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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 { __decorate } from "../../../../tslib.es6.js"; import { RegisterClass } from "../../../../Misc/typeStore.js"; import { NodeParticleBlockConnectionPointTypes } from "../../Enums/nodeParticleBlockConnectionPointTypes.js"; import { NodeParticleBlock } from "../../nodeParticleBlock.js"; import { _ConnectAtTheEnd } from "../../../Queue/executionQueue.js"; import { FlowMap } from "../../../flowMap.js"; import { editableInPropertyPage } from "../../../../Decorators/nodeDecorator.js"; /** * Block used to update particle position based on a flow map */ export class UpdateFlowMapBlock extends NodeParticleBlock { /** * Create a new UpdateFlowMapBlock * @param name defines the block name */ constructor(name) { super(name); /** * Gets or sets the strenght of the flow map effect */ this.strength = 1; this.registerInput("particle", NodeParticleBlockConnectionPointTypes.Particle); this.registerInput("flowMap", NodeParticleBlockConnectionPointTypes.Texture); this.registerOutput("output", NodeParticleBlockConnectionPointTypes.Particle); } /** * Gets the particle component */ get particle() { return this._inputs[0]; } /** * Gets the flowMap input component */ get flowMap() { return this._inputs[1]; } /** * Gets the output component */ get output() { return this._outputs[0]; } /** * Gets the current class name * @returns the class name */ getClassName() { return "UpdateFlowMapBlock"; } /** * Builds the block * @param state defines the current build state */ _build(state) { const system = this.particle.getConnectedValue(state); const scene = state.scene; const flowMapTexture = this.flowMap.connectedPoint?.ownerBlock; let flowMap; // eslint-disable-next-line github/no-then void flowMapTexture.extractTextureContentAsync().then((textureContent) => { if (!textureContent) { return; } flowMap = new FlowMap(textureContent.width, textureContent.height, textureContent.data); }); const processFlowMap = (particle) => { const matrix = scene.getTransformMatrix(); if (!flowMap) { // If the flow map is not ready, we skip processing return; } flowMap._processParticle(particle, this.strength * system._tempScaledUpdateSpeed, matrix); }; const flowMapProcessing = { process: processFlowMap, previousItem: null, nextItem: null, }; if (system._updateQueueStart) { _ConnectAtTheEnd(flowMapProcessing, system._updateQueueStart); } else { system._updateQueueStart = flowMapProcessing; } this.output._storedValue = system; } serialize() { const serializationObject = super.serialize(); serializationObject.strength = this.strength; return serializationObject; } _deserialize(serializationObject) { super._deserialize(serializationObject); this.strength = serializationObject.strength; } } __decorate([ editableInPropertyPage("strength", 1 /* PropertyTypeForEdition.Float */, "ADVANCED", { embedded: true, notifiers: { rebuild: true }, min: 0 }) ], UpdateFlowMapBlock.prototype, "strength", void 0); RegisterClass("BABYLON.UpdateFlowMapBlock", UpdateFlowMapBlock); //# sourceMappingURL=updateFlowMapBlock.js.map