var BABYLON; (function (BABYLON) { var SolidParticleSystem = (function () { function SolidParticleSystem(name, scene) { // public members this.particles = new Array(); this.nbParticles = 0; this.billboard = false; this.counter = 0; this._positions = new Array(); this._indices = new Array(); this._normals = new Array(); this._colors = new Array(); this._uvs = new Array(); this._index = 0; // indices index this._shapeCounter = 0; this._useParticleColor = true; this._useParticleTexture = true; this._useParticleRotation = true; this._useParticleVertex = false; this._cam_axisZ = BABYLON.Vector3.Zero(); this._cam_axisY = BABYLON.Vector3.Zero(); this._cam_axisX = BABYLON.Vector3.Zero(); this._axisX = BABYLON.Axis.X; this._axisY = BABYLON.Axis.Y; this._axisZ = BABYLON.Axis.Z; this._fakeCamPos = BABYLON.Vector3.Zero(); this._rotMatrix = new BABYLON.Matrix(); this._invertedMatrix = new BABYLON.Matrix(); this._rotated = BABYLON.Vector3.Zero(); this._quaternion = new BABYLON.Quaternion(); this._vertex = BABYLON.Vector3.Zero(); this._yaw = 0.0; this._pitch = 0.0; this._roll = 0.0; this._halfroll = 0.0; this._halfpitch = 0.0; this._halfyaw = 0.0; this._sinRoll = 0.0; this._cosRoll = 0.0; this._sinPitch = 0.0; this._cosPitch = 0.0; this._sinYaw = 0.0; this._cosYaw = 0.0; this.name = name; this._scene = scene; this._camera = scene.activeCamera; } // build the SPS mesh : returns the mesh SolidParticleSystem.prototype.buildMesh = function () { if (this.nbParticles === 0) { var triangle = BABYLON.Mesh.CreateDisc("", { radius: 1, tessellation: 3 }, this._scene); this.addShape(triangle, 1); triangle.dispose(); } BABYLON.VertexData.ComputeNormals(this._positions, this._indices, this._normals); var vertexData = new BABYLON.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 BABYLON.Mesh(name, this._scene); vertexData.applyToMesh(mesh, true); this.mesh = mesh; return mesh; }; // _meshBuilder : inserts the shape model in the global SPS mesh SolidParticleSystem.prototype._meshBuilder = function (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]); } }; // returns a shape array from positions array SolidParticleSystem.prototype._posToShape = function (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; }; // returns a shapeUV array from a Vector4 uvs SolidParticleSystem.prototype._uvsToShapeUV = function (uvs) { 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) SolidParticleSystem.prototype._addParticle = function (p, idxpos, shape, shapeUV, shapeId) { this._particle = new BABYLON.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 SolidParticleSystem.prototype.addShape = function (mesh, nb) { var meshPos = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind); var meshInd = mesh.getIndices(); var meshUV = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind); var meshCol = mesh.getVerticesData(BABYLON.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 SolidParticleSystem.prototype.resetParticle = function (particle) { 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 SolidParticleSystem.prototype.setParticles = function (start, end, update) { if (start === void 0) { start = 0; } if (end === void 0) { end = this.nbParticles - 1; } if (update === void 0) { update = true; } // 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); BABYLON.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); BABYLON.Vector3.CrossToRef(this._cam_axisZ, this._axisX, this._cam_axisY); BABYLON.Vector3.CrossToRef(this._cam_axisZ, this._cam_axisY, this._cam_axisX); this._cam_axisY.normalize(); this._cam_axisX.normalize(); this._cam_axisZ.normalize(); } BABYLON.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._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); } BABYLON.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 (update) { if (this._useParticleColor) { this.mesh.updateVerticesData(BABYLON.VertexBuffer.ColorKind, this._colors, false, false); } if (this._useParticleTexture) { this.mesh.updateVerticesData(BABYLON.VertexBuffer.UVKind, this._uvs, false, false); } this.mesh.updateVerticesData(BABYLON.VertexBuffer.PositionKind, this._positions, false, false); if (!this.mesh.areNormalsFrozen) { BABYLON.VertexData.ComputeNormals(this._positions, this._indices, this._normals); this.mesh.updateVerticesData(BABYLON.VertexBuffer.NormalKind, this._normals, false, false); } } this.afterUpdateParticles(start, end, update); }; SolidParticleSystem.prototype._quaternionRotationYPR = function () { 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); }; SolidParticleSystem.prototype._quaternionToRotationMatrix = function () { 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 SolidParticleSystem.prototype.dispose = function () { this.mesh.dispose(); }; Object.defineProperty(SolidParticleSystem.prototype, "useParticleRotation", { // getters get: function () { return this._useParticleRotation; }, // Optimizer setters set: function (val) { this._useParticleRotation = val; }, enumerable: true, configurable: true }); Object.defineProperty(SolidParticleSystem.prototype, "useParticleColor", { get: function () { return this._useParticleColor; }, set: function (val) { this._useParticleColor = val; }, enumerable: true, configurable: true }); Object.defineProperty(SolidParticleSystem.prototype, "useParticleTexture", { get: function () { return this._useParticleTexture; }, set: function (val) { this._useParticleTexture = val; }, enumerable: true, configurable: true }); Object.defineProperty(SolidParticleSystem.prototype, "useParticleVertex", { get: function () { return this._useParticleVertex; }, set: function (val) { this._useParticleVertex = val; }, enumerable: true, configurable: true }); // ======================================================================= // 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 SolidParticleSystem.prototype.initParticles = function () { }; // recycles a particle : can by overwritten by the user SolidParticleSystem.prototype.recycleParticle = function (particle) { 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 SolidParticleSystem.prototype.updateParticle = function (particle) { 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 SolidParticleSystem.prototype.updateParticleVertex = function (particle, vertex, i) { return vertex; }; // will be called before any other treatment by setParticles() SolidParticleSystem.prototype.beforeUpdateParticles = function (start, stop, update) { }; // will be called after all setParticles() treatments SolidParticleSystem.prototype.afterUpdateParticles = function (start, stop, update) { }; return SolidParticleSystem; })(); BABYLON.SolidParticleSystem = SolidParticleSystem; })(BABYLON || (BABYLON = {})); //# sourceMappingURL=babylon.solidParticleSystem.js.map