@babylonjs/core 8.37.3 → 8.39.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Animations/animation.d.ts +3 -1
- package/Animations/animation.js +5 -4
- package/Animations/animation.js.map +1 -1
- package/Behaviors/Cameras/autoRotationBehavior.d.ts +4 -0
- package/Behaviors/Cameras/autoRotationBehavior.js +7 -0
- package/Behaviors/Cameras/autoRotationBehavior.js.map +1 -1
- package/Behaviors/Cameras/bouncingBehavior.d.ts +5 -0
- package/Behaviors/Cameras/bouncingBehavior.js +8 -0
- package/Behaviors/Cameras/bouncingBehavior.js.map +1 -1
- package/Behaviors/Cameras/framingBehavior.d.ts +4 -0
- package/Behaviors/Cameras/framingBehavior.js +7 -0
- package/Behaviors/Cameras/framingBehavior.js.map +1 -1
- package/Behaviors/Cameras/interpolatingBehavior.d.ts +7 -1
- package/Behaviors/Cameras/interpolatingBehavior.js +21 -6
- package/Behaviors/Cameras/interpolatingBehavior.js.map +1 -1
- package/Behaviors/Meshes/attachToBoxBehavior.d.ts +5 -0
- package/Behaviors/Meshes/attachToBoxBehavior.js +8 -1
- package/Behaviors/Meshes/attachToBoxBehavior.js.map +1 -1
- package/Behaviors/Meshes/baseSixDofDragBehavior.d.ts +5 -2
- package/Behaviors/Meshes/baseSixDofDragBehavior.js +8 -0
- package/Behaviors/Meshes/baseSixDofDragBehavior.js.map +1 -1
- package/Behaviors/Meshes/fadeInOutBehavior.d.ts +5 -0
- package/Behaviors/Meshes/fadeInOutBehavior.js +6 -0
- package/Behaviors/Meshes/fadeInOutBehavior.js.map +1 -1
- package/Behaviors/Meshes/handConstraintBehavior.d.ts +5 -0
- package/Behaviors/Meshes/handConstraintBehavior.js +8 -0
- package/Behaviors/Meshes/handConstraintBehavior.js.map +1 -1
- package/Behaviors/Meshes/multiPointerScaleBehavior.d.ts +5 -0
- package/Behaviors/Meshes/multiPointerScaleBehavior.js +8 -0
- package/Behaviors/Meshes/multiPointerScaleBehavior.js.map +1 -1
- package/Behaviors/Meshes/sixDofDragBehavior.js +1 -1
- package/Behaviors/Meshes/sixDofDragBehavior.js.map +1 -1
- package/Behaviors/Meshes/surfaceMagnetismBehavior.d.ts +5 -0
- package/Behaviors/Meshes/surfaceMagnetismBehavior.js +7 -0
- package/Behaviors/Meshes/surfaceMagnetismBehavior.js.map +1 -1
- package/Behaviors/behavior.d.ts +4 -0
- package/Behaviors/behavior.js.map +1 -1
- package/Cameras/Inputs/geospatialCameraPointersInput.js +3 -5
- package/Cameras/Inputs/geospatialCameraPointersInput.js.map +1 -1
- package/Cameras/geospatialCamera.d.ts +19 -1
- package/Cameras/geospatialCamera.js +117 -28
- package/Cameras/geospatialCamera.js.map +1 -1
- package/Cameras/geospatialCameraMovement.d.ts +7 -2
- package/Cameras/geospatialCameraMovement.js +46 -10
- package/Cameras/geospatialCameraMovement.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.multiRender.d.ts +2 -1
- package/Engines/WebGPU/Extensions/engine.multiRender.js +5 -2
- package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureHelper.d.ts +1 -0
- package/Engines/WebGPU/webgpuTextureHelper.js +11 -0
- package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureManager.d.ts +1 -0
- package/Engines/WebGPU/webgpuTextureManager.js +100 -9
- package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/renderTargetWrapper.js +6 -1
- package/Engines/renderTargetWrapper.js.map +1 -1
- package/Engines/thinEngine.js +1 -1
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.d.ts +7 -4
- package/Engines/webgpuEngine.js +45 -16
- package/Engines/webgpuEngine.js.map +1 -1
- package/FrameGraph/Node/nodeRenderGraph.d.ts +22 -5
- package/FrameGraph/Node/nodeRenderGraph.js +39 -18
- package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
- package/FrameGraph/Passes/pass.d.ts +2 -0
- package/FrameGraph/Passes/pass.js +2 -0
- package/FrameGraph/Passes/pass.js.map +1 -1
- package/FrameGraph/Passes/renderPass.d.ts +2 -0
- package/FrameGraph/Passes/renderPass.js +4 -0
- package/FrameGraph/Passes/renderPass.js.map +1 -1
- package/FrameGraph/frameGraph.d.ts +13 -4
- package/FrameGraph/frameGraph.js +45 -5
- package/FrameGraph/frameGraph.js.map +1 -1
- package/FrameGraph/frameGraphRenderTarget.d.ts +1 -0
- package/FrameGraph/frameGraphRenderTarget.js +3 -0
- package/FrameGraph/frameGraphRenderTarget.js.map +1 -1
- package/FrameGraph/frameGraphTask.d.ts +6 -0
- package/FrameGraph/frameGraphTask.js +15 -0
- package/FrameGraph/frameGraphTask.js.map +1 -1
- package/FrameGraph/frameGraphTypes.d.ts +2 -0
- package/FrameGraph/frameGraphTypes.js.map +1 -1
- package/Helpers/sceneHelpers.js +1 -1
- package/Helpers/sceneHelpers.js.map +1 -1
- package/Lights/index.d.ts +1 -0
- package/Lights/index.js +1 -0
- package/Lights/index.js.map +1 -1
- package/Lights/lightingVolume.d.ts +89 -0
- package/Lights/lightingVolume.js +426 -0
- package/Lights/lightingVolume.js.map +1 -0
- package/Materials/Node/nodeMaterial.js +8 -2
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/floatingOriginMatrixOverrides.js +6 -5
- package/Materials/floatingOriginMatrixOverrides.js.map +1 -1
- package/Meshes/mesh.js +1 -1
- package/Meshes/mesh.js.map +1 -1
- package/Misc/screenshotTools.js +2 -8
- package/Misc/screenshotTools.js.map +1 -1
- 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/particleFloatToIntBlock.d.ts +46 -0
- package/Particles/Node/Blocks/particleFloatToIntBlock.js +120 -0
- package/Particles/Node/Blocks/particleFloatToIntBlock.js.map +1 -0
- package/Particles/Node/Blocks/systemBlock.d.ts +4 -4
- package/Particles/Node/Blocks/systemBlock.js +22 -16
- package/Particles/Node/Blocks/systemBlock.js.map +1 -1
- package/Particles/Node/nodeParticleBuildState.js +1 -1
- package/Particles/Node/nodeParticleBuildState.js.map +1 -1
- package/Particles/Node/nodeParticleSystemSet.helper.js +61 -30
- package/Particles/Node/nodeParticleSystemSet.helper.js.map +1 -1
- package/Particles/solidParticle.d.ts +9 -0
- package/Particles/solidParticle.js +11 -0
- package/Particles/solidParticle.js.map +1 -1
- package/Particles/solidParticleSystem.d.ts +28 -0
- package/Particles/solidParticleSystem.js +75 -0
- package/Particles/solidParticleSystem.js.map +1 -1
- package/Particles/thinParticleSystem.d.ts +6 -0
- package/Particles/thinParticleSystem.js +21 -12
- package/Particles/thinParticleSystem.js.map +1 -1
- package/ShadersWGSL/lightingVolume.compute.d.ts +5 -0
- package/ShadersWGSL/lightingVolume.compute.js +27 -0
- package/ShadersWGSL/lightingVolume.compute.js.map +1 -0
- package/package.json +1 -1
- package/scene.js +6 -4
- package/scene.js.map +1 -1
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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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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 { ParticleFloatToIntBlock, ParticleFloatToIntBlockOperations } from \"./Blocks/particleFloatToIntBlock\";\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 { ParticleVectorLengthBlock } from \"./Blocks/particleVectorLengthBlock\";\r\nimport { SystemBlock } from \"./Blocks/systemBlock\";\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// ------------- 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// ------------- SYSTEM FUNCTIONS -------------\r\n\r\nfunction _SystemBlockGroup(oldSystem: ParticleSystem, context: RuntimeConversionContext): SystemBlock {\r\n const newSystem = new SystemBlock(oldSystem.name);\r\n\r\n newSystem.translationPivot.value = oldSystem.translationPivot;\r\n newSystem.textureMask.value = oldSystem.textureMask;\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 _SystemEmitRateValue(oldSystem, newSystem, context);\r\n _SystemTextureBlock(oldSystem).connectTo(newSystem.texture);\r\n _SystemTargetStopDuration(oldSystem, newSystem, context);\r\n\r\n return newSystem;\r\n}\r\n\r\nfunction _SystemEmitRateValue(oldSystem: ParticleSystem, newSystem: SystemBlock, context: RuntimeConversionContext): void {\r\n const emitGradients = oldSystem.getEmitRateGradients();\r\n if (emitGradients && emitGradients.length > 0 && oldSystem.targetStopDuration > 0) {\r\n // Create the emit gradients\r\n context.timeToStopTimeRatioBlockGroupOutput = _CreateTimeToStopTimeRatioBlockGroup(oldSystem, context);\r\n const gradientValue = _CreateGradientBlockGroup(context.timeToStopTimeRatioBlockGroupOutput, emitGradients, ParticleRandomBlockLocks.PerSystem, \"Emit Rate\");\r\n\r\n // Round the value to an int\r\n const roundBlock = new ParticleFloatToIntBlock(\"Round to Int\");\r\n roundBlock.operation = ParticleFloatToIntBlockOperations.Round;\r\n gradientValue.connectTo(roundBlock.input);\r\n roundBlock.output.connectTo(newSystem.emitRate);\r\n } else {\r\n newSystem.emitRate.value = oldSystem.emitRate;\r\n }\r\n}\r\n\r\nfunction _SystemTextureBlock(oldSystem: ParticleSystem): NodeParticleConnectionPoint {\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\r\n return textureBlock.texture;\r\n}\r\n\r\nfunction _SystemTargetStopDuration(oldSystem: ParticleSystem, newSystem: SystemBlock, context: RuntimeConversionContext): void {\r\n // If something else uses the target stop duration (like a gradient),\r\n // then the block is already created and stored in the context\r\n if (context.targetStopDurationBlockOutput) {\r\n context.targetStopDurationBlockOutput.connectTo(newSystem.targetStopDuration);\r\n } else {\r\n // If no one used it, do not create a block just set the value\r\n newSystem.targetStopDuration.value = oldSystem.targetStopDuration;\r\n }\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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@@ -65,6 +65,15 @@ export declare class SolidParticle {
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* Is the particle visible or not ?
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*/
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isVisible: boolean;
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/**
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* Defines how long will the life of the particle be.
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* Set to Infinity for particles that should never die (default behavior for SolidParticleSystem).
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*/
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lifeTime: number;
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/**
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* The current age of the particle.
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age: number;
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* Index of this particle in the global "positions" array (Internal use)
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* @internal
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@@ -85,6 +85,15 @@ export class SolidParticle {
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* Is the particle visible or not ?
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*/
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this.isVisible = true;
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/**
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* Defines how long will the life of the particle be.
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* Set to Infinity for particles that should never die (default behavior for SolidParticleSystem).
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*/
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this.lifeTime = Infinity;
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/**
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* The current age of the particle.
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*/
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this.age = 0;
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/**
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* Index of this particle in the global "positions" array (Internal use)
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* @internal
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@@ -187,6 +196,8 @@ export class SolidParticle {
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target.isVisible = this.isVisible;
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target.parentId = this.parentId;
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target.cullingStrategy = this.cullingStrategy;
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target.lifeTime = this.lifeTime;
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target.age = this.age;
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if (this.materialIndex !== null) {
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target.materialIndex = this.materialIndex;
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}
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@@ -1 +1 @@
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1
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-
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type { Nullable } from \"../types\";\r\nimport type { Matrix } from \"../Maths/math.vector\";\r\nimport { Vector3, TmpVectors, Quaternion, Vector4, Vector2 } from \"../Maths/math.vector\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport { BoundingInfo } from \"../Culling/boundingInfo\";\r\nimport { BoundingSphere } from \"../Culling/boundingSphere\";\r\nimport type { SolidParticleSystem } from \"./solidParticleSystem\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Plane } from \"../Maths/math.plane\";\r\nimport type { Material } from \"../Materials/material\";\r\n/**\r\n * Represents one particle of a solid particle system.\r\n */\r\nexport class SolidParticle {\r\n /**\r\n * particle global index\r\n */\r\n public idx: number = 0;\r\n /**\r\n * particle identifier\r\n */\r\n public id: number = 0;\r\n /**\r\n * The color of the particle\r\n */\r\n public color: Nullable<Color4> = new Color4(1.0, 1.0, 1.0, 1.0);\r\n /**\r\n * The world space position of the particle.\r\n */\r\n public position: Vector3 = Vector3.Zero();\r\n /**\r\n * The world space rotation of the particle. (Not use if rotationQuaternion is set)\r\n */\r\n public rotation: Vector3 = Vector3.Zero();\r\n /**\r\n * The world space rotation quaternion of the particle.\r\n */\r\n public rotationQuaternion: Nullable<Quaternion>;\r\n /**\r\n * The scaling of the particle.\r\n */\r\n public scaling: Vector3 = Vector3.One();\r\n /**\r\n * The uvs of the particle.\r\n */\r\n public uvs: Vector4 = new Vector4(0.0, 0.0, 1.0, 1.0);\r\n /**\r\n * The current speed of the particle.\r\n */\r\n public velocity: Vector3 = Vector3.Zero();\r\n /**\r\n * The pivot point in the particle local space.\r\n */\r\n public pivot: Vector3 = Vector3.Zero();\r\n /**\r\n * Must the particle be translated from its pivot point in its local space ?\r\n * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.\r\n * Default : false\r\n */\r\n public translateFromPivot: boolean = false;\r\n /**\r\n * Is the particle active or not ?\r\n */\r\n public alive: boolean = true;\r\n /**\r\n * Is the particle visible or not ?\r\n */\r\n public isVisible: boolean = true;\r\n /**\r\n * Index of this particle in the global \"positions\" array (Internal use)\r\n * @internal\r\n */\r\n public _pos: number = 0;\r\n /**\r\n * @internal Index of this particle in the global \"indices\" array (Internal use)\r\n */\r\n public _ind: number = 0;\r\n /**\r\n * @internal ModelShape of this particle (Internal use)\r\n */\r\n public _model: ModelShape;\r\n /**\r\n * ModelShape id of this particle\r\n */\r\n public shapeId: number = 0;\r\n /**\r\n * Index of the particle in its shape id\r\n */\r\n public idxInShape: number = 0;\r\n /**\r\n * @internal Reference to the shape model BoundingInfo object (Internal use)\r\n */\r\n public _modelBoundingInfo: BoundingInfo;\r\n private _boundingInfo: BoundingInfo;\r\n /**\r\n * @internal Reference to the SPS what the particle belongs to (Internal use)\r\n */\r\n public _sps: SolidParticleSystem;\r\n /**\r\n * @internal Still set as invisible in order to skip useless computations (Internal use)\r\n */\r\n public _stillInvisible: boolean = false;\r\n /**\r\n * @internal Last computed particle rotation matrix\r\n */\r\n public _rotationMatrix: number[] = [1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0];\r\n /**\r\n * Parent particle Id, if any.\r\n * Default null.\r\n */\r\n public parentId: Nullable<number> = null;\r\n /**\r\n * The particle material identifier (integer) when MultiMaterials are enabled in the SPS.\r\n */\r\n public materialIndex: Nullable<number> = null;\r\n /**\r\n * Custom object or properties.\r\n */\r\n public props: Nullable<any> = null;\r\n /**\r\n * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().\r\n * The possible values are :\r\n * - AbstractMesh.CULLINGSTRATEGY_STANDARD\r\n * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY\r\n * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION\r\n * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY\r\n * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY\r\n * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.\r\n * */\r\n public cullingStrategy = AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY;\r\n\r\n /**\r\n * @internal Internal global position in the SPS.\r\n */\r\n public _globalPosition: Vector3 = Vector3.Zero();\r\n\r\n /**\r\n * Particle BoundingInfo object\r\n * @returns a BoundingInfo\r\n */\r\n public getBoundingInfo(): BoundingInfo {\r\n return this._boundingInfo;\r\n }\r\n\r\n /**\r\n * Returns true if there is already a bounding info\r\n */\r\n public get hasBoundingInfo(): boolean {\r\n return this._boundingInfo !== null;\r\n }\r\n\r\n /**\r\n * Creates a Solid Particle object.\r\n * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()\r\n * @param particleIndex (integer) is the particle index in the Solid Particle System pool.\r\n * @param particleId (integer) is the particle identifier. Unless some particles are removed from the SPS, it's the same value than the particle idx.\r\n * @param positionIndex (integer) is the starting index of the particle vertices in the SPS \"positions\" array.\r\n * @param indiceIndex (integer) is the starting index of the particle indices in the SPS \"indices\" array.\r\n * @param model (ModelShape) is a reference to the model shape on what the particle is designed.\r\n * @param shapeId (integer) is the model shape identifier in the SPS.\r\n * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))\r\n * @param sps defines the sps it is associated to\r\n * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.\r\n * @param materialIndex is the particle material identifier (integer) when the MultiMaterials are enabled in the SPS.\r\n */\r\n constructor(\r\n particleIndex: number,\r\n particleId: number,\r\n positionIndex: number,\r\n indiceIndex: number,\r\n model: Nullable<ModelShape>,\r\n shapeId: number,\r\n idxInShape: number,\r\n sps: SolidParticleSystem,\r\n modelBoundingInfo: Nullable<BoundingInfo> = null,\r\n materialIndex: Nullable<number> = null\r\n ) {\r\n this.idx = particleIndex;\r\n this.id = particleId;\r\n this._pos = positionIndex;\r\n this._ind = indiceIndex;\r\n this._model = <ModelShape>model;\r\n this.shapeId = shapeId;\r\n this.idxInShape = idxInShape;\r\n this._sps = sps;\r\n if (modelBoundingInfo) {\r\n this._modelBoundingInfo = modelBoundingInfo;\r\n this._boundingInfo = new BoundingInfo(modelBoundingInfo.minimum, modelBoundingInfo.maximum);\r\n }\r\n if (materialIndex !== null) {\r\n this.materialIndex = materialIndex;\r\n }\r\n }\r\n /**\r\n * Copies the particle property values into the existing target : position, rotation, scaling, uvs, colors, pivot, parent, visibility, alive\r\n * @param target the particle target\r\n * @returns the current particle\r\n */\r\n public copyToRef(target: SolidParticle): SolidParticle {\r\n target.position.copyFrom(this.position);\r\n target.rotation.copyFrom(this.rotation);\r\n if (this.rotationQuaternion) {\r\n if (target.rotationQuaternion) {\r\n target.rotationQuaternion.copyFrom(this.rotationQuaternion);\r\n } else {\r\n target.rotationQuaternion = this.rotationQuaternion.clone();\r\n }\r\n }\r\n target.scaling.copyFrom(this.scaling);\r\n if (this.color) {\r\n if (target.color) {\r\n target.color.copyFrom(this.color);\r\n } else {\r\n target.color = this.color.clone();\r\n }\r\n }\r\n target.uvs.copyFrom(this.uvs);\r\n target.velocity.copyFrom(this.velocity);\r\n target.pivot.copyFrom(this.pivot);\r\n target.translateFromPivot = this.translateFromPivot;\r\n target.alive = this.alive;\r\n target.isVisible = this.isVisible;\r\n target.parentId = this.parentId;\r\n target.cullingStrategy = this.cullingStrategy;\r\n if (this.materialIndex !== null) {\r\n target.materialIndex = this.materialIndex;\r\n }\r\n return this;\r\n }\r\n /**\r\n * Legacy support, changed scale to scaling\r\n */\r\n public get scale(): Vector3 {\r\n return this.scaling;\r\n }\r\n\r\n /**\r\n * Legacy support, changed scale to scaling\r\n */\r\n public set scale(scale: Vector3) {\r\n this.scaling = scale;\r\n }\r\n\r\n /**\r\n * Legacy support, changed quaternion to rotationQuaternion\r\n */\r\n public get quaternion(): Nullable<Quaternion> {\r\n return this.rotationQuaternion;\r\n }\r\n\r\n /**\r\n * Legacy support, changed quaternion to rotationQuaternion\r\n */\r\n public set quaternion(q: Nullable<Quaternion>) {\r\n this.rotationQuaternion = q;\r\n }\r\n\r\n /**\r\n * Returns a boolean. True if the particle intersects another particle or another mesh, else false.\r\n * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)\r\n * @param target is the object (solid particle or mesh) what the intersection is computed against.\r\n * @returns true if it intersects\r\n */\r\n public intersectsMesh(target: Mesh | SolidParticle): boolean {\r\n if (!this._boundingInfo || !target.hasBoundingInfo) {\r\n return false;\r\n }\r\n if (this._sps._bSphereOnly) {\r\n return BoundingSphere.Intersects(this._boundingInfo.boundingSphere, target.getBoundingInfo().boundingSphere);\r\n }\r\n return this._boundingInfo.intersects(target.getBoundingInfo(), false);\r\n }\r\n\r\n /**\r\n * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.\r\n * A particle is in the frustum if its bounding box intersects the frustum\r\n * @param frustumPlanes defines the frustum to test\r\n * @returns true if the particle is in the frustum planes\r\n */\r\n public isInFrustum(frustumPlanes: Plane[]): boolean {\r\n return this._boundingInfo !== null && this._boundingInfo.isInFrustum(frustumPlanes, this.cullingStrategy);\r\n }\r\n\r\n /**\r\n * get the rotation matrix of the particle\r\n * @internal\r\n */\r\n public getRotationMatrix(m: Matrix) {\r\n let quaternion: Quaternion;\r\n if (this.rotationQuaternion) {\r\n quaternion = this.rotationQuaternion;\r\n } else {\r\n quaternion = TmpVectors.Quaternion[0];\r\n const rotation = this.rotation;\r\n Quaternion.RotationYawPitchRollToRef(rotation.y, rotation.x, rotation.z, quaternion);\r\n }\r\n\r\n quaternion.toRotationMatrix(m);\r\n }\r\n}\r\n\r\n/**\r\n * Represents the shape of the model used by one particle of a solid particle system.\r\n * SPS internal tool, don't use it manually.\r\n */\r\nexport class ModelShape {\r\n /**\r\n * Get or set the shapeId\r\n * @deprecated Please use shapeId instead\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public get shapeID(): number {\r\n return this.shapeId;\r\n }\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public set shapeID(shapeID: number) {\r\n this.shapeId = shapeID;\r\n }\r\n /**\r\n * The shape id\r\n * @internal\r\n */\r\n public shapeId: number;\r\n /**\r\n * flat array of model positions (internal use)\r\n * @internal\r\n */\r\n public _shape: Vector3[];\r\n /**\r\n * flat array of model UVs (internal use)\r\n * @internal\r\n */\r\n public _shapeUV: number[];\r\n /**\r\n * color array of the model\r\n * @internal\r\n */\r\n public _shapeColors: number[];\r\n /**\r\n * indices array of the model\r\n * @internal\r\n */\r\n public _indices: number[];\r\n /**\r\n * normals array of the model\r\n * @internal\r\n */\r\n public _normals: number[];\r\n /**\r\n * length of the shape in the model indices array (internal use)\r\n * @internal\r\n */\r\n public _indicesLength: number = 0;\r\n /**\r\n * Custom position function (internal use)\r\n * @internal\r\n */\r\n public _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;\r\n /**\r\n * Custom vertex function (internal use)\r\n * @internal\r\n */\r\n public _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;\r\n /**\r\n * Model material (internal use)\r\n * @internal\r\n */\r\n public _material: Nullable<Material>;\r\n\r\n /**\r\n * Creates a ModelShape object. This is an internal simplified reference to a mesh used as for a model to replicate particles from by the SPS.\r\n * SPS internal tool, don't use it manually.\r\n * @internal\r\n */\r\n constructor(\r\n id: number,\r\n shape: Vector3[],\r\n indices: number[],\r\n normals: number[],\r\n colors: number[],\r\n shapeUV: number[],\r\n posFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>,\r\n vtxFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>,\r\n material: Nullable<Material>\r\n ) {\r\n this.shapeId = id;\r\n this._shape = shape;\r\n this._indices = indices;\r\n this._indicesLength = indices.length;\r\n this._shapeUV = shapeUV;\r\n this._shapeColors = colors;\r\n this._normals = normals;\r\n this._positionFunction = posFunction;\r\n this._vertexFunction = vtxFunction;\r\n this._material = material;\r\n }\r\n}\r\n\r\n/**\r\n * Represents a Depth Sorted Particle in the solid particle system.\r\n * @internal\r\n */\r\nexport class DepthSortedParticle {\r\n /**\r\n * Particle index\r\n */\r\n public idx: number = 0;\r\n /**\r\n * Index of the particle in the \"indices\" array\r\n */\r\n public ind: number = 0;\r\n /**\r\n * Length of the particle shape in the \"indices\" array\r\n */\r\n public indicesLength: number = 0;\r\n /**\r\n * Squared distance from the particle to the camera\r\n */\r\n public sqDistance: number = 0.0;\r\n /**\r\n * Material index when used with MultiMaterials\r\n */\r\n public materialIndex: number = 0;\r\n\r\n /**\r\n * Creates a new sorted particle\r\n * @param idx\r\n * @param ind\r\n * @param indLength\r\n * @param materialIndex\r\n */\r\n constructor(idx: number, ind: number, indLength: number, materialIndex: number) {\r\n this.idx = idx;\r\n this.ind = ind;\r\n this.indicesLength = indLength;\r\n this.materialIndex = materialIndex;\r\n }\r\n}\r\n\r\n/**\r\n * Represents a solid particle vertex\r\n */\r\nexport class SolidParticleVertex {\r\n /**\r\n * Vertex position\r\n */\r\n public position: Vector3;\r\n /**\r\n * Vertex color\r\n */\r\n public color: Color4;\r\n /**\r\n * Vertex UV\r\n */\r\n public uv: Vector2;\r\n /**\r\n * Creates a new solid particle vertex\r\n */\r\n constructor() {\r\n this.position = Vector3.Zero();\r\n this.color = new Color4(1.0, 1.0, 1.0, 1.0);\r\n this.uv = Vector2.Zero();\r\n }\r\n // Getters and Setters for back-compatibility\r\n /** Vertex x coordinate */\r\n public get x(): number {\r\n return this.position.x;\r\n }\r\n public set x(val: number) {\r\n this.position.x = val;\r\n }\r\n /** Vertex y coordinate */\r\n public get y(): number {\r\n return this.position.y;\r\n }\r\n public set y(val: number) {\r\n this.position.y = val;\r\n }\r\n /** Vertex z coordinate */\r\n public get z(): number {\r\n return this.position.z;\r\n }\r\n public set z(val: number) {\r\n this.position.z = val;\r\n }\r\n}\r\n"]}
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+
{"version":3,"file":"solidParticle.js","sourceRoot":"","sources":["../../../../dev/core/src/Particles/solidParticle.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,OAAO,EAAE,UAAU,EAAE,UAAU,EAAE,OAAO,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AACzF,OAAO,EAAE,MAAM,EAAE,MAAM,qBAAqB,CAAC;AAE7C,OAAO,EAAE,YAAY,EAAE,MAAM,yBAAyB,CAAC;AACvD,OAAO,EAAE,cAAc,EAAE,MAAM,2BAA2B,CAAC;AAE3D,OAAO,EAAE,YAAY,EAAE,MAAM,wBAAwB,CAAC;AAGtD;;GAEG;AACH,MAAM,OAAO,aAAa;IAoItB;;;OAGG;IACI,eAAe;QAClB,OAAO,IAAI,CAAC,aAAa,CAAC;IAC9B,CAAC;IAED;;OAEG;IACH,IAAW,eAAe;QACtB,OAAO,IAAI,CAAC,aAAa,KAAK,IAAI,CAAC;IACvC,CAAC;IAED;;;;;;;;;;;;;OAaG;IACH,YACI,aAAqB,EACrB,UAAkB,EAClB,aAAqB,EACrB,WAAmB,EACnB,KAA2B,EAC3B,OAAe,EACf,UAAkB,EAClB,GAAwB,EACxB,oBAA4C,IAAI,EAChD,gBAAkC,IAAI;QA1K1C;;WAEG;QACI,QAAG,GAAW,CAAC,CAAC;QACvB;;WAEG;QACI,OAAE,GAAW,CAAC,CAAC;QACtB;;WAEG;QACI,UAAK,GAAqB,IAAI,MAAM,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;QAChE;;WAEG;QACI,aAAQ,GAAY,OAAO,CAAC,IAAI,EAAE,CAAC;QAC1C;;WAEG;QACI,aAAQ,GAAY,OAAO,CAAC,IAAI,EAAE,CAAC;QAK1C;;WAEG;QACI,YAAO,GAAY,OAAO,CAAC,GAAG,EAAE,CAAC;QACxC;;WAEG;QACI,QAAG,GAAY,IAAI,OAAO,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;QACtD;;WAEG;QACI,aAAQ,GAAY,OAAO,CAAC,IAAI,EAAE,CAAC;QAC1C;;WAEG;QACI,UAAK,GAAY,OAAO,CAAC,IAAI,EAAE,CAAC;QACvC;;;;WAIG;QACI,uBAAkB,GAAY,KAAK,CAAC;QAC3C;;WAEG;QACI,UAAK,GAAY,IAAI,CAAC;QAC7B;;WAEG;QACI,cAAS,GAAY,IAAI,CAAC;QACjC;;;WAGG;QACI,aAAQ,GAAG,QAAQ,CAAC;QAC3B;;WAEG;QACI,QAAG,GAAG,CAAC,CAAC;QACf;;;WAGG;QACI,SAAI,GAAW,CAAC,CAAC;QACxB;;WAEG;QACI,SAAI,GAAW,CAAC,CAAC;QAKxB;;WAEG;QACI,YAAO,GAAW,CAAC,CAAC;QAC3B;;WAEG;QACI,eAAU,GAAW,CAAC,CAAC;QAU9B;;WAEG;QACI,oBAAe,GAAY,KAAK,CAAC;QACxC;;WAEG;QACI,oBAAe,GAAa,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;QACjF;;;WAGG;QACI,aAAQ,GAAqB,IAAI,CAAC;QACzC;;WAEG;QACI,kBAAa,GAAqB,IAAI,CAAC;QAC9C;;WAEG;QACI,UAAK,GAAkB,IAAI,CAAC;QACnC;;;;;;;;;aASK;QACE,oBAAe,GAAG,YAAY,CAAC,mCAAmC,CAAC;QAE1E;;WAEG;QACI,oBAAe,GAAY,OAAO,CAAC,IAAI,EAAE,CAAC;QA2C7C,IAAI,CAAC,GAAG,GAAG,aAAa,CAAC;QACzB,IAAI,CAAC,EAAE,GAAG,UAAU,CAAC;QACrB,IAAI,CAAC,IAAI,GAAG,aAAa,CAAC;QAC1B,IAAI,CAAC,IAAI,GAAG,WAAW,CAAC;QACxB,IAAI,CAAC,MAAM,GAAe,KAAK,CAAC;QAChC,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;QACvB,IAAI,CAAC,UAAU,GAAG,UAAU,CAAC;QAC7B,IAAI,CAAC,IAAI,GAAG,GAAG,CAAC;QAChB,IAAI,iBAAiB,EAAE,CAAC;YACpB,IAAI,CAAC,kBAAkB,GAAG,iBAAiB,CAAC;YAC5C,IAAI,CAAC,aAAa,GAAG,IAAI,YAAY,CAAC,iBAAiB,CAAC,OAAO,EAAE,iBAAiB,CAAC,OAAO,CAAC,CAAC;QAChG,CAAC;QACD,IAAI,aAAa,KAAK,IAAI,EAAE,CAAC;YACzB,IAAI,CAAC,aAAa,GAAG,aAAa,CAAC;QACvC,CAAC;IACL,CAAC;IACD;;;;OAIG;IACI,SAAS,CAAC,MAAqB;QAClC,MAAM,CAAC,QAAQ,CAAC,QAAQ,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QACxC,MAAM,CAAC,QAAQ,CAAC,QAAQ,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QACxC,IAAI,IAAI,CAAC,kBAAkB,EAAE,CAAC;YAC1B,IAAI,MAAM,CAAC,kBAAkB,EAAE,CAAC;gBAC5B,MAAM,CAAC,kBAAkB,CAAC,QAAQ,CAAC,IAAI,CAAC,kBAAkB,CAAC,CAAC;YAChE,CAAC;iBAAM,CAAC;gBACJ,MAAM,CAAC,kBAAkB,GAAG,IAAI,CAAC,kBAAkB,CAAC,KAAK,EAAE,CAAC;YAChE,CAAC;QACL,CAAC;QACD,MAAM,CAAC,OAAO,CAAC,QAAQ,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;QACtC,IAAI,IAAI,CAAC,KAAK,EAAE,CAAC;YACb,IAAI,MAAM,CAAC,KAAK,EAAE,CAAC;gBACf,MAAM,CAAC,KAAK,CAAC,QAAQ,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;YACtC,CAAC;iBAAM,CAAC;gBACJ,MAAM,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC,KAAK,EAAE,CAAC;YACtC,CAAC;QACL,CAAC;QACD,MAAM,CAAC,GAAG,CAAC,QAAQ,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;QAC9B,MAAM,CAAC,QAAQ,CAAC,QAAQ,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QACxC,MAAM,CAAC,KAAK,CAAC,QAAQ,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;QAClC,MAAM,CAAC,kBAAkB,GAAG,IAAI,CAAC,kBAAkB,CAAC;QACpD,MAAM,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;QAC1B,MAAM,CAAC,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC;QAClC,MAAM,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;QAChC,MAAM,CAAC,eAAe,GAAG,IAAI,CAAC,eAAe,CAAC;QAC9C,MAAM,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;QAChC,MAAM,CAAC,GAAG,GAAG,IAAI,CAAC,GAAG,CAAC;QACtB,IAAI,IAAI,CAAC,aAAa,KAAK,IAAI,EAAE,CAAC;YAC9B,MAAM,CAAC,aAAa,GAAG,IAAI,CAAC,aAAa,CAAC;QAC9C,CAAC;QACD,OAAO,IAAI,CAAC;IAChB,CAAC;IACD;;OAEG;IACH,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,OAAO,CAAC;IACxB,CAAC;IAED;;OAEG;IACH,IAAW,KAAK,CAAC,KAAc;QAC3B,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC;IACzB,CAAC;IAED;;OAEG;IACH,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,kBAAkB,CAAC;IACnC,CAAC;IAED;;OAEG;IACH,IAAW,UAAU,CAAC,CAAuB;QACzC,IAAI,CAAC,kBAAkB,GAAG,CAAC,CAAC;IAChC,CAAC;IAED;;;;;OAKG;IACI,cAAc,CAAC,MAA4B;QAC9C,IAAI,CAAC,IAAI,CAAC,aAAa,IAAI,CAAC,MAAM,CAAC,eAAe,EAAE,CAAC;YACjD,OAAO,KAAK,CAAC;QACjB,CAAC;QACD,IAAI,IAAI,CAAC,IAAI,CAAC,YAAY,EAAE,CAAC;YACzB,OAAO,cAAc,CAAC,UAAU,CAAC,IAAI,CAAC,aAAa,CAAC,cAAc,EAAE,MAAM,CAAC,eAAe,EAAE,CAAC,cAAc,CAAC,CAAC;QACjH,CAAC;QACD,OAAO,IAAI,CAAC,aAAa,CAAC,UAAU,CAAC,MAAM,CAAC,eAAe,EAAE,EAAE,KAAK,CAAC,CAAC;IAC1E,CAAC;IAED;;;;;OAKG;IACI,WAAW,CAAC,aAAsB;QACrC,OAAO,IAAI,CAAC,aAAa,KAAK,IAAI,IAAI,IAAI,CAAC,aAAa,CAAC,WAAW,CAAC,aAAa,EAAE,IAAI,CAAC,eAAe,CAAC,CAAC;IAC9G,CAAC;IAED;;;OAGG;IACI,iBAAiB,CAAC,CAAS;QAC9B,IAAI,UAAsB,CAAC;QAC3B,IAAI,IAAI,CAAC,kBAAkB,EAAE,CAAC;YAC1B,UAAU,GAAG,IAAI,CAAC,kBAAkB,CAAC;QACzC,CAAC;aAAM,CAAC;YACJ,UAAU,GAAG,UAAU,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC;YACtC,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;YAC/B,UAAU,CAAC,yBAAyB,CAAC,QAAQ,CAAC,CAAC,EAAE,QAAQ,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type { Nullable } from \"../types\";\r\nimport type { Matrix } from \"../Maths/math.vector\";\r\nimport { Vector3, TmpVectors, Quaternion, Vector4, Vector2 } from \"../Maths/math.vector\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport { BoundingInfo } from \"../Culling/boundingInfo\";\r\nimport { BoundingSphere } from \"../Culling/boundingSphere\";\r\nimport type { SolidParticleSystem } from \"./solidParticleSystem\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Plane } from \"../Maths/math.plane\";\r\nimport type { Material } from \"../Materials/material\";\r\n/**\r\n * Represents one particle of a solid particle system.\r\n */\r\nexport class SolidParticle {\r\n /**\r\n * particle global index\r\n */\r\n public idx: number = 0;\r\n /**\r\n * particle identifier\r\n */\r\n public id: number = 0;\r\n /**\r\n * The color of the particle\r\n */\r\n public color: Nullable<Color4> = new Color4(1.0, 1.0, 1.0, 1.0);\r\n /**\r\n * The world space position of the particle.\r\n */\r\n public position: Vector3 = Vector3.Zero();\r\n /**\r\n * The world space rotation of the particle. (Not use if rotationQuaternion is set)\r\n */\r\n public rotation: Vector3 = Vector3.Zero();\r\n /**\r\n * The world space rotation quaternion of the particle.\r\n */\r\n public rotationQuaternion: Nullable<Quaternion>;\r\n /**\r\n * The scaling of the particle.\r\n */\r\n public scaling: Vector3 = Vector3.One();\r\n /**\r\n * The uvs of the particle.\r\n */\r\n public uvs: Vector4 = new Vector4(0.0, 0.0, 1.0, 1.0);\r\n /**\r\n * The current speed of the particle.\r\n */\r\n public velocity: Vector3 = Vector3.Zero();\r\n /**\r\n * The pivot point in the particle local space.\r\n */\r\n public pivot: Vector3 = Vector3.Zero();\r\n /**\r\n * Must the particle be translated from its pivot point in its local space ?\r\n * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.\r\n * Default : false\r\n */\r\n public translateFromPivot: boolean = false;\r\n /**\r\n * Is the particle active or not ?\r\n */\r\n public alive: boolean = true;\r\n /**\r\n * Is the particle visible or not ?\r\n */\r\n public isVisible: boolean = true;\r\n /**\r\n * Defines how long will the life of the particle be.\r\n * Set to Infinity for particles that should never die (default behavior for SolidParticleSystem).\r\n */\r\n public lifeTime = Infinity;\r\n /**\r\n * The current age of the particle.\r\n */\r\n public age = 0;\r\n /**\r\n * Index of this particle in the global \"positions\" array (Internal use)\r\n * @internal\r\n */\r\n public _pos: number = 0;\r\n /**\r\n * @internal Index of this particle in the global \"indices\" array (Internal use)\r\n */\r\n public _ind: number = 0;\r\n /**\r\n * @internal ModelShape of this particle (Internal use)\r\n */\r\n public _model: ModelShape;\r\n /**\r\n * ModelShape id of this particle\r\n */\r\n public shapeId: number = 0;\r\n /**\r\n * Index of the particle in its shape id\r\n */\r\n public idxInShape: number = 0;\r\n /**\r\n * @internal Reference to the shape model BoundingInfo object (Internal use)\r\n */\r\n public _modelBoundingInfo: BoundingInfo;\r\n private _boundingInfo: BoundingInfo;\r\n /**\r\n * @internal Reference to the SPS what the particle belongs to (Internal use)\r\n */\r\n public _sps: SolidParticleSystem;\r\n /**\r\n * @internal Still set as invisible in order to skip useless computations (Internal use)\r\n */\r\n public _stillInvisible: boolean = false;\r\n /**\r\n * @internal Last computed particle rotation matrix\r\n */\r\n public _rotationMatrix: number[] = [1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0];\r\n /**\r\n * Parent particle Id, if any.\r\n * Default null.\r\n */\r\n public parentId: Nullable<number> = null;\r\n /**\r\n * The particle material identifier (integer) when MultiMaterials are enabled in the SPS.\r\n */\r\n public materialIndex: Nullable<number> = null;\r\n /**\r\n * Custom object or properties.\r\n */\r\n public props: Nullable<any> = null;\r\n /**\r\n * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().\r\n * The possible values are :\r\n * - AbstractMesh.CULLINGSTRATEGY_STANDARD\r\n * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY\r\n * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION\r\n * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY\r\n * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY\r\n * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.\r\n * */\r\n public cullingStrategy = AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY;\r\n\r\n /**\r\n * @internal Internal global position in the SPS.\r\n */\r\n public _globalPosition: Vector3 = Vector3.Zero();\r\n\r\n /**\r\n * Particle BoundingInfo object\r\n * @returns a BoundingInfo\r\n */\r\n public getBoundingInfo(): BoundingInfo {\r\n return this._boundingInfo;\r\n }\r\n\r\n /**\r\n * Returns true if there is already a bounding info\r\n */\r\n public get hasBoundingInfo(): boolean {\r\n return this._boundingInfo !== null;\r\n }\r\n\r\n /**\r\n * Creates a Solid Particle object.\r\n * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()\r\n * @param particleIndex (integer) is the particle index in the Solid Particle System pool.\r\n * @param particleId (integer) is the particle identifier. Unless some particles are removed from the SPS, it's the same value than the particle idx.\r\n * @param positionIndex (integer) is the starting index of the particle vertices in the SPS \"positions\" array.\r\n * @param indiceIndex (integer) is the starting index of the particle indices in the SPS \"indices\" array.\r\n * @param model (ModelShape) is a reference to the model shape on what the particle is designed.\r\n * @param shapeId (integer) is the model shape identifier in the SPS.\r\n * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))\r\n * @param sps defines the sps it is associated to\r\n * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.\r\n * @param materialIndex is the particle material identifier (integer) when the MultiMaterials are enabled in the SPS.\r\n */\r\n constructor(\r\n particleIndex: number,\r\n particleId: number,\r\n positionIndex: number,\r\n indiceIndex: number,\r\n model: Nullable<ModelShape>,\r\n shapeId: number,\r\n idxInShape: number,\r\n sps: SolidParticleSystem,\r\n modelBoundingInfo: Nullable<BoundingInfo> = null,\r\n materialIndex: Nullable<number> = null\r\n ) {\r\n this.idx = particleIndex;\r\n this.id = particleId;\r\n this._pos = positionIndex;\r\n this._ind = indiceIndex;\r\n this._model = <ModelShape>model;\r\n this.shapeId = shapeId;\r\n this.idxInShape = idxInShape;\r\n this._sps = sps;\r\n if (modelBoundingInfo) {\r\n this._modelBoundingInfo = modelBoundingInfo;\r\n this._boundingInfo = new BoundingInfo(modelBoundingInfo.minimum, modelBoundingInfo.maximum);\r\n }\r\n if (materialIndex !== null) {\r\n this.materialIndex = materialIndex;\r\n }\r\n }\r\n /**\r\n * Copies the particle property values into the existing target : position, rotation, scaling, uvs, colors, pivot, parent, visibility, alive\r\n * @param target the particle target\r\n * @returns the current particle\r\n */\r\n public copyToRef(target: SolidParticle): SolidParticle {\r\n target.position.copyFrom(this.position);\r\n target.rotation.copyFrom(this.rotation);\r\n if (this.rotationQuaternion) {\r\n if (target.rotationQuaternion) {\r\n target.rotationQuaternion.copyFrom(this.rotationQuaternion);\r\n } else {\r\n target.rotationQuaternion = this.rotationQuaternion.clone();\r\n }\r\n }\r\n target.scaling.copyFrom(this.scaling);\r\n if (this.color) {\r\n if (target.color) {\r\n target.color.copyFrom(this.color);\r\n } else {\r\n target.color = this.color.clone();\r\n }\r\n }\r\n target.uvs.copyFrom(this.uvs);\r\n target.velocity.copyFrom(this.velocity);\r\n target.pivot.copyFrom(this.pivot);\r\n target.translateFromPivot = this.translateFromPivot;\r\n target.alive = this.alive;\r\n target.isVisible = this.isVisible;\r\n target.parentId = this.parentId;\r\n target.cullingStrategy = this.cullingStrategy;\r\n target.lifeTime = this.lifeTime;\r\n target.age = this.age;\r\n if (this.materialIndex !== null) {\r\n target.materialIndex = this.materialIndex;\r\n }\r\n return this;\r\n }\r\n /**\r\n * Legacy support, changed scale to scaling\r\n */\r\n public get scale(): Vector3 {\r\n return this.scaling;\r\n }\r\n\r\n /**\r\n * Legacy support, changed scale to scaling\r\n */\r\n public set scale(scale: Vector3) {\r\n this.scaling = scale;\r\n }\r\n\r\n /**\r\n * Legacy support, changed quaternion to rotationQuaternion\r\n */\r\n public get quaternion(): Nullable<Quaternion> {\r\n return this.rotationQuaternion;\r\n }\r\n\r\n /**\r\n * Legacy support, changed quaternion to rotationQuaternion\r\n */\r\n public set quaternion(q: Nullable<Quaternion>) {\r\n this.rotationQuaternion = q;\r\n }\r\n\r\n /**\r\n * Returns a boolean. True if the particle intersects another particle or another mesh, else false.\r\n * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)\r\n * @param target is the object (solid particle or mesh) what the intersection is computed against.\r\n * @returns true if it intersects\r\n */\r\n public intersectsMesh(target: Mesh | SolidParticle): boolean {\r\n if (!this._boundingInfo || !target.hasBoundingInfo) {\r\n return false;\r\n }\r\n if (this._sps._bSphereOnly) {\r\n return BoundingSphere.Intersects(this._boundingInfo.boundingSphere, target.getBoundingInfo().boundingSphere);\r\n }\r\n return this._boundingInfo.intersects(target.getBoundingInfo(), false);\r\n }\r\n\r\n /**\r\n * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.\r\n * A particle is in the frustum if its bounding box intersects the frustum\r\n * @param frustumPlanes defines the frustum to test\r\n * @returns true if the particle is in the frustum planes\r\n */\r\n public isInFrustum(frustumPlanes: Plane[]): boolean {\r\n return this._boundingInfo !== null && this._boundingInfo.isInFrustum(frustumPlanes, this.cullingStrategy);\r\n }\r\n\r\n /**\r\n * get the rotation matrix of the particle\r\n * @internal\r\n */\r\n public getRotationMatrix(m: Matrix) {\r\n let quaternion: Quaternion;\r\n if (this.rotationQuaternion) {\r\n quaternion = this.rotationQuaternion;\r\n } else {\r\n quaternion = TmpVectors.Quaternion[0];\r\n const rotation = this.rotation;\r\n Quaternion.RotationYawPitchRollToRef(rotation.y, rotation.x, rotation.z, quaternion);\r\n }\r\n\r\n quaternion.toRotationMatrix(m);\r\n }\r\n}\r\n\r\n/**\r\n * Represents the shape of the model used by one particle of a solid particle system.\r\n * SPS internal tool, don't use it manually.\r\n */\r\nexport class ModelShape {\r\n /**\r\n * Get or set the shapeId\r\n * @deprecated Please use shapeId instead\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public get shapeID(): number {\r\n return this.shapeId;\r\n }\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public set shapeID(shapeID: number) {\r\n this.shapeId = shapeID;\r\n }\r\n /**\r\n * The shape id\r\n * @internal\r\n */\r\n public shapeId: number;\r\n /**\r\n * flat array of model positions (internal use)\r\n * @internal\r\n */\r\n public _shape: Vector3[];\r\n /**\r\n * flat array of model UVs (internal use)\r\n * @internal\r\n */\r\n public _shapeUV: number[];\r\n /**\r\n * color array of the model\r\n * @internal\r\n */\r\n public _shapeColors: number[];\r\n /**\r\n * indices array of the model\r\n * @internal\r\n */\r\n public _indices: number[];\r\n /**\r\n * normals array of the model\r\n * @internal\r\n */\r\n public _normals: number[];\r\n /**\r\n * length of the shape in the model indices array (internal use)\r\n * @internal\r\n */\r\n public _indicesLength: number = 0;\r\n /**\r\n * Custom position function (internal use)\r\n * @internal\r\n */\r\n public _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;\r\n /**\r\n * Custom vertex function (internal use)\r\n * @internal\r\n */\r\n public _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;\r\n /**\r\n * Model material (internal use)\r\n * @internal\r\n */\r\n public _material: Nullable<Material>;\r\n\r\n /**\r\n * Creates a ModelShape object. This is an internal simplified reference to a mesh used as for a model to replicate particles from by the SPS.\r\n * SPS internal tool, don't use it manually.\r\n * @internal\r\n */\r\n constructor(\r\n id: number,\r\n shape: Vector3[],\r\n indices: number[],\r\n normals: number[],\r\n colors: number[],\r\n shapeUV: number[],\r\n posFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>,\r\n vtxFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>,\r\n material: Nullable<Material>\r\n ) {\r\n this.shapeId = id;\r\n this._shape = shape;\r\n this._indices = indices;\r\n this._indicesLength = indices.length;\r\n this._shapeUV = shapeUV;\r\n this._shapeColors = colors;\r\n this._normals = normals;\r\n this._positionFunction = posFunction;\r\n this._vertexFunction = vtxFunction;\r\n this._material = material;\r\n }\r\n}\r\n\r\n/**\r\n * Represents a Depth Sorted Particle in the solid particle system.\r\n * @internal\r\n */\r\nexport class DepthSortedParticle {\r\n /**\r\n * Particle index\r\n */\r\n public idx: number = 0;\r\n /**\r\n * Index of the particle in the \"indices\" array\r\n */\r\n public ind: number = 0;\r\n /**\r\n * Length of the particle shape in the \"indices\" array\r\n */\r\n public indicesLength: number = 0;\r\n /**\r\n * Squared distance from the particle to the camera\r\n */\r\n public sqDistance: number = 0.0;\r\n /**\r\n * Material index when used with MultiMaterials\r\n */\r\n public materialIndex: number = 0;\r\n\r\n /**\r\n * Creates a new sorted particle\r\n * @param idx\r\n * @param ind\r\n * @param indLength\r\n * @param materialIndex\r\n */\r\n constructor(idx: number, ind: number, indLength: number, materialIndex: number) {\r\n this.idx = idx;\r\n this.ind = ind;\r\n this.indicesLength = indLength;\r\n this.materialIndex = materialIndex;\r\n }\r\n}\r\n\r\n/**\r\n * Represents a solid particle vertex\r\n */\r\nexport class SolidParticleVertex {\r\n /**\r\n * Vertex position\r\n */\r\n public position: Vector3;\r\n /**\r\n * Vertex color\r\n */\r\n public color: Color4;\r\n /**\r\n * Vertex UV\r\n */\r\n public uv: Vector2;\r\n /**\r\n * Creates a new solid particle vertex\r\n */\r\n constructor() {\r\n this.position = Vector3.Zero();\r\n this.color = new Color4(1.0, 1.0, 1.0, 1.0);\r\n this.uv = Vector2.Zero();\r\n }\r\n // Getters and Setters for back-compatibility\r\n /** Vertex x coordinate */\r\n public get x(): number {\r\n return this.position.x;\r\n }\r\n public set x(val: number) {\r\n this.position.x = val;\r\n }\r\n /** Vertex y coordinate */\r\n public get y(): number {\r\n return this.position.y;\r\n }\r\n public set y(val: number) {\r\n this.position.y = val;\r\n }\r\n /** Vertex z coordinate */\r\n public get z(): number {\r\n return this.position.z;\r\n }\r\n public set z(val: number) {\r\n this.position.z = val;\r\n }\r\n}\r\n"]}
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