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@awayjs/graphics

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import { __extends } from "tslib"; import { Matrix3D } from '@awayjs/core'; import { ParticleStateBase } from './ParticleStateBase'; /** * ... */ var ParticleRotateToHeadingState = /** @class */ (function (_super) { __extends(ParticleRotateToHeadingState, _super); function ParticleRotateToHeadingState(animator, particleNode) { var _this = _super.call(this, animator, particleNode) || this; _this._matrix = new Matrix3D(); return _this; } ParticleRotateToHeadingState.prototype.setRenderState = function (shader, renderable, animationElements, animationRegisterData) { if (this._pParticleAnimator.animationSet.hasBillboard) { this._matrix.copyFrom(renderable.node.getMatrix3D()); this._matrix.append(shader.view.projection.transform.inverseMatrix3D); shader.setVertexConstFromMatrix(animationRegisterData.getRegisterIndex(this._pAnimationNode, ParticleRotateToHeadingState.MATRIX_INDEX), this._matrix); } }; /** @private */ ParticleRotateToHeadingState.MATRIX_INDEX = 0; return ParticleRotateToHeadingState; }(ParticleStateBase)); export { ParticleRotateToHeadingState };