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@@ -56,7 +56,6 @@
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private _particles = new Array<Particle>();
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private _epsilon: number;
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private _capacity: number;
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- private _scene: Scene;
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private _stockParticles = new Array<Particle>();
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private _newPartsExcess = 0;
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private _vertexData: Float32Array;
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@@ -111,47 +110,6 @@
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return "ParticleSystem";
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}
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- private _imageProcessingConfigurationDefines = new ImageProcessingConfigurationDefines();
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-
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- /**
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- * Default configuration related to image processing available in the standard Material.
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- */
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- protected _imageProcessingConfiguration: ImageProcessingConfiguration;
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-
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- /**
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- * Gets the image processing configuration used either in this material.
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- */
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- public get imageProcessingConfiguration(): ImageProcessingConfiguration {
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- return this._imageProcessingConfiguration;
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- }
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-
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- /**
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- * Sets the Default image processing configuration used either in the this material.
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- *
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- * If sets to null, the scene one is in use.
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- */
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- public set imageProcessingConfiguration(value: ImageProcessingConfiguration) {
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- this._attachImageProcessingConfiguration(value);
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- }
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-
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- /**
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- * Attaches a new image processing configuration to the Standard Material.
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- * @param configuration
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- */
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- protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void {
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- if (configuration === this._imageProcessingConfiguration) {
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- return;
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- }
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-
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- // Pick the scene configuration if needed.
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- if (!configuration) {
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- this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
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- }
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- else {
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- this._imageProcessingConfiguration = configuration;
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- }
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- }
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-
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/**
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* Instantiates a particle system.
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* 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.
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