@onerjs/core 8.30.7 → 8.30.9
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/AudioV2/abstractAudio/audioEngineV2.d.ts +0 -4
- package/AudioV2/abstractAudio/audioEngineV2.js +0 -4
- package/AudioV2/abstractAudio/audioEngineV2.js.map +1 -1
- package/AudioV2/abstractAudio/subNodes/volumeAudioSubNode.js +1 -1
- package/AudioV2/abstractAudio/subNodes/volumeAudioSubNode.js.map +1 -1
- package/AudioV2/audioParameter.d.ts +5 -1
- package/AudioV2/audioParameter.js +4 -0
- package/AudioV2/audioParameter.js.map +1 -1
- package/AudioV2/webAudio/components/webAudioParameterComponent.d.ts +0 -18
- package/AudioV2/webAudio/components/webAudioParameterComponent.js +7 -67
- package/AudioV2/webAudio/components/webAudioParameterComponent.js.map +1 -1
- package/Cameras/camera.js +1 -0
- package/Cameras/camera.js.map +1 -1
- package/Cameras/targetCamera.js +0 -4
- package/Cameras/targetCamera.js.map +1 -1
- package/Culling/ray.core.js +1 -1
- package/Culling/ray.core.js.map +1 -1
- package/Decorators/nodeDecorator.d.ts +9 -7
- package/Decorators/nodeDecorator.js +9 -7
- package/Decorators/nodeDecorator.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureManager.js +2 -2
- package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.js +1 -1
- package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.js +1 -1
- package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.js +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.js +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/colorCorrectionPostProcessBlock.js +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/depthOfFieldPostProcessBlock.js +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/filterPostProcessBlock.js +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/imageProcessingPostProcessBlock.js +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/ssao2PostProcessBlock.js +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/ssao2PostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/ssrPostProcessBlock.js +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/ssrPostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.d.ts +6 -0
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +26 -0
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.d.ts +6 -0
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js +48 -22
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Textures/clearBlock.js +3 -3
- package/FrameGraph/Node/Blocks/Textures/clearBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js +1 -1
- package/FrameGraph/Node/Blocks/Textures/generateMipmapsBlock.js +1 -1
- package/FrameGraph/Node/Blocks/Textures/generateMipmapsBlock.js.map +1 -1
- package/FrameGraph/Node/nodeRenderGraph.js +2 -1
- package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
- package/FrameGraph/Passes/{cullPass.d.ts → objectListPass.d.ts} +8 -8
- package/FrameGraph/Passes/{cullPass.js → objectListPass.js} +9 -9
- package/FrameGraph/Passes/objectListPass.js.map +1 -0
- package/FrameGraph/Passes/renderPass.d.ts +6 -2
- package/FrameGraph/Passes/renderPass.js +14 -2
- package/FrameGraph/Passes/renderPass.js.map +1 -1
- package/FrameGraph/Tasks/Misc/cullObjectsTask.js +2 -2
- package/FrameGraph/Tasks/Misc/cullObjectsTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +8 -0
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +10 -0
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +8 -0
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js +13 -0
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Texture/clearTextureTask.d.ts +1 -1
- package/FrameGraph/Tasks/Texture/clearTextureTask.js +7 -5
- package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -1
- package/FrameGraph/frameGraph.d.ts +10 -4
- package/FrameGraph/frameGraph.js +22 -9
- package/FrameGraph/frameGraph.js.map +1 -1
- package/FrameGraph/frameGraphTask.js +3 -3
- package/FrameGraph/frameGraphTask.js.map +1 -1
- package/FrameGraph/index.d.ts +1 -1
- package/FrameGraph/index.js +1 -1
- package/FrameGraph/index.js.map +1 -1
- package/Materials/floatingOriginMatrixOverrides.js +19 -0
- package/Materials/floatingOriginMatrixOverrides.js.map +1 -1
- package/Materials/shaderMaterial.d.ts +9 -0
- package/Materials/shaderMaterial.js +35 -0
- package/Materials/shaderMaterial.js.map +1 -1
- package/Particles/EmitterTypes/coneParticleEmitter.d.ts +6 -4
- package/Particles/EmitterTypes/coneParticleEmitter.js +18 -12
- package/Particles/EmitterTypes/coneParticleEmitter.js.map +1 -1
- package/Particles/EmitterTypes/customParticleEmitter.d.ts +5 -3
- package/Particles/EmitterTypes/customParticleEmitter.js +8 -6
- package/Particles/EmitterTypes/customParticleEmitter.js.map +1 -1
- package/Particles/EmitterTypes/sphereParticleEmitter.d.ts +3 -1
- package/Particles/EmitterTypes/sphereParticleEmitter.js +7 -1
- package/Particles/EmitterTypes/sphereParticleEmitter.js.map +1 -1
- package/Particles/Node/Blocks/Emitters/boxShapeBlock.d.ts +1 -1
- package/Particles/Node/Blocks/Emitters/boxShapeBlock.js +2 -1
- package/Particles/Node/Blocks/Emitters/boxShapeBlock.js.map +1 -1
- package/Particles/Node/Blocks/Emitters/coneShapeBlock.d.ts +15 -4
- package/Particles/Node/Blocks/Emitters/coneShapeBlock.js +66 -36
- package/Particles/Node/Blocks/Emitters/coneShapeBlock.js.map +1 -1
- package/Particles/Node/Blocks/Emitters/customShapeBlock.d.ts +13 -9
- package/Particles/Node/Blocks/Emitters/customShapeBlock.js +36 -23
- package/Particles/Node/Blocks/Emitters/customShapeBlock.js.map +1 -1
- package/Particles/Node/Blocks/Emitters/cylinderShapeBlock.d.ts +10 -1
- package/Particles/Node/Blocks/Emitters/cylinderShapeBlock.js +50 -17
- package/Particles/Node/Blocks/Emitters/cylinderShapeBlock.js.map +1 -1
- package/Particles/Node/Blocks/Emitters/emitters.functions.d.ts +6 -0
- package/Particles/Node/Blocks/Emitters/emitters.functions.js +13 -0
- package/Particles/Node/Blocks/Emitters/emitters.functions.js.map +1 -0
- package/Particles/Node/Blocks/Emitters/meshShapeBlock.d.ts +2 -2
- package/Particles/Node/Blocks/Emitters/meshShapeBlock.js +5 -1
- package/Particles/Node/Blocks/Emitters/meshShapeBlock.js.map +1 -1
- package/Particles/Node/Blocks/Emitters/pointShapeBlock.d.ts +1 -1
- package/Particles/Node/Blocks/Emitters/pointShapeBlock.js +3 -1
- package/Particles/Node/Blocks/Emitters/pointShapeBlock.js.map +1 -1
- package/Particles/Node/Blocks/Emitters/sphereShapeBlock.d.ts +16 -1
- package/Particles/Node/Blocks/Emitters/sphereShapeBlock.js +67 -14
- package/Particles/Node/Blocks/Emitters/sphereShapeBlock.js.map +1 -1
- package/Particles/Node/Blocks/particleInputBlock.js +1 -0
- package/Particles/Node/Blocks/particleInputBlock.js.map +1 -1
- package/Particles/Node/Blocks/systemBlock.d.ts +4 -4
- package/Particles/Node/Blocks/systemBlock.js +8 -12
- package/Particles/Node/Blocks/systemBlock.js.map +1 -1
- package/Particles/Node/Enums/nodeParticleContextualSources.d.ts +3 -1
- package/Particles/Node/Enums/nodeParticleContextualSources.js +2 -0
- package/Particles/Node/Enums/nodeParticleContextualSources.js.map +1 -1
- package/Particles/Node/nodeParticleBuildState.js +5 -0
- package/Particles/Node/nodeParticleBuildState.js.map +1 -1
- package/Particles/Node/nodeParticleSystemSet.helper.js +188 -27
- package/Particles/Node/nodeParticleSystemSet.helper.js.map +1 -1
- package/Particles/thinParticleSystem.function.d.ts +2 -2
- package/Particles/thinParticleSystem.function.js +2 -2
- package/Particles/thinParticleSystem.function.js.map +1 -1
- package/Particles/thinParticleSystem.js +1 -1
- package/Particles/thinParticleSystem.js.map +1 -1
- package/Rendering/prePassRenderer.js +4 -1
- package/Rendering/prePassRenderer.js.map +1 -1
- package/package.json +1 -1
- package/scene.d.ts +1 -3
- package/scene.js +8 -7
- package/scene.js.map +1 -1
- package/FrameGraph/Passes/cullPass.js.map +0 -1
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import { __decorate } from "../../../../tslib.es6.js";
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import { RegisterClass } from "../../../../Misc/typeStore.js";
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import { NodeParticleBlockConnectionPointTypes } from "../../Enums/nodeParticleBlockConnectionPointTypes.js";
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import { NodeParticleBlock } from "../../nodeParticleBlock.js";
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import { RandomRange } from "../../../../Maths/math.scalar.functions.js";
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import {
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import { Vector3 } from "../../../../Maths/math.vector.js";
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import { editableInPropertyPage } from "../../../../Decorators/nodeDecorator.js";
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import { _CreateLocalPositionData } from "./emitters.functions.js";
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/**
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* Block used to provide a flow of particles emitted from a cone shape.
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*/
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@@ -13,13 +16,19 @@ export class ConeShapeBlock extends NodeParticleBlock {
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*/
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constructor(name) {
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super(name);
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/**
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* Gets or sets a boolean indicating if the system should emit only from the spawn point
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* DirectionRandomizer will be used for the particles initial direction unless both direction1 and direction2 are connected.
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*/
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this.emitFromSpawnPointOnly = false;
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this.registerInput("particle", NodeParticleBlockConnectionPointTypes.Particle);
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this.registerInput("radius", NodeParticleBlockConnectionPointTypes.Float, true, 1);
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this.registerInput("angle", NodeParticleBlockConnectionPointTypes.Float, true, Math.PI);
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this.registerInput("radiusRange", NodeParticleBlockConnectionPointTypes.Float, true, 1);
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this.registerInput("heightRange", NodeParticleBlockConnectionPointTypes.Float, true, 1);
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this.registerInput("emitFromSpawnPointOnly", NodeParticleBlockConnectionPointTypes.Int, true, 0);
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this.registerInput("directionRandomizer", NodeParticleBlockConnectionPointTypes.Float, true, 0);
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this.registerInput("direction1", NodeParticleBlockConnectionPointTypes.Vector3, true);
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this.registerInput("direction2", NodeParticleBlockConnectionPointTypes.Vector3, true);
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this.registerOutput("output", NodeParticleBlockConnectionPointTypes.Particle);
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}
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/**
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return this._inputs[4];
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}
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/**
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* Gets the
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* Gets the directionRandomizer input component
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*/
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get
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get directionRandomizer() {
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return this._inputs[5];
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}
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/**
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* Gets the
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* Gets the direction1 input component
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get
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get direction1() {
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return this._inputs[6];
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}
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/**
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* Gets the direction2 input component
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*/
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get direction2() {
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return this._inputs[7];
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}
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* Gets the output component
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system._directionCreation.process = (particle) => {
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state.particleContext = particle;
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state.systemContext = system;
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//
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// We always use directionRandomizer unless both directions are connected
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if (this.direction1.isConnected === false || this.direction2.isConnected === false) {
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const directionRandomizer = this.directionRandomizer.getConnectedValue(state);
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const direction = particle.position.subtract(state.emitterPosition).normalize();
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const randX = RandomRange(0, directionRandomizer);
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const randY = RandomRange(0, directionRandomizer);
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const randZ = RandomRange(0, directionRandomizer);
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direction.x += randX;
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direction.y += randY;
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direction.z += randZ;
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direction.normalize();
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if (system.isLocal) {
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particle.direction.copyFromFloats(direction.x, direction.y, direction.z);
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}
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Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, state.emitterWorldMatrix, particle.direction);
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}
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}
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particle.direction.copyFromFloats(directionToUpdate.x, directionToUpdate.y, directionToUpdate.z);
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Vector3.TransformNormalFromFloatsToRef(directionToUpdate.x, directionToUpdate.y, directionToUpdate.z, state.emitterWorldMatrix, particle.direction);
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const direction1 = this.direction1.getConnectedValue(state);
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const direction2 = this.direction2.getConnectedValue(state);
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const randX = RandomRange(direction1.x, direction2.x);
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const randY = RandomRange(direction1.y, direction2.y);
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const randZ = RandomRange(direction1.z, direction2.z);
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if (system.isLocal) {
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particle.direction.copyFromFloats(randX, randY, randZ);
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}
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Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, state.emitterWorldMatrix, particle.direction);
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particle._initialDirection = particle.direction.clone();
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};
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// Connected values
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const radius = this.radius.getConnectedValue(state);
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const angle = this.angle.getConnectedValue(state);
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const radiusRange = this.radiusRange.getConnectedValue(state);
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const heightRange = this.heightRange.getConnectedValue(state);
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// Calculate position creation logic
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newRadius = newRadius * h;
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const randX = newRadius * Math.sin(s);
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particle.position.copyFromFloats(randX, randY, randZ);
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_CreateLocalPositionData(particle);
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};
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return 1;
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}
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}
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serialize() {
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serializationObject.emitFromSpawnPointOnly = this.emitFromSpawnPointOnly;
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return serializationObject;
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}
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_deserialize(serializationObject) {
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super._deserialize(serializationObject);
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this.emitFromSpawnPointOnly = serializationObject.emitFromSpawnPointOnly;
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}
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}
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__decorate([
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editableInPropertyPage("Emit from spawn point only", 0 /* PropertyTypeForEdition.Boolean */, "ADVANCED", { embedded: true, notifiers: { rebuild: true } })
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], ConeShapeBlock.prototype, "emitFromSpawnPointOnly", void 0);
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RegisterClass("BABYLON.ConeShapeBlock", ConeShapeBlock);
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//# sourceMappingURL=coneShapeBlock.js.map
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type { IShapeBlock } from \"./IShapeBlock\";\r\nimport type { NodeParticleConnectionPoint } from \"core/Particles/Node/nodeParticleBlockConnectionPoint\";\r\nimport type { NodeParticleBuildState } from \"core/Particles/Node/nodeParticleBuildState\";\r\nimport type { Particle } from \"core/Particles/particle\";\r\n\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { NodeParticleBlockConnectionPointTypes } from \"core/Particles/Node/Enums/nodeParticleBlockConnectionPointTypes\";\r\nimport { NodeParticleBlock } from \"core/Particles/Node/nodeParticleBlock\";\r\nimport { RandomRange } from \"core/Maths/math.scalar.functions\";\r\nimport { TmpVectors, Vector3 } from \"core/Maths/math.vector\";\r\n\r\n/**\r\n * Block used to provide a flow of particles emitted from a cone shape.\r\n */\r\nexport class ConeShapeBlock extends NodeParticleBlock implements IShapeBlock {\r\n /**\r\n * Create a new ConeShapeBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"particle\", NodeParticleBlockConnectionPointTypes.Particle);\r\n this.registerInput(\"radius\", NodeParticleBlockConnectionPointTypes.Float, true, 1);\r\n this.registerInput(\"angle\", NodeParticleBlockConnectionPointTypes.Float, true, Math.PI);\r\n this.registerInput(\"radiusRange\", NodeParticleBlockConnectionPointTypes.Float, true, 1);\r\n this.registerInput(\"heightRange\", NodeParticleBlockConnectionPointTypes.Float, true, 1);\r\n this.registerInput(\"emitFromSpawnPointOnly\", NodeParticleBlockConnectionPointTypes.Int, true, 0);\r\n this.registerInput(\"directionRandomizer\", NodeParticleBlockConnectionPointTypes.Float, true, 0);\r\n this.registerOutput(\"output\", NodeParticleBlockConnectionPointTypes.Particle);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"ConeShapeBlock\";\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 radius input component\r\n */\r\n public get radius(): NodeParticleConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the angle input component\r\n */\r\n public get angle(): NodeParticleConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the radiusRange input component\r\n */\r\n public get radiusRange(): NodeParticleConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the heightRange input component\r\n */\r\n public get heightRange(): NodeParticleConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the emitFromSpawnPointOnly input component\r\n */\r\n public get emitFromSpawnPointOnly(): NodeParticleConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the directionRandomizer input component\r\n */\r\n public get directionRandomizer(): NodeParticleConnectionPoint {\r\n return this._inputs[6];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeParticleConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Builds the block\r\n * @param state defines the build state\r\n */\r\n public override _build(state: NodeParticleBuildState) {\r\n const system = this.particle.getConnectedValue(state);\r\n\r\n system._directionCreation.process = (particle: Particle) => {\r\n state.particleContext = particle;\r\n state.systemContext = system;\r\n\r\n // Connected values\r\n let directionRandomizer = this.directionRandomizer.getConnectedValue(state) as number;\r\n directionRandomizer = Math.max(0, Math.min(directionRandomizer, 1));\r\n\r\n // Calculate create direction logic\r\n if (system.isLocal) {\r\n TmpVectors.Vector3[0].copyFrom(particle.position).normalize();\r\n } else {\r\n particle.position.subtractToRef(state.emitterWorldMatrix!.getTranslation(), TmpVectors.Vector3[0]).normalize();\r\n }\r\n\r\n const randX = RandomRange(0, directionRandomizer);\r\n const randY = RandomRange(0, directionRandomizer);\r\n const randZ = RandomRange(0, directionRandomizer);\r\n const directionToUpdate = new Vector3();\r\n directionToUpdate.x = TmpVectors.Vector3[0].x + randX;\r\n directionToUpdate.y = TmpVectors.Vector3[0].y + randY;\r\n directionToUpdate.z = TmpVectors.Vector3[0].z + randZ;\r\n directionToUpdate.normalize();\r\n\r\n if (system.isLocal) {\r\n particle.direction.copyFromFloats(directionToUpdate.x, directionToUpdate.y, directionToUpdate.z);\r\n } else {\r\n Vector3.TransformNormalFromFloatsToRef(directionToUpdate.x, directionToUpdate.y, directionToUpdate.z, state.emitterWorldMatrix!, particle.direction);\r\n }\r\n\r\n particle._initialDirection = particle.direction.clone();\r\n };\r\n\r\n system._positionCreation.process = (particle: Particle) => {\r\n state.particleContext = particle;\r\n state.systemContext = system;\r\n\r\n // Connected values\r\n const radius = this.radius.getConnectedValue(state) as number;\r\n const angle = this.angle.getConnectedValue(state) as number;\r\n let radiusRange = this.radiusRange.getConnectedValue(state) as number;\r\n radiusRange = Math.max(0, Math.min(radiusRange, 1));\r\n let heightRange = this.heightRange.getConnectedValue(state) as number;\r\n heightRange = Math.max(0, Math.min(heightRange, 1));\r\n const emitFromSpawnPointOnly = (this.emitFromSpawnPointOnly.getConnectedValue(state) as number) !== 0;\r\n\r\n // Calculate position creation logic\r\n let h: number;\r\n if (!emitFromSpawnPointOnly) {\r\n h = RandomRange(0, heightRange);\r\n // Better distribution in a cone at normal angles.\r\n h = 1 - h * h;\r\n } else {\r\n h = 0.0001;\r\n }\r\n\r\n let newRadius = radius - RandomRange(0, radius * radiusRange);\r\n newRadius = newRadius * h;\r\n\r\n const s = RandomRange(0, Math.PI * 2);\r\n const height = this._calculateHeight(angle, radius);\r\n\r\n const randX = newRadius * Math.sin(s);\r\n const randZ = newRadius * Math.cos(s);\r\n const randY = h * height;\r\n\r\n if (system.isLocal) {\r\n particle.position.copyFromFloats(randX, randY, randZ);\r\n particle.position.addInPlace(state.emitterPosition!);\r\n } else {\r\n Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, state.emitterWorldMatrix!, particle.position);\r\n }\r\n };\r\n\r\n this.output._storedValue = system;\r\n }\r\n\r\n private _calculateHeight(angle: number, radius: number): number {\r\n if (angle !== 0) {\r\n return radius / Math.tan(angle / 2);\r\n } else {\r\n return 1;\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ConeShapeBlock\", ConeShapeBlock);\r\n"]}
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+
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type { IShapeBlock } from \"./IShapeBlock\";\r\nimport type { NodeParticleConnectionPoint } from \"core/Particles/Node/nodeParticleBlockConnectionPoint\";\r\nimport type { NodeParticleBuildState } from \"core/Particles/Node/nodeParticleBuildState\";\r\nimport type { Particle } from \"core/Particles/particle\";\r\n\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { NodeParticleBlockConnectionPointTypes } from \"core/Particles/Node/Enums/nodeParticleBlockConnectionPointTypes\";\r\nimport { NodeParticleBlock } from \"core/Particles/Node/nodeParticleBlock\";\r\nimport { RandomRange } from \"core/Maths/math.scalar.functions\";\r\nimport { Vector3 } from \"core/Maths/math.vector\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"core/Decorators/nodeDecorator\";\r\nimport { _CreateLocalPositionData } from \"./emitters.functions\";\r\n\r\n/**\r\n * Block used to provide a flow of particles emitted from a cone shape.\r\n */\r\nexport class ConeShapeBlock extends NodeParticleBlock implements IShapeBlock {\r\n /**\r\n * Gets or sets a boolean indicating if the system should emit only from the spawn point\r\n * DirectionRandomizer will be used for the particles initial direction unless both direction1 and direction2 are connected.\r\n */\r\n @editableInPropertyPage(\"Emit from spawn point only\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true } })\r\n public emitFromSpawnPointOnly = false;\r\n\r\n /**\r\n * Create a new ConeShapeBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"particle\", NodeParticleBlockConnectionPointTypes.Particle);\r\n this.registerInput(\"radius\", NodeParticleBlockConnectionPointTypes.Float, true, 1);\r\n this.registerInput(\"angle\", NodeParticleBlockConnectionPointTypes.Float, true, Math.PI);\r\n this.registerInput(\"radiusRange\", NodeParticleBlockConnectionPointTypes.Float, true, 1);\r\n this.registerInput(\"heightRange\", NodeParticleBlockConnectionPointTypes.Float, true, 1);\r\n this.registerInput(\"directionRandomizer\", NodeParticleBlockConnectionPointTypes.Float, true, 0);\r\n this.registerInput(\"direction1\", NodeParticleBlockConnectionPointTypes.Vector3, true);\r\n this.registerInput(\"direction2\", NodeParticleBlockConnectionPointTypes.Vector3, true);\r\n this.registerOutput(\"output\", NodeParticleBlockConnectionPointTypes.Particle);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"ConeShapeBlock\";\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 radius input component\r\n */\r\n public get radius(): NodeParticleConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the angle input component\r\n */\r\n public get angle(): NodeParticleConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the radiusRange input component\r\n */\r\n public get radiusRange(): NodeParticleConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the heightRange input component\r\n */\r\n public get heightRange(): NodeParticleConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the directionRandomizer input component\r\n */\r\n public get directionRandomizer(): NodeParticleConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the direction1 input component\r\n */\r\n public get direction1(): NodeParticleConnectionPoint {\r\n return this._inputs[6];\r\n }\r\n\r\n /**\r\n * Gets the direction2 input component\r\n */\r\n public get direction2(): NodeParticleConnectionPoint {\r\n return this._inputs[7];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeParticleConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Builds the block\r\n * @param state defines the build state\r\n */\r\n public override _build(state: NodeParticleBuildState) {\r\n const system = this.particle.getConnectedValue(state);\r\n\r\n system._directionCreation.process = (particle: Particle) => {\r\n state.particleContext = particle;\r\n state.systemContext = system;\r\n\r\n // We always use directionRandomizer unless both directions are connected\r\n if (this.direction1.isConnected === false || this.direction2.isConnected === false) {\r\n const directionRandomizer = this.directionRandomizer.getConnectedValue(state) as number;\r\n\r\n const direction = particle.position.subtract(state.emitterPosition!).normalize();\r\n const randX = RandomRange(0, directionRandomizer);\r\n const randY = RandomRange(0, directionRandomizer);\r\n const randZ = RandomRange(0, directionRandomizer);\r\n direction.x += randX;\r\n direction.y += randY;\r\n direction.z += randZ;\r\n direction.normalize();\r\n\r\n if (system.isLocal) {\r\n particle.direction.copyFromFloats(direction.x, direction.y, direction.z);\r\n } else {\r\n Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, state.emitterWorldMatrix!, particle.direction);\r\n }\r\n } else {\r\n const direction1 = this.direction1.getConnectedValue(state) as Vector3;\r\n const direction2 = this.direction2.getConnectedValue(state) as Vector3;\r\n\r\n const randX = RandomRange(direction1.x, direction2.x);\r\n const randY = RandomRange(direction1.y, direction2.y);\r\n const randZ = RandomRange(direction1.z, direction2.z);\r\n\r\n if (system.isLocal) {\r\n particle.direction.copyFromFloats(randX, randY, randZ);\r\n } else {\r\n Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, state.emitterWorldMatrix!, particle.direction);\r\n }\r\n }\r\n\r\n particle._initialDirection = particle.direction.clone();\r\n };\r\n\r\n system._positionCreation.process = (particle: Particle) => {\r\n state.particleContext = particle;\r\n state.systemContext = system;\r\n\r\n // Connected values\r\n const radius = this.radius.getConnectedValue(state) as number;\r\n const angle = this.angle.getConnectedValue(state) as number;\r\n const radiusRange = this.radiusRange.getConnectedValue(state) as number;\r\n const heightRange = this.heightRange.getConnectedValue(state) as number;\r\n\r\n // Calculate position creation logic\r\n let h: number;\r\n if (!this.emitFromSpawnPointOnly) {\r\n h = RandomRange(0, heightRange);\r\n // Better distribution in a cone at normal angles.\r\n h = 1 - h * h;\r\n } else {\r\n h = 0.0001;\r\n }\r\n\r\n let newRadius = radius - RandomRange(0, radius * radiusRange);\r\n newRadius = newRadius * h;\r\n const s = RandomRange(0, Math.PI * 2);\r\n\r\n const randX = newRadius * Math.sin(s);\r\n const randZ = newRadius * Math.cos(s);\r\n const randY = h * this._calculateHeight(angle, radius);\r\n\r\n if (system.isLocal) {\r\n particle.position.copyFromFloats(randX, randY, randZ);\r\n } else {\r\n Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, state.emitterWorldMatrix!, particle.position);\r\n }\r\n\r\n _CreateLocalPositionData(particle);\r\n };\r\n\r\n this.output._storedValue = system;\r\n }\r\n\r\n private _calculateHeight(angle: number, radius: number): number {\r\n if (angle !== 0) {\r\n return radius / Math.tan(angle / 2);\r\n } else {\r\n return 1;\r\n }\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.emitFromSpawnPointOnly = this.emitFromSpawnPointOnly;\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.emitFromSpawnPointOnly = serializationObject.emitFromSpawnPointOnly;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ConeShapeBlock\", ConeShapeBlock);\r\n"]}
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import type { Nullable } from "../../../../types.js";
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import type { Particle } from "../../../particle.js";
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import type { NodeParticleConnectionPoint } from "../../nodeParticleBlockConnectionPoint.js";
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import type { NodeParticleBuildState } from "../../nodeParticleBuildState.js";
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import { NodeParticleBlock } from "../../nodeParticleBlock.js";
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import type { IShapeBlock } from "./IShapeBlock.js";
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import { Vector3 } from "../../../../Maths/math.vector.js";
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import { NodeParticleBlock } from "../../nodeParticleBlock.js";
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/** Function that generates particle position/direction data */
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type ParticleGeneratorFunction = (index: number, particle: Nullable<Particle>, outPosition: Vector3) => void;
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/**
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* Block used to provide a flow of particles emitted from a custom position.
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export declare class CustomShapeBlock extends NodeParticleBlock implements IShapeBlock {
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/** The particle position generator function */
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particlePositionGenerator: ParticleGeneratorFunction;
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/** The particle destination generator function */
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particleDestinationGenerator: ParticleGeneratorFunction;
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/** The particle direction generator function */
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particleDirectionGenerator: ParticleGeneratorFunction;
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/**
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* Gets the particle component
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get particle(): NodeParticleConnectionPoint;
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/**
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* Gets the position input component
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*/
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get position(): NodeParticleConnectionPoint;
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/**
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* Gets the direction input component
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get direction(): NodeParticleConnectionPoint;
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/**
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* Gets the output component
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_build(state: NodeParticleBuildState): void;
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}
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export {};
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import { TmpVectors, Vector3 } from "../../../../Maths/math.vector.js";
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import { RegisterClass } from "../../../../Misc/typeStore.js";
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import {
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import { Vector3 } from "../../../../Maths/math.vector.js";
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import { EmptyGeneratorFunc } from "../../../EmitterTypes/customParticleEmitter.js";
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import { NodeParticleBlock } from "../../nodeParticleBlock.js";
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import { NodeParticleBlockConnectionPointTypes } from "../../Enums/nodeParticleBlockConnectionPointTypes.js";
|
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6
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+
import { _CreateLocalPositionData } from "./emitters.functions.js";
|
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5
7
|
/**
|
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6
8
|
* Block used to provide a flow of particles emitted from a custom position.
|
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7
9
|
*/
|
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@@ -12,9 +14,13 @@ export class CustomShapeBlock extends NodeParticleBlock {
|
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|
*/
|
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15
|
constructor(name) {
|
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|
super(name);
|
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17
|
+
/** The particle position generator function */
|
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18
|
+
this.particlePositionGenerator = EmptyGeneratorFunc;
|
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19
|
+
/** The particle destination generator function */
|
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+
this.particleDestinationGenerator = EmptyGeneratorFunc;
|
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/** The particle direction generator function */
|
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this.particleDirectionGenerator = EmptyGeneratorFunc;
|
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this.registerInput("particle", NodeParticleBlockConnectionPointTypes.Particle);
|
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this.registerInput("position", NodeParticleBlockConnectionPointTypes.Vector3, true, new Vector3(0, 0, 0));
|
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-
this.registerInput("direction", NodeParticleBlockConnectionPointTypes.Vector3, true, new Vector3(0, 1.0, 0));
|
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this.registerOutput("output", NodeParticleBlockConnectionPointTypes.Particle);
|
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|
}
|
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26
|
/**
|
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@@ -30,18 +36,6 @@ export class CustomShapeBlock extends NodeParticleBlock {
|
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get particle() {
|
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return this._inputs[0];
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}
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-
/**
|
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-
* Gets the position input component
|
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-
*/
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-
get position() {
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-
return this._inputs[1];
|
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}
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-
/**
|
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* Gets the direction input component
|
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-
*/
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-
get direction() {
|
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-
return this._inputs[2];
|
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-
}
|
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|
/**
|
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40
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* Gets the output component
|
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41
|
*/
|
|
@@ -57,26 +51,45 @@ export class CustomShapeBlock extends NodeParticleBlock {
|
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57
51
|
system._directionCreation.process = (particle) => {
|
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52
|
state.particleContext = particle;
|
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53
|
state.systemContext = system;
|
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|
-
const
|
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|
+
const tmpVector = TmpVectors.Vector3[0];
|
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|
+
if (this.particleDirectionGenerator && this.particleDirectionGenerator !== EmptyGeneratorFunc) {
|
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|
+
this.particleDirectionGenerator(-1, particle, tmpVector);
|
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|
+
}
|
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58
|
+
else if (this.particleDestinationGenerator && this.particleDestinationGenerator !== EmptyGeneratorFunc) {
|
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|
+
this.particleDestinationGenerator(-1, particle, tmpVector);
|
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|
+
// Get direction
|
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|
+
const diffVector = TmpVectors.Vector3[1];
|
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+
tmpVector.subtractToRef(particle.position, diffVector);
|
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+
diffVector.scaleToRef(1 / particle.lifeTime, tmpVector);
|
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|
+
}
|
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+
else {
|
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|
+
tmpVector.set(0, 0, 0);
|
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|
+
}
|
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|
if (system.isLocal) {
|
|
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|
-
particle.direction.copyFrom(
|
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|
+
particle.direction.copyFrom(tmpVector);
|
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|
}
|
|
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71
|
else {
|
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|
-
Vector3.TransformNormalToRef(
|
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|
+
Vector3.TransformNormalToRef(tmpVector, state.emitterWorldMatrix, particle.direction);
|
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73
|
}
|
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74
|
particle._initialDirection = particle.direction.clone();
|
|
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75
|
};
|
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76
|
system._positionCreation.process = (particle) => {
|
|
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|
state.particleContext = particle;
|
|
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|
state.systemContext = system;
|
|
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|
-
const
|
|
79
|
+
const tmpVector = TmpVectors.Vector3[0];
|
|
80
|
+
if (this.particlePositionGenerator && this.particlePositionGenerator !== EmptyGeneratorFunc) {
|
|
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|
+
this.particlePositionGenerator(-1, particle, tmpVector);
|
|
82
|
+
}
|
|
83
|
+
else {
|
|
84
|
+
tmpVector.set(0, 0, 0);
|
|
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|
+
}
|
|
73
86
|
if (system.isLocal) {
|
|
74
|
-
particle.position.copyFrom(
|
|
75
|
-
particle.position.addInPlace(state.emitterPosition);
|
|
87
|
+
particle.position.copyFrom(tmpVector);
|
|
76
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|
}
|
|
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89
|
else {
|
|
78
|
-
Vector3.TransformCoordinatesToRef(
|
|
90
|
+
Vector3.TransformCoordinatesToRef(tmpVector, state.emitterWorldMatrix, particle.position);
|
|
79
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|
}
|
|
92
|
+
_CreateLocalPositionData(particle);
|
|
80
93
|
};
|
|
81
94
|
this.output._storedValue = system;
|
|
82
95
|
}
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"customShapeBlock.js","sourceRoot":"","sources":["../../../../../../../dev/core/src/Particles/Node/Blocks/Emitters/customShapeBlock.ts"],"names":[],"mappings":"
|
|
1
|
+
{"version":3,"file":"customShapeBlock.js","sourceRoot":"","sources":["../../../../../../../dev/core/src/Particles/Node/Blocks/Emitters/customShapeBlock.ts"],"names":[],"mappings":"AAMA,OAAO,EAAE,UAAU,EAAE,OAAO,EAAE,yCAA+B;AAC7D,OAAO,EAAE,aAAa,EAAE,sCAA4B;AACpD,OAAO,EAAE,kBAAkB,EAAE,uDAA0D;AACvF,OAAO,EAAE,iBAAiB,EAAE,mCAA8C;AAC1E,OAAO,EAAE,qCAAqC,EAAE,6DAAwE;AACxH,OAAO,EAAE,wBAAwB,EAAE,MAAM,sBAAsB,CAAC;AAKhE;;GAEG;AACH,MAAM,OAAO,gBAAiB,SAAQ,iBAAiB;IAQnD;;;OAGG;IACH,YAAmB,IAAY;QAC3B,KAAK,CAAC,IAAI,CAAC,CAAC;QAZhB,+CAA+C;QACxC,8BAAyB,GAA8B,kBAAkB,CAAC;QACjF,kDAAkD;QAC3C,iCAA4B,GAA8B,kBAAkB,CAAC;QACpF,gDAAgD;QACzC,+BAA0B,GAA8B,kBAAkB,CAAC;QAS9E,IAAI,CAAC,aAAa,CAAC,UAAU,EAAE,qCAAqC,CAAC,QAAQ,CAAC,CAAC;QAC/E,IAAI,CAAC,cAAc,CAAC,QAAQ,EAAE,qCAAqC,CAAC,QAAQ,CAAC,CAAC;IAClF,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,kBAAkB,CAAC;IAC9B,CAAC;IAED;;OAEG;IACH,IAAW,QAAQ;QACf,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAED;;;OAGG;IACa,MAAM,CAAC,KAA6B;QAChD,MAAM,MAAM,GAAG,IAAI,CAAC,QAAQ,CAAC,iBAAiB,CAAC,KAAK,CAAC,CAAC;QAEtD,MAAM,CAAC,kBAAkB,CAAC,OAAO,GAAG,CAAC,QAAkB,EAAE,EAAE;YACvD,KAAK,CAAC,eAAe,GAAG,QAAQ,CAAC;YACjC,KAAK,CAAC,aAAa,GAAG,MAAM,CAAC;YAE7B,MAAM,SAAS,GAAG,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;YAExC,IAAI,IAAI,CAAC,0BAA0B,IAAI,IAAI,CAAC,0BAA0B,KAAK,kBAAkB,EAAE,CAAC;gBAC5F,IAAI,CAAC,0BAA0B,CAAC,CAAC,CAAC,EAAE,QAAQ,EAAE,SAAS,CAAC,CAAC;YAC7D,CAAC;iBAAM,IAAI,IAAI,CAAC,4BAA4B,IAAI,IAAI,CAAC,4BAA4B,KAAK,kBAAkB,EAAE,CAAC;gBACvG,IAAI,CAAC,4BAA4B,CAAC,CAAC,CAAC,EAAE,QAAQ,EAAE,SAAS,CAAC,CAAC;gBAE3D,gBAAgB;gBAChB,MAAM,UAAU,GAAG,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;gBACzC,SAAS,CAAC,aAAa,CAAC,QAAQ,CAAC,QAAQ,EAAE,UAAU,CAAC,CAAC;gBAEvD,UAAU,CAAC,UAAU,CAAC,CAAC,GAAG,QAAQ,CAAC,QAAQ,EAAE,SAAS,CAAC,CAAC;YAC5D,CAAC;iBAAM,CAAC;gBACJ,SAAS,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;YAC3B,CAAC;YAED,IAAI,MAAM,CAAC,OAAO,EAAE,CAAC;gBACjB,QAAQ,CAAC,SAAS,CAAC,QAAQ,CAAC,SAAS,CAAC,CAAC;YAC3C,CAAC;iBAAM,CAAC;gBACJ,OAAO,CAAC,oBAAoB,CAAC,SAAS,EAAE,KAAK,CAAC,kBAAmB,EAAE,QAAQ,CAAC,SAAS,CAAC,CAAC;YAC3F,CAAC;YAED,QAAQ,CAAC,iBAAiB,GAAG,QAAQ,CAAC,SAAS,CAAC,KAAK,EAAE,CAAC;QAC5D,CAAC,CAAC;QAEF,MAAM,CAAC,iBAAiB,CAAC,OAAO,GAAG,CAAC,QAAkB,EAAE,EAAE;YACtD,KAAK,CAAC,eAAe,GAAG,QAAQ,CAAC;YACjC,KAAK,CAAC,aAAa,GAAG,MAAM,CAAC;YAE7B,MAAM,SAAS,GAAG,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;YAExC,IAAI,IAAI,CAAC,yBAAyB,IAAI,IAAI,CAAC,yBAAyB,KAAK,kBAAkB,EAAE,CAAC;gBAC1F,IAAI,CAAC,yBAAyB,CAAC,CAAC,CAAC,EAAE,QAAQ,EAAE,SAAS,CAAC,CAAC;YAC5D,CAAC;iBAAM,CAAC;gBACJ,SAAS,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;YAC3B,CAAC;YAED,IAAI,MAAM,CAAC,OAAO,EAAE,CAAC;gBACjB,QAAQ,CAAC,QAAQ,CAAC,QAAQ,CAAC,SAAS,CAAC,CAAC;YAC1C,CAAC;iBAAM,CAAC;gBACJ,OAAO,CAAC,yBAAyB,CAAC,SAAS,EAAE,KAAK,CAAC,kBAAmB,EAAE,QAAQ,CAAC,QAAQ,CAAC,CAAC;YAC/F,CAAC;YAED,wBAAwB,CAAC,QAAQ,CAAC,CAAC;QACvC,CAAC,CAAC;QAEF,IAAI,CAAC,MAAM,CAAC,YAAY,GAAG,MAAM,CAAC;IACtC,CAAC;CACJ;AAED,aAAa,CAAC,0BAA0B,EAAE,gBAAgB,CAAC,CAAC","sourcesContent":["import type { Nullable } from \"core/types\";\r\nimport type { Particle } from \"core/Particles/particle\";\r\nimport type { NodeParticleConnectionPoint } from \"core/Particles/Node/nodeParticleBlockConnectionPoint\";\r\nimport type { NodeParticleBuildState } from \"core/Particles/Node/nodeParticleBuildState\";\r\nimport type { IShapeBlock } from \"./IShapeBlock\";\r\n\r\nimport { TmpVectors, Vector3 } from \"core/Maths/math.vector\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { EmptyGeneratorFunc } from \"core/Particles/EmitterTypes/customParticleEmitter\";\r\nimport { NodeParticleBlock } from \"core/Particles/Node/nodeParticleBlock\";\r\nimport { NodeParticleBlockConnectionPointTypes } from \"core/Particles/Node/Enums/nodeParticleBlockConnectionPointTypes\";\r\nimport { _CreateLocalPositionData } from \"./emitters.functions\";\r\n\r\n/** Function that generates particle position/direction data */\r\ntype ParticleGeneratorFunction = (index: number, particle: Nullable<Particle>, outPosition: Vector3) => void;\r\n\r\n/**\r\n * Block used to provide a flow of particles emitted from a custom position.\r\n */\r\nexport class CustomShapeBlock extends NodeParticleBlock implements IShapeBlock {\r\n /** The particle position generator function */\r\n public particlePositionGenerator: ParticleGeneratorFunction = EmptyGeneratorFunc;\r\n /** The particle destination generator function */\r\n public particleDestinationGenerator: ParticleGeneratorFunction = EmptyGeneratorFunc;\r\n /** The particle direction generator function */\r\n public particleDirectionGenerator: ParticleGeneratorFunction = EmptyGeneratorFunc;\r\n\r\n /**\r\n * Create a new CustomShapeBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"particle\", NodeParticleBlockConnectionPointTypes.Particle);\r\n this.registerOutput(\"output\", NodeParticleBlockConnectionPointTypes.Particle);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"CustomShapeBlock\";\r\n }\r\n\r\n /**\r\n * Gets the particle component\r\n */\r\n public get particle(): NodeParticleConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeParticleConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Builds the block\r\n * @param state defines the build state\r\n */\r\n public override _build(state: NodeParticleBuildState) {\r\n const system = this.particle.getConnectedValue(state);\r\n\r\n system._directionCreation.process = (particle: Particle) => {\r\n state.particleContext = particle;\r\n state.systemContext = system;\r\n\r\n const tmpVector = TmpVectors.Vector3[0];\r\n\r\n if (this.particleDirectionGenerator && this.particleDirectionGenerator !== EmptyGeneratorFunc) {\r\n this.particleDirectionGenerator(-1, particle, tmpVector);\r\n } else if (this.particleDestinationGenerator && this.particleDestinationGenerator !== EmptyGeneratorFunc) {\r\n this.particleDestinationGenerator(-1, particle, tmpVector);\r\n\r\n // Get direction\r\n const diffVector = TmpVectors.Vector3[1];\r\n tmpVector.subtractToRef(particle.position, diffVector);\r\n\r\n diffVector.scaleToRef(1 / particle.lifeTime, tmpVector);\r\n } else {\r\n tmpVector.set(0, 0, 0);\r\n }\r\n\r\n if (system.isLocal) {\r\n particle.direction.copyFrom(tmpVector);\r\n } else {\r\n Vector3.TransformNormalToRef(tmpVector, state.emitterWorldMatrix!, particle.direction);\r\n }\r\n\r\n particle._initialDirection = particle.direction.clone();\r\n };\r\n\r\n system._positionCreation.process = (particle: Particle) => {\r\n state.particleContext = particle;\r\n state.systemContext = system;\r\n\r\n const tmpVector = TmpVectors.Vector3[0];\r\n\r\n if (this.particlePositionGenerator && this.particlePositionGenerator !== EmptyGeneratorFunc) {\r\n this.particlePositionGenerator(-1, particle, tmpVector);\r\n } else {\r\n tmpVector.set(0, 0, 0);\r\n }\r\n\r\n if (system.isLocal) {\r\n particle.position.copyFrom(tmpVector);\r\n } else {\r\n Vector3.TransformCoordinatesToRef(tmpVector, state.emitterWorldMatrix!, particle.position);\r\n }\r\n\r\n _CreateLocalPositionData(particle);\r\n };\r\n\r\n this.output._storedValue = system;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.CustomShapeBlock\", CustomShapeBlock);\r\n"]}
|
|
@@ -1,9 +1,10 @@
|
|
|
1
|
-
import { NodeParticleBlock } from "../../nodeParticleBlock.js";
|
|
2
1
|
import type { NodeParticleConnectionPoint } from "../../nodeParticleBlockConnectionPoint.js";
|
|
3
2
|
import type { NodeParticleBuildState } from "../../nodeParticleBuildState.js";
|
|
4
3
|
import type { IShapeBlock } from "./IShapeBlock.js";
|
|
4
|
+
import { NodeParticleBlock } from "../../nodeParticleBlock.js";
|
|
5
5
|
/**
|
|
6
6
|
* Block used to provide a flow of particles emitted from a cylinder shape.
|
|
7
|
+
* DirectionRandomizer will be used for the particles initial direction unless both direction1 and direction2 are connected.
|
|
7
8
|
*/
|
|
8
9
|
export declare class CylinderShapeBlock extends NodeParticleBlock implements IShapeBlock {
|
|
9
10
|
private _tempVector;
|
|
@@ -37,6 +38,14 @@ export declare class CylinderShapeBlock extends NodeParticleBlock implements ISh
|
|
|
37
38
|
* Gets the directionRandomizer input component
|
|
38
39
|
*/
|
|
39
40
|
get directionRandomizer(): NodeParticleConnectionPoint;
|
|
41
|
+
/**
|
|
42
|
+
* Gets the direction1 input component
|
|
43
|
+
*/
|
|
44
|
+
get direction1(): NodeParticleConnectionPoint;
|
|
45
|
+
/**
|
|
46
|
+
* Gets the direction2 input component
|
|
47
|
+
*/
|
|
48
|
+
get direction2(): NodeParticleConnectionPoint;
|
|
40
49
|
/**
|
|
41
50
|
* Gets the output component
|
|
42
51
|
*/
|
|
@@ -3,8 +3,10 @@ import { RegisterClass } from "../../../../Misc/typeStore.js";
|
|
|
3
3
|
import { NodeParticleBlockConnectionPointTypes } from "../../Enums/nodeParticleBlockConnectionPointTypes.js";
|
|
4
4
|
import { NodeParticleBlock } from "../../nodeParticleBlock.js";
|
|
5
5
|
import { Vector3 } from "../../../../Maths/math.vector.js";
|
|
6
|
+
import { _CreateLocalPositionData } from "./emitters.functions.js";
|
|
6
7
|
/**
|
|
7
8
|
* Block used to provide a flow of particles emitted from a cylinder shape.
|
|
9
|
+
* DirectionRandomizer will be used for the particles initial direction unless both direction1 and direction2 are connected.
|
|
8
10
|
*/
|
|
9
11
|
export class CylinderShapeBlock extends NodeParticleBlock {
|
|
10
12
|
/**
|
|
@@ -19,6 +21,8 @@ export class CylinderShapeBlock extends NodeParticleBlock {
|
|
|
19
21
|
this.registerInput("height", NodeParticleBlockConnectionPointTypes.Float, true, 1, 0);
|
|
20
22
|
this.registerInput("radiusRange", NodeParticleBlockConnectionPointTypes.Float, true, 1, 0, 1);
|
|
21
23
|
this.registerInput("directionRandomizer", NodeParticleBlockConnectionPointTypes.Float, true, 0, 0, 1);
|
|
24
|
+
this.registerInput("direction1", NodeParticleBlockConnectionPointTypes.Vector3, true);
|
|
25
|
+
this.registerInput("direction2", NodeParticleBlockConnectionPointTypes.Vector3, true);
|
|
22
26
|
this.registerOutput("output", NodeParticleBlockConnectionPointTypes.Particle);
|
|
23
27
|
}
|
|
24
28
|
/**
|
|
@@ -58,6 +62,18 @@ export class CylinderShapeBlock extends NodeParticleBlock {
|
|
|
58
62
|
get directionRandomizer() {
|
|
59
63
|
return this._inputs[4];
|
|
60
64
|
}
|
|
65
|
+
/**
|
|
66
|
+
* Gets the direction1 input component
|
|
67
|
+
*/
|
|
68
|
+
get direction1() {
|
|
69
|
+
return this._inputs[5];
|
|
70
|
+
}
|
|
71
|
+
/**
|
|
72
|
+
* Gets the direction2 input component
|
|
73
|
+
*/
|
|
74
|
+
get direction2() {
|
|
75
|
+
return this._inputs[6];
|
|
76
|
+
}
|
|
61
77
|
/**
|
|
62
78
|
* Gets the output component
|
|
63
79
|
*/
|
|
@@ -73,24 +89,40 @@ export class CylinderShapeBlock extends NodeParticleBlock {
|
|
|
73
89
|
system._directionCreation.process = (particle) => {
|
|
74
90
|
state.particleContext = particle;
|
|
75
91
|
state.systemContext = system;
|
|
76
|
-
|
|
77
|
-
|
|
78
|
-
|
|
79
|
-
|
|
80
|
-
|
|
81
|
-
|
|
82
|
-
|
|
83
|
-
|
|
84
|
-
|
|
85
|
-
|
|
86
|
-
|
|
87
|
-
|
|
88
|
-
|
|
89
|
-
|
|
90
|
-
|
|
92
|
+
// We always use directionRandomizer unless both directions are connected
|
|
93
|
+
if (this.direction1.isConnected === false || this.direction2.isConnected === false) {
|
|
94
|
+
const directionRandomizer = this.directionRandomizer.getConnectedValue(state);
|
|
95
|
+
particle.position.subtractToRef(state.emitterPosition, this._tempVector);
|
|
96
|
+
this._tempVector.normalize();
|
|
97
|
+
if (state.emitterInverseWorldMatrix) {
|
|
98
|
+
Vector3.TransformNormalToRef(this._tempVector, state.emitterInverseWorldMatrix, this._tempVector);
|
|
99
|
+
}
|
|
100
|
+
const randY = RandomRange(-directionRandomizer / 2, directionRandomizer / 2);
|
|
101
|
+
let angle = Math.atan2(this._tempVector.x, this._tempVector.z);
|
|
102
|
+
angle += RandomRange(-Math.PI / 2, Math.PI / 2) * directionRandomizer;
|
|
103
|
+
this._tempVector.y = randY; // set direction y to rand y to mirror normal of cylinder surface
|
|
104
|
+
this._tempVector.x = Math.sin(angle);
|
|
105
|
+
this._tempVector.z = Math.cos(angle);
|
|
106
|
+
this._tempVector.normalize();
|
|
107
|
+
if (system.isLocal) {
|
|
108
|
+
particle.direction.copyFrom(this._tempVector);
|
|
109
|
+
}
|
|
110
|
+
else {
|
|
111
|
+
Vector3.TransformNormalFromFloatsToRef(this._tempVector.x, this._tempVector.y, this._tempVector.z, state.emitterWorldMatrix, particle.direction);
|
|
112
|
+
}
|
|
91
113
|
}
|
|
92
114
|
else {
|
|
93
|
-
|
|
115
|
+
const direction1 = this.direction1.getConnectedValue(state);
|
|
116
|
+
const direction2 = this.direction2.getConnectedValue(state);
|
|
117
|
+
const randX = RandomRange(direction1.x, direction2.x);
|
|
118
|
+
const randY = RandomRange(direction1.y, direction2.y);
|
|
119
|
+
const randZ = RandomRange(direction1.z, direction2.z);
|
|
120
|
+
if (system.isLocal) {
|
|
121
|
+
particle.direction.copyFromFloats(randX, randY, randZ);
|
|
122
|
+
}
|
|
123
|
+
else {
|
|
124
|
+
Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, state.emitterWorldMatrix, particle.direction);
|
|
125
|
+
}
|
|
94
126
|
}
|
|
95
127
|
particle._initialDirection = particle.direction.clone();
|
|
96
128
|
};
|
|
@@ -102,17 +134,18 @@ export class CylinderShapeBlock extends NodeParticleBlock {
|
|
|
102
134
|
const radius = this.radius.getConnectedValue(state);
|
|
103
135
|
const yPos = RandomRange(-height / 2, height / 2);
|
|
104
136
|
const angle = RandomRange(0, 2 * Math.PI);
|
|
137
|
+
// Pick a properly distributed point within the circle https://programming.guide/random-point-within-circle.html
|
|
105
138
|
const radiusDistribution = RandomRange((1 - radiusRange) * (1 - radiusRange), 1);
|
|
106
139
|
const positionRadius = Math.sqrt(radiusDistribution) * radius;
|
|
107
140
|
const xPos = positionRadius * Math.cos(angle);
|
|
108
141
|
const zPos = positionRadius * Math.sin(angle);
|
|
109
142
|
if (system.isLocal) {
|
|
110
143
|
particle.position.copyFromFloats(xPos, yPos, zPos);
|
|
111
|
-
particle.position.addInPlace(state.emitterPosition);
|
|
112
144
|
}
|
|
113
145
|
else {
|
|
114
146
|
Vector3.TransformCoordinatesFromFloatsToRef(xPos, yPos, zPos, state.emitterWorldMatrix, particle.position);
|
|
115
147
|
}
|
|
148
|
+
_CreateLocalPositionData(particle);
|
|
116
149
|
};
|
|
117
150
|
this.output._storedValue = system;
|
|
118
151
|
}
|