@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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JavaScript
import { RegisterClass } from "../../../../Misc/typeStore.js";
import { NodeParticleBlockConnectionPointTypes } from "../../Enums/nodeParticleBlockConnectionPointTypes.js";
import { Vector3 } from "../../../../Maths/math.vector.js";
import { NodeParticleBlock } from "../../nodeParticleBlock.js";
import { RandomRange } from "../../../../Maths/math.scalar.functions.js";
/**
* Block used to provide a flow of particles emitted from a box shape.
*/
export class BoxShapeBlock extends NodeParticleBlock {
/**
* Create a new BoxShapeBlock
* @param name defines the block name
*/
constructor(name) {
super(name);
this.registerInput("particle", NodeParticleBlockConnectionPointTypes.Particle);
this.registerInput("direction1", NodeParticleBlockConnectionPointTypes.Vector3, true, new Vector3(0, 1.0, 0));
this.registerInput("direction2", NodeParticleBlockConnectionPointTypes.Vector3, true, new Vector3(0, 1.0, 0));
this.registerInput("minEmitBox", NodeParticleBlockConnectionPointTypes.Vector3, true, new Vector3(-0.5, -0.5, -0.5));
this.registerInput("maxEmitBox", NodeParticleBlockConnectionPointTypes.Vector3, true, new Vector3(0.5, 0.5, 0.5));
this.registerOutput("output", NodeParticleBlockConnectionPointTypes.Particle);
}
/**
* Gets the current class name
* @returns the class name
*/
getClassName() {
return "BoxShapeBlock";
}
/**
* Gets the particle input component
*/
get particle() {
return this._inputs[0];
}
/**
* Gets the direction1 input component
*/
get direction1() {
return this._inputs[1];
}
/**
* Gets the direction2 input component
*/
get direction2() {
return this._inputs[2];
}
/**
* Gets the minEmitBox input component
*/
get minEmitBox() {
return this._inputs[3];
}
/**
* Gets the maxEmitBox input component
*/
get maxEmitBox() {
return this._inputs[4];
}
/**
* Gets the output component
*/
get output() {
return this._outputs[0];
}
/**
* Builds the block
* @param state defines the build state
*/
_build(state) {
const system = this.particle.getConnectedValue(state);
system._directionCreation.process = (particle) => {
state.particleContext = particle;
state.systemContext = system;
const direction1 = this.direction1.getConnectedValue(state);
const direction2 = this.direction2.getConnectedValue(state);
const randX = RandomRange(direction1.x, direction2.x);
const randY = RandomRange(direction1.y, direction2.y);
const randZ = RandomRange(direction1.z, direction2.z);
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 minEmitBox = this.minEmitBox.getConnectedValue(state);
const maxEmitBox = this.maxEmitBox.getConnectedValue(state);
const randX = RandomRange(minEmitBox.x, maxEmitBox.x);
const randY = RandomRange(minEmitBox.y, maxEmitBox.y);
const randZ = RandomRange(minEmitBox.z, maxEmitBox.z);
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.BoxShapeBlock", BoxShapeBlock);
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