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- module BABYLON {
- /**
- * Particle emitter emitting particles from the inside of a sphere.
- * It emits the particles alongside the sphere radius. The emission direction might be randomized.
- */
- export class SphereParticleEmitter implements IParticleEmitterType {
- /**
- * Creates a new instance SphereParticleEmitter
- * @param radius the radius of the emission sphere (1 by default)
- * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
- * @param directionRandomizer defines how much to randomize the particle direction [0-1]
- */
- constructor(
- /**
- * The radius of the emission sphere.
- */
- public radius = 1,
- /**
- * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
- */
- public radiusRange = 1,
- /**
- * How much to randomize the particle direction [0-1].
- */
- public directionRandomizer = 0) {
- }
- /**
- * Called by the particle System when the direction is computed for the created particle.
- * @param worldMatrix is the world matrix of the particle system
- * @param directionToUpdate is the direction vector to update with the result
- * @param particle is the particle we are computed the direction for
- */
- public startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void {
- var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
- var randX = Scalar.RandomRange(0, this.directionRandomizer);
- var randY = Scalar.RandomRange(0, this.directionRandomizer);
- var randZ = Scalar.RandomRange(0, this.directionRandomizer);
- direction.x += randX;
- direction.y += randY;
- direction.z += randZ;
- direction.normalize();
- Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
- }
- /**
- * Called by the particle System when the position is computed for the created particle.
- * @param worldMatrix is the world matrix of the particle system
- * @param positionToUpdate is the position vector to update with the result
- * @param particle is the particle we are computed the position for
- */
- public startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void {
- var randRadius = this.radius - Scalar.RandomRange(0, this.radius * this.radiusRange);
- var v = Scalar.RandomRange(0, 1.0);
- var phi = Scalar.RandomRange(0, 2 * Math.PI);
- var theta = Math.acos(2 * v - 1);
- var randX = randRadius * Math.cos(phi) * Math.sin(theta);
- var randY = randRadius * Math.cos(theta);
- var randZ = randRadius * Math.sin(phi) * Math.sin(theta);
- Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
- }
- /**
- * Clones the current emitter and returns a copy of it
- * @returns the new emitter
- */
- public clone(): SphereParticleEmitter {
- let newOne = new SphereParticleEmitter(this.radius, this.directionRandomizer);
- Tools.DeepCopy(this, newOne);
- return newOne;
- }
-
- /**
- * Called by the {BABYLON.GPUParticleSystem} to setup the update shader
- * @param effect defines the update shader
- */
- public applyToShader(effect: Effect): void {
- effect.setFloat("radius", this.radius);
- effect.setFloat("radiusRange", this.radiusRange);
- effect.setFloat("directionRandomizer", this.directionRandomizer);
- }
-
- /**
- * Returns a string to use to update the GPU particles update shader
- * @returns a string containng the defines string
- */
- public getEffectDefines(): string {
- return "#define SPHEREEMITTER"
- }
-
- /**
- * Returns the string "SphereParticleEmitter"
- * @returns a string containing the class name
- */
- public getClassName(): string {
- return "SphereParticleEmitter";
- }
-
- /**
- * Serializes the particle system to a JSON object.
- * @returns the JSON object
- */
- public serialize(): any {
- var serializationObject: any = {};
- serializationObject.type = this.getClassName();
- serializationObject.radius = this.radius;
- serializationObject.radiusRange = this.radiusRange;
- serializationObject.directionRandomizer = this.directionRandomizer;
- return serializationObject;
- }
-
- /**
- * Parse properties from a JSON object
- * @param serializationObject defines the JSON object
- */
- public parse(serializationObject: any): void {
- this.radius = serializationObject.radius;
- this.radiusRange = serializationObject.radiusRange;
- this.directionRandomizer = serializationObject.directionRandomizer;
- }
- }
- /**
- * Particle emitter emitting particles from the inside of a sphere.
- * It emits the particles randomly between two vectors.
- */
- export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
- /**
- * Creates a new instance SphereDirectedParticleEmitter
- * @param radius the radius of the emission sphere (1 by default)
- * @param direction1 the min limit of the emission direction (up vector by default)
- * @param direction2 the max limit of the emission direction (up vector by default)
- */
- constructor(radius = 1,
- /**
- * The min limit of the emission direction.
- */
- public direction1 = new Vector3(0, 1, 0),
- /**
- * The max limit of the emission direction.
- */
- public direction2 = new Vector3(0, 1, 0)) {
- super(radius);
- }
- /**
- * Called by the particle System when the direction is computed for the created particle.
- * @param worldMatrix is the world matrix of the particle system
- * @param directionToUpdate is the direction vector to update with the result
- * @param particle is the particle we are computed the direction for
- */
- public startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void {
- var randX = Scalar.RandomRange(this.direction1.x, this.direction2.x);
- var randY = Scalar.RandomRange(this.direction1.y, this.direction2.y);
- var randZ = Scalar.RandomRange(this.direction1.z, this.direction2.z);
- Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
- }
- /**
- * Clones the current emitter and returns a copy of it
- * @returns the new emitter
- */
- public clone(): SphereDirectedParticleEmitter {
- let newOne = new SphereDirectedParticleEmitter(this.radius, this.direction1, this.direction2);
- Tools.DeepCopy(this, newOne);
- return newOne;
- }
-
- /**
- * Called by the GPUParticleSystem to setup the update shader
- * @param effect defines the update shader
- */
- public applyToShader(effect: Effect): void {
- effect.setFloat("radius", this.radius);
- effect.setFloat("radiusRange", this.radiusRange);
- effect.setVector3("direction1", this.direction1);
- effect.setVector3("direction2", this.direction2);
- }
-
- /**
- * Returns a string to use to update the GPU particles update shader
- * @returns a string containng the defines string
- */
- public getEffectDefines(): string {
- return "#define SPHEREEMITTER\n#define DIRECTEDSPHEREEMITTER"
- }
-
- /**
- * Returns the string "SphereDirectedParticleEmitter"
- * @returns a string containing the class name
- */
- public getClassName(): string {
- return "SphereDirectedParticleEmitter";
- }
-
- /**
- * Serializes the particle system to a JSON object.
- * @returns the JSON object
- */
- public serialize(): any {
- var serializationObject = super.serialize();
- serializationObject.direction1 = this.direction1.asArray();
- serializationObject.direction2 = this.direction2.asArray();
- return serializationObject;
- }
-
- /**
- * Parse properties from a JSON object
- * @param serializationObject defines the JSON object
- */
- public parse(serializationObject: any): void {
- super.parse(serializationObject);
- this.direction1.copyFrom(serializationObject.direction1);
- this.direction2.copyFrom(serializationObject.direction2);
- }
- }
- }
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