@onerjs/core 8.30.5 → 8.30.6

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (182) hide show
  1. package/Actions/action.d.ts +5 -0
  2. package/Actions/action.js.map +1 -1
  3. package/Actions/actionManager.js +6 -2
  4. package/Actions/actionManager.js.map +1 -1
  5. package/Animations/runtimeAnimation.d.ts +0 -2
  6. package/Animations/runtimeAnimation.js +3 -5
  7. package/Animations/runtimeAnimation.js.map +1 -1
  8. package/AudioV2/abstractAudio/abstractSound.js +1 -0
  9. package/AudioV2/abstractAudio/abstractSound.js.map +1 -1
  10. package/AudioV2/abstractAudio/audioEngineV2.d.ts +2 -0
  11. package/AudioV2/abstractAudio/audioEngineV2.js +18 -8
  12. package/AudioV2/abstractAudio/audioEngineV2.js.map +1 -1
  13. package/AudioV2/webAudio/webAudioStaticSound.js +8 -3
  14. package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
  15. package/Collisions/gpuPicker.js +0 -1
  16. package/Collisions/gpuPicker.js.map +1 -1
  17. package/Decorators/nodeDecorator.d.ts +3 -1
  18. package/Decorators/nodeDecorator.js +2 -0
  19. package/Decorators/nodeDecorator.js.map +1 -1
  20. package/Engines/Native/nativeInterfaces.d.ts +1 -1
  21. package/Engines/Native/nativeInterfaces.js.map +1 -1
  22. package/Engines/abstractEngine.js +2 -2
  23. package/Engines/abstractEngine.js.map +1 -1
  24. package/Engines/nativeEngine.js +12 -13
  25. package/Engines/nativeEngine.js.map +1 -1
  26. package/FrameGraph/Node/Blocks/PostProcesses/anaglyphPostProcessBlock.d.ts +2 -2
  27. package/FrameGraph/Node/Blocks/PostProcesses/anaglyphPostProcessBlock.js +2 -2
  28. package/FrameGraph/Node/Blocks/PostProcesses/anaglyphPostProcessBlock.js.map +1 -1
  29. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js +1 -1
  30. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js.map +1 -1
  31. package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.d.ts +44 -0
  32. package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.js +152 -0
  33. package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.js.map +1 -0
  34. package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.d.ts +2 -2
  35. package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.js +2 -2
  36. package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.js.map +1 -1
  37. package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.d.ts +2 -2
  38. package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.js +2 -2
  39. package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.js.map +1 -1
  40. package/FrameGraph/Node/Blocks/PostProcesses/chromaticAberrationPostProcessBlock.d.ts +2 -2
  41. package/FrameGraph/Node/Blocks/PostProcesses/chromaticAberrationPostProcessBlock.js +2 -2
  42. package/FrameGraph/Node/Blocks/PostProcesses/chromaticAberrationPostProcessBlock.js.map +1 -1
  43. package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.d.ts +2 -2
  44. package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.js +2 -2
  45. package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.js.map +1 -1
  46. package/FrameGraph/Node/Blocks/PostProcesses/colorCorrectionPostProcessBlock.d.ts +2 -2
  47. package/FrameGraph/Node/Blocks/PostProcesses/colorCorrectionPostProcessBlock.js +2 -2
  48. package/FrameGraph/Node/Blocks/PostProcesses/colorCorrectionPostProcessBlock.js.map +1 -1
  49. package/FrameGraph/Node/Blocks/PostProcesses/convolutionPostProcessBlock.d.ts +2 -2
  50. package/FrameGraph/Node/Blocks/PostProcesses/convolutionPostProcessBlock.js +2 -2
  51. package/FrameGraph/Node/Blocks/PostProcesses/convolutionPostProcessBlock.js.map +1 -1
  52. package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.d.ts +2 -2
  53. package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.js +2 -2
  54. package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.js.map +1 -1
  55. package/FrameGraph/Node/Blocks/PostProcesses/filterPostProcessBlock.d.ts +2 -2
  56. package/FrameGraph/Node/Blocks/PostProcesses/filterPostProcessBlock.js +2 -2
  57. package/FrameGraph/Node/Blocks/PostProcesses/filterPostProcessBlock.js.map +1 -1
  58. package/FrameGraph/Node/Blocks/PostProcesses/fxaaPostProcessBlock.d.ts +2 -2
  59. package/FrameGraph/Node/Blocks/PostProcesses/fxaaPostProcessBlock.js +2 -2
  60. package/FrameGraph/Node/Blocks/PostProcesses/fxaaPostProcessBlock.js.map +1 -1
  61. package/FrameGraph/Node/Blocks/PostProcesses/grainPostProcessBlock.d.ts +2 -2
  62. package/FrameGraph/Node/Blocks/PostProcesses/grainPostProcessBlock.js +2 -2
  63. package/FrameGraph/Node/Blocks/PostProcesses/grainPostProcessBlock.js.map +1 -1
  64. package/FrameGraph/Node/Blocks/PostProcesses/imageProcessingPostProcessBlock.d.ts +2 -2
  65. package/FrameGraph/Node/Blocks/PostProcesses/imageProcessingPostProcessBlock.js +3 -3
  66. package/FrameGraph/Node/Blocks/PostProcesses/imageProcessingPostProcessBlock.js.map +1 -1
  67. package/FrameGraph/Node/Blocks/PostProcesses/motionBlurPostProcessBlock.d.ts +2 -2
  68. package/FrameGraph/Node/Blocks/PostProcesses/motionBlurPostProcessBlock.js +2 -2
  69. package/FrameGraph/Node/Blocks/PostProcesses/motionBlurPostProcessBlock.js.map +1 -1
  70. package/FrameGraph/Node/Blocks/PostProcesses/passPostProcessBlock.d.ts +3 -3
  71. package/FrameGraph/Node/Blocks/PostProcesses/passPostProcessBlock.js +3 -3
  72. package/FrameGraph/Node/Blocks/PostProcesses/passPostProcessBlock.js.map +1 -1
  73. package/FrameGraph/Node/Blocks/PostProcesses/screenSpaceCurvaturePostProcessBlock.d.ts +2 -2
  74. package/FrameGraph/Node/Blocks/PostProcesses/screenSpaceCurvaturePostProcessBlock.js +2 -2
  75. package/FrameGraph/Node/Blocks/PostProcesses/screenSpaceCurvaturePostProcessBlock.js.map +1 -1
  76. package/FrameGraph/Node/Blocks/PostProcesses/sharpenPostProcessBlock.d.ts +2 -2
  77. package/FrameGraph/Node/Blocks/PostProcesses/sharpenPostProcessBlock.js +4 -4
  78. package/FrameGraph/Node/Blocks/PostProcesses/sharpenPostProcessBlock.js.map +1 -1
  79. package/FrameGraph/Node/Blocks/PostProcesses/taaPostProcessBlock.d.ts +2 -2
  80. package/FrameGraph/Node/Blocks/PostProcesses/taaPostProcessBlock.js +2 -2
  81. package/FrameGraph/Node/Blocks/PostProcesses/taaPostProcessBlock.js.map +1 -1
  82. package/FrameGraph/Node/Blocks/PostProcesses/tonemapPostProcessBlock.d.ts +2 -2
  83. package/FrameGraph/Node/Blocks/PostProcesses/tonemapPostProcessBlock.js +2 -2
  84. package/FrameGraph/Node/Blocks/PostProcesses/tonemapPostProcessBlock.js.map +1 -1
  85. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.d.ts +17 -1
  86. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js +70 -0
  87. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js.map +1 -1
  88. package/FrameGraph/Tasks/PostProcesses/postProcessTask.d.ts +7 -1
  89. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js +8 -2
  90. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js.map +1 -1
  91. package/FrameGraph/Tasks/PostProcesses/taaTask.d.ts +1 -1
  92. package/FrameGraph/Tasks/PostProcesses/taaTask.js.map +1 -1
  93. package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +4 -4
  94. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +3 -3
  95. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  96. package/FrameGraph/Tasks/Texture/copyToTextureTask.d.ts +7 -1
  97. package/FrameGraph/Tasks/Texture/copyToTextureTask.js +4 -1
  98. package/FrameGraph/Tasks/Texture/copyToTextureTask.js.map +1 -1
  99. package/FrameGraph/frameGraphContext.d.ts +8 -1
  100. package/FrameGraph/frameGraphContext.js +9 -0
  101. package/FrameGraph/frameGraphContext.js.map +1 -1
  102. package/FrameGraph/frameGraphRenderContext.d.ts +4 -2
  103. package/FrameGraph/frameGraphRenderContext.js +11 -5
  104. package/FrameGraph/frameGraphRenderContext.js.map +1 -1
  105. package/FrameGraph/frameGraphTask.d.ts +8 -0
  106. package/FrameGraph/frameGraphTask.js +12 -0
  107. package/FrameGraph/frameGraphTask.js.map +1 -1
  108. package/Materials/Textures/mirrorTexture.js +4 -1
  109. package/Materials/Textures/mirrorTexture.js.map +1 -1
  110. package/Materials/clipPlaneMaterialHelper.js +11 -1
  111. package/Materials/clipPlaneMaterialHelper.js.map +1 -1
  112. package/Materials/floatingOriginMatrixOverrides.d.ts +4 -1
  113. package/Materials/floatingOriginMatrixOverrides.js +14 -2
  114. package/Materials/floatingOriginMatrixOverrides.js.map +1 -1
  115. package/Materials/index.d.ts +1 -0
  116. package/Materials/index.js +1 -0
  117. package/Materials/index.js.map +1 -1
  118. package/Materials/shaderMaterial.js +1 -1
  119. package/Materials/shaderMaterial.js.map +1 -1
  120. package/Maths/math.vector.functions.d.ts +31 -5
  121. package/Maths/math.vector.functions.js +41 -4
  122. package/Maths/math.vector.functions.js.map +1 -1
  123. package/Misc/copyTextureToTexture.d.ts +10 -0
  124. package/Misc/copyTextureToTexture.js +15 -0
  125. package/Misc/copyTextureToTexture.js.map +1 -1
  126. package/Particles/Node/Blocks/Emitters/boxShapeBlock.js +7 -7
  127. package/Particles/Node/Blocks/Emitters/boxShapeBlock.js.map +1 -1
  128. package/Particles/Node/Blocks/Emitters/createParticleBlock.d.ts +4 -0
  129. package/Particles/Node/Blocks/Emitters/createParticleBlock.js +18 -2
  130. package/Particles/Node/Blocks/Emitters/createParticleBlock.js.map +1 -1
  131. package/Particles/Node/Blocks/Emitters/customShapeBlock.js +7 -7
  132. package/Particles/Node/Blocks/Emitters/customShapeBlock.js.map +1 -1
  133. package/Particles/Node/Blocks/Emitters/cylinderShapeBlock.js +8 -8
  134. package/Particles/Node/Blocks/Emitters/cylinderShapeBlock.js.map +1 -1
  135. package/Particles/Node/Blocks/Emitters/meshShapeBlock.js +9 -9
  136. package/Particles/Node/Blocks/Emitters/meshShapeBlock.js.map +1 -1
  137. package/Particles/Node/Blocks/Emitters/pointShapeBlock.js +6 -6
  138. package/Particles/Node/Blocks/Emitters/pointShapeBlock.js.map +1 -1
  139. package/Particles/Node/Blocks/Emitters/sphereShapeBlock.js +7 -7
  140. package/Particles/Node/Blocks/Emitters/sphereShapeBlock.js.map +1 -1
  141. package/Particles/Node/Blocks/systemBlock.d.ts +29 -1
  142. package/Particles/Node/Blocks/systemBlock.js +74 -3
  143. package/Particles/Node/Blocks/systemBlock.js.map +1 -1
  144. package/Particles/Node/nodeParticleBuildState.d.ts +2 -7
  145. package/Particles/Node/nodeParticleBuildState.js +7 -22
  146. package/Particles/Node/nodeParticleBuildState.js.map +1 -1
  147. package/Particles/Node/nodeParticleSystemSet.helper.js +223 -58
  148. package/Particles/Node/nodeParticleSystemSet.helper.js.map +1 -1
  149. package/Particles/thinParticleSystem.js +1 -0
  150. package/Particles/thinParticleSystem.js.map +1 -1
  151. package/Physics/v2/IPhysicsEnginePlugin.d.ts +1 -1
  152. package/Physics/v2/IPhysicsEnginePlugin.js.map +1 -1
  153. package/Physics/v2/Plugins/havokPlugin.d.ts +27 -4
  154. package/Physics/v2/Plugins/havokPlugin.js +72 -8
  155. package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
  156. package/Physics/v2/physicsEngine.d.ts +12 -2
  157. package/Physics/v2/physicsEngine.js +15 -1
  158. package/Physics/v2/physicsEngine.js.map +1 -1
  159. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js +3 -0
  160. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js.map +1 -1
  161. package/Shaders/picking.fragment.js +1 -1
  162. package/Shaders/picking.fragment.js.map +1 -1
  163. package/Shaders/picking.vertex.js +1 -1
  164. package/Shaders/picking.vertex.js.map +1 -1
  165. package/ShadersWGSL/iblVoxelGrid.vertex.js +1 -1
  166. package/ShadersWGSL/iblVoxelGrid.vertex.js.map +1 -1
  167. package/ShadersWGSL/picking.fragment.js +1 -1
  168. package/ShadersWGSL/picking.fragment.js.map +1 -1
  169. package/ShadersWGSL/picking.vertex.js +1 -1
  170. package/ShadersWGSL/picking.vertex.js.map +1 -1
  171. package/Sprites/spriteRenderer.js +10 -8
  172. package/Sprites/spriteRenderer.js.map +1 -1
  173. package/XR/features/WebXRLightEstimation.d.ts +8 -0
  174. package/XR/features/WebXRLightEstimation.js +6 -1
  175. package/XR/features/WebXRLightEstimation.js.map +1 -1
  176. package/assetContainer.d.ts +1 -1
  177. package/assetContainer.js +1 -1
  178. package/assetContainer.js.map +1 -1
  179. package/package.json +1 -1
  180. package/scene.d.ts +5 -2
  181. package/scene.js +9 -14
  182. package/scene.js.map +1 -1
@@ -1 +1 @@
1
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{ RandomRange } from \"core/Maths/math.scalar.functions\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeParticleBlockConnectionPointTypes } from \"../../Enums/nodeParticleBlockConnectionPointTypes\";\r\nimport { NodeParticleBlock } from \"../../nodeParticleBlock\";\r\nimport type { NodeParticleConnectionPoint } from \"../../nodeParticleBlockConnectionPoint\";\r\nimport type { NodeParticleBuildState } from \"../../nodeParticleBuildState\";\r\nimport type { Particle } from \"core/Particles/particle\";\r\nimport { Vector3 } from \"core/Maths/math.vector\";\r\nimport type { IShapeBlock } from \"./IShapeBlock\";\r\n\r\n/**\r\n * Block used to provide a flow of particles emitted from a cylinder shape.\r\n */\r\nexport class CylinderShapeBlock extends NodeParticleBlock implements IShapeBlock {\r\n private _tempVector = Vector3.Zero();\r\n /**\r\n * Create a new CylinderShapeBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"particle\", NodeParticleBlockConnectionPointTypes.Particle);\r\n this.registerInput(\"radius\", NodeParticleBlockConnectionPointTypes.Float, true, 1);\r\n this.registerInput(\"height\", NodeParticleBlockConnectionPointTypes.Float, true, 1, 0);\r\n this.registerInput(\"radiusRange\", NodeParticleBlockConnectionPointTypes.Float, true, 1, 0, 1);\r\n this.registerInput(\"directionRandomizer\", NodeParticleBlockConnectionPointTypes.Float, true, 0, 0, 1);\r\n this.registerOutput(\"output\", NodeParticleBlockConnectionPointTypes.Particle);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"CylinderShapeBlock\";\r\n }\r\n\r\n /**\r\n * Gets the particle component\r\n */\r\n public get particle(): NodeParticleConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the radius input component\r\n */\r\n public get radius(): NodeParticleConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the height input component\r\n */\r\n public get height(): NodeParticleConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the radiusRange input component\r\n */\r\n public get radiusRange(): NodeParticleConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the directionRandomizer input component\r\n */\r\n public get directionRandomizer(): NodeParticleConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeParticleConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Builds the block\r\n * @param state defines the build state\r\n */\r\n public override _build(state: NodeParticleBuildState) {\r\n const system = this.particle.getConnectedValue(state);\r\n\r\n system._directionCreation.process = (particle: Particle) => {\r\n state.particleContext = particle;\r\n state.systemContext = system;\r\n\r\n const directionRandomizer = this.directionRandomizer.getConnectedValue(state);\r\n particle.position.subtractToRef(state.emitterPosition!, this._tempVector);\r\n\r\n this._tempVector.normalize();\r\n\r\n if (state.isEmitterTransformNode) {\r\n Vector3.TransformNormalToRef(this._tempVector, state.emitterInverseWorldMatrix!, this._tempVector);\r\n }\r\n\r\n const randY = RandomRange(-directionRandomizer / 2, directionRandomizer / 2);\r\n\r\n let angle = Math.atan2(this._tempVector.x, this._tempVector.z);\r\n angle += RandomRange(-Math.PI / 2, Math.PI / 2) * directionRandomizer;\r\n\r\n this._tempVector.y = randY; // set direction y to rand y to mirror normal of cylinder surface\r\n this._tempVector.x = Math.sin(angle);\r\n this._tempVector.z = Math.cos(angle);\r\n this._tempVector.normalize();\r\n\r\n if (state.isEmitterTransformNode) {\r\n Vector3.TransformNormalFromFloatsToRef(this._tempVector.x, this._tempVector.y, this._tempVector.z, state.emitterWorldMatrix!, particle.direction);\r\n } else {\r\n particle.direction.copyFrom(this._tempVector);\r\n }\r\n\r\n particle._initialDirection = particle.direction.clone();\r\n };\r\n\r\n system._positionCreation.process = (particle: Particle) => {\r\n state.particleContext = particle;\r\n state.systemContext = system;\r\n\r\n const height = this.height.getConnectedValue(state);\r\n const radiusRange = this.radiusRange.getConnectedValue(state);\r\n const radius = this.radius.getConnectedValue(state);\r\n const yPos = RandomRange(-height / 2, height / 2);\r\n const angle = RandomRange(0, 2 * Math.PI);\r\n\r\n const radiusDistribution = RandomRange((1 - radiusRange) * (1 - radiusRange), 1);\r\n const positionRadius = Math.sqrt(radiusDistribution) * radius;\r\n const xPos = positionRadius * Math.cos(angle);\r\n const zPos = positionRadius * Math.sin(angle);\r\n\r\n if (state.isEmitterTransformNode) {\r\n Vector3.TransformCoordinatesFromFloatsToRef(xPos, yPos, zPos, state.emitterWorldMatrix!, particle.position);\r\n } else {\r\n particle.position.copyFromFloats(xPos, yPos, zPos);\r\n particle.position.addInPlace(state.emitterPosition!);\r\n }\r\n };\r\n\r\n this.output._storedValue = system;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.CylinderShapeBlock\", CylinderShapeBlock);\r\n"]}
1
+ 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{ RandomRange } from \"core/Maths/math.scalar.functions\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeParticleBlockConnectionPointTypes } from \"../../Enums/nodeParticleBlockConnectionPointTypes\";\r\nimport { NodeParticleBlock } from \"../../nodeParticleBlock\";\r\nimport type { NodeParticleConnectionPoint } from \"../../nodeParticleBlockConnectionPoint\";\r\nimport type { NodeParticleBuildState } from \"../../nodeParticleBuildState\";\r\nimport type { Particle } from \"core/Particles/particle\";\r\nimport { Vector3 } from \"core/Maths/math.vector\";\r\nimport type { IShapeBlock } from \"./IShapeBlock\";\r\n\r\n/**\r\n * Block used to provide a flow of particles emitted from a cylinder shape.\r\n */\r\nexport class CylinderShapeBlock extends NodeParticleBlock implements IShapeBlock {\r\n private _tempVector = Vector3.Zero();\r\n /**\r\n * Create a new CylinderShapeBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"particle\", NodeParticleBlockConnectionPointTypes.Particle);\r\n this.registerInput(\"radius\", NodeParticleBlockConnectionPointTypes.Float, true, 1);\r\n this.registerInput(\"height\", NodeParticleBlockConnectionPointTypes.Float, true, 1, 0);\r\n this.registerInput(\"radiusRange\", NodeParticleBlockConnectionPointTypes.Float, true, 1, 0, 1);\r\n this.registerInput(\"directionRandomizer\", NodeParticleBlockConnectionPointTypes.Float, true, 0, 0, 1);\r\n this.registerOutput(\"output\", NodeParticleBlockConnectionPointTypes.Particle);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"CylinderShapeBlock\";\r\n }\r\n\r\n /**\r\n * Gets the particle component\r\n */\r\n public get particle(): NodeParticleConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the radius input component\r\n */\r\n public get radius(): NodeParticleConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the height input component\r\n */\r\n public get height(): NodeParticleConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the radiusRange input component\r\n */\r\n public get radiusRange(): NodeParticleConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the directionRandomizer input component\r\n */\r\n public get directionRandomizer(): NodeParticleConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeParticleConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Builds the block\r\n * @param state defines the build state\r\n */\r\n public override _build(state: NodeParticleBuildState) {\r\n const system = this.particle.getConnectedValue(state);\r\n\r\n system._directionCreation.process = (particle: Particle) => {\r\n state.particleContext = particle;\r\n state.systemContext = system;\r\n\r\n const directionRandomizer = this.directionRandomizer.getConnectedValue(state);\r\n particle.position.subtractToRef(state.emitterPosition!, this._tempVector);\r\n\r\n this._tempVector.normalize();\r\n\r\n if (state.emitterInverseWorldMatrix) {\r\n Vector3.TransformNormalToRef(this._tempVector, state.emitterInverseWorldMatrix, this._tempVector);\r\n }\r\n\r\n const randY = RandomRange(-directionRandomizer / 2, directionRandomizer / 2);\r\n\r\n let angle = Math.atan2(this._tempVector.x, this._tempVector.z);\r\n angle += RandomRange(-Math.PI / 2, Math.PI / 2) * directionRandomizer;\r\n\r\n this._tempVector.y = randY; // set direction y to rand y to mirror normal of cylinder surface\r\n this._tempVector.x = Math.sin(angle);\r\n this._tempVector.z = Math.cos(angle);\r\n this._tempVector.normalize();\r\n\r\n if (system.isLocal) {\r\n particle.direction.copyFrom(this._tempVector);\r\n } else {\r\n Vector3.TransformNormalFromFloatsToRef(this._tempVector.x, this._tempVector.y, this._tempVector.z, state.emitterWorldMatrix!, particle.direction);\r\n }\r\n\r\n particle._initialDirection = particle.direction.clone();\r\n };\r\n\r\n system._positionCreation.process = (particle: Particle) => {\r\n state.particleContext = particle;\r\n state.systemContext = system;\r\n\r\n const height = this.height.getConnectedValue(state);\r\n const radiusRange = this.radiusRange.getConnectedValue(state);\r\n const radius = this.radius.getConnectedValue(state);\r\n const yPos = RandomRange(-height / 2, height / 2);\r\n const angle = RandomRange(0, 2 * Math.PI);\r\n\r\n const radiusDistribution = RandomRange((1 - radiusRange) * (1 - radiusRange), 1);\r\n const positionRadius = Math.sqrt(radiusDistribution) * radius;\r\n const xPos = positionRadius * Math.cos(angle);\r\n const zPos = positionRadius * Math.sin(angle);\r\n\r\n if (system.isLocal) {\r\n particle.position.copyFromFloats(xPos, yPos, zPos);\r\n particle.position.addInPlace(state.emitterPosition!);\r\n } else {\r\n Vector3.TransformCoordinatesFromFloatsToRef(xPos, yPos, zPos, state.emitterWorldMatrix!, particle.position);\r\n }\r\n };\r\n\r\n this.output._storedValue = system;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.CylinderShapeBlock\", CylinderShapeBlock);\r\n"]}
@@ -124,11 +124,11 @@ export class MeshShapeBlock extends NodeParticleBlock {
124
124
  state.particleContext = particle;
125
125
  state.systemContext = system;
126
126
  if (this.useMeshNormalsForDirection && this._normals) {
127
- if (state.isEmitterTransformNode) {
128
- Vector3.TransformNormalToRef(this._storedNormal, state.emitterWorldMatrix, particle.direction);
127
+ if (system.isLocal) {
128
+ particle.direction.copyFrom(this._storedNormal);
129
129
  }
130
130
  else {
131
- particle.direction.copyFrom(this._storedNormal);
131
+ Vector3.TransformNormalToRef(this._storedNormal, state.emitterWorldMatrix, particle.direction);
132
132
  }
133
133
  return;
134
134
  }
@@ -137,11 +137,11 @@ export class MeshShapeBlock extends NodeParticleBlock {
137
137
  const randX = RandomRange(direction1.x, direction2.x);
138
138
  const randY = RandomRange(direction1.y, direction2.y);
139
139
  const randZ = RandomRange(direction1.z, direction2.z);
140
- if (state.isEmitterTransformNode) {
141
- Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, state.emitterWorldMatrix, particle.direction);
140
+ if (system.isLocal) {
141
+ particle.direction.copyFromFloats(randX, randY, randZ);
142
142
  }
143
143
  else {
144
- particle.direction.copyFromFloats(randX, randY, randZ);
144
+ Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, state.emitterWorldMatrix, particle.direction);
145
145
  }
146
146
  particle._initialDirection = particle.direction.clone();
147
147
  };
@@ -169,11 +169,11 @@ export class MeshShapeBlock extends NodeParticleBlock {
169
169
  if (this.worldSpace && this.mesh) {
170
170
  Vector3.TransformCoordinatesFromFloatsToRef(randomVertex.x, randomVertex.y, randomVertex.z, this.mesh.getWorldMatrix(), randomVertex);
171
171
  }
172
- if (state.isEmitterTransformNode) {
173
- Vector3.TransformCoordinatesFromFloatsToRef(randomVertex.x, randomVertex.y, randomVertex.z, state.emitterWorldMatrix, particle.position);
172
+ if (system.isLocal) {
173
+ particle.position.copyFromFloats(randomVertex.x, randomVertex.y, randomVertex.z);
174
174
  }
175
175
  else {
176
- particle.position.copyFromFloats(randomVertex.x, randomVertex.y, randomVertex.z);
176
+ Vector3.TransformCoordinatesFromFloatsToRef(randomVertex.x, randomVertex.y, randomVertex.z, state.emitterWorldMatrix, particle.position);
177
177
  }
178
178
  if (this.useMeshNormalsForDirection && this._normals) {
179
179
  Vector3.FromArrayToRef(this._normals, faceIndexA * 3, vertexA);
@@ -1 +1 @@
1
- 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{ RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { Mesh } from \"../../../../Meshes/mesh\";\r\nimport { VertexData } from \"../../../../Meshes/mesh.vertexData\";\r\nimport type { FloatArray, IndicesArray, Nullable } from \"../../../../types\";\r\nimport { PropertyTypeForEdition, editableInPropertyPage } from \"core/Decorators/nodeDecorator\";\r\nimport { NodeParticleBlock } from \"../../nodeParticleBlock\";\r\nimport { NodeParticleBlockConnectionPointTypes } from \"../../Enums/nodeParticleBlockConnectionPointTypes\";\r\nimport type { NodeParticleBuildState } from \"../../nodeParticleBuildState\";\r\nimport type { NodeParticleConnectionPoint } from \"../../nodeParticleBlockConnectionPoint\";\r\nimport type { Particle } from \"core/Particles/particle\";\r\nimport { TmpVectors, Vector3, Vector4 } from \"core/Maths/math.vector\";\r\nimport { RandomRange } from \"core/Maths/math.scalar.functions\";\r\nimport type { IShapeBlock } from \"./IShapeBlock\";\r\n\r\n/**\r\n * Defines a block used to generate particle shape from mesh geometry data\r\n */\r\nexport class MeshShapeBlock extends NodeParticleBlock implements IShapeBlock {\r\n private _mesh: Nullable<Mesh>;\r\n private _cachedVertexData: Nullable<VertexData> = null;\r\n private _indices: Nullable<IndicesArray> = null;\r\n private _positions: Nullable<FloatArray> = null;\r\n private _normals: Nullable<FloatArray> = null;\r\n private _colors: Nullable<FloatArray> = null;\r\n private _storedNormal = Vector3.Zero();\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this block should serialize its cached data\r\n */\r\n @editableInPropertyPage(\"Serialize cached data\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true } })\r\n public serializedCachedData = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the mesh normals should be used for particle direction\r\n */\r\n @editableInPropertyPage(\"Use normals for direction\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true } })\r\n public useMeshNormalsForDirection = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the mesh colors should be used for particle color\r\n */\r\n @editableInPropertyPage(\"Use vertex color for color\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true } })\r\n public useMeshColorForColor = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the coordinates should be in world space (local space by default)\r\n */\r\n @editableInPropertyPage(\"World space\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true } })\r\n public worldSpace = false;\r\n\r\n /**\r\n * Gets or sets the mesh to use to get vertex data\r\n */\r\n public get mesh() {\r\n return this._mesh;\r\n }\r\n\r\n public set mesh(value: Nullable<Mesh>) {\r\n this._mesh = value;\r\n }\r\n\r\n /**\r\n * Create a new MeshShapeBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"particle\", NodeParticleBlockConnectionPointTypes.Particle);\r\n this.registerInput(\"direction1\", NodeParticleBlockConnectionPointTypes.Vector3, true, new Vector3(0, 1.0, 0));\r\n this.registerInput(\"direction2\", NodeParticleBlockConnectionPointTypes.Vector3, true, new Vector3(0, 1.0, 0));\r\n this.registerOutput(\"output\", NodeParticleBlockConnectionPointTypes.Particle);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"MeshShapeBlock\";\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if the block is using cached data\r\n */\r\n public get isUsingCachedData() {\r\n return !this.mesh && !!this._cachedVertexData;\r\n }\r\n\r\n /**\r\n * Gets the particle component\r\n */\r\n public get particle(): NodeParticleConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the direction1 input component\r\n */\r\n public get direction1(): NodeParticleConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the direction2 input component\r\n */\r\n public get direction2(): NodeParticleConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeParticleConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Remove stored data\r\n */\r\n public cleanData() {\r\n this._mesh = null;\r\n this._cachedVertexData = null;\r\n }\r\n\r\n /**\r\n * Builds the block\r\n * @param state defines the build state\r\n */\r\n public override _build(state: NodeParticleBuildState) {\r\n const system = this.particle.getConnectedValue(state);\r\n\r\n if (!this._mesh && !this._cachedVertexData) {\r\n this.output._storedValue = system;\r\n return;\r\n }\r\n\r\n if (this._mesh) {\r\n this._cachedVertexData = VertexData.ExtractFromMesh(this._mesh, false, true);\r\n }\r\n\r\n if (!this._cachedVertexData) {\r\n this.output._storedValue = system;\r\n return;\r\n }\r\n\r\n this._indices = this._cachedVertexData.indices;\r\n this._positions = this._cachedVertexData.positions;\r\n this._normals = this._cachedVertexData.normals;\r\n this._colors = this._cachedVertexData.colors;\r\n\r\n if (this.useMeshColorForColor && this._colors) {\r\n system._colorCreation.process = () => {};\r\n }\r\n\r\n system._directionCreation.process = (particle: Particle) => {\r\n state.particleContext = particle;\r\n state.systemContext = system;\r\n\r\n if (this.useMeshNormalsForDirection && this._normals) {\r\n if (state.isEmitterTransformNode) {\r\n Vector3.TransformNormalToRef(this._storedNormal, state.emitterWorldMatrix!, particle.direction);\r\n } else {\r\n particle.direction.copyFrom(this._storedNormal);\r\n }\r\n return;\r\n }\r\n\r\n const direction1 = this.direction1.getConnectedValue(state) as Vector3;\r\n const direction2 = this.direction2.getConnectedValue(state) as Vector3;\r\n\r\n const randX = RandomRange(direction1.x, direction2.x);\r\n const randY = RandomRange(direction1.y, direction2.y);\r\n const randZ = RandomRange(direction1.z, direction2.z);\r\n\r\n if (state.isEmitterTransformNode) {\r\n Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, state.emitterWorldMatrix!, particle.direction);\r\n } else {\r\n particle.direction.copyFromFloats(randX, randY, randZ);\r\n }\r\n\r\n particle._initialDirection = particle.direction.clone();\r\n };\r\n\r\n system._positionCreation.process = (particle: Particle) => {\r\n if (!this._indices || !this._positions) {\r\n return;\r\n }\r\n\r\n const randomFaceIndex = 3 * ((Math.random() * (this._indices.length / 3)) | 0);\r\n const bu = Math.random();\r\n const bv = Math.random() * (1.0 - bu);\r\n const bw = 1.0 - bu - bv;\r\n\r\n const faceIndexA = this._indices[randomFaceIndex];\r\n const faceIndexB = this._indices[randomFaceIndex + 1];\r\n const faceIndexC = this._indices[randomFaceIndex + 2];\r\n const vertexA = TmpVectors.Vector3[0];\r\n const vertexB = TmpVectors.Vector3[1];\r\n const vertexC = TmpVectors.Vector3[2];\r\n const randomVertex = TmpVectors.Vector3[3];\r\n\r\n Vector3.FromArrayToRef(this._positions, faceIndexA * 3, vertexA);\r\n Vector3.FromArrayToRef(this._positions, faceIndexB * 3, vertexB);\r\n Vector3.FromArrayToRef(this._positions, faceIndexC * 3, vertexC);\r\n\r\n randomVertex.x = bu * vertexA.x + bv * vertexB.x + bw * vertexC.x;\r\n randomVertex.y = bu * vertexA.y + bv * vertexB.y + bw * vertexC.y;\r\n randomVertex.z = bu * vertexA.z + bv * vertexB.z + bw * vertexC.z;\r\n\r\n if (this.worldSpace && this.mesh) {\r\n Vector3.TransformCoordinatesFromFloatsToRef(randomVertex.x, randomVertex.y, randomVertex.z, this.mesh.getWorldMatrix(), randomVertex);\r\n }\r\n\r\n if (state.isEmitterTransformNode) {\r\n Vector3.TransformCoordinatesFromFloatsToRef(randomVertex.x, randomVertex.y, randomVertex.z, state.emitterWorldMatrix!, particle.position);\r\n } else {\r\n particle.position.copyFromFloats(randomVertex.x, randomVertex.y, randomVertex.z);\r\n }\r\n\r\n if (this.useMeshNormalsForDirection && this._normals) {\r\n Vector3.FromArrayToRef(this._normals, faceIndexA * 3, vertexA);\r\n Vector3.FromArrayToRef(this._normals, faceIndexB * 3, vertexB);\r\n Vector3.FromArrayToRef(this._normals, faceIndexC * 3, vertexC);\r\n\r\n this._storedNormal.x = bu * vertexA.x + bv * vertexB.x + bw * vertexC.x;\r\n this._storedNormal.y = bu * vertexA.y + bv * vertexB.y + bw * vertexC.y;\r\n this._storedNormal.z = bu * vertexA.z + bv * vertexB.z + bw * vertexC.z;\r\n }\r\n\r\n if (this.useMeshColorForColor && this._colors) {\r\n Vector4.FromArrayToRef(this._colors, faceIndexA * 4, TmpVectors.Vector4[0]);\r\n Vector4.FromArrayToRef(this._colors, faceIndexB * 4, TmpVectors.Vector4[1]);\r\n Vector4.FromArrayToRef(this._colors, faceIndexC * 4, TmpVectors.Vector4[2]);\r\n\r\n particle.color.copyFromFloats(\r\n bu * TmpVectors.Vector4[0].x + bv * TmpVectors.Vector4[1].x + bw * TmpVectors.Vector4[2].x,\r\n bu * TmpVectors.Vector4[0].y + bv * TmpVectors.Vector4[1].y + bw * TmpVectors.Vector4[2].y,\r\n bu * TmpVectors.Vector4[0].z + bv * TmpVectors.Vector4[1].z + bw * TmpVectors.Vector4[2].z,\r\n bu * TmpVectors.Vector4[0].w + bv * TmpVectors.Vector4[1].w + bw * TmpVectors.Vector4[2].w\r\n );\r\n }\r\n };\r\n\r\n this.output._storedValue = system;\r\n }\r\n\r\n /**\r\n * Serializes this block in a JSON representation\r\n * @returns the serialized block object\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.serializedCachedData = this.serializedCachedData;\r\n\r\n if (this.serializedCachedData) {\r\n if (this._mesh) {\r\n serializationObject.cachedVertexData = VertexData.ExtractFromMesh(this._mesh, false, true).serialize();\r\n } else if (this._cachedVertexData) {\r\n serializationObject.cachedVertexData = this._cachedVertexData.serialize();\r\n }\r\n }\r\n\r\n serializationObject.useMeshNormalsForDirection = this.useMeshNormalsForDirection;\r\n serializationObject.useMeshColorForColor = this.useMeshColorForColor;\r\n serializationObject.worldSpace = this.worldSpace;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n\r\n if (serializationObject.cachedVertexData) {\r\n this._cachedVertexData = VertexData.Parse(serializationObject.cachedVertexData);\r\n }\r\n\r\n this.serializedCachedData = !!serializationObject.serializedCachedData;\r\n this.useMeshNormalsForDirection = !!serializationObject.useMeshNormalsForDirection;\r\n this.useMeshColorForColor = !!serializationObject.useMeshColorForColor;\r\n this.worldSpace = !!serializationObject.worldSpace;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.MeshShapeBlock\", MeshShapeBlock);\r\n"]}
1
+ 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{ RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { Mesh } from \"../../../../Meshes/mesh\";\r\nimport { VertexData } from \"../../../../Meshes/mesh.vertexData\";\r\nimport type { FloatArray, IndicesArray, Nullable } from \"../../../../types\";\r\nimport { PropertyTypeForEdition, editableInPropertyPage } from \"core/Decorators/nodeDecorator\";\r\nimport { NodeParticleBlock } from \"../../nodeParticleBlock\";\r\nimport { NodeParticleBlockConnectionPointTypes } from \"../../Enums/nodeParticleBlockConnectionPointTypes\";\r\nimport type { NodeParticleBuildState } from \"../../nodeParticleBuildState\";\r\nimport type { NodeParticleConnectionPoint } from \"../../nodeParticleBlockConnectionPoint\";\r\nimport type { Particle } from \"core/Particles/particle\";\r\nimport { TmpVectors, Vector3, Vector4 } from \"core/Maths/math.vector\";\r\nimport { RandomRange } from \"core/Maths/math.scalar.functions\";\r\nimport type { IShapeBlock } from \"./IShapeBlock\";\r\n\r\n/**\r\n * Defines a block used to generate particle shape from mesh geometry data\r\n */\r\nexport class MeshShapeBlock extends NodeParticleBlock implements IShapeBlock {\r\n private _mesh: Nullable<Mesh>;\r\n private _cachedVertexData: Nullable<VertexData> = null;\r\n private _indices: Nullable<IndicesArray> = null;\r\n private _positions: Nullable<FloatArray> = null;\r\n private _normals: Nullable<FloatArray> = null;\r\n private _colors: Nullable<FloatArray> = null;\r\n private _storedNormal = Vector3.Zero();\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this block should serialize its cached data\r\n */\r\n @editableInPropertyPage(\"Serialize cached data\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true } })\r\n public serializedCachedData = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the mesh normals should be used for particle direction\r\n */\r\n @editableInPropertyPage(\"Use normals for direction\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true } })\r\n public useMeshNormalsForDirection = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the mesh colors should be used for particle color\r\n */\r\n @editableInPropertyPage(\"Use vertex color for color\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true } })\r\n public useMeshColorForColor = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the coordinates should be in world space (local space by default)\r\n */\r\n @editableInPropertyPage(\"World space\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true } })\r\n public worldSpace = false;\r\n\r\n /**\r\n * Gets or sets the mesh to use to get vertex data\r\n */\r\n public get mesh() {\r\n return this._mesh;\r\n }\r\n\r\n public set mesh(value: Nullable<Mesh>) {\r\n this._mesh = value;\r\n }\r\n\r\n /**\r\n * Create a new MeshShapeBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"particle\", NodeParticleBlockConnectionPointTypes.Particle);\r\n this.registerInput(\"direction1\", NodeParticleBlockConnectionPointTypes.Vector3, true, new Vector3(0, 1.0, 0));\r\n this.registerInput(\"direction2\", NodeParticleBlockConnectionPointTypes.Vector3, true, new Vector3(0, 1.0, 0));\r\n this.registerOutput(\"output\", NodeParticleBlockConnectionPointTypes.Particle);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"MeshShapeBlock\";\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if the block is using cached data\r\n */\r\n public get isUsingCachedData() {\r\n return !this.mesh && !!this._cachedVertexData;\r\n }\r\n\r\n /**\r\n * Gets the particle component\r\n */\r\n public get particle(): NodeParticleConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the direction1 input component\r\n */\r\n public get direction1(): NodeParticleConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the direction2 input component\r\n */\r\n public get direction2(): NodeParticleConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeParticleConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Remove stored data\r\n */\r\n public cleanData() {\r\n this._mesh = null;\r\n this._cachedVertexData = null;\r\n }\r\n\r\n /**\r\n * Builds the block\r\n * @param state defines the build state\r\n */\r\n public override _build(state: NodeParticleBuildState) {\r\n const system = this.particle.getConnectedValue(state);\r\n\r\n if (!this._mesh && !this._cachedVertexData) {\r\n this.output._storedValue = system;\r\n return;\r\n }\r\n\r\n if (this._mesh) {\r\n this._cachedVertexData = VertexData.ExtractFromMesh(this._mesh, false, true);\r\n }\r\n\r\n if (!this._cachedVertexData) {\r\n this.output._storedValue = system;\r\n return;\r\n }\r\n\r\n this._indices = this._cachedVertexData.indices;\r\n this._positions = this._cachedVertexData.positions;\r\n this._normals = this._cachedVertexData.normals;\r\n this._colors = this._cachedVertexData.colors;\r\n\r\n if (this.useMeshColorForColor && this._colors) {\r\n system._colorCreation.process = () => {};\r\n }\r\n\r\n system._directionCreation.process = (particle: Particle) => {\r\n state.particleContext = particle;\r\n state.systemContext = system;\r\n\r\n if (this.useMeshNormalsForDirection && this._normals) {\r\n if (system.isLocal) {\r\n particle.direction.copyFrom(this._storedNormal);\r\n } else {\r\n Vector3.TransformNormalToRef(this._storedNormal, state.emitterWorldMatrix!, particle.direction);\r\n }\r\n return;\r\n }\r\n\r\n const direction1 = this.direction1.getConnectedValue(state) as Vector3;\r\n const direction2 = this.direction2.getConnectedValue(state) as Vector3;\r\n\r\n const randX = RandomRange(direction1.x, direction2.x);\r\n const randY = RandomRange(direction1.y, direction2.y);\r\n const randZ = RandomRange(direction1.z, direction2.z);\r\n\r\n if (system.isLocal) {\r\n particle.direction.copyFromFloats(randX, randY, randZ);\r\n } else {\r\n Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, state.emitterWorldMatrix!, particle.direction);\r\n }\r\n\r\n particle._initialDirection = particle.direction.clone();\r\n };\r\n\r\n system._positionCreation.process = (particle: Particle) => {\r\n if (!this._indices || !this._positions) {\r\n return;\r\n }\r\n\r\n const randomFaceIndex = 3 * ((Math.random() * (this._indices.length / 3)) | 0);\r\n const bu = Math.random();\r\n const bv = Math.random() * (1.0 - bu);\r\n const bw = 1.0 - bu - bv;\r\n\r\n const faceIndexA = this._indices[randomFaceIndex];\r\n const faceIndexB = this._indices[randomFaceIndex + 1];\r\n const faceIndexC = this._indices[randomFaceIndex + 2];\r\n const vertexA = TmpVectors.Vector3[0];\r\n const vertexB = TmpVectors.Vector3[1];\r\n const vertexC = TmpVectors.Vector3[2];\r\n const randomVertex = TmpVectors.Vector3[3];\r\n\r\n Vector3.FromArrayToRef(this._positions, faceIndexA * 3, vertexA);\r\n Vector3.FromArrayToRef(this._positions, faceIndexB * 3, vertexB);\r\n Vector3.FromArrayToRef(this._positions, faceIndexC * 3, vertexC);\r\n\r\n randomVertex.x = bu * vertexA.x + bv * vertexB.x + bw * vertexC.x;\r\n randomVertex.y = bu * vertexA.y + bv * vertexB.y + bw * vertexC.y;\r\n randomVertex.z = bu * vertexA.z + bv * vertexB.z + bw * vertexC.z;\r\n\r\n if (this.worldSpace && this.mesh) {\r\n Vector3.TransformCoordinatesFromFloatsToRef(randomVertex.x, randomVertex.y, randomVertex.z, this.mesh.getWorldMatrix(), randomVertex);\r\n }\r\n\r\n if (system.isLocal) {\r\n particle.position.copyFromFloats(randomVertex.x, randomVertex.y, randomVertex.z);\r\n } else {\r\n Vector3.TransformCoordinatesFromFloatsToRef(randomVertex.x, randomVertex.y, randomVertex.z, state.emitterWorldMatrix!, particle.position);\r\n }\r\n\r\n if (this.useMeshNormalsForDirection && this._normals) {\r\n Vector3.FromArrayToRef(this._normals, faceIndexA * 3, vertexA);\r\n Vector3.FromArrayToRef(this._normals, faceIndexB * 3, vertexB);\r\n Vector3.FromArrayToRef(this._normals, faceIndexC * 3, vertexC);\r\n\r\n this._storedNormal.x = bu * vertexA.x + bv * vertexB.x + bw * vertexC.x;\r\n this._storedNormal.y = bu * vertexA.y + bv * vertexB.y + bw * vertexC.y;\r\n this._storedNormal.z = bu * vertexA.z + bv * vertexB.z + bw * vertexC.z;\r\n }\r\n\r\n if (this.useMeshColorForColor && this._colors) {\r\n Vector4.FromArrayToRef(this._colors, faceIndexA * 4, TmpVectors.Vector4[0]);\r\n Vector4.FromArrayToRef(this._colors, faceIndexB * 4, TmpVectors.Vector4[1]);\r\n Vector4.FromArrayToRef(this._colors, faceIndexC * 4, TmpVectors.Vector4[2]);\r\n\r\n particle.color.copyFromFloats(\r\n bu * TmpVectors.Vector4[0].x + bv * TmpVectors.Vector4[1].x + bw * TmpVectors.Vector4[2].x,\r\n bu * TmpVectors.Vector4[0].y + bv * TmpVectors.Vector4[1].y + bw * TmpVectors.Vector4[2].y,\r\n bu * TmpVectors.Vector4[0].z + bv * TmpVectors.Vector4[1].z + bw * TmpVectors.Vector4[2].z,\r\n bu * TmpVectors.Vector4[0].w + bv * TmpVectors.Vector4[1].w + bw * TmpVectors.Vector4[2].w\r\n );\r\n }\r\n };\r\n\r\n this.output._storedValue = system;\r\n }\r\n\r\n /**\r\n * Serializes this block in a JSON representation\r\n * @returns the serialized block object\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.serializedCachedData = this.serializedCachedData;\r\n\r\n if (this.serializedCachedData) {\r\n if (this._mesh) {\r\n serializationObject.cachedVertexData = VertexData.ExtractFromMesh(this._mesh, false, true).serialize();\r\n } else if (this._cachedVertexData) {\r\n serializationObject.cachedVertexData = this._cachedVertexData.serialize();\r\n }\r\n }\r\n\r\n serializationObject.useMeshNormalsForDirection = this.useMeshNormalsForDirection;\r\n serializationObject.useMeshColorForColor = this.useMeshColorForColor;\r\n serializationObject.worldSpace = this.worldSpace;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n\r\n if (serializationObject.cachedVertexData) {\r\n this._cachedVertexData = VertexData.Parse(serializationObject.cachedVertexData);\r\n }\r\n\r\n this.serializedCachedData = !!serializationObject.serializedCachedData;\r\n this.useMeshNormalsForDirection = !!serializationObject.useMeshNormalsForDirection;\r\n this.useMeshColorForColor = !!serializationObject.useMeshColorForColor;\r\n this.worldSpace = !!serializationObject.worldSpace;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.MeshShapeBlock\", MeshShapeBlock);\r\n"]}
@@ -63,21 +63,21 @@ export class PointShapeBlock extends NodeParticleBlock {
63
63
  const randX = RandomRange(direction1.x, direction2.x);
64
64
  const randY = RandomRange(direction1.y, direction2.y);
65
65
  const randZ = RandomRange(direction1.z, direction2.z);
66
- if (state.isEmitterTransformNode) {
67
- Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, state.emitterWorldMatrix, particle.direction);
66
+ if (system.isLocal) {
67
+ particle.direction.copyFromFloats(randX, randY, randZ);
68
68
  }
69
69
  else {
70
- particle.direction.copyFromFloats(randX, randY, randZ);
70
+ Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, state.emitterWorldMatrix, particle.direction);
71
71
  }
72
72
  particle._initialDirection = particle.direction.clone();
73
73
  };
74
74
  system._positionCreation.process = (particle) => {
75
75
  state.systemContext = system;
76
- if (state.isEmitterTransformNode) {
77
- Vector3.TransformCoordinatesFromFloatsToRef(0, 0, 0, state.emitterWorldMatrix, particle.position);
76
+ if (system.isLocal) {
77
+ particle.position.copyFrom(state.emitterPosition);
78
78
  }
79
79
  else {
80
- particle.position.copyFrom(state.emitterPosition);
80
+ Vector3.TransformCoordinatesFromFloatsToRef(0, 0, 0, state.emitterWorldMatrix, particle.position);
81
81
  }
82
82
  };
83
83
  this.output._storedValue = system;
@@ -1 +1 @@
1
- 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{ RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeParticleBlockConnectionPointTypes } from \"../../Enums/nodeParticleBlockConnectionPointTypes\";\r\nimport type { NodeParticleConnectionPoint } from \"../../nodeParticleBlockConnectionPoint\";\r\nimport { Vector3 } from \"core/Maths/math.vector\";\r\nimport type { NodeParticleBuildState } from \"../../nodeParticleBuildState\";\r\nimport { NodeParticleBlock } from \"../../nodeParticleBlock\";\r\nimport type { Particle } from \"core/Particles/particle\";\r\nimport { RandomRange } from \"core/Maths/math.scalar.functions\";\r\nimport type { IShapeBlock } from \"./IShapeBlock\";\r\n\r\n/**\r\n * Block used to provide a flow of particles emitted from a point.\r\n */\r\nexport class PointShapeBlock extends NodeParticleBlock implements IShapeBlock {\r\n /**\r\n * Create a new PointShapeBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"particle\", NodeParticleBlockConnectionPointTypes.Particle);\r\n this.registerInput(\"direction1\", NodeParticleBlockConnectionPointTypes.Vector3, true, new Vector3(0, 1.0, 0));\r\n this.registerInput(\"direction2\", NodeParticleBlockConnectionPointTypes.Vector3, true, new Vector3(0, 1.0, 0));\r\n this.registerOutput(\"output\", NodeParticleBlockConnectionPointTypes.Particle);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"PointShapeBlock\";\r\n }\r\n\r\n /**\r\n * Gets the particle component\r\n */\r\n public get particle(): NodeParticleConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the direction1 input component\r\n */\r\n public get direction1(): NodeParticleConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the direction2 input component\r\n */\r\n public get direction2(): NodeParticleConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeParticleConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Builds the block\r\n * @param state defines the build state\r\n */\r\n public override _build(state: NodeParticleBuildState) {\r\n const system = this.particle.getConnectedValue(state);\r\n\r\n system._directionCreation.process = (particle: Particle) => {\r\n state.particleContext = particle;\r\n state.systemContext = system;\r\n\r\n const direction1 = this.direction1.getConnectedValue(state) as Vector3;\r\n const direction2 = this.direction2.getConnectedValue(state) as Vector3;\r\n\r\n const randX = RandomRange(direction1.x, direction2.x);\r\n const randY = RandomRange(direction1.y, direction2.y);\r\n const randZ = RandomRange(direction1.z, direction2.z);\r\n\r\n if (state.isEmitterTransformNode) {\r\n Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, state.emitterWorldMatrix!, particle.direction);\r\n } else {\r\n particle.direction.copyFromFloats(randX, randY, randZ);\r\n }\r\n\r\n particle._initialDirection = particle.direction.clone();\r\n };\r\n\r\n system._positionCreation.process = (particle: Particle) => {\r\n state.systemContext = system;\r\n if (state.isEmitterTransformNode) {\r\n Vector3.TransformCoordinatesFromFloatsToRef(0, 0, 0, state.emitterWorldMatrix!, particle.position);\r\n } else {\r\n particle.position.copyFrom(state.emitterPosition!);\r\n }\r\n };\r\n\r\n this.output._storedValue = system;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.PointShapeBlock\", PointShapeBlock);\r\n"]}
1
+ {"version":3,"file":"pointShapeBlock.js","sourceRoot":"","sources":["../../../../../../../dev/core/src/Particles/Node/Blocks/Emitters/pointShapeBlock.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,aAAa,EAAE,MAAM,4BAA4B,CAAC;AAC3D,OAAO,EAAE,qCAAqC,EAAE,MAAM,mDAAmD,CAAC;AAE1G,OAAO,EAAE,OAAO,EAAE,yCAA+B;AAEjD,OAAO,EAAE,iBAAiB,EAAE,MAAM,yBAAyB,CAAC;AAE5D,OAAO,EAAE,WAAW,EAAE,mDAAyC;AAG/D;;GAEG;AACH,MAAM,OAAO,eAAgB,SAAQ,iBAAiB;IAClD;;;OAGG;IACH,YAAmB,IAAY;QAC3B,KAAK,CAAC,IAAI,CAAC,CAAC;QAEZ,IAAI,CAAC,aAAa,CAAC,UAAU,EAAE,qCAAqC,CAAC,QAAQ,CAAC,CAAC;QAC/E,IAAI,CAAC,aAAa,CAAC,YAAY,EAAE,qCAAqC,CAAC,OAAO,EAAE,IAAI,EAAE,IAAI,OAAO,CAAC,CAAC,EAAE,GAAG,EAAE,CAAC,CAAC,CAAC,CAAC;QAC9G,IAAI,CAAC,aAAa,CAAC,YAAY,EAAE,qCAAqC,CAAC,OAAO,EAAE,IAAI,EAAE,IAAI,OAAO,CAAC,CAAC,EAAE,GAAG,EAAE,CAAC,CAAC,CAAC,CAAC;QAC9G,IAAI,CAAC,cAAc,CAAC,QAAQ,EAAE,qCAAqC,CAAC,QAAQ,CAAC,CAAC;IAClF,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,iBAAiB,CAAC;IAC7B,CAAC;IAED;;OAEG;IACH,IAAW,QAAQ;QACf,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAED;;;OAGG;IACa,MAAM,CAAC,KAA6B;QAChD,MAAM,MAAM,GAAG,IAAI,CAAC,QAAQ,CAAC,iBAAiB,CAAC,KAAK,CAAC,CAAC;QAEtD,MAAM,CAAC,kBAAkB,CAAC,OAAO,GAAG,CAAC,QAAkB,EAAE,EAAE;YACvD,KAAK,CAAC,eAAe,GAAG,QAAQ,CAAC;YACjC,KAAK,CAAC,aAAa,GAAG,MAAM,CAAC;YAE7B,MAAM,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC,iBAAiB,CAAC,KAAK,CAAY,CAAC;YACvE,MAAM,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC,iBAAiB,CAAC,KAAK,CAAY,CAAC;YAEvE,MAAM,KAAK,GAAG,WAAW,CAAC,UAAU,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,CAAC,CAAC;YACtD,MAAM,KAAK,GAAG,WAAW,CAAC,UAAU,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,CAAC,CAAC;YACtD,MAAM,KAAK,GAAG,WAAW,CAAC,UAAU,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,CAAC,CAAC;YAEtD,IAAI,MAAM,CAAC,OAAO,EAAE,CAAC;gBACjB,QAAQ,CAAC,SAAS,CAAC,cAAc,CAAC,KAAK,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;YAC3D,CAAC;iBAAM,CAAC;gBACJ,OAAO,CAAC,8BAA8B,CAAC,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,CAAC,kBAAmB,EAAE,QAAQ,CAAC,SAAS,CAAC,CAAC;YAC/G,CAAC;YAED,QAAQ,CAAC,iBAAiB,GAAG,QAAQ,CAAC,SAAS,CAAC,KAAK,EAAE,CAAC;QAC5D,CAAC,CAAC;QAEF,MAAM,CAAC,iBAAiB,CAAC,OAAO,GAAG,CAAC,QAAkB,EAAE,EAAE;YACtD,KAAK,CAAC,aAAa,GAAG,MAAM,CAAC;YAC7B,IAAI,MAAM,CAAC,OAAO,EAAE,CAAC;gBACjB,QAAQ,CAAC,QAAQ,CAAC,QAAQ,CAAC,KAAK,CAAC,eAAgB,CAAC,CAAC;YACvD,CAAC;iBAAM,CAAC;gBACJ,OAAO,CAAC,mCAAmC,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,CAAC,kBAAmB,EAAE,QAAQ,CAAC,QAAQ,CAAC,CAAC;YACvG,CAAC;QACL,CAAC,CAAC;QAEF,IAAI,CAAC,MAAM,CAAC,YAAY,GAAG,MAAM,CAAC;IACtC,CAAC;CACJ;AAED,aAAa,CAAC,yBAAyB,EAAE,eAAe,CAAC,CAAC","sourcesContent":["import { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeParticleBlockConnectionPointTypes } from \"../../Enums/nodeParticleBlockConnectionPointTypes\";\r\nimport type { NodeParticleConnectionPoint } from \"../../nodeParticleBlockConnectionPoint\";\r\nimport { Vector3 } from \"core/Maths/math.vector\";\r\nimport type { NodeParticleBuildState } from \"../../nodeParticleBuildState\";\r\nimport { NodeParticleBlock } from \"../../nodeParticleBlock\";\r\nimport type { Particle } from \"core/Particles/particle\";\r\nimport { RandomRange } from \"core/Maths/math.scalar.functions\";\r\nimport type { IShapeBlock } from \"./IShapeBlock\";\r\n\r\n/**\r\n * Block used to provide a flow of particles emitted from a point.\r\n */\r\nexport class PointShapeBlock extends NodeParticleBlock implements IShapeBlock {\r\n /**\r\n * Create a new PointShapeBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"particle\", NodeParticleBlockConnectionPointTypes.Particle);\r\n this.registerInput(\"direction1\", NodeParticleBlockConnectionPointTypes.Vector3, true, new Vector3(0, 1.0, 0));\r\n this.registerInput(\"direction2\", NodeParticleBlockConnectionPointTypes.Vector3, true, new Vector3(0, 1.0, 0));\r\n this.registerOutput(\"output\", NodeParticleBlockConnectionPointTypes.Particle);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"PointShapeBlock\";\r\n }\r\n\r\n /**\r\n * Gets the particle component\r\n */\r\n public get particle(): NodeParticleConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the direction1 input component\r\n */\r\n public get direction1(): NodeParticleConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the direction2 input component\r\n */\r\n public get direction2(): NodeParticleConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeParticleConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Builds the block\r\n * @param state defines the build state\r\n */\r\n public override _build(state: NodeParticleBuildState) {\r\n const system = this.particle.getConnectedValue(state);\r\n\r\n system._directionCreation.process = (particle: Particle) => {\r\n state.particleContext = particle;\r\n state.systemContext = system;\r\n\r\n const direction1 = this.direction1.getConnectedValue(state) as Vector3;\r\n const direction2 = this.direction2.getConnectedValue(state) as Vector3;\r\n\r\n const randX = RandomRange(direction1.x, direction2.x);\r\n const randY = RandomRange(direction1.y, direction2.y);\r\n const randZ = RandomRange(direction1.z, direction2.z);\r\n\r\n if (system.isLocal) {\r\n particle.direction.copyFromFloats(randX, randY, randZ);\r\n } else {\r\n Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, state.emitterWorldMatrix!, particle.direction);\r\n }\r\n\r\n particle._initialDirection = particle.direction.clone();\r\n };\r\n\r\n system._positionCreation.process = (particle: Particle) => {\r\n state.systemContext = system;\r\n if (system.isLocal) {\r\n particle.position.copyFrom(state.emitterPosition!);\r\n } else {\r\n Vector3.TransformCoordinatesFromFloatsToRef(0, 0, 0, state.emitterWorldMatrix!, particle.position);\r\n }\r\n };\r\n\r\n this.output._storedValue = system;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.PointShapeBlock\", PointShapeBlock);\r\n"]}
@@ -74,11 +74,11 @@ export class SphereShapeBlock extends NodeParticleBlock {
74
74
  direction.y += randY;
75
75
  direction.z += randZ;
76
76
  direction.normalize();
77
- if (state.isEmitterTransformNode) {
78
- Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, state.emitterWorldMatrix, particle.direction);
77
+ if (system.isLocal) {
78
+ particle.direction.copyFromFloats(randX, randY, randZ);
79
79
  }
80
80
  else {
81
- particle.direction.copyFromFloats(randX, randY, randZ);
81
+ Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, state.emitterWorldMatrix, particle.direction);
82
82
  }
83
83
  particle._initialDirection = particle.direction.clone();
84
84
  };
@@ -94,13 +94,13 @@ export class SphereShapeBlock extends NodeParticleBlock {
94
94
  const randX = randRadius * Math.cos(phi) * Math.sin(theta);
95
95
  const randY = randRadius * Math.cos(theta);
96
96
  const randZ = randRadius * Math.sin(phi) * Math.sin(theta);
97
- if (state.isEmitterTransformNode) {
98
- Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, state.emitterWorldMatrix, particle.position);
99
- }
100
- else {
97
+ if (system.isLocal) {
101
98
  particle.position.copyFromFloats(randX, randY, randZ);
102
99
  particle.position.addInPlace(state.emitterPosition);
103
100
  }
101
+ else {
102
+ Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, state.emitterWorldMatrix, particle.position);
103
+ }
104
104
  };
105
105
  this.output._storedValue = system;
106
106
  }
@@ -1 +1 @@
1
- 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{ RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeParticleBlockConnectionPointTypes } from \"../../Enums/nodeParticleBlockConnectionPointTypes\";\r\nimport type { NodeParticleConnectionPoint } from \"../../nodeParticleBlockConnectionPoint\";\r\nimport type { NodeParticleBuildState } from \"../../nodeParticleBuildState\";\r\nimport { NodeParticleBlock } from \"../../nodeParticleBlock\";\r\nimport type { Particle } from \"core/Particles/particle\";\r\nimport { Vector3 } from \"core/Maths/math.vector\";\r\nimport { RandomRange } from \"core/Maths/math.scalar.functions\";\r\nimport type { IShapeBlock } from \"./IShapeBlock\";\r\n\r\n/**\r\n * Block used to provide a flow of particles emitted from a sphere shape.\r\n */\r\nexport class SphereShapeBlock extends NodeParticleBlock implements IShapeBlock {\r\n /**\r\n * Create a new SphereShapeBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"particle\", NodeParticleBlockConnectionPointTypes.Particle);\r\n this.registerInput(\"radius\", NodeParticleBlockConnectionPointTypes.Float, true, 1);\r\n this.registerInput(\"radiusRange\", NodeParticleBlockConnectionPointTypes.Float, true, 1, 0, 1);\r\n this.registerInput(\"directionRandomizer\", NodeParticleBlockConnectionPointTypes.Float, true, 0, 0, 1);\r\n this.registerOutput(\"output\", NodeParticleBlockConnectionPointTypes.Particle);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"SphereShapeBlock\";\r\n }\r\n\r\n /**\r\n * Gets the particle component\r\n */\r\n public get particle(): NodeParticleConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the radius input component\r\n */\r\n public get radius(): NodeParticleConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the radiusRange input component\r\n */\r\n public get radiusRange(): NodeParticleConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the directionRandomizer input component\r\n */\r\n public get directionRandomizer(): NodeParticleConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeParticleConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Builds the block\r\n * @param state defines the build state\r\n */\r\n public override _build(state: NodeParticleBuildState) {\r\n const system = this.particle.getConnectedValue(state);\r\n\r\n system._directionCreation.process = (particle: Particle) => {\r\n state.particleContext = particle;\r\n state.systemContext = system;\r\n\r\n const directionRandomizer = this.directionRandomizer.getConnectedValue(state);\r\n\r\n const direction = particle.position.subtract(state.emitterPosition!).normalize();\r\n const randX = RandomRange(0, directionRandomizer);\r\n const randY = RandomRange(0, directionRandomizer);\r\n const randZ = RandomRange(0, directionRandomizer);\r\n direction.x += randX;\r\n direction.y += randY;\r\n direction.z += randZ;\r\n direction.normalize();\r\n\r\n if (state.isEmitterTransformNode) {\r\n Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, state.emitterWorldMatrix!, particle.direction);\r\n } else {\r\n particle.direction.copyFromFloats(randX, randY, randZ);\r\n }\r\n\r\n particle._initialDirection = particle.direction.clone();\r\n };\r\n\r\n system._positionCreation.process = (particle: Particle) => {\r\n state.particleContext = particle;\r\n state.systemContext = system;\r\n\r\n const radius = this.radius.getConnectedValue(state);\r\n const radiusRange = this.radiusRange.getConnectedValue(state);\r\n\r\n const randRadius = radius - RandomRange(0, radius * radiusRange);\r\n const v = RandomRange(0, 1.0);\r\n const phi = RandomRange(0, 2 * Math.PI);\r\n const theta = Math.acos(2 * v - 1);\r\n const randX = randRadius * Math.cos(phi) * Math.sin(theta);\r\n const randY = randRadius * Math.cos(theta);\r\n const randZ = randRadius * Math.sin(phi) * Math.sin(theta);\r\n\r\n if (state.isEmitterTransformNode) {\r\n Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, state.emitterWorldMatrix!, particle.position);\r\n } else {\r\n particle.position.copyFromFloats(randX, randY, randZ);\r\n particle.position.addInPlace(state.emitterPosition!);\r\n }\r\n };\r\n\r\n this.output._storedValue = system;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SphereShapeBlock\", SphereShapeBlock);\r\n"]}
1
+ 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{ RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeParticleBlockConnectionPointTypes } from \"../../Enums/nodeParticleBlockConnectionPointTypes\";\r\nimport type { NodeParticleConnectionPoint } from \"../../nodeParticleBlockConnectionPoint\";\r\nimport type { NodeParticleBuildState } from \"../../nodeParticleBuildState\";\r\nimport { NodeParticleBlock } from \"../../nodeParticleBlock\";\r\nimport type { Particle } from \"core/Particles/particle\";\r\nimport { Vector3 } from \"core/Maths/math.vector\";\r\nimport { RandomRange } from \"core/Maths/math.scalar.functions\";\r\nimport type { IShapeBlock } from \"./IShapeBlock\";\r\n\r\n/**\r\n * Block used to provide a flow of particles emitted from a sphere shape.\r\n */\r\nexport class SphereShapeBlock extends NodeParticleBlock implements IShapeBlock {\r\n /**\r\n * Create a new SphereShapeBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"particle\", NodeParticleBlockConnectionPointTypes.Particle);\r\n this.registerInput(\"radius\", NodeParticleBlockConnectionPointTypes.Float, true, 1);\r\n this.registerInput(\"radiusRange\", NodeParticleBlockConnectionPointTypes.Float, true, 1, 0, 1);\r\n this.registerInput(\"directionRandomizer\", NodeParticleBlockConnectionPointTypes.Float, true, 0, 0, 1);\r\n this.registerOutput(\"output\", NodeParticleBlockConnectionPointTypes.Particle);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"SphereShapeBlock\";\r\n }\r\n\r\n /**\r\n * Gets the particle component\r\n */\r\n public get particle(): NodeParticleConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the radius input component\r\n */\r\n public get radius(): NodeParticleConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the radiusRange input component\r\n */\r\n public get radiusRange(): NodeParticleConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the directionRandomizer input component\r\n */\r\n public get directionRandomizer(): NodeParticleConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeParticleConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Builds the block\r\n * @param state defines the build state\r\n */\r\n public override _build(state: NodeParticleBuildState) {\r\n const system = this.particle.getConnectedValue(state);\r\n\r\n system._directionCreation.process = (particle: Particle) => {\r\n state.particleContext = particle;\r\n state.systemContext = system;\r\n\r\n const directionRandomizer = this.directionRandomizer.getConnectedValue(state);\r\n\r\n const direction = particle.position.subtract(state.emitterPosition!).normalize();\r\n const randX = RandomRange(0, directionRandomizer);\r\n const randY = RandomRange(0, directionRandomizer);\r\n const randZ = RandomRange(0, directionRandomizer);\r\n direction.x += randX;\r\n direction.y += randY;\r\n direction.z += randZ;\r\n direction.normalize();\r\n\r\n if (system.isLocal) {\r\n particle.direction.copyFromFloats(randX, randY, randZ);\r\n } else {\r\n Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, state.emitterWorldMatrix!, particle.direction);\r\n }\r\n\r\n particle._initialDirection = particle.direction.clone();\r\n };\r\n\r\n system._positionCreation.process = (particle: Particle) => {\r\n state.particleContext = particle;\r\n state.systemContext = system;\r\n\r\n const radius = this.radius.getConnectedValue(state);\r\n const radiusRange = this.radiusRange.getConnectedValue(state);\r\n\r\n const randRadius = radius - RandomRange(0, radius * radiusRange);\r\n const v = RandomRange(0, 1.0);\r\n const phi = RandomRange(0, 2 * Math.PI);\r\n const theta = Math.acos(2 * v - 1);\r\n const randX = randRadius * Math.cos(phi) * Math.sin(theta);\r\n const randY = randRadius * Math.cos(theta);\r\n const randZ = randRadius * Math.sin(phi) * Math.sin(theta);\r\n\r\n if (system.isLocal) {\r\n particle.position.copyFromFloats(randX, randY, randZ);\r\n particle.position.addInPlace(state.emitterPosition!);\r\n } else {\r\n Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, state.emitterWorldMatrix!, particle.position);\r\n }\r\n };\r\n\r\n this.output._storedValue = system;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SphereShapeBlock\", SphereShapeBlock);\r\n"]}
@@ -1,7 +1,7 @@
1
1
  import type { ParticleSystem } from "../../particleSystem.js";
2
- import { NodeParticleBlock } from "../nodeParticleBlock.js";
3
2
  import type { NodeParticleConnectionPoint } from "../nodeParticleBlockConnectionPoint.js";
4
3
  import type { NodeParticleBuildState } from "../nodeParticleBuildState.js";
4
+ import { NodeParticleBlock } from "../nodeParticleBlock.js";
5
5
  /**
6
6
  * Block used to get a system of particles
7
7
  */
@@ -19,6 +19,10 @@ export declare class SystemBlock extends NodeParticleBlock {
19
19
  * Gets or sets the emit rate
20
20
  */
21
21
  emitRate: number;
22
+ /**
23
+ * Gets or sets the manual emit count
24
+ */
25
+ manualEmitCount: number;
22
26
  /**
23
27
  * Gets or sets the target stop duration for the particle system
24
28
  */
@@ -31,6 +35,26 @@ export declare class SystemBlock extends NodeParticleBlock {
31
35
  * Gets or sets the target stop duration for the particle system
32
36
  */
33
37
  updateSpeed: number;
38
+ /**
39
+ * Gets or sets the number of pre-warm cycles before rendering the particle system
40
+ */
41
+ preWarmCycles: number;
42
+ /**
43
+ * Gets or sets the time step multiplier used for pre-warm
44
+ */
45
+ preWarmStepOffset: number;
46
+ /**
47
+ * Gets or sets a boolean indicating if the system is billboard based
48
+ */
49
+ isBillboardBased: boolean;
50
+ /**
51
+ * Gets or sets a boolean indicating if the system coordinate space is local or global
52
+ */
53
+ isLocal: boolean;
54
+ /**
55
+ * Gets or sets a boolean indicating if the system should be disposed when stopped
56
+ */
57
+ disposeOnStop: boolean;
34
58
  /**
35
59
  * Gets or sets a boolean indicating if the system should not start automatically
36
60
  */
@@ -63,6 +87,10 @@ export declare class SystemBlock extends NodeParticleBlock {
63
87
  * Gets the onEnd input component
64
88
  */
65
89
  get onEnd(): NodeParticleConnectionPoint;
90
+ /**
91
+ * Gets the translationPivot input component
92
+ */
93
+ get translationPivot(): NodeParticleConnectionPoint;
66
94
  /**
67
95
  * Gets the system output component
68
96
  */
@@ -1,10 +1,11 @@
1
1
  import { __decorate } from "../../../tslib.es6.js";
2
- import { RegisterClass } from "../../../Misc/typeStore.js";
3
- import { NodeParticleBlockConnectionPointTypes } from "../Enums/nodeParticleBlockConnectionPointTypes.js";
4
- import { NodeParticleBlock } from "../nodeParticleBlock.js";
5
2
  import { editableInPropertyPage } from "../../../Decorators/nodeDecorator.js";
3
+ import { RegisterClass } from "../../../Misc/typeStore.js";
4
+ import { Vector2 } from "../../../Maths/math.vector.js";
6
5
  import { BaseParticleSystem } from "../../baseParticleSystem.js";
6
+ import { NodeParticleBlock } from "../nodeParticleBlock.js";
7
7
  import { _TriggerSubEmitter } from "./Triggers/triggerTools.js";
8
+ import { NodeParticleBlockConnectionPointTypes } from "../Enums/nodeParticleBlockConnectionPointTypes.js";
8
9
  /**
9
10
  * Block used to get a system of particles
10
11
  */
@@ -27,6 +28,10 @@ export class SystemBlock extends NodeParticleBlock {
27
28
  * Gets or sets the emit rate
28
29
  */
29
30
  this.emitRate = 10;
31
+ /**
32
+ * Gets or sets the manual emit count
33
+ */
34
+ this.manualEmitCount = -1;
30
35
  /**
31
36
  * Gets or sets the target stop duration for the particle system
32
37
  */
@@ -39,6 +44,26 @@ export class SystemBlock extends NodeParticleBlock {
39
44
  * Gets or sets the target stop duration for the particle system
40
45
  */
41
46
  this.updateSpeed = 0.0167;
47
+ /**
48
+ * Gets or sets the number of pre-warm cycles before rendering the particle system
49
+ */
50
+ this.preWarmCycles = 0;
51
+ /**
52
+ * Gets or sets the time step multiplier used for pre-warm
53
+ */
54
+ this.preWarmStepOffset = 0;
55
+ /**
56
+ * Gets or sets a boolean indicating if the system is billboard based
57
+ */
58
+ this.isBillboardBased = true;
59
+ /**
60
+ * Gets or sets a boolean indicating if the system coordinate space is local or global
61
+ */
62
+ this.isLocal = false;
63
+ /**
64
+ * Gets or sets a boolean indicating if the system should be disposed when stopped
65
+ */
66
+ this.disposeOnStop = false;
42
67
  /**
43
68
  * Gets or sets a boolean indicating if the system should not start automatically
44
69
  */
@@ -50,6 +75,7 @@ export class SystemBlock extends NodeParticleBlock {
50
75
  this.registerInput("texture", NodeParticleBlockConnectionPointTypes.Texture);
51
76
  this.registerInput("onStart", NodeParticleBlockConnectionPointTypes.System, true);
52
77
  this.registerInput("onEnd", NodeParticleBlockConnectionPointTypes.System, true);
78
+ this.registerInput("translationPivot", NodeParticleBlockConnectionPointTypes.Vector2, true);
53
79
  this.registerOutput("system", NodeParticleBlockConnectionPointTypes.System);
54
80
  }
55
81
  /**
@@ -83,6 +109,12 @@ export class SystemBlock extends NodeParticleBlock {
83
109
  get onEnd() {
84
110
  return this._inputs[3];
85
111
  }
112
+ /**
113
+ * Gets the translationPivot input component
114
+ */
115
+ get translationPivot() {
116
+ return this._inputs[4];
117
+ }
86
118
  /**
87
119
  * Gets the system output component
88
120
  */
@@ -101,11 +133,18 @@ export class SystemBlock extends NodeParticleBlock {
101
133
  const particleSystem = this.particle.getConnectedValue(state);
102
134
  particleSystem.particleTexture = this.texture.getConnectedValue(state);
103
135
  particleSystem.emitRate = this.emitRate;
136
+ particleSystem.manualEmitCount = this.manualEmitCount;
104
137
  particleSystem.updateSpeed = this.updateSpeed;
138
+ particleSystem.preWarmCycles = this.preWarmCycles;
139
+ particleSystem.preWarmStepOffset = this.preWarmStepOffset;
105
140
  particleSystem.blendMode = this.blendMode;
106
141
  particleSystem.name = this.name;
107
142
  particleSystem._targetStopDuration = this.targetStopDuration;
108
143
  particleSystem.startDelay = this.startDelay;
144
+ particleSystem.isBillboardBased = this.isBillboardBased;
145
+ particleSystem.translationPivot = this.translationPivot.getConnectedValue(state) || Vector2.Zero();
146
+ particleSystem.isLocal = this.isLocal;
147
+ particleSystem.disposeOnStop = this.disposeOnStop;
109
148
  this.system._storedValue = this;
110
149
  particleSystem.canStart = () => {
111
150
  return !this.doNoStart;
@@ -145,7 +184,14 @@ export class SystemBlock extends NodeParticleBlock {
145
184
  const serializationObject = super.serialize();
146
185
  serializationObject.capacity = this.capacity;
147
186
  serializationObject.emitRate = this.emitRate;
187
+ serializationObject.manualEmitCount = this.manualEmitCount;
148
188
  serializationObject.blendMode = this.blendMode;
189
+ serializationObject.updateSpeed = this.updateSpeed;
190
+ serializationObject.preWarmCycles = this.preWarmCycles;
191
+ serializationObject.preWarmStepOffset = this.preWarmStepOffset;
192
+ serializationObject.isBillboardBased = this.isBillboardBased;
193
+ serializationObject.isLocal = this.isLocal;
194
+ serializationObject.disposeOnStop = this.disposeOnStop;
149
195
  serializationObject.doNoStart = this.doNoStart;
150
196
  serializationObject.targetStopDuration = this.targetStopDuration;
151
197
  serializationObject.startDelay = this.startDelay;
@@ -155,6 +201,13 @@ export class SystemBlock extends NodeParticleBlock {
155
201
  super._deserialize(serializationObject);
156
202
  this.capacity = serializationObject.capacity;
157
203
  this.emitRate = serializationObject.emitRate;
204
+ this.manualEmitCount = serializationObject.manualEmitCount ?? -1;
205
+ this.updateSpeed = serializationObject.updateSpeed ?? 0.0167;
206
+ this.preWarmCycles = serializationObject.preWarmCycles ?? 0;
207
+ this.preWarmStepOffset = serializationObject.preWarmStepOffset ?? 0;
208
+ this.isBillboardBased = serializationObject.isBillboardBased ?? true;
209
+ this.isLocal = serializationObject.isLocal ?? false;
210
+ this.disposeOnStop = serializationObject.disposeOnStop ?? false;
158
211
  this.doNoStart = !!serializationObject.doNoStart;
159
212
  if (serializationObject.blendMode !== undefined) {
160
213
  this.blendMode = serializationObject.blendMode;
@@ -187,6 +240,9 @@ __decorate([
187
240
  __decorate([
188
241
  editableInPropertyPage("Emit rate", 2 /* PropertyTypeForEdition.Int */, "ADVANCED", { embedded: true, notifiers: { rebuild: true }, min: 0 })
189
242
  ], SystemBlock.prototype, "emitRate", void 0);
243
+ __decorate([
244
+ editableInPropertyPage("Manual emit count", 2 /* PropertyTypeForEdition.Int */, "ADVANCED", { embedded: true, notifiers: { rebuild: true }, min: -1 })
245
+ ], SystemBlock.prototype, "manualEmitCount", void 0);
190
246
  __decorate([
191
247
  editableInPropertyPage("Target duration", 1 /* PropertyTypeForEdition.Float */, "ADVANCED", { embedded: true, notifiers: { rebuild: true }, min: 0 })
192
248
  ], SystemBlock.prototype, "targetStopDuration", void 0);
@@ -196,6 +252,21 @@ __decorate([
196
252
  __decorate([
197
253
  editableInPropertyPage("updateSpeed", 1 /* PropertyTypeForEdition.Float */, "ADVANCED", { embedded: true, notifiers: { rebuild: true }, min: 0, max: 0.1 })
198
254
  ], SystemBlock.prototype, "updateSpeed", void 0);
255
+ __decorate([
256
+ editableInPropertyPage("Pre-warm cycles", 1 /* PropertyTypeForEdition.Float */, "ADVANCED", { embedded: true, notifiers: { rebuild: true }, min: 0 })
257
+ ], SystemBlock.prototype, "preWarmCycles", void 0);
258
+ __decorate([
259
+ editableInPropertyPage("Pre-warm step multiplier", 1 /* PropertyTypeForEdition.Float */, "ADVANCED", { embedded: true, notifiers: { rebuild: true }, min: 0 })
260
+ ], SystemBlock.prototype, "preWarmStepOffset", void 0);
261
+ __decorate([
262
+ editableInPropertyPage("Is billboard based", 0 /* PropertyTypeForEdition.Boolean */, "ADVANCED", { embedded: true, notifiers: { rebuild: true } })
263
+ ], SystemBlock.prototype, "isBillboardBased", void 0);
264
+ __decorate([
265
+ editableInPropertyPage("Is local", 0 /* PropertyTypeForEdition.Boolean */, "ADVANCED", { embedded: true, notifiers: { rebuild: true } })
266
+ ], SystemBlock.prototype, "isLocal", void 0);
267
+ __decorate([
268
+ editableInPropertyPage("Dispose on stop", 0 /* PropertyTypeForEdition.Boolean */, "ADVANCED", { embedded: true, notifiers: { rebuild: true } })
269
+ ], SystemBlock.prototype, "disposeOnStop", void 0);
199
270
  __decorate([
200
271
  editableInPropertyPage("Do no start", 0 /* PropertyTypeForEdition.Boolean */, "ADVANCED", { embedded: true, notifiers: { rebuild: true } })
201
272
  ], SystemBlock.prototype, "doNoStart", void 0);