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Merge pull request #751 from jbousquie/feature.SPS

Solid Particle System
David Catuhe 10 vuotta sitten
vanhempi
commit
0a8126f032

+ 2 - 0
Tools/Gulp/config.json

@@ -75,6 +75,8 @@
       "../../src/Layer/babylon.layer.js",
       "../../src/Particles/babylon.particle.js",
       "../../src/Particles/babylon.particleSystem.js",
+      "../../src/Particles/babylon.solidParticle.js",
+      "../../src/Particles/babylon.solidParticleSystem.js",
       "../../src/Animations/babylon.animation.js",
       "../../src/Animations/babylon.animatable.js",
       "../../src/Animations/babylon.easing.js",

+ 25 - 0
src/Particles/babylon.solidParticle.ts

@@ -0,0 +1,25 @@
+module BABYLON {
+
+    export class SolidParticle {
+        public idx: number; 
+        public shapeId: number;
+        public color: Color4 = new Color4(1, 1, 1, 1);
+        public position: Vector3 = Vector3.Zero();
+        public rotation: Vector3 = Vector3.Zero();
+        public quaternion: Vector4;
+        public scale: Vector3 = new Vector3(1 ,1, 1);
+        public uvs: Vector4 = new Vector4(0,0, 1,1);
+        public velocity: Vector3 = Vector3.Zero();
+        public alive: boolean = true;
+        public _pos: number;
+        public _shape: Vector3[]; 
+        public _shapeUV : number[];   
+
+        constructor(particleIndex: number, positionIndex: number, shape: Vector3[], shapeUV: number[], shapeID: number) {
+            this.idx = particleIndex;
+            this._pos = positionIndex;
+            this._shape = shape;
+            this._shapeUV = shapeUV;
+        }
+    }
+}

+ 393 - 0
src/Particles/babylon.solidParticleSystem.ts

@@ -0,0 +1,393 @@
+module BABYLON {
+
+    export class SolidParticleSystem implements IDisposable {
+        // public members  
+        public particles: SolidParticle[] = [];
+        public nbParticles:number = 0;
+        public billboard: boolean = false;
+        public counter: number = 0;
+        public name: string;
+        public mesh: Mesh;
+        
+        // private members
+        private _scene: Scene;
+        private _positions: number[] = [];
+        private _indices: number[] = [];
+        private _normals: number[] = [];
+        private _colors: number[] = [];
+        private _uvs: number[] = [];
+        private _index: number = 0;  // indices index
+        private _shapeCounter: number = 0;
+        private _useParticleColor: boolean = true;
+        private _useParticleTexture: boolean = true;
+        private _useParticleRotation: boolean = true;
+        private _useParticleVertex: boolean = false;
+        private _cam_axisZ: Vector3 = Vector3.Zero();
+        private _cam_axisY: Vector3 = Vector3.Zero();
+        private _cam_axisX: Vector3 = Vector3.Zero();
+        private _axisX: Vector3 = Axis.X;
+        private _axisY: Vector3 = Axis.Y;
+        private _axisZ: Vector3 = Axis.Z;
+        private _camera: Camera;
+        private _particle: 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;
+            this._scene = scene;
+            this._camera = scene.activeCamera;
+        }
+
+        // build the SPS mesh : returns the mesh
+        public buildMesh(): Mesh {
+            if (this.nbParticles == 0) {
+                //this.addTriangles(1, 1);
+            }
+            VertexData.ComputeNormals(this._positions, this._indices, this._normals);
+            var vertexData = new 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 Mesh(name, this._scene);
+            vertexData.applyToMesh(mesh, true);
+            this.mesh = mesh;
+            return mesh;
+        }
+
+        // _meshBuilder : inserts the shape model in the global SPS mesh
+        private _meshBuilder(p, shape, positions, meshInd, indices, meshUV, uvs, meshCol, colors): void  { 
+            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
+        private _posToShape(positions): Vector3[] {
+            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
+        private _uvsToShapeUV(uvs): number[] {
+            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
+        private _addParticle(p: number, idxpos: number, shape: Vector3[], shapeUV: number[], shapeId: number): void {
+            this.particles.push(new SolidParticle(p, idxpos, shape, shapeUV, shapeId));
+        }
+
+        // add solid particles from a shape model in the particles array
+        public addShape(mesh: Mesh, nb: number): number {
+            var meshPos = mesh.getVerticesData(VertexBuffer.PositionKind);
+            var meshInd = mesh.getIndices();
+            var meshUV = mesh.getVerticesData(VertexBuffer.UVKind);
+            var meshCol = mesh.getVerticesData(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
+        public resetParticle(particle: SolidParticle): void {
+            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
+        public setParticles(): void {
+            // 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);
+                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);
+                Vector3.CrossToRef(this._cam_axisZ, this._axisX, this._cam_axisY);
+                Vector3.CrossToRef(this._cam_axisZ, this._cam_axisY, this._cam_axisX);
+                this._cam_axisY.normalize();
+                this._cam_axisX.normalize();
+                this._cam_axisZ.normalize();
+            }
+          
+
+            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);
+                    }
+
+                    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(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);
+            }
+            this.afterUpdateParticles();
+        }
+        // internal implementation of BJS Quaternion.RotationYawPitchRollToRef() with memory reuse
+        private _quaternionRotationYPR(): void {
+            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);
+        }
+
+        // internal implemenation of BJS toRotationMatric() with memory reuse
+        private _quaternionToRotationMatrix(): void {
+            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
+        public dispose(): void {
+            this.mesh.dispose();
+        }
+
+        // Optimizer setters
+        public set useParticleRotation(val: boolean) {
+            this._useParticleRotation = val;
+        }
+
+        public set useParticleColor(val: boolean) {
+            this._useParticleColor = val;
+        }
+
+        public set useParticleTexture(val: boolean) {
+            this._useParticleTexture = val;
+        } 
+
+        public set useParticleVertex(val: boolean) {
+            this._useParticleVertex = val;
+        } 
+
+        // getters
+         public get useParticleRotation() {
+            return this._useParticleRotation;
+        }
+
+        public get useParticleColor() {
+            return this._useParticleColor;
+        }
+
+        public get useParticleTexture() {
+            return this._useParticleTexture;
+        } 
+
+        public get useParticleVertex() {
+            return this._useParticleVertex;
+        } 
+       
+
+        // =======================================================================
+        // 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
+        public initParticles(): void {    
+        }
+
+        // recycles a particle : can by overwritten by the user
+        public recycleParticle(particle: SolidParticle): SolidParticle {
+            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
+        public updateParticle (particle: SolidParticle): SolidParticle {
+            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
+        public updateParticleVertex(particle: SolidParticle, vertex: Vector3, i: number): Vector3 {
+            return vertex;
+        }
+
+        // will be called before any other treatment by setParticles()
+        public beforeUpdateParticles(): void {
+        }
+
+        // will be called after all setParticles() treatments
+        public afterUpdateParticles(): void {
+        }
+    }
+}