mirror of
https://github.com/wahyd4/three.js.git
synced 2026-08-09 04:56:01 +10:00
New Canvas & Particles Emitter Example
This commit is contained in:
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<!DOCTYPE HTML>
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<html lang="en">
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<head>
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<title>three.js canvas/webgl - geometry - text</title>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width; initial-scale=1.0; maximum-scale=1.0; user-scalable=0;"/>
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<style type="text/css">
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body {
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font-family: Monospace;
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background-color: #f0f0f0;
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margin: 0px;
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overflow: hidden;
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}
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</style>
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</head>
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<body>
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<script type="text/javascript" src="../build/Three.js"></script>
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<script type="text/javascript" src="js/RequestAnimationFrame.js"></script>
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<script type="text/javascript" src="js/Stats.js"></script>
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<script type="text/javascript" src="js/Tween.js"></script>
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<script type="text/javascript" src="js/Sparks.js"></script>
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<!-- load the font file from canvas-text -->
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<script type="text/javascript" src="fonts/helvetiker_regular.typeface.js"></script>
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<script type="text/javascript">
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var container, stats;
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var camera, scene, renderer;
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var text, plane;
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var targetRotation = 0;
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var targetRotationOnMouseDown = 0;
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var mouseX = 0;
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var mouseXOnMouseDown = 0;
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var windowHalfX = window.innerWidth / 2;
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var windowHalfY = window.innerHeight / 2;
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var heartShape, particleCloud, sparksEmitter, emitterPos;
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var _rotation = 0;
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var timeOnShapePath = 0;
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init();
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animate();
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function init() {
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container = document.createElement( 'div' );
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document.body.appendChild( container );
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var info = document.createElement( 'div' );
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info.style.position = 'absolute';
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info.style.top = '10px';
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info.style.width = '100%';
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info.style.textAlign = 'center';
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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.';
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container.appendChild( info );
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camera = new THREE.Camera( 50, window.innerWidth / window.innerHeight, 1, 1000 );
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camera.position.y = 150;
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camera.position.z = 700;
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camera.target.position.y = 150;
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scene = new THREE.Scene();
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// Get text from hash
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var theText = "THREE.JS";
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var hash = document.location.hash.substr( 1 );
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if ( hash.length !== 0 ) {
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theText = hash;
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}
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var text3d = new THREE.TextGeometry( theText, {
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size: 80,
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height: 20,
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curveSegments: 2,
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font: "helvetiker"
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});
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text3d.computeBoundingBox();
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var centerOffset = -0.5 * ( text3d.boundingBox.x[ 1 ] - text3d.boundingBox.x[ 0 ] );
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var textMaterial = new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff, wireframe: false } );
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text = new THREE.Mesh( text3d, textMaterial );
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// Potentially, we can extract the vertices or faces of the text to generate particles too.
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// Geo > Vertices > Position
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text.doubleSided = false;
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text.position.x = centerOffset;
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text.position.y = 100;
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text.position.z = 0;
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text.rotation.x = 0;
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text.rotation.y = Math.PI * 2;
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text.overdraw = true;
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parent = new THREE.Object3D();
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parent.addChild( text );
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particleCloud = new THREE.Object3D(); // Just a group
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particleCloud.y = 800;
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parent.addChild( particleCloud );
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scene.addObject( parent );
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// Create Particle Systems
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// Heart
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var x = 0, y = 0;
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heartShape = new THREE.Shape();
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heartShape.moveTo( x + 25, y + 25 );
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heartShape.bezierCurveTo( x + 25, y + 25, x + 20, y, x, y );
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heartShape.bezierCurveTo( x - 30, y, x - 30, y + 35,x - 30,y + 35 );
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heartShape.bezierCurveTo( x - 30, y + 55, x - 10, y + 77, x + 25, y + 95 );
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heartShape.bezierCurveTo( x + 60, y + 77, x + 80, y + 55, x + 80, y + 35 );
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heartShape.bezierCurveTo( x + 80, y + 35, x + 80, y, x + 50, y );
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heartShape.bezierCurveTo( x + 35, y, x + 25, y + 25, x + 25, y + 25 );
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var circleLines = function ( context ) {
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context.lineWidth = 0.05; //0.05
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context.beginPath();
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context.arc( 0, 0, 1, 0, Math.PI*2, true );
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context.closePath();
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context.stroke();
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context.globalAlpha = 0.2;
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context.fill();
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}
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var hue = 0;
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var hearts = function ( context ) {
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context.globalAlpha = 0.5;
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var x = -4, y = 0;
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context.scale(1, -1);
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context.beginPath();
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// From http://blog.burlock.org/html5/130-paths
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context.bezierCurveTo( x + 2.5, y + 2.5, x + 2.0, y, x, y );
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context.bezierCurveTo( x - 3.0, y, x - 3.0, y + 3.5,x - 3.0,y + 3.5 );
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context.bezierCurveTo( x - 3.0, y + 5.5, x - 1.0, y + 7.7, x + 2.5, y + 9.5 );
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context.bezierCurveTo( x + 6.0, y + 7.7, x + 8.0, y + 5.5, x + 8.0, y + 3.5 );
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context.bezierCurveTo( x + 8.0, y + 3.5, x + 8.0, y, x + 5.0, y );
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context.bezierCurveTo( x + 3.5, y, x + 2.5, y + 2.5, x + 2.5, y + 2.5 );
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context.closePath();
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context.fill();
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context.lineWidth = 0.5; //0.05
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context.stroke();
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}
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var setTargetParticle = function() {
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//hearts circleLines
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var material = new THREE.ParticleCanvasMaterial( { program: hearts, blending:THREE.AdditiveBlending } );
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material.color.setHSV(hue, 0.5, 1);
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hue += 0.001;
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if (hue>1) hue-=1;
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particle = new THREE.Particle( material );
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particle.scale.x = particle.scale.y = Math.random() * 2 +1;
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particleCloud.addChild( particle );
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return particle;
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};
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var onParticleCreated = function(p) {
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var position = p.position;
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p.target.position = position;
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};
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var onParticleDead = function(particle) {
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particle.target.visible = false;
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particleCloud.removeChild(particle.target);
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};
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sparksEmitter = new SPARKS.Emitter(new SPARKS.SteadyCounter(160));
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emitterpos = new THREE.Vector3(0,0,0);
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sparksEmitter.addInitializer(new SPARKS.Position( new SPARKS.PointZone( emitterpos ) ) );
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sparksEmitter.addInitializer(new SPARKS.Lifetime(0,2));
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sparksEmitter.addInitializer(new SPARKS.Target(null, setTargetParticle));
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sparksEmitter.addInitializer(new SPARKS.Velocity(new SPARKS.PointZone(new THREE.Vector3(0,-50,10))));
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// TOTRY Set velocity to move away from centroid
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sparksEmitter.addAction(new SPARKS.Age());
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//sparksEmitter.addAction(new SPARKS.Accelerate(0.2));
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sparksEmitter.addAction(new SPARKS.Move());
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sparksEmitter.addAction(new SPARKS.RandomDrift(50,50,2000));
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sparksEmitter.addCallback("created", onParticleCreated);
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sparksEmitter.addCallback("dead", onParticleDead);
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sparksEmitter.start();
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// End Particles
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renderer = new THREE.CanvasRenderer();
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renderer.setSize( window.innerWidth, window.innerHeight );
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container.appendChild( renderer.domElement );
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stats = new Stats();
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stats.domElement.style.position = 'absolute';
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stats.domElement.style.top = '0px';
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container.appendChild( stats.domElement );
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document.addEventListener( 'mousedown', onDocumentMouseDown, false );
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document.addEventListener( 'touchstart', onDocumentTouchStart, false );
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document.addEventListener( 'touchmove', onDocumentTouchMove, false );
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}
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//
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document.addEventListener( 'mousemove', onDocumentMouseMove, false );
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function onDocumentMouseDown( event ) {
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event.preventDefault();
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mouseXOnMouseDown = event.clientX - windowHalfX;
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targetRotationOnMouseDown = targetRotation;
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if (sparksEmitter.isRunning()) {
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sparksEmitter.stop();
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} else {
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sparksEmitter.start();
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}
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}
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function onDocumentMouseMove( event ) {
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mouseX = event.clientX - windowHalfX;
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targetRotation = targetRotationOnMouseDown + ( mouseX - mouseXOnMouseDown ) * 0.02;
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}
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function onDocumentTouchStart( event ) {
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if ( event.touches.length == 1 ) {
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event.preventDefault();
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mouseXOnMouseDown = event.touches[ 0 ].pageX - windowHalfX;
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targetRotationOnMouseDown = targetRotation;
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}
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}
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function onDocumentTouchMove( event ) {
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if ( event.touches.length == 1 ) {
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event.preventDefault();
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mouseX = event.touches[ 0 ].pageX - windowHalfX;
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targetRotation = targetRotationOnMouseDown + ( mouseX - mouseXOnMouseDown ) * 0.05;
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}
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}
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//
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function animate() {
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requestAnimationFrame( animate );
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render();
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stats.update();
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}
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function render() {
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timeOnShapePath += 0.0337;
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if (timeOnShapePath > 1) timeOnShapePath -= 1;
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// TODO Create a PointOnShape Action/Zone in the particle engine
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var pointOnShape = heartShape.getPointAt(timeOnShapePath);
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emitterpos.x = pointOnShape.x * 5 - 100;
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emitterpos.y = -pointOnShape.y * 5 + 400;
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// Pretty cool effect if you enable this
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//particleCloud.rotation.y += 0.05;
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parent.rotation.y += ( targetRotation - parent.rotation.y ) * 0.05;
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renderer.render( scene, camera );
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}
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</script>
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</body>
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</html>
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@@ -0,0 +1,600 @@
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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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var SPARKS = {};
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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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SPARKS.Emitter = function (counter) {
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this._counter = counter ? counter : new SPARKS.SteadyCounter(10); // provides number of particles to produce
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this._particles = [];
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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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this._handlers = [];
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this.callbacks = {};
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};
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SPARKS.Emitter.prototype = {
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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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// 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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stop: function() {
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this._isRunning = false;
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clearTimeout(this._timer);
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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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// 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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var time = Date.now();
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var elapsed = time - emitter._lastTime;
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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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emitter._lastTime = time - elapsed;
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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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// Update particle engine in seconds, not milliseconds
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update: function(time) {
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var len = this._counter.updateEmitter( this, time );
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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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// 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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len = this._actions.length;
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var action;
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var len2 = this._particles.length;
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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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// 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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} 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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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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for ( i = 0; i < len; i++ ) {
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this._initializers[i].initialize( this, particle );
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}
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this._particles.push( particle );
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this.dispatchEvent("created", particle); // ParticleCreated
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return particle;
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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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addAction: function (action) {
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this._actions.push(action);
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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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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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// 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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SPARKS.SteadyCounter.prototype.updateEmitter = function(emitter, time) {
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return Math.floor(time * this.rate);
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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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* 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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* 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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* The energy of the particle.
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*/
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this.energy = 1;
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||||
/**
|
||||
* 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();
|
||||
}
|
||||
}
|
||||
|
||||
};
|
||||
Reference in New Issue
Block a user