@onerjs/core 8.29.1 → 8.29.3
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Engines/abstractEngine.d.ts +13 -1
- package/Engines/abstractEngine.js +6 -3
- package/Engines/abstractEngine.js.map +1 -1
- package/FrameGraph/Node/Types/nodeRenderGraphTypes.d.ts +15 -1
- package/FrameGraph/Node/Types/nodeRenderGraphTypes.js.map +1 -1
- package/FrameGraph/Node/nodeRenderGraph.d.ts +3 -1
- package/FrameGraph/Node/nodeRenderGraph.js +3 -0
- package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
- package/Materials/floatingOriginMatrixOverrides.d.ts +7 -1
- package/Materials/floatingOriginMatrixOverrides.js +21 -9
- package/Materials/floatingOriginMatrixOverrides.js.map +1 -1
- package/Misc/sceneSerializer.js +3 -2
- package/Misc/sceneSerializer.js.map +1 -1
- package/Particles/IParticleSystem.d.ts +4 -6
- package/Particles/IParticleSystem.js.map +1 -1
- package/Particles/gpuParticleSystem.d.ts +4 -4
- package/Particles/gpuParticleSystem.js +4 -4
- package/Particles/gpuParticleSystem.js.map +1 -1
- package/Particles/particleSystem.d.ts +4 -0
- package/Particles/particleSystem.js +7 -1
- package/Particles/particleSystem.js.map +1 -1
- package/Particles/particleSystemSet.js +3 -1
- package/Particles/particleSystemSet.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsVoxelRenderer.d.ts +4 -2
- package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js +64 -37
- package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js.map +1 -1
- package/Rendering/utilityLayerRenderer.js +1 -1
- package/Rendering/utilityLayerRenderer.js.map +1 -1
- package/ShadersWGSL/iblVoxelGrid.fragment.js +6 -7
- package/ShadersWGSL/iblVoxelGrid.fragment.js.map +1 -1
- package/ShadersWGSL/iblVoxelGrid.vertex.d.ts +0 -8
- package/ShadersWGSL/iblVoxelGrid.vertex.js +33 -22
- package/ShadersWGSL/iblVoxelGrid.vertex.js.map +1 -1
- package/ShadersWGSL/iblVoxelGrid3dDebug.fragment.js +1 -2
- package/ShadersWGSL/iblVoxelGrid3dDebug.fragment.js.map +1 -1
- package/package.json +1 -1
- package/scene.d.ts +15 -12
- package/scene.js +27 -16
- package/scene.js.map +1 -1
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@@ -54,6 +54,10 @@ export declare class ParticleSystem extends ThinParticleSystem {
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* The current active Sub-systems, this property is used by the root particle system only.
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*/
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activeSubSystems: Array<ParticleSystem>;
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+
/**
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* Specifies if the particle system should be serialized
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*/
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doNotSerialize: boolean;
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/**
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* Creates a Point Emitter for the particle system (emits directly from the emitter position)
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* @param direction1 Particles are emitted between the direction1 and direction2 from within the box
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@@ -31,6 +31,10 @@ export class ParticleSystem extends ThinParticleSystem {
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* If the particle systems emitter should be disposed when the particle system is disposed
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*/
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this._disposeEmitterOnDispose = false;
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/**
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* Specifies if the particle system should be serialized
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*/
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this.doNotSerialize = false;
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/**
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* Gets or sets a function indicating if the particle system can start.
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* @returns true if the particle system can start, false otherwise.
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@@ -676,7 +680,9 @@ export class ParticleSystem extends ThinParticleSystem {
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for (const subs of this._subEmitters) {
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const cell = [];
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for (const sub of subs) {
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-
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if (!sub.particleSystem.doNotSerialize) {
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cell.push(sub.serialize(serializeTexture));
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}
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}
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serializationObject.subEmitters.push(cell);
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}
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@@ -1 +1 @@
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1
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-
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{ ThinParticleSystem } from \"./thinParticleSystem\";\r\nimport type { IParticleEmitterType } from \"./EmitterTypes/IParticleEmitterType\";\r\nimport { SubEmitter, SubEmitterType } from \"./subEmitter\";\r\nimport { Color3, Color4 } from \"../Maths/math.color\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport type { IParticleSystem } from \"./IParticleSystem\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\nimport { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport { GetClass } from \"../Misc/typeStore\";\r\nimport type { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport type { Particle } from \"./particle\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { SerializationHelper } from \"../Misc/decorators.serialization\";\r\nimport { MeshParticleEmitter } from \"./EmitterTypes/meshParticleEmitter\";\r\nimport { CustomParticleEmitter } from \"./EmitterTypes/customParticleEmitter\";\r\nimport { BoxParticleEmitter } from \"./EmitterTypes/boxParticleEmitter\";\r\nimport { PointParticleEmitter } from \"./EmitterTypes/pointParticleEmitter\";\r\nimport { HemisphericParticleEmitter } from \"./EmitterTypes/hemisphericParticleEmitter\";\r\nimport { SphereDirectedParticleEmitter, SphereParticleEmitter } from \"./EmitterTypes/sphereParticleEmitter\";\r\nimport { CylinderDirectedParticleEmitter, CylinderParticleEmitter } from \"./EmitterTypes/cylinderParticleEmitter\";\r\nimport { ConeDirectedParticleEmitter, ConeParticleEmitter } from \"./EmitterTypes/coneParticleEmitter\";\r\nimport {\r\n CreateConeEmitter,\r\n CreateCylinderEmitter,\r\n CreateDirectedCylinderEmitter,\r\n CreateDirectedSphereEmitter,\r\n CreateDirectedConeEmitter,\r\n CreateHemisphericEmitter,\r\n CreatePointEmitter,\r\n CreateSphereEmitter,\r\n} from \"./particleSystem.functions\";\r\nimport { Attractor } from \"./attractor\";\r\nimport type { _IExecutionQueueItem } from \"./Queue/executionQueue\";\r\nimport { _ConnectAfter, _RemoveFromQueue } from \"./Queue/executionQueue\";\r\nimport type { FlowMap } from \"./flowMap\";\r\nimport type { NodeParticleSystemSet } from \"./Node/nodeParticleSystemSet\";\r\n\r\n/**\r\n * This represents a particle system in Babylon.\r\n * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.\r\n * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.\r\n * @example https://doc.babylonjs.com/features/featuresDeepDive/particles/particle_system/particle_system_intro\r\n */\r\nexport class ParticleSystem extends ThinParticleSystem {\r\n /**\r\n * Billboard mode will only apply to Y axis\r\n */\r\n public static readonly BILLBOARDMODE_Y = Constants.PARTICLES_BILLBOARDMODE_Y;\r\n /**\r\n * Billboard mode will apply to all axes\r\n */\r\n public static readonly BILLBOARDMODE_ALL = Constants.PARTICLES_BILLBOARDMODE_ALL;\r\n /**\r\n * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction\r\n */\r\n public static readonly BILLBOARDMODE_STRETCHED = Constants.PARTICLES_BILLBOARDMODE_STRETCHED;\r\n /**\r\n * Special billboard mode where the particle will be billboard to the camera but only around the axis of the direction of particle emission\r\n */\r\n public static readonly BILLBOARDMODE_STRETCHED_LOCAL = Constants.PARTICLES_BILLBOARDMODE_STRETCHED_LOCAL;\r\n\r\n // Sub-emitters\r\n private _rootParticleSystem: Nullable<ParticleSystem>;\r\n\r\n /**\r\n * The Sub-emitters templates that will be used to generate the sub particle system to be associated with the system, this property is used by the root particle system only.\r\n * When a particle is spawned, an array will be chosen at random and all the emitters in that array will be attached to the particle. (Default: [])\r\n */\r\n public subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;\r\n // the subEmitters field above converted to a constant type\r\n private _subEmitters: Array<Array<SubEmitter>>;\r\n\r\n /**\r\n * @internal\r\n * If the particle systems emitter should be disposed when the particle system is disposed\r\n */\r\n public _disposeEmitterOnDispose = false;\r\n /**\r\n * The current active Sub-systems, this property is used by the root particle system only.\r\n */\r\n public activeSubSystems: Array<ParticleSystem>;\r\n /**\r\n * Creates a Point Emitter for the particle system (emits directly from the emitter position)\r\n * @param direction1 Particles are emitted between the direction1 and direction2 from within the box\r\n * @param direction2 Particles are emitted between the direction1 and direction2 from within the box\r\n * @returns the emitter\r\n */\r\n public override createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter {\r\n const particleEmitter = CreatePointEmitter(direction1, direction2);\r\n this.particleEmitterType = particleEmitter;\r\n return particleEmitter;\r\n }\r\n\r\n /**\r\n * Gets or sets a function indicating if the particle system can start.\r\n * @returns true if the particle system can start, false otherwise.\r\n */\r\n public canStart = () => {\r\n return true;\r\n };\r\n\r\n /** Flow map */\r\n private _flowMap: Nullable<FlowMap> = null;\r\n private _flowMapUpdate: Nullable<_IExecutionQueueItem> = null;\r\n\r\n /** @internal */\r\n public _source: Nullable<NodeParticleSystemSet> = null;\r\n\r\n /** @internal */\r\n public _blockReference: number = 0;\r\n\r\n /**\r\n * Gets the NodeParticleSystemSet that this particle system belongs to.\r\n */\r\n public get source(): Nullable<NodeParticleSystemSet> {\r\n return this._source;\r\n }\r\n\r\n /**\r\n * Returns true if the particle system was generated by a node particle system set\r\n */\r\n public override get isNodeGenerated(): boolean {\r\n return this._source !== null;\r\n }\r\n /**\r\n * The strength of the flow map\r\n */\r\n public flowMapStrength = 1.0;\r\n\r\n /** Gets or sets the current flow map */\r\n public get flowMap(): Nullable<FlowMap> {\r\n return this._flowMap;\r\n }\r\n\r\n public set flowMap(value: Nullable<FlowMap>) {\r\n if (this._flowMap === value) {\r\n return;\r\n }\r\n\r\n this._flowMap = value;\r\n\r\n if (this._flowMapUpdate) {\r\n _RemoveFromQueue(this._flowMapUpdate);\r\n this._flowMapUpdate = null;\r\n }\r\n if (value) {\r\n this._flowMapUpdate = {\r\n process: (particle: Particle) => {\r\n const matrix = this.getScene()?.getTransformMatrix();\r\n this._flowMap!._processParticle(particle, this.flowMapStrength * this._tempScaledUpdateSpeed, matrix);\r\n },\r\n previousItem: null,\r\n nextItem: null,\r\n };\r\n _ConnectAfter(this._flowMapUpdate, this._directionProcessing!);\r\n }\r\n }\r\n\r\n /** Attractors */\r\n private _attractors: Attractor[] = [];\r\n private _attractorUpdate: Nullable<_IExecutionQueueItem> = null;\r\n\r\n /**\r\n * The list of attractors used to change the direction of the particles in the system.\r\n * Please note that this is a copy of the internal array. If you want to modify it, please use the addAttractor and removeAttractor methods.\r\n */\r\n public get attractors(): Attractor[] {\r\n return this._attractors.slice(0);\r\n }\r\n\r\n /**\r\n * Add an attractor to the particle system. Attractors are used to change the direction of the particles in the system.\r\n * @param attractor The attractor to add to the particle system\r\n */\r\n public addAttractor(attractor: Attractor): void {\r\n this._attractors.push(attractor);\r\n\r\n if (this._attractors.length === 1) {\r\n this._attractorUpdate = {\r\n process: (particle: Particle) => {\r\n for (const attractor of this._attractors) {\r\n attractor._processParticle(particle, this);\r\n }\r\n },\r\n previousItem: null,\r\n nextItem: null,\r\n };\r\n _ConnectAfter(this._attractorUpdate, this._directionProcessing!);\r\n }\r\n }\r\n\r\n /**\r\n * Removes an attractor from the particle system. Attractors are used to change the direction of the particles in the system.\r\n * @param attractor The attractor to remove from the particle system\r\n */\r\n public removeAttractor(attractor: Attractor): void {\r\n const index = this._attractors.indexOf(attractor);\r\n if (index !== -1) {\r\n this._attractors.splice(index, 1);\r\n }\r\n\r\n if (this._attractors.length === 0) {\r\n _RemoveFromQueue(this._attractorUpdate!);\r\n }\r\n }\r\n\r\n public override start(delay = this.startDelay): void {\r\n if (!this.canStart()) {\r\n return;\r\n }\r\n super.start(delay);\r\n }\r\n\r\n /**\r\n * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)\r\n * @param radius The radius of the hemisphere to emit from\r\n * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius\r\n * @returns the emitter\r\n */\r\n public override createHemisphericEmitter(radius = 1, radiusRange = 1): HemisphericParticleEmitter {\r\n const particleEmitter = CreateHemisphericEmitter(radius, radiusRange);\r\n this.particleEmitterType = particleEmitter;\r\n return particleEmitter;\r\n }\r\n\r\n /**\r\n * Creates a Sphere Emitter for the particle system (emits along the sphere radius)\r\n * @param radius The radius of the sphere to emit from\r\n * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius\r\n * @returns the emitter\r\n */\r\n public override createSphereEmitter(radius = 1, radiusRange = 1): SphereParticleEmitter {\r\n const particleEmitter = CreateSphereEmitter(radius, radiusRange);\r\n this.particleEmitterType = particleEmitter;\r\n return particleEmitter;\r\n }\r\n\r\n /**\r\n * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)\r\n * @param radius The radius of the sphere to emit from\r\n * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere\r\n * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere\r\n * @returns the emitter\r\n */\r\n public override createDirectedSphereEmitter(radius = 1, direction1 = new Vector3(0, 1.0, 0), direction2 = new Vector3(0, 1.0, 0)): SphereDirectedParticleEmitter {\r\n const particleEmitter = CreateDirectedSphereEmitter(radius, direction1, direction2);\r\n this.particleEmitterType = particleEmitter;\r\n return particleEmitter;\r\n }\r\n\r\n /**\r\n * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)\r\n * @param radius The radius of the emission cylinder\r\n * @param height The height of the emission cylinder\r\n * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius\r\n * @param directionRandomizer How much to randomize the particle direction [0-1]\r\n * @returns the emitter\r\n */\r\n public override createCylinderEmitter(radius = 1, height = 1, radiusRange = 1, directionRandomizer = 0): CylinderParticleEmitter {\r\n const particleEmitter = CreateCylinderEmitter(radius, height, radiusRange, directionRandomizer);\r\n this.particleEmitterType = particleEmitter;\r\n return particleEmitter;\r\n }\r\n\r\n /**\r\n * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)\r\n * @param radius The radius of the cylinder to emit from\r\n * @param height The height of the emission cylinder\r\n * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)\r\n * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder\r\n * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder\r\n * @returns the emitter\r\n */\r\n public override createDirectedCylinderEmitter(\r\n radius = 1,\r\n height = 1,\r\n radiusRange = 1,\r\n direction1 = new Vector3(0, 1.0, 0),\r\n direction2 = new Vector3(0, 1.0, 0)\r\n ): CylinderDirectedParticleEmitter {\r\n const particleEmitter = CreateDirectedCylinderEmitter(radius, height, radiusRange, direction1, direction2);\r\n this.particleEmitterType = particleEmitter;\r\n return particleEmitter;\r\n }\r\n\r\n /**\r\n * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)\r\n * @param radius The radius of the cone to emit from\r\n * @param angle The base angle of the cone\r\n * @returns the emitter\r\n */\r\n public override createConeEmitter(radius = 1, angle = Math.PI / 4): ConeParticleEmitter {\r\n const particleEmitter = CreateConeEmitter(radius, angle);\r\n this.particleEmitterType = particleEmitter;\r\n return particleEmitter;\r\n }\r\n\r\n public override createDirectedConeEmitter(\r\n radius = 1,\r\n angle = Math.PI / 4,\r\n direction1 = new Vector3(0, 1.0, 0),\r\n direction2 = new Vector3(0, 1.0, 0)\r\n ): ConeDirectedParticleEmitter {\r\n const particleEmitter = CreateDirectedConeEmitter(radius, angle, direction1, direction2);\r\n this.particleEmitterType = particleEmitter;\r\n return particleEmitter;\r\n }\r\n\r\n /**\r\n * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)\r\n * @param direction1 Particles are emitted between the direction1 and direction2 from within the box\r\n * @param direction2 Particles are emitted between the direction1 and direction2 from within the box\r\n * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox\r\n * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox\r\n * @returns the emitter\r\n */\r\n public override createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter {\r\n const particleEmitter = new BoxParticleEmitter();\r\n this.particleEmitterType = particleEmitter;\r\n this.direction1 = direction1;\r\n this.direction2 = direction2;\r\n this.minEmitBox = minEmitBox;\r\n this.maxEmitBox = maxEmitBox;\r\n return particleEmitter;\r\n }\r\n\r\n private _prepareSubEmitterInternalArray() {\r\n this._subEmitters = new Array<Array<SubEmitter>>();\r\n if (this.subEmitters) {\r\n for (const subEmitter of this.subEmitters) {\r\n if (subEmitter instanceof ParticleSystem) {\r\n this._subEmitters.push([new SubEmitter(subEmitter)]);\r\n } else if (subEmitter instanceof SubEmitter) {\r\n this._subEmitters.push([subEmitter]);\r\n } else if (subEmitter instanceof Array) {\r\n this._subEmitters.push(subEmitter);\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _stopSubEmitters(): void {\r\n if (!this.activeSubSystems) {\r\n return;\r\n }\r\n for (const subSystem of this.activeSubSystems) {\r\n subSystem.stop(true);\r\n }\r\n this.activeSubSystems = [] as ParticleSystem[];\r\n }\r\n\r\n private _removeFromRoot(): void {\r\n if (!this._rootParticleSystem) {\r\n return;\r\n }\r\n\r\n const index = this._rootParticleSystem.activeSubSystems.indexOf(this);\r\n if (index !== -1) {\r\n this._rootParticleSystem.activeSubSystems.splice(index, 1);\r\n }\r\n\r\n this._rootParticleSystem = null;\r\n }\r\n\r\n /** @internal */\r\n public override _emitFromParticle: (particle: Particle) => void = (particle) => {\r\n if (!this._subEmitters || this._subEmitters.length === 0) {\r\n return;\r\n }\r\n const templateIndex = Math.floor(Math.random() * this._subEmitters.length);\r\n\r\n for (const subEmitter of this._subEmitters[templateIndex]) {\r\n if (subEmitter.type === SubEmitterType.END) {\r\n const subSystem = subEmitter.clone();\r\n particle._inheritParticleInfoToSubEmitter(subSystem);\r\n subSystem.particleSystem._rootParticleSystem = this;\r\n this.activeSubSystems.push(subSystem.particleSystem);\r\n subSystem.particleSystem.start();\r\n }\r\n }\r\n };\r\n\r\n /** @internal */\r\n public override _preStart() {\r\n // Convert the subEmitters field to the constant type field _subEmitters\r\n this._prepareSubEmitterInternalArray();\r\n\r\n if (this._subEmitters && this._subEmitters.length != 0) {\r\n this.activeSubSystems = [] as ParticleSystem[];\r\n }\r\n }\r\n\r\n /** @internal */\r\n public override _postStop(stopSubEmitters: boolean) {\r\n if (stopSubEmitters) {\r\n this._stopSubEmitters();\r\n }\r\n }\r\n\r\n /** @internal */\r\n public override _prepareParticle(particle: Particle): void {\r\n // Attach emitters\r\n if (this._subEmitters && this._subEmitters.length > 0) {\r\n const subEmitters = this._subEmitters[Math.floor(Math.random() * this._subEmitters.length)];\r\n particle._attachedSubEmitters = [];\r\n for (const subEmitter of subEmitters) {\r\n if (subEmitter.type === SubEmitterType.ATTACHED) {\r\n const newEmitter = subEmitter.clone();\r\n particle._attachedSubEmitters.push(newEmitter);\r\n newEmitter.particleSystem.start();\r\n }\r\n }\r\n }\r\n }\r\n\r\n /** @internal */\r\n public override _onDispose(disposeAttachedSubEmitters = false, disposeEndSubEmitters = false) {\r\n this._removeFromRoot();\r\n\r\n if (this.subEmitters && !this._subEmitters) {\r\n this._prepareSubEmitterInternalArray();\r\n }\r\n\r\n if (disposeAttachedSubEmitters) {\r\n if (this.particles) {\r\n for (const particle of this.particles) {\r\n if (particle._attachedSubEmitters) {\r\n for (let i = particle._attachedSubEmitters.length - 1; i >= 0; i -= 1) {\r\n particle._attachedSubEmitters[i].dispose();\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n if (disposeEndSubEmitters) {\r\n if (this.activeSubSystems) {\r\n for (let i = this.activeSubSystems.length - 1; i >= 0; i -= 1) {\r\n this.activeSubSystems[i].dispose();\r\n }\r\n }\r\n }\r\n\r\n if (this._subEmitters && this._subEmitters.length) {\r\n for (let index = 0; index < this._subEmitters.length; index++) {\r\n for (const subEmitter of this._subEmitters[index]) {\r\n subEmitter.dispose();\r\n }\r\n }\r\n\r\n this._subEmitters = [];\r\n this.subEmitters = [];\r\n }\r\n\r\n if (this._disposeEmitterOnDispose && this.emitter && (this.emitter as AbstractMesh).dispose) {\r\n (<AbstractMesh>this.emitter).dispose(true);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, sceneOrEngine: Scene | AbstractEngine, rootUrl: string) {\r\n let scene: Nullable<Scene>;\r\n\r\n if (sceneOrEngine instanceof AbstractEngine) {\r\n scene = null;\r\n } else {\r\n scene = sceneOrEngine;\r\n }\r\n\r\n const internalClass = GetClass(\"BABYLON.Texture\");\r\n if (internalClass && scene) {\r\n // Texture\r\n if (parsedParticleSystem.texture) {\r\n particleSystem.particleTexture = internalClass.Parse(parsedParticleSystem.texture, scene, rootUrl) as BaseTexture;\r\n } else if (parsedParticleSystem.textureName) {\r\n particleSystem.particleTexture = new internalClass(\r\n rootUrl + parsedParticleSystem.textureName,\r\n scene,\r\n false,\r\n parsedParticleSystem.invertY !== undefined ? parsedParticleSystem.invertY : true\r\n );\r\n particleSystem.particleTexture!.name = parsedParticleSystem.textureName;\r\n }\r\n }\r\n\r\n // Emitter\r\n if (!parsedParticleSystem.emitterId && parsedParticleSystem.emitterId !== 0 && parsedParticleSystem.emitter === undefined) {\r\n particleSystem.emitter = Vector3.Zero();\r\n } else if (parsedParticleSystem.emitterId && scene) {\r\n particleSystem.emitter = scene.getLastMeshById(parsedParticleSystem.emitterId);\r\n } else {\r\n particleSystem.emitter = Vector3.FromArray(parsedParticleSystem.emitter);\r\n }\r\n\r\n particleSystem.isLocal = !!parsedParticleSystem.isLocal;\r\n\r\n // Misc.\r\n if (parsedParticleSystem.renderingGroupId !== undefined) {\r\n particleSystem.renderingGroupId = parsedParticleSystem.renderingGroupId;\r\n }\r\n\r\n if (parsedParticleSystem.isBillboardBased !== undefined) {\r\n particleSystem.isBillboardBased = parsedParticleSystem.isBillboardBased;\r\n }\r\n\r\n if (parsedParticleSystem.billboardMode !== undefined) {\r\n particleSystem.billboardMode = parsedParticleSystem.billboardMode;\r\n }\r\n\r\n if (parsedParticleSystem.useLogarithmicDepth !== undefined) {\r\n particleSystem.useLogarithmicDepth = parsedParticleSystem.useLogarithmicDepth;\r\n }\r\n\r\n // Animations\r\n if (parsedParticleSystem.animations) {\r\n for (let animationIndex = 0; animationIndex < parsedParticleSystem.animations.length; animationIndex++) {\r\n const parsedAnimation = parsedParticleSystem.animations[animationIndex];\r\n const internalClass = GetClass(\"BABYLON.Animation\");\r\n if (internalClass) {\r\n particleSystem.animations.push(internalClass.Parse(parsedAnimation));\r\n }\r\n }\r\n particleSystem.beginAnimationOnStart = parsedParticleSystem.beginAnimationOnStart;\r\n particleSystem.beginAnimationFrom = parsedParticleSystem.beginAnimationFrom;\r\n particleSystem.beginAnimationTo = parsedParticleSystem.beginAnimationTo;\r\n particleSystem.beginAnimationLoop = parsedParticleSystem.beginAnimationLoop;\r\n }\r\n\r\n if (parsedParticleSystem.autoAnimate && scene) {\r\n scene.beginAnimation(\r\n particleSystem,\r\n parsedParticleSystem.autoAnimateFrom,\r\n parsedParticleSystem.autoAnimateTo,\r\n parsedParticleSystem.autoAnimateLoop,\r\n parsedParticleSystem.autoAnimateSpeed || 1.0\r\n );\r\n }\r\n\r\n // Particle system\r\n particleSystem.startDelay = parsedParticleSystem.startDelay | 0;\r\n particleSystem.minAngularSpeed = parsedParticleSystem.minAngularSpeed;\r\n particleSystem.maxAngularSpeed = parsedParticleSystem.maxAngularSpeed;\r\n particleSystem.minSize = parsedParticleSystem.minSize;\r\n particleSystem.maxSize = parsedParticleSystem.maxSize;\r\n\r\n if (parsedParticleSystem.minScaleX) {\r\n particleSystem.minScaleX = parsedParticleSystem.minScaleX;\r\n particleSystem.maxScaleX = parsedParticleSystem.maxScaleX;\r\n particleSystem.minScaleY = parsedParticleSystem.minScaleY;\r\n particleSystem.maxScaleY = parsedParticleSystem.maxScaleY;\r\n }\r\n\r\n if (parsedParticleSystem.preWarmCycles !== undefined) {\r\n particleSystem.preWarmCycles = parsedParticleSystem.preWarmCycles;\r\n particleSystem.preWarmStepOffset = parsedParticleSystem.preWarmStepOffset;\r\n }\r\n\r\n if (parsedParticleSystem.minInitialRotation !== undefined) {\r\n particleSystem.minInitialRotation = parsedParticleSystem.minInitialRotation;\r\n particleSystem.maxInitialRotation = parsedParticleSystem.maxInitialRotation;\r\n }\r\n\r\n particleSystem.minLifeTime = parsedParticleSystem.minLifeTime;\r\n particleSystem.maxLifeTime = parsedParticleSystem.maxLifeTime;\r\n particleSystem.minEmitPower = parsedParticleSystem.minEmitPower;\r\n particleSystem.maxEmitPower = parsedParticleSystem.maxEmitPower;\r\n particleSystem.emitRate = parsedParticleSystem.emitRate;\r\n particleSystem.gravity = Vector3.FromArray(parsedParticleSystem.gravity);\r\n if (parsedParticleSystem.noiseStrength) {\r\n particleSystem.noiseStrength = Vector3.FromArray(parsedParticleSystem.noiseStrength);\r\n }\r\n particleSystem.color1 = Color4.FromArray(parsedParticleSystem.color1);\r\n particleSystem.color2 = Color4.FromArray(parsedParticleSystem.color2);\r\n particleSystem.colorDead = Color4.FromArray(parsedParticleSystem.colorDead);\r\n particleSystem.updateSpeed = parsedParticleSystem.updateSpeed;\r\n particleSystem.targetStopDuration = parsedParticleSystem.targetStopDuration;\r\n particleSystem.blendMode = parsedParticleSystem.blendMode;\r\n\r\n if (parsedParticleSystem.colorGradients) {\r\n for (const colorGradient of parsedParticleSystem.colorGradients) {\r\n particleSystem.addColorGradient(\r\n colorGradient.gradient,\r\n Color4.FromArray(colorGradient.color1),\r\n colorGradient.color2 ? Color4.FromArray(colorGradient.color2) : undefined\r\n );\r\n }\r\n }\r\n\r\n if (parsedParticleSystem.rampGradients) {\r\n for (const rampGradient of parsedParticleSystem.rampGradients) {\r\n particleSystem.addRampGradient(rampGradient.gradient, Color3.FromArray(rampGradient.color));\r\n }\r\n particleSystem.useRampGradients = parsedParticleSystem.useRampGradients;\r\n }\r\n\r\n if (parsedParticleSystem.colorRemapGradients) {\r\n for (const colorRemapGradient of parsedParticleSystem.colorRemapGradients) {\r\n particleSystem.addColorRemapGradient(\r\n colorRemapGradient.gradient,\r\n colorRemapGradient.factor1 !== undefined ? colorRemapGradient.factor1 : colorRemapGradient.factor,\r\n colorRemapGradient.factor2\r\n );\r\n }\r\n }\r\n\r\n if (parsedParticleSystem.alphaRemapGradients) {\r\n for (const alphaRemapGradient of parsedParticleSystem.alphaRemapGradients) {\r\n particleSystem.addAlphaRemapGradient(\r\n alphaRemapGradient.gradient,\r\n alphaRemapGradient.factor1 !== undefined ? alphaRemapGradient.factor1 : alphaRemapGradient.factor,\r\n alphaRemapGradient.factor2\r\n );\r\n }\r\n }\r\n\r\n if (parsedParticleSystem.sizeGradients) {\r\n for (const sizeGradient of parsedParticleSystem.sizeGradients) {\r\n particleSystem.addSizeGradient(sizeGradient.gradient, sizeGradient.factor1 !== undefined ? sizeGradient.factor1 : sizeGradient.factor, sizeGradient.factor2);\r\n }\r\n }\r\n\r\n if (parsedParticleSystem.angularSpeedGradients) {\r\n for (const angularSpeedGradient of parsedParticleSystem.angularSpeedGradients) {\r\n particleSystem.addAngularSpeedGradient(\r\n angularSpeedGradient.gradient,\r\n angularSpeedGradient.factor1 !== undefined ? angularSpeedGradient.factor1 : angularSpeedGradient.factor,\r\n angularSpeedGradient.factor2\r\n );\r\n }\r\n }\r\n\r\n if (parsedParticleSystem.velocityGradients) {\r\n for (const velocityGradient of parsedParticleSystem.velocityGradients) {\r\n particleSystem.addVelocityGradient(\r\n velocityGradient.gradient,\r\n velocityGradient.factor1 !== undefined ? velocityGradient.factor1 : velocityGradient.factor,\r\n velocityGradient.factor2\r\n );\r\n }\r\n }\r\n\r\n if (parsedParticleSystem.dragGradients) {\r\n for (const dragGradient of parsedParticleSystem.dragGradients) {\r\n particleSystem.addDragGradient(dragGradient.gradient, dragGradient.factor1 !== undefined ? dragGradient.factor1 : dragGradient.factor, dragGradient.factor2);\r\n }\r\n }\r\n\r\n if (parsedParticleSystem.emitRateGradients) {\r\n for (const emitRateGradient of parsedParticleSystem.emitRateGradients) {\r\n particleSystem.addEmitRateGradient(\r\n emitRateGradient.gradient,\r\n emitRateGradient.factor1 !== undefined ? emitRateGradient.factor1 : emitRateGradient.factor,\r\n emitRateGradient.factor2\r\n );\r\n }\r\n }\r\n\r\n if (parsedParticleSystem.startSizeGradients) {\r\n for (const startSizeGradient of parsedParticleSystem.startSizeGradients) {\r\n particleSystem.addStartSizeGradient(\r\n startSizeGradient.gradient,\r\n startSizeGradient.factor1 !== undefined ? startSizeGradient.factor1 : startSizeGradient.factor,\r\n startSizeGradient.factor2\r\n );\r\n }\r\n }\r\n\r\n if (parsedParticleSystem.lifeTimeGradients) {\r\n for (const lifeTimeGradient of parsedParticleSystem.lifeTimeGradients) {\r\n particleSystem.addLifeTimeGradient(\r\n lifeTimeGradient.gradient,\r\n lifeTimeGradient.factor1 !== undefined ? lifeTimeGradient.factor1 : lifeTimeGradient.factor,\r\n lifeTimeGradient.factor2\r\n );\r\n }\r\n }\r\n\r\n if (parsedParticleSystem.limitVelocityGradients) {\r\n for (const limitVelocityGradient of parsedParticleSystem.limitVelocityGradients) {\r\n particleSystem.addLimitVelocityGradient(\r\n limitVelocityGradient.gradient,\r\n limitVelocityGradient.factor1 !== undefined ? limitVelocityGradient.factor1 : limitVelocityGradient.factor,\r\n limitVelocityGradient.factor2\r\n );\r\n }\r\n particleSystem.limitVelocityDamping = parsedParticleSystem.limitVelocityDamping;\r\n }\r\n\r\n if (parsedParticleSystem.noiseTexture && scene) {\r\n const internalClass = GetClass(\"BABYLON.ProceduralTexture\");\r\n particleSystem.noiseTexture = internalClass.Parse(parsedParticleSystem.noiseTexture, scene, rootUrl);\r\n }\r\n\r\n // Emitter\r\n let emitterType: IParticleEmitterType;\r\n if (parsedParticleSystem.particleEmitterType) {\r\n switch (parsedParticleSystem.particleEmitterType.type) {\r\n case \"SphereParticleEmitter\":\r\n emitterType = new SphereParticleEmitter();\r\n break;\r\n case \"SphereDirectedParticleEmitter\":\r\n emitterType = new SphereDirectedParticleEmitter();\r\n break;\r\n case \"ConeEmitter\":\r\n case \"ConeParticleEmitter\":\r\n emitterType = new ConeParticleEmitter();\r\n break;\r\n case \"ConeDirectedParticleEmitter\":\r\n emitterType = new ConeDirectedParticleEmitter();\r\n break;\r\n case \"CylinderParticleEmitter\":\r\n emitterType = new CylinderParticleEmitter();\r\n break;\r\n case \"CylinderDirectedParticleEmitter\":\r\n emitterType = new CylinderDirectedParticleEmitter();\r\n break;\r\n case \"HemisphericParticleEmitter\":\r\n emitterType = new HemisphericParticleEmitter();\r\n break;\r\n case \"PointParticleEmitter\":\r\n emitterType = new PointParticleEmitter();\r\n break;\r\n case \"MeshParticleEmitter\":\r\n emitterType = new MeshParticleEmitter();\r\n break;\r\n case \"CustomParticleEmitter\":\r\n emitterType = new CustomParticleEmitter();\r\n break;\r\n case \"BoxEmitter\":\r\n case \"BoxParticleEmitter\":\r\n default:\r\n emitterType = new BoxParticleEmitter();\r\n break;\r\n }\r\n\r\n emitterType.parse(parsedParticleSystem.particleEmitterType, scene);\r\n } else {\r\n emitterType = new BoxParticleEmitter();\r\n emitterType.parse(parsedParticleSystem, scene);\r\n }\r\n particleSystem.particleEmitterType = emitterType;\r\n\r\n // Animation sheet\r\n particleSystem.startSpriteCellID = parsedParticleSystem.startSpriteCellID;\r\n particleSystem.endSpriteCellID = parsedParticleSystem.endSpriteCellID;\r\n particleSystem.spriteCellLoop = parsedParticleSystem.spriteCellLoop ?? true;\r\n particleSystem.spriteCellWidth = parsedParticleSystem.spriteCellWidth;\r\n particleSystem.spriteCellHeight = parsedParticleSystem.spriteCellHeight;\r\n particleSystem.spriteCellChangeSpeed = parsedParticleSystem.spriteCellChangeSpeed;\r\n particleSystem.spriteRandomStartCell = parsedParticleSystem.spriteRandomStartCell;\r\n\r\n particleSystem.disposeOnStop = parsedParticleSystem.disposeOnStop ?? false;\r\n particleSystem.manualEmitCount = parsedParticleSystem.manualEmitCount ?? -1;\r\n }\r\n\r\n /**\r\n * Parses a JSON object to create a particle system.\r\n * @param parsedParticleSystem The JSON object to parse\r\n * @param sceneOrEngine The scene or the engine to create the particle system in\r\n * @param rootUrl The root url to use to load external dependencies like texture\r\n * @param doNotStart Ignore the preventAutoStart attribute and does not start\r\n * @param capacity defines the system capacity (if null or undefined the sotred capacity will be used)\r\n * @returns the Parsed particle system\r\n */\r\n public static Parse(parsedParticleSystem: any, sceneOrEngine: Scene | AbstractEngine, rootUrl: string, doNotStart = false, capacity?: number): ParticleSystem {\r\n const name = parsedParticleSystem.name;\r\n let custom: Nullable<Effect> = null;\r\n let program: any = null;\r\n let engine: AbstractEngine;\r\n let scene: Nullable<Scene>;\r\n\r\n if (sceneOrEngine instanceof AbstractEngine) {\r\n engine = sceneOrEngine;\r\n } else {\r\n scene = sceneOrEngine;\r\n engine = scene.getEngine();\r\n }\r\n\r\n if (parsedParticleSystem.customShader && (engine as any).createEffectForParticles) {\r\n program = parsedParticleSystem.customShader;\r\n const defines: string = program.shaderOptions.defines.length > 0 ? program.shaderOptions.defines.join(\"\\n\") : \"\";\r\n custom = (engine as any).createEffectForParticles(program.shaderPath.fragmentElement, program.shaderOptions.uniforms, program.shaderOptions.samplers, defines);\r\n }\r\n const particleSystem = new ParticleSystem(name, capacity || parsedParticleSystem.capacity, sceneOrEngine, custom, parsedParticleSystem.isAnimationSheetEnabled);\r\n particleSystem.customShader = program;\r\n particleSystem._rootUrl = rootUrl;\r\n\r\n if (parsedParticleSystem.id) {\r\n particleSystem.id = parsedParticleSystem.id;\r\n }\r\n\r\n // SubEmitters\r\n if (parsedParticleSystem.subEmitters) {\r\n particleSystem.subEmitters = [];\r\n for (const cell of parsedParticleSystem.subEmitters) {\r\n const cellArray = [];\r\n for (const sub of cell) {\r\n cellArray.push(SubEmitter.Parse(sub, sceneOrEngine, rootUrl));\r\n }\r\n\r\n particleSystem.subEmitters.push(cellArray);\r\n }\r\n }\r\n\r\n // Attractors\r\n if (parsedParticleSystem.attractors) {\r\n for (const attractor of parsedParticleSystem.attractors) {\r\n const newAttractor = new Attractor();\r\n newAttractor.position = Vector3.FromArray(attractor.position);\r\n newAttractor.strength = attractor.strength;\r\n particleSystem.addAttractor(newAttractor);\r\n }\r\n }\r\n\r\n ParticleSystem._Parse(parsedParticleSystem, particleSystem, sceneOrEngine, rootUrl);\r\n\r\n if (parsedParticleSystem.textureMask) {\r\n particleSystem.textureMask = Color4.FromArray(parsedParticleSystem.textureMask);\r\n }\r\n\r\n if (parsedParticleSystem.worldOffset) {\r\n particleSystem.worldOffset = Vector3.FromArray(parsedParticleSystem.worldOffset);\r\n }\r\n\r\n // Auto start\r\n if (parsedParticleSystem.preventAutoStart) {\r\n particleSystem.preventAutoStart = parsedParticleSystem.preventAutoStart;\r\n }\r\n\r\n if (parsedParticleSystem.metadata) {\r\n particleSystem.metadata = parsedParticleSystem.metadata;\r\n }\r\n\r\n if (!doNotStart && !particleSystem.preventAutoStart) {\r\n particleSystem.start();\r\n }\r\n\r\n return particleSystem;\r\n }\r\n\r\n /**\r\n * Serializes the particle system to a JSON object\r\n * @param serializeTexture defines if the texture must be serialized as well\r\n * @returns the JSON object\r\n */\r\n public override serialize(serializeTexture = false): any {\r\n const serializationObject: any = {};\r\n\r\n ParticleSystem._Serialize(serializationObject, this, serializeTexture);\r\n\r\n serializationObject.textureMask = this.textureMask.asArray();\r\n serializationObject.customShader = this.customShader;\r\n serializationObject.preventAutoStart = this.preventAutoStart;\r\n serializationObject.worldOffset = this.worldOffset.asArray();\r\n\r\n if (this.metadata) {\r\n serializationObject.metadata = this.metadata;\r\n }\r\n\r\n // SubEmitters\r\n if (this.subEmitters) {\r\n serializationObject.subEmitters = [];\r\n\r\n if (!this._subEmitters) {\r\n this._prepareSubEmitterInternalArray();\r\n }\r\n\r\n for (const subs of this._subEmitters) {\r\n const cell = [];\r\n for (const sub of subs) {\r\n cell.push(sub.serialize(serializeTexture));\r\n }\r\n\r\n serializationObject.subEmitters.push(cell);\r\n }\r\n }\r\n\r\n // Attractors\r\n if (this._attractors && this._attractors.length) {\r\n serializationObject.attractors = [];\r\n for (const attractor of this._attractors) {\r\n serializationObject.attractors.push(attractor.serialize());\r\n }\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _Serialize(serializationObject: any, particleSystem: IParticleSystem, serializeTexture: boolean) {\r\n serializationObject.name = particleSystem.name;\r\n serializationObject.id = particleSystem.id;\r\n\r\n serializationObject.capacity = particleSystem.getCapacity();\r\n\r\n serializationObject.disposeOnStop = particleSystem.disposeOnStop;\r\n serializationObject.manualEmitCount = particleSystem.manualEmitCount;\r\n\r\n // Emitter\r\n if ((<AbstractMesh>particleSystem.emitter).position) {\r\n const emitterMesh = <AbstractMesh>particleSystem.emitter;\r\n serializationObject.emitterId = emitterMesh.id;\r\n } else {\r\n const emitterPosition = <Vector3>particleSystem.emitter;\r\n serializationObject.emitter = emitterPosition.asArray();\r\n }\r\n\r\n // Emitter\r\n if (particleSystem.particleEmitterType) {\r\n serializationObject.particleEmitterType = particleSystem.particleEmitterType.serialize();\r\n }\r\n\r\n if (particleSystem.particleTexture) {\r\n if (serializeTexture) {\r\n serializationObject.texture = particleSystem.particleTexture.serialize();\r\n } else {\r\n serializationObject.textureName = particleSystem.particleTexture.name;\r\n serializationObject.invertY = !!(particleSystem.particleTexture as any)._invertY;\r\n }\r\n }\r\n\r\n serializationObject.isLocal = particleSystem.isLocal;\r\n\r\n // Animations\r\n SerializationHelper.AppendSerializedAnimations(particleSystem, serializationObject);\r\n serializationObject.beginAnimationOnStart = particleSystem.beginAnimationOnStart;\r\n serializationObject.beginAnimationFrom = particleSystem.beginAnimationFrom;\r\n serializationObject.beginAnimationTo = particleSystem.beginAnimationTo;\r\n serializationObject.beginAnimationLoop = particleSystem.beginAnimationLoop;\r\n\r\n // Particle system\r\n serializationObject.startDelay = particleSystem.startDelay;\r\n serializationObject.renderingGroupId = particleSystem.renderingGroupId;\r\n serializationObject.isBillboardBased = particleSystem.isBillboardBased;\r\n serializationObject.billboardMode = particleSystem.billboardMode;\r\n serializationObject.minAngularSpeed = particleSystem.minAngularSpeed;\r\n serializationObject.maxAngularSpeed = particleSystem.maxAngularSpeed;\r\n serializationObject.minSize = particleSystem.minSize;\r\n serializationObject.maxSize = particleSystem.maxSize;\r\n serializationObject.minScaleX = particleSystem.minScaleX;\r\n serializationObject.maxScaleX = particleSystem.maxScaleX;\r\n serializationObject.minScaleY = particleSystem.minScaleY;\r\n serializationObject.maxScaleY = particleSystem.maxScaleY;\r\n serializationObject.minEmitPower = particleSystem.minEmitPower;\r\n serializationObject.maxEmitPower = particleSystem.maxEmitPower;\r\n serializationObject.minLifeTime = particleSystem.minLifeTime;\r\n serializationObject.maxLifeTime = particleSystem.maxLifeTime;\r\n serializationObject.emitRate = particleSystem.emitRate;\r\n serializationObject.gravity = particleSystem.gravity.asArray();\r\n serializationObject.noiseStrength = particleSystem.noiseStrength.asArray();\r\n serializationObject.color1 = particleSystem.color1.asArray();\r\n serializationObject.color2 = particleSystem.color2.asArray();\r\n serializationObject.colorDead = particleSystem.colorDead.asArray();\r\n serializationObject.updateSpeed = particleSystem.updateSpeed;\r\n serializationObject.targetStopDuration = particleSystem.targetStopDuration;\r\n serializationObject.blendMode = particleSystem.blendMode;\r\n serializationObject.preWarmCycles = particleSystem.preWarmCycles;\r\n serializationObject.preWarmStepOffset = particleSystem.preWarmStepOffset;\r\n serializationObject.minInitialRotation = particleSystem.minInitialRotation;\r\n serializationObject.maxInitialRotation = particleSystem.maxInitialRotation;\r\n serializationObject.startSpriteCellID = particleSystem.startSpriteCellID;\r\n serializationObject.spriteCellLoop = particleSystem.spriteCellLoop;\r\n serializationObject.endSpriteCellID = particleSystem.endSpriteCellID;\r\n serializationObject.spriteCellChangeSpeed = particleSystem.spriteCellChangeSpeed;\r\n serializationObject.spriteCellWidth = particleSystem.spriteCellWidth;\r\n serializationObject.spriteCellHeight = particleSystem.spriteCellHeight;\r\n serializationObject.spriteRandomStartCell = particleSystem.spriteRandomStartCell;\r\n serializationObject.isAnimationSheetEnabled = particleSystem.isAnimationSheetEnabled;\r\n serializationObject.useLogarithmicDepth = particleSystem.useLogarithmicDepth;\r\n\r\n const colorGradients = particleSystem.getColorGradients();\r\n if (colorGradients) {\r\n serializationObject.colorGradients = [];\r\n for (const colorGradient of colorGradients) {\r\n const serializedGradient: any = {\r\n gradient: colorGradient.gradient,\r\n color1: colorGradient.color1.asArray(),\r\n };\r\n\r\n if (colorGradient.color2) {\r\n serializedGradient.color2 = colorGradient.color2.asArray();\r\n } else {\r\n serializedGradient.color2 = colorGradient.color1.asArray();\r\n }\r\n\r\n serializationObject.colorGradients.push(serializedGradient);\r\n }\r\n }\r\n\r\n const rampGradients = particleSystem.getRampGradients();\r\n if (rampGradients) {\r\n serializationObject.rampGradients = [];\r\n for (const rampGradient of rampGradients) {\r\n const serializedGradient: any = {\r\n gradient: rampGradient.gradient,\r\n color: rampGradient.color.asArray(),\r\n };\r\n\r\n serializationObject.rampGradients.push(serializedGradient);\r\n }\r\n serializationObject.useRampGradients = particleSystem.useRampGradients;\r\n }\r\n\r\n const colorRemapGradients = particleSystem.getColorRemapGradients();\r\n if (colorRemapGradients) {\r\n serializationObject.colorRemapGradients = [];\r\n for (const colorRemapGradient of colorRemapGradients) {\r\n const serializedGradient: any = {\r\n gradient: colorRemapGradient.gradient,\r\n factor1: colorRemapGradient.factor1,\r\n };\r\n\r\n if (colorRemapGradient.factor2 !== undefined) {\r\n serializedGradient.factor2 = colorRemapGradient.factor2;\r\n } else {\r\n serializedGradient.factor2 = colorRemapGradient.factor1;\r\n }\r\n\r\n serializationObject.colorRemapGradients.push(serializedGradient);\r\n }\r\n }\r\n\r\n const alphaRemapGradients = particleSystem.getAlphaRemapGradients();\r\n if (alphaRemapGradients) {\r\n serializationObject.alphaRemapGradients = [];\r\n for (const alphaRemapGradient of alphaRemapGradients) {\r\n const serializedGradient: any = {\r\n gradient: alphaRemapGradient.gradient,\r\n factor1: alphaRemapGradient.factor1,\r\n };\r\n\r\n if (alphaRemapGradient.factor2 !== undefined) {\r\n serializedGradient.factor2 = alphaRemapGradient.factor2;\r\n } else {\r\n serializedGradient.factor2 = alphaRemapGradient.factor1;\r\n }\r\n\r\n serializationObject.alphaRemapGradients.push(serializedGradient);\r\n }\r\n }\r\n\r\n const sizeGradients = particleSystem.getSizeGradients();\r\n if (sizeGradients) {\r\n serializationObject.sizeGradients = [];\r\n for (const sizeGradient of sizeGradients) {\r\n const serializedGradient: any = {\r\n gradient: sizeGradient.gradient,\r\n factor1: sizeGradient.factor1,\r\n };\r\n\r\n if (sizeGradient.factor2 !== undefined) {\r\n serializedGradient.factor2 = sizeGradient.factor2;\r\n } else {\r\n serializedGradient.factor2 = sizeGradient.factor1;\r\n }\r\n\r\n serializationObject.sizeGradients.push(serializedGradient);\r\n }\r\n }\r\n\r\n const angularSpeedGradients = particleSystem.getAngularSpeedGradients();\r\n if (angularSpeedGradients) {\r\n serializationObject.angularSpeedGradients = [];\r\n for (const angularSpeedGradient of angularSpeedGradients) {\r\n const serializedGradient: any = {\r\n gradient: angularSpeedGradient.gradient,\r\n factor1: angularSpeedGradient.factor1,\r\n };\r\n\r\n if (angularSpeedGradient.factor2 !== undefined) {\r\n serializedGradient.factor2 = angularSpeedGradient.factor2;\r\n } else {\r\n serializedGradient.factor2 = angularSpeedGradient.factor1;\r\n }\r\n\r\n serializationObject.angularSpeedGradients.push(serializedGradient);\r\n }\r\n }\r\n\r\n const velocityGradients = particleSystem.getVelocityGradients();\r\n if (velocityGradients) {\r\n serializationObject.velocityGradients = [];\r\n for (const velocityGradient of velocityGradients) {\r\n const serializedGradient: any = {\r\n gradient: velocityGradient.gradient,\r\n factor1: velocityGradient.factor1,\r\n };\r\n\r\n if (velocityGradient.factor2 !== undefined) {\r\n serializedGradient.factor2 = velocityGradient.factor2;\r\n } else {\r\n serializedGradient.factor2 = velocityGradient.factor1;\r\n }\r\n\r\n serializationObject.velocityGradients.push(serializedGradient);\r\n }\r\n }\r\n\r\n const dragGradients = particleSystem.getDragGradients();\r\n if (dragGradients) {\r\n serializationObject.dragGradients = [];\r\n for (const dragGradient of dragGradients) {\r\n const serializedGradient: any = {\r\n gradient: dragGradient.gradient,\r\n factor1: dragGradient.factor1,\r\n };\r\n\r\n if (dragGradient.factor2 !== undefined) {\r\n serializedGradient.factor2 = dragGradient.factor2;\r\n } else {\r\n serializedGradient.factor2 = dragGradient.factor1;\r\n }\r\n\r\n serializationObject.dragGradients.push(serializedGradient);\r\n }\r\n }\r\n\r\n const emitRateGradients = particleSystem.getEmitRateGradients();\r\n if (emitRateGradients) {\r\n serializationObject.emitRateGradients = [];\r\n for (const emitRateGradient of emitRateGradients) {\r\n const serializedGradient: any = {\r\n gradient: emitRateGradient.gradient,\r\n factor1: emitRateGradient.factor1,\r\n };\r\n\r\n if (emitRateGradient.factor2 !== undefined) {\r\n serializedGradient.factor2 = emitRateGradient.factor2;\r\n } else {\r\n serializedGradient.factor2 = emitRateGradient.factor1;\r\n }\r\n\r\n serializationObject.emitRateGradients.push(serializedGradient);\r\n }\r\n }\r\n\r\n const startSizeGradients = particleSystem.getStartSizeGradients();\r\n if (startSizeGradients) {\r\n serializationObject.startSizeGradients = [];\r\n for (const startSizeGradient of startSizeGradients) {\r\n const serializedGradient: any = {\r\n gradient: startSizeGradient.gradient,\r\n factor1: startSizeGradient.factor1,\r\n };\r\n\r\n if (startSizeGradient.factor2 !== undefined) {\r\n serializedGradient.factor2 = startSizeGradient.factor2;\r\n } else {\r\n serializedGradient.factor2 = startSizeGradient.factor1;\r\n }\r\n\r\n serializationObject.startSizeGradients.push(serializedGradient);\r\n }\r\n }\r\n\r\n const lifeTimeGradients = particleSystem.getLifeTimeGradients();\r\n if (lifeTimeGradients) {\r\n serializationObject.lifeTimeGradients = [];\r\n for (const lifeTimeGradient of lifeTimeGradients) {\r\n const serializedGradient: any = {\r\n gradient: lifeTimeGradient.gradient,\r\n factor1: lifeTimeGradient.factor1,\r\n };\r\n\r\n if (lifeTimeGradient.factor2 !== undefined) {\r\n serializedGradient.factor2 = lifeTimeGradient.factor2;\r\n } else {\r\n serializedGradient.factor2 = lifeTimeGradient.factor1;\r\n }\r\n\r\n serializationObject.lifeTimeGradients.push(serializedGradient);\r\n }\r\n }\r\n\r\n const limitVelocityGradients = particleSystem.getLimitVelocityGradients();\r\n if (limitVelocityGradients) {\r\n serializationObject.limitVelocityGradients = [];\r\n for (const limitVelocityGradient of limitVelocityGradients) {\r\n const serializedGradient: any = {\r\n gradient: limitVelocityGradient.gradient,\r\n factor1: limitVelocityGradient.factor1,\r\n };\r\n\r\n if (limitVelocityGradient.factor2 !== undefined) {\r\n serializedGradient.factor2 = limitVelocityGradient.factor2;\r\n } else {\r\n serializedGradient.factor2 = limitVelocityGradient.factor1;\r\n }\r\n\r\n serializationObject.limitVelocityGradients.push(serializedGradient);\r\n }\r\n\r\n serializationObject.limitVelocityDamping = particleSystem.limitVelocityDamping;\r\n }\r\n\r\n if (particleSystem.noiseTexture) {\r\n serializationObject.noiseTexture = particleSystem.noiseTexture.serialize();\r\n }\r\n }\r\n\r\n // Clone\r\n /**\r\n * Clones the particle system.\r\n * @param name The name of the cloned object\r\n * @param newEmitter The new emitter to use\r\n * @param cloneTexture Also clone the textures if true\r\n * @returns the cloned particle system\r\n */\r\n public override clone(name: string, newEmitter: any, cloneTexture = false): ParticleSystem {\r\n const custom = { ...this._customWrappers };\r\n let program: any = null;\r\n const engine = this._engine;\r\n if (engine.createEffectForParticles) {\r\n if (this.customShader != null) {\r\n program = this.customShader;\r\n const defines: string = program.shaderOptions.defines.length > 0 ? program.shaderOptions.defines.join(\"\\n\") : \"\";\r\n const effect = engine.createEffectForParticles(program.shaderPath.fragmentElement, program.shaderOptions.uniforms, program.shaderOptions.samplers, defines);\r\n if (!custom[0]) {\r\n this.setCustomEffect(effect, 0);\r\n } else {\r\n custom[0].effect = effect;\r\n }\r\n }\r\n }\r\n\r\n const serialization = this.serialize(cloneTexture);\r\n const result = ParticleSystem.Parse(serialization, this._scene || this._engine, this._rootUrl);\r\n result.name = name;\r\n result.customShader = program;\r\n result._customWrappers = custom;\r\n\r\n if (newEmitter === undefined) {\r\n newEmitter = this.emitter;\r\n }\r\n\r\n if (this.noiseTexture) {\r\n result.noiseTexture = this.noiseTexture.clone();\r\n }\r\n\r\n result.emitter = newEmitter;\r\n if (!this.preventAutoStart) {\r\n result.start();\r\n }\r\n\r\n return result;\r\n }\r\n}\r\n\r\nSubEmitter._ParseParticleSystem = ParticleSystem.Parse;\r\n"]}
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1
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+
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{ ThinParticleSystem } from \"./thinParticleSystem\";\r\nimport type { IParticleEmitterType } from \"./EmitterTypes/IParticleEmitterType\";\r\nimport { SubEmitter, SubEmitterType } from \"./subEmitter\";\r\nimport { Color3, Color4 } from \"../Maths/math.color\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport type { IParticleSystem } from \"./IParticleSystem\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\nimport { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport { GetClass } from \"../Misc/typeStore\";\r\nimport type { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport type { Particle } from \"./particle\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { SerializationHelper } from \"../Misc/decorators.serialization\";\r\nimport { MeshParticleEmitter } from \"./EmitterTypes/meshParticleEmitter\";\r\nimport { CustomParticleEmitter } from \"./EmitterTypes/customParticleEmitter\";\r\nimport { BoxParticleEmitter } from \"./EmitterTypes/boxParticleEmitter\";\r\nimport { PointParticleEmitter } from \"./EmitterTypes/pointParticleEmitter\";\r\nimport { HemisphericParticleEmitter } from \"./EmitterTypes/hemisphericParticleEmitter\";\r\nimport { SphereDirectedParticleEmitter, SphereParticleEmitter } from \"./EmitterTypes/sphereParticleEmitter\";\r\nimport { CylinderDirectedParticleEmitter, CylinderParticleEmitter } from \"./EmitterTypes/cylinderParticleEmitter\";\r\nimport { ConeDirectedParticleEmitter, ConeParticleEmitter } from \"./EmitterTypes/coneParticleEmitter\";\r\nimport {\r\n CreateConeEmitter,\r\n CreateCylinderEmitter,\r\n CreateDirectedCylinderEmitter,\r\n CreateDirectedSphereEmitter,\r\n CreateDirectedConeEmitter,\r\n CreateHemisphericEmitter,\r\n CreatePointEmitter,\r\n CreateSphereEmitter,\r\n} from \"./particleSystem.functions\";\r\nimport { Attractor } from \"./attractor\";\r\nimport type { _IExecutionQueueItem } from \"./Queue/executionQueue\";\r\nimport { _ConnectAfter, _RemoveFromQueue } from \"./Queue/executionQueue\";\r\nimport type { FlowMap } from \"./flowMap\";\r\nimport type { NodeParticleSystemSet } from \"./Node/nodeParticleSystemSet\";\r\n\r\n/**\r\n * This represents a particle system in Babylon.\r\n * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.\r\n * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.\r\n * @example https://doc.babylonjs.com/features/featuresDeepDive/particles/particle_system/particle_system_intro\r\n */\r\nexport class ParticleSystem extends ThinParticleSystem {\r\n /**\r\n * Billboard mode will only apply to Y axis\r\n */\r\n public static readonly BILLBOARDMODE_Y = Constants.PARTICLES_BILLBOARDMODE_Y;\r\n /**\r\n * Billboard mode will apply to all axes\r\n */\r\n public static readonly BILLBOARDMODE_ALL = Constants.PARTICLES_BILLBOARDMODE_ALL;\r\n /**\r\n * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction\r\n */\r\n public static readonly BILLBOARDMODE_STRETCHED = Constants.PARTICLES_BILLBOARDMODE_STRETCHED;\r\n /**\r\n * Special billboard mode where the particle will be billboard to the camera but only around the axis of the direction of particle emission\r\n */\r\n public static readonly BILLBOARDMODE_STRETCHED_LOCAL = Constants.PARTICLES_BILLBOARDMODE_STRETCHED_LOCAL;\r\n\r\n // Sub-emitters\r\n private _rootParticleSystem: Nullable<ParticleSystem>;\r\n\r\n /**\r\n * The Sub-emitters templates that will be used to generate the sub particle system to be associated with the system, this property is used by the root particle system only.\r\n * When a particle is spawned, an array will be chosen at random and all the emitters in that array will be attached to the particle. (Default: [])\r\n */\r\n public subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;\r\n // the subEmitters field above converted to a constant type\r\n private _subEmitters: Array<Array<SubEmitter>>;\r\n\r\n /**\r\n * @internal\r\n * If the particle systems emitter should be disposed when the particle system is disposed\r\n */\r\n public _disposeEmitterOnDispose = false;\r\n /**\r\n * The current active Sub-systems, this property is used by the root particle system only.\r\n */\r\n public activeSubSystems: Array<ParticleSystem>;\r\n\r\n /**\r\n * Specifies if the particle system should be serialized\r\n */\r\n public override doNotSerialize = false;\r\n\r\n /**\r\n * Creates a Point Emitter for the particle system (emits directly from the emitter position)\r\n * @param direction1 Particles are emitted between the direction1 and direction2 from within the box\r\n * @param direction2 Particles are emitted between the direction1 and direction2 from within the box\r\n * @returns the emitter\r\n */\r\n public override createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter {\r\n const particleEmitter = CreatePointEmitter(direction1, direction2);\r\n this.particleEmitterType = particleEmitter;\r\n return particleEmitter;\r\n }\r\n\r\n /**\r\n * Gets or sets a function indicating if the particle system can start.\r\n * @returns true if the particle system can start, false otherwise.\r\n */\r\n public canStart = () => {\r\n return true;\r\n };\r\n\r\n /** Flow map */\r\n private _flowMap: Nullable<FlowMap> = null;\r\n private _flowMapUpdate: Nullable<_IExecutionQueueItem> = null;\r\n\r\n /** @internal */\r\n public _source: Nullable<NodeParticleSystemSet> = null;\r\n\r\n /** @internal */\r\n public _blockReference: number = 0;\r\n\r\n /**\r\n * Gets the NodeParticleSystemSet that this particle system belongs to.\r\n */\r\n public get source(): Nullable<NodeParticleSystemSet> {\r\n return this._source;\r\n }\r\n\r\n /**\r\n * Returns true if the particle system was generated by a node particle system set\r\n */\r\n public override get isNodeGenerated(): boolean {\r\n return this._source !== null;\r\n }\r\n /**\r\n * The strength of the flow map\r\n */\r\n public flowMapStrength = 1.0;\r\n\r\n /** Gets or sets the current flow map */\r\n public get flowMap(): Nullable<FlowMap> {\r\n return this._flowMap;\r\n }\r\n\r\n public set flowMap(value: Nullable<FlowMap>) {\r\n if (this._flowMap === value) {\r\n return;\r\n }\r\n\r\n this._flowMap = value;\r\n\r\n if (this._flowMapUpdate) {\r\n _RemoveFromQueue(this._flowMapUpdate);\r\n this._flowMapUpdate = null;\r\n }\r\n if (value) {\r\n this._flowMapUpdate = {\r\n process: (particle: Particle) => {\r\n const matrix = this.getScene()?.getTransformMatrix();\r\n this._flowMap!._processParticle(particle, this.flowMapStrength * this._tempScaledUpdateSpeed, matrix);\r\n },\r\n previousItem: null,\r\n nextItem: null,\r\n };\r\n _ConnectAfter(this._flowMapUpdate, this._directionProcessing!);\r\n }\r\n }\r\n\r\n /** Attractors */\r\n private _attractors: Attractor[] = [];\r\n private _attractorUpdate: Nullable<_IExecutionQueueItem> = null;\r\n\r\n /**\r\n * The list of attractors used to change the direction of the particles in the system.\r\n * Please note that this is a copy of the internal array. If you want to modify it, please use the addAttractor and removeAttractor methods.\r\n */\r\n public get attractors(): Attractor[] {\r\n return this._attractors.slice(0);\r\n }\r\n\r\n /**\r\n * Add an attractor to the particle system. Attractors are used to change the direction of the particles in the system.\r\n * @param attractor The attractor to add to the particle system\r\n */\r\n public addAttractor(attractor: Attractor): void {\r\n this._attractors.push(attractor);\r\n\r\n if (this._attractors.length === 1) {\r\n this._attractorUpdate = {\r\n process: (particle: Particle) => {\r\n for (const attractor of this._attractors) {\r\n attractor._processParticle(particle, this);\r\n }\r\n },\r\n previousItem: null,\r\n nextItem: null,\r\n };\r\n _ConnectAfter(this._attractorUpdate, this._directionProcessing!);\r\n }\r\n }\r\n\r\n /**\r\n * Removes an attractor from the particle system. Attractors are used to change the direction of the particles in the system.\r\n * @param attractor The attractor to remove from the particle system\r\n */\r\n public removeAttractor(attractor: Attractor): void {\r\n const index = this._attractors.indexOf(attractor);\r\n if (index !== -1) {\r\n this._attractors.splice(index, 1);\r\n }\r\n\r\n if (this._attractors.length === 0) {\r\n _RemoveFromQueue(this._attractorUpdate!);\r\n }\r\n }\r\n\r\n public override start(delay = this.startDelay): void {\r\n if (!this.canStart()) {\r\n return;\r\n }\r\n super.start(delay);\r\n }\r\n\r\n /**\r\n * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)\r\n * @param radius The radius of the hemisphere to emit from\r\n * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius\r\n * @returns the emitter\r\n */\r\n public override createHemisphericEmitter(radius = 1, radiusRange = 1): HemisphericParticleEmitter {\r\n const particleEmitter = CreateHemisphericEmitter(radius, radiusRange);\r\n this.particleEmitterType = particleEmitter;\r\n return particleEmitter;\r\n }\r\n\r\n /**\r\n * Creates a Sphere Emitter for the particle system (emits along the sphere radius)\r\n * @param radius The radius of the sphere to emit from\r\n * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius\r\n * @returns the emitter\r\n */\r\n public override createSphereEmitter(radius = 1, radiusRange = 1): SphereParticleEmitter {\r\n const particleEmitter = CreateSphereEmitter(radius, radiusRange);\r\n this.particleEmitterType = particleEmitter;\r\n return particleEmitter;\r\n }\r\n\r\n /**\r\n * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)\r\n * @param radius The radius of the sphere to emit from\r\n * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere\r\n * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere\r\n * @returns the emitter\r\n */\r\n public override createDirectedSphereEmitter(radius = 1, direction1 = new Vector3(0, 1.0, 0), direction2 = new Vector3(0, 1.0, 0)): SphereDirectedParticleEmitter {\r\n const particleEmitter = CreateDirectedSphereEmitter(radius, direction1, direction2);\r\n this.particleEmitterType = particleEmitter;\r\n return particleEmitter;\r\n }\r\n\r\n /**\r\n * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)\r\n * @param radius The radius of the emission cylinder\r\n * @param height The height of the emission cylinder\r\n * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius\r\n * @param directionRandomizer How much to randomize the particle direction [0-1]\r\n * @returns the emitter\r\n */\r\n public override createCylinderEmitter(radius = 1, height = 1, radiusRange = 1, directionRandomizer = 0): CylinderParticleEmitter {\r\n const particleEmitter = CreateCylinderEmitter(radius, height, radiusRange, directionRandomizer);\r\n this.particleEmitterType = particleEmitter;\r\n return particleEmitter;\r\n }\r\n\r\n /**\r\n * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)\r\n * @param radius The radius of the cylinder to emit from\r\n * @param height The height of the emission cylinder\r\n * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)\r\n * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder\r\n * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder\r\n * @returns the emitter\r\n */\r\n public override createDirectedCylinderEmitter(\r\n radius = 1,\r\n height = 1,\r\n radiusRange = 1,\r\n direction1 = new Vector3(0, 1.0, 0),\r\n direction2 = new Vector3(0, 1.0, 0)\r\n ): CylinderDirectedParticleEmitter {\r\n const particleEmitter = CreateDirectedCylinderEmitter(radius, height, radiusRange, direction1, direction2);\r\n this.particleEmitterType = particleEmitter;\r\n return particleEmitter;\r\n }\r\n\r\n /**\r\n * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)\r\n * @param radius The radius of the cone to emit from\r\n * @param angle The base angle of the cone\r\n * @returns the emitter\r\n */\r\n public override createConeEmitter(radius = 1, angle = Math.PI / 4): ConeParticleEmitter {\r\n const particleEmitter = CreateConeEmitter(radius, angle);\r\n this.particleEmitterType = particleEmitter;\r\n return particleEmitter;\r\n }\r\n\r\n public override createDirectedConeEmitter(\r\n radius = 1,\r\n angle = Math.PI / 4,\r\n direction1 = new Vector3(0, 1.0, 0),\r\n direction2 = new Vector3(0, 1.0, 0)\r\n ): ConeDirectedParticleEmitter {\r\n const particleEmitter = CreateDirectedConeEmitter(radius, angle, direction1, direction2);\r\n this.particleEmitterType = particleEmitter;\r\n return particleEmitter;\r\n }\r\n\r\n /**\r\n * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)\r\n * @param direction1 Particles are emitted between the direction1 and direction2 from within the box\r\n * @param direction2 Particles are emitted between the direction1 and direction2 from within the box\r\n * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox\r\n * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox\r\n * @returns the emitter\r\n */\r\n public override createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter {\r\n const particleEmitter = new BoxParticleEmitter();\r\n this.particleEmitterType = particleEmitter;\r\n this.direction1 = direction1;\r\n this.direction2 = direction2;\r\n this.minEmitBox = minEmitBox;\r\n this.maxEmitBox = maxEmitBox;\r\n return particleEmitter;\r\n }\r\n\r\n private _prepareSubEmitterInternalArray() {\r\n this._subEmitters = new Array<Array<SubEmitter>>();\r\n if (this.subEmitters) {\r\n for (const subEmitter of this.subEmitters) {\r\n if (subEmitter instanceof ParticleSystem) {\r\n this._subEmitters.push([new SubEmitter(subEmitter)]);\r\n } else if (subEmitter instanceof SubEmitter) {\r\n this._subEmitters.push([subEmitter]);\r\n } else if (subEmitter instanceof Array) {\r\n this._subEmitters.push(subEmitter);\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _stopSubEmitters(): void {\r\n if (!this.activeSubSystems) {\r\n return;\r\n }\r\n for (const subSystem of this.activeSubSystems) {\r\n subSystem.stop(true);\r\n }\r\n this.activeSubSystems = [] as ParticleSystem[];\r\n }\r\n\r\n private _removeFromRoot(): void {\r\n if (!this._rootParticleSystem) {\r\n return;\r\n }\r\n\r\n const index = this._rootParticleSystem.activeSubSystems.indexOf(this);\r\n if (index !== -1) {\r\n this._rootParticleSystem.activeSubSystems.splice(index, 1);\r\n }\r\n\r\n this._rootParticleSystem = null;\r\n }\r\n\r\n /** @internal */\r\n public override _emitFromParticle: (particle: Particle) => void = (particle) => {\r\n if (!this._subEmitters || this._subEmitters.length === 0) {\r\n return;\r\n }\r\n const templateIndex = Math.floor(Math.random() * this._subEmitters.length);\r\n\r\n for (const subEmitter of this._subEmitters[templateIndex]) {\r\n if (subEmitter.type === SubEmitterType.END) {\r\n const subSystem = subEmitter.clone();\r\n particle._inheritParticleInfoToSubEmitter(subSystem);\r\n subSystem.particleSystem._rootParticleSystem = this;\r\n this.activeSubSystems.push(subSystem.particleSystem);\r\n subSystem.particleSystem.start();\r\n }\r\n }\r\n };\r\n\r\n /** @internal */\r\n public override _preStart() {\r\n // Convert the subEmitters field to the constant type field _subEmitters\r\n this._prepareSubEmitterInternalArray();\r\n\r\n if (this._subEmitters && this._subEmitters.length != 0) {\r\n this.activeSubSystems = [] as ParticleSystem[];\r\n }\r\n }\r\n\r\n /** @internal */\r\n public override _postStop(stopSubEmitters: boolean) {\r\n if (stopSubEmitters) {\r\n this._stopSubEmitters();\r\n }\r\n }\r\n\r\n /** @internal */\r\n public override _prepareParticle(particle: Particle): void {\r\n // Attach emitters\r\n if (this._subEmitters && this._subEmitters.length > 0) {\r\n const subEmitters = this._subEmitters[Math.floor(Math.random() * this._subEmitters.length)];\r\n particle._attachedSubEmitters = [];\r\n for (const subEmitter of subEmitters) {\r\n if (subEmitter.type === SubEmitterType.ATTACHED) {\r\n const newEmitter = subEmitter.clone();\r\n particle._attachedSubEmitters.push(newEmitter);\r\n newEmitter.particleSystem.start();\r\n }\r\n }\r\n }\r\n }\r\n\r\n /** @internal */\r\n public override _onDispose(disposeAttachedSubEmitters = false, disposeEndSubEmitters = false) {\r\n this._removeFromRoot();\r\n\r\n if (this.subEmitters && !this._subEmitters) {\r\n this._prepareSubEmitterInternalArray();\r\n }\r\n\r\n if (disposeAttachedSubEmitters) {\r\n if (this.particles) {\r\n for (const particle of this.particles) {\r\n if (particle._attachedSubEmitters) {\r\n for (let i = particle._attachedSubEmitters.length - 1; i >= 0; i -= 1) {\r\n particle._attachedSubEmitters[i].dispose();\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n if (disposeEndSubEmitters) {\r\n if (this.activeSubSystems) {\r\n for (let i = this.activeSubSystems.length - 1; i >= 0; i -= 1) {\r\n this.activeSubSystems[i].dispose();\r\n }\r\n }\r\n }\r\n\r\n if (this._subEmitters && this._subEmitters.length) {\r\n for (let index = 0; index < this._subEmitters.length; index++) {\r\n for (const subEmitter of this._subEmitters[index]) {\r\n subEmitter.dispose();\r\n }\r\n }\r\n\r\n this._subEmitters = [];\r\n this.subEmitters = [];\r\n }\r\n\r\n if (this._disposeEmitterOnDispose && this.emitter && (this.emitter as AbstractMesh).dispose) {\r\n (<AbstractMesh>this.emitter).dispose(true);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, sceneOrEngine: Scene | AbstractEngine, rootUrl: string) {\r\n let scene: Nullable<Scene>;\r\n\r\n if (sceneOrEngine instanceof AbstractEngine) {\r\n scene = null;\r\n } else {\r\n scene = sceneOrEngine;\r\n }\r\n\r\n const internalClass = GetClass(\"BABYLON.Texture\");\r\n if (internalClass && scene) {\r\n // Texture\r\n if (parsedParticleSystem.texture) {\r\n particleSystem.particleTexture = internalClass.Parse(parsedParticleSystem.texture, scene, rootUrl) as BaseTexture;\r\n } else if (parsedParticleSystem.textureName) {\r\n particleSystem.particleTexture = new internalClass(\r\n rootUrl + parsedParticleSystem.textureName,\r\n scene,\r\n false,\r\n parsedParticleSystem.invertY !== undefined ? parsedParticleSystem.invertY : true\r\n );\r\n particleSystem.particleTexture!.name = parsedParticleSystem.textureName;\r\n }\r\n }\r\n\r\n // Emitter\r\n if (!parsedParticleSystem.emitterId && parsedParticleSystem.emitterId !== 0 && parsedParticleSystem.emitter === undefined) {\r\n particleSystem.emitter = Vector3.Zero();\r\n } else if (parsedParticleSystem.emitterId && scene) {\r\n particleSystem.emitter = scene.getLastMeshById(parsedParticleSystem.emitterId);\r\n } else {\r\n particleSystem.emitter = Vector3.FromArray(parsedParticleSystem.emitter);\r\n }\r\n\r\n particleSystem.isLocal = !!parsedParticleSystem.isLocal;\r\n\r\n // Misc.\r\n if (parsedParticleSystem.renderingGroupId !== undefined) {\r\n particleSystem.renderingGroupId = parsedParticleSystem.renderingGroupId;\r\n }\r\n\r\n if (parsedParticleSystem.isBillboardBased !== undefined) {\r\n particleSystem.isBillboardBased = parsedParticleSystem.isBillboardBased;\r\n }\r\n\r\n if (parsedParticleSystem.billboardMode !== undefined) {\r\n particleSystem.billboardMode = parsedParticleSystem.billboardMode;\r\n }\r\n\r\n if (parsedParticleSystem.useLogarithmicDepth !== undefined) {\r\n particleSystem.useLogarithmicDepth = parsedParticleSystem.useLogarithmicDepth;\r\n }\r\n\r\n // Animations\r\n if (parsedParticleSystem.animations) {\r\n for (let animationIndex = 0; animationIndex < parsedParticleSystem.animations.length; animationIndex++) {\r\n const parsedAnimation = parsedParticleSystem.animations[animationIndex];\r\n const internalClass = GetClass(\"BABYLON.Animation\");\r\n if (internalClass) {\r\n particleSystem.animations.push(internalClass.Parse(parsedAnimation));\r\n }\r\n }\r\n particleSystem.beginAnimationOnStart = parsedParticleSystem.beginAnimationOnStart;\r\n particleSystem.beginAnimationFrom = parsedParticleSystem.beginAnimationFrom;\r\n particleSystem.beginAnimationTo = parsedParticleSystem.beginAnimationTo;\r\n particleSystem.beginAnimationLoop = parsedParticleSystem.beginAnimationLoop;\r\n }\r\n\r\n if (parsedParticleSystem.autoAnimate && scene) {\r\n scene.beginAnimation(\r\n particleSystem,\r\n parsedParticleSystem.autoAnimateFrom,\r\n parsedParticleSystem.autoAnimateTo,\r\n parsedParticleSystem.autoAnimateLoop,\r\n parsedParticleSystem.autoAnimateSpeed || 1.0\r\n );\r\n }\r\n\r\n // Particle system\r\n particleSystem.startDelay = parsedParticleSystem.startDelay | 0;\r\n particleSystem.minAngularSpeed = parsedParticleSystem.minAngularSpeed;\r\n particleSystem.maxAngularSpeed = parsedParticleSystem.maxAngularSpeed;\r\n particleSystem.minSize = parsedParticleSystem.minSize;\r\n particleSystem.maxSize = parsedParticleSystem.maxSize;\r\n\r\n if (parsedParticleSystem.minScaleX) {\r\n particleSystem.minScaleX = parsedParticleSystem.minScaleX;\r\n particleSystem.maxScaleX = parsedParticleSystem.maxScaleX;\r\n particleSystem.minScaleY = parsedParticleSystem.minScaleY;\r\n particleSystem.maxScaleY = parsedParticleSystem.maxScaleY;\r\n }\r\n\r\n if (parsedParticleSystem.preWarmCycles !== undefined) {\r\n particleSystem.preWarmCycles = parsedParticleSystem.preWarmCycles;\r\n particleSystem.preWarmStepOffset = parsedParticleSystem.preWarmStepOffset;\r\n }\r\n\r\n if (parsedParticleSystem.minInitialRotation !== undefined) {\r\n particleSystem.minInitialRotation = parsedParticleSystem.minInitialRotation;\r\n particleSystem.maxInitialRotation = parsedParticleSystem.maxInitialRotation;\r\n }\r\n\r\n particleSystem.minLifeTime = parsedParticleSystem.minLifeTime;\r\n particleSystem.maxLifeTime = parsedParticleSystem.maxLifeTime;\r\n particleSystem.minEmitPower = parsedParticleSystem.minEmitPower;\r\n particleSystem.maxEmitPower = parsedParticleSystem.maxEmitPower;\r\n particleSystem.emitRate = parsedParticleSystem.emitRate;\r\n particleSystem.gravity = Vector3.FromArray(parsedParticleSystem.gravity);\r\n if (parsedParticleSystem.noiseStrength) {\r\n particleSystem.noiseStrength = Vector3.FromArray(parsedParticleSystem.noiseStrength);\r\n }\r\n particleSystem.color1 = Color4.FromArray(parsedParticleSystem.color1);\r\n particleSystem.color2 = Color4.FromArray(parsedParticleSystem.color2);\r\n particleSystem.colorDead = Color4.FromArray(parsedParticleSystem.colorDead);\r\n particleSystem.updateSpeed = parsedParticleSystem.updateSpeed;\r\n particleSystem.targetStopDuration = parsedParticleSystem.targetStopDuration;\r\n particleSystem.blendMode = parsedParticleSystem.blendMode;\r\n\r\n if (parsedParticleSystem.colorGradients) {\r\n for (const colorGradient of parsedParticleSystem.colorGradients) {\r\n particleSystem.addColorGradient(\r\n colorGradient.gradient,\r\n Color4.FromArray(colorGradient.color1),\r\n colorGradient.color2 ? Color4.FromArray(colorGradient.color2) : undefined\r\n );\r\n }\r\n }\r\n\r\n if (parsedParticleSystem.rampGradients) {\r\n for (const rampGradient of parsedParticleSystem.rampGradients) {\r\n particleSystem.addRampGradient(rampGradient.gradient, Color3.FromArray(rampGradient.color));\r\n }\r\n particleSystem.useRampGradients = parsedParticleSystem.useRampGradients;\r\n }\r\n\r\n if (parsedParticleSystem.colorRemapGradients) {\r\n for (const colorRemapGradient of parsedParticleSystem.colorRemapGradients) {\r\n particleSystem.addColorRemapGradient(\r\n colorRemapGradient.gradient,\r\n colorRemapGradient.factor1 !== undefined ? colorRemapGradient.factor1 : colorRemapGradient.factor,\r\n colorRemapGradient.factor2\r\n );\r\n }\r\n }\r\n\r\n if (parsedParticleSystem.alphaRemapGradients) {\r\n for (const alphaRemapGradient of parsedParticleSystem.alphaRemapGradients) {\r\n particleSystem.addAlphaRemapGradient(\r\n alphaRemapGradient.gradient,\r\n alphaRemapGradient.factor1 !== undefined ? alphaRemapGradient.factor1 : alphaRemapGradient.factor,\r\n alphaRemapGradient.factor2\r\n );\r\n }\r\n }\r\n\r\n if (parsedParticleSystem.sizeGradients) {\r\n for (const sizeGradient of parsedParticleSystem.sizeGradients) {\r\n particleSystem.addSizeGradient(sizeGradient.gradient, sizeGradient.factor1 !== undefined ? sizeGradient.factor1 : sizeGradient.factor, sizeGradient.factor2);\r\n }\r\n }\r\n\r\n if (parsedParticleSystem.angularSpeedGradients) {\r\n for (const angularSpeedGradient of parsedParticleSystem.angularSpeedGradients) {\r\n particleSystem.addAngularSpeedGradient(\r\n angularSpeedGradient.gradient,\r\n angularSpeedGradient.factor1 !== undefined ? angularSpeedGradient.factor1 : angularSpeedGradient.factor,\r\n angularSpeedGradient.factor2\r\n );\r\n }\r\n }\r\n\r\n if (parsedParticleSystem.velocityGradients) {\r\n for (const velocityGradient of parsedParticleSystem.velocityGradients) {\r\n particleSystem.addVelocityGradient(\r\n velocityGradient.gradient,\r\n velocityGradient.factor1 !== undefined ? velocityGradient.factor1 : velocityGradient.factor,\r\n velocityGradient.factor2\r\n );\r\n }\r\n }\r\n\r\n if (parsedParticleSystem.dragGradients) {\r\n for (const dragGradient of parsedParticleSystem.dragGradients) {\r\n particleSystem.addDragGradient(dragGradient.gradient, dragGradient.factor1 !== undefined ? dragGradient.factor1 : dragGradient.factor, dragGradient.factor2);\r\n }\r\n }\r\n\r\n if (parsedParticleSystem.emitRateGradients) {\r\n for (const emitRateGradient of parsedParticleSystem.emitRateGradients) {\r\n particleSystem.addEmitRateGradient(\r\n emitRateGradient.gradient,\r\n emitRateGradient.factor1 !== undefined ? emitRateGradient.factor1 : emitRateGradient.factor,\r\n emitRateGradient.factor2\r\n );\r\n }\r\n }\r\n\r\n if (parsedParticleSystem.startSizeGradients) {\r\n for (const startSizeGradient of parsedParticleSystem.startSizeGradients) {\r\n particleSystem.addStartSizeGradient(\r\n startSizeGradient.gradient,\r\n startSizeGradient.factor1 !== undefined ? startSizeGradient.factor1 : startSizeGradient.factor,\r\n startSizeGradient.factor2\r\n );\r\n }\r\n }\r\n\r\n if (parsedParticleSystem.lifeTimeGradients) {\r\n for (const lifeTimeGradient of parsedParticleSystem.lifeTimeGradients) {\r\n particleSystem.addLifeTimeGradient(\r\n lifeTimeGradient.gradient,\r\n lifeTimeGradient.factor1 !== undefined ? lifeTimeGradient.factor1 : lifeTimeGradient.factor,\r\n lifeTimeGradient.factor2\r\n );\r\n }\r\n }\r\n\r\n if (parsedParticleSystem.limitVelocityGradients) {\r\n for (const limitVelocityGradient of parsedParticleSystem.limitVelocityGradients) {\r\n particleSystem.addLimitVelocityGradient(\r\n limitVelocityGradient.gradient,\r\n limitVelocityGradient.factor1 !== undefined ? limitVelocityGradient.factor1 : limitVelocityGradient.factor,\r\n limitVelocityGradient.factor2\r\n );\r\n }\r\n particleSystem.limitVelocityDamping = parsedParticleSystem.limitVelocityDamping;\r\n }\r\n\r\n if (parsedParticleSystem.noiseTexture && scene) {\r\n const internalClass = GetClass(\"BABYLON.ProceduralTexture\");\r\n particleSystem.noiseTexture = internalClass.Parse(parsedParticleSystem.noiseTexture, scene, rootUrl);\r\n }\r\n\r\n // Emitter\r\n let emitterType: IParticleEmitterType;\r\n if (parsedParticleSystem.particleEmitterType) {\r\n switch (parsedParticleSystem.particleEmitterType.type) {\r\n case \"SphereParticleEmitter\":\r\n emitterType = new SphereParticleEmitter();\r\n break;\r\n case \"SphereDirectedParticleEmitter\":\r\n emitterType = new SphereDirectedParticleEmitter();\r\n break;\r\n case \"ConeEmitter\":\r\n case \"ConeParticleEmitter\":\r\n emitterType = new ConeParticleEmitter();\r\n break;\r\n case \"ConeDirectedParticleEmitter\":\r\n emitterType = new ConeDirectedParticleEmitter();\r\n break;\r\n case \"CylinderParticleEmitter\":\r\n emitterType = new CylinderParticleEmitter();\r\n break;\r\n case \"CylinderDirectedParticleEmitter\":\r\n emitterType = new CylinderDirectedParticleEmitter();\r\n break;\r\n case \"HemisphericParticleEmitter\":\r\n emitterType = new HemisphericParticleEmitter();\r\n break;\r\n case \"PointParticleEmitter\":\r\n emitterType = new PointParticleEmitter();\r\n break;\r\n case \"MeshParticleEmitter\":\r\n emitterType = new MeshParticleEmitter();\r\n break;\r\n case \"CustomParticleEmitter\":\r\n emitterType = new CustomParticleEmitter();\r\n break;\r\n case \"BoxEmitter\":\r\n case \"BoxParticleEmitter\":\r\n default:\r\n emitterType = new BoxParticleEmitter();\r\n break;\r\n }\r\n\r\n emitterType.parse(parsedParticleSystem.particleEmitterType, scene);\r\n } else {\r\n emitterType = new BoxParticleEmitter();\r\n emitterType.parse(parsedParticleSystem, scene);\r\n }\r\n particleSystem.particleEmitterType = emitterType;\r\n\r\n // Animation sheet\r\n particleSystem.startSpriteCellID = parsedParticleSystem.startSpriteCellID;\r\n particleSystem.endSpriteCellID = parsedParticleSystem.endSpriteCellID;\r\n particleSystem.spriteCellLoop = parsedParticleSystem.spriteCellLoop ?? true;\r\n particleSystem.spriteCellWidth = parsedParticleSystem.spriteCellWidth;\r\n particleSystem.spriteCellHeight = parsedParticleSystem.spriteCellHeight;\r\n particleSystem.spriteCellChangeSpeed = parsedParticleSystem.spriteCellChangeSpeed;\r\n particleSystem.spriteRandomStartCell = parsedParticleSystem.spriteRandomStartCell;\r\n\r\n particleSystem.disposeOnStop = parsedParticleSystem.disposeOnStop ?? false;\r\n particleSystem.manualEmitCount = parsedParticleSystem.manualEmitCount ?? -1;\r\n }\r\n\r\n /**\r\n * Parses a JSON object to create a particle system.\r\n * @param parsedParticleSystem The JSON object to parse\r\n * @param sceneOrEngine The scene or the engine to create the particle system in\r\n * @param rootUrl The root url to use to load external dependencies like texture\r\n * @param doNotStart Ignore the preventAutoStart attribute and does not start\r\n * @param capacity defines the system capacity (if null or undefined the sotred capacity will be used)\r\n * @returns the Parsed particle system\r\n */\r\n public static Parse(parsedParticleSystem: any, sceneOrEngine: Scene | AbstractEngine, rootUrl: string, doNotStart = false, capacity?: number): ParticleSystem {\r\n const name = parsedParticleSystem.name;\r\n let custom: Nullable<Effect> = null;\r\n let program: any = null;\r\n let engine: AbstractEngine;\r\n let scene: Nullable<Scene>;\r\n\r\n if (sceneOrEngine instanceof AbstractEngine) {\r\n engine = sceneOrEngine;\r\n } else {\r\n scene = sceneOrEngine;\r\n engine = scene.getEngine();\r\n }\r\n\r\n if (parsedParticleSystem.customShader && (engine as any).createEffectForParticles) {\r\n program = parsedParticleSystem.customShader;\r\n const defines: string = program.shaderOptions.defines.length > 0 ? program.shaderOptions.defines.join(\"\\n\") : \"\";\r\n custom = (engine as any).createEffectForParticles(program.shaderPath.fragmentElement, program.shaderOptions.uniforms, program.shaderOptions.samplers, defines);\r\n }\r\n const particleSystem = new ParticleSystem(name, capacity || parsedParticleSystem.capacity, sceneOrEngine, custom, parsedParticleSystem.isAnimationSheetEnabled);\r\n particleSystem.customShader = program;\r\n particleSystem._rootUrl = rootUrl;\r\n\r\n if (parsedParticleSystem.id) {\r\n particleSystem.id = parsedParticleSystem.id;\r\n }\r\n\r\n // SubEmitters\r\n if (parsedParticleSystem.subEmitters) {\r\n particleSystem.subEmitters = [];\r\n for (const cell of parsedParticleSystem.subEmitters) {\r\n const cellArray = [];\r\n for (const sub of cell) {\r\n cellArray.push(SubEmitter.Parse(sub, sceneOrEngine, rootUrl));\r\n }\r\n\r\n particleSystem.subEmitters.push(cellArray);\r\n }\r\n }\r\n\r\n // Attractors\r\n if (parsedParticleSystem.attractors) {\r\n for (const attractor of parsedParticleSystem.attractors) {\r\n const newAttractor = new Attractor();\r\n newAttractor.position = Vector3.FromArray(attractor.position);\r\n newAttractor.strength = attractor.strength;\r\n particleSystem.addAttractor(newAttractor);\r\n }\r\n }\r\n\r\n ParticleSystem._Parse(parsedParticleSystem, particleSystem, sceneOrEngine, rootUrl);\r\n\r\n if (parsedParticleSystem.textureMask) {\r\n particleSystem.textureMask = Color4.FromArray(parsedParticleSystem.textureMask);\r\n }\r\n\r\n if (parsedParticleSystem.worldOffset) {\r\n particleSystem.worldOffset = Vector3.FromArray(parsedParticleSystem.worldOffset);\r\n }\r\n\r\n // Auto start\r\n if (parsedParticleSystem.preventAutoStart) {\r\n particleSystem.preventAutoStart = parsedParticleSystem.preventAutoStart;\r\n }\r\n\r\n if (parsedParticleSystem.metadata) {\r\n particleSystem.metadata = parsedParticleSystem.metadata;\r\n }\r\n\r\n if (!doNotStart && !particleSystem.preventAutoStart) {\r\n particleSystem.start();\r\n }\r\n\r\n return particleSystem;\r\n }\r\n\r\n /**\r\n * Serializes the particle system to a JSON object\r\n * @param serializeTexture defines if the texture must be serialized as well\r\n * @returns the JSON object\r\n */\r\n public override serialize(serializeTexture = false): any {\r\n const serializationObject: any = {};\r\n\r\n ParticleSystem._Serialize(serializationObject, this, serializeTexture);\r\n\r\n serializationObject.textureMask = this.textureMask.asArray();\r\n serializationObject.customShader = this.customShader;\r\n serializationObject.preventAutoStart = this.preventAutoStart;\r\n serializationObject.worldOffset = this.worldOffset.asArray();\r\n\r\n if (this.metadata) {\r\n serializationObject.metadata = this.metadata;\r\n }\r\n\r\n // SubEmitters\r\n if (this.subEmitters) {\r\n serializationObject.subEmitters = [];\r\n\r\n if (!this._subEmitters) {\r\n this._prepareSubEmitterInternalArray();\r\n }\r\n\r\n for (const subs of this._subEmitters) {\r\n const cell = [];\r\n for (const sub of subs) {\r\n if (!sub.particleSystem.doNotSerialize) {\r\n cell.push(sub.serialize(serializeTexture));\r\n }\r\n }\r\n\r\n serializationObject.subEmitters.push(cell);\r\n }\r\n }\r\n\r\n // Attractors\r\n if (this._attractors && this._attractors.length) {\r\n serializationObject.attractors = [];\r\n for (const attractor of this._attractors) {\r\n serializationObject.attractors.push(attractor.serialize());\r\n }\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _Serialize(serializationObject: any, particleSystem: IParticleSystem, serializeTexture: boolean) {\r\n serializationObject.name = particleSystem.name;\r\n serializationObject.id = particleSystem.id;\r\n\r\n serializationObject.capacity = particleSystem.getCapacity();\r\n\r\n serializationObject.disposeOnStop = particleSystem.disposeOnStop;\r\n serializationObject.manualEmitCount = particleSystem.manualEmitCount;\r\n\r\n // Emitter\r\n if ((<AbstractMesh>particleSystem.emitter).position) {\r\n const emitterMesh = <AbstractMesh>particleSystem.emitter;\r\n serializationObject.emitterId = emitterMesh.id;\r\n } else {\r\n const emitterPosition = <Vector3>particleSystem.emitter;\r\n serializationObject.emitter = emitterPosition.asArray();\r\n }\r\n\r\n // Emitter\r\n if (particleSystem.particleEmitterType) {\r\n serializationObject.particleEmitterType = particleSystem.particleEmitterType.serialize();\r\n }\r\n\r\n if (particleSystem.particleTexture) {\r\n if (serializeTexture) {\r\n serializationObject.texture = particleSystem.particleTexture.serialize();\r\n } else {\r\n serializationObject.textureName = particleSystem.particleTexture.name;\r\n serializationObject.invertY = !!(particleSystem.particleTexture as any)._invertY;\r\n }\r\n }\r\n\r\n serializationObject.isLocal = particleSystem.isLocal;\r\n\r\n // Animations\r\n SerializationHelper.AppendSerializedAnimations(particleSystem, serializationObject);\r\n serializationObject.beginAnimationOnStart = particleSystem.beginAnimationOnStart;\r\n serializationObject.beginAnimationFrom = particleSystem.beginAnimationFrom;\r\n serializationObject.beginAnimationTo = particleSystem.beginAnimationTo;\r\n serializationObject.beginAnimationLoop = particleSystem.beginAnimationLoop;\r\n\r\n // Particle system\r\n serializationObject.startDelay = particleSystem.startDelay;\r\n serializationObject.renderingGroupId = particleSystem.renderingGroupId;\r\n serializationObject.isBillboardBased = particleSystem.isBillboardBased;\r\n serializationObject.billboardMode = particleSystem.billboardMode;\r\n serializationObject.minAngularSpeed = particleSystem.minAngularSpeed;\r\n serializationObject.maxAngularSpeed = particleSystem.maxAngularSpeed;\r\n serializationObject.minSize = particleSystem.minSize;\r\n serializationObject.maxSize = particleSystem.maxSize;\r\n serializationObject.minScaleX = particleSystem.minScaleX;\r\n serializationObject.maxScaleX = particleSystem.maxScaleX;\r\n serializationObject.minScaleY = particleSystem.minScaleY;\r\n serializationObject.maxScaleY = particleSystem.maxScaleY;\r\n serializationObject.minEmitPower = particleSystem.minEmitPower;\r\n serializationObject.maxEmitPower = particleSystem.maxEmitPower;\r\n serializationObject.minLifeTime = particleSystem.minLifeTime;\r\n serializationObject.maxLifeTime = particleSystem.maxLifeTime;\r\n serializationObject.emitRate = particleSystem.emitRate;\r\n serializationObject.gravity = particleSystem.gravity.asArray();\r\n serializationObject.noiseStrength = particleSystem.noiseStrength.asArray();\r\n serializationObject.color1 = particleSystem.color1.asArray();\r\n serializationObject.color2 = particleSystem.color2.asArray();\r\n serializationObject.colorDead = particleSystem.colorDead.asArray();\r\n serializationObject.updateSpeed = particleSystem.updateSpeed;\r\n serializationObject.targetStopDuration = particleSystem.targetStopDuration;\r\n serializationObject.blendMode = particleSystem.blendMode;\r\n serializationObject.preWarmCycles = particleSystem.preWarmCycles;\r\n serializationObject.preWarmStepOffset = particleSystem.preWarmStepOffset;\r\n serializationObject.minInitialRotation = particleSystem.minInitialRotation;\r\n serializationObject.maxInitialRotation = particleSystem.maxInitialRotation;\r\n serializationObject.startSpriteCellID = particleSystem.startSpriteCellID;\r\n serializationObject.spriteCellLoop = particleSystem.spriteCellLoop;\r\n serializationObject.endSpriteCellID = particleSystem.endSpriteCellID;\r\n serializationObject.spriteCellChangeSpeed = particleSystem.spriteCellChangeSpeed;\r\n serializationObject.spriteCellWidth = particleSystem.spriteCellWidth;\r\n serializationObject.spriteCellHeight = particleSystem.spriteCellHeight;\r\n serializationObject.spriteRandomStartCell = particleSystem.spriteRandomStartCell;\r\n serializationObject.isAnimationSheetEnabled = particleSystem.isAnimationSheetEnabled;\r\n serializationObject.useLogarithmicDepth = particleSystem.useLogarithmicDepth;\r\n\r\n const colorGradients = particleSystem.getColorGradients();\r\n if (colorGradients) {\r\n serializationObject.colorGradients = [];\r\n for (const colorGradient of colorGradients) {\r\n const serializedGradient: any = {\r\n gradient: colorGradient.gradient,\r\n color1: colorGradient.color1.asArray(),\r\n };\r\n\r\n if (colorGradient.color2) {\r\n serializedGradient.color2 = colorGradient.color2.asArray();\r\n } else {\r\n serializedGradient.color2 = colorGradient.color1.asArray();\r\n }\r\n\r\n serializationObject.colorGradients.push(serializedGradient);\r\n }\r\n }\r\n\r\n const rampGradients = particleSystem.getRampGradients();\r\n if (rampGradients) {\r\n serializationObject.rampGradients = [];\r\n for (const rampGradient of rampGradients) {\r\n const serializedGradient: any = {\r\n gradient: rampGradient.gradient,\r\n color: rampGradient.color.asArray(),\r\n };\r\n\r\n serializationObject.rampGradients.push(serializedGradient);\r\n }\r\n serializationObject.useRampGradients = particleSystem.useRampGradients;\r\n }\r\n\r\n const colorRemapGradients = particleSystem.getColorRemapGradients();\r\n if (colorRemapGradients) {\r\n serializationObject.colorRemapGradients = [];\r\n for (const colorRemapGradient of colorRemapGradients) {\r\n const serializedGradient: any = {\r\n gradient: colorRemapGradient.gradient,\r\n factor1: colorRemapGradient.factor1,\r\n };\r\n\r\n if (colorRemapGradient.factor2 !== undefined) {\r\n serializedGradient.factor2 = colorRemapGradient.factor2;\r\n } else {\r\n serializedGradient.factor2 = colorRemapGradient.factor1;\r\n }\r\n\r\n serializationObject.colorRemapGradients.push(serializedGradient);\r\n }\r\n }\r\n\r\n const alphaRemapGradients = particleSystem.getAlphaRemapGradients();\r\n if (alphaRemapGradients) {\r\n serializationObject.alphaRemapGradients = [];\r\n for (const alphaRemapGradient of alphaRemapGradients) {\r\n const serializedGradient: any = {\r\n gradient: alphaRemapGradient.gradient,\r\n factor1: alphaRemapGradient.factor1,\r\n };\r\n\r\n if (alphaRemapGradient.factor2 !== undefined) {\r\n serializedGradient.factor2 = alphaRemapGradient.factor2;\r\n } else {\r\n serializedGradient.factor2 = alphaRemapGradient.factor1;\r\n }\r\n\r\n serializationObject.alphaRemapGradients.push(serializedGradient);\r\n }\r\n }\r\n\r\n const sizeGradients = particleSystem.getSizeGradients();\r\n if (sizeGradients) {\r\n serializationObject.sizeGradients = [];\r\n for (const sizeGradient of sizeGradients) {\r\n const serializedGradient: any = {\r\n gradient: sizeGradient.gradient,\r\n factor1: sizeGradient.factor1,\r\n };\r\n\r\n if (sizeGradient.factor2 !== undefined) {\r\n serializedGradient.factor2 = sizeGradient.factor2;\r\n } else {\r\n serializedGradient.factor2 = sizeGradient.factor1;\r\n }\r\n\r\n serializationObject.sizeGradients.push(serializedGradient);\r\n }\r\n }\r\n\r\n const angularSpeedGradients = particleSystem.getAngularSpeedGradients();\r\n if (angularSpeedGradients) {\r\n serializationObject.angularSpeedGradients = [];\r\n for (const angularSpeedGradient of angularSpeedGradients) {\r\n const serializedGradient: any = {\r\n gradient: angularSpeedGradient.gradient,\r\n factor1: angularSpeedGradient.factor1,\r\n };\r\n\r\n if (angularSpeedGradient.factor2 !== undefined) {\r\n serializedGradient.factor2 = angularSpeedGradient.factor2;\r\n } else {\r\n serializedGradient.factor2 = angularSpeedGradient.factor1;\r\n }\r\n\r\n serializationObject.angularSpeedGradients.push(serializedGradient);\r\n }\r\n }\r\n\r\n const velocityGradients = particleSystem.getVelocityGradients();\r\n if (velocityGradients) {\r\n serializationObject.velocityGradients = [];\r\n for (const velocityGradient of velocityGradients) {\r\n const serializedGradient: any = {\r\n gradient: velocityGradient.gradient,\r\n factor1: velocityGradient.factor1,\r\n };\r\n\r\n if (velocityGradient.factor2 !== undefined) {\r\n serializedGradient.factor2 = velocityGradient.factor2;\r\n } else {\r\n serializedGradient.factor2 = velocityGradient.factor1;\r\n }\r\n\r\n serializationObject.velocityGradients.push(serializedGradient);\r\n }\r\n }\r\n\r\n const dragGradients = particleSystem.getDragGradients();\r\n if (dragGradients) {\r\n serializationObject.dragGradients = [];\r\n for (const dragGradient of dragGradients) {\r\n const serializedGradient: any = {\r\n gradient: dragGradient.gradient,\r\n factor1: dragGradient.factor1,\r\n };\r\n\r\n if (dragGradient.factor2 !== undefined) {\r\n serializedGradient.factor2 = dragGradient.factor2;\r\n } else {\r\n serializedGradient.factor2 = dragGradient.factor1;\r\n }\r\n\r\n serializationObject.dragGradients.push(serializedGradient);\r\n }\r\n }\r\n\r\n const emitRateGradients = particleSystem.getEmitRateGradients();\r\n if (emitRateGradients) {\r\n serializationObject.emitRateGradients = [];\r\n for (const emitRateGradient of emitRateGradients) {\r\n const serializedGradient: any = {\r\n gradient: emitRateGradient.gradient,\r\n factor1: emitRateGradient.factor1,\r\n };\r\n\r\n if (emitRateGradient.factor2 !== undefined) {\r\n serializedGradient.factor2 = emitRateGradient.factor2;\r\n } else {\r\n serializedGradient.factor2 = emitRateGradient.factor1;\r\n }\r\n\r\n serializationObject.emitRateGradients.push(serializedGradient);\r\n }\r\n }\r\n\r\n const startSizeGradients = particleSystem.getStartSizeGradients();\r\n if (startSizeGradients) {\r\n serializationObject.startSizeGradients = [];\r\n for (const startSizeGradient of startSizeGradients) {\r\n const serializedGradient: any = {\r\n gradient: startSizeGradient.gradient,\r\n factor1: startSizeGradient.factor1,\r\n };\r\n\r\n if (startSizeGradient.factor2 !== undefined) {\r\n serializedGradient.factor2 = startSizeGradient.factor2;\r\n } else {\r\n serializedGradient.factor2 = startSizeGradient.factor1;\r\n }\r\n\r\n serializationObject.startSizeGradients.push(serializedGradient);\r\n }\r\n }\r\n\r\n const lifeTimeGradients = particleSystem.getLifeTimeGradients();\r\n if (lifeTimeGradients) {\r\n serializationObject.lifeTimeGradients = [];\r\n for (const lifeTimeGradient of lifeTimeGradients) {\r\n const serializedGradient: any = {\r\n gradient: lifeTimeGradient.gradient,\r\n factor1: lifeTimeGradient.factor1,\r\n };\r\n\r\n if (lifeTimeGradient.factor2 !== undefined) {\r\n serializedGradient.factor2 = lifeTimeGradient.factor2;\r\n } else {\r\n serializedGradient.factor2 = lifeTimeGradient.factor1;\r\n }\r\n\r\n serializationObject.lifeTimeGradients.push(serializedGradient);\r\n }\r\n }\r\n\r\n const limitVelocityGradients = particleSystem.getLimitVelocityGradients();\r\n if (limitVelocityGradients) {\r\n serializationObject.limitVelocityGradients = [];\r\n for (const limitVelocityGradient of limitVelocityGradients) {\r\n const serializedGradient: any = {\r\n gradient: limitVelocityGradient.gradient,\r\n factor1: limitVelocityGradient.factor1,\r\n };\r\n\r\n if (limitVelocityGradient.factor2 !== undefined) {\r\n serializedGradient.factor2 = limitVelocityGradient.factor2;\r\n } else {\r\n serializedGradient.factor2 = limitVelocityGradient.factor1;\r\n }\r\n\r\n serializationObject.limitVelocityGradients.push(serializedGradient);\r\n }\r\n\r\n serializationObject.limitVelocityDamping = particleSystem.limitVelocityDamping;\r\n }\r\n\r\n if (particleSystem.noiseTexture) {\r\n serializationObject.noiseTexture = particleSystem.noiseTexture.serialize();\r\n }\r\n }\r\n\r\n // Clone\r\n /**\r\n * Clones the particle system.\r\n * @param name The name of the cloned object\r\n * @param newEmitter The new emitter to use\r\n * @param cloneTexture Also clone the textures if true\r\n * @returns the cloned particle system\r\n */\r\n public override clone(name: string, newEmitter: any, cloneTexture = false): ParticleSystem {\r\n const custom = { ...this._customWrappers };\r\n let program: any = null;\r\n const engine = this._engine;\r\n if (engine.createEffectForParticles) {\r\n if (this.customShader != null) {\r\n program = this.customShader;\r\n const defines: string = program.shaderOptions.defines.length > 0 ? program.shaderOptions.defines.join(\"\\n\") : \"\";\r\n const effect = engine.createEffectForParticles(program.shaderPath.fragmentElement, program.shaderOptions.uniforms, program.shaderOptions.samplers, defines);\r\n if (!custom[0]) {\r\n this.setCustomEffect(effect, 0);\r\n } else {\r\n custom[0].effect = effect;\r\n }\r\n }\r\n }\r\n\r\n const serialization = this.serialize(cloneTexture);\r\n const result = ParticleSystem.Parse(serialization, this._scene || this._engine, this._rootUrl);\r\n result.name = name;\r\n result.customShader = program;\r\n result._customWrappers = custom;\r\n\r\n if (newEmitter === undefined) {\r\n newEmitter = this.emitter;\r\n }\r\n\r\n if (this.noiseTexture) {\r\n result.noiseTexture = this.noiseTexture.clone();\r\n }\r\n\r\n result.emitter = newEmitter;\r\n if (!this.preventAutoStart) {\r\n result.start();\r\n }\r\n\r\n return result;\r\n }\r\n}\r\n\r\nSubEmitter._ParseParticleSystem = ParticleSystem.Parse;\r\n"]}
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@@ -103,7 +103,9 @@ export class ParticleSystemSet {
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const result = {};
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result.systems = [];
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for (const system of this.systems) {
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result.systems.push(system.serialize(serializeTexture));
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if (this._emitterNode) {
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result.emitter = this._emitterCreationOptions;
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@@ -1 +1 @@
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-
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type { Nullable } from \"../types\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { CreateSphere } from \"../Meshes/Builders/sphereBuilder\";\r\nimport type { IParticleSystem } from \"./IParticleSystem\";\r\nimport { GPUParticleSystem } from \"./gpuParticleSystem\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { ParticleSystem } from \"../Particles/particleSystem\";\r\nimport type { Scene, IDisposable } from \"../scene\";\r\nimport { StandardMaterial } from \"../Materials/standardMaterial\";\r\nimport type { Vector3 } from \"../Maths/math.vector\";\r\n\r\n/** Internal class used to store shapes for emitters */\r\nclass ParticleSystemSetEmitterCreationOptions {\r\n public kind: string;\r\n public options: any;\r\n public renderingGroupId: number;\r\n}\r\n\r\n/**\r\n * Represents a set of particle systems working together to create a specific effect\r\n */\r\nexport class ParticleSystemSet implements IDisposable {\r\n /**\r\n * Gets or sets base Assets URL\r\n * Only used when parsing particle systems from JSON, not part of the core assets\r\n */\r\n public static BaseAssetsUrl = \"https://assets.babylonjs.com/particles\";\r\n\r\n private _emitterCreationOptions: ParticleSystemSetEmitterCreationOptions;\r\n private _emitterNode: Nullable<AbstractMesh | Vector3>;\r\n private _emitterNodeIsOwned = true;\r\n\r\n /**\r\n * Gets the particle system list\r\n */\r\n public systems: IParticleSystem[] = [];\r\n\r\n /**\r\n * Gets or sets the emitter node used with this set\r\n */\r\n public get emitterNode(): Nullable<AbstractMesh | Vector3> {\r\n return this._emitterNode;\r\n }\r\n\r\n public set emitterNode(value: Nullable<AbstractMesh | Vector3>) {\r\n if (this._emitterNodeIsOwned && this._emitterNode) {\r\n if ((this._emitterNode as AbstractMesh).dispose) {\r\n (this._emitterNode as AbstractMesh).dispose();\r\n }\r\n this._emitterNodeIsOwned = false;\r\n }\r\n\r\n for (const system of this.systems) {\r\n system.emitter = value;\r\n }\r\n\r\n this._emitterNode = value;\r\n }\r\n\r\n /**\r\n * Creates a new emitter mesh as a sphere\r\n * @param options defines the options used to create the sphere\r\n * @param options.diameter\r\n * @param options.segments\r\n * @param options.color\r\n * @param renderingGroupId defines the renderingGroupId to use for the sphere\r\n * @param scene defines the hosting scene\r\n */\r\n public setEmitterAsSphere(options: { diameter: number; segments: number; color: Color3 }, renderingGroupId: number, scene: Scene) {\r\n if (this._emitterNodeIsOwned && this._emitterNode) {\r\n if ((this._emitterNode as AbstractMesh).dispose) {\r\n (this._emitterNode as AbstractMesh).dispose();\r\n }\r\n }\r\n\r\n this._emitterNodeIsOwned = true;\r\n\r\n this._emitterCreationOptions = {\r\n kind: \"Sphere\",\r\n options: options,\r\n renderingGroupId: renderingGroupId,\r\n };\r\n\r\n const emitterMesh = CreateSphere(\"emitterSphere\", { diameter: options.diameter, segments: options.segments }, scene);\r\n emitterMesh.renderingGroupId = renderingGroupId;\r\n\r\n const material = new StandardMaterial(\"emitterSphereMaterial\", scene);\r\n material.emissiveColor = options.color;\r\n emitterMesh.material = material;\r\n\r\n for (const system of this.systems) {\r\n system.emitter = emitterMesh;\r\n }\r\n\r\n this._emitterNode = emitterMesh;\r\n }\r\n\r\n /**\r\n * Starts all particle systems of the set\r\n * @param emitter defines an optional mesh to use as emitter for the particle systems\r\n */\r\n public start(emitter?: AbstractMesh): void {\r\n for (const system of this.systems) {\r\n if (emitter) {\r\n system.emitter = emitter;\r\n }\r\n system.start();\r\n }\r\n }\r\n\r\n /**\r\n * Release all associated resources\r\n */\r\n public dispose(): void {\r\n for (const system of this.systems) {\r\n system.dispose();\r\n }\r\n\r\n this.systems.length = 0;\r\n\r\n if (this._emitterNode) {\r\n if ((this._emitterNode as AbstractMesh).dispose) {\r\n (this._emitterNode as AbstractMesh).dispose();\r\n }\r\n this._emitterNode = null;\r\n }\r\n }\r\n\r\n /**\r\n * Serialize the set into a JSON compatible object\r\n * @param serializeTexture defines if the texture must be serialized as well\r\n * @returns a JSON compatible representation of the set\r\n */\r\n public serialize(serializeTexture = false): any {\r\n const result: any = {};\r\n\r\n result.systems = [];\r\n for (const system of this.systems) {\r\n result.systems.push(system.serialize(serializeTexture));\r\n }\r\n\r\n if (this._emitterNode) {\r\n result.emitter = this._emitterCreationOptions;\r\n }\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Parse a new ParticleSystemSet from a serialized source\r\n * @param data defines a JSON compatible representation of the set\r\n * @param scene defines the hosting scene\r\n * @param gpu defines if we want GPU particles or CPU particles\r\n * @param capacity defines the system capacity (if null or undefined the sotred capacity will be used)\r\n * @returns a new ParticleSystemSet\r\n */\r\n public static Parse(data: any, scene: Scene, gpu = false, capacity?: number): ParticleSystemSet {\r\n const result = new ParticleSystemSet();\r\n const rootUrl = this.BaseAssetsUrl + \"/textures/\";\r\n\r\n scene = scene || EngineStore.LastCreatedScene;\r\n\r\n for (const system of data.systems) {\r\n result.systems.push(gpu ? GPUParticleSystem.Parse(system, scene, rootUrl, true, capacity) : ParticleSystem.Parse(system, scene, rootUrl, true, capacity));\r\n }\r\n\r\n if (data.emitter) {\r\n const options = data.emitter.options;\r\n switch (data.emitter.kind) {\r\n case \"Sphere\":\r\n result.setEmitterAsSphere(\r\n {\r\n diameter: options.diameter,\r\n segments: options.segments,\r\n color: Color3.FromArray(options.color),\r\n },\r\n data.emitter.renderingGroupId,\r\n scene\r\n );\r\n break;\r\n }\r\n }\r\n\r\n return result;\r\n }\r\n}\r\n"]}
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1
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type { Nullable } from \"../types\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { CreateSphere } from \"../Meshes/Builders/sphereBuilder\";\r\nimport type { IParticleSystem } from \"./IParticleSystem\";\r\nimport { GPUParticleSystem } from \"./gpuParticleSystem\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { ParticleSystem } from \"../Particles/particleSystem\";\r\nimport type { Scene, IDisposable } from \"../scene\";\r\nimport { StandardMaterial } from \"../Materials/standardMaterial\";\r\nimport type { Vector3 } from \"../Maths/math.vector\";\r\n\r\n/** Internal class used to store shapes for emitters */\r\nclass ParticleSystemSetEmitterCreationOptions {\r\n public kind: string;\r\n public options: any;\r\n public renderingGroupId: number;\r\n}\r\n\r\n/**\r\n * Represents a set of particle systems working together to create a specific effect\r\n */\r\nexport class ParticleSystemSet implements IDisposable {\r\n /**\r\n * Gets or sets base Assets URL\r\n * Only used when parsing particle systems from JSON, not part of the core assets\r\n */\r\n public static BaseAssetsUrl = \"https://assets.babylonjs.com/particles\";\r\n\r\n private _emitterCreationOptions: ParticleSystemSetEmitterCreationOptions;\r\n private _emitterNode: Nullable<AbstractMesh | Vector3>;\r\n private _emitterNodeIsOwned = true;\r\n\r\n /**\r\n * Gets the particle system list\r\n */\r\n public systems: IParticleSystem[] = [];\r\n\r\n /**\r\n * Gets or sets the emitter node used with this set\r\n */\r\n public get emitterNode(): Nullable<AbstractMesh | Vector3> {\r\n return this._emitterNode;\r\n }\r\n\r\n public set emitterNode(value: Nullable<AbstractMesh | Vector3>) {\r\n if (this._emitterNodeIsOwned && this._emitterNode) {\r\n if ((this._emitterNode as AbstractMesh).dispose) {\r\n (this._emitterNode as AbstractMesh).dispose();\r\n }\r\n this._emitterNodeIsOwned = false;\r\n }\r\n\r\n for (const system of this.systems) {\r\n system.emitter = value;\r\n }\r\n\r\n this._emitterNode = value;\r\n }\r\n\r\n /**\r\n * Creates a new emitter mesh as a sphere\r\n * @param options defines the options used to create the sphere\r\n * @param options.diameter\r\n * @param options.segments\r\n * @param options.color\r\n * @param renderingGroupId defines the renderingGroupId to use for the sphere\r\n * @param scene defines the hosting scene\r\n */\r\n public setEmitterAsSphere(options: { diameter: number; segments: number; color: Color3 }, renderingGroupId: number, scene: Scene) {\r\n if (this._emitterNodeIsOwned && this._emitterNode) {\r\n if ((this._emitterNode as AbstractMesh).dispose) {\r\n (this._emitterNode as AbstractMesh).dispose();\r\n }\r\n }\r\n\r\n this._emitterNodeIsOwned = true;\r\n\r\n this._emitterCreationOptions = {\r\n kind: \"Sphere\",\r\n options: options,\r\n renderingGroupId: renderingGroupId,\r\n };\r\n\r\n const emitterMesh = CreateSphere(\"emitterSphere\", { diameter: options.diameter, segments: options.segments }, scene);\r\n emitterMesh.renderingGroupId = renderingGroupId;\r\n\r\n const material = new StandardMaterial(\"emitterSphereMaterial\", scene);\r\n material.emissiveColor = options.color;\r\n emitterMesh.material = material;\r\n\r\n for (const system of this.systems) {\r\n system.emitter = emitterMesh;\r\n }\r\n\r\n this._emitterNode = emitterMesh;\r\n }\r\n\r\n /**\r\n * Starts all particle systems of the set\r\n * @param emitter defines an optional mesh to use as emitter for the particle systems\r\n */\r\n public start(emitter?: AbstractMesh): void {\r\n for (const system of this.systems) {\r\n if (emitter) {\r\n system.emitter = emitter;\r\n }\r\n system.start();\r\n }\r\n }\r\n\r\n /**\r\n * Release all associated resources\r\n */\r\n public dispose(): void {\r\n for (const system of this.systems) {\r\n system.dispose();\r\n }\r\n\r\n this.systems.length = 0;\r\n\r\n if (this._emitterNode) {\r\n if ((this._emitterNode as AbstractMesh).dispose) {\r\n (this._emitterNode as AbstractMesh).dispose();\r\n }\r\n this._emitterNode = null;\r\n }\r\n }\r\n\r\n /**\r\n * Serialize the set into a JSON compatible object\r\n * @param serializeTexture defines if the texture must be serialized as well\r\n * @returns a JSON compatible representation of the set\r\n */\r\n public serialize(serializeTexture = false): any {\r\n const result: any = {};\r\n\r\n result.systems = [];\r\n for (const system of this.systems) {\r\n if (!system.doNotSerialize) {\r\n result.systems.push(system.serialize(serializeTexture));\r\n }\r\n }\r\n\r\n if (this._emitterNode) {\r\n result.emitter = this._emitterCreationOptions;\r\n }\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Parse a new ParticleSystemSet from a serialized source\r\n * @param data defines a JSON compatible representation of the set\r\n * @param scene defines the hosting scene\r\n * @param gpu defines if we want GPU particles or CPU particles\r\n * @param capacity defines the system capacity (if null or undefined the sotred capacity will be used)\r\n * @returns a new ParticleSystemSet\r\n */\r\n public static Parse(data: any, scene: Scene, gpu = false, capacity?: number): ParticleSystemSet {\r\n const result = new ParticleSystemSet();\r\n const rootUrl = this.BaseAssetsUrl + \"/textures/\";\r\n\r\n scene = scene || EngineStore.LastCreatedScene;\r\n\r\n for (const system of data.systems) {\r\n result.systems.push(gpu ? GPUParticleSystem.Parse(system, scene, rootUrl, true, capacity) : ParticleSystem.Parse(system, scene, rootUrl, true, capacity));\r\n }\r\n\r\n if (data.emitter) {\r\n const options = data.emitter.options;\r\n switch (data.emitter.kind) {\r\n case \"Sphere\":\r\n result.setEmitterAsSphere(\r\n {\r\n diameter: options.diameter,\r\n segments: options.segments,\r\n color: Color3.FromArray(options.color),\r\n },\r\n data.emitter.renderingGroupId,\r\n scene\r\n );\r\n break;\r\n }\r\n }\r\n\r\n return result;\r\n }\r\n}\r\n"]}
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@@ -15,16 +15,18 @@ import type { IblShadowsRenderPipeline } from "./iblShadowsRenderPipeline.js";
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export declare class _IblShadowsVoxelRenderer {
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private _scene;
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private _engine;
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private _voxelGrid;
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private _voxelGridRT;
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private _combinedVoxelGridPT;
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private _voxelGridXaxis;
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private _voxelGridYaxis;
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private _voxelGridZaxis;
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private _voxelMrtsXaxis;
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private _voxelMrtsYaxis;
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private _voxelMrtsZaxis;
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private _isVoxelGrid3D;
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private _voxelMaterial;
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private _voxelSlabDebugMaterial;
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private _voxelClearColor;
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/**
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* Return the voxel grid texture.
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* @returns The voxel grid texture.
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@@ -122,7 +124,7 @@ export declare class _IblShadowsVoxelRenderer {
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* @param scene Scene to attach to
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* @param iblShadowsRenderPipeline The render pipeline this pass is associated with
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* @param resolutionExp Resolution of the voxel grid. The final resolution will be 2^resolutionExp.
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* @param triPlanarVoxelization Whether to use tri-planar voxelization.
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* @param triPlanarVoxelization Whether to use tri-planar voxelization. Only applies to WebGL. Voxelization will take longer but will reduce missing geometry.
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* @returns The voxel renderer
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*/
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constructor(scene: Scene, iblShadowsRenderPipeline: IblShadowsRenderPipeline, resolutionExp?: number, triPlanarVoxelization?: boolean);
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