@onerjs/core 8.32.0 → 8.32.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (312) hide show
  1. package/Audio/Interfaces/ISoundOptions.d.ts +1 -1
  2. package/Audio/Interfaces/ISoundOptions.js.map +1 -1
  3. package/Audio/audioEngine.d.ts +3 -4
  4. package/Audio/audioEngine.js +9 -6
  5. package/Audio/audioEngine.js.map +1 -1
  6. package/Audio/sound.d.ts +33 -54
  7. package/Audio/sound.js +450 -718
  8. package/Audio/sound.js.map +1 -1
  9. package/AudioV2/abstractAudio/abstractAudioOutNode.d.ts +1 -1
  10. package/AudioV2/abstractAudio/abstractAudioOutNode.js +1 -1
  11. package/AudioV2/abstractAudio/abstractAudioOutNode.js.map +1 -1
  12. package/AudioV2/abstractAudio/abstractSound.d.ts +1 -1
  13. package/AudioV2/abstractAudio/abstractSound.js +2 -2
  14. package/AudioV2/abstractAudio/abstractSound.js.map +1 -1
  15. package/AudioV2/abstractAudio/abstractSoundSource.d.ts +11 -3
  16. package/AudioV2/abstractAudio/abstractSoundSource.js +37 -1
  17. package/AudioV2/abstractAudio/abstractSoundSource.js.map +1 -1
  18. package/AudioV2/abstractAudio/audioBus.d.ts +8 -3
  19. package/AudioV2/abstractAudio/audioBus.js +24 -1
  20. package/AudioV2/abstractAudio/audioBus.js.map +1 -1
  21. package/AudioV2/abstractAudio/staticSound.d.ts +1 -1
  22. package/AudioV2/abstractAudio/staticSound.js +2 -2
  23. package/AudioV2/abstractAudio/staticSound.js.map +1 -1
  24. package/AudioV2/abstractAudio/streamingSound.d.ts +1 -1
  25. package/AudioV2/abstractAudio/streamingSound.js +2 -2
  26. package/AudioV2/abstractAudio/streamingSound.js.map +1 -1
  27. package/AudioV2/abstractAudio/subNodes/abstractAudioSubGraph.d.ts +1 -1
  28. package/AudioV2/abstractAudio/subNodes/abstractAudioSubGraph.js +3 -0
  29. package/AudioV2/abstractAudio/subNodes/abstractAudioSubGraph.js.map +1 -1
  30. package/AudioV2/abstractAudio/subNodes/spatialAudioSubNode.d.ts +1 -0
  31. package/AudioV2/abstractAudio/subNodes/spatialAudioSubNode.js +1 -0
  32. package/AudioV2/abstractAudio/subNodes/spatialAudioSubNode.js.map +1 -1
  33. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.d.ts +12 -2
  34. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.js +2 -0
  35. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.js.map +1 -1
  36. package/AudioV2/abstractAudio/subProperties/spatialAudio.d.ts +6 -0
  37. package/AudioV2/abstractAudio/subProperties/spatialAudio.js +25 -0
  38. package/AudioV2/abstractAudio/subProperties/spatialAudio.js.map +1 -1
  39. package/AudioV2/webAudio/components/webAudioParameterComponent.js +2 -2
  40. package/AudioV2/webAudio/components/webAudioParameterComponent.js.map +1 -1
  41. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.d.ts +3 -0
  42. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js +14 -17
  43. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js.map +1 -1
  44. package/AudioV2/webAudio/subNodes/webAudioBusAndSoundSubGraph.js +1 -0
  45. package/AudioV2/webAudio/subNodes/webAudioBusAndSoundSubGraph.js.map +1 -1
  46. package/AudioV2/webAudio/subProperties/spatialWebAudio.js +1 -0
  47. package/AudioV2/webAudio/subProperties/spatialWebAudio.js.map +1 -1
  48. package/AudioV2/webAudio/webAudioBus.d.ts +2 -7
  49. package/AudioV2/webAudio/webAudioBus.js +4 -24
  50. package/AudioV2/webAudio/webAudioBus.js.map +1 -1
  51. package/AudioV2/webAudio/webAudioEngine.js +1 -0
  52. package/AudioV2/webAudio/webAudioEngine.js.map +1 -1
  53. package/AudioV2/webAudio/webAudioSoundSource.d.ts +2 -7
  54. package/AudioV2/webAudio/webAudioSoundSource.js +3 -24
  55. package/AudioV2/webAudio/webAudioSoundSource.js.map +1 -1
  56. package/AudioV2/webAudio/webAudioStaticSound.d.ts +3 -7
  57. package/AudioV2/webAudio/webAudioStaticSound.js +13 -26
  58. package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
  59. package/AudioV2/webAudio/webAudioStreamingSound.d.ts +3 -7
  60. package/AudioV2/webAudio/webAudioStreamingSound.js +6 -23
  61. package/AudioV2/webAudio/webAudioStreamingSound.js.map +1 -1
  62. package/Cameras/arcRotateCamera.js +4 -5
  63. package/Cameras/arcRotateCamera.js.map +1 -1
  64. package/Compute/computeEffect.js +5 -1
  65. package/Compute/computeEffect.js.map +1 -1
  66. package/Compute/computeShader.d.ts +4 -0
  67. package/Compute/computeShader.js +9 -3
  68. package/Compute/computeShader.js.map +1 -1
  69. package/Debug/debugLayer.d.ts +1 -1
  70. package/Debug/debugLayer.js.map +1 -1
  71. package/Engines/abstractEngine.d.ts +2 -2
  72. package/Engines/abstractEngine.js +2 -2
  73. package/Engines/abstractEngine.js.map +1 -1
  74. package/Engines/thinEngine.js +1 -1
  75. package/Engines/thinEngine.js.map +1 -1
  76. package/Engines/webgpuEngine.js +8 -9
  77. package/Engines/webgpuEngine.js.map +1 -1
  78. package/FrameGraph/Node/Blocks/PostProcesses/volumetricLightingBlock.d.ts +74 -0
  79. package/FrameGraph/Node/Blocks/PostProcesses/volumetricLightingBlock.js +179 -0
  80. package/FrameGraph/Node/Blocks/PostProcesses/volumetricLightingBlock.js.map +1 -0
  81. package/FrameGraph/Node/Blocks/index.d.ts +2 -0
  82. package/FrameGraph/Node/Blocks/index.js +2 -0
  83. package/FrameGraph/Node/Blocks/index.js.map +1 -1
  84. package/FrameGraph/Node/Blocks/lightingVolumeBlock.d.ts +43 -0
  85. package/FrameGraph/Node/Blocks/lightingVolumeBlock.js +93 -0
  86. package/FrameGraph/Node/Blocks/lightingVolumeBlock.js.map +1 -0
  87. package/FrameGraph/Passes/renderPass.js +2 -2
  88. package/FrameGraph/Passes/renderPass.js.map +1 -1
  89. package/FrameGraph/Tasks/Layers/baseLayerTask.d.ts +2 -0
  90. package/FrameGraph/Tasks/Layers/baseLayerTask.js +6 -0
  91. package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -1
  92. package/FrameGraph/Tasks/Layers/glowLayerTask.d.ts +1 -0
  93. package/FrameGraph/Tasks/Layers/glowLayerTask.js +3 -0
  94. package/FrameGraph/Tasks/Layers/glowLayerTask.js.map +1 -1
  95. package/FrameGraph/Tasks/Layers/highlightLayerTask.d.ts +1 -0
  96. package/FrameGraph/Tasks/Layers/highlightLayerTask.js +3 -0
  97. package/FrameGraph/Tasks/Layers/highlightLayerTask.js.map +1 -1
  98. package/FrameGraph/Tasks/Misc/computeShaderTask.d.ts +1 -0
  99. package/FrameGraph/Tasks/Misc/computeShaderTask.js +3 -0
  100. package/FrameGraph/Tasks/Misc/computeShaderTask.js.map +1 -1
  101. package/FrameGraph/Tasks/Misc/cullObjectsTask.d.ts +1 -0
  102. package/FrameGraph/Tasks/Misc/cullObjectsTask.js +3 -0
  103. package/FrameGraph/Tasks/Misc/cullObjectsTask.js.map +1 -1
  104. package/FrameGraph/Tasks/Misc/executeTask.d.ts +1 -0
  105. package/FrameGraph/Tasks/Misc/executeTask.js +3 -0
  106. package/FrameGraph/Tasks/Misc/executeTask.js.map +1 -1
  107. package/FrameGraph/Tasks/Misc/lightingVolumeTask.d.ts +32 -0
  108. package/FrameGraph/Tasks/Misc/lightingVolumeTask.js +63 -0
  109. package/FrameGraph/Tasks/Misc/lightingVolumeTask.js.map +1 -0
  110. package/FrameGraph/Tasks/PostProcesses/anaglyphTask.d.ts +1 -0
  111. package/FrameGraph/Tasks/PostProcesses/anaglyphTask.js +3 -0
  112. package/FrameGraph/Tasks/PostProcesses/anaglyphTask.js.map +1 -1
  113. package/FrameGraph/Tasks/PostProcesses/blackAndWhiteTask.d.ts +1 -0
  114. package/FrameGraph/Tasks/PostProcesses/blackAndWhiteTask.js +3 -0
  115. package/FrameGraph/Tasks/PostProcesses/blackAndWhiteTask.js.map +1 -1
  116. package/FrameGraph/Tasks/PostProcesses/bloomMergeTask.d.ts +1 -0
  117. package/FrameGraph/Tasks/PostProcesses/bloomMergeTask.js +3 -0
  118. package/FrameGraph/Tasks/PostProcesses/bloomMergeTask.js.map +1 -1
  119. package/FrameGraph/Tasks/PostProcesses/bloomTask.d.ts +1 -0
  120. package/FrameGraph/Tasks/PostProcesses/bloomTask.js +3 -0
  121. package/FrameGraph/Tasks/PostProcesses/bloomTask.js.map +1 -1
  122. package/FrameGraph/Tasks/PostProcesses/blurTask.d.ts +1 -0
  123. package/FrameGraph/Tasks/PostProcesses/blurTask.js +3 -0
  124. package/FrameGraph/Tasks/PostProcesses/blurTask.js.map +1 -1
  125. package/FrameGraph/Tasks/PostProcesses/chromaticAberrationTask.d.ts +1 -0
  126. package/FrameGraph/Tasks/PostProcesses/chromaticAberrationTask.js +3 -0
  127. package/FrameGraph/Tasks/PostProcesses/chromaticAberrationTask.js.map +1 -1
  128. package/FrameGraph/Tasks/PostProcesses/circleOfConfusionTask.d.ts +1 -0
  129. package/FrameGraph/Tasks/PostProcesses/circleOfConfusionTask.js +3 -0
  130. package/FrameGraph/Tasks/PostProcesses/circleOfConfusionTask.js.map +1 -1
  131. package/FrameGraph/Tasks/PostProcesses/colorCorrectionTask.d.ts +1 -0
  132. package/FrameGraph/Tasks/PostProcesses/colorCorrectionTask.js +3 -0
  133. package/FrameGraph/Tasks/PostProcesses/colorCorrectionTask.js.map +1 -1
  134. package/FrameGraph/Tasks/PostProcesses/convolutionTask.d.ts +1 -0
  135. package/FrameGraph/Tasks/PostProcesses/convolutionTask.js +3 -0
  136. package/FrameGraph/Tasks/PostProcesses/convolutionTask.js.map +1 -1
  137. package/FrameGraph/Tasks/PostProcesses/customPostProcessTask.d.ts +1 -0
  138. package/FrameGraph/Tasks/PostProcesses/customPostProcessTask.js +3 -0
  139. package/FrameGraph/Tasks/PostProcesses/customPostProcessTask.js.map +1 -1
  140. package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.d.ts +1 -0
  141. package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.js +3 -0
  142. package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.js.map +1 -1
  143. package/FrameGraph/Tasks/PostProcesses/depthOfFieldMergeTask.d.ts +1 -0
  144. package/FrameGraph/Tasks/PostProcesses/depthOfFieldMergeTask.js +3 -0
  145. package/FrameGraph/Tasks/PostProcesses/depthOfFieldMergeTask.js.map +1 -1
  146. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.d.ts +1 -0
  147. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js +3 -0
  148. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js.map +1 -1
  149. package/FrameGraph/Tasks/PostProcesses/extractHighlightsTask.d.ts +1 -0
  150. package/FrameGraph/Tasks/PostProcesses/extractHighlightsTask.js +3 -0
  151. package/FrameGraph/Tasks/PostProcesses/extractHighlightsTask.js.map +1 -1
  152. package/FrameGraph/Tasks/PostProcesses/filterTask.d.ts +1 -0
  153. package/FrameGraph/Tasks/PostProcesses/filterTask.js +3 -0
  154. package/FrameGraph/Tasks/PostProcesses/filterTask.js.map +1 -1
  155. package/FrameGraph/Tasks/PostProcesses/fxaaTask.d.ts +1 -0
  156. package/FrameGraph/Tasks/PostProcesses/fxaaTask.js +3 -0
  157. package/FrameGraph/Tasks/PostProcesses/fxaaTask.js.map +1 -1
  158. package/FrameGraph/Tasks/PostProcesses/grainTask.d.ts +1 -0
  159. package/FrameGraph/Tasks/PostProcesses/grainTask.js +3 -0
  160. package/FrameGraph/Tasks/PostProcesses/grainTask.js.map +1 -1
  161. package/FrameGraph/Tasks/PostProcesses/imageProcessingTask.d.ts +1 -0
  162. package/FrameGraph/Tasks/PostProcesses/imageProcessingTask.js +3 -0
  163. package/FrameGraph/Tasks/PostProcesses/imageProcessingTask.js.map +1 -1
  164. package/FrameGraph/Tasks/PostProcesses/motionBlurTask.d.ts +1 -0
  165. package/FrameGraph/Tasks/PostProcesses/motionBlurTask.js +3 -0
  166. package/FrameGraph/Tasks/PostProcesses/motionBlurTask.js.map +1 -1
  167. package/FrameGraph/Tasks/PostProcesses/passTask.d.ts +2 -0
  168. package/FrameGraph/Tasks/PostProcesses/passTask.js +6 -0
  169. package/FrameGraph/Tasks/PostProcesses/passTask.js.map +1 -1
  170. package/FrameGraph/Tasks/PostProcesses/postProcessTask.d.ts +3 -2
  171. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js +3 -0
  172. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js.map +1 -1
  173. package/FrameGraph/Tasks/PostProcesses/screenSpaceCurvatureTask.d.ts +1 -0
  174. package/FrameGraph/Tasks/PostProcesses/screenSpaceCurvatureTask.js +3 -0
  175. package/FrameGraph/Tasks/PostProcesses/screenSpaceCurvatureTask.js.map +1 -1
  176. package/FrameGraph/Tasks/PostProcesses/sharpenTask.d.ts +1 -0
  177. package/FrameGraph/Tasks/PostProcesses/sharpenTask.js +3 -0
  178. package/FrameGraph/Tasks/PostProcesses/sharpenTask.js.map +1 -1
  179. package/FrameGraph/Tasks/PostProcesses/ssao2BlurTask.d.ts +1 -0
  180. package/FrameGraph/Tasks/PostProcesses/ssao2BlurTask.js +3 -0
  181. package/FrameGraph/Tasks/PostProcesses/ssao2BlurTask.js.map +1 -1
  182. package/FrameGraph/Tasks/PostProcesses/ssao2RenderingPipelineTask.d.ts +1 -0
  183. package/FrameGraph/Tasks/PostProcesses/ssao2RenderingPipelineTask.js +3 -0
  184. package/FrameGraph/Tasks/PostProcesses/ssao2RenderingPipelineTask.js.map +1 -1
  185. package/FrameGraph/Tasks/PostProcesses/ssao2Task.d.ts +1 -0
  186. package/FrameGraph/Tasks/PostProcesses/ssao2Task.js +3 -0
  187. package/FrameGraph/Tasks/PostProcesses/ssao2Task.js.map +1 -1
  188. package/FrameGraph/Tasks/PostProcesses/ssrBlurTask.d.ts +1 -0
  189. package/FrameGraph/Tasks/PostProcesses/ssrBlurTask.js +3 -0
  190. package/FrameGraph/Tasks/PostProcesses/ssrBlurTask.js.map +1 -1
  191. package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.d.ts +1 -0
  192. package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js +3 -0
  193. package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js.map +1 -1
  194. package/FrameGraph/Tasks/PostProcesses/ssrTask.d.ts +1 -0
  195. package/FrameGraph/Tasks/PostProcesses/ssrTask.js +3 -0
  196. package/FrameGraph/Tasks/PostProcesses/ssrTask.js.map +1 -1
  197. package/FrameGraph/Tasks/PostProcesses/taaTask.d.ts +1 -0
  198. package/FrameGraph/Tasks/PostProcesses/taaTask.js +3 -0
  199. package/FrameGraph/Tasks/PostProcesses/taaTask.js.map +1 -1
  200. package/FrameGraph/Tasks/PostProcesses/tonemapTask.d.ts +1 -0
  201. package/FrameGraph/Tasks/PostProcesses/tonemapTask.js +3 -0
  202. package/FrameGraph/Tasks/PostProcesses/tonemapTask.js.map +1 -1
  203. package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.d.ts +31 -0
  204. package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.js +60 -0
  205. package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.js.map +1 -0
  206. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.d.ts +93 -0
  207. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js +183 -0
  208. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js.map +1 -0
  209. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.d.ts +1 -0
  210. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js +3 -0
  211. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js.map +1 -1
  212. package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +1 -0
  213. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +3 -0
  214. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
  215. package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +1 -0
  216. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +4 -1
  217. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  218. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.d.ts +1 -0
  219. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js +3 -0
  220. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js.map +1 -1
  221. package/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.d.ts +1 -0
  222. package/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.js +3 -0
  223. package/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.js.map +1 -1
  224. package/FrameGraph/Tasks/Texture/clearTextureTask.d.ts +1 -0
  225. package/FrameGraph/Tasks/Texture/clearTextureTask.js +4 -1
  226. package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -1
  227. package/FrameGraph/Tasks/Texture/copyToBackbufferColorTask.d.ts +1 -0
  228. package/FrameGraph/Tasks/Texture/copyToBackbufferColorTask.js +3 -0
  229. package/FrameGraph/Tasks/Texture/copyToBackbufferColorTask.js.map +1 -1
  230. package/FrameGraph/Tasks/Texture/copyToTextureTask.d.ts +1 -0
  231. package/FrameGraph/Tasks/Texture/copyToTextureTask.js +21 -4
  232. package/FrameGraph/Tasks/Texture/copyToTextureTask.js.map +1 -1
  233. package/FrameGraph/Tasks/Texture/generateMipMapsTask.d.ts +1 -0
  234. package/FrameGraph/Tasks/Texture/generateMipMapsTask.js +3 -0
  235. package/FrameGraph/Tasks/Texture/generateMipMapsTask.js.map +1 -1
  236. package/FrameGraph/frameGraphRenderContext.d.ts +3 -2
  237. package/FrameGraph/frameGraphRenderContext.js +14 -5
  238. package/FrameGraph/frameGraphRenderContext.js.map +1 -1
  239. package/FrameGraph/frameGraphTask.d.ts +5 -0
  240. package/FrameGraph/frameGraphTask.js +11 -2
  241. package/FrameGraph/frameGraphTask.js.map +1 -1
  242. package/FrameGraph/index.d.ts +2 -0
  243. package/FrameGraph/index.js +2 -0
  244. package/FrameGraph/index.js.map +1 -1
  245. package/Lights/lightingVolume.d.ts +12 -6
  246. package/Lights/lightingVolume.js +218 -108
  247. package/Lights/lightingVolume.js.map +1 -1
  248. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  249. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +2 -0
  250. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
  251. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +2 -2
  252. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  253. package/Meshes/geometry.d.ts +2 -1
  254. package/Meshes/geometry.js +6 -2
  255. package/Meshes/geometry.js.map +1 -1
  256. package/Meshes/mesh.d.ts +2 -1
  257. package/Meshes/mesh.js +4 -3
  258. package/Meshes/mesh.js.map +1 -1
  259. package/Particles/Node/Blocks/Update/updateFlowMapBlock.d.ts +9 -1
  260. package/Particles/Node/Blocks/Update/updateFlowMapBlock.js +8 -0
  261. package/Particles/Node/Blocks/Update/updateFlowMapBlock.js.map +1 -1
  262. package/Particles/Node/Blocks/Update/updateNoiseBlock.d.ts +39 -0
  263. package/Particles/Node/Blocks/Update/updateNoiseBlock.js +102 -0
  264. package/Particles/Node/Blocks/Update/updateNoiseBlock.js.map +1 -0
  265. package/Particles/Node/Blocks/index.d.ts +1 -0
  266. package/Particles/Node/Blocks/index.js +1 -0
  267. package/Particles/Node/Blocks/index.js.map +1 -1
  268. package/Particles/Node/Blocks/particleSourceTextureBlock.d.ts +9 -5
  269. package/Particles/Node/Blocks/particleSourceTextureBlock.js +31 -13
  270. package/Particles/Node/Blocks/particleSourceTextureBlock.js.map +1 -1
  271. package/Particles/Node/nodeParticleSystemSet.helper.js +39 -21
  272. package/Particles/Node/nodeParticleSystemSet.helper.js.map +1 -1
  273. package/Particles/particle.d.ts +2 -2
  274. package/Particles/particle.js +4 -2
  275. package/Particles/particle.js.map +1 -1
  276. package/Particles/thinParticleSystem.d.ts +1 -1
  277. package/Particles/thinParticleSystem.function.js +2 -2
  278. package/Particles/thinParticleSystem.function.js.map +1 -1
  279. package/Particles/thinParticleSystem.js.map +1 -1
  280. package/Physics/v2/characterController.d.ts +42 -2
  281. package/Physics/v2/characterController.js +140 -46
  282. package/Physics/v2/characterController.js.map +1 -1
  283. package/Shaders/gaussianSplatting.vertex.js +2 -2
  284. package/Shaders/gaussianSplatting.vertex.js.map +1 -1
  285. package/Shaders/volumetricLightingBlendVolume.fragment.d.ts +5 -0
  286. package/Shaders/volumetricLightingBlendVolume.fragment.js +21 -0
  287. package/Shaders/volumetricLightingBlendVolume.fragment.js.map +1 -0
  288. package/Shaders/volumetricLightingRenderVolume.fragment.d.ts +7 -0
  289. package/Shaders/volumetricLightingRenderVolume.fragment.js +25 -0
  290. package/Shaders/volumetricLightingRenderVolume.fragment.js.map +1 -0
  291. package/Shaders/volumetricLightingRenderVolume.vertex.d.ts +9 -0
  292. package/Shaders/volumetricLightingRenderVolume.vertex.js +18 -0
  293. package/Shaders/volumetricLightingRenderVolume.vertex.js.map +1 -0
  294. package/ShadersWGSL/gaussianSplatting.vertex.js +3 -3
  295. package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
  296. package/ShadersWGSL/lightingVolume.compute.js +10 -4
  297. package/ShadersWGSL/lightingVolume.compute.js.map +1 -1
  298. package/ShadersWGSL/volumetricLightingBlendVolume.fragment.d.ts +5 -0
  299. package/ShadersWGSL/volumetricLightingBlendVolume.fragment.js +22 -0
  300. package/ShadersWGSL/volumetricLightingBlendVolume.fragment.js.map +1 -0
  301. package/ShadersWGSL/volumetricLightingRenderVolume.fragment.d.ts +7 -0
  302. package/ShadersWGSL/volumetricLightingRenderVolume.fragment.js +27 -0
  303. package/ShadersWGSL/volumetricLightingRenderVolume.fragment.js.map +1 -0
  304. package/ShadersWGSL/volumetricLightingRenderVolume.vertex.d.ts +7 -0
  305. package/ShadersWGSL/volumetricLightingRenderVolume.vertex.js +17 -0
  306. package/ShadersWGSL/volumetricLightingRenderVolume.vertex.js.map +1 -0
  307. package/States/IStencilState.d.ts +48 -2
  308. package/States/IStencilState.js.map +1 -1
  309. package/States/alphaCullingState.d.ts +1 -0
  310. package/States/alphaCullingState.js +3 -0
  311. package/States/alphaCullingState.js.map +1 -1
  312. package/package.json +1 -1
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type { Immutable, Nullable } from \"../types\";\r\nimport { FactorGradient, ColorGradient, Color3Gradient, GradientHelper } from \"../Misc/gradients\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Vector3, Matrix, TmpVectors } from \"../Maths/math.vector\";\r\nimport { VertexBuffer, Buffer } from \"../Buffers/buffer\";\r\n\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { RawTexture } from \"../Materials/Textures/rawTexture\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport type { IDisposable, Scene } from \"../scene\";\r\n\r\nimport type { IParticleSystem } from \"./IParticleSystem\";\r\nimport { BaseParticleSystem } from \"./baseParticleSystem\";\r\nimport { Particle } from \"./particle\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { IAnimatable } from \"../Animations/animatable.interface\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\n\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { Color4, Color3, TmpColors } from \"../Maths/math.color\";\r\nimport type { ISize } from \"../Maths/math.size\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\n\r\nimport \"../Engines/Extensions/engine.alpha\";\r\nimport { AddClipPlaneUniforms, PrepareStringDefinesForClipPlanes, BindClipPlane } from \"../Materials/clipPlaneMaterialHelper\";\r\n\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { ProceduralTexture } from \"../Materials/Textures/Procedurals/proceduralTexture\";\r\nimport { BindFogParameters, BindLogDepth } from \"../Materials/materialHelper.functions\";\r\nimport { BoxParticleEmitter } from \"./EmitterTypes/boxParticleEmitter\";\r\nimport { Lerp } from \"../Maths/math.scalar.functions\";\r\nimport { PrepareSamplersForImageProcessing, PrepareUniformsForImageProcessing } from \"../Materials/imageProcessingConfiguration.functions\";\r\nimport type { ThinEngine } from \"../Engines/thinEngine\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport {\r\n _CreateAngleData,\r\n _CreateAngleGradientsData,\r\n _CreateColorData,\r\n _CreateColorDeadData,\r\n _CreateColorGradientsData,\r\n _CreateCustomDirectionData,\r\n _CreateCustomPositionData,\r\n _CreateDirectionData,\r\n _CreateDragData,\r\n _CreateEmitPowerData,\r\n _CreateIsLocalData,\r\n _CreateLifeGradientsData,\r\n _CreateLifetimeData,\r\n _CreateLimitVelocityGradients,\r\n _CreateNoiseData,\r\n _CreatePositionData,\r\n _CreateRampData,\r\n _CreateSheetData,\r\n _CreateSizeData,\r\n _CreateSizeGradientsData,\r\n _CreateStartSizeGradientsData,\r\n _CreateVelocityGradients,\r\n _ProcessAngularSpeed,\r\n _ProcessAngularSpeedGradients,\r\n _ProcessColor,\r\n _ProcessColorGradients,\r\n _ProcessDirection,\r\n _ProcessDragGradients,\r\n _ProcessGravity,\r\n _ProcessLimitVelocityGradients,\r\n _ProcessNoise,\r\n _ProcessPosition,\r\n _ProcessRemapGradients,\r\n _ProcessSizeGradients,\r\n _ProcessVelocityGradients,\r\n} from \"./thinParticleSystem.function\";\r\nimport type { _IExecutionQueueItem } from \"./Queue/executionQueue\";\r\nimport { _ConnectAfter, _ConnectBefore, _RemoveFromQueue } from \"./Queue/executionQueue\";\r\n\r\n/**\r\n * This represents a thin particle system in Babylon.\r\n * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.\r\n * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.\r\n * This thin version contains a limited subset of the total features in order to provide users with a way to get particles but with a smaller footprint\r\n * @example https://doc.babylonjs.com/features/featuresDeepDive/particles/particle_system/particle_system_intro\r\n */\r\nexport class ThinParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {\r\n /**\r\n * Force all the particle systems to compile to glsl even on WebGPU engines.\r\n * False by default. This is mostly meant for backward compatibility.\r\n */\r\n public static ForceGLSL = false;\r\n /**\r\n * A flag to indicate whether an object or property should not be serialized.\r\n */\r\n public doNotSerialize = false;\r\n\r\n /**\r\n * Gets or sets an object used to store user defined information for the particle system\r\n */\r\n public metadata: any = null;\r\n\r\n /**\r\n * This function can be defined to provide custom update for active particles.\r\n * This function will be called instead of regular update (age, position, color, etc.).\r\n * Do not forget that this function will be called on every frame so try to keep it simple and fast :)\r\n */\r\n public updateFunction: (particles: Particle[]) => void;\r\n\r\n /** @internal */\r\n public _emitterWorldMatrix: Matrix;\r\n /** @internal */\r\n public _emitterInverseWorldMatrix: Matrix = Matrix.Identity();\r\n\r\n private _startDirectionFunction: Nullable<(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle, isLocal: boolean) => void> = null;\r\n\r\n /**\r\n * This function can be defined to specify initial direction for every new particle.\r\n * It by default use the emitterType defined function\r\n */\r\n public get startDirectionFunction(): Nullable<(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle, isLocal: boolean) => void> {\r\n return this._startDirectionFunction;\r\n }\r\n\r\n public set startDirectionFunction(value: Nullable<(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle, isLocal: boolean) => void>) {\r\n if (this._startDirectionFunction === value) {\r\n return;\r\n }\r\n this._startDirectionFunction = value;\r\n\r\n if (value) {\r\n this._directionProcessing.process = _CreateCustomDirectionData;\r\n } else {\r\n this._directionProcessing.process = _CreateDirectionData;\r\n }\r\n }\r\n\r\n private _startPositionFunction: Nullable<(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle, isLocal: boolean) => void> = null;\r\n\r\n /**\r\n * This function can be defined to specify initial position for every new particle.\r\n * It by default use the emitterType defined function\r\n */\r\n public get startPositionFunction(): Nullable<(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle, isLocal: boolean) => void> {\r\n return this._startPositionFunction;\r\n }\r\n\r\n public set startPositionFunction(value: Nullable<(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle, isLocal: boolean) => void>) {\r\n if (this._startPositionFunction === value) {\r\n return;\r\n }\r\n this._startPositionFunction = value;\r\n\r\n if (value) {\r\n this._positionCreation.process = _CreateCustomPositionData;\r\n } else {\r\n this._positionCreation.process = _CreatePositionData;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _inheritedVelocityOffset = new Vector3();\r\n /**\r\n * An event triggered when the system is disposed\r\n */\r\n public onDisposeObservable = new Observable<IParticleSystem>();\r\n /**\r\n * An event triggered when the system is stopped\r\n */\r\n public onStoppedObservable = new Observable<IParticleSystem>();\r\n /**\r\n * An event triggered when the system is started\r\n */\r\n public onStartedObservable = new Observable<IParticleSystem>();\r\n\r\n private _onDisposeObserver: Nullable<Observer<IParticleSystem>>;\r\n /**\r\n * Sets a callback that will be triggered when the system is disposed\r\n */\r\n public set onDispose(callback: () => void) {\r\n if (this._onDisposeObserver) {\r\n this.onDisposeObservable.remove(this._onDisposeObserver);\r\n }\r\n this._onDisposeObserver = this.onDisposeObservable.add(callback);\r\n }\r\n\r\n /** @internal */\r\n public _noiseTextureSize: Nullable<ISize> = null;\r\n /** @internal */\r\n public _noiseTextureData: Nullable<Uint8Array> = null;\r\n private _particles = new Array<Particle>();\r\n private _epsilon: number;\r\n private _capacity: number;\r\n private _stockParticles = new Array<Particle>();\r\n private _newPartsExcess = 0;\r\n private _vertexData: Float32Array;\r\n private _vertexBuffer: Nullable<Buffer>;\r\n private _vertexBuffers: { [key: string]: VertexBuffer } = {};\r\n private _spriteBuffer: Nullable<Buffer>;\r\n private _indexBuffer: Nullable<DataBuffer>;\r\n private _linesIndexBuffer: Nullable<DataBuffer>;\r\n private _linesIndexBufferUseInstancing: Nullable<DataBuffer>;\r\n private _drawWrappers: DrawWrapper[][]; // first index is render pass id, second index is blend mode\r\n /** @internal */\r\n public _customWrappers: { [blendMode: number]: Nullable<DrawWrapper> };\r\n /** @internal */\r\n public _scaledColorStep = new Color4(0, 0, 0, 0);\r\n /** @internal */\r\n public _colorDiff = new Color4(0, 0, 0, 0);\r\n /** @internal */\r\n public _scaledGravity = Vector3.Zero();\r\n private _currentRenderId = -1;\r\n private _alive: boolean;\r\n private _useInstancing = false;\r\n private _vertexArrayObject: Nullable<WebGLVertexArrayObject>;\r\n\r\n private _isDisposed = false;\r\n\r\n /**\r\n * Gets a boolean indicating that the particle system was disposed\r\n */\r\n public get isDisposed(): boolean {\r\n return this._isDisposed;\r\n }\r\n\r\n private _started = false;\r\n private _stopped = false;\r\n /** @internal */\r\n public _actualFrame = 0;\r\n /** @internal */\r\n public _scaledUpdateSpeed: number;\r\n private _vertexBufferSize: number;\r\n\r\n /** @internal */\r\n public _currentEmitRateGradient: Nullable<FactorGradient>;\r\n /** @internal */\r\n public _currentEmitRate1 = 0;\r\n /** @internal */\r\n public _currentEmitRate2 = 0;\r\n\r\n /** @internal */\r\n public _currentStartSizeGradient: Nullable<FactorGradient>;\r\n /** @internal */\r\n public _currentStartSize1 = 0;\r\n /** @internal */\r\n public _currentStartSize2 = 0;\r\n\r\n /** Indicates that the update of particles is done in the animate function */\r\n public readonly updateInAnimate = true;\r\n\r\n private readonly _rawTextureWidth = 256;\r\n private _rampGradientsTexture: Nullable<RawTexture>;\r\n private _useRampGradients = false;\r\n\r\n /** @internal */\r\n public _updateQueueStart: Nullable<_IExecutionQueueItem> = null;\r\n protected _colorProcessing: _IExecutionQueueItem;\r\n protected _angularSpeedGradientProcessing: _IExecutionQueueItem;\r\n protected _angularSpeedProcessing: _IExecutionQueueItem;\r\n protected _velocityGradientProcessing: _IExecutionQueueItem;\r\n protected _directionProcessing: _IExecutionQueueItem;\r\n protected _limitVelocityGradientProcessing: _IExecutionQueueItem;\r\n protected _positionProcessing: _IExecutionQueueItem;\r\n protected _dragGradientProcessing: _IExecutionQueueItem;\r\n protected _noiseProcessing: _IExecutionQueueItem;\r\n protected _gravityProcessing: _IExecutionQueueItem;\r\n protected _sizeGradientProcessing: _IExecutionQueueItem;\r\n protected _remapGradientProcessing: _IExecutionQueueItem;\r\n\r\n /** @internal */\r\n public _lifeTimeCreation: _IExecutionQueueItem;\r\n /** @internal */\r\n public _positionCreation: _IExecutionQueueItem;\r\n private _isLocalCreation: _IExecutionQueueItem;\r\n /** @internal */\r\n public _directionCreation: _IExecutionQueueItem;\r\n private _emitPowerCreation: _IExecutionQueueItem;\r\n /** @internal */\r\n public _sizeCreation: _IExecutionQueueItem;\r\n private _startSizeCreation: Nullable<_IExecutionQueueItem> = null;\r\n /** @internal */\r\n public _angleCreation: _IExecutionQueueItem;\r\n private _velocityCreation: _IExecutionQueueItem;\r\n private _limitVelocityCreation: _IExecutionQueueItem;\r\n private _dragCreation: _IExecutionQueueItem;\r\n /** @internal */\r\n public _colorCreation: _IExecutionQueueItem;\r\n /** @internal */\r\n public _colorDeadCreation: _IExecutionQueueItem;\r\n private _sheetCreation: _IExecutionQueueItem;\r\n private _rampCreation: _IExecutionQueueItem;\r\n private _noiseCreation: _IExecutionQueueItem;\r\n private _createQueueStart: Nullable<_IExecutionQueueItem> = null;\r\n\r\n /** @internal */\r\n public _tempScaledUpdateSpeed: number;\r\n /** @internal */\r\n public _ratio: number;\r\n /** @internal */\r\n public _emitPower: number;\r\n\r\n /** Gets or sets a matrix to use to compute projection */\r\n public defaultProjectionMatrix: Matrix;\r\n\r\n /** Gets or sets a matrix to use to compute view */\r\n public defaultViewMatrix: Matrix;\r\n\r\n /** Gets or sets a boolean indicating that ramp gradients must be used\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/particles/particle_system/particle_system_intro#ramp-gradients\r\n */\r\n public get useRampGradients(): boolean {\r\n return this._useRampGradients;\r\n }\r\n\r\n public set useRampGradients(value: boolean) {\r\n if (this._useRampGradients === value) {\r\n return;\r\n }\r\n\r\n this._useRampGradients = value;\r\n\r\n this._resetEffect();\r\n\r\n if (value) {\r\n this._rampCreation = {\r\n process: _CreateRampData,\r\n previousItem: null,\r\n nextItem: null,\r\n };\r\n _ConnectAfter(this._rampCreation, this._colorDeadCreation);\r\n this._remapGradientProcessing = {\r\n process: _ProcessRemapGradients,\r\n previousItem: null,\r\n nextItem: null,\r\n };\r\n _ConnectAfter(this._remapGradientProcessing, this._gravityProcessing);\r\n } else {\r\n _RemoveFromQueue(this._rampCreation);\r\n _RemoveFromQueue(this._remapGradientProcessing);\r\n }\r\n }\r\n\r\n private _isLocal = false;\r\n\r\n /**\r\n * Specifies if the particles are updated in emitter local space or world space\r\n */\r\n public get isLocal() {\r\n return this._isLocal;\r\n }\r\n\r\n public set isLocal(value: boolean) {\r\n if (this._isLocal === value) {\r\n return;\r\n }\r\n\r\n this._isLocal = value;\r\n\r\n if (value) {\r\n this._isLocalCreation = {\r\n process: _CreateIsLocalData,\r\n previousItem: null,\r\n nextItem: null,\r\n };\r\n\r\n _ConnectAfter(this._isLocalCreation, this._positionCreation);\r\n } else {\r\n _RemoveFromQueue(this._isLocalCreation);\r\n }\r\n }\r\n\r\n /** Indicates that the particle system is CPU based */\r\n public readonly isGPU = false;\r\n\r\n /**\r\n * Gets the current list of active particles\r\n */\r\n public get particles(): Particle[] {\r\n return this._particles;\r\n }\r\n\r\n /** Shader language used by the material */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Gets the shader language used in this material.\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n /** @internal */\r\n public override get _isAnimationSheetEnabled() {\r\n return this._animationSheetEnabled;\r\n }\r\n\r\n public override set _isAnimationSheetEnabled(value: boolean) {\r\n if (this._animationSheetEnabled === value) {\r\n return;\r\n }\r\n\r\n this._animationSheetEnabled = value;\r\n\r\n if (value) {\r\n this._sheetCreation = {\r\n process: _CreateSheetData,\r\n previousItem: null,\r\n nextItem: null,\r\n };\r\n\r\n _ConnectAfter(this._sheetCreation, this._colorDeadCreation);\r\n } else {\r\n _RemoveFromQueue(this._sheetCreation);\r\n }\r\n\r\n this._reset();\r\n }\r\n\r\n /**\r\n * Gets the number of particles active at the same time.\r\n * @returns The number of active particles.\r\n */\r\n public getActiveCount() {\r\n return this._particles.length;\r\n }\r\n\r\n /**\r\n * Returns the string \"ParticleSystem\"\r\n * @returns a string containing the class name\r\n */\r\n public getClassName(): string {\r\n return \"ParticleSystem\";\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that the system is stopping\r\n * @returns true if the system is currently stopping\r\n */\r\n public isStopping() {\r\n return this._stopped && this.isAlive();\r\n }\r\n\r\n /**\r\n * Gets the custom effect used to render the particles\r\n * @param blendMode Blend mode for which the effect should be retrieved\r\n * @returns The effect\r\n */\r\n public getCustomEffect(blendMode: number = 0): Nullable<Effect> {\r\n return this._customWrappers[blendMode]?.effect ?? this._customWrappers[0]!.effect;\r\n }\r\n\r\n private _getCustomDrawWrapper(blendMode: number = 0): Nullable<DrawWrapper> {\r\n return this._customWrappers[blendMode] ?? this._customWrappers[0];\r\n }\r\n\r\n /**\r\n * Sets the custom effect used to render the particles\r\n * @param effect The effect to set\r\n * @param blendMode Blend mode for which the effect should be set\r\n */\r\n public setCustomEffect(effect: Nullable<Effect>, blendMode: number = 0) {\r\n this._customWrappers[blendMode] = new DrawWrapper(this._engine);\r\n this._customWrappers[blendMode].effect = effect;\r\n if (this._customWrappers[blendMode].drawContext) {\r\n this._customWrappers[blendMode].drawContext.useInstancing = this._useInstancing;\r\n }\r\n }\r\n\r\n /** @internal */\r\n private _onBeforeDrawParticlesObservable: Nullable<Observable<Nullable<Effect>>> = null;\r\n\r\n /**\r\n * Observable that will be called just before the particles are drawn\r\n */\r\n public get onBeforeDrawParticlesObservable(): Observable<Nullable<Effect>> {\r\n if (!this._onBeforeDrawParticlesObservable) {\r\n this._onBeforeDrawParticlesObservable = new Observable<Nullable<Effect>>();\r\n }\r\n\r\n return this._onBeforeDrawParticlesObservable;\r\n }\r\n\r\n /**\r\n * Gets the name of the particle vertex shader\r\n */\r\n public get vertexShaderName(): string {\r\n return \"particles\";\r\n }\r\n\r\n /**\r\n * Gets the vertex buffers used by the particle system\r\n */\r\n public get vertexBuffers(): Immutable<{ [key: string]: VertexBuffer }> {\r\n return this._vertexBuffers;\r\n }\r\n\r\n /**\r\n * Gets the index buffer used by the particle system (or null if no index buffer is used (if _useInstancing=true))\r\n */\r\n public get indexBuffer(): Nullable<DataBuffer> {\r\n return this._indexBuffer;\r\n }\r\n\r\n public override get noiseTexture() {\r\n return this._noiseTexture;\r\n }\r\n\r\n public override set noiseTexture(value: Nullable<ProceduralTexture>) {\r\n if (this.noiseTexture === value) {\r\n return;\r\n }\r\n\r\n this._noiseTexture = value;\r\n\r\n if (!value) {\r\n _RemoveFromQueue(this._noiseCreation);\r\n _RemoveFromQueue(this._noiseProcessing);\r\n return;\r\n }\r\n\r\n this._noiseCreation = {\r\n process: _CreateNoiseData,\r\n previousItem: null,\r\n nextItem: null,\r\n };\r\n _ConnectAfter(this._noiseCreation, this._colorDeadCreation);\r\n\r\n this._noiseProcessing = {\r\n process: _ProcessNoise,\r\n previousItem: null,\r\n nextItem: null,\r\n };\r\n _ConnectAfter(this._noiseProcessing, this._positionProcessing);\r\n }\r\n\r\n /**\r\n * Instantiates a particle system.\r\n * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.\r\n * @param name The name of the particle system\r\n * @param capacity The max number of particles alive at the same time\r\n * @param sceneOrEngine The scene the particle system belongs to or the engine to use if no scene\r\n * @param customEffect a custom effect used to change the way particles are rendered by default\r\n * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture\r\n * @param epsilon Offset used to render the particles\r\n * @param noUpdateQueue If true, the particle system will start with an empty update queue\r\n */\r\n constructor(\r\n name: string,\r\n capacity: number,\r\n sceneOrEngine: Scene | AbstractEngine,\r\n customEffect: Nullable<Effect> = null,\r\n isAnimationSheetEnabled: boolean = false,\r\n epsilon: number = 0.01,\r\n noUpdateQueue: boolean = false\r\n ) {\r\n super(name);\r\n\r\n this._capacity = capacity;\r\n\r\n this._epsilon = epsilon;\r\n\r\n if (!sceneOrEngine || sceneOrEngine.getClassName() === \"Scene\") {\r\n this._scene = (sceneOrEngine as Scene) || EngineStore.LastCreatedScene;\r\n this._engine = this._scene.getEngine();\r\n this.uniqueId = this._scene.getUniqueId();\r\n this._scene.particleSystems.push(this);\r\n } else {\r\n this._engine = sceneOrEngine as AbstractEngine;\r\n this.defaultProjectionMatrix = Matrix.PerspectiveFovLH(0.8, 1, 0.1, 100, this._engine.isNDCHalfZRange);\r\n }\r\n\r\n if (this._engine.getCaps().vertexArrayObject) {\r\n this._vertexArrayObject = null;\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises\r\n this._initShaderSourceAsync();\r\n\r\n // Creation queue\r\n this._lifeTimeCreation = {\r\n process: _CreateLifetimeData,\r\n previousItem: null,\r\n nextItem: null,\r\n };\r\n\r\n this._positionCreation = {\r\n process: _CreatePositionData,\r\n previousItem: null,\r\n nextItem: null,\r\n };\r\n _ConnectAfter(this._positionCreation, this._lifeTimeCreation);\r\n\r\n this._directionCreation = {\r\n process: _CreateDirectionData,\r\n previousItem: null,\r\n nextItem: null,\r\n };\r\n _ConnectAfter(this._directionCreation, this._positionCreation);\r\n\r\n this._emitPowerCreation = {\r\n process: _CreateEmitPowerData,\r\n previousItem: null,\r\n nextItem: null,\r\n };\r\n _ConnectAfter(this._emitPowerCreation, this._directionCreation);\r\n\r\n this._sizeCreation = {\r\n process: _CreateSizeData,\r\n previousItem: null,\r\n nextItem: null,\r\n };\r\n _ConnectAfter(this._sizeCreation, this._emitPowerCreation);\r\n\r\n this._angleCreation = {\r\n process: _CreateAngleData,\r\n previousItem: null,\r\n nextItem: null,\r\n };\r\n _ConnectAfter(this._angleCreation, this._sizeCreation);\r\n\r\n this._colorCreation = {\r\n process: _CreateColorData,\r\n previousItem: null,\r\n nextItem: null,\r\n };\r\n _ConnectAfter(this._colorCreation, this._angleCreation);\r\n\r\n this._colorDeadCreation = {\r\n process: _CreateColorDeadData,\r\n previousItem: null,\r\n nextItem: null,\r\n };\r\n _ConnectAfter(this._colorDeadCreation, this._colorCreation);\r\n\r\n this._createQueueStart = this._lifeTimeCreation;\r\n\r\n // Processing queue\r\n if (!noUpdateQueue) {\r\n this._colorProcessing = {\r\n process: _ProcessColor,\r\n previousItem: null,\r\n nextItem: null,\r\n };\r\n\r\n this._angularSpeedProcessing = {\r\n process: _ProcessAngularSpeed,\r\n previousItem: null,\r\n nextItem: null,\r\n };\r\n _ConnectAfter(this._angularSpeedProcessing, this._colorProcessing);\r\n\r\n this._directionProcessing = {\r\n process: _ProcessDirection,\r\n previousItem: null,\r\n nextItem: null,\r\n };\r\n _ConnectAfter(this._directionProcessing, this._angularSpeedProcessing);\r\n\r\n this._positionProcessing = {\r\n process: _ProcessPosition,\r\n previousItem: null,\r\n nextItem: null,\r\n };\r\n _ConnectAfter(this._positionProcessing, this._directionProcessing);\r\n\r\n this._gravityProcessing = {\r\n process: _ProcessGravity,\r\n previousItem: null,\r\n nextItem: null,\r\n };\r\n\r\n _ConnectAfter(this._gravityProcessing, this._positionProcessing);\r\n\r\n this._updateQueueStart = this._colorProcessing;\r\n }\r\n\r\n this._isAnimationSheetEnabled = isAnimationSheetEnabled;\r\n\r\n // Setup the default processing configuration to the scene.\r\n this._attachImageProcessingConfiguration(null);\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n this._customWrappers = { 0: new DrawWrapper(this._engine) };\r\n this._customWrappers[0]!.effect = customEffect;\r\n\r\n this._drawWrappers = [];\r\n this._useInstancing = this._engine.getCaps().instancedArrays;\r\n\r\n this._createIndexBuffer();\r\n this._createVertexBuffers();\r\n\r\n // Default emitter type\r\n this.particleEmitterType = new BoxParticleEmitter();\r\n\r\n // Update\r\n this.updateFunction = (particles: Particle[]): void => {\r\n if (this.noiseTexture) {\r\n // We need to get texture data back to CPU\r\n this._noiseTextureSize = this.noiseTexture.getSize();\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then\r\n this.noiseTexture.getContent()?.then((data) => {\r\n this._noiseTextureData = data as Uint8Array;\r\n });\r\n }\r\n\r\n const sameParticleArray = particles === this._particles;\r\n\r\n for (let index = 0; index < particles.length; index++) {\r\n const particle = particles[index];\r\n\r\n this._tempScaledUpdateSpeed = this._scaledUpdateSpeed;\r\n const previousAge = particle.age;\r\n particle.age += this._tempScaledUpdateSpeed;\r\n\r\n // Evaluate step to death\r\n if (particle.age > particle.lifeTime) {\r\n const diff = particle.age - previousAge;\r\n const oldDiff = particle.lifeTime - previousAge;\r\n\r\n this._tempScaledUpdateSpeed = (oldDiff * this._tempScaledUpdateSpeed) / diff;\r\n\r\n particle.age = particle.lifeTime;\r\n }\r\n\r\n this._ratio = particle.age / particle.lifeTime;\r\n particle._directionScale = this._tempScaledUpdateSpeed;\r\n\r\n // Processing queue\r\n let currentQueueItem = this._updateQueueStart;\r\n\r\n while (currentQueueItem) {\r\n currentQueueItem.process(particle, this);\r\n currentQueueItem = currentQueueItem.nextItem;\r\n }\r\n\r\n if (this._isAnimationSheetEnabled && !noUpdateQueue) {\r\n particle.updateCellIndex();\r\n }\r\n\r\n // Update the position of the attached sub-emitters to match their attached particle\r\n particle._inheritParticleInfoToSubEmitters();\r\n\r\n if (particle.age >= particle.lifeTime) {\r\n // Recycle by swapping with last particle\r\n this._emitFromParticle(particle);\r\n if (particle._attachedSubEmitters) {\r\n for (const subEmitter of particle._attachedSubEmitters) {\r\n subEmitter.particleSystem.disposeOnStop = true;\r\n subEmitter.particleSystem.stop();\r\n }\r\n particle._attachedSubEmitters = null;\r\n }\r\n this.recycleParticle(particle);\r\n if (sameParticleArray) {\r\n index--;\r\n }\r\n continue;\r\n }\r\n }\r\n };\r\n }\r\n\r\n /** @internal */\r\n public _emitFromParticle: (particle: Particle) => void = (_particle) => {\r\n // Do nothing\r\n };\r\n\r\n serialize(_serializeTexture: boolean) {\r\n throw new Error(\"Method not implemented.\");\r\n }\r\n\r\n /**\r\n * Clones the particle system.\r\n * @param name The name of the cloned object\r\n * @param newEmitter The new emitter to use\r\n * @param _cloneTexture Also clone the textures if true\r\n */\r\n public clone(name: string, newEmitter: any, _cloneTexture = false): ThinParticleSystem {\r\n throw new Error(\"Method not implemented.\");\r\n }\r\n\r\n private _addFactorGradient(factorGradients: FactorGradient[], gradient: number, factor: number, factor2?: number) {\r\n const newGradient = new FactorGradient(gradient, factor, factor2);\r\n factorGradients.push(newGradient);\r\n\r\n factorGradients.sort((a, b) => {\r\n if (a.gradient < b.gradient) {\r\n return -1;\r\n } else if (a.gradient > b.gradient) {\r\n return 1;\r\n }\r\n\r\n return 0;\r\n });\r\n }\r\n\r\n private _removeFactorGradient(factorGradients: Nullable<FactorGradient[]>, gradient: number) {\r\n if (!factorGradients) {\r\n return;\r\n }\r\n\r\n let index = 0;\r\n for (const factorGradient of factorGradients) {\r\n if (factorGradient.gradient === gradient) {\r\n factorGradients.splice(index, 1);\r\n break;\r\n }\r\n index++;\r\n }\r\n }\r\n\r\n private _syncLifeTimeCreation() {\r\n if (this.targetStopDuration && this._lifeTimeGradients && this._lifeTimeGradients.length > 0) {\r\n this._lifeTimeCreation.process = _CreateLifeGradientsData;\r\n return;\r\n }\r\n\r\n this._lifeTimeCreation.process = _CreateLifetimeData;\r\n }\r\n\r\n private _syncStartSizeCreation() {\r\n if (this._startSizeGradients && this._startSizeGradients[0] && this.targetStopDuration) {\r\n if (!this._startSizeCreation) {\r\n this._startSizeCreation = {\r\n process: _CreateStartSizeGradientsData,\r\n previousItem: null,\r\n nextItem: null,\r\n };\r\n _ConnectAfter(this._startSizeCreation, this._sizeCreation);\r\n }\r\n return;\r\n }\r\n\r\n if (this._startSizeCreation) {\r\n _RemoveFromQueue(this._startSizeCreation);\r\n this._startSizeCreation = null;\r\n }\r\n }\r\n\r\n public override get targetStopDuration(): number {\r\n return this._targetStopDuration;\r\n }\r\n\r\n public override set targetStopDuration(value: number) {\r\n if (this.targetStopDuration === value) {\r\n return;\r\n }\r\n\r\n this._targetStopDuration = value;\r\n\r\n this._syncLifeTimeCreation();\r\n this._syncStartSizeCreation();\r\n }\r\n\r\n /**\r\n * Adds a new life time gradient\r\n * @param gradient defines the gradient to use (between 0 and 1)\r\n * @param factor defines the life time factor to affect to the specified gradient\r\n * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from\r\n * @returns the current particle system\r\n */\r\n public addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem {\r\n if (!this._lifeTimeGradients) {\r\n this._lifeTimeGradients = [];\r\n }\r\n\r\n this._addFactorGradient(this._lifeTimeGradients, gradient, factor, factor2);\r\n\r\n this._syncLifeTimeCreation();\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Remove a specific life time gradient\r\n * @param gradient defines the gradient to remove\r\n * @returns the current particle system\r\n */\r\n public removeLifeTimeGradient(gradient: number): IParticleSystem {\r\n this._removeFactorGradient(this._lifeTimeGradients, gradient);\r\n\r\n this._syncLifeTimeCreation();\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Adds a new size gradient\r\n * @param gradient defines the gradient to use (between 0 and 1)\r\n * @param factor defines the size factor to affect to the specified gradient\r\n * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from\r\n * @returns the current particle system\r\n */\r\n public addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem {\r\n if (!this._sizeGradients) {\r\n this._sizeGradients = [];\r\n }\r\n\r\n if (this._sizeGradients.length === 0) {\r\n this._sizeCreation.process = _CreateSizeGradientsData;\r\n\r\n this._sizeGradientProcessing = {\r\n process: _ProcessSizeGradients,\r\n previousItem: null,\r\n nextItem: null,\r\n };\r\n _ConnectBefore(this._sizeGradientProcessing, this._gravityProcessing);\r\n }\r\n\r\n this._addFactorGradient(this._sizeGradients, gradient, factor, factor2);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Remove a specific size gradient\r\n * @param gradient defines the gradient to remove\r\n * @returns the current particle system\r\n */\r\n public removeSizeGradient(gradient: number): IParticleSystem {\r\n this._removeFactorGradient(this._sizeGradients, gradient);\r\n\r\n if (this._sizeGradients?.length === 0) {\r\n _RemoveFromQueue(this._sizeGradientProcessing);\r\n this._sizeCreation.process = _CreateSizeData;\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Adds a new color remap gradient\r\n * @param gradient defines the gradient to use (between 0 and 1)\r\n * @param min defines the color remap minimal range\r\n * @param max defines the color remap maximal range\r\n * @returns the current particle system\r\n */\r\n public addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem {\r\n if (!this._colorRemapGradients) {\r\n this._colorRemapGradients = [];\r\n }\r\n\r\n this._addFactorGradient(this._colorRemapGradients, gradient, min, max);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Remove a specific color remap gradient\r\n * @param gradient defines the gradient to remove\r\n * @returns the current particle system\r\n */\r\n public removeColorRemapGradient(gradient: number): IParticleSystem {\r\n this._removeFactorGradient(this._colorRemapGradients, gradient);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Adds a new alpha remap gradient\r\n * @param gradient defines the gradient to use (between 0 and 1)\r\n * @param min defines the alpha remap minimal range\r\n * @param max defines the alpha remap maximal range\r\n * @returns the current particle system\r\n */\r\n public addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem {\r\n if (!this._alphaRemapGradients) {\r\n this._alphaRemapGradients = [];\r\n }\r\n\r\n this._addFactorGradient(this._alphaRemapGradients, gradient, min, max);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Remove a specific alpha remap gradient\r\n * @param gradient defines the gradient to remove\r\n * @returns the current particle system\r\n */\r\n public removeAlphaRemapGradient(gradient: number): IParticleSystem {\r\n this._removeFactorGradient(this._alphaRemapGradients, gradient);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Adds a new angular speed gradient\r\n * @param gradient defines the gradient to use (between 0 and 1)\r\n * @param factor defines the angular speed to affect to the specified gradient\r\n * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from\r\n * @returns the current particle system\r\n */\r\n public addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem {\r\n if (!this._angularSpeedGradients) {\r\n this._angularSpeedGradients = [];\r\n }\r\n\r\n if (this._angularSpeedGradients.length === 0) {\r\n this._angleCreation.process = _CreateAngleGradientsData;\r\n\r\n this._angularSpeedGradientProcessing = {\r\n process: _ProcessAngularSpeedGradients,\r\n previousItem: null,\r\n nextItem: null,\r\n };\r\n\r\n _ConnectBefore(this._angularSpeedGradientProcessing, this._angularSpeedProcessing);\r\n }\r\n\r\n this._addFactorGradient(this._angularSpeedGradients, gradient, factor, factor2);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Remove a specific angular speed gradient\r\n * @param gradient defines the gradient to remove\r\n * @returns the current particle system\r\n */\r\n public removeAngularSpeedGradient(gradient: number): IParticleSystem {\r\n this._removeFactorGradient(this._angularSpeedGradients, gradient);\r\n\r\n if (this._angularSpeedGradients?.length === 0) {\r\n this._angleCreation.process = _CreateAngleData;\r\n _RemoveFromQueue(this._angularSpeedGradientProcessing);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Adds a new velocity gradient\r\n * @param gradient defines the gradient to use (between 0 and 1)\r\n * @param factor defines the velocity to affect to the specified gradient\r\n * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from\r\n * @returns the current particle system\r\n */\r\n public addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem {\r\n if (!this._velocityGradients) {\r\n this._velocityGradients = [];\r\n }\r\n\r\n if (this._velocityGradients.length === 0) {\r\n this._velocityCreation = {\r\n process: _CreateVelocityGradients,\r\n previousItem: null,\r\n nextItem: null,\r\n };\r\n _ConnectAfter(this._velocityCreation, this._angleCreation);\r\n\r\n this._velocityGradientProcessing = {\r\n process: _ProcessVelocityGradients,\r\n previousItem: null,\r\n nextItem: null,\r\n };\r\n _ConnectBefore(this._velocityGradientProcessing, this._directionProcessing);\r\n }\r\n\r\n this._addFactorGradient(this._velocityGradients, gradient, factor, factor2);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Remove a specific velocity gradient\r\n * @param gradient defines the gradient to remove\r\n * @returns the current particle system\r\n */\r\n public removeVelocityGradient(gradient: number): IParticleSystem {\r\n this._removeFactorGradient(this._velocityGradients, gradient);\r\n\r\n if (this._velocityGradients?.length === 0) {\r\n _RemoveFromQueue(this._velocityCreation);\r\n _RemoveFromQueue(this._velocityGradientProcessing);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Adds a new limit velocity gradient\r\n * @param gradient defines the gradient to use (between 0 and 1)\r\n * @param factor defines the limit velocity value to affect to the specified gradient\r\n * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from\r\n * @returns the current particle system\r\n */\r\n public addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem {\r\n if (!this._limitVelocityGradients) {\r\n this._limitVelocityGradients = [];\r\n }\r\n\r\n if (this._limitVelocityGradients.length === 0) {\r\n this._limitVelocityCreation = {\r\n process: _CreateLimitVelocityGradients,\r\n previousItem: null,\r\n nextItem: null,\r\n };\r\n _ConnectAfter(this._limitVelocityCreation, this._angleCreation);\r\n\r\n this._limitVelocityGradientProcessing = {\r\n process: _ProcessLimitVelocityGradients,\r\n previousItem: null,\r\n nextItem: null,\r\n };\r\n _ConnectAfter(this._limitVelocityGradientProcessing, this._directionProcessing);\r\n }\r\n\r\n this._addFactorGradient(this._limitVelocityGradients, gradient, factor, factor2);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Remove a specific limit velocity gradient\r\n * @param gradient defines the gradient to remove\r\n * @returns the current particle system\r\n */\r\n public removeLimitVelocityGradient(gradient: number): IParticleSystem {\r\n this._removeFactorGradient(this._limitVelocityGradients, gradient);\r\n\r\n if (this._limitVelocityGradients?.length === 0) {\r\n _RemoveFromQueue(this._limitVelocityCreation);\r\n _RemoveFromQueue(this._limitVelocityGradientProcessing);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Adds a new drag gradient\r\n * @param gradient defines the gradient to use (between 0 and 1)\r\n * @param factor defines the drag value to affect to the specified gradient\r\n * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from\r\n * @returns the current particle system\r\n */\r\n public addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem {\r\n if (!this._dragGradients) {\r\n this._dragGradients = [];\r\n }\r\n\r\n if (this._dragGradients.length === 0) {\r\n this._dragCreation = {\r\n process: _CreateDragData,\r\n previousItem: null,\r\n nextItem: null,\r\n };\r\n _ConnectBefore(this._dragCreation, this._colorDeadCreation);\r\n\r\n this._dragGradientProcessing = {\r\n process: _ProcessDragGradients,\r\n previousItem: null,\r\n nextItem: null,\r\n };\r\n _ConnectBefore(this._dragGradientProcessing, this._positionProcessing);\r\n }\r\n\r\n this._addFactorGradient(this._dragGradients, gradient, factor, factor2);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Remove a specific drag gradient\r\n * @param gradient defines the gradient to remove\r\n * @returns the current particle system\r\n */\r\n public removeDragGradient(gradient: number): IParticleSystem {\r\n this._removeFactorGradient(this._dragGradients, gradient);\r\n\r\n if (this._dragGradients?.length === 0) {\r\n _RemoveFromQueue(this._dragCreation);\r\n _RemoveFromQueue(this._dragGradientProcessing);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)\r\n * @param gradient defines the gradient to use (between 0 and 1)\r\n * @param factor defines the emit rate value to affect to the specified gradient\r\n * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from\r\n * @returns the current particle system\r\n */\r\n public addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem {\r\n if (!this._emitRateGradients) {\r\n this._emitRateGradients = [];\r\n }\r\n\r\n this._addFactorGradient(this._emitRateGradients, gradient, factor, factor2);\r\n return this;\r\n }\r\n\r\n /**\r\n * Remove a specific emit rate gradient\r\n * @param gradient defines the gradient to remove\r\n * @returns the current particle system\r\n */\r\n public removeEmitRateGradient(gradient: number): IParticleSystem {\r\n this._removeFactorGradient(this._emitRateGradients, gradient);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)\r\n * @param gradient defines the gradient to use (between 0 and 1)\r\n * @param factor defines the start size value to affect to the specified gradient\r\n * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from\r\n * @returns the current particle system\r\n */\r\n public addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem {\r\n if (!this._startSizeGradients) {\r\n this._startSizeGradients = [];\r\n }\r\n\r\n this._addFactorGradient(this._startSizeGradients, gradient, factor, factor2);\r\n\r\n this._syncStartSizeCreation();\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Remove a specific start size gradient\r\n * @param gradient defines the gradient to remove\r\n * @returns the current particle system\r\n */\r\n public removeStartSizeGradient(gradient: number): IParticleSystem {\r\n this._removeFactorGradient(this._startSizeGradients, gradient);\r\n\r\n this._syncStartSizeCreation();\r\n\r\n return this;\r\n }\r\n\r\n private _createRampGradientTexture() {\r\n if (!this._rampGradients || !this._rampGradients.length || this._rampGradientsTexture || !this._scene) {\r\n return;\r\n }\r\n\r\n const data = new Uint8Array(this._rawTextureWidth * 4);\r\n const tmpColor = TmpColors.Color3[0];\r\n\r\n for (let x = 0; x < this._rawTextureWidth; x++) {\r\n const ratio = x / this._rawTextureWidth;\r\n\r\n GradientHelper.GetCurrentGradient(ratio, this._rampGradients, (currentGradient, nextGradient, scale) => {\r\n Color3.LerpToRef((<Color3Gradient>currentGradient).color, (<Color3Gradient>nextGradient).color, scale, tmpColor);\r\n data[x * 4] = tmpColor.r * 255;\r\n data[x * 4 + 1] = tmpColor.g * 255;\r\n data[x * 4 + 2] = tmpColor.b * 255;\r\n data[x * 4 + 3] = 255;\r\n });\r\n }\r\n\r\n this._rampGradientsTexture = RawTexture.CreateRGBATexture(data, this._rawTextureWidth, 1, this._scene, false, false, Constants.TEXTURE_NEAREST_SAMPLINGMODE);\r\n }\r\n\r\n /**\r\n * Gets the current list of ramp gradients.\r\n * You must use addRampGradient and removeRampGradient to update this list\r\n * @returns the list of ramp gradients\r\n */\r\n public getRampGradients(): Nullable<Array<Color3Gradient>> {\r\n return this._rampGradients;\r\n }\r\n\r\n /** Force the system to rebuild all gradients that need to be resync */\r\n public forceRefreshGradients() {\r\n this._syncRampGradientTexture();\r\n }\r\n\r\n private _syncRampGradientTexture() {\r\n if (!this._rampGradients) {\r\n return;\r\n }\r\n\r\n this._rampGradients.sort((a, b) => {\r\n if (a.gradient < b.gradient) {\r\n return -1;\r\n } else if (a.gradient > b.gradient) {\r\n return 1;\r\n }\r\n\r\n return 0;\r\n });\r\n\r\n if (this._rampGradientsTexture) {\r\n this._rampGradientsTexture.dispose();\r\n this._rampGradientsTexture = null;\r\n }\r\n\r\n this._createRampGradientTexture();\r\n }\r\n\r\n /**\r\n * Sets the capacity of the object.\r\n * @param value - The new capacity to be set.\r\n */\r\n public set capacity(value: number) {\r\n this._capacity = value;\r\n this._reset();\r\n }\r\n\r\n /**\r\n * Returns the current capacity of the object.\r\n * @return {number} The capacity value.\r\n */\r\n public get capacity() {\r\n return this._capacity;\r\n }\r\n\r\n /**\r\n * Adds a new ramp gradient used to remap particle colors\r\n * @param gradient defines the gradient to use (between 0 and 1)\r\n * @param color defines the color to affect to the specified gradient\r\n * @returns the current particle system\r\n */\r\n public addRampGradient(gradient: number, color: Color3): ThinParticleSystem {\r\n if (!this._rampGradients) {\r\n this._rampGradients = [];\r\n }\r\n\r\n const rampGradient = new Color3Gradient(gradient, color);\r\n this._rampGradients.push(rampGradient);\r\n\r\n this._syncRampGradientTexture();\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Remove a specific ramp gradient\r\n * @param gradient defines the gradient to remove\r\n * @returns the current particle system\r\n */\r\n public removeRampGradient(gradient: number): ThinParticleSystem {\r\n this._removeGradientAndTexture(gradient, this._rampGradients, this._rampGradientsTexture);\r\n this._rampGradientsTexture = null;\r\n\r\n if (this._rampGradients && this._rampGradients.length > 0) {\r\n this._createRampGradientTexture();\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Adds a new color gradient\r\n * @param gradient defines the gradient to use (between 0 and 1)\r\n * @param color1 defines the color to affect to the specified gradient\r\n * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from\r\n * @returns this particle system\r\n */\r\n public addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem {\r\n if (!this._colorGradients) {\r\n this._colorGradients = [];\r\n }\r\n\r\n if (this._colorGradients.length === 0) {\r\n this._colorCreation.process = _CreateColorGradientsData;\r\n this._colorProcessing.process = _ProcessColorGradients;\r\n }\r\n\r\n const colorGradient = new ColorGradient(gradient, color1, color2);\r\n this._colorGradients.push(colorGradient);\r\n\r\n this._colorGradients.sort((a, b) => {\r\n if (a.gradient < b.gradient) {\r\n return -1;\r\n } else if (a.gradient > b.gradient) {\r\n return 1;\r\n }\r\n\r\n return 0;\r\n });\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Remove a specific color gradient\r\n * @param gradient defines the gradient to remove\r\n * @returns this particle system\r\n */\r\n public removeColorGradient(gradient: number): IParticleSystem {\r\n if (!this._colorGradients) {\r\n return this;\r\n }\r\n\r\n let index = 0;\r\n for (const colorGradient of this._colorGradients) {\r\n if (colorGradient.gradient === gradient) {\r\n this._colorGradients.splice(index, 1);\r\n break;\r\n }\r\n index++;\r\n }\r\n\r\n if (this._colorGradients.length === 0) {\r\n this._colorCreation.process = _CreateColorData;\r\n this._colorProcessing.process = _ProcessColor;\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Resets the draw wrappers cache\r\n */\r\n public resetDrawCache(): void {\r\n if (!this._drawWrappers) {\r\n return;\r\n }\r\n for (const drawWrappers of this._drawWrappers) {\r\n if (drawWrappers) {\r\n for (const drawWrapper of drawWrappers) {\r\n drawWrapper?.dispose();\r\n }\r\n }\r\n }\r\n\r\n this._drawWrappers = [];\r\n }\r\n\r\n /** @internal */\r\n public _fetchR(u: number, v: number, width: number, height: number, pixels: Uint8Array): number {\r\n u = Math.abs(u) * 0.5 + 0.5;\r\n v = Math.abs(v) * 0.5 + 0.5;\r\n\r\n const wrappedU = (u * width) % width | 0;\r\n const wrappedV = (v * height) % height | 0;\r\n\r\n const position = (wrappedU + wrappedV * width) * 4;\r\n return pixels[position] / 255;\r\n }\r\n\r\n protected override _reset() {\r\n this._resetEffect();\r\n }\r\n\r\n private _resetEffect() {\r\n if (this._vertexBuffer) {\r\n this._vertexBuffer.dispose();\r\n this._vertexBuffer = null;\r\n }\r\n\r\n if (this._spriteBuffer) {\r\n this._spriteBuffer.dispose();\r\n this._spriteBuffer = null;\r\n }\r\n\r\n if (this._vertexArrayObject) {\r\n (this._engine as ThinEngine).releaseVertexArrayObject(this._vertexArrayObject);\r\n this._vertexArrayObject = null;\r\n }\r\n\r\n this._createVertexBuffers();\r\n }\r\n\r\n private _createVertexBuffers() {\r\n this._vertexBufferSize = this._useInstancing ? 10 : 12;\r\n if (this._isAnimationSheetEnabled) {\r\n this._vertexBufferSize += 1;\r\n }\r\n\r\n if (\r\n !this._isBillboardBased ||\r\n this.billboardMode === Constants.PARTICLES_BILLBOARDMODE_STRETCHED ||\r\n this.billboardMode === Constants.PARTICLES_BILLBOARDMODE_STRETCHED_LOCAL\r\n ) {\r\n this._vertexBufferSize += 3;\r\n }\r\n\r\n if (this._useRampGradients) {\r\n this._vertexBufferSize += 4;\r\n }\r\n\r\n const engine = this._engine;\r\n const vertexSize = this._vertexBufferSize * (this._useInstancing ? 1 : 4);\r\n this._vertexData = new Float32Array(this._capacity * vertexSize);\r\n this._vertexBuffer = new Buffer(engine, this._vertexData, true, vertexSize);\r\n\r\n let dataOffset = 0;\r\n const positions = this._vertexBuffer.createVertexBuffer(VertexBuffer.PositionKind, dataOffset, 3, this._vertexBufferSize, this._useInstancing);\r\n this._vertexBuffers[VertexBuffer.PositionKind] = positions;\r\n dataOffset += 3;\r\n\r\n const colors = this._vertexBuffer.createVertexBuffer(VertexBuffer.ColorKind, dataOffset, 4, this._vertexBufferSize, this._useInstancing);\r\n this._vertexBuffers[VertexBuffer.ColorKind] = colors;\r\n dataOffset += 4;\r\n\r\n const options = this._vertexBuffer.createVertexBuffer(\"angle\", dataOffset, 1, this._vertexBufferSize, this._useInstancing);\r\n this._vertexBuffers[\"angle\"] = options;\r\n dataOffset += 1;\r\n\r\n const size = this._vertexBuffer.createVertexBuffer(\"size\", dataOffset, 2, this._vertexBufferSize, this._useInstancing);\r\n this._vertexBuffers[\"size\"] = size;\r\n dataOffset += 2;\r\n\r\n if (this._isAnimationSheetEnabled) {\r\n const cellIndexBuffer = this._vertexBuffer.createVertexBuffer(\"cellIndex\", dataOffset, 1, this._vertexBufferSize, this._useInstancing);\r\n this._vertexBuffers[\"cellIndex\"] = cellIndexBuffer;\r\n dataOffset += 1;\r\n }\r\n\r\n if (\r\n !this._isBillboardBased ||\r\n this.billboardMode === Constants.PARTICLES_BILLBOARDMODE_STRETCHED ||\r\n this.billboardMode === Constants.PARTICLES_BILLBOARDMODE_STRETCHED_LOCAL\r\n ) {\r\n const directionBuffer = this._vertexBuffer.createVertexBuffer(\"direction\", dataOffset, 3, this._vertexBufferSize, this._useInstancing);\r\n this._vertexBuffers[\"direction\"] = directionBuffer;\r\n dataOffset += 3;\r\n }\r\n\r\n if (this._useRampGradients) {\r\n const rampDataBuffer = this._vertexBuffer.createVertexBuffer(\"remapData\", dataOffset, 4, this._vertexBufferSize, this._useInstancing);\r\n this._vertexBuffers[\"remapData\"] = rampDataBuffer;\r\n dataOffset += 4;\r\n }\r\n\r\n let offsets: VertexBuffer;\r\n if (this._useInstancing) {\r\n const spriteData = new Float32Array([0, 0, 1, 0, 0, 1, 1, 1]);\r\n this._spriteBuffer = new Buffer(engine, spriteData, false, 2);\r\n offsets = this._spriteBuffer.createVertexBuffer(\"offset\", 0, 2);\r\n } else {\r\n offsets = this._vertexBuffer.createVertexBuffer(\"offset\", dataOffset, 2, this._vertexBufferSize, this._useInstancing);\r\n dataOffset += 2;\r\n }\r\n this._vertexBuffers[\"offset\"] = offsets;\r\n\r\n this.resetDrawCache();\r\n }\r\n\r\n private _createIndexBuffer() {\r\n if (this._useInstancing) {\r\n this._linesIndexBufferUseInstancing = this._engine.createIndexBuffer(new Uint32Array([0, 1, 1, 3, 3, 2, 2, 0, 0, 3]));\r\n return;\r\n }\r\n const indices = [];\r\n const indicesWireframe = [];\r\n let index = 0;\r\n for (let count = 0; count < this._capacity; count++) {\r\n indices.push(index);\r\n indices.push(index + 1);\r\n indices.push(index + 2);\r\n indices.push(index);\r\n indices.push(index + 2);\r\n indices.push(index + 3);\r\n indicesWireframe.push(index, index + 1, index + 1, index + 2, index + 2, index + 3, index + 3, index, index, index + 3);\r\n index += 4;\r\n }\r\n\r\n this._indexBuffer = this._engine.createIndexBuffer(indices);\r\n this._linesIndexBuffer = this._engine.createIndexBuffer(indicesWireframe);\r\n }\r\n\r\n /**\r\n * Gets the maximum number of particles active at the same time.\r\n * @returns The max number of active particles.\r\n */\r\n public getCapacity(): number {\r\n return this._capacity;\r\n }\r\n\r\n /**\r\n * Gets whether there are still active particles in the system.\r\n * @returns True if it is alive, otherwise false.\r\n */\r\n public isAlive(): boolean {\r\n return this._alive;\r\n }\r\n\r\n /**\r\n * Gets if the system has been started. (Note: this will still be true after stop is called)\r\n * @returns True if it has been started, otherwise false.\r\n */\r\n public isStarted(): boolean {\r\n return this._started;\r\n }\r\n\r\n /** @internal */\r\n public _preStart() {\r\n // Do nothing\r\n }\r\n\r\n /**\r\n * Starts the particle system and begins to emit\r\n * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)\r\n */\r\n public start(delay = this.startDelay): void {\r\n if (!this.targetStopDuration && this._hasTargetStopDurationDependantGradient()) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"Particle system started with a targetStopDuration dependant gradient (eg. startSizeGradients) but no targetStopDuration set\";\r\n }\r\n if (delay) {\r\n this.startDelay = delay;\r\n setTimeout(() => {\r\n this.start(0);\r\n }, delay);\r\n return;\r\n }\r\n this._started = true;\r\n this._stopped = false;\r\n this._actualFrame = 0;\r\n\r\n this._preStart();\r\n\r\n // Reset emit gradient so it acts the same on every start\r\n if (this._emitRateGradients) {\r\n if (this._emitRateGradients.length > 0) {\r\n this._currentEmitRateGradient = this._emitRateGradients[0];\r\n this._currentEmitRate1 = this._currentEmitRateGradient.getFactor();\r\n this._currentEmitRate2 = this._currentEmitRate1;\r\n }\r\n if (this._emitRateGradients.length > 1) {\r\n this._currentEmitRate2 = this._emitRateGradients[1].getFactor();\r\n }\r\n }\r\n // Reset start size gradient so it acts the same on every start\r\n if (this._startSizeGradients) {\r\n if (this._startSizeGradients.length > 0) {\r\n this._currentStartSizeGradient = this._startSizeGradients[0];\r\n this._currentStartSize1 = this._currentStartSizeGradient.getFactor();\r\n this._currentStartSize2 = this._currentStartSize1;\r\n }\r\n if (this._startSizeGradients.length > 1) {\r\n this._currentStartSize2 = this._startSizeGradients[1].getFactor();\r\n }\r\n }\r\n\r\n if (this.preWarmCycles) {\r\n if (this.emitter?.getClassName().indexOf(\"Mesh\") !== -1) {\r\n (this.emitter as any).computeWorldMatrix(true);\r\n }\r\n\r\n const noiseTextureAsProcedural = this.noiseTexture as ProceduralTexture;\r\n\r\n if (noiseTextureAsProcedural && noiseTextureAsProcedural.onGeneratedObservable) {\r\n noiseTextureAsProcedural.onGeneratedObservable.addOnce(() => {\r\n setTimeout(() => {\r\n for (let index = 0; index < this.preWarmCycles; index++) {\r\n this.animate(true);\r\n noiseTextureAsProcedural.render();\r\n }\r\n });\r\n });\r\n } else {\r\n for (let index = 0; index < this.preWarmCycles; index++) {\r\n this.animate(true);\r\n }\r\n }\r\n }\r\n\r\n // Animations\r\n if (this.beginAnimationOnStart && this.animations && this.animations.length > 0 && this._scene) {\r\n this._scene.beginAnimation(this, this.beginAnimationFrom, this.beginAnimationTo, this.beginAnimationLoop);\r\n }\r\n\r\n this.onStartedObservable.notifyObservers(this);\r\n }\r\n\r\n /**\r\n * Stops the particle system.\r\n * @param stopSubEmitters if true it will stop the current system and all created sub-Systems if false it will stop the current root system only, this param is used by the root particle system only. The default value is true.\r\n */\r\n public stop(stopSubEmitters = true): void {\r\n if (this._stopped) {\r\n return;\r\n }\r\n\r\n this.onStoppedObservable.notifyObservers(this);\r\n\r\n this._stopped = true;\r\n\r\n this._postStop(stopSubEmitters);\r\n }\r\n\r\n /** @internal */\r\n public _postStop(_stopSubEmitters: boolean) {\r\n // Do nothing\r\n }\r\n\r\n // Animation sheet\r\n\r\n /**\r\n * Remove all active particles\r\n */\r\n public reset(): void {\r\n this._stockParticles.length = 0;\r\n this._particles.length = 0;\r\n }\r\n\r\n /**\r\n * @internal (for internal use only)\r\n */\r\n public _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void {\r\n let offset = index * this._vertexBufferSize;\r\n\r\n const floatingOriginOffset = TmpVectors.Vector3[0].copyFrom(this._scene?.floatingOriginOffset || Vector3.ZeroReadOnly);\r\n this._vertexData[offset++] = particle.position.x + this.worldOffset.x - floatingOriginOffset.x;\r\n this._vertexData[offset++] = particle.position.y + this.worldOffset.y - floatingOriginOffset.y;\r\n this._vertexData[offset++] = particle.position.z + this.worldOffset.z - floatingOriginOffset.z;\r\n this._vertexData[offset++] = particle.color.r;\r\n this._vertexData[offset++] = particle.color.g;\r\n this._vertexData[offset++] = particle.color.b;\r\n this._vertexData[offset++] = particle.color.a;\r\n this._vertexData[offset++] = particle.angle;\r\n\r\n this._vertexData[offset++] = particle.scale.x * particle.size;\r\n this._vertexData[offset++] = particle.scale.y * particle.size;\r\n\r\n if (this._isAnimationSheetEnabled) {\r\n this._vertexData[offset++] = particle.cellIndex;\r\n }\r\n\r\n if (!this._isBillboardBased) {\r\n if (particle._initialDirection) {\r\n let initialDirection = particle._initialDirection;\r\n if (this.isLocal) {\r\n Vector3.TransformNormalToRef(initialDirection, this._emitterWorldMatrix, TmpVectors.Vector3[0]);\r\n initialDirection = TmpVectors.Vector3[0];\r\n }\r\n if (initialDirection.x === 0 && initialDirection.z === 0) {\r\n initialDirection.x = 0.001;\r\n }\r\n\r\n this._vertexData[offset++] = initialDirection.x;\r\n this._vertexData[offset++] = initialDirection.y;\r\n this._vertexData[offset++] = initialDirection.z;\r\n } else {\r\n let direction = particle.direction;\r\n if (this.isLocal) {\r\n Vector3.TransformNormalToRef(direction, this._emitterWorldMatrix, TmpVectors.Vector3[0]);\r\n direction = TmpVectors.Vector3[0];\r\n }\r\n\r\n if (direction.x === 0 && direction.z === 0) {\r\n direction.x = 0.001;\r\n }\r\n this._vertexData[offset++] = direction.x;\r\n this._vertexData[offset++] = direction.y;\r\n this._vertexData[offset++] = direction.z;\r\n }\r\n } else if (this.billboardMode === Constants.PARTICLES_BILLBOARDMODE_STRETCHED || this.billboardMode === Constants.PARTICLES_BILLBOARDMODE_STRETCHED_LOCAL) {\r\n this._vertexData[offset++] = particle.direction.x;\r\n this._vertexData[offset++] = particle.direction.y;\r\n this._vertexData[offset++] = particle.direction.z;\r\n }\r\n\r\n if (this._useRampGradients && particle.remapData) {\r\n this._vertexData[offset++] = particle.remapData.x;\r\n this._vertexData[offset++] = particle.remapData.y;\r\n this._vertexData[offset++] = particle.remapData.z;\r\n this._vertexData[offset++] = particle.remapData.w;\r\n }\r\n\r\n if (!this._useInstancing) {\r\n if (this._isAnimationSheetEnabled) {\r\n if (offsetX === 0) {\r\n offsetX = this._epsilon;\r\n } else if (offsetX === 1) {\r\n offsetX = 1 - this._epsilon;\r\n }\r\n\r\n if (offsetY === 0) {\r\n offsetY = this._epsilon;\r\n } else if (offsetY === 1) {\r\n offsetY = 1 - this._epsilon;\r\n }\r\n }\r\n\r\n this._vertexData[offset++] = offsetX;\r\n this._vertexData[offset++] = offsetY;\r\n }\r\n }\r\n\r\n // start of sub system methods\r\n\r\n /**\r\n * \"Recycles\" one of the particle by copying it back to the \"stock\" of particles and removing it from the active list.\r\n * Its lifetime will start back at 0.\r\n * @param particle\r\n */\r\n public recycleParticle: (particle: Particle) => void = (particle) => {\r\n // move particle from activeParticle list to stock particles\r\n const lastParticle = <Particle>this._particles.pop();\r\n if (lastParticle !== particle) {\r\n lastParticle.copyTo(particle);\r\n }\r\n this._stockParticles.push(lastParticle);\r\n };\r\n\r\n private _createParticle: () => Particle = () => {\r\n let particle: Particle;\r\n if (this._stockParticles.length !== 0) {\r\n particle = <Particle>this._stockParticles.pop();\r\n particle._reset();\r\n } else {\r\n particle = new Particle(this);\r\n }\r\n\r\n this._prepareParticle(particle);\r\n return particle;\r\n };\r\n\r\n /** @internal */\r\n public _prepareParticle(_particle: Particle) {\r\n //Do nothing\r\n }\r\n\r\n private _createNewOnes(newParticles: number) {\r\n // Add new ones\r\n let particle: Particle;\r\n for (let index = 0; index < newParticles; index++) {\r\n if (this._particles.length === this._capacity) {\r\n break;\r\n }\r\n\r\n particle = this._createParticle();\r\n\r\n this._particles.push(particle);\r\n\r\n // Creation queue\r\n let currentQueueItem = this._createQueueStart;\r\n\r\n while (currentQueueItem) {\r\n currentQueueItem.process(particle, this);\r\n currentQueueItem = currentQueueItem.nextItem;\r\n }\r\n\r\n // Update the position of the attached sub-emitters to match their attached particle\r\n particle._inheritParticleInfoToSubEmitters();\r\n }\r\n }\r\n\r\n private _update(newParticles: number): void {\r\n // Update current\r\n this._alive = this._particles.length > 0;\r\n\r\n if ((<AbstractMesh>this.emitter).position) {\r\n const emitterMesh = <AbstractMesh>this.emitter;\r\n this._emitterWorldMatrix = emitterMesh.getWorldMatrix();\r\n } else {\r\n const emitterPosition = <Vector3>this.emitter;\r\n this._emitterWorldMatrix = Matrix.Translation(emitterPosition.x, emitterPosition.y, emitterPosition.z);\r\n }\r\n\r\n this._emitterWorldMatrix.invertToRef(this._emitterInverseWorldMatrix);\r\n this.updateFunction(this._particles);\r\n\r\n this._createNewOnes(newParticles);\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _GetAttributeNamesOrOptions(isAnimationSheetEnabled = false, isBillboardBased = false, useRampGradients = false): string[] {\r\n const attributeNamesOrOptions = [VertexBuffer.PositionKind, VertexBuffer.ColorKind, \"angle\", \"offset\", \"size\"];\r\n\r\n if (isAnimationSheetEnabled) {\r\n attributeNamesOrOptions.push(\"cellIndex\");\r\n }\r\n\r\n if (!isBillboardBased) {\r\n attributeNamesOrOptions.push(\"direction\");\r\n }\r\n\r\n if (useRampGradients) {\r\n attributeNamesOrOptions.push(\"remapData\");\r\n }\r\n\r\n return attributeNamesOrOptions;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _GetEffectCreationOptions(isAnimationSheetEnabled = false, useLogarithmicDepth = false, applyFog = false): string[] {\r\n const effectCreationOption = [\"invView\", \"view\", \"projection\", \"textureMask\", \"translationPivot\", \"eyePosition\"];\r\n\r\n AddClipPlaneUniforms(effectCreationOption);\r\n\r\n if (isAnimationSheetEnabled) {\r\n effectCreationOption.push(\"particlesInfos\");\r\n }\r\n if (useLogarithmicDepth) {\r\n effectCreationOption.push(\"logarithmicDepthConstant\");\r\n }\r\n\r\n if (applyFog) {\r\n effectCreationOption.push(\"vFogInfos\");\r\n effectCreationOption.push(\"vFogColor\");\r\n }\r\n\r\n return effectCreationOption;\r\n }\r\n\r\n /**\r\n * Fill the defines array according to the current settings of the particle system\r\n * @param defines Array to be updated\r\n * @param blendMode blend mode to take into account when updating the array\r\n * @param fillImageProcessing fills the image processing defines\r\n */\r\n public fillDefines(defines: Array<string>, blendMode: number, fillImageProcessing: boolean = true): void {\r\n if (this._scene) {\r\n PrepareStringDefinesForClipPlanes(this, this._scene, defines);\r\n if (this.applyFog && this._scene.fogEnabled && this._scene.fogMode !== Constants.FOGMODE_NONE) {\r\n defines.push(\"#define FOG\");\r\n }\r\n }\r\n\r\n if (this._isAnimationSheetEnabled) {\r\n defines.push(\"#define ANIMATESHEET\");\r\n }\r\n\r\n if (this.useLogarithmicDepth) {\r\n defines.push(\"#define LOGARITHMICDEPTH\");\r\n }\r\n\r\n if (blendMode === BaseParticleSystem.BLENDMODE_MULTIPLY) {\r\n defines.push(\"#define BLENDMULTIPLYMODE\");\r\n }\r\n\r\n if (this._useRampGradients) {\r\n defines.push(\"#define RAMPGRADIENT\");\r\n }\r\n\r\n if (this._isBillboardBased) {\r\n defines.push(\"#define BILLBOARD\");\r\n\r\n switch (this.billboardMode) {\r\n case Constants.PARTICLES_BILLBOARDMODE_Y:\r\n defines.push(\"#define BILLBOARDY\");\r\n break;\r\n case Constants.PARTICLES_BILLBOARDMODE_STRETCHED:\r\n case Constants.PARTICLES_BILLBOARDMODE_STRETCHED_LOCAL:\r\n defines.push(\"#define BILLBOARDSTRETCHED\");\r\n if (this.billboardMode === Constants.PARTICLES_BILLBOARDMODE_STRETCHED_LOCAL) {\r\n defines.push(\"#define BILLBOARDSTRETCHED_LOCAL\");\r\n }\r\n break;\r\n case Constants.PARTICLES_BILLBOARDMODE_ALL:\r\n defines.push(\"#define BILLBOARDMODE_ALL\");\r\n break;\r\n default:\r\n break;\r\n }\r\n }\r\n\r\n if (fillImageProcessing && this._imageProcessingConfiguration) {\r\n this._imageProcessingConfiguration.prepareDefines(this._imageProcessingConfigurationDefines);\r\n defines.push(this._imageProcessingConfigurationDefines.toString());\r\n }\r\n }\r\n\r\n /**\r\n * Fill the uniforms, attributes and samplers arrays according to the current settings of the particle system\r\n * @param uniforms Uniforms array to fill\r\n * @param attributes Attributes array to fill\r\n * @param samplers Samplers array to fill\r\n */\r\n public fillUniformsAttributesAndSamplerNames(uniforms: Array<string>, attributes: Array<string>, samplers: Array<string>) {\r\n attributes.push(\r\n ...ThinParticleSystem._GetAttributeNamesOrOptions(\r\n this._isAnimationSheetEnabled,\r\n this._isBillboardBased &&\r\n this.billboardMode !== Constants.PARTICLES_BILLBOARDMODE_STRETCHED &&\r\n this.billboardMode !== Constants.PARTICLES_BILLBOARDMODE_STRETCHED_LOCAL,\r\n this._useRampGradients\r\n )\r\n );\r\n\r\n uniforms.push(...ThinParticleSystem._GetEffectCreationOptions(this._isAnimationSheetEnabled, this.useLogarithmicDepth, this.applyFog));\r\n\r\n samplers.push(\"diffuseSampler\", \"rampSampler\");\r\n\r\n if (this._imageProcessingConfiguration) {\r\n PrepareUniformsForImageProcessing(uniforms, this._imageProcessingConfigurationDefines);\r\n PrepareSamplersForImageProcessing(samplers, this._imageProcessingConfigurationDefines);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n private _getWrapper(blendMode: number): DrawWrapper {\r\n const customWrapper = this._getCustomDrawWrapper(blendMode);\r\n\r\n if (customWrapper?.effect) {\r\n return customWrapper;\r\n }\r\n\r\n const defines: Array<string> = [];\r\n\r\n this.fillDefines(defines, blendMode);\r\n\r\n // Effect\r\n const currentRenderPassId = this._engine._features.supportRenderPasses ? this._engine.currentRenderPassId : Constants.RENDERPASS_MAIN;\r\n let drawWrappers = this._drawWrappers[currentRenderPassId];\r\n if (!drawWrappers) {\r\n drawWrappers = this._drawWrappers[currentRenderPassId] = [];\r\n }\r\n let drawWrapper = drawWrappers[blendMode];\r\n if (!drawWrapper) {\r\n drawWrapper = new DrawWrapper(this._engine);\r\n if (drawWrapper.drawContext) {\r\n drawWrapper.drawContext.useInstancing = this._useInstancing;\r\n }\r\n drawWrappers[blendMode] = drawWrapper;\r\n }\r\n\r\n const join = defines.join(\"\\n\");\r\n if (drawWrapper.defines !== join) {\r\n const attributesNamesOrOptions: Array<string> = [];\r\n const effectCreationOption: Array<string> = [];\r\n const samplers: Array<string> = [];\r\n\r\n this.fillUniformsAttributesAndSamplerNames(effectCreationOption, attributesNamesOrOptions, samplers);\r\n\r\n drawWrapper.setEffect(\r\n this._engine.createEffect(\r\n \"particles\",\r\n attributesNamesOrOptions,\r\n effectCreationOption,\r\n samplers,\r\n join,\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._shaderLanguage\r\n ),\r\n join\r\n );\r\n }\r\n\r\n return drawWrapper;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating that the particle system is paused (no animation will be done).\r\n */\r\n public paused = false;\r\n\r\n /**\r\n * Animates the particle system for the current frame by emitting new particles and or animating the living ones.\r\n * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)\r\n */\r\n public animate(preWarmOnly = false): void {\r\n if (!this._started || this.paused) {\r\n return;\r\n }\r\n\r\n if (!preWarmOnly && this._scene) {\r\n // Check\r\n if (!this.isReady()) {\r\n return;\r\n }\r\n\r\n if (this._currentRenderId === this._scene.getFrameId()) {\r\n return;\r\n }\r\n this._currentRenderId = this._scene.getFrameId();\r\n }\r\n\r\n this._scaledUpdateSpeed = this.updateSpeed * (preWarmOnly ? this.preWarmStepOffset : this._scene?.getAnimationRatio() || 1);\r\n\r\n // Determine the number of particles we need to create\r\n let newParticles;\r\n\r\n if (this.manualEmitCount > -1) {\r\n newParticles = this.manualEmitCount;\r\n this._newPartsExcess = 0;\r\n this.manualEmitCount = 0;\r\n } else {\r\n const rate = this._calculateEmitRate();\r\n newParticles = (rate * this._scaledUpdateSpeed) >> 0;\r\n this._newPartsExcess += rate * this._scaledUpdateSpeed - newParticles;\r\n }\r\n\r\n if (this._newPartsExcess > 1.0) {\r\n newParticles += this._newPartsExcess >> 0;\r\n this._newPartsExcess -= this._newPartsExcess >> 0;\r\n }\r\n\r\n this._alive = false;\r\n\r\n if (!this._stopped) {\r\n this._actualFrame += this._scaledUpdateSpeed;\r\n\r\n if (this.targetStopDuration && this._actualFrame >= this.targetStopDuration) {\r\n this.stop();\r\n }\r\n } else {\r\n newParticles = 0;\r\n }\r\n this._update(newParticles);\r\n\r\n // Stopped?\r\n if (this._stopped) {\r\n if (!this._alive) {\r\n this._started = false;\r\n if (this.onAnimationEnd) {\r\n this.onAnimationEnd();\r\n }\r\n if (this.disposeOnStop && this._scene) {\r\n this._scene._toBeDisposed.push(this);\r\n }\r\n }\r\n }\r\n\r\n if (!preWarmOnly) {\r\n // Update VBO\r\n let offset = 0;\r\n for (let index = 0; index < this._particles.length; index++) {\r\n const particle = this._particles[index];\r\n this._appendParticleVertices(offset, particle);\r\n offset += this._useInstancing ? 1 : 4;\r\n }\r\n\r\n if (this._vertexBuffer) {\r\n this._vertexBuffer.updateDirectly(this._vertexData, 0, this._particles.length);\r\n }\r\n }\r\n\r\n if (this.manualEmitCount === 0 && this.disposeOnStop) {\r\n this.stop();\r\n }\r\n }\r\n\r\n /**\r\n * Internal only. Calculates the current emit rate based on the gradients if any.\r\n * @returns The emit rate\r\n * @internal\r\n */\r\n public _calculateEmitRate(): number {\r\n let rate = this.emitRate;\r\n\r\n if (this._emitRateGradients && this._emitRateGradients.length > 0 && this.targetStopDuration) {\r\n const ratio = this._actualFrame / this.targetStopDuration;\r\n GradientHelper.GetCurrentGradient(ratio, this._emitRateGradients, (currentGradient, nextGradient, scale) => {\r\n if (currentGradient !== this._currentEmitRateGradient) {\r\n this._currentEmitRate1 = this._currentEmitRate2;\r\n this._currentEmitRate2 = (<FactorGradient>nextGradient).getFactor();\r\n this._currentEmitRateGradient = <FactorGradient>currentGradient;\r\n }\r\n\r\n rate = Lerp(this._currentEmitRate1, this._currentEmitRate2, scale);\r\n });\r\n }\r\n\r\n return rate;\r\n }\r\n\r\n private _appendParticleVertices(offset: number, particle: Particle) {\r\n this._appendParticleVertex(offset++, particle, 0, 0);\r\n if (!this._useInstancing) {\r\n this._appendParticleVertex(offset++, particle, 1, 0);\r\n this._appendParticleVertex(offset++, particle, 1, 1);\r\n this._appendParticleVertex(offset++, particle, 0, 1);\r\n }\r\n }\r\n\r\n /**\r\n * Rebuilds the particle system.\r\n */\r\n public rebuild(): void {\r\n if (this._engine.getCaps().vertexArrayObject) {\r\n this._vertexArrayObject = null;\r\n }\r\n\r\n this._createIndexBuffer();\r\n\r\n this._spriteBuffer?._rebuild();\r\n\r\n this._createVertexBuffers();\r\n\r\n this.resetDrawCache();\r\n }\r\n\r\n private _shadersLoaded = false;\r\n private async _initShaderSourceAsync() {\r\n const engine = this._engine;\r\n\r\n if (engine.isWebGPU && !ThinParticleSystem.ForceGLSL) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n\r\n await Promise.all([import(\"../ShadersWGSL/particles.vertex\"), import(\"../ShadersWGSL/particles.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/particles.vertex\"), import(\"../Shaders/particles.fragment\")]);\r\n }\r\n\r\n this._shadersLoaded = true;\r\n }\r\n\r\n /**\r\n * Is this system ready to be used/rendered\r\n * @returns true if the system is ready\r\n */\r\n public isReady(): boolean {\r\n if (!this._shadersLoaded) {\r\n return false;\r\n }\r\n if (!this.emitter || (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.isReady()) || !this.particleTexture || !this.particleTexture.isReady()) {\r\n return false;\r\n }\r\n\r\n if (this.blendMode !== BaseParticleSystem.BLENDMODE_MULTIPLYADD) {\r\n if (!this._getWrapper(this.blendMode).effect!.isReady()) {\r\n return false;\r\n }\r\n } else {\r\n if (!this._getWrapper(BaseParticleSystem.BLENDMODE_MULTIPLY).effect!.isReady()) {\r\n return false;\r\n }\r\n if (!this._getWrapper(BaseParticleSystem.BLENDMODE_ADD).effect!.isReady()) {\r\n return false;\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private _render(blendMode: number) {\r\n const drawWrapper = this._getWrapper(blendMode);\r\n const effect = drawWrapper.effect!;\r\n\r\n const engine = this._engine;\r\n\r\n // Render\r\n engine.enableEffect(drawWrapper);\r\n\r\n const viewMatrix = this.defaultViewMatrix ?? this._scene!.getViewMatrix();\r\n effect.setTexture(\"diffuseSampler\", this.particleTexture);\r\n effect.setMatrix(\"view\", viewMatrix);\r\n effect.setMatrix(\"projection\", this.defaultProjectionMatrix ?? this._scene!.getProjectionMatrix());\r\n\r\n if (this._isAnimationSheetEnabled && this.particleTexture) {\r\n const baseSize = this.particleTexture.getBaseSize();\r\n effect.setFloat3(\"particlesInfos\", this.spriteCellWidth / baseSize.width, this.spriteCellHeight / baseSize.height, this.spriteCellWidth / baseSize.width);\r\n }\r\n\r\n effect.setVector2(\"translationPivot\", this.translationPivot);\r\n effect.setFloat4(\"textureMask\", this.textureMask.r, this.textureMask.g, this.textureMask.b, this.textureMask.a);\r\n\r\n if (this._isBillboardBased && this._scene) {\r\n const camera = this._scene.activeCamera!;\r\n effect.setVector3(\"eyePosition\", camera.globalPosition);\r\n }\r\n\r\n if (this._rampGradientsTexture) {\r\n if (!this._rampGradients || !this._rampGradients.length) {\r\n this._rampGradientsTexture.dispose();\r\n this._rampGradientsTexture = null;\r\n }\r\n effect.setTexture(\"rampSampler\", this._rampGradientsTexture);\r\n }\r\n\r\n const defines = effect.defines;\r\n\r\n if (this._scene) {\r\n BindClipPlane(effect, this, this._scene);\r\n\r\n if (this.applyFog) {\r\n BindFogParameters(this._scene, undefined, effect);\r\n }\r\n }\r\n\r\n if (defines.indexOf(\"#define BILLBOARDMODE_ALL\") >= 0) {\r\n viewMatrix.invertToRef(TmpVectors.Matrix[0]);\r\n effect.setMatrix(\"invView\", TmpVectors.Matrix[0]);\r\n }\r\n\r\n if (this._vertexArrayObject !== undefined) {\r\n if (this._scene?.forceWireframe) {\r\n engine.bindBuffers(this._vertexBuffers, this._linesIndexBufferUseInstancing, effect);\r\n } else {\r\n if (!this._vertexArrayObject) {\r\n this._vertexArrayObject = (this._engine as ThinEngine).recordVertexArrayObject(this._vertexBuffers, this._indexBuffer, effect);\r\n }\r\n\r\n (this._engine as ThinEngine).bindVertexArrayObject(this._vertexArrayObject, this._indexBuffer);\r\n }\r\n } else {\r\n if (!this._indexBuffer) {\r\n // Use instancing mode\r\n engine.bindBuffers(this._vertexBuffers, this._scene?.forceWireframe ? this._linesIndexBufferUseInstancing : null, effect);\r\n } else {\r\n engine.bindBuffers(this._vertexBuffers, this._scene?.forceWireframe ? this._linesIndexBuffer : this._indexBuffer, effect);\r\n }\r\n }\r\n\r\n // Log. depth\r\n if (this.useLogarithmicDepth && this._scene) {\r\n BindLogDepth(defines, effect, this._scene);\r\n }\r\n\r\n // image processing\r\n if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {\r\n this._imageProcessingConfiguration.bind(effect);\r\n }\r\n\r\n // Draw order\r\n this._setEngineBasedOnBlendMode(blendMode);\r\n\r\n if (this._onBeforeDrawParticlesObservable) {\r\n this._onBeforeDrawParticlesObservable.notifyObservers(effect);\r\n }\r\n\r\n if (this._useInstancing) {\r\n if (this._scene?.forceWireframe) {\r\n engine.drawElementsType(Constants.MATERIAL_LineStripDrawMode, 0, 10, this._particles.length);\r\n } else {\r\n engine.drawArraysType(Constants.MATERIAL_TriangleStripDrawMode, 0, 4, this._particles.length);\r\n }\r\n } else {\r\n if (this._scene?.forceWireframe) {\r\n engine.drawElementsType(Constants.MATERIAL_WireFrameFillMode, 0, this._particles.length * 10);\r\n } else {\r\n engine.drawElementsType(Constants.MATERIAL_TriangleFillMode, 0, this._particles.length * 6);\r\n }\r\n }\r\n\r\n return this._particles.length;\r\n }\r\n\r\n /**\r\n * Renders the particle system in its current state.\r\n * @returns the current number of particles\r\n */\r\n public render(): number {\r\n // Check\r\n if (!this.isReady() || !this._particles.length) {\r\n return 0;\r\n }\r\n\r\n const engine = this._engine as any;\r\n if (engine.setState) {\r\n engine.setState(false);\r\n\r\n if (this.forceDepthWrite) {\r\n engine.setDepthWrite(true);\r\n }\r\n }\r\n\r\n let outparticles = 0;\r\n\r\n if (this.blendMode === BaseParticleSystem.BLENDMODE_MULTIPLYADD) {\r\n outparticles = this._render(BaseParticleSystem.BLENDMODE_MULTIPLY) + this._render(BaseParticleSystem.BLENDMODE_ADD);\r\n } else {\r\n outparticles = this._render(this.blendMode);\r\n }\r\n\r\n this._engine.unbindInstanceAttributes();\r\n this._engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n\r\n return outparticles;\r\n }\r\n\r\n /** @internal */\r\n public _onDispose(_disposeAttachedSubEmitters = false, _disposeEndSubEmitters = false) {\r\n // Do Nothing\r\n }\r\n\r\n /**\r\n * Disposes the particle system and free the associated resources\r\n * @param disposeTexture defines if the particle texture must be disposed as well (true by default)\r\n * @param disposeAttachedSubEmitters defines if the attached sub-emitters must be disposed as well (false by default)\r\n * @param disposeEndSubEmitters defines if the end type sub-emitters must be disposed as well (false by default)\r\n */\r\n public dispose(disposeTexture = true, disposeAttachedSubEmitters = false, disposeEndSubEmitters = false): void {\r\n this.resetDrawCache();\r\n\r\n if (this._vertexBuffer) {\r\n this._vertexBuffer.dispose();\r\n this._vertexBuffer = null;\r\n }\r\n\r\n if (this._spriteBuffer) {\r\n this._spriteBuffer.dispose();\r\n this._spriteBuffer = null;\r\n }\r\n\r\n if (this._indexBuffer) {\r\n this._engine._releaseBuffer(this._indexBuffer);\r\n this._indexBuffer = null;\r\n }\r\n\r\n if (this._linesIndexBuffer) {\r\n this._engine._releaseBuffer(this._linesIndexBuffer);\r\n this._linesIndexBuffer = null;\r\n }\r\n\r\n if (this._linesIndexBufferUseInstancing) {\r\n this._engine._releaseBuffer(this._linesIndexBufferUseInstancing);\r\n this._linesIndexBufferUseInstancing = null;\r\n }\r\n\r\n if (this._vertexArrayObject) {\r\n (this._engine as ThinEngine).releaseVertexArrayObject(this._vertexArrayObject);\r\n this._vertexArrayObject = null;\r\n }\r\n\r\n if (disposeTexture && this.particleTexture) {\r\n this.particleTexture.dispose();\r\n this.particleTexture = null;\r\n }\r\n\r\n if (disposeTexture && this.noiseTexture) {\r\n this.noiseTexture.dispose();\r\n this.noiseTexture = null;\r\n }\r\n\r\n if (this._rampGradientsTexture) {\r\n this._rampGradientsTexture.dispose();\r\n this._rampGradientsTexture = null;\r\n }\r\n\r\n this._onDispose(disposeAttachedSubEmitters, disposeEndSubEmitters);\r\n\r\n if (this._onBeforeDrawParticlesObservable) {\r\n this._onBeforeDrawParticlesObservable.clear();\r\n }\r\n\r\n // Remove from scene\r\n if (this._scene) {\r\n const index = this._scene.particleSystems.indexOf(this);\r\n if (index > -1) {\r\n this._scene.particleSystems.splice(index, 1);\r\n }\r\n\r\n this._scene._activeParticleSystems.dispose();\r\n }\r\n\r\n // Callback\r\n this.onDisposeObservable.notifyObservers(this);\r\n this.onDisposeObservable.clear();\r\n this.onStoppedObservable.clear();\r\n this.onStartedObservable.clear();\r\n\r\n this.reset();\r\n\r\n this._isDisposed = true;\r\n }\r\n}\r\n"]}
1
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type { Immutable, Nullable } from \"../types\";\r\nimport { FactorGradient, ColorGradient, Color3Gradient, GradientHelper } from \"../Misc/gradients\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Vector3, Matrix, TmpVectors } from \"../Maths/math.vector\";\r\nimport { VertexBuffer, Buffer } from \"../Buffers/buffer\";\r\n\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { RawTexture } from \"../Materials/Textures/rawTexture\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport type { IDisposable, Scene } from \"../scene\";\r\n\r\nimport type { IParticleSystem } from \"./IParticleSystem\";\r\nimport { BaseParticleSystem } from \"./baseParticleSystem\";\r\nimport { Particle } from \"./particle\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { IAnimatable } from \"../Animations/animatable.interface\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\n\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { Color4, Color3, TmpColors } from \"../Maths/math.color\";\r\nimport type { ISize } from \"../Maths/math.size\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\n\r\nimport \"../Engines/Extensions/engine.alpha\";\r\nimport { AddClipPlaneUniforms, PrepareStringDefinesForClipPlanes, BindClipPlane } from \"../Materials/clipPlaneMaterialHelper\";\r\n\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { ProceduralTexture } from \"../Materials/Textures/Procedurals/proceduralTexture\";\r\nimport { BindFogParameters, BindLogDepth } from \"../Materials/materialHelper.functions\";\r\nimport { BoxParticleEmitter } from \"./EmitterTypes/boxParticleEmitter\";\r\nimport { Lerp } from \"../Maths/math.scalar.functions\";\r\nimport { PrepareSamplersForImageProcessing, PrepareUniformsForImageProcessing } from \"../Materials/imageProcessingConfiguration.functions\";\r\nimport type { ThinEngine } from \"../Engines/thinEngine\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport {\r\n _CreateAngleData,\r\n _CreateAngleGradientsData,\r\n _CreateColorData,\r\n _CreateColorDeadData,\r\n _CreateColorGradientsData,\r\n _CreateCustomDirectionData,\r\n _CreateCustomPositionData,\r\n _CreateDirectionData,\r\n _CreateDragData,\r\n _CreateEmitPowerData,\r\n _CreateIsLocalData,\r\n _CreateLifeGradientsData,\r\n _CreateLifetimeData,\r\n _CreateLimitVelocityGradients,\r\n _CreateNoiseData,\r\n _CreatePositionData,\r\n _CreateRampData,\r\n _CreateSheetData,\r\n _CreateSizeData,\r\n _CreateSizeGradientsData,\r\n _CreateStartSizeGradientsData,\r\n _CreateVelocityGradients,\r\n _ProcessAngularSpeed,\r\n _ProcessAngularSpeedGradients,\r\n _ProcessColor,\r\n _ProcessColorGradients,\r\n _ProcessDirection,\r\n _ProcessDragGradients,\r\n _ProcessGravity,\r\n _ProcessLimitVelocityGradients,\r\n _ProcessNoise,\r\n _ProcessPosition,\r\n _ProcessRemapGradients,\r\n _ProcessSizeGradients,\r\n _ProcessVelocityGradients,\r\n} from \"./thinParticleSystem.function\";\r\nimport type { _IExecutionQueueItem } from \"./Queue/executionQueue\";\r\nimport { _ConnectAfter, _ConnectBefore, _RemoveFromQueue } from \"./Queue/executionQueue\";\r\n\r\n/**\r\n * This represents a thin particle system in Babylon.\r\n * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.\r\n * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.\r\n * This thin version contains a limited subset of the total features in order to provide users with a way to get particles but with a smaller footprint\r\n * @example https://doc.babylonjs.com/features/featuresDeepDive/particles/particle_system/particle_system_intro\r\n */\r\nexport class ThinParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {\r\n /**\r\n * Force all the particle systems to compile to glsl even on WebGPU engines.\r\n * False by default. This is mostly meant for backward compatibility.\r\n */\r\n public static ForceGLSL = false;\r\n /**\r\n * A flag to indicate whether an object or property should not be serialized.\r\n */\r\n public doNotSerialize = false;\r\n\r\n /**\r\n * Gets or sets an object used to store user defined information for the particle system\r\n */\r\n public metadata: any = null;\r\n\r\n /**\r\n * This function can be defined to provide custom update for active particles.\r\n * This function will be called instead of regular update (age, position, color, etc.).\r\n * Do not forget that this function will be called on every frame so try to keep it simple and fast :)\r\n */\r\n public updateFunction: (particles: Particle[]) => void;\r\n\r\n /** @internal */\r\n public _emitterWorldMatrix: Matrix;\r\n /** @internal */\r\n public _emitterInverseWorldMatrix: Matrix = Matrix.Identity();\r\n\r\n private _startDirectionFunction: Nullable<(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle, isLocal: boolean) => void> = null;\r\n\r\n /**\r\n * This function can be defined to specify initial direction for every new particle.\r\n * It by default use the emitterType defined function\r\n */\r\n public get startDirectionFunction(): Nullable<(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle, isLocal: boolean) => void> {\r\n return this._startDirectionFunction;\r\n }\r\n\r\n public set startDirectionFunction(value: Nullable<(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle, isLocal: boolean) => void>) {\r\n if (this._startDirectionFunction === value) {\r\n return;\r\n }\r\n this._startDirectionFunction = value;\r\n\r\n if (value) {\r\n this._directionProcessing.process = _CreateCustomDirectionData;\r\n } else {\r\n this._directionProcessing.process = _CreateDirectionData;\r\n }\r\n }\r\n\r\n private _startPositionFunction: Nullable<(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle, isLocal: boolean) => void> = null;\r\n\r\n /**\r\n * This function can be defined to specify initial position for every new particle.\r\n * It by default use the emitterType defined function\r\n */\r\n public get startPositionFunction(): Nullable<(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle, isLocal: boolean) => void> {\r\n return this._startPositionFunction;\r\n }\r\n\r\n public set startPositionFunction(value: Nullable<(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle, isLocal: boolean) => void>) {\r\n if (this._startPositionFunction === value) {\r\n return;\r\n }\r\n this._startPositionFunction = value;\r\n\r\n if (value) {\r\n this._positionCreation.process = _CreateCustomPositionData;\r\n } else {\r\n this._positionCreation.process = _CreatePositionData;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _inheritedVelocityOffset = new Vector3();\r\n /**\r\n * An event triggered when the system is disposed\r\n */\r\n public onDisposeObservable = new Observable<IParticleSystem>();\r\n /**\r\n * An event triggered when the system is stopped\r\n */\r\n public onStoppedObservable = new Observable<IParticleSystem>();\r\n /**\r\n * An event triggered when the system is started\r\n */\r\n public onStartedObservable = new Observable<IParticleSystem>();\r\n\r\n private _onDisposeObserver: Nullable<Observer<IParticleSystem>>;\r\n /**\r\n * Sets a callback that will be triggered when the system is disposed\r\n */\r\n public set onDispose(callback: () => void) {\r\n if (this._onDisposeObserver) {\r\n this.onDisposeObservable.remove(this._onDisposeObserver);\r\n }\r\n this._onDisposeObserver = this.onDisposeObservable.add(callback);\r\n }\r\n\r\n /** @internal */\r\n public _noiseTextureSize: Nullable<ISize> = null;\r\n /** @internal */\r\n public _noiseTextureData: Nullable<Uint8Array> = null;\r\n private _particles = new Array<Particle>();\r\n private _epsilon: number;\r\n private _capacity: number;\r\n private _stockParticles = new Array<Particle>();\r\n private _newPartsExcess = 0;\r\n private _vertexData: Float32Array;\r\n private _vertexBuffer: Nullable<Buffer>;\r\n private _vertexBuffers: { [key: string]: VertexBuffer } = {};\r\n private _spriteBuffer: Nullable<Buffer>;\r\n private _indexBuffer: Nullable<DataBuffer>;\r\n private _linesIndexBuffer: Nullable<DataBuffer>;\r\n private _linesIndexBufferUseInstancing: Nullable<DataBuffer>;\r\n private _drawWrappers: DrawWrapper[][]; // first index is render pass id, second index is blend mode\r\n /** @internal */\r\n public _customWrappers: { [blendMode: number]: Nullable<DrawWrapper> };\r\n /** @internal */\r\n public _scaledColorStep = new Color4(0, 0, 0, 0);\r\n /** @internal */\r\n public _colorDiff = new Color4(0, 0, 0, 0);\r\n /** @internal */\r\n public _scaledGravity = Vector3.Zero();\r\n private _currentRenderId = -1;\r\n private _alive: boolean;\r\n private _useInstancing = false;\r\n private _vertexArrayObject: Nullable<WebGLVertexArrayObject>;\r\n\r\n private _isDisposed = false;\r\n\r\n /**\r\n * Gets a boolean indicating that the particle system was disposed\r\n */\r\n public get isDisposed(): boolean {\r\n return this._isDisposed;\r\n }\r\n\r\n private _started = false;\r\n private _stopped = false;\r\n /** @internal */\r\n public _actualFrame = 0;\r\n /** @internal */\r\n public _scaledUpdateSpeed: number;\r\n private _vertexBufferSize: number;\r\n\r\n /** @internal */\r\n public _currentEmitRateGradient: Nullable<FactorGradient>;\r\n /** @internal */\r\n public _currentEmitRate1 = 0;\r\n /** @internal */\r\n public _currentEmitRate2 = 0;\r\n\r\n /** @internal */\r\n public _currentStartSizeGradient: Nullable<FactorGradient>;\r\n /** @internal */\r\n public _currentStartSize1 = 0;\r\n /** @internal */\r\n public _currentStartSize2 = 0;\r\n\r\n /** Indicates that the update of particles is done in the animate function */\r\n public readonly updateInAnimate = true;\r\n\r\n private readonly _rawTextureWidth = 256;\r\n private _rampGradientsTexture: Nullable<RawTexture>;\r\n private _useRampGradients = false;\r\n\r\n /** @internal */\r\n public _updateQueueStart: Nullable<_IExecutionQueueItem> = null;\r\n protected _colorProcessing: _IExecutionQueueItem;\r\n protected _angularSpeedGradientProcessing: _IExecutionQueueItem;\r\n protected _angularSpeedProcessing: _IExecutionQueueItem;\r\n protected _velocityGradientProcessing: _IExecutionQueueItem;\r\n protected _directionProcessing: _IExecutionQueueItem;\r\n protected _limitVelocityGradientProcessing: _IExecutionQueueItem;\r\n protected _positionProcessing: _IExecutionQueueItem;\r\n protected _dragGradientProcessing: _IExecutionQueueItem;\r\n protected _noiseProcessing: _IExecutionQueueItem;\r\n protected _gravityProcessing: _IExecutionQueueItem;\r\n protected _sizeGradientProcessing: _IExecutionQueueItem;\r\n protected _remapGradientProcessing: _IExecutionQueueItem;\r\n\r\n /** @internal */\r\n public _lifeTimeCreation: _IExecutionQueueItem;\r\n /** @internal */\r\n public _positionCreation: _IExecutionQueueItem;\r\n private _isLocalCreation: _IExecutionQueueItem;\r\n /** @internal */\r\n public _directionCreation: _IExecutionQueueItem;\r\n private _emitPowerCreation: _IExecutionQueueItem;\r\n /** @internal */\r\n public _sizeCreation: _IExecutionQueueItem;\r\n private _startSizeCreation: Nullable<_IExecutionQueueItem> = null;\r\n /** @internal */\r\n public _angleCreation: _IExecutionQueueItem;\r\n private _velocityCreation: _IExecutionQueueItem;\r\n private _limitVelocityCreation: _IExecutionQueueItem;\r\n private _dragCreation: _IExecutionQueueItem;\r\n /** @internal */\r\n public _colorCreation: _IExecutionQueueItem;\r\n /** @internal */\r\n public _colorDeadCreation: _IExecutionQueueItem;\r\n private _sheetCreation: _IExecutionQueueItem;\r\n private _rampCreation: _IExecutionQueueItem;\r\n private _noiseCreation: _IExecutionQueueItem;\r\n private _createQueueStart: Nullable<_IExecutionQueueItem> = null;\r\n\r\n /** @internal */\r\n public _tempScaledUpdateSpeed: number;\r\n /** @internal */\r\n public _ratio: number;\r\n /** @internal */\r\n public _emitPower: number;\r\n\r\n /** Gets or sets a matrix to use to compute projection */\r\n public defaultProjectionMatrix: Matrix;\r\n\r\n /** Gets or sets a matrix to use to compute view */\r\n public defaultViewMatrix: Matrix;\r\n\r\n /** Gets or sets a boolean indicating that ramp gradients must be used\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/particles/particle_system/particle_system_intro#ramp-gradients\r\n */\r\n public get useRampGradients(): boolean {\r\n return this._useRampGradients;\r\n }\r\n\r\n public set useRampGradients(value: boolean) {\r\n if (this._useRampGradients === value) {\r\n return;\r\n }\r\n\r\n this._useRampGradients = value;\r\n\r\n this._resetEffect();\r\n\r\n if (value) {\r\n this._rampCreation = {\r\n process: _CreateRampData,\r\n previousItem: null,\r\n nextItem: null,\r\n };\r\n _ConnectAfter(this._rampCreation, this._colorDeadCreation);\r\n this._remapGradientProcessing = {\r\n process: _ProcessRemapGradients,\r\n previousItem: null,\r\n nextItem: null,\r\n };\r\n _ConnectAfter(this._remapGradientProcessing, this._gravityProcessing);\r\n } else {\r\n _RemoveFromQueue(this._rampCreation);\r\n _RemoveFromQueue(this._remapGradientProcessing);\r\n }\r\n }\r\n\r\n private _isLocal = false;\r\n\r\n /**\r\n * Specifies if the particles are updated in emitter local space or world space\r\n */\r\n public get isLocal() {\r\n return this._isLocal;\r\n }\r\n\r\n public set isLocal(value: boolean) {\r\n if (this._isLocal === value) {\r\n return;\r\n }\r\n\r\n this._isLocal = value;\r\n\r\n if (value) {\r\n this._isLocalCreation = {\r\n process: _CreateIsLocalData,\r\n previousItem: null,\r\n nextItem: null,\r\n };\r\n\r\n _ConnectAfter(this._isLocalCreation, this._positionCreation);\r\n } else {\r\n _RemoveFromQueue(this._isLocalCreation);\r\n }\r\n }\r\n\r\n /** Indicates that the particle system is CPU based */\r\n public readonly isGPU = false;\r\n\r\n /**\r\n * Gets the current list of active particles\r\n */\r\n public get particles(): Particle[] {\r\n return this._particles;\r\n }\r\n\r\n /** Shader language used by the material */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Gets the shader language used in this material.\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n /** @internal */\r\n public override get _isAnimationSheetEnabled() {\r\n return this._animationSheetEnabled;\r\n }\r\n\r\n public override set _isAnimationSheetEnabled(value: boolean) {\r\n if (this._animationSheetEnabled === value) {\r\n return;\r\n }\r\n\r\n this._animationSheetEnabled = value;\r\n\r\n if (value) {\r\n this._sheetCreation = {\r\n process: _CreateSheetData,\r\n previousItem: null,\r\n nextItem: null,\r\n };\r\n\r\n _ConnectAfter(this._sheetCreation, this._colorDeadCreation);\r\n } else {\r\n _RemoveFromQueue(this._sheetCreation);\r\n }\r\n\r\n this._reset();\r\n }\r\n\r\n /**\r\n * Gets the number of particles active at the same time.\r\n * @returns The number of active particles.\r\n */\r\n public getActiveCount() {\r\n return this._particles.length;\r\n }\r\n\r\n /**\r\n * Returns the string \"ParticleSystem\"\r\n * @returns a string containing the class name\r\n */\r\n public getClassName(): string {\r\n return \"ParticleSystem\";\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that the system is stopping\r\n * @returns true if the system is currently stopping\r\n */\r\n public isStopping() {\r\n return this._stopped && this.isAlive();\r\n }\r\n\r\n /**\r\n * Gets the custom effect used to render the particles\r\n * @param blendMode Blend mode for which the effect should be retrieved\r\n * @returns The effect\r\n */\r\n public getCustomEffect(blendMode: number = 0): Nullable<Effect> {\r\n return this._customWrappers[blendMode]?.effect ?? this._customWrappers[0]!.effect;\r\n }\r\n\r\n private _getCustomDrawWrapper(blendMode: number = 0): Nullable<DrawWrapper> {\r\n return this._customWrappers[blendMode] ?? this._customWrappers[0];\r\n }\r\n\r\n /**\r\n * Sets the custom effect used to render the particles\r\n * @param effect The effect to set\r\n * @param blendMode Blend mode for which the effect should be set\r\n */\r\n public setCustomEffect(effect: Nullable<Effect>, blendMode: number = 0) {\r\n this._customWrappers[blendMode] = new DrawWrapper(this._engine);\r\n this._customWrappers[blendMode].effect = effect;\r\n if (this._customWrappers[blendMode].drawContext) {\r\n this._customWrappers[blendMode].drawContext.useInstancing = this._useInstancing;\r\n }\r\n }\r\n\r\n /** @internal */\r\n private _onBeforeDrawParticlesObservable: Nullable<Observable<Nullable<Effect>>> = null;\r\n\r\n /**\r\n * Observable that will be called just before the particles are drawn\r\n */\r\n public get onBeforeDrawParticlesObservable(): Observable<Nullable<Effect>> {\r\n if (!this._onBeforeDrawParticlesObservable) {\r\n this._onBeforeDrawParticlesObservable = new Observable<Nullable<Effect>>();\r\n }\r\n\r\n return this._onBeforeDrawParticlesObservable;\r\n }\r\n\r\n /**\r\n * Gets the name of the particle vertex shader\r\n */\r\n public get vertexShaderName(): string {\r\n return \"particles\";\r\n }\r\n\r\n /**\r\n * Gets the vertex buffers used by the particle system\r\n */\r\n public get vertexBuffers(): Immutable<{ [key: string]: VertexBuffer }> {\r\n return this._vertexBuffers;\r\n }\r\n\r\n /**\r\n * Gets the index buffer used by the particle system (or null if no index buffer is used (if _useInstancing=true))\r\n */\r\n public get indexBuffer(): Nullable<DataBuffer> {\r\n return this._indexBuffer;\r\n }\r\n\r\n public override get noiseTexture() {\r\n return this._noiseTexture;\r\n }\r\n\r\n public override set noiseTexture(value: Nullable<ProceduralTexture>) {\r\n if (this.noiseTexture === value) {\r\n return;\r\n }\r\n\r\n this._noiseTexture = value;\r\n\r\n if (!value) {\r\n _RemoveFromQueue(this._noiseCreation);\r\n _RemoveFromQueue(this._noiseProcessing);\r\n return;\r\n }\r\n\r\n this._noiseCreation = {\r\n process: _CreateNoiseData,\r\n previousItem: null,\r\n nextItem: null,\r\n };\r\n _ConnectAfter(this._noiseCreation, this._colorDeadCreation);\r\n\r\n this._noiseProcessing = {\r\n process: _ProcessNoise,\r\n previousItem: null,\r\n nextItem: null,\r\n };\r\n _ConnectAfter(this._noiseProcessing, this._positionProcessing);\r\n }\r\n\r\n /**\r\n * Instantiates a particle system.\r\n * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.\r\n * @param name The name of the particle system\r\n * @param capacity The max number of particles alive at the same time\r\n * @param sceneOrEngine The scene the particle system belongs to or the engine to use if no scene\r\n * @param customEffect a custom effect used to change the way particles are rendered by default\r\n * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture\r\n * @param epsilon Offset used to render the particles\r\n * @param noUpdateQueue If true, the particle system will start with an empty update queue\r\n */\r\n constructor(\r\n name: string,\r\n capacity: number,\r\n sceneOrEngine: Scene | AbstractEngine,\r\n customEffect: Nullable<Effect> = null,\r\n isAnimationSheetEnabled: boolean = false,\r\n epsilon: number = 0.01,\r\n noUpdateQueue: boolean = false\r\n ) {\r\n super(name);\r\n\r\n this._capacity = capacity;\r\n\r\n this._epsilon = epsilon;\r\n\r\n if (!sceneOrEngine || sceneOrEngine.getClassName() === \"Scene\") {\r\n this._scene = (sceneOrEngine as Scene) || EngineStore.LastCreatedScene;\r\n this._engine = this._scene.getEngine();\r\n this.uniqueId = this._scene.getUniqueId();\r\n this._scene.particleSystems.push(this);\r\n } else {\r\n this._engine = sceneOrEngine as AbstractEngine;\r\n this.defaultProjectionMatrix = Matrix.PerspectiveFovLH(0.8, 1, 0.1, 100, this._engine.isNDCHalfZRange);\r\n }\r\n\r\n if (this._engine.getCaps().vertexArrayObject) {\r\n this._vertexArrayObject = null;\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises\r\n this._initShaderSourceAsync();\r\n\r\n // Creation queue\r\n this._lifeTimeCreation = {\r\n process: _CreateLifetimeData,\r\n previousItem: null,\r\n nextItem: null,\r\n };\r\n\r\n this._positionCreation = {\r\n process: _CreatePositionData,\r\n previousItem: null,\r\n nextItem: null,\r\n };\r\n _ConnectAfter(this._positionCreation, this._lifeTimeCreation);\r\n\r\n this._directionCreation = {\r\n process: _CreateDirectionData,\r\n previousItem: null,\r\n nextItem: null,\r\n };\r\n _ConnectAfter(this._directionCreation, this._positionCreation);\r\n\r\n this._emitPowerCreation = {\r\n process: _CreateEmitPowerData,\r\n previousItem: null,\r\n nextItem: null,\r\n };\r\n _ConnectAfter(this._emitPowerCreation, this._directionCreation);\r\n\r\n this._sizeCreation = {\r\n process: _CreateSizeData,\r\n previousItem: null,\r\n nextItem: null,\r\n };\r\n _ConnectAfter(this._sizeCreation, this._emitPowerCreation);\r\n\r\n this._angleCreation = {\r\n process: _CreateAngleData,\r\n previousItem: null,\r\n nextItem: null,\r\n };\r\n _ConnectAfter(this._angleCreation, this._sizeCreation);\r\n\r\n this._colorCreation = {\r\n process: _CreateColorData,\r\n previousItem: null,\r\n nextItem: null,\r\n };\r\n _ConnectAfter(this._colorCreation, this._angleCreation);\r\n\r\n this._colorDeadCreation = {\r\n process: _CreateColorDeadData,\r\n previousItem: null,\r\n nextItem: null,\r\n };\r\n _ConnectAfter(this._colorDeadCreation, this._colorCreation);\r\n\r\n this._createQueueStart = this._lifeTimeCreation;\r\n\r\n // Processing queue\r\n if (!noUpdateQueue) {\r\n this._colorProcessing = {\r\n process: _ProcessColor,\r\n previousItem: null,\r\n nextItem: null,\r\n };\r\n\r\n this._angularSpeedProcessing = {\r\n process: _ProcessAngularSpeed,\r\n previousItem: null,\r\n nextItem: null,\r\n };\r\n _ConnectAfter(this._angularSpeedProcessing, this._colorProcessing);\r\n\r\n this._directionProcessing = {\r\n process: _ProcessDirection,\r\n previousItem: null,\r\n nextItem: null,\r\n };\r\n _ConnectAfter(this._directionProcessing, this._angularSpeedProcessing);\r\n\r\n this._positionProcessing = {\r\n process: _ProcessPosition,\r\n previousItem: null,\r\n nextItem: null,\r\n };\r\n _ConnectAfter(this._positionProcessing, this._directionProcessing);\r\n\r\n this._gravityProcessing = {\r\n process: _ProcessGravity,\r\n previousItem: null,\r\n nextItem: null,\r\n };\r\n\r\n _ConnectAfter(this._gravityProcessing, this._positionProcessing);\r\n\r\n this._updateQueueStart = this._colorProcessing;\r\n }\r\n\r\n this._isAnimationSheetEnabled = isAnimationSheetEnabled;\r\n\r\n // Setup the default processing configuration to the scene.\r\n this._attachImageProcessingConfiguration(null);\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n this._customWrappers = { 0: new DrawWrapper(this._engine) };\r\n this._customWrappers[0]!.effect = customEffect;\r\n\r\n this._drawWrappers = [];\r\n this._useInstancing = this._engine.getCaps().instancedArrays;\r\n\r\n this._createIndexBuffer();\r\n this._createVertexBuffers();\r\n\r\n // Default emitter type\r\n this.particleEmitterType = new BoxParticleEmitter();\r\n\r\n // Update\r\n this.updateFunction = (particles: Particle[]): void => {\r\n if (this.noiseTexture) {\r\n // We need to get texture data back to CPU\r\n this._noiseTextureSize = this.noiseTexture.getSize();\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then\r\n this.noiseTexture.getContent()?.then((data) => {\r\n this._noiseTextureData = data as Uint8Array;\r\n });\r\n }\r\n\r\n const sameParticleArray = particles === this._particles;\r\n\r\n for (let index = 0; index < particles.length; index++) {\r\n const particle = particles[index];\r\n\r\n this._tempScaledUpdateSpeed = this._scaledUpdateSpeed;\r\n const previousAge = particle.age;\r\n particle.age += this._tempScaledUpdateSpeed;\r\n\r\n // Evaluate step to death\r\n if (particle.age > particle.lifeTime) {\r\n const diff = particle.age - previousAge;\r\n const oldDiff = particle.lifeTime - previousAge;\r\n\r\n this._tempScaledUpdateSpeed = (oldDiff * this._tempScaledUpdateSpeed) / diff;\r\n\r\n particle.age = particle.lifeTime;\r\n }\r\n\r\n this._ratio = particle.age / particle.lifeTime;\r\n particle._directionScale = this._tempScaledUpdateSpeed;\r\n\r\n // Processing queue\r\n let currentQueueItem = this._updateQueueStart;\r\n\r\n while (currentQueueItem) {\r\n currentQueueItem.process(particle, this);\r\n currentQueueItem = currentQueueItem.nextItem;\r\n }\r\n\r\n if (this._isAnimationSheetEnabled && !noUpdateQueue) {\r\n particle.updateCellIndex();\r\n }\r\n\r\n // Update the position of the attached sub-emitters to match their attached particle\r\n particle._inheritParticleInfoToSubEmitters();\r\n\r\n if (particle.age >= particle.lifeTime) {\r\n // Recycle by swapping with last particle\r\n this._emitFromParticle(particle);\r\n if (particle._attachedSubEmitters) {\r\n for (const subEmitter of particle._attachedSubEmitters) {\r\n subEmitter.particleSystem.disposeOnStop = true;\r\n subEmitter.particleSystem.stop();\r\n }\r\n particle._attachedSubEmitters = null;\r\n }\r\n this.recycleParticle(particle);\r\n if (sameParticleArray) {\r\n index--;\r\n }\r\n continue;\r\n }\r\n }\r\n };\r\n }\r\n\r\n /** @internal */\r\n public _emitFromParticle: (particle: Particle) => void = (_particle) => {\r\n // Do nothing\r\n };\r\n\r\n serialize(_serializeTexture: boolean) {\r\n throw new Error(\"Method not implemented.\");\r\n }\r\n\r\n /**\r\n * Clones the particle system.\r\n * @param name The name of the cloned object\r\n * @param newEmitter The new emitter to use\r\n * @param _cloneTexture Also clone the textures if true\r\n */\r\n public clone(name: string, newEmitter: any, _cloneTexture = false): ThinParticleSystem {\r\n throw new Error(\"Method not implemented.\");\r\n }\r\n\r\n private _addFactorGradient(factorGradients: FactorGradient[], gradient: number, factor: number, factor2?: number) {\r\n const newGradient = new FactorGradient(gradient, factor, factor2);\r\n factorGradients.push(newGradient);\r\n\r\n factorGradients.sort((a, b) => {\r\n if (a.gradient < b.gradient) {\r\n return -1;\r\n } else if (a.gradient > b.gradient) {\r\n return 1;\r\n }\r\n\r\n return 0;\r\n });\r\n }\r\n\r\n private _removeFactorGradient(factorGradients: Nullable<FactorGradient[]>, gradient: number) {\r\n if (!factorGradients) {\r\n return;\r\n }\r\n\r\n let index = 0;\r\n for (const factorGradient of factorGradients) {\r\n if (factorGradient.gradient === gradient) {\r\n factorGradients.splice(index, 1);\r\n break;\r\n }\r\n index++;\r\n }\r\n }\r\n\r\n private _syncLifeTimeCreation() {\r\n if (this.targetStopDuration && this._lifeTimeGradients && this._lifeTimeGradients.length > 0) {\r\n this._lifeTimeCreation.process = _CreateLifeGradientsData;\r\n return;\r\n }\r\n\r\n this._lifeTimeCreation.process = _CreateLifetimeData;\r\n }\r\n\r\n private _syncStartSizeCreation() {\r\n if (this._startSizeGradients && this._startSizeGradients[0] && this.targetStopDuration) {\r\n if (!this._startSizeCreation) {\r\n this._startSizeCreation = {\r\n process: _CreateStartSizeGradientsData,\r\n previousItem: null,\r\n nextItem: null,\r\n };\r\n _ConnectAfter(this._startSizeCreation, this._sizeCreation);\r\n }\r\n return;\r\n }\r\n\r\n if (this._startSizeCreation) {\r\n _RemoveFromQueue(this._startSizeCreation);\r\n this._startSizeCreation = null;\r\n }\r\n }\r\n\r\n public override get targetStopDuration(): number {\r\n return this._targetStopDuration;\r\n }\r\n\r\n public override set targetStopDuration(value: number) {\r\n if (this.targetStopDuration === value) {\r\n return;\r\n }\r\n\r\n this._targetStopDuration = value;\r\n\r\n this._syncLifeTimeCreation();\r\n this._syncStartSizeCreation();\r\n }\r\n\r\n /**\r\n * Adds a new life time gradient\r\n * @param gradient defines the gradient to use (between 0 and 1)\r\n * @param factor defines the life time factor to affect to the specified gradient\r\n * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from\r\n * @returns the current particle system\r\n */\r\n public addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem {\r\n if (!this._lifeTimeGradients) {\r\n this._lifeTimeGradients = [];\r\n }\r\n\r\n this._addFactorGradient(this._lifeTimeGradients, gradient, factor, factor2);\r\n\r\n this._syncLifeTimeCreation();\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Remove a specific life time gradient\r\n * @param gradient defines the gradient to remove\r\n * @returns the current particle system\r\n */\r\n public removeLifeTimeGradient(gradient: number): IParticleSystem {\r\n this._removeFactorGradient(this._lifeTimeGradients, gradient);\r\n\r\n this._syncLifeTimeCreation();\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Adds a new size gradient\r\n * @param gradient defines the gradient to use (between 0 and 1)\r\n * @param factor defines the size factor to affect to the specified gradient\r\n * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from\r\n * @returns the current particle system\r\n */\r\n public addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem {\r\n if (!this._sizeGradients) {\r\n this._sizeGradients = [];\r\n }\r\n\r\n if (this._sizeGradients.length === 0) {\r\n this._sizeCreation.process = _CreateSizeGradientsData;\r\n\r\n this._sizeGradientProcessing = {\r\n process: _ProcessSizeGradients,\r\n previousItem: null,\r\n nextItem: null,\r\n };\r\n _ConnectBefore(this._sizeGradientProcessing, this._gravityProcessing);\r\n }\r\n\r\n this._addFactorGradient(this._sizeGradients, gradient, factor, factor2);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Remove a specific size gradient\r\n * @param gradient defines the gradient to remove\r\n * @returns the current particle system\r\n */\r\n public removeSizeGradient(gradient: number): IParticleSystem {\r\n this._removeFactorGradient(this._sizeGradients, gradient);\r\n\r\n if (this._sizeGradients?.length === 0) {\r\n _RemoveFromQueue(this._sizeGradientProcessing);\r\n this._sizeCreation.process = _CreateSizeData;\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Adds a new color remap gradient\r\n * @param gradient defines the gradient to use (between 0 and 1)\r\n * @param min defines the color remap minimal range\r\n * @param max defines the color remap maximal range\r\n * @returns the current particle system\r\n */\r\n public addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem {\r\n if (!this._colorRemapGradients) {\r\n this._colorRemapGradients = [];\r\n }\r\n\r\n this._addFactorGradient(this._colorRemapGradients, gradient, min, max);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Remove a specific color remap gradient\r\n * @param gradient defines the gradient to remove\r\n * @returns the current particle system\r\n */\r\n public removeColorRemapGradient(gradient: number): IParticleSystem {\r\n this._removeFactorGradient(this._colorRemapGradients, gradient);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Adds a new alpha remap gradient\r\n * @param gradient defines the gradient to use (between 0 and 1)\r\n * @param min defines the alpha remap minimal range\r\n * @param max defines the alpha remap maximal range\r\n * @returns the current particle system\r\n */\r\n public addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem {\r\n if (!this._alphaRemapGradients) {\r\n this._alphaRemapGradients = [];\r\n }\r\n\r\n this._addFactorGradient(this._alphaRemapGradients, gradient, min, max);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Remove a specific alpha remap gradient\r\n * @param gradient defines the gradient to remove\r\n * @returns the current particle system\r\n */\r\n public removeAlphaRemapGradient(gradient: number): IParticleSystem {\r\n this._removeFactorGradient(this._alphaRemapGradients, gradient);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Adds a new angular speed gradient\r\n * @param gradient defines the gradient to use (between 0 and 1)\r\n * @param factor defines the angular speed to affect to the specified gradient\r\n * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from\r\n * @returns the current particle system\r\n */\r\n public addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem {\r\n if (!this._angularSpeedGradients) {\r\n this._angularSpeedGradients = [];\r\n }\r\n\r\n if (this._angularSpeedGradients.length === 0) {\r\n this._angleCreation.process = _CreateAngleGradientsData;\r\n\r\n this._angularSpeedGradientProcessing = {\r\n process: _ProcessAngularSpeedGradients,\r\n previousItem: null,\r\n nextItem: null,\r\n };\r\n\r\n _ConnectBefore(this._angularSpeedGradientProcessing, this._angularSpeedProcessing);\r\n }\r\n\r\n this._addFactorGradient(this._angularSpeedGradients, gradient, factor, factor2);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Remove a specific angular speed gradient\r\n * @param gradient defines the gradient to remove\r\n * @returns the current particle system\r\n */\r\n public removeAngularSpeedGradient(gradient: number): IParticleSystem {\r\n this._removeFactorGradient(this._angularSpeedGradients, gradient);\r\n\r\n if (this._angularSpeedGradients?.length === 0) {\r\n this._angleCreation.process = _CreateAngleData;\r\n _RemoveFromQueue(this._angularSpeedGradientProcessing);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Adds a new velocity gradient\r\n * @param gradient defines the gradient to use (between 0 and 1)\r\n * @param factor defines the velocity to affect to the specified gradient\r\n * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from\r\n * @returns the current particle system\r\n */\r\n public addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem {\r\n if (!this._velocityGradients) {\r\n this._velocityGradients = [];\r\n }\r\n\r\n if (this._velocityGradients.length === 0) {\r\n this._velocityCreation = {\r\n process: _CreateVelocityGradients,\r\n previousItem: null,\r\n nextItem: null,\r\n };\r\n _ConnectAfter(this._velocityCreation, this._angleCreation);\r\n\r\n this._velocityGradientProcessing = {\r\n process: _ProcessVelocityGradients,\r\n previousItem: null,\r\n nextItem: null,\r\n };\r\n _ConnectBefore(this._velocityGradientProcessing, this._directionProcessing);\r\n }\r\n\r\n this._addFactorGradient(this._velocityGradients, gradient, factor, factor2);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Remove a specific velocity gradient\r\n * @param gradient defines the gradient to remove\r\n * @returns the current particle system\r\n */\r\n public removeVelocityGradient(gradient: number): IParticleSystem {\r\n this._removeFactorGradient(this._velocityGradients, gradient);\r\n\r\n if (this._velocityGradients?.length === 0) {\r\n _RemoveFromQueue(this._velocityCreation);\r\n _RemoveFromQueue(this._velocityGradientProcessing);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Adds a new limit velocity gradient\r\n * @param gradient defines the gradient to use (between 0 and 1)\r\n * @param factor defines the limit velocity value to affect to the specified gradient\r\n * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from\r\n * @returns the current particle system\r\n */\r\n public addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem {\r\n if (!this._limitVelocityGradients) {\r\n this._limitVelocityGradients = [];\r\n }\r\n\r\n if (this._limitVelocityGradients.length === 0) {\r\n this._limitVelocityCreation = {\r\n process: _CreateLimitVelocityGradients,\r\n previousItem: null,\r\n nextItem: null,\r\n };\r\n _ConnectAfter(this._limitVelocityCreation, this._angleCreation);\r\n\r\n this._limitVelocityGradientProcessing = {\r\n process: _ProcessLimitVelocityGradients,\r\n previousItem: null,\r\n nextItem: null,\r\n };\r\n _ConnectAfter(this._limitVelocityGradientProcessing, this._directionProcessing);\r\n }\r\n\r\n this._addFactorGradient(this._limitVelocityGradients, gradient, factor, factor2);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Remove a specific limit velocity gradient\r\n * @param gradient defines the gradient to remove\r\n * @returns the current particle system\r\n */\r\n public removeLimitVelocityGradient(gradient: number): IParticleSystem {\r\n this._removeFactorGradient(this._limitVelocityGradients, gradient);\r\n\r\n if (this._limitVelocityGradients?.length === 0) {\r\n _RemoveFromQueue(this._limitVelocityCreation);\r\n _RemoveFromQueue(this._limitVelocityGradientProcessing);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Adds a new drag gradient\r\n * @param gradient defines the gradient to use (between 0 and 1)\r\n * @param factor defines the drag value to affect to the specified gradient\r\n * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from\r\n * @returns the current particle system\r\n */\r\n public addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem {\r\n if (!this._dragGradients) {\r\n this._dragGradients = [];\r\n }\r\n\r\n if (this._dragGradients.length === 0) {\r\n this._dragCreation = {\r\n process: _CreateDragData,\r\n previousItem: null,\r\n nextItem: null,\r\n };\r\n _ConnectBefore(this._dragCreation, this._colorDeadCreation);\r\n\r\n this._dragGradientProcessing = {\r\n process: _ProcessDragGradients,\r\n previousItem: null,\r\n nextItem: null,\r\n };\r\n _ConnectBefore(this._dragGradientProcessing, this._positionProcessing);\r\n }\r\n\r\n this._addFactorGradient(this._dragGradients, gradient, factor, factor2);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Remove a specific drag gradient\r\n * @param gradient defines the gradient to remove\r\n * @returns the current particle system\r\n */\r\n public removeDragGradient(gradient: number): IParticleSystem {\r\n this._removeFactorGradient(this._dragGradients, gradient);\r\n\r\n if (this._dragGradients?.length === 0) {\r\n _RemoveFromQueue(this._dragCreation);\r\n _RemoveFromQueue(this._dragGradientProcessing);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)\r\n * @param gradient defines the gradient to use (between 0 and 1)\r\n * @param factor defines the emit rate value to affect to the specified gradient\r\n * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from\r\n * @returns the current particle system\r\n */\r\n public addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem {\r\n if (!this._emitRateGradients) {\r\n this._emitRateGradients = [];\r\n }\r\n\r\n this._addFactorGradient(this._emitRateGradients, gradient, factor, factor2);\r\n return this;\r\n }\r\n\r\n /**\r\n * Remove a specific emit rate gradient\r\n * @param gradient defines the gradient to remove\r\n * @returns the current particle system\r\n */\r\n public removeEmitRateGradient(gradient: number): IParticleSystem {\r\n this._removeFactorGradient(this._emitRateGradients, gradient);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)\r\n * @param gradient defines the gradient to use (between 0 and 1)\r\n * @param factor defines the start size value to affect to the specified gradient\r\n * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from\r\n * @returns the current particle system\r\n */\r\n public addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem {\r\n if (!this._startSizeGradients) {\r\n this._startSizeGradients = [];\r\n }\r\n\r\n this._addFactorGradient(this._startSizeGradients, gradient, factor, factor2);\r\n\r\n this._syncStartSizeCreation();\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Remove a specific start size gradient\r\n * @param gradient defines the gradient to remove\r\n * @returns the current particle system\r\n */\r\n public removeStartSizeGradient(gradient: number): IParticleSystem {\r\n this._removeFactorGradient(this._startSizeGradients, gradient);\r\n\r\n this._syncStartSizeCreation();\r\n\r\n return this;\r\n }\r\n\r\n private _createRampGradientTexture() {\r\n if (!this._rampGradients || !this._rampGradients.length || this._rampGradientsTexture || !this._scene) {\r\n return;\r\n }\r\n\r\n const data = new Uint8Array(this._rawTextureWidth * 4);\r\n const tmpColor = TmpColors.Color3[0];\r\n\r\n for (let x = 0; x < this._rawTextureWidth; x++) {\r\n const ratio = x / this._rawTextureWidth;\r\n\r\n GradientHelper.GetCurrentGradient(ratio, this._rampGradients, (currentGradient, nextGradient, scale) => {\r\n Color3.LerpToRef((<Color3Gradient>currentGradient).color, (<Color3Gradient>nextGradient).color, scale, tmpColor);\r\n data[x * 4] = tmpColor.r * 255;\r\n data[x * 4 + 1] = tmpColor.g * 255;\r\n data[x * 4 + 2] = tmpColor.b * 255;\r\n data[x * 4 + 3] = 255;\r\n });\r\n }\r\n\r\n this._rampGradientsTexture = RawTexture.CreateRGBATexture(data, this._rawTextureWidth, 1, this._scene, false, false, Constants.TEXTURE_NEAREST_SAMPLINGMODE);\r\n }\r\n\r\n /**\r\n * Gets the current list of ramp gradients.\r\n * You must use addRampGradient and removeRampGradient to update this list\r\n * @returns the list of ramp gradients\r\n */\r\n public getRampGradients(): Nullable<Array<Color3Gradient>> {\r\n return this._rampGradients;\r\n }\r\n\r\n /** Force the system to rebuild all gradients that need to be resync */\r\n public forceRefreshGradients() {\r\n this._syncRampGradientTexture();\r\n }\r\n\r\n private _syncRampGradientTexture() {\r\n if (!this._rampGradients) {\r\n return;\r\n }\r\n\r\n this._rampGradients.sort((a, b) => {\r\n if (a.gradient < b.gradient) {\r\n return -1;\r\n } else if (a.gradient > b.gradient) {\r\n return 1;\r\n }\r\n\r\n return 0;\r\n });\r\n\r\n if (this._rampGradientsTexture) {\r\n this._rampGradientsTexture.dispose();\r\n this._rampGradientsTexture = null;\r\n }\r\n\r\n this._createRampGradientTexture();\r\n }\r\n\r\n /**\r\n * Sets the capacity of the object.\r\n * @param value - The new capacity to be set.\r\n */\r\n public set capacity(value: number) {\r\n this._capacity = value;\r\n this._reset();\r\n }\r\n\r\n /**\r\n * Returns the current capacity of the object.\r\n * @return {number} The capacity value.\r\n */\r\n public get capacity() {\r\n return this._capacity;\r\n }\r\n\r\n /**\r\n * Adds a new ramp gradient used to remap particle colors\r\n * @param gradient defines the gradient to use (between 0 and 1)\r\n * @param color defines the color to affect to the specified gradient\r\n * @returns the current particle system\r\n */\r\n public addRampGradient(gradient: number, color: Color3): ThinParticleSystem {\r\n if (!this._rampGradients) {\r\n this._rampGradients = [];\r\n }\r\n\r\n const rampGradient = new Color3Gradient(gradient, color);\r\n this._rampGradients.push(rampGradient);\r\n\r\n this._syncRampGradientTexture();\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Remove a specific ramp gradient\r\n * @param gradient defines the gradient to remove\r\n * @returns the current particle system\r\n */\r\n public removeRampGradient(gradient: number): ThinParticleSystem {\r\n this._removeGradientAndTexture(gradient, this._rampGradients, this._rampGradientsTexture);\r\n this._rampGradientsTexture = null;\r\n\r\n if (this._rampGradients && this._rampGradients.length > 0) {\r\n this._createRampGradientTexture();\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Adds a new color gradient\r\n * @param gradient defines the gradient to use (between 0 and 1)\r\n * @param color1 defines the color to affect to the specified gradient\r\n * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from\r\n * @returns this particle system\r\n */\r\n public addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem {\r\n if (!this._colorGradients) {\r\n this._colorGradients = [];\r\n }\r\n\r\n if (this._colorGradients.length === 0) {\r\n this._colorCreation.process = _CreateColorGradientsData;\r\n this._colorProcessing.process = _ProcessColorGradients;\r\n }\r\n\r\n const colorGradient = new ColorGradient(gradient, color1, color2);\r\n this._colorGradients.push(colorGradient);\r\n\r\n this._colorGradients.sort((a, b) => {\r\n if (a.gradient < b.gradient) {\r\n return -1;\r\n } else if (a.gradient > b.gradient) {\r\n return 1;\r\n }\r\n\r\n return 0;\r\n });\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Remove a specific color gradient\r\n * @param gradient defines the gradient to remove\r\n * @returns this particle system\r\n */\r\n public removeColorGradient(gradient: number): IParticleSystem {\r\n if (!this._colorGradients) {\r\n return this;\r\n }\r\n\r\n let index = 0;\r\n for (const colorGradient of this._colorGradients) {\r\n if (colorGradient.gradient === gradient) {\r\n this._colorGradients.splice(index, 1);\r\n break;\r\n }\r\n index++;\r\n }\r\n\r\n if (this._colorGradients.length === 0) {\r\n this._colorCreation.process = _CreateColorData;\r\n this._colorProcessing.process = _ProcessColor;\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Resets the draw wrappers cache\r\n */\r\n public resetDrawCache(): void {\r\n if (!this._drawWrappers) {\r\n return;\r\n }\r\n for (const drawWrappers of this._drawWrappers) {\r\n if (drawWrappers) {\r\n for (const drawWrapper of drawWrappers) {\r\n drawWrapper?.dispose();\r\n }\r\n }\r\n }\r\n\r\n this._drawWrappers = [];\r\n }\r\n\r\n /** @internal */\r\n public _fetchR(u: number, v: number, width: number, height: number, pixels: Uint8Array | Uint8ClampedArray): number {\r\n u = Math.abs(u) * 0.5 + 0.5;\r\n v = Math.abs(v) * 0.5 + 0.5;\r\n\r\n const wrappedU = (u * width) % width | 0;\r\n const wrappedV = (v * height) % height | 0;\r\n\r\n const position = (wrappedU + wrappedV * width) * 4;\r\n return pixels[position] / 255;\r\n }\r\n\r\n protected override _reset() {\r\n this._resetEffect();\r\n }\r\n\r\n private _resetEffect() {\r\n if (this._vertexBuffer) {\r\n this._vertexBuffer.dispose();\r\n this._vertexBuffer = null;\r\n }\r\n\r\n if (this._spriteBuffer) {\r\n this._spriteBuffer.dispose();\r\n this._spriteBuffer = null;\r\n }\r\n\r\n if (this._vertexArrayObject) {\r\n (this._engine as ThinEngine).releaseVertexArrayObject(this._vertexArrayObject);\r\n this._vertexArrayObject = null;\r\n }\r\n\r\n this._createVertexBuffers();\r\n }\r\n\r\n private _createVertexBuffers() {\r\n this._vertexBufferSize = this._useInstancing ? 10 : 12;\r\n if (this._isAnimationSheetEnabled) {\r\n this._vertexBufferSize += 1;\r\n }\r\n\r\n if (\r\n !this._isBillboardBased ||\r\n this.billboardMode === Constants.PARTICLES_BILLBOARDMODE_STRETCHED ||\r\n this.billboardMode === Constants.PARTICLES_BILLBOARDMODE_STRETCHED_LOCAL\r\n ) {\r\n this._vertexBufferSize += 3;\r\n }\r\n\r\n if (this._useRampGradients) {\r\n this._vertexBufferSize += 4;\r\n }\r\n\r\n const engine = this._engine;\r\n const vertexSize = this._vertexBufferSize * (this._useInstancing ? 1 : 4);\r\n this._vertexData = new Float32Array(this._capacity * vertexSize);\r\n this._vertexBuffer = new Buffer(engine, this._vertexData, true, vertexSize);\r\n\r\n let dataOffset = 0;\r\n const positions = this._vertexBuffer.createVertexBuffer(VertexBuffer.PositionKind, dataOffset, 3, this._vertexBufferSize, this._useInstancing);\r\n this._vertexBuffers[VertexBuffer.PositionKind] = positions;\r\n dataOffset += 3;\r\n\r\n const colors = this._vertexBuffer.createVertexBuffer(VertexBuffer.ColorKind, dataOffset, 4, this._vertexBufferSize, this._useInstancing);\r\n this._vertexBuffers[VertexBuffer.ColorKind] = colors;\r\n dataOffset += 4;\r\n\r\n const options = this._vertexBuffer.createVertexBuffer(\"angle\", dataOffset, 1, this._vertexBufferSize, this._useInstancing);\r\n this._vertexBuffers[\"angle\"] = options;\r\n dataOffset += 1;\r\n\r\n const size = this._vertexBuffer.createVertexBuffer(\"size\", dataOffset, 2, this._vertexBufferSize, this._useInstancing);\r\n this._vertexBuffers[\"size\"] = size;\r\n dataOffset += 2;\r\n\r\n if (this._isAnimationSheetEnabled) {\r\n const cellIndexBuffer = this._vertexBuffer.createVertexBuffer(\"cellIndex\", dataOffset, 1, this._vertexBufferSize, this._useInstancing);\r\n this._vertexBuffers[\"cellIndex\"] = cellIndexBuffer;\r\n dataOffset += 1;\r\n }\r\n\r\n if (\r\n !this._isBillboardBased ||\r\n this.billboardMode === Constants.PARTICLES_BILLBOARDMODE_STRETCHED ||\r\n this.billboardMode === Constants.PARTICLES_BILLBOARDMODE_STRETCHED_LOCAL\r\n ) {\r\n const directionBuffer = this._vertexBuffer.createVertexBuffer(\"direction\", dataOffset, 3, this._vertexBufferSize, this._useInstancing);\r\n this._vertexBuffers[\"direction\"] = directionBuffer;\r\n dataOffset += 3;\r\n }\r\n\r\n if (this._useRampGradients) {\r\n const rampDataBuffer = this._vertexBuffer.createVertexBuffer(\"remapData\", dataOffset, 4, this._vertexBufferSize, this._useInstancing);\r\n this._vertexBuffers[\"remapData\"] = rampDataBuffer;\r\n dataOffset += 4;\r\n }\r\n\r\n let offsets: VertexBuffer;\r\n if (this._useInstancing) {\r\n const spriteData = new Float32Array([0, 0, 1, 0, 0, 1, 1, 1]);\r\n this._spriteBuffer = new Buffer(engine, spriteData, false, 2);\r\n offsets = this._spriteBuffer.createVertexBuffer(\"offset\", 0, 2);\r\n } else {\r\n offsets = this._vertexBuffer.createVertexBuffer(\"offset\", dataOffset, 2, this._vertexBufferSize, this._useInstancing);\r\n dataOffset += 2;\r\n }\r\n this._vertexBuffers[\"offset\"] = offsets;\r\n\r\n this.resetDrawCache();\r\n }\r\n\r\n private _createIndexBuffer() {\r\n if (this._useInstancing) {\r\n this._linesIndexBufferUseInstancing = this._engine.createIndexBuffer(new Uint32Array([0, 1, 1, 3, 3, 2, 2, 0, 0, 3]));\r\n return;\r\n }\r\n const indices = [];\r\n const indicesWireframe = [];\r\n let index = 0;\r\n for (let count = 0; count < this._capacity; count++) {\r\n indices.push(index);\r\n indices.push(index + 1);\r\n indices.push(index + 2);\r\n indices.push(index);\r\n indices.push(index + 2);\r\n indices.push(index + 3);\r\n indicesWireframe.push(index, index + 1, index + 1, index + 2, index + 2, index + 3, index + 3, index, index, index + 3);\r\n index += 4;\r\n }\r\n\r\n this._indexBuffer = this._engine.createIndexBuffer(indices);\r\n this._linesIndexBuffer = this._engine.createIndexBuffer(indicesWireframe);\r\n }\r\n\r\n /**\r\n * Gets the maximum number of particles active at the same time.\r\n * @returns The max number of active particles.\r\n */\r\n public getCapacity(): number {\r\n return this._capacity;\r\n }\r\n\r\n /**\r\n * Gets whether there are still active particles in the system.\r\n * @returns True if it is alive, otherwise false.\r\n */\r\n public isAlive(): boolean {\r\n return this._alive;\r\n }\r\n\r\n /**\r\n * Gets if the system has been started. (Note: this will still be true after stop is called)\r\n * @returns True if it has been started, otherwise false.\r\n */\r\n public isStarted(): boolean {\r\n return this._started;\r\n }\r\n\r\n /** @internal */\r\n public _preStart() {\r\n // Do nothing\r\n }\r\n\r\n /**\r\n * Starts the particle system and begins to emit\r\n * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)\r\n */\r\n public start(delay = this.startDelay): void {\r\n if (!this.targetStopDuration && this._hasTargetStopDurationDependantGradient()) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"Particle system started with a targetStopDuration dependant gradient (eg. startSizeGradients) but no targetStopDuration set\";\r\n }\r\n if (delay) {\r\n this.startDelay = delay;\r\n setTimeout(() => {\r\n this.start(0);\r\n }, delay);\r\n return;\r\n }\r\n this._started = true;\r\n this._stopped = false;\r\n this._actualFrame = 0;\r\n\r\n this._preStart();\r\n\r\n // Reset emit gradient so it acts the same on every start\r\n if (this._emitRateGradients) {\r\n if (this._emitRateGradients.length > 0) {\r\n this._currentEmitRateGradient = this._emitRateGradients[0];\r\n this._currentEmitRate1 = this._currentEmitRateGradient.getFactor();\r\n this._currentEmitRate2 = this._currentEmitRate1;\r\n }\r\n if (this._emitRateGradients.length > 1) {\r\n this._currentEmitRate2 = this._emitRateGradients[1].getFactor();\r\n }\r\n }\r\n // Reset start size gradient so it acts the same on every start\r\n if (this._startSizeGradients) {\r\n if (this._startSizeGradients.length > 0) {\r\n this._currentStartSizeGradient = this._startSizeGradients[0];\r\n this._currentStartSize1 = this._currentStartSizeGradient.getFactor();\r\n this._currentStartSize2 = this._currentStartSize1;\r\n }\r\n if (this._startSizeGradients.length > 1) {\r\n this._currentStartSize2 = this._startSizeGradients[1].getFactor();\r\n }\r\n }\r\n\r\n if (this.preWarmCycles) {\r\n if (this.emitter?.getClassName().indexOf(\"Mesh\") !== -1) {\r\n (this.emitter as any).computeWorldMatrix(true);\r\n }\r\n\r\n const noiseTextureAsProcedural = this.noiseTexture as ProceduralTexture;\r\n\r\n if (noiseTextureAsProcedural && noiseTextureAsProcedural.onGeneratedObservable) {\r\n noiseTextureAsProcedural.onGeneratedObservable.addOnce(() => {\r\n setTimeout(() => {\r\n for (let index = 0; index < this.preWarmCycles; index++) {\r\n this.animate(true);\r\n noiseTextureAsProcedural.render();\r\n }\r\n });\r\n });\r\n } else {\r\n for (let index = 0; index < this.preWarmCycles; index++) {\r\n this.animate(true);\r\n }\r\n }\r\n }\r\n\r\n // Animations\r\n if (this.beginAnimationOnStart && this.animations && this.animations.length > 0 && this._scene) {\r\n this._scene.beginAnimation(this, this.beginAnimationFrom, this.beginAnimationTo, this.beginAnimationLoop);\r\n }\r\n\r\n this.onStartedObservable.notifyObservers(this);\r\n }\r\n\r\n /**\r\n * Stops the particle system.\r\n * @param stopSubEmitters if true it will stop the current system and all created sub-Systems if false it will stop the current root system only, this param is used by the root particle system only. The default value is true.\r\n */\r\n public stop(stopSubEmitters = true): void {\r\n if (this._stopped) {\r\n return;\r\n }\r\n\r\n this.onStoppedObservable.notifyObservers(this);\r\n\r\n this._stopped = true;\r\n\r\n this._postStop(stopSubEmitters);\r\n }\r\n\r\n /** @internal */\r\n public _postStop(_stopSubEmitters: boolean) {\r\n // Do nothing\r\n }\r\n\r\n // Animation sheet\r\n\r\n /**\r\n * Remove all active particles\r\n */\r\n public reset(): void {\r\n this._stockParticles.length = 0;\r\n this._particles.length = 0;\r\n }\r\n\r\n /**\r\n * @internal (for internal use only)\r\n */\r\n public _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void {\r\n let offset = index * this._vertexBufferSize;\r\n\r\n const floatingOriginOffset = TmpVectors.Vector3[0].copyFrom(this._scene?.floatingOriginOffset || Vector3.ZeroReadOnly);\r\n this._vertexData[offset++] = particle.position.x + this.worldOffset.x - floatingOriginOffset.x;\r\n this._vertexData[offset++] = particle.position.y + this.worldOffset.y - floatingOriginOffset.y;\r\n this._vertexData[offset++] = particle.position.z + this.worldOffset.z - floatingOriginOffset.z;\r\n this._vertexData[offset++] = particle.color.r;\r\n this._vertexData[offset++] = particle.color.g;\r\n this._vertexData[offset++] = particle.color.b;\r\n this._vertexData[offset++] = particle.color.a;\r\n this._vertexData[offset++] = particle.angle;\r\n\r\n this._vertexData[offset++] = particle.scale.x * particle.size;\r\n this._vertexData[offset++] = particle.scale.y * particle.size;\r\n\r\n if (this._isAnimationSheetEnabled) {\r\n this._vertexData[offset++] = particle.cellIndex;\r\n }\r\n\r\n if (!this._isBillboardBased) {\r\n if (particle._initialDirection) {\r\n let initialDirection = particle._initialDirection;\r\n if (this.isLocal) {\r\n Vector3.TransformNormalToRef(initialDirection, this._emitterWorldMatrix, TmpVectors.Vector3[0]);\r\n initialDirection = TmpVectors.Vector3[0];\r\n }\r\n if (initialDirection.x === 0 && initialDirection.z === 0) {\r\n initialDirection.x = 0.001;\r\n }\r\n\r\n this._vertexData[offset++] = initialDirection.x;\r\n this._vertexData[offset++] = initialDirection.y;\r\n this._vertexData[offset++] = initialDirection.z;\r\n } else {\r\n let direction = particle.direction;\r\n if (this.isLocal) {\r\n Vector3.TransformNormalToRef(direction, this._emitterWorldMatrix, TmpVectors.Vector3[0]);\r\n direction = TmpVectors.Vector3[0];\r\n }\r\n\r\n if (direction.x === 0 && direction.z === 0) {\r\n direction.x = 0.001;\r\n }\r\n this._vertexData[offset++] = direction.x;\r\n this._vertexData[offset++] = direction.y;\r\n this._vertexData[offset++] = direction.z;\r\n }\r\n } else if (this.billboardMode === Constants.PARTICLES_BILLBOARDMODE_STRETCHED || this.billboardMode === Constants.PARTICLES_BILLBOARDMODE_STRETCHED_LOCAL) {\r\n this._vertexData[offset++] = particle.direction.x;\r\n this._vertexData[offset++] = particle.direction.y;\r\n this._vertexData[offset++] = particle.direction.z;\r\n }\r\n\r\n if (this._useRampGradients && particle.remapData) {\r\n this._vertexData[offset++] = particle.remapData.x;\r\n this._vertexData[offset++] = particle.remapData.y;\r\n this._vertexData[offset++] = particle.remapData.z;\r\n this._vertexData[offset++] = particle.remapData.w;\r\n }\r\n\r\n if (!this._useInstancing) {\r\n if (this._isAnimationSheetEnabled) {\r\n if (offsetX === 0) {\r\n offsetX = this._epsilon;\r\n } else if (offsetX === 1) {\r\n offsetX = 1 - this._epsilon;\r\n }\r\n\r\n if (offsetY === 0) {\r\n offsetY = this._epsilon;\r\n } else if (offsetY === 1) {\r\n offsetY = 1 - this._epsilon;\r\n }\r\n }\r\n\r\n this._vertexData[offset++] = offsetX;\r\n this._vertexData[offset++] = offsetY;\r\n }\r\n }\r\n\r\n // start of sub system methods\r\n\r\n /**\r\n * \"Recycles\" one of the particle by copying it back to the \"stock\" of particles and removing it from the active list.\r\n * Its lifetime will start back at 0.\r\n * @param particle\r\n */\r\n public recycleParticle: (particle: Particle) => void = (particle) => {\r\n // move particle from activeParticle list to stock particles\r\n const lastParticle = <Particle>this._particles.pop();\r\n if (lastParticle !== particle) {\r\n lastParticle.copyTo(particle);\r\n }\r\n this._stockParticles.push(lastParticle);\r\n };\r\n\r\n private _createParticle: () => Particle = () => {\r\n let particle: Particle;\r\n if (this._stockParticles.length !== 0) {\r\n particle = <Particle>this._stockParticles.pop();\r\n particle._reset();\r\n } else {\r\n particle = new Particle(this);\r\n }\r\n\r\n this._prepareParticle(particle);\r\n return particle;\r\n };\r\n\r\n /** @internal */\r\n public _prepareParticle(_particle: Particle) {\r\n //Do nothing\r\n }\r\n\r\n private _createNewOnes(newParticles: number) {\r\n // Add new ones\r\n let particle: Particle;\r\n for (let index = 0; index < newParticles; index++) {\r\n if (this._particles.length === this._capacity) {\r\n break;\r\n }\r\n\r\n particle = this._createParticle();\r\n\r\n this._particles.push(particle);\r\n\r\n // Creation queue\r\n let currentQueueItem = this._createQueueStart;\r\n\r\n while (currentQueueItem) {\r\n currentQueueItem.process(particle, this);\r\n currentQueueItem = currentQueueItem.nextItem;\r\n }\r\n\r\n // Update the position of the attached sub-emitters to match their attached particle\r\n particle._inheritParticleInfoToSubEmitters();\r\n }\r\n }\r\n\r\n private _update(newParticles: number): void {\r\n // Update current\r\n this._alive = this._particles.length > 0;\r\n\r\n if ((<AbstractMesh>this.emitter).position) {\r\n const emitterMesh = <AbstractMesh>this.emitter;\r\n this._emitterWorldMatrix = emitterMesh.getWorldMatrix();\r\n } else {\r\n const emitterPosition = <Vector3>this.emitter;\r\n this._emitterWorldMatrix = Matrix.Translation(emitterPosition.x, emitterPosition.y, emitterPosition.z);\r\n }\r\n\r\n this._emitterWorldMatrix.invertToRef(this._emitterInverseWorldMatrix);\r\n this.updateFunction(this._particles);\r\n\r\n this._createNewOnes(newParticles);\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _GetAttributeNamesOrOptions(isAnimationSheetEnabled = false, isBillboardBased = false, useRampGradients = false): string[] {\r\n const attributeNamesOrOptions = [VertexBuffer.PositionKind, VertexBuffer.ColorKind, \"angle\", \"offset\", \"size\"];\r\n\r\n if (isAnimationSheetEnabled) {\r\n attributeNamesOrOptions.push(\"cellIndex\");\r\n }\r\n\r\n if (!isBillboardBased) {\r\n attributeNamesOrOptions.push(\"direction\");\r\n }\r\n\r\n if (useRampGradients) {\r\n attributeNamesOrOptions.push(\"remapData\");\r\n }\r\n\r\n return attributeNamesOrOptions;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _GetEffectCreationOptions(isAnimationSheetEnabled = false, useLogarithmicDepth = false, applyFog = false): string[] {\r\n const effectCreationOption = [\"invView\", \"view\", \"projection\", \"textureMask\", \"translationPivot\", \"eyePosition\"];\r\n\r\n AddClipPlaneUniforms(effectCreationOption);\r\n\r\n if (isAnimationSheetEnabled) {\r\n effectCreationOption.push(\"particlesInfos\");\r\n }\r\n if (useLogarithmicDepth) {\r\n effectCreationOption.push(\"logarithmicDepthConstant\");\r\n }\r\n\r\n if (applyFog) {\r\n effectCreationOption.push(\"vFogInfos\");\r\n effectCreationOption.push(\"vFogColor\");\r\n }\r\n\r\n return effectCreationOption;\r\n }\r\n\r\n /**\r\n * Fill the defines array according to the current settings of the particle system\r\n * @param defines Array to be updated\r\n * @param blendMode blend mode to take into account when updating the array\r\n * @param fillImageProcessing fills the image processing defines\r\n */\r\n public fillDefines(defines: Array<string>, blendMode: number, fillImageProcessing: boolean = true): void {\r\n if (this._scene) {\r\n PrepareStringDefinesForClipPlanes(this, this._scene, defines);\r\n if (this.applyFog && this._scene.fogEnabled && this._scene.fogMode !== Constants.FOGMODE_NONE) {\r\n defines.push(\"#define FOG\");\r\n }\r\n }\r\n\r\n if (this._isAnimationSheetEnabled) {\r\n defines.push(\"#define ANIMATESHEET\");\r\n }\r\n\r\n if (this.useLogarithmicDepth) {\r\n defines.push(\"#define LOGARITHMICDEPTH\");\r\n }\r\n\r\n if (blendMode === BaseParticleSystem.BLENDMODE_MULTIPLY) {\r\n defines.push(\"#define BLENDMULTIPLYMODE\");\r\n }\r\n\r\n if (this._useRampGradients) {\r\n defines.push(\"#define RAMPGRADIENT\");\r\n }\r\n\r\n if (this._isBillboardBased) {\r\n defines.push(\"#define BILLBOARD\");\r\n\r\n switch (this.billboardMode) {\r\n case Constants.PARTICLES_BILLBOARDMODE_Y:\r\n defines.push(\"#define BILLBOARDY\");\r\n break;\r\n case Constants.PARTICLES_BILLBOARDMODE_STRETCHED:\r\n case Constants.PARTICLES_BILLBOARDMODE_STRETCHED_LOCAL:\r\n defines.push(\"#define BILLBOARDSTRETCHED\");\r\n if (this.billboardMode === Constants.PARTICLES_BILLBOARDMODE_STRETCHED_LOCAL) {\r\n defines.push(\"#define BILLBOARDSTRETCHED_LOCAL\");\r\n }\r\n break;\r\n case Constants.PARTICLES_BILLBOARDMODE_ALL:\r\n defines.push(\"#define BILLBOARDMODE_ALL\");\r\n break;\r\n default:\r\n break;\r\n }\r\n }\r\n\r\n if (fillImageProcessing && this._imageProcessingConfiguration) {\r\n this._imageProcessingConfiguration.prepareDefines(this._imageProcessingConfigurationDefines);\r\n defines.push(this._imageProcessingConfigurationDefines.toString());\r\n }\r\n }\r\n\r\n /**\r\n * Fill the uniforms, attributes and samplers arrays according to the current settings of the particle system\r\n * @param uniforms Uniforms array to fill\r\n * @param attributes Attributes array to fill\r\n * @param samplers Samplers array to fill\r\n */\r\n public fillUniformsAttributesAndSamplerNames(uniforms: Array<string>, attributes: Array<string>, samplers: Array<string>) {\r\n attributes.push(\r\n ...ThinParticleSystem._GetAttributeNamesOrOptions(\r\n this._isAnimationSheetEnabled,\r\n this._isBillboardBased &&\r\n this.billboardMode !== Constants.PARTICLES_BILLBOARDMODE_STRETCHED &&\r\n this.billboardMode !== Constants.PARTICLES_BILLBOARDMODE_STRETCHED_LOCAL,\r\n this._useRampGradients\r\n )\r\n );\r\n\r\n uniforms.push(...ThinParticleSystem._GetEffectCreationOptions(this._isAnimationSheetEnabled, this.useLogarithmicDepth, this.applyFog));\r\n\r\n samplers.push(\"diffuseSampler\", \"rampSampler\");\r\n\r\n if (this._imageProcessingConfiguration) {\r\n PrepareUniformsForImageProcessing(uniforms, this._imageProcessingConfigurationDefines);\r\n PrepareSamplersForImageProcessing(samplers, this._imageProcessingConfigurationDefines);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n private _getWrapper(blendMode: number): DrawWrapper {\r\n const customWrapper = this._getCustomDrawWrapper(blendMode);\r\n\r\n if (customWrapper?.effect) {\r\n return customWrapper;\r\n }\r\n\r\n const defines: Array<string> = [];\r\n\r\n this.fillDefines(defines, blendMode);\r\n\r\n // Effect\r\n const currentRenderPassId = this._engine._features.supportRenderPasses ? this._engine.currentRenderPassId : Constants.RENDERPASS_MAIN;\r\n let drawWrappers = this._drawWrappers[currentRenderPassId];\r\n if (!drawWrappers) {\r\n drawWrappers = this._drawWrappers[currentRenderPassId] = [];\r\n }\r\n let drawWrapper = drawWrappers[blendMode];\r\n if (!drawWrapper) {\r\n drawWrapper = new DrawWrapper(this._engine);\r\n if (drawWrapper.drawContext) {\r\n drawWrapper.drawContext.useInstancing = this._useInstancing;\r\n }\r\n drawWrappers[blendMode] = drawWrapper;\r\n }\r\n\r\n const join = defines.join(\"\\n\");\r\n if (drawWrapper.defines !== join) {\r\n const attributesNamesOrOptions: Array<string> = [];\r\n const effectCreationOption: Array<string> = [];\r\n const samplers: Array<string> = [];\r\n\r\n this.fillUniformsAttributesAndSamplerNames(effectCreationOption, attributesNamesOrOptions, samplers);\r\n\r\n drawWrapper.setEffect(\r\n this._engine.createEffect(\r\n \"particles\",\r\n attributesNamesOrOptions,\r\n effectCreationOption,\r\n samplers,\r\n join,\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._shaderLanguage\r\n ),\r\n join\r\n );\r\n }\r\n\r\n return drawWrapper;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating that the particle system is paused (no animation will be done).\r\n */\r\n public paused = false;\r\n\r\n /**\r\n * Animates the particle system for the current frame by emitting new particles and or animating the living ones.\r\n * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)\r\n */\r\n public animate(preWarmOnly = false): void {\r\n if (!this._started || this.paused) {\r\n return;\r\n }\r\n\r\n if (!preWarmOnly && this._scene) {\r\n // Check\r\n if (!this.isReady()) {\r\n return;\r\n }\r\n\r\n if (this._currentRenderId === this._scene.getFrameId()) {\r\n return;\r\n }\r\n this._currentRenderId = this._scene.getFrameId();\r\n }\r\n\r\n this._scaledUpdateSpeed = this.updateSpeed * (preWarmOnly ? this.preWarmStepOffset : this._scene?.getAnimationRatio() || 1);\r\n\r\n // Determine the number of particles we need to create\r\n let newParticles;\r\n\r\n if (this.manualEmitCount > -1) {\r\n newParticles = this.manualEmitCount;\r\n this._newPartsExcess = 0;\r\n this.manualEmitCount = 0;\r\n } else {\r\n const rate = this._calculateEmitRate();\r\n newParticles = (rate * this._scaledUpdateSpeed) >> 0;\r\n this._newPartsExcess += rate * this._scaledUpdateSpeed - newParticles;\r\n }\r\n\r\n if (this._newPartsExcess > 1.0) {\r\n newParticles += this._newPartsExcess >> 0;\r\n this._newPartsExcess -= this._newPartsExcess >> 0;\r\n }\r\n\r\n this._alive = false;\r\n\r\n if (!this._stopped) {\r\n this._actualFrame += this._scaledUpdateSpeed;\r\n\r\n if (this.targetStopDuration && this._actualFrame >= this.targetStopDuration) {\r\n this.stop();\r\n }\r\n } else {\r\n newParticles = 0;\r\n }\r\n this._update(newParticles);\r\n\r\n // Stopped?\r\n if (this._stopped) {\r\n if (!this._alive) {\r\n this._started = false;\r\n if (this.onAnimationEnd) {\r\n this.onAnimationEnd();\r\n }\r\n if (this.disposeOnStop && this._scene) {\r\n this._scene._toBeDisposed.push(this);\r\n }\r\n }\r\n }\r\n\r\n if (!preWarmOnly) {\r\n // Update VBO\r\n let offset = 0;\r\n for (let index = 0; index < this._particles.length; index++) {\r\n const particle = this._particles[index];\r\n this._appendParticleVertices(offset, particle);\r\n offset += this._useInstancing ? 1 : 4;\r\n }\r\n\r\n if (this._vertexBuffer) {\r\n this._vertexBuffer.updateDirectly(this._vertexData, 0, this._particles.length);\r\n }\r\n }\r\n\r\n if (this.manualEmitCount === 0 && this.disposeOnStop) {\r\n this.stop();\r\n }\r\n }\r\n\r\n /**\r\n * Internal only. Calculates the current emit rate based on the gradients if any.\r\n * @returns The emit rate\r\n * @internal\r\n */\r\n public _calculateEmitRate(): number {\r\n let rate = this.emitRate;\r\n\r\n if (this._emitRateGradients && this._emitRateGradients.length > 0 && this.targetStopDuration) {\r\n const ratio = this._actualFrame / this.targetStopDuration;\r\n GradientHelper.GetCurrentGradient(ratio, this._emitRateGradients, (currentGradient, nextGradient, scale) => {\r\n if (currentGradient !== this._currentEmitRateGradient) {\r\n this._currentEmitRate1 = this._currentEmitRate2;\r\n this._currentEmitRate2 = (<FactorGradient>nextGradient).getFactor();\r\n this._currentEmitRateGradient = <FactorGradient>currentGradient;\r\n }\r\n\r\n rate = Lerp(this._currentEmitRate1, this._currentEmitRate2, scale);\r\n });\r\n }\r\n\r\n return rate;\r\n }\r\n\r\n private _appendParticleVertices(offset: number, particle: Particle) {\r\n this._appendParticleVertex(offset++, particle, 0, 0);\r\n if (!this._useInstancing) {\r\n this._appendParticleVertex(offset++, particle, 1, 0);\r\n this._appendParticleVertex(offset++, particle, 1, 1);\r\n this._appendParticleVertex(offset++, particle, 0, 1);\r\n }\r\n }\r\n\r\n /**\r\n * Rebuilds the particle system.\r\n */\r\n public rebuild(): void {\r\n if (this._engine.getCaps().vertexArrayObject) {\r\n this._vertexArrayObject = null;\r\n }\r\n\r\n this._createIndexBuffer();\r\n\r\n this._spriteBuffer?._rebuild();\r\n\r\n this._createVertexBuffers();\r\n\r\n this.resetDrawCache();\r\n }\r\n\r\n private _shadersLoaded = false;\r\n private async _initShaderSourceAsync() {\r\n const engine = this._engine;\r\n\r\n if (engine.isWebGPU && !ThinParticleSystem.ForceGLSL) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n\r\n await Promise.all([import(\"../ShadersWGSL/particles.vertex\"), import(\"../ShadersWGSL/particles.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/particles.vertex\"), import(\"../Shaders/particles.fragment\")]);\r\n }\r\n\r\n this._shadersLoaded = true;\r\n }\r\n\r\n /**\r\n * Is this system ready to be used/rendered\r\n * @returns true if the system is ready\r\n */\r\n public isReady(): boolean {\r\n if (!this._shadersLoaded) {\r\n return false;\r\n }\r\n if (!this.emitter || (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.isReady()) || !this.particleTexture || !this.particleTexture.isReady()) {\r\n return false;\r\n }\r\n\r\n if (this.blendMode !== BaseParticleSystem.BLENDMODE_MULTIPLYADD) {\r\n if (!this._getWrapper(this.blendMode).effect!.isReady()) {\r\n return false;\r\n }\r\n } else {\r\n if (!this._getWrapper(BaseParticleSystem.BLENDMODE_MULTIPLY).effect!.isReady()) {\r\n return false;\r\n }\r\n if (!this._getWrapper(BaseParticleSystem.BLENDMODE_ADD).effect!.isReady()) {\r\n return false;\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private _render(blendMode: number) {\r\n const drawWrapper = this._getWrapper(blendMode);\r\n const effect = drawWrapper.effect!;\r\n\r\n const engine = this._engine;\r\n\r\n // Render\r\n engine.enableEffect(drawWrapper);\r\n\r\n const viewMatrix = this.defaultViewMatrix ?? this._scene!.getViewMatrix();\r\n effect.setTexture(\"diffuseSampler\", this.particleTexture);\r\n effect.setMatrix(\"view\", viewMatrix);\r\n effect.setMatrix(\"projection\", this.defaultProjectionMatrix ?? this._scene!.getProjectionMatrix());\r\n\r\n if (this._isAnimationSheetEnabled && this.particleTexture) {\r\n const baseSize = this.particleTexture.getBaseSize();\r\n effect.setFloat3(\"particlesInfos\", this.spriteCellWidth / baseSize.width, this.spriteCellHeight / baseSize.height, this.spriteCellWidth / baseSize.width);\r\n }\r\n\r\n effect.setVector2(\"translationPivot\", this.translationPivot);\r\n effect.setFloat4(\"textureMask\", this.textureMask.r, this.textureMask.g, this.textureMask.b, this.textureMask.a);\r\n\r\n if (this._isBillboardBased && this._scene) {\r\n const camera = this._scene.activeCamera!;\r\n effect.setVector3(\"eyePosition\", camera.globalPosition);\r\n }\r\n\r\n if (this._rampGradientsTexture) {\r\n if (!this._rampGradients || !this._rampGradients.length) {\r\n this._rampGradientsTexture.dispose();\r\n this._rampGradientsTexture = null;\r\n }\r\n effect.setTexture(\"rampSampler\", this._rampGradientsTexture);\r\n }\r\n\r\n const defines = effect.defines;\r\n\r\n if (this._scene) {\r\n BindClipPlane(effect, this, this._scene);\r\n\r\n if (this.applyFog) {\r\n BindFogParameters(this._scene, undefined, effect);\r\n }\r\n }\r\n\r\n if (defines.indexOf(\"#define BILLBOARDMODE_ALL\") >= 0) {\r\n viewMatrix.invertToRef(TmpVectors.Matrix[0]);\r\n effect.setMatrix(\"invView\", TmpVectors.Matrix[0]);\r\n }\r\n\r\n if (this._vertexArrayObject !== undefined) {\r\n if (this._scene?.forceWireframe) {\r\n engine.bindBuffers(this._vertexBuffers, this._linesIndexBufferUseInstancing, effect);\r\n } else {\r\n if (!this._vertexArrayObject) {\r\n this._vertexArrayObject = (this._engine as ThinEngine).recordVertexArrayObject(this._vertexBuffers, this._indexBuffer, effect);\r\n }\r\n\r\n (this._engine as ThinEngine).bindVertexArrayObject(this._vertexArrayObject, this._indexBuffer);\r\n }\r\n } else {\r\n if (!this._indexBuffer) {\r\n // Use instancing mode\r\n engine.bindBuffers(this._vertexBuffers, this._scene?.forceWireframe ? this._linesIndexBufferUseInstancing : null, effect);\r\n } else {\r\n engine.bindBuffers(this._vertexBuffers, this._scene?.forceWireframe ? this._linesIndexBuffer : this._indexBuffer, effect);\r\n }\r\n }\r\n\r\n // Log. depth\r\n if (this.useLogarithmicDepth && this._scene) {\r\n BindLogDepth(defines, effect, this._scene);\r\n }\r\n\r\n // image processing\r\n if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {\r\n this._imageProcessingConfiguration.bind(effect);\r\n }\r\n\r\n // Draw order\r\n this._setEngineBasedOnBlendMode(blendMode);\r\n\r\n if (this._onBeforeDrawParticlesObservable) {\r\n this._onBeforeDrawParticlesObservable.notifyObservers(effect);\r\n }\r\n\r\n if (this._useInstancing) {\r\n if (this._scene?.forceWireframe) {\r\n engine.drawElementsType(Constants.MATERIAL_LineStripDrawMode, 0, 10, this._particles.length);\r\n } else {\r\n engine.drawArraysType(Constants.MATERIAL_TriangleStripDrawMode, 0, 4, this._particles.length);\r\n }\r\n } else {\r\n if (this._scene?.forceWireframe) {\r\n engine.drawElementsType(Constants.MATERIAL_WireFrameFillMode, 0, this._particles.length * 10);\r\n } else {\r\n engine.drawElementsType(Constants.MATERIAL_TriangleFillMode, 0, this._particles.length * 6);\r\n }\r\n }\r\n\r\n return this._particles.length;\r\n }\r\n\r\n /**\r\n * Renders the particle system in its current state.\r\n * @returns the current number of particles\r\n */\r\n public render(): number {\r\n // Check\r\n if (!this.isReady() || !this._particles.length) {\r\n return 0;\r\n }\r\n\r\n const engine = this._engine as any;\r\n if (engine.setState) {\r\n engine.setState(false);\r\n\r\n if (this.forceDepthWrite) {\r\n engine.setDepthWrite(true);\r\n }\r\n }\r\n\r\n let outparticles = 0;\r\n\r\n if (this.blendMode === BaseParticleSystem.BLENDMODE_MULTIPLYADD) {\r\n outparticles = this._render(BaseParticleSystem.BLENDMODE_MULTIPLY) + this._render(BaseParticleSystem.BLENDMODE_ADD);\r\n } else {\r\n outparticles = this._render(this.blendMode);\r\n }\r\n\r\n this._engine.unbindInstanceAttributes();\r\n this._engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n\r\n return outparticles;\r\n }\r\n\r\n /** @internal */\r\n public _onDispose(_disposeAttachedSubEmitters = false, _disposeEndSubEmitters = false) {\r\n // Do Nothing\r\n }\r\n\r\n /**\r\n * Disposes the particle system and free the associated resources\r\n * @param disposeTexture defines if the particle texture must be disposed as well (true by default)\r\n * @param disposeAttachedSubEmitters defines if the attached sub-emitters must be disposed as well (false by default)\r\n * @param disposeEndSubEmitters defines if the end type sub-emitters must be disposed as well (false by default)\r\n */\r\n public dispose(disposeTexture = true, disposeAttachedSubEmitters = false, disposeEndSubEmitters = false): void {\r\n this.resetDrawCache();\r\n\r\n if (this._vertexBuffer) {\r\n this._vertexBuffer.dispose();\r\n this._vertexBuffer = null;\r\n }\r\n\r\n if (this._spriteBuffer) {\r\n this._spriteBuffer.dispose();\r\n this._spriteBuffer = null;\r\n }\r\n\r\n if (this._indexBuffer) {\r\n this._engine._releaseBuffer(this._indexBuffer);\r\n this._indexBuffer = null;\r\n }\r\n\r\n if (this._linesIndexBuffer) {\r\n this._engine._releaseBuffer(this._linesIndexBuffer);\r\n this._linesIndexBuffer = null;\r\n }\r\n\r\n if (this._linesIndexBufferUseInstancing) {\r\n this._engine._releaseBuffer(this._linesIndexBufferUseInstancing);\r\n this._linesIndexBufferUseInstancing = null;\r\n }\r\n\r\n if (this._vertexArrayObject) {\r\n (this._engine as ThinEngine).releaseVertexArrayObject(this._vertexArrayObject);\r\n this._vertexArrayObject = null;\r\n }\r\n\r\n if (disposeTexture && this.particleTexture) {\r\n this.particleTexture.dispose();\r\n this.particleTexture = null;\r\n }\r\n\r\n if (disposeTexture && this.noiseTexture) {\r\n this.noiseTexture.dispose();\r\n this.noiseTexture = null;\r\n }\r\n\r\n if (this._rampGradientsTexture) {\r\n this._rampGradientsTexture.dispose();\r\n this._rampGradientsTexture = null;\r\n }\r\n\r\n this._onDispose(disposeAttachedSubEmitters, disposeEndSubEmitters);\r\n\r\n if (this._onBeforeDrawParticlesObservable) {\r\n this._onBeforeDrawParticlesObservable.clear();\r\n }\r\n\r\n // Remove from scene\r\n if (this._scene) {\r\n const index = this._scene.particleSystems.indexOf(this);\r\n if (index > -1) {\r\n this._scene.particleSystems.splice(index, 1);\r\n }\r\n\r\n this._scene._activeParticleSystems.dispose();\r\n }\r\n\r\n // Callback\r\n this.onDisposeObservable.notifyObservers(this);\r\n this.onDisposeObservable.clear();\r\n this.onStoppedObservable.clear();\r\n this.onStartedObservable.clear();\r\n\r\n this.reset();\r\n\r\n this._isDisposed = true;\r\n }\r\n}\r\n"]}