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- import { Tools } from "Tools";
- import { Vector3, Matrix, Scalar } from "Math";
- import { Effect } from "Materials";
- import { IParticleEmitterType, Particle } from "Particles";
- /**
- * Particle emitter emitting particles from the inside of a hemisphere.
- * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
- */
- export class HemisphericParticleEmitter implements IParticleEmitterType {
- /**
- * Creates a new instance HemisphericParticleEmitter
- * @param radius the radius of the emission hemisphere (1 by default)
- * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
- * @param directionRandomizer defines how much to randomize the particle direction [0-1]
- */
- constructor(
- /**
- * The radius of the emission hemisphere.
- */
- public radius = 1,
- /**
- * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
- */
- public radiusRange = 1,
- /**
- * How much to randomize the particle direction [0-1].
- */
- public directionRandomizer = 0) {
- }
- /**
- * Called by the particle System when the direction is computed for the created particle.
- * @param worldMatrix is the world matrix of the particle system
- * @param directionToUpdate is the direction vector to update with the result
- * @param particle is the particle we are computed the direction for
- */
- public startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void {
- var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
- var randX = Scalar.RandomRange(0, this.directionRandomizer);
- var randY = Scalar.RandomRange(0, this.directionRandomizer);
- var randZ = Scalar.RandomRange(0, this.directionRandomizer);
- direction.x += randX;
- direction.y += randY;
- direction.z += randZ;
- direction.normalize();
- Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
- }
- /**
- * Called by the particle System when the position is computed for the created particle.
- * @param worldMatrix is the world matrix of the particle system
- * @param positionToUpdate is the position vector to update with the result
- * @param particle is the particle we are computed the position for
- */
- public startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void {
- var randRadius = this.radius - Scalar.RandomRange(0, this.radius * this.radiusRange);
- var v = Scalar.RandomRange(0, 1.0);
- var phi = Scalar.RandomRange(0, 2 * Math.PI);
- var theta = Math.acos(2 * v - 1);
- var randX = randRadius * Math.cos(phi) * Math.sin(theta);
- var randY = randRadius * Math.cos(theta);
- var randZ = randRadius * Math.sin(phi) * Math.sin(theta);
- Vector3.TransformCoordinatesFromFloatsToRef(randX, Math.abs(randY), randZ, worldMatrix, positionToUpdate);
- }
- /**
- * Clones the current emitter and returns a copy of it
- * @returns the new emitter
- */
- public clone(): HemisphericParticleEmitter {
- let newOne = new HemisphericParticleEmitter(this.radius, this.directionRandomizer);
- Tools.DeepCopy(this, newOne);
- return newOne;
- }
- /**
- * Called by the GPUParticleSystem to setup the update shader
- * @param effect defines the update shader
- */
- public applyToShader(effect: Effect): void {
- effect.setFloat("radius", this.radius);
- effect.setFloat("radiusRange", this.radiusRange);
- effect.setFloat("directionRandomizer", this.directionRandomizer);
- }
- /**
- * Returns a string to use to update the GPU particles update shader
- * @returns a string containng the defines string
- */
- public getEffectDefines(): string {
- return "#define HEMISPHERICEMITTER";
- }
- /**
- * Returns the string "HemisphericParticleEmitter"
- * @returns a string containing the class name
- */
- public getClassName(): string {
- return "HemisphericParticleEmitter";
- }
- /**
- * Serializes the particle system to a JSON object.
- * @returns the JSON object
- */
- public serialize(): any {
- var serializationObject: any = {};
- serializationObject.type = this.getClassName();
- serializationObject.radius = this.radius;
- serializationObject.radiusRange = this.radiusRange;
- serializationObject.directionRandomizer = this.directionRandomizer;
- return serializationObject;
- }
- /**
- * Parse properties from a JSON object
- * @param serializationObject defines the JSON object
- */
- public parse(serializationObject: any): void {
- this.radius = serializationObject.radius;
- this.radiusRange = serializationObject.radiusRange;
- this.directionRandomizer = serializationObject.directionRandomizer;
- }
- }
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