@babylonjs/core 9.3.0 → 9.3.2
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/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/engine.d.ts +49 -1118
- package/FlowGraph/flowGraph.d.ts +11 -0
- package/FlowGraph/flowGraph.js +20 -0
- package/FlowGraph/flowGraph.js.map +1 -1
- package/FlowGraph/flowGraphContext.d.ts +30 -0
- package/FlowGraph/flowGraphContext.js +42 -0
- package/FlowGraph/flowGraphContext.js.map +1 -1
- package/FlowGraph/flowGraphParser.js +13 -0
- package/FlowGraph/flowGraphParser.js.map +1 -1
- package/FlowGraph/typeDefinitions.d.ts +16 -0
- package/FlowGraph/typeDefinitions.js.map +1 -1
- package/Layers/thinSelectionOutlineLayer.js +25 -1
- package/Layers/thinSelectionOutlineLayer.js.map +1 -1
- package/Lights/Clustered/clusteredLightContainer.d.ts +1 -0
- package/Lights/Clustered/clusteredLightContainer.js +19 -0
- package/Lights/Clustered/clusteredLightContainer.js.map +1 -1
- package/Lights/light.d.ts +6 -0
- package/Lights/light.js +8 -0
- package/Lights/light.js.map +1 -1
- package/Lights/spotLight.d.ts +2 -0
- package/Lights/spotLight.js +10 -0
- package/Lights/spotLight.js.map +1 -1
- package/Materials/Background/backgroundMaterial.js +4 -1
- package/Materials/Background/backgroundMaterial.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.d.ts +18 -0
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +116 -3
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
- package/Materials/Node/Blocks/Dual/lightBlock.d.ts +8 -0
- package/Materials/Node/Blocks/Dual/lightBlock.js +16 -0
- package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +3 -0
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
- package/Materials/Node/nodeMaterial.js +4 -1
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/PBR/openpbrMaterial.js +4 -1
- package/Materials/PBR/openpbrMaterial.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.js +4 -1
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/Textures/baseTexture.d.ts +1 -0
- package/Materials/Textures/baseTexture.js +1 -0
- package/Materials/Textures/baseTexture.js.map +1 -1
- package/Materials/materialHelper.functions.d.ts +12 -0
- package/Materials/materialHelper.functions.js +24 -0
- package/Materials/materialHelper.functions.js.map +1 -1
- package/Materials/standardMaterial.js +4 -1
- package/Materials/standardMaterial.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +18 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +40 -4
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.d.ts +27 -0
- package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.js +241 -10
- package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.js.map +1 -1
- package/Misc/tools.js +1 -1
- package/Misc/tools.js.map +1 -1
- package/Particles/IParticleSystem.d.ts +7 -1
- package/Particles/IParticleSystem.js.map +1 -1
- package/Particles/baseParticleSystem.d.ts +18 -2
- package/Particles/baseParticleSystem.js +53 -11
- package/Particles/baseParticleSystem.js.map +1 -1
- package/Particles/computeShaderParticleSystem.js +16 -0
- package/Particles/computeShaderParticleSystem.js.map +1 -1
- package/Particles/gpuParticleSystem.d.ts +14 -72
- package/Particles/gpuParticleSystem.js +130 -106
- package/Particles/gpuParticleSystem.js.map +1 -1
- package/Particles/particleSystem.d.ts +0 -80
- package/Particles/particleSystem.functions.d.ts +16 -0
- package/Particles/particleSystem.functions.js +18 -0
- package/Particles/particleSystem.functions.js.map +1 -1
- package/Particles/particleSystem.js +0 -114
- package/Particles/particleSystem.js.map +1 -1
- package/Particles/webgl2ParticleSystem.js +12 -0
- package/Particles/webgl2ParticleSystem.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +17 -0
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsVoxelRenderer.d.ts +10 -0
- package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js +146 -24
- package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js.map +1 -1
- package/Rendering/depthRenderer.d.ts +8 -0
- package/Rendering/depthRenderer.js +48 -13
- package/Rendering/depthRenderer.js.map +1 -1
- package/Rendering/depthRendererSceneComponent.d.ts +1 -0
- package/Rendering/depthRendererSceneComponent.js +26 -0
- package/Rendering/depthRendererSceneComponent.js.map +1 -1
- package/Rendering/objectRenderer.d.ts +2 -0
- package/Rendering/objectRenderer.js +10 -0
- package/Rendering/objectRenderer.js.map +1 -1
- package/Shaders/ShadersInclude/gaussianSplatting.js +21 -1
- package/Shaders/ShadersInclude/gaussianSplatting.js.map +1 -1
- package/Shaders/gaussianSplattingVoxel.fragment.d.ts +5 -0
- package/Shaders/gaussianSplattingVoxel.fragment.js +27 -0
- package/Shaders/gaussianSplattingVoxel.fragment.js.map +1 -0
- package/Shaders/gaussianSplattingVoxel.vertex.d.ts +8 -0
- package/Shaders/gaussianSplattingVoxel.vertex.js +31 -0
- package/Shaders/gaussianSplattingVoxel.vertex.js.map +1 -0
- package/Shaders/gpuUpdateParticles.vertex.js +13 -0
- package/Shaders/gpuUpdateParticles.vertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/gaussianSplatting.js +21 -1
- package/ShadersWGSL/ShadersInclude/gaussianSplatting.js.map +1 -1
- package/ShadersWGSL/gaussianSplattingVoxel.fragment.d.ts +5 -0
- package/ShadersWGSL/gaussianSplattingVoxel.fragment.js +22 -0
- package/ShadersWGSL/gaussianSplattingVoxel.fragment.js.map +1 -0
- package/ShadersWGSL/gaussianSplattingVoxel.vertex.d.ts +8 -0
- package/ShadersWGSL/gaussianSplattingVoxel.vertex.js +42 -0
- package/ShadersWGSL/gaussianSplattingVoxel.vertex.js.map +1 -0
- package/ShadersWGSL/gpuUpdateParticles.compute.js +19 -0
- package/ShadersWGSL/gpuUpdateParticles.compute.js.map +1 -1
- package/XR/features/WebXRBodyTracking.d.ts +952 -0
- package/XR/features/WebXRBodyTracking.js +2221 -0
- package/XR/features/WebXRBodyTracking.js.map +1 -0
- package/XR/features/index.d.ts +1 -0
- package/XR/features/index.js +1 -0
- package/XR/features/index.js.map +1 -1
- package/XR/webXRFeaturesManager.d.ts +7 -0
- package/XR/webXRFeaturesManager.js +4 -0
- package/XR/webXRFeaturesManager.js.map +1 -1
- package/package.json +1 -1
- package/sceneComponent.d.ts +1 -0
- package/sceneComponent.js +1 -0
- package/sceneComponent.js.map +1 -1
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{"version":3,"file":"IParticleSystem.js","sourceRoot":"","sources":["../../../../dev/core/src/Particles/IParticleSystem.ts"],"names":[],"mappings":"","sourcesContent":["import { type Immutable, type Nullable } from \"../types\";\r\nimport { type Vector2, type Vector3, type Matrix } from \"../Maths/math.vector\";\r\nimport { type Color3, type Color4 } from \"../Maths/math.color\";\r\nimport { type BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport {\r\n type BoxParticleEmitter,\r\n type IParticleEmitterType,\r\n type PointParticleEmitter,\r\n type HemisphericParticleEmitter,\r\n type SphereParticleEmitter,\r\n type SphereDirectedParticleEmitter,\r\n type CylinderParticleEmitter,\r\n type CylinderDirectedParticleEmitter,\r\n type ConeParticleEmitter,\r\n type ConeDirectedParticleEmitter,\r\n} from \"../Particles/EmitterTypes/index\";\r\nimport { type Scene } from \"../scene\";\r\nimport { type ColorGradient, type FactorGradient, type Color3Gradient } from \"../Misc/gradients\";\r\nimport { type Effect } from \"../Materials/effect\";\r\nimport { type Observable } from \"../Misc/observable\";\r\nimport { type VertexBuffer } from \"../Buffers/buffer\";\r\nimport { type DataBuffer } from \"../Buffers/dataBuffer\";\r\n\r\nimport { type Animation } from \"../Animations/animation\";\r\nimport { type AbstractMesh } from \"../Meshes/abstractMesh\";\r\n\r\n/**\r\n * Interface representing a particle system in Babylon.js.\r\n * This groups the common functionalities that needs to be implemented in order to create a particle system.\r\n * A particle system represents a way to manage particles from their emission to their animation and rendering.\r\n */\r\nexport interface IParticleSystem {\r\n /**\r\n * Gets or sets the unique id of the particle system.\r\n */\r\n uniqueId: number;\r\n\r\n /**\r\n * List of animations used by the particle system.\r\n */\r\n animations: Animation[];\r\n /**\r\n * The id of the Particle system.\r\n */\r\n id: string;\r\n /**\r\n * The name of the Particle system.\r\n */\r\n name: string;\r\n /**\r\n * The emitter represents the Mesh or position we are attaching the particle system to.\r\n */\r\n emitter: Nullable<AbstractMesh | Vector3>;\r\n /**\r\n * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction\r\n */\r\n isBillboardBased: boolean;\r\n /**\r\n * The rendering group used by the Particle system to chose when to render.\r\n */\r\n renderingGroupId: number;\r\n /**\r\n * The layer mask we are rendering the particles through.\r\n */\r\n layerMask: number;\r\n\r\n /**\r\n * The overall motion speed (0.01 is default update speed, faster updates = faster animation)\r\n */\r\n updateSpeed: number;\r\n\r\n /**\r\n * The amount of time the particle system is running (depends of the overall update speed).\r\n */\r\n targetStopDuration: number;\r\n\r\n /**\r\n * The texture used to render each particle. (this can be a spritesheet)\r\n */\r\n particleTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Blend mode use to render the particle. It can be any of the ParticleSystem.BLENDMODE_* constants\r\n */\r\n blendMode: number;\r\n\r\n /**\r\n * Minimum life time of emitting particles.\r\n */\r\n minLifeTime: number;\r\n /**\r\n * Maximum life time of emitting particles.\r\n */\r\n maxLifeTime: number;\r\n\r\n /**\r\n * Minimum Size of emitting particles.\r\n */\r\n minSize: number;\r\n /**\r\n * Maximum Size of emitting particles.\r\n */\r\n maxSize: number;\r\n\r\n /**\r\n * Minimum scale of emitting particles on X axis.\r\n */\r\n minScaleX: number;\r\n /**\r\n * Maximum scale of emitting particles on X axis.\r\n */\r\n maxScaleX: number;\r\n\r\n /**\r\n * Minimum scale of emitting particles on Y axis.\r\n */\r\n minScaleY: number;\r\n /**\r\n * Maximum scale of emitting particles on Y axis.\r\n */\r\n maxScaleY: number;\r\n\r\n /**\r\n * Random color of each particle after it has been emitted, between color1 and color2 vectors.\r\n */\r\n color1: Color4;\r\n /**\r\n * Random color of each particle after it has been emitted, between color1 and color2 vectors.\r\n */\r\n color2: Color4;\r\n\r\n /**\r\n * Color the particle will have at the end of its lifetime.\r\n */\r\n colorDead: Color4;\r\n\r\n /**\r\n * The maximum number of particles to emit per frame until we reach the activeParticleCount value\r\n */\r\n emitRate: number;\r\n\r\n /**\r\n * You can use gravity if you want to give an orientation to your particles.\r\n */\r\n gravity: Vector3;\r\n\r\n /**\r\n * Minimum power of emitting particles.\r\n */\r\n minEmitPower: number;\r\n /**\r\n * Maximum power of emitting particles.\r\n */\r\n maxEmitPower: number;\r\n /**\r\n * Minimum angular speed of emitting particles (Z-axis rotation for each particle).\r\n */\r\n minAngularSpeed: number;\r\n /**\r\n * Maximum angular speed of emitting particles (Z-axis rotation for each particle).\r\n */\r\n maxAngularSpeed: number;\r\n /**\r\n * Gets or sets the minimal initial rotation in radians.\r\n */\r\n minInitialRotation: number;\r\n /**\r\n * Gets or sets the maximal initial rotation in radians.\r\n */\r\n maxInitialRotation: number;\r\n /**\r\n * The particle emitter type defines the emitter used by the particle system.\r\n * It can be for example box, sphere, or cone...\r\n */\r\n particleEmitterType: Nullable<IParticleEmitterType>;\r\n /**\r\n * Defines the delay in milliseconds before starting the system (0 by default)\r\n */\r\n startDelay: number;\r\n /**\r\n * Gets or sets a value indicating how many cycles (or frames) must be executed before first rendering (this value has to be set before starting the system). Default is 0\r\n */\r\n preWarmCycles: number;\r\n /**\r\n * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)\r\n */\r\n preWarmStepOffset: number;\r\n\r\n /**\r\n * If using a spritesheet (isAnimationSheetEnabled) defines the speed of the sprite loop (default is 1 meaning the animation will play once during the entire particle lifetime)\r\n */\r\n spriteCellChangeSpeed: number;\r\n /**\r\n * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n startSpriteCellID: number;\r\n /**\r\n * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n endSpriteCellID: number;\r\n /**\r\n * If using a spritesheet (isAnimationSheetEnabled), defines whether the sprite animation is looping\r\n */\r\n spriteCellLoop: boolean;\r\n /**\r\n * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use\r\n */\r\n spriteCellWidth: number;\r\n /**\r\n * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use\r\n */\r\n spriteCellHeight: number;\r\n /**\r\n * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID\r\n */\r\n spriteRandomStartCell: boolean;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture\r\n */\r\n isAnimationSheetEnabled: boolean;\r\n\r\n /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */\r\n translationPivot: Vector2;\r\n\r\n /**\r\n * Gets or sets a texture used to add random noise to particle positions\r\n */\r\n noiseTexture: Nullable<BaseTexture>;\r\n\r\n /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */\r\n noiseStrength: Vector3;\r\n\r\n /**\r\n * Gets or sets the billboard mode to use when isBillboardBased = true.\r\n * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED\r\n */\r\n billboardMode: number;\r\n\r\n /**\r\n * Gets or sets a boolean enabling the use of logarithmic depth buffers, which is good for wide depth buffers.\r\n */\r\n useLogarithmicDepth: boolean;\r\n\r\n /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */\r\n limitVelocityDamping: number;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called\r\n */\r\n beginAnimationOnStart: boolean;\r\n\r\n /**\r\n * Gets or sets the frame to start the animation from when beginAnimationOnStart is true\r\n */\r\n beginAnimationFrom: number;\r\n\r\n /**\r\n * Gets or sets the frame to end the animation on when beginAnimationOnStart is true\r\n */\r\n beginAnimationTo: number;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true\r\n */\r\n beginAnimationLoop: boolean;\r\n\r\n /**\r\n * Specifies whether the particle system will be disposed once it reaches the end of the animation.\r\n */\r\n disposeOnStop: boolean;\r\n\r\n /**\r\n * If you want to launch only a few particles at once, that can be done, as well.\r\n */\r\n manualEmitCount: number;\r\n\r\n /**\r\n * Specifies if the particles are updated in emitter local space or world space\r\n */\r\n isLocal: boolean;\r\n\r\n /** Snippet ID if the particle system was created from the snippet server */\r\n snippetId: string;\r\n\r\n /** Gets or sets a matrix to use to compute projection */\r\n defaultProjectionMatrix: Matrix;\r\n\r\n /** Indicates that the update of particles is done in the animate function (and not in render) */\r\n updateInAnimate: boolean;\r\n\r\n /** @internal */\r\n _wasDispatched: boolean;\r\n\r\n /**\r\n * Returns true if the particle system was generated by a node particle system set\r\n */\r\n isNodeGenerated: boolean;\r\n\r\n /**\r\n * Specifies if the particle system should be serialized\r\n */\r\n doNotSerialize?: boolean;\r\n\r\n /**\r\n * Gets the maximum number of particles active at the same time.\r\n * @returns The max number of active particles.\r\n */\r\n getCapacity(): number;\r\n\r\n /**\r\n * Gets the number of particles active at the same time.\r\n * @returns The number of active particles.\r\n */\r\n getActiveCount(): number;\r\n\r\n /**\r\n * Gets if the system has been started. (Note: this will still be true after stop is called)\r\n * @returns True if it has been started, otherwise false.\r\n */\r\n isStarted(): boolean;\r\n\r\n /**\r\n * Animates the particle system for this frame.\r\n */\r\n animate(): void;\r\n /**\r\n * Renders the particle system in its current state.\r\n * @returns the current number of particles\r\n */\r\n render(): number;\r\n /**\r\n * Dispose the particle system and frees its associated resources.\r\n * @param disposeTexture defines if the particle texture must be disposed as well (true by default)\r\n * @param disposeAttachedSubEmitters defines if the attached sub-emitters must be disposed as well (false by default)\r\n * @param disposeEndSubEmitters defines if the end type sub-emitters must be disposed as well (false by default)\r\n */\r\n dispose(disposeTexture?: boolean, disposeAttachedSubEmitters?: boolean, disposeEndSubEmitters?: boolean): void;\r\n /**\r\n * An event triggered when the system is disposed\r\n */\r\n onDisposeObservable: Observable<IParticleSystem>;\r\n /**\r\n * An event triggered when the system is stopped\r\n */\r\n onStoppedObservable: Observable<IParticleSystem>;\r\n /**\r\n * An event triggered when the system is started\r\n */\r\n onStartedObservable: Observable<IParticleSystem>;\r\n /**\r\n * Clones the particle system.\r\n * @param name The name of the cloned object\r\n * @param newEmitter The new emitter to use\r\n * @returns the cloned particle system\r\n */\r\n clone(name: string, newEmitter: any): Nullable<IParticleSystem>;\r\n /**\r\n * Serializes the particle system to a JSON object\r\n * @param serializeTexture defines if the texture must be serialized as well\r\n * @returns the JSON object\r\n */\r\n serialize(serializeTexture: boolean): any;\r\n /**\r\n * Rebuild the particle system\r\n */\r\n rebuild(): void;\r\n\r\n /** Force the system to rebuild all gradients that need to be resync */\r\n forceRefreshGradients(): void;\r\n\r\n /**\r\n * Starts the particle system and begins to emit\r\n * @param delay defines the delay in milliseconds before starting the system (0 by default)\r\n */\r\n start(delay?: number): void;\r\n\r\n /**\r\n * Stops the particle system.\r\n */\r\n stop(): void;\r\n\r\n /**\r\n * Remove all active particles\r\n */\r\n reset(): void;\r\n\r\n /**\r\n * Gets a boolean indicating that the system is stopping\r\n * @returns true if the system is currently stopping\r\n */\r\n isStopping(): boolean;\r\n\r\n /**\r\n * Is this system ready to be used/rendered\r\n * @returns true if the system is ready\r\n */\r\n isReady(): boolean;\r\n /**\r\n * Returns the string \"ParticleSystem\"\r\n * @returns a string containing the class name\r\n */\r\n getClassName(): string;\r\n /**\r\n * Gets the custom effect used to render the particles\r\n * @param blendMode Blend mode for which the effect should be retrieved\r\n * @returns The effect\r\n */\r\n getCustomEffect(blendMode: number): Nullable<Effect>;\r\n /**\r\n * Sets the custom effect used to render the particles\r\n * @param effect The effect to set\r\n * @param blendMode Blend mode for which the effect should be set\r\n */\r\n setCustomEffect(effect: Nullable<Effect>, blendMode: number): void;\r\n\r\n /**\r\n * Fill the defines array according to the current settings of the particle system\r\n * @param defines Array to be updated\r\n * @param blendMode blend mode to take into account when updating the array\r\n * @param fillImageProcessing fills the image processing defines\r\n */\r\n fillDefines(defines: Array<string>, blendMode: number, fillImageProcessing?: boolean): void;\r\n /**\r\n * Fill the uniforms, attributes and samplers arrays according to the current settings of the particle system\r\n * @param uniforms Uniforms array to fill\r\n * @param attributes Attributes array to fill\r\n * @param samplers Samplers array to fill\r\n */\r\n fillUniformsAttributesAndSamplerNames(uniforms: Array<string>, attributes: Array<string>, samplers: Array<string>): void;\r\n /**\r\n * Observable that will be called just before the particles are drawn\r\n */\r\n onBeforeDrawParticlesObservable: Observable<Nullable<Effect>>;\r\n /**\r\n * Gets the name of the particle vertex shader\r\n */\r\n vertexShaderName: string;\r\n\r\n /**\r\n * Gets the vertex buffers used by the particle system\r\n */\r\n vertexBuffers: Immutable<{ [key: string]: VertexBuffer }>;\r\n /**\r\n * Gets the index buffer used by the particle system (or null if no index buffer is used)\r\n */\r\n indexBuffer: Nullable<DataBuffer>;\r\n\r\n /**\r\n * Adds a new color gradient\r\n * @param gradient defines the gradient to use (between 0 and 1)\r\n * @param color1 defines the color to affect to the specified gradient\r\n * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from\r\n * @returns the current particle system\r\n */\r\n addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;\r\n /**\r\n * Remove a specific color gradient\r\n * @param gradient defines the gradient to remove\r\n * @returns the current particle system\r\n */\r\n removeColorGradient(gradient: number): IParticleSystem;\r\n /**\r\n * Adds a new size gradient\r\n * @param gradient defines the gradient to use (between 0 and 1)\r\n * @param factor defines the size factor to affect to the specified gradient\r\n * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from\r\n * @returns the current particle system\r\n */\r\n addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;\r\n /**\r\n * Remove a specific size gradient\r\n * @param gradient defines the gradient to remove\r\n * @returns the current particle system\r\n */\r\n removeSizeGradient(gradient: number): IParticleSystem;\r\n /**\r\n * Gets the current list of color gradients.\r\n * You must use addColorGradient and removeColorGradient to update this list\r\n * @returns the list of color gradients\r\n */\r\n getColorGradients(): Nullable<Array<ColorGradient>>;\r\n /**\r\n * Gets the current list of size gradients.\r\n * You must use addSizeGradient and removeSizeGradient to update this list\r\n * @returns the list of size gradients\r\n */\r\n getSizeGradients(): Nullable<Array<FactorGradient>>;\r\n /**\r\n * Gets the current list of angular speed gradients.\r\n * You must use addAngularSpeedGradient and removeAngularSpeedGradient to update this list\r\n * @returns the list of angular speed gradients\r\n */\r\n getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;\r\n /**\r\n * Adds a new angular speed gradient\r\n * @param gradient defines the gradient to use (between 0 and 1)\r\n * @param factor defines the angular speed to affect to the specified gradient\r\n * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from\r\n * @returns the current particle system\r\n */\r\n addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;\r\n /**\r\n * Remove a specific angular speed gradient\r\n * @param gradient defines the gradient to remove\r\n * @returns the current particle system\r\n */\r\n removeAngularSpeedGradient(gradient: number): IParticleSystem;\r\n /**\r\n * Gets the current list of velocity gradients.\r\n * You must use addVelocityGradient and removeVelocityGradient to update this list\r\n * @returns the list of velocity gradients\r\n */\r\n getVelocityGradients(): Nullable<Array<FactorGradient>>;\r\n /**\r\n * Adds a new velocity gradient\r\n * @param gradient defines the gradient to use (between 0 and 1)\r\n * @param factor defines the velocity to affect to the specified gradient\r\n * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from\r\n * @returns the current particle system\r\n */\r\n addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;\r\n /**\r\n * Remove a specific velocity gradient\r\n * @param gradient defines the gradient to remove\r\n * @returns the current particle system\r\n */\r\n removeVelocityGradient(gradient: number): IParticleSystem;\r\n /**\r\n * Gets the current list of limit velocity gradients.\r\n * You must use addLimitVelocityGradient and removeLimitVelocityGradient to update this list\r\n * @returns the list of limit velocity gradients\r\n */\r\n getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;\r\n /**\r\n * Adds a new limit velocity gradient\r\n * @param gradient defines the gradient to use (between 0 and 1)\r\n * @param factor defines the limit velocity to affect to the specified gradient\r\n * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from\r\n * @returns the current particle system\r\n */\r\n addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;\r\n /**\r\n * Remove a specific limit velocity gradient\r\n * @param gradient defines the gradient to remove\r\n * @returns the current particle system\r\n */\r\n removeLimitVelocityGradient(gradient: number): IParticleSystem;\r\n /**\r\n * Adds a new drag gradient\r\n * @param gradient defines the gradient to use (between 0 and 1)\r\n * @param factor defines the drag to affect to the specified gradient\r\n * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from\r\n * @returns the current particle system\r\n */\r\n addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;\r\n /**\r\n * Remove a specific drag gradient\r\n * @param gradient defines the gradient to remove\r\n * @returns the current particle system\r\n */\r\n removeDragGradient(gradient: number): IParticleSystem;\r\n /**\r\n * Gets the current list of drag gradients.\r\n * You must use addDragGradient and removeDragGradient to update this list\r\n * @returns the list of drag gradients\r\n */\r\n getDragGradients(): Nullable<Array<FactorGradient>>;\r\n /**\r\n * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)\r\n * @param gradient defines the gradient to use (between 0 and 1)\r\n * @param factor defines the emit rate to affect to the specified gradient\r\n * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from\r\n * @returns the current particle system\r\n */\r\n addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;\r\n /**\r\n * Remove a specific emit rate gradient\r\n * @param gradient defines the gradient to remove\r\n * @returns the current particle system\r\n */\r\n removeEmitRateGradient(gradient: number): IParticleSystem;\r\n /**\r\n * Gets the current list of emit rate gradients.\r\n * You must use addEmitRateGradient and removeEmitRateGradient to update this list\r\n * @returns the list of emit rate gradients\r\n */\r\n getEmitRateGradients(): Nullable<Array<FactorGradient>>;\r\n\r\n /**\r\n * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)\r\n * @param gradient defines the gradient to use (between 0 and 1)\r\n * @param factor defines the start size to affect to the specified gradient\r\n * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from\r\n * @returns the current particle system\r\n */\r\n addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;\r\n /**\r\n * Remove a specific start size gradient\r\n * @param gradient defines the gradient to remove\r\n * @returns the current particle system\r\n */\r\n removeStartSizeGradient(gradient: number): IParticleSystem;\r\n /**\r\n * Gets the current list of start size gradients.\r\n * You must use addStartSizeGradient and removeStartSizeGradient to update this list\r\n * @returns the list of start size gradients\r\n */\r\n getStartSizeGradients(): Nullable<Array<FactorGradient>>;\r\n\r\n /**\r\n * Adds a new life time gradient\r\n * @param gradient defines the gradient to use (between 0 and 1)\r\n * @param factor defines the life time factor to affect to the specified gradient\r\n * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from\r\n * @returns the current particle system\r\n */\r\n addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;\r\n /**\r\n * Remove a specific life time gradient\r\n * @param gradient defines the gradient to remove\r\n * @returns the current particle system\r\n */\r\n removeLifeTimeGradient(gradient: number): IParticleSystem;\r\n /**\r\n * Gets the current list of life time gradients.\r\n * You must use addLifeTimeGradient and removeLifeTimeGradient to update this list\r\n * @returns the list of life time gradients\r\n */\r\n getLifeTimeGradients(): Nullable<Array<FactorGradient>>;\r\n\r\n /**\r\n * Gets the current list of color gradients.\r\n * You must use addColorGradient and removeColorGradient to update this list\r\n * @returns the list of color gradients\r\n */\r\n getColorGradients(): Nullable<Array<ColorGradient>>;\r\n\r\n /**\r\n * Adds a new ramp gradient used to remap particle colors\r\n * @param gradient defines the gradient to use (between 0 and 1)\r\n * @param color defines the color to affect to the specified gradient\r\n * @returns the current particle system\r\n */\r\n addRampGradient(gradient: number, color: Color3): IParticleSystem;\r\n /**\r\n * Gets the current list of ramp gradients.\r\n * You must use addRampGradient and removeRampGradient to update this list\r\n * @returns the list of ramp gradients\r\n */\r\n getRampGradients(): Nullable<Array<Color3Gradient>>;\r\n\r\n /** Gets or sets a boolean indicating that ramp gradients must be used\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/particles/particle_system/ramps_and_blends\r\n */\r\n useRampGradients: boolean;\r\n\r\n /**\r\n * Adds a new color remap gradient\r\n * @param gradient defines the gradient to use (between 0 and 1)\r\n * @param min defines the color remap minimal range\r\n * @param max defines the color remap maximal range\r\n * @returns the current particle system\r\n */\r\n addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;\r\n /**\r\n * Gets the current list of color remap gradients.\r\n * You must use addColorRemapGradient and removeColorRemapGradient to update this list\r\n * @returns the list of color remap gradients\r\n */\r\n getColorRemapGradients(): Nullable<Array<FactorGradient>>;\r\n\r\n /**\r\n * Adds a new alpha remap gradient\r\n * @param gradient defines the gradient to use (between 0 and 1)\r\n * @param min defines the alpha remap minimal range\r\n * @param max defines the alpha remap maximal range\r\n * @returns the current particle system\r\n */\r\n addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;\r\n /**\r\n * Gets the current list of alpha remap gradients.\r\n * You must use addAlphaRemapGradient and removeAlphaRemapGradient to update this list\r\n * @returns the list of alpha remap gradients\r\n */\r\n getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;\r\n\r\n /**\r\n * Creates a Point Emitter for the particle system (emits directly from the emitter position)\r\n * @param direction1 Particles are emitted between the direction1 and direction2 from within the box\r\n * @param direction2 Particles are emitted between the direction1 and direction2 from within the box\r\n * @returns the emitter\r\n */\r\n createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;\r\n\r\n /**\r\n * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)\r\n * @param radius The radius of the hemisphere to emit from\r\n * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius\r\n * @returns the emitter\r\n */\r\n createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;\r\n\r\n /**\r\n * Creates a Sphere Emitter for the particle system (emits along the sphere radius)\r\n * @param radius The radius of the sphere to emit from\r\n * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius\r\n * @returns the emitter\r\n */\r\n createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;\r\n\r\n /**\r\n * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)\r\n * @param radius The radius of the sphere to emit from\r\n * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere\r\n * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere\r\n * @returns the emitter\r\n */\r\n createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;\r\n\r\n /**\r\n * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)\r\n * @param radius The radius of the emission cylinder\r\n * @param height The height of the emission cylinder\r\n * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius\r\n * @param directionRandomizer How much to randomize the particle direction [0-1]\r\n * @returns the emitter\r\n */\r\n createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;\r\n\r\n /**\r\n * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)\r\n * @param radius The radius of the cylinder to emit from\r\n * @param height The height of the emission cylinder\r\n * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)\r\n * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder\r\n * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder\r\n * @returns the emitter\r\n */\r\n createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): CylinderDirectedParticleEmitter;\r\n\r\n /**\r\n * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)\r\n * @param radius The radius of the cone to emit from\r\n * @param angle The base angle of the cone\r\n * @returns the emitter\r\n */\r\n createConeEmitter(radius: number, angle: number): ConeParticleEmitter;\r\n\r\n createDirectedConeEmitter(radius: number, angle: number, direction1: Vector3, direction2: Vector3): ConeDirectedParticleEmitter;\r\n\r\n /**\r\n * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)\r\n * @param direction1 Particles are emitted between the direction1 and direction2 from within the box\r\n * @param direction2 Particles are emitted between the direction1 and direction2 from within the box\r\n * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox\r\n * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox\r\n * @returns the emitter\r\n */\r\n createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;\r\n\r\n /**\r\n * Get hosting scene\r\n * @returns the scene\r\n */\r\n getScene(): Nullable<Scene>;\r\n}\r\n"]}
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{"version":3,"file":"IParticleSystem.js","sourceRoot":"","sources":["../../../../dev/core/src/Particles/IParticleSystem.ts"],"names":[],"mappings":"","sourcesContent":["import { type Immutable, type Nullable } from \"../types\";\r\nimport { type Vector2, type Vector3, type Matrix } from \"../Maths/math.vector\";\r\nimport { type Color3, type Color4 } from \"../Maths/math.color\";\r\nimport { type BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport {\r\n type BoxParticleEmitter,\r\n type IParticleEmitterType,\r\n type PointParticleEmitter,\r\n type HemisphericParticleEmitter,\r\n type SphereParticleEmitter,\r\n type SphereDirectedParticleEmitter,\r\n type CylinderParticleEmitter,\r\n type CylinderDirectedParticleEmitter,\r\n type ConeParticleEmitter,\r\n type ConeDirectedParticleEmitter,\r\n type MeshParticleEmitter,\r\n} from \"../Particles/EmitterTypes/index\";\r\nimport { type Scene } from \"../scene\";\r\nimport { type ColorGradient, type FactorGradient, type Color3Gradient } from \"../Misc/gradients\";\r\nimport { type Effect } from \"../Materials/effect\";\r\nimport { type Observable } from \"../Misc/observable\";\r\nimport { type VertexBuffer } from \"../Buffers/buffer\";\r\nimport { type DataBuffer } from \"../Buffers/dataBuffer\";\r\n\r\nimport { type Animation } from \"../Animations/animation\";\r\nimport { type AbstractMesh } from \"../Meshes/abstractMesh\";\r\n\r\n/**\r\n * Interface representing a particle system in Babylon.js.\r\n * This groups the common functionalities that needs to be implemented in order to create a particle system.\r\n * A particle system represents a way to manage particles from their emission to their animation and rendering.\r\n */\r\nexport interface IParticleSystem {\r\n /**\r\n * Gets or sets the unique id of the particle system.\r\n */\r\n uniqueId: number;\r\n\r\n /**\r\n * List of animations used by the particle system.\r\n */\r\n animations: Animation[];\r\n /**\r\n * The id of the Particle system.\r\n */\r\n id: string;\r\n /**\r\n * The name of the Particle system.\r\n */\r\n name: string;\r\n /**\r\n * The emitter represents the Mesh or position we are attaching the particle system to.\r\n */\r\n emitter: Nullable<AbstractMesh | Vector3>;\r\n /**\r\n * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction\r\n */\r\n isBillboardBased: boolean;\r\n /**\r\n * The rendering group used by the Particle system to chose when to render.\r\n */\r\n renderingGroupId: number;\r\n /**\r\n * The layer mask we are rendering the particles through.\r\n */\r\n layerMask: number;\r\n\r\n /**\r\n * The overall motion speed (0.01 is default update speed, faster updates = faster animation)\r\n */\r\n updateSpeed: number;\r\n\r\n /**\r\n * The amount of time the particle system is running (depends of the overall update speed).\r\n */\r\n targetStopDuration: number;\r\n\r\n /**\r\n * The texture used to render each particle. (this can be a spritesheet)\r\n */\r\n particleTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Blend mode use to render the particle. It can be any of the ParticleSystem.BLENDMODE_* constants\r\n */\r\n blendMode: number;\r\n\r\n /**\r\n * Minimum life time of emitting particles.\r\n */\r\n minLifeTime: number;\r\n /**\r\n * Maximum life time of emitting particles.\r\n */\r\n maxLifeTime: number;\r\n\r\n /**\r\n * Minimum Size of emitting particles.\r\n */\r\n minSize: number;\r\n /**\r\n * Maximum Size of emitting particles.\r\n */\r\n maxSize: number;\r\n\r\n /**\r\n * Minimum scale of emitting particles on X axis.\r\n */\r\n minScaleX: number;\r\n /**\r\n * Maximum scale of emitting particles on X axis.\r\n */\r\n maxScaleX: number;\r\n\r\n /**\r\n * Minimum scale of emitting particles on Y axis.\r\n */\r\n minScaleY: number;\r\n /**\r\n * Maximum scale of emitting particles on Y axis.\r\n */\r\n maxScaleY: number;\r\n\r\n /**\r\n * Random color of each particle after it has been emitted, between color1 and color2 vectors.\r\n */\r\n color1: Color4;\r\n /**\r\n * Random color of each particle after it has been emitted, between color1 and color2 vectors.\r\n */\r\n color2: Color4;\r\n\r\n /**\r\n * Color the particle will have at the end of its lifetime.\r\n */\r\n colorDead: Color4;\r\n\r\n /**\r\n * The maximum number of particles to emit per frame until we reach the activeParticleCount value\r\n */\r\n emitRate: number;\r\n\r\n /**\r\n * You can use gravity if you want to give an orientation to your particles.\r\n */\r\n gravity: Vector3;\r\n\r\n /**\r\n * Minimum power of emitting particles.\r\n */\r\n minEmitPower: number;\r\n /**\r\n * Maximum power of emitting particles.\r\n */\r\n maxEmitPower: number;\r\n /**\r\n * Minimum angular speed of emitting particles (Z-axis rotation for each particle).\r\n */\r\n minAngularSpeed: number;\r\n /**\r\n * Maximum angular speed of emitting particles (Z-axis rotation for each particle).\r\n */\r\n maxAngularSpeed: number;\r\n /**\r\n * Gets or sets the minimal initial rotation in radians.\r\n */\r\n minInitialRotation: number;\r\n /**\r\n * Gets or sets the maximal initial rotation in radians.\r\n */\r\n maxInitialRotation: number;\r\n /**\r\n * The particle emitter type defines the emitter used by the particle system.\r\n * It can be for example box, sphere, or cone...\r\n */\r\n particleEmitterType: Nullable<IParticleEmitterType>;\r\n /**\r\n * Defines the delay in milliseconds before starting the system (0 by default)\r\n */\r\n startDelay: number;\r\n /**\r\n * Gets or sets a value indicating how many cycles (or frames) must be executed before first rendering (this value has to be set before starting the system). Default is 0\r\n */\r\n preWarmCycles: number;\r\n /**\r\n * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)\r\n */\r\n preWarmStepOffset: number;\r\n\r\n /**\r\n * If using a spritesheet (isAnimationSheetEnabled) defines the speed of the sprite loop (default is 1 meaning the animation will play once during the entire particle lifetime)\r\n */\r\n spriteCellChangeSpeed: number;\r\n /**\r\n * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n startSpriteCellID: number;\r\n /**\r\n * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n endSpriteCellID: number;\r\n /**\r\n * If using a spritesheet (isAnimationSheetEnabled), defines whether the sprite animation is looping\r\n */\r\n spriteCellLoop: boolean;\r\n /**\r\n * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use\r\n */\r\n spriteCellWidth: number;\r\n /**\r\n * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use\r\n */\r\n spriteCellHeight: number;\r\n /**\r\n * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID\r\n */\r\n spriteRandomStartCell: boolean;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture\r\n */\r\n isAnimationSheetEnabled: boolean;\r\n\r\n /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */\r\n translationPivot: Vector2;\r\n\r\n /**\r\n * Gets or sets a texture used to add random noise to particle positions\r\n */\r\n noiseTexture: Nullable<BaseTexture>;\r\n\r\n /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */\r\n noiseStrength: Vector3;\r\n\r\n /**\r\n * Gets or sets the billboard mode to use when isBillboardBased = true.\r\n * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED\r\n */\r\n billboardMode: number;\r\n\r\n /**\r\n * Gets or sets a boolean enabling the use of logarithmic depth buffers, which is good for wide depth buffers.\r\n */\r\n useLogarithmicDepth: boolean;\r\n\r\n /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */\r\n limitVelocityDamping: number;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called\r\n */\r\n beginAnimationOnStart: boolean;\r\n\r\n /**\r\n * Gets or sets the frame to start the animation from when beginAnimationOnStart is true\r\n */\r\n beginAnimationFrom: number;\r\n\r\n /**\r\n * Gets or sets the frame to end the animation on when beginAnimationOnStart is true\r\n */\r\n beginAnimationTo: number;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true\r\n */\r\n beginAnimationLoop: boolean;\r\n\r\n /**\r\n * Specifies whether the particle system will be disposed once it reaches the end of the animation.\r\n */\r\n disposeOnStop: boolean;\r\n\r\n /**\r\n * If you want to launch only a few particles at once, that can be done, as well.\r\n */\r\n manualEmitCount: number;\r\n\r\n /**\r\n * Specifies if the particles are updated in emitter local space or world space\r\n */\r\n isLocal: boolean;\r\n\r\n /** Snippet ID if the particle system was created from the snippet server */\r\n snippetId: string;\r\n\r\n /** Gets or sets a matrix to use to compute projection */\r\n defaultProjectionMatrix: Matrix;\r\n\r\n /** Indicates that the update of particles is done in the animate function (and not in render) */\r\n updateInAnimate: boolean;\r\n\r\n /** @internal */\r\n _wasDispatched: boolean;\r\n\r\n /**\r\n * Returns true if the particle system was generated by a node particle system set\r\n */\r\n isNodeGenerated: boolean;\r\n\r\n /**\r\n * Specifies if the particle system should be serialized\r\n */\r\n doNotSerialize?: boolean;\r\n\r\n /**\r\n * Gets the maximum number of particles active at the same time.\r\n * @returns The max number of active particles.\r\n */\r\n getCapacity(): number;\r\n\r\n /**\r\n * Gets the number of particles active at the same time.\r\n * @returns The number of active particles.\r\n */\r\n getActiveCount(): number;\r\n\r\n /**\r\n * Gets if the system has been started. (Note: this will still be true after stop is called)\r\n * @returns True if it has been started, otherwise false.\r\n */\r\n isStarted(): boolean;\r\n\r\n /**\r\n * Animates the particle system for this frame.\r\n */\r\n animate(): void;\r\n /**\r\n * Renders the particle system in its current state.\r\n * @returns the current number of particles\r\n */\r\n render(): number;\r\n /**\r\n * Dispose the particle system and frees its associated resources.\r\n * @param disposeTexture defines if the particle texture must be disposed as well (true by default)\r\n * @param disposeAttachedSubEmitters defines if the attached sub-emitters must be disposed as well (false by default)\r\n * @param disposeEndSubEmitters defines if the end type sub-emitters must be disposed as well (false by default)\r\n */\r\n dispose(disposeTexture?: boolean, disposeAttachedSubEmitters?: boolean, disposeEndSubEmitters?: boolean): void;\r\n /**\r\n * An event triggered when the system is disposed\r\n */\r\n onDisposeObservable: Observable<IParticleSystem>;\r\n /**\r\n * An event triggered when the system is stopped\r\n */\r\n onStoppedObservable: Observable<IParticleSystem>;\r\n /**\r\n * An event triggered when the system is started\r\n */\r\n onStartedObservable: Observable<IParticleSystem>;\r\n /**\r\n * Clones the particle system.\r\n * @param name The name of the cloned object\r\n * @param newEmitter The new emitter to use\r\n * @returns the cloned particle system\r\n */\r\n clone(name: string, newEmitter: any): Nullable<IParticleSystem>;\r\n /**\r\n * Serializes the particle system to a JSON object\r\n * @param serializeTexture defines if the texture must be serialized as well\r\n * @returns the JSON object\r\n */\r\n serialize(serializeTexture: boolean): any;\r\n /**\r\n * Rebuild the particle system\r\n */\r\n rebuild(): void;\r\n\r\n /** Force the system to rebuild all gradients that need to be resync */\r\n forceRefreshGradients(): void;\r\n\r\n /**\r\n * Starts the particle system and begins to emit\r\n * @param delay defines the delay in milliseconds before starting the system (0 by default)\r\n */\r\n start(delay?: number): void;\r\n\r\n /**\r\n * Stops the particle system.\r\n */\r\n stop(): void;\r\n\r\n /**\r\n * Remove all active particles\r\n */\r\n reset(): void;\r\n\r\n /**\r\n * Gets a boolean indicating that the system is stopping\r\n * @returns true if the system is currently stopping\r\n */\r\n isStopping(): boolean;\r\n\r\n /**\r\n * Is this system ready to be used/rendered\r\n * @returns true if the system is ready\r\n */\r\n isReady(): boolean;\r\n /**\r\n * Returns the string \"ParticleSystem\"\r\n * @returns a string containing the class name\r\n */\r\n getClassName(): string;\r\n /**\r\n * Gets the custom effect used to render the particles\r\n * @param blendMode Blend mode for which the effect should be retrieved\r\n * @returns The effect\r\n */\r\n getCustomEffect(blendMode: number): Nullable<Effect>;\r\n /**\r\n * Sets the custom effect used to render the particles\r\n * @param effect The effect to set\r\n * @param blendMode Blend mode for which the effect should be set\r\n */\r\n setCustomEffect(effect: Nullable<Effect>, blendMode: number): void;\r\n\r\n /**\r\n * Fill the defines array according to the current settings of the particle system\r\n * @param defines Array to be updated\r\n * @param blendMode blend mode to take into account when updating the array\r\n * @param fillImageProcessing fills the image processing defines\r\n */\r\n fillDefines(defines: Array<string>, blendMode: number, fillImageProcessing?: boolean): void;\r\n /**\r\n * Fill the uniforms, attributes and samplers arrays according to the current settings of the particle system\r\n * @param uniforms Uniforms array to fill\r\n * @param attributes Attributes array to fill\r\n * @param samplers Samplers array to fill\r\n */\r\n fillUniformsAttributesAndSamplerNames(uniforms: Array<string>, attributes: Array<string>, samplers: Array<string>): void;\r\n /**\r\n * Observable that will be called just before the particles are drawn\r\n */\r\n onBeforeDrawParticlesObservable: Observable<Nullable<Effect>>;\r\n /**\r\n * Gets the name of the particle vertex shader\r\n */\r\n vertexShaderName: string;\r\n\r\n /**\r\n * Gets the vertex buffers used by the particle system\r\n */\r\n vertexBuffers: Immutable<{ [key: string]: VertexBuffer }>;\r\n /**\r\n * Gets the index buffer used by the particle system (or null if no index buffer is used)\r\n */\r\n indexBuffer: Nullable<DataBuffer>;\r\n\r\n /**\r\n * Adds a new color gradient\r\n * @param gradient defines the gradient to use (between 0 and 1)\r\n * @param color1 defines the color to affect to the specified gradient\r\n * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from\r\n * @returns the current particle system\r\n */\r\n addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;\r\n /**\r\n * Remove a specific color gradient\r\n * @param gradient defines the gradient to remove\r\n * @returns the current particle system\r\n */\r\n removeColorGradient(gradient: number): IParticleSystem;\r\n /**\r\n * Adds a new size gradient\r\n * @param gradient defines the gradient to use (between 0 and 1)\r\n * @param factor defines the size factor to affect to the specified gradient\r\n * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from\r\n * @returns the current particle system\r\n */\r\n addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;\r\n /**\r\n * Remove a specific size gradient\r\n * @param gradient defines the gradient to remove\r\n * @returns the current particle system\r\n */\r\n removeSizeGradient(gradient: number): IParticleSystem;\r\n /**\r\n * Gets the current list of color gradients.\r\n * You must use addColorGradient and removeColorGradient to update this list\r\n * @returns the list of color gradients\r\n */\r\n getColorGradients(): Nullable<Array<ColorGradient>>;\r\n /**\r\n * Gets the current list of size gradients.\r\n * You must use addSizeGradient and removeSizeGradient to update this list\r\n * @returns the list of size gradients\r\n */\r\n getSizeGradients(): Nullable<Array<FactorGradient>>;\r\n /**\r\n * Gets the current list of angular speed gradients.\r\n * You must use addAngularSpeedGradient and removeAngularSpeedGradient to update this list\r\n * @returns the list of angular speed gradients\r\n */\r\n getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;\r\n /**\r\n * Adds a new angular speed gradient\r\n * @param gradient defines the gradient to use (between 0 and 1)\r\n * @param factor defines the angular speed to affect to the specified gradient\r\n * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from\r\n * @returns the current particle system\r\n */\r\n addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;\r\n /**\r\n * Remove a specific angular speed gradient\r\n * @param gradient defines the gradient to remove\r\n * @returns the current particle system\r\n */\r\n removeAngularSpeedGradient(gradient: number): IParticleSystem;\r\n /**\r\n * Gets the current list of velocity gradients.\r\n * You must use addVelocityGradient and removeVelocityGradient to update this list\r\n * @returns the list of velocity gradients\r\n */\r\n getVelocityGradients(): Nullable<Array<FactorGradient>>;\r\n /**\r\n * Adds a new velocity gradient\r\n * @param gradient defines the gradient to use (between 0 and 1)\r\n * @param factor defines the velocity to affect to the specified gradient\r\n * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from\r\n * @returns the current particle system\r\n */\r\n addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;\r\n /**\r\n * Remove a specific velocity gradient\r\n * @param gradient defines the gradient to remove\r\n * @returns the current particle system\r\n */\r\n removeVelocityGradient(gradient: number): IParticleSystem;\r\n /**\r\n * Gets the current list of limit velocity gradients.\r\n * You must use addLimitVelocityGradient and removeLimitVelocityGradient to update this list\r\n * @returns the list of limit velocity gradients\r\n */\r\n getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;\r\n /**\r\n * Adds a new limit velocity gradient\r\n * @param gradient defines the gradient to use (between 0 and 1)\r\n * @param factor defines the limit velocity to affect to the specified gradient\r\n * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from\r\n * @returns the current particle system\r\n */\r\n addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;\r\n /**\r\n * Remove a specific limit velocity gradient\r\n * @param gradient defines the gradient to remove\r\n * @returns the current particle system\r\n */\r\n removeLimitVelocityGradient(gradient: number): IParticleSystem;\r\n /**\r\n * Adds a new drag gradient\r\n * @param gradient defines the gradient to use (between 0 and 1)\r\n * @param factor defines the drag to affect to the specified gradient\r\n * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from\r\n * @returns the current particle system\r\n */\r\n addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;\r\n /**\r\n * Remove a specific drag gradient\r\n * @param gradient defines the gradient to remove\r\n * @returns the current particle system\r\n */\r\n removeDragGradient(gradient: number): IParticleSystem;\r\n /**\r\n * Gets the current list of drag gradients.\r\n * You must use addDragGradient and removeDragGradient to update this list\r\n * @returns the list of drag gradients\r\n */\r\n getDragGradients(): Nullable<Array<FactorGradient>>;\r\n /**\r\n * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)\r\n * @param gradient defines the gradient to use (between 0 and 1)\r\n * @param factor defines the emit rate to affect to the specified gradient\r\n * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from\r\n * @returns the current particle system\r\n */\r\n addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;\r\n /**\r\n * Remove a specific emit rate gradient\r\n * @param gradient defines the gradient to remove\r\n * @returns the current particle system\r\n */\r\n removeEmitRateGradient(gradient: number): IParticleSystem;\r\n /**\r\n * Gets the current list of emit rate gradients.\r\n * You must use addEmitRateGradient and removeEmitRateGradient to update this list\r\n * @returns the list of emit rate gradients\r\n */\r\n getEmitRateGradients(): Nullable<Array<FactorGradient>>;\r\n\r\n /**\r\n * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)\r\n * @param gradient defines the gradient to use (between 0 and 1)\r\n * @param factor defines the start size to affect to the specified gradient\r\n * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from\r\n * @returns the current particle system\r\n */\r\n addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;\r\n /**\r\n * Remove a specific start size gradient\r\n * @param gradient defines the gradient to remove\r\n * @returns the current particle system\r\n */\r\n removeStartSizeGradient(gradient: number): IParticleSystem;\r\n /**\r\n * Gets the current list of start size gradients.\r\n * You must use addStartSizeGradient and removeStartSizeGradient to update this list\r\n * @returns the list of start size gradients\r\n */\r\n getStartSizeGradients(): Nullable<Array<FactorGradient>>;\r\n\r\n /**\r\n * Adds a new life time gradient\r\n * @param gradient defines the gradient to use (between 0 and 1)\r\n * @param factor defines the life time factor to affect to the specified gradient\r\n * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from\r\n * @returns the current particle system\r\n */\r\n addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;\r\n /**\r\n * Remove a specific life time gradient\r\n * @param gradient defines the gradient to remove\r\n * @returns the current particle system\r\n */\r\n removeLifeTimeGradient(gradient: number): IParticleSystem;\r\n /**\r\n * Gets the current list of life time gradients.\r\n * You must use addLifeTimeGradient and removeLifeTimeGradient to update this list\r\n * @returns the list of life time gradients\r\n */\r\n getLifeTimeGradients(): Nullable<Array<FactorGradient>>;\r\n\r\n /**\r\n * Gets the current list of color gradients.\r\n * You must use addColorGradient and removeColorGradient to update this list\r\n * @returns the list of color gradients\r\n */\r\n getColorGradients(): Nullable<Array<ColorGradient>>;\r\n\r\n /**\r\n * Adds a new ramp gradient used to remap particle colors\r\n * @param gradient defines the gradient to use (between 0 and 1)\r\n * @param color defines the color to affect to the specified gradient\r\n * @returns the current particle system\r\n */\r\n addRampGradient(gradient: number, color: Color3): IParticleSystem;\r\n /**\r\n * Gets the current list of ramp gradients.\r\n * You must use addRampGradient and removeRampGradient to update this list\r\n * @returns the list of ramp gradients\r\n */\r\n getRampGradients(): Nullable<Array<Color3Gradient>>;\r\n\r\n /** Gets or sets a boolean indicating that ramp gradients must be used\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/particles/particle_system/ramps_and_blends\r\n */\r\n useRampGradients: boolean;\r\n\r\n /**\r\n * Adds a new color remap gradient\r\n * @param gradient defines the gradient to use (between 0 and 1)\r\n * @param min defines the color remap minimal range\r\n * @param max defines the color remap maximal range\r\n * @returns the current particle system\r\n */\r\n addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;\r\n /**\r\n * Gets the current list of color remap gradients.\r\n * You must use addColorRemapGradient and removeColorRemapGradient to update this list\r\n * @returns the list of color remap gradients\r\n */\r\n getColorRemapGradients(): Nullable<Array<FactorGradient>>;\r\n\r\n /**\r\n * Adds a new alpha remap gradient\r\n * @param gradient defines the gradient to use (between 0 and 1)\r\n * @param min defines the alpha remap minimal range\r\n * @param max defines the alpha remap maximal range\r\n * @returns the current particle system\r\n */\r\n addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;\r\n /**\r\n * Gets the current list of alpha remap gradients.\r\n * You must use addAlphaRemapGradient and removeAlphaRemapGradient to update this list\r\n * @returns the list of alpha remap gradients\r\n */\r\n getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;\r\n\r\n /**\r\n * Creates a Point Emitter for the particle system (emits directly from the emitter position)\r\n * @param direction1 Particles are emitted between the direction1 and direction2 from within the box\r\n * @param direction2 Particles are emitted between the direction1 and direction2 from within the box\r\n * @returns the emitter\r\n */\r\n createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;\r\n\r\n /**\r\n * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)\r\n * @param radius The radius of the hemisphere to emit from\r\n * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius\r\n * @returns the emitter\r\n */\r\n createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;\r\n\r\n /**\r\n * Creates a Sphere Emitter for the particle system (emits along the sphere radius)\r\n * @param radius The radius of the sphere to emit from\r\n * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius\r\n * @returns the emitter\r\n */\r\n createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;\r\n\r\n /**\r\n * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)\r\n * @param radius The radius of the sphere to emit from\r\n * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere\r\n * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere\r\n * @returns the emitter\r\n */\r\n createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;\r\n\r\n /**\r\n * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)\r\n * @param radius The radius of the emission cylinder\r\n * @param height The height of the emission cylinder\r\n * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius\r\n * @param directionRandomizer How much to randomize the particle direction [0-1]\r\n * @returns the emitter\r\n */\r\n createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;\r\n\r\n /**\r\n * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)\r\n * @param radius The radius of the cylinder to emit from\r\n * @param height The height of the emission cylinder\r\n * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)\r\n * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder\r\n * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder\r\n * @returns the emitter\r\n */\r\n createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): CylinderDirectedParticleEmitter;\r\n\r\n /**\r\n * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)\r\n * @param radius The radius of the cone to emit from\r\n * @param angle The base angle of the cone\r\n * @returns the emitter\r\n */\r\n createConeEmitter(radius: number, angle: number): ConeParticleEmitter;\r\n\r\n createDirectedConeEmitter(radius: number, angle: number, direction1: Vector3, direction2: Vector3): ConeDirectedParticleEmitter;\r\n\r\n /**\r\n * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)\r\n * @param direction1 Particles are emitted between the direction1 and direction2 from within the box\r\n * @param direction2 Particles are emitted between the direction1 and direction2 from within the box\r\n * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox\r\n * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox\r\n * @returns the emitter\r\n */\r\n createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;\r\n\r\n /**\r\n * Creates a Mesh Emitter for the particle system (emits from the surface of a mesh)\r\n * @param mesh The mesh to use as the emitter source\r\n * @returns the emitter\r\n */\r\n createMeshEmitter(mesh: Nullable<AbstractMesh>): MeshParticleEmitter;\r\n\r\n /**\r\n * Get hosting scene\r\n * @returns the scene\r\n */\r\n getScene(): Nullable<Scene>;\r\n}\r\n"]}
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@@ -21,6 +21,7 @@ import { type HemisphericParticleEmitter } from "./EmitterTypes/hemisphericParti
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import { type SphereDirectedParticleEmitter, type SphereParticleEmitter } from "./EmitterTypes/sphereParticleEmitter.js";
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import { type CylinderDirectedParticleEmitter, type CylinderParticleEmitter } from "./EmitterTypes/cylinderParticleEmitter.js";
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import { type ConeDirectedParticleEmitter, type ConeParticleEmitter } from "./EmitterTypes/coneParticleEmitter.js";
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import { type MeshParticleEmitter } from "./EmitterTypes/meshParticleEmitter.js";
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createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
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* Creates a Sphere Emitter for the particle system (emits along the sphere radius)
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* @param radius The radius of the sphere to emit from
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* @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
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+
* @returns the emitter
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*/
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createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
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/**
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@@ -584,6 +588,7 @@ export declare class BaseParticleSystem implements IClipPlanesHolder {
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* @param radius The radius of the sphere to emit from
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* @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
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* @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
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+
* @returns the emitter
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*/
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createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
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/**
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@@ -592,6 +597,7 @@ export declare class BaseParticleSystem implements IClipPlanesHolder {
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* @param height The height of the emission cylinder
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* @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
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* @param directionRandomizer How much to randomize the particle direction [0-1]
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+
* @returns the emitter
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*/
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createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
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/**
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@@ -601,28 +607,38 @@ export declare class BaseParticleSystem implements IClipPlanesHolder {
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* @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
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* @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
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* @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
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+
* @returns the emitter
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*/
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createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
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/**
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* Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
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* @param radius The radius of the cone to emit from
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* @param angle The base angle of the cone
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+
* @returns the emitter
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|
*/
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createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
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/**
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613
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-
* Creates a Cone Emitter for the particle system (emits
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+
* Creates a Directed Cone Emitter for the particle system (emits between direction1 and direction2)
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* @param radius The radius of the cone to emit from
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* @param angle The base angle of the cone
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* @param direction1 Particles are emitted between the direction1 and direction2 from within the cone
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* @param direction2 Particles are emitted between the direction1 and direction2 from within the cone
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+
* @returns the emitter
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*/
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createDirectedConeEmitter(radius?: number, angle?: number, direction1?: Vector3, direction2?: Vector3): ConeDirectedParticleEmitter;
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|
/**
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-
* Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from
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+
* Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from within the box defined by minEmitBox and maxEmitBox)
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622
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* @param direction1 Particles are emitted between the direction1 and direction2 from within the box
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* @param direction2 Particles are emitted between the direction1 and direction2 from within the box
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* @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
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* @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
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+
* @returns the emitter
|
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|
*/
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|
createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
|
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638
|
+
/**
|
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639
|
+
* Creates a Mesh Emitter for the particle system (emits from the surface of a mesh)
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640
|
+
* @param mesh The mesh to use as the emitter source
|
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641
|
+
* @returns the emitter
|
|
642
|
+
*/
|
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|
+
createMeshEmitter(mesh?: Nullable<AbstractMesh>): MeshParticleEmitter;
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|
}
|
|
@@ -5,6 +5,7 @@ import { FactorGradient } from "../Misc/gradients.js";
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5
5
|
import { Color4 } from "../Maths/math.color.js";
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6
6
|
import "../Engines/Extensions/engine.dynamicBuffer.js";
|
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7
7
|
import { RegisterClass } from "../Misc/typeStore.js";
|
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8
|
+
import { CreateBoxEmitter, CreateConeEmitter, CreateCylinderEmitter, CreateDirectedConeEmitter, CreateDirectedCylinderEmitter, CreateDirectedSphereEmitter, CreateHemisphericEmitter, CreateMeshEmitter, CreatePointEmitter, CreateSphereEmitter, } from "./particleSystem.functions.js";
|
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8
9
|
/**
|
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9
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|
* This represents the base class for particle system in Babylon.
|
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10
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|
* Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
|
|
@@ -681,34 +682,46 @@ export class BaseParticleSystem {
|
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|
* Creates a Point Emitter for the particle system (emits directly from the emitter position)
|
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|
* @param direction1 Particles are emitted between the direction1 and direction2 from within the box
|
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683
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|
* @param direction2 Particles are emitted between the direction1 and direction2 from within the box
|
|
685
|
+
* @returns the emitter
|
|
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|
*/
|
|
685
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|
createPointEmitter(direction1, direction2) {
|
|
686
|
-
|
|
688
|
+
const particleEmitter = CreatePointEmitter(direction1, direction2);
|
|
689
|
+
this.particleEmitterType = particleEmitter;
|
|
690
|
+
return particleEmitter;
|
|
687
691
|
}
|
|
688
692
|
/**
|
|
689
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|
* Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
|
|
690
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|
* @param radius The radius of the hemisphere to emit from
|
|
691
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|
* @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
|
|
696
|
+
* @returns the emitter
|
|
692
697
|
*/
|
|
693
698
|
createHemisphericEmitter(radius = 1, radiusRange = 1) {
|
|
694
|
-
|
|
699
|
+
const particleEmitter = CreateHemisphericEmitter(radius, radiusRange);
|
|
700
|
+
this.particleEmitterType = particleEmitter;
|
|
701
|
+
return particleEmitter;
|
|
695
702
|
}
|
|
696
703
|
/**
|
|
697
704
|
* Creates a Sphere Emitter for the particle system (emits along the sphere radius)
|
|
698
705
|
* @param radius The radius of the sphere to emit from
|
|
699
706
|
* @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
|
|
707
|
+
* @returns the emitter
|
|
700
708
|
*/
|
|
701
709
|
createSphereEmitter(radius = 1, radiusRange = 1) {
|
|
702
|
-
|
|
710
|
+
const particleEmitter = CreateSphereEmitter(radius, radiusRange);
|
|
711
|
+
this.particleEmitterType = particleEmitter;
|
|
712
|
+
return particleEmitter;
|
|
703
713
|
}
|
|
704
714
|
/**
|
|
705
715
|
* Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
|
|
706
716
|
* @param radius The radius of the sphere to emit from
|
|
707
717
|
* @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
|
|
708
718
|
* @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
|
|
719
|
+
* @returns the emitter
|
|
709
720
|
*/
|
|
710
721
|
createDirectedSphereEmitter(radius = 1, direction1 = new Vector3(0, 1.0, 0), direction2 = new Vector3(0, 1.0, 0)) {
|
|
711
|
-
|
|
722
|
+
const particleEmitter = CreateDirectedSphereEmitter(radius, direction1, direction2);
|
|
723
|
+
this.particleEmitterType = particleEmitter;
|
|
724
|
+
return particleEmitter;
|
|
712
725
|
}
|
|
713
726
|
/**
|
|
714
727
|
* Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
|
|
@@ -716,9 +729,12 @@ export class BaseParticleSystem {
|
|
|
716
729
|
* @param height The height of the emission cylinder
|
|
717
730
|
* @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
|
|
718
731
|
* @param directionRandomizer How much to randomize the particle direction [0-1]
|
|
732
|
+
* @returns the emitter
|
|
719
733
|
*/
|
|
720
734
|
createCylinderEmitter(radius = 1, height = 1, radiusRange = 1, directionRandomizer = 0) {
|
|
721
|
-
|
|
735
|
+
const particleEmitter = CreateCylinderEmitter(radius, height, radiusRange, directionRandomizer);
|
|
736
|
+
this.particleEmitterType = particleEmitter;
|
|
737
|
+
return particleEmitter;
|
|
722
738
|
}
|
|
723
739
|
/**
|
|
724
740
|
* Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
|
|
@@ -727,37 +743,63 @@ export class BaseParticleSystem {
|
|
|
727
743
|
* @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
|
|
728
744
|
* @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
|
|
729
745
|
* @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
|
|
746
|
+
* @returns the emitter
|
|
730
747
|
*/
|
|
731
748
|
createDirectedCylinderEmitter(radius = 1, height = 1, radiusRange = 1, direction1 = new Vector3(0, 1.0, 0), direction2 = new Vector3(0, 1.0, 0)) {
|
|
732
|
-
|
|
749
|
+
const particleEmitter = CreateDirectedCylinderEmitter(radius, height, radiusRange, direction1, direction2);
|
|
750
|
+
this.particleEmitterType = particleEmitter;
|
|
751
|
+
return particleEmitter;
|
|
733
752
|
}
|
|
734
753
|
/**
|
|
735
754
|
* Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
|
|
736
755
|
* @param radius The radius of the cone to emit from
|
|
737
756
|
* @param angle The base angle of the cone
|
|
757
|
+
* @returns the emitter
|
|
738
758
|
*/
|
|
739
759
|
createConeEmitter(radius = 1, angle = Math.PI / 4) {
|
|
740
|
-
|
|
760
|
+
const particleEmitter = CreateConeEmitter(radius, angle);
|
|
761
|
+
this.particleEmitterType = particleEmitter;
|
|
762
|
+
return particleEmitter;
|
|
741
763
|
}
|
|
742
764
|
/**
|
|
743
|
-
* Creates a Cone Emitter for the particle system (emits
|
|
765
|
+
* Creates a Directed Cone Emitter for the particle system (emits between direction1 and direction2)
|
|
744
766
|
* @param radius The radius of the cone to emit from
|
|
745
767
|
* @param angle The base angle of the cone
|
|
746
768
|
* @param direction1 Particles are emitted between the direction1 and direction2 from within the cone
|
|
747
769
|
* @param direction2 Particles are emitted between the direction1 and direction2 from within the cone
|
|
770
|
+
* @returns the emitter
|
|
748
771
|
*/
|
|
749
772
|
createDirectedConeEmitter(radius = 1, angle = Math.PI / 4, direction1 = new Vector3(0, 1.0, 0), direction2 = new Vector3(0, 1.0, 0)) {
|
|
750
|
-
|
|
773
|
+
const particleEmitter = CreateDirectedConeEmitter(radius, angle, direction1, direction2);
|
|
774
|
+
this.particleEmitterType = particleEmitter;
|
|
775
|
+
return particleEmitter;
|
|
751
776
|
}
|
|
752
777
|
/**
|
|
753
|
-
* Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from
|
|
778
|
+
* Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from within the box defined by minEmitBox and maxEmitBox)
|
|
754
779
|
* @param direction1 Particles are emitted between the direction1 and direction2 from within the box
|
|
755
780
|
* @param direction2 Particles are emitted between the direction1 and direction2 from within the box
|
|
756
781
|
* @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
|
|
757
782
|
* @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
|
|
783
|
+
* @returns the emitter
|
|
758
784
|
*/
|
|
759
785
|
createBoxEmitter(direction1, direction2, minEmitBox, maxEmitBox) {
|
|
760
|
-
|
|
786
|
+
const particleEmitter = CreateBoxEmitter();
|
|
787
|
+
this.particleEmitterType = particleEmitter;
|
|
788
|
+
this.direction1 = direction1;
|
|
789
|
+
this.direction2 = direction2;
|
|
790
|
+
this.minEmitBox = minEmitBox;
|
|
791
|
+
this.maxEmitBox = maxEmitBox;
|
|
792
|
+
return particleEmitter;
|
|
793
|
+
}
|
|
794
|
+
/**
|
|
795
|
+
* Creates a Mesh Emitter for the particle system (emits from the surface of a mesh)
|
|
796
|
+
* @param mesh The mesh to use as the emitter source
|
|
797
|
+
* @returns the emitter
|
|
798
|
+
*/
|
|
799
|
+
createMeshEmitter(mesh = null) {
|
|
800
|
+
const particleEmitter = CreateMeshEmitter(mesh);
|
|
801
|
+
this.particleEmitterType = particleEmitter;
|
|
802
|
+
return particleEmitter;
|
|
761
803
|
}
|
|
762
804
|
}
|
|
763
805
|
/**
|