@babylonjs/core 8.34.0 → 8.34.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (68) hide show
  1. package/AudioV2/webAudio/webAudioStreamingSound.js +3 -0
  2. package/AudioV2/webAudio/webAudioStreamingSound.js.map +1 -1
  3. package/Engines/abstractEngine.js +2 -2
  4. package/Engines/abstractEngine.js.map +1 -1
  5. package/FrameGraph/Tasks/PostProcesses/ssao2Task.d.ts +1 -0
  6. package/FrameGraph/Tasks/PostProcesses/ssao2Task.js +7 -0
  7. package/FrameGraph/Tasks/PostProcesses/ssao2Task.js.map +1 -1
  8. package/Materials/Background/backgroundMaterial.js +9 -5
  9. package/Materials/Background/backgroundMaterial.js.map +1 -1
  10. package/Materials/PBR/openpbrMaterial.d.ts +14 -0
  11. package/Materials/PBR/openpbrMaterial.js +16 -0
  12. package/Materials/PBR/openpbrMaterial.js.map +1 -1
  13. package/Meshes/mesh.js +1 -1
  14. package/Meshes/mesh.js.map +1 -1
  15. package/Misc/sceneSerializer.js +4 -1
  16. package/Misc/sceneSerializer.js.map +1 -1
  17. package/Particles/Node/Blocks/Emitters/boxShapeBlock.js.map +1 -1
  18. package/Particles/Node/Blocks/Emitters/coneShapeBlock.d.ts +57 -0
  19. package/Particles/Node/Blocks/Emitters/coneShapeBlock.js +163 -0
  20. package/Particles/Node/Blocks/Emitters/coneShapeBlock.js.map +1 -0
  21. package/Particles/Node/Blocks/Emitters/index.d.ts +5 -4
  22. package/Particles/Node/Blocks/Emitters/index.js +5 -4
  23. package/Particles/Node/Blocks/Emitters/index.js.map +1 -1
  24. package/Particles/Node/Blocks/particleInputBlock.js +2 -0
  25. package/Particles/Node/Blocks/particleInputBlock.js.map +1 -1
  26. package/Particles/Node/Blocks/systemBlock.d.ts +4 -0
  27. package/Particles/Node/Blocks/systemBlock.js +8 -0
  28. package/Particles/Node/Blocks/systemBlock.js.map +1 -1
  29. package/Particles/Node/Enums/nodeParticleContextualSources.d.ts +5 -1
  30. package/Particles/Node/Enums/nodeParticleContextualSources.js +4 -0
  31. package/Particles/Node/Enums/nodeParticleContextualSources.js.map +1 -1
  32. package/Particles/Node/nodeParticleBuildState.js +5 -0
  33. package/Particles/Node/nodeParticleBuildState.js.map +1 -1
  34. package/Particles/Node/nodeParticleSystemSet.helper.d.ts +4 -3
  35. package/Particles/Node/nodeParticleSystemSet.helper.js +182 -115
  36. package/Particles/Node/nodeParticleSystemSet.helper.js.map +1 -1
  37. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.d.ts +1 -0
  38. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js +8 -0
  39. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
  40. package/PostProcesses/postProcess.d.ts +4 -0
  41. package/PostProcesses/postProcess.js +4 -0
  42. package/PostProcesses/postProcess.js.map +1 -1
  43. package/PostProcesses/thinSSAO2PostProcess.d.ts +1 -0
  44. package/PostProcesses/thinSSAO2PostProcess.js +9 -4
  45. package/PostProcesses/thinSSAO2PostProcess.js.map +1 -1
  46. package/Shaders/ShadersInclude/openpbrCoatLayerData.js +4 -0
  47. package/Shaders/ShadersInclude/openpbrCoatLayerData.js.map +1 -1
  48. package/Shaders/ShadersInclude/openpbrDirectLighting.js +5 -2
  49. package/Shaders/ShadersInclude/openpbrDirectLighting.js.map +1 -1
  50. package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js +2 -2
  51. package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
  52. package/Shaders/ShadersInclude/openpbrFuzzLayerData.js +1 -1
  53. package/Shaders/ShadersInclude/openpbrFuzzLayerData.js.map +1 -1
  54. package/Shaders/ShadersInclude/pbrBRDFFunctions.js +1 -1
  55. package/Shaders/ShadersInclude/pbrBRDFFunctions.js.map +1 -1
  56. package/Shaders/particles.vertex.js +1 -1
  57. package/Shaders/particles.vertex.js.map +1 -1
  58. package/ShadersWGSL/ShadersInclude/openpbrCoatLayerData.js +4 -0
  59. package/ShadersWGSL/ShadersInclude/openpbrCoatLayerData.js.map +1 -1
  60. package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js +5 -2
  61. package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js.map +1 -1
  62. package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js +2 -2
  63. package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
  64. package/ShadersWGSL/ShadersInclude/openpbrFuzzLayerData.js +1 -1
  65. package/ShadersWGSL/ShadersInclude/openpbrFuzzLayerData.js.map +1 -1
  66. package/ShadersWGSL/particles.vertex.js +1 -1
  67. package/ShadersWGSL/particles.vertex.js.map +1 -1
  68. package/package.json +1 -1
@@ -1,147 +1,214 @@
1
+ import { NodeParticleBlockConnectionPointTypes } from "./Enums/nodeParticleBlockConnectionPointTypes.js";
1
2
  import { NodeParticleSystemSet } from "./nodeParticleSystemSet.js";
3
+ import { NodeParticleContextualSources } from "./Enums/nodeParticleContextualSources.js";
4
+ import { ParticleConverterBlock } from "./Blocks/particleConverterBlock.js";
5
+ import { ParticleInputBlock } from "./Blocks/particleInputBlock.js";
6
+ import { ParticleMathBlock, ParticleMathBlockOperations } from "./Blocks/particleMathBlock.js";
7
+ import { ParticleRandomBlock } from "./Blocks/particleRandomBlock.js";
8
+ import { ParticleTextureSourceBlock } from "./Blocks/particleSourceTextureBlock.js";
2
9
  import { SystemBlock } from "./Blocks/systemBlock.js";
3
10
  import { CreateParticleBlock } from "./Blocks/Emitters/createParticleBlock.js";
4
11
  import { BoxShapeBlock } from "./Blocks/Emitters/boxShapeBlock.js";
5
- import { ParticleInputBlock } from "./Blocks/particleInputBlock.js";
6
- import { PointShapeBlock } from "./Blocks/Emitters/pointShapeBlock.js";
7
- import { SphereShapeBlock } from "./Blocks/Emitters/sphereShapeBlock.js";
12
+ import { ConeShapeBlock } from "./Blocks/Emitters/coneShapeBlock.js";
8
13
  import { CylinderShapeBlock } from "./Blocks/Emitters/cylinderShapeBlock.js";
9
14
  import { MeshShapeBlock } from "./Blocks/Emitters/meshShapeBlock.js";
10
- import { ParticleTextureSourceBlock } from "./Blocks/particleSourceTextureBlock.js";
11
- import { BasicPositionUpdateBlock } from "./Blocks/Update/basicPositionUpdateBlock.js";
12
- import { BasicColorUpdateBlock } from "./Blocks/Update/basicColorUpdateBlock.js";
13
- import { ParticleRandomBlock } from "./Blocks/particleRandomBlock.js";
14
- function _CreateAndConnectInput(connectionPoint, name, defaultValue) {
15
- const input = new ParticleInputBlock(name);
16
- input.value = defaultValue;
17
- input.output.connectTo(connectionPoint);
15
+ import { PointShapeBlock } from "./Blocks/Emitters/pointShapeBlock.js";
16
+ import { SphereShapeBlock } from "./Blocks/Emitters/sphereShapeBlock.js";
17
+ import { UpdateColorBlock } from "./Blocks/Update/updateColorBlock.js";
18
+ import { UpdatePositionBlock } from "./Blocks/Update/updatePositionBlock.js";
19
+ /**
20
+ * Converts a ParticleSystem to a NodeParticleSystemSet.
21
+ * @param name The name of the node particle system set.
22
+ * @param particleSystemsList The particle systems to convert.
23
+ * @returns The converted node particle system set or null if conversion failed.
24
+ * #0K3AQ2#3672
25
+ * #7J0NXA#4
26
+ */
27
+ export async function ConvertToNodeParticleSystemSetAsync(name, particleSystemsList) {
28
+ if (!particleSystemsList || !particleSystemsList.length) {
29
+ return null;
30
+ }
31
+ const nodeParticleSystemSet = new NodeParticleSystemSet(name);
32
+ const promises = [];
33
+ for (const particleSystem of particleSystemsList) {
34
+ promises.push(_ExtractDatafromParticleSystemAsync(nodeParticleSystemSet, particleSystem));
35
+ }
36
+ await Promise.all(promises);
37
+ return nodeParticleSystemSet;
38
+ }
39
+ async function _ExtractDatafromParticleSystemAsync(newSet, oldSystem) {
40
+ // System block
41
+ const newSystem = _CreateSystemBlock(oldSystem);
42
+ // Shape block
43
+ const shapeBlock = _CreateShapeBlock(oldSystem);
44
+ // CreateParticle block
45
+ const createParticleBlock = _CreateCreateParticleBlock(oldSystem);
46
+ createParticleBlock.particle.connectTo(shapeBlock.particle);
47
+ // Texture
48
+ const textureBlock = new ParticleTextureSourceBlock("Texture");
49
+ const url = oldSystem.particleTexture.url || "";
50
+ if (url) {
51
+ textureBlock.url = url;
52
+ }
53
+ else {
54
+ textureBlock.sourceTexture = oldSystem.particleTexture;
55
+ }
56
+ textureBlock.texture.connectTo(newSystem.texture);
57
+ // Default position update
58
+ const positionUpdateblock = new UpdatePositionBlock("Position update");
59
+ shapeBlock.output.connectTo(positionUpdateblock.particle);
60
+ const addPositionBlock = new ParticleMathBlock("Add Position");
61
+ addPositionBlock.operation = ParticleMathBlockOperations.Add;
62
+ _CreateAndConnectContextual("Position", NodeParticleContextualSources.Position, addPositionBlock.left);
63
+ _CreateAndConnectContextual("Scaled Direction", NodeParticleContextualSources.ScaledDirection, addPositionBlock.right);
64
+ addPositionBlock.output.connectTo(positionUpdateblock.position);
65
+ // Default color update
66
+ const colorUpdateblock = new UpdateColorBlock("Color update");
67
+ positionUpdateblock.output.connectTo(colorUpdateblock.particle);
68
+ const addColorBlock = new ParticleMathBlock("Add Color");
69
+ addColorBlock.operation = ParticleMathBlockOperations.Add;
70
+ _CreateAndConnectContextual("Color", NodeParticleContextualSources.Color, addColorBlock.left);
71
+ _CreateAndConnectContextual("Scaled Color Step", NodeParticleContextualSources.ScaledColorStep, addColorBlock.right);
72
+ addColorBlock.output.connectTo(colorUpdateblock.color);
73
+ const decomposeColorBlock = new ParticleConverterBlock("Decompose Color");
74
+ addColorBlock.output.connectTo(decomposeColorBlock.colorIn);
75
+ // Clamp alpha to be >= 0
76
+ const maxAlphaBlock = new ParticleMathBlock("Alpha >= 0");
77
+ maxAlphaBlock.operation = ParticleMathBlockOperations.Max;
78
+ decomposeColorBlock.wOut.connectTo(maxAlphaBlock.left);
79
+ _CreateAndConnectInput("Zero", 0, maxAlphaBlock.right);
80
+ const composeColorBlock = new ParticleConverterBlock("Compose Color");
81
+ decomposeColorBlock.xyzOut.connectTo(composeColorBlock.xyzIn);
82
+ maxAlphaBlock.output.connectTo(composeColorBlock.wIn);
83
+ composeColorBlock.colorOut.connectTo(colorUpdateblock.color);
84
+ colorUpdateblock.output.connectTo(newSystem.particle);
85
+ // Register
86
+ newSet.systemBlocks.push(newSystem);
87
+ }
88
+ function _CreateSystemBlock(oldSystem) {
89
+ const newSystem = new SystemBlock(oldSystem.name);
90
+ newSystem.blendMode = oldSystem.blendMode;
91
+ newSystem.capacity = oldSystem.getCapacity();
92
+ newSystem.emitRate = oldSystem.emitRate;
93
+ newSystem.targetStopDuration = oldSystem.targetStopDuration;
94
+ newSystem.startDelay = oldSystem.startDelay;
95
+ newSystem.updateSpeed = oldSystem.updateSpeed;
96
+ return newSystem;
18
97
  }
19
- async function _ExtractDatafromParticleSystemAsync(particleSystem, target) {
20
- // Main system
21
- const system = new SystemBlock(particleSystem.name);
22
- system.capacity = particleSystem.getCapacity();
23
- system.emitRate = particleSystem.emitRate;
98
+ function _CreateCreateParticleBlock(oldSystem) {
24
99
  // Create particle
25
- const createParticleBlock = new CreateParticleBlock("Create particle");
26
- // Shape
100
+ const createParticleBlock = new CreateParticleBlock("Create Particle");
101
+ // Color
102
+ const randomColorBlock = new ParticleRandomBlock("Random Color");
103
+ _CreateAndConnectInput("Color 1", oldSystem.color1, randomColorBlock.min);
104
+ _CreateAndConnectInput("Color 2", oldSystem.color2, randomColorBlock.max);
105
+ randomColorBlock.output.connectTo(createParticleBlock.color);
106
+ // Dead color
107
+ _CreateAndConnectInput("Dead Color", oldSystem.colorDead, createParticleBlock.colorDead);
108
+ // Emit power
109
+ const randomEmitPowerBlock = new ParticleRandomBlock("Random Emit Power");
110
+ _CreateAndConnectInput("Min Emit Power", oldSystem.minEmitPower, randomEmitPowerBlock.min);
111
+ _CreateAndConnectInput("Max Emit Power", oldSystem.maxEmitPower, randomEmitPowerBlock.max);
112
+ randomEmitPowerBlock.output.connectTo(createParticleBlock.emitPower);
113
+ // Scale
114
+ const randomScaleBlock = new ParticleRandomBlock("Random Scale");
115
+ _CreateAndConnectInput("Min Scale", oldSystem.minSize, randomScaleBlock.min);
116
+ _CreateAndConnectInput("Max Scale", oldSystem.maxSize, randomScaleBlock.max);
117
+ randomScaleBlock.output.connectTo(createParticleBlock.scale);
118
+ // Lifetime
119
+ const randomLifetimeBlock = new ParticleRandomBlock("Random Lifetime");
120
+ _CreateAndConnectInput("Min Lifetime", oldSystem.minLifeTime, randomLifetimeBlock.min);
121
+ _CreateAndConnectInput("Max Lifetime", oldSystem.maxLifeTime, randomLifetimeBlock.max);
122
+ randomLifetimeBlock.output.connectTo(createParticleBlock.lifeTime);
123
+ return createParticleBlock;
124
+ }
125
+ function _CreateShapeBlock(oldSystem) {
126
+ const emitter = oldSystem.particleEmitterType;
127
+ if (!emitter) {
128
+ throw new Error("Particle system has no emitter type.");
129
+ }
27
130
  let shapeBlock = null;
28
- switch (particleSystem.particleEmitterType.getClassName()) {
131
+ switch (emitter.getClassName()) {
29
132
  case "BoxParticleEmitter": {
30
- const source = particleSystem.particleEmitterType;
31
- shapeBlock = new BoxShapeBlock("Box shape");
133
+ const source = emitter;
134
+ shapeBlock = new BoxShapeBlock("Box Shape");
32
135
  const target = shapeBlock;
33
- _CreateAndConnectInput(target.direction1, "Direction 1", source.direction1);
34
- _CreateAndConnectInput(target.direction2, "Direction 2", source.direction2);
35
- _CreateAndConnectInput(target.minEmitBox, "Min Emit Box", source.minEmitBox);
36
- _CreateAndConnectInput(target.maxEmitBox, "Max Emit Box", source.maxEmitBox);
136
+ _CreateAndConnectInput("Direction 1", source.direction1, target.direction1);
137
+ _CreateAndConnectInput("Direction 2", source.direction2, target.direction2);
138
+ _CreateAndConnectInput("Min Emit Box", source.minEmitBox, target.minEmitBox);
139
+ _CreateAndConnectInput("Max Emit Box", source.maxEmitBox, target.maxEmitBox);
37
140
  break;
38
141
  }
39
- case "PointParticleEmitter": {
40
- const source = particleSystem.particleEmitterType;
41
- shapeBlock = new PointShapeBlock("Point shape");
142
+ case "ConeParticleEmitter": {
143
+ const source = emitter;
144
+ shapeBlock = new ConeShapeBlock("Cone Shape");
42
145
  const target = shapeBlock;
43
- _CreateAndConnectInput(target.direction1, "Direction 1", source.direction1);
44
- _CreateAndConnectInput(target.direction2, "Direction 2", source.direction2);
146
+ _CreateAndConnectInput("Radius", source.radius, target.radius);
147
+ _CreateAndConnectInput("Angle", source.angle, target.angle);
148
+ _CreateAndConnectInput("Radius Range", source.radiusRange, target.radiusRange);
149
+ _CreateAndConnectInput("Height Range", source.heightRange, target.heightRange);
150
+ _CreateAndConnectInput("Emit From Spawn Point Only", source.emitFromSpawnPointOnly ? 1 : 0, target.emitFromSpawnPointOnly, NodeParticleBlockConnectionPointTypes.Int);
151
+ _CreateAndConnectInput("Direction Randomizer", source.directionRandomizer, target.directionRandomizer);
45
152
  break;
46
153
  }
47
- case "SphereParticleEmitter": {
48
- const source = particleSystem.particleEmitterType;
49
- shapeBlock = new SphereShapeBlock("Sphere shape");
50
- const target = shapeBlock;
51
- _CreateAndConnectInput(target.radius, "Radius", source.radius);
52
- _CreateAndConnectInput(target.radiusRange, "Radius Range", source.radiusRange);
53
- _CreateAndConnectInput(target.directionRandomizer, "Direction Randomizer", source.directionRandomizer);
54
- break;
154
+ case "CustomParticleEmitter": {
155
+ // Custom emitter is not supported in nodes yet
156
+ throw new Error("CustomParticleEmitter is not supported in Node Particle System.");
55
157
  }
56
158
  case "CylinderParticleEmitter": {
57
- const source = particleSystem.particleEmitterType;
58
- shapeBlock = new CylinderShapeBlock("Cylinder shape");
159
+ const source = emitter;
160
+ shapeBlock = new CylinderShapeBlock("Cylinder Shape");
59
161
  const target = shapeBlock;
60
- _CreateAndConnectInput(target.height, "Height", source.height);
61
- _CreateAndConnectInput(target.radius, "Radius", source.radius);
62
- _CreateAndConnectInput(target.radiusRange, "Radius Range", source.radiusRange);
63
- _CreateAndConnectInput(target.directionRandomizer, "Direction Randomizer", source.directionRandomizer);
162
+ _CreateAndConnectInput("Height", source.height, target.height);
163
+ _CreateAndConnectInput("Radius", source.radius, target.radius);
164
+ _CreateAndConnectInput("Radius Range", source.radiusRange, target.radiusRange);
165
+ _CreateAndConnectInput("Direction Randomizer", source.directionRandomizer, target.directionRandomizer);
64
166
  break;
65
167
  }
168
+ case "HemisphericParticleEmitter": {
169
+ // Hemispheric emitter is not supported in nodes yet
170
+ throw new Error("HemisphericParticleEmitter is not supported in Node Particle System.");
171
+ }
66
172
  case "MeshParticleEmitter": {
67
- const source = particleSystem.particleEmitterType;
68
- shapeBlock = new MeshShapeBlock("Mesh shape");
173
+ const source = emitter;
174
+ shapeBlock = new MeshShapeBlock("Mesh Shape");
69
175
  const target = shapeBlock;
70
- _CreateAndConnectInput(target.direction1, "Direction 1", source.direction1);
71
- _CreateAndConnectInput(target.direction2, "Direction 2", source.direction2);
176
+ _CreateAndConnectInput("Direction 1", source.direction1, target.direction1);
177
+ _CreateAndConnectInput("Direction 2", source.direction2, target.direction2);
72
178
  target.mesh = source.mesh;
73
179
  break;
74
180
  }
181
+ case "PointParticleEmitter": {
182
+ const source = emitter;
183
+ shapeBlock = new PointShapeBlock("Point Shape");
184
+ const target = shapeBlock;
185
+ _CreateAndConnectInput("Direction 1", source.direction1, target.direction1);
186
+ _CreateAndConnectInput("Direction 2", source.direction2, target.direction2);
187
+ break;
188
+ }
189
+ case "SphereParticleEmitter": {
190
+ const source = emitter;
191
+ shapeBlock = new SphereShapeBlock("Sphere Shape");
192
+ const target = shapeBlock;
193
+ _CreateAndConnectInput("Radius", source.radius, target.radius);
194
+ _CreateAndConnectInput("Radius Range", source.radiusRange, target.radiusRange);
195
+ _CreateAndConnectInput("Direction Randomizer", source.directionRandomizer, target.directionRandomizer);
196
+ break;
197
+ }
75
198
  }
76
199
  if (!shapeBlock) {
77
- throw new Error(`Unsupported particle emitter type: ${particleSystem.particleEmitterType.getClassName()}`);
78
- }
79
- createParticleBlock.particle.connectTo(shapeBlock.particle);
80
- createParticleBlock.colorDead.value = particleSystem.colorDead;
81
- // Color
82
- const color0Block = new ParticleInputBlock("Color0");
83
- color0Block.value = particleSystem.color1;
84
- const color1Block = new ParticleInputBlock("Color1");
85
- color1Block.value = particleSystem.color2;
86
- const randomColorBlock = new ParticleRandomBlock("Random Color");
87
- color0Block.output.connectTo(randomColorBlock.min);
88
- color1Block.output.connectTo(randomColorBlock.max);
89
- randomColorBlock.output.connectTo(createParticleBlock.color);
90
- // Emit power
91
- const minEmitPowerBlock = new ParticleInputBlock("Min Emit Power");
92
- minEmitPowerBlock.value = particleSystem.minEmitPower;
93
- const maxEmitPowerBlock = new ParticleInputBlock("Max Emit Power");
94
- maxEmitPowerBlock.value = particleSystem.maxEmitPower;
95
- const randomEmitPowerBlock = new ParticleRandomBlock("Random Emit Power");
96
- minEmitPowerBlock.output.connectTo(randomEmitPowerBlock.min);
97
- maxEmitPowerBlock.output.connectTo(randomEmitPowerBlock.max);
98
- randomEmitPowerBlock.output.connectTo(createParticleBlock.emitPower);
99
- // Lifetime
100
- const minLifetimeBlock = new ParticleInputBlock("Min Lifetime");
101
- minLifetimeBlock.value = particleSystem.minLifeTime;
102
- const maxLifetimeBlock = new ParticleInputBlock("Max Lifetime");
103
- maxLifetimeBlock.value = particleSystem.maxLifeTime;
104
- const randomLifetimeBlock = new ParticleRandomBlock("Random Lifetime");
105
- minLifetimeBlock.output.connectTo(randomLifetimeBlock.min);
106
- maxLifetimeBlock.output.connectTo(randomLifetimeBlock.max);
107
- randomLifetimeBlock.output.connectTo(createParticleBlock.lifeTime);
108
- // Texture
109
- const textureBlock = new ParticleTextureSourceBlock("Texture");
110
- const url = particleSystem.particleTexture.url || "";
111
- if (url) {
112
- textureBlock.url = url;
113
- }
114
- else {
115
- textureBlock.sourceTexture = particleSystem.particleTexture;
200
+ throw new Error(`Unsupported particle emitter type: ${emitter.getClassName()}`);
116
201
  }
117
- textureBlock.texture.connectTo(system.texture);
118
- // Default position update
119
- const basicPositionUpdateBlock = new BasicPositionUpdateBlock("Position update");
120
- shapeBlock.output.connectTo(basicPositionUpdateBlock.particle);
121
- // Default color update
122
- const basicColorUpdateBlock = new BasicColorUpdateBlock("Color update");
123
- basicPositionUpdateBlock.output.connectTo(basicColorUpdateBlock.particle);
124
- basicColorUpdateBlock.output.connectTo(system.particle);
125
- // Register
126
- target.systemBlocks.push(system);
202
+ return shapeBlock;
127
203
  }
128
- /**
129
- * Converts a ParticleSystem to a NodeParticleSystemSet.
130
- * @param name The name of the node particle system set.
131
- * @param particleSystems The particle systems to convert.
132
- * @returns The converted node particle system set or null if conversion failed.
133
- * #0K3AQ2#3627
134
- */
135
- export async function ConvertToNodeParticleSystemSetAsync(name, particleSystems) {
136
- if (!particleSystems || !particleSystems.length) {
137
- return null;
138
- }
139
- const nodeParticleSystemSet = new NodeParticleSystemSet(name);
140
- const promises = [];
141
- for (const particleSystem of particleSystems) {
142
- promises.push(_ExtractDatafromParticleSystemAsync(particleSystem, nodeParticleSystemSet));
143
- }
144
- await Promise.all(promises);
145
- return nodeParticleSystemSet;
204
+ function _CreateAndConnectInput(inputBlockName, value, targetToConnectTo, inputType) {
205
+ const input = new ParticleInputBlock(inputBlockName, inputType);
206
+ input.value = value;
207
+ input.output.connectTo(targetToConnectTo);
208
+ }
209
+ function _CreateAndConnectContextual(contextualBlockName, contextValue, targetToConnectTo) {
210
+ const input = new ParticleInputBlock(contextualBlockName);
211
+ input.contextualValue = contextValue;
212
+ input.output.connectTo(targetToConnectTo);
146
213
  }
147
214
  //# sourceMappingURL=nodeParticleSystemSet.helper.js.map
@@ -1 +1 @@
1
- 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type { Nullable } from \"core/types\";\r\nimport type { ParticleSystem } from \"../particleSystem\";\r\nimport { NodeParticleSystemSet } from \"./nodeParticleSystemSet\";\r\nimport { SystemBlock } from \"./Blocks/systemBlock\";\r\nimport { CreateParticleBlock } from \"./Blocks/Emitters/createParticleBlock\";\r\nimport { BoxShapeBlock } from \"./Blocks/Emitters/boxShapeBlock\";\r\nimport type { IShapeBlock } from \"./Blocks/Emitters/IShapeBlock\";\r\nimport type { Vector3 } from \"core/Maths/math.vector\";\r\nimport type { NodeParticleConnectionPoint } from \"./nodeParticleBlockConnectionPoint\";\r\nimport type { BoxParticleEmitter } from \"../EmitterTypes/boxParticleEmitter\";\r\nimport type { PointParticleEmitter } from \"../EmitterTypes/pointParticleEmitter\";\r\nimport type { SphereParticleEmitter } from \"../EmitterTypes/sphereParticleEmitter\";\r\nimport type { CylinderParticleEmitter, MeshParticleEmitter } from \"../EmitterTypes\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport { ParticleInputBlock } from \"./Blocks/particleInputBlock\";\r\nimport { PointShapeBlock } from \"./Blocks/Emitters/pointShapeBlock\";\r\nimport { SphereShapeBlock } from \"./Blocks/Emitters/sphereShapeBlock\";\r\nimport { CylinderShapeBlock } from \"./Blocks/Emitters/cylinderShapeBlock\";\r\nimport { MeshShapeBlock } from \"./Blocks/Emitters/meshShapeBlock\";\r\nimport { ParticleTextureSourceBlock } from \"./Blocks/particleSourceTextureBlock\";\r\nimport type { Texture } from \"../../Materials/Textures/texture\";\r\nimport { BasicPositionUpdateBlock } from \"./Blocks/Update/basicPositionUpdateBlock\";\r\nimport { BasicColorUpdateBlock } from \"./Blocks/Update/basicColorUpdateBlock\";\r\nimport { ParticleRandomBlock } from \"./Blocks/particleRandomBlock\";\r\n\r\nfunction _CreateAndConnectInput(connectionPoint: NodeParticleConnectionPoint, name: string, defaultValue: Vector3 | number) {\r\n const input = new ParticleInputBlock(name);\r\n input.value = defaultValue;\r\n input.output.connectTo(connectionPoint);\r\n}\r\n\r\nasync function _ExtractDatafromParticleSystemAsync(particleSystem: ParticleSystem, target: NodeParticleSystemSet) {\r\n // Main system\r\n const system = new SystemBlock(particleSystem.name);\r\n system.capacity = particleSystem.getCapacity();\r\n system.emitRate = particleSystem.emitRate;\r\n\r\n // Create particle\r\n const createParticleBlock = new CreateParticleBlock(\"Create particle\");\r\n\r\n // Shape\r\n let shapeBlock: Nullable<IShapeBlock> = null;\r\n switch (particleSystem.particleEmitterType.getClassName()) {\r\n case \"BoxParticleEmitter\": {\r\n const source = particleSystem.particleEmitterType as BoxParticleEmitter;\r\n shapeBlock = new BoxShapeBlock(\"Box shape\");\r\n\r\n const target = shapeBlock as BoxShapeBlock;\r\n _CreateAndConnectInput(target.direction1, \"Direction 1\", source.direction1);\r\n _CreateAndConnectInput(target.direction2, \"Direction 2\", source.direction2);\r\n _CreateAndConnectInput(target.minEmitBox, \"Min Emit Box\", source.minEmitBox);\r\n _CreateAndConnectInput(target.maxEmitBox, \"Max Emit Box\", source.maxEmitBox);\r\n break;\r\n }\r\n case \"PointParticleEmitter\": {\r\n const source = particleSystem.particleEmitterType as PointParticleEmitter;\r\n shapeBlock = new PointShapeBlock(\"Point shape\");\r\n\r\n const target = shapeBlock as PointShapeBlock;\r\n _CreateAndConnectInput(target.direction1, \"Direction 1\", source.direction1);\r\n _CreateAndConnectInput(target.direction2, \"Direction 2\", source.direction2);\r\n break;\r\n }\r\n case \"SphereParticleEmitter\": {\r\n const source = particleSystem.particleEmitterType as SphereParticleEmitter;\r\n shapeBlock = new SphereShapeBlock(\"Sphere shape\");\r\n\r\n const target = shapeBlock as SphereShapeBlock;\r\n _CreateAndConnectInput(target.radius, \"Radius\", source.radius);\r\n _CreateAndConnectInput(target.radiusRange, \"Radius Range\", source.radiusRange);\r\n _CreateAndConnectInput(target.directionRandomizer, \"Direction Randomizer\", source.directionRandomizer);\r\n break;\r\n }\r\n case \"CylinderParticleEmitter\": {\r\n const source = particleSystem.particleEmitterType as CylinderParticleEmitter;\r\n shapeBlock = new CylinderShapeBlock(\"Cylinder shape\");\r\n\r\n const target = shapeBlock as CylinderShapeBlock;\r\n _CreateAndConnectInput(target.height, \"Height\", source.height);\r\n _CreateAndConnectInput(target.radius, \"Radius\", source.radius);\r\n _CreateAndConnectInput(target.radiusRange, \"Radius Range\", source.radiusRange);\r\n _CreateAndConnectInput(target.directionRandomizer, \"Direction Randomizer\", source.directionRandomizer);\r\n break;\r\n }\r\n case \"MeshParticleEmitter\": {\r\n const source = particleSystem.particleEmitterType as MeshParticleEmitter;\r\n shapeBlock = new MeshShapeBlock(\"Mesh shape\");\r\n\r\n const target = shapeBlock as MeshShapeBlock;\r\n _CreateAndConnectInput(target.direction1, \"Direction 1\", source.direction1);\r\n _CreateAndConnectInput(target.direction2, \"Direction 2\", source.direction2);\r\n\r\n target.mesh = source.mesh as Mesh;\r\n break;\r\n }\r\n }\r\n\r\n if (!shapeBlock) {\r\n throw new Error(`Unsupported particle emitter type: ${particleSystem.particleEmitterType.getClassName()}`);\r\n }\r\n\r\n createParticleBlock.particle.connectTo(shapeBlock.particle);\r\n createParticleBlock.colorDead.value = particleSystem.colorDead;\r\n\r\n // Color\r\n const color0Block = new ParticleInputBlock(\"Color0\");\r\n color0Block.value = particleSystem.color1;\r\n\r\n const color1Block = new ParticleInputBlock(\"Color1\");\r\n color1Block.value = particleSystem.color2;\r\n\r\n const randomColorBlock = new ParticleRandomBlock(\"Random Color\");\r\n color0Block.output.connectTo(randomColorBlock.min);\r\n color1Block.output.connectTo(randomColorBlock.max);\r\n\r\n randomColorBlock.output.connectTo(createParticleBlock.color);\r\n\r\n // Emit power\r\n const minEmitPowerBlock = new ParticleInputBlock(\"Min Emit Power\");\r\n minEmitPowerBlock.value = particleSystem.minEmitPower;\r\n\r\n const maxEmitPowerBlock = new ParticleInputBlock(\"Max Emit Power\");\r\n maxEmitPowerBlock.value = particleSystem.maxEmitPower;\r\n\r\n const randomEmitPowerBlock = new ParticleRandomBlock(\"Random Emit Power\");\r\n minEmitPowerBlock.output.connectTo(randomEmitPowerBlock.min);\r\n maxEmitPowerBlock.output.connectTo(randomEmitPowerBlock.max);\r\n\r\n randomEmitPowerBlock.output.connectTo(createParticleBlock.emitPower);\r\n\r\n // Lifetime\r\n const minLifetimeBlock = new ParticleInputBlock(\"Min Lifetime\");\r\n minLifetimeBlock.value = particleSystem.minLifeTime;\r\n\r\n const maxLifetimeBlock = new ParticleInputBlock(\"Max Lifetime\");\r\n maxLifetimeBlock.value = particleSystem.maxLifeTime;\r\n\r\n const randomLifetimeBlock = new ParticleRandomBlock(\"Random Lifetime\");\r\n minLifetimeBlock.output.connectTo(randomLifetimeBlock.min);\r\n maxLifetimeBlock.output.connectTo(randomLifetimeBlock.max);\r\n\r\n randomLifetimeBlock.output.connectTo(createParticleBlock.lifeTime);\r\n\r\n // Texture\r\n const textureBlock = new ParticleTextureSourceBlock(\"Texture\");\r\n const url = (particleSystem.particleTexture as Texture).url || \"\";\r\n if (url) {\r\n textureBlock.url = url;\r\n } else {\r\n textureBlock.sourceTexture = particleSystem.particleTexture;\r\n }\r\n textureBlock.texture.connectTo(system.texture);\r\n\r\n // Default position update\r\n const basicPositionUpdateBlock = new BasicPositionUpdateBlock(\"Position update\");\r\n shapeBlock.output.connectTo(basicPositionUpdateBlock.particle);\r\n\r\n // Default color update\r\n const basicColorUpdateBlock = new BasicColorUpdateBlock(\"Color update\");\r\n basicPositionUpdateBlock.output.connectTo(basicColorUpdateBlock.particle);\r\n basicColorUpdateBlock.output.connectTo(system.particle);\r\n\r\n // Register\r\n target.systemBlocks.push(system);\r\n}\r\n\r\n/**\r\n * Converts a ParticleSystem to a NodeParticleSystemSet.\r\n * @param name The name of the node particle system set.\r\n * @param particleSystems The particle systems to convert.\r\n * @returns The converted node particle system set or null if conversion failed.\r\n * #0K3AQ2#3627\r\n */\r\nexport async function ConvertToNodeParticleSystemSetAsync(name: string, particleSystems: ParticleSystem[]): Promise<Nullable<NodeParticleSystemSet>> {\r\n if (!particleSystems || !particleSystems.length) {\r\n return null;\r\n }\r\n\r\n const nodeParticleSystemSet = new NodeParticleSystemSet(name);\r\n const promises: Promise<void>[] = [];\r\n\r\n for (const particleSystem of particleSystems) {\r\n promises.push(_ExtractDatafromParticleSystemAsync(particleSystem, nodeParticleSystemSet));\r\n }\r\n\r\n await Promise.all(promises);\r\n return nodeParticleSystemSet;\r\n}\r\n"]}
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type { Nullable } from \"core/types\";\r\nimport type { Color4 } from \"core/Maths/math.color\";\r\nimport type { Vector3 } from \"core/Maths/math.vector\";\r\nimport type { Texture } from \"core/Materials/Textures/texture\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { ParticleSystem } from \"core/Particles/particleSystem\";\r\nimport type { IParticleSystem } from \"core/Particles/IParticleSystem\";\r\nimport type { BoxParticleEmitter } from \"core/Particles/EmitterTypes/boxParticleEmitter\";\r\nimport type { ConeParticleEmitter } from \"core/Particles/EmitterTypes/coneParticleEmitter\";\r\nimport type { CylinderParticleEmitter } from \"core/Particles/EmitterTypes/cylinderParticleEmitter\";\r\nimport type { MeshParticleEmitter } from \"core/Particles/EmitterTypes/meshParticleEmitter\";\r\nimport type { PointParticleEmitter } from \"core/Particles/EmitterTypes/pointParticleEmitter\";\r\nimport type { SphereParticleEmitter } from \"core/Particles/EmitterTypes/sphereParticleEmitter\";\r\nimport type { NodeParticleConnectionPoint } from \"core/Particles/Node/nodeParticleBlockConnectionPoint\";\r\nimport type { IShapeBlock } from \"core/Particles/Node/Blocks/Emitters/IShapeBlock\";\r\nimport { NodeParticleBlockConnectionPointTypes } from \"core/Particles/Node/Enums/nodeParticleBlockConnectionPointTypes\";\r\n\r\nimport { NodeParticleSystemSet } from \"./nodeParticleSystemSet\";\r\nimport { NodeParticleContextualSources } from \"./Enums/nodeParticleContextualSources\";\r\nimport { ParticleConverterBlock } from \"./Blocks/particleConverterBlock\";\r\nimport { ParticleInputBlock } from \"./Blocks/particleInputBlock\";\r\nimport { ParticleMathBlock, ParticleMathBlockOperations } from \"./Blocks/particleMathBlock\";\r\nimport { ParticleRandomBlock } from \"./Blocks/particleRandomBlock\";\r\nimport { ParticleTextureSourceBlock } from \"./Blocks/particleSourceTextureBlock\";\r\nimport { SystemBlock } from \"./Blocks/systemBlock\";\r\nimport { CreateParticleBlock } from \"./Blocks/Emitters/createParticleBlock\";\r\nimport { BoxShapeBlock } from \"./Blocks/Emitters/boxShapeBlock\";\r\nimport { ConeShapeBlock } from \"./Blocks/Emitters/coneShapeBlock\";\r\nimport { CylinderShapeBlock } from \"./Blocks/Emitters/cylinderShapeBlock\";\r\nimport { MeshShapeBlock } from \"./Blocks/Emitters/meshShapeBlock\";\r\nimport { PointShapeBlock } from \"./Blocks/Emitters/pointShapeBlock\";\r\nimport { SphereShapeBlock } from \"./Blocks/Emitters/sphereShapeBlock\";\r\nimport { UpdateColorBlock } from \"./Blocks/Update/updateColorBlock\";\r\nimport { UpdatePositionBlock } from \"./Blocks/Update/updatePositionBlock\";\r\n\r\n/**\r\n * Converts a ParticleSystem to a NodeParticleSystemSet.\r\n * @param name The name of the node particle system set.\r\n * @param particleSystemsList The particle systems to convert.\r\n * @returns The converted node particle system set or null if conversion failed.\r\n * #0K3AQ2#3672\r\n * #7J0NXA#4\r\n */\r\nexport async function ConvertToNodeParticleSystemSetAsync(name: string, particleSystemsList: ParticleSystem[]): Promise<Nullable<NodeParticleSystemSet>> {\r\n if (!particleSystemsList || !particleSystemsList.length) {\r\n return null;\r\n }\r\n\r\n const nodeParticleSystemSet = new NodeParticleSystemSet(name);\r\n const promises: Promise<void>[] = [];\r\n\r\n for (const particleSystem of particleSystemsList) {\r\n promises.push(_ExtractDatafromParticleSystemAsync(nodeParticleSystemSet, particleSystem));\r\n }\r\n\r\n await Promise.all(promises);\r\n return nodeParticleSystemSet;\r\n}\r\n\r\nasync function _ExtractDatafromParticleSystemAsync(newSet: NodeParticleSystemSet, oldSystem: ParticleSystem): Promise<void> {\r\n // System block\r\n const newSystem = _CreateSystemBlock(oldSystem);\r\n\r\n // Shape block\r\n const shapeBlock = _CreateShapeBlock(oldSystem);\r\n\r\n // CreateParticle block\r\n const createParticleBlock = _CreateCreateParticleBlock(oldSystem);\r\n createParticleBlock.particle.connectTo(shapeBlock.particle);\r\n\r\n // Texture\r\n const textureBlock = new ParticleTextureSourceBlock(\"Texture\");\r\n const url = (oldSystem.particleTexture as Texture).url || \"\";\r\n if (url) {\r\n textureBlock.url = url;\r\n } else {\r\n textureBlock.sourceTexture = oldSystem.particleTexture;\r\n }\r\n textureBlock.texture.connectTo(newSystem.texture);\r\n\r\n // Default position update\r\n const positionUpdateblock = new UpdatePositionBlock(\"Position update\");\r\n shapeBlock.output.connectTo(positionUpdateblock.particle);\r\n\r\n const addPositionBlock = new ParticleMathBlock(\"Add Position\");\r\n addPositionBlock.operation = ParticleMathBlockOperations.Add;\r\n _CreateAndConnectContextual(\"Position\", NodeParticleContextualSources.Position, addPositionBlock.left);\r\n _CreateAndConnectContextual(\"Scaled Direction\", NodeParticleContextualSources.ScaledDirection, addPositionBlock.right);\r\n addPositionBlock.output.connectTo(positionUpdateblock.position);\r\n\r\n // Default color update\r\n const colorUpdateblock = new UpdateColorBlock(\"Color update\");\r\n positionUpdateblock.output.connectTo(colorUpdateblock.particle);\r\n\r\n const addColorBlock = new ParticleMathBlock(\"Add Color\");\r\n addColorBlock.operation = ParticleMathBlockOperations.Add;\r\n _CreateAndConnectContextual(\"Color\", NodeParticleContextualSources.Color, addColorBlock.left);\r\n _CreateAndConnectContextual(\"Scaled Color Step\", NodeParticleContextualSources.ScaledColorStep, addColorBlock.right);\r\n addColorBlock.output.connectTo(colorUpdateblock.color);\r\n\r\n const decomposeColorBlock = new ParticleConverterBlock(\"Decompose Color\");\r\n addColorBlock.output.connectTo(decomposeColorBlock.colorIn);\r\n\r\n // Clamp alpha to be >= 0\r\n const maxAlphaBlock = new ParticleMathBlock(\"Alpha >= 0\");\r\n maxAlphaBlock.operation = ParticleMathBlockOperations.Max;\r\n decomposeColorBlock.wOut.connectTo(maxAlphaBlock.left);\r\n _CreateAndConnectInput(\"Zero\", 0, maxAlphaBlock.right);\r\n\r\n const composeColorBlock = new ParticleConverterBlock(\"Compose Color\");\r\n decomposeColorBlock.xyzOut.connectTo(composeColorBlock.xyzIn);\r\n maxAlphaBlock.output.connectTo(composeColorBlock.wIn);\r\n composeColorBlock.colorOut.connectTo(colorUpdateblock.color);\r\n\r\n colorUpdateblock.output.connectTo(newSystem.particle);\r\n\r\n // Register\r\n newSet.systemBlocks.push(newSystem);\r\n}\r\n\r\nfunction _CreateSystemBlock(oldSystem: IParticleSystem): SystemBlock {\r\n const newSystem = new SystemBlock(oldSystem.name);\r\n\r\n newSystem.blendMode = oldSystem.blendMode;\r\n newSystem.capacity = oldSystem.getCapacity();\r\n newSystem.emitRate = oldSystem.emitRate;\r\n newSystem.targetStopDuration = oldSystem.targetStopDuration;\r\n newSystem.startDelay = oldSystem.startDelay;\r\n newSystem.updateSpeed = oldSystem.updateSpeed;\r\n\r\n return newSystem;\r\n}\r\n\r\nfunction _CreateCreateParticleBlock(oldSystem: IParticleSystem): CreateParticleBlock {\r\n // Create particle\r\n const createParticleBlock = new CreateParticleBlock(\"Create Particle\");\r\n\r\n // Color\r\n const randomColorBlock = new ParticleRandomBlock(\"Random Color\");\r\n _CreateAndConnectInput(\"Color 1\", oldSystem.color1, randomColorBlock.min);\r\n _CreateAndConnectInput(\"Color 2\", oldSystem.color2, randomColorBlock.max);\r\n randomColorBlock.output.connectTo(createParticleBlock.color);\r\n\r\n // Dead color\r\n _CreateAndConnectInput(\"Dead Color\", oldSystem.colorDead, createParticleBlock.colorDead);\r\n\r\n // Emit power\r\n const randomEmitPowerBlock = new ParticleRandomBlock(\"Random Emit Power\");\r\n _CreateAndConnectInput(\"Min Emit Power\", oldSystem.minEmitPower, randomEmitPowerBlock.min);\r\n _CreateAndConnectInput(\"Max Emit Power\", oldSystem.maxEmitPower, randomEmitPowerBlock.max);\r\n randomEmitPowerBlock.output.connectTo(createParticleBlock.emitPower);\r\n\r\n // Scale\r\n const randomScaleBlock = new ParticleRandomBlock(\"Random Scale\");\r\n _CreateAndConnectInput(\"Min Scale\", oldSystem.minSize, randomScaleBlock.min);\r\n _CreateAndConnectInput(\"Max Scale\", oldSystem.maxSize, randomScaleBlock.max);\r\n randomScaleBlock.output.connectTo(createParticleBlock.scale);\r\n\r\n // Lifetime\r\n const randomLifetimeBlock = new ParticleRandomBlock(\"Random Lifetime\");\r\n _CreateAndConnectInput(\"Min Lifetime\", oldSystem.minLifeTime, randomLifetimeBlock.min);\r\n _CreateAndConnectInput(\"Max Lifetime\", oldSystem.maxLifeTime, randomLifetimeBlock.max);\r\n randomLifetimeBlock.output.connectTo(createParticleBlock.lifeTime);\r\n\r\n return createParticleBlock;\r\n}\r\n\r\nfunction _CreateShapeBlock(oldSystem: IParticleSystem): IShapeBlock {\r\n const emitter = oldSystem.particleEmitterType;\r\n if (!emitter) {\r\n throw new Error(\"Particle system has no emitter type.\");\r\n }\r\n\r\n let shapeBlock: Nullable<IShapeBlock> = null;\r\n switch (emitter.getClassName()) {\r\n case \"BoxParticleEmitter\": {\r\n const source = emitter as BoxParticleEmitter;\r\n shapeBlock = new BoxShapeBlock(\"Box Shape\");\r\n\r\n const target = shapeBlock as BoxShapeBlock;\r\n _CreateAndConnectInput(\"Direction 1\", source.direction1, target.direction1);\r\n _CreateAndConnectInput(\"Direction 2\", source.direction2, target.direction2);\r\n _CreateAndConnectInput(\"Min Emit Box\", source.minEmitBox, target.minEmitBox);\r\n _CreateAndConnectInput(\"Max Emit Box\", source.maxEmitBox, target.maxEmitBox);\r\n break;\r\n }\r\n case \"ConeParticleEmitter\": {\r\n const source = emitter as ConeParticleEmitter;\r\n shapeBlock = new ConeShapeBlock(\"Cone Shape\");\r\n\r\n const target = shapeBlock as ConeShapeBlock;\r\n _CreateAndConnectInput(\"Radius\", source.radius, target.radius);\r\n _CreateAndConnectInput(\"Angle\", source.angle, target.angle);\r\n _CreateAndConnectInput(\"Radius Range\", source.radiusRange, target.radiusRange);\r\n _CreateAndConnectInput(\"Height Range\", source.heightRange, target.heightRange);\r\n _CreateAndConnectInput(\"Emit From Spawn Point Only\", source.emitFromSpawnPointOnly ? 1 : 0, target.emitFromSpawnPointOnly, NodeParticleBlockConnectionPointTypes.Int);\r\n _CreateAndConnectInput(\"Direction Randomizer\", source.directionRandomizer, target.directionRandomizer);\r\n break;\r\n }\r\n case \"CustomParticleEmitter\": {\r\n // Custom emitter is not supported in nodes yet\r\n throw new Error(\"CustomParticleEmitter is not supported in Node Particle System.\");\r\n }\r\n case \"CylinderParticleEmitter\": {\r\n const source = emitter as CylinderParticleEmitter;\r\n shapeBlock = new CylinderShapeBlock(\"Cylinder Shape\");\r\n\r\n const target = shapeBlock as CylinderShapeBlock;\r\n _CreateAndConnectInput(\"Height\", source.height, target.height);\r\n _CreateAndConnectInput(\"Radius\", source.radius, target.radius);\r\n _CreateAndConnectInput(\"Radius Range\", source.radiusRange, target.radiusRange);\r\n _CreateAndConnectInput(\"Direction Randomizer\", source.directionRandomizer, target.directionRandomizer);\r\n break;\r\n }\r\n case \"HemisphericParticleEmitter\": {\r\n // Hemispheric emitter is not supported in nodes yet\r\n throw new Error(\"HemisphericParticleEmitter is not supported in Node Particle System.\");\r\n }\r\n case \"MeshParticleEmitter\": {\r\n const source = emitter as MeshParticleEmitter;\r\n shapeBlock = new MeshShapeBlock(\"Mesh Shape\");\r\n\r\n const target = shapeBlock as MeshShapeBlock;\r\n _CreateAndConnectInput(\"Direction 1\", source.direction1, target.direction1);\r\n _CreateAndConnectInput(\"Direction 2\", source.direction2, target.direction2);\r\n\r\n target.mesh = source.mesh as Mesh;\r\n break;\r\n }\r\n case \"PointParticleEmitter\": {\r\n const source = emitter as PointParticleEmitter;\r\n shapeBlock = new PointShapeBlock(\"Point Shape\");\r\n\r\n const target = shapeBlock as PointShapeBlock;\r\n _CreateAndConnectInput(\"Direction 1\", source.direction1, target.direction1);\r\n _CreateAndConnectInput(\"Direction 2\", source.direction2, target.direction2);\r\n break;\r\n }\r\n case \"SphereParticleEmitter\": {\r\n const source = emitter as SphereParticleEmitter;\r\n shapeBlock = new SphereShapeBlock(\"Sphere Shape\");\r\n\r\n const target = shapeBlock as SphereShapeBlock;\r\n _CreateAndConnectInput(\"Radius\", source.radius, target.radius);\r\n _CreateAndConnectInput(\"Radius Range\", source.radiusRange, target.radiusRange);\r\n _CreateAndConnectInput(\"Direction Randomizer\", source.directionRandomizer, target.directionRandomizer);\r\n break;\r\n }\r\n }\r\n\r\n if (!shapeBlock) {\r\n throw new Error(`Unsupported particle emitter type: ${emitter.getClassName()}`);\r\n }\r\n\r\n return shapeBlock;\r\n}\r\n\r\nfunction _CreateAndConnectInput(\r\n inputBlockName: string,\r\n value: number | Vector3 | Color4,\r\n targetToConnectTo: NodeParticleConnectionPoint,\r\n inputType?: NodeParticleBlockConnectionPointTypes\r\n): void {\r\n const input = new ParticleInputBlock(inputBlockName, inputType);\r\n input.value = value;\r\n input.output.connectTo(targetToConnectTo);\r\n}\r\n\r\nfunction _CreateAndConnectContextual(contextualBlockName: string, contextValue: NodeParticleContextualSources, targetToConnectTo: NodeParticleConnectionPoint): void {\r\n const input = new ParticleInputBlock(contextualBlockName);\r\n input.contextualValue = contextValue;\r\n input.output.connectTo(targetToConnectTo);\r\n}\r\n"]}
@@ -149,6 +149,7 @@ export declare class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
149
149
  private _blurHPostProcess;
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  private _blurVPostProcess;
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  private _ssaoCombinePostProcess;
152
+ private _currentCameraMode;
152
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  /**
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  * Gets active scene
154
155
  */
@@ -248,6 +248,7 @@ export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
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  * Force rendering the geometry through geometry buffer.
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  */
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  this._forceGeometryBuffer = false;
251
+ this._currentCameraMode = -1;
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  this._thinSSAORenderingPipeline = new ThinSSAO2RenderingPipeline(name, scene);
252
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  this._scene = scene;
253
254
  this._ratio = ratio;
@@ -281,6 +282,13 @@ export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
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  }
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  }
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  this._originalColorPostProcess = new PassPostProcess("SSAOOriginalSceneColor", 1.0, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), undefined, this._textureType);
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+ this._originalColorPostProcess.onBeforeRenderObservable.add(() => {
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+ const camera = this._scene.activeCamera;
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+ if (camera && this._currentCameraMode !== camera.mode) {
288
+ this._currentCameraMode = camera.mode;
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+ this._thinSSAORenderingPipeline._ssaoPostProcess.updateEffect();
290
+ }
291
+ });
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  this._originalColorPostProcess.samples = this.textureSamples;
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  this._createSSAOPostProcess(1.0, textureType);
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  this._createBlurPostProcess(ssaoRatio, blurRatio, this._textureType);