2018-08-01 21:34:58 +08:00

3543 lines
126 KiB
JavaScript

/* shader-particle-engine 1.0.6
*
* (c) 2015 Luke Moody (http://www.github.com/squarefeet)
* Originally based on Lee Stemkoski's original work (https://github.com/stemkoski/stemkoski.github.com/blob/master/Three.js/js/ParticleEngine.js).
*
* shader-particle-engine may be freely distributed under the MIT license (See LICENSE at root of this repository.)
*/
/**
* @typedef {Number} distribution
* @property {Number} SPE.distributions.BOX Values will be distributed within a box.
* @property {Number} SPE.distributions.SPHERE Values will be distributed within a sphere.
* @property {Number} SPE.distributions.DISC Values will be distributed within a 2D disc.
*/
/**
* Namespace for Shader Particle Engine.
*
* All SPE-related code sits under this namespace.
*
* @type {Object}
* @namespace
*/
var SPE = {
/**
* A map of supported distribution types used
* by SPE.Emitter instances.
*
* These distribution types can be applied to
* an emitter globally, which will affect the
* `position`, `velocity`, and `acceleration`
* value calculations for an emitter, or they
* can be applied on a per-property basis.
*
* @enum {Number}
*/
distributions: {
/**
* Values will be distributed within a box.
* @type {Number}
*/
BOX: 1,
/**
* Values will be distributed on a sphere.
* @type {Number}
*/
SPHERE: 2,
/**
* Values will be distributed on a 2d-disc shape.
* @type {Number}
*/
DISC: 3,
},
/**
* Set this value to however many 'steps' you
* want value-over-lifetime properties to have.
*
* It's adjustable to fix an interpolation problem:
*
* Assuming you specify an opacity value as [0, 1, 0]
* and the `valueOverLifetimeLength` is 4, then the
* opacity value array will be reinterpolated to
* be [0, 0.66, 0.66, 0].
* This isn't ideal, as particles would never reach
* full opacity.
*
* NOTE:
* This property affects the length of ALL
* value-over-lifetime properties for ALL
* emitters and ALL groups.
*
* Only values >= 3 && <= 4 are allowed.
*
* @type {Number}
*/
valueOverLifetimeLength: 4
};
// Module loader support:
if ( typeof define === 'function' && define.amd ) {
define( 'spe', SPE );
}
else if ( typeof exports !== 'undefined' && typeof module !== 'undefined' ) {
module.exports = SPE;
}
/**
* A helper class for TypedArrays.
*
* Allows for easy resizing, assignment of various component-based
* types (Vector2s, Vector3s, Vector4s, Mat3s, Mat4s),
* as well as Colors (where components are `r`, `g`, `b`),
* Numbers, and setting from other TypedArrays.
*
* @author Luke Moody
* @constructor
* @param {Function} TypedArrayConstructor The constructor to use (Float32Array, Uint8Array, etc.)
* @param {Number} size The size of the array to create
* @param {Number} componentSize The number of components per-value (ie. 3 for a vec3, 9 for a Mat3, etc.)
* @param {Number} indexOffset The index in the array from which to start assigning values. Default `0` if none provided
*/
SPE.TypedArrayHelper = function( TypedArrayConstructor, size, componentSize, indexOffset ) {
'use strict';
this.componentSize = componentSize || 1;
this.size = ( size || 1 );
this.TypedArrayConstructor = TypedArrayConstructor || Float32Array;
this.array = new TypedArrayConstructor( size * this.componentSize );
this.indexOffset = indexOffset || 0;
};
SPE.TypedArrayHelper.constructor = SPE.TypedArrayHelper;
/**
* Sets the size of the internal array.
*
* Delegates to `this.shrink` or `this.grow` depending on size
* argument's relation to the current size of the internal array.
*
* Note that if the array is to be shrunk, data will be lost.
*
* @param {Number} size The new size of the array.
*/
SPE.TypedArrayHelper.prototype.setSize = function( size, noComponentMultiply ) {
'use strict';
var currentArraySize = this.array.length;
if ( !noComponentMultiply ) {
size = size * this.componentSize;
}
if ( size < currentArraySize ) {
return this.shrink( size );
}
else if ( size > currentArraySize ) {
return this.grow( size );
}
else {
console.info( 'TypedArray is already of size:', size + '.', 'Will not resize.' );
}
};
/**
* Shrinks the internal array.
*
* @param {Number} size The new size of the typed array. Must be smaller than `this.array.length`.
* @return {SPE.TypedArrayHelper} Instance of this class.
*/
SPE.TypedArrayHelper.prototype.shrink = function( size ) {
'use strict';
this.array = this.array.subarray( 0, size );
this.size = size;
return this;
};
/**
* Grows the internal array.
* @param {Number} size The new size of the typed array. Must be larger than `this.array.length`.
* @return {SPE.TypedArrayHelper} Instance of this class.
*/
SPE.TypedArrayHelper.prototype.grow = function( size ) {
'use strict';
var existingArray = this.array,
newArray = new this.TypedArrayConstructor( size );
newArray.set( existingArray );
this.array = newArray;
this.size = size;
return this;
};
/**
* Perform a splice operation on this array's buffer.
* @param {Number} start The start index of the splice. Will be multiplied by the number of components for this attribute.
* @param {Number} end The end index of the splice. Will be multiplied by the number of components for this attribute.
* @returns {Object} The SPE.TypedArrayHelper instance.
*/
SPE.TypedArrayHelper.prototype.splice = function( start, end ) {
'use strict';
start *= this.componentSize;
end *= this.componentSize;
var data = [],
array = this.array,
size = array.length;
for ( var i = 0; i < size; ++i ) {
if ( i < start || i >= end ) {
data.push( array[ i ] );
}
// array[ i ] = 0;
}
this.setFromArray( 0, data );
return this;
};
/**
* Copies from the given TypedArray into this one, using the index argument
* as the start position. Alias for `TypedArray.set`. Will automatically resize
* if the given source array is of a larger size than the internal array.
*
* @param {Number} index The start position from which to copy into this array.
* @param {TypedArray} array The array from which to copy; the source array.
* @return {SPE.TypedArrayHelper} Instance of this class.
*/
SPE.TypedArrayHelper.prototype.setFromArray = function( index, array ) {
'use strict';
var sourceArraySize = array.length,
newSize = index + sourceArraySize;
if ( newSize > this.array.length ) {
this.grow( newSize );
}
else if ( newSize < this.array.length ) {
this.shrink( newSize );
}
this.array.set( array, this.indexOffset + index );
return this;
};
/**
* Set a Vector2 value at `index`.
*
* @param {Number} index The index at which to set the vec2 values from.
* @param {Vector2} vec2 Any object that has `x` and `y` properties.
* @return {SPE.TypedArrayHelper} Instance of this class.
*/
SPE.TypedArrayHelper.prototype.setVec2 = function( index, vec2 ) {
'use strict';
return this.setVec2Components( index, vec2.x, vec2.y );
};
/**
* Set a Vector2 value using raw components.
*
* @param {Number} index The index at which to set the vec2 values from.
* @param {Number} x The Vec2's `x` component.
* @param {Number} y The Vec2's `y` component.
* @return {SPE.TypedArrayHelper} Instance of this class.
*/
SPE.TypedArrayHelper.prototype.setVec2Components = function( index, x, y ) {
'use strict';
var array = this.array,
i = this.indexOffset + ( index * this.componentSize );
array[ i ] = x;
array[ i + 1 ] = y;
return this;
};
/**
* Set a Vector3 value at `index`.
*
* @param {Number} index The index at which to set the vec3 values from.
* @param {Vector3} vec2 Any object that has `x`, `y`, and `z` properties.
* @return {SPE.TypedArrayHelper} Instance of this class.
*/
SPE.TypedArrayHelper.prototype.setVec3 = function( index, vec3 ) {
'use strict';
return this.setVec3Components( index, vec3.x, vec3.y, vec3.z );
};
/**
* Set a Vector3 value using raw components.
*
* @param {Number} index The index at which to set the vec3 values from.
* @param {Number} x The Vec3's `x` component.
* @param {Number} y The Vec3's `y` component.
* @param {Number} z The Vec3's `z` component.
* @return {SPE.TypedArrayHelper} Instance of this class.
*/
SPE.TypedArrayHelper.prototype.setVec3Components = function( index, x, y, z ) {
'use strict';
var array = this.array,
i = this.indexOffset + ( index * this.componentSize );
array[ i ] = x;
array[ i + 1 ] = y;
array[ i + 2 ] = z;
return this;
};
/**
* Set a Vector4 value at `index`.
*
* @param {Number} index The index at which to set the vec4 values from.
* @param {Vector4} vec2 Any object that has `x`, `y`, `z`, and `w` properties.
* @return {SPE.TypedArrayHelper} Instance of this class.
*/
SPE.TypedArrayHelper.prototype.setVec4 = function( index, vec4 ) {
'use strict';
return this.setVec4Components( index, vec4.x, vec4.y, vec4.z, vec4.w );
};
/**
* Set a Vector4 value using raw components.
*
* @param {Number} index The index at which to set the vec4 values from.
* @param {Number} x The Vec4's `x` component.
* @param {Number} y The Vec4's `y` component.
* @param {Number} z The Vec4's `z` component.
* @param {Number} w The Vec4's `w` component.
* @return {SPE.TypedArrayHelper} Instance of this class.
*/
SPE.TypedArrayHelper.prototype.setVec4Components = function( index, x, y, z, w ) {
'use strict';
var array = this.array,
i = this.indexOffset + ( index * this.componentSize );
array[ i ] = x;
array[ i + 1 ] = y;
array[ i + 2 ] = z;
array[ i + 3 ] = w;
return this;
};
/**
* Set a Matrix3 value at `index`.
*
* @param {Number} index The index at which to set the matrix values from.
* @param {Matrix3} mat3 The 3x3 matrix to set from. Must have a TypedArray property named `elements` to copy from.
* @return {SPE.TypedArrayHelper} Instance of this class.
*/
SPE.TypedArrayHelper.prototype.setMat3 = function( index, mat3 ) {
'use strict';
return this.setFromArray( this.indexOffset + ( index * this.componentSize ), mat3.elements );
};
/**
* Set a Matrix4 value at `index`.
*
* @param {Number} index The index at which to set the matrix values from.
* @param {Matrix4} mat3 The 4x4 matrix to set from. Must have a TypedArray property named `elements` to copy from.
* @return {SPE.TypedArrayHelper} Instance of this class.
*/
SPE.TypedArrayHelper.prototype.setMat4 = function( index, mat4 ) {
'use strict';
return this.setFromArray( this.indexOffset + ( index * this.componentSize ), mat4.elements );
};
/**
* Set a Color value at `index`.
*
* @param {Number} index The index at which to set the vec3 values from.
* @param {Color} color Any object that has `r`, `g`, and `b` properties.
* @return {SPE.TypedArrayHelper} Instance of this class.
*/
SPE.TypedArrayHelper.prototype.setColor = function( index, color ) {
'use strict';
return this.setVec3Components( index, color.r, color.g, color.b );
};
/**
* Set a Number value at `index`.
*
* @param {Number} index The index at which to set the vec3 values from.
* @param {Number} numericValue The number to assign to this index in the array.
* @return {SPE.TypedArrayHelper} Instance of this class.
*/
SPE.TypedArrayHelper.prototype.setNumber = function( index, numericValue ) {
'use strict';
this.array[ this.indexOffset + ( index * this.componentSize ) ] = numericValue;
return this;
};
/**
* Returns the value of the array at the given index, taking into account
* the `indexOffset` property of this class.
*
* Note that this function ignores the component size and will just return a
* single value.
*
* @param {Number} index The index in the array to fetch.
* @return {Number} The value at the given index.
*/
SPE.TypedArrayHelper.prototype.getValueAtIndex = function( index ) {
'use strict';
return this.array[ this.indexOffset + index ];
};
/**
* Returns the component value of the array at the given index, taking into account
* the `indexOffset` property of this class.
*
* If the componentSize is set to 3, then it will return a new TypedArray
* of length 3.
*
* @param {Number} index The index in the array to fetch.
* @return {TypedArray} The component value at the given index.
*/
SPE.TypedArrayHelper.prototype.getComponentValueAtIndex = function( index ) {
'use strict';
return this.array.subarray( this.indexOffset + ( index * this.componentSize ) );
};
/**
* A helper to handle creating and updating a THREE.BufferAttribute instance.
*
* @author Luke Moody
* @constructor
* @param {String} type The buffer attribute type. See SPE.ShaderAttribute.typeSizeMap for valid values.
* @param {Boolean=} dynamicBuffer Whether this buffer attribute should be marked as dynamic or not.
* @param {Function=} arrayType A reference to a TypedArray constructor. Defaults to Float32Array if none provided.
*/
SPE.ShaderAttribute = function( type, dynamicBuffer, arrayType ) {
'use strict';
var typeMap = SPE.ShaderAttribute.typeSizeMap;
this.type = typeof type === 'string' && typeMap.hasOwnProperty( type ) ? type : 'f';
this.componentSize = typeMap[ this.type ];
this.arrayType = arrayType || Float32Array;
this.typedArray = null;
this.bufferAttribute = null;
this.dynamicBuffer = !!dynamicBuffer;
this.updateMin = 0;
this.updateMax = 0;
};
SPE.ShaderAttribute.constructor = SPE.ShaderAttribute;
/**
* A map of uniform types to their component size.
* @enum {Number}
*/
SPE.ShaderAttribute.typeSizeMap = {
/**
* Float
* @type {Number}
*/
f: 1,
/**
* Vec2
* @type {Number}
*/
v2: 2,
/**
* Vec3
* @type {Number}
*/
v3: 3,
/**
* Vec4
* @type {Number}
*/
v4: 4,
/**
* Color
* @type {Number}
*/
c: 3,
/**
* Mat3
* @type {Number}
*/
m3: 9,
/**
* Mat4
* @type {Number}
*/
m4: 16
};
/**
* Calculate the minimum and maximum update range for this buffer attribute using
* component size independant min and max values.
*
* @param {Number} min The start of the range to mark as needing an update.
* @param {Number} max The end of the range to mark as needing an update.
*/
SPE.ShaderAttribute.prototype.setUpdateRange = function( min, max ) {
'use strict';
this.updateMin = Math.min( min * this.componentSize, this.updateMin * this.componentSize );
this.updateMax = Math.max( max * this.componentSize, this.updateMax * this.componentSize );
};
/**
* Calculate the number of indices that this attribute should mark as needing
* updating. Also marks the attribute as needing an update.
*/
SPE.ShaderAttribute.prototype.flagUpdate = function() {
'use strict';
var attr = this.bufferAttribute,
range = attr.updateRange;
range.offset = this.updateMin;
range.count = Math.min( ( this.updateMax - this.updateMin ) + this.componentSize, this.typedArray.array.length );
// console.log( range.offset, range.count, this.typedArray.array.length );
// console.log( 'flagUpdate:', range.offset, range.count );
attr.needsUpdate = true;
};
/**
* Reset the index update counts for this attribute
*/
SPE.ShaderAttribute.prototype.resetUpdateRange = function() {
'use strict';
this.updateMin = 0;
this.updateMax = 0;
};
SPE.ShaderAttribute.prototype.resetDynamic = function() {
'use strict';
this.bufferAttribute.dynamic = this.dynamicBuffer;
};
/**
* Perform a splice operation on this attribute's buffer.
* @param {Number} start The start index of the splice. Will be multiplied by the number of components for this attribute.
* @param {Number} end The end index of the splice. Will be multiplied by the number of components for this attribute.
*/
SPE.ShaderAttribute.prototype.splice = function( start, end ) {
'use strict';
this.typedArray.splice( start, end );
// Reset the reference to the attribute's typed array
// since it has probably changed.
this.forceUpdateAll();
};
SPE.ShaderAttribute.prototype.forceUpdateAll = function() {
'use strict';
this.bufferAttribute.array = this.typedArray.array;
this.bufferAttribute.updateRange.offset = 0;
this.bufferAttribute.updateRange.count = -1;
this.bufferAttribute.dynamic = false;
this.bufferAttribute.needsUpdate = true;
};
/**
* Make sure this attribute has a typed array associated with it.
*
* If it does, then it will ensure the typed array is of the correct size.
*
* If not, a new SPE.TypedArrayHelper instance will be created.
*
* @param {Number} size The size of the typed array to create or update to.
*/
SPE.ShaderAttribute.prototype._ensureTypedArray = function( size ) {
'use strict';
// Condition that's most likely to be true at the top: no change.
if ( this.typedArray !== null && this.typedArray.size === size * this.componentSize ) {
return;
}
// Resize the array if we need to, telling the TypedArrayHelper to
// ignore it's component size when evaluating size.
else if ( this.typedArray !== null && this.typedArray.size !== size ) {
this.typedArray.setSize( size );
}
// This condition should only occur once in an attribute's lifecycle.
else if ( this.typedArray === null ) {
this.typedArray = new SPE.TypedArrayHelper( this.arrayType, size, this.componentSize );
}
};
/**
* Creates a THREE.BufferAttribute instance if one doesn't exist already.
*
* Ensures a typed array is present by calling _ensureTypedArray() first.
*
* If a buffer attribute exists already, then it will be marked as needing an update.
*
* @param {Number} size The size of the typed array to create if one doesn't exist, or resize existing array to.
*/
SPE.ShaderAttribute.prototype._createBufferAttribute = function( size ) {
'use strict';
// Make sure the typedArray is present and correct.
this._ensureTypedArray( size );
// Don't create it if it already exists, but do
// flag that it needs updating on the next render
// cycle.
if ( this.bufferAttribute !== null ) {
this.bufferAttribute.array = this.typedArray.array;
// Since THREE.js version 81, dynamic count calculation was removed
// so I need to do it manually here.
//
// In the next minor release, I may well remove this check and force
// dependency on THREE r81+.
if ( parseFloat( THREE.REVISION ) >= 81 ) {
this.bufferAttribute.count = this.bufferAttribute.array.length / this.bufferAttribute.itemSize;
}
this.bufferAttribute.needsUpdate = true;
return;
}
this.bufferAttribute = new THREE.BufferAttribute( this.typedArray.array, this.componentSize );
this.bufferAttribute.dynamic = this.dynamicBuffer;
};
/**
* Returns the length of the typed array associated with this attribute.
* @return {Number} The length of the typed array. Will be 0 if no typed array has been created yet.
*/
SPE.ShaderAttribute.prototype.getLength = function() {
'use strict';
if ( this.typedArray === null ) {
return 0;
}
return this.typedArray.array.length;
};
SPE.shaderChunks = {
// Register color-packing define statements.
defines: [
'#define PACKED_COLOR_SIZE 256.0',
'#define PACKED_COLOR_DIVISOR 255.0'
].join( '\n' ),
// All uniforms used by vertex / fragment shaders
uniforms: [
'uniform float deltaTime;',
'uniform float runTime;',
'uniform sampler2D texture;',
'uniform vec4 textureAnimation;',
'uniform float scale;',
].join( '\n' ),
// All attributes used by the vertex shader.
//
// Note that some attributes are squashed into other ones:
//
// * Drag is acceleration.w
attributes: [
'attribute vec4 acceleration;',
'attribute vec3 velocity;',
'attribute vec4 rotation;',
'attribute vec3 rotationCenter;',
'attribute vec4 params;',
'attribute vec4 size;',
'attribute vec4 angle;',
'attribute vec4 color;',
'attribute vec4 opacity;'
].join( '\n' ),
//
varyings: [
'varying vec4 vColor;',
'#ifdef SHOULD_ROTATE_TEXTURE',
' varying float vAngle;',
'#endif',
'#ifdef SHOULD_CALCULATE_SPRITE',
' varying vec4 vSpriteSheet;',
'#endif'
].join( '\n' ),
// Branch-avoiding comparison fns
// - http://theorangeduck.com/page/avoiding-shader-conditionals
branchAvoidanceFunctions: [
'float when_gt(float x, float y) {',
' return max(sign(x - y), 0.0);',
'}',
'float when_lt(float x, float y) {',
' return min( max(1.0 - sign(x - y), 0.0), 1.0 );',
'}',
'float when_eq( float x, float y ) {',
' return 1.0 - abs( sign( x - y ) );',
'}',
'float when_ge(float x, float y) {',
' return 1.0 - when_lt(x, y);',
'}',
'float when_le(float x, float y) {',
' return 1.0 - when_gt(x, y);',
'}',
// Branch-avoiding logical operators
// (to be used with above comparison fns)
'float and(float a, float b) {',
' return a * b;',
'}',
'float or(float a, float b) {',
' return min(a + b, 1.0);',
'}',
].join( '\n' ),
// From:
// - http://stackoverflow.com/a/12553149
// - https://stackoverflow.com/questions/22895237/hexadecimal-to-rgb-values-in-webgl-shader
unpackColor: [
'vec3 unpackColor( in float hex ) {',
' vec3 c = vec3( 0.0 );',
' float r = mod( (hex / PACKED_COLOR_SIZE / PACKED_COLOR_SIZE), PACKED_COLOR_SIZE );',
' float g = mod( (hex / PACKED_COLOR_SIZE), PACKED_COLOR_SIZE );',
' float b = mod( hex, PACKED_COLOR_SIZE );',
' c.r = r / PACKED_COLOR_DIVISOR;',
' c.g = g / PACKED_COLOR_DIVISOR;',
' c.b = b / PACKED_COLOR_DIVISOR;',
' return c;',
'}',
].join( '\n' ),
unpackRotationAxis: [
'vec3 unpackRotationAxis( in float hex ) {',
' vec3 c = vec3( 0.0 );',
' float r = mod( (hex / PACKED_COLOR_SIZE / PACKED_COLOR_SIZE), PACKED_COLOR_SIZE );',
' float g = mod( (hex / PACKED_COLOR_SIZE), PACKED_COLOR_SIZE );',
' float b = mod( hex, PACKED_COLOR_SIZE );',
' c.r = r / PACKED_COLOR_DIVISOR;',
' c.g = g / PACKED_COLOR_DIVISOR;',
' c.b = b / PACKED_COLOR_DIVISOR;',
' c *= vec3( 2.0 );',
' c -= vec3( 1.0 );',
' return c;',
'}',
].join( '\n' ),
floatOverLifetime: [
'float getFloatOverLifetime( in float positionInTime, in vec4 attr ) {',
' highp float value = 0.0;',
' float deltaAge = positionInTime * float( VALUE_OVER_LIFETIME_LENGTH - 1 );',
' float fIndex = 0.0;',
' float shouldApplyValue = 0.0;',
// This might look a little odd, but it's faster in the testing I've done than using branches.
// Uses basic maths to avoid branching.
//
// Take a look at the branch-avoidance functions defined above,
// and be sure to check out The Orange Duck site where I got this
// from (link above).
// Fix for static emitters (age is always zero).
' value += attr[ 0 ] * when_eq( deltaAge, 0.0 );',
'',
' for( int i = 0; i < VALUE_OVER_LIFETIME_LENGTH - 1; ++i ) {',
' fIndex = float( i );',
' shouldApplyValue = and( when_gt( deltaAge, fIndex ), when_le( deltaAge, fIndex + 1.0 ) );',
' value += shouldApplyValue * mix( attr[ i ], attr[ i + 1 ], deltaAge - fIndex );',
' }',
'',
' return value;',
'}',
].join( '\n' ),
colorOverLifetime: [
'vec3 getColorOverLifetime( in float positionInTime, in vec3 color1, in vec3 color2, in vec3 color3, in vec3 color4 ) {',
' vec3 value = vec3( 0.0 );',
' value.x = getFloatOverLifetime( positionInTime, vec4( color1.x, color2.x, color3.x, color4.x ) );',
' value.y = getFloatOverLifetime( positionInTime, vec4( color1.y, color2.y, color3.y, color4.y ) );',
' value.z = getFloatOverLifetime( positionInTime, vec4( color1.z, color2.z, color3.z, color4.z ) );',
' return value;',
'}',
].join( '\n' ),
paramFetchingFunctions: [
'float getAlive() {',
' return params.x;',
'}',
'float getAge() {',
' return params.y;',
'}',
'float getMaxAge() {',
' return params.z;',
'}',
'float getWiggle() {',
' return params.w;',
'}',
].join( '\n' ),
forceFetchingFunctions: [
'vec4 getPosition( in float age ) {',
' return modelViewMatrix * vec4( position, 1.0 );',
'}',
'vec3 getVelocity( in float age ) {',
' return velocity * age;',
'}',
'vec3 getAcceleration( in float age ) {',
' return acceleration.xyz * age;',
'}',
].join( '\n' ),
rotationFunctions: [
// Huge thanks to:
// - http://www.neilmendoza.com/glsl-rotation-about-an-arbitrary-axis/
'#ifdef SHOULD_ROTATE_PARTICLES',
' mat4 getRotationMatrix( in vec3 axis, in float angle) {',
' axis = normalize(axis);',
' float s = sin(angle);',
' float c = cos(angle);',
' float oc = 1.0 - c;',
'',
' return mat4(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 0.0,',
' oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 0.0,',
' oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c, 0.0,',
' 0.0, 0.0, 0.0, 1.0);',
' }',
'',
' vec3 getRotation( in vec3 pos, in float positionInTime ) {',
' if( rotation.y == 0.0 ) {',
' return pos;',
' }',
'',
' vec3 axis = unpackRotationAxis( rotation.x );',
' vec3 center = rotationCenter;',
' vec3 translated;',
' mat4 rotationMatrix;',
' float angle = 0.0;',
' angle += when_eq( rotation.z, 0.0 ) * rotation.y;',
' angle += when_gt( rotation.z, 0.0 ) * mix( 0.0, rotation.y, positionInTime );',
' translated = rotationCenter - pos;',
' rotationMatrix = getRotationMatrix( axis, angle );',
' return center - vec3( rotationMatrix * vec4( translated, 0.0 ) );',
' }',
'#endif'
].join( '\n' ),
// Fragment chunks
rotateTexture: [
' vec2 vUv = vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y );',
'',
' #ifdef SHOULD_ROTATE_TEXTURE',
' float x = gl_PointCoord.x - 0.5;',
' float y = 1.0 - gl_PointCoord.y - 0.5;',
' float c = cos( -vAngle );',
' float s = sin( -vAngle );',
' vUv = vec2( c * x + s * y + 0.5, c * y - s * x + 0.5 );',
' #endif',
'',
// Spritesheets overwrite angle calculations.
' #ifdef SHOULD_CALCULATE_SPRITE',
' float framesX = vSpriteSheet.x;',
' float framesY = vSpriteSheet.y;',
' float columnNorm = vSpriteSheet.z;',
' float rowNorm = vSpriteSheet.w;',
' vUv.x = gl_PointCoord.x * framesX + columnNorm;',
' vUv.y = 1.0 - (gl_PointCoord.y * framesY + rowNorm);',
' #endif',
'',
' vec4 rotatedTexture = texture2D( texture, vUv );',
].join( '\n' )
};
SPE.shaders = {
vertex: [
SPE.shaderChunks.defines,
SPE.shaderChunks.uniforms,
SPE.shaderChunks.attributes,
SPE.shaderChunks.varyings,
THREE.ShaderChunk.common,
THREE.ShaderChunk.logdepthbuf_pars_vertex,
THREE.ShaderChunk.fog_pars_vertex,
SPE.shaderChunks.branchAvoidanceFunctions,
SPE.shaderChunks.unpackColor,
SPE.shaderChunks.unpackRotationAxis,
SPE.shaderChunks.floatOverLifetime,
SPE.shaderChunks.colorOverLifetime,
SPE.shaderChunks.paramFetchingFunctions,
SPE.shaderChunks.forceFetchingFunctions,
SPE.shaderChunks.rotationFunctions,
'void main() {',
//
// Setup...
//
' highp float age = getAge();',
' highp float alive = getAlive();',
' highp float maxAge = getMaxAge();',
' highp float positionInTime = (age / maxAge);',
' highp float isAlive = when_gt( alive, 0.0 );',
' #ifdef SHOULD_WIGGLE_PARTICLES',
' float wiggleAmount = positionInTime * getWiggle();',
' float wiggleSin = isAlive * sin( wiggleAmount );',
' float wiggleCos = isAlive * cos( wiggleAmount );',
' #endif',
//
// Forces
//
// Get forces & position
' vec3 vel = getVelocity( age );',
' vec3 accel = getAcceleration( age );',
' vec3 force = vec3( 0.0 );',
' vec3 pos = vec3( position );',
// Calculate the required drag to apply to the forces.
' float drag = 1.0 - (positionInTime * 0.5) * acceleration.w;',
// Integrate forces...
' force += vel;',
' force *= drag;',
' force += accel * age;',
' pos += force;',
// Wiggly wiggly wiggle!
' #ifdef SHOULD_WIGGLE_PARTICLES',
' pos.x += wiggleSin;',
' pos.y += wiggleCos;',
' pos.z += wiggleSin;',
' #endif',
// Rotate the emitter around it's central point
' #ifdef SHOULD_ROTATE_PARTICLES',
' pos = getRotation( pos, positionInTime );',
' #endif',
// Convert pos to a world-space value
' vec4 mvPosition = modelViewMatrix * vec4( pos, 1.0 );',
// Determine point size.
' highp float pointSize = getFloatOverLifetime( positionInTime, size ) * isAlive;',
// Determine perspective
' #ifdef HAS_PERSPECTIVE',
' float perspective = scale / length( mvPosition.xyz );',
' #else',
' float perspective = 1.0;',
' #endif',
// Apply perpective to pointSize value
' float pointSizePerspective = pointSize * perspective;',
//
// Appearance
//
// Determine color and opacity for this particle
' #ifdef COLORIZE',
' vec3 c = isAlive * getColorOverLifetime(',
' positionInTime,',
' unpackColor( color.x ),',
' unpackColor( color.y ),',
' unpackColor( color.z ),',
' unpackColor( color.w )',
' );',
' #else',
' vec3 c = vec3(1.0);',
' #endif',
' float o = isAlive * getFloatOverLifetime( positionInTime, opacity );',
// Assign color to vColor varying.
' vColor = vec4( c, o );',
// Determine angle
' #ifdef SHOULD_ROTATE_TEXTURE',
' vAngle = isAlive * getFloatOverLifetime( positionInTime, angle );',
' #endif',
// If this particle is using a sprite-sheet as a texture, we'll have to figure out
// what frame of the texture the particle is using at it's current position in time.
' #ifdef SHOULD_CALCULATE_SPRITE',
' float framesX = textureAnimation.x;',
' float framesY = textureAnimation.y;',
' float loopCount = textureAnimation.w;',
' float totalFrames = textureAnimation.z;',
' float frameNumber = mod( (positionInTime * loopCount) * totalFrames, totalFrames );',
' float column = floor(mod( frameNumber, framesX ));',
' float row = floor( (frameNumber - column) / framesX );',
' float columnNorm = column / framesX;',
' float rowNorm = row / framesY;',
' vSpriteSheet.x = 1.0 / framesX;',
' vSpriteSheet.y = 1.0 / framesY;',
' vSpriteSheet.z = columnNorm;',
' vSpriteSheet.w = rowNorm;',
' #endif',
//
// Write values
//
// Set PointSize according to size at current point in time.
' gl_PointSize = pointSizePerspective;',
' gl_Position = projectionMatrix * mvPosition;',
THREE.ShaderChunk.logdepthbuf_vertex,
THREE.ShaderChunk.fog_vertex,
'}'
].join( '\n' ),
fragment: [
SPE.shaderChunks.uniforms,
THREE.ShaderChunk.common,
THREE.ShaderChunk.fog_pars_fragment,
THREE.ShaderChunk.logdepthbuf_pars_fragment,
SPE.shaderChunks.varyings,
SPE.shaderChunks.branchAvoidanceFunctions,
'void main() {',
' vec3 outgoingLight = vColor.xyz;',
' ',
' #ifdef ALPHATEST',
' if ( vColor.w < float(ALPHATEST) ) discard;',
' #endif',
SPE.shaderChunks.rotateTexture,
THREE.ShaderChunk.logdepthbuf_fragment,
' outgoingLight = vColor.xyz * rotatedTexture.xyz;',
' gl_FragColor = vec4( outgoingLight.xyz, rotatedTexture.w * vColor.w );',
THREE.ShaderChunk.fog_fragment,
'}'
].join( '\n' )
};
/**
* A bunch of utility functions used throughout the library.
* @namespace
* @type {Object}
*/
SPE.utils = {
/**
* A map of types used by `SPE.utils.ensureTypedArg` and
* `SPE.utils.ensureArrayTypedArg` to compare types against.
*
* @enum {String}
*/
types: {
/**
* Boolean type.
* @type {String}
*/
BOOLEAN: 'boolean',
/**
* String type.
* @type {String}
*/
STRING: 'string',
/**
* Number type.
* @type {String}
*/
NUMBER: 'number',
/**
* Object type.
* @type {String}
*/
OBJECT: 'object'
},
/**
* Given a value, a type, and a default value to fallback to,
* ensure the given argument adheres to the type requesting,
* returning the default value if type check is false.
*
* @param {(boolean|string|number|object)} arg The value to perform a type-check on.
* @param {String} type The type the `arg` argument should adhere to.
* @param {(boolean|string|number|object)} defaultValue A default value to fallback on if the type check fails.
* @return {(boolean|string|number|object)} The given value if type check passes, or the default value if it fails.
*/
ensureTypedArg: function( arg, type, defaultValue ) {
'use strict';
if ( typeof arg === type ) {
return arg;
}
else {
return defaultValue;
}
},
/**
* Given an array of values, a type, and a default value,
* ensure the given array's contents ALL adhere to the provided type,
* returning the default value if type check fails.
*
* If the given value to check isn't an Array, delegates to SPE.utils.ensureTypedArg.
*
* @param {Array|boolean|string|number|object} arg The array of values to check type of.
* @param {String} type The type that should be adhered to.
* @param {(boolean|string|number|object)} defaultValue A default fallback value.
* @return {(boolean|string|number|object)} The given value if type check passes, or the default value if it fails.
*/
ensureArrayTypedArg: function( arg, type, defaultValue ) {
'use strict';
// If the argument being checked is an array, loop through
// it and ensure all the values are of the correct type,
// falling back to the defaultValue if any aren't.
if ( Array.isArray( arg ) ) {
for ( var i = arg.length - 1; i >= 0; --i ) {
if ( typeof arg[ i ] !== type ) {
return defaultValue;
}
}
return arg;
}
// If the arg isn't an array then just fallback to
// checking the type.
return this.ensureTypedArg( arg, type, defaultValue );
},
/**
* Ensures the given value is an instance of a constructor function.
*
* @param {Object} arg The value to check instance of.
* @param {Function} instance The constructor of the instance to check against.
* @param {Object} defaultValue A default fallback value if instance check fails
* @return {Object} The given value if type check passes, or the default value if it fails.
*/
ensureInstanceOf: function( arg, instance, defaultValue ) {
'use strict';
if ( instance !== undefined && arg instanceof instance ) {
return arg;
}
else {
return defaultValue;
}
},
/**
* Given an array of values, ensure the instances of all items in the array
* matches the given instance constructor falling back to a default value if
* the check fails.
*
* If given value isn't an Array, delegates to `SPE.utils.ensureInstanceOf`.
*
* @param {Array|Object} arg The value to perform the instanceof check on.
* @param {Function} instance The constructor of the instance to check against.
* @param {Object} defaultValue A default fallback value if instance check fails
* @return {Object} The given value if type check passes, or the default value if it fails.
*/
ensureArrayInstanceOf: function( arg, instance, defaultValue ) {
'use strict';
// If the argument being checked is an array, loop through
// it and ensure all the values are of the correct type,
// falling back to the defaultValue if any aren't.
if ( Array.isArray( arg ) ) {
for ( var i = arg.length - 1; i >= 0; --i ) {
if ( instance !== undefined && arg[ i ] instanceof instance === false ) {
return defaultValue;
}
}
return arg;
}
// If the arg isn't an array then just fallback to
// checking the type.
return this.ensureInstanceOf( arg, instance, defaultValue );
},
/**
* Ensures that any "value-over-lifetime" properties of an emitter are
* of the correct length (as dictated by `SPE.valueOverLifetimeLength`).
*
* Delegates to `SPE.utils.interpolateArray` for array resizing.
*
* If properties aren't arrays, then property values are put into one.
*
* @param {Object} property The property of an SPE.Emitter instance to check compliance of.
* @param {Number} minLength The minimum length of the array to create.
* @param {Number} maxLength The maximum length of the array to create.
*/
ensureValueOverLifetimeCompliance: function( property, minLength, maxLength ) {
'use strict';
minLength = minLength || 3;
maxLength = maxLength || 3;
// First, ensure both properties are arrays.
if ( Array.isArray( property._value ) === false ) {
property._value = [ property._value ];
}
if ( Array.isArray( property._spread ) === false ) {
property._spread = [ property._spread ];
}
var valueLength = this.clamp( property._value.length, minLength, maxLength ),
spreadLength = this.clamp( property._spread.length, minLength, maxLength ),
desiredLength = Math.max( valueLength, spreadLength );
if ( property._value.length !== desiredLength ) {
property._value = this.interpolateArray( property._value, desiredLength );
}
if ( property._spread.length !== desiredLength ) {
property._spread = this.interpolateArray( property._spread, desiredLength );
}
},
/**
* Performs linear interpolation (lerp) on an array.
*
* For example, lerping [1, 10], with a `newLength` of 10 will produce [1, 2, 3, 4, 5, 6, 7, 8, 9, 10].
*
* Delegates to `SPE.utils.lerpTypeAgnostic` to perform the actual
* interpolation.
*
* @param {Array} srcArray The array to lerp.
* @param {Number} newLength The length the array should be interpolated to.
* @return {Array} The interpolated array.
*/
interpolateArray: function( srcArray, newLength ) {
'use strict';
var sourceLength = srcArray.length,
newArray = [ typeof srcArray[ 0 ].clone === 'function' ? srcArray[ 0 ].clone() : srcArray[ 0 ] ],
factor = ( sourceLength - 1 ) / ( newLength - 1 );
for ( var i = 1; i < newLength - 1; ++i ) {
var f = i * factor,
before = Math.floor( f ),
after = Math.ceil( f ),
delta = f - before;
newArray[ i ] = this.lerpTypeAgnostic( srcArray[ before ], srcArray[ after ], delta );
}
newArray.push(
typeof srcArray[ sourceLength - 1 ].clone === 'function' ?
srcArray[ sourceLength - 1 ].clone() :
srcArray[ sourceLength - 1 ]
);
return newArray;
},
/**
* Clamp a number to between the given min and max values.
* @param {Number} value The number to clamp.
* @param {Number} min The minimum value.
* @param {Number} max The maximum value.
* @return {Number} The clamped number.
*/
clamp: function( value, min, max ) {
'use strict';
return Math.max( min, Math.min( value, max ) );
},
/**
* If the given value is less than the epsilon value, then return
* a randomised epsilon value if specified, or just the epsilon value if not.
* Works for negative numbers as well as positive.
*
* @param {Number} value The value to perform the operation on.
* @param {Boolean} randomise Whether the value should be randomised.
* @return {Number} The result of the operation.
*/
zeroToEpsilon: function( value, randomise ) {
'use strict';
var epsilon = 0.00001,
result = value;
result = randomise ? Math.random() * epsilon * 10 : epsilon;
if ( value < 0 && value > -epsilon ) {
result = -result;
}
// if ( value === 0 ) {
// result = randomise ? Math.random() * epsilon * 10 : epsilon;
// }
// else if ( value > 0 && value < epsilon ) {
// result = randomise ? Math.random() * epsilon * 10 : epsilon;
// }
// else if ( value < 0 && value > -epsilon ) {
// result = -( randomise ? Math.random() * epsilon * 10 : epsilon );
// }
return result;
},
/**
* Linearly interpolates two values of various types. The given values
* must be of the same type for the interpolation to work.
* @param {(number|Object)} start The start value of the lerp.
* @param {(number|object)} end The end value of the lerp.
* @param {Number} delta The delta posiiton of the lerp operation. Ideally between 0 and 1 (inclusive).
* @return {(number|object|undefined)} The result of the operation. Result will be undefined if
* the start and end arguments aren't a supported type, or
* if their types do not match.
*/
lerpTypeAgnostic: function( start, end, delta ) {
'use strict';
var types = this.types,
out;
if ( typeof start === types.NUMBER && typeof end === types.NUMBER ) {
return start + ( ( end - start ) * delta );
}
else if ( start instanceof THREE.Vector2 && end instanceof THREE.Vector2 ) {
out = start.clone();
out.x = this.lerp( start.x, end.x, delta );
out.y = this.lerp( start.y, end.y, delta );
return out;
}
else if ( start instanceof THREE.Vector3 && end instanceof THREE.Vector3 ) {
out = start.clone();
out.x = this.lerp( start.x, end.x, delta );
out.y = this.lerp( start.y, end.y, delta );
out.z = this.lerp( start.z, end.z, delta );
return out;
}
else if ( start instanceof THREE.Vector4 && end instanceof THREE.Vector4 ) {
out = start.clone();
out.x = this.lerp( start.x, end.x, delta );
out.y = this.lerp( start.y, end.y, delta );
out.z = this.lerp( start.z, end.z, delta );
out.w = this.lerp( start.w, end.w, delta );
return out;
}
else if ( start instanceof THREE.Color && end instanceof THREE.Color ) {
out = start.clone();
out.r = this.lerp( start.r, end.r, delta );
out.g = this.lerp( start.g, end.g, delta );
out.b = this.lerp( start.b, end.b, delta );
return out;
}
else {
console.warn( 'Invalid argument types, or argument types do not match:', start, end );
}
},
/**
* Perform a linear interpolation operation on two numbers.
* @param {Number} start The start value.
* @param {Number} end The end value.
* @param {Number} delta The position to interpolate to.
* @return {Number} The result of the lerp operation.
*/
lerp: function( start, end, delta ) {
'use strict';
return start + ( ( end - start ) * delta );
},
/**
* Rounds a number to a nearest multiple.
*
* @param {Number} n The number to round.
* @param {Number} multiple The multiple to round to.
* @return {Number} The result of the round operation.
*/
roundToNearestMultiple: function( n, multiple ) {
'use strict';
var remainder = 0;
if ( multiple === 0 ) {
return n;
}
remainder = Math.abs( n ) % multiple;
if ( remainder === 0 ) {
return n;
}
if ( n < 0 ) {
return -( Math.abs( n ) - remainder );
}
return n + multiple - remainder;
},
/**
* Check if all items in an array are equal. Uses strict equality.
*
* @param {Array} array The array of values to check equality of.
* @return {Boolean} Whether the array's values are all equal or not.
*/
arrayValuesAreEqual: function( array ) {
'use strict';
for ( var i = 0; i < array.length - 1; ++i ) {
if ( array[ i ] !== array[ i + 1 ] ) {
return false;
}
}
return true;
},
// colorsAreEqual: function() {
// var colors = Array.prototype.slice.call( arguments ),
// numColors = colors.length;
// for ( var i = 0, color1, color2; i < numColors - 1; ++i ) {
// color1 = colors[ i ];
// color2 = colors[ i + 1 ];
// if (
// color1.r !== color2.r ||
// color1.g !== color2.g ||
// color1.b !== color2.b
// ) {
// return false
// }
// }
// return true;
// },
/**
* Given a start value and a spread value, create and return a random
* number.
* @param {Number} base The start value.
* @param {Number} spread The size of the random variance to apply.
* @return {Number} A randomised number.
*/
randomFloat: function( base, spread ) {
'use strict';
return base + spread * ( Math.random() - 0.5 );
},
/**
* Given an SPE.ShaderAttribute instance, and various other settings,
* assign values to the attribute's array in a `vec3` format.
*
* @param {Object} attribute The instance of SPE.ShaderAttribute to save the result to.
* @param {Number} index The offset in the attribute's TypedArray to save the result from.
* @param {Object} base THREE.Vector3 instance describing the start value.
* @param {Object} spread THREE.Vector3 instance describing the random variance to apply to the start value.
* @param {Object} spreadClamp THREE.Vector3 instance describing the multiples to clamp the randomness to.
*/
randomVector3: function( attribute, index, base, spread, spreadClamp ) {
'use strict';
var x = base.x + ( Math.random() * spread.x - ( spread.x * 0.5 ) ),
y = base.y + ( Math.random() * spread.y - ( spread.y * 0.5 ) ),
z = base.z + ( Math.random() * spread.z - ( spread.z * 0.5 ) );
// var x = this.randomFloat( base.x, spread.x ),
// y = this.randomFloat( base.y, spread.y ),
// z = this.randomFloat( base.z, spread.z );
if ( spreadClamp ) {
x = -spreadClamp.x * 0.5 + this.roundToNearestMultiple( x, spreadClamp.x );
y = -spreadClamp.y * 0.5 + this.roundToNearestMultiple( y, spreadClamp.y );
z = -spreadClamp.z * 0.5 + this.roundToNearestMultiple( z, spreadClamp.z );
}
attribute.typedArray.setVec3Components( index, x, y, z );
},
/**
* Given an SPE.Shader attribute instance, and various other settings,
* assign Color values to the attribute.
* @param {Object} attribute The instance of SPE.ShaderAttribute to save the result to.
* @param {Number} index The offset in the attribute's TypedArray to save the result from.
* @param {Object} base THREE.Color instance describing the start color.
* @param {Object} spread THREE.Vector3 instance describing the random variance to apply to the start color.
*/
randomColor: function( attribute, index, base, spread ) {
'use strict';
var r = base.r + ( Math.random() * spread.x ),
g = base.g + ( Math.random() * spread.y ),
b = base.b + ( Math.random() * spread.z );
r = this.clamp( r, 0, 1 );
g = this.clamp( g, 0, 1 );
b = this.clamp( b, 0, 1 );
attribute.typedArray.setVec3Components( index, r, g, b );
},
randomColorAsHex: ( function() {
'use strict';
var workingColor = new THREE.Color();
/**
* Assigns a random color value, encoded as a hex value in decimal
* format, to a SPE.ShaderAttribute instance.
* @param {Object} attribute The instance of SPE.ShaderAttribute to save the result to.
* @param {Number} index The offset in the attribute's TypedArray to save the result from.
* @param {Object} base THREE.Color instance describing the start color.
* @param {Object} spread THREE.Vector3 instance describing the random variance to apply to the start color.
*/
return function( attribute, index, base, spread ) {
var numItems = base.length,
colors = [];
for ( var i = 0; i < numItems; ++i ) {
var spreadVector = spread[ i ];
workingColor.copy( base[ i ] );
workingColor.r += ( Math.random() * spreadVector.x ) - ( spreadVector.x * 0.5 );
workingColor.g += ( Math.random() * spreadVector.y ) - ( spreadVector.y * 0.5 );
workingColor.b += ( Math.random() * spreadVector.z ) - ( spreadVector.z * 0.5 );
workingColor.r = this.clamp( workingColor.r, 0, 1 );
workingColor.g = this.clamp( workingColor.g, 0, 1 );
workingColor.b = this.clamp( workingColor.b, 0, 1 );
colors.push( workingColor.getHex() );
}
attribute.typedArray.setVec4Components( index, colors[ 0 ], colors[ 1 ], colors[ 2 ], colors[ 3 ] );
};
}() ),
/**
* Assigns a random vector 3 value to an SPE.ShaderAttribute instance, projecting the
* given values onto a sphere.
*
* @param {Object} attribute The instance of SPE.ShaderAttribute to save the result to.
* @param {Number} index The offset in the attribute's TypedArray to save the result from.
* @param {Object} base THREE.Vector3 instance describing the origin of the transform.
* @param {Number} radius The radius of the sphere to project onto.
* @param {Number} radiusSpread The amount of randomness to apply to the projection result
* @param {Object} radiusScale THREE.Vector3 instance describing the scale of each axis of the sphere.
* @param {Number} radiusSpreadClamp What numeric multiple the projected value should be clamped to.
*/
randomVector3OnSphere: function(
attribute, index, base, radius, radiusSpread, radiusScale, radiusSpreadClamp, distributionClamp
) {
'use strict';
var depth = 2 * Math.random() - 1,
t = 6.2832 * Math.random(),
r = Math.sqrt( 1 - depth * depth ),
rand = this.randomFloat( radius, radiusSpread ),
x = 0,
y = 0,
z = 0;
if ( radiusSpreadClamp ) {
rand = Math.round( rand / radiusSpreadClamp ) * radiusSpreadClamp;
}
// Set position on sphere
x = r * Math.cos( t ) * rand;
y = r * Math.sin( t ) * rand;
z = depth * rand;
// Apply radius scale to this position
x *= radiusScale.x;
y *= radiusScale.y;
z *= radiusScale.z;
// Translate to the base position.
x += base.x;
y += base.y;
z += base.z;
// Set the values in the typed array.
attribute.typedArray.setVec3Components( index, x, y, z );
},
seededRandom: function( seed ) {
var x = Math.sin( seed ) * 10000;
return x - ( x | 0 );
},
/**
* Assigns a random vector 3 value to an SPE.ShaderAttribute instance, projecting the
* given values onto a 2d-disc.
*
* @param {Object} attribute The instance of SPE.ShaderAttribute to save the result to.
* @param {Number} index The offset in the attribute's TypedArray to save the result from.
* @param {Object} base THREE.Vector3 instance describing the origin of the transform.
* @param {Number} radius The radius of the sphere to project onto.
* @param {Number} radiusSpread The amount of randomness to apply to the projection result
* @param {Object} radiusScale THREE.Vector3 instance describing the scale of each axis of the disc. The z-component is ignored.
* @param {Number} radiusSpreadClamp What numeric multiple the projected value should be clamped to.
*/
randomVector3OnDisc: function( attribute, index, base, radius, radiusSpread, radiusScale, radiusSpreadClamp ) {
'use strict';
var t = 6.2832 * Math.random(),
rand = Math.abs( this.randomFloat( radius, radiusSpread ) ),
x = 0,
y = 0,
z = 0;
if ( radiusSpreadClamp ) {
rand = Math.round( rand / radiusSpreadClamp ) * radiusSpreadClamp;
}
// Set position on sphere
x = Math.cos( t ) * rand;
y = Math.sin( t ) * rand;
// Apply radius scale to this position
x *= radiusScale.x;
y *= radiusScale.y;
// Translate to the base position.
x += base.x;
y += base.y;
z += base.z;
// Set the values in the typed array.
attribute.typedArray.setVec3Components( index, x, y, z );
},
randomDirectionVector3OnSphere: ( function() {
'use strict';
var v = new THREE.Vector3();
/**
* Given an SPE.ShaderAttribute instance, create a direction vector from the given
* position, using `speed` as the magnitude. Values are saved to the attribute.
*
* @param {Object} attribute The instance of SPE.ShaderAttribute to save the result to.
* @param {Number} index The offset in the attribute's TypedArray to save the result from.
* @param {Number} posX The particle's x coordinate.
* @param {Number} posY The particle's y coordinate.
* @param {Number} posZ The particle's z coordinate.
* @param {Object} emitterPosition THREE.Vector3 instance describing the emitter's base position.
* @param {Number} speed The magnitude to apply to the vector.
* @param {Number} speedSpread The amount of randomness to apply to the magnitude.
*/
return function( attribute, index, posX, posY, posZ, emitterPosition, speed, speedSpread ) {
v.copy( emitterPosition );
v.x -= posX;
v.y -= posY;
v.z -= posZ;
v.normalize().multiplyScalar( -this.randomFloat( speed, speedSpread ) );
attribute.typedArray.setVec3Components( index, v.x, v.y, v.z );
};
}() ),
randomDirectionVector3OnDisc: ( function() {
'use strict';
var v = new THREE.Vector3();
/**
* Given an SPE.ShaderAttribute instance, create a direction vector from the given
* position, using `speed` as the magnitude. Values are saved to the attribute.
*
* @param {Object} attribute The instance of SPE.ShaderAttribute to save the result to.
* @param {Number} index The offset in the attribute's TypedArray to save the result from.
* @param {Number} posX The particle's x coordinate.
* @param {Number} posY The particle's y coordinate.
* @param {Number} posZ The particle's z coordinate.
* @param {Object} emitterPosition THREE.Vector3 instance describing the emitter's base position.
* @param {Number} speed The magnitude to apply to the vector.
* @param {Number} speedSpread The amount of randomness to apply to the magnitude.
*/
return function( attribute, index, posX, posY, posZ, emitterPosition, speed, speedSpread ) {
v.copy( emitterPosition );
v.x -= posX;
v.y -= posY;
v.z -= posZ;
v.normalize().multiplyScalar( -this.randomFloat( speed, speedSpread ) );
attribute.typedArray.setVec3Components( index, v.x, v.y, 0 );
};
}() ),
getPackedRotationAxis: ( function() {
'use strict';
var v = new THREE.Vector3(),
vSpread = new THREE.Vector3(),
c = new THREE.Color(),
addOne = new THREE.Vector3( 1, 1, 1 );
/**
* Given a rotation axis, and a rotation axis spread vector,
* calculate a randomised rotation axis, and pack it into
* a hexadecimal value represented in decimal form.
* @param {Object} axis THREE.Vector3 instance describing the rotation axis.
* @param {Object} axisSpread THREE.Vector3 instance describing the amount of randomness to apply to the rotation axis.
* @return {Number} The packed rotation axis, with randomness.
*/
return function( axis, axisSpread ) {
v.copy( axis ).normalize();
vSpread.copy( axisSpread ).normalize();
v.x += ( -axisSpread.x * 0.5 ) + ( Math.random() * axisSpread.x );
v.y += ( -axisSpread.y * 0.5 ) + ( Math.random() * axisSpread.y );
v.z += ( -axisSpread.z * 0.5 ) + ( Math.random() * axisSpread.z );
// v.x = Math.abs( v.x );
// v.y = Math.abs( v.y );
// v.z = Math.abs( v.z );
v.normalize().add( addOne ).multiplyScalar( 0.5 );
c.setRGB( v.x, v.y, v.z );
return c.getHex();
};
}() )
};
/**
* An SPE.Group instance.
* @typedef {Object} Group
* @see SPE.Group
*/
/**
* A map of options to configure an SPE.Group instance.
* @typedef {Object} GroupOptions
*
* @property {Object} texture An object describing the texture used by the group.
*
* @property {Object} texture.value An instance of THREE.Texture.
*
* @property {Object=} texture.frames A THREE.Vector2 instance describing the number
* of frames on the x- and y-axis of the given texture.
* If not provided, the texture will NOT be treated as
* a sprite-sheet and as such will NOT be animated.
*
* @property {Number} [texture.frameCount=texture.frames.x * texture.frames.y] The total number of frames in the sprite-sheet.
* Allows for sprite-sheets that don't fill the entire
* texture.
*
* @property {Number} texture.loop The number of loops through the sprite-sheet that should
* be performed over the course of a single particle's lifetime.
*
* @property {Number} fixedTimeStep If no `dt` (or `deltaTime`) value is passed to this group's
* `tick()` function, this number will be used to move the particle
* simulation forward. Value in SECONDS.
*
* @property {Boolean} hasPerspective Whether the distance a particle is from the camera should affect
* the particle's size.
*
* @property {Boolean} colorize Whether the particles in this group should be rendered with color, or
* whether the only color of particles will come from the provided texture.
*
* @property {Number} blending One of Three.js's blending modes to apply to this group's `ShaderMaterial`.
*
* @property {Boolean} transparent Whether these particle's should be rendered with transparency.
*
* @property {Number} alphaTest Sets the alpha value to be used when running an alpha test on the `texture.value` property. Value between 0 and 1.
*
* @property {Boolean} depthWrite Whether rendering the group has any effect on the depth buffer.
*
* @property {Boolean} depthTest Whether to have depth test enabled when rendering this group.
*
* @property {Boolean} fog Whether this group's particles should be affected by their scene's fog.
*
* @property {Number} scale The scale factor to apply to this group's particle sizes. Useful for
* setting particle sizes to be relative to renderer size.
*/
/**
* The SPE.Group class. Creates a new group, containing a material, geometry, and mesh.
*
* @constructor
* @param {GroupOptions} options A map of options to configure the group instance.
*/
SPE.Group = function( options ) {
'use strict';
var utils = SPE.utils,
types = utils.types;
// Ensure we have a map of options to play with
options = utils.ensureTypedArg( options, types.OBJECT, {} );
options.texture = utils.ensureTypedArg( options.texture, types.OBJECT, {} );
// Assign a UUID to this instance
this.uuid = THREE.Math.generateUUID();
// If no `deltaTime` value is passed to the `SPE.Group.tick` function,
// the value of this property will be used to advance the simulation.
this.fixedTimeStep = utils.ensureTypedArg( options.fixedTimeStep, types.NUMBER, 0.016 );
// Set properties used in the uniforms map, starting with the
// texture stuff.
this.texture = utils.ensureInstanceOf( options.texture.value, THREE.Texture, null );
this.textureFrames = utils.ensureInstanceOf( options.texture.frames, THREE.Vector2, new THREE.Vector2( 1, 1 ) );
this.textureFrameCount = utils.ensureTypedArg( options.texture.frameCount, types.NUMBER, this.textureFrames.x * this.textureFrames.y );
this.textureLoop = utils.ensureTypedArg( options.texture.loop, types.NUMBER, 1 );
this.textureFrames.max( new THREE.Vector2( 1, 1 ) );
this.hasPerspective = utils.ensureTypedArg( options.hasPerspective, types.BOOLEAN, true );
this.colorize = utils.ensureTypedArg( options.colorize, types.BOOLEAN, true );
this.maxParticleCount = utils.ensureTypedArg( options.maxParticleCount, types.NUMBER, null );
// Set properties used to define the ShaderMaterial's appearance.
this.blending = utils.ensureTypedArg( options.blending, types.NUMBER, THREE.AdditiveBlending );
this.transparent = utils.ensureTypedArg( options.transparent, types.BOOLEAN, true );
this.alphaTest = parseFloat( utils.ensureTypedArg( options.alphaTest, types.NUMBER, 0.0 ) );
this.depthWrite = utils.ensureTypedArg( options.depthWrite, types.BOOLEAN, false );
this.depthTest = utils.ensureTypedArg( options.depthTest, types.BOOLEAN, true );
this.fog = utils.ensureTypedArg( options.fog, types.BOOLEAN, true );
this.scale = utils.ensureTypedArg( options.scale, types.NUMBER, 300 );
// Where emitter's go to curl up in a warm blanket and live
// out their days.
this.emitters = [];
this.emitterIDs = [];
// Create properties for use by the emitter pooling functions.
this._pool = [];
this._poolCreationSettings = null;
this._createNewWhenPoolEmpty = 0;
// Whether all attributes should be forced to updated
// their entire buffer contents on the next tick.
//
// Used when an emitter is removed.
this._attributesNeedRefresh = false;
this._attributesNeedDynamicReset = false;
this.particleCount = 0;
// Map of uniforms to be applied to the ShaderMaterial instance.
this.uniforms = {
texture: {
type: 't',
value: this.texture
},
textureAnimation: {
type: 'v4',
value: new THREE.Vector4(
this.textureFrames.x,
this.textureFrames.y,
this.textureFrameCount,
Math.max( Math.abs( this.textureLoop ), 1.0 )
)
},
fogColor: {
type: 'c',
value: null
},
fogNear: {
type: 'f',
value: 10
},
fogFar: {
type: 'f',
value: 200
},
fogDensity: {
type: 'f',
value: 0.5
},
deltaTime: {
type: 'f',
value: 0
},
runTime: {
type: 'f',
value: 0
},
scale: {
type: 'f',
value: this.scale
}
};
// Add some defines into the mix...
this.defines = {
HAS_PERSPECTIVE: this.hasPerspective,
COLORIZE: this.colorize,
VALUE_OVER_LIFETIME_LENGTH: SPE.valueOverLifetimeLength,
SHOULD_ROTATE_TEXTURE: false,
SHOULD_ROTATE_PARTICLES: false,
SHOULD_WIGGLE_PARTICLES: false,
SHOULD_CALCULATE_SPRITE: this.textureFrames.x > 1 || this.textureFrames.y > 1
};
// Map of all attributes to be applied to the particles.
//
// See SPE.ShaderAttribute for a bit more info on this bit.
this.attributes = {
position: new SPE.ShaderAttribute( 'v3', true ),
acceleration: new SPE.ShaderAttribute( 'v4', true ), // w component is drag
velocity: new SPE.ShaderAttribute( 'v3', true ),
rotation: new SPE.ShaderAttribute( 'v4', true ),
rotationCenter: new SPE.ShaderAttribute( 'v3', true ),
params: new SPE.ShaderAttribute( 'v4', true ), // Holds (alive, age, delay, wiggle)
size: new SPE.ShaderAttribute( 'v4', true ),
angle: new SPE.ShaderAttribute( 'v4', true ),
color: new SPE.ShaderAttribute( 'v4', true ),
opacity: new SPE.ShaderAttribute( 'v4', true )
};
this.attributeKeys = Object.keys( this.attributes );
this.attributeCount = this.attributeKeys.length;
// Create the ShaderMaterial instance that'll help render the
// particles.
this.material = new THREE.ShaderMaterial( {
uniforms: this.uniforms,
vertexShader: SPE.shaders.vertex,
fragmentShader: SPE.shaders.fragment,
blending: this.blending,
transparent: this.transparent,
alphaTest: this.alphaTest,
depthWrite: this.depthWrite,
depthTest: this.depthTest,
defines: this.defines,
fog: this.fog
} );
// Create the BufferGeometry and Points instances, ensuring
// the geometry and material are given to the latter.
this.geometry = new THREE.BufferGeometry();
this.mesh = new THREE.Points( this.geometry, this.material );
if ( this.maxParticleCount === null ) {
console.warn( 'SPE.Group: No maxParticleCount specified. Adding emitters after rendering will probably cause errors.' );
}
};
SPE.Group.constructor = SPE.Group;
SPE.Group.prototype._updateDefines = function() {
'use strict';
var emitters = this.emitters,
i = emitters.length - 1,
emitter,
defines = this.defines;
for ( i; i >= 0; --i ) {
emitter = emitters[ i ];
// Only do angle calculation if there's no spritesheet defined.
//
// Saves calculations being done and then overwritten in the shaders.
if ( !defines.SHOULD_CALCULATE_SPRITE ) {
defines.SHOULD_ROTATE_TEXTURE = defines.SHOULD_ROTATE_TEXTURE || !!Math.max(
Math.max.apply( null, emitter.angle.value ),
Math.max.apply( null, emitter.angle.spread )
);
}
defines.SHOULD_ROTATE_PARTICLES = defines.SHOULD_ROTATE_PARTICLES || !!Math.max(
emitter.rotation.angle,
emitter.rotation.angleSpread
);
defines.SHOULD_WIGGLE_PARTICLES = defines.SHOULD_WIGGLE_PARTICLES || !!Math.max(
emitter.wiggle.value,
emitter.wiggle.spread
);
}
this.material.needsUpdate = true;
};
SPE.Group.prototype._applyAttributesToGeometry = function() {
'use strict';
var attributes = this.attributes,
geometry = this.geometry,
geometryAttributes = geometry.attributes,
attribute,
geometryAttribute;
// Loop through all the shader attributes and assign (or re-assign)
// typed array buffers to each one.
for ( var attr in attributes ) {
if ( attributes.hasOwnProperty( attr ) ) {
attribute = attributes[ attr ];
geometryAttribute = geometryAttributes[ attr ];
// Update the array if this attribute exists on the geometry.
//
// This needs to be done because the attribute's typed array might have
// been resized and reinstantiated, and might now be looking at a
// different ArrayBuffer, so reference needs updating.
if ( geometryAttribute ) {
geometryAttribute.array = attribute.typedArray.array;
}
// // Add the attribute to the geometry if it doesn't already exist.
else {
geometry.addAttribute( attr, attribute.bufferAttribute );
}
// Mark the attribute as needing an update the next time a frame is rendered.
attribute.bufferAttribute.needsUpdate = true;
}
}
// Mark the draw range on the geometry. This will ensure
// only the values in the attribute buffers that are
// associated with a particle will be used in THREE's
// render cycle.
this.geometry.setDrawRange( 0, this.particleCount );
};
/**
* Adds an SPE.Emitter instance to this group, creating particle values and
* assigning them to this group's shader attributes.
*
* @param {Emitter} emitter The emitter to add to this group.
*/
SPE.Group.prototype.addEmitter = function( emitter ) {
'use strict';
// Ensure an actual emitter instance is passed here.
//
// Decided not to throw here, just in case a scene's
// rendering would be paused. Logging an error instead
// of stopping execution if exceptions aren't caught.
if ( emitter instanceof SPE.Emitter === false ) {
console.error( '`emitter` argument must be instance of SPE.Emitter. Was provided with:', emitter );
return;
}
// If the emitter already exists as a member of this group, then
// stop here, we don't want to add it again.
else if ( this.emitterIDs.indexOf( emitter.uuid ) > -1 ) {
console.error( 'Emitter already exists in this group. Will not add again.' );
return;
}
// And finally, if the emitter is a member of another group,
// don't add it to this group.
else if ( emitter.group !== null ) {
console.error( 'Emitter already belongs to another group. Will not add to requested group.' );
return;
}
var attributes = this.attributes,
start = this.particleCount,
end = start + emitter.particleCount;
// Update this group's particle count.
this.particleCount = end;
// Emit a warning if the emitter being added will exceed the buffer sizes specified.
if ( this.maxParticleCount !== null && this.particleCount > this.maxParticleCount ) {
console.warn( 'SPE.Group: maxParticleCount exceeded. Requesting', this.particleCount, 'particles, can support only', this.maxParticleCount );
}
// Set the `particlesPerSecond` value (PPS) on the emitter.
// It's used to determine how many particles to release
// on a per-frame basis.
emitter._calculatePPSValue( emitter.maxAge._value + emitter.maxAge._spread );
emitter._setBufferUpdateRanges( this.attributeKeys );
// Store the offset value in the TypedArray attributes for this emitter.
emitter._setAttributeOffset( start );
// Save a reference to this group on the emitter so it knows
// where it belongs.
emitter.group = this;
// Store reference to the attributes on the emitter for
// easier access during the emitter's tick function.
emitter.attributes = this.attributes;
// Ensure the attributes and their BufferAttributes exist, and their
// TypedArrays are of the correct size.
for ( var attr in attributes ) {
if ( attributes.hasOwnProperty( attr ) ) {
// When creating a buffer, pass through the maxParticle count
// if one is specified.
attributes[ attr ]._createBufferAttribute(
this.maxParticleCount !== null ?
this.maxParticleCount :
this.particleCount
);
}
}
// Loop through each particle this emitter wants to have, and create the attributes values,
// storing them in the TypedArrays that each attribute holds.
for ( var i = start; i < end; ++i ) {
emitter._assignPositionValue( i );
emitter._assignForceValue( i, 'velocity' );
emitter._assignForceValue( i, 'acceleration' );
emitter._assignAbsLifetimeValue( i, 'opacity' );
emitter._assignAbsLifetimeValue( i, 'size' );
emitter._assignAngleValue( i );
emitter._assignRotationValue( i );
emitter._assignParamsValue( i );
emitter._assignColorValue( i );
}
// Update the geometry and make sure the attributes are referencing
// the typed arrays properly.
this._applyAttributesToGeometry();
// Store this emitter in this group's emitter's store.
this.emitters.push( emitter );
this.emitterIDs.push( emitter.uuid );
// Update certain flags to enable shader calculations only if they're necessary.
this._updateDefines( emitter );
// Update the material since defines might have changed
this.material.needsUpdate = true;
this.geometry.needsUpdate = true;
this._attributesNeedRefresh = true;
// Return the group to enable chaining.
return this;
};
/**
* Removes an SPE.Emitter instance from this group. When called,
* all particle's belonging to the given emitter will be instantly
* removed from the scene.
*
* @param {Emitter} emitter The emitter to add to this group.
*/
SPE.Group.prototype.removeEmitter = function( emitter ) {
'use strict';
var emitterIndex = this.emitterIDs.indexOf( emitter.uuid );
// Ensure an actual emitter instance is passed here.
//
// Decided not to throw here, just in case a scene's
// rendering would be paused. Logging an error instead
// of stopping execution if exceptions aren't caught.
if ( emitter instanceof SPE.Emitter === false ) {
console.error( '`emitter` argument must be instance of SPE.Emitter. Was provided with:', emitter );
return;
}
// Issue an error if the emitter isn't a member of this group.
else if ( emitterIndex === -1 ) {
console.error( 'Emitter does not exist in this group. Will not remove.' );
return;
}
// Kill all particles by marking them as dead
// and their age as 0.
var start = emitter.attributeOffset,
end = start + emitter.particleCount,
params = this.attributes.params.typedArray;
// Set alive and age to zero.
for ( var i = start; i < end; ++i ) {
params.array[ i * 4 ] = 0.0;
params.array[ i * 4 + 1 ] = 0.0;
}
// Remove the emitter from this group's "store".
this.emitters.splice( emitterIndex, 1 );
this.emitterIDs.splice( emitterIndex, 1 );
// Remove this emitter's attribute values from all shader attributes.
// The `.splice()` call here also marks each attribute's buffer
// as needing to update it's entire contents.
for ( var attr in this.attributes ) {
if ( this.attributes.hasOwnProperty( attr ) ) {
this.attributes[ attr ].splice( start, end );
}
}
// Ensure this group's particle count is correct.
this.particleCount -= emitter.particleCount;
// Call the emitter's remove method.
emitter._onRemove();
// Set a flag to indicate that the attribute buffers should
// be updated in their entirety on the next frame.
this._attributesNeedRefresh = true;
};
/**
* Fetch a single emitter instance from the pool.
* If there are no objects in the pool, a new emitter will be
* created if specified.
*
* @return {Emitter|null}
*/
SPE.Group.prototype.getFromPool = function() {
'use strict';
var pool = this._pool,
createNew = this._createNewWhenPoolEmpty;
if ( pool.length ) {
return pool.pop();
}
else if ( createNew ) {
var emitter = new SPE.Emitter( this._poolCreationSettings );
this.addEmitter( emitter );
return emitter;
}
return null;
};
/**
* Release an emitter into the pool.
*
* @param {ShaderParticleEmitter} emitter
* @return {Group} This group instance.
*/
SPE.Group.prototype.releaseIntoPool = function( emitter ) {
'use strict';
if ( emitter instanceof SPE.Emitter === false ) {
console.error( 'Argument is not instanceof SPE.Emitter:', emitter );
return;
}
emitter.reset();
this._pool.unshift( emitter );
return this;
};
/**
* Get the pool array
*
* @return {Array}
*/
SPE.Group.prototype.getPool = function() {
'use strict';
return this._pool;
};
/**
* Add a pool of emitters to this particle group
*
* @param {Number} numEmitters The number of emitters to add to the pool.
* @param {EmitterOptions|Array} emitterOptions An object, or array of objects, describing the options to pass to each emitter.
* @param {Boolean} createNew Should a new emitter be created if the pool runs out?
* @return {Group} This group instance.
*/
SPE.Group.prototype.addPool = function( numEmitters, emitterOptions, createNew ) {
'use strict';
var emitter;
// Save relevant settings and flags.
this._poolCreationSettings = emitterOptions;
this._createNewWhenPoolEmpty = !!createNew;
// Create the emitters, add them to this group and the pool.
for ( var i = 0; i < numEmitters; ++i ) {
if ( Array.isArray( emitterOptions ) ) {
emitter = new SPE.Emitter( emitterOptions[ i ] );
}
else {
emitter = new SPE.Emitter( emitterOptions );
}
this.addEmitter( emitter );
this.releaseIntoPool( emitter );
}
return this;
};
SPE.Group.prototype._triggerSingleEmitter = function( pos ) {
'use strict';
var emitter = this.getFromPool(),
self = this;
if ( emitter === null ) {
console.log( 'SPE.Group pool ran out.' );
return;
}
// TODO:
// - Make sure buffers are update with thus new position.
if ( pos instanceof THREE.Vector3 ) {
emitter.position.value.copy( pos );
// Trigger the setter for this property to force an
// update to the emitter's position attribute.
emitter.position.value = emitter.position.value;
}
emitter.enable();
setTimeout( function() {
emitter.disable();
self.releaseIntoPool( emitter );
}, ( Math.max( emitter.duration, ( emitter.maxAge.value + emitter.maxAge.spread ) ) ) * 1000 );
return this;
};
/**
* Set a given number of emitters as alive, with an optional position
* vector3 to move them to.
*
* @param {Number} numEmitters The number of emitters to activate
* @param {Object} [position=undefined] A THREE.Vector3 instance describing the position to activate the emitter(s) at.
* @return {Group} This group instance.
*/
SPE.Group.prototype.triggerPoolEmitter = function( numEmitters, position ) {
'use strict';
if ( typeof numEmitters === 'number' && numEmitters > 1 ) {
for ( var i = 0; i < numEmitters; ++i ) {
this._triggerSingleEmitter( position );
}
}
else {
this._triggerSingleEmitter( position );
}
return this;
};
SPE.Group.prototype._updateUniforms = function( dt ) {
'use strict';
this.uniforms.runTime.value += dt;
this.uniforms.deltaTime.value = dt;
};
SPE.Group.prototype._resetBufferRanges = function() {
'use strict';
var keys = this.attributeKeys,
i = this.attributeCount - 1,
attrs = this.attributes;
for ( i; i >= 0; --i ) {
attrs[ keys[ i ] ].resetUpdateRange();
}
};
SPE.Group.prototype._updateBuffers = function( emitter ) {
'use strict';
var keys = this.attributeKeys,
i = this.attributeCount - 1,
attrs = this.attributes,
emitterRanges = emitter.bufferUpdateRanges,
key,
emitterAttr,
attr;
for ( i; i >= 0; --i ) {
key = keys[ i ];
emitterAttr = emitterRanges[ key ];
attr = attrs[ key ];
attr.setUpdateRange( emitterAttr.min, emitterAttr.max );
attr.flagUpdate();
}
};
/**
* Simulate all the emitter's belonging to this group, updating
* attribute values along the way.
* @param {Number} [dt=Group's `fixedTimeStep` value] The number of seconds to simulate the group's emitters for (deltaTime)
*/
SPE.Group.prototype.tick = function( dt ) {
'use strict';
var emitters = this.emitters,
numEmitters = emitters.length,
deltaTime = dt || this.fixedTimeStep,
keys = this.attributeKeys,
i,
attrs = this.attributes;
// Update uniform values.
this._updateUniforms( deltaTime );
// Reset buffer update ranges on the shader attributes.
this._resetBufferRanges();
// If nothing needs updating, then stop here.
if (
numEmitters === 0 &&
this._attributesNeedRefresh === false &&
this._attributesNeedDynamicReset === false
) {
return;
}
// Loop through each emitter in this group and
// simulate it, then update the shader attribute
// buffers.
for ( var i = 0, emitter; i < numEmitters; ++i ) {
emitter = emitters[ i ];
emitter.tick( deltaTime );
this._updateBuffers( emitter );
}
// If the shader attributes have been refreshed,
// then the dynamic properties of each buffer
// attribute will need to be reset back to
// what they should be.
if ( this._attributesNeedDynamicReset === true ) {
i = this.attributeCount - 1;
for ( i; i >= 0; --i ) {
attrs[ keys[ i ] ].resetDynamic();
}
this._attributesNeedDynamicReset = false;
}
// If this group's shader attributes need a full refresh
// then mark each attribute's buffer attribute as
// needing so.
if ( this._attributesNeedRefresh === true ) {
i = this.attributeCount - 1;
for ( i; i >= 0; --i ) {
attrs[ keys[ i ] ].forceUpdateAll();
}
this._attributesNeedRefresh = false;
this._attributesNeedDynamicReset = true;
}
};
/**
* Dipose the geometry and material for the group.
*
* @return {Group} Group instance.
*/
SPE.Group.prototype.dispose = function() {
'use strict';
this.geometry.dispose();
this.material.dispose();
return this;
};
/**
* An SPE.Emitter instance.
* @typedef {Object} Emitter
* @see SPE.Emitter
*/
/**
* A map of options to configure an SPE.Emitter instance.
*
* @typedef {Object} EmitterOptions
*
* @property {distribution} [type=BOX] The default distribution this emitter should use to control
* its particle's spawn position and force behaviour.
* Must be an SPE.distributions.* value.
*
*
* @property {Number} [particleCount=100] The total number of particles this emitter will hold. NOTE: this is not the number
* of particles emitted in a second, or anything like that. The number of particles
* emitted per-second is calculated by particleCount / maxAge (approximately!)
*
* @property {Number|null} [duration=null] The duration in seconds that this emitter should live for. If not specified, the emitter
* will emit particles indefinitely.
* NOTE: When an emitter is older than a specified duration, the emitter is NOT removed from
* it's group, but rather is just marked as dead, allowing it to be reanimated at a later time
* using `SPE.Emitter.prototype.enable()`.
*
* @property {Boolean} [isStatic=false] Whether this emitter should be not be simulated (true).
* @property {Boolean} [activeMultiplier=1] A value between 0 and 1 describing what percentage of this emitter's particlesPerSecond should be
* emitted, where 0 is 0%, and 1 is 100%.
* For example, having an emitter with 100 particles, a maxAge of 2, yields a particlesPerSecond
* value of 50. Setting `activeMultiplier` to 0.5, then, will only emit 25 particles per second (0.5 = 50%).
* Values greater than 1 will emulate a burst of particles, causing the emitter to run out of particles
* before it's next activation cycle.
*
* @property {Boolean} [direction=1] The direction of the emitter. If value is `1`, emitter will start at beginning of particle's lifecycle.
* If value is `-1`, emitter will start at end of particle's lifecycle and work it's way backwards.
*
* @property {Object} [maxAge={}] An object describing the particle's maximum age in seconds.
* @property {Number} [maxAge.value=2] A number between 0 and 1 describing the amount of maxAge to apply to all particles.
* @property {Number} [maxAge.spread=0] A number describing the maxAge variance on a per-particle basis.
*
*
* @property {Object} [position={}] An object describing this emitter's position.
* @property {Object} [position.value=new THREE.Vector3()] A THREE.Vector3 instance describing this emitter's base position.
* @property {Object} [position.spread=new THREE.Vector3()] A THREE.Vector3 instance describing this emitter's position variance on a per-particle basis.
* Note that when using a SPHERE or DISC distribution, only the x-component
* of this vector is used.
* @property {Object} [position.spreadClamp=new THREE.Vector3()] A THREE.Vector3 instance describing the numeric multiples the particle's should
* be spread out over.
* Note that when using a SPHERE or DISC distribution, only the x-component
* of this vector is used.
* @property {Number} [position.radius=10] This emitter's base radius.
* @property {Object} [position.radiusScale=new THREE.Vector3()] A THREE.Vector3 instance describing the radius's scale in all three axes. Allows a SPHERE or DISC to be squashed or stretched.
* @property {distribution} [position.distribution=value of the `type` option.] A specific distribution to use when radiusing particles. Overrides the `type` option.
* @property {Boolean} [position.randomise=false] When a particle is re-spawned, whether it's position should be re-randomised or not. Can incur a performance hit.
*
*
* @property {Object} [velocity={}] An object describing this particle velocity.
* @property {Object} [velocity.value=new THREE.Vector3()] A THREE.Vector3 instance describing this emitter's base velocity.
* @property {Object} [velocity.spread=new THREE.Vector3()] A THREE.Vector3 instance describing this emitter's velocity variance on a per-particle basis.
* Note that when using a SPHERE or DISC distribution, only the x-component
* of this vector is used.
* @property {distribution} [velocity.distribution=value of the `type` option.] A specific distribution to use when calculating a particle's velocity. Overrides the `type` option.
* @property {Boolean} [velocity.randomise=false] When a particle is re-spawned, whether it's velocity should be re-randomised or not. Can incur a performance hit.
*
*
* @property {Object} [acceleration={}] An object describing this particle's acceleration.
* @property {Object} [acceleration.value=new THREE.Vector3()] A THREE.Vector3 instance describing this emitter's base acceleration.
* @property {Object} [acceleration.spread=new THREE.Vector3()] A THREE.Vector3 instance describing this emitter's acceleration variance on a per-particle basis.
* Note that when using a SPHERE or DISC distribution, only the x-component
* of this vector is used.
* @property {distribution} [acceleration.distribution=value of the `type` option.] A specific distribution to use when calculating a particle's acceleration. Overrides the `type` option.
* @property {Boolean} [acceleration.randomise=false] When a particle is re-spawned, whether it's acceleration should be re-randomised or not. Can incur a performance hit.
*
*
* @property {Object} [drag={}] An object describing this particle drag. Drag is applied to both velocity and acceleration values.
* @property {Number} [drag.value=0] A number between 0 and 1 describing the amount of drag to apply to all particles.
* @property {Number} [drag.spread=0] A number describing the drag variance on a per-particle basis.
* @property {Boolean} [drag.randomise=false] When a particle is re-spawned, whether it's drag should be re-randomised or not. Can incur a performance hit.
*
*
* @property {Object} [wiggle={}] This is quite a fun one! The values of this object will determine whether a particle will wiggle, or jiggle, or wave,
* or shimmy, or waggle, or... Well you get the idea. The wiggle is calculated over-time, meaning that a particle will
* start off with no wiggle, and end up wiggling about with the distance of the `value` specified by the time it dies.
* It's quite handy to simulate fire embers, or similar effects where the particle's position should slightly change over
* time, and such change isn't easily controlled by rotation, velocity, or acceleration. The wiggle is a combination of sin and cos calculations, so is circular in nature.
* @property {Number} [wiggle.value=0] A number describing the amount of wiggle to apply to all particles. It's measured in distance.
* @property {Number} [wiggle.spread=0] A number describing the wiggle variance on a per-particle basis.
*
*
* @property {Object} [rotation={}] An object describing this emitter's rotation. It can either be static, or set to rotate from 0radians to the value of `rotation.value`
* over a particle's lifetime. Rotation values affect both a particle's position and the forces applied to it.
* @property {Object} [rotation.axis=new THREE.Vector3(0, 1, 0)] A THREE.Vector3 instance describing this emitter's axis of rotation.
* @property {Object} [rotation.axisSpread=new THREE.Vector3()] A THREE.Vector3 instance describing the amount of variance to apply to the axis of rotation on
* a per-particle basis.
* @property {Number} [rotation.angle=0] The angle of rotation, given in radians. If `rotation.static` is true, the emitter will start off rotated at this angle, and stay as such.
* Otherwise, the particles will rotate from 0radians to this value over their lifetimes.
* @property {Number} [rotation.angleSpread=0] The amount of variance in each particle's rotation angle.
* @property {Boolean} [rotation.static=false] Whether the rotation should be static or not.
* @property {Object} [rotation.center=The value of `position.value`] A THREE.Vector3 instance describing the center point of rotation.
* @property {Boolean} [rotation.randomise=false] When a particle is re-spawned, whether it's rotation should be re-randomised or not. Can incur a performance hit.
*
*
* @property {Object} [color={}] An object describing a particle's color. This property is a "value-over-lifetime" property, meaning an array of values and spreads can be
* given to describe specific value changes over a particle's lifetime.
* Depending on the value of SPE.valueOverLifetimeLength, if arrays of THREE.Color instances are given, then the array will be interpolated to
* have a length matching the value of SPE.valueOverLifetimeLength.
* @property {Object} [color.value=new THREE.Color()] Either a single THREE.Color instance, or an array of THREE.Color instances to describe the color of a particle over it's lifetime.
* @property {Object} [color.spread=new THREE.Vector3()] Either a single THREE.Vector3 instance, or an array of THREE.Vector3 instances to describe the color variance of a particle over it's lifetime.
* @property {Boolean} [color.randomise=false] When a particle is re-spawned, whether it's color should be re-randomised or not. Can incur a performance hit.
*
*
* @property {Object} [opacity={}] An object describing a particle's opacity. This property is a "value-over-lifetime" property, meaning an array of values and spreads can be
* given to describe specific value changes over a particle's lifetime.
* Depending on the value of SPE.valueOverLifetimeLength, if arrays of numbers are given, then the array will be interpolated to
* have a length matching the value of SPE.valueOverLifetimeLength.
* @property {Number} [opacity.value=1] Either a single number, or an array of numbers to describe the opacity of a particle over it's lifetime.
* @property {Number} [opacity.spread=0] Either a single number, or an array of numbers to describe the opacity variance of a particle over it's lifetime.
* @property {Boolean} [opacity.randomise=false] When a particle is re-spawned, whether it's opacity should be re-randomised or not. Can incur a performance hit.
*
*
* @property {Object} [size={}] An object describing a particle's size. This property is a "value-over-lifetime" property, meaning an array of values and spreads can be
* given to describe specific value changes over a particle's lifetime.
* Depending on the value of SPE.valueOverLifetimeLength, if arrays of numbers are given, then the array will be interpolated to
* have a length matching the value of SPE.valueOverLifetimeLength.
* @property {Number} [size.value=1] Either a single number, or an array of numbers to describe the size of a particle over it's lifetime.
* @property {Number} [size.spread=0] Either a single number, or an array of numbers to describe the size variance of a particle over it's lifetime.
* @property {Boolean} [size.randomise=false] When a particle is re-spawned, whether it's size should be re-randomised or not. Can incur a performance hit.
*
*
* @property {Object} [angle={}] An object describing a particle's angle. The angle is a 2d-rotation, measured in radians, applied to the particle's texture.
* NOTE: if a particle's texture is a sprite-sheet, this value IS IGNORED.
* This property is a "value-over-lifetime" property, meaning an array of values and spreads can be
* given to describe specific value changes over a particle's lifetime.
* Depending on the value of SPE.valueOverLifetimeLength, if arrays of numbers are given, then the array will be interpolated to
* have a length matching the value of SPE.valueOverLifetimeLength.
* @property {Number} [angle.value=0] Either a single number, or an array of numbers to describe the angle of a particle over it's lifetime.
* @property {Number} [angle.spread=0] Either a single number, or an array of numbers to describe the angle variance of a particle over it's lifetime.
* @property {Boolean} [angle.randomise=false] When a particle is re-spawned, whether it's angle should be re-randomised or not. Can incur a performance hit.
*
*/
/**
* The SPE.Emitter class.
*
* @constructor
*
* @param {EmitterOptions} options A map of options to configure the emitter.
*/
SPE.Emitter = function( options ) {
'use strict';
var utils = SPE.utils,
types = utils.types,
lifetimeLength = SPE.valueOverLifetimeLength;
// Ensure we have a map of options to play with,
// and that each option is in the correct format.
options = utils.ensureTypedArg( options, types.OBJECT, {} );
options.position = utils.ensureTypedArg( options.position, types.OBJECT, {} );
options.velocity = utils.ensureTypedArg( options.velocity, types.OBJECT, {} );
options.acceleration = utils.ensureTypedArg( options.acceleration, types.OBJECT, {} );
options.radius = utils.ensureTypedArg( options.radius, types.OBJECT, {} );
options.drag = utils.ensureTypedArg( options.drag, types.OBJECT, {} );
options.rotation = utils.ensureTypedArg( options.rotation, types.OBJECT, {} );
options.color = utils.ensureTypedArg( options.color, types.OBJECT, {} );
options.opacity = utils.ensureTypedArg( options.opacity, types.OBJECT, {} );
options.size = utils.ensureTypedArg( options.size, types.OBJECT, {} );
options.angle = utils.ensureTypedArg( options.angle, types.OBJECT, {} );
options.wiggle = utils.ensureTypedArg( options.wiggle, types.OBJECT, {} );
options.maxAge = utils.ensureTypedArg( options.maxAge, types.OBJECT, {} );
if ( options.onParticleSpawn ) {
console.warn( 'onParticleSpawn has been removed. Please set properties directly to alter values at runtime.' );
}
this.uuid = THREE.Math.generateUUID();
this.type = utils.ensureTypedArg( options.type, types.NUMBER, SPE.distributions.BOX );
// Start assigning properties...kicking it off with props that DON'T support values over
// lifetimes.
//
// Btw, values over lifetimes are just the new way of referring to *Start, *Middle, and *End.
this.position = {
_value: utils.ensureInstanceOf( options.position.value, THREE.Vector3, new THREE.Vector3() ),
_spread: utils.ensureInstanceOf( options.position.spread, THREE.Vector3, new THREE.Vector3() ),
_spreadClamp: utils.ensureInstanceOf( options.position.spreadClamp, THREE.Vector3, new THREE.Vector3() ),
_distribution: utils.ensureTypedArg( options.position.distribution, types.NUMBER, this.type ),
_randomise: utils.ensureTypedArg( options.position.randomise, types.BOOLEAN, false ),
_radius: utils.ensureTypedArg( options.position.radius, types.NUMBER, 10 ),
_radiusScale: utils.ensureInstanceOf( options.position.radiusScale, THREE.Vector3, new THREE.Vector3( 1, 1, 1 ) ),
_distributionClamp: utils.ensureTypedArg( options.position.distributionClamp, types.NUMBER, 0 ),
};
this.velocity = {
_value: utils.ensureInstanceOf( options.velocity.value, THREE.Vector3, new THREE.Vector3() ),
_spread: utils.ensureInstanceOf( options.velocity.spread, THREE.Vector3, new THREE.Vector3() ),
_distribution: utils.ensureTypedArg( options.velocity.distribution, types.NUMBER, this.type ),
_randomise: utils.ensureTypedArg( options.position.randomise, types.BOOLEAN, false )
};
this.acceleration = {
_value: utils.ensureInstanceOf( options.acceleration.value, THREE.Vector3, new THREE.Vector3() ),
_spread: utils.ensureInstanceOf( options.acceleration.spread, THREE.Vector3, new THREE.Vector3() ),
_distribution: utils.ensureTypedArg( options.acceleration.distribution, types.NUMBER, this.type ),
_randomise: utils.ensureTypedArg( options.position.randomise, types.BOOLEAN, false )
};
this.drag = {
_value: utils.ensureTypedArg( options.drag.value, types.NUMBER, 0 ),
_spread: utils.ensureTypedArg( options.drag.spread, types.NUMBER, 0 ),
_randomise: utils.ensureTypedArg( options.position.randomise, types.BOOLEAN, false )
};
this.wiggle = {
_value: utils.ensureTypedArg( options.wiggle.value, types.NUMBER, 0 ),
_spread: utils.ensureTypedArg( options.wiggle.spread, types.NUMBER, 0 )
};
this.rotation = {
_axis: utils.ensureInstanceOf( options.rotation.axis, THREE.Vector3, new THREE.Vector3( 0.0, 1.0, 0.0 ) ),
_axisSpread: utils.ensureInstanceOf( options.rotation.axisSpread, THREE.Vector3, new THREE.Vector3() ),
_angle: utils.ensureTypedArg( options.rotation.angle, types.NUMBER, 0 ),
_angleSpread: utils.ensureTypedArg( options.rotation.angleSpread, types.NUMBER, 0 ),
_static: utils.ensureTypedArg( options.rotation.static, types.BOOLEAN, false ),
_center: utils.ensureInstanceOf( options.rotation.center, THREE.Vector3, this.position._value.clone() ),
_randomise: utils.ensureTypedArg( options.position.randomise, types.BOOLEAN, false )
};
this.maxAge = {
_value: utils.ensureTypedArg( options.maxAge.value, types.NUMBER, 2 ),
_spread: utils.ensureTypedArg( options.maxAge.spread, types.NUMBER, 0 )
};
// The following properties can support either single values, or an array of values that change
// the property over a particle's lifetime (value over lifetime).
this.color = {
_value: utils.ensureArrayInstanceOf( options.color.value, THREE.Color, new THREE.Color() ),
_spread: utils.ensureArrayInstanceOf( options.color.spread, THREE.Vector3, new THREE.Vector3() ),
_randomise: utils.ensureTypedArg( options.position.randomise, types.BOOLEAN, false )
};
this.opacity = {
_value: utils.ensureArrayTypedArg( options.opacity.value, types.NUMBER, 1 ),
_spread: utils.ensureArrayTypedArg( options.opacity.spread, types.NUMBER, 0 ),
_randomise: utils.ensureTypedArg( options.position.randomise, types.BOOLEAN, false )
};
this.size = {
_value: utils.ensureArrayTypedArg( options.size.value, types.NUMBER, 1 ),
_spread: utils.ensureArrayTypedArg( options.size.spread, types.NUMBER, 0 ),
_randomise: utils.ensureTypedArg( options.position.randomise, types.BOOLEAN, false )
};
this.angle = {
_value: utils.ensureArrayTypedArg( options.angle.value, types.NUMBER, 0 ),
_spread: utils.ensureArrayTypedArg( options.angle.spread, types.NUMBER, 0 ),
_randomise: utils.ensureTypedArg( options.position.randomise, types.BOOLEAN, false )
};
// Assign renaining option values.
this.particleCount = utils.ensureTypedArg( options.particleCount, types.NUMBER, 100 );
this.duration = utils.ensureTypedArg( options.duration, types.NUMBER, null );
this.isStatic = utils.ensureTypedArg( options.isStatic, types.BOOLEAN, false );
this.activeMultiplier = utils.ensureTypedArg( options.activeMultiplier, types.NUMBER, 1 );
this.direction = utils.ensureTypedArg( options.direction, types.NUMBER, 1 );
// Whether this emitter is alive or not.
this.alive = utils.ensureTypedArg( options.alive, types.BOOLEAN, true );
// The following properties are set internally and are not
// user-controllable.
this.particlesPerSecond = 0;
// The current particle index for which particles should
// be marked as active on the next update cycle.
this.activationIndex = 0;
// The offset in the typed arrays this emitter's
// particle's values will start at
this.attributeOffset = 0;
// The end of the range in the attribute buffers
this.attributeEnd = 0;
// Holds the time the emitter has been alive for.
this.age = 0.0;
// Holds the number of currently-alive particles
this.activeParticleCount = 0.0;
// Holds a reference to this emitter's group once
// it's added to one.
this.group = null;
// Holds a reference to this emitter's group's attributes object
// for easier access.
this.attributes = null;
// Holds a reference to the params attribute's typed array
// for quicker access.
this.paramsArray = null;
// A set of flags to determine whether particular properties
// should be re-randomised when a particle is reset.
//
// If a `randomise` property is given, this is preferred.
// Otherwise, it looks at whether a spread value has been
// given.
//
// It allows randomization to be turned off as desired. If
// all randomization is turned off, then I'd expect a performance
// boost as no attribute buffers (excluding the `params`)
// would have to be re-passed to the GPU each frame (since nothing
// except the `params` attribute would have changed).
this.resetFlags = {
// params: utils.ensureTypedArg( options.maxAge.randomise, types.BOOLEAN, !!options.maxAge.spread ) ||
// utils.ensureTypedArg( options.wiggle.randomise, types.BOOLEAN, !!options.wiggle.spread ),
position: utils.ensureTypedArg( options.position.randomise, types.BOOLEAN, false ) ||
utils.ensureTypedArg( options.radius.randomise, types.BOOLEAN, false ),
velocity: utils.ensureTypedArg( options.velocity.randomise, types.BOOLEAN, false ),
acceleration: utils.ensureTypedArg( options.acceleration.randomise, types.BOOLEAN, false ) ||
utils.ensureTypedArg( options.drag.randomise, types.BOOLEAN, false ),
rotation: utils.ensureTypedArg( options.rotation.randomise, types.BOOLEAN, false ),
rotationCenter: utils.ensureTypedArg( options.rotation.randomise, types.BOOLEAN, false ),
size: utils.ensureTypedArg( options.size.randomise, types.BOOLEAN, false ),
color: utils.ensureTypedArg( options.color.randomise, types.BOOLEAN, false ),
opacity: utils.ensureTypedArg( options.opacity.randomise, types.BOOLEAN, false ),
angle: utils.ensureTypedArg( options.angle.randomise, types.BOOLEAN, false )
};
this.updateFlags = {};
this.updateCounts = {};
// A map to indicate which emitter parameters should update
// which attribute.
this.updateMap = {
maxAge: 'params',
position: 'position',
velocity: 'velocity',
acceleration: 'acceleration',
drag: 'acceleration',
wiggle: 'params',
rotation: 'rotation',
size: 'size',
color: 'color',
opacity: 'opacity',
angle: 'angle'
};
for ( var i in this.updateMap ) {
if ( this.updateMap.hasOwnProperty( i ) ) {
this.updateCounts[ this.updateMap[ i ] ] = 0.0;
this.updateFlags[ this.updateMap[ i ] ] = false;
this._createGetterSetters( this[ i ], i );
}
}
this.bufferUpdateRanges = {};
this.attributeKeys = null;
this.attributeCount = 0;
// Ensure that the value-over-lifetime property objects above
// have value and spread properties that are of the same length.
//
// Also, for now, make sure they have a length of 3 (min/max arguments here).
utils.ensureValueOverLifetimeCompliance( this.color, lifetimeLength, lifetimeLength );
utils.ensureValueOverLifetimeCompliance( this.opacity, lifetimeLength, lifetimeLength );
utils.ensureValueOverLifetimeCompliance( this.size, lifetimeLength, lifetimeLength );
utils.ensureValueOverLifetimeCompliance( this.angle, lifetimeLength, lifetimeLength );
};
SPE.Emitter.constructor = SPE.Emitter;
SPE.Emitter.prototype._createGetterSetters = function( propObj, propName ) {
'use strict';
var self = this;
for ( var i in propObj ) {
if ( propObj.hasOwnProperty( i ) ) {
var name = i.replace( '_', '' );
Object.defineProperty( propObj, name, {
get: ( function( prop ) {
return function() {
return this[ prop ];
};
}( i ) ),
set: ( function( prop ) {
return function( value ) {
var mapName = self.updateMap[ propName ],
prevValue = this[ prop ],
length = SPE.valueOverLifetimeLength;
if ( prop === '_rotationCenter' ) {
self.updateFlags.rotationCenter = true;
self.updateCounts.rotationCenter = 0.0;
}
else if ( prop === '_randomise' ) {
self.resetFlags[ mapName ] = value;
}
else {
self.updateFlags[ mapName ] = true;
self.updateCounts[ mapName ] = 0.0;
}
self.group._updateDefines();
this[ prop ] = value;
// If the previous value was an array, then make
// sure the provided value is interpolated correctly.
if ( Array.isArray( prevValue ) ) {
SPE.utils.ensureValueOverLifetimeCompliance( self[ propName ], length, length );
}
};
}( i ) )
} );
}
}
};
SPE.Emitter.prototype._setBufferUpdateRanges = function( keys ) {
'use strict';
this.attributeKeys = keys;
this.attributeCount = keys.length;
for ( var i = this.attributeCount - 1; i >= 0; --i ) {
this.bufferUpdateRanges[ keys[ i ] ] = {
min: Number.POSITIVE_INFINITY,
max: Number.NEGATIVE_INFINITY
};
}
};
SPE.Emitter.prototype._calculatePPSValue = function( groupMaxAge ) {
'use strict';
var particleCount = this.particleCount;
// Calculate the `particlesPerSecond` value for this emitter. It's used
// when determining which particles should die and which should live to
// see another day. Or be born, for that matter. The "God" property.
if ( this.duration ) {
this.particlesPerSecond = particleCount / ( groupMaxAge < this.duration ? groupMaxAge : this.duration );
}
else {
this.particlesPerSecond = particleCount / groupMaxAge;
}
};
SPE.Emitter.prototype._setAttributeOffset = function( startIndex ) {
this.attributeOffset = startIndex;
this.activationIndex = startIndex;
this.activationEnd = startIndex + this.particleCount;
};
SPE.Emitter.prototype._assignValue = function( prop, index ) {
'use strict';
switch ( prop ) {
case 'position':
this._assignPositionValue( index );
break;
case 'velocity':
case 'acceleration':
this._assignForceValue( index, prop );
break;
case 'size':
case 'opacity':
this._assignAbsLifetimeValue( index, prop );
break;
case 'angle':
this._assignAngleValue( index );
break;
case 'params':
this._assignParamsValue( index );
break;
case 'rotation':
this._assignRotationValue( index );
break;
case 'color':
this._assignColorValue( index );
break;
}
};
SPE.Emitter.prototype._assignPositionValue = function( index ) {
'use strict';
var distributions = SPE.distributions,
utils = SPE.utils,
prop = this.position,
attr = this.attributes.position,
value = prop._value,
spread = prop._spread,
distribution = prop._distribution;
switch ( distribution ) {
case distributions.BOX:
utils.randomVector3( attr, index, value, spread, prop._spreadClamp );
break;
case distributions.SPHERE:
utils.randomVector3OnSphere( attr, index, value, prop._radius, prop._spread.x, prop._radiusScale, prop._spreadClamp.x, prop._distributionClamp || this.particleCount );
break;
case distributions.DISC:
utils.randomVector3OnDisc( attr, index, value, prop._radius, prop._spread.x, prop._radiusScale, prop._spreadClamp.x );
break;
}
};
SPE.Emitter.prototype._assignForceValue = function( index, attrName ) {
'use strict';
var distributions = SPE.distributions,
utils = SPE.utils,
prop = this[ attrName ],
value = prop._value,
spread = prop._spread,
distribution = prop._distribution,
pos,
positionX,
positionY,
positionZ,
i;
switch ( distribution ) {
case distributions.BOX:
utils.randomVector3( this.attributes[ attrName ], index, value, spread );
break;
case distributions.SPHERE:
pos = this.attributes.position.typedArray.array;
i = index * 3;
// Ensure position values aren't zero, otherwise no force will be
// applied.
// positionX = utils.zeroToEpsilon( pos[ i ], true );
// positionY = utils.zeroToEpsilon( pos[ i + 1 ], true );
// positionZ = utils.zeroToEpsilon( pos[ i + 2 ], true );
positionX = pos[ i ];
positionY = pos[ i + 1 ];
positionZ = pos[ i + 2 ];
utils.randomDirectionVector3OnSphere(
this.attributes[ attrName ], index,
positionX, positionY, positionZ,
this.position._value,
prop._value.x,
prop._spread.x
);
break;
case distributions.DISC:
pos = this.attributes.position.typedArray.array;
i = index * 3;
// Ensure position values aren't zero, otherwise no force will be
// applied.
// positionX = utils.zeroToEpsilon( pos[ i ], true );
// positionY = utils.zeroToEpsilon( pos[ i + 1 ], true );
// positionZ = utils.zeroToEpsilon( pos[ i + 2 ], true );
positionX = pos[ i ];
positionY = pos[ i + 1 ];
positionZ = pos[ i + 2 ];
utils.randomDirectionVector3OnDisc(
this.attributes[ attrName ], index,
positionX, positionY, positionZ,
this.position._value,
prop._value.x,
prop._spread.x
);
break;
}
if ( attrName === 'acceleration' ) {
var drag = utils.clamp( utils.randomFloat( this.drag._value, this.drag._spread ), 0, 1 );
this.attributes.acceleration.typedArray.array[ index * 4 + 3 ] = drag;
}
};
SPE.Emitter.prototype._assignAbsLifetimeValue = function( index, propName ) {
'use strict';
var array = this.attributes[ propName ].typedArray,
prop = this[ propName ],
utils = SPE.utils,
value;
if ( utils.arrayValuesAreEqual( prop._value ) && utils.arrayValuesAreEqual( prop._spread ) ) {
value = Math.abs( utils.randomFloat( prop._value[ 0 ], prop._spread[ 0 ] ) );
array.setVec4Components( index, value, value, value, value );
}
else {
array.setVec4Components( index,
Math.abs( utils.randomFloat( prop._value[ 0 ], prop._spread[ 0 ] ) ),
Math.abs( utils.randomFloat( prop._value[ 1 ], prop._spread[ 1 ] ) ),
Math.abs( utils.randomFloat( prop._value[ 2 ], prop._spread[ 2 ] ) ),
Math.abs( utils.randomFloat( prop._value[ 3 ], prop._spread[ 3 ] ) )
);
}
};
SPE.Emitter.prototype._assignAngleValue = function( index ) {
'use strict';
var array = this.attributes.angle.typedArray,
prop = this.angle,
utils = SPE.utils,
value;
if ( utils.arrayValuesAreEqual( prop._value ) && utils.arrayValuesAreEqual( prop._spread ) ) {
value = utils.randomFloat( prop._value[ 0 ], prop._spread[ 0 ] );
array.setVec4Components( index, value, value, value, value );
}
else {
array.setVec4Components( index,
utils.randomFloat( prop._value[ 0 ], prop._spread[ 0 ] ),
utils.randomFloat( prop._value[ 1 ], prop._spread[ 1 ] ),
utils.randomFloat( prop._value[ 2 ], prop._spread[ 2 ] ),
utils.randomFloat( prop._value[ 3 ], prop._spread[ 3 ] )
);
}
};
SPE.Emitter.prototype._assignParamsValue = function( index ) {
'use strict';
this.attributes.params.typedArray.setVec4Components( index,
this.isStatic ? 1 : 0,
0.0,
Math.abs( SPE.utils.randomFloat( this.maxAge._value, this.maxAge._spread ) ),
SPE.utils.randomFloat( this.wiggle._value, this.wiggle._spread )
);
};
SPE.Emitter.prototype._assignRotationValue = function( index ) {
'use strict';
this.attributes.rotation.typedArray.setVec3Components( index,
SPE.utils.getPackedRotationAxis( this.rotation._axis, this.rotation._axisSpread ),
SPE.utils.randomFloat( this.rotation._angle, this.rotation._angleSpread ),
this.rotation._static ? 0 : 1
);
this.attributes.rotationCenter.typedArray.setVec3( index, this.rotation._center );
};
SPE.Emitter.prototype._assignColorValue = function( index ) {
'use strict';
SPE.utils.randomColorAsHex( this.attributes.color, index, this.color._value, this.color._spread );
};
SPE.Emitter.prototype._resetParticle = function( index ) {
'use strict';
var resetFlags = this.resetFlags,
updateFlags = this.updateFlags,
updateCounts = this.updateCounts,
keys = this.attributeKeys,
key,
updateFlag;
for ( var i = this.attributeCount - 1; i >= 0; --i ) {
key = keys[ i ];
updateFlag = updateFlags[ key ];
if ( resetFlags[ key ] === true || updateFlag === true ) {
this._assignValue( key, index );
this._updateAttributeUpdateRange( key, index );
if ( updateFlag === true && updateCounts[ key ] === this.particleCount ) {
updateFlags[ key ] = false;
updateCounts[ key ] = 0.0;
}
else if ( updateFlag == true ) {
++updateCounts[ key ];
}
}
}
};
SPE.Emitter.prototype._updateAttributeUpdateRange = function( attr, i ) {
'use strict';
var ranges = this.bufferUpdateRanges[ attr ];
ranges.min = Math.min( i, ranges.min );
ranges.max = Math.max( i, ranges.max );
};
SPE.Emitter.prototype._resetBufferRanges = function() {
'use strict';
var ranges = this.bufferUpdateRanges,
keys = this.bufferUpdateKeys,
i = this.bufferUpdateCount - 1,
key;
for ( i; i >= 0; --i ) {
key = keys[ i ];
ranges[ key ].min = Number.POSITIVE_INFINITY;
ranges[ key ].max = Number.NEGATIVE_INFINITY;
}
};
SPE.Emitter.prototype._onRemove = function() {
'use strict';
// Reset any properties of the emitter that were set by
// a group when it was added.
this.particlesPerSecond = 0;
this.attributeOffset = 0;
this.activationIndex = 0;
this.activeParticleCount = 0;
this.group = null;
this.attributes = null;
this.paramsArray = null;
this.age = 0.0;
};
SPE.Emitter.prototype._decrementParticleCount = function() {
'use strict';
--this.activeParticleCount;
// TODO:
// - Trigger event if count === 0.
};
SPE.Emitter.prototype._incrementParticleCount = function() {
'use strict';
++this.activeParticleCount;
// TODO:
// - Trigger event if count === this.particleCount.
};
SPE.Emitter.prototype._checkParticleAges = function( start, end, params, dt ) {
'use strict';
for ( var i = end - 1, index, maxAge, age, alive; i >= start; --i ) {
index = i * 4;
alive = params[ index ];
if ( alive === 0.0 ) {
continue;
}
// Increment age
age = params[ index + 1 ];
maxAge = params[ index + 2 ];
if ( this.direction === 1 ) {
age += dt;
if ( age >= maxAge ) {
age = 0.0;
alive = 0.0;
this._decrementParticleCount();
}
}
else {
age -= dt;
if ( age <= 0.0 ) {
age = maxAge;
alive = 0.0;
this._decrementParticleCount();
}
}
params[ index ] = alive;
params[ index + 1 ] = age;
this._updateAttributeUpdateRange( 'params', i );
}
};
SPE.Emitter.prototype._activateParticles = function( activationStart, activationEnd, params, dtPerParticle ) {
'use strict';
var direction = this.direction;
for ( var i = activationStart, index, dtValue; i < activationEnd; ++i ) {
index = i * 4;
// Don't re-activate particles that aren't dead yet.
// if ( params[ index ] !== 0.0 && ( this.particleCount !== 1 || this.activeMultiplier !== 1 ) ) {
// continue;
// }
if ( params[ index ] != 0.0 && this.particleCount !== 1 ) {
continue;
}
// Increment the active particle count.
this._incrementParticleCount();
// Mark the particle as alive.
params[ index ] = 1.0;
// Reset the particle
this._resetParticle( i );
// Move each particle being activated to
// it's actual position in time.
//
// This stops particles being 'clumped' together
// when frame rates are on the lower side of 60fps
// or not constant (a very real possibility!)
dtValue = dtPerParticle * ( i - activationStart )
params[ index + 1 ] = direction === -1 ? params[ index + 2 ] - dtValue : dtValue;
this._updateAttributeUpdateRange( 'params', i );
}
};
/**
* Simulates one frame's worth of particles, updating particles
* that are already alive, and marking ones that are currently dead
* but should be alive as alive.
*
* If the emitter is marked as static, then this function will do nothing.
*
* @param {Number} dt The number of seconds to simulate (deltaTime)
*/
SPE.Emitter.prototype.tick = function( dt ) {
'use strict';
if ( this.isStatic ) {
return;
}
if ( this.paramsArray === null ) {
this.paramsArray = this.attributes.params.typedArray.array;
}
var start = this.attributeOffset,
end = start + this.particleCount,
params = this.paramsArray, // vec3( alive, age, maxAge, wiggle )
ppsDt = this.particlesPerSecond * this.activeMultiplier * dt,
activationIndex = this.activationIndex;
// Reset the buffer update indices.
this._resetBufferRanges();
// Increment age for those particles that are alive,
// and kill off any particles whose age is over the limit.
this._checkParticleAges( start, end, params, dt );
// If the emitter is dead, reset the age of the emitter to zero,
// ready to go again if required
if ( this.alive === false ) {
this.age = 0.0;
return;
}
// If the emitter has a specified lifetime and we've exceeded it,
// mark the emitter as dead.
if ( this.duration !== null && this.age > this.duration ) {
this.alive = false;
this.age = 0.0;
return;
}
var activationStart = this.particleCount === 1 ? activationIndex : ( activationIndex | 0 ),
activationEnd = Math.min( activationStart + ppsDt, this.activationEnd ),
activationCount = activationEnd - this.activationIndex | 0,
dtPerParticle = activationCount > 0 ? dt / activationCount : 0;
this._activateParticles( activationStart, activationEnd, params, dtPerParticle );
// Move the activation window forward, soldier.
this.activationIndex += ppsDt;
if ( this.activationIndex > end ) {
this.activationIndex = start;
}
// Increment the age of the emitter.
this.age += dt;
};
/**
* Resets all the emitter's particles to their start positions
* and marks the particles as dead if the `force` argument is
* true.
*
* @param {Boolean} [force=undefined] If true, all particles will be marked as dead instantly.
* @return {Emitter} This emitter instance.
*/
SPE.Emitter.prototype.reset = function( force ) {
'use strict';
this.age = 0.0;
this.alive = false;
if ( force === true ) {
var start = this.attributeOffset,
end = start + this.particleCount,
array = this.paramsArray,
attr = this.attributes.params.bufferAttribute;
for ( var i = end - 1, index; i >= start; --i ) {
index = i * 4;
array[ index ] = 0.0;
array[ index + 1 ] = 0.0;
}
attr.updateRange.offset = 0;
attr.updateRange.count = -1;
attr.needsUpdate = true;
}
return this;
};
/**
* Enables the emitter. If not already enabled, the emitter
* will start emitting particles.
*
* @return {Emitter} This emitter instance.
*/
SPE.Emitter.prototype.enable = function() {
'use strict';
this.alive = true;
return this;
};
/**
* Disables th emitter, but does not instantly remove it's
* particles fromt the scene. When called, the emitter will be
* 'switched off' and just stop emitting. Any particle's alive will
* be allowed to finish their lifecycle.
*
* @return {Emitter} This emitter instance.
*/
SPE.Emitter.prototype.disable = function() {
'use strict';
this.alive = false;
return this;
};
/**
* Remove this emitter from it's parent group (if it has been added to one).
* Delgates to SPE.group.prototype.removeEmitter().
*
* When called, all particle's belonging to this emitter will be instantly
* removed from the scene.
*
* @return {Emitter} This emitter instance.
*
* @see SPE.Group.prototype.removeEmitter
*/
SPE.Emitter.prototype.remove = function() {
'use strict';
if ( this.group !== null ) {
this.group.removeEmitter( this );
}
else {
console.error( 'Emitter does not belong to a group, cannot remove.' );
}
return this;
};