@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.
74 lines • 2.5 kB
JavaScript
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);
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