@babylonjs/core 9.10.1 → 9.12.0
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/Actions/actionManager.d.ts +1 -1
- package/Actions/actionManager.js +8 -5
- package/Actions/actionManager.js.map +1 -1
- package/Animations/animatable.core.d.ts +1 -1
- package/Animations/animatable.core.js +2 -2
- package/Animations/animatable.core.js.map +1 -1
- package/Animations/animationPropertiesOverride.js +1 -1
- package/Animations/animationPropertiesOverride.js.map +1 -1
- package/Animations/animatorAvatar.d.ts +2 -2
- package/Animations/animatorAvatar.js +3 -3
- package/Animations/animatorAvatar.js.map +1 -1
- package/Animations/pathCursor.d.ts +1 -1
- package/Animations/pathCursor.js +1 -1
- package/Animations/pathCursor.js.map +1 -1
- package/Animations/runtimeAnimation.d.ts +1 -1
- package/Animations/runtimeAnimation.js +2 -2
- package/Animations/runtimeAnimation.js.map +1 -1
- package/Audio/analyser.js +1 -1
- package/Audio/analyser.js.map +1 -1
- package/AudioV2/abstractAudio/components/spatialAudioAttacherComponent.js +1 -1
- package/AudioV2/abstractAudio/components/spatialAudioAttacherComponent.js.map +1 -1
- package/AudioV2/abstractAudio/subNodes/audioAnalyzerSubNode.d.ts +2 -0
- package/AudioV2/abstractAudio/subNodes/audioAnalyzerSubNode.js.map +1 -1
- package/AudioV2/abstractAudio/subProperties/abstractAudioAnalyzer.d.ts +13 -3
- package/AudioV2/abstractAudio/subProperties/abstractAudioAnalyzer.js +16 -0
- package/AudioV2/abstractAudio/subProperties/abstractAudioAnalyzer.js.map +1 -1
- package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.d.ts +1 -1
- package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.js +1 -1
- package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.js.map +1 -1
- package/AudioV2/abstractAudio/subProperties/abstractSpatialAudioListener.d.ts +1 -1
- package/AudioV2/abstractAudio/subProperties/abstractSpatialAudioListener.js +1 -1
- package/AudioV2/abstractAudio/subProperties/abstractSpatialAudioListener.js.map +1 -1
- package/AudioV2/abstractAudio/subProperties/audioAnalyzer.d.ts +4 -0
- package/AudioV2/abstractAudio/subProperties/audioAnalyzer.js +22 -0
- package/AudioV2/abstractAudio/subProperties/audioAnalyzer.js.map +1 -1
- package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.d.ts +1 -1
- package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js +1 -1
- package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js.map +1 -1
- package/AudioV2/webAudio/subNodes/webAudioAnalyzerSubNode.d.ts +6 -0
- package/AudioV2/webAudio/subNodes/webAudioAnalyzerSubNode.js +22 -5
- package/AudioV2/webAudio/subNodes/webAudioAnalyzerSubNode.js.map +1 -1
- package/AudioV2/webAudio/subProperties/spatialWebAudioListener.js +1 -1
- package/AudioV2/webAudio/subProperties/spatialWebAudioListener.js.map +1 -1
- package/AudioV2/webAudio/webAudioStreamingSound.js +1 -1
- package/AudioV2/webAudio/webAudioStreamingSound.js.map +1 -1
- package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +1 -1
- package/BakedVertexAnimation/bakedVertexAnimationManager.js +1 -1
- package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
- package/BakedVertexAnimation/vertexAnimationBaker.js +1 -1
- package/BakedVertexAnimation/vertexAnimationBaker.js.map +1 -1
- package/Behaviors/Cameras/bouncingBehavior.js +1 -1
- package/Behaviors/Cameras/bouncingBehavior.js.map +1 -1
- package/Behaviors/Cameras/framingBehavior.d.ts +1 -1
- package/Behaviors/Cameras/framingBehavior.js +2 -2
- package/Behaviors/Cameras/framingBehavior.js.map +1 -1
- package/Behaviors/Cameras/interpolatingBehavior.d.ts +13 -1
- package/Behaviors/Cameras/interpolatingBehavior.js +13 -1
- package/Behaviors/Cameras/interpolatingBehavior.js.map +1 -1
- package/Behaviors/Meshes/attachToBoxBehavior.js +1 -1
- package/Behaviors/Meshes/attachToBoxBehavior.js.map +1 -1
- package/Behaviors/Meshes/baseSixDofDragBehavior.d.ts +3 -3
- package/Behaviors/Meshes/baseSixDofDragBehavior.js +4 -4
- package/Behaviors/Meshes/baseSixDofDragBehavior.js.map +1 -1
- package/Behaviors/Meshes/followBehavior.js +1 -1
- package/Behaviors/Meshes/followBehavior.js.map +1 -1
- package/Behaviors/Meshes/handConstraintBehavior.js +2 -2
- package/Behaviors/Meshes/handConstraintBehavior.js.map +1 -1
- package/Behaviors/Meshes/multiPointerScaleBehavior.js +1 -1
- package/Behaviors/Meshes/multiPointerScaleBehavior.js.map +1 -1
- package/Behaviors/Meshes/pointerDragBehavior.d.ts +3 -3
- package/Behaviors/Meshes/pointerDragBehavior.js +5 -5
- package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
- package/Behaviors/Meshes/sixDofDragBehavior.d.ts +1 -1
- package/Behaviors/Meshes/sixDofDragBehavior.js +2 -2
- package/Behaviors/Meshes/sixDofDragBehavior.js.map +1 -1
- package/Behaviors/Meshes/surfaceMagnetismBehavior.js +1 -1
- package/Behaviors/Meshes/surfaceMagnetismBehavior.js.map +1 -1
- package/Bones/boneIKController.d.ts +1 -1
- package/Bones/boneIKController.js +1 -1
- package/Bones/boneIKController.js.map +1 -1
- package/Bones/boneLookController.d.ts +1 -1
- package/Bones/boneLookController.js +1 -1
- package/Bones/boneLookController.js.map +1 -1
- package/Bones/skeleton.d.ts +2 -2
- package/Bones/skeleton.functions.d.ts +1 -1
- package/Bones/skeleton.functions.js +3 -3
- package/Bones/skeleton.functions.js.map +1 -1
- package/Bones/skeleton.js +3 -4
- package/Bones/skeleton.js.map +1 -1
- package/Buffers/buffer.align.pure.js +6 -0
- package/Buffers/buffer.align.pure.js.map +1 -1
- package/Buffers/buffer.nonFloatVertexBuffers.js +2 -1
- package/Buffers/buffer.nonFloatVertexBuffers.js.map +1 -1
- package/Buffers/buffer.pure.d.ts +8 -0
- package/Buffers/buffer.pure.js +31 -2
- package/Buffers/buffer.pure.js.map +1 -1
- package/Buffers/bufferUtils.js +17 -5
- package/Buffers/bufferUtils.js.map +1 -1
- package/Cameras/Inputs/BaseCameraMouseWheelInput.js +1 -1
- package/Cameras/Inputs/BaseCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/BaseCameraPointersInput.js +1 -1
- package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
- package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js +1 -1
- package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js.map +1 -1
- package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +2 -2
- package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/flyCameraKeyboardInput.js +2 -2
- package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
- package/Cameras/Inputs/flyCameraMouseInput.js +2 -2
- package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
- package/Cameras/Inputs/followCameraKeyboardMoveInput.js +1 -1
- package/Cameras/Inputs/followCameraKeyboardMoveInput.js.map +1 -1
- package/Cameras/Inputs/followCameraMouseWheelInput.js +1 -1
- package/Cameras/Inputs/followCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraGamepadInput.js +1 -1
- package/Cameras/Inputs/freeCameraGamepadInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraKeyboardMoveInput.js +2 -2
- package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraMouseInput.js +1 -1
- package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraMouseWheelInput.js +1 -1
- package/Cameras/Inputs/freeCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraTouchInput.js +2 -2
- package/Cameras/Inputs/freeCameraTouchInput.js.map +1 -1
- package/Cameras/Inputs/geospatialCameraKeyboardInput.js +1 -1
- package/Cameras/Inputs/geospatialCameraKeyboardInput.js.map +1 -1
- package/Cameras/Limits/geospatialLimits.d.ts +1 -1
- package/Cameras/Limits/geospatialLimits.js +1 -1
- package/Cameras/Limits/geospatialLimits.js.map +1 -1
- package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js +2 -2
- package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js.map +1 -1
- package/Cameras/RigModes/stereoscopicRigMode.d.ts +1 -1
- package/Cameras/RigModes/stereoscopicRigMode.js +3 -3
- package/Cameras/RigModes/stereoscopicRigMode.js.map +1 -1
- package/Cameras/RigModes/vrRigMode.js +2 -2
- package/Cameras/RigModes/vrRigMode.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.d.ts +3 -3
- package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js +5 -5
- package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
- package/Cameras/VR/vrCameraMetrics.d.ts +1 -1
- package/Cameras/VR/vrCameraMetrics.js +1 -1
- package/Cameras/VR/vrCameraMetrics.js.map +1 -1
- package/Cameras/cameraInputsManager.d.ts +1 -1
- package/Cameras/cameraInputsManager.js +1 -1
- package/Cameras/cameraInputsManager.js.map +1 -1
- package/Collisions/collider.d.ts +1 -1
- package/Collisions/collider.js +1 -1
- package/Collisions/collider.js.map +1 -1
- package/Collisions/gpuPicker.d.ts +1 -1
- package/Collisions/gpuPicker.js +5 -5
- package/Collisions/gpuPicker.js.map +1 -1
- package/Collisions/meshCollisionData.d.ts +1 -1
- package/Collisions/meshCollisionData.js +1 -1
- package/Collisions/meshCollisionData.js.map +1 -1
- package/Collisions/pickingInfo.d.ts +1 -1
- package/Collisions/pickingInfo.js +2 -2
- package/Collisions/pickingInfo.js.map +1 -1
- package/Compute/computeEffect.d.ts +6 -0
- package/Compute/computeEffect.js +3 -0
- package/Compute/computeEffect.js.map +1 -1
- package/Compute/computeShader.pure.d.ts +4 -0
- package/Compute/computeShader.pure.js +1 -0
- package/Compute/computeShader.pure.js.map +1 -1
- package/Culling/Octrees/octreeBlock.d.ts +1 -1
- package/Culling/Octrees/octreeBlock.js +1 -1
- package/Culling/Octrees/octreeBlock.js.map +1 -1
- package/Culling/boundingBox.d.ts +1 -1
- package/Culling/boundingBox.js +1 -1
- package/Culling/boundingBox.js.map +1 -1
- package/Culling/boundingInfo.d.ts +1 -1
- package/Culling/boundingInfo.js +1 -1
- package/Culling/boundingInfo.js.map +1 -1
- package/Culling/boundingSphere.d.ts +1 -1
- package/Culling/boundingSphere.js +1 -1
- package/Culling/boundingSphere.js.map +1 -1
- package/Culling/ray.core.d.ts +1 -1
- package/Culling/ray.core.js +1 -1
- package/Culling/ray.core.js.map +1 -1
- package/Debug/axesViewer.d.ts +1 -1
- package/Debug/axesViewer.js +3 -3
- package/Debug/axesViewer.js.map +1 -1
- package/Debug/boneAxesViewer.d.ts +1 -1
- package/Debug/boneAxesViewer.js +1 -1
- package/Debug/boneAxesViewer.js.map +1 -1
- package/Debug/directionalLightFrustumViewer.d.ts +1 -1
- package/Debug/directionalLightFrustumViewer.js +6 -6
- package/Debug/directionalLightFrustumViewer.js.map +1 -1
- package/Debug/rayHelper.d.ts +1 -1
- package/Debug/rayHelper.js +2 -2
- package/Debug/rayHelper.js.map +1 -1
- package/Debug/skeletonViewer.d.ts +2 -2
- package/Debug/skeletonViewer.js +10 -10
- package/Debug/skeletonViewer.js.map +1 -1
- package/DeviceInput/internalDeviceSourceManager.d.ts +1 -1
- package/DeviceInput/internalDeviceSourceManager.js +0 -1
- package/DeviceInput/internalDeviceSourceManager.js.map +1 -1
- package/DeviceInput/webDeviceInputSystem.js +1 -1
- package/DeviceInput/webDeviceInputSystem.js.map +1 -1
- package/Engines/Extensions/engine.views.d.ts +1 -1
- package/Engines/Extensions/engine.views.js +1 -1
- package/Engines/Extensions/engine.views.js.map +1 -1
- package/Engines/Native/nativeHelpers.js +4 -1
- package/Engines/Native/nativeHelpers.js.map +1 -1
- package/Engines/Native/nativeInterfaces.d.ts +10 -1
- package/Engines/Native/nativeInterfaces.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.computeShader.pure.js +154 -2
- package/Engines/WebGPU/Extensions/engine.computeShader.pure.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipeline.d.ts +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js +11 -1
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
- package/Engines/WebGPU/webgpuComputeContext.d.ts +1 -1
- package/Engines/WebGPU/webgpuComputeContext.js.map +1 -1
- package/Engines/WebGPU/webgpuTintWASM.js +1 -1
- package/Engines/WebGPU/webgpuTintWASM.js.map +1 -1
- package/Engines/abstractEngine.pure.d.ts +7 -1
- package/Engines/abstractEngine.pure.js +34 -4
- package/Engines/abstractEngine.pure.js.map +1 -1
- package/Engines/constants.d.ts +4 -0
- package/Engines/constants.js +4 -0
- package/Engines/constants.js.map +1 -1
- package/Engines/engine.pure.d.ts +0 -7
- package/Engines/engine.pure.js +0 -34
- package/Engines/engine.pure.js.map +1 -1
- package/Engines/engineFactory.d.ts +2 -2
- package/Engines/engineFactory.js +3 -3
- package/Engines/engineFactory.js.map +1 -1
- package/Engines/thinNativeEngine.pure.js +15 -8
- package/Engines/thinNativeEngine.pure.js.map +1 -1
- package/Events/pointerEvents.d.ts +1 -1
- package/Events/pointerEvents.js +1 -1
- package/Events/pointerEvents.js.map +1 -1
- package/FlowGraph/Blocks/Data/Utils/flowGraphCodeExecutionBlock.js +1 -1
- package/FlowGraph/Blocks/Data/Utils/flowGraphCodeExecutionBlock.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.d.ts +1 -1
- package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.js +1 -1
- package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.js.map +1 -1
- package/FlowGraph/Blocks/Event/flowGraphKeyboardEventBlock.js +1 -1
- package/FlowGraph/Blocks/Event/flowGraphKeyboardEventBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphInterpolationBlock.pure.d.ts +1 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphInterpolationBlock.pure.js +3 -3
- package/FlowGraph/Blocks/Execution/Animation/flowGraphInterpolationBlock.pure.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCancelDelayBlock.pure.js +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCancelDelayBlock.pure.js.map +1 -1
- package/FlowGraph/CustomTypes/flowGraphMatrix.d.ts +1 -1
- package/FlowGraph/CustomTypes/flowGraphMatrix.js +1 -1
- package/FlowGraph/CustomTypes/flowGraphMatrix.js.map +1 -1
- package/FlowGraph/flowGraphBlock.d.ts +1 -1
- package/FlowGraph/flowGraphBlock.js +1 -1
- package/FlowGraph/flowGraphBlock.js.map +1 -1
- package/FlowGraph/flowGraphExecutionBlock.d.ts +1 -1
- package/FlowGraph/flowGraphExecutionBlock.js +1 -1
- package/FlowGraph/flowGraphExecutionBlock.js.map +1 -1
- package/FlowGraph/flowGraphMath.d.ts +1 -1
- package/FlowGraph/flowGraphMath.js +1 -1
- package/FlowGraph/flowGraphMath.js.map +1 -1
- package/FlowGraph/flowGraphParser.js +1 -1
- package/FlowGraph/flowGraphParser.js.map +1 -1
- package/FlowGraph/flowGraphPathConverterComponent.d.ts +1 -1
- package/FlowGraph/flowGraphPathConverterComponent.js +2 -2
- package/FlowGraph/flowGraphPathConverterComponent.js.map +1 -1
- package/FlowGraph/flowGraphValidator.js.map +1 -1
- package/FlowGraph/serialization.js +4 -4
- package/FlowGraph/serialization.js.map +1 -1
- package/FlowGraph/utils.js.map +1 -1
- package/FrameGraph/Node/nodeRenderGraph.d.ts +2 -2
- package/FrameGraph/Node/nodeRenderGraph.js +7 -7
- package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
- package/FrameGraph/Tasks/Layers/baseLayerTask.d.ts +30 -0
- package/FrameGraph/Tasks/Layers/baseLayerTask.js +28 -1
- package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -1
- package/FrameGraph/Tasks/Misc/computeShaderTask.d.ts +2 -2
- package/FrameGraph/Tasks/Misc/computeShaderTask.js +2 -2
- package/FrameGraph/Tasks/Misc/computeShaderTask.js.map +1 -1
- package/FrameGraph/Tasks/Misc/lightingVolumeTask.d.ts +1 -1
- package/FrameGraph/Tasks/Misc/lightingVolumeTask.js +2 -2
- package/FrameGraph/Tasks/Misc/lightingVolumeTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/blurTask.d.ts +7 -0
- package/FrameGraph/Tasks/PostProcesses/blurTask.js +8 -1
- package/FrameGraph/Tasks/PostProcesses/blurTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.js +1 -1
- package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/ssrBlurTask.js +1 -1
- package/FrameGraph/Tasks/PostProcesses/ssrBlurTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.d.ts +1 -1
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.js +1 -1
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.d.ts +2 -2
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js +3 -3
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.d.ts +1 -1
- package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js +2 -2
- package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +6 -0
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +14 -5
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.d.ts +1 -1
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.js +1 -1
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.d.ts +1 -1
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.js +1 -1
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.d.ts +1 -1
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.js +2 -2
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.d.ts +1 -1
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.js +2 -2
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +7 -1
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js +7 -1
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Texture/clearTextureTask.d.ts +1 -1
- package/FrameGraph/Tasks/Texture/clearTextureTask.js +1 -1
- package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -1
- package/FrameGraph/frameGraphRenderContext.js +1 -1
- package/FrameGraph/frameGraphRenderContext.js.map +1 -1
- package/FrameGraph/frameGraphTextureManager.d.ts +1 -1
- package/FrameGraph/frameGraphTextureManager.js +1 -1
- package/FrameGraph/frameGraphTextureManager.js.map +1 -1
- package/Gamepads/gamepadManager.js +1 -1
- package/Gamepads/gamepadManager.js.map +1 -1
- package/Gizmos/axisDragGizmo.d.ts +5 -5
- package/Gizmos/axisDragGizmo.js +6 -6
- package/Gizmos/axisDragGizmo.js.map +1 -1
- package/Gizmos/axisScaleGizmo.d.ts +4 -4
- package/Gizmos/axisScaleGizmo.js +6 -6
- package/Gizmos/axisScaleGizmo.js.map +1 -1
- package/Gizmos/boundingBoxGizmo.d.ts +5 -5
- package/Gizmos/boundingBoxGizmo.js +7 -7
- package/Gizmos/boundingBoxGizmo.js.map +1 -1
- package/Gizmos/cameraGizmo.d.ts +3 -3
- package/Gizmos/cameraGizmo.js +7 -7
- package/Gizmos/cameraGizmo.js.map +1 -1
- package/Gizmos/gizmo.d.ts +2 -2
- package/Gizmos/gizmo.js +3 -3
- package/Gizmos/gizmo.js.map +1 -1
- package/Gizmos/gizmoManager.d.ts +2 -2
- package/Gizmos/gizmoManager.js +2 -2
- package/Gizmos/gizmoManager.js.map +1 -1
- package/Gizmos/lightGizmo.d.ts +4 -4
- package/Gizmos/lightGizmo.js +11 -11
- package/Gizmos/lightGizmo.js.map +1 -1
- package/Gizmos/planeDragGizmo.d.ts +4 -4
- package/Gizmos/planeDragGizmo.js +5 -5
- package/Gizmos/planeDragGizmo.js.map +1 -1
- package/Gizmos/positionGizmo.d.ts +1 -1
- package/Gizmos/positionGizmo.js +2 -2
- package/Gizmos/positionGizmo.js.map +1 -1
- package/Gizmos/rotationGizmo.d.ts +3 -3
- package/Gizmos/rotationGizmo.js +3 -3
- package/Gizmos/rotationGizmo.js.map +1 -1
- package/Gizmos/scaleGizmo.d.ts +2 -2
- package/Gizmos/scaleGizmo.js +4 -4
- package/Gizmos/scaleGizmo.js.map +1 -1
- package/Gizmos/spatialAudioGizmo.d.ts +2 -2
- package/Gizmos/spatialAudioGizmo.js +6 -6
- package/Gizmos/spatialAudioGizmo.js.map +1 -1
- package/Helpers/environmentHelper.d.ts +6 -6
- package/Helpers/environmentHelper.js +12 -12
- package/Helpers/environmentHelper.js.map +1 -1
- package/Helpers/materialConversionHelper.d.ts +1 -1
- package/Helpers/materialConversionHelper.js +1 -1
- package/Helpers/materialConversionHelper.js.map +1 -1
- package/Helpers/photoDome.d.ts +1 -1
- package/Helpers/photoDome.js +1 -1
- package/Helpers/photoDome.js.map +1 -1
- package/Helpers/textureDome.d.ts +4 -4
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{ serialize } from \"core/Misc/decorators\";\r\nimport { ParticleSystemSet } from \"../particleSystemSet\";\r\nimport { SystemBlock } from \"./Blocks/systemBlock\";\r\nimport { type Scene } from \"core/scene\";\r\nimport { NodeParticleBuildState } from \"./nodeParticleBuildState\";\r\nimport { type NodeParticleBlock } from \"./nodeParticleBlock\";\r\nimport { SerializationHelper } from \"core/Misc/decorators.serialization\";\r\nimport { Observable } from \"core/Misc/observable\";\r\nimport { GetClass } from \"core/Misc/typeStore\";\r\nimport { WebRequest } from \"core/Misc/webRequest\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { Tools } from \"core/Misc/tools\";\r\nimport { AbstractEngine } from \"core/Engines/abstractEngine\";\r\nimport { ParticleInputBlock } from \"./Blocks/particleInputBlock\";\r\nimport { ParticleTextureSourceBlock } from \"./Blocks/particleSourceTextureBlock\";\r\nimport { NodeParticleContextualSources } from \"./Enums/nodeParticleContextualSources\";\r\nimport { UpdatePositionBlock } from \"./Blocks/Update/updatePositionBlock\";\r\nimport { ParticleMathBlock, ParticleMathBlockOperations } from \"./Blocks/particleMathBlock\";\r\nimport { type ParticleTeleportOutBlock } from \"./Blocks/Teleport/particleTeleportOutBlock\";\r\nimport { type ParticleTeleportInBlock } from \"./Blocks/Teleport/particleTeleportInBlock\";\r\nimport { BoxShapeBlock } from \"./Blocks/Emitters/boxShapeBlock\";\r\nimport { CreateParticleBlock } from \"./Blocks/Emitters/createParticleBlock\";\r\nimport { type Color4 } from \"core/Maths/math.color\";\r\nimport { type Nullable } from \"../../types\";\r\n\r\n// declare NODEPARTICLEEDITOR namespace for compilation issue\r\ndeclare let NODEPARTICLEEDITOR: any;\r\ndeclare let BABYLON: any;\r\n\r\n/**\r\n * Interface used to configure the node particle editor\r\n */\r\nexport interface INodeParticleEditorOptions {\r\n /** Define the URL to load node editor script from */\r\n editorURL?: string;\r\n /** Additional configuration for the NPE */\r\n nodeEditorConfig?: {\r\n backgroundColor?: Color4;\r\n /** If true, the node particle system set will be disposed when the editor is closed (default: true) */\r\n disposeOnClose?: boolean;\r\n };\r\n}\r\n\r\n/**\r\n * Defines a set of particle systems defined as a node graph.\r\n * NPE: #K6F1ZB#1\r\n * PG: #ZT509U#1\r\n */\r\nexport class NodeParticleSystemSet {\r\n private _systemBlocks: SystemBlock[] = [];\r\n private _buildId: number = 0;\r\n\r\n /** Define the Url to load node editor script */\r\n public static EditorURL = `${Tools._DefaultCdnUrl}/v${AbstractEngine.Version}/nodeParticleEditor/babylon.nodeParticleEditor.js`;\r\n\r\n /** Define the Url to load snippets */\r\n public static SnippetUrl = Constants.SnippetUrl;\r\n\r\n /**\r\n * Snippet ID if the material was created from the snippet server\r\n */\r\n public snippetId: string;\r\n\r\n /**\r\n * Gets an array of blocks that needs to be serialized even if they are not yet connected\r\n */\r\n public attachedBlocks: NodeParticleBlock[] = [];\r\n\r\n /**\r\n * Gets or sets data used by visual editor\r\n * @see https://npe.babylonjs.com\r\n */\r\n public editorData: any = null;\r\n\r\n /**\r\n * Observable raised when the particle set is built\r\n */\r\n public onBuildObservable = new Observable<NodeParticleSystemSet>();\r\n\r\n /**\r\n * The name of the set\r\n */\r\n @serialize()\r\n public name: string;\r\n\r\n /**\r\n * A free comment about the set\r\n */\r\n @serialize(\"comment\")\r\n public comment: string;\r\n\r\n /**\r\n * Gets the system blocks\r\n */\r\n public get systemBlocks(): SystemBlock[] {\r\n return this._systemBlocks;\r\n }\r\n\r\n /**\r\n * Gets the list of input blocks attached to this material\r\n * @returns an array of InputBlocks\r\n */\r\n public get inputBlocks() {\r\n const blocks: ParticleInputBlock[] = [];\r\n for (const block of this.attachedBlocks) {\r\n if (block.isInput) {\r\n blocks.push(block as ParticleInputBlock);\r\n }\r\n }\r\n\r\n return blocks;\r\n }\r\n\r\n /**\r\n * Get a block by its name\r\n * @param name defines the name of the block to retrieve\r\n * @returns the required block or null if not found\r\n */\r\n public getBlockByName(name: string) {\r\n let result = null;\r\n for (const block of this.attachedBlocks) {\r\n if (block.name === name) {\r\n if (!result) {\r\n result = block;\r\n } else {\r\n Tools.Warn(\"More than one block was found with the name `\" + name + \"`\");\r\n return result;\r\n }\r\n }\r\n }\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Get a block using a predicate\r\n * @param predicate defines the predicate used to find the good candidate\r\n * @returns the required block or null if not found\r\n */\r\n public getBlockByPredicate(predicate: (block: NodeParticleBlock) => boolean) {\r\n for (const block of this.attachedBlocks) {\r\n if (predicate(block)) {\r\n return block;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Get an input block using a predicate\r\n * @param predicate defines the predicate used to find the good candidate\r\n * @returns the required input block or null if not found\r\n */\r\n public getInputBlockByPredicate(predicate: (block: ParticleInputBlock) => boolean): Nullable<ParticleInputBlock> {\r\n for (const block of this.attachedBlocks) {\r\n if (block.isInput && predicate(block as ParticleInputBlock)) {\r\n return block as ParticleInputBlock;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n /**\r\n * Creates a new set\r\n * @param name defines the name of the set\r\n */\r\n public constructor(name: string) {\r\n this.name = name;\r\n }\r\n\r\n /**\r\n * Gets the current class name of the node particle set e.g. \"NodeParticleSystemSet\"\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"NodeParticleSystemSet\";\r\n }\r\n\r\n private _initializeBlock(node: NodeParticleBlock, autoConfigure = true) {\r\n if (this.attachedBlocks.indexOf(node) === -1) {\r\n this.attachedBlocks.push(node);\r\n }\r\n\r\n for (const input of node.inputs) {\r\n const connectedPoint = input.connectedPoint;\r\n if (connectedPoint) {\r\n const block = connectedPoint.ownerBlock;\r\n if (block !== node) {\r\n this._initializeBlock(block, autoConfigure);\r\n }\r\n }\r\n }\r\n }\r\n\r\n private BJSNODEPARTICLEEDITOR = this._getGlobalNodeParticleEditor();\r\n\r\n /** Get the editor from bundle or global\r\n * @returns the global NPE\r\n */\r\n private _getGlobalNodeParticleEditor(): any {\r\n // UMD global name detection from bundle metadata.\r\n // Note: rollup-built UMD bundles do not expose the editor class\r\n // directly on the namespace - it lives on `.default.NodeParticleEditor` -\r\n // so we unwrap that case before falling back to the BABYLON global.\r\n if (typeof NODEPARTICLEEDITOR !== \"undefined\") {\r\n if ((NODEPARTICLEEDITOR as any).NodeParticleEditor) {\r\n return NODEPARTICLEEDITOR;\r\n }\r\n if ((NODEPARTICLEEDITOR as any).default?.NodeParticleEditor) {\r\n return (NODEPARTICLEEDITOR as any).default;\r\n }\r\n }\r\n\r\n // In case of module let's check the global emitted from the editor entry point.\r\n if (typeof BABYLON !== \"undefined\" && typeof BABYLON.NodeParticleEditor !== \"undefined\") {\r\n return BABYLON;\r\n }\r\n\r\n return undefined;\r\n }\r\n\r\n /** Creates the node editor window.\r\n * @param additionalConfig Define the configuration of the editor\r\n */\r\n private _createNodeParticleEditor(additionalConfig?: any) {\r\n const nodeEditorConfig: any = {\r\n nodeParticleSet: this,\r\n ...additionalConfig,\r\n };\r\n this.BJSNODEPARTICLEEDITOR.NodeParticleEditor.Show(nodeEditorConfig);\r\n }\r\n\r\n /**\r\n * Launch the node particle editor\r\n * @param config Define the configuration of the editor\r\n * @returns a promise fulfilled when the node editor is visible\r\n */\r\n public async editAsync(config?: INodeParticleEditorOptions): Promise<void> {\r\n return await new Promise((resolve) => {\r\n this.BJSNODEPARTICLEEDITOR = this.BJSNODEPARTICLEEDITOR || this._getGlobalNodeParticleEditor();\r\n if (typeof this.BJSNODEPARTICLEEDITOR == \"undefined\") {\r\n const editorUrl = config && config.editorURL ? config.editorURL : NodeParticleSystemSet.EditorURL;\r\n\r\n // Load editor and add it to the DOM\r\n Tools.LoadBabylonScript(editorUrl, () => {\r\n this.BJSNODEPARTICLEEDITOR = this.BJSNODEPARTICLEEDITOR || this._getGlobalNodeParticleEditor();\r\n this._createNodeParticleEditor(config?.nodeEditorConfig);\r\n resolve();\r\n });\r\n } else {\r\n // Otherwise creates the editor\r\n this._createNodeParticleEditor(config?.nodeEditorConfig);\r\n resolve();\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Builds the particle system set from the defined blocks.\r\n * @param scene defines the hosting scene\r\n * @param verbose defines whether to log detailed information during the build process (false by default)\r\n * @returns a promise that resolves to the built particle system set\r\n */\r\n public async buildAsync(scene: Scene, verbose = false): Promise<ParticleSystemSet> {\r\n const output = new ParticleSystemSet();\r\n\r\n // Initialize all blocks\r\n for (const block of this._systemBlocks) {\r\n this._initializeBlock(block);\r\n }\r\n\r\n // Build the blocks\r\n const buildPromises = new Array<Promise<void>>();\r\n for (const block of this.systemBlocks) {\r\n const state = new NodeParticleBuildState();\r\n state.buildId = this._buildId++;\r\n state.scene = scene;\r\n state.verbose = verbose;\r\n\r\n const system = block.createSystem(state);\r\n system._source = this;\r\n system._blockReference = block._internalId;\r\n\r\n // Errors\r\n state.emitErrors();\r\n\r\n buildPromises.push(state.waitForBuildPromisesAsync());\r\n\r\n output.systems.push(system);\r\n }\r\n\r\n await Promise.all(buildPromises);\r\n\r\n this.onBuildObservable.notifyObservers(this);\r\n\r\n return output;\r\n }\r\n\r\n /**\r\n * Clear the current node particle set\r\n */\r\n public clear() {\r\n this.attachedBlocks.length = 0;\r\n this._systemBlocks.length = 0;\r\n }\r\n\r\n /**\r\n * Clear the current set and restore it to a default state\r\n */\r\n public setToDefault() {\r\n this.clear();\r\n\r\n this.editorData = null;\r\n\r\n // Main system\r\n const system = new SystemBlock(\"Particle system\");\r\n\r\n // Update position\r\n const updatePositionBlock = new UpdatePositionBlock(\"Update position\");\r\n updatePositionBlock.output.connectTo(system.particle);\r\n\r\n // Contextual inputs\r\n const positionBlock = new ParticleInputBlock(\"Position\");\r\n positionBlock.contextualValue = NodeParticleContextualSources.Position;\r\n const directionBlock = new ParticleInputBlock(\"Scaled direction\");\r\n directionBlock.contextualValue = NodeParticleContextualSources.ScaledDirection;\r\n\r\n // Add\r\n const addBlock = new ParticleMathBlock(\"Add\");\r\n addBlock.operation = ParticleMathBlockOperations.Add;\r\n positionBlock.output.connectTo(addBlock.left);\r\n directionBlock.output.connectTo(addBlock.right);\r\n addBlock.output.connectTo(updatePositionBlock.position);\r\n\r\n // Create particle\r\n const createParticleBlock = new CreateParticleBlock(\"Create particle\");\r\n\r\n // Shape\r\n const emitterShape = new BoxShapeBlock(\"Box shape\");\r\n createParticleBlock.particle.connectTo(emitterShape.particle);\r\n emitterShape.output.connectTo(updatePositionBlock.particle);\r\n\r\n // Texture\r\n const textureBlock = new ParticleTextureSourceBlock(\"Texture\");\r\n textureBlock.textureOutput.connectTo(system.texture);\r\n textureBlock.url = Tools.GetAssetUrl(\"https://assets.babylonjs.com/core/textures/flare.png\");\r\n\r\n this._systemBlocks.push(system);\r\n }\r\n\r\n /**\r\n * Remove a block from the current system set\r\n * @param block defines the block to remove\r\n */\r\n public removeBlock(block: NodeParticleBlock) {\r\n const attachedBlockIndex = this.attachedBlocks.indexOf(block);\r\n if (attachedBlockIndex > -1) {\r\n this.attachedBlocks.splice(attachedBlockIndex, 1);\r\n }\r\n\r\n if (block.isSystem) {\r\n const index = this._systemBlocks.indexOf(block as SystemBlock);\r\n if (index > -1) {\r\n this._systemBlocks.splice(index, 1);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Clear the current graph and load a new one from a serialization object\r\n * @param source defines the JSON representation of the particle set\r\n * @param merge defines whether or not the source must be merged or replace the current content\r\n */\r\n public parseSerializedObject(source: any, merge = false) {\r\n if (!merge) {\r\n this.clear();\r\n }\r\n\r\n const map: { [key: number]: NodeParticleBlock } = {};\r\n\r\n // Create blocks\r\n for (const parsedBlock of source.blocks) {\r\n const blockType = GetClass(parsedBlock.customType);\r\n if (blockType) {\r\n const block: NodeParticleBlock = new blockType();\r\n block._deserialize(parsedBlock);\r\n map[parsedBlock.id] = block;\r\n\r\n this.attachedBlocks.push(block);\r\n\r\n if (block.isSystem) {\r\n this._systemBlocks.push(block as SystemBlock);\r\n }\r\n }\r\n }\r\n\r\n // Reconnect teleportation\r\n for (const block of this.attachedBlocks) {\r\n if (block.isTeleportOut) {\r\n const teleportOut = block as ParticleTeleportOutBlock;\r\n const id = teleportOut._tempEntryPointUniqueId;\r\n if (id) {\r\n const source = map[id] as ParticleTeleportInBlock;\r\n if (source) {\r\n source.attachToEndpoint(teleportOut);\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Connections - Starts with input blocks only (except if in \"merge\" mode where we scan all blocks)\r\n for (let blockIndex = 0; blockIndex < source.blocks.length; blockIndex++) {\r\n const parsedBlock = source.blocks[blockIndex];\r\n const block = map[parsedBlock.id];\r\n\r\n if (!block) {\r\n continue;\r\n }\r\n\r\n if (block.inputs.length && parsedBlock.inputs.some((i: any) => i.targetConnectionName) && !merge) {\r\n continue;\r\n }\r\n this._restoreConnections(block, source, map);\r\n }\r\n\r\n // UI related info\r\n if (source.locations || (source.editorData && source.editorData.locations)) {\r\n const locations: {\r\n blockId: number;\r\n x: number;\r\n y: number;\r\n isCollapsed: boolean;\r\n }[] = source.locations || source.editorData.locations;\r\n\r\n for (const location of locations) {\r\n if (map[location.blockId]) {\r\n location.blockId = map[location.blockId].uniqueId;\r\n }\r\n }\r\n\r\n if (merge && this.editorData && this.editorData.locations) {\r\n locations.concat(this.editorData.locations);\r\n }\r\n\r\n if (source.locations) {\r\n this.editorData = {\r\n locations: locations,\r\n };\r\n } else {\r\n this.editorData = source.editorData;\r\n this.editorData.locations = locations;\r\n }\r\n\r\n const blockMap: { [key: number]: number } = {};\r\n\r\n for (const key in map) {\r\n blockMap[key] = map[key].uniqueId;\r\n }\r\n\r\n this.editorData.map = blockMap;\r\n }\r\n\r\n this.comment = source.comment;\r\n }\r\n\r\n private _restoreConnections(block: NodeParticleBlock, source: any, map: { [key: number]: NodeParticleBlock }) {\r\n for (const outputPoint of block.outputs) {\r\n for (const candidate of source.blocks) {\r\n const target = map[candidate.id];\r\n\r\n if (!target) {\r\n continue;\r\n }\r\n\r\n for (const input of candidate.inputs) {\r\n if (map[input.targetBlockId] === block && input.targetConnectionName === outputPoint.name) {\r\n const inputPoint = target.getInputByName(input.inputName);\r\n if (!inputPoint || inputPoint.isConnected) {\r\n continue;\r\n }\r\n\r\n outputPoint.connectTo(inputPoint, true);\r\n this._restoreConnections(target, source, map);\r\n continue;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Serializes this node particle set in a JSON representation\r\n * @param selectedBlocks defines the list of blocks to save (if null the whole node particle set will be saved)\r\n * @returns the serialized particle system set object\r\n */\r\n public serialize(selectedBlocks?: NodeParticleBlock[]): any {\r\n const serializationObject = selectedBlocks ? {} : SerializationHelper.Serialize(this);\r\n serializationObject.editorData = JSON.parse(JSON.stringify(this.editorData)); // Copy\r\n\r\n let blocks: NodeParticleBlock[] = [];\r\n\r\n if (selectedBlocks) {\r\n blocks = selectedBlocks;\r\n } else {\r\n serializationObject.customType = \"BABYLON.NodeParticleSystemSet\";\r\n }\r\n\r\n // Blocks\r\n serializationObject.blocks = [];\r\n\r\n for (const block of blocks) {\r\n serializationObject.blocks.push(block.serialize());\r\n }\r\n\r\n if (!selectedBlocks) {\r\n for (const block of this.attachedBlocks) {\r\n if (blocks.indexOf(block) !== -1) {\r\n continue;\r\n }\r\n serializationObject.blocks.push(block.serialize());\r\n }\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Makes a duplicate of the current particle system set.\r\n * @param name defines the name to use for the new particle system set\r\n * @returns the cloned particle system set\r\n */\r\n public clone(name: string): NodeParticleSystemSet {\r\n const serializationObject = this.serialize();\r\n\r\n const clone = SerializationHelper.Clone(() => new NodeParticleSystemSet(name), this);\r\n clone.name = name;\r\n clone.snippetId = this.snippetId;\r\n\r\n clone.parseSerializedObject(serializationObject);\r\n clone._buildId = this._buildId;\r\n\r\n return clone;\r\n }\r\n\r\n /**\r\n * Disposes the resources\r\n */\r\n public dispose(): void {\r\n for (const block of this.attachedBlocks) {\r\n block.dispose();\r\n }\r\n\r\n this.attachedBlocks.length = 0;\r\n this.onBuildObservable.clear();\r\n }\r\n\r\n /**\r\n * Creates a new node particle set set to default basic configuration\r\n * @param name defines the name of the particle set\r\n * @returns a new NodeParticleSystemSet\r\n */\r\n public static CreateDefault(name: string) {\r\n const nodeParticleSet = new NodeParticleSystemSet(name);\r\n\r\n nodeParticleSet.setToDefault();\r\n\r\n return nodeParticleSet;\r\n }\r\n\r\n /**\r\n * Creates a node particle set from parsed data\r\n * @param source defines the JSON representation of the particle set\r\n * @returns a new node particle set\r\n */\r\n public static Parse(source: any): NodeParticleSystemSet {\r\n const nodeParticleSet = SerializationHelper.Parse(() => new NodeParticleSystemSet(source.name), source, null);\r\n\r\n nodeParticleSet.parseSerializedObject(source);\r\n\r\n return nodeParticleSet;\r\n }\r\n\r\n /**\r\n * Creates a node particle set from a snippet saved in a remote file\r\n * @param name defines the name of the node particle set to create\r\n * @param url defines the url to load from\r\n * @param nodeParticleSet defines a node particle set to update (instead of creating a new one)\r\n * @returns a promise that will resolve to the new node particle set\r\n */\r\n // eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\r\n public static ParseFromFileAsync(name: string, url: string, nodeParticleSet?: NodeParticleSystemSet): Promise<NodeParticleSystemSet> {\r\n return new Promise((resolve, reject) => {\r\n const request = new WebRequest();\r\n request.addEventListener(\"readystatechange\", () => {\r\n if (request.readyState == 4) {\r\n if (request.status == 200) {\r\n const serializationObject = JSON.parse(request.responseText);\r\n if (!nodeParticleSet) {\r\n nodeParticleSet = SerializationHelper.Parse(() => new NodeParticleSystemSet(name), serializationObject, null);\r\n }\r\n\r\n nodeParticleSet.parseSerializedObject(serializationObject);\r\n\r\n resolve(nodeParticleSet);\r\n } else {\r\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\r\n reject(\"Unable to load the node particle system set\");\r\n }\r\n }\r\n });\r\n\r\n request.open(\"GET\", url);\r\n request.send();\r\n });\r\n }\r\n\r\n /**\r\n * Creates a node particle set from a snippet saved by the node particle editor\r\n * @param snippetId defines the snippet to load\r\n * @param nodeParticleSet defines a node particle set to update (instead of creating a new one)\r\n * @returns a promise that will resolve to the new node particle set\r\n */\r\n // eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\r\n public static ParseFromSnippetAsync(snippetId: string, nodeParticleSet?: NodeParticleSystemSet): Promise<NodeParticleSystemSet> {\r\n if (snippetId === \"_BLANK\") {\r\n return Promise.resolve(NodeParticleSystemSet.CreateDefault(\"blank\"));\r\n }\r\n\r\n return new Promise((resolve, reject) => {\r\n const request = new WebRequest();\r\n request.addEventListener(\"readystatechange\", () => {\r\n if (request.readyState == 4) {\r\n if (request.status == 200) {\r\n const snippet = JSON.parse(JSON.parse(request.responseText).jsonPayload);\r\n const serializationObject = JSON.parse(snippet.nodeParticle);\r\n\r\n if (!nodeParticleSet) {\r\n nodeParticleSet = SerializationHelper.Parse(() => new NodeParticleSystemSet(snippetId), serializationObject, null);\r\n }\r\n\r\n nodeParticleSet.parseSerializedObject(serializationObject);\r\n nodeParticleSet.snippetId = snippetId;\r\n\r\n try {\r\n resolve(nodeParticleSet);\r\n } catch (err) {\r\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\r\n reject(err);\r\n }\r\n } else {\r\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\r\n reject(\"Unable to load the snippet \" + snippetId);\r\n }\r\n }\r\n });\r\n\r\n request.open(\"GET\", this.SnippetUrl + \"/\" + snippetId.replace(/#/g, \"/\"));\r\n request.send();\r\n });\r\n }\r\n}\r\n"]}
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1
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+
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{ serialize } from \"core/Misc/decorators\";\r\nimport { ParticleSystemSet } from \"../particleSystemSet\";\r\nimport { SystemBlock } from \"./Blocks/systemBlock.pure\";\r\nimport { type Scene } from \"core/scene\";\r\nimport { NodeParticleBuildState } from \"./nodeParticleBuildState\";\r\nimport { type NodeParticleBlock } from \"./nodeParticleBlock\";\r\nimport { SerializationHelper } from \"core/Misc/decorators.serialization\";\r\nimport { Observable } from \"core/Misc/observable\";\r\nimport { GetClass } from \"core/Misc/typeStore\";\r\nimport { WebRequest } from \"core/Misc/webRequest\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { Tools } from \"core/Misc/tools.pure\";\r\nimport { AbstractEngine } from \"core/Engines/abstractEngine\";\r\nimport { ParticleInputBlock } from \"./Blocks/particleInputBlock.pure\";\r\nimport { ParticleTextureSourceBlock } from \"./Blocks/particleSourceTextureBlock.pure\";\r\nimport { NodeParticleContextualSources } from \"./Enums/nodeParticleContextualSources\";\r\nimport { UpdatePositionBlock } from \"./Blocks/Update/updatePositionBlock.pure\";\r\nimport { ParticleMathBlock, ParticleMathBlockOperations } from \"./Blocks/particleMathBlock.pure\";\r\nimport { type ParticleTeleportOutBlock } from \"./Blocks/Teleport/particleTeleportOutBlock\";\r\nimport { type ParticleTeleportInBlock } from \"./Blocks/Teleport/particleTeleportInBlock\";\r\nimport { BoxShapeBlock } from \"./Blocks/Emitters/boxShapeBlock.pure\";\r\nimport { CreateParticleBlock } from \"./Blocks/Emitters/createParticleBlock.pure\";\r\nimport { type Color4 } from \"core/Maths/math.color\";\r\nimport { type Nullable } from \"../../types\";\r\n\r\n// declare NODEPARTICLEEDITOR namespace for compilation issue\r\ndeclare let NODEPARTICLEEDITOR: any;\r\ndeclare let BABYLON: any;\r\n\r\n/**\r\n * Interface used to configure the node particle editor\r\n */\r\nexport interface INodeParticleEditorOptions {\r\n /** Define the URL to load node editor script from */\r\n editorURL?: string;\r\n /** Additional configuration for the NPE */\r\n nodeEditorConfig?: {\r\n backgroundColor?: Color4;\r\n /** If true, the node particle system set will be disposed when the editor is closed (default: true) */\r\n disposeOnClose?: boolean;\r\n };\r\n}\r\n\r\n/**\r\n * Defines a set of particle systems defined as a node graph.\r\n * NPE: #K6F1ZB#1\r\n * PG: #ZT509U#1\r\n */\r\nexport class NodeParticleSystemSet {\r\n private _systemBlocks: SystemBlock[] = [];\r\n private _buildId: number = 0;\r\n\r\n /** Define the Url to load node editor script */\r\n public static EditorURL = `${Tools._DefaultCdnUrl}/v${AbstractEngine.Version}/nodeParticleEditor/babylon.nodeParticleEditor.js`;\r\n\r\n /** Define the Url to load snippets */\r\n public static SnippetUrl = Constants.SnippetUrl;\r\n\r\n /**\r\n * Snippet ID if the material was created from the snippet server\r\n */\r\n public snippetId: string;\r\n\r\n /**\r\n * Gets an array of blocks that needs to be serialized even if they are not yet connected\r\n */\r\n public attachedBlocks: NodeParticleBlock[] = [];\r\n\r\n /**\r\n * Gets or sets data used by visual editor\r\n * @see https://npe.babylonjs.com\r\n */\r\n public editorData: any = null;\r\n\r\n /**\r\n * Observable raised when the particle set is built\r\n */\r\n public onBuildObservable = new Observable<NodeParticleSystemSet>();\r\n\r\n /**\r\n * The name of the set\r\n */\r\n @serialize()\r\n public name: string;\r\n\r\n /**\r\n * A free comment about the set\r\n */\r\n @serialize(\"comment\")\r\n public comment: string;\r\n\r\n /**\r\n * Gets the system blocks\r\n */\r\n public get systemBlocks(): SystemBlock[] {\r\n return this._systemBlocks;\r\n }\r\n\r\n /**\r\n * Gets the list of input blocks attached to this material\r\n * @returns an array of InputBlocks\r\n */\r\n public get inputBlocks() {\r\n const blocks: ParticleInputBlock[] = [];\r\n for (const block of this.attachedBlocks) {\r\n if (block.isInput) {\r\n blocks.push(block as ParticleInputBlock);\r\n }\r\n }\r\n\r\n return blocks;\r\n }\r\n\r\n /**\r\n * Get a block by its name\r\n * @param name defines the name of the block to retrieve\r\n * @returns the required block or null if not found\r\n */\r\n public getBlockByName(name: string) {\r\n let result = null;\r\n for (const block of this.attachedBlocks) {\r\n if (block.name === name) {\r\n if (!result) {\r\n result = block;\r\n } else {\r\n Tools.Warn(\"More than one block was found with the name `\" + name + \"`\");\r\n return result;\r\n }\r\n }\r\n }\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Get a block using a predicate\r\n * @param predicate defines the predicate used to find the good candidate\r\n * @returns the required block or null if not found\r\n */\r\n public getBlockByPredicate(predicate: (block: NodeParticleBlock) => boolean) {\r\n for (const block of this.attachedBlocks) {\r\n if (predicate(block)) {\r\n return block;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Get an input block using a predicate\r\n * @param predicate defines the predicate used to find the good candidate\r\n * @returns the required input block or null if not found\r\n */\r\n public getInputBlockByPredicate(predicate: (block: ParticleInputBlock) => boolean): Nullable<ParticleInputBlock> {\r\n for (const block of this.attachedBlocks) {\r\n if (block.isInput && predicate(block as ParticleInputBlock)) {\r\n return block as ParticleInputBlock;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n /**\r\n * Creates a new set\r\n * @param name defines the name of the set\r\n */\r\n public constructor(name: string) {\r\n this.name = name;\r\n }\r\n\r\n /**\r\n * Gets the current class name of the node particle set e.g. \"NodeParticleSystemSet\"\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"NodeParticleSystemSet\";\r\n }\r\n\r\n private _initializeBlock(node: NodeParticleBlock, autoConfigure = true) {\r\n if (this.attachedBlocks.indexOf(node) === -1) {\r\n this.attachedBlocks.push(node);\r\n }\r\n\r\n for (const input of node.inputs) {\r\n const connectedPoint = input.connectedPoint;\r\n if (connectedPoint) {\r\n const block = connectedPoint.ownerBlock;\r\n if (block !== node) {\r\n this._initializeBlock(block, autoConfigure);\r\n }\r\n }\r\n }\r\n }\r\n\r\n private BJSNODEPARTICLEEDITOR = this._getGlobalNodeParticleEditor();\r\n\r\n /** Get the editor from bundle or global\r\n * @returns the global NPE\r\n */\r\n private _getGlobalNodeParticleEditor(): any {\r\n // UMD global name detection from bundle metadata.\r\n // Note: rollup-built UMD bundles do not expose the editor class\r\n // directly on the namespace - it lives on `.default.NodeParticleEditor` -\r\n // so we unwrap that case before falling back to the BABYLON global.\r\n if (typeof NODEPARTICLEEDITOR !== \"undefined\") {\r\n if ((NODEPARTICLEEDITOR as any).NodeParticleEditor) {\r\n return NODEPARTICLEEDITOR;\r\n }\r\n if ((NODEPARTICLEEDITOR as any).default?.NodeParticleEditor) {\r\n return (NODEPARTICLEEDITOR as any).default;\r\n }\r\n }\r\n\r\n // In case of module let's check the global emitted from the editor entry point.\r\n if (typeof BABYLON !== \"undefined\" && typeof BABYLON.NodeParticleEditor !== \"undefined\") {\r\n return BABYLON;\r\n }\r\n\r\n return undefined;\r\n }\r\n\r\n /** Creates the node editor window.\r\n * @param additionalConfig Define the configuration of the editor\r\n */\r\n private _createNodeParticleEditor(additionalConfig?: any) {\r\n const nodeEditorConfig: any = {\r\n nodeParticleSet: this,\r\n ...additionalConfig,\r\n };\r\n this.BJSNODEPARTICLEEDITOR.NodeParticleEditor.Show(nodeEditorConfig);\r\n }\r\n\r\n /**\r\n * Launch the node particle editor\r\n * @param config Define the configuration of the editor\r\n * @returns a promise fulfilled when the node editor is visible\r\n */\r\n public async editAsync(config?: INodeParticleEditorOptions): Promise<void> {\r\n return await new Promise((resolve) => {\r\n this.BJSNODEPARTICLEEDITOR = this.BJSNODEPARTICLEEDITOR || this._getGlobalNodeParticleEditor();\r\n if (typeof this.BJSNODEPARTICLEEDITOR == \"undefined\") {\r\n const editorUrl = config && config.editorURL ? config.editorURL : NodeParticleSystemSet.EditorURL;\r\n\r\n // Load editor and add it to the DOM\r\n Tools.LoadBabylonScript(editorUrl, () => {\r\n this.BJSNODEPARTICLEEDITOR = this.BJSNODEPARTICLEEDITOR || this._getGlobalNodeParticleEditor();\r\n this._createNodeParticleEditor(config?.nodeEditorConfig);\r\n resolve();\r\n });\r\n } else {\r\n // Otherwise creates the editor\r\n this._createNodeParticleEditor(config?.nodeEditorConfig);\r\n resolve();\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Builds the particle system set from the defined blocks.\r\n * @param scene defines the hosting scene\r\n * @param verbose defines whether to log detailed information during the build process (false by default)\r\n * @returns a promise that resolves to the built particle system set\r\n */\r\n public async buildAsync(scene: Scene, verbose = false): Promise<ParticleSystemSet> {\r\n const output = new ParticleSystemSet();\r\n\r\n // Initialize all blocks\r\n for (const block of this._systemBlocks) {\r\n this._initializeBlock(block);\r\n }\r\n\r\n // Build the blocks\r\n const buildPromises = new Array<Promise<void>>();\r\n for (const block of this.systemBlocks) {\r\n const state = new NodeParticleBuildState();\r\n state.buildId = this._buildId++;\r\n state.scene = scene;\r\n state.verbose = verbose;\r\n\r\n const system = block.createSystem(state);\r\n system._source = this;\r\n system._blockReference = block._internalId;\r\n\r\n // Errors\r\n state.emitErrors();\r\n\r\n buildPromises.push(state.waitForBuildPromisesAsync());\r\n\r\n output.systems.push(system);\r\n }\r\n\r\n await Promise.all(buildPromises);\r\n\r\n this.onBuildObservable.notifyObservers(this);\r\n\r\n return output;\r\n }\r\n\r\n /**\r\n * Clear the current node particle set\r\n */\r\n public clear() {\r\n this.attachedBlocks.length = 0;\r\n this._systemBlocks.length = 0;\r\n }\r\n\r\n /**\r\n * Clear the current set and restore it to a default state\r\n */\r\n public setToDefault() {\r\n this.clear();\r\n\r\n this.editorData = null;\r\n\r\n // Main system\r\n const system = new SystemBlock(\"Particle system\");\r\n\r\n // Update position\r\n const updatePositionBlock = new UpdatePositionBlock(\"Update position\");\r\n updatePositionBlock.output.connectTo(system.particle);\r\n\r\n // Contextual inputs\r\n const positionBlock = new ParticleInputBlock(\"Position\");\r\n positionBlock.contextualValue = NodeParticleContextualSources.Position;\r\n const directionBlock = new ParticleInputBlock(\"Scaled direction\");\r\n directionBlock.contextualValue = NodeParticleContextualSources.ScaledDirection;\r\n\r\n // Add\r\n const addBlock = new ParticleMathBlock(\"Add\");\r\n addBlock.operation = ParticleMathBlockOperations.Add;\r\n positionBlock.output.connectTo(addBlock.left);\r\n directionBlock.output.connectTo(addBlock.right);\r\n addBlock.output.connectTo(updatePositionBlock.position);\r\n\r\n // Create particle\r\n const createParticleBlock = new CreateParticleBlock(\"Create particle\");\r\n\r\n // Shape\r\n const emitterShape = new BoxShapeBlock(\"Box shape\");\r\n createParticleBlock.particle.connectTo(emitterShape.particle);\r\n emitterShape.output.connectTo(updatePositionBlock.particle);\r\n\r\n // Texture\r\n const textureBlock = new ParticleTextureSourceBlock(\"Texture\");\r\n textureBlock.textureOutput.connectTo(system.texture);\r\n textureBlock.url = Tools.GetAssetUrl(\"https://assets.babylonjs.com/core/textures/flare.png\");\r\n\r\n this._systemBlocks.push(system);\r\n }\r\n\r\n /**\r\n * Remove a block from the current system set\r\n * @param block defines the block to remove\r\n */\r\n public removeBlock(block: NodeParticleBlock) {\r\n const attachedBlockIndex = this.attachedBlocks.indexOf(block);\r\n if (attachedBlockIndex > -1) {\r\n this.attachedBlocks.splice(attachedBlockIndex, 1);\r\n }\r\n\r\n if (block.isSystem) {\r\n const index = this._systemBlocks.indexOf(block as SystemBlock);\r\n if (index > -1) {\r\n this._systemBlocks.splice(index, 1);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Clear the current graph and load a new one from a serialization object\r\n * @param source defines the JSON representation of the particle set\r\n * @param merge defines whether or not the source must be merged or replace the current content\r\n */\r\n public parseSerializedObject(source: any, merge = false) {\r\n if (!merge) {\r\n this.clear();\r\n }\r\n\r\n const map: { [key: number]: NodeParticleBlock } = {};\r\n\r\n // Create blocks\r\n for (const parsedBlock of source.blocks) {\r\n const blockType = GetClass(parsedBlock.customType);\r\n if (blockType) {\r\n const block: NodeParticleBlock = new blockType();\r\n block._deserialize(parsedBlock);\r\n map[parsedBlock.id] = block;\r\n\r\n this.attachedBlocks.push(block);\r\n\r\n if (block.isSystem) {\r\n this._systemBlocks.push(block as SystemBlock);\r\n }\r\n }\r\n }\r\n\r\n // Reconnect teleportation\r\n for (const block of this.attachedBlocks) {\r\n if (block.isTeleportOut) {\r\n const teleportOut = block as ParticleTeleportOutBlock;\r\n const id = teleportOut._tempEntryPointUniqueId;\r\n if (id) {\r\n const source = map[id] as ParticleTeleportInBlock;\r\n if (source) {\r\n source.attachToEndpoint(teleportOut);\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Connections - Starts with input blocks only (except if in \"merge\" mode where we scan all blocks)\r\n for (let blockIndex = 0; blockIndex < source.blocks.length; blockIndex++) {\r\n const parsedBlock = source.blocks[blockIndex];\r\n const block = map[parsedBlock.id];\r\n\r\n if (!block) {\r\n continue;\r\n }\r\n\r\n if (block.inputs.length && parsedBlock.inputs.some((i: any) => i.targetConnectionName) && !merge) {\r\n continue;\r\n }\r\n this._restoreConnections(block, source, map);\r\n }\r\n\r\n // UI related info\r\n if (source.locations || (source.editorData && source.editorData.locations)) {\r\n const locations: {\r\n blockId: number;\r\n x: number;\r\n y: number;\r\n isCollapsed: boolean;\r\n }[] = source.locations || source.editorData.locations;\r\n\r\n for (const location of locations) {\r\n if (map[location.blockId]) {\r\n location.blockId = map[location.blockId].uniqueId;\r\n }\r\n }\r\n\r\n if (merge && this.editorData && this.editorData.locations) {\r\n locations.concat(this.editorData.locations);\r\n }\r\n\r\n if (source.locations) {\r\n this.editorData = {\r\n locations: locations,\r\n };\r\n } else {\r\n this.editorData = source.editorData;\r\n this.editorData.locations = locations;\r\n }\r\n\r\n const blockMap: { [key: number]: number } = {};\r\n\r\n for (const key in map) {\r\n blockMap[key] = map[key].uniqueId;\r\n }\r\n\r\n this.editorData.map = blockMap;\r\n }\r\n\r\n this.comment = source.comment;\r\n }\r\n\r\n private _restoreConnections(block: NodeParticleBlock, source: any, map: { [key: number]: NodeParticleBlock }) {\r\n for (const outputPoint of block.outputs) {\r\n for (const candidate of source.blocks) {\r\n const target = map[candidate.id];\r\n\r\n if (!target) {\r\n continue;\r\n }\r\n\r\n for (const input of candidate.inputs) {\r\n if (map[input.targetBlockId] === block && input.targetConnectionName === outputPoint.name) {\r\n const inputPoint = target.getInputByName(input.inputName);\r\n if (!inputPoint || inputPoint.isConnected) {\r\n continue;\r\n }\r\n\r\n outputPoint.connectTo(inputPoint, true);\r\n this._restoreConnections(target, source, map);\r\n continue;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Serializes this node particle set in a JSON representation\r\n * @param selectedBlocks defines the list of blocks to save (if null the whole node particle set will be saved)\r\n * @returns the serialized particle system set object\r\n */\r\n public serialize(selectedBlocks?: NodeParticleBlock[]): any {\r\n const serializationObject = selectedBlocks ? {} : SerializationHelper.Serialize(this);\r\n serializationObject.editorData = JSON.parse(JSON.stringify(this.editorData)); // Copy\r\n\r\n let blocks: NodeParticleBlock[] = [];\r\n\r\n if (selectedBlocks) {\r\n blocks = selectedBlocks;\r\n } else {\r\n serializationObject.customType = \"BABYLON.NodeParticleSystemSet\";\r\n }\r\n\r\n // Blocks\r\n serializationObject.blocks = [];\r\n\r\n for (const block of blocks) {\r\n serializationObject.blocks.push(block.serialize());\r\n }\r\n\r\n if (!selectedBlocks) {\r\n for (const block of this.attachedBlocks) {\r\n if (blocks.indexOf(block) !== -1) {\r\n continue;\r\n }\r\n serializationObject.blocks.push(block.serialize());\r\n }\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Makes a duplicate of the current particle system set.\r\n * @param name defines the name to use for the new particle system set\r\n * @returns the cloned particle system set\r\n */\r\n public clone(name: string): NodeParticleSystemSet {\r\n const serializationObject = this.serialize();\r\n\r\n const clone = SerializationHelper.Clone(() => new NodeParticleSystemSet(name), this);\r\n clone.name = name;\r\n clone.snippetId = this.snippetId;\r\n\r\n clone.parseSerializedObject(serializationObject);\r\n clone._buildId = this._buildId;\r\n\r\n return clone;\r\n }\r\n\r\n /**\r\n * Disposes the resources\r\n */\r\n public dispose(): void {\r\n for (const block of this.attachedBlocks) {\r\n block.dispose();\r\n }\r\n\r\n this.attachedBlocks.length = 0;\r\n this.onBuildObservable.clear();\r\n }\r\n\r\n /**\r\n * Creates a new node particle set set to default basic configuration\r\n * @param name defines the name of the particle set\r\n * @returns a new NodeParticleSystemSet\r\n */\r\n public static CreateDefault(name: string) {\r\n const nodeParticleSet = new NodeParticleSystemSet(name);\r\n\r\n nodeParticleSet.setToDefault();\r\n\r\n return nodeParticleSet;\r\n }\r\n\r\n /**\r\n * Creates a node particle set from parsed data\r\n * @param source defines the JSON representation of the particle set\r\n * @returns a new node particle set\r\n */\r\n public static Parse(source: any): NodeParticleSystemSet {\r\n const nodeParticleSet = SerializationHelper.Parse(() => new NodeParticleSystemSet(source.name), source, null);\r\n\r\n nodeParticleSet.parseSerializedObject(source);\r\n\r\n return nodeParticleSet;\r\n }\r\n\r\n /**\r\n * Creates a node particle set from a snippet saved in a remote file\r\n * @param name defines the name of the node particle set to create\r\n * @param url defines the url to load from\r\n * @param nodeParticleSet defines a node particle set to update (instead of creating a new one)\r\n * @returns a promise that will resolve to the new node particle set\r\n */\r\n // eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\r\n public static ParseFromFileAsync(name: string, url: string, nodeParticleSet?: NodeParticleSystemSet): Promise<NodeParticleSystemSet> {\r\n return new Promise((resolve, reject) => {\r\n const request = new WebRequest();\r\n request.addEventListener(\"readystatechange\", () => {\r\n if (request.readyState == 4) {\r\n if (request.status == 200) {\r\n const serializationObject = JSON.parse(request.responseText);\r\n if (!nodeParticleSet) {\r\n nodeParticleSet = SerializationHelper.Parse(() => new NodeParticleSystemSet(name), serializationObject, null);\r\n }\r\n\r\n nodeParticleSet.parseSerializedObject(serializationObject);\r\n\r\n resolve(nodeParticleSet);\r\n } else {\r\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\r\n reject(\"Unable to load the node particle system set\");\r\n }\r\n }\r\n });\r\n\r\n request.open(\"GET\", url);\r\n request.send();\r\n });\r\n }\r\n\r\n /**\r\n * Creates a node particle set from a snippet saved by the node particle editor\r\n * @param snippetId defines the snippet to load\r\n * @param nodeParticleSet defines a node particle set to update (instead of creating a new one)\r\n * @returns a promise that will resolve to the new node particle set\r\n */\r\n // eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\r\n public static ParseFromSnippetAsync(snippetId: string, nodeParticleSet?: NodeParticleSystemSet): Promise<NodeParticleSystemSet> {\r\n if (snippetId === \"_BLANK\") {\r\n return Promise.resolve(NodeParticleSystemSet.CreateDefault(\"blank\"));\r\n }\r\n\r\n return new Promise((resolve, reject) => {\r\n const request = new WebRequest();\r\n request.addEventListener(\"readystatechange\", () => {\r\n if (request.readyState == 4) {\r\n if (request.status == 200) {\r\n const snippet = JSON.parse(JSON.parse(request.responseText).jsonPayload);\r\n const serializationObject = JSON.parse(snippet.nodeParticle);\r\n\r\n if (!nodeParticleSet) {\r\n nodeParticleSet = SerializationHelper.Parse(() => new NodeParticleSystemSet(snippetId), serializationObject, null);\r\n }\r\n\r\n nodeParticleSet.parseSerializedObject(serializationObject);\r\n nodeParticleSet.snippetId = snippetId;\r\n\r\n try {\r\n resolve(nodeParticleSet);\r\n } catch (err) {\r\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\r\n reject(err);\r\n }\r\n } else {\r\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\r\n reject(\"Unable to load the snippet \" + snippetId);\r\n }\r\n }\r\n });\r\n\r\n request.open(\"GET\", this.SnippetUrl + \"/\" + snippetId.replace(/#/g, \"/\"));\r\n request.send();\r\n });\r\n }\r\n}\r\n"]}
|
package/Particles/attractor.d.ts
CHANGED
package/Particles/attractor.js
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"attractor.js","sourceRoot":"","sources":["../../../../dev/core/src/Particles/attractor.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,EAAE,MAAM,
|
|
1
|
+
{"version":3,"file":"attractor.js","sourceRoot":"","sources":["../../../../dev/core/src/Particles/attractor.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,EAAE,MAAM,6BAA6B,CAAC;AAItD,MAAM,WAAW,GAAY,OAAO,CAAC,IAAI,EAAE,CAAC;AAC5C,MAAM,KAAK,GAAY,OAAO,CAAC,IAAI,EAAE,CAAC;AACtC,MAAM,WAAW,GAAY,OAAO,CAAC,IAAI,EAAE,CAAC;AAE5C;;;GAGG;AACH,MAAM,OAAO,SAAS;IAAtB;QACI;;;WAGG;QACI,aAAQ,GAAG,GAAG,CAAC;QAEtB;;WAEG;QACI,aAAQ,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC;IAuBrC,CAAC;IArBG,gBAAgB;IACT,gBAAgB,CAAC,QAAkB,EAAE,MAA0B;QAClE,IAAI,CAAC,QAAQ,CAAC,aAAa,CAAC,QAAQ,CAAC,QAAQ,EAAE,WAAW,CAAC,CAAC;QAC5D,MAAM,eAAe,GAAG,WAAW,CAAC,aAAa,EAAE,GAAG,CAAC,CAAC,CAAC,wBAAwB;QACjF,WAAW,CAAC,SAAS,EAAE,CAAC,UAAU,CAAC,IAAI,CAAC,QAAQ,GAAG,eAAe,EAAE,KAAK,CAAC,CAAC;QAE3E,KAAK,CAAC,UAAU,CAAC,MAAM,CAAC,sBAAsB,EAAE,WAAW,CAAC,CAAC;QAE7D,QAAQ,CAAC,SAAS,CAAC,UAAU,CAAC,WAAW,CAAC,CAAC,CAAC,2BAA2B;IAC3E,CAAC;IAED;;;OAGG;IACI,SAAS;QACZ,OAAO;YACH,QAAQ,EAAE,IAAI,CAAC,QAAQ,CAAC,OAAO,EAAE;YACjC,QAAQ,EAAE,IAAI,CAAC,QAAQ;SAC1B,CAAC;IACN,CAAC;CACJ","sourcesContent":["import { Vector3 } from \"core/Maths/math.vector.pure\";\r\nimport { type Particle } from \"./particle\";\r\nimport { type ThinParticleSystem } from \"./thinParticleSystem\";\r\n\r\nconst ToAttractor: Vector3 = Vector3.Zero();\r\nconst Force: Vector3 = Vector3.Zero();\r\nconst ScaledForce: Vector3 = Vector3.Zero();\r\n\r\n/**\r\n * Class representing an attractor in a particle system.\r\n * #DEZ79M#40\r\n */\r\nexport class Attractor {\r\n /**\r\n * Gets or sets the strength of the attractor.\r\n * A positive value attracts particles, while a negative value repels them.\r\n */\r\n public strength = 0.0;\r\n\r\n /**\r\n * Gets or sets the position of the attractor in 3D space.\r\n */\r\n public position = Vector3.Zero();\r\n\r\n /** @internal */\r\n public _processParticle(particle: Particle, system: ThinParticleSystem) {\r\n this.position.subtractToRef(particle.position, ToAttractor);\r\n const distanceSquared = ToAttractor.lengthSquared() + 1; // Avoid going under 1.0\r\n ToAttractor.normalize().scaleToRef(this.strength / distanceSquared, Force);\r\n\r\n Force.scaleToRef(system._tempScaledUpdateSpeed, ScaledForce);\r\n\r\n particle.direction.addInPlace(ScaledForce); // Update particle velocity\r\n }\r\n\r\n /**\r\n * Serializes the attractor to a JSON object.\r\n * @returns The serialized JSON object.\r\n */\r\n public serialize(): any {\r\n return {\r\n position: this.position.asArray(),\r\n strength: this.strength,\r\n };\r\n }\r\n}\r\n"]}
|
|
@@ -66,7 +66,11 @@ export class ComputeShaderParticleSystem {
|
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|
66
66
|
if (this._parent._meshNormalTexture) {
|
|
67
67
|
bindingsMapping["meshNormalTexture"] = { group: 1, binding: 15 };
|
|
68
68
|
}
|
|
69
|
-
this._updateComputeShader = new ComputeShader("updateParticles", this._engine, "gpuUpdateParticles", {
|
|
69
|
+
this._updateComputeShader = new ComputeShader("updateParticles", this._engine, "gpuUpdateParticles", {
|
|
70
|
+
bindingsMapping,
|
|
71
|
+
defines: defines.split("\n"),
|
|
72
|
+
useExplicitComputePipelineLayout: true,
|
|
73
|
+
});
|
|
70
74
|
this._simParamsComputeShader?.dispose();
|
|
71
75
|
this._simParamsComputeShader = new UniformBuffer(this._engine, undefined, undefined, "ComputeShaderParticleSystemUBO");
|
|
72
76
|
this._simParamsComputeShader.addUniform("currentCount", 1);
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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This file must only contain pure code and pure imports */\r\n\r\nimport { type WebGPUEngine } from \"../Engines/webgpuEngine.pure\";\r\nimport { StorageBuffer } from \"../Buffers/storageBuffer\";\r\nimport { ComputeShader } from \"../Compute/computeShader.pure\";\r\nimport { UniformBuffer } from \"../Materials/uniformBuffer\";\r\nimport { type IGPUParticleSystemPlatform } from \"./IGPUParticleSystemPlatform\";\r\nimport { type Buffer, type VertexBuffer } from \"../Buffers/buffer.pure\";\r\nimport { type GPUParticleSystem } from \"./gpuParticleSystem.pure\";\r\nimport { type DataArray, type Nullable } from \"../types\";\r\nimport { type DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { UniformBufferEffectCommonAccessor } from \"../Materials/uniformBufferEffectCommonAccessor\";\r\nimport { type ComputeBindingMapping } from \"../Engines/Extensions/engine.computeShader.pure\";\r\nimport { type Effect } from \"../Materials/effect.pure\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\n\r\n/** @internal */\r\nexport class ComputeShaderParticleSystem implements IGPUParticleSystemPlatform {\r\n private _parent: GPUParticleSystem;\r\n private _engine: WebGPUEngine;\r\n private _updateComputeShader: ComputeShader;\r\n private _simParamsComputeShader: UniformBuffer;\r\n private _bufferComputeShader: StorageBuffer[] = [];\r\n private _renderVertexBuffers: Array<{ [key: string]: VertexBuffer }> = [];\r\n\r\n /** @internal */\r\n public readonly alignDataInBuffer = true;\r\n\r\n /** @internal */\r\n constructor(parent: GPUParticleSystem, engine: WebGPUEngine) {\r\n this._parent = parent;\r\n this._engine = engine;\r\n }\r\n\r\n /** @internal */\r\n public contextLost(): void {\r\n this._updateComputeShader = undefined as any;\r\n this._bufferComputeShader.length = 0;\r\n this._renderVertexBuffers.length = 0;\r\n }\r\n\r\n /** @internal */\r\n public isUpdateBufferCreated(): boolean {\r\n return !!this._updateComputeShader;\r\n }\r\n\r\n /** @internal */\r\n public isUpdateBufferReady(): boolean {\r\n return this._updateComputeShader?.isReady() ?? false;\r\n }\r\n\r\n /** @internal */\r\n public createUpdateBuffer(defines: string): UniformBufferEffectCommonAccessor {\r\n const bindingsMapping: ComputeBindingMapping = {\r\n params: { group: 0, binding: 0 },\r\n particlesIn: { group: 0, binding: 1 },\r\n particlesOut: { group: 0, binding: 2 },\r\n randomTexture: { group: 0, binding: 3 },\r\n randomTexture2: { group: 0, binding: 4 },\r\n };\r\n if (this._parent._sizeGradientsTexture) {\r\n bindingsMapping[\"sizeGradientTexture\"] = { group: 1, binding: 1 };\r\n }\r\n if (this._parent._angularSpeedGradientsTexture) {\r\n bindingsMapping[\"angularSpeedGradientTexture\"] = { group: 1, binding: 3 };\r\n }\r\n if (this._parent._velocityGradientsTexture) {\r\n bindingsMapping[\"velocityGradientTexture\"] = { group: 1, binding: 5 };\r\n }\r\n if (this._parent._limitVelocityGradientsTexture) {\r\n bindingsMapping[\"limitVelocityGradientTexture\"] = { group: 1, binding: 7 };\r\n }\r\n if (this._parent._dragGradientsTexture) {\r\n bindingsMapping[\"dragGradientTexture\"] = { group: 1, binding: 9 };\r\n }\r\n if (this._parent.noiseTexture) {\r\n bindingsMapping[\"noiseTexture\"] = { group: 1, binding: 11 };\r\n }\r\n if (this._parent.flowMap) {\r\n bindingsMapping[\"flowMapTexture\"] = { group: 1, binding: 13 };\r\n }\r\n if (this._parent._meshPositionTexture) {\r\n bindingsMapping[\"meshPositionTexture\"] = { group: 1, binding: 14 };\r\n }\r\n if (this._parent._meshNormalTexture) {\r\n bindingsMapping[\"meshNormalTexture\"] = { group: 1, binding: 15 };\r\n }\r\n\r\n this._updateComputeShader = new ComputeShader(\"updateParticles\", this._engine, \"gpuUpdateParticles\", { bindingsMapping, defines: defines.split(\"\\n\") });\r\n\r\n this._simParamsComputeShader?.dispose();\r\n this._simParamsComputeShader = new UniformBuffer(this._engine, undefined, undefined, \"ComputeShaderParticleSystemUBO\");\r\n\r\n this._simParamsComputeShader.addUniform(\"currentCount\", 1);\r\n this._simParamsComputeShader.addUniform(\"timeDelta\", 1);\r\n this._simParamsComputeShader.addUniform(\"stopFactor\", 1);\r\n this._simParamsComputeShader.addUniform(\"randomTextureSize\", 1);\r\n this._simParamsComputeShader.addUniform(\"lifeTime\", 2);\r\n this._simParamsComputeShader.addUniform(\"emitPower\", 2);\r\n this._simParamsComputeShader.addUniform(\"emitIndex\", 1);\r\n this._simParamsComputeShader.addUniform(\"emitCount\", 1);\r\n if (!this._parent._colorGradientsTexture) {\r\n this._simParamsComputeShader.addUniform(\"color1\", 4);\r\n this._simParamsComputeShader.addUniform(\"color2\", 4);\r\n }\r\n this._simParamsComputeShader.addUniform(\"sizeRange\", 2);\r\n this._simParamsComputeShader.addUniform(\"scaleRange\", 4);\r\n this._simParamsComputeShader.addUniform(\"angleRange\", 4);\r\n this._simParamsComputeShader.addUniform(\"gravity\", 3);\r\n if (this._parent._limitVelocityGradientsTexture) {\r\n this._simParamsComputeShader.addUniform(\"limitVelocityDamping\", 1);\r\n }\r\n if (this._parent.isAnimationSheetEnabled) {\r\n this._simParamsComputeShader.addUniform(\"cellInfos\", 4);\r\n }\r\n if (this._parent.noiseTexture) {\r\n this._simParamsComputeShader.addUniform(\"noiseStrength\", 3);\r\n }\r\n if (this._parent.flowMap) {\r\n this._simParamsComputeShader.addUniform(\"flowMapProjection\", 16);\r\n this._simParamsComputeShader.addUniform(\"flowMapStrength\", 1);\r\n }\r\n if (!this._parent.isLocal) {\r\n this._simParamsComputeShader.addUniform(\"emitterWM\", 16);\r\n }\r\n if (this._parent.attractors.length > 0) {\r\n this._simParamsComputeShader.addUniform(\"attractorCount\", 1);\r\n for (let i = 0; i < this._parent.maxAttractors; i++) {\r\n this._simParamsComputeShader.addUniform(\"attractorPositionAndStrength[\" + i + \"]\", 4);\r\n }\r\n }\r\n if (this._parent._startSizeGradients && this._parent._startSizeGradients.length > 0) {\r\n this._simParamsComputeShader.addUniform(\"startSizeGradientFactor\", 1);\r\n }\r\n if (this._parent._lifeTimeGradients && this._parent._lifeTimeGradients.length > 0) {\r\n this._simParamsComputeShader.addUniform(\"lifeTimeGradientRange\", 2);\r\n }\r\n if (this._parent._meshPositionTexture) {\r\n this._simParamsComputeShader.addUniform(\"meshTriangleCount\", 1);\r\n this._simParamsComputeShader.addUniform(\"meshTextureWidth\", 1);\r\n }\r\n if (this._parent.particleEmitterType) {\r\n this._parent.particleEmitterType.buildUniformLayout(this._simParamsComputeShader);\r\n }\r\n\r\n this._updateComputeShader.setUniformBuffer(\"params\", this._simParamsComputeShader);\r\n\r\n return new UniformBufferEffectCommonAccessor(this._simParamsComputeShader);\r\n }\r\n\r\n /** @internal */\r\n public createVertexBuffers(updateBuffer: Buffer, renderVertexBuffers: { [key: string]: VertexBuffer }): void {\r\n this._renderVertexBuffers.push(renderVertexBuffers);\r\n }\r\n\r\n /** @internal */\r\n public createParticleBuffer(data: number[]): DataArray | DataBuffer {\r\n const buffer = new StorageBuffer(\r\n this._engine,\r\n data.length * 4,\r\n Constants.BUFFER_CREATIONFLAG_READWRITE | Constants.BUFFER_CREATIONFLAG_VERTEX,\r\n \"ComputeShaderParticleSystemBuffer\"\r\n );\r\n\r\n buffer.update(data);\r\n this._bufferComputeShader.push(buffer);\r\n\r\n return buffer.getBuffer();\r\n }\r\n\r\n /** @internal */\r\n public bindDrawBuffers(index: number, effect: Effect, indexBuffer: Nullable<DataBuffer>): void {\r\n this._engine.bindBuffers(this._renderVertexBuffers[index], indexBuffer, effect);\r\n }\r\n\r\n /** @internal */\r\n public preUpdateParticleBuffer(): void {}\r\n\r\n /** @internal */\r\n public updateParticleBuffer(index: number, targetBuffer: Buffer, currentActiveCount: number): void {\r\n this._simParamsComputeShader.update();\r\n\r\n this._updateComputeShader.setTexture(\"randomTexture\", this._parent._randomTexture, false);\r\n this._updateComputeShader.setTexture(\"randomTexture2\", this._parent._randomTexture2, false);\r\n if (this._parent._sizeGradientsTexture) {\r\n this._updateComputeShader.setTexture(\"sizeGradientTexture\", this._parent._sizeGradientsTexture);\r\n }\r\n\r\n if (this._parent._angularSpeedGradientsTexture) {\r\n this._updateComputeShader.setTexture(\"angularSpeedGradientTexture\", this._parent._angularSpeedGradientsTexture);\r\n }\r\n\r\n if (this._parent._velocityGradientsTexture) {\r\n this._updateComputeShader.setTexture(\"velocityGradientTexture\", this._parent._velocityGradientsTexture);\r\n }\r\n\r\n if (this._parent._limitVelocityGradientsTexture) {\r\n this._updateComputeShader.setTexture(\"limitVelocityGradientTexture\", this._parent._limitVelocityGradientsTexture);\r\n }\r\n\r\n if (this._parent._dragGradientsTexture) {\r\n this._updateComputeShader.setTexture(\"dragGradientTexture\", this._parent._dragGradientsTexture);\r\n }\r\n\r\n if (this._parent.noiseTexture) {\r\n this._updateComputeShader.setTexture(\"noiseTexture\", this._parent.noiseTexture);\r\n }\r\n\r\n if (this._parent.flowMap) {\r\n this._updateComputeShader.setTexture(\"flowMapTexture\", this._parent.flowMap);\r\n }\r\n\r\n if (this._parent._meshPositionTexture) {\r\n this._updateComputeShader.setTexture(\"meshPositionTexture\", this._parent._meshPositionTexture, false);\r\n }\r\n\r\n if (this._parent._meshNormalTexture) {\r\n this._updateComputeShader.setTexture(\"meshNormalTexture\", this._parent._meshNormalTexture, false);\r\n }\r\n\r\n this._updateComputeShader.setStorageBuffer(\"particlesIn\", this._bufferComputeShader[index]);\r\n this._updateComputeShader.setStorageBuffer(\"particlesOut\", this._bufferComputeShader[index ^ 1]);\r\n\r\n this._updateComputeShader.dispatch(Math.ceil(currentActiveCount / 64));\r\n }\r\n\r\n /** @internal */\r\n public releaseBuffers(): void {\r\n for (let i = 0; i < this._bufferComputeShader.length; ++i) {\r\n this._bufferComputeShader[i].dispose();\r\n }\r\n\r\n this._bufferComputeShader.length = 0;\r\n\r\n this._simParamsComputeShader?.dispose();\r\n (<any>this._simParamsComputeShader) = null;\r\n\r\n (<any>this._updateComputeShader) = null;\r\n }\r\n\r\n /** @internal */\r\n public releaseVertexBuffers(): void {\r\n this._renderVertexBuffers.length = 0;\r\n }\r\n}\r\n\r\nlet _Registered = false;\r\n/**\r\n * Register side effects for computeShaderParticleSystem.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterComputeShaderParticleSystem(): void {\r\n if (_Registered) {\r\n return;\r\n }\r\n _Registered = true;\r\n\r\n RegisterClass(\"BABYLON.ComputeShaderParticleSystem\", ComputeShaderParticleSystem);\r\n}\r\n"]}
|
|
1
|
+
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This file must only contain pure code and pure imports */\r\n\r\nimport { type WebGPUEngine } from \"../Engines/webgpuEngine.pure\";\r\nimport { StorageBuffer } from \"../Buffers/storageBuffer\";\r\nimport { ComputeShader } from \"../Compute/computeShader.pure\";\r\nimport { UniformBuffer } from \"../Materials/uniformBuffer\";\r\nimport { type IGPUParticleSystemPlatform } from \"./IGPUParticleSystemPlatform\";\r\nimport { type Buffer, type VertexBuffer } from \"../Buffers/buffer.pure\";\r\nimport { type GPUParticleSystem } from \"./gpuParticleSystem.pure\";\r\nimport { type DataArray, type Nullable } from \"../types\";\r\nimport { type DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { UniformBufferEffectCommonAccessor } from \"../Materials/uniformBufferEffectCommonAccessor\";\r\nimport { type ComputeBindingMapping } from \"../Engines/Extensions/engine.computeShader.pure\";\r\nimport { type Effect } from \"../Materials/effect.pure\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\n\r\n/** @internal */\r\nexport class ComputeShaderParticleSystem implements IGPUParticleSystemPlatform {\r\n private _parent: GPUParticleSystem;\r\n private _engine: WebGPUEngine;\r\n private _updateComputeShader: ComputeShader;\r\n private _simParamsComputeShader: UniformBuffer;\r\n private _bufferComputeShader: StorageBuffer[] = [];\r\n private _renderVertexBuffers: Array<{ [key: string]: VertexBuffer }> = [];\r\n\r\n /** @internal */\r\n public readonly alignDataInBuffer = true;\r\n\r\n /** @internal */\r\n constructor(parent: GPUParticleSystem, engine: WebGPUEngine) {\r\n this._parent = parent;\r\n this._engine = engine;\r\n }\r\n\r\n /** @internal */\r\n public contextLost(): void {\r\n this._updateComputeShader = undefined as any;\r\n this._bufferComputeShader.length = 0;\r\n this._renderVertexBuffers.length = 0;\r\n }\r\n\r\n /** @internal */\r\n public isUpdateBufferCreated(): boolean {\r\n return !!this._updateComputeShader;\r\n }\r\n\r\n /** @internal */\r\n public isUpdateBufferReady(): boolean {\r\n return this._updateComputeShader?.isReady() ?? false;\r\n }\r\n\r\n /** @internal */\r\n public createUpdateBuffer(defines: string): UniformBufferEffectCommonAccessor {\r\n const bindingsMapping: ComputeBindingMapping = {\r\n params: { group: 0, binding: 0 },\r\n particlesIn: { group: 0, binding: 1 },\r\n particlesOut: { group: 0, binding: 2 },\r\n randomTexture: { group: 0, binding: 3 },\r\n randomTexture2: { group: 0, binding: 4 },\r\n };\r\n if (this._parent._sizeGradientsTexture) {\r\n bindingsMapping[\"sizeGradientTexture\"] = { group: 1, binding: 1 };\r\n }\r\n if (this._parent._angularSpeedGradientsTexture) {\r\n bindingsMapping[\"angularSpeedGradientTexture\"] = { group: 1, binding: 3 };\r\n }\r\n if (this._parent._velocityGradientsTexture) {\r\n bindingsMapping[\"velocityGradientTexture\"] = { group: 1, binding: 5 };\r\n }\r\n if (this._parent._limitVelocityGradientsTexture) {\r\n bindingsMapping[\"limitVelocityGradientTexture\"] = { group: 1, binding: 7 };\r\n }\r\n if (this._parent._dragGradientsTexture) {\r\n bindingsMapping[\"dragGradientTexture\"] = { group: 1, binding: 9 };\r\n }\r\n if (this._parent.noiseTexture) {\r\n bindingsMapping[\"noiseTexture\"] = { group: 1, binding: 11 };\r\n }\r\n if (this._parent.flowMap) {\r\n bindingsMapping[\"flowMapTexture\"] = { group: 1, binding: 13 };\r\n }\r\n if (this._parent._meshPositionTexture) {\r\n bindingsMapping[\"meshPositionTexture\"] = { group: 1, binding: 14 };\r\n }\r\n if (this._parent._meshNormalTexture) {\r\n bindingsMapping[\"meshNormalTexture\"] = { group: 1, binding: 15 };\r\n }\r\n\r\n this._updateComputeShader = new ComputeShader(\"updateParticles\", this._engine, \"gpuUpdateParticles\", {\r\n bindingsMapping,\r\n defines: defines.split(\"\\n\"),\r\n useExplicitComputePipelineLayout: true,\r\n });\r\n\r\n this._simParamsComputeShader?.dispose();\r\n this._simParamsComputeShader = new UniformBuffer(this._engine, undefined, undefined, \"ComputeShaderParticleSystemUBO\");\r\n\r\n this._simParamsComputeShader.addUniform(\"currentCount\", 1);\r\n this._simParamsComputeShader.addUniform(\"timeDelta\", 1);\r\n this._simParamsComputeShader.addUniform(\"stopFactor\", 1);\r\n this._simParamsComputeShader.addUniform(\"randomTextureSize\", 1);\r\n this._simParamsComputeShader.addUniform(\"lifeTime\", 2);\r\n this._simParamsComputeShader.addUniform(\"emitPower\", 2);\r\n this._simParamsComputeShader.addUniform(\"emitIndex\", 1);\r\n this._simParamsComputeShader.addUniform(\"emitCount\", 1);\r\n if (!this._parent._colorGradientsTexture) {\r\n this._simParamsComputeShader.addUniform(\"color1\", 4);\r\n this._simParamsComputeShader.addUniform(\"color2\", 4);\r\n }\r\n this._simParamsComputeShader.addUniform(\"sizeRange\", 2);\r\n this._simParamsComputeShader.addUniform(\"scaleRange\", 4);\r\n this._simParamsComputeShader.addUniform(\"angleRange\", 4);\r\n this._simParamsComputeShader.addUniform(\"gravity\", 3);\r\n if (this._parent._limitVelocityGradientsTexture) {\r\n this._simParamsComputeShader.addUniform(\"limitVelocityDamping\", 1);\r\n }\r\n if (this._parent.isAnimationSheetEnabled) {\r\n this._simParamsComputeShader.addUniform(\"cellInfos\", 4);\r\n }\r\n if (this._parent.noiseTexture) {\r\n this._simParamsComputeShader.addUniform(\"noiseStrength\", 3);\r\n }\r\n if (this._parent.flowMap) {\r\n this._simParamsComputeShader.addUniform(\"flowMapProjection\", 16);\r\n this._simParamsComputeShader.addUniform(\"flowMapStrength\", 1);\r\n }\r\n if (!this._parent.isLocal) {\r\n this._simParamsComputeShader.addUniform(\"emitterWM\", 16);\r\n }\r\n if (this._parent.attractors.length > 0) {\r\n this._simParamsComputeShader.addUniform(\"attractorCount\", 1);\r\n for (let i = 0; i < this._parent.maxAttractors; i++) {\r\n this._simParamsComputeShader.addUniform(\"attractorPositionAndStrength[\" + i + \"]\", 4);\r\n }\r\n }\r\n if (this._parent._startSizeGradients && this._parent._startSizeGradients.length > 0) {\r\n this._simParamsComputeShader.addUniform(\"startSizeGradientFactor\", 1);\r\n }\r\n if (this._parent._lifeTimeGradients && this._parent._lifeTimeGradients.length > 0) {\r\n this._simParamsComputeShader.addUniform(\"lifeTimeGradientRange\", 2);\r\n }\r\n if (this._parent._meshPositionTexture) {\r\n this._simParamsComputeShader.addUniform(\"meshTriangleCount\", 1);\r\n this._simParamsComputeShader.addUniform(\"meshTextureWidth\", 1);\r\n }\r\n if (this._parent.particleEmitterType) {\r\n this._parent.particleEmitterType.buildUniformLayout(this._simParamsComputeShader);\r\n }\r\n\r\n this._updateComputeShader.setUniformBuffer(\"params\", this._simParamsComputeShader);\r\n\r\n return new UniformBufferEffectCommonAccessor(this._simParamsComputeShader);\r\n }\r\n\r\n /** @internal */\r\n public createVertexBuffers(updateBuffer: Buffer, renderVertexBuffers: { [key: string]: VertexBuffer }): void {\r\n this._renderVertexBuffers.push(renderVertexBuffers);\r\n }\r\n\r\n /** @internal */\r\n public createParticleBuffer(data: number[]): DataArray | DataBuffer {\r\n const buffer = new StorageBuffer(\r\n this._engine,\r\n data.length * 4,\r\n Constants.BUFFER_CREATIONFLAG_READWRITE | Constants.BUFFER_CREATIONFLAG_VERTEX,\r\n \"ComputeShaderParticleSystemBuffer\"\r\n );\r\n\r\n buffer.update(data);\r\n this._bufferComputeShader.push(buffer);\r\n\r\n return buffer.getBuffer();\r\n }\r\n\r\n /** @internal */\r\n public bindDrawBuffers(index: number, effect: Effect, indexBuffer: Nullable<DataBuffer>): void {\r\n this._engine.bindBuffers(this._renderVertexBuffers[index], indexBuffer, effect);\r\n }\r\n\r\n /** @internal */\r\n public preUpdateParticleBuffer(): void {}\r\n\r\n /** @internal */\r\n public updateParticleBuffer(index: number, targetBuffer: Buffer, currentActiveCount: number): void {\r\n this._simParamsComputeShader.update();\r\n\r\n this._updateComputeShader.setTexture(\"randomTexture\", this._parent._randomTexture, false);\r\n this._updateComputeShader.setTexture(\"randomTexture2\", this._parent._randomTexture2, false);\r\n if (this._parent._sizeGradientsTexture) {\r\n this._updateComputeShader.setTexture(\"sizeGradientTexture\", this._parent._sizeGradientsTexture);\r\n }\r\n\r\n if (this._parent._angularSpeedGradientsTexture) {\r\n this._updateComputeShader.setTexture(\"angularSpeedGradientTexture\", this._parent._angularSpeedGradientsTexture);\r\n }\r\n\r\n if (this._parent._velocityGradientsTexture) {\r\n this._updateComputeShader.setTexture(\"velocityGradientTexture\", this._parent._velocityGradientsTexture);\r\n }\r\n\r\n if (this._parent._limitVelocityGradientsTexture) {\r\n this._updateComputeShader.setTexture(\"limitVelocityGradientTexture\", this._parent._limitVelocityGradientsTexture);\r\n }\r\n\r\n if (this._parent._dragGradientsTexture) {\r\n this._updateComputeShader.setTexture(\"dragGradientTexture\", this._parent._dragGradientsTexture);\r\n }\r\n\r\n if (this._parent.noiseTexture) {\r\n this._updateComputeShader.setTexture(\"noiseTexture\", this._parent.noiseTexture);\r\n }\r\n\r\n if (this._parent.flowMap) {\r\n this._updateComputeShader.setTexture(\"flowMapTexture\", this._parent.flowMap);\r\n }\r\n\r\n if (this._parent._meshPositionTexture) {\r\n this._updateComputeShader.setTexture(\"meshPositionTexture\", this._parent._meshPositionTexture, false);\r\n }\r\n\r\n if (this._parent._meshNormalTexture) {\r\n this._updateComputeShader.setTexture(\"meshNormalTexture\", this._parent._meshNormalTexture, false);\r\n }\r\n\r\n this._updateComputeShader.setStorageBuffer(\"particlesIn\", this._bufferComputeShader[index]);\r\n this._updateComputeShader.setStorageBuffer(\"particlesOut\", this._bufferComputeShader[index ^ 1]);\r\n\r\n this._updateComputeShader.dispatch(Math.ceil(currentActiveCount / 64));\r\n }\r\n\r\n /** @internal */\r\n public releaseBuffers(): void {\r\n for (let i = 0; i < this._bufferComputeShader.length; ++i) {\r\n this._bufferComputeShader[i].dispose();\r\n }\r\n\r\n this._bufferComputeShader.length = 0;\r\n\r\n this._simParamsComputeShader?.dispose();\r\n (<any>this._simParamsComputeShader) = null;\r\n\r\n (<any>this._updateComputeShader) = null;\r\n }\r\n\r\n /** @internal */\r\n public releaseVertexBuffers(): void {\r\n this._renderVertexBuffers.length = 0;\r\n }\r\n}\r\n\r\nlet _Registered = false;\r\n/**\r\n * Register side effects for computeShaderParticleSystem.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterComputeShaderParticleSystem(): void {\r\n if (_Registered) {\r\n return;\r\n }\r\n _Registered = true;\r\n\r\n RegisterClass(\"BABYLON.ComputeShaderParticleSystem\", ComputeShaderParticleSystem);\r\n}\r\n"]}
|
package/Particles/flowMap.d.ts
CHANGED
|
@@ -1,4 +1,4 @@
|
|
|
1
|
-
import { Matrix, Vector3 } from "../Maths/math.vector.js";
|
|
1
|
+
import { Matrix, Vector3 } from "../Maths/math.vector.pure.js";
|
|
2
2
|
import { type Particle } from "../Particles/particle.js";
|
|
3
3
|
import { type IVector3Like } from "../Maths/math.like.js";
|
|
4
4
|
import { type Texture } from "../Materials/Textures/texture.js";
|
|
@@ -32,6 +32,12 @@ export declare class FlowMap {
|
|
|
32
32
|
* @param data defines the data of the flow map
|
|
33
33
|
*/
|
|
34
34
|
constructor(width: number, height: number, data: Uint8ClampedArray);
|
|
35
|
+
/**
|
|
36
|
+
* Applies the flow map to a flowable object.
|
|
37
|
+
* @param flowable defines the object to update
|
|
38
|
+
* @param strength defines the strength of the flow map influence
|
|
39
|
+
* @param flowMapSamplePosOrTransformationMatrix defines the flow map sample position or transformation matrix
|
|
40
|
+
*/
|
|
35
41
|
processFlowable(flowable: IFlowable, strength?: number, flowMapSamplePosOrTransformationMatrix?: IVector3Like | Matrix): void;
|
|
36
42
|
/** @internal */
|
|
37
43
|
_processParticle(particle: Particle, strength?: number, matrix?: Matrix): void;
|
package/Particles/flowMap.js
CHANGED
|
@@ -1,4 +1,4 @@
|
|
|
1
|
-
import { Matrix, Vector3 } from "../Maths/math.vector.js";
|
|
1
|
+
import { Matrix, Vector3 } from "../Maths/math.vector.pure.js";
|
|
2
2
|
import { TextureTools } from "../Misc/textureTools.js";
|
|
3
3
|
const FlowVector = new Vector3(0, 0, 0);
|
|
4
4
|
const ScaledFlowVector = new Vector3(0, 0, 0);
|
|
@@ -21,6 +21,12 @@ export class FlowMap {
|
|
|
21
21
|
this.height = height;
|
|
22
22
|
this.data = data;
|
|
23
23
|
}
|
|
24
|
+
/**
|
|
25
|
+
* Applies the flow map to a flowable object.
|
|
26
|
+
* @param flowable defines the object to update
|
|
27
|
+
* @param strength defines the strength of the flow map influence
|
|
28
|
+
* @param flowMapSamplePosOrTransformationMatrix defines the flow map sample position or transformation matrix
|
|
29
|
+
*/
|
|
24
30
|
processFlowable(flowable, strength = 1, flowMapSamplePosOrTransformationMatrix) {
|
|
25
31
|
if (!flowMapSamplePosOrTransformationMatrix) {
|
|
26
32
|
return;
|
package/Particles/flowMap.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"flowMap.js","sourceRoot":"","sources":["../../../../dev/core/src/Particles/flowMap.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,MAAM,
|
|
1
|
+
{"version":3,"file":"flowMap.js","sourceRoot":"","sources":["../../../../dev/core/src/Particles/flowMap.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,MAAM,2BAA2B,CAAC;AAI5D,OAAO,EAAE,YAAY,EAAE,MAAM,wBAAwB,CAAC;AAEtD,MAAM,UAAU,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;AACxC,MAAM,gBAAgB,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;AAC9C,MAAM,SAAS,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;AAiBvC;;;;;GAKG;AACH,MAAM,OAAO,OAAO;IAChB;;;;;OAKG;IACH,YACoB,KAAa,EACb,MAAc,EACd,IAAuB;QAFvB,UAAK,GAAL,KAAK,CAAQ;QACb,WAAM,GAAN,MAAM,CAAQ;QACd,SAAI,GAAJ,IAAI,CAAmB;IACxC,CAAC;IAEJ;;;;;OAKG;IACI,eAAe,CAAC,QAAmB,EAAE,QAAQ,GAAG,CAAC,EAAE,sCAA8D;QACpH,IAAI,CAAC,sCAAsC,EAAE,CAAC;YAC1C,OAAO;QACX,CAAC;QAED,kCAAkC;QAClC,IAAI,sCAAsC,YAAY,MAAM,EAAE,CAAC;YAC3D,OAAO,CAAC,yBAAyB,CAAC,QAAQ,CAAC,QAAQ,EAAE,sCAAsC,EAAE,SAAS,CAAC,CAAC;QAC5G,CAAC;aAAM,CAAC;YACJ,SAAS,CAAC,CAAC,GAAG,sCAAsC,CAAC,CAAC,CAAC;YACvD,SAAS,CAAC,CAAC,GAAG,sCAAsC,CAAC,CAAC,CAAC;YACvD,SAAS,CAAC,CAAC,GAAG,sCAAsC,CAAC,CAAC,CAAC;QAC3D,CAAC;QAED,MAAM,CAAC,GAAG,SAAS,CAAC,CAAC,GAAG,GAAG,GAAG,GAAG,CAAC;QAClC,MAAM,CAAC,GAAG,GAAG,GAAG,CAAC,SAAS,CAAC,CAAC,GAAG,GAAG,GAAG,GAAG,CAAC,CAAC;QAE1C,MAAM,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC;QACrC,MAAM,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC,CAAC;QAEtC,QAAQ;QACR,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,IAAI,IAAI,CAAC,KAAK,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,IAAI,IAAI,CAAC,MAAM,EAAE,CAAC;YACxD,OAAO;QACX,CAAC;QAED,MAAM,KAAK,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC;QACvC,MAAM,CAAC,GAAG,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;QAC3B,MAAM,CAAC,GAAG,IAAI,CAAC,IAAI,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC;QAC/B,MAAM,CAAC,GAAG,IAAI,CAAC,IAAI,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC;QAC/B,MAAM,CAAC,GAAG,IAAI,CAAC,IAAI,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC;QAE/B,MAAM,EAAE,GAAG,CAAC,CAAC,GAAG,KAAK,CAAC,GAAG,GAAG,GAAG,GAAG,CAAC;QACnC,MAAM,EAAE,GAAG,CAAC,CAAC,GAAG,KAAK,CAAC,GAAG,GAAG,GAAG,GAAG,CAAC;QACnC,MAAM,EAAE,GAAG,CAAC,CAAC,GAAG,KAAK,CAAC,GAAG,GAAG,GAAG,GAAG,CAAC;QACnC,MAAM,aAAa,GAAG,CAAC,GAAG,KAAK,CAAC;QAEhC,UAAU,CAAC,GAAG,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC,CAAC;QAC3B,UAAU,CAAC,UAAU,CAAC,QAAQ,GAAG,aAAa,EAAE,gBAAgB,CAAC,CAAC;QAElE,QAAQ,CAAC,SAAS,CAAC,UAAU,CAAC,gBAAgB,CAAC,CAAC,CAAC,4BAA4B;IACjF,CAAC;IAED,gBAAgB;IACT,gBAAgB,CAAC,QAAkB,EAAE,QAAQ,GAAG,CAAC,EAAE,MAAe;QACrE,IAAI,CAAC,eAAe,CAAC,QAAQ,EAAE,QAAQ,EAAE,MAAM,CAAC,CAAC;IACrD,CAAC;IAED;;;;OAIG;IACI,MAAM,CAAC,KAAK,CAAC,YAAY,CAAC,GAAW;QACxC,OAAO,MAAM,IAAI,OAAO,CAAC,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;YACzC,MAAM,UAAU,GAAG,QAAQ,CAAC,aAAa,CAAC,QAAQ,CAAC,CAAC;YACpD,MAAM,OAAO,GAAG,UAAU,CAAC,UAAU,CAAC,IAAI,CAAE,CAAC;YAC7C,IAAI,aAAa,GAAG,IAAI,CAAC;YAEzB,MAAM,YAAY,GAAG,IAAI,KAAK,EAAE,CAAC;YACjC,YAAY,CAAC,WAAW,GAAG,WAAW,CAAC,CAAC,iCAAiC;YACzE,YAAY,CAAC,GAAG,GAAG,GAAG,CAAC;YAEvB,YAAY,CAAC,OAAO,GAAG,CAAC,CAAC,EAAE,EAAE;gBACzB,MAAM,CAAC,IAAI,KAAK,CAAC,yBAAyB,GAAG,MAAM,CAAC,EAAE,CAAC,CAAC,CAAC;YAC7D,CAAC,CAAC;YAEF,YAAY,CAAC,MAAM,GAAG,GAAG,EAAE;gBACvB,UAAU,CAAC,KAAK,GAAG,YAAY,CAAC,KAAK,CAAC;gBACtC,UAAU,CAAC,MAAM,GAAG,YAAY,CAAC,MAAM,CAAC;gBACxC,OAAO,CAAC,SAAS,CAAC,YAAY,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;gBACtC,aAAa,GAAG,OAAO,CAAC,YAAY,CAAC,CAAC,EAAE,CAAC,EAAE,UAAU,CAAC,KAAK,EAAE,UAAU,CAAC,MAAM,CAAC,CAAC;gBAEhF,OAAO,CAAC,IAAI,OAAO,CAAC,UAAU,CAAC,KAAK,EAAE,UAAU,CAAC,MAAM,EAAE,aAAa,CAAC,IAAI,CAAC,CAAC,CAAC;YAClF,CAAC,CAAC;QACN,CAAC,CAAC,CAAC;IACP,CAAC;IAED;;;;OAIG;IACI,MAAM,CAAC,KAAK,CAAC,uBAAuB,CAAC,OAAgB;QACxD,MAAM,IAAI,GAAG,MAAM,YAAY,CAAC,mBAAmB,CAAC,OAAO,CAAC,CAAC;QAC7D,MAAM,EAAE,KAAK,EAAE,MAAM,EAAE,GAAG,OAAO,CAAC,OAAO,EAAE,CAAC;QAC5C,OAAO,IAAI,OAAO,CAAC,KAAK,EAAE,MAAM,EAAE,IAAI,iBAAiB,CAAC,IAAI,CAAC,CAAC,CAAC;IACnE,CAAC;CACJ","sourcesContent":["import { Matrix, Vector3 } from \"../Maths/math.vector.pure\";\r\nimport { type Particle } from \"../Particles/particle\";\r\nimport { type IVector3Like } from \"../Maths/math.like\";\r\nimport { type Texture } from \"core/Materials/Textures/texture\";\r\nimport { TextureTools } from \"core/Misc/textureTools\";\r\n\r\nconst FlowVector = new Vector3(0, 0, 0);\r\nconst ScaledFlowVector = new Vector3(0, 0, 0);\r\nconst ScreenPos = new Vector3(0, 0, 0);\r\n\r\n/**\r\n * Represents an object that can move or be influenced by FlowMap\r\n */\r\nexport interface IFlowable {\r\n /**\r\n * The direction vector indicating the flow or movement direction of the object.\r\n */\r\n direction: Vector3;\r\n\r\n /**\r\n * The current position of the object in 3D space.\r\n */\r\n position: Vector3;\r\n}\r\n\r\n/**\r\n * Class used to represent a particle flow map.\r\n * #5DM02T#7\r\n * GPUParts: #5DM02T#12 (webgl2)\r\n * GPUParts: #5DM02T#13 (webgpu)\r\n */\r\nexport class FlowMap {\r\n /**\r\n * Create a new flow map.\r\n * @param width defines the width of the flow map\r\n * @param height defines the height of the flow map\r\n * @param data defines the data of the flow map\r\n */\r\n constructor(\r\n public readonly width: number,\r\n public readonly height: number,\r\n public readonly data: Uint8ClampedArray\r\n ) {}\r\n\r\n /**\r\n * Applies the flow map to a flowable object.\r\n * @param flowable defines the object to update\r\n * @param strength defines the strength of the flow map influence\r\n * @param flowMapSamplePosOrTransformationMatrix defines the flow map sample position or transformation matrix\r\n */\r\n public processFlowable(flowable: IFlowable, strength = 1, flowMapSamplePosOrTransformationMatrix?: IVector3Like | Matrix): void {\r\n if (!flowMapSamplePosOrTransformationMatrix) {\r\n return;\r\n }\r\n\r\n // Convert world pos to screen pos\r\n if (flowMapSamplePosOrTransformationMatrix instanceof Matrix) {\r\n Vector3.TransformCoordinatesToRef(flowable.position, flowMapSamplePosOrTransformationMatrix, ScreenPos);\r\n } else {\r\n ScreenPos.x = flowMapSamplePosOrTransformationMatrix.x;\r\n ScreenPos.y = flowMapSamplePosOrTransformationMatrix.y;\r\n ScreenPos.z = flowMapSamplePosOrTransformationMatrix.z;\r\n }\r\n\r\n const u = ScreenPos.x * 0.5 + 0.5;\r\n const v = 1.0 - (ScreenPos.y * 0.5 + 0.5);\r\n\r\n const x = Math.floor(u * this.width);\r\n const y = Math.floor(v * this.height);\r\n\r\n // Clamp\r\n if (x < 0 || x >= this.width || y < 0 || y >= this.height) {\r\n return;\r\n }\r\n\r\n const index = (y * this.width + x) * 4;\r\n const r = this.data[index];\r\n const g = this.data[index + 1];\r\n const b = this.data[index + 2];\r\n const a = this.data[index + 3];\r\n\r\n const fx = (r / 255.0) * 2.0 - 1.0;\r\n const fy = (g / 255.0) * 2.0 - 1.0;\r\n const fz = (b / 255.0) * 2.0 - 1.0;\r\n const localStrength = a / 255.0;\r\n\r\n FlowVector.set(fx, fy, fz);\r\n FlowVector.scaleToRef(strength * localStrength, ScaledFlowVector);\r\n\r\n flowable.direction.addInPlace(ScaledFlowVector); // Update IFlowable velocity\r\n }\r\n\r\n /** @internal */\r\n public _processParticle(particle: Particle, strength = 1, matrix?: Matrix) {\r\n this.processFlowable(particle, strength, matrix);\r\n }\r\n\r\n /**\r\n * Creates a FlowMap from a url.\r\n * @param url The url of the image to load\r\n * @returns a promise that resolves to a FlowMap object\r\n */\r\n public static async FromUrlAsync(url: string): Promise<FlowMap> {\r\n return await new Promise((resolve, reject) => {\r\n const flowCanvas = document.createElement(\"canvas\");\r\n const flowCtx = flowCanvas.getContext(\"2d\")!;\r\n let flowImageData = null;\r\n\r\n const flowMapImage = new Image();\r\n flowMapImage.crossOrigin = \"anonymous\"; // If loading from another domain\r\n flowMapImage.src = url;\r\n\r\n flowMapImage.onerror = (e) => {\r\n reject(new Error(`Failed to load image: ${url} : ${e}`));\r\n };\r\n\r\n flowMapImage.onload = () => {\r\n flowCanvas.width = flowMapImage.width;\r\n flowCanvas.height = flowMapImage.height;\r\n flowCtx.drawImage(flowMapImage, 0, 0);\r\n flowImageData = flowCtx.getImageData(0, 0, flowCanvas.width, flowCanvas.height);\r\n\r\n resolve(new FlowMap(flowCanvas.width, flowCanvas.height, flowImageData.data));\r\n };\r\n });\r\n }\r\n\r\n /**\r\n * Load from a texture\r\n * @param texture defines the source texture\r\n * @returns a promise fulfilled when image data is loaded\r\n */\r\n public static async ExtractFromTextureAsync(texture: Texture) {\r\n const data = await TextureTools.GetTextureDataAsync(texture);\r\n const { width, height } = texture.getSize();\r\n return new FlowMap(width, height, new Uint8ClampedArray(data));\r\n }\r\n}\r\n"]}
|
|
@@ -63,6 +63,7 @@ export declare class GPUParticleSystem extends BaseParticleSystem implements IDi
|
|
|
63
63
|
private _actualFrame;
|
|
64
64
|
private _drawWrappers;
|
|
65
65
|
private _customWrappers;
|
|
66
|
+
private _renderShadersLoaded;
|
|
66
67
|
private readonly _rawTextureWidth;
|
|
67
68
|
private _platform;
|
|
68
69
|
private _rebuildingAfterContextLost;
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@@ -686,6 +686,7 @@ export class GPUParticleSystem extends BaseParticleSystem {
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686
686
|
/** Indicates that the update of particles is done in the animate function (and not in render). Default: false */
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687
687
|
this.updateInAnimate = false;
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688
688
|
this._actualFrame = 0;
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|
689
|
+
this._renderShadersLoaded = false;
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689
690
|
this._rawTextureWidth = 256;
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690
691
|
this._rebuildingAfterContextLost = false;
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691
692
|
// Emit rate gradient caching (mirrors ThinParticleSystem)
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@@ -1177,7 +1178,22 @@ export class GPUParticleSystem extends BaseParticleSystem {
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1177
1178
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const uniforms = [];
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1178
1179
|
const samplers = [];
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1179
1180
|
this.fillUniformsAttributesAndSamplerNames(uniforms, attributes, samplers);
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1180
|
-
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|
1181
|
+
const shaderLanguage = this._engine.isWebGPU ? 1 /* ShaderLanguage.WGSL */ : 0 /* ShaderLanguage.GLSL */;
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1182
|
+
drawWrapper.setEffect(this._engine.createEffect("gpuRenderParticles", {
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1183
|
+
attributes,
|
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1184
|
+
uniformsNames: uniforms,
|
|
1185
|
+
samplers,
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|
1186
|
+
defines: join,
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|
1187
|
+
shaderLanguage,
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|
1188
|
+
extraInitializationsAsync: this._renderShadersLoaded
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|
1189
|
+
? undefined
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1190
|
+
: async () => {
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1191
|
+
if (shaderLanguage === 1 /* ShaderLanguage.WGSL */) {
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1192
|
+
await Promise.all([import("../ShadersWGSL/gpuRenderParticles.vertex.js"), import("../ShadersWGSL/gpuRenderParticles.fragment.js")]);
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|
1193
|
+
}
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|
1194
|
+
this._renderShadersLoaded = true;
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|
1195
|
+
},
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|
1196
|
+
}, this._engine), join);
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|
1181
1197
|
}
|
|
1182
1198
|
return drawWrapper;
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|
1183
1199
|
}
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