@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";
/**
* Block used to provide a flow of particles emitted from a custom position.
*/
export class CustomShapeBlock extends NodeParticleBlock {
/**
* Create a new CustomShapeBlock
* @param name defines the block name
*/
constructor(name) {
super(name);
this.registerInput("particle", NodeParticleBlockConnectionPointTypes.Particle);
this.registerInput("position", NodeParticleBlockConnectionPointTypes.Vector3, true, new Vector3(0, 0, 0));
this.registerInput("direction", NodeParticleBlockConnectionPointTypes.Vector3, true, new Vector3(0, 1.0, 0));
this.registerOutput("output", NodeParticleBlockConnectionPointTypes.Particle);
}
/**
* Gets the current class name
* @returns the class name
*/
getClassName() {
return "CustomShapeBlock";
}
/**
* Gets the particle component
*/
get particle() {
return this._inputs[0];
}
/**
* Gets the position input component
*/
get position() {
return this._inputs[1];
}
/**
* Gets the direction input component
*/
get direction() {
return this._inputs[2];
}
/**
* 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 direction = this.direction.getConnectedValue(state);
if (state.isEmitterTransformNode) {
Vector3.TransformNormalToRef(direction, state.emitterWorldMatrix, particle.direction);
}
else {
particle.direction.copyFrom(direction);
}
};
system._positionCreation.process = (particle) => {
state.particleContext = particle;
state.systemContext = system;
const position = this.position.getConnectedValue(state);
if (state.isEmitterTransformNode) {
Vector3.TransformCoordinatesToRef(position, state.emitterWorldMatrix, particle.position);
}
else {
particle.position.copyFrom(position);
particle.position.addInPlace(state.emitterPosition);
}
};
this.output._storedValue = system;
}
}
RegisterClass("BABYLON.CustomShapeBlock", CustomShapeBlock);
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