let heightRange = this.heightRange.getConnectedValue(state);
124
+ heightRange = Math.max(0, Math.min(heightRange, 1));
125
+ const emitFromSpawnPointOnly = this.emitFromSpawnPointOnly.getConnectedValue(state) !== 0;
126
+ // Calculate position creation logic
127
+ let h;
128
+ if (!emitFromSpawnPointOnly) {
129
+ h = RandomRange(0, heightRange);
130
+ // Better distribution in a cone at normal angles.
131
+ h = 1 - h * h;
132
+ }
133
+ else {
134
+ h = 0.0001;
135
+ }
136
+ let newRadius = radius - RandomRange(0, radius * radiusRange);
137
+ newRadius = newRadius * h;
138
+ const s = RandomRange(0, Math.PI * 2);
139
+ const height = this._calculateHeight(angle, radius);
140
+ const randX = newRadius * Math.sin(s);
141
+ const randZ = newRadius * Math.cos(s);
142
+ const randY = h * height;
143
+ if (system.isLocal) {
144
+ particle.position.copyFromFloats(randX, randY, randZ);
145
+ particle.position.addInPlace(state.emitterPosition);
146
+ }
147
+ else {
148
+ Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, state.emitterWorldMatrix, particle.position);
149
+ }
150
+ };
151
+ this.output._storedValue = system;
152
+ }
153
+ _calculateHeight(angle, radius) {
154
+ if (angle !== 0) {
155
+ return radius / Math.tan(angle / 2);
156
+ }
157
+ else {
158
+ return 1;
159
+ }
160
+ }
161
+ }
162
+ RegisterClass("BABYLON.ConeShapeBlock", ConeShapeBlock);
163
+ //# sourceMappingURL=coneShapeBlock.js.map
@@ -0,0 +1 @@
1
+ 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type { IShapeBlock } from \"./IShapeBlock\";\r\nimport type { NodeParticleConnectionPoint } from \"core/Particles/Node/nodeParticleBlockConnectionPoint\";\r\nimport type { NodeParticleBuildState } from \"core/Particles/Node/nodeParticleBuildState\";\r\nimport type { Particle } from \"core/Particles/particle\";\r\n\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { NodeParticleBlockConnectionPointTypes } from \"core/Particles/Node/Enums/nodeParticleBlockConnectionPointTypes\";\r\nimport { NodeParticleBlock } from \"core/Particles/Node/nodeParticleBlock\";\r\nimport { RandomRange } from \"core/Maths/math.scalar.functions\";\r\nimport { TmpVectors, Vector3 } from \"core/Maths/math.vector\";\r\n\r\n/**\r\n * Block used to provide a flow of particles emitted from a cone shape.\r\n */\r\nexport class ConeShapeBlock extends NodeParticleBlock implements IShapeBlock {\r\n /**\r\n * Create a new ConeShapeBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"particle\", NodeParticleBlockConnectionPointTypes.Particle);\r\n this.registerInput(\"radius\", NodeParticleBlockConnectionPointTypes.Float, true, 1);\r\n this.registerInput(\"angle\", NodeParticleBlockConnectionPointTypes.Float, true, Math.PI);\r\n this.registerInput(\"radiusRange\", NodeParticleBlockConnectionPointTypes.Float, true, 1);\r\n this.registerInput(\"heightRange\", NodeParticleBlockConnectionPointTypes.Float, true, 1);\r\n this.registerInput(\"emitFromSpawnPointOnly\", NodeParticleBlockConnectionPointTypes.Int, true, 0);\r\n this.registerInput(\"directionRandomizer\", NodeParticleBlockConnectionPointTypes.Float, true, 0);\r\n this.registerOutput(\"output\", NodeParticleBlockConnectionPointTypes.Particle);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"ConeShapeBlock\";\r\n }\r\n\r\n /**\r\n * Gets the particle input component\r\n */\r\n public get particle(): NodeParticleConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the radius input component\r\n */\r\n public get radius(): NodeParticleConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the angle input component\r\n */\r\n public get angle(): NodeParticleConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the radiusRange input component\r\n */\r\n public get radiusRange(): NodeParticleConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the heightRange input component\r\n */\r\n public get heightRange(): NodeParticleConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the emitFromSpawnPointOnly input component\r\n */\r\n public get emitFromSpawnPointOnly(): NodeParticleConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the directionRandomizer input component\r\n */\r\n public get directionRandomizer(): NodeParticleConnectionPoint {\r\n return this._inputs[6];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeParticleConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Builds the block\r\n * @param state defines the build state\r\n */\r\n public override _build(state: NodeParticleBuildState) {\r\n const system = this.particle.getConnectedValue(state);\r\n\r\n system._directionCreation.process = (particle: Particle) => {\r\n state.particleContext = particle;\r\n state.systemContext = system;\r\n\r\n // Connected values\r\n let directionRandomizer = this.directionRandomizer.getConnectedValue(state) as number;\r\n directionRandomizer = Math.max(0, Math.min(directionRandomizer, 1));\r\n\r\n // Calculate create direction logic\r\n if (system.isLocal) {\r\n TmpVectors.Vector3[0].copyFrom(particle.position).normalize();\r\n } else {\r\n particle.position.subtractToRef(state.emitterWorldMatrix!.getTranslation(), TmpVectors.Vector3[0]).normalize();\r\n }\r\n\r\n const randX = RandomRange(0, directionRandomizer);\r\n const randY = RandomRange(0, directionRandomizer);\r\n const randZ = RandomRange(0, directionRandomizer);\r\n const directionToUpdate = new Vector3();\r\n directionToUpdate.x = TmpVectors.Vector3[0].x + randX;\r\n directionToUpdate.y = TmpVectors.Vector3[0].y + randY;\r\n directionToUpdate.z = TmpVectors.Vector3[0].z + randZ;\r\n directionToUpdate.normalize();\r\n\r\n if (system.isLocal) {\r\n particle.direction.copyFromFloats(directionToUpdate.x, directionToUpdate.y, directionToUpdate.z);\r\n } else {\r\n Vector3.TransformNormalFromFloatsToRef(directionToUpdate.x, directionToUpdate.y, directionToUpdate.z, state.emitterWorldMatrix!, particle.direction);\r\n }\r\n\r\n particle._initialDirection = particle.direction.clone();\r\n };\r\n\r\n system._positionCreation.process = (particle: Particle) => {\r\n state.particleContext = particle;\r\n state.systemContext = system;\r\n\r\n // Connected values\r\n const radius = this.radius.getConnectedValue(state) as number;\r\n const angle = this.angle.getConnectedValue(state) as number;\r\n let radiusRange = this.radiusRange.getConnectedValue(state) as number;\r\n radiusRange = Math.max(0, Math.min(radiusRange, 1));\r\n let heightRange = this.heightRange.getConnectedValue(state) as number;\r\n heightRange = Math.max(0, Math.min(heightRange, 1));\r\n const emitFromSpawnPointOnly = (this.emitFromSpawnPointOnly.getConnectedValue(state) as number) !== 0;\r\n\r\n // Calculate position creation logic\r\n let h: number;\r\n if (!emitFromSpawnPointOnly) {\r\n h = RandomRange(0, heightRange);\r\n // Better distribution in a cone at normal angles.\r\n h = 1 - h * h;\r\n } else {\r\n h = 0.0001;\r\n }\r\n\r\n let newRadius = radius - RandomRange(0, radius * radiusRange);\r\n newRadius = newRadius * h;\r\n\r\n const s = RandomRange(0, Math.PI * 2);\r\n const height = this._calculateHeight(angle, radius);\r\n\r\n const randX = newRadius * Math.sin(s);\r\n const randZ = newRadius * Math.cos(s);\r\n const randY = h * height;\r\n\r\n if (system.isLocal) {\r\n particle.position.copyFromFloats(randX, randY, randZ);\r\n particle.position.addInPlace(state.emitterPosition!);\r\n } else {\r\n Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, state.emitterWorldMatrix!, particle.position);\r\n }\r\n };\r\n\r\n this.output._storedValue = system;\r\n }\r\n\r\n private _calculateHeight(angle: number, radius: number): number {\r\n if (angle !== 0) {\r\n return radius / Math.tan(angle / 2);\r\n } else {\r\n return 1;\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ConeShapeBlock\", ConeShapeBlock);\r\n"]}
@@ -1,8 +1,9 @@
1
+ export * from "./createParticleBlock.js";
1
2
  export * from "./boxShapeBlock.js";
2
- export * from "./sphereShapeBlock.js";
3
- export * from "./pointShapeBlock.js";
4
- export * from "./customShapeBlock.js";
3
+ export * from "./coneShapeBlock.js";
5
4
  export * from "./cylinderShapeBlock.js";
5
+ export * from "./customShapeBlock.js";
6
6
  export * from "./meshShapeBlock.js";
7
+ export * from "./pointShapeBlock.js";
7
8
  export * from "./setupSpriteSheetBlock.js";
8
- export * from "./createParticleBlock.js";
9
+ export * from "./sphereShapeBlock.js";
@@ -1,9 +1,10 @@
1
+ export * from "./createParticleBlock.js";
1
2
  export * from "./boxShapeBlock.js";
2
- export * from "./sphereShapeBlock.js";
3
- export * from "./pointShapeBlock.js";
4
- export * from "./customShapeBlock.js";
3
+ export * from "./coneShapeBlock.js";
5
4
  export * from "./cylinderShapeBlock.js";
5
+ export * from "./customShapeBlock.js";
6
6
  export * from "./meshShapeBlock.js";
7
+ export * from "./pointShapeBlock.js";
7
8
  export * from "./setupSpriteSheetBlock.js";
8
- export * from "./createParticleBlock.js";
9
+ export * from "./sphereShapeBlock.js";
9
10
  //# sourceMappingURL=index.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../../../../dev/core/src/Particles/Node/Blocks/Emitters/index.ts"],"names":[],"mappings":"AAAA,cAAc,iBAAiB,CAAC;AAChC,cAAc,oBAAoB,CAAC;AACnC,cAAc,mBAAmB,CAAC;AAClC,cAAc,oBAAoB,CAAC;AACnC,cAAc,sBAAsB,CAAC;AACrC,cAAc,kBAAkB,CAAC;AACjC,cAAc,yBAAyB,CAAC;AACxC,cAAc,uBAAuB,CAAC","sourcesContent":["export * from \"./boxShapeBlock\";\r\nexport * from \"./sphereShapeBlock\";\r\nexport * from \"./pointShapeBlock\";\r\nexport * from \"./customShapeBlock\";\r\nexport * from \"./cylinderShapeBlock\";\r\nexport * from \"./meshShapeBlock\";\r\nexport * from \"./setupSpriteSheetBlock\";\r\nexport * from \"./createParticleBlock\";\r\n"]}
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../../../../dev/core/src/Particles/Node/Blocks/Emitters/index.ts"],"names":[],"mappings":"AAAA,cAAc,uBAAuB,CAAC;AACtC,cAAc,iBAAiB,CAAC;AAChC,cAAc,kBAAkB,CAAC;AACjC,cAAc,sBAAsB,CAAC;AACrC,cAAc,oBAAoB,CAAC;AACnC,cAAc,kBAAkB,CAAC;AACjC,cAAc,mBAAmB,CAAC;AAClC,cAAc,yBAAyB,CAAC;AACxC,cAAc,oBAAoB,CAAC","sourcesContent":["export * from \"./createParticleBlock\";\r\nexport * from \"./boxShapeBlock\";\r\nexport * from \"./coneShapeBlock\";\r\nexport * from \"./cylinderShapeBlock\";\r\nexport * from \"./customShapeBlock\";\r\nexport * from \"./meshShapeBlock\";\r\nexport * from \"./pointShapeBlock\";\r\nexport * from \"./setupSpriteSheetBlock\";\r\nexport * from \"./sphereShapeBlock\";\r\n"]}
@@ -99,6 +99,8 @@ export class ParticleInputBlock extends NodeParticleBlock {
99
99
  case NodeParticleContextualSources.Color:
100
100
  case NodeParticleContextualSources.InitialColor:
101
101
  case NodeParticleContextualSources.ColorDead:
102
+ case NodeParticleContextualSources.ColorStep:
103
+ case NodeParticleContextualSources.ScaledColorStep:
102
104
  this._type = NodeParticleBlockConnectionPointTypes.Color4;
103
105
  break;
104
106
  case NodeParticleContextualSources.Age: