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+/*
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+ * @author zz85 (http://github.com/zz85 http://www.lab4games.net/zz85/blog)
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+ *
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+ * a simple to use javascript 3d particles system inspired by FliNT and Stardust
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+ * created with TWEEN.js and THREE.js
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+ *
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+ * for feature requests or bugs, please visit https://github.com/zz85/sparks.js
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+ *
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+ * licensed under the MIT license
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+ */
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+
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+var SPARKS = {};
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+
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+/********************************
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+* Emitter Class
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+*
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+* Creates and Manages Particles
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+*********************************/
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+
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+
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+SPARKS.Emitter = function (counter) {
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+
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+ this._counter = counter ? counter : new SPARKS.SteadyCounter(10); // provides number of particles to produce
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+
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+ this._particles = [];
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+
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+
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+ this._initializers = []; // use for creation of particles
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+ this._actions = []; // uses action to update particles
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+ this._activities = []; // not supported yet
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+
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+ this._handlers = [];
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+
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+ this.callbacks = {};
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+};
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+
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+
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+SPARKS.Emitter.prototype = {
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+
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+ _TIMESTEP: 15,
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+ _timer: null,
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+ _lastTime: null,
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+ _timerStep: 10,
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+
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+ // run its built in timer / stepping
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+ start: function() {
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+ this._lastTime = Date.now();
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+ this._timer = setTimeout(this.step, this._timerStep, this);
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+ this._isRunning = true;
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+ },
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+
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+ stop: function() {
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+ this._isRunning = false;
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+ clearTimeout(this._timer);
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+ },
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+
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+ isRunning: function() {
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+ return this._isRunning & true;
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+ },
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+
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+ // Step gets called upon by the engine
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+ // but attempts to call update() on a regular basics
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+ // This method is also described in http://gameclosure.com/2011/04/11/deterministic-delta-tee-in-js-games/
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+ step: function(emitter) {
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+
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+ var time = Date.now();
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+ var elapsed = time - emitter._lastTime;
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+
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+ while(elapsed >= emitter._TIMESTEP) {
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+ emitter.update(emitter._TIMESTEP / 1000);
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+ elapsed -= emitter._TIMESTEP;
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+ }
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+
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+ emitter._lastTime = time - elapsed;
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+
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+ if (emitter._isRunning)
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+ setTimeout(emitter.step, emitter._timerStep, emitter);
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+
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+ },
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+
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+
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+ // Update particle engine in seconds, not milliseconds
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+ update: function(time) {
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+
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+ var len = this._counter.updateEmitter( this, time );
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+
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+ // Create particles
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+ for( i = 0; i < len; i++ ) {
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+ this.createParticle();
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+ }
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+
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+ // Update activities
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+ len = this._activities.length;
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+ for ( i = 0; i < len; i++ )
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+ {
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+ this_.activities[i].update( this, time );
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+ }
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+
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+
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+ len = this._actions.length;
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+ var action;
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+ var len2 = this._particles.length;
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+
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+ for( j = 0; j < len; j++ )
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+ {
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+ action = this._actions[j];
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+ for ( i = 0; i < len2; ++i )
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+ {
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+ particle = this._particles[i];
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+ action.update( this, particle, time );
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+ }
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+ }
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+
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+
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+ // remove dead particles
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+ for ( i = len2; i--; )
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+ {
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+ particle = this._particles[i];
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+ if ( particle.isDead )
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+ {
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+ //particle =
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+ this._particles.splice( i, 1 );
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+ this.dispatchEvent("dead", particle);
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+ SPARKS.VectorPool.release(particle.position); //
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+ SPARKS.VectorPool.release(particle.velocity);
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+
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+ } else {
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+ this.dispatchEvent("updated", particle);
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+ }
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+ }
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+
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+ },
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+
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+ createParticle: function() {
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+ var particle = new SPARKS.Particle();
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+ // In future, use a Particle Factory
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+ var len = this._initializers.length, i;
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+
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+ for ( i = 0; i < len; i++ ) {
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+ this._initializers[i].initialize( this, particle );
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+ }
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+
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+ this._particles.push( particle );
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+
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+ this.dispatchEvent("created", particle); // ParticleCreated
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+
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+ return particle;
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+ },
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+
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+ addInitializer: function (initializer) {
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+ this._initializers.push(initializer);
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+ },
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+
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+ addAction: function (action) {
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+ this._actions.push(action);
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+ },
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+
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+ addCallback: function(name, callback) {
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+ this.callbacks[name] = callback;
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+ },
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+
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+ dispatchEvent: function(name, args) {
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+ var callback = this.callbacks[name];
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+ if (callback) {
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+ callback(args);
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+ }
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+
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+ }
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+
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+
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+};
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+
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+
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+// Number of particles per seconds
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+SPARKS.SteadyCounter = function(rate) {
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+ this.rate = rate;
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+
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+};
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+
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+SPARKS.SteadyCounter.prototype.updateEmitter = function(emitter, time) {
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+
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+ return Math.floor(time * this.rate);
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+};
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+
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+
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+
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+
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+/********************************
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+* Particle Class
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+*
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+* Represents a single particle
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+*********************************/
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+SPARKS.Particle = function() {
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+
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+ /**
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+ * The lifetime of the particle, in seconds.
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+ */
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+ this.lifetime = 0;
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+
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+ /**
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+ * The age of the particle, in seconds.
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+ */
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+ this.age = 0;
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+
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+ /**
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+ * The energy of the particle.
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+ */
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+ this.energy = 1;
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+
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+ /**
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+ * Whether the particle is dead and should be removed from the stage.
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+ */
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+ this.isDead = false;
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+
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+ this.target = null; // tag
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+
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+ /**
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+ * For 3D
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+ */
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+
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+ this.position = SPARKS.VectorPool.get().set(0,0,0); //new THREE.Vector3( 0, 0, 0 );
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+ this.velocity = SPARKS.VectorPool.get().set(0,0,0); //new THREE.Vector3( 0, 0, 0 );
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+ // rotation vec3
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+ // angVelocity vec3
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+ // faceAxis vec3
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+
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+};
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+
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+
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+/********************************
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+* Action Classes
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+*
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+* An abstract class which have
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+* update function
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+*********************************/
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+SPARKS.Action = function() {
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+ this._priority = 0;
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+};
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+
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+
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+SPARKS.Age = function(easing) {
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+ this._easing = (easing == null) ? TWEEN.Easing.Linear.EaseNone : easing;
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+};
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+
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+SPARKS.Age.prototype.update = function (emitter, particle, time) {
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+ particle.age += time;
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+ if( particle.age >= particle.lifetime )
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+ {
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+ particle.energy = 0;
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+ particle.isDead = true;
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+ }
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+ else
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+ {
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+ var t = this._easing(particle.age / particle.lifetime);
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+ particle.energy = -1 * t + 1;
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+ }
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+};
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+
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+/*
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+// Mark particle as dead when particle's < 0
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+
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+SPARKS.Death = function(easing) {
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+ this._easing = (easing == null) ? TWEEN.Linear.EaseNone : easing;
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+};
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+
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+SPARKS.Death.prototype.update = function (emitter, particle, time) {
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+ if (particle.life <= 0) {
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+ particle.isDead = true;
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+ }
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+};
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+*/
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+
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+
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+SPARKS.Move = function() {
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+
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+};
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+
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+SPARKS.Move.prototype.update = function(emitter, particle, time) {
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+
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+ var p = particle.position;
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+ var v = particle.velocity;
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+
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+ p.x += v.x * time;
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+ p.y += v.y * time;
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+ p.z += v.z * time;
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+
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+};
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+
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+
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+SPARKS.Accelerate = function(x,y,z) {
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+
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+ if (x instanceof THREE.Vector3) {
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+ this.acceleration = x;
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+ return;
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+ }
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+
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+ this.acceleration = new THREE.Vector3(x,y,z);
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+
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+};
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+
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+SPARKS.Accelerate.prototype.update = function(emitter, particle, time) {
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+ var acc = this.acceleration;
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+
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+ var v = particle.velocity;
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+
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+ v.x += acc.x * time;
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+ v.y += acc.y * time;
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+ v.z += acc.z * time;
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+
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+};
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+
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+/* Set the max ammount of x,y,z drift movements in a second */
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+SPARKS.RandomDrift = function(x,y,z) {
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+ if (x instanceof THREE.Vector3) {
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+ this.drift = x;
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+ return;
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+ }
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+
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+ this.drift = new THREE.Vector3(x,y,z);
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+}
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+
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+
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+SPARKS.RandomDrift.prototype.update = function(emitter, particle, time) {
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+ var drift = this.drift;
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+
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+ var v = particle.velocity;
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+
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+ v.x += ( Math.random() - 0.5 ) * drift.x * time;
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+ v.y += ( Math.random() - 0.5 ) * drift.y * time;
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+ v.z += ( Math.random() - 0.5 ) * drift.z * time;
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+
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+};
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+
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+/********************************
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+* Zone Classes
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+*
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+* An abstract classes which have
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+* getLocation() function
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+*********************************/
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+SPARKS.Zone = function() {
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+};
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+
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+// TODO, contains() for Zone
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+
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+SPARKS.PointZone = function(pos) {
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+ this.pos = pos;
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+};
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+
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+SPARKS.PointZone.prototype.getLocation = function() {
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+ return this.pos;
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+};
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+
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+SPARKS.PointZone = function(pos) {
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+ this.pos = pos;
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+};
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+
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+SPARKS.PointZone.prototype.getLocation = function() {
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+ return this.pos;
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+};
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+
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+SPARKS.LineZone = function(start, end) {
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+ this.start = start;
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+ this.end = end;
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+ this._length = end.clone().subSelf( start );
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+};
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+
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+SPARKS.LineZone.prototype.getLocation = function() {
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+ var len = this._length.clone();
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+
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+ len.multiplyScalar( Math.random() );
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+ return len.addSelf( this.start );
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+
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+};
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+
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+// Basically a RectangleZone
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+
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+
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+SPARKS.ParallelogramZone = function(corner, side1, side2) {
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+ this.corner = corner;
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+ this.side1 = side1;
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+ this.side2 = side2;
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+};
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+
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+SPARKS.ParallelogramZone.prototype.getLocation = function() {
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+
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+ var d1 = this.side1.clone().multiplyScalar( Math.random() );
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+ var d2 = this.side2.clone().multiplyScalar( Math.random() );
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+ d1.addSelf(d2);
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+ return d1.addSelf( this.corner );
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+
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+};
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+
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+
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+/**
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+ * The constructor creates a DiscZone 3D zone.
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+ *
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+ * @param centre The point at the center of the disc.
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+ * @param normal A vector normal to the disc.
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+ * @param outerRadius The outer radius of the disc.
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+ * @param innerRadius The inner radius of the disc. This defines the hole
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+ * in the center of the disc. If set to zero, there is no hole.
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+ */
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+
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+/*
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+// BUGGY!!
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+SPARKS.DiscZone = function(center, radiusNormal, outerRadius, innerRadius) {
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+ this.center = center;
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+ this.radiusNormal = radiusNormal;
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+ this.outerRadius = (outerRadius==undefined) ? 0 : outerRadius;
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+ this.innerRadius = (innerRadius==undefined) ? 0 : innerRadius;
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+
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+};
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+
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+SPARKS.DiscZone.prototype.getLocation = function() {
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+ var rand = Math.random();
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+ var _innerRadius = this.innerRadius;
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+ var _outerRadius = this.outerRadius;
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+ var center = this.center;
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+ var _normal = this.radiusNormal;
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+
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+ _distToOrigin = _normal.dot( center );
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+
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+ var radius = _innerRadius + (1 - rand * rand ) * ( _outerRadius - _innerRadius );
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+ var angle = Math.random() * SPARKS.Utils.TWOPI;
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+
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+ var _distToOrigin = _normal.dot( center );
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+ var axes = SPARKS.Utils.getPerpendiculars( _normal.clone() );
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+ var _planeAxis1 = axes[0];
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+ var _planeAxis2 = axes[1];
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+
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+ var p = _planeAxis1.clone();
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+ p.multiplyScalar( radius * Math.cos( angle ) );
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+ var p2 = _planeAxis2.clone();
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+ p2.multiplyScalar( radius * Math.sin( angle ) );
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+ p.addSelf( p2 );
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+ return _center.add( p );
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+
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+};
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+*/
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+
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+SPARKS.SphereCapZone = function(x, y, z, minr, maxr, angle) {
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+ this.x = x;
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+ this.y = y;
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+ this.z = z;
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+ this.minr = minr;
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+ this.maxr = maxr;
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+ this.angle = angle;
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+};
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+
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+SPARKS.SphereCapZone.prototype.getLocation = function() {
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+ var theta = Math.PI *2 * SPARKS.Utils.random();
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+ var r = SPARKS.Utils.random();
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+
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+ //new THREE.Vector3
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+ var v = SPARKS.VectorPool.get().set(r * Math.cos(theta), -1 / Math.tan(this.angle * SPARKS.Utils.DEGREE_TO_RADIAN), r * Math.sin(theta));
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+
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+ //v.length = StardustMath.interpolate(0, _minRadius, 1, _maxRadius, Math.random());
|
|
|
+
|
|
|
+ var i = this.minr - ((this.minr-this.maxr) * Math.random() );
|
|
|
+ v.multiplyScalar(i);
|
|
|
+
|
|
|
+ v.__markedForReleased = true;
|
|
|
+
|
|
|
+ return v;
|
|
|
+};
|
|
|
+
|
|
|
+
|
|
|
+/********************************
|
|
|
+* Initializer Classes
|
|
|
+*
|
|
|
+* Classes which initializes
|
|
|
+* particles. Implements initialize( emitter:Emitter, particle:Particle )
|
|
|
+*********************************/
|
|
|
+
|
|
|
+// Specifies random life between max and min
|
|
|
+SPARKS.Lifetime = function(min, max) {
|
|
|
+ this._min = min;
|
|
|
+
|
|
|
+ this._max = max ? max : min;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+SPARKS.Lifetime.prototype.initialize = function( emitter/*Emitter*/, particle/*Particle*/ ) {
|
|
|
+ particle.lifetime = this._min + SPARKS.Utils.random() * ( this._max - this._min );
|
|
|
+};
|
|
|
+
|
|
|
+
|
|
|
+SPARKS.Position = function(zone) {
|
|
|
+ this.zone = zone;
|
|
|
+};
|
|
|
+
|
|
|
+SPARKS.Position.prototype.initialize = function( emitter/*Emitter*/, particle/*Particle*/ ) {
|
|
|
+ var pos = this.zone.getLocation();
|
|
|
+ particle.position.set(pos.x, pos.y, pos.z);
|
|
|
+};
|
|
|
+
|
|
|
+SPARKS.Velocity = function(zone) {
|
|
|
+ this.zone = zone;
|
|
|
+};
|
|
|
+
|
|
|
+SPARKS.Velocity.prototype.initialize = function( emitter/*Emitter*/, particle/*Particle*/ ) {
|
|
|
+ var pos = this.zone.getLocation();
|
|
|
+ particle.velocity.set(pos.x, pos.y, pos.z);
|
|
|
+ if (pos.__markedForReleased) {
|
|
|
+ //console.log("release");
|
|
|
+ SPARKS.VectorPool.release(pos);
|
|
|
+ pos.__markedForReleased = false;
|
|
|
+ }
|
|
|
+};
|
|
|
+
|
|
|
+SPARKS.Target = function(target, callback) {
|
|
|
+ this.target = target;
|
|
|
+ this.callback = callback;
|
|
|
+};
|
|
|
+
|
|
|
+SPARKS.Target.prototype.initialize = function( emitter, particle) {
|
|
|
+
|
|
|
+ if (this.callback) {
|
|
|
+ particle.target = this.callback();
|
|
|
+ } else {
|
|
|
+ particle.target = this.target;
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+/********************************
|
|
|
+* VectorPool
|
|
|
+*
|
|
|
+* Reuse much of Vectors if possible
|
|
|
+*********************************/
|
|
|
+
|
|
|
+SPARKS.VectorPool = {
|
|
|
+ __pools: [],
|
|
|
+
|
|
|
+ // Get a new Vector
|
|
|
+ get: function() {
|
|
|
+ if (this.__pools.length>0) {
|
|
|
+ return this.__pools.pop();
|
|
|
+ }
|
|
|
+
|
|
|
+ return this._addToPool();
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ // Release a vector back into the pool
|
|
|
+ release: function(v) {
|
|
|
+ this.__pools.push(v);
|
|
|
+ },
|
|
|
+
|
|
|
+ // Create a bunch of vectors and add to the pool
|
|
|
+ _addToPool: function() {
|
|
|
+ //console.log("creating some pools");
|
|
|
+
|
|
|
+ for (var i=0, size = 100; i < size; i++) {
|
|
|
+ this.__pools.push(new THREE.Vector3());
|
|
|
+ }
|
|
|
+
|
|
|
+ return new THREE.Vector3();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+
|
|
|
+/********************************
|
|
|
+* Util Classes
|
|
|
+*
|
|
|
+* Classes which initializes
|
|
|
+* particles. Implements initialize( emitter:Emitter, particle:Particle )
|
|
|
+*********************************/
|
|
|
+SPARKS.Utils = {
|
|
|
+ random: function() {
|
|
|
+ return Math.random();
|
|
|
+ },
|
|
|
+ DEGREE_TO_RADIAN: Math.PI / 180,
|
|
|
+ TWOPI: Math.PI * 2,
|
|
|
+
|
|
|
+ getPerpendiculars: function(normal) {
|
|
|
+ var p1 = this.getPerpendicular( normal );
|
|
|
+ var p2 = normal.cross( p1 );
|
|
|
+ p2.normalize();
|
|
|
+ return [ p1, p2 ];
|
|
|
+ },
|
|
|
+
|
|
|
+ getPerpendicular: function( v )
|
|
|
+ {
|
|
|
+ if( v.x == 0 )
|
|
|
+ {
|
|
|
+ return new THREE.Vector3D( 1, 0, 0 );
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ var temp = new THREE.Vector3( v.y, -v.x, 0 );
|
|
|
+ return temp.normalize();
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+};
|