Browse Source

Merge remote-tracking branch 'zz85/experimental' into dev

Mr.doob 14 years ago
parent
commit
a22bba1156
2 changed files with 934 additions and 0 deletions
  1. 334 0
      examples/canvas_particles_shapes.html
  2. 600 0
      examples/js/Sparks.js

+ 334 - 0
examples/canvas_particles_shapes.html

@@ -0,0 +1,334 @@
+<!DOCTYPE HTML>
+<html lang="en">
+	<head>
+		<title>three.js canvas/webgl - geometry - text</title>
+		<meta charset="utf-8">
+		<meta name="viewport" content="width=device-width; initial-scale=1.0; maximum-scale=1.0; user-scalable=0;"/>
+		<style type="text/css">
+			body {
+				font-family: Monospace;
+				background-color: #f0f0f0;
+				margin: 0px;
+				overflow: hidden;
+			}
+		</style>
+	</head>
+	<body>
+
+
+		<script type="text/javascript" src="../build/Three.js"></script>
+
+		<script type="text/javascript" src="js/RequestAnimationFrame.js"></script>
+		<script type="text/javascript" src="js/Stats.js"></script>
+		<script type="text/javascript" src="js/Tween.js"></script>
+		<script type="text/javascript" src="js/Sparks.js"></script>
+		
+
+		<!-- load the font file from canvas-text -->
+
+		<script type="text/javascript" src="fonts/helvetiker_regular.typeface.js"></script>
+
+
+		<script type="text/javascript">
+
+			var container, stats;
+
+			var camera, scene, renderer;
+
+			var text, plane;
+
+			var targetRotation = 0;
+			var targetRotationOnMouseDown = 0;
+
+			var mouseX = 0;
+			var mouseXOnMouseDown = 0;
+
+			var windowHalfX = window.innerWidth / 2;
+			var windowHalfY = window.innerHeight / 2;
+			
+			
+			var heartShape, particleCloud, sparksEmitter, emitterPos;
+			var _rotation = 0;
+			var timeOnShapePath = 0;
+
+			init();
+			animate();
+
+			function init() {
+
+				container = document.createElement( 'div' );
+				document.body.appendChild( container );
+
+				var info = document.createElement( 'div' );
+				info.style.position = 'absolute';
+				info.style.top = '10px';
+				info.style.width = '100%';
+				info.style.textAlign = 'center';
+				info.innerHTML = 'Three.js with Love. Simple Particle Systems with Shapes by <a href="http://www.lab4games.net/zz85/blog">zz85</a><br/>Move your mouse. Click to pause/resume.';
+				container.appendChild( info );
+
+				camera = new THREE.Camera( 50, window.innerWidth / window.innerHeight, 1, 1000 );
+				camera.position.y = 150;
+				camera.position.z = 700;
+				camera.target.position.y = 150;
+
+				scene = new THREE.Scene();
+
+				// Get text from hash
+
+				var theText = "THREE.JS";
+
+				var hash = document.location.hash.substr( 1 );
+
+				if ( hash.length !== 0 ) {
+
+					theText = hash;
+
+				}
+
+				var text3d = new THREE.TextGeometry( theText, {
+
+					size: 80,
+					height: 20,
+					curveSegments: 2,
+					font: "helvetiker"
+
+				});
+
+				text3d.computeBoundingBox();
+				var centerOffset = -0.5 * ( text3d.boundingBox.x[ 1 ] - text3d.boundingBox.x[ 0 ] );
+
+                var textMaterial = new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff, wireframe: false } );
+                
+				text = new THREE.Mesh( text3d, textMaterial );
+				// Potentially, we can extract the vertices or faces of the text to generate particles too.
+				// Geo > Vertices > Position
+				
+                text.doubleSided = false;
+
+                text.position.x = centerOffset;
+                text.position.y = 100;
+                text.position.z = 0;
+
+                text.rotation.x = 0;
+                text.rotation.y = Math.PI * 2;
+				text.overdraw = true;
+
+				parent = new THREE.Object3D();
+                parent.addChild( text );
+
+				
+				particleCloud = new THREE.Object3D(); // Just a group
+				particleCloud.y = 800;
+				parent.addChild( particleCloud );
+				
+				scene.addObject( parent );
+				
+				
+				// Create Particle Systems
+				
+				// Heart
+
+				var x = 0, y = 0;
+
+				heartShape = new THREE.Shape();
+
+				heartShape.moveTo( x + 25, y + 25 );
+				heartShape.bezierCurveTo( x + 25, y + 25, x + 20, y, x, y );
+				heartShape.bezierCurveTo( x - 30, y, x - 30, y + 35,x - 30,y + 35 );
+				heartShape.bezierCurveTo( x - 30, y + 55, x - 10, y + 77, x + 25, y + 95 );
+				heartShape.bezierCurveTo( x + 60, y + 77, x + 80, y + 55, x + 80, y + 35 );
+				heartShape.bezierCurveTo( x + 80, y + 35, x + 80, y, x + 50, y );
+				heartShape.bezierCurveTo( x + 35, y, x + 25, y + 25, x + 25, y + 25 );
+				
+				var circleLines = function 	( context ) {
+					context.lineWidth = 0.05; //0.05
+					context.beginPath();
+					context.arc( 0, 0, 1, 0, Math.PI*2, true );
+					context.closePath();
+					context.stroke();
+					
+					context.globalAlpha = 0.2;
+					context.fill();
+				}
+				
+				var hue = 0;
+				
+				var hearts = function ( context ) {
+					context.globalAlpha = 0.5;
+					var x = 0, y = 0;
+					context.scale(0.1, -0.1); // Scale so canvas render can redraw within bounds
+					context.beginPath();
+					 // From http://blog.burlock.org/html5/130-paths
+					context.bezierCurveTo( x + 2.5, y + 2.5, x + 2.0, y, x, y );
+					context.bezierCurveTo( x - 3.0, y, x - 3.0, y + 3.5,x - 3.0,y + 3.5 );
+					context.bezierCurveTo( x - 3.0, y + 5.5, x - 1.0, y + 7.7, x + 2.5, y + 9.5 );
+					context.bezierCurveTo( x + 6.0, y + 7.7, x + 8.0, y + 5.5, x + 8.0, y + 3.5 );
+					context.bezierCurveTo( x + 8.0, y + 3.5, x + 8.0, y, x + 5.0, y );
+					context.bezierCurveTo( x + 3.5, y, x + 2.5, y + 2.5, x + 2.5, y + 2.5 );
+					context.closePath();
+					context.fill();
+					context.lineWidth = 0.5; //0.05
+					context.stroke();
+				}
+				
+				var setTargetParticle = function() {
+					
+					//hearts circleLines
+					var material = new THREE.ParticleCanvasMaterial( {  program: hearts, blending:THREE.AdditiveBlending } );
+					
+					material.color.setHSV(hue, 0.5, 1); 
+					hue += 0.001;
+					if (hue>1) hue-=1;
+					
+					particle = new THREE.Particle( material );
+
+					particle.scale.x = particle.scale.y = Math.random() * 20 +20;
+					particleCloud.addChild( particle );	
+
+					return particle;
+				};
+				
+				var onParticleCreated = function(p) {
+					var position = p.position;
+					p.target.position = position;	
+				};
+			
+				var onParticleDead = function(particle) {
+					particle.target.visible = false;
+					particleCloud.removeChild(particle.target); 
+				};
+				
+				
+				sparksEmitter = new SPARKS.Emitter(new SPARKS.SteadyCounter(160));
+
+				emitterpos = new THREE.Vector3(0,0,0);
+				
+				sparksEmitter.addInitializer(new SPARKS.Position( new SPARKS.PointZone( emitterpos ) ) );
+				sparksEmitter.addInitializer(new SPARKS.Lifetime(0,2));
+				sparksEmitter.addInitializer(new SPARKS.Target(null, setTargetParticle));
+				
+				
+				sparksEmitter.addInitializer(new SPARKS.Velocity(new SPARKS.PointZone(new THREE.Vector3(0,-50,10))));
+				// TOTRY Set velocity to move away from centroid
+				
+				sparksEmitter.addAction(new SPARKS.Age());
+				//sparksEmitter.addAction(new SPARKS.Accelerate(0.2));
+				sparksEmitter.addAction(new SPARKS.Move()); 
+				sparksEmitter.addAction(new SPARKS.RandomDrift(50,50,2000));
+				
+				
+				sparksEmitter.addCallback("created", onParticleCreated);
+				sparksEmitter.addCallback("dead", onParticleDead);
+				sparksEmitter.start();
+				
+				// End Particles
+				
+
+				renderer = new THREE.CanvasRenderer();
+                renderer.setSize( window.innerWidth, window.innerHeight );
+
+				container.appendChild( renderer.domElement );
+
+				stats = new Stats();
+				stats.domElement.style.position = 'absolute';
+				stats.domElement.style.top = '0px';
+				container.appendChild( stats.domElement );
+
+				document.addEventListener( 'mousedown', onDocumentMouseDown, false );
+				document.addEventListener( 'touchstart', onDocumentTouchStart, false );
+				document.addEventListener( 'touchmove', onDocumentTouchMove, false );
+
+			}
+
+			//
+			
+			document.addEventListener( 'mousemove', onDocumentMouseMove, false );
+			
+
+			function onDocumentMouseDown( event ) {
+
+				event.preventDefault();
+
+				mouseXOnMouseDown = event.clientX - windowHalfX;
+				targetRotationOnMouseDown = targetRotation;
+				
+				if (sparksEmitter.isRunning()) {
+					sparksEmitter.stop();
+				} else {
+					sparksEmitter.start();
+				}
+
+			}
+
+			function onDocumentMouseMove( event ) {
+
+				mouseX = event.clientX - windowHalfX;
+
+				targetRotation = targetRotationOnMouseDown + ( mouseX - mouseXOnMouseDown ) * 0.02;
+
+			}
+
+			function onDocumentTouchStart( event ) {
+
+				if ( event.touches.length == 1 ) {
+
+					event.preventDefault();
+
+					mouseXOnMouseDown = event.touches[ 0 ].pageX - windowHalfX;
+					targetRotationOnMouseDown = targetRotation;
+
+				}
+
+			}
+
+			function onDocumentTouchMove( event ) {
+
+				if ( event.touches.length == 1 ) {
+
+					event.preventDefault();
+
+					mouseX = event.touches[ 0 ].pageX - windowHalfX;
+					targetRotation = targetRotationOnMouseDown + ( mouseX - mouseXOnMouseDown ) * 0.05;
+
+				}
+
+			}
+
+			//
+
+			function animate() {
+
+				requestAnimationFrame( animate );
+
+				render();
+				stats.update();
+
+			}
+			
+			
+
+			function render() {
+				timeOnShapePath += 0.0337;
+				if (timeOnShapePath > 1) timeOnShapePath -= 1;
+				
+				// TODO Create a PointOnShape Action/Zone in the particle engine
+				var pointOnShape = heartShape.getPointAt(timeOnShapePath);
+				
+				emitterpos.x = pointOnShape.x * 5 - 100;
+				emitterpos.y = -pointOnShape.y * 5 + 400;
+				
+				// Pretty cool effect if you enable this
+				//particleCloud.rotation.y += 0.05;
+
+				parent.rotation.y += ( targetRotation - parent.rotation.y ) * 0.05;
+				renderer.render( scene, camera );
+				
+				
+
+			}
+
+		</script>
+
+	</body>
+</html>

+ 600 - 0
examples/js/Sparks.js

@@ -0,0 +1,600 @@
+/*
+ * @author zz85 (http://github.com/zz85 http://www.lab4games.net/zz85/blog)
+ *
+ * a simple to use javascript 3d particles system inspired by FliNT and Stardust
+ * created with TWEEN.js and THREE.js
+ *
+ * for feature requests or bugs, please visit https://github.com/zz85/sparks.js
+ *
+ * licensed under the MIT license 
+ */
+
+var SPARKS = {};
+
+/********************************
+* Emitter Class
+*
+*   Creates and Manages Particles
+*********************************/
+
+
+SPARKS.Emitter = function (counter) {
+    
+    this._counter = counter ? counter : new SPARKS.SteadyCounter(10); // provides number of particles to produce
+    
+    this._particles = [];
+    
+    
+    this._initializers = []; // use for creation of particles
+    this._actions = [];     // uses action to update particles
+    this._activities = [];  //  not supported yet
+        
+    this._handlers = [];
+    
+    this.callbacks = {};
+};
+
+
+SPARKS.Emitter.prototype = {
+	
+	_TIMESTEP: 15,
+	_timer: null,
+	_lastTime: null,
+	_timerStep: 10,
+	
+	// run its built in timer / stepping
+	start: function() {
+		this._lastTime = Date.now();
+		this._timer = setTimeout(this.step, this._timerStep, this);
+		this._isRunning = true;
+	},
+	
+	stop: function() {
+		this._isRunning = false;
+		clearTimeout(this._timer);
+	},
+	
+	isRunning: function() {
+		return this._isRunning & true;
+	},
+	
+	// Step gets called upon by the engine
+	// but attempts to call update() on a regular basics
+	// This method is also described in http://gameclosure.com/2011/04/11/deterministic-delta-tee-in-js-games/
+	step: function(emitter) {
+		
+		var time = Date.now();
+		var elapsed = time - emitter._lastTime;
+	   	
+		while(elapsed >= emitter._TIMESTEP) {
+			emitter.update(emitter._TIMESTEP / 1000);
+			elapsed -= emitter._TIMESTEP;
+		}
+		
+		emitter._lastTime = time - elapsed;
+		
+		if (emitter._isRunning)
+		setTimeout(emitter.step, emitter._timerStep, emitter);
+		
+	},
+
+
+	// Update particle engine in seconds, not milliseconds
+    update: function(time) {
+		
+        var len = this._counter.updateEmitter( this, time );
+        
+        // Create particles
+        for( i = 0; i < len; i++ ) {
+            this.createParticle();
+        }
+        
+        // Update activities
+        len = this._activities.length;
+        for ( i = 0; i < len; i++ )
+        {
+            this_.activities[i].update( this, time );
+        }
+        
+        
+        len = this._actions.length;
+        var action;
+        var len2 = this._particles.length;
+        
+        for( j = 0; j < len; j++ )
+        {
+            action = this._actions[j];
+            for ( i = 0; i < len2; ++i )
+            {
+                particle = this._particles[i];
+                action.update( this, particle, time );
+            }
+        }
+        
+        
+        // remove dead particles
+        for ( i = len2; i--; )
+        {
+            particle = this._particles[i];
+            if ( particle.isDead )
+            {
+                //particle = 
+				this._particles.splice( i, 1 );
+                this.dispatchEvent("dead", particle);
+				SPARKS.VectorPool.release(particle.position); //
+				SPARKS.VectorPool.release(particle.velocity);
+                
+            } else {
+                this.dispatchEvent("updated", particle);
+            }
+        }
+        
+    },
+    
+    createParticle: function() {
+        var particle = new SPARKS.Particle();
+        // In future, use a Particle Factory
+        var len = this._initializers.length, i;
+
+        for ( i = 0; i < len; i++ ) {
+            this._initializers[i].initialize( this, particle );
+        }
+        
+        this._particles.push( particle );
+        
+        this.dispatchEvent("created", particle); // ParticleCreated
+        
+        return particle;
+    },
+    
+    addInitializer: function (initializer) {
+        this._initializers.push(initializer);
+    },
+    
+    addAction: function (action) {
+        this._actions.push(action);
+    },
+    
+    addCallback: function(name, callback) {
+        this.callbacks[name] = callback;
+    },
+    
+    dispatchEvent: function(name, args) {
+        var callback = this.callbacks[name];
+        if (callback) {
+            callback(args);
+        }
+    
+    }
+    
+
+};
+
+
+// Number of particles per seconds
+SPARKS.SteadyCounter = function(rate) {
+    this.rate = rate;
+    
+};
+
+SPARKS.SteadyCounter.prototype.updateEmitter = function(emitter, time) {
+    
+    return Math.floor(time * this.rate);
+};
+
+
+
+
+/********************************
+* Particle Class
+*
+*   Represents a single particle
+*********************************/
+SPARKS.Particle = function() {
+
+    /**
+     * The lifetime of the particle, in seconds.
+     */
+    this.lifetime = 0;
+    
+    /**
+     * The age of the particle, in seconds.
+     */
+    this.age = 0;
+    
+    /**
+     * The energy of the particle.
+     */
+    this.energy = 1;
+    
+    /**
+     * Whether the particle is dead and should be removed from the stage.
+     */
+    this.isDead = false;
+    
+    this.target = null; // tag
+    
+    /**
+     * For 3D
+     */
+     
+     this.position = SPARKS.VectorPool.get().set(0,0,0); //new THREE.Vector3( 0, 0, 0 );
+     this.velocity = SPARKS.VectorPool.get().set(0,0,0); //new THREE.Vector3( 0, 0, 0 );
+     // rotation vec3
+     // angVelocity vec3
+     // faceAxis vec3
+    
+};
+
+
+/********************************
+* Action Classes
+*
+*   An abstract class which have
+*   update function
+*********************************/
+SPARKS.Action = function() {
+    this._priority = 0;
+};
+
+
+SPARKS.Age = function(easing) {
+    this._easing = (easing == null) ? TWEEN.Easing.Linear.EaseNone : easing;
+};
+
+SPARKS.Age.prototype.update = function (emitter, particle, time) {
+    particle.age += time;
+    if( particle.age >= particle.lifetime )
+    {
+        particle.energy = 0;
+        particle.isDead = true;
+    }
+    else
+    {
+        var t = this._easing(particle.age / particle.lifetime);
+        particle.energy = -1 * t + 1;
+    }
+};
+
+/*
+// Mark particle as dead when particle's < 0
+
+SPARKS.Death = function(easing) {
+    this._easing = (easing == null) ? TWEEN.Linear.EaseNone : easing;
+};
+
+SPARKS.Death.prototype.update = function (emitter, particle, time) {
+    if (particle.life <= 0) {
+        particle.isDead = true;
+    }
+};
+*/
+			
+
+SPARKS.Move = function() {
+    
+};
+
+SPARKS.Move.prototype.update = function(emitter, particle, time) {
+    
+    var p = particle.position;
+    var v = particle.velocity;
+    
+    p.x += v.x * time;
+    p.y += v.y * time;
+    p.z += v.z * time;
+
+};
+
+
+SPARKS.Accelerate = function(x,y,z) {
+	
+	if (x instanceof THREE.Vector3) {
+		this.acceleration = x;
+		return;
+	}
+
+    this.acceleration = new THREE.Vector3(x,y,z);
+    
+};
+
+SPARKS.Accelerate.prototype.update = function(emitter, particle, time) {
+    var acc = this.acceleration;
+    
+    var v = particle.velocity;
+    
+    v.x += acc.x * time;
+    v.y += acc.y * time;
+    v.z += acc.z * time; 
+
+};
+
+/* Set the max ammount of x,y,z drift movements in a second */
+SPARKS.RandomDrift = function(x,y,z) {
+	if (x instanceof THREE.Vector3) {
+		this.drift = x;
+		return;
+	}
+
+    this.drift = new THREE.Vector3(x,y,z);
+}
+
+
+SPARKS.RandomDrift.prototype.update = function(emitter, particle, time) {
+    var drift = this.drift;
+    
+    var v = particle.velocity;
+    
+    v.x += ( Math.random() - 0.5 ) * drift.x * time;
+    v.y += ( Math.random() - 0.5 ) * drift.y * time;
+    v.z += ( Math.random() - 0.5 ) * drift.z * time;
+
+};
+
+/********************************
+* Zone Classes
+*
+*   An abstract classes which have
+*   getLocation() function
+*********************************/
+SPARKS.Zone = function() {
+};
+
+// TODO, contains() for Zone
+
+SPARKS.PointZone = function(pos) {
+    this.pos = pos;
+};
+
+SPARKS.PointZone.prototype.getLocation = function() {
+    return this.pos;
+};
+
+SPARKS.PointZone = function(pos) {
+    this.pos = pos;
+};
+
+SPARKS.PointZone.prototype.getLocation = function() {
+    return this.pos;
+};
+
+SPARKS.LineZone = function(start, end) {
+    this.start = start;
+	this.end = end;
+	this._length = end.clone().subSelf( start );
+};
+
+SPARKS.LineZone.prototype.getLocation = function() {
+    var len = this._length.clone();
+
+	len.multiplyScalar( Math.random() );
+	return len.addSelf( this.start );
+	
+};
+
+// Basically a RectangleZone
+
+
+SPARKS.ParallelogramZone = function(corner, side1, side2) {
+    this.corner = corner;
+	this.side1 = side1;
+	this.side2 = side2;
+};
+
+SPARKS.ParallelogramZone.prototype.getLocation = function() {
+    
+	var d1 = this.side1.clone().multiplyScalar( Math.random() );
+	var d2 = this.side2.clone().multiplyScalar( Math.random() );
+	d1.addSelf(d2);
+	return d1.addSelf( this.corner );
+	
+};
+
+
+/**
+ * The constructor creates a DiscZone 3D zone.
+ * 
+ * @param centre The point at the center of the disc.
+ * @param normal A vector normal to the disc.
+ * @param outerRadius The outer radius of the disc.
+ * @param innerRadius The inner radius of the disc. This defines the hole 
+ * in the center of the disc. If set to zero, there is no hole. 
+ */
+
+/*
+// BUGGY!!
+SPARKS.DiscZone = function(center, radiusNormal, outerRadius, innerRadius) {
+    this.center = center;
+	this.radiusNormal = radiusNormal;
+	this.outerRadius = (outerRadius==undefined) ? 0 : outerRadius;
+	this.innerRadius = (innerRadius==undefined) ? 0 : innerRadius;
+	
+};
+
+SPARKS.DiscZone.prototype.getLocation = function() {
+    var rand = Math.random();
+	var _innerRadius = this.innerRadius;
+	var _outerRadius = this.outerRadius;
+	var center = this.center;
+	var _normal = this.radiusNormal;
+	
+	_distToOrigin = _normal.dot( center );
+	
+	var radius = _innerRadius + (1 - rand * rand ) * ( _outerRadius - _innerRadius );
+	var angle = Math.random() * SPARKS.Utils.TWOPI;
+	
+	var _distToOrigin = _normal.dot( center );
+	var axes = SPARKS.Utils.getPerpendiculars( _normal.clone() );
+	var _planeAxis1 = axes[0];
+	var _planeAxis2 = axes[1];
+	
+	var p = _planeAxis1.clone();
+	p.multiplyScalar( radius * Math.cos( angle ) );
+	var p2 = _planeAxis2.clone();
+	p2.multiplyScalar( radius * Math.sin( angle ) );
+	p.addSelf( p2 );
+	return _center.add( p );
+	
+};
+*/
+
+SPARKS.SphereCapZone = function(x, y, z, minr, maxr, angle) {
+    this.x = x;
+    this.y = y;
+    this.z = z;
+    this.minr = minr;
+    this.maxr = maxr;
+    this.angle = angle;
+};
+
+SPARKS.SphereCapZone.prototype.getLocation = function() {
+    var theta = Math.PI *2  * SPARKS.Utils.random();
+    var r = SPARKS.Utils.random();
+    
+    //new THREE.Vector3
+    var v =  SPARKS.VectorPool.get().set(r * Math.cos(theta), -1 / Math.tan(this.angle * SPARKS.Utils.DEGREE_TO_RADIAN), r * Math.sin(theta));
+    
+    //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();
+		}
+	}
+
+};