@babylonjs/core 8.36.0 → 8.37.0

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 (251) hide show
  1. package/Actions/action.d.ts +5 -0
  2. package/Actions/action.js.map +1 -1
  3. package/Actions/actionManager.js +6 -2
  4. package/Actions/actionManager.js.map +1 -1
  5. package/Animations/runtimeAnimation.d.ts +0 -2
  6. package/Animations/runtimeAnimation.js +3 -5
  7. package/Animations/runtimeAnimation.js.map +1 -1
  8. package/AudioV2/abstractAudio/abstractSound.js +1 -0
  9. package/AudioV2/abstractAudio/abstractSound.js.map +1 -1
  10. package/AudioV2/abstractAudio/audioEngineV2.d.ts +0 -4
  11. package/AudioV2/abstractAudio/audioEngineV2.js +0 -4
  12. package/AudioV2/abstractAudio/audioEngineV2.js.map +1 -1
  13. package/AudioV2/abstractAudio/subNodes/volumeAudioSubNode.js +1 -1
  14. package/AudioV2/abstractAudio/subNodes/volumeAudioSubNode.js.map +1 -1
  15. package/AudioV2/audioParameter.d.ts +5 -1
  16. package/AudioV2/audioParameter.js +4 -0
  17. package/AudioV2/audioParameter.js.map +1 -1
  18. package/AudioV2/webAudio/components/webAudioParameterComponent.d.ts +0 -18
  19. package/AudioV2/webAudio/components/webAudioParameterComponent.js +7 -67
  20. package/AudioV2/webAudio/components/webAudioParameterComponent.js.map +1 -1
  21. package/AudioV2/webAudio/webAudioStaticSound.js +8 -3
  22. package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
  23. package/Cameras/camera.js +1 -0
  24. package/Cameras/camera.js.map +1 -1
  25. package/Cameras/targetCamera.js +0 -4
  26. package/Cameras/targetCamera.js.map +1 -1
  27. package/Collisions/gpuPicker.js +0 -1
  28. package/Collisions/gpuPicker.js.map +1 -1
  29. package/Culling/ray.core.js +1 -1
  30. package/Culling/ray.core.js.map +1 -1
  31. package/Debug/debugLayer.d.ts +1 -1
  32. package/Debug/debugLayer.js.map +1 -1
  33. package/Decorators/nodeDecorator.d.ts +3 -1
  34. package/Decorators/nodeDecorator.js +2 -0
  35. package/Decorators/nodeDecorator.js.map +1 -1
  36. package/Engines/Native/nativeInterfaces.d.ts +1 -1
  37. package/Engines/Native/nativeInterfaces.js.map +1 -1
  38. package/Engines/WebGPU/webgpuCacheSampler.js +4 -0
  39. package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
  40. package/Engines/abstractEngine.js +2 -2
  41. package/Engines/abstractEngine.js.map +1 -1
  42. package/Engines/nativeEngine.js +12 -13
  43. package/Engines/nativeEngine.js.map +1 -1
  44. package/FrameGraph/Node/Blocks/PostProcesses/anaglyphPostProcessBlock.d.ts +2 -2
  45. package/FrameGraph/Node/Blocks/PostProcesses/anaglyphPostProcessBlock.js +2 -2
  46. package/FrameGraph/Node/Blocks/PostProcesses/anaglyphPostProcessBlock.js.map +1 -1
  47. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.d.ts +1 -1
  48. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js +2 -2
  49. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js.map +1 -1
  50. package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.d.ts +44 -0
  51. package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.js +152 -0
  52. package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.js.map +1 -0
  53. package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.d.ts +2 -2
  54. package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.js +2 -2
  55. package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.js.map +1 -1
  56. package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.d.ts +2 -2
  57. package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.js +2 -2
  58. package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.js.map +1 -1
  59. package/FrameGraph/Node/Blocks/PostProcesses/chromaticAberrationPostProcessBlock.d.ts +2 -2
  60. package/FrameGraph/Node/Blocks/PostProcesses/chromaticAberrationPostProcessBlock.js +2 -2
  61. package/FrameGraph/Node/Blocks/PostProcesses/chromaticAberrationPostProcessBlock.js.map +1 -1
  62. package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.d.ts +2 -2
  63. package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.js +2 -2
  64. package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.js.map +1 -1
  65. package/FrameGraph/Node/Blocks/PostProcesses/colorCorrectionPostProcessBlock.d.ts +2 -2
  66. package/FrameGraph/Node/Blocks/PostProcesses/colorCorrectionPostProcessBlock.js +2 -2
  67. package/FrameGraph/Node/Blocks/PostProcesses/colorCorrectionPostProcessBlock.js.map +1 -1
  68. package/FrameGraph/Node/Blocks/PostProcesses/convolutionPostProcessBlock.d.ts +2 -2
  69. package/FrameGraph/Node/Blocks/PostProcesses/convolutionPostProcessBlock.js +2 -2
  70. package/FrameGraph/Node/Blocks/PostProcesses/convolutionPostProcessBlock.js.map +1 -1
  71. package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.d.ts +2 -2
  72. package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.js +2 -2
  73. package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.js.map +1 -1
  74. package/FrameGraph/Node/Blocks/PostProcesses/filterPostProcessBlock.d.ts +2 -2
  75. package/FrameGraph/Node/Blocks/PostProcesses/filterPostProcessBlock.js +2 -2
  76. package/FrameGraph/Node/Blocks/PostProcesses/filterPostProcessBlock.js.map +1 -1
  77. package/FrameGraph/Node/Blocks/PostProcesses/fxaaPostProcessBlock.d.ts +2 -2
  78. package/FrameGraph/Node/Blocks/PostProcesses/fxaaPostProcessBlock.js +2 -2
  79. package/FrameGraph/Node/Blocks/PostProcesses/fxaaPostProcessBlock.js.map +1 -1
  80. package/FrameGraph/Node/Blocks/PostProcesses/grainPostProcessBlock.d.ts +2 -2
  81. package/FrameGraph/Node/Blocks/PostProcesses/grainPostProcessBlock.js +2 -2
  82. package/FrameGraph/Node/Blocks/PostProcesses/grainPostProcessBlock.js.map +1 -1
  83. package/FrameGraph/Node/Blocks/PostProcesses/imageProcessingPostProcessBlock.d.ts +2 -2
  84. package/FrameGraph/Node/Blocks/PostProcesses/imageProcessingPostProcessBlock.js +3 -3
  85. package/FrameGraph/Node/Blocks/PostProcesses/imageProcessingPostProcessBlock.js.map +1 -1
  86. package/FrameGraph/Node/Blocks/PostProcesses/motionBlurPostProcessBlock.d.ts +2 -2
  87. package/FrameGraph/Node/Blocks/PostProcesses/motionBlurPostProcessBlock.js +2 -2
  88. package/FrameGraph/Node/Blocks/PostProcesses/motionBlurPostProcessBlock.js.map +1 -1
  89. package/FrameGraph/Node/Blocks/PostProcesses/passPostProcessBlock.d.ts +3 -3
  90. package/FrameGraph/Node/Blocks/PostProcesses/passPostProcessBlock.js +3 -3
  91. package/FrameGraph/Node/Blocks/PostProcesses/passPostProcessBlock.js.map +1 -1
  92. package/FrameGraph/Node/Blocks/PostProcesses/screenSpaceCurvaturePostProcessBlock.d.ts +2 -2
  93. package/FrameGraph/Node/Blocks/PostProcesses/screenSpaceCurvaturePostProcessBlock.js +2 -2
  94. package/FrameGraph/Node/Blocks/PostProcesses/screenSpaceCurvaturePostProcessBlock.js.map +1 -1
  95. package/FrameGraph/Node/Blocks/PostProcesses/sharpenPostProcessBlock.d.ts +2 -2
  96. package/FrameGraph/Node/Blocks/PostProcesses/sharpenPostProcessBlock.js +4 -4
  97. package/FrameGraph/Node/Blocks/PostProcesses/sharpenPostProcessBlock.js.map +1 -1
  98. package/FrameGraph/Node/Blocks/PostProcesses/taaPostProcessBlock.d.ts +2 -2
  99. package/FrameGraph/Node/Blocks/PostProcesses/taaPostProcessBlock.js +2 -2
  100. package/FrameGraph/Node/Blocks/PostProcesses/taaPostProcessBlock.js.map +1 -1
  101. package/FrameGraph/Node/Blocks/PostProcesses/tonemapPostProcessBlock.d.ts +2 -2
  102. package/FrameGraph/Node/Blocks/PostProcesses/tonemapPostProcessBlock.js +2 -2
  103. package/FrameGraph/Node/Blocks/PostProcesses/tonemapPostProcessBlock.js.map +1 -1
  104. package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.js +1 -1
  105. package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.js.map +1 -1
  106. package/FrameGraph/Node/Blocks/Rendering/shadowGeneratorBlock.js +1 -1
  107. package/FrameGraph/Node/Blocks/Rendering/shadowGeneratorBlock.js.map +1 -1
  108. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.d.ts +20 -1
  109. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js +83 -0
  110. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js.map +1 -1
  111. package/FrameGraph/Node/Blocks/index.d.ts +1 -0
  112. package/FrameGraph/Node/Blocks/index.js +1 -0
  113. package/FrameGraph/Node/Blocks/index.js.map +1 -1
  114. package/FrameGraph/Tasks/PostProcesses/postProcessTask.d.ts +7 -1
  115. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js +8 -2
  116. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js.map +1 -1
  117. package/FrameGraph/Tasks/PostProcesses/taaTask.d.ts +1 -1
  118. package/FrameGraph/Tasks/PostProcesses/taaTask.js.map +1 -1
  119. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.d.ts +4 -4
  120. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js +3 -4
  121. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js.map +1 -1
  122. package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +4 -4
  123. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +3 -3
  124. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  125. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.d.ts +2 -3
  126. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js +1 -2
  127. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js.map +1 -1
  128. package/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.d.ts +3 -1
  129. package/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.js +11 -1
  130. package/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.js.map +1 -1
  131. package/FrameGraph/Tasks/Texture/copyToTextureTask.d.ts +11 -1
  132. package/FrameGraph/Tasks/Texture/copyToTextureTask.js +10 -1
  133. package/FrameGraph/Tasks/Texture/copyToTextureTask.js.map +1 -1
  134. package/FrameGraph/frameGraphContext.d.ts +8 -1
  135. package/FrameGraph/frameGraphContext.js +9 -0
  136. package/FrameGraph/frameGraphContext.js.map +1 -1
  137. package/FrameGraph/frameGraphRenderContext.d.ts +5 -2
  138. package/FrameGraph/frameGraphRenderContext.js +32 -7
  139. package/FrameGraph/frameGraphRenderContext.js.map +1 -1
  140. package/FrameGraph/frameGraphTask.d.ts +8 -0
  141. package/FrameGraph/frameGraphTask.js +12 -0
  142. package/FrameGraph/frameGraphTask.js.map +1 -1
  143. package/Materials/PBR/openpbrMaterial.js +2 -1
  144. package/Materials/PBR/openpbrMaterial.js.map +1 -1
  145. package/Materials/Textures/mirrorTexture.js +4 -1
  146. package/Materials/Textures/mirrorTexture.js.map +1 -1
  147. package/Materials/floatingOriginMatrixOverrides.js +19 -0
  148. package/Materials/floatingOriginMatrixOverrides.js.map +1 -1
  149. package/Maths/math.like.d.ts +2 -7
  150. package/Maths/math.like.js.map +1 -1
  151. package/Maths/math.vector.functions.d.ts +7 -10
  152. package/Maths/math.vector.functions.js +3 -14
  153. package/Maths/math.vector.functions.js.map +1 -1
  154. package/Meshes/Node/Blocks/randomBlock.js +11 -11
  155. package/Meshes/Node/Blocks/randomBlock.js.map +1 -1
  156. package/Misc/copyTextureToTexture.d.ts +18 -1
  157. package/Misc/copyTextureToTexture.js +31 -2
  158. package/Misc/copyTextureToTexture.js.map +1 -1
  159. package/Particles/EmitterTypes/coneParticleEmitter.d.ts +3 -3
  160. package/Particles/EmitterTypes/coneParticleEmitter.js +11 -11
  161. package/Particles/EmitterTypes/coneParticleEmitter.js.map +1 -1
  162. package/Particles/EmitterTypes/customParticleEmitter.d.ts +5 -3
  163. package/Particles/EmitterTypes/customParticleEmitter.js +8 -6
  164. package/Particles/EmitterTypes/customParticleEmitter.js.map +1 -1
  165. package/Particles/EmitterTypes/sphereParticleEmitter.d.ts +3 -1
  166. package/Particles/EmitterTypes/sphereParticleEmitter.js +7 -1
  167. package/Particles/EmitterTypes/sphereParticleEmitter.js.map +1 -1
  168. package/Particles/Node/Blocks/Emitters/boxShapeBlock.d.ts +1 -1
  169. package/Particles/Node/Blocks/Emitters/boxShapeBlock.js +2 -1
  170. package/Particles/Node/Blocks/Emitters/boxShapeBlock.js.map +1 -1
  171. package/Particles/Node/Blocks/Emitters/coneShapeBlock.d.ts +6 -4
  172. package/Particles/Node/Blocks/Emitters/coneShapeBlock.js +34 -35
  173. package/Particles/Node/Blocks/Emitters/coneShapeBlock.js.map +1 -1
  174. package/Particles/Node/Blocks/Emitters/createParticleBlock.d.ts +0 -4
  175. package/Particles/Node/Blocks/Emitters/createParticleBlock.js +2 -9
  176. package/Particles/Node/Blocks/Emitters/createParticleBlock.js.map +1 -1
  177. package/Particles/Node/Blocks/Emitters/customShapeBlock.d.ts +13 -9
  178. package/Particles/Node/Blocks/Emitters/customShapeBlock.js +36 -23
  179. package/Particles/Node/Blocks/Emitters/customShapeBlock.js.map +1 -1
  180. package/Particles/Node/Blocks/Emitters/cylinderShapeBlock.d.ts +10 -1
  181. package/Particles/Node/Blocks/Emitters/cylinderShapeBlock.js +50 -17
  182. package/Particles/Node/Blocks/Emitters/cylinderShapeBlock.js.map +1 -1
  183. package/Particles/Node/Blocks/Emitters/emitters.functions.d.ts +6 -0
  184. package/Particles/Node/Blocks/Emitters/emitters.functions.js +13 -0
  185. package/Particles/Node/Blocks/Emitters/emitters.functions.js.map +1 -0
  186. package/Particles/Node/Blocks/Emitters/meshShapeBlock.d.ts +2 -2
  187. package/Particles/Node/Blocks/Emitters/meshShapeBlock.js +5 -1
  188. package/Particles/Node/Blocks/Emitters/meshShapeBlock.js.map +1 -1
  189. package/Particles/Node/Blocks/Emitters/pointShapeBlock.d.ts +1 -1
  190. package/Particles/Node/Blocks/Emitters/pointShapeBlock.js +3 -1
  191. package/Particles/Node/Blocks/Emitters/pointShapeBlock.js.map +1 -1
  192. package/Particles/Node/Blocks/Emitters/sphereShapeBlock.d.ts +16 -1
  193. package/Particles/Node/Blocks/Emitters/sphereShapeBlock.js +67 -14
  194. package/Particles/Node/Blocks/Emitters/sphereShapeBlock.js.map +1 -1
  195. package/Particles/Node/Blocks/particleInputBlock.js +1 -0
  196. package/Particles/Node/Blocks/particleInputBlock.js.map +1 -1
  197. package/Particles/Node/Blocks/particleRandomBlock.js +10 -10
  198. package/Particles/Node/Blocks/particleRandomBlock.js.map +1 -1
  199. package/Particles/Node/Blocks/systemBlock.d.ts +3 -3
  200. package/Particles/Node/Blocks/systemBlock.js +10 -6
  201. package/Particles/Node/Blocks/systemBlock.js.map +1 -1
  202. package/Particles/Node/Enums/nodeParticleContextualSources.d.ts +3 -1
  203. package/Particles/Node/Enums/nodeParticleContextualSources.js +2 -0
  204. package/Particles/Node/Enums/nodeParticleContextualSources.js.map +1 -1
  205. package/Particles/Node/nodeParticleBuildState.js +5 -0
  206. package/Particles/Node/nodeParticleBuildState.js.map +1 -1
  207. package/Particles/Node/nodeParticleSystemSet.helper.js +132 -36
  208. package/Particles/Node/nodeParticleSystemSet.helper.js.map +1 -1
  209. package/Particles/Node/nodeParticleSystemSet.js +1 -1
  210. package/Particles/Node/nodeParticleSystemSet.js.map +1 -1
  211. package/Particles/thinParticleSystem.function.d.ts +2 -2
  212. package/Particles/thinParticleSystem.function.js +2 -2
  213. package/Particles/thinParticleSystem.function.js.map +1 -1
  214. package/Physics/v2/IPhysicsEnginePlugin.d.ts +1 -1
  215. package/Physics/v2/IPhysicsEnginePlugin.js.map +1 -1
  216. package/Physics/v2/Plugins/havokPlugin.d.ts +27 -4
  217. package/Physics/v2/Plugins/havokPlugin.js +72 -8
  218. package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
  219. package/Physics/v2/physicsEngine.d.ts +12 -2
  220. package/Physics/v2/physicsEngine.js +15 -1
  221. package/Physics/v2/physicsEngine.js.map +1 -1
  222. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +2 -1
  223. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
  224. package/Rendering/prePassRenderer.js +4 -1
  225. package/Rendering/prePassRenderer.js.map +1 -1
  226. package/Shaders/copyTextureToTexture.fragment.js +2 -2
  227. package/Shaders/copyTextureToTexture.fragment.js.map +1 -1
  228. package/Shaders/picking.fragment.js +1 -1
  229. package/Shaders/picking.fragment.js.map +1 -1
  230. package/Shaders/picking.vertex.js +1 -1
  231. package/Shaders/picking.vertex.js.map +1 -1
  232. package/ShadersWGSL/copyTextureToTexture.fragment.js +3 -3
  233. package/ShadersWGSL/copyTextureToTexture.fragment.js.map +1 -1
  234. package/ShadersWGSL/picking.fragment.js +1 -1
  235. package/ShadersWGSL/picking.fragment.js.map +1 -1
  236. package/ShadersWGSL/picking.vertex.js +1 -1
  237. package/ShadersWGSL/picking.vertex.js.map +1 -1
  238. package/Sprites/spriteRenderer.js +10 -8
  239. package/Sprites/spriteRenderer.js.map +1 -1
  240. package/XR/features/WebXRLightEstimation.d.ts +8 -0
  241. package/XR/features/WebXRLightEstimation.js +6 -1
  242. package/XR/features/WebXRLightEstimation.js.map +1 -1
  243. package/XR/webXRSessionManager.js +4 -0
  244. package/XR/webXRSessionManager.js.map +1 -1
  245. package/assetContainer.d.ts +1 -1
  246. package/assetContainer.js +1 -1
  247. package/assetContainer.js.map +1 -1
  248. package/package.json +1 -1
  249. package/scene.d.ts +2 -4
  250. package/scene.js +9 -12
  251. package/scene.js.map +1 -1
@@ -6,6 +6,10 @@ import { NodeParticleBlock } from "../../nodeParticleBlock.js";
6
6
  * Block used to provide a flow of particles emitted from a cone shape.
7
7
  */
8
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  export declare class ConeShapeBlock extends NodeParticleBlock implements IShapeBlock {
9
+ /**
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+ * Gets or sets a boolean indicating if the system should emit only from the spawn point
11
+ */
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+ emitFromSpawnPointOnly: boolean;
9
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  /**
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  * Create a new ConeShapeBlock
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  * @param name defines the block name
@@ -36,10 +40,6 @@ export declare class ConeShapeBlock extends NodeParticleBlock implements IShapeB
36
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  * Gets the heightRange input component
37
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  */
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  get heightRange(): NodeParticleConnectionPoint;
39
- /**
40
- * Gets the emitFromSpawnPointOnly input component
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- */
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- get emitFromSpawnPointOnly(): NodeParticleConnectionPoint;
43
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  /**
44
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  * Gets the directionRandomizer input component
45
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  */
@@ -54,4 +54,6 @@ export declare class ConeShapeBlock extends NodeParticleBlock implements IShapeB
54
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  */
55
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  _build(state: NodeParticleBuildState): void;
56
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  private _calculateHeight;
57
+ serialize(): any;
58
+ _deserialize(serializationObject: any): void;
57
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  }
@@ -1,8 +1,11 @@
1
+ import { __decorate } from "../../../../tslib.es6.js";
1
2
  import { RegisterClass } from "../../../../Misc/typeStore.js";
2
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  import { NodeParticleBlockConnectionPointTypes } from "../../Enums/nodeParticleBlockConnectionPointTypes.js";
3
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  import { NodeParticleBlock } from "../../nodeParticleBlock.js";
4
5
  import { RandomRange } from "../../../../Maths/math.scalar.functions.js";
5
- import { TmpVectors, Vector3 } from "../../../../Maths/math.vector.js";
6
+ import { Vector3 } from "../../../../Maths/math.vector.js";
7
+ import { editableInPropertyPage } from "../../../../Decorators/nodeDecorator.js";
8
+ import { _CreateLocalPositionData } from "./emitters.functions.js";
6
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  /**
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  * Block used to provide a flow of particles emitted from a cone shape.
8
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  */
@@ -13,12 +16,15 @@ export class ConeShapeBlock extends NodeParticleBlock {
13
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  */
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  constructor(name) {
15
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  super(name);
19
+ /**
20
+ * Gets or sets a boolean indicating if the system should emit only from the spawn point
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+ */
22
+ this.emitFromSpawnPointOnly = false;
16
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  this.registerInput("particle", NodeParticleBlockConnectionPointTypes.Particle);
17
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  this.registerInput("radius", NodeParticleBlockConnectionPointTypes.Float, true, 1);
18
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  this.registerInput("angle", NodeParticleBlockConnectionPointTypes.Float, true, Math.PI);
19
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  this.registerInput("radiusRange", NodeParticleBlockConnectionPointTypes.Float, true, 1);
20
27
  this.registerInput("heightRange", NodeParticleBlockConnectionPointTypes.Float, true, 1);
21
- this.registerInput("emitFromSpawnPointOnly", NodeParticleBlockConnectionPointTypes.Int, true, 0);
22
28
  this.registerInput("directionRandomizer", NodeParticleBlockConnectionPointTypes.Float, true, 0);
23
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  this.registerOutput("output", NodeParticleBlockConnectionPointTypes.Particle);
24
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  }
@@ -59,17 +65,11 @@ export class ConeShapeBlock extends NodeParticleBlock {
59
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  get heightRange() {
60
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  return this._inputs[4];
61
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  }
62
- /**
63
- * Gets the emitFromSpawnPointOnly input component
64
- */
65
- get emitFromSpawnPointOnly() {
66
- return this._inputs[5];
67
- }
68
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  /**
69
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  * Gets the directionRandomizer input component
70
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  */
71
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  get directionRandomizer() {
72
- return this._inputs[6];
72
+ return this._inputs[5];
73
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  }
74
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  /**
75
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  * Gets the output component
@@ -86,29 +86,20 @@ export class ConeShapeBlock extends NodeParticleBlock {
86
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  system._directionCreation.process = (particle) => {
87
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  state.particleContext = particle;
88
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  state.systemContext = system;
89
- // Connected values
90
- let directionRandomizer = this.directionRandomizer.getConnectedValue(state);
91
- directionRandomizer = Math.max(0, Math.min(directionRandomizer, 1));
92
- // Calculate create direction logic
93
- if (system.isLocal) {
94
- TmpVectors.Vector3[0].copyFrom(particle.position).normalize();
95
- }
96
- else {
97
- particle.position.subtractToRef(state.emitterWorldMatrix.getTranslation(), TmpVectors.Vector3[0]).normalize();
98
- }
89
+ const directionRandomizer = this.directionRandomizer.getConnectedValue(state);
90
+ const direction = particle.position.subtract(state.emitterPosition).normalize();
99
91
  const randX = RandomRange(0, directionRandomizer);
100
92
  const randY = RandomRange(0, directionRandomizer);
101
93
  const randZ = RandomRange(0, directionRandomizer);
102
- const directionToUpdate = new Vector3();
103
- directionToUpdate.x = TmpVectors.Vector3[0].x + randX;
104
- directionToUpdate.y = TmpVectors.Vector3[0].y + randY;
105
- directionToUpdate.z = TmpVectors.Vector3[0].z + randZ;
106
- directionToUpdate.normalize();
94
+ direction.x += randX;
95
+ direction.y += randY;
96
+ direction.z += randZ;
97
+ direction.normalize();
107
98
  if (system.isLocal) {
108
- particle.direction.copyFromFloats(directionToUpdate.x, directionToUpdate.y, directionToUpdate.z);
99
+ particle.direction.copyFromFloats(direction.x, direction.y, direction.z);
109
100
  }
110
101
  else {
111
- Vector3.TransformNormalFromFloatsToRef(directionToUpdate.x, directionToUpdate.y, directionToUpdate.z, state.emitterWorldMatrix, particle.direction);
102
+ Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, state.emitterWorldMatrix, particle.direction);
112
103
  }
113
104
  particle._initialDirection = particle.direction.clone();
114
105
  };
@@ -118,14 +109,11 @@ export class ConeShapeBlock extends NodeParticleBlock {
118
109
  // Connected values
119
110
  const radius = this.radius.getConnectedValue(state);
120
111
  const angle = this.angle.getConnectedValue(state);
121
- let radiusRange = this.radiusRange.getConnectedValue(state);
122
- radiusRange = Math.max(0, Math.min(radiusRange, 1));
123
- let heightRange = this.heightRange.getConnectedValue(state);
124
- heightRange = Math.max(0, Math.min(heightRange, 1));
125
- const emitFromSpawnPointOnly = this.emitFromSpawnPointOnly.getConnectedValue(state) !== 0;
112
+ const radiusRange = this.radiusRange.getConnectedValue(state);
113
+ const heightRange = this.heightRange.getConnectedValue(state);
126
114
  // Calculate position creation logic
127
115
  let h;
128
- if (!emitFromSpawnPointOnly) {
116
+ if (!this.emitFromSpawnPointOnly) {
129
117
  h = RandomRange(0, heightRange);
130
118
  // Better distribution in a cone at normal angles.
131
119
  h = 1 - h * h;
@@ -136,17 +124,16 @@ export class ConeShapeBlock extends NodeParticleBlock {
136
124
  let newRadius = radius - RandomRange(0, radius * radiusRange);
137
125
  newRadius = newRadius * h;
138
126
  const s = RandomRange(0, Math.PI * 2);
139
- const height = this._calculateHeight(angle, radius);
140
127
  const randX = newRadius * Math.sin(s);
141
128
  const randZ = newRadius * Math.cos(s);
142
- const randY = h * height;
129
+ const randY = h * this._calculateHeight(angle, radius);
143
130
  if (system.isLocal) {
144
131
  particle.position.copyFromFloats(randX, randY, randZ);
145
- particle.position.addInPlace(state.emitterPosition);
146
132
  }
147
133
  else {
148
134
  Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, state.emitterWorldMatrix, particle.position);
149
135
  }
136
+ _CreateLocalPositionData(particle);
150
137
  };
151
138
  this.output._storedValue = system;
152
139
  }
@@ -158,6 +145,18 @@ export class ConeShapeBlock extends NodeParticleBlock {
158
145
  return 1;
159
146
  }
160
147
  }
148
+ serialize() {
149
+ const serializationObject = super.serialize();
150
+ serializationObject.emitFromSpawnPointOnly = this.emitFromSpawnPointOnly;
151
+ return serializationObject;
152
+ }
153
+ _deserialize(serializationObject) {
154
+ super._deserialize(serializationObject);
155
+ this.emitFromSpawnPointOnly = serializationObject.emitFromSpawnPointOnly;
156
+ }
161
157
  }
158
+ __decorate([
159
+ editableInPropertyPage("Emit from spawn point only", 0 /* PropertyTypeForEdition.Boolean */, "ADVANCED", { embedded: true, notifiers: { rebuild: true } })
160
+ ], ConeShapeBlock.prototype, "emitFromSpawnPointOnly", void 0);
162
161
  RegisterClass("BABYLON.ConeShapeBlock", ConeShapeBlock);
163
162
  //# sourceMappingURL=coneShapeBlock.js.map
@@ -1 +1 @@
1
- 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type { IShapeBlock } from \"./IShapeBlock\";\r\nimport type { NodeParticleConnectionPoint } from \"core/Particles/Node/nodeParticleBlockConnectionPoint\";\r\nimport type { NodeParticleBuildState } from \"core/Particles/Node/nodeParticleBuildState\";\r\nimport type { Particle } from \"core/Particles/particle\";\r\n\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { NodeParticleBlockConnectionPointTypes } from \"core/Particles/Node/Enums/nodeParticleBlockConnectionPointTypes\";\r\nimport { NodeParticleBlock } from \"core/Particles/Node/nodeParticleBlock\";\r\nimport { RandomRange } from \"core/Maths/math.scalar.functions\";\r\nimport { TmpVectors, Vector3 } from \"core/Maths/math.vector\";\r\n\r\n/**\r\n * Block used to provide a flow of particles emitted from a cone shape.\r\n */\r\nexport class ConeShapeBlock extends NodeParticleBlock implements IShapeBlock {\r\n /**\r\n * Create a new ConeShapeBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"particle\", NodeParticleBlockConnectionPointTypes.Particle);\r\n this.registerInput(\"radius\", NodeParticleBlockConnectionPointTypes.Float, true, 1);\r\n this.registerInput(\"angle\", NodeParticleBlockConnectionPointTypes.Float, true, Math.PI);\r\n this.registerInput(\"radiusRange\", NodeParticleBlockConnectionPointTypes.Float, true, 1);\r\n this.registerInput(\"heightRange\", NodeParticleBlockConnectionPointTypes.Float, true, 1);\r\n this.registerInput(\"emitFromSpawnPointOnly\", NodeParticleBlockConnectionPointTypes.Int, true, 0);\r\n this.registerInput(\"directionRandomizer\", NodeParticleBlockConnectionPointTypes.Float, true, 0);\r\n this.registerOutput(\"output\", NodeParticleBlockConnectionPointTypes.Particle);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"ConeShapeBlock\";\r\n }\r\n\r\n /**\r\n * Gets the particle input component\r\n */\r\n public get particle(): NodeParticleConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the radius input component\r\n */\r\n public get radius(): NodeParticleConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the angle input component\r\n */\r\n public get angle(): NodeParticleConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the radiusRange input component\r\n */\r\n public get radiusRange(): NodeParticleConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the heightRange input component\r\n */\r\n public get heightRange(): NodeParticleConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the emitFromSpawnPointOnly input component\r\n */\r\n public get emitFromSpawnPointOnly(): NodeParticleConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the directionRandomizer input component\r\n */\r\n public get directionRandomizer(): NodeParticleConnectionPoint {\r\n return this._inputs[6];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeParticleConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Builds the block\r\n * @param state defines the build state\r\n */\r\n public override _build(state: NodeParticleBuildState) {\r\n const system = this.particle.getConnectedValue(state);\r\n\r\n system._directionCreation.process = (particle: Particle) => {\r\n state.particleContext = particle;\r\n state.systemContext = system;\r\n\r\n // Connected values\r\n let directionRandomizer = this.directionRandomizer.getConnectedValue(state) as number;\r\n directionRandomizer = Math.max(0, Math.min(directionRandomizer, 1));\r\n\r\n // Calculate create direction logic\r\n if (system.isLocal) {\r\n TmpVectors.Vector3[0].copyFrom(particle.position).normalize();\r\n } else {\r\n particle.position.subtractToRef(state.emitterWorldMatrix!.getTranslation(), TmpVectors.Vector3[0]).normalize();\r\n }\r\n\r\n const randX = RandomRange(0, directionRandomizer);\r\n const randY = RandomRange(0, directionRandomizer);\r\n const randZ = RandomRange(0, directionRandomizer);\r\n const directionToUpdate = new Vector3();\r\n directionToUpdate.x = TmpVectors.Vector3[0].x + randX;\r\n directionToUpdate.y = TmpVectors.Vector3[0].y + randY;\r\n directionToUpdate.z = TmpVectors.Vector3[0].z + randZ;\r\n directionToUpdate.normalize();\r\n\r\n if (system.isLocal) {\r\n particle.direction.copyFromFloats(directionToUpdate.x, directionToUpdate.y, directionToUpdate.z);\r\n } else {\r\n Vector3.TransformNormalFromFloatsToRef(directionToUpdate.x, directionToUpdate.y, directionToUpdate.z, state.emitterWorldMatrix!, particle.direction);\r\n }\r\n\r\n particle._initialDirection = particle.direction.clone();\r\n };\r\n\r\n system._positionCreation.process = (particle: Particle) => {\r\n state.particleContext = particle;\r\n state.systemContext = system;\r\n\r\n // Connected values\r\n const radius = this.radius.getConnectedValue(state) as number;\r\n const angle = this.angle.getConnectedValue(state) as number;\r\n let radiusRange = this.radiusRange.getConnectedValue(state) as number;\r\n radiusRange = Math.max(0, Math.min(radiusRange, 1));\r\n let heightRange = this.heightRange.getConnectedValue(state) as number;\r\n heightRange = Math.max(0, Math.min(heightRange, 1));\r\n const emitFromSpawnPointOnly = (this.emitFromSpawnPointOnly.getConnectedValue(state) as number) !== 0;\r\n\r\n // Calculate position creation logic\r\n let h: number;\r\n if (!emitFromSpawnPointOnly) {\r\n h = RandomRange(0, heightRange);\r\n // Better distribution in a cone at normal angles.\r\n h = 1 - h * h;\r\n } else {\r\n h = 0.0001;\r\n }\r\n\r\n let newRadius = radius - RandomRange(0, radius * radiusRange);\r\n newRadius = newRadius * h;\r\n\r\n const s = RandomRange(0, Math.PI * 2);\r\n const height = this._calculateHeight(angle, radius);\r\n\r\n const randX = newRadius * Math.sin(s);\r\n const randZ = newRadius * Math.cos(s);\r\n const randY = h * height;\r\n\r\n if (system.isLocal) {\r\n particle.position.copyFromFloats(randX, randY, randZ);\r\n particle.position.addInPlace(state.emitterPosition!);\r\n } else {\r\n Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, state.emitterWorldMatrix!, particle.position);\r\n }\r\n };\r\n\r\n this.output._storedValue = system;\r\n }\r\n\r\n private _calculateHeight(angle: number, radius: number): number {\r\n if (angle !== 0) {\r\n return radius / Math.tan(angle / 2);\r\n } else {\r\n return 1;\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ConeShapeBlock\", ConeShapeBlock);\r\n"]}
1
+ 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type { IShapeBlock } from \"./IShapeBlock\";\r\nimport type { NodeParticleConnectionPoint } from \"core/Particles/Node/nodeParticleBlockConnectionPoint\";\r\nimport type { NodeParticleBuildState } from \"core/Particles/Node/nodeParticleBuildState\";\r\nimport type { Particle } from \"core/Particles/particle\";\r\n\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { NodeParticleBlockConnectionPointTypes } from \"core/Particles/Node/Enums/nodeParticleBlockConnectionPointTypes\";\r\nimport { NodeParticleBlock } from \"core/Particles/Node/nodeParticleBlock\";\r\nimport { RandomRange } from \"core/Maths/math.scalar.functions\";\r\nimport { Vector3 } from \"core/Maths/math.vector\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"core/Decorators/nodeDecorator\";\r\nimport { _CreateLocalPositionData } from \"./emitters.functions\";\r\n\r\n/**\r\n * Block used to provide a flow of particles emitted from a cone shape.\r\n */\r\nexport class ConeShapeBlock extends NodeParticleBlock implements IShapeBlock {\r\n /**\r\n * Gets or sets a boolean indicating if the system should emit only from the spawn point\r\n */\r\n @editableInPropertyPage(\"Emit from spawn point only\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true } })\r\n public emitFromSpawnPointOnly = false;\r\n\r\n /**\r\n * Create a new ConeShapeBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"particle\", NodeParticleBlockConnectionPointTypes.Particle);\r\n this.registerInput(\"radius\", NodeParticleBlockConnectionPointTypes.Float, true, 1);\r\n this.registerInput(\"angle\", NodeParticleBlockConnectionPointTypes.Float, true, Math.PI);\r\n this.registerInput(\"radiusRange\", NodeParticleBlockConnectionPointTypes.Float, true, 1);\r\n this.registerInput(\"heightRange\", NodeParticleBlockConnectionPointTypes.Float, true, 1);\r\n this.registerInput(\"directionRandomizer\", NodeParticleBlockConnectionPointTypes.Float, true, 0);\r\n this.registerOutput(\"output\", NodeParticleBlockConnectionPointTypes.Particle);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"ConeShapeBlock\";\r\n }\r\n\r\n /**\r\n * Gets the particle input component\r\n */\r\n public get particle(): NodeParticleConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the radius input component\r\n */\r\n public get radius(): NodeParticleConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the angle input component\r\n */\r\n public get angle(): NodeParticleConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the radiusRange input component\r\n */\r\n public get radiusRange(): NodeParticleConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the heightRange input component\r\n */\r\n public get heightRange(): NodeParticleConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the directionRandomizer input component\r\n */\r\n public get directionRandomizer(): NodeParticleConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeParticleConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Builds the block\r\n * @param state defines the build state\r\n */\r\n public override _build(state: NodeParticleBuildState) {\r\n const system = this.particle.getConnectedValue(state);\r\n\r\n system._directionCreation.process = (particle: Particle) => {\r\n state.particleContext = particle;\r\n state.systemContext = system;\r\n\r\n const directionRandomizer = this.directionRandomizer.getConnectedValue(state) as number;\r\n\r\n const direction = particle.position.subtract(state.emitterPosition!).normalize();\r\n const randX = RandomRange(0, directionRandomizer);\r\n const randY = RandomRange(0, directionRandomizer);\r\n const randZ = RandomRange(0, directionRandomizer);\r\n direction.x += randX;\r\n direction.y += randY;\r\n direction.z += randZ;\r\n direction.normalize();\r\n\r\n if (system.isLocal) {\r\n particle.direction.copyFromFloats(direction.x, direction.y, direction.z);\r\n } else {\r\n Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, state.emitterWorldMatrix!, particle.direction);\r\n }\r\n\r\n particle._initialDirection = particle.direction.clone();\r\n };\r\n\r\n system._positionCreation.process = (particle: Particle) => {\r\n state.particleContext = particle;\r\n state.systemContext = system;\r\n\r\n // Connected values\r\n const radius = this.radius.getConnectedValue(state) as number;\r\n const angle = this.angle.getConnectedValue(state) as number;\r\n const radiusRange = this.radiusRange.getConnectedValue(state) as number;\r\n const heightRange = this.heightRange.getConnectedValue(state) as number;\r\n\r\n // Calculate position creation logic\r\n let h: number;\r\n if (!this.emitFromSpawnPointOnly) {\r\n h = RandomRange(0, heightRange);\r\n // Better distribution in a cone at normal angles.\r\n h = 1 - h * h;\r\n } else {\r\n h = 0.0001;\r\n }\r\n\r\n let newRadius = radius - RandomRange(0, radius * radiusRange);\r\n newRadius = newRadius * h;\r\n const s = RandomRange(0, Math.PI * 2);\r\n\r\n const randX = newRadius * Math.sin(s);\r\n const randZ = newRadius * Math.cos(s);\r\n const randY = h * this._calculateHeight(angle, radius);\r\n\r\n if (system.isLocal) {\r\n particle.position.copyFromFloats(randX, randY, randZ);\r\n } else {\r\n Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, state.emitterWorldMatrix!, particle.position);\r\n }\r\n\r\n _CreateLocalPositionData(particle);\r\n };\r\n\r\n this.output._storedValue = system;\r\n }\r\n\r\n private _calculateHeight(angle: number, radius: number): number {\r\n if (angle !== 0) {\r\n return radius / Math.tan(angle / 2);\r\n } else {\r\n return 1;\r\n }\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.emitFromSpawnPointOnly = this.emitFromSpawnPointOnly;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n\r\n this.emitFromSpawnPointOnly = serializationObject.emitFromSpawnPointOnly;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ConeShapeBlock\", ConeShapeBlock);\r\n"]}
@@ -39,10 +39,6 @@ export declare class CreateParticleBlock extends NodeParticleBlock {
39
39
  * Gets the angle input component
40
40
  */
41
41
  get angle(): NodeParticleConnectionPoint;
42
- /**
43
- * Gets the angular speed input component
44
- */
45
- get angularSpeed(): NodeParticleConnectionPoint;
46
42
  /**
47
43
  * Gets the size component
48
44
  */
@@ -22,8 +22,7 @@ export class CreateParticleBlock extends NodeParticleBlock {
22
22
  this.registerInput("colorDead", NodeParticleBlockConnectionPointTypes.Color4, true, new Color4(0, 0, 0, 0));
23
23
  this.registerInput("scale", NodeParticleBlockConnectionPointTypes.Vector2, true, new Vector2(1, 1));
24
24
  this.registerInput("angle", NodeParticleBlockConnectionPointTypes.Float, true, 0);
25
- this.registerInput("angularSpeed", NodeParticleBlockConnectionPointTypes.Float, true, 0);
26
- this.registerInput("size", NodeParticleBlockConnectionPointTypes.Float, true, 0);
25
+ this.registerInput("size", NodeParticleBlockConnectionPointTypes.Float, true, 1);
27
26
  this.registerOutput("particle", NodeParticleBlockConnectionPointTypes.Particle);
28
27
  this.scale.acceptedConnectionPointTypes.push(NodeParticleBlockConnectionPointTypes.Float);
29
28
  }
@@ -70,17 +69,11 @@ export class CreateParticleBlock extends NodeParticleBlock {
70
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  get angle() {
71
70
  return this._inputs[5];
72
71
  }
73
- /**
74
- * Gets the angular speed input component
75
- */
76
- get angularSpeed() {
77
- return this._inputs[6];
78
- }
79
72
  /**
80
73
  * Gets the size component
81
74
  */
82
75
  get size() {
83
- return this._inputs[7];
76
+ return this._inputs[6];
84
77
  }
85
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  /**
86
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  * Gets the particle output component
@@ -1 +1 @@
1
- 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{ NodeParticleBlockConnectionPointTypes } from \"../../Enums/nodeParticleBlockConnectionPointTypes\";\r\nimport { NodeParticleBlock } from \"../../nodeParticleBlock\";\r\nimport type { NodeParticleConnectionPoint } from \"../../nodeParticleBlockConnectionPoint\";\r\nimport { ParticleSystem } from \"core/Particles/particleSystem\";\r\nimport type { NodeParticleBuildState } from \"../../nodeParticleBuildState\";\r\n// eslint-disable-next-line @typescript-eslint/no-unused-vars\r\nimport type { _IExecutionQueueItem } from \"core/Particles/Queue/executionQueue\";\r\n// eslint-disable-next-line @typescript-eslint/no-unused-vars\r\nimport { _RemoveFromQueue } from \"core/Particles/Queue/executionQueue\";\r\nimport type { Particle } from \"core/Particles/particle\";\r\nimport type { ThinParticleSystem } from \"core/Particles/thinParticleSystem\";\r\nimport { Color4 } from \"core/Maths/math.color\";\r\nimport { Vector2 } from \"core/Maths/math.vector\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { PointParticleEmitter } from \"core/Particles/EmitterTypes/pointParticleEmitter\";\r\n\r\nconst ColorDiff = new Color4();\r\n\r\n/**\r\n * @internal\r\n */\r\nexport class CreateParticleBlock extends NodeParticleBlock {\r\n /**\r\n * Create a new CreateParticleBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"emitPower\", NodeParticleBlockConnectionPointTypes.Float, true, 1);\r\n this.registerInput(\"lifeTime\", NodeParticleBlockConnectionPointTypes.Float, true, 1);\r\n this.registerInput(\"color\", NodeParticleBlockConnectionPointTypes.Color4, true, new Color4(1, 1, 1, 1));\r\n this.registerInput(\"colorDead\", NodeParticleBlockConnectionPointTypes.Color4, true, new Color4(0, 0, 0, 0));\r\n this.registerInput(\"scale\", NodeParticleBlockConnectionPointTypes.Vector2, true, new Vector2(1, 1));\r\n this.registerInput(\"angle\", NodeParticleBlockConnectionPointTypes.Float, true, 0);\r\n this.registerInput(\"angularSpeed\", NodeParticleBlockConnectionPointTypes.Float, true, 0);\r\n this.registerInput(\"size\", NodeParticleBlockConnectionPointTypes.Float, true, 0);\r\n this.registerOutput(\"particle\", NodeParticleBlockConnectionPointTypes.Particle);\r\n\r\n this.scale.acceptedConnectionPointTypes.push(NodeParticleBlockConnectionPointTypes.Float);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"CreateParticleBlock\";\r\n }\r\n\r\n /**\r\n * Gets the emitPower input component\r\n */\r\n public get emitPower(): NodeParticleConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the lifeTime input component\r\n */\r\n public get lifeTime(): NodeParticleConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the color input component\r\n */\r\n public get color(): NodeParticleConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the color dead input component\r\n */\r\n public get colorDead(): NodeParticleConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the scale input component\r\n */\r\n public get scale(): NodeParticleConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the angle input component\r\n */\r\n public get angle(): NodeParticleConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the angular speed input component\r\n */\r\n public get angularSpeed(): NodeParticleConnectionPoint {\r\n return this._inputs[6];\r\n }\r\n\r\n /**\r\n * Gets the size component\r\n */\r\n public get size(): NodeParticleConnectionPoint {\r\n return this._inputs[7];\r\n }\r\n\r\n /**\r\n * Gets the particle output component\r\n */\r\n public get particle(): NodeParticleConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override _build(state: NodeParticleBuildState) {\r\n const system = new ParticleSystem(this.name, state.capacity, state.scene, null, false, undefined, true);\r\n system.particleEmitterType = new PointParticleEmitter();\r\n\r\n // Creation\r\n system._lifeTimeCreation.process = (particle: Particle, system: ThinParticleSystem) => {\r\n state.particleContext = particle;\r\n particle.lifeTime = this.lifeTime.getConnectedValue(state);\r\n system._emitPower = this.emitPower.getConnectedValue(state);\r\n };\r\n\r\n system._colorCreation.process = (particle: Particle) => {\r\n state.particleContext = particle;\r\n\r\n const color = this.color.getConnectedValue(state);\r\n if (color !== undefined) {\r\n particle.color.copyFrom(color);\r\n }\r\n };\r\n\r\n system._colorDeadCreation.process = (particle: Particle) => {\r\n state.particleContext = particle;\r\n\r\n particle.colorDead.copyFrom(this.colorDead.getConnectedValue(state));\r\n particle.initialColor.copyFrom(particle.color);\r\n particle.colorDead.subtractToRef(particle.initialColor, ColorDiff);\r\n ColorDiff.scaleToRef(1.0 / particle.lifeTime, particle.colorStep);\r\n };\r\n\r\n system._sizeCreation.process = (particle: Particle) => {\r\n state.particleContext = particle;\r\n\r\n const size = this.size.getConnectedValue(state);\r\n if (size !== undefined) {\r\n particle.size = size;\r\n } else {\r\n particle.size = 1.0;\r\n }\r\n\r\n const scale = this.scale.getConnectedValue(state);\r\n if (scale.x !== undefined) {\r\n particle.scale.x = scale.x;\r\n particle.scale.y = scale.y;\r\n } else {\r\n particle.scale.x = scale;\r\n particle.scale.y = scale;\r\n }\r\n };\r\n\r\n system._angleCreation.process = (particle: Particle) => {\r\n state.particleContext = particle;\r\n particle.angle = this.angle.getConnectedValue(state);\r\n };\r\n\r\n this.particle._storedValue = system;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.CreateParticleBlock\", CreateParticleBlock);\r\n"]}
1
+ 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{ NodeParticleBlockConnectionPointTypes } from \"../../Enums/nodeParticleBlockConnectionPointTypes\";\r\nimport { NodeParticleBlock } from \"../../nodeParticleBlock\";\r\nimport type { NodeParticleConnectionPoint } from \"../../nodeParticleBlockConnectionPoint\";\r\nimport { ParticleSystem } from \"core/Particles/particleSystem\";\r\nimport type { NodeParticleBuildState } from \"../../nodeParticleBuildState\";\r\n// eslint-disable-next-line @typescript-eslint/no-unused-vars\r\nimport type { _IExecutionQueueItem } from \"core/Particles/Queue/executionQueue\";\r\n// eslint-disable-next-line @typescript-eslint/no-unused-vars\r\nimport { _RemoveFromQueue } from \"core/Particles/Queue/executionQueue\";\r\nimport type { Particle } from \"core/Particles/particle\";\r\nimport type { ThinParticleSystem } from \"core/Particles/thinParticleSystem\";\r\nimport { Color4 } from \"core/Maths/math.color\";\r\nimport { Vector2 } from \"core/Maths/math.vector\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { PointParticleEmitter } from \"core/Particles/EmitterTypes/pointParticleEmitter\";\r\n\r\nconst ColorDiff = new Color4();\r\n\r\n/**\r\n * @internal\r\n */\r\nexport class CreateParticleBlock extends NodeParticleBlock {\r\n /**\r\n * Create a new CreateParticleBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"emitPower\", NodeParticleBlockConnectionPointTypes.Float, true, 1);\r\n this.registerInput(\"lifeTime\", NodeParticleBlockConnectionPointTypes.Float, true, 1);\r\n this.registerInput(\"color\", NodeParticleBlockConnectionPointTypes.Color4, true, new Color4(1, 1, 1, 1));\r\n this.registerInput(\"colorDead\", NodeParticleBlockConnectionPointTypes.Color4, true, new Color4(0, 0, 0, 0));\r\n this.registerInput(\"scale\", NodeParticleBlockConnectionPointTypes.Vector2, true, new Vector2(1, 1));\r\n this.registerInput(\"angle\", NodeParticleBlockConnectionPointTypes.Float, true, 0);\r\n this.registerInput(\"size\", NodeParticleBlockConnectionPointTypes.Float, true, 1);\r\n this.registerOutput(\"particle\", NodeParticleBlockConnectionPointTypes.Particle);\r\n\r\n this.scale.acceptedConnectionPointTypes.push(NodeParticleBlockConnectionPointTypes.Float);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"CreateParticleBlock\";\r\n }\r\n\r\n /**\r\n * Gets the emitPower input component\r\n */\r\n public get emitPower(): NodeParticleConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the lifeTime input component\r\n */\r\n public get lifeTime(): NodeParticleConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the color input component\r\n */\r\n public get color(): NodeParticleConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the color dead input component\r\n */\r\n public get colorDead(): NodeParticleConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the scale input component\r\n */\r\n public get scale(): NodeParticleConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the angle input component\r\n */\r\n public get angle(): NodeParticleConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the size component\r\n */\r\n public get size(): NodeParticleConnectionPoint {\r\n return this._inputs[6];\r\n }\r\n\r\n /**\r\n * Gets the particle output component\r\n */\r\n public get particle(): NodeParticleConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override _build(state: NodeParticleBuildState) {\r\n const system = new ParticleSystem(this.name, state.capacity, state.scene, null, false, undefined, true);\r\n system.particleEmitterType = new PointParticleEmitter();\r\n\r\n // Creation\r\n system._lifeTimeCreation.process = (particle: Particle, system: ThinParticleSystem) => {\r\n state.particleContext = particle;\r\n particle.lifeTime = this.lifeTime.getConnectedValue(state);\r\n system._emitPower = this.emitPower.getConnectedValue(state);\r\n };\r\n\r\n system._colorCreation.process = (particle: Particle) => {\r\n state.particleContext = particle;\r\n\r\n const color = this.color.getConnectedValue(state);\r\n if (color !== undefined) {\r\n particle.color.copyFrom(color);\r\n }\r\n };\r\n\r\n system._colorDeadCreation.process = (particle: Particle) => {\r\n state.particleContext = particle;\r\n\r\n particle.colorDead.copyFrom(this.colorDead.getConnectedValue(state));\r\n particle.initialColor.copyFrom(particle.color);\r\n particle.colorDead.subtractToRef(particle.initialColor, ColorDiff);\r\n ColorDiff.scaleToRef(1.0 / particle.lifeTime, particle.colorStep);\r\n };\r\n\r\n system._sizeCreation.process = (particle: Particle) => {\r\n state.particleContext = particle;\r\n\r\n const size = this.size.getConnectedValue(state);\r\n if (size !== undefined) {\r\n particle.size = size;\r\n } else {\r\n particle.size = 1.0;\r\n }\r\n\r\n const scale = this.scale.getConnectedValue(state);\r\n if (scale.x !== undefined) {\r\n particle.scale.x = scale.x;\r\n particle.scale.y = scale.y;\r\n } else {\r\n particle.scale.x = scale;\r\n particle.scale.y = scale;\r\n }\r\n };\r\n\r\n system._angleCreation.process = (particle: Particle) => {\r\n state.particleContext = particle;\r\n\r\n particle.angle = this.angle.getConnectedValue(state);\r\n };\r\n\r\n this.particle._storedValue = system;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.CreateParticleBlock\", CreateParticleBlock);\r\n"]}
@@ -1,11 +1,22 @@
1
+ import type { Nullable } from "../../../../types.js";
2
+ import type { Particle } from "../../../particle.js";
1
3
  import type { NodeParticleConnectionPoint } from "../../nodeParticleBlockConnectionPoint.js";
2
4
  import type { NodeParticleBuildState } from "../../nodeParticleBuildState.js";
3
- import { NodeParticleBlock } from "../../nodeParticleBlock.js";
4
5
  import type { IShapeBlock } from "./IShapeBlock.js";
6
+ import { Vector3 } from "../../../../Maths/math.vector.js";
7
+ import { NodeParticleBlock } from "../../nodeParticleBlock.js";
8
+ /** Function that generates particle position/direction data */
9
+ type ParticleGeneratorFunction = (index: number, particle: Nullable<Particle>, outPosition: Vector3) => void;
5
10
  /**
6
11
  * Block used to provide a flow of particles emitted from a custom position.
7
12
  */
8
13
  export declare class CustomShapeBlock extends NodeParticleBlock implements IShapeBlock {
14
+ /** The particle position generator function */
15
+ particlePositionGenerator: ParticleGeneratorFunction;
16
+ /** The particle destination generator function */
17
+ particleDestinationGenerator: ParticleGeneratorFunction;
18
+ /** The particle direction generator function */
19
+ particleDirectionGenerator: ParticleGeneratorFunction;
9
20
  /**
10
21
  * Create a new CustomShapeBlock
11
22
  * @param name defines the block name
@@ -20,14 +31,6 @@ export declare class CustomShapeBlock extends NodeParticleBlock implements IShap
20
31
  * Gets the particle component
21
32
  */
22
33
  get particle(): NodeParticleConnectionPoint;
23
- /**
24
- * Gets the position input component
25
- */
26
- get position(): NodeParticleConnectionPoint;
27
- /**
28
- * Gets the direction input component
29
- */
30
- get direction(): NodeParticleConnectionPoint;
31
34
  /**
32
35
  * Gets the output component
33
36
  */
@@ -38,3 +41,4 @@ export declare class CustomShapeBlock extends NodeParticleBlock implements IShap
38
41
  */
39
42
  _build(state: NodeParticleBuildState): void;
40
43
  }
44
+ export {};
@@ -1,7 +1,9 @@
1
+ import { TmpVectors, Vector3 } from "../../../../Maths/math.vector.js";
1
2
  import { RegisterClass } from "../../../../Misc/typeStore.js";
2
- import { NodeParticleBlockConnectionPointTypes } from "../../Enums/nodeParticleBlockConnectionPointTypes.js";
3
- import { Vector3 } from "../../../../Maths/math.vector.js";
3
+ import { EmptyGeneratorFunc } from "../../../EmitterTypes/customParticleEmitter.js";
4
4
  import { NodeParticleBlock } from "../../nodeParticleBlock.js";
5
+ import { NodeParticleBlockConnectionPointTypes } from "../../Enums/nodeParticleBlockConnectionPointTypes.js";
6
+ import { _CreateLocalPositionData } from "./emitters.functions.js";
5
7
  /**
6
8
  * Block used to provide a flow of particles emitted from a custom position.
7
9
  */
@@ -12,9 +14,13 @@ export class CustomShapeBlock extends NodeParticleBlock {
12
14
  */
13
15
  constructor(name) {
14
16
  super(name);
17
+ /** The particle position generator function */
18
+ this.particlePositionGenerator = EmptyGeneratorFunc;
19
+ /** The particle destination generator function */
20
+ this.particleDestinationGenerator = EmptyGeneratorFunc;
21
+ /** The particle direction generator function */
22
+ this.particleDirectionGenerator = EmptyGeneratorFunc;
15
23
  this.registerInput("particle", NodeParticleBlockConnectionPointTypes.Particle);
16
- this.registerInput("position", NodeParticleBlockConnectionPointTypes.Vector3, true, new Vector3(0, 0, 0));
17
- this.registerInput("direction", NodeParticleBlockConnectionPointTypes.Vector3, true, new Vector3(0, 1.0, 0));
18
24
  this.registerOutput("output", NodeParticleBlockConnectionPointTypes.Particle);
19
25
  }
20
26
  /**
@@ -30,18 +36,6 @@ export class CustomShapeBlock extends NodeParticleBlock {
30
36
  get particle() {
31
37
  return this._inputs[0];
32
38
  }
33
- /**
34
- * Gets the position input component
35
- */
36
- get position() {
37
- return this._inputs[1];
38
- }
39
- /**
40
- * Gets the direction input component
41
- */
42
- get direction() {
43
- return this._inputs[2];
44
- }
45
39
  /**
46
40
  * Gets the output component
47
41
  */
@@ -57,26 +51,45 @@ export class CustomShapeBlock extends NodeParticleBlock {
57
51
  system._directionCreation.process = (particle) => {
58
52
  state.particleContext = particle;
59
53
  state.systemContext = system;
60
- const direction = this.direction.getConnectedValue(state);
54
+ const tmpVector = TmpVectors.Vector3[0];
55
+ if (this.particleDirectionGenerator && this.particleDirectionGenerator !== EmptyGeneratorFunc) {
56
+ this.particleDirectionGenerator(-1, particle, tmpVector);
57
+ }
58
+ else if (this.particleDestinationGenerator && this.particleDestinationGenerator !== EmptyGeneratorFunc) {
59
+ this.particleDestinationGenerator(-1, particle, tmpVector);
60
+ // Get direction
61
+ const diffVector = TmpVectors.Vector3[1];
62
+ tmpVector.subtractToRef(particle.position, diffVector);
63
+ diffVector.scaleToRef(1 / particle.lifeTime, tmpVector);
64
+ }
65
+ else {
66
+ tmpVector.set(0, 0, 0);
67
+ }
61
68
  if (system.isLocal) {
62
- particle.direction.copyFrom(direction);
69
+ particle.direction.copyFrom(tmpVector);
63
70
  }
64
71
  else {
65
- Vector3.TransformNormalToRef(direction, state.emitterWorldMatrix, particle.direction);
72
+ Vector3.TransformNormalToRef(tmpVector, state.emitterWorldMatrix, particle.direction);
66
73
  }
67
74
  particle._initialDirection = particle.direction.clone();
68
75
  };
69
76
  system._positionCreation.process = (particle) => {
70
77
  state.particleContext = particle;
71
78
  state.systemContext = system;
72
- const position = this.position.getConnectedValue(state);
79
+ const tmpVector = TmpVectors.Vector3[0];
80
+ if (this.particlePositionGenerator && this.particlePositionGenerator !== EmptyGeneratorFunc) {
81
+ this.particlePositionGenerator(-1, particle, tmpVector);
82
+ }
83
+ else {
84
+ tmpVector.set(0, 0, 0);
85
+ }
73
86
  if (system.isLocal) {
74
- particle.position.copyFrom(position);
75
- particle.position.addInPlace(state.emitterPosition);
87
+ particle.position.copyFrom(tmpVector);
76
88
  }
77
89
  else {
78
- Vector3.TransformCoordinatesToRef(position, state.emitterWorldMatrix, particle.position);
90
+ Vector3.TransformCoordinatesToRef(tmpVector, state.emitterWorldMatrix, particle.position);
79
91
  }
92
+ _CreateLocalPositionData(particle);
80
93
  };
81
94
  this.output._storedValue = system;
82
95
  }
@@ -1 +1 @@
1
- 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{ RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeParticleBlockConnectionPointTypes } from \"../../Enums/nodeParticleBlockConnectionPointTypes\";\r\nimport type { NodeParticleConnectionPoint } from \"../../nodeParticleBlockConnectionPoint\";\r\nimport { Vector3 } from \"core/Maths/math.vector\";\r\nimport type { NodeParticleBuildState } from \"../../nodeParticleBuildState\";\r\nimport { NodeParticleBlock } from \"../../nodeParticleBlock\";\r\nimport type { Particle } from \"core/Particles/particle\";\r\nimport type { IShapeBlock } from \"./IShapeBlock\";\r\n\r\n/**\r\n * Block used to provide a flow of particles emitted from a custom position.\r\n */\r\nexport class CustomShapeBlock extends NodeParticleBlock implements IShapeBlock {\r\n /**\r\n * Create a new CustomShapeBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"particle\", NodeParticleBlockConnectionPointTypes.Particle);\r\n this.registerInput(\"position\", NodeParticleBlockConnectionPointTypes.Vector3, true, new Vector3(0, 0, 0));\r\n this.registerInput(\"direction\", NodeParticleBlockConnectionPointTypes.Vector3, true, new Vector3(0, 1.0, 0));\r\n this.registerOutput(\"output\", NodeParticleBlockConnectionPointTypes.Particle);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"CustomShapeBlock\";\r\n }\r\n\r\n /**\r\n * Gets the particle component\r\n */\r\n public get particle(): NodeParticleConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the position input component\r\n */\r\n public get position(): NodeParticleConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the direction input component\r\n */\r\n public get direction(): NodeParticleConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeParticleConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Builds the block\r\n * @param state defines the build state\r\n */\r\n public override _build(state: NodeParticleBuildState) {\r\n const system = this.particle.getConnectedValue(state);\r\n\r\n system._directionCreation.process = (particle: Particle) => {\r\n state.particleContext = particle;\r\n state.systemContext = system;\r\n\r\n const direction = this.direction.getConnectedValue(state);\r\n\r\n if (system.isLocal) {\r\n particle.direction.copyFrom(direction);\r\n } else {\r\n Vector3.TransformNormalToRef(direction, state.emitterWorldMatrix!, particle.direction);\r\n }\r\n\r\n particle._initialDirection = particle.direction.clone();\r\n };\r\n\r\n system._positionCreation.process = (particle: Particle) => {\r\n state.particleContext = particle;\r\n state.systemContext = system;\r\n const position = this.position.getConnectedValue(state);\r\n\r\n if (system.isLocal) {\r\n particle.position.copyFrom(position);\r\n particle.position.addInPlace(state.emitterPosition!);\r\n } else {\r\n Vector3.TransformCoordinatesToRef(position, state.emitterWorldMatrix!, particle.position);\r\n }\r\n };\r\n\r\n this.output._storedValue = system;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.CustomShapeBlock\", CustomShapeBlock);\r\n"]}
1
+ 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type { Nullable } from \"core/types\";\r\nimport type { Particle } from \"core/Particles/particle\";\r\nimport type { NodeParticleConnectionPoint } from \"core/Particles/Node/nodeParticleBlockConnectionPoint\";\r\nimport type { NodeParticleBuildState } from \"core/Particles/Node/nodeParticleBuildState\";\r\nimport type { IShapeBlock } from \"./IShapeBlock\";\r\n\r\nimport { TmpVectors, Vector3 } from \"core/Maths/math.vector\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { EmptyGeneratorFunc } from \"core/Particles/EmitterTypes/customParticleEmitter\";\r\nimport { NodeParticleBlock } from \"core/Particles/Node/nodeParticleBlock\";\r\nimport { NodeParticleBlockConnectionPointTypes } from \"core/Particles/Node/Enums/nodeParticleBlockConnectionPointTypes\";\r\nimport { _CreateLocalPositionData } from \"./emitters.functions\";\r\n\r\n/** Function that generates particle position/direction data */\r\ntype ParticleGeneratorFunction = (index: number, particle: Nullable<Particle>, outPosition: Vector3) => void;\r\n\r\n/**\r\n * Block used to provide a flow of particles emitted from a custom position.\r\n */\r\nexport class CustomShapeBlock extends NodeParticleBlock implements IShapeBlock {\r\n /** The particle position generator function */\r\n public particlePositionGenerator: ParticleGeneratorFunction = EmptyGeneratorFunc;\r\n /** The particle destination generator function */\r\n public particleDestinationGenerator: ParticleGeneratorFunction = EmptyGeneratorFunc;\r\n /** The particle direction generator function */\r\n public particleDirectionGenerator: ParticleGeneratorFunction = EmptyGeneratorFunc;\r\n\r\n /**\r\n * Create a new CustomShapeBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"particle\", NodeParticleBlockConnectionPointTypes.Particle);\r\n this.registerOutput(\"output\", NodeParticleBlockConnectionPointTypes.Particle);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"CustomShapeBlock\";\r\n }\r\n\r\n /**\r\n * Gets the particle component\r\n */\r\n public get particle(): NodeParticleConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeParticleConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Builds the block\r\n * @param state defines the build state\r\n */\r\n public override _build(state: NodeParticleBuildState) {\r\n const system = this.particle.getConnectedValue(state);\r\n\r\n system._directionCreation.process = (particle: Particle) => {\r\n state.particleContext = particle;\r\n state.systemContext = system;\r\n\r\n const tmpVector = TmpVectors.Vector3[0];\r\n\r\n if (this.particleDirectionGenerator && this.particleDirectionGenerator !== EmptyGeneratorFunc) {\r\n this.particleDirectionGenerator(-1, particle, tmpVector);\r\n } else if (this.particleDestinationGenerator && this.particleDestinationGenerator !== EmptyGeneratorFunc) {\r\n this.particleDestinationGenerator(-1, particle, tmpVector);\r\n\r\n // Get direction\r\n const diffVector = TmpVectors.Vector3[1];\r\n tmpVector.subtractToRef(particle.position, diffVector);\r\n\r\n diffVector.scaleToRef(1 / particle.lifeTime, tmpVector);\r\n } else {\r\n tmpVector.set(0, 0, 0);\r\n }\r\n\r\n if (system.isLocal) {\r\n particle.direction.copyFrom(tmpVector);\r\n } else {\r\n Vector3.TransformNormalToRef(tmpVector, state.emitterWorldMatrix!, particle.direction);\r\n }\r\n\r\n particle._initialDirection = particle.direction.clone();\r\n };\r\n\r\n system._positionCreation.process = (particle: Particle) => {\r\n state.particleContext = particle;\r\n state.systemContext = system;\r\n\r\n const tmpVector = TmpVectors.Vector3[0];\r\n\r\n if (this.particlePositionGenerator && this.particlePositionGenerator !== EmptyGeneratorFunc) {\r\n this.particlePositionGenerator(-1, particle, tmpVector);\r\n } else {\r\n tmpVector.set(0, 0, 0);\r\n }\r\n\r\n if (system.isLocal) {\r\n particle.position.copyFrom(tmpVector);\r\n } else {\r\n Vector3.TransformCoordinatesToRef(tmpVector, state.emitterWorldMatrix!, particle.position);\r\n }\r\n\r\n _CreateLocalPositionData(particle);\r\n };\r\n\r\n this.output._storedValue = system;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.CustomShapeBlock\", CustomShapeBlock);\r\n"]}
@@ -1,9 +1,10 @@
1
- import { NodeParticleBlock } from "../../nodeParticleBlock.js";
2
1
  import type { NodeParticleConnectionPoint } from "../../nodeParticleBlockConnectionPoint.js";
3
2
  import type { NodeParticleBuildState } from "../../nodeParticleBuildState.js";
4
3
  import type { IShapeBlock } from "./IShapeBlock.js";
4
+ import { NodeParticleBlock } from "../../nodeParticleBlock.js";
5
5
  /**
6
6
  * Block used to provide a flow of particles emitted from a cylinder shape.
7
+ * DirectionRandomizer will be used for the particles initial direction unless both direction1 and direction2 are connected.
7
8
  */
8
9
  export declare class CylinderShapeBlock extends NodeParticleBlock implements IShapeBlock {
9
10
  private _tempVector;
@@ -37,6 +38,14 @@ export declare class CylinderShapeBlock extends NodeParticleBlock implements ISh
37
38
  * Gets the directionRandomizer input component
38
39
  */
39
40
  get directionRandomizer(): NodeParticleConnectionPoint;
41
+ /**
42
+ * Gets the direction1 input component
43
+ */
44
+ get direction1(): NodeParticleConnectionPoint;
45
+ /**
46
+ * Gets the direction2 input component
47
+ */
48
+ get direction2(): NodeParticleConnectionPoint;
40
49
  /**
41
50
  * Gets the output component
42
51
  */