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- module BABYLON {
- /**
- * Full documentation here : http://doc.babylonjs.com/tutorials/Solid_Particle_System
- */
- export class SolidParticleSystem implements IDisposable {
- // public members
- public particles: SolidParticle[] = new Array<SolidParticle>();
- public nbParticles: number = 0;
- public billboard: boolean = false;
- public counter: number = 0;
- public name: string;
- public mesh: Mesh;
- public vars: any = {};
- public pickedParticles: { idx: number; faceId: number }[];
- // private members
- private _scene: Scene;
- private _positions: number[] = new Array<number>();
- private _indices: number[] = new Array<number>();
- private _normals: number[] = new Array<number>();
- private _colors: number[] = new Array<number>();
- private _uvs: number[] = new Array<number>();
- private _positions32: Float32Array;
- private _normals32: Float32Array; // updated normals for the VBO
- private _fixedNormal32: Float32Array; // initial normal references
- private _colors32: Float32Array;
- private _uvs32: Float32Array;
- private _index: number = 0; // indices index
- private _updatable: boolean = true;
- private _pickable: boolean = false;
- private _isVisibilityBoxLocked = false;
- private _alwaysVisible: boolean = false;
- private _shapeCounter: number = 0;
- private _copy: SolidParticle = new SolidParticle(null, null, null, null, null);
- private _shape: Vector3[];
- private _shapeUV: number[];
- private _color: Color4 = new Color4(0, 0, 0, 0);
- private _computeParticleColor: boolean = true;
- private _computeParticleTexture: boolean = true;
- private _computeParticleRotation: boolean = true;
- private _computeParticleVertex: boolean = false;
- private _cam_axisZ: Vector3 = Vector3.Zero();
- private _cam_axisY: Vector3 = Vector3.Zero();
- private _cam_axisX: Vector3 = Vector3.Zero();
- private _axisX: Vector3 = Axis.X;
- private _axisY: Vector3 = Axis.Y;
- private _axisZ: Vector3 = Axis.Z;
- private _camera: Camera;
- private _particle: SolidParticle;
- private _fakeCamPos: Vector3 = Vector3.Zero();
- private _rotMatrix: Matrix = new Matrix();
- private _invertMatrix: Matrix = new Matrix();
- private _rotated: Vector3 = Vector3.Zero();
- private _quaternion: Quaternion = new Quaternion();
- private _vertex: Vector3 = Vector3.Zero();
- private _normal: Vector3 = Vector3.Zero();
- private _yaw: number = 0.0;
- private _pitch: number = 0.0;
- private _roll: number = 0.0;
- private _halfroll: number = 0.0;
- private _halfpitch: number = 0.0;
- private _halfyaw: number = 0.0;
- private _sinRoll: number = 0.0;
- private _cosRoll: number = 0.0;
- private _sinPitch: number = 0.0;
- private _cosPitch: number = 0.0;
- private _sinYaw: number = 0.0;
- private _cosYaw: number = 0.0;
- private _w: number = 0.0;
- /**
- * Creates a SPS (Solid Particle System) object.
- * @param name the SPS name, this will be the underlying mesh name
- * @param updatable (default true) if the SPS must be updatable or immutable
- * @param isPickable (default false) if the solid particles must be pickable
- */
- constructor(name: string, scene: Scene, options?: { updatable?: boolean; isPickable?: boolean }) {
- this.name = name;
- this._scene = scene;
- this._camera = scene.activeCamera;
- this._pickable = options ? options.isPickable : false;
- if (options && options.updatable) {
- this._updatable = options.updatable;
- } else {
- this._updatable = true;
- }
- if (this._pickable) {
- this.pickedParticles = [];
- }
- }
- /**
- * Builds the SPS underlying mesh. Returns a standard Mesh.
- * If no model shape was added to the SPS, the return mesh is only a single triangular plane.
- */
- public buildMesh(): Mesh {
- if (this.nbParticles === 0) {
- var triangle = MeshBuilder.CreateDisc("", { radius: 1, tessellation: 3 }, this._scene);
- this.addShape(triangle, 1);
- triangle.dispose();
- }
- this._positions32 = new Float32Array(this._positions);
- this._uvs32 = new Float32Array(this._uvs);
- this._colors32 = new Float32Array(this._colors);
- VertexData.ComputeNormals(this._positions32, this._indices, this._normals);
- this._normals32 = new Float32Array(this._normals);
- this._fixedNormal32 = new Float32Array(this._normals);
- var vertexData = new VertexData();
- vertexData.set(this._positions32, VertexBuffer.PositionKind);
- vertexData.indices = this._indices;
- vertexData.set(this._normals32, VertexBuffer.NormalKind);
- if (this._uvs32) {
- vertexData.set(this._uvs32, VertexBuffer.UVKind);;
- }
- if (this._colors32) {
- vertexData.set(this._colors32, VertexBuffer.ColorKind);
- }
- var mesh = new Mesh(this.name, this._scene);
- vertexData.applyToMesh(mesh, this._updatable);
- this.mesh = mesh;
- this.mesh.isPickable = this._pickable;
- // free memory
- this._positions = null;
- this._normals = null;
- this._uvs = null;
- this._colors = null;
- if (!this._updatable) {
- this.particles.length = 0;
- }
- return mesh;
- }
- //reset copy
- private _resetCopy() {
- this._copy.position.x = 0;
- this._copy.position.y = 0;
- this._copy.position.z = 0;
- this._copy.rotation.x = 0;
- this._copy.rotation.y = 0;
- this._copy.rotation.z = 0;
- this._copy.quaternion = null;
- this._copy.scale.x = 1;
- this._copy.scale.y = 1;
- this._copy.scale.z = 1;
- this._copy.uvs.x = 0;
- this._copy.uvs.y = 0;
- this._copy.uvs.z = 1;
- this._copy.uvs.w = 1;
- this._copy.color = null;
- }
- // _meshBuilder : inserts the shape model in the global SPS mesh
- private _meshBuilder(p, shape, positions, meshInd, indices, meshUV, uvs, meshCol, colors, idx, idxInShape, options): void {
- var i;
- var u = 0;
- var c = 0;
- this._resetCopy();
- if (options && options.positionFunction) { // call to custom positionFunction
- options.positionFunction(this._copy, idx, idxInShape);
- }
- if (this._copy.quaternion) {
- this._quaternion.x = this._copy.quaternion.x;
- this._quaternion.y = this._copy.quaternion.y;
- this._quaternion.z = this._copy.quaternion.z;
- this._quaternion.w = this._copy.quaternion.w;
- } else {
- this._yaw = this._copy.rotation.y;
- this._pitch = this._copy.rotation.x;
- this._roll = this._copy.rotation.z;
- this._quaternionRotationYPR();
- }
- this._quaternionToRotationMatrix();
- for (i = 0; i < shape.length; i++) {
- this._vertex.x = shape[i].x;
- this._vertex.y = shape[i].y;
- this._vertex.z = shape[i].z;
- if (options && options.vertexFunction) {
- options.vertexFunction(this._copy, this._vertex, i);
- }
- this._vertex.x *= this._copy.scale.x;
- this._vertex.y *= this._copy.scale.y;
- this._vertex.z *= this._copy.scale.z;
- Vector3.TransformCoordinatesToRef(this._vertex, this._rotMatrix, this._rotated);
- positions.push(this._copy.position.x + this._rotated.x, this._copy.position.y + this._rotated.y, this._copy.position.z + this._rotated.z);
- if (meshUV) {
- uvs.push((this._copy.uvs.z - this._copy.uvs.x) * meshUV[u] + this._copy.uvs.x, (this._copy.uvs.w - this._copy.uvs.y) * meshUV[u + 1] + this._copy.uvs.y);
- u += 2;
- }
- if (this._copy.color) {
- this._color = this._copy.color;
- } else if (meshCol && meshCol[c]) {
- this._color.r = meshCol[c];
- this._color.g = meshCol[c + 1];
- this._color.b = meshCol[c + 2];
- this._color.a = meshCol[c + 3];
- } else {
- this._color.r = 1;
- this._color.g = 1;
- this._color.b = 1;
- this._color.a = 1;
- }
- colors.push(this._color.r, this._color.g, this._color.b, this._color.a);
- c += 4;
- }
- for (i = 0; i < meshInd.length; i++) {
- indices.push(p + meshInd[i]);
- }
- if (this._pickable) {
- var nbfaces = meshInd.length / 3;
- for (i = 0; i < nbfaces; i++) {
- this.pickedParticles.push({ idx: idx, faceId: 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
- private _addParticle(idx: number, idxpos: number, model: ModelShape, shapeId: number, idxInShape: number): void {
- this.particles.push(new SolidParticle(idx, idxpos, model, shapeId, idxInShape));
- }
- /**
- * Adds some particles to the SPS from the model shape.
- * Please read the doc : http://doc.babylonjs.com/tutorials/Solid_Particle_System#create-an-immutable-sps
- * @param mesh any Mesh object that will be used as a model for the solid particles.
- * @param nb the number of particles to be created from this model
- * @param positionFunction an optional javascript function to called for each particle on SPS creation
- * @param vertexFunction an optional javascript function to called for each vertex of each particle on SPS creation
- */
- public addShape(mesh: Mesh, nb: number, options?: { positionFunction?: any; vertexFunction?: any }): 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);
- var posfunc = options ? options.positionFunction : null;
- var vtxfunc = options ? options.vertexFunction : null;
- var modelShape = new ModelShape(this._shapeCounter, shape, shapeUV, posfunc, vtxfunc);
- // particles
- var idx = this.nbParticles;
- for (var i = 0; i < nb; i++) {
- this._meshBuilder(this._index, shape, this._positions, meshInd, this._indices, meshUV, this._uvs, meshCol, this._colors, idx, i, options);
- if (this._updatable) {
- this._addParticle(idx, this._positions.length, modelShape, this._shapeCounter, i);
- }
- this._index += shape.length;
- idx++;
- }
- this.nbParticles += nb;
- this._shapeCounter++;
- return this._shapeCounter - 1;
- }
- // rebuilds a particle back to its just built status : if needed, recomputes the custom positions and vertices
- private _rebuildParticle(particle: SolidParticle): void {
- this._resetCopy();
- if (particle._model._positionFunction) { // recall to stored custom positionFunction
- particle._model._positionFunction(this._copy, particle.idx, particle.idxInShape);
- }
- if (this._copy.quaternion) {
- this._quaternion.x = this._copy.quaternion.x;
- this._quaternion.y = this._copy.quaternion.y;
- this._quaternion.z = this._copy.quaternion.z;
- this._quaternion.w = this._copy.quaternion.w;
- } else {
- this._yaw = this._copy.rotation.y;
- this._pitch = this._copy.rotation.x;
- this._roll = this._copy.rotation.z;
- this._quaternionRotationYPR();
- }
- this._quaternionToRotationMatrix();
- this._shape = particle._model._shape;
- for (var pt = 0; pt < this._shape.length; pt++) {
- this._vertex.x = this._shape[pt].x;
- this._vertex.y = this._shape[pt].y;
- this._vertex.z = this._shape[pt].z;
- if (particle._model._vertexFunction) {
- particle._model._vertexFunction(this._copy, this._vertex, pt); // recall to stored vertexFunction
- }
- this._vertex.x *= this._copy.scale.x;
- this._vertex.y *= this._copy.scale.y;
- this._vertex.z *= this._copy.scale.z;
- Vector3.TransformCoordinatesToRef(this._vertex, this._rotMatrix, this._rotated);
- this._positions32[particle._pos + pt * 3] = this._copy.position.x + this._rotated.x;
- this._positions32[particle._pos + pt * 3 + 1] = this._copy.position.y + this._rotated.y;
- this._positions32[particle._pos + pt * 3 + 2] = this._copy.position.z + this._rotated.z;
- }
- particle.position.x = 0;
- particle.position.y = 0;
- particle.position.z = 0;
- particle.rotation.x = 0;
- particle.rotation.y = 0;
- particle.rotation.z = 0;
- particle.quaternion = null;
- particle.scale.x = 1;
- particle.scale.y = 1;
- particle.scale.z = 1;
- }
- /**
- * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
- */
- public rebuildMesh(): void {
- for (var p = 0; p < this.particles.length; p++) {
- this._rebuildParticle(this.particles[p]);
- }
- this.mesh.updateVerticesData(VertexBuffer.PositionKind, this._positions32, false, false);
- }
- /**
- * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
- * This method calls updateParticle() for each particles of the SPS.
- * For an animated SPS, it is usually called within the render loop.
- * @param start (default 0) the particle index in the particle array where to start to compute the particle property values
- * @param end (default nbParticle - 1) the particle index in the particle array where to stop to compute the particle property values
- * @param update (default true) if the mesh must be finally updated on this call after all the particle computations.
- */
- public setParticles(start: number = 0, end: number = this.nbParticles - 1, update: boolean = true): void {
- if (!this._updatable) {
- return;
- }
- // 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._invertMatrix);
- Vector3.TransformCoordinatesToRef(this._camera.globalPosition, this._invertMatrix, 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
- end = (end > this.nbParticles - 1) ? this.nbParticles - 1 : end;
- for (var p = start; p <= end; p++) {
- this._particle = this.particles[p];
- this._shape = this._particle._model._shape;
- this._shapeUV = this._particle._model._shapeUV;
- // 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._computeParticleRotation) {
- 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._shape.length; pt++) {
- idx = index + pt * 3;
- colidx = colorIndex + pt * 4;
- uvidx = uvIndex + pt * 2;
- this._vertex.x = this._shape[pt].x;
- this._vertex.y = this._shape[pt].y;
- this._vertex.z = this._shape[pt].z;
- if (this._computeParticleVertex) {
- this.updateParticleVertex(this._particle, this._vertex, pt);
- }
- // positions
- this._vertex.x *= this._particle.scale.x;
- this._vertex.y *= this._particle.scale.y;
- this._vertex.z *= this._particle.scale.z;
- this._w = (this._vertex.x * this._rotMatrix.m[3]) + (this._vertex.y * this._rotMatrix.m[7]) + (this._vertex.z * this._rotMatrix.m[11]) + this._rotMatrix.m[15];
- this._rotated.x = ((this._vertex.x * this._rotMatrix.m[0]) + (this._vertex.y * this._rotMatrix.m[4]) + (this._vertex.z * this._rotMatrix.m[8]) + this._rotMatrix.m[12]) / this._w;
- this._rotated.y = ((this._vertex.x * this._rotMatrix.m[1]) + (this._vertex.y * this._rotMatrix.m[5]) + (this._vertex.z * this._rotMatrix.m[9]) + this._rotMatrix.m[13]) / this._w;
- this._rotated.z = ((this._vertex.x * this._rotMatrix.m[2]) + (this._vertex.y * this._rotMatrix.m[6]) + (this._vertex.z * this._rotMatrix.m[10]) + this._rotMatrix.m[14]) / this._w;
- this._positions32[idx] = this._particle.position.x + this._cam_axisX.x * this._rotated.x + this._cam_axisY.x * this._rotated.y + this._cam_axisZ.x * this._rotated.z;
- this._positions32[idx + 1] = this._particle.position.y + this._cam_axisX.y * this._rotated.x + this._cam_axisY.y * this._rotated.y + this._cam_axisZ.y * this._rotated.z;
- this._positions32[idx + 2] = this._particle.position.z + this._cam_axisX.z * this._rotated.x + this._cam_axisY.z * this._rotated.y + this._cam_axisZ.z * this._rotated.z;
- // normals : if the particles can't be morphed then just rotate the normals
- if (!this._computeParticleVertex && !this.billboard) {
- this._normal.x = this._fixedNormal32[idx];
- this._normal.y = this._fixedNormal32[idx + 1];
- this._normal.z = this._fixedNormal32[idx + 2];
- this._w = (this._normal.x * this._rotMatrix.m[3]) + (this._normal.y * this._rotMatrix.m[7]) + (this._normal.z * this._rotMatrix.m[11]) + this._rotMatrix.m[15];
- this._rotated.x = ((this._normal.x * this._rotMatrix.m[0]) + (this._normal.y * this._rotMatrix.m[4]) + (this._normal.z * this._rotMatrix.m[8]) + this._rotMatrix.m[12]) / this._w;
- this._rotated.y = ((this._normal.x * this._rotMatrix.m[1]) + (this._normal.y * this._rotMatrix.m[5]) + (this._normal.z * this._rotMatrix.m[9]) + this._rotMatrix.m[13]) / this._w;
- this._rotated.z = ((this._normal.x * this._rotMatrix.m[2]) + (this._normal.y * this._rotMatrix.m[6]) + (this._normal.z * this._rotMatrix.m[10]) + this._rotMatrix.m[14]) / this._w;
- this._normals32[idx] = this._cam_axisX.x * this._rotated.x + this._cam_axisY.x * this._rotated.y + this._cam_axisZ.x * this._rotated.z;
- this._normals32[idx + 1] = this._cam_axisX.y * this._rotated.x + this._cam_axisY.y * this._rotated.y + this._cam_axisZ.y * this._rotated.z;
- this._normals32[idx + 2] = this._cam_axisX.z * this._rotated.x + this._cam_axisY.z * this._rotated.y + this._cam_axisZ.z * this._rotated.z;
- }
- if (this._computeParticleColor) {
- this._colors32[colidx] = this._particle.color.r;
- this._colors32[colidx + 1] = this._particle.color.g;
- this._colors32[colidx + 2] = this._particle.color.b;
- this._colors32[colidx + 3] = this._particle.color.a;
- }
- if (this._computeParticleTexture) {
- this._uvs32[uvidx] = this._shapeUV[pt * 2] * (this._particle.uvs.z - this._particle.uvs.x) + this._particle.uvs.x;
- this._uvs32[uvidx + 1] = this._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._computeParticleColor) {
- this.mesh.updateVerticesData(VertexBuffer.ColorKind, this._colors32, false, false);
- }
- if (this._computeParticleTexture) {
- this.mesh.updateVerticesData(VertexBuffer.UVKind, this._uvs32, false, false);
- }
- this.mesh.updateVerticesData(VertexBuffer.PositionKind, this._positions32, false, false);
- if (!this.mesh.areNormalsFrozen) {
- if (this._computeParticleVertex || this.billboard) {
- // recompute the normals only if the particles can be morphed, update then the normal reference array
- VertexData.ComputeNormals(this._positions32, this._indices, this._normals32);
- for (var i = 0; i < this._normals32.length; i++) {
- this._fixedNormal32[i] = this._normals32[i];
- }
- }
- this.mesh.updateVerticesData(VertexBuffer.NormalKind, this._normals32, 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;
- }
- /**
- * Disposes the SPS
- */
- public dispose(): void {
- this.mesh.dispose();
- this.vars = null;
- // drop references to internal big arrays for the GC
- this._positions = null;
- this._indices = null;
- this._normals = null;
- this._uvs = null;
- this._colors = null;
- this._positions32 = null;
- this._normals32 = null;
- this._fixedNormal32 = null;
- this._uvs32 = null;
- this._colors32 = null;
- this.pickedParticles = null;
- }
- /**
- * Visibilty helper : Recomputes the visible size according to the mesh bounding box
- * doc : http://doc.babylonjs.com/tutorials/Solid_Particle_System#sps-visibility
- */
- public refreshVisibleSize(): void {
- if (!this._isVisibilityBoxLocked) {
- this.mesh.refreshBoundingInfo();
- }
- }
- /** Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
- * @param size the size (float) of the visibility box
- * note : this doesn't lock the SPS mesh bounding box.
- * doc : http://doc.babylonjs.com/tutorials/Solid_Particle_System#sps-visibility
- */
- public setVisibilityBox(size: number): void {
- var vis = size / 2;
- this.mesh._boundingInfo = new BoundingInfo(new Vector3(-vis, -vis, -vis), new Vector3(vis, vis, vis));
- }
- // getter and setter
- /**
- * True if the SPS is set as always visible
- */
- public get isAlwaysVisible(): boolean {
- return this._alwaysVisible;
- }
- /**
- * Sets the SPS as always visible or not
- * doc : http://doc.babylonjs.com/tutorials/Solid_Particle_System#sps-visibility
- */
- public set isAlwaysVisible(val: boolean) {
- this._alwaysVisible = val;
- this.mesh.alwaysSelectAsActiveMesh = val;
- }
- /**
- * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
- * doc : http://doc.babylonjs.com/tutorials/Solid_Particle_System#sps-visibility
- */
- public set isVisibilityBoxLocked(val: boolean) {
- this._isVisibilityBoxLocked = val;
- this.mesh.getBoundingInfo().isLocked = val;
- }
- /**
- * True if the SPS visibility box is locked. The underlying mesh bounding box is then not updatable any more.
- */
- public get isVisibilityBoxLocked(): boolean {
- return this._isVisibilityBoxLocked;
- }
- // Optimizer setters
- /**
- * Tells to setParticle() to compute the particle rotations or not.
- * Default value : true. The SPS is faster when it's set to false.
- * Note : the particle rotations aren't stored values, so setting computeParticleRotation to false will prevents the particle to rotate.
- */
- public set computeParticleRotation(val: boolean) {
- this._computeParticleRotation = val;
- }
- /**
- * Tells to setParticle() to compute the particle colors or not.
- * Default value : true. The SPS is faster when it's set to false.
- * Note : the particle colors are stored values, so setting computeParticleColor to false will keep yet the last colors set.
- */
- public set computeParticleColor(val: boolean) {
- this._computeParticleColor = val;
- }
- /**
- * Tells to setParticle() to compute the particle textures or not.
- * Default value : true. The SPS is faster when it's set to false.
- * Note : the particle textures are stored values, so setting computeParticleTexture to false will keep yet the last colors set.
- */
- public set computeParticleTexture(val: boolean) {
- this._computeParticleTexture = val;
- }
- /**
- * Tells to setParticle() to call the vertex function for each vertex of each particle, or not.
- * Default value : false. The SPS is faster when it's set to false.
- * Note : the particle custom vertex positions aren't stored values.
- */
- public set computeParticleVertex(val: boolean) {
- this._computeParticleVertex = val;
- }
- // getters
- public get computeParticleRotation(): boolean {
- return this._computeParticleRotation;
- }
- public get computeParticleColor(): boolean {
- return this._computeParticleColor;
- }
- public get computeParticleTexture(): boolean {
- return this._computeParticleTexture;
- }
- public get computeParticleVertex(): boolean {
- return this._computeParticleVertex;
- }
- // =======================================================================
- // Particle behavior logic
- // these following methods may be overwritten by the user to fit his needs
- /**
- * This function does nothing. It may be overwritten to set all the particles first values.
- * The SPS doesn't call this function, you may have to call it by your own.
- * doc : http://doc.babylonjs.com/tutorials/Solid_Particle_System#particle-management
- */
- public initParticles(): void {
- }
- /**
- * This function does nothing. It may be overwritten to recycle a particle.
- * The SPS doesn't call this function, you may have to call it by your own.
- * doc : http://doc.babylonjs.com/tutorials/Solid_Particle_System#particle-management
- */
- public recycleParticle(particle: SolidParticle): SolidParticle {
- return particle;
- }
- /**
- * Updates a particle : this function should be overwritten by the user.
- * It is called on each particle by setParticles(). This is the place to code each particle behavior.
- * doc : http://doc.babylonjs.com/tutorials/Solid_Particle_System#particle-management
- * ex : just set a particle position or velocity and recycle conditions
- */
- public updateParticle(particle: SolidParticle): SolidParticle {
- return particle;
- }
- /**
- * Updates a vertex of a particle : it can be overwritten by the user.
- * This will be called on each vertex particle by setParticles() if computeParticleVertex is set to true only.
- * @param particle the current particle
- * @param vertex the current index of the current particle
- * @param pt the index of the current vertex in the particle shape
- * doc : http://doc.babylonjs.com/tutorials/Solid_Particle_System#update-each-particle-shape
- * ex : just set a vertex particle position
- */
- public updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3 {
- return vertex;
- }
- /**
- * This will be called before any other treatment by setParticles() and will be passed three parameters.
- * This does nothing and may be overwritten by the user.
- * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
- * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
- * @param update the boolean update value actually passed to setParticles()
- */
- public beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void {
- }
- /**
- * This will be called by setParticles() after all the other treatments and just before the actual mesh update.
- * This will be passed three parameters.
- * This does nothing and may be overwritten by the user.
- * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
- * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
- * @param update the boolean update value actually passed to setParticles()
- */
- public afterUpdateParticles(start?: number, stop?: number, update?: boolean): void {
- }
- }
- }
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