@needle-tools/engine 4.4.0-beta.3 → 4.4.0-beta.5

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.
Files changed (1054) hide show
  1. package/CHANGELOG.md +3614 -3608
  2. package/LICENSE.md +10 -10
  3. package/README.md +64 -64
  4. package/components.needle.json +1 -1
  5. package/dist/needle-engine.bundle.js +2399 -2347
  6. package/dist/needle-engine.bundle.light.js +2395 -2343
  7. package/dist/needle-engine.bundle.light.min.js +89 -89
  8. package/dist/needle-engine.bundle.light.umd.cjs +84 -84
  9. package/dist/needle-engine.bundle.min.js +89 -89
  10. package/dist/needle-engine.bundle.umd.cjs +79 -79
  11. package/dist/needle-engine.d.ts +138 -130
  12. package/dist/needle-engine.light.d.ts +138 -130
  13. package/dist/postprocessing.js +1513 -1659
  14. package/dist/postprocessing.light.js +1513 -1659
  15. package/dist/postprocessing.light.min.js +66 -80
  16. package/dist/postprocessing.light.umd.cjs +69 -83
  17. package/dist/postprocessing.min.js +66 -80
  18. package/dist/postprocessing.umd.cjs +69 -83
  19. package/dist/vendor.js +1 -1
  20. package/dist/vendor.light.js +1 -1
  21. package/lib/asap/needle-asap.d.ts +1 -1
  22. package/lib/asap/needle-asap.js +95 -95
  23. package/lib/asap/sessiongranted.d.ts +3 -3
  24. package/lib/asap/sessiongranted.js +65 -65
  25. package/lib/asap/utils.d.ts +1 -1
  26. package/lib/asap/utils.js +3 -3
  27. package/lib/engine/analytics/index.d.ts +6 -6
  28. package/lib/engine/analytics/index.js +12 -12
  29. package/lib/engine/analytics/lcp.d.ts +3 -3
  30. package/lib/engine/analytics/lcp.js +34 -34
  31. package/lib/engine/api.d.ts +81 -81
  32. package/lib/engine/api.js +80 -80
  33. package/lib/engine/assets/index.d.ts +11 -11
  34. package/lib/engine/assets/index.js +47 -47
  35. package/lib/engine/assets/static.d.ts +1 -1
  36. package/lib/engine/assets/static.js +4 -4
  37. package/lib/engine/codegen/register_types.d.ts +1 -1
  38. package/lib/engine/codegen/register_types.js +300 -300
  39. package/lib/engine/debug/debug.d.ts +15 -15
  40. package/lib/engine/debug/debug.js +44 -44
  41. package/lib/engine/debug/debug_console.d.ts +2 -2
  42. package/lib/engine/debug/debug_console.js +307 -307
  43. package/lib/engine/debug/debug_overlay.d.ts +22 -22
  44. package/lib/engine/debug/debug_overlay.js +316 -316
  45. package/lib/engine/debug/debug_spatial_console.d.ts +2 -2
  46. package/lib/engine/debug/debug_spatial_console.js +390 -390
  47. package/lib/engine/debug/index.d.ts +2 -2
  48. package/lib/engine/debug/index.js +2 -2
  49. package/lib/engine/engine.d.ts +4 -0
  50. package/lib/engine/engine.js +12 -0
  51. package/lib/engine/engine.js.map +1 -0
  52. package/lib/engine/engine_addressables.d.ts +166 -166
  53. package/lib/engine/engine_addressables.js +608 -608
  54. package/lib/engine/engine_animation.d.ts +43 -43
  55. package/lib/engine/engine_animation.js +133 -133
  56. package/lib/engine/engine_application.d.ts +40 -40
  57. package/lib/engine/engine_application.js +104 -104
  58. package/lib/engine/engine_assetdatabase.d.ts +25 -25
  59. package/lib/engine/engine_assetdatabase.js +344 -344
  60. package/lib/engine/engine_audio.d.ts +4 -4
  61. package/lib/engine/engine_audio.js +23 -23
  62. package/lib/engine/engine_camera.d.ts +13 -13
  63. package/lib/engine/engine_camera.js +30 -30
  64. package/lib/engine/engine_components.d.ts +110 -110
  65. package/lib/engine/engine_components.js +382 -380
  66. package/lib/engine/engine_components.js.map +1 -1
  67. package/lib/engine/engine_components_internal.d.ts +9 -9
  68. package/lib/engine/engine_components_internal.js +36 -36
  69. package/lib/engine/engine_constants.d.ts +10 -10
  70. package/lib/engine/engine_constants.js +41 -41
  71. package/lib/engine/engine_context.d.ts +345 -345
  72. package/lib/engine/engine_context.js +1515 -1515
  73. package/lib/engine/engine_context_registry.d.ts +71 -71
  74. package/lib/engine/engine_context_registry.js +117 -117
  75. package/lib/engine/engine_coroutine.d.ts +35 -35
  76. package/lib/engine/engine_coroutine.js +52 -52
  77. package/lib/engine/engine_create_objects.d.ts +118 -118
  78. package/lib/engine/engine_create_objects.js +308 -308
  79. package/lib/engine/engine_default_parameters.d.ts +2 -2
  80. package/lib/engine/engine_default_parameters.js +3 -3
  81. package/lib/engine/engine_editor-sync.d.ts +21 -21
  82. package/lib/engine/engine_editor-sync.js +4 -4
  83. package/lib/engine/engine_element.d.ts +113 -113
  84. package/lib/engine/engine_element.js +829 -830
  85. package/lib/engine/engine_element.js.map +1 -1
  86. package/lib/engine/engine_element_attributes.d.ts +72 -72
  87. package/lib/engine/engine_element_attributes.js +1 -1
  88. package/lib/engine/engine_element_extras.d.ts +6 -6
  89. package/lib/engine/engine_element_extras.js +13 -13
  90. package/lib/engine/engine_element_loading.d.ts +44 -44
  91. package/lib/engine/engine_element_loading.js +349 -349
  92. package/lib/engine/engine_element_overlay.d.ts +21 -21
  93. package/lib/engine/engine_element_overlay.js +166 -166
  94. package/lib/engine/engine_fileloader.d.ts +2 -2
  95. package/lib/engine/engine_fileloader.js +8 -8
  96. package/lib/engine/engine_gameobject.d.ts +68 -68
  97. package/lib/engine/engine_gameobject.js +591 -591
  98. package/lib/engine/engine_generic_utils.d.ts +1 -1
  99. package/lib/engine/engine_generic_utils.js +13 -13
  100. package/lib/engine/engine_gizmos.d.ts +149 -149
  101. package/lib/engine/engine_gizmos.js +530 -530
  102. package/lib/engine/engine_gltf.d.ts +12 -12
  103. package/lib/engine/engine_gltf.js +15 -15
  104. package/lib/engine/engine_gltf_builtin_components.d.ts +7 -7
  105. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  106. package/lib/engine/engine_hot_reload.d.ts +7 -7
  107. package/lib/engine/engine_hot_reload.js +184 -184
  108. package/lib/engine/engine_input.d.ts +352 -352
  109. package/lib/engine/engine_input.js +1265 -1265
  110. package/lib/engine/engine_input_utils.d.ts +2 -2
  111. package/lib/engine/engine_input_utils.js +22 -22
  112. package/lib/engine/engine_instancing.d.ts +19 -19
  113. package/lib/engine/engine_instancing.js +39 -39
  114. package/lib/engine/engine_license.d.ts +9 -9
  115. package/lib/engine/engine_license.js +320 -320
  116. package/lib/engine/engine_lifecycle_api.d.ts +76 -76
  117. package/lib/engine/engine_lifecycle_api.js +99 -99
  118. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  119. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  120. package/lib/engine/engine_lightdata.d.ts +23 -23
  121. package/lib/engine/engine_lightdata.js +91 -91
  122. package/lib/engine/engine_loaders.d.ts +13 -13
  123. package/lib/engine/engine_loaders.js +62 -62
  124. package/lib/engine/engine_lods.d.ts +31 -31
  125. package/lib/engine/engine_lods.js +146 -146
  126. package/lib/engine/engine_mainloop_utils.d.ts +32 -32
  127. package/lib/engine/engine_mainloop_utils.js +466 -466
  128. package/lib/engine/engine_math.d.ts +114 -114
  129. package/lib/engine/engine_math.js +247 -247
  130. package/lib/engine/engine_modules.d.ts +36 -36
  131. package/lib/engine/engine_modules.js +85 -85
  132. package/lib/engine/engine_networking.d.ts +252 -252
  133. package/lib/engine/engine_networking.js +743 -743
  134. package/lib/engine/engine_networking_auto.d.ts +24 -24
  135. package/lib/engine/engine_networking_auto.js +310 -310
  136. package/lib/engine/engine_networking_blob.d.ts +48 -48
  137. package/lib/engine/engine_networking_blob.js +212 -212
  138. package/lib/engine/engine_networking_files.d.ts +35 -35
  139. package/lib/engine/engine_networking_files.js +172 -172
  140. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  141. package/lib/engine/engine_networking_files_default_components.js +42 -42
  142. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  143. package/lib/engine/engine_networking_instantiate.js +345 -345
  144. package/lib/engine/engine_networking_peer.d.ts +15 -15
  145. package/lib/engine/engine_networking_peer.js +132 -132
  146. package/lib/engine/engine_networking_streams.d.ts +123 -123
  147. package/lib/engine/engine_networking_streams.js +645 -645
  148. package/lib/engine/engine_networking_types.d.ts +22 -22
  149. package/lib/engine/engine_networking_types.js +7 -7
  150. package/lib/engine/engine_networking_utils.d.ts +2 -2
  151. package/lib/engine/engine_networking_utils.js +20 -20
  152. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  153. package/lib/engine/engine_networking_websocket.js +2 -2
  154. package/lib/engine/engine_patcher.d.ts +10 -10
  155. package/lib/engine/engine_patcher.js +142 -142
  156. package/lib/engine/engine_physics.d.ts +152 -152
  157. package/lib/engine/engine_physics.js +645 -645
  158. package/lib/engine/engine_physics.types.d.ts +40 -40
  159. package/lib/engine/engine_physics.types.js +33 -33
  160. package/lib/engine/engine_physics_rapier.d.ts +147 -147
  161. package/lib/engine/engine_physics_rapier.js +1432 -1432
  162. package/lib/engine/engine_playerview.d.ts +26 -26
  163. package/lib/engine/engine_playerview.js +64 -64
  164. package/lib/engine/engine_scenelighting.d.ts +71 -71
  165. package/lib/engine/engine_scenelighting.js +226 -226
  166. package/lib/engine/engine_scenetools.d.ts +50 -50
  167. package/lib/engine/engine_scenetools.js +321 -321
  168. package/lib/engine/engine_serialization.d.ts +3 -3
  169. package/lib/engine/engine_serialization.js +3 -3
  170. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  171. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  172. package/lib/engine/engine_serialization_core.d.ts +85 -85
  173. package/lib/engine/engine_serialization_core.js +602 -602
  174. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  175. package/lib/engine/engine_serialization_decorator.js +66 -66
  176. package/lib/engine/engine_setup.d.ts +1 -1
  177. package/lib/engine/engine_setup.js +2 -2
  178. package/lib/engine/engine_shaders.d.ts +53 -53
  179. package/lib/engine/engine_shaders.js +252 -252
  180. package/lib/engine/engine_shims.d.ts +4 -4
  181. package/lib/engine/engine_shims.js +24 -24
  182. package/lib/engine/engine_test_utils.d.ts +39 -39
  183. package/lib/engine/engine_test_utils.js +83 -83
  184. package/lib/engine/engine_texture.d.ts +28 -28
  185. package/lib/engine/engine_texture.js +64 -64
  186. package/lib/engine/engine_three_utils.d.ts +201 -201
  187. package/lib/engine/engine_three_utils.js +731 -731
  188. package/lib/engine/engine_time.d.ts +51 -51
  189. package/lib/engine/engine_time.js +82 -82
  190. package/lib/engine/engine_time_utils.d.ts +88 -88
  191. package/lib/engine/engine_time_utils.js +215 -215
  192. package/lib/engine/engine_tonemapping.d.ts +2 -2
  193. package/lib/engine/engine_tonemapping.js +194 -194
  194. package/lib/engine/engine_types.d.ts +572 -572
  195. package/lib/engine/engine_types.js +88 -88
  196. package/lib/engine/engine_typestore.d.ts +28 -28
  197. package/lib/engine/engine_typestore.js +55 -55
  198. package/lib/engine/engine_util_decorator.d.ts +13 -13
  199. package/lib/engine/engine_util_decorator.js +116 -116
  200. package/lib/engine/engine_utils.d.ts +266 -266
  201. package/lib/engine/engine_utils.js +878 -878
  202. package/lib/engine/engine_utils_format.d.ts +21 -21
  203. package/lib/engine/engine_utils_format.js +193 -193
  204. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  205. package/lib/engine/engine_utils_screenshot.js +513 -513
  206. package/lib/engine/engine_utils_screenshot.js.map +1 -1
  207. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  208. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  209. package/lib/engine/engine_web_api.d.ts +12 -0
  210. package/lib/engine/engine_web_api.js +113 -0
  211. package/lib/engine/engine_web_api.js.map +1 -0
  212. package/lib/engine/engine_xr.d.ts +1 -1
  213. package/lib/engine/engine_xr.js +1 -1
  214. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  215. package/lib/engine/export/gltf/Writers.js +24 -24
  216. package/lib/engine/export/gltf/index.d.ts +11 -11
  217. package/lib/engine/export/gltf/index.js +123 -123
  218. package/lib/engine/export/index.d.ts +2 -2
  219. package/lib/engine/export/index.js +2 -2
  220. package/lib/engine/export/state.d.ts +7 -7
  221. package/lib/engine/export/state.js +17 -17
  222. package/lib/engine/export/utils.d.ts +2 -2
  223. package/lib/engine/export/utils.js +7 -7
  224. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  225. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  226. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  227. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  228. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  229. package/lib/engine/extensions/NEEDLE_components.js +220 -220
  230. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  231. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  232. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  233. package/lib/engine/extensions/NEEDLE_lighting_settings.js +157 -157
  234. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  235. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  236. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  237. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  238. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  239. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  240. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  241. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  242. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  243. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  244. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  245. package/lib/engine/extensions/extension_resolver.js +1 -1
  246. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  247. package/lib/engine/extensions/extension_utils.js +152 -152
  248. package/lib/engine/extensions/extensions.d.ts +31 -31
  249. package/lib/engine/extensions/extensions.js +103 -103
  250. package/lib/engine/extensions/index.d.ts +6 -6
  251. package/lib/engine/extensions/index.js +6 -6
  252. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  253. package/lib/engine/extensions/usage_tracker.js +65 -65
  254. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  255. package/lib/engine/js-extensions/Camera.js +39 -39
  256. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  257. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  258. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  259. package/lib/engine/js-extensions/Layers.js +22 -22
  260. package/lib/engine/js-extensions/Object3D.d.ts +120 -120
  261. package/lib/engine/js-extensions/Object3D.js +136 -136
  262. package/lib/engine/js-extensions/RGBAColor.d.ts +23 -22
  263. package/lib/engine/js-extensions/RGBAColor.js +110 -62
  264. package/lib/engine/js-extensions/RGBAColor.js.map +1 -1
  265. package/lib/engine/js-extensions/Vector.d.ts +3 -3
  266. package/lib/engine/js-extensions/Vector.js +13 -13
  267. package/lib/engine/js-extensions/index.d.ts +5 -5
  268. package/lib/engine/js-extensions/index.js +5 -5
  269. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  270. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +75 -75
  271. package/lib/engine/shaders/shaderData.d.ts +55 -55
  272. package/lib/engine/shaders/shaderData.js +58 -58
  273. package/lib/engine/tests/test_utils.d.ts +2 -2
  274. package/lib/engine/tests/test_utils.js +53 -53
  275. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  276. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  277. package/lib/engine/webcomponents/api.d.ts +5 -5
  278. package/lib/engine/webcomponents/api.js +4 -4
  279. package/lib/engine/webcomponents/buttons.d.ts +39 -39
  280. package/lib/engine/webcomponents/buttons.js +237 -237
  281. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  282. package/lib/engine/webcomponents/fonts.js +32 -32
  283. package/lib/engine/webcomponents/icons.d.ts +9 -9
  284. package/lib/engine/webcomponents/icons.js +52 -52
  285. package/lib/engine/webcomponents/index.d.ts +1 -1
  286. package/lib/engine/webcomponents/index.js +1 -1
  287. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  288. package/lib/engine/webcomponents/logo-element.js +67 -67
  289. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  290. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  291. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +151 -151
  292. package/lib/engine/webcomponents/needle menu/needle-menu.js +1018 -1018
  293. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  294. package/lib/engine/webcomponents/needle-button.js +161 -161
  295. package/lib/engine/xr/NeedleXRController.d.ts +313 -313
  296. package/lib/engine/xr/NeedleXRController.js +1008 -1008
  297. package/lib/engine/xr/NeedleXRSession.d.ts +339 -339
  298. package/lib/engine/xr/NeedleXRSession.js +1427 -1427
  299. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  300. package/lib/engine/xr/NeedleXRSync.js +188 -188
  301. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  302. package/lib/engine/xr/SceneTransition.js +69 -69
  303. package/lib/engine/xr/TempXRContext.d.ts +34 -34
  304. package/lib/engine/xr/TempXRContext.js +187 -187
  305. package/lib/engine/xr/XRRig.d.ts +7 -7
  306. package/lib/engine/xr/XRRig.js +1 -1
  307. package/lib/engine/xr/api.d.ts +6 -6
  308. package/lib/engine/xr/api.js +6 -6
  309. package/lib/engine/xr/events.d.ts +66 -66
  310. package/lib/engine/xr/events.js +93 -93
  311. package/lib/engine/xr/internal.d.ts +12 -12
  312. package/lib/engine/xr/internal.js +25 -25
  313. package/lib/engine/xr/usdz.d.ts +12 -12
  314. package/lib/engine/xr/usdz.js +29 -29
  315. package/lib/engine/xr/utils.d.ts +11 -11
  316. package/lib/engine/xr/utils.js +34 -34
  317. package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
  318. package/lib/engine-components/AlignmentConstraint.js +39 -39
  319. package/lib/engine-components/Animation.d.ts +156 -156
  320. package/lib/engine-components/Animation.js +508 -508
  321. package/lib/engine-components/AnimationCurve.d.ts +40 -40
  322. package/lib/engine-components/AnimationCurve.js +159 -159
  323. package/lib/engine-components/AnimationUtils.d.ts +8 -8
  324. package/lib/engine-components/AnimationUtils.js +27 -27
  325. package/lib/engine-components/AnimationUtilsAutoplay.d.ts +1 -1
  326. package/lib/engine-components/AnimationUtilsAutoplay.js +39 -39
  327. package/lib/engine-components/Animator.d.ts +217 -217
  328. package/lib/engine-components/Animator.js +354 -354
  329. package/lib/engine-components/AnimatorController.d.ts +227 -227
  330. package/lib/engine-components/AnimatorController.js +1152 -1152
  331. package/lib/engine-components/AudioListener.d.ts +33 -33
  332. package/lib/engine-components/AudioListener.js +86 -86
  333. package/lib/engine-components/AudioSource.d.ts +217 -217
  334. package/lib/engine-components/AudioSource.js +627 -627
  335. package/lib/engine-components/AvatarLoader.d.ts +80 -80
  336. package/lib/engine-components/AvatarLoader.js +231 -231
  337. package/lib/engine-components/AxesHelper.d.ts +32 -32
  338. package/lib/engine-components/AxesHelper.js +67 -67
  339. package/lib/engine-components/BasicIKConstraint.d.ts +9 -9
  340. package/lib/engine-components/BasicIKConstraint.js +43 -43
  341. package/lib/engine-components/BoxCollider.d.ts +2 -2
  342. package/lib/engine-components/BoxCollider.js +2 -2
  343. package/lib/engine-components/BoxHelperComponent.d.ts +47 -47
  344. package/lib/engine-components/BoxHelperComponent.js +102 -102
  345. package/lib/engine-components/Camera.d.ts +231 -231
  346. package/lib/engine-components/Camera.js +700 -694
  347. package/lib/engine-components/Camera.js.map +1 -1
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  1020. package/src/engine-schemes/dist/api.js.meta +7 -0
  1021. package/src/engine-schemes/dist/schemes.js +25 -0
  1022. package/src/engine-schemes/dist/schemes.js.meta +7 -0
  1023. package/src/engine-schemes/dist/synced-camera-model.js +74 -0
  1024. package/src/engine-schemes/dist/synced-camera-model.js.meta +7 -0
  1025. package/src/engine-schemes/dist/synced-transform-model.js +73 -0
  1026. package/src/engine-schemes/dist/synced-transform-model.js.meta +7 -0
  1027. package/src/engine-schemes/dist/transform.js +46 -0
  1028. package/src/engine-schemes/dist/transform.js.meta +7 -0
  1029. package/src/engine-schemes/dist/vec2.js +32 -0
  1030. package/src/engine-schemes/dist/vec2.js.meta +7 -0
  1031. package/src/engine-schemes/dist/vec3.js +36 -0
  1032. package/src/engine-schemes/dist/vec3.js.meta +7 -0
  1033. package/src/engine-schemes/dist/vec4.js +40 -0
  1034. package/src/engine-schemes/dist/vec4.js.meta +7 -0
  1035. package/src/engine-schemes/dist/vr-user-state-buffer.js +110 -0
  1036. package/src/engine-schemes/dist/vr-user-state-buffer.js.meta +7 -0
  1037. package/src/engine-schemes/schemes.ts +28 -28
  1038. package/src/engine-schemes/synced-camera-model.ts +92 -92
  1039. package/src/engine-schemes/synced-transform-model.ts +90 -90
  1040. package/src/engine-schemes/syncedCamera.fbs +10 -10
  1041. package/src/engine-schemes/transform.ts +50 -50
  1042. package/src/engine-schemes/transforms.fbs +25 -25
  1043. package/src/engine-schemes/vec.fbs +19 -19
  1044. package/src/engine-schemes/vec2.ts +33 -33
  1045. package/src/engine-schemes/vec3.ts +38 -38
  1046. package/src/engine-schemes/vec4.ts +43 -43
  1047. package/src/engine-schemes/vr-user-state-buffer.ts +145 -145
  1048. package/src/engine-schemes/vrUserStateBuffer.fbs +17 -17
  1049. package/src/include/draco/draco_decoder.js +34 -34
  1050. package/src/include/ktx2/basis_transcoder.js +21 -21
  1051. package/src/include/needle/arial-msdf.json +1471 -1471
  1052. package/src/include/three/DragControls.js +231 -231
  1053. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  1054. package/src/needle-engine.ts +70 -70
@@ -1,1177 +1,1177 @@
1
- var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
2
- var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
3
- if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
4
- else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
5
- return c > 3 && r && Object.defineProperty(target, key, r), r;
6
- };
7
- import { AxesHelper, BackSide, FrontSide, LinearSRGBColorSpace, Material, Mesh, MeshBasicMaterial, NormalBlending, Object3D, PlaneGeometry, Quaternion, Vector3 } from "three";
8
- import { BatchedParticleRenderer, ConstantColor, ConstantValue, ParticleSystem as _ParticleSystem, RenderMode, TrailParticle, Vector4 as QVector4 } from "three.quarks";
9
- import { isDevEnvironment, showBalloonWarning } from "../../engine/debug/index.js";
10
- import { Mathf } from "../../engine/engine_math.js";
11
- // https://github.dev/creativelifeform/three-nebula
12
- // import System, { Emitter, Position, Life, SpriteRenderer, Particle, Body, MeshRenderer, } from 'three-nebula.js';
13
- import { serializable } from "../../engine/engine_serialization.js";
14
- import { assign } from "../../engine/engine_serialization_core.js";
15
- import { createFlatTexture } from "../../engine/engine_shaders.js";
16
- import { getTempVector, getWorldPosition, getWorldQuaternion, getWorldScale } from "../../engine/engine_three_utils.js";
17
- import { getParam } from "../../engine/engine_utils.js";
18
- import { NEEDLE_progressive } from "../../engine/extensions/NEEDLE_progressive.js";
19
- import { RGBAColor } from "../../engine/js-extensions/index.js";
20
- import { Behaviour, GameObject } from "../Component.js";
21
- import { ColorBySpeedModule, ColorOverLifetimeModule, EmissionModule, InheritVelocityModule, LimitVelocityOverLifetimeModule, MainModule, NoiseModule, ParticleBurst, ParticleSystemRenderMode, ParticleSystemScalingMode, ParticleSystemSimulationSpace, RotationBySpeedModule, RotationOverLifetimeModule, ShapeModule, SizeBySpeedModule, SizeOverLifetimeModule, TextureSheetAnimationModule, TrailModule, VelocityOverLifetimeModule } from "./ParticleSystemModules.js";
22
- import { ParticleSubEmitter } from "./ParticleSystemSubEmitter.js";
23
- const debug = getParam("debugparticles");
24
- const suppressProgressiveLoading = getParam("noprogressive");
25
- const debugProgressiveLoading = getParam("debugprogressive");
26
- export var SubEmitterType;
27
- (function (SubEmitterType) {
28
- SubEmitterType[SubEmitterType["Birth"] = 0] = "Birth";
29
- SubEmitterType[SubEmitterType["Collision"] = 1] = "Collision";
30
- SubEmitterType[SubEmitterType["Death"] = 2] = "Death";
31
- SubEmitterType[SubEmitterType["Trigger"] = 3] = "Trigger";
32
- SubEmitterType[SubEmitterType["Manual"] = 4] = "Manual";
33
- })(SubEmitterType || (SubEmitterType = {}));
34
- /** @internal */
35
- export class ParticleSystemRenderer extends Behaviour {
36
- renderMode;
37
- particleMaterial;
38
- trailMaterial;
39
- // @serializable(Mesh)
40
- particleMesh;
41
- maxParticleSize;
42
- minParticleSize;
43
- velocityScale;
44
- cameraVelocityScale;
45
- lengthScale;
46
- start() {
47
- if (this.maxParticleSize !== .5 && this.minParticleSize !== 0) {
48
- if (isDevEnvironment()) {
49
- const msg = `ParticleSystem \"${this.name}\" has non-default min/max particle size. This may not render correctly. Please set min size to 0 and the max size to 0.5 and use the \"StartSize\" setting instead`;
50
- console.warn(msg);
51
- // showBalloonWarning(msg);
52
- }
53
- }
54
- }
55
- get transparent() {
56
- const res = this.particleMaterial?.transparent ?? false;
57
- // console.log(res, this.particleMaterial);
58
- return res;
59
- }
60
- getMaterial(trailEnabled = false) {
61
- let material = (trailEnabled === true && this.trailMaterial) ? this.trailMaterial : this.particleMaterial;
62
- if (material) {
63
- if (material.type === "MeshStandardMaterial") {
64
- if (debug)
65
- console.debug("ParticleSystemRenderer.getMaterial: MeshStandardMaterial detected, converting to MeshBasicMaterial. See https://github.com/Alchemist0823/three.quarks/issues/101");
66
- if ("map" in material && material.map) {
67
- material.map.colorSpace = LinearSRGBColorSpace;
68
- material.map.premultiplyAlpha = false;
69
- }
70
- const newMaterial = new MeshBasicMaterial();
71
- newMaterial.copy(material);
72
- if (trailEnabled)
73
- this.trailMaterial = newMaterial;
74
- else
75
- this.particleMaterial = newMaterial;
76
- }
77
- if (material.map) {
78
- material.map.colorSpace = LinearSRGBColorSpace;
79
- material.map.premultiplyAlpha = false;
80
- }
81
- if (trailEnabled) {
82
- // the particle material for trails must be DoubleSide or BackSide (since otherwise the trail is invisible)
83
- if (material.side === FrontSide) {
84
- // don't modify the assigned material
85
- material = material.clone();
86
- material.side = BackSide;
87
- if (trailEnabled)
88
- this.trailMaterial = material;
89
- else
90
- this.particleMaterial = material;
91
- }
92
- }
93
- }
94
- // progressive load on start
95
- // TODO: figure out how to do this before particle system rendering so we only load textures for visible materials
96
- if (material && !suppressProgressiveLoading && material["_didRequestTextureLOD"] === undefined) {
97
- material["_didRequestTextureLOD"] = 0;
98
- if (debugProgressiveLoading) {
99
- console.log("Load material LOD", material.name);
100
- }
101
- NEEDLE_progressive.assignTextureLOD(material, 0);
102
- }
103
- return material;
104
- }
105
- getMesh(_renderMode) {
106
- let geo = null;
107
- if (!geo) {
108
- if (this.particleMesh instanceof Mesh) {
109
- geo = this.particleMesh.geometry;
110
- }
111
- if (geo === null) {
112
- geo = new PlaneGeometry(1, 1);
113
- // Flip UVs horizontally
114
- const uv = geo.attributes.uv;
115
- for (let i = 0; i < uv.count; i++) {
116
- uv.setX(i, 1 - uv.getX(i));
117
- }
118
- }
119
- }
120
- const res = new Mesh(geo, this.getMaterial());
121
- return res;
122
- }
123
- }
124
- __decorate([
125
- serializable()
126
- ], ParticleSystemRenderer.prototype, "renderMode", void 0);
127
- __decorate([
128
- serializable(Material)
129
- ], ParticleSystemRenderer.prototype, "particleMaterial", void 0);
130
- __decorate([
131
- serializable(Material)
132
- ], ParticleSystemRenderer.prototype, "trailMaterial", void 0);
133
- __decorate([
134
- serializable()
135
- ], ParticleSystemRenderer.prototype, "maxParticleSize", void 0);
136
- __decorate([
137
- serializable()
138
- ], ParticleSystemRenderer.prototype, "minParticleSize", void 0);
139
- __decorate([
140
- serializable()
141
- ], ParticleSystemRenderer.prototype, "velocityScale", void 0);
142
- __decorate([
143
- serializable()
144
- ], ParticleSystemRenderer.prototype, "cameraVelocityScale", void 0);
145
- __decorate([
146
- serializable()
147
- ], ParticleSystemRenderer.prototype, "lengthScale", void 0);
148
- class MinMaxCurveFunction {
149
- _curve;
150
- _factor;
151
- constructor(curve, factor = 1) {
152
- this._curve = curve;
153
- this._factor = factor;
154
- }
155
- type = "function";
156
- startGen(_memory) {
157
- // ...
158
- }
159
- genValue(_memory, t) {
160
- return this._curve.evaluate(t, Math.random()) * this._factor;
161
- }
162
- toJSON() {
163
- throw new Error("Method not implemented.");
164
- }
165
- clone() {
166
- throw new Error("Method not implemented.");
167
- }
168
- }
169
- class MinMaxGradientFunction {
170
- _curve;
171
- constructor(curve) { this._curve = curve; }
172
- type = "function";
173
- startGen(_memory) {
174
- throw new Error("Method not implemented.");
175
- }
176
- genColor(_memory, color, t) {
177
- const col = this._curve.evaluate(t, Math.random());
178
- // TODO: incoming color should probably be blended?
179
- color.set(col.r, col.g, col.b, "alpha" in col ? col.alpha : 1);
180
- return color;
181
- }
182
- toJSON() {
183
- throw new Error("Method not implemented.");
184
- }
185
- clone() {
186
- throw new Error("Method not implemented.");
187
- }
188
- }
189
- class BaseValueGenerator {
190
- type = "value";
191
- toJSON() {
192
- throw new Error("Method not implemented.");
193
- }
194
- clone() {
195
- throw new Error("Method not implemented.");
196
- }
197
- startGen(_memory) { }
198
- system;
199
- constructor(system) {
200
- this.system = system;
201
- }
202
- }
203
- class TextureSheetStartFrameGenerator extends BaseValueGenerator {
204
- genValue() {
205
- return this.system.textureSheetAnimation.getStartIndex();
206
- }
207
- }
208
- class ParticleSystemEmissionOverTime extends BaseValueGenerator {
209
- _lastPosition = new Vector3();
210
- _lastDistance = 0;
211
- update() {
212
- const currentPosition = getWorldPosition(this.system.gameObject);
213
- this._lastDistance = this._lastPosition.distanceTo(currentPosition);
214
- this._lastPosition.copy(currentPosition);
215
- }
216
- genValue() {
217
- if (!this.system.isPlaying)
218
- return 0;
219
- if (!this.system.emission.enabled)
220
- return 0;
221
- if (this.system.currentParticles >= this.system.maxParticles)
222
- return 0;
223
- // emission over time
224
- let emission = this.system.emission.rateOverTime.evaluate(this.system.time / this.system.duration, Math.random());
225
- // if(this.system.currentParticles + emission > this.system.maxParticles)
226
- // emission = (this.system.maxParticles - this.system.currentParticles);
227
- // const res = Mathf.clamp(emission, 0, this.system.maxParticles - this.system.currentParticles);
228
- if (this.system.deltaTime > 0) {
229
- const distanceEmission = this.system.emission.rateOverDistance.evaluate(this.system.time / this.system.duration, Math.random());
230
- const meterPerSecond = this._lastDistance / this.system.deltaTime;
231
- let distanceEmissionValue = meterPerSecond * distanceEmission;
232
- if (!Number.isFinite(distanceEmissionValue))
233
- distanceEmissionValue = 0;
234
- emission += distanceEmissionValue;
235
- }
236
- const burst = this.system.emission.getBurst();
237
- if (burst > 0)
238
- emission += burst / this.system.deltaTime;
239
- const maxEmission = (this.system.maxParticles - this.system.currentParticles);
240
- return Mathf.clamp(emission, 0, maxEmission / this.system.deltaTime);
241
- }
242
- }
243
- class ParticleSystemEmissionOverDistance extends BaseValueGenerator {
244
- genValue() {
245
- if (!this.system.isPlaying)
246
- return 0;
247
- // this seems not be called yet
248
- return 0;
249
- // if (this.system.currentParticles >= this.system.maxParticles) return 0;
250
- // const emission = this.system.emission.rateOverDistance.evaluate(this.system.time / this.system.duration, Math.random());
251
- // return emission;
252
- }
253
- }
254
- export class ParticleSystemBaseBehaviour {
255
- system;
256
- get context() { return this.system.context; }
257
- constructor(ps) {
258
- this.type = Object.getPrototypeOf(this).constructor.name || "ParticleSystemBaseBehaviour";
259
- if (ps)
260
- this.system = ps;
261
- }
262
- type;
263
- initialize(_particle) { }
264
- update(_particle, _delta) { }
265
- frameUpdate(_delta) { }
266
- toJSON() { throw new Error("Method not implemented."); }
267
- clone() { throw new Error("Method not implemented."); }
268
- reset() { }
269
- }
270
- const $startFrame = Symbol("startFrame");
271
- class TextureSheetAnimationBehaviour extends ParticleSystemBaseBehaviour {
272
- type = "NeedleTextureSheet";
273
- // initialize(_particle: Particle): void {
274
- // _particle[$startFrame] = this.system.textureSheetAnimation.getStartIndex();
275
- // }
276
- update(particle, _delta) {
277
- const sheet = this.system.textureSheetAnimation;
278
- if (sheet.enabled) {
279
- const t01 = particle.age / particle.life;
280
- const index = sheet.evaluate(t01);
281
- if (index !== undefined)
282
- particle.uvTile = index;
283
- }
284
- }
285
- }
286
- const $particleRotation = Symbol("particleRotation");
287
- class RotationBehaviour extends ParticleSystemBaseBehaviour {
288
- type = "NeedleRotation";
289
- initialize(particle) {
290
- particle[$particleRotation] = Math.random();
291
- }
292
- update(particle, delta) {
293
- if (particle.rotation === undefined)
294
- return;
295
- const t = particle.age / particle.life;
296
- if (typeof particle.rotation === "number") {
297
- if (this.system.rotationOverLifetime.enabled) {
298
- particle.rotation += this.system.rotationOverLifetime.evaluate(t, particle[$particleRotation]) * delta;
299
- }
300
- else {
301
- if (this.system.renderer.renderMode === ParticleSystemRenderMode.Billboard)
302
- particle.rotation = Math.PI;
303
- }
304
- if (this.system.rotationBySpeed.enabled) {
305
- const speed = particle.velocity.length();
306
- particle.rotation += this.system.rotationBySpeed.evaluate(t, speed) * delta;
307
- }
308
- }
309
- else {
310
- // const quat = particle.rotation as Quaternion;
311
- // TODO: implement rotation by speed for quaternions
312
- }
313
- }
314
- }
315
- const $sizeLerpFactor = Symbol("sizeLerpFactor");
316
- const localScaleVec3 = new Vector3();
317
- class SizeBehaviour extends ParticleSystemBaseBehaviour {
318
- type = "NeedleSize";
319
- _minSize = 0;
320
- _maxSize = 1;
321
- initialize(particle) {
322
- particle[$sizeLerpFactor] = Math.random();
323
- this._minSize = this.system.renderer.minParticleSize;
324
- this._maxSize = this.system.renderer.maxParticleSize;
325
- }
326
- update(particle, _delta) {
327
- const age01 = particle.age / particle.life;
328
- let size = 1;
329
- if (this.system.sizeOverLifetime.enabled)
330
- size *= this.system.sizeOverLifetime.evaluate(age01, undefined, particle[$sizeLerpFactor]).x;
331
- let scaleFactor = 1;
332
- if (this.system.renderer.renderMode !== ParticleSystemRenderMode.Mesh)
333
- scaleFactor = this.system.worldScale.x / this.system.cameraScale;
334
- const newSize = getTempVector(particle.startSize).multiplyScalar(size * scaleFactor);
335
- particle.size.set(newSize.x, newSize.y, newSize.z);
336
- if (this.system.localspace) {
337
- const scale = getLocalSimulationScale(this.system, localScaleVec3);
338
- particle.size.x *= scale.x;
339
- particle.size.y *= scale.y;
340
- particle.size.z *= scale.z;
341
- }
342
- // in Unity this is viewport size, we don't really support this yet (and the renderer is logging a warning)
343
- // so for now it's disabled again
344
- // particle.size = Mathf.clamp(particle.size, this._minSize, this._maxSize);
345
- }
346
- }
347
- export const $particleLife = Symbol("particleLife");
348
- const $trailLifetime = Symbol("trailLifetime");
349
- const $trailStartLength = Symbol("trailStartLength");
350
- const $trailWidthRandom = Symbol("trailWidthRandom");
351
- class TrailBehaviour extends ParticleSystemBaseBehaviour {
352
- type = "NeedleTrail";
353
- initialize(particle) {
354
- if (particle instanceof TrailParticle) {
355
- particle[$particleLife] = particle.life;
356
- if (this.system.trails.enabled && this.system.trails.dieWithParticles === false) {
357
- particle[$trailLifetime] = this.system.trails.lifetime.evaluate(Math.random(), Math.random());
358
- particle.life += particle[$trailLifetime];
359
- }
360
- particle[$trailStartLength] = particle.length;
361
- particle[$trailWidthRandom] = Math.random();
362
- }
363
- }
364
- update(particle) {
365
- if (this.system.trails?.enabled && particle instanceof TrailParticle) {
366
- const trailParticle = particle;
367
- const age01 = particle.age / particle[$particleLife];
368
- const iter = particle.previous.values();
369
- const length = particle.previous.length;
370
- // const maxAge = this.system.trails.lifetime.
371
- for (let i = 0; i < length; i++) {
372
- const cur = iter.next();
373
- const state = cur.value;
374
- const pos01 = 1 - (i / (length - 1));
375
- const size = particle.size;
376
- if (size.x <= 0 && !this.system.trails.sizeAffectsWidth) {
377
- // Not sure where we get to 100* from, tested in SOC trong com
378
- const newSize = 20 * this.system.trails.widthOverTrail.evaluate(.5, trailParticle[$trailWidthRandom]);
379
- size.x = newSize;
380
- size.y = newSize;
381
- size.z = newSize;
382
- }
383
- state.size = this.system.trails.getWidth(size.x, age01, pos01, trailParticle[$trailWidthRandom]);
384
- state.color.copy(particle.color);
385
- this.system.trails.getColor(state.color, age01, pos01);
386
- }
387
- // particle.life = particle.age + .1;
388
- if (particle.age > particle[$particleLife]) {
389
- particle.velocity.set(0, 0, 0);
390
- const t = (particle.age - particle[$particleLife]) / particle[$trailLifetime];
391
- trailParticle.length = Mathf.lerp(particle[$trailStartLength], 0, t);
392
- }
393
- }
394
- }
395
- }
396
- const $startVelocity = Symbol("startVelocity");
397
- const $gravityFactor = Symbol("gravityModifier");
398
- const $gravitySpeed = Symbol("gravitySpeed");
399
- const $velocityLerpFactor = Symbol("velocity lerp factor");
400
- const temp3 = new Vector3();
401
- const temp4 = new Quaternion();
402
- class VelocityBehaviour extends ParticleSystemBaseBehaviour {
403
- type = "NeedleVelocity";
404
- _gravityDirection = new Vector3();
405
- initialize(particle) {
406
- const simulationSpeed = this.system.main.simulationSpeed;
407
- particle.startSpeed = this.system.main.startSpeed.evaluate(Math.random(), Math.random());
408
- const dir = this.system.shape.getDirection(particle, particle.position);
409
- particle.velocity.x = dir.x * particle.startSpeed;
410
- particle.velocity.y = dir.y * particle.startSpeed;
411
- particle.velocity.z = dir.z * particle.startSpeed;
412
- if (this.system.inheritVelocity?.enabled) {
413
- this.system.inheritVelocity.applyInitial(particle.velocity);
414
- }
415
- if (!particle[$startVelocity])
416
- particle[$startVelocity] = particle.velocity.clone();
417
- else
418
- particle[$startVelocity].copy(particle.velocity);
419
- const gravityFactor = this.system.main.gravityModifier.evaluate(Math.random(), Math.random());
420
- particle[$gravityFactor] = gravityFactor * simulationSpeed;
421
- particle[$gravitySpeed] = gravityFactor * simulationSpeed * .5;
422
- particle[$velocityLerpFactor] = Math.random();
423
- this.system.velocityOverLifetime?.init(particle);
424
- this._gravityDirection.set(0, -1, 0);
425
- if (this.system.main.simulationSpace === ParticleSystemSimulationSpace.Local)
426
- this._gravityDirection.applyQuaternion(this.system.worldQuaternionInverted).normalize();
427
- }
428
- update(particle, delta) {
429
- //////////////////////
430
- // calculate speed
431
- const baseVelocity = particle[$startVelocity];
432
- const gravityFactor = particle[$gravityFactor];
433
- if (gravityFactor !== 0) {
434
- const factor = gravityFactor * particle[$gravitySpeed];
435
- temp3.copy(this._gravityDirection).multiplyScalar(factor);
436
- particle[$gravitySpeed] += delta * .05;
437
- baseVelocity.add(temp3);
438
- }
439
- particle.velocity.copy(baseVelocity);
440
- const t01 = particle.age / particle.life;
441
- if (this.system.inheritVelocity?.enabled) {
442
- this.system.inheritVelocity.applyCurrent(particle.velocity, t01, particle[$velocityLerpFactor]);
443
- }
444
- const noise = this.system.noise;
445
- if (noise.enabled) {
446
- noise.apply(0, particle.position, particle.velocity, delta, particle.age, particle.life);
447
- }
448
- //////////////////////
449
- // evaluate by speed modules
450
- const sizeBySpeed = this.system.sizeBySpeed;
451
- if (sizeBySpeed?.enabled) {
452
- particle.size = sizeBySpeed.evaluate(particle.velocity, t01, particle[$velocityLerpFactor], particle.size);
453
- }
454
- const colorBySpeed = this.system.colorBySpeed;
455
- if (colorBySpeed?.enabled) {
456
- colorBySpeed.evaluate(particle.velocity, particle[$velocityLerpFactor], particle.color);
457
- }
458
- //////////////////////
459
- // limit or modify speed
460
- const velocity = this.system.velocityOverLifetime;
461
- if (velocity.enabled) {
462
- velocity.apply(particle, 0, particle.position, particle.velocity, delta, particle.age, particle.life);
463
- }
464
- const limitVelocityOverLifetime = this.system.limitVelocityOverLifetime;
465
- if (limitVelocityOverLifetime.enabled) {
466
- // const factor = this.system.worldScale.x;
467
- limitVelocityOverLifetime.apply(particle.position, baseVelocity, particle.velocity, particle.size, t01, delta, 1);
468
- }
469
- if (this.system.worldspace) {
470
- const ws = this.system.worldScale;
471
- particle.velocity.x *= ws.x;
472
- particle.velocity.y *= ws.y;
473
- particle.velocity.z *= ws.z;
474
- }
475
- }
476
- }
477
- const $colorLerpFactor = Symbol("colorLerpFactor");
478
- const tempColor = new RGBAColor(1, 1, 1, 1);
479
- const col = new RGBAColor(1, 1, 1, 1);
480
- class ColorBehaviour extends ParticleSystemBaseBehaviour {
481
- type = "NeedleColor";
482
- initialize(_particle) {
483
- }
484
- _init(particle) {
485
- const materialColor = this.system.renderer.particleMaterial;
486
- col.copy(this.system.main.startColor.evaluate(Math.random()));
487
- if (materialColor?.color) {
488
- tempColor.copy(materialColor.color);
489
- col.multiply(tempColor);
490
- }
491
- col.convertLinearToSRGB();
492
- particle.startColor.set(col.r, col.g, col.b, col.alpha);
493
- particle.color.copy(particle.startColor);
494
- particle[$colorLerpFactor] = Math.random();
495
- }
496
- update(particle, _delta) {
497
- if (particle.age === 0)
498
- this._init(particle);
499
- if (this.system.colorOverLifetime.enabled) {
500
- const t = particle.age / particle.life;
501
- const col = this.system.colorOverLifetime.color.evaluate(t, particle[$colorLerpFactor]);
502
- particle.color.set(col.r, col.g, col.b, "alpha" in col ? col.alpha : 1).multiply(particle.startColor);
503
- }
504
- else {
505
- particle.color.copy(particle.startColor);
506
- }
507
- }
508
- }
509
- class ParticleSystemInterface {
510
- system;
511
- emission;
512
- get anim() {
513
- return this.system.textureSheetAnimation;
514
- }
515
- constructor(system) {
516
- this.system = system;
517
- this.emission = new ParticleSystemEmissionOverTime(this.system);
518
- }
519
- get prewarm() { return false; } // force disable three.quark prewarm, we have our own!
520
- get material() { return this.system.renderer.getMaterial(this.system.trails.enabled); }
521
- get layers() { return this.system.gameObject.layers; }
522
- update() {
523
- this.emission.update();
524
- }
525
- autoDestroy;
526
- get looping() { return this.system.main.loop; }
527
- get duration() { return this.system.duration; }
528
- get shape() { return this.system.shape; }
529
- get startLife() { return new MinMaxCurveFunction(this.system.main.startLifetime); }
530
- get startSpeed() { return new MinMaxCurveFunction(this.system.main.startSpeed); }
531
- get startRotation() { return new MinMaxCurveFunction(this.system.main.startRotation); }
532
- get startSize() { return new MinMaxCurveFunction(this.system.main.startSize); }
533
- startLength; /** start length is for trails */
534
- get startColor() { return new ConstantColor(new QVector4(1, 1, 1, 1)); }
535
- get emissionOverTime() { return this.emission; }
536
- /** this is not supported yet */
537
- get emissionOverDistance() { return new ParticleSystemEmissionOverDistance(this.system); }
538
- /** not used - burst is controled via emissionOverTime */
539
- emissionBursts;
540
- onlyUsedByOther;
541
- behaviors = [];
542
- get instancingGeometry() {
543
- return this.system.renderer.getMesh(this.system.renderer.renderMode).geometry;
544
- }
545
- get renderMode() {
546
- if (this.system.trails["enabled"] === true) {
547
- return RenderMode.Trail;
548
- }
549
- switch (this.system.renderer.renderMode) {
550
- case ParticleSystemRenderMode.Billboard: return RenderMode.BillBoard;
551
- case ParticleSystemRenderMode.Stretch: return RenderMode.StretchedBillBoard;
552
- case ParticleSystemRenderMode.HorizontalBillboard: return RenderMode.HorizontalBillBoard;
553
- case ParticleSystemRenderMode.VerticalBillboard: return RenderMode.VerticalBillBoard;
554
- case ParticleSystemRenderMode.Mesh: return RenderMode.Mesh;
555
- }
556
- return RenderMode.BillBoard;
557
- }
558
- rendererEmitterSettings = {
559
- startLength: new ConstantValue(220),
560
- followLocalOrigin: false,
561
- };
562
- get speedFactor() {
563
- let factor = this.system.main.simulationSpeed;
564
- if (this.system.renderer?.renderMode === ParticleSystemRenderMode.Stretch) {
565
- factor *= this.system.renderer.velocityScale ?? 1;
566
- }
567
- return factor;
568
- }
569
- flatWhiteTexture;
570
- clonedTexture = { original: undefined, clone: undefined };
571
- get texture() {
572
- const mat = this.material;
573
- if (mat && mat["map"]) {
574
- const original = mat["map"];
575
- // cache the last original one so we're not creating tons of clones
576
- if (this.clonedTexture.original !== original || !this.clonedTexture.clone) {
577
- const tex = original.clone();
578
- tex.premultiplyAlpha = false;
579
- tex.colorSpace = LinearSRGBColorSpace;
580
- this.clonedTexture.original = original;
581
- this.clonedTexture.clone = tex;
582
- }
583
- return this.clonedTexture.clone;
584
- }
585
- if (!this.flatWhiteTexture)
586
- this.flatWhiteTexture = createFlatTexture(new RGBAColor(1, 1, 1, 1), 1);
587
- return this.flatWhiteTexture;
588
- }
589
- get startTileIndex() { return new TextureSheetStartFrameGenerator(this.system); }
590
- get uTileCount() { return this.anim.enabled ? this.anim?.numTilesX : undefined; }
591
- get vTileCount() { return this.anim.enabled ? this.anim?.numTilesY : undefined; }
592
- get renderOrder() { return 1; }
593
- get blending() { return this.system.renderer.particleMaterial?.blending ?? NormalBlending; }
594
- get transparent() { return this.system.renderer.transparent; }
595
- get worldSpace() { return this.system.main.simulationSpace === ParticleSystemSimulationSpace.World; }
596
- }
597
- class ParticlesEmissionState {
598
- burstParticleIndex = 0;
599
- burstParticleCount = 0;
600
- isBursting = false;
601
- travelDistance = 0;
602
- previousWorldPos;
603
- burstIndex = 0;
604
- burstWaveIndex = 0;
605
- time = 0;
606
- waitEmiting = 0;
607
- }
608
- /**
609
- * The ParticleSystem component efficiently handles the motion and rendering of many individual particles.
610
- *
611
- * You can add custom behaviours to the particle system to fully customize the behaviour of the particles. See {@link ParticleSystemBaseBehaviour} and {@link ParticleSystem.addBehaviour} for more information.
612
- *
613
- * Needle Engine uses [three.quarks](https://github.com/Alchemist0823/three.quarks) under the hood to handle particles.
614
- *
615
- * @category Rendering
616
- * @group Components
617
- */
618
- export class ParticleSystem extends Behaviour {
619
- play(includeChildren = false) {
620
- if (includeChildren) {
621
- GameObject.foreachComponent(this.gameObject, comp => {
622
- if (comp instanceof ParticleSystem && comp !== this) {
623
- comp.play(false);
624
- }
625
- }, true);
626
- }
627
- this._isPlaying = true;
628
- // https://github.com/Alchemist0823/three.quarks/pull/35
629
- if (this._particleSystem) {
630
- this._particleSystem["emissionState"].time = 0;
631
- this._particleSystem["emitEnded"] = false;
632
- }
633
- this.emission?.reset();
634
- }
635
- pause(includeChildren = true) {
636
- if (includeChildren) {
637
- GameObject.foreachComponent(this.gameObject, comp => {
638
- if (comp instanceof ParticleSystem && comp !== this) {
639
- comp.pause(false);
640
- }
641
- }, true);
642
- }
643
- this._isPlaying = false;
644
- }
645
- /** clear=true removes all emitted particles */
646
- stop(includeChildren = true, clear = false) {
647
- if (includeChildren) {
648
- GameObject.foreachComponent(this.gameObject, comp => {
649
- if (comp instanceof ParticleSystem && comp !== this) {
650
- comp.stop(false, clear);
651
- }
652
- }, true);
653
- }
654
- this._isPlaying = false;
655
- this._time = 0;
656
- if (clear)
657
- this.reset();
658
- }
659
- /** remove emitted particles and reset time */
660
- reset() {
661
- this._time = 0;
662
- if (this._particleSystem) {
663
- this._particleSystem.particleNum = 0;
664
- this._particleSystem["emissionState"].time = 0;
665
- this._particleSystem["emitEnded"] = false;
666
- this.emission?.reset();
667
- }
668
- }
669
- _state;
670
- emit(count) {
671
- if (this._particleSystem) {
672
- // we need to call update the matrices etc e.g. if we call emit from a physics callback
673
- this.onUpdate();
674
- count = Math.min(count, this.maxParticles - this.currentParticles);
675
- if (!this._state)
676
- this._state = new ParticlesEmissionState();
677
- this._state.waitEmiting = count;
678
- this._state.time = 0;
679
- const emitEndedState = this._particleSystem["emitEnded"];
680
- this._particleSystem["emitEnded"] = false;
681
- this._particleSystem.emit(this.deltaTime, this._state, this._particleSystem.emitter.matrixWorld);
682
- this._particleSystem["emitEnded"] = emitEndedState;
683
- }
684
- }
685
- get playOnAwake() {
686
- return this.main.playOnAwake;
687
- }
688
- set playOnAwake(val) {
689
- this.main.playOnAwake = val;
690
- }
691
- colorOverLifetime;
692
- main;
693
- emission;
694
- sizeOverLifetime;
695
- shape;
696
- noise;
697
- trails;
698
- velocityOverLifetime;
699
- limitVelocityOverLifetime;
700
- inheritVelocity;
701
- colorBySpeed;
702
- textureSheetAnimation;
703
- rotationOverLifetime;
704
- rotationBySpeed;
705
- sizeBySpeed;
706
- get renderer() {
707
- return this._renderer;
708
- }
709
- get isPlaying() { return this._isPlaying; }
710
- get currentParticles() {
711
- return this._particleSystem?.particleNum ?? 0;
712
- }
713
- get maxParticles() {
714
- return this.main.maxParticles;
715
- }
716
- get time() {
717
- return this._time;
718
- }
719
- get duration() {
720
- return this.main.duration;
721
- }
722
- get deltaTime() {
723
- return this.context.time.deltaTime * this.main.simulationSpeed;
724
- }
725
- get scale() {
726
- return this.gameObject.scale.x;
727
- }
728
- get cameraScale() {
729
- return this._cameraScale;
730
- }
731
- _cameraScale = 1;
732
- get container() {
733
- return this._container;
734
- }
735
- get worldspace() {
736
- return this.main.simulationSpace === ParticleSystemSimulationSpace.World;
737
- }
738
- get localspace() {
739
- return this.main.simulationSpace === ParticleSystemSimulationSpace.Local;
740
- }
741
- __worldQuaternion = new Quaternion();
742
- get worldQuaternion() {
743
- return this.__worldQuaternion;
744
- }
745
- _worldQuaternionInverted = new Quaternion();
746
- get worldQuaternionInverted() {
747
- return this._worldQuaternionInverted;
748
- }
749
- _worldScale = new Vector3();
750
- get worldScale() {
751
- return this._worldScale;
752
- }
753
- _worldPositionFrame = -1;
754
- _worldPos = new Vector3();
755
- get worldPos() {
756
- if (this._worldPositionFrame !== this.context.time.frame) {
757
- this._worldPositionFrame = this.context.time.frame;
758
- getWorldPosition(this.gameObject, this._worldPos);
759
- }
760
- return this._worldPos;
761
- }
762
- get matrixWorld() {
763
- return this._container.matrixWorld;
764
- }
765
- get isSubsystem() {
766
- return this._isUsedAsSubsystem;
767
- }
768
- /** Add a custom quarks behaviour to the particle system.
769
- * You can add a quarks.Behaviour type or derive from {@link ParticleSystemBaseBehaviour}
770
- * @link https://github.com/Alchemist0823/three.quarks
771
- * @example
772
- * ```typescript
773
- * class MyBehaviour extends ParticleSystemBaseBehaviour {
774
- * initialize(particle: Particle) {
775
- * // initialize the particle
776
- * }
777
- * update(particle: Particle, delta: number) {
778
- * // do something with the particle
779
- * }
780
- * }
781
- *
782
- * const system = gameObject.getComponent(ParticleSystem);
783
- * system.addBehaviour(new MyBehaviour());
784
- * ```
785
- */
786
- addBehaviour(particleSystemBehaviour) {
787
- if (!this._particleSystem) {
788
- return false;
789
- }
790
- if (particleSystemBehaviour instanceof ParticleSystemBaseBehaviour) {
791
- particleSystemBehaviour.system = this;
792
- }
793
- if (debug)
794
- console.debug("Add custom ParticleSystem Behaviour", particleSystemBehaviour);
795
- this._particleSystem.addBehavior(particleSystemBehaviour);
796
- return true;
797
- }
798
- /** Remove a custom quarks behaviour from the particle system. **/
799
- removeBehaviour(particleSystemBehaviour) {
800
- if (!this._particleSystem) {
801
- return false;
802
- }
803
- const behaviours = this._particleSystem.behaviors;
804
- const index = behaviours.indexOf(particleSystemBehaviour);
805
- if (index !== -1) {
806
- if (isDevEnvironment() || debug)
807
- console.debug("Remove custom ParticleSystem Behaviour", index, particleSystemBehaviour);
808
- behaviours.splice(index, 1);
809
- return true;
810
- }
811
- return true;
812
- }
813
- /** Removes all behaviours from the particle system
814
- * **Note:** this will also remove the default behaviours like SizeBehaviour, ColorBehaviour etc.
815
- */
816
- removeAllBehaviours() {
817
- if (!this._particleSystem) {
818
- return false;
819
- }
820
- this._particleSystem.behaviors.length = 0;
821
- return true;
822
- }
823
- /** Get the underlying three.quarks particle system behaviours. This can be used to fully customize the behaviour of the particles. */
824
- get behaviours() {
825
- if (!this._particleSystem)
826
- return null;
827
- return this._particleSystem.behaviors;
828
- }
829
- /** Get access to the underlying quarks particle system if you need more control
830
- * @link https://github.com/Alchemist0823/three.quarks
831
- */
832
- get particleSystem() {
833
- return this._particleSystem ?? null;
834
- }
835
- _renderer;
836
- _batchSystem;
837
- _particleSystem;
838
- _interface;
839
- // private _system!: System;
840
- // private _emitter: Emitter;
841
- // private _size!: SizeBehaviour;
842
- _container;
843
- _time = 0;
844
- _isPlaying = true;
845
- _isUsedAsSubsystem = false;
846
- _didPreWarm = false;
847
- /** called from deserialization */
848
- set bursts(arr) {
849
- for (let i = 0; i < arr.length; i++) {
850
- const burst = arr[i];
851
- if ((burst instanceof ParticleBurst) === false) {
852
- const instance = new ParticleBurst();
853
- assign(instance, burst);
854
- arr[i] = instance;
855
- }
856
- }
857
- this._bursts = arr;
858
- }
859
- _bursts;
860
- /** called from deserialization */
861
- set subEmitterSystems(arr) {
862
- for (let i = 0; i < arr.length; i++) {
863
- const sub = arr[i];
864
- if ((sub instanceof SubEmitterSystem) === false) {
865
- const instance = new SubEmitterSystem();
866
- assign(instance, sub);
867
- arr[i] = instance;
868
- }
869
- }
870
- if (debug && arr.length > 0) {
871
- console.log("SubEmitters: ", arr, this);
872
- }
873
- this._subEmitterSystems = arr;
874
- }
875
- _subEmitterSystems;
876
- /** @internal */
877
- onAfterDeserialize(_) {
878
- // doing this here to get a chance to resolve the subemitter guid
879
- if (this._subEmitterSystems && Array.isArray(this._subEmitterSystems)) {
880
- for (const sub of this._subEmitterSystems) {
881
- sub._deserialize(this.context, this.gameObject);
882
- }
883
- }
884
- }
885
- /** @internal */
886
- awake() {
887
- this._worldPositionFrame = -1;
888
- this._renderer = this.gameObject.getComponent(ParticleSystemRenderer);
889
- if (!this.main) {
890
- throw new Error("Not Supported: ParticleSystem needs a serialized MainModule. Creating new particle systems at runtime is currently not supported.");
891
- }
892
- this._container = new Object3D();
893
- this._container.matrixAutoUpdate = false;
894
- // if (this.main.simulationSpace == ParticleSystemSimulationSpace.Local) {
895
- // this.gameObject.add(this._container);
896
- // }
897
- // else
898
- {
899
- this.context.scene.add(this._container);
900
- }
901
- // else this._container = this.context.scene;
902
- this._batchSystem = new BatchedParticleRenderer();
903
- this._batchSystem.name = this.gameObject.name;
904
- this._container.add(this._batchSystem);
905
- this._interface = new ParticleSystemInterface(this);
906
- this._particleSystem = new _ParticleSystem(this._interface);
907
- this._particleSystem.addBehavior(new SizeBehaviour(this));
908
- this._particleSystem.addBehavior(new ColorBehaviour(this));
909
- this._particleSystem.addBehavior(new TextureSheetAnimationBehaviour(this));
910
- this._particleSystem.addBehavior(new RotationBehaviour(this));
911
- this._particleSystem.addBehavior(new VelocityBehaviour(this));
912
- this._particleSystem.addBehavior(new TrailBehaviour(this));
913
- this._batchSystem.addSystem(this._particleSystem);
914
- const emitter = this._particleSystem.emitter;
915
- this.context.scene.add(emitter);
916
- if (this.inheritVelocity.system && this.inheritVelocity.system !== this) {
917
- this.inheritVelocity = this.inheritVelocity.clone();
918
- }
919
- this.inheritVelocity.awake(this);
920
- if (debug) {
921
- console.log(this);
922
- this.gameObject.add(new AxesHelper(1));
923
- }
924
- }
925
- /** @internal */
926
- start() {
927
- this.addSubParticleSystems();
928
- this.updateLayers();
929
- if (this.renderer.particleMesh instanceof Mesh && this._interface.renderMode == RenderMode.Mesh) {
930
- NEEDLE_progressive.assignMeshLOD(this.renderer.particleMesh, 0).then(geo => {
931
- if (geo && this.particleSystem && this._interface.renderMode == RenderMode.Mesh) {
932
- this.particleSystem.instancingGeometry = geo;
933
- }
934
- });
935
- }
936
- }
937
- /** @internal */
938
- onDestroy() {
939
- this._container?.removeFromParent();
940
- this._batchSystem?.removeFromParent();
941
- this._particleSystem?.emitter.removeFromParent();
942
- this._particleSystem?.dispose();
943
- }
944
- /** @internal */
945
- onEnable() {
946
- if (!this.main)
947
- return;
948
- if (this.inheritVelocity)
949
- this.inheritVelocity.system = this;
950
- if (this._batchSystem)
951
- this._batchSystem.visible = true;
952
- if (this.playOnAwake)
953
- this.play();
954
- this._isPlaying = this.playOnAwake;
955
- }
956
- onDisable() {
957
- if (this._batchSystem)
958
- this._batchSystem.visible = false;
959
- }
960
- /** @internal */
961
- onBeforeRender() {
962
- if (!this.main)
963
- return;
964
- if (this._didPreWarm === false && this.main?.prewarm === true) {
965
- this._didPreWarm = true;
966
- this.preWarm();
967
- }
968
- this.onUpdate();
969
- this.onSimulate(this.deltaTime);
970
- }
971
- preWarm() {
972
- if (!this.emission?.enabled)
973
- return;
974
- const emission = this.emission.rateOverTime.getMax();
975
- if (emission <= 0)
976
- return;
977
- const dt = 1 / 60;
978
- const duration = this.main.duration;
979
- const lifetime = this.main.startLifetime.getMax();
980
- const maxDurationToPrewarm = 1000;
981
- const timeToSimulate = Math.min(Math.max(duration, lifetime) / Math.max(.01, this.main.simulationSpeed), maxDurationToPrewarm);
982
- const framesToSimulate = Math.ceil(timeToSimulate / dt);
983
- const startTime = Date.now();
984
- if (debug)
985
- console.log(`Particles ${this.name} - Prewarm for ${framesToSimulate} frames (${timeToSimulate} sec). Duration: ${duration}, Lifetime: ${lifetime}`);
986
- for (let i = 0; i < framesToSimulate; i++) {
987
- if (this.currentParticles >= this.maxParticles)
988
- break;
989
- const timePassed = Date.now() - startTime;
990
- if (timePassed > 2000) {
991
- console.warn(`Particles ${this.name} - Prewarm took too long. Aborting: ${timePassed}`);
992
- break;
993
- }
994
- this.onUpdate();
995
- this.onSimulate(dt);
996
- }
997
- }
998
- _lastBatchesCount = -1;
999
- onSimulate(dt) {
1000
- if (this._batchSystem) {
1001
- let needsUpdate = this.context.time.frameCount % 60 === 0;
1002
- if (this._lastBatchesCount !== this._batchSystem.batches.length) {
1003
- this._lastBatchesCount = this._batchSystem.batches.length;
1004
- needsUpdate = true;
1005
- }
1006
- // Updating layers on batches
1007
- // TODO: figure out a better way to do this
1008
- // Issue: https://github.com/Alchemist0823/three.quarks/issues/49
1009
- if (needsUpdate) {
1010
- this.updateLayers();
1011
- }
1012
- this._batchSystem.update(dt);
1013
- }
1014
- this._time += dt;
1015
- if (this._time > this.duration)
1016
- this._time = 0;
1017
- }
1018
- updateLayers() {
1019
- if (this._batchSystem) {
1020
- for (let i = 0; i < this._batchSystem.batches.length; i++) {
1021
- const batch = this._batchSystem.batches[i];
1022
- batch.layers.disableAll();
1023
- const layer = this.layer;
1024
- batch.layers.mask = 1 << layer;
1025
- }
1026
- }
1027
- }
1028
- // private lastMaterialVersion: number = -1;
1029
- onUpdate() {
1030
- if (this._bursts) {
1031
- this.emission.bursts = this._bursts;
1032
- delete this._bursts;
1033
- }
1034
- if (!this._isPlaying)
1035
- return;
1036
- // sprite materials must be scaled in AR
1037
- const cam = this.context.mainCamera;
1038
- if (cam) {
1039
- const scale = getWorldScale(cam);
1040
- this._cameraScale = scale.x;
1041
- }
1042
- const isLocalSpace = !this.worldspace;
1043
- const source = this.gameObject;
1044
- getWorldQuaternion(source, this.__worldQuaternion);
1045
- this._worldQuaternionInverted.copy(this.__worldQuaternion).invert();
1046
- getWorldScale(this.gameObject, this._worldScale);
1047
- // Handle LOCALSPACE
1048
- if (isLocalSpace && this._container && this.gameObject?.parent) {
1049
- const scale = getLocalSimulationScale(this, temp3);
1050
- this._container.matrix.makeScale(scale.x, scale.y, scale.z);
1051
- this._container.matrix.makeRotationFromQuaternion(this.__worldQuaternion);
1052
- this._container.matrix.setPosition(this.worldPos);
1053
- this._container.matrix.scale(this.gameObject.scale);
1054
- }
1055
- this.emission.system = this;
1056
- this._interface.update();
1057
- this.shape.onUpdate(this, this.context, this.main.simulationSpace, this.gameObject);
1058
- this.noise.update(this.context);
1059
- this.inheritVelocity?.update(this.context);
1060
- this.velocityOverLifetime.update(this);
1061
- }
1062
- addSubParticleSystems() {
1063
- if (this._subEmitterSystems && this._particleSystem) {
1064
- for (const sys of this._subEmitterSystems) {
1065
- // Make sure the particle system is created
1066
- if (sys.particleSystem) {
1067
- if (sys.particleSystem.__internalAwake)
1068
- sys.particleSystem.__internalAwake();
1069
- else if (isDevEnvironment())
1070
- console.warn("SubParticleSystem serialization issue(?)", sys.particleSystem, sys);
1071
- }
1072
- const system = sys.particleSystem?._particleSystem;
1073
- if (system) {
1074
- sys.particleSystem._isUsedAsSubsystem = true;
1075
- // sys.particleSystem!.main.simulationSpace = ParticleSystemSimulationSpace.World;
1076
- const sub = new ParticleSubEmitter(this, this._particleSystem, sys.particleSystem, system);
1077
- sub.emitterType = sys.type;
1078
- sub.emitterProbability = sys.emitProbability;
1079
- this._particleSystem.addBehavior(sub);
1080
- }
1081
- else if (debug)
1082
- console.warn("Could not add SubParticleSystem", sys, this);
1083
- }
1084
- }
1085
- }
1086
- }
1087
- __decorate([
1088
- serializable(ColorOverLifetimeModule)
1089
- ], ParticleSystem.prototype, "colorOverLifetime", void 0);
1090
- __decorate([
1091
- serializable(MainModule)
1092
- ], ParticleSystem.prototype, "main", void 0);
1093
- __decorate([
1094
- serializable(EmissionModule)
1095
- ], ParticleSystem.prototype, "emission", void 0);
1096
- __decorate([
1097
- serializable(SizeOverLifetimeModule)
1098
- ], ParticleSystem.prototype, "sizeOverLifetime", void 0);
1099
- __decorate([
1100
- serializable(ShapeModule)
1101
- ], ParticleSystem.prototype, "shape", void 0);
1102
- __decorate([
1103
- serializable(NoiseModule)
1104
- ], ParticleSystem.prototype, "noise", void 0);
1105
- __decorate([
1106
- serializable(TrailModule)
1107
- ], ParticleSystem.prototype, "trails", void 0);
1108
- __decorate([
1109
- serializable(VelocityOverLifetimeModule)
1110
- ], ParticleSystem.prototype, "velocityOverLifetime", void 0);
1111
- __decorate([
1112
- serializable(LimitVelocityOverLifetimeModule)
1113
- ], ParticleSystem.prototype, "limitVelocityOverLifetime", void 0);
1114
- __decorate([
1115
- serializable(InheritVelocityModule)
1116
- ], ParticleSystem.prototype, "inheritVelocity", void 0);
1117
- __decorate([
1118
- serializable(ColorBySpeedModule)
1119
- ], ParticleSystem.prototype, "colorBySpeed", void 0);
1120
- __decorate([
1121
- serializable(TextureSheetAnimationModule)
1122
- ], ParticleSystem.prototype, "textureSheetAnimation", void 0);
1123
- __decorate([
1124
- serializable(RotationOverLifetimeModule)
1125
- ], ParticleSystem.prototype, "rotationOverLifetime", void 0);
1126
- __decorate([
1127
- serializable(RotationBySpeedModule)
1128
- ], ParticleSystem.prototype, "rotationBySpeed", void 0);
1129
- __decorate([
1130
- serializable(SizeBySpeedModule)
1131
- ], ParticleSystem.prototype, "sizeBySpeed", void 0);
1132
- /** @internal */
1133
- export class SubEmitterSystem {
1134
- particleSystem;
1135
- emitProbability = 1;
1136
- properties;
1137
- type;
1138
- _deserialize(_context, gameObject) {
1139
- const ps = this.particleSystem;
1140
- if (ps instanceof ParticleSystem)
1141
- return;
1142
- let guid = "";
1143
- if (ps && typeof ps["guid"] === "string") {
1144
- guid = ps["guid"];
1145
- // subemitter MUST be a child of the particle system
1146
- this.particleSystem = GameObject.findByGuid(guid, gameObject);
1147
- }
1148
- if (debug && !(this.particleSystem instanceof ParticleSystem)) {
1149
- console.warn("Could not find particle system for sub emitter", guid, gameObject, this);
1150
- }
1151
- }
1152
- }
1153
- function getLocalSimulationScale(system, vec) {
1154
- vec.set(1, 1, 1);
1155
- if (system.gameObject.parent && system.localspace) {
1156
- switch (system.main.scalingMode) {
1157
- case ParticleSystemScalingMode.Local:
1158
- vec = getWorldScale(system.gameObject.parent, vec);
1159
- vec.x = 1 / vec.x;
1160
- vec.y = 1 / vec.y;
1161
- vec.z = 1 / vec.z;
1162
- break;
1163
- default:
1164
- if (!system["unsupported_scaling_mode"]) {
1165
- system["unsupported_scaling_mode"] = true;
1166
- const msg = "ParticleSystem scale mode " + ParticleSystemScalingMode[system.main.scalingMode] + " is not supported";
1167
- if (isDevEnvironment())
1168
- showBalloonWarning(msg);
1169
- console.warn(msg, system.name, system);
1170
- }
1171
- vec = getWorldScale(system.gameObject, vec);
1172
- break;
1173
- }
1174
- }
1175
- return vec;
1176
- }
1
+ var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
2
+ var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
3
+ if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
4
+ else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
5
+ return c > 3 && r && Object.defineProperty(target, key, r), r;
6
+ };
7
+ import { AxesHelper, BackSide, FrontSide, LinearSRGBColorSpace, Material, Mesh, MeshBasicMaterial, NormalBlending, Object3D, PlaneGeometry, Quaternion, Vector3 } from "three";
8
+ import { BatchedParticleRenderer, ConstantColor, ConstantValue, ParticleSystem as _ParticleSystem, RenderMode, TrailParticle, Vector4 as QVector4 } from "three.quarks";
9
+ import { isDevEnvironment, showBalloonWarning } from "../../engine/debug/index.js";
10
+ import { Mathf } from "../../engine/engine_math.js";
11
+ // https://github.dev/creativelifeform/three-nebula
12
+ // import System, { Emitter, Position, Life, SpriteRenderer, Particle, Body, MeshRenderer, } from 'three-nebula.js';
13
+ import { serializable } from "../../engine/engine_serialization.js";
14
+ import { assign } from "../../engine/engine_serialization_core.js";
15
+ import { createFlatTexture } from "../../engine/engine_shaders.js";
16
+ import { getTempVector, getWorldPosition, getWorldQuaternion, getWorldScale } from "../../engine/engine_three_utils.js";
17
+ import { getParam } from "../../engine/engine_utils.js";
18
+ import { NEEDLE_progressive } from "../../engine/extensions/NEEDLE_progressive.js";
19
+ import { RGBAColor } from "../../engine/js-extensions/index.js";
20
+ import { Behaviour, GameObject } from "../Component.js";
21
+ import { ColorBySpeedModule, ColorOverLifetimeModule, EmissionModule, InheritVelocityModule, LimitVelocityOverLifetimeModule, MainModule, NoiseModule, ParticleBurst, ParticleSystemRenderMode, ParticleSystemScalingMode, ParticleSystemSimulationSpace, RotationBySpeedModule, RotationOverLifetimeModule, ShapeModule, SizeBySpeedModule, SizeOverLifetimeModule, TextureSheetAnimationModule, TrailModule, VelocityOverLifetimeModule } from "./ParticleSystemModules.js";
22
+ import { ParticleSubEmitter } from "./ParticleSystemSubEmitter.js";
23
+ const debug = getParam("debugparticles");
24
+ const suppressProgressiveLoading = getParam("noprogressive");
25
+ const debugProgressiveLoading = getParam("debugprogressive");
26
+ export var SubEmitterType;
27
+ (function (SubEmitterType) {
28
+ SubEmitterType[SubEmitterType["Birth"] = 0] = "Birth";
29
+ SubEmitterType[SubEmitterType["Collision"] = 1] = "Collision";
30
+ SubEmitterType[SubEmitterType["Death"] = 2] = "Death";
31
+ SubEmitterType[SubEmitterType["Trigger"] = 3] = "Trigger";
32
+ SubEmitterType[SubEmitterType["Manual"] = 4] = "Manual";
33
+ })(SubEmitterType || (SubEmitterType = {}));
34
+ /** @internal */
35
+ export class ParticleSystemRenderer extends Behaviour {
36
+ renderMode;
37
+ particleMaterial;
38
+ trailMaterial;
39
+ // @serializable(Mesh)
40
+ particleMesh;
41
+ maxParticleSize;
42
+ minParticleSize;
43
+ velocityScale;
44
+ cameraVelocityScale;
45
+ lengthScale;
46
+ start() {
47
+ if (this.maxParticleSize !== .5 && this.minParticleSize !== 0) {
48
+ if (isDevEnvironment()) {
49
+ const msg = `ParticleSystem \"${this.name}\" has non-default min/max particle size. This may not render correctly. Please set min size to 0 and the max size to 0.5 and use the \"StartSize\" setting instead`;
50
+ console.warn(msg);
51
+ // showBalloonWarning(msg);
52
+ }
53
+ }
54
+ }
55
+ get transparent() {
56
+ const res = this.particleMaterial?.transparent ?? false;
57
+ // console.log(res, this.particleMaterial);
58
+ return res;
59
+ }
60
+ getMaterial(trailEnabled = false) {
61
+ let material = (trailEnabled === true && this.trailMaterial) ? this.trailMaterial : this.particleMaterial;
62
+ if (material) {
63
+ if (material.type === "MeshStandardMaterial") {
64
+ if (debug)
65
+ console.debug("ParticleSystemRenderer.getMaterial: MeshStandardMaterial detected, converting to MeshBasicMaterial. See https://github.com/Alchemist0823/three.quarks/issues/101");
66
+ if ("map" in material && material.map) {
67
+ material.map.colorSpace = LinearSRGBColorSpace;
68
+ material.map.premultiplyAlpha = false;
69
+ }
70
+ const newMaterial = new MeshBasicMaterial();
71
+ newMaterial.copy(material);
72
+ if (trailEnabled)
73
+ this.trailMaterial = newMaterial;
74
+ else
75
+ this.particleMaterial = newMaterial;
76
+ }
77
+ if (material.map) {
78
+ material.map.colorSpace = LinearSRGBColorSpace;
79
+ material.map.premultiplyAlpha = false;
80
+ }
81
+ if (trailEnabled) {
82
+ // the particle material for trails must be DoubleSide or BackSide (since otherwise the trail is invisible)
83
+ if (material.side === FrontSide) {
84
+ // don't modify the assigned material
85
+ material = material.clone();
86
+ material.side = BackSide;
87
+ if (trailEnabled)
88
+ this.trailMaterial = material;
89
+ else
90
+ this.particleMaterial = material;
91
+ }
92
+ }
93
+ }
94
+ // progressive load on start
95
+ // TODO: figure out how to do this before particle system rendering so we only load textures for visible materials
96
+ if (material && !suppressProgressiveLoading && material["_didRequestTextureLOD"] === undefined) {
97
+ material["_didRequestTextureLOD"] = 0;
98
+ if (debugProgressiveLoading) {
99
+ console.log("Load material LOD", material.name);
100
+ }
101
+ NEEDLE_progressive.assignTextureLOD(material, 0);
102
+ }
103
+ return material;
104
+ }
105
+ getMesh(_renderMode) {
106
+ let geo = null;
107
+ if (!geo) {
108
+ if (this.particleMesh instanceof Mesh) {
109
+ geo = this.particleMesh.geometry;
110
+ }
111
+ if (geo === null) {
112
+ geo = new PlaneGeometry(1, 1);
113
+ // Flip UVs horizontally
114
+ const uv = geo.attributes.uv;
115
+ for (let i = 0; i < uv.count; i++) {
116
+ uv.setX(i, 1 - uv.getX(i));
117
+ }
118
+ }
119
+ }
120
+ const res = new Mesh(geo, this.getMaterial());
121
+ return res;
122
+ }
123
+ }
124
+ __decorate([
125
+ serializable()
126
+ ], ParticleSystemRenderer.prototype, "renderMode", void 0);
127
+ __decorate([
128
+ serializable(Material)
129
+ ], ParticleSystemRenderer.prototype, "particleMaterial", void 0);
130
+ __decorate([
131
+ serializable(Material)
132
+ ], ParticleSystemRenderer.prototype, "trailMaterial", void 0);
133
+ __decorate([
134
+ serializable()
135
+ ], ParticleSystemRenderer.prototype, "maxParticleSize", void 0);
136
+ __decorate([
137
+ serializable()
138
+ ], ParticleSystemRenderer.prototype, "minParticleSize", void 0);
139
+ __decorate([
140
+ serializable()
141
+ ], ParticleSystemRenderer.prototype, "velocityScale", void 0);
142
+ __decorate([
143
+ serializable()
144
+ ], ParticleSystemRenderer.prototype, "cameraVelocityScale", void 0);
145
+ __decorate([
146
+ serializable()
147
+ ], ParticleSystemRenderer.prototype, "lengthScale", void 0);
148
+ class MinMaxCurveFunction {
149
+ _curve;
150
+ _factor;
151
+ constructor(curve, factor = 1) {
152
+ this._curve = curve;
153
+ this._factor = factor;
154
+ }
155
+ type = "function";
156
+ startGen(_memory) {
157
+ // ...
158
+ }
159
+ genValue(_memory, t) {
160
+ return this._curve.evaluate(t, Math.random()) * this._factor;
161
+ }
162
+ toJSON() {
163
+ throw new Error("Method not implemented.");
164
+ }
165
+ clone() {
166
+ throw new Error("Method not implemented.");
167
+ }
168
+ }
169
+ class MinMaxGradientFunction {
170
+ _curve;
171
+ constructor(curve) { this._curve = curve; }
172
+ type = "function";
173
+ startGen(_memory) {
174
+ throw new Error("Method not implemented.");
175
+ }
176
+ genColor(_memory, color, t) {
177
+ const col = this._curve.evaluate(t, Math.random());
178
+ // TODO: incoming color should probably be blended?
179
+ color.set(col.r, col.g, col.b, "alpha" in col ? col.alpha : 1);
180
+ return color;
181
+ }
182
+ toJSON() {
183
+ throw new Error("Method not implemented.");
184
+ }
185
+ clone() {
186
+ throw new Error("Method not implemented.");
187
+ }
188
+ }
189
+ class BaseValueGenerator {
190
+ type = "value";
191
+ toJSON() {
192
+ throw new Error("Method not implemented.");
193
+ }
194
+ clone() {
195
+ throw new Error("Method not implemented.");
196
+ }
197
+ startGen(_memory) { }
198
+ system;
199
+ constructor(system) {
200
+ this.system = system;
201
+ }
202
+ }
203
+ class TextureSheetStartFrameGenerator extends BaseValueGenerator {
204
+ genValue() {
205
+ return this.system.textureSheetAnimation.getStartIndex();
206
+ }
207
+ }
208
+ class ParticleSystemEmissionOverTime extends BaseValueGenerator {
209
+ _lastPosition = new Vector3();
210
+ _lastDistance = 0;
211
+ update() {
212
+ const currentPosition = getWorldPosition(this.system.gameObject);
213
+ this._lastDistance = this._lastPosition.distanceTo(currentPosition);
214
+ this._lastPosition.copy(currentPosition);
215
+ }
216
+ genValue() {
217
+ if (!this.system.isPlaying)
218
+ return 0;
219
+ if (!this.system.emission.enabled)
220
+ return 0;
221
+ if (this.system.currentParticles >= this.system.maxParticles)
222
+ return 0;
223
+ // emission over time
224
+ let emission = this.system.emission.rateOverTime.evaluate(this.system.time / this.system.duration, Math.random());
225
+ // if(this.system.currentParticles + emission > this.system.maxParticles)
226
+ // emission = (this.system.maxParticles - this.system.currentParticles);
227
+ // const res = Mathf.clamp(emission, 0, this.system.maxParticles - this.system.currentParticles);
228
+ if (this.system.deltaTime > 0) {
229
+ const distanceEmission = this.system.emission.rateOverDistance.evaluate(this.system.time / this.system.duration, Math.random());
230
+ const meterPerSecond = this._lastDistance / this.system.deltaTime;
231
+ let distanceEmissionValue = meterPerSecond * distanceEmission;
232
+ if (!Number.isFinite(distanceEmissionValue))
233
+ distanceEmissionValue = 0;
234
+ emission += distanceEmissionValue;
235
+ }
236
+ const burst = this.system.emission.getBurst();
237
+ if (burst > 0)
238
+ emission += burst / this.system.deltaTime;
239
+ const maxEmission = (this.system.maxParticles - this.system.currentParticles);
240
+ return Mathf.clamp(emission, 0, maxEmission / this.system.deltaTime);
241
+ }
242
+ }
243
+ class ParticleSystemEmissionOverDistance extends BaseValueGenerator {
244
+ genValue() {
245
+ if (!this.system.isPlaying)
246
+ return 0;
247
+ // this seems not be called yet
248
+ return 0;
249
+ // if (this.system.currentParticles >= this.system.maxParticles) return 0;
250
+ // const emission = this.system.emission.rateOverDistance.evaluate(this.system.time / this.system.duration, Math.random());
251
+ // return emission;
252
+ }
253
+ }
254
+ export class ParticleSystemBaseBehaviour {
255
+ system;
256
+ get context() { return this.system.context; }
257
+ constructor(ps) {
258
+ this.type = Object.getPrototypeOf(this).constructor.name || "ParticleSystemBaseBehaviour";
259
+ if (ps)
260
+ this.system = ps;
261
+ }
262
+ type;
263
+ initialize(_particle) { }
264
+ update(_particle, _delta) { }
265
+ frameUpdate(_delta) { }
266
+ toJSON() { throw new Error("Method not implemented."); }
267
+ clone() { throw new Error("Method not implemented."); }
268
+ reset() { }
269
+ }
270
+ const $startFrame = Symbol("startFrame");
271
+ class TextureSheetAnimationBehaviour extends ParticleSystemBaseBehaviour {
272
+ type = "NeedleTextureSheet";
273
+ // initialize(_particle: Particle): void {
274
+ // _particle[$startFrame] = this.system.textureSheetAnimation.getStartIndex();
275
+ // }
276
+ update(particle, _delta) {
277
+ const sheet = this.system.textureSheetAnimation;
278
+ if (sheet.enabled) {
279
+ const t01 = particle.age / particle.life;
280
+ const index = sheet.evaluate(t01);
281
+ if (index !== undefined)
282
+ particle.uvTile = index;
283
+ }
284
+ }
285
+ }
286
+ const $particleRotation = Symbol("particleRotation");
287
+ class RotationBehaviour extends ParticleSystemBaseBehaviour {
288
+ type = "NeedleRotation";
289
+ initialize(particle) {
290
+ particle[$particleRotation] = Math.random();
291
+ }
292
+ update(particle, delta) {
293
+ if (particle.rotation === undefined)
294
+ return;
295
+ const t = particle.age / particle.life;
296
+ if (typeof particle.rotation === "number") {
297
+ if (this.system.rotationOverLifetime.enabled) {
298
+ particle.rotation += this.system.rotationOverLifetime.evaluate(t, particle[$particleRotation]) * delta;
299
+ }
300
+ else {
301
+ if (this.system.renderer.renderMode === ParticleSystemRenderMode.Billboard)
302
+ particle.rotation = Math.PI;
303
+ }
304
+ if (this.system.rotationBySpeed.enabled) {
305
+ const speed = particle.velocity.length();
306
+ particle.rotation += this.system.rotationBySpeed.evaluate(t, speed) * delta;
307
+ }
308
+ }
309
+ else {
310
+ // const quat = particle.rotation as Quaternion;
311
+ // TODO: implement rotation by speed for quaternions
312
+ }
313
+ }
314
+ }
315
+ const $sizeLerpFactor = Symbol("sizeLerpFactor");
316
+ const localScaleVec3 = new Vector3();
317
+ class SizeBehaviour extends ParticleSystemBaseBehaviour {
318
+ type = "NeedleSize";
319
+ _minSize = 0;
320
+ _maxSize = 1;
321
+ initialize(particle) {
322
+ particle[$sizeLerpFactor] = Math.random();
323
+ this._minSize = this.system.renderer.minParticleSize;
324
+ this._maxSize = this.system.renderer.maxParticleSize;
325
+ }
326
+ update(particle, _delta) {
327
+ const age01 = particle.age / particle.life;
328
+ let size = 1;
329
+ if (this.system.sizeOverLifetime.enabled)
330
+ size *= this.system.sizeOverLifetime.evaluate(age01, undefined, particle[$sizeLerpFactor]).x;
331
+ let scaleFactor = 1;
332
+ if (this.system.renderer.renderMode !== ParticleSystemRenderMode.Mesh)
333
+ scaleFactor = this.system.worldScale.x / this.system.cameraScale;
334
+ const newSize = getTempVector(particle.startSize).multiplyScalar(size * scaleFactor);
335
+ particle.size.set(newSize.x, newSize.y, newSize.z);
336
+ if (this.system.localspace) {
337
+ const scale = getLocalSimulationScale(this.system, localScaleVec3);
338
+ particle.size.x *= scale.x;
339
+ particle.size.y *= scale.y;
340
+ particle.size.z *= scale.z;
341
+ }
342
+ // in Unity this is viewport size, we don't really support this yet (and the renderer is logging a warning)
343
+ // so for now it's disabled again
344
+ // particle.size = Mathf.clamp(particle.size, this._minSize, this._maxSize);
345
+ }
346
+ }
347
+ export const $particleLife = Symbol("particleLife");
348
+ const $trailLifetime = Symbol("trailLifetime");
349
+ const $trailStartLength = Symbol("trailStartLength");
350
+ const $trailWidthRandom = Symbol("trailWidthRandom");
351
+ class TrailBehaviour extends ParticleSystemBaseBehaviour {
352
+ type = "NeedleTrail";
353
+ initialize(particle) {
354
+ if (particle instanceof TrailParticle) {
355
+ particle[$particleLife] = particle.life;
356
+ if (this.system.trails.enabled && this.system.trails.dieWithParticles === false) {
357
+ particle[$trailLifetime] = this.system.trails.lifetime.evaluate(Math.random(), Math.random());
358
+ particle.life += particle[$trailLifetime];
359
+ }
360
+ particle[$trailStartLength] = particle.length;
361
+ particle[$trailWidthRandom] = Math.random();
362
+ }
363
+ }
364
+ update(particle) {
365
+ if (this.system.trails?.enabled && particle instanceof TrailParticle) {
366
+ const trailParticle = particle;
367
+ const age01 = particle.age / particle[$particleLife];
368
+ const iter = particle.previous.values();
369
+ const length = particle.previous.length;
370
+ // const maxAge = this.system.trails.lifetime.
371
+ for (let i = 0; i < length; i++) {
372
+ const cur = iter.next();
373
+ const state = cur.value;
374
+ const pos01 = 1 - (i / (length - 1));
375
+ const size = particle.size;
376
+ if (size.x <= 0 && !this.system.trails.sizeAffectsWidth) {
377
+ // Not sure where we get to 100* from, tested in SOC trong com
378
+ const newSize = 20 * this.system.trails.widthOverTrail.evaluate(.5, trailParticle[$trailWidthRandom]);
379
+ size.x = newSize;
380
+ size.y = newSize;
381
+ size.z = newSize;
382
+ }
383
+ state.size = this.system.trails.getWidth(size.x, age01, pos01, trailParticle[$trailWidthRandom]);
384
+ state.color.copy(particle.color);
385
+ this.system.trails.getColor(state.color, age01, pos01);
386
+ }
387
+ // particle.life = particle.age + .1;
388
+ if (particle.age > particle[$particleLife]) {
389
+ particle.velocity.set(0, 0, 0);
390
+ const t = (particle.age - particle[$particleLife]) / particle[$trailLifetime];
391
+ trailParticle.length = Mathf.lerp(particle[$trailStartLength], 0, t);
392
+ }
393
+ }
394
+ }
395
+ }
396
+ const $startVelocity = Symbol("startVelocity");
397
+ const $gravityFactor = Symbol("gravityModifier");
398
+ const $gravitySpeed = Symbol("gravitySpeed");
399
+ const $velocityLerpFactor = Symbol("velocity lerp factor");
400
+ const temp3 = new Vector3();
401
+ const temp4 = new Quaternion();
402
+ class VelocityBehaviour extends ParticleSystemBaseBehaviour {
403
+ type = "NeedleVelocity";
404
+ _gravityDirection = new Vector3();
405
+ initialize(particle) {
406
+ const simulationSpeed = this.system.main.simulationSpeed;
407
+ particle.startSpeed = this.system.main.startSpeed.evaluate(Math.random(), Math.random());
408
+ const dir = this.system.shape.getDirection(particle, particle.position);
409
+ particle.velocity.x = dir.x * particle.startSpeed;
410
+ particle.velocity.y = dir.y * particle.startSpeed;
411
+ particle.velocity.z = dir.z * particle.startSpeed;
412
+ if (this.system.inheritVelocity?.enabled) {
413
+ this.system.inheritVelocity.applyInitial(particle.velocity);
414
+ }
415
+ if (!particle[$startVelocity])
416
+ particle[$startVelocity] = particle.velocity.clone();
417
+ else
418
+ particle[$startVelocity].copy(particle.velocity);
419
+ const gravityFactor = this.system.main.gravityModifier.evaluate(Math.random(), Math.random());
420
+ particle[$gravityFactor] = gravityFactor * simulationSpeed;
421
+ particle[$gravitySpeed] = gravityFactor * simulationSpeed * .5;
422
+ particle[$velocityLerpFactor] = Math.random();
423
+ this.system.velocityOverLifetime?.init(particle);
424
+ this._gravityDirection.set(0, -1, 0);
425
+ if (this.system.main.simulationSpace === ParticleSystemSimulationSpace.Local)
426
+ this._gravityDirection.applyQuaternion(this.system.worldQuaternionInverted).normalize();
427
+ }
428
+ update(particle, delta) {
429
+ //////////////////////
430
+ // calculate speed
431
+ const baseVelocity = particle[$startVelocity];
432
+ const gravityFactor = particle[$gravityFactor];
433
+ if (gravityFactor !== 0) {
434
+ const factor = gravityFactor * particle[$gravitySpeed];
435
+ temp3.copy(this._gravityDirection).multiplyScalar(factor);
436
+ particle[$gravitySpeed] += delta * .05;
437
+ baseVelocity.add(temp3);
438
+ }
439
+ particle.velocity.copy(baseVelocity);
440
+ const t01 = particle.age / particle.life;
441
+ if (this.system.inheritVelocity?.enabled) {
442
+ this.system.inheritVelocity.applyCurrent(particle.velocity, t01, particle[$velocityLerpFactor]);
443
+ }
444
+ const noise = this.system.noise;
445
+ if (noise.enabled) {
446
+ noise.apply(0, particle.position, particle.velocity, delta, particle.age, particle.life);
447
+ }
448
+ //////////////////////
449
+ // evaluate by speed modules
450
+ const sizeBySpeed = this.system.sizeBySpeed;
451
+ if (sizeBySpeed?.enabled) {
452
+ particle.size = sizeBySpeed.evaluate(particle.velocity, t01, particle[$velocityLerpFactor], particle.size);
453
+ }
454
+ const colorBySpeed = this.system.colorBySpeed;
455
+ if (colorBySpeed?.enabled) {
456
+ colorBySpeed.evaluate(particle.velocity, particle[$velocityLerpFactor], particle.color);
457
+ }
458
+ //////////////////////
459
+ // limit or modify speed
460
+ const velocity = this.system.velocityOverLifetime;
461
+ if (velocity.enabled) {
462
+ velocity.apply(particle, 0, particle.position, particle.velocity, delta, particle.age, particle.life);
463
+ }
464
+ const limitVelocityOverLifetime = this.system.limitVelocityOverLifetime;
465
+ if (limitVelocityOverLifetime.enabled) {
466
+ // const factor = this.system.worldScale.x;
467
+ limitVelocityOverLifetime.apply(particle.position, baseVelocity, particle.velocity, particle.size, t01, delta, 1);
468
+ }
469
+ if (this.system.worldspace) {
470
+ const ws = this.system.worldScale;
471
+ particle.velocity.x *= ws.x;
472
+ particle.velocity.y *= ws.y;
473
+ particle.velocity.z *= ws.z;
474
+ }
475
+ }
476
+ }
477
+ const $colorLerpFactor = Symbol("colorLerpFactor");
478
+ const tempColor = new RGBAColor(1, 1, 1, 1);
479
+ const col = new RGBAColor(1, 1, 1, 1);
480
+ class ColorBehaviour extends ParticleSystemBaseBehaviour {
481
+ type = "NeedleColor";
482
+ initialize(_particle) {
483
+ }
484
+ _init(particle) {
485
+ const materialColor = this.system.renderer.particleMaterial;
486
+ col.copy(this.system.main.startColor.evaluate(Math.random()));
487
+ if (materialColor?.color) {
488
+ tempColor.copy(materialColor.color);
489
+ col.multiply(tempColor);
490
+ }
491
+ col.convertLinearToSRGB();
492
+ particle.startColor.set(col.r, col.g, col.b, col.alpha);
493
+ particle.color.copy(particle.startColor);
494
+ particle[$colorLerpFactor] = Math.random();
495
+ }
496
+ update(particle, _delta) {
497
+ if (particle.age === 0)
498
+ this._init(particle);
499
+ if (this.system.colorOverLifetime.enabled) {
500
+ const t = particle.age / particle.life;
501
+ const col = this.system.colorOverLifetime.color.evaluate(t, particle[$colorLerpFactor]);
502
+ particle.color.set(col.r, col.g, col.b, "alpha" in col ? col.alpha : 1).multiply(particle.startColor);
503
+ }
504
+ else {
505
+ particle.color.copy(particle.startColor);
506
+ }
507
+ }
508
+ }
509
+ class ParticleSystemInterface {
510
+ system;
511
+ emission;
512
+ get anim() {
513
+ return this.system.textureSheetAnimation;
514
+ }
515
+ constructor(system) {
516
+ this.system = system;
517
+ this.emission = new ParticleSystemEmissionOverTime(this.system);
518
+ }
519
+ get prewarm() { return false; } // force disable three.quark prewarm, we have our own!
520
+ get material() { return this.system.renderer.getMaterial(this.system.trails.enabled); }
521
+ get layers() { return this.system.gameObject.layers; }
522
+ update() {
523
+ this.emission.update();
524
+ }
525
+ autoDestroy;
526
+ get looping() { return this.system.main.loop; }
527
+ get duration() { return this.system.duration; }
528
+ get shape() { return this.system.shape; }
529
+ get startLife() { return new MinMaxCurveFunction(this.system.main.startLifetime); }
530
+ get startSpeed() { return new MinMaxCurveFunction(this.system.main.startSpeed); }
531
+ get startRotation() { return new MinMaxCurveFunction(this.system.main.startRotation); }
532
+ get startSize() { return new MinMaxCurveFunction(this.system.main.startSize); }
533
+ startLength; /** start length is for trails */
534
+ get startColor() { return new ConstantColor(new QVector4(1, 1, 1, 1)); }
535
+ get emissionOverTime() { return this.emission; }
536
+ /** this is not supported yet */
537
+ get emissionOverDistance() { return new ParticleSystemEmissionOverDistance(this.system); }
538
+ /** not used - burst is controled via emissionOverTime */
539
+ emissionBursts;
540
+ onlyUsedByOther;
541
+ behaviors = [];
542
+ get instancingGeometry() {
543
+ return this.system.renderer.getMesh(this.system.renderer.renderMode).geometry;
544
+ }
545
+ get renderMode() {
546
+ if (this.system.trails["enabled"] === true) {
547
+ return RenderMode.Trail;
548
+ }
549
+ switch (this.system.renderer.renderMode) {
550
+ case ParticleSystemRenderMode.Billboard: return RenderMode.BillBoard;
551
+ case ParticleSystemRenderMode.Stretch: return RenderMode.StretchedBillBoard;
552
+ case ParticleSystemRenderMode.HorizontalBillboard: return RenderMode.HorizontalBillBoard;
553
+ case ParticleSystemRenderMode.VerticalBillboard: return RenderMode.VerticalBillBoard;
554
+ case ParticleSystemRenderMode.Mesh: return RenderMode.Mesh;
555
+ }
556
+ return RenderMode.BillBoard;
557
+ }
558
+ rendererEmitterSettings = {
559
+ startLength: new ConstantValue(220),
560
+ followLocalOrigin: false,
561
+ };
562
+ get speedFactor() {
563
+ let factor = this.system.main.simulationSpeed;
564
+ if (this.system.renderer?.renderMode === ParticleSystemRenderMode.Stretch) {
565
+ factor *= this.system.renderer.velocityScale ?? 1;
566
+ }
567
+ return factor;
568
+ }
569
+ flatWhiteTexture;
570
+ clonedTexture = { original: undefined, clone: undefined };
571
+ get texture() {
572
+ const mat = this.material;
573
+ if (mat && mat["map"]) {
574
+ const original = mat["map"];
575
+ // cache the last original one so we're not creating tons of clones
576
+ if (this.clonedTexture.original !== original || !this.clonedTexture.clone) {
577
+ const tex = original.clone();
578
+ tex.premultiplyAlpha = false;
579
+ tex.colorSpace = LinearSRGBColorSpace;
580
+ this.clonedTexture.original = original;
581
+ this.clonedTexture.clone = tex;
582
+ }
583
+ return this.clonedTexture.clone;
584
+ }
585
+ if (!this.flatWhiteTexture)
586
+ this.flatWhiteTexture = createFlatTexture(new RGBAColor(1, 1, 1, 1), 1);
587
+ return this.flatWhiteTexture;
588
+ }
589
+ get startTileIndex() { return new TextureSheetStartFrameGenerator(this.system); }
590
+ get uTileCount() { return this.anim.enabled ? this.anim?.numTilesX : undefined; }
591
+ get vTileCount() { return this.anim.enabled ? this.anim?.numTilesY : undefined; }
592
+ get renderOrder() { return 1; }
593
+ get blending() { return this.system.renderer.particleMaterial?.blending ?? NormalBlending; }
594
+ get transparent() { return this.system.renderer.transparent; }
595
+ get worldSpace() { return this.system.main.simulationSpace === ParticleSystemSimulationSpace.World; }
596
+ }
597
+ class ParticlesEmissionState {
598
+ burstParticleIndex = 0;
599
+ burstParticleCount = 0;
600
+ isBursting = false;
601
+ travelDistance = 0;
602
+ previousWorldPos;
603
+ burstIndex = 0;
604
+ burstWaveIndex = 0;
605
+ time = 0;
606
+ waitEmiting = 0;
607
+ }
608
+ /**
609
+ * The ParticleSystem component efficiently handles the motion and rendering of many individual particles.
610
+ *
611
+ * You can add custom behaviours to the particle system to fully customize the behaviour of the particles. See {@link ParticleSystemBaseBehaviour} and {@link ParticleSystem.addBehaviour} for more information.
612
+ *
613
+ * Needle Engine uses [three.quarks](https://github.com/Alchemist0823/three.quarks) under the hood to handle particles.
614
+ *
615
+ * @category Rendering
616
+ * @group Components
617
+ */
618
+ export class ParticleSystem extends Behaviour {
619
+ play(includeChildren = false) {
620
+ if (includeChildren) {
621
+ GameObject.foreachComponent(this.gameObject, comp => {
622
+ if (comp instanceof ParticleSystem && comp !== this) {
623
+ comp.play(false);
624
+ }
625
+ }, true);
626
+ }
627
+ this._isPlaying = true;
628
+ // https://github.com/Alchemist0823/three.quarks/pull/35
629
+ if (this._particleSystem) {
630
+ this._particleSystem["emissionState"].time = 0;
631
+ this._particleSystem["emitEnded"] = false;
632
+ }
633
+ this.emission?.reset();
634
+ }
635
+ pause(includeChildren = true) {
636
+ if (includeChildren) {
637
+ GameObject.foreachComponent(this.gameObject, comp => {
638
+ if (comp instanceof ParticleSystem && comp !== this) {
639
+ comp.pause(false);
640
+ }
641
+ }, true);
642
+ }
643
+ this._isPlaying = false;
644
+ }
645
+ /** clear=true removes all emitted particles */
646
+ stop(includeChildren = true, clear = false) {
647
+ if (includeChildren) {
648
+ GameObject.foreachComponent(this.gameObject, comp => {
649
+ if (comp instanceof ParticleSystem && comp !== this) {
650
+ comp.stop(false, clear);
651
+ }
652
+ }, true);
653
+ }
654
+ this._isPlaying = false;
655
+ this._time = 0;
656
+ if (clear)
657
+ this.reset();
658
+ }
659
+ /** remove emitted particles and reset time */
660
+ reset() {
661
+ this._time = 0;
662
+ if (this._particleSystem) {
663
+ this._particleSystem.particleNum = 0;
664
+ this._particleSystem["emissionState"].time = 0;
665
+ this._particleSystem["emitEnded"] = false;
666
+ this.emission?.reset();
667
+ }
668
+ }
669
+ _state;
670
+ emit(count) {
671
+ if (this._particleSystem) {
672
+ // we need to call update the matrices etc e.g. if we call emit from a physics callback
673
+ this.onUpdate();
674
+ count = Math.min(count, this.maxParticles - this.currentParticles);
675
+ if (!this._state)
676
+ this._state = new ParticlesEmissionState();
677
+ this._state.waitEmiting = count;
678
+ this._state.time = 0;
679
+ const emitEndedState = this._particleSystem["emitEnded"];
680
+ this._particleSystem["emitEnded"] = false;
681
+ this._particleSystem.emit(this.deltaTime, this._state, this._particleSystem.emitter.matrixWorld);
682
+ this._particleSystem["emitEnded"] = emitEndedState;
683
+ }
684
+ }
685
+ get playOnAwake() {
686
+ return this.main.playOnAwake;
687
+ }
688
+ set playOnAwake(val) {
689
+ this.main.playOnAwake = val;
690
+ }
691
+ colorOverLifetime;
692
+ main;
693
+ emission;
694
+ sizeOverLifetime;
695
+ shape;
696
+ noise;
697
+ trails;
698
+ velocityOverLifetime;
699
+ limitVelocityOverLifetime;
700
+ inheritVelocity;
701
+ colorBySpeed;
702
+ textureSheetAnimation;
703
+ rotationOverLifetime;
704
+ rotationBySpeed;
705
+ sizeBySpeed;
706
+ get renderer() {
707
+ return this._renderer;
708
+ }
709
+ get isPlaying() { return this._isPlaying; }
710
+ get currentParticles() {
711
+ return this._particleSystem?.particleNum ?? 0;
712
+ }
713
+ get maxParticles() {
714
+ return this.main.maxParticles;
715
+ }
716
+ get time() {
717
+ return this._time;
718
+ }
719
+ get duration() {
720
+ return this.main.duration;
721
+ }
722
+ get deltaTime() {
723
+ return this.context.time.deltaTime * this.main.simulationSpeed;
724
+ }
725
+ get scale() {
726
+ return this.gameObject.scale.x;
727
+ }
728
+ get cameraScale() {
729
+ return this._cameraScale;
730
+ }
731
+ _cameraScale = 1;
732
+ get container() {
733
+ return this._container;
734
+ }
735
+ get worldspace() {
736
+ return this.main.simulationSpace === ParticleSystemSimulationSpace.World;
737
+ }
738
+ get localspace() {
739
+ return this.main.simulationSpace === ParticleSystemSimulationSpace.Local;
740
+ }
741
+ __worldQuaternion = new Quaternion();
742
+ get worldQuaternion() {
743
+ return this.__worldQuaternion;
744
+ }
745
+ _worldQuaternionInverted = new Quaternion();
746
+ get worldQuaternionInverted() {
747
+ return this._worldQuaternionInverted;
748
+ }
749
+ _worldScale = new Vector3();
750
+ get worldScale() {
751
+ return this._worldScale;
752
+ }
753
+ _worldPositionFrame = -1;
754
+ _worldPos = new Vector3();
755
+ get worldPos() {
756
+ if (this._worldPositionFrame !== this.context.time.frame) {
757
+ this._worldPositionFrame = this.context.time.frame;
758
+ getWorldPosition(this.gameObject, this._worldPos);
759
+ }
760
+ return this._worldPos;
761
+ }
762
+ get matrixWorld() {
763
+ return this._container.matrixWorld;
764
+ }
765
+ get isSubsystem() {
766
+ return this._isUsedAsSubsystem;
767
+ }
768
+ /** Add a custom quarks behaviour to the particle system.
769
+ * You can add a quarks.Behaviour type or derive from {@link ParticleSystemBaseBehaviour}
770
+ * @link https://github.com/Alchemist0823/three.quarks
771
+ * @example
772
+ * ```typescript
773
+ * class MyBehaviour extends ParticleSystemBaseBehaviour {
774
+ * initialize(particle: Particle) {
775
+ * // initialize the particle
776
+ * }
777
+ * update(particle: Particle, delta: number) {
778
+ * // do something with the particle
779
+ * }
780
+ * }
781
+ *
782
+ * const system = gameObject.getComponent(ParticleSystem);
783
+ * system.addBehaviour(new MyBehaviour());
784
+ * ```
785
+ */
786
+ addBehaviour(particleSystemBehaviour) {
787
+ if (!this._particleSystem) {
788
+ return false;
789
+ }
790
+ if (particleSystemBehaviour instanceof ParticleSystemBaseBehaviour) {
791
+ particleSystemBehaviour.system = this;
792
+ }
793
+ if (debug)
794
+ console.debug("Add custom ParticleSystem Behaviour", particleSystemBehaviour);
795
+ this._particleSystem.addBehavior(particleSystemBehaviour);
796
+ return true;
797
+ }
798
+ /** Remove a custom quarks behaviour from the particle system. **/
799
+ removeBehaviour(particleSystemBehaviour) {
800
+ if (!this._particleSystem) {
801
+ return false;
802
+ }
803
+ const behaviours = this._particleSystem.behaviors;
804
+ const index = behaviours.indexOf(particleSystemBehaviour);
805
+ if (index !== -1) {
806
+ if (isDevEnvironment() || debug)
807
+ console.debug("Remove custom ParticleSystem Behaviour", index, particleSystemBehaviour);
808
+ behaviours.splice(index, 1);
809
+ return true;
810
+ }
811
+ return true;
812
+ }
813
+ /** Removes all behaviours from the particle system
814
+ * **Note:** this will also remove the default behaviours like SizeBehaviour, ColorBehaviour etc.
815
+ */
816
+ removeAllBehaviours() {
817
+ if (!this._particleSystem) {
818
+ return false;
819
+ }
820
+ this._particleSystem.behaviors.length = 0;
821
+ return true;
822
+ }
823
+ /** Get the underlying three.quarks particle system behaviours. This can be used to fully customize the behaviour of the particles. */
824
+ get behaviours() {
825
+ if (!this._particleSystem)
826
+ return null;
827
+ return this._particleSystem.behaviors;
828
+ }
829
+ /** Get access to the underlying quarks particle system if you need more control
830
+ * @link https://github.com/Alchemist0823/three.quarks
831
+ */
832
+ get particleSystem() {
833
+ return this._particleSystem ?? null;
834
+ }
835
+ _renderer;
836
+ _batchSystem;
837
+ _particleSystem;
838
+ _interface;
839
+ // private _system!: System;
840
+ // private _emitter: Emitter;
841
+ // private _size!: SizeBehaviour;
842
+ _container;
843
+ _time = 0;
844
+ _isPlaying = true;
845
+ _isUsedAsSubsystem = false;
846
+ _didPreWarm = false;
847
+ /** called from deserialization */
848
+ set bursts(arr) {
849
+ for (let i = 0; i < arr.length; i++) {
850
+ const burst = arr[i];
851
+ if ((burst instanceof ParticleBurst) === false) {
852
+ const instance = new ParticleBurst();
853
+ assign(instance, burst);
854
+ arr[i] = instance;
855
+ }
856
+ }
857
+ this._bursts = arr;
858
+ }
859
+ _bursts;
860
+ /** called from deserialization */
861
+ set subEmitterSystems(arr) {
862
+ for (let i = 0; i < arr.length; i++) {
863
+ const sub = arr[i];
864
+ if ((sub instanceof SubEmitterSystem) === false) {
865
+ const instance = new SubEmitterSystem();
866
+ assign(instance, sub);
867
+ arr[i] = instance;
868
+ }
869
+ }
870
+ if (debug && arr.length > 0) {
871
+ console.log("SubEmitters: ", arr, this);
872
+ }
873
+ this._subEmitterSystems = arr;
874
+ }
875
+ _subEmitterSystems;
876
+ /** @internal */
877
+ onAfterDeserialize(_) {
878
+ // doing this here to get a chance to resolve the subemitter guid
879
+ if (this._subEmitterSystems && Array.isArray(this._subEmitterSystems)) {
880
+ for (const sub of this._subEmitterSystems) {
881
+ sub._deserialize(this.context, this.gameObject);
882
+ }
883
+ }
884
+ }
885
+ /** @internal */
886
+ awake() {
887
+ this._worldPositionFrame = -1;
888
+ this._renderer = this.gameObject.getComponent(ParticleSystemRenderer);
889
+ if (!this.main) {
890
+ throw new Error("Not Supported: ParticleSystem needs a serialized MainModule. Creating new particle systems at runtime is currently not supported.");
891
+ }
892
+ this._container = new Object3D();
893
+ this._container.matrixAutoUpdate = false;
894
+ // if (this.main.simulationSpace == ParticleSystemSimulationSpace.Local) {
895
+ // this.gameObject.add(this._container);
896
+ // }
897
+ // else
898
+ {
899
+ this.context.scene.add(this._container);
900
+ }
901
+ // else this._container = this.context.scene;
902
+ this._batchSystem = new BatchedParticleRenderer();
903
+ this._batchSystem.name = this.gameObject.name;
904
+ this._container.add(this._batchSystem);
905
+ this._interface = new ParticleSystemInterface(this);
906
+ this._particleSystem = new _ParticleSystem(this._interface);
907
+ this._particleSystem.addBehavior(new SizeBehaviour(this));
908
+ this._particleSystem.addBehavior(new ColorBehaviour(this));
909
+ this._particleSystem.addBehavior(new TextureSheetAnimationBehaviour(this));
910
+ this._particleSystem.addBehavior(new RotationBehaviour(this));
911
+ this._particleSystem.addBehavior(new VelocityBehaviour(this));
912
+ this._particleSystem.addBehavior(new TrailBehaviour(this));
913
+ this._batchSystem.addSystem(this._particleSystem);
914
+ const emitter = this._particleSystem.emitter;
915
+ this.context.scene.add(emitter);
916
+ if (this.inheritVelocity.system && this.inheritVelocity.system !== this) {
917
+ this.inheritVelocity = this.inheritVelocity.clone();
918
+ }
919
+ this.inheritVelocity.awake(this);
920
+ if (debug) {
921
+ console.log(this);
922
+ this.gameObject.add(new AxesHelper(1));
923
+ }
924
+ }
925
+ /** @internal */
926
+ start() {
927
+ this.addSubParticleSystems();
928
+ this.updateLayers();
929
+ if (this.renderer.particleMesh instanceof Mesh && this._interface.renderMode == RenderMode.Mesh) {
930
+ NEEDLE_progressive.assignMeshLOD(this.renderer.particleMesh, 0).then(geo => {
931
+ if (geo && this.particleSystem && this._interface.renderMode == RenderMode.Mesh) {
932
+ this.particleSystem.instancingGeometry = geo;
933
+ }
934
+ });
935
+ }
936
+ }
937
+ /** @internal */
938
+ onDestroy() {
939
+ this._container?.removeFromParent();
940
+ this._batchSystem?.removeFromParent();
941
+ this._particleSystem?.emitter.removeFromParent();
942
+ this._particleSystem?.dispose();
943
+ }
944
+ /** @internal */
945
+ onEnable() {
946
+ if (!this.main)
947
+ return;
948
+ if (this.inheritVelocity)
949
+ this.inheritVelocity.system = this;
950
+ if (this._batchSystem)
951
+ this._batchSystem.visible = true;
952
+ if (this.playOnAwake)
953
+ this.play();
954
+ this._isPlaying = this.playOnAwake;
955
+ }
956
+ onDisable() {
957
+ if (this._batchSystem)
958
+ this._batchSystem.visible = false;
959
+ }
960
+ /** @internal */
961
+ onBeforeRender() {
962
+ if (!this.main)
963
+ return;
964
+ if (this._didPreWarm === false && this.main?.prewarm === true) {
965
+ this._didPreWarm = true;
966
+ this.preWarm();
967
+ }
968
+ this.onUpdate();
969
+ this.onSimulate(this.deltaTime);
970
+ }
971
+ preWarm() {
972
+ if (!this.emission?.enabled)
973
+ return;
974
+ const emission = this.emission.rateOverTime.getMax();
975
+ if (emission <= 0)
976
+ return;
977
+ const dt = 1 / 60;
978
+ const duration = this.main.duration;
979
+ const lifetime = this.main.startLifetime.getMax();
980
+ const maxDurationToPrewarm = 1000;
981
+ const timeToSimulate = Math.min(Math.max(duration, lifetime) / Math.max(.01, this.main.simulationSpeed), maxDurationToPrewarm);
982
+ const framesToSimulate = Math.ceil(timeToSimulate / dt);
983
+ const startTime = Date.now();
984
+ if (debug)
985
+ console.log(`Particles ${this.name} - Prewarm for ${framesToSimulate} frames (${timeToSimulate} sec). Duration: ${duration}, Lifetime: ${lifetime}`);
986
+ for (let i = 0; i < framesToSimulate; i++) {
987
+ if (this.currentParticles >= this.maxParticles)
988
+ break;
989
+ const timePassed = Date.now() - startTime;
990
+ if (timePassed > 2000) {
991
+ console.warn(`Particles ${this.name} - Prewarm took too long. Aborting: ${timePassed}`);
992
+ break;
993
+ }
994
+ this.onUpdate();
995
+ this.onSimulate(dt);
996
+ }
997
+ }
998
+ _lastBatchesCount = -1;
999
+ onSimulate(dt) {
1000
+ if (this._batchSystem) {
1001
+ let needsUpdate = this.context.time.frameCount % 60 === 0;
1002
+ if (this._lastBatchesCount !== this._batchSystem.batches.length) {
1003
+ this._lastBatchesCount = this._batchSystem.batches.length;
1004
+ needsUpdate = true;
1005
+ }
1006
+ // Updating layers on batches
1007
+ // TODO: figure out a better way to do this
1008
+ // Issue: https://github.com/Alchemist0823/three.quarks/issues/49
1009
+ if (needsUpdate) {
1010
+ this.updateLayers();
1011
+ }
1012
+ this._batchSystem.update(dt);
1013
+ }
1014
+ this._time += dt;
1015
+ if (this._time > this.duration)
1016
+ this._time = 0;
1017
+ }
1018
+ updateLayers() {
1019
+ if (this._batchSystem) {
1020
+ for (let i = 0; i < this._batchSystem.batches.length; i++) {
1021
+ const batch = this._batchSystem.batches[i];
1022
+ batch.layers.disableAll();
1023
+ const layer = this.layer;
1024
+ batch.layers.mask = 1 << layer;
1025
+ }
1026
+ }
1027
+ }
1028
+ // private lastMaterialVersion: number = -1;
1029
+ onUpdate() {
1030
+ if (this._bursts) {
1031
+ this.emission.bursts = this._bursts;
1032
+ delete this._bursts;
1033
+ }
1034
+ if (!this._isPlaying)
1035
+ return;
1036
+ // sprite materials must be scaled in AR
1037
+ const cam = this.context.mainCamera;
1038
+ if (cam) {
1039
+ const scale = getWorldScale(cam);
1040
+ this._cameraScale = scale.x;
1041
+ }
1042
+ const isLocalSpace = !this.worldspace;
1043
+ const source = this.gameObject;
1044
+ getWorldQuaternion(source, this.__worldQuaternion);
1045
+ this._worldQuaternionInverted.copy(this.__worldQuaternion).invert();
1046
+ getWorldScale(this.gameObject, this._worldScale);
1047
+ // Handle LOCALSPACE
1048
+ if (isLocalSpace && this._container && this.gameObject?.parent) {
1049
+ const scale = getLocalSimulationScale(this, temp3);
1050
+ this._container.matrix.makeScale(scale.x, scale.y, scale.z);
1051
+ this._container.matrix.makeRotationFromQuaternion(this.__worldQuaternion);
1052
+ this._container.matrix.setPosition(this.worldPos);
1053
+ this._container.matrix.scale(this.gameObject.scale);
1054
+ }
1055
+ this.emission.system = this;
1056
+ this._interface.update();
1057
+ this.shape.onUpdate(this, this.context, this.main.simulationSpace, this.gameObject);
1058
+ this.noise.update(this.context);
1059
+ this.inheritVelocity?.update(this.context);
1060
+ this.velocityOverLifetime.update(this);
1061
+ }
1062
+ addSubParticleSystems() {
1063
+ if (this._subEmitterSystems && this._particleSystem) {
1064
+ for (const sys of this._subEmitterSystems) {
1065
+ // Make sure the particle system is created
1066
+ if (sys.particleSystem) {
1067
+ if (sys.particleSystem.__internalAwake)
1068
+ sys.particleSystem.__internalAwake();
1069
+ else if (isDevEnvironment())
1070
+ console.warn("SubParticleSystem serialization issue(?)", sys.particleSystem, sys);
1071
+ }
1072
+ const system = sys.particleSystem?._particleSystem;
1073
+ if (system) {
1074
+ sys.particleSystem._isUsedAsSubsystem = true;
1075
+ // sys.particleSystem!.main.simulationSpace = ParticleSystemSimulationSpace.World;
1076
+ const sub = new ParticleSubEmitter(this, this._particleSystem, sys.particleSystem, system);
1077
+ sub.emitterType = sys.type;
1078
+ sub.emitterProbability = sys.emitProbability;
1079
+ this._particleSystem.addBehavior(sub);
1080
+ }
1081
+ else if (debug)
1082
+ console.warn("Could not add SubParticleSystem", sys, this);
1083
+ }
1084
+ }
1085
+ }
1086
+ }
1087
+ __decorate([
1088
+ serializable(ColorOverLifetimeModule)
1089
+ ], ParticleSystem.prototype, "colorOverLifetime", void 0);
1090
+ __decorate([
1091
+ serializable(MainModule)
1092
+ ], ParticleSystem.prototype, "main", void 0);
1093
+ __decorate([
1094
+ serializable(EmissionModule)
1095
+ ], ParticleSystem.prototype, "emission", void 0);
1096
+ __decorate([
1097
+ serializable(SizeOverLifetimeModule)
1098
+ ], ParticleSystem.prototype, "sizeOverLifetime", void 0);
1099
+ __decorate([
1100
+ serializable(ShapeModule)
1101
+ ], ParticleSystem.prototype, "shape", void 0);
1102
+ __decorate([
1103
+ serializable(NoiseModule)
1104
+ ], ParticleSystem.prototype, "noise", void 0);
1105
+ __decorate([
1106
+ serializable(TrailModule)
1107
+ ], ParticleSystem.prototype, "trails", void 0);
1108
+ __decorate([
1109
+ serializable(VelocityOverLifetimeModule)
1110
+ ], ParticleSystem.prototype, "velocityOverLifetime", void 0);
1111
+ __decorate([
1112
+ serializable(LimitVelocityOverLifetimeModule)
1113
+ ], ParticleSystem.prototype, "limitVelocityOverLifetime", void 0);
1114
+ __decorate([
1115
+ serializable(InheritVelocityModule)
1116
+ ], ParticleSystem.prototype, "inheritVelocity", void 0);
1117
+ __decorate([
1118
+ serializable(ColorBySpeedModule)
1119
+ ], ParticleSystem.prototype, "colorBySpeed", void 0);
1120
+ __decorate([
1121
+ serializable(TextureSheetAnimationModule)
1122
+ ], ParticleSystem.prototype, "textureSheetAnimation", void 0);
1123
+ __decorate([
1124
+ serializable(RotationOverLifetimeModule)
1125
+ ], ParticleSystem.prototype, "rotationOverLifetime", void 0);
1126
+ __decorate([
1127
+ serializable(RotationBySpeedModule)
1128
+ ], ParticleSystem.prototype, "rotationBySpeed", void 0);
1129
+ __decorate([
1130
+ serializable(SizeBySpeedModule)
1131
+ ], ParticleSystem.prototype, "sizeBySpeed", void 0);
1132
+ /** @internal */
1133
+ export class SubEmitterSystem {
1134
+ particleSystem;
1135
+ emitProbability = 1;
1136
+ properties;
1137
+ type;
1138
+ _deserialize(_context, gameObject) {
1139
+ const ps = this.particleSystem;
1140
+ if (ps instanceof ParticleSystem)
1141
+ return;
1142
+ let guid = "";
1143
+ if (ps && typeof ps["guid"] === "string") {
1144
+ guid = ps["guid"];
1145
+ // subemitter MUST be a child of the particle system
1146
+ this.particleSystem = GameObject.findByGuid(guid, gameObject);
1147
+ }
1148
+ if (debug && !(this.particleSystem instanceof ParticleSystem)) {
1149
+ console.warn("Could not find particle system for sub emitter", guid, gameObject, this);
1150
+ }
1151
+ }
1152
+ }
1153
+ function getLocalSimulationScale(system, vec) {
1154
+ vec.set(1, 1, 1);
1155
+ if (system.gameObject.parent && system.localspace) {
1156
+ switch (system.main.scalingMode) {
1157
+ case ParticleSystemScalingMode.Local:
1158
+ vec = getWorldScale(system.gameObject.parent, vec);
1159
+ vec.x = 1 / vec.x;
1160
+ vec.y = 1 / vec.y;
1161
+ vec.z = 1 / vec.z;
1162
+ break;
1163
+ default:
1164
+ if (!system["unsupported_scaling_mode"]) {
1165
+ system["unsupported_scaling_mode"] = true;
1166
+ const msg = "ParticleSystem scale mode " + ParticleSystemScalingMode[system.main.scalingMode] + " is not supported";
1167
+ if (isDevEnvironment())
1168
+ showBalloonWarning(msg);
1169
+ console.warn(msg, system.name, system);
1170
+ }
1171
+ vec = getWorldScale(system.gameObject, vec);
1172
+ break;
1173
+ }
1174
+ }
1175
+ return vec;
1176
+ }
1177
1177
  //# sourceMappingURL=ParticleSystem.js.map