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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 { _ConnectAtTheEnd } from "../../../Queue/executionQueue.js"; /** * Block used to provide the basic update functionality for particle sprite index. */ export class BasicSpriteUpdateBlock extends NodeParticleBlock { /** * Create a new BasicSpriteUpdateBlock * @param name defines the block name */ constructor(name) { super(name); this.registerInput("particle", NodeParticleBlockConnectionPointTypes.Particle); this.registerOutput("output", NodeParticleBlockConnectionPointTypes.Particle); } /** * Gets the particle component */ get particle() { return this._inputs[0]; } /** * Gets the output component */ get output() { return this._outputs[0]; } /** * Gets the current class name * @returns the class name */ getClassName() { return "BasicSpriteUpdateBlock"; } /** * Builds the block * @param state defines the current build state */ _build(state) { const system = this.particle.getConnectedValue(state); const processSprite = (particle) => { state.particleContext = particle; state.systemContext = system; particle.updateCellIndex(); }; const spriteProcessing = { process: processSprite, previousItem: null, nextItem: null, }; if (system._updateQueueStart) { _ConnectAtTheEnd(spriteProcessing, system._updateQueueStart); } else { system._updateQueueStart = spriteProcessing; } this.output._storedValue = system; } } RegisterClass("BABYLON.BasicSpriteUpdateBlock", BasicSpriteUpdateBlock); //# sourceMappingURL=basicSpriteUpdateBlock.js.map