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- import { Nullable } from "../types";
- import { Color4, Vector3, Matrix, Tmp, Quaternion, Vector4, Plane } from "../Maths/math";
- import { Mesh } from "../Meshes/mesh";
- import { BoundingInfo } from "../Culling/boundingInfo";
- import { BoundingSphere } from "../Culling/boundingSphere";
- import { SolidParticleSystem } from "./solidParticleSystem";
- import { AbstractMesh } from '../Meshes/abstractMesh';
- /**
- * Represents one particle of a solid particle system.
- */
- export class SolidParticle {
- /**
- * particle global index
- */
- public idx: number = 0;
- /**
- * The color of the particle
- */
- public color: Nullable<Color4> = new Color4(1.0, 1.0, 1.0, 1.0);
- /**
- * The world space position of the particle.
- */
- public position: Vector3 = Vector3.Zero();
- /**
- * The world space rotation of the particle. (Not use if rotationQuaternion is set)
- */
- public rotation: Vector3 = Vector3.Zero();
- /**
- * The world space rotation quaternion of the particle.
- */
- public rotationQuaternion: Nullable<Quaternion>;
- /**
- * The scaling of the particle.
- */
- public scaling: Vector3 = Vector3.One();
- /**
- * The uvs of the particle.
- */
- public uvs: Vector4 = new Vector4(0.0, 0.0, 1.0, 1.0);
- /**
- * The current speed of the particle.
- */
- public velocity: Vector3 = Vector3.Zero();
- /**
- * The pivot point in the particle local space.
- */
- public pivot: Vector3 = Vector3.Zero();
- /**
- * Must the particle be translated from its pivot point in its local space ?
- * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
- * Default : false
- */
- public translateFromPivot: boolean = false;
- /**
- * Is the particle active or not ?
- */
- public alive: boolean = true;
- /**
- * Is the particle visible or not ?
- */
- public isVisible: boolean = true;
- /**
- * Index of this particle in the global "positions" array (Internal use)
- * @hidden
- */
- public _pos: number = 0;
- /**
- * @hidden Index of this particle in the global "indices" array (Internal use)
- */
- public _ind: number = 0;
- /**
- * @hidden ModelShape of this particle (Internal use)
- */
- public _model: ModelShape;
- /**
- * ModelShape id of this particle
- */
- public shapeId: number = 0;
- /**
- * Index of the particle in its shape id (Internal use)
- */
- public idxInShape: number = 0;
- /**
- * @hidden Reference to the shape model BoundingInfo object (Internal use)
- */
- public _modelBoundingInfo: BoundingInfo;
- /**
- * @hidden Particle BoundingInfo object (Internal use)
- */
- public _boundingInfo: BoundingInfo;
- /**
- * @hidden Reference to the SPS what the particle belongs to (Internal use)
- */
- public _sps: SolidParticleSystem;
- /**
- * @hidden Still set as invisible in order to skip useless computations (Internal use)
- */
- public _stillInvisible: boolean = false;
- /**
- * @hidden Last computed particle rotation matrix
- */
- public _rotationMatrix: number[] = [1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0];
- /**
- * Parent particle Id, if any.
- * Default null.
- */
- public parentId: Nullable<number> = null;
- /**
- * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
- * The possible values are :
- * - AbstractMesh.CULLINGSTRATEGY_STANDARD
- * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
- * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
- * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
- * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
- * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
- * */
- public cullingStrategy = AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY;
- /**
- * @hidden Internal global position in the SPS.
- */
- public _globalPosition: Vector3 = Vector3.Zero();
- /**
- * Creates a Solid Particle object.
- * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
- * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
- * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
- * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
- * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
- * @param shapeId (integer) is the model shape identifier in the SPS.
- * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
- * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
- */
- constructor(particleIndex: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo: Nullable<BoundingInfo> = null) {
- this.idx = particleIndex;
- this._pos = positionIndex;
- this._ind = indiceIndex;
- this._model = <ModelShape>model;
- this.shapeId = shapeId;
- this.idxInShape = idxInShape;
- this._sps = sps;
- if (modelBoundingInfo) {
- this._modelBoundingInfo = modelBoundingInfo;
- this._boundingInfo = new BoundingInfo(modelBoundingInfo.minimum, modelBoundingInfo.maximum);
- }
- }
- /**
- * Legacy support, changed scale to scaling
- */
- public get scale(): Vector3 {
- return this.scaling;
- }
- /**
- * Legacy support, changed scale to scaling
- */
- public set scale(scale: Vector3) {
- this.scaling = scale;
- }
- /**
- * Legacy support, changed quaternion to rotationQuaternion
- */
- public get quaternion(): Nullable<Quaternion> {
- return this.rotationQuaternion;
- }
- /**
- * Legacy support, changed quaternion to rotationQuaternion
- */
- public set quaternion(q: Nullable<Quaternion>) {
- this.rotationQuaternion = q;
- }
- /**
- * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
- * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
- * @param target is the object (solid particle or mesh) what the intersection is computed against.
- * @returns true if it intersects
- */
- public intersectsMesh(target: Mesh | SolidParticle): boolean {
- if (!this._boundingInfo || !target._boundingInfo) {
- return false;
- }
- if (this._sps._bSphereOnly) {
- return BoundingSphere.Intersects(this._boundingInfo.boundingSphere, target._boundingInfo.boundingSphere);
- }
- return this._boundingInfo.intersects(target._boundingInfo, false);
- }
- /**
- * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
- * A particle is in the frustum if its bounding box intersects the frustum
- * @param frustumPlanes defines the frustum to test
- * @returns true if the particle is in the frustum planes
- */
- public isInFrustum(frustumPlanes: Plane[]): boolean {
- return this._boundingInfo !== null && this._boundingInfo.isInFrustum(frustumPlanes, this.cullingStrategy);
- }
- /**
- * get the rotation matrix of the particle
- * @hidden
- */
- public getRotationMatrix(m : Matrix) {
- let quaternion: Quaternion;
- if (this.rotationQuaternion) {
- quaternion = this.rotationQuaternion;
- }
- else {
- quaternion = Tmp.Quaternion[0];
- const rotation = this.rotation;
- Quaternion.RotationYawPitchRollToRef(rotation.y, rotation.x, rotation.z, quaternion);
- }
- quaternion.toRotationMatrix(m);
- }
- }
- /**
- * Represents the shape of the model used by one particle of a solid particle system.
- * SPS internal tool, don't use it manually.
- */
- export class ModelShape {
- /**
- * The shape id
- * @hidden
- */
- public shapeID: number;
- /**
- * flat array of model positions (internal use)
- * @hidden
- */
- public _shape: Vector3[];
- /**
- * flat array of model UVs (internal use)
- * @hidden
- */
- public _shapeUV: number[];
- /**
- * length of the shape in the model indices array (internal use)
- * @hidden
- */
- public _indicesLength: number = 0;
- /**
- * Custom position function (internal use)
- * @hidden
- */
- public _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
- /**
- * Custom vertex function (internal use)
- * @hidden
- */
- public _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
- /**
- * Creates a ModelShape object. This is an internal simplified reference to a mesh used as for a model to replicate particles from by the SPS.
- * SPS internal tool, don't use it manually.
- * @hidden
- */
- constructor(id: number, shape: Vector3[], indicesLength: number, shapeUV: number[],
- posFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>, vtxFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>) {
- this.shapeID = id;
- this._shape = shape;
- this._indicesLength = indicesLength;
- this._shapeUV = shapeUV;
- this._positionFunction = posFunction;
- this._vertexFunction = vtxFunction;
- }
- }
- /**
- * Represents a Depth Sorted Particle in the solid particle system.
- */
- export class DepthSortedParticle {
- /**
- * Index of the particle in the "indices" array
- */
- public ind: number = 0;
- /**
- * Length of the particle shape in the "indices" array
- */
- public indicesLength: number = 0;
- /**
- * Squared distance from the particle to the camera
- */
- public sqDistance: number = 0.0;
- }
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