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