@onerjs/core 8.38.5 → 8.38.7

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Files changed (78) hide show
  1. package/Culling/ray.core.js +2 -2
  2. package/Culling/ray.core.js.map +1 -1
  3. package/Engines/abstractEngine.js +2 -2
  4. package/Engines/abstractEngine.js.map +1 -1
  5. package/FrameGraph/Node/Blocks/Layers/selectionOutlineLayerBlock.d.ts +76 -0
  6. package/FrameGraph/Node/Blocks/Layers/selectionOutlineLayerBlock.js +209 -0
  7. package/FrameGraph/Node/Blocks/Layers/selectionOutlineLayerBlock.js.map +1 -0
  8. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js +1 -1
  9. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js.map +1 -1
  10. package/FrameGraph/Node/Blocks/index.d.ts +1 -0
  11. package/FrameGraph/Node/Blocks/index.js +1 -0
  12. package/FrameGraph/Node/Blocks/index.js.map +1 -1
  13. package/FrameGraph/Tasks/Layers/baseLayerTask.d.ts +20 -6
  14. package/FrameGraph/Tasks/Layers/baseLayerTask.js +108 -77
  15. package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -1
  16. package/FrameGraph/Tasks/Layers/glowLayerTask.js +1 -1
  17. package/FrameGraph/Tasks/Layers/glowLayerTask.js.map +1 -1
  18. package/FrameGraph/Tasks/Layers/highlightLayerTask.js +1 -1
  19. package/FrameGraph/Tasks/Layers/highlightLayerTask.js.map +1 -1
  20. package/FrameGraph/Tasks/Layers/selectionOutlineTask.d.ts +28 -0
  21. package/FrameGraph/Tasks/Layers/selectionOutlineTask.js +36 -0
  22. package/FrameGraph/Tasks/Layers/selectionOutlineTask.js.map +1 -0
  23. package/FrameGraph/index.d.ts +1 -0
  24. package/FrameGraph/index.js +1 -0
  25. package/FrameGraph/index.js.map +1 -1
  26. package/Layers/thinSelectionOutlineLayer.d.ts +5 -6
  27. package/Layers/thinSelectionOutlineLayer.js +35 -36
  28. package/Layers/thinSelectionOutlineLayer.js.map +1 -1
  29. package/Lights/Shadows/shadowGenerator.js +2 -15
  30. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  31. package/Maths/math.vector.functions.d.ts +3 -3
  32. package/Maths/math.vector.functions.js.map +1 -1
  33. package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +18 -0
  34. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +122 -28
  35. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  36. package/Meshes/GaussianSplatting/gaussianSplattingPartProxyMesh.d.ts +74 -0
  37. package/Meshes/GaussianSplatting/gaussianSplattingPartProxyMesh.js +107 -0
  38. package/Meshes/GaussianSplatting/gaussianSplattingPartProxyMesh.js.map +1 -0
  39. package/Misc/environmentTextureTools.js +1 -1
  40. package/Misc/environmentTextureTools.js.map +1 -1
  41. package/Misc/fileTools.js +1 -1
  42. package/Misc/fileTools.js.map +1 -1
  43. package/Misc/index.d.ts +1 -0
  44. package/Misc/index.js +1 -0
  45. package/Misc/index.js.map +1 -1
  46. package/Misc/textureTools.d.ts +2 -1
  47. package/Misc/textureTools.js +5 -3
  48. package/Misc/textureTools.js.map +1 -1
  49. package/Particles/Node/Blocks/particleGradientBlock.d.ts +1 -0
  50. package/Particles/Node/Blocks/particleGradientBlock.js +21 -0
  51. package/Particles/Node/Blocks/particleGradientBlock.js.map +1 -1
  52. package/Particles/Node/Blocks/particleSourceTextureBlock.d.ts +5 -0
  53. package/Particles/Node/Blocks/particleSourceTextureBlock.js +8 -1
  54. package/Particles/Node/Blocks/particleSourceTextureBlock.js.map +1 -1
  55. package/Particles/Node/Blocks/systemBlock.d.ts +10 -4
  56. package/Particles/Node/Blocks/systemBlock.js +17 -8
  57. package/Particles/Node/Blocks/systemBlock.js.map +1 -1
  58. package/Particles/Node/nodeParticleSystemSet.helper.js +8 -9
  59. package/Particles/Node/nodeParticleSystemSet.helper.js.map +1 -1
  60. package/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.js +12 -2
  61. package/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.js.map +1 -1
  62. package/Shaders/ShadersInclude/bonesDeclaration.js +12 -2
  63. package/Shaders/ShadersInclude/bonesDeclaration.js.map +1 -1
  64. package/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration.js +12 -2
  65. package/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration.js.map +1 -1
  66. package/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.js +1 -1
  67. package/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.js.map +1 -1
  68. package/ShadersWGSL/ShadersInclude/bonesDeclaration.js +1 -1
  69. package/ShadersWGSL/ShadersInclude/bonesDeclaration.js.map +1 -1
  70. package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobalDeclaration.js +4 -3
  71. package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobalDeclaration.js.map +1 -1
  72. package/ShadersWGSL/boundingInfo.compute.js +2 -2
  73. package/ShadersWGSL/boundingInfo.compute.js.map +1 -1
  74. package/ShadersWGSL/selectionOutline.fragment.js +1 -1
  75. package/ShadersWGSL/selectionOutline.fragment.js.map +1 -1
  76. package/XR/features/WebXRHandTracking.js +3 -3
  77. package/XR/features/WebXRHandTracking.js.map +1 -1
  78. package/package.json +1 -1
@@ -1 +1 @@
1
- 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{ RegisterClass } from \"../../../Misc/typeStore\";\r\nimport { NodeParticleBlock } from \"../nodeParticleBlock\";\r\nimport { NodeParticleBlockConnectionPointTypes } from \"../Enums/nodeParticleBlockConnectionPointTypes\";\r\nimport type { NodeParticleConnectionPoint } from \"../nodeParticleBlockConnectionPoint\";\r\nimport type { ParticleGradientValueBlock } from \"./particleGradientValueBlock\";\r\nimport type { Nullable } from \"core/types\";\r\nimport { Lerp } from \"core/Maths/math.scalar.functions\";\r\nimport { Color4 } from \"core/Maths/math.color\";\r\nimport { Vector2, Vector3 } from \"core/Maths/math.vector\";\r\n/**\r\n * Block used to define a list of gradient entries\r\n */\r\nexport class ParticleGradientBlock extends NodeParticleBlock {\r\n private _entryCount = 1;\r\n /**\r\n * Creates a new ParticleGradientBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"gradient\", NodeParticleBlockConnectionPointTypes.Float, true, 1, 0, 1);\r\n this.registerInput(\"value0\", NodeParticleBlockConnectionPointTypes.AutoDetect);\r\n this.registerOutput(\"output\", NodeParticleBlockConnectionPointTypes.BasedOnInput);\r\n\r\n this._outputs[0]._typeConnectionSource = this._inputs[1];\r\n this._outputs[0]._typeConnectionSourceTranslation = (type) => {\r\n switch (type) {\r\n case NodeParticleBlockConnectionPointTypes.FloatGradient:\r\n return NodeParticleBlockConnectionPointTypes.Float;\r\n case NodeParticleBlockConnectionPointTypes.Vector2Gradient:\r\n return NodeParticleBlockConnectionPointTypes.Vector2;\r\n case NodeParticleBlockConnectionPointTypes.Vector3Gradient:\r\n return NodeParticleBlockConnectionPointTypes.Vector3;\r\n case NodeParticleBlockConnectionPointTypes.Color4Gradient:\r\n return NodeParticleBlockConnectionPointTypes.Color4;\r\n }\r\n return type;\r\n };\r\n\r\n this._inputs[1].addExcludedConnectionPointFromAllowedTypes(\r\n NodeParticleBlockConnectionPointTypes.FloatGradient |\r\n NodeParticleBlockConnectionPointTypes.Vector2Gradient |\r\n NodeParticleBlockConnectionPointTypes.Vector3Gradient |\r\n NodeParticleBlockConnectionPointTypes.Color4Gradient\r\n );\r\n\r\n this._manageExtendedInputs(1);\r\n }\r\n\r\n private _extend() {\r\n this._entryCount++;\r\n this.registerInput(\"value\" + (this._entryCount - 1), NodeParticleBlockConnectionPointTypes.AutoDetect, true);\r\n this._linkConnectionTypes(1, this._entryCount);\r\n\r\n this._manageExtendedInputs(this._entryCount);\r\n }\r\n\r\n private _manageExtendedInputs(index: number) {\r\n this._inputs[index].onConnectionObservable.add(() => {\r\n if (this._entryCount > index) {\r\n return;\r\n }\r\n\r\n this._extend();\r\n });\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"ParticleGradientBlock\";\r\n }\r\n\r\n /**\r\n * Gets the gradient operand input component\r\n */\r\n public get gradient(): NodeParticleConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeParticleConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n public override _build() {\r\n // Building the list of entries in order\r\n const entries: ParticleGradientValueBlock[] = [];\r\n for (let i = 1; i < this._inputs.length; i++) {\r\n if (this._inputs[i].isConnected) {\r\n entries.push(this._inputs[i].connectedPoint?.ownerBlock as ParticleGradientValueBlock);\r\n }\r\n }\r\n\r\n entries.sort((a, b) => {\r\n return a.reference - b.reference;\r\n });\r\n\r\n this.output._storedFunction = (state) => {\r\n const gradient = this.gradient.getConnectedValue(state);\r\n\r\n if (entries.length === 1) {\r\n return entries[0].value.getConnectedValue(state);\r\n }\r\n\r\n // Go down the entries list in reverse order\r\n let nextEntry: Nullable<ParticleGradientValueBlock> = null;\r\n for (let i = entries.length - 1; i >= 0; i--) {\r\n const entry = entries[i];\r\n if (entry.reference <= gradient) {\r\n const currentValue = entry.value.getConnectedValue(state);\r\n if (nextEntry) {\r\n const nextValue = nextEntry.value.getConnectedValue(state);\r\n const nextReference = nextEntry.reference;\r\n const currentReference = entry.reference;\r\n const scale = Math.max(0, Math.min(1, (gradient - currentReference) / (nextReference - currentReference)));\r\n\r\n switch (this.output.type) {\r\n case NodeParticleBlockConnectionPointTypes.Float:\r\n return Lerp(currentValue, nextValue, scale);\r\n case NodeParticleBlockConnectionPointTypes.Vector2:\r\n return Vector2.Lerp(currentValue, nextValue, scale);\r\n case NodeParticleBlockConnectionPointTypes.Vector3:\r\n return Vector3.Lerp(currentValue, nextValue, scale);\r\n case NodeParticleBlockConnectionPointTypes.Color4:\r\n return Color4.Lerp(currentValue, nextValue, scale);\r\n }\r\n }\r\n return currentValue;\r\n }\r\n\r\n nextEntry = entry;\r\n }\r\n\r\n return 0;\r\n };\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject._entryCount = this._entryCount;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n\r\n if (serializationObject._entryCount && serializationObject._entryCount > 1) {\r\n for (let i = 1; i < serializationObject._entryCount; i++) {\r\n this._extend();\r\n }\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ParticleGradientBlock\", ParticleGradientBlock);\r\n"]}
1
+ 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{ RegisterClass } from \"../../../Misc/typeStore\";\r\nimport { NodeParticleBlock } from \"../nodeParticleBlock\";\r\nimport { NodeParticleBlockConnectionPointTypes } from \"../Enums/nodeParticleBlockConnectionPointTypes\";\r\nimport type { NodeParticleConnectionPoint } from \"../nodeParticleBlockConnectionPoint\";\r\nimport type { ParticleGradientValueBlock } from \"./particleGradientValueBlock\";\r\nimport type { Nullable } from \"core/types\";\r\nimport { Lerp } from \"core/Maths/math.scalar.functions\";\r\nimport { Color4 } from \"core/Maths/math.color\";\r\nimport { Vector2, Vector3 } from \"core/Maths/math.vector\";\r\n/**\r\n * Block used to define a list of gradient entries\r\n */\r\nexport class ParticleGradientBlock extends NodeParticleBlock {\r\n private _entryCount = 1;\r\n /**\r\n * Creates a new ParticleGradientBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"gradient\", NodeParticleBlockConnectionPointTypes.Float, true, 1, 0, 1);\r\n this.registerInput(\"value0\", NodeParticleBlockConnectionPointTypes.AutoDetect);\r\n this.registerOutput(\"output\", NodeParticleBlockConnectionPointTypes.BasedOnInput);\r\n\r\n this._outputs[0]._typeConnectionSource = this._inputs[1];\r\n this._outputs[0]._typeConnectionSourceTranslation = (type) => {\r\n switch (type) {\r\n case NodeParticleBlockConnectionPointTypes.FloatGradient:\r\n return NodeParticleBlockConnectionPointTypes.Float;\r\n case NodeParticleBlockConnectionPointTypes.Vector2Gradient:\r\n return NodeParticleBlockConnectionPointTypes.Vector2;\r\n case NodeParticleBlockConnectionPointTypes.Vector3Gradient:\r\n return NodeParticleBlockConnectionPointTypes.Vector3;\r\n case NodeParticleBlockConnectionPointTypes.Color4Gradient:\r\n return NodeParticleBlockConnectionPointTypes.Color4;\r\n }\r\n return type;\r\n };\r\n\r\n this._inputs[1].addExcludedConnectionPointFromAllowedTypes(\r\n NodeParticleBlockConnectionPointTypes.FloatGradient |\r\n NodeParticleBlockConnectionPointTypes.Vector2Gradient |\r\n NodeParticleBlockConnectionPointTypes.Vector3Gradient |\r\n NodeParticleBlockConnectionPointTypes.Color4Gradient\r\n );\r\n\r\n this._manageExtendedInputs(1);\r\n }\r\n\r\n private _extend() {\r\n this._entryCount++;\r\n this.registerInput(\"value\" + (this._entryCount - 1), NodeParticleBlockConnectionPointTypes.AutoDetect, true);\r\n this._linkConnectionTypes(1, this._entryCount);\r\n\r\n this._manageExtendedInputs(this._entryCount);\r\n }\r\n\r\n private _reduce() {\r\n // Remove the last input if it's not connected and we have more than one entry\r\n for (let i = this._inputs.length - 2; i >= 1; i--) {\r\n if (this._inputs[i].isConnected) {\r\n break;\r\n }\r\n const inputToRemove = this._inputs[i];\r\n inputToRemove.dispose();\r\n this._inputs.splice(i, 1);\r\n this._entryCount--;\r\n this.onInputChangedObservable.notifyObservers(inputToRemove);\r\n }\r\n\r\n // Rename inputs\r\n for (let i = 1; i < this._inputs.length; i++) {\r\n this._inputs[i].name = \"value\" + (i - 1);\r\n }\r\n }\r\n\r\n private _manageExtendedInputs(index: number) {\r\n this._inputs[index].onConnectionObservable.add(() => {\r\n if (this._entryCount > index) {\r\n return;\r\n }\r\n\r\n // Need to add a new input\r\n this._extend();\r\n });\r\n\r\n this._inputs[index].onDisconnectionObservable.add(() => {\r\n this._reduce();\r\n });\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"ParticleGradientBlock\";\r\n }\r\n\r\n /**\r\n * Gets the gradient operand input component\r\n */\r\n public get gradient(): NodeParticleConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeParticleConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n public override _build() {\r\n // Building the list of entries in order\r\n const entries: ParticleGradientValueBlock[] = [];\r\n for (let i = 1; i < this._inputs.length; i++) {\r\n if (this._inputs[i].isConnected) {\r\n entries.push(this._inputs[i].connectedPoint?.ownerBlock as ParticleGradientValueBlock);\r\n }\r\n }\r\n\r\n entries.sort((a, b) => {\r\n return a.reference - b.reference;\r\n });\r\n\r\n this.output._storedFunction = (state) => {\r\n const gradient = this.gradient.getConnectedValue(state);\r\n\r\n if (entries.length === 1) {\r\n return entries[0].value.getConnectedValue(state);\r\n }\r\n\r\n // Go down the entries list in reverse order\r\n let nextEntry: Nullable<ParticleGradientValueBlock> = null;\r\n for (let i = entries.length - 1; i >= 0; i--) {\r\n const entry = entries[i];\r\n if (entry.reference <= gradient) {\r\n const currentValue = entry.value.getConnectedValue(state);\r\n if (nextEntry) {\r\n const nextValue = nextEntry.value.getConnectedValue(state);\r\n const nextReference = nextEntry.reference;\r\n const currentReference = entry.reference;\r\n const scale = Math.max(0, Math.min(1, (gradient - currentReference) / (nextReference - currentReference)));\r\n\r\n switch (this.output.type) {\r\n case NodeParticleBlockConnectionPointTypes.Float:\r\n return Lerp(currentValue, nextValue, scale);\r\n case NodeParticleBlockConnectionPointTypes.Vector2:\r\n return Vector2.Lerp(currentValue, nextValue, scale);\r\n case NodeParticleBlockConnectionPointTypes.Vector3:\r\n return Vector3.Lerp(currentValue, nextValue, scale);\r\n case NodeParticleBlockConnectionPointTypes.Color4:\r\n return Color4.Lerp(currentValue, nextValue, scale);\r\n }\r\n }\r\n return currentValue;\r\n }\r\n\r\n nextEntry = entry;\r\n }\r\n\r\n return 0;\r\n };\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject._entryCount = this._entryCount;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n\r\n if (serializationObject._entryCount && serializationObject._entryCount > 1) {\r\n for (let i = 1; i < serializationObject._entryCount; i++) {\r\n this._extend();\r\n }\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ParticleGradientBlock\", ParticleGradientBlock);\r\n"]}
@@ -42,6 +42,11 @@ export declare class ParticleTextureSourceBlock extends NodeParticleBlock {
42
42
  */
43
43
  get textureDataUrl(): string;
44
44
  set textureDataUrl(value: string);
45
+ /**
46
+ * Gets the texture directly set on this block.
47
+ * This value will not be serialized.
48
+ */
49
+ get sourceTexture(): Nullable<BaseTexture>;
45
50
  /**
46
51
  * Directly sets the texture to be used by this block.
47
52
  * This value will not be serialized.
@@ -38,6 +38,13 @@ export class ParticleTextureSourceBlock extends NodeParticleBlock {
38
38
  this._url = "";
39
39
  this._sourceTexture = null;
40
40
  }
41
+ /**
42
+ * Gets the texture directly set on this block.
43
+ * This value will not be serialized.
44
+ */
45
+ get sourceTexture() {
46
+ return this._sourceTexture;
47
+ }
41
48
  /**
42
49
  * Directly sets the texture to be used by this block.
43
50
  * This value will not be serialized.
@@ -121,7 +128,7 @@ export class ParticleTextureSourceBlock extends NodeParticleBlock {
121
128
  this._cachedData = {
122
129
  width: size.width,
123
130
  height: size.height,
124
- data: data,
131
+ data: new Uint8ClampedArray(data.buffer.slice(data.byteOffset, data.byteOffset + data.byteLength)),
125
132
  };
126
133
  resolve(this._cachedData);
127
134
  })
@@ -1 +1 @@
1
- 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type { NodeParticleConnectionPoint } from \"../nodeParticleBlockConnectionPoint\";\r\nimport type { NodeParticleBuildState } from \"../nodeParticleBuildState\";\r\nimport type { Nullable } from \"core/types\";\r\nimport type { BaseTexture } from \"../../../Materials/Textures/baseTexture\";\r\nimport type { ProceduralTexture } from \"../../../Materials/Textures/Procedurals/proceduralTexture\";\r\n\r\nimport { Texture } from \"core/Materials/Textures/texture\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport { NodeParticleBlockConnectionPointTypes } from \"../Enums/nodeParticleBlockConnectionPointTypes\";\r\nimport { NodeParticleBlock } from \"../nodeParticleBlock\";\r\nimport { TextureTools } from \"core/Misc/textureTools\";\r\n\r\n/**\r\n * Interface used to define texture data\r\n */\r\nexport interface INodeParticleTextureData {\r\n /** Width of the texture in pixels */\r\n width: number;\r\n /** Height of the texture in pixels */\r\n height: number;\r\n /** RGBA pixel data */\r\n data: Uint8ClampedArray;\r\n}\r\n\r\n/**\r\n * Block used to provide a texture for particles in a particle system\r\n */\r\nexport class ParticleTextureSourceBlock extends NodeParticleBlock {\r\n private _url: string = \"\";\r\n private _textureDataUrl: string = \"\";\r\n private _sourceTexture: Nullable<BaseTexture> = null;\r\n private _cachedData: Nullable<INodeParticleTextureData> = null;\r\n private _clonedTextures: BaseTexture[] = [];\r\n\r\n /**\r\n * Gets or sets the strenght of the flow map effect\r\n */\r\n public invertY = true;\r\n\r\n /**\r\n * Indicates if the texture data should be serialized as a base64 string.\r\n */\r\n public serializedCachedData: boolean = false;\r\n\r\n /**\r\n * Gets or sets the URL of the texture to be used by this block.\r\n */\r\n public get url(): string {\r\n return this._url;\r\n }\r\n\r\n public set url(value: string) {\r\n if (this._url === value) {\r\n return;\r\n }\r\n this._cachedData = null;\r\n this._url = value;\r\n this._textureDataUrl = \"\";\r\n this._sourceTexture = null;\r\n }\r\n\r\n /**\r\n * Gets or sets the data URL of the texture to be used by this block.\r\n * This is a base64 encoded string representing the texture data.\r\n */\r\n public get textureDataUrl(): string {\r\n return this._textureDataUrl;\r\n }\r\n\r\n public set textureDataUrl(value: string) {\r\n if (this._textureDataUrl === value) {\r\n return;\r\n }\r\n\r\n this._cachedData = null;\r\n this._textureDataUrl = value;\r\n this._url = \"\";\r\n this._sourceTexture = null;\r\n }\r\n\r\n /**\r\n * Directly sets the texture to be used by this block.\r\n * This value will not be serialized.\r\n */\r\n public set sourceTexture(value: Nullable<BaseTexture>) {\r\n if (this._sourceTexture === value) {\r\n return;\r\n }\r\n this._cachedData = null;\r\n this._sourceTexture = value;\r\n this._url = (value as Texture).url || \"\";\r\n this._textureDataUrl = \"\";\r\n }\r\n\r\n /**\r\n * Create a new ParticleTextureSourceBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerOutput(\"texture\", NodeParticleBlockConnectionPointTypes.Texture);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"ParticleTextureSourceBlock\";\r\n }\r\n\r\n /**\r\n * Gets the texture output component\r\n */\r\n public get texture(): NodeParticleConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the texture content as a promise\r\n * @returns a promise that resolves to the texture content, including width, height, and pixel data\r\n */\r\n async extractTextureContentAsync() {\r\n if (!this.texture._storedValue && !this._sourceTexture) {\r\n return null;\r\n }\r\n\r\n if (this._cachedData) {\r\n return this._cachedData;\r\n }\r\n\r\n const texture = this.texture._storedValue || this._sourceTexture;\r\n return await new Promise<\r\n Nullable<{\r\n width: number;\r\n height: number;\r\n data: Uint8ClampedArray;\r\n }>\r\n >((resolve, reject) => {\r\n if (!texture.isReady()) {\r\n texture.onLoadObservable.addOnce(async () => {\r\n try {\r\n this._cachedData = await this.extractTextureContentAsync();\r\n resolve(this._cachedData);\r\n } catch (e) {\r\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\r\n reject(e);\r\n }\r\n });\r\n return;\r\n }\r\n const size = texture.getSize();\r\n if (texture.getContent) {\r\n const proceduralTexture = texture as ProceduralTexture;\r\n proceduralTexture\r\n .getContent()\r\n // eslint-disable-next-line github/no-then\r\n ?.then((data) => {\r\n this._cachedData = {\r\n width: size.width,\r\n height: size.height,\r\n data: data as Uint8ClampedArray,\r\n };\r\n resolve(this._cachedData);\r\n })\r\n // eslint-disable-next-line github/no-then\r\n .catch(reject);\r\n } else {\r\n TextureTools.GetTextureDataAsync(texture, size.width, size.height)\r\n // eslint-disable-next-line github/no-then\r\n .then((data) => {\r\n this._cachedData = {\r\n width: size.width,\r\n height: size.height,\r\n data: new Uint8ClampedArray(data),\r\n };\r\n texture.dispose();\r\n resolve(this._cachedData);\r\n })\r\n // eslint-disable-next-line github/no-then\r\n .catch(reject);\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Builds the block\r\n * @param state defines the current build state\r\n */\r\n public override _build(state: NodeParticleBuildState) {\r\n if (this._sourceTexture) {\r\n // The same NodeParticleSystemSet can be built into multiple scenes/engines\r\n // (original system scene, editor preview scene).\r\n // Textures are engine-specific, so we need to handle cross-engine cases.\r\n const sourceScene = this._sourceTexture.getScene?.();\r\n const sourceEngine = sourceScene?.getEngine?.();\r\n const targetEngine = state.scene.getEngine();\r\n\r\n if (sourceEngine && sourceEngine !== targetEngine) {\r\n // Cross-engine: recreate texture from URL if available, preserving invertY\r\n const url = (this._sourceTexture as Texture).url || this._url;\r\n if (url) {\r\n const invertY = (this._sourceTexture as Texture).invertY ?? this.invertY;\r\n const tex = new Texture(url, state.scene, undefined, invertY);\r\n this._copyTextureProperties(this._sourceTexture, tex);\r\n this._clonedTextures.push(tex);\r\n this.texture._storedValue = tex;\r\n return;\r\n }\r\n // No URL available - use the source texture directly as fallback\r\n // This may not render correctly but avoids breaking completely\r\n this.texture._storedValue = this._sourceTexture;\r\n return;\r\n }\r\n\r\n // Same engine: clone works correctly and preserves all properties\r\n const cloned = this._sourceTexture.clone();\r\n if (cloned) {\r\n this._clonedTextures.push(cloned);\r\n this.texture._storedValue = cloned;\r\n } else {\r\n this.texture._storedValue = this._sourceTexture;\r\n }\r\n return;\r\n }\r\n\r\n if (!this._textureDataUrl && !this._url) {\r\n this.texture._storedValue = null;\r\n return;\r\n }\r\n\r\n if (this._textureDataUrl) {\r\n const tex = new Texture(this._textureDataUrl, state.scene, undefined, this.invertY);\r\n this._clonedTextures.push(tex);\r\n this.texture._storedValue = tex;\r\n return;\r\n }\r\n\r\n const tex = new Texture(this._url, state.scene, undefined, this.invertY);\r\n this._clonedTextures.push(tex);\r\n this.texture._storedValue = tex;\r\n }\r\n\r\n /**\r\n * Serializes this block\r\n * @returns the serialization object\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.url = this.url;\r\n serializationObject.serializedCachedData = this.serializedCachedData;\r\n serializationObject.invertY = this.invertY;\r\n\r\n if (this.serializedCachedData) {\r\n serializationObject.textureDataUrl = this.textureDataUrl;\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Deserializes this block from a serialization object\r\n * @param serializationObject the serialization object\r\n */\r\n public override _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n\r\n this.url = serializationObject.url;\r\n this.serializedCachedData = !!serializationObject.serializedCachedData;\r\n this.invertY = !!serializationObject.invertY;\r\n\r\n if (serializationObject.textureDataUrl) {\r\n this.textureDataUrl = serializationObject.textureDataUrl;\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the block and its associated resources\r\n */\r\n public override dispose(): void {\r\n // Dispose all cloned textures we created\r\n for (const tex of this._clonedTextures) {\r\n tex.dispose();\r\n }\r\n this._clonedTextures = [];\r\n this.texture._storedValue = null;\r\n // Never dispose _sourceTexture - it's owned by the caller\r\n super.dispose();\r\n }\r\n\r\n /**\r\n * Copies texture properties from source to target texture\r\n * @param source - The source texture to copy properties from\r\n * @param target - The target texture to copy properties to\r\n */\r\n private _copyTextureProperties(source: BaseTexture, target: BaseTexture): void {\r\n // BaseTexture properties\r\n target.hasAlpha = source.hasAlpha;\r\n target.level = source.level;\r\n target.coordinatesIndex = source.coordinatesIndex;\r\n target.coordinatesMode = source.coordinatesMode;\r\n target.wrapU = source.wrapU;\r\n target.wrapV = source.wrapV;\r\n target.wrapR = source.wrapR;\r\n target.anisotropicFilteringLevel = source.anisotropicFilteringLevel;\r\n\r\n // Texture-specific properties (if both are Texture instances)\r\n const sourceTexture = source as Texture;\r\n const targetTexture = target as Texture;\r\n if (sourceTexture.uOffset !== undefined && targetTexture.uOffset !== undefined) {\r\n targetTexture.uOffset = sourceTexture.uOffset;\r\n targetTexture.vOffset = sourceTexture.vOffset;\r\n targetTexture.uScale = sourceTexture.uScale;\r\n targetTexture.vScale = sourceTexture.vScale;\r\n targetTexture.uAng = sourceTexture.uAng;\r\n targetTexture.vAng = sourceTexture.vAng;\r\n targetTexture.wAng = sourceTexture.wAng;\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ParticleTextureSourceBlock\", ParticleTextureSourceBlock);\r\n"]}
1
+ 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type { NodeParticleConnectionPoint } from \"../nodeParticleBlockConnectionPoint\";\r\nimport type { NodeParticleBuildState } from \"../nodeParticleBuildState\";\r\nimport type { Nullable } from \"core/types\";\r\nimport type { BaseTexture } from \"../../../Materials/Textures/baseTexture\";\r\nimport type { ProceduralTexture } from \"../../../Materials/Textures/Procedurals/proceduralTexture\";\r\n\r\nimport { Texture } from \"core/Materials/Textures/texture\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport { NodeParticleBlockConnectionPointTypes } from \"../Enums/nodeParticleBlockConnectionPointTypes\";\r\nimport { NodeParticleBlock } from \"../nodeParticleBlock\";\r\nimport { TextureTools } from \"core/Misc/textureTools\";\r\n\r\n/**\r\n * Interface used to define texture data\r\n */\r\nexport interface INodeParticleTextureData {\r\n /** Width of the texture in pixels */\r\n width: number;\r\n /** Height of the texture in pixels */\r\n height: number;\r\n /** RGBA pixel data */\r\n data: Uint8ClampedArray;\r\n}\r\n\r\n/**\r\n * Block used to provide a texture for particles in a particle system\r\n */\r\nexport class ParticleTextureSourceBlock extends NodeParticleBlock {\r\n private _url: string = \"\";\r\n private _textureDataUrl: string = \"\";\r\n private _sourceTexture: Nullable<BaseTexture> = null;\r\n private _cachedData: Nullable<INodeParticleTextureData> = null;\r\n private _clonedTextures: BaseTexture[] = [];\r\n\r\n /**\r\n * Gets or sets the strenght of the flow map effect\r\n */\r\n public invertY = true;\r\n\r\n /**\r\n * Indicates if the texture data should be serialized as a base64 string.\r\n */\r\n public serializedCachedData: boolean = false;\r\n\r\n /**\r\n * Gets or sets the URL of the texture to be used by this block.\r\n */\r\n public get url(): string {\r\n return this._url;\r\n }\r\n\r\n public set url(value: string) {\r\n if (this._url === value) {\r\n return;\r\n }\r\n this._cachedData = null;\r\n this._url = value;\r\n this._textureDataUrl = \"\";\r\n this._sourceTexture = null;\r\n }\r\n\r\n /**\r\n * Gets or sets the data URL of the texture to be used by this block.\r\n * This is a base64 encoded string representing the texture data.\r\n */\r\n public get textureDataUrl(): string {\r\n return this._textureDataUrl;\r\n }\r\n\r\n public set textureDataUrl(value: string) {\r\n if (this._textureDataUrl === value) {\r\n return;\r\n }\r\n\r\n this._cachedData = null;\r\n this._textureDataUrl = value;\r\n this._url = \"\";\r\n this._sourceTexture = null;\r\n }\r\n\r\n /**\r\n * Gets the texture directly set on this block.\r\n * This value will not be serialized.\r\n */\r\n public get sourceTexture(): Nullable<BaseTexture> {\r\n return this._sourceTexture;\r\n }\r\n\r\n /**\r\n * Directly sets the texture to be used by this block.\r\n * This value will not be serialized.\r\n */\r\n public set sourceTexture(value: Nullable<BaseTexture>) {\r\n if (this._sourceTexture === value) {\r\n return;\r\n }\r\n this._cachedData = null;\r\n this._sourceTexture = value;\r\n this._url = (value as Texture).url || \"\";\r\n this._textureDataUrl = \"\";\r\n }\r\n\r\n /**\r\n * Create a new ParticleTextureSourceBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerOutput(\"texture\", NodeParticleBlockConnectionPointTypes.Texture);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"ParticleTextureSourceBlock\";\r\n }\r\n\r\n /**\r\n * Gets the texture output component\r\n */\r\n public get texture(): NodeParticleConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the texture content as a promise\r\n * @returns a promise that resolves to the texture content, including width, height, and pixel data\r\n */\r\n async extractTextureContentAsync() {\r\n if (!this.texture._storedValue && !this._sourceTexture) {\r\n return null;\r\n }\r\n\r\n if (this._cachedData) {\r\n return this._cachedData;\r\n }\r\n\r\n const texture = this.texture._storedValue || this._sourceTexture;\r\n return await new Promise<\r\n Nullable<{\r\n width: number;\r\n height: number;\r\n data: Uint8ClampedArray;\r\n }>\r\n >((resolve, reject) => {\r\n if (!texture.isReady()) {\r\n texture.onLoadObservable.addOnce(async () => {\r\n try {\r\n this._cachedData = await this.extractTextureContentAsync();\r\n resolve(this._cachedData);\r\n } catch (e) {\r\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\r\n reject(e);\r\n }\r\n });\r\n return;\r\n }\r\n const size = texture.getSize();\r\n if (texture.getContent) {\r\n const proceduralTexture = texture as ProceduralTexture;\r\n proceduralTexture\r\n .getContent()\r\n // eslint-disable-next-line github/no-then\r\n ?.then((data) => {\r\n this._cachedData = {\r\n width: size.width,\r\n height: size.height,\r\n data: new Uint8ClampedArray(data.buffer.slice(data.byteOffset, data.byteOffset + data.byteLength)),\r\n };\r\n resolve(this._cachedData);\r\n })\r\n // eslint-disable-next-line github/no-then\r\n .catch(reject);\r\n } else {\r\n TextureTools.GetTextureDataAsync(texture, size.width, size.height)\r\n // eslint-disable-next-line github/no-then\r\n .then((data) => {\r\n this._cachedData = {\r\n width: size.width,\r\n height: size.height,\r\n data: new Uint8ClampedArray(data),\r\n };\r\n texture.dispose();\r\n resolve(this._cachedData);\r\n })\r\n // eslint-disable-next-line github/no-then\r\n .catch(reject);\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Builds the block\r\n * @param state defines the current build state\r\n */\r\n public override _build(state: NodeParticleBuildState) {\r\n if (this._sourceTexture) {\r\n // The same NodeParticleSystemSet can be built into multiple scenes/engines\r\n // (original system scene, editor preview scene).\r\n // Textures are engine-specific, so we need to handle cross-engine cases.\r\n const sourceScene = this._sourceTexture.getScene?.();\r\n const sourceEngine = sourceScene?.getEngine?.();\r\n const targetEngine = state.scene.getEngine();\r\n\r\n if (sourceEngine && sourceEngine !== targetEngine) {\r\n // Cross-engine: recreate texture from URL if available, preserving invertY\r\n const url = (this._sourceTexture as Texture).url || this._url;\r\n if (url) {\r\n const invertY = (this._sourceTexture as Texture).invertY ?? this.invertY;\r\n const tex = new Texture(url, state.scene, undefined, invertY);\r\n this._copyTextureProperties(this._sourceTexture, tex);\r\n this._clonedTextures.push(tex);\r\n this.texture._storedValue = tex;\r\n return;\r\n }\r\n // No URL available - use the source texture directly as fallback\r\n // This may not render correctly but avoids breaking completely\r\n this.texture._storedValue = this._sourceTexture;\r\n return;\r\n }\r\n\r\n // Same engine: clone works correctly and preserves all properties\r\n const cloned = this._sourceTexture.clone();\r\n if (cloned) {\r\n this._clonedTextures.push(cloned);\r\n this.texture._storedValue = cloned;\r\n } else {\r\n this.texture._storedValue = this._sourceTexture;\r\n }\r\n return;\r\n }\r\n\r\n if (!this._textureDataUrl && !this._url) {\r\n this.texture._storedValue = null;\r\n return;\r\n }\r\n\r\n if (this._textureDataUrl) {\r\n const tex = new Texture(this._textureDataUrl, state.scene, undefined, this.invertY);\r\n this._clonedTextures.push(tex);\r\n this.texture._storedValue = tex;\r\n return;\r\n }\r\n\r\n const tex = new Texture(this._url, state.scene, undefined, this.invertY);\r\n this._clonedTextures.push(tex);\r\n this.texture._storedValue = tex;\r\n }\r\n\r\n /**\r\n * Serializes this block\r\n * @returns the serialization object\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.url = this.url;\r\n serializationObject.serializedCachedData = this.serializedCachedData;\r\n serializationObject.invertY = this.invertY;\r\n\r\n if (this.serializedCachedData) {\r\n serializationObject.textureDataUrl = this.textureDataUrl;\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Deserializes this block from a serialization object\r\n * @param serializationObject the serialization object\r\n */\r\n public override _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n\r\n this.url = serializationObject.url;\r\n this.serializedCachedData = !!serializationObject.serializedCachedData;\r\n this.invertY = !!serializationObject.invertY;\r\n\r\n if (serializationObject.textureDataUrl) {\r\n this.textureDataUrl = serializationObject.textureDataUrl;\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the block and its associated resources\r\n */\r\n public override dispose(): void {\r\n // Dispose all cloned textures we created\r\n for (const tex of this._clonedTextures) {\r\n tex.dispose();\r\n }\r\n this._clonedTextures = [];\r\n this.texture._storedValue = null;\r\n // Never dispose _sourceTexture - it's owned by the caller\r\n super.dispose();\r\n }\r\n\r\n /**\r\n * Copies texture properties from source to target texture\r\n * @param source - The source texture to copy properties from\r\n * @param target - The target texture to copy properties to\r\n */\r\n private _copyTextureProperties(source: BaseTexture, target: BaseTexture): void {\r\n // BaseTexture properties\r\n target.hasAlpha = source.hasAlpha;\r\n target.level = source.level;\r\n target.coordinatesIndex = source.coordinatesIndex;\r\n target.coordinatesMode = source.coordinatesMode;\r\n target.wrapU = source.wrapU;\r\n target.wrapV = source.wrapV;\r\n target.wrapR = source.wrapR;\r\n target.anisotropicFilteringLevel = source.anisotropicFilteringLevel;\r\n\r\n // Texture-specific properties (if both are Texture instances)\r\n const sourceTexture = source as Texture;\r\n const targetTexture = target as Texture;\r\n if (sourceTexture.uOffset !== undefined && targetTexture.uOffset !== undefined) {\r\n targetTexture.uOffset = sourceTexture.uOffset;\r\n targetTexture.vOffset = sourceTexture.vOffset;\r\n targetTexture.uScale = sourceTexture.uScale;\r\n targetTexture.vScale = sourceTexture.vScale;\r\n targetTexture.uAng = sourceTexture.uAng;\r\n targetTexture.vAng = sourceTexture.vAng;\r\n targetTexture.wAng = sourceTexture.wAng;\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ParticleTextureSourceBlock\", ParticleTextureSourceBlock);\r\n"]}
@@ -1,7 +1,9 @@
1
1
  import type { Nullable } from "../../../types.js";
2
+ import type { AbstractMesh } from "../../../Meshes/abstractMesh.js";
2
3
  import type { ParticleSystem } from "../../particleSystem.js";
3
4
  import type { NodeParticleConnectionPoint } from "../nodeParticleBlockConnectionPoint.js";
4
5
  import type { NodeParticleBuildState } from "../nodeParticleBuildState.js";
6
+ import { Vector3 } from "../../../Maths/math.vector.js";
5
7
  import { NodeParticleBlock } from "../nodeParticleBlock.js";
6
8
  type CustomShader = {
7
9
  shaderPath: {
@@ -66,6 +68,10 @@ export declare class SystemBlock extends NodeParticleBlock {
66
68
  * Gets or sets a boolean indicating if the system should not start automatically
67
69
  */
68
70
  doNoStart: boolean;
71
+ /**
72
+ * Gets or sets the rendering group id for the particle system (0 by default)
73
+ */
74
+ renderingGroupId: number;
69
75
  /** @internal */
70
76
  _internalId: number;
71
77
  /**
@@ -73,6 +79,10 @@ export declare class SystemBlock extends NodeParticleBlock {
73
79
  * This can be used to set your own shader to render the particle system.
74
80
  */
75
81
  customShader: Nullable<CustomShader>;
82
+ /**
83
+ * Gets or sets the emitter for the particle system.
84
+ */
85
+ emitter: Nullable<AbstractMesh | Vector3>;
76
86
  /**
77
87
  * Create a new SystemBlock
78
88
  * @param name defines the block name
@@ -119,10 +129,6 @@ export declare class SystemBlock extends NodeParticleBlock {
119
129
  * Gets the rampGradient input component
120
130
  */
121
131
  get rampGradient(): NodeParticleConnectionPoint;
122
- /**
123
- * Gets the emitterPosition input component
124
- */
125
- get emitterPosition(): NodeParticleConnectionPoint;
126
132
  /**
127
133
  * Gets the system output component
128
134
  */
@@ -67,6 +67,10 @@ export class SystemBlock extends NodeParticleBlock {
67
67
  * Gets or sets a boolean indicating if the system should not start automatically
68
68
  */
69
69
  this.doNoStart = false;
70
+ /**
71
+ * Gets or sets the rendering group id for the particle system (0 by default)
72
+ */
73
+ this.renderingGroupId = 0;
70
74
  /** @internal */
71
75
  this._internalId = SystemBlock._IdCounter++;
72
76
  /**
@@ -74,6 +78,10 @@ export class SystemBlock extends NodeParticleBlock {
74
78
  * This can be used to set your own shader to render the particle system.
75
79
  */
76
80
  this.customShader = null;
81
+ /**
82
+ * Gets or sets the emitter for the particle system.
83
+ */
84
+ this.emitter = Vector3.Zero();
77
85
  this._isSystem = true;
78
86
  this.registerInput("particle", NodeParticleBlockConnectionPointTypes.Particle);
79
87
  this.registerInput("emitRate", NodeParticleBlockConnectionPointTypes.Int, true, 10, 0);
@@ -84,7 +92,6 @@ export class SystemBlock extends NodeParticleBlock {
84
92
  this.registerInput("onStart", NodeParticleBlockConnectionPointTypes.System, true);
85
93
  this.registerInput("onEnd", NodeParticleBlockConnectionPointTypes.System, true);
86
94
  this.registerInput("rampGradient", NodeParticleBlockConnectionPointTypes.Color4, true);
87
- this.registerInput("emitterPosition", NodeParticleBlockConnectionPointTypes.Vector3, true, Vector3.Zero());
88
95
  this.registerOutput("system", NodeParticleBlockConnectionPointTypes.System);
89
96
  }
90
97
  /**
@@ -148,12 +155,6 @@ export class SystemBlock extends NodeParticleBlock {
148
155
  get rampGradient() {
149
156
  return this._inputs[8];
150
157
  }
151
- /**
152
- * Gets the emitterPosition input component
153
- */
154
- get emitterPosition() {
155
- return this._inputs[9];
156
- }
157
158
  /**
158
159
  * Gets the system output component
159
160
  */
@@ -186,7 +187,10 @@ export class SystemBlock extends NodeParticleBlock {
186
187
  particleSystem.textureMask = this.textureMask.getConnectedValue(state) ?? new Color4(1, 1, 1, 1);
187
188
  particleSystem.isLocal = this.isLocal;
188
189
  particleSystem.disposeOnStop = this.disposeOnStop;
189
- particleSystem.emitter = this.emitterPosition.getConnectedValue(state) ?? Vector3.Zero();
190
+ particleSystem.renderingGroupId = this.renderingGroupId;
191
+ if (this.emitter) {
192
+ particleSystem.emitter = this.emitter;
193
+ }
190
194
  // Apply custom shader if defined
191
195
  if (this.customShader) {
192
196
  const engine = particleSystem.getScene()?.getEngine();
@@ -277,6 +281,7 @@ export class SystemBlock extends NodeParticleBlock {
277
281
  serializationObject.isLocal = this.isLocal;
278
282
  serializationObject.disposeOnStop = this.disposeOnStop;
279
283
  serializationObject.doNoStart = this.doNoStart;
284
+ serializationObject.renderingGroupId = this.renderingGroupId;
280
285
  serializationObject.startDelay = this.startDelay;
281
286
  serializationObject.customShader = this.customShader;
282
287
  return serializationObject;
@@ -297,6 +302,7 @@ export class SystemBlock extends NodeParticleBlock {
297
302
  this.isLocal = serializationObject.isLocal ?? false;
298
303
  this.disposeOnStop = serializationObject.disposeOnStop ?? false;
299
304
  this.doNoStart = !!serializationObject.doNoStart;
305
+ this.renderingGroupId = serializationObject.renderingGroupId ?? 0;
300
306
  if (serializationObject.emitRate !== undefined) {
301
307
  this.emitRate.value = serializationObject.emitRate;
302
308
  }
@@ -367,5 +373,8 @@ __decorate([
367
373
  __decorate([
368
374
  editableInPropertyPage("Do no start", 0 /* PropertyTypeForEdition.Boolean */, "ADVANCED", { embedded: true, notifiers: { rebuild: true } })
369
375
  ], SystemBlock.prototype, "doNoStart", void 0);
376
+ __decorate([
377
+ editableInPropertyPage("Rendering group id", 2 /* PropertyTypeForEdition.Int */, "ADVANCED", { embedded: true, notifiers: { rebuild: true }, min: 0 })
378
+ ], SystemBlock.prototype, "renderingGroupId", void 0);
370
379
  RegisterClass("BABYLON.SystemBlock", SystemBlock);
371
380
  //# sourceMappingURL=systemBlock.js.map
@@ -1 +1 @@
1
- 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type { Nullable } from \"core/types\";\r\nimport type { ParticleSystem } from \"core/Particles/particleSystem\";\r\nimport type { NodeParticleConnectionPoint } from \"core/Particles/Node/nodeParticleBlockConnectionPoint\";\r\nimport type { NodeParticleBuildState } from \"core/Particles/Node/nodeParticleBuildState\";\r\nimport type { ParticleGradientValueBlock } from \"./particleGradientValueBlock\";\r\n\r\nimport { Constants } from \"../../../Engines/constants\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"core/Decorators/nodeDecorator\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { Vector2, Vector3 } from \"core/Maths/math.vector\";\r\nimport { Color3, Color4 } from \"core/Maths/math.color\";\r\nimport { BaseParticleSystem } from \"core/Particles/baseParticleSystem\";\r\nimport { NodeParticleBlock } from \"core/Particles/Node/nodeParticleBlock\";\r\nimport { _TriggerSubEmitter } from \"core/Particles/Node/Blocks/Triggers/triggerTools\";\r\nimport { NodeParticleBlockConnectionPointTypes } from \"core/Particles/Node/Enums/nodeParticleBlockConnectionPointTypes\";\r\nimport { ParticleGradientBlock } from \"./particleGradientBlock\";\r\n\r\ntype CustomShader = {\r\n shaderPath: { fragmentElement: string };\r\n shaderOptions: { uniforms: string[]; samplers: string[]; defines: string[] };\r\n};\r\n\r\n/**\r\n * Block used to get a system of particles\r\n */\r\nexport class SystemBlock extends NodeParticleBlock {\r\n private static _IdCounter = 0;\r\n\r\n /**\r\n * Gets or sets the blend mode for the particle system\r\n */\r\n @editableInPropertyPage(\"Blend mode\", PropertyTypeForEdition.List, \"ADVANCED\", {\r\n notifiers: { rebuild: true },\r\n embedded: true,\r\n options: [\r\n { label: \"Blend Mode OneOne\", value: BaseParticleSystem.BLENDMODE_ONEONE },\r\n { label: \"Blend Mode Standard\", value: BaseParticleSystem.BLENDMODE_STANDARD },\r\n { label: \"Blend Mode Add\", value: BaseParticleSystem.BLENDMODE_ADD },\r\n { label: \"Blend Mode Multiply\", value: BaseParticleSystem.BLENDMODE_MULTIPLY },\r\n { label: \"Blend Mode MultiplyAdd\", value: BaseParticleSystem.BLENDMODE_MULTIPLYADD },\r\n ],\r\n })\r\n public blendMode = BaseParticleSystem.BLENDMODE_ONEONE;\r\n\r\n /**\r\n * Gets or sets the epsilon value used for comparison\r\n */\r\n @editableInPropertyPage(\"Capacity\", PropertyTypeForEdition.Int, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true }, min: 0, max: 10000 })\r\n public capacity = 1000;\r\n\r\n /**\r\n * Gets or sets the manual emit count\r\n */\r\n @editableInPropertyPage(\"Manual emit count\", PropertyTypeForEdition.Int, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true }, min: -1 })\r\n public manualEmitCount = -1;\r\n\r\n /**\r\n * Gets or sets the target stop duration for the particle system\r\n */\r\n @editableInPropertyPage(\"Delay start(ms)\", PropertyTypeForEdition.Float, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true }, min: 0 })\r\n public startDelay = 0;\r\n\r\n /**\r\n * Gets or sets the target stop duration for the particle system\r\n */\r\n @editableInPropertyPage(\"updateSpeed\", PropertyTypeForEdition.Float, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true }, min: 0, max: 0.1 })\r\n public updateSpeed = 0.0167;\r\n\r\n /**\r\n * Gets or sets the number of pre-warm cycles before rendering the particle system\r\n */\r\n @editableInPropertyPage(\"Pre-warm cycles\", PropertyTypeForEdition.Float, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true }, min: 0 })\r\n public preWarmCycles = 0;\r\n\r\n /**\r\n * Gets or sets the time step multiplier used for pre-warm\r\n */\r\n @editableInPropertyPage(\"Pre-warm step multiplier\", PropertyTypeForEdition.Float, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true }, min: 0 })\r\n public preWarmStepOffset = 0;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the system is billboard based\r\n */\r\n @editableInPropertyPage(\"Is billboard based\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true } })\r\n public isBillboardBased = true;\r\n\r\n /**\r\n * Gets or sets the billboard mode for the particle system\r\n */\r\n @editableInPropertyPage(\"Billboard mode\", PropertyTypeForEdition.List, \"ADVANCED\", {\r\n notifiers: { rebuild: true },\r\n embedded: true,\r\n options: [\r\n { label: \"Billboard Mode All\", value: Constants.PARTICLES_BILLBOARDMODE_ALL },\r\n { label: \"Billboard Mode Y\", value: Constants.PARTICLES_BILLBOARDMODE_Y },\r\n { label: \"Billboard Mode Stretched\", value: Constants.PARTICLES_BILLBOARDMODE_STRETCHED },\r\n { label: \"Billboard Mode Stretched Local\", value: Constants.PARTICLES_BILLBOARDMODE_STRETCHED_LOCAL },\r\n ],\r\n })\r\n public billBoardMode = Constants.PARTICLES_BILLBOARDMODE_ALL;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the system coordinate space is local or global\r\n */\r\n @editableInPropertyPage(\"Is local\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true } })\r\n public isLocal = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the system should be disposed when stopped\r\n */\r\n @editableInPropertyPage(\"Dispose on stop\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true } })\r\n public disposeOnStop = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the system should not start automatically\r\n */\r\n @editableInPropertyPage(\"Do no start\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true } })\r\n public doNoStart = false;\r\n\r\n /** @internal */\r\n public _internalId = SystemBlock._IdCounter++;\r\n\r\n /**\r\n * Gets or sets the custom shader configuration used to render the particles.\r\n * This can be used to set your own shader to render the particle system.\r\n */\r\n public customShader: Nullable<CustomShader> = null;\r\n\r\n /**\r\n * Create a new SystemBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this._isSystem = true;\r\n\r\n this.registerInput(\"particle\", NodeParticleBlockConnectionPointTypes.Particle);\r\n this.registerInput(\"emitRate\", NodeParticleBlockConnectionPointTypes.Int, true, 10, 0);\r\n this.registerInput(\"texture\", NodeParticleBlockConnectionPointTypes.Texture);\r\n this.registerInput(\"translationPivot\", NodeParticleBlockConnectionPointTypes.Vector2, true);\r\n this.registerInput(\"textureMask\", NodeParticleBlockConnectionPointTypes.Color4, true);\r\n this.registerInput(\"targetStopDuration\", NodeParticleBlockConnectionPointTypes.Float, true, 0, 0);\r\n this.registerInput(\"onStart\", NodeParticleBlockConnectionPointTypes.System, true);\r\n this.registerInput(\"onEnd\", NodeParticleBlockConnectionPointTypes.System, true);\r\n this.registerInput(\"rampGradient\", NodeParticleBlockConnectionPointTypes.Color4, true);\r\n this.registerInput(\"emitterPosition\", NodeParticleBlockConnectionPointTypes.Vector3, true, Vector3.Zero());\r\n this.registerOutput(\"system\", NodeParticleBlockConnectionPointTypes.System);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"SystemBlock\";\r\n }\r\n\r\n /**\r\n * Gets the particle input component\r\n */\r\n public get particle(): NodeParticleConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the emitRate input component\r\n */\r\n public get emitRate(): NodeParticleConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the texture input component\r\n */\r\n public get texture(): NodeParticleConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the translationPivot input component\r\n */\r\n public get translationPivot(): NodeParticleConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the textureMask input component\r\n */\r\n public get textureMask(): NodeParticleConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the targetStopDuration input component\r\n */\r\n public get targetStopDuration(): NodeParticleConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the onStart input component\r\n */\r\n public get onStart(): NodeParticleConnectionPoint {\r\n return this._inputs[6];\r\n }\r\n\r\n /**\r\n * Gets the onEnd input component\r\n */\r\n public get onEnd(): NodeParticleConnectionPoint {\r\n return this._inputs[7];\r\n }\r\n\r\n /**\r\n * Gets the rampGradient input component\r\n */\r\n public get rampGradient(): NodeParticleConnectionPoint {\r\n return this._inputs[8];\r\n }\r\n\r\n /**\r\n * Gets the emitterPosition input component\r\n */\r\n public get emitterPosition(): NodeParticleConnectionPoint {\r\n return this._inputs[9];\r\n }\r\n\r\n /**\r\n * Gets the system output component\r\n */\r\n public get system(): NodeParticleConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Builds the block and return a functional particle system\r\n * @param state defines the building state\r\n * @returns the built particle system\r\n */\r\n public createSystem(state: NodeParticleBuildState): ParticleSystem {\r\n state.capacity = this.capacity;\r\n state.buildId = this._buildId++;\r\n\r\n this.build(state);\r\n\r\n const particleSystem = this.particle.getConnectedValue(state) as ParticleSystem;\r\n particleSystem.particleTexture = this.texture.getConnectedValue(state);\r\n particleSystem.emitRate = this.emitRate.getConnectedValue(state) as number;\r\n particleSystem.manualEmitCount = this.manualEmitCount;\r\n particleSystem.updateSpeed = this.updateSpeed;\r\n particleSystem.preWarmCycles = this.preWarmCycles;\r\n particleSystem.preWarmStepOffset = this.preWarmStepOffset;\r\n particleSystem.blendMode = this.blendMode;\r\n particleSystem.name = this.name;\r\n particleSystem._targetStopDuration = (this.targetStopDuration.getConnectedValue(state) as number) ?? 0;\r\n particleSystem.startDelay = this.startDelay;\r\n particleSystem.isBillboardBased = this.isBillboardBased;\r\n particleSystem.billboardMode = this.billBoardMode;\r\n particleSystem.translationPivot = (this.translationPivot.getConnectedValue(state) as Vector2) || Vector2.Zero();\r\n particleSystem.textureMask = this.textureMask.getConnectedValue(state) ?? new Color4(1, 1, 1, 1);\r\n particleSystem.isLocal = this.isLocal;\r\n particleSystem.disposeOnStop = this.disposeOnStop;\r\n particleSystem.emitter = (this.emitterPosition.getConnectedValue(state) as Vector3) ?? Vector3.Zero();\r\n\r\n // Apply custom shader if defined\r\n if (this.customShader) {\r\n const engine = particleSystem.getScene()?.getEngine();\r\n if (engine?.createEffectForParticles) {\r\n const defines: string = this.customShader.shaderOptions.defines.length > 0 ? this.customShader.shaderOptions.defines.join(\"\\n\") : \"\";\r\n const effect = engine.createEffectForParticles(\r\n this.customShader.shaderPath.fragmentElement,\r\n this.customShader.shaderOptions.uniforms,\r\n this.customShader.shaderOptions.samplers,\r\n defines\r\n );\r\n particleSystem.setCustomEffect(effect, 0);\r\n particleSystem.customShader = this.customShader;\r\n }\r\n }\r\n\r\n // The emit rate can vary if it is connected to another block like a gradient\r\n particleSystem._calculateEmitRate = () => {\r\n state.systemContext = particleSystem;\r\n return this.emitRate.getConnectedValue(state) as number;\r\n };\r\n\r\n // Get the ramp gradients\r\n particleSystem.useRampGradients = false;\r\n if (this.rampGradient.isConnected) {\r\n if (this.rampGradient.connectedPoint?.ownerBlock instanceof ParticleGradientBlock) {\r\n // We have a possible gradient, loop through its entries\r\n const gradientInputs = this.rampGradient.connectedPoint?.ownerBlock.inputs;\r\n\r\n // Skip the first input which is the gradient selector, and we only care about the gradient values\r\n for (let i = 1; i < gradientInputs.length; i++) {\r\n if (gradientInputs[i].isConnected) {\r\n const rampEntry = gradientInputs[i].connectedPoint?.ownerBlock as ParticleGradientValueBlock;\r\n const color = rampEntry._inputs[0].getConnectedValue(state) as Color4;\r\n particleSystem.addRampGradient(rampEntry.reference, new Color3(color.r, color.g, color.b));\r\n particleSystem.useRampGradients = true;\r\n }\r\n }\r\n } else {\r\n // We have a single value, add it as ramp gradient\r\n const color = this.rampGradient.getConnectedValue(state) as Color4;\r\n particleSystem.addRampGradient(0, new Color3(color.r, color.g, color.b));\r\n particleSystem.useRampGradients = true;\r\n }\r\n }\r\n\r\n this.system._storedValue = this;\r\n\r\n particleSystem.canStart = () => {\r\n return !this.doNoStart;\r\n };\r\n\r\n particleSystem.onStartedObservable.add((system) => {\r\n // Triggers\r\n const onStartSystem = this.onStart.getConnectedValue(state);\r\n if (onStartSystem) {\r\n system.onStartedObservable.addOnce(() => {\r\n state.systemContext = particleSystem;\r\n const clone = _TriggerSubEmitter(onStartSystem, state.scene, state.emitterPosition!);\r\n\r\n this.onDisposeObservable.addOnce(() => {\r\n // Clean up the cloned system when the original system is disposed\r\n clone.dispose();\r\n });\r\n });\r\n }\r\n\r\n const onEndSystem = this.onEnd.getConnectedValue(state);\r\n if (onEndSystem) {\r\n system.onStoppedObservable.addOnce(() => {\r\n state.systemContext = particleSystem;\r\n const clone = _TriggerSubEmitter(onEndSystem, state.scene, state.emitterPosition!);\r\n\r\n this.onDisposeObservable.addOnce(() => {\r\n // Clean up the cloned system when the original system is disposed\r\n clone.dispose();\r\n });\r\n });\r\n }\r\n });\r\n\r\n this.onDisposeObservable.addOnce(() => {\r\n particleSystem.dispose();\r\n });\r\n\r\n // Return\r\n return particleSystem;\r\n }\r\n\r\n /**\r\n * Serializes the system block\r\n * @returns The serialized object\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.capacity = this.capacity;\r\n serializationObject.manualEmitCount = this.manualEmitCount;\r\n serializationObject.blendMode = this.blendMode;\r\n serializationObject.updateSpeed = this.updateSpeed;\r\n serializationObject.preWarmCycles = this.preWarmCycles;\r\n serializationObject.preWarmStepOffset = this.preWarmStepOffset;\r\n serializationObject.isBillboardBased = this.isBillboardBased;\r\n serializationObject.billBoardMode = this.billBoardMode;\r\n serializationObject.isLocal = this.isLocal;\r\n serializationObject.disposeOnStop = this.disposeOnStop;\r\n serializationObject.doNoStart = this.doNoStart;\r\n serializationObject.startDelay = this.startDelay;\r\n serializationObject.customShader = this.customShader;\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Deserializes the system block\r\n * @param serializationObject The serialized system\r\n */\r\n public override _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n\r\n this.capacity = serializationObject.capacity;\r\n this.manualEmitCount = serializationObject.manualEmitCount ?? -1;\r\n this.updateSpeed = serializationObject.updateSpeed ?? 0.0167;\r\n this.preWarmCycles = serializationObject.preWarmCycles ?? 0;\r\n this.preWarmStepOffset = serializationObject.preWarmStepOffset ?? 0;\r\n this.isBillboardBased = serializationObject.isBillboardBased ?? true;\r\n this.billBoardMode = serializationObject.billBoardMode ?? Constants.PARTICLES_BILLBOARDMODE_ALL;\r\n this.isLocal = serializationObject.isLocal ?? false;\r\n this.disposeOnStop = serializationObject.disposeOnStop ?? false;\r\n this.doNoStart = !!serializationObject.doNoStart;\r\n\r\n if (serializationObject.emitRate !== undefined) {\r\n this.emitRate.value = serializationObject.emitRate;\r\n }\r\n\r\n if (serializationObject.blendMode !== undefined) {\r\n this.blendMode = serializationObject.blendMode;\r\n }\r\n\r\n if (serializationObject.startDelay !== undefined) {\r\n this.startDelay = serializationObject.startDelay;\r\n }\r\n\r\n if (serializationObject.customShader !== undefined) {\r\n this.customShader = serializationObject.customShader;\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SystemBlock\", SystemBlock);\r\n"]}
1
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type { Nullable } from \"core/types\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport type { ParticleSystem } from \"core/Particles/particleSystem\";\r\nimport type { NodeParticleConnectionPoint } from \"core/Particles/Node/nodeParticleBlockConnectionPoint\";\r\nimport type { NodeParticleBuildState } from \"core/Particles/Node/nodeParticleBuildState\";\r\nimport type { ParticleGradientValueBlock } from \"./particleGradientValueBlock\";\r\n\r\nimport { Constants } from \"../../../Engines/constants\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"core/Decorators/nodeDecorator\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { Vector2, Vector3 } from \"core/Maths/math.vector\";\r\nimport { Color3, Color4 } from \"core/Maths/math.color\";\r\nimport { BaseParticleSystem } from \"core/Particles/baseParticleSystem\";\r\nimport { NodeParticleBlock } from \"core/Particles/Node/nodeParticleBlock\";\r\nimport { _TriggerSubEmitter } from \"core/Particles/Node/Blocks/Triggers/triggerTools\";\r\nimport { NodeParticleBlockConnectionPointTypes } from \"core/Particles/Node/Enums/nodeParticleBlockConnectionPointTypes\";\r\nimport { ParticleGradientBlock } from \"./particleGradientBlock\";\r\n\r\ntype CustomShader = {\r\n shaderPath: { fragmentElement: string };\r\n shaderOptions: { uniforms: string[]; samplers: string[]; defines: string[] };\r\n};\r\n\r\n/**\r\n * Block used to get a system of particles\r\n */\r\nexport class SystemBlock extends NodeParticleBlock {\r\n private static _IdCounter = 0;\r\n\r\n /**\r\n * Gets or sets the blend mode for the particle system\r\n */\r\n @editableInPropertyPage(\"Blend mode\", PropertyTypeForEdition.List, \"ADVANCED\", {\r\n notifiers: { rebuild: true },\r\n embedded: true,\r\n options: [\r\n { label: \"Blend Mode OneOne\", value: BaseParticleSystem.BLENDMODE_ONEONE },\r\n { label: \"Blend Mode Standard\", value: BaseParticleSystem.BLENDMODE_STANDARD },\r\n { label: \"Blend Mode Add\", value: BaseParticleSystem.BLENDMODE_ADD },\r\n { label: \"Blend Mode Multiply\", value: BaseParticleSystem.BLENDMODE_MULTIPLY },\r\n { label: \"Blend Mode MultiplyAdd\", value: BaseParticleSystem.BLENDMODE_MULTIPLYADD },\r\n ],\r\n })\r\n public blendMode = BaseParticleSystem.BLENDMODE_ONEONE;\r\n\r\n /**\r\n * Gets or sets the epsilon value used for comparison\r\n */\r\n @editableInPropertyPage(\"Capacity\", PropertyTypeForEdition.Int, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true }, min: 0, max: 10000 })\r\n public capacity = 1000;\r\n\r\n /**\r\n * Gets or sets the manual emit count\r\n */\r\n @editableInPropertyPage(\"Manual emit count\", PropertyTypeForEdition.Int, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true }, min: -1 })\r\n public manualEmitCount = -1;\r\n\r\n /**\r\n * Gets or sets the target stop duration for the particle system\r\n */\r\n @editableInPropertyPage(\"Delay start(ms)\", PropertyTypeForEdition.Float, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true }, min: 0 })\r\n public startDelay = 0;\r\n\r\n /**\r\n * Gets or sets the target stop duration for the particle system\r\n */\r\n @editableInPropertyPage(\"updateSpeed\", PropertyTypeForEdition.Float, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true }, min: 0, max: 0.1 })\r\n public updateSpeed = 0.0167;\r\n\r\n /**\r\n * Gets or sets the number of pre-warm cycles before rendering the particle system\r\n */\r\n @editableInPropertyPage(\"Pre-warm cycles\", PropertyTypeForEdition.Float, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true }, min: 0 })\r\n public preWarmCycles = 0;\r\n\r\n /**\r\n * Gets or sets the time step multiplier used for pre-warm\r\n */\r\n @editableInPropertyPage(\"Pre-warm step multiplier\", PropertyTypeForEdition.Float, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true }, min: 0 })\r\n public preWarmStepOffset = 0;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the system is billboard based\r\n */\r\n @editableInPropertyPage(\"Is billboard based\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true } })\r\n public isBillboardBased = true;\r\n\r\n /**\r\n * Gets or sets the billboard mode for the particle system\r\n */\r\n @editableInPropertyPage(\"Billboard mode\", PropertyTypeForEdition.List, \"ADVANCED\", {\r\n notifiers: { rebuild: true },\r\n embedded: true,\r\n options: [\r\n { label: \"Billboard Mode All\", value: Constants.PARTICLES_BILLBOARDMODE_ALL },\r\n { label: \"Billboard Mode Y\", value: Constants.PARTICLES_BILLBOARDMODE_Y },\r\n { label: \"Billboard Mode Stretched\", value: Constants.PARTICLES_BILLBOARDMODE_STRETCHED },\r\n { label: \"Billboard Mode Stretched Local\", value: Constants.PARTICLES_BILLBOARDMODE_STRETCHED_LOCAL },\r\n ],\r\n })\r\n public billBoardMode = Constants.PARTICLES_BILLBOARDMODE_ALL;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the system coordinate space is local or global\r\n */\r\n @editableInPropertyPage(\"Is local\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true } })\r\n public isLocal = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the system should be disposed when stopped\r\n */\r\n @editableInPropertyPage(\"Dispose on stop\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true } })\r\n public disposeOnStop = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the system should not start automatically\r\n */\r\n @editableInPropertyPage(\"Do no start\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true } })\r\n public doNoStart = false;\r\n\r\n /**\r\n * Gets or sets the rendering group id for the particle system (0 by default)\r\n */\r\n @editableInPropertyPage(\"Rendering group id\", PropertyTypeForEdition.Int, \"ADVANCED\", { embedded: true, notifiers: { rebuild: true }, min: 0 })\r\n public renderingGroupId = 0;\r\n\r\n /** @internal */\r\n public _internalId = SystemBlock._IdCounter++;\r\n\r\n /**\r\n * Gets or sets the custom shader configuration used to render the particles.\r\n * This can be used to set your own shader to render the particle system.\r\n */\r\n public customShader: Nullable<CustomShader> = null;\r\n\r\n /**\r\n * Gets or sets the emitter for the particle system.\r\n */\r\n public emitter: Nullable<AbstractMesh | Vector3> = Vector3.Zero();\r\n\r\n /**\r\n * Create a new SystemBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this._isSystem = true;\r\n\r\n this.registerInput(\"particle\", NodeParticleBlockConnectionPointTypes.Particle);\r\n this.registerInput(\"emitRate\", NodeParticleBlockConnectionPointTypes.Int, true, 10, 0);\r\n this.registerInput(\"texture\", NodeParticleBlockConnectionPointTypes.Texture);\r\n this.registerInput(\"translationPivot\", NodeParticleBlockConnectionPointTypes.Vector2, true);\r\n this.registerInput(\"textureMask\", NodeParticleBlockConnectionPointTypes.Color4, true);\r\n this.registerInput(\"targetStopDuration\", NodeParticleBlockConnectionPointTypes.Float, true, 0, 0);\r\n this.registerInput(\"onStart\", NodeParticleBlockConnectionPointTypes.System, true);\r\n this.registerInput(\"onEnd\", NodeParticleBlockConnectionPointTypes.System, true);\r\n this.registerInput(\"rampGradient\", NodeParticleBlockConnectionPointTypes.Color4, true);\r\n this.registerOutput(\"system\", NodeParticleBlockConnectionPointTypes.System);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"SystemBlock\";\r\n }\r\n\r\n /**\r\n * Gets the particle input component\r\n */\r\n public get particle(): NodeParticleConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the emitRate input component\r\n */\r\n public get emitRate(): NodeParticleConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the texture input component\r\n */\r\n public get texture(): NodeParticleConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the translationPivot input component\r\n */\r\n public get translationPivot(): NodeParticleConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the textureMask input component\r\n */\r\n public get textureMask(): NodeParticleConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the targetStopDuration input component\r\n */\r\n public get targetStopDuration(): NodeParticleConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the onStart input component\r\n */\r\n public get onStart(): NodeParticleConnectionPoint {\r\n return this._inputs[6];\r\n }\r\n\r\n /**\r\n * Gets the onEnd input component\r\n */\r\n public get onEnd(): NodeParticleConnectionPoint {\r\n return this._inputs[7];\r\n }\r\n\r\n /**\r\n * Gets the rampGradient input component\r\n */\r\n public get rampGradient(): NodeParticleConnectionPoint {\r\n return this._inputs[8];\r\n }\r\n\r\n /**\r\n * Gets the system output component\r\n */\r\n public get system(): NodeParticleConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Builds the block and return a functional particle system\r\n * @param state defines the building state\r\n * @returns the built particle system\r\n */\r\n public createSystem(state: NodeParticleBuildState): ParticleSystem {\r\n state.capacity = this.capacity;\r\n state.buildId = this._buildId++;\r\n\r\n this.build(state);\r\n\r\n const particleSystem = this.particle.getConnectedValue(state) as ParticleSystem;\r\n particleSystem.particleTexture = this.texture.getConnectedValue(state);\r\n particleSystem.emitRate = this.emitRate.getConnectedValue(state) as number;\r\n particleSystem.manualEmitCount = this.manualEmitCount;\r\n particleSystem.updateSpeed = this.updateSpeed;\r\n particleSystem.preWarmCycles = this.preWarmCycles;\r\n particleSystem.preWarmStepOffset = this.preWarmStepOffset;\r\n particleSystem.blendMode = this.blendMode;\r\n particleSystem.name = this.name;\r\n particleSystem._targetStopDuration = (this.targetStopDuration.getConnectedValue(state) as number) ?? 0;\r\n particleSystem.startDelay = this.startDelay;\r\n particleSystem.isBillboardBased = this.isBillboardBased;\r\n particleSystem.billboardMode = this.billBoardMode;\r\n particleSystem.translationPivot = (this.translationPivot.getConnectedValue(state) as Vector2) || Vector2.Zero();\r\n particleSystem.textureMask = this.textureMask.getConnectedValue(state) ?? new Color4(1, 1, 1, 1);\r\n particleSystem.isLocal = this.isLocal;\r\n particleSystem.disposeOnStop = this.disposeOnStop;\r\n particleSystem.renderingGroupId = this.renderingGroupId;\r\n if (this.emitter) {\r\n particleSystem.emitter = this.emitter;\r\n }\r\n\r\n // Apply custom shader if defined\r\n if (this.customShader) {\r\n const engine = particleSystem.getScene()?.getEngine();\r\n if (engine?.createEffectForParticles) {\r\n const defines: string = this.customShader.shaderOptions.defines.length > 0 ? this.customShader.shaderOptions.defines.join(\"\\n\") : \"\";\r\n const effect = engine.createEffectForParticles(\r\n this.customShader.shaderPath.fragmentElement,\r\n this.customShader.shaderOptions.uniforms,\r\n this.customShader.shaderOptions.samplers,\r\n defines\r\n );\r\n particleSystem.setCustomEffect(effect, 0);\r\n particleSystem.customShader = this.customShader;\r\n }\r\n }\r\n\r\n // The emit rate can vary if it is connected to another block like a gradient\r\n particleSystem._calculateEmitRate = () => {\r\n state.systemContext = particleSystem;\r\n return this.emitRate.getConnectedValue(state) as number;\r\n };\r\n\r\n // Get the ramp gradients\r\n particleSystem.useRampGradients = false;\r\n if (this.rampGradient.isConnected) {\r\n if (this.rampGradient.connectedPoint?.ownerBlock instanceof ParticleGradientBlock) {\r\n // We have a possible gradient, loop through its entries\r\n const gradientInputs = this.rampGradient.connectedPoint?.ownerBlock.inputs;\r\n\r\n // Skip the first input which is the gradient selector, and we only care about the gradient values\r\n for (let i = 1; i < gradientInputs.length; i++) {\r\n if (gradientInputs[i].isConnected) {\r\n const rampEntry = gradientInputs[i].connectedPoint?.ownerBlock as ParticleGradientValueBlock;\r\n const color = rampEntry._inputs[0].getConnectedValue(state) as Color4;\r\n particleSystem.addRampGradient(rampEntry.reference, new Color3(color.r, color.g, color.b));\r\n particleSystem.useRampGradients = true;\r\n }\r\n }\r\n } else {\r\n // We have a single value, add it as ramp gradient\r\n const color = this.rampGradient.getConnectedValue(state) as Color4;\r\n particleSystem.addRampGradient(0, new Color3(color.r, color.g, color.b));\r\n particleSystem.useRampGradients = true;\r\n }\r\n }\r\n\r\n this.system._storedValue = this;\r\n\r\n particleSystem.canStart = () => {\r\n return !this.doNoStart;\r\n };\r\n\r\n particleSystem.onStartedObservable.add((system) => {\r\n // Triggers\r\n const onStartSystem = this.onStart.getConnectedValue(state);\r\n if (onStartSystem) {\r\n system.onStartedObservable.addOnce(() => {\r\n state.systemContext = particleSystem;\r\n const clone = _TriggerSubEmitter(onStartSystem, state.scene, state.emitterPosition!);\r\n\r\n this.onDisposeObservable.addOnce(() => {\r\n // Clean up the cloned system when the original system is disposed\r\n clone.dispose();\r\n });\r\n });\r\n }\r\n\r\n const onEndSystem = this.onEnd.getConnectedValue(state);\r\n if (onEndSystem) {\r\n system.onStoppedObservable.addOnce(() => {\r\n state.systemContext = particleSystem;\r\n const clone = _TriggerSubEmitter(onEndSystem, state.scene, state.emitterPosition!);\r\n\r\n this.onDisposeObservable.addOnce(() => {\r\n // Clean up the cloned system when the original system is disposed\r\n clone.dispose();\r\n });\r\n });\r\n }\r\n });\r\n\r\n this.onDisposeObservable.addOnce(() => {\r\n particleSystem.dispose();\r\n });\r\n\r\n // Return\r\n return particleSystem;\r\n }\r\n\r\n /**\r\n * Serializes the system block\r\n * @returns The serialized object\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.capacity = this.capacity;\r\n serializationObject.manualEmitCount = this.manualEmitCount;\r\n serializationObject.blendMode = this.blendMode;\r\n serializationObject.updateSpeed = this.updateSpeed;\r\n serializationObject.preWarmCycles = this.preWarmCycles;\r\n serializationObject.preWarmStepOffset = this.preWarmStepOffset;\r\n serializationObject.isBillboardBased = this.isBillboardBased;\r\n serializationObject.billBoardMode = this.billBoardMode;\r\n serializationObject.isLocal = this.isLocal;\r\n serializationObject.disposeOnStop = this.disposeOnStop;\r\n serializationObject.doNoStart = this.doNoStart;\r\n serializationObject.renderingGroupId = this.renderingGroupId;\r\n serializationObject.startDelay = this.startDelay;\r\n serializationObject.customShader = this.customShader;\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Deserializes the system block\r\n * @param serializationObject The serialized system\r\n */\r\n public override _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n\r\n this.capacity = serializationObject.capacity;\r\n this.manualEmitCount = serializationObject.manualEmitCount ?? -1;\r\n this.updateSpeed = serializationObject.updateSpeed ?? 0.0167;\r\n this.preWarmCycles = serializationObject.preWarmCycles ?? 0;\r\n this.preWarmStepOffset = serializationObject.preWarmStepOffset ?? 0;\r\n this.isBillboardBased = serializationObject.isBillboardBased ?? true;\r\n this.billBoardMode = serializationObject.billBoardMode ?? Constants.PARTICLES_BILLBOARDMODE_ALL;\r\n this.isLocal = serializationObject.isLocal ?? false;\r\n this.disposeOnStop = serializationObject.disposeOnStop ?? false;\r\n this.doNoStart = !!serializationObject.doNoStart;\r\n this.renderingGroupId = serializationObject.renderingGroupId ?? 0;\r\n\r\n if (serializationObject.emitRate !== undefined) {\r\n this.emitRate.value = serializationObject.emitRate;\r\n }\r\n\r\n if (serializationObject.blendMode !== undefined) {\r\n this.blendMode = serializationObject.blendMode;\r\n }\r\n\r\n if (serializationObject.startDelay !== undefined) {\r\n this.startDelay = serializationObject.startDelay;\r\n }\r\n\r\n if (serializationObject.customShader !== undefined) {\r\n this.customShader = serializationObject.customShader;\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SystemBlock\", SystemBlock);\r\n"]}
@@ -1,6 +1,5 @@
1
1
  import { Color4 } from "../../Maths/math.color.js";
2
2
  import { Vector2, Vector3 } from "../../Maths/math.vector.js";
3
- import { TransformNode } from "../../Meshes/transformNode.js";
4
3
  import { FactorGradient } from "../../Misc/gradients.js";
5
4
  import { NodeParticleBlockConnectionPointTypes } from "./Enums/nodeParticleBlockConnectionPointTypes.js";
6
5
  import { NodeParticleSystemSet } from "./nodeParticleSystemSet.js";
@@ -801,10 +800,15 @@ function _SystemBlockGroup(updateParticleOutput, oldSystem, context) {
801
800
  newSystem.billBoardMode = oldSystem.billboardMode;
802
801
  newSystem.isLocal = oldSystem.isLocal;
803
802
  newSystem.disposeOnStop = oldSystem.disposeOnStop;
804
- _SystemCustomShader(oldSystem, newSystem);
805
- if (oldSystem.emitter) {
806
- _SystemEmitterPosition(oldSystem.emitter, newSystem);
803
+ newSystem.renderingGroupId = oldSystem.renderingGroupId;
804
+ const emitter = oldSystem.emitter;
805
+ if (emitter instanceof Vector3) {
806
+ newSystem.emitter = emitter.clone();
807
+ }
808
+ else {
809
+ newSystem.emitter = emitter;
807
810
  }
811
+ _SystemCustomShader(oldSystem, newSystem);
808
812
  _SystemEmitRateValue(oldSystem.getEmitRateGradients(), oldSystem.targetStopDuration, oldSystem.emitRate, newSystem, context);
809
813
  _SystemTargetStopDuration(oldSystem.targetStopDuration, newSystem, context);
810
814
  const rampGradients = oldSystem.getRampGradients();
@@ -854,11 +858,6 @@ function _SystemCustomShader(oldSystem, newSystem) {
854
858
  }
855
859
  }
856
860
  }
857
- function _SystemEmitterPosition(emitter, newSystem) {
858
- if (emitter) {
859
- _CreateAndConnectInput("Emitter Position", emitter instanceof TransformNode ? emitter.position.clone() : emitter.clone(), newSystem.emitterPosition, NodeParticleBlockConnectionPointTypes.Vector3);
860
- }
861
- }
862
861
  function _SystemEmitRateValue(emitGradients, targetStopDuration, emitRate, newSystem, context) {
863
862
  if (emitGradients && emitGradients.length > 0 && targetStopDuration > 0) {
864
863
  // Create the emit gradients