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playcanvas

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Open-source WebGL/WebGPU 3D engine for the web

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var __defProp = Object.defineProperty; var __defNormalProp = (obj, key, value) => key in obj ? __defProp(obj, key, { enumerable: true, configurable: true, writable: true, value }) : obj[key] = value; var __publicField = (obj, key, value) => __defNormalProp(obj, typeof key !== "symbol" ? key + "" : key, value); import { Vec3 } from "../../../core/math/vec3.js"; import { BLEND_NORMAL, EMITTERSHAPE_BOX, LAYERID_DEPTH, LAYERID_WORLD, PARTICLEORIENTATION_SCREEN } from "../../../scene/constants.js"; import { Mesh } from "../../../scene/mesh.js"; import { ParticleEmitter } from "../../../scene/particle-system/particle-emitter.js"; import { Asset } from "../../asset/asset.js"; import { Component } from "../component.js"; const ASSET_PROPERTIES = ["colorMapAsset", "normalMapAsset", "meshAsset", "renderAsset"]; const _properties = [ "autoPlay", "numParticles", "lifetime", "rate", "rate2", "startAngle", "startAngle2", "loop", "preWarm", "lighting", "halfLambert", "intensity", "depthWrite", "noFog", "depthSoftening", "sort", "blendType", "stretch", "alignToMotion", "emitterShape", "emitterExtents", "emitterExtentsInner", "emitterRadius", "emitterRadiusInner", "initialVelocity", "wrap", "wrapBounds", "localSpace", "screenSpace", "colorMapAsset", "normalMapAsset", "mesh", "meshAsset", "renderAsset", "orientation", "particleNormal", "localVelocityGraph", "localVelocityGraph2", "velocityGraph", "velocityGraph2", "rotationSpeedGraph", "rotationSpeedGraph2", "radialSpeedGraph", "radialSpeedGraph2", "scaleGraph", "scaleGraph2", "colorGraph", "colorGraph2", "alphaGraph", "alphaGraph2", "colorMap", "normalMap", "animTilesX", "animTilesY", "animStartFrame", "animNumFrames", "animNumAnimations", "animIndex", "randomizeAnimIndex", "animSpeed", "animLoop", "layers" ]; let depthLayer; class ParticleSystemComponent extends Component { constructor() { super(...arguments); /** * The particle emitter that performs the simulation. Only set while the component is or has * been enabled and the platform supports particle systems. * * @type {ParticleEmitter|null} * @ignore */ __publicField(this, "emitter", null); /** @private */ __publicField(this, "_requestedDepth", false); /** @private */ __publicField(this, "_drawOrder", 0); /** @private */ __publicField(this, "_paused", false); /** * @type {EventHandle|null} * @private */ __publicField(this, "_evtLayersChanged", null); /** * @type {EventHandle|null} * @private */ __publicField(this, "_evtLayerAdded", null); /** * @type {EventHandle|null} * @private */ __publicField(this, "_evtLayerRemoved", null); /** * @type {EventHandle|null} * @private */ __publicField(this, "_evtSetMeshes", null); /** @private */ __publicField(this, "_autoPlay", true); /** @private */ __publicField(this, "_numParticles", 1); /** @private */ __publicField(this, "_lifetime", 50); /** @private */ __publicField(this, "_rate", 1); /** * @type {number|null} * @private */ __publicField(this, "_rate2", null); /** @private */ __publicField(this, "_startAngle", 0); /** * @type {number|null} * @private */ __publicField(this, "_startAngle2", null); /** @private */ __publicField(this, "_loop", true); /** @private */ __publicField(this, "_preWarm", false); /** @private */ __publicField(this, "_lighting", false); /** @private */ __publicField(this, "_halfLambert", false); /** @private */ __publicField(this, "_intensity", 1); /** @private */ __publicField(this, "_depthWrite", false); /** @private */ __publicField(this, "_noFog", false); /** @private */ __publicField(this, "_depthSoftening", 0); /** @private */ __publicField(this, "_sort", 0); /** @private */ __publicField(this, "_blendType", BLEND_NORMAL); /** @private */ __publicField(this, "_stretch", 0); /** @private */ __publicField(this, "_alignToMotion", false); /** @private */ __publicField(this, "_emitterShape", EMITTERSHAPE_BOX); /** @private */ __publicField(this, "_emitterExtents", new Vec3()); /** @private */ __publicField(this, "_emitterExtentsInner", new Vec3()); /** @private */ __publicField(this, "_emitterRadius", 0); /** @private */ __publicField(this, "_emitterRadiusInner", 0); /** @private */ __publicField(this, "_initialVelocity", 0); /** @private */ __publicField(this, "_wrap", false); /** @private */ __publicField(this, "_wrapBounds", new Vec3()); /** @private */ __publicField(this, "_localSpace", false); /** @private */ __publicField(this, "_screenSpace", false); /** * @type {number|null} * @private */ __publicField(this, "_colorMapAsset", null); /** * @type {number|null} * @private */ __publicField(this, "_normalMapAsset", null); /** * @type {Mesh|null} * @private */ __publicField(this, "_mesh", null); /** * @type {number|null} * @private */ __publicField(this, "_meshAsset", null); /** * @type {number|null} * @private */ __publicField(this, "_renderAsset", null); /** @private */ __publicField(this, "_orientation", PARTICLEORIENTATION_SCREEN); /** @private */ __publicField(this, "_particleNormal", new Vec3(0, 1, 0)); /** * @type {CurveSet|null} * @private */ __publicField(this, "_localVelocityGraph", null); /** * @type {CurveSet|null} * @private */ __publicField(this, "_localVelocityGraph2", null); /** * @type {CurveSet|null} * @private */ __publicField(this, "_velocityGraph", null); /** * @type {CurveSet|null} * @private */ __publicField(this, "_velocityGraph2", null); /** * @type {Curve|null} * @private */ __publicField(this, "_rotationSpeedGraph", null); /** * @type {Curve|null} * @private */ __publicField(this, "_rotationSpeedGraph2", null); /** * @type {Curve|null} * @private */ __publicField(this, "_radialSpeedGraph", null); /** * @type {Curve|null} * @private */ __publicField(this, "_radialSpeedGraph2", null); /** * @type {Curve|null} * @private */ __publicField(this, "_scaleGraph", null); /** * @type {Curve|null} * @private */ __publicField(this, "_scaleGraph2", null); /** * @type {CurveSet|null} * @private */ __publicField(this, "_colorGraph", null); /** * @type {CurveSet|null} * @private */ __publicField(this, "_colorGraph2", null); /** * @type {Curve|null} * @private */ __publicField(this, "_alphaGraph", null); /** * @type {Curve|null} * @private */ __publicField(this, "_alphaGraph2", null); /** * @type {Texture|null} * @private */ __publicField(this, "_colorMap", null); /** * @type {Texture|null} * @private */ __publicField(this, "_normalMap", null); /** @private */ __publicField(this, "_animTilesX", 1); /** @private */ __publicField(this, "_animTilesY", 1); /** @private */ __publicField(this, "_animStartFrame", 0); /** @private */ __publicField(this, "_animNumFrames", 1); /** @private */ __publicField(this, "_animNumAnimations", 1); /** @private */ __publicField(this, "_animIndex", 0); /** @private */ __publicField(this, "_randomizeAnimIndex", false); /** @private */ __publicField(this, "_animSpeed", 1); /** @private */ __publicField(this, "_animLoop", true); /** * @type {number[]} * @private */ __publicField(this, "_layers", [LAYERID_WORLD]); } /** * Sets whether the particle system plays automatically on creation. If set to false, it is * necessary to call {@link play} for the particle system to play. Defaults to true. * * @type {boolean} */ set autoPlay(arg) { this._autoPlay = arg; } /** * Gets whether the particle system plays automatically on creation. * * @type {boolean} */ get autoPlay() { return this._autoPlay; } /** * Sets the maximum number of simulated particles. * * @type {number} */ set numParticles(arg) { this._setComplexProperty("numParticles", arg); } /** * Gets the maximum number of simulated particles. * * @type {number} */ get numParticles() { return this._numParticles; } /** * Sets the length of time in seconds between a particle's birth and its death. * * @type {number} */ set lifetime(arg) { this._setComplexProperty("lifetime", arg); } /** * Gets the length of time in seconds between a particle's birth and its death. * * @type {number} */ get lifetime() { return this._lifetime; } /** * Sets the minimal interval in seconds between particle births. * * @type {number} */ set rate(arg) { this._setComplexProperty("rate", arg); } /** * Gets the minimal interval in seconds between particle births. * * @type {number} */ get rate() { return this._rate; } /** * Sets the maximal interval in seconds between particle births. * * @type {number} */ set rate2(arg) { this._setComplexProperty("rate2", arg); } /** * Gets the maximal interval in seconds between particle births. * * @type {number} */ get rate2() { return this._rate2; } /** * Sets the minimal initial Euler angle of a particle. * * @type {number} */ set startAngle(arg) { this._setComplexProperty("startAngle", arg); } /** * Gets the minimal initial Euler angle of a particle. * * @type {number} */ get startAngle() { return this._startAngle; } /** * Sets the maximal initial Euler angle of a particle. * * @type {number} */ set startAngle2(arg) { this._setComplexProperty("startAngle2", arg); } /** * Gets the maximal initial Euler angle of a particle. * * @type {number} */ get startAngle2() { return this._startAngle2; } /** * Sets whether the particle system loops. * * @type {boolean} */ set loop(arg) { this._loop = arg; if (this.emitter) { this.emitter.loop = arg; this.emitter.resetTime(arg ? void 0 : this.emitter.lifetime); this.emitter.resetMaterial(); } } /** * Gets whether the particle system loops. * * @type {boolean} */ get loop() { return this._loop; } /** * Sets whether the particle system will be initialized as though it has already completed a * full cycle. This only works with looping particle systems. * * @type {boolean} */ set preWarm(arg) { this._setComplexProperty("preWarm", arg); } /** * Gets whether the particle system will be initialized as though it has already completed a * full cycle. * * @type {boolean} */ get preWarm() { return this._preWarm; } /** * Sets whether particles will be lit by ambient and directional lights. * * @type {boolean} */ set lighting(arg) { this._setComplexProperty("lighting", arg); } /** * Gets whether particles will be lit by ambient and directional lights. * * @type {boolean} */ get lighting() { return this._lighting; } /** * Sets whether Half Lambert lighting is enabled. Enabling Half Lambert lighting avoids * particles looking too flat in shadowed areas. It is a completely non-physical lighting model * but can give more pleasing visual results. * * @type {boolean} */ set halfLambert(arg) { this._setComplexProperty("halfLambert", arg); } /** * Gets whether Half Lambert lighting is enabled. * * @type {boolean} */ get halfLambert() { return this._halfLambert; } /** * Sets the color multiplier. * * @type {number} */ set intensity(arg) { this._setComplexProperty("intensity", arg); } /** * Gets the color multiplier. * * @type {number} */ get intensity() { return this._intensity; } /** * Sets whether depth writes is enabled. If enabled, the particles will write to the depth * buffer. If disabled, the depth buffer is left unchanged and particles will be guaranteed to * overwrite one another in the order in which they are rendered. * * @type {boolean} */ set depthWrite(arg) { this._setComplexProperty("depthWrite", arg); } /** * Gets whether depth writes is enabled. * * @type {boolean} */ get depthWrite() { return this._depthWrite; } /** * Sets whether fogging is ignored. * * @type {boolean} */ set noFog(arg) { this._setComplexProperty("noFog", arg); } /** * Gets whether fogging is ignored. * * @type {boolean} */ get noFog() { return this._noFog; } /** * Sets whether depth softening is enabled. Controls fading of particles near their * intersections with scene geometry. This effect, when it's non-zero, requires scene depth map * to be rendered. Multiple depth-dependent effects can share the same map, but if you only use * it for particles, bear in mind that it can double engine draw calls. * * @type {number} */ set depthSoftening(arg) { const oldValue = this._depthSoftening; if (oldValue !== arg) { this._depthSoftening = arg; if (arg) { if (this.enabled && this.entity.enabled) this._requestDepth(); } else { if (this.enabled && this.entity.enabled) this._releaseDepth(); } if (this.emitter) { this.emitter.depthSoftening = arg; this.reset(); this.emitter.resetMaterial(); this.rebuild(); } } } /** * Gets whether depth softening is enabled. * * @type {number} */ get depthSoftening() { return this._depthSoftening; } /** * Sets the particle sorting mode. Forces CPU simulation, so be careful. * * - {@link PARTICLESORT_NONE}: No sorting, particles are drawn in arbitrary order. Can be * simulated on GPU. * - {@link PARTICLESORT_DISTANCE}: Sorting based on distance to the camera. CPU only. * - {@link PARTICLESORT_NEWER_FIRST}: Newer particles are drawn first. CPU only. * - {@link PARTICLESORT_OLDER_FIRST}: Older particles are drawn first. CPU only. * * @type {number} */ set sort(arg) { this._setComplexProperty("sort", arg); } /** * Gets the particle sorting mode. * * @type {number} */ get sort() { return this._sort; } /** * Sets how particles are blended when being written to the currently active render target. * Can be: * * - {@link BLEND_SUBTRACTIVE}: Subtract the color of the source fragment from the destination * fragment and write the result to the frame buffer. * - {@link BLEND_ADDITIVE}: Add the color of the source fragment to the destination fragment and * write the result to the frame buffer. * - {@link BLEND_NORMAL}: Enable simple translucency for materials such as glass. This is * equivalent to enabling a source blend mode of {@link BLENDMODE_SRC_ALPHA} and * a destination * blend mode of {@link BLENDMODE_ONE_MINUS_SRC_ALPHA}. * - {@link BLEND_NONE}: Disable blending. * - {@link BLEND_PREMULTIPLIED}: Similar to {@link BLEND_NORMAL} expect * the source fragment is * assumed to have already been multiplied by the source alpha value. * - {@link BLEND_MULTIPLICATIVE}: Multiply the color of the source fragment by the color of the * destination fragment and write the result to the frame buffer. * - {@link BLEND_ADDITIVEALPHA}: Same as {@link BLEND_ADDITIVE} except * the source RGB is * multiplied by the source alpha. * * @type {number} */ set blendType(arg) { this._blendType = arg; if (this.emitter) { this.emitter.blendType = arg; this.emitter.material.blendType = arg; this.emitter.resetMaterial(); this.rebuild(); } } /** * Gets how particles are blended when being written to the currently active render target. * * @type {number} */ get blendType() { return this._blendType; } /** * Sets how much particles are stretched in their direction of motion. This is a value in world * units that controls the amount by which particles are stretched based on their velocity. * Particles are stretched from their center towards their previous position. * * @type {number} */ set stretch(arg) { this._setComplexProperty("stretch", arg); } /** * Gets how much particles are stretched in their direction of motion. * * @type {number} */ get stretch() { return this._stretch; } /** * Sets whether particles are oriented in their direction of motion or not. * * @type {boolean} */ set alignToMotion(arg) { this._setComplexProperty("alignToMotion", arg); } /** * Gets whether particles are oriented in their direction of motion or not. * * @type {boolean} */ get alignToMotion() { return this._alignToMotion; } /** * Sets the shape of the emitter. Defines the bounds inside which particles are spawned. Also * affects the direction of initial velocity. * * - {@link EMITTERSHAPE_BOX}: Box shape parameterized by emitterExtents. Initial velocity is * directed towards local Z axis. * - {@link EMITTERSHAPE_SPHERE}: Sphere shape parameterized by emitterRadius. Initial velocity is * directed outwards from the center. * * @type {number} */ set emitterShape(arg) { this._setComplexProperty("emitterShape", arg); } /** * Gets the shape of the emitter. * * @type {number} */ get emitterShape() { return this._emitterShape; } /** * Sets the extents of a local space bounding box within which particles are spawned at random * positions. This only applies to particle system with the shape `EMITTERSHAPE_BOX`. * * @type {Vec3} */ set emitterExtents(arg) { this._setSimpleProperty("emitterExtents", arg); } /** * Gets the extents of a local space bounding box within which particles are spawned at random * positions. * * @type {Vec3} */ get emitterExtents() { return this._emitterExtents; } /** * Sets the exception of extents of a local space bounding box within which particles are not * spawned. It is aligned to the center of emitterExtents. This only applies to particle system * with the shape `EMITTERSHAPE_BOX`. * * @type {Vec3} */ set emitterExtentsInner(arg) { this._setSimpleProperty("emitterExtentsInner", arg); } /** * Gets the exception of extents of a local space bounding box within which particles are not * spawned. * * @type {Vec3} */ get emitterExtentsInner() { return this._emitterExtentsInner; } /** * Sets the radius within which particles are spawned at random positions. This only applies to * particle system with the shape `EMITTERSHAPE_SPHERE`. * * @type {number} */ set emitterRadius(arg) { this._setSimpleProperty("emitterRadius", arg); } /** * Gets the radius within which particles are spawned at random positions. * * @type {number} */ get emitterRadius() { return this._emitterRadius; } /** * Sets the inner radius within which particles are not spawned. This only applies to particle * system with the shape `EMITTERSHAPE_SPHERE`. * * @type {number} */ set emitterRadiusInner(arg) { this._setSimpleProperty("emitterRadiusInner", arg); } /** * Gets the inner radius within which particles are not spawned. * * @type {number} */ get emitterRadiusInner() { return this._emitterRadiusInner; } /** * Sets the magnitude of the initial emitter velocity. Direction is given by emitter shape. * * @type {number} */ set initialVelocity(arg) { this._setSimpleProperty("initialVelocity", arg); } /** * Gets the magnitude of the initial emitter velocity. * * @type {number} */ get initialVelocity() { return this._initialVelocity; } /** * Sets whether particles wrap based on the set wrap bounds. * * @type {boolean} */ set wrap(arg) { this._setComplexProperty("wrap", arg); } /** * Gets whether particles wrap based on the set wrap bounds. * * @type {boolean} */ get wrap() { return this._wrap; } /** * Sets the wrap bounds of the particle system. This is half extents of a world space box * volume centered on the owner entity's position. If a particle crosses the boundary of one * side of the volume, it teleports to the opposite side. * * @type {Vec3} */ set wrapBounds(arg) { this._setComplexProperty("wrapBounds", arg); } /** * Gets the wrap bounds of the particle system. * * @type {Vec3} */ get wrapBounds() { return this._wrapBounds; } /** * Sets whether particles move with respect to the emitter's transform rather then world space. * * @type {boolean} */ set localSpace(arg) { this._setComplexProperty("localSpace", arg); } /** * Gets whether particles move with respect to the emitter's transform rather then world space. * * @type {boolean} */ get localSpace() { return this._localSpace; } /** * Sets whether particles are rendered in 2D screen space. This needs to be set when particle * system is part of hierarchy with {@link ScreenComponent} as its ancestor, and allows * particle system to integrate with the rendering of {@link ElementComponent}s. Note that an * entity with ParticleSystem component cannot be parented directly to {@link ScreenComponent}, * but has to be a child of a {@link ElementComponent}, for example {@link LayoutGroupComponent}. * * @type {boolean} */ set screenSpace(arg) { this._setComplexProperty("screenSpace", arg); } /** * Gets whether particles are rendered in 2D screen space. * * @type {boolean} */ get screenSpace() { return this._screenSpace; } /** * Sets the {@link Asset} used to set the colorMap. * * @type {Asset|null} */ set colorMapAsset(arg) { const assets = this.system.app.assets; if (this._colorMapAsset) { const asset = assets.get(this._colorMapAsset); if (asset) { this._unbindColorMapAsset(asset); } } if (arg instanceof Asset) { arg = arg.id; } this._colorMapAsset = arg; if (arg) { const asset = assets.get(arg); if (asset) { this._bindColorMapAsset(asset); } else { assets.once(`add:${arg}`, (asset2) => { this._bindColorMapAsset(asset2); }); } } else { this.colorMap = null; } } /** * Gets the {@link Asset} used to set the colorMap. * * @type {Asset|null} */ get colorMapAsset() { return this._colorMapAsset; } /** * Sets the {@link Asset} used to set the normalMap. * * @type {Asset|null} */ set normalMapAsset(arg) { const assets = this.system.app.assets; if (this._normalMapAsset) { const asset = assets.get(this._normalMapAsset); if (asset) { this._unbindNormalMapAsset(asset); } } if (arg instanceof Asset) { arg = arg.id; } this._normalMapAsset = arg; if (arg) { const asset = assets.get(arg); if (asset) { this._bindNormalMapAsset(asset); } else { assets.once(`add:${arg}`, (asset2) => { this._bindNormalMapAsset(asset2); }); } } else { this.normalMap = null; } } /** * Gets the {@link Asset} used to set the normalMap. * * @type {Asset|null} */ get normalMapAsset() { return this._normalMapAsset; } /** * Sets the polygonal mesh to be used as a particle. Only first vertex/index buffer is used. * Vertex buffer must contain local position at first 3 floats of each vertex. * * @type {Mesh} */ set mesh(arg) { if (!arg || arg instanceof Asset || typeof arg === "number") { this.meshAsset = arg; } else { this._onMeshChanged(arg); } } /** * Gets the polygonal mesh to be used as a particle. * * @type {Mesh} */ get mesh() { return this._mesh; } /** * Sets the {@link Asset} used to set the mesh. * * @type {Asset|null} */ set meshAsset(arg) { const assets = this.system.app.assets; if (this._meshAsset) { const asset = assets.get(this._meshAsset); if (asset) { this._unbindMeshAsset(asset); } } if (arg instanceof Asset) { arg = arg.id; } this._meshAsset = arg; if (arg) { const asset = assets.get(arg); if (asset) { this._bindMeshAsset(asset); } } else { this._onMeshChanged(null); } } /** * Gets the {@link Asset} used to set the mesh. * * @type {Asset|null} */ get meshAsset() { return this._meshAsset; } /** * Sets the Render {@link Asset} used to set the mesh. * * @type {Asset|null} */ set renderAsset(arg) { const assets = this.system.app.assets; if (this._renderAsset) { const asset = assets.get(this._renderAsset); if (asset) { this._unbindRenderAsset(asset); } } if (arg instanceof Asset) { arg = arg.id; } this._renderAsset = arg; if (arg) { const asset = assets.get(arg); if (asset) { this._bindRenderAsset(asset); } } else { this._onRenderChanged(null); } } /** * Gets the Render {@link Asset} used to set the mesh. * * @type {Asset|null} */ get renderAsset() { return this._renderAsset; } /** * Sets the particle orientation mode. Can be: * * - {@link PARTICLEORIENTATION_SCREEN}: Particles are facing camera. * - {@link PARTICLEORIENTATION_WORLD}: User defined world space normal (particleNormal) to set * planes orientation. * - {@link PARTICLEORIENTATION_EMITTER}: Similar to previous, but the normal is affected by * emitter (entity) transformation. * * @type {number} */ set orientation(arg) { this._setComplexProperty("orientation", arg); } /** * Gets the particle orientation mode. * * @type {number} */ get orientation() { return this._orientation; } /** * Sets the particle normal. This only applies to particle system with the orientation modes * `PARTICLEORIENTATION_WORLD` and `PARTICLEORIENTATION_EMITTER`. * * @type {Vec3} */ set particleNormal(arg) { this._setSimpleProperty("particleNormal", arg); } /** * Gets the particle normal. * * @type {Vec3} */ get particleNormal() { return this._particleNormal; } /** * Sets the local space velocity graph. * * @type {CurveSet} */ set localVelocityGraph(arg) { this._setGraphProperty("localVelocityGraph", arg); } /** * Gets the local space velocity graph. * * @type {CurveSet} */ get localVelocityGraph() { return this._localVelocityGraph; } /** * Sets the second velocity graph. If not null, particles pick random values between * localVelocityGraph and localVelocityGraph2. * * @type {CurveSet} */ set localVelocityGraph2(arg) { this._setGraphProperty("localVelocityGraph2", arg); } /** * Gets the second velocity graph. * * @type {CurveSet} */ get localVelocityGraph2() { return this._localVelocityGraph2; } /** * Sets the world space velocity graph. * * @type {CurveSet} */ set velocityGraph(arg) { this._setGraphProperty("velocityGraph", arg); } /** * Gets the world space velocity graph. * * @type {CurveSet} */ get velocityGraph() { return this._velocityGraph; } /** * Sets the second world space velocity graph. If not null, particles pick random values * between velocityGraph and velocityGraph2. * * @type {CurveSet} */ set velocityGraph2(arg) { this._setGraphProperty("velocityGraph2", arg); } /** * Gets the second world space velocity graph. * * @type {CurveSet} */ get velocityGraph2() { return this._velocityGraph2; } /** * Sets the rotation speed graph. * * @type {Curve} */ set rotationSpeedGraph(arg) { this._setGraphProperty("rotationSpeedGraph", arg); } /** * Gets the rotation speed graph. * * @type {Curve} */ get rotationSpeedGraph() { return this._rotationSpeedGraph; } /** * Sets the second rotation speed graph. If not null, particles pick random values between * rotationSpeedGraph and rotationSpeedGraph2. * * @type {Curve} */ set rotationSpeedGraph2(arg) { this._setGraphProperty("rotationSpeedGraph2", arg); } /** * Gets the second rotation speed graph. * * @type {Curve} */ get rotationSpeedGraph2() { return this._rotationSpeedGraph2; } /** * Sets the radial speed graph. Velocity vector points from emitter origin to particle position. * * @type {Curve} */ set radialSpeedGraph(arg) { this._setGraphProperty("radialSpeedGraph", arg); } /** * Gets the radial speed graph. * * @type {Curve} */ get radialSpeedGraph() { return this._radialSpeedGraph; } /** * Sets the second radial speed graph. If not null, particles pick random values between * radialSpeedGraph and radialSpeedGraph2. Velocity vector points from emitter origin to * particle position. * * @type {Curve} */ set radialSpeedGraph2(arg) { this._setGraphProperty("radialSpeedGraph2", arg); } /** * Gets the second radial speed graph. * * @type {Curve} */ get radialSpeedGraph2() { return this._radialSpeedGraph2; } /** * Sets the scale graph. * * @type {Curve} */ set scaleGraph(arg) { this._setGraphProperty("scaleGraph", arg); } /** * Gets the scale graph. * * @type {Curve} */ get scaleGraph() { return this._scaleGraph; } /** * Sets the second scale graph. If not null, particles pick random values between `scaleGraph` * and `scaleGraph2`. * * @type {Curve} */ set scaleGraph2(arg) { this._setGraphProperty("scaleGraph2", arg); } /** * Gets the second scale graph. * * @type {Curve} */ get scaleGraph2() { return this._scaleGraph2; } /** * Sets the color graph. * * @type {CurveSet} */ set colorGraph(arg) { this._setGraphProperty("colorGraph", arg); } /** * Gets the color graph. * * @type {CurveSet} */ get colorGraph() { return this._colorGraph; } /** * Sets the second color graph. If not null, particles pick random values between `colorGraph` * and `colorGraph2`. * * @type {CurveSet} */ set colorGraph2(arg) { this._setGraphProperty("colorGraph2", arg); } /** * Gets the second color graph. * * @type {CurveSet} */ get colorGraph2() { return this._colorGraph2; } /** * Sets the alpha graph. * * @type {Curve} */ set alphaGraph(arg) { this._setGraphProperty("alphaGraph", arg); } /** * Gets the alpha graph. * * @type {Curve} */ get alphaGraph() { return this._alphaGraph; } /** * Sets the second alpha graph. If not null, particles pick random values between `alphaGraph` * and `alphaGraph2`. * * @type {Curve} */ set alphaGraph2(arg) { this._setGraphProperty("alphaGraph2", arg); } /** * Gets the second alpha graph. * * @type {Curve} */ get alphaGraph2() { return this._alphaGraph2; } /** * Sets the color map texture to apply to all particles in the system. If no texture is * assigned, a default spot texture is used. * * @type {Texture} */ set colorMap(arg) { this._setComplexProperty("colorMap", arg); } /** * Gets the color map texture to apply to all particles in the system. * * @type {Texture} */ get colorMap() { return this._colorMap; } /** * Sets the normal map texture to apply to all particles in the system. If no texture is * assigned, an approximate spherical normal is calculated for each vertex. * * @type {Texture} */ set normalMap(arg) { this._setSimpleProperty("normalMap", arg); } /** * Gets the normal map texture to apply to all particles in the system. * * @type {Texture} */ get normalMap() { return this._normalMap; } /** * Sets the number of horizontal tiles in the sprite sheet. * * @type {number} */ set animTilesX(arg) { this._setComplexProperty("animTilesX", arg); } /** * Gets the number of horizontal tiles in the sprite sheet. * * @type {number} */ get animTilesX() { return this._animTilesX; } /** * Sets the number of vertical tiles in the sprite sheet. * * @type {number} */ set animTilesY(arg) { this._setComplexProperty("animTilesY", arg); } /** * Gets the number of vertical tiles in the sprite sheet. * * @type {number} */ get animTilesY() { return this._animTilesY; } /** * Sets the sprite sheet frame that the animation should begin playing from. Indexed from the * start of the current animation. * * @type {number} */ set animStartFrame(arg) { this._setComplexProperty("animStartFrame", arg); } /** * Gets the sprite sheet frame that the animation should begin playing from. * * @type {number} */ get animStartFrame() { return this._animStartFrame; } /** * Sets the number of sprite sheet frames in the current sprite sheet animation. The number of * animations multiplied by number of frames should be a value less than `animTilesX` * multiplied by `animTilesY`. * * @type {number} */ set animNumFrames(arg) { this._setComplexProperty("animNumFrames", arg); } /** * Gets the number of sprite sheet frames in the current sprite sheet animation. * * @type {number} */ get animNumFrames() { return this._animNumFrames; } /** * Sets the number of sprite sheet animations contained within the current sprite sheet. The * number of animations multiplied by number of frames should be a value less than `animTilesX` * multiplied by `animTilesY`. * * @type {number} */ set animNumAnimations(arg) { this._setComplexProperty("animNumAnimations", arg); } /** * Gets the number of sprite sheet animations contained within the current sprite sheet. * * @type {number} */ get animNumAnimations() { return this._animNumAnimations; } /** * Sets the index of the animation to play. When `animNumAnimations` is greater than 1, the * sprite sheet animation index determines which animation the particle system should play. * * @type {number} */ set animIndex(arg) { this._setComplexProperty("animIndex", arg); } /** * Gets the index of the animation to play. * * @type {number} */ get animIndex() { return this._animIndex; } /** * Sets whether each particle emitted by the system will play a random animation from the * sprite sheet, up to `animNumAnimations`. * * @type {boolean} */ set randomizeAnimIndex(arg) { this._setComplexProperty("randomizeAnimIndex", arg); } /** * Gets whether each particle emitted by the system will play a random animation from the * sprite sheet, up to `animNumAnimations`. * * @type {boolean} */ get randomizeAnimIndex() { return this._randomizeAnimIndex; } /** * Sets the sprite sheet animation speed. 1 = particle lifetime, 2 = double the particle * lifetime, etc. * * @type {number} */ set animSpeed(arg) { this._setSimpleProperty("animSpeed", arg); } /** * Gets the sprite sheet animation speed. * * @type {number} */ get animSpeed() { return this._animSpeed; } /** * Sets whether the sprite sheet animation plays once or loops continuously. * * @type {boolean} */ set animLoop(arg) { this._setComplexProperty("animLoop", arg); } /** * Gets whether the sprite sheet animation plays once or loops continuously. * * @type {boolean} */ get animLoop() { return this._animLoop; } /** * Sets the array of layer IDs ({@link Layer#id}) to which this particle system should belong. * Don't push/pop/splice or modify this array. If you want to change it, set a new one instead. * * @type {number[]} */ set layers(arg) { const oldLayers = this._layers; this._layers = arg; if (!this.emitter) return; for (let i = 0; i < oldLayers.length; i++) { const layer = this.system.app.scene.layers.getLayerById(oldLayers[i]); if (!layer) continue; layer.removeMeshInstances([this.emitter.meshInstance]); } if (!this.enabled || !this.entity.enabled) return; for (let i = 0; i < arg.length; i++) { const layer = this.system.app.scene.layers.getLayerById(arg[i]); if (!layer) continue; layer.addMeshInstances([this.emitter.meshInstance]); } } /** * Gets the array of layer IDs ({@link Layer#id}) to which this particle system belongs. * * @type {ReadonlyArray<number>} */ get layers() { return this._layers; } /** * Sets the draw order of the component. A higher value means that the component will be * rendered on top of other components in the same layer. This is not used unless the layer's * sort order is set to {@link SORTMODE_MANUAL}. * * @type {number} */ set drawOrder(drawOrder) { this._drawOrder = drawOrder; if (this.emitter) { this.emitter.drawOrder = drawOrder; } } /** * Gets the draw order of the component. * * @type {number} */ get drawOrder() { return this._drawOrder; } /** * Sets a property that only requires the emitter material to be updated. * * @param {string} name - The name of the property to set. * @param {*} arg - The new value of the property. * @private */ _setSimpleProperty(name, arg) { this[`_${name}`] = arg; if (this.emitter) { this.emitter[name] = arg; this.emitter.resetMaterial(); } } /** * Sets a property that requires the particle system to be rebuilt. * * @param {string} name - The name of the property to set. * @param {*} arg - The new value of the property. * @private */ _setComplexProperty(name, arg) { this[`_${name}`] = arg; if (this.emitter) { this.emitter[name] = arg; this.emitter.resetMaterial(); this.rebuild(); this.reset(); } } /** * Sets a curve property that requires the emitter graphs to be rebuilt. * * @param {string} name - The name of the property to set. * @param {*} arg - The new value of the property. * @private */ _setGraphProperty(name, arg) { this[`_${name}`] = arg; if (this.emitter) { this.emitter[name] = arg; this.emitter.rebuildGraphs(); this.emitter.resetMaterial(); } } addMeshInstanceToLayers() { if (!this.emitter) return; for (let i = 0; i < this._layers.length; i++) { const layer = this.system.app.scene.layers.getLayerById(this._layers[i]); if (!layer) continue; layer.addMeshInstances([this.emitter.meshInstance]); this.emitter._layer = layer; } } removeMeshInstanceFromLayers() { if (!this.emitter) return; for (let i = 0; i < this._layers.length; i++) { const layer = this.system.app.scene.layers.getLayerById(this._layers[i]); if (!layer) continue; layer.removeMeshInstances([this.emitter.meshInstance]); } } onLayersChanged(oldComp, newComp) { this.addMeshInstanceToLayers(); oldComp.off("add", this.onLayerAdded, this); oldComp.off("remove", this.onLayerRemoved, this); newComp.on("add", this.onLayerAdded, this); newComp.on("remove", this.onLayerRemoved, this); } onLayerAdded(layer) { if (!this.emitter) return; const index = this._layers.indexOf(layer.id); if (index < 0) return; layer.addMeshInstances([this.emitter.meshInstance]); } onLayerRemoved(layer) { if (!this.emitter) return; const index = this._layers.indexOf(layer.id); if (index < 0) return; layer.removeMeshInstances([this.emitter.meshInstance]); } _bindColorMapAsset(asset) { asset.on("load", this._onColorMapAssetLoad, this); asset.on("unload", this._onColorMapAssetUnload, this); asset.on("remove", this._onColorMapAssetRemove, this); asset.on("change", this._onColorMapAssetChange, this); if (asset.resource) { this._onColorMapAssetLoad(asset); } else { if (!this.enabled || !this.entity.enabled) return; this.system.app.assets.load(asset); } } _unbindColorMapAsset(asset) { asset.off("load", this._onColorMapAssetLoad, this); asset.off("unload", this._onColorMapAssetUnload, this); asset.off("remove", this._onColorMapAssetRemove, this); asset.off("change", this._onColorMapAssetChange, this); } _onColorMapAssetLoad(asset) { this.colorMap = asset.resource; } _onColorMapAssetUnload(asset) { this.colorMap = null; } _onColorMapAssetRemove(asset) { this._onColorMapAssetUnload(asset); } _onColorMapAssetChange(asset) { } _bindNormalMapAsset(asset) { asset.on("load", this._onNormalMapAssetLoad, this); asset.on("unload", this._onNormalMapAssetUnload, this); asset.on("remove", this._onNormalMapAssetRemove, this); asset.on("change", this._onNormalMapAssetChange, this); if (asset.resource) { this._onNormalMapAssetLoad(asset); } else { if (!this.enabled || !this.entity.enabled) return; this.system.app.assets.load(asset); } } _unbindNormalMapAsset(asset) { asset.off("load", this._onNormalMapAssetLoad, this); asset.off("unload", this._onNormalMapAssetUnload, this); asset.off("remove", this._onNormalMapAssetRemove, this); asset.off("change", this._onNormalMapAssetChange, this); } _onNormalMapAssetLoad(asset) { this.normalMap = asset.resource; } _onNormalMapAssetUnload(asset) { this.normalMap = null; } _onNormalMapAssetRemove(asset) { this._onNormalMapAssetUnload(asset); } _onNormalMapAssetChange(asset) { } _bindMeshAsset(asset) { asset.on("load", this._onMeshAssetLoad, this); asset.on("unload", this._onMeshAssetUnload, this); asset.on("remove", this._onMeshAssetRemove, this); asset.on("change", this._onMeshAssetChange, this); if (asset.resource) { this._onMeshAssetLoad(asset); } else { if (!this.enabled || !this.entity.enabled) return; this.system.app.assets.load(asset); } } _unbindMeshAsset(asset) { asset.off("load", this._onMeshAssetLoad, this); asset.off("unload", this._onMeshAssetUnload, this); asset.off("remove", this._onMeshAssetRemove, this); asset.off("change", this._onMeshAssetChange, this); } _onMeshAssetLoad(asset) { this._onMeshChanged(asset.resource); } _onMeshAssetUnload(asset) { this.mesh = null; } _onMeshAssetRemove(asset) { this._onMeshAssetUnload(asset); } _onMeshAssetChange(asset) { } _onMeshChanged(mesh) { if (mesh && !(mesh instanceof Mesh)) { if (mesh.meshInstances[0]) { mesh = mesh.meshInstances[0].mesh; } else { mesh = null; } } this._mesh = mesh; if (this.emitter) { this.emitter.mesh = mesh; this.emitter.resetMaterial(); this.rebuild(); } } _bindRenderAsset(asset) { asset.on("load", this._onRenderAssetLoad, this); asset.on("unload", this._onRenderAssetUnload, this); asset.on("remove", this._onRenderAssetRemove, this); if (asset.resource) { this._onRenderAssetLoad(asset); } else { if (!this.enabled || !this.entity.enabled) return; this.system.app.assets.load(asset); } } _unbindRenderAsset(asset) { asset.off("load", this._onRenderAssetLoad, this); asset.off("unload", this._onRenderAssetUnload, this); asset.off("remove", this._onRenderAssetRemove, this); this._evtSetMeshes?.off(); this._evtSetMeshes = null; } _onRenderAssetLoad(asset) { this._onRenderChanged(asset.resource); } _onRenderAssetUnload(asset) { this._onRenderChanged(null); } _onRenderAssetRemove(asset) { this._onRenderAssetUnload(asset); } _onRenderChanged(render) { if (!render) { this._onMeshChanged(null); return; } this._evtSetMeshes?.off(); this._evtSetMeshes = render.on("set:meshes", this._onRenderSetMeshes, this); if (render.meshes) { this._onRenderSetMeshes(render.meshes); } } _onRenderSetMeshes(meshes) { this._onMeshChanged(meshes && meshes[0]); } _requestDepth() { if (this._requestedDepth) return; if (!depthLayer) depthLayer = this.system.app.scene.layers.getLayerById(LAYERID_DEPTH); if (depthLayer) { depthLayer.incrementCounter(); this._requestedDepth = true; } } _releaseDepth() { if (!this._requestedDepth) return; if (depthLayer) { depthLayer.decrementCounter(); this._requestedDepth = false; } } onEnable() { const scene = this.system.app.scene; const layers = scene.layers; for (let i = 0, len = ASSET_PROPERTIES.length; i < len; i++) { let asset = this[`_${ASSET_PROPERTIES[i]}`]; if (asset) { if (!(asset instanceof Asset)) { const id = parseInt(asset, 10); if (id >= 0) { asset = this.system.app.assets.get(asset); } else { continue; } } if (asset && !asset.resource) { this.system.app.assets.load(asset); } } } if (this.system.app.graphicsDevice.disableParticleSystem) { return; } if (!this.emitter) { this.emitter = new ParticleEmitter(this.system.app.graphicsDevice, { numParticles: this._numParticles, emitterExtents: this._emitterExtents, emitterExtentsInner: this._emitterExtentsInner, emitterRadius: this._emitterRadius, emitterRadiusInner: this._emitterRadiusInner, emitterShape: this._emitterShape, initialVelocity: this._initialVelocity, wrap: this._wrap, localSpace: this._localSpace, screenSpace: this._screenSpace, wrapBounds: this._wrapBounds, lifetime: this._lifetime, rate: this._rate, rate2: this._rate2, orientation: this._orientation, particleNormal: this._particleNormal, animTilesX: this._animTilesX, animTilesY: this._animTilesY, animStartFrame: this._animStartFrame, animNumFrames: this._animNumFrames, animNumAnimations: this._animNumAnimations, animIndex: this._animIndex, randomizeAnimIndex: this._randomizeAnimIndex, animSpeed: this._animSpeed, animLoop: this._animLoop, startAngle: this._startAngle, startAngle2: this._startAngle2, scaleGraph: this._scaleGraph, scaleGraph2: this._scaleGraph2, colorGraph: this._colorGraph, colorGraph2: this._colorGraph2, alphaGraph: this._alphaGraph, alphaGraph2: this._alphaGraph2, localVelocityGraph: this._localVelocityGraph, localVelocityGraph2: this._localVelocityGraph2, velocityGraph: this._velocityGraph, velocityGraph2: this._velocityGraph2, rotationSpeedGraph: this._rotationSpeedGraph, rotationSpeedGraph2: this._rotationSpeedGraph2, radialSpeedGraph: this._radialSpeedGraph, radialSpeedGraph2: this._radialSpeedGraph2, colorMap: this._colorMap, normalMap: this._normalMap, loop: this._loop, preWarm: this._preWarm, sort: this._sort, stretch: this._stretch, alignToMotion: this._alignToMotion, lighting: this._lighting, halfLambert: this._halfLambert, intensity: this._intensity, depthSoftening: this._depthSoftening, scene: this.system.app.scene, mesh: this._mesh, depthWrite: this._depthWrite, noFog: this._noFog, node: this.entity, blendType: this._blendType }); this.emitter.meshInstance.node = this.entity; this.emitter.drawOrder = this._drawOrder; if (!this._autoPlay) { this.pause(); this.emitter.meshInstance.visible = false; } } if (this.emitter.colorMap) { this.addMeshInstanceToLayers(); } this._evtLayersChanged = scene.on("set:layers", this.onLayersChanged, this); if (layers) { this._evtLayerAdded = layers.on("add", this.onLayerAdded, this); this._evtLayerRemoved = layers.on("remove", this.onLayerRemoved, this); } if (this.enabled && this.entity.enabled && this._depthSoftening) { this._requestDepth(); } } onDisable() { const scene = this.system.app.scene; const layers = scene.layers; this._evtLayersChanged?.off(); this._evtLayersChanged = null; if (layers) { this._evtLayerAdded?.off(); this._evtLayerAdded = null; this._evtLayerRemoved?.off(); this._evtLayerRemoved = null; } if (this.emitter) { this.removeMeshInstanceFromLayers(); if (this._depthSoftening) this._releaseDepth(); this.emitter.camera = null; } } onBeforeRemove() { if (this.enabled) { this.enabled = false; }