@babylonjs/core 8.34.1 → 8.36.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (125) hide show
  1. package/Audio/audioSceneComponent.d.ts +9 -5
  2. package/Audio/audioSceneComponent.js +1 -0
  3. package/Audio/audioSceneComponent.js.map +1 -1
  4. package/AudioV2/abstractAudio/audioEngineV2.d.ts +10 -0
  5. package/AudioV2/abstractAudio/audioEngineV2.js +29 -0
  6. package/AudioV2/abstractAudio/audioEngineV2.js.map +1 -1
  7. package/AudioV2/webAudio/webAudioEngine.d.ts +5 -0
  8. package/AudioV2/webAudio/webAudioEngine.js +8 -0
  9. package/AudioV2/webAudio/webAudioEngine.js.map +1 -1
  10. package/AudioV2/webAudio/webAudioStaticSound.js +2 -2
  11. package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
  12. package/AudioV2/webAudio/webAudioStreamingSound.js +2 -2
  13. package/AudioV2/webAudio/webAudioStreamingSound.js.map +1 -1
  14. package/Cameras/camera.d.ts +4 -0
  15. package/Cameras/camera.js +18 -9
  16. package/Cameras/camera.js.map +1 -1
  17. package/Engines/abstractEngine.js +2 -2
  18. package/Engines/abstractEngine.js.map +1 -1
  19. package/FrameGraph/Node/Blocks/PostProcesses/bloomPostProcessBlock.js +1 -1
  20. package/FrameGraph/Node/Blocks/PostProcesses/bloomPostProcessBlock.js.map +1 -1
  21. package/FrameGraph/Node/Blocks/PostProcesses/chromaticAberrationPostProcessBlock.js +1 -1
  22. package/FrameGraph/Node/Blocks/PostProcesses/chromaticAberrationPostProcessBlock.js.map +1 -1
  23. package/FrameGraph/Node/Blocks/computeShaderBlock.d.ts +42 -0
  24. package/FrameGraph/Node/Blocks/computeShaderBlock.js +74 -0
  25. package/FrameGraph/Node/Blocks/computeShaderBlock.js.map +1 -0
  26. package/FrameGraph/Node/Blocks/executeBlock.d.ts +11 -1
  27. package/FrameGraph/Node/Blocks/executeBlock.js +18 -0
  28. package/FrameGraph/Node/Blocks/executeBlock.js.map +1 -1
  29. package/FrameGraph/Node/Blocks/index.d.ts +1 -0
  30. package/FrameGraph/Node/Blocks/index.js +1 -0
  31. package/FrameGraph/Node/Blocks/index.js.map +1 -1
  32. package/FrameGraph/Node/Blocks/inputBlock.js +2 -0
  33. package/FrameGraph/Node/Blocks/inputBlock.js.map +1 -1
  34. package/FrameGraph/Node/Blocks/outputBlock.js +1 -0
  35. package/FrameGraph/Node/Blocks/outputBlock.js.map +1 -1
  36. package/FrameGraph/Node/nodeRenderGraph.d.ts +1 -1
  37. package/FrameGraph/Node/nodeRenderGraph.js +7 -3
  38. package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
  39. package/FrameGraph/Node/nodeRenderGraphBlock.js +7 -0
  40. package/FrameGraph/Node/nodeRenderGraphBlock.js.map +1 -1
  41. package/FrameGraph/Passes/pass.d.ts +11 -1
  42. package/FrameGraph/Passes/pass.js +11 -1
  43. package/FrameGraph/Passes/pass.js.map +1 -1
  44. package/FrameGraph/Tasks/Misc/computeShaderTask.d.ts +115 -0
  45. package/FrameGraph/Tasks/Misc/computeShaderTask.js +174 -0
  46. package/FrameGraph/Tasks/Misc/computeShaderTask.js.map +1 -0
  47. package/FrameGraph/Tasks/Misc/executeTask.d.ts +5 -0
  48. package/FrameGraph/Tasks/Misc/executeTask.js +3 -0
  49. package/FrameGraph/Tasks/Misc/executeTask.js.map +1 -1
  50. package/FrameGraph/Tasks/PostProcesses/bloomTask.d.ts +1 -1
  51. package/FrameGraph/Tasks/PostProcesses/bloomTask.js +1 -1
  52. package/FrameGraph/Tasks/PostProcesses/bloomTask.js.map +1 -1
  53. package/FrameGraph/frameGraph.d.ts +1 -1
  54. package/FrameGraph/frameGraph.js +3 -6
  55. package/FrameGraph/frameGraph.js.map +1 -1
  56. package/FrameGraph/frameGraphTask.d.ts +3 -2
  57. package/FrameGraph/frameGraphTask.js +5 -2
  58. package/FrameGraph/frameGraphTask.js.map +1 -1
  59. package/FrameGraph/frameGraphTextureManager.js +2 -2
  60. package/FrameGraph/frameGraphTextureManager.js.map +1 -1
  61. package/FrameGraph/index.d.ts +1 -0
  62. package/FrameGraph/index.js +1 -0
  63. package/FrameGraph/index.js.map +1 -1
  64. package/Lights/directionalLight.js +1 -4
  65. package/Lights/directionalLight.js.map +1 -1
  66. package/Lights/pointLight.js +2 -5
  67. package/Lights/pointLight.js.map +1 -1
  68. package/Materials/clipPlaneMaterialHelper.js +11 -1
  69. package/Materials/clipPlaneMaterialHelper.js.map +1 -1
  70. package/Materials/floatingOriginMatrixOverrides.d.ts +4 -1
  71. package/Materials/floatingOriginMatrixOverrides.js +14 -2
  72. package/Materials/floatingOriginMatrixOverrides.js.map +1 -1
  73. package/Materials/index.d.ts +1 -0
  74. package/Materials/index.js +1 -0
  75. package/Materials/index.js.map +1 -1
  76. package/Maths/math.like.d.ts +7 -2
  77. package/Maths/math.like.js.map +1 -1
  78. package/Maths/math.vector.functions.d.ts +57 -15
  79. package/Maths/math.vector.functions.js +77 -8
  80. package/Maths/math.vector.functions.js.map +1 -1
  81. package/Misc/decorators.d.ts +1 -1
  82. package/Misc/decorators.js.map +1 -1
  83. package/Misc/dumpTools.d.ts +20 -0
  84. package/Misc/dumpTools.js +60 -49
  85. package/Misc/dumpTools.js.map +1 -1
  86. package/Misc/index.d.ts +1 -2
  87. package/Misc/index.js +1 -2
  88. package/Misc/index.js.map +1 -1
  89. package/Particles/Node/Blocks/Emitters/boxShapeBlock.js +7 -7
  90. package/Particles/Node/Blocks/Emitters/boxShapeBlock.js.map +1 -1
  91. package/Particles/Node/Blocks/Emitters/createParticleBlock.d.ts +8 -0
  92. package/Particles/Node/Blocks/Emitters/createParticleBlock.js +25 -2
  93. package/Particles/Node/Blocks/Emitters/createParticleBlock.js.map +1 -1
  94. package/Particles/Node/Blocks/Emitters/customShapeBlock.js +7 -7
  95. package/Particles/Node/Blocks/Emitters/customShapeBlock.js.map +1 -1
  96. package/Particles/Node/Blocks/Emitters/cylinderShapeBlock.js +8 -8
  97. package/Particles/Node/Blocks/Emitters/cylinderShapeBlock.js.map +1 -1
  98. package/Particles/Node/Blocks/Emitters/meshShapeBlock.js +9 -9
  99. package/Particles/Node/Blocks/Emitters/meshShapeBlock.js.map +1 -1
  100. package/Particles/Node/Blocks/Emitters/pointShapeBlock.js +6 -6
  101. package/Particles/Node/Blocks/Emitters/pointShapeBlock.js.map +1 -1
  102. package/Particles/Node/Blocks/Emitters/sphereShapeBlock.js +7 -7
  103. package/Particles/Node/Blocks/Emitters/sphereShapeBlock.js.map +1 -1
  104. package/Particles/Node/Blocks/systemBlock.d.ts +32 -0
  105. package/Particles/Node/Blocks/systemBlock.js +76 -0
  106. package/Particles/Node/Blocks/systemBlock.js.map +1 -1
  107. package/Particles/Node/nodeParticleBuildState.d.ts +2 -7
  108. package/Particles/Node/nodeParticleBuildState.js +7 -22
  109. package/Particles/Node/nodeParticleBuildState.js.map +1 -1
  110. package/Particles/Node/nodeParticleSystemSet.helper.js +164 -56
  111. package/Particles/Node/nodeParticleSystemSet.helper.js.map +1 -1
  112. package/Particles/thinParticleSystem.js +1 -0
  113. package/Particles/thinParticleSystem.js.map +1 -1
  114. package/Physics/physicsRaycastResult.d.ts +3 -0
  115. package/Physics/physicsRaycastResult.js.map +1 -1
  116. package/Physics/v2/Plugins/havokPlugin.js +1 -1
  117. package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
  118. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js +1 -1
  119. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
  120. package/PostProcesses/thinSSAO2PostProcess.js +9 -2
  121. package/PostProcesses/thinSSAO2PostProcess.js.map +1 -1
  122. package/package.json +1 -1
  123. package/scene.d.ts +7 -2
  124. package/scene.js +15 -8
  125. package/scene.js.map +1 -1
@@ -1 +1 @@
1
- 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type { Scene } from \"core/scene\";\r\nimport type { NodeParticleConnectionPoint } from \"./nodeParticleBlockConnectionPoint\";\r\nimport { NodeParticleContextualSources } from \"./Enums/nodeParticleContextualSources\";\r\nimport type { Particle } from \"../particle\";\r\nimport type { Nullable } from \"core/types\";\r\nimport { NodeParticleBlockConnectionPointTypes } from \"./Enums/nodeParticleBlockConnectionPointTypes\";\r\nimport { Vector2, Vector3 } from \"core/Maths/math.vector\";\r\nimport type { ThinParticleSystem } from \"../thinParticleSystem\";\r\nimport { Color4 } from \"core/Maths/math.color\";\r\nimport { NodeParticleSystemSources } from \"./Enums/nodeParticleSystemSources\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\n\r\n/**\r\n * Class used to store node based geometry build state\r\n */\r\nexport class NodeParticleBuildState {\r\n /**\r\n * Gets the capactity of the particle system to build\r\n */\r\n public capacity: number;\r\n\r\n /**\r\n * Gets the scene where the particle system is built\r\n */\r\n public scene: Scene;\r\n\r\n /** Gets or sets the build identifier */\r\n public buildId: number;\r\n\r\n /** Gets or sets the list of non connected mandatory inputs */\r\n public notConnectedNonOptionalInputs: NodeParticleConnectionPoint[] = [];\r\n\r\n /** Gets or sets a boolean indicating that verbose mode is on */\r\n public verbose: boolean;\r\n\r\n /**\r\n * Gets or sets the particle context for contextual data\r\n */\r\n public particleContext: Nullable<Particle> = null;\r\n\r\n /**\r\n * Gets or sets the system context for contextual data\r\n */\r\n public systemContext: Nullable<ThinParticleSystem> = null;\r\n\r\n /**\r\n * Gets or sets the index of the gradient to use\r\n */\r\n public gradientIndex: number = 0;\r\n /**\r\n * Gets or sets next gradient in line\r\n */\r\n public nextGradientIndex: number = 0;\r\n /**\r\n * Gets or sets the next gradient value\r\n */\r\n public nextGradientValue: any;\r\n\r\n /**\r\n * Emits errors if any\r\n */\r\n public emitErrors() {\r\n let errorMessage = \"\";\r\n\r\n for (const notConnectedInput of this.notConnectedNonOptionalInputs) {\r\n errorMessage += `input ${notConnectedInput.name} from block ${\r\n notConnectedInput.ownerBlock.name\r\n }[${notConnectedInput.ownerBlock.getClassName()}] is not connected and is not optional.\\n`;\r\n }\r\n\r\n if (errorMessage) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"Build of Node Particle System Set failed:\\n\" + errorMessage;\r\n }\r\n }\r\n\r\n /**\r\n * Adapt a value to a target type\r\n * @param source defines the value to adapt\r\n * @param targetType defines the target type\r\n * @returns the adapted value\r\n */\r\n adapt(source: NodeParticleConnectionPoint, targetType: NodeParticleBlockConnectionPointTypes) {\r\n const value = source.getConnectedValue(this) || 0;\r\n\r\n if (source.type === targetType) {\r\n return value;\r\n }\r\n\r\n switch (targetType) {\r\n case NodeParticleBlockConnectionPointTypes.Vector2:\r\n return new Vector2(value, value);\r\n case NodeParticleBlockConnectionPointTypes.Vector3:\r\n return new Vector3(value, value, value);\r\n case NodeParticleBlockConnectionPointTypes.Color4:\r\n return new Color4(value, value, value, value);\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Gets the value associated with a contextual source\r\n * @param source Source of the contextual value\r\n * @returns the value associated with the source\r\n */\r\n public getContextualValue(source: NodeParticleContextualSources) {\r\n if (!this.particleContext || !this.systemContext) {\r\n return null;\r\n }\r\n\r\n switch (source) {\r\n case NodeParticleContextualSources.Position:\r\n return this.particleContext.position;\r\n case NodeParticleContextualSources.Direction:\r\n return this.particleContext.direction;\r\n case NodeParticleContextualSources.ScaledDirection:\r\n this.particleContext.direction.scaleToRef(this.systemContext._directionScale, this.systemContext._scaledDirection);\r\n return this.systemContext._scaledDirection;\r\n case NodeParticleContextualSources.Color:\r\n return this.particleContext.color;\r\n case NodeParticleContextualSources.InitialColor:\r\n return this.particleContext.initialColor;\r\n case NodeParticleContextualSources.ColorDead:\r\n return this.particleContext.colorDead;\r\n case NodeParticleContextualSources.Age:\r\n return this.particleContext.age;\r\n case NodeParticleContextualSources.Lifetime:\r\n return this.particleContext.lifeTime;\r\n case NodeParticleContextualSources.Angle:\r\n return this.particleContext.angle;\r\n case NodeParticleContextualSources.Scale:\r\n return this.particleContext.scale;\r\n case NodeParticleContextualSources.AgeGradient:\r\n return this.particleContext.age / this.particleContext.lifeTime;\r\n case NodeParticleContextualSources.SpriteCellEnd:\r\n return this.systemContext.endSpriteCellID;\r\n case NodeParticleContextualSources.SpriteCellIndex:\r\n return this.particleContext.cellIndex;\r\n case NodeParticleContextualSources.SpriteCellStart:\r\n return this.systemContext.startSpriteCellID;\r\n case NodeParticleContextualSources.InitialDirection:\r\n return this.particleContext._initialDirection;\r\n case NodeParticleContextualSources.ColorStep:\r\n return this.particleContext.colorStep;\r\n case NodeParticleContextualSources.ScaledColorStep:\r\n this.particleContext.colorStep.scaleToRef(this.systemContext._scaledUpdateSpeed, this.systemContext._scaledColorStep);\r\n return this.systemContext._scaledColorStep;\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if the emitter is a transform node (or a simple vector3)\r\n */\r\n public get isEmitterTransformNode() {\r\n if (!this.systemContext) {\r\n return false;\r\n }\r\n\r\n if ((<AbstractMesh>this.systemContext.emitter).position) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Gets the emitter world matrix\r\n */\r\n public get emitterWorldMatrix() {\r\n if (!this.systemContext) {\r\n return null;\r\n }\r\n return this.systemContext._emitterWorldMatrix;\r\n }\r\n\r\n /**\r\n * Gets the emitter inverse world matrix\r\n */\r\n public get emitterInverseWorldMatrix() {\r\n if (!this.systemContext) {\r\n return null;\r\n }\r\n return this.systemContext._emitterInverseWorldMatrix;\r\n }\r\n\r\n /**\r\n * Gets the emitter position\r\n */\r\n public get emitterPosition() {\r\n if (!this.systemContext) {\r\n return null;\r\n }\r\n\r\n if (this.isEmitterTransformNode) {\r\n return (<AbstractMesh>this.systemContext.emitter).absolutePosition;\r\n }\r\n\r\n return this.systemContext.emitter as Vector3;\r\n }\r\n\r\n /**\r\n * Gets the value associated with a system source\r\n * @param source Source of the system value\r\n * @returns the value associated with the source\r\n */\r\n public getSystemValue(source: NodeParticleSystemSources) {\r\n if (!this.particleContext || !this.systemContext) {\r\n return null;\r\n }\r\n\r\n switch (source) {\r\n case NodeParticleSystemSources.Time:\r\n return this.systemContext._actualFrame;\r\n case NodeParticleSystemSources.Delta:\r\n return this.systemContext._scaledUpdateSpeed;\r\n case NodeParticleSystemSources.Emitter:\r\n if (this.isEmitterTransformNode) {\r\n const emitterMesh = <AbstractMesh>this.systemContext.emitter;\r\n return emitterMesh.absolutePosition;\r\n } else {\r\n return this.systemContext.emitter;\r\n }\r\n case NodeParticleSystemSources.CameraPosition:\r\n return this.scene.activeCamera?.globalPosition || Vector3.Zero();\r\n }\r\n\r\n return null;\r\n }\r\n}\r\n"]}
1
+ 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type { Scene } from \"core/scene\";\r\nimport type { NodeParticleConnectionPoint } from \"./nodeParticleBlockConnectionPoint\";\r\nimport { NodeParticleContextualSources } from \"./Enums/nodeParticleContextualSources\";\r\nimport type { Particle } from \"../particle\";\r\nimport type { Nullable } from \"core/types\";\r\nimport { NodeParticleBlockConnectionPointTypes } from \"./Enums/nodeParticleBlockConnectionPointTypes\";\r\nimport { Vector2, Vector3 } from \"core/Maths/math.vector\";\r\nimport type { ThinParticleSystem } from \"../thinParticleSystem\";\r\nimport { Color4 } from \"core/Maths/math.color\";\r\nimport { NodeParticleSystemSources } from \"./Enums/nodeParticleSystemSources\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\n\r\n/**\r\n * Class used to store node based geometry build state\r\n */\r\nexport class NodeParticleBuildState {\r\n /**\r\n * Gets the capactity of the particle system to build\r\n */\r\n public capacity: number;\r\n\r\n /**\r\n * Gets the scene where the particle system is built\r\n */\r\n public scene: Scene;\r\n\r\n /** Gets or sets the build identifier */\r\n public buildId: number;\r\n\r\n /** Gets or sets the list of non connected mandatory inputs */\r\n public notConnectedNonOptionalInputs: NodeParticleConnectionPoint[] = [];\r\n\r\n /** Gets or sets a boolean indicating that verbose mode is on */\r\n public verbose: boolean;\r\n\r\n /**\r\n * Gets or sets the particle context for contextual data\r\n */\r\n public particleContext: Nullable<Particle> = null;\r\n\r\n /**\r\n * Gets or sets the system context for contextual data\r\n */\r\n public systemContext: Nullable<ThinParticleSystem> = null;\r\n\r\n /**\r\n * Gets or sets the index of the gradient to use\r\n */\r\n public gradientIndex: number = 0;\r\n /**\r\n * Gets or sets next gradient in line\r\n */\r\n public nextGradientIndex: number = 0;\r\n /**\r\n * Gets or sets the next gradient value\r\n */\r\n public nextGradientValue: any;\r\n\r\n /**\r\n * Emits errors if any\r\n */\r\n public emitErrors() {\r\n let errorMessage = \"\";\r\n\r\n for (const notConnectedInput of this.notConnectedNonOptionalInputs) {\r\n errorMessage += `input ${notConnectedInput.name} from block ${\r\n notConnectedInput.ownerBlock.name\r\n }[${notConnectedInput.ownerBlock.getClassName()}] is not connected and is not optional.\\n`;\r\n }\r\n\r\n if (errorMessage) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"Build of Node Particle System Set failed:\\n\" + errorMessage;\r\n }\r\n }\r\n\r\n /**\r\n * Adapt a value to a target type\r\n * @param source defines the value to adapt\r\n * @param targetType defines the target type\r\n * @returns the adapted value\r\n */\r\n adapt(source: NodeParticleConnectionPoint, targetType: NodeParticleBlockConnectionPointTypes) {\r\n const value = source.getConnectedValue(this) || 0;\r\n\r\n if (source.type === targetType) {\r\n return value;\r\n }\r\n\r\n switch (targetType) {\r\n case NodeParticleBlockConnectionPointTypes.Vector2:\r\n return new Vector2(value, value);\r\n case NodeParticleBlockConnectionPointTypes.Vector3:\r\n return new Vector3(value, value, value);\r\n case NodeParticleBlockConnectionPointTypes.Color4:\r\n return new Color4(value, value, value, value);\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Gets the value associated with a contextual source\r\n * @param source Source of the contextual value\r\n * @returns the value associated with the source\r\n */\r\n public getContextualValue(source: NodeParticleContextualSources) {\r\n if (!this.particleContext || !this.systemContext) {\r\n return null;\r\n }\r\n\r\n switch (source) {\r\n case NodeParticleContextualSources.Position:\r\n return this.particleContext.position;\r\n case NodeParticleContextualSources.Direction:\r\n return this.particleContext.direction;\r\n case NodeParticleContextualSources.ScaledDirection:\r\n this.particleContext.direction.scaleToRef(this.systemContext._directionScale, this.systemContext._scaledDirection);\r\n return this.systemContext._scaledDirection;\r\n case NodeParticleContextualSources.Color:\r\n return this.particleContext.color;\r\n case NodeParticleContextualSources.InitialColor:\r\n return this.particleContext.initialColor;\r\n case NodeParticleContextualSources.ColorDead:\r\n return this.particleContext.colorDead;\r\n case NodeParticleContextualSources.Age:\r\n return this.particleContext.age;\r\n case NodeParticleContextualSources.Lifetime:\r\n return this.particleContext.lifeTime;\r\n case NodeParticleContextualSources.Angle:\r\n return this.particleContext.angle;\r\n case NodeParticleContextualSources.Scale:\r\n return this.particleContext.scale;\r\n case NodeParticleContextualSources.AgeGradient:\r\n return this.particleContext.age / this.particleContext.lifeTime;\r\n case NodeParticleContextualSources.SpriteCellEnd:\r\n return this.systemContext.endSpriteCellID;\r\n case NodeParticleContextualSources.SpriteCellIndex:\r\n return this.particleContext.cellIndex;\r\n case NodeParticleContextualSources.SpriteCellStart:\r\n return this.systemContext.startSpriteCellID;\r\n case NodeParticleContextualSources.InitialDirection:\r\n return this.particleContext._initialDirection;\r\n case NodeParticleContextualSources.ColorStep:\r\n return this.particleContext.colorStep;\r\n case NodeParticleContextualSources.ScaledColorStep:\r\n this.particleContext.colorStep.scaleToRef(this.systemContext._scaledUpdateSpeed, this.systemContext._scaledColorStep);\r\n return this.systemContext._scaledColorStep;\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Gets the emitter world matrix\r\n */\r\n public get emitterWorldMatrix() {\r\n if (!this.systemContext) {\r\n return null;\r\n }\r\n return this.systemContext._emitterWorldMatrix;\r\n }\r\n\r\n /**\r\n * Gets the emitter inverse world matrix\r\n */\r\n public get emitterInverseWorldMatrix() {\r\n if (!this.systemContext) {\r\n return null;\r\n }\r\n return this.systemContext._emitterInverseWorldMatrix;\r\n }\r\n\r\n /**\r\n * Gets the emitter position\r\n */\r\n public get emitterPosition(): Nullable<Vector3> {\r\n if (!this.systemContext) {\r\n return null;\r\n }\r\n\r\n if (!this.systemContext.emitter) {\r\n return null;\r\n }\r\n\r\n if (this.systemContext.emitter instanceof Vector3) {\r\n return this.systemContext.emitter;\r\n }\r\n\r\n return (<AbstractMesh>this.systemContext.emitter).absolutePosition;\r\n }\r\n\r\n /**\r\n * Gets the value associated with a system source\r\n * @param source Source of the system value\r\n * @returns the value associated with the source\r\n */\r\n public getSystemValue(source: NodeParticleSystemSources) {\r\n if (!this.particleContext || !this.systemContext) {\r\n return null;\r\n }\r\n\r\n switch (source) {\r\n case NodeParticleSystemSources.Time:\r\n return this.systemContext._actualFrame;\r\n case NodeParticleSystemSources.Delta:\r\n return this.systemContext._scaledUpdateSpeed;\r\n case NodeParticleSystemSources.Emitter:\r\n return this.emitterPosition;\r\n case NodeParticleSystemSources.CameraPosition:\r\n return this.scene.activeCamera?.globalPosition || Vector3.Zero();\r\n }\r\n\r\n return null;\r\n }\r\n}\r\n"]}
@@ -1,10 +1,13 @@
1
+ import { Vector2 } from "../../Maths/math.vector.js";
1
2
  import { NodeParticleBlockConnectionPointTypes } from "./Enums/nodeParticleBlockConnectionPointTypes.js";
2
3
  import { NodeParticleSystemSet } from "./nodeParticleSystemSet.js";
3
4
  import { NodeParticleContextualSources } from "./Enums/nodeParticleContextualSources.js";
4
5
  import { ParticleConverterBlock } from "./Blocks/particleConverterBlock.js";
6
+ import { ParticleGradientBlock } from "./Blocks/particleGradientBlock.js";
7
+ import { ParticleGradientValueBlock } from "./Blocks/particleGradientValueBlock.js";
5
8
  import { ParticleInputBlock } from "./Blocks/particleInputBlock.js";
6
9
  import { ParticleMathBlock, ParticleMathBlockOperations } from "./Blocks/particleMathBlock.js";
7
- import { ParticleRandomBlock } from "./Blocks/particleRandomBlock.js";
10
+ import { ParticleRandomBlock, ParticleRandomBlockLocks } from "./Blocks/particleRandomBlock.js";
8
11
  import { ParticleTextureSourceBlock } from "./Blocks/particleSourceTextureBlock.js";
9
12
  import { SystemBlock } from "./Blocks/systemBlock.js";
10
13
  import { CreateParticleBlock } from "./Blocks/Emitters/createParticleBlock.js";
@@ -37,84 +40,85 @@ export async function ConvertToNodeParticleSystemSetAsync(name, particleSystemsL
37
40
  return nodeParticleSystemSet;
38
41
  }
39
42
  async function _ExtractDatafromParticleSystemAsync(newSet, oldSystem) {
40
- // System block
41
- const newSystem = _CreateSystemBlock(oldSystem);
42
- // Shape block
43
- const shapeBlock = _CreateShapeBlock(oldSystem);
44
43
  // CreateParticle block
45
44
  const createParticleBlock = _CreateCreateParticleBlock(oldSystem);
45
+ // Emitter Shape block
46
+ const shapeBlock = _CreateEmitterShapeBlock(oldSystem);
46
47
  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);
48
+ // Position update
49
+ const positionUpdateBlock = _CreatePositionUpdateBlock();
50
+ shapeBlock.output.connectTo(positionUpdateBlock.particle);
51
+ // Color update
52
+ const colorUpdateBlock = _CreateColorUpdateBlock(oldSystem, createParticleBlock);
53
+ positionUpdateBlock.output.connectTo(colorUpdateBlock.particle);
54
+ // System block
55
+ const newSystem = _CreateSystemBlock(oldSystem);
56
+ colorUpdateBlock.output.connectTo(newSystem.particle);
85
57
  // Register
86
58
  newSet.systemBlocks.push(newSystem);
87
59
  }
88
60
  function _CreateSystemBlock(oldSystem) {
89
61
  const newSystem = new SystemBlock(oldSystem.name);
62
+ // Translation pivot
63
+ _CreateAndConnectInput("Translation pivot", oldSystem.translationPivot, newSystem.translationPivot);
64
+ // Gravity
65
+ _CreateAndConnectInput("Gravity", oldSystem.gravity, newSystem.gravity);
66
+ newSystem.emitRate = oldSystem.emitRate;
67
+ newSystem.manualEmitCount = oldSystem.manualEmitCount;
90
68
  newSystem.blendMode = oldSystem.blendMode;
91
69
  newSystem.capacity = oldSystem.getCapacity();
92
- newSystem.emitRate = oldSystem.emitRate;
93
70
  newSystem.targetStopDuration = oldSystem.targetStopDuration;
94
71
  newSystem.startDelay = oldSystem.startDelay;
72
+ newSystem.targetStopDuration = oldSystem.targetStopDuration;
95
73
  newSystem.updateSpeed = oldSystem.updateSpeed;
74
+ newSystem.preWarmCycles = oldSystem.preWarmCycles;
75
+ newSystem.preWarmStepOffset = oldSystem.preWarmStepOffset;
76
+ newSystem.isBillboardBased = oldSystem.isBillboardBased;
77
+ newSystem.isLocal = oldSystem.isLocal;
78
+ newSystem.disposeOnStop = oldSystem.disposeOnStop;
79
+ // Texture
80
+ const textureBlock = new ParticleTextureSourceBlock("Texture");
81
+ const url = oldSystem.particleTexture.url || "";
82
+ if (url) {
83
+ textureBlock.url = url;
84
+ }
85
+ else {
86
+ textureBlock.sourceTexture = oldSystem.particleTexture;
87
+ }
88
+ textureBlock.texture.connectTo(newSystem.texture);
96
89
  return newSystem;
97
90
  }
98
91
  function _CreateCreateParticleBlock(oldSystem) {
99
92
  // Create particle
100
93
  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);
94
+ // Size
95
+ const randomSizeBlock = new ParticleRandomBlock("Random size");
96
+ _CreateAndConnectInput("Min size", oldSystem.minSize, randomSizeBlock.min);
97
+ _CreateAndConnectInput("Max size", oldSystem.maxSize, randomSizeBlock.max);
98
+ randomSizeBlock.output.connectTo(createParticleBlock.size);
99
+ // Scale
100
+ const randomScaleBlock = new ParticleRandomBlock("Random Scale");
101
+ _CreateAndConnectInput("Min Scale", new Vector2(oldSystem.minScaleX, oldSystem.minScaleY), randomScaleBlock.min);
102
+ _CreateAndConnectInput("Max Scale", new Vector2(oldSystem.maxScaleX, oldSystem.maxScaleY), randomScaleBlock.max);
103
+ randomScaleBlock.output.connectTo(createParticleBlock.scale);
104
+ // Color is handled when we do the color update block to manage gradients
106
105
  // Dead color
107
106
  _CreateAndConnectInput("Dead Color", oldSystem.colorDead, createParticleBlock.colorDead);
108
- // Emit power
107
+ // Emit power (Speed)
109
108
  const randomEmitPowerBlock = new ParticleRandomBlock("Random Emit Power");
110
109
  _CreateAndConnectInput("Min Emit Power", oldSystem.minEmitPower, randomEmitPowerBlock.min);
111
110
  _CreateAndConnectInput("Max Emit Power", oldSystem.maxEmitPower, randomEmitPowerBlock.max);
112
111
  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);
112
+ // Angular speed
113
+ const randomAngularSpeedBlock = new ParticleRandomBlock("Random Angular Speed");
114
+ _CreateAndConnectInput("Min Angular Speed", oldSystem.minAngularSpeed, randomAngularSpeedBlock.min);
115
+ _CreateAndConnectInput("Max Angular Speed", oldSystem.maxAngularSpeed, randomAngularSpeedBlock.max);
116
+ randomAngularSpeedBlock.output.connectTo(createParticleBlock.angularSpeed);
117
+ // Angle (rotation)
118
+ const randomRotationBlock = new ParticleRandomBlock("Random Rotation");
119
+ _CreateAndConnectInput("Min Rotation", oldSystem.minInitialRotation, randomRotationBlock.min);
120
+ _CreateAndConnectInput("Max Rotation", oldSystem.maxInitialRotation, randomRotationBlock.max);
121
+ randomRotationBlock.output.connectTo(createParticleBlock.angle);
118
122
  // Lifetime
119
123
  const randomLifetimeBlock = new ParticleRandomBlock("Random Lifetime");
120
124
  _CreateAndConnectInput("Min Lifetime", oldSystem.minLifeTime, randomLifetimeBlock.min);
@@ -122,7 +126,7 @@ function _CreateCreateParticleBlock(oldSystem) {
122
126
  randomLifetimeBlock.output.connectTo(createParticleBlock.lifeTime);
123
127
  return createParticleBlock;
124
128
  }
125
- function _CreateShapeBlock(oldSystem) {
129
+ function _CreateEmitterShapeBlock(oldSystem) {
126
130
  const emitter = oldSystem.particleEmitterType;
127
131
  if (!emitter) {
128
132
  throw new Error("Particle system has no emitter type.");
@@ -201,6 +205,110 @@ function _CreateShapeBlock(oldSystem) {
201
205
  }
202
206
  return shapeBlock;
203
207
  }
208
+ function _CreatePositionUpdateBlock() {
209
+ // Default position update
210
+ const positionUpdateBlock = new UpdatePositionBlock("Position update");
211
+ const addPositionBlock = new ParticleMathBlock("Add Position");
212
+ addPositionBlock.operation = ParticleMathBlockOperations.Add;
213
+ _CreateAndConnectContextual("Position", NodeParticleContextualSources.Position, addPositionBlock.left);
214
+ _CreateAndConnectContextual("Scaled Direction", NodeParticleContextualSources.ScaledDirection, addPositionBlock.right);
215
+ addPositionBlock.output.connectTo(positionUpdateBlock.position);
216
+ return positionUpdateBlock;
217
+ }
218
+ function _CreateColorUpdateBlock(oldSystem, createParticleBlock) {
219
+ if (!oldSystem) {
220
+ throw new Error("Invalid particle system");
221
+ }
222
+ // Calculate the color
223
+ const colorGradients = oldSystem.getColorGradients();
224
+ let colorBlock = null;
225
+ if (colorGradients && colorGradients.length > 0) {
226
+ colorBlock = _CreateGradientColorUpdate(oldSystem, colorGradients, createParticleBlock);
227
+ }
228
+ else {
229
+ colorBlock = _CreateBasicColorUpdate();
230
+ }
231
+ // Clamp alpha >= 0
232
+ const clampedColor = _ClampUpdateColorAlpha(colorBlock);
233
+ // Create the color update block
234
+ const colorUpdateBlock = new UpdateColorBlock("Color update");
235
+ clampedColor.colorOut.connectTo(colorUpdateBlock.color);
236
+ return colorUpdateBlock;
237
+ }
238
+ function _CreateGradientColorUpdate(oldSystem, gradient, createParticleBlock) {
239
+ const colorGradientBlock = new ParticleGradientBlock("Color Gradient");
240
+ _CreateAndConnectContextual("gradient", NodeParticleContextualSources.Age, colorGradientBlock.gradient);
241
+ let tempColor = null;
242
+ let colorStart = null;
243
+ let colorEnd = null;
244
+ for (let i = 0; i < gradient.length; i++) {
245
+ const gradientStep = gradient[i];
246
+ const gradientValueBlock = new ParticleGradientValueBlock("Color Gradient Value " + i);
247
+ gradientValueBlock.reference = gradientStep.gradient;
248
+ if (gradientStep.color2) {
249
+ // Create a random between color1 and color2
250
+ const randomColorBlock = new ParticleRandomBlock("Random Color for Gradient " + i);
251
+ randomColorBlock.lockMode = ParticleRandomBlockLocks.PerSystem;
252
+ _CreateAndConnectInput("Color 1", gradientStep.color1, randomColorBlock.min);
253
+ _CreateAndConnectInput("Color 2", gradientStep.color2, randomColorBlock.max);
254
+ randomColorBlock.output.connectTo(gradientValueBlock.value);
255
+ tempColor = randomColorBlock;
256
+ }
257
+ else {
258
+ // Single color
259
+ const input = new ParticleInputBlock("Color " + i);
260
+ input.value = gradientStep.color1;
261
+ input.output.connectTo(gradientValueBlock.value);
262
+ tempColor = input;
263
+ }
264
+ if (gradientStep.gradient === 0) {
265
+ colorStart = tempColor;
266
+ }
267
+ else if (gradientStep.gradient === 1) {
268
+ colorEnd = tempColor;
269
+ }
270
+ gradientValueBlock.output.connectTo(colorGradientBlock.inputs[i + 1]);
271
+ }
272
+ _UpdateCreateParticleColor(oldSystem, colorStart, colorEnd, createParticleBlock);
273
+ return colorGradientBlock;
274
+ }
275
+ function _CreateBasicColorUpdate() {
276
+ const addColorBlock = new ParticleMathBlock("Add Color");
277
+ addColorBlock.operation = ParticleMathBlockOperations.Add;
278
+ _CreateAndConnectContextual("Color", NodeParticleContextualSources.Color, addColorBlock.left);
279
+ _CreateAndConnectContextual("Scaled Color Step", NodeParticleContextualSources.ScaledColorStep, addColorBlock.right);
280
+ return addColorBlock;
281
+ }
282
+ function _UpdateCreateParticleColor(oldSystem, colorStart, colorEnd, createParticleBlock) {
283
+ if (colorStart === null) {
284
+ colorStart = new ParticleInputBlock("Color Start");
285
+ colorStart.value = oldSystem.color1;
286
+ }
287
+ if (colorEnd === null) {
288
+ colorEnd = new ParticleInputBlock("Color End");
289
+ colorEnd.value = oldSystem.color2;
290
+ }
291
+ const randomColorBlock = new ParticleRandomBlock("Random color");
292
+ randomColorBlock.lockMode = ParticleRandomBlockLocks.PerSystem;
293
+ colorStart.output.connectTo(randomColorBlock.min);
294
+ colorEnd.output.connectTo(randomColorBlock.max);
295
+ randomColorBlock.output.connectTo(createParticleBlock.color);
296
+ }
297
+ function _ClampUpdateColorAlpha(colorBlock) {
298
+ // Decompose color to clamp alpha
299
+ const decomposeColorBlock = new ParticleConverterBlock("Decompose Color");
300
+ colorBlock.outputs[0].connectTo(decomposeColorBlock.colorIn);
301
+ // Clamp alpha to be >= 0
302
+ const maxAlphaBlock = new ParticleMathBlock("Alpha >= 0");
303
+ maxAlphaBlock.operation = ParticleMathBlockOperations.Max;
304
+ decomposeColorBlock.wOut.connectTo(maxAlphaBlock.left);
305
+ _CreateAndConnectInput("Zero", 0, maxAlphaBlock.right);
306
+ // Recompose color
307
+ const composeColorBlock = new ParticleConverterBlock("Compose Color");
308
+ decomposeColorBlock.xyzOut.connectTo(composeColorBlock.xyzIn);
309
+ maxAlphaBlock.output.connectTo(composeColorBlock.wIn);
310
+ return composeColorBlock;
311
+ }
204
312
  function _CreateAndConnectInput(inputBlockName, value, targetToConnectTo, inputType) {
205
313
  const input = new ParticleInputBlock(inputBlockName, inputType);
206
314
  input.value = value;
@@ -1 +1 @@
1
- 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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"]}
1
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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 { ColorGradient } from \"core/Misc\";\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\n\r\nimport { Vector2 } from \"core/Maths/math.vector\";\r\nimport { NodeParticleBlockConnectionPointTypes } from \"core/Particles/Node/Enums/nodeParticleBlockConnectionPointTypes\";\r\nimport { NodeParticleSystemSet } from \"./nodeParticleSystemSet\";\r\nimport { NodeParticleContextualSources } from \"./Enums/nodeParticleContextualSources\";\r\nimport { ParticleConverterBlock } from \"./Blocks/particleConverterBlock\";\r\nimport { ParticleGradientBlock } from \"./Blocks/particleGradientBlock\";\r\nimport { ParticleGradientValueBlock } from \"./Blocks/particleGradientValueBlock\";\r\nimport { ParticleInputBlock } from \"./Blocks/particleInputBlock\";\r\nimport { ParticleMathBlock, ParticleMathBlockOperations } from \"./Blocks/particleMathBlock\";\r\nimport { ParticleRandomBlock, ParticleRandomBlockLocks } 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 // CreateParticle block\r\n const createParticleBlock = _CreateCreateParticleBlock(oldSystem);\r\n\r\n // Emitter Shape block\r\n const shapeBlock = _CreateEmitterShapeBlock(oldSystem);\r\n createParticleBlock.particle.connectTo(shapeBlock.particle);\r\n\r\n // Position update\r\n const positionUpdateBlock = _CreatePositionUpdateBlock();\r\n shapeBlock.output.connectTo(positionUpdateBlock.particle);\r\n\r\n // Color update\r\n const colorUpdateBlock = _CreateColorUpdateBlock(oldSystem, createParticleBlock);\r\n positionUpdateBlock.output.connectTo(colorUpdateBlock.particle);\r\n\r\n // System block\r\n const newSystem = _CreateSystemBlock(oldSystem);\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 // Translation pivot\r\n _CreateAndConnectInput(\"Translation pivot\", oldSystem.translationPivot, newSystem.translationPivot);\r\n\r\n // Gravity\r\n _CreateAndConnectInput(\"Gravity\", oldSystem.gravity, newSystem.gravity);\r\n\r\n newSystem.emitRate = oldSystem.emitRate;\r\n newSystem.manualEmitCount = oldSystem.manualEmitCount;\r\n\r\n newSystem.blendMode = oldSystem.blendMode;\r\n newSystem.capacity = oldSystem.getCapacity();\r\n newSystem.targetStopDuration = oldSystem.targetStopDuration;\r\n newSystem.startDelay = oldSystem.startDelay;\r\n newSystem.targetStopDuration = oldSystem.targetStopDuration;\r\n newSystem.updateSpeed = oldSystem.updateSpeed;\r\n newSystem.preWarmCycles = oldSystem.preWarmCycles;\r\n newSystem.preWarmStepOffset = oldSystem.preWarmStepOffset;\r\n newSystem.isBillboardBased = oldSystem.isBillboardBased;\r\n newSystem.isLocal = oldSystem.isLocal;\r\n newSystem.disposeOnStop = oldSystem.disposeOnStop;\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 return newSystem;\r\n}\r\n\r\nfunction _CreateCreateParticleBlock(oldSystem: ParticleSystem): CreateParticleBlock {\r\n // Create particle\r\n const createParticleBlock = new CreateParticleBlock(\"Create Particle\");\r\n\r\n // Size\r\n const randomSizeBlock = new ParticleRandomBlock(\"Random size\");\r\n _CreateAndConnectInput(\"Min size\", oldSystem.minSize, randomSizeBlock.min);\r\n _CreateAndConnectInput(\"Max size\", oldSystem.maxSize, randomSizeBlock.max);\r\n randomSizeBlock.output.connectTo(createParticleBlock.size);\r\n\r\n // Scale\r\n const randomScaleBlock = new ParticleRandomBlock(\"Random Scale\");\r\n _CreateAndConnectInput(\"Min Scale\", new Vector2(oldSystem.minScaleX, oldSystem.minScaleY), randomScaleBlock.min);\r\n _CreateAndConnectInput(\"Max Scale\", new Vector2(oldSystem.maxScaleX, oldSystem.maxScaleY), randomScaleBlock.max);\r\n randomScaleBlock.output.connectTo(createParticleBlock.scale);\r\n\r\n // Color is handled when we do the color update block to manage gradients\r\n\r\n // Dead color\r\n _CreateAndConnectInput(\"Dead Color\", oldSystem.colorDead, createParticleBlock.colorDead);\r\n\r\n // Emit power (Speed)\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 // Angular speed\r\n const randomAngularSpeedBlock = new ParticleRandomBlock(\"Random Angular Speed\");\r\n _CreateAndConnectInput(\"Min Angular Speed\", oldSystem.minAngularSpeed, randomAngularSpeedBlock.min);\r\n _CreateAndConnectInput(\"Max Angular Speed\", oldSystem.maxAngularSpeed, randomAngularSpeedBlock.max);\r\n randomAngularSpeedBlock.output.connectTo(createParticleBlock.angularSpeed);\r\n\r\n // Angle (rotation)\r\n const randomRotationBlock = new ParticleRandomBlock(\"Random Rotation\");\r\n _CreateAndConnectInput(\"Min Rotation\", oldSystem.minInitialRotation, randomRotationBlock.min);\r\n _CreateAndConnectInput(\"Max Rotation\", oldSystem.maxInitialRotation, randomRotationBlock.max);\r\n randomRotationBlock.output.connectTo(createParticleBlock.angle);\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 _CreateEmitterShapeBlock(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 _CreatePositionUpdateBlock(): UpdatePositionBlock {\r\n // Default position update\r\n const positionUpdateBlock = new UpdatePositionBlock(\"Position update\");\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 return positionUpdateBlock;\r\n}\r\n\r\nfunction _CreateColorUpdateBlock(oldSystem: IParticleSystem, createParticleBlock: CreateParticleBlock): UpdateColorBlock {\r\n if (!oldSystem) {\r\n throw new Error(\"Invalid particle system\");\r\n }\r\n\r\n // Calculate the color\r\n const colorGradients = oldSystem.getColorGradients();\r\n let colorBlock: Nullable<ParticleGradientBlock | ParticleMathBlock> = null;\r\n if (colorGradients && colorGradients.length > 0) {\r\n colorBlock = _CreateGradientColorUpdate(oldSystem, colorGradients, createParticleBlock);\r\n } else {\r\n colorBlock = _CreateBasicColorUpdate();\r\n }\r\n\r\n // Clamp alpha >= 0\r\n const clampedColor = _ClampUpdateColorAlpha(colorBlock);\r\n\r\n // Create the color update block\r\n const colorUpdateBlock = new UpdateColorBlock(\"Color update\");\r\n clampedColor.colorOut.connectTo(colorUpdateBlock.color);\r\n\r\n return colorUpdateBlock;\r\n}\r\n\r\nfunction _CreateGradientColorUpdate(oldSystem: IParticleSystem, gradient: Array<ColorGradient>, createParticleBlock: CreateParticleBlock): ParticleGradientBlock {\r\n const colorGradientBlock = new ParticleGradientBlock(\"Color Gradient\");\r\n _CreateAndConnectContextual(\"gradient\", NodeParticleContextualSources.Age, colorGradientBlock.gradient);\r\n\r\n let tempColor: Nullable<ParticleInputBlock | ParticleRandomBlock> = null;\r\n let colorStart: Nullable<ParticleInputBlock | ParticleRandomBlock> = null;\r\n let colorEnd: Nullable<ParticleInputBlock | ParticleRandomBlock> = null;\r\n for (let i = 0; i < gradient.length; i++) {\r\n const gradientStep = gradient[i];\r\n const gradientValueBlock = new ParticleGradientValueBlock(\"Color Gradient Value \" + i);\r\n gradientValueBlock.reference = gradientStep.gradient;\r\n\r\n if (gradientStep.color2) {\r\n // Create a random between color1 and color2\r\n const randomColorBlock = new ParticleRandomBlock(\"Random Color for Gradient \" + i);\r\n randomColorBlock.lockMode = ParticleRandomBlockLocks.PerSystem;\r\n _CreateAndConnectInput(\"Color 1\", gradientStep.color1, randomColorBlock.min);\r\n _CreateAndConnectInput(\"Color 2\", gradientStep.color2, randomColorBlock.max);\r\n randomColorBlock.output.connectTo(gradientValueBlock.value);\r\n tempColor = randomColorBlock;\r\n } else {\r\n // Single color\r\n const input = new ParticleInputBlock(\"Color \" + i);\r\n input.value = gradientStep.color1;\r\n input.output.connectTo(gradientValueBlock.value);\r\n tempColor = input;\r\n }\r\n\r\n if (gradientStep.gradient === 0) {\r\n colorStart = tempColor;\r\n } else if (gradientStep.gradient === 1) {\r\n colorEnd = tempColor;\r\n }\r\n\r\n gradientValueBlock.output.connectTo(colorGradientBlock.inputs[i + 1]);\r\n }\r\n\r\n _UpdateCreateParticleColor(oldSystem, colorStart, colorEnd, createParticleBlock);\r\n\r\n return colorGradientBlock;\r\n}\r\n\r\nfunction _CreateBasicColorUpdate(): ParticleMathBlock {\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\r\n return addColorBlock;\r\n}\r\n\r\nfunction _UpdateCreateParticleColor(\r\n oldSystem: IParticleSystem,\r\n colorStart: Nullable<ParticleInputBlock | ParticleRandomBlock>,\r\n colorEnd: Nullable<ParticleInputBlock | ParticleRandomBlock>,\r\n createParticleBlock: CreateParticleBlock\r\n): void {\r\n if (colorStart === null) {\r\n colorStart = new ParticleInputBlock(\"Color Start\");\r\n colorStart.value = oldSystem.color1;\r\n }\r\n\r\n if (colorEnd === null) {\r\n colorEnd = new ParticleInputBlock(\"Color End\");\r\n colorEnd.value = oldSystem.color2;\r\n }\r\n\r\n const randomColorBlock = new ParticleRandomBlock(\"Random color\");\r\n randomColorBlock.lockMode = ParticleRandomBlockLocks.PerSystem;\r\n colorStart.output.connectTo(randomColorBlock.min);\r\n colorEnd.output.connectTo(randomColorBlock.max);\r\n randomColorBlock.output.connectTo(createParticleBlock.color);\r\n}\r\n\r\nfunction _ClampUpdateColorAlpha(colorBlock: ParticleMathBlock | ParticleGradientBlock): ParticleConverterBlock {\r\n // Decompose color to clamp alpha\r\n const decomposeColorBlock = new ParticleConverterBlock(\"Decompose Color\");\r\n colorBlock.outputs[0].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 // Recompose color\r\n const composeColorBlock = new ParticleConverterBlock(\"Compose Color\");\r\n decomposeColorBlock.xyzOut.connectTo(composeColorBlock.xyzIn);\r\n maxAlphaBlock.output.connectTo(composeColorBlock.wIn);\r\n\r\n return composeColorBlock;\r\n}\r\n\r\nfunction _CreateAndConnectInput(\r\n inputBlockName: string,\r\n value: number | Vector2 | 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"]}
@@ -1217,6 +1217,7 @@ export class ThinParticleSystem extends BaseParticleSystem {
1217
1217
  throw "Particle system started with a targetStopDuration dependant gradient (eg. startSizeGradients) but no targetStopDuration set";
1218
1218
  }
1219
1219
  if (delay) {
1220
+ this.startDelay = delay;
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  setTimeout(() => {
1221
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  this.start(0);
1222
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  }, delay);