@onerjs/core 8.31.0 → 8.31.2

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Files changed (124) hide show
  1. package/Animations/animationGroup.js +1 -4
  2. package/Animations/animationGroup.js.map +1 -1
  3. package/Behaviors/Cameras/interpolatingBehavior.d.ts +8 -2
  4. package/Behaviors/Cameras/interpolatingBehavior.js +58 -6
  5. package/Behaviors/Cameras/interpolatingBehavior.js.map +1 -1
  6. package/Cameras/Inputs/freeCameraDeviceOrientationInput.js +11 -9
  7. package/Cameras/Inputs/freeCameraDeviceOrientationInput.js.map +1 -1
  8. package/Cameras/Inputs/geospatialCameraKeyboardInput.d.ts +81 -0
  9. package/Cameras/Inputs/geospatialCameraKeyboardInput.js +223 -0
  10. package/Cameras/Inputs/geospatialCameraKeyboardInput.js.map +1 -0
  11. package/Cameras/Inputs/geospatialCameraMouseWheelInput.js +1 -1
  12. package/Cameras/Inputs/geospatialCameraMouseWheelInput.js.map +1 -1
  13. package/Cameras/Inputs/geospatialCameraPointersInput.d.ts +8 -20
  14. package/Cameras/Inputs/geospatialCameraPointersInput.js +35 -75
  15. package/Cameras/Inputs/geospatialCameraPointersInput.js.map +1 -1
  16. package/Cameras/Limits/geospatialLimits.d.ts +60 -0
  17. package/Cameras/Limits/geospatialLimits.js +89 -0
  18. package/Cameras/Limits/geospatialLimits.js.map +1 -0
  19. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js +1 -1
  20. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
  21. package/Cameras/VR/vrExperienceHelper.js +2 -2
  22. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  23. package/Cameras/cameraMovement.js +1 -1
  24. package/Cameras/cameraMovement.js.map +1 -1
  25. package/Cameras/deviceOrientationCamera.js +5 -3
  26. package/Cameras/deviceOrientationCamera.js.map +1 -1
  27. package/Cameras/flyCamera.d.ts +2 -1
  28. package/Cameras/flyCamera.js.map +1 -1
  29. package/Cameras/geospatialCamera.d.ts +78 -49
  30. package/Cameras/geospatialCamera.js +210 -191
  31. package/Cameras/geospatialCamera.js.map +1 -1
  32. package/Cameras/geospatialCameraInputsManager.d.ts +5 -0
  33. package/Cameras/geospatialCameraInputsManager.js +9 -0
  34. package/Cameras/geospatialCameraInputsManager.js.map +1 -1
  35. package/Cameras/geospatialCameraMovement.d.ts +66 -0
  36. package/Cameras/geospatialCameraMovement.js +199 -0
  37. package/Cameras/geospatialCameraMovement.js.map +1 -0
  38. package/Cameras/targetCamera.d.ts +1 -1
  39. package/Cameras/targetCamera.js +2 -2
  40. package/Cameras/targetCamera.js.map +1 -1
  41. package/Engines/Native/nativeInterfaces.d.ts +14 -6
  42. package/Engines/Native/nativeInterfaces.js +6 -1
  43. package/Engines/Native/nativeInterfaces.js.map +1 -1
  44. package/Engines/abstractEngine.js +2 -2
  45. package/Engines/abstractEngine.js.map +1 -1
  46. package/Engines/nativeEngine.js +2 -2
  47. package/Engines/nativeEngine.js.map +1 -1
  48. package/FlowGraph/Blocks/Data/Math/flowGraphVectorMathBlocks.js +1 -1
  49. package/FlowGraph/Blocks/Data/Math/flowGraphVectorMathBlocks.js.map +1 -1
  50. package/FlowGraph/flowGraphMath.d.ts +25 -0
  51. package/FlowGraph/flowGraphMath.js +40 -0
  52. package/FlowGraph/flowGraphMath.js.map +1 -0
  53. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +1 -1
  54. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
  55. package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.js +5 -1
  56. package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.js.map +1 -1
  57. package/Materials/Node/Blocks/GaussianSplatting/splatReaderBlock.js +6 -5
  58. package/Materials/Node/Blocks/GaussianSplatting/splatReaderBlock.js.map +1 -1
  59. package/Materials/shaderMaterial.js +4 -2
  60. package/Materials/shaderMaterial.js.map +1 -1
  61. package/Maths/math.vector.functions.d.ts +5 -24
  62. package/Maths/math.vector.functions.js +32 -35
  63. package/Maths/math.vector.functions.js.map +1 -1
  64. package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +1 -0
  65. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +51 -16
  66. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  67. package/Meshes/csg2.js +1 -1
  68. package/Meshes/csg2.js.map +1 -1
  69. package/Meshes/thinInstanceMesh.js +15 -0
  70. package/Meshes/thinInstanceMesh.js.map +1 -1
  71. package/Misc/fileTools.js.map +1 -1
  72. package/Misc/tools.d.ts +3 -0
  73. package/Misc/tools.js +43 -4
  74. package/Misc/tools.js.map +1 -1
  75. package/Particles/Node/Blocks/Update/basicPositionUpdateBlock.js +2 -2
  76. package/Particles/Node/Blocks/Update/basicPositionUpdateBlock.js.map +1 -1
  77. package/Particles/Node/Blocks/particleInputBlock.js +1 -0
  78. package/Particles/Node/Blocks/particleInputBlock.js.map +1 -1
  79. package/Particles/Node/Blocks/systemBlock.d.ts +8 -8
  80. package/Particles/Node/Blocks/systemBlock.js +12 -12
  81. package/Particles/Node/Blocks/systemBlock.js.map +1 -1
  82. package/Particles/Node/Enums/nodeParticleContextualSources.d.ts +3 -1
  83. package/Particles/Node/Enums/nodeParticleContextualSources.js +2 -0
  84. package/Particles/Node/Enums/nodeParticleContextualSources.js.map +1 -1
  85. package/Particles/Node/nodeParticleBuildState.d.ts +5 -5
  86. package/Particles/Node/nodeParticleBuildState.js +9 -7
  87. package/Particles/Node/nodeParticleBuildState.js.map +1 -1
  88. package/Particles/Node/nodeParticleSystemSet.helper.js +288 -149
  89. package/Particles/Node/nodeParticleSystemSet.helper.js.map +1 -1
  90. package/Particles/particle.d.ts +4 -0
  91. package/Particles/particle.js +2 -0
  92. package/Particles/particle.js.map +1 -1
  93. package/Particles/thinParticleSystem.d.ts +0 -4
  94. package/Particles/thinParticleSystem.function.d.ts +1 -1
  95. package/Particles/thinParticleSystem.function.js +9 -6
  96. package/Particles/thinParticleSystem.function.js.map +1 -1
  97. package/Particles/thinParticleSystem.js +1 -3
  98. package/Particles/thinParticleSystem.js.map +1 -1
  99. package/Shaders/ShadersInclude/gaussianSplatting.js +5 -1
  100. package/Shaders/ShadersInclude/gaussianSplatting.js.map +1 -1
  101. package/Shaders/ShadersInclude/gaussianSplattingUboDeclaration.js +2 -1
  102. package/Shaders/ShadersInclude/gaussianSplattingUboDeclaration.js.map +1 -1
  103. package/Shaders/ShadersInclude/gaussianSplattingVertexDeclaration.js +1 -1
  104. package/Shaders/ShadersInclude/gaussianSplattingVertexDeclaration.js.map +1 -1
  105. package/Shaders/gaussianSplatting.vertex.js +3 -3
  106. package/Shaders/gaussianSplatting.vertex.js.map +1 -1
  107. package/Shaders/gaussianSplattingDepth.vertex.js +2 -2
  108. package/Shaders/gaussianSplattingDepth.vertex.js.map +1 -1
  109. package/ShadersWGSL/ShadersInclude/gaussianSplatting.js +35 -1
  110. package/ShadersWGSL/ShadersInclude/gaussianSplatting.js.map +1 -1
  111. package/ShadersWGSL/ShadersInclude/gaussianSplattingUboDeclaration.js +2 -1
  112. package/ShadersWGSL/ShadersInclude/gaussianSplattingUboDeclaration.js.map +1 -1
  113. package/ShadersWGSL/ShadersInclude/gaussianSplattingVertexDeclaration.js +1 -2
  114. package/ShadersWGSL/ShadersInclude/gaussianSplattingVertexDeclaration.js.map +1 -1
  115. package/ShadersWGSL/gaussianSplatting.vertex.js +3 -3
  116. package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
  117. package/ShadersWGSL/gaussianSplattingDepth.vertex.js +2 -2
  118. package/ShadersWGSL/gaussianSplattingDepth.vertex.js.map +1 -1
  119. package/XR/webXRCamera.d.ts +5 -1
  120. package/XR/webXRCamera.js +2 -2
  121. package/XR/webXRCamera.js.map +1 -1
  122. package/XR/webXRExperienceHelper.js +1 -1
  123. package/XR/webXRExperienceHelper.js.map +1 -1
  124. package/package.json +1 -1
@@ -1 +1 @@
1
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type { Nullable } from \"core/types\";\r\nimport type { Color4 } from \"core/Maths/math.color\";\r\nimport type { Texture } from \"core/Materials/Textures/texture\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { ColorGradient, FactorGradient } from \"core/Misc\";\r\nimport type { ParticleSystem } from \"core/Particles/particleSystem\";\r\nimport type { IParticleSystem } from \"core/Particles/IParticleSystem\";\r\nimport type { BoxParticleEmitter } from \"core/Particles/EmitterTypes/boxParticleEmitter\";\r\nimport type { ConeDirectedParticleEmitter, ConeParticleEmitter } from \"core/Particles/EmitterTypes/coneParticleEmitter\";\r\nimport type { CustomParticleEmitter } from \"core/Particles/EmitterTypes/customParticleEmitter\";\r\nimport type { CylinderDirectedParticleEmitter, CylinderParticleEmitter } from \"core/Particles/EmitterTypes/cylinderParticleEmitter\";\r\nimport type { HemisphericParticleEmitter } from \"core/Particles/EmitterTypes/hemisphericParticleEmitter\";\r\nimport type { MeshParticleEmitter } from \"core/Particles/EmitterTypes/meshParticleEmitter\";\r\nimport type { PointParticleEmitter } from \"core/Particles/EmitterTypes/pointParticleEmitter\";\r\nimport type { SphereDirectedParticleEmitter, SphereParticleEmitter } from \"core/Particles/EmitterTypes/sphereParticleEmitter\";\r\nimport type { NodeParticleConnectionPoint } from \"core/Particles/Node/nodeParticleBlockConnectionPoint\";\r\nimport type { IShapeBlock } from \"core/Particles/Node/Blocks/Emitters/IShapeBlock\";\r\nimport type { NodeParticleBlockConnectionPointTypes } from \"core/Particles/Node/Enums/nodeParticleBlockConnectionPointTypes\";\r\n\r\nimport { Vector2, Vector3 } from \"core/Maths/math.vector\";\r\nimport { NodeParticleSystemSet } from \"./nodeParticleSystemSet\";\r\nimport { NodeParticleContextualSources } from \"./Enums/nodeParticleContextualSources\";\r\nimport { NodeParticleSystemSources } from \"./Enums/nodeParticleSystemSources\";\r\nimport { ParticleConverterBlock } from \"./Blocks/particleConverterBlock\";\r\nimport { ParticleGradientBlock } from \"./Blocks/particleGradientBlock\";\r\nimport { ParticleGradientValueBlock } from \"./Blocks/particleGradientValueBlock\";\r\nimport { ParticleInputBlock } from \"./Blocks/particleInputBlock\";\r\nimport { ParticleMathBlock, ParticleMathBlockOperations } from \"./Blocks/particleMathBlock\";\r\nimport { ParticleRandomBlock, ParticleRandomBlockLocks } from \"./Blocks/particleRandomBlock\";\r\nimport { ParticleTextureSourceBlock } from \"./Blocks/particleSourceTextureBlock\";\r\nimport { SystemBlock } from \"./Blocks/systemBlock\";\r\nimport { CreateParticleBlock } from \"./Blocks/Emitters/createParticleBlock\";\r\nimport { BoxShapeBlock } from \"./Blocks/Emitters/boxShapeBlock\";\r\nimport { ConeShapeBlock } from \"./Blocks/Emitters/coneShapeBlock\";\r\nimport { CylinderShapeBlock } from \"./Blocks/Emitters/cylinderShapeBlock\";\r\nimport { CustomShapeBlock } from \"./Blocks/Emitters/customShapeBlock\";\r\nimport { MeshShapeBlock } from \"./Blocks/Emitters/meshShapeBlock\";\r\nimport { PointShapeBlock } from \"./Blocks/Emitters/pointShapeBlock\";\r\nimport { SphereShapeBlock } from \"./Blocks/Emitters/sphereShapeBlock\";\r\nimport { UpdateAngleBlock } from \"./Blocks/Update/updateAngleBlock\";\r\nimport { UpdateColorBlock } from \"./Blocks/Update/updateColorBlock\";\r\nimport { UpdateDirectionBlock } from \"./Blocks/Update/updateDirectionBlock\";\r\nimport { UpdatePositionBlock } from \"./Blocks/Update/updatePositionBlock\";\r\nimport { UpdateSizeBlock } from \"./Blocks/Update/updateSizeBlock\";\r\n\r\n/** Represents blocks or groups of blocks that can be used in multiple places in the graph, so they are stored in this context to be reused */\r\ntype ConversionContext = {\r\n targetStopDurationBlockOutput: NodeParticleConnectionPoint;\r\n timeToStopTimeRatioBlockGroupOutput: NodeParticleConnectionPoint;\r\n sizeGradientValue0Output: NodeParticleConnectionPoint;\r\n ageToLifeTimeRatioBlockGroupOutput: NodeParticleConnectionPoint;\r\n};\r\n\r\ntype RuntimeConversionContext = Partial<ConversionContext>;\r\n\r\n/**\r\n * Converts a ParticleSystem to a NodeParticleSystemSet.\r\n * @param name The name of the node particle system set.\r\n * @param particleSystemsList The particle systems to convert.\r\n * @returns The converted node particle system set or null if conversion failed.\r\n */\r\nexport async function ConvertToNodeParticleSystemSetAsync(name: string, particleSystemsList: ParticleSystem[]): Promise<Nullable<NodeParticleSystemSet>> {\r\n if (!particleSystemsList || !particleSystemsList.length) {\r\n return null;\r\n }\r\n\r\n const nodeParticleSystemSet = new NodeParticleSystemSet(name);\r\n const promises: Promise<void>[] = [];\r\n\r\n for (const particleSystem of particleSystemsList) {\r\n promises.push(_ExtractDatafromParticleSystemAsync(nodeParticleSystemSet, particleSystem, {}));\r\n }\r\n\r\n await Promise.all(promises);\r\n return nodeParticleSystemSet;\r\n}\r\n\r\nasync function _ExtractDatafromParticleSystemAsync(newSet: NodeParticleSystemSet, oldSystem: ParticleSystem, context: RuntimeConversionContext): Promise<void> {\r\n // CreateParticle block\r\n const createParticleBlock = _CreateParticleBlockGroup(oldSystem, context);\r\n\r\n // Emitter Shape block\r\n const shapeBlock = _EmitterShapeBlock(oldSystem);\r\n createParticleBlock.particle.connectTo(shapeBlock.particle);\r\n\r\n // Update the particle position\r\n const positionUpdatedParticle = _UpdateParticleBlockGroup(shapeBlock.output, oldSystem, context);\r\n\r\n // Color update\r\n const colorUpdateBlock = _CreateColorUpdateBlock(oldSystem, createParticleBlock);\r\n positionUpdatedParticle.connectTo(colorUpdateBlock.particle);\r\n\r\n // System block\r\n const newSystem = _SystemBlockGroup(oldSystem, context);\r\n colorUpdateBlock.output.connectTo(newSystem.particle);\r\n\r\n // Register\r\n newSet.systemBlocks.push(newSystem);\r\n}\r\n\r\n// ------------- SYSTEM FUNCTIONS -------------\r\n\r\nfunction _SystemBlockGroup(oldSystem: ParticleSystem, context: RuntimeConversionContext): SystemBlock {\r\n const newSystem = new SystemBlock(oldSystem.name);\r\n\r\n _CreateAndConnectInput(\"Translation pivot\", oldSystem.translationPivot, newSystem.translationPivot);\r\n _CreateAndConnectInput(\"Texture mask\", oldSystem.textureMask, newSystem.textureMask);\r\n _CreateTargetStopDurationInputBlock(oldSystem, context).connectTo(newSystem.targetStopDuration);\r\n\r\n newSystem.emitRate = oldSystem.emitRate;\r\n newSystem.manualEmitCount = oldSystem.manualEmitCount;\r\n newSystem.blendMode = oldSystem.blendMode;\r\n newSystem.capacity = oldSystem.getCapacity();\r\n newSystem.startDelay = oldSystem.startDelay;\r\n newSystem.updateSpeed = oldSystem.updateSpeed;\r\n newSystem.preWarmCycles = oldSystem.preWarmCycles;\r\n newSystem.preWarmStepOffset = oldSystem.preWarmStepOffset;\r\n newSystem.isBillboardBased = oldSystem.isBillboardBased;\r\n newSystem.isLocal = oldSystem.isLocal;\r\n newSystem.disposeOnStop = oldSystem.disposeOnStop;\r\n\r\n // Texture\r\n const textureBlock = new ParticleTextureSourceBlock(\"Texture\");\r\n const url = (oldSystem.particleTexture as Texture).url || \"\";\r\n if (url) {\r\n textureBlock.url = url;\r\n } else {\r\n textureBlock.sourceTexture = oldSystem.particleTexture;\r\n }\r\n textureBlock.texture.connectTo(newSystem.texture);\r\n\r\n return newSystem;\r\n}\r\n\r\n// ------------- CREATE PARTICLE FUNCTIONS -------------\r\n\r\n// The creation of the different properties follows the order they are added to the CreationQueue in ThinParticleSystem:\r\n// Lifetime, Position, Direction, Emit, Size, Scale/StartSize, Angle, Velocity, VelocityLimit, Color, Drag, Noise, ColorDead, Ramp, Sheet\r\nfunction _CreateParticleBlockGroup(oldSystem: ParticleSystem, context: RuntimeConversionContext): CreateParticleBlock {\r\n // Create particle\r\n const createParticleBlock = new CreateParticleBlock(\"Create Particle\");\r\n\r\n // Lifetime\r\n _CreateParticleLifetimeBlockGroup(oldSystem, context).connectTo(createParticleBlock.lifeTime);\r\n\r\n // Emit power (Speed)\r\n const randomEmitPowerBlock = new ParticleRandomBlock(\"Random Emit Power\");\r\n _CreateAndConnectInput(\"Min Emit Power\", oldSystem.minEmitPower, randomEmitPowerBlock.min);\r\n _CreateAndConnectInput(\"Max Emit Power\", oldSystem.maxEmitPower, randomEmitPowerBlock.max);\r\n randomEmitPowerBlock.output.connectTo(createParticleBlock.emitPower);\r\n\r\n // Size\r\n _CreateParticleSizeBlockGroup(oldSystem, context).connectTo(createParticleBlock.size);\r\n\r\n // Scale/Start Size\r\n _CreateParticleScaleBlockGroup(oldSystem, context).connectTo(createParticleBlock.scale);\r\n\r\n // Angle (rotation)\r\n const randomRotationBlock = new ParticleRandomBlock(\"Random Rotation\");\r\n _CreateAndConnectInput(\"Min Rotation\", oldSystem.minInitialRotation, randomRotationBlock.min);\r\n _CreateAndConnectInput(\"Max Rotation\", oldSystem.maxInitialRotation, randomRotationBlock.max);\r\n randomRotationBlock.output.connectTo(createParticleBlock.angle);\r\n\r\n // Color is handled when we do the color update block to manage gradients\r\n\r\n // Dead color\r\n _CreateAndConnectInput(\"Dead Color\", oldSystem.colorDead, createParticleBlock.colorDead);\r\n\r\n return createParticleBlock;\r\n}\r\n\r\n/**\r\n * Creates the group of blocks that represent the particle lifetime\r\n * @param oldSystem The old particle system to convert\r\n * @param context The context of the current conversion\r\n * @returns The output of the group of blocks that represent the particle lifetime\r\n */\r\nfunction _CreateParticleLifetimeBlockGroup(oldSystem: ParticleSystem, context: RuntimeConversionContext): NodeParticleConnectionPoint {\r\n if (oldSystem.targetStopDuration && oldSystem._lifeTimeGradients && oldSystem._lifeTimeGradients.length > 0) {\r\n context.timeToStopTimeRatioBlockGroupOutput = _CreateTimeToStopTimeRatioBlockGroup(oldSystem, context);\r\n const gradientBlockGroupOutput = _CreateGradientBlockGroup(\r\n context.timeToStopTimeRatioBlockGroupOutput,\r\n oldSystem._lifeTimeGradients,\r\n ParticleRandomBlockLocks.PerParticle,\r\n \"Lifetime\"\r\n );\r\n return gradientBlockGroupOutput;\r\n } else {\r\n const randomLifetimeBlock = new ParticleRandomBlock(\"Random Lifetime\");\r\n _CreateAndConnectInput(\"Min Lifetime\", oldSystem.minLifeTime, randomLifetimeBlock.min);\r\n _CreateAndConnectInput(\"Max Lifetime\", oldSystem.maxLifeTime, randomLifetimeBlock.max);\r\n return randomLifetimeBlock.output;\r\n }\r\n}\r\n\r\n/**\r\n * Creates the group of blocks that represent the particle size\r\n * @param oldSystem The old particle system to convert\r\n * @param context The context of the current conversion\r\n * @returns The output of the group of blocks that represent the particle lifetime\r\n */\r\nfunction _CreateParticleSizeBlockGroup(oldSystem: ParticleSystem, context: RuntimeConversionContext): NodeParticleConnectionPoint {\r\n if (oldSystem._sizeGradients && oldSystem._sizeGradients.length > 0) {\r\n const sizeGradientBlockGroupOutput = _CreateParticleSizeGradientBlockGroup(oldSystem._sizeGradients, context);\r\n return sizeGradientBlockGroupOutput;\r\n } else {\r\n const randomSizeBlock = new ParticleRandomBlock(\"Random size\");\r\n _CreateAndConnectInput(\"Min size\", oldSystem.minSize, randomSizeBlock.min);\r\n _CreateAndConnectInput(\"Max size\", oldSystem.maxSize, randomSizeBlock.max);\r\n return randomSizeBlock.output;\r\n }\r\n}\r\n\r\nfunction _CreateParticleScaleBlockGroup(oldSystem: ParticleSystem, context: RuntimeConversionContext): NodeParticleConnectionPoint {\r\n // Create the random scale\r\n const randomScaleBlock = new ParticleRandomBlock(\"Random Scale\");\r\n _CreateAndConnectInput(\"Min Scale\", new Vector2(oldSystem.minScaleX, oldSystem.minScaleY), randomScaleBlock.min);\r\n _CreateAndConnectInput(\"Max Scale\", new Vector2(oldSystem.maxScaleX, oldSystem.maxScaleY), randomScaleBlock.max);\r\n\r\n if (oldSystem.targetStopDuration && oldSystem._startSizeGradients && oldSystem._startSizeGradients.length > 0) {\r\n // Create the start size gradient\r\n context.timeToStopTimeRatioBlockGroupOutput = _CreateTimeToStopTimeRatioBlockGroup(oldSystem, context);\r\n const gradientBlockGroupOutput = _CreateGradientBlockGroup(\r\n context.timeToStopTimeRatioBlockGroupOutput,\r\n oldSystem._startSizeGradients,\r\n ParticleRandomBlockLocks.PerParticle,\r\n \"Start Size\"\r\n );\r\n\r\n // Multiply the initial random scale by the start size gradient\r\n const multiplyScaleBlock = new ParticleMathBlock(\"Multiply Scale by Start Size Gradient\");\r\n multiplyScaleBlock.operation = ParticleMathBlockOperations.Multiply;\r\n randomScaleBlock.output.connectTo(multiplyScaleBlock.left);\r\n gradientBlockGroupOutput.connectTo(multiplyScaleBlock.right);\r\n\r\n return multiplyScaleBlock.output;\r\n } else {\r\n return randomScaleBlock.output;\r\n }\r\n}\r\n\r\nfunction _CreateParticleSizeGradientBlockGroup(sizeGradients: Array<FactorGradient>, context: RuntimeConversionContext): NodeParticleConnectionPoint {\r\n if (sizeGradients.length === 0) {\r\n throw new Error(\"No size gradients provided.\");\r\n }\r\n\r\n const initialParticleSize = _CreateSizeFromGradientStep(sizeGradients[0], 0);\r\n context.sizeGradientValue0Output = initialParticleSize;\r\n return initialParticleSize;\r\n}\r\n\r\nfunction _CreateSizeFromGradientStep(gradientStep: FactorGradient, index: number): NodeParticleConnectionPoint {\r\n if (gradientStep.factor2 !== undefined) {\r\n // Create a random between value1 and value2\r\n const randomBlock = new ParticleRandomBlock(\"Random Value \" + index);\r\n randomBlock.lockMode = ParticleRandomBlockLocks.OncePerParticle;\r\n _CreateAndConnectInput(\"Value 1\", gradientStep.factor1, randomBlock.min);\r\n _CreateAndConnectInput(\"Value 2\", gradientStep.factor2, randomBlock.max);\r\n return randomBlock.output;\r\n } else {\r\n // Single value\r\n const sizeBlock = new ParticleInputBlock(\"Value\");\r\n sizeBlock.value = gradientStep.factor1;\r\n return sizeBlock.output;\r\n }\r\n}\r\n\r\n// ------------- EMITTER SHAPE FUNCTIONS -------------\r\n\r\nfunction _EmitterShapeBlock(oldSystem: IParticleSystem): IShapeBlock {\r\n const emitter = oldSystem.particleEmitterType;\r\n if (!emitter) {\r\n throw new Error(\"Particle system has no emitter type.\");\r\n }\r\n\r\n let shapeBlock: Nullable<IShapeBlock> = null;\r\n switch (emitter.getClassName()) {\r\n case \"BoxParticleEmitter\": {\r\n const source = emitter as BoxParticleEmitter;\r\n shapeBlock = new BoxShapeBlock(\"Box Shape\");\r\n\r\n const target = shapeBlock as BoxShapeBlock;\r\n _CreateAndConnectInput(\"Direction 1\", source.direction1, target.direction1);\r\n _CreateAndConnectInput(\"Direction 2\", source.direction2, target.direction2);\r\n _CreateAndConnectInput(\"Min Emit Box\", source.minEmitBox, target.minEmitBox);\r\n _CreateAndConnectInput(\"Max Emit Box\", source.maxEmitBox, target.maxEmitBox);\r\n break;\r\n }\r\n case \"ConeParticleEmitter\": {\r\n const source = emitter as ConeParticleEmitter;\r\n shapeBlock = new ConeShapeBlock(\"Cone Shape\");\r\n\r\n const target = shapeBlock as ConeShapeBlock;\r\n target.emitFromSpawnPointOnly = source.emitFromSpawnPointOnly;\r\n _CreateAndConnectInput(\"Radius\", source.radius, target.radius);\r\n _CreateAndConnectInput(\"Angle\", source.angle, target.angle);\r\n _CreateAndConnectInput(\"Radius Range\", source.radiusRange, target.radiusRange);\r\n _CreateAndConnectInput(\"Height Range\", source.heightRange, target.heightRange);\r\n _CreateAndConnectInput(\"Direction Randomizer\", source.directionRandomizer, target.directionRandomizer);\r\n break;\r\n }\r\n case \"ConeDirectedParticleEmitter\": {\r\n const source = emitter as ConeDirectedParticleEmitter;\r\n shapeBlock = new ConeShapeBlock(\"Cone Shape\");\r\n\r\n const target = shapeBlock as ConeShapeBlock;\r\n target.emitFromSpawnPointOnly = source.emitFromSpawnPointOnly;\r\n _CreateAndConnectInput(\"Radius\", source.radius, target.radius);\r\n _CreateAndConnectInput(\"Angle\", source.angle, target.angle);\r\n _CreateAndConnectInput(\"Radius Range\", source.radiusRange, target.radiusRange);\r\n _CreateAndConnectInput(\"Height Range\", source.heightRange, target.heightRange);\r\n _CreateAndConnectInput(\"Direction 1\", source.direction1, target.direction1);\r\n _CreateAndConnectInput(\"Direction 2\", source.direction2, target.direction2);\r\n break;\r\n }\r\n case \"CustomParticleEmitter\": {\r\n const source = emitter as CustomParticleEmitter;\r\n shapeBlock = new CustomShapeBlock(\"Custom Shape\");\r\n\r\n const target = shapeBlock as CustomShapeBlock;\r\n target.particlePositionGenerator = source.particlePositionGenerator;\r\n target.particleDestinationGenerator = source.particleDestinationGenerator;\r\n target.particleDirectionGenerator = source.particleDirectionGenerator;\r\n break;\r\n }\r\n case \"CylinderParticleEmitter\": {\r\n const source = emitter as CylinderParticleEmitter;\r\n shapeBlock = new CylinderShapeBlock(\"Cylinder Shape\");\r\n\r\n const target = shapeBlock as CylinderShapeBlock;\r\n _CreateAndConnectInput(\"Height\", source.height, target.height);\r\n _CreateAndConnectInput(\"Radius\", source.radius, target.radius);\r\n _CreateAndConnectInput(\"Radius Range\", source.radiusRange, target.radiusRange);\r\n _CreateAndConnectInput(\"Direction Randomizer\", source.directionRandomizer, target.directionRandomizer);\r\n break;\r\n }\r\n case \"CylinderDirectedParticleEmitter\": {\r\n const source = emitter as CylinderDirectedParticleEmitter;\r\n shapeBlock = new CylinderShapeBlock(\"Cylinder Shape\");\r\n\r\n const target = shapeBlock as CylinderShapeBlock;\r\n _CreateAndConnectInput(\"Height\", source.height, target.height);\r\n _CreateAndConnectInput(\"Radius\", source.radius, target.radius);\r\n _CreateAndConnectInput(\"Radius Range\", source.radiusRange, target.radiusRange);\r\n _CreateAndConnectInput(\"Direction 1\", source.direction1, target.direction1);\r\n _CreateAndConnectInput(\"Direction 2\", source.direction2, target.direction2);\r\n break;\r\n }\r\n case \"HemisphericParticleEmitter\": {\r\n const source = emitter as HemisphericParticleEmitter;\r\n shapeBlock = new SphereShapeBlock(\"Sphere Shape\");\r\n\r\n const target = shapeBlock as SphereShapeBlock;\r\n target.isHemispheric = true;\r\n _CreateAndConnectInput(\"Radius\", source.radius, target.radius);\r\n _CreateAndConnectInput(\"Radius Range\", source.radiusRange, target.radiusRange);\r\n _CreateAndConnectInput(\"Direction Randomizer\", source.directionRandomizer, target.directionRandomizer);\r\n break;\r\n }\r\n case \"MeshParticleEmitter\": {\r\n const source = emitter as MeshParticleEmitter;\r\n shapeBlock = new MeshShapeBlock(\"Mesh Shape\");\r\n\r\n const target = shapeBlock as MeshShapeBlock;\r\n target.useMeshNormalsForDirection = source.useMeshNormalsForDirection;\r\n _CreateAndConnectInput(\"Direction 1\", source.direction1, target.direction1);\r\n _CreateAndConnectInput(\"Direction 2\", source.direction2, target.direction2);\r\n\r\n target.mesh = source.mesh as Mesh;\r\n break;\r\n }\r\n case \"PointParticleEmitter\": {\r\n const source = emitter as PointParticleEmitter;\r\n shapeBlock = new PointShapeBlock(\"Point Shape\");\r\n\r\n const target = shapeBlock as PointShapeBlock;\r\n _CreateAndConnectInput(\"Direction 1\", source.direction1, target.direction1);\r\n _CreateAndConnectInput(\"Direction 2\", source.direction2, target.direction2);\r\n break;\r\n }\r\n case \"SphereParticleEmitter\": {\r\n const source = emitter as SphereParticleEmitter;\r\n shapeBlock = new SphereShapeBlock(\"Sphere Shape\");\r\n\r\n const target = shapeBlock as SphereShapeBlock;\r\n _CreateAndConnectInput(\"Radius\", source.radius, target.radius);\r\n _CreateAndConnectInput(\"Radius Range\", source.radiusRange, target.radiusRange);\r\n _CreateAndConnectInput(\"Direction Randomizer\", source.directionRandomizer, target.directionRandomizer);\r\n break;\r\n }\r\n case \"SphereDirectedParticleEmitter\": {\r\n const source = emitter as SphereDirectedParticleEmitter;\r\n shapeBlock = new SphereShapeBlock(\"Sphere Shape\");\r\n\r\n const target = shapeBlock as SphereShapeBlock;\r\n _CreateAndConnectInput(\"Radius\", source.radius, target.radius);\r\n _CreateAndConnectInput(\"Radius Range\", source.radiusRange, target.radiusRange);\r\n _CreateAndConnectInput(\"Direction1\", source.direction1, target.direction1);\r\n _CreateAndConnectInput(\"Direction2\", source.direction2, target.direction2);\r\n break;\r\n }\r\n }\r\n\r\n if (!shapeBlock) {\r\n throw new Error(`Unsupported particle emitter type: ${emitter.getClassName()}`);\r\n }\r\n\r\n return shapeBlock;\r\n}\r\n\r\n// ------------- UPDATE PARTICLE FUNCTIONS -------------\r\n\r\n/**\r\n * Creates the group of blocks that represent the particle system update\r\n * The creation of the different properties follows the order they are added to the ProcessQueue in ThinParticleSystem:\r\n * Color, AngularSpeedGradients, AngularSpeed, VelocityGradients, Direction, LimitVelocityGradients, DragGradients, Position, Noise, SizeGradients, Gravity, RemapGradients\r\n * @param inputParticle The particle input connection point\r\n * @param oldSystem The old particle system to convert\r\n * @param context The runtime conversion context\r\n * @returns The output connection point after all updates have been applied\r\n */\r\nfunction _UpdateParticleBlockGroup(inputParticle: NodeParticleConnectionPoint, oldSystem: ParticleSystem, context: RuntimeConversionContext): NodeParticleConnectionPoint {\r\n let outputUpdate: NodeParticleConnectionPoint = inputParticle;\r\n\r\n if (oldSystem.minAngularSpeed !== 0 || oldSystem.maxAngularSpeed !== 0) {\r\n outputUpdate = _UpdateParticleAngularSpeedBlockGroup(outputUpdate, oldSystem.minAngularSpeed, oldSystem.maxAngularSpeed);\r\n }\r\n\r\n outputUpdate = _UpdateParticlePositionBlockGroup(outputUpdate, oldSystem.isLocal);\r\n\r\n if (oldSystem._sizeGradients && oldSystem._sizeGradients.length > 0) {\r\n outputUpdate = _UpdateParticleSizeGradientBlockGroup(outputUpdate, oldSystem._sizeGradients, context);\r\n }\r\n\r\n if (oldSystem.gravity.equalsToFloats(0, 0, 0) === false) {\r\n outputUpdate = _UpdateParticleGravityBlockGroup(outputUpdate, oldSystem.gravity);\r\n }\r\n\r\n return outputUpdate;\r\n}\r\n\r\nfunction _UpdateParticleAngularSpeedBlockGroup(inputParticle: NodeParticleConnectionPoint, minAngularSpeed: number, maxAngularSpeed: number): NodeParticleConnectionPoint {\r\n // Random value between for the angular speed of the particle\r\n const randomAngularSpeedBlock = new ParticleRandomBlock(\"Random Angular Speed\");\r\n _CreateAndConnectInput(\"Min Angular Speed\", minAngularSpeed, randomAngularSpeedBlock.min);\r\n _CreateAndConnectInput(\"Max Angular Speed\", maxAngularSpeed, randomAngularSpeedBlock.max);\r\n\r\n // Create the angular speed delta\r\n const angleSpeedDeltaOutput = _CreateDeltaModifiedInput(\"Angular Speed\", randomAngularSpeedBlock.output);\r\n\r\n // Add it to the angle\r\n const addAngle = new ParticleMathBlock(\"Add Angular Speed to Angle\");\r\n addAngle.operation = ParticleMathBlockOperations.Add;\r\n _CreateAndConnectContextualSource(\"Angle\", NodeParticleContextualSources.Angle, addAngle.left);\r\n angleSpeedDeltaOutput.connectTo(addAngle.right);\r\n\r\n // Update the particle angle\r\n const updateAngle = new UpdateAngleBlock(\"Angle Update with Angular Speed\");\r\n inputParticle.connectTo(updateAngle.particle);\r\n addAngle.output.connectTo(updateAngle.angle);\r\n\r\n return updateAngle.output;\r\n}\r\n\r\nfunction _UpdateParticlePositionBlockGroup(inputParticle: NodeParticleConnectionPoint, isLocal: boolean): NodeParticleConnectionPoint {\r\n // Update the particle position\r\n const updatePosition = new UpdatePositionBlock(\"Position Update\");\r\n inputParticle.connectTo(updatePosition.particle);\r\n\r\n if (isLocal) {\r\n _CreateAndConnectContextualSource(\"Local Position Updated\", NodeParticleContextualSources.LocalPositionUpdated, updatePosition.position);\r\n } else {\r\n // Calculate the new position\r\n const addPositionBlock = new ParticleMathBlock(\"Add Position\");\r\n addPositionBlock.operation = ParticleMathBlockOperations.Add;\r\n _CreateAndConnectContextualSource(\"Position\", NodeParticleContextualSources.Position, addPositionBlock.left);\r\n _CreateAndConnectContextualSource(\"Scaled Direction\", NodeParticleContextualSources.ScaledDirection, addPositionBlock.right);\r\n addPositionBlock.output.connectTo(updatePosition.position);\r\n }\r\n\r\n return updatePosition.output;\r\n}\r\n\r\nfunction _UpdateParticleSizeGradientBlockGroup(\r\n inputParticle: NodeParticleConnectionPoint,\r\n sizeGradients: Array<FactorGradient>,\r\n context: RuntimeConversionContext\r\n): NodeParticleConnectionPoint {\r\n if (context.sizeGradientValue0Output === undefined) {\r\n throw new Error(\"Initial size gradient values not found in context.\");\r\n }\r\n\r\n context.ageToLifeTimeRatioBlockGroupOutput = _CreateAgeToLifeTimeRatioBlockGroup(context);\r\n\r\n // Generate the gradient\r\n const sizeValueOutput = _CreateGradientBlockGroup(context.ageToLifeTimeRatioBlockGroupOutput, sizeGradients, ParticleRandomBlockLocks.OncePerParticle, \"Size\", [\r\n context.sizeGradientValue0Output,\r\n ]);\r\n\r\n // Create the update size\r\n const updateSizeBlock = new UpdateSizeBlock(\"Size Update\");\r\n inputParticle.connectTo(updateSizeBlock.particle);\r\n sizeValueOutput.connectTo(updateSizeBlock.size);\r\n\r\n return updateSizeBlock.output;\r\n}\r\n\r\nfunction _UpdateParticleGravityBlockGroup(inputParticle: NodeParticleConnectionPoint, gravity: Vector3): NodeParticleConnectionPoint {\r\n // Create the gravity delta\r\n const gravityDeltaOutput = _CreateDeltaModifiedInput(\"Gravity\", gravity);\r\n\r\n // Add it to the direction\r\n const addDirectionBlock = new ParticleMathBlock(\"Add Gravity to Direction\");\r\n addDirectionBlock.operation = ParticleMathBlockOperations.Add;\r\n _CreateAndConnectContextualSource(\"Direction\", NodeParticleContextualSources.Direction, addDirectionBlock.left);\r\n gravityDeltaOutput.connectTo(addDirectionBlock.right);\r\n\r\n // Update the particle direction\r\n const updateDirection = new UpdateDirectionBlock(\"Direction Update with Gravity\");\r\n inputParticle.connectTo(updateDirection.particle);\r\n addDirectionBlock.output.connectTo(updateDirection.direction);\r\n\r\n return updateDirection.output;\r\n}\r\n\r\nfunction _CreateColorUpdateBlock(oldSystem: IParticleSystem, createParticleBlock: CreateParticleBlock): UpdateColorBlock {\r\n if (!oldSystem) {\r\n throw new Error(\"Invalid particle system\");\r\n }\r\n\r\n // Calculate the color\r\n const colorGradients = oldSystem.getColorGradients();\r\n let colorBlock: Nullable<ParticleGradientBlock | ParticleMathBlock> = null;\r\n if (colorGradients && colorGradients.length > 0) {\r\n colorBlock = _CreateGradientColorUpdate(oldSystem, colorGradients, createParticleBlock);\r\n } else {\r\n colorBlock = _CreateBasicColorUpdate(oldSystem, createParticleBlock);\r\n }\r\n\r\n // Clamp alpha >= 0\r\n const clampedColor = _ClampUpdateColorAlpha(colorBlock);\r\n\r\n // Create the color update block\r\n const colorUpdateBlock = new UpdateColorBlock(\"Color update\");\r\n clampedColor.colorOut.connectTo(colorUpdateBlock.color);\r\n\r\n return colorUpdateBlock;\r\n}\r\n\r\nfunction _CreateGradientColorUpdate(oldSystem: IParticleSystem, gradient: Array<ColorGradient>, createParticleBlock: CreateParticleBlock): ParticleGradientBlock {\r\n const colorGradientBlock = new ParticleGradientBlock(\"Color Gradient\");\r\n _CreateAndConnectContextualSource(\"gradient\", NodeParticleContextualSources.Age, colorGradientBlock.gradient);\r\n\r\n let tempColor: Nullable<ParticleInputBlock | ParticleRandomBlock> = null;\r\n let colorStart: Nullable<ParticleInputBlock | ParticleRandomBlock> = null;\r\n let colorEnd: Nullable<ParticleInputBlock | ParticleRandomBlock> = null;\r\n for (let i = 0; i < gradient.length; i++) {\r\n const gradientStep = gradient[i];\r\n const gradientValueBlock = new ParticleGradientValueBlock(\"Color Gradient Value \" + i);\r\n gradientValueBlock.reference = gradientStep.gradient;\r\n\r\n if (gradientStep.color2) {\r\n // Create a random between color1 and color2\r\n const randomColorBlock = new ParticleRandomBlock(\"Random Color for Gradient \" + i);\r\n randomColorBlock.lockMode = ParticleRandomBlockLocks.PerSystem;\r\n _CreateAndConnectInput(\"Color 1\", gradientStep.color1, randomColorBlock.min);\r\n _CreateAndConnectInput(\"Color 2\", gradientStep.color2, randomColorBlock.max);\r\n randomColorBlock.output.connectTo(gradientValueBlock.value);\r\n tempColor = randomColorBlock;\r\n } else {\r\n // Single color\r\n const input = new ParticleInputBlock(\"Color \" + i);\r\n input.value = gradientStep.color1;\r\n input.output.connectTo(gradientValueBlock.value);\r\n tempColor = input;\r\n }\r\n\r\n if (gradientStep.gradient === 0) {\r\n colorStart = tempColor;\r\n } else if (gradientStep.gradient === 1) {\r\n colorEnd = tempColor;\r\n }\r\n\r\n gradientValueBlock.output.connectTo(colorGradientBlock.inputs[i + 1]);\r\n }\r\n\r\n _UpdateCreateParticleColor(oldSystem, colorStart, colorEnd, createParticleBlock);\r\n\r\n return colorGradientBlock;\r\n}\r\n\r\nfunction _CreateBasicColorUpdate(oldSystem: IParticleSystem, createParticleBlock: CreateParticleBlock): ParticleMathBlock {\r\n const addColorBlock = new ParticleMathBlock(\"Add Color\");\r\n addColorBlock.operation = ParticleMathBlockOperations.Add;\r\n _CreateAndConnectContextualSource(\"Color\", NodeParticleContextualSources.Color, addColorBlock.left);\r\n _CreateAndConnectContextualSource(\"Scaled Color Step\", NodeParticleContextualSources.ScaledColorStep, addColorBlock.right);\r\n\r\n _UpdateCreateParticleColor(oldSystem, null, null, createParticleBlock);\r\n\r\n return addColorBlock;\r\n}\r\n\r\nfunction _UpdateCreateParticleColor(\r\n oldSystem: IParticleSystem,\r\n colorStart: Nullable<ParticleInputBlock | ParticleRandomBlock>,\r\n colorEnd: Nullable<ParticleInputBlock | ParticleRandomBlock>,\r\n createParticleBlock: CreateParticleBlock\r\n): void {\r\n if (colorStart === null) {\r\n colorStart = new ParticleInputBlock(\"Color Start\");\r\n colorStart.value = oldSystem.color1;\r\n }\r\n\r\n if (colorEnd === null) {\r\n colorEnd = new ParticleInputBlock(\"Color End\");\r\n colorEnd.value = oldSystem.color2;\r\n }\r\n\r\n const randomColorBlock = new ParticleRandomBlock(\"Random color\");\r\n randomColorBlock.lockMode = ParticleRandomBlockLocks.PerParticle;\r\n colorStart.output.connectTo(randomColorBlock.min);\r\n colorEnd.output.connectTo(randomColorBlock.max);\r\n randomColorBlock.output.connectTo(createParticleBlock.color);\r\n}\r\n\r\nfunction _ClampUpdateColorAlpha(colorBlock: ParticleMathBlock | ParticleGradientBlock): ParticleConverterBlock {\r\n // Decompose color to clamp alpha\r\n const decomposeColorBlock = new ParticleConverterBlock(\"Decompose Color\");\r\n colorBlock.outputs[0].connectTo(decomposeColorBlock.colorIn);\r\n\r\n // Clamp alpha to be >= 0\r\n const maxAlphaBlock = new ParticleMathBlock(\"Alpha >= 0\");\r\n maxAlphaBlock.operation = ParticleMathBlockOperations.Max;\r\n decomposeColorBlock.wOut.connectTo(maxAlphaBlock.left);\r\n _CreateAndConnectInput(\"Zero\", 0, maxAlphaBlock.right);\r\n\r\n // Recompose color\r\n const composeColorBlock = new ParticleConverterBlock(\"Compose Color\");\r\n decomposeColorBlock.xyzOut.connectTo(composeColorBlock.xyzIn);\r\n maxAlphaBlock.output.connectTo(composeColorBlock.wIn);\r\n\r\n return composeColorBlock;\r\n}\r\n\r\n// ------------- UTILITY FUNCTIONS -------------\r\n\r\nfunction _CreateDeltaModifiedInput(name: string, value: Vector3 | NodeParticleConnectionPoint): NodeParticleConnectionPoint {\r\n const multiplyBlock = new ParticleMathBlock(\"Multiply by Delta\");\r\n multiplyBlock.operation = ParticleMathBlockOperations.Multiply;\r\n if (value instanceof Vector3) {\r\n _CreateAndConnectInput(name, value, multiplyBlock.left);\r\n } else {\r\n value.connectTo(multiplyBlock.left);\r\n }\r\n _CreateAndConnectSystemSource(\"Delta\", NodeParticleSystemSources.Delta, multiplyBlock.right);\r\n\r\n return multiplyBlock.output;\r\n}\r\n\r\nfunction _CreateAndConnectInput(\r\n inputBlockName: string,\r\n value: number | Vector2 | Vector3 | Color4,\r\n targetToConnectTo: NodeParticleConnectionPoint,\r\n inputType?: NodeParticleBlockConnectionPointTypes\r\n): void {\r\n const input = new ParticleInputBlock(inputBlockName, inputType);\r\n input.value = value;\r\n input.output.connectTo(targetToConnectTo);\r\n}\r\n\r\nfunction _CreateAndConnectContextualSource(contextualBlockName: string, contextSource: NodeParticleContextualSources, targetToConnectTo: NodeParticleConnectionPoint): void {\r\n const input = new ParticleInputBlock(contextualBlockName);\r\n input.contextualValue = contextSource;\r\n input.output.connectTo(targetToConnectTo);\r\n}\r\n\r\nfunction _CreateAndConnectSystemSource(systemBlockName: string, systemSource: NodeParticleSystemSources, targetToConnectTo: NodeParticleConnectionPoint): void {\r\n const input = new ParticleInputBlock(systemBlockName);\r\n input.systemSource = systemSource;\r\n input.output.connectTo(targetToConnectTo);\r\n}\r\n\r\n/**\r\n * Creates the target stop duration input block, as it can be shared in multiple places\r\n * This block is stored in the context so the same block is shared in the graph\r\n * @param oldSystem The old particle system to convert\r\n * @param context The context of the current conversion\r\n * @returns\r\n */\r\nfunction _CreateTargetStopDurationInputBlock(oldSystem: ParticleSystem, context: RuntimeConversionContext): NodeParticleConnectionPoint {\r\n // If we have already created the target stop duration input block, return it\r\n if (context.targetStopDurationBlockOutput) {\r\n return context.targetStopDurationBlockOutput;\r\n }\r\n\r\n // Create the target stop duration input block if not already created\r\n const targetStopDurationInputBlock = new ParticleInputBlock(\"Target Stop Duration\");\r\n targetStopDurationInputBlock.value = oldSystem.targetStopDuration;\r\n\r\n // Save the output in our context to avoid regenerating it again\r\n context.targetStopDurationBlockOutput = targetStopDurationInputBlock.output;\r\n return context.targetStopDurationBlockOutput;\r\n}\r\n\r\n/**\r\n * Create a group of blocks that calculates the ratio between the actual frame and the target stop duration, clamped between 0 and 1.\r\n * This is used to simulate the behavior of the old particle system where several particle gradient values are affected by the target stop duration.\r\n * This block group is stored in the context so the same group is shared in the graph\r\n * @param oldSystem The old particle system to convert\r\n * @param context The context of the current conversion\r\n * @returns The ratio block output connection point\r\n */\r\nfunction _CreateTimeToStopTimeRatioBlockGroup(oldSystem: ParticleSystem, context: RuntimeConversionContext): NodeParticleConnectionPoint {\r\n // If we have already generated this group, return it\r\n if (context.timeToStopTimeRatioBlockGroupOutput) {\r\n return context.timeToStopTimeRatioBlockGroupOutput;\r\n }\r\n\r\n context.targetStopDurationBlockOutput = _CreateTargetStopDurationInputBlock(oldSystem, context);\r\n\r\n // Find the ratio between the actual frame and the target stop duration\r\n const ratio = new ParticleMathBlock(\"Frame/Stop Ratio\");\r\n ratio.operation = ParticleMathBlockOperations.Divide;\r\n _CreateAndConnectSystemSource(\"Actual Frame\", NodeParticleSystemSources.Time, ratio.left);\r\n context.targetStopDurationBlockOutput.connectTo(ratio.right);\r\n\r\n // Make sure values is >=0\r\n const clampMin = new ParticleMathBlock(\"Clamp Min 0\");\r\n clampMin.operation = ParticleMathBlockOperations.Max;\r\n _CreateAndConnectInput(\"Zero\", 0, clampMin.left);\r\n ratio.output.connectTo(clampMin.right);\r\n\r\n // Make sure values is <=1\r\n const clampMax = new ParticleMathBlock(\"Clamp Max 1\");\r\n clampMax.operation = ParticleMathBlockOperations.Min;\r\n _CreateAndConnectInput(\"One\", 1, clampMax.left);\r\n clampMin.output.connectTo(clampMax.right);\r\n\r\n // Save the group output in our context to avoid regenerating it again\r\n context.timeToStopTimeRatioBlockGroupOutput = clampMax.output;\r\n return context.timeToStopTimeRatioBlockGroupOutput;\r\n}\r\n\r\nfunction _CreateAgeToLifeTimeRatioBlockGroup(context: RuntimeConversionContext): NodeParticleConnectionPoint {\r\n // If we have already generated this group, return it\r\n if (context.ageToLifeTimeRatioBlockGroupOutput) {\r\n return context.ageToLifeTimeRatioBlockGroupOutput;\r\n }\r\n\r\n // Find the ratio between the age and the lifetime\r\n const ratio = new ParticleMathBlock(\"Age/LifeTime Ratio\");\r\n ratio.operation = ParticleMathBlockOperations.Divide;\r\n _CreateAndConnectContextualSource(\"Age\", NodeParticleContextualSources.Age, ratio.left);\r\n _CreateAndConnectContextualSource(\"LifeTime\", NodeParticleContextualSources.Lifetime, ratio.right);\r\n\r\n // Save the group output in our context to avoid regenerating it again\r\n context.ageToLifeTimeRatioBlockGroupOutput = ratio.output;\r\n return ratio.output;\r\n}\r\n\r\n/**\r\n * Creates the blocks that represent a gradient\r\n * @param gradientSelector The value that determines which gradient to use\r\n * @param gradientValues The list of gradient values\r\n * @param randomLockMode The type of random to use for the gradient values\r\n * @param prefix The prefix to use for naming the blocks\r\n * @param initialValues Optional initial values to connect to the gradient inputs that were calculated during other steps of the conversion\r\n * @returns The output connection point of the gradient block\r\n */\r\nfunction _CreateGradientBlockGroup(\r\n gradientSelector: NodeParticleConnectionPoint,\r\n gradientValues: Array<FactorGradient>,\r\n randomLockMode: ParticleRandomBlockLocks,\r\n prefix: string,\r\n initialValues: NodeParticleConnectionPoint[] = []\r\n): NodeParticleConnectionPoint {\r\n // Create the gradient block and connect the value that controls the gradient selection\r\n const gradientBlock = new ParticleGradientBlock(prefix + \" Gradient Block\");\r\n gradientSelector.connectTo(gradientBlock.gradient);\r\n\r\n // If initial values are provided, we use them instead of the values in the gradientValues array\r\n // These means this values were already transformed into blocks on a previous step of the conversion and we must reuse them\r\n for (let i = 0; i < initialValues.length; i++) {\r\n const reference = i < gradientValues.length ? gradientValues[i].gradient : 1;\r\n const gradientValueBlock = new ParticleGradientValueBlock(prefix + \" Gradient Value \" + i);\r\n gradientValueBlock.reference = reference;\r\n initialValues[i].connectTo(gradientValueBlock.value);\r\n gradientValueBlock.output.connectTo(gradientBlock.inputs[i + 1]);\r\n }\r\n\r\n // Create the gradient values\r\n for (let i = 0 + initialValues.length; i < gradientValues.length; i++) {\r\n const gradientValueBlockGroupOutput = _CreateGradientValueBlockGroup(gradientValues[i], randomLockMode, prefix, i);\r\n gradientValueBlockGroupOutput.connectTo(gradientBlock.inputs[i + 1]);\r\n }\r\n\r\n return gradientBlock.output;\r\n}\r\n\r\n/**\r\n * Creates the blocks that represent a gradient value\r\n * This can be either a single value or a random between two values\r\n * @param gradientStep The gradient step data\r\n * @param randomLockMode The lock mode to use for random values\r\n * @param prefix The prefix to use for naming the blocks\r\n * @param index The index of the gradient step\r\n * @returns The output connection point of the gradient value block\r\n */\r\nfunction _CreateGradientValueBlockGroup(gradientStep: FactorGradient, randomLockMode: ParticleRandomBlockLocks, prefix: string, index: number): NodeParticleConnectionPoint {\r\n const gradientValueBlock = new ParticleGradientValueBlock(prefix + \" Gradient Value \" + index);\r\n gradientValueBlock.reference = gradientStep.gradient;\r\n\r\n if (gradientStep.factor2 !== undefined) {\r\n // Create a random between value1 and value2\r\n const randomBlock = new ParticleRandomBlock(\"Random Value \" + index);\r\n randomBlock.lockMode = randomLockMode;\r\n _CreateAndConnectInput(\"Value 1\", gradientStep.factor1, randomBlock.min);\r\n _CreateAndConnectInput(\"Value 2\", gradientStep.factor2, randomBlock.max);\r\n randomBlock.output.connectTo(gradientValueBlock.value);\r\n } else {\r\n // Single value\r\n _CreateAndConnectInput(\"Value\", gradientStep.factor1, gradientValueBlock.value);\r\n }\r\n\r\n return gradientValueBlock.output;\r\n}\r\n"]}
1
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type { Nullable } from \"core/types\";\r\nimport type { Color4 } from \"core/Maths/math.color\";\r\nimport type { Texture } from \"core/Materials/Textures/texture\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { ColorGradient, FactorGradient } from \"core/Misc\";\r\nimport type { ParticleSystem } from \"core/Particles/particleSystem\";\r\nimport type { IParticleSystem } from \"core/Particles/IParticleSystem\";\r\nimport type { BoxParticleEmitter } from \"core/Particles/EmitterTypes/boxParticleEmitter\";\r\nimport type { ConeDirectedParticleEmitter, ConeParticleEmitter } from \"core/Particles/EmitterTypes/coneParticleEmitter\";\r\nimport type { CustomParticleEmitter } from \"core/Particles/EmitterTypes/customParticleEmitter\";\r\nimport type { CylinderDirectedParticleEmitter, CylinderParticleEmitter } from \"core/Particles/EmitterTypes/cylinderParticleEmitter\";\r\nimport type { HemisphericParticleEmitter } from \"core/Particles/EmitterTypes/hemisphericParticleEmitter\";\r\nimport type { MeshParticleEmitter } from \"core/Particles/EmitterTypes/meshParticleEmitter\";\r\nimport type { PointParticleEmitter } from \"core/Particles/EmitterTypes/pointParticleEmitter\";\r\nimport type { SphereDirectedParticleEmitter, SphereParticleEmitter } from \"core/Particles/EmitterTypes/sphereParticleEmitter\";\r\nimport type { NodeParticleConnectionPoint } from \"core/Particles/Node/nodeParticleBlockConnectionPoint\";\r\nimport type { IShapeBlock } from \"core/Particles/Node/Blocks/Emitters/IShapeBlock\";\r\nimport type { NodeParticleBlockConnectionPointTypes } from \"core/Particles/Node/Enums/nodeParticleBlockConnectionPointTypes\";\r\n\r\nimport { Vector2, Vector3 } from \"core/Maths/math.vector\";\r\nimport { NodeParticleSystemSet } from \"./nodeParticleSystemSet\";\r\nimport { NodeParticleContextualSources } from \"./Enums/nodeParticleContextualSources\";\r\nimport { NodeParticleSystemSources } from \"./Enums/nodeParticleSystemSources\";\r\nimport { ParticleConverterBlock } from \"./Blocks/particleConverterBlock\";\r\nimport { ParticleGradientBlock } from \"./Blocks/particleGradientBlock\";\r\nimport { ParticleGradientValueBlock } from \"./Blocks/particleGradientValueBlock\";\r\nimport { ParticleInputBlock } from \"./Blocks/particleInputBlock\";\r\nimport { ParticleMathBlock, ParticleMathBlockOperations } from \"./Blocks/particleMathBlock\";\r\nimport { ParticleRandomBlock, ParticleRandomBlockLocks } from \"./Blocks/particleRandomBlock\";\r\nimport { ParticleTextureSourceBlock } from \"./Blocks/particleSourceTextureBlock\";\r\nimport { SystemBlock } from \"./Blocks/systemBlock\";\r\nimport { ParticleVectorLengthBlock } from \"./Blocks/particleVectorLengthBlock\";\r\nimport { ParticleConditionBlock, ParticleConditionBlockTests } from \"./Blocks/Conditions/particleConditionBlock\";\r\nimport { CreateParticleBlock } from \"./Blocks/Emitters/createParticleBlock\";\r\nimport { BoxShapeBlock } from \"./Blocks/Emitters/boxShapeBlock\";\r\nimport { ConeShapeBlock } from \"./Blocks/Emitters/coneShapeBlock\";\r\nimport { CylinderShapeBlock } from \"./Blocks/Emitters/cylinderShapeBlock\";\r\nimport { CustomShapeBlock } from \"./Blocks/Emitters/customShapeBlock\";\r\nimport { MeshShapeBlock } from \"./Blocks/Emitters/meshShapeBlock\";\r\nimport { PointShapeBlock } from \"./Blocks/Emitters/pointShapeBlock\";\r\nimport { SphereShapeBlock } from \"./Blocks/Emitters/sphereShapeBlock\";\r\nimport { UpdateAngleBlock } from \"./Blocks/Update/updateAngleBlock\";\r\nimport { UpdateColorBlock } from \"./Blocks/Update/updateColorBlock\";\r\nimport { UpdateDirectionBlock } from \"./Blocks/Update/updateDirectionBlock\";\r\nimport { UpdatePositionBlock } from \"./Blocks/Update/updatePositionBlock\";\r\nimport { UpdateSizeBlock } from \"./Blocks/Update/updateSizeBlock\";\r\n\r\n/** Represents blocks or groups of blocks that can be used in multiple places in the graph, so they are stored in this context to be reused */\r\ntype ConversionContext = {\r\n targetStopDurationBlockOutput: NodeParticleConnectionPoint;\r\n // Connections that represent calculated ratios values\r\n timeToStopTimeRatioBlockGroupOutput: NodeParticleConnectionPoint;\r\n ageToLifeTimeRatioBlockGroupOutput: NodeParticleConnectionPoint;\r\n // Connections for the start value of a gradient. These are stored so they can be reused for the Creation phase and the Update phase of the particle\r\n sizeGradientValue0Output: NodeParticleConnectionPoint;\r\n colorGradientValue0Output: NodeParticleConnectionPoint;\r\n // Updated scaled direction direction based on velocity and drag\r\n scaledDirection: NodeParticleConnectionPoint;\r\n};\r\n\r\ntype RuntimeConversionContext = Partial<ConversionContext>;\r\n\r\n/**\r\n * Converts a ParticleSystem to a NodeParticleSystemSet.\r\n * @param name The name of the node particle system set.\r\n * @param particleSystemsList The particle systems to convert.\r\n * @returns The converted node particle system set or null if conversion failed.\r\n */\r\nexport async function ConvertToNodeParticleSystemSetAsync(name: string, particleSystemsList: ParticleSystem[]): Promise<Nullable<NodeParticleSystemSet>> {\r\n if (!particleSystemsList || !particleSystemsList.length) {\r\n return null;\r\n }\r\n\r\n const nodeParticleSystemSet = new NodeParticleSystemSet(name);\r\n const promises: Promise<void>[] = [];\r\n\r\n for (const particleSystem of particleSystemsList) {\r\n promises.push(_ExtractDatafromParticleSystemAsync(nodeParticleSystemSet, particleSystem, {}));\r\n }\r\n\r\n await Promise.all(promises);\r\n return nodeParticleSystemSet;\r\n}\r\n\r\nasync function _ExtractDatafromParticleSystemAsync(newSet: NodeParticleSystemSet, oldSystem: ParticleSystem, context: RuntimeConversionContext): Promise<void> {\r\n // CreateParticle block group\r\n const createParticleOutput = _CreateParticleBlockGroup(oldSystem, context);\r\n\r\n // Emitter Shape block\r\n const shapeOutput = _EmitterShapeBlock(oldSystem);\r\n createParticleOutput.particle.connectTo(shapeOutput.particle);\r\n\r\n // UpdateParticle block group\r\n const updateParticleOutput = _UpdateParticleBlockGroup(shapeOutput.output, oldSystem, context);\r\n\r\n // System block\r\n const newSystem = _SystemBlockGroup(oldSystem, context);\r\n updateParticleOutput.connectTo(newSystem.particle);\r\n\r\n // Register\r\n newSet.systemBlocks.push(newSystem);\r\n}\r\n\r\n// ------------- SYSTEM FUNCTIONS -------------\r\n\r\nfunction _SystemBlockGroup(oldSystem: ParticleSystem, context: RuntimeConversionContext): SystemBlock {\r\n const newSystem = new SystemBlock(oldSystem.name);\r\n\r\n _CreateAndConnectInput(\"Translation pivot\", oldSystem.translationPivot, newSystem.translationPivot);\r\n _CreateAndConnectInput(\"Texture mask\", oldSystem.textureMask, newSystem.textureMask);\r\n _CreateTargetStopDurationInputBlock(oldSystem, context).connectTo(newSystem.targetStopDuration);\r\n\r\n newSystem.emitRate = oldSystem.emitRate;\r\n newSystem.manualEmitCount = oldSystem.manualEmitCount;\r\n newSystem.blendMode = oldSystem.blendMode;\r\n newSystem.capacity = oldSystem.getCapacity();\r\n newSystem.startDelay = oldSystem.startDelay;\r\n newSystem.updateSpeed = oldSystem.updateSpeed;\r\n newSystem.preWarmCycles = oldSystem.preWarmCycles;\r\n newSystem.preWarmStepOffset = oldSystem.preWarmStepOffset;\r\n newSystem.isBillboardBased = oldSystem.isBillboardBased;\r\n newSystem.isLocal = oldSystem.isLocal;\r\n newSystem.disposeOnStop = oldSystem.disposeOnStop;\r\n\r\n // Texture\r\n const textureBlock = new ParticleTextureSourceBlock(\"Texture\");\r\n const url = (oldSystem.particleTexture as Texture).url || \"\";\r\n if (url) {\r\n textureBlock.url = url;\r\n } else {\r\n textureBlock.sourceTexture = oldSystem.particleTexture;\r\n }\r\n textureBlock.texture.connectTo(newSystem.texture);\r\n\r\n return newSystem;\r\n}\r\n\r\n// ------------- CREATE PARTICLE FUNCTIONS -------------\r\n\r\n// The creation of the different properties follows the order they are added to the CreationQueue in ThinParticleSystem:\r\n// Lifetime, Emit Power, Size, Scale/StartSize, Angle, Color, Noise, ColorDead, Ramp, Sheet\r\nfunction _CreateParticleBlockGroup(oldSystem: ParticleSystem, context: RuntimeConversionContext): CreateParticleBlock {\r\n // Create particle block\r\n const createParticleBlock = new CreateParticleBlock(\"Create Particle\");\r\n\r\n _CreateParticleLifetimeBlockGroup(oldSystem, context).connectTo(createParticleBlock.lifeTime);\r\n _CreateParticleEmitPowerBlockGroup(oldSystem).connectTo(createParticleBlock.emitPower);\r\n _CreateParticleSizeBlockGroup(oldSystem, context).connectTo(createParticleBlock.size);\r\n _CreateParticleScaleBlockGroup(oldSystem, context).connectTo(createParticleBlock.scale);\r\n _CreateParticleAngleBlockGroup(oldSystem).connectTo(createParticleBlock.angle);\r\n _CreateParticleColorBlockGroup(oldSystem, context).connectTo(createParticleBlock.color);\r\n\r\n // Dead color\r\n _CreateAndConnectInput(\"Dead Color\", oldSystem.colorDead, createParticleBlock.colorDead);\r\n\r\n return createParticleBlock;\r\n}\r\n\r\n/**\r\n * Creates the group of blocks that represent the particle lifetime\r\n * @param oldSystem The old particle system to convert\r\n * @param context The context of the current conversion\r\n * @returns The output of the group of blocks that represent the particle lifetime\r\n */\r\nfunction _CreateParticleLifetimeBlockGroup(oldSystem: ParticleSystem, context: RuntimeConversionContext): NodeParticleConnectionPoint {\r\n if (oldSystem.targetStopDuration && oldSystem._lifeTimeGradients && oldSystem._lifeTimeGradients.length > 0) {\r\n context.timeToStopTimeRatioBlockGroupOutput = _CreateTimeToStopTimeRatioBlockGroup(oldSystem, context);\r\n const gradientBlockGroupOutput = _CreateGradientBlockGroup(\r\n context.timeToStopTimeRatioBlockGroupOutput,\r\n oldSystem._lifeTimeGradients,\r\n ParticleRandomBlockLocks.PerParticle,\r\n \"Lifetime\"\r\n );\r\n return gradientBlockGroupOutput;\r\n } else {\r\n const randomLifetimeBlock = new ParticleRandomBlock(\"Random Lifetime\");\r\n _CreateAndConnectInput(\"Min Lifetime\", oldSystem.minLifeTime, randomLifetimeBlock.min);\r\n _CreateAndConnectInput(\"Max Lifetime\", oldSystem.maxLifeTime, randomLifetimeBlock.max);\r\n return randomLifetimeBlock.output;\r\n }\r\n}\r\n\r\n/**\r\n * Creates the group of blocks that represent the particle emit power\r\n * @param oldSystem The old particle system to convert\r\n * @returns The output of the group of blocks that represent the particle emit power\r\n */\r\nfunction _CreateParticleEmitPowerBlockGroup(oldSystem: ParticleSystem): NodeParticleConnectionPoint {\r\n const randomEmitPowerBlock = new ParticleRandomBlock(\"Random Emit Power\");\r\n _CreateAndConnectInput(\"Min Emit Power\", oldSystem.minEmitPower, randomEmitPowerBlock.min);\r\n _CreateAndConnectInput(\"Max Emit Power\", oldSystem.maxEmitPower, randomEmitPowerBlock.max);\r\n return randomEmitPowerBlock.output;\r\n}\r\n\r\n/**\r\n * Creates the group of blocks that represent the particle size\r\n * @param oldSystem The old particle system to convert\r\n * @param context The context of the current conversion\r\n * @returns The output of the group of blocks that represent the particle size\r\n */\r\nfunction _CreateParticleSizeBlockGroup(oldSystem: ParticleSystem, context: RuntimeConversionContext): NodeParticleConnectionPoint {\r\n if (oldSystem._sizeGradients && oldSystem._sizeGradients.length > 0) {\r\n context.sizeGradientValue0Output = _CreateParticleInitialValueFromGradient(oldSystem._sizeGradients);\r\n return context.sizeGradientValue0Output;\r\n } else {\r\n const randomSizeBlock = new ParticleRandomBlock(\"Random size\");\r\n _CreateAndConnectInput(\"Min size\", oldSystem.minSize, randomSizeBlock.min);\r\n _CreateAndConnectInput(\"Max size\", oldSystem.maxSize, randomSizeBlock.max);\r\n return randomSizeBlock.output;\r\n }\r\n}\r\n\r\n/**\r\n * Creates the group of blocks that represent the particle scale\r\n * @param oldSystem The old particle system to convert\r\n * @param context The context of the current conversion\r\n * @returns The output of the group of blocks that represent the particle scale\r\n */\r\nfunction _CreateParticleScaleBlockGroup(oldSystem: ParticleSystem, context: RuntimeConversionContext): NodeParticleConnectionPoint {\r\n // Create the random scale\r\n const randomScaleBlock = new ParticleRandomBlock(\"Random Scale\");\r\n _CreateAndConnectInput(\"Min Scale\", new Vector2(oldSystem.minScaleX, oldSystem.minScaleY), randomScaleBlock.min);\r\n _CreateAndConnectInput(\"Max Scale\", new Vector2(oldSystem.maxScaleX, oldSystem.maxScaleY), randomScaleBlock.max);\r\n\r\n if (oldSystem.targetStopDuration && oldSystem._startSizeGradients && oldSystem._startSizeGradients.length > 0) {\r\n // Create the start size gradient\r\n context.timeToStopTimeRatioBlockGroupOutput = _CreateTimeToStopTimeRatioBlockGroup(oldSystem, context);\r\n const gradientBlockGroupOutput = _CreateGradientBlockGroup(\r\n context.timeToStopTimeRatioBlockGroupOutput,\r\n oldSystem._startSizeGradients,\r\n ParticleRandomBlockLocks.PerParticle,\r\n \"Start Size\"\r\n );\r\n\r\n // Multiply the initial random scale by the start size gradient\r\n const multiplyScaleBlock = new ParticleMathBlock(\"Multiply Scale by Start Size Gradient\");\r\n multiplyScaleBlock.operation = ParticleMathBlockOperations.Multiply;\r\n randomScaleBlock.output.connectTo(multiplyScaleBlock.left);\r\n gradientBlockGroupOutput.connectTo(multiplyScaleBlock.right);\r\n\r\n return multiplyScaleBlock.output;\r\n } else {\r\n return randomScaleBlock.output;\r\n }\r\n}\r\n\r\n/**\r\n * Creates the group of blocks that represent the particle angle (rotation)\r\n * @param oldSystem The old particle system to convert\r\n * @returns The output of the group of blocks that represent the particle angle (rotation)\r\n */\r\nfunction _CreateParticleAngleBlockGroup(oldSystem: ParticleSystem): NodeParticleConnectionPoint {\r\n const randomRotationBlock = new ParticleRandomBlock(\"Random Rotation\");\r\n _CreateAndConnectInput(\"Min Rotation\", oldSystem.minInitialRotation, randomRotationBlock.min);\r\n _CreateAndConnectInput(\"Max Rotation\", oldSystem.maxInitialRotation, randomRotationBlock.max);\r\n return randomRotationBlock.output;\r\n}\r\n\r\n/**\r\n * Creates the group of blocks that represent the particle color\r\n * @param oldSystem The old particle system to convert\r\n * @param context The context of the current conversion\r\n * @returns The output of the group of blocks that represent the particle color\r\n */\r\nfunction _CreateParticleColorBlockGroup(oldSystem: ParticleSystem, context: RuntimeConversionContext): NodeParticleConnectionPoint {\r\n if (oldSystem._colorGradients && oldSystem._colorGradients.length > 0) {\r\n context.colorGradientValue0Output = _CreateParticleInitialValueFromGradient(oldSystem._colorGradients);\r\n return context.colorGradientValue0Output;\r\n } else {\r\n const randomColorBlock = new ParticleRandomBlock(\"Random color\");\r\n _CreateAndConnectInput(\"Color 1\", oldSystem.color1, randomColorBlock.min);\r\n _CreateAndConnectInput(\"Color 2\", oldSystem.color2, randomColorBlock.max);\r\n return randomColorBlock.output;\r\n }\r\n}\r\n\r\nfunction _CreateParticleInitialValueFromGradient(gradients: Array<FactorGradient> | Array<ColorGradient>): NodeParticleConnectionPoint {\r\n if (gradients.length === 0) {\r\n throw new Error(\"No gradients provided.\");\r\n }\r\n\r\n const gradientStep = gradients[0];\r\n const value1 = (gradientStep as any).factor1 ?? (gradientStep as any).color1;\r\n const value2 = (gradientStep as any).factor2 ?? (gradientStep as any).color2;\r\n\r\n if (value2 !== undefined) {\r\n // Create a random between value1 and value2\r\n const randomBlock = new ParticleRandomBlock(\"Random Value 0\");\r\n randomBlock.lockMode = ParticleRandomBlockLocks.OncePerParticle;\r\n _CreateAndConnectInput(\"Value 1\", value1, randomBlock.min);\r\n _CreateAndConnectInput(\"Value 2\", value2, randomBlock.max);\r\n return randomBlock.output;\r\n } else {\r\n // Single value\r\n const sizeBlock = new ParticleInputBlock(\"Value\");\r\n sizeBlock.value = value1;\r\n return sizeBlock.output;\r\n }\r\n}\r\n\r\n// ------------- EMITTER SHAPE FUNCTIONS -------------\r\n\r\nfunction _EmitterShapeBlock(oldSystem: IParticleSystem): IShapeBlock {\r\n const emitter = oldSystem.particleEmitterType;\r\n if (!emitter) {\r\n throw new Error(\"Particle system has no emitter type.\");\r\n }\r\n\r\n let shapeBlock: Nullable<IShapeBlock> = null;\r\n switch (emitter.getClassName()) {\r\n case \"BoxParticleEmitter\": {\r\n const source = emitter as BoxParticleEmitter;\r\n shapeBlock = new BoxShapeBlock(\"Box Shape\");\r\n\r\n const target = shapeBlock as BoxShapeBlock;\r\n _CreateAndConnectInput(\"Direction 1\", source.direction1, target.direction1);\r\n _CreateAndConnectInput(\"Direction 2\", source.direction2, target.direction2);\r\n _CreateAndConnectInput(\"Min Emit Box\", source.minEmitBox, target.minEmitBox);\r\n _CreateAndConnectInput(\"Max Emit Box\", source.maxEmitBox, target.maxEmitBox);\r\n break;\r\n }\r\n case \"ConeParticleEmitter\": {\r\n const source = emitter as ConeParticleEmitter;\r\n shapeBlock = new ConeShapeBlock(\"Cone Shape\");\r\n\r\n const target = shapeBlock as ConeShapeBlock;\r\n target.emitFromSpawnPointOnly = source.emitFromSpawnPointOnly;\r\n _CreateAndConnectInput(\"Radius\", source.radius, target.radius);\r\n _CreateAndConnectInput(\"Angle\", source.angle, target.angle);\r\n _CreateAndConnectInput(\"Radius Range\", source.radiusRange, target.radiusRange);\r\n _CreateAndConnectInput(\"Height Range\", source.heightRange, target.heightRange);\r\n _CreateAndConnectInput(\"Direction Randomizer\", source.directionRandomizer, target.directionRandomizer);\r\n break;\r\n }\r\n case \"ConeDirectedParticleEmitter\": {\r\n const source = emitter as ConeDirectedParticleEmitter;\r\n shapeBlock = new ConeShapeBlock(\"Cone Shape\");\r\n\r\n const target = shapeBlock as ConeShapeBlock;\r\n target.emitFromSpawnPointOnly = source.emitFromSpawnPointOnly;\r\n _CreateAndConnectInput(\"Radius\", source.radius, target.radius);\r\n _CreateAndConnectInput(\"Angle\", source.angle, target.angle);\r\n _CreateAndConnectInput(\"Radius Range\", source.radiusRange, target.radiusRange);\r\n _CreateAndConnectInput(\"Height Range\", source.heightRange, target.heightRange);\r\n _CreateAndConnectInput(\"Direction 1\", source.direction1, target.direction1);\r\n _CreateAndConnectInput(\"Direction 2\", source.direction2, target.direction2);\r\n break;\r\n }\r\n case \"CustomParticleEmitter\": {\r\n const source = emitter as CustomParticleEmitter;\r\n shapeBlock = new CustomShapeBlock(\"Custom Shape\");\r\n\r\n const target = shapeBlock as CustomShapeBlock;\r\n target.particlePositionGenerator = source.particlePositionGenerator;\r\n target.particleDestinationGenerator = source.particleDestinationGenerator;\r\n target.particleDirectionGenerator = source.particleDirectionGenerator;\r\n break;\r\n }\r\n case \"CylinderParticleEmitter\": {\r\n const source = emitter as CylinderParticleEmitter;\r\n shapeBlock = new CylinderShapeBlock(\"Cylinder Shape\");\r\n\r\n const target = shapeBlock as CylinderShapeBlock;\r\n _CreateAndConnectInput(\"Height\", source.height, target.height);\r\n _CreateAndConnectInput(\"Radius\", source.radius, target.radius);\r\n _CreateAndConnectInput(\"Radius Range\", source.radiusRange, target.radiusRange);\r\n _CreateAndConnectInput(\"Direction Randomizer\", source.directionRandomizer, target.directionRandomizer);\r\n break;\r\n }\r\n case \"CylinderDirectedParticleEmitter\": {\r\n const source = emitter as CylinderDirectedParticleEmitter;\r\n shapeBlock = new CylinderShapeBlock(\"Cylinder Shape\");\r\n\r\n const target = shapeBlock as CylinderShapeBlock;\r\n _CreateAndConnectInput(\"Height\", source.height, target.height);\r\n _CreateAndConnectInput(\"Radius\", source.radius, target.radius);\r\n _CreateAndConnectInput(\"Radius Range\", source.radiusRange, target.radiusRange);\r\n _CreateAndConnectInput(\"Direction 1\", source.direction1, target.direction1);\r\n _CreateAndConnectInput(\"Direction 2\", source.direction2, target.direction2);\r\n break;\r\n }\r\n case \"HemisphericParticleEmitter\": {\r\n const source = emitter as HemisphericParticleEmitter;\r\n shapeBlock = new SphereShapeBlock(\"Sphere Shape\");\r\n\r\n const target = shapeBlock as SphereShapeBlock;\r\n target.isHemispheric = true;\r\n _CreateAndConnectInput(\"Radius\", source.radius, target.radius);\r\n _CreateAndConnectInput(\"Radius Range\", source.radiusRange, target.radiusRange);\r\n _CreateAndConnectInput(\"Direction Randomizer\", source.directionRandomizer, target.directionRandomizer);\r\n break;\r\n }\r\n case \"MeshParticleEmitter\": {\r\n const source = emitter as MeshParticleEmitter;\r\n shapeBlock = new MeshShapeBlock(\"Mesh Shape\");\r\n\r\n const target = shapeBlock as MeshShapeBlock;\r\n target.useMeshNormalsForDirection = source.useMeshNormalsForDirection;\r\n _CreateAndConnectInput(\"Direction 1\", source.direction1, target.direction1);\r\n _CreateAndConnectInput(\"Direction 2\", source.direction2, target.direction2);\r\n\r\n target.mesh = source.mesh as Mesh;\r\n break;\r\n }\r\n case \"PointParticleEmitter\": {\r\n const source = emitter as PointParticleEmitter;\r\n shapeBlock = new PointShapeBlock(\"Point Shape\");\r\n\r\n const target = shapeBlock as PointShapeBlock;\r\n _CreateAndConnectInput(\"Direction 1\", source.direction1, target.direction1);\r\n _CreateAndConnectInput(\"Direction 2\", source.direction2, target.direction2);\r\n break;\r\n }\r\n case \"SphereParticleEmitter\": {\r\n const source = emitter as SphereParticleEmitter;\r\n shapeBlock = new SphereShapeBlock(\"Sphere Shape\");\r\n\r\n const target = shapeBlock as SphereShapeBlock;\r\n _CreateAndConnectInput(\"Radius\", source.radius, target.radius);\r\n _CreateAndConnectInput(\"Radius Range\", source.radiusRange, target.radiusRange);\r\n _CreateAndConnectInput(\"Direction Randomizer\", source.directionRandomizer, target.directionRandomizer);\r\n break;\r\n }\r\n case \"SphereDirectedParticleEmitter\": {\r\n const source = emitter as SphereDirectedParticleEmitter;\r\n shapeBlock = new SphereShapeBlock(\"Sphere Shape\");\r\n\r\n const target = shapeBlock as SphereShapeBlock;\r\n _CreateAndConnectInput(\"Radius\", source.radius, target.radius);\r\n _CreateAndConnectInput(\"Radius Range\", source.radiusRange, target.radiusRange);\r\n _CreateAndConnectInput(\"Direction1\", source.direction1, target.direction1);\r\n _CreateAndConnectInput(\"Direction2\", source.direction2, target.direction2);\r\n break;\r\n }\r\n }\r\n\r\n if (!shapeBlock) {\r\n throw new Error(`Unsupported particle emitter type: ${emitter.getClassName()}`);\r\n }\r\n\r\n return shapeBlock;\r\n}\r\n\r\n// ------------- UPDATE PARTICLE FUNCTIONS -------------\r\n\r\n/**\r\n * Creates the group of blocks that represent the particle system update\r\n * The creation of the different properties follows the order they are added to the ProcessQueue in ThinParticleSystem:\r\n * Color, AngularSpeedGradients, AngularSpeed, VelocityGradients, Direction, LimitVelocityGradients, DragGradients, Position, Noise, SizeGradients, Gravity, RemapGradients\r\n * @param inputParticle The particle input connection point\r\n * @param oldSystem The old particle system to convert\r\n * @param context The runtime conversion context\r\n * @returns The output connection point after all updates have been applied\r\n */\r\nfunction _UpdateParticleBlockGroup(inputParticle: NodeParticleConnectionPoint, oldSystem: ParticleSystem, context: RuntimeConversionContext): NodeParticleConnectionPoint {\r\n let updateBlockGroupOutput: NodeParticleConnectionPoint = inputParticle;\r\n\r\n updateBlockGroupOutput = _UpdateParticleColorBlockGroup(updateBlockGroupOutput, oldSystem._colorGradients, context);\r\n updateBlockGroupOutput = _UpdateParticleAngleBlockGroup(updateBlockGroupOutput, oldSystem, context);\r\n\r\n if (oldSystem._velocityGradients && oldSystem._velocityGradients.length > 0) {\r\n context.scaledDirection = _UpdateParticleVelocityGradientBlockGroup(oldSystem._velocityGradients, context);\r\n }\r\n\r\n if (oldSystem._dragGradients && oldSystem._dragGradients.length > 0) {\r\n context.scaledDirection = _UpdateParticleDragGradientBlockGroup(oldSystem._dragGradients, context);\r\n }\r\n\r\n updateBlockGroupOutput = _UpdateParticlePositionBlockGroup(updateBlockGroupOutput, oldSystem.isLocal, context);\r\n\r\n if (oldSystem._limitVelocityGradients && oldSystem._limitVelocityGradients.length > 0 && oldSystem.limitVelocityDamping !== 0) {\r\n updateBlockGroupOutput = _UpdateParticleVelocityLimitGradientBlockGroup(updateBlockGroupOutput, oldSystem._limitVelocityGradients, oldSystem.limitVelocityDamping, context);\r\n }\r\n\r\n if (oldSystem._sizeGradients && oldSystem._sizeGradients.length > 0) {\r\n updateBlockGroupOutput = _UpdateParticleSizeGradientBlockGroup(updateBlockGroupOutput, oldSystem._sizeGradients, context);\r\n }\r\n\r\n if (oldSystem.gravity.equalsToFloats(0, 0, 0) === false) {\r\n updateBlockGroupOutput = _UpdateParticleGravityBlockGroup(updateBlockGroupOutput, oldSystem.gravity);\r\n }\r\n\r\n return updateBlockGroupOutput;\r\n}\r\n\r\n/**\r\n * Creates the group of blocks that represent the particle color update\r\n * @param inputParticle The input particle to update\r\n * @param colorGradients The color gradients (if any)\r\n * @param context The context of the current conversion\r\n * @returns The output of the group of blocks that represent the particle color update\r\n */\r\nfunction _UpdateParticleColorBlockGroup(\r\n inputParticle: NodeParticleConnectionPoint,\r\n colorGradients: Nullable<Array<ColorGradient>>,\r\n context: RuntimeConversionContext\r\n): NodeParticleConnectionPoint {\r\n let colorCalculation: NodeParticleConnectionPoint | undefined = undefined;\r\n if (colorGradients && colorGradients.length > 0) {\r\n if (context.colorGradientValue0Output === undefined) {\r\n throw new Error(\"Initial color gradient values not found in context.\");\r\n }\r\n\r\n context.ageToLifeTimeRatioBlockGroupOutput = _CreateAgeToLifeTimeRatioBlockGroup(context);\r\n colorCalculation = _CreateGradientBlockGroup(context.ageToLifeTimeRatioBlockGroupOutput, colorGradients, ParticleRandomBlockLocks.OncePerParticle, \"Color\", [\r\n context.colorGradientValue0Output,\r\n ]);\r\n } else {\r\n colorCalculation = _BasicColorUpdateBlockGroup();\r\n }\r\n\r\n // Create the color update block clamping alpha >= 0\r\n const colorUpdateBlock = new UpdateColorBlock(\"Color update\");\r\n inputParticle.connectTo(colorUpdateBlock.particle);\r\n _ClampUpdateColorAlpha(colorCalculation).connectTo(colorUpdateBlock.color);\r\n\r\n return colorUpdateBlock.output;\r\n}\r\n\r\n/**\r\n * Creates the group of blocks that represent the particle angle update\r\n * @param inputParticle The input particle to update\r\n * @param oldSystem The old particle system to convert\r\n * @param context The context of the current conversion\r\n * @returns The output of the group of blocks that represent the particle color update\r\n */\r\nfunction _UpdateParticleAngleBlockGroup(inputParticle: NodeParticleConnectionPoint, oldSystem: ParticleSystem, context: RuntimeConversionContext): NodeParticleConnectionPoint {\r\n // We will try to use gradients if they exist\r\n // If not, we will try to use min/max angular speed\r\n let angularSpeedCalculation = null;\r\n if (oldSystem._angularSpeedGradients && oldSystem._angularSpeedGradients.length > 0) {\r\n angularSpeedCalculation = _UpdateParticleAngularSpeedGradientBlockGroup(oldSystem._angularSpeedGradients, context);\r\n } else if (oldSystem.minAngularSpeed !== 0 || oldSystem.maxAngularSpeed !== 0) {\r\n angularSpeedCalculation = _UpdateParticleAngularSpeedBlockGroup(oldSystem.minAngularSpeed, oldSystem.maxAngularSpeed);\r\n }\r\n\r\n // If we have an angular speed calculation, then update the angle\r\n if (angularSpeedCalculation) {\r\n // Create the angular speed delta\r\n const angleSpeedDeltaOutput = _CreateDeltaModifiedInput(\"Angular Speed\", angularSpeedCalculation);\r\n\r\n // Add it to the angle\r\n const addAngle = new ParticleMathBlock(\"Add Angular Speed to Angle\");\r\n addAngle.operation = ParticleMathBlockOperations.Add;\r\n _CreateAndConnectContextualSource(\"Angle\", NodeParticleContextualSources.Angle, addAngle.left);\r\n angleSpeedDeltaOutput.connectTo(addAngle.right);\r\n\r\n // Update the particle angle\r\n const updateAngle = new UpdateAngleBlock(\"Angle Update with Angular Speed\");\r\n inputParticle.connectTo(updateAngle.particle);\r\n addAngle.output.connectTo(updateAngle.angle);\r\n\r\n return updateAngle.output;\r\n } else {\r\n return inputParticle;\r\n }\r\n}\r\n\r\n/**\r\n * Creates the group of blocks that represent the particle velocity update\r\n * @param velocityGradients The velocity gradients\r\n * @param context The context of the current conversion\r\n * @returns The output of the group of blocks that represent the particle velocity update\r\n */\r\nfunction _UpdateParticleVelocityGradientBlockGroup(velocityGradients: Array<FactorGradient>, context: RuntimeConversionContext): NodeParticleConnectionPoint {\r\n context.ageToLifeTimeRatioBlockGroupOutput = _CreateAgeToLifeTimeRatioBlockGroup(context);\r\n\r\n // Generate the gradient\r\n const velocityValueOutput = _CreateGradientBlockGroup(context.ageToLifeTimeRatioBlockGroupOutput, velocityGradients, ParticleRandomBlockLocks.OncePerParticle, \"Velocity\");\r\n\r\n // Update the direction scale based on the velocity\r\n const multiplyScaleByVelocity = new ParticleMathBlock(\"Multiply Direction Scale by Velocity\");\r\n multiplyScaleByVelocity.operation = ParticleMathBlockOperations.Multiply;\r\n velocityValueOutput.connectTo(multiplyScaleByVelocity.left);\r\n _CreateAndConnectContextualSource(\"Direction Scale\", NodeParticleContextualSources.DirectionScale, multiplyScaleByVelocity.right);\r\n\r\n // Update the particle direction scale\r\n const multiplyDirection = new ParticleMathBlock(\"Scaled Direction\");\r\n multiplyDirection.operation = ParticleMathBlockOperations.Multiply;\r\n multiplyScaleByVelocity.output.connectTo(multiplyDirection.left);\r\n _CreateAndConnectContextualSource(\"Direction\", NodeParticleContextualSources.Direction, multiplyDirection.right);\r\n\r\n // Store the new calculation of the scaled direction in the context\r\n context.scaledDirection = multiplyDirection.output;\r\n return multiplyDirection.output;\r\n}\r\n\r\n/**\r\n * Creates the group of blocks that represent the particle velocity limit update\r\n * @param inputParticle The input particle to update\r\n * @param velocityLimitGradients The velocity limit gradients\r\n * @param limitVelocityDamping The limit velocity damping factor\r\n * @param context The context of the current conversion\r\n * @returns The output of the group of blocks that represent the particle velocity limit update\r\n */\r\nfunction _UpdateParticleVelocityLimitGradientBlockGroup(\r\n inputParticle: NodeParticleConnectionPoint,\r\n velocityLimitGradients: Array<FactorGradient>,\r\n limitVelocityDamping: number,\r\n context: RuntimeConversionContext\r\n): NodeParticleConnectionPoint {\r\n context.ageToLifeTimeRatioBlockGroupOutput = _CreateAgeToLifeTimeRatioBlockGroup(context);\r\n\r\n // Calculate the current speed\r\n const currentSpeedBlock = new ParticleVectorLengthBlock(\"Current Speed\");\r\n _CreateAndConnectContextualSource(\"Direction\", NodeParticleContextualSources.Direction, currentSpeedBlock.input);\r\n\r\n // Calculate the velocity limit from the gradient\r\n const velocityLimitValueOutput = _CreateGradientBlockGroup(\r\n context.ageToLifeTimeRatioBlockGroupOutput,\r\n velocityLimitGradients,\r\n ParticleRandomBlockLocks.OncePerParticle,\r\n \"Velocity Limit\"\r\n );\r\n\r\n // Blocks that will calculate the new velocity if over the limit\r\n const damped = new ParticleMathBlock(\"Damped Speed\");\r\n damped.operation = ParticleMathBlockOperations.Multiply;\r\n _CreateAndConnectContextualSource(\"Direction\", NodeParticleContextualSources.Direction, damped.left);\r\n _CreateAndConnectInput(\"Limit Velocity Damping\", limitVelocityDamping, damped.right);\r\n\r\n // Compare current speed and limit\r\n const compareSpeed = new ParticleConditionBlock(\"Compare Speed to Limit\");\r\n compareSpeed.test = ParticleConditionBlockTests.GreaterThan;\r\n currentSpeedBlock.output.connectTo(compareSpeed.left);\r\n velocityLimitValueOutput.connectTo(compareSpeed.right);\r\n damped.output.connectTo(compareSpeed.ifTrue);\r\n _CreateAndConnectContextualSource(\"Direction\", NodeParticleContextualSources.Direction, compareSpeed.ifFalse);\r\n\r\n // Update the direction based on the calculted value\r\n const updateDirection = new UpdateDirectionBlock(\"Direction Update\");\r\n inputParticle.connectTo(updateDirection.particle);\r\n compareSpeed.output.connectTo(updateDirection.direction);\r\n\r\n return updateDirection.output;\r\n}\r\n\r\n/**\r\n * Creates the group of blocks that represent the particle drag update\r\n * @param dragGradients The drag gradients\r\n * @param context The context of the current conversion\r\n * @returns The output of the group of blocks that represent the particle drag update\r\n */\r\nfunction _UpdateParticleDragGradientBlockGroup(dragGradients: Array<FactorGradient>, context: RuntimeConversionContext): NodeParticleConnectionPoint {\r\n context.ageToLifeTimeRatioBlockGroupOutput = _CreateAgeToLifeTimeRatioBlockGroup(context);\r\n\r\n // Generate the gradient\r\n const dragValueOutput = _CreateGradientBlockGroup(context.ageToLifeTimeRatioBlockGroupOutput, dragGradients, ParticleRandomBlockLocks.OncePerParticle, \"Drag\");\r\n\r\n // Calculate drag factor\r\n const oneMinusDragBlock = new ParticleMathBlock(\"1 - Drag\");\r\n oneMinusDragBlock.operation = ParticleMathBlockOperations.Subtract;\r\n _CreateAndConnectInput(\"One\", 1, oneMinusDragBlock.left);\r\n dragValueOutput.connectTo(oneMinusDragBlock.right);\r\n\r\n // Multiply the scaled direction by drag factor\r\n const multiplyDirection = new ParticleMathBlock(\"Scaled Direction with Drag\");\r\n multiplyDirection.operation = ParticleMathBlockOperations.Multiply;\r\n oneMinusDragBlock.output.connectTo(multiplyDirection.left);\r\n if (context.scaledDirection === undefined) {\r\n _CreateAndConnectContextualSource(\"Scaled Direction\", NodeParticleContextualSources.ScaledDirection, multiplyDirection.right);\r\n } else {\r\n context.scaledDirection.connectTo(multiplyDirection.right);\r\n }\r\n\r\n // Store the new calculation of the scaled direction in the context\r\n context.scaledDirection = multiplyDirection.output;\r\n return multiplyDirection.output;\r\n}\r\n\r\n/**\r\n * Creates the group of blocks that represent the particle position update\r\n * @param inputParticle The input particle to update\r\n * @param isLocal Whether the particle coordinate system is local or not\r\n * @param context The context of the current conversion\r\n * @returns The output of the group of blocks that represent the particle position update\r\n */\r\nfunction _UpdateParticlePositionBlockGroup(inputParticle: NodeParticleConnectionPoint, isLocal: boolean, context: RuntimeConversionContext): NodeParticleConnectionPoint {\r\n // Update the particle position\r\n const updatePosition = new UpdatePositionBlock(\"Position Update\");\r\n inputParticle.connectTo(updatePosition.particle);\r\n\r\n if (isLocal) {\r\n _CreateAndConnectContextualSource(\"Local Position Updated\", NodeParticleContextualSources.LocalPositionUpdated, updatePosition.position);\r\n } else {\r\n // Calculate the new position\r\n const addPositionBlock = new ParticleMathBlock(\"Add Position\");\r\n addPositionBlock.operation = ParticleMathBlockOperations.Add;\r\n _CreateAndConnectContextualSource(\"Position\", NodeParticleContextualSources.Position, addPositionBlock.left);\r\n if (context.scaledDirection === undefined) {\r\n _CreateAndConnectContextualSource(\"Scaled Direction\", NodeParticleContextualSources.ScaledDirection, addPositionBlock.right);\r\n } else {\r\n context.scaledDirection.connectTo(addPositionBlock.right);\r\n }\r\n\r\n addPositionBlock.output.connectTo(updatePosition.position);\r\n }\r\n\r\n return updatePosition.output;\r\n}\r\n\r\n/**\r\n * Creates the group of blocks that represent the particle size update\r\n * @param inputParticle The input particle to update\r\n * @param sizeGradients The size gradients (if any)\r\n * @param context The context of the current conversion\r\n * @returns The output of the group of blocks that represent the particle size update\r\n */\r\nfunction _UpdateParticleSizeGradientBlockGroup(\r\n inputParticle: NodeParticleConnectionPoint,\r\n sizeGradients: Array<FactorGradient>,\r\n context: RuntimeConversionContext\r\n): NodeParticleConnectionPoint {\r\n if (context.sizeGradientValue0Output === undefined) {\r\n throw new Error(\"Initial size gradient values not found in context.\");\r\n }\r\n\r\n context.ageToLifeTimeRatioBlockGroupOutput = _CreateAgeToLifeTimeRatioBlockGroup(context);\r\n\r\n // Generate the gradient\r\n const sizeValueOutput = _CreateGradientBlockGroup(context.ageToLifeTimeRatioBlockGroupOutput, sizeGradients, ParticleRandomBlockLocks.OncePerParticle, \"Size\", [\r\n context.sizeGradientValue0Output,\r\n ]);\r\n\r\n // Create the update size\r\n const updateSizeBlock = new UpdateSizeBlock(\"Size Update\");\r\n inputParticle.connectTo(updateSizeBlock.particle);\r\n sizeValueOutput.connectTo(updateSizeBlock.size);\r\n\r\n return updateSizeBlock.output;\r\n}\r\n\r\n/**\r\n * Creates the group of blocks that represent the particle gravity update\r\n * @param inputParticle The input particle to update\r\n * @param gravity The gravity vector to apply\r\n * @returns The output of the group of blocks that represent the particle gravity update\r\n */\r\nfunction _UpdateParticleGravityBlockGroup(inputParticle: NodeParticleConnectionPoint, gravity: Vector3): NodeParticleConnectionPoint {\r\n // Create the gravity delta\r\n const gravityDeltaOutput = _CreateDeltaModifiedInput(\"Gravity\", gravity);\r\n\r\n // Add it to the direction\r\n const addDirectionBlock = new ParticleMathBlock(\"Add Gravity to Direction\");\r\n addDirectionBlock.operation = ParticleMathBlockOperations.Add;\r\n _CreateAndConnectContextualSource(\"Direction\", NodeParticleContextualSources.Direction, addDirectionBlock.left);\r\n gravityDeltaOutput.connectTo(addDirectionBlock.right);\r\n\r\n // Update the particle direction\r\n const updateDirection = new UpdateDirectionBlock(\"Direction Update with Gravity\");\r\n inputParticle.connectTo(updateDirection.particle);\r\n addDirectionBlock.output.connectTo(updateDirection.direction);\r\n\r\n return updateDirection.output;\r\n}\r\n\r\nfunction _UpdateParticleAngularSpeedGradientBlockGroup(angularSpeedGradients: Array<FactorGradient>, context: RuntimeConversionContext): NodeParticleConnectionPoint {\r\n context.ageToLifeTimeRatioBlockGroupOutput = _CreateAgeToLifeTimeRatioBlockGroup(context);\r\n\r\n // Generate the gradient\r\n const angularSpeedValueOutput = _CreateGradientBlockGroup(\r\n context.ageToLifeTimeRatioBlockGroupOutput,\r\n angularSpeedGradients,\r\n ParticleRandomBlockLocks.OncePerParticle,\r\n \"Angular Speed\"\r\n );\r\n return angularSpeedValueOutput;\r\n}\r\n\r\nfunction _UpdateParticleAngularSpeedBlockGroup(minAngularSpeed: number, maxAngularSpeed: number): NodeParticleConnectionPoint {\r\n // Random value between for the angular speed of the particle\r\n const randomAngularSpeedBlock = new ParticleRandomBlock(\"Random Angular Speed\");\r\n randomAngularSpeedBlock.lockMode = ParticleRandomBlockLocks.OncePerParticle;\r\n _CreateAndConnectInput(\"Min Angular Speed\", minAngularSpeed, randomAngularSpeedBlock.min);\r\n _CreateAndConnectInput(\"Max Angular Speed\", maxAngularSpeed, randomAngularSpeedBlock.max);\r\n return randomAngularSpeedBlock.output;\r\n}\r\n\r\nfunction _BasicColorUpdateBlockGroup(): NodeParticleConnectionPoint {\r\n const addColorBlock = new ParticleMathBlock(\"Add Color\");\r\n addColorBlock.operation = ParticleMathBlockOperations.Add;\r\n _CreateAndConnectContextualSource(\"Color\", NodeParticleContextualSources.Color, addColorBlock.left);\r\n _CreateAndConnectContextualSource(\"Scaled Color Step\", NodeParticleContextualSources.ScaledColorStep, addColorBlock.right);\r\n return addColorBlock.output;\r\n}\r\n\r\nfunction _ClampUpdateColorAlpha(colorCalculationOutput: NodeParticleConnectionPoint): NodeParticleConnectionPoint {\r\n // Decompose color to clamp alpha\r\n const decomposeColorBlock = new ParticleConverterBlock(\"Decompose Color\");\r\n colorCalculationOutput.connectTo(decomposeColorBlock.colorIn);\r\n\r\n // Clamp alpha to be >= 0\r\n const maxAlphaBlock = new ParticleMathBlock(\"Alpha >= 0\");\r\n maxAlphaBlock.operation = ParticleMathBlockOperations.Max;\r\n decomposeColorBlock.wOut.connectTo(maxAlphaBlock.left);\r\n _CreateAndConnectInput(\"Zero\", 0, maxAlphaBlock.right);\r\n\r\n // Recompose color\r\n const composeColorBlock = new ParticleConverterBlock(\"Compose Color\");\r\n decomposeColorBlock.xyzOut.connectTo(composeColorBlock.xyzIn);\r\n maxAlphaBlock.output.connectTo(composeColorBlock.wIn);\r\n\r\n return composeColorBlock.colorOut;\r\n}\r\n\r\n// ------------- UTILITY FUNCTIONS -------------\r\n\r\nfunction _CreateDeltaModifiedInput(name: string, value: Vector3 | NodeParticleConnectionPoint): NodeParticleConnectionPoint {\r\n const multiplyBlock = new ParticleMathBlock(\"Multiply by Delta\");\r\n multiplyBlock.operation = ParticleMathBlockOperations.Multiply;\r\n if (value instanceof Vector3) {\r\n _CreateAndConnectInput(name, value, multiplyBlock.left);\r\n } else {\r\n value.connectTo(multiplyBlock.left);\r\n }\r\n _CreateAndConnectSystemSource(\"Delta\", NodeParticleSystemSources.Delta, multiplyBlock.right);\r\n\r\n return multiplyBlock.output;\r\n}\r\n\r\nfunction _CreateAndConnectInput(\r\n inputBlockName: string,\r\n value: number | Vector2 | Vector3 | Color4,\r\n targetToConnectTo: NodeParticleConnectionPoint,\r\n inputType?: NodeParticleBlockConnectionPointTypes\r\n): void {\r\n const input = new ParticleInputBlock(inputBlockName, inputType);\r\n input.value = value;\r\n input.output.connectTo(targetToConnectTo);\r\n}\r\n\r\nfunction _CreateAndConnectContextualSource(contextualBlockName: string, contextSource: NodeParticleContextualSources, targetToConnectTo: NodeParticleConnectionPoint): void {\r\n const input = new ParticleInputBlock(contextualBlockName);\r\n input.contextualValue = contextSource;\r\n input.output.connectTo(targetToConnectTo);\r\n}\r\n\r\nfunction _CreateAndConnectSystemSource(systemBlockName: string, systemSource: NodeParticleSystemSources, targetToConnectTo: NodeParticleConnectionPoint): void {\r\n const input = new ParticleInputBlock(systemBlockName);\r\n input.systemSource = systemSource;\r\n input.output.connectTo(targetToConnectTo);\r\n}\r\n\r\n/**\r\n * Creates the target stop duration input block, as it can be shared in multiple places\r\n * This block is stored in the context so the same block is shared in the graph\r\n * @param oldSystem The old particle system to convert\r\n * @param context The context of the current conversion\r\n * @returns\r\n */\r\nfunction _CreateTargetStopDurationInputBlock(oldSystem: ParticleSystem, context: RuntimeConversionContext): NodeParticleConnectionPoint {\r\n // If we have already created the target stop duration input block, return it\r\n if (context.targetStopDurationBlockOutput) {\r\n return context.targetStopDurationBlockOutput;\r\n }\r\n\r\n // Create the target stop duration input block if not already created\r\n const targetStopDurationInputBlock = new ParticleInputBlock(\"Target Stop Duration\");\r\n targetStopDurationInputBlock.value = oldSystem.targetStopDuration;\r\n\r\n // Save the output in our context to avoid regenerating it again\r\n context.targetStopDurationBlockOutput = targetStopDurationInputBlock.output;\r\n return context.targetStopDurationBlockOutput;\r\n}\r\n\r\n/**\r\n * Create a group of blocks that calculates the ratio between the actual frame and the target stop duration, clamped between 0 and 1.\r\n * This is used to simulate the behavior of the old particle system where several particle gradient values are affected by the target stop duration.\r\n * This block group is stored in the context so the same group is shared in the graph\r\n * @param oldSystem The old particle system to convert\r\n * @param context The context of the current conversion\r\n * @returns The ratio block output connection point\r\n */\r\nfunction _CreateTimeToStopTimeRatioBlockGroup(oldSystem: ParticleSystem, context: RuntimeConversionContext): NodeParticleConnectionPoint {\r\n // If we have already generated this group, return it\r\n if (context.timeToStopTimeRatioBlockGroupOutput) {\r\n return context.timeToStopTimeRatioBlockGroupOutput;\r\n }\r\n\r\n context.targetStopDurationBlockOutput = _CreateTargetStopDurationInputBlock(oldSystem, context);\r\n\r\n // Find the ratio between the actual frame and the target stop duration\r\n const ratio = new ParticleMathBlock(\"Frame/Stop Ratio\");\r\n ratio.operation = ParticleMathBlockOperations.Divide;\r\n _CreateAndConnectSystemSource(\"Actual Frame\", NodeParticleSystemSources.Time, ratio.left);\r\n context.targetStopDurationBlockOutput.connectTo(ratio.right);\r\n\r\n // Make sure values is >=0\r\n const clampMin = new ParticleMathBlock(\"Clamp Min 0\");\r\n clampMin.operation = ParticleMathBlockOperations.Max;\r\n _CreateAndConnectInput(\"Zero\", 0, clampMin.left);\r\n ratio.output.connectTo(clampMin.right);\r\n\r\n // Make sure values is <=1\r\n const clampMax = new ParticleMathBlock(\"Clamp Max 1\");\r\n clampMax.operation = ParticleMathBlockOperations.Min;\r\n _CreateAndConnectInput(\"One\", 1, clampMax.left);\r\n clampMin.output.connectTo(clampMax.right);\r\n\r\n // Save the group output in our context to avoid regenerating it again\r\n context.timeToStopTimeRatioBlockGroupOutput = clampMax.output;\r\n return context.timeToStopTimeRatioBlockGroupOutput;\r\n}\r\n\r\nfunction _CreateAgeToLifeTimeRatioBlockGroup(context: RuntimeConversionContext): NodeParticleConnectionPoint {\r\n // If we have already generated this group, return it\r\n if (context.ageToLifeTimeRatioBlockGroupOutput) {\r\n return context.ageToLifeTimeRatioBlockGroupOutput;\r\n }\r\n\r\n // Find the ratio between the age and the lifetime\r\n const ratio = new ParticleMathBlock(\"Age/LifeTime Ratio\");\r\n ratio.operation = ParticleMathBlockOperations.Divide;\r\n _CreateAndConnectContextualSource(\"Age\", NodeParticleContextualSources.Age, ratio.left);\r\n _CreateAndConnectContextualSource(\"LifeTime\", NodeParticleContextualSources.Lifetime, ratio.right);\r\n\r\n // Save the group output in our context to avoid regenerating it again\r\n context.ageToLifeTimeRatioBlockGroupOutput = ratio.output;\r\n return ratio.output;\r\n}\r\n\r\n/**\r\n * Creates the blocks that represent a gradient\r\n * @param gradientSelector The value that determines which gradient to use\r\n * @param gradientValues The list of gradient values\r\n * @param randomLockMode The type of random to use for the gradient values\r\n * @param prefix The prefix to use for naming the blocks\r\n * @param initialValues Optional initial values to connect to the gradient inputs that were calculated during other steps of the conversion\r\n * @returns The output connection point of the gradient block\r\n */\r\nfunction _CreateGradientBlockGroup(\r\n gradientSelector: NodeParticleConnectionPoint,\r\n gradientValues: Array<FactorGradient> | Array<ColorGradient>,\r\n randomLockMode: ParticleRandomBlockLocks,\r\n prefix: string,\r\n initialValues: NodeParticleConnectionPoint[] = []\r\n): NodeParticleConnectionPoint {\r\n // Create the gradient block and connect the value that controls the gradient selection\r\n const gradientBlock = new ParticleGradientBlock(prefix + \" Gradient Block\");\r\n gradientSelector.connectTo(gradientBlock.gradient);\r\n\r\n // If initial values are provided, we use them instead of the values in the gradientValues array\r\n // These means this values were already transformed into blocks on a previous step of the conversion and we must reuse them\r\n for (let i = 0; i < initialValues.length; i++) {\r\n const reference = i < gradientValues.length ? gradientValues[i].gradient : 1;\r\n const gradientValueBlock = new ParticleGradientValueBlock(prefix + \" Gradient Value \" + i);\r\n gradientValueBlock.reference = reference;\r\n initialValues[i].connectTo(gradientValueBlock.value);\r\n gradientValueBlock.output.connectTo(gradientBlock.inputs[i + 1]);\r\n }\r\n\r\n // Create the gradient values\r\n for (let i = 0 + initialValues.length; i < gradientValues.length; i++) {\r\n const gradientValueBlockGroupOutput = _CreateGradientValueBlockGroup(gradientValues[i], randomLockMode, prefix, i);\r\n gradientValueBlockGroupOutput.connectTo(gradientBlock.inputs[i + 1]);\r\n }\r\n\r\n return gradientBlock.output;\r\n}\r\n\r\n/**\r\n * Creates the blocks that represent a gradient value\r\n * This can be either a single value or a random between two values\r\n * @param gradientStep The gradient step data\r\n * @param randomLockMode The lock mode to use for random values\r\n * @param prefix The prefix to use for naming the blocks\r\n * @param index The index of the gradient step\r\n * @returns The output connection point of the gradient value block\r\n */\r\nfunction _CreateGradientValueBlockGroup(\r\n gradientStep: FactorGradient | ColorGradient,\r\n randomLockMode: ParticleRandomBlockLocks,\r\n prefix: string,\r\n index: number\r\n): NodeParticleConnectionPoint {\r\n const gradientValueBlock = new ParticleGradientValueBlock(prefix + \" Gradient Value \" + index);\r\n gradientValueBlock.reference = gradientStep.gradient;\r\n\r\n const value1 = (gradientStep as any).factor1 ?? (gradientStep as any).color1;\r\n const value2 = (gradientStep as any).factor2 ?? (gradientStep as any).color2;\r\n\r\n if (value2 !== undefined) {\r\n // Create a random between value1 and value2\r\n const randomBlock = new ParticleRandomBlock(\"Random Value \" + index);\r\n randomBlock.lockMode = randomLockMode;\r\n _CreateAndConnectInput(\"Value 1\", value1, randomBlock.min);\r\n _CreateAndConnectInput(\"Value 2\", value2, randomBlock.max);\r\n randomBlock.output.connectTo(gradientValueBlock.value);\r\n } else {\r\n // Single value\r\n _CreateAndConnectInput(\"Value\", value1, gradientValueBlock.value);\r\n }\r\n\r\n return gradientValueBlock.output;\r\n}\r\n"]}
@@ -111,6 +111,10 @@ export declare class Particle {
111
111
  /** @internal */
112
112
  _currentVelocity2: number;
113
113
  /** @internal */
114
+ _directionScale: number;
115
+ /** @internal */
116
+ _scaledDirection: Vector3;
117
+ /** @internal */
114
118
  _currentLimitVelocityGradient: Nullable<FactorGradient>;
115
119
  /** @internal */
116
120
  _currentLimitVelocity1: number;
@@ -87,6 +87,8 @@ export class Particle {
87
87
  /** @internal */
88
88
  this._currentVelocity2 = 0;
89
89
  /** @internal */
90
+ this._scaledDirection = Vector3.Zero();
91
+ /** @internal */
90
92
  this._currentLimitVelocity1 = 0;
91
93
  /** @internal */
92
94
  this._currentLimitVelocity2 = 0;
@@ -1 +1 @@
1
- {"version":3,"file":"particle.js","sourceRoot":"","sources":["../../../../dev/core/src/Particles/particle.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,OAAO,EAAE,OAAO,EAAE,UAAU,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AAC7E,OAAO,EAAE,MAAM,EAAE,MAAM,qBAAqB,CAAC;AAM7C,OAAO,EAAE,KAAK,EAAE,MAAM,gCAAgC,CAAC;AAEvD;;;GAGG;AACH,MAAM,OAAO,QAAQ;IA8IjB;;;OAGG;IACH;IACI;;OAEG;IACI,cAAkC;QAAlC,mBAAc,GAAd,cAAc,CAAoB;QAhJ7C;;WAEG;QACI,aAAQ,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC;QAEjC;;WAEG;QACI,cAAS,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC;QAElC;;WAEG;QACI,UAAK,GAAG,IAAI,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAEtC;;WAEG;QACI,cAAS,GAAG,IAAI,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAE1C;;WAEG;QACI,iBAAY,GAAG,IAAI,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAE7C;;WAEG;QACI,cAAS,GAAG,IAAI,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAE1C;;WAEG;QACI,aAAQ,GAAG,GAAG,CAAC;QAEtB;;WAEG;QACI,QAAG,GAAG,CAAC,CAAC;QAEf;;WAEG;QACI,SAAI,GAAG,CAAC,CAAC;QAEhB;;WAEG;QACI,UAAK,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;QAEjC;;WAEG;QACI,UAAK,GAAG,CAAC,CAAC;QAEjB;;WAEG;QACI,iBAAY,GAAG,CAAC,CAAC;QAExB;;WAEG;QACI,cAAS,GAAW,CAAC,CAAC;QAa7B,gBAAgB;QACT,yBAAoB,GAAgC,IAAI,CAAC;QAWhE,gBAAgB;QACT,mBAAc,GAAG,IAAI,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAC/C,gBAAgB;QACT,mBAAc,GAAG,IAAI,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAI/C,gBAAgB;QACT,kBAAa,GAAG,CAAC,CAAC;QACzB,gBAAgB;QACT,kBAAa,GAAG,CAAC,CAAC;QAIzB,gBAAgB;QACT,0BAAqB,GAAG,CAAC,CAAC;QACjC,gBAAgB;QACT,0BAAqB,GAAG,CAAC,CAAC;QAIjC,gBAAgB;QACT,sBAAiB,GAAG,CAAC,CAAC;QAC7B,gBAAgB;QACT,sBAAiB,GAAG,CAAC,CAAC;QAI7B,gBAAgB;QACT,2BAAsB,GAAG,CAAC,CAAC;QAClC,gBAAgB;QACT,2BAAsB,GAAG,CAAC,CAAC;QAIlC,gBAAgB;QACT,kBAAa,GAAG,CAAC,CAAC;QACzB,gBAAgB;QACT,kBAAa,GAAG,CAAC,CAAC;QAoBrB,IAAI,CAAC,EAAE,GAAG,QAAQ,CAAC,MAAM,EAAE,CAAC;QAC5B,IAAI,CAAC,IAAI,CAAC,cAAc,CAAC,uBAAuB,EAAE,CAAC;YAC/C,OAAO;QACX,CAAC;QAED,IAAI,CAAC,yBAAyB,EAAE,CAAC;IACrC,CAAC;IAEO,yBAAyB;QAC7B,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,cAAc,CAAC,iBAAiB,CAAC;IAC3D,CAAC;IAED;;OAEG;IACI,eAAe;QAClB,IAAI,SAAS,GAAG,IAAI,CAAC,GAAG,CAAC;QACzB,IAAI,WAAW,GAAG,IAAI,CAAC,cAAc,CAAC,qBAAqB,CAAC;QAE5D,IAAI,IAAI,CAAC,cAAc,CAAC,qBAAqB,EAAE,CAAC;YAC5C,IAAI,IAAI,CAAC,iBAAiB,KAAK,SAAS,EAAE,CAAC;gBACvC,IAAI,CAAC,iBAAiB,GAAG,IAAI,CAAC,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;YAC3D,CAAC;YAED,IAAI,WAAW,KAAK,CAAC,EAAE,CAAC;gBACpB,sEAAsE;gBACtE,WAAW,GAAG,CAAC,CAAC;gBAChB,SAAS,GAAG,IAAI,CAAC,iBAAiB,CAAC;YACvC,CAAC;iBAAM,CAAC;gBACJ,SAAS,IAAI,IAAI,CAAC,iBAAiB,CAAC;YACxC,CAAC;QACL,CAAC;QAED,MAAM,IAAI,GAAG,IAAI,CAAC,uBAAuB,GAAG,IAAI,CAAC,yBAAyB,GAAG,CAAC,CAAC;QAC/E,IAAI,KAAa,CAAC;QAClB,IAAI,IAAI,CAAC,sBAAsB,EAAE,CAAC;YAC9B,KAAK,GAAG,KAAK,CAAC,CAAC,CAAC,SAAS,GAAG,WAAW,CAAC,GAAG,IAAI,CAAC,QAAQ,CAAC,GAAG,IAAI,CAAC,QAAQ,CAAC,CAAC;QAC/E,CAAC;aAAM,CAAC;YACJ,KAAK,GAAG,KAAK,CAAC,CAAC,SAAS,GAAG,WAAW,CAAC,GAAG,IAAI,CAAC,QAAQ,CAAC,CAAC;QAC7D,CAAC;QACD,IAAI,CAAC,SAAS,GAAG,CAAC,IAAI,CAAC,yBAAyB,GAAG,KAAK,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC;IACzE,CAAC;IAED;;OAEG;IACI,gCAAgC,CAAC,UAAsB;QAC1D,IAAmB,UAAU,CAAC,cAAc,CAAC,OAAQ,CAAC,QAAQ,EAAE,CAAC;YAC7D,MAAM,WAAW,GAAiB,UAAU,CAAC,cAAc,CAAC,OAAO,CAAC;YACpE,WAAW,CAAC,QAAQ,CAAC,QAAQ,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;YAC7C,IAAI,UAAU,CAAC,gBAAgB,EAAE,CAAC;gBAC9B,MAAM,IAAI,GAAG,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;gBACnC,IAAI,CAAC,SAAS,CAAC,cAAc,CAAC,IAAI,CAAC,CAAC;gBACpC,WAAW,CAAC,YAAY,CAAC,IAAI,EAAE,CAAC,EAAE,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC;YACnD,CAAC;QACL,CAAC;aAAM,CAAC;YACJ,MAAM,eAAe,GAAY,UAAU,CAAC,cAAc,CAAC,OAAO,CAAC;YACnE,eAAe,CAAC,QAAQ,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QAC5C,CAAC;QACD,wEAAwE;QACxE,IAAI,CAAC,SAAS,CAAC,UAAU,CAAC,UAAU,CAAC,uBAAuB,GAAG,CAAC,EAAE,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC;QACzF,UAAU,CAAC,cAAc,CAAC,wBAAwB,CAAC,QAAQ,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC;IACvF,CAAC;IAED,gBAAgB;IACT,iCAAiC;QACpC,IAAI,IAAI,CAAC,oBAAoB,IAAI,IAAI,CAAC,oBAAoB,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;YACpE,KAAK,MAAM,UAAU,IAAI,IAAI,CAAC,oBAAoB,EAAE,CAAC;gBACjD,IAAI,CAAC,gCAAgC,CAAC,UAAU,CAAC,CAAC;YACtD,CAAC;QACL,CAAC;IACL,CAAC;IAED,gBAAgB;IACT,MAAM;QACT,IAAI,CAAC,GAAG,GAAG,CAAC,CAAC;QACb,IAAI,CAAC,EAAE,GAAG,QAAQ,CAAC,MAAM,EAAE,CAAC;QAC5B,IAAI,CAAC,qBAAqB,GAAG,IAAI,CAAC;QAClC,IAAI,CAAC,oBAAoB,GAAG,IAAI,CAAC;QACjC,IAAI,CAAC,4BAA4B,GAAG,IAAI,CAAC;QACzC,IAAI,CAAC,wBAAwB,GAAG,IAAI,CAAC;QACrC,IAAI,CAAC,6BAA6B,GAAG,IAAI,CAAC;QAC1C,IAAI,CAAC,oBAAoB,GAAG,IAAI,CAAC;QACjC,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,cAAc,CAAC,iBAAiB,CAAC;QACvD,IAAI,CAAC,iBAAiB,GAAG,SAAS,CAAC;IACvC,CAAC;IAED;;;OAGG;IACI,MAAM,CAAC,KAAe;QACzB,KAAK,CAAC,QAAQ,CAAC,QAAQ,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QACvC,IAAI,IAAI,CAAC,iBAAiB,EAAE,CAAC;YACzB,IAAI,KAAK,CAAC,iBAAiB,EAAE,CAAC;gBAC1B,KAAK,CAAC,iBAAiB,CAAC,QAAQ,CAAC,IAAI,CAAC,iBAAiB,CAAC,CAAC;YAC7D,CAAC;iBAAM,CAAC;gBACJ,KAAK,CAAC,iBAAiB,GAAG,IAAI,CAAC,iBAAiB,CAAC,KAAK,EAAE,CAAC;YAC7D,CAAC;QACL,CAAC;aAAM,CAAC;YACJ,KAAK,CAAC,iBAAiB,GAAG,IAAI,CAAC;QACnC,CAAC;QACD,KAAK,CAAC,SAAS,CAAC,QAAQ,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;QACzC,IAAI,IAAI,CAAC,cAAc,EAAE,CAAC;YACtB,IAAI,KAAK,CAAC,cAAc,EAAE,CAAC;gBACvB,KAAK,CAAC,cAAc,CAAC,QAAQ,CAAC,IAAI,CAAC,cAA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type { Nullable } from \"../types\";\r\nimport { Vector2, Vector3, TmpVectors, Vector4 } from \"../Maths/math.vector\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport type { SubEmitter } from \"./subEmitter\";\r\nimport type { ColorGradient, FactorGradient } from \"../Misc/gradients\";\r\n\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { ThinParticleSystem } from \"./thinParticleSystem\";\r\nimport { Clamp } from \"../Maths/math.scalar.functions\";\r\n\r\n/**\r\n * A particle represents one of the element emitted by a particle system.\r\n * This is mainly define by its coordinates, direction, velocity and age.\r\n */\r\nexport class Particle {\r\n private static _Count = 0;\r\n /**\r\n * Unique ID of the particle\r\n */\r\n public id: number;\r\n /**\r\n * The world position of the particle in the scene.\r\n */\r\n public position = Vector3.Zero();\r\n\r\n /**\r\n * The world direction of the particle in the scene.\r\n */\r\n public direction = Vector3.Zero();\r\n\r\n /**\r\n * The color of the particle.\r\n */\r\n public color = new Color4(0, 0, 0, 0);\r\n\r\n /**\r\n * The color change of the particle per step.\r\n */\r\n public colorStep = new Color4(0, 0, 0, 0);\r\n\r\n /**\r\n * The creation color of the particle.\r\n */\r\n public initialColor = new Color4(0, 0, 0, 0);\r\n\r\n /**\r\n * The color used when the end of life of the particle.\r\n */\r\n public colorDead = new Color4(0, 0, 0, 0);\r\n\r\n /**\r\n * Defines how long will the life of the particle be.\r\n */\r\n public lifeTime = 1.0;\r\n\r\n /**\r\n * The current age of the particle.\r\n */\r\n public age = 0;\r\n\r\n /**\r\n * The current size of the particle.\r\n */\r\n public size = 0;\r\n\r\n /**\r\n * The current scale of the particle.\r\n */\r\n public scale = new Vector2(1, 1);\r\n\r\n /**\r\n * The current angle of the particle.\r\n */\r\n public angle = 0;\r\n\r\n /**\r\n * Defines how fast is the angle changing.\r\n */\r\n public angularSpeed = 0;\r\n\r\n /**\r\n * Defines the cell index used by the particle to be rendered from a sprite.\r\n */\r\n public cellIndex: number = 0;\r\n\r\n /**\r\n * The information required to support color remapping\r\n */\r\n public remapData: Vector4;\r\n\r\n /** @internal */\r\n public _randomCellOffset?: number;\r\n\r\n /** @internal */\r\n public _initialDirection: Nullable<Vector3>;\r\n\r\n /** @internal */\r\n public _attachedSubEmitters: Nullable<Array<SubEmitter>> = null;\r\n\r\n /** @internal */\r\n public _initialStartSpriteCellId: number;\r\n /** @internal */\r\n public _initialEndSpriteCellId: number;\r\n /** @internal */\r\n public _initialSpriteCellLoop: boolean;\r\n\r\n /** @internal */\r\n public _currentColorGradient: Nullable<ColorGradient>;\r\n /** @internal */\r\n public _currentColor1 = new Color4(0, 0, 0, 0);\r\n /** @internal */\r\n public _currentColor2 = new Color4(0, 0, 0, 0);\r\n\r\n /** @internal */\r\n public _currentSizeGradient: Nullable<FactorGradient>;\r\n /** @internal */\r\n public _currentSize1 = 0;\r\n /** @internal */\r\n public _currentSize2 = 0;\r\n\r\n /** @internal */\r\n public _currentAngularSpeedGradient: Nullable<FactorGradient>;\r\n /** @internal */\r\n public _currentAngularSpeed1 = 0;\r\n /** @internal */\r\n public _currentAngularSpeed2 = 0;\r\n\r\n /** @internal */\r\n public _currentVelocityGradient: Nullable<FactorGradient>;\r\n /** @internal */\r\n public _currentVelocity1 = 0;\r\n /** @internal */\r\n public _currentVelocity2 = 0;\r\n\r\n /** @internal */\r\n public _currentLimitVelocityGradient: Nullable<FactorGradient>;\r\n /** @internal */\r\n public _currentLimitVelocity1 = 0;\r\n /** @internal */\r\n public _currentLimitVelocity2 = 0;\r\n\r\n /** @internal */\r\n public _currentDragGradient: Nullable<FactorGradient>;\r\n /** @internal */\r\n public _currentDrag1 = 0;\r\n /** @internal */\r\n public _currentDrag2 = 0;\r\n\r\n /** @internal */\r\n public _randomNoiseCoordinates1: Vector3;\r\n /** @internal */\r\n public _randomNoiseCoordinates2: Vector3;\r\n\r\n /** @internal */\r\n public _localPosition?: Vector3;\r\n\r\n /**\r\n * Creates a new instance Particle\r\n * @param particleSystem the particle system the particle belongs to\r\n */\r\n constructor(\r\n /**\r\n * The particle system the particle belongs to.\r\n */\r\n public particleSystem: ThinParticleSystem\r\n ) {\r\n this.id = Particle._Count++;\r\n if (!this.particleSystem.isAnimationSheetEnabled) {\r\n return;\r\n }\r\n\r\n this._updateCellInfoFromSystem();\r\n }\r\n\r\n private _updateCellInfoFromSystem(): void {\r\n this.cellIndex = this.particleSystem.startSpriteCellID;\r\n }\r\n\r\n /**\r\n * Defines how the sprite cell index is updated for the particle\r\n */\r\n public updateCellIndex(): void {\r\n let offsetAge = this.age;\r\n let changeSpeed = this.particleSystem.spriteCellChangeSpeed;\r\n\r\n if (this.particleSystem.spriteRandomStartCell) {\r\n if (this._randomCellOffset === undefined) {\r\n this._randomCellOffset = Math.random() * this.lifeTime;\r\n }\r\n\r\n if (changeSpeed === 0) {\r\n // Special case when speed = 0 meaning we want to stay on initial cell\r\n changeSpeed = 1;\r\n offsetAge = this._randomCellOffset;\r\n } else {\r\n offsetAge += this._randomCellOffset;\r\n }\r\n }\r\n\r\n const dist = this._initialEndSpriteCellId - this._initialStartSpriteCellId + 1;\r\n let ratio: number;\r\n if (this._initialSpriteCellLoop) {\r\n ratio = Clamp(((offsetAge * changeSpeed) % this.lifeTime) / this.lifeTime);\r\n } else {\r\n ratio = Clamp((offsetAge * changeSpeed) / this.lifeTime);\r\n }\r\n this.cellIndex = (this._initialStartSpriteCellId + ratio * dist) | 0;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter) {\r\n if ((<AbstractMesh>subEmitter.particleSystem.emitter).position) {\r\n const emitterMesh = <AbstractMesh>subEmitter.particleSystem.emitter;\r\n emitterMesh.position.copyFrom(this.position);\r\n if (subEmitter.inheritDirection) {\r\n const temp = TmpVectors.Vector3[0];\r\n this.direction.normalizeToRef(temp);\r\n emitterMesh.setDirection(temp, 0, Math.PI / 2);\r\n }\r\n } else {\r\n const emitterPosition = <Vector3>subEmitter.particleSystem.emitter;\r\n emitterPosition.copyFrom(this.position);\r\n }\r\n // Set inheritedVelocityOffset to be used when new particles are created\r\n this.direction.scaleToRef(subEmitter.inheritedVelocityAmount / 2, TmpVectors.Vector3[0]);\r\n subEmitter.particleSystem._inheritedVelocityOffset.copyFrom(TmpVectors.Vector3[0]);\r\n }\r\n\r\n /** @internal */\r\n public _inheritParticleInfoToSubEmitters() {\r\n if (this._attachedSubEmitters && this._attachedSubEmitters.length > 0) {\r\n for (const subEmitter of this._attachedSubEmitters) {\r\n this._inheritParticleInfoToSubEmitter(subEmitter);\r\n }\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _reset() {\r\n this.age = 0;\r\n this.id = Particle._Count++;\r\n this._currentColorGradient = null;\r\n this._currentSizeGradient = null;\r\n this._currentAngularSpeedGradient = null;\r\n this._currentVelocityGradient = null;\r\n this._currentLimitVelocityGradient = null;\r\n this._currentDragGradient = null;\r\n this.cellIndex = this.particleSystem.startSpriteCellID;\r\n this._randomCellOffset = undefined;\r\n }\r\n\r\n /**\r\n * Copy the properties of particle to another one.\r\n * @param other the particle to copy the information to.\r\n */\r\n public copyTo(other: Particle) {\r\n other.position.copyFrom(this.position);\r\n if (this._initialDirection) {\r\n if (other._initialDirection) {\r\n other._initialDirection.copyFrom(this._initialDirection);\r\n } else {\r\n other._initialDirection = this._initialDirection.clone();\r\n }\r\n } else {\r\n other._initialDirection = null;\r\n }\r\n other.direction.copyFrom(this.direction);\r\n if (this._localPosition) {\r\n if (other._localPosition) {\r\n other._localPosition.copyFrom(this._localPosition);\r\n } else {\r\n other._localPosition = this._localPosition.clone();\r\n }\r\n }\r\n other.color.copyFrom(this.color);\r\n other.colorStep.copyFrom(this.colorStep);\r\n other.initialColor.copyFrom(this.initialColor);\r\n other.colorDead.copyFrom(this.colorDead);\r\n other.lifeTime = this.lifeTime;\r\n other.age = this.age;\r\n other._randomCellOffset = this._randomCellOffset;\r\n other.size = this.size;\r\n other.scale.copyFrom(this.scale);\r\n other.angle = this.angle;\r\n other.angularSpeed = this.angularSpeed;\r\n other.particleSystem = this.particleSystem;\r\n other.cellIndex = this.cellIndex;\r\n other.id = this.id;\r\n other._attachedSubEmitters = this._attachedSubEmitters;\r\n if (this._currentColorGradient) {\r\n other._currentColorGradient = this._currentColorGradient;\r\n other._currentColor1.copyFrom(this._currentColor1);\r\n other._currentColor2.copyFrom(this._currentColor2);\r\n }\r\n if (this._currentSizeGradient) {\r\n other._currentSizeGradient = this._currentSizeGradient;\r\n other._currentSize1 = this._currentSize1;\r\n other._currentSize2 = this._currentSize2;\r\n }\r\n if (this._currentAngularSpeedGradient) {\r\n other._currentAngularSpeedGradient = this._currentAngularSpeedGradient;\r\n other._currentAngularSpeed1 = this._currentAngularSpeed1;\r\n other._currentAngularSpeed2 = this._currentAngularSpeed2;\r\n }\r\n if (this._currentVelocityGradient) {\r\n other._currentVelocityGradient = this._currentVelocityGradient;\r\n other._currentVelocity1 = this._currentVelocity1;\r\n other._currentVelocity2 = this._currentVelocity2;\r\n }\r\n if (this._currentLimitVelocityGradient) {\r\n other._currentLimitVelocityGradient = this._currentLimitVelocityGradient;\r\n other._currentLimitVelocity1 = this._currentLimitVelocity1;\r\n other._currentLimitVelocity2 = this._currentLimitVelocity2;\r\n }\r\n if (this._currentDragGradient) {\r\n other._currentDragGradient = this._currentDragGradient;\r\n other._currentDrag1 = this._currentDrag1;\r\n other._currentDrag2 = this._currentDrag2;\r\n }\r\n if (this.particleSystem.isAnimationSheetEnabled) {\r\n other._initialStartSpriteCellId = this._initialStartSpriteCellId;\r\n other._initialEndSpriteCellId = this._initialEndSpriteCellId;\r\n other._initialSpriteCellLoop = this._initialSpriteCellLoop;\r\n }\r\n if (this.particleSystem.useRampGradients) {\r\n if (other.remapData && this.remapData) {\r\n other.remapData.copyFrom(this.remapData);\r\n } else {\r\n other.remapData = new Vector4(0, 0, 0, 0);\r\n }\r\n }\r\n if (this._randomNoiseCoordinates1) {\r\n if (other._randomNoiseCoordinates1) {\r\n other._randomNoiseCoordinates1.copyFrom(this._randomNoiseCoordinates1);\r\n other._randomNoiseCoordinates2.copyFrom(this._randomNoiseCoordinates2);\r\n } else {\r\n other._randomNoiseCoordinates1 = this._randomNoiseCoordinates1.clone();\r\n other._randomNoiseCoordinates2 = this._randomNoiseCoordinates2.clone();\r\n }\r\n }\r\n }\r\n}\r\n"]}
1
+ 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type { Nullable } from \"../types\";\r\nimport { Vector2, Vector3, TmpVectors, Vector4 } from \"../Maths/math.vector\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport type { SubEmitter } from \"./subEmitter\";\r\nimport type { ColorGradient, FactorGradient } from \"../Misc/gradients\";\r\n\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { ThinParticleSystem } from \"./thinParticleSystem\";\r\nimport { Clamp } from \"../Maths/math.scalar.functions\";\r\n\r\n/**\r\n * A particle represents one of the element emitted by a particle system.\r\n * This is mainly define by its coordinates, direction, velocity and age.\r\n */\r\nexport class Particle {\r\n private static _Count = 0;\r\n /**\r\n * Unique ID of the particle\r\n */\r\n public id: number;\r\n /**\r\n * The world position of the particle in the scene.\r\n */\r\n public position = Vector3.Zero();\r\n\r\n /**\r\n * The world direction of the particle in the scene.\r\n */\r\n public direction = Vector3.Zero();\r\n\r\n /**\r\n * The color of the particle.\r\n */\r\n public color = new Color4(0, 0, 0, 0);\r\n\r\n /**\r\n * The color change of the particle per step.\r\n */\r\n public colorStep = new Color4(0, 0, 0, 0);\r\n\r\n /**\r\n * The creation color of the particle.\r\n */\r\n public initialColor = new Color4(0, 0, 0, 0);\r\n\r\n /**\r\n * The color used when the end of life of the particle.\r\n */\r\n public colorDead = new Color4(0, 0, 0, 0);\r\n\r\n /**\r\n * Defines how long will the life of the particle be.\r\n */\r\n public lifeTime = 1.0;\r\n\r\n /**\r\n * The current age of the particle.\r\n */\r\n public age = 0;\r\n\r\n /**\r\n * The current size of the particle.\r\n */\r\n public size = 0;\r\n\r\n /**\r\n * The current scale of the particle.\r\n */\r\n public scale = new Vector2(1, 1);\r\n\r\n /**\r\n * The current angle of the particle.\r\n */\r\n public angle = 0;\r\n\r\n /**\r\n * Defines how fast is the angle changing.\r\n */\r\n public angularSpeed = 0;\r\n\r\n /**\r\n * Defines the cell index used by the particle to be rendered from a sprite.\r\n */\r\n public cellIndex: number = 0;\r\n\r\n /**\r\n * The information required to support color remapping\r\n */\r\n public remapData: Vector4;\r\n\r\n /** @internal */\r\n public _randomCellOffset?: number;\r\n\r\n /** @internal */\r\n public _initialDirection: Nullable<Vector3>;\r\n\r\n /** @internal */\r\n public _attachedSubEmitters: Nullable<Array<SubEmitter>> = null;\r\n\r\n /** @internal */\r\n public _initialStartSpriteCellId: number;\r\n /** @internal */\r\n public _initialEndSpriteCellId: number;\r\n /** @internal */\r\n public _initialSpriteCellLoop: boolean;\r\n\r\n /** @internal */\r\n public _currentColorGradient: Nullable<ColorGradient>;\r\n /** @internal */\r\n public _currentColor1 = new Color4(0, 0, 0, 0);\r\n /** @internal */\r\n public _currentColor2 = new Color4(0, 0, 0, 0);\r\n\r\n /** @internal */\r\n public _currentSizeGradient: Nullable<FactorGradient>;\r\n /** @internal */\r\n public _currentSize1 = 0;\r\n /** @internal */\r\n public _currentSize2 = 0;\r\n\r\n /** @internal */\r\n public _currentAngularSpeedGradient: Nullable<FactorGradient>;\r\n /** @internal */\r\n public _currentAngularSpeed1 = 0;\r\n /** @internal */\r\n public _currentAngularSpeed2 = 0;\r\n\r\n /** @internal */\r\n public _currentVelocityGradient: Nullable<FactorGradient>;\r\n /** @internal */\r\n public _currentVelocity1 = 0;\r\n /** @internal */\r\n public _currentVelocity2 = 0;\r\n\r\n /** @internal */\r\n public _directionScale: number;\r\n\r\n /** @internal */\r\n public _scaledDirection = Vector3.Zero();\r\n\r\n /** @internal */\r\n public _currentLimitVelocityGradient: Nullable<FactorGradient>;\r\n /** @internal */\r\n public _currentLimitVelocity1 = 0;\r\n /** @internal */\r\n public _currentLimitVelocity2 = 0;\r\n\r\n /** @internal */\r\n public _currentDragGradient: Nullable<FactorGradient>;\r\n /** @internal */\r\n public _currentDrag1 = 0;\r\n /** @internal */\r\n public _currentDrag2 = 0;\r\n\r\n /** @internal */\r\n public _randomNoiseCoordinates1: Vector3;\r\n /** @internal */\r\n public _randomNoiseCoordinates2: Vector3;\r\n\r\n /** @internal */\r\n public _localPosition?: Vector3;\r\n\r\n /**\r\n * Creates a new instance Particle\r\n * @param particleSystem the particle system the particle belongs to\r\n */\r\n constructor(\r\n /**\r\n * The particle system the particle belongs to.\r\n */\r\n public particleSystem: ThinParticleSystem\r\n ) {\r\n this.id = Particle._Count++;\r\n if (!this.particleSystem.isAnimationSheetEnabled) {\r\n return;\r\n }\r\n\r\n this._updateCellInfoFromSystem();\r\n }\r\n\r\n private _updateCellInfoFromSystem(): void {\r\n this.cellIndex = this.particleSystem.startSpriteCellID;\r\n }\r\n\r\n /**\r\n * Defines how the sprite cell index is updated for the particle\r\n */\r\n public updateCellIndex(): void {\r\n let offsetAge = this.age;\r\n let changeSpeed = this.particleSystem.spriteCellChangeSpeed;\r\n\r\n if (this.particleSystem.spriteRandomStartCell) {\r\n if (this._randomCellOffset === undefined) {\r\n this._randomCellOffset = Math.random() * this.lifeTime;\r\n }\r\n\r\n if (changeSpeed === 0) {\r\n // Special case when speed = 0 meaning we want to stay on initial cell\r\n changeSpeed = 1;\r\n offsetAge = this._randomCellOffset;\r\n } else {\r\n offsetAge += this._randomCellOffset;\r\n }\r\n }\r\n\r\n const dist = this._initialEndSpriteCellId - this._initialStartSpriteCellId + 1;\r\n let ratio: number;\r\n if (this._initialSpriteCellLoop) {\r\n ratio = Clamp(((offsetAge * changeSpeed) % this.lifeTime) / this.lifeTime);\r\n } else {\r\n ratio = Clamp((offsetAge * changeSpeed) / this.lifeTime);\r\n }\r\n this.cellIndex = (this._initialStartSpriteCellId + ratio * dist) | 0;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter) {\r\n if ((<AbstractMesh>subEmitter.particleSystem.emitter).position) {\r\n const emitterMesh = <AbstractMesh>subEmitter.particleSystem.emitter;\r\n emitterMesh.position.copyFrom(this.position);\r\n if (subEmitter.inheritDirection) {\r\n const temp = TmpVectors.Vector3[0];\r\n this.direction.normalizeToRef(temp);\r\n emitterMesh.setDirection(temp, 0, Math.PI / 2);\r\n }\r\n } else {\r\n const emitterPosition = <Vector3>subEmitter.particleSystem.emitter;\r\n emitterPosition.copyFrom(this.position);\r\n }\r\n // Set inheritedVelocityOffset to be used when new particles are created\r\n this.direction.scaleToRef(subEmitter.inheritedVelocityAmount / 2, TmpVectors.Vector3[0]);\r\n subEmitter.particleSystem._inheritedVelocityOffset.copyFrom(TmpVectors.Vector3[0]);\r\n }\r\n\r\n /** @internal */\r\n public _inheritParticleInfoToSubEmitters() {\r\n if (this._attachedSubEmitters && this._attachedSubEmitters.length > 0) {\r\n for (const subEmitter of this._attachedSubEmitters) {\r\n this._inheritParticleInfoToSubEmitter(subEmitter);\r\n }\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _reset() {\r\n this.age = 0;\r\n this.id = Particle._Count++;\r\n this._currentColorGradient = null;\r\n this._currentSizeGradient = null;\r\n this._currentAngularSpeedGradient = null;\r\n this._currentVelocityGradient = null;\r\n this._currentLimitVelocityGradient = null;\r\n this._currentDragGradient = null;\r\n this.cellIndex = this.particleSystem.startSpriteCellID;\r\n this._randomCellOffset = undefined;\r\n }\r\n\r\n /**\r\n * Copy the properties of particle to another one.\r\n * @param other the particle to copy the information to.\r\n */\r\n public copyTo(other: Particle) {\r\n other.position.copyFrom(this.position);\r\n if (this._initialDirection) {\r\n if (other._initialDirection) {\r\n other._initialDirection.copyFrom(this._initialDirection);\r\n } else {\r\n other._initialDirection = this._initialDirection.clone();\r\n }\r\n } else {\r\n other._initialDirection = null;\r\n }\r\n other.direction.copyFrom(this.direction);\r\n if (this._localPosition) {\r\n if (other._localPosition) {\r\n other._localPosition.copyFrom(this._localPosition);\r\n } else {\r\n other._localPosition = this._localPosition.clone();\r\n }\r\n }\r\n other.color.copyFrom(this.color);\r\n other.colorStep.copyFrom(this.colorStep);\r\n other.initialColor.copyFrom(this.initialColor);\r\n other.colorDead.copyFrom(this.colorDead);\r\n other.lifeTime = this.lifeTime;\r\n other.age = this.age;\r\n other._randomCellOffset = this._randomCellOffset;\r\n other.size = this.size;\r\n other.scale.copyFrom(this.scale);\r\n other.angle = this.angle;\r\n other.angularSpeed = this.angularSpeed;\r\n other.particleSystem = this.particleSystem;\r\n other.cellIndex = this.cellIndex;\r\n other.id = this.id;\r\n other._attachedSubEmitters = this._attachedSubEmitters;\r\n if (this._currentColorGradient) {\r\n other._currentColorGradient = this._currentColorGradient;\r\n other._currentColor1.copyFrom(this._currentColor1);\r\n other._currentColor2.copyFrom(this._currentColor2);\r\n }\r\n if (this._currentSizeGradient) {\r\n other._currentSizeGradient = this._currentSizeGradient;\r\n other._currentSize1 = this._currentSize1;\r\n other._currentSize2 = this._currentSize2;\r\n }\r\n if (this._currentAngularSpeedGradient) {\r\n other._currentAngularSpeedGradient = this._currentAngularSpeedGradient;\r\n other._currentAngularSpeed1 = this._currentAngularSpeed1;\r\n other._currentAngularSpeed2 = this._currentAngularSpeed2;\r\n }\r\n if (this._currentVelocityGradient) {\r\n other._currentVelocityGradient = this._currentVelocityGradient;\r\n other._currentVelocity1 = this._currentVelocity1;\r\n other._currentVelocity2 = this._currentVelocity2;\r\n }\r\n if (this._currentLimitVelocityGradient) {\r\n other._currentLimitVelocityGradient = this._currentLimitVelocityGradient;\r\n other._currentLimitVelocity1 = this._currentLimitVelocity1;\r\n other._currentLimitVelocity2 = this._currentLimitVelocity2;\r\n }\r\n if (this._currentDragGradient) {\r\n other._currentDragGradient = this._currentDragGradient;\r\n other._currentDrag1 = this._currentDrag1;\r\n other._currentDrag2 = this._currentDrag2;\r\n }\r\n if (this.particleSystem.isAnimationSheetEnabled) {\r\n other._initialStartSpriteCellId = this._initialStartSpriteCellId;\r\n other._initialEndSpriteCellId = this._initialEndSpriteCellId;\r\n other._initialSpriteCellLoop = this._initialSpriteCellLoop;\r\n }\r\n if (this.particleSystem.useRampGradients) {\r\n if (other.remapData && this.remapData) {\r\n other.remapData.copyFrom(this.remapData);\r\n } else {\r\n other.remapData = new Vector4(0, 0, 0, 0);\r\n }\r\n }\r\n if (this._randomNoiseCoordinates1) {\r\n if (other._randomNoiseCoordinates1) {\r\n other._randomNoiseCoordinates1.copyFrom(this._randomNoiseCoordinates1);\r\n other._randomNoiseCoordinates2.copyFrom(this._randomNoiseCoordinates2);\r\n } else {\r\n other._randomNoiseCoordinates1 = this._randomNoiseCoordinates1.clone();\r\n other._randomNoiseCoordinates2 = this._randomNoiseCoordinates2.clone();\r\n }\r\n }\r\n }\r\n}\r\n"]}
@@ -110,8 +110,6 @@ export declare class ThinParticleSystem extends BaseParticleSystem implements ID
110
110
  /** @internal */
111
111
  _colorDiff: Color4;
112
112
  /** @internal */
113
- _scaledDirection: Vector3;
114
- /** @internal */
115
113
  _scaledGravity: Vector3;
116
114
  private _currentRenderId;
117
115
  private _alive;
@@ -185,8 +183,6 @@ export declare class ThinParticleSystem extends BaseParticleSystem implements ID
185
183
  private _noiseCreation;
186
184
  private _createQueueStart;
187
185
  /** @internal */
188
- _directionScale: number;
189
- /** @internal */
190
186
  _tempScaledUpdateSpeed: number;
191
187
  /** @internal */
192
188
  _ratio: number;
@@ -30,7 +30,7 @@ export declare function _ProcessVelocityGradients(particle: Particle, system: Th
30
30
  /** @internal */
31
31
  export declare function _ProcessLimitVelocityGradients(particle: Particle, system: ThinParticleSystem): void;
32
32
  /** @internal */
33
- export declare function _ProcessDirection(particle: Particle, system: ThinParticleSystem): void;
33
+ export declare function _ProcessDirection(particle: Particle): void;
34
34
  /** Position */
35
35
  /** @internal */
36
36
  export declare function _CreatePositionData(particle: Particle, system: ThinParticleSystem): void;
@@ -35,6 +35,9 @@ export function _ProcessColorGradients(particle, system) {
35
35
  particle._currentColorGradient = currentGradient;
36
36
  }
37
37
  Color4.LerpToRef(particle._currentColor1, particle._currentColor2, scale, particle.color);
38
+ if (particle.color.a < 0) {
39
+ particle.color.a = 0;
40
+ }
38
41
  });
39
42
  }
40
43
  /** @internal */
@@ -100,7 +103,7 @@ export function _ProcessVelocityGradients(particle, system) {
100
103
  particle._currentVelocity2 = nextGradient.getFactor();
101
104
  particle._currentVelocityGradient = currentGradient;
102
105
  }
103
- system._directionScale *= Lerp(particle._currentVelocity1, particle._currentVelocity2, scale);
106
+ particle._directionScale *= Lerp(particle._currentVelocity1, particle._currentVelocity2, scale);
104
107
  });
105
108
  }
106
109
  /** @internal */
@@ -119,8 +122,8 @@ export function _ProcessLimitVelocityGradients(particle, system) {
119
122
  });
120
123
  }
121
124
  /** @internal */
122
- export function _ProcessDirection(particle, system) {
123
- particle.direction.scaleToRef(system._directionScale, system._scaledDirection);
125
+ export function _ProcessDirection(particle) {
126
+ particle.direction.scaleToRef(particle._directionScale, particle._scaledDirection);
124
127
  }
125
128
  /** Position */
126
129
  /** @internal */
@@ -144,11 +147,11 @@ export function _CreateIsLocalData(particle, system) {
144
147
  /** @internal */
145
148
  export function _ProcessPosition(particle, system) {
146
149
  if (system.isLocal && particle._localPosition) {
147
- particle._localPosition.addInPlace(system._scaledDirection);
150
+ particle._localPosition.addInPlace(particle._scaledDirection);
148
151
  Vector3.TransformCoordinatesToRef(particle._localPosition, system._emitterWorldMatrix, particle.position);
149
152
  }
150
153
  else {
151
- particle.position.addInPlace(system._scaledDirection);
154
+ particle.position.addInPlace(particle._scaledDirection);
152
155
  }
153
156
  }
154
157
  /** Drag */
@@ -172,7 +175,7 @@ export function _ProcessDragGradients(particle, system) {
172
175
  particle._currentDragGradient = currentGradient;
173
176
  }
174
177
  const drag = Lerp(particle._currentDrag1, particle._currentDrag2, scale);
175
- system._scaledDirection.scaleInPlace(1.0 - drag);
178
+ particle._scaledDirection.scaleInPlace(1.0 - drag);
176
179
  });
177
180
  }
178
181
  /** Noise */