@babylonjs/core 8.36.1 → 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 (132) hide show
  1. package/AudioV2/abstractAudio/audioEngineV2.d.ts +0 -4
  2. package/AudioV2/abstractAudio/audioEngineV2.js +0 -4
  3. package/AudioV2/abstractAudio/audioEngineV2.js.map +1 -1
  4. package/AudioV2/abstractAudio/subNodes/volumeAudioSubNode.js +1 -1
  5. package/AudioV2/abstractAudio/subNodes/volumeAudioSubNode.js.map +1 -1
  6. package/AudioV2/audioParameter.d.ts +5 -1
  7. package/AudioV2/audioParameter.js +4 -0
  8. package/AudioV2/audioParameter.js.map +1 -1
  9. package/AudioV2/webAudio/components/webAudioParameterComponent.d.ts +0 -18
  10. package/AudioV2/webAudio/components/webAudioParameterComponent.js +7 -67
  11. package/AudioV2/webAudio/components/webAudioParameterComponent.js.map +1 -1
  12. package/Cameras/camera.js +1 -0
  13. package/Cameras/camera.js.map +1 -1
  14. package/Cameras/targetCamera.js +0 -4
  15. package/Cameras/targetCamera.js.map +1 -1
  16. package/Culling/ray.core.js +1 -1
  17. package/Culling/ray.core.js.map +1 -1
  18. package/Debug/debugLayer.d.ts +1 -1
  19. package/Debug/debugLayer.js.map +1 -1
  20. package/Engines/WebGPU/webgpuCacheSampler.js +4 -0
  21. package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
  22. package/Engines/abstractEngine.js +2 -2
  23. package/Engines/abstractEngine.js.map +1 -1
  24. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.d.ts +1 -1
  25. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js +1 -1
  26. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js.map +1 -1
  27. package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.d.ts +1 -1
  28. package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.js +1 -1
  29. package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.js.map +1 -1
  30. package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.js +1 -1
  31. package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.js.map +1 -1
  32. package/FrameGraph/Node/Blocks/Rendering/shadowGeneratorBlock.js +1 -1
  33. package/FrameGraph/Node/Blocks/Rendering/shadowGeneratorBlock.js.map +1 -1
  34. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.d.ts +3 -0
  35. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js +13 -0
  36. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js.map +1 -1
  37. package/FrameGraph/Node/Blocks/index.d.ts +1 -0
  38. package/FrameGraph/Node/Blocks/index.js +1 -0
  39. package/FrameGraph/Node/Blocks/index.js.map +1 -1
  40. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.d.ts +4 -4
  41. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js +3 -4
  42. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js.map +1 -1
  43. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.d.ts +2 -3
  44. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js +1 -2
  45. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js.map +1 -1
  46. package/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.d.ts +3 -1
  47. package/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.js +11 -1
  48. package/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.js.map +1 -1
  49. package/FrameGraph/Tasks/Texture/copyToTextureTask.d.ts +4 -0
  50. package/FrameGraph/Tasks/Texture/copyToTextureTask.js +7 -1
  51. package/FrameGraph/Tasks/Texture/copyToTextureTask.js.map +1 -1
  52. package/FrameGraph/frameGraphRenderContext.d.ts +2 -1
  53. package/FrameGraph/frameGraphRenderContext.js +22 -3
  54. package/FrameGraph/frameGraphRenderContext.js.map +1 -1
  55. package/Materials/PBR/openpbrMaterial.js +2 -1
  56. package/Materials/PBR/openpbrMaterial.js.map +1 -1
  57. package/Materials/floatingOriginMatrixOverrides.js +19 -0
  58. package/Materials/floatingOriginMatrixOverrides.js.map +1 -1
  59. package/Meshes/Node/Blocks/randomBlock.js +11 -11
  60. package/Meshes/Node/Blocks/randomBlock.js.map +1 -1
  61. package/Misc/copyTextureToTexture.d.ts +8 -1
  62. package/Misc/copyTextureToTexture.js +16 -2
  63. package/Misc/copyTextureToTexture.js.map +1 -1
  64. package/Particles/EmitterTypes/coneParticleEmitter.d.ts +3 -3
  65. package/Particles/EmitterTypes/coneParticleEmitter.js +11 -11
  66. package/Particles/EmitterTypes/coneParticleEmitter.js.map +1 -1
  67. package/Particles/EmitterTypes/customParticleEmitter.d.ts +5 -3
  68. package/Particles/EmitterTypes/customParticleEmitter.js +8 -6
  69. package/Particles/EmitterTypes/customParticleEmitter.js.map +1 -1
  70. package/Particles/EmitterTypes/sphereParticleEmitter.d.ts +3 -1
  71. package/Particles/EmitterTypes/sphereParticleEmitter.js +7 -1
  72. package/Particles/EmitterTypes/sphereParticleEmitter.js.map +1 -1
  73. package/Particles/Node/Blocks/Emitters/boxShapeBlock.d.ts +1 -1
  74. package/Particles/Node/Blocks/Emitters/boxShapeBlock.js +2 -1
  75. package/Particles/Node/Blocks/Emitters/boxShapeBlock.js.map +1 -1
  76. package/Particles/Node/Blocks/Emitters/coneShapeBlock.d.ts +6 -4
  77. package/Particles/Node/Blocks/Emitters/coneShapeBlock.js +34 -35
  78. package/Particles/Node/Blocks/Emitters/coneShapeBlock.js.map +1 -1
  79. package/Particles/Node/Blocks/Emitters/createParticleBlock.d.ts +0 -4
  80. package/Particles/Node/Blocks/Emitters/createParticleBlock.js +1 -8
  81. package/Particles/Node/Blocks/Emitters/createParticleBlock.js.map +1 -1
  82. package/Particles/Node/Blocks/Emitters/customShapeBlock.d.ts +13 -9
  83. package/Particles/Node/Blocks/Emitters/customShapeBlock.js +36 -23
  84. package/Particles/Node/Blocks/Emitters/customShapeBlock.js.map +1 -1
  85. package/Particles/Node/Blocks/Emitters/cylinderShapeBlock.d.ts +10 -1
  86. package/Particles/Node/Blocks/Emitters/cylinderShapeBlock.js +50 -17
  87. package/Particles/Node/Blocks/Emitters/cylinderShapeBlock.js.map +1 -1
  88. package/Particles/Node/Blocks/Emitters/emitters.functions.d.ts +6 -0
  89. package/Particles/Node/Blocks/Emitters/emitters.functions.js +13 -0
  90. package/Particles/Node/Blocks/Emitters/emitters.functions.js.map +1 -0
  91. package/Particles/Node/Blocks/Emitters/meshShapeBlock.d.ts +2 -2
  92. package/Particles/Node/Blocks/Emitters/meshShapeBlock.js +5 -1
  93. package/Particles/Node/Blocks/Emitters/meshShapeBlock.js.map +1 -1
  94. package/Particles/Node/Blocks/Emitters/pointShapeBlock.d.ts +1 -1
  95. package/Particles/Node/Blocks/Emitters/pointShapeBlock.js +3 -1
  96. package/Particles/Node/Blocks/Emitters/pointShapeBlock.js.map +1 -1
  97. package/Particles/Node/Blocks/Emitters/sphereShapeBlock.d.ts +16 -1
  98. package/Particles/Node/Blocks/Emitters/sphereShapeBlock.js +67 -14
  99. package/Particles/Node/Blocks/Emitters/sphereShapeBlock.js.map +1 -1
  100. package/Particles/Node/Blocks/particleInputBlock.js +1 -0
  101. package/Particles/Node/Blocks/particleInputBlock.js.map +1 -1
  102. package/Particles/Node/Blocks/particleRandomBlock.js +10 -10
  103. package/Particles/Node/Blocks/particleRandomBlock.js.map +1 -1
  104. package/Particles/Node/Blocks/systemBlock.d.ts +5 -1
  105. package/Particles/Node/Blocks/systemBlock.js +14 -3
  106. package/Particles/Node/Blocks/systemBlock.js.map +1 -1
  107. package/Particles/Node/Enums/nodeParticleContextualSources.d.ts +3 -1
  108. package/Particles/Node/Enums/nodeParticleContextualSources.js +2 -0
  109. package/Particles/Node/Enums/nodeParticleContextualSources.js.map +1 -1
  110. package/Particles/Node/nodeParticleBuildState.js +5 -0
  111. package/Particles/Node/nodeParticleBuildState.js.map +1 -1
  112. package/Particles/Node/nodeParticleSystemSet.helper.js +89 -28
  113. package/Particles/Node/nodeParticleSystemSet.helper.js.map +1 -1
  114. package/Particles/Node/nodeParticleSystemSet.js +1 -1
  115. package/Particles/Node/nodeParticleSystemSet.js.map +1 -1
  116. package/Particles/thinParticleSystem.function.d.ts +2 -2
  117. package/Particles/thinParticleSystem.function.js +2 -2
  118. package/Particles/thinParticleSystem.function.js.map +1 -1
  119. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +2 -1
  120. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
  121. package/Rendering/prePassRenderer.js +4 -1
  122. package/Rendering/prePassRenderer.js.map +1 -1
  123. package/Shaders/copyTextureToTexture.fragment.js +2 -2
  124. package/Shaders/copyTextureToTexture.fragment.js.map +1 -1
  125. package/ShadersWGSL/copyTextureToTexture.fragment.js +3 -3
  126. package/ShadersWGSL/copyTextureToTexture.fragment.js.map +1 -1
  127. package/XR/webXRSessionManager.js +4 -0
  128. package/XR/webXRSessionManager.js.map +1 -1
  129. package/package.json +1 -1
  130. package/scene.d.ts +1 -3
  131. package/scene.js +8 -7
  132. package/scene.js.map +1 -1
@@ -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
+ {"version":3,"file":"customShapeBlock.js","sourceRoot":"","sources":["../../../../../../../dev/core/src/Particles/Node/Blocks/Emitters/customShapeBlock.ts"],"names":[],"mappings":"AAMA,OAAO,EAAE,UAAU,EAAE,OAAO,EAAE,yCAA+B;AAC7D,OAAO,EAAE,aAAa,EAAE,sCAA4B;AACpD,OAAO,EAAE,kBAAkB,EAAE,uDAA0D;AACvF,OAAO,EAAE,iBAAiB,EAAE,mCAA8C;AAC1E,OAAO,EAAE,qCAAqC,EAAE,6DAAwE;AACxH,OAAO,EAAE,wBAAwB,EAAE,MAAM,sBAAsB,CAAC;AAKhE;;GAEG;AACH,MAAM,OAAO,gBAAiB,SAAQ,iBAAiB;IAQnD;;;OAGG;IACH,YAAmB,IAAY;QAC3B,KAAK,CAAC,IAAI,CAAC,CAAC;QAZhB,+CAA+C;QACxC,8BAAyB,GAA8B,kBAAkB,CAAC;QACjF,kDAAkD;QAC3C,iCAA4B,GAA8B,kBAAkB,CAAC;QACpF,gDAAgD;QACzC,+BAA0B,GAA8B,kBAAkB,CAAC;QAS9E,IAAI,CAAC,aAAa,CAAC,UAAU,EAAE,qCAAqC,CAAC,QAAQ,CAAC,CAAC;QAC/E,IAAI,CAAC,cAAc,CAAC,QAAQ,EAAE,qCAAqC,CAAC,QAAQ,CAAC,CAAC;IAClF,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,kBAAkB,CAAC;IAC9B,CAAC;IAED;;OAEG;IACH,IAAW,QAAQ;QACf,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAED;;;OAGG;IACa,MAAM,CAAC,KAA6B;QAChD,MAAM,MAAM,GAAG,IAAI,CAAC,QAAQ,CAAC,iBAAiB,CAAC,KAAK,CAAC,CAAC;QAEtD,MAAM,CAAC,kBAAkB,CAAC,OAAO,GAAG,CAAC,QAAkB,EAAE,EAAE;YACvD,KAAK,CAAC,eAAe,GAAG,QAAQ,CAAC;YACjC,KAAK,CAAC,aAAa,GAAG,MAAM,CAAC;YAE7B,MAAM,SAAS,GAAG,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;YAExC,IAAI,IAAI,CAAC,0BAA0B,IAAI,IAAI,CAAC,0BAA0B,KAAK,kBAAkB,EAAE,CAAC;gBAC5F,IAAI,CAAC,0BAA0B,CAAC,CAAC,CAAC,EAAE,QAAQ,EAAE,SAAS,CAAC,CAAC;YAC7D,CAAC;iBAAM,IAAI,IAAI,CAAC,4BAA4B,IAAI,IAAI,CAAC,4BAA4B,KAAK,kBAAkB,EAAE,CAAC;gBACvG,IAAI,CAAC,4BAA4B,CAAC,CAAC,CAAC,EAAE,QAAQ,EAAE,SAAS,CAAC,CAAC;gBAE3D,gBAAgB;gBAChB,MAAM,UAAU,GAAG,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;gBACzC,SAAS,CAAC,aAAa,CAAC,QAAQ,CAAC,QAAQ,EAAE,UAAU,CAAC,CAAC;gBAEvD,UAAU,CAAC,UAAU,CAAC,CAAC,GAAG,QAAQ,CAAC,QAAQ,EAAE,SAAS,CAAC,CAAC;YAC5D,CAAC;iBAAM,CAAC;gBACJ,SAAS,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;YAC3B,CAAC;YAED,IAAI,MAAM,CAAC,OAAO,EAAE,CAAC;gBACjB,QAAQ,CAAC,SAAS,CAAC,QAAQ,CAAC,SAAS,CAAC,CAAC;YAC3C,CAAC;iBAAM,CAAC;gBACJ,OAAO,CAAC,oBAAoB,CAAC,SAAS,EAAE,KAAK,CAAC,kBAAmB,EAAE,QAAQ,CAAC,SAAS,CAAC,CAAC;YAC3F,CAAC;YAED,QAAQ,CAAC,iBAAiB,GAAG,QAAQ,CAAC,SAAS,CAAC,KAAK,EAAE,CAAC;QAC5D,CAAC,CAAC;QAEF,MAAM,CAAC,iBAAiB,CAAC,OAAO,GAAG,CAAC,QAAkB,EAAE,EAAE;YACtD,KAAK,CAAC,eAAe,GAAG,QAAQ,CAAC;YACjC,KAAK,CAAC,aAAa,GAAG,MAAM,CAAC;YAE7B,MAAM,SAAS,GAAG,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;YAExC,IAAI,IAAI,CAAC,yBAAyB,IAAI,IAAI,CAAC,yBAAyB,KAAK,kBAAkB,EAAE,CAAC;gBAC1F,IAAI,CAAC,yBAAyB,CAAC,CAAC,CAAC,EAAE,QAAQ,EAAE,SAAS,CAAC,CAAC;YAC5D,CAAC;iBAAM,CAAC;gBACJ,SAAS,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;YAC3B,CAAC;YAED,IAAI,MAAM,CAAC,OAAO,EAAE,CAAC;gBACjB,QAAQ,CAAC,QAAQ,CAAC,QAAQ,CAAC,SAAS,CAAC,CAAC;YAC1C,CAAC;iBAAM,CAAC;gBACJ,OAAO,CAAC,yBAAyB,CAAC,SAAS,EAAE,KAAK,CAAC,kBAAmB,EAAE,QAAQ,CAAC,QAAQ,CAAC,CAAC;YAC/F,CAAC;YAED,wBAAwB,CAAC,QAAQ,CAAC,CAAC;QACvC,CAAC,CAAC;QAEF,IAAI,CAAC,MAAM,CAAC,YAAY,GAAG,MAAM,CAAC;IACtC,CAAC;CACJ;AAED,aAAa,CAAC,0BAA0B,EAAE,gBAAgB,CAAC,CAAC","sourcesContent":["import 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
  */
@@ -3,8 +3,10 @@ import { RegisterClass } from "../../../../Misc/typeStore.js";
3
3
  import { NodeParticleBlockConnectionPointTypes } from "../../Enums/nodeParticleBlockConnectionPointTypes.js";
4
4
  import { NodeParticleBlock } from "../../nodeParticleBlock.js";
5
5
  import { Vector3 } from "../../../../Maths/math.vector.js";
6
+ import { _CreateLocalPositionData } from "./emitters.functions.js";
6
7
  /**
7
8
  * Block used to provide a flow of particles emitted from a cylinder shape.
9
+ * DirectionRandomizer will be used for the particles initial direction unless both direction1 and direction2 are connected.
8
10
  */
9
11
  export class CylinderShapeBlock extends NodeParticleBlock {
10
12
  /**
@@ -19,6 +21,8 @@ export class CylinderShapeBlock extends NodeParticleBlock {
19
21
  this.registerInput("height", NodeParticleBlockConnectionPointTypes.Float, true, 1, 0);
20
22
  this.registerInput("radiusRange", NodeParticleBlockConnectionPointTypes.Float, true, 1, 0, 1);
21
23
  this.registerInput("directionRandomizer", NodeParticleBlockConnectionPointTypes.Float, true, 0, 0, 1);
24
+ this.registerInput("direction1", NodeParticleBlockConnectionPointTypes.Vector3, true);
25
+ this.registerInput("direction2", NodeParticleBlockConnectionPointTypes.Vector3, true);
22
26
  this.registerOutput("output", NodeParticleBlockConnectionPointTypes.Particle);
23
27
  }
24
28
  /**
@@ -58,6 +62,18 @@ export class CylinderShapeBlock extends NodeParticleBlock {
58
62
  get directionRandomizer() {
59
63
  return this._inputs[4];
60
64
  }
65
+ /**
66
+ * Gets the direction1 input component
67
+ */
68
+ get direction1() {
69
+ return this._inputs[5];
70
+ }
71
+ /**
72
+ * Gets the direction2 input component
73
+ */
74
+ get direction2() {
75
+ return this._inputs[6];
76
+ }
61
77
  /**
62
78
  * Gets the output component
63
79
  */
@@ -73,24 +89,40 @@ export class CylinderShapeBlock extends NodeParticleBlock {
73
89
  system._directionCreation.process = (particle) => {
74
90
  state.particleContext = particle;
75
91
  state.systemContext = system;
76
- const directionRandomizer = this.directionRandomizer.getConnectedValue(state);
77
- particle.position.subtractToRef(state.emitterPosition, this._tempVector);
78
- this._tempVector.normalize();
79
- if (state.emitterInverseWorldMatrix) {
80
- Vector3.TransformNormalToRef(this._tempVector, state.emitterInverseWorldMatrix, this._tempVector);
81
- }
82
- const randY = RandomRange(-directionRandomizer / 2, directionRandomizer / 2);
83
- let angle = Math.atan2(this._tempVector.x, this._tempVector.z);
84
- angle += RandomRange(-Math.PI / 2, Math.PI / 2) * directionRandomizer;
85
- this._tempVector.y = randY; // set direction y to rand y to mirror normal of cylinder surface
86
- this._tempVector.x = Math.sin(angle);
87
- this._tempVector.z = Math.cos(angle);
88
- this._tempVector.normalize();
89
- if (system.isLocal) {
90
- particle.direction.copyFrom(this._tempVector);
92
+ // We always use directionRandomizer unless both directions are connected
93
+ if (this.direction1.isConnected === false || this.direction2.isConnected === false) {
94
+ const directionRandomizer = this.directionRandomizer.getConnectedValue(state);
95
+ particle.position.subtractToRef(state.emitterPosition, this._tempVector);
96
+ this._tempVector.normalize();
97
+ if (state.emitterInverseWorldMatrix) {
98
+ Vector3.TransformNormalToRef(this._tempVector, state.emitterInverseWorldMatrix, this._tempVector);
99
+ }
100
+ const randY = RandomRange(-directionRandomizer / 2, directionRandomizer / 2);
101
+ let angle = Math.atan2(this._tempVector.x, this._tempVector.z);
102
+ angle += RandomRange(-Math.PI / 2, Math.PI / 2) * directionRandomizer;
103
+ this._tempVector.y = randY; // set direction y to rand y to mirror normal of cylinder surface
104
+ this._tempVector.x = Math.sin(angle);
105
+ this._tempVector.z = Math.cos(angle);
106
+ this._tempVector.normalize();
107
+ if (system.isLocal) {
108
+ particle.direction.copyFrom(this._tempVector);
109
+ }
110
+ else {
111
+ Vector3.TransformNormalFromFloatsToRef(this._tempVector.x, this._tempVector.y, this._tempVector.z, state.emitterWorldMatrix, particle.direction);
112
+ }
91
113
  }
92
114
  else {
93
- Vector3.TransformNormalFromFloatsToRef(this._tempVector.x, this._tempVector.y, this._tempVector.z, state.emitterWorldMatrix, particle.direction);
115
+ const direction1 = this.direction1.getConnectedValue(state);
116
+ const direction2 = this.direction2.getConnectedValue(state);
117
+ const randX = RandomRange(direction1.x, direction2.x);
118
+ const randY = RandomRange(direction1.y, direction2.y);
119
+ const randZ = RandomRange(direction1.z, direction2.z);
120
+ if (system.isLocal) {
121
+ particle.direction.copyFromFloats(randX, randY, randZ);
122
+ }
123
+ else {
124
+ Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, state.emitterWorldMatrix, particle.direction);
125
+ }
94
126
  }
95
127
  particle._initialDirection = particle.direction.clone();
96
128
  };
@@ -102,17 +134,18 @@ export class CylinderShapeBlock extends NodeParticleBlock {
102
134
  const radius = this.radius.getConnectedValue(state);
103
135
  const yPos = RandomRange(-height / 2, height / 2);
104
136
  const angle = RandomRange(0, 2 * Math.PI);
137
+ // Pick a properly distributed point within the circle https://programming.guide/random-point-within-circle.html
105
138
  const radiusDistribution = RandomRange((1 - radiusRange) * (1 - radiusRange), 1);
106
139
  const positionRadius = Math.sqrt(radiusDistribution) * radius;
107
140
  const xPos = positionRadius * Math.cos(angle);
108
141
  const zPos = positionRadius * Math.sin(angle);
109
142
  if (system.isLocal) {
110
143
  particle.position.copyFromFloats(xPos, yPos, zPos);
111
- particle.position.addInPlace(state.emitterPosition);
112
144
  }
113
145
  else {
114
146
  Vector3.TransformCoordinatesFromFloatsToRef(xPos, yPos, zPos, state.emitterWorldMatrix, particle.position);
115
147
  }
148
+ _CreateLocalPositionData(particle);
116
149
  };
117
150
  this.output._storedValue = system;
118
151
  }
@@ -1 +1 @@
1
- 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{ RandomRange } from \"core/Maths/math.scalar.functions\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeParticleBlockConnectionPointTypes } from \"../../Enums/nodeParticleBlockConnectionPointTypes\";\r\nimport { NodeParticleBlock } from \"../../nodeParticleBlock\";\r\nimport type { NodeParticleConnectionPoint } from \"../../nodeParticleBlockConnectionPoint\";\r\nimport type { NodeParticleBuildState } from \"../../nodeParticleBuildState\";\r\nimport type { Particle } from \"core/Particles/particle\";\r\nimport { Vector3 } from \"core/Maths/math.vector\";\r\nimport type { IShapeBlock } from \"./IShapeBlock\";\r\n\r\n/**\r\n * Block used to provide a flow of particles emitted from a cylinder shape.\r\n */\r\nexport class CylinderShapeBlock extends NodeParticleBlock implements IShapeBlock {\r\n private _tempVector = Vector3.Zero();\r\n /**\r\n * Create a new CylinderShapeBlock\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(\"height\", NodeParticleBlockConnectionPointTypes.Float, true, 1, 0);\r\n this.registerInput(\"radiusRange\", NodeParticleBlockConnectionPointTypes.Float, true, 1, 0, 1);\r\n this.registerInput(\"directionRandomizer\", NodeParticleBlockConnectionPointTypes.Float, true, 0, 0, 1);\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 \"CylinderShapeBlock\";\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 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 height input component\r\n */\r\n public get height(): 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 directionRandomizer input component\r\n */\r\n public get directionRandomizer(): NodeParticleConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeParticleConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Builds the block\r\n * @param state defines the build state\r\n */\r\n public override _build(state: NodeParticleBuildState) {\r\n const system = this.particle.getConnectedValue(state);\r\n\r\n system._directionCreation.process = (particle: Particle) => {\r\n state.particleContext = particle;\r\n state.systemContext = system;\r\n\r\n const directionRandomizer = this.directionRandomizer.getConnectedValue(state);\r\n particle.position.subtractToRef(state.emitterPosition!, this._tempVector);\r\n\r\n this._tempVector.normalize();\r\n\r\n if (state.emitterInverseWorldMatrix) {\r\n Vector3.TransformNormalToRef(this._tempVector, state.emitterInverseWorldMatrix, this._tempVector);\r\n }\r\n\r\n const randY = RandomRange(-directionRandomizer / 2, directionRandomizer / 2);\r\n\r\n let angle = Math.atan2(this._tempVector.x, this._tempVector.z);\r\n angle += RandomRange(-Math.PI / 2, Math.PI / 2) * directionRandomizer;\r\n\r\n this._tempVector.y = randY; // set direction y to rand y to mirror normal of cylinder surface\r\n this._tempVector.x = Math.sin(angle);\r\n this._tempVector.z = Math.cos(angle);\r\n this._tempVector.normalize();\r\n\r\n if (system.isLocal) {\r\n particle.direction.copyFrom(this._tempVector);\r\n } else {\r\n Vector3.TransformNormalFromFloatsToRef(this._tempVector.x, this._tempVector.y, this._tempVector.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 const height = this.height.getConnectedValue(state);\r\n const radiusRange = this.radiusRange.getConnectedValue(state);\r\n const radius = this.radius.getConnectedValue(state);\r\n const yPos = RandomRange(-height / 2, height / 2);\r\n const angle = RandomRange(0, 2 * Math.PI);\r\n\r\n const radiusDistribution = RandomRange((1 - radiusRange) * (1 - radiusRange), 1);\r\n const positionRadius = Math.sqrt(radiusDistribution) * radius;\r\n const xPos = positionRadius * Math.cos(angle);\r\n const zPos = positionRadius * Math.sin(angle);\r\n\r\n if (system.isLocal) {\r\n particle.position.copyFromFloats(xPos, yPos, zPos);\r\n particle.position.addInPlace(state.emitterPosition!);\r\n } else {\r\n Vector3.TransformCoordinatesFromFloatsToRef(xPos, yPos, zPos, 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.CylinderShapeBlock\", CylinderShapeBlock);\r\n"]}
1
+ 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AAC,GAAG,CAAC,KAAK,CAAC,CAAC;YAE9C,IAAI,MAAM,CAAC,OAAO,EAAE,CAAC;gBACjB,QAAQ,CAAC,QAAQ,CAAC,cAAc,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,CAAC,CAAC;YACvD,CAAC;iBAAM,CAAC;gBACJ,OAAO,CAAC,mCAAmC,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,KAAK,CAAC,kBAAmB,EAAE,QAAQ,CAAC,QAAQ,CAAC,CAAC;YAChH,CAAC;YAED,wBAAwB,CAAC,QAAQ,CAAC,CAAC;QACvC,CAAC,CAAC;QAEF,IAAI,CAAC,MAAM,CAAC,YAAY,GAAG,MAAM,CAAC;IACtC,CAAC;CACJ;AAED,aAAa,CAAC,4BAA4B,EAAE,kBAAkB,CAAC,CAAC","sourcesContent":["import type { NodeParticleConnectionPoint } from \"../../nodeParticleBlockConnectionPoint\";\r\nimport type { NodeParticleBuildState } from \"../../nodeParticleBuildState\";\r\nimport type { Particle } from \"core/Particles/particle\";\r\nimport type { IShapeBlock } from \"./IShapeBlock\";\r\n\r\nimport { RandomRange } from \"core/Maths/math.scalar.functions\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeParticleBlockConnectionPointTypes } from \"../../Enums/nodeParticleBlockConnectionPointTypes\";\r\nimport { NodeParticleBlock } from \"../../nodeParticleBlock\";\r\nimport { Vector3 } from \"core/Maths/math.vector\";\r\nimport { _CreateLocalPositionData } from \"./emitters.functions\";\r\n\r\n/**\r\n * Block used to provide a flow of particles emitted from a cylinder shape.\r\n * DirectionRandomizer will be used for the particles initial direction unless both direction1 and direction2 are connected.\r\n */\r\nexport class CylinderShapeBlock extends NodeParticleBlock implements IShapeBlock {\r\n private _tempVector = Vector3.Zero();\r\n /**\r\n * Create a new CylinderShapeBlock\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(\"height\", NodeParticleBlockConnectionPointTypes.Float, true, 1, 0);\r\n this.registerInput(\"radiusRange\", NodeParticleBlockConnectionPointTypes.Float, true, 1, 0, 1);\r\n this.registerInput(\"directionRandomizer\", NodeParticleBlockConnectionPointTypes.Float, true, 0, 0, 1);\r\n this.registerInput(\"direction1\", NodeParticleBlockConnectionPointTypes.Vector3, true);\r\n this.registerInput(\"direction2\", NodeParticleBlockConnectionPointTypes.Vector3, true);\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 \"CylinderShapeBlock\";\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 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 height input component\r\n */\r\n public get height(): 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 directionRandomizer input component\r\n */\r\n public get directionRandomizer(): NodeParticleConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the direction1 input component\r\n */\r\n public get direction1(): NodeParticleConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the direction2 input component\r\n */\r\n public get direction2(): NodeParticleConnectionPoint {\r\n return this._inputs[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 // We always use directionRandomizer unless both directions are connected\r\n if (this.direction1.isConnected === false || this.direction2.isConnected === false) {\r\n const directionRandomizer = this.directionRandomizer.getConnectedValue(state) as number;\r\n\r\n particle.position.subtractToRef(state.emitterPosition!, this._tempVector);\r\n this._tempVector.normalize();\r\n\r\n if (state.emitterInverseWorldMatrix) {\r\n Vector3.TransformNormalToRef(this._tempVector, state.emitterInverseWorldMatrix, this._tempVector);\r\n }\r\n\r\n const randY = RandomRange(-directionRandomizer / 2, directionRandomizer / 2);\r\n\r\n let angle = Math.atan2(this._tempVector.x, this._tempVector.z);\r\n angle += RandomRange(-Math.PI / 2, Math.PI / 2) * directionRandomizer;\r\n\r\n this._tempVector.y = randY; // set direction y to rand y to mirror normal of cylinder surface\r\n this._tempVector.x = Math.sin(angle);\r\n this._tempVector.z = Math.cos(angle);\r\n this._tempVector.normalize();\r\n\r\n if (system.isLocal) {\r\n particle.direction.copyFrom(this._tempVector);\r\n } else {\r\n Vector3.TransformNormalFromFloatsToRef(this._tempVector.x, this._tempVector.y, this._tempVector.z, state.emitterWorldMatrix!, particle.direction);\r\n }\r\n } else {\r\n const direction1 = this.direction1.getConnectedValue(state) as Vector3;\r\n const direction2 = this.direction2.getConnectedValue(state) as Vector3;\r\n\r\n const randX = RandomRange(direction1.x, direction2.x);\r\n const randY = RandomRange(direction1.y, direction2.y);\r\n const randZ = RandomRange(direction1.z, direction2.z);\r\n\r\n if (system.isLocal) {\r\n particle.direction.copyFromFloats(randX, randY, randZ);\r\n } else {\r\n Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, state.emitterWorldMatrix!, particle.direction);\r\n }\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 height = this.height.getConnectedValue(state) as number;\r\n const radiusRange = this.radiusRange.getConnectedValue(state) as number;\r\n const radius = this.radius.getConnectedValue(state) as number;\r\n\r\n const yPos = RandomRange(-height / 2, height / 2);\r\n const angle = RandomRange(0, 2 * Math.PI);\r\n\r\n // Pick a properly distributed point within the circle https://programming.guide/random-point-within-circle.html\r\n const radiusDistribution = RandomRange((1 - radiusRange) * (1 - radiusRange), 1);\r\n const positionRadius = Math.sqrt(radiusDistribution) * radius;\r\n const xPos = positionRadius * Math.cos(angle);\r\n const zPos = positionRadius * Math.sin(angle);\r\n\r\n if (system.isLocal) {\r\n particle.position.copyFromFloats(xPos, yPos, zPos);\r\n } else {\r\n Vector3.TransformCoordinatesFromFloatsToRef(xPos, yPos, zPos, 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.CylinderShapeBlock\", CylinderShapeBlock);\r\n"]}
@@ -0,0 +1,6 @@
1
+ import type { Particle } from "../../../particle.js";
2
+ /**
3
+ * Creates the local position data for the particle
4
+ * @param particle The particle to update
5
+ */
6
+ export declare function _CreateLocalPositionData(particle: Particle): void;
@@ -0,0 +1,13 @@
1
+ /**
2
+ * Creates the local position data for the particle
3
+ * @param particle The particle to update
4
+ */
5
+ export function _CreateLocalPositionData(particle) {
6
+ if (!particle._localPosition) {
7
+ particle._localPosition = particle.position.clone();
8
+ }
9
+ else {
10
+ particle._localPosition.copyFrom(particle.position);
11
+ }
12
+ }
13
+ //# sourceMappingURL=emitters.functions.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"emitters.functions.js","sourceRoot":"","sources":["../../../../../../../dev/core/src/Particles/Node/Blocks/Emitters/emitters.functions.ts"],"names":[],"mappings":"AAEA;;;GAGG;AACH,MAAM,UAAU,wBAAwB,CAAC,QAAkB;IACvD,IAAI,CAAC,QAAQ,CAAC,cAAc,EAAE,CAAC;QAC3B,QAAQ,CAAC,cAAc,GAAG,QAAQ,CAAC,QAAQ,CAAC,KAAK,EAAE,CAAC;IACxD,CAAC;SAAM,CAAC;QACJ,QAAQ,CAAC,cAAc,CAAC,QAAQ,CAAC,QAAQ,CAAC,QAAQ,CAAC,CAAC;IACxD,CAAC;AACL,CAAC","sourcesContent":["import type { Particle } from \"core/Particles/particle\";\r\n\r\n/**\r\n * Creates the local position data for the particle\r\n * @param particle The particle to update\r\n */\r\nexport function _CreateLocalPositionData(particle: Particle): void {\r\n if (!particle._localPosition) {\r\n particle._localPosition = particle.position.clone();\r\n } else {\r\n particle._localPosition.copyFrom(particle.position);\r\n }\r\n}\r\n"]}
@@ -1,9 +1,9 @@
1
- import type { Mesh } from "../../../../Meshes/mesh.js";
2
1
  import type { Nullable } from "../../../../types.js";
3
- import { NodeParticleBlock } from "../../nodeParticleBlock.js";
2
+ import type { Mesh } from "../../../../Meshes/mesh.js";
4
3
  import type { NodeParticleBuildState } from "../../nodeParticleBuildState.js";
5
4
  import type { NodeParticleConnectionPoint } from "../../nodeParticleBlockConnectionPoint.js";
6
5
  import type { IShapeBlock } from "./IShapeBlock.js";
6
+ import { NodeParticleBlock } from "../../nodeParticleBlock.js";
7
7
  /**
8
8
  * Defines a block used to generate particle shape from mesh geometry data
9
9
  */
@@ -6,6 +6,7 @@ import { NodeParticleBlock } from "../../nodeParticleBlock.js";
6
6
  import { NodeParticleBlockConnectionPointTypes } from "../../Enums/nodeParticleBlockConnectionPointTypes.js";
7
7
  import { TmpVectors, Vector3, Vector4 } from "../../../../Maths/math.vector.js";
8
8
  import { RandomRange } from "../../../../Maths/math.scalar.functions.js";
9
+ import { _CreateLocalPositionData } from "./emitters.functions.js";
9
10
  /**
10
11
  * Defines a block used to generate particle shape from mesh geometry data
11
12
  */
@@ -38,7 +39,7 @@ export class MeshShapeBlock extends NodeParticleBlock {
38
39
  /**
39
40
  * Gets or sets a boolean indicating if the mesh normals should be used for particle direction
40
41
  */
41
- this.useMeshNormalsForDirection = false;
42
+ this.useMeshNormalsForDirection = true;
42
43
  /**
43
44
  * Gets or sets a boolean indicating if the mesh colors should be used for particle color
44
45
  */
@@ -146,6 +147,8 @@ export class MeshShapeBlock extends NodeParticleBlock {
146
147
  particle._initialDirection = particle.direction.clone();
147
148
  };
148
149
  system._positionCreation.process = (particle) => {
150
+ state.particleContext = particle;
151
+ state.systemContext = system;
149
152
  if (!this._indices || !this._positions) {
150
153
  return;
151
154
  }
@@ -175,6 +178,7 @@ export class MeshShapeBlock extends NodeParticleBlock {
175
178
  else {
176
179
  Vector3.TransformCoordinatesFromFloatsToRef(randomVertex.x, randomVertex.y, randomVertex.z, state.emitterWorldMatrix, particle.position);
177
180
  }
181
+ _CreateLocalPositionData(particle);
178
182
  if (this.useMeshNormalsForDirection && this._normals) {
179
183
  Vector3.FromArrayToRef(this._normals, faceIndexA * 3, vertexA);
180
184
  Vector3.FromArrayToRef(this._normals, faceIndexB * 3, vertexB);
@@ -1 +1 @@
1
- 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{ RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { Mesh } from \"../../../../Meshes/mesh\";\r\nimport { VertexData } from \"../../../../Meshes/mesh.vertexData\";\r\nimport type { FloatArray, IndicesArray, Nullable } from \"../../../../types\";\r\nimport { PropertyTypeForEdition, editableInPropertyPage } from \"core/Decorators/nodeDecorator\";\r\nimport { NodeParticleBlock } from \"../../nodeParticleBlock\";\r\nimport { NodeParticleBlockConnectionPointTypes } from \"../../Enums/nodeParticleBlockConnectionPointTypes\";\r\nimport type { NodeParticleBuildState } from \"../../nodeParticleBuildState\";\r\nimport type { NodeParticleConnectionPoint } from \"../../nodeParticleBlockConnectionPoint\";\r\nimport type { Particle } from \"core/Particles/particle\";\r\nimport { TmpVectors, Vector3, Vector4 } from \"core/Maths/math.vector\";\r\nimport { RandomRange } from \"core/Maths/math.scalar.functions\";\r\nimport type { IShapeBlock } from \"./IShapeBlock\";\r\n\r\n/**\r\n * Defines a block used to generate particle shape from mesh geometry data\r\n */\r\nexport class MeshShapeBlock extends NodeParticleBlock implements IShapeBlock {\r\n private _mesh: Nullable<Mesh>;\r\n private _cachedVertexData: Nullable<VertexData> = null;\r\n private _indices: Nullable<IndicesArray> = null;\r\n private _positions: Nullable<FloatArray> = null;\r\n private _normals: Nullable<FloatArray> = null;\r\n private _colors: Nullable<FloatArray> = null;\r\n private _storedNormal = Vector3.Zero();\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this block should serialize its cached data\r\n */\r\n @editableInPropertyPage(\"Serialize cached data\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true } })\r\n public serializedCachedData = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the mesh normals should be used for particle direction\r\n */\r\n @editableInPropertyPage(\"Use normals for direction\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true } })\r\n public useMeshNormalsForDirection = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the mesh colors should be used for particle color\r\n */\r\n @editableInPropertyPage(\"Use vertex color for color\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true } })\r\n public useMeshColorForColor = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the coordinates should be in world space (local space by default)\r\n */\r\n @editableInPropertyPage(\"World space\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true } })\r\n public worldSpace = false;\r\n\r\n /**\r\n * Gets or sets the mesh to use to get vertex data\r\n */\r\n public get mesh() {\r\n return this._mesh;\r\n }\r\n\r\n public set mesh(value: Nullable<Mesh>) {\r\n this._mesh = value;\r\n }\r\n\r\n /**\r\n * Create a new MeshShapeBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"particle\", NodeParticleBlockConnectionPointTypes.Particle);\r\n this.registerInput(\"direction1\", NodeParticleBlockConnectionPointTypes.Vector3, true, new Vector3(0, 1.0, 0));\r\n this.registerInput(\"direction2\", NodeParticleBlockConnectionPointTypes.Vector3, true, new Vector3(0, 1.0, 0));\r\n this.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 \"MeshShapeBlock\";\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if the block is using cached data\r\n */\r\n public get isUsingCachedData() {\r\n return !this.mesh && !!this._cachedVertexData;\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 direction1 input component\r\n */\r\n public get direction1(): NodeParticleConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the direction2 input component\r\n */\r\n public get direction2(): NodeParticleConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeParticleConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Remove stored data\r\n */\r\n public cleanData() {\r\n this._mesh = null;\r\n this._cachedVertexData = null;\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 if (!this._mesh && !this._cachedVertexData) {\r\n this.output._storedValue = system;\r\n return;\r\n }\r\n\r\n if (this._mesh) {\r\n this._cachedVertexData = VertexData.ExtractFromMesh(this._mesh, false, true);\r\n }\r\n\r\n if (!this._cachedVertexData) {\r\n this.output._storedValue = system;\r\n return;\r\n }\r\n\r\n this._indices = this._cachedVertexData.indices;\r\n this._positions = this._cachedVertexData.positions;\r\n this._normals = this._cachedVertexData.normals;\r\n this._colors = this._cachedVertexData.colors;\r\n\r\n if (this.useMeshColorForColor && this._colors) {\r\n system._colorCreation.process = () => {};\r\n }\r\n\r\n system._directionCreation.process = (particle: Particle) => {\r\n state.particleContext = particle;\r\n state.systemContext = system;\r\n\r\n if (this.useMeshNormalsForDirection && this._normals) {\r\n if (system.isLocal) {\r\n particle.direction.copyFrom(this._storedNormal);\r\n } else {\r\n Vector3.TransformNormalToRef(this._storedNormal, state.emitterWorldMatrix!, particle.direction);\r\n }\r\n return;\r\n }\r\n\r\n const direction1 = this.direction1.getConnectedValue(state) as Vector3;\r\n const direction2 = this.direction2.getConnectedValue(state) as Vector3;\r\n\r\n const randX = RandomRange(direction1.x, direction2.x);\r\n const randY = RandomRange(direction1.y, direction2.y);\r\n const randZ = RandomRange(direction1.z, direction2.z);\r\n\r\n if (system.isLocal) {\r\n particle.direction.copyFromFloats(randX, randY, randZ);\r\n } else {\r\n Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, 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 if (!this._indices || !this._positions) {\r\n return;\r\n }\r\n\r\n const randomFaceIndex = 3 * ((Math.random() * (this._indices.length / 3)) | 0);\r\n const bu = Math.random();\r\n const bv = Math.random() * (1.0 - bu);\r\n const bw = 1.0 - bu - bv;\r\n\r\n const faceIndexA = this._indices[randomFaceIndex];\r\n const faceIndexB = this._indices[randomFaceIndex + 1];\r\n const faceIndexC = this._indices[randomFaceIndex + 2];\r\n const vertexA = TmpVectors.Vector3[0];\r\n const vertexB = TmpVectors.Vector3[1];\r\n const vertexC = TmpVectors.Vector3[2];\r\n const randomVertex = TmpVectors.Vector3[3];\r\n\r\n Vector3.FromArrayToRef(this._positions, faceIndexA * 3, vertexA);\r\n Vector3.FromArrayToRef(this._positions, faceIndexB * 3, vertexB);\r\n Vector3.FromArrayToRef(this._positions, faceIndexC * 3, vertexC);\r\n\r\n randomVertex.x = bu * vertexA.x + bv * vertexB.x + bw * vertexC.x;\r\n randomVertex.y = bu * vertexA.y + bv * vertexB.y + bw * vertexC.y;\r\n randomVertex.z = bu * vertexA.z + bv * vertexB.z + bw * vertexC.z;\r\n\r\n if (this.worldSpace && this.mesh) {\r\n Vector3.TransformCoordinatesFromFloatsToRef(randomVertex.x, randomVertex.y, randomVertex.z, this.mesh.getWorldMatrix(), randomVertex);\r\n }\r\n\r\n if (system.isLocal) {\r\n particle.position.copyFromFloats(randomVertex.x, randomVertex.y, randomVertex.z);\r\n } else {\r\n Vector3.TransformCoordinatesFromFloatsToRef(randomVertex.x, randomVertex.y, randomVertex.z, state.emitterWorldMatrix!, particle.position);\r\n }\r\n\r\n if (this.useMeshNormalsForDirection && this._normals) {\r\n Vector3.FromArrayToRef(this._normals, faceIndexA * 3, vertexA);\r\n Vector3.FromArrayToRef(this._normals, faceIndexB * 3, vertexB);\r\n Vector3.FromArrayToRef(this._normals, faceIndexC * 3, vertexC);\r\n\r\n this._storedNormal.x = bu * vertexA.x + bv * vertexB.x + bw * vertexC.x;\r\n this._storedNormal.y = bu * vertexA.y + bv * vertexB.y + bw * vertexC.y;\r\n this._storedNormal.z = bu * vertexA.z + bv * vertexB.z + bw * vertexC.z;\r\n }\r\n\r\n if (this.useMeshColorForColor && this._colors) {\r\n Vector4.FromArrayToRef(this._colors, faceIndexA * 4, TmpVectors.Vector4[0]);\r\n Vector4.FromArrayToRef(this._colors, faceIndexB * 4, TmpVectors.Vector4[1]);\r\n Vector4.FromArrayToRef(this._colors, faceIndexC * 4, TmpVectors.Vector4[2]);\r\n\r\n particle.color.copyFromFloats(\r\n bu * TmpVectors.Vector4[0].x + bv * TmpVectors.Vector4[1].x + bw * TmpVectors.Vector4[2].x,\r\n bu * TmpVectors.Vector4[0].y + bv * TmpVectors.Vector4[1].y + bw * TmpVectors.Vector4[2].y,\r\n bu * TmpVectors.Vector4[0].z + bv * TmpVectors.Vector4[1].z + bw * TmpVectors.Vector4[2].z,\r\n bu * TmpVectors.Vector4[0].w + bv * TmpVectors.Vector4[1].w + bw * TmpVectors.Vector4[2].w\r\n );\r\n }\r\n };\r\n\r\n this.output._storedValue = system;\r\n }\r\n\r\n /**\r\n * Serializes this block in a JSON representation\r\n * @returns the serialized block object\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.serializedCachedData = this.serializedCachedData;\r\n\r\n if (this.serializedCachedData) {\r\n if (this._mesh) {\r\n serializationObject.cachedVertexData = VertexData.ExtractFromMesh(this._mesh, false, true).serialize();\r\n } else if (this._cachedVertexData) {\r\n serializationObject.cachedVertexData = this._cachedVertexData.serialize();\r\n }\r\n }\r\n\r\n serializationObject.useMeshNormalsForDirection = this.useMeshNormalsForDirection;\r\n serializationObject.useMeshColorForColor = this.useMeshColorForColor;\r\n serializationObject.worldSpace = this.worldSpace;\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 if (serializationObject.cachedVertexData) {\r\n this._cachedVertexData = VertexData.Parse(serializationObject.cachedVertexData);\r\n }\r\n\r\n this.serializedCachedData = !!serializationObject.serializedCachedData;\r\n this.useMeshNormalsForDirection = !!serializationObject.useMeshNormalsForDirection;\r\n this.useMeshColorForColor = !!serializationObject.useMeshColorForColor;\r\n this.worldSpace = !!serializationObject.worldSpace;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.MeshShapeBlock\", MeshShapeBlock);\r\n"]}
1
+ 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type { FloatArray, IndicesArray, Nullable } from \"core/types\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { NodeParticleBuildState } from \"core/Particles/Node/nodeParticleBuildState\";\r\nimport type { NodeParticleConnectionPoint } from \"core/Particles/Node/nodeParticleBlockConnectionPoint\";\r\nimport type { Particle } from \"core/Particles/particle\";\r\nimport type { IShapeBlock } from \"./IShapeBlock\";\r\n\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { VertexData } from \"core/Meshes/mesh.vertexData\";\r\nimport { PropertyTypeForEdition, editableInPropertyPage } from \"core/Decorators/nodeDecorator\";\r\nimport { NodeParticleBlock } from \"core/Particles/Node/nodeParticleBlock\";\r\nimport { NodeParticleBlockConnectionPointTypes } from \"../../Enums/nodeParticleBlockConnectionPointTypes\";\r\nimport { TmpVectors, Vector3, Vector4 } from \"core/Maths/math.vector\";\r\nimport { RandomRange } from \"core/Maths/math.scalar.functions\";\r\nimport { _CreateLocalPositionData } from \"./emitters.functions\";\r\n\r\n/**\r\n * Defines a block used to generate particle shape from mesh geometry data\r\n */\r\nexport class MeshShapeBlock extends NodeParticleBlock implements IShapeBlock {\r\n private _mesh: Nullable<Mesh>;\r\n private _cachedVertexData: Nullable<VertexData> = null;\r\n private _indices: Nullable<IndicesArray> = null;\r\n private _positions: Nullable<FloatArray> = null;\r\n private _normals: Nullable<FloatArray> = null;\r\n private _colors: Nullable<FloatArray> = null;\r\n private _storedNormal = Vector3.Zero();\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this block should serialize its cached data\r\n */\r\n @editableInPropertyPage(\"Serialize cached data\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true } })\r\n public serializedCachedData = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the mesh normals should be used for particle direction\r\n */\r\n @editableInPropertyPage(\"Use normals for direction\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true } })\r\n public useMeshNormalsForDirection = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the mesh colors should be used for particle color\r\n */\r\n @editableInPropertyPage(\"Use vertex color for color\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true } })\r\n public useMeshColorForColor = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the coordinates should be in world space (local space by default)\r\n */\r\n @editableInPropertyPage(\"World space\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true } })\r\n public worldSpace = false;\r\n\r\n /**\r\n * Gets or sets the mesh to use to get vertex data\r\n */\r\n public get mesh() {\r\n return this._mesh;\r\n }\r\n\r\n public set mesh(value: Nullable<Mesh>) {\r\n this._mesh = value;\r\n }\r\n\r\n /**\r\n * Create a new MeshShapeBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"particle\", NodeParticleBlockConnectionPointTypes.Particle);\r\n this.registerInput(\"direction1\", NodeParticleBlockConnectionPointTypes.Vector3, true, new Vector3(0, 1.0, 0));\r\n this.registerInput(\"direction2\", NodeParticleBlockConnectionPointTypes.Vector3, true, new Vector3(0, 1.0, 0));\r\n this.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 \"MeshShapeBlock\";\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if the block is using cached data\r\n */\r\n public get isUsingCachedData() {\r\n return !this.mesh && !!this._cachedVertexData;\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 direction1 input component\r\n */\r\n public get direction1(): NodeParticleConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the direction2 input component\r\n */\r\n public get direction2(): NodeParticleConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeParticleConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Remove stored data\r\n */\r\n public cleanData() {\r\n this._mesh = null;\r\n this._cachedVertexData = null;\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 if (!this._mesh && !this._cachedVertexData) {\r\n this.output._storedValue = system;\r\n return;\r\n }\r\n\r\n if (this._mesh) {\r\n this._cachedVertexData = VertexData.ExtractFromMesh(this._mesh, false, true);\r\n }\r\n\r\n if (!this._cachedVertexData) {\r\n this.output._storedValue = system;\r\n return;\r\n }\r\n\r\n this._indices = this._cachedVertexData.indices;\r\n this._positions = this._cachedVertexData.positions;\r\n this._normals = this._cachedVertexData.normals;\r\n this._colors = this._cachedVertexData.colors;\r\n\r\n if (this.useMeshColorForColor && this._colors) {\r\n system._colorCreation.process = () => {};\r\n }\r\n\r\n system._directionCreation.process = (particle: Particle) => {\r\n state.particleContext = particle;\r\n state.systemContext = system;\r\n\r\n if (this.useMeshNormalsForDirection && this._normals) {\r\n if (system.isLocal) {\r\n particle.direction.copyFrom(this._storedNormal);\r\n } else {\r\n Vector3.TransformNormalToRef(this._storedNormal, state.emitterWorldMatrix!, particle.direction);\r\n }\r\n return;\r\n }\r\n\r\n const direction1 = this.direction1.getConnectedValue(state) as Vector3;\r\n const direction2 = this.direction2.getConnectedValue(state) as Vector3;\r\n\r\n const randX = RandomRange(direction1.x, direction2.x);\r\n const randY = RandomRange(direction1.y, direction2.y);\r\n const randZ = RandomRange(direction1.z, direction2.z);\r\n\r\n if (system.isLocal) {\r\n particle.direction.copyFromFloats(randX, randY, randZ);\r\n } else {\r\n Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, 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 if (!this._indices || !this._positions) {\r\n return;\r\n }\r\n\r\n const randomFaceIndex = 3 * ((Math.random() * (this._indices.length / 3)) | 0);\r\n const bu = Math.random();\r\n const bv = Math.random() * (1.0 - bu);\r\n const bw = 1.0 - bu - bv;\r\n\r\n const faceIndexA = this._indices[randomFaceIndex];\r\n const faceIndexB = this._indices[randomFaceIndex + 1];\r\n const faceIndexC = this._indices[randomFaceIndex + 2];\r\n const vertexA = TmpVectors.Vector3[0];\r\n const vertexB = TmpVectors.Vector3[1];\r\n const vertexC = TmpVectors.Vector3[2];\r\n const randomVertex = TmpVectors.Vector3[3];\r\n\r\n Vector3.FromArrayToRef(this._positions, faceIndexA * 3, vertexA);\r\n Vector3.FromArrayToRef(this._positions, faceIndexB * 3, vertexB);\r\n Vector3.FromArrayToRef(this._positions, faceIndexC * 3, vertexC);\r\n\r\n randomVertex.x = bu * vertexA.x + bv * vertexB.x + bw * vertexC.x;\r\n randomVertex.y = bu * vertexA.y + bv * vertexB.y + bw * vertexC.y;\r\n randomVertex.z = bu * vertexA.z + bv * vertexB.z + bw * vertexC.z;\r\n\r\n if (this.worldSpace && this.mesh) {\r\n Vector3.TransformCoordinatesFromFloatsToRef(randomVertex.x, randomVertex.y, randomVertex.z, this.mesh.getWorldMatrix(), randomVertex);\r\n }\r\n\r\n if (system.isLocal) {\r\n particle.position.copyFromFloats(randomVertex.x, randomVertex.y, randomVertex.z);\r\n } else {\r\n Vector3.TransformCoordinatesFromFloatsToRef(randomVertex.x, randomVertex.y, randomVertex.z, state.emitterWorldMatrix!, particle.position);\r\n }\r\n\r\n _CreateLocalPositionData(particle);\r\n\r\n if (this.useMeshNormalsForDirection && this._normals) {\r\n Vector3.FromArrayToRef(this._normals, faceIndexA * 3, vertexA);\r\n Vector3.FromArrayToRef(this._normals, faceIndexB * 3, vertexB);\r\n Vector3.FromArrayToRef(this._normals, faceIndexC * 3, vertexC);\r\n\r\n this._storedNormal.x = bu * vertexA.x + bv * vertexB.x + bw * vertexC.x;\r\n this._storedNormal.y = bu * vertexA.y + bv * vertexB.y + bw * vertexC.y;\r\n this._storedNormal.z = bu * vertexA.z + bv * vertexB.z + bw * vertexC.z;\r\n }\r\n\r\n if (this.useMeshColorForColor && this._colors) {\r\n Vector4.FromArrayToRef(this._colors, faceIndexA * 4, TmpVectors.Vector4[0]);\r\n Vector4.FromArrayToRef(this._colors, faceIndexB * 4, TmpVectors.Vector4[1]);\r\n Vector4.FromArrayToRef(this._colors, faceIndexC * 4, TmpVectors.Vector4[2]);\r\n\r\n particle.color.copyFromFloats(\r\n bu * TmpVectors.Vector4[0].x + bv * TmpVectors.Vector4[1].x + bw * TmpVectors.Vector4[2].x,\r\n bu * TmpVectors.Vector4[0].y + bv * TmpVectors.Vector4[1].y + bw * TmpVectors.Vector4[2].y,\r\n bu * TmpVectors.Vector4[0].z + bv * TmpVectors.Vector4[1].z + bw * TmpVectors.Vector4[2].z,\r\n bu * TmpVectors.Vector4[0].w + bv * TmpVectors.Vector4[1].w + bw * TmpVectors.Vector4[2].w\r\n );\r\n }\r\n };\r\n\r\n this.output._storedValue = system;\r\n }\r\n\r\n /**\r\n * Serializes this block in a JSON representation\r\n * @returns the serialized block object\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.serializedCachedData = this.serializedCachedData;\r\n\r\n if (this.serializedCachedData) {\r\n if (this._mesh) {\r\n serializationObject.cachedVertexData = VertexData.ExtractFromMesh(this._mesh, false, true).serialize();\r\n } else if (this._cachedVertexData) {\r\n serializationObject.cachedVertexData = this._cachedVertexData.serialize();\r\n }\r\n }\r\n\r\n serializationObject.useMeshNormalsForDirection = this.useMeshNormalsForDirection;\r\n serializationObject.useMeshColorForColor = this.useMeshColorForColor;\r\n serializationObject.worldSpace = this.worldSpace;\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 if (serializationObject.cachedVertexData) {\r\n this._cachedVertexData = VertexData.Parse(serializationObject.cachedVertexData);\r\n }\r\n\r\n this.serializedCachedData = !!serializationObject.serializedCachedData;\r\n this.useMeshNormalsForDirection = !!serializationObject.useMeshNormalsForDirection;\r\n this.useMeshColorForColor = !!serializationObject.useMeshColorForColor;\r\n this.worldSpace = !!serializationObject.worldSpace;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.MeshShapeBlock\", MeshShapeBlock);\r\n"]}
@@ -1,7 +1,7 @@
1
1
  import type { NodeParticleConnectionPoint } from "../../nodeParticleBlockConnectionPoint.js";
2
2
  import type { NodeParticleBuildState } from "../../nodeParticleBuildState.js";
3
- import { NodeParticleBlock } from "../../nodeParticleBlock.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 point.
7
7
  */
@@ -3,6 +3,7 @@ import { NodeParticleBlockConnectionPointTypes } from "../../Enums/nodeParticleB
3
3
  import { Vector3 } from "../../../../Maths/math.vector.js";
4
4
  import { NodeParticleBlock } from "../../nodeParticleBlock.js";
5
5
  import { RandomRange } from "../../../../Maths/math.scalar.functions.js";
6
+ import { _CreateLocalPositionData } from "./emitters.functions.js";
6
7
  /**
7
8
  * Block used to provide a flow of particles emitted from a point.
8
9
  */
@@ -74,11 +75,12 @@ export class PointShapeBlock extends NodeParticleBlock {
74
75
  system._positionCreation.process = (particle) => {
75
76
  state.systemContext = system;
76
77
  if (system.isLocal) {
77
- particle.position.copyFrom(state.emitterPosition);
78
+ particle.position.copyFromFloats(0, 0, 0);
78
79
  }
79
80
  else {
80
81
  Vector3.TransformCoordinatesFromFloatsToRef(0, 0, 0, state.emitterWorldMatrix, particle.position);
81
82
  }
83
+ _CreateLocalPositionData(particle);
82
84
  };
83
85
  this.output._storedValue = system;
84
86
  }