UNPKG

@babylonjs/core

Version:

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.

98 lines 3.98 kB
import { TmpVectors, Vector3 } from "../../../../Maths/math.vector.js"; import { RegisterClass } from "../../../../Misc/typeStore.js"; import { EmptyGeneratorFunc } from "../../../EmitterTypes/customParticleEmitter.js"; import { NodeParticleBlock } from "../../nodeParticleBlock.js"; import { NodeParticleBlockConnectionPointTypes } from "../../Enums/nodeParticleBlockConnectionPointTypes.js"; import { _CreateLocalPositionData } from "./emitters.functions.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); /** The particle position generator function */ this.particlePositionGenerator = EmptyGeneratorFunc; /** The particle destination generator function */ this.particleDestinationGenerator = EmptyGeneratorFunc; /** The particle direction generator function */ this.particleDirectionGenerator = EmptyGeneratorFunc; this.registerInput("particle", NodeParticleBlockConnectionPointTypes.Particle); 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 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 tmpVector = TmpVectors.Vector3[0]; if (this.particleDirectionGenerator && this.particleDirectionGenerator !== EmptyGeneratorFunc) { this.particleDirectionGenerator(-1, particle, tmpVector); } else if (this.particleDestinationGenerator && this.particleDestinationGenerator !== EmptyGeneratorFunc) { this.particleDestinationGenerator(-1, particle, tmpVector); // Get direction const diffVector = TmpVectors.Vector3[1]; tmpVector.subtractToRef(particle.position, diffVector); diffVector.scaleToRef(1 / particle.lifeTime, tmpVector); } else { tmpVector.set(0, 0, 0); } if (system.isLocal) { particle.direction.copyFrom(tmpVector); } else { Vector3.TransformNormalToRef(tmpVector, state.emitterWorldMatrix, particle.direction); } particle._properties.initialDirection = particle.direction.clone(); }; system._positionCreation.process = (particle) => { state.particleContext = particle; state.systemContext = system; const tmpVector = TmpVectors.Vector3[0]; if (this.particlePositionGenerator && this.particlePositionGenerator !== EmptyGeneratorFunc) { this.particlePositionGenerator(-1, particle, tmpVector); } else { tmpVector.set(0, 0, 0); } if (system.isLocal) { particle.position.copyFrom(tmpVector); } else { Vector3.TransformCoordinatesToRef(tmpVector, state.emitterWorldMatrix, particle.position); } _CreateLocalPositionData(particle); }; this.output._storedValue = system; } } RegisterClass("BABYLON.CustomShapeBlock", CustomShapeBlock); //# sourceMappingURL=customShapeBlock.js.map