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@@ -18,7 +18,8 @@ module BABYLON {
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private _colors: number[] = new Array<number>();
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private _uvs: number[] = new Array<number>();
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private _positions32: Float32Array;
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- private _normals32: Float32Array;
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+ private _normals32: Float32Array; // updated normals for the VBO
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+ private _fixedNormal32: Float32Array; // initial normal references
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private _colors32: Float32Array;
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private _uvs32: Float32Array;
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private _index: number = 0; // indices index
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@@ -46,6 +47,7 @@ module BABYLON {
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private _rotated: Vector3 = Vector3.Zero();
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private _quaternion: Quaternion = new Quaternion();
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private _vertex: Vector3 = Vector3.Zero();
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+ private _normal: Vector3 = Vector3.Zero();
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private _yaw: number = 0.0;
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private _pitch: number = 0.0;
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private _roll: number = 0.0;
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@@ -84,6 +86,7 @@ module BABYLON {
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this._colors32 = new Float32Array(this._colors);
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VertexData.ComputeNormals(this._positions32, this._indices, this._normals);
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this._normals32 = new Float32Array(this._normals);
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+ this._fixedNormal32 = new Float32Array(this._normals);
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var vertexData = new VertexData();
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vertexData.set(this._positions32, VertexBuffer.PositionKind);
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vertexData.indices = this._indices;
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@@ -311,6 +314,10 @@ module BABYLON {
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// sets all the particles : updates the VBO
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public setParticles(start: number = 0, end: number = this.nbParticles - 1, update: boolean = true): void {
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+ if (!this._updatable) {
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+ return;
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+ }
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+
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// custom beforeUpdate
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this.beforeUpdateParticles(start, end, update);
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@@ -396,11 +403,12 @@ module BABYLON {
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if (this._computeParticleVertex) {
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this.updateParticleVertex(this._particle, this._vertex, pt);
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}
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+
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+ // positions
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this._vertex.x *= this._particle.scale.x;
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this._vertex.y *= this._particle.scale.y;
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this._vertex.z *= this._particle.scale.z;
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- //Vector3.TransformCoordinatesToRef(this._vertex, this._rotMatrix, this._rotated);
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this._w = (this._vertex.x * this._rotMatrix.m[3]) + (this._vertex.y * this._rotMatrix.m[7]) + (this._vertex.z * this._rotMatrix.m[11]) + this._rotMatrix.m[15];
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this._rotated.x = ( (this._vertex.x * this._rotMatrix.m[0]) + (this._vertex.y * this._rotMatrix.m[4]) + (this._vertex.z * this._rotMatrix.m[8]) + this._rotMatrix.m[12] ) / this._w;
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this._rotated.y = ( (this._vertex.x * this._rotMatrix.m[1]) + (this._vertex.y * this._rotMatrix.m[5]) + (this._vertex.z * this._rotMatrix.m[9]) + this._rotMatrix.m[13] ) / this._w;
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@@ -410,6 +418,22 @@ module BABYLON {
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this._positions32[idx + 1] = this._particle.position.y + this._cam_axisX.y * this._rotated.x + this._cam_axisY.y * this._rotated.y + this._cam_axisZ.y * this._rotated.z;
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this._positions32[idx + 2] = this._particle.position.z + this._cam_axisX.z * this._rotated.x + this._cam_axisY.z * this._rotated.y + this._cam_axisZ.z * this._rotated.z;
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+ // normals : if the particles can't be morphed then just rotate the normals
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+ if (!this._computeParticleVertex) {
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+ this._normal.x = this._fixedNormal32[idx];
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+ this._normal.y = this._fixedNormal32[idx + 1];
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+ this._normal.z = this._fixedNormal32[idx + 2];
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+
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+ this._w = (this._normal.x * this._rotMatrix.m[3]) + (this._normal.y * this._rotMatrix.m[7]) + (this._normal.z * this._rotMatrix.m[11]) + this._rotMatrix.m[15];
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+ this._rotated.x = ( (this._normal.x * this._rotMatrix.m[0]) + (this._normal.y * this._rotMatrix.m[4]) + (this._normal.z * this._rotMatrix.m[8]) + this._rotMatrix.m[12] ) / this._w;
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+ this._rotated.y = ( (this._normal.x * this._rotMatrix.m[1]) + (this._normal.y * this._rotMatrix.m[5]) + (this._normal.z * this._rotMatrix.m[9]) + this._rotMatrix.m[13] ) / this._w;
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+ this._rotated.z = ( (this._normal.x * this._rotMatrix.m[2]) + (this._normal.y * this._rotMatrix.m[6]) + (this._normal.z * this._rotMatrix.m[10]) + this._rotMatrix.m[14] ) / this._w;
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+
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+ this._normals32[idx] = this._cam_axisX.x * this._rotated.x + this._cam_axisY.x * this._rotated.y + this._cam_axisZ.x * this._rotated.z;
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+ this._normals32[idx + 1] = this._cam_axisX.y * this._rotated.x + this._cam_axisY.y * this._rotated.y + this._cam_axisZ.y * this._rotated.z;
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+ this._normals32[idx + 2] = this._cam_axisX.z * this._rotated.x + this._cam_axisY.z * this._rotated.y + this._cam_axisZ.z * this._rotated.z;
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+ }
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+
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if (this._computeParticleColor) {
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this._colors32[colidx] = this._particle.color.r;
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this._colors32[colidx + 1] = this._particle.color.g;
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@@ -436,7 +460,13 @@ module BABYLON {
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}
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this.mesh.updateVerticesData(VertexBuffer.PositionKind, this._positions32, false, false);
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if (!this.mesh.areNormalsFrozen) {
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- VertexData.ComputeNormals(this._positions32, this._indices, this._normals32);
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+ if (this._computeParticleVertex) {
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+ // recompute the normals only if the particles can be morphed, update then the normal reference array
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+ VertexData.ComputeNormals(this._positions32, this._indices, this._normals32);
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+ for (var i = 0; i < this._normals32.length; i++) {
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+ this._fixedNormal32[i] = this._normals32[i];
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+ }
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+ }
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this.mesh.updateVerticesData(VertexBuffer.NormalKind, this._normals32, false, false);
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}
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}
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@@ -490,6 +520,7 @@ module BABYLON {
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this._colors = null;
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this._positions32 = null;
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this._normals32 = null;
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+ this._fixedNormal32 = null;
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this._uvs32 = null;
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this._colors32 = null;
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}
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