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.

243 lines 11.3 kB
import { __decorate } from "../../../../tslib.es6.js"; import { RegisterClass } from "../../../../Misc/typeStore.js"; import { VertexData } from "../../../../Meshes/mesh.vertexData.js"; import { editableInPropertyPage } from "../../../../Decorators/nodeDecorator.js"; import { NodeParticleBlock } from "../../nodeParticleBlock.js"; import { NodeParticleBlockConnectionPointTypes } from "../../Enums/nodeParticleBlockConnectionPointTypes.js"; import { TmpVectors, Vector3, Vector4 } from "../../../../Maths/math.vector.js"; import { RandomRange } from "../../../../Maths/math.scalar.functions.js"; import { _CreateLocalPositionData } from "./emitters.functions.js"; /** * Defines a block used to generate particle shape from mesh geometry data */ export class MeshShapeBlock extends NodeParticleBlock { /** * Gets or sets the mesh to use to get vertex data */ get mesh() { return this._mesh; } set mesh(value) { this._mesh = value; } /** * Create a new MeshShapeBlock * @param name defines the block name */ constructor(name) { super(name); this._cachedVertexData = null; this._indices = null; this._positions = null; this._normals = null; this._colors = null; this._storedNormal = Vector3.Zero(); /** * Gets or sets a boolean indicating that this block should serialize its cached data */ this.serializedCachedData = false; /** * Gets or sets a boolean indicating if the mesh normals should be used for particle direction */ this.useMeshNormalsForDirection = true; /** * Gets or sets a boolean indicating if the mesh colors should be used for particle color */ this.useMeshColorForColor = false; /** * Gets or sets a boolean indicating if the coordinates should be in world space (local space by default) */ this.worldSpace = false; 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.registerOutput("output", NodeParticleBlockConnectionPointTypes.Particle); } /** * Gets the current class name * @returns the class name */ getClassName() { return "MeshShapeBlock"; } /** * Gets a boolean indicating if the block is using cached data */ get isUsingCachedData() { return !this.mesh && !!this._cachedVertexData; } /** * Gets the particle 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 output component */ get output() { return this._outputs[0]; } /** * Remove stored data */ cleanData() { this._mesh = null; this._cachedVertexData = null; } /** * Builds the block * @param state defines the build state */ _build(state) { const system = this.particle.getConnectedValue(state); if (!this._mesh && !this._cachedVertexData) { this.output._storedValue = system; return; } if (this._mesh) { this._cachedVertexData = VertexData.ExtractFromMesh(this._mesh, false, true); } if (!this._cachedVertexData) { this.output._storedValue = system; return; } this._indices = this._cachedVertexData.indices; this._positions = this._cachedVertexData.positions; this._normals = this._cachedVertexData.normals; this._colors = this._cachedVertexData.colors; if (this.useMeshColorForColor && this._colors) { system._colorCreation.process = () => { }; } system._directionCreation.process = (particle) => { state.particleContext = particle; state.systemContext = system; if (this.useMeshNormalsForDirection && this._normals) { if (system.isLocal) { particle.direction.copyFrom(this._storedNormal); } else { Vector3.TransformNormalToRef(this._storedNormal, state.emitterWorldMatrix, particle.direction); } return; } 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 (system.isLocal) { particle.direction.copyFromFloats(randX, randY, randZ); } else { Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, state.emitterWorldMatrix, particle.direction); } particle._properties.initialDirection = particle.direction.clone(); }; system._positionCreation.process = (particle) => { state.particleContext = particle; state.systemContext = system; if (!this._indices || !this._positions) { return; } const randomFaceIndex = 3 * ((Math.random() * (this._indices.length / 3)) | 0); const bu = Math.random(); const bv = Math.random() * (1.0 - bu); const bw = 1.0 - bu - bv; const faceIndexA = this._indices[randomFaceIndex]; const faceIndexB = this._indices[randomFaceIndex + 1]; const faceIndexC = this._indices[randomFaceIndex + 2]; const vertexA = TmpVectors.Vector3[0]; const vertexB = TmpVectors.Vector3[1]; const vertexC = TmpVectors.Vector3[2]; const randomVertex = TmpVectors.Vector3[3]; Vector3.FromArrayToRef(this._positions, faceIndexA * 3, vertexA); Vector3.FromArrayToRef(this._positions, faceIndexB * 3, vertexB); Vector3.FromArrayToRef(this._positions, faceIndexC * 3, vertexC); randomVertex.x = bu * vertexA.x + bv * vertexB.x + bw * vertexC.x; randomVertex.y = bu * vertexA.y + bv * vertexB.y + bw * vertexC.y; randomVertex.z = bu * vertexA.z + bv * vertexB.z + bw * vertexC.z; if (this.worldSpace && this.mesh) { Vector3.TransformCoordinatesFromFloatsToRef(randomVertex.x, randomVertex.y, randomVertex.z, this.mesh.getWorldMatrix(), randomVertex); } if (system.isLocal) { particle.position.copyFromFloats(randomVertex.x, randomVertex.y, randomVertex.z); } else { Vector3.TransformCoordinatesFromFloatsToRef(randomVertex.x, randomVertex.y, randomVertex.z, state.emitterWorldMatrix, particle.position); } _CreateLocalPositionData(particle); if (this.useMeshNormalsForDirection && this._normals) { Vector3.FromArrayToRef(this._normals, faceIndexA * 3, vertexA); Vector3.FromArrayToRef(this._normals, faceIndexB * 3, vertexB); Vector3.FromArrayToRef(this._normals, faceIndexC * 3, vertexC); this._storedNormal.x = bu * vertexA.x + bv * vertexB.x + bw * vertexC.x; this._storedNormal.y = bu * vertexA.y + bv * vertexB.y + bw * vertexC.y; this._storedNormal.z = bu * vertexA.z + bv * vertexB.z + bw * vertexC.z; } if (this.useMeshColorForColor && this._colors) { Vector4.FromArrayToRef(this._colors, faceIndexA * 4, TmpVectors.Vector4[0]); Vector4.FromArrayToRef(this._colors, faceIndexB * 4, TmpVectors.Vector4[1]); Vector4.FromArrayToRef(this._colors, faceIndexC * 4, TmpVectors.Vector4[2]); particle.color.copyFromFloats(bu * TmpVectors.Vector4[0].x + bv * TmpVectors.Vector4[1].x + bw * TmpVectors.Vector4[2].x, bu * TmpVectors.Vector4[0].y + bv * TmpVectors.Vector4[1].y + bw * TmpVectors.Vector4[2].y, bu * TmpVectors.Vector4[0].z + bv * TmpVectors.Vector4[1].z + bw * TmpVectors.Vector4[2].z, bu * TmpVectors.Vector4[0].w + bv * TmpVectors.Vector4[1].w + bw * TmpVectors.Vector4[2].w); } }; this.output._storedValue = system; } /** * Serializes this block in a JSON representation * @returns the serialized block object */ serialize() { const serializationObject = super.serialize(); serializationObject.serializedCachedData = this.serializedCachedData; if (this.serializedCachedData) { if (this._mesh) { serializationObject.cachedVertexData = VertexData.ExtractFromMesh(this._mesh, false, true).serialize(); } else if (this._cachedVertexData) { serializationObject.cachedVertexData = this._cachedVertexData.serialize(); } } serializationObject.useMeshNormalsForDirection = this.useMeshNormalsForDirection; serializationObject.useMeshColorForColor = this.useMeshColorForColor; serializationObject.worldSpace = this.worldSpace; return serializationObject; } _deserialize(serializationObject) { super._deserialize(serializationObject); if (serializationObject.cachedVertexData) { this._cachedVertexData = VertexData.Parse(serializationObject.cachedVertexData); } this.serializedCachedData = !!serializationObject.serializedCachedData; this.useMeshNormalsForDirection = !!serializationObject.useMeshNormalsForDirection; this.useMeshColorForColor = !!serializationObject.useMeshColorForColor; this.worldSpace = !!serializationObject.worldSpace; } } __decorate([ editableInPropertyPage("Serialize cached data", 0 /* PropertyTypeForEdition.Boolean */, "ADVANCED", { embedded: true, notifiers: { rebuild: true } }) ], MeshShapeBlock.prototype, "serializedCachedData", void 0); __decorate([ editableInPropertyPage("Use normals for direction", 0 /* PropertyTypeForEdition.Boolean */, "ADVANCED", { embedded: true, notifiers: { rebuild: true } }) ], MeshShapeBlock.prototype, "useMeshNormalsForDirection", void 0); __decorate([ editableInPropertyPage("Use vertex color for color", 0 /* PropertyTypeForEdition.Boolean */, "ADVANCED", { embedded: true, notifiers: { rebuild: true } }) ], MeshShapeBlock.prototype, "useMeshColorForColor", void 0); __decorate([ editableInPropertyPage("World space", 0 /* PropertyTypeForEdition.Boolean */, "ADVANCED", { embedded: true, notifiers: { rebuild: true } }) ], MeshShapeBlock.prototype, "worldSpace", void 0); RegisterClass("BABYLON.MeshShapeBlock", MeshShapeBlock); //# sourceMappingURL=meshShapeBlock.js.map