David Catuhe 7 years ago
parent
commit
9690d80884

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+ 13515 - 13510
Playground/babylon.d.txt


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+ 11569 - 11564
dist/preview release/babylon.d.ts


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+ 30 - 30
dist/preview release/babylon.js


+ 22 - 15
dist/preview release/babylon.max.js

@@ -55718,6 +55718,13 @@ var BABYLON;
             enumerable: true,
             configurable: true
         });
+        /**
+         * Get hosting scene
+         * @returns the scene
+         */
+        ParticleSystem.prototype.getScene = function () {
+            return this._scene;
+        };
         Object.defineProperty(ParticleSystem.prototype, "particles", {
             //end of Sub-emitter
             /**
@@ -56889,21 +56896,6 @@ var BABYLON;
             return particleSystem;
         };
         /**
-         * Create a default particle system that you can tweak
-         * @param emitter defines the emitter to use
-         * @param scene defines the hosting scene
-         * @returns the new Particle system
-         */
-        ParticleSystem.CreateDefault = function (emitter, scene) {
-            var system = new ParticleSystem("default system", 1000, scene);
-            system.emitter = emitter;
-            system.particleTexture = new BABYLON.Texture("https://www.babylonjs.com/assets/Flare.png", system._scene);
-            system.minSize = 0.1;
-            system.maxSize = 0.5;
-            system.emitRate = 200;
-            return system;
-        };
-        /**
          * Source color is added to the destination color without alpha affecting the result.
          */
         ParticleSystem.BLENDMODE_ONEONE = 0;
@@ -104939,6 +104931,21 @@ var BABYLON;
         function ParticleHelper() {
         }
         /**
+         * Create a default particle system that you can tweak
+         * @param emitter defines the emitter to use
+         * @param scene defines the hosting scene
+         * @returns the new Particle system
+         */
+        ParticleHelper.CreateDefault = function (emitter, scene) {
+            var system = new BABYLON.ParticleSystem("default system", 1000, scene);
+            system.emitter = emitter;
+            system.particleTexture = new BABYLON.Texture("https://www.babylonjs.com/assets/Flare.png", system.getScene());
+            system.minSize = 0.1;
+            system.maxSize = 0.5;
+            system.emitRate = 200;
+            return system;
+        };
+        /**
          * This is the main static method (one-liner) of this helper to create different particle systems
          * @param type This string represents the type to the particle system to create
          * @param scene The scene where the particle system should live

+ 22 - 15
dist/preview release/babylon.no-module.max.js

@@ -55685,6 +55685,13 @@ var BABYLON;
             enumerable: true,
             configurable: true
         });
+        /**
+         * Get hosting scene
+         * @returns the scene
+         */
+        ParticleSystem.prototype.getScene = function () {
+            return this._scene;
+        };
         Object.defineProperty(ParticleSystem.prototype, "particles", {
             //end of Sub-emitter
             /**
@@ -56856,21 +56863,6 @@ var BABYLON;
             return particleSystem;
         };
         /**
-         * Create a default particle system that you can tweak
-         * @param emitter defines the emitter to use
-         * @param scene defines the hosting scene
-         * @returns the new Particle system
-         */
-        ParticleSystem.CreateDefault = function (emitter, scene) {
-            var system = new ParticleSystem("default system", 1000, scene);
-            system.emitter = emitter;
-            system.particleTexture = new BABYLON.Texture("https://www.babylonjs.com/assets/Flare.png", system._scene);
-            system.minSize = 0.1;
-            system.maxSize = 0.5;
-            system.emitRate = 200;
-            return system;
-        };
-        /**
          * Source color is added to the destination color without alpha affecting the result.
          */
         ParticleSystem.BLENDMODE_ONEONE = 0;
@@ -104906,6 +104898,21 @@ var BABYLON;
         function ParticleHelper() {
         }
         /**
+         * Create a default particle system that you can tweak
+         * @param emitter defines the emitter to use
+         * @param scene defines the hosting scene
+         * @returns the new Particle system
+         */
+        ParticleHelper.CreateDefault = function (emitter, scene) {
+            var system = new BABYLON.ParticleSystem("default system", 1000, scene);
+            system.emitter = emitter;
+            system.particleTexture = new BABYLON.Texture("https://www.babylonjs.com/assets/Flare.png", system.getScene());
+            system.minSize = 0.1;
+            system.maxSize = 0.5;
+            system.emitRate = 200;
+            return system;
+        };
+        /**
          * This is the main static method (one-liner) of this helper to create different particle systems
          * @param type This string represents the type to the particle system to create
          * @param scene The scene where the particle system should live

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+ 30 - 30
dist/preview release/babylon.worker.js


+ 22 - 15
dist/preview release/es6.js

@@ -55685,6 +55685,13 @@ var BABYLON;
             enumerable: true,
             configurable: true
         });
+        /**
+         * Get hosting scene
+         * @returns the scene
+         */
+        ParticleSystem.prototype.getScene = function () {
+            return this._scene;
+        };
         Object.defineProperty(ParticleSystem.prototype, "particles", {
             //end of Sub-emitter
             /**
@@ -56856,21 +56863,6 @@ var BABYLON;
             return particleSystem;
         };
         /**
-         * Create a default particle system that you can tweak
-         * @param emitter defines the emitter to use
-         * @param scene defines the hosting scene
-         * @returns the new Particle system
-         */
-        ParticleSystem.CreateDefault = function (emitter, scene) {
-            var system = new ParticleSystem("default system", 1000, scene);
-            system.emitter = emitter;
-            system.particleTexture = new BABYLON.Texture("https://www.babylonjs.com/assets/Flare.png", system._scene);
-            system.minSize = 0.1;
-            system.maxSize = 0.5;
-            system.emitRate = 200;
-            return system;
-        };
-        /**
          * Source color is added to the destination color without alpha affecting the result.
          */
         ParticleSystem.BLENDMODE_ONEONE = 0;
@@ -104906,6 +104898,21 @@ var BABYLON;
         function ParticleHelper() {
         }
         /**
+         * Create a default particle system that you can tweak
+         * @param emitter defines the emitter to use
+         * @param scene defines the hosting scene
+         * @returns the new Particle system
+         */
+        ParticleHelper.CreateDefault = function (emitter, scene) {
+            var system = new BABYLON.ParticleSystem("default system", 1000, scene);
+            system.emitter = emitter;
+            system.particleTexture = new BABYLON.Texture("https://www.babylonjs.com/assets/Flare.png", system.getScene());
+            system.minSize = 0.1;
+            system.maxSize = 0.5;
+            system.emitRate = 200;
+            return system;
+        };
+        /**
          * This is the main static method (one-liner) of this helper to create different particle systems
          * @param type This string represents the type to the particle system to create
          * @param scene The scene where the particle system should live

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+ 1 - 1
dist/preview release/viewer/babylon.viewer.js


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+ 1 - 1
dist/preview release/viewer/babylon.viewer.max.js


+ 1 - 1
src/Particles/babylon.particleHelper.ts

@@ -18,7 +18,7 @@ module BABYLON {
             var system = new ParticleSystem("default system", 1000, scene!);
         
             system.emitter = emitter;
-            system.particleTexture = new Texture("https://www.babylonjs.com/assets/Flare.png", system._scene);
+            system.particleTexture = new Texture("https://www.babylonjs.com/assets/Flare.png", system.getScene());
             system.minSize = 0.1;
             system.maxSize = 0.5;
             system.emitRate = 200;

+ 8 - 0
src/Particles/babylon.particleSystem.ts

@@ -420,6 +420,14 @@
             this._isBillboardBased = value;
             this._resetEffect();
         }     
+
+        /**
+         * Get hosting scene
+         * @returns the scene
+         */
+        public getScene(): Scene {
+            return this._scene;
+        }
         
         /**
          * Gets or sets the billboard mode to use when isBillboardBased = true.