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@pixi/particle-container

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@pixi/particle-container - npm Package Compare versions

Comparing version 6.2.1 to 6.2.2

247

dist/browser/particle-container.js
/*!
* @pixi/particle-container - v6.2.1
* Compiled Tue, 21 Dec 2021 19:56:15 UTC
* @pixi/particle-container - v6.2.2
* Compiled Wed, 26 Jan 2022 16:23:27 UTC
*

@@ -226,4 +226,2 @@ * @pixi/particle-container is licensed under the MIT License.

*
* @class
* @extends PIXI.Container
* @memberof PIXI

@@ -234,5 +232,5 @@ */

/**
* @param {number} [maxSize=1500] - The maximum number of particles that can be rendered by the container.
* @param maxSize - The maximum number of particles that can be rendered by the container.
* Affects size of allocated buffers.
* @param {object} [properties] - The properties of children that should be uploaded to the gpu and applied.
* @param properties - The properties of children that should be uploaded to the gpu and applied.
* @param {boolean} [properties.vertices=false] - When true, vertices be uploaded and applied.

@@ -260,82 +258,14 @@ * if sprite's ` scale/anchor/trim/frame/orig` is dynamic, please set `true`.

}
/**
* Set properties to be dynamic (true) / static (false)
*
* @member {boolean[]}
* @private
*/
_this._properties = [false, true, false, false, false];
/**
* @member {number}
* @private
*/
_this._maxSize = maxSize;
/**
* @member {number}
* @private
*/
_this._batchSize = batchSize;
/**
* @member {Array<PIXI.Buffer>}
* @private
*/
_this._buffers = null;
/**
* for every batch stores _updateID corresponding to the last change in that batch
* @member {number[]}
* @private
*/
_this._bufferUpdateIDs = [];
/**
* when child inserted, removed or changes position this number goes up
* @member {number[]}
* @private
*/
_this._updateID = 0;
/**
* @member {boolean}
*
*/
_this.interactiveChildren = false;
/**
* The blend mode to be applied to the sprite. Apply a value of `PIXI.BLEND_MODES.NORMAL`
* to reset the blend mode.
*
* @member {number}
* @default PIXI.BLEND_MODES.NORMAL
* @see PIXI.BLEND_MODES
*/
_this.blendMode = constants.BLEND_MODES.NORMAL;
/**
* If true, container allocates more batches in case there are more than `maxSize` particles.
* @member {boolean}
* @default false
*/
_this.autoResize = autoResize;
/**
* If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.
* Advantages can include sharper image quality (like text) and faster rendering on canvas.
* The main disadvantage is movement of objects may appear less smooth.
* Default to true here as performance is usually the priority for particles.
*
* @member {boolean}
* @default true
*/
_this.roundPixels = true;
/**
* The texture used to render the children.
*
* @readonly
* @member {PIXI.BaseTexture}
*/
_this.baseTexture = null;
_this.setProperties(properties);
/**
* The tint applied to the container.
* This is a hex value. A value of 0xFFFFFF will remove any tint effect.
*
* @private
* @member {number}
* @default 0xFFFFFF
*/
_this._tint = 0;

@@ -349,3 +279,3 @@ _this.tintRgb = new Float32Array(4);

*
* @param {object} properties - The properties to be uploaded
* @param properties - The properties to be uploaded
*/

@@ -363,7 +293,2 @@ ParticleContainer.prototype.setProperties = function (properties) {

};
/**
* Updates the object transform for rendering
*
* @private
*/
ParticleContainer.prototype.updateTransform = function () {

@@ -377,4 +302,4 @@ // TODO don't need to!

* A value of 0xFFFFFF will remove any tint effect.
** IMPORTANT: This is a WebGL only feature and will be ignored by the canvas renderer.
* @member {number}
* IMPORTANT: This is a WebGL only feature and will be ignored by the canvas renderer.
*
* @default 0xFFFFFF

@@ -393,6 +318,5 @@ */

/**
* Renders the container using the WebGL renderer
* Renders the container using the WebGL renderer.
*
* @private
* @param {PIXI.Renderer} renderer - The webgl renderer
* @param renderer - The WebGL renderer.
*/

@@ -416,4 +340,3 @@ ParticleContainer.prototype.render = function (renderer) {

*
* @private
* @param {number} smallestChildIndex - The smallest child index
* @param smallestChildIndex - The smallest child index.
*/

@@ -438,3 +361,3 @@ ParticleContainer.prototype.onChildrenChange = function (smallestChildIndex) {

*
* @param {object|boolean} [options] - Options parameter. A boolean will act as if all options
* @param options - Options parameter. A boolean will act as if all options
* have been set to that value

@@ -472,3 +395,2 @@ * @param {boolean} [options.children=false] - if set to true, all the children will have their

*
* @class
* @private

@@ -479,3 +401,2 @@ * @memberof PIXI

/**
* @private
* @param {object} properties - The properties to upload.

@@ -488,22 +409,4 @@ * @param {boolean[]} dynamicPropertyFlags - Flags for which properties are dynamic.

this.indexBuffer = null;
/**
* The number of particles the buffer can hold
*
* @private
* @member {number}
*/
this.size = size;
/**
* A list of the properties that are dynamic.
*
* @private
* @member {object[]}
*/
this.dynamicProperties = [];
/**
* A list of the properties that are static.
*
* @private
* @member {object[]}
*/
this.staticProperties = [];

@@ -539,16 +442,6 @@ for (var i = 0; i < properties.length; ++i) {

}
/**
* Sets up the renderer context and necessary buffers.
*
* @private
*/
/** Sets up the renderer context and necessary buffers. */
ParticleBuffer.prototype.initBuffers = function () {
var geometry = this.geometry;
var dynamicOffset = 0;
/**
* Holds the indices of the geometry (quads) to draw
*
* @member {Uint16Array}
* @private
*/
this.indexBuffer = new core.Buffer(utils.createIndicesForQuads(this.size), true, true);

@@ -592,6 +485,5 @@ geometry.addIndex(this.indexBuffer);

*
* @private
* @param {PIXI.DisplayObject[]} children - The children to upload.
* @param {number} startIndex - The index to start at.
* @param {number} amount - The number to upload.
* @param children - The children to upload.
* @param startIndex - The index to start at.
* @param amount - The number to upload.
*/

@@ -608,6 +500,5 @@ ParticleBuffer.prototype.uploadDynamic = function (children, startIndex, amount) {

*
* @private
* @param {PIXI.DisplayObject[]} children - The children to upload.
* @param {number} startIndex - The index to start at.
* @param {number} amount - The number to upload.
* @param children - The children to upload.
* @param startIndex - The index to start at.
* @param amount - The number to upload.
*/

@@ -621,7 +512,3 @@ ParticleBuffer.prototype.uploadStatic = function (children, startIndex, amount) {

};
/**
* Destroys the ParticleBuffer.
*
* @private
*/
/** Destroys the ParticleBuffer. */
ParticleBuffer.prototype.destroy = function () {

@@ -661,3 +548,2 @@ this.indexBuffer = null;

*
* @class
* @memberof PIXI

@@ -668,3 +554,3 @@ */

/**
* @param {PIXI.Renderer} renderer - The renderer this sprite batch works for.
* @param renderer - The renderer this sprite batch works for.
*/

@@ -678,7 +564,2 @@ function ParticleRenderer(renderer) {

// let numIndices = 98304;
/**
* The default shader that is used if a sprite doesn't have a more specific one.
*
* @member {PIXI.Shader}
*/
_this.shader = null;

@@ -725,8 +606,2 @@ _this.properties = null;

_this.shader = core.Shader.from(vertex, fragment, {});
/**
* The WebGL state in which this renderer will work.
*
* @member {PIXI.State}
* @readonly
*/
_this.state = core.State.for2d();

@@ -738,3 +613,3 @@ return _this;

*
* @param {PIXI.ParticleContainer} container - The container to render using this ParticleRenderer
* @param container - The container to render using this ParticleRenderer.
*/

@@ -794,7 +669,6 @@ ParticleRenderer.prototype.render = function (container) {

/**
* Creates one particle buffer for each child in the container we want to render and updates internal properties
* Creates one particle buffer for each child in the container we want to render and updates internal properties.
*
* @param {PIXI.ParticleContainer} container - The container to render using this ParticleRenderer
* @return {PIXI.ParticleBuffer[]} The buffers
* @private
* @param container - The container to render using this ParticleRenderer
* @return - The buffers
*/

@@ -812,7 +686,6 @@ ParticleRenderer.prototype.generateBuffers = function (container) {

/**
* Creates one more particle buffer, because container has autoResize feature
* Creates one more particle buffer, because container has autoResize feature.
*
* @param {PIXI.ParticleContainer} container - The container to render using this ParticleRenderer
* @return {PIXI.ParticleBuffer} generated buffer
* @private
* @param container - The container to render using this ParticleRenderer
* @return - The generated buffer
*/

@@ -827,8 +700,8 @@ ParticleRenderer.prototype._generateOneMoreBuffer = function (container) {

*
* @param {PIXI.DisplayObject[]} children - the array of display objects to render
* @param {number} startIndex - the index to start from in the children array
* @param {number} amount - the amount of children that will have their vertices uploaded
* @param {number[]} array - The vertices to upload.
* @param {number} stride - Stride to use for iteration.
* @param {number} offset - Offset to start at.
* @param children - the array of display objects to render
* @param startIndex - the index to start from in the children array
* @param amount - the amount of children that will have their vertices uploaded
* @param array - The vertices to upload.
* @param stride - Stride to use for iteration.
* @param offset - Offset to start at.
*/

@@ -875,8 +748,8 @@ ParticleRenderer.prototype.uploadVertices = function (children, startIndex, amount, array, stride, offset) {

*
* @param {PIXI.DisplayObject[]} children - the array of display objects to render
* @param {number} startIndex - the index to start from in the children array
* @param {number} amount - the amount of children that will have their positions uploaded
* @param {number[]} array - The vertices to upload.
* @param {number} stride - Stride to use for iteration.
* @param {number} offset - Offset to start at.
* @param children - the array of display objects to render
* @param startIndex - the index to start from in the children array
* @param amount - the amount of children that will have their positions uploaded
* @param array - The vertices to upload.
* @param stride - Stride to use for iteration.
* @param offset - Offset to start at.
*/

@@ -900,8 +773,8 @@ ParticleRenderer.prototype.uploadPosition = function (children, startIndex, amount, array, stride, offset) {

*
* @param {PIXI.DisplayObject[]} children - the array of display objects to render
* @param {number} startIndex - the index to start from in the children array
* @param {number} amount - the amount of children that will have their rotation uploaded
* @param {number[]} array - The vertices to upload.
* @param {number} stride - Stride to use for iteration.
* @param {number} offset - Offset to start at.
* @param children - the array of display objects to render
* @param startIndex - the index to start from in the children array
* @param amount - the amount of children that will have their rotation uploaded
* @param array - The vertices to upload.
* @param stride - Stride to use for iteration.
* @param offset - Offset to start at.
*/

@@ -919,10 +792,10 @@ ParticleRenderer.prototype.uploadRotation = function (children, startIndex, amount, array, stride, offset) {

/**
* Uploads the Uvs
* Uploads the UVs.
*
* @param {PIXI.DisplayObject[]} children - the array of display objects to render
* @param {number} startIndex - the index to start from in the children array
* @param {number} amount - the amount of children that will have their rotation uploaded
* @param {number[]} array - The vertices to upload.
* @param {number} stride - Stride to use for iteration.
* @param {number} offset - Offset to start at.
* @param children - the array of display objects to render
* @param startIndex - the index to start from in the children array
* @param amount - the amount of children that will have their rotation uploaded
* @param array - The vertices to upload.
* @param stride - Stride to use for iteration.
* @param offset - Offset to start at.
*/

@@ -960,8 +833,8 @@ ParticleRenderer.prototype.uploadUvs = function (children, startIndex, amount, array, stride, offset) {

*
* @param {PIXI.DisplayObject[]} children - the array of display objects to render
* @param {number} startIndex - the index to start from in the children array
* @param {number} amount - the amount of children that will have their rotation uploaded
* @param {number[]} array - The vertices to upload.
* @param {number} stride - Stride to use for iteration.
* @param {number} offset - Offset to start at.
* @param children - the array of display objects to render
* @param startIndex - the index to start from in the children array
* @param amount - the amount of children that will have their rotation uploaded
* @param array - The vertices to upload.
* @param stride - Stride to use for iteration.
* @param offset - Offset to start at.
*/

@@ -983,5 +856,3 @@ ParticleRenderer.prototype.uploadTint = function (children, startIndex, amount, array, stride, offset) {

};
/**
* Destroys the ParticleRenderer.
*/
/** Destroys the ParticleRenderer. */
ParticleRenderer.prototype.destroy = function () {

@@ -988,0 +859,0 @@ _super.prototype.destroy.call(this);

/*!
* @pixi/particle-container - v6.2.1
* Compiled Tue, 21 Dec 2021 19:56:15 UTC
* @pixi/particle-container - v6.2.2
* Compiled Wed, 26 Jan 2022 16:23:27 UTC
*

@@ -5,0 +5,0 @@ * @pixi/particle-container is licensed under the MIT License.

/*!
* @pixi/particle-container - v6.2.1
* Compiled Tue, 21 Dec 2021 19:56:15 UTC
* @pixi/particle-container - v6.2.2
* Compiled Wed, 26 Jan 2022 16:23:27 UTC
*

@@ -70,4 +70,2 @@ * @pixi/particle-container is licensed under the MIT License.

*
* @class
* @extends PIXI.Container
* @memberof PIXI

@@ -78,5 +76,5 @@ */

/**
* @param {number} [maxSize=1500] - The maximum number of particles that can be rendered by the container.
* @param maxSize - The maximum number of particles that can be rendered by the container.
* Affects size of allocated buffers.
* @param {object} [properties] - The properties of children that should be uploaded to the gpu and applied.
* @param properties - The properties of children that should be uploaded to the gpu and applied.
* @param {boolean} [properties.vertices=false] - When true, vertices be uploaded and applied.

@@ -104,82 +102,14 @@ * if sprite's ` scale/anchor/trim/frame/orig` is dynamic, please set `true`.

}
/**
* Set properties to be dynamic (true) / static (false)
*
* @member {boolean[]}
* @private
*/
_this._properties = [false, true, false, false, false];
/**
* @member {number}
* @private
*/
_this._maxSize = maxSize;
/**
* @member {number}
* @private
*/
_this._batchSize = batchSize;
/**
* @member {Array<PIXI.Buffer>}
* @private
*/
_this._buffers = null;
/**
* for every batch stores _updateID corresponding to the last change in that batch
* @member {number[]}
* @private
*/
_this._bufferUpdateIDs = [];
/**
* when child inserted, removed or changes position this number goes up
* @member {number[]}
* @private
*/
_this._updateID = 0;
/**
* @member {boolean}
*
*/
_this.interactiveChildren = false;
/**
* The blend mode to be applied to the sprite. Apply a value of `PIXI.BLEND_MODES.NORMAL`
* to reset the blend mode.
*
* @member {number}
* @default PIXI.BLEND_MODES.NORMAL
* @see PIXI.BLEND_MODES
*/
_this.blendMode = constants.BLEND_MODES.NORMAL;
/**
* If true, container allocates more batches in case there are more than `maxSize` particles.
* @member {boolean}
* @default false
*/
_this.autoResize = autoResize;
/**
* If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.
* Advantages can include sharper image quality (like text) and faster rendering on canvas.
* The main disadvantage is movement of objects may appear less smooth.
* Default to true here as performance is usually the priority for particles.
*
* @member {boolean}
* @default true
*/
_this.roundPixels = true;
/**
* The texture used to render the children.
*
* @readonly
* @member {PIXI.BaseTexture}
*/
_this.baseTexture = null;
_this.setProperties(properties);
/**
* The tint applied to the container.
* This is a hex value. A value of 0xFFFFFF will remove any tint effect.
*
* @private
* @member {number}
* @default 0xFFFFFF
*/
_this._tint = 0;

@@ -193,3 +123,3 @@ _this.tintRgb = new Float32Array(4);

*
* @param {object} properties - The properties to be uploaded
* @param properties - The properties to be uploaded
*/

@@ -207,7 +137,2 @@ ParticleContainer.prototype.setProperties = function (properties) {

};
/**
* Updates the object transform for rendering
*
* @private
*/
ParticleContainer.prototype.updateTransform = function () {

@@ -221,4 +146,4 @@ // TODO don't need to!

* A value of 0xFFFFFF will remove any tint effect.
** IMPORTANT: This is a WebGL only feature and will be ignored by the canvas renderer.
* @member {number}
* IMPORTANT: This is a WebGL only feature and will be ignored by the canvas renderer.
*
* @default 0xFFFFFF

@@ -237,6 +162,5 @@ */

/**
* Renders the container using the WebGL renderer
* Renders the container using the WebGL renderer.
*
* @private
* @param {PIXI.Renderer} renderer - The webgl renderer
* @param renderer - The WebGL renderer.
*/

@@ -260,4 +184,3 @@ ParticleContainer.prototype.render = function (renderer) {

*
* @private
* @param {number} smallestChildIndex - The smallest child index
* @param smallestChildIndex - The smallest child index.
*/

@@ -282,3 +205,3 @@ ParticleContainer.prototype.onChildrenChange = function (smallestChildIndex) {

*
* @param {object|boolean} [options] - Options parameter. A boolean will act as if all options
* @param options - Options parameter. A boolean will act as if all options
* have been set to that value

@@ -316,3 +239,2 @@ * @param {boolean} [options.children=false] - if set to true, all the children will have their

*
* @class
* @private

@@ -323,3 +245,2 @@ * @memberof PIXI

/**
* @private
* @param {object} properties - The properties to upload.

@@ -332,22 +253,4 @@ * @param {boolean[]} dynamicPropertyFlags - Flags for which properties are dynamic.

this.indexBuffer = null;
/**
* The number of particles the buffer can hold
*
* @private
* @member {number}
*/
this.size = size;
/**
* A list of the properties that are dynamic.
*
* @private
* @member {object[]}
*/
this.dynamicProperties = [];
/**
* A list of the properties that are static.
*
* @private
* @member {object[]}
*/
this.staticProperties = [];

@@ -383,16 +286,6 @@ for (var i = 0; i < properties.length; ++i) {

}
/**
* Sets up the renderer context and necessary buffers.
*
* @private
*/
/** Sets up the renderer context and necessary buffers. */
ParticleBuffer.prototype.initBuffers = function () {
var geometry = this.geometry;
var dynamicOffset = 0;
/**
* Holds the indices of the geometry (quads) to draw
*
* @member {Uint16Array}
* @private
*/
this.indexBuffer = new core.Buffer(utils.createIndicesForQuads(this.size), true, true);

@@ -436,6 +329,5 @@ geometry.addIndex(this.indexBuffer);

*
* @private
* @param {PIXI.DisplayObject[]} children - The children to upload.
* @param {number} startIndex - The index to start at.
* @param {number} amount - The number to upload.
* @param children - The children to upload.
* @param startIndex - The index to start at.
* @param amount - The number to upload.
*/

@@ -452,6 +344,5 @@ ParticleBuffer.prototype.uploadDynamic = function (children, startIndex, amount) {

*
* @private
* @param {PIXI.DisplayObject[]} children - The children to upload.
* @param {number} startIndex - The index to start at.
* @param {number} amount - The number to upload.
* @param children - The children to upload.
* @param startIndex - The index to start at.
* @param amount - The number to upload.
*/

@@ -465,7 +356,3 @@ ParticleBuffer.prototype.uploadStatic = function (children, startIndex, amount) {

};
/**
* Destroys the ParticleBuffer.
*
* @private
*/
/** Destroys the ParticleBuffer. */
ParticleBuffer.prototype.destroy = function () {

@@ -505,3 +392,2 @@ this.indexBuffer = null;

*
* @class
* @memberof PIXI

@@ -512,3 +398,3 @@ */

/**
* @param {PIXI.Renderer} renderer - The renderer this sprite batch works for.
* @param renderer - The renderer this sprite batch works for.
*/

@@ -522,7 +408,2 @@ function ParticleRenderer(renderer) {

// let numIndices = 98304;
/**
* The default shader that is used if a sprite doesn't have a more specific one.
*
* @member {PIXI.Shader}
*/
_this.shader = null;

@@ -569,8 +450,2 @@ _this.properties = null;

_this.shader = core.Shader.from(vertex, fragment, {});
/**
* The WebGL state in which this renderer will work.
*
* @member {PIXI.State}
* @readonly
*/
_this.state = core.State.for2d();

@@ -582,3 +457,3 @@ return _this;

*
* @param {PIXI.ParticleContainer} container - The container to render using this ParticleRenderer
* @param container - The container to render using this ParticleRenderer.
*/

@@ -638,7 +513,6 @@ ParticleRenderer.prototype.render = function (container) {

/**
* Creates one particle buffer for each child in the container we want to render and updates internal properties
* Creates one particle buffer for each child in the container we want to render and updates internal properties.
*
* @param {PIXI.ParticleContainer} container - The container to render using this ParticleRenderer
* @return {PIXI.ParticleBuffer[]} The buffers
* @private
* @param container - The container to render using this ParticleRenderer
* @return - The buffers
*/

@@ -656,7 +530,6 @@ ParticleRenderer.prototype.generateBuffers = function (container) {

/**
* Creates one more particle buffer, because container has autoResize feature
* Creates one more particle buffer, because container has autoResize feature.
*
* @param {PIXI.ParticleContainer} container - The container to render using this ParticleRenderer
* @return {PIXI.ParticleBuffer} generated buffer
* @private
* @param container - The container to render using this ParticleRenderer
* @return - The generated buffer
*/

@@ -671,8 +544,8 @@ ParticleRenderer.prototype._generateOneMoreBuffer = function (container) {

*
* @param {PIXI.DisplayObject[]} children - the array of display objects to render
* @param {number} startIndex - the index to start from in the children array
* @param {number} amount - the amount of children that will have their vertices uploaded
* @param {number[]} array - The vertices to upload.
* @param {number} stride - Stride to use for iteration.
* @param {number} offset - Offset to start at.
* @param children - the array of display objects to render
* @param startIndex - the index to start from in the children array
* @param amount - the amount of children that will have their vertices uploaded
* @param array - The vertices to upload.
* @param stride - Stride to use for iteration.
* @param offset - Offset to start at.
*/

@@ -719,8 +592,8 @@ ParticleRenderer.prototype.uploadVertices = function (children, startIndex, amount, array, stride, offset) {

*
* @param {PIXI.DisplayObject[]} children - the array of display objects to render
* @param {number} startIndex - the index to start from in the children array
* @param {number} amount - the amount of children that will have their positions uploaded
* @param {number[]} array - The vertices to upload.
* @param {number} stride - Stride to use for iteration.
* @param {number} offset - Offset to start at.
* @param children - the array of display objects to render
* @param startIndex - the index to start from in the children array
* @param amount - the amount of children that will have their positions uploaded
* @param array - The vertices to upload.
* @param stride - Stride to use for iteration.
* @param offset - Offset to start at.
*/

@@ -744,8 +617,8 @@ ParticleRenderer.prototype.uploadPosition = function (children, startIndex, amount, array, stride, offset) {

*
* @param {PIXI.DisplayObject[]} children - the array of display objects to render
* @param {number} startIndex - the index to start from in the children array
* @param {number} amount - the amount of children that will have their rotation uploaded
* @param {number[]} array - The vertices to upload.
* @param {number} stride - Stride to use for iteration.
* @param {number} offset - Offset to start at.
* @param children - the array of display objects to render
* @param startIndex - the index to start from in the children array
* @param amount - the amount of children that will have their rotation uploaded
* @param array - The vertices to upload.
* @param stride - Stride to use for iteration.
* @param offset - Offset to start at.
*/

@@ -763,10 +636,10 @@ ParticleRenderer.prototype.uploadRotation = function (children, startIndex, amount, array, stride, offset) {

/**
* Uploads the Uvs
* Uploads the UVs.
*
* @param {PIXI.DisplayObject[]} children - the array of display objects to render
* @param {number} startIndex - the index to start from in the children array
* @param {number} amount - the amount of children that will have their rotation uploaded
* @param {number[]} array - The vertices to upload.
* @param {number} stride - Stride to use for iteration.
* @param {number} offset - Offset to start at.
* @param children - the array of display objects to render
* @param startIndex - the index to start from in the children array
* @param amount - the amount of children that will have their rotation uploaded
* @param array - The vertices to upload.
* @param stride - Stride to use for iteration.
* @param offset - Offset to start at.
*/

@@ -804,8 +677,8 @@ ParticleRenderer.prototype.uploadUvs = function (children, startIndex, amount, array, stride, offset) {

*
* @param {PIXI.DisplayObject[]} children - the array of display objects to render
* @param {number} startIndex - the index to start from in the children array
* @param {number} amount - the amount of children that will have their rotation uploaded
* @param {number[]} array - The vertices to upload.
* @param {number} stride - Stride to use for iteration.
* @param {number} offset - Offset to start at.
* @param children - the array of display objects to render
* @param startIndex - the index to start from in the children array
* @param amount - the amount of children that will have their rotation uploaded
* @param array - The vertices to upload.
* @param stride - Stride to use for iteration.
* @param offset - Offset to start at.
*/

@@ -827,5 +700,3 @@ ParticleRenderer.prototype.uploadTint = function (children, startIndex, amount, array, stride, offset) {

};
/**
* Destroys the ParticleRenderer.
*/
/** Destroys the ParticleRenderer. */
ParticleRenderer.prototype.destroy = function () {

@@ -832,0 +703,0 @@ _super.prototype.destroy.call(this);

/*!
* @pixi/particle-container - v6.2.1
* Compiled Tue, 21 Dec 2021 19:56:15 UTC
* @pixi/particle-container - v6.2.2
* Compiled Wed, 26 Jan 2022 16:23:27 UTC
*

@@ -5,0 +5,0 @@ * @pixi/particle-container is licensed under the MIT License.

/*!
* @pixi/particle-container - v6.2.1
* Compiled Tue, 21 Dec 2021 19:56:15 UTC
* @pixi/particle-container - v6.2.2
* Compiled Wed, 26 Jan 2022 16:23:27 UTC
*

@@ -66,4 +66,2 @@ * @pixi/particle-container is licensed under the MIT License.

*
* @class
* @extends PIXI.Container
* @memberof PIXI

@@ -74,5 +72,5 @@ */

/**
* @param {number} [maxSize=1500] - The maximum number of particles that can be rendered by the container.
* @param maxSize - The maximum number of particles that can be rendered by the container.
* Affects size of allocated buffers.
* @param {object} [properties] - The properties of children that should be uploaded to the gpu and applied.
* @param properties - The properties of children that should be uploaded to the gpu and applied.
* @param {boolean} [properties.vertices=false] - When true, vertices be uploaded and applied.

@@ -100,82 +98,14 @@ * if sprite's ` scale/anchor/trim/frame/orig` is dynamic, please set `true`.

}
/**
* Set properties to be dynamic (true) / static (false)
*
* @member {boolean[]}
* @private
*/
_this._properties = [false, true, false, false, false];
/**
* @member {number}
* @private
*/
_this._maxSize = maxSize;
/**
* @member {number}
* @private
*/
_this._batchSize = batchSize;
/**
* @member {Array<PIXI.Buffer>}
* @private
*/
_this._buffers = null;
/**
* for every batch stores _updateID corresponding to the last change in that batch
* @member {number[]}
* @private
*/
_this._bufferUpdateIDs = [];
/**
* when child inserted, removed or changes position this number goes up
* @member {number[]}
* @private
*/
_this._updateID = 0;
/**
* @member {boolean}
*
*/
_this.interactiveChildren = false;
/**
* The blend mode to be applied to the sprite. Apply a value of `PIXI.BLEND_MODES.NORMAL`
* to reset the blend mode.
*
* @member {number}
* @default PIXI.BLEND_MODES.NORMAL
* @see PIXI.BLEND_MODES
*/
_this.blendMode = BLEND_MODES.NORMAL;
/**
* If true, container allocates more batches in case there are more than `maxSize` particles.
* @member {boolean}
* @default false
*/
_this.autoResize = autoResize;
/**
* If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.
* Advantages can include sharper image quality (like text) and faster rendering on canvas.
* The main disadvantage is movement of objects may appear less smooth.
* Default to true here as performance is usually the priority for particles.
*
* @member {boolean}
* @default true
*/
_this.roundPixels = true;
/**
* The texture used to render the children.
*
* @readonly
* @member {PIXI.BaseTexture}
*/
_this.baseTexture = null;
_this.setProperties(properties);
/**
* The tint applied to the container.
* This is a hex value. A value of 0xFFFFFF will remove any tint effect.
*
* @private
* @member {number}
* @default 0xFFFFFF
*/
_this._tint = 0;

@@ -189,3 +119,3 @@ _this.tintRgb = new Float32Array(4);

*
* @param {object} properties - The properties to be uploaded
* @param properties - The properties to be uploaded
*/

@@ -203,7 +133,2 @@ ParticleContainer.prototype.setProperties = function (properties) {

};
/**
* Updates the object transform for rendering
*
* @private
*/
ParticleContainer.prototype.updateTransform = function () {

@@ -217,4 +142,4 @@ // TODO don't need to!

* A value of 0xFFFFFF will remove any tint effect.
** IMPORTANT: This is a WebGL only feature and will be ignored by the canvas renderer.
* @member {number}
* IMPORTANT: This is a WebGL only feature and will be ignored by the canvas renderer.
*
* @default 0xFFFFFF

@@ -233,6 +158,5 @@ */

/**
* Renders the container using the WebGL renderer
* Renders the container using the WebGL renderer.
*
* @private
* @param {PIXI.Renderer} renderer - The webgl renderer
* @param renderer - The WebGL renderer.
*/

@@ -256,4 +180,3 @@ ParticleContainer.prototype.render = function (renderer) {

*
* @private
* @param {number} smallestChildIndex - The smallest child index
* @param smallestChildIndex - The smallest child index.
*/

@@ -278,3 +201,3 @@ ParticleContainer.prototype.onChildrenChange = function (smallestChildIndex) {

*
* @param {object|boolean} [options] - Options parameter. A boolean will act as if all options
* @param options - Options parameter. A boolean will act as if all options
* have been set to that value

@@ -312,3 +235,2 @@ * @param {boolean} [options.children=false] - if set to true, all the children will have their

*
* @class
* @private

@@ -319,3 +241,2 @@ * @memberof PIXI

/**
* @private
* @param {object} properties - The properties to upload.

@@ -328,22 +249,4 @@ * @param {boolean[]} dynamicPropertyFlags - Flags for which properties are dynamic.

this.indexBuffer = null;
/**
* The number of particles the buffer can hold
*
* @private
* @member {number}
*/
this.size = size;
/**
* A list of the properties that are dynamic.
*
* @private
* @member {object[]}
*/
this.dynamicProperties = [];
/**
* A list of the properties that are static.
*
* @private
* @member {object[]}
*/
this.staticProperties = [];

@@ -379,16 +282,6 @@ for (var i = 0; i < properties.length; ++i) {

}
/**
* Sets up the renderer context and necessary buffers.
*
* @private
*/
/** Sets up the renderer context and necessary buffers. */
ParticleBuffer.prototype.initBuffers = function () {
var geometry = this.geometry;
var dynamicOffset = 0;
/**
* Holds the indices of the geometry (quads) to draw
*
* @member {Uint16Array}
* @private
*/
this.indexBuffer = new Buffer(createIndicesForQuads(this.size), true, true);

@@ -432,6 +325,5 @@ geometry.addIndex(this.indexBuffer);

*
* @private
* @param {PIXI.DisplayObject[]} children - The children to upload.
* @param {number} startIndex - The index to start at.
* @param {number} amount - The number to upload.
* @param children - The children to upload.
* @param startIndex - The index to start at.
* @param amount - The number to upload.
*/

@@ -448,6 +340,5 @@ ParticleBuffer.prototype.uploadDynamic = function (children, startIndex, amount) {

*
* @private
* @param {PIXI.DisplayObject[]} children - The children to upload.
* @param {number} startIndex - The index to start at.
* @param {number} amount - The number to upload.
* @param children - The children to upload.
* @param startIndex - The index to start at.
* @param amount - The number to upload.
*/

@@ -461,7 +352,3 @@ ParticleBuffer.prototype.uploadStatic = function (children, startIndex, amount) {

};
/**
* Destroys the ParticleBuffer.
*
* @private
*/
/** Destroys the ParticleBuffer. */
ParticleBuffer.prototype.destroy = function () {

@@ -501,3 +388,2 @@ this.indexBuffer = null;

*
* @class
* @memberof PIXI

@@ -508,3 +394,3 @@ */

/**
* @param {PIXI.Renderer} renderer - The renderer this sprite batch works for.
* @param renderer - The renderer this sprite batch works for.
*/

@@ -518,7 +404,2 @@ function ParticleRenderer(renderer) {

// let numIndices = 98304;
/**
* The default shader that is used if a sprite doesn't have a more specific one.
*
* @member {PIXI.Shader}
*/
_this.shader = null;

@@ -565,8 +446,2 @@ _this.properties = null;

_this.shader = Shader.from(vertex, fragment, {});
/**
* The WebGL state in which this renderer will work.
*
* @member {PIXI.State}
* @readonly
*/
_this.state = State.for2d();

@@ -578,3 +453,3 @@ return _this;

*
* @param {PIXI.ParticleContainer} container - The container to render using this ParticleRenderer
* @param container - The container to render using this ParticleRenderer.
*/

@@ -634,7 +509,6 @@ ParticleRenderer.prototype.render = function (container) {

/**
* Creates one particle buffer for each child in the container we want to render and updates internal properties
* Creates one particle buffer for each child in the container we want to render and updates internal properties.
*
* @param {PIXI.ParticleContainer} container - The container to render using this ParticleRenderer
* @return {PIXI.ParticleBuffer[]} The buffers
* @private
* @param container - The container to render using this ParticleRenderer
* @return - The buffers
*/

@@ -652,7 +526,6 @@ ParticleRenderer.prototype.generateBuffers = function (container) {

/**
* Creates one more particle buffer, because container has autoResize feature
* Creates one more particle buffer, because container has autoResize feature.
*
* @param {PIXI.ParticleContainer} container - The container to render using this ParticleRenderer
* @return {PIXI.ParticleBuffer} generated buffer
* @private
* @param container - The container to render using this ParticleRenderer
* @return - The generated buffer
*/

@@ -667,8 +540,8 @@ ParticleRenderer.prototype._generateOneMoreBuffer = function (container) {

*
* @param {PIXI.DisplayObject[]} children - the array of display objects to render
* @param {number} startIndex - the index to start from in the children array
* @param {number} amount - the amount of children that will have their vertices uploaded
* @param {number[]} array - The vertices to upload.
* @param {number} stride - Stride to use for iteration.
* @param {number} offset - Offset to start at.
* @param children - the array of display objects to render
* @param startIndex - the index to start from in the children array
* @param amount - the amount of children that will have their vertices uploaded
* @param array - The vertices to upload.
* @param stride - Stride to use for iteration.
* @param offset - Offset to start at.
*/

@@ -715,8 +588,8 @@ ParticleRenderer.prototype.uploadVertices = function (children, startIndex, amount, array, stride, offset) {

*
* @param {PIXI.DisplayObject[]} children - the array of display objects to render
* @param {number} startIndex - the index to start from in the children array
* @param {number} amount - the amount of children that will have their positions uploaded
* @param {number[]} array - The vertices to upload.
* @param {number} stride - Stride to use for iteration.
* @param {number} offset - Offset to start at.
* @param children - the array of display objects to render
* @param startIndex - the index to start from in the children array
* @param amount - the amount of children that will have their positions uploaded
* @param array - The vertices to upload.
* @param stride - Stride to use for iteration.
* @param offset - Offset to start at.
*/

@@ -740,8 +613,8 @@ ParticleRenderer.prototype.uploadPosition = function (children, startIndex, amount, array, stride, offset) {

*
* @param {PIXI.DisplayObject[]} children - the array of display objects to render
* @param {number} startIndex - the index to start from in the children array
* @param {number} amount - the amount of children that will have their rotation uploaded
* @param {number[]} array - The vertices to upload.
* @param {number} stride - Stride to use for iteration.
* @param {number} offset - Offset to start at.
* @param children - the array of display objects to render
* @param startIndex - the index to start from in the children array
* @param amount - the amount of children that will have their rotation uploaded
* @param array - The vertices to upload.
* @param stride - Stride to use for iteration.
* @param offset - Offset to start at.
*/

@@ -759,10 +632,10 @@ ParticleRenderer.prototype.uploadRotation = function (children, startIndex, amount, array, stride, offset) {

/**
* Uploads the Uvs
* Uploads the UVs.
*
* @param {PIXI.DisplayObject[]} children - the array of display objects to render
* @param {number} startIndex - the index to start from in the children array
* @param {number} amount - the amount of children that will have their rotation uploaded
* @param {number[]} array - The vertices to upload.
* @param {number} stride - Stride to use for iteration.
* @param {number} offset - Offset to start at.
* @param children - the array of display objects to render
* @param startIndex - the index to start from in the children array
* @param amount - the amount of children that will have their rotation uploaded
* @param array - The vertices to upload.
* @param stride - Stride to use for iteration.
* @param offset - Offset to start at.
*/

@@ -800,8 +673,8 @@ ParticleRenderer.prototype.uploadUvs = function (children, startIndex, amount, array, stride, offset) {

*
* @param {PIXI.DisplayObject[]} children - the array of display objects to render
* @param {number} startIndex - the index to start from in the children array
* @param {number} amount - the amount of children that will have their rotation uploaded
* @param {number[]} array - The vertices to upload.
* @param {number} stride - Stride to use for iteration.
* @param {number} offset - Offset to start at.
* @param children - the array of display objects to render
* @param startIndex - the index to start from in the children array
* @param amount - the amount of children that will have their rotation uploaded
* @param array - The vertices to upload.
* @param stride - Stride to use for iteration.
* @param offset - Offset to start at.
*/

@@ -823,5 +696,3 @@ ParticleRenderer.prototype.uploadTint = function (children, startIndex, amount, array, stride, offset) {

};
/**
* Destroys the ParticleRenderer.
*/
/** Destroys the ParticleRenderer. */
ParticleRenderer.prototype.destroy = function () {

@@ -828,0 +699,0 @@ _super.prototype.destroy.call(this);

/*!
* @pixi/particle-container - v6.2.1
* Compiled Tue, 21 Dec 2021 19:56:15 UTC
* @pixi/particle-container - v6.2.2
* Compiled Wed, 26 Jan 2022 16:23:27 UTC
*

@@ -5,0 +5,0 @@ * @pixi/particle-container is licensed under the MIT License.

@@ -36,3 +36,2 @@ import type { BaseTexture } from '@pixi/core';

*
* @class
* @private

@@ -52,8 +51,11 @@ * @memberof PIXI

_updateID: number;
/** Holds the indices of the geometry (quads) to draw. */
indexBuffer: Buffer_2;
/** The number of particles the buffer can hold. */
private size;
/** A list of the properties that are dynamic. */
private dynamicProperties;
/** A list of the properties that are static. */
private staticProperties;
/**
* @private
* @param {object} properties - The properties to upload.

@@ -64,7 +66,3 @@ * @param {boolean[]} dynamicPropertyFlags - Flags for which properties are dynamic.

constructor(properties: IParticleRendererProperty[], dynamicPropertyFlags: boolean[], size: number);
/**
* Sets up the renderer context and necessary buffers.
*
* @private
*/
/** Sets up the renderer context and necessary buffers. */
private initBuffers;

@@ -74,6 +72,5 @@ /**

*
* @private
* @param {PIXI.DisplayObject[]} children - The children to upload.
* @param {number} startIndex - The index to start at.
* @param {number} amount - The number to upload.
* @param children - The children to upload.
* @param startIndex - The index to start at.
* @param amount - The number to upload.
*/

@@ -84,13 +81,8 @@ uploadDynamic(children: DisplayObject[], startIndex: number, amount: number): void;

*
* @private
* @param {PIXI.DisplayObject[]} children - The children to upload.
* @param {number} startIndex - The index to start at.
* @param {number} amount - The number to upload.
* @param children - The children to upload.
* @param startIndex - The index to start at.
* @param amount - The number to upload.
*/
uploadStatic(children: DisplayObject[], startIndex: number, amount: number): void;
/**
* Destroys the ParticleBuffer.
*
* @private
*/
/** Destroys the ParticleBuffer. */
destroy(): void;

@@ -122,23 +114,69 @@ }

*
* @class
* @extends PIXI.Container
* @memberof PIXI
*/
export declare class ParticleContainer extends Container {
/**
* The blend mode to be applied to the sprite. Apply a value of `PIXI.BLEND_MODES.NORMAL`
* to reset the blend mode.
*
* @default PIXI.BLEND_MODES.NORMAL
*/
blendMode: BLEND_MODES;
/**
* If true, container allocates more batches in case there are more than `maxSize` particles.
*
* @default false
*/
autoResize: boolean;
/**
* If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.
* Advantages can include sharper image quality (like text) and faster rendering on canvas.
* The main disadvantage is movement of objects may appear less smooth.
* Default to true here as performance is usually the priority for particles.
*
* @default true
*/
roundPixels: boolean;
/**
* The texture used to render the children.
*
* @readonly
*/
baseTexture: BaseTexture;
tintRgb: Float32Array;
/** @private */
_maxSize: number;
/** @private */
_buffers: ParticleBuffer[];
/** @private */
_batchSize: number;
/**
* Set properties to be dynamic (true) / static (false).
*
* @private
*/
_properties: boolean[];
/**
* For every batch, stores _updateID corresponding to the last change in that batch.
*
* @private
*/
_bufferUpdateIDs: number[];
/**
* When child inserted, removed or changes position this number goes up.
*
* @private
*/
_updateID: number;
/**
* The tint applied to the container.
* This is a hex value. A value of 0xFFFFFF will remove any tint effect.
*
* @default 0xFFFFFF
*/
private _tint;
/**
* @param {number} [maxSize=1500] - The maximum number of particles that can be rendered by the container.
* @param maxSize - The maximum number of particles that can be rendered by the container.
* Affects size of allocated buffers.
* @param {object} [properties] - The properties of children that should be uploaded to the gpu and applied.
* @param properties - The properties of children that should be uploaded to the gpu and applied.
* @param {boolean} [properties.vertices=false] - When true, vertices be uploaded and applied.

@@ -158,10 +196,5 @@ * if sprite's ` scale/anchor/trim/frame/orig` is dynamic, please set `true`.

*
* @param {object} properties - The properties to be uploaded
* @param properties - The properties to be uploaded
*/
setProperties(properties: IParticleProperties): void;
/**
* Updates the object transform for rendering
*
* @private
*/
updateTransform(): void;

@@ -171,4 +204,4 @@ /**

* A value of 0xFFFFFF will remove any tint effect.
** IMPORTANT: This is a WebGL only feature and will be ignored by the canvas renderer.
* @member {number}
* IMPORTANT: This is a WebGL only feature and will be ignored by the canvas renderer.
*
* @default 0xFFFFFF

@@ -179,6 +212,5 @@ */

/**
* Renders the container using the WebGL renderer
* Renders the container using the WebGL renderer.
*
* @private
* @param {PIXI.Renderer} renderer - The webgl renderer
* @param renderer - The WebGL renderer.
*/

@@ -189,4 +221,3 @@ render(renderer: Renderer): void;

*
* @private
* @param {number} smallestChildIndex - The smallest child index
* @param smallestChildIndex - The smallest child index.
*/

@@ -198,3 +229,3 @@ protected onChildrenChange(smallestChildIndex: number): void;

*
* @param {object|boolean} [options] - Options parameter. A boolean will act as if all options
* @param options - Options parameter. A boolean will act as if all options
* have been set to that value

@@ -214,7 +245,8 @@ * @param {boolean} [options.children=false] - if set to true, all the children will have their

*
* @class
* @memberof PIXI
*/
export declare class ParticleRenderer extends ObjectRenderer {
/** The WebGL state in which this renderer will work. */
readonly state: State;
/** The default shader that is used if a sprite doesn't have a more specific one. */
shader: Shader;

@@ -224,3 +256,3 @@ tempMatrix: Matrix;

/**
* @param {PIXI.Renderer} renderer - The renderer this sprite batch works for.
* @param renderer - The renderer this sprite batch works for.
*/

@@ -231,19 +263,17 @@ constructor(renderer: Renderer);

*
* @param {PIXI.ParticleContainer} container - The container to render using this ParticleRenderer
* @param container - The container to render using this ParticleRenderer.
*/
render(container: ParticleContainer): void;
/**
* Creates one particle buffer for each child in the container we want to render and updates internal properties
* Creates one particle buffer for each child in the container we want to render and updates internal properties.
*
* @param {PIXI.ParticleContainer} container - The container to render using this ParticleRenderer
* @return {PIXI.ParticleBuffer[]} The buffers
* @private
* @param container - The container to render using this ParticleRenderer
* @return - The buffers
*/
private generateBuffers;
/**
* Creates one more particle buffer, because container has autoResize feature
* Creates one more particle buffer, because container has autoResize feature.
*
* @param {PIXI.ParticleContainer} container - The container to render using this ParticleRenderer
* @return {PIXI.ParticleBuffer} generated buffer
* @private
* @param container - The container to render using this ParticleRenderer
* @return - The generated buffer
*/

@@ -254,8 +284,8 @@ private _generateOneMoreBuffer;

*
* @param {PIXI.DisplayObject[]} children - the array of display objects to render
* @param {number} startIndex - the index to start from in the children array
* @param {number} amount - the amount of children that will have their vertices uploaded
* @param {number[]} array - The vertices to upload.
* @param {number} stride - Stride to use for iteration.
* @param {number} offset - Offset to start at.
* @param children - the array of display objects to render
* @param startIndex - the index to start from in the children array
* @param amount - the amount of children that will have their vertices uploaded
* @param array - The vertices to upload.
* @param stride - Stride to use for iteration.
* @param offset - Offset to start at.
*/

@@ -266,8 +296,8 @@ uploadVertices(children: DisplayObject[], startIndex: number, amount: number, array: number[], stride: number, offset: number): void;

*
* @param {PIXI.DisplayObject[]} children - the array of display objects to render
* @param {number} startIndex - the index to start from in the children array
* @param {number} amount - the amount of children that will have their positions uploaded
* @param {number[]} array - The vertices to upload.
* @param {number} stride - Stride to use for iteration.
* @param {number} offset - Offset to start at.
* @param children - the array of display objects to render
* @param startIndex - the index to start from in the children array
* @param amount - the amount of children that will have their positions uploaded
* @param array - The vertices to upload.
* @param stride - Stride to use for iteration.
* @param offset - Offset to start at.
*/

@@ -278,19 +308,19 @@ uploadPosition(children: DisplayObject[], startIndex: number, amount: number, array: number[], stride: number, offset: number): void;

*
* @param {PIXI.DisplayObject[]} children - the array of display objects to render
* @param {number} startIndex - the index to start from in the children array
* @param {number} amount - the amount of children that will have their rotation uploaded
* @param {number[]} array - The vertices to upload.
* @param {number} stride - Stride to use for iteration.
* @param {number} offset - Offset to start at.
* @param children - the array of display objects to render
* @param startIndex - the index to start from in the children array
* @param amount - the amount of children that will have their rotation uploaded
* @param array - The vertices to upload.
* @param stride - Stride to use for iteration.
* @param offset - Offset to start at.
*/
uploadRotation(children: DisplayObject[], startIndex: number, amount: number, array: number[], stride: number, offset: number): void;
/**
* Uploads the Uvs
* Uploads the UVs.
*
* @param {PIXI.DisplayObject[]} children - the array of display objects to render
* @param {number} startIndex - the index to start from in the children array
* @param {number} amount - the amount of children that will have their rotation uploaded
* @param {number[]} array - The vertices to upload.
* @param {number} stride - Stride to use for iteration.
* @param {number} offset - Offset to start at.
* @param children - the array of display objects to render
* @param startIndex - the index to start from in the children array
* @param amount - the amount of children that will have their rotation uploaded
* @param array - The vertices to upload.
* @param stride - Stride to use for iteration.
* @param offset - Offset to start at.
*/

@@ -301,13 +331,11 @@ uploadUvs(children: DisplayObject[], startIndex: number, amount: number, array: number[], stride: number, offset: number): void;

*
* @param {PIXI.DisplayObject[]} children - the array of display objects to render
* @param {number} startIndex - the index to start from in the children array
* @param {number} amount - the amount of children that will have their rotation uploaded
* @param {number[]} array - The vertices to upload.
* @param {number} stride - Stride to use for iteration.
* @param {number} offset - Offset to start at.
* @param children - the array of display objects to render
* @param startIndex - the index to start from in the children array
* @param amount - the amount of children that will have their rotation uploaded
* @param array - The vertices to upload.
* @param stride - Stride to use for iteration.
* @param offset - Offset to start at.
*/
uploadTint(children: DisplayObject[], startIndex: number, amount: number, array: number[], stride: number, offset: number): void;
/**
* Destroys the ParticleRenderer.
*/
/** Destroys the ParticleRenderer. */
destroy(): void;

@@ -314,0 +342,0 @@ }

{
"name": "@pixi/particle-container",
"version": "6.2.1",
"version": "6.2.2",
"main": "dist/cjs/particle-container.js",

@@ -28,9 +28,9 @@ "module": "dist/esm/particle-container.js",

"peerDependencies": {
"@pixi/constants": "6.2.1",
"@pixi/core": "6.2.1",
"@pixi/display": "6.2.1",
"@pixi/math": "6.2.1",
"@pixi/utils": "6.2.1"
"@pixi/constants": "6.2.2",
"@pixi/core": "6.2.2",
"@pixi/display": "6.2.2",
"@pixi/math": "6.2.2",
"@pixi/utils": "6.2.2"
},
"gitHead": "f5d077993ddf17b6381b876edf012d72e2e5123f"
"gitHead": "23c4599ad83dbb128d71a1010aa6c4fb96779270"
}

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