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@@ -59122,6 +59122,7 @@ var BABYLON;
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serializationObject.spriteCellChangeSpeed = particleSystem.spriteCellChangeSpeed;
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serializationObject.spriteCellChangeSpeed = particleSystem.spriteCellChangeSpeed;
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serializationObject.spriteCellWidth = particleSystem.spriteCellWidth;
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serializationObject.spriteCellWidth = particleSystem.spriteCellWidth;
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serializationObject.spriteCellHeight = particleSystem.spriteCellHeight;
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serializationObject.spriteCellHeight = particleSystem.spriteCellHeight;
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+ serializationObject.spriteRandomStartCell = particleSystem.spriteRandomStartCell;
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var colorGradients = particleSystem.getColorGradients();
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var colorGradients = particleSystem.getColorGradients();
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if (colorGradients) {
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if (colorGradients) {
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serializationObject.colorGradients = [];
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serializationObject.colorGradients = [];
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@@ -59467,6 +59468,7 @@ var BABYLON;
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particleSystem.spriteCellWidth = parsedParticleSystem.spriteCellWidth;
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particleSystem.spriteCellWidth = parsedParticleSystem.spriteCellWidth;
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particleSystem.spriteCellHeight = parsedParticleSystem.spriteCellHeight;
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particleSystem.spriteCellHeight = parsedParticleSystem.spriteCellHeight;
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particleSystem.spriteCellChangeSpeed = parsedParticleSystem.spriteCellChangeSpeed;
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particleSystem.spriteCellChangeSpeed = parsedParticleSystem.spriteCellChangeSpeed;
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+ particleSystem.spriteRandomStartCell = parsedParticleSystem.spriteRandomStartCell;
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};
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};
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/**
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/**
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* Parses a JSON object to create a particle system.
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* Parses a JSON object to create a particle system.
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@@ -112342,8 +112344,14 @@ var BABYLON;
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* @returns a serialized noise procedural texture object
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* @returns a serialized noise procedural texture object
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*/
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*/
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NoiseProceduralTexture.prototype.serialize = function () {
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NoiseProceduralTexture.prototype.serialize = function () {
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- var serializationObject = BABYLON.SerializationHelper.Serialize(this, _super.prototype.serialize.call(this));
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+ var serializationObject = {};
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serializationObject.customType = "BABYLON.NoiseProceduralTexture";
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serializationObject.customType = "BABYLON.NoiseProceduralTexture";
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+ serializationObject.brightness = this.brightness;
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+ serializationObject.octaves = this.octaves;
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+ serializationObject.persistence = this.persistence;
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+ serializationObject.animationSpeedFactor = this.animationSpeedFactor;
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+ serializationObject.size = this.getSize().width;
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+ serializationObject.generateMipMaps = this._generateMipMaps;
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return serializationObject;
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return serializationObject;
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};
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};
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/**
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/**
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@@ -112354,7 +112362,11 @@ var BABYLON;
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* @returns a parsed NoiseProceduralTexture
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* @returns a parsed NoiseProceduralTexture
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*/
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*/
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NoiseProceduralTexture.Parse = function (parsedTexture, scene, rootUrl) {
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NoiseProceduralTexture.Parse = function (parsedTexture, scene, rootUrl) {
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- var texture = BABYLON.SerializationHelper.Parse(function () { return new NoiseProceduralTexture(parsedTexture.name, parsedTexture._size, scene, undefined, parsedTexture._generateMipMaps); }, parsedTexture, scene, rootUrl);
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+ var texture = new NoiseProceduralTexture(parsedTexture.name, parsedTexture.size, scene, undefined, parsedTexture.generateMipMaps);
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+ texture.brightness = parsedTexture.brightness;
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+ texture.octaves = parsedTexture.octaves;
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+ texture.persistence = parsedTexture.persistence;
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+ texture.animationSpeedFactor = parsedTexture.animationSpeedFactor;
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return texture;
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return texture;
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};
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};
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return NoiseProceduralTexture;
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return NoiseProceduralTexture;
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