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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 { Vector2, Vector3, Vector4 } from "../../../Maths/math.vector.js"; import { RegisterClass } from "../../../Misc/typeStore.js"; import { NodeParticleBlock } from "../nodeParticleBlock.js"; import { NodeParticleBlockConnectionPointTypes } from "../Enums/nodeParticleBlockConnectionPointTypes.js"; /** * Block used to normalize lerp between 2 values */ // eslint-disable-next-line @typescript-eslint/naming-convention export class ParticleNLerpBlock extends NodeParticleBlock { /** * Creates a new ParticleNLerpBlock * @param name defines the block name */ constructor(name) { super(name); this.registerInput("left", NodeParticleBlockConnectionPointTypes.AutoDetect); this.registerInput("right", NodeParticleBlockConnectionPointTypes.AutoDetect); this.registerInput("gradient", NodeParticleBlockConnectionPointTypes.Float, true, 0, 0, 1); this.registerOutput("output", NodeParticleBlockConnectionPointTypes.BasedOnInput); this._outputs[0]._typeConnectionSource = this._inputs[0]; this._linkConnectionTypes(0, 1); this._inputs[0].excludedConnectionPointTypes.push(NodeParticleBlockConnectionPointTypes.Matrix); this._inputs[0].excludedConnectionPointTypes.push(NodeParticleBlockConnectionPointTypes.Particle); this._inputs[0].excludedConnectionPointTypes.push(NodeParticleBlockConnectionPointTypes.Texture); } /** * Gets the current class name * @returns the class name */ getClassName() { return "ParticleNLerpBlock"; } /** * Gets the left operand input component */ get left() { return this._inputs[0]; } /** * Gets the right operand input component */ get right() { return this._inputs[1]; } /** * Gets the gradient operand input component */ get gradient() { return this._inputs[2]; } /** * Gets the output component */ get output() { return this._outputs[0]; } _build(_state) { if (!this.left.isConnected || !this.right.isConnected) { this.output._storedFunction = null; this.output._storedValue = null; return; } const func = (gradient, left, right) => { return (1 - gradient) * left + gradient * right; }; this.output._storedFunction = (state) => { const left = this.left.getConnectedValue(state); const right = this.right.getConnectedValue(state); const gradient = this.gradient.getConnectedValue(state); switch (this.left.type) { case NodeParticleBlockConnectionPointTypes.Int: case NodeParticleBlockConnectionPointTypes.Float: { return func(gradient, left, right); // NLerp is really lerp in that case } case NodeParticleBlockConnectionPointTypes.Vector2: { const result = new Vector2(func(gradient, left.x, right.x), func(gradient, left.y, right.y)); result.normalize(); return result; } case NodeParticleBlockConnectionPointTypes.Vector3: { const result = new Vector3(func(gradient, left.x, right.x), func(gradient, left.y, right.y), func(gradient, left.z, right.z)); result.normalize(); return result; } case NodeParticleBlockConnectionPointTypes.Color4: { const result = new Vector4(func(gradient, left.r, right.r), func(gradient, left.g, right.g), func(gradient, left.b, right.b), func(gradient, left.a, right.a)); result.normalize(); return result; } } return 0; }; return this; } } RegisterClass("BABYLON.ParticleNLerpBlock", ParticleNLerpBlock); //# sourceMappingURL=particleNLerpBlock.js.map