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- import { DeepCopier } from "../../Misc/deepCopier";
- import { Vector3, Matrix } from "../../Maths/math.vector";
- import { Scalar } from "../../Maths/math.scalar";
- import { Effect } from "../../Materials/effect";
- import { Particle } from "../../Particles/particle";
- import { IParticleEmitterType } from "./IParticleEmitterType";
- /**
- * Particle emitter emitting particles from a point.
- * It emits the particles randomly between 2 given directions.
- */
- export class PointParticleEmitter implements IParticleEmitterType {
- /**
- * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
- */
- public direction1 = new Vector3(0, 1.0, 0);
- /**
- * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
- */
- public direction2 = new Vector3(0, 1.0, 0);
- /**
- * Creates a new instance PointParticleEmitter
- */
- constructor() {
- }
- /**
- * Called by the particle System when the direction is computed for the created particle.
- * @param worldMatrix is the world matrix of the particle system
- * @param directionToUpdate is the direction vector to update with the result
- * @param particle is the particle we are computed the direction for
- * @param isLocal defines if the direction should be set in local space
- */
- public startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle, isLocal: boolean): void {
- var randX = Scalar.RandomRange(this.direction1.x, this.direction2.x);
- var randY = Scalar.RandomRange(this.direction1.y, this.direction2.y);
- var randZ = Scalar.RandomRange(this.direction1.z, this.direction2.z);
- if (isLocal) {
- directionToUpdate.copyFromFloats(randX, randY, randZ);
- return;
- }
- Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
- }
- /**
- * Called by the particle System when the position is computed for the created particle.
- * @param worldMatrix is the world matrix of the particle system
- * @param positionToUpdate is the position vector to update with the result
- * @param particle is the particle we are computed the position for
- * @param isLocal defines if the position should be set in local space
- */
- public startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle, isLocal: boolean): void {
- if (isLocal) {
- positionToUpdate.copyFromFloats(0, 0, 0);
- return;
- }
- Vector3.TransformCoordinatesFromFloatsToRef(0, 0, 0, worldMatrix, positionToUpdate);
- }
- /**
- * Clones the current emitter and returns a copy of it
- * @returns the new emitter
- */
- public clone(): PointParticleEmitter {
- let newOne = new PointParticleEmitter();
- DeepCopier.DeepCopy(this, newOne);
- return newOne;
- }
- /**
- * Called by the GPUParticleSystem to setup the update shader
- * @param effect defines the update shader
- */
- public applyToShader(effect: Effect): void {
- effect.setVector3("direction1", this.direction1);
- effect.setVector3("direction2", this.direction2);
- }
- /**
- * Returns a string to use to update the GPU particles update shader
- * @returns a string containng the defines string
- */
- public getEffectDefines(): string {
- return "#define POINTEMITTER";
- }
- /**
- * Returns the string "PointParticleEmitter"
- * @returns a string containing the class name
- */
- public getClassName(): string {
- return "PointParticleEmitter";
- }
- /**
- * Serializes the particle system to a JSON object.
- * @returns the JSON object
- */
- public serialize(): any {
- var serializationObject: any = {};
- serializationObject.type = this.getClassName();
- serializationObject.direction1 = this.direction1.asArray();
- serializationObject.direction2 = this.direction2.asArray();
- return serializationObject;
- }
- /**
- * Parse properties from a JSON object
- * @param serializationObject defines the JSON object
- */
- public parse(serializationObject: any): void {
- Vector3.FromArrayToRef(serializationObject.direction1, 0, this.direction1);
- Vector3.FromArrayToRef(serializationObject.direction2, 0, this.direction2);
- }
- }
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