@needle-tools/engine 4.5.0-alpha.6 → 4.5.0

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 (1070) hide show
  1. package/CHANGELOG.md +3729 -3729
  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-17f4eeec.light.js → needle-engine.bundle-0293e87a.light.js} +689 -690
  6. package/dist/{needle-engine.bundle-49c948a1.light.min.js → needle-engine.bundle-1679a09a.light.min.js} +3 -3
  7. package/dist/{needle-engine.bundle-12ffa86b.light.umd.cjs → needle-engine.bundle-2f187b48.light.umd.cjs} +5 -5
  8. package/dist/{needle-engine.bundle-a8ee7980.umd.cjs → needle-engine.bundle-4366d297.umd.cjs} +5 -5
  9. package/dist/{needle-engine.bundle-0e1129e3.min.js → needle-engine.bundle-4e21a0eb.min.js} +3 -3
  10. package/dist/{needle-engine.bundle-dd25a467.js → needle-engine.bundle-8e64768b.js} +9 -10
  11. package/dist/needle-engine.d.ts +129 -130
  12. package/dist/needle-engine.js +2 -2
  13. package/dist/needle-engine.light.d.ts +129 -130
  14. package/dist/needle-engine.light.js +2 -2
  15. package/dist/needle-engine.light.min.js +1 -1
  16. package/dist/needle-engine.light.umd.cjs +1 -1
  17. package/dist/needle-engine.min.js +1 -1
  18. package/dist/needle-engine.umd.cjs +1 -1
  19. package/lib/asap/needle-asap.d.ts +1 -1
  20. package/lib/asap/needle-asap.js +95 -95
  21. package/lib/asap/sessiongranted.d.ts +3 -3
  22. package/lib/asap/sessiongranted.js +65 -65
  23. package/lib/asap/utils.d.ts +1 -1
  24. package/lib/asap/utils.js +3 -3
  25. package/lib/engine/analytics/index.d.ts +6 -6
  26. package/lib/engine/analytics/index.js +12 -12
  27. package/lib/engine/analytics/lcp.d.ts +3 -3
  28. package/lib/engine/analytics/lcp.js +34 -34
  29. package/lib/engine/api.d.ts +82 -82
  30. package/lib/engine/api.js +81 -81
  31. package/lib/engine/api.js.map +1 -1
  32. package/lib/engine/assets/index.d.ts +11 -11
  33. package/lib/engine/assets/index.js +47 -47
  34. package/lib/engine/assets/static.d.ts +1 -1
  35. package/lib/engine/assets/static.js +4 -4
  36. package/lib/engine/codegen/register_types.d.ts +1 -1
  37. package/lib/engine/codegen/register_types.js +300 -300
  38. package/lib/engine/debug/debug.d.ts +15 -15
  39. package/lib/engine/debug/debug.js +44 -44
  40. package/lib/engine/debug/debug_console.d.ts +2 -2
  41. package/lib/engine/debug/debug_console.js +307 -307
  42. package/lib/engine/debug/debug_overlay.d.ts +22 -22
  43. package/lib/engine/debug/debug_overlay.js +316 -316
  44. package/lib/engine/debug/debug_spatial_console.d.ts +2 -2
  45. package/lib/engine/debug/debug_spatial_console.js +390 -390
  46. package/lib/engine/debug/index.d.ts +2 -2
  47. package/lib/engine/debug/index.js +2 -2
  48. package/lib/engine/engine.d.ts +4 -0
  49. package/lib/engine/engine.js +12 -0
  50. package/lib/engine/engine.js.map +1 -0
  51. package/lib/engine/engine_addressables.d.ts +166 -166
  52. package/lib/engine/engine_addressables.js +608 -608
  53. package/lib/engine/engine_animation.d.ts +43 -43
  54. package/lib/engine/engine_animation.js +133 -133
  55. package/lib/engine/engine_application.d.ts +45 -45
  56. package/lib/engine/engine_application.js +104 -104
  57. package/lib/engine/engine_assetdatabase.d.ts +25 -25
  58. package/lib/engine/engine_assetdatabase.js +344 -344
  59. package/lib/engine/engine_audio.d.ts +4 -4
  60. package/lib/engine/engine_audio.js +23 -23
  61. package/lib/engine/engine_camera.d.ts +13 -13
  62. package/lib/engine/engine_camera.js +30 -30
  63. package/lib/engine/engine_components.d.ts +110 -110
  64. package/lib/engine/engine_components.js +374 -374
  65. package/lib/engine/engine_components_internal.d.ts +9 -9
  66. package/lib/engine/engine_components_internal.js +36 -36
  67. package/lib/engine/engine_constants.d.ts +10 -10
  68. package/lib/engine/engine_constants.js +41 -41
  69. package/lib/engine/engine_context.d.ts +472 -472
  70. package/lib/engine/engine_context.js +1664 -1664
  71. package/lib/engine/engine_context_registry.d.ts +71 -71
  72. package/lib/engine/engine_context_registry.js +117 -117
  73. package/lib/engine/engine_coroutine.d.ts +35 -35
  74. package/lib/engine/engine_coroutine.js +52 -52
  75. package/lib/engine/engine_create_objects.d.ts +118 -118
  76. package/lib/engine/engine_create_objects.js +308 -308
  77. package/lib/engine/engine_default_parameters.d.ts +2 -2
  78. package/lib/engine/engine_default_parameters.js +3 -3
  79. package/lib/engine/engine_editor-sync.d.ts +21 -21
  80. package/lib/engine/engine_editor-sync.js +4 -4
  81. package/lib/engine/engine_element.d.ts +113 -113
  82. package/lib/engine/engine_element.js +832 -832
  83. package/lib/engine/engine_element_attributes.d.ts +72 -72
  84. package/lib/engine/engine_element_attributes.js +1 -1
  85. package/lib/engine/engine_element_extras.d.ts +6 -6
  86. package/lib/engine/engine_element_extras.js +13 -13
  87. package/lib/engine/engine_element_loading.d.ts +44 -44
  88. package/lib/engine/engine_element_loading.js +349 -349
  89. package/lib/engine/engine_element_overlay.d.ts +21 -21
  90. package/lib/engine/engine_element_overlay.js +166 -166
  91. package/lib/engine/engine_fileloader.d.ts +2 -2
  92. package/lib/engine/engine_fileloader.js +8 -8
  93. package/lib/engine/engine_gameobject.d.ts +68 -68
  94. package/lib/engine/engine_gameobject.js +596 -596
  95. package/lib/engine/engine_generic_utils.d.ts +1 -1
  96. package/lib/engine/engine_generic_utils.js +13 -13
  97. package/lib/engine/engine_gizmos.d.ts +149 -149
  98. package/lib/engine/engine_gizmos.js +530 -530
  99. package/lib/engine/engine_gltf.d.ts +12 -12
  100. package/lib/engine/engine_gltf.js +15 -15
  101. package/lib/engine/engine_gltf_builtin_components.d.ts +11 -11
  102. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  103. package/lib/engine/engine_gltf_builtin_components.js.map +1 -1
  104. package/lib/engine/engine_hot_reload.d.ts +8 -8
  105. package/lib/engine/engine_hot_reload.js +197 -197
  106. package/lib/engine/engine_input.d.ts +362 -362
  107. package/lib/engine/engine_input.js +1294 -1294
  108. package/lib/engine/engine_input_utils.d.ts +2 -2
  109. package/lib/engine/engine_input_utils.js +22 -22
  110. package/lib/engine/engine_instancing.d.ts +19 -19
  111. package/lib/engine/engine_instancing.js +39 -39
  112. package/lib/engine/engine_license.d.ts +11 -11
  113. package/lib/engine/engine_license.js +361 -361
  114. package/lib/engine/engine_lifecycle_api.d.ts +83 -83
  115. package/lib/engine/engine_lifecycle_api.js +106 -106
  116. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  117. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  118. package/lib/engine/engine_lightdata.d.ts +23 -23
  119. package/lib/engine/engine_lightdata.js +91 -91
  120. package/lib/engine/engine_loaders.callbacks.d.ts +96 -96
  121. package/lib/engine/engine_loaders.callbacks.js +85 -85
  122. package/lib/engine/engine_loaders.callbacks.js.map +1 -1
  123. package/lib/engine/engine_loaders.d.ts +48 -48
  124. package/lib/engine/engine_loaders.gltf.d.ts +13 -13
  125. package/lib/engine/engine_loaders.gltf.js +62 -62
  126. package/lib/engine/engine_loaders.js +335 -335
  127. package/lib/engine/engine_loaders.js.map +1 -1
  128. package/lib/engine/engine_lods.d.ts +31 -31
  129. package/lib/engine/engine_lods.js +146 -146
  130. package/lib/engine/engine_mainloop_utils.d.ts +32 -32
  131. package/lib/engine/engine_mainloop_utils.js +466 -466
  132. package/lib/engine/engine_math.d.ts +114 -114
  133. package/lib/engine/engine_math.js +247 -247
  134. package/lib/engine/engine_modules.d.ts +36 -36
  135. package/lib/engine/engine_modules.js +85 -85
  136. package/lib/engine/engine_networking.d.ts +260 -260
  137. package/lib/engine/engine_networking.js +764 -764
  138. package/lib/engine/engine_networking_auto.d.ts +24 -24
  139. package/lib/engine/engine_networking_auto.js +310 -310
  140. package/lib/engine/engine_networking_blob.d.ts +48 -48
  141. package/lib/engine/engine_networking_blob.js +228 -228
  142. package/lib/engine/engine_networking_files.d.ts +35 -35
  143. package/lib/engine/engine_networking_files.js +172 -172
  144. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  145. package/lib/engine/engine_networking_files_default_components.js +42 -42
  146. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  147. package/lib/engine/engine_networking_instantiate.js +345 -345
  148. package/lib/engine/engine_networking_peer.d.ts +15 -15
  149. package/lib/engine/engine_networking_peer.js +132 -132
  150. package/lib/engine/engine_networking_streams.d.ts +123 -123
  151. package/lib/engine/engine_networking_streams.js +645 -645
  152. package/lib/engine/engine_networking_types.d.ts +22 -22
  153. package/lib/engine/engine_networking_types.js +7 -7
  154. package/lib/engine/engine_networking_utils.d.ts +2 -2
  155. package/lib/engine/engine_networking_utils.js +20 -20
  156. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  157. package/lib/engine/engine_networking_websocket.js +2 -2
  158. package/lib/engine/engine_patcher.d.ts +10 -10
  159. package/lib/engine/engine_patcher.js +142 -142
  160. package/lib/engine/engine_physics.d.ts +152 -152
  161. package/lib/engine/engine_physics.js +645 -645
  162. package/lib/engine/engine_physics.types.d.ts +40 -40
  163. package/lib/engine/engine_physics.types.js +33 -33
  164. package/lib/engine/engine_physics_rapier.d.ts +147 -147
  165. package/lib/engine/engine_physics_rapier.js +1433 -1433
  166. package/lib/engine/engine_playerview.d.ts +26 -26
  167. package/lib/engine/engine_playerview.js +64 -64
  168. package/lib/engine/engine_scenelighting.d.ts +71 -71
  169. package/lib/engine/engine_scenelighting.js +226 -226
  170. package/lib/engine/engine_scenetools.d.ts +50 -62
  171. package/lib/engine/engine_scenetools.js +321 -336
  172. package/lib/engine/engine_scenetools.js.map +1 -1
  173. package/lib/engine/engine_serialization.d.ts +3 -3
  174. package/lib/engine/engine_serialization.js +3 -3
  175. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  176. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  177. package/lib/engine/engine_serialization_core.d.ts +85 -85
  178. package/lib/engine/engine_serialization_core.js +606 -606
  179. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  180. package/lib/engine/engine_serialization_decorator.js +66 -66
  181. package/lib/engine/engine_setup.d.ts +1 -1
  182. package/lib/engine/engine_setup.js +2 -2
  183. package/lib/engine/engine_shaders.d.ts +53 -53
  184. package/lib/engine/engine_shaders.js +252 -252
  185. package/lib/engine/engine_shims.d.ts +4 -4
  186. package/lib/engine/engine_shims.js +24 -24
  187. package/lib/engine/engine_test_utils.d.ts +39 -39
  188. package/lib/engine/engine_test_utils.js +83 -83
  189. package/lib/engine/engine_texture.d.ts +28 -28
  190. package/lib/engine/engine_texture.js +64 -64
  191. package/lib/engine/engine_three_utils.d.ts +201 -201
  192. package/lib/engine/engine_three_utils.js +731 -731
  193. package/lib/engine/engine_time.d.ts +51 -51
  194. package/lib/engine/engine_time.js +82 -82
  195. package/lib/engine/engine_time_utils.d.ts +88 -88
  196. package/lib/engine/engine_time_utils.js +215 -215
  197. package/lib/engine/engine_tonemapping.d.ts +2 -2
  198. package/lib/engine/engine_tonemapping.js +194 -194
  199. package/lib/engine/engine_types.d.ts +578 -578
  200. package/lib/engine/engine_types.js +95 -95
  201. package/lib/engine/engine_typestore.d.ts +28 -28
  202. package/lib/engine/engine_typestore.js +55 -55
  203. package/lib/engine/engine_util_decorator.d.ts +13 -13
  204. package/lib/engine/engine_util_decorator.js +116 -116
  205. package/lib/engine/engine_utils.d.ts +266 -266
  206. package/lib/engine/engine_utils.js +878 -878
  207. package/lib/engine/engine_utils_format.d.ts +23 -23
  208. package/lib/engine/engine_utils_format.js +212 -212
  209. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  210. package/lib/engine/engine_utils_screenshot.js +513 -513
  211. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  212. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  213. package/lib/engine/engine_web_api.d.ts +12 -0
  214. package/lib/engine/engine_web_api.js +113 -0
  215. package/lib/engine/engine_web_api.js.map +1 -0
  216. package/lib/engine/engine_xr.d.ts +1 -1
  217. package/lib/engine/engine_xr.js +1 -1
  218. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  219. package/lib/engine/export/gltf/Writers.js +24 -24
  220. package/lib/engine/export/gltf/index.d.ts +11 -11
  221. package/lib/engine/export/gltf/index.js +123 -123
  222. package/lib/engine/export/index.d.ts +2 -2
  223. package/lib/engine/export/index.js +2 -2
  224. package/lib/engine/export/state.d.ts +7 -7
  225. package/lib/engine/export/state.js +17 -17
  226. package/lib/engine/export/utils.d.ts +2 -2
  227. package/lib/engine/export/utils.js +7 -7
  228. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  229. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  230. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  231. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  232. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  233. package/lib/engine/extensions/NEEDLE_components.js +220 -220
  234. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  235. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  236. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  237. package/lib/engine/extensions/NEEDLE_lighting_settings.js +157 -157
  238. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  239. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  240. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  241. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  242. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  243. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  244. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  245. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  246. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  247. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  248. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  249. package/lib/engine/extensions/extension_resolver.js +1 -1
  250. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  251. package/lib/engine/extensions/extension_utils.js +152 -152
  252. package/lib/engine/extensions/extensions.d.ts +32 -32
  253. package/lib/engine/extensions/extensions.js +107 -107
  254. package/lib/engine/extensions/index.d.ts +6 -6
  255. package/lib/engine/extensions/index.js +6 -6
  256. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  257. package/lib/engine/extensions/usage_tracker.js +65 -65
  258. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  259. package/lib/engine/js-extensions/Camera.js +39 -39
  260. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  261. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  262. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  263. package/lib/engine/js-extensions/Layers.js +22 -22
  264. package/lib/engine/js-extensions/Object3D.d.ts +120 -120
  265. package/lib/engine/js-extensions/Object3D.js +136 -136
  266. package/lib/engine/js-extensions/RGBAColor.d.ts +23 -23
  267. package/lib/engine/js-extensions/RGBAColor.js +111 -111
  268. package/lib/engine/js-extensions/Vector.d.ts +3 -3
  269. package/lib/engine/js-extensions/Vector.js +13 -13
  270. package/lib/engine/js-extensions/index.d.ts +5 -5
  271. package/lib/engine/js-extensions/index.js +5 -5
  272. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  273. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +79 -79
  274. package/lib/engine/shaders/shaderData.d.ts +55 -55
  275. package/lib/engine/shaders/shaderData.js +58 -58
  276. package/lib/engine/tests/test_utils.d.ts +2 -2
  277. package/lib/engine/tests/test_utils.js +53 -53
  278. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  279. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  280. package/lib/engine/webcomponents/api.d.ts +5 -5
  281. package/lib/engine/webcomponents/api.js +4 -4
  282. package/lib/engine/webcomponents/buttons.d.ts +51 -51
  283. package/lib/engine/webcomponents/buttons.js +263 -263
  284. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  285. package/lib/engine/webcomponents/fonts.js +32 -32
  286. package/lib/engine/webcomponents/icons.d.ts +9 -9
  287. package/lib/engine/webcomponents/icons.js +52 -52
  288. package/lib/engine/webcomponents/index.d.ts +1 -1
  289. package/lib/engine/webcomponents/index.js +1 -1
  290. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  291. package/lib/engine/webcomponents/logo-element.js +67 -67
  292. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  293. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  294. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +155 -155
  295. package/lib/engine/webcomponents/needle menu/needle-menu.js +1029 -1029
  296. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  297. package/lib/engine/webcomponents/needle-button.js +161 -161
  298. package/lib/engine/webcomponents/needle-engine.ar-overlay.d.ts +21 -21
  299. package/lib/engine/webcomponents/needle-engine.ar-overlay.js +166 -166
  300. package/lib/engine/webcomponents/needle-engine.attributes.d.ts +69 -69
  301. package/lib/engine/webcomponents/needle-engine.attributes.js +1 -1
  302. package/lib/engine/webcomponents/needle-engine.d.ts +113 -113
  303. package/lib/engine/webcomponents/needle-engine.extras.d.ts +6 -6
  304. package/lib/engine/webcomponents/needle-engine.extras.js +13 -13
  305. package/lib/engine/webcomponents/needle-engine.js +831 -831
  306. package/lib/engine/webcomponents/needle-engine.loading.d.ts +44 -44
  307. package/lib/engine/webcomponents/needle-engine.loading.js +341 -341
  308. package/lib/engine/xr/NeedleXRController.d.ts +313 -313
  309. package/lib/engine/xr/NeedleXRController.js +1007 -1007
  310. package/lib/engine/xr/NeedleXRSession.d.ts +339 -339
  311. package/lib/engine/xr/NeedleXRSession.js +1448 -1448
  312. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  313. package/lib/engine/xr/NeedleXRSync.js +188 -188
  314. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  315. package/lib/engine/xr/SceneTransition.js +69 -69
  316. package/lib/engine/xr/TempXRContext.d.ts +34 -34
  317. package/lib/engine/xr/TempXRContext.js +187 -187
  318. package/lib/engine/xr/XRRig.d.ts +7 -7
  319. package/lib/engine/xr/XRRig.js +1 -1
  320. package/lib/engine/xr/api.d.ts +6 -6
  321. package/lib/engine/xr/api.js +6 -6
  322. package/lib/engine/xr/events.d.ts +66 -66
  323. package/lib/engine/xr/events.js +93 -93
  324. package/lib/engine/xr/internal.d.ts +12 -12
  325. package/lib/engine/xr/internal.js +25 -25
  326. package/lib/engine/xr/usdz.d.ts +12 -12
  327. package/lib/engine/xr/usdz.js +29 -29
  328. package/lib/engine/xr/utils.d.ts +11 -11
  329. package/lib/engine/xr/utils.js +34 -34
  330. package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
  331. package/lib/engine-components/AlignmentConstraint.js +39 -39
  332. package/lib/engine-components/Animation.d.ts +156 -156
  333. package/lib/engine-components/Animation.js +508 -508
  334. package/lib/engine-components/AnimationCurve.d.ts +40 -40
  335. package/lib/engine-components/AnimationCurve.js +159 -159
  336. package/lib/engine-components/AnimationUtils.d.ts +8 -8
  337. package/lib/engine-components/AnimationUtils.js +27 -27
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  1012. package/src/engine-components/utils/OpenURL.ts +114 -114
  1013. package/src/engine-components/webxr/Avatar.ts +265 -265
  1014. package/src/engine-components/webxr/TeleportTarget.ts +9 -9
  1015. package/src/engine-components/webxr/WebARCameraBackground.ts +175 -175
  1016. package/src/engine-components/webxr/WebARSessionRoot.ts +880 -880
  1017. package/src/engine-components/webxr/WebXR.ts +585 -585
  1018. package/src/engine-components/webxr/WebXRAvatar.ts +66 -66
  1019. package/src/engine-components/webxr/WebXRImageTracking.ts +518 -518
  1020. package/src/engine-components/webxr/WebXRPlaneTracking.ts +570 -570
  1021. package/src/engine-components/webxr/WebXRRig.ts +77 -77
  1022. package/src/engine-components/webxr/XRFlag.ts +147 -147
  1023. package/src/engine-components/webxr/controllers/XRControllerFollow.ts +118 -118
  1024. package/src/engine-components/webxr/controllers/XRControllerModel.ts +373 -373
  1025. package/src/engine-components/webxr/controllers/XRControllerMovement.ts +550 -550
  1026. package/src/engine-components/webxr/index.ts +2 -2
  1027. package/src/engine-components/webxr/types.ts +3 -3
  1028. package/src/engine-components-experimental/Presentation.ts +12 -12
  1029. package/src/engine-components-experimental/api.ts +4 -4
  1030. package/src/engine-components-experimental/networking/PlayerSync.ts +401 -401
  1031. package/src/engine-schemes/COMPILE_SCHEMES.bat +3 -3
  1032. package/src/engine-schemes/COMPILE_TS.bat +11 -11
  1033. package/src/engine-schemes/README.md +1 -1
  1034. package/src/engine-schemes/api.ts +12 -12
  1035. package/src/engine-schemes/dist/api.js +17 -0
  1036. package/src/engine-schemes/dist/api.js.meta +7 -0
  1037. package/src/engine-schemes/dist/schemes.js +25 -0
  1038. package/src/engine-schemes/dist/schemes.js.meta +7 -0
  1039. package/src/engine-schemes/dist/synced-camera-model.js +74 -0
  1040. package/src/engine-schemes/dist/synced-camera-model.js.meta +7 -0
  1041. package/src/engine-schemes/dist/synced-transform-model.js +73 -0
  1042. package/src/engine-schemes/dist/synced-transform-model.js.meta +7 -0
  1043. package/src/engine-schemes/dist/transform.js +46 -0
  1044. package/src/engine-schemes/dist/transform.js.meta +7 -0
  1045. package/src/engine-schemes/dist/vec2.js +32 -0
  1046. package/src/engine-schemes/dist/vec2.js.meta +7 -0
  1047. package/src/engine-schemes/dist/vec3.js +36 -0
  1048. package/src/engine-schemes/dist/vec3.js.meta +7 -0
  1049. package/src/engine-schemes/dist/vec4.js +40 -0
  1050. package/src/engine-schemes/dist/vec4.js.meta +7 -0
  1051. package/src/engine-schemes/dist/vr-user-state-buffer.js +110 -0
  1052. package/src/engine-schemes/dist/vr-user-state-buffer.js.meta +7 -0
  1053. package/src/engine-schemes/schemes.ts +28 -28
  1054. package/src/engine-schemes/synced-camera-model.ts +92 -92
  1055. package/src/engine-schemes/synced-transform-model.ts +90 -90
  1056. package/src/engine-schemes/syncedCamera.fbs +10 -10
  1057. package/src/engine-schemes/transform.ts +50 -50
  1058. package/src/engine-schemes/transforms.fbs +25 -25
  1059. package/src/engine-schemes/vec.fbs +19 -19
  1060. package/src/engine-schemes/vec2.ts +33 -33
  1061. package/src/engine-schemes/vec3.ts +38 -38
  1062. package/src/engine-schemes/vec4.ts +43 -43
  1063. package/src/engine-schemes/vr-user-state-buffer.ts +145 -145
  1064. package/src/engine-schemes/vrUserStateBuffer.fbs +17 -17
  1065. package/src/include/draco/draco_decoder.js +34 -34
  1066. package/src/include/ktx2/basis_transcoder.js +21 -21
  1067. package/src/include/needle/arial-msdf.json +1471 -1471
  1068. package/src/include/three/DragControls.js +231 -231
  1069. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  1070. package/src/needle-engine.ts +70 -70
@@ -1,1177 +1,1177 @@
1
- var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
2
- var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
3
- if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
4
- else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
5
- return c > 3 && r && Object.defineProperty(target, key, r), r;
6
- };
7
- import { AxesHelper, BackSide, FrontSide, LinearSRGBColorSpace, Material, Mesh, MeshBasicMaterial, NormalBlending, Object3D, PlaneGeometry, Quaternion, Vector3 } from "three";
8
- import { BatchedParticleRenderer, ConstantColor, ConstantValue, ParticleSystem as _ParticleSystem, RenderMode, TrailParticle, Vector4 as QVector4 } from "three.quarks";
9
- import { isDevEnvironment, showBalloonWarning } from "../../engine/debug/index.js";
10
- import { Mathf } from "../../engine/engine_math.js";
11
- // https://github.dev/creativelifeform/three-nebula
12
- // import System, { Emitter, Position, Life, SpriteRenderer, Particle, Body, MeshRenderer, } from 'three-nebula.js';
13
- import { serializable } from "../../engine/engine_serialization.js";
14
- import { assign } from "../../engine/engine_serialization_core.js";
15
- import { createFlatTexture } from "../../engine/engine_shaders.js";
16
- import { getTempVector, getWorldPosition, getWorldQuaternion, getWorldScale } from "../../engine/engine_three_utils.js";
17
- import { getParam } from "../../engine/engine_utils.js";
18
- import { NEEDLE_progressive } from "../../engine/extensions/NEEDLE_progressive.js";
19
- import { RGBAColor } from "../../engine/js-extensions/index.js";
20
- import { Behaviour, GameObject } from "../Component.js";
21
- import { ColorBySpeedModule, ColorOverLifetimeModule, EmissionModule, InheritVelocityModule, LimitVelocityOverLifetimeModule, MainModule, NoiseModule, ParticleBurst, ParticleSystemRenderMode, ParticleSystemScalingMode, ParticleSystemSimulationSpace, RotationBySpeedModule, RotationOverLifetimeModule, ShapeModule, SizeBySpeedModule, SizeOverLifetimeModule, TextureSheetAnimationModule, TrailModule, VelocityOverLifetimeModule } from "./ParticleSystemModules.js";
22
- import { ParticleSubEmitter } from "./ParticleSystemSubEmitter.js";
23
- const debug = getParam("debugparticles");
24
- const suppressProgressiveLoading = getParam("noprogressive");
25
- const debugProgressiveLoading = getParam("debugprogressive");
26
- export var SubEmitterType;
27
- (function (SubEmitterType) {
28
- SubEmitterType[SubEmitterType["Birth"] = 0] = "Birth";
29
- SubEmitterType[SubEmitterType["Collision"] = 1] = "Collision";
30
- SubEmitterType[SubEmitterType["Death"] = 2] = "Death";
31
- SubEmitterType[SubEmitterType["Trigger"] = 3] = "Trigger";
32
- SubEmitterType[SubEmitterType["Manual"] = 4] = "Manual";
33
- })(SubEmitterType || (SubEmitterType = {}));
34
- /** @internal */
35
- export class ParticleSystemRenderer extends Behaviour {
36
- renderMode;
37
- particleMaterial;
38
- trailMaterial;
39
- // @serializable(Mesh)
40
- particleMesh;
41
- maxParticleSize;
42
- minParticleSize;
43
- velocityScale;
44
- cameraVelocityScale;
45
- lengthScale;
46
- start() {
47
- if (this.maxParticleSize !== .5 && this.minParticleSize !== 0) {
48
- if (isDevEnvironment()) {
49
- const msg = `ParticleSystem \"${this.name}\" has non-default min/max particle size. This may not render correctly. Please set min size to 0 and the max size to 0.5 and use the \"StartSize\" setting instead`;
50
- console.warn(msg);
51
- // showBalloonWarning(msg);
52
- }
53
- }
54
- }
55
- get transparent() {
56
- const res = this.particleMaterial?.transparent ?? false;
57
- // console.log(res, this.particleMaterial);
58
- return res;
59
- }
60
- getMaterial(trailEnabled = false) {
61
- let material = (trailEnabled === true && this.trailMaterial) ? this.trailMaterial : this.particleMaterial;
62
- if (material) {
63
- if (material.type === "MeshStandardMaterial") {
64
- if (debug)
65
- console.debug("ParticleSystemRenderer.getMaterial: MeshStandardMaterial detected, converting to MeshBasicMaterial. See https://github.com/Alchemist0823/three.quarks/issues/101");
66
- if ("map" in material && material.map) {
67
- material.map.colorSpace = LinearSRGBColorSpace;
68
- material.map.premultiplyAlpha = false;
69
- }
70
- const newMaterial = new MeshBasicMaterial();
71
- newMaterial.copy(material);
72
- if (trailEnabled)
73
- this.trailMaterial = newMaterial;
74
- else
75
- this.particleMaterial = newMaterial;
76
- }
77
- if (material.map) {
78
- material.map.colorSpace = LinearSRGBColorSpace;
79
- material.map.premultiplyAlpha = false;
80
- }
81
- if (trailEnabled) {
82
- // the particle material for trails must be DoubleSide or BackSide (since otherwise the trail is invisible)
83
- if (material.side === FrontSide) {
84
- // don't modify the assigned material
85
- material = material.clone();
86
- material.side = BackSide;
87
- if (trailEnabled)
88
- this.trailMaterial = material;
89
- else
90
- this.particleMaterial = material;
91
- }
92
- }
93
- }
94
- // progressive load on start
95
- // TODO: figure out how to do this before particle system rendering so we only load textures for visible materials
96
- if (material && !suppressProgressiveLoading && material["_didRequestTextureLOD"] === undefined) {
97
- material["_didRequestTextureLOD"] = 0;
98
- if (debugProgressiveLoading) {
99
- console.log("Load material LOD", material.name);
100
- }
101
- NEEDLE_progressive.assignTextureLOD(material, 0);
102
- }
103
- return material;
104
- }
105
- getMesh(_renderMode) {
106
- let geo = null;
107
- if (!geo) {
108
- if (this.particleMesh instanceof Mesh) {
109
- geo = this.particleMesh.geometry;
110
- }
111
- if (geo === null) {
112
- geo = new PlaneGeometry(1, 1);
113
- // Flip UVs horizontally
114
- const uv = geo.attributes.uv;
115
- for (let i = 0; i < uv.count; i++) {
116
- uv.setX(i, 1 - uv.getX(i));
117
- }
118
- }
119
- }
120
- const res = new Mesh(geo, this.getMaterial());
121
- return res;
122
- }
123
- }
124
- __decorate([
125
- serializable()
126
- ], ParticleSystemRenderer.prototype, "renderMode", void 0);
127
- __decorate([
128
- serializable(Material)
129
- ], ParticleSystemRenderer.prototype, "particleMaterial", void 0);
130
- __decorate([
131
- serializable(Material)
132
- ], ParticleSystemRenderer.prototype, "trailMaterial", void 0);
133
- __decorate([
134
- serializable()
135
- ], ParticleSystemRenderer.prototype, "maxParticleSize", void 0);
136
- __decorate([
137
- serializable()
138
- ], ParticleSystemRenderer.prototype, "minParticleSize", void 0);
139
- __decorate([
140
- serializable()
141
- ], ParticleSystemRenderer.prototype, "velocityScale", void 0);
142
- __decorate([
143
- serializable()
144
- ], ParticleSystemRenderer.prototype, "cameraVelocityScale", void 0);
145
- __decorate([
146
- serializable()
147
- ], ParticleSystemRenderer.prototype, "lengthScale", void 0);
148
- class MinMaxCurveFunction {
149
- _curve;
150
- _factor;
151
- constructor(curve, factor = 1) {
152
- this._curve = curve;
153
- this._factor = factor;
154
- }
155
- type = "function";
156
- startGen(_memory) {
157
- // ...
158
- }
159
- genValue(_memory, t) {
160
- return this._curve.evaluate(t, Math.random()) * this._factor;
161
- }
162
- toJSON() {
163
- throw new Error("Method not implemented.");
164
- }
165
- clone() {
166
- throw new Error("Method not implemented.");
167
- }
168
- }
169
- class MinMaxGradientFunction {
170
- _curve;
171
- constructor(curve) { this._curve = curve; }
172
- type = "function";
173
- startGen(_memory) {
174
- throw new Error("Method not implemented.");
175
- }
176
- genColor(_memory, color, t) {
177
- const col = this._curve.evaluate(t, Math.random());
178
- // TODO: incoming color should probably be blended?
179
- color.set(col.r, col.g, col.b, "alpha" in col ? col.alpha : 1);
180
- return color;
181
- }
182
- toJSON() {
183
- throw new Error("Method not implemented.");
184
- }
185
- clone() {
186
- throw new Error("Method not implemented.");
187
- }
188
- }
189
- class BaseValueGenerator {
190
- type = "value";
191
- toJSON() {
192
- throw new Error("Method not implemented.");
193
- }
194
- clone() {
195
- throw new Error("Method not implemented.");
196
- }
197
- startGen(_memory) { }
198
- system;
199
- constructor(system) {
200
- this.system = system;
201
- }
202
- }
203
- class TextureSheetStartFrameGenerator extends BaseValueGenerator {
204
- genValue() {
205
- return this.system.textureSheetAnimation.getStartIndex();
206
- }
207
- }
208
- class ParticleSystemEmissionOverTime extends BaseValueGenerator {
209
- _lastPosition = new Vector3();
210
- _lastDistance = 0;
211
- update() {
212
- const currentPosition = getWorldPosition(this.system.gameObject);
213
- this._lastDistance = this._lastPosition.distanceTo(currentPosition);
214
- this._lastPosition.copy(currentPosition);
215
- }
216
- genValue() {
217
- if (!this.system.isPlaying)
218
- return 0;
219
- if (!this.system.emission.enabled)
220
- return 0;
221
- if (this.system.currentParticles >= this.system.maxParticles)
222
- return 0;
223
- // emission over time
224
- let emission = this.system.emission.rateOverTime.evaluate(this.system.time / this.system.duration, Math.random());
225
- // if(this.system.currentParticles + emission > this.system.maxParticles)
226
- // emission = (this.system.maxParticles - this.system.currentParticles);
227
- // const res = Mathf.clamp(emission, 0, this.system.maxParticles - this.system.currentParticles);
228
- if (this.system.deltaTime > 0) {
229
- const distanceEmission = this.system.emission.rateOverDistance.evaluate(this.system.time / this.system.duration, Math.random());
230
- const meterPerSecond = this._lastDistance / this.system.deltaTime;
231
- let distanceEmissionValue = meterPerSecond * distanceEmission;
232
- if (!Number.isFinite(distanceEmissionValue))
233
- distanceEmissionValue = 0;
234
- emission += distanceEmissionValue;
235
- }
236
- const burst = this.system.emission.getBurst();
237
- if (burst > 0)
238
- emission += burst / this.system.deltaTime;
239
- const maxEmission = (this.system.maxParticles - this.system.currentParticles);
240
- return Mathf.clamp(emission, 0, maxEmission / this.system.deltaTime);
241
- }
242
- }
243
- class ParticleSystemEmissionOverDistance extends BaseValueGenerator {
244
- genValue() {
245
- if (!this.system.isPlaying)
246
- return 0;
247
- // this seems not be called yet
248
- return 0;
249
- // if (this.system.currentParticles >= this.system.maxParticles) return 0;
250
- // const emission = this.system.emission.rateOverDistance.evaluate(this.system.time / this.system.duration, Math.random());
251
- // return emission;
252
- }
253
- }
254
- export class ParticleSystemBaseBehaviour {
255
- system;
256
- get context() { return this.system.context; }
257
- constructor(ps) {
258
- this.type = Object.getPrototypeOf(this).constructor.name || "ParticleSystemBaseBehaviour";
259
- if (ps)
260
- this.system = ps;
261
- }
262
- type;
263
- initialize(_particle) { }
264
- update(_particle, _delta) { }
265
- frameUpdate(_delta) { }
266
- toJSON() { throw new Error("Method not implemented."); }
267
- clone() { throw new Error("Method not implemented."); }
268
- reset() { }
269
- }
270
- const $startFrame = Symbol("startFrame");
271
- class TextureSheetAnimationBehaviour extends ParticleSystemBaseBehaviour {
272
- type = "NeedleTextureSheet";
273
- // initialize(_particle: Particle): void {
274
- // _particle[$startFrame] = this.system.textureSheetAnimation.getStartIndex();
275
- // }
276
- update(particle, _delta) {
277
- const sheet = this.system.textureSheetAnimation;
278
- if (sheet.enabled) {
279
- const t01 = particle.age / particle.life;
280
- const index = sheet.evaluate(t01);
281
- if (index !== undefined)
282
- particle.uvTile = index;
283
- }
284
- }
285
- }
286
- const $particleRotation = Symbol("particleRotation");
287
- class RotationBehaviour extends ParticleSystemBaseBehaviour {
288
- type = "NeedleRotation";
289
- initialize(particle) {
290
- particle[$particleRotation] = Math.random();
291
- }
292
- update(particle, delta) {
293
- if (particle.rotation === undefined)
294
- return;
295
- const t = particle.age / particle.life;
296
- if (typeof particle.rotation === "number") {
297
- if (this.system.rotationOverLifetime.enabled) {
298
- particle.rotation += this.system.rotationOverLifetime.evaluate(t, particle[$particleRotation]) * delta;
299
- }
300
- else {
301
- if (this.system.renderer.renderMode === ParticleSystemRenderMode.Billboard)
302
- particle.rotation = Math.PI;
303
- }
304
- if (this.system.rotationBySpeed.enabled) {
305
- const speed = particle.velocity.length();
306
- particle.rotation += this.system.rotationBySpeed.evaluate(t, speed) * delta;
307
- }
308
- }
309
- else {
310
- // const quat = particle.rotation as Quaternion;
311
- // TODO: implement rotation by speed for quaternions
312
- }
313
- }
314
- }
315
- const $sizeLerpFactor = Symbol("sizeLerpFactor");
316
- const localScaleVec3 = new Vector3();
317
- class SizeBehaviour extends ParticleSystemBaseBehaviour {
318
- type = "NeedleSize";
319
- _minSize = 0;
320
- _maxSize = 1;
321
- initialize(particle) {
322
- particle[$sizeLerpFactor] = Math.random();
323
- this._minSize = this.system.renderer.minParticleSize;
324
- this._maxSize = this.system.renderer.maxParticleSize;
325
- }
326
- update(particle, _delta) {
327
- const age01 = particle.age / particle.life;
328
- let size = 1;
329
- if (this.system.sizeOverLifetime.enabled)
330
- size *= this.system.sizeOverLifetime.evaluate(age01, undefined, particle[$sizeLerpFactor]).x;
331
- let scaleFactor = 1;
332
- if (this.system.renderer.renderMode !== ParticleSystemRenderMode.Mesh)
333
- scaleFactor = this.system.worldScale.x / this.system.cameraScale;
334
- const newSize = getTempVector(particle.startSize).multiplyScalar(size * scaleFactor);
335
- particle.size.set(newSize.x, newSize.y, newSize.z);
336
- if (this.system.localspace) {
337
- const scale = getLocalSimulationScale(this.system, localScaleVec3);
338
- particle.size.x *= scale.x;
339
- particle.size.y *= scale.y;
340
- particle.size.z *= scale.z;
341
- }
342
- // in Unity this is viewport size, we don't really support this yet (and the renderer is logging a warning)
343
- // so for now it's disabled again
344
- // particle.size = Mathf.clamp(particle.size, this._minSize, this._maxSize);
345
- }
346
- }
347
- export const $particleLife = Symbol("particleLife");
348
- const $trailLifetime = Symbol("trailLifetime");
349
- const $trailStartLength = Symbol("trailStartLength");
350
- const $trailWidthRandom = Symbol("trailWidthRandom");
351
- class TrailBehaviour extends ParticleSystemBaseBehaviour {
352
- type = "NeedleTrail";
353
- initialize(particle) {
354
- if (particle instanceof TrailParticle) {
355
- particle[$particleLife] = particle.life;
356
- if (this.system.trails.enabled && this.system.trails.dieWithParticles === false) {
357
- particle[$trailLifetime] = this.system.trails.lifetime.evaluate(Math.random(), Math.random());
358
- particle.life += particle[$trailLifetime];
359
- }
360
- particle[$trailStartLength] = particle.length;
361
- particle[$trailWidthRandom] = Math.random();
362
- }
363
- }
364
- update(particle) {
365
- if (this.system.trails?.enabled && particle instanceof TrailParticle) {
366
- const trailParticle = particle;
367
- const age01 = particle.age / particle[$particleLife];
368
- const iter = particle.previous.values();
369
- const length = particle.previous.length;
370
- // const maxAge = this.system.trails.lifetime.
371
- for (let i = 0; i < length; i++) {
372
- const cur = iter.next();
373
- const state = cur.value;
374
- const pos01 = 1 - (i / (length - 1));
375
- const size = particle.size;
376
- if (size.x <= 0 && !this.system.trails.sizeAffectsWidth) {
377
- // Not sure where we get to 100* from, tested in SOC trong com
378
- const newSize = 20 * this.system.trails.widthOverTrail.evaluate(.5, trailParticle[$trailWidthRandom]);
379
- size.x = newSize;
380
- size.y = newSize;
381
- size.z = newSize;
382
- }
383
- state.size = this.system.trails.getWidth(size.x, age01, pos01, trailParticle[$trailWidthRandom]);
384
- state.color.copy(particle.color);
385
- this.system.trails.getColor(state.color, age01, pos01);
386
- }
387
- // particle.life = particle.age + .1;
388
- if (particle.age > particle[$particleLife]) {
389
- particle.velocity.set(0, 0, 0);
390
- const t = (particle.age - particle[$particleLife]) / particle[$trailLifetime];
391
- trailParticle.length = Mathf.lerp(particle[$trailStartLength], 0, t);
392
- }
393
- }
394
- }
395
- }
396
- const $startVelocity = Symbol("startVelocity");
397
- const $gravityFactor = Symbol("gravityModifier");
398
- const $gravitySpeed = Symbol("gravitySpeed");
399
- const $velocityLerpFactor = Symbol("velocity lerp factor");
400
- const temp3 = new Vector3();
401
- const temp4 = new Quaternion();
402
- class VelocityBehaviour extends ParticleSystemBaseBehaviour {
403
- type = "NeedleVelocity";
404
- _gravityDirection = new Vector3();
405
- initialize(particle) {
406
- const simulationSpeed = this.system.main.simulationSpeed;
407
- particle.startSpeed = this.system.main.startSpeed.evaluate(Math.random(), Math.random());
408
- const dir = this.system.shape.getDirection(particle, particle.position);
409
- particle.velocity.x = dir.x * particle.startSpeed;
410
- particle.velocity.y = dir.y * particle.startSpeed;
411
- particle.velocity.z = dir.z * particle.startSpeed;
412
- if (this.system.inheritVelocity?.enabled) {
413
- this.system.inheritVelocity.applyInitial(particle.velocity);
414
- }
415
- if (!particle[$startVelocity])
416
- particle[$startVelocity] = particle.velocity.clone();
417
- else
418
- particle[$startVelocity].copy(particle.velocity);
419
- const gravityFactor = this.system.main.gravityModifier.evaluate(Math.random(), Math.random());
420
- particle[$gravityFactor] = gravityFactor * simulationSpeed;
421
- particle[$gravitySpeed] = gravityFactor * simulationSpeed * .5;
422
- particle[$velocityLerpFactor] = Math.random();
423
- this.system.velocityOverLifetime?.init(particle);
424
- this._gravityDirection.set(0, -1, 0);
425
- if (this.system.main.simulationSpace === ParticleSystemSimulationSpace.Local)
426
- this._gravityDirection.applyQuaternion(this.system.worldQuaternionInverted).normalize();
427
- }
428
- update(particle, delta) {
429
- //////////////////////
430
- // calculate speed
431
- const baseVelocity = particle[$startVelocity];
432
- const gravityFactor = particle[$gravityFactor];
433
- if (gravityFactor !== 0) {
434
- const factor = gravityFactor * particle[$gravitySpeed];
435
- temp3.copy(this._gravityDirection).multiplyScalar(factor);
436
- particle[$gravitySpeed] += delta * .05;
437
- baseVelocity.add(temp3);
438
- }
439
- particle.velocity.copy(baseVelocity);
440
- const t01 = particle.age / particle.life;
441
- if (this.system.inheritVelocity?.enabled) {
442
- this.system.inheritVelocity.applyCurrent(particle.velocity, t01, particle[$velocityLerpFactor]);
443
- }
444
- const noise = this.system.noise;
445
- if (noise.enabled) {
446
- noise.apply(0, particle.position, particle.velocity, delta, particle.age, particle.life);
447
- }
448
- //////////////////////
449
- // evaluate by speed modules
450
- const sizeBySpeed = this.system.sizeBySpeed;
451
- if (sizeBySpeed?.enabled) {
452
- particle.size = sizeBySpeed.evaluate(particle.velocity, t01, particle[$velocityLerpFactor], particle.size);
453
- }
454
- const colorBySpeed = this.system.colorBySpeed;
455
- if (colorBySpeed?.enabled) {
456
- colorBySpeed.evaluate(particle.velocity, particle[$velocityLerpFactor], particle.color);
457
- }
458
- //////////////////////
459
- // limit or modify speed
460
- const velocity = this.system.velocityOverLifetime;
461
- if (velocity.enabled) {
462
- velocity.apply(particle, 0, particle.position, particle.velocity, delta, particle.age, particle.life);
463
- }
464
- const limitVelocityOverLifetime = this.system.limitVelocityOverLifetime;
465
- if (limitVelocityOverLifetime.enabled) {
466
- // const factor = this.system.worldScale.x;
467
- limitVelocityOverLifetime.apply(particle.position, baseVelocity, particle.velocity, particle.size, t01, delta, 1);
468
- }
469
- if (this.system.worldspace) {
470
- const ws = this.system.worldScale;
471
- particle.velocity.x *= ws.x;
472
- particle.velocity.y *= ws.y;
473
- particle.velocity.z *= ws.z;
474
- }
475
- }
476
- }
477
- const $colorLerpFactor = Symbol("colorLerpFactor");
478
- const tempColor = new RGBAColor(1, 1, 1, 1);
479
- const col = new RGBAColor(1, 1, 1, 1);
480
- class ColorBehaviour extends ParticleSystemBaseBehaviour {
481
- type = "NeedleColor";
482
- initialize(_particle) {
483
- }
484
- _init(particle) {
485
- const materialColor = this.system.renderer.particleMaterial;
486
- col.copy(this.system.main.startColor.evaluate(Math.random()));
487
- if (materialColor?.color) {
488
- tempColor.copy(materialColor.color);
489
- col.multiply(tempColor);
490
- }
491
- col.convertLinearToSRGB();
492
- particle.startColor.set(col.r, col.g, col.b, col.alpha);
493
- particle.color.copy(particle.startColor);
494
- particle[$colorLerpFactor] = Math.random();
495
- }
496
- update(particle, _delta) {
497
- if (particle.age === 0)
498
- this._init(particle);
499
- if (this.system.colorOverLifetime.enabled) {
500
- const t = particle.age / particle.life;
501
- const col = this.system.colorOverLifetime.color.evaluate(t, particle[$colorLerpFactor]);
502
- particle.color.set(col.r, col.g, col.b, "alpha" in col ? col.alpha : 1).multiply(particle.startColor);
503
- }
504
- else {
505
- particle.color.copy(particle.startColor);
506
- }
507
- }
508
- }
509
- class ParticleSystemInterface {
510
- system;
511
- emission;
512
- get anim() {
513
- return this.system.textureSheetAnimation;
514
- }
515
- constructor(system) {
516
- this.system = system;
517
- this.emission = new ParticleSystemEmissionOverTime(this.system);
518
- }
519
- get prewarm() { return false; } // force disable three.quark prewarm, we have our own!
520
- get material() { return this.system.renderer.getMaterial(this.system.trails.enabled); }
521
- get layers() { return this.system.gameObject.layers; }
522
- update() {
523
- this.emission.update();
524
- }
525
- autoDestroy;
526
- get looping() { return this.system.main.loop; }
527
- get duration() { return this.system.duration; }
528
- get shape() { return this.system.shape; }
529
- get startLife() { return new MinMaxCurveFunction(this.system.main.startLifetime); }
530
- get startSpeed() { return new MinMaxCurveFunction(this.system.main.startSpeed); }
531
- get startRotation() { return new MinMaxCurveFunction(this.system.main.startRotation); }
532
- get startSize() { return new MinMaxCurveFunction(this.system.main.startSize); }
533
- startLength; /** start length is for trails */
534
- get startColor() { return new ConstantColor(new QVector4(1, 1, 1, 1)); }
535
- get emissionOverTime() { return this.emission; }
536
- /** this is not supported yet */
537
- get emissionOverDistance() { return new ParticleSystemEmissionOverDistance(this.system); }
538
- /** not used - burst is controled via emissionOverTime */
539
- emissionBursts;
540
- onlyUsedByOther;
541
- behaviors = [];
542
- get instancingGeometry() {
543
- return this.system.renderer.getMesh(this.system.renderer.renderMode).geometry;
544
- }
545
- get renderMode() {
546
- if (this.system.trails["enabled"] === true) {
547
- return RenderMode.Trail;
548
- }
549
- switch (this.system.renderer.renderMode) {
550
- case ParticleSystemRenderMode.Billboard: return RenderMode.BillBoard;
551
- case ParticleSystemRenderMode.Stretch: return RenderMode.StretchedBillBoard;
552
- case ParticleSystemRenderMode.HorizontalBillboard: return RenderMode.HorizontalBillBoard;
553
- case ParticleSystemRenderMode.VerticalBillboard: return RenderMode.VerticalBillBoard;
554
- case ParticleSystemRenderMode.Mesh: return RenderMode.Mesh;
555
- }
556
- return RenderMode.BillBoard;
557
- }
558
- rendererEmitterSettings = {
559
- startLength: new ConstantValue(220),
560
- followLocalOrigin: false,
561
- };
562
- get speedFactor() {
563
- let factor = this.system.main.simulationSpeed;
564
- if (this.system.renderer?.renderMode === ParticleSystemRenderMode.Stretch) {
565
- factor *= this.system.renderer.velocityScale ?? 1;
566
- }
567
- return factor;
568
- }
569
- flatWhiteTexture;
570
- clonedTexture = { original: undefined, clone: undefined };
571
- get texture() {
572
- const mat = this.material;
573
- if (mat && mat["map"]) {
574
- const original = mat["map"];
575
- // cache the last original one so we're not creating tons of clones
576
- if (this.clonedTexture.original !== original || !this.clonedTexture.clone) {
577
- const tex = original.clone();
578
- tex.premultiplyAlpha = false;
579
- tex.colorSpace = LinearSRGBColorSpace;
580
- this.clonedTexture.original = original;
581
- this.clonedTexture.clone = tex;
582
- }
583
- return this.clonedTexture.clone;
584
- }
585
- if (!this.flatWhiteTexture)
586
- this.flatWhiteTexture = createFlatTexture(new RGBAColor(1, 1, 1, 1), 1);
587
- return this.flatWhiteTexture;
588
- }
589
- get startTileIndex() { return new TextureSheetStartFrameGenerator(this.system); }
590
- get uTileCount() { return this.anim.enabled ? this.anim?.numTilesX : undefined; }
591
- get vTileCount() { return this.anim.enabled ? this.anim?.numTilesY : undefined; }
592
- get renderOrder() { return 1; }
593
- get blending() { return this.system.renderer.particleMaterial?.blending ?? NormalBlending; }
594
- get transparent() { return this.system.renderer.transparent; }
595
- get worldSpace() { return this.system.main.simulationSpace === ParticleSystemSimulationSpace.World; }
596
- }
597
- class ParticlesEmissionState {
598
- burstParticleIndex = 0;
599
- burstParticleCount = 0;
600
- isBursting = false;
601
- travelDistance = 0;
602
- previousWorldPos;
603
- burstIndex = 0;
604
- burstWaveIndex = 0;
605
- time = 0;
606
- waitEmiting = 0;
607
- }
608
- /**
609
- * The ParticleSystem component efficiently handles the motion and rendering of many individual particles.
610
- *
611
- * You can add custom behaviours to the particle system to fully customize the behaviour of the particles. See {@link ParticleSystemBaseBehaviour} and {@link ParticleSystem.addBehaviour} for more information.
612
- *
613
- * Needle Engine uses [three.quarks](https://github.com/Alchemist0823/three.quarks) under the hood to handle particles.
614
- *
615
- * @category Rendering
616
- * @group Components
617
- */
618
- export class ParticleSystem extends Behaviour {
619
- play(includeChildren = false) {
620
- if (includeChildren) {
621
- GameObject.foreachComponent(this.gameObject, comp => {
622
- if (comp instanceof ParticleSystem && comp !== this) {
623
- comp.play(false);
624
- }
625
- }, true);
626
- }
627
- this._isPlaying = true;
628
- // https://github.com/Alchemist0823/three.quarks/pull/35
629
- if (this._particleSystem) {
630
- this._particleSystem["emissionState"].time = 0;
631
- this._particleSystem["emitEnded"] = false;
632
- }
633
- this.emission?.reset();
634
- }
635
- pause(includeChildren = true) {
636
- if (includeChildren) {
637
- GameObject.foreachComponent(this.gameObject, comp => {
638
- if (comp instanceof ParticleSystem && comp !== this) {
639
- comp.pause(false);
640
- }
641
- }, true);
642
- }
643
- this._isPlaying = false;
644
- }
645
- /** clear=true removes all emitted particles */
646
- stop(includeChildren = true, clear = false) {
647
- if (includeChildren) {
648
- GameObject.foreachComponent(this.gameObject, comp => {
649
- if (comp instanceof ParticleSystem && comp !== this) {
650
- comp.stop(false, clear);
651
- }
652
- }, true);
653
- }
654
- this._isPlaying = false;
655
- this._time = 0;
656
- if (clear)
657
- this.reset();
658
- }
659
- /** remove emitted particles and reset time */
660
- reset() {
661
- this._time = 0;
662
- if (this._particleSystem) {
663
- this._particleSystem.particleNum = 0;
664
- this._particleSystem["emissionState"].time = 0;
665
- this._particleSystem["emitEnded"] = false;
666
- this.emission?.reset();
667
- }
668
- }
669
- _state;
670
- emit(count) {
671
- if (this._particleSystem) {
672
- // we need to call update the matrices etc e.g. if we call emit from a physics callback
673
- this.onUpdate();
674
- count = Math.min(count, this.maxParticles - this.currentParticles);
675
- if (!this._state)
676
- this._state = new ParticlesEmissionState();
677
- this._state.waitEmiting = count;
678
- this._state.time = 0;
679
- const emitEndedState = this._particleSystem["emitEnded"];
680
- this._particleSystem["emitEnded"] = false;
681
- this._particleSystem.emit(this.deltaTime, this._state, this._particleSystem.emitter.matrixWorld);
682
- this._particleSystem["emitEnded"] = emitEndedState;
683
- }
684
- }
685
- get playOnAwake() {
686
- return this.main.playOnAwake;
687
- }
688
- set playOnAwake(val) {
689
- this.main.playOnAwake = val;
690
- }
691
- colorOverLifetime;
692
- main;
693
- emission;
694
- sizeOverLifetime;
695
- shape;
696
- noise;
697
- trails;
698
- velocityOverLifetime;
699
- limitVelocityOverLifetime;
700
- inheritVelocity;
701
- colorBySpeed;
702
- textureSheetAnimation;
703
- rotationOverLifetime;
704
- rotationBySpeed;
705
- sizeBySpeed;
706
- get renderer() {
707
- return this._renderer;
708
- }
709
- get isPlaying() { return this._isPlaying; }
710
- get currentParticles() {
711
- return this._particleSystem?.particleNum ?? 0;
712
- }
713
- get maxParticles() {
714
- return this.main.maxParticles;
715
- }
716
- get time() {
717
- return this._time;
718
- }
719
- get duration() {
720
- return this.main.duration;
721
- }
722
- get deltaTime() {
723
- return this.context.time.deltaTime * this.main.simulationSpeed;
724
- }
725
- get scale() {
726
- return this.gameObject.scale.x;
727
- }
728
- get cameraScale() {
729
- return this._cameraScale;
730
- }
731
- _cameraScale = 1;
732
- get container() {
733
- return this._container;
734
- }
735
- get worldspace() {
736
- return this.main.simulationSpace === ParticleSystemSimulationSpace.World;
737
- }
738
- get localspace() {
739
- return this.main.simulationSpace === ParticleSystemSimulationSpace.Local;
740
- }
741
- __worldQuaternion = new Quaternion();
742
- get worldQuaternion() {
743
- return this.__worldQuaternion;
744
- }
745
- _worldQuaternionInverted = new Quaternion();
746
- get worldQuaternionInverted() {
747
- return this._worldQuaternionInverted;
748
- }
749
- _worldScale = new Vector3();
750
- get worldScale() {
751
- return this._worldScale;
752
- }
753
- _worldPositionFrame = -1;
754
- _worldPos = new Vector3();
755
- get worldPos() {
756
- if (this._worldPositionFrame !== this.context.time.frame) {
757
- this._worldPositionFrame = this.context.time.frame;
758
- getWorldPosition(this.gameObject, this._worldPos);
759
- }
760
- return this._worldPos;
761
- }
762
- get matrixWorld() {
763
- return this._container.matrixWorld;
764
- }
765
- get isSubsystem() {
766
- return this._isUsedAsSubsystem;
767
- }
768
- /** Add a custom quarks behaviour to the particle system.
769
- * You can add a quarks.Behaviour type or derive from {@link ParticleSystemBaseBehaviour}
770
- * @link https://github.com/Alchemist0823/three.quarks
771
- * @example
772
- * ```typescript
773
- * class MyBehaviour extends ParticleSystemBaseBehaviour {
774
- * initialize(particle: Particle) {
775
- * // initialize the particle
776
- * }
777
- * update(particle: Particle, delta: number) {
778
- * // do something with the particle
779
- * }
780
- * }
781
- *
782
- * const system = gameObject.getComponent(ParticleSystem);
783
- * system.addBehaviour(new MyBehaviour());
784
- * ```
785
- */
786
- addBehaviour(particleSystemBehaviour) {
787
- if (!this._particleSystem) {
788
- return false;
789
- }
790
- if (particleSystemBehaviour instanceof ParticleSystemBaseBehaviour) {
791
- particleSystemBehaviour.system = this;
792
- }
793
- if (debug)
794
- console.debug("Add custom ParticleSystem Behaviour", particleSystemBehaviour);
795
- this._particleSystem.addBehavior(particleSystemBehaviour);
796
- return true;
797
- }
798
- /** Remove a custom quarks behaviour from the particle system. **/
799
- removeBehaviour(particleSystemBehaviour) {
800
- if (!this._particleSystem) {
801
- return false;
802
- }
803
- const behaviours = this._particleSystem.behaviors;
804
- const index = behaviours.indexOf(particleSystemBehaviour);
805
- if (index !== -1) {
806
- if (isDevEnvironment() || debug)
807
- console.debug("Remove custom ParticleSystem Behaviour", index, particleSystemBehaviour);
808
- behaviours.splice(index, 1);
809
- return true;
810
- }
811
- return true;
812
- }
813
- /** Removes all behaviours from the particle system
814
- * **Note:** this will also remove the default behaviours like SizeBehaviour, ColorBehaviour etc.
815
- */
816
- removeAllBehaviours() {
817
- if (!this._particleSystem) {
818
- return false;
819
- }
820
- this._particleSystem.behaviors.length = 0;
821
- return true;
822
- }
823
- /** Get the underlying three.quarks particle system behaviours. This can be used to fully customize the behaviour of the particles. */
824
- get behaviours() {
825
- if (!this._particleSystem)
826
- return null;
827
- return this._particleSystem.behaviors;
828
- }
829
- /** Get access to the underlying quarks particle system if you need more control
830
- * @link https://github.com/Alchemist0823/three.quarks
831
- */
832
- get particleSystem() {
833
- return this._particleSystem ?? null;
834
- }
835
- _renderer;
836
- _batchSystem;
837
- _particleSystem;
838
- _interface;
839
- // private _system!: System;
840
- // private _emitter: Emitter;
841
- // private _size!: SizeBehaviour;
842
- _container;
843
- _time = 0;
844
- _isPlaying = true;
845
- _isUsedAsSubsystem = false;
846
- _didPreWarm = false;
847
- /** called from deserialization */
848
- set bursts(arr) {
849
- for (let i = 0; i < arr.length; i++) {
850
- const burst = arr[i];
851
- if ((burst instanceof ParticleBurst) === false) {
852
- const instance = new ParticleBurst();
853
- assign(instance, burst);
854
- arr[i] = instance;
855
- }
856
- }
857
- this._bursts = arr;
858
- }
859
- _bursts;
860
- /** called from deserialization */
861
- set subEmitterSystems(arr) {
862
- for (let i = 0; i < arr.length; i++) {
863
- const sub = arr[i];
864
- if ((sub instanceof SubEmitterSystem) === false) {
865
- const instance = new SubEmitterSystem();
866
- assign(instance, sub);
867
- arr[i] = instance;
868
- }
869
- }
870
- if (debug && arr.length > 0) {
871
- console.log("SubEmitters: ", arr, this);
872
- }
873
- this._subEmitterSystems = arr;
874
- }
875
- _subEmitterSystems;
876
- /** @internal */
877
- onAfterDeserialize(_) {
878
- // doing this here to get a chance to resolve the subemitter guid
879
- if (this._subEmitterSystems && Array.isArray(this._subEmitterSystems)) {
880
- for (const sub of this._subEmitterSystems) {
881
- sub._deserialize(this.context, this.gameObject);
882
- }
883
- }
884
- }
885
- /** @internal */
886
- awake() {
887
- this._worldPositionFrame = -1;
888
- this._renderer = this.gameObject.getComponent(ParticleSystemRenderer);
889
- if (!this.main) {
890
- throw new Error("Not Supported: ParticleSystem needs a serialized MainModule. Creating new particle systems at runtime is currently not supported.");
891
- }
892
- this._container = new Object3D();
893
- this._container.matrixAutoUpdate = false;
894
- // if (this.main.simulationSpace == ParticleSystemSimulationSpace.Local) {
895
- // this.gameObject.add(this._container);
896
- // }
897
- // else
898
- {
899
- this.context.scene.add(this._container);
900
- }
901
- // else this._container = this.context.scene;
902
- this._batchSystem = new BatchedParticleRenderer();
903
- this._batchSystem.name = this.gameObject.name;
904
- this._container.add(this._batchSystem);
905
- this._interface = new ParticleSystemInterface(this);
906
- this._particleSystem = new _ParticleSystem(this._interface);
907
- this._particleSystem.addBehavior(new SizeBehaviour(this));
908
- this._particleSystem.addBehavior(new ColorBehaviour(this));
909
- this._particleSystem.addBehavior(new TextureSheetAnimationBehaviour(this));
910
- this._particleSystem.addBehavior(new RotationBehaviour(this));
911
- this._particleSystem.addBehavior(new VelocityBehaviour(this));
912
- this._particleSystem.addBehavior(new TrailBehaviour(this));
913
- this._batchSystem.addSystem(this._particleSystem);
914
- const emitter = this._particleSystem.emitter;
915
- this.context.scene.add(emitter);
916
- if (this.inheritVelocity.system && this.inheritVelocity.system !== this) {
917
- this.inheritVelocity = this.inheritVelocity.clone();
918
- }
919
- this.inheritVelocity.awake(this);
920
- if (debug) {
921
- console.log(this);
922
- this.gameObject.add(new AxesHelper(1));
923
- }
924
- }
925
- /** @internal */
926
- start() {
927
- this.addSubParticleSystems();
928
- this.updateLayers();
929
- if (this.renderer.particleMesh instanceof Mesh && this._interface.renderMode == RenderMode.Mesh) {
930
- NEEDLE_progressive.assignMeshLOD(this.renderer.particleMesh, 0).then(geo => {
931
- if (geo && this.particleSystem && this._interface.renderMode == RenderMode.Mesh) {
932
- this.particleSystem.instancingGeometry = geo;
933
- }
934
- });
935
- }
936
- }
937
- /** @internal */
938
- onDestroy() {
939
- this._container?.removeFromParent();
940
- this._batchSystem?.removeFromParent();
941
- this._particleSystem?.emitter.removeFromParent();
942
- this._particleSystem?.dispose();
943
- }
944
- /** @internal */
945
- onEnable() {
946
- if (!this.main)
947
- return;
948
- if (this.inheritVelocity)
949
- this.inheritVelocity.system = this;
950
- if (this._batchSystem)
951
- this._batchSystem.visible = true;
952
- if (this.playOnAwake)
953
- this.play();
954
- this._isPlaying = this.playOnAwake;
955
- }
956
- onDisable() {
957
- if (this._batchSystem)
958
- this._batchSystem.visible = false;
959
- }
960
- /** @internal */
961
- onBeforeRender() {
962
- if (!this.main)
963
- return;
964
- if (this._didPreWarm === false && this.main?.prewarm === true) {
965
- this._didPreWarm = true;
966
- this.preWarm();
967
- }
968
- this.onUpdate();
969
- this.onSimulate(this.deltaTime);
970
- }
971
- preWarm() {
972
- if (!this.emission?.enabled)
973
- return;
974
- const emission = this.emission.rateOverTime.getMax();
975
- if (emission <= 0)
976
- return;
977
- const dt = 1 / 60;
978
- const duration = this.main.duration;
979
- const lifetime = this.main.startLifetime.getMax();
980
- const maxDurationToPrewarm = 1000;
981
- const timeToSimulate = Math.min(Math.max(duration, lifetime) / Math.max(.01, this.main.simulationSpeed), maxDurationToPrewarm);
982
- const framesToSimulate = Math.ceil(timeToSimulate / dt);
983
- const startTime = Date.now();
984
- if (debug)
985
- console.log(`Particles ${this.name} - Prewarm for ${framesToSimulate} frames (${timeToSimulate} sec). Duration: ${duration}, Lifetime: ${lifetime}`);
986
- for (let i = 0; i < framesToSimulate; i++) {
987
- if (this.currentParticles >= this.maxParticles)
988
- break;
989
- const timePassed = Date.now() - startTime;
990
- if (timePassed > 2000) {
991
- console.warn(`Particles ${this.name} - Prewarm took too long. Aborting: ${timePassed}`);
992
- break;
993
- }
994
- this.onUpdate();
995
- this.onSimulate(dt);
996
- }
997
- }
998
- _lastBatchesCount = -1;
999
- onSimulate(dt) {
1000
- if (this._batchSystem) {
1001
- let needsUpdate = this.context.time.frameCount % 60 === 0;
1002
- if (this._lastBatchesCount !== this._batchSystem.batches.length) {
1003
- this._lastBatchesCount = this._batchSystem.batches.length;
1004
- needsUpdate = true;
1005
- }
1006
- // Updating layers on batches
1007
- // TODO: figure out a better way to do this
1008
- // Issue: https://github.com/Alchemist0823/three.quarks/issues/49
1009
- if (needsUpdate) {
1010
- this.updateLayers();
1011
- }
1012
- this._batchSystem.update(dt);
1013
- }
1014
- this._time += dt;
1015
- if (this._time > this.duration)
1016
- this._time = 0;
1017
- }
1018
- updateLayers() {
1019
- if (this._batchSystem) {
1020
- for (let i = 0; i < this._batchSystem.batches.length; i++) {
1021
- const batch = this._batchSystem.batches[i];
1022
- batch.layers.disableAll();
1023
- const layer = this.layer;
1024
- batch.layers.mask = 1 << layer;
1025
- }
1026
- }
1027
- }
1028
- // private lastMaterialVersion: number = -1;
1029
- onUpdate() {
1030
- if (this._bursts) {
1031
- this.emission.bursts = this._bursts;
1032
- delete this._bursts;
1033
- }
1034
- if (!this._isPlaying)
1035
- return;
1036
- // sprite materials must be scaled in AR
1037
- const cam = this.context.mainCamera;
1038
- if (cam) {
1039
- const scale = getWorldScale(cam);
1040
- this._cameraScale = scale.x;
1041
- }
1042
- const isLocalSpace = !this.worldspace;
1043
- const source = this.gameObject;
1044
- getWorldQuaternion(source, this.__worldQuaternion);
1045
- this._worldQuaternionInverted.copy(this.__worldQuaternion).invert();
1046
- getWorldScale(this.gameObject, this._worldScale);
1047
- // Handle LOCALSPACE
1048
- if (isLocalSpace && this._container && this.gameObject?.parent) {
1049
- const scale = getLocalSimulationScale(this, temp3);
1050
- this._container.matrix.makeScale(scale.x, scale.y, scale.z);
1051
- this._container.matrix.makeRotationFromQuaternion(this.__worldQuaternion);
1052
- this._container.matrix.setPosition(this.worldPos);
1053
- this._container.matrix.scale(this.gameObject.scale);
1054
- }
1055
- this.emission.system = this;
1056
- this._interface.update();
1057
- this.shape.onUpdate(this, this.context, this.main.simulationSpace, this.gameObject);
1058
- this.noise.update(this.context);
1059
- this.inheritVelocity?.update(this.context);
1060
- this.velocityOverLifetime.update(this);
1061
- }
1062
- addSubParticleSystems() {
1063
- if (this._subEmitterSystems && this._particleSystem) {
1064
- for (const sys of this._subEmitterSystems) {
1065
- // Make sure the particle system is created
1066
- if (sys.particleSystem) {
1067
- if (sys.particleSystem.__internalAwake)
1068
- sys.particleSystem.__internalAwake();
1069
- else if (isDevEnvironment())
1070
- console.warn("SubParticleSystem serialization issue(?)", sys.particleSystem, sys);
1071
- }
1072
- const system = sys.particleSystem?._particleSystem;
1073
- if (system) {
1074
- sys.particleSystem._isUsedAsSubsystem = true;
1075
- // sys.particleSystem!.main.simulationSpace = ParticleSystemSimulationSpace.World;
1076
- const sub = new ParticleSubEmitter(this, this._particleSystem, sys.particleSystem, system);
1077
- sub.emitterType = sys.type;
1078
- sub.emitterProbability = sys.emitProbability;
1079
- this._particleSystem.addBehavior(sub);
1080
- }
1081
- else if (debug)
1082
- console.warn("Could not add SubParticleSystem", sys, this);
1083
- }
1084
- }
1085
- }
1086
- }
1087
- __decorate([
1088
- serializable(ColorOverLifetimeModule)
1089
- ], ParticleSystem.prototype, "colorOverLifetime", void 0);
1090
- __decorate([
1091
- serializable(MainModule)
1092
- ], ParticleSystem.prototype, "main", void 0);
1093
- __decorate([
1094
- serializable(EmissionModule)
1095
- ], ParticleSystem.prototype, "emission", void 0);
1096
- __decorate([
1097
- serializable(SizeOverLifetimeModule)
1098
- ], ParticleSystem.prototype, "sizeOverLifetime", void 0);
1099
- __decorate([
1100
- serializable(ShapeModule)
1101
- ], ParticleSystem.prototype, "shape", void 0);
1102
- __decorate([
1103
- serializable(NoiseModule)
1104
- ], ParticleSystem.prototype, "noise", void 0);
1105
- __decorate([
1106
- serializable(TrailModule)
1107
- ], ParticleSystem.prototype, "trails", void 0);
1108
- __decorate([
1109
- serializable(VelocityOverLifetimeModule)
1110
- ], ParticleSystem.prototype, "velocityOverLifetime", void 0);
1111
- __decorate([
1112
- serializable(LimitVelocityOverLifetimeModule)
1113
- ], ParticleSystem.prototype, "limitVelocityOverLifetime", void 0);
1114
- __decorate([
1115
- serializable(InheritVelocityModule)
1116
- ], ParticleSystem.prototype, "inheritVelocity", void 0);
1117
- __decorate([
1118
- serializable(ColorBySpeedModule)
1119
- ], ParticleSystem.prototype, "colorBySpeed", void 0);
1120
- __decorate([
1121
- serializable(TextureSheetAnimationModule)
1122
- ], ParticleSystem.prototype, "textureSheetAnimation", void 0);
1123
- __decorate([
1124
- serializable(RotationOverLifetimeModule)
1125
- ], ParticleSystem.prototype, "rotationOverLifetime", void 0);
1126
- __decorate([
1127
- serializable(RotationBySpeedModule)
1128
- ], ParticleSystem.prototype, "rotationBySpeed", void 0);
1129
- __decorate([
1130
- serializable(SizeBySpeedModule)
1131
- ], ParticleSystem.prototype, "sizeBySpeed", void 0);
1132
- /** @internal */
1133
- export class SubEmitterSystem {
1134
- particleSystem;
1135
- emitProbability = 1;
1136
- properties;
1137
- type;
1138
- _deserialize(_context, gameObject) {
1139
- const ps = this.particleSystem;
1140
- if (ps instanceof ParticleSystem)
1141
- return;
1142
- let guid = "";
1143
- if (ps && typeof ps["guid"] === "string") {
1144
- guid = ps["guid"];
1145
- // subemitter MUST be a child of the particle system
1146
- this.particleSystem = GameObject.findByGuid(guid, gameObject);
1147
- }
1148
- if (debug && !(this.particleSystem instanceof ParticleSystem)) {
1149
- console.warn("Could not find particle system for sub emitter", guid, gameObject, this);
1150
- }
1151
- }
1152
- }
1153
- function getLocalSimulationScale(system, vec) {
1154
- vec.set(1, 1, 1);
1155
- if (system.gameObject.parent && system.localspace) {
1156
- switch (system.main.scalingMode) {
1157
- case ParticleSystemScalingMode.Local:
1158
- vec = getWorldScale(system.gameObject.parent, vec);
1159
- vec.x = 1 / vec.x;
1160
- vec.y = 1 / vec.y;
1161
- vec.z = 1 / vec.z;
1162
- break;
1163
- default:
1164
- if (!system["unsupported_scaling_mode"]) {
1165
- system["unsupported_scaling_mode"] = true;
1166
- const msg = "ParticleSystem scale mode " + ParticleSystemScalingMode[system.main.scalingMode] + " is not supported";
1167
- if (isDevEnvironment())
1168
- showBalloonWarning(msg);
1169
- console.warn(msg, system.name, system);
1170
- }
1171
- vec = getWorldScale(system.gameObject, vec);
1172
- break;
1173
- }
1174
- }
1175
- return vec;
1176
- }
1
+ var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
2
+ var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
3
+ if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
4
+ else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
5
+ return c > 3 && r && Object.defineProperty(target, key, r), r;
6
+ };
7
+ import { AxesHelper, BackSide, FrontSide, LinearSRGBColorSpace, Material, Mesh, MeshBasicMaterial, NormalBlending, Object3D, PlaneGeometry, Quaternion, Vector3 } from "three";
8
+ import { BatchedParticleRenderer, ConstantColor, ConstantValue, ParticleSystem as _ParticleSystem, RenderMode, TrailParticle, Vector4 as QVector4 } from "three.quarks";
9
+ import { isDevEnvironment, showBalloonWarning } from "../../engine/debug/index.js";
10
+ import { Mathf } from "../../engine/engine_math.js";
11
+ // https://github.dev/creativelifeform/three-nebula
12
+ // import System, { Emitter, Position, Life, SpriteRenderer, Particle, Body, MeshRenderer, } from 'three-nebula.js';
13
+ import { serializable } from "../../engine/engine_serialization.js";
14
+ import { assign } from "../../engine/engine_serialization_core.js";
15
+ import { createFlatTexture } from "../../engine/engine_shaders.js";
16
+ import { getTempVector, getWorldPosition, getWorldQuaternion, getWorldScale } from "../../engine/engine_three_utils.js";
17
+ import { getParam } from "../../engine/engine_utils.js";
18
+ import { NEEDLE_progressive } from "../../engine/extensions/NEEDLE_progressive.js";
19
+ import { RGBAColor } from "../../engine/js-extensions/index.js";
20
+ import { Behaviour, GameObject } from "../Component.js";
21
+ import { ColorBySpeedModule, ColorOverLifetimeModule, EmissionModule, InheritVelocityModule, LimitVelocityOverLifetimeModule, MainModule, NoiseModule, ParticleBurst, ParticleSystemRenderMode, ParticleSystemScalingMode, ParticleSystemSimulationSpace, RotationBySpeedModule, RotationOverLifetimeModule, ShapeModule, SizeBySpeedModule, SizeOverLifetimeModule, TextureSheetAnimationModule, TrailModule, VelocityOverLifetimeModule } from "./ParticleSystemModules.js";
22
+ import { ParticleSubEmitter } from "./ParticleSystemSubEmitter.js";
23
+ const debug = getParam("debugparticles");
24
+ const suppressProgressiveLoading = getParam("noprogressive");
25
+ const debugProgressiveLoading = getParam("debugprogressive");
26
+ export var SubEmitterType;
27
+ (function (SubEmitterType) {
28
+ SubEmitterType[SubEmitterType["Birth"] = 0] = "Birth";
29
+ SubEmitterType[SubEmitterType["Collision"] = 1] = "Collision";
30
+ SubEmitterType[SubEmitterType["Death"] = 2] = "Death";
31
+ SubEmitterType[SubEmitterType["Trigger"] = 3] = "Trigger";
32
+ SubEmitterType[SubEmitterType["Manual"] = 4] = "Manual";
33
+ })(SubEmitterType || (SubEmitterType = {}));
34
+ /** @internal */
35
+ export class ParticleSystemRenderer extends Behaviour {
36
+ renderMode;
37
+ particleMaterial;
38
+ trailMaterial;
39
+ // @serializable(Mesh)
40
+ particleMesh;
41
+ maxParticleSize;
42
+ minParticleSize;
43
+ velocityScale;
44
+ cameraVelocityScale;
45
+ lengthScale;
46
+ start() {
47
+ if (this.maxParticleSize !== .5 && this.minParticleSize !== 0) {
48
+ if (isDevEnvironment()) {
49
+ const msg = `ParticleSystem \"${this.name}\" has non-default min/max particle size. This may not render correctly. Please set min size to 0 and the max size to 0.5 and use the \"StartSize\" setting instead`;
50
+ console.warn(msg);
51
+ // showBalloonWarning(msg);
52
+ }
53
+ }
54
+ }
55
+ get transparent() {
56
+ const res = this.particleMaterial?.transparent ?? false;
57
+ // console.log(res, this.particleMaterial);
58
+ return res;
59
+ }
60
+ getMaterial(trailEnabled = false) {
61
+ let material = (trailEnabled === true && this.trailMaterial) ? this.trailMaterial : this.particleMaterial;
62
+ if (material) {
63
+ if (material.type === "MeshStandardMaterial") {
64
+ if (debug)
65
+ console.debug("ParticleSystemRenderer.getMaterial: MeshStandardMaterial detected, converting to MeshBasicMaterial. See https://github.com/Alchemist0823/three.quarks/issues/101");
66
+ if ("map" in material && material.map) {
67
+ material.map.colorSpace = LinearSRGBColorSpace;
68
+ material.map.premultiplyAlpha = false;
69
+ }
70
+ const newMaterial = new MeshBasicMaterial();
71
+ newMaterial.copy(material);
72
+ if (trailEnabled)
73
+ this.trailMaterial = newMaterial;
74
+ else
75
+ this.particleMaterial = newMaterial;
76
+ }
77
+ if (material.map) {
78
+ material.map.colorSpace = LinearSRGBColorSpace;
79
+ material.map.premultiplyAlpha = false;
80
+ }
81
+ if (trailEnabled) {
82
+ // the particle material for trails must be DoubleSide or BackSide (since otherwise the trail is invisible)
83
+ if (material.side === FrontSide) {
84
+ // don't modify the assigned material
85
+ material = material.clone();
86
+ material.side = BackSide;
87
+ if (trailEnabled)
88
+ this.trailMaterial = material;
89
+ else
90
+ this.particleMaterial = material;
91
+ }
92
+ }
93
+ }
94
+ // progressive load on start
95
+ // TODO: figure out how to do this before particle system rendering so we only load textures for visible materials
96
+ if (material && !suppressProgressiveLoading && material["_didRequestTextureLOD"] === undefined) {
97
+ material["_didRequestTextureLOD"] = 0;
98
+ if (debugProgressiveLoading) {
99
+ console.log("Load material LOD", material.name);
100
+ }
101
+ NEEDLE_progressive.assignTextureLOD(material, 0);
102
+ }
103
+ return material;
104
+ }
105
+ getMesh(_renderMode) {
106
+ let geo = null;
107
+ if (!geo) {
108
+ if (this.particleMesh instanceof Mesh) {
109
+ geo = this.particleMesh.geometry;
110
+ }
111
+ if (geo === null) {
112
+ geo = new PlaneGeometry(1, 1);
113
+ // Flip UVs horizontally
114
+ const uv = geo.attributes.uv;
115
+ for (let i = 0; i < uv.count; i++) {
116
+ uv.setX(i, 1 - uv.getX(i));
117
+ }
118
+ }
119
+ }
120
+ const res = new Mesh(geo, this.getMaterial());
121
+ return res;
122
+ }
123
+ }
124
+ __decorate([
125
+ serializable()
126
+ ], ParticleSystemRenderer.prototype, "renderMode", void 0);
127
+ __decorate([
128
+ serializable(Material)
129
+ ], ParticleSystemRenderer.prototype, "particleMaterial", void 0);
130
+ __decorate([
131
+ serializable(Material)
132
+ ], ParticleSystemRenderer.prototype, "trailMaterial", void 0);
133
+ __decorate([
134
+ serializable()
135
+ ], ParticleSystemRenderer.prototype, "maxParticleSize", void 0);
136
+ __decorate([
137
+ serializable()
138
+ ], ParticleSystemRenderer.prototype, "minParticleSize", void 0);
139
+ __decorate([
140
+ serializable()
141
+ ], ParticleSystemRenderer.prototype, "velocityScale", void 0);
142
+ __decorate([
143
+ serializable()
144
+ ], ParticleSystemRenderer.prototype, "cameraVelocityScale", void 0);
145
+ __decorate([
146
+ serializable()
147
+ ], ParticleSystemRenderer.prototype, "lengthScale", void 0);
148
+ class MinMaxCurveFunction {
149
+ _curve;
150
+ _factor;
151
+ constructor(curve, factor = 1) {
152
+ this._curve = curve;
153
+ this._factor = factor;
154
+ }
155
+ type = "function";
156
+ startGen(_memory) {
157
+ // ...
158
+ }
159
+ genValue(_memory, t) {
160
+ return this._curve.evaluate(t, Math.random()) * this._factor;
161
+ }
162
+ toJSON() {
163
+ throw new Error("Method not implemented.");
164
+ }
165
+ clone() {
166
+ throw new Error("Method not implemented.");
167
+ }
168
+ }
169
+ class MinMaxGradientFunction {
170
+ _curve;
171
+ constructor(curve) { this._curve = curve; }
172
+ type = "function";
173
+ startGen(_memory) {
174
+ throw new Error("Method not implemented.");
175
+ }
176
+ genColor(_memory, color, t) {
177
+ const col = this._curve.evaluate(t, Math.random());
178
+ // TODO: incoming color should probably be blended?
179
+ color.set(col.r, col.g, col.b, "alpha" in col ? col.alpha : 1);
180
+ return color;
181
+ }
182
+ toJSON() {
183
+ throw new Error("Method not implemented.");
184
+ }
185
+ clone() {
186
+ throw new Error("Method not implemented.");
187
+ }
188
+ }
189
+ class BaseValueGenerator {
190
+ type = "value";
191
+ toJSON() {
192
+ throw new Error("Method not implemented.");
193
+ }
194
+ clone() {
195
+ throw new Error("Method not implemented.");
196
+ }
197
+ startGen(_memory) { }
198
+ system;
199
+ constructor(system) {
200
+ this.system = system;
201
+ }
202
+ }
203
+ class TextureSheetStartFrameGenerator extends BaseValueGenerator {
204
+ genValue() {
205
+ return this.system.textureSheetAnimation.getStartIndex();
206
+ }
207
+ }
208
+ class ParticleSystemEmissionOverTime extends BaseValueGenerator {
209
+ _lastPosition = new Vector3();
210
+ _lastDistance = 0;
211
+ update() {
212
+ const currentPosition = getWorldPosition(this.system.gameObject);
213
+ this._lastDistance = this._lastPosition.distanceTo(currentPosition);
214
+ this._lastPosition.copy(currentPosition);
215
+ }
216
+ genValue() {
217
+ if (!this.system.isPlaying)
218
+ return 0;
219
+ if (!this.system.emission.enabled)
220
+ return 0;
221
+ if (this.system.currentParticles >= this.system.maxParticles)
222
+ return 0;
223
+ // emission over time
224
+ let emission = this.system.emission.rateOverTime.evaluate(this.system.time / this.system.duration, Math.random());
225
+ // if(this.system.currentParticles + emission > this.system.maxParticles)
226
+ // emission = (this.system.maxParticles - this.system.currentParticles);
227
+ // const res = Mathf.clamp(emission, 0, this.system.maxParticles - this.system.currentParticles);
228
+ if (this.system.deltaTime > 0) {
229
+ const distanceEmission = this.system.emission.rateOverDistance.evaluate(this.system.time / this.system.duration, Math.random());
230
+ const meterPerSecond = this._lastDistance / this.system.deltaTime;
231
+ let distanceEmissionValue = meterPerSecond * distanceEmission;
232
+ if (!Number.isFinite(distanceEmissionValue))
233
+ distanceEmissionValue = 0;
234
+ emission += distanceEmissionValue;
235
+ }
236
+ const burst = this.system.emission.getBurst();
237
+ if (burst > 0)
238
+ emission += burst / this.system.deltaTime;
239
+ const maxEmission = (this.system.maxParticles - this.system.currentParticles);
240
+ return Mathf.clamp(emission, 0, maxEmission / this.system.deltaTime);
241
+ }
242
+ }
243
+ class ParticleSystemEmissionOverDistance extends BaseValueGenerator {
244
+ genValue() {
245
+ if (!this.system.isPlaying)
246
+ return 0;
247
+ // this seems not be called yet
248
+ return 0;
249
+ // if (this.system.currentParticles >= this.system.maxParticles) return 0;
250
+ // const emission = this.system.emission.rateOverDistance.evaluate(this.system.time / this.system.duration, Math.random());
251
+ // return emission;
252
+ }
253
+ }
254
+ export class ParticleSystemBaseBehaviour {
255
+ system;
256
+ get context() { return this.system.context; }
257
+ constructor(ps) {
258
+ this.type = Object.getPrototypeOf(this).constructor.name || "ParticleSystemBaseBehaviour";
259
+ if (ps)
260
+ this.system = ps;
261
+ }
262
+ type;
263
+ initialize(_particle) { }
264
+ update(_particle, _delta) { }
265
+ frameUpdate(_delta) { }
266
+ toJSON() { throw new Error("Method not implemented."); }
267
+ clone() { throw new Error("Method not implemented."); }
268
+ reset() { }
269
+ }
270
+ const $startFrame = Symbol("startFrame");
271
+ class TextureSheetAnimationBehaviour extends ParticleSystemBaseBehaviour {
272
+ type = "NeedleTextureSheet";
273
+ // initialize(_particle: Particle): void {
274
+ // _particle[$startFrame] = this.system.textureSheetAnimation.getStartIndex();
275
+ // }
276
+ update(particle, _delta) {
277
+ const sheet = this.system.textureSheetAnimation;
278
+ if (sheet.enabled) {
279
+ const t01 = particle.age / particle.life;
280
+ const index = sheet.evaluate(t01);
281
+ if (index !== undefined)
282
+ particle.uvTile = index;
283
+ }
284
+ }
285
+ }
286
+ const $particleRotation = Symbol("particleRotation");
287
+ class RotationBehaviour extends ParticleSystemBaseBehaviour {
288
+ type = "NeedleRotation";
289
+ initialize(particle) {
290
+ particle[$particleRotation] = Math.random();
291
+ }
292
+ update(particle, delta) {
293
+ if (particle.rotation === undefined)
294
+ return;
295
+ const t = particle.age / particle.life;
296
+ if (typeof particle.rotation === "number") {
297
+ if (this.system.rotationOverLifetime.enabled) {
298
+ particle.rotation += this.system.rotationOverLifetime.evaluate(t, particle[$particleRotation]) * delta;
299
+ }
300
+ else {
301
+ if (this.system.renderer.renderMode === ParticleSystemRenderMode.Billboard)
302
+ particle.rotation = Math.PI;
303
+ }
304
+ if (this.system.rotationBySpeed.enabled) {
305
+ const speed = particle.velocity.length();
306
+ particle.rotation += this.system.rotationBySpeed.evaluate(t, speed) * delta;
307
+ }
308
+ }
309
+ else {
310
+ // const quat = particle.rotation as Quaternion;
311
+ // TODO: implement rotation by speed for quaternions
312
+ }
313
+ }
314
+ }
315
+ const $sizeLerpFactor = Symbol("sizeLerpFactor");
316
+ const localScaleVec3 = new Vector3();
317
+ class SizeBehaviour extends ParticleSystemBaseBehaviour {
318
+ type = "NeedleSize";
319
+ _minSize = 0;
320
+ _maxSize = 1;
321
+ initialize(particle) {
322
+ particle[$sizeLerpFactor] = Math.random();
323
+ this._minSize = this.system.renderer.minParticleSize;
324
+ this._maxSize = this.system.renderer.maxParticleSize;
325
+ }
326
+ update(particle, _delta) {
327
+ const age01 = particle.age / particle.life;
328
+ let size = 1;
329
+ if (this.system.sizeOverLifetime.enabled)
330
+ size *= this.system.sizeOverLifetime.evaluate(age01, undefined, particle[$sizeLerpFactor]).x;
331
+ let scaleFactor = 1;
332
+ if (this.system.renderer.renderMode !== ParticleSystemRenderMode.Mesh)
333
+ scaleFactor = this.system.worldScale.x / this.system.cameraScale;
334
+ const newSize = getTempVector(particle.startSize).multiplyScalar(size * scaleFactor);
335
+ particle.size.set(newSize.x, newSize.y, newSize.z);
336
+ if (this.system.localspace) {
337
+ const scale = getLocalSimulationScale(this.system, localScaleVec3);
338
+ particle.size.x *= scale.x;
339
+ particle.size.y *= scale.y;
340
+ particle.size.z *= scale.z;
341
+ }
342
+ // in Unity this is viewport size, we don't really support this yet (and the renderer is logging a warning)
343
+ // so for now it's disabled again
344
+ // particle.size = Mathf.clamp(particle.size, this._minSize, this._maxSize);
345
+ }
346
+ }
347
+ export const $particleLife = Symbol("particleLife");
348
+ const $trailLifetime = Symbol("trailLifetime");
349
+ const $trailStartLength = Symbol("trailStartLength");
350
+ const $trailWidthRandom = Symbol("trailWidthRandom");
351
+ class TrailBehaviour extends ParticleSystemBaseBehaviour {
352
+ type = "NeedleTrail";
353
+ initialize(particle) {
354
+ if (particle instanceof TrailParticle) {
355
+ particle[$particleLife] = particle.life;
356
+ if (this.system.trails.enabled && this.system.trails.dieWithParticles === false) {
357
+ particle[$trailLifetime] = this.system.trails.lifetime.evaluate(Math.random(), Math.random());
358
+ particle.life += particle[$trailLifetime];
359
+ }
360
+ particle[$trailStartLength] = particle.length;
361
+ particle[$trailWidthRandom] = Math.random();
362
+ }
363
+ }
364
+ update(particle) {
365
+ if (this.system.trails?.enabled && particle instanceof TrailParticle) {
366
+ const trailParticle = particle;
367
+ const age01 = particle.age / particle[$particleLife];
368
+ const iter = particle.previous.values();
369
+ const length = particle.previous.length;
370
+ // const maxAge = this.system.trails.lifetime.
371
+ for (let i = 0; i < length; i++) {
372
+ const cur = iter.next();
373
+ const state = cur.value;
374
+ const pos01 = 1 - (i / (length - 1));
375
+ const size = particle.size;
376
+ if (size.x <= 0 && !this.system.trails.sizeAffectsWidth) {
377
+ // Not sure where we get to 100* from, tested in SOC trong com
378
+ const newSize = 20 * this.system.trails.widthOverTrail.evaluate(.5, trailParticle[$trailWidthRandom]);
379
+ size.x = newSize;
380
+ size.y = newSize;
381
+ size.z = newSize;
382
+ }
383
+ state.size = this.system.trails.getWidth(size.x, age01, pos01, trailParticle[$trailWidthRandom]);
384
+ state.color.copy(particle.color);
385
+ this.system.trails.getColor(state.color, age01, pos01);
386
+ }
387
+ // particle.life = particle.age + .1;
388
+ if (particle.age > particle[$particleLife]) {
389
+ particle.velocity.set(0, 0, 0);
390
+ const t = (particle.age - particle[$particleLife]) / particle[$trailLifetime];
391
+ trailParticle.length = Mathf.lerp(particle[$trailStartLength], 0, t);
392
+ }
393
+ }
394
+ }
395
+ }
396
+ const $startVelocity = Symbol("startVelocity");
397
+ const $gravityFactor = Symbol("gravityModifier");
398
+ const $gravitySpeed = Symbol("gravitySpeed");
399
+ const $velocityLerpFactor = Symbol("velocity lerp factor");
400
+ const temp3 = new Vector3();
401
+ const temp4 = new Quaternion();
402
+ class VelocityBehaviour extends ParticleSystemBaseBehaviour {
403
+ type = "NeedleVelocity";
404
+ _gravityDirection = new Vector3();
405
+ initialize(particle) {
406
+ const simulationSpeed = this.system.main.simulationSpeed;
407
+ particle.startSpeed = this.system.main.startSpeed.evaluate(Math.random(), Math.random());
408
+ const dir = this.system.shape.getDirection(particle, particle.position);
409
+ particle.velocity.x = dir.x * particle.startSpeed;
410
+ particle.velocity.y = dir.y * particle.startSpeed;
411
+ particle.velocity.z = dir.z * particle.startSpeed;
412
+ if (this.system.inheritVelocity?.enabled) {
413
+ this.system.inheritVelocity.applyInitial(particle.velocity);
414
+ }
415
+ if (!particle[$startVelocity])
416
+ particle[$startVelocity] = particle.velocity.clone();
417
+ else
418
+ particle[$startVelocity].copy(particle.velocity);
419
+ const gravityFactor = this.system.main.gravityModifier.evaluate(Math.random(), Math.random());
420
+ particle[$gravityFactor] = gravityFactor * simulationSpeed;
421
+ particle[$gravitySpeed] = gravityFactor * simulationSpeed * .5;
422
+ particle[$velocityLerpFactor] = Math.random();
423
+ this.system.velocityOverLifetime?.init(particle);
424
+ this._gravityDirection.set(0, -1, 0);
425
+ if (this.system.main.simulationSpace === ParticleSystemSimulationSpace.Local)
426
+ this._gravityDirection.applyQuaternion(this.system.worldQuaternionInverted).normalize();
427
+ }
428
+ update(particle, delta) {
429
+ //////////////////////
430
+ // calculate speed
431
+ const baseVelocity = particle[$startVelocity];
432
+ const gravityFactor = particle[$gravityFactor];
433
+ if (gravityFactor !== 0) {
434
+ const factor = gravityFactor * particle[$gravitySpeed];
435
+ temp3.copy(this._gravityDirection).multiplyScalar(factor);
436
+ particle[$gravitySpeed] += delta * .05;
437
+ baseVelocity.add(temp3);
438
+ }
439
+ particle.velocity.copy(baseVelocity);
440
+ const t01 = particle.age / particle.life;
441
+ if (this.system.inheritVelocity?.enabled) {
442
+ this.system.inheritVelocity.applyCurrent(particle.velocity, t01, particle[$velocityLerpFactor]);
443
+ }
444
+ const noise = this.system.noise;
445
+ if (noise.enabled) {
446
+ noise.apply(0, particle.position, particle.velocity, delta, particle.age, particle.life);
447
+ }
448
+ //////////////////////
449
+ // evaluate by speed modules
450
+ const sizeBySpeed = this.system.sizeBySpeed;
451
+ if (sizeBySpeed?.enabled) {
452
+ particle.size = sizeBySpeed.evaluate(particle.velocity, t01, particle[$velocityLerpFactor], particle.size);
453
+ }
454
+ const colorBySpeed = this.system.colorBySpeed;
455
+ if (colorBySpeed?.enabled) {
456
+ colorBySpeed.evaluate(particle.velocity, particle[$velocityLerpFactor], particle.color);
457
+ }
458
+ //////////////////////
459
+ // limit or modify speed
460
+ const velocity = this.system.velocityOverLifetime;
461
+ if (velocity.enabled) {
462
+ velocity.apply(particle, 0, particle.position, particle.velocity, delta, particle.age, particle.life);
463
+ }
464
+ const limitVelocityOverLifetime = this.system.limitVelocityOverLifetime;
465
+ if (limitVelocityOverLifetime.enabled) {
466
+ // const factor = this.system.worldScale.x;
467
+ limitVelocityOverLifetime.apply(particle.position, baseVelocity, particle.velocity, particle.size, t01, delta, 1);
468
+ }
469
+ if (this.system.worldspace) {
470
+ const ws = this.system.worldScale;
471
+ particle.velocity.x *= ws.x;
472
+ particle.velocity.y *= ws.y;
473
+ particle.velocity.z *= ws.z;
474
+ }
475
+ }
476
+ }
477
+ const $colorLerpFactor = Symbol("colorLerpFactor");
478
+ const tempColor = new RGBAColor(1, 1, 1, 1);
479
+ const col = new RGBAColor(1, 1, 1, 1);
480
+ class ColorBehaviour extends ParticleSystemBaseBehaviour {
481
+ type = "NeedleColor";
482
+ initialize(_particle) {
483
+ }
484
+ _init(particle) {
485
+ const materialColor = this.system.renderer.particleMaterial;
486
+ col.copy(this.system.main.startColor.evaluate(Math.random()));
487
+ if (materialColor?.color) {
488
+ tempColor.copy(materialColor.color);
489
+ col.multiply(tempColor);
490
+ }
491
+ col.convertLinearToSRGB();
492
+ particle.startColor.set(col.r, col.g, col.b, col.alpha);
493
+ particle.color.copy(particle.startColor);
494
+ particle[$colorLerpFactor] = Math.random();
495
+ }
496
+ update(particle, _delta) {
497
+ if (particle.age === 0)
498
+ this._init(particle);
499
+ if (this.system.colorOverLifetime.enabled) {
500
+ const t = particle.age / particle.life;
501
+ const col = this.system.colorOverLifetime.color.evaluate(t, particle[$colorLerpFactor]);
502
+ particle.color.set(col.r, col.g, col.b, "alpha" in col ? col.alpha : 1).multiply(particle.startColor);
503
+ }
504
+ else {
505
+ particle.color.copy(particle.startColor);
506
+ }
507
+ }
508
+ }
509
+ class ParticleSystemInterface {
510
+ system;
511
+ emission;
512
+ get anim() {
513
+ return this.system.textureSheetAnimation;
514
+ }
515
+ constructor(system) {
516
+ this.system = system;
517
+ this.emission = new ParticleSystemEmissionOverTime(this.system);
518
+ }
519
+ get prewarm() { return false; } // force disable three.quark prewarm, we have our own!
520
+ get material() { return this.system.renderer.getMaterial(this.system.trails.enabled); }
521
+ get layers() { return this.system.gameObject.layers; }
522
+ update() {
523
+ this.emission.update();
524
+ }
525
+ autoDestroy;
526
+ get looping() { return this.system.main.loop; }
527
+ get duration() { return this.system.duration; }
528
+ get shape() { return this.system.shape; }
529
+ get startLife() { return new MinMaxCurveFunction(this.system.main.startLifetime); }
530
+ get startSpeed() { return new MinMaxCurveFunction(this.system.main.startSpeed); }
531
+ get startRotation() { return new MinMaxCurveFunction(this.system.main.startRotation); }
532
+ get startSize() { return new MinMaxCurveFunction(this.system.main.startSize); }
533
+ startLength; /** start length is for trails */
534
+ get startColor() { return new ConstantColor(new QVector4(1, 1, 1, 1)); }
535
+ get emissionOverTime() { return this.emission; }
536
+ /** this is not supported yet */
537
+ get emissionOverDistance() { return new ParticleSystemEmissionOverDistance(this.system); }
538
+ /** not used - burst is controled via emissionOverTime */
539
+ emissionBursts;
540
+ onlyUsedByOther;
541
+ behaviors = [];
542
+ get instancingGeometry() {
543
+ return this.system.renderer.getMesh(this.system.renderer.renderMode).geometry;
544
+ }
545
+ get renderMode() {
546
+ if (this.system.trails["enabled"] === true) {
547
+ return RenderMode.Trail;
548
+ }
549
+ switch (this.system.renderer.renderMode) {
550
+ case ParticleSystemRenderMode.Billboard: return RenderMode.BillBoard;
551
+ case ParticleSystemRenderMode.Stretch: return RenderMode.StretchedBillBoard;
552
+ case ParticleSystemRenderMode.HorizontalBillboard: return RenderMode.HorizontalBillBoard;
553
+ case ParticleSystemRenderMode.VerticalBillboard: return RenderMode.VerticalBillBoard;
554
+ case ParticleSystemRenderMode.Mesh: return RenderMode.Mesh;
555
+ }
556
+ return RenderMode.BillBoard;
557
+ }
558
+ rendererEmitterSettings = {
559
+ startLength: new ConstantValue(220),
560
+ followLocalOrigin: false,
561
+ };
562
+ get speedFactor() {
563
+ let factor = this.system.main.simulationSpeed;
564
+ if (this.system.renderer?.renderMode === ParticleSystemRenderMode.Stretch) {
565
+ factor *= this.system.renderer.velocityScale ?? 1;
566
+ }
567
+ return factor;
568
+ }
569
+ flatWhiteTexture;
570
+ clonedTexture = { original: undefined, clone: undefined };
571
+ get texture() {
572
+ const mat = this.material;
573
+ if (mat && mat["map"]) {
574
+ const original = mat["map"];
575
+ // cache the last original one so we're not creating tons of clones
576
+ if (this.clonedTexture.original !== original || !this.clonedTexture.clone) {
577
+ const tex = original.clone();
578
+ tex.premultiplyAlpha = false;
579
+ tex.colorSpace = LinearSRGBColorSpace;
580
+ this.clonedTexture.original = original;
581
+ this.clonedTexture.clone = tex;
582
+ }
583
+ return this.clonedTexture.clone;
584
+ }
585
+ if (!this.flatWhiteTexture)
586
+ this.flatWhiteTexture = createFlatTexture(new RGBAColor(1, 1, 1, 1), 1);
587
+ return this.flatWhiteTexture;
588
+ }
589
+ get startTileIndex() { return new TextureSheetStartFrameGenerator(this.system); }
590
+ get uTileCount() { return this.anim.enabled ? this.anim?.numTilesX : undefined; }
591
+ get vTileCount() { return this.anim.enabled ? this.anim?.numTilesY : undefined; }
592
+ get renderOrder() { return 1; }
593
+ get blending() { return this.system.renderer.particleMaterial?.blending ?? NormalBlending; }
594
+ get transparent() { return this.system.renderer.transparent; }
595
+ get worldSpace() { return this.system.main.simulationSpace === ParticleSystemSimulationSpace.World; }
596
+ }
597
+ class ParticlesEmissionState {
598
+ burstParticleIndex = 0;
599
+ burstParticleCount = 0;
600
+ isBursting = false;
601
+ travelDistance = 0;
602
+ previousWorldPos;
603
+ burstIndex = 0;
604
+ burstWaveIndex = 0;
605
+ time = 0;
606
+ waitEmiting = 0;
607
+ }
608
+ /**
609
+ * The ParticleSystem component efficiently handles the motion and rendering of many individual particles.
610
+ *
611
+ * You can add custom behaviours to the particle system to fully customize the behaviour of the particles. See {@link ParticleSystemBaseBehaviour} and {@link ParticleSystem.addBehaviour} for more information.
612
+ *
613
+ * Needle Engine uses [three.quarks](https://github.com/Alchemist0823/three.quarks) under the hood to handle particles.
614
+ *
615
+ * @category Rendering
616
+ * @group Components
617
+ */
618
+ export class ParticleSystem extends Behaviour {
619
+ play(includeChildren = false) {
620
+ if (includeChildren) {
621
+ GameObject.foreachComponent(this.gameObject, comp => {
622
+ if (comp instanceof ParticleSystem && comp !== this) {
623
+ comp.play(false);
624
+ }
625
+ }, true);
626
+ }
627
+ this._isPlaying = true;
628
+ // https://github.com/Alchemist0823/three.quarks/pull/35
629
+ if (this._particleSystem) {
630
+ this._particleSystem["emissionState"].time = 0;
631
+ this._particleSystem["emitEnded"] = false;
632
+ }
633
+ this.emission?.reset();
634
+ }
635
+ pause(includeChildren = true) {
636
+ if (includeChildren) {
637
+ GameObject.foreachComponent(this.gameObject, comp => {
638
+ if (comp instanceof ParticleSystem && comp !== this) {
639
+ comp.pause(false);
640
+ }
641
+ }, true);
642
+ }
643
+ this._isPlaying = false;
644
+ }
645
+ /** clear=true removes all emitted particles */
646
+ stop(includeChildren = true, clear = false) {
647
+ if (includeChildren) {
648
+ GameObject.foreachComponent(this.gameObject, comp => {
649
+ if (comp instanceof ParticleSystem && comp !== this) {
650
+ comp.stop(false, clear);
651
+ }
652
+ }, true);
653
+ }
654
+ this._isPlaying = false;
655
+ this._time = 0;
656
+ if (clear)
657
+ this.reset();
658
+ }
659
+ /** remove emitted particles and reset time */
660
+ reset() {
661
+ this._time = 0;
662
+ if (this._particleSystem) {
663
+ this._particleSystem.particleNum = 0;
664
+ this._particleSystem["emissionState"].time = 0;
665
+ this._particleSystem["emitEnded"] = false;
666
+ this.emission?.reset();
667
+ }
668
+ }
669
+ _state;
670
+ emit(count) {
671
+ if (this._particleSystem) {
672
+ // we need to call update the matrices etc e.g. if we call emit from a physics callback
673
+ this.onUpdate();
674
+ count = Math.min(count, this.maxParticles - this.currentParticles);
675
+ if (!this._state)
676
+ this._state = new ParticlesEmissionState();
677
+ this._state.waitEmiting = count;
678
+ this._state.time = 0;
679
+ const emitEndedState = this._particleSystem["emitEnded"];
680
+ this._particleSystem["emitEnded"] = false;
681
+ this._particleSystem.emit(this.deltaTime, this._state, this._particleSystem.emitter.matrixWorld);
682
+ this._particleSystem["emitEnded"] = emitEndedState;
683
+ }
684
+ }
685
+ get playOnAwake() {
686
+ return this.main.playOnAwake;
687
+ }
688
+ set playOnAwake(val) {
689
+ this.main.playOnAwake = val;
690
+ }
691
+ colorOverLifetime;
692
+ main;
693
+ emission;
694
+ sizeOverLifetime;
695
+ shape;
696
+ noise;
697
+ trails;
698
+ velocityOverLifetime;
699
+ limitVelocityOverLifetime;
700
+ inheritVelocity;
701
+ colorBySpeed;
702
+ textureSheetAnimation;
703
+ rotationOverLifetime;
704
+ rotationBySpeed;
705
+ sizeBySpeed;
706
+ get renderer() {
707
+ return this._renderer;
708
+ }
709
+ get isPlaying() { return this._isPlaying; }
710
+ get currentParticles() {
711
+ return this._particleSystem?.particleNum ?? 0;
712
+ }
713
+ get maxParticles() {
714
+ return this.main.maxParticles;
715
+ }
716
+ get time() {
717
+ return this._time;
718
+ }
719
+ get duration() {
720
+ return this.main.duration;
721
+ }
722
+ get deltaTime() {
723
+ return this.context.time.deltaTime * this.main.simulationSpeed;
724
+ }
725
+ get scale() {
726
+ return this.gameObject.scale.x;
727
+ }
728
+ get cameraScale() {
729
+ return this._cameraScale;
730
+ }
731
+ _cameraScale = 1;
732
+ get container() {
733
+ return this._container;
734
+ }
735
+ get worldspace() {
736
+ return this.main.simulationSpace === ParticleSystemSimulationSpace.World;
737
+ }
738
+ get localspace() {
739
+ return this.main.simulationSpace === ParticleSystemSimulationSpace.Local;
740
+ }
741
+ __worldQuaternion = new Quaternion();
742
+ get worldQuaternion() {
743
+ return this.__worldQuaternion;
744
+ }
745
+ _worldQuaternionInverted = new Quaternion();
746
+ get worldQuaternionInverted() {
747
+ return this._worldQuaternionInverted;
748
+ }
749
+ _worldScale = new Vector3();
750
+ get worldScale() {
751
+ return this._worldScale;
752
+ }
753
+ _worldPositionFrame = -1;
754
+ _worldPos = new Vector3();
755
+ get worldPos() {
756
+ if (this._worldPositionFrame !== this.context.time.frame) {
757
+ this._worldPositionFrame = this.context.time.frame;
758
+ getWorldPosition(this.gameObject, this._worldPos);
759
+ }
760
+ return this._worldPos;
761
+ }
762
+ get matrixWorld() {
763
+ return this._container.matrixWorld;
764
+ }
765
+ get isSubsystem() {
766
+ return this._isUsedAsSubsystem;
767
+ }
768
+ /** Add a custom quarks behaviour to the particle system.
769
+ * You can add a quarks.Behaviour type or derive from {@link ParticleSystemBaseBehaviour}
770
+ * @link https://github.com/Alchemist0823/three.quarks
771
+ * @example
772
+ * ```typescript
773
+ * class MyBehaviour extends ParticleSystemBaseBehaviour {
774
+ * initialize(particle: Particle) {
775
+ * // initialize the particle
776
+ * }
777
+ * update(particle: Particle, delta: number) {
778
+ * // do something with the particle
779
+ * }
780
+ * }
781
+ *
782
+ * const system = gameObject.getComponent(ParticleSystem);
783
+ * system.addBehaviour(new MyBehaviour());
784
+ * ```
785
+ */
786
+ addBehaviour(particleSystemBehaviour) {
787
+ if (!this._particleSystem) {
788
+ return false;
789
+ }
790
+ if (particleSystemBehaviour instanceof ParticleSystemBaseBehaviour) {
791
+ particleSystemBehaviour.system = this;
792
+ }
793
+ if (debug)
794
+ console.debug("Add custom ParticleSystem Behaviour", particleSystemBehaviour);
795
+ this._particleSystem.addBehavior(particleSystemBehaviour);
796
+ return true;
797
+ }
798
+ /** Remove a custom quarks behaviour from the particle system. **/
799
+ removeBehaviour(particleSystemBehaviour) {
800
+ if (!this._particleSystem) {
801
+ return false;
802
+ }
803
+ const behaviours = this._particleSystem.behaviors;
804
+ const index = behaviours.indexOf(particleSystemBehaviour);
805
+ if (index !== -1) {
806
+ if (isDevEnvironment() || debug)
807
+ console.debug("Remove custom ParticleSystem Behaviour", index, particleSystemBehaviour);
808
+ behaviours.splice(index, 1);
809
+ return true;
810
+ }
811
+ return true;
812
+ }
813
+ /** Removes all behaviours from the particle system
814
+ * **Note:** this will also remove the default behaviours like SizeBehaviour, ColorBehaviour etc.
815
+ */
816
+ removeAllBehaviours() {
817
+ if (!this._particleSystem) {
818
+ return false;
819
+ }
820
+ this._particleSystem.behaviors.length = 0;
821
+ return true;
822
+ }
823
+ /** Get the underlying three.quarks particle system behaviours. This can be used to fully customize the behaviour of the particles. */
824
+ get behaviours() {
825
+ if (!this._particleSystem)
826
+ return null;
827
+ return this._particleSystem.behaviors;
828
+ }
829
+ /** Get access to the underlying quarks particle system if you need more control
830
+ * @link https://github.com/Alchemist0823/three.quarks
831
+ */
832
+ get particleSystem() {
833
+ return this._particleSystem ?? null;
834
+ }
835
+ _renderer;
836
+ _batchSystem;
837
+ _particleSystem;
838
+ _interface;
839
+ // private _system!: System;
840
+ // private _emitter: Emitter;
841
+ // private _size!: SizeBehaviour;
842
+ _container;
843
+ _time = 0;
844
+ _isPlaying = true;
845
+ _isUsedAsSubsystem = false;
846
+ _didPreWarm = false;
847
+ /** called from deserialization */
848
+ set bursts(arr) {
849
+ for (let i = 0; i < arr.length; i++) {
850
+ const burst = arr[i];
851
+ if ((burst instanceof ParticleBurst) === false) {
852
+ const instance = new ParticleBurst();
853
+ assign(instance, burst);
854
+ arr[i] = instance;
855
+ }
856
+ }
857
+ this._bursts = arr;
858
+ }
859
+ _bursts;
860
+ /** called from deserialization */
861
+ set subEmitterSystems(arr) {
862
+ for (let i = 0; i < arr.length; i++) {
863
+ const sub = arr[i];
864
+ if ((sub instanceof SubEmitterSystem) === false) {
865
+ const instance = new SubEmitterSystem();
866
+ assign(instance, sub);
867
+ arr[i] = instance;
868
+ }
869
+ }
870
+ if (debug && arr.length > 0) {
871
+ console.log("SubEmitters: ", arr, this);
872
+ }
873
+ this._subEmitterSystems = arr;
874
+ }
875
+ _subEmitterSystems;
876
+ /** @internal */
877
+ onAfterDeserialize(_) {
878
+ // doing this here to get a chance to resolve the subemitter guid
879
+ if (this._subEmitterSystems && Array.isArray(this._subEmitterSystems)) {
880
+ for (const sub of this._subEmitterSystems) {
881
+ sub._deserialize(this.context, this.gameObject);
882
+ }
883
+ }
884
+ }
885
+ /** @internal */
886
+ awake() {
887
+ this._worldPositionFrame = -1;
888
+ this._renderer = this.gameObject.getComponent(ParticleSystemRenderer);
889
+ if (!this.main) {
890
+ throw new Error("Not Supported: ParticleSystem needs a serialized MainModule. Creating new particle systems at runtime is currently not supported.");
891
+ }
892
+ this._container = new Object3D();
893
+ this._container.matrixAutoUpdate = false;
894
+ // if (this.main.simulationSpace == ParticleSystemSimulationSpace.Local) {
895
+ // this.gameObject.add(this._container);
896
+ // }
897
+ // else
898
+ {
899
+ this.context.scene.add(this._container);
900
+ }
901
+ // else this._container = this.context.scene;
902
+ this._batchSystem = new BatchedParticleRenderer();
903
+ this._batchSystem.name = this.gameObject.name;
904
+ this._container.add(this._batchSystem);
905
+ this._interface = new ParticleSystemInterface(this);
906
+ this._particleSystem = new _ParticleSystem(this._interface);
907
+ this._particleSystem.addBehavior(new SizeBehaviour(this));
908
+ this._particleSystem.addBehavior(new ColorBehaviour(this));
909
+ this._particleSystem.addBehavior(new TextureSheetAnimationBehaviour(this));
910
+ this._particleSystem.addBehavior(new RotationBehaviour(this));
911
+ this._particleSystem.addBehavior(new VelocityBehaviour(this));
912
+ this._particleSystem.addBehavior(new TrailBehaviour(this));
913
+ this._batchSystem.addSystem(this._particleSystem);
914
+ const emitter = this._particleSystem.emitter;
915
+ this.context.scene.add(emitter);
916
+ if (this.inheritVelocity.system && this.inheritVelocity.system !== this) {
917
+ this.inheritVelocity = this.inheritVelocity.clone();
918
+ }
919
+ this.inheritVelocity.awake(this);
920
+ if (debug) {
921
+ console.log(this);
922
+ this.gameObject.add(new AxesHelper(1));
923
+ }
924
+ }
925
+ /** @internal */
926
+ start() {
927
+ this.addSubParticleSystems();
928
+ this.updateLayers();
929
+ if (this.renderer.particleMesh instanceof Mesh && this._interface.renderMode == RenderMode.Mesh) {
930
+ NEEDLE_progressive.assignMeshLOD(this.renderer.particleMesh, 0).then(geo => {
931
+ if (geo && this.particleSystem && this._interface.renderMode == RenderMode.Mesh) {
932
+ this.particleSystem.instancingGeometry = geo;
933
+ }
934
+ });
935
+ }
936
+ }
937
+ /** @internal */
938
+ onDestroy() {
939
+ this._container?.removeFromParent();
940
+ this._batchSystem?.removeFromParent();
941
+ this._particleSystem?.emitter.removeFromParent();
942
+ this._particleSystem?.dispose();
943
+ }
944
+ /** @internal */
945
+ onEnable() {
946
+ if (!this.main)
947
+ return;
948
+ if (this.inheritVelocity)
949
+ this.inheritVelocity.system = this;
950
+ if (this._batchSystem)
951
+ this._batchSystem.visible = true;
952
+ if (this.playOnAwake)
953
+ this.play();
954
+ this._isPlaying = this.playOnAwake;
955
+ }
956
+ onDisable() {
957
+ if (this._batchSystem)
958
+ this._batchSystem.visible = false;
959
+ }
960
+ /** @internal */
961
+ onBeforeRender() {
962
+ if (!this.main)
963
+ return;
964
+ if (this._didPreWarm === false && this.main?.prewarm === true) {
965
+ this._didPreWarm = true;
966
+ this.preWarm();
967
+ }
968
+ this.onUpdate();
969
+ this.onSimulate(this.deltaTime);
970
+ }
971
+ preWarm() {
972
+ if (!this.emission?.enabled)
973
+ return;
974
+ const emission = this.emission.rateOverTime.getMax();
975
+ if (emission <= 0)
976
+ return;
977
+ const dt = 1 / 60;
978
+ const duration = this.main.duration;
979
+ const lifetime = this.main.startLifetime.getMax();
980
+ const maxDurationToPrewarm = 1000;
981
+ const timeToSimulate = Math.min(Math.max(duration, lifetime) / Math.max(.01, this.main.simulationSpeed), maxDurationToPrewarm);
982
+ const framesToSimulate = Math.ceil(timeToSimulate / dt);
983
+ const startTime = Date.now();
984
+ if (debug)
985
+ console.log(`Particles ${this.name} - Prewarm for ${framesToSimulate} frames (${timeToSimulate} sec). Duration: ${duration}, Lifetime: ${lifetime}`);
986
+ for (let i = 0; i < framesToSimulate; i++) {
987
+ if (this.currentParticles >= this.maxParticles)
988
+ break;
989
+ const timePassed = Date.now() - startTime;
990
+ if (timePassed > 2000) {
991
+ console.warn(`Particles ${this.name} - Prewarm took too long. Aborting: ${timePassed}`);
992
+ break;
993
+ }
994
+ this.onUpdate();
995
+ this.onSimulate(dt);
996
+ }
997
+ }
998
+ _lastBatchesCount = -1;
999
+ onSimulate(dt) {
1000
+ if (this._batchSystem) {
1001
+ let needsUpdate = this.context.time.frameCount % 60 === 0;
1002
+ if (this._lastBatchesCount !== this._batchSystem.batches.length) {
1003
+ this._lastBatchesCount = this._batchSystem.batches.length;
1004
+ needsUpdate = true;
1005
+ }
1006
+ // Updating layers on batches
1007
+ // TODO: figure out a better way to do this
1008
+ // Issue: https://github.com/Alchemist0823/three.quarks/issues/49
1009
+ if (needsUpdate) {
1010
+ this.updateLayers();
1011
+ }
1012
+ this._batchSystem.update(dt);
1013
+ }
1014
+ this._time += dt;
1015
+ if (this._time > this.duration)
1016
+ this._time = 0;
1017
+ }
1018
+ updateLayers() {
1019
+ if (this._batchSystem) {
1020
+ for (let i = 0; i < this._batchSystem.batches.length; i++) {
1021
+ const batch = this._batchSystem.batches[i];
1022
+ batch.layers.disableAll();
1023
+ const layer = this.layer;
1024
+ batch.layers.mask = 1 << layer;
1025
+ }
1026
+ }
1027
+ }
1028
+ // private lastMaterialVersion: number = -1;
1029
+ onUpdate() {
1030
+ if (this._bursts) {
1031
+ this.emission.bursts = this._bursts;
1032
+ delete this._bursts;
1033
+ }
1034
+ if (!this._isPlaying)
1035
+ return;
1036
+ // sprite materials must be scaled in AR
1037
+ const cam = this.context.mainCamera;
1038
+ if (cam) {
1039
+ const scale = getWorldScale(cam);
1040
+ this._cameraScale = scale.x;
1041
+ }
1042
+ const isLocalSpace = !this.worldspace;
1043
+ const source = this.gameObject;
1044
+ getWorldQuaternion(source, this.__worldQuaternion);
1045
+ this._worldQuaternionInverted.copy(this.__worldQuaternion).invert();
1046
+ getWorldScale(this.gameObject, this._worldScale);
1047
+ // Handle LOCALSPACE
1048
+ if (isLocalSpace && this._container && this.gameObject?.parent) {
1049
+ const scale = getLocalSimulationScale(this, temp3);
1050
+ this._container.matrix.makeScale(scale.x, scale.y, scale.z);
1051
+ this._container.matrix.makeRotationFromQuaternion(this.__worldQuaternion);
1052
+ this._container.matrix.setPosition(this.worldPos);
1053
+ this._container.matrix.scale(this.gameObject.scale);
1054
+ }
1055
+ this.emission.system = this;
1056
+ this._interface.update();
1057
+ this.shape.onUpdate(this, this.context, this.main.simulationSpace, this.gameObject);
1058
+ this.noise.update(this.context);
1059
+ this.inheritVelocity?.update(this.context);
1060
+ this.velocityOverLifetime.update(this);
1061
+ }
1062
+ addSubParticleSystems() {
1063
+ if (this._subEmitterSystems && this._particleSystem) {
1064
+ for (const sys of this._subEmitterSystems) {
1065
+ // Make sure the particle system is created
1066
+ if (sys.particleSystem) {
1067
+ if (sys.particleSystem.__internalAwake)
1068
+ sys.particleSystem.__internalAwake();
1069
+ else if (isDevEnvironment())
1070
+ console.warn("SubParticleSystem serialization issue(?)", sys.particleSystem, sys);
1071
+ }
1072
+ const system = sys.particleSystem?._particleSystem;
1073
+ if (system) {
1074
+ sys.particleSystem._isUsedAsSubsystem = true;
1075
+ // sys.particleSystem!.main.simulationSpace = ParticleSystemSimulationSpace.World;
1076
+ const sub = new ParticleSubEmitter(this, this._particleSystem, sys.particleSystem, system);
1077
+ sub.emitterType = sys.type;
1078
+ sub.emitterProbability = sys.emitProbability;
1079
+ this._particleSystem.addBehavior(sub);
1080
+ }
1081
+ else if (debug)
1082
+ console.warn("Could not add SubParticleSystem", sys, this);
1083
+ }
1084
+ }
1085
+ }
1086
+ }
1087
+ __decorate([
1088
+ serializable(ColorOverLifetimeModule)
1089
+ ], ParticleSystem.prototype, "colorOverLifetime", void 0);
1090
+ __decorate([
1091
+ serializable(MainModule)
1092
+ ], ParticleSystem.prototype, "main", void 0);
1093
+ __decorate([
1094
+ serializable(EmissionModule)
1095
+ ], ParticleSystem.prototype, "emission", void 0);
1096
+ __decorate([
1097
+ serializable(SizeOverLifetimeModule)
1098
+ ], ParticleSystem.prototype, "sizeOverLifetime", void 0);
1099
+ __decorate([
1100
+ serializable(ShapeModule)
1101
+ ], ParticleSystem.prototype, "shape", void 0);
1102
+ __decorate([
1103
+ serializable(NoiseModule)
1104
+ ], ParticleSystem.prototype, "noise", void 0);
1105
+ __decorate([
1106
+ serializable(TrailModule)
1107
+ ], ParticleSystem.prototype, "trails", void 0);
1108
+ __decorate([
1109
+ serializable(VelocityOverLifetimeModule)
1110
+ ], ParticleSystem.prototype, "velocityOverLifetime", void 0);
1111
+ __decorate([
1112
+ serializable(LimitVelocityOverLifetimeModule)
1113
+ ], ParticleSystem.prototype, "limitVelocityOverLifetime", void 0);
1114
+ __decorate([
1115
+ serializable(InheritVelocityModule)
1116
+ ], ParticleSystem.prototype, "inheritVelocity", void 0);
1117
+ __decorate([
1118
+ serializable(ColorBySpeedModule)
1119
+ ], ParticleSystem.prototype, "colorBySpeed", void 0);
1120
+ __decorate([
1121
+ serializable(TextureSheetAnimationModule)
1122
+ ], ParticleSystem.prototype, "textureSheetAnimation", void 0);
1123
+ __decorate([
1124
+ serializable(RotationOverLifetimeModule)
1125
+ ], ParticleSystem.prototype, "rotationOverLifetime", void 0);
1126
+ __decorate([
1127
+ serializable(RotationBySpeedModule)
1128
+ ], ParticleSystem.prototype, "rotationBySpeed", void 0);
1129
+ __decorate([
1130
+ serializable(SizeBySpeedModule)
1131
+ ], ParticleSystem.prototype, "sizeBySpeed", void 0);
1132
+ /** @internal */
1133
+ export class SubEmitterSystem {
1134
+ particleSystem;
1135
+ emitProbability = 1;
1136
+ properties;
1137
+ type;
1138
+ _deserialize(_context, gameObject) {
1139
+ const ps = this.particleSystem;
1140
+ if (ps instanceof ParticleSystem)
1141
+ return;
1142
+ let guid = "";
1143
+ if (ps && typeof ps["guid"] === "string") {
1144
+ guid = ps["guid"];
1145
+ // subemitter MUST be a child of the particle system
1146
+ this.particleSystem = GameObject.findByGuid(guid, gameObject);
1147
+ }
1148
+ if (debug && !(this.particleSystem instanceof ParticleSystem)) {
1149
+ console.warn("Could not find particle system for sub emitter", guid, gameObject, this);
1150
+ }
1151
+ }
1152
+ }
1153
+ function getLocalSimulationScale(system, vec) {
1154
+ vec.set(1, 1, 1);
1155
+ if (system.gameObject.parent && system.localspace) {
1156
+ switch (system.main.scalingMode) {
1157
+ case ParticleSystemScalingMode.Local:
1158
+ vec = getWorldScale(system.gameObject.parent, vec);
1159
+ vec.x = 1 / vec.x;
1160
+ vec.y = 1 / vec.y;
1161
+ vec.z = 1 / vec.z;
1162
+ break;
1163
+ default:
1164
+ if (!system["unsupported_scaling_mode"]) {
1165
+ system["unsupported_scaling_mode"] = true;
1166
+ const msg = "ParticleSystem scale mode " + ParticleSystemScalingMode[system.main.scalingMode] + " is not supported";
1167
+ if (isDevEnvironment())
1168
+ showBalloonWarning(msg);
1169
+ console.warn(msg, system.name, system);
1170
+ }
1171
+ vec = getWorldScale(system.gameObject, vec);
1172
+ break;
1173
+ }
1174
+ }
1175
+ return vec;
1176
+ }
1177
1177
  //# sourceMappingURL=ParticleSystem.js.map