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- var BABYLON;
- (function (BABYLON) {
- var SolidParticleSystem = (function () {
- function SolidParticleSystem(name, scene) {
- // public members
- this.particles = new Array();
- this.nbParticles = 0;
- this.billboard = false;
- this.counter = 0;
- this._positions = new Array();
- this._indices = new Array();
- this._normals = new Array();
- this._colors = new Array();
- this._uvs = new Array();
- this._index = 0; // indices index
- this._shapeCounter = 0;
- this._useParticleColor = true;
- this._useParticleTexture = true;
- this._useParticleRotation = true;
- this._useParticleVertex = false;
- this._cam_axisZ = BABYLON.Vector3.Zero();
- this._cam_axisY = BABYLON.Vector3.Zero();
- this._cam_axisX = BABYLON.Vector3.Zero();
- this._axisX = BABYLON.Axis.X;
- this._axisY = BABYLON.Axis.Y;
- this._axisZ = BABYLON.Axis.Z;
- this._fakeCamPos = BABYLON.Vector3.Zero();
- this._rotMatrix = new BABYLON.Matrix();
- this._invertedMatrix = new BABYLON.Matrix();
- this._rotated = BABYLON.Vector3.Zero();
- this._quaternion = new BABYLON.Quaternion();
- this._vertex = BABYLON.Vector3.Zero();
- this._yaw = 0.0;
- this._pitch = 0.0;
- this._roll = 0.0;
- this._halfroll = 0.0;
- this._halfpitch = 0.0;
- this._halfyaw = 0.0;
- this._sinRoll = 0.0;
- this._cosRoll = 0.0;
- this._sinPitch = 0.0;
- this._cosPitch = 0.0;
- this._sinYaw = 0.0;
- this._cosYaw = 0.0;
- this.name = name;
- this._scene = scene;
- this._camera = scene.activeCamera;
- }
- // build the SPS mesh : returns the mesh
- SolidParticleSystem.prototype.buildMesh = function () {
- if (this.nbParticles === 0) {
- var triangle = BABYLON.Mesh.CreateDisc("", { radius: 1, tessellation: 3 }, this._scene);
- this.addShape(triangle, 1);
- triangle.dispose();
- }
- BABYLON.VertexData.ComputeNormals(this._positions, this._indices, this._normals);
- var vertexData = new BABYLON.VertexData();
- vertexData.positions = this._positions;
- vertexData.indices = this._indices;
- vertexData.normals = this._normals;
- if (this._uvs) {
- vertexData.uvs = this._uvs;
- }
- if (this._colors) {
- vertexData.colors = this._colors;
- }
- var mesh = new BABYLON.Mesh(name, this._scene);
- vertexData.applyToMesh(mesh, true);
- this.mesh = mesh;
- return mesh;
- };
- // _meshBuilder : inserts the shape model in the global SPS mesh
- SolidParticleSystem.prototype._meshBuilder = function (p, shape, positions, meshInd, indices, meshUV, uvs, meshCol, colors) {
- var i;
- var u = 0;
- var c = 0;
- for (i = 0; i < shape.length; i++) {
- positions.push(shape[i].x, shape[i].y, shape[i].z);
- if (meshUV) {
- uvs.push(meshUV[u], meshUV[u + 1]);
- u += 2;
- }
- if (meshCol) {
- colors.push(meshCol[c], meshCol[c + 1], meshCol[c + 2], meshCol[c + 3]);
- c += 4;
- }
- else {
- colors.push(1, 1, 1, 1);
- }
- }
- for (i = 0; i < meshInd.length; i++) {
- indices.push(p + meshInd[i]);
- }
- };
- // returns a shape array from positions array
- SolidParticleSystem.prototype._posToShape = function (positions) {
- var shape = [];
- for (var i = 0; i < positions.length; i += 3) {
- shape.push(new BABYLON.Vector3(positions[i], positions[i + 1], positions[i + 2]));
- }
- return shape;
- };
- // returns a shapeUV array from a Vector4 uvs
- SolidParticleSystem.prototype._uvsToShapeUV = function (uvs) {
- 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 and double links the particle (next/previous)
- SolidParticleSystem.prototype._addParticle = function (p, idxpos, shape, shapeUV, shapeId) {
- this._particle = new BABYLON.SolidParticle(p, idxpos, shape, shapeUV, shapeId);
- this.particles.push(this._particle);
- this._particle.previous = this._previousParticle;
- if (this._previousParticle) {
- this._previousParticle.next = this._particle;
- }
- this._previousParticle = this._particle;
- };
- // add solid particles from a shape model in the particles array
- SolidParticleSystem.prototype.addShape = function (mesh, nb) {
- var meshPos = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
- var meshInd = mesh.getIndices();
- var meshUV = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
- var meshCol = mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
- var shape = this._posToShape(meshPos);
- var shapeUV = this._uvsToShapeUV(meshUV);
- // particles
- for (var i = 0; i < nb; i++) {
- this._meshBuilder(this._index, shape, this._positions, meshInd, this._indices, meshUV, this._uvs, meshCol, this._colors);
- this._addParticle(this.nbParticles + i, this._positions.length, shape, shapeUV, this._shapeCounter);
- this._index += shape.length;
- }
- this.nbParticles += nb;
- this._shapeCounter++;
- return this._shapeCounter;
- };
- // resets a particle back to its just built status
- SolidParticleSystem.prototype.resetParticle = function (particle) {
- for (var pt = 0; pt < particle._shape.length; pt++) {
- this._positions[particle._pos + pt * 3] = particle._shape[pt].x;
- this._positions[particle._pos + pt * 3 + 1] = particle._shape[pt].y;
- this._positions[particle._pos + pt * 3 + 2] = particle._shape[pt].z;
- }
- };
- // sets all the particles
- SolidParticleSystem.prototype.setParticles = function (start, end, update) {
- if (start === void 0) { start = 0; }
- if (end === void 0) { end = this.nbParticles - 1; }
- if (update === void 0) { update = true; }
- // 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._invertedMatrix);
- BABYLON.Vector3.TransformCoordinatesToRef(this._camera.globalPosition, this._invertedMatrix, 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);
- BABYLON.Vector3.CrossToRef(this._cam_axisZ, this._axisX, this._cam_axisY);
- BABYLON.Vector3.CrossToRef(this._cam_axisZ, this._cam_axisY, this._cam_axisX);
- this._cam_axisY.normalize();
- this._cam_axisX.normalize();
- this._cam_axisZ.normalize();
- }
- BABYLON.Matrix.IdentityToRef(this._rotMatrix);
- var idx = 0;
- var index = 0;
- var colidx = 0;
- var colorIndex = 0;
- var uvidx = 0;
- var uvIndex = 0;
- // particle loop
- for (var p = start; p <= end; p++) {
- this._particle = this.particles[p];
- // 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._useParticleRotation) {
- 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._particle._shape.length; pt++) {
- idx = index + pt * 3;
- colidx = colorIndex + pt * 4;
- uvidx = uvIndex + pt * 2;
- this._vertex.x = this._particle._shape[pt].x;
- this._vertex.y = this._particle._shape[pt].y;
- this._vertex.z = this._particle._shape[pt].z;
- if (this._useParticleVertex) {
- this.updateParticleVertex(this._particle, this._vertex, pt);
- }
- BABYLON.Vector3.TransformCoordinatesToRef(this._vertex, this._rotMatrix, this._rotated);
- this._positions[idx] = this._particle.position.x + this._cam_axisX.x * this._rotated.x * this._particle.scale.x + this._cam_axisY.x * this._rotated.y * this._particle.scale.y + this._cam_axisZ.x * this._rotated.z * this._particle.scale.z;
- this._positions[idx + 1] = this._particle.position.y + this._cam_axisX.y * this._rotated.x * this._particle.scale.x + this._cam_axisY.y * this._rotated.y * this._particle.scale.y + this._cam_axisZ.y * this._rotated.z * this._particle.scale.z;
- this._positions[idx + 2] = this._particle.position.z + this._cam_axisX.z * this._rotated.x * this._particle.scale.x + this._cam_axisY.z * this._rotated.y * this._particle.scale.y + this._cam_axisZ.z * this._rotated.z * this._particle.scale.z;
- if (this._useParticleColor) {
- this._colors[colidx] = this._particle.color.r;
- this._colors[colidx + 1] = this._particle.color.g;
- this._colors[colidx + 2] = this._particle.color.b;
- this._colors[colidx + 3] = this._particle.color.a;
- }
- if (this._useParticleTexture) {
- this._uvs[uvidx] = this._particle._shapeUV[pt * 2] * (this._particle.uvs.z - this._particle.uvs.x) + this._particle.uvs.x;
- this._uvs[uvidx + 1] = this._particle._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._useParticleColor) {
- this.mesh.updateVerticesData(BABYLON.VertexBuffer.ColorKind, this._colors, false, false);
- }
- if (this._useParticleTexture) {
- this.mesh.updateVerticesData(BABYLON.VertexBuffer.UVKind, this._uvs, false, false);
- }
- this.mesh.updateVerticesData(BABYLON.VertexBuffer.PositionKind, this._positions, false, false);
- if (!this.mesh.areNormalsFrozen) {
- BABYLON.VertexData.ComputeNormals(this._positions, this._indices, this._normals);
- this.mesh.updateVerticesData(BABYLON.VertexBuffer.NormalKind, this._normals, false, false);
- }
- }
- this.afterUpdateParticles(start, end, update);
- };
- SolidParticleSystem.prototype._quaternionRotationYPR = function () {
- 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);
- };
- SolidParticleSystem.prototype._quaternionToRotationMatrix = function () {
- 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;
- };
- // dispose the SPS
- SolidParticleSystem.prototype.dispose = function () {
- this.mesh.dispose();
- };
- Object.defineProperty(SolidParticleSystem.prototype, "useParticleRotation", {
- // getters
- get: function () {
- return this._useParticleRotation;
- },
- // Optimizer setters
- set: function (val) {
- this._useParticleRotation = val;
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(SolidParticleSystem.prototype, "useParticleColor", {
- get: function () {
- return this._useParticleColor;
- },
- set: function (val) {
- this._useParticleColor = val;
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(SolidParticleSystem.prototype, "useParticleTexture", {
- get: function () {
- return this._useParticleTexture;
- },
- set: function (val) {
- this._useParticleTexture = val;
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(SolidParticleSystem.prototype, "useParticleVertex", {
- get: function () {
- return this._useParticleVertex;
- },
- set: function (val) {
- this._useParticleVertex = val;
- },
- enumerable: true,
- configurable: true
- });
- // =======================================================================
- // Particle behavior logic
- // these following methods may be overwritten by the user to fit his needs
- // init : sets all particles first values and calls updateParticle to set them in space
- // can be overwritten by the user
- SolidParticleSystem.prototype.initParticles = function () {
- };
- // recycles a particle : can by overwritten by the user
- SolidParticleSystem.prototype.recycleParticle = function (particle) {
- return particle;
- };
- // updates a particle : can be overwritten by the user
- // will be called on each particle by setParticles() :
- // ex : just set a particle position or velocity and recycle conditions
- SolidParticleSystem.prototype.updateParticle = function (particle) {
- return particle;
- };
- // updates a vertex of a particle : can be overwritten by the user
- // will be called on each vertex particle by setParticles() :
- // ex : just set a vertex particle position
- SolidParticleSystem.prototype.updateParticleVertex = function (particle, vertex, i) {
- return vertex;
- };
- // will be called before any other treatment by setParticles()
- SolidParticleSystem.prototype.beforeUpdateParticles = function (start, stop, update) {
- };
- // will be called after all setParticles() treatments
- SolidParticleSystem.prototype.afterUpdateParticles = function (start, stop, update) {
- };
- return SolidParticleSystem;
- })();
- BABYLON.SolidParticleSystem = SolidParticleSystem;
- })(BABYLON || (BABYLON = {}));
- //# sourceMappingURL=babylon.solidParticleSystem.js.map
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