@galacean/engine-core 2.0.0-alpha.11 → 2.0.0-alpha.13
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/dist/main.js
CHANGED
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@@ -4903,7 +4903,7 @@ var particle_common = "vec3 rotationByQuaternions(in vec3 v, in vec4 q) {\n r
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var velocity_over_lifetime_module = "#if defined(RENDERER_VOL_CONSTANT_MODE) || defined(RENDERER_VOL_CURVE_MODE)\n #define _VOL_MODULE_ENABLED\n#endif\n\n#ifdef _VOL_MODULE_ENABLED\n uniform int renderer_VOLSpace;\n\n #ifdef RENDERER_VOL_CONSTANT_MODE\n uniform vec3 renderer_VOLMaxConst;\n\n #ifdef RENDERER_VOL_IS_RANDOM_TWO\n uniform vec3 renderer_VOLMinConst;\n #endif\n #endif\n\n #ifdef RENDERER_VOL_CURVE_MODE\n uniform vec2 renderer_VOLMaxGradientX[4]; // x:time y:value\n uniform vec2 renderer_VOLMaxGradientY[4]; // x:time y:value\n uniform vec2 renderer_VOLMaxGradientZ[4]; // x:time y:value\n\n #ifdef RENDERER_VOL_IS_RANDOM_TWO\n uniform vec2 renderer_VOLMinGradientX[4]; // x:time y:value\n uniform vec2 renderer_VOLMinGradientY[4]; // x:time y:value\n uniform vec2 renderer_VOLMinGradientZ[4]; // x:time y:value\n #endif\n #endif\n\n\n vec3 computeVelocityPositionOffset(in float normalizedAge, in float age, out vec3 currentVelocity) {\n vec3 velocityPosition;\n\n #ifdef RENDERER_VOL_CONSTANT_MODE\n currentVelocity = renderer_VOLMaxConst;\n #ifdef RENDERER_VOL_IS_RANDOM_TWO\n currentVelocity = mix(renderer_VOLMinConst, currentVelocity, a_Random1.yzw);\n #endif\n\n velocityPosition = currentVelocity * age;\n #endif\n\n #ifdef RENDERER_VOL_CURVE_MODE\n velocityPosition = vec3(\n evaluateParticleCurveCumulative(renderer_VOLMaxGradientX, normalizedAge, currentVelocity.x),\n evaluateParticleCurveCumulative(renderer_VOLMaxGradientY, normalizedAge, currentVelocity.y),\n evaluateParticleCurveCumulative(renderer_VOLMaxGradientZ, normalizedAge, currentVelocity.z));\n\n #ifdef RENDERER_VOL_IS_RANDOM_TWO\n vec3 minCurrentVelocity;\n vec3 minVelocityPosition = vec3(\n evaluateParticleCurveCumulative(renderer_VOLMinGradientX, normalizedAge, minCurrentVelocity.x),\n evaluateParticleCurveCumulative(renderer_VOLMinGradientY, normalizedAge, minCurrentVelocity.y),\n evaluateParticleCurveCumulative(renderer_VOLMinGradientZ, normalizedAge, minCurrentVelocity.z));\n\n currentVelocity = mix(minCurrentVelocity, currentVelocity, a_Random1.yzw);\n velocityPosition = mix(minVelocityPosition, velocityPosition, a_Random1.yzw);\n #endif\n\n velocityPosition *= vec3(a_ShapePositionStartLifeTime.w);\n #endif\n return velocityPosition;\n }\n#endif\n"; // eslint-disable-line
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var rotation_over_lifetime_module = "#if defined(RENDERER_ROL_CONSTANT_MODE) || defined(RENDERER_ROL_CURVE_MODE)\n #ifdef RENDERER_ROL_CURVE_MODE\n uniform vec2 renderer_ROLMaxCurveZ[4];\n
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var rotation_over_lifetime_module = "#if defined(RENDERER_ROL_CONSTANT_MODE) || defined(RENDERER_ROL_CURVE_MODE)\n #ifdef RENDERER_ROL_CURVE_MODE\n uniform vec2 renderer_ROLMaxCurveZ[4];\n #ifdef RENDERER_ROL_IS_SEPARATE\n uniform vec2 renderer_ROLMaxCurveX[4];\n uniform vec2 renderer_ROLMaxCurveY[4];\n #endif\n #ifdef RENDERER_ROL_IS_RANDOM_TWO\n uniform vec2 renderer_ROLMinCurveZ[4];\n #ifdef RENDERER_ROL_IS_SEPARATE\n uniform vec2 renderer_ROLMinCurveX[4];\n uniform vec2 renderer_ROLMinCurveY[4];\n #endif\n #endif\n #else\n uniform vec3 renderer_ROLMaxConst;\n #ifdef RENDERER_ROL_IS_RANDOM_TWO\n uniform vec3 renderer_ROLMinConst;\n #endif\n #endif\n#endif\n\nfloat computeParticleRotationFloat(in float rotation, in float age, in float normalizedAge) {\n #if defined(RENDERER_ROL_CONSTANT_MODE) || defined(RENDERER_ROL_CURVE_MODE)\n #ifdef RENDERER_ROL_CURVE_MODE\n float currentValue;\n float lifeRotation = evaluateParticleCurveCumulative(renderer_ROLMaxCurveZ, normalizedAge, currentValue);\n #ifdef RENDERER_ROL_IS_RANDOM_TWO\n lifeRotation = mix(evaluateParticleCurveCumulative(renderer_ROLMinCurveZ, normalizedAge, currentValue), lifeRotation, a_Random0.w);\n #endif\n rotation += lifeRotation * a_ShapePositionStartLifeTime.w;\n #else\n float lifeRotation = renderer_ROLMaxConst.z;\n #ifdef RENDERER_ROL_IS_RANDOM_TWO\n lifeRotation = mix(renderer_ROLMinConst.z, lifeRotation, a_Random0.w);\n #endif\n rotation += lifeRotation * age;\n #endif\n #endif\n return rotation;\n}\n\n\n#if defined(RENDERER_MODE_MESH) && (defined(RENDERER_ROL_CONSTANT_MODE) || defined(RENDERER_ROL_CURVE_MODE))\nvec3 computeParticleRotationVec3(in vec3 rotation, in float age, in float normalizedAge) {\n #ifdef RENDERER_ROL_IS_SEPARATE\n #ifdef RENDERER_ROL_CONSTANT_MODE\n #ifdef RENDERER_ROL_IS_RANDOM_TWO\n vec3 ageRot = mix(renderer_ROLMinConst, renderer_ROLMaxConst, a_Random0.w) * age;\n #else\n vec3 ageRot = renderer_ROLMaxConst * age;\n #endif\n rotation += ageRot;\n #endif\n #ifdef RENDERER_ROL_CURVE_MODE\n float currentValue;\n float lifetime = a_ShapePositionStartLifeTime.w;\n #ifdef RENDERER_ROL_IS_RANDOM_TWO\n rotation += vec3(\n mix(evaluateParticleCurveCumulative(renderer_ROLMinCurveX, normalizedAge, currentValue),\n evaluateParticleCurveCumulative(renderer_ROLMaxCurveX, normalizedAge, currentValue), a_Random0.w),\n mix(evaluateParticleCurveCumulative(renderer_ROLMinCurveY, normalizedAge, currentValue),\n evaluateParticleCurveCumulative(renderer_ROLMaxCurveY, normalizedAge, currentValue), a_Random0.w),\n mix(evaluateParticleCurveCumulative(renderer_ROLMinCurveZ, normalizedAge, currentValue),\n evaluateParticleCurveCumulative(renderer_ROLMaxCurveZ, normalizedAge, currentValue), a_Random0.w)) * lifetime;\n #else\n rotation += vec3(\n evaluateParticleCurveCumulative(renderer_ROLMaxCurveX, normalizedAge, currentValue),\n evaluateParticleCurveCumulative(renderer_ROLMaxCurveY, normalizedAge, currentValue),\n evaluateParticleCurveCumulative(renderer_ROLMaxCurveZ, normalizedAge, currentValue)) * lifetime;\n #endif\n #endif\n #else\n #ifdef RENDERER_ROL_CONSTANT_MODE\n #ifdef RENDERER_ROL_IS_RANDOM_TWO\n float ageRot = mix(renderer_ROLMinConst.z, renderer_ROLMaxConst.z, a_Random0.w) * age;\n #else\n float ageRot = renderer_ROLMaxConst.z * age;\n #endif\n rotation += ageRot;\n #endif\n\n #ifdef RENDERER_ROL_CURVE_MODE\n float currentValue;\n float lifeRotation = evaluateParticleCurveCumulative(renderer_ROLMaxCurveZ, normalizedAge, currentValue);\n #ifdef RENDERER_ROL_IS_RANDOM_TWO\n lifeRotation = mix(evaluateParticleCurveCumulative(renderer_ROLMinCurveZ, normalizedAge, currentValue), lifeRotation, a_Random0.w);\n #endif\n rotation += lifeRotation * a_ShapePositionStartLifeTime.w;\n #endif\n #endif\n return rotation;\n}\n#endif\n"; // eslint-disable-line
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var size_over_lifetime_module = "#ifdef RENDERER_SOL_CURVE_MODE\n uniform vec2 renderer_SOLMaxCurveX[4]; // x:time y:value\n #ifdef RENDERER_SOL_IS_SEPARATE\n uniform vec2 renderer_SOLMaxCurveY[4]; // x:time y:value\n uniform vec2 renderer_SOLMaxCurveZ[4]; // x:time y:value\n #endif\n\n #ifdef RENDERER_SOL_IS_RANDOM_TWO\n uniform vec2 renderer_SOLMinCurveX[4]; // x:time y:value\n #ifdef RENDERER_SOL_IS_SEPARATE\n uniform vec2 renderer_SOLMinCurveY[4]; // x:time y:value\n uniform vec2 renderer_SOLMinCurveZ[4]; // x:time y:value\n #endif\n #endif\n#endif\n\nvec2 computeParticleSizeBillboard(in vec2 size, in float normalizedAge) {\n #ifdef RENDERER_SOL_CURVE_MODE\n float lifeSizeX = evaluateParticleCurve(renderer_SOLMaxCurveX, normalizedAge);\n #ifdef RENDERER_SOL_IS_RANDOM_TWO\n lifeSizeX = mix(evaluateParticleCurve(renderer_SOLMinCurveX, normalizedAge), lifeSizeX, a_Random0.z);\n #endif\n\n #ifdef RENDERER_SOL_IS_SEPARATE\n float lifeSizeY = evaluateParticleCurve(renderer_SOLMaxCurveY, normalizedAge);\n #ifdef RENDERER_SOL_IS_RANDOM_TWO\n lifeSizeY = mix(evaluateParticleCurve(renderer_SOLMinCurveY, normalizedAge), lifeSizeY, a_Random0.z);\n #endif\n size *= vec2(lifeSizeX, lifeSizeY);\n #else\n size *= lifeSizeX;\n #endif\n #endif\n return size;\n}\n\n#ifdef RENDERER_MODE_MESH\n vec3 computeParticleSizeMesh(in vec3 size, in float normalizedAge) {\n #ifdef RENDERER_SOL_CURVE\n size *= evaluateParticleCurve(renderer_SOLMaxCurveX, normalizedAge);\n #endif\n #ifdef RENDERER_SOL_RANDOM_CURVES\n size *= mix(evaluateParticleCurve(renderer_SOLMaxCurveX, normalizedAge),\n evaluateParticleCurve(u_SOLSizeGradientMax, normalizedAge),\n a_Random0.z);\n #endif\n #ifdef RENDERER_SOL_CURVE_SEPARATE\n size *= vec3(evaluateParticleCurve(renderer_SOLMinCurveX, normalizedAge),\n evaluateParticleCurve(renderer_SOLMinCurveY, normalizedAge),\n evaluateParticleCurve(renderer_SOLMinCurveZ, normalizedAge));\n #endif\n #ifdef RENDERER_SOL_RANDOM_CURVES_SEPARATE\n size *= vec3(mix(evaluateParticleCurve(renderer_SOLMinCurveX, normalizedAge),\n evaluateParticleCurve(renderer_SOLMaxCurveX, normalizedAge),\n a_Random0.z),\n mix(evaluateParticleCurve(renderer_SOLMinCurveY, normalizedAge),\n evaluateParticleCurve(renderer_SOLMaxCurveY, normalizedAge),\n a_Random0.z),\n mix(evaluateParticleCurve(renderer_SOLMinCurveZ, normalizedAge),\n evaluateParticleCurve(renderer_SOLMaxCurveZ, normalizedAge),\n a_Random0.z));\n #endif\n return size;\n }\n#endif"; // eslint-disable-line
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@@ -4913,15 +4913,15 @@ var texture_sheet_animation_module = "#if defined(RENDERER_TSA_FRAME_CURVE) || d
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var force_over_lifetime_module = "#if defined(RENDERER_FOL_CONSTANT_MODE) || defined(RENDERER_FOL_CURVE_MODE)\n #define _FOL_MODULE_ENABLED\n#endif\n\n#ifdef _FOL_MODULE_ENABLED\n attribute vec4 a_Random2;\n\n uniform int renderer_FOLSpace;\n\n #ifdef RENDERER_FOL_CONSTANT_MODE\n uniform vec3 renderer_FOLMaxConst;\n\n #ifdef RENDERER_FOL_IS_RANDOM_TWO\n uniform vec3 renderer_FOLMinConst;\n #endif\n\n #endif\n\n #ifdef RENDERER_FOL_CURVE_MODE\n uniform vec2 renderer_FOLMaxGradientX[4];\n uniform vec2 renderer_FOLMaxGradientY[4];\n uniform vec2 renderer_FOLMaxGradientZ[4];\n\n #ifdef RENDERER_FOL_IS_RANDOM_TWO\n uniform vec2 renderer_FOLMinGradientX[4];\n uniform vec2 renderer_FOLMinGradientY[4];\n uniform vec2 renderer_FOLMinGradientZ[4];\n #endif\n #endif\n\n // (tHat - t1) * (tHat - t1) * (tHat - t1) * (a2 - a1) / ((t2 - t1) * 6.0) + a1 * (tHat - t1) * (tHat - t1) * 0.5 + v1 * (tHat - t1);\n // to = tHat - t1; tr = t2 - t1\n float computeDisplacementIntegral(in float to, in float tr, in float a1, in float a2, in float v1) {\n return to * to * to * (a2 - a1) / (tr * 6.0) + a1 * to * to * 0.5 + v1 * to;\n }\n\n float evaluateForceParticleCurveCumulative(in vec2 keys[4], in float normalizedAge, out float velocityCumulative) {\n float cumulativeValue = 0.0;\n velocityCumulative = 0.0;\n\n for (int i = 1; i < 4; i++){\n vec2 key = keys[i];\n vec2 lastKey = keys[i - 1];\n float timeRange = (key.x - lastKey.x) * a_ShapePositionStartLifeTime.w;\n\n if (key.x >= normalizedAge){\n float timeOffset = (normalizedAge - lastKey.x) * a_ShapePositionStartLifeTime.w;\n cumulativeValue += computeDisplacementIntegral(timeOffset, timeRange, lastKey.y, key.y, velocityCumulative);\n\n float finalAcceleration = mix(lastKey.y, key.y, timeOffset / timeRange);\n velocityCumulative += 0.5 * timeOffset * (finalAcceleration + lastKey.y);\n break;\n } else { \n cumulativeValue += computeDisplacementIntegral(timeRange, timeRange, lastKey.y, key.y, velocityCumulative);\n velocityCumulative += 0.5 * timeRange * (lastKey.y + key.y);\n }\n }\n return cumulativeValue;\n }\n\n vec3 computeForcePositionOffset(in float normalizedAge, in float age, out vec3 velocityOffset) {\n vec3 forcePosition;\n\n #if defined(RENDERER_FOL_CONSTANT_MODE)\n vec3 forceAcceleration = renderer_FOLMaxConst;\n\n #ifdef RENDERER_FOL_IS_RANDOM_TWO\n forceAcceleration = mix(renderer_FOLMinConst, forceAcceleration, vec3(a_Random2.x, a_Random2.y, a_Random2.z));\n #endif\n\n velocityOffset = forceAcceleration * age;\n\n forcePosition = 0.5 * forceAcceleration * age * age;\n #elif defined(RENDERER_FOL_CURVE_MODE)\n forcePosition = vec3(\n evaluateForceParticleCurveCumulative(renderer_FOLMaxGradientX, normalizedAge, velocityOffset.x),\n evaluateForceParticleCurveCumulative(renderer_FOLMaxGradientY, normalizedAge, velocityOffset.y),\n evaluateForceParticleCurveCumulative(renderer_FOLMaxGradientZ, normalizedAge, velocityOffset.z)\n );\n #ifdef RENDERER_FOL_IS_RANDOM_TWO\n vec3 minVelocityOffset;\n\n forcePosition = vec3(\n mix(evaluateForceParticleCurveCumulative(renderer_FOLMinGradientX, normalizedAge, minVelocityOffset.x), forcePosition.x, a_Random2.x),\n mix(evaluateForceParticleCurveCumulative(renderer_FOLMinGradientY, normalizedAge, minVelocityOffset.y), forcePosition.y, a_Random2.y),\n mix(evaluateForceParticleCurveCumulative(renderer_FOLMinGradientZ, normalizedAge, minVelocityOffset.z), forcePosition.z, a_Random2.z)\n );\n\n velocityOffset = mix(minVelocityOffset, velocityOffset, vec3(a_Random2.x, a_Random2.y, a_Random2.z));\n #endif\n #endif\n return forcePosition;\n }\n#endif"; // eslint-disable-line
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var sphere_billboard = "#ifdef RENDERER_MODE_SPHERE_BILLBOARD\n\tvec2 corner = a_CornerTextureCoordinate.xy + renderer_PivotOffset.xy;\n\tvec3 sideVector = normalize(cross(camera_Forward, camera_Up));\n\tvec3 upVector = normalize(cross(sideVector, camera_Forward));\n\tcorner *= computeParticleSizeBillboard(a_StartSize.xy, normalizedAge);\n #if defined(RENDERER_ROL_CONSTANT_MODE) || defined(RENDERER_ROL_CURVE_MODE)\n if (renderer_ThreeDStartRotation) {\n vec3 rotation = vec3(a_StartRotation0.xy, computeParticleRotationFloat(a_StartRotation0.z, age, normalizedAge));\n center += renderer_SizeScale.xzy * rotationByEuler(corner.x * sideVector + corner.y * upVector, rotation);\n } else {\n float rot = computeParticleRotationFloat(a_StartRotation0.x, age, normalizedAge);\n float c = cos(rot);\n float s = sin(rot);\n mat2 rotation = mat2(c, -s, s, c);\n corner = rotation * corner;\n center += renderer_SizeScale.xzy * (corner.x * sideVector + corner.y * upVector);\n }\n #else\n if (renderer_ThreeDStartRotation) {\n center += renderer_SizeScale.xzy * rotationByEuler(corner.x * sideVector + corner.y * upVector, a_StartRotation0);\n } else {\n float c = cos(a_StartRotation0.x);\n float s = sin(a_StartRotation0.x);\n mat2 rotation = mat2(c, -s, s, c);\n corner = rotation * corner;\n center += renderer_SizeScale.xzy * (corner.x * sideVector + corner.y * upVector);\n }\n #endif\n#endif"; // eslint-disable-line
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var sphere_billboard = "#ifdef RENDERER_MODE_SPHERE_BILLBOARD\n\tvec2 corner = a_CornerTextureCoordinate.xy + renderer_PivotOffset.xy;\n\tvec3 sideVector = normalize(cross(camera_Forward, camera_Up));\n\tvec3 upVector = normalize(cross(sideVector, camera_Forward));\n\tcorner *= computeParticleSizeBillboard(a_StartSize.xy, normalizedAge);\n #if defined(RENDERER_ROL_CONSTANT_MODE) || defined(RENDERER_ROL_CURVE_MODE)\n if (renderer_ThreeDStartRotation) {\n vec3 rotation = radians(vec3(a_StartRotation0.xy, computeParticleRotationFloat(a_StartRotation0.z, age, normalizedAge)));\n center += renderer_SizeScale.xzy * rotationByEuler(corner.x * sideVector + corner.y * upVector, rotation);\n } else {\n float rot = radians(computeParticleRotationFloat(a_StartRotation0.x, age, normalizedAge));\n float c = cos(rot);\n float s = sin(rot);\n mat2 rotation = mat2(c, -s, s, c);\n corner = rotation * corner;\n center += renderer_SizeScale.xzy * (corner.x * sideVector + corner.y * upVector);\n }\n #else\n if (renderer_ThreeDStartRotation) {\n center += renderer_SizeScale.xzy * rotationByEuler(corner.x * sideVector + corner.y * upVector, radians(a_StartRotation0));\n } else {\n float c = cos(radians(a_StartRotation0.x));\n float s = sin(radians(a_StartRotation0.x));\n mat2 rotation = mat2(c, -s, s, c);\n corner = rotation * corner;\n center += renderer_SizeScale.xzy * (corner.x * sideVector + corner.y * upVector);\n }\n #endif\n#endif"; // eslint-disable-line
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var stretched_billboard = "#ifdef RENDERER_MODE_STRETCHED_BILLBOARD\n\tvec2 corner = a_CornerTextureCoordinate.xy + renderer_PivotOffset.xy;\n\tvec3 velocity = rotationByQuaternions(renderer_SizeScale * localVelocity, worldRotation) + worldVelocity;\n\tvec3 cameraUpVector = normalize(velocity);\n\tvec3 direction = normalize(center - camera_Position);\n\tvec3 sideVector = normalize(cross(direction, normalize(velocity)));\n\n\tsideVector = renderer_SizeScale.xzy * sideVector;\n\tcameraUpVector = length(vec3(renderer_SizeScale.x, 0.0, 0.0)) * cameraUpVector;\n\n\tvec2 size = computeParticleSizeBillboard(a_StartSize.xy, normalizedAge);\n\n\tconst mat2 rotationZHalfPI = mat2(0.0, -1.0, 1.0, 0.0);\n\tcorner = rotationZHalfPI * corner;\n\tcorner.y = corner.y - abs(corner.y);\n\n\tfloat speed = length(velocity); // TODO:\n\tcenter += sign(renderer_SizeScale.x) * (sign(renderer_StretchedBillboardLengthScale) * size.x * corner.x * sideVector\n\t + (speed * renderer_StretchedBillboardSpeedScale + size.y * renderer_StretchedBillboardLengthScale) * corner.y * cameraUpVector);\n#endif"; // eslint-disable-line
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var vertical_billboard = "#ifdef RENDERER_MODE_VERTICAL_BILLBOARD\n\tvec2 corner = a_CornerTextureCoordinate.xy + renderer_PivotOffset.xy; // Billboard模式z轴无效\n\tconst vec3 cameraUpVector = vec3(0.0, 1.0, 0.0);\n\tvec3 sideVector = normalize(cross(camera_Forward, cameraUpVector));\n\n\tfloat rot = computeParticleRotationFloat(a_StartRotation0.x, age, normalizedAge);\n\tfloat c = cos(rot);\n\tfloat s = sin(rot);\n\tmat2 rotation = mat2(c, -s, s, c);\n\tcorner = rotation * corner * cos(0.78539816339744830961566084581988); // TODO:临时缩小cos45,不确定U3D原因\n\tcorner *= computeParticleSizeBillboard(a_StartSize.xy, normalizedAge);\n\tcenter += renderer_SizeScale.xzy * (corner.x * sideVector + corner.y * cameraUpVector);\n#endif"; // eslint-disable-line
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var vertical_billboard = "#ifdef RENDERER_MODE_VERTICAL_BILLBOARD\n\tvec2 corner = a_CornerTextureCoordinate.xy + renderer_PivotOffset.xy; // Billboard模式z轴无效\n\tconst vec3 cameraUpVector = vec3(0.0, 1.0, 0.0);\n\tvec3 sideVector = normalize(cross(camera_Forward, cameraUpVector));\n\n\tfloat rot = radians(computeParticleRotationFloat(a_StartRotation0.x, age, normalizedAge));\n\tfloat c = cos(rot);\n\tfloat s = sin(rot);\n\tmat2 rotation = mat2(c, -s, s, c);\n\tcorner = rotation * corner * cos(0.78539816339744830961566084581988); // TODO:临时缩小cos45,不确定U3D原因\n\tcorner *= computeParticleSizeBillboard(a_StartSize.xy, normalizedAge);\n\tcenter += renderer_SizeScale.xzy * (corner.x * sideVector + corner.y * cameraUpVector);\n#endif"; // eslint-disable-line
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var horizontal_billboard = "#ifdef RENDERER_MODE_HORIZONTAL_BILLBOARD\n\tvec2 corner = a_CornerTextureCoordinate.xy + renderer_PivotOffset.xy; // Billboard模式z轴无效\n\tconst vec3 cameraUpVector = vec3(0.0, 0.0, 1.0);\n\tconst vec3 sideVector = vec3(-1.0, 0.0, 0.0);\n\n\tfloat rot = computeParticleRotationFloat(a_StartRotation0.x, age, normalizedAge);\n\tfloat c = cos(rot);\n\tfloat s = sin(rot);\n\tmat2 rotation = mat2(c, -s, s, c);\n\tcorner = rotation * corner * cos(0.78539816339744830961566084581988); // TODO:临时缩小cos45,不确定U3D原因\n\tcorner *= computeParticleSizeBillboard(a_StartSize.xy, normalizedAge);\n\tcenter += renderer_SizeScale.xzy * (corner.x * sideVector + corner.y * cameraUpVector);\n#endif"; // eslint-disable-line
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var horizontal_billboard = "#ifdef RENDERER_MODE_HORIZONTAL_BILLBOARD\n\tvec2 corner = a_CornerTextureCoordinate.xy + renderer_PivotOffset.xy; // Billboard模式z轴无效\n\tconst vec3 cameraUpVector = vec3(0.0, 0.0, 1.0);\n\tconst vec3 sideVector = vec3(-1.0, 0.0, 0.0);\n\n\tfloat rot = radians(computeParticleRotationFloat(a_StartRotation0.x, age, normalizedAge));\n\tfloat c = cos(rot);\n\tfloat s = sin(rot);\n\tmat2 rotation = mat2(c, -s, s, c);\n\tcorner = rotation * corner * cos(0.78539816339744830961566084581988); // TODO:临时缩小cos45,不确定U3D原因\n\tcorner *= computeParticleSizeBillboard(a_StartSize.xy, normalizedAge);\n\tcenter += renderer_SizeScale.xzy * (corner.x * sideVector + corner.y * cameraUpVector);\n#endif"; // eslint-disable-line
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var particle_mesh = "// Only support local alignment mode\n#ifdef RENDERER_MODE_MESH\n #if defined(RENDERER_ROL_CONSTANT_MODE) || defined(RENDERER_ROL_CURVE_MODE)\n #define RENDERER_ROL_ENABLED\n #endif\n\n\tvec3 size = computeParticleSizeMesh(a_StartSize, normalizedAge);\n\n bool is3DRotation = renderer_ThreeDStartRotation;\n #if defined(RENDERER_ROL_ENABLED) && defined(RENDERER_ROL_IS_SEPARATE)\n is3DRotation = true;\n #endif\n\n if (is3DRotation) {\n #ifdef RENDERER_ROL_ENABLED\n vec3 startRotation = renderer_ThreeDStartRotation ? a_StartRotation0 : vec3(0.0, 0.0, a_StartRotation0.x);\n vec3 rotation = computeParticleRotationVec3(startRotation, age, normalizedAge);\n #else\n vec3 rotation = a_StartRotation0;\n #endif\n // 3D Start Rotation is same in local and world simulation space\n center += rotationByQuaternions(renderer_SizeScale * rotationByEuler(POSITION * size, rotation), worldRotation);\n } else {\n #ifdef RENDERER_ROL_ENABLED\n float angle = computeParticleRotationFloat(a_StartRotation0.x, age, normalizedAge);\n #else\n float angle = a_StartRotation0.x;\n #endif\n #ifdef RENDERER_EMISSION_SHAPE\n // Axis is side vector of emit position look at zero\n vec3 axis = vec3(a_ShapePositionStartLifeTime.xy, 0.0);\n if (renderer_SimulationSpace == 1){\n axis = rotationByQuaternions(axis, worldRotation);\n }\n vec3 crossResult = cross(axis, vec3(0.0, 0.0, -1.0));\n float crossLen = length(crossResult);\n vec3 rotateAxis = crossLen > 0.0001 ? crossResult / crossLen : vec3(0.0, 1.0, 0.0);\n #else\n // Axis is negative z\n vec3 rotateAxis = vec3(0.0, 0.0, -1.0);\n #endif\n center += rotationByQuaternions(renderer_SizeScale *rotationByAxis(POSITION * size, rotateAxis, angle), worldRotation);\n }\n #ifdef RENDERER_ENABLE_VERTEXCOLOR\n\t\tv_MeshColor = COLOR_0;\n\t#endif\n#endif"; // eslint-disable-line
|
|
4924
|
+
var particle_mesh = "// Only support local alignment mode\n#ifdef RENDERER_MODE_MESH\n #if defined(RENDERER_ROL_CONSTANT_MODE) || defined(RENDERER_ROL_CURVE_MODE)\n #define RENDERER_ROL_ENABLED\n #endif\n\n\tvec3 size = computeParticleSizeMesh(a_StartSize, normalizedAge);\n\n bool is3DRotation = renderer_ThreeDStartRotation;\n #if defined(RENDERER_ROL_ENABLED) && defined(RENDERER_ROL_IS_SEPARATE)\n is3DRotation = true;\n #endif\n\n if (is3DRotation) {\n #ifdef RENDERER_ROL_ENABLED\n vec3 startRotation = renderer_ThreeDStartRotation ? a_StartRotation0 : vec3(0.0, 0.0, a_StartRotation0.x);\n vec3 rotation = radians(computeParticleRotationVec3(startRotation, age, normalizedAge));\n #else\n vec3 rotation = radians(a_StartRotation0);\n #endif\n // 3D Start Rotation is same in local and world simulation space\n center += rotationByQuaternions(renderer_SizeScale * rotationByEuler(POSITION * size, rotation), worldRotation);\n } else {\n #ifdef RENDERER_ROL_ENABLED\n float angle = radians(computeParticleRotationFloat(a_StartRotation0.x, age, normalizedAge));\n #else\n float angle = radians(a_StartRotation0.x);\n #endif\n #ifdef RENDERER_EMISSION_SHAPE\n // Axis is side vector of emit position look at zero\n vec3 axis = vec3(a_ShapePositionStartLifeTime.xy, 0.0);\n if (renderer_SimulationSpace == 1){\n axis = rotationByQuaternions(axis, worldRotation);\n }\n vec3 crossResult = cross(axis, vec3(0.0, 0.0, -1.0));\n float crossLen = length(crossResult);\n vec3 rotateAxis = crossLen > 0.0001 ? crossResult / crossLen : vec3(0.0, 1.0, 0.0);\n #else\n // Axis is negative z\n vec3 rotateAxis = vec3(0.0, 0.0, -1.0);\n #endif\n center += rotationByQuaternions(renderer_SizeScale *rotationByAxis(POSITION * size, rotateAxis, angle), worldRotation);\n }\n #ifdef RENDERER_ENABLE_VERTEXCOLOR\n\t\tv_MeshColor = COLOR_0;\n\t#endif\n#endif"; // eslint-disable-line
|
|
4925
4925
|
|
|
4926
4926
|
var ParticleShaderLib = {
|
|
4927
4927
|
particle_common: particle_common,
|
|
@@ -34371,9 +34371,9 @@ var MainModule = /*#__PURE__*/ function() {
|
|
|
34371
34371
|
/** Specifies whether the Particle Generator loops. */ this.isLoop = true;
|
|
34372
34372
|
/** Start delay in seconds. */ this.startDelay = new ParticleCompositeCurve(0);
|
|
34373
34373
|
/** A flag to enable 3D particle rotation, when disabled, only `startRotationZ` is used. */ this.startRotation3D = false;
|
|
34374
|
-
/** The initial rotation of particles around the x-axis when emitted
|
|
34375
|
-
/** The initial rotation of particles around the y-axis when emitted. */ this.startRotationY = new ParticleCompositeCurve(0);
|
|
34376
|
-
/** The initial rotation of particles around the z-axis when emitted. */ this.startRotationZ = new ParticleCompositeCurve(0);
|
|
34374
|
+
/** The initial rotation of particles around the x-axis when emitted, in degrees. */ this.startRotationX = new ParticleCompositeCurve(0);
|
|
34375
|
+
/** The initial rotation of particles around the y-axis when emitted, in degrees. */ this.startRotationY = new ParticleCompositeCurve(0);
|
|
34376
|
+
/** The initial rotation of particles around the z-axis when emitted, in degrees. */ this.startRotationZ = new ParticleCompositeCurve(0);
|
|
34377
34377
|
/** Makes some particles spin in the opposite direction. */ this.flipRotation = 0;
|
|
34378
34378
|
/** The mode of start color */ this.startColor = new ParticleCompositeGradient(new engineMath.Color(1, 1, 1, 1));
|
|
34379
34379
|
/** A scale that this Particle Generator applies to gravity, defined by Physics.gravity. */ /** Override the default playback speed of the Particle Generator. */ this.simulationSpeed = 1.0;
|
|
@@ -34695,7 +34695,7 @@ __decorate([
|
|
|
34695
34695
|
_inherits(RotationOverLifetimeModule, ParticleGeneratorModule);
|
|
34696
34696
|
function RotationOverLifetimeModule() {
|
|
34697
34697
|
var _this;
|
|
34698
|
-
_this = ParticleGeneratorModule.apply(this, arguments) || this, /** Specifies whether the rotation is separate on each axis, when disabled, only `rotationZ` is used. */ _this.separateAxes = false, /** Rotation over lifetime for
|
|
34698
|
+
_this = ParticleGeneratorModule.apply(this, arguments) || this, /** Specifies whether the rotation is separate on each axis, when disabled, only `rotationZ` is used. */ _this.separateAxes = false, /** Rotation over lifetime for x axis, in degrees. */ _this.rotationX = new ParticleCompositeCurve(0), /** Rotation over lifetime for y axis, in degrees. */ _this.rotationY = new ParticleCompositeCurve(0), /** Rotation over lifetime for z axis, in degrees. */ _this.rotationZ = new ParticleCompositeCurve(45), /** @internal */ _this._rotationRand = new engineMath.Rand(0, ParticleRandomSubSeeds.RotationOverLifetime), _this._rotationMinConstant = new engineMath.Vector3(), _this._rotationMaxConstant = new engineMath.Vector3();
|
|
34699
34699
|
return _this;
|
|
34700
34700
|
}
|
|
34701
34701
|
var _proto = RotationOverLifetimeModule.prototype;
|
|
@@ -34729,11 +34729,11 @@ __decorate([
|
|
|
34729
34729
|
modeMacro = RotationOverLifetimeModule._curveModeMacro;
|
|
34730
34730
|
} else {
|
|
34731
34731
|
var constantMax = this._rotationMaxConstant;
|
|
34732
|
-
constantMax.set(
|
|
34732
|
+
constantMax.set(rotationX.constantMax, rotationY.constantMax, rotationZ.constantMax);
|
|
34733
34733
|
shaderData.setVector3(RotationOverLifetimeModule._maxConstantProperty, constantMax);
|
|
34734
34734
|
if (separateAxes ? rotationX.mode === ParticleCurveMode.TwoConstants && rotationY.mode === ParticleCurveMode.TwoConstants && rotationZ.mode === ParticleCurveMode.TwoConstants : rotationZ.mode === ParticleCurveMode.TwoConstants) {
|
|
34735
34735
|
var constantMin = this._rotationMinConstant;
|
|
34736
|
-
constantMin.set(
|
|
34736
|
+
constantMin.set(rotationX.constantMin, rotationY.constantMin, rotationZ.constantMin);
|
|
34737
34737
|
shaderData.setVector3(RotationOverLifetimeModule._minConstantProperty, constantMin);
|
|
34738
34738
|
isRandomTwoMacro = RotationOverLifetimeModule._isRandomTwoMacro;
|
|
34739
34739
|
}
|
|
@@ -35890,10 +35890,10 @@ __decorate([
|
|
|
35890
35890
|
if (this._renderer.renderMode !== ParticleRenderMode.Mesh) {
|
|
35891
35891
|
isFlip = !isFlip;
|
|
35892
35892
|
}
|
|
35893
|
-
var rotationZ =
|
|
35893
|
+
var rotationZ = main.startRotationZ.evaluate(undefined, startRotationRand.random());
|
|
35894
35894
|
if (main.startRotation3D) {
|
|
35895
|
-
var rotationX =
|
|
35896
|
-
var rotationY =
|
|
35895
|
+
var rotationX = main.startRotationX.evaluate(undefined, startRotationRand.random());
|
|
35896
|
+
var rotationY = main.startRotationY.evaluate(undefined, startRotationRand.random());
|
|
35897
35897
|
instanceVertices[offset + 15] = isFlip ? -rotationX : rotationX;
|
|
35898
35898
|
instanceVertices[offset + 16] = isFlip ? -rotationY : rotationY;
|
|
35899
35899
|
instanceVertices[offset + 17] = isFlip ? -rotationZ : rotationZ;
|