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@@ -0,0 +1,370 @@
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+var BABYLON;
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+(function (BABYLON) {
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+ var SolidParticleSystem = (function () {
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+ function SolidParticleSystem(name, scene) {
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+ // public members
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+ this.particles = new Array();
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+ this.nbParticles = 0;
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+ this.billboard = false;
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+ this.counter = 0;
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+ this._positions = new Array();
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+ this._indices = new Array();
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+ this._normals = new Array();
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+ this._colors = new Array();
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+ this._uvs = new Array();
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+ this._index = 0; // indices index
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+ this._shapeCounter = 0;
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+ this._useParticleColor = true;
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+ this._useParticleTexture = true;
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+ this._useParticleRotation = true;
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+ this._useParticleVertex = false;
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+ this._cam_axisZ = BABYLON.Vector3.Zero();
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+ this._cam_axisY = BABYLON.Vector3.Zero();
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+ this._cam_axisX = BABYLON.Vector3.Zero();
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+ this._axisX = BABYLON.Axis.X;
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+ this._axisY = BABYLON.Axis.Y;
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+ this._axisZ = BABYLON.Axis.Z;
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+ this._fakeCamPos = BABYLON.Vector3.Zero();
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+ this._rotMatrix = new BABYLON.Matrix();
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+ this._invertedMatrix = new BABYLON.Matrix();
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+ this._rotated = BABYLON.Vector3.Zero();
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+ this._quaternion = new BABYLON.Quaternion();
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+ this._vertex = BABYLON.Vector3.Zero();
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+ this._yaw = 0.0;
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+ this._pitch = 0.0;
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+ this._roll = 0.0;
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+ this._halfroll = 0.0;
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+ this._halfpitch = 0.0;
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+ this._halfyaw = 0.0;
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+ this._sinRoll = 0.0;
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+ this._cosRoll = 0.0;
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+ this._sinPitch = 0.0;
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+ this._cosPitch = 0.0;
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+ this._sinYaw = 0.0;
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+ this._cosYaw = 0.0;
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+ this.name = name;
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+ this._scene = scene;
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+ this._camera = scene.activeCamera;
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+ }
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+ // build the SPS mesh : returns the mesh
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+ SolidParticleSystem.prototype.buildMesh = function () {
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+ if (this.nbParticles === 0) {
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+ var triangle = BABYLON.Mesh.CreateDisc("", { radius: 1, tessellation: 3 }, this._scene);
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+ this.addShape(triangle, 1);
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+ triangle.dispose();
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+ }
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+ BABYLON.VertexData.ComputeNormals(this._positions, this._indices, this._normals);
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+ var vertexData = new BABYLON.VertexData();
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+ vertexData.positions = this._positions;
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+ vertexData.indices = this._indices;
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+ vertexData.normals = this._normals;
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+ if (this._uvs) {
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+ vertexData.uvs = this._uvs;
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+ }
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+ if (this._colors) {
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+ vertexData.colors = this._colors;
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+ }
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+ var mesh = new BABYLON.Mesh(name, this._scene);
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+ vertexData.applyToMesh(mesh, true);
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+ this.mesh = mesh;
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+ return mesh;
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+ };
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+ // _meshBuilder : inserts the shape model in the global SPS mesh
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+ SolidParticleSystem.prototype._meshBuilder = function (p, shape, positions, meshInd, indices, meshUV, uvs, meshCol, colors) {
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+ var i;
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+ var u = 0;
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+ var c = 0;
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+ for (i = 0; i < shape.length; i++) {
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+ positions.push(shape[i].x, shape[i].y, shape[i].z);
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+ if (meshUV) {
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+ uvs.push(meshUV[u], meshUV[u + 1]);
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+ u += 2;
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+ }
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+ if (meshCol) {
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+ colors.push(meshCol[c], meshCol[c + 1], meshCol[c + 2], meshCol[c + 3]);
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+ c += 4;
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+ }
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+ else {
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+ colors.push(1, 1, 1, 1);
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+ }
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+ }
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+ for (i = 0; i < meshInd.length; i++) {
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+ indices.push(p + meshInd[i]);
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+ }
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+ };
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+ // returns a shape array from positions array
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+ SolidParticleSystem.prototype._posToShape = function (positions) {
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+ var shape = [];
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+ for (var i = 0; i < positions.length; i += 3) {
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+ shape.push(new BABYLON.Vector3(positions[i], positions[i + 1], positions[i + 2]));
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+ }
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+ return shape;
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+ };
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+ // returns a shapeUV array from a Vector4 uvs
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+ SolidParticleSystem.prototype._uvsToShapeUV = function (uvs) {
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+ var shapeUV = [];
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+ if (uvs) {
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+ for (var i = 0; i < uvs.length; i++)
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+ shapeUV.push(uvs[i]);
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+ }
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+ return shapeUV;
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+ };
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+ // adds a new particle object in the particles array and double links the particle (next/previous)
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+ SolidParticleSystem.prototype._addParticle = function (p, idxpos, shape, shapeUV, shapeId) {
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+ this._particle = new BABYLON.SolidParticle(p, idxpos, shape, shapeUV, shapeId);
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+ this.particles.push(this._particle);
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+ this._particle.previous = this._previousParticle;
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+ if (this._previousParticle) {
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+ this._previousParticle.next = this._particle;
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+ }
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+ this._previousParticle = this._particle;
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+ };
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+ // add solid particles from a shape model in the particles array
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+ SolidParticleSystem.prototype.addShape = function (mesh, nb) {
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+ var meshPos = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
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+ var meshInd = mesh.getIndices();
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+ var meshUV = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
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+ var meshCol = mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
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+ var shape = this._posToShape(meshPos);
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+ var shapeUV = this._uvsToShapeUV(meshUV);
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+ // particles
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+ for (var i = 0; i < nb; i++) {
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+ this._meshBuilder(this._index, shape, this._positions, meshInd, this._indices, meshUV, this._uvs, meshCol, this._colors);
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+ this._addParticle(this.nbParticles + i, this._positions.length, shape, shapeUV, this._shapeCounter);
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+ this._index += shape.length;
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+ }
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+ this.nbParticles += nb;
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+ this._shapeCounter++;
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+ return this._shapeCounter;
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+ };
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+ // resets a particle back to its just built status
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+ SolidParticleSystem.prototype.resetParticle = function (particle) {
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+ for (var pt = 0; pt < particle._shape.length; pt++) {
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+ this._positions[particle._pos + pt * 3] = particle._shape[pt].x;
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+ this._positions[particle._pos + pt * 3 + 1] = particle._shape[pt].y;
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+ this._positions[particle._pos + pt * 3 + 2] = particle._shape[pt].z;
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+ }
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+ };
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+ // sets all the particles
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+ SolidParticleSystem.prototype.setParticles = function (start, end, update) {
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+ if (start === void 0) { start = 0; }
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+ if (end === void 0) { end = this.nbParticles - 1; }
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+ if (update === void 0) { update = true; }
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+ // custom beforeUpdate
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+ this.beforeUpdateParticles(start, end, update);
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+ this._cam_axisX.x = 1;
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+ this._cam_axisX.y = 0;
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+ this._cam_axisX.z = 0;
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+ this._cam_axisY.x = 0;
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+ this._cam_axisY.y = 1;
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+ this._cam_axisY.z = 0;
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+ this._cam_axisZ.x = 0;
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+ this._cam_axisZ.y = 0;
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+ this._cam_axisZ.z = 1;
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+ // if the particles will always face the camera
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+ if (this.billboard) {
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+ // compute a fake camera position : un-rotate the camera position by the current mesh rotation
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+ this._yaw = this.mesh.rotation.y;
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+ this._pitch = this.mesh.rotation.x;
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+ this._roll = this.mesh.rotation.z;
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+ this._quaternionRotationYPR();
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+ this._quaternionToRotationMatrix();
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+ this._rotMatrix.invertToRef(this._invertedMatrix);
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+ BABYLON.Vector3.TransformCoordinatesToRef(this._camera.globalPosition, this._invertedMatrix, this._fakeCamPos);
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+ // set two orthogonal vectors (_cam_axisX and and _cam_axisY) to the cam-mesh axis (_cam_axisZ)
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+ (this._fakeCamPos).subtractToRef(this.mesh.position, this._cam_axisZ);
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+ BABYLON.Vector3.CrossToRef(this._cam_axisZ, this._axisX, this._cam_axisY);
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+ BABYLON.Vector3.CrossToRef(this._cam_axisZ, this._cam_axisY, this._cam_axisX);
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+ this._cam_axisY.normalize();
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+ this._cam_axisX.normalize();
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+ this._cam_axisZ.normalize();
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+ }
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+ BABYLON.Matrix.IdentityToRef(this._rotMatrix);
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+ var idx = 0;
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+ var index = 0;
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+ var colidx = 0;
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+ var colorIndex = 0;
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+ var uvidx = 0;
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+ var uvIndex = 0;
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+ // particle loop
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+ for (var p = start; p <= end; p++) {
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+ this._particle = this.particles[p];
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+ // call to custom user function to update the particle properties
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+ this.updateParticle(this._particle);
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+ // particle rotation matrix
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+ if (this.billboard) {
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+ this._particle.rotation.x = 0.0;
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+ this._particle.rotation.y = 0.0;
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+ }
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+ if (this._useParticleRotation) {
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+ if (this._particle.quaternion) {
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+ this._quaternion.x = this._particle.quaternion.x;
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+ this._quaternion.y = this._particle.quaternion.y;
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+ this._quaternion.z = this._particle.quaternion.z;
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+ this._quaternion.w = this._particle.quaternion.w;
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+ }
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+ else {
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+ this._yaw = this._particle.rotation.y;
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+ this._pitch = this._particle.rotation.x;
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+ this._roll = this._particle.rotation.z;
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+ this._quaternionRotationYPR();
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+ }
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+ this._quaternionToRotationMatrix();
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+ }
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+ for (var pt = 0; pt < this._particle._shape.length; pt++) {
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+ idx = index + pt * 3;
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+ colidx = colorIndex + pt * 4;
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+ uvidx = uvIndex + pt * 2;
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+ this._vertex.x = this._particle._shape[pt].x;
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+ this._vertex.y = this._particle._shape[pt].y;
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+ this._vertex.z = this._particle._shape[pt].z;
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+ if (this._useParticleVertex) {
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+ this.updateParticleVertex(this._particle, this._vertex, pt);
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+ }
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+ BABYLON.Vector3.TransformCoordinatesToRef(this._vertex, this._rotMatrix, this._rotated);
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+ 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;
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+ 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;
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+ 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;
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+ if (this._useParticleColor) {
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+ this._colors[colidx] = this._particle.color.r;
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+ this._colors[colidx + 1] = this._particle.color.g;
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+ this._colors[colidx + 2] = this._particle.color.b;
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+ this._colors[colidx + 3] = this._particle.color.a;
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+ }
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+ if (this._useParticleTexture) {
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+ this._uvs[uvidx] = this._particle._shapeUV[pt * 2] * (this._particle.uvs.z - this._particle.uvs.x) + this._particle.uvs.x;
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+ this._uvs[uvidx + 1] = this._particle._shapeUV[pt * 2 + 1] * (this._particle.uvs.w - this._particle.uvs.y) + this._particle.uvs.y;
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+ }
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+ }
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+ index = idx + 3;
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+ colorIndex = colidx + 4;
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+ uvIndex = uvidx + 2;
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+ }
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+ if (update) {
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+ if (this._useParticleColor) {
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+ this.mesh.updateVerticesData(BABYLON.VertexBuffer.ColorKind, this._colors, false, false);
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+ }
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+ if (this._useParticleTexture) {
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+ this.mesh.updateVerticesData(BABYLON.VertexBuffer.UVKind, this._uvs, false, false);
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+ }
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+ this.mesh.updateVerticesData(BABYLON.VertexBuffer.PositionKind, this._positions, false, false);
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+ if (!this.mesh.areNormalsFrozen) {
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+ BABYLON.VertexData.ComputeNormals(this._positions, this._indices, this._normals);
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+ this.mesh.updateVerticesData(BABYLON.VertexBuffer.NormalKind, this._normals, false, false);
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+ }
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+ }
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+ this.afterUpdateParticles(start, end, update);
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+ };
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+ SolidParticleSystem.prototype._quaternionRotationYPR = function () {
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+ this._halfroll = this._roll * 0.5;
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+ this._halfpitch = this._pitch * 0.5;
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+ this._halfyaw = this._yaw * 0.5;
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+ this._sinRoll = Math.sin(this._halfroll);
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+ this._cosRoll = Math.cos(this._halfroll);
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+ this._sinPitch = Math.sin(this._halfpitch);
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+ this._cosPitch = Math.cos(this._halfpitch);
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+ this._sinYaw = Math.sin(this._halfyaw);
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+ this._cosYaw = Math.cos(this._halfyaw);
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+ this._quaternion.x = (this._cosYaw * this._sinPitch * this._cosRoll) + (this._sinYaw * this._cosPitch * this._sinRoll);
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+ this._quaternion.y = (this._sinYaw * this._cosPitch * this._cosRoll) - (this._cosYaw * this._sinPitch * this._sinRoll);
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+ this._quaternion.z = (this._cosYaw * this._cosPitch * this._sinRoll) - (this._sinYaw * this._sinPitch * this._cosRoll);
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+ this._quaternion.w = (this._cosYaw * this._cosPitch * this._cosRoll) + (this._sinYaw * this._sinPitch * this._sinRoll);
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+ };
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+ SolidParticleSystem.prototype._quaternionToRotationMatrix = function () {
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+ this._rotMatrix.m[0] = 1.0 - (2.0 * (this._quaternion.y * this._quaternion.y + this._quaternion.z * this._quaternion.z));
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+ this._rotMatrix.m[1] = 2.0 * (this._quaternion.x * this._quaternion.y + this._quaternion.z * this._quaternion.w);
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+ this._rotMatrix.m[2] = 2.0 * (this._quaternion.z * this._quaternion.x - this._quaternion.y * this._quaternion.w);
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+ this._rotMatrix.m[3] = 0;
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+ this._rotMatrix.m[4] = 2.0 * (this._quaternion.x * this._quaternion.y - this._quaternion.z * this._quaternion.w);
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+ this._rotMatrix.m[5] = 1.0 - (2.0 * (this._quaternion.z * this._quaternion.z + this._quaternion.x * this._quaternion.x));
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+ this._rotMatrix.m[6] = 2.0 * (this._quaternion.y * this._quaternion.z + this._quaternion.x * this._quaternion.w);
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+ this._rotMatrix.m[7] = 0;
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+ this._rotMatrix.m[8] = 2.0 * (this._quaternion.z * this._quaternion.x + this._quaternion.y * this._quaternion.w);
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+ this._rotMatrix.m[9] = 2.0 * (this._quaternion.y * this._quaternion.z - this._quaternion.x * this._quaternion.w);
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+ this._rotMatrix.m[10] = 1.0 - (2.0 * (this._quaternion.y * this._quaternion.y + this._quaternion.x * this._quaternion.x));
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+ this._rotMatrix.m[11] = 0;
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+ this._rotMatrix.m[12] = 0;
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+ this._rotMatrix.m[13] = 0;
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+ this._rotMatrix.m[14] = 0;
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+ this._rotMatrix.m[15] = 1.0;
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+ };
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+ // dispose the SPS
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+ SolidParticleSystem.prototype.dispose = function () {
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+ this.mesh.dispose();
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+ };
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+ Object.defineProperty(SolidParticleSystem.prototype, "useParticleRotation", {
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+ // getters
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+ get: function () {
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+ return this._useParticleRotation;
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+ },
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+ // Optimizer setters
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+ set: function (val) {
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+ this._useParticleRotation = val;
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+ },
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+ enumerable: true,
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+ configurable: true
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+ });
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+ Object.defineProperty(SolidParticleSystem.prototype, "useParticleColor", {
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+ get: function () {
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+ return this._useParticleColor;
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+ },
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+ set: function (val) {
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+ this._useParticleColor = val;
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+ },
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+ enumerable: true,
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+ configurable: true
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+ });
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+ Object.defineProperty(SolidParticleSystem.prototype, "useParticleTexture", {
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+ get: function () {
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+ return this._useParticleTexture;
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+ },
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+ set: function (val) {
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+ this._useParticleTexture = val;
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+ },
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+ enumerable: true,
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+ configurable: true
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+ });
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+ Object.defineProperty(SolidParticleSystem.prototype, "useParticleVertex", {
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+ get: function () {
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+ return this._useParticleVertex;
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+ },
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+ set: function (val) {
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+ this._useParticleVertex = val;
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+ },
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+ enumerable: true,
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+ configurable: true
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+ });
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+ // =======================================================================
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+ // Particle behavior logic
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+ // these following methods may be overwritten by the user to fit his needs
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+ // init : sets all particles first values and calls updateParticle to set them in space
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+ // can be overwritten by the user
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+ SolidParticleSystem.prototype.initParticles = function () {
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+ };
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+ // recycles a particle : can by overwritten by the user
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+ SolidParticleSystem.prototype.recycleParticle = function (particle) {
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+ return particle;
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+ };
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+ // updates a particle : can be overwritten by the user
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+ // will be called on each particle by setParticles() :
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+ // ex : just set a particle position or velocity and recycle conditions
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+ SolidParticleSystem.prototype.updateParticle = function (particle) {
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+ return particle;
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+ };
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+ // updates a vertex of a particle : can be overwritten by the user
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+ // will be called on each vertex particle by setParticles() :
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+ // ex : just set a vertex particle position
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+ SolidParticleSystem.prototype.updateParticleVertex = function (particle, vertex, i) {
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+ return vertex;
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+ };
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+ // will be called before any other treatment by setParticles()
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+ SolidParticleSystem.prototype.beforeUpdateParticles = function (start, stop, update) {
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+ };
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+ // will be called after all setParticles() treatments
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+ SolidParticleSystem.prototype.afterUpdateParticles = function (start, stop, update) {
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+ };
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+ return SolidParticleSystem;
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+ })();
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+ BABYLON.SolidParticleSystem = SolidParticleSystem;
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+})(BABYLON || (BABYLON = {}));
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+//# sourceMappingURL=babylon.solidParticleSystem.js.map
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