@onerjs/core 8.30.6 → 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.
- package/Debug/debugLayer.d.ts +1 -1
- package/Debug/debugLayer.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheSampler.js +4 -0
- package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.d.ts +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.d.ts +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.js +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.js +1 -1
- package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/shadowGeneratorBlock.js +1 -1
- package/FrameGraph/Node/Blocks/Rendering/shadowGeneratorBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.d.ts +3 -0
- package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js +13 -0
- package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/index.d.ts +1 -0
- package/FrameGraph/Node/Blocks/index.js +1 -0
- package/FrameGraph/Node/Blocks/index.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.d.ts +4 -4
- package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js +3 -4
- package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.d.ts +2 -3
- package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js +1 -2
- package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.d.ts +3 -1
- package/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.js +11 -1
- package/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Texture/copyToTextureTask.d.ts +4 -0
- package/FrameGraph/Tasks/Texture/copyToTextureTask.js +7 -1
- package/FrameGraph/Tasks/Texture/copyToTextureTask.js.map +1 -1
- package/FrameGraph/frameGraphRenderContext.d.ts +2 -1
- package/FrameGraph/frameGraphRenderContext.js +22 -3
- package/FrameGraph/frameGraphRenderContext.js.map +1 -1
- package/Materials/PBR/openpbrMaterial.js +2 -1
- package/Materials/PBR/openpbrMaterial.js.map +1 -1
- package/Meshes/Node/Blocks/randomBlock.js +11 -11
- package/Meshes/Node/Blocks/randomBlock.js.map +1 -1
- package/Misc/copyTextureToTexture.d.ts +8 -1
- package/Misc/copyTextureToTexture.js +16 -2
- package/Misc/copyTextureToTexture.js.map +1 -1
- package/Particles/Node/Blocks/particleRandomBlock.js +10 -10
- package/Particles/Node/Blocks/particleRandomBlock.js.map +1 -1
- package/Particles/Node/Blocks/systemBlock.d.ts +4 -0
- package/Particles/Node/Blocks/systemBlock.js +9 -0
- package/Particles/Node/Blocks/systemBlock.js.map +1 -1
- package/Particles/Node/nodeParticleSystemSet.helper.js +5 -4
- package/Particles/Node/nodeParticleSystemSet.helper.js.map +1 -1
- package/Particles/Node/nodeParticleSystemSet.js +1 -1
- package/Particles/Node/nodeParticleSystemSet.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +2 -1
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
- package/Shaders/copyTextureToTexture.fragment.js +2 -2
- package/Shaders/copyTextureToTexture.fragment.js.map +1 -1
- package/ShadersWGSL/copyTextureToTexture.fragment.js +3 -3
- package/ShadersWGSL/copyTextureToTexture.fragment.js.map +1 -1
- package/XR/webXRSessionManager.js +4 -0
- package/XR/webXRSessionManager.js.map +1 -1
- package/package.json +1 -1
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@@ -93,32 +93,32 @@ export class RandomBlock extends NodeGeometryBlock {
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case NodeGeometryBlockConnectionPointTypes.Int:
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case NodeGeometryBlockConnectionPointTypes.Float: {
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func = (state) => {
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const min = this.min.getConnectedValue(state)
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-
const max = this.max.getConnectedValue(state)
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+
const min = this.min.getConnectedValue(state) ?? 0;
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+
const max = this.max.getConnectedValue(state) ?? 0;
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return min + Math.random() * (max - min);
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};
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break;
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}
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case NodeGeometryBlockConnectionPointTypes.Vector2: {
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func = (state) => {
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const min = this.min.getConnectedValue(state)
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const max = this.max.getConnectedValue(state)
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const min = this.min.getConnectedValue(state) ?? Vector2.Zero();
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const max = this.max.getConnectedValue(state) ?? Vector2.Zero();
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return new Vector2(min.x + Math.random() * (max.x - min.x), min.y + Math.random() * (max.y - min.y));
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};
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break;
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}
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case NodeGeometryBlockConnectionPointTypes.Vector3: {
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func = (state) => {
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const min = this.min.getConnectedValue(state)
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const max = this.max.getConnectedValue(state)
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const min = this.min.getConnectedValue(state) ?? Vector3.Zero();
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const max = this.max.getConnectedValue(state) ?? Vector3.Zero();
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return new Vector3(min.x + Math.random() * (max.x - min.x), min.y + Math.random() * (max.y - min.y), min.z + Math.random() * (max.z - min.z));
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};
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break;
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}
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case NodeGeometryBlockConnectionPointTypes.Vector4: {
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func = (state) => {
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const min = this.min.getConnectedValue(state)
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-
const max = this.max.getConnectedValue(state)
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const min = this.min.getConnectedValue(state) ?? Vector4.Zero();
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const max = this.max.getConnectedValue(state) ?? Vector4.Zero();
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return new Vector4(min.x + Math.random() * (max.x - min.x), min.y + Math.random() * (max.y - min.y), min.z + Math.random() * (max.z - min.z), min.w + Math.random() * (max.w - min.w));
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};
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break;
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@@ -132,13 +132,13 @@ export class RandomBlock extends NodeGeometryBlock {
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let lockId = 0;
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switch (this.lockMode) {
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case RandomBlockLocks.InstanceID:
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lockId = state.getContextualValue(NodeGeometryContextualSources.InstanceID, true)
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lockId = state.getContextualValue(NodeGeometryContextualSources.InstanceID, true) ?? 0;
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break;
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case RandomBlockLocks.LoopID:
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lockId = state.getContextualValue(NodeGeometryContextualSources.LoopID, true)
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lockId = state.getContextualValue(NodeGeometryContextualSources.LoopID, true) ?? 0;
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break;
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case RandomBlockLocks.Once:
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lockId = state.buildId
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lockId = state.buildId ?? 0;
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break;
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}
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if (this._currentLockId !== lockId || this.lockMode === RandomBlockLocks.None) {
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@@ -1 +1 @@
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1
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-
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{ NodeGeometryBlock } from \"../nodeGeometryBlock\";\r\nimport type { NodeGeometryConnectionPoint } from \"../nodeGeometryBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport { NodeGeometryBlockConnectionPointTypes } from \"../Enums/nodeGeometryConnectionPointTypes\";\r\nimport type { NodeGeometryBuildState } from \"../nodeGeometryBuildState\";\r\nimport { GeometryInputBlock } from \"./geometryInputBlock\";\r\nimport { Vector2, Vector3, Vector4 } from \"../../../Maths/math.vector\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport { PropertyTypeForEdition, editableInPropertyPage } from \"core/Decorators/nodeDecorator\";\r\nimport { NodeGeometryContextualSources } from \"../Enums/nodeGeometryContextualSources\";\r\n\r\n/**\r\n * Locks supported by the random block\r\n */\r\nexport enum RandomBlockLocks {\r\n /** None */\r\n None,\r\n /** LoopID */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n LoopID,\r\n /** InstanceID */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n InstanceID,\r\n /** Once */\r\n Once,\r\n}\r\n\r\n/**\r\n * Block used to get a random number\r\n */\r\nexport class RandomBlock extends NodeGeometryBlock {\r\n private _currentLockId = -1;\r\n /**\r\n * Gets or sets a value indicating if that block will lock its value for a specific duration\r\n */\r\n @editableInPropertyPage(\"LockMode\", PropertyTypeForEdition.List, \"ADVANCED\", {\r\n notifiers: { rebuild: true },\r\n embedded: true,\r\n options: [\r\n { label: \"None\", value: RandomBlockLocks.None },\r\n { label: \"LoopID\", value: RandomBlockLocks.LoopID },\r\n { label: \"InstanceID\", value: RandomBlockLocks.InstanceID },\r\n { label: \"Once\", value: RandomBlockLocks.Once },\r\n ],\r\n })\r\n public lockMode = RandomBlockLocks.None;\r\n\r\n /**\r\n * Create a new RandomBlock\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(\"min\", NodeGeometryBlockConnectionPointTypes.AutoDetect);\r\n this.registerInput(\"max\", NodeGeometryBlockConnectionPointTypes.AutoDetect);\r\n\r\n this.registerOutput(\"output\", NodeGeometryBlockConnectionPointTypes.BasedOnInput);\r\n\r\n this._inputs[0].excludedConnectionPointTypes.push(NodeGeometryBlockConnectionPointTypes.Matrix);\r\n this._inputs[0].excludedConnectionPointTypes.push(NodeGeometryBlockConnectionPointTypes.Geometry);\r\n this._inputs[0].excludedConnectionPointTypes.push(NodeGeometryBlockConnectionPointTypes.Texture);\r\n this._inputs[1].excludedConnectionPointTypes.push(NodeGeometryBlockConnectionPointTypes.Matrix);\r\n this._inputs[1].excludedConnectionPointTypes.push(NodeGeometryBlockConnectionPointTypes.Geometry);\r\n this._inputs[1].excludedConnectionPointTypes.push(NodeGeometryBlockConnectionPointTypes.Texture);\r\n\r\n this._outputs[0]._typeConnectionSource = this._inputs[0];\r\n this._linkConnectionTypes(0, 1);\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 \"RandomBlock\";\r\n }\r\n\r\n /**\r\n * Gets the min input component\r\n */\r\n public get min(): NodeGeometryConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the max input component\r\n */\r\n public get max(): NodeGeometryConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the geometry output component\r\n */\r\n public get output(): NodeGeometryConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n public override autoConfigure() {\r\n if (!this.min.isConnected) {\r\n const minInput = new GeometryInputBlock(\"Min\");\r\n minInput.value = 0;\r\n minInput.output.connectTo(this.min);\r\n }\r\n\r\n if (!this.max.isConnected) {\r\n const maxInput = new GeometryInputBlock(\"Max\");\r\n maxInput.value = 1;\r\n maxInput.output.connectTo(this.max);\r\n }\r\n }\r\n\r\n protected override _buildBlock() {\r\n let func: Nullable<(state: NodeGeometryBuildState) => any> = null;\r\n this._currentLockId = -1;\r\n\r\n switch (this.min.type) {\r\n case NodeGeometryBlockConnectionPointTypes.Int:\r\n case NodeGeometryBlockConnectionPointTypes.Float: {\r\n func = (state) => {\r\n const min = this.min.getConnectedValue(state) || 0;\r\n const max = this.max.getConnectedValue(state) || 0;\r\n return min + Math.random() * (max - min);\r\n };\r\n break;\r\n }\r\n case NodeGeometryBlockConnectionPointTypes.Vector2: {\r\n func = (state) => {\r\n const min = this.min.getConnectedValue(state) || Vector2.Zero();\r\n const max = this.max.getConnectedValue(state) || Vector2.Zero();\r\n return new Vector2(min.x + Math.random() * (max.x - min.x), min.y + Math.random() * (max.y - min.y));\r\n };\r\n break;\r\n }\r\n case NodeGeometryBlockConnectionPointTypes.Vector3: {\r\n func = (state) => {\r\n const min = this.min.getConnectedValue(state) || Vector3.Zero();\r\n const max = this.max.getConnectedValue(state) || Vector3.Zero();\r\n return new Vector3(min.x + Math.random() * (max.x - min.x), min.y + Math.random() * (max.y - min.y), min.z + Math.random() * (max.z - min.z));\r\n };\r\n break;\r\n }\r\n case NodeGeometryBlockConnectionPointTypes.Vector4: {\r\n func = (state) => {\r\n const min = this.min.getConnectedValue(state) || Vector4.Zero();\r\n const max = this.max.getConnectedValue(state) || Vector4.Zero();\r\n return new Vector4(\r\n min.x + Math.random() * (max.x - min.x),\r\n min.y + Math.random() * (max.y - min.y),\r\n min.z + Math.random() * (max.z - min.z),\r\n min.w + Math.random() * (max.w - min.w)\r\n );\r\n };\r\n break;\r\n }\r\n }\r\n\r\n if (this.lockMode === RandomBlockLocks.None || !func) {\r\n this.output._storedFunction = func;\r\n } else {\r\n this.output._storedFunction = (state) => {\r\n let lockId = 0;\r\n\r\n switch (this.lockMode) {\r\n case RandomBlockLocks.InstanceID:\r\n lockId = state.getContextualValue(NodeGeometryContextualSources.InstanceID, true) || 0;\r\n break;\r\n case RandomBlockLocks.LoopID:\r\n lockId = state.getContextualValue(NodeGeometryContextualSources.LoopID, true) || 0;\r\n break;\r\n case RandomBlockLocks.Once:\r\n lockId = state.buildId || 0;\r\n break;\r\n }\r\n\r\n if (this._currentLockId !== lockId || this.lockMode === RandomBlockLocks.None) {\r\n this._currentLockId = lockId;\r\n this.output._storedValue = func(state);\r\n }\r\n return this.output._storedValue;\r\n };\r\n }\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n const codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.lockMode = BABYLON.RandomBlockLocks.${RandomBlockLocks[this.lockMode]};\\n`;\r\n return codeString;\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\r\n serializationObject.lockMode = this.lockMode;\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 this.lockMode = serializationObject.lockMode;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.RandomBlock\", RandomBlock);\r\n"]}
|
|
1
|
+
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{ NodeGeometryBlock } from \"../nodeGeometryBlock\";\r\nimport type { NodeGeometryConnectionPoint } from \"../nodeGeometryBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport { NodeGeometryBlockConnectionPointTypes } from \"../Enums/nodeGeometryConnectionPointTypes\";\r\nimport type { NodeGeometryBuildState } from \"../nodeGeometryBuildState\";\r\nimport { GeometryInputBlock } from \"./geometryInputBlock\";\r\nimport { Vector2, Vector3, Vector4 } from \"../../../Maths/math.vector\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport { PropertyTypeForEdition, editableInPropertyPage } from \"core/Decorators/nodeDecorator\";\r\nimport { NodeGeometryContextualSources } from \"../Enums/nodeGeometryContextualSources\";\r\n\r\n/**\r\n * Locks supported by the random block\r\n */\r\nexport enum RandomBlockLocks {\r\n /** None */\r\n None,\r\n /** LoopID */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n LoopID,\r\n /** InstanceID */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n InstanceID,\r\n /** Once */\r\n Once,\r\n}\r\n\r\n/**\r\n * Block used to get a random number\r\n */\r\nexport class RandomBlock extends NodeGeometryBlock {\r\n private _currentLockId = -1;\r\n /**\r\n * Gets or sets a value indicating if that block will lock its value for a specific duration\r\n */\r\n @editableInPropertyPage(\"LockMode\", PropertyTypeForEdition.List, \"ADVANCED\", {\r\n notifiers: { rebuild: true },\r\n embedded: true,\r\n options: [\r\n { label: \"None\", value: RandomBlockLocks.None },\r\n { label: \"LoopID\", value: RandomBlockLocks.LoopID },\r\n { label: \"InstanceID\", value: RandomBlockLocks.InstanceID },\r\n { label: \"Once\", value: RandomBlockLocks.Once },\r\n ],\r\n })\r\n public lockMode = RandomBlockLocks.None;\r\n\r\n /**\r\n * Create a new RandomBlock\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(\"min\", NodeGeometryBlockConnectionPointTypes.AutoDetect);\r\n this.registerInput(\"max\", NodeGeometryBlockConnectionPointTypes.AutoDetect);\r\n\r\n this.registerOutput(\"output\", NodeGeometryBlockConnectionPointTypes.BasedOnInput);\r\n\r\n this._inputs[0].excludedConnectionPointTypes.push(NodeGeometryBlockConnectionPointTypes.Matrix);\r\n this._inputs[0].excludedConnectionPointTypes.push(NodeGeometryBlockConnectionPointTypes.Geometry);\r\n this._inputs[0].excludedConnectionPointTypes.push(NodeGeometryBlockConnectionPointTypes.Texture);\r\n this._inputs[1].excludedConnectionPointTypes.push(NodeGeometryBlockConnectionPointTypes.Matrix);\r\n this._inputs[1].excludedConnectionPointTypes.push(NodeGeometryBlockConnectionPointTypes.Geometry);\r\n this._inputs[1].excludedConnectionPointTypes.push(NodeGeometryBlockConnectionPointTypes.Texture);\r\n\r\n this._outputs[0]._typeConnectionSource = this._inputs[0];\r\n this._linkConnectionTypes(0, 1);\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 \"RandomBlock\";\r\n }\r\n\r\n /**\r\n * Gets the min input component\r\n */\r\n public get min(): NodeGeometryConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the max input component\r\n */\r\n public get max(): NodeGeometryConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the geometry output component\r\n */\r\n public get output(): NodeGeometryConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n public override autoConfigure() {\r\n if (!this.min.isConnected) {\r\n const minInput = new GeometryInputBlock(\"Min\");\r\n minInput.value = 0;\r\n minInput.output.connectTo(this.min);\r\n }\r\n\r\n if (!this.max.isConnected) {\r\n const maxInput = new GeometryInputBlock(\"Max\");\r\n maxInput.value = 1;\r\n maxInput.output.connectTo(this.max);\r\n }\r\n }\r\n\r\n protected override _buildBlock() {\r\n let func: Nullable<(state: NodeGeometryBuildState) => any> = null;\r\n this._currentLockId = -1;\r\n\r\n switch (this.min.type) {\r\n case NodeGeometryBlockConnectionPointTypes.Int:\r\n case NodeGeometryBlockConnectionPointTypes.Float: {\r\n func = (state) => {\r\n const min = this.min.getConnectedValue(state) ?? 0;\r\n const max = this.max.getConnectedValue(state) ?? 0;\r\n return min + Math.random() * (max - min);\r\n };\r\n break;\r\n }\r\n case NodeGeometryBlockConnectionPointTypes.Vector2: {\r\n func = (state) => {\r\n const min = this.min.getConnectedValue(state) ?? Vector2.Zero();\r\n const max = this.max.getConnectedValue(state) ?? Vector2.Zero();\r\n return new Vector2(min.x + Math.random() * (max.x - min.x), min.y + Math.random() * (max.y - min.y));\r\n };\r\n break;\r\n }\r\n case NodeGeometryBlockConnectionPointTypes.Vector3: {\r\n func = (state) => {\r\n const min = this.min.getConnectedValue(state) ?? Vector3.Zero();\r\n const max = this.max.getConnectedValue(state) ?? Vector3.Zero();\r\n return new Vector3(min.x + Math.random() * (max.x - min.x), min.y + Math.random() * (max.y - min.y), min.z + Math.random() * (max.z - min.z));\r\n };\r\n break;\r\n }\r\n case NodeGeometryBlockConnectionPointTypes.Vector4: {\r\n func = (state) => {\r\n const min = this.min.getConnectedValue(state) ?? Vector4.Zero();\r\n const max = this.max.getConnectedValue(state) ?? Vector4.Zero();\r\n return new Vector4(\r\n min.x + Math.random() * (max.x - min.x),\r\n min.y + Math.random() * (max.y - min.y),\r\n min.z + Math.random() * (max.z - min.z),\r\n min.w + Math.random() * (max.w - min.w)\r\n );\r\n };\r\n break;\r\n }\r\n }\r\n\r\n if (this.lockMode === RandomBlockLocks.None || !func) {\r\n this.output._storedFunction = func;\r\n } else {\r\n this.output._storedFunction = (state) => {\r\n let lockId = 0;\r\n\r\n switch (this.lockMode) {\r\n case RandomBlockLocks.InstanceID:\r\n lockId = state.getContextualValue(NodeGeometryContextualSources.InstanceID, true) ?? 0;\r\n break;\r\n case RandomBlockLocks.LoopID:\r\n lockId = state.getContextualValue(NodeGeometryContextualSources.LoopID, true) ?? 0;\r\n break;\r\n case RandomBlockLocks.Once:\r\n lockId = state.buildId ?? 0;\r\n break;\r\n }\r\n\r\n if (this._currentLockId !== lockId || this.lockMode === RandomBlockLocks.None) {\r\n this._currentLockId = lockId;\r\n this.output._storedValue = func(state);\r\n }\r\n return this.output._storedValue;\r\n };\r\n }\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n const codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.lockMode = BABYLON.RandomBlockLocks.${RandomBlockLocks[this.lockMode]};\\n`;\r\n return codeString;\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\r\n serializationObject.lockMode = this.lockMode;\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 this.lockMode = serializationObject.lockMode;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.RandomBlock\", RandomBlock);\r\n"]}
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@@ -23,6 +23,7 @@ export declare class CopyTextureToTexture {
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private _lodLevel;
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@@ -38,6 +39,11 @@ export declare class CopyTextureToTexture {
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*/
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get source(): InternalTexture | ThinTexture;
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set source(texture: InternalTexture | ThinTexture);
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/**
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* Gets or sets the LOD level to copy from the source texture
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*/
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get lodLevel(): number;
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set lodLevel(level: number);
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private _textureIsInternal;
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/**
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* Constructs a new instance of the class
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@@ -58,9 +64,10 @@ export declare class CopyTextureToTexture {
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* @param source The source texture
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* @param destination The destination texture. If null, copy the source to the currently bound framebuffer
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* @param conversion The conversion mode that should be applied when copying
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* @param lod The LOD level to copy from the source texture
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* @returns
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copy(source: InternalTexture | ThinTexture, destination?: Nullable<RenderTargetWrapper | IRenderTargetTexture>, conversion?: ConversionMode): boolean;
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copy(source: InternalTexture | ThinTexture, destination?: Nullable<RenderTargetWrapper | IRenderTargetTexture>, conversion?: ConversionMode, lod?: number): boolean;
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/**
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* Releases all the resources used by the class
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@@ -34,6 +34,15 @@ export class CopyTextureToTexture {
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set source(texture) {
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this._source = texture;
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}
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/**
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* Gets or sets the LOD level to copy from the source texture
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*/
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get lodLevel() {
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return this._lodLevel;
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}
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43
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+
set lodLevel(level) {
|
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44
|
+
this._lodLevel = level;
|
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45
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+
}
|
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37
46
|
_textureIsInternal(texture) {
|
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38
47
|
return texture.getInternalTexture === undefined;
|
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39
48
|
}
|
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@@ -49,6 +58,8 @@ export class CopyTextureToTexture {
|
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49
58
|
this._shadersLoaded = false;
|
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50
59
|
this._engine = engine;
|
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51
60
|
this._isDepthTexture = isDepthTexture;
|
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61
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+
this._lodLevel = 0;
|
|
62
|
+
this._conversion = 0 /* ConversionMode.None */;
|
|
52
63
|
this._renderer = new EffectRenderer(engine);
|
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53
64
|
// eslint-disable-next-line @typescript-eslint/no-floating-promises
|
|
54
65
|
this._initShaderSourceAsync(isDepthTexture, sameSizeCopy);
|
|
@@ -75,7 +86,7 @@ export class CopyTextureToTexture {
|
|
|
75
86
|
name: "CopyTextureToTexture",
|
|
76
87
|
fragmentShader: "copyTextureToTexture",
|
|
77
88
|
useShaderStore: true,
|
|
78
|
-
uniformNames: ["conversion"],
|
|
89
|
+
uniformNames: ["conversion", "lodLevel"],
|
|
79
90
|
samplerNames: ["textureSampler"],
|
|
80
91
|
defines,
|
|
81
92
|
shaderLanguage: this._shaderLanguage,
|
|
@@ -98,6 +109,7 @@ export class CopyTextureToTexture {
|
|
|
98
109
|
this._effectWrapper.effect.setTexture("textureSampler", this._source);
|
|
99
110
|
}
|
|
100
111
|
this._effectWrapper.effect.setFloat("conversion", this._conversion);
|
|
112
|
+
this._effectWrapper.effect.setFloat("lodLevel", this._lodLevel);
|
|
101
113
|
});
|
|
102
114
|
}
|
|
103
115
|
/**
|
|
@@ -112,14 +124,16 @@ export class CopyTextureToTexture {
|
|
|
112
124
|
* @param source The source texture
|
|
113
125
|
* @param destination The destination texture. If null, copy the source to the currently bound framebuffer
|
|
114
126
|
* @param conversion The conversion mode that should be applied when copying
|
|
127
|
+
* @param lod The LOD level to copy from the source texture
|
|
115
128
|
* @returns
|
|
116
129
|
*/
|
|
117
|
-
copy(source, destination = null, conversion = 0 /* ConversionMode.None
|
|
130
|
+
copy(source, destination = null, conversion = 0 /* ConversionMode.None */, lod = 0) {
|
|
118
131
|
if (!this.isReady()) {
|
|
119
132
|
return false;
|
|
120
133
|
}
|
|
121
134
|
this._source = source;
|
|
122
135
|
this._conversion = conversion;
|
|
136
|
+
this._lodLevel = lod;
|
|
123
137
|
const engineDepthFunc = this._engine.getDepthFunction();
|
|
124
138
|
const engineDepthMask = this._engine.getDepthWrite(); // for some reasons, depthWrite is not restored by EffectRenderer.restoreStates
|
|
125
139
|
this._renderer.render(this._effectWrapper, destination);
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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type { AbstractEngine } from \"core/Engines/abstractEngine\";\r\nimport type { InternalTexture } from \"../Materials/Textures/internalTexture\";\r\nimport { EffectRenderer, EffectWrapper } from \"../Materials/effectRenderer\";\r\nimport type { IRenderTargetTexture, RenderTargetWrapper } from \"../Engines/renderTargetWrapper\";\r\nimport type { ThinTexture } from \"../Materials/Textures/thinTexture\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport type { Nullable } from \"core/types\";\r\n\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Conversion modes available when copying a texture into another one\r\n */\r\nexport const enum ConversionMode {\r\n None = 0,\r\n ToLinearSpace = 1,\r\n ToGammaSpace = 2,\r\n}\r\n\r\n/**\r\n * Class used for fast copy from one texture to another\r\n */\r\nexport class CopyTextureToTexture {\r\n private _engine: AbstractEngine;\r\n private _isDepthTexture: boolean;\r\n private _renderer: EffectRenderer;\r\n private _effectWrapper: EffectWrapper;\r\n private _source: InternalTexture | ThinTexture;\r\n private _conversion: number;\r\n\r\n /** Shader language used */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Gets the shader language\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n /**\r\n * Gets the effect wrapper used for the copy\r\n */\r\n public get effectWrapper() {\r\n return this._effectWrapper;\r\n }\r\n\r\n /**\r\n * Gets or sets the source texture\r\n */\r\n public get source() {\r\n return this._source;\r\n }\r\n\r\n public set source(texture: InternalTexture | ThinTexture) {\r\n this._source = texture;\r\n }\r\n\r\n private _textureIsInternal(texture: InternalTexture | ThinTexture): texture is InternalTexture {\r\n return (texture as ThinTexture).getInternalTexture === undefined;\r\n }\r\n\r\n /**\r\n * Constructs a new instance of the class\r\n * @param engine The engine to use for the copy\r\n * @param isDepthTexture True means that we should write (using gl_FragDepth) into the depth texture attached to the destination (default: false)\r\n * @param sameSizeCopy True means that the copy will be done without any sampling (more efficient, but requires the source and destination to be of the same size) (default: false)\r\n */\r\n constructor(engine: AbstractEngine, isDepthTexture = false, sameSizeCopy = false) {\r\n this._engine = engine;\r\n this._isDepthTexture = isDepthTexture;\r\n\r\n this._renderer = new EffectRenderer(engine);\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises\r\n this._initShaderSourceAsync(isDepthTexture, sameSizeCopy);\r\n }\r\n\r\n private _shadersLoaded = false;\r\n private async _initShaderSourceAsync(isDepthTexture: boolean, sameSizeCopy: boolean) {\r\n const engine = this._engine;\r\n\r\n if (engine.isWebGPU) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n\r\n await import(\"../ShadersWGSL/copyTextureToTexture.fragment\");\r\n } else {\r\n await import(\"../Shaders/copyTextureToTexture.fragment\");\r\n }\r\n\r\n this._shadersLoaded = true;\r\n\r\n const defines: string[] = [];\r\n\r\n if (isDepthTexture) {\r\n defines.push(\"#define DEPTH_TEXTURE\");\r\n }\r\n if (sameSizeCopy) {\r\n defines.push(\"#define NO_SAMPLER\");\r\n }\r\n\r\n this._effectWrapper = new EffectWrapper({\r\n engine: engine,\r\n name: \"CopyTextureToTexture\",\r\n fragmentShader: \"copyTextureToTexture\",\r\n useShaderStore: true,\r\n uniformNames: [\"conversion\"],\r\n samplerNames: [\"textureSampler\"],\r\n defines,\r\n shaderLanguage: this._shaderLanguage,\r\n });\r\n\r\n this._effectWrapper.onApplyObservable.add(() => {\r\n if (isDepthTexture) {\r\n engine.setState(false);\r\n engine.setDepthBuffer(true);\r\n engine.depthCullingState.depthMask = true;\r\n engine.depthCullingState.depthFunc = Constants.ALWAYS;\r\n } else {\r\n engine.depthCullingState.depthMask = false;\r\n // other states are already set by EffectRenderer.applyEffectWrapper\r\n }\r\n\r\n if (this._textureIsInternal(this._source)) {\r\n this._effectWrapper.effect._bindTexture(\"textureSampler\", this._source);\r\n } else {\r\n this._effectWrapper.effect.setTexture(\"textureSampler\", this._source);\r\n }\r\n this._effectWrapper.effect.setFloat(\"conversion\", this._conversion);\r\n });\r\n }\r\n\r\n /**\r\n * Indicates if the effect is ready to be used for the copy\r\n * @returns true if \"copy\" can be called without delay, else false\r\n */\r\n public isReady(): boolean {\r\n return this._shadersLoaded && !!this._effectWrapper?.effect?.isReady();\r\n }\r\n\r\n /**\r\n * Copy one texture into another\r\n * @param source The source texture\r\n * @param destination The destination texture. If null, copy the source to the currently bound framebuffer\r\n * @param conversion The conversion mode that should be applied when copying\r\n * @returns\r\n */\r\n public copy(source: InternalTexture | ThinTexture, destination: Nullable<RenderTargetWrapper | IRenderTargetTexture> = null, conversion = ConversionMode.None): boolean {\r\n if (!this.isReady()) {\r\n return false;\r\n }\r\n\r\n this._source = source;\r\n this._conversion = conversion;\r\n\r\n const engineDepthFunc = this._engine.getDepthFunction();\r\n const engineDepthMask = this._engine.getDepthWrite(); // for some reasons, depthWrite is not restored by EffectRenderer.restoreStates\r\n\r\n this._renderer.render(this._effectWrapper, destination);\r\n\r\n this._engine.setDepthWrite(engineDepthMask);\r\n\r\n if (this._isDepthTexture && engineDepthFunc) {\r\n this._engine.setDepthFunction(engineDepthFunc);\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Releases all the resources used by the class\r\n */\r\n public dispose(): void {\r\n this._effectWrapper?.dispose();\r\n this._renderer.dispose();\r\n }\r\n}\r\n"]}
|
|
1
|
+
{"version":3,"file":"copyTextureToTexture.js","sourceRoot":"","sources":["../../../../dev/core/src/Misc/copyTextureToTexture.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,cAAc,EAAE,aAAa,EAAE,MAAM,6BAA6B,CAAC;AAG5E,OAAO,EAAE,SAAS,EAAE,gCAA+B;AAKnD;;GAEG;AACH,MAAM,CAAN,IAAkB,cAIjB;AAJD,WAAkB,cAAc;IAC5B,mDAAQ,CAAA;IACR,qEAAiB,CAAA;IACjB,mEAAgB,CAAA;AACpB,CAAC,EAJiB,cAAc,KAAd,cAAc,QAI/B;AAED;;GAEG;AACH,MAAM,OAAO,oBAAoB;IAY7B;;OAEG;IACH,IAAW,cAAc;QACrB,OAAO,IAAI,CAAC,eAAe,CAAC;IAChC,CAAC;IAED;;OAEG;IACH,IAAW,aAAa;QACpB,OAAO,IAAI,CAAC,cAAc,CAAC;IAC/B,CAAC;IAED;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,OAAO,CAAC;IACxB,CAAC;IAED,IAAW,MAAM,CAAC,OAAsC;QACpD,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,QAAQ;QACf,OAAO,IAAI,CAAC,SAAS,CAAC;IAC1B,CAAC;IAED,IAAW,QAAQ,CAAC,KAAa;QAC7B,IAAI,CAAC,SAAS,GAAG,KAAK,CAAC;IAC3B,CAAC;IAEO,kBAAkB,CAAC,OAAsC;QAC7D,OAAQ,OAAuB,CAAC,kBAAkB,KAAK,SAAS,CAAC;IACrE,CAAC;IAED;;;;;OAKG;IACH,YAAY,MAAsB,EAAE,cAAc,GAAG,KAAK,EAAE,YAAY,GAAG,KAAK;QAjDhF,2BAA2B;QACjB,oBAAe,+BAAuB;QA4DxC,mBAAc,GAAG,KAAK,CAAC;QAX3B,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;QACtB,IAAI,CAAC,eAAe,GAAG,cAAc,CAAC;QACtC,IAAI,CAAC,SAAS,GAAG,CAAC,CAAC;QACnB,IAAI,CAAC,WAAW,8BAAsB,CAAC;QAEvC,IAAI,CAAC,SAAS,GAAG,IAAI,cAAc,CAAC,MAAM,CAAC,CAAC;QAE5C,mEAAmE;QACnE,IAAI,CAAC,sBAAsB,CAAC,cAAc,EAAE,YAAY,CAAC,CAAC;IAC9D,CAAC;IAGO,KAAK,CAAC,sBAAsB,CAAC,cAAuB,EAAE,YAAqB;QAC/E,MAAM,MAAM,GAAG,IAAI,CAAC,OAAO,CAAC;QAE5B,IAAI,MAAM,CAAC,QAAQ,EAAE,CAAC;YAClB,IAAI,CAAC,eAAe,8BAAsB,CAAC;YAE3C,MAAM,MAAM,CAAC,8CAA8C,CAAC,CAAC;QACjE,CAAC;aAAM,CAAC;YACJ,MAAM,MAAM,CAAC,0CAA0C,CAAC,CAAC;QAC7D,CAAC;QAED,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC;QAE3B,MAAM,OAAO,GAAa,EAAE,CAAC;QAE7B,IAAI,cAAc,EAAE,CAAC;YACjB,OAAO,CAAC,IAAI,CAAC,uBAAuB,CAAC,CAAC;QAC1C,CAAC;QACD,IAAI,YAAY,EAAE,CAAC;YACf,OAAO,CAAC,IAAI,CAAC,oBAAoB,CAAC,CAAC;QACvC,CAAC;QAED,IAAI,CAAC,cAAc,GAAG,IAAI,aAAa,CAAC;YACpC,MAAM,EAAE,MAAM;YACd,IAAI,EAAE,sBAAsB;YAC5B,cAAc,EAAE,sBAAsB;YACtC,cAAc,EAAE,IAAI;YACpB,YAAY,EAAE,CAAC,YAAY,EAAE,UAAU,CAAC;YACxC,YAAY,EAAE,CAAC,gBAAgB,CAAC;YAChC,OAAO;YACP,cAAc,EAAE,IAAI,CAAC,eAAe;SACvC,CAAC,CAAC;QAEH,IAAI,CAAC,cAAc,CAAC,iBAAiB,CAAC,GAAG,CAAC,GAAG,EAAE;YAC3C,IAAI,cAAc,EAAE,CAAC;gBACjB,MAAM,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC;gBACvB,MAAM,CAAC,cAAc,CAAC,IAAI,CAAC,CAAC;gBAC5B,MAAM,CAAC,iBAAiB,CAAC,SAAS,GAAG,IAAI,CAAC;gBAC1C,MAAM,CAAC,iBAAiB,CAAC,SAAS,GAAG,SAAS,CAAC,MAAM,CAAC;YAC1D,CAAC;iBAAM,CAAC;gBACJ,MAAM,CAAC,iBAAiB,CAAC,SAAS,GAAG,KAAK,CAAC;gBAC3C,oEAAoE;YACxE,CAAC;YAED,IAAI,IAAI,CAAC,kBAAkB,CAAC,IAAI,CAAC,OAAO,CAAC,EAAE,CAAC;gBACxC,IAAI,CAAC,cAAc,CAAC,MAAM,CAAC,YAAY,CAAC,gBAAgB,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC;YAC5E,CAAC;iBAAM,CAAC;gBACJ,IAAI,CAAC,cAAc,CAAC,MAAM,CAAC,UAAU,CAAC,gBAAgB,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC;YAC1E,CAAC;YACD,IAAI,CAAC,cAAc,CAAC,MAAM,CAAC,QAAQ,CAAC,YAAY,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC;YACpE,IAAI,CAAC,cAAc,CAAC,MAAM,CAAC,QAAQ,CAAC,UAAU,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC;QACpE,CAAC,CAAC,CAAC;IACP,CAAC;IAED;;;OAGG;IACI,OAAO;QACV,OAAO,IAAI,CAAC,cAAc,IAAI,CAAC,CAAC,IAAI,CAAC,cAAc,EAAE,MAAM,EAAE,OAAO,EAAE,CAAC;IAC3E,CAAC;IAED;;;;;;;OAOG;IACI,IAAI,CACP,MAAqC,EACrC,cAAoE,IAAI,EACxE,UAAU,8BAAsB,EAChC,GAAG,GAAG,CAAC;QAEP,IAAI,CAAC,IAAI,CAAC,OAAO,EAAE,EAAE,CAAC;YAClB,OAAO,KAAK,CAAC;QACjB,CAAC;QAED,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;QACtB,IAAI,CAAC,WAAW,GAAG,UAAU,CAAC;QAC9B,IAAI,CAAC,SAAS,GAAG,GAAG,CAAC;QAErB,MAAM,eAAe,GAAG,IAAI,CAAC,OAAO,CAAC,gBAAgB,EAAE,CAAC;QACxD,MAAM,eAAe,GAAG,IAAI,CAAC,OAAO,CAAC,aAAa,EAAE,CAAC,CAAC,+EAA+E;QAErI,IAAI,CAAC,SAAS,CAAC,MAAM,CAAC,IAAI,CAAC,cAAc,EAAE,WAAW,CAAC,CAAC;QAExD,IAAI,CAAC,OAAO,CAAC,aAAa,CAAC,eAAe,CAAC,CAAC;QAE5C,IAAI,IAAI,CAAC,eAAe,IAAI,eAAe,EAAE,CAAC;YAC1C,IAAI,CAAC,OAAO,CAAC,gBAAgB,CAAC,eAAe,CAAC,CAAC;QACnD,CAAC;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;OAEG;IACI,OAAO;QACV,IAAI,CAAC,cAAc,EAAE,OAAO,EAAE,CAAC;QAC/B,IAAI,CAAC,SAAS,CAAC,OAAO,EAAE,CAAC;IAC7B,CAAC;CACJ","sourcesContent":["import type { AbstractEngine } from \"core/Engines/abstractEngine\";\r\nimport type { InternalTexture } from \"../Materials/Textures/internalTexture\";\r\nimport { EffectRenderer, EffectWrapper } from \"../Materials/effectRenderer\";\r\nimport type { IRenderTargetTexture, RenderTargetWrapper } from \"../Engines/renderTargetWrapper\";\r\nimport type { ThinTexture } from \"../Materials/Textures/thinTexture\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport type { Nullable } from \"core/types\";\r\n\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Conversion modes available when copying a texture into another one\r\n */\r\nexport const enum ConversionMode {\r\n None = 0,\r\n ToLinearSpace = 1,\r\n ToGammaSpace = 2,\r\n}\r\n\r\n/**\r\n * Class used for fast copy from one texture to another\r\n */\r\nexport class CopyTextureToTexture {\r\n private _engine: AbstractEngine;\r\n private _isDepthTexture: boolean;\r\n private _renderer: EffectRenderer;\r\n private _effectWrapper: EffectWrapper;\r\n private _source: InternalTexture | ThinTexture;\r\n private _conversion: number;\r\n private _lodLevel: number;\r\n\r\n /** Shader language used */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Gets the shader language\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n /**\r\n * Gets the effect wrapper used for the copy\r\n */\r\n public get effectWrapper() {\r\n return this._effectWrapper;\r\n }\r\n\r\n /**\r\n * Gets or sets the source texture\r\n */\r\n public get source() {\r\n return this._source;\r\n }\r\n\r\n public set source(texture: InternalTexture | ThinTexture) {\r\n this._source = texture;\r\n }\r\n\r\n /**\r\n * Gets or sets the LOD level to copy from the source texture\r\n */\r\n public get lodLevel(): number {\r\n return this._lodLevel;\r\n }\r\n\r\n public set lodLevel(level: number) {\r\n this._lodLevel = level;\r\n }\r\n\r\n private _textureIsInternal(texture: InternalTexture | ThinTexture): texture is InternalTexture {\r\n return (texture as ThinTexture).getInternalTexture === undefined;\r\n }\r\n\r\n /**\r\n * Constructs a new instance of the class\r\n * @param engine The engine to use for the copy\r\n * @param isDepthTexture True means that we should write (using gl_FragDepth) into the depth texture attached to the destination (default: false)\r\n * @param sameSizeCopy True means that the copy will be done without any sampling (more efficient, but requires the source and destination to be of the same size) (default: false)\r\n */\r\n constructor(engine: AbstractEngine, isDepthTexture = false, sameSizeCopy = false) {\r\n this._engine = engine;\r\n this._isDepthTexture = isDepthTexture;\r\n this._lodLevel = 0;\r\n this._conversion = ConversionMode.None;\r\n\r\n this._renderer = new EffectRenderer(engine);\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises\r\n this._initShaderSourceAsync(isDepthTexture, sameSizeCopy);\r\n }\r\n\r\n private _shadersLoaded = false;\r\n private async _initShaderSourceAsync(isDepthTexture: boolean, sameSizeCopy: boolean) {\r\n const engine = this._engine;\r\n\r\n if (engine.isWebGPU) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n\r\n await import(\"../ShadersWGSL/copyTextureToTexture.fragment\");\r\n } else {\r\n await import(\"../Shaders/copyTextureToTexture.fragment\");\r\n }\r\n\r\n this._shadersLoaded = true;\r\n\r\n const defines: string[] = [];\r\n\r\n if (isDepthTexture) {\r\n defines.push(\"#define DEPTH_TEXTURE\");\r\n }\r\n if (sameSizeCopy) {\r\n defines.push(\"#define NO_SAMPLER\");\r\n }\r\n\r\n this._effectWrapper = new EffectWrapper({\r\n engine: engine,\r\n name: \"CopyTextureToTexture\",\r\n fragmentShader: \"copyTextureToTexture\",\r\n useShaderStore: true,\r\n uniformNames: [\"conversion\", \"lodLevel\"],\r\n samplerNames: [\"textureSampler\"],\r\n defines,\r\n shaderLanguage: this._shaderLanguage,\r\n });\r\n\r\n this._effectWrapper.onApplyObservable.add(() => {\r\n if (isDepthTexture) {\r\n engine.setState(false);\r\n engine.setDepthBuffer(true);\r\n engine.depthCullingState.depthMask = true;\r\n engine.depthCullingState.depthFunc = Constants.ALWAYS;\r\n } else {\r\n engine.depthCullingState.depthMask = false;\r\n // other states are already set by EffectRenderer.applyEffectWrapper\r\n }\r\n\r\n if (this._textureIsInternal(this._source)) {\r\n this._effectWrapper.effect._bindTexture(\"textureSampler\", this._source);\r\n } else {\r\n this._effectWrapper.effect.setTexture(\"textureSampler\", this._source);\r\n }\r\n this._effectWrapper.effect.setFloat(\"conversion\", this._conversion);\r\n this._effectWrapper.effect.setFloat(\"lodLevel\", this._lodLevel);\r\n });\r\n }\r\n\r\n /**\r\n * Indicates if the effect is ready to be used for the copy\r\n * @returns true if \"copy\" can be called without delay, else false\r\n */\r\n public isReady(): boolean {\r\n return this._shadersLoaded && !!this._effectWrapper?.effect?.isReady();\r\n }\r\n\r\n /**\r\n * Copy one texture into another\r\n * @param source The source texture\r\n * @param destination The destination texture. If null, copy the source to the currently bound framebuffer\r\n * @param conversion The conversion mode that should be applied when copying\r\n * @param lod The LOD level to copy from the source texture\r\n * @returns\r\n */\r\n public copy(\r\n source: InternalTexture | ThinTexture,\r\n destination: Nullable<RenderTargetWrapper | IRenderTargetTexture> = null,\r\n conversion = ConversionMode.None,\r\n lod = 0\r\n ): boolean {\r\n if (!this.isReady()) {\r\n return false;\r\n }\r\n\r\n this._source = source;\r\n this._conversion = conversion;\r\n this._lodLevel = lod;\r\n\r\n const engineDepthFunc = this._engine.getDepthFunction();\r\n const engineDepthMask = this._engine.getDepthWrite(); // for some reasons, depthWrite is not restored by EffectRenderer.restoreStates\r\n\r\n this._renderer.render(this._effectWrapper, destination);\r\n\r\n this._engine.setDepthWrite(engineDepthMask);\r\n\r\n if (this._isDepthTexture && engineDepthFunc) {\r\n this._engine.setDepthFunction(engineDepthFunc);\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Releases all the resources used by the class\r\n */\r\n public dispose(): void {\r\n this._effectWrapper?.dispose();\r\n this._renderer.dispose();\r\n }\r\n}\r\n"]}
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@@ -82,32 +82,32 @@ export class ParticleRandomBlock extends NodeParticleBlock {
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82
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case NodeParticleBlockConnectionPointTypes.Int:
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case NodeParticleBlockConnectionPointTypes.Float: {
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func = (state) => {
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85
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-
const min = this.min.getConnectedValue(state)
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86
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-
const max = this.max.getConnectedValue(state)
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85
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+
const min = this.min.getConnectedValue(state) ?? 0;
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86
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+
const max = this.max.getConnectedValue(state) ?? 1;
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return min + Math.random() * (max - min);
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};
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break;
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}
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case NodeParticleBlockConnectionPointTypes.Vector2: {
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func = (state) => {
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-
const min = this.min.getConnectedValue(state)
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-
const max = this.max.getConnectedValue(state)
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+
const min = this.min.getConnectedValue(state) ?? Vector2.Zero();
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const max = this.max.getConnectedValue(state) ?? Vector2.One();
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return new Vector2(min.x + Math.random() * (max.x - min.x), min.y + Math.random() * (max.y - min.y));
|
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};
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break;
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}
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case NodeParticleBlockConnectionPointTypes.Vector3: {
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func = (state) => {
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-
const min = this.min.getConnectedValue(state)
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-
const max = this.max.getConnectedValue(state)
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+
const min = this.min.getConnectedValue(state) ?? Vector3.Zero();
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const max = this.max.getConnectedValue(state) ?? Vector3.One();
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return new Vector3(min.x + Math.random() * (max.x - min.x), min.y + Math.random() * (max.y - min.y), min.z + Math.random() * (max.z - min.z));
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};
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break;
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}
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case NodeParticleBlockConnectionPointTypes.Color4: {
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func = (state) => {
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109
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-
const min = this.min.getConnectedValue(state)
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110
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-
const max = this.max.getConnectedValue(state)
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109
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+
const min = this.min.getConnectedValue(state) ?? new Color4(0, 0, 0, 0);
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const max = this.max.getConnectedValue(state) ?? new Color4(1, 1, 1, 1);
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return new Color4(min.r + Math.random() * (max.r - min.r), min.g + Math.random() * (max.g - min.g), min.b + Math.random() * (max.b - min.b), min.a + Math.random() * (max.a - min.a));
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};
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break;
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@@ -117,10 +117,10 @@ export class ParticleRandomBlock extends NodeParticleBlock {
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let lockId = 0;
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switch (this.lockMode) {
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case ParticleRandomBlockLocks.PerParticle:
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-
lockId = state.particleContext?.id
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+
lockId = state.particleContext?.id ?? -1;
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break;
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case ParticleRandomBlockLocks.PerSystem:
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123
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-
lockId = state.buildId
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+
lockId = state.buildId ?? 0;
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break;
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}
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if (this._currentLockId !== lockId) {
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@@ -1 +1 @@
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1
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-
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{ RegisterClass } from \"../../../Misc/typeStore\";\r\nimport { Vector2, Vector3 } from \"../../../Maths/math.vector\";\r\nimport type { 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 { NodeParticleConnectionPoint } from \"../nodeParticleBlockConnectionPoint\";\r\nimport type { NodeParticleBuildState } from \"../nodeParticleBuildState\";\r\nimport { Color4 } from \"core/Maths/math.color\";\r\n\r\n/**\r\n * Locks supported by the random block\r\n */\r\nexport enum ParticleRandomBlockLocks {\r\n /** None */\r\n None = 0,\r\n /** PerParticle */\r\n PerParticle = 1,\r\n /** PerSystem */\r\n PerSystem = 2,\r\n}\r\n\r\n/**\r\n * Block used to get a random number\r\n */\r\nexport class ParticleRandomBlock extends NodeParticleBlock {\r\n private _currentLockId = -2;\r\n /**\r\n * Gets or sets a value indicating if that block will lock its value for a specific event\r\n */\r\n @editableInPropertyPage(\"LockMode\", PropertyTypeForEdition.List, \"ADVANCED\", {\r\n notifiers: { rebuild: true },\r\n embedded: true,\r\n options: [\r\n { label: \"None\", value: ParticleRandomBlockLocks.None },\r\n { label: \"Per particle\", value: ParticleRandomBlockLocks.PerParticle },\r\n { label: \"Per system\", value: ParticleRandomBlockLocks.PerSystem },\r\n ],\r\n })\r\n public lockMode = ParticleRandomBlockLocks.PerParticle;\r\n\r\n /**\r\n * Create a new ParticleRandomBlock\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(\"min\", NodeParticleBlockConnectionPointTypes.AutoDetect, true, 0);\r\n this.registerInput(\"max\", NodeParticleBlockConnectionPointTypes.AutoDetect, true, 1);\r\n\r\n this.registerOutput(\"output\", NodeParticleBlockConnectionPointTypes.BasedOnInput);\r\n\r\n this._inputs[0].addExcludedConnectionPointFromAllowedTypes(\r\n NodeParticleBlockConnectionPointTypes.Float |\r\n NodeParticleBlockConnectionPointTypes.Int |\r\n NodeParticleBlockConnectionPointTypes.Vector2 |\r\n NodeParticleBlockConnectionPointTypes.Vector3 |\r\n NodeParticleBlockConnectionPointTypes.Color4\r\n );\r\n this._inputs[1].addExcludedConnectionPointFromAllowedTypes(\r\n NodeParticleBlockConnectionPointTypes.Float |\r\n NodeParticleBlockConnectionPointTypes.Int |\r\n NodeParticleBlockConnectionPointTypes.Vector2 |\r\n NodeParticleBlockConnectionPointTypes.Vector3 |\r\n NodeParticleBlockConnectionPointTypes.Color4\r\n );\r\n\r\n this._outputs[0]._typeConnectionSource = this._inputs[0];\r\n this._outputs[0]._defaultConnectionPointType = NodeParticleBlockConnectionPointTypes.Float;\r\n this._linkConnectionTypes(0, 1);\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 \"ParticleRandomBlock\";\r\n }\r\n\r\n /**\r\n * Gets the min input component\r\n */\r\n public get min(): NodeParticleConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the max input component\r\n */\r\n public get max(): NodeParticleConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the geometry output component\r\n */\r\n public get output(): NodeParticleConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n public override _build() {\r\n let func: Nullable<(state: NodeParticleBuildState) => any> = null;\r\n this._currentLockId = -2;\r\n\r\n switch (this.min.type) {\r\n case NodeParticleBlockConnectionPointTypes.AutoDetect:\r\n case NodeParticleBlockConnectionPointTypes.Int:\r\n case NodeParticleBlockConnectionPointTypes.Float: {\r\n func = (state) => {\r\n const min = this.min.getConnectedValue(state) || 0;\r\n const max = this.max.getConnectedValue(state) || 1;\r\n return min + Math.random() * (max - min);\r\n };\r\n break;\r\n }\r\n case NodeParticleBlockConnectionPointTypes.Vector2: {\r\n func = (state) => {\r\n const min = this.min.getConnectedValue(state) || Vector2.Zero();\r\n const max = this.max.getConnectedValue(state) || Vector2.One();\r\n return new Vector2(min.x + Math.random() * (max.x - min.x), min.y + Math.random() * (max.y - min.y));\r\n };\r\n break;\r\n }\r\n case NodeParticleBlockConnectionPointTypes.Vector3: {\r\n func = (state) => {\r\n const min = this.min.getConnectedValue(state) || Vector3.Zero();\r\n const max = this.max.getConnectedValue(state) || Vector3.One();\r\n return new Vector3(min.x + Math.random() * (max.x - min.x), min.y + Math.random() * (max.y - min.y), min.z + Math.random() * (max.z - min.z));\r\n };\r\n break;\r\n }\r\n case NodeParticleBlockConnectionPointTypes.Color4: {\r\n func = (state) => {\r\n const min = this.min.getConnectedValue(state) || new Color4(0, 0, 0, 0);\r\n const max = this.max.getConnectedValue(state) || new Color4(1, 1, 1, 1);\r\n return new Color4(\r\n min.r + Math.random() * (max.r - min.r),\r\n min.g + Math.random() * (max.g - min.g),\r\n min.b + Math.random() * (max.b - min.b),\r\n min.a + Math.random() * (max.a - min.a)\r\n );\r\n };\r\n break;\r\n }\r\n }\r\n\r\n this.output._storedFunction = (state) => {\r\n let lockId = 0;\r\n\r\n switch (this.lockMode) {\r\n case ParticleRandomBlockLocks.PerParticle:\r\n lockId = state.particleContext?.id || -1;\r\n break;\r\n case ParticleRandomBlockLocks.PerSystem:\r\n lockId = state.buildId || 0;\r\n break;\r\n }\r\n\r\n if (this._currentLockId !== lockId) {\r\n if (this.lockMode !== ParticleRandomBlockLocks.None) {\r\n this._currentLockId = lockId;\r\n }\r\n this.output._storedValue = func!(state);\r\n }\r\n return this.output._storedValue;\r\n };\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\r\n serializationObject.lockMode = this.lockMode;\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 this.lockMode = serializationObject.lockMode;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ParticleRandomBlock\", ParticleRandomBlock);\r\n"]}
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+
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{ RegisterClass } from \"../../../Misc/typeStore\";\r\nimport { Vector2, Vector3 } from \"../../../Maths/math.vector\";\r\nimport type { 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 { NodeParticleConnectionPoint } from \"../nodeParticleBlockConnectionPoint\";\r\nimport type { NodeParticleBuildState } from \"../nodeParticleBuildState\";\r\nimport { Color4 } from \"core/Maths/math.color\";\r\n\r\n/**\r\n * Locks supported by the random block\r\n */\r\nexport enum ParticleRandomBlockLocks {\r\n /** None */\r\n None = 0,\r\n /** PerParticle */\r\n PerParticle = 1,\r\n /** PerSystem */\r\n PerSystem = 2,\r\n}\r\n\r\n/**\r\n * Block used to get a random number\r\n */\r\nexport class ParticleRandomBlock extends NodeParticleBlock {\r\n private _currentLockId = -2;\r\n /**\r\n * Gets or sets a value indicating if that block will lock its value for a specific event\r\n */\r\n @editableInPropertyPage(\"LockMode\", PropertyTypeForEdition.List, \"ADVANCED\", {\r\n notifiers: { rebuild: true },\r\n embedded: true,\r\n options: [\r\n { label: \"None\", value: ParticleRandomBlockLocks.None },\r\n { label: \"Per particle\", value: ParticleRandomBlockLocks.PerParticle },\r\n { label: \"Per system\", value: ParticleRandomBlockLocks.PerSystem },\r\n ],\r\n })\r\n public lockMode = ParticleRandomBlockLocks.PerParticle;\r\n\r\n /**\r\n * Create a new ParticleRandomBlock\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(\"min\", NodeParticleBlockConnectionPointTypes.AutoDetect, true, 0);\r\n this.registerInput(\"max\", NodeParticleBlockConnectionPointTypes.AutoDetect, true, 1);\r\n\r\n this.registerOutput(\"output\", NodeParticleBlockConnectionPointTypes.BasedOnInput);\r\n\r\n this._inputs[0].addExcludedConnectionPointFromAllowedTypes(\r\n NodeParticleBlockConnectionPointTypes.Float |\r\n NodeParticleBlockConnectionPointTypes.Int |\r\n NodeParticleBlockConnectionPointTypes.Vector2 |\r\n NodeParticleBlockConnectionPointTypes.Vector3 |\r\n NodeParticleBlockConnectionPointTypes.Color4\r\n );\r\n this._inputs[1].addExcludedConnectionPointFromAllowedTypes(\r\n NodeParticleBlockConnectionPointTypes.Float |\r\n NodeParticleBlockConnectionPointTypes.Int |\r\n NodeParticleBlockConnectionPointTypes.Vector2 |\r\n NodeParticleBlockConnectionPointTypes.Vector3 |\r\n NodeParticleBlockConnectionPointTypes.Color4\r\n );\r\n\r\n this._outputs[0]._typeConnectionSource = this._inputs[0];\r\n this._outputs[0]._defaultConnectionPointType = NodeParticleBlockConnectionPointTypes.Float;\r\n this._linkConnectionTypes(0, 1);\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 \"ParticleRandomBlock\";\r\n }\r\n\r\n /**\r\n * Gets the min input component\r\n */\r\n public get min(): NodeParticleConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the max input component\r\n */\r\n public get max(): NodeParticleConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the geometry output component\r\n */\r\n public get output(): NodeParticleConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n public override _build() {\r\n let func: Nullable<(state: NodeParticleBuildState) => any> = null;\r\n this._currentLockId = -2;\r\n\r\n switch (this.min.type) {\r\n case NodeParticleBlockConnectionPointTypes.AutoDetect:\r\n case NodeParticleBlockConnectionPointTypes.Int:\r\n case NodeParticleBlockConnectionPointTypes.Float: {\r\n func = (state) => {\r\n const min = this.min.getConnectedValue(state) ?? 0;\r\n const max = this.max.getConnectedValue(state) ?? 1;\r\n return min + Math.random() * (max - min);\r\n };\r\n break;\r\n }\r\n case NodeParticleBlockConnectionPointTypes.Vector2: {\r\n func = (state) => {\r\n const min = this.min.getConnectedValue(state) ?? Vector2.Zero();\r\n const max = this.max.getConnectedValue(state) ?? Vector2.One();\r\n return new Vector2(min.x + Math.random() * (max.x - min.x), min.y + Math.random() * (max.y - min.y));\r\n };\r\n break;\r\n }\r\n case NodeParticleBlockConnectionPointTypes.Vector3: {\r\n func = (state) => {\r\n const min = this.min.getConnectedValue(state) ?? Vector3.Zero();\r\n const max = this.max.getConnectedValue(state) ?? Vector3.One();\r\n return new Vector3(min.x + Math.random() * (max.x - min.x), min.y + Math.random() * (max.y - min.y), min.z + Math.random() * (max.z - min.z));\r\n };\r\n break;\r\n }\r\n case NodeParticleBlockConnectionPointTypes.Color4: {\r\n func = (state) => {\r\n const min = this.min.getConnectedValue(state) ?? new Color4(0, 0, 0, 0);\r\n const max = this.max.getConnectedValue(state) ?? new Color4(1, 1, 1, 1);\r\n return new Color4(\r\n min.r + Math.random() * (max.r - min.r),\r\n min.g + Math.random() * (max.g - min.g),\r\n min.b + Math.random() * (max.b - min.b),\r\n min.a + Math.random() * (max.a - min.a)\r\n );\r\n };\r\n break;\r\n }\r\n }\r\n\r\n this.output._storedFunction = (state) => {\r\n let lockId = 0;\r\n\r\n switch (this.lockMode) {\r\n case ParticleRandomBlockLocks.PerParticle:\r\n lockId = state.particleContext?.id ?? -1;\r\n break;\r\n case ParticleRandomBlockLocks.PerSystem:\r\n lockId = state.buildId ?? 0;\r\n break;\r\n }\r\n\r\n if (this._currentLockId !== lockId) {\r\n if (this.lockMode !== ParticleRandomBlockLocks.None) {\r\n this._currentLockId = lockId;\r\n }\r\n this.output._storedValue = func!(state);\r\n }\r\n return this.output._storedValue;\r\n };\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\r\n serializationObject.lockMode = this.lockMode;\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 this.lockMode = serializationObject.lockMode;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ParticleRandomBlock\", ParticleRandomBlock);\r\n"]}
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@@ -91,6 +91,10 @@ export declare class SystemBlock extends NodeParticleBlock {
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91
91
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* Gets the translationPivot input component
|
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92
92
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*/
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93
93
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get translationPivot(): NodeParticleConnectionPoint;
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94
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+
/**
|
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95
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+
* Gets the textureMask input component
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+
*/
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+
get textureMask(): NodeParticleConnectionPoint;
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/**
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95
99
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* Gets the system output component
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100
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*/
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@@ -2,6 +2,7 @@ import { __decorate } from "../../../tslib.es6.js";
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2
2
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import { editableInPropertyPage } from "../../../Decorators/nodeDecorator.js";
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3
3
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import { RegisterClass } from "../../../Misc/typeStore.js";
|
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4
4
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import { Vector2 } from "../../../Maths/math.vector.js";
|
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5
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+
import { Color4 } from "../../../Maths/math.color.js";
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5
6
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import { BaseParticleSystem } from "../../baseParticleSystem.js";
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6
7
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import { NodeParticleBlock } from "../nodeParticleBlock.js";
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7
8
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import { _TriggerSubEmitter } from "./Triggers/triggerTools.js";
|
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@@ -76,6 +77,7 @@ export class SystemBlock extends NodeParticleBlock {
|
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76
77
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this.registerInput("onStart", NodeParticleBlockConnectionPointTypes.System, true);
|
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77
78
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this.registerInput("onEnd", NodeParticleBlockConnectionPointTypes.System, true);
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78
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this.registerInput("translationPivot", NodeParticleBlockConnectionPointTypes.Vector2, true);
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80
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+
this.registerInput("textureMask", NodeParticleBlockConnectionPointTypes.Color4, true);
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79
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this.registerOutput("system", NodeParticleBlockConnectionPointTypes.System);
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80
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}
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81
83
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/**
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@@ -115,6 +117,12 @@ export class SystemBlock extends NodeParticleBlock {
|
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115
117
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get translationPivot() {
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116
118
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return this._inputs[4];
|
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117
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}
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120
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+
/**
|
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121
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+
* Gets the textureMask input component
|
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122
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+
*/
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123
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+
get textureMask() {
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124
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+
return this._inputs[5];
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+
}
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126
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/**
|
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119
127
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* Gets the system output component
|
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120
128
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*/
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@@ -143,6 +151,7 @@ export class SystemBlock extends NodeParticleBlock {
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143
151
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particleSystem.startDelay = this.startDelay;
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144
152
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particleSystem.isBillboardBased = this.isBillboardBased;
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particleSystem.translationPivot = this.translationPivot.getConnectedValue(state) || Vector2.Zero();
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+
particleSystem.textureMask = this.textureMask.getConnectedValue(state) ?? new Color4(1, 1, 1, 1);
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particleSystem.isLocal = this.isLocal;
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156
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particleSystem.disposeOnStop = this.disposeOnStop;
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this.system._storedValue = this;
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"systemBlock.js","sourceRoot":"","sources":["../../../../../../dev/core/src/Particles/Node/Blocks/systemBlock.ts"],"names":[],"mappings":";AAIA,OAAO,EAAE,sBAAsB,EAA0B,6CAAsC;AAC/F,OAAO,EAAE,aAAa,EAAE,mCAA4B;AACpD,OAAO,EAAE,OAAO,EAAE,sCAA+B;AACjD,OAAO,EAAE,kBAAkB,EAAE,oCAA0C;AACvE,OAAO,EAAE,iBAAiB,EAAE,gCAA8C;AAC1E,OAAO,EAAE,kBAAkB,EAAE,mCAAyD;AACtF,OAAO,EAAE,qCAAqC,EAAE,0DAAwE;AAExH;;GAEG;AACH,MAAM,OAAO,WAAY,SAAQ,iBAAiB;IA8F9C;;;OAGG;IACH,YAAmB,IAAY;QAC3B,KAAK,CAAC,IAAI,CAAC,CAAC;QAhGhB;;WAEG;QAYI,cAAS,GAAG,kBAAkB,CAAC,gBAAgB,CAAC;QAEvD;;WAEG;QAEI,aAAQ,GAAG,IAAI,CAAC;QAEvB;;WAEG;QAEI,aAAQ,GAAG,EAAE,CAAC;QAErB;;WAEG;QAEI,oBAAe,GAAG,CAAC,CAAC,CAAC;QAE5B;;WAEG;QAEI,uBAAkB,GAAG,CAAC,CAAC;QAE9B;;WAEG;QAEI,eAAU,GAAG,CAAC,CAAC;QAEtB;;WAEG;QAEI,gBAAW,GAAG,MAAM,CAAC;QAE5B;;WAEG;QAEI,kBAAa,GAAG,CAAC,CAAC;QAEzB;;WAEG;QAEI,sBAAiB,GAAG,CAAC,CAAC;QAE7B;;WAEG;QAEI,qBAAgB,GAAG,IAAI,CAAC;QAE/B;;WAEG;QAEI,YAAO,GAAG,KAAK,CAAC;QAEvB;;WAEG;QAEI,kBAAa,GAAG,KAAK,CAAC;QAE7B;;WAEG;QAEI,cAAS,GAAG,KAAK,CAAC;QAEzB,gBAAgB;QACT,gBAAW,GAAG,WAAW,CAAC,UAAU,EAAE,CAAC;QAS1C,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC;QAEtB,IAAI,CAAC,aAAa,CAAC,UAAU,EAAE,qCAAqC,CAAC,QAAQ,CAAC,CAAC;QAC/E,IAAI,CAAC,aAAa,CAAC,SAAS,EAAE,qCAAqC,CAAC,OAAO,CAAC,CAAC;QAC7E,IAAI,CAAC,aAAa,CAAC,SAAS,EAAE,qCAAqC,CAAC,MAAM,EAAE,IAAI,CAAC,CAAC;QAClF,IAAI,CAAC,aAAa,CAAC,OAAO,EAAE,qCAAqC,CAAC,MAAM,EAAE,IAAI,CAAC,CAAC;QAChF,IAAI,CAAC,aAAa,CAAC,kBAAkB,EAAE,qCAAqC,CAAC,OAAO,EAAE,IAAI,CAAC,CAAC;QAC5F,IAAI,CAAC,cAAc,CAAC,QAAQ,EAAE,qCAAqC,CAAC,MAAM,CAAC,CAAC;IAChF,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,aAAa,CAAC;IACzB,CAAC;IAED;;OAEG;IACH,IAAW,QAAQ;QACf,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,OAAO;QACd,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,OAAO;QACd,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,gBAAgB;QACvB,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;;;;OAIG;IACI,YAAY,CAAC,KAA6B;QAC7C,KAAK,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;QAC/B,KAAK,CAAC,OAAO,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC;QAEhC,IAAI,CAAC,KAAK,CAAC,KAAK,CAAC,CAAC;QAElB,MAAM,cAAc,GAAG,IAAI,CAAC,QAAQ,CAAC,iBAAiB,CAAC,KAAK,CAAmB,CAAC;QAChF,cAAc,CAAC,eAAe,GAAG,IAAI,CAAC,OAAO,CAAC,iBAAiB,CAAC,KAAK,CAAC,CAAC;QACvE,cAAc,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;QACxC,cAAc,CAAC,eAAe,GAAG,IAAI,CAAC,eAAe,CAAC;QACtD,cAAc,CAAC,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC;QAC9C,cAAc,CAAC,aAAa,GAAG,IAAI,CAAC,aAAa,CAAC;QAClD,cAAc,CAAC,iBAAiB,GAAG,IAAI,CAAC,iBAAiB,CAAC;QAC1D,cAAc,CAAC,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC;QAC1C,cAAc,CAAC,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;QAChC,cAAc,CAAC,mBAAmB,GAAG,IAAI,CAAC,kBAAkB,CAAC;QAC7D,cAAc,CAAC,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC;QAC5C,cAAc,CAAC,gBAAgB,GAAG,IAAI,CAAC,gBAAgB,CAAC;QACxD,cAAc,CAAC,gBAAgB,GAAI,IAAI,CAAC,gBAAgB,CAAC,iBAAiB,CAAC,KAAK,CAAa,IAAI,OAAO,CAAC,IAAI,EAAE,CAAC;QAChH,cAAc,CAAC,OAAO,GAAG,IAAI,CAAC,OAAO,CAAC;QACtC,cAAc,CAAC,aAAa,GAAG,IAAI,CAAC,aAAa,CAAC;QAElD,IAAI,CAAC,MAAM,CAAC,YAAY,GAAG,IAAI,CAAC;QAEhC,cAAc,CAAC,QAAQ,GAAG,GAAG,EAAE;YAC3B,OAAO,CAAC,IAAI,CAAC,SAAS,CAAC;QAC3B,CAAC,CAAC;QAEF,cAAc,CAAC,mBAAmB,CAAC,GAAG,CAAC,CAAC,MAAM,EAAE,EAAE;YAC9C,WAAW;YACX,MAAM,aAAa,GAAG,IAAI,CAAC,OAAO,CAAC,iBAAiB,CAAC,KAAK,CAAC,CAAC;YAC5D,IAAI,aAAa,EAAE,CAAC;gBAChB,MAAM,CAAC,mBAAmB,CAAC,OAAO,CAAC,GAAG,EAAE;oBACpC,KAAK,CAAC,aAAa,GAAG,cAAc,CAAC;oBACrC,MAAM,KAAK,GAAG,kBAAkB,CAAC,aAAa,EAAE,KAAK,CAAC,KAAK,EAAE,KAAK,CAAC,eAAgB,CAAC,CAAC;oBAErF,IAAI,CAAC,mBAAmB,CAAC,OAAO,CAAC,GAAG,EAAE;wBAClC,kEAAkE;wBAClE,KAAK,CAAC,OAAO,EAAE,CAAC;oBACpB,CAAC,CAAC,CAAC;gBACP,CAAC,CAAC,CAAC;YACP,CAAC;YAED,MAAM,WAAW,GAAG,IAAI,CAAC,KAAK,CAAC,iBAAiB,CAAC,KAAK,CAAC,CAAC;YACxD,IAAI,WAAW,EAAE,CAAC;gBACd,MAAM,CAAC,mBAAmB,CAAC,OAAO,CAAC,GAAG,EAAE;oBACpC,KAAK,CAAC,aAAa,GAAG,cAAc,CAAC;oBACrC,MAAM,KAAK,GAAG,kBAAkB,CAAC,WAAW,EAAE,KAAK,CAAC,KAAK,EAAE,KAAK,CAAC,eAAgB,CAAC,CAAC;oBAEnF,IAAI,CAAC,mBAAmB,CAAC,OAAO,CAAC,GAAG,EAAE;wBAClC,kEAAkE;wBAClE,KAAK,CAAC,OAAO,EAAE,CAAC;oBACpB,CAAC,CAAC,CAAC;gBACP,CAAC,CAAC,CAAC;YACP,CAAC;QACL,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,mBAAmB,CAAC,OAAO,CAAC,GAAG,EAAE;YAClC,cAAc,CAAC,OAAO,EAAE,CAAC;QAC7B,CAAC,CAAC,CAAC;QAEH,SAAS;QACT,OAAO,cAAc,CAAC;IAC1B,CAAC;IAEe,SAAS;QACrB,MAAM,mBAAmB,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QAE9C,mBAAmB,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;QAC7C,mBAAmB,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;QAC7C,mBAAmB,CAAC,eAAe,GAAG,IAAI,CAAC,eAAe,CAAC;QAC3D,mBAAmB,CAAC,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC;QAC/C,mBAAmB,CAAC,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC;QACnD,mBAAmB,CAAC,aAAa,GAAG,IAAI,CAAC,aAAa,CAAC;QACvD,mBAAmB,CAAC,iBAAiB,GAAG,IAAI,CAAC,iBAAiB,CAAC;QAC/D,mBAAmB,CAAC,gBAAgB,GAAG,IAAI,CAAC,gBAAgB,CAAC;QAC7D,mBAAmB,CAAC,OAAO,GAAG,IAAI,CAAC,OAAO,CAAC;QAC3C,mBAAmB,CAAC,aAAa,GAAG,IAAI,CAAC,aAAa,CAAC;QACvD,mBAAmB,CAAC,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC;QAC/C,mBAAmB,CAAC,kBAAkB,GAAG,IAAI,CAAC,kBAAkB,CAAC;QACjE,mBAAmB,CAAC,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC;QAEjD,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAEe,YAAY,CAAC,mBAAwB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type { ParticleSystem } from \"core/Particles/particleSystem\";\r\nimport type { NodeParticleConnectionPoint } from \"core/Particles/Node/nodeParticleBlockConnectionPoint\";\r\nimport type { NodeParticleBuildState } from \"core/Particles/Node/nodeParticleBuildState\";\r\n\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"core/Decorators/nodeDecorator\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { Vector2 } from \"core/Maths/math.vector\";\r\nimport { BaseParticleSystem } from \"core/Particles/baseParticleSystem\";\r\nimport { NodeParticleBlock } from \"core/Particles/Node/nodeParticleBlock\";\r\nimport { _TriggerSubEmitter } from \"core/Particles/Node/Blocks/Triggers/triggerTools\";\r\nimport { NodeParticleBlockConnectionPointTypes } from \"core/Particles/Node/Enums/nodeParticleBlockConnectionPointTypes\";\r\n\r\n/**\r\n * Block used to get a system of particles\r\n */\r\nexport class SystemBlock extends NodeParticleBlock {\r\n private static _IdCounter = 0;\r\n\r\n /**\r\n * Gets or sets the blend mode for the particle system\r\n */\r\n @editableInPropertyPage(\"Blend mode\", PropertyTypeForEdition.List, \"ADVANCED\", {\r\n notifiers: { rebuild: true },\r\n embedded: true,\r\n options: [\r\n { label: \"OneOne\", value: BaseParticleSystem.BLENDMODE_ONEONE },\r\n { label: \"Standard\", value: BaseParticleSystem.BLENDMODE_STANDARD },\r\n { label: \"Add\", value: BaseParticleSystem.BLENDMODE_ADD },\r\n { label: \"Multiply\", value: BaseParticleSystem.BLENDMODE_MULTIPLY },\r\n { label: \"MultiplyAdd\", value: BaseParticleSystem.BLENDMODE_MULTIPLYADD },\r\n ],\r\n })\r\n public blendMode = BaseParticleSystem.BLENDMODE_ONEONE;\r\n\r\n /**\r\n * Gets or sets the epsilon value used for comparison\r\n */\r\n @editableInPropertyPage(\"Capacity\", PropertyTypeForEdition.Int, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true }, min: 0, max: 10000 })\r\n public capacity = 1000;\r\n\r\n /**\r\n * Gets or sets the emit rate\r\n */\r\n @editableInPropertyPage(\"Emit rate\", PropertyTypeForEdition.Int, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true }, min: 0 })\r\n public emitRate = 10;\r\n\r\n /**\r\n * Gets or sets the manual emit count\r\n */\r\n @editableInPropertyPage(\"Manual emit count\", PropertyTypeForEdition.Int, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true }, min: -1 })\r\n public manualEmitCount = -1;\r\n\r\n /**\r\n * Gets or sets the target stop duration for the particle system\r\n */\r\n @editableInPropertyPage(\"Target duration\", PropertyTypeForEdition.Float, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true }, min: 0 })\r\n public targetStopDuration = 0;\r\n\r\n /**\r\n * Gets or sets the target stop duration for the particle system\r\n */\r\n @editableInPropertyPage(\"Delay start(ms)\", PropertyTypeForEdition.Float, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true }, min: 0 })\r\n public startDelay = 0;\r\n\r\n /**\r\n * Gets or sets the target stop duration for the particle system\r\n */\r\n @editableInPropertyPage(\"updateSpeed\", PropertyTypeForEdition.Float, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true }, min: 0, max: 0.1 })\r\n public updateSpeed = 0.0167;\r\n\r\n /**\r\n * Gets or sets the number of pre-warm cycles before rendering the particle system\r\n */\r\n @editableInPropertyPage(\"Pre-warm cycles\", PropertyTypeForEdition.Float, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true }, min: 0 })\r\n public preWarmCycles = 0;\r\n\r\n /**\r\n * Gets or sets the time step multiplier used for pre-warm\r\n */\r\n @editableInPropertyPage(\"Pre-warm step multiplier\", PropertyTypeForEdition.Float, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true }, min: 0 })\r\n public preWarmStepOffset = 0;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the system is billboard based\r\n */\r\n @editableInPropertyPage(\"Is billboard based\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true } })\r\n public isBillboardBased = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the system coordinate space is local or global\r\n */\r\n @editableInPropertyPage(\"Is local\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true } })\r\n public isLocal = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the system should be disposed when stopped\r\n */\r\n @editableInPropertyPage(\"Dispose on stop\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true } })\r\n public disposeOnStop = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the system should not start automatically\r\n */\r\n @editableInPropertyPage(\"Do no start\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true } })\r\n public doNoStart = false;\r\n\r\n /** @internal */\r\n public _internalId = SystemBlock._IdCounter++;\r\n\r\n /**\r\n * Create a new SystemBlock\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._isSystem = true;\r\n\r\n this.registerInput(\"particle\", NodeParticleBlockConnectionPointTypes.Particle);\r\n this.registerInput(\"texture\", NodeParticleBlockConnectionPointTypes.Texture);\r\n this.registerInput(\"onStart\", NodeParticleBlockConnectionPointTypes.System, true);\r\n this.registerInput(\"onEnd\", NodeParticleBlockConnectionPointTypes.System, true);\r\n this.registerInput(\"translationPivot\", NodeParticleBlockConnectionPointTypes.Vector2, true);\r\n this.registerOutput(\"system\", NodeParticleBlockConnectionPointTypes.System);\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 \"SystemBlock\";\r\n }\r\n\r\n /**\r\n * Gets the particle input 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 texture input component\r\n */\r\n public get texture(): NodeParticleConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the onStart input component\r\n */\r\n public get onStart(): NodeParticleConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the onEnd input component\r\n */\r\n public get onEnd(): NodeParticleConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the translationPivot input component\r\n */\r\n public get translationPivot(): NodeParticleConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the system output component\r\n */\r\n public get system(): NodeParticleConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Builds the block and return a functional particle system\r\n * @param state defines the building state\r\n * @returns the built particle system\r\n */\r\n public createSystem(state: NodeParticleBuildState): ParticleSystem {\r\n state.capacity = this.capacity;\r\n state.buildId = this._buildId++;\r\n\r\n this.build(state);\r\n\r\n const particleSystem = this.particle.getConnectedValue(state) as ParticleSystem;\r\n particleSystem.particleTexture = this.texture.getConnectedValue(state);\r\n particleSystem.emitRate = this.emitRate;\r\n particleSystem.manualEmitCount = this.manualEmitCount;\r\n particleSystem.updateSpeed = this.updateSpeed;\r\n particleSystem.preWarmCycles = this.preWarmCycles;\r\n particleSystem.preWarmStepOffset = this.preWarmStepOffset;\r\n particleSystem.blendMode = this.blendMode;\r\n particleSystem.name = this.name;\r\n particleSystem._targetStopDuration = this.targetStopDuration;\r\n particleSystem.startDelay = this.startDelay;\r\n particleSystem.isBillboardBased = this.isBillboardBased;\r\n particleSystem.translationPivot = (this.translationPivot.getConnectedValue(state) as Vector2) || Vector2.Zero();\r\n particleSystem.isLocal = this.isLocal;\r\n particleSystem.disposeOnStop = this.disposeOnStop;\r\n\r\n this.system._storedValue = this;\r\n\r\n particleSystem.canStart = () => {\r\n return !this.doNoStart;\r\n };\r\n\r\n particleSystem.onStartedObservable.add((system) => {\r\n // Triggers\r\n const onStartSystem = this.onStart.getConnectedValue(state);\r\n if (onStartSystem) {\r\n system.onStartedObservable.addOnce(() => {\r\n state.systemContext = particleSystem;\r\n const clone = _TriggerSubEmitter(onStartSystem, state.scene, state.emitterPosition!);\r\n\r\n this.onDisposeObservable.addOnce(() => {\r\n // Clean up the cloned system when the original system is disposed\r\n clone.dispose();\r\n });\r\n });\r\n }\r\n\r\n const onEndSystem = this.onEnd.getConnectedValue(state);\r\n if (onEndSystem) {\r\n system.onStoppedObservable.addOnce(() => {\r\n state.systemContext = particleSystem;\r\n const clone = _TriggerSubEmitter(onEndSystem, state.scene, state.emitterPosition!);\r\n\r\n this.onDisposeObservable.addOnce(() => {\r\n // Clean up the cloned system when the original system is disposed\r\n clone.dispose();\r\n });\r\n });\r\n }\r\n });\r\n\r\n this.onDisposeObservable.addOnce(() => {\r\n particleSystem.dispose();\r\n });\r\n\r\n // Return\r\n return particleSystem;\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.capacity = this.capacity;\r\n serializationObject.emitRate = this.emitRate;\r\n serializationObject.manualEmitCount = this.manualEmitCount;\r\n serializationObject.blendMode = this.blendMode;\r\n serializationObject.updateSpeed = this.updateSpeed;\r\n serializationObject.preWarmCycles = this.preWarmCycles;\r\n serializationObject.preWarmStepOffset = this.preWarmStepOffset;\r\n serializationObject.isBillboardBased = this.isBillboardBased;\r\n serializationObject.isLocal = this.isLocal;\r\n serializationObject.disposeOnStop = this.disposeOnStop;\r\n serializationObject.doNoStart = this.doNoStart;\r\n serializationObject.targetStopDuration = this.targetStopDuration;\r\n serializationObject.startDelay = this.startDelay;\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 this.capacity = serializationObject.capacity;\r\n this.emitRate = serializationObject.emitRate;\r\n this.manualEmitCount = serializationObject.manualEmitCount ?? -1;\r\n this.updateSpeed = serializationObject.updateSpeed ?? 0.0167;\r\n this.preWarmCycles = serializationObject.preWarmCycles ?? 0;\r\n this.preWarmStepOffset = serializationObject.preWarmStepOffset ?? 0;\r\n this.isBillboardBased = serializationObject.isBillboardBased ?? true;\r\n this.isLocal = serializationObject.isLocal ?? false;\r\n this.disposeOnStop = serializationObject.disposeOnStop ?? false;\r\n this.doNoStart = !!serializationObject.doNoStart;\r\n\r\n if (serializationObject.blendMode !== undefined) {\r\n this.blendMode = serializationObject.blendMode;\r\n }\r\n\r\n if (serializationObject.targetStopDuration !== undefined) {\r\n this.targetStopDuration = serializationObject.targetStopDuration;\r\n }\r\n\r\n if (serializationObject.startDelay !== undefined) {\r\n this.startDelay = serializationObject.startDelay;\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SystemBlock\", SystemBlock);\r\n"]}
|
|
1
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+
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type { ParticleSystem } from \"core/Particles/particleSystem\";\r\nimport type { NodeParticleConnectionPoint } from \"core/Particles/Node/nodeParticleBlockConnectionPoint\";\r\nimport type { NodeParticleBuildState } from \"core/Particles/Node/nodeParticleBuildState\";\r\n\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"core/Decorators/nodeDecorator\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { Vector2 } from \"core/Maths/math.vector\";\r\nimport { Color4 } from \"core/Maths/math.color\";\r\nimport { BaseParticleSystem } from \"core/Particles/baseParticleSystem\";\r\nimport { NodeParticleBlock } from \"core/Particles/Node/nodeParticleBlock\";\r\nimport { _TriggerSubEmitter } from \"core/Particles/Node/Blocks/Triggers/triggerTools\";\r\nimport { NodeParticleBlockConnectionPointTypes } from \"core/Particles/Node/Enums/nodeParticleBlockConnectionPointTypes\";\r\n\r\n/**\r\n * Block used to get a system of particles\r\n */\r\nexport class SystemBlock extends NodeParticleBlock {\r\n private static _IdCounter = 0;\r\n\r\n /**\r\n * Gets or sets the blend mode for the particle system\r\n */\r\n @editableInPropertyPage(\"Blend mode\", PropertyTypeForEdition.List, \"ADVANCED\", {\r\n notifiers: { rebuild: true },\r\n embedded: true,\r\n options: [\r\n { label: \"OneOne\", value: BaseParticleSystem.BLENDMODE_ONEONE },\r\n { label: \"Standard\", value: BaseParticleSystem.BLENDMODE_STANDARD },\r\n { label: \"Add\", value: BaseParticleSystem.BLENDMODE_ADD },\r\n { label: \"Multiply\", value: BaseParticleSystem.BLENDMODE_MULTIPLY },\r\n { label: \"MultiplyAdd\", value: BaseParticleSystem.BLENDMODE_MULTIPLYADD },\r\n ],\r\n })\r\n public blendMode = BaseParticleSystem.BLENDMODE_ONEONE;\r\n\r\n /**\r\n * Gets or sets the epsilon value used for comparison\r\n */\r\n @editableInPropertyPage(\"Capacity\", PropertyTypeForEdition.Int, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true }, min: 0, max: 10000 })\r\n public capacity = 1000;\r\n\r\n /**\r\n * Gets or sets the emit rate\r\n */\r\n @editableInPropertyPage(\"Emit rate\", PropertyTypeForEdition.Int, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true }, min: 0 })\r\n public emitRate = 10;\r\n\r\n /**\r\n * Gets or sets the manual emit count\r\n */\r\n @editableInPropertyPage(\"Manual emit count\", PropertyTypeForEdition.Int, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true }, min: -1 })\r\n public manualEmitCount = -1;\r\n\r\n /**\r\n * Gets or sets the target stop duration for the particle system\r\n */\r\n @editableInPropertyPage(\"Target duration\", PropertyTypeForEdition.Float, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true }, min: 0 })\r\n public targetStopDuration = 0;\r\n\r\n /**\r\n * Gets or sets the target stop duration for the particle system\r\n */\r\n @editableInPropertyPage(\"Delay start(ms)\", PropertyTypeForEdition.Float, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true }, min: 0 })\r\n public startDelay = 0;\r\n\r\n /**\r\n * Gets or sets the target stop duration for the particle system\r\n */\r\n @editableInPropertyPage(\"updateSpeed\", PropertyTypeForEdition.Float, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true }, min: 0, max: 0.1 })\r\n public updateSpeed = 0.0167;\r\n\r\n /**\r\n * Gets or sets the number of pre-warm cycles before rendering the particle system\r\n */\r\n @editableInPropertyPage(\"Pre-warm cycles\", PropertyTypeForEdition.Float, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true }, min: 0 })\r\n public preWarmCycles = 0;\r\n\r\n /**\r\n * Gets or sets the time step multiplier used for pre-warm\r\n */\r\n @editableInPropertyPage(\"Pre-warm step multiplier\", PropertyTypeForEdition.Float, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true }, min: 0 })\r\n public preWarmStepOffset = 0;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the system is billboard based\r\n */\r\n @editableInPropertyPage(\"Is billboard based\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true } })\r\n public isBillboardBased = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the system coordinate space is local or global\r\n */\r\n @editableInPropertyPage(\"Is local\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true } })\r\n public isLocal = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the system should be disposed when stopped\r\n */\r\n @editableInPropertyPage(\"Dispose on stop\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true } })\r\n public disposeOnStop = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the system should not start automatically\r\n */\r\n @editableInPropertyPage(\"Do no start\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true } })\r\n public doNoStart = false;\r\n\r\n /** @internal */\r\n public _internalId = SystemBlock._IdCounter++;\r\n\r\n /**\r\n * Create a new SystemBlock\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._isSystem = true;\r\n\r\n this.registerInput(\"particle\", NodeParticleBlockConnectionPointTypes.Particle);\r\n this.registerInput(\"texture\", NodeParticleBlockConnectionPointTypes.Texture);\r\n this.registerInput(\"onStart\", NodeParticleBlockConnectionPointTypes.System, true);\r\n this.registerInput(\"onEnd\", NodeParticleBlockConnectionPointTypes.System, true);\r\n this.registerInput(\"translationPivot\", NodeParticleBlockConnectionPointTypes.Vector2, true);\r\n this.registerInput(\"textureMask\", NodeParticleBlockConnectionPointTypes.Color4, true);\r\n this.registerOutput(\"system\", NodeParticleBlockConnectionPointTypes.System);\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 \"SystemBlock\";\r\n }\r\n\r\n /**\r\n * Gets the particle input 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 texture input component\r\n */\r\n public get texture(): NodeParticleConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the onStart input component\r\n */\r\n public get onStart(): NodeParticleConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the onEnd input component\r\n */\r\n public get onEnd(): NodeParticleConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the translationPivot input component\r\n */\r\n public get translationPivot(): NodeParticleConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the textureMask input component\r\n */\r\n public get textureMask(): NodeParticleConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the system output component\r\n */\r\n public get system(): NodeParticleConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Builds the block and return a functional particle system\r\n * @param state defines the building state\r\n * @returns the built particle system\r\n */\r\n public createSystem(state: NodeParticleBuildState): ParticleSystem {\r\n state.capacity = this.capacity;\r\n state.buildId = this._buildId++;\r\n\r\n this.build(state);\r\n\r\n const particleSystem = this.particle.getConnectedValue(state) as ParticleSystem;\r\n particleSystem.particleTexture = this.texture.getConnectedValue(state);\r\n particleSystem.emitRate = this.emitRate;\r\n particleSystem.manualEmitCount = this.manualEmitCount;\r\n particleSystem.updateSpeed = this.updateSpeed;\r\n particleSystem.preWarmCycles = this.preWarmCycles;\r\n particleSystem.preWarmStepOffset = this.preWarmStepOffset;\r\n particleSystem.blendMode = this.blendMode;\r\n particleSystem.name = this.name;\r\n particleSystem._targetStopDuration = this.targetStopDuration;\r\n particleSystem.startDelay = this.startDelay;\r\n particleSystem.isBillboardBased = this.isBillboardBased;\r\n particleSystem.translationPivot = (this.translationPivot.getConnectedValue(state) as Vector2) || Vector2.Zero();\r\n particleSystem.textureMask = this.textureMask.getConnectedValue(state) ?? new Color4(1, 1, 1, 1);\r\n particleSystem.isLocal = this.isLocal;\r\n particleSystem.disposeOnStop = this.disposeOnStop;\r\n\r\n this.system._storedValue = this;\r\n\r\n particleSystem.canStart = () => {\r\n return !this.doNoStart;\r\n };\r\n\r\n particleSystem.onStartedObservable.add((system) => {\r\n // Triggers\r\n const onStartSystem = this.onStart.getConnectedValue(state);\r\n if (onStartSystem) {\r\n system.onStartedObservable.addOnce(() => {\r\n state.systemContext = particleSystem;\r\n const clone = _TriggerSubEmitter(onStartSystem, state.scene, state.emitterPosition!);\r\n\r\n this.onDisposeObservable.addOnce(() => {\r\n // Clean up the cloned system when the original system is disposed\r\n clone.dispose();\r\n });\r\n });\r\n }\r\n\r\n const onEndSystem = this.onEnd.getConnectedValue(state);\r\n if (onEndSystem) {\r\n system.onStoppedObservable.addOnce(() => {\r\n state.systemContext = particleSystem;\r\n const clone = _TriggerSubEmitter(onEndSystem, state.scene, state.emitterPosition!);\r\n\r\n this.onDisposeObservable.addOnce(() => {\r\n // Clean up the cloned system when the original system is disposed\r\n clone.dispose();\r\n });\r\n });\r\n }\r\n });\r\n\r\n this.onDisposeObservable.addOnce(() => {\r\n particleSystem.dispose();\r\n });\r\n\r\n // Return\r\n return particleSystem;\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.capacity = this.capacity;\r\n serializationObject.emitRate = this.emitRate;\r\n serializationObject.manualEmitCount = this.manualEmitCount;\r\n serializationObject.blendMode = this.blendMode;\r\n serializationObject.updateSpeed = this.updateSpeed;\r\n serializationObject.preWarmCycles = this.preWarmCycles;\r\n serializationObject.preWarmStepOffset = this.preWarmStepOffset;\r\n serializationObject.isBillboardBased = this.isBillboardBased;\r\n serializationObject.isLocal = this.isLocal;\r\n serializationObject.disposeOnStop = this.disposeOnStop;\r\n serializationObject.doNoStart = this.doNoStart;\r\n serializationObject.targetStopDuration = this.targetStopDuration;\r\n serializationObject.startDelay = this.startDelay;\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 this.capacity = serializationObject.capacity;\r\n this.emitRate = serializationObject.emitRate;\r\n this.manualEmitCount = serializationObject.manualEmitCount ?? -1;\r\n this.updateSpeed = serializationObject.updateSpeed ?? 0.0167;\r\n this.preWarmCycles = serializationObject.preWarmCycles ?? 0;\r\n this.preWarmStepOffset = serializationObject.preWarmStepOffset ?? 0;\r\n this.isBillboardBased = serializationObject.isBillboardBased ?? true;\r\n this.isLocal = serializationObject.isLocal ?? false;\r\n this.disposeOnStop = serializationObject.disposeOnStop ?? false;\r\n this.doNoStart = !!serializationObject.doNoStart;\r\n\r\n if (serializationObject.blendMode !== undefined) {\r\n this.blendMode = serializationObject.blendMode;\r\n }\r\n\r\n if (serializationObject.targetStopDuration !== undefined) {\r\n this.targetStopDuration = serializationObject.targetStopDuration;\r\n }\r\n\r\n if (serializationObject.startDelay !== undefined) {\r\n this.startDelay = serializationObject.startDelay;\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SystemBlock\", SystemBlock);\r\n"]}
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@@ -61,8 +61,8 @@ async function _ExtractDatafromParticleSystemAsync(newSet, oldSystem) {
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}
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function _CreateSystemBlock(oldSystem) {
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const newSystem = new SystemBlock(oldSystem.name);
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-
// Translation pivot
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_CreateAndConnectInput("Translation pivot", oldSystem.translationPivot, newSystem.translationPivot);
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+
_CreateAndConnectInput("Texture mask", oldSystem.textureMask, newSystem.textureMask);
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newSystem.emitRate = oldSystem.emitRate;
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newSystem.manualEmitCount = oldSystem.manualEmitCount;
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newSystem.blendMode = oldSystem.blendMode;
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@@ -266,7 +266,7 @@ function _CreateColorUpdateBlock(oldSystem, createParticleBlock) {
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colorBlock = _CreateGradientColorUpdate(oldSystem, colorGradients, createParticleBlock);
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}
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else {
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colorBlock = _CreateBasicColorUpdate();
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colorBlock = _CreateBasicColorUpdate(oldSystem, createParticleBlock);
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}
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// Clamp alpha >= 0
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const clampedColor = _ClampUpdateColorAlpha(colorBlock);
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@@ -312,11 +312,12 @@ function _CreateGradientColorUpdate(oldSystem, gradient, createParticleBlock) {
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_UpdateCreateParticleColor(oldSystem, colorStart, colorEnd, createParticleBlock);
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return colorGradientBlock;
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}
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-
function _CreateBasicColorUpdate() {
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+
function _CreateBasicColorUpdate(oldSystem, createParticleBlock) {
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const addColorBlock = new ParticleMathBlock("Add Color");
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addColorBlock.operation = ParticleMathBlockOperations.Add;
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_CreateAndConnectContextualSource("Color", NodeParticleContextualSources.Color, addColorBlock.left);
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_CreateAndConnectContextualSource("Scaled Color Step", NodeParticleContextualSources.ScaledColorStep, addColorBlock.right);
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_UpdateCreateParticleColor(oldSystem, null, null, createParticleBlock);
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return addColorBlock;
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}
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function _UpdateCreateParticleColor(oldSystem, colorStart, colorEnd, createParticleBlock) {
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@@ -329,7 +330,7 @@ function _UpdateCreateParticleColor(oldSystem, colorStart, colorEnd, createParti
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colorEnd.value = oldSystem.color2;
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}
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const randomColorBlock = new ParticleRandomBlock("Random color");
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randomColorBlock.lockMode = ParticleRandomBlockLocks.
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+
randomColorBlock.lockMode = ParticleRandomBlockLocks.PerParticle;
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colorStart.output.connectTo(randomColorBlock.min);
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colorEnd.output.connectTo(randomColorBlock.max);
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randomColorBlock.output.connectTo(createParticleBlock.color);
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