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@babylonjs/core

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Getting started? Play directly with the Babylon.js API using our [playground](https://playground.babylonjs.com/). It also contains a lot of samples to learn how to use it.

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import { RegisterClass } from "../../../../Misc/typeStore.js"; import { NodeParticleBlockConnectionPointTypes } from "../../Enums/nodeParticleBlockConnectionPointTypes.js"; import { NodeParticleBlock } from "../../nodeParticleBlock.js"; import { Vector3 } from "../../../../Maths/math.vector.js"; import { RandomRange } from "../../../../Maths/math.scalar.functions.js"; /** * Block used to provide a flow of particles emitted from a sphere shape. */ export class SphereShapeBlock extends NodeParticleBlock { /** * Create a new SphereShapeBlock * @param name defines the block name */ constructor(name) { super(name); this.registerInput("input", NodeParticleBlockConnectionPointTypes.Particle); this.registerInput("radius", NodeParticleBlockConnectionPointTypes.Float, true, 1); this.registerInput("radiusRange", NodeParticleBlockConnectionPointTypes.Float, true, 1, 0, 1); this.registerInput("directionRandomizer", NodeParticleBlockConnectionPointTypes.Float, true, 0, 0, 1); this.registerOutput("output", NodeParticleBlockConnectionPointTypes.Particle); } /** * Gets the current class name * @returns the class name */ getClassName() { return "SphereShapeBlock"; } /** * Gets the input component */ get input() { return this._inputs[0]; } /** * Gets the radius input component */ get radius() { return this._inputs[1]; } /** * Gets the radiusRange input component */ get radiusRange() { return this._inputs[2]; } /** * Gets the directionRandomizer input component */ get directionRandomizer() { return this._inputs[3]; } /** * Gets the output component */ get output() { return this._outputs[0]; } /** * Builds the block * @param state defines the build state */ _build(state) { const system = this.input.getConnectedValue(state); system._directionCreation.process = (particle) => { state.particleContext = particle; state.systemContext = system; const directionRandomizer = this.directionRandomizer.getConnectedValue(state); const direction = particle.position.subtract(state.emitterPosition).normalize(); const randX = RandomRange(0, directionRandomizer); const randY = RandomRange(0, directionRandomizer); const randZ = RandomRange(0, directionRandomizer); direction.x += randX; direction.y += randY; direction.z += randZ; direction.normalize(); if (state.isEmitterTransformNode) { Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, state.emitterWorldMatrix, particle.direction); } else { particle.direction.copyFromFloats(randX, randY, randZ); } }; system._positionCreation.process = (particle) => { state.particleContext = particle; state.systemContext = system; const radius = this.radius.getConnectedValue(state); const radiusRange = this.radiusRange.getConnectedValue(state); const randRadius = radius - RandomRange(0, radius * radiusRange); const v = RandomRange(0, 1.0); const phi = RandomRange(0, 2 * Math.PI); const theta = Math.acos(2 * v - 1); const randX = randRadius * Math.cos(phi) * Math.sin(theta); const randY = randRadius * Math.cos(theta); const randZ = randRadius * Math.sin(phi) * Math.sin(theta); if (state.isEmitterTransformNode) { Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, state.emitterWorldMatrix, particle.position); } else { particle.position.copyFromFloats(randX, randY, randZ); particle.position.addInPlace(state.emitterPosition); } }; this.output._storedValue = system; } } RegisterClass("BABYLON.SphereShapeBlock", SphereShapeBlock); //# sourceMappingURL=sphereShapeBlock.js.map