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Merge pull request #754 from jbousquie/feature.SPS

Feature.sps
David Catuhe 9 éve
szülő
commit
07fb55d7e0

+ 2 - 0
src/Particles/babylon.solidParticle.ts

@@ -13,6 +13,8 @@ module BABYLON {
         public _pos: number;
         public _shape: Vector3[]; 
         public _shapeUV : number[];   
+        public previous: SolidParticle;
+        public next: SolidParticle;
 
         constructor(particleIndex: number, positionIndex: number, shape: Vector3[], shapeUV: number[], public shapeId: number) {
             this.idx = particleIndex;

+ 0 - 356
src/Particles/babylon.solidParticleSystem.js

@@ -1,356 +0,0 @@
-var BABYLON;
-(function (BABYLON) {
-    var SolidParticleSystem = (function () {
-        function SolidParticleSystem(name, scene) {
-            // public members  
-            this.particles = new Array();
-            this.nbParticles = 0;
-            this.billboard = false;
-            this.counter = 0;
-            this._positions = new Array();
-            this._indices = new Array();
-            this._normals = new Array();
-            this._colors = new Array();
-            this._uvs = new Array();
-            this._index = 0; // indices index
-            this._shapeCounter = 0;
-            this._useParticleColor = true;
-            this._useParticleTexture = true;
-            this._useParticleRotation = true;
-            this._useParticleVertex = false;
-            this._cam_axisZ = BABYLON.Vector3.Zero();
-            this._cam_axisY = BABYLON.Vector3.Zero();
-            this._cam_axisX = BABYLON.Vector3.Zero();
-            this._axisX = BABYLON.Axis.X;
-            this._axisY = BABYLON.Axis.Y;
-            this._axisZ = BABYLON.Axis.Z;
-            this._fakeCamPos = BABYLON.Vector3.Zero();
-            this._rotMatrix = new BABYLON.Matrix();
-            this._invertedMatrix = new BABYLON.Matrix();
-            this._rotated = BABYLON.Vector3.Zero();
-            this._quaternion = new BABYLON.Quaternion();
-            this._vertex = BABYLON.Vector3.Zero();
-            this._yaw = 0.0;
-            this._pitch = 0.0;
-            this._roll = 0.0;
-            this._halfroll = 0.0;
-            this._halfpitch = 0.0;
-            this._halfyaw = 0.0;
-            this._sinRoll = 0.0;
-            this._cosRoll = 0.0;
-            this._sinPitch = 0.0;
-            this._cosPitch = 0.0;
-            this._sinYaw = 0.0;
-            this._cosYaw = 0.0;
-            this.name = name;
-            this._scene = scene;
-            this._camera = scene.activeCamera;
-        }
-        // build the SPS mesh : returns the mesh
-        SolidParticleSystem.prototype.buildMesh = function () {
-            if (this.nbParticles === 0) {
-                return null;
-            }
-            BABYLON.VertexData.ComputeNormals(this._positions, this._indices, this._normals);
-            var vertexData = new BABYLON.VertexData();
-            vertexData.positions = this._positions;
-            vertexData.indices = this._indices;
-            vertexData.normals = this._normals;
-            if (this._uvs) {
-                vertexData.uvs = this._uvs;
-            }
-            if (this._colors) {
-                vertexData.colors = this._colors;
-            }
-            var mesh = new BABYLON.Mesh(name, this._scene);
-            vertexData.applyToMesh(mesh, true);
-            this.mesh = mesh;
-            return mesh;
-        };
-        // _meshBuilder : inserts the shape model in the global SPS mesh
-        SolidParticleSystem.prototype._meshBuilder = function (p, shape, positions, meshInd, indices, meshUV, uvs, meshCol, colors) {
-            var i;
-            var u = 0;
-            var c = 0;
-            for (i = 0; i < shape.length; i++) {
-                positions.push(shape[i].x, shape[i].y, shape[i].z);
-                if (meshUV) {
-                    uvs.push(meshUV[u], meshUV[u + 1]);
-                    u += 2;
-                }
-                if (meshCol) {
-                    colors.push(meshCol[c], meshCol[c + 1], meshCol[c + 2], meshCol[c + 3]);
-                    c += 4;
-                }
-                else {
-                    colors.push(1, 1, 1, 1);
-                }
-            }
-            for (i = 0; i < meshInd.length; i++) {
-                indices.push(p + meshInd[i]);
-            }
-        };
-        // returns a shape array from positions array
-        SolidParticleSystem.prototype._posToShape = function (positions) {
-            var shape = [];
-            for (var i = 0; i < positions.length; i += 3) {
-                shape.push(new BABYLON.Vector3(positions[i], positions[i + 1], positions[i + 2]));
-            }
-            return shape;
-        };
-        // returns a shapeUV array from a Vector4 uvs
-        SolidParticleSystem.prototype._uvsToShapeUV = function (uvs) {
-            var shapeUV = [];
-            if (uvs) {
-                shapeUV.push(uvs.x, uvs.y, uvs.z, uvs.w);
-            }
-            return shapeUV;
-        };
-        // adds a new particle object in the particles array
-        SolidParticleSystem.prototype._addParticle = function (p, idxpos, shape, shapeUV, shapeId) {
-            this.particles.push(new BABYLON.SolidParticle(p, idxpos, shape, shapeUV, shapeId));
-        };
-        // add solid particles from a shape model in the particles array
-        SolidParticleSystem.prototype.addShape = function (mesh, nb) {
-            var meshPos = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
-            var meshInd = mesh.getIndices();
-            var meshUV = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
-            var meshCol = mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
-            var shape = this._posToShape(meshPos);
-            var shapeUV = this._uvsToShapeUV(meshUV);
-            // particles
-            for (var i = 0; i < nb; i++) {
-                this._meshBuilder(this._index, shape, this._positions, meshInd, this._indices, meshUV, this._uvs, meshCol, this._colors);
-                this._addParticle(this.nbParticles + i, this._positions.length, shape, shapeUV, this._shapeCounter);
-                this._index += shape.length;
-            }
-            this.nbParticles += nb;
-            this._shapeCounter++;
-            return this._shapeCounter;
-        };
-        // resets a particle back to its just built status
-        SolidParticleSystem.prototype.resetParticle = function (particle) {
-            for (var pt = 0; pt < particle._shape.length; pt++) {
-                this._positions[particle._pos + pt * 3] = particle._shape[pt].x;
-                this._positions[particle._pos + pt * 3 + 1] = particle._shape[pt].y;
-                this._positions[particle._pos + pt * 3 + 2] = particle._shape[pt].z;
-            }
-        };
-        // sets all the particles
-        SolidParticleSystem.prototype.setParticles = function () {
-            // custom beforeUpdate
-            this.beforeUpdateParticles();
-            this._cam_axisX.x = 1;
-            this._cam_axisX.y = 0;
-            this._cam_axisX.z = 0;
-            this._cam_axisY.x = 0;
-            this._cam_axisY.y = 1;
-            this._cam_axisY.z = 0;
-            this._cam_axisZ.x = 0;
-            this._cam_axisZ.y = 0;
-            this._cam_axisZ.z = 1;
-            // if the particles will always face the camera
-            if (this.billboard) {
-                // compute a fake camera position : un-rotate the camera position by the current mesh rotation
-                this._yaw = this.mesh.rotation.y;
-                this._pitch = this.mesh.rotation.x;
-                this._roll = this.mesh.rotation.z;
-                this._quaternionRotationYPR();
-                this._quaternionToRotationMatrix();
-                this._rotMatrix.invertToRef(this._invertedMatrix);
-                BABYLON.Vector3.TransformCoordinatesToRef(this._camera.globalPosition, this._invertedMatrix, this._fakeCamPos);
-                // set two orthogonal vectors (_cam_axisX and and _cam_axisY) to the cam-mesh axis (_cam_axisZ)
-                (this._fakeCamPos).subtractToRef(this.mesh.position, this._cam_axisZ);
-                BABYLON.Vector3.CrossToRef(this._cam_axisZ, this._axisX, this._cam_axisY);
-                BABYLON.Vector3.CrossToRef(this._cam_axisZ, this._cam_axisY, this._cam_axisX);
-                this._cam_axisY.normalize();
-                this._cam_axisX.normalize();
-                this._cam_axisZ.normalize();
-            }
-            BABYLON.Matrix.IdentityToRef(this._rotMatrix);
-            var idx = 0;
-            var index = 0;
-            var colidx = 0;
-            var colorIndex = 0;
-            var uvidx = 0;
-            var uvIndex = 0;
-            // particle loop
-            for (var p = 0; p < this.nbParticles; p++) {
-                this._particle = this.particles[p];
-                // call to custom user function to update the particle properties
-                this.updateParticle(this._particle);
-                // particle rotation matrix
-                if (this.billboard) {
-                    this._particle.rotation.x = 0.0;
-                    this._particle.rotation.y = 0.0;
-                }
-                if (this._useParticleRotation) {
-                    if (this._particle.quaternion) {
-                        this._quaternion.x = this._particle.quaternion.x;
-                        this._quaternion.y = this._particle.quaternion.y;
-                        this._quaternion.z = this._particle.quaternion.z;
-                        this._quaternion.w = this._particle.quaternion.w;
-                    }
-                    else {
-                        this._yaw = this._particle.rotation.y;
-                        this._pitch = this._particle.rotation.x;
-                        this._roll = this._particle.rotation.z;
-                        this._quaternionRotationYPR();
-                    }
-                    this._quaternionToRotationMatrix();
-                }
-                for (var pt = 0; pt < this._particle._shape.length; pt++) {
-                    idx = index + pt * 3;
-                    colidx = colorIndex + pt * 4;
-                    uvidx = uvIndex + pt * 2;
-                    this._vertex.x = this._particle._shape[pt].x;
-                    this._vertex.y = this._particle._shape[pt].y;
-                    this._vertex.z = this._particle._shape[pt].z;
-                    if (this._useParticleVertex) {
-                        this.updateParticleVertex(this._particle, this._vertex, pt);
-                    }
-                    BABYLON.Vector3.TransformCoordinatesToRef(this._vertex, this._rotMatrix, this._rotated);
-                    this._positions[idx] = this._particle.position.x + this._cam_axisX.x * this._rotated.x * this._particle.scale.x + this._cam_axisY.x * this._rotated.y * this._particle.scale.y + this._cam_axisZ.x * this._rotated.z * this._particle.scale.z;
-                    this._positions[idx + 1] = this._particle.position.y + this._cam_axisX.y * this._rotated.x * this._particle.scale.x + this._cam_axisY.y * this._rotated.y * this._particle.scale.y + this._cam_axisZ.y * this._rotated.z * this._particle.scale.z;
-                    this._positions[idx + 2] = this._particle.position.z + this._cam_axisX.z * this._rotated.x * this._particle.scale.x + this._cam_axisY.z * this._rotated.y * this._particle.scale.y + this._cam_axisZ.z * this._rotated.z * this._particle.scale.z;
-                    if (this._useParticleColor) {
-                        this._colors[colidx] = this._particle.color.r;
-                        this._colors[colidx + 1] = this._particle.color.g;
-                        this._colors[colidx + 2] = this._particle.color.b;
-                        this._colors[colidx + 3] = this._particle.color.a;
-                    }
-                    if (this._useParticleTexture) {
-                        this._uvs[uvidx] = this._particle._shapeUV[pt * 2] * (this._particle.uvs.z - this._particle.uvs.x) + this._particle.uvs.x;
-                        this._uvs[uvidx + 1] = this._particle._shapeUV[pt * 2 + 1] * (this._particle.uvs.w - this._particle.uvs.y) + this._particle.uvs.y;
-                    }
-                }
-                index = idx + 3;
-                colorIndex = colidx + 4;
-                uvIndex = uvidx + 2;
-            }
-            if (this._useParticleColor) {
-                this.mesh.updateVerticesData(BABYLON.VertexBuffer.ColorKind, this._colors, false, false);
-            }
-            if (this._useParticleTexture) {
-                this.mesh.updateVerticesData(BABYLON.VertexBuffer.UVKind, this._uvs, false, false);
-            }
-            this.mesh.updateVerticesData(BABYLON.VertexBuffer.PositionKind, this._positions, false, false);
-            if (!this.mesh.areNormalsFrozen) {
-                //   var indices = this.mesh.getIndices();
-                BABYLON.VertexData.ComputeNormals(this._positions, this._indices, this._normals);
-                this.mesh.updateVerticesData(BABYLON.VertexBuffer.NormalKind, this._normals, false, false);
-            }
-            this.afterUpdateParticles();
-        };
-        SolidParticleSystem.prototype._quaternionRotationYPR = function () {
-            this._halfroll = this._roll * 0.5;
-            this._halfpitch = this._pitch * 0.5;
-            this._halfyaw = this._yaw * 0.5;
-            this._sinRoll = Math.sin(this._halfroll);
-            this._cosRoll = Math.cos(this._halfroll);
-            this._sinPitch = Math.sin(this._halfpitch);
-            this._cosPitch = Math.cos(this._halfpitch);
-            this._sinYaw = Math.sin(this._halfyaw);
-            this._cosYaw = Math.cos(this._halfyaw);
-            this._quaternion.x = (this._cosYaw * this._sinPitch * this._cosRoll) + (this._sinYaw * this._cosPitch * this._sinRoll);
-            this._quaternion.y = (this._sinYaw * this._cosPitch * this._cosRoll) - (this._cosYaw * this._sinPitch * this._sinRoll);
-            this._quaternion.z = (this._cosYaw * this._cosPitch * this._sinRoll) - (this._sinYaw * this._sinPitch * this._cosRoll);
-            this._quaternion.w = (this._cosYaw * this._cosPitch * this._cosRoll) + (this._sinYaw * this._sinPitch * this._sinRoll);
-        };
-        SolidParticleSystem.prototype._quaternionToRotationMatrix = function () {
-            this._rotMatrix.m[0] = 1.0 - (2.0 * (this._quaternion.y * this._quaternion.y + this._quaternion.z * this._quaternion.z));
-            this._rotMatrix.m[1] = 2.0 * (this._quaternion.x * this._quaternion.y + this._quaternion.z * this._quaternion.w);
-            this._rotMatrix.m[2] = 2.0 * (this._quaternion.z * this._quaternion.x - this._quaternion.y * this._quaternion.w);
-            this._rotMatrix.m[3] = 0;
-            this._rotMatrix.m[4] = 2.0 * (this._quaternion.x * this._quaternion.y - this._quaternion.z * this._quaternion.w);
-            this._rotMatrix.m[5] = 1.0 - (2.0 * (this._quaternion.z * this._quaternion.z + this._quaternion.x * this._quaternion.x));
-            this._rotMatrix.m[6] = 2.0 * (this._quaternion.y * this._quaternion.z + this._quaternion.x * this._quaternion.w);
-            this._rotMatrix.m[7] = 0;
-            this._rotMatrix.m[8] = 2.0 * (this._quaternion.z * this._quaternion.x + this._quaternion.y * this._quaternion.w);
-            this._rotMatrix.m[9] = 2.0 * (this._quaternion.y * this._quaternion.z - this._quaternion.x * this._quaternion.w);
-            this._rotMatrix.m[10] = 1.0 - (2.0 * (this._quaternion.y * this._quaternion.y + this._quaternion.x * this._quaternion.x));
-            this._rotMatrix.m[11] = 0;
-            this._rotMatrix.m[12] = 0;
-            this._rotMatrix.m[13] = 0;
-            this._rotMatrix.m[14] = 0;
-            this._rotMatrix.m[15] = 1.0;
-        };
-        // dispose the SPS
-        SolidParticleSystem.prototype.dispose = function () {
-            this.mesh.dispose();
-        };
-        Object.defineProperty(SolidParticleSystem.prototype, "useParticleRotation", {
-            // getters
-            get: function () {
-                return this._useParticleRotation;
-            },
-            // Optimizer setters
-            set: function (val) {
-                this._useParticleRotation = val;
-            },
-            enumerable: true,
-            configurable: true
-        });
-        Object.defineProperty(SolidParticleSystem.prototype, "useParticleColor", {
-            get: function () {
-                return this._useParticleColor;
-            },
-            set: function (val) {
-                this._useParticleColor = val;
-            },
-            enumerable: true,
-            configurable: true
-        });
-        Object.defineProperty(SolidParticleSystem.prototype, "useParticleTexture", {
-            get: function () {
-                return this._useParticleTexture;
-            },
-            set: function (val) {
-                this._useParticleTexture = val;
-            },
-            enumerable: true,
-            configurable: true
-        });
-        Object.defineProperty(SolidParticleSystem.prototype, "useParticleVertex", {
-            get: function () {
-                return this._useParticleVertex;
-            },
-            set: function (val) {
-                this._useParticleVertex = val;
-            },
-            enumerable: true,
-            configurable: true
-        });
-        // =======================================================================
-        // Particle behavior logic
-        // these following methods may be overwritten by the user to fit his needs
-        // init : sets all particles first values and calls updateParticle to set them in space
-        // can be overwritten by the user
-        SolidParticleSystem.prototype.initParticles = function () {
-        };
-        // recycles a particle : can by overwritten by the user
-        SolidParticleSystem.prototype.recycleParticle = function (particle) {
-            return particle;
-        };
-        // updates a particle : can be overwritten by the user
-        // will be called on each particle by setParticles() :
-        // ex : just set a particle position or velocity and recycle conditions
-        SolidParticleSystem.prototype.updateParticle = function (particle) {
-            return particle;
-        };
-        // updates a vertex of a particle : can be overwritten by the user
-        // will be called on each vertex particle by setParticles() :
-        // ex : just set a vertex particle position
-        SolidParticleSystem.prototype.updateParticleVertex = function (particle, vertex, i) {
-            return vertex;
-        };
-        // will be called before any other treatment by setParticles()
-        SolidParticleSystem.prototype.beforeUpdateParticles = function () {
-        };
-        // will be called after all setParticles() treatments
-        SolidParticleSystem.prototype.afterUpdateParticles = function () {
-        };
-        return SolidParticleSystem;
-    })();
-    BABYLON.SolidParticleSystem = SolidParticleSystem;
-})(BABYLON || (BABYLON = {}));

+ 51 - 39
src/Particles/babylon.solidParticleSystem.ts

@@ -30,24 +30,26 @@ module BABYLON {
         private _axisZ = Axis.Z;
         private _camera: Camera;
         private _particle: SolidParticle;
-        private _fakeCamPos = Vector3.Zero();
-        private _rotMatrix = new Matrix();
-        private _invertedMatrix = new Matrix();
-        private _rotated = Vector3.Zero();
-        private _quaternion = new Quaternion();
-        private _vertex = Vector3.Zero();
-        private _yaw = 0.0;
-        private _pitch = 0.0;
-        private _roll = 0.0;
-        private _halfroll = 0.0;
-        private _halfpitch = 0.0;
-        private _halfyaw = 0.0;
-        private _sinRoll = 0.0;
-        private _cosRoll = 0.0;
-        private _sinPitch = 0.0;
-        private _cosPitch = 0.0;
-        private _sinYaw = 0.0;
-        private _cosYaw = 0.0;
+        private _previousParticle: SolidParticle;
+        private _fakeCamPos: Vector3 = Vector3.Zero();
+        private _rotMatrix: Matrix = new Matrix();
+        private _invertedMatrix: Matrix = new Matrix();
+        private _rotated: Vector3 = Vector3.Zero();
+        private _quaternion: Quaternion = new Quaternion();
+        private _vertex: Vector3 = Vector3.Zero();
+        private _yaw: number = 0.0;
+        private _pitch: number = 0.0;
+        private _roll: number = 0.0;
+        private _halfroll: number = 0.0;
+        private _halfpitch: number = 0.0;
+        private _halfyaw: number = 0.0;
+        private _sinRoll: number = 0.0;
+        private _cosRoll: number = 0.0;
+        private _sinPitch: number = 0.0;
+        private _cosPitch: number = 0.0;
+        private _sinYaw: number = 0.0;
+        private _cosYaw: number = 0.0;
+
 
         constructor(name: string, scene: Scene) {
             this.name = name;
@@ -58,7 +60,9 @@ module BABYLON {
         // build the SPS mesh : returns the mesh
         public buildMesh(): Mesh {
             if (this.nbParticles === 0) {
-                return null;
+                var triangle = Mesh.CreateDisc("", {radius: 1, tessellation: 3}, this._scene);
+                this.addShape(triangle, 1);
+                triangle.dispose();
             }
             VertexData.ComputeNormals(this._positions, this._indices, this._normals);
             var vertexData = new VertexData();
@@ -113,14 +117,21 @@ module BABYLON {
         private _uvsToShapeUV(uvs): number[] {
             var shapeUV = [];
             if (uvs) {
-                shapeUV.push(uvs.x, uvs.y, uvs.z, uvs.w);
+                for (var i = 0; i < uvs.length; i++)
+                    shapeUV.push(uvs[i]);
             }
             return shapeUV;
         }
 
-        // adds a new particle object in the particles array
+        // adds a new particle object in the particles array and double links the particle (next/previous)
         private _addParticle(p: number, idxpos: number, shape: Vector3[], shapeUV: number[], shapeId: number): void {
-            this.particles.push(new SolidParticle(p, idxpos, shape, shapeUV, shapeId));
+            this._particle = new SolidParticle(p, idxpos, shape, shapeUV, shapeId);
+            this.particles.push(this._particle);
+            this._particle.previous = this._previousParticle;
+            if (this._previousParticle) {
+                this._previousParticle.next = this._particle;
+            }
+            this._previousParticle = this._particle;
         }
 
         // add solid particles from a shape model in the particles array
@@ -154,9 +165,9 @@ module BABYLON {
         }
 
         // sets all the particles
-        public setParticles(): void {
+        public setParticles(start: number = 0, end: number = this.nbParticles - 1, update: boolean = true): void {
             // custom beforeUpdate
-            this.beforeUpdateParticles();
+            this.beforeUpdateParticles(start, end, update);
 
             this._cam_axisX.x = 1;
             this._cam_axisX.y = 0;
@@ -199,7 +210,7 @@ module BABYLON {
             var uvIndex = 0;
 
             // particle loop
-            for (var p = 0; p < this.nbParticles; p++) {
+            for (var p = start; p <= end; p++) { 
                 this._particle = this.particles[p];
 
                 // call to custom user function to update the particle properties
@@ -261,19 +272,20 @@ module BABYLON {
                 uvIndex = uvidx + 2;
             }
 
-            if (this._useParticleColor) {
-                this.mesh.updateVerticesData(VertexBuffer.ColorKind, this._colors, false, false);
-            }
-            if (this._useParticleTexture) {
-                this.mesh.updateVerticesData(VertexBuffer.UVKind, this._uvs, false, false);
-            }
-            this.mesh.updateVerticesData(VertexBuffer.PositionKind, this._positions, false, false);
-            if (!this.mesh.areNormalsFrozen) {
-             //   var indices = this.mesh.getIndices();
-                VertexData.ComputeNormals(this._positions, this._indices, this._normals);
-                this.mesh.updateVerticesData(VertexBuffer.NormalKind, this._normals, false, false);
+            if (update) {
+                if (this._useParticleColor) {
+                    this.mesh.updateVerticesData(VertexBuffer.ColorKind, this._colors, false, false);
+                }
+                if (this._useParticleTexture) {
+                    this.mesh.updateVerticesData(VertexBuffer.UVKind, this._uvs, false, false);
+                }
+                this.mesh.updateVerticesData(VertexBuffer.PositionKind, this._positions, false, false);
+                if (!this.mesh.areNormalsFrozen) {
+                    VertexData.ComputeNormals(this._positions, this._indices, this._normals);
+                    this.mesh.updateVerticesData(VertexBuffer.NormalKind, this._normals, false, false);
+                }
             }
-            this.afterUpdateParticles();
+            this.afterUpdateParticles(start, end, update);
         }
         
         private _quaternionRotationYPR(): void {
@@ -381,11 +393,11 @@ module BABYLON {
         }
 
         // will be called before any other treatment by setParticles()
-        public beforeUpdateParticles(): void {
+        public beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void {
         }
 
         // will be called after all setParticles() treatments
-        public afterUpdateParticles(): void {
+        public afterUpdateParticles(start?: number, stop?: number, update?: boolean): void {
         }
     }
 }