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Added UpdateSystem to ParticleHelper

David Catuhe před 7 roky
rodič
revize
cd6ee434a3

Rozdílová data souboru nebyla zobrazena, protože soubor je příliš velký
+ 41408 - 0
Playground/babylon.d.txt


Rozdílová data souboru nebyla zobrazena, protože soubor je příliš velký
+ 16855 - 16848
dist/preview release/babylon.d.ts


Rozdílová data souboru nebyla zobrazena, protože soubor je příliš velký
+ 1 - 1
dist/preview release/babylon.js


+ 12 - 3
dist/preview release/babylon.max.js

@@ -100648,10 +100648,20 @@ var BABYLON;
         ParticleHelper.CreateSystem = function (data, scene, emitter) {
             // Create a particle system
             var system = new BABYLON.ParticleSystem(data.type, data.capacity, scene);
+            // Where the particles come from
+            system.emitter = emitter; // the starting object, the emitter            
+            ParticleHelper.UpdateSystem(system, data, scene);
+            return system;
+        };
+        /**
+         * Static function used to update a particle system from a IParticleSystemData
+         * @param system defines the particle system to update
+         * @param data defines the source data
+         * @param scene defines the hosting scene
+         */
+        ParticleHelper.UpdateSystem = function (system, data, scene) {
             // Texture of each particle
             system.particleTexture = new BABYLON.Texture(ParticleHelper._baseAssetsUrl + "/textures/" + data.textureFile, scene);
-            // Where the particles come from
-            system.emitter = emitter; // the starting object, the emitter
             // Colors of all particles
             system.color1 = new BABYLON.Color4(data.color1.r, data.color1.g, data.color1.b, data.color1.a);
             system.color2 = new BABYLON.Color4(data.color2.r, data.color2.g, data.color2.b, data.color2.a);
@@ -100700,7 +100710,6 @@ var BABYLON;
                 default:
                     break;
             }
-            return system;
         };
         /**
          * Base Assets URL.

+ 12 - 3
dist/preview release/babylon.no-module.max.js

@@ -100615,10 +100615,20 @@ var BABYLON;
         ParticleHelper.CreateSystem = function (data, scene, emitter) {
             // Create a particle system
             var system = new BABYLON.ParticleSystem(data.type, data.capacity, scene);
+            // Where the particles come from
+            system.emitter = emitter; // the starting object, the emitter            
+            ParticleHelper.UpdateSystem(system, data, scene);
+            return system;
+        };
+        /**
+         * Static function used to update a particle system from a IParticleSystemData
+         * @param system defines the particle system to update
+         * @param data defines the source data
+         * @param scene defines the hosting scene
+         */
+        ParticleHelper.UpdateSystem = function (system, data, scene) {
             // Texture of each particle
             system.particleTexture = new BABYLON.Texture(ParticleHelper._baseAssetsUrl + "/textures/" + data.textureFile, scene);
-            // Where the particles come from
-            system.emitter = emitter; // the starting object, the emitter
             // Colors of all particles
             system.color1 = new BABYLON.Color4(data.color1.r, data.color1.g, data.color1.b, data.color1.a);
             system.color2 = new BABYLON.Color4(data.color2.r, data.color2.g, data.color2.b, data.color2.a);
@@ -100667,7 +100677,6 @@ var BABYLON;
                 default:
                     break;
             }
-            return system;
         };
         /**
          * Base Assets URL.

Rozdílová data souboru nebyla zobrazena, protože soubor je příliš velký
+ 1 - 1
dist/preview release/babylon.worker.js


+ 12 - 3
dist/preview release/es6.js

@@ -100615,10 +100615,20 @@ var BABYLON;
         ParticleHelper.CreateSystem = function (data, scene, emitter) {
             // Create a particle system
             var system = new BABYLON.ParticleSystem(data.type, data.capacity, scene);
+            // Where the particles come from
+            system.emitter = emitter; // the starting object, the emitter            
+            ParticleHelper.UpdateSystem(system, data, scene);
+            return system;
+        };
+        /**
+         * Static function used to update a particle system from a IParticleSystemData
+         * @param system defines the particle system to update
+         * @param data defines the source data
+         * @param scene defines the hosting scene
+         */
+        ParticleHelper.UpdateSystem = function (system, data, scene) {
             // Texture of each particle
             system.particleTexture = new BABYLON.Texture(ParticleHelper._baseAssetsUrl + "/textures/" + data.textureFile, scene);
-            // Where the particles come from
-            system.emitter = emitter; // the starting object, the emitter
             // Colors of all particles
             system.color1 = new BABYLON.Color4(data.color1.r, data.color1.g, data.color1.b, data.color1.a);
             system.color2 = new BABYLON.Color4(data.color2.r, data.color2.g, data.color2.b, data.color2.a);
@@ -100667,7 +100677,6 @@ var BABYLON;
                 default:
                     break;
             }
-            return system;
         };
         /**
          * Base Assets URL.

Rozdílová data souboru nebyla zobrazena, protože soubor je příliš velký
+ 1 - 1
dist/preview release/viewer/babylon.viewer.js


+ 12 - 3
dist/preview release/viewer/babylon.viewer.max.js

@@ -100736,10 +100736,20 @@ var BABYLON;
         ParticleHelper.CreateSystem = function (data, scene, emitter) {
             // Create a particle system
             var system = new BABYLON.ParticleSystem(data.type, data.capacity, scene);
+            // Where the particles come from
+            system.emitter = emitter; // the starting object, the emitter            
+            ParticleHelper.UpdateSystem(system, data, scene);
+            return system;
+        };
+        /**
+         * Static function used to update a particle system from a IParticleSystemData
+         * @param system defines the particle system to update
+         * @param data defines the source data
+         * @param scene defines the hosting scene
+         */
+        ParticleHelper.UpdateSystem = function (system, data, scene) {
             // Texture of each particle
             system.particleTexture = new BABYLON.Texture(ParticleHelper._baseAssetsUrl + "/textures/" + data.textureFile, scene);
-            // Where the particles come from
-            system.emitter = emitter; // the starting object, the emitter
             // Colors of all particles
             system.color1 = new BABYLON.Color4(data.color1.r, data.color1.g, data.color1.b, data.color1.a);
             system.color2 = new BABYLON.Color4(data.color2.r, data.color2.g, data.color2.b, data.color2.a);
@@ -100788,7 +100798,6 @@ var BABYLON;
                 default:
                     break;
             }
-            return system;
         };
         /**
          * Base Assets URL.

+ 16 - 4
src/Helpers/babylon.particleHelper.ts

@@ -153,10 +153,24 @@ module BABYLON {
         public static CreateSystem(data: IParticleSystemData, scene: Scene, emitter: AbstractMesh): ParticleSystem {
             // Create a particle system
             const system = new ParticleSystem(data.type, data.capacity, scene);
+
+            // Where the particles come from
+            system.emitter = emitter; // the starting object, the emitter            
+
+            ParticleHelper.UpdateSystem(system, data, scene);
+
+            return system;
+        }
+
+        /**
+         * Static function used to update a particle system from a IParticleSystemData
+         * @param system defines the particle system to update
+         * @param data defines the source data
+         * @param scene defines the hosting scene
+         */
+        public static UpdateSystem(system: ParticleSystem, data: IParticleSystemData, scene: Scene): void {
             // Texture of each particle
             system.particleTexture = new Texture(`${ParticleHelper._baseAssetsUrl}/textures/${data.textureFile}`, scene);
-            // Where the particles come from
-            system.emitter = emitter; // the starting object, the emitter
 
             // Colors of all particles
             system.color1 = new Color4(data.color1.r, data.color1.g, data.color1.b, data.color1.a);
@@ -228,8 +242,6 @@ module BABYLON {
                 default:
                     break;
             }
-
-            return system;
         }
     }