babylon.particleSystem.ts 16 KB

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  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
  108. particles.splice(index, 1);
  109. this._stockParticles.push(particle);
  110. index--;
  111. continue;
  112. }
  113. else {
  114. particle.colorStep.scaleToRef(this._scaledUpdateSpeed, this._scaledColorStep);
  115. particle.color.addInPlace(this._scaledColorStep);
  116. if (particle.color.a < 0)
  117. particle.color.a = 0;
  118. particle.angle += particle.angularSpeed * this._scaledUpdateSpeed;
  119. particle.direction.scaleToRef(this._scaledUpdateSpeed, this._scaledDirection);
  120. particle.position.addInPlace(this._scaledDirection);
  121. this.gravity.scaleToRef(this._scaledUpdateSpeed, this._scaledGravity);
  122. particle.direction.addInPlace(this._scaledGravity);
  123. }
  124. }
  125. }
  126. }
  127. public getCapacity(): number {
  128. return this._capacity;
  129. }
  130. public isAlive(): boolean {
  131. return this._alive;
  132. }
  133. public isStarted(): boolean {
  134. return this._started;
  135. }
  136. public start(): void {
  137. this._started = true;
  138. this._stopped = false;
  139. this._actualFrame = 0;
  140. }
  141. public stop(): void {
  142. this._stopped = true;
  143. }
  144. public _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void {
  145. var offset = index * 11;
  146. this._vertices[offset] = particle.position.x;
  147. this._vertices[offset + 1] = particle.position.y;
  148. this._vertices[offset + 2] = particle.position.z;
  149. this._vertices[offset + 3] = particle.color.r;
  150. this._vertices[offset + 4] = particle.color.g;
  151. this._vertices[offset + 5] = particle.color.b;
  152. this._vertices[offset + 6] = particle.color.a;
  153. this._vertices[offset + 7] = particle.angle;
  154. this._vertices[offset + 8] = particle.size;
  155. this._vertices[offset + 9] = offsetX;
  156. this._vertices[offset + 10] = offsetY;
  157. }
  158. private _update(newParticles: number): void {
  159. // Update current
  160. this._alive = this.particles.length > 0;
  161. this.updateFunction(this.particles);
  162. // Add new ones
  163. var worldMatrix;
  164. if (this.emitter.position) {
  165. worldMatrix = this.emitter.getWorldMatrix();
  166. } else {
  167. worldMatrix = Matrix.Translation(this.emitter.x, this.emitter.y, this.emitter.z);
  168. }
  169. for (var index = 0; index < newParticles; index++) {
  170. if (this.particles.length === this._capacity) {
  171. break;
  172. }
  173. if (this._stockParticles.length !== 0) {
  174. var particle = this._stockParticles.pop();
  175. particle.age = 0;
  176. } else {
  177. particle = new Particle();
  178. }
  179. this.particles.push(particle);
  180. var emitPower = randomNumber(this.minEmitPower, this.maxEmitPower);
  181. this.startDirectionFunction(emitPower, worldMatrix, particle.direction);
  182. particle.lifeTime = randomNumber(this.minLifeTime, this.maxLifeTime);
  183. particle.size = randomNumber(this.minSize, this.maxSize);
  184. particle.angularSpeed = randomNumber(this.minAngularSpeed, this.maxAngularSpeed);
  185. this.startPositionFunction(worldMatrix, particle.position);
  186. var step = randomNumber(0, 1.0);
  187. Color4.LerpToRef(this.color1, this.color2, step, particle.color);
  188. this.colorDead.subtractToRef(particle.color, this._colorDiff);
  189. this._colorDiff.scaleToRef(1.0 / particle.lifeTime, particle.colorStep);
  190. }
  191. }
  192. private _getEffect(): Effect {
  193. if (this._customEffect) {
  194. return this._customEffect;
  195. };
  196. var defines = [];
  197. if (this._scene.clipPlane) {
  198. defines.push("#define CLIPPLANE");
  199. }
  200. // Effect
  201. var join = defines.join("\n");
  202. if (this._cachedDefines !== join) {
  203. this._cachedDefines = join;
  204. this._effect = this._scene.getEngine().createEffect(
  205. "particles",
  206. ["position", "color", "options"],
  207. ["invView", "view", "projection", "vClipPlane", "textureMask"],
  208. ["diffuseSampler"], join);
  209. }
  210. return this._effect;
  211. }
  212. public animate(): void {
  213. if (!this._started)
  214. return;
  215. var effect = this._getEffect();
  216. // Check
  217. if (!this.emitter || !effect.isReady() || !this.particleTexture || !this.particleTexture.isReady())
  218. return;
  219. if (this._currentRenderId === this._scene.getRenderId()) {
  220. return;
  221. }
  222. this._currentRenderId = this._scene.getRenderId();
  223. this._scaledUpdateSpeed = this.updateSpeed * this._scene.getAnimationRatio();
  224. // determine the number of particles we need to create
  225. var emitCout;
  226. if (this.manualEmitCount > -1) {
  227. emitCout = this.manualEmitCount;
  228. this.manualEmitCount = 0;
  229. } else {
  230. emitCout = this.emitRate;
  231. }
  232. var newParticles = ((emitCout * this._scaledUpdateSpeed) >> 0);
  233. this._newPartsExcess += emitCout * this._scaledUpdateSpeed - newParticles;
  234. if (this._newPartsExcess > 1.0) {
  235. newParticles += this._newPartsExcess >> 0;
  236. this._newPartsExcess -= this._newPartsExcess >> 0;
  237. }
  238. this._alive = false;
  239. if (!this._stopped) {
  240. this._actualFrame += this._scaledUpdateSpeed;
  241. if (this.targetStopDuration && this._actualFrame >= this.targetStopDuration)
  242. this.stop();
  243. } else {
  244. newParticles = 0;
  245. }
  246. this._update(newParticles);
  247. // Stopped?
  248. if (this._stopped) {
  249. if (!this._alive) {
  250. this._started = false;
  251. if (this.disposeOnStop) {
  252. this._scene._toBeDisposed.push(this);
  253. }
  254. }
  255. }
  256. // Update VBO
  257. var offset = 0;
  258. for (var index = 0; index < this.particles.length; index++) {
  259. var particle = this.particles[index];
  260. this._appendParticleVertex(offset++, particle, 0, 0);
  261. this._appendParticleVertex(offset++, particle, 1, 0);
  262. this._appendParticleVertex(offset++, particle, 1, 1);
  263. this._appendParticleVertex(offset++, particle, 0, 1);
  264. }
  265. var engine = this._scene.getEngine();
  266. engine.updateDynamicVertexBuffer(this._vertexBuffer, this._vertices);
  267. }
  268. public render(): number {
  269. var effect = this._getEffect();
  270. // Check
  271. if (!this.emitter || !effect.isReady() || !this.particleTexture || !this.particleTexture.isReady() || !this.particles.length)
  272. return 0;
  273. var engine = this._scene.getEngine();
  274. // Render
  275. engine.enableEffect(effect);
  276. engine.setState(false);
  277. var viewMatrix = this._scene.getViewMatrix();
  278. effect.setTexture("diffuseSampler", this.particleTexture);
  279. effect.setMatrix("view", viewMatrix);
  280. effect.setMatrix("projection", this._scene.getProjectionMatrix());
  281. effect.setFloat4("textureMask", this.textureMask.r, this.textureMask.g, this.textureMask.b, this.textureMask.a);
  282. if (this._scene.clipPlane) {
  283. var clipPlane = this._scene.clipPlane;
  284. var invView = viewMatrix.clone();
  285. invView.invert();
  286. effect.setMatrix("invView", invView);
  287. effect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  288. }
  289. // VBOs
  290. engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect);
  291. // Draw order
  292. if (this.blendMode === ParticleSystem.BLENDMODE_ONEONE) {
  293. engine.setAlphaMode(Engine.ALPHA_ADD);
  294. } else {
  295. engine.setAlphaMode(Engine.ALPHA_COMBINE);
  296. }
  297. if (this.forceDepthWrite) {
  298. engine.setDepthWrite(true);
  299. }
  300. engine.draw(true, 0, this.particles.length * 6);
  301. engine.setAlphaMode(Engine.ALPHA_DISABLE);
  302. return this.particles.length;
  303. }
  304. public dispose(): void {
  305. if (this._vertexBuffer) {
  306. this._scene.getEngine()._releaseBuffer(this._vertexBuffer);
  307. this._vertexBuffer = null;
  308. }
  309. if (this._indexBuffer) {
  310. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  311. this._indexBuffer = null;
  312. }
  313. if (this.particleTexture) {
  314. this.particleTexture.dispose();
  315. this.particleTexture = null;
  316. }
  317. // Remove from scene
  318. var index = this._scene.particleSystems.indexOf(this);
  319. this._scene.particleSystems.splice(index, 1);
  320. // Callback
  321. if (this.onDispose) {
  322. this.onDispose();
  323. }
  324. }
  325. // Clone
  326. public clone(name: string, newEmitter: any): ParticleSystem {
  327. var result = new ParticleSystem(name, this._capacity, this._scene);
  328. Tools.DeepCopy(this, result, ["particles"], ["_vertexDeclaration", "_vertexStrideSize"]);
  329. if (newEmitter === undefined) {
  330. newEmitter = this.emitter;
  331. }
  332. result.emitter = newEmitter;
  333. if (this.particleTexture) {
  334. result.particleTexture = new Texture(this.particleTexture.url, this._scene);
  335. }
  336. result.start();
  337. return result;
  338. }
  339. }
  340. }