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[Inspector V2] Particle system properties #17559
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Please make sure to label your PR with "bug", "new feature" or "breaking change" label(s). |
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Snapshot stored with reference name: Test environment: To test a playground add it to the URL, for example: https://snapshots-cvgtc2eugrd3cgfd.z01.azurefd.net/refs/pull/17559/merge/index.html#WGZLGJ#4600 Links to test your changes to core in the published versions of the Babylon tools (does not contain changes you made to the tools themselves): https://playground.babylonjs.com/?snapshot=refs/pull/17559/merge To test the snapshot in the playground with a playground ID add it after the snapshot query string: https://playground.babylonjs.com/?snapshot=refs/pull/17559/merge#BCU1XR#0 If you made changes to the sandbox or playground in this PR, additional comments will be generated soon containing links to the dev versions of those tools. |
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You have made possible changes to the playground. https://snapshots-cvgtc2eugrd3cgfd.z01.azurefd.net/PLAYGROUND/refs/pull/17559/merge/ The snapshot playground with the CDN snapshot (only when available): Note that neither Babylon scenes nor textures are uploaded to the snapshot directory, so some playgrounds won't work correctly. |
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You have changed file(s) that made possible changes to the sandbox. https://snapshots-cvgtc2eugrd3cgfd.z01.azurefd.net/SANDBOX/refs/pull/17559/merge/ |
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packages/dev/inspector-v2/src/components/properties/particles/particleSystemProperties.tsx
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packages/dev/inspector-v2/src/components/properties/particles/particleSystemProperties.tsx
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| }} | ||
| /> | ||
| ) : ( | ||
| <TextPropertyLine label="Source" value="No meshes in scene." /> |
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@georginahalpern for the ChooseTexture component, what do we do if there are no textures in teh scene?
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#17568 has been merged so this can be updated to use the nodeSelector component in a later iteration or PR
packages/dev/inspector-v2/src/components/properties/particles/particleSystemProperties.tsx
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Devhost visualization test reporter: |
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WebGL2 visualization test reporter: |
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Visualization tests for WebGPU |
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Please make sure to label your PR with "bug", "new feature" or "breaking change" label(s). |
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Please make sure to label your PR with "bug", "new feature" or "breaking change" label(s). |
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Snapshot stored with reference name: Test environment: To test a playground add it to the URL, for example: https://snapshots-cvgtc2eugrd3cgfd.z01.azurefd.net/refs/pull/17559/merge/index.html#WGZLGJ#4600 Links to test your changes to core in the published versions of the Babylon tools (does not contain changes you made to the tools themselves): https://playground.babylonjs.com/?snapshot=refs/pull/17559/merge To test the snapshot in the playground with a playground ID add it after the snapshot query string: https://playground.babylonjs.com/?snapshot=refs/pull/17559/merge#BCU1XR#0 If you made changes to the sandbox or playground in this PR, additional comments will be generated soon containing links to the dev versions of those tools. |
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You have changed file(s) that made possible changes to the sandbox. https://snapshots-cvgtc2eugrd3cgfd.z01.azurefd.net/SANDBOX/refs/pull/17559/merge/ |
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You have made possible changes to the playground. https://snapshots-cvgtc2eugrd3cgfd.z01.azurefd.net/PLAYGROUND/refs/pull/17559/merge/ The snapshot playground with the CDN snapshot (only when available): Note that neither Babylon scenes nor textures are uploaded to the snapshot directory, so some playgrounds won't work correctly. |
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Devhost visualization test reporter: |
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Visualization tests for WebGPU |
| const windowAsAny = window as any; | ||
| if (windowAsAny.Playground && oldId) { | ||
| // Update Playground code when snippet id is hard-coded. | ||
| windowAsAny.Playground.onRequestCodeChangeObservable.notifyObservers({ | ||
| regex: new RegExp(`ParticleHelper.ParseFromSnippetAsync\\("${oldId}`, "g"), | ||
| replace: `ParticleHelper.ParseFromSnippetAsync("${system.snippetId}`, | ||
| }); | ||
| } |
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I know we have this pattern a handful of times in Inspector v1, but I think for v2 we don't want to propagate this pattern. Instead, we should probably have a service that fires this event, and then Playground can add a service that consumes this service, registers for the event, and does its own code patching. We could try to do that with this PR, or we could just add a comment saying we should do this and don't propagate this pattern. Let me have a look and see how much work it would be to do this.
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@ryantrem should we merge and addreess later or is it better to do the change now ?
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@VicenteCartas and I chatted and thought we would just exclude it from the first pass, but open to other perspectives as well.
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You have made possible changes to the playground. https://snapshots-cvgtc2eugrd3cgfd.z01.azurefd.net/PLAYGROUND/refs/pull/17559/merge/ The snapshot playground with the CDN snapshot (only when available): Note that neither Babylon scenes nor textures are uploaded to the snapshot directory, so some playgrounds won't work correctly. |
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You have changed file(s) that made possible changes to the sandbox. https://snapshots-cvgtc2eugrd3cgfd.z01.azurefd.net/SANDBOX/refs/pull/17559/merge/ |
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Devhost visualization test reporter: |
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Visualization tests for WebGPU |
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WebGL2 visualization test reporter: |
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Moving it to draft, I will complete after the holidays. |
| * @param props Component props. | ||
| * @returns Render property lines. | ||
| */ | ||
| export const ParticleSystemEmitterProperties: FunctionComponent<{ particleSystem: ParticleSystem; selectionService: ISelectionService }> = (props) => { |
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there is a lot going on in this file, i'd maybe recommend separating the attractors / emitters/ etc properties into their own files to reduce cognitive overload
| }; | ||
| }), | ||
| ]} | ||
| onChange={(value) => { |
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i think this can be updated to use entitySelectorPropertyLine so that u don't have to manuallly create the key / value mapping logic

Adding all missing properties for ParticleSystem and Node based ParticleSystem.