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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 { Vector2, Vector3 } from "../../../Maths/math.vector.js"; import { NodeParticleBlock } from "../nodeParticleBlock.js"; import { NodeParticleBlockConnectionPointTypes } from "../Enums/nodeParticleBlockConnectionPointTypes.js"; import { Color4 } from "../../../Maths/math.color.js"; /** * Block used to clamp a float */ export class ParticleClampBlock extends NodeParticleBlock { /** Gets or sets the minimum range */ get minimum() { return this.min.value; } set minimum(value) { this.min.value = value; } /** Gets or sets the maximum range */ get maximum() { return this.max.value; } set maximum(value) { this.max.value = value; } /** * Creates a new ParticleClampBlock * @param name defines the block name */ constructor(name) { super(name); this.registerInput("value", NodeParticleBlockConnectionPointTypes.AutoDetect); this.registerInput("min", NodeParticleBlockConnectionPointTypes.Float, true, 0); this.registerInput("max", NodeParticleBlockConnectionPointTypes.Float, true, 1); this.registerOutput("output", NodeParticleBlockConnectionPointTypes.BasedOnInput); this._outputs[0]._typeConnectionSource = this._inputs[0]; this._inputs[0].excludedConnectionPointTypes.push(NodeParticleBlockConnectionPointTypes.Matrix); this._inputs[0].excludedConnectionPointTypes.push(NodeParticleBlockConnectionPointTypes.Particle); this._inputs[0].excludedConnectionPointTypes.push(NodeParticleBlockConnectionPointTypes.Texture); this._inputs[0].excludedConnectionPointTypes.push(NodeParticleBlockConnectionPointTypes.FloatGradient); this._inputs[0].excludedConnectionPointTypes.push(NodeParticleBlockConnectionPointTypes.Vector2Gradient); this._inputs[0].excludedConnectionPointTypes.push(NodeParticleBlockConnectionPointTypes.Vector3Gradient); this._inputs[0].excludedConnectionPointTypes.push(NodeParticleBlockConnectionPointTypes.Color4Gradient); this._inputs[0].excludedConnectionPointTypes.push(NodeParticleBlockConnectionPointTypes.System); } /** * Gets the current class name * @returns the class name */ getClassName() { return "ParticleClampBlock"; } /** * Gets the value input component */ get value() { return this._inputs[0]; } /** * Gets the min input component */ get min() { return this._inputs[1]; } /** * Gets the max input component */ get max() { return this._inputs[2]; } /** * Gets the output component */ get output() { return this._outputs[0]; } _build(state) { if (!this.value.isConnected) { this.output._storedFunction = null; this.output._storedValue = null; return; } const func = (value, min, max) => { return Math.max(min, Math.min(value, max)); }; this.output._storedFunction = (state) => { const value = this.value.getConnectedValue(state); const min = this.min.isConnected ? this.min.getConnectedValue(state) : this.minimum; const max = this.max.isConnected ? this.max.getConnectedValue(state) : this.maximum; switch (this.value.type) { case NodeParticleBlockConnectionPointTypes.Int: case NodeParticleBlockConnectionPointTypes.Float: { return func(value, min, max); } case NodeParticleBlockConnectionPointTypes.Vector2: { return new Vector2(func(value.x, min, max), func(value.y, min, max)); } case NodeParticleBlockConnectionPointTypes.Vector3: { return new Vector3(func(value.x, min, max), func(value.y, min, max), func(value.z, min, max)); } case NodeParticleBlockConnectionPointTypes.Color4: { return new Color4(func(value.x, min, max), func(value.y, min, max), func(value.z, min, max), func(value.w, min, max)); } } return 0; }; return this; } _deserialize(serializationObject) { super._deserialize(serializationObject); this.minimum = serializationObject.minimum; this.maximum = serializationObject.maximum; } } RegisterClass("BABYLON.ParticleClampBlock", ParticleClampBlock); //# sourceMappingURL=particleClampBlock.js.map