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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 update the sprite cell index of a particle */ export class UpdateSpriteCellIndexBlock extends NodeParticleBlock { /** * Create a new UpdateSpriteCellIndexBlock * @param name defines the block name */ constructor(name) { super(name); this.registerInput("particle", NodeParticleBlockConnectionPointTypes.Particle); this.registerInput("cellIndex", NodeParticleBlockConnectionPointTypes.Int); this.registerOutput("output", NodeParticleBlockConnectionPointTypes.Particle); this.cellIndex.acceptedConnectionPointTypes = [NodeParticleBlockConnectionPointTypes.Float]; } /** * Gets the particle component */ get particle() { return this._inputs[0]; } /** * Gets the cellIndex input component */ get cellIndex() { 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 "UpdateSpriteCellIndexBlock"; } /** * Builds the block * @param state defines the current build state */ _build(state) { const system = this.particle.getConnectedValue(state); this.output._storedValue = system; if (!this.cellIndex.isConnected) { return; } const processSpriteCellIndex = (particle) => { state.particleContext = particle; state.systemContext = system; particle.cellIndex = Math.floor(this.cellIndex.getConnectedValue(state)); }; const spriteCellIndexProcessing = { process: processSpriteCellIndex, previousItem: null, nextItem: null, }; if (system._updateQueueStart) { _ConnectAtTheEnd(spriteCellIndexProcessing, system._updateQueueStart); } else { system._updateQueueStart = spriteCellIndexProcessing; } } } RegisterClass("BABYLON.UpdateSpriteCellIndexBlock", UpdateSpriteCellIndexBlock); //# sourceMappingURL=updateSpriteCellIndexBlock.js.map