Doodle3D-Slicer/three.js-master/examples/js/Sparks.js

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2015-06-12 15:58:26 +02:00
/*
* @author zz85 (http://github.com/zz85 http://www.lab4games.net/zz85/blog)
*
* a simple to use javascript 3d particles system inspired by FliNT and Stardust
* created with TWEEN.js and THREE.js
*
* for feature requests or bugs, please visit https://github.com/zz85/sparks.js
*
* licensed under the MIT license
*/
var SPARKS = {};
/********************************
* Emitter Class
*
* Creates and Manages Particles
*********************************/
SPARKS.Emitter = function (counter) {
this._counter = counter ? counter : new SPARKS.SteadyCounter(10); // provides number of particles to produce
this._particles = [];
this._initializers = []; // use for creation of particles
this._actions = []; // uses action to update particles
this._activities = []; // not supported yet
this._handlers = [];
this.callbacks = {};
};
SPARKS.Emitter.prototype = {
_TIMESTEP: 15,
_timer: null,
_lastTime: null,
_timerStep: 10,
_velocityVerlet: true,
// run its built in timer / stepping
start: function() {
this._lastTime = Date.now();
this._timer = setTimeout(this.step, this._timerStep, this);
this._isRunning = true;
},
stop: function() {
this._isRunning = false;
clearTimeout(this._timer);
},
isRunning: function() {
return this._isRunning & true;
},
// Step gets called upon by the engine
// but attempts to call update() on a regular basics
// This method is also described in http://gameclosure.com/2011/04/11/deterministic-delta-tee-in-js-games/
step: function(emitter) {
var time = Date.now();
var elapsed = time - emitter._lastTime;
if (!this._velocityVerlet) {
// if elapsed is way higher than time step, (usually after switching tabs, or excution cached in ff)
// we will drop cycles. perhaps set to a limit of 10 or something?
var maxBlock = emitter._TIMESTEP * 20;
if (elapsed >= maxBlock) {
//console.log('warning: sparks.js is fast fowarding engine, skipping steps', elapsed / emitter._TIMESTEP);
//emitter.update( (elapsed - maxBlock) / 1000);
elapsed = maxBlock;
}
while (elapsed >= emitter._TIMESTEP) {
emitter.update(emitter._TIMESTEP / 1000);
elapsed -= emitter._TIMESTEP;
}
emitter._lastTime = time - elapsed;
} else {
emitter.update(elapsed / 1000);
emitter._lastTime = time;
}
if (emitter._isRunning)
setTimeout(emitter.step, emitter._timerStep, emitter);
},
// Update particle engine in seconds, not milliseconds
update: function(time) {
var i, j;
var len = this._counter.updateEmitter( this, time );
// Create particles
for ( i = 0; i < len; i ++ ) {
this.createParticle();
}
// Update activities
len = this._activities.length;
for ( i = 0; i < len; i ++ )
{
this._activities[i].update( this, time );
}
len = this._actions.length;
var particle;
var action;
var len2 = this._particles.length;
for ( j = 0; j < len; j ++ )
{
action = this._actions[j];
for ( i = 0; i < len2; ++ i )
{
particle = this._particles[i];
action.update( this, particle, time );
}
}
// remove dead particles
for ( i = len2; i --; )
{
particle = this._particles[i];
if ( particle.isDead )
{
//particle =
this._particles.splice( i, 1 );
this.dispatchEvent("dead", particle);
SPARKS.VectorPool.release(particle.position); //
SPARKS.VectorPool.release(particle.velocity);
} else {
this.dispatchEvent("updated", particle);
}
}
this.dispatchEvent("loopUpdated");
},
createParticle: function() {
var particle = new SPARKS.Particle();
// In future, use a Particle Factory
var len = this._initializers.length, i;
for ( i = 0; i < len; i ++ ) {
this._initializers[i].initialize( this, particle );
}
this._particles.push( particle );
this.dispatchEvent("created", particle); // ParticleCreated
return particle;
},
addInitializer: function (initializer) {
this._initializers.push(initializer);
},
addAction: function (action) {
this._actions.push(action);
},
removeInitializer: function (initializer) {
var index = this._initializers.indexOf(initializer);
if (index > -1) {
this._initializers.splice( index, 1 );
}
},
removeAction: function (action) {
var index = this._actions.indexOf(action);
if (index > -1) {
this._actions.splice( index, 1 );
}
//console.log('removeAction', index, this._actions);
},
addCallback: function(name, callback) {
this.callbacks[name] = callback;
},
dispatchEvent: function(name, args) {
var callback = this.callbacks[name];
if (callback) {
callback(args);
}
}
};
/*
* Constant Names for
* Events called by emitter.dispatchEvent()
*
*/
SPARKS.EVENT_PARTICLE_CREATED = "created"
SPARKS.EVENT_PARTICLE_UPDATED = "updated"
SPARKS.EVENT_PARTICLE_DEAD = "dead";
SPARKS.EVENT_LOOP_UPDATED = "loopUpdated";
/*
* Steady Counter attempts to produces a particle rate steadily
*
*/
// Number of particles per seconds
SPARKS.SteadyCounter = function(rate) {
this.rate = rate;
// we use a shortfall counter to make up for slow emitters
this.leftover = 0;
};
SPARKS.SteadyCounter.prototype.updateEmitter = function(emitter, time) {
var targetRelease = time * this.rate + this.leftover;
var actualRelease = Math.floor(targetRelease);
this.leftover = targetRelease - actualRelease;
return actualRelease;
};
/*
* Shot Counter produces specified particles
* on a single impluse or burst
*/
SPARKS.ShotCounter = function(particles) {
this.particles = particles;
this.used = false;
};
SPARKS.ShotCounter.prototype.updateEmitter = function(emitter, time) {
if (this.used) {
return 0;
} else {
this.used = true;
}
return this.particles;
};
/********************************
* Particle Class
*
* Represents a single particle
*********************************/
SPARKS.Particle = function() {
/**
* The lifetime of the particle, in seconds.
*/
this.lifetime = 0;
/**
* The age of the particle, in seconds.
*/
this.age = 0;
/**
* The energy of the particle.
*/
this.energy = 1;
/**
* Whether the particle is dead and should be removed from the stage.
*/
this.isDead = false;
this.target = null; // tag
/**
* For 3D
*/
this.position = SPARKS.VectorPool.get().set(0, 0, 0); //new THREE.Vector3( 0, 0, 0 );
this.velocity = SPARKS.VectorPool.get().set(0, 0, 0); //new THREE.Vector3( 0, 0, 0 );
this._oldvelocity = SPARKS.VectorPool.get().set(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.None : 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.None : 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) {
// attempt verlet velocity updating.
var p = particle.position;
var v = particle.velocity;
var old = particle._oldvelocity;
if (this._velocityVerlet) {
p.x += (v.x + old.x) * 0.5 * time;
p.y += (v.y + old.y) * 0.5 * time;
p.z += (v.z + old.z) * 0.5 * time;
} else {
p.x += v.x * time;
p.y += v.y * time;
p.z += v.z * time;
}
// OldVel = Vel;
// Vel = Vel + Accel * dt;
// Pos = Pos + (vel + Vel + Accel * dt) * 0.5 * dt;
};
/* Marks particles found in specified zone dead */
SPARKS.DeathZone = function(zone) {
this.zone = zone;
};
SPARKS.DeathZone.prototype.update = function(emitter, particle, time) {
if (this.zone.contains(particle.position)) {
particle.isDead = true;
}
};
/*
* SPARKS.ActionZone applies an action when particle is found in zone
*/
SPARKS.ActionZone = function(action, zone) {
this.action = action;
this.zone = zone;
};
SPARKS.ActionZone.prototype.update = function(emitter, particle, time) {
if (this.zone.contains(particle.position)) {
this.action.update( emitter, particle, time );
}
};
/*
* Accelerate action affects velocity in specified 3d direction
*/
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 );
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();
}
}
};