@galacean/engine-core 2.0.0-alpha.17 → 2.0.0-alpha.19

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
@@ -4916,7 +4916,7 @@ 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 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 limit_velocity_over_lifetime_module = "#ifdef RENDERER_LVL_MODULE_ENABLED\n uniform int renderer_LVLSpace;\n uniform float renderer_LVLDampen;\n\n // Scalar limit\n #ifndef RENDERER_LVL_SEPARATE_AXES\n #ifdef RENDERER_LVL_LIMIT_CONSTANT_MODE\n uniform float renderer_LVLLimitMaxConst;\n #ifdef RENDERER_LVL_LIMIT_IS_RANDOM_TWO\n uniform float renderer_LVLLimitMinConst;\n #endif\n #endif\n #ifdef RENDERER_LVL_LIMIT_CURVE_MODE\n uniform vec2 renderer_LVLLimitMaxCurve[4];\n #ifdef RENDERER_LVL_LIMIT_IS_RANDOM_TWO\n uniform vec2 renderer_LVLLimitMinCurve[4];\n #endif\n #endif\n #endif\n\n // Per-axis limit\n #ifdef RENDERER_LVL_SEPARATE_AXES\n #ifdef RENDERER_LVL_LIMIT_CONSTANT_MODE\n uniform vec3 renderer_LVLLimitMaxConstVector;\n #ifdef RENDERER_LVL_LIMIT_IS_RANDOM_TWO\n uniform vec3 renderer_LVLLimitMinConstVector;\n #endif\n #endif\n #ifdef RENDERER_LVL_LIMIT_CURVE_MODE\n uniform vec2 renderer_LVLLimitXMaxCurve[4];\n uniform vec2 renderer_LVLLimitYMaxCurve[4];\n uniform vec2 renderer_LVLLimitZMaxCurve[4];\n #ifdef RENDERER_LVL_LIMIT_IS_RANDOM_TWO\n uniform vec2 renderer_LVLLimitXMinCurve[4];\n uniform vec2 renderer_LVLLimitYMinCurve[4];\n uniform vec2 renderer_LVLLimitZMinCurve[4];\n #endif\n #endif\n #endif\n\n // Drag curve\n #ifdef RENDERER_LVL_DRAG_CURVE_MODE\n uniform vec2 renderer_LVLDragMaxCurve[4];\n #ifdef RENDERER_LVL_DRAG_IS_RANDOM_TWO\n uniform vec2 renderer_LVLDragMinCurve[4];\n #endif\n #endif\n\n float evaluateLVLDrag(float normalizedAge, float dragRand) {\n #ifdef RENDERER_LVL_DRAG_CURVE_MODE\n float dragMax = evaluateParticleCurve(renderer_LVLDragMaxCurve, normalizedAge);\n #ifdef RENDERER_LVL_DRAG_IS_RANDOM_TWO\n float dragMin = evaluateParticleCurve(renderer_LVLDragMinCurve, normalizedAge);\n return mix(dragMin, dragMax, dragRand);\n #else\n return dragMax;\n #endif\n #else\n return mix(renderer_LVLDragConstant.x, renderer_LVLDragConstant.y, dragRand);\n #endif\n }\n\n vec3 applyLVLSpeedLimitTF(vec3 velocity, float normalizedAge, float limitRand, float effectiveDampen) {\n #ifdef RENDERER_LVL_SEPARATE_AXES\n vec3 limitValue;\n #ifdef RENDERER_LVL_LIMIT_CONSTANT_MODE\n limitValue = renderer_LVLLimitMaxConstVector;\n #ifdef RENDERER_LVL_LIMIT_IS_RANDOM_TWO\n limitValue = mix(renderer_LVLLimitMinConstVector, limitValue, limitRand);\n #endif\n #endif\n #ifdef RENDERER_LVL_LIMIT_CURVE_MODE\n limitValue = vec3(\n evaluateParticleCurve(renderer_LVLLimitXMaxCurve, normalizedAge),\n evaluateParticleCurve(renderer_LVLLimitYMaxCurve, normalizedAge),\n evaluateParticleCurve(renderer_LVLLimitZMaxCurve, normalizedAge)\n );\n #ifdef RENDERER_LVL_LIMIT_IS_RANDOM_TWO\n vec3 minLimitValue = vec3(\n evaluateParticleCurve(renderer_LVLLimitXMinCurve, normalizedAge),\n evaluateParticleCurve(renderer_LVLLimitYMinCurve, normalizedAge),\n evaluateParticleCurve(renderer_LVLLimitZMinCurve, normalizedAge)\n );\n limitValue = mix(minLimitValue, limitValue, limitRand);\n #endif\n #endif\n\n vec3 absVel = abs(velocity);\n vec3 excess = max(absVel - limitValue, vec3(0.0));\n velocity = sign(velocity) * (absVel - excess * effectiveDampen);\n #else\n float limitValue;\n #ifdef RENDERER_LVL_LIMIT_CONSTANT_MODE\n limitValue = renderer_LVLLimitMaxConst;\n #ifdef RENDERER_LVL_LIMIT_IS_RANDOM_TWO\n limitValue = mix(renderer_LVLLimitMinConst, limitValue, limitRand);\n #endif\n #endif\n #ifdef RENDERER_LVL_LIMIT_CURVE_MODE\n limitValue = evaluateParticleCurve(renderer_LVLLimitMaxCurve, normalizedAge);\n #ifdef RENDERER_LVL_LIMIT_IS_RANDOM_TWO\n float minLimitValue = evaluateParticleCurve(renderer_LVLLimitMinCurve, normalizedAge);\n limitValue = mix(minLimitValue, limitValue, limitRand);\n #endif\n #endif\n\n float speed = length(velocity);\n if (speed > limitValue && speed > 0.0) {\n float excess = speed - limitValue;\n velocity = velocity * ((speed - excess * effectiveDampen) / speed);\n }\n #endif\n return velocity;\n }\n\n#endif\n"; // eslint-disable-line
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+ var limit_velocity_over_lifetime_module = "#ifdef RENDERER_LVL_MODULE_ENABLED\n uniform int renderer_LVLSpace;\n uniform float renderer_LVLDampen;\n\n // Scalar limit\n #ifndef RENDERER_LVL_SEPARATE_AXES\n #ifdef RENDERER_LVL_SPEED_CONSTANT_MODE\n uniform float renderer_LVLSpeedMaxConst;\n #ifdef RENDERER_LVL_SPEED_IS_RANDOM_TWO\n uniform float renderer_LVLSpeedMinConst;\n #endif\n #endif\n #ifdef RENDERER_LVL_SPEED_CURVE_MODE\n uniform vec2 renderer_LVLSpeedMaxCurve[4];\n #ifdef RENDERER_LVL_SPEED_IS_RANDOM_TWO\n uniform vec2 renderer_LVLSpeedMinCurve[4];\n #endif\n #endif\n #endif\n\n // Per-axis limit\n #ifdef RENDERER_LVL_SEPARATE_AXES\n #ifdef RENDERER_LVL_SPEED_CONSTANT_MODE\n uniform vec3 renderer_LVLSpeedMaxConstVector;\n #ifdef RENDERER_LVL_SPEED_IS_RANDOM_TWO\n uniform vec3 renderer_LVLSpeedMinConstVector;\n #endif\n #endif\n #ifdef RENDERER_LVL_SPEED_CURVE_MODE\n uniform vec2 renderer_LVLSpeedXMaxCurve[4];\n uniform vec2 renderer_LVLSpeedYMaxCurve[4];\n uniform vec2 renderer_LVLSpeedZMaxCurve[4];\n #ifdef RENDERER_LVL_SPEED_IS_RANDOM_TWO\n uniform vec2 renderer_LVLSpeedXMinCurve[4];\n uniform vec2 renderer_LVLSpeedYMinCurve[4];\n uniform vec2 renderer_LVLSpeedZMinCurve[4];\n #endif\n #endif\n #endif\n\n // Drag curve\n #ifdef RENDERER_LVL_DRAG_CURVE_MODE\n uniform vec2 renderer_LVLDragMaxCurve[4];\n #ifdef RENDERER_LVL_DRAG_IS_RANDOM_TWO\n uniform vec2 renderer_LVLDragMinCurve[4];\n #endif\n #endif\n\n float evaluateLVLDrag(float normalizedAge, float dragRand) {\n #ifdef RENDERER_LVL_DRAG_CURVE_MODE\n float dragMax = evaluateParticleCurve(renderer_LVLDragMaxCurve, normalizedAge);\n #ifdef RENDERER_LVL_DRAG_IS_RANDOM_TWO\n float dragMin = evaluateParticleCurve(renderer_LVLDragMinCurve, normalizedAge);\n return mix(dragMin, dragMax, dragRand);\n #else\n return dragMax;\n #endif\n #else\n return mix(renderer_LVLDragConstant.x, renderer_LVLDragConstant.y, dragRand);\n #endif\n }\n\n vec3 applyLVLSpeedLimitTF(vec3 velocity, float normalizedAge, float limitRand, float effectiveDampen) {\n #ifdef RENDERER_LVL_SEPARATE_AXES\n vec3 limitSpeed;\n #ifdef RENDERER_LVL_SPEED_CONSTANT_MODE\n limitSpeed = renderer_LVLSpeedMaxConstVector;\n #ifdef RENDERER_LVL_SPEED_IS_RANDOM_TWO\n limitSpeed = mix(renderer_LVLSpeedMinConstVector, limitSpeed, limitRand);\n #endif\n #endif\n #ifdef RENDERER_LVL_SPEED_CURVE_MODE\n limitSpeed = vec3(\n evaluateParticleCurve(renderer_LVLSpeedXMaxCurve, normalizedAge),\n evaluateParticleCurve(renderer_LVLSpeedYMaxCurve, normalizedAge),\n evaluateParticleCurve(renderer_LVLSpeedZMaxCurve, normalizedAge)\n );\n #ifdef RENDERER_LVL_SPEED_IS_RANDOM_TWO\n vec3 minLimitSpeed = vec3(\n evaluateParticleCurve(renderer_LVLSpeedXMinCurve, normalizedAge),\n evaluateParticleCurve(renderer_LVLSpeedYMinCurve, normalizedAge),\n evaluateParticleCurve(renderer_LVLSpeedZMinCurve, normalizedAge)\n );\n limitSpeed = mix(minLimitSpeed, limitSpeed, limitRand);\n #endif\n #endif\n\n vec3 absVel = abs(velocity);\n vec3 excess = max(absVel - limitSpeed, vec3(0.0));\n velocity = sign(velocity) * (absVel - excess * effectiveDampen);\n #else\n float limitSpeed;\n #ifdef RENDERER_LVL_SPEED_CONSTANT_MODE\n limitSpeed = renderer_LVLSpeedMaxConst;\n #ifdef RENDERER_LVL_SPEED_IS_RANDOM_TWO\n limitSpeed = mix(renderer_LVLSpeedMinConst, limitSpeed, limitRand);\n #endif\n #endif\n #ifdef RENDERER_LVL_SPEED_CURVE_MODE\n limitSpeed = evaluateParticleCurve(renderer_LVLSpeedMaxCurve, normalizedAge);\n #ifdef RENDERER_LVL_SPEED_IS_RANDOM_TWO\n float minLimitSpeed = evaluateParticleCurve(renderer_LVLSpeedMinCurve, normalizedAge);\n limitSpeed = mix(minLimitSpeed, limitSpeed, limitRand);\n #endif\n #endif\n\n float speed = length(velocity);\n if (speed > limitSpeed && speed > 0.0) {\n float excess = speed - limitSpeed;\n velocity = velocity * ((speed - excess * effectiveDampen) / speed);\n }\n #endif\n return velocity;\n }\n\n#endif\n"; // eslint-disable-line
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  var particle_feedback_simulation = "// Transform Feedback update shader for particle simulation.\n// Update order: VOL/FOL → Dampen → Drag → Position.\n// Runs once per particle per frame (no rasterization).\n\n// Previous frame TF data\nattribute vec3 a_FeedbackPosition;\nattribute vec3 a_FeedbackVelocity;\n\n// Per-particle instance data\nattribute vec4 a_ShapePositionStartLifeTime;\nattribute vec4 a_DirectionTime;\nattribute vec3 a_StartSize;\nattribute float a_StartSpeed;\nattribute vec4 a_Random0;\nattribute vec4 a_Random1;\nattribute vec3 a_SimulationWorldPosition;\nattribute vec4 a_SimulationWorldRotation;\nattribute vec4 a_Random2;\n\n// Uniforms\nuniform float renderer_CurrentTime;\nuniform float renderer_DeltaTime;\nuniform vec3 renderer_Gravity;\nuniform vec2 renderer_LVLDragConstant;\nuniform vec3 renderer_WorldPosition;\nuniform vec4 renderer_WorldRotation;\nuniform int renderer_SimulationSpace;\n\n// TF outputs\nvarying vec3 v_FeedbackPosition;\nvarying vec3 v_FeedbackVelocity;\n\n#include <particle_common>\n#include <velocity_over_lifetime_module>\n#include <force_over_lifetime_module>\n#include <limit_velocity_over_lifetime_module>\n\n// Get VOL instantaneous velocity at normalizedAge\nvec3 getVOLVelocity(float normalizedAge) {\n vec3 vel = vec3(0.0);\n #ifdef _VOL_MODULE_ENABLED\n #ifdef RENDERER_VOL_CONSTANT_MODE\n vel = renderer_VOLMaxConst;\n #ifdef RENDERER_VOL_IS_RANDOM_TWO\n vel = mix(renderer_VOLMinConst, vel, a_Random1.yzw);\n #endif\n #endif\n #ifdef RENDERER_VOL_CURVE_MODE\n vel = vec3(\n evaluateParticleCurve(renderer_VOLMaxGradientX, normalizedAge),\n evaluateParticleCurve(renderer_VOLMaxGradientY, normalizedAge),\n evaluateParticleCurve(renderer_VOLMaxGradientZ, normalizedAge)\n );\n #ifdef RENDERER_VOL_IS_RANDOM_TWO\n vec3 minVel = vec3(\n evaluateParticleCurve(renderer_VOLMinGradientX, normalizedAge),\n evaluateParticleCurve(renderer_VOLMinGradientY, normalizedAge),\n evaluateParticleCurve(renderer_VOLMinGradientZ, normalizedAge)\n );\n vel = mix(minVel, vel, a_Random1.yzw);\n #endif\n #endif\n #endif\n return vel;\n}\n\n// Get FOL instantaneous acceleration at normalizedAge\nvec3 getFOLAcceleration(float normalizedAge) {\n vec3 acc = vec3(0.0);\n #ifdef _FOL_MODULE_ENABLED\n #ifdef RENDERER_FOL_CONSTANT_MODE\n acc = renderer_FOLMaxConst;\n #ifdef RENDERER_FOL_IS_RANDOM_TWO\n acc = mix(renderer_FOLMinConst, acc, vec3(a_Random2.x, a_Random2.y, a_Random2.z));\n #endif\n #endif\n #ifdef RENDERER_FOL_CURVE_MODE\n acc = vec3(\n evaluateParticleCurve(renderer_FOLMaxGradientX, normalizedAge),\n evaluateParticleCurve(renderer_FOLMaxGradientY, normalizedAge),\n evaluateParticleCurve(renderer_FOLMaxGradientZ, normalizedAge)\n );\n #ifdef RENDERER_FOL_IS_RANDOM_TWO\n vec3 minAcc = vec3(\n evaluateParticleCurve(renderer_FOLMinGradientX, normalizedAge),\n evaluateParticleCurve(renderer_FOLMinGradientY, normalizedAge),\n evaluateParticleCurve(renderer_FOLMinGradientZ, normalizedAge)\n );\n acc = mix(minAcc, acc, vec3(a_Random2.x, a_Random2.y, a_Random2.z));\n #endif\n #endif\n #endif\n return acc;\n}\n\nvoid main() {\n float age = renderer_CurrentTime - a_DirectionTime.w;\n float lifetime = a_ShapePositionStartLifeTime.w;\n float normalizedAge = age / lifetime;\n // Clamp to age on the first TF pass: particles emitted mid-frame have age < dt,\n // so using the full dt would over-integrate. Subsequent passes are unaffected (age >= dt).\n float dt = min(renderer_DeltaTime, age);\n\n // normalizedAge < 0.0: stale TF slot whose startTime is from a previous playback (e.g. after StopEmittingAndClear).\n if (normalizedAge >= 1.0 || normalizedAge < 0.0) {\n v_FeedbackPosition = a_FeedbackPosition;\n v_FeedbackVelocity = a_FeedbackVelocity;\n gl_Position = vec4(0.0);\n return;\n }\n\n vec4 worldRotation;\n if (renderer_SimulationSpace == 0) {\n worldRotation = renderer_WorldRotation;\n } else {\n worldRotation = a_SimulationWorldRotation;\n }\n vec4 invWorldRotation = quaternionConjugate(worldRotation);\n\n // Read previous frame state (initialized by CPU on particle birth)\n vec3 localVelocity = a_FeedbackVelocity;\n\n // =====================================================\n // Step 1: Apply velocity module deltas (VOL + FOL + Gravity)\n // =====================================================\n\n // Gravity (world space)\n vec3 gravityDelta = renderer_Gravity * a_Random0.x * dt;\n\n // VOL instantaneous velocity (animated velocity, not persisted)\n vec3 volLocal = vec3(0.0);\n vec3 volWorld = vec3(0.0);\n #ifdef _VOL_MODULE_ENABLED\n vec3 vol = getVOLVelocity(normalizedAge);\n if (renderer_VOLSpace == 0) {\n volLocal = vol;\n } else {\n volWorld = vol;\n }\n #endif\n\n // FOL acceleration → velocity delta (always persisted, like gravity)\n vec3 folDeltaLocal = vec3(0.0);\n #ifdef _FOL_MODULE_ENABLED\n vec3 folAcc = getFOLAcceleration(normalizedAge);\n vec3 folVelDelta = folAcc * dt;\n if (renderer_FOLSpace == 0) {\n folDeltaLocal = folVelDelta;\n } else {\n // World FOL: convert to local and persist, same as gravity\n folDeltaLocal = rotationByQuaternions(folVelDelta, invWorldRotation);\n }\n #endif\n\n // Gravity and FOL contribute to base velocity (persisted, subject to dampen/drag).\n vec3 gravityLocal = rotationByQuaternions(gravityDelta, invWorldRotation);\n localVelocity += folDeltaLocal + gravityLocal;\n\n // =====================================================\n // Step 2 & 3: Dampen (Limit Velocity) + Drag\n // VOL must be projected into the LVL target space so that\n // limit/drag see the full velocity regardless of VOL.space vs LVL.space.\n // =====================================================\n #ifdef RENDERER_LVL_MODULE_ENABLED\n // Precompute VOL in both spaces\n vec3 volAsLocal = volLocal + rotationByQuaternions(volWorld, invWorldRotation);\n vec3 volAsWorld = rotationByQuaternions(volLocal, worldRotation) + volWorld;\n\n float limitRand = a_Random2.w;\n float dampen = renderer_LVLDampen;\n // Frame-rate independent dampen (30fps as reference)\n float effectiveDampen = 1.0 - pow(1.0 - dampen, dt * 30.0);\n\n if (renderer_LVLSpace == 0) {\n // Local space: total = base + all VOL projected to local\n vec3 totalLocal = localVelocity + volAsLocal;\n vec3 dampenedTotal = applyLVLSpeedLimitTF(totalLocal, normalizedAge, limitRand, effectiveDampen);\n localVelocity = dampenedTotal - volAsLocal;\n } else {\n // World space: total = rotated base + all VOL projected to world\n vec3 totalWorld = rotationByQuaternions(localVelocity, worldRotation) + volAsWorld;\n vec3 dampenedTotal = applyLVLSpeedLimitTF(totalWorld, normalizedAge, limitRand, effectiveDampen);\n localVelocity = rotationByQuaternions(dampenedTotal - volAsWorld, invWorldRotation);\n }\n\n // Drag: same space as dampen\n {\n float dragCoeff = evaluateLVLDrag(normalizedAge, a_Random2.w);\n if (dragCoeff > 0.0) {\n vec3 totalVel;\n if (renderer_LVLSpace == 0) {\n totalVel = localVelocity + volAsLocal;\n } else {\n totalVel = rotationByQuaternions(localVelocity, worldRotation) + volAsWorld;\n }\n float velMagSqr = dot(totalVel, totalVel);\n float velMag = sqrt(velMagSqr);\n\n float drag = dragCoeff;\n\n #ifdef RENDERER_LVL_DRAG_MULTIPLY_SIZE\n float maxDim = max(a_StartSize.x, max(a_StartSize.y, a_StartSize.z));\n float radius = maxDim * 0.5;\n drag *= 3.14159265 * radius * radius;\n #endif\n\n #ifdef RENDERER_LVL_DRAG_MULTIPLY_VELOCITY\n drag *= velMagSqr;\n #endif\n\n if (velMag > 0.0) {\n float newVelMag = max(0.0, velMag - drag * dt);\n vec3 draggedTotal = totalVel * (newVelMag / velMag);\n if (renderer_LVLSpace == 0) {\n localVelocity = draggedTotal - volAsLocal;\n } else {\n localVelocity = rotationByQuaternions(draggedTotal - volAsWorld, invWorldRotation);\n }\n }\n }\n }\n #endif\n\n // =====================================================\n // Step 4: Integrate position in simulation space\n // Local mode: position in local space, velocity rotated to local\n // World mode: position in world space, velocity rotated to world\n // =====================================================\n // FOL is now fully in localVelocity (both local and world-space FOL).\n // Only VOL overlay needs to be added here.\n vec3 totalVelocity;\n if (renderer_SimulationSpace == 0) {\n // Local: integrate in local space\n totalVelocity = localVelocity + volLocal\n + rotationByQuaternions(volWorld, invWorldRotation);\n } else {\n // World: integrate in world space\n totalVelocity = rotationByQuaternions(localVelocity + volLocal, worldRotation) + volWorld;\n }\n vec3 position = a_FeedbackPosition + totalVelocity * dt;\n\n v_FeedbackPosition = position;\n v_FeedbackVelocity = localVelocity;\n gl_Position = vec4(0.0);\n}\n"; // eslint-disable-line
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@@ -13061,118 +13061,13 @@ __decorate([
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  this._fixedTimeStep = 1 / 60;
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  this._colliders = new DisorderedArray();
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  this._gravity = new engineMath.Vector3(0, -9.81, 0);
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- this._onContactEnter = function(nativeCollision) {
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- var physicalObjectsMap = Engine._physicalObjectsMap;
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- var shape0Id = nativeCollision.shape0Id, shape1Id = nativeCollision.shape1Id;
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- var shape1 = physicalObjectsMap[shape0Id];
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- var shape2 = physicalObjectsMap[shape1Id];
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- var collision = PhysicsScene._collision;
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- collision._nativeCollision = nativeCollision;
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- shape1.collider.entity._scripts.forEach(function(element) {
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- collision.shape = shape2;
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- element.onCollisionEnter(collision);
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- }, function(element, index) {
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- element._entityScriptsIndex = index;
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- });
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- shape2.collider.entity._scripts.forEach(function(element) {
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- collision.shape = shape1;
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- element.onCollisionEnter(collision);
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- }, function(element, index) {
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- element._entityScriptsIndex = index;
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- });
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- };
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- this._onContactExit = function(nativeCollision) {
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- var physicalObjectsMap = Engine._physicalObjectsMap;
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- var shape0Id = nativeCollision.shape0Id, shape1Id = nativeCollision.shape1Id;
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- var shape1 = physicalObjectsMap[shape0Id];
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- var shape2 = physicalObjectsMap[shape1Id];
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- var collision = PhysicsScene._collision;
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- collision._nativeCollision = nativeCollision;
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- shape1.collider.entity._scripts.forEach(function(element) {
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- collision.shape = shape2;
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- element.onCollisionExit(collision);
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- }, function(element, index) {
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- element._entityScriptsIndex = index;
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- });
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- shape2.collider.entity._scripts.forEach(function(element) {
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- collision.shape = shape1;
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- element.onCollisionExit(collision);
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- }, function(element, index) {
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- element._entityScriptsIndex = index;
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- });
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- };
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- this._onContactStay = function(nativeCollision) {
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- var physicalObjectsMap = Engine._physicalObjectsMap;
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- var shape0Id = nativeCollision.shape0Id, shape1Id = nativeCollision.shape1Id;
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- var shape1 = physicalObjectsMap[shape0Id];
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- var shape2 = physicalObjectsMap[shape1Id];
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- var collision = PhysicsScene._collision;
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- collision._nativeCollision = nativeCollision;
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- shape1.collider.entity._scripts.forEach(function(element) {
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- collision.shape = shape2;
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- element.onCollisionStay(collision);
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- }, function(element, index) {
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- element._entityScriptsIndex = index;
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- });
13117
- shape2.collider.entity._scripts.forEach(function(element) {
13118
- collision.shape = shape1;
13119
- element.onCollisionStay(collision);
13120
- }, function(element, index) {
13121
- element._entityScriptsIndex = index;
13122
- });
13123
- };
13124
- this._onTriggerEnter = function(obj1, obj2) {
13125
- var physicalObjectsMap = Engine._physicalObjectsMap;
13126
- var shape1 = physicalObjectsMap[obj1];
13127
- var shape2 = physicalObjectsMap[obj2];
13128
- shape1.collider.entity._scripts.forEach(function(element) {
13129
- element.onTriggerEnter(shape2);
13130
- }, function(element, index) {
13131
- element._entityScriptsIndex = index;
13132
- });
13133
- shape2.collider.entity._scripts.forEach(function(element) {
13134
- element.onTriggerEnter(shape1);
13135
- }, function(element, index) {
13136
- element._entityScriptsIndex = index;
13137
- });
13138
- };
13139
- this._onTriggerExit = function(obj1, obj2) {
13140
- var physicalObjectsMap = Engine._physicalObjectsMap;
13141
- var shape1 = physicalObjectsMap[obj1];
13142
- var shape2 = physicalObjectsMap[obj2];
13143
- shape1.collider.entity._scripts.forEach(function(element) {
13144
- element.onTriggerExit(shape2);
13145
- }, function(element, index) {
13146
- element._entityScriptsIndex = index;
13147
- });
13148
- shape2.collider.entity._scripts.forEach(function(element) {
13149
- element.onTriggerExit(shape1);
13150
- }, function(element, index) {
13151
- element._entityScriptsIndex = index;
13152
- });
13153
- };
13154
- this._onTriggerStay = function(obj1, obj2) {
13155
- var physicalObjectsMap = Engine._physicalObjectsMap;
13156
- var shape1 = physicalObjectsMap[obj1];
13157
- var shape2 = physicalObjectsMap[obj2];
13158
- shape1.collider.entity._scripts.forEach(function(element) {
13159
- element.onTriggerStay(shape2);
13160
- }, function(element, index) {
13161
- element._entityScriptsIndex = index;
13162
- });
13163
- shape2.collider.entity._scripts.forEach(function(element) {
13164
- element.onTriggerStay(shape1);
13165
- }, function(element, index) {
13166
- element._entityScriptsIndex = index;
13167
- });
13168
- };
13169
13064
  this._scene = scene;
13170
13065
  this._setGravity = this._setGravity.bind(this);
13171
13066
  //@ts-ignore
13172
13067
  this._gravity._onValueChanged = this._setGravity;
13173
13068
  var engine = scene.engine;
13174
13069
  if (engine._physicsInitialized) {
13175
- this._nativePhysicsScene = Engine._nativePhysics.createPhysicsScene(engine._nativePhysicsManager, this._onContactEnter, this._onContactExit, this._onContactStay, this._onTriggerEnter, this._onTriggerExit, this._onTriggerStay);
13070
+ this._nativePhysicsScene = Engine._nativePhysics.createPhysicsScene(engine._nativePhysicsManager);
13176
13071
  }
13177
13072
  }
13178
13073
  var _proto = PhysicsScene.prototype;
@@ -13384,6 +13279,7 @@ __decorate([
13384
13279
  this._callColliderOnUpdate();
13385
13280
  nativePhysicsManager.update(fixedTimeStep);
13386
13281
  this._callColliderOnLateUpdate();
13282
+ this._dispatchEvents(nativePhysicsManager.updateEvents());
13387
13283
  }
13388
13284
  };
13389
13285
  /**
@@ -13447,7 +13343,9 @@ __decorate([
13447
13343
  /**
13448
13344
  * @internal
13449
13345
  */ _proto._gc = function _gc() {
13346
+ var _this__nativePhysicsScene;
13450
13347
  this._colliders.garbageCollection();
13348
+ (_this__nativePhysicsScene = this._nativePhysicsScene) == null ? void 0 : _this__nativePhysicsScene.gc();
13451
13349
  };
13452
13350
  /**
13453
13351
  * @internal
@@ -13455,6 +13353,92 @@ __decorate([
13455
13353
  var _this__nativePhysicsScene;
13456
13354
  (_this__nativePhysicsScene = this._nativePhysicsScene) == null ? void 0 : _this__nativePhysicsScene.destroy();
13457
13355
  };
13356
+ _proto._dispatchEvents = function _dispatchEvents(events) {
13357
+ var _loop = function(i, n) {
13358
+ var _shape1_collider, _shape2_collider;
13359
+ var event = contactEvents[i];
13360
+ var shape1 = physicalObjectsMap[event.shape0Id];
13361
+ var shape2 = physicalObjectsMap[event.shape1Id];
13362
+ // entity.destroy() is deferred, so shapes/colliders stay valid through the dispatch loop
13363
+ // This guard covers synchronous removeShape()/clearShapes() which sets shape._collider = null
13364
+ if (!(shape1 == null ? void 0 : (_shape1_collider = shape1.collider) == null ? void 0 : _shape1_collider.entity) || !(shape2 == null ? void 0 : (_shape2_collider = shape2.collider) == null ? void 0 : _shape2_collider.entity)) return "continue";
13365
+ collision._nativeCollision = event;
13366
+ switch(event.state){
13367
+ case 0:
13368
+ shape1.collider.entity._scripts.forEach(function(element) {
13369
+ collision.shape = shape2;
13370
+ element.onCollisionEnter(collision);
13371
+ }, scriptIndexSetter);
13372
+ shape2.collider.entity._scripts.forEach(function(element) {
13373
+ collision.shape = shape1;
13374
+ element.onCollisionEnter(collision);
13375
+ }, scriptIndexSetter);
13376
+ break;
13377
+ case 1:
13378
+ shape1.collider.entity._scripts.forEach(function(element) {
13379
+ collision.shape = shape2;
13380
+ element.onCollisionStay(collision);
13381
+ }, scriptIndexSetter);
13382
+ shape2.collider.entity._scripts.forEach(function(element) {
13383
+ collision.shape = shape1;
13384
+ element.onCollisionStay(collision);
13385
+ }, scriptIndexSetter);
13386
+ break;
13387
+ case 2:
13388
+ shape1.collider.entity._scripts.forEach(function(element) {
13389
+ collision.shape = shape2;
13390
+ element.onCollisionExit(collision);
13391
+ }, scriptIndexSetter);
13392
+ shape2.collider.entity._scripts.forEach(function(element) {
13393
+ collision.shape = shape1;
13394
+ element.onCollisionExit(collision);
13395
+ }, scriptIndexSetter);
13396
+ break;
13397
+ }
13398
+ }, _loop1 = function(i1, n1) {
13399
+ var _shape1_collider, _shape2_collider;
13400
+ var event = triggerEvents[i1];
13401
+ var shape1 = physicalObjectsMap[event.index1];
13402
+ var shape2 = physicalObjectsMap[event.index2];
13403
+ // entity.destroy() is deferred, so shapes/colliders stay valid through the dispatch loop
13404
+ // This guard covers synchronous removeShape()/clearShapes() which sets shape._collider = null
13405
+ if (!(shape1 == null ? void 0 : (_shape1_collider = shape1.collider) == null ? void 0 : _shape1_collider.entity) || !(shape2 == null ? void 0 : (_shape2_collider = shape2.collider) == null ? void 0 : _shape2_collider.entity)) return "continue";
13406
+ switch(event.dispatchState){
13407
+ case 0:
13408
+ shape1.collider.entity._scripts.forEach(function(element) {
13409
+ element.onTriggerEnter(shape2);
13410
+ }, scriptIndexSetter);
13411
+ shape2.collider.entity._scripts.forEach(function(element) {
13412
+ element.onTriggerEnter(shape1);
13413
+ }, scriptIndexSetter);
13414
+ break;
13415
+ case 1:
13416
+ shape1.collider.entity._scripts.forEach(function(element) {
13417
+ element.onTriggerStay(shape2);
13418
+ }, scriptIndexSetter);
13419
+ shape2.collider.entity._scripts.forEach(function(element) {
13420
+ element.onTriggerStay(shape1);
13421
+ }, scriptIndexSetter);
13422
+ break;
13423
+ case 2:
13424
+ shape1.collider.entity._scripts.forEach(function(element) {
13425
+ element.onTriggerExit(shape2);
13426
+ }, scriptIndexSetter);
13427
+ shape2.collider.entity._scripts.forEach(function(element) {
13428
+ element.onTriggerExit(shape1);
13429
+ }, scriptIndexSetter);
13430
+ break;
13431
+ }
13432
+ };
13433
+ var physicalObjectsMap = Engine._physicalObjectsMap;
13434
+ var collision = PhysicsScene._collision;
13435
+ var scriptIndexSetter = PhysicsScene._scriptIndexSetter;
13436
+ var contactEvents = events.contactEvents, contactEventCount = events.contactEventCount, triggerEvents = events.triggerEvents;
13437
+ // Dispatch contact events
13438
+ for(var i = 0, n = contactEventCount; i < n; i++)_loop(i);
13439
+ // Dispatch trigger events
13440
+ for(var i1 = 0, n1 = triggerEvents.length; i1 < n1; i1++)_loop1(i1);
13441
+ };
13458
13442
  _proto._setGravity = function _setGravity() {
13459
13443
  this._nativePhysicsScene.setGravity(this._gravity);
13460
13444
  };
@@ -13514,6 +13498,9 @@ __decorate([
13514
13498
  }();
13515
13499
  PhysicsScene._collision = new Collision();
13516
13500
  PhysicsScene._identityQuaternion = new engineMath.Quaternion(0, 0, 0, 1);
13501
+ PhysicsScene._scriptIndexSetter = function(element, index) {
13502
+ element._entityScriptsIndex = index;
13503
+ };
13517
13504
 
13518
13505
  /**
13519
13506
  * A static collider component that will not move.
@@ -27106,6 +27093,11 @@ ShaderPool.init();
27106
27093
  this._textSubRenderElementPool.garbageCollection();
27107
27094
  this._renderElementPool.garbageCollection();
27108
27095
  this._renderContext.garbageCollection();
27096
+ var scenes = this._sceneManager._scenes.getLoopArray();
27097
+ for(var i = 0, n = scenes.length; i < n; i++){
27098
+ var _scenes_i_physics, _scenes_i;
27099
+ (_scenes_i = scenes[i]) == null ? void 0 : (_scenes_i_physics = _scenes_i.physics) == null ? void 0 : _scenes_i_physics._gc();
27100
+ }
27109
27101
  };
27110
27102
  _create_class(Engine, [
27111
27103
  {
@@ -34970,10 +34962,10 @@ __decorate([
34970
34962
  _inherits(LimitVelocityOverLifetimeModule, ParticleGeneratorModule);
34971
34963
  function LimitVelocityOverLifetimeModule(generator) {
34972
34964
  var _this;
34973
- _this = ParticleGeneratorModule.call(this, generator) || this, /** @internal */ _this._limitRand = new engineMath.Rand(0, ParticleRandomSubSeeds.LimitVelocityOverLifetime), _this._limitMinConstantVec = new engineMath.Vector3(), _this._limitMaxConstantVec = new engineMath.Vector3(), _this._dragConstantVec = new engineMath.Vector2(), _this._separateAxes = false, _this._dampen = 1, _this._multiplyDragByParticleSize = false, _this._multiplyDragByParticleVelocity = false, _this._space = ParticleSimulationSpace.Local;
34974
- _this.limitX = new ParticleCompositeCurve(1);
34975
- _this.limitY = new ParticleCompositeCurve(1);
34976
- _this.limitZ = new ParticleCompositeCurve(1);
34965
+ _this = ParticleGeneratorModule.call(this, generator) || this, /** @internal */ _this._speedRand = new engineMath.Rand(0, ParticleRandomSubSeeds.LimitVelocityOverLifetime), _this._speedMinConstantVec = new engineMath.Vector3(), _this._speedMaxConstantVec = new engineMath.Vector3(), _this._dragConstantVec = new engineMath.Vector2(), _this._separateAxes = false, _this._dampen = 0, _this._multiplyDragByParticleSize = false, _this._multiplyDragByParticleVelocity = false, _this._space = ParticleSimulationSpace.Local;
34966
+ _this.speedX = new ParticleCompositeCurve(1);
34967
+ _this.speedY = new ParticleCompositeCurve(1);
34968
+ _this.speedZ = new ParticleCompositeCurve(1);
34977
34969
  _this.drag = new ParticleCompositeCurve(0);
34978
34970
  return _this;
34979
34971
  }
@@ -34985,19 +34977,19 @@ __decorate([
34985
34977
  };
34986
34978
  /**
34987
34979
  * @internal
34988
- */ _proto._isLimitRandomMode = function _isLimitRandomMode() {
34980
+ */ _proto._isSpeedRandomMode = function _isSpeedRandomMode() {
34989
34981
  if (this._separateAxes) {
34990
- return (this._limitX.mode === ParticleCurveMode.TwoConstants || this._limitX.mode === ParticleCurveMode.TwoCurves) && (this._limitY.mode === ParticleCurveMode.TwoConstants || this._limitY.mode === ParticleCurveMode.TwoCurves) && (this._limitZ.mode === ParticleCurveMode.TwoConstants || this._limitZ.mode === ParticleCurveMode.TwoCurves);
34982
+ return (this._speedX.mode === ParticleCurveMode.TwoConstants || this._speedX.mode === ParticleCurveMode.TwoCurves) && (this._speedY.mode === ParticleCurveMode.TwoConstants || this._speedY.mode === ParticleCurveMode.TwoCurves) && (this._speedZ.mode === ParticleCurveMode.TwoConstants || this._speedZ.mode === ParticleCurveMode.TwoCurves);
34991
34983
  }
34992
- return this._limitX.mode === ParticleCurveMode.TwoConstants || this._limitX.mode === ParticleCurveMode.TwoCurves;
34984
+ return this._speedX.mode === ParticleCurveMode.TwoConstants || this._speedX.mode === ParticleCurveMode.TwoCurves;
34993
34985
  };
34994
34986
  /**
34995
34987
  * @internal
34996
34988
  */ _proto._updateShaderData = function _updateShaderData(shaderData) {
34997
34989
  var enabledModuleMacro = null;
34998
34990
  var separateAxesMacro = null;
34999
- var limitModeMacro = null;
35000
- var limitRandomMacro = null;
34991
+ var speedModeMacro = null;
34992
+ var speedRandomMacro = null;
35001
34993
  var dragCurveMacro = null;
35002
34994
  var dragRandomMacro = null;
35003
34995
  var dragSizeMacro = null;
@@ -35008,16 +35000,16 @@ __decorate([
35008
35000
  shaderData.setFloat(LimitVelocityOverLifetimeModule._dampenProperty, this._dampen);
35009
35001
  // Space
35010
35002
  shaderData.setInt(LimitVelocityOverLifetimeModule._spaceProperty, this._space);
35011
- // Limit
35003
+ // Limit speed
35012
35004
  if (this._separateAxes) {
35013
35005
  separateAxesMacro = LimitVelocityOverLifetimeModule._separateAxesMacro;
35014
- var result = this._uploadSeparateAxisLimits(shaderData);
35015
- limitModeMacro = result.modeMacro;
35016
- limitRandomMacro = result.randomMacro;
35006
+ var result = this._uploadSeparateAxisSpeeds(shaderData);
35007
+ speedModeMacro = result.modeMacro;
35008
+ speedRandomMacro = result.randomMacro;
35017
35009
  } else {
35018
- var result1 = this._uploadScalarLimit(shaderData);
35019
- limitModeMacro = result1.modeMacro;
35020
- limitRandomMacro = result1.randomMacro;
35010
+ var result1 = this._uploadScalarSpeed(shaderData);
35011
+ speedModeMacro = result1.modeMacro;
35012
+ speedRandomMacro = result1.randomMacro;
35021
35013
  }
35022
35014
  // Drag
35023
35015
  var dragResult = this._uploadDrag(shaderData);
@@ -35033,8 +35025,8 @@ __decorate([
35033
35025
  }
35034
35026
  this._enabledModuleMacro = this._enableMacro(shaderData, this._enabledModuleMacro, enabledModuleMacro);
35035
35027
  this._separateAxesCachedMacro = this._enableMacro(shaderData, this._separateAxesCachedMacro, separateAxesMacro);
35036
- this._limitModeMacro = this._enableMacro(shaderData, this._limitModeMacro, limitModeMacro);
35037
- this._limitRandomMacro = this._enableMacro(shaderData, this._limitRandomMacro, limitRandomMacro);
35028
+ this._speedModeMacro = this._enableMacro(shaderData, this._speedModeMacro, speedModeMacro);
35029
+ this._speedRandomMacro = this._enableMacro(shaderData, this._speedRandomMacro, speedRandomMacro);
35038
35030
  this._dragCurveCachedMacro = this._enableMacro(shaderData, this._dragCurveCachedMacro, dragCurveMacro);
35039
35031
  this._dragRandomCachedMacro = this._enableMacro(shaderData, this._dragRandomCachedMacro, dragRandomMacro);
35040
35032
  this._dragSizeMacro = this._enableMacro(shaderData, this._dragSizeMacro, dragSizeMacro);
@@ -35043,26 +35035,26 @@ __decorate([
35043
35035
  /**
35044
35036
  * @internal
35045
35037
  */ _proto._resetRandomSeed = function _resetRandomSeed(seed) {
35046
- this._limitRand.reset(seed, ParticleRandomSubSeeds.LimitVelocityOverLifetime);
35038
+ this._speedRand.reset(seed, ParticleRandomSubSeeds.LimitVelocityOverLifetime);
35047
35039
  };
35048
- _proto._uploadScalarLimit = function _uploadScalarLimit(shaderData) {
35049
- var limitX = this._limitX;
35040
+ _proto._uploadScalarSpeed = function _uploadScalarSpeed(shaderData) {
35041
+ var speedX = this._speedX;
35050
35042
  var modeMacro = null;
35051
35043
  var randomMacro = null;
35052
- var isRandomCurveMode = limitX.mode === ParticleCurveMode.TwoCurves;
35053
- if (isRandomCurveMode || limitX.mode === ParticleCurveMode.Curve) {
35054
- shaderData.setFloatArray(LimitVelocityOverLifetimeModule._limitMaxCurveProperty, limitX.curveMax._getTypeArray());
35055
- modeMacro = LimitVelocityOverLifetimeModule._limitCurveModeMacro;
35044
+ var isRandomCurveMode = speedX.mode === ParticleCurveMode.TwoCurves;
35045
+ if (isRandomCurveMode || speedX.mode === ParticleCurveMode.Curve) {
35046
+ shaderData.setFloatArray(LimitVelocityOverLifetimeModule._speedMaxCurveProperty, speedX.curveMax._getTypeArray());
35047
+ modeMacro = LimitVelocityOverLifetimeModule._speedCurveModeMacro;
35056
35048
  if (isRandomCurveMode) {
35057
- shaderData.setFloatArray(LimitVelocityOverLifetimeModule._limitMinCurveProperty, limitX.curveMin._getTypeArray());
35058
- randomMacro = LimitVelocityOverLifetimeModule._limitIsRandomMacro;
35049
+ shaderData.setFloatArray(LimitVelocityOverLifetimeModule._speedMinCurveProperty, speedX.curveMin._getTypeArray());
35050
+ randomMacro = LimitVelocityOverLifetimeModule._speedIsRandomMacro;
35059
35051
  }
35060
35052
  } else {
35061
- shaderData.setFloat(LimitVelocityOverLifetimeModule._limitMaxConstProperty, limitX.constantMax);
35062
- modeMacro = LimitVelocityOverLifetimeModule._limitConstantModeMacro;
35063
- if (limitX.mode === ParticleCurveMode.TwoConstants) {
35064
- shaderData.setFloat(LimitVelocityOverLifetimeModule._limitMinConstProperty, limitX.constantMin);
35065
- randomMacro = LimitVelocityOverLifetimeModule._limitIsRandomMacro;
35053
+ shaderData.setFloat(LimitVelocityOverLifetimeModule._speedMaxConstProperty, speedX.constantMax);
35054
+ modeMacro = LimitVelocityOverLifetimeModule._speedConstantModeMacro;
35055
+ if (speedX.mode === ParticleCurveMode.TwoConstants) {
35056
+ shaderData.setFloat(LimitVelocityOverLifetimeModule._speedMinConstProperty, speedX.constantMin);
35057
+ randomMacro = LimitVelocityOverLifetimeModule._speedIsRandomMacro;
35066
35058
  }
35067
35059
  }
35068
35060
  return {
@@ -35070,34 +35062,34 @@ __decorate([
35070
35062
  randomMacro: randomMacro
35071
35063
  };
35072
35064
  };
35073
- _proto._uploadSeparateAxisLimits = function _uploadSeparateAxisLimits(shaderData) {
35074
- var limitX = this._limitX;
35075
- var limitY = this._limitY;
35076
- var limitZ = this._limitZ;
35065
+ _proto._uploadSeparateAxisSpeeds = function _uploadSeparateAxisSpeeds(shaderData) {
35066
+ var speedX = this._speedX;
35067
+ var speedY = this._speedY;
35068
+ var speedZ = this._speedZ;
35077
35069
  var modeMacro = null;
35078
35070
  var randomMacro = null;
35079
- var isRandomCurveMode = limitX.mode === ParticleCurveMode.TwoCurves && limitY.mode === ParticleCurveMode.TwoCurves && limitZ.mode === ParticleCurveMode.TwoCurves;
35080
- if (isRandomCurveMode || limitX.mode === ParticleCurveMode.Curve && limitY.mode === ParticleCurveMode.Curve && limitZ.mode === ParticleCurveMode.Curve) {
35081
- shaderData.setFloatArray(LimitVelocityOverLifetimeModule._limitXMaxCurveProperty, limitX.curveMax._getTypeArray());
35082
- shaderData.setFloatArray(LimitVelocityOverLifetimeModule._limitYMaxCurveProperty, limitY.curveMax._getTypeArray());
35083
- shaderData.setFloatArray(LimitVelocityOverLifetimeModule._limitZMaxCurveProperty, limitZ.curveMax._getTypeArray());
35084
- modeMacro = LimitVelocityOverLifetimeModule._limitCurveModeMacro;
35071
+ var isRandomCurveMode = speedX.mode === ParticleCurveMode.TwoCurves && speedY.mode === ParticleCurveMode.TwoCurves && speedZ.mode === ParticleCurveMode.TwoCurves;
35072
+ if (isRandomCurveMode || speedX.mode === ParticleCurveMode.Curve && speedY.mode === ParticleCurveMode.Curve && speedZ.mode === ParticleCurveMode.Curve) {
35073
+ shaderData.setFloatArray(LimitVelocityOverLifetimeModule._speedXMaxCurveProperty, speedX.curveMax._getTypeArray());
35074
+ shaderData.setFloatArray(LimitVelocityOverLifetimeModule._speedYMaxCurveProperty, speedY.curveMax._getTypeArray());
35075
+ shaderData.setFloatArray(LimitVelocityOverLifetimeModule._speedZMaxCurveProperty, speedZ.curveMax._getTypeArray());
35076
+ modeMacro = LimitVelocityOverLifetimeModule._speedCurveModeMacro;
35085
35077
  if (isRandomCurveMode) {
35086
- shaderData.setFloatArray(LimitVelocityOverLifetimeModule._limitXMinCurveProperty, limitX.curveMin._getTypeArray());
35087
- shaderData.setFloatArray(LimitVelocityOverLifetimeModule._limitYMinCurveProperty, limitY.curveMin._getTypeArray());
35088
- shaderData.setFloatArray(LimitVelocityOverLifetimeModule._limitZMinCurveProperty, limitZ.curveMin._getTypeArray());
35089
- randomMacro = LimitVelocityOverLifetimeModule._limitIsRandomMacro;
35078
+ shaderData.setFloatArray(LimitVelocityOverLifetimeModule._speedXMinCurveProperty, speedX.curveMin._getTypeArray());
35079
+ shaderData.setFloatArray(LimitVelocityOverLifetimeModule._speedYMinCurveProperty, speedY.curveMin._getTypeArray());
35080
+ shaderData.setFloatArray(LimitVelocityOverLifetimeModule._speedZMinCurveProperty, speedZ.curveMin._getTypeArray());
35081
+ randomMacro = LimitVelocityOverLifetimeModule._speedIsRandomMacro;
35090
35082
  }
35091
35083
  } else {
35092
- var constantMax = this._limitMaxConstantVec;
35093
- constantMax.set(limitX.constantMax, limitY.constantMax, limitZ.constantMax);
35094
- shaderData.setVector3(LimitVelocityOverLifetimeModule._limitMaxConstVecProperty, constantMax);
35095
- modeMacro = LimitVelocityOverLifetimeModule._limitConstantModeMacro;
35096
- if (limitX.mode === ParticleCurveMode.TwoConstants && limitY.mode === ParticleCurveMode.TwoConstants && limitZ.mode === ParticleCurveMode.TwoConstants) {
35097
- var constantMin = this._limitMinConstantVec;
35098
- constantMin.set(limitX.constantMin, limitY.constantMin, limitZ.constantMin);
35099
- shaderData.setVector3(LimitVelocityOverLifetimeModule._limitMinConstVecProperty, constantMin);
35100
- randomMacro = LimitVelocityOverLifetimeModule._limitIsRandomMacro;
35084
+ var constantMax = this._speedMaxConstantVec;
35085
+ constantMax.set(speedX.constantMax, speedY.constantMax, speedZ.constantMax);
35086
+ shaderData.setVector3(LimitVelocityOverLifetimeModule._speedMaxConstVecProperty, constantMax);
35087
+ modeMacro = LimitVelocityOverLifetimeModule._speedConstantModeMacro;
35088
+ if (speedX.mode === ParticleCurveMode.TwoConstants && speedY.mode === ParticleCurveMode.TwoConstants && speedZ.mode === ParticleCurveMode.TwoConstants) {
35089
+ var constantMin = this._speedMinConstantVec;
35090
+ constantMin.set(speedX.constantMin, speedY.constantMin, speedZ.constantMin);
35091
+ shaderData.setVector3(LimitVelocityOverLifetimeModule._speedMinConstVecProperty, constantMin);
35092
+ randomMacro = LimitVelocityOverLifetimeModule._speedIsRandomMacro;
35101
35093
  }
35102
35094
  }
35103
35095
  return {
@@ -35147,57 +35139,57 @@ __decorate([
35147
35139
  }
35148
35140
  },
35149
35141
  {
35150
- key: "limit",
35142
+ key: "speed",
35151
35143
  get: /**
35152
35144
  * Speed limit when separateAxes is false.
35153
35145
  */ function get() {
35154
- return this._limitX;
35146
+ return this._speedX;
35155
35147
  },
35156
35148
  set: function set(value) {
35157
- this.limitX = value;
35149
+ this.speedX = value;
35158
35150
  }
35159
35151
  },
35160
35152
  {
35161
- key: "limitX",
35153
+ key: "speedX",
35162
35154
  get: /**
35163
35155
  * Speed limit for the x-axis (or overall limit when separateAxes is false).
35164
35156
  */ function get() {
35165
- return this._limitX;
35157
+ return this._speedX;
35166
35158
  },
35167
35159
  set: function set(value) {
35168
- var lastValue = this._limitX;
35160
+ var lastValue = this._speedX;
35169
35161
  if (value !== lastValue) {
35170
- this._limitX = value;
35162
+ this._speedX = value;
35171
35163
  this._onCompositeCurveChange(lastValue, value);
35172
35164
  }
35173
35165
  }
35174
35166
  },
35175
35167
  {
35176
- key: "limitY",
35168
+ key: "speedY",
35177
35169
  get: /**
35178
35170
  * Speed limit for the y-axis.
35179
35171
  */ function get() {
35180
- return this._limitY;
35172
+ return this._speedY;
35181
35173
  },
35182
35174
  set: function set(value) {
35183
- var lastValue = this._limitY;
35175
+ var lastValue = this._speedY;
35184
35176
  if (value !== lastValue) {
35185
- this._limitY = value;
35177
+ this._speedY = value;
35186
35178
  this._onCompositeCurveChange(lastValue, value);
35187
35179
  }
35188
35180
  }
35189
35181
  },
35190
35182
  {
35191
- key: "limitZ",
35183
+ key: "speedZ",
35192
35184
  get: /**
35193
35185
  * Speed limit for the z-axis.
35194
35186
  */ function get() {
35195
- return this._limitZ;
35187
+ return this._speedZ;
35196
35188
  },
35197
35189
  set: function set(value) {
35198
- var lastValue = this._limitZ;
35190
+ var lastValue = this._speedZ;
35199
35191
  if (value !== lastValue) {
35200
- this._limitZ = value;
35192
+ this._speedZ = value;
35201
35193
  this._onCompositeCurveChange(lastValue, value);
35202
35194
  }
35203
35195
  }
@@ -35265,6 +35257,7 @@ __decorate([
35265
35257
  key: "space",
35266
35258
  get: /**
35267
35259
  * Specifies if the velocity limits are in local space or world space.
35260
+ * @remarks Only takes effect when 'separateAxes' is enabled.
35268
35261
  */ function get() {
35269
35262
  return this._space;
35270
35263
  },
@@ -35299,25 +35292,25 @@ __decorate([
35299
35292
  }(ParticleGeneratorModule);
35300
35293
  LimitVelocityOverLifetimeModule._enabledMacro = ShaderMacro.getByName("RENDERER_LVL_MODULE_ENABLED");
35301
35294
  LimitVelocityOverLifetimeModule._separateAxesMacro = ShaderMacro.getByName("RENDERER_LVL_SEPARATE_AXES");
35302
- LimitVelocityOverLifetimeModule._limitConstantModeMacro = ShaderMacro.getByName("RENDERER_LVL_LIMIT_CONSTANT_MODE");
35303
- LimitVelocityOverLifetimeModule._limitCurveModeMacro = ShaderMacro.getByName("RENDERER_LVL_LIMIT_CURVE_MODE");
35304
- LimitVelocityOverLifetimeModule._limitIsRandomMacro = ShaderMacro.getByName("RENDERER_LVL_LIMIT_IS_RANDOM_TWO");
35295
+ LimitVelocityOverLifetimeModule._speedConstantModeMacro = ShaderMacro.getByName("RENDERER_LVL_SPEED_CONSTANT_MODE");
35296
+ LimitVelocityOverLifetimeModule._speedCurveModeMacro = ShaderMacro.getByName("RENDERER_LVL_SPEED_CURVE_MODE");
35297
+ LimitVelocityOverLifetimeModule._speedIsRandomMacro = ShaderMacro.getByName("RENDERER_LVL_SPEED_IS_RANDOM_TWO");
35305
35298
  LimitVelocityOverLifetimeModule._dragCurveModeMacro = ShaderMacro.getByName("RENDERER_LVL_DRAG_CURVE_MODE");
35306
35299
  LimitVelocityOverLifetimeModule._dragIsRandomMacro = ShaderMacro.getByName("RENDERER_LVL_DRAG_IS_RANDOM_TWO");
35307
35300
  LimitVelocityOverLifetimeModule._multiplyDragBySizeMacro = ShaderMacro.getByName("RENDERER_LVL_DRAG_MULTIPLY_SIZE");
35308
35301
  LimitVelocityOverLifetimeModule._multiplyDragByVelocityMacro = ShaderMacro.getByName("RENDERER_LVL_DRAG_MULTIPLY_VELOCITY");
35309
- LimitVelocityOverLifetimeModule._limitMaxConstProperty = ShaderProperty.getByName("renderer_LVLLimitMaxConst");
35310
- LimitVelocityOverLifetimeModule._limitMinConstProperty = ShaderProperty.getByName("renderer_LVLLimitMinConst");
35311
- LimitVelocityOverLifetimeModule._limitMaxCurveProperty = ShaderProperty.getByName("renderer_LVLLimitMaxCurve");
35312
- LimitVelocityOverLifetimeModule._limitMinCurveProperty = ShaderProperty.getByName("renderer_LVLLimitMinCurve");
35313
- LimitVelocityOverLifetimeModule._limitMaxConstVecProperty = ShaderProperty.getByName("renderer_LVLLimitMaxConstVector");
35314
- LimitVelocityOverLifetimeModule._limitMinConstVecProperty = ShaderProperty.getByName("renderer_LVLLimitMinConstVector");
35315
- LimitVelocityOverLifetimeModule._limitXMaxCurveProperty = ShaderProperty.getByName("renderer_LVLLimitXMaxCurve");
35316
- LimitVelocityOverLifetimeModule._limitXMinCurveProperty = ShaderProperty.getByName("renderer_LVLLimitXMinCurve");
35317
- LimitVelocityOverLifetimeModule._limitYMaxCurveProperty = ShaderProperty.getByName("renderer_LVLLimitYMaxCurve");
35318
- LimitVelocityOverLifetimeModule._limitYMinCurveProperty = ShaderProperty.getByName("renderer_LVLLimitYMinCurve");
35319
- LimitVelocityOverLifetimeModule._limitZMaxCurveProperty = ShaderProperty.getByName("renderer_LVLLimitZMaxCurve");
35320
- LimitVelocityOverLifetimeModule._limitZMinCurveProperty = ShaderProperty.getByName("renderer_LVLLimitZMinCurve");
35302
+ LimitVelocityOverLifetimeModule._speedMaxConstProperty = ShaderProperty.getByName("renderer_LVLSpeedMaxConst");
35303
+ LimitVelocityOverLifetimeModule._speedMinConstProperty = ShaderProperty.getByName("renderer_LVLSpeedMinConst");
35304
+ LimitVelocityOverLifetimeModule._speedMaxCurveProperty = ShaderProperty.getByName("renderer_LVLSpeedMaxCurve");
35305
+ LimitVelocityOverLifetimeModule._speedMinCurveProperty = ShaderProperty.getByName("renderer_LVLSpeedMinCurve");
35306
+ LimitVelocityOverLifetimeModule._speedMaxConstVecProperty = ShaderProperty.getByName("renderer_LVLSpeedMaxConstVector");
35307
+ LimitVelocityOverLifetimeModule._speedMinConstVecProperty = ShaderProperty.getByName("renderer_LVLSpeedMinConstVector");
35308
+ LimitVelocityOverLifetimeModule._speedXMaxCurveProperty = ShaderProperty.getByName("renderer_LVLSpeedXMaxCurve");
35309
+ LimitVelocityOverLifetimeModule._speedXMinCurveProperty = ShaderProperty.getByName("renderer_LVLSpeedXMinCurve");
35310
+ LimitVelocityOverLifetimeModule._speedYMaxCurveProperty = ShaderProperty.getByName("renderer_LVLSpeedYMaxCurve");
35311
+ LimitVelocityOverLifetimeModule._speedYMinCurveProperty = ShaderProperty.getByName("renderer_LVLSpeedYMinCurve");
35312
+ LimitVelocityOverLifetimeModule._speedZMaxCurveProperty = ShaderProperty.getByName("renderer_LVLSpeedZMaxCurve");
35313
+ LimitVelocityOverLifetimeModule._speedZMinCurveProperty = ShaderProperty.getByName("renderer_LVLSpeedZMinCurve");
35321
35314
  LimitVelocityOverLifetimeModule._dampenProperty = ShaderProperty.getByName("renderer_LVLDampen");
35322
35315
  LimitVelocityOverLifetimeModule._dragConstantProperty = ShaderProperty.getByName("renderer_LVLDragConstant");
35323
35316
  LimitVelocityOverLifetimeModule._dragMaxCurveProperty = ShaderProperty.getByName("renderer_LVLDragMaxCurve");
@@ -35325,13 +35318,13 @@ LimitVelocityOverLifetimeModule._dragMinCurveProperty = ShaderProperty.getByName
35325
35318
  LimitVelocityOverLifetimeModule._spaceProperty = ShaderProperty.getByName("renderer_LVLSpace");
35326
35319
  __decorate([
35327
35320
  ignoreClone
35328
- ], LimitVelocityOverLifetimeModule.prototype, "_limitRand", void 0);
35321
+ ], LimitVelocityOverLifetimeModule.prototype, "_speedRand", void 0);
35329
35322
  __decorate([
35330
35323
  ignoreClone
35331
- ], LimitVelocityOverLifetimeModule.prototype, "_limitMinConstantVec", void 0);
35324
+ ], LimitVelocityOverLifetimeModule.prototype, "_speedMinConstantVec", void 0);
35332
35325
  __decorate([
35333
35326
  ignoreClone
35334
- ], LimitVelocityOverLifetimeModule.prototype, "_limitMaxConstantVec", void 0);
35327
+ ], LimitVelocityOverLifetimeModule.prototype, "_speedMaxConstantVec", void 0);
35335
35328
  __decorate([
35336
35329
  ignoreClone
35337
35330
  ], LimitVelocityOverLifetimeModule.prototype, "_dragConstantVec", void 0);
@@ -35343,10 +35336,10 @@ __decorate([
35343
35336
  ], LimitVelocityOverLifetimeModule.prototype, "_separateAxesCachedMacro", void 0);
35344
35337
  __decorate([
35345
35338
  ignoreClone
35346
- ], LimitVelocityOverLifetimeModule.prototype, "_limitModeMacro", void 0);
35339
+ ], LimitVelocityOverLifetimeModule.prototype, "_speedModeMacro", void 0);
35347
35340
  __decorate([
35348
35341
  ignoreClone
35349
- ], LimitVelocityOverLifetimeModule.prototype, "_limitRandomMacro", void 0);
35342
+ ], LimitVelocityOverLifetimeModule.prototype, "_speedRandomMacro", void 0);
35350
35343
  __decorate([
35351
35344
  ignoreClone
35352
35345
  ], LimitVelocityOverLifetimeModule.prototype, "_dragCurveCachedMacro", void 0);
@@ -35361,13 +35354,13 @@ __decorate([
35361
35354
  ], LimitVelocityOverLifetimeModule.prototype, "_dragVelocityMacro", void 0);
35362
35355
  __decorate([
35363
35356
  deepClone
35364
- ], LimitVelocityOverLifetimeModule.prototype, "_limitX", void 0);
35357
+ ], LimitVelocityOverLifetimeModule.prototype, "_speedX", void 0);
35365
35358
  __decorate([
35366
35359
  deepClone
35367
- ], LimitVelocityOverLifetimeModule.prototype, "_limitY", void 0);
35360
+ ], LimitVelocityOverLifetimeModule.prototype, "_speedY", void 0);
35368
35361
  __decorate([
35369
35362
  deepClone
35370
- ], LimitVelocityOverLifetimeModule.prototype, "_limitZ", void 0);
35363
+ ], LimitVelocityOverLifetimeModule.prototype, "_speedZ", void 0);
35371
35364
  __decorate([
35372
35365
  deepClone
35373
35366
  ], LimitVelocityOverLifetimeModule.prototype, "_drag", void 0);
@@ -37064,8 +37057,8 @@ __decorate([
37064
37057
  instanceVertices[offset + 40] = rand1.random();
37065
37058
  }
37066
37059
  var limitVelocityOverLifetime = this.limitVelocityOverLifetime;
37067
- if (limitVelocityOverLifetime.enabled && (limitVelocityOverLifetime._isLimitRandomMode() || limitVelocityOverLifetime._isDragRandomMode())) {
37068
- instanceVertices[offset + 41] = limitVelocityOverLifetime._limitRand.random();
37060
+ if (limitVelocityOverLifetime.enabled && (limitVelocityOverLifetime._isSpeedRandomMode() || limitVelocityOverLifetime._isDragRandomMode())) {
37061
+ instanceVertices[offset + 41] = limitVelocityOverLifetime._speedRand.random();
37069
37062
  }
37070
37063
  // Initialize feedback buffer for this particle
37071
37064
  if (this._useTransformFeedback) {