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- module BABYLON {
- var randomNumber = (min: number, max: number): number => {
- if (min === max) {
- return (min);
- }
- var random = Math.random();
- return ((random * (max - min)) + min);
- }
- export class ParticleSystem implements IDisposable {
- // Statics
- public static BLENDMODE_ONEONE = 0;
- public static BLENDMODE_STANDARD = 1;
- // Members
- public id: string;
- public renderingGroupId = 0;
- public emitter = null;
- public emitRate = 10;
- public manualEmitCount = -1;
- public updateSpeed = 0.01;
- public targetStopDuration = 0;
- public disposeOnStop = false;
- public minEmitPower = 1;
- public maxEmitPower = 1;
- public minLifeTime = 1;
- public maxLifeTime = 1;
- public minSize = 1;
- public maxSize = 1;
- public minAngularSpeed = 0;
- public maxAngularSpeed = 0;
- public particleTexture: Texture;
- public onDispose: () => void;
- public updateFunction: (particles: Particle[]) => void;
- public blendMode = ParticleSystem.BLENDMODE_ONEONE;
- public forceDepthWrite = false;
- public gravity = Vector3.Zero();
- public direction1 = new Vector3(0, 1.0, 0);
- public direction2 = new Vector3(0, 1.0, 0);
- public minEmitBox = new Vector3(-0.5, -0.5, -0.5);
- public maxEmitBox = new Vector3(0.5, 0.5, 0.5);
- public color1 = new Color4(1.0, 1.0, 1.0, 1.0);
- public color2 = new Color4(1.0, 1.0, 1.0, 1.0);
- public colorDead = new Color4(0, 0, 0, 1.0);
- public textureMask = new Color4(1.0, 1.0, 1.0, 1.0);
- public startDirectionFunction: (emitPower: number, worldMatrix: Matrix, directionToUpdate: Vector3) => void;
- public startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3) => void;
- private particles = new Array<Particle>();
- private _capacity: number;
- private _scene: Scene;
- private _vertexDeclaration = [3, 4, 4];
- private _vertexStrideSize = 11 * 4; // 11 floats per particle (x, y, z, r, g, b, a, angle, size, offsetX, offsetY)
- private _stockParticles = new Array<Particle>();
- private _newPartsExcess = 0;
- private _vertexBuffer: WebGLBuffer;
- private _indexBuffer: WebGLBuffer;
- private _vertices: Float32Array;
- private _effect: Effect;
- private _customEffect: Effect;
- private _cachedDefines: string;
- private _scaledColorStep = new Color4(0, 0, 0, 0);
- private _colorDiff = new Color4(0, 0, 0, 0);
- private _scaledDirection = Vector3.Zero();
- private _scaledGravity = Vector3.Zero();
- private _currentRenderId = -1;
- private _alive: boolean;
- private _started = false;
- private _stopped = false;
- private _actualFrame = 0;
- private _scaledUpdateSpeed: number;
- constructor(public name: string, capacity: number, scene: Scene, customEffect?: Effect) {
- this.id = name;
- this._capacity = capacity;
- this._scene = scene;
- this._customEffect = customEffect;
- scene.particleSystems.push(this);
- // VBO
- this._vertexBuffer = scene.getEngine().createDynamicVertexBuffer(capacity * this._vertexStrideSize * 4);
- var indices = [];
- var index = 0;
- for (var count = 0; count < capacity; count++) {
- indices.push(index);
- indices.push(index + 1);
- indices.push(index + 2);
- indices.push(index);
- indices.push(index + 2);
- indices.push(index + 3);
- index += 4;
- }
- this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
- this._vertices = new Float32Array(capacity * this._vertexStrideSize);
- // Default behaviors
- this.startDirectionFunction = (emitPower: number, worldMatrix: Matrix, directionToUpdate: Vector3): void => {
- var randX = randomNumber(this.direction1.x, this.direction2.x);
- var randY = randomNumber(this.direction1.y, this.direction2.y);
- var randZ = randomNumber(this.direction1.z, this.direction2.z);
- Vector3.TransformNormalFromFloatsToRef(randX * emitPower, randY * emitPower, randZ * emitPower, worldMatrix, directionToUpdate);
- }
- this.startPositionFunction = (worldMatrix: Matrix, positionToUpdate: Vector3): void => {
- var randX = randomNumber(this.minEmitBox.x, this.maxEmitBox.x);
- var randY = randomNumber(this.minEmitBox.y, this.maxEmitBox.y);
- var randZ = randomNumber(this.minEmitBox.z, this.maxEmitBox.z);
- Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
- }
- this.updateFunction = (particles: Particle[]): void => {
- for (var index = 0; index < particles.length; index++) {
- var particle = particles[index];
- particle.age += this._scaledUpdateSpeed;
- if (particle.age >= particle.lifeTime) { // Recycle by swapping with last particle
- this.recycleParticle(particle);
- index--;
- continue;
- }
- else {
- particle.colorStep.scaleToRef(this._scaledUpdateSpeed, this._scaledColorStep);
- particle.color.addInPlace(this._scaledColorStep);
- if (particle.color.a < 0)
- particle.color.a = 0;
- particle.angle += particle.angularSpeed * this._scaledUpdateSpeed;
- particle.direction.scaleToRef(this._scaledUpdateSpeed, this._scaledDirection);
- particle.position.addInPlace(this._scaledDirection);
- this.gravity.scaleToRef(this._scaledUpdateSpeed, this._scaledGravity);
- particle.direction.addInPlace(this._scaledGravity);
- }
- }
- }
- }
- public recycleParticle(particle: Particle): void {
- var lastParticle = this.particles.pop();
- if (lastParticle !== particle) {
- lastParticle.copyTo(particle);
- this._stockParticles.push(lastParticle);
- }
- }
- public getCapacity(): number {
- return this._capacity;
- }
- public isAlive(): boolean {
- return this._alive;
- }
- public isStarted(): boolean {
- return this._started;
- }
- public start(): void {
- this._started = true;
- this._stopped = false;
- this._actualFrame = 0;
- }
- public stop(): void {
- this._stopped = true;
- }
- public _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void {
- var offset = index * 11;
- this._vertices[offset] = particle.position.x;
- this._vertices[offset + 1] = particle.position.y;
- this._vertices[offset + 2] = particle.position.z;
- this._vertices[offset + 3] = particle.color.r;
- this._vertices[offset + 4] = particle.color.g;
- this._vertices[offset + 5] = particle.color.b;
- this._vertices[offset + 6] = particle.color.a;
- this._vertices[offset + 7] = particle.angle;
- this._vertices[offset + 8] = particle.size;
- this._vertices[offset + 9] = offsetX;
- this._vertices[offset + 10] = offsetY;
- }
- private _update(newParticles: number): void {
- // Update current
- this._alive = this.particles.length > 0;
- this.updateFunction(this.particles);
- // Add new ones
- var worldMatrix;
- if (this.emitter.position) {
- worldMatrix = this.emitter.getWorldMatrix();
- } else {
- worldMatrix = Matrix.Translation(this.emitter.x, this.emitter.y, this.emitter.z);
- }
- for (var index = 0; index < newParticles; index++) {
- if (this.particles.length === this._capacity) {
- break;
- }
- if (this._stockParticles.length !== 0) {
- var particle = this._stockParticles.pop();
- particle.age = 0;
- } else {
- particle = new Particle();
- }
- this.particles.push(particle);
- var emitPower = randomNumber(this.minEmitPower, this.maxEmitPower);
- this.startDirectionFunction(emitPower, worldMatrix, particle.direction);
- particle.lifeTime = randomNumber(this.minLifeTime, this.maxLifeTime);
- particle.size = randomNumber(this.minSize, this.maxSize);
- particle.angularSpeed = randomNumber(this.minAngularSpeed, this.maxAngularSpeed);
- this.startPositionFunction(worldMatrix, particle.position);
- var step = randomNumber(0, 1.0);
- Color4.LerpToRef(this.color1, this.color2, step, particle.color);
- this.colorDead.subtractToRef(particle.color, this._colorDiff);
- this._colorDiff.scaleToRef(1.0 / particle.lifeTime, particle.colorStep);
- }
- }
- private _getEffect(): Effect {
- if (this._customEffect) {
- return this._customEffect;
- };
- var defines = [];
- if (this._scene.clipPlane) {
- defines.push("#define CLIPPLANE");
- }
- // Effect
- var join = defines.join("\n");
- if (this._cachedDefines !== join) {
- this._cachedDefines = join;
- this._effect = this._scene.getEngine().createEffect(
- "particles",
- ["position", "color", "options"],
- ["invView", "view", "projection", "vClipPlane", "textureMask"],
- ["diffuseSampler"], join);
- }
- return this._effect;
- }
- public animate(): void {
- if (!this._started)
- return;
- var effect = this._getEffect();
- // Check
- if (!this.emitter || !effect.isReady() || !this.particleTexture || !this.particleTexture.isReady())
- return;
- if (this._currentRenderId === this._scene.getRenderId()) {
- return;
- }
- this._currentRenderId = this._scene.getRenderId();
- this._scaledUpdateSpeed = this.updateSpeed * this._scene.getAnimationRatio();
- // determine the number of particles we need to create
- var emitCout;
- if (this.manualEmitCount > -1) {
- emitCout = this.manualEmitCount;
- this.manualEmitCount = 0;
- } else {
- emitCout = this.emitRate;
- }
- var newParticles = ((emitCout * this._scaledUpdateSpeed) >> 0);
- this._newPartsExcess += emitCout * this._scaledUpdateSpeed - newParticles;
- if (this._newPartsExcess > 1.0) {
- newParticles += this._newPartsExcess >> 0;
- this._newPartsExcess -= this._newPartsExcess >> 0;
- }
- this._alive = false;
- if (!this._stopped) {
- this._actualFrame += this._scaledUpdateSpeed;
- if (this.targetStopDuration && this._actualFrame >= this.targetStopDuration)
- this.stop();
- } else {
- newParticles = 0;
- }
- this._update(newParticles);
- // Stopped?
- if (this._stopped) {
- if (!this._alive) {
- this._started = false;
- if (this.disposeOnStop) {
- this._scene._toBeDisposed.push(this);
- }
- }
- }
- // Update VBO
- var offset = 0;
- for (var index = 0; index < this.particles.length; index++) {
- var particle = this.particles[index];
- this._appendParticleVertex(offset++, particle, 0, 0);
- this._appendParticleVertex(offset++, particle, 1, 0);
- this._appendParticleVertex(offset++, particle, 1, 1);
- this._appendParticleVertex(offset++, particle, 0, 1);
- }
- var engine = this._scene.getEngine();
- engine.updateDynamicVertexBuffer(this._vertexBuffer, this._vertices);
- }
- public render(): number {
- var effect = this._getEffect();
- // Check
- if (!this.emitter || !effect.isReady() || !this.particleTexture || !this.particleTexture.isReady() || !this.particles.length)
- return 0;
- var engine = this._scene.getEngine();
- // Render
- engine.enableEffect(effect);
- engine.setState(false);
- var viewMatrix = this._scene.getViewMatrix();
- effect.setTexture("diffuseSampler", this.particleTexture);
- effect.setMatrix("view", viewMatrix);
- effect.setMatrix("projection", this._scene.getProjectionMatrix());
- effect.setFloat4("textureMask", this.textureMask.r, this.textureMask.g, this.textureMask.b, this.textureMask.a);
- if (this._scene.clipPlane) {
- var clipPlane = this._scene.clipPlane;
- var invView = viewMatrix.clone();
- invView.invert();
- effect.setMatrix("invView", invView);
- effect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
- }
- // VBOs
- engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect);
- // Draw order
- if (this.blendMode === ParticleSystem.BLENDMODE_ONEONE) {
- engine.setAlphaMode(Engine.ALPHA_ADD);
- } else {
- engine.setAlphaMode(Engine.ALPHA_COMBINE);
- }
- if (this.forceDepthWrite) {
- engine.setDepthWrite(true);
- }
- engine.draw(true, 0, this.particles.length * 6);
- engine.setAlphaMode(Engine.ALPHA_DISABLE);
- return this.particles.length;
- }
- public dispose(): void {
- if (this._vertexBuffer) {
- this._scene.getEngine()._releaseBuffer(this._vertexBuffer);
- this._vertexBuffer = null;
- }
- if (this._indexBuffer) {
- this._scene.getEngine()._releaseBuffer(this._indexBuffer);
- this._indexBuffer = null;
- }
- if (this.particleTexture) {
- this.particleTexture.dispose();
- this.particleTexture = null;
- }
- // Remove from scene
- var index = this._scene.particleSystems.indexOf(this);
- this._scene.particleSystems.splice(index, 1);
- // Callback
- if (this.onDispose) {
- this.onDispose();
- }
- }
- // Clone
- public clone(name: string, newEmitter: any): ParticleSystem {
- var result = new ParticleSystem(name, this._capacity, this._scene);
- Tools.DeepCopy(this, result, ["particles"], ["_vertexDeclaration", "_vertexStrideSize"]);
- if (newEmitter === undefined) {
- newEmitter = this.emitter;
- }
- result.emitter = newEmitter;
- if (this.particleTexture) {
- result.particleTexture = new Texture(this.particleTexture.url, this._scene);
- }
- result.start();
- return result;
- }
- }
- }
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