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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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/** This file must only contain pure code and pure imports */ import { type Immutable, type Nullable } from "../types.js"; import { type Color3Gradient, type IValueGradient } from "../Misc/gradients.js"; import { Observable } from "../Misc/observable.pure.js"; import { Matrix } from "../Maths/math.vector.pure.js"; import { Color4 } from "../Maths/math.color.pure.js"; import { VertexBuffer } from "../Buffers/buffer.pure.js"; import { type IParticleSystem } from "./IParticleSystem.js"; import { BaseParticleSystem } from "./baseParticleSystem.pure.js"; import { ParticleSystem } from "./particleSystem.pure.js"; import { Attractor } from "./attractor.js"; import { type IDisposable, Scene } from "../scene.pure.js"; import { type Effect } from "../Materials/effect.pure.js"; import { RawTexture } from "../Materials/Textures/rawTexture.js"; import { type IAnimatable } from "../Animations/animatable.interface.js"; import { AbstractEngine } from "../Engines/abstractEngine.pure.js"; import { type DataBuffer } from "../Buffers/dataBuffer.js"; import { DrawWrapper } from "../Materials/drawWrapper.js"; import { type Texture } from "../Materials/Textures/texture.pure.js"; /** * This represents a GPU particle system in Babylon * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data * @see https://www.babylonjs-playground.com/#PU4WYI#4 */ export declare class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable { /** * The layer mask we are rendering the particles through. */ layerMask: number; private _capacity; private _maxActiveParticleCount; private _currentActiveCount; private _accumulatedCount; private _writePointer; private _emitIndex; private _emitCount; private _emitRateControl; private _updateBuffer; private _buffer0; private _buffer1; private _spriteBuffer; private _renderVertexBuffers; private _linesIndexBufferUseInstancing; private _targetIndex; private _sourceBuffer; private _targetBuffer; /** Set to true when any entry in `_colorGradients` has a `color2` (per-particle random color range). */ private _hasColorGradientColor2; private _currentRenderId; private _currentRenderingCameraUniqueId; private _started; private _stopped; private _timeDelta; /** @internal */ _randomTexture: RawTexture; /** @internal */ _randomTexture2: RawTexture; /** Indicates that the update of particles is done in the animate function (and not in render). Default: false */ updateInAnimate: boolean; private _attributesStrideSize; private _cachedUpdateDefines; private _randomTextureSize; private _actualFrame; private _drawWrappers; private _customWrappers; private readonly _rawTextureWidth; private _platform; private _rebuildingAfterContextLost; /** * Whether the particle buffer needs to store the initial emission direction. * True when particles are not billboarded (they orient by direction) or when * using stretched-local billboard mode (stretches along initial direction). * @internal */ get _needsInitialDirection(): boolean; private _currentEmitRateGradient; private _currentEmitRate1; private _currentEmitRate2; private _currentStartSizeGradient; private _currentStartSize1; private _currentStartSize2; private _startSizeGradientFactor; private _lifeTimeGradientMin; private _lifeTimeGradientMax; /** * Specifies if the particle system should be serialized */ doNotSerialize: boolean; /** * Gets a boolean indicating if the GPU particles can be rendered on current browser */ static get IsSupported(): boolean; /** * An event triggered when the system is disposed. */ onDisposeObservable: Observable<IParticleSystem>; /** * An event triggered when the system is stopped */ onStoppedObservable: Observable<IParticleSystem>; /** * An event triggered when the system is started */ onStartedObservable: Observable<IParticleSystem>; private _createIndexBuffer; /** * Gets the maximum number of particles active at the same time. * @returns The max number of active particles. */ getCapacity(): number; /** * Gets whether emit rate control is enabled. * When true, the GPU particle system limits the number of active particles * to approximately emitRate * maxLifeTime (matching CPU particle behavior) * and uses a circular buffer to recycle particle slots. * When false (default), all dead particles are recycled immediately, * which is the legacy GPU particle behavior. */ get emitRateControl(): boolean; /** * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls * to override the particles. */ forceDepthWrite: boolean; /** * Gets or set the number of active particles * The value cannot be greater than "capacity" (if it is, it will be limited to "capacity"). */ get maxActiveParticleCount(): number; set maxActiveParticleCount(value: number); /** * Gets or set the number of active particles * @deprecated Please use maxActiveParticleCount instead. */ get activeParticleCount(): number; set activeParticleCount(value: number); private _preWarmDone; /** * Specifies if the particles are updated in emitter local space or world space. */ isLocal: boolean; /** Indicates that the particle system is GPU based */ readonly isGPU = true; /** Attractors */ /** * Maximum number of attractors for this GPU particle system instance. * Determined at construction time via the `maxAttractors` option (default 8). * Limited by the fixed-size uniform arrays in the update shaders. */ readonly maxAttractors: number; /** * Add an attractor to the particle system. Attractors are used to change the direction of the particles in the system. * @param attractor - The attractor to add to the particle system */ addAttractor(attractor: Attractor): void; /** Gets or sets a matrix to use to compute projection */ defaultProjectionMatrix: Matrix; /** * Gets or sets an object used to store user defined information for the particle system */ metadata: any; /** Flow map */ /** @internal */ _flowMap: Nullable<Texture>; /** * The strength of the flow map */ flowMapStrength: number; /** Gets or sets the current flow map */ get flowMap(): Nullable<Texture>; set flowMap(value: Nullable<Texture>); /** Mesh emitter textures */ /** @internal */ _meshPositionTexture: Nullable<RawTexture>; /** @internal */ _meshNormalTexture: Nullable<RawTexture>; /** @internal */ _meshTriangleCount: number; /** @internal */ _meshTextureWidth: number; private _meshEmitterMeshId; private _meshEmitterUsedNormals; /** * Is this system ready to be used/rendered * @returns true if the system is ready */ isReady(): boolean; /** * Gets if the system has been started. (Note: this will still be true after stop is called) * @returns True if it has been started, otherwise false. */ isStarted(): boolean; /** * Gets if the system has been stopped. (Note: rendering is still happening but the system is frozen) * @returns True if it has been stopped, otherwise false. */ isStopped(): boolean; /** * Gets a boolean indicating that the system is stopping * @returns true if the system is currently stopping */ isStopping(): boolean; /** * Gets the number of particles active at the same time. * @returns The number of active particles. */ getActiveCount(): number; /** * Starts the particle system and begins to emit * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default) */ start(delay?: number): void; /** * Stops the particle system. */ stop(): void; /** * Remove all active particles */ reset(): void; /** * Returns the string "GPUParticleSystem" * @returns a string containing the class name */ getClassName(): string; /** * Gets the custom effect used to render the particles * @param blendMode Blend mode for which the effect should be retrieved * @returns The effect */ getCustomEffect(blendMode?: number): Nullable<Effect>; private _getCustomDrawWrapper; /** * Sets the custom effect used to render the particles * @param effect The effect to set * @param blendMode Blend mode for which the effect should be set */ setCustomEffect(effect: Nullable<Effect>, blendMode?: number): void; /** @internal */ protected _onBeforeDrawParticlesObservable: Nullable<Observable<Nullable<Effect>>>; /** * Observable that will be called just before the particles are drawn */ get onBeforeDrawParticlesObservable(): Observable<Nullable<Effect>>; /** * Gets the name of the particle vertex shader */ get vertexShaderName(): string; /** * Gets the vertex buffers used by the particle system * Should be called after render() has been called for the current frame so that the buffers returned are the ones that have been updated * in the current frame (there's a ping-pong between two sets of buffers - for a given frame, one set is used as the source and the other as the destination) */ get vertexBuffers(): Immutable<{ [key: string]: VertexBuffer; }>; /** * Gets the index buffer used by the particle system (null for GPU particle systems) */ get indexBuffer(): Nullable<DataBuffer>; /** @internal */ _colorGradientsTexture: RawTexture; protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem; /** * Adds a new color gradient * @param gradient defines the gradient to use (between 0 and 1) * @param color1 defines the color to affect to the specified gradient * @param color2 defines an optional second color to be used to produce a random color per particle at the gradient (lerped with color1 using a per-particle random value) * @returns the current particle system */ addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem; private _refreshColorGradient; /** Force the system to rebuild all gradients that need to be resync */ forceRefreshGradients(): void; /** * Remove a specific color gradient * @param gradient defines the gradient to remove * @returns the current particle system */ removeColorGradient(gradient: number): GPUParticleSystem; /** * Resets the draw wrappers cache */ resetDrawCache(): void; /** @internal */ _angularSpeedGradientsTexture: RawTexture; /** @internal */ _sizeGradientsTexture: RawTexture; /** @internal */ _velocityGradientsTexture: RawTexture; /** @internal */ _limitVelocityGradientsTexture: RawTexture; /** @internal */ _dragGradientsTexture: RawTexture; /** * Adds a new size gradient * @param gradient defines the gradient to use (between 0 and 1) * @param factor defines the size factor to affect to the specified gradient * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from * @returns the current particle system */ addSizeGradient(gradient: number, factor: number, factor2?: number): GPUParticleSystem; /** * Remove a specific size gradient * @param gradient defines the gradient to remove * @returns the current particle system */ removeSizeGradient(gradient: number): GPUParticleSystem; private _refreshFactorGradient; /** * Adds a new angular speed gradient * @param gradient defines the gradient to use (between 0 and 1) * @param factor defines the angular speed to affect to the specified gradient * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from * @returns the current particle system */ addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): GPUParticleSystem; /** * Remove a specific angular speed gradient * @param gradient defines the gradient to remove * @returns the current particle system */ removeAngularSpeedGradient(gradient: number): GPUParticleSystem; /** * Adds a new velocity gradient * @param gradient defines the gradient to use (between 0 and 1) * @param factor defines the velocity to affect to the specified gradient * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from * @returns the current particle system */ addVelocityGradient(gradient: number, factor: number, factor2?: number): GPUParticleSystem; /** * Remove a specific velocity gradient * @param gradient defines the gradient to remove * @returns the current particle system */ removeVelocityGradient(gradient: number): GPUParticleSystem; /** * Adds a new limit velocity gradient * @param gradient defines the gradient to use (between 0 and 1) * @param factor defines the limit velocity value to affect to the specified gradient * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from * @returns the current particle system */ addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): GPUParticleSystem; /** * Remove a specific limit velocity gradient * @param gradient defines the gradient to remove * @returns the current particle system */ removeLimitVelocityGradient(gradient: number): GPUParticleSystem; /** * Adds a new drag gradient * @param gradient defines the gradient to use (between 0 and 1) * @param factor defines the drag value to affect to the specified gradient * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from * @returns the current particle system */ addDragGradient(gradient: number, factor: number, factor2?: number): GPUParticleSystem; /** * Remove a specific drag gradient * @param gradient defines the gradient to remove * @returns the current particle system */ removeDragGradient(gradient: number): GPUParticleSystem; /** * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property) * @param gradient defines the gradient to use (between 0 and 1) * @param factor defines the start size factor to affect to the specified gradient * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from * @returns the current particle system */ addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem; /** * Remove a specific start size gradient * @param gradient defines the gradient to remove * @returns the current particle system */ removeStartSizeGradient(gradient: number): IParticleSystem; /** * Not supported by GPUParticleSystem * @returns the current particle system */ addColorRemapGradient(): IParticleSystem; /** * Not supported by GPUParticleSystem * @returns the current particle system */ removeColorRemapGradient(): IParticleSystem; /** * Not supported by GPUParticleSystem * @returns the current particle system */ addAlphaRemapGradient(): IParticleSystem; /** * Not supported by GPUParticleSystem * @returns the current particle system */ removeAlphaRemapGradient(): IParticleSystem; /** * Not supported by GPUParticleSystem * @returns the current particle system */ addRampGradient(): IParticleSystem; /** * Not supported by GPUParticleSystem * @returns the current particle system */ removeRampGradient(): IParticleSystem; /** * Not supported by GPUParticleSystem * @returns the list of ramp gradients */ getRampGradients(): Nullable<Array<Color3Gradient>>; /** * Not supported by GPUParticleSystem * Gets or sets a boolean indicating that ramp gradients must be used * @see https://doc.babylonjs.com/features/featuresDeepDive/particles/particle_system/particle_system_intro#ramp-gradients */ get useRampGradients(): boolean; set useRampGradients(value: boolean); /** * Adds a new life time gradient (please note that this will only work if you set the targetStopDuration property) * @param gradient defines the gradient to use (between 0 and 1) * @param factor defines the life time factor to affect to the specified gradient * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from * @returns the current particle system */ addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem; /** * Remove a specific life time gradient * @param gradient defines the gradient to remove * @returns the current particle system */ removeLifeTimeGradient(gradient: number): IParticleSystem; /** * Instantiates a GPU particle system. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust. * @param name The name of the particle system * @param options The options used to create the system * @param sceneOrEngine The scene the particle system belongs to or the engine to use if no scene * @param customEffect a custom effect used to change the way particles are rendered by default * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture */ constructor(name: string, options: Partial<{ capacity: number; randomTextureSize: number; emitRateControl: boolean; maxAttractors: number; }>, sceneOrEngine: Scene | AbstractEngine, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean); protected _reset(): void; private _createVertexBuffers; private _initialize; /** * Forces the update effect to be recreated on the next render. */ private _resetEffect; /** @internal */ _recreateUpdateEffect(): boolean; /** * @internal */ _getWrapper(blendMode: number): DrawWrapper; /** * @internal */ static _GetAttributeNamesOrOptions(hasColorGradients?: boolean, isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, isBillboardStretched?: boolean, isBillboardStretchedLocal?: boolean, hasColorGradientColor2?: boolean): string[]; /** * @internal */ static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean, useLogarithmicDepth?: boolean, applyFog?: boolean): string[]; /** * Fill the defines array according to the current settings of the particle system * @param defines Array to be updated * @param blendMode blend mode to take into account when updating the array * @param fillImageProcessing fills the image processing defines */ fillDefines(defines: Array<string>, blendMode?: number, fillImageProcessing?: boolean): void; /** * Fill the uniforms, attributes and samplers arrays according to the current settings of the particle system * @param uniforms Uniforms array to fill * @param attributes Attributes array to fill * @param samplers Samplers array to fill */ fillUniformsAttributesAndSamplerNames(uniforms: Array<string>, attributes: Array<string>, samplers: Array<string>): void; /** * Animates the particle system for the current frame by emitting new particles and or animating the living ones. * @param preWarm defines if we are in the pre-warmimg phase */ animate(preWarm?: boolean): void; private _createFactorGradientTexture; private _createSizeGradientTexture; private _createAngularSpeedGradientTexture; private _createVelocityGradientTexture; private _createLimitVelocityGradientTexture; private _createDragGradientTexture; private _disposeMeshEmitterTextures; private _createMeshEmitterTextures; private _createColorGradientTexture; private _render; /** @internal */ _update(emitterWM?: Matrix): void; /** * Renders the particle system in its current state * @param preWarm defines if the system should only update the particles but not render them * @param forceUpdateOnly if true, force to only update the particles and never display them (meaning, even if preWarm=false, when forceUpdateOnly=true the particles won't be displayed) * @returns the current number of particles */ render(preWarm?: boolean, forceUpdateOnly?: boolean): number; /** * Rebuilds the particle system */ rebuild(): void; private _releaseBuffers; /** * Disposes the particle system and free the associated resources * @param disposeTexture defines if the particule texture must be disposed as well (true by default) */ dispose(disposeTexture?: boolean): void; /** * Clones the particle system. * @param name The name of the cloned object * @param newEmitter The new emitter to use * @param cloneTexture Also clone the textures if true * @returns the cloned particle system */ clone(name: string, newEmitter: any, cloneTexture?: boolean): GPUParticleSystem; /** * Creates a new GPUParticleSystem from an existing CPU ParticleSystem, copying all shared properties. * Features that are not supported on the GPU (sub-emitters, custom `startDirectionFunction` / * `startPositionFunction`, `customShader`, ramp/remap gradients) are logged as warnings and skipped. * Flow maps are converted: the CPU `FlowMap` image data is uploaded to a new `RawTexture` which is * assigned to the result. * * Note: a custom `updateFunction` on the source cannot be detected (the property is always assigned * to a default) and has no equivalent on the GPU path, so any custom per-frame update logic will be * silently dropped. * * Textures (particleTexture, noiseTexture) are shared by reference between the source and the result. * All other mutable state (colors, vectors, emitter type, gradients, attractors) is cloned so that * the two systems can be modified independently after the call. * * Note: unlike the GPUParticleSystem constructor, `emitRateControl` defaults to `true` here so that * changes to `emitRate` on the converted system behave the same as on the CPU source. Pass * `{ emitRateControl: false }` explicitly to opt out. * @param source The CPU ParticleSystem to convert * @param sceneOrEngine The scene or engine the new GPU particle system belongs to * @param options Optional options forwarded to the new GPU particle system (capacity, randomTextureSize, emitRateControl, maxAttractors). `capacity` defaults to the source capacity and `emitRateControl` defaults to `true`. * @returns A new GPUParticleSystem with shared properties copied from the source */ static fromParticleSystem(source: ParticleSystem, sceneOrEngine: Scene | AbstractEngine, options?: Partial<{ capacity: number; randomTextureSize: number; emitRateControl: boolean; maxAttractors: number; }>): GPUParticleSystem; /** * Serializes the particle system to a JSON object * @param serializeTexture defines if the texture must be serialized as well * @returns the JSON object */ serialize(serializeTexture?: boolean): any; /** * Parses a JSON object to create a GPU particle system. * @param parsedParticleSystem The JSON object to parse * @param sceneOrEngine The scene or the engine to create the particle system in * @param rootUrl The root url to use to load external dependencies like texture * @param doNotStart Ignore the preventAutoStart attribute and does not start * @param capacity defines the system capacity (if null or undefined the sotred capacity will be used) * @returns the parsed GPU particle system */ static Parse(parsedParticleSystem: any, sceneOrEngine: Scene | AbstractEngine, rootUrl: string, doNotStart?: boolean, capacity?: number): GPUParticleSystem; }