@onerjs/core 8.30.5 → 8.30.7

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 (219) 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/Debug/debugLayer.d.ts +1 -1
  18. package/Debug/debugLayer.js.map +1 -1
  19. package/Decorators/nodeDecorator.d.ts +3 -1
  20. package/Decorators/nodeDecorator.js +2 -0
  21. package/Decorators/nodeDecorator.js.map +1 -1
  22. package/Engines/Native/nativeInterfaces.d.ts +1 -1
  23. package/Engines/Native/nativeInterfaces.js.map +1 -1
  24. package/Engines/WebGPU/webgpuCacheSampler.js +4 -0
  25. package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
  26. package/Engines/abstractEngine.js +2 -2
  27. package/Engines/abstractEngine.js.map +1 -1
  28. package/Engines/nativeEngine.js +12 -13
  29. package/Engines/nativeEngine.js.map +1 -1
  30. package/FrameGraph/Node/Blocks/PostProcesses/anaglyphPostProcessBlock.d.ts +2 -2
  31. package/FrameGraph/Node/Blocks/PostProcesses/anaglyphPostProcessBlock.js +2 -2
  32. package/FrameGraph/Node/Blocks/PostProcesses/anaglyphPostProcessBlock.js.map +1 -1
  33. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.d.ts +1 -1
  34. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js +2 -2
  35. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js.map +1 -1
  36. package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.d.ts +44 -0
  37. package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.js +152 -0
  38. package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.js.map +1 -0
  39. package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.d.ts +2 -2
  40. package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.js +2 -2
  41. package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.js.map +1 -1
  42. package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.d.ts +2 -2
  43. package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.js +2 -2
  44. package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.js.map +1 -1
  45. package/FrameGraph/Node/Blocks/PostProcesses/chromaticAberrationPostProcessBlock.d.ts +2 -2
  46. package/FrameGraph/Node/Blocks/PostProcesses/chromaticAberrationPostProcessBlock.js +2 -2
  47. package/FrameGraph/Node/Blocks/PostProcesses/chromaticAberrationPostProcessBlock.js.map +1 -1
  48. package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.d.ts +2 -2
  49. package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.js +2 -2
  50. package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.js.map +1 -1
  51. package/FrameGraph/Node/Blocks/PostProcesses/colorCorrectionPostProcessBlock.d.ts +2 -2
  52. package/FrameGraph/Node/Blocks/PostProcesses/colorCorrectionPostProcessBlock.js +2 -2
  53. package/FrameGraph/Node/Blocks/PostProcesses/colorCorrectionPostProcessBlock.js.map +1 -1
  54. package/FrameGraph/Node/Blocks/PostProcesses/convolutionPostProcessBlock.d.ts +2 -2
  55. package/FrameGraph/Node/Blocks/PostProcesses/convolutionPostProcessBlock.js +2 -2
  56. package/FrameGraph/Node/Blocks/PostProcesses/convolutionPostProcessBlock.js.map +1 -1
  57. package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.d.ts +2 -2
  58. package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.js +2 -2
  59. package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.js.map +1 -1
  60. package/FrameGraph/Node/Blocks/PostProcesses/filterPostProcessBlock.d.ts +2 -2
  61. package/FrameGraph/Node/Blocks/PostProcesses/filterPostProcessBlock.js +2 -2
  62. package/FrameGraph/Node/Blocks/PostProcesses/filterPostProcessBlock.js.map +1 -1
  63. package/FrameGraph/Node/Blocks/PostProcesses/fxaaPostProcessBlock.d.ts +2 -2
  64. package/FrameGraph/Node/Blocks/PostProcesses/fxaaPostProcessBlock.js +2 -2
  65. package/FrameGraph/Node/Blocks/PostProcesses/fxaaPostProcessBlock.js.map +1 -1
  66. package/FrameGraph/Node/Blocks/PostProcesses/grainPostProcessBlock.d.ts +2 -2
  67. package/FrameGraph/Node/Blocks/PostProcesses/grainPostProcessBlock.js +2 -2
  68. package/FrameGraph/Node/Blocks/PostProcesses/grainPostProcessBlock.js.map +1 -1
  69. package/FrameGraph/Node/Blocks/PostProcesses/imageProcessingPostProcessBlock.d.ts +2 -2
  70. package/FrameGraph/Node/Blocks/PostProcesses/imageProcessingPostProcessBlock.js +3 -3
  71. package/FrameGraph/Node/Blocks/PostProcesses/imageProcessingPostProcessBlock.js.map +1 -1
  72. package/FrameGraph/Node/Blocks/PostProcesses/motionBlurPostProcessBlock.d.ts +2 -2
  73. package/FrameGraph/Node/Blocks/PostProcesses/motionBlurPostProcessBlock.js +2 -2
  74. package/FrameGraph/Node/Blocks/PostProcesses/motionBlurPostProcessBlock.js.map +1 -1
  75. package/FrameGraph/Node/Blocks/PostProcesses/passPostProcessBlock.d.ts +3 -3
  76. package/FrameGraph/Node/Blocks/PostProcesses/passPostProcessBlock.js +3 -3
  77. package/FrameGraph/Node/Blocks/PostProcesses/passPostProcessBlock.js.map +1 -1
  78. package/FrameGraph/Node/Blocks/PostProcesses/screenSpaceCurvaturePostProcessBlock.d.ts +2 -2
  79. package/FrameGraph/Node/Blocks/PostProcesses/screenSpaceCurvaturePostProcessBlock.js +2 -2
  80. package/FrameGraph/Node/Blocks/PostProcesses/screenSpaceCurvaturePostProcessBlock.js.map +1 -1
  81. package/FrameGraph/Node/Blocks/PostProcesses/sharpenPostProcessBlock.d.ts +2 -2
  82. package/FrameGraph/Node/Blocks/PostProcesses/sharpenPostProcessBlock.js +4 -4
  83. package/FrameGraph/Node/Blocks/PostProcesses/sharpenPostProcessBlock.js.map +1 -1
  84. package/FrameGraph/Node/Blocks/PostProcesses/taaPostProcessBlock.d.ts +2 -2
  85. package/FrameGraph/Node/Blocks/PostProcesses/taaPostProcessBlock.js +2 -2
  86. package/FrameGraph/Node/Blocks/PostProcesses/taaPostProcessBlock.js.map +1 -1
  87. package/FrameGraph/Node/Blocks/PostProcesses/tonemapPostProcessBlock.d.ts +2 -2
  88. package/FrameGraph/Node/Blocks/PostProcesses/tonemapPostProcessBlock.js +2 -2
  89. package/FrameGraph/Node/Blocks/PostProcesses/tonemapPostProcessBlock.js.map +1 -1
  90. package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.js +1 -1
  91. package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.js.map +1 -1
  92. package/FrameGraph/Node/Blocks/Rendering/shadowGeneratorBlock.js +1 -1
  93. package/FrameGraph/Node/Blocks/Rendering/shadowGeneratorBlock.js.map +1 -1
  94. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.d.ts +20 -1
  95. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js +83 -0
  96. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js.map +1 -1
  97. package/FrameGraph/Node/Blocks/index.d.ts +1 -0
  98. package/FrameGraph/Node/Blocks/index.js +1 -0
  99. package/FrameGraph/Node/Blocks/index.js.map +1 -1
  100. package/FrameGraph/Tasks/PostProcesses/postProcessTask.d.ts +7 -1
  101. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js +8 -2
  102. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js.map +1 -1
  103. package/FrameGraph/Tasks/PostProcesses/taaTask.d.ts +1 -1
  104. package/FrameGraph/Tasks/PostProcesses/taaTask.js.map +1 -1
  105. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.d.ts +4 -4
  106. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js +3 -4
  107. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js.map +1 -1
  108. package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +4 -4
  109. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +3 -3
  110. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  111. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.d.ts +2 -3
  112. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js +1 -2
  113. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js.map +1 -1
  114. package/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.d.ts +3 -1
  115. package/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.js +11 -1
  116. package/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.js.map +1 -1
  117. package/FrameGraph/Tasks/Texture/copyToTextureTask.d.ts +11 -1
  118. package/FrameGraph/Tasks/Texture/copyToTextureTask.js +10 -1
  119. package/FrameGraph/Tasks/Texture/copyToTextureTask.js.map +1 -1
  120. package/FrameGraph/frameGraphContext.d.ts +8 -1
  121. package/FrameGraph/frameGraphContext.js +9 -0
  122. package/FrameGraph/frameGraphContext.js.map +1 -1
  123. package/FrameGraph/frameGraphRenderContext.d.ts +5 -2
  124. package/FrameGraph/frameGraphRenderContext.js +32 -7
  125. package/FrameGraph/frameGraphRenderContext.js.map +1 -1
  126. package/FrameGraph/frameGraphTask.d.ts +8 -0
  127. package/FrameGraph/frameGraphTask.js +12 -0
  128. package/FrameGraph/frameGraphTask.js.map +1 -1
  129. package/Materials/PBR/openpbrMaterial.js +2 -1
  130. package/Materials/PBR/openpbrMaterial.js.map +1 -1
  131. package/Materials/Textures/mirrorTexture.js +4 -1
  132. package/Materials/Textures/mirrorTexture.js.map +1 -1
  133. package/Materials/clipPlaneMaterialHelper.js +11 -1
  134. package/Materials/clipPlaneMaterialHelper.js.map +1 -1
  135. package/Materials/floatingOriginMatrixOverrides.d.ts +4 -1
  136. package/Materials/floatingOriginMatrixOverrides.js +14 -2
  137. package/Materials/floatingOriginMatrixOverrides.js.map +1 -1
  138. package/Materials/index.d.ts +1 -0
  139. package/Materials/index.js +1 -0
  140. package/Materials/index.js.map +1 -1
  141. package/Materials/shaderMaterial.js +1 -1
  142. package/Materials/shaderMaterial.js.map +1 -1
  143. package/Maths/math.vector.functions.d.ts +31 -5
  144. package/Maths/math.vector.functions.js +41 -4
  145. package/Maths/math.vector.functions.js.map +1 -1
  146. package/Meshes/Node/Blocks/randomBlock.js +11 -11
  147. package/Meshes/Node/Blocks/randomBlock.js.map +1 -1
  148. package/Misc/copyTextureToTexture.d.ts +18 -1
  149. package/Misc/copyTextureToTexture.js +31 -2
  150. package/Misc/copyTextureToTexture.js.map +1 -1
  151. package/Particles/Node/Blocks/Emitters/boxShapeBlock.js +7 -7
  152. package/Particles/Node/Blocks/Emitters/boxShapeBlock.js.map +1 -1
  153. package/Particles/Node/Blocks/Emitters/createParticleBlock.d.ts +4 -0
  154. package/Particles/Node/Blocks/Emitters/createParticleBlock.js +18 -2
  155. package/Particles/Node/Blocks/Emitters/createParticleBlock.js.map +1 -1
  156. package/Particles/Node/Blocks/Emitters/customShapeBlock.js +7 -7
  157. package/Particles/Node/Blocks/Emitters/customShapeBlock.js.map +1 -1
  158. package/Particles/Node/Blocks/Emitters/cylinderShapeBlock.js +8 -8
  159. package/Particles/Node/Blocks/Emitters/cylinderShapeBlock.js.map +1 -1
  160. package/Particles/Node/Blocks/Emitters/meshShapeBlock.js +9 -9
  161. package/Particles/Node/Blocks/Emitters/meshShapeBlock.js.map +1 -1
  162. package/Particles/Node/Blocks/Emitters/pointShapeBlock.js +6 -6
  163. package/Particles/Node/Blocks/Emitters/pointShapeBlock.js.map +1 -1
  164. package/Particles/Node/Blocks/Emitters/sphereShapeBlock.js +7 -7
  165. package/Particles/Node/Blocks/Emitters/sphereShapeBlock.js.map +1 -1
  166. package/Particles/Node/Blocks/particleRandomBlock.js +10 -10
  167. package/Particles/Node/Blocks/particleRandomBlock.js.map +1 -1
  168. package/Particles/Node/Blocks/systemBlock.d.ts +33 -1
  169. package/Particles/Node/Blocks/systemBlock.js +83 -3
  170. package/Particles/Node/Blocks/systemBlock.js.map +1 -1
  171. package/Particles/Node/nodeParticleBuildState.d.ts +2 -7
  172. package/Particles/Node/nodeParticleBuildState.js +7 -22
  173. package/Particles/Node/nodeParticleBuildState.js.map +1 -1
  174. package/Particles/Node/nodeParticleSystemSet.helper.js +224 -58
  175. package/Particles/Node/nodeParticleSystemSet.helper.js.map +1 -1
  176. package/Particles/Node/nodeParticleSystemSet.js +1 -1
  177. package/Particles/Node/nodeParticleSystemSet.js.map +1 -1
  178. package/Particles/thinParticleSystem.js +1 -0
  179. package/Particles/thinParticleSystem.js.map +1 -1
  180. package/Physics/v2/IPhysicsEnginePlugin.d.ts +1 -1
  181. package/Physics/v2/IPhysicsEnginePlugin.js.map +1 -1
  182. package/Physics/v2/Plugins/havokPlugin.d.ts +27 -4
  183. package/Physics/v2/Plugins/havokPlugin.js +72 -8
  184. package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
  185. package/Physics/v2/physicsEngine.d.ts +12 -2
  186. package/Physics/v2/physicsEngine.js +15 -1
  187. package/Physics/v2/physicsEngine.js.map +1 -1
  188. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +2 -1
  189. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
  190. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js +3 -0
  191. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js.map +1 -1
  192. package/Shaders/copyTextureToTexture.fragment.js +2 -2
  193. package/Shaders/copyTextureToTexture.fragment.js.map +1 -1
  194. package/Shaders/picking.fragment.js +1 -1
  195. package/Shaders/picking.fragment.js.map +1 -1
  196. package/Shaders/picking.vertex.js +1 -1
  197. package/Shaders/picking.vertex.js.map +1 -1
  198. package/ShadersWGSL/copyTextureToTexture.fragment.js +3 -3
  199. package/ShadersWGSL/copyTextureToTexture.fragment.js.map +1 -1
  200. package/ShadersWGSL/iblVoxelGrid.vertex.js +1 -1
  201. package/ShadersWGSL/iblVoxelGrid.vertex.js.map +1 -1
  202. package/ShadersWGSL/picking.fragment.js +1 -1
  203. package/ShadersWGSL/picking.fragment.js.map +1 -1
  204. package/ShadersWGSL/picking.vertex.js +1 -1
  205. package/ShadersWGSL/picking.vertex.js.map +1 -1
  206. package/Sprites/spriteRenderer.js +10 -8
  207. package/Sprites/spriteRenderer.js.map +1 -1
  208. package/XR/features/WebXRLightEstimation.d.ts +8 -0
  209. package/XR/features/WebXRLightEstimation.js +6 -1
  210. package/XR/features/WebXRLightEstimation.js.map +1 -1
  211. package/XR/webXRSessionManager.js +4 -0
  212. package/XR/webXRSessionManager.js.map +1 -1
  213. package/assetContainer.d.ts +1 -1
  214. package/assetContainer.js +1 -1
  215. package/assetContainer.js.map +1 -1
  216. package/package.json +1 -1
  217. package/scene.d.ts +5 -2
  218. package/scene.js +9 -14
  219. package/scene.js.map +1 -1
@@ -1,10 +1,14 @@
1
+ import { Vector2, Vector3 } from "../../Maths/math.vector.js";
1
2
  import { NodeParticleBlockConnectionPointTypes } from "./Enums/nodeParticleBlockConnectionPointTypes.js";
2
3
  import { NodeParticleSystemSet } from "./nodeParticleSystemSet.js";
3
4
  import { NodeParticleContextualSources } from "./Enums/nodeParticleContextualSources.js";
5
+ import { NodeParticleSystemSources } from "./Enums/nodeParticleSystemSources.js";
4
6
  import { ParticleConverterBlock } from "./Blocks/particleConverterBlock.js";
7
+ import { ParticleGradientBlock } from "./Blocks/particleGradientBlock.js";
8
+ import { ParticleGradientValueBlock } from "./Blocks/particleGradientValueBlock.js";
5
9
  import { ParticleInputBlock } from "./Blocks/particleInputBlock.js";
6
10
  import { ParticleMathBlock, ParticleMathBlockOperations } from "./Blocks/particleMathBlock.js";
7
- import { ParticleRandomBlock } from "./Blocks/particleRandomBlock.js";
11
+ import { ParticleRandomBlock, ParticleRandomBlockLocks } from "./Blocks/particleRandomBlock.js";
8
12
  import { ParticleTextureSourceBlock } from "./Blocks/particleSourceTextureBlock.js";
9
13
  import { SystemBlock } from "./Blocks/systemBlock.js";
10
14
  import { CreateParticleBlock } from "./Blocks/Emitters/createParticleBlock.js";
@@ -14,7 +18,9 @@ import { CylinderShapeBlock } from "./Blocks/Emitters/cylinderShapeBlock.js";
14
18
  import { MeshShapeBlock } from "./Blocks/Emitters/meshShapeBlock.js";
15
19
  import { PointShapeBlock } from "./Blocks/Emitters/pointShapeBlock.js";
16
20
  import { SphereShapeBlock } from "./Blocks/Emitters/sphereShapeBlock.js";
21
+ import { UpdateAngleBlock } from "./Blocks/Update/updateAngleBlock.js";
17
22
  import { UpdateColorBlock } from "./Blocks/Update/updateColorBlock.js";
23
+ import { UpdateDirectionBlock } from "./Blocks/Update/updateDirectionBlock.js";
18
24
  import { UpdatePositionBlock } from "./Blocks/Update/updatePositionBlock.js";
19
25
  /**
20
26
  * Converts a ParticleSystem to a NodeParticleSystemSet.
@@ -37,84 +43,77 @@ export async function ConvertToNodeParticleSystemSetAsync(name, particleSystemsL
37
43
  return nodeParticleSystemSet;
38
44
  }
39
45
  async function _ExtractDatafromParticleSystemAsync(newSet, oldSystem) {
40
- // System block
41
- const newSystem = _CreateSystemBlock(oldSystem);
42
- // Shape block
43
- const shapeBlock = _CreateShapeBlock(oldSystem);
44
46
  // CreateParticle block
45
47
  const createParticleBlock = _CreateCreateParticleBlock(oldSystem);
48
+ // Emitter Shape block
49
+ const shapeBlock = _CreateEmitterShapeBlock(oldSystem);
46
50
  createParticleBlock.particle.connectTo(shapeBlock.particle);
47
- // Texture
48
- const textureBlock = new ParticleTextureSourceBlock("Texture");
49
- const url = oldSystem.particleTexture.url || "";
50
- if (url) {
51
- textureBlock.url = url;
52
- }
53
- else {
54
- textureBlock.sourceTexture = oldSystem.particleTexture;
55
- }
56
- textureBlock.texture.connectTo(newSystem.texture);
57
- // Default position update
58
- const positionUpdateblock = new UpdatePositionBlock("Position update");
59
- shapeBlock.output.connectTo(positionUpdateblock.particle);
60
- const addPositionBlock = new ParticleMathBlock("Add Position");
61
- addPositionBlock.operation = ParticleMathBlockOperations.Add;
62
- _CreateAndConnectContextual("Position", NodeParticleContextualSources.Position, addPositionBlock.left);
63
- _CreateAndConnectContextual("Scaled Direction", NodeParticleContextualSources.ScaledDirection, addPositionBlock.right);
64
- addPositionBlock.output.connectTo(positionUpdateblock.position);
65
- // Default color update
66
- const colorUpdateblock = new UpdateColorBlock("Color update");
67
- positionUpdateblock.output.connectTo(colorUpdateblock.particle);
68
- const addColorBlock = new ParticleMathBlock("Add Color");
69
- addColorBlock.operation = ParticleMathBlockOperations.Add;
70
- _CreateAndConnectContextual("Color", NodeParticleContextualSources.Color, addColorBlock.left);
71
- _CreateAndConnectContextual("Scaled Color Step", NodeParticleContextualSources.ScaledColorStep, addColorBlock.right);
72
- addColorBlock.output.connectTo(colorUpdateblock.color);
73
- const decomposeColorBlock = new ParticleConverterBlock("Decompose Color");
74
- addColorBlock.output.connectTo(decomposeColorBlock.colorIn);
75
- // Clamp alpha to be >= 0
76
- const maxAlphaBlock = new ParticleMathBlock("Alpha >= 0");
77
- maxAlphaBlock.operation = ParticleMathBlockOperations.Max;
78
- decomposeColorBlock.wOut.connectTo(maxAlphaBlock.left);
79
- _CreateAndConnectInput("Zero", 0, maxAlphaBlock.right);
80
- const composeColorBlock = new ParticleConverterBlock("Compose Color");
81
- decomposeColorBlock.xyzOut.connectTo(composeColorBlock.xyzIn);
82
- maxAlphaBlock.output.connectTo(composeColorBlock.wIn);
83
- composeColorBlock.colorOut.connectTo(colorUpdateblock.color);
84
- colorUpdateblock.output.connectTo(newSystem.particle);
51
+ // Update the particle position
52
+ const positionUpdatedParticle = _CreateUpdateSystem(shapeBlock.output, oldSystem);
53
+ // Color update
54
+ const colorUpdateBlock = _CreateColorUpdateBlock(oldSystem, createParticleBlock);
55
+ positionUpdatedParticle.connectTo(colorUpdateBlock.particle);
56
+ // System block
57
+ const newSystem = _CreateSystemBlock(oldSystem);
58
+ colorUpdateBlock.output.connectTo(newSystem.particle);
85
59
  // Register
86
60
  newSet.systemBlocks.push(newSystem);
87
61
  }
88
62
  function _CreateSystemBlock(oldSystem) {
89
63
  const newSystem = new SystemBlock(oldSystem.name);
64
+ _CreateAndConnectInput("Translation pivot", oldSystem.translationPivot, newSystem.translationPivot);
65
+ _CreateAndConnectInput("Texture mask", oldSystem.textureMask, newSystem.textureMask);
66
+ newSystem.emitRate = oldSystem.emitRate;
67
+ newSystem.manualEmitCount = oldSystem.manualEmitCount;
90
68
  newSystem.blendMode = oldSystem.blendMode;
91
69
  newSystem.capacity = oldSystem.getCapacity();
92
- newSystem.emitRate = oldSystem.emitRate;
93
70
  newSystem.targetStopDuration = oldSystem.targetStopDuration;
94
71
  newSystem.startDelay = oldSystem.startDelay;
72
+ newSystem.targetStopDuration = oldSystem.targetStopDuration;
95
73
  newSystem.updateSpeed = oldSystem.updateSpeed;
74
+ newSystem.preWarmCycles = oldSystem.preWarmCycles;
75
+ newSystem.preWarmStepOffset = oldSystem.preWarmStepOffset;
76
+ newSystem.isBillboardBased = oldSystem.isBillboardBased;
77
+ newSystem.isLocal = oldSystem.isLocal;
78
+ newSystem.disposeOnStop = oldSystem.disposeOnStop;
79
+ // Texture
80
+ const textureBlock = new ParticleTextureSourceBlock("Texture");
81
+ const url = oldSystem.particleTexture.url || "";
82
+ if (url) {
83
+ textureBlock.url = url;
84
+ }
85
+ else {
86
+ textureBlock.sourceTexture = oldSystem.particleTexture;
87
+ }
88
+ textureBlock.texture.connectTo(newSystem.texture);
96
89
  return newSystem;
97
90
  }
98
91
  function _CreateCreateParticleBlock(oldSystem) {
99
92
  // Create particle
100
93
  const createParticleBlock = new CreateParticleBlock("Create Particle");
101
- // Color
102
- const randomColorBlock = new ParticleRandomBlock("Random Color");
103
- _CreateAndConnectInput("Color 1", oldSystem.color1, randomColorBlock.min);
104
- _CreateAndConnectInput("Color 2", oldSystem.color2, randomColorBlock.max);
105
- randomColorBlock.output.connectTo(createParticleBlock.color);
94
+ // Size
95
+ const randomSizeBlock = new ParticleRandomBlock("Random size");
96
+ _CreateAndConnectInput("Min size", oldSystem.minSize, randomSizeBlock.min);
97
+ _CreateAndConnectInput("Max size", oldSystem.maxSize, randomSizeBlock.max);
98
+ randomSizeBlock.output.connectTo(createParticleBlock.size);
99
+ // Scale
100
+ const randomScaleBlock = new ParticleRandomBlock("Random Scale");
101
+ _CreateAndConnectInput("Min Scale", new Vector2(oldSystem.minScaleX, oldSystem.minScaleY), randomScaleBlock.min);
102
+ _CreateAndConnectInput("Max Scale", new Vector2(oldSystem.maxScaleX, oldSystem.maxScaleY), randomScaleBlock.max);
103
+ randomScaleBlock.output.connectTo(createParticleBlock.scale);
104
+ // Color is handled when we do the color update block to manage gradients
106
105
  // Dead color
107
106
  _CreateAndConnectInput("Dead Color", oldSystem.colorDead, createParticleBlock.colorDead);
108
- // Emit power
107
+ // Emit power (Speed)
109
108
  const randomEmitPowerBlock = new ParticleRandomBlock("Random Emit Power");
110
109
  _CreateAndConnectInput("Min Emit Power", oldSystem.minEmitPower, randomEmitPowerBlock.min);
111
110
  _CreateAndConnectInput("Max Emit Power", oldSystem.maxEmitPower, randomEmitPowerBlock.max);
112
111
  randomEmitPowerBlock.output.connectTo(createParticleBlock.emitPower);
113
- // Scale
114
- const randomScaleBlock = new ParticleRandomBlock("Random Scale");
115
- _CreateAndConnectInput("Min Scale", oldSystem.minSize, randomScaleBlock.min);
116
- _CreateAndConnectInput("Max Scale", oldSystem.maxSize, randomScaleBlock.max);
117
- randomScaleBlock.output.connectTo(createParticleBlock.scale);
112
+ // Angle (rotation)
113
+ const randomRotationBlock = new ParticleRandomBlock("Random Rotation");
114
+ _CreateAndConnectInput("Min Rotation", oldSystem.minInitialRotation, randomRotationBlock.min);
115
+ _CreateAndConnectInput("Max Rotation", oldSystem.maxInitialRotation, randomRotationBlock.max);
116
+ randomRotationBlock.output.connectTo(createParticleBlock.angle);
118
117
  // Lifetime
119
118
  const randomLifetimeBlock = new ParticleRandomBlock("Random Lifetime");
120
119
  _CreateAndConnectInput("Min Lifetime", oldSystem.minLifeTime, randomLifetimeBlock.min);
@@ -122,7 +121,7 @@ function _CreateCreateParticleBlock(oldSystem) {
122
121
  randomLifetimeBlock.output.connectTo(createParticleBlock.lifeTime);
123
122
  return createParticleBlock;
124
123
  }
125
- function _CreateShapeBlock(oldSystem) {
124
+ function _CreateEmitterShapeBlock(oldSystem) {
126
125
  const emitter = oldSystem.particleEmitterType;
127
126
  if (!emitter) {
128
127
  throw new Error("Particle system has no emitter type.");
@@ -201,14 +200,181 @@ function _CreateShapeBlock(oldSystem) {
201
200
  }
202
201
  return shapeBlock;
203
202
  }
203
+ function _CreateUpdateSystem(inputParticle, oldSystem) {
204
+ let outputUpdate = inputParticle;
205
+ if (oldSystem.minAngularSpeed !== 0 || oldSystem.maxAngularSpeed !== 0) {
206
+ outputUpdate = _CreateAngularSpeedUpdate(outputUpdate, oldSystem.minAngularSpeed, oldSystem.maxAngularSpeed);
207
+ }
208
+ outputUpdate = _CreatePositionUpdate(outputUpdate);
209
+ if (oldSystem.gravity.equalsToFloats(0, 0, 0) === false) {
210
+ outputUpdate = _CreateGravityUpdate(outputUpdate, oldSystem.gravity);
211
+ }
212
+ return outputUpdate;
213
+ }
214
+ function _CreateAngularSpeedUpdate(inputParticle, minAngularSpeed, maxAngularSpeed) {
215
+ // Random value between for the angular speed of the particle
216
+ const randomAngularSpeedBlock = new ParticleRandomBlock("Random Angular Speed");
217
+ _CreateAndConnectInput("Min Angular Speed", minAngularSpeed, randomAngularSpeedBlock.min);
218
+ _CreateAndConnectInput("Max Angular Speed", maxAngularSpeed, randomAngularSpeedBlock.max);
219
+ // Create the angular speed delta
220
+ const angleSpeedDeltaOutput = _CreateDeltaModifiedInput("Angular Speed", randomAngularSpeedBlock.output);
221
+ // Add it to the angle
222
+ const addAngle = new ParticleMathBlock("Add Angular Speed to Angle");
223
+ addAngle.operation = ParticleMathBlockOperations.Add;
224
+ _CreateAndConnectContextualSource("Angle", NodeParticleContextualSources.Angle, addAngle.left);
225
+ angleSpeedDeltaOutput.connectTo(addAngle.right);
226
+ // Update the particle angle
227
+ const updateAngle = new UpdateAngleBlock("Angle Update with Angular Speed");
228
+ inputParticle.connectTo(updateAngle.particle);
229
+ addAngle.output.connectTo(updateAngle.angle);
230
+ return updateAngle.output;
231
+ }
232
+ function _CreatePositionUpdate(inputParticle) {
233
+ // Calculate the new position
234
+ const addPositionBlock = new ParticleMathBlock("Add Position");
235
+ addPositionBlock.operation = ParticleMathBlockOperations.Add;
236
+ _CreateAndConnectContextualSource("Position", NodeParticleContextualSources.Position, addPositionBlock.left);
237
+ _CreateAndConnectContextualSource("Scaled Direction", NodeParticleContextualSources.ScaledDirection, addPositionBlock.right);
238
+ // Update the particle position
239
+ const updatePosition = new UpdatePositionBlock("Position Update");
240
+ inputParticle.connectTo(updatePosition.particle);
241
+ addPositionBlock.output.connectTo(updatePosition.position);
242
+ return updatePosition.output;
243
+ }
244
+ function _CreateGravityUpdate(inputParticle, gravity) {
245
+ // Create the gravity delta
246
+ const gravityDeltaOutput = _CreateDeltaModifiedInput("Gravity", gravity);
247
+ // Add it to the direction
248
+ const addDirectionBlock = new ParticleMathBlock("Add Gravity to Direction");
249
+ addDirectionBlock.operation = ParticleMathBlockOperations.Add;
250
+ _CreateAndConnectContextualSource("Direction", NodeParticleContextualSources.Direction, addDirectionBlock.left);
251
+ gravityDeltaOutput.connectTo(addDirectionBlock.right);
252
+ // Update the particle direction
253
+ const updateDirection = new UpdateDirectionBlock("Direction Update with Gravity");
254
+ inputParticle.connectTo(updateDirection.particle);
255
+ addDirectionBlock.output.connectTo(updateDirection.direction);
256
+ return updateDirection.output;
257
+ }
258
+ function _CreateColorUpdateBlock(oldSystem, createParticleBlock) {
259
+ if (!oldSystem) {
260
+ throw new Error("Invalid particle system");
261
+ }
262
+ // Calculate the color
263
+ const colorGradients = oldSystem.getColorGradients();
264
+ let colorBlock = null;
265
+ if (colorGradients && colorGradients.length > 0) {
266
+ colorBlock = _CreateGradientColorUpdate(oldSystem, colorGradients, createParticleBlock);
267
+ }
268
+ else {
269
+ colorBlock = _CreateBasicColorUpdate(oldSystem, createParticleBlock);
270
+ }
271
+ // Clamp alpha >= 0
272
+ const clampedColor = _ClampUpdateColorAlpha(colorBlock);
273
+ // Create the color update block
274
+ const colorUpdateBlock = new UpdateColorBlock("Color update");
275
+ clampedColor.colorOut.connectTo(colorUpdateBlock.color);
276
+ return colorUpdateBlock;
277
+ }
278
+ function _CreateGradientColorUpdate(oldSystem, gradient, createParticleBlock) {
279
+ const colorGradientBlock = new ParticleGradientBlock("Color Gradient");
280
+ _CreateAndConnectContextualSource("gradient", NodeParticleContextualSources.Age, colorGradientBlock.gradient);
281
+ let tempColor = null;
282
+ let colorStart = null;
283
+ let colorEnd = null;
284
+ for (let i = 0; i < gradient.length; i++) {
285
+ const gradientStep = gradient[i];
286
+ const gradientValueBlock = new ParticleGradientValueBlock("Color Gradient Value " + i);
287
+ gradientValueBlock.reference = gradientStep.gradient;
288
+ if (gradientStep.color2) {
289
+ // Create a random between color1 and color2
290
+ const randomColorBlock = new ParticleRandomBlock("Random Color for Gradient " + i);
291
+ randomColorBlock.lockMode = ParticleRandomBlockLocks.PerSystem;
292
+ _CreateAndConnectInput("Color 1", gradientStep.color1, randomColorBlock.min);
293
+ _CreateAndConnectInput("Color 2", gradientStep.color2, randomColorBlock.max);
294
+ randomColorBlock.output.connectTo(gradientValueBlock.value);
295
+ tempColor = randomColorBlock;
296
+ }
297
+ else {
298
+ // Single color
299
+ const input = new ParticleInputBlock("Color " + i);
300
+ input.value = gradientStep.color1;
301
+ input.output.connectTo(gradientValueBlock.value);
302
+ tempColor = input;
303
+ }
304
+ if (gradientStep.gradient === 0) {
305
+ colorStart = tempColor;
306
+ }
307
+ else if (gradientStep.gradient === 1) {
308
+ colorEnd = tempColor;
309
+ }
310
+ gradientValueBlock.output.connectTo(colorGradientBlock.inputs[i + 1]);
311
+ }
312
+ _UpdateCreateParticleColor(oldSystem, colorStart, colorEnd, createParticleBlock);
313
+ return colorGradientBlock;
314
+ }
315
+ function _CreateBasicColorUpdate(oldSystem, createParticleBlock) {
316
+ const addColorBlock = new ParticleMathBlock("Add Color");
317
+ addColorBlock.operation = ParticleMathBlockOperations.Add;
318
+ _CreateAndConnectContextualSource("Color", NodeParticleContextualSources.Color, addColorBlock.left);
319
+ _CreateAndConnectContextualSource("Scaled Color Step", NodeParticleContextualSources.ScaledColorStep, addColorBlock.right);
320
+ _UpdateCreateParticleColor(oldSystem, null, null, createParticleBlock);
321
+ return addColorBlock;
322
+ }
323
+ function _UpdateCreateParticleColor(oldSystem, colorStart, colorEnd, createParticleBlock) {
324
+ if (colorStart === null) {
325
+ colorStart = new ParticleInputBlock("Color Start");
326
+ colorStart.value = oldSystem.color1;
327
+ }
328
+ if (colorEnd === null) {
329
+ colorEnd = new ParticleInputBlock("Color End");
330
+ colorEnd.value = oldSystem.color2;
331
+ }
332
+ const randomColorBlock = new ParticleRandomBlock("Random color");
333
+ randomColorBlock.lockMode = ParticleRandomBlockLocks.PerParticle;
334
+ colorStart.output.connectTo(randomColorBlock.min);
335
+ colorEnd.output.connectTo(randomColorBlock.max);
336
+ randomColorBlock.output.connectTo(createParticleBlock.color);
337
+ }
338
+ function _ClampUpdateColorAlpha(colorBlock) {
339
+ // Decompose color to clamp alpha
340
+ const decomposeColorBlock = new ParticleConverterBlock("Decompose Color");
341
+ colorBlock.outputs[0].connectTo(decomposeColorBlock.colorIn);
342
+ // Clamp alpha to be >= 0
343
+ const maxAlphaBlock = new ParticleMathBlock("Alpha >= 0");
344
+ maxAlphaBlock.operation = ParticleMathBlockOperations.Max;
345
+ decomposeColorBlock.wOut.connectTo(maxAlphaBlock.left);
346
+ _CreateAndConnectInput("Zero", 0, maxAlphaBlock.right);
347
+ // Recompose color
348
+ const composeColorBlock = new ParticleConverterBlock("Compose Color");
349
+ decomposeColorBlock.xyzOut.connectTo(composeColorBlock.xyzIn);
350
+ maxAlphaBlock.output.connectTo(composeColorBlock.wIn);
351
+ return composeColorBlock;
352
+ }
353
+ function _CreateDeltaModifiedInput(name, value) {
354
+ const multiplyBlock = new ParticleMathBlock("Multiply by Delta");
355
+ multiplyBlock.operation = ParticleMathBlockOperations.Multiply;
356
+ if (value instanceof Vector3) {
357
+ _CreateAndConnectInput(name, value, multiplyBlock.left);
358
+ }
359
+ else {
360
+ value.connectTo(multiplyBlock.left);
361
+ }
362
+ _CreateAndConnectSystemSource("Delta", NodeParticleSystemSources.Delta, multiplyBlock.right);
363
+ return multiplyBlock.output;
364
+ }
204
365
  function _CreateAndConnectInput(inputBlockName, value, targetToConnectTo, inputType) {
205
366
  const input = new ParticleInputBlock(inputBlockName, inputType);
206
367
  input.value = value;
207
368
  input.output.connectTo(targetToConnectTo);
208
369
  }
209
- function _CreateAndConnectContextual(contextualBlockName, contextValue, targetToConnectTo) {
370
+ function _CreateAndConnectContextualSource(contextualBlockName, contextSource, targetToConnectTo) {
210
371
  const input = new ParticleInputBlock(contextualBlockName);
211
- input.contextualValue = contextValue;
372
+ input.contextualValue = contextSource;
373
+ input.output.connectTo(targetToConnectTo);
374
+ }
375
+ function _CreateAndConnectSystemSource(systemBlockName, systemSource, targetToConnectTo) {
376
+ const input = new ParticleInputBlock(systemBlockName);
377
+ input.systemSource = systemSource;
212
378
  input.output.connectTo(targetToConnectTo);
213
379
  }
214
380
  //# sourceMappingURL=nodeParticleSystemSet.helper.js.map
@@ -1 +1 @@
1
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type { Nullable } from \"core/types\";\r\nimport type { Color4 } from \"core/Maths/math.color\";\r\nimport type { Vector3 } from \"core/Maths/math.vector\";\r\nimport type { Texture } from \"core/Materials/Textures/texture\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { ParticleSystem } from \"core/Particles/particleSystem\";\r\nimport type { IParticleSystem } from \"core/Particles/IParticleSystem\";\r\nimport type { BoxParticleEmitter } from \"core/Particles/EmitterTypes/boxParticleEmitter\";\r\nimport type { ConeParticleEmitter } from \"core/Particles/EmitterTypes/coneParticleEmitter\";\r\nimport type { CylinderParticleEmitter } from \"core/Particles/EmitterTypes/cylinderParticleEmitter\";\r\nimport type { MeshParticleEmitter } from \"core/Particles/EmitterTypes/meshParticleEmitter\";\r\nimport type { PointParticleEmitter } from \"core/Particles/EmitterTypes/pointParticleEmitter\";\r\nimport type { SphereParticleEmitter } from \"core/Particles/EmitterTypes/sphereParticleEmitter\";\r\nimport type { NodeParticleConnectionPoint } from \"core/Particles/Node/nodeParticleBlockConnectionPoint\";\r\nimport type { IShapeBlock } from \"core/Particles/Node/Blocks/Emitters/IShapeBlock\";\r\nimport { NodeParticleBlockConnectionPointTypes } from \"core/Particles/Node/Enums/nodeParticleBlockConnectionPointTypes\";\r\n\r\nimport { NodeParticleSystemSet } from \"./nodeParticleSystemSet\";\r\nimport { NodeParticleContextualSources } from \"./Enums/nodeParticleContextualSources\";\r\nimport { ParticleConverterBlock } from \"./Blocks/particleConverterBlock\";\r\nimport { ParticleInputBlock } from \"./Blocks/particleInputBlock\";\r\nimport { ParticleMathBlock, ParticleMathBlockOperations } from \"./Blocks/particleMathBlock\";\r\nimport { ParticleRandomBlock } from \"./Blocks/particleRandomBlock\";\r\nimport { ParticleTextureSourceBlock } from \"./Blocks/particleSourceTextureBlock\";\r\nimport { SystemBlock } from \"./Blocks/systemBlock\";\r\nimport { CreateParticleBlock } from \"./Blocks/Emitters/createParticleBlock\";\r\nimport { BoxShapeBlock } from \"./Blocks/Emitters/boxShapeBlock\";\r\nimport { ConeShapeBlock } from \"./Blocks/Emitters/coneShapeBlock\";\r\nimport { CylinderShapeBlock } from \"./Blocks/Emitters/cylinderShapeBlock\";\r\nimport { MeshShapeBlock } from \"./Blocks/Emitters/meshShapeBlock\";\r\nimport { PointShapeBlock } from \"./Blocks/Emitters/pointShapeBlock\";\r\nimport { SphereShapeBlock } from \"./Blocks/Emitters/sphereShapeBlock\";\r\nimport { UpdateColorBlock } from \"./Blocks/Update/updateColorBlock\";\r\nimport { UpdatePositionBlock } from \"./Blocks/Update/updatePositionBlock\";\r\n\r\n/**\r\n * Converts a ParticleSystem to a NodeParticleSystemSet.\r\n * @param name The name of the node particle system set.\r\n * @param particleSystemsList The particle systems to convert.\r\n * @returns The converted node particle system set or null if conversion failed.\r\n * #0K3AQ2#3672\r\n * #7J0NXA#4\r\n */\r\nexport async function ConvertToNodeParticleSystemSetAsync(name: string, particleSystemsList: ParticleSystem[]): Promise<Nullable<NodeParticleSystemSet>> {\r\n if (!particleSystemsList || !particleSystemsList.length) {\r\n return null;\r\n }\r\n\r\n const nodeParticleSystemSet = new NodeParticleSystemSet(name);\r\n const promises: Promise<void>[] = [];\r\n\r\n for (const particleSystem of particleSystemsList) {\r\n promises.push(_ExtractDatafromParticleSystemAsync(nodeParticleSystemSet, particleSystem));\r\n }\r\n\r\n await Promise.all(promises);\r\n return nodeParticleSystemSet;\r\n}\r\n\r\nasync function _ExtractDatafromParticleSystemAsync(newSet: NodeParticleSystemSet, oldSystem: ParticleSystem): Promise<void> {\r\n // System block\r\n const newSystem = _CreateSystemBlock(oldSystem);\r\n\r\n // Shape block\r\n const shapeBlock = _CreateShapeBlock(oldSystem);\r\n\r\n // CreateParticle block\r\n const createParticleBlock = _CreateCreateParticleBlock(oldSystem);\r\n createParticleBlock.particle.connectTo(shapeBlock.particle);\r\n\r\n // Texture\r\n const textureBlock = new ParticleTextureSourceBlock(\"Texture\");\r\n const url = (oldSystem.particleTexture as Texture).url || \"\";\r\n if (url) {\r\n textureBlock.url = url;\r\n } else {\r\n textureBlock.sourceTexture = oldSystem.particleTexture;\r\n }\r\n textureBlock.texture.connectTo(newSystem.texture);\r\n\r\n // Default position update\r\n const positionUpdateblock = new UpdatePositionBlock(\"Position update\");\r\n shapeBlock.output.connectTo(positionUpdateblock.particle);\r\n\r\n const addPositionBlock = new ParticleMathBlock(\"Add Position\");\r\n addPositionBlock.operation = ParticleMathBlockOperations.Add;\r\n _CreateAndConnectContextual(\"Position\", NodeParticleContextualSources.Position, addPositionBlock.left);\r\n _CreateAndConnectContextual(\"Scaled Direction\", NodeParticleContextualSources.ScaledDirection, addPositionBlock.right);\r\n addPositionBlock.output.connectTo(positionUpdateblock.position);\r\n\r\n // Default color update\r\n const colorUpdateblock = new UpdateColorBlock(\"Color update\");\r\n positionUpdateblock.output.connectTo(colorUpdateblock.particle);\r\n\r\n const addColorBlock = new ParticleMathBlock(\"Add Color\");\r\n addColorBlock.operation = ParticleMathBlockOperations.Add;\r\n _CreateAndConnectContextual(\"Color\", NodeParticleContextualSources.Color, addColorBlock.left);\r\n _CreateAndConnectContextual(\"Scaled Color Step\", NodeParticleContextualSources.ScaledColorStep, addColorBlock.right);\r\n addColorBlock.output.connectTo(colorUpdateblock.color);\r\n\r\n const decomposeColorBlock = new ParticleConverterBlock(\"Decompose Color\");\r\n addColorBlock.output.connectTo(decomposeColorBlock.colorIn);\r\n\r\n // Clamp alpha to be >= 0\r\n const maxAlphaBlock = new ParticleMathBlock(\"Alpha >= 0\");\r\n maxAlphaBlock.operation = ParticleMathBlockOperations.Max;\r\n decomposeColorBlock.wOut.connectTo(maxAlphaBlock.left);\r\n _CreateAndConnectInput(\"Zero\", 0, maxAlphaBlock.right);\r\n\r\n const composeColorBlock = new ParticleConverterBlock(\"Compose Color\");\r\n decomposeColorBlock.xyzOut.connectTo(composeColorBlock.xyzIn);\r\n maxAlphaBlock.output.connectTo(composeColorBlock.wIn);\r\n composeColorBlock.colorOut.connectTo(colorUpdateblock.color);\r\n\r\n colorUpdateblock.output.connectTo(newSystem.particle);\r\n\r\n // Register\r\n newSet.systemBlocks.push(newSystem);\r\n}\r\n\r\nfunction _CreateSystemBlock(oldSystem: IParticleSystem): SystemBlock {\r\n const newSystem = new SystemBlock(oldSystem.name);\r\n\r\n newSystem.blendMode = oldSystem.blendMode;\r\n newSystem.capacity = oldSystem.getCapacity();\r\n newSystem.emitRate = oldSystem.emitRate;\r\n newSystem.targetStopDuration = oldSystem.targetStopDuration;\r\n newSystem.startDelay = oldSystem.startDelay;\r\n newSystem.updateSpeed = oldSystem.updateSpeed;\r\n\r\n return newSystem;\r\n}\r\n\r\nfunction _CreateCreateParticleBlock(oldSystem: IParticleSystem): CreateParticleBlock {\r\n // Create particle\r\n const createParticleBlock = new CreateParticleBlock(\"Create Particle\");\r\n\r\n // Color\r\n const randomColorBlock = new ParticleRandomBlock(\"Random Color\");\r\n _CreateAndConnectInput(\"Color 1\", oldSystem.color1, randomColorBlock.min);\r\n _CreateAndConnectInput(\"Color 2\", oldSystem.color2, randomColorBlock.max);\r\n randomColorBlock.output.connectTo(createParticleBlock.color);\r\n\r\n // Dead color\r\n _CreateAndConnectInput(\"Dead Color\", oldSystem.colorDead, createParticleBlock.colorDead);\r\n\r\n // Emit power\r\n const randomEmitPowerBlock = new ParticleRandomBlock(\"Random Emit Power\");\r\n _CreateAndConnectInput(\"Min Emit Power\", oldSystem.minEmitPower, randomEmitPowerBlock.min);\r\n _CreateAndConnectInput(\"Max Emit Power\", oldSystem.maxEmitPower, randomEmitPowerBlock.max);\r\n randomEmitPowerBlock.output.connectTo(createParticleBlock.emitPower);\r\n\r\n // Scale\r\n const randomScaleBlock = new ParticleRandomBlock(\"Random Scale\");\r\n _CreateAndConnectInput(\"Min Scale\", oldSystem.minSize, randomScaleBlock.min);\r\n _CreateAndConnectInput(\"Max Scale\", oldSystem.maxSize, randomScaleBlock.max);\r\n randomScaleBlock.output.connectTo(createParticleBlock.scale);\r\n\r\n // Lifetime\r\n const randomLifetimeBlock = new ParticleRandomBlock(\"Random Lifetime\");\r\n _CreateAndConnectInput(\"Min Lifetime\", oldSystem.minLifeTime, randomLifetimeBlock.min);\r\n _CreateAndConnectInput(\"Max Lifetime\", oldSystem.maxLifeTime, randomLifetimeBlock.max);\r\n randomLifetimeBlock.output.connectTo(createParticleBlock.lifeTime);\r\n\r\n return createParticleBlock;\r\n}\r\n\r\nfunction _CreateShapeBlock(oldSystem: IParticleSystem): IShapeBlock {\r\n const emitter = oldSystem.particleEmitterType;\r\n if (!emitter) {\r\n throw new Error(\"Particle system has no emitter type.\");\r\n }\r\n\r\n let shapeBlock: Nullable<IShapeBlock> = null;\r\n switch (emitter.getClassName()) {\r\n case \"BoxParticleEmitter\": {\r\n const source = emitter as BoxParticleEmitter;\r\n shapeBlock = new BoxShapeBlock(\"Box Shape\");\r\n\r\n const target = shapeBlock as BoxShapeBlock;\r\n _CreateAndConnectInput(\"Direction 1\", source.direction1, target.direction1);\r\n _CreateAndConnectInput(\"Direction 2\", source.direction2, target.direction2);\r\n _CreateAndConnectInput(\"Min Emit Box\", source.minEmitBox, target.minEmitBox);\r\n _CreateAndConnectInput(\"Max Emit Box\", source.maxEmitBox, target.maxEmitBox);\r\n break;\r\n }\r\n case \"ConeParticleEmitter\": {\r\n const source = emitter as ConeParticleEmitter;\r\n shapeBlock = new ConeShapeBlock(\"Cone Shape\");\r\n\r\n const target = shapeBlock as ConeShapeBlock;\r\n _CreateAndConnectInput(\"Radius\", source.radius, target.radius);\r\n _CreateAndConnectInput(\"Angle\", source.angle, target.angle);\r\n _CreateAndConnectInput(\"Radius Range\", source.radiusRange, target.radiusRange);\r\n _CreateAndConnectInput(\"Height Range\", source.heightRange, target.heightRange);\r\n _CreateAndConnectInput(\"Emit From Spawn Point Only\", source.emitFromSpawnPointOnly ? 1 : 0, target.emitFromSpawnPointOnly, NodeParticleBlockConnectionPointTypes.Int);\r\n _CreateAndConnectInput(\"Direction Randomizer\", source.directionRandomizer, target.directionRandomizer);\r\n break;\r\n }\r\n case \"CustomParticleEmitter\": {\r\n // Custom emitter is not supported in nodes yet\r\n throw new Error(\"CustomParticleEmitter is not supported in Node Particle System.\");\r\n }\r\n case \"CylinderParticleEmitter\": {\r\n const source = emitter as CylinderParticleEmitter;\r\n shapeBlock = new CylinderShapeBlock(\"Cylinder Shape\");\r\n\r\n const target = shapeBlock as CylinderShapeBlock;\r\n _CreateAndConnectInput(\"Height\", source.height, target.height);\r\n _CreateAndConnectInput(\"Radius\", source.radius, target.radius);\r\n _CreateAndConnectInput(\"Radius Range\", source.radiusRange, target.radiusRange);\r\n _CreateAndConnectInput(\"Direction Randomizer\", source.directionRandomizer, target.directionRandomizer);\r\n break;\r\n }\r\n case \"HemisphericParticleEmitter\": {\r\n // Hemispheric emitter is not supported in nodes yet\r\n throw new Error(\"HemisphericParticleEmitter is not supported in Node Particle System.\");\r\n }\r\n case \"MeshParticleEmitter\": {\r\n const source = emitter as MeshParticleEmitter;\r\n shapeBlock = new MeshShapeBlock(\"Mesh Shape\");\r\n\r\n const target = shapeBlock as MeshShapeBlock;\r\n _CreateAndConnectInput(\"Direction 1\", source.direction1, target.direction1);\r\n _CreateAndConnectInput(\"Direction 2\", source.direction2, target.direction2);\r\n\r\n target.mesh = source.mesh as Mesh;\r\n break;\r\n }\r\n case \"PointParticleEmitter\": {\r\n const source = emitter as PointParticleEmitter;\r\n shapeBlock = new PointShapeBlock(\"Point Shape\");\r\n\r\n const target = shapeBlock as PointShapeBlock;\r\n _CreateAndConnectInput(\"Direction 1\", source.direction1, target.direction1);\r\n _CreateAndConnectInput(\"Direction 2\", source.direction2, target.direction2);\r\n break;\r\n }\r\n case \"SphereParticleEmitter\": {\r\n const source = emitter as SphereParticleEmitter;\r\n shapeBlock = new SphereShapeBlock(\"Sphere Shape\");\r\n\r\n const target = shapeBlock as SphereShapeBlock;\r\n _CreateAndConnectInput(\"Radius\", source.radius, target.radius);\r\n _CreateAndConnectInput(\"Radius Range\", source.radiusRange, target.radiusRange);\r\n _CreateAndConnectInput(\"Direction Randomizer\", source.directionRandomizer, target.directionRandomizer);\r\n break;\r\n }\r\n }\r\n\r\n if (!shapeBlock) {\r\n throw new Error(`Unsupported particle emitter type: ${emitter.getClassName()}`);\r\n }\r\n\r\n return shapeBlock;\r\n}\r\n\r\nfunction _CreateAndConnectInput(\r\n inputBlockName: string,\r\n value: number | Vector3 | Color4,\r\n targetToConnectTo: NodeParticleConnectionPoint,\r\n inputType?: NodeParticleBlockConnectionPointTypes\r\n): void {\r\n const input = new ParticleInputBlock(inputBlockName, inputType);\r\n input.value = value;\r\n input.output.connectTo(targetToConnectTo);\r\n}\r\n\r\nfunction _CreateAndConnectContextual(contextualBlockName: string, contextValue: NodeParticleContextualSources, targetToConnectTo: NodeParticleConnectionPoint): void {\r\n const input = new ParticleInputBlock(contextualBlockName);\r\n input.contextualValue = contextValue;\r\n input.output.connectTo(targetToConnectTo);\r\n}\r\n"]}
1
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type { Nullable } from \"core/types\";\r\nimport type { Color4 } from \"core/Maths/math.color\";\r\nimport type { Texture } from \"core/Materials/Textures/texture\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { ColorGradient } from \"core/Misc\";\r\nimport type { ParticleSystem } from \"core/Particles/particleSystem\";\r\nimport type { IParticleSystem } from \"core/Particles/IParticleSystem\";\r\nimport type { BoxParticleEmitter } from \"core/Particles/EmitterTypes/boxParticleEmitter\";\r\nimport type { ConeParticleEmitter } from \"core/Particles/EmitterTypes/coneParticleEmitter\";\r\nimport type { CylinderParticleEmitter } from \"core/Particles/EmitterTypes/cylinderParticleEmitter\";\r\nimport type { MeshParticleEmitter } from \"core/Particles/EmitterTypes/meshParticleEmitter\";\r\nimport type { PointParticleEmitter } from \"core/Particles/EmitterTypes/pointParticleEmitter\";\r\nimport type { SphereParticleEmitter } from \"core/Particles/EmitterTypes/sphereParticleEmitter\";\r\nimport type { NodeParticleConnectionPoint } from \"core/Particles/Node/nodeParticleBlockConnectionPoint\";\r\nimport type { IShapeBlock } from \"core/Particles/Node/Blocks/Emitters/IShapeBlock\";\r\n\r\nimport { Vector2, Vector3 } from \"core/Maths/math.vector\";\r\nimport { NodeParticleBlockConnectionPointTypes } from \"core/Particles/Node/Enums/nodeParticleBlockConnectionPointTypes\";\r\nimport { NodeParticleSystemSet } from \"./nodeParticleSystemSet\";\r\nimport { NodeParticleContextualSources } from \"./Enums/nodeParticleContextualSources\";\r\nimport { NodeParticleSystemSources } from \"./Enums/nodeParticleSystemSources\";\r\nimport { ParticleConverterBlock } from \"./Blocks/particleConverterBlock\";\r\nimport { ParticleGradientBlock } from \"./Blocks/particleGradientBlock\";\r\nimport { ParticleGradientValueBlock } from \"./Blocks/particleGradientValueBlock\";\r\nimport { ParticleInputBlock } from \"./Blocks/particleInputBlock\";\r\nimport { ParticleMathBlock, ParticleMathBlockOperations } from \"./Blocks/particleMathBlock\";\r\nimport { ParticleRandomBlock, ParticleRandomBlockLocks } from \"./Blocks/particleRandomBlock\";\r\nimport { ParticleTextureSourceBlock } from \"./Blocks/particleSourceTextureBlock\";\r\nimport { SystemBlock } from \"./Blocks/systemBlock\";\r\nimport { CreateParticleBlock } from \"./Blocks/Emitters/createParticleBlock\";\r\nimport { BoxShapeBlock } from \"./Blocks/Emitters/boxShapeBlock\";\r\nimport { ConeShapeBlock } from \"./Blocks/Emitters/coneShapeBlock\";\r\nimport { CylinderShapeBlock } from \"./Blocks/Emitters/cylinderShapeBlock\";\r\nimport { MeshShapeBlock } from \"./Blocks/Emitters/meshShapeBlock\";\r\nimport { PointShapeBlock } from \"./Blocks/Emitters/pointShapeBlock\";\r\nimport { SphereShapeBlock } from \"./Blocks/Emitters/sphereShapeBlock\";\r\nimport { UpdateAngleBlock } from \"./Blocks/Update/updateAngleBlock\";\r\nimport { UpdateColorBlock } from \"./Blocks/Update/updateColorBlock\";\r\nimport { UpdateDirectionBlock } from \"./Blocks/Update/updateDirectionBlock\";\r\nimport { UpdatePositionBlock } from \"./Blocks/Update/updatePositionBlock\";\r\n\r\n/**\r\n * Converts a ParticleSystem to a NodeParticleSystemSet.\r\n * @param name The name of the node particle system set.\r\n * @param particleSystemsList The particle systems to convert.\r\n * @returns The converted node particle system set or null if conversion failed.\r\n * #0K3AQ2#3672\r\n * #7J0NXA#4\r\n */\r\nexport async function ConvertToNodeParticleSystemSetAsync(name: string, particleSystemsList: ParticleSystem[]): Promise<Nullable<NodeParticleSystemSet>> {\r\n if (!particleSystemsList || !particleSystemsList.length) {\r\n return null;\r\n }\r\n\r\n const nodeParticleSystemSet = new NodeParticleSystemSet(name);\r\n const promises: Promise<void>[] = [];\r\n\r\n for (const particleSystem of particleSystemsList) {\r\n promises.push(_ExtractDatafromParticleSystemAsync(nodeParticleSystemSet, particleSystem));\r\n }\r\n\r\n await Promise.all(promises);\r\n return nodeParticleSystemSet;\r\n}\r\n\r\nasync function _ExtractDatafromParticleSystemAsync(newSet: NodeParticleSystemSet, oldSystem: ParticleSystem): Promise<void> {\r\n // CreateParticle block\r\n const createParticleBlock = _CreateCreateParticleBlock(oldSystem);\r\n\r\n // Emitter Shape block\r\n const shapeBlock = _CreateEmitterShapeBlock(oldSystem);\r\n createParticleBlock.particle.connectTo(shapeBlock.particle);\r\n\r\n // Update the particle position\r\n const positionUpdatedParticle = _CreateUpdateSystem(shapeBlock.output, oldSystem);\r\n\r\n // Color update\r\n const colorUpdateBlock = _CreateColorUpdateBlock(oldSystem, createParticleBlock);\r\n positionUpdatedParticle.connectTo(colorUpdateBlock.particle);\r\n\r\n // System block\r\n const newSystem = _CreateSystemBlock(oldSystem);\r\n colorUpdateBlock.output.connectTo(newSystem.particle);\r\n\r\n // Register\r\n newSet.systemBlocks.push(newSystem);\r\n}\r\n\r\nfunction _CreateSystemBlock(oldSystem: ParticleSystem): SystemBlock {\r\n const newSystem = new SystemBlock(oldSystem.name);\r\n\r\n _CreateAndConnectInput(\"Translation pivot\", oldSystem.translationPivot, newSystem.translationPivot);\r\n _CreateAndConnectInput(\"Texture mask\", oldSystem.textureMask, newSystem.textureMask);\r\n\r\n newSystem.emitRate = oldSystem.emitRate;\r\n newSystem.manualEmitCount = oldSystem.manualEmitCount;\r\n\r\n newSystem.blendMode = oldSystem.blendMode;\r\n newSystem.capacity = oldSystem.getCapacity();\r\n newSystem.targetStopDuration = oldSystem.targetStopDuration;\r\n newSystem.startDelay = oldSystem.startDelay;\r\n newSystem.targetStopDuration = oldSystem.targetStopDuration;\r\n newSystem.updateSpeed = oldSystem.updateSpeed;\r\n newSystem.preWarmCycles = oldSystem.preWarmCycles;\r\n newSystem.preWarmStepOffset = oldSystem.preWarmStepOffset;\r\n newSystem.isBillboardBased = oldSystem.isBillboardBased;\r\n newSystem.isLocal = oldSystem.isLocal;\r\n newSystem.disposeOnStop = oldSystem.disposeOnStop;\r\n\r\n // Texture\r\n const textureBlock = new ParticleTextureSourceBlock(\"Texture\");\r\n const url = (oldSystem.particleTexture as Texture).url || \"\";\r\n if (url) {\r\n textureBlock.url = url;\r\n } else {\r\n textureBlock.sourceTexture = oldSystem.particleTexture;\r\n }\r\n textureBlock.texture.connectTo(newSystem.texture);\r\n\r\n return newSystem;\r\n}\r\n\r\nfunction _CreateCreateParticleBlock(oldSystem: ParticleSystem): CreateParticleBlock {\r\n // Create particle\r\n const createParticleBlock = new CreateParticleBlock(\"Create Particle\");\r\n\r\n // Size\r\n const randomSizeBlock = new ParticleRandomBlock(\"Random size\");\r\n _CreateAndConnectInput(\"Min size\", oldSystem.minSize, randomSizeBlock.min);\r\n _CreateAndConnectInput(\"Max size\", oldSystem.maxSize, randomSizeBlock.max);\r\n randomSizeBlock.output.connectTo(createParticleBlock.size);\r\n\r\n // Scale\r\n const randomScaleBlock = new ParticleRandomBlock(\"Random Scale\");\r\n _CreateAndConnectInput(\"Min Scale\", new Vector2(oldSystem.minScaleX, oldSystem.minScaleY), randomScaleBlock.min);\r\n _CreateAndConnectInput(\"Max Scale\", new Vector2(oldSystem.maxScaleX, oldSystem.maxScaleY), randomScaleBlock.max);\r\n randomScaleBlock.output.connectTo(createParticleBlock.scale);\r\n\r\n // Color is handled when we do the color update block to manage gradients\r\n\r\n // Dead color\r\n _CreateAndConnectInput(\"Dead Color\", oldSystem.colorDead, createParticleBlock.colorDead);\r\n\r\n // Emit power (Speed)\r\n const randomEmitPowerBlock = new ParticleRandomBlock(\"Random Emit Power\");\r\n _CreateAndConnectInput(\"Min Emit Power\", oldSystem.minEmitPower, randomEmitPowerBlock.min);\r\n _CreateAndConnectInput(\"Max Emit Power\", oldSystem.maxEmitPower, randomEmitPowerBlock.max);\r\n randomEmitPowerBlock.output.connectTo(createParticleBlock.emitPower);\r\n\r\n // Angle (rotation)\r\n const randomRotationBlock = new ParticleRandomBlock(\"Random Rotation\");\r\n _CreateAndConnectInput(\"Min Rotation\", oldSystem.minInitialRotation, randomRotationBlock.min);\r\n _CreateAndConnectInput(\"Max Rotation\", oldSystem.maxInitialRotation, randomRotationBlock.max);\r\n randomRotationBlock.output.connectTo(createParticleBlock.angle);\r\n\r\n // Lifetime\r\n const randomLifetimeBlock = new ParticleRandomBlock(\"Random Lifetime\");\r\n _CreateAndConnectInput(\"Min Lifetime\", oldSystem.minLifeTime, randomLifetimeBlock.min);\r\n _CreateAndConnectInput(\"Max Lifetime\", oldSystem.maxLifeTime, randomLifetimeBlock.max);\r\n randomLifetimeBlock.output.connectTo(createParticleBlock.lifeTime);\r\n\r\n return createParticleBlock;\r\n}\r\n\r\nfunction _CreateEmitterShapeBlock(oldSystem: IParticleSystem): IShapeBlock {\r\n const emitter = oldSystem.particleEmitterType;\r\n if (!emitter) {\r\n throw new Error(\"Particle system has no emitter type.\");\r\n }\r\n\r\n let shapeBlock: Nullable<IShapeBlock> = null;\r\n switch (emitter.getClassName()) {\r\n case \"BoxParticleEmitter\": {\r\n const source = emitter as BoxParticleEmitter;\r\n shapeBlock = new BoxShapeBlock(\"Box Shape\");\r\n\r\n const target = shapeBlock as BoxShapeBlock;\r\n _CreateAndConnectInput(\"Direction 1\", source.direction1, target.direction1);\r\n _CreateAndConnectInput(\"Direction 2\", source.direction2, target.direction2);\r\n _CreateAndConnectInput(\"Min Emit Box\", source.minEmitBox, target.minEmitBox);\r\n _CreateAndConnectInput(\"Max Emit Box\", source.maxEmitBox, target.maxEmitBox);\r\n break;\r\n }\r\n case \"ConeParticleEmitter\": {\r\n const source = emitter as ConeParticleEmitter;\r\n shapeBlock = new ConeShapeBlock(\"Cone Shape\");\r\n\r\n const target = shapeBlock as ConeShapeBlock;\r\n _CreateAndConnectInput(\"Radius\", source.radius, target.radius);\r\n _CreateAndConnectInput(\"Angle\", source.angle, target.angle);\r\n _CreateAndConnectInput(\"Radius Range\", source.radiusRange, target.radiusRange);\r\n _CreateAndConnectInput(\"Height Range\", source.heightRange, target.heightRange);\r\n _CreateAndConnectInput(\"Emit From Spawn Point Only\", source.emitFromSpawnPointOnly ? 1 : 0, target.emitFromSpawnPointOnly, NodeParticleBlockConnectionPointTypes.Int);\r\n _CreateAndConnectInput(\"Direction Randomizer\", source.directionRandomizer, target.directionRandomizer);\r\n break;\r\n }\r\n case \"CustomParticleEmitter\": {\r\n // Custom emitter is not supported in nodes yet\r\n throw new Error(\"CustomParticleEmitter is not supported in Node Particle System.\");\r\n }\r\n case \"CylinderParticleEmitter\": {\r\n const source = emitter as CylinderParticleEmitter;\r\n shapeBlock = new CylinderShapeBlock(\"Cylinder Shape\");\r\n\r\n const target = shapeBlock as CylinderShapeBlock;\r\n _CreateAndConnectInput(\"Height\", source.height, target.height);\r\n _CreateAndConnectInput(\"Radius\", source.radius, target.radius);\r\n _CreateAndConnectInput(\"Radius Range\", source.radiusRange, target.radiusRange);\r\n _CreateAndConnectInput(\"Direction Randomizer\", source.directionRandomizer, target.directionRandomizer);\r\n break;\r\n }\r\n case \"HemisphericParticleEmitter\": {\r\n // Hemispheric emitter is not supported in nodes yet\r\n throw new Error(\"HemisphericParticleEmitter is not supported in Node Particle System.\");\r\n }\r\n case \"MeshParticleEmitter\": {\r\n const source = emitter as MeshParticleEmitter;\r\n shapeBlock = new MeshShapeBlock(\"Mesh Shape\");\r\n\r\n const target = shapeBlock as MeshShapeBlock;\r\n _CreateAndConnectInput(\"Direction 1\", source.direction1, target.direction1);\r\n _CreateAndConnectInput(\"Direction 2\", source.direction2, target.direction2);\r\n\r\n target.mesh = source.mesh as Mesh;\r\n break;\r\n }\r\n case \"PointParticleEmitter\": {\r\n const source = emitter as PointParticleEmitter;\r\n shapeBlock = new PointShapeBlock(\"Point Shape\");\r\n\r\n const target = shapeBlock as PointShapeBlock;\r\n _CreateAndConnectInput(\"Direction 1\", source.direction1, target.direction1);\r\n _CreateAndConnectInput(\"Direction 2\", source.direction2, target.direction2);\r\n break;\r\n }\r\n case \"SphereParticleEmitter\": {\r\n const source = emitter as SphereParticleEmitter;\r\n shapeBlock = new SphereShapeBlock(\"Sphere Shape\");\r\n\r\n const target = shapeBlock as SphereShapeBlock;\r\n _CreateAndConnectInput(\"Radius\", source.radius, target.radius);\r\n _CreateAndConnectInput(\"Radius Range\", source.radiusRange, target.radiusRange);\r\n _CreateAndConnectInput(\"Direction Randomizer\", source.directionRandomizer, target.directionRandomizer);\r\n break;\r\n }\r\n }\r\n\r\n if (!shapeBlock) {\r\n throw new Error(`Unsupported particle emitter type: ${emitter.getClassName()}`);\r\n }\r\n\r\n return shapeBlock;\r\n}\r\n\r\nfunction _CreateUpdateSystem(inputParticle: NodeParticleConnectionPoint, oldSystem: IParticleSystem): NodeParticleConnectionPoint {\r\n let outputUpdate: NodeParticleConnectionPoint = inputParticle;\r\n\r\n if (oldSystem.minAngularSpeed !== 0 || oldSystem.maxAngularSpeed !== 0) {\r\n outputUpdate = _CreateAngularSpeedUpdate(outputUpdate, oldSystem.minAngularSpeed, oldSystem.maxAngularSpeed);\r\n }\r\n\r\n outputUpdate = _CreatePositionUpdate(outputUpdate);\r\n\r\n if (oldSystem.gravity.equalsToFloats(0, 0, 0) === false) {\r\n outputUpdate = _CreateGravityUpdate(outputUpdate, oldSystem.gravity);\r\n }\r\n\r\n return outputUpdate;\r\n}\r\n\r\nfunction _CreateAngularSpeedUpdate(inputParticle: NodeParticleConnectionPoint, minAngularSpeed: number, maxAngularSpeed: number): NodeParticleConnectionPoint {\r\n // Random value between for the angular speed of the particle\r\n const randomAngularSpeedBlock = new ParticleRandomBlock(\"Random Angular Speed\");\r\n _CreateAndConnectInput(\"Min Angular Speed\", minAngularSpeed, randomAngularSpeedBlock.min);\r\n _CreateAndConnectInput(\"Max Angular Speed\", maxAngularSpeed, randomAngularSpeedBlock.max);\r\n\r\n // Create the angular speed delta\r\n const angleSpeedDeltaOutput = _CreateDeltaModifiedInput(\"Angular Speed\", randomAngularSpeedBlock.output);\r\n\r\n // Add it to the angle\r\n const addAngle = new ParticleMathBlock(\"Add Angular Speed to Angle\");\r\n addAngle.operation = ParticleMathBlockOperations.Add;\r\n _CreateAndConnectContextualSource(\"Angle\", NodeParticleContextualSources.Angle, addAngle.left);\r\n angleSpeedDeltaOutput.connectTo(addAngle.right);\r\n\r\n // Update the particle angle\r\n const updateAngle = new UpdateAngleBlock(\"Angle Update with Angular Speed\");\r\n inputParticle.connectTo(updateAngle.particle);\r\n addAngle.output.connectTo(updateAngle.angle);\r\n\r\n return updateAngle.output;\r\n}\r\n\r\nfunction _CreatePositionUpdate(inputParticle: NodeParticleConnectionPoint): NodeParticleConnectionPoint {\r\n // Calculate the new position\r\n const addPositionBlock = new ParticleMathBlock(\"Add Position\");\r\n addPositionBlock.operation = ParticleMathBlockOperations.Add;\r\n _CreateAndConnectContextualSource(\"Position\", NodeParticleContextualSources.Position, addPositionBlock.left);\r\n _CreateAndConnectContextualSource(\"Scaled Direction\", NodeParticleContextualSources.ScaledDirection, addPositionBlock.right);\r\n\r\n // Update the particle position\r\n const updatePosition = new UpdatePositionBlock(\"Position Update\");\r\n inputParticle.connectTo(updatePosition.particle);\r\n addPositionBlock.output.connectTo(updatePosition.position);\r\n\r\n return updatePosition.output;\r\n}\r\n\r\nfunction _CreateGravityUpdate(inputParticle: NodeParticleConnectionPoint, gravity: Vector3): NodeParticleConnectionPoint {\r\n // Create the gravity delta\r\n const gravityDeltaOutput = _CreateDeltaModifiedInput(\"Gravity\", gravity);\r\n\r\n // Add it to the direction\r\n const addDirectionBlock = new ParticleMathBlock(\"Add Gravity to Direction\");\r\n addDirectionBlock.operation = ParticleMathBlockOperations.Add;\r\n _CreateAndConnectContextualSource(\"Direction\", NodeParticleContextualSources.Direction, addDirectionBlock.left);\r\n gravityDeltaOutput.connectTo(addDirectionBlock.right);\r\n\r\n // Update the particle direction\r\n const updateDirection = new UpdateDirectionBlock(\"Direction Update with Gravity\");\r\n inputParticle.connectTo(updateDirection.particle);\r\n addDirectionBlock.output.connectTo(updateDirection.direction);\r\n\r\n return updateDirection.output;\r\n}\r\n\r\nfunction _CreateColorUpdateBlock(oldSystem: IParticleSystem, createParticleBlock: CreateParticleBlock): UpdateColorBlock {\r\n if (!oldSystem) {\r\n throw new Error(\"Invalid particle system\");\r\n }\r\n\r\n // Calculate the color\r\n const colorGradients = oldSystem.getColorGradients();\r\n let colorBlock: Nullable<ParticleGradientBlock | ParticleMathBlock> = null;\r\n if (colorGradients && colorGradients.length > 0) {\r\n colorBlock = _CreateGradientColorUpdate(oldSystem, colorGradients, createParticleBlock);\r\n } else {\r\n colorBlock = _CreateBasicColorUpdate(oldSystem, createParticleBlock);\r\n }\r\n\r\n // Clamp alpha >= 0\r\n const clampedColor = _ClampUpdateColorAlpha(colorBlock);\r\n\r\n // Create the color update block\r\n const colorUpdateBlock = new UpdateColorBlock(\"Color update\");\r\n clampedColor.colorOut.connectTo(colorUpdateBlock.color);\r\n\r\n return colorUpdateBlock;\r\n}\r\n\r\nfunction _CreateGradientColorUpdate(oldSystem: IParticleSystem, gradient: Array<ColorGradient>, createParticleBlock: CreateParticleBlock): ParticleGradientBlock {\r\n const colorGradientBlock = new ParticleGradientBlock(\"Color Gradient\");\r\n _CreateAndConnectContextualSource(\"gradient\", NodeParticleContextualSources.Age, colorGradientBlock.gradient);\r\n\r\n let tempColor: Nullable<ParticleInputBlock | ParticleRandomBlock> = null;\r\n let colorStart: Nullable<ParticleInputBlock | ParticleRandomBlock> = null;\r\n let colorEnd: Nullable<ParticleInputBlock | ParticleRandomBlock> = null;\r\n for (let i = 0; i < gradient.length; i++) {\r\n const gradientStep = gradient[i];\r\n const gradientValueBlock = new ParticleGradientValueBlock(\"Color Gradient Value \" + i);\r\n gradientValueBlock.reference = gradientStep.gradient;\r\n\r\n if (gradientStep.color2) {\r\n // Create a random between color1 and color2\r\n const randomColorBlock = new ParticleRandomBlock(\"Random Color for Gradient \" + i);\r\n randomColorBlock.lockMode = ParticleRandomBlockLocks.PerSystem;\r\n _CreateAndConnectInput(\"Color 1\", gradientStep.color1, randomColorBlock.min);\r\n _CreateAndConnectInput(\"Color 2\", gradientStep.color2, randomColorBlock.max);\r\n randomColorBlock.output.connectTo(gradientValueBlock.value);\r\n tempColor = randomColorBlock;\r\n } else {\r\n // Single color\r\n const input = new ParticleInputBlock(\"Color \" + i);\r\n input.value = gradientStep.color1;\r\n input.output.connectTo(gradientValueBlock.value);\r\n tempColor = input;\r\n }\r\n\r\n if (gradientStep.gradient === 0) {\r\n colorStart = tempColor;\r\n } else if (gradientStep.gradient === 1) {\r\n colorEnd = tempColor;\r\n }\r\n\r\n gradientValueBlock.output.connectTo(colorGradientBlock.inputs[i + 1]);\r\n }\r\n\r\n _UpdateCreateParticleColor(oldSystem, colorStart, colorEnd, createParticleBlock);\r\n\r\n return colorGradientBlock;\r\n}\r\n\r\nfunction _CreateBasicColorUpdate(oldSystem: IParticleSystem, createParticleBlock: CreateParticleBlock): ParticleMathBlock {\r\n const addColorBlock = new ParticleMathBlock(\"Add Color\");\r\n addColorBlock.operation = ParticleMathBlockOperations.Add;\r\n _CreateAndConnectContextualSource(\"Color\", NodeParticleContextualSources.Color, addColorBlock.left);\r\n _CreateAndConnectContextualSource(\"Scaled Color Step\", NodeParticleContextualSources.ScaledColorStep, addColorBlock.right);\r\n\r\n _UpdateCreateParticleColor(oldSystem, null, null, createParticleBlock);\r\n\r\n return addColorBlock;\r\n}\r\n\r\nfunction _UpdateCreateParticleColor(\r\n oldSystem: IParticleSystem,\r\n colorStart: Nullable<ParticleInputBlock | ParticleRandomBlock>,\r\n colorEnd: Nullable<ParticleInputBlock | ParticleRandomBlock>,\r\n createParticleBlock: CreateParticleBlock\r\n): void {\r\n if (colorStart === null) {\r\n colorStart = new ParticleInputBlock(\"Color Start\");\r\n colorStart.value = oldSystem.color1;\r\n }\r\n\r\n if (colorEnd === null) {\r\n colorEnd = new ParticleInputBlock(\"Color End\");\r\n colorEnd.value = oldSystem.color2;\r\n }\r\n\r\n const randomColorBlock = new ParticleRandomBlock(\"Random color\");\r\n randomColorBlock.lockMode = ParticleRandomBlockLocks.PerParticle;\r\n colorStart.output.connectTo(randomColorBlock.min);\r\n colorEnd.output.connectTo(randomColorBlock.max);\r\n randomColorBlock.output.connectTo(createParticleBlock.color);\r\n}\r\n\r\nfunction _ClampUpdateColorAlpha(colorBlock: ParticleMathBlock | ParticleGradientBlock): ParticleConverterBlock {\r\n // Decompose color to clamp alpha\r\n const decomposeColorBlock = new ParticleConverterBlock(\"Decompose Color\");\r\n colorBlock.outputs[0].connectTo(decomposeColorBlock.colorIn);\r\n\r\n // Clamp alpha to be >= 0\r\n const maxAlphaBlock = new ParticleMathBlock(\"Alpha >= 0\");\r\n maxAlphaBlock.operation = ParticleMathBlockOperations.Max;\r\n decomposeColorBlock.wOut.connectTo(maxAlphaBlock.left);\r\n _CreateAndConnectInput(\"Zero\", 0, maxAlphaBlock.right);\r\n\r\n // Recompose color\r\n const composeColorBlock = new ParticleConverterBlock(\"Compose Color\");\r\n decomposeColorBlock.xyzOut.connectTo(composeColorBlock.xyzIn);\r\n maxAlphaBlock.output.connectTo(composeColorBlock.wIn);\r\n\r\n return composeColorBlock;\r\n}\r\n\r\nfunction _CreateDeltaModifiedInput(name: string, value: Vector3 | NodeParticleConnectionPoint): NodeParticleConnectionPoint {\r\n const multiplyBlock = new ParticleMathBlock(\"Multiply by Delta\");\r\n multiplyBlock.operation = ParticleMathBlockOperations.Multiply;\r\n if (value instanceof Vector3) {\r\n _CreateAndConnectInput(name, value, multiplyBlock.left);\r\n } else {\r\n value.connectTo(multiplyBlock.left);\r\n }\r\n _CreateAndConnectSystemSource(\"Delta\", NodeParticleSystemSources.Delta, multiplyBlock.right);\r\n\r\n return multiplyBlock.output;\r\n}\r\n\r\nfunction _CreateAndConnectInput(\r\n inputBlockName: string,\r\n value: number | Vector2 | Vector3 | Color4,\r\n targetToConnectTo: NodeParticleConnectionPoint,\r\n inputType?: NodeParticleBlockConnectionPointTypes\r\n): void {\r\n const input = new ParticleInputBlock(inputBlockName, inputType);\r\n input.value = value;\r\n input.output.connectTo(targetToConnectTo);\r\n}\r\n\r\nfunction _CreateAndConnectContextualSource(contextualBlockName: string, contextSource: NodeParticleContextualSources, targetToConnectTo: NodeParticleConnectionPoint): void {\r\n const input = new ParticleInputBlock(contextualBlockName);\r\n input.contextualValue = contextSource;\r\n input.output.connectTo(targetToConnectTo);\r\n}\r\n\r\nfunction _CreateAndConnectSystemSource(systemBlockName: string, systemSource: NodeParticleSystemSources, targetToConnectTo: NodeParticleConnectionPoint): void {\r\n const input = new ParticleInputBlock(systemBlockName);\r\n input.systemSource = systemSource;\r\n input.output.connectTo(targetToConnectTo);\r\n}\r\n"]}
@@ -248,7 +248,7 @@ export class NodeParticleSystemSet {
248
248
  // Texture
249
249
  const textureBlock = new ParticleTextureSourceBlock("Texture");
250
250
  textureBlock.texture.connectTo(system.texture);
251
- textureBlock.url = "https://assets.babylonjs.com/textures/flare.png";
251
+ textureBlock.url = Tools.GetAssetUrl("https://assets.babylonjs.com/core/textures/flare.png");
252
252
  this._systemBlocks.push(system);
253
253
  }
254
254
  /**