@babylonjs/core 8.36.1 → 8.37.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Animations/animationGroup.js +1 -4
- package/Animations/animationGroup.js.map +1 -1
- package/AudioV2/abstractAudio/audioEngineV2.d.ts +0 -4
- package/AudioV2/abstractAudio/audioEngineV2.js +0 -4
- package/AudioV2/abstractAudio/audioEngineV2.js.map +1 -1
- package/AudioV2/abstractAudio/subNodes/volumeAudioSubNode.js +1 -1
- package/AudioV2/abstractAudio/subNodes/volumeAudioSubNode.js.map +1 -1
- package/AudioV2/audioParameter.d.ts +5 -1
- package/AudioV2/audioParameter.js +4 -0
- package/AudioV2/audioParameter.js.map +1 -1
- package/AudioV2/webAudio/components/webAudioParameterComponent.d.ts +0 -18
- package/AudioV2/webAudio/components/webAudioParameterComponent.js +7 -67
- package/AudioV2/webAudio/components/webAudioParameterComponent.js.map +1 -1
- package/Behaviors/Cameras/interpolatingBehavior.d.ts +58 -0
- package/Behaviors/Cameras/interpolatingBehavior.js +157 -0
- package/Behaviors/Cameras/interpolatingBehavior.js.map +1 -0
- package/Cameras/Inputs/arcRotateCameraPointersInput.d.ts +5 -20
- package/Cameras/Inputs/arcRotateCameraPointersInput.js +9 -69
- package/Cameras/Inputs/arcRotateCameraPointersInput.js.map +1 -1
- package/Cameras/Inputs/geospatialCameraKeyboardInput.d.ts +81 -0
- package/Cameras/Inputs/geospatialCameraKeyboardInput.js +223 -0
- package/Cameras/Inputs/geospatialCameraKeyboardInput.js.map +1 -0
- package/Cameras/Inputs/geospatialCameraMouseWheelInput.js +1 -1
- package/Cameras/Inputs/geospatialCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/geospatialCameraPointersInput.d.ts +17 -21
- package/Cameras/Inputs/geospatialCameraPointersInput.js +49 -71
- package/Cameras/Inputs/geospatialCameraPointersInput.js.map +1 -1
- package/Cameras/Inputs/orbitCameraPointersInput.d.ts +49 -0
- package/Cameras/Inputs/orbitCameraPointersInput.js +105 -0
- package/Cameras/Inputs/orbitCameraPointersInput.js.map +1 -0
- package/Cameras/Limits/geospatialLimits.d.ts +60 -0
- package/Cameras/Limits/geospatialLimits.js +89 -0
- package/Cameras/Limits/geospatialLimits.js.map +1 -0
- package/Cameras/camera.js +1 -0
- package/Cameras/camera.js.map +1 -1
- package/Cameras/cameraMovement.d.ts +150 -0
- package/Cameras/cameraMovement.js +190 -0
- package/Cameras/cameraMovement.js.map +1 -0
- package/Cameras/geospatialCamera.d.ts +78 -49
- package/Cameras/geospatialCamera.js +210 -191
- package/Cameras/geospatialCamera.js.map +1 -1
- package/Cameras/geospatialCameraInputsManager.d.ts +5 -0
- package/Cameras/geospatialCameraInputsManager.js +9 -0
- package/Cameras/geospatialCameraInputsManager.js.map +1 -1
- package/Cameras/geospatialCameraMovement.d.ts +66 -0
- package/Cameras/geospatialCameraMovement.js +199 -0
- package/Cameras/geospatialCameraMovement.js.map +1 -0
- package/Cameras/targetCamera.js +0 -4
- package/Cameras/targetCamera.js.map +1 -1
- package/Culling/ray.core.js +1 -1
- package/Culling/ray.core.js.map +1 -1
- package/Debug/debugLayer.d.ts +1 -1
- package/Debug/debugLayer.js.map +1 -1
- package/Decorators/nodeDecorator.d.ts +9 -7
- package/Decorators/nodeDecorator.js +9 -7
- package/Decorators/nodeDecorator.js.map +1 -1
- package/Engines/Native/nativeInterfaces.d.ts +14 -6
- package/Engines/Native/nativeInterfaces.js +6 -1
- package/Engines/Native/nativeInterfaces.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheSampler.js +4 -0
- package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureManager.js +2 -2
- package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/nativeEngine.js +2 -2
- package/Engines/nativeEngine.js.map +1 -1
- package/FlowGraph/Blocks/Data/Math/flowGraphVectorMathBlocks.js +1 -1
- package/FlowGraph/Blocks/Data/Math/flowGraphVectorMathBlocks.js.map +1 -1
- package/FlowGraph/flowGraphMath.d.ts +25 -0
- package/FlowGraph/flowGraphMath.js +40 -0
- package/FlowGraph/flowGraphMath.js.map +1 -0
- package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.js +1 -1
- package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.js +1 -1
- package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.d.ts +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js +2 -2
- package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.d.ts +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.js +2 -2
- package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.js +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/colorCorrectionPostProcessBlock.js +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/depthOfFieldPostProcessBlock.js +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/filterPostProcessBlock.js +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/imageProcessingPostProcessBlock.js +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/ssao2PostProcessBlock.js +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/ssao2PostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/ssrPostProcessBlock.js +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/ssrPostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.d.ts +6 -0
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +26 -0
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.js +1 -1
- package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.d.ts +6 -0
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js +48 -22
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/shadowGeneratorBlock.js +1 -1
- package/FrameGraph/Node/Blocks/Rendering/shadowGeneratorBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Textures/clearBlock.js +3 -3
- package/FrameGraph/Node/Blocks/Textures/clearBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.d.ts +3 -0
- package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js +14 -1
- package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Textures/generateMipmapsBlock.js +1 -1
- package/FrameGraph/Node/Blocks/Textures/generateMipmapsBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/index.d.ts +1 -0
- package/FrameGraph/Node/Blocks/index.js +1 -0
- package/FrameGraph/Node/Blocks/index.js.map +1 -1
- package/FrameGraph/Node/nodeRenderGraph.js +2 -1
- package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
- package/FrameGraph/Passes/{cullPass.d.ts → objectListPass.d.ts} +8 -8
- package/FrameGraph/Passes/{cullPass.js → objectListPass.js} +9 -9
- package/FrameGraph/Passes/objectListPass.js.map +1 -0
- package/FrameGraph/Passes/renderPass.d.ts +6 -2
- package/FrameGraph/Passes/renderPass.js +14 -2
- package/FrameGraph/Passes/renderPass.js.map +1 -1
- package/FrameGraph/Tasks/Misc/cullObjectsTask.js +2 -2
- package/FrameGraph/Tasks/Misc/cullObjectsTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.d.ts +4 -4
- package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js +3 -4
- package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +8 -0
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +10 -0
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +8 -0
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js +13 -0
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.d.ts +2 -3
- package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js +1 -2
- package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.d.ts +3 -1
- package/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.js +11 -1
- package/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Texture/clearTextureTask.d.ts +1 -1
- package/FrameGraph/Tasks/Texture/clearTextureTask.js +7 -5
- package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -1
- package/FrameGraph/Tasks/Texture/copyToTextureTask.d.ts +4 -0
- package/FrameGraph/Tasks/Texture/copyToTextureTask.js +7 -1
- package/FrameGraph/Tasks/Texture/copyToTextureTask.js.map +1 -1
- package/FrameGraph/frameGraph.d.ts +10 -4
- package/FrameGraph/frameGraph.js +22 -9
- package/FrameGraph/frameGraph.js.map +1 -1
- package/FrameGraph/frameGraphRenderContext.d.ts +2 -1
- package/FrameGraph/frameGraphRenderContext.js +22 -3
- package/FrameGraph/frameGraphRenderContext.js.map +1 -1
- package/FrameGraph/frameGraphTask.js +3 -3
- package/FrameGraph/frameGraphTask.js.map +1 -1
- package/FrameGraph/index.d.ts +1 -1
- package/FrameGraph/index.js +1 -1
- package/FrameGraph/index.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
- package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.js +5 -1
- package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.js.map +1 -1
- package/Materials/Node/Blocks/GaussianSplatting/splatReaderBlock.js +6 -5
- package/Materials/Node/Blocks/GaussianSplatting/splatReaderBlock.js.map +1 -1
- package/Materials/PBR/openpbrMaterial.js +2 -1
- package/Materials/PBR/openpbrMaterial.js.map +1 -1
- package/Materials/floatingOriginMatrixOverrides.js +19 -0
- package/Materials/floatingOriginMatrixOverrides.js.map +1 -1
- package/Materials/shaderMaterial.d.ts +9 -0
- package/Materials/shaderMaterial.js +39 -2
- package/Materials/shaderMaterial.js.map +1 -1
- package/Maths/math.vector.functions.d.ts +5 -24
- package/Maths/math.vector.functions.js +32 -35
- package/Maths/math.vector.functions.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +1 -0
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +51 -16
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
- package/Meshes/Node/Blocks/randomBlock.js +11 -11
- package/Meshes/Node/Blocks/randomBlock.js.map +1 -1
- package/Meshes/csg2.js +1 -1
- package/Meshes/csg2.js.map +1 -1
- package/Meshes/thinInstanceMesh.js +15 -0
- package/Meshes/thinInstanceMesh.js.map +1 -1
- package/Misc/copyTextureToTexture.d.ts +8 -1
- package/Misc/copyTextureToTexture.js +16 -2
- package/Misc/copyTextureToTexture.js.map +1 -1
- package/Misc/fileTools.js.map +1 -1
- package/Misc/tools.d.ts +3 -0
- package/Misc/tools.js +43 -4
- package/Misc/tools.js.map +1 -1
- package/Particles/EmitterTypes/coneParticleEmitter.d.ts +6 -4
- package/Particles/EmitterTypes/coneParticleEmitter.js +18 -12
- package/Particles/EmitterTypes/coneParticleEmitter.js.map +1 -1
- package/Particles/EmitterTypes/customParticleEmitter.d.ts +5 -3
- package/Particles/EmitterTypes/customParticleEmitter.js +8 -6
- package/Particles/EmitterTypes/customParticleEmitter.js.map +1 -1
- package/Particles/EmitterTypes/sphereParticleEmitter.d.ts +3 -1
- package/Particles/EmitterTypes/sphereParticleEmitter.js +7 -1
- package/Particles/EmitterTypes/sphereParticleEmitter.js.map +1 -1
- package/Particles/Node/Blocks/Emitters/boxShapeBlock.d.ts +1 -1
- package/Particles/Node/Blocks/Emitters/boxShapeBlock.js +2 -1
- package/Particles/Node/Blocks/Emitters/boxShapeBlock.js.map +1 -1
- package/Particles/Node/Blocks/Emitters/coneShapeBlock.d.ts +15 -4
- package/Particles/Node/Blocks/Emitters/coneShapeBlock.js +66 -36
- package/Particles/Node/Blocks/Emitters/coneShapeBlock.js.map +1 -1
- package/Particles/Node/Blocks/Emitters/createParticleBlock.d.ts +0 -4
- package/Particles/Node/Blocks/Emitters/createParticleBlock.js +1 -8
- package/Particles/Node/Blocks/Emitters/createParticleBlock.js.map +1 -1
- package/Particles/Node/Blocks/Emitters/customShapeBlock.d.ts +13 -9
- package/Particles/Node/Blocks/Emitters/customShapeBlock.js +36 -23
- package/Particles/Node/Blocks/Emitters/customShapeBlock.js.map +1 -1
- package/Particles/Node/Blocks/Emitters/cylinderShapeBlock.d.ts +10 -1
- package/Particles/Node/Blocks/Emitters/cylinderShapeBlock.js +50 -17
- package/Particles/Node/Blocks/Emitters/cylinderShapeBlock.js.map +1 -1
- package/Particles/Node/Blocks/Emitters/emitters.functions.d.ts +6 -0
- package/Particles/Node/Blocks/Emitters/emitters.functions.js +13 -0
- package/Particles/Node/Blocks/Emitters/emitters.functions.js.map +1 -0
- package/Particles/Node/Blocks/Emitters/meshShapeBlock.d.ts +2 -2
- package/Particles/Node/Blocks/Emitters/meshShapeBlock.js +5 -1
- package/Particles/Node/Blocks/Emitters/meshShapeBlock.js.map +1 -1
- package/Particles/Node/Blocks/Emitters/pointShapeBlock.d.ts +1 -1
- package/Particles/Node/Blocks/Emitters/pointShapeBlock.js +3 -1
- package/Particles/Node/Blocks/Emitters/pointShapeBlock.js.map +1 -1
- package/Particles/Node/Blocks/Emitters/sphereShapeBlock.d.ts +16 -1
- package/Particles/Node/Blocks/Emitters/sphereShapeBlock.js +67 -14
- package/Particles/Node/Blocks/Emitters/sphereShapeBlock.js.map +1 -1
- package/Particles/Node/Blocks/Update/basicColorUpdateBlock.d.ts +1 -1
- package/Particles/Node/Blocks/Update/basicColorUpdateBlock.js +1 -1
- package/Particles/Node/Blocks/Update/basicColorUpdateBlock.js.map +1 -1
- package/Particles/Node/Blocks/Update/basicPositionUpdateBlock.d.ts +1 -1
- package/Particles/Node/Blocks/Update/basicPositionUpdateBlock.js +3 -3
- package/Particles/Node/Blocks/Update/basicPositionUpdateBlock.js.map +1 -1
- package/Particles/Node/Blocks/Update/updateSizeBlock.d.ts +35 -0
- package/Particles/Node/Blocks/Update/updateSizeBlock.js +73 -0
- package/Particles/Node/Blocks/Update/updateSizeBlock.js.map +1 -0
- package/Particles/Node/Blocks/index.d.ts +1 -0
- package/Particles/Node/Blocks/index.js +1 -0
- package/Particles/Node/Blocks/index.js.map +1 -1
- package/Particles/Node/Blocks/particleInputBlock.js +3 -0
- package/Particles/Node/Blocks/particleInputBlock.js.map +1 -1
- package/Particles/Node/Blocks/particleRandomBlock.d.ts +5 -2
- package/Particles/Node/Blocks/particleRandomBlock.js +40 -22
- package/Particles/Node/Blocks/particleRandomBlock.js.map +1 -1
- package/Particles/Node/Blocks/systemBlock.d.ts +21 -9
- package/Particles/Node/Blocks/systemBlock.js +37 -22
- package/Particles/Node/Blocks/systemBlock.js.map +1 -1
- package/Particles/Node/Enums/nodeParticleContextualSources.d.ts +7 -1
- package/Particles/Node/Enums/nodeParticleContextualSources.js +6 -0
- package/Particles/Node/Enums/nodeParticleContextualSources.js.map +1 -1
- package/Particles/Node/nodeParticleBuildState.d.ts +5 -5
- package/Particles/Node/nodeParticleBuildState.js +14 -5
- package/Particles/Node/nodeParticleBuildState.js.map +1 -1
- package/Particles/Node/nodeParticleSystemSet.helper.d.ts +0 -2
- package/Particles/Node/nodeParticleSystemSet.helper.js +586 -148
- package/Particles/Node/nodeParticleSystemSet.helper.js.map +1 -1
- package/Particles/Node/nodeParticleSystemSet.js +1 -1
- package/Particles/Node/nodeParticleSystemSet.js.map +1 -1
- package/Particles/particle.d.ts +4 -0
- package/Particles/particle.js +2 -0
- package/Particles/particle.js.map +1 -1
- package/Particles/thinParticleSystem.d.ts +3 -7
- package/Particles/thinParticleSystem.function.d.ts +3 -3
- package/Particles/thinParticleSystem.function.js +11 -8
- package/Particles/thinParticleSystem.function.js.map +1 -1
- package/Particles/thinParticleSystem.js +5 -7
- package/Particles/thinParticleSystem.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +2 -1
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
- package/Rendering/prePassRenderer.js +4 -1
- package/Rendering/prePassRenderer.js.map +1 -1
- package/Shaders/ShadersInclude/gaussianSplatting.js +5 -1
- package/Shaders/ShadersInclude/gaussianSplatting.js.map +1 -1
- package/Shaders/ShadersInclude/gaussianSplattingUboDeclaration.js +2 -1
- package/Shaders/ShadersInclude/gaussianSplattingUboDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/gaussianSplattingVertexDeclaration.js +1 -1
- package/Shaders/ShadersInclude/gaussianSplattingVertexDeclaration.js.map +1 -1
- package/Shaders/copyTextureToTexture.fragment.js +2 -2
- package/Shaders/copyTextureToTexture.fragment.js.map +1 -1
- package/Shaders/gaussianSplatting.vertex.js +3 -3
- package/Shaders/gaussianSplatting.vertex.js.map +1 -1
- package/Shaders/gaussianSplattingDepth.vertex.js +2 -2
- package/Shaders/gaussianSplattingDepth.vertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/gaussianSplatting.js +35 -1
- package/ShadersWGSL/ShadersInclude/gaussianSplatting.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/gaussianSplattingUboDeclaration.js +2 -1
- package/ShadersWGSL/ShadersInclude/gaussianSplattingUboDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/gaussianSplattingVertexDeclaration.js +1 -2
- package/ShadersWGSL/ShadersInclude/gaussianSplattingVertexDeclaration.js.map +1 -1
- package/ShadersWGSL/copyTextureToTexture.fragment.js +3 -3
- package/ShadersWGSL/copyTextureToTexture.fragment.js.map +1 -1
- package/ShadersWGSL/gaussianSplatting.vertex.js +3 -3
- package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
- package/ShadersWGSL/gaussianSplattingDepth.vertex.js +2 -2
- package/ShadersWGSL/gaussianSplattingDepth.vertex.js.map +1 -1
- package/XR/webXRSessionManager.js +4 -0
- package/XR/webXRSessionManager.js.map +1 -1
- package/package.json +1 -1
- package/scene.d.ts +1 -3
- package/scene.js +8 -7
- package/scene.js.map +1 -1
- package/FrameGraph/Passes/cullPass.js.map +0 -1
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type { Nullable } from \"core/types\";\r\nimport type { Color4 } from \"core/Maths/math.color\";\r\nimport type { Vector3 } from \"core/Maths/math.vector\";\r\nimport type { Texture } from \"core/Materials/Textures/texture\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { ColorGradient } from \"core/Misc\";\r\nimport type { ParticleSystem } from \"core/Particles/particleSystem\";\r\nimport type { IParticleSystem } from \"core/Particles/IParticleSystem\";\r\nimport type { BoxParticleEmitter } from \"core/Particles/EmitterTypes/boxParticleEmitter\";\r\nimport type { ConeParticleEmitter } from \"core/Particles/EmitterTypes/coneParticleEmitter\";\r\nimport type { CylinderParticleEmitter } from \"core/Particles/EmitterTypes/cylinderParticleEmitter\";\r\nimport type { MeshParticleEmitter } from \"core/Particles/EmitterTypes/meshParticleEmitter\";\r\nimport type { PointParticleEmitter } from \"core/Particles/EmitterTypes/pointParticleEmitter\";\r\nimport type { SphereParticleEmitter } from \"core/Particles/EmitterTypes/sphereParticleEmitter\";\r\nimport type { NodeParticleConnectionPoint } from \"core/Particles/Node/nodeParticleBlockConnectionPoint\";\r\nimport type { IShapeBlock } from \"core/Particles/Node/Blocks/Emitters/IShapeBlock\";\r\n\r\nimport { Vector2 } from \"core/Maths/math.vector\";\r\nimport { NodeParticleBlockConnectionPointTypes } from \"core/Particles/Node/Enums/nodeParticleBlockConnectionPointTypes\";\r\nimport { NodeParticleSystemSet } from \"./nodeParticleSystemSet\";\r\nimport { NodeParticleContextualSources } from \"./Enums/nodeParticleContextualSources\";\r\nimport { NodeParticleSystemSources } from \"./Enums/nodeParticleSystemSources\";\r\nimport { ParticleConverterBlock } from \"./Blocks/particleConverterBlock\";\r\nimport { ParticleGradientBlock } from \"./Blocks/particleGradientBlock\";\r\nimport { ParticleGradientValueBlock } from \"./Blocks/particleGradientValueBlock\";\r\nimport { ParticleInputBlock } from \"./Blocks/particleInputBlock\";\r\nimport { ParticleMathBlock, ParticleMathBlockOperations } from \"./Blocks/particleMathBlock\";\r\nimport { ParticleRandomBlock, ParticleRandomBlockLocks } from \"./Blocks/particleRandomBlock\";\r\nimport { ParticleTextureSourceBlock } from \"./Blocks/particleSourceTextureBlock\";\r\nimport { SystemBlock } from \"./Blocks/systemBlock\";\r\nimport { CreateParticleBlock } from \"./Blocks/Emitters/createParticleBlock\";\r\nimport { BoxShapeBlock } from \"./Blocks/Emitters/boxShapeBlock\";\r\nimport { ConeShapeBlock } from \"./Blocks/Emitters/coneShapeBlock\";\r\nimport { CylinderShapeBlock } from \"./Blocks/Emitters/cylinderShapeBlock\";\r\nimport { MeshShapeBlock } from \"./Blocks/Emitters/meshShapeBlock\";\r\nimport { PointShapeBlock } from \"./Blocks/Emitters/pointShapeBlock\";\r\nimport { SphereShapeBlock } from \"./Blocks/Emitters/sphereShapeBlock\";\r\nimport { UpdateColorBlock } from \"./Blocks/Update/updateColorBlock\";\r\nimport { UpdateDirectionBlock } from \"./Blocks/Update/updateDirectionBlock\";\r\nimport { UpdatePositionBlock } from \"./Blocks/Update/updatePositionBlock\";\r\n\r\n/**\r\n * Converts a ParticleSystem to a NodeParticleSystemSet.\r\n * @param name The name of the node particle system set.\r\n * @param particleSystemsList The particle systems to convert.\r\n * @returns The converted node particle system set or null if conversion failed.\r\n * #0K3AQ2#3672\r\n * #7J0NXA#4\r\n */\r\nexport async function ConvertToNodeParticleSystemSetAsync(name: string, particleSystemsList: ParticleSystem[]): Promise<Nullable<NodeParticleSystemSet>> {\r\n if (!particleSystemsList || !particleSystemsList.length) {\r\n return null;\r\n }\r\n\r\n const nodeParticleSystemSet = new NodeParticleSystemSet(name);\r\n const promises: Promise<void>[] = [];\r\n\r\n for (const particleSystem of particleSystemsList) {\r\n promises.push(_ExtractDatafromParticleSystemAsync(nodeParticleSystemSet, particleSystem));\r\n }\r\n\r\n await Promise.all(promises);\r\n return nodeParticleSystemSet;\r\n}\r\n\r\nasync function _ExtractDatafromParticleSystemAsync(newSet: NodeParticleSystemSet, oldSystem: ParticleSystem): Promise<void> {\r\n // CreateParticle block\r\n const createParticleBlock = _CreateCreateParticleBlock(oldSystem);\r\n\r\n // Emitter Shape block\r\n const shapeBlock = _CreateEmitterShapeBlock(oldSystem);\r\n createParticleBlock.particle.connectTo(shapeBlock.particle);\r\n\r\n // Update the particle position\r\n const positionUpdatedParticle = _CreateUpdateSystem(shapeBlock.output, oldSystem);\r\n\r\n // Color update\r\n const colorUpdateBlock = _CreateColorUpdateBlock(oldSystem, createParticleBlock);\r\n positionUpdatedParticle.connectTo(colorUpdateBlock.particle);\r\n\r\n // System block\r\n const newSystem = _CreateSystemBlock(oldSystem);\r\n colorUpdateBlock.output.connectTo(newSystem.particle);\r\n\r\n // Register\r\n newSet.systemBlocks.push(newSystem);\r\n}\r\n\r\nfunction _CreateSystemBlock(oldSystem: IParticleSystem): SystemBlock {\r\n const newSystem = new SystemBlock(oldSystem.name);\r\n\r\n // Translation pivot\r\n _CreateAndConnectInput(\"Translation pivot\", oldSystem.translationPivot, newSystem.translationPivot);\r\n\r\n newSystem.emitRate = oldSystem.emitRate;\r\n newSystem.manualEmitCount = oldSystem.manualEmitCount;\r\n\r\n newSystem.blendMode = oldSystem.blendMode;\r\n newSystem.capacity = oldSystem.getCapacity();\r\n newSystem.targetStopDuration = oldSystem.targetStopDuration;\r\n newSystem.startDelay = oldSystem.startDelay;\r\n newSystem.targetStopDuration = oldSystem.targetStopDuration;\r\n newSystem.updateSpeed = oldSystem.updateSpeed;\r\n newSystem.preWarmCycles = oldSystem.preWarmCycles;\r\n newSystem.preWarmStepOffset = oldSystem.preWarmStepOffset;\r\n newSystem.isBillboardBased = oldSystem.isBillboardBased;\r\n newSystem.isLocal = oldSystem.isLocal;\r\n newSystem.disposeOnStop = oldSystem.disposeOnStop;\r\n\r\n // Texture\r\n const textureBlock = new ParticleTextureSourceBlock(\"Texture\");\r\n const url = (oldSystem.particleTexture as Texture).url || \"\";\r\n if (url) {\r\n textureBlock.url = url;\r\n } else {\r\n textureBlock.sourceTexture = oldSystem.particleTexture;\r\n }\r\n textureBlock.texture.connectTo(newSystem.texture);\r\n\r\n return newSystem;\r\n}\r\n\r\nfunction _CreateCreateParticleBlock(oldSystem: ParticleSystem): CreateParticleBlock {\r\n // Create particle\r\n const createParticleBlock = new CreateParticleBlock(\"Create Particle\");\r\n\r\n // Size\r\n const randomSizeBlock = new ParticleRandomBlock(\"Random size\");\r\n _CreateAndConnectInput(\"Min size\", oldSystem.minSize, randomSizeBlock.min);\r\n _CreateAndConnectInput(\"Max size\", oldSystem.maxSize, randomSizeBlock.max);\r\n randomSizeBlock.output.connectTo(createParticleBlock.size);\r\n\r\n // Scale\r\n const randomScaleBlock = new ParticleRandomBlock(\"Random Scale\");\r\n _CreateAndConnectInput(\"Min Scale\", new Vector2(oldSystem.minScaleX, oldSystem.minScaleY), randomScaleBlock.min);\r\n _CreateAndConnectInput(\"Max Scale\", new Vector2(oldSystem.maxScaleX, oldSystem.maxScaleY), randomScaleBlock.max);\r\n randomScaleBlock.output.connectTo(createParticleBlock.scale);\r\n\r\n // Color is handled when we do the color update block to manage gradients\r\n\r\n // Dead color\r\n _CreateAndConnectInput(\"Dead Color\", oldSystem.colorDead, createParticleBlock.colorDead);\r\n\r\n // Emit power (Speed)\r\n const randomEmitPowerBlock = new ParticleRandomBlock(\"Random Emit Power\");\r\n _CreateAndConnectInput(\"Min Emit Power\", oldSystem.minEmitPower, randomEmitPowerBlock.min);\r\n _CreateAndConnectInput(\"Max Emit Power\", oldSystem.maxEmitPower, randomEmitPowerBlock.max);\r\n randomEmitPowerBlock.output.connectTo(createParticleBlock.emitPower);\r\n\r\n // Angular speed\r\n const randomAngularSpeedBlock = new ParticleRandomBlock(\"Random Angular Speed\");\r\n _CreateAndConnectInput(\"Min Angular Speed\", oldSystem.minAngularSpeed, randomAngularSpeedBlock.min);\r\n _CreateAndConnectInput(\"Max Angular Speed\", oldSystem.maxAngularSpeed, randomAngularSpeedBlock.max);\r\n randomAngularSpeedBlock.output.connectTo(createParticleBlock.angularSpeed);\r\n\r\n // Angle (rotation)\r\n const randomRotationBlock = new ParticleRandomBlock(\"Random Rotation\");\r\n _CreateAndConnectInput(\"Min Rotation\", oldSystem.minInitialRotation, randomRotationBlock.min);\r\n _CreateAndConnectInput(\"Max Rotation\", oldSystem.maxInitialRotation, randomRotationBlock.max);\r\n randomRotationBlock.output.connectTo(createParticleBlock.angle);\r\n\r\n // Lifetime\r\n const randomLifetimeBlock = new ParticleRandomBlock(\"Random Lifetime\");\r\n _CreateAndConnectInput(\"Min Lifetime\", oldSystem.minLifeTime, randomLifetimeBlock.min);\r\n _CreateAndConnectInput(\"Max Lifetime\", oldSystem.maxLifeTime, randomLifetimeBlock.max);\r\n randomLifetimeBlock.output.connectTo(createParticleBlock.lifeTime);\r\n\r\n return createParticleBlock;\r\n}\r\n\r\nfunction _CreateEmitterShapeBlock(oldSystem: IParticleSystem): IShapeBlock {\r\n const emitter = oldSystem.particleEmitterType;\r\n if (!emitter) {\r\n throw new Error(\"Particle system has no emitter type.\");\r\n }\r\n\r\n let shapeBlock: Nullable<IShapeBlock> = null;\r\n switch (emitter.getClassName()) {\r\n case \"BoxParticleEmitter\": {\r\n const source = emitter as BoxParticleEmitter;\r\n shapeBlock = new BoxShapeBlock(\"Box Shape\");\r\n\r\n const target = shapeBlock as BoxShapeBlock;\r\n _CreateAndConnectInput(\"Direction 1\", source.direction1, target.direction1);\r\n _CreateAndConnectInput(\"Direction 2\", source.direction2, target.direction2);\r\n _CreateAndConnectInput(\"Min Emit Box\", source.minEmitBox, target.minEmitBox);\r\n _CreateAndConnectInput(\"Max Emit Box\", source.maxEmitBox, target.maxEmitBox);\r\n break;\r\n }\r\n case \"ConeParticleEmitter\": {\r\n const source = emitter as ConeParticleEmitter;\r\n shapeBlock = new ConeShapeBlock(\"Cone Shape\");\r\n\r\n const target = shapeBlock as ConeShapeBlock;\r\n _CreateAndConnectInput(\"Radius\", source.radius, target.radius);\r\n _CreateAndConnectInput(\"Angle\", source.angle, target.angle);\r\n _CreateAndConnectInput(\"Radius Range\", source.radiusRange, target.radiusRange);\r\n _CreateAndConnectInput(\"Height Range\", source.heightRange, target.heightRange);\r\n _CreateAndConnectInput(\"Emit From Spawn Point Only\", source.emitFromSpawnPointOnly ? 1 : 0, target.emitFromSpawnPointOnly, NodeParticleBlockConnectionPointTypes.Int);\r\n _CreateAndConnectInput(\"Direction Randomizer\", source.directionRandomizer, target.directionRandomizer);\r\n break;\r\n }\r\n case \"CustomParticleEmitter\": {\r\n // Custom emitter is not supported in nodes yet\r\n throw new Error(\"CustomParticleEmitter is not supported in Node Particle System.\");\r\n }\r\n case \"CylinderParticleEmitter\": {\r\n const source = emitter as CylinderParticleEmitter;\r\n shapeBlock = new CylinderShapeBlock(\"Cylinder Shape\");\r\n\r\n const target = shapeBlock as CylinderShapeBlock;\r\n _CreateAndConnectInput(\"Height\", source.height, target.height);\r\n _CreateAndConnectInput(\"Radius\", source.radius, target.radius);\r\n _CreateAndConnectInput(\"Radius Range\", source.radiusRange, target.radiusRange);\r\n _CreateAndConnectInput(\"Direction Randomizer\", source.directionRandomizer, target.directionRandomizer);\r\n break;\r\n }\r\n case \"HemisphericParticleEmitter\": {\r\n // Hemispheric emitter is not supported in nodes yet\r\n throw new Error(\"HemisphericParticleEmitter is not supported in Node Particle System.\");\r\n }\r\n case \"MeshParticleEmitter\": {\r\n const source = emitter as MeshParticleEmitter;\r\n shapeBlock = new MeshShapeBlock(\"Mesh Shape\");\r\n\r\n const target = shapeBlock as MeshShapeBlock;\r\n _CreateAndConnectInput(\"Direction 1\", source.direction1, target.direction1);\r\n _CreateAndConnectInput(\"Direction 2\", source.direction2, target.direction2);\r\n\r\n target.mesh = source.mesh as Mesh;\r\n break;\r\n }\r\n case \"PointParticleEmitter\": {\r\n const source = emitter as PointParticleEmitter;\r\n shapeBlock = new PointShapeBlock(\"Point Shape\");\r\n\r\n const target = shapeBlock as PointShapeBlock;\r\n _CreateAndConnectInput(\"Direction 1\", source.direction1, target.direction1);\r\n _CreateAndConnectInput(\"Direction 2\", source.direction2, target.direction2);\r\n break;\r\n }\r\n case \"SphereParticleEmitter\": {\r\n const source = emitter as SphereParticleEmitter;\r\n shapeBlock = new SphereShapeBlock(\"Sphere Shape\");\r\n\r\n const target = shapeBlock as SphereShapeBlock;\r\n _CreateAndConnectInput(\"Radius\", source.radius, target.radius);\r\n _CreateAndConnectInput(\"Radius Range\", source.radiusRange, target.radiusRange);\r\n _CreateAndConnectInput(\"Direction Randomizer\", source.directionRandomizer, target.directionRandomizer);\r\n break;\r\n }\r\n }\r\n\r\n if (!shapeBlock) {\r\n throw new Error(`Unsupported particle emitter type: ${emitter.getClassName()}`);\r\n }\r\n\r\n return shapeBlock;\r\n}\r\n\r\nfunction _CreateUpdateSystem(inputParticle: NodeParticleConnectionPoint, oldSystem: IParticleSystem): NodeParticleConnectionPoint {\r\n let outputUpdate: NodeParticleConnectionPoint = inputParticle;\r\n\r\n outputUpdate = _CreatePositionUpdate(inputParticle);\r\n\r\n if (oldSystem.gravity.equalsToFloats(0, 0, 0) === false) {\r\n outputUpdate = _CreateGravityUpdate(outputUpdate, oldSystem.gravity);\r\n }\r\n\r\n return outputUpdate;\r\n}\r\n\r\nfunction _CreatePositionUpdate(inputParticle: NodeParticleConnectionPoint): NodeParticleConnectionPoint {\r\n // Calculate the new position\r\n const addPositionBlock = new ParticleMathBlock(\"Add Position\");\r\n addPositionBlock.operation = ParticleMathBlockOperations.Add;\r\n _CreateAndConnectContextualSource(\"Position\", NodeParticleContextualSources.Position, addPositionBlock.left);\r\n _CreateAndConnectContextualSource(\"Scaled Direction\", NodeParticleContextualSources.ScaledDirection, addPositionBlock.right);\r\n\r\n // Update the particle position\r\n const updatePosition = new UpdatePositionBlock(\"Position Update\");\r\n inputParticle.connectTo(updatePosition.particle);\r\n addPositionBlock.output.connectTo(updatePosition.position);\r\n\r\n return updatePosition.output;\r\n}\r\n\r\nfunction _CreateGravityUpdate(inputParticle: NodeParticleConnectionPoint, gravity: Vector3): NodeParticleConnectionPoint {\r\n // Create the gravity step\r\n const multiplyOutput = _CreateDeltaModifiedInput(\"Gravity\", gravity);\r\n\r\n // Add it to the direction\r\n const addDirectionBlock = new ParticleMathBlock(\"Add Gravity to Direction\");\r\n addDirectionBlock.operation = ParticleMathBlockOperations.Add;\r\n _CreateAndConnectContextualSource(\"Direction\", NodeParticleContextualSources.Direction, addDirectionBlock.left);\r\n multiplyOutput.connectTo(addDirectionBlock.right);\r\n\r\n // Update the particle direction\r\n const updateDirection = new UpdateDirectionBlock(\"Direction Update with Gravity\");\r\n inputParticle.connectTo(updateDirection.particle);\r\n addDirectionBlock.output.connectTo(updateDirection.direction);\r\n\r\n return updateDirection.output;\r\n}\r\n\r\nfunction _CreateColorUpdateBlock(oldSystem: IParticleSystem, createParticleBlock: CreateParticleBlock): UpdateColorBlock {\r\n if (!oldSystem) {\r\n throw new Error(\"Invalid particle system\");\r\n }\r\n\r\n // Calculate the color\r\n const colorGradients = oldSystem.getColorGradients();\r\n let colorBlock: Nullable<ParticleGradientBlock | ParticleMathBlock> = null;\r\n if (colorGradients && colorGradients.length > 0) {\r\n colorBlock = _CreateGradientColorUpdate(oldSystem, colorGradients, createParticleBlock);\r\n } else {\r\n colorBlock = _CreateBasicColorUpdate();\r\n }\r\n\r\n // Clamp alpha >= 0\r\n const clampedColor = _ClampUpdateColorAlpha(colorBlock);\r\n\r\n // Create the color update block\r\n const colorUpdateBlock = new UpdateColorBlock(\"Color update\");\r\n clampedColor.colorOut.connectTo(colorUpdateBlock.color);\r\n\r\n return colorUpdateBlock;\r\n}\r\n\r\nfunction _CreateGradientColorUpdate(oldSystem: IParticleSystem, gradient: Array<ColorGradient>, createParticleBlock: CreateParticleBlock): ParticleGradientBlock {\r\n const colorGradientBlock = new ParticleGradientBlock(\"Color Gradient\");\r\n _CreateAndConnectContextualSource(\"gradient\", NodeParticleContextualSources.Age, colorGradientBlock.gradient);\r\n\r\n let tempColor: Nullable<ParticleInputBlock | ParticleRandomBlock> = null;\r\n let colorStart: Nullable<ParticleInputBlock | ParticleRandomBlock> = null;\r\n let colorEnd: Nullable<ParticleInputBlock | ParticleRandomBlock> = null;\r\n for (let i = 0; i < gradient.length; i++) {\r\n const gradientStep = gradient[i];\r\n const gradientValueBlock = new ParticleGradientValueBlock(\"Color Gradient Value \" + i);\r\n gradientValueBlock.reference = gradientStep.gradient;\r\n\r\n if (gradientStep.color2) {\r\n // Create a random between color1 and color2\r\n const randomColorBlock = new ParticleRandomBlock(\"Random Color for Gradient \" + i);\r\n randomColorBlock.lockMode = ParticleRandomBlockLocks.PerSystem;\r\n _CreateAndConnectInput(\"Color 1\", gradientStep.color1, randomColorBlock.min);\r\n _CreateAndConnectInput(\"Color 2\", gradientStep.color2, randomColorBlock.max);\r\n randomColorBlock.output.connectTo(gradientValueBlock.value);\r\n tempColor = randomColorBlock;\r\n } else {\r\n // Single color\r\n const input = new ParticleInputBlock(\"Color \" + i);\r\n input.value = gradientStep.color1;\r\n input.output.connectTo(gradientValueBlock.value);\r\n tempColor = input;\r\n }\r\n\r\n if (gradientStep.gradient === 0) {\r\n colorStart = tempColor;\r\n } else if (gradientStep.gradient === 1) {\r\n colorEnd = tempColor;\r\n }\r\n\r\n gradientValueBlock.output.connectTo(colorGradientBlock.inputs[i + 1]);\r\n }\r\n\r\n _UpdateCreateParticleColor(oldSystem, colorStart, colorEnd, createParticleBlock);\r\n\r\n return colorGradientBlock;\r\n}\r\n\r\nfunction _CreateBasicColorUpdate(): ParticleMathBlock {\r\n const addColorBlock = new ParticleMathBlock(\"Add Color\");\r\n addColorBlock.operation = ParticleMathBlockOperations.Add;\r\n _CreateAndConnectContextualSource(\"Color\", NodeParticleContextualSources.Color, addColorBlock.left);\r\n _CreateAndConnectContextualSource(\"Scaled Color Step\", NodeParticleContextualSources.ScaledColorStep, addColorBlock.right);\r\n\r\n return addColorBlock;\r\n}\r\n\r\nfunction _UpdateCreateParticleColor(\r\n oldSystem: IParticleSystem,\r\n colorStart: Nullable<ParticleInputBlock | ParticleRandomBlock>,\r\n colorEnd: Nullable<ParticleInputBlock | ParticleRandomBlock>,\r\n createParticleBlock: CreateParticleBlock\r\n): void {\r\n if (colorStart === null) {\r\n colorStart = new ParticleInputBlock(\"Color Start\");\r\n colorStart.value = oldSystem.color1;\r\n }\r\n\r\n if (colorEnd === null) {\r\n colorEnd = new ParticleInputBlock(\"Color End\");\r\n colorEnd.value = oldSystem.color2;\r\n }\r\n\r\n const randomColorBlock = new ParticleRandomBlock(\"Random color\");\r\n randomColorBlock.lockMode = ParticleRandomBlockLocks.PerSystem;\r\n colorStart.output.connectTo(randomColorBlock.min);\r\n colorEnd.output.connectTo(randomColorBlock.max);\r\n randomColorBlock.output.connectTo(createParticleBlock.color);\r\n}\r\n\r\nfunction _ClampUpdateColorAlpha(colorBlock: ParticleMathBlock | ParticleGradientBlock): ParticleConverterBlock {\r\n // Decompose color to clamp alpha\r\n const decomposeColorBlock = new ParticleConverterBlock(\"Decompose Color\");\r\n colorBlock.outputs[0].connectTo(decomposeColorBlock.colorIn);\r\n\r\n // Clamp alpha to be >= 0\r\n const maxAlphaBlock = new ParticleMathBlock(\"Alpha >= 0\");\r\n maxAlphaBlock.operation = ParticleMathBlockOperations.Max;\r\n decomposeColorBlock.wOut.connectTo(maxAlphaBlock.left);\r\n _CreateAndConnectInput(\"Zero\", 0, maxAlphaBlock.right);\r\n\r\n // Recompose color\r\n const composeColorBlock = new ParticleConverterBlock(\"Compose Color\");\r\n decomposeColorBlock.xyzOut.connectTo(composeColorBlock.xyzIn);\r\n maxAlphaBlock.output.connectTo(composeColorBlock.wIn);\r\n\r\n return composeColorBlock;\r\n}\r\n\r\nfunction _CreateDeltaModifiedInput(name: string, value: Vector3): NodeParticleConnectionPoint {\r\n const multiplyBlock = new ParticleMathBlock(\"Multiply by Delta\");\r\n multiplyBlock.operation = ParticleMathBlockOperations.Multiply;\r\n _CreateAndConnectInput(name, value, multiplyBlock.left);\r\n _CreateAndConnectSystemSource(\"Delta\", NodeParticleSystemSources.Delta, multiplyBlock.right);\r\n\r\n return multiplyBlock.output;\r\n}\r\n\r\nfunction _CreateAndConnectInput(\r\n inputBlockName: string,\r\n value: number | Vector2 | Vector3 | Color4,\r\n targetToConnectTo: NodeParticleConnectionPoint,\r\n inputType?: NodeParticleBlockConnectionPointTypes\r\n): void {\r\n const input = new ParticleInputBlock(inputBlockName, inputType);\r\n input.value = value;\r\n input.output.connectTo(targetToConnectTo);\r\n}\r\n\r\nfunction _CreateAndConnectContextualSource(contextualBlockName: string, contextSource: NodeParticleContextualSources, targetToConnectTo: NodeParticleConnectionPoint): void {\r\n const input = new ParticleInputBlock(contextualBlockName);\r\n input.contextualValue = contextSource;\r\n input.output.connectTo(targetToConnectTo);\r\n}\r\n\r\nfunction _CreateAndConnectSystemSource(systemBlockName: string, systemSource: NodeParticleSystemSources, targetToConnectTo: NodeParticleConnectionPoint): void {\r\n const input = new ParticleInputBlock(systemBlockName);\r\n input.systemSource = systemSource;\r\n input.output.connectTo(targetToConnectTo);\r\n}\r\n"]}
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type { Nullable } from \"core/types\";\r\nimport type { Color4 } from \"core/Maths/math.color\";\r\nimport type { Texture } from \"core/Materials/Textures/texture\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { ColorGradient, FactorGradient } from \"core/Misc\";\r\nimport type { ParticleSystem } from \"core/Particles/particleSystem\";\r\nimport type { IParticleSystem } from \"core/Particles/IParticleSystem\";\r\nimport type { BoxParticleEmitter } from \"core/Particles/EmitterTypes/boxParticleEmitter\";\r\nimport type { ConeDirectedParticleEmitter, ConeParticleEmitter } from \"core/Particles/EmitterTypes/coneParticleEmitter\";\r\nimport type { CustomParticleEmitter } from \"core/Particles/EmitterTypes/customParticleEmitter\";\r\nimport type { CylinderDirectedParticleEmitter, CylinderParticleEmitter } from \"core/Particles/EmitterTypes/cylinderParticleEmitter\";\r\nimport type { HemisphericParticleEmitter } from \"core/Particles/EmitterTypes/hemisphericParticleEmitter\";\r\nimport type { MeshParticleEmitter } from \"core/Particles/EmitterTypes/meshParticleEmitter\";\r\nimport type { PointParticleEmitter } from \"core/Particles/EmitterTypes/pointParticleEmitter\";\r\nimport type { SphereDirectedParticleEmitter, SphereParticleEmitter } from \"core/Particles/EmitterTypes/sphereParticleEmitter\";\r\nimport type { NodeParticleConnectionPoint } from \"core/Particles/Node/nodeParticleBlockConnectionPoint\";\r\nimport type { IShapeBlock } from \"core/Particles/Node/Blocks/Emitters/IShapeBlock\";\r\nimport type { NodeParticleBlockConnectionPointTypes } from \"core/Particles/Node/Enums/nodeParticleBlockConnectionPointTypes\";\r\n\r\nimport { Vector2, Vector3 } from \"core/Maths/math.vector\";\r\nimport { NodeParticleSystemSet } from \"./nodeParticleSystemSet\";\r\nimport { NodeParticleContextualSources } from \"./Enums/nodeParticleContextualSources\";\r\nimport { NodeParticleSystemSources } from \"./Enums/nodeParticleSystemSources\";\r\nimport { ParticleConverterBlock } from \"./Blocks/particleConverterBlock\";\r\nimport { ParticleGradientBlock } from \"./Blocks/particleGradientBlock\";\r\nimport { ParticleGradientValueBlock } from \"./Blocks/particleGradientValueBlock\";\r\nimport { ParticleInputBlock } from \"./Blocks/particleInputBlock\";\r\nimport { ParticleMathBlock, ParticleMathBlockOperations } from \"./Blocks/particleMathBlock\";\r\nimport { ParticleRandomBlock, ParticleRandomBlockLocks } from \"./Blocks/particleRandomBlock\";\r\nimport { ParticleTextureSourceBlock } from \"./Blocks/particleSourceTextureBlock\";\r\nimport { SystemBlock } from \"./Blocks/systemBlock\";\r\nimport { ParticleVectorLengthBlock } from \"./Blocks/particleVectorLengthBlock\";\r\nimport { ParticleConditionBlock, ParticleConditionBlockTests } from \"./Blocks/Conditions/particleConditionBlock\";\r\nimport { CreateParticleBlock } from \"./Blocks/Emitters/createParticleBlock\";\r\nimport { BoxShapeBlock } from \"./Blocks/Emitters/boxShapeBlock\";\r\nimport { ConeShapeBlock } from \"./Blocks/Emitters/coneShapeBlock\";\r\nimport { CylinderShapeBlock } from \"./Blocks/Emitters/cylinderShapeBlock\";\r\nimport { CustomShapeBlock } from \"./Blocks/Emitters/customShapeBlock\";\r\nimport { MeshShapeBlock } from \"./Blocks/Emitters/meshShapeBlock\";\r\nimport { PointShapeBlock } from \"./Blocks/Emitters/pointShapeBlock\";\r\nimport { SphereShapeBlock } from \"./Blocks/Emitters/sphereShapeBlock\";\r\nimport { UpdateAngleBlock } from \"./Blocks/Update/updateAngleBlock\";\r\nimport { UpdateColorBlock } from \"./Blocks/Update/updateColorBlock\";\r\nimport { UpdateDirectionBlock } from \"./Blocks/Update/updateDirectionBlock\";\r\nimport { UpdatePositionBlock } from \"./Blocks/Update/updatePositionBlock\";\r\nimport { UpdateSizeBlock } from \"./Blocks/Update/updateSizeBlock\";\r\n\r\n/** Represents blocks or groups of blocks that can be used in multiple places in the graph, so they are stored in this context to be reused */\r\ntype ConversionContext = {\r\n targetStopDurationBlockOutput: NodeParticleConnectionPoint;\r\n // Connections that represent calculated ratios values\r\n timeToStopTimeRatioBlockGroupOutput: NodeParticleConnectionPoint;\r\n ageToLifeTimeRatioBlockGroupOutput: NodeParticleConnectionPoint;\r\n // Connections for the start value of a gradient. These are stored so they can be reused for the Creation phase and the Update phase of the particle\r\n sizeGradientValue0Output: NodeParticleConnectionPoint;\r\n colorGradientValue0Output: NodeParticleConnectionPoint;\r\n // Updated scaled direction direction based on velocity and drag\r\n scaledDirection: NodeParticleConnectionPoint;\r\n};\r\n\r\ntype RuntimeConversionContext = Partial<ConversionContext>;\r\n\r\n/**\r\n * Converts a ParticleSystem to a NodeParticleSystemSet.\r\n * @param name The name of the node particle system set.\r\n * @param particleSystemsList The particle systems to convert.\r\n * @returns The converted node particle system set or null if conversion failed.\r\n */\r\nexport async function ConvertToNodeParticleSystemSetAsync(name: string, particleSystemsList: ParticleSystem[]): Promise<Nullable<NodeParticleSystemSet>> {\r\n if (!particleSystemsList || !particleSystemsList.length) {\r\n return null;\r\n }\r\n\r\n const nodeParticleSystemSet = new NodeParticleSystemSet(name);\r\n const promises: Promise<void>[] = [];\r\n\r\n for (const particleSystem of particleSystemsList) {\r\n promises.push(_ExtractDatafromParticleSystemAsync(nodeParticleSystemSet, particleSystem, {}));\r\n }\r\n\r\n await Promise.all(promises);\r\n return nodeParticleSystemSet;\r\n}\r\n\r\nasync function _ExtractDatafromParticleSystemAsync(newSet: NodeParticleSystemSet, oldSystem: ParticleSystem, context: RuntimeConversionContext): Promise<void> {\r\n // CreateParticle block group\r\n const createParticleOutput = _CreateParticleBlockGroup(oldSystem, context);\r\n\r\n // Emitter Shape block\r\n const shapeOutput = _EmitterShapeBlock(oldSystem);\r\n createParticleOutput.particle.connectTo(shapeOutput.particle);\r\n\r\n // UpdateParticle block group\r\n const updateParticleOutput = _UpdateParticleBlockGroup(shapeOutput.output, oldSystem, context);\r\n\r\n // System block\r\n const newSystem = _SystemBlockGroup(oldSystem, context);\r\n updateParticleOutput.connectTo(newSystem.particle);\r\n\r\n // Register\r\n newSet.systemBlocks.push(newSystem);\r\n}\r\n\r\n// ------------- SYSTEM FUNCTIONS -------------\r\n\r\nfunction _SystemBlockGroup(oldSystem: ParticleSystem, context: RuntimeConversionContext): SystemBlock {\r\n const newSystem = new SystemBlock(oldSystem.name);\r\n\r\n _CreateAndConnectInput(\"Translation pivot\", oldSystem.translationPivot, newSystem.translationPivot);\r\n _CreateAndConnectInput(\"Texture mask\", oldSystem.textureMask, newSystem.textureMask);\r\n _CreateTargetStopDurationInputBlock(oldSystem, context).connectTo(newSystem.targetStopDuration);\r\n\r\n newSystem.emitRate = oldSystem.emitRate;\r\n newSystem.manualEmitCount = oldSystem.manualEmitCount;\r\n newSystem.blendMode = oldSystem.blendMode;\r\n newSystem.capacity = oldSystem.getCapacity();\r\n newSystem.startDelay = oldSystem.startDelay;\r\n newSystem.updateSpeed = oldSystem.updateSpeed;\r\n newSystem.preWarmCycles = oldSystem.preWarmCycles;\r\n newSystem.preWarmStepOffset = oldSystem.preWarmStepOffset;\r\n newSystem.isBillboardBased = oldSystem.isBillboardBased;\r\n newSystem.isLocal = oldSystem.isLocal;\r\n newSystem.disposeOnStop = oldSystem.disposeOnStop;\r\n\r\n // Texture\r\n const textureBlock = new ParticleTextureSourceBlock(\"Texture\");\r\n const url = (oldSystem.particleTexture as Texture).url || \"\";\r\n if (url) {\r\n textureBlock.url = url;\r\n } else {\r\n textureBlock.sourceTexture = oldSystem.particleTexture;\r\n }\r\n textureBlock.texture.connectTo(newSystem.texture);\r\n\r\n return newSystem;\r\n}\r\n\r\n// ------------- CREATE PARTICLE FUNCTIONS -------------\r\n\r\n// The creation of the different properties follows the order they are added to the CreationQueue in ThinParticleSystem:\r\n// Lifetime, Emit Power, Size, Scale/StartSize, Angle, Color, Noise, ColorDead, Ramp, Sheet\r\nfunction _CreateParticleBlockGroup(oldSystem: ParticleSystem, context: RuntimeConversionContext): CreateParticleBlock {\r\n // Create particle block\r\n const createParticleBlock = new CreateParticleBlock(\"Create Particle\");\r\n\r\n _CreateParticleLifetimeBlockGroup(oldSystem, context).connectTo(createParticleBlock.lifeTime);\r\n _CreateParticleEmitPowerBlockGroup(oldSystem).connectTo(createParticleBlock.emitPower);\r\n _CreateParticleSizeBlockGroup(oldSystem, context).connectTo(createParticleBlock.size);\r\n _CreateParticleScaleBlockGroup(oldSystem, context).connectTo(createParticleBlock.scale);\r\n _CreateParticleAngleBlockGroup(oldSystem).connectTo(createParticleBlock.angle);\r\n _CreateParticleColorBlockGroup(oldSystem, context).connectTo(createParticleBlock.color);\r\n\r\n // Dead color\r\n _CreateAndConnectInput(\"Dead Color\", oldSystem.colorDead, createParticleBlock.colorDead);\r\n\r\n return createParticleBlock;\r\n}\r\n\r\n/**\r\n * Creates the group of blocks that represent the particle lifetime\r\n * @param oldSystem The old particle system to convert\r\n * @param context The context of the current conversion\r\n * @returns The output of the group of blocks that represent the particle lifetime\r\n */\r\nfunction _CreateParticleLifetimeBlockGroup(oldSystem: ParticleSystem, context: RuntimeConversionContext): NodeParticleConnectionPoint {\r\n if (oldSystem.targetStopDuration && oldSystem._lifeTimeGradients && oldSystem._lifeTimeGradients.length > 0) {\r\n context.timeToStopTimeRatioBlockGroupOutput = _CreateTimeToStopTimeRatioBlockGroup(oldSystem, context);\r\n const gradientBlockGroupOutput = _CreateGradientBlockGroup(\r\n context.timeToStopTimeRatioBlockGroupOutput,\r\n oldSystem._lifeTimeGradients,\r\n ParticleRandomBlockLocks.PerParticle,\r\n \"Lifetime\"\r\n );\r\n return gradientBlockGroupOutput;\r\n } else {\r\n const randomLifetimeBlock = new ParticleRandomBlock(\"Random Lifetime\");\r\n _CreateAndConnectInput(\"Min Lifetime\", oldSystem.minLifeTime, randomLifetimeBlock.min);\r\n _CreateAndConnectInput(\"Max Lifetime\", oldSystem.maxLifeTime, randomLifetimeBlock.max);\r\n return randomLifetimeBlock.output;\r\n }\r\n}\r\n\r\n/**\r\n * Creates the group of blocks that represent the particle emit power\r\n * @param oldSystem The old particle system to convert\r\n * @returns The output of the group of blocks that represent the particle emit power\r\n */\r\nfunction _CreateParticleEmitPowerBlockGroup(oldSystem: ParticleSystem): NodeParticleConnectionPoint {\r\n const randomEmitPowerBlock = new ParticleRandomBlock(\"Random Emit Power\");\r\n _CreateAndConnectInput(\"Min Emit Power\", oldSystem.minEmitPower, randomEmitPowerBlock.min);\r\n _CreateAndConnectInput(\"Max Emit Power\", oldSystem.maxEmitPower, randomEmitPowerBlock.max);\r\n return randomEmitPowerBlock.output;\r\n}\r\n\r\n/**\r\n * Creates the group of blocks that represent the particle size\r\n * @param oldSystem The old particle system to convert\r\n * @param context The context of the current conversion\r\n * @returns The output of the group of blocks that represent the particle size\r\n */\r\nfunction _CreateParticleSizeBlockGroup(oldSystem: ParticleSystem, context: RuntimeConversionContext): NodeParticleConnectionPoint {\r\n if (oldSystem._sizeGradients && oldSystem._sizeGradients.length > 0) {\r\n context.sizeGradientValue0Output = _CreateParticleInitialValueFromGradient(oldSystem._sizeGradients);\r\n return context.sizeGradientValue0Output;\r\n } else {\r\n const randomSizeBlock = new ParticleRandomBlock(\"Random size\");\r\n _CreateAndConnectInput(\"Min size\", oldSystem.minSize, randomSizeBlock.min);\r\n _CreateAndConnectInput(\"Max size\", oldSystem.maxSize, randomSizeBlock.max);\r\n return randomSizeBlock.output;\r\n }\r\n}\r\n\r\n/**\r\n * Creates the group of blocks that represent the particle scale\r\n * @param oldSystem The old particle system to convert\r\n * @param context The context of the current conversion\r\n * @returns The output of the group of blocks that represent the particle scale\r\n */\r\nfunction _CreateParticleScaleBlockGroup(oldSystem: ParticleSystem, context: RuntimeConversionContext): NodeParticleConnectionPoint {\r\n // Create the random scale\r\n const randomScaleBlock = new ParticleRandomBlock(\"Random Scale\");\r\n _CreateAndConnectInput(\"Min Scale\", new Vector2(oldSystem.minScaleX, oldSystem.minScaleY), randomScaleBlock.min);\r\n _CreateAndConnectInput(\"Max Scale\", new Vector2(oldSystem.maxScaleX, oldSystem.maxScaleY), randomScaleBlock.max);\r\n\r\n if (oldSystem.targetStopDuration && oldSystem._startSizeGradients && oldSystem._startSizeGradients.length > 0) {\r\n // Create the start size gradient\r\n context.timeToStopTimeRatioBlockGroupOutput = _CreateTimeToStopTimeRatioBlockGroup(oldSystem, context);\r\n const gradientBlockGroupOutput = _CreateGradientBlockGroup(\r\n context.timeToStopTimeRatioBlockGroupOutput,\r\n oldSystem._startSizeGradients,\r\n ParticleRandomBlockLocks.PerParticle,\r\n \"Start Size\"\r\n );\r\n\r\n // Multiply the initial random scale by the start size gradient\r\n const multiplyScaleBlock = new ParticleMathBlock(\"Multiply Scale by Start Size Gradient\");\r\n multiplyScaleBlock.operation = ParticleMathBlockOperations.Multiply;\r\n randomScaleBlock.output.connectTo(multiplyScaleBlock.left);\r\n gradientBlockGroupOutput.connectTo(multiplyScaleBlock.right);\r\n\r\n return multiplyScaleBlock.output;\r\n } else {\r\n return randomScaleBlock.output;\r\n }\r\n}\r\n\r\n/**\r\n * Creates the group of blocks that represent the particle angle (rotation)\r\n * @param oldSystem The old particle system to convert\r\n * @returns The output of the group of blocks that represent the particle angle (rotation)\r\n */\r\nfunction _CreateParticleAngleBlockGroup(oldSystem: ParticleSystem): NodeParticleConnectionPoint {\r\n const randomRotationBlock = new ParticleRandomBlock(\"Random Rotation\");\r\n _CreateAndConnectInput(\"Min Rotation\", oldSystem.minInitialRotation, randomRotationBlock.min);\r\n _CreateAndConnectInput(\"Max Rotation\", oldSystem.maxInitialRotation, randomRotationBlock.max);\r\n return randomRotationBlock.output;\r\n}\r\n\r\n/**\r\n * Creates the group of blocks that represent the particle color\r\n * @param oldSystem The old particle system to convert\r\n * @param context The context of the current conversion\r\n * @returns The output of the group of blocks that represent the particle color\r\n */\r\nfunction _CreateParticleColorBlockGroup(oldSystem: ParticleSystem, context: RuntimeConversionContext): NodeParticleConnectionPoint {\r\n if (oldSystem._colorGradients && oldSystem._colorGradients.length > 0) {\r\n context.colorGradientValue0Output = _CreateParticleInitialValueFromGradient(oldSystem._colorGradients);\r\n return context.colorGradientValue0Output;\r\n } else {\r\n const randomColorBlock = new ParticleRandomBlock(\"Random color\");\r\n _CreateAndConnectInput(\"Color 1\", oldSystem.color1, randomColorBlock.min);\r\n _CreateAndConnectInput(\"Color 2\", oldSystem.color2, randomColorBlock.max);\r\n return randomColorBlock.output;\r\n }\r\n}\r\n\r\nfunction _CreateParticleInitialValueFromGradient(gradients: Array<FactorGradient> | Array<ColorGradient>): NodeParticleConnectionPoint {\r\n if (gradients.length === 0) {\r\n throw new Error(\"No gradients provided.\");\r\n }\r\n\r\n const gradientStep = gradients[0];\r\n const value1 = (gradientStep as any).factor1 ?? (gradientStep as any).color1;\r\n const value2 = (gradientStep as any).factor2 ?? (gradientStep as any).color2;\r\n\r\n if (value2 !== undefined) {\r\n // Create a random between value1 and value2\r\n const randomBlock = new ParticleRandomBlock(\"Random Value 0\");\r\n randomBlock.lockMode = ParticleRandomBlockLocks.OncePerParticle;\r\n _CreateAndConnectInput(\"Value 1\", value1, randomBlock.min);\r\n _CreateAndConnectInput(\"Value 2\", value2, randomBlock.max);\r\n return randomBlock.output;\r\n } else {\r\n // Single value\r\n const sizeBlock = new ParticleInputBlock(\"Value\");\r\n sizeBlock.value = value1;\r\n return sizeBlock.output;\r\n }\r\n}\r\n\r\n// ------------- EMITTER SHAPE FUNCTIONS -------------\r\n\r\nfunction _EmitterShapeBlock(oldSystem: IParticleSystem): IShapeBlock {\r\n const emitter = oldSystem.particleEmitterType;\r\n if (!emitter) {\r\n throw new Error(\"Particle system has no emitter type.\");\r\n }\r\n\r\n let shapeBlock: Nullable<IShapeBlock> = null;\r\n switch (emitter.getClassName()) {\r\n case \"BoxParticleEmitter\": {\r\n const source = emitter as BoxParticleEmitter;\r\n shapeBlock = new BoxShapeBlock(\"Box Shape\");\r\n\r\n const target = shapeBlock as BoxShapeBlock;\r\n _CreateAndConnectInput(\"Direction 1\", source.direction1, target.direction1);\r\n _CreateAndConnectInput(\"Direction 2\", source.direction2, target.direction2);\r\n _CreateAndConnectInput(\"Min Emit Box\", source.minEmitBox, target.minEmitBox);\r\n _CreateAndConnectInput(\"Max Emit Box\", source.maxEmitBox, target.maxEmitBox);\r\n break;\r\n }\r\n case \"ConeParticleEmitter\": {\r\n const source = emitter as ConeParticleEmitter;\r\n shapeBlock = new ConeShapeBlock(\"Cone Shape\");\r\n\r\n const target = shapeBlock as ConeShapeBlock;\r\n target.emitFromSpawnPointOnly = source.emitFromSpawnPointOnly;\r\n _CreateAndConnectInput(\"Radius\", source.radius, target.radius);\r\n _CreateAndConnectInput(\"Angle\", source.angle, target.angle);\r\n _CreateAndConnectInput(\"Radius Range\", source.radiusRange, target.radiusRange);\r\n _CreateAndConnectInput(\"Height Range\", source.heightRange, target.heightRange);\r\n _CreateAndConnectInput(\"Direction Randomizer\", source.directionRandomizer, target.directionRandomizer);\r\n break;\r\n }\r\n case \"ConeDirectedParticleEmitter\": {\r\n const source = emitter as ConeDirectedParticleEmitter;\r\n shapeBlock = new ConeShapeBlock(\"Cone Shape\");\r\n\r\n const target = shapeBlock as ConeShapeBlock;\r\n target.emitFromSpawnPointOnly = source.emitFromSpawnPointOnly;\r\n _CreateAndConnectInput(\"Radius\", source.radius, target.radius);\r\n _CreateAndConnectInput(\"Angle\", source.angle, target.angle);\r\n _CreateAndConnectInput(\"Radius Range\", source.radiusRange, target.radiusRange);\r\n _CreateAndConnectInput(\"Height Range\", source.heightRange, target.heightRange);\r\n _CreateAndConnectInput(\"Direction 1\", source.direction1, target.direction1);\r\n _CreateAndConnectInput(\"Direction 2\", source.direction2, target.direction2);\r\n break;\r\n }\r\n case \"CustomParticleEmitter\": {\r\n const source = emitter as CustomParticleEmitter;\r\n shapeBlock = new CustomShapeBlock(\"Custom Shape\");\r\n\r\n const target = shapeBlock as CustomShapeBlock;\r\n target.particlePositionGenerator = source.particlePositionGenerator;\r\n target.particleDestinationGenerator = source.particleDestinationGenerator;\r\n target.particleDirectionGenerator = source.particleDirectionGenerator;\r\n break;\r\n }\r\n case \"CylinderParticleEmitter\": {\r\n const source = emitter as CylinderParticleEmitter;\r\n shapeBlock = new CylinderShapeBlock(\"Cylinder Shape\");\r\n\r\n const target = shapeBlock as CylinderShapeBlock;\r\n _CreateAndConnectInput(\"Height\", source.height, target.height);\r\n _CreateAndConnectInput(\"Radius\", source.radius, target.radius);\r\n _CreateAndConnectInput(\"Radius Range\", source.radiusRange, target.radiusRange);\r\n _CreateAndConnectInput(\"Direction Randomizer\", source.directionRandomizer, target.directionRandomizer);\r\n break;\r\n }\r\n case \"CylinderDirectedParticleEmitter\": {\r\n const source = emitter as CylinderDirectedParticleEmitter;\r\n shapeBlock = new CylinderShapeBlock(\"Cylinder Shape\");\r\n\r\n const target = shapeBlock as CylinderShapeBlock;\r\n _CreateAndConnectInput(\"Height\", source.height, target.height);\r\n _CreateAndConnectInput(\"Radius\", source.radius, target.radius);\r\n _CreateAndConnectInput(\"Radius Range\", source.radiusRange, target.radiusRange);\r\n _CreateAndConnectInput(\"Direction 1\", source.direction1, target.direction1);\r\n _CreateAndConnectInput(\"Direction 2\", source.direction2, target.direction2);\r\n break;\r\n }\r\n case \"HemisphericParticleEmitter\": {\r\n const source = emitter as HemisphericParticleEmitter;\r\n shapeBlock = new SphereShapeBlock(\"Sphere Shape\");\r\n\r\n const target = shapeBlock as SphereShapeBlock;\r\n target.isHemispheric = true;\r\n _CreateAndConnectInput(\"Radius\", source.radius, target.radius);\r\n _CreateAndConnectInput(\"Radius Range\", source.radiusRange, target.radiusRange);\r\n _CreateAndConnectInput(\"Direction Randomizer\", source.directionRandomizer, target.directionRandomizer);\r\n break;\r\n }\r\n case \"MeshParticleEmitter\": {\r\n const source = emitter as MeshParticleEmitter;\r\n shapeBlock = new MeshShapeBlock(\"Mesh Shape\");\r\n\r\n const target = shapeBlock as MeshShapeBlock;\r\n target.useMeshNormalsForDirection = source.useMeshNormalsForDirection;\r\n _CreateAndConnectInput(\"Direction 1\", source.direction1, target.direction1);\r\n _CreateAndConnectInput(\"Direction 2\", source.direction2, target.direction2);\r\n\r\n target.mesh = source.mesh as Mesh;\r\n break;\r\n }\r\n case \"PointParticleEmitter\": {\r\n const source = emitter as PointParticleEmitter;\r\n shapeBlock = new PointShapeBlock(\"Point Shape\");\r\n\r\n const target = shapeBlock as PointShapeBlock;\r\n _CreateAndConnectInput(\"Direction 1\", source.direction1, target.direction1);\r\n _CreateAndConnectInput(\"Direction 2\", source.direction2, target.direction2);\r\n break;\r\n }\r\n case \"SphereParticleEmitter\": {\r\n const source = emitter as SphereParticleEmitter;\r\n shapeBlock = new SphereShapeBlock(\"Sphere Shape\");\r\n\r\n const target = shapeBlock as SphereShapeBlock;\r\n _CreateAndConnectInput(\"Radius\", source.radius, target.radius);\r\n _CreateAndConnectInput(\"Radius Range\", source.radiusRange, target.radiusRange);\r\n _CreateAndConnectInput(\"Direction Randomizer\", source.directionRandomizer, target.directionRandomizer);\r\n break;\r\n }\r\n case \"SphereDirectedParticleEmitter\": {\r\n const source = emitter as SphereDirectedParticleEmitter;\r\n shapeBlock = new SphereShapeBlock(\"Sphere Shape\");\r\n\r\n const target = shapeBlock as SphereShapeBlock;\r\n _CreateAndConnectInput(\"Radius\", source.radius, target.radius);\r\n _CreateAndConnectInput(\"Radius Range\", source.radiusRange, target.radiusRange);\r\n _CreateAndConnectInput(\"Direction1\", source.direction1, target.direction1);\r\n _CreateAndConnectInput(\"Direction2\", source.direction2, target.direction2);\r\n break;\r\n }\r\n }\r\n\r\n if (!shapeBlock) {\r\n throw new Error(`Unsupported particle emitter type: ${emitter.getClassName()}`);\r\n }\r\n\r\n return shapeBlock;\r\n}\r\n\r\n// ------------- UPDATE PARTICLE FUNCTIONS -------------\r\n\r\n/**\r\n * Creates the group of blocks that represent the particle system update\r\n * The creation of the different properties follows the order they are added to the ProcessQueue in ThinParticleSystem:\r\n * Color, AngularSpeedGradients, AngularSpeed, VelocityGradients, Direction, LimitVelocityGradients, DragGradients, Position, Noise, SizeGradients, Gravity, RemapGradients\r\n * @param inputParticle The particle input connection point\r\n * @param oldSystem The old particle system to convert\r\n * @param context The runtime conversion context\r\n * @returns The output connection point after all updates have been applied\r\n */\r\nfunction _UpdateParticleBlockGroup(inputParticle: NodeParticleConnectionPoint, oldSystem: ParticleSystem, context: RuntimeConversionContext): NodeParticleConnectionPoint {\r\n let updateBlockGroupOutput: NodeParticleConnectionPoint = inputParticle;\r\n\r\n updateBlockGroupOutput = _UpdateParticleColorBlockGroup(updateBlockGroupOutput, oldSystem._colorGradients, context);\r\n updateBlockGroupOutput = _UpdateParticleAngleBlockGroup(updateBlockGroupOutput, oldSystem, context);\r\n\r\n if (oldSystem._velocityGradients && oldSystem._velocityGradients.length > 0) {\r\n context.scaledDirection = _UpdateParticleVelocityGradientBlockGroup(oldSystem._velocityGradients, context);\r\n }\r\n\r\n if (oldSystem._dragGradients && oldSystem._dragGradients.length > 0) {\r\n context.scaledDirection = _UpdateParticleDragGradientBlockGroup(oldSystem._dragGradients, context);\r\n }\r\n\r\n updateBlockGroupOutput = _UpdateParticlePositionBlockGroup(updateBlockGroupOutput, oldSystem.isLocal, context);\r\n\r\n if (oldSystem._limitVelocityGradients && oldSystem._limitVelocityGradients.length > 0 && oldSystem.limitVelocityDamping !== 0) {\r\n updateBlockGroupOutput = _UpdateParticleVelocityLimitGradientBlockGroup(updateBlockGroupOutput, oldSystem._limitVelocityGradients, oldSystem.limitVelocityDamping, context);\r\n }\r\n\r\n if (oldSystem._sizeGradients && oldSystem._sizeGradients.length > 0) {\r\n updateBlockGroupOutput = _UpdateParticleSizeGradientBlockGroup(updateBlockGroupOutput, oldSystem._sizeGradients, context);\r\n }\r\n\r\n if (oldSystem.gravity.equalsToFloats(0, 0, 0) === false) {\r\n updateBlockGroupOutput = _UpdateParticleGravityBlockGroup(updateBlockGroupOutput, oldSystem.gravity);\r\n }\r\n\r\n return updateBlockGroupOutput;\r\n}\r\n\r\n/**\r\n * Creates the group of blocks that represent the particle color update\r\n * @param inputParticle The input particle to update\r\n * @param colorGradients The color gradients (if any)\r\n * @param context The context of the current conversion\r\n * @returns The output of the group of blocks that represent the particle color update\r\n */\r\nfunction _UpdateParticleColorBlockGroup(\r\n inputParticle: NodeParticleConnectionPoint,\r\n colorGradients: Nullable<Array<ColorGradient>>,\r\n context: RuntimeConversionContext\r\n): NodeParticleConnectionPoint {\r\n let colorCalculation: NodeParticleConnectionPoint | undefined = undefined;\r\n if (colorGradients && colorGradients.length > 0) {\r\n if (context.colorGradientValue0Output === undefined) {\r\n throw new Error(\"Initial color gradient values not found in context.\");\r\n }\r\n\r\n context.ageToLifeTimeRatioBlockGroupOutput = _CreateAgeToLifeTimeRatioBlockGroup(context);\r\n colorCalculation = _CreateGradientBlockGroup(context.ageToLifeTimeRatioBlockGroupOutput, colorGradients, ParticleRandomBlockLocks.OncePerParticle, \"Color\", [\r\n context.colorGradientValue0Output,\r\n ]);\r\n } else {\r\n colorCalculation = _BasicColorUpdateBlockGroup();\r\n }\r\n\r\n // Create the color update block clamping alpha >= 0\r\n const colorUpdateBlock = new UpdateColorBlock(\"Color update\");\r\n inputParticle.connectTo(colorUpdateBlock.particle);\r\n _ClampUpdateColorAlpha(colorCalculation).connectTo(colorUpdateBlock.color);\r\n\r\n return colorUpdateBlock.output;\r\n}\r\n\r\n/**\r\n * Creates the group of blocks that represent the particle angle update\r\n * @param inputParticle The input particle to update\r\n * @param oldSystem The old particle system to convert\r\n * @param context The context of the current conversion\r\n * @returns The output of the group of blocks that represent the particle color update\r\n */\r\nfunction _UpdateParticleAngleBlockGroup(inputParticle: NodeParticleConnectionPoint, oldSystem: ParticleSystem, context: RuntimeConversionContext): NodeParticleConnectionPoint {\r\n // We will try to use gradients if they exist\r\n // If not, we will try to use min/max angular speed\r\n let angularSpeedCalculation = null;\r\n if (oldSystem._angularSpeedGradients && oldSystem._angularSpeedGradients.length > 0) {\r\n angularSpeedCalculation = _UpdateParticleAngularSpeedGradientBlockGroup(oldSystem._angularSpeedGradients, context);\r\n } else if (oldSystem.minAngularSpeed !== 0 || oldSystem.maxAngularSpeed !== 0) {\r\n angularSpeedCalculation = _UpdateParticleAngularSpeedBlockGroup(oldSystem.minAngularSpeed, oldSystem.maxAngularSpeed);\r\n }\r\n\r\n // If we have an angular speed calculation, then update the angle\r\n if (angularSpeedCalculation) {\r\n // Create the angular speed delta\r\n const angleSpeedDeltaOutput = _CreateDeltaModifiedInput(\"Angular Speed\", angularSpeedCalculation);\r\n\r\n // Add it to the angle\r\n const addAngle = new ParticleMathBlock(\"Add Angular Speed to Angle\");\r\n addAngle.operation = ParticleMathBlockOperations.Add;\r\n _CreateAndConnectContextualSource(\"Angle\", NodeParticleContextualSources.Angle, addAngle.left);\r\n angleSpeedDeltaOutput.connectTo(addAngle.right);\r\n\r\n // Update the particle angle\r\n const updateAngle = new UpdateAngleBlock(\"Angle Update with Angular Speed\");\r\n inputParticle.connectTo(updateAngle.particle);\r\n addAngle.output.connectTo(updateAngle.angle);\r\n\r\n return updateAngle.output;\r\n } else {\r\n return inputParticle;\r\n }\r\n}\r\n\r\n/**\r\n * Creates the group of blocks that represent the particle velocity update\r\n * @param velocityGradients The velocity gradients\r\n * @param context The context of the current conversion\r\n * @returns The output of the group of blocks that represent the particle velocity update\r\n */\r\nfunction _UpdateParticleVelocityGradientBlockGroup(velocityGradients: Array<FactorGradient>, context: RuntimeConversionContext): NodeParticleConnectionPoint {\r\n context.ageToLifeTimeRatioBlockGroupOutput = _CreateAgeToLifeTimeRatioBlockGroup(context);\r\n\r\n // Generate the gradient\r\n const velocityValueOutput = _CreateGradientBlockGroup(context.ageToLifeTimeRatioBlockGroupOutput, velocityGradients, ParticleRandomBlockLocks.OncePerParticle, \"Velocity\");\r\n\r\n // Update the direction scale based on the velocity\r\n const multiplyScaleByVelocity = new ParticleMathBlock(\"Multiply Direction Scale by Velocity\");\r\n multiplyScaleByVelocity.operation = ParticleMathBlockOperations.Multiply;\r\n velocityValueOutput.connectTo(multiplyScaleByVelocity.left);\r\n _CreateAndConnectContextualSource(\"Direction Scale\", NodeParticleContextualSources.DirectionScale, multiplyScaleByVelocity.right);\r\n\r\n // Update the particle direction scale\r\n const multiplyDirection = new ParticleMathBlock(\"Scaled Direction\");\r\n multiplyDirection.operation = ParticleMathBlockOperations.Multiply;\r\n multiplyScaleByVelocity.output.connectTo(multiplyDirection.left);\r\n _CreateAndConnectContextualSource(\"Direction\", NodeParticleContextualSources.Direction, multiplyDirection.right);\r\n\r\n // Store the new calculation of the scaled direction in the context\r\n context.scaledDirection = multiplyDirection.output;\r\n return multiplyDirection.output;\r\n}\r\n\r\n/**\r\n * Creates the group of blocks that represent the particle velocity limit update\r\n * @param inputParticle The input particle to update\r\n * @param velocityLimitGradients The velocity limit gradients\r\n * @param limitVelocityDamping The limit velocity damping factor\r\n * @param context The context of the current conversion\r\n * @returns The output of the group of blocks that represent the particle velocity limit update\r\n */\r\nfunction _UpdateParticleVelocityLimitGradientBlockGroup(\r\n inputParticle: NodeParticleConnectionPoint,\r\n velocityLimitGradients: Array<FactorGradient>,\r\n limitVelocityDamping: number,\r\n context: RuntimeConversionContext\r\n): NodeParticleConnectionPoint {\r\n context.ageToLifeTimeRatioBlockGroupOutput = _CreateAgeToLifeTimeRatioBlockGroup(context);\r\n\r\n // Calculate the current speed\r\n const currentSpeedBlock = new ParticleVectorLengthBlock(\"Current Speed\");\r\n _CreateAndConnectContextualSource(\"Direction\", NodeParticleContextualSources.Direction, currentSpeedBlock.input);\r\n\r\n // Calculate the velocity limit from the gradient\r\n const velocityLimitValueOutput = _CreateGradientBlockGroup(\r\n context.ageToLifeTimeRatioBlockGroupOutput,\r\n velocityLimitGradients,\r\n ParticleRandomBlockLocks.OncePerParticle,\r\n \"Velocity Limit\"\r\n );\r\n\r\n // Blocks that will calculate the new velocity if over the limit\r\n const damped = new ParticleMathBlock(\"Damped Speed\");\r\n damped.operation = ParticleMathBlockOperations.Multiply;\r\n _CreateAndConnectContextualSource(\"Direction\", NodeParticleContextualSources.Direction, damped.left);\r\n _CreateAndConnectInput(\"Limit Velocity Damping\", limitVelocityDamping, damped.right);\r\n\r\n // Compare current speed and limit\r\n const compareSpeed = new ParticleConditionBlock(\"Compare Speed to Limit\");\r\n compareSpeed.test = ParticleConditionBlockTests.GreaterThan;\r\n currentSpeedBlock.output.connectTo(compareSpeed.left);\r\n velocityLimitValueOutput.connectTo(compareSpeed.right);\r\n damped.output.connectTo(compareSpeed.ifTrue);\r\n _CreateAndConnectContextualSource(\"Direction\", NodeParticleContextualSources.Direction, compareSpeed.ifFalse);\r\n\r\n // Update the direction based on the calculted value\r\n const updateDirection = new UpdateDirectionBlock(\"Direction Update\");\r\n inputParticle.connectTo(updateDirection.particle);\r\n compareSpeed.output.connectTo(updateDirection.direction);\r\n\r\n return updateDirection.output;\r\n}\r\n\r\n/**\r\n * Creates the group of blocks that represent the particle drag update\r\n * @param dragGradients The drag gradients\r\n * @param context The context of the current conversion\r\n * @returns The output of the group of blocks that represent the particle drag update\r\n */\r\nfunction _UpdateParticleDragGradientBlockGroup(dragGradients: Array<FactorGradient>, context: RuntimeConversionContext): NodeParticleConnectionPoint {\r\n context.ageToLifeTimeRatioBlockGroupOutput = _CreateAgeToLifeTimeRatioBlockGroup(context);\r\n\r\n // Generate the gradient\r\n const dragValueOutput = _CreateGradientBlockGroup(context.ageToLifeTimeRatioBlockGroupOutput, dragGradients, ParticleRandomBlockLocks.OncePerParticle, \"Drag\");\r\n\r\n // Calculate drag factor\r\n const oneMinusDragBlock = new ParticleMathBlock(\"1 - Drag\");\r\n oneMinusDragBlock.operation = ParticleMathBlockOperations.Subtract;\r\n _CreateAndConnectInput(\"One\", 1, oneMinusDragBlock.left);\r\n dragValueOutput.connectTo(oneMinusDragBlock.right);\r\n\r\n // Multiply the scaled direction by drag factor\r\n const multiplyDirection = new ParticleMathBlock(\"Scaled Direction with Drag\");\r\n multiplyDirection.operation = ParticleMathBlockOperations.Multiply;\r\n oneMinusDragBlock.output.connectTo(multiplyDirection.left);\r\n if (context.scaledDirection === undefined) {\r\n _CreateAndConnectContextualSource(\"Scaled Direction\", NodeParticleContextualSources.ScaledDirection, multiplyDirection.right);\r\n } else {\r\n context.scaledDirection.connectTo(multiplyDirection.right);\r\n }\r\n\r\n // Store the new calculation of the scaled direction in the context\r\n context.scaledDirection = multiplyDirection.output;\r\n return multiplyDirection.output;\r\n}\r\n\r\n/**\r\n * Creates the group of blocks that represent the particle position update\r\n * @param inputParticle The input particle to update\r\n * @param isLocal Whether the particle coordinate system is local or not\r\n * @param context The context of the current conversion\r\n * @returns The output of the group of blocks that represent the particle position update\r\n */\r\nfunction _UpdateParticlePositionBlockGroup(inputParticle: NodeParticleConnectionPoint, isLocal: boolean, context: RuntimeConversionContext): NodeParticleConnectionPoint {\r\n // Update the particle position\r\n const updatePosition = new UpdatePositionBlock(\"Position Update\");\r\n inputParticle.connectTo(updatePosition.particle);\r\n\r\n if (isLocal) {\r\n _CreateAndConnectContextualSource(\"Local Position Updated\", NodeParticleContextualSources.LocalPositionUpdated, updatePosition.position);\r\n } else {\r\n // Calculate the new position\r\n const addPositionBlock = new ParticleMathBlock(\"Add Position\");\r\n addPositionBlock.operation = ParticleMathBlockOperations.Add;\r\n _CreateAndConnectContextualSource(\"Position\", NodeParticleContextualSources.Position, addPositionBlock.left);\r\n if (context.scaledDirection === undefined) {\r\n _CreateAndConnectContextualSource(\"Scaled Direction\", NodeParticleContextualSources.ScaledDirection, addPositionBlock.right);\r\n } else {\r\n context.scaledDirection.connectTo(addPositionBlock.right);\r\n }\r\n\r\n addPositionBlock.output.connectTo(updatePosition.position);\r\n }\r\n\r\n return updatePosition.output;\r\n}\r\n\r\n/**\r\n * Creates the group of blocks that represent the particle size update\r\n * @param inputParticle The input particle to update\r\n * @param sizeGradients The size gradients (if any)\r\n * @param context The context of the current conversion\r\n * @returns The output of the group of blocks that represent the particle size update\r\n */\r\nfunction _UpdateParticleSizeGradientBlockGroup(\r\n inputParticle: NodeParticleConnectionPoint,\r\n sizeGradients: Array<FactorGradient>,\r\n context: RuntimeConversionContext\r\n): NodeParticleConnectionPoint {\r\n if (context.sizeGradientValue0Output === undefined) {\r\n throw new Error(\"Initial size gradient values not found in context.\");\r\n }\r\n\r\n context.ageToLifeTimeRatioBlockGroupOutput = _CreateAgeToLifeTimeRatioBlockGroup(context);\r\n\r\n // Generate the gradient\r\n const sizeValueOutput = _CreateGradientBlockGroup(context.ageToLifeTimeRatioBlockGroupOutput, sizeGradients, ParticleRandomBlockLocks.OncePerParticle, \"Size\", [\r\n context.sizeGradientValue0Output,\r\n ]);\r\n\r\n // Create the update size\r\n const updateSizeBlock = new UpdateSizeBlock(\"Size Update\");\r\n inputParticle.connectTo(updateSizeBlock.particle);\r\n sizeValueOutput.connectTo(updateSizeBlock.size);\r\n\r\n return updateSizeBlock.output;\r\n}\r\n\r\n/**\r\n * Creates the group of blocks that represent the particle gravity update\r\n * @param inputParticle The input particle to update\r\n * @param gravity The gravity vector to apply\r\n * @returns The output of the group of blocks that represent the particle gravity update\r\n */\r\nfunction _UpdateParticleGravityBlockGroup(inputParticle: NodeParticleConnectionPoint, gravity: Vector3): NodeParticleConnectionPoint {\r\n // Create the gravity delta\r\n const gravityDeltaOutput = _CreateDeltaModifiedInput(\"Gravity\", gravity);\r\n\r\n // Add it to the direction\r\n const addDirectionBlock = new ParticleMathBlock(\"Add Gravity to Direction\");\r\n addDirectionBlock.operation = ParticleMathBlockOperations.Add;\r\n _CreateAndConnectContextualSource(\"Direction\", NodeParticleContextualSources.Direction, addDirectionBlock.left);\r\n gravityDeltaOutput.connectTo(addDirectionBlock.right);\r\n\r\n // Update the particle direction\r\n const updateDirection = new UpdateDirectionBlock(\"Direction Update with Gravity\");\r\n inputParticle.connectTo(updateDirection.particle);\r\n addDirectionBlock.output.connectTo(updateDirection.direction);\r\n\r\n return updateDirection.output;\r\n}\r\n\r\nfunction _UpdateParticleAngularSpeedGradientBlockGroup(angularSpeedGradients: Array<FactorGradient>, context: RuntimeConversionContext): NodeParticleConnectionPoint {\r\n context.ageToLifeTimeRatioBlockGroupOutput = _CreateAgeToLifeTimeRatioBlockGroup(context);\r\n\r\n // Generate the gradient\r\n const angularSpeedValueOutput = _CreateGradientBlockGroup(\r\n context.ageToLifeTimeRatioBlockGroupOutput,\r\n angularSpeedGradients,\r\n ParticleRandomBlockLocks.OncePerParticle,\r\n \"Angular Speed\"\r\n );\r\n return angularSpeedValueOutput;\r\n}\r\n\r\nfunction _UpdateParticleAngularSpeedBlockGroup(minAngularSpeed: number, maxAngularSpeed: number): NodeParticleConnectionPoint {\r\n // Random value between for the angular speed of the particle\r\n const randomAngularSpeedBlock = new ParticleRandomBlock(\"Random Angular Speed\");\r\n randomAngularSpeedBlock.lockMode = ParticleRandomBlockLocks.OncePerParticle;\r\n _CreateAndConnectInput(\"Min Angular Speed\", minAngularSpeed, randomAngularSpeedBlock.min);\r\n _CreateAndConnectInput(\"Max Angular Speed\", maxAngularSpeed, randomAngularSpeedBlock.max);\r\n return randomAngularSpeedBlock.output;\r\n}\r\n\r\nfunction _BasicColorUpdateBlockGroup(): NodeParticleConnectionPoint {\r\n const addColorBlock = new ParticleMathBlock(\"Add Color\");\r\n addColorBlock.operation = ParticleMathBlockOperations.Add;\r\n _CreateAndConnectContextualSource(\"Color\", NodeParticleContextualSources.Color, addColorBlock.left);\r\n _CreateAndConnectContextualSource(\"Scaled Color Step\", NodeParticleContextualSources.ScaledColorStep, addColorBlock.right);\r\n return addColorBlock.output;\r\n}\r\n\r\nfunction _ClampUpdateColorAlpha(colorCalculationOutput: NodeParticleConnectionPoint): NodeParticleConnectionPoint {\r\n // Decompose color to clamp alpha\r\n const decomposeColorBlock = new ParticleConverterBlock(\"Decompose Color\");\r\n colorCalculationOutput.connectTo(decomposeColorBlock.colorIn);\r\n\r\n // Clamp alpha to be >= 0\r\n const maxAlphaBlock = new ParticleMathBlock(\"Alpha >= 0\");\r\n maxAlphaBlock.operation = ParticleMathBlockOperations.Max;\r\n decomposeColorBlock.wOut.connectTo(maxAlphaBlock.left);\r\n _CreateAndConnectInput(\"Zero\", 0, maxAlphaBlock.right);\r\n\r\n // Recompose color\r\n const composeColorBlock = new ParticleConverterBlock(\"Compose Color\");\r\n decomposeColorBlock.xyzOut.connectTo(composeColorBlock.xyzIn);\r\n maxAlphaBlock.output.connectTo(composeColorBlock.wIn);\r\n\r\n return composeColorBlock.colorOut;\r\n}\r\n\r\n// ------------- UTILITY FUNCTIONS -------------\r\n\r\nfunction _CreateDeltaModifiedInput(name: string, value: Vector3 | NodeParticleConnectionPoint): NodeParticleConnectionPoint {\r\n const multiplyBlock = new ParticleMathBlock(\"Multiply by Delta\");\r\n multiplyBlock.operation = ParticleMathBlockOperations.Multiply;\r\n if (value instanceof Vector3) {\r\n _CreateAndConnectInput(name, value, multiplyBlock.left);\r\n } else {\r\n value.connectTo(multiplyBlock.left);\r\n }\r\n _CreateAndConnectSystemSource(\"Delta\", NodeParticleSystemSources.Delta, multiplyBlock.right);\r\n\r\n return multiplyBlock.output;\r\n}\r\n\r\nfunction _CreateAndConnectInput(\r\n inputBlockName: string,\r\n value: number | Vector2 | Vector3 | Color4,\r\n targetToConnectTo: NodeParticleConnectionPoint,\r\n inputType?: NodeParticleBlockConnectionPointTypes\r\n): void {\r\n const input = new ParticleInputBlock(inputBlockName, inputType);\r\n input.value = value;\r\n input.output.connectTo(targetToConnectTo);\r\n}\r\n\r\nfunction _CreateAndConnectContextualSource(contextualBlockName: string, contextSource: NodeParticleContextualSources, targetToConnectTo: NodeParticleConnectionPoint): void {\r\n const input = new ParticleInputBlock(contextualBlockName);\r\n input.contextualValue = contextSource;\r\n input.output.connectTo(targetToConnectTo);\r\n}\r\n\r\nfunction _CreateAndConnectSystemSource(systemBlockName: string, systemSource: NodeParticleSystemSources, targetToConnectTo: NodeParticleConnectionPoint): void {\r\n const input = new ParticleInputBlock(systemBlockName);\r\n input.systemSource = systemSource;\r\n input.output.connectTo(targetToConnectTo);\r\n}\r\n\r\n/**\r\n * Creates the target stop duration input block, as it can be shared in multiple places\r\n * This block is stored in the context so the same block is shared in the graph\r\n * @param oldSystem The old particle system to convert\r\n * @param context The context of the current conversion\r\n * @returns\r\n */\r\nfunction _CreateTargetStopDurationInputBlock(oldSystem: ParticleSystem, context: RuntimeConversionContext): NodeParticleConnectionPoint {\r\n // If we have already created the target stop duration input block, return it\r\n if (context.targetStopDurationBlockOutput) {\r\n return context.targetStopDurationBlockOutput;\r\n }\r\n\r\n // Create the target stop duration input block if not already created\r\n const targetStopDurationInputBlock = new ParticleInputBlock(\"Target Stop Duration\");\r\n targetStopDurationInputBlock.value = oldSystem.targetStopDuration;\r\n\r\n // Save the output in our context to avoid regenerating it again\r\n context.targetStopDurationBlockOutput = targetStopDurationInputBlock.output;\r\n return context.targetStopDurationBlockOutput;\r\n}\r\n\r\n/**\r\n * Create a group of blocks that calculates the ratio between the actual frame and the target stop duration, clamped between 0 and 1.\r\n * This is used to simulate the behavior of the old particle system where several particle gradient values are affected by the target stop duration.\r\n * This block group is stored in the context so the same group is shared in the graph\r\n * @param oldSystem The old particle system to convert\r\n * @param context The context of the current conversion\r\n * @returns The ratio block output connection point\r\n */\r\nfunction _CreateTimeToStopTimeRatioBlockGroup(oldSystem: ParticleSystem, context: RuntimeConversionContext): NodeParticleConnectionPoint {\r\n // If we have already generated this group, return it\r\n if (context.timeToStopTimeRatioBlockGroupOutput) {\r\n return context.timeToStopTimeRatioBlockGroupOutput;\r\n }\r\n\r\n context.targetStopDurationBlockOutput = _CreateTargetStopDurationInputBlock(oldSystem, context);\r\n\r\n // Find the ratio between the actual frame and the target stop duration\r\n const ratio = new ParticleMathBlock(\"Frame/Stop Ratio\");\r\n ratio.operation = ParticleMathBlockOperations.Divide;\r\n _CreateAndConnectSystemSource(\"Actual Frame\", NodeParticleSystemSources.Time, ratio.left);\r\n context.targetStopDurationBlockOutput.connectTo(ratio.right);\r\n\r\n // Make sure values is >=0\r\n const clampMin = new ParticleMathBlock(\"Clamp Min 0\");\r\n clampMin.operation = ParticleMathBlockOperations.Max;\r\n _CreateAndConnectInput(\"Zero\", 0, clampMin.left);\r\n ratio.output.connectTo(clampMin.right);\r\n\r\n // Make sure values is <=1\r\n const clampMax = new ParticleMathBlock(\"Clamp Max 1\");\r\n clampMax.operation = ParticleMathBlockOperations.Min;\r\n _CreateAndConnectInput(\"One\", 1, clampMax.left);\r\n clampMin.output.connectTo(clampMax.right);\r\n\r\n // Save the group output in our context to avoid regenerating it again\r\n context.timeToStopTimeRatioBlockGroupOutput = clampMax.output;\r\n return context.timeToStopTimeRatioBlockGroupOutput;\r\n}\r\n\r\nfunction _CreateAgeToLifeTimeRatioBlockGroup(context: RuntimeConversionContext): NodeParticleConnectionPoint {\r\n // If we have already generated this group, return it\r\n if (context.ageToLifeTimeRatioBlockGroupOutput) {\r\n return context.ageToLifeTimeRatioBlockGroupOutput;\r\n }\r\n\r\n // Find the ratio between the age and the lifetime\r\n const ratio = new ParticleMathBlock(\"Age/LifeTime Ratio\");\r\n ratio.operation = ParticleMathBlockOperations.Divide;\r\n _CreateAndConnectContextualSource(\"Age\", NodeParticleContextualSources.Age, ratio.left);\r\n _CreateAndConnectContextualSource(\"LifeTime\", NodeParticleContextualSources.Lifetime, ratio.right);\r\n\r\n // Save the group output in our context to avoid regenerating it again\r\n context.ageToLifeTimeRatioBlockGroupOutput = ratio.output;\r\n return ratio.output;\r\n}\r\n\r\n/**\r\n * Creates the blocks that represent a gradient\r\n * @param gradientSelector The value that determines which gradient to use\r\n * @param gradientValues The list of gradient values\r\n * @param randomLockMode The type of random to use for the gradient values\r\n * @param prefix The prefix to use for naming the blocks\r\n * @param initialValues Optional initial values to connect to the gradient inputs that were calculated during other steps of the conversion\r\n * @returns The output connection point of the gradient block\r\n */\r\nfunction _CreateGradientBlockGroup(\r\n gradientSelector: NodeParticleConnectionPoint,\r\n gradientValues: Array<FactorGradient> | Array<ColorGradient>,\r\n randomLockMode: ParticleRandomBlockLocks,\r\n prefix: string,\r\n initialValues: NodeParticleConnectionPoint[] = []\r\n): NodeParticleConnectionPoint {\r\n // Create the gradient block and connect the value that controls the gradient selection\r\n const gradientBlock = new ParticleGradientBlock(prefix + \" Gradient Block\");\r\n gradientSelector.connectTo(gradientBlock.gradient);\r\n\r\n // If initial values are provided, we use them instead of the values in the gradientValues array\r\n // These means this values were already transformed into blocks on a previous step of the conversion and we must reuse them\r\n for (let i = 0; i < initialValues.length; i++) {\r\n const reference = i < gradientValues.length ? gradientValues[i].gradient : 1;\r\n const gradientValueBlock = new ParticleGradientValueBlock(prefix + \" Gradient Value \" + i);\r\n gradientValueBlock.reference = reference;\r\n initialValues[i].connectTo(gradientValueBlock.value);\r\n gradientValueBlock.output.connectTo(gradientBlock.inputs[i + 1]);\r\n }\r\n\r\n // Create the gradient values\r\n for (let i = 0 + initialValues.length; i < gradientValues.length; i++) {\r\n const gradientValueBlockGroupOutput = _CreateGradientValueBlockGroup(gradientValues[i], randomLockMode, prefix, i);\r\n gradientValueBlockGroupOutput.connectTo(gradientBlock.inputs[i + 1]);\r\n }\r\n\r\n return gradientBlock.output;\r\n}\r\n\r\n/**\r\n * Creates the blocks that represent a gradient value\r\n * This can be either a single value or a random between two values\r\n * @param gradientStep The gradient step data\r\n * @param randomLockMode The lock mode to use for random values\r\n * @param prefix The prefix to use for naming the blocks\r\n * @param index The index of the gradient step\r\n * @returns The output connection point of the gradient value block\r\n */\r\nfunction _CreateGradientValueBlockGroup(\r\n gradientStep: FactorGradient | ColorGradient,\r\n randomLockMode: ParticleRandomBlockLocks,\r\n prefix: string,\r\n index: number\r\n): NodeParticleConnectionPoint {\r\n const gradientValueBlock = new ParticleGradientValueBlock(prefix + \" Gradient Value \" + index);\r\n gradientValueBlock.reference = gradientStep.gradient;\r\n\r\n const value1 = (gradientStep as any).factor1 ?? (gradientStep as any).color1;\r\n const value2 = (gradientStep as any).factor2 ?? (gradientStep as any).color2;\r\n\r\n if (value2 !== undefined) {\r\n // Create a random between value1 and value2\r\n const randomBlock = new ParticleRandomBlock(\"Random Value \" + index);\r\n randomBlock.lockMode = randomLockMode;\r\n _CreateAndConnectInput(\"Value 1\", value1, randomBlock.min);\r\n _CreateAndConnectInput(\"Value 2\", value2, randomBlock.max);\r\n randomBlock.output.connectTo(gradientValueBlock.value);\r\n } else {\r\n // Single value\r\n _CreateAndConnectInput(\"Value\", value1, gradientValueBlock.value);\r\n }\r\n\r\n return gradientValueBlock.output;\r\n}\r\n"]}
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@@ -248,7 +248,7 @@ export class NodeParticleSystemSet {
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// Texture
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const textureBlock = new ParticleTextureSourceBlock("Texture");
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textureBlock.texture.connectTo(system.texture);
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textureBlock.url = "https://assets.babylonjs.com/textures/flare.png";
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textureBlock.url = Tools.GetAssetUrl("https://assets.babylonjs.com/core/textures/flare.png");
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this._systemBlocks.push(system);
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}
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/**
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@@ -1 +1 @@
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1
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{ serialize } from \"core/Misc/decorators\";\r\nimport { ParticleSystemSet } from \"../particleSystemSet\";\r\nimport { SystemBlock } from \"./Blocks/systemBlock\";\r\nimport type { Scene } from \"core/scene\";\r\nimport { NodeParticleBuildState } from \"./nodeParticleBuildState\";\r\nimport type { NodeParticleBlock } from \"./nodeParticleBlock\";\r\nimport { SerializationHelper } from \"core/Misc/decorators.serialization\";\r\nimport { Observable } from \"core/Misc/observable\";\r\nimport { GetClass } from \"core/Misc/typeStore\";\r\nimport { WebRequest } from \"core/Misc/webRequest\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { Tools } from \"core/Misc/tools\";\r\nimport { AbstractEngine } from \"core/Engines/abstractEngine\";\r\nimport { ParticleInputBlock } from \"./Blocks/particleInputBlock\";\r\nimport { ParticleTextureSourceBlock } from \"./Blocks/particleSourceTextureBlock\";\r\nimport { NodeParticleContextualSources } from \"./Enums/nodeParticleContextualSources\";\r\nimport { UpdatePositionBlock } from \"./Blocks/Update/updatePositionBlock\";\r\nimport { ParticleMathBlock, ParticleMathBlockOperations } from \"./Blocks/particleMathBlock\";\r\nimport type { ParticleTeleportOutBlock } from \"./Blocks/Teleport/particleTeleportOutBlock\";\r\nimport type { ParticleTeleportInBlock } from \"./Blocks/Teleport/particleTeleportInBlock\";\r\nimport { BoxShapeBlock } from \"./Blocks/Emitters/boxShapeBlock\";\r\nimport { CreateParticleBlock } from \"./Blocks/Emitters/createParticleBlock\";\r\nimport type { Color4 } from \"core/Maths/math.color\";\r\nimport type { Nullable } from \"../../types\";\r\n\r\n// declare NODEPARTICLEEDITOR namespace for compilation issue\r\ndeclare let NODEPARTICLEEDITOR: any;\r\ndeclare let BABYLON: any;\r\n\r\n/**\r\n * Interface used to configure the node particle editor\r\n */\r\nexport interface INodeParticleEditorOptions {\r\n /** Define the URL to load node editor script from */\r\n editorURL?: string;\r\n /** Additional configuration for the NPE */\r\n nodeEditorConfig?: {\r\n backgroundColor?: Color4;\r\n };\r\n}\r\n\r\n/**\r\n * Defines a set of particle systems defined as a node graph.\r\n * NPE: #K6F1ZB#1\r\n * PG: #ZT509U#1\r\n */\r\nexport class NodeParticleSystemSet {\r\n private _systemBlocks: SystemBlock[] = [];\r\n private _buildId: number = 0;\r\n\r\n /** Define the Url to load node editor script */\r\n public static EditorURL = `${Tools._DefaultCdnUrl}/v${AbstractEngine.Version}/nodeParticleEditor/babylon.nodeParticleEditor.js`;\r\n\r\n /** Define the Url to load snippets */\r\n public static SnippetUrl = Constants.SnippetUrl;\r\n\r\n /**\r\n * Snippet ID if the material was created from the snippet server\r\n */\r\n public snippetId: string;\r\n\r\n /**\r\n * Gets an array of blocks that needs to be serialized even if they are not yet connected\r\n */\r\n public attachedBlocks: NodeParticleBlock[] = [];\r\n\r\n /**\r\n * Gets or sets data used by visual editor\r\n * @see https://npe.babylonjs.com\r\n */\r\n public editorData: any = null;\r\n\r\n /**\r\n * Observable raised when the particle set is built\r\n */\r\n public onBuildObservable = new Observable<NodeParticleSystemSet>();\r\n\r\n /**\r\n * The name of the set\r\n */\r\n @serialize()\r\n public name: string;\r\n\r\n /**\r\n * A free comment about the set\r\n */\r\n @serialize(\"comment\")\r\n public comment: string;\r\n\r\n /**\r\n * Gets the system blocks\r\n */\r\n public get systemBlocks(): SystemBlock[] {\r\n return this._systemBlocks;\r\n }\r\n\r\n /**\r\n * Gets the list of input blocks attached to this material\r\n * @returns an array of InputBlocks\r\n */\r\n public get inputBlocks() {\r\n const blocks: ParticleInputBlock[] = [];\r\n for (const block of this.attachedBlocks) {\r\n if (block.isInput) {\r\n blocks.push(block as ParticleInputBlock);\r\n }\r\n }\r\n\r\n return blocks;\r\n }\r\n\r\n /**\r\n * Get a block by its name\r\n * @param name defines the name of the block to retrieve\r\n * @returns the required block or null if not found\r\n */\r\n public getBlockByName(name: string) {\r\n let result = null;\r\n for (const block of this.attachedBlocks) {\r\n if (block.name === name) {\r\n if (!result) {\r\n result = block;\r\n } else {\r\n Tools.Warn(\"More than one block was found with the name `\" + name + \"`\");\r\n return result;\r\n }\r\n }\r\n }\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Get a block using a predicate\r\n * @param predicate defines the predicate used to find the good candidate\r\n * @returns the required block or null if not found\r\n */\r\n public getBlockByPredicate(predicate: (block: NodeParticleBlock) => boolean) {\r\n for (const block of this.attachedBlocks) {\r\n if (predicate(block)) {\r\n return block;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Get an input block using a predicate\r\n * @param predicate defines the predicate used to find the good candidate\r\n * @returns the required input block or null if not found\r\n */\r\n public getInputBlockByPredicate(predicate: (block: ParticleInputBlock) => boolean): Nullable<ParticleInputBlock> {\r\n for (const block of this.attachedBlocks) {\r\n if (block.isInput && predicate(block as ParticleInputBlock)) {\r\n return block as ParticleInputBlock;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n /**\r\n * Creates a new set\r\n * @param name defines the name of the set\r\n */\r\n public constructor(name: string) {\r\n this.name = name;\r\n }\r\n\r\n /**\r\n * Gets the current class name of the node particle set e.g. \"NodeParticleSystemSet\"\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"NodeParticleSystemSet\";\r\n }\r\n\r\n private _initializeBlock(node: NodeParticleBlock, autoConfigure = true) {\r\n if (this.attachedBlocks.indexOf(node) === -1) {\r\n this.attachedBlocks.push(node);\r\n }\r\n\r\n for (const input of node.inputs) {\r\n const connectedPoint = input.connectedPoint;\r\n if (connectedPoint) {\r\n const block = connectedPoint.ownerBlock;\r\n if (block !== node) {\r\n this._initializeBlock(block, autoConfigure);\r\n }\r\n }\r\n }\r\n }\r\n\r\n private BJSNODEPARTICLEEDITOR = this._getGlobalNodeParticleEditor();\r\n\r\n /** Get the editor from bundle or global\r\n * @returns the global NPE\r\n */\r\n private _getGlobalNodeParticleEditor(): any {\r\n // UMD Global name detection from Webpack Bundle UMD Name.\r\n if (typeof NODEPARTICLEEDITOR !== \"undefined\") {\r\n return NODEPARTICLEEDITOR;\r\n }\r\n\r\n // In case of module let's check the global emitted from the editor entry point.\r\n if (typeof BABYLON !== \"undefined\" && typeof BABYLON.NodeParticleEditor !== \"undefined\") {\r\n return BABYLON;\r\n }\r\n\r\n return undefined;\r\n }\r\n\r\n /** Creates the node editor window.\r\n * @param additionalConfig Define the configuration of the editor\r\n */\r\n private _createNodeParticleEditor(additionalConfig?: any) {\r\n const nodeEditorConfig: any = {\r\n nodeParticleSet: this,\r\n ...additionalConfig,\r\n };\r\n this.BJSNODEPARTICLEEDITOR.NodeParticleEditor.Show(nodeEditorConfig);\r\n }\r\n\r\n /**\r\n * Launch the node particle editor\r\n * @param config Define the configuration of the editor\r\n * @returns a promise fulfilled when the node editor is visible\r\n */\r\n public async editAsync(config?: INodeParticleEditorOptions): Promise<void> {\r\n return await new Promise((resolve) => {\r\n this.BJSNODEPARTICLEEDITOR = this.BJSNODEPARTICLEEDITOR || this._getGlobalNodeParticleEditor();\r\n if (typeof this.BJSNODEPARTICLEEDITOR == \"undefined\") {\r\n const editorUrl = config && config.editorURL ? config.editorURL : NodeParticleSystemSet.EditorURL;\r\n\r\n // Load editor and add it to the DOM\r\n Tools.LoadBabylonScript(editorUrl, () => {\r\n this.BJSNODEPARTICLEEDITOR = this.BJSNODEPARTICLEEDITOR || this._getGlobalNodeParticleEditor();\r\n this._createNodeParticleEditor(config?.nodeEditorConfig);\r\n resolve();\r\n });\r\n } else {\r\n // Otherwise creates the editor\r\n this._createNodeParticleEditor(config?.nodeEditorConfig);\r\n resolve();\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Builds the particle system set from the defined blocks.\r\n * @param scene defines the hosting scene\r\n * @param verbose defines whether to log detailed information during the build process (false by default)\r\n * @returns a promise that resolves to the built particle system set\r\n */\r\n public async buildAsync(scene: Scene, verbose = false): Promise<ParticleSystemSet> {\r\n return await new Promise<ParticleSystemSet>((resolve) => {\r\n const output = new ParticleSystemSet();\r\n\r\n // Initialize all blocks\r\n for (const block of this._systemBlocks) {\r\n this._initializeBlock(block);\r\n }\r\n\r\n // Build the blocks\r\n for (const block of this.systemBlocks) {\r\n const state = new NodeParticleBuildState();\r\n state.buildId = this._buildId++;\r\n state.scene = scene;\r\n state.verbose = verbose;\r\n\r\n const system = block.createSystem(state);\r\n system._source = this;\r\n system._blockReference = block._internalId;\r\n\r\n // Errors\r\n state.emitErrors();\r\n\r\n output.systems.push(system);\r\n }\r\n\r\n this.onBuildObservable.notifyObservers(this);\r\n\r\n resolve(output);\r\n });\r\n }\r\n\r\n /**\r\n * Clear the current node particle set\r\n */\r\n public clear() {\r\n this.attachedBlocks.length = 0;\r\n this._systemBlocks.length = 0;\r\n }\r\n\r\n /**\r\n * Clear the current set and restore it to a default state\r\n */\r\n public setToDefault() {\r\n this.clear();\r\n\r\n this.editorData = null;\r\n\r\n // Main system\r\n const system = new SystemBlock(\"Particle system\");\r\n\r\n // Update position\r\n const updatePositionBlock = new UpdatePositionBlock(\"Update position\");\r\n updatePositionBlock.output.connectTo(system.particle);\r\n\r\n // Contextual inputs\r\n const positionBlock = new ParticleInputBlock(\"Position\");\r\n positionBlock.contextualValue = NodeParticleContextualSources.Position;\r\n const directionBlock = new ParticleInputBlock(\"Scaled direction\");\r\n directionBlock.contextualValue = NodeParticleContextualSources.ScaledDirection;\r\n\r\n // Add\r\n const addBlock = new ParticleMathBlock(\"Add\");\r\n addBlock.operation = ParticleMathBlockOperations.Add;\r\n positionBlock.output.connectTo(addBlock.left);\r\n directionBlock.output.connectTo(addBlock.right);\r\n addBlock.output.connectTo(updatePositionBlock.position);\r\n\r\n // Create particle\r\n const createParticleBlock = new CreateParticleBlock(\"Create particle\");\r\n\r\n // Shape\r\n const emitterShape = new BoxShapeBlock(\"Box shape\");\r\n createParticleBlock.particle.connectTo(emitterShape.particle);\r\n emitterShape.output.connectTo(updatePositionBlock.particle);\r\n\r\n // Texture\r\n const textureBlock = new ParticleTextureSourceBlock(\"Texture\");\r\n textureBlock.texture.connectTo(system.texture);\r\n textureBlock.url = \"https://assets.babylonjs.com/textures/flare.png\";\r\n\r\n this._systemBlocks.push(system);\r\n }\r\n\r\n /**\r\n * Remove a block from the current system set\r\n * @param block defines the block to remove\r\n */\r\n public removeBlock(block: NodeParticleBlock) {\r\n const attachedBlockIndex = this.attachedBlocks.indexOf(block);\r\n if (attachedBlockIndex > -1) {\r\n this.attachedBlocks.splice(attachedBlockIndex, 1);\r\n }\r\n\r\n if (block.isSystem) {\r\n const index = this._systemBlocks.indexOf(block as SystemBlock);\r\n if (index > -1) {\r\n this._systemBlocks.splice(index, 1);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Clear the current graph and load a new one from a serialization object\r\n * @param source defines the JSON representation of the particle set\r\n * @param merge defines whether or not the source must be merged or replace the current content\r\n */\r\n public parseSerializedObject(source: any, merge = false) {\r\n if (!merge) {\r\n this.clear();\r\n }\r\n\r\n const map: { [key: number]: NodeParticleBlock } = {};\r\n\r\n // Create blocks\r\n for (const parsedBlock of source.blocks) {\r\n const blockType = GetClass(parsedBlock.customType);\r\n if (blockType) {\r\n const block: NodeParticleBlock = new blockType();\r\n block._deserialize(parsedBlock);\r\n map[parsedBlock.id] = block;\r\n\r\n this.attachedBlocks.push(block);\r\n\r\n if (block.isSystem) {\r\n this._systemBlocks.push(block as SystemBlock);\r\n }\r\n }\r\n }\r\n\r\n // Reconnect teleportation\r\n for (const block of this.attachedBlocks) {\r\n if (block.isTeleportOut) {\r\n const teleportOut = block as ParticleTeleportOutBlock;\r\n const id = teleportOut._tempEntryPointUniqueId;\r\n if (id) {\r\n const source = map[id] as ParticleTeleportInBlock;\r\n if (source) {\r\n source.attachToEndpoint(teleportOut);\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Connections - Starts with input blocks only (except if in \"merge\" mode where we scan all blocks)\r\n for (let blockIndex = 0; blockIndex < source.blocks.length; blockIndex++) {\r\n const parsedBlock = source.blocks[blockIndex];\r\n const block = map[parsedBlock.id];\r\n\r\n if (!block) {\r\n continue;\r\n }\r\n\r\n if (block.inputs.length && parsedBlock.inputs.some((i: any) => i.targetConnectionName) && !merge) {\r\n continue;\r\n }\r\n this._restoreConnections(block, source, map);\r\n }\r\n\r\n // UI related info\r\n if (source.locations || (source.editorData && source.editorData.locations)) {\r\n const locations: {\r\n blockId: number;\r\n x: number;\r\n y: number;\r\n isCollapsed: boolean;\r\n }[] = source.locations || source.editorData.locations;\r\n\r\n for (const location of locations) {\r\n if (map[location.blockId]) {\r\n location.blockId = map[location.blockId].uniqueId;\r\n }\r\n }\r\n\r\n if (merge && this.editorData && this.editorData.locations) {\r\n locations.concat(this.editorData.locations);\r\n }\r\n\r\n if (source.locations) {\r\n this.editorData = {\r\n locations: locations,\r\n };\r\n } else {\r\n this.editorData = source.editorData;\r\n this.editorData.locations = locations;\r\n }\r\n\r\n const blockMap: { [key: number]: number } = {};\r\n\r\n for (const key in map) {\r\n blockMap[key] = map[key].uniqueId;\r\n }\r\n\r\n this.editorData.map = blockMap;\r\n }\r\n\r\n this.comment = source.comment;\r\n }\r\n\r\n private _restoreConnections(block: NodeParticleBlock, source: any, map: { [key: number]: NodeParticleBlock }) {\r\n for (const outputPoint of block.outputs) {\r\n for (const candidate of source.blocks) {\r\n const target = map[candidate.id];\r\n\r\n if (!target) {\r\n continue;\r\n }\r\n\r\n for (const input of candidate.inputs) {\r\n if (map[input.targetBlockId] === block && input.targetConnectionName === outputPoint.name) {\r\n const inputPoint = target.getInputByName(input.inputName);\r\n if (!inputPoint || inputPoint.isConnected) {\r\n continue;\r\n }\r\n\r\n outputPoint.connectTo(inputPoint, true);\r\n this._restoreConnections(target, source, map);\r\n continue;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Serializes this node particle set in a JSON representation\r\n * @param selectedBlocks defines the list of blocks to save (if null the whole node particle set will be saved)\r\n * @returns the serialized particle system set object\r\n */\r\n public serialize(selectedBlocks?: NodeParticleBlock[]): any {\r\n const serializationObject = selectedBlocks ? {} : SerializationHelper.Serialize(this);\r\n serializationObject.editorData = JSON.parse(JSON.stringify(this.editorData)); // Copy\r\n\r\n let blocks: NodeParticleBlock[] = [];\r\n\r\n if (selectedBlocks) {\r\n blocks = selectedBlocks;\r\n } else {\r\n serializationObject.customType = \"BABYLON.NodeParticleSystemSet\";\r\n }\r\n\r\n // Blocks\r\n serializationObject.blocks = [];\r\n\r\n for (const block of blocks) {\r\n serializationObject.blocks.push(block.serialize());\r\n }\r\n\r\n if (!selectedBlocks) {\r\n for (const block of this.attachedBlocks) {\r\n if (blocks.indexOf(block) !== -1) {\r\n continue;\r\n }\r\n serializationObject.blocks.push(block.serialize());\r\n }\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Makes a duplicate of the current particle system set.\r\n * @param name defines the name to use for the new particle system set\r\n * @returns the cloned particle system set\r\n */\r\n public clone(name: string): NodeParticleSystemSet {\r\n const serializationObject = this.serialize();\r\n\r\n const clone = SerializationHelper.Clone(() => new NodeParticleSystemSet(name), this);\r\n clone.name = name;\r\n clone.snippetId = this.snippetId;\r\n\r\n clone.parseSerializedObject(serializationObject);\r\n clone._buildId = this._buildId;\r\n\r\n return clone;\r\n }\r\n\r\n /**\r\n * Disposes the resources\r\n */\r\n public dispose(): void {\r\n for (const block of this.attachedBlocks) {\r\n block.dispose();\r\n }\r\n\r\n this.attachedBlocks.length = 0;\r\n this.onBuildObservable.clear();\r\n }\r\n\r\n /**\r\n * Creates a new node particle set set to default basic configuration\r\n * @param name defines the name of the particle set\r\n * @returns a new NodeParticleSystemSet\r\n */\r\n public static CreateDefault(name: string) {\r\n const nodeParticleSet = new NodeParticleSystemSet(name);\r\n\r\n nodeParticleSet.setToDefault();\r\n\r\n return nodeParticleSet;\r\n }\r\n\r\n /**\r\n * Creates a node particle set from parsed data\r\n * @param source defines the JSON representation of the particle set\r\n * @returns a new node particle set\r\n */\r\n public static Parse(source: any): NodeParticleSystemSet {\r\n const nodeParticleSet = SerializationHelper.Parse(() => new NodeParticleSystemSet(source.name), source, null);\r\n\r\n nodeParticleSet.parseSerializedObject(source);\r\n\r\n return nodeParticleSet;\r\n }\r\n\r\n /**\r\n * Creates a node particle set from a snippet saved in a remote file\r\n * @param name defines the name of the node particle set to create\r\n * @param url defines the url to load from\r\n * @param nodeParticleSet defines a node particle set to update (instead of creating a new one)\r\n * @returns a promise that will resolve to the new node particle set\r\n */\r\n // eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\r\n public static ParseFromFileAsync(name: string, url: string, nodeParticleSet?: NodeParticleSystemSet): Promise<NodeParticleSystemSet> {\r\n return new Promise((resolve, reject) => {\r\n const request = new WebRequest();\r\n request.addEventListener(\"readystatechange\", () => {\r\n if (request.readyState == 4) {\r\n if (request.status == 200) {\r\n const serializationObject = JSON.parse(request.responseText);\r\n if (!nodeParticleSet) {\r\n nodeParticleSet = SerializationHelper.Parse(() => new NodeParticleSystemSet(name), serializationObject, null);\r\n }\r\n\r\n nodeParticleSet.parseSerializedObject(serializationObject);\r\n\r\n resolve(nodeParticleSet);\r\n } else {\r\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\r\n reject(\"Unable to load the node particle system set\");\r\n }\r\n }\r\n });\r\n\r\n request.open(\"GET\", url);\r\n request.send();\r\n });\r\n }\r\n\r\n /**\r\n * Creates a node particle set from a snippet saved by the node particle editor\r\n * @param snippetId defines the snippet to load\r\n * @param nodeParticleSet defines a node particle set to update (instead of creating a new one)\r\n * @returns a promise that will resolve to the new node particle set\r\n */\r\n // eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\r\n public static ParseFromSnippetAsync(snippetId: string, nodeParticleSet?: NodeParticleSystemSet): Promise<NodeParticleSystemSet> {\r\n if (snippetId === \"_BLANK\") {\r\n return Promise.resolve(NodeParticleSystemSet.CreateDefault(\"blank\"));\r\n }\r\n\r\n return new Promise((resolve, reject) => {\r\n const request = new WebRequest();\r\n request.addEventListener(\"readystatechange\", () => {\r\n if (request.readyState == 4) {\r\n if (request.status == 200) {\r\n const snippet = JSON.parse(JSON.parse(request.responseText).jsonPayload);\r\n const serializationObject = JSON.parse(snippet.nodeParticle);\r\n\r\n if (!nodeParticleSet) {\r\n nodeParticleSet = SerializationHelper.Parse(() => new NodeParticleSystemSet(snippetId), serializationObject, null);\r\n }\r\n\r\n nodeParticleSet.parseSerializedObject(serializationObject);\r\n nodeParticleSet.snippetId = snippetId;\r\n\r\n try {\r\n resolve(nodeParticleSet);\r\n } catch (err) {\r\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\r\n reject(err);\r\n }\r\n } else {\r\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\r\n reject(\"Unable to load the snippet \" + snippetId);\r\n }\r\n }\r\n });\r\n\r\n request.open(\"GET\", this.SnippetUrl + \"/\" + snippetId.replace(/#/g, \"/\"));\r\n request.send();\r\n });\r\n }\r\n}\r\n"]}
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1
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+
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{ serialize } from \"core/Misc/decorators\";\r\nimport { ParticleSystemSet } from \"../particleSystemSet\";\r\nimport { SystemBlock } from \"./Blocks/systemBlock\";\r\nimport type { Scene } from \"core/scene\";\r\nimport { NodeParticleBuildState } from \"./nodeParticleBuildState\";\r\nimport type { NodeParticleBlock } from \"./nodeParticleBlock\";\r\nimport { SerializationHelper } from \"core/Misc/decorators.serialization\";\r\nimport { Observable } from \"core/Misc/observable\";\r\nimport { GetClass } from \"core/Misc/typeStore\";\r\nimport { WebRequest } from \"core/Misc/webRequest\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { Tools } from \"core/Misc/tools\";\r\nimport { AbstractEngine } from \"core/Engines/abstractEngine\";\r\nimport { ParticleInputBlock } from \"./Blocks/particleInputBlock\";\r\nimport { ParticleTextureSourceBlock } from \"./Blocks/particleSourceTextureBlock\";\r\nimport { NodeParticleContextualSources } from \"./Enums/nodeParticleContextualSources\";\r\nimport { UpdatePositionBlock } from \"./Blocks/Update/updatePositionBlock\";\r\nimport { ParticleMathBlock, ParticleMathBlockOperations } from \"./Blocks/particleMathBlock\";\r\nimport type { ParticleTeleportOutBlock } from \"./Blocks/Teleport/particleTeleportOutBlock\";\r\nimport type { ParticleTeleportInBlock } from \"./Blocks/Teleport/particleTeleportInBlock\";\r\nimport { BoxShapeBlock } from \"./Blocks/Emitters/boxShapeBlock\";\r\nimport { CreateParticleBlock } from \"./Blocks/Emitters/createParticleBlock\";\r\nimport type { Color4 } from \"core/Maths/math.color\";\r\nimport type { Nullable } from \"../../types\";\r\n\r\n// declare NODEPARTICLEEDITOR namespace for compilation issue\r\ndeclare let NODEPARTICLEEDITOR: any;\r\ndeclare let BABYLON: any;\r\n\r\n/**\r\n * Interface used to configure the node particle editor\r\n */\r\nexport interface INodeParticleEditorOptions {\r\n /** Define the URL to load node editor script from */\r\n editorURL?: string;\r\n /** Additional configuration for the NPE */\r\n nodeEditorConfig?: {\r\n backgroundColor?: Color4;\r\n };\r\n}\r\n\r\n/**\r\n * Defines a set of particle systems defined as a node graph.\r\n * NPE: #K6F1ZB#1\r\n * PG: #ZT509U#1\r\n */\r\nexport class NodeParticleSystemSet {\r\n private _systemBlocks: SystemBlock[] = [];\r\n private _buildId: number = 0;\r\n\r\n /** Define the Url to load node editor script */\r\n public static EditorURL = `${Tools._DefaultCdnUrl}/v${AbstractEngine.Version}/nodeParticleEditor/babylon.nodeParticleEditor.js`;\r\n\r\n /** Define the Url to load snippets */\r\n public static SnippetUrl = Constants.SnippetUrl;\r\n\r\n /**\r\n * Snippet ID if the material was created from the snippet server\r\n */\r\n public snippetId: string;\r\n\r\n /**\r\n * Gets an array of blocks that needs to be serialized even if they are not yet connected\r\n */\r\n public attachedBlocks: NodeParticleBlock[] = [];\r\n\r\n /**\r\n * Gets or sets data used by visual editor\r\n * @see https://npe.babylonjs.com\r\n */\r\n public editorData: any = null;\r\n\r\n /**\r\n * Observable raised when the particle set is built\r\n */\r\n public onBuildObservable = new Observable<NodeParticleSystemSet>();\r\n\r\n /**\r\n * The name of the set\r\n */\r\n @serialize()\r\n public name: string;\r\n\r\n /**\r\n * A free comment about the set\r\n */\r\n @serialize(\"comment\")\r\n public comment: string;\r\n\r\n /**\r\n * Gets the system blocks\r\n */\r\n public get systemBlocks(): SystemBlock[] {\r\n return this._systemBlocks;\r\n }\r\n\r\n /**\r\n * Gets the list of input blocks attached to this material\r\n * @returns an array of InputBlocks\r\n */\r\n public get inputBlocks() {\r\n const blocks: ParticleInputBlock[] = [];\r\n for (const block of this.attachedBlocks) {\r\n if (block.isInput) {\r\n blocks.push(block as ParticleInputBlock);\r\n }\r\n }\r\n\r\n return blocks;\r\n }\r\n\r\n /**\r\n * Get a block by its name\r\n * @param name defines the name of the block to retrieve\r\n * @returns the required block or null if not found\r\n */\r\n public getBlockByName(name: string) {\r\n let result = null;\r\n for (const block of this.attachedBlocks) {\r\n if (block.name === name) {\r\n if (!result) {\r\n result = block;\r\n } else {\r\n Tools.Warn(\"More than one block was found with the name `\" + name + \"`\");\r\n return result;\r\n }\r\n }\r\n }\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Get a block using a predicate\r\n * @param predicate defines the predicate used to find the good candidate\r\n * @returns the required block or null if not found\r\n */\r\n public getBlockByPredicate(predicate: (block: NodeParticleBlock) => boolean) {\r\n for (const block of this.attachedBlocks) {\r\n if (predicate(block)) {\r\n return block;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Get an input block using a predicate\r\n * @param predicate defines the predicate used to find the good candidate\r\n * @returns the required input block or null if not found\r\n */\r\n public getInputBlockByPredicate(predicate: (block: ParticleInputBlock) => boolean): Nullable<ParticleInputBlock> {\r\n for (const block of this.attachedBlocks) {\r\n if (block.isInput && predicate(block as ParticleInputBlock)) {\r\n return block as ParticleInputBlock;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n /**\r\n * Creates a new set\r\n * @param name defines the name of the set\r\n */\r\n public constructor(name: string) {\r\n this.name = name;\r\n }\r\n\r\n /**\r\n * Gets the current class name of the node particle set e.g. \"NodeParticleSystemSet\"\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"NodeParticleSystemSet\";\r\n }\r\n\r\n private _initializeBlock(node: NodeParticleBlock, autoConfigure = true) {\r\n if (this.attachedBlocks.indexOf(node) === -1) {\r\n this.attachedBlocks.push(node);\r\n }\r\n\r\n for (const input of node.inputs) {\r\n const connectedPoint = input.connectedPoint;\r\n if (connectedPoint) {\r\n const block = connectedPoint.ownerBlock;\r\n if (block !== node) {\r\n this._initializeBlock(block, autoConfigure);\r\n }\r\n }\r\n }\r\n }\r\n\r\n private BJSNODEPARTICLEEDITOR = this._getGlobalNodeParticleEditor();\r\n\r\n /** Get the editor from bundle or global\r\n * @returns the global NPE\r\n */\r\n private _getGlobalNodeParticleEditor(): any {\r\n // UMD Global name detection from Webpack Bundle UMD Name.\r\n if (typeof NODEPARTICLEEDITOR !== \"undefined\") {\r\n return NODEPARTICLEEDITOR;\r\n }\r\n\r\n // In case of module let's check the global emitted from the editor entry point.\r\n if (typeof BABYLON !== \"undefined\" && typeof BABYLON.NodeParticleEditor !== \"undefined\") {\r\n return BABYLON;\r\n }\r\n\r\n return undefined;\r\n }\r\n\r\n /** Creates the node editor window.\r\n * @param additionalConfig Define the configuration of the editor\r\n */\r\n private _createNodeParticleEditor(additionalConfig?: any) {\r\n const nodeEditorConfig: any = {\r\n nodeParticleSet: this,\r\n ...additionalConfig,\r\n };\r\n this.BJSNODEPARTICLEEDITOR.NodeParticleEditor.Show(nodeEditorConfig);\r\n }\r\n\r\n /**\r\n * Launch the node particle editor\r\n * @param config Define the configuration of the editor\r\n * @returns a promise fulfilled when the node editor is visible\r\n */\r\n public async editAsync(config?: INodeParticleEditorOptions): Promise<void> {\r\n return await new Promise((resolve) => {\r\n this.BJSNODEPARTICLEEDITOR = this.BJSNODEPARTICLEEDITOR || this._getGlobalNodeParticleEditor();\r\n if (typeof this.BJSNODEPARTICLEEDITOR == \"undefined\") {\r\n const editorUrl = config && config.editorURL ? config.editorURL : NodeParticleSystemSet.EditorURL;\r\n\r\n // Load editor and add it to the DOM\r\n Tools.LoadBabylonScript(editorUrl, () => {\r\n this.BJSNODEPARTICLEEDITOR = this.BJSNODEPARTICLEEDITOR || this._getGlobalNodeParticleEditor();\r\n this._createNodeParticleEditor(config?.nodeEditorConfig);\r\n resolve();\r\n });\r\n } else {\r\n // Otherwise creates the editor\r\n this._createNodeParticleEditor(config?.nodeEditorConfig);\r\n resolve();\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Builds the particle system set from the defined blocks.\r\n * @param scene defines the hosting scene\r\n * @param verbose defines whether to log detailed information during the build process (false by default)\r\n * @returns a promise that resolves to the built particle system set\r\n */\r\n public async buildAsync(scene: Scene, verbose = false): Promise<ParticleSystemSet> {\r\n return await new Promise<ParticleSystemSet>((resolve) => {\r\n const output = new ParticleSystemSet();\r\n\r\n // Initialize all blocks\r\n for (const block of this._systemBlocks) {\r\n this._initializeBlock(block);\r\n }\r\n\r\n // Build the blocks\r\n for (const block of this.systemBlocks) {\r\n const state = new NodeParticleBuildState();\r\n state.buildId = this._buildId++;\r\n state.scene = scene;\r\n state.verbose = verbose;\r\n\r\n const system = block.createSystem(state);\r\n system._source = this;\r\n system._blockReference = block._internalId;\r\n\r\n // Errors\r\n state.emitErrors();\r\n\r\n output.systems.push(system);\r\n }\r\n\r\n this.onBuildObservable.notifyObservers(this);\r\n\r\n resolve(output);\r\n });\r\n }\r\n\r\n /**\r\n * Clear the current node particle set\r\n */\r\n public clear() {\r\n this.attachedBlocks.length = 0;\r\n this._systemBlocks.length = 0;\r\n }\r\n\r\n /**\r\n * Clear the current set and restore it to a default state\r\n */\r\n public setToDefault() {\r\n this.clear();\r\n\r\n this.editorData = null;\r\n\r\n // Main system\r\n const system = new SystemBlock(\"Particle system\");\r\n\r\n // Update position\r\n const updatePositionBlock = new UpdatePositionBlock(\"Update position\");\r\n updatePositionBlock.output.connectTo(system.particle);\r\n\r\n // Contextual inputs\r\n const positionBlock = new ParticleInputBlock(\"Position\");\r\n positionBlock.contextualValue = NodeParticleContextualSources.Position;\r\n const directionBlock = new ParticleInputBlock(\"Scaled direction\");\r\n directionBlock.contextualValue = NodeParticleContextualSources.ScaledDirection;\r\n\r\n // Add\r\n const addBlock = new ParticleMathBlock(\"Add\");\r\n addBlock.operation = ParticleMathBlockOperations.Add;\r\n positionBlock.output.connectTo(addBlock.left);\r\n directionBlock.output.connectTo(addBlock.right);\r\n addBlock.output.connectTo(updatePositionBlock.position);\r\n\r\n // Create particle\r\n const createParticleBlock = new CreateParticleBlock(\"Create particle\");\r\n\r\n // Shape\r\n const emitterShape = new BoxShapeBlock(\"Box shape\");\r\n createParticleBlock.particle.connectTo(emitterShape.particle);\r\n emitterShape.output.connectTo(updatePositionBlock.particle);\r\n\r\n // Texture\r\n const textureBlock = new ParticleTextureSourceBlock(\"Texture\");\r\n textureBlock.texture.connectTo(system.texture);\r\n textureBlock.url = Tools.GetAssetUrl(\"https://assets.babylonjs.com/core/textures/flare.png\");\r\n\r\n this._systemBlocks.push(system);\r\n }\r\n\r\n /**\r\n * Remove a block from the current system set\r\n * @param block defines the block to remove\r\n */\r\n public removeBlock(block: NodeParticleBlock) {\r\n const attachedBlockIndex = this.attachedBlocks.indexOf(block);\r\n if (attachedBlockIndex > -1) {\r\n this.attachedBlocks.splice(attachedBlockIndex, 1);\r\n }\r\n\r\n if (block.isSystem) {\r\n const index = this._systemBlocks.indexOf(block as SystemBlock);\r\n if (index > -1) {\r\n this._systemBlocks.splice(index, 1);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Clear the current graph and load a new one from a serialization object\r\n * @param source defines the JSON representation of the particle set\r\n * @param merge defines whether or not the source must be merged or replace the current content\r\n */\r\n public parseSerializedObject(source: any, merge = false) {\r\n if (!merge) {\r\n this.clear();\r\n }\r\n\r\n const map: { [key: number]: NodeParticleBlock } = {};\r\n\r\n // Create blocks\r\n for (const parsedBlock of source.blocks) {\r\n const blockType = GetClass(parsedBlock.customType);\r\n if (blockType) {\r\n const block: NodeParticleBlock = new blockType();\r\n block._deserialize(parsedBlock);\r\n map[parsedBlock.id] = block;\r\n\r\n this.attachedBlocks.push(block);\r\n\r\n if (block.isSystem) {\r\n this._systemBlocks.push(block as SystemBlock);\r\n }\r\n }\r\n }\r\n\r\n // Reconnect teleportation\r\n for (const block of this.attachedBlocks) {\r\n if (block.isTeleportOut) {\r\n const teleportOut = block as ParticleTeleportOutBlock;\r\n const id = teleportOut._tempEntryPointUniqueId;\r\n if (id) {\r\n const source = map[id] as ParticleTeleportInBlock;\r\n if (source) {\r\n source.attachToEndpoint(teleportOut);\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Connections - Starts with input blocks only (except if in \"merge\" mode where we scan all blocks)\r\n for (let blockIndex = 0; blockIndex < source.blocks.length; blockIndex++) {\r\n const parsedBlock = source.blocks[blockIndex];\r\n const block = map[parsedBlock.id];\r\n\r\n if (!block) {\r\n continue;\r\n }\r\n\r\n if (block.inputs.length && parsedBlock.inputs.some((i: any) => i.targetConnectionName) && !merge) {\r\n continue;\r\n }\r\n this._restoreConnections(block, source, map);\r\n }\r\n\r\n // UI related info\r\n if (source.locations || (source.editorData && source.editorData.locations)) {\r\n const locations: {\r\n blockId: number;\r\n x: number;\r\n y: number;\r\n isCollapsed: boolean;\r\n }[] = source.locations || source.editorData.locations;\r\n\r\n for (const location of locations) {\r\n if (map[location.blockId]) {\r\n location.blockId = map[location.blockId].uniqueId;\r\n }\r\n }\r\n\r\n if (merge && this.editorData && this.editorData.locations) {\r\n locations.concat(this.editorData.locations);\r\n }\r\n\r\n if (source.locations) {\r\n this.editorData = {\r\n locations: locations,\r\n };\r\n } else {\r\n this.editorData = source.editorData;\r\n this.editorData.locations = locations;\r\n }\r\n\r\n const blockMap: { [key: number]: number } = {};\r\n\r\n for (const key in map) {\r\n blockMap[key] = map[key].uniqueId;\r\n }\r\n\r\n this.editorData.map = blockMap;\r\n }\r\n\r\n this.comment = source.comment;\r\n }\r\n\r\n private _restoreConnections(block: NodeParticleBlock, source: any, map: { [key: number]: NodeParticleBlock }) {\r\n for (const outputPoint of block.outputs) {\r\n for (const candidate of source.blocks) {\r\n const target = map[candidate.id];\r\n\r\n if (!target) {\r\n continue;\r\n }\r\n\r\n for (const input of candidate.inputs) {\r\n if (map[input.targetBlockId] === block && input.targetConnectionName === outputPoint.name) {\r\n const inputPoint = target.getInputByName(input.inputName);\r\n if (!inputPoint || inputPoint.isConnected) {\r\n continue;\r\n }\r\n\r\n outputPoint.connectTo(inputPoint, true);\r\n this._restoreConnections(target, source, map);\r\n continue;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Serializes this node particle set in a JSON representation\r\n * @param selectedBlocks defines the list of blocks to save (if null the whole node particle set will be saved)\r\n * @returns the serialized particle system set object\r\n */\r\n public serialize(selectedBlocks?: NodeParticleBlock[]): any {\r\n const serializationObject = selectedBlocks ? {} : SerializationHelper.Serialize(this);\r\n serializationObject.editorData = JSON.parse(JSON.stringify(this.editorData)); // Copy\r\n\r\n let blocks: NodeParticleBlock[] = [];\r\n\r\n if (selectedBlocks) {\r\n blocks = selectedBlocks;\r\n } else {\r\n serializationObject.customType = \"BABYLON.NodeParticleSystemSet\";\r\n }\r\n\r\n // Blocks\r\n serializationObject.blocks = [];\r\n\r\n for (const block of blocks) {\r\n serializationObject.blocks.push(block.serialize());\r\n }\r\n\r\n if (!selectedBlocks) {\r\n for (const block of this.attachedBlocks) {\r\n if (blocks.indexOf(block) !== -1) {\r\n continue;\r\n }\r\n serializationObject.blocks.push(block.serialize());\r\n }\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Makes a duplicate of the current particle system set.\r\n * @param name defines the name to use for the new particle system set\r\n * @returns the cloned particle system set\r\n */\r\n public clone(name: string): NodeParticleSystemSet {\r\n const serializationObject = this.serialize();\r\n\r\n const clone = SerializationHelper.Clone(() => new NodeParticleSystemSet(name), this);\r\n clone.name = name;\r\n clone.snippetId = this.snippetId;\r\n\r\n clone.parseSerializedObject(serializationObject);\r\n clone._buildId = this._buildId;\r\n\r\n return clone;\r\n }\r\n\r\n /**\r\n * Disposes the resources\r\n */\r\n public dispose(): void {\r\n for (const block of this.attachedBlocks) {\r\n block.dispose();\r\n }\r\n\r\n this.attachedBlocks.length = 0;\r\n this.onBuildObservable.clear();\r\n }\r\n\r\n /**\r\n * Creates a new node particle set set to default basic configuration\r\n * @param name defines the name of the particle set\r\n * @returns a new NodeParticleSystemSet\r\n */\r\n public static CreateDefault(name: string) {\r\n const nodeParticleSet = new NodeParticleSystemSet(name);\r\n\r\n nodeParticleSet.setToDefault();\r\n\r\n return nodeParticleSet;\r\n }\r\n\r\n /**\r\n * Creates a node particle set from parsed data\r\n * @param source defines the JSON representation of the particle set\r\n * @returns a new node particle set\r\n */\r\n public static Parse(source: any): NodeParticleSystemSet {\r\n const nodeParticleSet = SerializationHelper.Parse(() => new NodeParticleSystemSet(source.name), source, null);\r\n\r\n nodeParticleSet.parseSerializedObject(source);\r\n\r\n return nodeParticleSet;\r\n }\r\n\r\n /**\r\n * Creates a node particle set from a snippet saved in a remote file\r\n * @param name defines the name of the node particle set to create\r\n * @param url defines the url to load from\r\n * @param nodeParticleSet defines a node particle set to update (instead of creating a new one)\r\n * @returns a promise that will resolve to the new node particle set\r\n */\r\n // eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\r\n public static ParseFromFileAsync(name: string, url: string, nodeParticleSet?: NodeParticleSystemSet): Promise<NodeParticleSystemSet> {\r\n return new Promise((resolve, reject) => {\r\n const request = new WebRequest();\r\n request.addEventListener(\"readystatechange\", () => {\r\n if (request.readyState == 4) {\r\n if (request.status == 200) {\r\n const serializationObject = JSON.parse(request.responseText);\r\n if (!nodeParticleSet) {\r\n nodeParticleSet = SerializationHelper.Parse(() => new NodeParticleSystemSet(name), serializationObject, null);\r\n }\r\n\r\n nodeParticleSet.parseSerializedObject(serializationObject);\r\n\r\n resolve(nodeParticleSet);\r\n } else {\r\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\r\n reject(\"Unable to load the node particle system set\");\r\n }\r\n }\r\n });\r\n\r\n request.open(\"GET\", url);\r\n request.send();\r\n });\r\n }\r\n\r\n /**\r\n * Creates a node particle set from a snippet saved by the node particle editor\r\n * @param snippetId defines the snippet to load\r\n * @param nodeParticleSet defines a node particle set to update (instead of creating a new one)\r\n * @returns a promise that will resolve to the new node particle set\r\n */\r\n // eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\r\n public static ParseFromSnippetAsync(snippetId: string, nodeParticleSet?: NodeParticleSystemSet): Promise<NodeParticleSystemSet> {\r\n if (snippetId === \"_BLANK\") {\r\n return Promise.resolve(NodeParticleSystemSet.CreateDefault(\"blank\"));\r\n }\r\n\r\n return new Promise((resolve, reject) => {\r\n const request = new WebRequest();\r\n request.addEventListener(\"readystatechange\", () => {\r\n if (request.readyState == 4) {\r\n if (request.status == 200) {\r\n const snippet = JSON.parse(JSON.parse(request.responseText).jsonPayload);\r\n const serializationObject = JSON.parse(snippet.nodeParticle);\r\n\r\n if (!nodeParticleSet) {\r\n nodeParticleSet = SerializationHelper.Parse(() => new NodeParticleSystemSet(snippetId), serializationObject, null);\r\n }\r\n\r\n nodeParticleSet.parseSerializedObject(serializationObject);\r\n nodeParticleSet.snippetId = snippetId;\r\n\r\n try {\r\n resolve(nodeParticleSet);\r\n } catch (err) {\r\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\r\n reject(err);\r\n }\r\n } else {\r\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\r\n reject(\"Unable to load the snippet \" + snippetId);\r\n }\r\n }\r\n });\r\n\r\n request.open(\"GET\", this.SnippetUrl + \"/\" + snippetId.replace(/#/g, \"/\"));\r\n request.send();\r\n });\r\n }\r\n}\r\n"]}
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package/Particles/particle.d.ts
CHANGED
|
@@ -111,6 +111,10 @@ export declare class Particle {
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111
111
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/** @internal */
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|
112
112
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_currentVelocity2: number;
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|
113
113
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/** @internal */
|
|
114
|
+
_directionScale: number;
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|
115
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+
/** @internal */
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|
116
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+
_scaledDirection: Vector3;
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|
117
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+
/** @internal */
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|
114
118
|
_currentLimitVelocityGradient: Nullable<FactorGradient>;
|
|
115
119
|
/** @internal */
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|
116
120
|
_currentLimitVelocity1: number;
|
package/Particles/particle.js
CHANGED