@needle-tools/engine 4.4.1 → 4.4.3-beta

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 (1046) hide show
  1. package/CHANGELOG.md +3678 -3667
  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 +364 -237
  6. package/dist/needle-engine.bundle.light.js +364 -237
  7. package/dist/needle-engine.bundle.light.min.js +6 -6
  8. package/dist/needle-engine.bundle.light.umd.cjs +6 -6
  9. package/dist/needle-engine.bundle.min.js +6 -6
  10. package/dist/needle-engine.bundle.umd.cjs +56 -56
  11. package/dist/needle-engine.d.ts +130 -129
  12. package/dist/needle-engine.light.d.ts +130 -129
  13. package/lib/asap/needle-asap.d.ts +1 -1
  14. package/lib/asap/needle-asap.js +95 -95
  15. package/lib/asap/sessiongranted.d.ts +3 -3
  16. package/lib/asap/sessiongranted.js +65 -65
  17. package/lib/asap/utils.d.ts +1 -1
  18. package/lib/asap/utils.js +3 -3
  19. package/lib/engine/analytics/index.d.ts +6 -6
  20. package/lib/engine/analytics/index.js +12 -12
  21. package/lib/engine/analytics/lcp.d.ts +3 -3
  22. package/lib/engine/analytics/lcp.js +34 -34
  23. package/lib/engine/api.d.ts +81 -81
  24. package/lib/engine/api.js +80 -80
  25. package/lib/engine/assets/index.d.ts +11 -11
  26. package/lib/engine/assets/index.js +47 -47
  27. package/lib/engine/assets/static.d.ts +1 -1
  28. package/lib/engine/assets/static.js +4 -4
  29. package/lib/engine/codegen/register_types.d.ts +1 -1
  30. package/lib/engine/codegen/register_types.js +300 -300
  31. package/lib/engine/debug/debug.d.ts +15 -15
  32. package/lib/engine/debug/debug.js +44 -44
  33. package/lib/engine/debug/debug_console.d.ts +2 -2
  34. package/lib/engine/debug/debug_console.js +307 -307
  35. package/lib/engine/debug/debug_overlay.d.ts +22 -22
  36. package/lib/engine/debug/debug_overlay.js +316 -316
  37. package/lib/engine/debug/debug_spatial_console.d.ts +2 -2
  38. package/lib/engine/debug/debug_spatial_console.js +390 -390
  39. package/lib/engine/debug/index.d.ts +2 -2
  40. package/lib/engine/debug/index.js +2 -2
  41. package/lib/engine/engine_addressables.d.ts +166 -166
  42. package/lib/engine/engine_addressables.js +608 -608
  43. package/lib/engine/engine_animation.d.ts +43 -43
  44. package/lib/engine/engine_animation.js +133 -133
  45. package/lib/engine/engine_application.d.ts +40 -40
  46. package/lib/engine/engine_application.js +104 -104
  47. package/lib/engine/engine_assetdatabase.d.ts +25 -25
  48. package/lib/engine/engine_assetdatabase.js +344 -344
  49. package/lib/engine/engine_audio.d.ts +4 -4
  50. package/lib/engine/engine_audio.js +23 -23
  51. package/lib/engine/engine_camera.d.ts +13 -13
  52. package/lib/engine/engine_camera.js +30 -30
  53. package/lib/engine/engine_components.d.ts +110 -110
  54. package/lib/engine/engine_components.js +382 -382
  55. package/lib/engine/engine_components_internal.d.ts +9 -9
  56. package/lib/engine/engine_components_internal.js +36 -36
  57. package/lib/engine/engine_constants.d.ts +10 -10
  58. package/lib/engine/engine_constants.js +41 -41
  59. package/lib/engine/engine_context.d.ts +472 -354
  60. package/lib/engine/engine_context.js +1653 -1536
  61. package/lib/engine/engine_context.js.map +1 -1
  62. package/lib/engine/engine_context_registry.d.ts +71 -71
  63. package/lib/engine/engine_context_registry.js +117 -117
  64. package/lib/engine/engine_coroutine.d.ts +35 -35
  65. package/lib/engine/engine_coroutine.js +52 -52
  66. package/lib/engine/engine_create_objects.d.ts +118 -118
  67. package/lib/engine/engine_create_objects.js +308 -308
  68. package/lib/engine/engine_default_parameters.d.ts +2 -2
  69. package/lib/engine/engine_default_parameters.js +3 -3
  70. package/lib/engine/engine_editor-sync.d.ts +21 -21
  71. package/lib/engine/engine_editor-sync.js +4 -4
  72. package/lib/engine/engine_element.d.ts +113 -113
  73. package/lib/engine/engine_element.js +832 -832
  74. package/lib/engine/engine_element_attributes.d.ts +72 -72
  75. package/lib/engine/engine_element_attributes.js +1 -1
  76. package/lib/engine/engine_element_extras.d.ts +6 -6
  77. package/lib/engine/engine_element_extras.js +13 -13
  78. package/lib/engine/engine_element_loading.d.ts +44 -44
  79. package/lib/engine/engine_element_loading.js +349 -349
  80. package/lib/engine/engine_element_overlay.d.ts +21 -21
  81. package/lib/engine/engine_element_overlay.js +166 -166
  82. package/lib/engine/engine_fileloader.d.ts +2 -2
  83. package/lib/engine/engine_fileloader.js +8 -8
  84. package/lib/engine/engine_gameobject.d.ts +68 -68
  85. package/lib/engine/engine_gameobject.js +596 -596
  86. package/lib/engine/engine_generic_utils.d.ts +1 -1
  87. package/lib/engine/engine_generic_utils.js +13 -13
  88. package/lib/engine/engine_gizmos.d.ts +149 -149
  89. package/lib/engine/engine_gizmos.js +530 -530
  90. package/lib/engine/engine_gltf.d.ts +12 -12
  91. package/lib/engine/engine_gltf.js +15 -15
  92. package/lib/engine/engine_gltf_builtin_components.d.ts +7 -7
  93. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  94. package/lib/engine/engine_hot_reload.d.ts +7 -7
  95. package/lib/engine/engine_hot_reload.js +184 -184
  96. package/lib/engine/engine_input.d.ts +362 -352
  97. package/lib/engine/engine_input.js +1294 -1265
  98. package/lib/engine/engine_input.js.map +1 -1
  99. package/lib/engine/engine_input_utils.d.ts +2 -2
  100. package/lib/engine/engine_input_utils.js +22 -22
  101. package/lib/engine/engine_instancing.d.ts +19 -19
  102. package/lib/engine/engine_instancing.js +39 -39
  103. package/lib/engine/engine_license.d.ts +11 -11
  104. package/lib/engine/engine_license.js +361 -361
  105. package/lib/engine/engine_license.js.map +1 -1
  106. package/lib/engine/engine_lifecycle_api.d.ts +76 -76
  107. package/lib/engine/engine_lifecycle_api.js +99 -99
  108. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  109. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  110. package/lib/engine/engine_lightdata.d.ts +23 -23
  111. package/lib/engine/engine_lightdata.js +91 -91
  112. package/lib/engine/engine_loaders.d.ts +13 -13
  113. package/lib/engine/engine_loaders.js +62 -62
  114. package/lib/engine/engine_lods.d.ts +31 -31
  115. package/lib/engine/engine_lods.js +146 -146
  116. package/lib/engine/engine_mainloop_utils.d.ts +32 -32
  117. package/lib/engine/engine_mainloop_utils.js +466 -466
  118. package/lib/engine/engine_math.d.ts +114 -114
  119. package/lib/engine/engine_math.js +247 -247
  120. package/lib/engine/engine_modules.d.ts +36 -36
  121. package/lib/engine/engine_modules.js +85 -85
  122. package/lib/engine/engine_networking.d.ts +252 -252
  123. package/lib/engine/engine_networking.js +743 -743
  124. package/lib/engine/engine_networking_auto.d.ts +24 -24
  125. package/lib/engine/engine_networking_auto.js +310 -310
  126. package/lib/engine/engine_networking_blob.d.ts +48 -48
  127. package/lib/engine/engine_networking_blob.js +228 -228
  128. package/lib/engine/engine_networking_files.d.ts +35 -35
  129. package/lib/engine/engine_networking_files.js +172 -172
  130. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  131. package/lib/engine/engine_networking_files_default_components.js +42 -42
  132. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  133. package/lib/engine/engine_networking_instantiate.js +345 -345
  134. package/lib/engine/engine_networking_peer.d.ts +15 -15
  135. package/lib/engine/engine_networking_peer.js +132 -132
  136. package/lib/engine/engine_networking_streams.d.ts +123 -123
  137. package/lib/engine/engine_networking_streams.js +645 -645
  138. package/lib/engine/engine_networking_types.d.ts +22 -22
  139. package/lib/engine/engine_networking_types.js +7 -7
  140. package/lib/engine/engine_networking_utils.d.ts +2 -2
  141. package/lib/engine/engine_networking_utils.js +20 -20
  142. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  143. package/lib/engine/engine_networking_websocket.js +2 -2
  144. package/lib/engine/engine_patcher.d.ts +10 -10
  145. package/lib/engine/engine_patcher.js +142 -142
  146. package/lib/engine/engine_physics.d.ts +152 -152
  147. package/lib/engine/engine_physics.js +645 -645
  148. package/lib/engine/engine_physics.types.d.ts +40 -40
  149. package/lib/engine/engine_physics.types.js +33 -33
  150. package/lib/engine/engine_physics_rapier.d.ts +147 -147
  151. package/lib/engine/engine_physics_rapier.js +1433 -1433
  152. package/lib/engine/engine_playerview.d.ts +26 -26
  153. package/lib/engine/engine_playerview.js +64 -64
  154. package/lib/engine/engine_scenelighting.d.ts +71 -71
  155. package/lib/engine/engine_scenelighting.js +226 -226
  156. package/lib/engine/engine_scenetools.d.ts +50 -50
  157. package/lib/engine/engine_scenetools.js +321 -321
  158. package/lib/engine/engine_serialization.d.ts +3 -3
  159. package/lib/engine/engine_serialization.js +3 -3
  160. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  161. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  162. package/lib/engine/engine_serialization_core.d.ts +85 -85
  163. package/lib/engine/engine_serialization_core.js +606 -606
  164. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  165. package/lib/engine/engine_serialization_decorator.js +66 -66
  166. package/lib/engine/engine_setup.d.ts +1 -1
  167. package/lib/engine/engine_setup.js +2 -2
  168. package/lib/engine/engine_shaders.d.ts +53 -53
  169. package/lib/engine/engine_shaders.js +252 -252
  170. package/lib/engine/engine_shims.d.ts +4 -4
  171. package/lib/engine/engine_shims.js +24 -24
  172. package/lib/engine/engine_test_utils.d.ts +39 -39
  173. package/lib/engine/engine_test_utils.js +83 -83
  174. package/lib/engine/engine_texture.d.ts +28 -28
  175. package/lib/engine/engine_texture.js +64 -64
  176. package/lib/engine/engine_three_utils.d.ts +201 -201
  177. package/lib/engine/engine_three_utils.js +731 -731
  178. package/lib/engine/engine_time.d.ts +51 -51
  179. package/lib/engine/engine_time.js +82 -82
  180. package/lib/engine/engine_time_utils.d.ts +88 -88
  181. package/lib/engine/engine_time_utils.js +215 -215
  182. package/lib/engine/engine_tonemapping.d.ts +2 -2
  183. package/lib/engine/engine_tonemapping.js +194 -194
  184. package/lib/engine/engine_types.d.ts +572 -572
  185. package/lib/engine/engine_types.js +88 -88
  186. package/lib/engine/engine_typestore.d.ts +28 -28
  187. package/lib/engine/engine_typestore.js +55 -55
  188. package/lib/engine/engine_util_decorator.d.ts +13 -13
  189. package/lib/engine/engine_util_decorator.js +116 -116
  190. package/lib/engine/engine_utils.d.ts +266 -266
  191. package/lib/engine/engine_utils.js +878 -878
  192. package/lib/engine/engine_utils_format.d.ts +21 -21
  193. package/lib/engine/engine_utils_format.js +193 -193
  194. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  195. package/lib/engine/engine_utils_screenshot.js +513 -513
  196. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  197. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  198. package/lib/engine/engine_xr.d.ts +1 -1
  199. package/lib/engine/engine_xr.js +1 -1
  200. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  201. package/lib/engine/export/gltf/Writers.js +24 -24
  202. package/lib/engine/export/gltf/index.d.ts +11 -11
  203. package/lib/engine/export/gltf/index.js +123 -123
  204. package/lib/engine/export/index.d.ts +2 -2
  205. package/lib/engine/export/index.js +2 -2
  206. package/lib/engine/export/state.d.ts +7 -7
  207. package/lib/engine/export/state.js +17 -17
  208. package/lib/engine/export/utils.d.ts +2 -2
  209. package/lib/engine/export/utils.js +7 -7
  210. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  211. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  212. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  213. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  214. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  215. package/lib/engine/extensions/NEEDLE_components.js +220 -220
  216. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  217. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  218. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  219. package/lib/engine/extensions/NEEDLE_lighting_settings.js +157 -157
  220. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  221. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  222. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  223. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  224. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  225. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  226. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  227. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  228. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  229. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  230. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  231. package/lib/engine/extensions/extension_resolver.js +1 -1
  232. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  233. package/lib/engine/extensions/extension_utils.js +152 -152
  234. package/lib/engine/extensions/extensions.d.ts +31 -31
  235. package/lib/engine/extensions/extensions.js +103 -103
  236. package/lib/engine/extensions/index.d.ts +6 -6
  237. package/lib/engine/extensions/index.js +6 -6
  238. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  239. package/lib/engine/extensions/usage_tracker.js +65 -65
  240. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  241. package/lib/engine/js-extensions/Camera.js +39 -39
  242. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  243. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  244. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  245. package/lib/engine/js-extensions/Layers.js +22 -22
  246. package/lib/engine/js-extensions/Object3D.d.ts +120 -120
  247. package/lib/engine/js-extensions/Object3D.js +136 -136
  248. package/lib/engine/js-extensions/RGBAColor.d.ts +23 -23
  249. package/lib/engine/js-extensions/RGBAColor.js +111 -110
  250. package/lib/engine/js-extensions/RGBAColor.js.map +1 -1
  251. package/lib/engine/js-extensions/Vector.d.ts +3 -3
  252. package/lib/engine/js-extensions/Vector.js +13 -13
  253. package/lib/engine/js-extensions/index.d.ts +5 -5
  254. package/lib/engine/js-extensions/index.js +5 -5
  255. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  256. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +76 -76
  257. package/lib/engine/shaders/shaderData.d.ts +55 -55
  258. package/lib/engine/shaders/shaderData.js +58 -58
  259. package/lib/engine/tests/test_utils.d.ts +2 -2
  260. package/lib/engine/tests/test_utils.js +53 -53
  261. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  262. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  263. package/lib/engine/webcomponents/api.d.ts +5 -5
  264. package/lib/engine/webcomponents/api.js +4 -4
  265. package/lib/engine/webcomponents/buttons.d.ts +39 -39
  266. package/lib/engine/webcomponents/buttons.js +237 -237
  267. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  268. package/lib/engine/webcomponents/fonts.js +32 -32
  269. package/lib/engine/webcomponents/icons.d.ts +9 -9
  270. package/lib/engine/webcomponents/icons.js +52 -52
  271. package/lib/engine/webcomponents/index.d.ts +1 -1
  272. package/lib/engine/webcomponents/index.js +1 -1
  273. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  274. package/lib/engine/webcomponents/logo-element.js +67 -67
  275. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  276. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  277. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +155 -155
  278. package/lib/engine/webcomponents/needle menu/needle-menu.js +1029 -1029
  279. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  280. package/lib/engine/webcomponents/needle-button.js +161 -161
  281. package/lib/engine/xr/NeedleXRController.d.ts +313 -313
  282. package/lib/engine/xr/NeedleXRController.js +1007 -1007
  283. package/lib/engine/xr/NeedleXRSession.d.ts +339 -339
  284. package/lib/engine/xr/NeedleXRSession.js +1427 -1427
  285. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  286. package/lib/engine/xr/NeedleXRSync.js +188 -188
  287. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  288. package/lib/engine/xr/SceneTransition.js +69 -69
  289. package/lib/engine/xr/TempXRContext.d.ts +34 -34
  290. package/lib/engine/xr/TempXRContext.js +187 -187
  291. package/lib/engine/xr/XRRig.d.ts +7 -7
  292. package/lib/engine/xr/XRRig.js +1 -1
  293. package/lib/engine/xr/api.d.ts +6 -6
  294. package/lib/engine/xr/api.js +6 -6
  295. package/lib/engine/xr/events.d.ts +66 -66
  296. package/lib/engine/xr/events.js +93 -93
  297. package/lib/engine/xr/internal.d.ts +12 -12
  298. package/lib/engine/xr/internal.js +25 -25
  299. package/lib/engine/xr/usdz.d.ts +12 -12
  300. package/lib/engine/xr/usdz.js +29 -29
  301. package/lib/engine/xr/utils.d.ts +11 -11
  302. package/lib/engine/xr/utils.js +34 -34
  303. package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
  304. package/lib/engine-components/AlignmentConstraint.js +39 -39
  305. package/lib/engine-components/Animation.d.ts +156 -156
  306. package/lib/engine-components/Animation.js +508 -508
  307. package/lib/engine-components/AnimationCurve.d.ts +40 -40
  308. package/lib/engine-components/AnimationCurve.js +159 -159
  309. package/lib/engine-components/AnimationUtils.d.ts +8 -8
  310. package/lib/engine-components/AnimationUtils.js +27 -27
  311. package/lib/engine-components/AnimationUtilsAutoplay.d.ts +1 -1
  312. package/lib/engine-components/AnimationUtilsAutoplay.js +39 -39
  313. package/lib/engine-components/Animator.d.ts +217 -217
  314. package/lib/engine-components/Animator.js +354 -354
  315. package/lib/engine-components/AnimatorController.d.ts +227 -227
  316. package/lib/engine-components/AnimatorController.js +1152 -1152
  317. package/lib/engine-components/AudioListener.d.ts +33 -33
  318. package/lib/engine-components/AudioListener.js +86 -86
  319. package/lib/engine-components/AudioSource.d.ts +217 -217
  320. package/lib/engine-components/AudioSource.js +634 -634
  321. package/lib/engine-components/AvatarLoader.d.ts +80 -80
  322. package/lib/engine-components/AvatarLoader.js +231 -231
  323. package/lib/engine-components/AxesHelper.d.ts +32 -32
  324. package/lib/engine-components/AxesHelper.js +67 -67
  325. package/lib/engine-components/BasicIKConstraint.d.ts +9 -9
  326. package/lib/engine-components/BasicIKConstraint.js +43 -43
  327. package/lib/engine-components/BoxCollider.d.ts +2 -2
  328. package/lib/engine-components/BoxCollider.js +2 -2
  329. package/lib/engine-components/BoxHelperComponent.d.ts +47 -47
  330. package/lib/engine-components/BoxHelperComponent.js +102 -102
  331. package/lib/engine-components/Camera.d.ts +231 -231
  332. package/lib/engine-components/Camera.js +700 -700
  333. package/lib/engine-components/CameraUtils.d.ts +1 -1
  334. package/lib/engine-components/CameraUtils.js +121 -121
  335. package/lib/engine-components/CharacterController.d.ts +55 -55
  336. package/lib/engine-components/CharacterController.js +236 -236
  337. package/lib/engine-components/Collider.d.ts +188 -188
  338. package/lib/engine-components/Collider.js +369 -369
  339. package/lib/engine-components/Component.d.ts +792 -792
  340. package/lib/engine-components/Component.js +915 -915
  341. package/lib/engine-components/ContactShadows.d.ts +82 -82
  342. package/lib/engine-components/ContactShadows.js +430 -430
  343. package/lib/engine-components/DeleteBox.d.ts +19 -19
  344. package/lib/engine-components/DeleteBox.js +58 -58
  345. package/lib/engine-components/DeviceFlag.d.ts +16 -16
  346. package/lib/engine-components/DeviceFlag.js +47 -47
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  1017. package/src/include/three/DragControls.js +231 -231
  1018. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  1019. package/src/needle-engine.ts +70 -70
  1020. package/lib/engine/engine.d.ts +0 -4
  1021. package/lib/engine/engine.js +0 -12
  1022. package/lib/engine/engine.js.map +0 -1
  1023. package/lib/engine/engine_web_api.d.ts +0 -12
  1024. package/lib/engine/engine_web_api.js +0 -113
  1025. package/lib/engine/engine_web_api.js.map +0 -1
  1026. package/lib/engine-components/FlyControls.d.ts +0 -10
  1027. package/lib/engine-components/FlyControls.js +0 -29
  1028. package/lib/engine-components/FlyControls.js.map +0 -1
  1029. package/src/engine-schemes/dist/api.js +0 -17
  1030. package/src/engine-schemes/dist/api.js.meta +0 -7
  1031. package/src/engine-schemes/dist/schemes.js +0 -25
  1032. package/src/engine-schemes/dist/schemes.js.meta +0 -7
  1033. package/src/engine-schemes/dist/synced-camera-model.js +0 -74
  1034. package/src/engine-schemes/dist/synced-camera-model.js.meta +0 -7
  1035. package/src/engine-schemes/dist/synced-transform-model.js +0 -73
  1036. package/src/engine-schemes/dist/synced-transform-model.js.meta +0 -7
  1037. package/src/engine-schemes/dist/transform.js +0 -46
  1038. package/src/engine-schemes/dist/transform.js.meta +0 -7
  1039. package/src/engine-schemes/dist/vec2.js +0 -32
  1040. package/src/engine-schemes/dist/vec2.js.meta +0 -7
  1041. package/src/engine-schemes/dist/vec3.js +0 -36
  1042. package/src/engine-schemes/dist/vec3.js.meta +0 -7
  1043. package/src/engine-schemes/dist/vec4.js +0 -40
  1044. package/src/engine-schemes/dist/vec4.js.meta +0 -7
  1045. package/src/engine-schemes/dist/vr-user-state-buffer.js +0 -110
  1046. package/src/engine-schemes/dist/vr-user-state-buffer.js.meta +0 -7
@@ -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