module BABYLON { export class SolidParticleSystem implements IDisposable { // public members public particles = new Array(); public nbParticles = 0; public billboard = false; public counter = 0; public name: string; public mesh: Mesh; // private members private _scene: Scene; private _positions = new Array(); private _indices = new Array(); private _normals = new Array(); private _colors = new Array(); private _uvs = new Array(); private _index = 0; // indices index private _shapeCounter = 0; private _setParticleColor = true; private _setParticleTexture = true; private _setParticleRotation = true; private _setParticleVertex = 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 _previousParticle: 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) { var triangle = MeshBuilder.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(); 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] || 1, meshCol[c + 1] || 1, meshCol[c + 2] || 1, meshCol[c + 3] || 1); 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 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) { for (var i = 0; i < uvs.length; i++) shapeUV.push(uvs[i]); } return shapeUV; } // 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._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 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(start: number = 0, end: number = this.nbParticles - 1, update: boolean = true): void { // custom beforeUpdate this.beforeUpdateParticles(start, end, update); 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 = start; p <= end; 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._setParticleRotation) { 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._setParticleVertex) { 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._setParticleColor) { 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._setParticleTexture) { 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 (update) { if (this._setParticleColor) { this.mesh.updateVerticesData(VertexBuffer.ColorKind, this._colors, false, false); } if (this._setParticleTexture) { 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(start, end, update); } 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); } 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 setParticleRotation(val: boolean) { this._setParticleRotation = val; } public set setParticleColor(val: boolean) { this._setParticleColor = val; } public set setParticleTexture(val: boolean) { this._setParticleTexture = val; } public set setParticleVertex(val: boolean) { this._setParticleVertex = val; } // getters public get setParticleRotation(): boolean { return this._setParticleRotation; } public get setParticleColor(): boolean { return this._setParticleColor; } public get setParticleTexture(): boolean { return this._setParticleTexture; } public get setParticleVertex(): boolean { return this._setParticleVertex; } // ======================================================================= // 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(start?: number, stop?: number, update?: boolean): void { } // will be called after all setParticles() treatments public afterUpdateParticles(start?: number, stop?: number, update?: boolean): void { } } }