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playcanvas

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PlayCanvas WebGL game engine

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export class ParticleGPUUpdater { constructor(emitter: any, gd: any); _emitter: any; frameRandomUniform: Float32Array<ArrayBuffer>; emitterPosUniform: Float32Array<ArrayBuffer>; emitterScaleUniform: Float32Array<ArrayBuffer>; worldBoundsMulUniform: Float32Array<ArrayBuffer>; worldBoundsAddUniform: Float32Array<ArrayBuffer>; inBoundsSizeUniform: Float32Array<ArrayBuffer>; inBoundsCenterUniform: Float32Array<ArrayBuffer>; constantParticleTexIN: any; constantParticleTexOUT: any; constantEmitterPos: any; constantEmitterScale: any; constantSpawnBounds: any; constantSpawnPosInnerRatio: any; constantSpawnBoundsSphere: any; constantSpawnBoundsSphereInnerRatio: any; constantInitialVelocity: any; constantFrameRandom: any; constantDelta: any; constantRate: any; constantRateDiv: any; constantLifetime: any; constantGraphSampleSize: any; constantGraphNumSamples: any; constantInternalTex0: any; constantInternalTex1: any; constantInternalTex2: any; constantInternalTex3: any; constantEmitterMatrix: any; constantEmitterMatrixInv: any; constantNumParticles: any; constantNumParticlesPot: any; constantLocalVelocityDivMult: any; constantVelocityDivMult: any; constantRotSpeedDivMult: any; constantSeed: any; constantStartAngle: any; constantStartAngle2: any; constantOutBoundsMul: any; constantOutBoundsAdd: any; constantInBoundsSize: any; constantInBoundsCenter: any; constantMaxVel: any; constantFaceTangent: any; constantFaceBinorm: any; constantRadialSpeedDivMult: any; _setInputBounds(): void; randomize(): void; update(device: any, spawnMatrix: any, extentsInnerRatioUniform: any, delta: any, isOnStop: any): void; }