// ShaderParticleUtils 0.7.8 // // (c) 2014 Luke Moody (http://www.github.com/squarefeet) // & Lee Stemkoski (http://www.adelphi.edu/~stemkoski/) // // Based on Lee Stemkoski's original work: // (https://github.com/stemkoski/stemkoski.github.com/blob/master/Three.js/js/ParticleEngine.js). // // ShaderParticleGroup may be freely distributed under the MIT license (See LICENSE.txt) var SPE = SPE || {}; SPE.utils = { /** * Given a base vector and a spread range vector, create * a new THREE.Vector3 instance with randomised values. * * @private * * @param {THREE.Vector3} base * @param {THREE.Vector3} spread * @return {THREE.Vector3} */ randomVector3: function( base, spread ) { var v = new THREE.Vector3(); v.copy( base ); v.x += Math.random() * spread.x - (spread.x/2); v.y += Math.random() * spread.y - (spread.y/2); v.z += Math.random() * spread.z - (spread.z/2); return v; }, /** * Create a new THREE.Color instance and given a base vector and * spread range vector, assign random values. * * Note that THREE.Color RGB values are in the range of 0 - 1, not 0 - 255. * * @private * * @param {THREE.Vector3} base * @param {THREE.Vector3} spread * @return {THREE.Color} */ randomColor: function( base, spread ) { var v = new THREE.Color(); v.copy( base ); v.r += (Math.random() * spread.x) - (spread.x/2); v.g += (Math.random() * spread.y) - (spread.y/2); v.b += (Math.random() * spread.z) - (spread.z/2); v.r = Math.max( 0, Math.min( v.r, 1 ) ); v.g = Math.max( 0, Math.min( v.g, 1 ) ); v.b = Math.max( 0, Math.min( v.b, 1 ) ); return v; }, /** * Create a random Number value based on an initial value and * a spread range * * @private * * @param {Number} base * @param {Number} spread * @return {Number} */ randomFloat: function( base, spread ) { return base + spread * (Math.random() - 0.5); }, /** * Create a new THREE.Vector3 instance and project it onto a random point * on a sphere with randomized radius. * * @param {THREE.Vector3} base * @param {Number} radius * @param {THREE.Vector3} radiusSpread * @param {THREE.Vector3} radiusScale * * @private * * @return {THREE.Vector3} */ randomVector3OnSphere: function( base, radius, radiusSpread, radiusScale, radiusSpreadClamp ) { var z = 2 * Math.random() - 1; var t = 6.2832 * Math.random(); var r = Math.sqrt( 1 - z*z ); var vec = new THREE.Vector3( r * Math.cos(t), r * Math.sin(t), z ); var rand = this._randomFloat( radius, radiusSpread ); if( radiusSpreadClamp ) { rand = Math.round( rand / radiusSpreadClamp ) * radiusSpreadClamp; } vec.multiplyScalar( rand ); if( radiusScale ) { vec.multiply( radiusScale ); } vec.add( base ); return vec; }, /** * Create a new THREE.Vector3 instance and project it onto a random point * on a disk (in the XY-plane) centered at `base` and with randomized radius. * * @param {THREE.Vector3} base * @param {Number} radius * @param {THREE.Vector3} radiusSpread * @param {THREE.Vector3} radiusScale * * @private * * @return {THREE.Vector3} */ randomVector3OnDisk: function( base, radius, radiusSpread, radiusScale, radiusSpreadClamp ) { var t = 6.2832 * Math.random(); var rand = this._randomFloat( radius, radiusSpread ); if( radiusSpreadClamp ) { rand = Math.round( rand / radiusSpreadClamp ) * radiusSpreadClamp; } var vec = new THREE.Vector3( Math.cos(t), Math.sin(t), 0 ).multiplyScalar( rand ); if ( radiusScale ) { vec.multiply( radiusScale ); } vec.add( base ); return vec ; }, /** * Create a new THREE.Vector3 instance, and given a sphere with center `base` and * point `position` on sphere, set direction away from sphere center with random magnitude. * * @param {THREE.Vector3} base * @param {THREE.Vector3} position * @param {Number} speed * @param {Number} speedSpread * @param {THREE.Vector3} scale * * @private * * @return {THREE.Vector3} */ randomVelocityVector3OnSphere: function( base, position, speed, speedSpread, scale ) { var direction = new THREE.Vector3().subVectors( base, position ); direction.normalize().multiplyScalar( Math.abs( this._randomFloat( speed, speedSpread ) ) ); if( scale ) { direction.multiply( scale ); } return direction; }, /** * Given a base vector and a spread vector, randomise the given vector * accordingly. * * @param {THREE.Vector3} vector * @param {THREE.Vector3} base * @param {THREE.Vector3} spread * * @private * * @return {[type]} */ randomizeExistingVector3: function( v, base, spread ) { v.copy( base ); v.x += Math.random() * spread.x - (spread.x/2); v.y += Math.random() * spread.y - (spread.y/2); v.z += Math.random() * spread.z - (spread.z/2); }, /** * Randomize a THREE.Color instance and given a base vector and * spread range vector, assign random values. * * Note that THREE.Color RGB values are in the range of 0 - 1, not 0 - 255. * * @private * * @param {THREE.Vector3} base * @param {THREE.Vector3} spread * @return {THREE.Color} */ randomizeExistingColor: function( v, base, spread ) { v.copy( base ); v.r += (Math.random() * spread.x) - (spread.x/2); v.g += (Math.random() * spread.y) - (spread.y/2); v.b += (Math.random() * spread.z) - (spread.z/2); v.r = Math.max( 0, Math.min( v.r, 1 ) ); v.g = Math.max( 0, Math.min( v.g, 1 ) ); v.b = Math.max( 0, Math.min( v.b, 1 ) ); }, /** * Given an existing particle vector, project it onto a random point on a * sphere with radius `radius` and position `base`. * * @private * * @param {THREE.Vector3} v * @param {THREE.Vector3} base * @param {Number} radius */ randomizeExistingVector3OnSphere: function( v, base, radius, radiusSpread, radiusScale, radiusSpreadClamp ) { var z = 2 * Math.random() - 1, t = 6.2832 * Math.random(), r = Math.sqrt( 1 - z*z ), rand = this._randomFloat( radius, radiusSpread ); if( radiusSpreadClamp ) { rand = Math.round( rand / radiusSpreadClamp ) * radiusSpreadClamp; } v.set( (r * Math.cos(t)) * rand, (r * Math.sin(t)) * rand, z * rand ).multiply( radiusScale ); v.add( base ); }, /** * Given an existing particle vector, project it onto a random point * on a disk (in the XY-plane) centered at `base` and with radius `radius`. * * @private * * @param {THREE.Vector3} v * @param {THREE.Vector3} base * @param {Number} radius */ randomizeExistingVector3OnDisk: function( v, base, radius, radiusSpread, radiusScale, radiusSpreadClamp ) { var t = 6.2832 * Math.random(), rand = Math.abs( this._randomFloat( radius, radiusSpread ) ); if( radiusSpreadClamp ) { rand = Math.round( rand / radiusSpreadClamp ) * radiusSpreadClamp; } v.set( Math.cos( t ), Math.sin( t ), 0 ).multiplyScalar( rand ); if ( radiusScale ) { v.multiply( radiusScale ); } v.add( base ); }, randomizeExistingVelocityVector3OnSphere: function( v, base, position, speed, speedSpread ) { v.copy(position) .sub(base) .normalize() .multiplyScalar( Math.abs( this._randomFloat( speed, speedSpread ) ) ); }, generateID: function() { var str = 'xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx'; str = str.replace(/[xy]/g, function(c) { var rand = Math.random(); var r = rand*16|0%16, v = c === 'x' ? r : (r&0x3|0x8); return v.toString(16); }); return str; } };; // ShaderParticleGroup 0.7.8 // // (c) 2014 Luke Moody (http://www.github.com/squarefeet) // & Lee Stemkoski (http://www.adelphi.edu/~stemkoski/) // // Based on Lee Stemkoski's original work: // (https://github.com/stemkoski/stemkoski.github.com/blob/master/Three.js/js/ParticleEngine.js). // // ShaderParticleGroup may be freely distributed under the MIT license (See LICENSE.txt) var SPE = SPE || {}; SPE.Group = function( options ) { var that = this; that.fixedTimeStep = parseFloat( typeof options.fixedTimeStep === 'number' ? options.fixedTimeStep : 0.016 ); // Uniform properties ( applied to all particles ) that.maxAge = parseFloat( options.maxAge || 3 ); that.texture = options.texture || null; that.hasPerspective = parseInt( typeof options.hasPerspective === 'number' ? options.hasPerspective : 1, 10 ); that.colorize = parseInt( typeof options.colorize === 'number' ? options.colorize : 1, 10 ); // Material properties that.blending = typeof options.blending === 'number' ? options.blending : THREE.AdditiveBlending; that.transparent = typeof options.transparent === 'number' ? options.transparent : 1; that.alphaTest = typeof options.alphaTest === 'number' ? options.alphaTest : 0.5; that.depthWrite = options.depthWrite || false; that.depthTest = options.depthTest || true; // Create uniforms that.uniforms = { duration: { type: 'f', value: that.maxAge }, texture: { type: 't', value: that.texture }, hasPerspective: { type: 'i', value: that.hasPerspective }, colorize: { type: 'i', value: that.colorize } }; // Create a map of attributes that will hold values for each particle in this group. that.attributes = { acceleration: { type: 'v3', value: [] }, velocity: { type: 'v3', value: [] }, alive: { type: 'f', value: [] }, age: { type: 'f', value: [] }, size: { type: 'v3', value: [] }, angle: { type: 'v4', value: [] }, colorStart: { type: 'c', value: [] }, colorMiddle: { type: 'c', value: [] }, colorEnd: { type: 'c', value: [] }, opacity: { type: 'v3', value: [] } }; // Emitters (that aren't static) will be added to this array for // processing during the `tick()` function. that.emitters = []; // Create properties for use by the emitter pooling functions. that._pool = []; that._poolCreationSettings = null; that._createNewWhenPoolEmpty = 0; that.maxAgeMilliseconds = that.maxAge * 1000; // Create an empty geometry to hold the particles. // Each particle is a vertex pushed into this geometry's // vertices array. that.geometry = new THREE.Geometry(); // Create the shader material using the properties we set above. that.material = new THREE.ShaderMaterial({ uniforms: that.uniforms, attributes: that.attributes, vertexShader: SPE.shaders.vertex, fragmentShader: SPE.shaders.fragment, blending: that.blending, transparent: that.transparent, alphaTest: that.alphaTest, depthWrite: that.depthWrite, depthTest: that.depthTest }); // And finally create the ParticleSystem. It's got its `dynamic` property // set so that THREE.js knows to update it on each frame. that.mesh = new THREE.PointCloud( that.geometry, that.material ); that.mesh.dynamic = true; }; SPE.Group.prototype = { /** * Tells the age and alive attributes (and the geometry vertices) * that they need updating by THREE.js's internal tick functions. * * @private * * @return {this} */ _flagUpdate: function() { var that = this; // Set flags to update (causes less garbage than // ```ParticleSystem.sortParticles = true``` in THREE.r58 at least) that.attributes.age.needsUpdate = true; that.attributes.alive.needsUpdate = true; that.attributes.angle.needsUpdate = true; // that.attributes.angleAlignVelocity.needsUpdate = true; that.attributes.velocity.needsUpdate = true; that.attributes.acceleration.needsUpdate = true; that.geometry.verticesNeedUpdate = true; return that; }, /** * Add an emitter to this particle group. Once added, an emitter will be automatically * updated when SPE.Group#tick() is called. * * @param {SPE.Emitter} emitter * @return {this} */ addEmitter: function( emitter ) { var that = this; if( emitter.duration ) { emitter.particlesPerSecond = emitter.particleCount / (that.maxAge < emitter.duration ? that.maxAge : emitter.duration) | 0; } else { emitter.particlesPerSecond = emitter.particleCount / that.maxAge | 0 } var vertices = that.geometry.vertices, start = vertices.length, end = emitter.particleCount + start, a = that.attributes, acceleration = a.acceleration.value, velocity = a.velocity.value, alive = a.alive.value, age = a.age.value, size = a.size.value, angle = a.angle.value, colorStart = a.colorStart.value, colorMiddle = a.colorMiddle.value, colorEnd = a.colorEnd.value, opacity = a.opacity.value; emitter.particleIndex = parseFloat( start ); // Create the values for( var i = start; i < end; ++i ) { if( emitter.type === 'sphere' ) { vertices[i] = that._randomVector3OnSphere( emitter.position, emitter.radius, emitter.radiusSpread, emitter.radiusScale, emitter.radiusSpreadClamp ); velocity[i] = that._randomVelocityVector3OnSphere( vertices[i], emitter.position, emitter.speed, emitter.speedSpread ); } else if( emitter.type === 'disk' ) { vertices[i] = that._randomVector3OnDisk( emitter.position, emitter.radius, emitter.radiusSpread, emitter.radiusScale, emitter.radiusSpreadClamp ); velocity[i] = that._randomVelocityVector3OnSphere( vertices[i], emitter.position, emitter.speed, emitter.speedSpread ); } else { vertices[i] = that._randomVector3( emitter.position, emitter.positionSpread ); velocity[i] = that._randomVector3( emitter.velocity, emitter.velocitySpread ); } acceleration[i] = that._randomVector3( emitter.acceleration, emitter.accelerationSpread ); size[i] = new THREE.Vector3( Math.abs( that._randomFloat( emitter.sizeStart, emitter.sizeStartSpread ) ), Math.abs( that._randomFloat( emitter.sizeMiddle, emitter.sizeMiddleSpread ) ), Math.abs( that._randomFloat( emitter.sizeEnd, emitter.sizeEndSpread ) ) ); angle[i] = new THREE.Vector4( that._randomFloat( emitter.angleStart, emitter.angleStartSpread ), that._randomFloat( emitter.angleMiddle, emitter.angleMiddleSpread ), that._randomFloat( emitter.angleEnd, emitter.angleEndSpread ), emitter.angleAlignVelocity ? 1.0 : 0.0 ); age[i] = 0.0; alive[i] = emitter.isStatic ? 1.0 : 0.0; colorStart[i] = that._randomColor( emitter.colorStart, emitter.colorStartSpread ); colorMiddle[i] = that._randomColor( emitter.colorMiddle, emitter.colorMiddleSpread ); colorEnd[i] = that._randomColor( emitter.colorEnd, emitter.colorEndSpread ); opacity[i] = new THREE.Vector3( Math.abs( that._randomFloat( emitter.opacityStart, emitter.opacityStartSpread ) ), Math.abs( that._randomFloat( emitter.opacityMiddle, emitter.opacityMiddleSpread ) ), Math.abs( that._randomFloat( emitter.opacityEnd, emitter.opacityEndSpread ) ) ); } // Cache properties on the emitter so we can access // them from its tick function. emitter.verticesIndex = parseFloat( start ); emitter.attributes = a; emitter.vertices = that.geometry.vertices; emitter.maxAge = that.maxAge; // Assign a unique ID to this emitter emitter.__id = that._generateID(); // Save this emitter in an array for processing during this.tick() if( !emitter.isStatic ) { that.emitters.push( emitter ); } return that; }, removeEmitter: function( emitter ) { var id, emitters = this.emitters; if( emitter instanceof SPE.Emitter ) { id = emitter.__id; } else if( typeof emitter === 'string' ) { id = emitter; } else { console.warn('Invalid emitter or emitter ID passed to SPE.Group#removeEmitter.' ); return; } for( var i = 0, il = emitters.length; i < il; ++i ) { if( emitters[i].__id === id ) { emitters.splice(i, 1); break; } } }, /** * The main particle group update function. Call this once per frame. * * @param {Number} dt * @return {this} */ tick: function( dt ) { var that = this, emitters = that.emitters, numEmitters = emitters.length; dt = dt || that.fixedTimeStep; if( numEmitters === 0 ) { return; } for( var i = 0; i < numEmitters; ++i ) { emitters[i].tick( dt ); } that._flagUpdate(); return that; }, /** * 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 {ShaderParticleEmitter | null} */ getFromPool: function() { var that = this, pool = that._pool, createNew = that._createNewWhenPoolEmpty; if( pool.length ) { return pool.pop(); } else if( createNew ) { return new SPE.Emitter( that._poolCreationSettings ); } return null; }, /** * Release an emitter into the pool. * * @param {ShaderParticleEmitter} emitter * @return {this} */ releaseIntoPool: function( emitter ) { if( !(emitter instanceof SPE.Emitter) ) { console.error( 'Will not add non-emitter to particle group pool:', emitter ); return; } emitter.reset(); this._pool.unshift( emitter ); return this; }, /** * Get the pool array * * @return {Array} */ getPool: function() { 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 {Object} emitterSettings An object describing the settings to pass to each emitter. * @param {Boolean} createNew Should a new emitter be created if the pool runs out? * @return {this} */ addPool: function( numEmitters, emitterSettings, createNew ) { var that = this, emitter; // Save relevant settings and flags. that._poolCreationSettings = emitterSettings; that._createNewWhenPoolEmpty = !!createNew; // Create the emitters, add them to this group and the pool. for( var i = 0; i < numEmitters; ++i ) { emitter = new SPE.Emitter( emitterSettings ); that.addEmitter( emitter ); that.releaseIntoPool( emitter ); } return that; }, /** * Internal method. Sets a single emitter to be alive * * @private * * @param {THREE.Vector3} pos * @return {this} */ _triggerSingleEmitter: function( pos ) { var that = this, emitter = that.getFromPool(); if( emitter === null ) { console.log('SPE.Group pool ran out.'); return; } // TODO: Should an instanceof check happen here? Or maybe at least a typeof? if( pos ) { emitter.position.copy( pos ); } emitter.enable(); setTimeout( function() { emitter.disable(); that.releaseIntoPool( emitter ); }, that.maxAgeMilliseconds ); return that; }, /** * Set a given number of emitters as alive, with an optional position * vector3 to move them to. * * @param {Number} numEmitters * @param {THREE.Vector3} position * @return {this} */ triggerPoolEmitter: function( numEmitters, position ) { var that = this; if( typeof numEmitters === 'number' && numEmitters > 1) { for( var i = 0; i < numEmitters; ++i ) { that._triggerSingleEmitter( position ); } } else { that._triggerSingleEmitter( position ); } return that; } }; // Extend ShaderParticleGroup's prototype with functions from utils object. for( var i in SPE.utils ) { SPE.Group.prototype[ '_' + i ] = SPE.utils[i]; } // The all-important shaders SPE.shaders = { vertex: [ 'uniform float duration;', 'uniform int hasPerspective;', 'attribute vec3 colorStart;', 'attribute vec3 colorMiddle;', 'attribute vec3 colorEnd;', 'attribute vec3 opacity;', 'attribute vec3 acceleration;', 'attribute vec3 velocity;', 'attribute float alive;', 'attribute float age;', 'attribute vec3 size;', 'attribute vec4 angle;', // values to be passed to the fragment shader 'varying vec4 vColor;', 'varying float vAngle;', // Integrate acceleration into velocity and apply it to the particle's position 'vec4 GetPos() {', 'vec3 newPos = vec3( position );', // Move acceleration & velocity vectors to the value they // should be at the current age 'vec3 a = acceleration * age;', 'vec3 v = velocity * age;', // Move velocity vector to correct values at this age 'v = v + (a * age);', // Add velocity vector to the newPos vector 'newPos = newPos + v;', // Convert the newPos vector into world-space 'vec4 mvPosition = modelViewMatrix * vec4( newPos, 1.0 );', 'return mvPosition;', '}', 'void main() {', 'float positionInTime = (age / duration);', 'float lerpAmount1 = (age / (0.5 * duration));', // percentage during first half 'float lerpAmount2 = ((age - 0.5 * duration) / (0.5 * duration));', // percentage during second half 'float halfDuration = duration / 2.0;', 'float pointSize = 0.0;', 'vAngle = 0.0;', 'if( alive > 0.5 ) {', // lerp the color and opacity 'if( positionInTime < 0.5 ) {', 'vColor = vec4( mix(colorStart, colorMiddle, lerpAmount1), mix(opacity.x, opacity.y, lerpAmount1) );', '}', 'else {', 'vColor = vec4( mix(colorMiddle, colorEnd, lerpAmount2), mix(opacity.y, opacity.z, lerpAmount2) );', '}', // Get the position of this particle so we can use it // when we calculate any perspective that might be required. 'vec4 pos = GetPos();', // Determine the angle we should use for this particle. 'if( angle[3] == 1.0 ) {', 'vAngle = -atan(pos.y, pos.x);', '}', 'else if( positionInTime < 0.5 ) {', 'vAngle = mix( angle.x, angle.y, lerpAmount1 );', '}', 'else {', 'vAngle = mix( angle.y, angle.z, lerpAmount2 );', '}', // Determine point size. 'if( positionInTime < 0.5) {', 'pointSize = mix( size.x, size.y, lerpAmount1 );', '}', 'else {', 'pointSize = mix( size.y, size.z, lerpAmount2 );', '}', 'if( hasPerspective == 1 ) {', 'pointSize = pointSize * ( 300.0 / length( pos.xyz ) );', '}', // Set particle size and position 'gl_PointSize = pointSize;', 'gl_Position = projectionMatrix * pos;', '}', 'else {', // Hide particle and set its position to the (maybe) glsl // equivalent of Number.POSITIVE_INFINITY 'vColor = vec4( 0.0, 0.0, 0.0, 0.0 );', 'gl_Position = vec4(1000000000.0, 1000000000.0, 1000000000.0, 0.0);', '}', '}', ].join('\n'), fragment: [ 'uniform sampler2D texture;', 'uniform int colorize;', 'varying vec4 vColor;', 'varying float vAngle;', 'void main() {', 'float c = cos(vAngle);', 'float s = sin(vAngle);', 'vec2 rotatedUV = vec2(c * (gl_PointCoord.x - 0.5) + s * (gl_PointCoord.y - 0.5) + 0.5,', 'c * (gl_PointCoord.y - 0.5) - s * (gl_PointCoord.x - 0.5) + 0.5);', 'vec4 rotatedTexture = texture2D( texture, rotatedUV );', 'if( colorize == 1 ) {', 'gl_FragColor = vColor * rotatedTexture;', '}', 'else {', 'gl_FragColor = rotatedTexture;', '}', '}' ].join('\n') }; ; // ShaderParticleEmitter 0.7.8 // // (c) 2014 Luke Moody (http://www.github.com/squarefeet) // & Lee Stemkoski (http://www.adelphi.edu/~stemkoski/) // // Based on Lee Stemkoski's original work: // (https://github.com/stemkoski/stemkoski.github.com/blob/master/Three.js/js/ParticleEngine.js). // // ShaderParticleEmitter may be freely distributed under the MIT license (See LICENSE.txt) var SPE = SPE || {}; SPE.Emitter = function( options ) { // If no options are provided, fallback to an empty object. options = options || {}; // Helps with minification. Not as easy to read the following code, // but should still be readable enough! var that = this; that.particleCount = typeof options.particleCount === 'number' ? options.particleCount : 100; that.type = (options.type === 'cube' || options.type === 'sphere' || options.type === 'disk') ? options.type : 'cube'; that.position = options.position instanceof THREE.Vector3 ? options.position : new THREE.Vector3(); that.positionSpread = options.positionSpread instanceof THREE.Vector3 ? options.positionSpread : new THREE.Vector3(); // These two properties are only used when this.type === 'sphere' or 'disk' that.radius = typeof options.radius === 'number' ? options.radius : 10; that.radiusSpread = typeof options.radiusSpread === 'number' ? options.radiusSpread : 0; that.radiusScale = options.radiusScale instanceof THREE.Vector3 ? options.radiusScale : new THREE.Vector3(1, 1, 1); that.radiusSpreadClamp = typeof options.radiusSpreadClamp === 'number' ? options.radiusSpreadClamp : 0; that.acceleration = options.acceleration instanceof THREE.Vector3 ? options.acceleration : new THREE.Vector3(); that.accelerationSpread = options.accelerationSpread instanceof THREE.Vector3 ? options.accelerationSpread : new THREE.Vector3(); that.velocity = options.velocity instanceof THREE.Vector3 ? options.velocity : new THREE.Vector3(); that.velocitySpread = options.velocitySpread instanceof THREE.Vector3 ? options.velocitySpread : new THREE.Vector3(); // And again here; only used when this.type === 'sphere' or 'disk' that.speed = parseFloat( typeof options.speed === 'number' ? options.speed : 0.0 ); that.speedSpread = parseFloat( typeof options.speedSpread === 'number' ? options.speedSpread : 0.0 ); // Sizes that.sizeStart = parseFloat( typeof options.sizeStart === 'number' ? options.sizeStart : 1.0 ); that.sizeStartSpread = parseFloat( typeof options.sizeStartSpread === 'number' ? options.sizeStartSpread : 0.0 ); that.sizeEnd = parseFloat( typeof options.sizeEnd === 'number' ? options.sizeEnd : that.sizeStart ); that.sizeEndSpread = parseFloat( typeof options.sizeEndSpread === 'number' ? options.sizeEndSpread : 0.0 ); that.sizeMiddle = parseFloat( typeof options.sizeMiddle !== 'undefined' ? options.sizeMiddle : Math.abs(that.sizeEnd + that.sizeStart) / 2 ); that.sizeMiddleSpread = parseFloat( typeof options.sizeMiddleSpread === 'number' ? options.sizeMiddleSpread : 0 ); // Angles that.angleStart = parseFloat( typeof options.angleStart === 'number' ? options.angleStart : 0 ); that.angleStartSpread = parseFloat( typeof options.angleStartSpread === 'number' ? options.angleStartSpread : 0 ); that.angleEnd = parseFloat( typeof options.angleEnd === 'number' ? options.angleEnd : 0 ); that.angleEndSpread = parseFloat( typeof options.angleEndSpread === 'number' ? options.angleEndSpread : 0 ); that.angleMiddle = parseFloat( typeof options.angleMiddle !== 'undefined' ? options.angleMiddle : Math.abs(that.angleEnd + that.angleStart) / 2 ); that.angleMiddleSpread = parseFloat( typeof options.angleMiddleSpread === 'number' ? options.angleMiddleSpread : 0 ); that.angleAlignVelocity = options.angleAlignVelocity || false; // Colors that.colorStart = options.colorStart instanceof THREE.Color ? options.colorStart : new THREE.Color( 'white' ); that.colorStartSpread = options.colorStartSpread instanceof THREE.Vector3 ? options.colorStartSpread : new THREE.Vector3(); that.colorEnd = options.colorEnd instanceof THREE.Color ? options.colorEnd : that.colorStart.clone(); that.colorEndSpread = options.colorEndSpread instanceof THREE.Vector3 ? options.colorEndSpread : new THREE.Vector3(); that.colorMiddle = options.colorMiddle instanceof THREE.Color ? options.colorMiddle : new THREE.Color().addColors( that.colorStart, that.colorEnd ).multiplyScalar( 0.5 ); that.colorMiddleSpread = options.colorMiddleSpread instanceof THREE.Vector3 ? options.colorMiddleSpread : new THREE.Vector3(); // Opacities that.opacityStart = parseFloat( typeof options.opacityStart !== 'undefined' ? options.opacityStart : 1 ); that.opacityStartSpread = parseFloat( typeof options.opacityStartSpread !== 'undefined' ? options.opacityStartSpread : 0 ); that.opacityEnd = parseFloat( typeof options.opacityEnd === 'number' ? options.opacityEnd : 0 ); that.opacityEndSpread = parseFloat( typeof options.opacityEndSpread !== 'undefined' ? options.opacityEndSpread : 0 ); that.opacityMiddle = parseFloat( typeof options.opacityMiddle !== 'undefined' ? options.opacityMiddle : Math.abs(that.opacityEnd + that.opacityStart) / 2 ); that.opacityMiddleSpread = parseFloat( typeof options.opacityMiddleSpread === 'number' ? options.opacityMiddleSpread : 0 ); // Generic that.duration = typeof options.duration === 'number' ? options.duration : null; that.alive = parseFloat( typeof options.alive === 'number' ? options.alive : 1.0 ); that.isStatic = typeof options.isStatic === 'number' ? options.isStatic : 0; // The following properties are used internally, and mostly set when this emitter // is added to a particle group. that.particlesPerSecond = 0; that.attributes = null; that.vertices = null; that.verticesIndex = 0; that.age = 0.0; that.maxAge = 0.0; that.particleIndex = 0.0; that.__id = null; that.userData = {}; }; SPE.Emitter.prototype = { /** * Reset a particle's position. Accounts for emitter type and spreads. * * @private * * @param {THREE.Vector3} p */ _resetParticle: function( i ) { var that = this, type = that.type, spread = that.positionSpread, particlePosition = that.vertices[i], a = that.attributes, particleVelocity = a.velocity.value[i], vSpread = that.velocitySpread, aSpread = that.accelerationSpread; // Optimise for no position spread or radius if( ( type === 'cube' && spread.x === 0 && spread.y === 0 && spread.z === 0 ) || ( type === 'sphere' && that.radius === 0 ) || ( type === 'disk' && that.radius === 0 ) ) { particlePosition.copy( that.position ); that._randomizeExistingVector3( particleVelocity, that.velocity, vSpread ); if( type === 'cube' ) { that._randomizeExistingVector3( that.attributes.acceleration.value[i], that.acceleration, aSpread ); } } // If there is a position spread, then get a new position based on this spread. else if( type === 'cube' ) { that._randomizeExistingVector3( particlePosition, that.position, spread ); that._randomizeExistingVector3( particleVelocity, that.velocity, vSpread ); that._randomizeExistingVector3( that.attributes.acceleration.value[i], that.acceleration, aSpread ); } else if( type === 'sphere') { that._randomizeExistingVector3OnSphere( particlePosition, that.position, that.radius, that.radiusSpread, that.radiusScale, that.radiusSpreadClamp ); that._randomizeExistingVelocityVector3OnSphere( particleVelocity, that.position, particlePosition, that.speed, that.speedSpread ); } else if( type === 'disk') { that._randomizeExistingVector3OnDisk( particlePosition, that.position, that.radius, that.radiusSpread, that.radiusScale, that.radiusSpreadClamp ); that._randomizeExistingVelocityVector3OnSphere( particleVelocity, that.position, particlePosition, that.speed, that.speedSpread ); } }, /** * Update this emitter's particle's positions. Called by the SPE.Group * that this emitter belongs to. * * @param {Number} dt */ tick: function( dt ) { if( this.isStatic ) { return; } // Cache some values for quicker access in loops. var that = this, a = that.attributes, alive = a.alive.value, age = a.age.value, start = that.verticesIndex, particleCount = that.particleCount, end = start + particleCount, pps = that.particlesPerSecond * that.alive, ppsdt = pps * dt, m = that.maxAge, emitterAge = that.age, duration = that.duration, pIndex = that.particleIndex; // Loop through all the particles in this emitter and // determine whether they're still alive and need advancing // or if they should be dead and therefore marked as such. for( var i = start; i < end; ++i ) { if( alive[ i ] === 1.0 ) { age[ i ] += dt; } if( age[ i ] >= m ) { age[ i ] = 0.0; alive[ i ] = 0.0; } } // If the emitter is dead, reset any particles that are in // the recycled vertices array and reset the age of the // emitter to zero ready to go again if required, then // exit this function. if( that.alive === 0.0 ) { that.age = 0.0; return; } // If the emitter has a specified lifetime and we've exceeded it, // mark the emitter as dead and exit this function. if( typeof duration === 'number' && emitterAge > duration ) { that.alive = 0.0; that.age = 0.0; return; } var n = Math.max( Math.min( end, pIndex + ppsdt ), 0), count = 0, index = 0, pIndexFloor = pIndex | 0, dtInc; for( i = pIndexFloor; i < n; ++i ) { if( alive[ i ] !== 1.0 ) { ++count; } } if( count !== 0 ) { dtInc = dt / count; for( i = pIndexFloor; i < n; ++i, ++index ) { if( alive[ i ] !== 1.0 ) { alive[ i ] = 1.0; age[ i ] = dtInc * index; that._resetParticle( i ); } } } that.particleIndex += ppsdt; if( that.particleIndex < 0.0 ) { that.particleIndex = 0.0; } if( pIndex >= start + particleCount ) { that.particleIndex = parseFloat( start ); } // Add the delta time value to the age of the emitter. that.age += dt; if( that.age < 0.0 ) { that.age = 0.0; } }, /** * Reset this emitter back to its starting position. * If `force` is truthy, then reset all particles in this * emitter as well, even if they're currently alive. * * @param {Boolean} force * @return {this} */ reset: function( force ) { var that = this; that.age = 0.0; that.alive = 0; if( force ) { var start = that.verticesIndex, end = that.verticesIndex + that.particleCount, a = that.attributes, alive = a.alive.value, age = a.age.value; for( var i = start; i < end; ++i ) { alive[ i ] = 0.0; age[ i ] = 0.0; } } return that; }, /** * Enable this emitter. */ enable: function() { this.alive = 1; }, /** * Disable this emitter. */ disable: function() { this.alive = 0; } }; // Extend SPE.Emitter's prototype with functions from utils object. for( var i in SPE.utils ) { SPE.Emitter.prototype[ '_' + i ] = SPE.utils[i]; }