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implemented the SPS

jbousquie 10 years ago
parent
commit
682fe84636
1 changed files with 421 additions and 0 deletions
  1. 421 0
      src/Particles/babylon.solidParticleSystem.ts

+ 421 - 0
src/Particles/babylon.solidParticleSystem.ts

@@ -1,6 +1,427 @@
 module BABYLON {
 
     export class SolidParticleSystem implements IDisposable {
+        // public members  
+        public particles = [];
+        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 = [];
+        private _indices = [];
+        private _normals = [];
+        private _colors = [];
+        private _uvs = [];
+        private _index = 0;  // indices index
+        private _shapeCounter = 0;
+        private _useParticleColor = true;
+        private _useParticleTexture = true;
+        private _useParticleRotation = true;
+        private _useParticleVertex = false;
+        private _cam_axisZ = Vector3.Zero();
+        private _cam_axisY = Vector3.Zero();
+        private _cam_axisX = Vector3.Zero();
+        private _axisX = Axis.X;
+        private _axisY = Axis.Y;
+        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;
 
+        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;
+        }
+
+
+        // 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);
+            // shape and shapeUV
+            var posToShape = (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;
+            };
+            var uvsToShapeUV = (uvs) => {
+                var shapeUV = [];
+                if (uvs) {
+                        shapeUV.push(uvs.x, uvs.y, uvs.z, uvs.w);
+                }
+                return shapeUV;
+            };
+            var shape = posToShape(meshPos);
+            var shapeUV = uvsToShapeUV(meshUV);
+            // builder
+            var meshBuilder = (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]);
+                }
+            };
+            // particles
+            for (var i = 0; i < nb; i++) {
+                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[2] - this._particle.uvs[0]) + this._particle.uvs[0];
+                        this._uvs[uvidx + 1] = this._particle._shapeUV[pt * 2 + 1] * (this._particle.uvs[3] - this._particle.uvs[1]) + this._particle.uvs[1];
+                    }
+                }
+                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();
+            this.mesh = null;
+            this.particles.length = 0;
+            this.nbParticles = null;
+            this.billboard = null;
+            this.counter = null;
+            this._scene = null;
+            this._positions.length = 0;
+            this._indices.length = 0;
+            this._normals.length = 0;
+            this._colors.length = 0;
+            this._uvs.length = 0;
+            this._index = null;
+            this._shapeCounter = null;
+            this._useParticleColor = null;
+            this._useParticleTexture = null;
+            this._useParticleRotation = null;
+            this._useParticleVertex = null;
+            this._cam_axisZ = null;
+            this._cam_axisY = null;
+            this._cam_axisX = null;
+            this._axisX = null;
+            this._axisY = null;
+            this._axisZ = null;
+            this._camera = null;
+            this._fakeCamPos = null;
+            this._rotMatrix = null;
+            this._invertedMatrix = null;
+            this._rotated = null;
+            this._quaternion = null;
+            this._vertex = null;
+            this._yaw = null;
+            this._pitch = null;
+            this._roll = null;
+            this._halfroll = null;
+            this._halfpitch = null;
+            this._halfyaw = null;
+            this._sinRoll = null;
+            this._cosRoll = null;
+            this._sinPitch = null;
+            this._cosPitch = null;
+            this._sinYaw = null;
+            this._cosYaw = null;   
+        }
+
+        // Optimizers
+        public enableParticleRotation(): void {
+            this._useParticleRotation = true;
+        }
+
+        public disableParticleRotation(): void {
+            this._useParticleRotation = false;
+        }
+
+        public enableParticleColor(): void {
+            this._useParticleColor = true;
+        }
+        public disableParticleColor(): void {
+            this._useParticleColor = false;
+        }
+
+        public enableParticleTexture(): void {
+            this._useParticleTexture = true;
+        } 
+
+        public disableParticleTexture(): void {
+            this._useParticleTexture = false;
+        } 
+
+        public enableParticleVertex(): void {
+            this._useParticleVertex = true;
+        } 
+
+        public disableParticleVertex(): void {
+            this._useParticleVertex = false;
+        }
+
+        // =======================================================================
+        // 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 {
+        }
     }
 }