@needle-tools/engine 4.7.0 → 4.7.2-alpha

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 (1074) hide show
  1. package/CHANGELOG.md +3782 -3778
  2. package/LICENSE.md +10 -10
  3. package/README.md +64 -64
  4. package/components.needle.json +1 -1
  5. package/dist/generateMeshBVH.worker-Cdfpaq5W.js +25 -0
  6. package/dist/gltf-progressive-YjtQYFa9.js +1052 -0
  7. package/dist/gltf-progressive-yOP1mp5W.min.js +8 -0
  8. package/dist/gltf-progressive-zdhlW609.umd.cjs +8 -0
  9. package/dist/{needle-engine.bundle-BFsiOavn.min.js → needle-engine.bundle-BhDF-YSv.min.js} +107 -107
  10. package/dist/{needle-engine.bundle-BxOXkBoQ.umd.cjs → needle-engine.bundle-D2myV4E4.umd.cjs} +114 -114
  11. package/dist/{needle-engine.bundle-BodidWhS.js → needle-engine.bundle-gp00DTS4.js} +2932 -2920
  12. package/dist/needle-engine.d.ts +129 -130
  13. package/dist/needle-engine.js +4 -4
  14. package/dist/needle-engine.min.js +1 -1
  15. package/dist/needle-engine.umd.cjs +1 -1
  16. package/dist/{postprocessing-CjW23fio.umd.cjs → postprocessing-8AQTeZsr.umd.cjs} +2 -2
  17. package/dist/{postprocessing-xYQWCHFu.min.js → postprocessing-BDScN9yu.min.js} +2 -2
  18. package/dist/{postprocessing-DYLNOL3W.js → postprocessing-BkxN_08g.js} +3 -3
  19. package/dist/{three-DuDKwKB8.min.js → three-Boa-jOq-.min.js} +33 -33
  20. package/dist/{three-DrqIzZTH.js → three-Bz6X1mrw.js} +4198 -4198
  21. package/dist/{three-B_hneGZr.umd.cjs → three-DMrv-4ar.umd.cjs} +4 -4
  22. package/dist/{three-examples-X3OadjXB.umd.cjs → three-examples-C7ryg8vN.umd.cjs} +3 -3
  23. package/dist/{three-examples-DaDLBuy6.min.js → three-examples-DuVhxqft.min.js} +14 -14
  24. package/dist/{three-examples-B50TT3Iu.js → three-examples-GggCDHv0.js} +5 -5
  25. package/dist/{three-mesh-ui-CxuWt7m-.js → three-mesh-ui-CLNOfsWn.js} +1 -1
  26. package/dist/{three-mesh-ui-B3p3gyUz.min.js → three-mesh-ui-CY6Izc7C.min.js} +1 -1
  27. package/dist/{three-mesh-ui-CQiIQIlA.umd.cjs → three-mesh-ui-CwlN0FUC.umd.cjs} +1 -1
  28. package/dist/{vendor-BmYIgaS1.js → vendor-BSD1RQIh.js} +3 -3
  29. package/dist/{vendor-Cavtu3CP.umd.cjs → vendor-DHr4aqIZ.umd.cjs} +3 -3
  30. package/dist/{vendor-BlSxe9JJ.min.js → vendor-zxXa3Dmr.min.js} +3 -3
  31. package/lib/asap/needle-asap.d.ts +1 -1
  32. package/lib/asap/needle-asap.js +95 -95
  33. package/lib/asap/sessiongranted.d.ts +3 -3
  34. package/lib/asap/sessiongranted.js +65 -65
  35. package/lib/asap/utils.d.ts +1 -1
  36. package/lib/asap/utils.js +3 -3
  37. package/lib/engine/analytics/index.d.ts +6 -6
  38. package/lib/engine/analytics/index.js +12 -12
  39. package/lib/engine/analytics/lcp.d.ts +3 -3
  40. package/lib/engine/analytics/lcp.js +34 -34
  41. package/lib/engine/api.d.ts +82 -82
  42. package/lib/engine/api.js +81 -81
  43. package/lib/engine/assets/index.d.ts +11 -11
  44. package/lib/engine/assets/index.js +47 -47
  45. package/lib/engine/assets/static.d.ts +1 -1
  46. package/lib/engine/assets/static.js +4 -4
  47. package/lib/engine/codegen/register_types.d.ts +1 -1
  48. package/lib/engine/codegen/register_types.js +300 -300
  49. package/lib/engine/debug/debug.d.ts +15 -15
  50. package/lib/engine/debug/debug.js +44 -44
  51. package/lib/engine/debug/debug_console.d.ts +2 -2
  52. package/lib/engine/debug/debug_console.js +307 -307
  53. package/lib/engine/debug/debug_overlay.d.ts +22 -22
  54. package/lib/engine/debug/debug_overlay.js +316 -316
  55. package/lib/engine/debug/debug_spatial_console.d.ts +2 -2
  56. package/lib/engine/debug/debug_spatial_console.js +390 -390
  57. package/lib/engine/debug/index.d.ts +2 -2
  58. package/lib/engine/debug/index.js +2 -2
  59. package/lib/engine/engine_addressables.d.ts +164 -166
  60. package/lib/engine/engine_addressables.js +601 -608
  61. package/lib/engine/engine_addressables.js.map +1 -1
  62. package/lib/engine/engine_animation.d.ts +43 -43
  63. package/lib/engine/engine_animation.js +133 -133
  64. package/lib/engine/engine_application.d.ts +45 -45
  65. package/lib/engine/engine_application.js +104 -104
  66. package/lib/engine/engine_assetdatabase.d.ts +25 -25
  67. package/lib/engine/engine_assetdatabase.js +346 -346
  68. package/lib/engine/engine_audio.d.ts +4 -4
  69. package/lib/engine/engine_audio.js +23 -23
  70. package/lib/engine/engine_camera.d.ts +13 -13
  71. package/lib/engine/engine_camera.js +30 -30
  72. package/lib/engine/engine_components.d.ts +110 -110
  73. package/lib/engine/engine_components.js +374 -374
  74. package/lib/engine/engine_components_internal.d.ts +9 -9
  75. package/lib/engine/engine_components_internal.js +36 -36
  76. package/lib/engine/engine_constants.d.ts +10 -10
  77. package/lib/engine/engine_constants.js +41 -41
  78. package/lib/engine/engine_context.d.ts +475 -475
  79. package/lib/engine/engine_context.js +1673 -1673
  80. package/lib/engine/engine_context_registry.d.ts +71 -71
  81. package/lib/engine/engine_context_registry.js +117 -117
  82. package/lib/engine/engine_coroutine.d.ts +35 -35
  83. package/lib/engine/engine_coroutine.js +52 -52
  84. package/lib/engine/engine_create_objects.d.ts +119 -119
  85. package/lib/engine/engine_create_objects.js +320 -320
  86. package/lib/engine/engine_default_parameters.d.ts +2 -2
  87. package/lib/engine/engine_default_parameters.js +3 -3
  88. package/lib/engine/engine_editor-sync.d.ts +21 -21
  89. package/lib/engine/engine_editor-sync.js +4 -4
  90. package/lib/engine/engine_fileloader.d.ts +2 -2
  91. package/lib/engine/engine_fileloader.js +8 -8
  92. package/lib/engine/engine_gameobject.d.ts +68 -68
  93. package/lib/engine/engine_gameobject.js +619 -619
  94. package/lib/engine/engine_generic_utils.d.ts +1 -1
  95. package/lib/engine/engine_generic_utils.js +13 -13
  96. package/lib/engine/engine_gizmos.d.ts +149 -149
  97. package/lib/engine/engine_gizmos.js +530 -530
  98. package/lib/engine/engine_gltf.d.ts +12 -12
  99. package/lib/engine/engine_gltf.js +15 -15
  100. package/lib/engine/engine_gltf_builtin_components.d.ts +11 -11
  101. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  102. package/lib/engine/engine_hot_reload.d.ts +8 -8
  103. package/lib/engine/engine_hot_reload.js +197 -197
  104. package/lib/engine/engine_input.d.ts +362 -362
  105. package/lib/engine/engine_input.js +1294 -1294
  106. package/lib/engine/engine_input_utils.d.ts +2 -2
  107. package/lib/engine/engine_input_utils.js +22 -22
  108. package/lib/engine/engine_instancing.d.ts +19 -19
  109. package/lib/engine/engine_instancing.js +39 -39
  110. package/lib/engine/engine_license.d.ts +11 -11
  111. package/lib/engine/engine_license.js +369 -369
  112. package/lib/engine/engine_lifecycle_api.d.ts +83 -83
  113. package/lib/engine/engine_lifecycle_api.js +106 -106
  114. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  115. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  116. package/lib/engine/engine_lightdata.d.ts +23 -23
  117. package/lib/engine/engine_lightdata.js +101 -91
  118. package/lib/engine/engine_lightdata.js.map +1 -1
  119. package/lib/engine/engine_loaders.callbacks.d.ts +97 -97
  120. package/lib/engine/engine_loaders.callbacks.js +86 -86
  121. package/lib/engine/engine_loaders.d.ts +48 -48
  122. package/lib/engine/engine_loaders.gltf.d.ts +13 -13
  123. package/lib/engine/engine_loaders.gltf.js +62 -62
  124. package/lib/engine/engine_loaders.js +337 -337
  125. package/lib/engine/engine_lods.d.ts +35 -31
  126. package/lib/engine/engine_lods.js +160 -146
  127. package/lib/engine/engine_lods.js.map +1 -1
  128. package/lib/engine/engine_mainloop_utils.d.ts +32 -32
  129. package/lib/engine/engine_mainloop_utils.js +466 -466
  130. package/lib/engine/engine_math.d.ts +114 -114
  131. package/lib/engine/engine_math.js +247 -247
  132. package/lib/engine/engine_modules.d.ts +36 -36
  133. package/lib/engine/engine_modules.js +85 -85
  134. package/lib/engine/engine_networking.d.ts +260 -260
  135. package/lib/engine/engine_networking.js +764 -764
  136. package/lib/engine/engine_networking_auto.d.ts +24 -24
  137. package/lib/engine/engine_networking_auto.js +310 -310
  138. package/lib/engine/engine_networking_blob.d.ts +48 -48
  139. package/lib/engine/engine_networking_blob.js +228 -228
  140. package/lib/engine/engine_networking_files.d.ts +35 -35
  141. package/lib/engine/engine_networking_files.js +172 -172
  142. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  143. package/lib/engine/engine_networking_files_default_components.js +42 -42
  144. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  145. package/lib/engine/engine_networking_instantiate.js +345 -345
  146. package/lib/engine/engine_networking_peer.d.ts +15 -15
  147. package/lib/engine/engine_networking_peer.js +132 -132
  148. package/lib/engine/engine_networking_streams.d.ts +123 -123
  149. package/lib/engine/engine_networking_streams.js +645 -645
  150. package/lib/engine/engine_networking_types.d.ts +22 -22
  151. package/lib/engine/engine_networking_types.js +7 -7
  152. package/lib/engine/engine_networking_utils.d.ts +2 -2
  153. package/lib/engine/engine_networking_utils.js +20 -20
  154. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  155. package/lib/engine/engine_networking_websocket.js +2 -2
  156. package/lib/engine/engine_patcher.d.ts +10 -10
  157. package/lib/engine/engine_patcher.js +142 -142
  158. package/lib/engine/engine_physics.d.ts +152 -152
  159. package/lib/engine/engine_physics.js +645 -645
  160. package/lib/engine/engine_physics.types.d.ts +40 -40
  161. package/lib/engine/engine_physics.types.js +33 -33
  162. package/lib/engine/engine_physics_rapier.d.ts +147 -147
  163. package/lib/engine/engine_physics_rapier.js +1433 -1433
  164. package/lib/engine/engine_playerview.d.ts +26 -26
  165. package/lib/engine/engine_playerview.js +64 -64
  166. package/lib/engine/engine_scenelighting.d.ts +71 -71
  167. package/lib/engine/engine_scenelighting.js +226 -226
  168. package/lib/engine/engine_serialization.d.ts +3 -3
  169. package/lib/engine/engine_serialization.js +3 -3
  170. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  171. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  172. package/lib/engine/engine_serialization_core.d.ts +94 -94
  173. package/lib/engine/engine_serialization_core.js +607 -607
  174. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  175. package/lib/engine/engine_serialization_decorator.js +66 -66
  176. package/lib/engine/engine_setup.d.ts +1 -1
  177. package/lib/engine/engine_setup.js +2 -2
  178. package/lib/engine/engine_shaders.d.ts +53 -53
  179. package/lib/engine/engine_shaders.js +252 -252
  180. package/lib/engine/engine_shims.d.ts +4 -4
  181. package/lib/engine/engine_shims.js +24 -24
  182. package/lib/engine/engine_test_utils.d.ts +39 -39
  183. package/lib/engine/engine_test_utils.js +83 -83
  184. package/lib/engine/engine_texture.d.ts +28 -28
  185. package/lib/engine/engine_texture.js +64 -64
  186. package/lib/engine/engine_three_utils.d.ts +204 -204
  187. package/lib/engine/engine_three_utils.js +788 -788
  188. package/lib/engine/engine_time.d.ts +51 -51
  189. package/lib/engine/engine_time.js +82 -82
  190. package/lib/engine/engine_time_utils.d.ts +88 -88
  191. package/lib/engine/engine_time_utils.js +215 -215
  192. package/lib/engine/engine_tonemapping.d.ts +6 -6
  193. package/lib/engine/engine_tonemapping.js +197 -197
  194. package/lib/engine/engine_types.d.ts +578 -578
  195. package/lib/engine/engine_types.js +95 -95
  196. package/lib/engine/engine_typestore.d.ts +28 -28
  197. package/lib/engine/engine_typestore.js +55 -55
  198. package/lib/engine/engine_util_decorator.d.ts +13 -13
  199. package/lib/engine/engine_util_decorator.js +116 -116
  200. package/lib/engine/engine_utils.d.ts +248 -248
  201. package/lib/engine/engine_utils.js +1012 -1012
  202. package/lib/engine/engine_utils_format.d.ts +24 -24
  203. package/lib/engine/engine_utils_format.js +239 -239
  204. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  205. package/lib/engine/engine_utils_screenshot.js +522 -522
  206. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  207. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  208. package/lib/engine/engine_xr.d.ts +1 -1
  209. package/lib/engine/engine_xr.js +1 -1
  210. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  211. package/lib/engine/export/gltf/Writers.js +24 -24
  212. package/lib/engine/export/gltf/index.d.ts +11 -11
  213. package/lib/engine/export/gltf/index.js +123 -123
  214. package/lib/engine/export/index.d.ts +2 -2
  215. package/lib/engine/export/index.js +2 -2
  216. package/lib/engine/export/state.d.ts +7 -7
  217. package/lib/engine/export/state.js +17 -17
  218. package/lib/engine/export/utils.d.ts +2 -2
  219. package/lib/engine/export/utils.js +7 -7
  220. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  221. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  222. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  223. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  224. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  225. package/lib/engine/extensions/NEEDLE_components.js +220 -220
  226. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  227. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  228. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  229. package/lib/engine/extensions/NEEDLE_lighting_settings.js +157 -157
  230. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  231. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  232. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  233. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  234. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  235. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  236. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  237. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  238. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  239. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  240. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  241. package/lib/engine/extensions/extension_resolver.js +1 -1
  242. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  243. package/lib/engine/extensions/extension_utils.js +152 -152
  244. package/lib/engine/extensions/extensions.d.ts +32 -32
  245. package/lib/engine/extensions/extensions.js +107 -107
  246. package/lib/engine/extensions/index.d.ts +6 -6
  247. package/lib/engine/extensions/index.js +6 -6
  248. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  249. package/lib/engine/extensions/usage_tracker.js +65 -65
  250. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  251. package/lib/engine/js-extensions/Camera.js +39 -39
  252. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  253. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  254. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  255. package/lib/engine/js-extensions/Layers.js +22 -22
  256. package/lib/engine/js-extensions/Object3D.d.ts +120 -120
  257. package/lib/engine/js-extensions/Object3D.js +136 -136
  258. package/lib/engine/js-extensions/RGBAColor.d.ts +23 -23
  259. package/lib/engine/js-extensions/RGBAColor.js +111 -111
  260. package/lib/engine/js-extensions/Vector.d.ts +3 -3
  261. package/lib/engine/js-extensions/Vector.js +13 -13
  262. package/lib/engine/js-extensions/index.d.ts +5 -5
  263. package/lib/engine/js-extensions/index.js +5 -5
  264. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  265. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +79 -79
  266. package/lib/engine/shaders/shaderData.d.ts +55 -55
  267. package/lib/engine/shaders/shaderData.js +58 -58
  268. package/lib/engine/tests/test_utils.d.ts +2 -2
  269. package/lib/engine/tests/test_utils.js +53 -53
  270. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  271. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  272. package/lib/engine/webcomponents/api.d.ts +5 -5
  273. package/lib/engine/webcomponents/api.js +4 -4
  274. package/lib/engine/webcomponents/buttons.d.ts +51 -51
  275. package/lib/engine/webcomponents/buttons.js +264 -264
  276. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  277. package/lib/engine/webcomponents/fonts.js +32 -32
  278. package/lib/engine/webcomponents/icons.d.ts +9 -9
  279. package/lib/engine/webcomponents/icons.js +52 -52
  280. package/lib/engine/webcomponents/index.d.ts +1 -1
  281. package/lib/engine/webcomponents/index.js +1 -1
  282. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  283. package/lib/engine/webcomponents/logo-element.js +67 -67
  284. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  285. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  286. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +155 -155
  287. package/lib/engine/webcomponents/needle menu/needle-menu.js +1029 -1029
  288. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  289. package/lib/engine/webcomponents/needle-button.js +161 -161
  290. package/lib/engine/webcomponents/needle-engine.ar-overlay.d.ts +21 -21
  291. package/lib/engine/webcomponents/needle-engine.ar-overlay.js +166 -166
  292. package/lib/engine/webcomponents/needle-engine.attributes.d.ts +69 -69
  293. package/lib/engine/webcomponents/needle-engine.attributes.js +1 -1
  294. package/lib/engine/webcomponents/needle-engine.d.ts +116 -116
  295. package/lib/engine/webcomponents/needle-engine.extras.d.ts +6 -6
  296. package/lib/engine/webcomponents/needle-engine.extras.js +13 -13
  297. package/lib/engine/webcomponents/needle-engine.js +821 -821
  298. package/lib/engine/webcomponents/needle-engine.loading.d.ts +44 -44
  299. package/lib/engine/webcomponents/needle-engine.loading.js +341 -341
  300. package/lib/engine/xr/NeedleXRController.d.ts +313 -313
  301. package/lib/engine/xr/NeedleXRController.js +1007 -1007
  302. package/lib/engine/xr/NeedleXRSession.d.ts +340 -340
  303. package/lib/engine/xr/NeedleXRSession.js +1463 -1463
  304. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  305. package/lib/engine/xr/NeedleXRSync.js +188 -188
  306. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  307. package/lib/engine/xr/SceneTransition.js +69 -69
  308. package/lib/engine/xr/TempXRContext.d.ts +34 -34
  309. package/lib/engine/xr/TempXRContext.js +187 -187
  310. package/lib/engine/xr/XRRig.d.ts +7 -7
  311. package/lib/engine/xr/XRRig.js +1 -1
  312. package/lib/engine/xr/api.d.ts +6 -6
  313. package/lib/engine/xr/api.js +6 -6
  314. package/lib/engine/xr/events.d.ts +66 -66
  315. package/lib/engine/xr/events.js +93 -93
  316. package/lib/engine/xr/internal.d.ts +12 -12
  317. package/lib/engine/xr/internal.js +25 -25
  318. package/lib/engine/xr/usdz.d.ts +12 -12
  319. package/lib/engine/xr/usdz.js +29 -29
  320. package/lib/engine/xr/utils.d.ts +11 -11
  321. package/lib/engine/xr/utils.js +34 -34
  322. package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
  323. package/lib/engine-components/AlignmentConstraint.js +39 -39
  324. package/lib/engine-components/Animation.d.ts +156 -156
  325. package/lib/engine-components/Animation.js +508 -508
  326. package/lib/engine-components/AnimationCurve.d.ts +40 -40
  327. package/lib/engine-components/AnimationCurve.js +159 -159
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  1001. package/src/engine-components/ui/Outline.ts +13 -13
  1002. package/src/engine-components/ui/PointerEvents.ts +206 -206
  1003. package/src/engine-components/ui/RaycastUtils.ts +69 -69
  1004. package/src/engine-components/ui/Raycaster.ts +102 -102
  1005. package/src/engine-components/ui/RectTransform.ts +375 -375
  1006. package/src/engine-components/ui/SpatialHtml.ts +79 -79
  1007. package/src/engine-components/ui/Symbols.ts +1 -1
  1008. package/src/engine-components/ui/Text.ts +578 -578
  1009. package/src/engine-components/ui/Utils.ts +113 -113
  1010. package/src/engine-components/utils/EnvironmentScene.ts +245 -245
  1011. package/src/engine-components/utils/LookAt.ts +88 -88
  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 +519 -519
  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
  1071. package/dist/generateMeshBVH.worker-BaNp_Xtp.js +0 -25
  1072. package/dist/gltf-progressive-Bl4okF1b.min.js +0 -8
  1073. package/dist/gltf-progressive-DSpdn0QT.js +0 -1054
  1074. package/dist/gltf-progressive-P8b8a0qY.umd.cjs +0 -8
@@ -1,1288 +1,1288 @@
1
- import { AxesHelper, BackSide, Blending, BufferGeometry, FrontSide, LinearSRGBColorSpace, Material, Matrix4, Mesh, MeshBasicMaterial, MeshStandardMaterial, NormalBlending, Object3D, PlaneGeometry, Quaternion, SpriteMaterial, Texture, Vector3, Vector4 } from "three";
2
- import type { BatchedRenderer, Behavior, BurstParameters, EmissionState, EmitterShape, FunctionColorGenerator, FunctionJSON, FunctionValueGenerator, GeneratorMemory, Particle, ParticleSystemParameters, RecordState, TrailSettings, ValueGenerator } from "three.quarks";
3
- import { BatchedParticleRenderer, ConstantColor, ConstantValue, ParticleSystem as _ParticleSystem, RenderMode, TrailParticle, Vector3 as QVector3, Vector4 as QVector4 } from "three.quarks";
4
-
5
- import { isDevEnvironment, showBalloonWarning } from "../../engine/debug/index.js";
6
- import { Mathf } from "../../engine/engine_math.js";
7
- // https://github.dev/creativelifeform/three-nebula
8
- // import System, { Emitter, Position, Life, SpriteRenderer, Particle, Body, MeshRenderer, } from 'three-nebula.js';
9
- import { serializable } from "../../engine/engine_serialization.js";
10
- import { assign } from "../../engine/engine_serialization_core.js";
11
- import { Context } from "../../engine/engine_setup.js";
12
- import { createFlatTexture } from "../../engine/engine_shaders.js";
13
- import { getTempVector, getWorldPosition, getWorldQuaternion, getWorldScale } from "../../engine/engine_three_utils.js";
14
- import { getParam } from "../../engine/engine_utils.js";
15
- import { NEEDLE_progressive } from "../../engine/extensions/NEEDLE_progressive.js";
16
- import { RGBAColor } from "../../engine/js-extensions/index.js";
17
- import { Behaviour, GameObject } from "../Component.js";
18
- import { ColorBySpeedModule, ColorOverLifetimeModule, EmissionModule, InheritVelocityModule, type IParticleSystem, LimitVelocityOverLifetimeModule, MainModule, MinMaxCurve, MinMaxGradient, NoiseModule, ParticleBurst, ParticleSystemRenderMode, ParticleSystemScalingMode, ParticleSystemSimulationSpace, RotationBySpeedModule, RotationOverLifetimeModule, ShapeModule, SizeBySpeedModule, SizeOverLifetimeModule, TextureSheetAnimationModule, TrailModule, VelocityOverLifetimeModule } from "./ParticleSystemModules.js"
19
- import { ParticleSubEmitter } from "./ParticleSystemSubEmitter.js";
20
-
21
- const debug = getParam("debugparticles");
22
- const suppressProgressiveLoading = getParam("noprogressive");
23
- const debugProgressiveLoading = getParam("debugprogressive");
24
-
25
- export type { Particle as QParticle, Behavior as QParticleBehaviour, TrailParticle as QTrailParticle } from "three.quarks"
26
-
27
- export enum SubEmitterType {
28
- Birth = 0,
29
- Collision = 1,
30
- Death = 2,
31
- Trigger = 3,
32
- Manual = 4,
33
- }
34
-
35
- /** @internal */
36
- export class ParticleSystemRenderer extends Behaviour {
37
-
38
- @serializable()
39
- renderMode?: ParticleSystemRenderMode;
40
-
41
- @serializable(Material)
42
- particleMaterial?: SpriteMaterial | MeshBasicMaterial;
43
-
44
- @serializable(Material)
45
- trailMaterial?: SpriteMaterial | MeshBasicMaterial;
46
-
47
- // @serializable(Mesh)
48
- particleMesh?: Mesh | string;
49
-
50
- @serializable()
51
- maxParticleSize!: number;
52
-
53
- @serializable()
54
- minParticleSize!: number;
55
-
56
- @serializable()
57
- velocityScale?: number;
58
- @serializable()
59
- cameraVelocityScale?: number;
60
- @serializable()
61
- lengthScale?: number;
62
-
63
- start() {
64
- if (this.maxParticleSize !== .5 && this.minParticleSize !== 0) {
65
- if (isDevEnvironment()) {
66
- 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`;
67
- console.warn(msg);
68
- // showBalloonWarning(msg);
69
- }
70
- }
71
-
72
- }
73
-
74
- get transparent(): boolean {
75
- const res = this.particleMaterial?.transparent ?? false;
76
- // console.log(res, this.particleMaterial);
77
- return res;
78
- }
79
-
80
- getMaterial(trailEnabled: boolean = false) {
81
- let material = (trailEnabled === true && this.trailMaterial) ? this.trailMaterial : this.particleMaterial;
82
-
83
- if (material) {
84
-
85
- if (material.type === "MeshStandardMaterial") {
86
- if (debug) console.debug("ParticleSystemRenderer.getMaterial: MeshStandardMaterial detected, converting to MeshBasicMaterial. See https://github.com/Alchemist0823/three.quarks/issues/101");
87
- if ("map" in material && material.map) {
88
- material.map.colorSpace = LinearSRGBColorSpace;
89
- material.map.premultiplyAlpha = false;
90
- }
91
- const newMaterial = new MeshBasicMaterial();
92
- newMaterial.copy(material);
93
- if (trailEnabled) this.trailMaterial = newMaterial;
94
- else this.particleMaterial = newMaterial;
95
- }
96
-
97
-
98
- if (material.map) {
99
- material.map.colorSpace = LinearSRGBColorSpace;
100
- material.map.premultiplyAlpha = false;
101
- }
102
-
103
- if (trailEnabled) {
104
- // the particle material for trails must be DoubleSide or BackSide (since otherwise the trail is invisible)
105
- if (material.side === FrontSide) {
106
- // don't modify the assigned material
107
- material = material.clone();
108
- material.side = BackSide;
109
- if (trailEnabled) this.trailMaterial = material;
110
- else this.particleMaterial = material;
111
- }
112
- }
113
- }
114
-
115
- // progressive load on start
116
- // TODO: figure out how to do this before particle system rendering so we only load textures for visible materials
117
- if (material && !suppressProgressiveLoading && material["_didRequestTextureLOD"] === undefined) {
118
- material["_didRequestTextureLOD"] = 0;
119
- if (debugProgressiveLoading) {
120
- console.log("Load material LOD", material.name);
121
- }
122
- NEEDLE_progressive.assignTextureLOD(material, 0);
123
- }
124
-
125
- return material;
126
- }
127
-
128
- getMesh(_renderMode?: ParticleSystemRenderMode) {
129
- let geo: BufferGeometry | null = null;
130
- if (!geo) {
131
- if (this.particleMesh instanceof Mesh) {
132
- geo = this.particleMesh.geometry;
133
- }
134
- if (geo === null) {
135
- geo = new PlaneGeometry(1, 1);
136
- // Flip UVs horizontally
137
- const uv = geo.attributes.uv;
138
- for (let i = 0; i < uv.count; i++) {
139
- uv.setX(i, 1 - uv.getX(i));
140
- }
141
- }
142
- }
143
-
144
- const res = new Mesh(geo, this.getMaterial());
145
- return res;
146
- }
147
- }
148
-
149
- class MinMaxCurveFunction implements FunctionValueGenerator {
150
-
151
- private _curve: MinMaxCurve;
152
- private _factor: number;
153
-
154
- constructor(curve: MinMaxCurve, factor: number = 1) {
155
- this._curve = curve;
156
- this._factor = factor;
157
- }
158
-
159
- type: "function" = "function";
160
-
161
- startGen(_memory: GeneratorMemory): void {
162
- // ...
163
- }
164
- genValue(_memory: GeneratorMemory, t: number): number {
165
- return this._curve.evaluate(t, Math.random()) * this._factor;
166
- }
167
- toJSON(): FunctionJSON {
168
- throw new Error("Method not implemented.");
169
- }
170
- clone(): FunctionValueGenerator {
171
- throw new Error("Method not implemented.");
172
- }
173
- }
174
-
175
- class MinMaxGradientFunction implements FunctionColorGenerator {
176
-
177
- private _curve: MinMaxGradient;
178
-
179
- constructor(curve: MinMaxGradient) { this._curve = curve; }
180
-
181
- type: "function" = "function";
182
-
183
- startGen(_memory: GeneratorMemory): void {
184
- throw new Error("Method not implemented.");
185
- }
186
- genColor(_memory: GeneratorMemory, color: QVector4, t: number): QVector4 {
187
- const col = this._curve.evaluate(t, Math.random());
188
- // TODO: incoming color should probably be blended?
189
- color.set(col.r, col.g, col.b, "alpha" in col ? col.alpha : 1);
190
- return color;
191
- }
192
- toJSON(): FunctionJSON {
193
- throw new Error("Method not implemented.");
194
- }
195
- clone(): FunctionColorGenerator {
196
- throw new Error("Method not implemented.");
197
- }
198
-
199
- }
200
-
201
- abstract class BaseValueGenerator implements ValueGenerator {
202
-
203
- type: "value" = "value";
204
- toJSON(): FunctionJSON {
205
- throw new Error("Method not implemented.");
206
- }
207
- clone(): ValueGenerator {
208
- throw new Error("Method not implemented.");
209
- }
210
-
211
- startGen(_memory: any): void { }
212
- abstract genValue(): number;
213
-
214
- readonly system: ParticleSystem;
215
-
216
- constructor(system: ParticleSystem) {
217
- this.system = system;
218
- }
219
- }
220
-
221
- class TextureSheetStartFrameGenerator extends BaseValueGenerator {
222
- genValue(): number {
223
- return this.system.textureSheetAnimation.getStartIndex();
224
- }
225
-
226
- }
227
-
228
- class ParticleSystemEmissionOverTime extends BaseValueGenerator {
229
-
230
- private _lastPosition: Vector3 = new Vector3();
231
- private _lastDistance: number = 0;
232
-
233
- update() {
234
- const currentPosition = getWorldPosition(this.system.gameObject);
235
- this._lastDistance = this._lastPosition.distanceTo(currentPosition)
236
- this._lastPosition.copy(currentPosition);
237
- }
238
-
239
- genValue(): number {
240
- if (!this.system.isPlaying) return 0;
241
- if (!this.system.emission.enabled) return 0;
242
- if (this.system.currentParticles >= this.system.maxParticles) return 0;
243
- // emission over time
244
- let emission = this.system.emission.rateOverTime.evaluate(this.system.time / this.system.duration, Math.random());
245
- // if(this.system.currentParticles + emission > this.system.maxParticles)
246
- // emission = (this.system.maxParticles - this.system.currentParticles);
247
- // const res = Mathf.clamp(emission, 0, this.system.maxParticles - this.system.currentParticles);
248
-
249
- if (this.system.deltaTime > 0) {
250
- const distanceEmission = this.system.emission.rateOverDistance.evaluate(this.system.time / this.system.duration, Math.random());
251
- const meterPerSecond = this._lastDistance / this.system.deltaTime;
252
- let distanceEmissionValue = meterPerSecond * distanceEmission;
253
- if (!Number.isFinite(distanceEmissionValue)) distanceEmissionValue = 0;
254
- emission += distanceEmissionValue;
255
- }
256
- const burst = this.system.emission.getBurst();
257
- if (burst > 0)
258
- emission += burst / this.system.deltaTime;
259
-
260
- const maxEmission = (this.system.maxParticles - this.system.currentParticles);
261
- return Mathf.clamp(emission, 0, maxEmission / this.system.deltaTime);
262
- }
263
- }
264
-
265
- class ParticleSystemEmissionOverDistance extends BaseValueGenerator {
266
-
267
- genValue(): number {
268
- if (!this.system.isPlaying) return 0;
269
- // this seems not be called yet
270
- return 0;
271
- // if (this.system.currentParticles >= this.system.maxParticles) return 0;
272
- // const emission = this.system.emission.rateOverDistance.evaluate(this.system.time / this.system.duration, Math.random());
273
- // return emission;
274
- }
275
- }
276
-
277
- export abstract class ParticleSystemBaseBehaviour implements Behavior {
278
-
279
- system!: ParticleSystem;
280
- get context() { return this.system.context; }
281
-
282
- constructor(ps?: ParticleSystem) {
283
- this.type = Object.getPrototypeOf(this).constructor.name || "ParticleSystemBaseBehaviour";
284
- if (ps)
285
- this.system = ps;
286
- }
287
-
288
- type: string;
289
-
290
- initialize(_particle: Particle): void { }
291
- update(_particle: Particle, _delta: number): void { }
292
- frameUpdate(_delta: number): void { }
293
- toJSON() { throw new Error("Method not implemented."); }
294
- clone(): Behavior { throw new Error("Method not implemented."); }
295
- reset() { }
296
- }
297
-
298
- const $startFrame = Symbol("startFrame")
299
- class TextureSheetAnimationBehaviour extends ParticleSystemBaseBehaviour {
300
- type: string = "NeedleTextureSheet"
301
-
302
- // initialize(_particle: Particle): void {
303
- // _particle[$startFrame] = this.system.textureSheetAnimation.getStartIndex();
304
- // }
305
-
306
- update(particle: Particle, _delta: number) {
307
- const sheet = this.system.textureSheetAnimation;
308
- if (sheet.enabled) {
309
- const t01 = particle.age / particle.life;
310
- const index = sheet.evaluate(t01);
311
- if (index !== undefined)
312
- particle.uvTile = index;
313
- }
314
- }
315
-
316
- }
317
-
318
- const $particleRotation = Symbol("particleRotation")
319
-
320
- class RotationBehaviour extends ParticleSystemBaseBehaviour {
321
- type: string = "NeedleRotation"
322
-
323
- initialize(particle: Particle) {
324
- particle[$particleRotation] = Math.random();
325
- }
326
-
327
- update(particle: Particle, delta: number) {
328
- if (particle.rotation === undefined) return;
329
-
330
- const t = particle.age / particle.life;
331
-
332
- if (typeof particle.rotation === "number") {
333
- if (this.system.rotationOverLifetime.enabled) {
334
- particle.rotation += this.system.rotationOverLifetime.evaluate(t, particle[$particleRotation]) * delta;
335
- }
336
- else {
337
- if (this.system.renderer.renderMode === ParticleSystemRenderMode.Billboard)
338
- particle.rotation = Math.PI;
339
- }
340
-
341
- if (this.system.rotationBySpeed.enabled) {
342
- const speed = particle.velocity.length();
343
- particle.rotation += this.system.rotationBySpeed.evaluate(t, speed) * delta;
344
- }
345
- }
346
- else {
347
- // const quat = particle.rotation as Quaternion;
348
- // TODO: implement rotation by speed for quaternions
349
- }
350
- }
351
- }
352
-
353
- const $sizeLerpFactor = Symbol("sizeLerpFactor");
354
- const localScaleVec3 = new Vector3();
355
- class SizeBehaviour extends ParticleSystemBaseBehaviour {
356
-
357
- type: string = "NeedleSize";
358
-
359
- private _minSize = 0;
360
- private _maxSize = 1;
361
-
362
- initialize(particle: Particle) {
363
- particle[$sizeLerpFactor] = Math.random();
364
- this._minSize = this.system.renderer.minParticleSize;
365
- this._maxSize = this.system.renderer.maxParticleSize;
366
- }
367
-
368
- update(particle: Particle, _delta: number): void {
369
- const age01 = particle.age / particle.life;
370
- let size = 1;
371
- if (this.system.sizeOverLifetime.enabled)
372
- size *= this.system.sizeOverLifetime.evaluate(age01, undefined, particle[$sizeLerpFactor]).x;
373
- let scaleFactor = 1;
374
- if (this.system.renderer.renderMode !== ParticleSystemRenderMode.Mesh)
375
- scaleFactor = this.system.worldScale.x / this.system.cameraScale;
376
-
377
- const newSize = getTempVector(particle.startSize).multiplyScalar(size * scaleFactor);
378
- particle.size.set(newSize.x, newSize.y, newSize.z);
379
- if (this.system.localspace) {
380
- const scale = getLocalSimulationScale(this.system, localScaleVec3);
381
- particle.size.x *= scale.x;
382
- particle.size.y *= scale.y;
383
- particle.size.z *= scale.z;
384
- }
385
- // in Unity this is viewport size, we don't really support this yet (and the renderer is logging a warning)
386
- // so for now it's disabled again
387
- // particle.size = Mathf.clamp(particle.size, this._minSize, this._maxSize);
388
- }
389
- }
390
-
391
- export const $particleLife = Symbol("particleLife");
392
- const $trailLifetime = Symbol("trailLifetime");
393
- const $trailStartLength = Symbol("trailStartLength");
394
- const $trailWidthRandom = Symbol("trailWidthRandom");
395
-
396
- class TrailBehaviour extends ParticleSystemBaseBehaviour {
397
- type: string = "NeedleTrail";
398
-
399
- initialize(particle: Particle) {
400
- if (particle instanceof TrailParticle) {
401
- particle[$particleLife] = particle.life;
402
- if (this.system.trails.enabled && this.system.trails.dieWithParticles === false) {
403
- particle[$trailLifetime] = this.system.trails.lifetime.evaluate(Math.random(), Math.random());
404
- particle.life += particle[$trailLifetime];
405
- }
406
- particle[$trailStartLength] = particle.length;
407
- particle[$trailWidthRandom] = Math.random();
408
- }
409
-
410
- }
411
-
412
- update(particle: Particle) {
413
- if (this.system.trails?.enabled && particle instanceof TrailParticle) {
414
- const trailParticle = particle as TrailParticle;
415
- const age01 = particle.age / particle[$particleLife];
416
- const iter = particle.previous.values();
417
- const length = particle.previous.length;
418
- // const maxAge = this.system.trails.lifetime.
419
- for (let i = 0; i < length; i++) {
420
- const cur = iter.next();
421
- const state = cur.value as RecordState;
422
- const pos01 = 1 - (i / (length - 1));
423
- const size = particle.size;
424
- if (size.x <= 0 && !this.system.trails.sizeAffectsWidth) {
425
- // Not sure where we get to 100* from, tested in SOC trong com
426
- const newSize = 20 * this.system.trails.widthOverTrail.evaluate(.5, trailParticle[$trailWidthRandom]);
427
- size.x = newSize;
428
- size.y = newSize;
429
- size.z = newSize;
430
- }
431
- state.size = this.system.trails.getWidth(size.x, age01, pos01, trailParticle[$trailWidthRandom]);
432
- state.color.copy(particle.color);
433
- this.system.trails.getColor(state.color, age01, pos01);
434
- }
435
-
436
- // particle.life = particle.age + .1;
437
- if (particle.age > particle[$particleLife]) {
438
- particle.velocity.set(0, 0, 0);
439
- const t = (particle.age - particle[$particleLife]) / particle[$trailLifetime];
440
- trailParticle.length = Mathf.lerp(particle[$trailStartLength], 0, t);
441
- }
442
- }
443
- }
444
- }
445
-
446
- const $startVelocity = Symbol("startVelocity");
447
- const $gravityFactor = Symbol("gravityModifier");
448
- const $gravitySpeed = Symbol("gravitySpeed");
449
- const $velocityLerpFactor = Symbol("velocity lerp factor");
450
- const temp3 = new Vector3();
451
- const temp4 = new Quaternion();
452
-
453
- class VelocityBehaviour extends ParticleSystemBaseBehaviour {
454
- type: string = "NeedleVelocity";
455
-
456
- private _gravityDirection = new Vector3();
457
-
458
- initialize(particle: Particle): void {
459
- const simulationSpeed = this.system.main.simulationSpeed;
460
-
461
- particle.startSpeed = this.system.main.startSpeed.evaluate(Math.random(), Math.random());
462
- const dir = this.system.shape.getDirection(particle, particle.position);
463
- particle.velocity.x = dir.x * particle.startSpeed;
464
- particle.velocity.y = dir.y * particle.startSpeed;
465
- particle.velocity.z = dir.z * particle.startSpeed;
466
- if (this.system.inheritVelocity?.enabled) {
467
- this.system.inheritVelocity.applyInitial(particle.velocity);
468
- }
469
- if (!particle[$startVelocity]) particle[$startVelocity] = particle.velocity.clone();
470
- else particle[$startVelocity].copy(particle.velocity);
471
-
472
- const gravityFactor = this.system.main.gravityModifier.evaluate(Math.random(), Math.random());
473
- particle[$gravityFactor] = gravityFactor * simulationSpeed;
474
- particle[$gravitySpeed] = gravityFactor * simulationSpeed * .5
475
-
476
- particle[$velocityLerpFactor] = Math.random();
477
- this.system.velocityOverLifetime?.init(particle);
478
-
479
- this._gravityDirection.set(0, -1, 0);
480
- if (this.system.main.simulationSpace === ParticleSystemSimulationSpace.Local)
481
- this._gravityDirection.applyQuaternion(this.system.worldQuaternionInverted).normalize();
482
- }
483
-
484
- update(particle: Particle, delta: number): void {
485
-
486
- //////////////////////
487
- // calculate speed
488
- const baseVelocity = particle[$startVelocity];
489
- const gravityFactor = particle[$gravityFactor];
490
- if (gravityFactor !== 0) {
491
- const factor = gravityFactor * particle[$gravitySpeed];
492
- temp3.copy(this._gravityDirection).multiplyScalar(factor);
493
- particle[$gravitySpeed] += delta * .05;
494
- baseVelocity.add(temp3);
495
- }
496
- particle.velocity.copy(baseVelocity);
497
-
498
-
499
- const t01 = particle.age / particle.life;
500
-
501
- if (this.system.inheritVelocity?.enabled) {
502
- this.system.inheritVelocity.applyCurrent(particle.velocity, t01, particle[$velocityLerpFactor]);
503
- }
504
-
505
- const noise = this.system.noise;
506
- if (noise.enabled) {
507
- noise.apply(0, particle.position, particle.velocity, delta, particle.age, particle.life);
508
- }
509
-
510
- //////////////////////
511
- // evaluate by speed modules
512
- const sizeBySpeed = this.system.sizeBySpeed;
513
- if (sizeBySpeed?.enabled) {
514
- particle.size = sizeBySpeed.evaluate(particle.velocity, t01, particle[$velocityLerpFactor], particle.size);
515
- }
516
-
517
- const colorBySpeed = this.system.colorBySpeed;
518
- if (colorBySpeed?.enabled) {
519
- colorBySpeed.evaluate(particle.velocity, particle[$velocityLerpFactor], particle.color);
520
- }
521
-
522
- //////////////////////
523
- // limit or modify speed
524
- const velocity = this.system.velocityOverLifetime;
525
- if (velocity.enabled) {
526
- velocity.apply(particle, 0, particle.position, particle.velocity, delta, particle.age, particle.life);
527
- }
528
-
529
- const limitVelocityOverLifetime = this.system.limitVelocityOverLifetime;
530
- if (limitVelocityOverLifetime.enabled) {
531
- // const factor = this.system.worldScale.x;
532
- limitVelocityOverLifetime.apply(particle.position, baseVelocity, particle.velocity, particle.size, t01, delta, 1);
533
- }
534
-
535
- if (this.system.worldspace) {
536
- const ws = this.system.worldScale;
537
- particle.velocity.x *= ws.x;
538
- particle.velocity.y *= ws.y;
539
- particle.velocity.z *= ws.z;
540
- }
541
- }
542
- }
543
-
544
- const $colorLerpFactor = Symbol("colorLerpFactor");
545
- const tempColor = new RGBAColor(1, 1, 1, 1);
546
- const col = new RGBAColor(1, 1, 1, 1);
547
- class ColorBehaviour extends ParticleSystemBaseBehaviour {
548
- type: string = "NeedleColor";
549
-
550
- initialize(_particle: Particle): void {
551
- }
552
-
553
- private _init(particle: Particle) {
554
- const materialColor = this.system.renderer.particleMaterial;
555
- col.copy(this.system.main.startColor.evaluate(Math.random()));
556
- if (materialColor?.color) {
557
- tempColor.copy(materialColor.color);
558
- col.multiply(tempColor)
559
- }
560
- col.convertLinearToSRGB();
561
- particle.startColor.set(col.r, col.g, col.b, col.alpha);
562
- particle.color.copy(particle.startColor);
563
- particle[$colorLerpFactor] = Math.random();
564
- }
565
-
566
- update(particle: Particle, _delta: number): void {
567
- if (particle.age === 0)
568
- this._init(particle);
569
- if (this.system.colorOverLifetime.enabled) {
570
- const t = particle.age / particle.life;
571
- const col = this.system.colorOverLifetime.color.evaluate(t, particle[$colorLerpFactor]);
572
- particle.color.set(col.r, col.g, col.b, "alpha" in col ? col.alpha : 1).multiply(particle.startColor);
573
- }
574
- else {
575
- particle.color.copy(particle.startColor);
576
- }
577
- }
578
- }
579
-
580
- class ParticleSystemInterface implements ParticleSystemParameters {
581
-
582
- private readonly system: ParticleSystem;
583
- private readonly emission: ParticleSystemEmissionOverTime;
584
- private get anim(): TextureSheetAnimationModule {
585
- return this.system.textureSheetAnimation;
586
- }
587
-
588
- constructor(system: ParticleSystem) {
589
- this.system = system;
590
- this.emission = new ParticleSystemEmissionOverTime(this.system);
591
- }
592
-
593
- get prewarm() { return false; } // force disable three.quark prewarm, we have our own!
594
- get material() { return this.system.renderer.getMaterial(this.system.trails.enabled) as Material; }
595
- get layers() { return this.system.gameObject.layers; }
596
-
597
- update() {
598
- this.emission.update();
599
- }
600
-
601
- autoDestroy?: boolean | undefined;
602
- get looping() { return this.system.main.loop; }
603
- get duration() { return this.system.duration; }
604
- get shape(): EmitterShape { return this.system.shape as unknown as EmitterShape; }
605
- get startLife() { return new MinMaxCurveFunction(this.system.main.startLifetime); }
606
- get startSpeed() { return new MinMaxCurveFunction(this.system.main.startSpeed); }
607
- get startRotation() { return new MinMaxCurveFunction(this.system.main.startRotation); }
608
- get startSize() { return new MinMaxCurveFunction(this.system.main.startSize); }
609
- startLength?: ValueGenerator | FunctionValueGenerator | undefined; /** start length is for trails */
610
- get startColor() { return new ConstantColor(new QVector4(1, 1, 1, 1)); }
611
- get emissionOverTime() { return this.emission; }
612
- /** this is not supported yet */
613
- get emissionOverDistance() { return new ParticleSystemEmissionOverDistance(this.system); }
614
- /** not used - burst is controled via emissionOverTime */
615
- emissionBursts?: BurstParameters[] | undefined;
616
- onlyUsedByOther?: boolean | undefined;
617
- readonly behaviors: Behavior[] = [];
618
- get instancingGeometry() {
619
- return this.system.renderer.getMesh(this.system.renderer.renderMode).geometry;
620
- }
621
- get renderMode() {
622
- if (this.system.trails["enabled"] === true) {
623
- return RenderMode.Trail;
624
- }
625
- switch (this.system.renderer.renderMode) {
626
- case ParticleSystemRenderMode.Billboard: return RenderMode.BillBoard;
627
- case ParticleSystemRenderMode.Stretch: return RenderMode.StretchedBillBoard;
628
- case ParticleSystemRenderMode.HorizontalBillboard: return RenderMode.HorizontalBillBoard;
629
- case ParticleSystemRenderMode.VerticalBillboard: return RenderMode.VerticalBillBoard;
630
- case ParticleSystemRenderMode.Mesh: return RenderMode.Mesh;
631
- }
632
- return RenderMode.BillBoard;
633
- }
634
- rendererEmitterSettings: TrailSettings = {
635
- startLength: new ConstantValue(220),
636
- followLocalOrigin: false,
637
- };
638
- get speedFactor() {
639
- let factor = this.system.main.simulationSpeed;
640
- if (this.system.renderer?.renderMode === ParticleSystemRenderMode.Stretch) {
641
- factor *= this.system.renderer.velocityScale ?? 1;
642
- }
643
- return factor;
644
- }
645
- private flatWhiteTexture?: Texture;
646
- private clonedTexture: { original?: Texture, clone?: Texture } = { original: undefined, clone: undefined };
647
- get texture(): Texture {
648
- const mat = this.material;
649
- if (mat && mat["map"]) {
650
- const original = mat["map"]! as Texture;
651
- // cache the last original one so we're not creating tons of clones
652
- if (this.clonedTexture.original !== original || !this.clonedTexture.clone) {
653
- const tex = original.clone();
654
- tex.premultiplyAlpha = false;
655
- tex.colorSpace = LinearSRGBColorSpace;
656
- this.clonedTexture.original = original;
657
- this.clonedTexture.clone = tex;
658
- }
659
- return this.clonedTexture.clone;
660
- }
661
- if (!this.flatWhiteTexture)
662
- this.flatWhiteTexture = createFlatTexture(new RGBAColor(1, 1, 1, 1), 1)
663
- return this.flatWhiteTexture;
664
- }
665
- get startTileIndex() { return new TextureSheetStartFrameGenerator(this.system); }
666
- get uTileCount() { return this.anim.enabled ? this.anim?.numTilesX : undefined }
667
- get vTileCount() { return this.anim.enabled ? this.anim?.numTilesY : undefined }
668
- get renderOrder() { return 1; }
669
- get blending(): Blending { return this.system.renderer.particleMaterial?.blending ?? NormalBlending; }
670
- get transparent() { return this.system.renderer.transparent; }
671
- get worldSpace() { return this.system.main.simulationSpace === ParticleSystemSimulationSpace.World; }
672
-
673
- }
674
-
675
- class ParticlesEmissionState implements EmissionState {
676
- burstParticleIndex: number = 0;
677
- burstParticleCount: number = 0;
678
- isBursting: boolean = false;
679
- travelDistance: number = 0;
680
- previousWorldPos?: QVector3 | undefined;
681
-
682
- burstIndex: number = 0;
683
- burstWaveIndex: number = 0;
684
- time: number = 0;
685
- waitEmiting: number = 0;
686
- }
687
-
688
- /**
689
- * The ParticleSystem component efficiently handles the motion and rendering of many individual particles.
690
- *
691
- * 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.
692
- *
693
- * Needle Engine uses [three.quarks](https://github.com/Alchemist0823/three.quarks) under the hood to handle particles.
694
- *
695
- * @category Rendering
696
- * @group Components
697
- */
698
- export class ParticleSystem extends Behaviour implements IParticleSystem {
699
-
700
- play(includeChildren: boolean = false) {
701
- if (includeChildren) {
702
- GameObject.foreachComponent(this.gameObject, comp => {
703
- if (comp instanceof ParticleSystem && comp !== this) {
704
- comp.play(false);
705
- }
706
- }, true)
707
- }
708
-
709
- this._isPlaying = true;
710
-
711
- // https://github.com/Alchemist0823/three.quarks/pull/35
712
- if (this._particleSystem) {
713
- this._particleSystem["emissionState"].time = 0;
714
- this._particleSystem["emitEnded"] = false;
715
- }
716
- this.emission?.reset();
717
- }
718
-
719
- pause(includeChildren = true) {
720
- if (includeChildren) {
721
- GameObject.foreachComponent(this.gameObject, comp => {
722
- if (comp instanceof ParticleSystem && comp !== this) {
723
- comp.pause(false);
724
- }
725
- }, true)
726
- }
727
- this._isPlaying = false;
728
- }
729
-
730
- /** clear=true removes all emitted particles */
731
- stop(includeChildren = true, clear: boolean = false) {
732
- if (includeChildren) {
733
- GameObject.foreachComponent(this.gameObject, comp => {
734
- if (comp instanceof ParticleSystem && comp !== this) {
735
- comp.stop(false, clear);
736
- }
737
- }, true)
738
- }
739
- this._isPlaying = false;
740
- this._time = 0;
741
- if (clear) this.reset();
742
- }
743
-
744
- /** remove emitted particles and reset time */
745
- reset() {
746
- this._time = 0;
747
- if (this._particleSystem) {
748
- this._particleSystem.particleNum = 0;
749
- this._particleSystem["emissionState"].time = 0;
750
- this._particleSystem["emitEnded"] = false;
751
- this.emission?.reset();
752
- }
753
- }
754
-
755
- private _state?: ParticlesEmissionState;
756
- emit(count: number) {
757
- if (this._particleSystem) {
758
- // we need to call update the matrices etc e.g. if we call emit from a physics callback
759
- this.onUpdate();
760
- count = Math.min(count, this.maxParticles - this.currentParticles);
761
- if (!this._state) this._state = new ParticlesEmissionState();
762
- this._state.waitEmiting = count;
763
- this._state.time = 0;
764
- const emitEndedState = this._particleSystem["emitEnded"];
765
- this._particleSystem["emitEnded"] = false;
766
- this._particleSystem.emit(this.deltaTime, this._state, this._particleSystem.emitter.matrixWorld as any);
767
- this._particleSystem["emitEnded"] = emitEndedState;
768
- }
769
- }
770
-
771
- get playOnAwake(): boolean {
772
- return this.main.playOnAwake;
773
- }
774
- set playOnAwake(val: boolean) {
775
- this.main.playOnAwake = val;
776
- }
777
-
778
- @serializable(ColorOverLifetimeModule)
779
- readonly colorOverLifetime!: ColorOverLifetimeModule;
780
-
781
- @serializable(MainModule)
782
- readonly main!: MainModule;
783
-
784
- @serializable(EmissionModule)
785
- readonly emission!: EmissionModule;
786
-
787
- @serializable(SizeOverLifetimeModule)
788
- readonly sizeOverLifetime!: SizeOverLifetimeModule;
789
-
790
- @serializable(ShapeModule)
791
- readonly shape!: ShapeModule;
792
-
793
- @serializable(NoiseModule)
794
- readonly noise!: NoiseModule;
795
-
796
- @serializable(TrailModule)
797
- readonly trails!: TrailModule;
798
-
799
- @serializable(VelocityOverLifetimeModule)
800
- readonly velocityOverLifetime!: VelocityOverLifetimeModule;
801
-
802
- @serializable(LimitVelocityOverLifetimeModule)
803
- readonly limitVelocityOverLifetime!: LimitVelocityOverLifetimeModule;
804
-
805
- @serializable(InheritVelocityModule)
806
- inheritVelocity!: InheritVelocityModule;
807
-
808
- @serializable(ColorBySpeedModule)
809
- readonly colorBySpeed!: ColorBySpeedModule;
810
-
811
- @serializable(TextureSheetAnimationModule)
812
- readonly textureSheetAnimation!: TextureSheetAnimationModule;
813
-
814
- @serializable(RotationOverLifetimeModule)
815
- readonly rotationOverLifetime!: RotationOverLifetimeModule;
816
-
817
- @serializable(RotationBySpeedModule)
818
- readonly rotationBySpeed!: RotationBySpeedModule;
819
-
820
- @serializable(SizeBySpeedModule)
821
- readonly sizeBySpeed!: SizeBySpeedModule;
822
-
823
- get renderer(): ParticleSystemRenderer {
824
- return this._renderer;
825
- }
826
-
827
- get isPlaying() { return this._isPlaying; }
828
-
829
- get currentParticles() {
830
- return this._particleSystem?.particleNum ?? 0;
831
- }
832
- get maxParticles() {
833
- return this.main.maxParticles;
834
- }
835
- get time() {
836
- return this._time;
837
- }
838
- get duration() {
839
- return this.main.duration;
840
- }
841
- get deltaTime() {
842
- return this.context.time.deltaTime * this.main.simulationSpeed;
843
- }
844
- get scale() {
845
- return this.gameObject.scale.x;
846
- }
847
- get cameraScale(): number {
848
- return this._cameraScale;
849
- }
850
- private _cameraScale: number = 1;
851
-
852
- get container(): Object3D {
853
- return this._container!;
854
- }
855
-
856
- get worldspace() {
857
- return this.main.simulationSpace === ParticleSystemSimulationSpace.World;
858
- }
859
- get localspace() {
860
- return this.main.simulationSpace === ParticleSystemSimulationSpace.Local;
861
- }
862
-
863
- private __worldQuaternion = new Quaternion();
864
- get worldQuaternion(): Quaternion {
865
- return this.__worldQuaternion;
866
- }
867
- private _worldQuaternionInverted = new Quaternion();
868
- get worldQuaternionInverted(): Quaternion {
869
- return this._worldQuaternionInverted;
870
- }
871
- private _worldScale = new Vector3();
872
- get worldScale(): Vector3 {
873
- return this._worldScale;
874
- }
875
-
876
- private _worldPositionFrame: number = -1;
877
- private _worldPos: Vector3 = new Vector3();
878
- get worldPos(): Vector3 {
879
- if (this._worldPositionFrame !== this.context.time.frame) {
880
- this._worldPositionFrame = this.context.time.frame;
881
- getWorldPosition(this.gameObject, this._worldPos);
882
- }
883
- return this._worldPos;
884
- }
885
-
886
- get matrixWorld(): Matrix4 {
887
- return this._container.matrixWorld;
888
- }
889
-
890
- get isSubsystem() {
891
- return this._isUsedAsSubsystem;
892
- }
893
-
894
- /** Add a custom quarks behaviour to the particle system.
895
- * You can add a quarks.Behaviour type or derive from {@link ParticleSystemBaseBehaviour}
896
- * @link https://github.com/Alchemist0823/three.quarks
897
- * @example
898
- * ```typescript
899
- * class MyBehaviour extends ParticleSystemBaseBehaviour {
900
- * initialize(particle: Particle) {
901
- * // initialize the particle
902
- * }
903
- * update(particle: Particle, delta: number) {
904
- * // do something with the particle
905
- * }
906
- * }
907
- *
908
- * const system = gameObject.getComponent(ParticleSystem);
909
- * system.addBehaviour(new MyBehaviour());
910
- * ```
911
- */
912
- addBehaviour(particleSystemBehaviour: Behavior | ParticleSystemBaseBehaviour): boolean {
913
- if (!this._particleSystem) {
914
- return false;
915
- }
916
- if (particleSystemBehaviour instanceof ParticleSystemBaseBehaviour) {
917
- particleSystemBehaviour.system = this;
918
- }
919
- if (debug) console.debug("Add custom ParticleSystem Behaviour", particleSystemBehaviour);
920
- this._particleSystem.addBehavior(particleSystemBehaviour);
921
- return true;
922
- }
923
- /** Remove a custom quarks behaviour from the particle system. **/
924
- removeBehaviour(particleSystemBehaviour: Behavior | ParticleSystemBaseBehaviour): boolean {
925
- if (!this._particleSystem) {
926
- return false;
927
- }
928
- const behaviours = this._particleSystem.behaviors;
929
- const index = behaviours.indexOf(particleSystemBehaviour);
930
- if (index !== -1) {
931
- if (isDevEnvironment() || debug) console.debug("Remove custom ParticleSystem Behaviour", index, particleSystemBehaviour);
932
- behaviours.splice(index, 1);
933
- return true;
934
- }
935
- return true;
936
- }
937
- /** Removes all behaviours from the particle system
938
- * **Note:** this will also remove the default behaviours like SizeBehaviour, ColorBehaviour etc.
939
- */
940
- removeAllBehaviours() {
941
- if (!this._particleSystem) {
942
- return false;
943
- }
944
- this._particleSystem.behaviors.length = 0;
945
- return true;
946
- }
947
- /** Get the underlying three.quarks particle system behaviours. This can be used to fully customize the behaviour of the particles. */
948
- get behaviours(): Behavior[] | null {
949
- if (!this._particleSystem) return null;
950
- return this._particleSystem.behaviors;
951
- }
952
- /** Get access to the underlying quarks particle system if you need more control
953
- * @link https://github.com/Alchemist0823/three.quarks
954
- */
955
- get particleSystem(): _ParticleSystem | null {
956
- return this._particleSystem ?? null;
957
- }
958
-
959
- private _renderer!: ParticleSystemRenderer;
960
- private _batchSystem?: BatchedRenderer;
961
- private _particleSystem?: _ParticleSystem;
962
- private _interface!: ParticleSystemInterface;
963
-
964
- // private _system!: System;
965
- // private _emitter: Emitter;
966
- // private _size!: SizeBehaviour;
967
- private _container!: Object3D;
968
- private _time: number = 0;
969
- private _isPlaying: boolean = true;
970
- private _isUsedAsSubsystem: boolean = false;
971
- private _didPreWarm: boolean = false;
972
-
973
- /** called from deserialization */
974
- private set bursts(arr: ParticleBurst[]) {
975
- for (let i = 0; i < arr.length; i++) {
976
- const burst = arr[i];
977
- if ((burst instanceof ParticleBurst) === false) {
978
- const instance = new ParticleBurst();
979
- assign(instance, burst);
980
- arr[i] = instance;
981
- }
982
- }
983
- this._bursts = arr;
984
- }
985
- private _bursts?: ParticleBurst[];
986
-
987
- /** called from deserialization */
988
- private set subEmitterSystems(arr: SubEmitterSystem[]) {
989
- for (let i = 0; i < arr.length; i++) {
990
- const sub = arr[i];
991
- if ((sub instanceof SubEmitterSystem) === false) {
992
- const instance = new SubEmitterSystem();
993
- assign(instance, sub);
994
- arr[i] = instance;
995
- }
996
- }
997
- if (debug && arr.length > 0) {
998
- console.log("SubEmitters: ", arr, this)
999
- }
1000
- this._subEmitterSystems = arr;
1001
- }
1002
- private _subEmitterSystems?: SubEmitterSystem[];
1003
-
1004
- /** @internal */
1005
- onAfterDeserialize(_) {
1006
- // doing this here to get a chance to resolve the subemitter guid
1007
- if (this._subEmitterSystems && Array.isArray(this._subEmitterSystems)) {
1008
- for (const sub of this._subEmitterSystems) {
1009
- sub._deserialize(this.context, this.gameObject);
1010
- }
1011
- }
1012
- }
1013
-
1014
- /** @internal */
1015
- awake(): void {
1016
- this._worldPositionFrame = -1;
1017
-
1018
- this._renderer = this.gameObject.getComponent(ParticleSystemRenderer) as ParticleSystemRenderer;
1019
-
1020
- if (!this.main) {
1021
- throw new Error("Not Supported: ParticleSystem needs a serialized MainModule. Creating new particle systems at runtime is currently not supported.");
1022
- }
1023
-
1024
- this._container = new Object3D();
1025
- this._container.matrixAutoUpdate = false;
1026
- // if (this.main.simulationSpace == ParticleSystemSimulationSpace.Local) {
1027
- // this.gameObject.add(this._container);
1028
- // }
1029
- // else
1030
- {
1031
- this.context.scene.add(this._container);
1032
- }
1033
- // else this._container = this.context.scene;
1034
-
1035
- this._batchSystem = new BatchedParticleRenderer();
1036
- this._batchSystem.name = this.gameObject.name;
1037
- this._container.add(this._batchSystem);
1038
- this._interface = new ParticleSystemInterface(this);
1039
- this._particleSystem = new _ParticleSystem(this._interface);
1040
- this._particleSystem.addBehavior(new SizeBehaviour(this));
1041
- this._particleSystem.addBehavior(new ColorBehaviour(this));
1042
- this._particleSystem.addBehavior(new TextureSheetAnimationBehaviour(this));
1043
- this._particleSystem.addBehavior(new RotationBehaviour(this));
1044
- this._particleSystem.addBehavior(new VelocityBehaviour(this));
1045
- this._particleSystem.addBehavior(new TrailBehaviour(this));
1046
- this._batchSystem.addSystem(this._particleSystem);
1047
-
1048
- const emitter = this._particleSystem.emitter;
1049
- this.context.scene.add(emitter);
1050
-
1051
- if (this.inheritVelocity.system && this.inheritVelocity.system !== this) {
1052
- this.inheritVelocity = this.inheritVelocity.clone();
1053
- }
1054
- this.inheritVelocity.awake(this);
1055
-
1056
-
1057
- if (debug) {
1058
- console.log(this);
1059
- this.gameObject.add(new AxesHelper(1))
1060
- }
1061
- }
1062
-
1063
- /** @internal */
1064
- start() {
1065
- this.addSubParticleSystems();
1066
- this.updateLayers();
1067
-
1068
- if (this.renderer.particleMesh instanceof Mesh && this._interface.renderMode == RenderMode.Mesh) {
1069
- NEEDLE_progressive.assignMeshLOD(this.renderer.particleMesh, 0).then(geo => {
1070
- if (geo && this.particleSystem && this._interface.renderMode == RenderMode.Mesh) {
1071
- this.particleSystem.instancingGeometry = geo;
1072
- }
1073
- });
1074
- }
1075
- }
1076
-
1077
- /** @internal */
1078
- onDestroy(): void {
1079
- this._container?.removeFromParent();
1080
- this._batchSystem?.removeFromParent();
1081
- this._particleSystem?.emitter.removeFromParent();
1082
- this._particleSystem?.dispose();
1083
- }
1084
-
1085
- /** @internal */
1086
- onEnable() {
1087
- if (!this.main) return;
1088
- if (this.inheritVelocity)
1089
- this.inheritVelocity.system = this;
1090
- if (this._batchSystem)
1091
- this._batchSystem.visible = true;
1092
- if (this.playOnAwake)
1093
- this.play();
1094
- this._isPlaying = this.playOnAwake;
1095
- }
1096
-
1097
- onDisable() {
1098
- if (this._batchSystem)
1099
- this._batchSystem.visible = false;
1100
- }
1101
-
1102
- /** @internal */
1103
- onBeforeRender() {
1104
- if (!this.main) return;
1105
- if (this._didPreWarm === false && this.main?.prewarm === true) {
1106
- this._didPreWarm = true;
1107
- this.preWarm();
1108
- }
1109
- this.onUpdate();
1110
- this.onSimulate(this.deltaTime);
1111
- }
1112
-
1113
- private preWarm() {
1114
- if (!this.emission?.enabled) return;
1115
- const emission = this.emission.rateOverTime.getMax();
1116
- if (emission <= 0) return;
1117
- const dt = 1 / 60;
1118
- const duration = this.main.duration;
1119
- const lifetime = this.main.startLifetime.getMax();
1120
- const maxDurationToPrewarm = 1000;
1121
- const timeToSimulate = Math.min(Math.max(duration, lifetime) / Math.max(.01, this.main.simulationSpeed), maxDurationToPrewarm);
1122
- const framesToSimulate = Math.ceil(timeToSimulate / dt);
1123
- const startTime = Date.now();
1124
- if (debug)
1125
- console.log(`Particles ${this.name} - Prewarm for ${framesToSimulate} frames (${timeToSimulate} sec). Duration: ${duration}, Lifetime: ${lifetime}`);
1126
- for (let i = 0; i < framesToSimulate; i++) {
1127
- if (this.currentParticles >= this.maxParticles) break;
1128
- const timePassed = Date.now() - startTime;
1129
- if (timePassed > 2000) {
1130
- console.warn(`Particles ${this.name} - Prewarm took too long. Aborting: ${timePassed}`);
1131
- break;
1132
- }
1133
- this.onUpdate();
1134
- this.onSimulate(dt);
1135
- }
1136
- }
1137
-
1138
- private _lastBatchesCount = -1;
1139
- private onSimulate(dt: number) {
1140
- if (this._batchSystem) {
1141
- let needsUpdate = this.context.time.frameCount % 60 === 0;
1142
- if (this._lastBatchesCount !== this._batchSystem.batches.length) {
1143
- this._lastBatchesCount = this._batchSystem.batches.length;
1144
- needsUpdate = true;
1145
- }
1146
- // Updating layers on batches
1147
- // TODO: figure out a better way to do this
1148
- // Issue: https://github.com/Alchemist0823/three.quarks/issues/49
1149
- if (needsUpdate) {
1150
- this.updateLayers();
1151
- }
1152
- this._batchSystem.update(dt);
1153
- }
1154
- this._time += dt;
1155
- if (this._time > this.duration) this._time = 0;
1156
- }
1157
-
1158
- private updateLayers() {
1159
- if (this._batchSystem) {
1160
- for (let i = 0; i < this._batchSystem.batches.length; i++) {
1161
- const batch = this._batchSystem.batches[i];
1162
- batch.layers.disableAll();
1163
- const layer = this.layer;
1164
- batch.layers.mask = 1 << layer;
1165
- }
1166
- }
1167
- }
1168
-
1169
- // private lastMaterialVersion: number = -1;
1170
- private onUpdate() {
1171
-
1172
-
1173
- if (this._bursts) {
1174
- this.emission.bursts = this._bursts;
1175
- delete this._bursts;
1176
- }
1177
- if (!this._isPlaying) return;
1178
-
1179
- // sprite materials must be scaled in AR
1180
- const cam = this.context.mainCamera;
1181
- if (cam) {
1182
- const scale = getWorldScale(cam);
1183
- this._cameraScale = scale.x;
1184
- }
1185
-
1186
- const isLocalSpace = !this.worldspace;
1187
-
1188
- const source = this.gameObject;
1189
- getWorldQuaternion(source, this.__worldQuaternion)
1190
- this._worldQuaternionInverted.copy(this.__worldQuaternion).invert();
1191
- getWorldScale(this.gameObject, this._worldScale);
1192
-
1193
- // Handle LOCALSPACE
1194
- if (isLocalSpace && this._container && this.gameObject?.parent) {
1195
- const scale = getLocalSimulationScale(this, temp3);
1196
- this._container.matrix.makeScale(scale.x, scale.y, scale.z);
1197
- this._container.matrix.makeRotationFromQuaternion(this.__worldQuaternion);
1198
- this._container.matrix.setPosition(this.worldPos);
1199
- this._container.matrix.scale(this.gameObject.scale);
1200
- }
1201
-
1202
-
1203
- this.emission.system = this;
1204
- this._interface.update();
1205
- this.shape.onUpdate(this, this.context, this.main.simulationSpace, this.gameObject);
1206
- this.noise.update(this.context);
1207
-
1208
- this.inheritVelocity?.update(this.context);
1209
- this.velocityOverLifetime.update(this);
1210
- }
1211
-
1212
- private addSubParticleSystems() {
1213
- if (this._subEmitterSystems && this._particleSystem) {
1214
- for (const sys of this._subEmitterSystems) {
1215
- // Make sure the particle system is created
1216
- if (sys.particleSystem) {
1217
- if (sys.particleSystem.__internalAwake)
1218
- sys.particleSystem.__internalAwake();
1219
- else if (isDevEnvironment())
1220
- console.warn("SubParticleSystem serialization issue(?)", sys.particleSystem, sys);
1221
- }
1222
- const system = sys.particleSystem?._particleSystem;
1223
- if (system) {
1224
- sys.particleSystem!._isUsedAsSubsystem = true;
1225
- // sys.particleSystem!.main.simulationSpace = ParticleSystemSimulationSpace.World;
1226
- const sub = new ParticleSubEmitter(this, this._particleSystem, sys.particleSystem!, system);
1227
- sub.emitterType = sys.type;
1228
- sub.emitterProbability = sys.emitProbability;
1229
- this._particleSystem.addBehavior(sub);
1230
- }
1231
- else if (debug) console.warn("Could not add SubParticleSystem", sys, this);
1232
- }
1233
- }
1234
- }
1235
- }
1236
-
1237
-
1238
- /** @internal */
1239
- export class SubEmitterSystem {
1240
-
1241
- particleSystem?: ParticleSystem;
1242
- emitProbability: number = 1;
1243
- properties?: number;
1244
- type?: SubEmitterType;
1245
-
1246
- _deserialize(_context: Context, gameObject: GameObject) {
1247
- const ps = this.particleSystem;
1248
- if (ps instanceof ParticleSystem) return;
1249
-
1250
- let guid = "";
1251
-
1252
- if (ps && typeof ps["guid"] === "string") {
1253
- guid = ps["guid"];
1254
- // subemitter MUST be a child of the particle system
1255
- this.particleSystem = GameObject.findByGuid(guid, gameObject) as ParticleSystem;
1256
- }
1257
-
1258
- if (debug && !(this.particleSystem instanceof ParticleSystem)) {
1259
- console.warn("Could not find particle system for sub emitter", guid, gameObject, this);
1260
- }
1261
- }
1262
- }
1263
-
1264
-
1265
- function getLocalSimulationScale(system: ParticleSystem, vec: Vector3) {
1266
- vec.set(1, 1, 1);
1267
- if (system.gameObject.parent && system.localspace) {
1268
- switch (system.main.scalingMode) {
1269
- case ParticleSystemScalingMode.Local:
1270
- vec = getWorldScale(system.gameObject.parent, vec);
1271
- vec.x = 1 / vec.x;
1272
- vec.y = 1 / vec.y;
1273
- vec.z = 1 / vec.z;
1274
- break;
1275
- default:
1276
- if (!system["unsupported_scaling_mode"]) {
1277
- system["unsupported_scaling_mode"] = true;
1278
- const msg = "ParticleSystem scale mode " + ParticleSystemScalingMode[system.main.scalingMode] + " is not supported";
1279
- if (isDevEnvironment())
1280
- showBalloonWarning(msg);
1281
- console.warn(msg, system.name, system);
1282
- }
1283
- vec = getWorldScale(system.gameObject, vec);
1284
- break;
1285
- }
1286
- }
1287
- return vec;
1
+ import { AxesHelper, BackSide, Blending, BufferGeometry, FrontSide, LinearSRGBColorSpace, Material, Matrix4, Mesh, MeshBasicMaterial, MeshStandardMaterial, NormalBlending, Object3D, PlaneGeometry, Quaternion, SpriteMaterial, Texture, Vector3, Vector4 } from "three";
2
+ import type { BatchedRenderer, Behavior, BurstParameters, EmissionState, EmitterShape, FunctionColorGenerator, FunctionJSON, FunctionValueGenerator, GeneratorMemory, Particle, ParticleSystemParameters, RecordState, TrailSettings, ValueGenerator } from "three.quarks";
3
+ import { BatchedParticleRenderer, ConstantColor, ConstantValue, ParticleSystem as _ParticleSystem, RenderMode, TrailParticle, Vector3 as QVector3, Vector4 as QVector4 } from "three.quarks";
4
+
5
+ import { isDevEnvironment, showBalloonWarning } from "../../engine/debug/index.js";
6
+ import { Mathf } from "../../engine/engine_math.js";
7
+ // https://github.dev/creativelifeform/three-nebula
8
+ // import System, { Emitter, Position, Life, SpriteRenderer, Particle, Body, MeshRenderer, } from 'three-nebula.js';
9
+ import { serializable } from "../../engine/engine_serialization.js";
10
+ import { assign } from "../../engine/engine_serialization_core.js";
11
+ import { Context } from "../../engine/engine_setup.js";
12
+ import { createFlatTexture } from "../../engine/engine_shaders.js";
13
+ import { getTempVector, getWorldPosition, getWorldQuaternion, getWorldScale } from "../../engine/engine_three_utils.js";
14
+ import { getParam } from "../../engine/engine_utils.js";
15
+ import { NEEDLE_progressive } from "../../engine/extensions/NEEDLE_progressive.js";
16
+ import { RGBAColor } from "../../engine/js-extensions/index.js";
17
+ import { Behaviour, GameObject } from "../Component.js";
18
+ import { ColorBySpeedModule, ColorOverLifetimeModule, EmissionModule, InheritVelocityModule, type IParticleSystem, LimitVelocityOverLifetimeModule, MainModule, MinMaxCurve, MinMaxGradient, NoiseModule, ParticleBurst, ParticleSystemRenderMode, ParticleSystemScalingMode, ParticleSystemSimulationSpace, RotationBySpeedModule, RotationOverLifetimeModule, ShapeModule, SizeBySpeedModule, SizeOverLifetimeModule, TextureSheetAnimationModule, TrailModule, VelocityOverLifetimeModule } from "./ParticleSystemModules.js"
19
+ import { ParticleSubEmitter } from "./ParticleSystemSubEmitter.js";
20
+
21
+ const debug = getParam("debugparticles");
22
+ const suppressProgressiveLoading = getParam("noprogressive");
23
+ const debugProgressiveLoading = getParam("debugprogressive");
24
+
25
+ export type { Particle as QParticle, Behavior as QParticleBehaviour, TrailParticle as QTrailParticle } from "three.quarks"
26
+
27
+ export enum SubEmitterType {
28
+ Birth = 0,
29
+ Collision = 1,
30
+ Death = 2,
31
+ Trigger = 3,
32
+ Manual = 4,
33
+ }
34
+
35
+ /** @internal */
36
+ export class ParticleSystemRenderer extends Behaviour {
37
+
38
+ @serializable()
39
+ renderMode?: ParticleSystemRenderMode;
40
+
41
+ @serializable(Material)
42
+ particleMaterial?: SpriteMaterial | MeshBasicMaterial;
43
+
44
+ @serializable(Material)
45
+ trailMaterial?: SpriteMaterial | MeshBasicMaterial;
46
+
47
+ // @serializable(Mesh)
48
+ particleMesh?: Mesh | string;
49
+
50
+ @serializable()
51
+ maxParticleSize!: number;
52
+
53
+ @serializable()
54
+ minParticleSize!: number;
55
+
56
+ @serializable()
57
+ velocityScale?: number;
58
+ @serializable()
59
+ cameraVelocityScale?: number;
60
+ @serializable()
61
+ lengthScale?: number;
62
+
63
+ start() {
64
+ if (this.maxParticleSize !== .5 && this.minParticleSize !== 0) {
65
+ if (isDevEnvironment()) {
66
+ 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`;
67
+ console.warn(msg);
68
+ // showBalloonWarning(msg);
69
+ }
70
+ }
71
+
72
+ }
73
+
74
+ get transparent(): boolean {
75
+ const res = this.particleMaterial?.transparent ?? false;
76
+ // console.log(res, this.particleMaterial);
77
+ return res;
78
+ }
79
+
80
+ getMaterial(trailEnabled: boolean = false) {
81
+ let material = (trailEnabled === true && this.trailMaterial) ? this.trailMaterial : this.particleMaterial;
82
+
83
+ if (material) {
84
+
85
+ if (material.type === "MeshStandardMaterial") {
86
+ if (debug) console.debug("ParticleSystemRenderer.getMaterial: MeshStandardMaterial detected, converting to MeshBasicMaterial. See https://github.com/Alchemist0823/three.quarks/issues/101");
87
+ if ("map" in material && material.map) {
88
+ material.map.colorSpace = LinearSRGBColorSpace;
89
+ material.map.premultiplyAlpha = false;
90
+ }
91
+ const newMaterial = new MeshBasicMaterial();
92
+ newMaterial.copy(material);
93
+ if (trailEnabled) this.trailMaterial = newMaterial;
94
+ else this.particleMaterial = newMaterial;
95
+ }
96
+
97
+
98
+ if (material.map) {
99
+ material.map.colorSpace = LinearSRGBColorSpace;
100
+ material.map.premultiplyAlpha = false;
101
+ }
102
+
103
+ if (trailEnabled) {
104
+ // the particle material for trails must be DoubleSide or BackSide (since otherwise the trail is invisible)
105
+ if (material.side === FrontSide) {
106
+ // don't modify the assigned material
107
+ material = material.clone();
108
+ material.side = BackSide;
109
+ if (trailEnabled) this.trailMaterial = material;
110
+ else this.particleMaterial = material;
111
+ }
112
+ }
113
+ }
114
+
115
+ // progressive load on start
116
+ // TODO: figure out how to do this before particle system rendering so we only load textures for visible materials
117
+ if (material && !suppressProgressiveLoading && material["_didRequestTextureLOD"] === undefined) {
118
+ material["_didRequestTextureLOD"] = 0;
119
+ if (debugProgressiveLoading) {
120
+ console.log("Load material LOD", material.name);
121
+ }
122
+ NEEDLE_progressive.assignTextureLOD(material, 0);
123
+ }
124
+
125
+ return material;
126
+ }
127
+
128
+ getMesh(_renderMode?: ParticleSystemRenderMode) {
129
+ let geo: BufferGeometry | null = null;
130
+ if (!geo) {
131
+ if (this.particleMesh instanceof Mesh) {
132
+ geo = this.particleMesh.geometry;
133
+ }
134
+ if (geo === null) {
135
+ geo = new PlaneGeometry(1, 1);
136
+ // Flip UVs horizontally
137
+ const uv = geo.attributes.uv;
138
+ for (let i = 0; i < uv.count; i++) {
139
+ uv.setX(i, 1 - uv.getX(i));
140
+ }
141
+ }
142
+ }
143
+
144
+ const res = new Mesh(geo, this.getMaterial());
145
+ return res;
146
+ }
147
+ }
148
+
149
+ class MinMaxCurveFunction implements FunctionValueGenerator {
150
+
151
+ private _curve: MinMaxCurve;
152
+ private _factor: number;
153
+
154
+ constructor(curve: MinMaxCurve, factor: number = 1) {
155
+ this._curve = curve;
156
+ this._factor = factor;
157
+ }
158
+
159
+ type: "function" = "function";
160
+
161
+ startGen(_memory: GeneratorMemory): void {
162
+ // ...
163
+ }
164
+ genValue(_memory: GeneratorMemory, t: number): number {
165
+ return this._curve.evaluate(t, Math.random()) * this._factor;
166
+ }
167
+ toJSON(): FunctionJSON {
168
+ throw new Error("Method not implemented.");
169
+ }
170
+ clone(): FunctionValueGenerator {
171
+ throw new Error("Method not implemented.");
172
+ }
173
+ }
174
+
175
+ class MinMaxGradientFunction implements FunctionColorGenerator {
176
+
177
+ private _curve: MinMaxGradient;
178
+
179
+ constructor(curve: MinMaxGradient) { this._curve = curve; }
180
+
181
+ type: "function" = "function";
182
+
183
+ startGen(_memory: GeneratorMemory): void {
184
+ throw new Error("Method not implemented.");
185
+ }
186
+ genColor(_memory: GeneratorMemory, color: QVector4, t: number): QVector4 {
187
+ const col = this._curve.evaluate(t, Math.random());
188
+ // TODO: incoming color should probably be blended?
189
+ color.set(col.r, col.g, col.b, "alpha" in col ? col.alpha : 1);
190
+ return color;
191
+ }
192
+ toJSON(): FunctionJSON {
193
+ throw new Error("Method not implemented.");
194
+ }
195
+ clone(): FunctionColorGenerator {
196
+ throw new Error("Method not implemented.");
197
+ }
198
+
199
+ }
200
+
201
+ abstract class BaseValueGenerator implements ValueGenerator {
202
+
203
+ type: "value" = "value";
204
+ toJSON(): FunctionJSON {
205
+ throw new Error("Method not implemented.");
206
+ }
207
+ clone(): ValueGenerator {
208
+ throw new Error("Method not implemented.");
209
+ }
210
+
211
+ startGen(_memory: any): void { }
212
+ abstract genValue(): number;
213
+
214
+ readonly system: ParticleSystem;
215
+
216
+ constructor(system: ParticleSystem) {
217
+ this.system = system;
218
+ }
219
+ }
220
+
221
+ class TextureSheetStartFrameGenerator extends BaseValueGenerator {
222
+ genValue(): number {
223
+ return this.system.textureSheetAnimation.getStartIndex();
224
+ }
225
+
226
+ }
227
+
228
+ class ParticleSystemEmissionOverTime extends BaseValueGenerator {
229
+
230
+ private _lastPosition: Vector3 = new Vector3();
231
+ private _lastDistance: number = 0;
232
+
233
+ update() {
234
+ const currentPosition = getWorldPosition(this.system.gameObject);
235
+ this._lastDistance = this._lastPosition.distanceTo(currentPosition)
236
+ this._lastPosition.copy(currentPosition);
237
+ }
238
+
239
+ genValue(): number {
240
+ if (!this.system.isPlaying) return 0;
241
+ if (!this.system.emission.enabled) return 0;
242
+ if (this.system.currentParticles >= this.system.maxParticles) return 0;
243
+ // emission over time
244
+ let emission = this.system.emission.rateOverTime.evaluate(this.system.time / this.system.duration, Math.random());
245
+ // if(this.system.currentParticles + emission > this.system.maxParticles)
246
+ // emission = (this.system.maxParticles - this.system.currentParticles);
247
+ // const res = Mathf.clamp(emission, 0, this.system.maxParticles - this.system.currentParticles);
248
+
249
+ if (this.system.deltaTime > 0) {
250
+ const distanceEmission = this.system.emission.rateOverDistance.evaluate(this.system.time / this.system.duration, Math.random());
251
+ const meterPerSecond = this._lastDistance / this.system.deltaTime;
252
+ let distanceEmissionValue = meterPerSecond * distanceEmission;
253
+ if (!Number.isFinite(distanceEmissionValue)) distanceEmissionValue = 0;
254
+ emission += distanceEmissionValue;
255
+ }
256
+ const burst = this.system.emission.getBurst();
257
+ if (burst > 0)
258
+ emission += burst / this.system.deltaTime;
259
+
260
+ const maxEmission = (this.system.maxParticles - this.system.currentParticles);
261
+ return Mathf.clamp(emission, 0, maxEmission / this.system.deltaTime);
262
+ }
263
+ }
264
+
265
+ class ParticleSystemEmissionOverDistance extends BaseValueGenerator {
266
+
267
+ genValue(): number {
268
+ if (!this.system.isPlaying) return 0;
269
+ // this seems not be called yet
270
+ return 0;
271
+ // if (this.system.currentParticles >= this.system.maxParticles) return 0;
272
+ // const emission = this.system.emission.rateOverDistance.evaluate(this.system.time / this.system.duration, Math.random());
273
+ // return emission;
274
+ }
275
+ }
276
+
277
+ export abstract class ParticleSystemBaseBehaviour implements Behavior {
278
+
279
+ system!: ParticleSystem;
280
+ get context() { return this.system.context; }
281
+
282
+ constructor(ps?: ParticleSystem) {
283
+ this.type = Object.getPrototypeOf(this).constructor.name || "ParticleSystemBaseBehaviour";
284
+ if (ps)
285
+ this.system = ps;
286
+ }
287
+
288
+ type: string;
289
+
290
+ initialize(_particle: Particle): void { }
291
+ update(_particle: Particle, _delta: number): void { }
292
+ frameUpdate(_delta: number): void { }
293
+ toJSON() { throw new Error("Method not implemented."); }
294
+ clone(): Behavior { throw new Error("Method not implemented."); }
295
+ reset() { }
296
+ }
297
+
298
+ const $startFrame = Symbol("startFrame")
299
+ class TextureSheetAnimationBehaviour extends ParticleSystemBaseBehaviour {
300
+ type: string = "NeedleTextureSheet"
301
+
302
+ // initialize(_particle: Particle): void {
303
+ // _particle[$startFrame] = this.system.textureSheetAnimation.getStartIndex();
304
+ // }
305
+
306
+ update(particle: Particle, _delta: number) {
307
+ const sheet = this.system.textureSheetAnimation;
308
+ if (sheet.enabled) {
309
+ const t01 = particle.age / particle.life;
310
+ const index = sheet.evaluate(t01);
311
+ if (index !== undefined)
312
+ particle.uvTile = index;
313
+ }
314
+ }
315
+
316
+ }
317
+
318
+ const $particleRotation = Symbol("particleRotation")
319
+
320
+ class RotationBehaviour extends ParticleSystemBaseBehaviour {
321
+ type: string = "NeedleRotation"
322
+
323
+ initialize(particle: Particle) {
324
+ particle[$particleRotation] = Math.random();
325
+ }
326
+
327
+ update(particle: Particle, delta: number) {
328
+ if (particle.rotation === undefined) return;
329
+
330
+ const t = particle.age / particle.life;
331
+
332
+ if (typeof particle.rotation === "number") {
333
+ if (this.system.rotationOverLifetime.enabled) {
334
+ particle.rotation += this.system.rotationOverLifetime.evaluate(t, particle[$particleRotation]) * delta;
335
+ }
336
+ else {
337
+ if (this.system.renderer.renderMode === ParticleSystemRenderMode.Billboard)
338
+ particle.rotation = Math.PI;
339
+ }
340
+
341
+ if (this.system.rotationBySpeed.enabled) {
342
+ const speed = particle.velocity.length();
343
+ particle.rotation += this.system.rotationBySpeed.evaluate(t, speed) * delta;
344
+ }
345
+ }
346
+ else {
347
+ // const quat = particle.rotation as Quaternion;
348
+ // TODO: implement rotation by speed for quaternions
349
+ }
350
+ }
351
+ }
352
+
353
+ const $sizeLerpFactor = Symbol("sizeLerpFactor");
354
+ const localScaleVec3 = new Vector3();
355
+ class SizeBehaviour extends ParticleSystemBaseBehaviour {
356
+
357
+ type: string = "NeedleSize";
358
+
359
+ private _minSize = 0;
360
+ private _maxSize = 1;
361
+
362
+ initialize(particle: Particle) {
363
+ particle[$sizeLerpFactor] = Math.random();
364
+ this._minSize = this.system.renderer.minParticleSize;
365
+ this._maxSize = this.system.renderer.maxParticleSize;
366
+ }
367
+
368
+ update(particle: Particle, _delta: number): void {
369
+ const age01 = particle.age / particle.life;
370
+ let size = 1;
371
+ if (this.system.sizeOverLifetime.enabled)
372
+ size *= this.system.sizeOverLifetime.evaluate(age01, undefined, particle[$sizeLerpFactor]).x;
373
+ let scaleFactor = 1;
374
+ if (this.system.renderer.renderMode !== ParticleSystemRenderMode.Mesh)
375
+ scaleFactor = this.system.worldScale.x / this.system.cameraScale;
376
+
377
+ const newSize = getTempVector(particle.startSize).multiplyScalar(size * scaleFactor);
378
+ particle.size.set(newSize.x, newSize.y, newSize.z);
379
+ if (this.system.localspace) {
380
+ const scale = getLocalSimulationScale(this.system, localScaleVec3);
381
+ particle.size.x *= scale.x;
382
+ particle.size.y *= scale.y;
383
+ particle.size.z *= scale.z;
384
+ }
385
+ // in Unity this is viewport size, we don't really support this yet (and the renderer is logging a warning)
386
+ // so for now it's disabled again
387
+ // particle.size = Mathf.clamp(particle.size, this._minSize, this._maxSize);
388
+ }
389
+ }
390
+
391
+ export const $particleLife = Symbol("particleLife");
392
+ const $trailLifetime = Symbol("trailLifetime");
393
+ const $trailStartLength = Symbol("trailStartLength");
394
+ const $trailWidthRandom = Symbol("trailWidthRandom");
395
+
396
+ class TrailBehaviour extends ParticleSystemBaseBehaviour {
397
+ type: string = "NeedleTrail";
398
+
399
+ initialize(particle: Particle) {
400
+ if (particle instanceof TrailParticle) {
401
+ particle[$particleLife] = particle.life;
402
+ if (this.system.trails.enabled && this.system.trails.dieWithParticles === false) {
403
+ particle[$trailLifetime] = this.system.trails.lifetime.evaluate(Math.random(), Math.random());
404
+ particle.life += particle[$trailLifetime];
405
+ }
406
+ particle[$trailStartLength] = particle.length;
407
+ particle[$trailWidthRandom] = Math.random();
408
+ }
409
+
410
+ }
411
+
412
+ update(particle: Particle) {
413
+ if (this.system.trails?.enabled && particle instanceof TrailParticle) {
414
+ const trailParticle = particle as TrailParticle;
415
+ const age01 = particle.age / particle[$particleLife];
416
+ const iter = particle.previous.values();
417
+ const length = particle.previous.length;
418
+ // const maxAge = this.system.trails.lifetime.
419
+ for (let i = 0; i < length; i++) {
420
+ const cur = iter.next();
421
+ const state = cur.value as RecordState;
422
+ const pos01 = 1 - (i / (length - 1));
423
+ const size = particle.size;
424
+ if (size.x <= 0 && !this.system.trails.sizeAffectsWidth) {
425
+ // Not sure where we get to 100* from, tested in SOC trong com
426
+ const newSize = 20 * this.system.trails.widthOverTrail.evaluate(.5, trailParticle[$trailWidthRandom]);
427
+ size.x = newSize;
428
+ size.y = newSize;
429
+ size.z = newSize;
430
+ }
431
+ state.size = this.system.trails.getWidth(size.x, age01, pos01, trailParticle[$trailWidthRandom]);
432
+ state.color.copy(particle.color);
433
+ this.system.trails.getColor(state.color, age01, pos01);
434
+ }
435
+
436
+ // particle.life = particle.age + .1;
437
+ if (particle.age > particle[$particleLife]) {
438
+ particle.velocity.set(0, 0, 0);
439
+ const t = (particle.age - particle[$particleLife]) / particle[$trailLifetime];
440
+ trailParticle.length = Mathf.lerp(particle[$trailStartLength], 0, t);
441
+ }
442
+ }
443
+ }
444
+ }
445
+
446
+ const $startVelocity = Symbol("startVelocity");
447
+ const $gravityFactor = Symbol("gravityModifier");
448
+ const $gravitySpeed = Symbol("gravitySpeed");
449
+ const $velocityLerpFactor = Symbol("velocity lerp factor");
450
+ const temp3 = new Vector3();
451
+ const temp4 = new Quaternion();
452
+
453
+ class VelocityBehaviour extends ParticleSystemBaseBehaviour {
454
+ type: string = "NeedleVelocity";
455
+
456
+ private _gravityDirection = new Vector3();
457
+
458
+ initialize(particle: Particle): void {
459
+ const simulationSpeed = this.system.main.simulationSpeed;
460
+
461
+ particle.startSpeed = this.system.main.startSpeed.evaluate(Math.random(), Math.random());
462
+ const dir = this.system.shape.getDirection(particle, particle.position);
463
+ particle.velocity.x = dir.x * particle.startSpeed;
464
+ particle.velocity.y = dir.y * particle.startSpeed;
465
+ particle.velocity.z = dir.z * particle.startSpeed;
466
+ if (this.system.inheritVelocity?.enabled) {
467
+ this.system.inheritVelocity.applyInitial(particle.velocity);
468
+ }
469
+ if (!particle[$startVelocity]) particle[$startVelocity] = particle.velocity.clone();
470
+ else particle[$startVelocity].copy(particle.velocity);
471
+
472
+ const gravityFactor = this.system.main.gravityModifier.evaluate(Math.random(), Math.random());
473
+ particle[$gravityFactor] = gravityFactor * simulationSpeed;
474
+ particle[$gravitySpeed] = gravityFactor * simulationSpeed * .5
475
+
476
+ particle[$velocityLerpFactor] = Math.random();
477
+ this.system.velocityOverLifetime?.init(particle);
478
+
479
+ this._gravityDirection.set(0, -1, 0);
480
+ if (this.system.main.simulationSpace === ParticleSystemSimulationSpace.Local)
481
+ this._gravityDirection.applyQuaternion(this.system.worldQuaternionInverted).normalize();
482
+ }
483
+
484
+ update(particle: Particle, delta: number): void {
485
+
486
+ //////////////////////
487
+ // calculate speed
488
+ const baseVelocity = particle[$startVelocity];
489
+ const gravityFactor = particle[$gravityFactor];
490
+ if (gravityFactor !== 0) {
491
+ const factor = gravityFactor * particle[$gravitySpeed];
492
+ temp3.copy(this._gravityDirection).multiplyScalar(factor);
493
+ particle[$gravitySpeed] += delta * .05;
494
+ baseVelocity.add(temp3);
495
+ }
496
+ particle.velocity.copy(baseVelocity);
497
+
498
+
499
+ const t01 = particle.age / particle.life;
500
+
501
+ if (this.system.inheritVelocity?.enabled) {
502
+ this.system.inheritVelocity.applyCurrent(particle.velocity, t01, particle[$velocityLerpFactor]);
503
+ }
504
+
505
+ const noise = this.system.noise;
506
+ if (noise.enabled) {
507
+ noise.apply(0, particle.position, particle.velocity, delta, particle.age, particle.life);
508
+ }
509
+
510
+ //////////////////////
511
+ // evaluate by speed modules
512
+ const sizeBySpeed = this.system.sizeBySpeed;
513
+ if (sizeBySpeed?.enabled) {
514
+ particle.size = sizeBySpeed.evaluate(particle.velocity, t01, particle[$velocityLerpFactor], particle.size);
515
+ }
516
+
517
+ const colorBySpeed = this.system.colorBySpeed;
518
+ if (colorBySpeed?.enabled) {
519
+ colorBySpeed.evaluate(particle.velocity, particle[$velocityLerpFactor], particle.color);
520
+ }
521
+
522
+ //////////////////////
523
+ // limit or modify speed
524
+ const velocity = this.system.velocityOverLifetime;
525
+ if (velocity.enabled) {
526
+ velocity.apply(particle, 0, particle.position, particle.velocity, delta, particle.age, particle.life);
527
+ }
528
+
529
+ const limitVelocityOverLifetime = this.system.limitVelocityOverLifetime;
530
+ if (limitVelocityOverLifetime.enabled) {
531
+ // const factor = this.system.worldScale.x;
532
+ limitVelocityOverLifetime.apply(particle.position, baseVelocity, particle.velocity, particle.size, t01, delta, 1);
533
+ }
534
+
535
+ if (this.system.worldspace) {
536
+ const ws = this.system.worldScale;
537
+ particle.velocity.x *= ws.x;
538
+ particle.velocity.y *= ws.y;
539
+ particle.velocity.z *= ws.z;
540
+ }
541
+ }
542
+ }
543
+
544
+ const $colorLerpFactor = Symbol("colorLerpFactor");
545
+ const tempColor = new RGBAColor(1, 1, 1, 1);
546
+ const col = new RGBAColor(1, 1, 1, 1);
547
+ class ColorBehaviour extends ParticleSystemBaseBehaviour {
548
+ type: string = "NeedleColor";
549
+
550
+ initialize(_particle: Particle): void {
551
+ }
552
+
553
+ private _init(particle: Particle) {
554
+ const materialColor = this.system.renderer.particleMaterial;
555
+ col.copy(this.system.main.startColor.evaluate(Math.random()));
556
+ if (materialColor?.color) {
557
+ tempColor.copy(materialColor.color);
558
+ col.multiply(tempColor)
559
+ }
560
+ col.convertLinearToSRGB();
561
+ particle.startColor.set(col.r, col.g, col.b, col.alpha);
562
+ particle.color.copy(particle.startColor);
563
+ particle[$colorLerpFactor] = Math.random();
564
+ }
565
+
566
+ update(particle: Particle, _delta: number): void {
567
+ if (particle.age === 0)
568
+ this._init(particle);
569
+ if (this.system.colorOverLifetime.enabled) {
570
+ const t = particle.age / particle.life;
571
+ const col = this.system.colorOverLifetime.color.evaluate(t, particle[$colorLerpFactor]);
572
+ particle.color.set(col.r, col.g, col.b, "alpha" in col ? col.alpha : 1).multiply(particle.startColor);
573
+ }
574
+ else {
575
+ particle.color.copy(particle.startColor);
576
+ }
577
+ }
578
+ }
579
+
580
+ class ParticleSystemInterface implements ParticleSystemParameters {
581
+
582
+ private readonly system: ParticleSystem;
583
+ private readonly emission: ParticleSystemEmissionOverTime;
584
+ private get anim(): TextureSheetAnimationModule {
585
+ return this.system.textureSheetAnimation;
586
+ }
587
+
588
+ constructor(system: ParticleSystem) {
589
+ this.system = system;
590
+ this.emission = new ParticleSystemEmissionOverTime(this.system);
591
+ }
592
+
593
+ get prewarm() { return false; } // force disable three.quark prewarm, we have our own!
594
+ get material() { return this.system.renderer.getMaterial(this.system.trails.enabled) as Material; }
595
+ get layers() { return this.system.gameObject.layers; }
596
+
597
+ update() {
598
+ this.emission.update();
599
+ }
600
+
601
+ autoDestroy?: boolean | undefined;
602
+ get looping() { return this.system.main.loop; }
603
+ get duration() { return this.system.duration; }
604
+ get shape(): EmitterShape { return this.system.shape as unknown as EmitterShape; }
605
+ get startLife() { return new MinMaxCurveFunction(this.system.main.startLifetime); }
606
+ get startSpeed() { return new MinMaxCurveFunction(this.system.main.startSpeed); }
607
+ get startRotation() { return new MinMaxCurveFunction(this.system.main.startRotation); }
608
+ get startSize() { return new MinMaxCurveFunction(this.system.main.startSize); }
609
+ startLength?: ValueGenerator | FunctionValueGenerator | undefined; /** start length is for trails */
610
+ get startColor() { return new ConstantColor(new QVector4(1, 1, 1, 1)); }
611
+ get emissionOverTime() { return this.emission; }
612
+ /** this is not supported yet */
613
+ get emissionOverDistance() { return new ParticleSystemEmissionOverDistance(this.system); }
614
+ /** not used - burst is controled via emissionOverTime */
615
+ emissionBursts?: BurstParameters[] | undefined;
616
+ onlyUsedByOther?: boolean | undefined;
617
+ readonly behaviors: Behavior[] = [];
618
+ get instancingGeometry() {
619
+ return this.system.renderer.getMesh(this.system.renderer.renderMode).geometry;
620
+ }
621
+ get renderMode() {
622
+ if (this.system.trails["enabled"] === true) {
623
+ return RenderMode.Trail;
624
+ }
625
+ switch (this.system.renderer.renderMode) {
626
+ case ParticleSystemRenderMode.Billboard: return RenderMode.BillBoard;
627
+ case ParticleSystemRenderMode.Stretch: return RenderMode.StretchedBillBoard;
628
+ case ParticleSystemRenderMode.HorizontalBillboard: return RenderMode.HorizontalBillBoard;
629
+ case ParticleSystemRenderMode.VerticalBillboard: return RenderMode.VerticalBillBoard;
630
+ case ParticleSystemRenderMode.Mesh: return RenderMode.Mesh;
631
+ }
632
+ return RenderMode.BillBoard;
633
+ }
634
+ rendererEmitterSettings: TrailSettings = {
635
+ startLength: new ConstantValue(220),
636
+ followLocalOrigin: false,
637
+ };
638
+ get speedFactor() {
639
+ let factor = this.system.main.simulationSpeed;
640
+ if (this.system.renderer?.renderMode === ParticleSystemRenderMode.Stretch) {
641
+ factor *= this.system.renderer.velocityScale ?? 1;
642
+ }
643
+ return factor;
644
+ }
645
+ private flatWhiteTexture?: Texture;
646
+ private clonedTexture: { original?: Texture, clone?: Texture } = { original: undefined, clone: undefined };
647
+ get texture(): Texture {
648
+ const mat = this.material;
649
+ if (mat && mat["map"]) {
650
+ const original = mat["map"]! as Texture;
651
+ // cache the last original one so we're not creating tons of clones
652
+ if (this.clonedTexture.original !== original || !this.clonedTexture.clone) {
653
+ const tex = original.clone();
654
+ tex.premultiplyAlpha = false;
655
+ tex.colorSpace = LinearSRGBColorSpace;
656
+ this.clonedTexture.original = original;
657
+ this.clonedTexture.clone = tex;
658
+ }
659
+ return this.clonedTexture.clone;
660
+ }
661
+ if (!this.flatWhiteTexture)
662
+ this.flatWhiteTexture = createFlatTexture(new RGBAColor(1, 1, 1, 1), 1)
663
+ return this.flatWhiteTexture;
664
+ }
665
+ get startTileIndex() { return new TextureSheetStartFrameGenerator(this.system); }
666
+ get uTileCount() { return this.anim.enabled ? this.anim?.numTilesX : undefined }
667
+ get vTileCount() { return this.anim.enabled ? this.anim?.numTilesY : undefined }
668
+ get renderOrder() { return 1; }
669
+ get blending(): Blending { return this.system.renderer.particleMaterial?.blending ?? NormalBlending; }
670
+ get transparent() { return this.system.renderer.transparent; }
671
+ get worldSpace() { return this.system.main.simulationSpace === ParticleSystemSimulationSpace.World; }
672
+
673
+ }
674
+
675
+ class ParticlesEmissionState implements EmissionState {
676
+ burstParticleIndex: number = 0;
677
+ burstParticleCount: number = 0;
678
+ isBursting: boolean = false;
679
+ travelDistance: number = 0;
680
+ previousWorldPos?: QVector3 | undefined;
681
+
682
+ burstIndex: number = 0;
683
+ burstWaveIndex: number = 0;
684
+ time: number = 0;
685
+ waitEmiting: number = 0;
686
+ }
687
+
688
+ /**
689
+ * The ParticleSystem component efficiently handles the motion and rendering of many individual particles.
690
+ *
691
+ * 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.
692
+ *
693
+ * Needle Engine uses [three.quarks](https://github.com/Alchemist0823/three.quarks) under the hood to handle particles.
694
+ *
695
+ * @category Rendering
696
+ * @group Components
697
+ */
698
+ export class ParticleSystem extends Behaviour implements IParticleSystem {
699
+
700
+ play(includeChildren: boolean = false) {
701
+ if (includeChildren) {
702
+ GameObject.foreachComponent(this.gameObject, comp => {
703
+ if (comp instanceof ParticleSystem && comp !== this) {
704
+ comp.play(false);
705
+ }
706
+ }, true)
707
+ }
708
+
709
+ this._isPlaying = true;
710
+
711
+ // https://github.com/Alchemist0823/three.quarks/pull/35
712
+ if (this._particleSystem) {
713
+ this._particleSystem["emissionState"].time = 0;
714
+ this._particleSystem["emitEnded"] = false;
715
+ }
716
+ this.emission?.reset();
717
+ }
718
+
719
+ pause(includeChildren = true) {
720
+ if (includeChildren) {
721
+ GameObject.foreachComponent(this.gameObject, comp => {
722
+ if (comp instanceof ParticleSystem && comp !== this) {
723
+ comp.pause(false);
724
+ }
725
+ }, true)
726
+ }
727
+ this._isPlaying = false;
728
+ }
729
+
730
+ /** clear=true removes all emitted particles */
731
+ stop(includeChildren = true, clear: boolean = false) {
732
+ if (includeChildren) {
733
+ GameObject.foreachComponent(this.gameObject, comp => {
734
+ if (comp instanceof ParticleSystem && comp !== this) {
735
+ comp.stop(false, clear);
736
+ }
737
+ }, true)
738
+ }
739
+ this._isPlaying = false;
740
+ this._time = 0;
741
+ if (clear) this.reset();
742
+ }
743
+
744
+ /** remove emitted particles and reset time */
745
+ reset() {
746
+ this._time = 0;
747
+ if (this._particleSystem) {
748
+ this._particleSystem.particleNum = 0;
749
+ this._particleSystem["emissionState"].time = 0;
750
+ this._particleSystem["emitEnded"] = false;
751
+ this.emission?.reset();
752
+ }
753
+ }
754
+
755
+ private _state?: ParticlesEmissionState;
756
+ emit(count: number) {
757
+ if (this._particleSystem) {
758
+ // we need to call update the matrices etc e.g. if we call emit from a physics callback
759
+ this.onUpdate();
760
+ count = Math.min(count, this.maxParticles - this.currentParticles);
761
+ if (!this._state) this._state = new ParticlesEmissionState();
762
+ this._state.waitEmiting = count;
763
+ this._state.time = 0;
764
+ const emitEndedState = this._particleSystem["emitEnded"];
765
+ this._particleSystem["emitEnded"] = false;
766
+ this._particleSystem.emit(this.deltaTime, this._state, this._particleSystem.emitter.matrixWorld as any);
767
+ this._particleSystem["emitEnded"] = emitEndedState;
768
+ }
769
+ }
770
+
771
+ get playOnAwake(): boolean {
772
+ return this.main.playOnAwake;
773
+ }
774
+ set playOnAwake(val: boolean) {
775
+ this.main.playOnAwake = val;
776
+ }
777
+
778
+ @serializable(ColorOverLifetimeModule)
779
+ readonly colorOverLifetime!: ColorOverLifetimeModule;
780
+
781
+ @serializable(MainModule)
782
+ readonly main!: MainModule;
783
+
784
+ @serializable(EmissionModule)
785
+ readonly emission!: EmissionModule;
786
+
787
+ @serializable(SizeOverLifetimeModule)
788
+ readonly sizeOverLifetime!: SizeOverLifetimeModule;
789
+
790
+ @serializable(ShapeModule)
791
+ readonly shape!: ShapeModule;
792
+
793
+ @serializable(NoiseModule)
794
+ readonly noise!: NoiseModule;
795
+
796
+ @serializable(TrailModule)
797
+ readonly trails!: TrailModule;
798
+
799
+ @serializable(VelocityOverLifetimeModule)
800
+ readonly velocityOverLifetime!: VelocityOverLifetimeModule;
801
+
802
+ @serializable(LimitVelocityOverLifetimeModule)
803
+ readonly limitVelocityOverLifetime!: LimitVelocityOverLifetimeModule;
804
+
805
+ @serializable(InheritVelocityModule)
806
+ inheritVelocity!: InheritVelocityModule;
807
+
808
+ @serializable(ColorBySpeedModule)
809
+ readonly colorBySpeed!: ColorBySpeedModule;
810
+
811
+ @serializable(TextureSheetAnimationModule)
812
+ readonly textureSheetAnimation!: TextureSheetAnimationModule;
813
+
814
+ @serializable(RotationOverLifetimeModule)
815
+ readonly rotationOverLifetime!: RotationOverLifetimeModule;
816
+
817
+ @serializable(RotationBySpeedModule)
818
+ readonly rotationBySpeed!: RotationBySpeedModule;
819
+
820
+ @serializable(SizeBySpeedModule)
821
+ readonly sizeBySpeed!: SizeBySpeedModule;
822
+
823
+ get renderer(): ParticleSystemRenderer {
824
+ return this._renderer;
825
+ }
826
+
827
+ get isPlaying() { return this._isPlaying; }
828
+
829
+ get currentParticles() {
830
+ return this._particleSystem?.particleNum ?? 0;
831
+ }
832
+ get maxParticles() {
833
+ return this.main.maxParticles;
834
+ }
835
+ get time() {
836
+ return this._time;
837
+ }
838
+ get duration() {
839
+ return this.main.duration;
840
+ }
841
+ get deltaTime() {
842
+ return this.context.time.deltaTime * this.main.simulationSpeed;
843
+ }
844
+ get scale() {
845
+ return this.gameObject.scale.x;
846
+ }
847
+ get cameraScale(): number {
848
+ return this._cameraScale;
849
+ }
850
+ private _cameraScale: number = 1;
851
+
852
+ get container(): Object3D {
853
+ return this._container!;
854
+ }
855
+
856
+ get worldspace() {
857
+ return this.main.simulationSpace === ParticleSystemSimulationSpace.World;
858
+ }
859
+ get localspace() {
860
+ return this.main.simulationSpace === ParticleSystemSimulationSpace.Local;
861
+ }
862
+
863
+ private __worldQuaternion = new Quaternion();
864
+ get worldQuaternion(): Quaternion {
865
+ return this.__worldQuaternion;
866
+ }
867
+ private _worldQuaternionInverted = new Quaternion();
868
+ get worldQuaternionInverted(): Quaternion {
869
+ return this._worldQuaternionInverted;
870
+ }
871
+ private _worldScale = new Vector3();
872
+ get worldScale(): Vector3 {
873
+ return this._worldScale;
874
+ }
875
+
876
+ private _worldPositionFrame: number = -1;
877
+ private _worldPos: Vector3 = new Vector3();
878
+ get worldPos(): Vector3 {
879
+ if (this._worldPositionFrame !== this.context.time.frame) {
880
+ this._worldPositionFrame = this.context.time.frame;
881
+ getWorldPosition(this.gameObject, this._worldPos);
882
+ }
883
+ return this._worldPos;
884
+ }
885
+
886
+ get matrixWorld(): Matrix4 {
887
+ return this._container.matrixWorld;
888
+ }
889
+
890
+ get isSubsystem() {
891
+ return this._isUsedAsSubsystem;
892
+ }
893
+
894
+ /** Add a custom quarks behaviour to the particle system.
895
+ * You can add a quarks.Behaviour type or derive from {@link ParticleSystemBaseBehaviour}
896
+ * @link https://github.com/Alchemist0823/three.quarks
897
+ * @example
898
+ * ```typescript
899
+ * class MyBehaviour extends ParticleSystemBaseBehaviour {
900
+ * initialize(particle: Particle) {
901
+ * // initialize the particle
902
+ * }
903
+ * update(particle: Particle, delta: number) {
904
+ * // do something with the particle
905
+ * }
906
+ * }
907
+ *
908
+ * const system = gameObject.getComponent(ParticleSystem);
909
+ * system.addBehaviour(new MyBehaviour());
910
+ * ```
911
+ */
912
+ addBehaviour(particleSystemBehaviour: Behavior | ParticleSystemBaseBehaviour): boolean {
913
+ if (!this._particleSystem) {
914
+ return false;
915
+ }
916
+ if (particleSystemBehaviour instanceof ParticleSystemBaseBehaviour) {
917
+ particleSystemBehaviour.system = this;
918
+ }
919
+ if (debug) console.debug("Add custom ParticleSystem Behaviour", particleSystemBehaviour);
920
+ this._particleSystem.addBehavior(particleSystemBehaviour);
921
+ return true;
922
+ }
923
+ /** Remove a custom quarks behaviour from the particle system. **/
924
+ removeBehaviour(particleSystemBehaviour: Behavior | ParticleSystemBaseBehaviour): boolean {
925
+ if (!this._particleSystem) {
926
+ return false;
927
+ }
928
+ const behaviours = this._particleSystem.behaviors;
929
+ const index = behaviours.indexOf(particleSystemBehaviour);
930
+ if (index !== -1) {
931
+ if (isDevEnvironment() || debug) console.debug("Remove custom ParticleSystem Behaviour", index, particleSystemBehaviour);
932
+ behaviours.splice(index, 1);
933
+ return true;
934
+ }
935
+ return true;
936
+ }
937
+ /** Removes all behaviours from the particle system
938
+ * **Note:** this will also remove the default behaviours like SizeBehaviour, ColorBehaviour etc.
939
+ */
940
+ removeAllBehaviours() {
941
+ if (!this._particleSystem) {
942
+ return false;
943
+ }
944
+ this._particleSystem.behaviors.length = 0;
945
+ return true;
946
+ }
947
+ /** Get the underlying three.quarks particle system behaviours. This can be used to fully customize the behaviour of the particles. */
948
+ get behaviours(): Behavior[] | null {
949
+ if (!this._particleSystem) return null;
950
+ return this._particleSystem.behaviors;
951
+ }
952
+ /** Get access to the underlying quarks particle system if you need more control
953
+ * @link https://github.com/Alchemist0823/three.quarks
954
+ */
955
+ get particleSystem(): _ParticleSystem | null {
956
+ return this._particleSystem ?? null;
957
+ }
958
+
959
+ private _renderer!: ParticleSystemRenderer;
960
+ private _batchSystem?: BatchedRenderer;
961
+ private _particleSystem?: _ParticleSystem;
962
+ private _interface!: ParticleSystemInterface;
963
+
964
+ // private _system!: System;
965
+ // private _emitter: Emitter;
966
+ // private _size!: SizeBehaviour;
967
+ private _container!: Object3D;
968
+ private _time: number = 0;
969
+ private _isPlaying: boolean = true;
970
+ private _isUsedAsSubsystem: boolean = false;
971
+ private _didPreWarm: boolean = false;
972
+
973
+ /** called from deserialization */
974
+ private set bursts(arr: ParticleBurst[]) {
975
+ for (let i = 0; i < arr.length; i++) {
976
+ const burst = arr[i];
977
+ if ((burst instanceof ParticleBurst) === false) {
978
+ const instance = new ParticleBurst();
979
+ assign(instance, burst);
980
+ arr[i] = instance;
981
+ }
982
+ }
983
+ this._bursts = arr;
984
+ }
985
+ private _bursts?: ParticleBurst[];
986
+
987
+ /** called from deserialization */
988
+ private set subEmitterSystems(arr: SubEmitterSystem[]) {
989
+ for (let i = 0; i < arr.length; i++) {
990
+ const sub = arr[i];
991
+ if ((sub instanceof SubEmitterSystem) === false) {
992
+ const instance = new SubEmitterSystem();
993
+ assign(instance, sub);
994
+ arr[i] = instance;
995
+ }
996
+ }
997
+ if (debug && arr.length > 0) {
998
+ console.log("SubEmitters: ", arr, this)
999
+ }
1000
+ this._subEmitterSystems = arr;
1001
+ }
1002
+ private _subEmitterSystems?: SubEmitterSystem[];
1003
+
1004
+ /** @internal */
1005
+ onAfterDeserialize(_) {
1006
+ // doing this here to get a chance to resolve the subemitter guid
1007
+ if (this._subEmitterSystems && Array.isArray(this._subEmitterSystems)) {
1008
+ for (const sub of this._subEmitterSystems) {
1009
+ sub._deserialize(this.context, this.gameObject);
1010
+ }
1011
+ }
1012
+ }
1013
+
1014
+ /** @internal */
1015
+ awake(): void {
1016
+ this._worldPositionFrame = -1;
1017
+
1018
+ this._renderer = this.gameObject.getComponent(ParticleSystemRenderer) as ParticleSystemRenderer;
1019
+
1020
+ if (!this.main) {
1021
+ throw new Error("Not Supported: ParticleSystem needs a serialized MainModule. Creating new particle systems at runtime is currently not supported.");
1022
+ }
1023
+
1024
+ this._container = new Object3D();
1025
+ this._container.matrixAutoUpdate = false;
1026
+ // if (this.main.simulationSpace == ParticleSystemSimulationSpace.Local) {
1027
+ // this.gameObject.add(this._container);
1028
+ // }
1029
+ // else
1030
+ {
1031
+ this.context.scene.add(this._container);
1032
+ }
1033
+ // else this._container = this.context.scene;
1034
+
1035
+ this._batchSystem = new BatchedParticleRenderer();
1036
+ this._batchSystem.name = this.gameObject.name;
1037
+ this._container.add(this._batchSystem);
1038
+ this._interface = new ParticleSystemInterface(this);
1039
+ this._particleSystem = new _ParticleSystem(this._interface);
1040
+ this._particleSystem.addBehavior(new SizeBehaviour(this));
1041
+ this._particleSystem.addBehavior(new ColorBehaviour(this));
1042
+ this._particleSystem.addBehavior(new TextureSheetAnimationBehaviour(this));
1043
+ this._particleSystem.addBehavior(new RotationBehaviour(this));
1044
+ this._particleSystem.addBehavior(new VelocityBehaviour(this));
1045
+ this._particleSystem.addBehavior(new TrailBehaviour(this));
1046
+ this._batchSystem.addSystem(this._particleSystem);
1047
+
1048
+ const emitter = this._particleSystem.emitter;
1049
+ this.context.scene.add(emitter);
1050
+
1051
+ if (this.inheritVelocity.system && this.inheritVelocity.system !== this) {
1052
+ this.inheritVelocity = this.inheritVelocity.clone();
1053
+ }
1054
+ this.inheritVelocity.awake(this);
1055
+
1056
+
1057
+ if (debug) {
1058
+ console.log(this);
1059
+ this.gameObject.add(new AxesHelper(1))
1060
+ }
1061
+ }
1062
+
1063
+ /** @internal */
1064
+ start() {
1065
+ this.addSubParticleSystems();
1066
+ this.updateLayers();
1067
+
1068
+ if (this.renderer.particleMesh instanceof Mesh && this._interface.renderMode == RenderMode.Mesh) {
1069
+ NEEDLE_progressive.assignMeshLOD(this.renderer.particleMesh, 0).then(geo => {
1070
+ if (geo && this.particleSystem && this._interface.renderMode == RenderMode.Mesh) {
1071
+ this.particleSystem.instancingGeometry = geo;
1072
+ }
1073
+ });
1074
+ }
1075
+ }
1076
+
1077
+ /** @internal */
1078
+ onDestroy(): void {
1079
+ this._container?.removeFromParent();
1080
+ this._batchSystem?.removeFromParent();
1081
+ this._particleSystem?.emitter.removeFromParent();
1082
+ this._particleSystem?.dispose();
1083
+ }
1084
+
1085
+ /** @internal */
1086
+ onEnable() {
1087
+ if (!this.main) return;
1088
+ if (this.inheritVelocity)
1089
+ this.inheritVelocity.system = this;
1090
+ if (this._batchSystem)
1091
+ this._batchSystem.visible = true;
1092
+ if (this.playOnAwake)
1093
+ this.play();
1094
+ this._isPlaying = this.playOnAwake;
1095
+ }
1096
+
1097
+ onDisable() {
1098
+ if (this._batchSystem)
1099
+ this._batchSystem.visible = false;
1100
+ }
1101
+
1102
+ /** @internal */
1103
+ onBeforeRender() {
1104
+ if (!this.main) return;
1105
+ if (this._didPreWarm === false && this.main?.prewarm === true) {
1106
+ this._didPreWarm = true;
1107
+ this.preWarm();
1108
+ }
1109
+ this.onUpdate();
1110
+ this.onSimulate(this.deltaTime);
1111
+ }
1112
+
1113
+ private preWarm() {
1114
+ if (!this.emission?.enabled) return;
1115
+ const emission = this.emission.rateOverTime.getMax();
1116
+ if (emission <= 0) return;
1117
+ const dt = 1 / 60;
1118
+ const duration = this.main.duration;
1119
+ const lifetime = this.main.startLifetime.getMax();
1120
+ const maxDurationToPrewarm = 1000;
1121
+ const timeToSimulate = Math.min(Math.max(duration, lifetime) / Math.max(.01, this.main.simulationSpeed), maxDurationToPrewarm);
1122
+ const framesToSimulate = Math.ceil(timeToSimulate / dt);
1123
+ const startTime = Date.now();
1124
+ if (debug)
1125
+ console.log(`Particles ${this.name} - Prewarm for ${framesToSimulate} frames (${timeToSimulate} sec). Duration: ${duration}, Lifetime: ${lifetime}`);
1126
+ for (let i = 0; i < framesToSimulate; i++) {
1127
+ if (this.currentParticles >= this.maxParticles) break;
1128
+ const timePassed = Date.now() - startTime;
1129
+ if (timePassed > 2000) {
1130
+ console.warn(`Particles ${this.name} - Prewarm took too long. Aborting: ${timePassed}`);
1131
+ break;
1132
+ }
1133
+ this.onUpdate();
1134
+ this.onSimulate(dt);
1135
+ }
1136
+ }
1137
+
1138
+ private _lastBatchesCount = -1;
1139
+ private onSimulate(dt: number) {
1140
+ if (this._batchSystem) {
1141
+ let needsUpdate = this.context.time.frameCount % 60 === 0;
1142
+ if (this._lastBatchesCount !== this._batchSystem.batches.length) {
1143
+ this._lastBatchesCount = this._batchSystem.batches.length;
1144
+ needsUpdate = true;
1145
+ }
1146
+ // Updating layers on batches
1147
+ // TODO: figure out a better way to do this
1148
+ // Issue: https://github.com/Alchemist0823/three.quarks/issues/49
1149
+ if (needsUpdate) {
1150
+ this.updateLayers();
1151
+ }
1152
+ this._batchSystem.update(dt);
1153
+ }
1154
+ this._time += dt;
1155
+ if (this._time > this.duration) this._time = 0;
1156
+ }
1157
+
1158
+ private updateLayers() {
1159
+ if (this._batchSystem) {
1160
+ for (let i = 0; i < this._batchSystem.batches.length; i++) {
1161
+ const batch = this._batchSystem.batches[i];
1162
+ batch.layers.disableAll();
1163
+ const layer = this.layer;
1164
+ batch.layers.mask = 1 << layer;
1165
+ }
1166
+ }
1167
+ }
1168
+
1169
+ // private lastMaterialVersion: number = -1;
1170
+ private onUpdate() {
1171
+
1172
+
1173
+ if (this._bursts) {
1174
+ this.emission.bursts = this._bursts;
1175
+ delete this._bursts;
1176
+ }
1177
+ if (!this._isPlaying) return;
1178
+
1179
+ // sprite materials must be scaled in AR
1180
+ const cam = this.context.mainCamera;
1181
+ if (cam) {
1182
+ const scale = getWorldScale(cam);
1183
+ this._cameraScale = scale.x;
1184
+ }
1185
+
1186
+ const isLocalSpace = !this.worldspace;
1187
+
1188
+ const source = this.gameObject;
1189
+ getWorldQuaternion(source, this.__worldQuaternion)
1190
+ this._worldQuaternionInverted.copy(this.__worldQuaternion).invert();
1191
+ getWorldScale(this.gameObject, this._worldScale);
1192
+
1193
+ // Handle LOCALSPACE
1194
+ if (isLocalSpace && this._container && this.gameObject?.parent) {
1195
+ const scale = getLocalSimulationScale(this, temp3);
1196
+ this._container.matrix.makeScale(scale.x, scale.y, scale.z);
1197
+ this._container.matrix.makeRotationFromQuaternion(this.__worldQuaternion);
1198
+ this._container.matrix.setPosition(this.worldPos);
1199
+ this._container.matrix.scale(this.gameObject.scale);
1200
+ }
1201
+
1202
+
1203
+ this.emission.system = this;
1204
+ this._interface.update();
1205
+ this.shape.onUpdate(this, this.context, this.main.simulationSpace, this.gameObject);
1206
+ this.noise.update(this.context);
1207
+
1208
+ this.inheritVelocity?.update(this.context);
1209
+ this.velocityOverLifetime.update(this);
1210
+ }
1211
+
1212
+ private addSubParticleSystems() {
1213
+ if (this._subEmitterSystems && this._particleSystem) {
1214
+ for (const sys of this._subEmitterSystems) {
1215
+ // Make sure the particle system is created
1216
+ if (sys.particleSystem) {
1217
+ if (sys.particleSystem.__internalAwake)
1218
+ sys.particleSystem.__internalAwake();
1219
+ else if (isDevEnvironment())
1220
+ console.warn("SubParticleSystem serialization issue(?)", sys.particleSystem, sys);
1221
+ }
1222
+ const system = sys.particleSystem?._particleSystem;
1223
+ if (system) {
1224
+ sys.particleSystem!._isUsedAsSubsystem = true;
1225
+ // sys.particleSystem!.main.simulationSpace = ParticleSystemSimulationSpace.World;
1226
+ const sub = new ParticleSubEmitter(this, this._particleSystem, sys.particleSystem!, system);
1227
+ sub.emitterType = sys.type;
1228
+ sub.emitterProbability = sys.emitProbability;
1229
+ this._particleSystem.addBehavior(sub);
1230
+ }
1231
+ else if (debug) console.warn("Could not add SubParticleSystem", sys, this);
1232
+ }
1233
+ }
1234
+ }
1235
+ }
1236
+
1237
+
1238
+ /** @internal */
1239
+ export class SubEmitterSystem {
1240
+
1241
+ particleSystem?: ParticleSystem;
1242
+ emitProbability: number = 1;
1243
+ properties?: number;
1244
+ type?: SubEmitterType;
1245
+
1246
+ _deserialize(_context: Context, gameObject: GameObject) {
1247
+ const ps = this.particleSystem;
1248
+ if (ps instanceof ParticleSystem) return;
1249
+
1250
+ let guid = "";
1251
+
1252
+ if (ps && typeof ps["guid"] === "string") {
1253
+ guid = ps["guid"];
1254
+ // subemitter MUST be a child of the particle system
1255
+ this.particleSystem = GameObject.findByGuid(guid, gameObject) as ParticleSystem;
1256
+ }
1257
+
1258
+ if (debug && !(this.particleSystem instanceof ParticleSystem)) {
1259
+ console.warn("Could not find particle system for sub emitter", guid, gameObject, this);
1260
+ }
1261
+ }
1262
+ }
1263
+
1264
+
1265
+ function getLocalSimulationScale(system: ParticleSystem, vec: Vector3) {
1266
+ vec.set(1, 1, 1);
1267
+ if (system.gameObject.parent && system.localspace) {
1268
+ switch (system.main.scalingMode) {
1269
+ case ParticleSystemScalingMode.Local:
1270
+ vec = getWorldScale(system.gameObject.parent, vec);
1271
+ vec.x = 1 / vec.x;
1272
+ vec.y = 1 / vec.y;
1273
+ vec.z = 1 / vec.z;
1274
+ break;
1275
+ default:
1276
+ if (!system["unsupported_scaling_mode"]) {
1277
+ system["unsupported_scaling_mode"] = true;
1278
+ const msg = "ParticleSystem scale mode " + ParticleSystemScalingMode[system.main.scalingMode] + " is not supported";
1279
+ if (isDevEnvironment())
1280
+ showBalloonWarning(msg);
1281
+ console.warn(msg, system.name, system);
1282
+ }
1283
+ vec = getWorldScale(system.gameObject, vec);
1284
+ break;
1285
+ }
1286
+ }
1287
+ return vec;
1288
1288
  }