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@@ -1,981 +0,0 @@
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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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-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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-
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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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- _velocityVerlet: true,
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-
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- // run its built in timer / stepping
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- start: function() {
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-
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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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-
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- stop: function() {
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-
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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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-
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- isRunning: function() {
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-
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- return this._isRunning & true;
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-
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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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- if ( ! this._velocityVerlet ) {
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-
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- // if elapsed is way higher than time step, (usually after switching tabs, or excution cached in ff)
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- // we will drop cycles. perhaps set to a limit of 10 or something?
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- var maxBlock = emitter._TIMESTEP * 20;
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-
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- if ( elapsed >= maxBlock ) {
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-
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- //console.log('warning: sparks.js is fast fowarding engine, skipping steps', elapsed / emitter._TIMESTEP);
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- //emitter.update( (elapsed - maxBlock) / 1000);
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- elapsed = maxBlock;
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-
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- }
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-
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- while ( elapsed >= emitter._TIMESTEP ) {
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-
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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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- } else {
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-
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- emitter.update( elapsed / 1000 );
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- emitter._lastTime = time;
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-
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- }
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-
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-
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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 i, j;
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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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-
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- this.createParticle();
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-
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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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-
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- len = this._actions.length;
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-
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- var particle;
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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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-
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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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-
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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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- this.dispatchEvent( "loopUpdated" );
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-
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- },
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-
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- createParticle: function() {
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-
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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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-
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- this._initializers[ i ].initialize( this, particle );
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-
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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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-
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- addInitializer: function ( initializer ) {
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-
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- this._initializers.push( initializer );
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-
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- },
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-
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- addAction: function ( action ) {
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-
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- this._actions.push( action );
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-
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- },
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-
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- removeInitializer: function ( initializer ) {
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-
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- var index = this._initializers.indexOf( initializer );
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- if ( index > - 1 ) {
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-
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- this._initializers.splice( index, 1 );
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-
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- }
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-
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- },
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-
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- removeAction: function ( action ) {
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-
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- var index = this._actions.indexOf( action );
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- if ( index > - 1 ) {
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-
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- this._actions.splice( index, 1 );
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-
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- }
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- //console.log('removeAction', index, this._actions);
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-
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- },
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-
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- addCallback: function( name, callback ) {
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-
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- this.callbacks[ name ] = callback;
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-
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- },
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-
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- dispatchEvent: function( name, args ) {
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-
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- var callback = this.callbacks[ name ];
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- if ( callback ) {
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-
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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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-
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-/*
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- * Constant Names for
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- * Events called by emitter.dispatchEvent()
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- *
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- */
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-SPARKS.EVENT_PARTICLE_CREATED = "created";
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-SPARKS.EVENT_PARTICLE_UPDATED = "updated";
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-SPARKS.EVENT_PARTICLE_DEAD = "dead";
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-SPARKS.EVENT_LOOP_UPDATED = "loopUpdated";
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-
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-
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-
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-/*
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- * Steady Counter attempts to produces a particle rate steadily
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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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-
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- this.rate = rate;
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-
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- // we use a shortfall counter to make up for slow emitters
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- this.leftover = 0;
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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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- var targetRelease = time * this.rate + this.leftover;
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- var actualRelease = Math.floor( targetRelease );
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-
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- this.leftover = targetRelease - actualRelease;
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-
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- return actualRelease;
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-
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-};
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-
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-
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-/*
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- * Shot Counter produces specified particles
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- * on a single impluse or burst
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- */
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-
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-SPARKS.ShotCounter = function( particles ) {
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-
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- this.particles = particles;
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- this.used = false;
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-
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-};
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-
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-SPARKS.ShotCounter.prototype.updateEmitter = function( emitter, time ) {
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-
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- if ( this.used ) {
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-
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- return 0;
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-
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- } else {
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-
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- this.used = true;
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-
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- }
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-
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- return this.particles;
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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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- this._oldvelocity = SPARKS.VectorPool.get().set( 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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-
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- this._priority = 0;
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-
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-};
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-
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-
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-SPARKS.Age = function( easing ) {
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-
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- this._easing = ( easing == null ) ? TWEEN.Easing.Linear.None : easing;
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-
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-};
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-
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-SPARKS.Age.prototype.update = function ( emitter, particle, time ) {
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-
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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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-
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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.None : 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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- // attempt verlet velocity updating.
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- var p = particle.position;
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- var v = particle.velocity;
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- var old = particle._oldvelocity;
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-
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- if ( this._velocityVerlet ) {
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-
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- p.x += ( v.x + old.x ) * 0.5 * time;
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- p.y += ( v.y + old.y ) * 0.5 * time;
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- p.z += ( v.z + old.z ) * 0.5 * time;
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-
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- } else {
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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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- // OldVel = Vel;
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- // Vel = Vel + Accel * dt;
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- // Pos = Pos + (vel + Vel + Accel * dt) * 0.5 * dt;
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-
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-
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-
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-};
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-
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-/* Marks particles found in specified zone dead */
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-SPARKS.DeathZone = function( zone ) {
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-
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- this.zone = zone;
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-
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-};
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-
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-SPARKS.DeathZone.prototype.update = function( emitter, particle, time ) {
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-
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- if ( this.zone.contains( particle.position ) ) {
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-
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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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-/*
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- * SPARKS.ActionZone applies an action when particle is found in zone
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- */
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-SPARKS.ActionZone = function( action, zone ) {
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-
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- this.action = action;
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- this.zone = zone;
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-
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-};
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-
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-SPARKS.ActionZone.prototype.update = function( emitter, particle, time ) {
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-
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- if ( this.zone.contains( particle.position ) ) {
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-
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- this.action.update( emitter, particle, time );
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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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- * Accelerate action affects velocity in specified 3d direction
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- */
|
|
|
-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;
|
|
|
-
|
|
|
- particle._oldvelocity.set( v.x, v.y, v.z );
|
|
|
-
|
|
|
- v.x += acc.x * time;
|
|
|
- v.y += acc.y * time;
|
|
|
- v.z += acc.z * time;
|
|
|
-
|
|
|
-};
|
|
|
-
|
|
|
-/*
|
|
|
- * Accelerate Factor accelerate based on a factor of particle's velocity.
|
|
|
- */
|
|
|
-SPARKS.AccelerateFactor = function( factor ) {
|
|
|
-
|
|
|
- this.factor = factor;
|
|
|
-
|
|
|
-};
|
|
|
-
|
|
|
-SPARKS.AccelerateFactor.prototype.update = function( emitter, particle, time ) {
|
|
|
-
|
|
|
- var factor = this.factor;
|
|
|
-
|
|
|
- var v = particle.velocity;
|
|
|
- var len = v.length();
|
|
|
- var adjFactor;
|
|
|
- if ( len > 0 ) {
|
|
|
-
|
|
|
- adjFactor = factor * time / len;
|
|
|
- adjFactor += 1;
|
|
|
-
|
|
|
- v.multiplyScalar( adjFactor );
|
|
|
- // v.x *= adjFactor;
|
|
|
- // v.y *= adjFactor;
|
|
|
- // v.z *= adjFactor;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
-};
|
|
|
-
|
|
|
-/*
|
|
|
-AccelerateNormal
|
|
|
- * AccelerateVelocity affects velocity based on its velocity direction
|
|
|
- */
|
|
|
-SPARKS.AccelerateVelocity = function( factor ) {
|
|
|
-
|
|
|
- this.factor = factor;
|
|
|
-
|
|
|
-};
|
|
|
-
|
|
|
-SPARKS.AccelerateVelocity.prototype.update = function( emitter, particle, time ) {
|
|
|
-
|
|
|
- var factor = this.factor;
|
|
|
-
|
|
|
- var v = particle.velocity;
|
|
|
-
|
|
|
-
|
|
|
- v.z += - v.x * factor;
|
|
|
- v.y += v.z * factor;
|
|
|
- v.x += v.y * factor;
|
|
|
-
|
|
|
-};
|
|
|
-
|
|
|
-
|
|
|
-/* 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().sub( start );
|
|
|
-
|
|
|
-};
|
|
|
-
|
|
|
-SPARKS.LineZone.prototype.getLocation = function() {
|
|
|
-
|
|
|
- var len = this._length.clone();
|
|
|
-
|
|
|
- len.multiplyScalar( Math.random() );
|
|
|
- return len.add( 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.add( d2 );
|
|
|
- return d1.add( this.corner );
|
|
|
-
|
|
|
-};
|
|
|
-
|
|
|
-SPARKS.CubeZone = function( position, x, y, z ) {
|
|
|
-
|
|
|
- this.position = position;
|
|
|
- this.x = x;
|
|
|
- this.y = y;
|
|
|
- this.z = z;
|
|
|
-
|
|
|
-};
|
|
|
-
|
|
|
-SPARKS.CubeZone.prototype.getLocation = function() {
|
|
|
-
|
|
|
- //TODO use pool?
|
|
|
-
|
|
|
- var location = this.position.clone();
|
|
|
- location.x += Math.random() * this.x;
|
|
|
- location.y += Math.random() * this.y;
|
|
|
- location.z += Math.random() * this.z;
|
|
|
-
|
|
|
- return location;
|
|
|
-
|
|
|
-};
|
|
|
-
|
|
|
-
|
|
|
-SPARKS.CubeZone.prototype.contains = function( position ) {
|
|
|
-
|
|
|
- var startX = this.position.x;
|
|
|
- var startY = this.position.y;
|
|
|
- var startZ = this.position.z;
|
|
|
- var x = this.x; // width
|
|
|
- var y = this.y; // depth
|
|
|
- var z = this.z; // height
|
|
|
-
|
|
|
- if ( x < 0 ) {
|
|
|
-
|
|
|
- startX += x;
|
|
|
- x = Math.abs( x );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- if ( y < 0 ) {
|
|
|
-
|
|
|
- startY += y;
|
|
|
- y = Math.abs( y );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- if ( z < 0 ) {
|
|
|
-
|
|
|
- startZ += z;
|
|
|
- z = Math.abs( z );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- var diffX = position.x - startX;
|
|
|
- var diffY = position.y - startY;
|
|
|
- var diffZ = position.z - startZ;
|
|
|
-
|
|
|
- if ( ( diffX > 0 ) && ( diffX < x ) &&
|
|
|
- ( diffY > 0 ) && ( diffY < y ) &&
|
|
|
- ( diffZ > 0 ) && ( diffZ < z ) ) {
|
|
|
-
|
|
|
- return true;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- return false;
|
|
|
-
|
|
|
-};
|
|
|
-
|
|
|
-
|
|
|
-
|
|
|
-/**
|
|
|
- * 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.add( 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 );
|
|
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- p2.normalize();
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|
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- 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();
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
-};
|