babylon.particleSystem.ts 16 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447
  1. module BABYLON {
  2. var randomNumber = (min: number, max: number): number => {
  3. if (min === max) {
  4. return (min);
  5. }
  6. var random = Math.random();
  7. return ((random * (max - min)) + min);
  8. }
  9. export class ParticleSystem implements IDisposable {
  10. // Statics
  11. public static BLENDMODE_ONEONE = 0;
  12. public static BLENDMODE_STANDARD = 1;
  13. // Members
  14. public id: string;
  15. public renderingGroupId = 0;
  16. public emitter = null;
  17. public emitRate = 10;
  18. public manualEmitCount = -1;
  19. public updateSpeed = 0.01;
  20. public targetStopDuration = 0;
  21. public disposeOnStop = false;
  22. public minEmitPower = 1;
  23. public maxEmitPower = 1;
  24. public minLifeTime = 1;
  25. public maxLifeTime = 1;
  26. public minSize = 1;
  27. public maxSize = 1;
  28. public minAngularSpeed = 0;
  29. public maxAngularSpeed = 0;
  30. public particleTexture: Texture;
  31. public onDispose: () => void;
  32. public updateFunction: (particles: Particle[]) => void;
  33. public blendMode = ParticleSystem.BLENDMODE_ONEONE;
  34. public forceDepthWrite = false;
  35. public gravity = Vector3.Zero();
  36. public direction1 = new Vector3(0, 1.0, 0);
  37. public direction2 = new Vector3(0, 1.0, 0);
  38. public minEmitBox = new Vector3(-0.5, -0.5, -0.5);
  39. public maxEmitBox = new Vector3(0.5, 0.5, 0.5);
  40. public color1 = new Color4(1.0, 1.0, 1.0, 1.0);
  41. public color2 = new Color4(1.0, 1.0, 1.0, 1.0);
  42. public colorDead = new Color4(0, 0, 0, 1.0);
  43. public textureMask = new Color4(1.0, 1.0, 1.0, 1.0);
  44. public startDirectionFunction: (emitPower: number, worldMatrix: Matrix, directionToUpdate: Vector3) => void;
  45. public startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3) => void;
  46. private particles = new Array<Particle>();
  47. private _capacity: number;
  48. private _scene: Scene;
  49. private _vertexDeclaration = [3, 4, 4];
  50. private _vertexStrideSize = 11 * 4; // 11 floats per particle (x, y, z, r, g, b, a, angle, size, offsetX, offsetY)
  51. private _stockParticles = new Array<Particle>();
  52. private _newPartsExcess = 0;
  53. private _vertexBuffer: WebGLBuffer;
  54. private _indexBuffer: WebGLBuffer;
  55. private _vertices: Float32Array;
  56. private _effect: Effect;
  57. private _customEffect: Effect;
  58. private _cachedDefines: string;
  59. private _scaledColorStep = new Color4(0, 0, 0, 0);
  60. private _colorDiff = new Color4(0, 0, 0, 0);
  61. private _scaledDirection = Vector3.Zero();
  62. private _scaledGravity = Vector3.Zero();
  63. private _currentRenderId = -1;
  64. private _alive: boolean;
  65. private _started = false;
  66. private _stopped = false;
  67. private _actualFrame = 0;
  68. private _scaledUpdateSpeed: number;
  69. constructor(public name: string, capacity: number, scene: Scene, customEffect?: Effect) {
  70. this.id = name;
  71. this._capacity = capacity;
  72. this._scene = scene;
  73. this._customEffect = customEffect;
  74. scene.particleSystems.push(this);
  75. // VBO
  76. this._vertexBuffer = scene.getEngine().createDynamicVertexBuffer(capacity * this._vertexStrideSize * 4);
  77. var indices = [];
  78. var index = 0;
  79. for (var count = 0; count < capacity; count++) {
  80. indices.push(index);
  81. indices.push(index + 1);
  82. indices.push(index + 2);
  83. indices.push(index);
  84. indices.push(index + 2);
  85. indices.push(index + 3);
  86. index += 4;
  87. }
  88. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  89. this._vertices = new Float32Array(capacity * this._vertexStrideSize);
  90. // Default behaviors
  91. this.startDirectionFunction = (emitPower: number, worldMatrix: Matrix, directionToUpdate: Vector3): void => {
  92. var randX = randomNumber(this.direction1.x, this.direction2.x);
  93. var randY = randomNumber(this.direction1.y, this.direction2.y);
  94. var randZ = randomNumber(this.direction1.z, this.direction2.z);
  95. Vector3.TransformNormalFromFloatsToRef(randX * emitPower, randY * emitPower, randZ * emitPower, worldMatrix, directionToUpdate);
  96. }
  97. this.startPositionFunction = (worldMatrix: Matrix, positionToUpdate: Vector3): void => {
  98. var randX = randomNumber(this.minEmitBox.x, this.maxEmitBox.x);
  99. var randY = randomNumber(this.minEmitBox.y, this.maxEmitBox.y);
  100. var randZ = randomNumber(this.minEmitBox.z, this.maxEmitBox.z);
  101. Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  102. }
  103. this.updateFunction = (particles: Particle[]): void => {
  104. for (var index = 0; index < particles.length; index++) {
  105. var particle = particles[index];
  106. particle.age += this._scaledUpdateSpeed;
  107. if (particle.age >= particle.lifeTime) { // Recycle by swapping with last particle
  108. this.recycleParticle(particle);
  109. index--;
  110. continue;
  111. }
  112. else {
  113. particle.colorStep.scaleToRef(this._scaledUpdateSpeed, this._scaledColorStep);
  114. particle.color.addInPlace(this._scaledColorStep);
  115. if (particle.color.a < 0)
  116. particle.color.a = 0;
  117. particle.angle += particle.angularSpeed * this._scaledUpdateSpeed;
  118. particle.direction.scaleToRef(this._scaledUpdateSpeed, this._scaledDirection);
  119. particle.position.addInPlace(this._scaledDirection);
  120. this.gravity.scaleToRef(this._scaledUpdateSpeed, this._scaledGravity);
  121. particle.direction.addInPlace(this._scaledGravity);
  122. }
  123. }
  124. }
  125. }
  126. public recycleParticle(particle: Particle): void {
  127. var lastParticle = this.particles.pop();
  128. if (lastParticle !== particle) {
  129. lastParticle.copyTo(particle);
  130. this._stockParticles.push(lastParticle);
  131. }
  132. }
  133. public getCapacity(): number {
  134. return this._capacity;
  135. }
  136. public isAlive(): boolean {
  137. return this._alive;
  138. }
  139. public isStarted(): boolean {
  140. return this._started;
  141. }
  142. public start(): void {
  143. this._started = true;
  144. this._stopped = false;
  145. this._actualFrame = 0;
  146. }
  147. public stop(): void {
  148. this._stopped = true;
  149. }
  150. public _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void {
  151. var offset = index * 11;
  152. this._vertices[offset] = particle.position.x;
  153. this._vertices[offset + 1] = particle.position.y;
  154. this._vertices[offset + 2] = particle.position.z;
  155. this._vertices[offset + 3] = particle.color.r;
  156. this._vertices[offset + 4] = particle.color.g;
  157. this._vertices[offset + 5] = particle.color.b;
  158. this._vertices[offset + 6] = particle.color.a;
  159. this._vertices[offset + 7] = particle.angle;
  160. this._vertices[offset + 8] = particle.size;
  161. this._vertices[offset + 9] = offsetX;
  162. this._vertices[offset + 10] = offsetY;
  163. }
  164. private _update(newParticles: number): void {
  165. // Update current
  166. this._alive = this.particles.length > 0;
  167. this.updateFunction(this.particles);
  168. // Add new ones
  169. var worldMatrix;
  170. if (this.emitter.position) {
  171. worldMatrix = this.emitter.getWorldMatrix();
  172. } else {
  173. worldMatrix = Matrix.Translation(this.emitter.x, this.emitter.y, this.emitter.z);
  174. }
  175. for (var index = 0; index < newParticles; index++) {
  176. if (this.particles.length === this._capacity) {
  177. break;
  178. }
  179. if (this._stockParticles.length !== 0) {
  180. var particle = this._stockParticles.pop();
  181. particle.age = 0;
  182. } else {
  183. particle = new Particle();
  184. }
  185. this.particles.push(particle);
  186. var emitPower = randomNumber(this.minEmitPower, this.maxEmitPower);
  187. this.startDirectionFunction(emitPower, worldMatrix, particle.direction);
  188. particle.lifeTime = randomNumber(this.minLifeTime, this.maxLifeTime);
  189. particle.size = randomNumber(this.minSize, this.maxSize);
  190. particle.angularSpeed = randomNumber(this.minAngularSpeed, this.maxAngularSpeed);
  191. this.startPositionFunction(worldMatrix, particle.position);
  192. var step = randomNumber(0, 1.0);
  193. Color4.LerpToRef(this.color1, this.color2, step, particle.color);
  194. this.colorDead.subtractToRef(particle.color, this._colorDiff);
  195. this._colorDiff.scaleToRef(1.0 / particle.lifeTime, particle.colorStep);
  196. }
  197. }
  198. private _getEffect(): Effect {
  199. if (this._customEffect) {
  200. return this._customEffect;
  201. };
  202. var defines = [];
  203. if (this._scene.clipPlane) {
  204. defines.push("#define CLIPPLANE");
  205. }
  206. // Effect
  207. var join = defines.join("\n");
  208. if (this._cachedDefines !== join) {
  209. this._cachedDefines = join;
  210. this._effect = this._scene.getEngine().createEffect(
  211. "particles",
  212. ["position", "color", "options"],
  213. ["invView", "view", "projection", "vClipPlane", "textureMask"],
  214. ["diffuseSampler"], join);
  215. }
  216. return this._effect;
  217. }
  218. public animate(): void {
  219. if (!this._started)
  220. return;
  221. var effect = this._getEffect();
  222. // Check
  223. if (!this.emitter || !effect.isReady() || !this.particleTexture || !this.particleTexture.isReady())
  224. return;
  225. if (this._currentRenderId === this._scene.getRenderId()) {
  226. return;
  227. }
  228. this._currentRenderId = this._scene.getRenderId();
  229. this._scaledUpdateSpeed = this.updateSpeed * this._scene.getAnimationRatio();
  230. // determine the number of particles we need to create
  231. var emitCout;
  232. if (this.manualEmitCount > -1) {
  233. emitCout = this.manualEmitCount;
  234. this.manualEmitCount = 0;
  235. } else {
  236. emitCout = this.emitRate;
  237. }
  238. var newParticles = ((emitCout * this._scaledUpdateSpeed) >> 0);
  239. this._newPartsExcess += emitCout * this._scaledUpdateSpeed - newParticles;
  240. if (this._newPartsExcess > 1.0) {
  241. newParticles += this._newPartsExcess >> 0;
  242. this._newPartsExcess -= this._newPartsExcess >> 0;
  243. }
  244. this._alive = false;
  245. if (!this._stopped) {
  246. this._actualFrame += this._scaledUpdateSpeed;
  247. if (this.targetStopDuration && this._actualFrame >= this.targetStopDuration)
  248. this.stop();
  249. } else {
  250. newParticles = 0;
  251. }
  252. this._update(newParticles);
  253. // Stopped?
  254. if (this._stopped) {
  255. if (!this._alive) {
  256. this._started = false;
  257. if (this.disposeOnStop) {
  258. this._scene._toBeDisposed.push(this);
  259. }
  260. }
  261. }
  262. // Update VBO
  263. var offset = 0;
  264. for (var index = 0; index < this.particles.length; index++) {
  265. var particle = this.particles[index];
  266. this._appendParticleVertex(offset++, particle, 0, 0);
  267. this._appendParticleVertex(offset++, particle, 1, 0);
  268. this._appendParticleVertex(offset++, particle, 1, 1);
  269. this._appendParticleVertex(offset++, particle, 0, 1);
  270. }
  271. var engine = this._scene.getEngine();
  272. engine.updateDynamicVertexBuffer(this._vertexBuffer, this._vertices);
  273. }
  274. public render(): number {
  275. var effect = this._getEffect();
  276. // Check
  277. if (!this.emitter || !effect.isReady() || !this.particleTexture || !this.particleTexture.isReady() || !this.particles.length)
  278. return 0;
  279. var engine = this._scene.getEngine();
  280. // Render
  281. engine.enableEffect(effect);
  282. engine.setState(false);
  283. var viewMatrix = this._scene.getViewMatrix();
  284. effect.setTexture("diffuseSampler", this.particleTexture);
  285. effect.setMatrix("view", viewMatrix);
  286. effect.setMatrix("projection", this._scene.getProjectionMatrix());
  287. effect.setFloat4("textureMask", this.textureMask.r, this.textureMask.g, this.textureMask.b, this.textureMask.a);
  288. if (this._scene.clipPlane) {
  289. var clipPlane = this._scene.clipPlane;
  290. var invView = viewMatrix.clone();
  291. invView.invert();
  292. effect.setMatrix("invView", invView);
  293. effect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  294. }
  295. // VBOs
  296. engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect);
  297. // Draw order
  298. if (this.blendMode === ParticleSystem.BLENDMODE_ONEONE) {
  299. engine.setAlphaMode(Engine.ALPHA_ADD);
  300. } else {
  301. engine.setAlphaMode(Engine.ALPHA_COMBINE);
  302. }
  303. if (this.forceDepthWrite) {
  304. engine.setDepthWrite(true);
  305. }
  306. engine.draw(true, 0, this.particles.length * 6);
  307. engine.setAlphaMode(Engine.ALPHA_DISABLE);
  308. return this.particles.length;
  309. }
  310. public dispose(): void {
  311. if (this._vertexBuffer) {
  312. this._scene.getEngine()._releaseBuffer(this._vertexBuffer);
  313. this._vertexBuffer = null;
  314. }
  315. if (this._indexBuffer) {
  316. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  317. this._indexBuffer = null;
  318. }
  319. if (this.particleTexture) {
  320. this.particleTexture.dispose();
  321. this.particleTexture = null;
  322. }
  323. // Remove from scene
  324. var index = this._scene.particleSystems.indexOf(this);
  325. this._scene.particleSystems.splice(index, 1);
  326. // Callback
  327. if (this.onDispose) {
  328. this.onDispose();
  329. }
  330. }
  331. // Clone
  332. public clone(name: string, newEmitter: any): ParticleSystem {
  333. var result = new ParticleSystem(name, this._capacity, this._scene);
  334. Tools.DeepCopy(this, result, ["particles"], ["_vertexDeclaration", "_vertexStrideSize"]);
  335. if (newEmitter === undefined) {
  336. newEmitter = this.emitter;
  337. }
  338. result.emitter = newEmitter;
  339. if (this.particleTexture) {
  340. result.particleTexture = new Texture(this.particleTexture.url, this._scene);
  341. }
  342. result.start();
  343. return result;
  344. }
  345. }
  346. }